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:

Mystical Discernment: May retest one test involving investigating, studying or attempting to understand an object, place, or effect.  This retest may be called once per subject per scene and is your final retest in the challenge it is used in. 

Invoke the Unclaimed Might: Regain spent or lost Mental Traits equal to your Ranks in this path to a maximum of your current Mental Trait total and Regain 1 spent ability Dot of your choice from Awareness, Enigma, Investigation, or other storyteller approved Ability related to understanding and investigation; this cannot restore Occult Ability Dots.  This power may only be activated once per Night.

Arcane Understanding: Gain +2 bonus Traits to Static mental test related to research, study, investigation or other information gathering.  You may spend 1 mental trait to know if there is any effect or restriction preventing your Thaumaturgy from working normally while this is active; though not why or how.

Pattern Deduction: When making a retest in an Static challenge you may bid an additional trait to win on ties for the remainder of the challenge.  This paths activation lasts for the scene or hour whichever is longer, but requires the additional bid per challenge.

Magic in the Mundane: Enhance an object by calling out its inherent magic potential and pushing the item to its operational limits. 

To create an awakened object, first choose an item that could be reasonably wielded or worn at storyteller discretion and what ability or type of test it will affect, this should be related to the item's mundane use and have clear parameters on an ability use it affects or narrow situational use if multiple abilities may apply.  A suit might enhance leadership or intimidate but not likely both, a lock pick could affect security when picking locks or the lockpicking ability, a Hammer could aid in crafting or be turned unexpectedly into an weapon but this intent is chosen and granted at enchantment; if more then one ability could be boosted then a limited situation should be noted or Storyteller judgment calls for when two similar abilities have the general same use.

Alternatively the item could be designated for combat, this benefit will be fleeting in this case and cannot be attached to an non-combat bonus.  In any case the Storyteller has final say on what ability or situation the item can add its enhanced bonus traits to at item creation.

Next pay the cost aftering activating the power, spend 3 Blood, 3 Temp Willpower, and 3 Mental traits.  This will permanently enchant the item to bring out its full potential, following that anyone wielding it may spend 1-3 blood and 1 mental trait to activate an awakened item afterwards.  Up to three such items may be activated by anyone character per scene, each increases the mental trait cost by 1 and reduce to max blood spend by 1, (meaning the second cost 1-2 blood and 2 Mental traits, and the third cost 1 blood and 3 mental traits) attempting to call upon items beyond this fails if this is due to limits on ambient magic at anyone place and person or that only so many items can be called on to give their all to any one persons at a time, is unknown.

When the item is awakened it appears to work at peak performance for its condition and feels right in the wielder's hands, only the wielder who spends blood and mental traits for activation can benefit from the item and only for the Scene or Hour (Whichever is longer).

-When active the item gains +1 bonus trait(s) to its normal non-combat uses per blood spent on its activation for the remainder of the scene or hour (whichever is longer) or +1 bonus trait(s) per blood spent on any combat use once during the scene.  The ability the activation effects is chosen on creation and is up to Story Teller approval.

-While Active the user may spend 1 Temp Willpower  once and only once per scene to repair the object if broken until the end of the scene, after which the item will break again until repaired or retest for a static test of the item’s purpose.

*Any repairs done with this path can only restore the item to the state it was in when enchanted by this path.  Once the item breaks again it retains its enchantment from this path but its powers cannot be called on again until it is repaired.

*If a fetish is broken then repaired with this power the spirit is still freed, consider the object momentarily broken for other similar considerations.

*Armor levels are only restored up to the amount of blood spent on Magic in the Mundanes initial

activation no matter how many levels it normally has.

-At the end of the scene make 2  simple tests, if they both fail the enchantment is lost.

-The item may only be under the effects of one use of this power at a time, no matter how many casters attempt to enchant the item.

Date of Archival: 09-Jun-2024
Tremere