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: Necromancy - Western
XP Cost: 0XP
MET Mechanics:

The study of the Sudario/Shroud/Veil in the modern nights has revealed many uses of the Shroud by manipulating
this fabric that separates the world of the living and the world of the dead. With the Shroud weakening due to the last
Maelstroms, it has become increasingly easier to make the Shroud pliable and useful to a resourceful Necromancer.
Note: For those interested in dealing with the dead on a more intimate level. (This path may not exceed the
necromancer's Ash Path rating.)
•Entropy's Grasp
With but slight concentration, the Necromancer can pull objects from the Skinlands into the Shadowlands
(He must be in the shadowlands to accomplish this). The object may weigh no more than a few pounds, and be no
larger than the size of a fist. The Necromancer spends a mental trait and then does a static mental challenge
difficulty equal to the shroud rating, retesting only with Occult. If he succeeds, he may grasp one object with his
hand and pull it into the shadowlands. To onlookers, it appears as if the object merely decays out of existence
leaving nothing behind. If the Necromancer fails, however, he is unable to pierce the shroud and takes one
aggravated damage as the sudario closes in on the Necromancer's hand. This item must be inanimate and becomes a
relic of the shadowlands, liquids can’t be transferred over.
••Piercing the Veil
By activating this power, the Necromancer opens the mind of another to allow them to pierce the Shroud and
perceive the Shadowlands. This can have multiple uses, from intimidating a target, to allowing allies to perceive the
Necromancer across the shroud for coordinating attacks, to confusing the target. To activate this power, a
Necromancer makes a social challenge versus the target he wishes to perceive the shadowlands. If he succeeds he
may expend a mental trait to have the effects of Shroudsight extended to the target for the next scene or hour,
whichever ends first. The Necromancer must have the power of Shroudsight in order to utilize this power.
•••Burial Shroud
This power allows the Necromancer to pull the shroud around him, using it as a blanket of protection from
the storms of the Shadowlands. This power also allows for a kindred within the Shadowlands to remain hidden from
mediums and or other beings within the Shadowlands. This is basically Obfuscate 2 in the Shadowlands only. The
Necromancer spends a WP and engages in a static mental challenge, difficulty 15 minus the Shroud rating. He is
granted immunity to maelstrom damage. This only protects against the maelstrom itself, and not against anything
that might be traveling within the maelstrom. Furthermore, the Necromancer is then invisible in the Shadowlands
and invisible from mediums as well. He should cross his arms across his chest to represent this effect. This lasts for
a scene or an hour. This acts as Obfuscate in regards to all other powers.
••••Persephone's Portal
Necromancers have long been able to open temporary portals into the Shadowlands. These portals allow travel
between the Shadowlands and the Skinlands. However, a Necromancer with this power now may open a more
permanent portal into the Shadowlands. On the night of a full Moon, the Necromancer draws a chalk doorway on a
solid stationary object as if he were going to employ the power of Ex Nihilo. The Necromancer then mixes 2 traits
of vitae with 6 pomegranate seeds and consumes it while chanting a prayer to Persephone. He then spends 3 WP and
opens the gate to the Shadowlands. At this point, a word is chosen that will open the gate to the Shadowlands and a
second to close it. Only the Necromancer may enter the gate, as well as any inanimate objects he might bring. (No,
torpored kindred are not inanimate objects) The gate lasts for 3 months and may be used as many times as the
Necromancer wishes. The door may not be moved, however, and within this spot, the Shroud is drastically thinner.
Any wraith attempting to pierce the shroud within 30 feet of this portal gains a free retest to do so and receives a +2
bonus when using it's arcanoi within this radius. This power takes an entire night to activate, however the effects are
drastically increased beyond that of the Ash Path power of Ex Nihilo.
•••••Embodiment of Death
A Necromancer so skilled in the Veil Path may now materialize within the Skinlands. The Necromancer spends a
temporary Willpower and burns up to 5 mental traits. He then does a primary test against the shroud. If successful,
he then does a mental challenge for each mental trait expended. For every win (not tie), the Necromancer may affect
the Skinlands for one round with Mental or Social actions only. Though not physically there, the Necromancer
appears to be a ghostly figure. The Necromancer is immune to physical harm, but may still be affected by magic,
wards and or mental/social disciplines that do not require physical contact. If the Necromancer fails the initial
challenge to pierce the shroud, he is forcibly ejected from the Shadowlands and takes 3 lethal damage as his body
rips through the shroud. While in this form, the necromancer may only use Auspex, Dominate, Presence and
Obfuscate. No form of Blood Magic may be used in conjunction with this power

Date of Archival: 20-Oct-2024
Giovanni