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.
Brilliance (Basic) Spend a blood and make a mental challenge. If sucessful, the target isstunned for a round. If Heighten Senses sight is up, the target is blind for an hour/scene (whichever comes first).
Luminance (Basic) Spend a blood and make a static mental challenge against the target in line of sight. If sucessful, the target is illuminated by an aura of light around their body. The target is unable to use Obfuscate level 2 or lower and if in Shroud, any attacker against them does not succmb to a Shroud retest. Also, can be used on an object for a light source in the darkness.
Radiance (int) Spend a blood and create a 20 ft sphere of light in any location within 50 ft. All inside, except the caster, is two traits down on any challenge, are clums, and must submit to a blind retest to any succesful challenge as it is too bright to see. If cast while Shroud of Night is active, both are destroyed and if Shroud of Night is used while this power is in affect, they are both nullified.
Incandescensce (int) Spend a blood and make a mental vs physical challenge against your target. If successful, the target is hit with a beam of light that is as hot as the sun. It burn any vampiric target for 3 aggravated damage, if they are susceptible to light (ie tenebrous form, black metamorphosis, light sensitivity flaw) it takes one additional aggravated damage. If it hits any mortal, the damage is converted to bashing.
Resplendence (adv) Light warps around the caster making them invisible. If the user is invisible they are only detectable by touch. While moving they can be spotted in auspex. The user may add in the levels of this path to compare ties. The user is partially blinded by and is 2 traits down on all vision related challenges.
Suleiman's Vessels
For as long as Man has walked this world the Djinn have walked it for far longer. When humans first
appeared, the Djinn were our teachers and guides as we developed our own civilization from their teachings.
We lived in harmony until jealousy drove the Djinn to turn against us.
That was until us humans learned to harness their power and make them do our bidding from Suleiman
himself. One of the strongest of their kind was captured using these learned spells and the Djinn ran.
They left the Material Realm and went into the High Umbra (Astral Realm) to their cities to live. Rarely are
they seen anymore in this day and age. But if found they are usually never considered your friend.
•Kohl Sight - A skill once developed by the mages of ancient past. This power allows for detection of Djinn
within the High Umbra (Astral).
MET: Spend a Willpower on top of normal costs and rub charcoal across your closed eyes. When you open
them you will be able to see into the High Umbra (Astral) for the time while the charcoal remains. This
allows the user to have line of sight and the ability to use the rest of the Path upon the entities within. The
additional use of Aura Perception might be needed to find things purposefully hidden from you.
•• Know Thy Name - Djinn are creatures too. They are older than us and their naming conventions are
usually hard to understand. But with intense study and a bit of mystical help you can pinpoint which Djinn
you are dealing with.
MET: Enter into a contested mental challenge, with the retest Lore: Djinn. You may find a part of The True
Name of the Djinn that you are targeting with this power. You must be able to see the target for you to use
this power on them and that might require you to use Kohl Sight before using this. To gain more of the true
name would take study and research beyond the scope of this power.
••• Prepare Thy Vessel - With an appropriate crafts you can create and prepare the vessel in which you plan
on storing the Djinn. This takes much work and time beforehand if you wish to create something lasting to
store powerful Djinn. But, not so much time is needed if you are targeting a lower level Djinn.
MET: Make a static mental challenge against 9 + the level of Djinn (1 - 7) it is being made to store.
These vessels have 3 key features.
1. The Material - They are Fireproof, Watertight and very hard to destroy. Djinn cannot damage a properly
prepared vessel, but if the container is somehow pierced and the seal on the container is broken, the
Djinn is freed. Disrupting a vessel isn't easy and it takes a set amount of health levels, (Occult Rating x
Crafts Rating x Rank of Djinn to be captured) of damage before the container is destroyed and the
Djinn is set free. The Djinn will usually retreat before their savior's can ask for a boon or they can be
trapped again.
2. The Size - The vessel must be properly sized for the power level of the Djinn it is constructed to hold.
Servitor Djinn, the lowest, can be bound into something the size of a camel's tooth. That is about 2 to
3 cubic inches. The other ranks up to Caliph can be bound in something the size of a man's fist.
Caliph require a minimum of 1 cubic meter. Amirs and Sultan's themselves require much more. A
sultan needs a 3000 cubic meter, fireproof, watertight, vault etched with enormous and complex seals
both inside and out.
3. The Seal - This is the final element in creating a Djinn vessel. It must be appropriate to the Djinn.
Ideally the Djinn true name should be inscribed on the seal. Both as extra security, and to let anyone
who stumbles on the vessel know who is contained within. True names are necessary if there is intent
on making frequent or long term use as a familiar or slave. For simple containment, however, true
names aren't generally necessary unless the Djinn is of the rank Caliph or above. A simple seal of
Suleiman etched on the outside of the vessel is enough.
•••• Bottle of Djinn - As long as Suleiman was capable of controlling the Djinn and trapping them. There
have been many stories of found Genie in the bottles around the world. It was actually fairly easy to capture
one. You just needed to use a vessel prepared correctly. You must also be able to perceive the Djinn to
direct the vessels magic. You must also need know the magic words to activate Suleiman's seal to trap the
Djinn. This power represents the words of binding. Whether you are temporarily using a bottle you picked up
from the roadside or a hand crafted prison. This will give you the chance to seal away the Djinn, even if for a
short period of time while you prepare.
MET: Opening the vessel and saying a short phrase the targeted Djinn is sucked in with no additional
challenge. Unless the vessel is stoppered within the next 3 rounds the Djinn escapes with no additional
challenge. They very well could be angry at their captor for this and retaliate on the spot or run to fight
another day. This power also allows you to identify a vessel at a glance. It doesn't tell you what Djinn it is
made for without actual research first though.
••••• Your Wish is My Command - You call upon the sealed Djinn and Its power. This has multiple effects
depending on which Djinn you have sealed away and what you are looking for it to do.
MET: This level acts just like Elemental Mastery 5 where you can control an Elemental that you summon to
do your command. Except it requires you to have a captured Djinn in your possession already to use. It is
suggested to build each Djinn you have access to before using this power. It takes a Static Mental
Challenge to command the Djinn and it will follow your direction for the rest of the scene.
Synchronistic Theurgy:
If all of reality were an apple, this world is but the skin. We drift upon depths both unknown and unknowable to mortal minds. But we are no longer mortal. The world has been defined by the thoughts of all the conscious entities which inhabit it, an ouroboros of existence containing potential beyond that which is known by simple physics. Cause and effect need not be traceable, and in fact often are not. The practitioner of Synchronistic Theurgy has become skilled at noticing the intangible links between acausal events, is able to draw forth knowledge from the subtle interconnectedness of all things and can even force the world to adopt new archetypical axioms- if only for a short time.
This path is both roleplay and creativity heavy.
1. Archetypical Intraexamination
The collective unconscious binds all minds together. Every answer can be found writhing within its depths. By delving into the collective unconscious, the magus can make jumps of logic with uncanny accuracy, pulling the answers to his questions out by their sympathetic bond to the questions posed. This is not infallible, however, as such dredging rarely retrieves the answer alone, often clouding information through thin membranes of Perspectives, or retrieving versions distorted by Metaphor.
Mechanics:
Spend one blood and one mental trait, then make a simple test versus a variable difficulty determined by the ST. On a success, the ST provides an answer to the question posed by the player. The answer may be presented as a strange coincidence (a bird cawing loudly over a sought-after item's hiding place) or enigmatic visions (seven winged apples representing airport terminal A7). Failure retrieves nonsense. Optionally, in the event of a failure the ST may request a follow-up test- on a failure, the information is dangerously misleading.
This power can only be used once per subject per scene/hour.
2. Conjunctive Dowsing
One cannot have an effect without cause- and the two are inextricably linked; a river of temporospatial causation that must exist so long as either the source or destination remains manifest. In the eyes of a skilled Magus, such aetheric linkages may be traced from either end to the other, revealing source or target of mystic effect. Some effects, however, are self-contained, usually rituals and the like.
Mechanics:
Spend one blood, then make a contested mental challenge against the source of the effect being dowsed. On a success, the Magus is able to trace the sympathetic links between cause and effect- effectively identifying and locating either the caster or the effect.
Dowsing does not work on self-contained effects such as rituals, and the Magus must be aware of the existence of the effect to attempt the dowsing. It also does not function on effects that are not being actively maintained or cast (such as Forgetful Mind).
3. Drafter's Prerogative
Once a Magus truly understands the nature of the connections between people and ideas, they may begin to draft them themselves. Forging connections from whole cloth is neither simple nor lasting, and such links rarely last longer than a single hour. Curiously, such connections may be made between entities, objects or a combination of both, though an entity must be willing.
Mechanics:
Spend one blood, then make a contested mental challenge against each target you wish to forge a connection between. For one hour or the duration of the scene, a single type of effect (such as damage, healing, or enhancement) used on one target is halved in effect and shared between the two. In circumstances where halving effectiveness would not make sense, duration is affected instead.
A single target cannot be affected by more than one use of this power at once, and targets must be unattended objects, or willing.
4. Praxis of Will
By forging temporary connections between events and the concept of success, the Magus can collapse quantum superpositions as he desires. This effectively lets the Magus determine the results of otherwise random chance, allowing anything that could happen to happen as they see fit.
Mechanics:
Spend one blood, then make a static mental challenge against a variable difficulty determined by the ST. Success allows the Magus to determine the results of a random event or cause a plausible random event (such as transmission failure in a vehicle). Multiple uses in the same scene should increase the difficulty of the static challenge. This power cannot be used in combat.
5. Prophetic Self-Actualizaion
The apotheosis of Synergistic Theurgy involves inextricably binding the practitioner's fate to that of success. By metaphorically writing ones own destiny, a Magus can ensure that they persist long enough to see the prophecy through. The mental toll may be extreme, and the effects engendered may be obviously breaches of the masquerade, but survival may be worth it.
Mechanics:
Spend one blood and one Willpower. For the remainder of the scene, you may spend one mental trait and describe an unbelievable coincidence which grants you one additional, might-like defensive retest.
The Terracotta Army is a collection of life-sized clay sculptures depicting the armies of Qin Shi Huang, the first Emperor of China. These sculptures were buried with the emperor in 210–209 BCE to protect him in the afterlife. The army consists of infantry, cavalry, chariots, and officers, with each soldier having unique facial features and details, reflecting the craftsmanship of the time. The discovery of the Terracotta Army in 1974 near Xi'an, China, is one of the most significant archaeological finds in history, offering insights into ancient Chinese military practices and artistry.
Mortal Eastern Necromancers were actually the cause of the initial Terracotta Army; they created the army to protect the first Emperor of China Qin Shi Huang in the afterlife. Vampiric Eastern Necromancers like the Li Weng after the discovery of the Terracotta Army in 1974 picked up the ability to do so with a bit of ingenuity and research into the old ways.
Creation of the body requires Crafts: Terracotta or Clay (Specialization: Terracotta) and Science: Human Anatomy or Medicine. At the bare minimum.
Storytellers are suggested to create NPC wraith sheets for those made with this path, or to work in conjunction with the player to do so that tempers/arcanoi are laid out in an official manner.
All Terracotta soldiers are considered supernatural creatures for all attempts to employ Disciplines, Thaumaturgy, or other supernatural powers on them.
To create a Terracotta soldier, in addition to crafting the soldier you must make a series of challenges. For willing wraiths you need to spend a vitae and throw 2 simple tests, and win or tie at the time of casting this path of Necromancy. If you lose any of the tests you immediately must throw another, if you lose that test the Shadow/Specter takes over and immediately attacks you. Static Difficulty is 10+ the level of the power being used. For unwilling wraiths you must win a contested social challenge against the wraith you are trying to imbue into the statue, followed by the other required tests.
Levels 1-2 will start to deform when confronted by non-supernaturals. Level 3 if confronted by a non-supernatural must win a static chop, otherwise it will start to deform. Levels 4-5 will retain their shape.
Social traits of each statue can be increased by your rating in your Crafts: Terracotta or Clay (Specialization: Terracotta) abilities. However levels 1-2 cannot initiate a social challenge but may defend against if the social traits are modified via crafts with appearance traits.
• Èrděng Bīng (Private):
At first, the necromancer can only imbue the terracotta soldier with simple, nearly mindless wraiths. These soldiers can perform simple, repetitive tasks such as digging, sweeping, pulling and carrying. Èrděng Bīng cannot fight.
System: These soldiers are the most basic and the body is usually shoddily created, usually Wraith Slaves are put in these. Those of this level cannot employ arcanoi or pathos, they only can follow the creators direction in very basic and menial tasks. They have 6 Physical traits, 0 Social traits, and 3 Mentals. They only have 5 health levels. And no abilities.
•• Xiàshi (Corporal):
A more skilled necromancer can produce soldiers with greater intelligence and usefulness. Xiàshi can perform moderately complex tasks that require some small degree of common sense.
System: At this level their traits are raised, to 9 Physical, 0 Social and 6 mental. They also have 2 basic non combat abilities to be chosen with ST Discretion that cannot be raised past the first dot of the ability. They may have one basic arcanoi that again is not combat related, but still only have 5 health levels.
••• Shàngshi (Sergeant):
At this level, the necromancer can produce soldiers with simulated minds that work quickly enough to handle combat. A soldier created with this level of mastery does not have to be an actual guard, but is a common application.
System: At this Level, their traits are as follows. 12 Physical, 3 Social, 6 Mental, 4 abilities of which can be combat related and cannot exceed more than 2 dots in the ability and 10 health levels. The arcanoi available to them is dependent on the wraith placed inside the body. However it may not exceed the basic levels. They may employ 4 basic arcanoi.
•••• Shàngwèi (Captain):
A truly skilled necromancer can create formidable soldiers - powerful terracotta soldiers more skilled than many humans. Such soldiers can command lesser soldiers, and perform complex tasks without supervision.
System: At this Level, their traits are as follows. 15 Physical, 6 Social, 9 Mental. They may have a spread of up to 9 abilities up to the third dot. They may employ 6 basic arcanoi that the wraiths possess and up to two intermediate arcanoi.
••••• Èrjí Shàngjiàng (General):
The pinnacle of what a masterful necromancer can do with the Terracotta Army, the Èrjí Shàngjiàng is the peak of the path. These are the most intricate and if made well enough can even fool normal humans and other supernaturals into thinking it’s a living breathing creature. The Èrjí Shàngjiàng also is highly intelligent and has the personality of the wraith who is residing in it. They work with the necromancer in aiding in whatever they need.
System: At this Level their traits are as follows. 18 Physical, 9 Social, 12 Mental. They may have a spread of up to 15 abilities up to the third dot, 5 of the abilities can go to the 5th dot. They have full access to the Arcanoi and Tempers on their sheet.
(As outlined the wraith used should be made by the Staff and Player working together).
The Faustian Way
Since the first interactions between mankind and the Infernal, their relationship has been defined by the exchange of information and services, historically leaving the mortal holding the short end of the stick. The Associates have watched and learned from their clients' demonic patrons, and over the years adapted some of the most effective of those techniques into a path of Dark Thaumaturgy which they proudly call The Faustian Way.
The Faustian Way is a subtle art, and many who fall under its influence do not realize it until their final moments. Its use is not betrayed by outward signs, and even attempts at supernatural detection must be made as contested challenges against the caster.
• Record Keeping
All contracts are recorded. Whether on paper or electronically, they mark the very souls of those who make them. Record Keeping can verify whether or not such a contract exists. Spend a Blood Trait and make a Static Mental Challenge. If successful, the caster learns the nature of any pacts, bonds, or spiritual ties (Blood Bonds, covenants, Infernal Bargains, etc.), current or broken, between the target and any other beings.
• • Breach of Contract
Contracts are formally binding, moreso for those formed through the Faustian Way. When agreed upon and sealed with Breach of Contract, any violation becomes plain for the Associate to see. Whenever an explicit contract is made (either a promise, an oath, a deal, etc.), either verbal or written, you may spend 1 Willpower Trait to formalize it. The caster is automatically made aware when a formalized contract has been broken or violated, and they may make a Static Mental Challenge to ascertain the details of the violation.
• • • Terms and Conditions
Often, mere knowledge of a contract's existence is not enough. A skilled Associate can determine the specific terms of a contract simply by studying an individual's soul. The caster spends 1 Blood Trait and makes a Static Mental Challenge against their victim. If successful, they learn the details of one of the target’s contracts. The caster must be aware of the contract's existence beforehand, either through Record Keeping or some other means (random guesses or rumors are not sufficient justification, and the Storyteller should be on the lookout to prevent such abuse).
• • • • Implied Venue
It is expected that those invested in any contract will want to check in on their interests periodically. Likewise, when a contract is breached, measures must be in place to secure damages. Implied Venue may only be performed upon a target who has engaged in a contract which the Associate has sealed with Breach of Contract. The caster spends 1 Blood Trait and makes a Static Mental Challenge. If successful, the caster gains intuitive knowledge of the contractee's exact location, and may engage in a second Mental Challenge against the target in order to remotely observe the individual and their surroundings for the duration of a scene. This power works even if the target is in another plane of existence.
• • • • • Mandatory Injunction
Caveat emptor: buyer beware. When a party enters into a contract, they own the responsibility of ensuring they are capable and willing to meet their obligations. Sometimes, parties opt to flee from that responsibility, while other times they are simply incapable of fulfilling their end of a bargain altogether. To a master of the Faustian Way, these diversionary tactics are irrelevant. The Associate spends 1 Willpower Trait and makes a Mental Challenge against their target. Success compels the target to complete the terms agreed upon under Breach of Contract, with all due haste and to the best of their ability. The target will take all possible precautions to avoid situations that might prevent them from the completion of their agreement (such as revealing their situation to sympathetic allies). In the event that a Kindred target has agreed to terms which they are incapable of fulfilling, they instead succumb to torpor which lasts the normal duration set by their Humanity or Path of Enlightenment rating. Should the victim be a non-Kindred, they instead suffer 5 unsoakable levels of aggravated damage which can only be healed at a rate of 1 per month regardless of any supernatural healing the victim may possess or seek out.
The Path Beyond
This path is designed for walking through the realms often considered out of reach to Cainites. It is a Necromantic interpretation of the Wraith Arcanos "Argos" and serves as a pathway for a daring Necromancer to explore the realms beyond and bear witness to the Far Shores and stranger realms connected. This Path of Eastern Necromancy is Yin aspect and is specifically not tied to the workings of the Umbra or Astral realms. The Far Shores are a place of mind bending terror and practitioners of this path are forever warped by its deeper understandings. The character gains the "Desensitization" derangement permanently, which can never be bought off. Furthermore, whenever a level of the path is activated, the Derangement is automatically triggered and Willpower may not be spent to suppress the derangement. Use of this Eastern Necromancy path requires intense focus and as a result, its levels may never be activated during combat.
Desensitization: Commonly found among vampires, the character has lost every feeling in his dead body. This affects his ability to feel any emotion except in highly rationalized forms or through foreign influences like the Blood Bond or Dominate. Such desensitization makes it difficult to truly devote oneself to Humanity or a Path of Enlightenment, causing a forced retest on degeneration checks.
Basic - Watch the Wending: The Necromancer is always aware of current conditions in the nearby Tempest or "Far Shore" they are visiting and can take shortcuts between two Shadowlands locations. System: By spending a point of Willpower, the character becomes in tune with the realm and gains a sense of nearby dangers, hidden pathways or strange laws that govern the realm. The player should work with their storyteller for degrees of understanding. Some secrets may require a Cosmology test.
Basic - Donning the Phantom Cloak: The Necromancer can manifest protective robes that ward off Maelstrom and Tempest's harmful environmental effects. System: By spending a point of Willpower, the Necromancer conjures forth a ghostly cloak. While wearing it, the character suffers no damage or debilitating effects from the Maelstrom or Tempest. At Storyteller discretion, these protections even extend to the environmental dangers that can be found in the Far Shores.
Intermediate - Walking Beyond: The Necromancer can manipulate the membrane between the Shadowlands and Tempest, allowing them to enter the Tempest without opening a Nihil. System: The Necromancer spends a point of Willpower and makes a physical challenge at difficulty 8. If successful, the character passes into the Tempest.
Intermediate - Sojourn: A Necromancer may manipulate the metaphysical shortcuts through the Tempest. System: Spend a Willpower and make a Static Mental challenge at difficulty 8, if successful the character collapses into a cold, black wind and safely passes into the Tempest and from there may use physical challenges to journey through to other places such as Stygia or even the Far Shores. This can greatly reduce the distance traveled. Storytellers are to keep in mind things like trods and moon bridges when thinking about how this modifies a journey through the shadowlands. This power never takes a character more than 100 miles when traveling to an earthly destination.
Advanced - The Walker in Darkness: At this level, the Necromancer has mastered their ability to traverse the Tempest and personally witness the wonders and horrors that lie beyond. System: The character may spend a point of Willpower while in the Tempest to instantaneously travel to any of the Far Shores that they have already visited or any location in the Underworld that they have been to, provided it does not have a reflection in the skinlands. This power is intended for travel to dark and mysterious locations. It is not a travel shortcut to mundane places and should not be treated as such.
The paths of Spirit Manipulation and the Path of the Velvet Shadow form the other two Dur-An-Ki Paths that created a trinity of mastery over the spiritual. Where as Necromancy deals with the Soul and Death; these three paths form the core of mastery over the Spiritual and the Divine. The path of Aether Crafting allows an Ashipu to manipulate the very spiritual essence of the creatures that inhabit the divine world. With mastery over very essence of spirits, an ashipu gains insight into the very essence of themselves and others. As with all forms of paths related to dealing with the Umbra and Spirits it is extremely dangerous to Kindred. Most spirits of the Middle Umbra are outright hostile to vampires and only those of the Wyrm willingly work with them. The spirit broods of the High Umbra however, are far more likely to work with Kindred, though it is by no means safe. Every spirit has its own personality and agenda that a Kindred must attend with.
•Naming
The first step an ashipu who seeks to master Aether Crafting learns is to know what he is exactly dealing with. By concentrating for a moment an ashipu can look at a spirit and immediately know its name. While the name itself grants no power over the creature or innate knowledge about it; it does allow the Ashipu to then research using that name more information on that Spirit. Only by truly knowing who you are dealing with can an Ashipu hope to ever become master of the ethereal.
System: The character spends one blood trait and for the next scene or an hour through a Mental Challenge against any spirit retested with Occult to gain its name. This is not the Spirit’s True name, but the name by witch it goes by.
••Divinity of Vitae
Most spirits won’t naturally work with Kindred. They have no spiritual essence to offer or bargain with that might interest a spirit. An ashipu with this power has learned to tap into the divinity of their own blood and extract the spiritual essence from the blood they take from the living. By concentrating for a moment the ashipu can draw forth this spiritual essence and offer it to spirits in hopes of forming covenants with them.
System: After spending one blood trait to activate this power, the character may then for the next scene or an hour spend 1 blood trait to transform it into an Essence trait that can be given to a spirit.
•••Simulacrum
At this level of mastery of Aether Crafting an Ashipu can now move beyond simply placing a Spirit within an object to craft a fetish. They can now force a spirit into a properly prepared vessel to possess and exist in the material world. Firth the Ashipu must craft a stone statue symbolic of the spirit they are attempting to bind into it. This can vary wildly from spirit to spirit. The more effort placed into crafting the Simulacrum though the more appealing it is to the spirit. Indeed, many spirits would leap at the chance to exist in the material plane. Once crafted the spirit is then forced and bonded into the Simulacrum. Thereafter for a time the asipu has a powerful guardian and ally in service to them. There is no mistaking the Simulacrum as anything other then supernatural. There are rumors of ancient Simulacrum that stand over 20 feet tall made of stone that have existed in service for centuries unwilling to leave their new body and form on the material world.
System: The character spends one blood trait and one willpower trait to place a spirit into a prepared vessel. For each willpower trait spent at the time of casting determines the length of how long the Simulacrum lasts. The Simulacrum has the same personality as the possessing spirit but is bound to the service of the caster. A Simulacrum has the following statistics:
Physical: Brawny 4, Dexterous 3, Resilient 5
Mental: Clever 4, Disciplined 4, Observant 4
Social: Charismatic 3, Beguiling 4, Intimidating 5
Abilities: Brawl 3, Occult 3, Survival 3, Awareness 2, Alertness 1, Intimidation 2
Powers: Armor, Blast, Tracking, Incite Frenzy
Willpower: 7
Essence: 40
Rage: 5
Gnosis: 3
Willpower Spent - Duration
1 - One Day
2 - Three Days
3 - One Week
4 - One Month
5 - 6 Months
••••Divine Awakening
An ashipu who learns to master the Aether of the spiritual world also learns how to manipulate it in themselves. Everyone and everything has a soul and a psyche. The spiritual essence deals with the enlightenment of the mind. With this art an ashipu can pull that very same psyche from an individual and caster into the Astral Realm. For a time the victim remains helpless trapped outside their very body. Their body itself and empty shell very appealing to any spirit nearby who might wish for a vessel for possession.
System: You must expend a Willpower Trait (in addition to the Blood Trait) and engage your Target in a Mental Challenge retested with Awareness. If you succeed the target's consciousness is forced into the Astral Realm as per Astral Projection. Even if the target does not have the power Astral Projection, this power still works. The powers targets the victim's consciousness, i.e. their pysche. They will remain in the Astral Realm for a scene or an hour. If however the target does possess the power of Astral Projection they may return to their body after three seconds of being forced out, or if in combat would be the next round on normal actions. If the target does not possess the discipline of Astral Projection, the user must spend an Additional Willpower trait on this power.
(Edit 04/28/20)
•••••Divine Weapons
The final mastery of the Path of Aether Crafting allows the Ashipu to create ethereal weapons from aether itself and manifested by one’s own will. Such weapons can take nearly any form; though regardless of what weapon is summoned it is rather obvious they are not real weapons. Such weapons are made of energy and glow with bright blue light about them. Enemies struck by such weapons are not harmed physically. Rather it is their very being as a person that is cut and harmed in attacks with them.
System: To activate this power the character spends 1 blood trait and 1 willpower trait to manifest a physic mystical weapon. These weapons have the game statistics that are provided for weapons in the Laws of the Night MET books. However, these weapons do not do physical damage to a target. Rather damage done by these weapons removes temporary willpower traits from a target instead of physical damage. As these weapons targets a victims will rather than their bodies armor, damage reduction, and supernatural resilience such as fortitude offer no protection from such attacks. Additionally you may use this power when using Astral Projecting as well. Weapons created by this power may not be enhanced or augmented in any way. They will always do the base damage of the crafted weapon using the stats in Laws of the Night Revised. Additionally only the caster may use these weapons, and cannot be wielded by anyone else. These weapons lasts a scene or an hour.
Developed by a Victorian Ashipu the Dur-An-Ki path of Tasseography is developed from the lost divination art of Tea Reading. Once popular during the Victorian age, the art of Tasseogrpahy was used by mystics the world around to divine the future, past, and fate of a person. After a cup of tea has been poured, without using a tea strainer, the tea is drunk or poured away. The cup should then be shaken well and any remaining liquid drained off in the saucer. The diviner now looks at the pattern of tea leaves in the cup and allows the imagination to play around with the shapes suggested by them. They might look like a letter, a heart shape, or a ring. These shapes are then interpreted intuitively or by means of a fairly standard system of symbolism, such as: snake (enmity or falsehood), spade (good fortune through industry), mountain (journey of hindrance), or house (change, success). It is traditional to read a cup from the present to the future by starting along the rim at the handle of the cup and following the symbols downward in a spiral manner, until the bottom is reached, which symbolizes the far future. Most readers see images only in the dark tea leaves against a white or neutral background; some will also read the reverse images formed by seeing the symbols that form in the white negative spaces, with a clump of dark leaves forming the background. Tonight a few ashipu still practice this path of Dur-An-Ki as a means of true divination and fortune telling. Though rarely practice the insights and visions the path provides the ashipu are indeed very accurate, which can both be a blessing and curse.
•The Magician
The first step a mystic using Tasseogrpahy must master is the ability to read into one’s past. Only by learning of important events in their past can they hope to divine their future. First the ashipu must perform the appropriate tea ceremony to be able to read the leaves. Once they do they begin to look for patterns and symbols the leaves have made. After focusing on this for a time the ashipu will gain flashes of insight and visions in the most important events of a persons life. They appear almost as still images but come in great detail to the caster who can then start to unravel the past of the person he is performing the reading for.
System: Engage your target in a Mental Challenge retested with Enigmas. If you succeed you may gain one important detail about their lives. Traumatic events such as Embrace, Murder, etc are revealed to the caster. Each time the caster wishes to discern another important event on their target they must engage them in a new challenge and activation of this power. The details of these events are always given to the caster in the form of visions though they are rather clear and precise.
••The High Priestess
Having mastered the ability to read a person’s past in the leaves, the next step is the ashipu must learn how to divine the future for a person. Again the ritual tea reading is performed, however this time they focus instead of the patterns of leaves that determine a future instead of a past. Much like before these insights come in the form of visions. With these visions the ashipu can hope to guide the person to better and brighter future, or warn them of impending danger.
System: The caster must engage their target in a Mental Challenge retested with Enigmas. If they succeed they may discern one future event that will occur to the character. Again, this information comes in the form of visions to the caster which he must then relate. In addition, those effected by this power gain one Fate retest they may use in any single challenge for the remainder of the night.
•••The Lovers
Sometime a person seeking a Tea Reading is looking for a specific person or object they have lost. With this art the Ashipu can focus on the patterns of the tea leaves and help locate either a person or an object. To find a person is far more difficult than an object. The ashipu must either be intimately familiar with the person or have an object of theirs they held of some importance as a focus to locate them.
System: The caster engages in a Static Mental Challenge difficulty 9 retested with Enigmas. This spell allows you to determine the approximate location of a nearby object or person. This takes the form of a subconscious tug leading the caster to what they seek. In the case of a specific person, you must either know the subject intimately or have an item closely associated with them.
••••Death
Using the art of Tea Leaf reading the ashipu may now view entire past events as if he had been there. First he must travel to the desired location where the event occurred. After doing so he may perform the tea leaf reading. With any luck the ashipu can receive visions of the events he seeks as if he had been in the room itself when they occurred.
System: The caster engages in a Static Mental challenge difficulty 9 retested with Enigmas. Should they succeed the caster may view an event of the past as if they had actually been there. They must state what event they wish to view and cast the spell. Though they view the events they may not interact with them or use any other powers in the scene they are viewing.
•••••The Devil
The final mastery of Tasseogrpahy allows an Ashipu to call out specific events for wither the betterment of determent of the person receiving the reading. The ashipu must read aloud the fate they have foreseen in the leaves to the person getting the reading. Wither or not the fate is true or the ashipu is manipulating fate itself is unclear. Many practitioners believe they are simply reading out what has already been foretold. There after the person receiving the reading is either blessed or cursed until such time as the ashipu read otherwise in the leaves.
System: Engage your target in a contested Mental Challenge retested with Enigmas. If you succeed you must spend 1 permanent Willpower to use this power. Once enacted the user may choose either to curse the target giving them the Dark Fate flaw which may not be bought off until the caster ends the effect or bless the target allowing them to purchase the merit Destined for Greatness.
The study of the Sudario/Shroud/Veil in the modern nights has revealed many uses of the Shroud by manipulating
this fabric that separates the world of the living and the world of the dead. With the Shroud weakening due to the last
Maelstroms, it has become increasingly easier to make the Shroud pliable and useful to a resourceful Necromancer.
Note: For those interested in dealing with the dead on a more intimate level. (This path may not exceed the
necromancer's Ash Path rating.)
•Entropy's Grasp
With but slight concentration, the Necromancer can pull objects from the Skinlands into the Shadowlands
(He must be in the shadowlands to accomplish this). The object may weigh no more than a few pounds, and be no
larger than the size of a fist. The Necromancer spends a mental trait and then does a static mental challenge
difficulty equal to the shroud rating, retesting only with Occult. If he succeeds, he may grasp one object with his
hand and pull it into the shadowlands. To onlookers, it appears as if the object merely decays out of existence
leaving nothing behind. If the Necromancer fails, however, he is unable to pierce the shroud and takes one
aggravated damage as the sudario closes in on the Necromancer's hand. This item must be inanimate and becomes a
relic of the shadowlands, liquids can’t be transferred over.
••Piercing the Veil
By activating this power, the Necromancer opens the mind of another to allow them to pierce the Shroud and
perceive the Shadowlands. This can have multiple uses, from intimidating a target, to allowing allies to perceive the
Necromancer across the shroud for coordinating attacks, to confusing the target. To activate this power, a
Necromancer makes a social challenge versus the target he wishes to perceive the shadowlands. If he succeeds he
may expend a mental trait to have the effects of Shroudsight extended to the target for the next scene or hour,
whichever ends first. The Necromancer must have the power of Shroudsight in order to utilize this power.
•••Burial Shroud
This power allows the Necromancer to pull the shroud around him, using it as a blanket of protection from
the storms of the Shadowlands. This power also allows for a kindred within the Shadowlands to remain hidden from
mediums and or other beings within the Shadowlands. This is basically Obfuscate 2 in the Shadowlands only. The
Necromancer spends a WP and engages in a static mental challenge, difficulty 15 minus the Shroud rating. He is
granted immunity to maelstrom damage. This only protects against the maelstrom itself, and not against anything
that might be traveling within the maelstrom. Furthermore, the Necromancer is then invisible in the Shadowlands
and invisible from mediums as well. He should cross his arms across his chest to represent this effect. This lasts for
a scene or an hour. This acts as Obfuscate in regards to all other powers.
••••Persephone's Portal
Necromancers have long been able to open temporary portals into the Shadowlands. These portals allow travel
between the Shadowlands and the Skinlands. However, a Necromancer with this power now may open a more
permanent portal into the Shadowlands. On the night of a full Moon, the Necromancer draws a chalk doorway on a
solid stationary object as if he were going to employ the power of Ex Nihilo. The Necromancer then mixes 2 traits
of vitae with 6 pomegranate seeds and consumes it while chanting a prayer to Persephone. He then spends 3 WP and
opens the gate to the Shadowlands. At this point, a word is chosen that will open the gate to the Shadowlands and a
second to close it. Only the Necromancer may enter the gate, as well as any inanimate objects he might bring. (No,
torpored kindred are not inanimate objects) The gate lasts for 3 months and may be used as many times as the
Necromancer wishes. The door may not be moved, however, and within this spot, the Shroud is drastically thinner.
Any wraith attempting to pierce the shroud within 30 feet of this portal gains a free retest to do so and receives a +2
bonus when using it's arcanoi within this radius. This power takes an entire night to activate, however the effects are
drastically increased beyond that of the Ash Path power of Ex Nihilo.
•••••Embodiment of Death
A Necromancer so skilled in the Veil Path may now materialize within the Skinlands. The Necromancer spends a
temporary Willpower and burns up to 5 mental traits. He then does a primary test against the shroud. If successful,
he then does a mental challenge for each mental trait expended. For every win (not tie), the Necromancer may affect
the Skinlands for one round with Mental or Social actions only. Though not physically there, the Necromancer
appears to be a ghostly figure. The Necromancer is immune to physical harm, but may still be affected by magic,
wards and or mental/social disciplines that do not require physical contact. If the Necromancer fails the initial
challenge to pierce the shroud, he is forcibly ejected from the Shadowlands and takes 3 lethal damage as his body
rips through the shroud. While in this form, the necromancer may only use Auspex, Dominate, Presence and
Obfuscate. No form of Blood Magic may be used in conjunction with this power
TRICKS OF THE LOA
With this power the user is able to cause the Target to slip into a trance; gaining the derangement Fugue. The thaumaturge must spend a blood and defeat the victim in a mental challenge in order to afflict them with the Fugue Dance. During their trance the person will experience vivid dreams about spirits and the future as though the Loa had spoken to them, while their body dances about wildly.
Supernatural creatures are immune to this power’s effect.
Fugue Death (basic)
The user of this power is able to cause a Target they have touched to appear to be dead. The target of this power will slip into a deep coma that will appear much like death except to the well trained eye. While in this coma, the target experiences dreams and visions as though they were possessed by the Loa. In this state, the target must bid an additional trait to defend against possessing spirits.
Supernatural creatures are immune to this power’s effect.
Steal the Eyes (int.)
By spending a blood and enacting this power, the thaumaturge robs a nearby wraith of their sight peering across the Shroud to see into the Shadow Lands. Just as the restless dead have difficulty seeing into the physical world, so to do those who would steal their gifts. While looking into the Shadow Lands, you must bid two additional Traits on all challenges. The thaumaturge can switch his sight back to the normal world by expending an action.
Snakes in the Belly (int.)
By spending a blood and defeating his target in a mental challenge, the thaumaturge causes his victim to feel as if they have snakes in their stomach trying to eat their way out. This agonizing distraction forces the victim to bid an additional Trait on all challenges.
Perish (adv.)
His mastery of the Tricks of the Loa allows the thaumaturge to tear asunder the fabric separating the lands of the dead and the living. By spending a blood and succeeding in a static mental challenge against the difficulty of the local Shroud, the thaumaturge immediately fades from one plane and emerges on the other.
Zoroastrian beliefs emphasize walking the dark path of Angra Mainyu in order to more fully appreciate and give value to the decision to turn back to the path of Ahura Mazda. This path was developed to represent and give acknowledgement to methods of Angra Mainyu that can be turned to good purpose. This path requires the normal expenditure of blood and retests with the Occult Ability.
Second-Story Work (Level One) — Breaking and entering is a signature skill of accomplished thieves. System: This power allows the Ashipu to compel a door, latch, or other mechanism to lock or unlock itself, and to open or close itself. If the portal is sealed in some supernatural fashion, the sorcerer must first succeed in a Static Mental Challenge against the Mental Traits of the protection’s creator.
Stir to Silence (Level Two) — Blaring alarms and barking dogs are the bane of any pilferer. System: The caster can render any object or subject incapable of generating sound. This extends beyond direct noise. Objects will not clatter if dropped on a hard surface, and even a rock thrown through a window by someone affected by Silence will not make a sound (while a target can still speak, their voice is simply unheard). The sorcerer makes a Static Mental Challenge to affect objects, or a Contested Mental Challenge to affect any living or unliving creature. This enforced silence lasts for a single scene or hour, unless ended early by the caster.
Rogue’s Gallery (Level Three) — The quality of a disguise and the ability to apply one on the fly can make or break a heist. System: The sorcerer can cause any object or collection of associated objects (such as a suit of clothes or a pile of coins) to appear to be some other object of roughly similar size. Only the appearance of the object changes, not its function. This power can not affect objects any larger than a medium sized car, and lasts for the duration of a single scene or hour unless the Ashipu ends the effect early. Those using Heightened Senses to investigate any discrepancies with such a disguised object may do so with a successful Mental Challenge against the caster.
One Size Fits All (Level Four) — When it comes to larceny, size does not need to be an insurmountable obstacle for a sorcerer with this path. System: The Ashipu can cause an object to shrink to up to one tenth the object’s original dimensions and weight over the course of a full turn of concentration. Any inanimate object can be subjected to this power, even mystical items, however parts of objects cannot be independently diminished while still attached. Any sentient creatures that would be directly harmed by the reduction of an object are instead displaced to the nearest safe area. This power affects objects conceptually (for example, an empty sack can be shrunken just as easily as a full sack with all its contents, presuming those contents are entirely inanimate). The sorcerer may undo this reduction at any time, returning an item to it's normal size at the end of the round.
Invoke Duplicity (Level Five) — The first rule of thievery is: Don’t draw attention to yourself. System: Make a Static Mental Challenge against a target, then make all necessary challenges to pickpocket an item from them or place an item on their person. If the initial Static Challenge is successful, the target does not notice or acknowledge the interaction. If performed from supernatural stealth (such as Obfuscate) the successful static challenge prevents the stealth from being broken on interaction.
Spirit Thaumaturgy
Failures in Spirit Thaumaturgy are not recommended; the spirit of a botched summoning may turn out to be a Specter or may decide to follow the vampire around for a while to harass the vampire or worse.
Basic
Evil Eye
You can summon a wraith to harass a victim for a duration of time determined by a number of Mental Traits expended into the challenge. You must defeat the victim in a Mental Challenge. If you are successful, the victim must bid two extra Traits in any challenges for 10 minutes. You may extend the duration of harassment at the cost of one Mental Trait per five minutes.
Spirit Eyes
You may attempt to see and communicate with wraiths in the area. A successful Mental Challenge versus the wraith is required before you are able to see or communicate with it. You may communicate with the ghost for five minutes for every Mental Trait you expend.
Intermediate
Spirit Slave
This power allows you to master a summoned wraith. To use this power, you must win a Mental Challenge against the wraith. If you win the test, the wraith is bound to remain and answer any questions you like, or perform any one task you require. If unwilling, the wraith might opt to perform the task poorly. An additional use of this power can force a recently dead wraith into permanently haunting the present location. This effect requires a successful Mental Challenge against the target. However, this effect can (at the Storyteller’s discretion) eventually wear off.
Sight of the Dead per Packet
Allows the caster to see and hear wraiths for x hours where x is the number of blood traits spent upon casting.
System: The caster must obtain dirt from a freshly dug grave. While mixing in x blood traits, the thaumaturgist must read backwards from the Bible (“Ashes to Ashes…”). He then must smear the dirt/blood mixture behind his ears, and on his eye lids.
Variant from Springfield as approved by Joe:
Allows the caster or those they perform the ritual on to see and hear wraiths for x hours where x is the number of blood traits spent by recipient upon casting.
System: The caster must obtain dirt from a freshly dug grave. While mixing in x blood traits, the thaumaturgist must read backwards from the Bible (“Ashes to Ashes…”). He then must smear the dirt/blood mixture behind his or the recipients ears, and on their eye lids. The recipients, while this is being cast spend 1 blood trait for each hour they wish this ritual to remain active. It can be performed as a group, but the caster may not have more participants than they have levels of Occult for each casting. Casting takes fifteen minutes