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: Bacaban
XP Cost: 0XP
MET Mechanics:

Path of Father’s Judgement

Most Sabbat thaumaturges teach the Path of Father’s Judgement with a verbal component. Invocation of any power requires the thaumaturge to speak the passage from The Book of Nod that she is applying. There is no actual innate power in the words; meaning they don’t need to be heard by the target; rather, they serve as a mnemonic focus to steady the caster’s concentration.

These powers only affect Cainites, they have no effect on Cathayans, mortals, ghouls, Lupines or any other beings. Path of Father’s Judgement uses the Occult Ability for retests, though it may use Nod Lore if the Storyteller desires.

Basic 1  - Pruning the Father’s Tree

I will root out the bad seed, I will weed out the worst of you, I will prune my dark tree, in the manner that my Father, Adam, taught me.

With minimal effort, you can intuitively sense the taint of Antediluvians in other cainites.  You need only expend a Mental Trait to activate Pruning the Father’s Tree for the duration of the scene.  While this power is activated you know if any creature you perceive is a Cainite and you can make a simple test to know what clan the Cainite belongs to.

Basic 2 - Tending the Father’s Seed

Deep within me a seed was planted a seed of rebellion and when she turned her face from me, I opened myself up once more, to the Night, and saw the infinite possibilities in the stars.

Once you have activated Tending the Father’s Seed you gain the benefits of the power for the remainder of the scene.  This power allows you to make a retest on any challenge of sheer mental will. Thus, if you are exercising your own will or resisting others’ coercive influences you can use Tending the Father’s Seed as a retest. Once you invoke Tending the Father’s Seed it is the last test of the challenge; no further retests are allowed.

Intermediate 1 - The Father’s Pardon

Clanless, all, they are newly Awake. Clanless, all! No family, no sign, no elder.

By spending a blood trait and consecrating a target with the Enochian symbol for "freedom" the user is able to temporarily alleviate a target's clan weakness or other flaws that mimic clan weaknesses.  The target vampire takes a point of lethal damage and feels an intense burning sensation as the antediluvian taint is removed from their blood.   Until the next sunset, the target vampire does not suffer the effects of his Clan's weakness.  Healing the wound immediately ends all effects of this power.

Intermediate 2 - Awakening the Father’s Blood

Only through Me will you come to Truth, Only through Me will you come to Peace, Only through Me will you come Awake to your Power.

Once you have activated Awakening the Father’s Blood you gain the Mental Traits Insightful, Reflective, Alert, and Determined. You may only activate Awakening the Father’s Blood once per scene and these Traits disappear at the end of that scene. 

Advanced - The Father’s Judgement

There will come a time, when the Curse of the One Above will not be tolerated further when the Lineage of Caine will end.  When the Blood of Caine will be weak and there will be no Embracing for these Childer for their blood will run like water, and the Potence in it will wither.

You must spend three turns to speak the entire invocation of this power. On the third turn, make a Mental Challenge against your victim. If you succeed, spend any number of Willpower Traits. Until the next sunset, the subject’s generation is increased by the number of Willpower Traits spent. She immediately loses access to all Traits that are in excess of her generation maximum (Storyteller’s discretion as to which specific Traits the victim loses in each category). Her Blood Pool likewise shrinks; if she has more Blood Traits in her system than she can currently hold, she is unable to initiate any actions until she has finished vomiting up the excess blood at the rate of one Blood Trait per turn. If this shift in generation changes her access to high-level Disciplines, she is temporarily stripped of those powers.

Date of Archival: 18-Oct-2020
Sabbat
Custom Content Category: Blood Magic: Path
Blood Magic Category: Necromancy - Voudoun
XP Cost: 0XP
MET Mechanics:

This path of Voudoun Necromancy is based upon the ancient spells and beliefs of both voodoo and hoodoo. Many
of these spells are from those ancient traditions and beliefs. Unfortunately, most of Voodoo and Hoodoo is based
around the idea that they can only affect those who believe in them.
Note: Only those who believe in the effects of magic can be effected by these powers. That is to say, anyone
targeted by this path that does not have an Occult Ability score of 3 or more is immune to the effects of this
path.
•Death Echo
A devotee can call upon Ghede to grant him the ability to perceive the moments of another vampire’s Final Death as
though he were experiencing the Final Death himself. The Kindred perceives the death as it was occurring from the
point of view of the deceased vampire. The character sees what the vampire saw, smells what he smelled, feels how
he felt, etc. Kindred are able to maintain Death Echo for a minute per his levels of the Path of Hoodoo, and must
know the name of the dead vampire in order to use this ritual. The hougan engages in a Static Mental challenge
(Retested with Occult) at a difficulty of 10+1 for every day the body has been deceased. This power does not require
the target to have had the Occult ability score at all to work, unlike the other levels of this path.
••Brick Dust
The hougan calls upon powerful warding magic to protect him from harm. There is an ancient belief
in hoodoo and voodoo that if one places a line of unbroken brick dust over an entry way, those who would do you
harm may not pass. The hougan places an unbroken line of brick dust upon an entry way (Such as a door or
window). Anyone who intends direct harm upon the caster may not pass. This does not stop them from finding
another means to reach you, but they will be unable to cross the line of brick dust, or disturb it to break it. Harm is
defined as direct harm. If someone entered a room to physically fight you, they could not cross. If however, they
were sent to spy on a gathering you were at and had placed the brick dusk, and came across information that might
harm you, they would still be able to cross. As that is indirect harm.

•••Ill Omen
A mambo of Kalfou may call upon the loa to inflict a horrifying nightmare upon a foe. The focal point of the
nightmare may be a person, place or object. Whatever the subject of the nightmare is, the victim wakes with an
intense phobia of it. The Kindred attempts to avoid that person, place or object as though their very existence
depended upon it. If the victim is somehow confronted with the object of his nightmare, he will react with utter
horror. Each turn the victim remains within 10 feet of the object, the player Must make a Courage Check at a
difficulty of 5. If the check fails, the victim immediately flees from the object in terror. If escape is not possible, he
enters Rötschreck. If the victim is mortal and is unable to escape, he immediately faints, and remains unconscious
for an hour or until forcibly roused, whichever comes first. It should be noted that although the victim wholly and
irrationally believes that the object of his fear will harm him, it is, in fact, no more dangerous than it would be under
normal circumstances. Ill Omen remains in effect for a number of nights equal to the hougan’s rating in the Path of
Hoodoo. This power requires a Sympathetic Link.
••••Curse Object
Kindred under the patronage of Kalfou may perform a ritual to tie bad fortune to existing lifeless objects (jewelry,
clothing, a weapon, etc.). The hougan must first obtain the item and cast the spell upon it. Which may take anywhere
from a minute to several hours depending on the whims of Kalfou. If the spell is successful, the targeted object is
cursed. A character who comes into physical contact with the object must bid 2 additional traits for any action
subsequently performed. The subject need not remain in contact with the item to be affected by its curse. Simply
brushing against the cursed object brings bad luck upon the individual. The curse is automatically contested by the
victim upon touch, pitting the hougan’s social traits against the victim (retested with occult). If the victim fails, he is
cursed for a number of hours equal to the houngan’s levels of the Path of Hoodoo. This power requires a
Sympathetic Link
•••••Vodoun Doll
Made popular through horror films and tales whispered around the fire, the Vodoun Doll is probably one of the most
iconic items associated with the practice of Vodoun. As it relates to Vodoun practiced by Kindred, a Vodoun Doll
(or poppet) is a potent magical tool used by the most beloved houngan of Kalfou. A vampire may stick a wooden
nail into a fabricated doll, and in doing so, manipulate his enemies from afar or inflict any number of dark and
powerful curses upon them. Vodoun dolls can be constructed from almost any material: cloth, wrapped twine, clay,
wax or corn husks. Creating a voodoo doll requires an extended Crafts challenge with difficulty of 14. Each test is
equal to five minutes. The houngan must have a piece of the target or something very important to him — a drop of
blood, a lock of hair, or an item of great personal worth such as a wedding ring or a piece of a favorite garment.
Once the doll has been created, the houngan performs the spell to call upon Kalfou. If the ritual is successful, Kalfou
creates a sympathetic connection to the intended target. The doll retains the link to the living individual for five
hours. If the Vodoun doll is destroyed, all the sympathetic control is broken and the target is freed from all effects.
Once the doll is connected to its target, the houngan can puncture it with a single wooden nail. Only one nail may be
used at a time (multiple pins may not be used to simultaneously affect different areas), but the nail may be removed
and the doll punctured again in another location to achieve a different effect as often as the houngan likes. This
power requires a Sympathetic Link. Placement of the nail, pushed into the Vodoun doll, affects the target in a
variety of ways:
Pin
Placement
Effect
Heart The target immediately is loses half his blood pool. Used against a mortal, a nail in the heart
causes the target to lose all stamina related traits.
Eye The target is rendered blind until the nail is removed. Use the rules for fighting in total
darkness.
Ear The target is rendered deaf until the nail is removed.
Mouth The target is rendered mute until the nail is removed.
Forehead The target is cursed with bad luck while the wooden nail remains in the Vodoun doll’s
forehead. When the target attempts to perform a task that requires significant thought (any
action that makes use of a Mental Skill or Attribute), the target’s player must bid 2 additional
traits on all such challenges.
Stomach The target feels ill, and becomes violently sick if he attempts to consume blood while the nail
remains in the puppet’s stomach. He does not vomit the Vitae currently in his system, but
cannot feed to gain additional Vitae until the pin is removed. If the Subject is mortal, he may
not eat or drink until the nail is removed.
Extremities The target is cursed with bad luck while the wooden nail remains in the Vodoun doll’s hand or
foot. When the target attempts to perform a task that requires significant physical prowess (any
action that makes use of a Physical Skill or Attribute), the target must bid 2
additional traits on all such challenges

Date of Archival: 16-Oct-2024
Giovanni
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: Necromancy - Western
XP Cost: 0XP
MET Mechanics:

While the Giovanni have been master Necromancers for around a millennium their power deals with dominion over
the dead. The power of the Maelstrom is beyond their direct control, however; through subtle manipulation of the
shroud some measure of control can be obtained.
•Sense the Tumult
The Occultist’s study of the chaos of the Maelstrom and its echoes within the shroud allow them to gauge the
strength and direction of a Maelstrom. Through a static mental test, the occultist may detect approaching Maelstrom
within a mile per Maelstrom rating, determining its strength and direction of travel. This may be done from the
Skinlands or the shadowlands. Given the Maelstrom is of significant size and speed this could do the Necromancer
little good.
••Bulwark
The dangers of the storms of the shadowlands are a reality to necromancer and wraith alike. The necromancer at this
point can blind a Maelstrom to his presence, bulwarking the strength of the shroud to gain protection from the
damaging effects of a Maelstrom with a mental test at a difficulty of 13 + the storm rating. This protection can be
extended to nearby allies for a mental trait each. This protection lasts until the end of the night. Further, specters
involved with the Maelstrom are down two traits to affect the
protected individuals.
•••Sigil of the Storm
The occultist may now weaken the shroud between the skinlands and shadowlands in a localized area allowing a
Maelstrom’s effects to pass across to the skinlands. The Necromancer through mental exertion marks a person,
place, or object with which he comes into contact, leaving a handprint of his vitae. This requires a physical challenge
against an unwilling target. Even if the blood is removed the subject is affected by any Maelstrom they would be in
if they were in the shadowlands reflection of their current location. This effect lasts for the rest of the night.
••••Command the Cyclone
At this point in his studies an occultist has deluded himself into believing he has mastered some level of control over
the primordial storms of the netherworlds…this is obviously wrong. Through intense concentration and an exertion
of will, the storm itself can be directed by the necromancer through manipulation of the shroud. The necromancer
spends a willpower trait and makes a mental challenge at a difficulty of 15 + the storm rating. This can change the
direction of the storm up to 45 degrees. This change lasts up until the end of the scene or the storm changes back by
its erratic nature or the will and arcanoi of the specters in the Maelstrom. (Basically the duration is up to ST
discretion but one scene is generally appropriate.
•••••Birth the Maelstrom
The Necromancer, through fine manipulation of the shroud, learns to imitate the power of a level one Maelstrom. By
twisting and tugging the shroud in its weakest places a thin layer shatters causing winds and damage similar to a
level one storm. This power doesn’t significantly weaken the shroud to any degree. The Necromancer spends three
blood traits and a mental trait. Once the traits are expended, the power activates. This power does not create actual
Maelstroms as far as wraiths and specters are concerned it is just an area of stinging and damaging winds, wraiths
like anything else in the area in the shadowlands take damage as a level one Maelstrom. Birth the Maelstrom may be
used in conjunction with Sigil of the Storm.

Date of Archival: 20-Oct-2024
Giovanni
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.

--------------------------

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:

A perverse path of Thaumaturgy developed in pursuit of some other Arcane secret, this path allows the manipulation and study of the Soul using inverted principles of the Hermetic Emerald Tablet.

Though it is theoretically possible to have willing participants in this path, the direct ravaging of a creature's soul should almost always be considered an Inhumane act. Practitioners of this path will not likely be high Humanity.

Level 1 - Craft Soul Instruments

As with any procedure, good work starts with good tools. In order to use any of the other levels of this path, the practitioner must first enchant a set of Titanium or Stainless Steel Instruments - metals chosen for their useful nature in biological grafting and surgery. Once crafted, these Instruments are the key foci for subsequent uses of this path. The most fundamental Instrument created by this path is a long Nail; however, additional tools required for the higher applications of this path are also created using this level. This can include scalpels, staples, spikes, and sutures, so long as the tools created are sharp, as it is necessary to Pierce the soul itself.

System:  By imbuing thick metal Nail with both Quintessence (Blood) and Intent (Will), the caster can create the Thaumaturgical instrument that is required for all other levels of this Path. Other Instruments can be created, but they must be sharp in order to function. When applied, the Instruments always deal exactly one level of Aggravated damage to any creature that possesses a soul, as it directly pierces the pattern. This damage cannot be increased or reduced by any means - though it can be prevented by Aegis, or other means of entirely bypassing damge. The Instruments pass through all physical matter, and even ignore flesh.

Level 2 - Examine Sample

Using tools that can directly affect the Soul - known to the ancient Order of Hermes as a Pattern - the Tremere can inspect and study certain metaphysical aspects of it according to inverted principles of the Emerald Tablet.

System: By piercing or slicing a subject with an Instrument crafted in the previous level, a small portion of their Pattern is allowed to seep out.

Make a static challenge against the Willpower of the target: If successful, the thaumaturge gains information on the subject's pattern itself, including information that subject may not even be aware of themselves. The caster may spend up to 3 mental traits, and ask the Storyteller any information pertaining to the subject and expect a true answer. However, this information can only pertain to the creature itself, not its memories or desires.

Valid questions might be: creature type, true name, generation/rank/karma, path of enlightenment, clan/breed, etc...

Invalid questions might be: sect, status, societal or faction ties, coterie/pack, etc...

Level 3 - Excise Attribute

The first step towards the perversion of a creature's soul, the Path of Soul Grafting operates on the ability to carve off portions of a creature's soul. Such behavior is ethically dubious to say the least, and may not sit well with others who learn of this ability.

System: By using an Instrument to effect the Soul, a piece of a living Pattern is cut or drained away. The caster, upon successfully piercing their target with an Instrument, may remove from that target a single trait, temper, or ability for the next scene/hour.

Unwilling targets may first need a challenge to establish physical contact, as well as a contested Willpower challenge to cut out a piece of the soul, following the steps for Level 2 - Excise Sample.

At Storyteller dissection, other Spiritual aspects of a creature may be temporarily excised.

Level 4 - Graft Temporary Attribute

Normal Kindred feast upon the soul in a roundabout fashion, consuming the Vis found in their prey’s Vitae. A practitioner of this path can far more directly depredate a creature's soul, though doing so is a deeply inhumane act.

System: Using the crafted Instruments, the Thaumaturge may temporarily store anything stolen by the previous level in their body. Doing so requires they use their Crafted Instruments to affix the piece of stolen soul to their own, which requires free hands and a brief moment of unbroken concentration, sacrificing their next action. If at any point the Thaumaturge is interrupted while doing this, they must make a static mental challenge vs 15 to avoid breaking their concentration.

Anything stored in this matter drains from the practitioner after 24 hours.

Other attributes or aspects can be grafted at Storyteller Discretion, so long as they are stolen by the previous level.

Level 5 - Graft Permanent Attribute

Theft of the highest order, a practitioner of this path can permanently pillage an aspect of their subject's soul and affix it to their own. Though the subject will usually recover and regain what was lost, the Thaumaturge remains empowered by what was taken.

System: After stealing an Attribute using the third level, the Thaumaturge may graft that spiritual essence into another creature, permanently Grafting an aspect of another creature's pattern to another. To do this, they must in some way use the Crafted Instruments to surgically affix the stolen portion of soul to their own, usually using a nail or staple. This harrowing process takes an hour or more, and must be done in a stable environment with proper equipment, making it not possible to use spontaneously.

Doing so immediately brings the creature who's tempers are being stolen to the wounded heath level, and if they are not already Healthy, kills the creature. Killing a creature in this way doubles the amount of a temper or trait stolen.

Stealing a temper in this way costs a permanent expenditure of one mental trait for each temper or trait stolen. Anything stolen in this manner will remain available to the target so long as metal spikes grafting the two patterns together remain in the body; traits conferred in this manner may be considered Permanent, but do not increase your generational maximum. Should the Nail/Staples be removed or destroyed, the conferred benefits are immediately lost. Removed spikes must be returned within an hour, or become inert.

Nails/Staples have 2 health levels each, but are immune to any damage that is not inherently aggravated, and can not be destroyed through other means. Any person who knows about or can see the spikes may target the Spike with a contested physical challenge against the bearer with intent to remove or destroy the Spike.

Bearing the portion of another person's soul is an exhausting task however, even nailed in place. Upon waking up each night/day, the bearer of such nails must spend a Willpower - lest their own soul reject the Graft, rendering the Nails inoperable. If for whatever reason a person is perverse enough to possess multiple Nails, they need not spend additional Willpower.

As per level 4, other attributes can be grafted at ST discretion.

Date of Archival: 24-Sep-2024
Tremere
Custom Content Category: Blood Magic: Path
Blood Magic Category: Sadhana
XP Cost: 0XP
MET Mechanics:

While the Tzimisce are the masters of Flesh and the Material, the Sadhu becomes the master of the Spiritual and Fate.  A fiend can rend flesh like clay, but a Sadhu with this path may do the same upon the very being of another.  The Path of Svdharma is a sledge hammer of Karma and not a scalpel.  Sadhu only call upon this path when a person gives them no other choice.  Only after the target of the Sadhu has turned away all attempts to walk their chosen Svdharma do they unleash this path of blood magic upon them.  With it, the sadhu can force the very change they seek in what they see are deviants in the web of fate.

 

•Mantra of Resonance
The Sadhu’s first mastery in the Path of Svdharma is the ability to confer knowledge and their own skill upon another.   Often used to grant insight to those who would turn from their, Svdharma, this ability no less potent in offer skills and abilities a person may not possess themselves for a limited time.  The Sadhu enriches their own vitae and passes their knowledge unto those who would drink it.

 

System:  The character must feed a willing target their blood to use this power.  The character may confer one ability trait they themselves know to another per blood trait spent at the time of casting.  The recipient of this power may benefit from these ability traits gifted as if they were their own for the next scene or an hour.  Each level of an ability wishing to be transferred via this power requires one minute of casting per level of the ability.  When gifting an ability the caster temporarily loses access to the ability gifted and to the same level.  You may not gift an ability above level 5.

 

••Thread of Fate
Sometimes the Sadhu is left with no choice but to force a moment of clarity upon their victims. Those who turn from their Svdharma must be shown by force their purpose on occasion.  With this potent ability they Sadhu can change a victims entire morales and ethics for a limited to time.  It is with this ability they hope their target will awaken with a new clarity from the experience.

 

System:  The character spends 1 blood trait and engages their target in a contested Social Challenge retested with Occult.  Should they succeed, they may change the targets Morality to one of the following Moralities for the next scene or an hour.

 

·         Eastern Paradox

 

·         Self-Focus

 

·         Path of Devaraja

 

The effected character retains their same Virtues (If the chosen Morality path have different virtues then the targets normal virtues, they temporarily gain the new virtue traits at the same level) and Morality levels but for the next scene or an hour walk the path chosen by the Sadhu.

 

•••Hand of Karma
This potent power of the Path of Svdharma allows the sadhu to forcibly change the very nature of their target.  The Sadhu reaches out and twists the threads of fate with their hands and changes the very core of their target.  Int his, the Sadhu can force almost anyone to walk what they believe is their correct Svdharma.  After a time period of six months, the target may spend 1 permanent willpower to restore their original nature if they so choose to.

 

System:  The caster spends 1 blood trait and makes a contested Social Challenge retested with Occult against their target.  If they succeed, the caster may spend 1 permanent willpower trait to permanently change the nature of a target to one of their choosing.

 

••••Tapestry’s Consensus
In the Final Nights new and bizarre changes to the blood and other supernatural abilities appear to come about nightly.  New capabilities of the Supernatural world manifest in odd ways.  Reality itself only barely accept these new creations of power.  Only once an new ability has been commonly learned throughout the supernatural community is it more accepted.  With this in mind the Sadhu pulls upon the very threads of reality itself to force such new abilities into not working.  Those with rare and unique abilities find they are unable to call upon them in the area the Sadhu is present, and should the Sadhu himself possess such capabilities who too loses access to them.

 

System:   The caster spends 3 blood traits to activate this power for a scene or an hour and makes a contested Social Challenge retested with Occult against their target.  If a target fails they are unable to call upon any Inceptor or other newly created Combination Disciplines or Vampiric abilities (In owbn this is known as custom content) for the next scene or an hour.  The only newly created supernatural vampiric powers that would remain in effect with this power, is this power itself.  In exchange, the caster cannot call upon or benefit from any custom content they themselves may possess when successfully using this power, other than this specific power itself.  Either the caster or those effected may spend 1 permanent willpower trait to use “Custom” power for a scene on a one for one basis.

Note: In OWBN  Custom Content is defined as any supernatural power that is not contained in a White-Wolf or Onyx Path printed book.  This power can turn off any “Custom Content” the target may have if any.

•••••Karmic Retribution
With the coming of Gehenna more strange new supernatural types rise up in the world. Mages who have become Ghouls.  Changelings who have received the Embrace.  Even the number of Abominations has grown.  These creatures are abhorrent to the Sadhu, as they are defying their Svdharama by denying what they truly were meant to be.  These cross breeds of Supernatural were meant to be one or the other to the Sadhu.  With this ability the Sadhu forces the Svdharma upon their target to be what they were meant to be and not the cross breeds they have become.

System:  The caster spends 3 blood traits to activate this power for a scene or an hour.  This power’s effective range is one room (This in terms of area of effect, not literally a room with four walls).  Anyone inside the room must make a contested Willpower challenge against the caster if it affects them. If the targets fails, they may only gain, use, or benefit from Supernatural powers innate to vampires.  I.e. Disciplines, Blood Magic, Combination Disciplines, etc.  The exception to this rule are Vampiric Descendants of Dracian.  They may still use their Affinities as normal, save for one exception, if their affinity grants them another genre’s powers (gifts, arts, etc) they may not use those only in their affinity.  This power only works on vampires.

Date of Archival: 15-Sep-2024
Ravnos

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