Blood Magic Paths

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General: Blood Magic may be used to counter True Magic Spheres and vice versa as per the Vampire Storyteller’s Guide.

Elemental Mastery

  • Elemental Form: benefits of elemental form are replaced by the following features. This level may be activated more than once to benefit from up to two elements at the same time.
    • Fire - deal an additional level of aggravated damage with brawling attacks.
    • Earth - Gain 3 levels of armor.
    • Air- Gain a free retest on Stealth challenges.
    • Water - Gain an additional two steps of movement every action.

Focused Mind

  • One-Tracked Mind: This is not a literal repeat of the last action, but the intent. This power is a positive buff power for yourself and allies. Not an offensive power.

Gift of Morpheus

  • Enchanted Slumber: May not be used on Vampires.
  • Master of Dreams: This power requires a Sympathetic Link.

Lure of Flames

  • Firestorm: This power does 2 levels of Aggravated damage and destroys any items not specifically protected against fire.

Movement of the Mind

  • General: May only be resisted with Potence or Celerity if the Storyteller deems is appropriate to the type of action to resist.

Mastery of the Mortal Shell

  • Seizure: now functions as follows: "Vampires affected only suffer a -4 trait penalty to challenges for the remainder of the scene. Make two Simple Challenges. If both succeed outright (lose on ties), the target Vampire cannot initiate Physical challenges for the remainder of the scene " This works as printed on living targets.

Neptune’s Might

  • Blood to Water: Only 5 Traits of Blood may be turned into Water per use of this power.

Path of Blood

  • Potency of Blood: The characters blood pool will fill to their new generation minus any blood they have already spent before activation. This power does not allow you to exceed the 30 trait cap rule.

Path of Curses

  • General: The Sympathetic Link required to perform the magic is considered to be used up after any attempt at use of this power regardless of success or failure. Meaning they will be required to gain a new one for each casting. In addition, the Sympathetic Link must be something of actual value to the target. Blood or Wedding ring for example will work, a piece of clothing or hair will not. The Storyteller makes the final ruling on wither or not the item in question will work. Finally, you must actually curse your victim. He must hear the curse said aloud or the power has no effect. He need not understand what you are saying, but he must hear it.

Path of the Levinbolt

  • General: Stun means the target is down two traits for the remainder of the combat round.

Path of Transmutation

  • Gaol: This power requires a contested Mental versus Physical challenge against the target retested with Occult.

Spirit Manipulation

  • Entrap Ephemera: See Magic Item House Rules.
  • Duality: You may not put people into the Umbra. Other vampires may not be moved into the Umbra unless they are in Torpor.

Spirit Thaumaturgy

  • Fetishes: See [Magic Items] House Rules.

Weather Control

  • Call Lightning: When used in a raging storm this power does 10 levels of Lethal Damage.

Thaumaturgical Countermagic

  • General: All counter Magic uses costs 1 Blood Trait Per use

Predo Magica

  • General: Use of this power is a Thaumaturgical action.

Divine Hand

  • General: Requires a sympathetic link to a target

Ushabti

  • General: May not be used for Resurrections.

Awakening of the Steel

  • Strike the True Flesh: The maximum damage allowed by this power is 4.

Bone Path

  • Soul Stealing: “Soul Stolen,” a PC may still use any of his or her Mental and Social powers. Additionally, the Necromancer must be able to see the SOUL at all times for the soul to remain out of the body. In other words, this power requires line of sight into the Shadowlands to maintain.

Nightshade Path

  • Chthonic Womb: Wraiths created with this power gain normal wraith powers. They do not get to keep their original supernatural powers.

Way of Spirit

  • General: Only 1 Koldunic Sorcerer may have W.O.S. spirit active in a radius at a time. Should 2 or more Kolduns have W.O.S. active in the same radius they must make a willpower challenge against each other. The winning Koldun maintains his/her radius while the losers W.O.S. ceases to function.
    • Other Realms: It is possible for a Koldun to extend their senses into other realms with difficultly. In order to extend their senses into the Umbra, Shadowlands, or Astral Realm the Koldun must spent an additional willpower a and make a static Social test vs. 4 traits plus double the level of the power they wish to activate. A failure has no effect apart from wasting willpower. A Koldun may only view 1 additional realm in this manner.
    • W.O.S. Omniscence: Way of Spirit Does not allow you to process all the information you are gaining in it’s radius of effect. Rather if functions similar to google earth. Meaning you must focus in on one specific area to be able to see everything go on and effect it.
    • Additionally, Tzimisce may add levels of their Domain Background in Bonus Traits in challenges against other Kolduns to determine whose Way of Spirit is dominate.

Orisha’s Fortune

  • Fortune’s Blessing: This power may be used for Mundane abilities only. Mundane abilities are any ability listed in Laws of the Night Revised.

Flow of Ashe

  • General: Use of this path does not count against your generational blood usage for a turn.

Covenant of Nergal

  • General: Traits lost through this path of magic may not be recovered until the time limits and conditions under the powers are met.

Biothaumaturgical Experimentation

  • General: This power allows the recipient to increase a chosen attribute by one level each above generational maximums. They may also increase one ability to a level 6, and only one ability. Lastly they may also the purchase of Viss Mod merits. Regardless of the modification they all cost experience points.