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:
    Based on the path of Spirit Manipulation, this path was created by Rosamonde Kurlein, with 
input and assistance of Liam McGovern and other Tremere in Northern California, to allow the 
thaumaturge to interact with the astral realm.  Unlike Spirit Manipulation however, there is no 
inherent risk of being attacked by spirits if the practitioner loses a challenge.  Instead the inherent 
risk of this path comes from primarily interacting with other astral travelers, who may not be 
friendly towards the thaumaturge.
    Note that all powers of Astral Manipulation which are indicated as targeting or affecting astral 
travelers may also be used to target or affect other astral entities, if encountered.
Basic Astral Manipulation
Astral Sight - 3xp
    With this power you can perceive the astral realm, allowing you to gaze deeply in to it, or 
perceive nearby astral travelers as a hazy overlay on the material world.
    This power does not allow you to see into the lands of the dead, in to the realms of the fae, or 
the spirit world.
    You may activate this power at will and automatically see any astral travelers or entities close 
by.  If you wish to gaze in to the astral realm itself, you must spend a Mental Trait; you may then 
see into the astral realm for the duration of the scene.  While looking into the astral realm, you 
must bid an additional two Traits on any challenges in the physical world due to the difficulties 
caused by divided perceptions.  You may terminate this power at any time.
Astral Voice- 3xp
    Not all astral travelers speak English, or can communicate with individuals in the physical 
world.  With this power you can understand and communicate with astral travelers.
    Spending a Willpower Trait activates this power for the remainder of the scene.  As long as 
the power is active, you may converse with astral travelers, regardless of language utilized, and 
understand their responses.
Intermediate Astral Manipulation
Astral Manifestation- 6xp
    This is perhaps the most dangerous power a practitioner of Astral Manipulation has at her 
disposal - failure here may well mean a painful death in the future at the hands of the astral 
traveler.  This power allows you to give orders to an astral traveler, or cause the astral traveler to 
become visible and audible in the physical world.
    To use this power, spend a Willpower Trait and make a Mental Challenge against the astral 
traveler.  With success, the you may either cause the astral traveler to become visible (as per a 
manifested Astral Projection, with no cost to the astral traveler) and audible (as though subject to 
the effects Whispers of the Ghost) in the physical world for the remainder of the scene, or force 
the astral traveler to obey whatever command you give, as long as it doesn't endanger the astral 
traveler's well-being, or conflict with her morals.  It should be kept in mind that unless other 
powers are used, the astral traveler may well be fully aware that she is being forced into 
something against her will, and she may seek revenge at a later time.  
Entrap Astral Ephemera- 6xp
    With this power, you may trap an astral traveler in the astral realm, or even anchor it to a 
specific object.  
    To use this power, spend a Willpower Trait and make a Mental Challenge against the astral 
traveler.  With success, the astral traveler's silver cord snaps regardless of his current remaining 
Willpower Traits, stranding him in the astral realm.  
    To anchor a stranded astral traveler to a particular object or location, you must engage the 
stranded astral traveler in a Mental Challenge.  If you win, the stranded astral traveler cannot 
leave the room (or move more than 10 feet from a particular object) for the remainder of the 
evening. The stranded astral traveler may expend his remaining Willpower Traits to resist, 
forcing you to expend a Mental Trait for each Willpower Trait spent.  
    By spending a temporary Willpower trait at the time of this Mental Challenge, you can force 
the stranded astral traveler to remain in the location for a full week; a permanent Willpower Trait 
extends this time to a year.  If the stranded astral traveler attempts to leave the location, it suffers 
one aggravated level of damage per turn outside of the confines of the anchor until it returns or is 
destroyed utterly.  An astral traveler anchored by this power may immediately spend a 
Willpower Trait (provided he has temporary Willpower remaining) and initiate a Mental 
Challenge against the Astral Manipulation practitioner, with success freeing him from the 
locational binding, and re-establishing his silver cord. 
    Astral travelers anchored to a person are visible and audible to that person, and are at a two-
Trait penalty against all uses of Astral Manipulation by a practitioner they are anchored to.
    Anchoring a stranded astral traveler to his original physical body will cause the silver cord to 
regenerate within seconds, returning the astral traveler to his body.
    Unless also anchored via Entrap Astral Ephemera, an astral traveler trapped through this 
power is subject to the same hazards as any other stranded astral traveler (see Psychic 
Advanced Astral Manipulation
Astral Duality- 9xp
    The height of astral transactions, you can now fully interact with the astral realm.  When you 
activate this power, you exist in both planes simultaneously.  You can pick up objects or beings 
in the material world and place them in the astral realm or vice versa.  The beings and landscapes 
of both worlds are solid to you, and you may interact with them as you please.  You can even use 
Thaumaturgy or other Disciplines in either world.  Still, it's not a walk in the park - a journey 
such as this is not without its dangers, and a single mistake may leave you trapped in the astral 
realm with no way home.  Incautious travelers may become starved into torpor in the astral realm 
- there is no blood to be had among astral forms, after all.  
    Astral Duality may only be used while you are in the physical world.  Note that while this 
power is in effect, you are vulnerable to attacks from both worlds.  You are considered to be in 
the physical world, as far as basic physics and common sense are concerned - for example, if 
there's a road in the physical world that leads over a chasm in the astral realm, you may walk 
across the chasm just fine.  
    To activate this power, spend a Willpower trait and make a Static Mental Challenge.  If 
successful, you enter the astral world without leaving the physical world.  Before going further, 
make a Simple Test.  if you lose, repeat the test twice - a third consecutive loss means there was 
a backlash and you were ripped out of the physical world and thrown into the astral realm.  
Whether or not there is a way back to the physical realm is up to the Storyteller.  
    If the entrance was successful, and you're not trapped in the astral realms, you now determine 
how long you can remain.  Make Simple Tests until you lose - the number of tests won 
determines the duration of the effect.  
    After the power has been activated, you must bid two additional Traits on all challenges as 
long as Astral Duality remains active; perceiving two realms can be distracting, making even 
routine tasks an exercise in concentration.
No. of Wins          Duration of Effect
0                          One turn
One                     Three turns
Two                     10 turns
Three                  10 minutes
Four                    The remainder of the scene
Date of Archival: 21-Feb-2015
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:
Borealis - Custom Thaumaturgy Path\
This Path was created in the Night… Falls (NVA) chronicle by Vincent King. It's being submitted by Berkeley, CA for a few reasons: 1) Our player Saskia Dietrich has the path, 2) The Arcane Compendium from 2010 is no longer valid, that's where the path was contained and now it has to be submitted to the database, and 3) It's custom material that isn't in the database yet.
Ran's Touch: By concentrating, the thaumaturge can freeze a small area, rendering simple devices useless. To activate this power the target must be touched and single blood trait must be spent, then the caster engages in a Mental vs. Physical challenge. An additional Blood Trait must be spent for a currently moving target. This cannot be employed on a living or undead target. 
Grasp of Magni: A slightly larger area of space can now be frozen and the thaumaturge no longer needs to touch the target. By spending a Mental Trait the caster may create a small (up to a cubic foot) block of ice. If targeting a person or something that a person is grasping, the caster must engage in a Mental vs. Physical Challenge. The Ice can halt movement of a person or machine, and will last until melted or broken (static Physical vs. 6 traits). 
Forseti's Silence: With this level of control the thaumaturge can create a wall of Ice. The wall is three cubic feet of ice for each Mental Trait spent to cast it, has as many Enduring Physical Traits as Mental Trait spent to cast it, and has health levels equal to half of the Mental Traits spent to cast it, rounded down. The wall must be summoned in unoccupied space within 50 feet of the caster. 
Hel's Kiss: The thaumaturge can literally freeze the blood of his chosen target. By spending a Willpower and winning a Mental vs. Physical challenge against the target, up to 3 Traits of Blood are frozen in the target's veins. A Mental Trait must be spent for each Blood Trait frozen. For mortals this would cause a lethal wound for each blood frozen, and render that blood permanently useless fluid. For Kindred this would make the blood unusable for 5 Minutes or the end of a scene. In both cases the target would be down one Physical trait for each blood trait frozen. 
Tomb of Buri: This power can completely incase a single target in a Tomb of Ice. The thaumaturgist must concentrate for a full turn, expend a Willpower Trait and initiate a Mental vs. Physical Challenge against the target. The Tomb has as many Enduring Physical Traits as Mental Trait spent to cast it, and has health levels equal to half of the Mental Traits spent to cast it, rounded down. If a Mortal is trapped in the Block of Ice he or she will take one Lethal wound each round until broken free. The victim of this power may attempt to break out, destroying the health levels of the ice, by initiating a physical challenge from within it.
Date of Archival: 01-Nov-2017
Custom Content Category: Blood Magic: Path
Blood Magic Category: Voudoun Wanga - Serpents of the Light
XP Cost: 0XP
MET Mechanics:

Chango's Grace

Once a proud Yoruban king, Chango enjoys immense popularity among the the devout of the Santeria faith. He and his wife, Oya, wield the power of lightning as their favored weapon, making their mark on any battlefield they cross. By forging an association with these two Orisha's, a Cainite can borrow a small portion of Chango's and Oya's power for themselves, to devastating effect. Some would claim that the Wangateur is merely imitating a powerful deity, but the faithful know the truth; that their lightning is a blessing bestowed upon them by a proud king and his fierce queen.

Basic - Chango's Spiteful Vigor
Virility is one of Chango's most well-known traits. He is often depicted as youthful and passionate. Chango's Spiteful Vigor allows the caster to channel some of that excess energy into anyone he comes into contact with, momentarily filling them with more vigor than their body is capable of handling, and causing it to spasm out of control.

The Cainite needs only spend 1 Blood Trait. Electricity crackles around the vampire's eyes and at their fingertips. This is enough to ignite readily flammable materials (such as gasoline or cloth, though not wood). Anyone who comes in contact with the caster suffers the negative physical trait of Clumsy for the rest of the turn, as the shock causes their body to briefly twitch uncontrollably. Once activated, this power lasts for an hour or the scene, or until the Cainite decides to cancel it's effects.

Basic - Favored Arms
Both Chango and his wife, Oya, wield the power over the domain of lightning. Many tales tell of it's use, to devastating effect, on the battlefield. One story even tell of how Chango, having been captured, was freed from his prison cell when Oya sent a bolt of lightning to strike open the jail.

The caster must spend 1 Blood Trait. The electricity coursing through the Vampire's body can arc across short distances to effect those nearby. Engage in a ranged Mental challenge with a target within 30 yards. the target uses their Physical traits to soak, and must bid an additional trait while attempting to do so, as lightning can strike rather quickly. If successful, the lightning strikes its intended victim, dealing 1 health level of lethal damage and igniting anything flammable it comes into contact with.

Intermediate - Hushed Whispers
Oya is know as the 'Mother of Nine' because she gave birth to nine individual stillborn children. Hushed Whispers is a direct reflection of the sadness and emptiness she feels for being unable to bear children, and a manifestation of the eternal silence of those nine lost children.

The caster spends 1 Blood Trait and must make a static mental challenge against an appropriate difficulty (4 for standard electronics, 6 for shielded power supplies, 10 for military grade hardware, or more at the narrator's discretion). The electromagnetic wave generated by the electricity in the Cainite's body pulses outward a short distance, causing any electronic devices within 10 feet to be disabled as their batteries are immediately drained, and the devices cannot receive power for the remainder of the scene.

Intermediate - King's Decree
Before being elevated to an Orisha for performing miracles after his death, Chango was the third King of Oyo. He is of boisterous temperament, and is said to be the essence of masculinity. His indomitably assertive nature is something that can be channeled to staggering effect.

The Cainite must spend 1 Blood Trait. By channeling the fury of Chango, the Cainite is able to release a devastating sonic burst. All within 10 yards of the caster are knocked to the ground, and must spend an action to get to their feet again before taking any other physical actions. Affected individuals also suffer the Negative Mental Trait Oblivious for one minute, as the intense sound ruptures ear drums. Any who are unfortunate enough to have a means of heightening their hearing become stunned and can take no actions except to defend themselves for the remainder of the turn, and are deafened for the remainder of the scene or hour.

Advanced - Stride of Yansa
Oya is a fierce warrior Orisha who wields the might of storms as her weapon. Even as she passes through the battlefield, it is said that her movements are sudden, sharp, and precise as if she were lightning itself. Through this penultimate mastery of divine favor, the Cainite transcends the physical form. He becomes, for the briefest of moments, the pure essence of Oya's stride.


The Wangateur spends 1 Blood Trait and 1 Willpower Trait. For a brief instant the Cainite's body transcends the physical, becoming lightning itself. In this lightning form, the Cainite can move with impossible speeds and can cover great distances in a few seconds. While in this form, the caster suffers no damage except from sunlight and magic, but is incapable of interacting with surroundings in any sort of meaningful way. This form begins on the caster's turn and only lasts until the end of the round. Storytellers are advised to limit the distance to about 100 miles per round and not allow such travel to interrupt the flow of game play.

Date of Archival: 24-Jan-2016
Followers of Set
Custom Content Category: Blood Magic: Path
Blood Magic Category: Necromancy - Western
XP Cost: 0XP
MET Mechanics:
Death's Architect
This path was developed to help the family gain access to the powers of Arcanoi without having to rely on wraiths.  Also it is to discourage any interaction with the tremere over stockpiling fetishes. The Practitioner of this art must be skilled in Soulforging.  Prior to creating any object, the Practitioner must also subdue the wriath whom he wishes to soulforge.    If the item is to be given to another, that individual MUST be present for the creation of the item, and must provide the blood required to enchant the item.  As an additional cost, each of the final three powers require XP to be used - provided by the intended owner (1 point for a Minor, 2 points for a Moderate, 3 points for a Major item).
This power will only work on Soulforged Items.  The craft level of the item also limits the amount of Pathos the item can hold.  Should the final magic test to activate the Arcanoi fail, the item may never have it's powers awaken.
Craft     Pathos     Arcanoi Level
1           2               Innate or Basic
2           4               Innate or Basic
3           4               Up to Intermediate
4           6               Up to Intermediate
5           8               Up to Advanced
 Anyone learning this path loses the ability to activate spiritual fetishes entirely.
Detect potential (1st basic): You may expend a Mental Trait and engage a Wraith in a Social Challenge (retest Wraith Lore).  Should you win, you may gain some information about what Arcanoi this wraith has access to.  Win or lose the wraith is aware that you are trying to find out its secrets.  This power may only be used on wraiths that are in the same plane of existance as the Necromancer.
Soothing the Soul (2nd basic): This power is used to 'charge' soulforged items with the Pathos they need in order for them to be activated.  Expend a number of Mental Traits equal to the number of Pathos you will to recharge and then engage in a static Mental Challenge (vs the number of Pathos Traits you are attempting to recharge).  You may not undercharge an item.  When it is created it has a set charge and you must recharge it completely or not at all.  Should you fail in recharging the item, it will lose one level of the number of Pathos it can hold permanantly.  Note: these losses are cumulative and may lower the number of Pathos below the ability the item needs to be able to activate, effectively destroying the item.
Minor Creation (1st intermediate): This power allows the caster to soulforge an item with an innate or basic arcanoi of a type that the wraith being soulforged possesed. This power takes an entire night and costs 1 Willpower and a Point of Blood per Point of Pathos to be held by the item being created.  At the end of the night maake a Social Challenge vs triple the Blood being expended.  Success means the item now carries Max Pathos and that Pathos may be used by the attunded individual to activate the Arcanoi held in the item.
Moderate Creation (2nd intermediate)- Functions as Minor Creation except with intermediateAarcanoi.  This power costs 2 Blood and 2 Willpower.
Major Creation (advanced)- Functions as both creation powers except with advanced Arcanoi. This power costs 3 Blood and 3 Willpower
Date of Archival: 21-Feb-2015
Custom Content Category: Blood Magic: Path
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 0XP
MET Mechanics:
Ex Inferis
[OWbN Dur-An-Ki Packet, originally from]
The exact origins of this path of Dur-An-Ki are obscured in the mists of time. Some say that Al-Ashrad developed it after the clan's warrior caste's curse at the hands of the Baali. Other rumors are told that this path was incepted by an infernalist Sorcerer who managed to break his bonds of demonic slavery. Unless otherwise noted, the powers of Ex inferis are retested with the Theology ability.
1 - Pervideo (Survey)
Before you can fight the taint of the infernal, you must first find it. The first level of the Ex Inferis path enables the Sorcerer to locate infernalists in his vicinity.
MET Conversion: The Sorcerer makes a static Mental Challenge with a difficulty of the target’s current Mental Traits; if successful, the Sorcerer may ask the target player if his or her character is ”currently under the influence of any Infernal Taint” and receive a truthful answer. If used on an individual employing Obfuscate or other such power, the Sorcerer still may throw the challenge, but will only know that an Infernalist is in the vicinity if successful.
Note: Investments which hide Infernalism (such as Mask of Innocence) will nullify this power’s effectiveness.
2 - Venatio (The Chase)
Infernalists that have been spotted rarely stick around to suffer their righteous punishment. As such the Sorcerer must have a means by which to track the infernalist. The movements of infernalists that have been discovered by use of Pervideo can be tracked by this power. 
MET Conversion: On the same night that the Sorcerer has successfully detected an infernalist with the use of Pervideo, he may cast Venatio. The Sorcerer engages the target in a Mental Challenge (defender retests with Subterfuge). If successful, a trail of light indicating the infernalist's traveled path will be visible to the Sorcerer for the next scene or hour. If the target is Obfuscated or otherwise supernaturally concealed, the trail will still lead to the current location of the Infernalist. While this power is in effect the infernalist will experience a continuous feeling of being watched.
3 - Adversor (Oppose)
Upon attaining this level of the path the Sorcerer can invoke a warding sphere against infernal creatures. Infernalists and demon-possessed beings coming into contact with this ward will be expelled from it and will suffer intense pain, and even injury.
MET Conversion: Spend a Willpower in addition to the normal cost to activate Adversor. When the sphere is active, it extends 10 feet around the Sorcerer, and is stationary. Any Infernalist with active Investments or Infernal powers attempting to pass into the warding sphere, already inside the sphere when it is cast, or attempting to affect the area within the warded zone with Infernal powers will need to succeed in a contested Mental Challenge against the Sorcerer. If the infernalist wins, the ward is broken. If the Sorcerer wins, the infernalist suffers three levels of lethal damage, and will be physically expelled from the warding sphere. The sphere lasts for the scene or hour unless the Sorcerer decides to end the power sooner.
4 - Nominatim (By Name)
The greatest weapon of war is information. With this power the Sorcerer can discover the name of the demonic patron the infernalist is enslaved to. This name can then be used for other sorcerous powers. 
MET Conversion: The Sorcerer must first have spotted the infernalist through the use of Pervideo, and must have a direct line of sight to the infernalist when invoking this power. The Sorcerer may then engage the target in a Mental Challenge (defender uses Subterfuge to retest). If successful, the Sorcerer may spend Mental traits to discover information with the number of traits spent determining the accuracy of the information received.
○ 1 Mental Trait: The Infernalist's 'Demonic' master's “Nature” will be revealed (Lust, Pride, Greed, etc)
○ 2 Mental Traits: Nature, and Primary Name are revealed (this is the name by which the demon is known)
○ 3 Mental Traits: Nature, Primary Name, and a vague indication of the demon's power are revealed
While the use of this power is not necessarily obvious to the Infernalist, the demonic master is more sensitive to such inquiries. At the ST's option, the master of the Infernalist being subjugated to this power may become aware that it is being looked into, especially if it feels its identity as become compromised. This power can be used only once per lunar month on an infernalist and may only be used on an Infernalist that the Sorcerer has already identified through the use of Pervideo. In the rare case that an Infernalist has investments or powers from multiple demons, Nominatim will reveal information regarding the demon who gave the investment that was last used to identify the Infernalist when the Sorcerer last successfully used Pervideo.
5 - Periurium (Break the Oath)
If a Sorcerer has successfully discovered the name of the infernalist's demonic patron, the Sorcerer can temporarily sever the connection between the infernalist and its master, robbing the infernalist of its investments and demonic power.
MET Conversion: The Sorcerer must spend a Willpower, in addition to the normal activation cost, to invoke this potent ability, as the caster is resisting the connection between both the infernalist and its demonic master. The caster may then enter into a Mental Challenge with the infernalist (who may defend with Subterfuge). If the caster is successful, he may further spend Willpower in order to strip the Infernalist of his investments or powers given by the identified demon, according to the chart below. The infernalist and demonic master are both immediately aware if this power is attempted, successful or not, as the tie between servant and master is too taught for such interference to go unnoticed.
○ 1 Willpower – 1 round
○ 2 Willpower – 1 scene
○ 3 Willpower – 1 hour
○ 4 Willpower – The rest of the night
Date of Archival: 30-Oct-2017
Custom Content Category: Blood Magic: Path
Blood Magic Category: Sadhana
XP Cost: 0XP
MET Mechanics:

Long ago the August Personage of Jade chose 10,000 heroes to protect against the depravity of the Yama Kings. These would be heroes would undergo tests that would awaken their Chi and allow them to contend with terrors by assuming the God Body. Though not chosen in the way that the heroes of old were chosen, the Sons of Kaali see this virtuous path seek to emulate these heroes. Through Meditation and prayer, the Sons of Kaali attain an echo of the God Body and use it to strike down targets of the cult.

To achieve the God Body requires a full round of concentration, along with the expenditure of three Blood and one Willpower and remains active for one hour. While active, the character gains a number of bonus Agile physical traits equal to half their rating (rounded up) in Assuming the God Body. Each level of this Path also grants a single ability that is always active while in the God Body form. The God Body is considered a form for the purposes of transformation powers and is subject to powers that affect them such as Stone of the True Form. This Path may only be used once per night.

The change in appearance should always be dramatic as they take on the Visage of their idealized self and often appear as something more than human and frankly, Masquerade violating. Players are encouraged to be as creative as possible when describing their form and the unique powers that they draw upon when it's active.

Level One: Treading Upon the Wind

While this power is active, the character seems to be able to walk, run or leap on thin air, maneuvering in three dimensions. System: They can walk or run up to any height and catch themselves if they fall with a Static Physical Challenge, retesting with Athletics at a difficulty equal to the local Gauntlet. Finally, their leaping distance is increased by their levels in Assuming the God Body in yards.

Level Two: Flowing Like Blood

The character character moves as if blinking in and out of existence with a degree of technique that is simply beyond human. System: While Assuming the God Body is active, the character may spend a point of blood at the beginning of the round to attune himself to an opponent. They gain a free retest to all Dodge challenges while in combat against them. Their body moves reflexively to evade their attacks, a major boon in a fight but changing who they are attuned to can prove difficult, requiring the expenditure of a Willpower at the beginning any round that they wish to choose designate a new target.

Level Three: Shattering The Mountain

The character delivers blows that smash through engine blocks and steel doors with awe inspiring ease. System: Whether unarmed or using a melee weapon, the character's attacks deal additional damage equal to the character's levels in Assuming the God Body. This damage may only be applied to spirits, inanimate objects and levels of armor.

Level Four: Awakening The Ivory Mantle

At the stage, the characters control over their perfected form allows for the character to harden, twist and bend their bones at will, charging them with a ghostly flame that protects against spirits, demons and magic and allows for the character to cause bone spurs to sprout from their flesh in the form of foot long talons from either or both hands. System: While Assuming the God Body is active, the character reduces damage from magic sources, demons and spirits by a number of levels equal to half their rating in Assuming the God Body (rounded up) to a minimum of a single level of damage. This is applied after any other sources. Furthermore, the character may spend one point of Willpower to manifest long, razor sharp bone claws. Attacks made with these claws deal an extra health level and the damage is made lethal.

Level Five: Stoking the Ghost Flame

The character's attacks may now channel Yin and Yang energies. These blows are either ice cold and drain weaken their opponents or burn them in an inferno conjured forth from the character's spirit. System: After striking an opponent with either an unarmed attack or with a melee weapon, the character may choose to spend one blood and make a Simple Challenge. On a win or tie the target is engulfed in the character's Chi.

The character decides if they are channeling Yin or Yang Chi. If the character using this power chooses Yin, the character suffers a numbing chill that imposes the Lethargic negative trait as energy is drained from them. The subject may end this effect by using a turn to make a Static Stamina related Physical challenge at a difficulty equal to the character's physical traits, retesting with Occult but must avoid further strikes or they will end up needing to make the challenge again.

If the character chooses Yang, the target ignites and catches fire. This fire cause the attack to deal one additional level of aggravated damage, along with one more at the end if each turn and forces a Courage test at difficulty 3. If the challenge fails, the target enters rotschreck. The subject of this power may end the effects by using their turn to make two Simple challenges as they stop, drop and roll. If they win both, the effect ends but must be careful to avoid further such attacks or they will burst into flames again.

Date of Archival: 24-Sep-2022
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

Hermetic Proficiency
This Path is born out of a deep understanding of Hermetic Thaumaturgy and works in conjunction with other hermetic magic.  As such it does not require activation but is always in effect.  Your maximum level of Hermetic Proficiency is equal to the number of Hermetic Paths at Advanced, with the highest level being Advanced.

Fine Tuning
With this power you can fine tune the cosmetic appearance and tertiary effects of your Thaumaturgy Paths and rituals.  You can not make your Thaumaturgy more powerful, though it may be more utilitarian or subtle, and changes are up to the ST.  For example, you could make your Lure of Flame blue lasers, make visible waves of force with Movement of the Mind, make an itch become a tickle or a cold chill a warm flush.  The description of your change should not take more than one sentence. 

Mantle of Spells
Each night, for every mastered path you know you may cast one ritual on yourself without a test. 

Expeditious Casting
Depending on your mastery of magic you can cast magic faster.     
- If you have mastered 3 Paths you may cast rituals in half the time.
- If you have mastered 5 Paths you may cast rituals in a third of the time. 
- If you have mastered 7 Paths you may cast rituals in a tenth of the time!
Certain Offensive/attack rituals (such as Night of the Red Heart) may still take their full time to take effect at ST discretion.
Additionally, Path levels considered a “buff” can now be cast without taking an action.  

Hermetic Dominance
Each night you may call a “Magic Proficiency” discipline retest for every two Advanced levels of Hermetic Thaumaturgy you possess.  These retests can only be called in tests involving magic (not just Hermetic) either offensively or defensively and may only be used once a challenge, similar to a Might or Awe retest. 

Hermetic Magnification
Such is your mastery of Hermetic magic that you can enhance the power of individual Paths of Magic.  You may choose ONE of the following benefits that apply when using a level of a Path or Ritual of Hermetic Magic.
- Deal one extra level of damage of the same type.
- Double the amount of time an effect lasts.
- Halve the cost (round down, minimum of one) in blood and/or mentals of any power. 
Note that Hermetic Magnification may not apply to all levels of Thaumaturgy and ST may determine that specific effects are not appropriate or too powerful.

Date of Archival: 15-Jun-2021
Custom Content Category: Blood Magic: Path
Blood Magic Category: Sadhana
XP Cost: 0XP
MET Mechanics:

Indra is the king of Svarga (Heaven) and the Devas. He is the god of the heavens, lightning, thunderstorms, rains and river flows. Indra is the most referred to deity in the Rigveda. He is celebrated for his powers, and the one who kills the great symbolic evil (Asura) named Vritra who obstructs human prosperity and happiness. Indra destroys Vritra and his "deceiving forces", and thereby brings rains and the sunshine as the friend of mankind. A Sadhanna practitioner who uses this path is in a way channeling the Divine powers of Indra.

Providence: HYMN LIII. Indra.

5 Let us obtain, O Indra, plenteous wealth and food, with strength exceeding glorious, shining to the sky: May we obtain the Goddess Providence, the strength of heroes, special source of cattle, rich in steeds. 6 These our libations strength-inspiring, Soma draughts, gladdened thee in the fight with Vṛtra, Hero Lord, What time thou slewest for the singer with trimmed grass ten thousand Vṛtras, thou resistless in thy might.

This Hymn calls upon the Goddess Providence which gives Indra his strength and virility to accomplish the deeds that he is known for. The Sadhanna practitioner calls upon a small bit of this power and enhances the caster with the ability to heal faster.

System:  The Character may spend 1 blood a round beyond his generational maximum to heal one level of lethal or bashing damage.


Libations of Soma: HYMN LXIII. Indra

8 O Indra, God who moves round about us, feed us with varied food plenteous as water— Food wherewithal, O Hero, thou bestowest vigour itself to flow to us forever.

It is said that all the Gods drank healthily but none as much as Indra who was renown for his intake of libations. It fortified him in his fights to drink before hand and he accomplished much with the locations flowing through him. Thus this path allows one to drink of the storm which is Indra's strength and fortify your own self from it’s libations.

System:  The character may spend 1 full action to stand in the rain soaking in the water.  After which they may gain 3 blood traits as if they were feeding.  This may be done once a turn.  A Character may not gain more than 10 blood traits a night from this power.


Heaven's Wide Space: HYMN LV. Indra.

1 THROUGH e’en this heaven's wide space and earth have spread them out, nor heaven nor earth may be in greatness Indra's match. Awful and very mighty, causing woe to men, he wets his thunderbolt for sharpness, as a bull. 2 Like as the watery ocean, so doth he receive the rivers spread on all sides in their ample width. He bears him like a bull to drink of Soma juice, and will, as Warrior from of old, be praised for might.

Being the God of the storm, rain, lightning and thunder, Indra was considered the God of the heavens and could command them to bend to his will. Those blessed by Indra are able to channel some of that power and bend an area of the heavens to their will.

System:  Spend 1 blood and call upon a rainstorm.  The time for the storm to gather is 5 minutes but may be decreased by 1 minute per social trait spent at the time of casting. (Max 5). Those caught in the storm are down two traits in all challenges related to eyesight. The storm is limited in size to a City Block or The Scene. Anything within the range of the storm is to be considered to be within line of sight.

Hawk's Flight: HYMN LXXX. Indra

2 The mighty flowing Soma-draught, brought by the Hawk, hath gladdened thee, That in thy strength, O Thunderer, thou hast struck down Vṛtra from the floods, lauding thine own imperial sway. 3 Go forward, meet the foe, be bold; thy bolt of thunder is not checked. Manliness, Indra, is thy might: stay Vṛtra, make the waters thine, lauding thine own imperial sway.

Being the God of the heavens and thus the storm allowed Indra to travel within them as he transverses across the realms. Hawk's Flight allows you to channel this power that you have been blessed with by Indra and fly through the storm.

System: The caster may move like they are part of the storm. You may fly through the storm as if it was natural up to 45 miles per hour. As long as you stay within the storm you can fly continuously with no more expenditure than the original Willpower to take off. You can carry yourself and up to 200 pounds more and must concentrate to take off. Once outside the storm you will start to lose velocity and descend to the ground. 


Cleft in Twain: HYMN XXXII. Indra.

1 I WILL declare the manly deeds of Indra, the first that he achieved, the Thunder-wielder. He slew the Dragon, then disclosed the waters, and cleft the channels of the mountain torrents.
2 He slew the Dragon lying on the mountain: his heavenly bolt of thunder Tvaṣṭar fashioned. Like flowing kine in rapid flow descending the waters glided downward to the ocean.  3 Impetuous as a bull, he chose the Soma and in three sacred beakers drank the juices. Maghavan grasped the thunder for his weapon, and smote to death this firstborn of the dragons. 4 When, Indra, thou hadst slain the dragon's firstborn, and overcome the charms of the enchanters, Then, giving life to Sun and Dawn and Heaven, thou foundest not one foe to stand against thee.

Indra was a fighter with no equal and a hero of the kine who brought the rains and waters to them. In one of his greatest accomplishments. He fought the Dragon and his strikes were so potent they split a mountain in half. Cleft in Twain allows for one to travel the storm in lightning quick movement and even strike your target with the strength of Indra.

System: Those Blessed by Indra, the God of thunder and lightning move like him and fight like him. At a cost of a Willpower you may move like lightning to your target in a physical strike. Dealing 5 aggravated damage as a hammer made of lightning appears in your hands and descends upon your target. This requires a physical challenge against your target retested with occult. Distance is limited to size of storm. Target is limited to line of sight.

Date of Archival: 16-Apr-2019
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

Not all battles happen in the streets or even on a typical battlefield. Some battles are fought and won within buildings. Urban warfare is a warfront that thaumaturgists have the hardest time with because most magic is painfully obvious as magic. With Innkeeper, the thaumaturgist taps into the side of war that is urban combat. They become adept at fighting inside buildings instead of on the street and this benefit increases in buildings they are intimately familiar with.

To be considered attuned to a building the Thaumaturge must have spent 3 consecutive days sleeping in the building or have an alternative means of mystically attuning to it.

All levels require the expenditure of 1 blood to activate 

1. Weapons at the Ready
Being disarmed can mean life and death but being in a building means that there are always weapons to be found. A chair or table leg can be broken off and used as a club, a drawer may have a knife or letter opener. If one weapon is lost, it can easily be replaced by reaching out for another. When a thaumaturgist reaches out, the building they are in will help that weapon find their hand even more quickly then if they were to flail around for one on their own.

System: The thaumaturge is always able to re-arm themselves immediately upon being disarmed as the house will provide them a new weapon.  Regardless of the actual item provided by the house, statistically it will always be a 2 Traits 2 Lethal 0 negative trait weapon. At the end of this power any items provided as a weapon revert to their usual statistics. If used in a building the thaumaturge is attuned to, the item is instead of a 3 trait, 2 lethal 0 negative traits weapon with high caliber. Once active, this power is on for the scene.

2. Kill the Witch
A mob, unlike an individual or matching size party, is much easier to fight in a building. The mob has to both attempt to get to their target and keep out of each others way. They will try to go through doors at the same time, swing and foul another’s shot and so forth. This makes getting around their attacks easier and gives you a better chance of succeeding so long as you are outnumbered.

System:  So long as the thaumaturge is outnumbered they will have an additional retest in all defensive challenges. Limited to the number of aggressors or 5, whichever is less. This benefit is lost if they are no longer outnumbered.  If they become outnumbered again, or have used all the available retests, they may reactivate this power. If used in a building the thaumaturge is attuned to, the power provides the thaumaturge a bonus retest in all defensive challenges for the scene or hour.

3. House Mouse 
Every mouse has its bolt holes and knows the lay of the land it lives in, the same is true of the thaumaturge inside of a building. They are most comfortable in the enclosed environment of halls and rooms, allowing them to be able to move easier beause they know the exact distance of every part of the home.

System: So long as the thaumaturge is in a building they are up 2 traits in all physical, social, and mental challenges. If it is a building they are intimately familiar with (attuned to) they are instead up 3 traits. This benefit can only be used in one trait category per round.

4. Lockdown 
Being able to barricade  a room to create a controlled environment for fighting or to keep others from getting to you can mean the difference between survival or death. With this power the thaumaturge’s willpower becomes that barricade.

System: The Thaumaturge can bar the exits of a room even if there are no physical doors or window like things to bar the way.  Anyone attempting to break in/out of a locked room must make a contested Willpower challenge against the caster retest Security. The Thaumaturge gets a free retest for this power if enacted in a building they are attuned to.

Additionally, those attempting to leave the room via non-physical means automatically win on ties. Attempting to enter the room in this fashion, however, is as per physically entering and does not automatically win on ties.

5. Explosive Demise
In every fight there is that moment when you realize that things have gone sideways and that it is time to pull the pin and toss the grenade. Instead of physically pulling the pin, the thaumaturge will pull the magical pin and use the room as its grenade.

System: First, spend a temporary Willpower trait in addition to the blood point required to activate this power. Then, risk a number of Mental traits equal to no more than 3 (or no more than 6 in a building to which you are attuned) and make a static Mental challenge difficulty 10 (difficulty 7 in a building to which you are attuned). Retest with Occult. If successful, an explosion tears through the room ripping electrical lines, water pipes, gas pipes out of the wall and setting the room aflame for a brief moment and deals aggravated to all targets equal the traits risked within the chosen room. The concussive force sends everyone in the room prone (on their back, on the floor). This can be avoided by spending a point of Athletics to catch oneself from falling. This power does not differentiate between friend and foe, all caught inside are within the radius of the explosive blast. The flames will last through the end of the round if not otherwise extinguished. If used on a room that has been secured by Lock Down, the force of this path’s magic being turned back on itself causes the metaphysical barriers of Lockdown to fall, ending the power. While it goes without saying, the effects of this power will damage both the room and all items in the room. Paper goods will likely be destroyed, walls will be scorched, furniture potentially burned beyond repair, and even sturdier goods may be damaged.

****In order to not have to be within the room upon activation or have line of sight of the room, the Thaumaturge MUST be attuned to the building. If they are not attuned then they must either have line of sight or be physically present in the room and suffer the consequences of this power in order to activate it.

Date of Archival: 24-Mar-2020
Custom Content Category: Blood Magic: Path
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 0XP
MET Mechanics:

Conversion of the MET Faith and Fire version of Ogham to Assamite Sorcery (Dur-An-KI).

Date of Archival: 01-Aug-2018