Custom Blood Magic: Path
Some chronicles allow for their players to develop customized powers for their characters. The following is a compilation of player created custom content in OWBN. At this time, custom content that is created and/or used by vampire PC's is required to be listed.
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:
ASTRAL MANIPULATION
Based on the path of Spirit Manipulation, this path was created by Rosamonde Kurlein, with
input and assistance of Liam McGovern and other Tremere in Northern California, to allow the
thaumaturge to interact with the astral realm. Unlike Spirit Manipulation however, there is no
inherent risk of being attacked by spirits if the practitioner loses a challenge. Instead the inherent
risk of this path comes from primarily interacting with other astral travelers, who may not be
friendly towards the thaumaturge.
Note that all powers of Astral Manipulation which are indicated as targeting or affecting astral
travelers may also be used to target or affect other astral entities, if encountered.
Basic Astral Manipulation
Astral Sight - 3xp
With this power you can perceive the astral realm, allowing you to gaze deeply in to it, or
perceive nearby astral travelers as a hazy overlay on the material world.
This power does not allow you to see into the lands of the dead, in to the realms of the fae, or
the spirit world.
You may activate this power at will and automatically see any astral travelers or entities close
by. If you wish to gaze in to the astral realm itself, you must spend a Mental Trait; you may then
see into the astral realm for the duration of the scene. While looking into the astral realm, you
must bid an additional two Traits on any challenges in the physical world due to the difficulties
caused by divided perceptions. You may terminate this power at any time.
Astral Voice- 3xp
Not all astral travelers speak English, or can communicate with individuals in the physical
world. With this power you can understand and communicate with astral travelers.
Spending a Willpower Trait activates this power for the remainder of the scene. As long as
the power is active, you may converse with astral travelers, regardless of language utilized, and
understand their responses.
Intermediate Astral Manipulation
Astral Manifestation- 6xp
This is perhaps the most dangerous power a practitioner of Astral Manipulation has at her
disposal - failure here may well mean a painful death in the future at the hands of the astral
traveler. This power allows you to give orders to an astral traveler, or cause the astral traveler to
become visible and audible in the physical world.
To use this power, spend a Willpower Trait and make a Mental Challenge against the astral
traveler. With success, the you may either cause the astral traveler to become visible (as per a
manifested Astral Projection, with no cost to the astral traveler) and audible (as though subject to
the effects Whispers of the Ghost) in the physical world for the remainder of the scene, or force
the astral traveler to obey whatever command you give, as long as it doesn't endanger the astral
traveler's well-being, or conflict with her morals. It should be kept in mind that unless other
powers are used, the astral traveler may well be fully aware that she is being forced into
something against her will, and she may seek revenge at a later time.
Entrap Astral Ephemera- 6xp
With this power, you may trap an astral traveler in the astral realm, or even anchor it to a
specific object.
To use this power, spend a Willpower Trait and make a Mental Challenge against the astral
traveler. With success, the astral traveler's silver cord snaps regardless of his current remaining
Willpower Traits, stranding him in the astral realm.
To anchor a stranded astral traveler to a particular object or location, you must engage the
stranded astral traveler in a Mental Challenge. If you win, the stranded astral traveler cannot
leave the room (or move more than 10 feet from a particular object) for the remainder of the
evening. The stranded astral traveler may expend his remaining Willpower Traits to resist,
forcing you to expend a Mental Trait for each Willpower Trait spent.
By spending a temporary Willpower trait at the time of this Mental Challenge, you can force
the stranded astral traveler to remain in the location for a full week; a permanent Willpower Trait
extends this time to a year. If the stranded astral traveler attempts to leave the location, it suffers
one aggravated level of damage per turn outside of the confines of the anchor until it returns or is
destroyed utterly. An astral traveler anchored by this power may immediately spend a
Willpower Trait (provided he has temporary Willpower remaining) and initiate a Mental
Challenge against the Astral Manipulation practitioner, with success freeing him from the
locational binding, and re-establishing his silver cord.
Astral travelers anchored to a person are visible and audible to that person, and are at a two-
Trait penalty against all uses of Astral Manipulation by a practitioner they are anchored to.
Anchoring a stranded astral traveler to his original physical body will cause the silver cord to
regenerate within seconds, returning the astral traveler to his body.
Unless also anchored via Entrap Astral Ephemera, an astral traveler trapped through this
power is subject to the same hazards as any other stranded astral traveler (see Psychic
Projection).
Advanced Astral Manipulation
Astral Duality- 9xp
The height of astral transactions, you can now fully interact with the astral realm. When you
activate this power, you exist in both planes simultaneously. You can pick up objects or beings
in the material world and place them in the astral realm or vice versa. The beings and landscapes
of both worlds are solid to you, and you may interact with them as you please. You can even use
Thaumaturgy or other Disciplines in either world. Still, it's not a walk in the park - a journey
such as this is not without its dangers, and a single mistake may leave you trapped in the astral
realm with no way home. Incautious travelers may become starved into torpor in the astral realm
- there is no blood to be had among astral forms, after all.
Astral Duality may only be used while you are in the physical world. Note that while this
power is in effect, you are vulnerable to attacks from both worlds. You are considered to be in
the physical world, as far as basic physics and common sense are concerned - for example, if
there's a road in the physical world that leads over a chasm in the astral realm, you may walk
across the chasm just fine.
To activate this power, spend a Willpower trait and make a Static Mental Challenge. If
successful, you enter the astral world without leaving the physical world. Before going further,
make a Simple Test. if you lose, repeat the test twice - a third consecutive loss means there was
a backlash and you were ripped out of the physical world and thrown into the astral realm.
Whether or not there is a way back to the physical realm is up to the Storyteller.
If the entrance was successful, and you're not trapped in the astral realms, you now determine
how long you can remain. Make Simple Tests until you lose - the number of tests won
determines the duration of the effect.
After the power has been activated, you must bid two additional Traits on all challenges as
long as Astral Duality remains active; perceiving two realms can be distracting, making even
routine tasks an exercise in concentration.
No. of Wins Duration of Effect
0 One turn
One Three turns
Two 10 turns
Three 10 minutes
Four The remainder of the scene
Date of Archival: 21-Feb-2015
Tremere