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.
A Hermetic Path of Thaumaturgy devoted to summoning architecture, ritual leverage, and formal obligation
Paradigm: Ritual geometry, symbolic resonance, categorical logic, and metaphysical formalism
Theme: Mastery is not forcing the supernatural to obey, but shaping the conditions under which reality listens, answers, and remembers.
This Path does not summon, bind, or compel entities on its own. It modifies the conditions, precision, and consequences surrounding summoning and binding rituals.
Vitae Resonance and Immunities
Due to interference caused by the caster’s own vitae and the self-reinforcing metaphysical structure of the Blood:
Kindred/Cainites are immune to Levels Two through Five of this Path.
Ghouls, Revenants, and Dhampir are immune to Level Five of this Path.
Lore Requirements
Levels One–Two: Lore 1 in the target creature type
Levels Three–Four: Lore 2 in the target creature type
Level Five: Lore 3 in the target creature type
Level One — Resonant Anchor (Basic)
Effect
The caster attunes a ritual space to the symbolic and metaphysical logic of a specific creature type, subtly favoring Hermetic authority and destabilizing resistance.
Casting Time
Five minutes (non-combat)
Mechanics
Resolve a Static Mental Challenge vs. 7 Traits. While within the prepared ritual space, the caster gains +2 Traits on Social Challenges involving the chosen creature type. Creatures of that type must bid +1 Trait on Mental Challenges to resist the caster’s magic or ritual authority.
Each Resonant Anchor applies to one creature type only. Multiple Anchors may exist in one location but do not stack on a single entity.
Requirements
Lore 1 in the creature type and appropriate symbolic correspondences.
Limits
This power does not affect physical combat, compel obedience, or apply outside the ritual site.
Immunity
Kindred/Cainites are immune to this level.
Level Two — The Threshold Glyph (Basic)
Effect
The caster creates a metaphysical glyph that announces supernatural activity to a chosen creature type. This is not a summoning and exerts no compulsion.
Casting Time
Five minutes (non-combat)
Mechanics
Resolve a Static Mental Challenge vs. 6 Traits. On success, supernatural entities of the chosen creature type within approximately one mile become aware that a Hermetic working keyed to them is occurring. Aware entities may investigate, ignore, prepare, or respond as they choose.
No entity is compelled, drawn, or restrained.
Requirements
Lore 1 in the chosen creature type.
Notes
This level functions normally against all creature types, including Kindred/Cainites.
Level Three — Inverted Geometry (Intermediate)
Prerequisites
The caster must know and have successfully cast the appropriate Warding Circle ritual for the creature type and must possess Lore 2 in that creature type. This power must be activated immediately after completion of the Warding Circle ritual. If any prerequisite is not met, this power fails automatically.
Effect
The caster alters the directional logic of an existing Warding Circle, reversing its exclusionary orientation.
Mechanics
The Warding Circle functions exactly as written except that exit, rather than entry, is resisted. Attempts to leave the circle are resolved using the ward’s normal mechanics, including warning sensations, Willpower tests, damage, and escalating difficulty.
Limits
This power does not prevent eventual escape, modify damage, duration, or dice pools, and ends if the Warding Circle collapses or expires.
Immunity
Kindred/Cainites are immune to this level.
Level Four — Hermetic Precision (Intermediate)
Prerequisites
The caster must be performing The Necessary Answer and must possess Lore 2 in the summoned creature type. This power may only be activated as part of the ritual’s completion. If the ritual does not succeed, this power has no effect.
Effect
The caster constrains the summoning using Hermetic categorical logic, limiting ambiguity in both what arrives and how it manifests.
Mechanics
When The Necessary Answer succeeds and this power is active, it provides the following effects.
Categorical Precision
The caster must declare desired functional parameters as part of the summoning ritual prior to its resolution. The summoned entity must satisfy the declared parameters, such as court affiliation, Arcanoi, resonance, or metaphysical role. The summoning may not resolve to a technically valid but ignorant entity, proxy, fragment, symbolic stand-in, or entity lacking the declared categorical traits. This does not guarantee willingness, truthfulness, or competence; only relevance.
Manifestation Control
If the summoned entity is normally capable of physical or perceptible manifestation, it arrives fully manifested and perceptible within the ritual space. It may not immediately evade presence through phasing, dissipation, or indirect manifestation. This effect applies only at the moment of arrival and does not prevent later changes of state, hostility, movement, or escape attempts.
Immunity
Kindred/Cainites are immune to this level.
Level Five — Framework of Obligation (Advanced)
Effect
The caster establishes a Hermetically recognized contractual framework governing an explicitly agreed-upon pact, service, or obligation. This power does not compel agreement.
Prerequisites
Lore 3 in the summoned creature type, successful completion of The Necessary Answer, and explicit in-character agreement by the summoned entity.
Mechanics
The caster and the summoned entity must explicitly state the agreed terms in-character, including scope of obligation, duration, and conditions of fulfillment or termination. Once agreement is reached, resolve a Static Social Challenge using the caster’s Social Traits plus Path of Binding rating versus the target’s current Willpower.
On success, the obligation becomes metaphysically binding and cannot be casually ignored, reinterpreted, or abandoned. On failure, the agreement is recognized only socially or narratively and carries no metaphysical reinforcement.
If the entity later attempts to violate or abandon a successful agreement, resolve a Simple Social Challenge vs. 8 Traits (Storyteller adjudication). Success allows the attempt; failure prevents the breach at that moment. Repeated attempts are allowed.
If the agreement results in an ongoing relationship such as a Retainer, Ally, or Familiar, XP expenditure and Storyteller approval are still required. This Path does not bypass Background rules.
Immunities
Kindred/Cainites, Ghouls, Revenants, and Dhampir are immune to this level.
