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.

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Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

Earth Dowsing​(basic) – The Caster extends his consciousness to the ground surrounding him. He can get a geological survey of material that is hidden beneath his feet. Mechanics – The Caster can view the contents of the ground a radius of 5 feet per dot of occult they possess. Expend a blood trait, the depth is 1 feet per mental trait the caster possesses at time of casting. This will give the caster a general idea of the substances below the ground (i.e. minerals, metals, sediment composition, organic material). Further challenges for more information can be made through use of appropriate abilities (i.e. science (geology), science (metallurgy), ect.)

Extract​(Basic) – The Caster can now summon the ground to give forth her bounty. With the knowledge of what is underground, they can pull it to the surface. Mechanics – The Caster can cause the earth to roil and bring an object to the surface. They must expend a blood which will then bring forth any object to the surface. They can lift 20 pounds and may expend extra mental traits for an additional 10 pounds per mental trait. The process of it coming to the surface can take some time, depending on its depth and mass. Kindred using Earth Meld cannot be extracted.

Earth Tomb​(intermediate) – The Caster causes the earth to rise up and encapsulate a target. This can be used offensively to trap enemies, or defensively to protect the caster. Mechanics – Expend a blood and willpower. Tomb gains 2 health levels for each dot of occult the caster possess. If used against an opponent, the caster must make a mental challenge versus the opponent’s physical traits to encapsulate the opponent. The effects last until the caster dismiss the tomb or it is destroyed. Those trapped within or those wanting to get at those within can attempt to break through by making a physical challenge against the caster’s static mental traits. Mortals can asphyxiate over time, and fire damage is halved. Tomb occupies a radius of ten feet from the caster or victim, and rises in a dome maximum height of 7 feet at apex.

Vulcan’s Armor​(intermediate) – The Caster summons the earth around his body to give him more protection. Mechanics – Expend a blood and willpower to cause the earth to form a protective layer over your body. Treat as body armor with four additional health levels, adds a heavy negative physical trait. The Armor last for a scene or an hour, or until dismissed or destroyed. This power can only be used on the caster.

Vulcan’s Hammer ​(advanced) – By invoking Vulcan’s name in prayer; the Caster summons the master smith’s hammer. Vulcan’s Hammer is a Warhammer, obsidian black with veins of magma running through it. The Caster pulls it from the ground. This hammer can be used to create or destroy. Mechanics – Expend a blood and mental traits, and make a static mental challenge base difficulty 8 traits plus the number of mental traits spent, maximum of 5 mental traits can be spent (minimum of 1 must be spent). The number of mental traits spent determines its stats. 1­3 traits: one handed hammer with mental traits spent being the number of traits the weapon has and does 1 lethal and has Spark. 4­5 traits: two handed hammer with mental traits spent being the number of traits the weapon has and does 2 lethal and has Spark. Spark: Upon successful hit, make a simple challenge (win or lose). On a win a flash of fire is created dealing an additional 1 aggravated damage. This may cause a Rotschreck test. On a loss, the weapon just releases sparks from striking the victim. The Hammer can also be used in forging; the cast is two traits up in all smithing related challenges. The Hammer last for a scene or hour, or until dismissed. This power can only be used by the caster and the hammer once summoned cannot be alter in anyway.

Date of Archival: 17-Aug-2016
Tremere