Custom Blood Magic: Path

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Custom Content Category: Blood Magic: Path
Blood Magic Category: Necromancy - Voudoun
XP Cost: 0XP
MET Mechanics:

This path of Voudoun Necromancy is based upon the ancient spells and beliefs of both voodoo and hoodoo. Many
of these spells are from those ancient traditions and beliefs. Unfortunately, most of Voodoo and Hoodoo is based
around the idea that they can only affect those who believe in them.
Note: Only those who believe in the effects of magic can be effected by these powers. That is to say, anyone
targeted by this path that does not have an Occult Ability score of 3 or more is immune to the effects of this
path.
•Death Echo
A devotee can call upon Ghede to grant him the ability to perceive the moments of another vampire’s Final Death as
though he were experiencing the Final Death himself. The Kindred perceives the death as it was occurring from the
point of view of the deceased vampire. The character sees what the vampire saw, smells what he smelled, feels how
he felt, etc. Kindred are able to maintain Death Echo for a minute per his levels of the Path of Hoodoo, and must
know the name of the dead vampire in order to use this ritual. The hougan engages in a Static Mental challenge
(Retested with Occult) at a difficulty of 10+1 for every day the body has been deceased. This power does not require
the target to have had the Occult ability score at all to work, unlike the other levels of this path.
••Brick Dust
The hougan calls upon powerful warding magic to protect him from harm. There is an ancient belief
in hoodoo and voodoo that if one places a line of unbroken brick dust over an entry way, those who would do you
harm may not pass. The hougan places an unbroken line of brick dust upon an entry way (Such as a door or
window). Anyone who intends direct harm upon the caster may not pass. This does not stop them from finding
another means to reach you, but they will be unable to cross the line of brick dust, or disturb it to break it. Harm is
defined as direct harm. If someone entered a room to physically fight you, they could not cross. If however, they
were sent to spy on a gathering you were at and had placed the brick dusk, and came across information that might
harm you, they would still be able to cross. As that is indirect harm.

•••Ill Omen
A mambo of Kalfou may call upon the loa to inflict a horrifying nightmare upon a foe. The focal point of the
nightmare may be a person, place or object. Whatever the subject of the nightmare is, the victim wakes with an
intense phobia of it. The Kindred attempts to avoid that person, place or object as though their very existence
depended upon it. If the victim is somehow confronted with the object of his nightmare, he will react with utter
horror. Each turn the victim remains within 10 feet of the object, the player Must make a Courage Check at a
difficulty of 5. If the check fails, the victim immediately flees from the object in terror. If escape is not possible, he
enters Rötschreck. If the victim is mortal and is unable to escape, he immediately faints, and remains unconscious
for an hour or until forcibly roused, whichever comes first. It should be noted that although the victim wholly and
irrationally believes that the object of his fear will harm him, it is, in fact, no more dangerous than it would be under
normal circumstances. Ill Omen remains in effect for a number of nights equal to the hougan’s rating in the Path of
Hoodoo. This power requires a Sympathetic Link.
••••Curse Object
Kindred under the patronage of Kalfou may perform a ritual to tie bad fortune to existing lifeless objects (jewelry,
clothing, a weapon, etc.). The hougan must first obtain the item and cast the spell upon it. Which may take anywhere
from a minute to several hours depending on the whims of Kalfou. If the spell is successful, the targeted object is
cursed. A character who comes into physical contact with the object must bid 2 additional traits for any action
subsequently performed. The subject need not remain in contact with the item to be affected by its curse. Simply
brushing against the cursed object brings bad luck upon the individual. The curse is automatically contested by the
victim upon touch, pitting the hougan’s social traits against the victim (retested with occult). If the victim fails, he is
cursed for a number of hours equal to the houngan’s levels of the Path of Hoodoo. This power requires a
Sympathetic Link
•••••Vodoun Doll
Made popular through horror films and tales whispered around the fire, the Vodoun Doll is probably one of the most
iconic items associated with the practice of Vodoun. As it relates to Vodoun practiced by Kindred, a Vodoun Doll
(or poppet) is a potent magical tool used by the most beloved houngan of Kalfou. A vampire may stick a wooden
nail into a fabricated doll, and in doing so, manipulate his enemies from afar or inflict any number of dark and
powerful curses upon them. Vodoun dolls can be constructed from almost any material: cloth, wrapped twine, clay,
wax or corn husks. Creating a voodoo doll requires an extended Crafts challenge with difficulty of 14. Each test is
equal to five minutes. The houngan must have a piece of the target or something very important to him — a drop of
blood, a lock of hair, or an item of great personal worth such as a wedding ring or a piece of a favorite garment.
Once the doll has been created, the houngan performs the spell to call upon Kalfou. If the ritual is successful, Kalfou
creates a sympathetic connection to the intended target. The doll retains the link to the living individual for five
hours. If the Vodoun doll is destroyed, all the sympathetic control is broken and the target is freed from all effects.
Once the doll is connected to its target, the houngan can puncture it with a single wooden nail. Only one nail may be
used at a time (multiple pins may not be used to simultaneously affect different areas), but the nail may be removed
and the doll punctured again in another location to achieve a different effect as often as the houngan likes. This
power requires a Sympathetic Link. Placement of the nail, pushed into the Vodoun doll, affects the target in a
variety of ways:
Pin
Placement
Effect
Heart The target immediately is loses half his blood pool. Used against a mortal, a nail in the heart
causes the target to lose all stamina related traits.
Eye The target is rendered blind until the nail is removed. Use the rules for fighting in total
darkness.
Ear The target is rendered deaf until the nail is removed.
Mouth The target is rendered mute until the nail is removed.
Forehead The target is cursed with bad luck while the wooden nail remains in the Vodoun doll’s
forehead. When the target attempts to perform a task that requires significant thought (any
action that makes use of a Mental Skill or Attribute), the target’s player must bid 2 additional
traits on all such challenges.
Stomach The target feels ill, and becomes violently sick if he attempts to consume blood while the nail
remains in the puppet’s stomach. He does not vomit the Vitae currently in his system, but
cannot feed to gain additional Vitae until the pin is removed. If the Subject is mortal, he may
not eat or drink until the nail is removed.
Extremities The target is cursed with bad luck while the wooden nail remains in the Vodoun doll’s hand or
foot. When the target attempts to perform a task that requires significant physical prowess (any
action that makes use of a Physical Skill or Attribute), the target must bid 2
additional traits on all such challenges

Date of Archival: 16-Oct-2024
Giovanni