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: Voudoun Wanga - Serpents of the Light
XP Cost: 0XP
MET Mechanics:

Known to only one Wangateur who gained favor from a cult of Danava, this Path, through the blessings of Papa Legba - Loa of travel and gateways, allows the Wanga near instantaneous travel.

Individual levels of this Path do not have distinct effects. Instead, a higher mastery simply indicates a farther distance that can be traveled. Ideally, the Wangateur must be able to see the target location or know it intimately. ST discretion.

System:

Activation costs a single expenditure of a blood trait.  Each level of this power requires a base challenge versus 3 Social Traits per level used (Ex: Moving 500 miles (Path of Legba 5) would cost a single blood trait and a challenge versus 15 Social traits, the retest being Occult.

Failure on a challenge to activate this path means that nothing happens at all.

Level
Distance
1
Teleport up to 10 yards / meters.
2
Teleport up to 50 yards / meters.
3
Teleport up to 500 yards / meters.
4
Teleport up to 5 miles / 8 kilometers.
5
Teleport up to 500 miles / 800 kilometers.

Date of Archival: 20-Jan-2023
Followers of Set
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

Rarity: 3 (Coord Approval)

The Tremere are the masters of blood magic and, through the centuries, have developed many forms of magic. Unfortunately, the traces of their magics can be detected by other Kindred, acting like a beacon to those who know which traces they are looking for. This path of thaum allows the caster to hide the magical resonances of the thaumaturgical magics they cast and, with mastery, rituals cast by others.

System:
Levels 1-4 of this path will only work on rituals cast by the user and must be used on the target ritual immediately following the casting of said ritual. Multiple uses of this path are required to hide multiple rituals.
Combining this path with a ritual increases the overall casting time of the ritual due to the increased complexity:
Basic ritual = 15 minutes
Intermediate ritual = 30 minutes
Advanced ritual  = 60 minutes
Uses of this path affect the ritual, not the item. Meaning, once a ritual has run its course, or the ritual enchanting the item has been broken, if the item is to be enchanted again, the magical traces will need to again be hidden.
Causing damage with a magical item while hiding its magical traces causes the magical traces to become visible again (Example: You have hidden the magical traces of a Ward vs. Kindred on a sword. Once you use that sword, and the ward causes damage to a Vampire, the magics of this path fail and the magical traces on the sword will now become visible again via normal detection).
This ritual cloaks the magical traces of Hermetic Thaumaturgial rituals only. Magical traces typically seen via Aura Perception, Hermetic/Thaum sight, etc. will not automatically work and are instead a contested Mental challenge again the path user where they gain an advantage based on their mastery of this path.
This path affects rituals only. It has no affect on magical traces left by uses of the individual levels of Paths of Thaumaturgy.
Basic 1

At this level, the Thaumaturge is able to hide the effect of a Basic ritual she has personally cast in the same evening on herself or an item she personally carries for a scene or an hour, which ever is longer.

System:
The player spends 1 temporary willpower, 1 blood, and 1 temporary mental trait after successfully casting the target ritual. Magical traces normally visible by Aura perception, Hermetic/Thaumaturgical sight, or other powers which reveal the magical nature of an item are no longer immediately visible. Attempts to pierce this cloak are a contested Mental challenge with the user of this path at +1. This level works on any Basic ritual cast by the caster on herself (does not include fetishes).

Basic 2

At this level, the Thaumaturge is able to hide the effects of an Intermediate ritual she has personally cast in the same evening on herself or an item she personally carries for a scene or an hour, which ever is longer.   

System:
The player spends 1 temporary willpower, 1 blood, and 2 temporary mental traits after successfully casting the target ritual. Magical traces normally visible by Aura perception, Hermetic/Thaumaturgical sight, or other powers which reveal the magical nature of an item are no longer immediately visible. Attempts to pierce this cloak are a contested Mental challenge with the user of this path at +1. This level works on any Intermediate ritual cast by the caster on herself, including on warded objects she carries (does not include fetishes).

Intermediate 1

At this level, the Thaumaturge is able to hide the effects of a Basic ritual she has personally cast in the same evening; on herself, someone else, or an item; for the evening. She also has the ability to hide the magical traces from Basic level Warding Circles for the evening.

System:
The player spends 2 temporary willpower, 1 blood, and 2 temporary mental traits after successfully casting the target ritual. Magical traces normally visible by Aura perception, Hermetic/Thaumaturgical sight, or other powers which reveal the magical nature of an item are no longer immediately visible. Attempts to pierce this cloak are a contested Mental challenge with the user of this path at +2. This level does not work on fetishes. 

Intermediate 2

At this level, the Thaumaturge is able to hide the effects of an Intermediate rituals she has personally cast within the same evening; on herself, someone else, or an item; for the evening. She also has the ability to hide the magical traces from Intermediate level Warding Circles for the evening.

System:
The player spends 2 temporary willpower, 1 blood, and 3 temporary mental traits after successfully casting the target ritual. Magical traces normally visible by Aura perception, Hermetic/Thaumaturgical sight, or other powers which reveal the magical nature of an item are no longer immediately visible. Attempts to pierce this cloak are a contested Mental challenge with the user of this path receiving a free retest on said challenges and +2 bonus traits specific to the resolution of these challenges. This level does not work on fetishes.

Advanced

Mastery of the path allows the Thaumaturge to hide the magical traces of any rituals she has personally cast, on herself, on someone else, or on an item (including items which were previously enchanted) for the evening. Additionally, the Thaumaturge has reached the level of mastery necessary to hide the magical traces of fetishes to the untrained eye. This is simply hiding the obvious magical nature of the item into which the spirit/wraith has been forced but does not affect any aura left behind by the trapped entity.
 
Other Thaumaturges can also have their active magics hidden by the path user for the evening.

System:
This is the only level which can be used on magical items with persistent effects. These are defined as magical items which do not need to be re-enchanted each evening.

The player spends 3 temporary willpower, 1 blood, and 3 temporary mental traits to hide the magical traces of a number of rituals equal to her own permanent Occult ability rating. This maximum can be doubled by spending an additional temporary mental trait. Magical traces normally visible by Aura perception, Hermetic/Thaumaturgical sight, or other powers which reveal the magical nature of an item are no longer immediately visible. Attempts to pierce this cloak are a contested Mental challenge with the user of this path receiving a free retest on said challenges and +3 bonus traits specific to the resolution of these challenges.

Those with Spirit Manipulation or Necromancy (or one of its appropriate variations) would be able to see the essence of a spirit/wraith tied to a fetish while looking into the Umbra/Shadowlands. This level affects the ritual cast on an item which has been enchanted to hold a spirit/wraith but has no affect on the entity trapped inside the enchanted item. This path does not affect items created with Spirit Manipulation or other paths of Thaumaturgy.

With the expenditure of an additional willpower (for a total of 4 temp will), the user of this path can choose to hide 5 rituals cast by a single Thaumaturge on herself or on items said Thaumaturge is personally carrying. For this to work, the target Thaumaturge must be within the general vicinity (~5 ft) of the path user.

Date of Archival: 15-Aug-2020
Tremere
Custom Content Category: Blood Magic: Path
Blood Magic Category: Necromancy - African
XP Cost: 0XP
MET Mechanics:
Path of Olorun's Sanction
 
A practicioner of this path is blessed with a connection to the heavens themselves and may call down Olorun's favor to levy sanctions on evil spirits and demons who would harm creation.
 
System - While powerful, the path is difficult to conceal as Olorun's power manifests with bright arcs of light that surge about the body and cause the eyes to radiate with his divinity. Using levels of this path in public is always a violation of the Masquerade. Furthermore Olorun requires purity in the heart of the Kindred attempting to manifest his power and a practicioner of this path loses access to it should they ever fail a Humanity test and are expected to undergo a great trial to win back Olorun's favor and again access this path. Practitioners of this path are required to be on Humanity or a variant of Humanity. 
 
Note: Creature of Darkness is any otherworldy, malevolent being or individual corrupted by such forces, such as a black spiral dancer or infernalist. This includes character on exceptionally evil paths at storyteller's discretion.
 
 
Level One - Glimmer of Hope
With a moment's thought and the slightest gesture, the character can summon a globe of light no larger than a quarter. It shines as bright as a candle and floats around the character. This curious light bears traces of Olorun's presence and instills a calm on any whose light it touches. System - While shining bright enough to read by, the true purpose of this power is its ability to empower characters close enough to be illuminated by the globe (within arms reach of the player) with improved resistance against creatures of Darkness. Illuminated characters gain a free retest when defending against mental and social powers used by such creatures. Furthermore, powers used by said creatures that do not normally require a challenge may not be used against illuminated characters without first defeating them in a Mental Challenge, retesting with occult.
 
Level Two  - The Gift of Light
The character focuses briefly and with a quiet prayer, they can summon a glob of light that manifests floating in the air within arm's reach. The light is bright enough to read by for anyone within ten feet. The light is a powerful protection from otherworldly creatures who are burned if they enter it's radius. System - Corrupted Spirits, Daeva and Demons who wish to cone within 10 feet of the light must win a Willpower Challenge, difficulty 6 in order to do so. If they are successful and enter, they suffer one level pf aggravated damage as the light sears them. This power has no effect on one such creature if they are possessing a host.
 
 
Level Three - The Hand of Heaven
By channeling Olorun, the practitioner of this path is capable of delivering devastating blows to demons and corrupted spirits. Arcs of something not quite lightning and not quite fire ripple across the character's form. System - When activated, The Hand of Heaven causes the character's unarmed attacks to deal aggravated damage. Furthermore, Corrupted Spirits, Daeva and Demons damaged by these attacks lose 1 Willpower and should their Willpower be reduced to zero, they are banished for the remainder of the scene. It should be noted that this does not allow the character to see or strike incorporeal enemies of spirits in the umbra.
 
Level Four - Judgement
At this level Olorun truly begins to show his might and the character gains white light that glows about them as an eerie aura and their eyes shine bright enough to read by. With a gesture, the character calls Olorun to judge the being before him and should the heavens deem the target deserving of heaven's wrath, the character is empowered to lay them low but should this be used frivolously or against one who is wrongly accused, the user may suffer dire consequences. System - When activated the character gains a retest to all Physical Challenges made against the target if they are deemed guilty in the eyes of heaven. This would apply to infernalists, daeva, demons and most paths of enlightenment. Those guilty of particularly heinous crimes against the natural order might suffer the wrath of this power as well (to be defined as recent violations of Humanity 1 or 2). If innocent, the user suffers a forced retest on all successful challenges made against the target. This effect may only be active on one target at a time. 
 
 
Level Five - Heaven's Dictum
At this level the character has learned to invoke the authority of Olorun to banish otherworldy creatures and impose harsh consequences on enemies who would deny the will of the Orishas. By making a gesture and speaking their name, the character crackles with the light of creation, shining bright enough to illuminate a room and forces the creature of darkness to be banished from creation or be burned by Olorun's light. System - In order to use this power the character must first know the name of their intended. Celestial names are sufficient for demons, while any name a daeva goes by is enough to banish it. If a creature such as a nexus crawler who has no personal identity is targeted, no name is needed at all. To target a Kindred, the character must make use of their true name. In addition to this, the target must already be under the effects of Judgement (They must be under the effect which grants THEM a forced retest.) Make a contested Social Challenge against the target's Physical Traits, retesting with Intimidation. If successful, the target is instantly banished from creation and may not attempt to return until the next sunset. If the target is a Kindred or other creature who's home is creation, they must dedicate all actions for the remainder of the scene to fleeing the character's vacinity and may not return to the location until the following sunset. Kindred as well as a creature possessing a host may resist this effect by spending a point of Willpower but suffers Three unsoakable levels of aggravated damage in doing so as the vengeful light burns them.
Date of Archival: 04-Dec-2017
Giovanni
Custom Content Category: Blood Magic: Path
Blood Magic Category: Voudoun Wanga
XP Cost: 0XP
MET Mechanics:

Wangateurs are known for lending their powers and blessings to their allies. Though the religions of Wangatuers are highly varied while still being similar. Through this path they utilize different methods to appease the Orisha to bestow a blessing or curse upon those they choose. All levels require the expenditure of a blood, levels 4 and 5 have the additional requirement of spending a willpower as well. Must be in the target's presence to initially affect them.

Level 1
Bastion of the Orisha

Mechanics: While spilling their blood onto the ground they must recite a prayer to their appropriate Orisha in order to bestow the blessing. Upon success the blood dissipates as the offering is accepted. With this level they can grant a retest for any self-control/instinct test for any type of frenzy for the remainder of the night.  You may not “stack” multiple applications of Bastion of the Orisha, but you may employ it in conjunction with any of the other levels or other Discipline powers that have similar effects. Static Social Challenge vs 10 traits

Level 2
Temptation of the Orisha

Mechanics:   While spilling their blood onto the ground they must recite a prayer to their appropriate Orisha in order to bestow the temptation. Upon success the blood dissipates as the offering is accepted. With this level the target is down 1 for any self-control/instinct test for any type of frenzy for the remainder of the night. You may not “stack” multiple applications of Temptation of the Orisha, but you may employ it in conjunction with any of the other levels or other Discipline powers that have similar effects. This is a Social vs Mental Contested Challenge

Level 3
Pillar of the Orisha

Mechanics:   While spilling their blood onto the ground they must recite a prayer to their appropriate Orisha in order to bestow the blessing. Upon success the blood dissipates as the offering is accepted. Upon success they can grant themselves or others a retest for a specified discipline or specific path of magic for the next remainder of the night. You may not “stack” multiple applications of Pillar of the Orisha, but you may employ it in conjunction with any of the other levels or other Discipline powers that give you retests.  Static Social Challenge vs 10 traits

Level 4
Blessing of the Orisha

Mechanics:  In addition to the blood needed to cast this level they must also spend a Willpower to increase their or their target's selected trait category (Physical/Social/Mental) up to 5 spread as chosen until the next dawn. While spilling the blood onto the ground they must recite a prayer to their appropriate Orisha in order to bestow the blessing. Upon success the blood dissipates as the offering is accepted. The Wangateur can cast this on themselves or others. You may not “stack” multiple applications of Blessing of the Orisha, but you may employ it in conjunction with any of the other levels or other Discipline powers that give you additional Traits. However they can choose to spread the blessing between the trait categories. Example caster spends 5 blood, and is successful they can add +2 Phys +2 Social +1 Mental. Does not exceed generational max. so if someone's max traits is 28 they cannot go over that with this path. While this path is active they are permanently down a trait of blood. Once the effects are released whether willingly or by the end of the night, they can feed to get the trait back as normal.  Static Social Challenge vs 10 traits

Level 5
Curse of the Orisha

Mechanics:  In addition to the blood needed to cast this level they must also spend a willpower to decrease their target's selected trait category (Physical/Social/Mental) up to 3 spread as chosen until the next dawn. While spilling the blood onto the ground they must recite a prayer to their appropriate Orisha in order to bestow the curse. Upon success the blood dissipates as the offering is accepted. The Wangateur must best their opponent in a contested Social VS Mental Challenge. You may not “stack” multiple applications of Curse of the Orisha, but you may employ it in conjunction with any of the other levels or other Discipline powers that removes additional Traits. However they can choose to spread the curse between the trait categories. Example caster spends 3 blood, and is successful they can say -1 Phys -1 Social -1 Mental.  While this path is active they are permanently down a trait of blood. Once the effects are released whether willingly or by the end of the night, they can feed to get the trait back as normal.

Date of Archival: 09-Apr-2024
Giovanni
Custom Content Category: Blood Magic: Path
Blood Magic Category: Necromancy - Western
XP Cost: 0XP
MET Mechanics:
First Basic

 

Understand Plasmic Beings

 

Spend one mental trait. For the next scene of hour you can understand the tele empathic communications of plasmic beings as described in Sea of Shadows pgs 39-42.

 

Second basic

Summon phantasies

 

Spend one willpower and make a social challenge vs 11 traits. Rebid with Animal Ken. If successful, within 1-3 minutes a Phantasies being as per Sea of Shadows pgs 39&40 will appear at the casters current location

 

It has 8 physical traits, 6 social traits and 8 mental traits. It has Argos 3, one other non dark arcanoi to second basic and the following rebids all at 2; orienteering, survival, brawl, empathy, and athletics. It has 4 pathos, 6 willpower, and it cannot gain Angst.

 

Plasmic beings can be controlled with Necromancy but the necromancer must follow the normal rules for whatever necromancy they are using. They are not suitable for soul forging or tithe, but they can be bartered with. Usually a necromancers do this to gain transportation with Argos. They accept pathos, relics and magic items.

 

First intermediate;

Summon Delerium

 

Spend one willpower and make a social challenge vs 12 traits. Rebid with Animal Ken. If successful, within 1-3 minutes a Delerium will appear as per Sea of Shadows pgs 40 will appear at the casters current location.

It has 8 physical traits, 6 social traits and 8 mental traits. It has Argos 5, one other non dark Arcanoi to first intermediary and the following rebids all at 3; orienteering, survival, brawl, empathy, and athletics. It has 4 pathos, 6 willpower, and it cannot gain Angst.

 

Plasmic beings can be controlled with Necromancy but the necromancer must follow the normal rules for whatever necromancy they are using. They are not suitable for soul forging or tithe, but they can be bartered with. Usually a necromancers do this to gain transportation with Argos. They accept pathos, relics and magic items.

 

Second Intermediate

Feed the Plasmic Being

 

The Necromancer has learned how to transform the energy in his blood into Pathos which may be given to wraiths, though it renders the blood inert and useless to kindred. To do this the Necromancer makes a static mental challenge vs 8 traits, retesting with Finance. Spend one blood to activate this power and then three blood per pathos you wish to be given to a wraith or plasmic being. This blood can be spent over multiple turns.

 

Advanced

Summon Tisiphone

Tisiphone is the Fury who guards the gates of Taturus, and the one who persues those who escape the Justice of her Lord, Hades.

 

The necromancer may summon her to ask seek information on those who are escaping justice, though her aid comes at a cost.

 

Tisiphone allows the summoner to use the Dark Arcanoi "Recall the Known" as described in MET Minds Eye Journel (issue 6) pg. 27 to gain information on those who have committed injustices but not yet been punished. To be clear, any crime which has been committed and then a punishment has been given for that crime, no matter how insignificant the punishment, cannot have information given on it. Unlike the Spectre version of this power the Vampire will permanently keep the knowledge.

 

Up to 9 wraiths held in the Fields of Torment (a location in the Far Shores) escape, and must be returned before this power can be used again. The number is ST discretion.

 

Date of Archival: 13-Jun-2018
Giovanni
Custom Content Category: Blood Magic: Path
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 0XP
MET Mechanics:

Path of Predator and Prey
“We are the Killer of Killers. The Apex Predator amongst the Apex Predators. They fear us because we hunt without failure…” To do one's job they must be a predator like no other predators. We must understand both other predators and prey to understand how best to hunt our own prey. Once this is achieved we can draw amongst the rest of the animals and use their strengths as our own…

•Aspect of the Monkey

One must make incredible athletic feats to either get to a target or get away from one. The monkey shows how such a thing is possible. Scaling trees, swinging from vines, or leaping from limb to limb they move swiftly. This is something every great hunter needs at the disposal. Imagine scaling a building, swing from a cable, or leaping from rooftop to rooftop to get to your prey.

System: By spending a blood the user gains the ability to swing, climb, and leap like a monkey without the need for Potence. The player gains two extra traits and a free athletics retest to be able to pursue or escape a target using a parkour like movement. This lasts for the scene. This power cannot be stacked with itself.

••Vision of the Hawk

Needing to see and identify one's prey before the prey spots you is essential to complete your hunt. Nothing does that better than the Hawk. Their vision clear and sharp they spot their prey from great distance with crystal clear view then sweep in to snatch their prey up.

System: By spending a blood the users vision becomes as sharp and as clear as a hawks. This will mimic the ability of heightened senses and also allow the user to see up to a 100 yards in detail as though individuals and objects were standing directly in front of them. This power lasts for the scene or when the user cancels it whichever comes first. This power cannot be stacked with itself.

•••Hide of the Rhino

Even prey can become predators and vice versa. The Rhino is a perfect example of such a thing. They do not hunt but when hunted become deadly and survive from even the most vicious attacks. Most look at the huge horns and weight as the advantage they have but I implore you to look at their hide. What makes them dangerous is surviving the initial attack that most wouldn’t give them the opportunity to respond.

System: The user spends a blood and a temporary mental trait and upon activation of this power their skin becomes the thick hide of a Rhinos. This gives the user three extra health levels and the negative trait Repugnant. This power lasts for the scene or when the user cancels it whichever comes first. This power cannot be stacked with itself.

••••Strength of the Gorilla

Nothing is more fierce than the Silverback Gorilla. The strength it wields can even smash some of the Get of Caine to dust. Some of our prey is stronger than others and requires extra power to bring down. These are the perfect creatures to draw upon Brothers and Sisters.

System: The user spends a blood and a temporary willpower. Upon activating this power one's strength is increased beyond their normal causing 2 extra levels of damage to any Brawl or Melee attack they do. If used with weapons, they must be reinforced in some way or it will break, similar to Potence. This power lasts the scene or when the user cancels it whichever comes first. This power cannot be stacked with itself.

•••••One With the Animals

At this point you have attuned yourself with the rest of the predators and prey of the world. Calling upon them has become more than just a tool but they have become one with you. You draw them into yourself, increasing oneself.

System: The user spends 2 blood and a temporary willpower. Upon activating they pick one category (Physical, Mental, or Social) and get a 4 trait bonus to said category. This power lasts for the scene or until the user cancels it whichever comes first. This power cannot be stacked with itself, to give traits in multiple categories or otherwise.

Date of Archival: 29-Oct-2019
Assamite
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

Path of Solomon's Will

“King Solomon is represented as having authority over spirits, demons and elements all of which obeyed his orders by virtue of a magic ring set with the four jewels given him by the angels that had power over these four realms.” - Jewish Encyclopedia

-------

Regardless of the truth in the stories about this king, the concept behind the use of sigils combined with a strong will to subdue evils and misfortunes that afflict humanity is spread over the various branches of the great tree of western esotericism.

The reason for this may be that, if manipulated by someone capable of eviscerating such concepts and reordering their variants, it can be possible to achieve part of the hidden truth behind the power attributed in the history to men like Solomon. Something that, as history shows, the Tremere know very well how to do it.

For each level of this Path, the thaumaturge must have with him a different sigil. Rings, clothing, tattoos, paper or any creative way of having the sigils with you is acceptable. If the caster was separated from the sigil he loses access to the level of the path referring to that sigil until he is able to have the sigil again.

It is important to keep in mind that the sigil is relevant and not the object on which it is written. If the thaumaturge lost a ring with the sigil but managed to write the sigil on a piece of paper for example, it is enough.

Each level of this path suggests its inspiration, being named with the parts of the Lesser Key of Solomon.

Whether by the nature implicit in this Path, focused on the willpower of the user, or by the characteristic of the sigils used, this path cannot be used by those who are no longer owners of their own will for having given up part your soul or all of it (Thralls) nor by those who have taken on themselves the powers of demons (Diabolists), or converted to Dark Thaumaturgy. All attempts to decipher the runes to try to convert this Path to other paradigms lead to failure and madness. In recent nights, the Camarilla trusts the Assamites for protection against Infernal. The Tremere, don’t.

This path will only work on specific individuals whom the Thaumaturge has been able to identify with Level 1 (Ars Goetia). All other levels will only work when the Thaumaturge has successfully identified the infernalis with Ars Goetia. To clarify - If the Thaumaturge is battling multiple individuals, and they all happen to be infernalists, but the Thaumaturge has only identified one of them, then the benefits from this Path will only work against that one individual, not the entire group.

----------------------
1 Ars Goetia
“There is nothing so high that man, with willpower, cannot support his ladder.” - Friedrich Schiller

The thaumaturge must touch a target's blood point to activate this power and beat the target in a mental challenge. If any kind of infernal taint is present in the blood, it will immediately flow into the sigils permanently attuning them to the target, allowing the other powers on this path to work against the target. The more infernalists have been identified, the more complex the sigils become.

Investments which hide Infernalism (such as Mask of Innocence) will nullify this power’s

Effectiveness.

2 Ars Theurgia Goetia

“Great souls have wills; feeble ones have only wishes” - Chinese Proverb

Demons or infernalists detected by Ars Goetia will be able to perceive you very well when this power is activated in their presence. After spending a blood point and winning a simple activation roll, Demons with Torment 6 or higher and infernalists (such as: Thralls, Diabolists) detected by Ars Goetia looking at you or listening to you in the moment of activation gain the negative trait Violent t for the scene or hour. If used directly against a target that the thaumaturge knows is  infernalists (such as:Thralls, Diabolists) or Demons with Torment 6 or higher, the target gains the negative traits Violent x2 for the scene or hour.

This power requires the successful creation of the detection sigil of Ars Goetia.

3 Ars Almadel

“Strength does not come from physical capacity. It comes from an indomitable will” - Mahatma Gandhi

Any attempt to affect you with an infernal power can be a dispute of wills.

Spend 1 blood point to activate this power.

When you are the target of infernal powers you can choose to defend yourself with a pool equal willpower + occult (restest occult) instead of the normal pool. Used against a infernalist Kindred, this power is only effective if his/her generation is higher than the caster’s.

This power lasts for one combat scene or 10 minutes and requires the successful creation of the detection sigil of Ars Goetia, and activation of Ars Theurgia Goetia.

4 Ars Paulina

“People do not lack strength; they lack will” - Victor Hugo

Cancel the effect of one infernal power early on you or another victim. It is necessary to touch the target under the effect, spend 1 temporary willpower point and make a willpower check against the total traits possessed by the infernalist at the time when he applied the effect on the target (occult retest). If the target is under the effect of more than one power you wish to cancel, you must make a new use of Ars Paulina, that is, if the individual is affected by multiple infernal powers, then the Thaumaturge must individually activate Ars Paulina to try cancel each power.

The Thaumaturge can only target specific infernal powers to early cancel of a lower or equal level that he has in Lore: Infernal, otherwise, the canceled power will be decided randomly by the ST.

Obviously this power does not work against something that has an immediate effect (eg: Cause Insanity > work. Hellfire > no work. St has the last word).

This power requires the successful creation of the detection sigil of Ars Goetia, and activation of Ars Theurgia Goetia.

5 Ars Nova

“Will power is to the mind like a strong blind man who carries on his shoulders a lame man who can see.” - Arthur Schopenhauer

Use the power of Ars Paulina on the infernalist (such as: Thralls, Diabolists) to cancel the effects of one infernal power that the infernalist has on him at the moment.

It is necessary to touch the target, spend 1 temporary willpower point + 3 mental characteristics and make a willpower check against the target's willpower. The target adds +1 in favor of him on the test for each investment he has, regardless of whether those investments are active or not.

As in Ars Goetia, the Thaumaturge can only target specific infernal powers to cancel of a lower or equal level that he has in Lore: Infernal, otherwise, the canceled power will be decided randomly by the ST.

The target regains access to investments at the end of the turn.

This power requires the successful creation of the detection sigil of Ars Goetia, and activation of Ars Theurgia Goetia.

[PTBR]

Trilha da Vontade de Salomão

“O Rei Salomão é representado como aquele que tem autoridade sobre espíritos, demônios e elementos, todos os quais obedeciam às suas ordens em virtude de um anel mágico contendo quatro jóias dadas a ele pelos anjos que tinham poder sobre esses quatro reinos.” - Enciclopédia Judaica.

Independentemente da verdade nas histórias sobre este rei, o conceito por trás do uso de sigilos combinados com uma forte vontade para subjugar os males e infortúnios que afligem a humanidade está espalhado pelos vários ramos da grande árvore do esoterismo ocidental.

A razão para isso pode ser que, se manipulados por alguém capaz de eviscerar tais conceitos e reordenar suas variantes, pode ser possível alcançar parte da verdade oculta por trás do poder atribuído na história a homens como Salomão. Algo que, como mostra a história, os Tremere sabem muito bem como fazer.

Para cada nível desta Trilha, o Taumaturgo deve ter com ele um sigilo diferente. Anéis, roupas, tatuagens, papel ou qualquer forma criativa de ter os sigilos com você é aceitável. Se o Taumaturgo for separado do sigilo, ele perde o acesso ao nível da Trilha referente àquele sigilo até que seja capaz de ter o sigilo novamente.

É importante ter em mente que o sigilo é relevante e não o objeto no qual ele está escrito. Se o Taumaturgo perdeu um anel com o sigilo, mas conseguiu escrever o sigilo em um pedaço de papel, por exemplo, é o suficiente.

Cada nível deste caminho sugere sua inspiração, sendo nomeado com as partes da Chave Menor de Salomão.

Seja pela natureza implícita neste Caminho, focado na força de vontade do usuário, ou pela característica dos sigilos utilizados, este caminho não pode ser praticado por aqueles que não são donos de sua própria vontade, seja por terem renunciado parte de sua alma ou toda ela (Thralls) nem por aqueles que assimilaram os poderes dos demônios (Diabolistas), ou convertido para Taumaturgia Negra. Todas as tentativas de decifrar as runas para tentar converter este Caminho para outros paradigmas levam ao fracasso e à loucura. Nas últimas noites, a Camarilla confia nos Assamitas para proteção contra infernalismo. Os Tremere, não.

Este caminho só funcionará em indivíduos específicos que o Taumaturgo tenha sido capaz de identificar com o Nível 1 (Ars Goetia). Todos os outros níveis só funcionarão quando o Taumaturgo tiver identificado o infernalista com sucesso com Ars Goetia. Para esclarecer - se o Taumaturgo está lutando contra vários indivíduos, e todos eles são infernalistas, mas o Taumaturgo identificou apenas um deles, então os benefícios deste Caminho só funcionarão contra aquele indivíduo, não contra o grupo inteiro.

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1 Ars Goetia

“Não há nada tão alto que o homem, com força de vontade, não possa sustentar sua escada.” - Friedrich Schiller.

O taumaturgo deve tocar um ponto de sangue do alvo para ativar esse poder e vencer o alvo em um desafio mental. Se qualquer tipo de mácula infernal estiver presente no sangue ele irá imediatamente fluir para os sigilos sintonizando-os permanentemente com o alvo, permitindo que os outros poderes desta Trilha funcionem contra o alvo. Quanto mais infernalistas são identificados, mais complexos se tornam os sigilos.

Investimentos que escondem infernalismo (como a Máscara da Inocência) anularão a eficácia deste poder.

2 Ars Theurgia Goetia

“Grandes almas têm vontades; as fracas têm apenas desejos ”- Provérbio chinês

Demônios ou infernalistas detectados por Ars Goetia poderão perceber você muito bem quando este poder for ativado na presença deles. Depois de gastar um ponto de sangue e ganhar um teste simples para ativação, Demônios com Tormento 6 ou superior e infernalistas (como: Thralls, Diabolists) detectados por Ars Goetia olhando para você ou ouvindo você no momento da ativação ganham a característica negativa Violento durante a cena ou hora. Se usado diretamente contra um alvo que o taumaturgo sabe que é infernalista (como: Thralls, Diabolistas) ou Demons with Torment 6 ou superior, o alvo ganha os traços negativos Violento x2 durante a cena ou hora.

Este poder requer sucesso na criação do sigilo de detecção com Ars Goetia.

3 Ars Almadel

“A força não vem da capacidade física. Vem de uma vontade indomável ”- Mahatma Gandhi

Qualquer tentativa de afetá-lo com um poder infernal pode ser uma disputa de vontades.

Gaste 1 ponto de sangue para ativar este poder.

Quando você for alvo de poderes infernais, você pode escolher se defender com um teste igual de força de vontade + ocultismo (reteste por ocultismo) em vez do teste normal. Usado contra um Kindred infernalista, este poder só é eficaz se sua geração for superior à do lançador.

Este poder dura por uma cena de combate ou 10 minutos e requer sucesso na criação do sigilo de detecção de Ars Goetia, e a ativação de Ars Theurgia Goetia.

4 Ars Paulina

“Não falta força às pessoas; falta vontade ”- Victor Hugo

Cancele antecipadamente o efeito de um poder infernal lançado sobre você ou outra vítima. É necessário tocar o alvo sob o efeito, gastar 1 ponto de força de vontade e fazer um teste de força de vontade contra o total de características possuídas pelo infernalista no momento em que ele aplicou o efeito no alvo (reteste ocultismo). Se o alvo estiver sob o efeito de mais de um poder que você deseja cancelar, você deve fazer um novo uso de Ars Paulina, ou seja, se o indivíduo for afetado por múltiplos poderes infernais, o Taumaturgo deve ativar individualmente Ars Paulina para tentar cancelar cada poder.

O Taumaturgo só pode especificar como alvo poderes infernais para cancelar antecipadamente que sejam de um nível inferior ou igual ao que ele possui em Lore: Infernal, caso contrário, o poder cancelado será decidido aleatoriamente pelo ST.

Obviamente, esse poder não funciona contra algo que tem efeito imediato (por exemplo: Causar Insanidade > funciona. Fogo do Inferno > não funciona. ST tem a última palavra).

Este poder requer a criação bem-sucedida do sigilo de detecção da Ars Goetia e a ativação de Ars Theurgia Goetia.

5 Ars Nova

“A força de vontade está para a mente como um cego forte que carrega nos ombros um homem aleijado que pode ver.” - Arthur Schopenhauer

Use o poder de Ars Paulina sobre o infernalista (como: Thralls, Diabolists) para cancelar os efeitos de um poder infernal que o infernalista tenha ativo sobre ele no momento.

É necessário tocar o alvo, gastar 1 ponto de força de vontade + 3 características mentais e fazer um teste de força de vontade contra a força de vontade do alvo. O alvo adiciona +1 em favor dele no teste para cada investimento que ele possuir, independentemente destes investimentos estarem ativos ou não.

Como em Ars Goetia, O Taumaturgo só pode especificar como alvo poderes infernais para cancelar que sejam de um nível inferior ou igual ao que ele possui em Lore: Infernal, caso contrário, o poder cancelado será decidido aleatoriamente pelo ST.

O alvo recupera o acesso aos investimentos no final do turno.

Este poder requer a criação bem-sucedida do sigilo de detecção da Ars Goetia e a ativação de Ars Theurgia Goetia.

Date of Archival: 02-Feb-2021
Tremere
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:
Sense Terra (Basic) - 4 XP
Sense Terra allows the caster to detect the following for the scene within a 200 yard radius.
1. The composition of the earth within that area, including (but not limited to) precious metal.
2. Foreign objects in the ground, including manmade structures, but not what is in them
3. Caves and gaps in the ground.
 
Move Terra (Basic) - 4XP
To use this power, the caster must first use Sense Terra. Once he can Sense an area, a caster may move up to a ton of earth at a slow walking pace. He can manipulate rock, soil, and the like, but not manmade / unnatural things in the earth. Things in the earth that are not natural may possibly be manipulated by moving the earth around them (i.e A bunker could not be made to contort or malformed, but might be damaged by slowly removing its supporting earth).
 
Flow Terra (Intermediate) - 7XP
At this level the caster can move earth with more force and precision that at precious levels. The caster can heave the earth with enough force to crack concrete.
The caster may make a Static Mental test vs an object on the ground to strike it with the earth and cause it to crack or otherwise to damage. In general, the amount of damage to inanimate objects touching the ground will be the equivalent of three lethal.
When used against an animate target, the caster may make a Mental vs Physical challenge (the retest is Athletics) to move the earth under their feet, causing their target to gain the Negative Traits Clumsy x2 as long as they are standing on the ground. Generally if the target is standing on the ground or is on the bottom level of a structure, the movement will be enough to affect them even through a floor or road.
 
Move Terra (Intermediate) - 7XP
Move Terra allows the caster to affect a smaller amount of earth much quicker than previous powers. The caster may move a number of cubic feet equal to twice his mental traits in one action. This can create a variety of effects including, but not limited to, the following.
1. A pit to be created under someone. A Mental vs. Physical Challenge (retest with Athletics). If the target fails they are dropped to the bottom of the pit taking one bashing (one cubic foot may be used to make spikes, changing the damage to one lethal.
2. Provide a wall or dome that would absorb three lethal/aggravated (or six bashing) before being destroyed.
 
Grasp of Terra (Advanced) - 10XP
The thaumaturge is now able to make the very ground around the target reach up and tear at their clothes, legs, and make it difficult to move with any speed. Make Mental vs. Physical challenge against the target. If the Tremere succeeds, then the target loses all ties in Dexterity related challenges for the remainder of the scene and may only move one step per action.

 

Date of Archival: 09-Feb-2015
Tremere
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

 

Path of the Better Self

This path was created as an attempt to bring out a more social aspect of Thaumaturgy. It was developed by Lord of the Fourth Circle C.L.U Vasa, House Hephaestus, as an aid in business settings and political dealings. The aim of the path is to give an advantage to the caster in these settings by manipulating the mind and body of the target to mimic certain afflictions at the most inopportune time.

No levels of this path are stackable with another level of this path.

This is a House Specific path.

Basic

Gentle Words
Gentle Words is designed to make the caster appear more charismatic than he or she really is. It was designed to aid in business dealing with superior adversaries. Upon using this power, the caster spends one Blood trait and engages in a test versus 7 mental traits. On a success, the caster gains any combination of 2 (two) of the following Charisma related traits: Charismatic, Charming, Dignified, Eloquent, Expressive or Genial. These may be used primarily in social challenges dealing with arguments, politics, other conversational pieces where getting your point across above all others is key. It lasts for the rest of the scene or one hour, whichever comes first.

Bad Form
Bad Form is designed to embarrass your adversary in a business meeting. Most executives have learned from their very beginnings of their business meeting education that showing up intoxicated in any form is a very bad thing. The caster must initiate a mental v. mental challenge against his/her target and spend a Blood trait. If the caster wins against a mortal, the target suffers from the effects of an all night binge drinking fest, giving them the negative traits oblivious and clumsy. Kindred are affected as if they drank from an intoxicated mortal, giving the same negative traits as mentioned above, but the caster must expend a temporary willpower trait in addition.

Intermediate

Babbling Brook
target can no longer maintain a solid train of thought for the duration of the scene or one hour. The target may start a sentence or conversation, but it quickly looses its focus and winds up a meandering spoken diatribe on everything but the original focused point.

This does not mean the target can’t remember what they wanted to say, but that they cannot finish it vocally.

The caster spends a Blood and engages the target in a mental test. On a win, the target gains the negative traits Forgetful and Ignorant for the rest of the night. In order to affect Kindred, the caster must also expend a temporary willpower trait. The effects of this path should be role‐played out accordingly.

Incompetence
This power was developed to show one’s true power over another. With this, the target becomes little more than a simpleton. Even the most mundane tasks (such as walking, talking or writing) become near impossible.

The caster spends a temporary Willpower and a Blood trait and engages the target in a Willpower challenge. If successful, any time the target wishes to take any actions, the target must first win a static challenge against his own traits of the appropriate category, which he may retest with appropriate retests. I.e. If the target has 8 physical traits and 6 social traits and wishes to walk or run, the target must first win a physical challenge against 8 traits and may retest with Athletics; similarly, he would have to win a social challenge against 6 traits in order to talk. This power last the rest of the night.

Advanced

Bring forth the Inner Child
Bring forth the Inner Child is the most devastating power of this Path. With it, the caster transforms part of the very core of his or her target, bringing out the inner child in him or her to the forefront. It changes the target’s Nature to Child.

The caster must have a trait of the target’s blood. The caster must expend a permanent Willpower trait and a Blood trait and then engage the target in mentalchallenge. If the caster is successful in the challenge, the caster then makes an extended challenge with the target, using the psychology ability as a retest. This determines the duration of the effect:

Number of Successes/Duration:
1 ‐ Rest of the Evening 2 ‐ One Day
3 ‐ One Week 4 ‐ One Month 5 ‐ One Year
6 ‐ Permanent

Date of Archival: 03-Nov-2020
Tremere
Custom Content Category: Blood Magic: Path
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 0XP
MET Mechanics:

This path of Dur-An-Ki was discovered by the more humane and pacifistic among the ashipu.  Looking for an alternative to harming another or a path related to war; the Path of the Shepherd was discovered as an alternative.  This path focuses on reinforcing calm, peace and deterrents to violence and harm.  This path of Dur-An-Ki uses occult for retests. Additionally, the user of this path and those defending against it gain a number of bonus traits to cast and resist its effects equal to their Humanity (not Morality) rating in all challenges.

•Peace
As humane pacifists the first thing an ashipu learns to master is the ability to maintain the peace and tranquility.  Once cast this power allows them an aura of authority and capability to maintain the peace at all time.

System: The vampire spends one blood trait and gains one free retest in all Social Challenges related to negations, peace, leadership or things related to ending a conflict.  This retest lasts a scene or an hour.

••Tranquility
To shepherd others to peace one must find peace within themselves.  With this power the ashipu focuses and calms themselves taming their beast for a time to better help protect others and not risk falling to frenzy themselves.

System:  The caster spends 1 blood trait and may grant the target or themselves two bonus traits for the next scene or an hour to resist all forms of frenzy.

•••Shatter the Mind
An ashipu with this level of mastery has learned to stop someone acting in a violent manner by quickly reaching into their mind and making them forget the very reason that triggered the violent outburst in the first place.  The person becomes instantly confused and lost unable to recall recent events or even the people who is around and how he got there.

System:  The vampire engages their target in a contested mental challenge retested with occult.  This may only be used on a victim who is engaged in a violent act of some form or with hostile intentions.  If successful the target immediately forgets what they we were doing, why they were doing and even who the caster is.  They will be unable to recall why they were about to take their violent action and will generally wander off confused having a hard time remembering anything.  This effect will last for a scene or an hour.  It will also immediately end if they are attacked. Those under these effects cannot attack the caster or commit violence of any kind.

•••• Revoke the Malice
Many ashipu possess other powers and abilities to curse or cripple their targets.  However these effects often have a set time they last and cannot be ended early.  An ashpiu with this power can end any harmful effect they have done to another at any time they wish rather than having to wait until those effects expire.

System:  By spending one blood trait the vampire may immediately end any negative effect, curse, or power they have applied to another.  This power allows for those effects to end early compared to their normal time limits as presented.  Examples include, the Path of Curses, Quell the Beast, or any other negative effect they have already applied to another character.  This power has no effect on negative effects done to the caster or those a victim suffers from afflicted by another.

•••••Serenity
With the final mastery of the path of the Shepherd an ashpiu as has developed the ability to end all conflict in an instant.  Once cast those around the ashipu find themselves unable to even consider taking a violent action.  To do so they would have to overcome the very will of the ashipu to have any hope to break the serenity he has cast over a room.

System: The vampire spends 1 willpower in addition to the normal blood trait cost to activate this power.  For the next scene or hour no violence or combat may occur in the presence of the vampire (limited to the size of one room) unless they defeat the character in a contested willpower challenge.  This power ends immediately is the caster takes a violent action himself.

Date of Archival: 13-Sep-2018
Assamite

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