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.

Return to Custom Content Home Page.

Word or Phrase in the Content Name
Word or phrase found in the Content Description
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