Custom Blood Magic: Path

Some chronicles allow for their players to develop customized powers for their characters. The following is a compilation of player created custom content in OWBN. At this time, custom content that is created and/or used by vampire PC's is required to be listed.

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

 

Date of Archival: 09-Feb-2015
Tremere