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.
Suleiman's Vessels
For as long as Man has walked this world the Djinn have walked it for far longer. When humans first
appeared, the Djinn were our teachers and guides as we developed our own civilization from their teachings.
We lived in harmony until jealousy drove the Djinn to turn against us.
That was until us humans learned to harness their power and make them do our bidding from Suleiman
himself. One of the strongest of their kind was captured using these learned spells and the Djinn ran.
They left the Material Realm and went into the High Umbra (Astral Realm) to their cities to live. Rarely are
they seen anymore in this day and age. But if found they are usually never considered your friend.
•Kohl Sight - A skill once developed by the mages of ancient past. This power allows for detection of Djinn
within the High Umbra (Astral).
MET: Spend a Willpower on top of normal costs and rub charcoal across your closed eyes. When you open
them you will be able to see into the High Umbra (Astral) for the time while the charcoal remains. This
allows the user to have line of sight and the ability to use the rest of the Path upon the entities within. The
additional use of Aura Perception might be needed to find things purposefully hidden from you.
•• Know Thy Name - Djinn are creatures too. They are older than us and their naming conventions are
usually hard to understand. But with intense study and a bit of mystical help you can pinpoint which Djinn
you are dealing with.
MET: Enter into a contested mental challenge, with the retest Lore: Djinn. You may find a part of The True
Name of the Djinn that you are targeting with this power. You must be able to see the target for you to use
this power on them and that might require you to use Kohl Sight before using this. To gain more of the true
name would take study and research beyond the scope of this power.
••• Prepare Thy Vessel - With an appropriate crafts you can create and prepare the vessel in which you plan
on storing the Djinn. This takes much work and time beforehand if you wish to create something lasting to
store powerful Djinn. But, not so much time is needed if you are targeting a lower level Djinn.
MET: Make a static mental challenge against 9 + the level of Djinn (1 - 7) it is being made to store.
These vessels have 3 key features.
1. The Material - They are Fireproof, Watertight and very hard to destroy. Djinn cannot damage a properly
prepared vessel, but if the container is somehow pierced and the seal on the container is broken, the
Djinn is freed. Disrupting a vessel isn't easy and it takes a set amount of health levels, (Occult Rating x
Crafts Rating x Rank of Djinn to be captured) of damage before the container is destroyed and the
Djinn is set free. The Djinn will usually retreat before their savior's can ask for a boon or they can be
trapped again.
2. The Size - The vessel must be properly sized for the power level of the Djinn it is constructed to hold.
Servitor Djinn, the lowest, can be bound into something the size of a camel's tooth. That is about 2 to
3 cubic inches. The other ranks up to Caliph can be bound in something the size of a man's fist.
Caliph require a minimum of 1 cubic meter. Amirs and Sultan's themselves require much more. A
sultan needs a 3000 cubic meter, fireproof, watertight, vault etched with enormous and complex seals
both inside and out.
3. The Seal - This is the final element in creating a Djinn vessel. It must be appropriate to the Djinn.
Ideally the Djinn true name should be inscribed on the seal. Both as extra security, and to let anyone
who stumbles on the vessel know who is contained within. True names are necessary if there is intent
on making frequent or long term use as a familiar or slave. For simple containment, however, true
names aren't generally necessary unless the Djinn is of the rank Caliph or above. A simple seal of
Suleiman etched on the outside of the vessel is enough.
•••• Bottle of Djinn - As long as Suleiman was capable of controlling the Djinn and trapping them. There
have been many stories of found Genie in the bottles around the world. It was actually fairly easy to capture
one. You just needed to use a vessel prepared correctly. You must also be able to perceive the Djinn to
direct the vessels magic. You must also need know the magic words to activate Suleiman's seal to trap the
Djinn. This power represents the words of binding. Whether you are temporarily using a bottle you picked up
from the roadside or a hand crafted prison. This will give you the chance to seal away the Djinn, even if for a
short period of time while you prepare.
MET: Opening the vessel and saying a short phrase the targeted Djinn is sucked in with no additional
challenge. Unless the vessel is stoppered within the next 3 rounds the Djinn escapes with no additional
challenge. They very well could be angry at their captor for this and retaliate on the spot or run to fight
another day. This power also allows you to identify a vessel at a glance. It doesn't tell you what Djinn it is
made for without actual research first though.
••••• Your Wish is My Command - You call upon the sealed Djinn and Its power. This has multiple effects
depending on which Djinn you have sealed away and what you are looking for it to do.
MET: This level acts just like Elemental Mastery 5 where you can control an Elemental that you summon to
do your command. Except it requires you to have a captured Djinn in your possession already to use. It is
suggested to build each Djinn you have access to before using this power. It takes a Static Mental
Challenge to command the Djinn and it will follow your direction for the rest of the scene.