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.

Return to Custom Content Home Page.

Word or Phrase in the Content Name
Word or phrase found in the Content Description
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

NOTE: Rego Magia Legis functions greatly on objective truth rather than subjective perception. As such, it is strongly recommended that an ST be present for all uses of Rego Magia Legis to adjudicate objective In Character Guilt and Reality.

1: Malum In Se (Evil In Itself)
Make a Mental Challenge against the target, retest Law. If successful, the Lawmage gains a sense of how many times a user has committed an act of objective evil within a number of days equal to the Lawmage's permanent Willpower. Acts of objective evil include murder, theft, assault, or generally any action that would cause someone with Four Humanity or less (Two on a One-Five scale) to chop for Path Rating loss. The Lawmage does not glean any information on what was done, only that the action was committed, and when. This power is not subtle, usually involving direct interrogation or questioning.

2: Malum Prohibitum (Forbidden Evil)
Mechanically, this power functions identically to Malum In Se. However, when used, the Lawmage focuses on a specific, pre-established legal or ethical code (US Federal Law, MN State Law, The Traditions of the Camarilla, and The Code of Milan are all acceptable examples. A PC's individual Code of Honor is not).  If successful, the Lawmage gains a sense of how many times a user has broken that legal or ethical code within a number of days equal to the Lawmage's permanent Willpower. The Lawmage does not glean any information on what was done, only that the action was committed, and when. This power is not subtle, usually involving direct interrogation or questioning.

3: Compos Mentis (Of Composed Mind)
After 10 minutes of meditative focus with the subject, the Lawmage spends one blood and specifies a specific period of time in the subject's history, no greater than one hour in length. For the next scene or hour, whichever is longer, the subject remembers all details of that time period as though they had the Merit 'Eidetic Memory'. Furthermore, if the subject's memories during that event had been altered in any way, the Lawmage may immediately make a Static Mental Challenge (retest Law) to restore those memories for the power's duration. The difficulty of this challenge should be determined by the mental traits of whoever altered the memories of the subject. This cannot restore memories that were completely destroyed or removed, only altered through The Forgetful Mind or similar effects. If a Dominate power was used to alter the subject's memory, a Generation Check is still required by the Lawmage to recover the memories. Finally, the Lawmage gets an intuitive knowledge of whether the actions taken by the subject during that time block were of their own free will or compelled by another source (though this does not give the Lawmage knowledge of who is responsible for any such compulsion). The Lawmage cannot use this power on themselves, only others. When the power ends, the subject's memory of that time block returns to normal.

4: In Flagrante Delicto (In Flagrant Delinquency)
This power can only be used if a Lawmage personally witnesses the target committing an act that would be detected by either the powers Malum In Se or Malum Prohibitum. Upon witnessing said act, the Lawmage may spend 1 blood and make a Mental Challenge against the Target (Retest Law). If successful, the Lawmage may spend 1-3 Mental Traits. The target takes a number of levels of aggravated damage and loses a number of temporary willpower equal to the traits spent. This can only be used against a given target once per scene, and MUST be performed in the same scene that the triggering act was committed.

5: Hostes Populi (The Enemy of The People)
This power can only be used by a Lawmage with Five or more Humanity (Or Three or more on a One-Five scale)

Spend 1 Blood and 1 Willpower and make a Mental Challenge against the target, retest Law, and state a specific serious crime that the target has committed. Qualifying acts of extreme evil include any action that would cause a Kindred with Humanity 2 (Or 1 on a One-Five Scale) to make a Humanity Chop. Crimes not listed in the Humanity Hierarchy of sins (such as Treason) may be applicable at ST discretion. Camarilla Citizens found guilty of egregious violations of The Traditions or Tremere found guilty of egregious violations of The Oath are considered valid targets for this power. Though unlikely to ever occur, this could also apply to Members of the Sabbat found guilty of egregious violations of the Code of Milan.

If the target is guilty and the act is sufficiently heinous, they are branded by a mystical mark that labels the target as an Enemy of the People. The brand can only be seen by Kindred, but cannot be concealed by any means. All Kindred who make a challenge of any kind against the branded target gain a number of bonus traits equal to their own Humanity rating (or half rounded up on a One-Ten scale). Kindred on non-Humane paths gain no benefit. While this mark is almost always used as a death sentence, it can be removed by the Lawmage at any time by spending a willpower if they believe the subject of the brand has properly repented for their crime.

If the crime declared was insufficiently specific, this power simply fails. If the target is innocent of the crime, or the crime declared was insufficiently heinous, then not only does the power fail, but the Lawmage loses ALL of their current Willpower and cannot regain it for the rest of the night.

A target cannot be branded for a specific crime more than once in their lives (though if they commit the same crime multiple times, they may be branded for each instance). Multiple brands do not stack with one another.

Date of Archival: 02-Mar-2025
Tremere