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:

All levels are purchased as normal for Thaumaturgy as an In-Clan.

 

Basic - Static Cancellation

The first level of this path allows the user to focus on a single source of sound while simultaneous ignoring other waves. This allows her to hear whispers while in a noisy club and to ignore the disorientating affects caused by the “Bang” half of a flash-bang.   

Any penalties associated with loud noises or lose of hearing due to overexposure are negated. 

This power requires one blood to activate for the next scene/hour.
 

Basic - Reverberation

The second level of this path teaches the caster to create a personal ward against sound based attacks.

By spending a blood, the caster can activate this magical ward for the scene. While active the caster is
consider 2 traits up against all sound based effects.

These include but are not limited to Dominate (If they are not in telepathy), Keening, Melopalmanie, and Voice of Madness.
 

Intermediate – Sonar Sense

Many creatures learn to adapt to the dark and learn to use sound as an alternative to sight. 

Through the use of this power a Thaumaturgy can magically enhance his sense of hearing at the cost of his sense of sight.

By exerting themselves (by spending a blood and a will) the caster is able to alter his perception for a number of rounds equal to their levels in Via de Sonas. 

While so attuned, the caster can perform an action similar to echo location. 

This will allow him or her to identify the where a bouts of other individuals or objects.  During this time the caster is considered to have “line of sight” on things within 30ft, unless they are behind a sound proof barrier or a wall at least 6” thick. (Most walls meet this requirement.) 

* Effects requiring eye contact still require normal eye contact.  While under the effects of this power, thaumaturgy and other powers which requires line of sight may be used. 

* Effects like Shroud of Night which dampen sound apply a -2 penalty to the caster.

* Zones of Quietus, Silence of Death, appear to the caster as areas of complete darkness preventing the use of powers that require line of sight.  Targeting individuals in this area are done at a -2 penalty and grant the defender a free “darkness” retest.

 

Intermediate – Tonare Applaudere

By striking her hands together a warlock can produce a deafening boom that can bring pain and discomfort to those around her. 

Upon using this power the caster engages in a mental vs. physical challenge against all individuals within 15 ft.  Defenders must bid a Stamina trait in this challenge.  The caster must risk one trait per person up to a maximum of five traits.  

If the caster succeeds the target is disoriented for one round and may not take any action unless they spend a willpower trait to do so.   

Additionally, the target is deafened for 5 rounds taking all associated penalties and benefits of this affliction.  *Tonare Applaudere will not work against a deaf target.
 

 

Advanced  – Tonal efficiency

At this level of knowledge the thaumaturge has learned to concentrate sound waves and amplify them to extreme measures.  

By striking her tuning fork and focusing her energy (by expending a blood) she can use sound to agitate their very cells of her target.   For three rounds (starting in the current round) the caster engages the target in a mental vs. physical (stamina) challenge. 

*Success in the first turn, results in the target taking 2 level of bashing damage. 

**Success during the second round results in the target taking 2 levels of lethal damage. 

*** Success during the third round results in the target taking 2 levels of aggravated damage as the subjects cells become so agitated with energy that they begin to rupture.  Success during any round by the defender only negates the damage assigned for that round.  

Use of this spell on a mortal is deadly as their skin and organs begin to rupture with thousands of microscopic cists. 

Incorporeal creatures like wraiths, spirits, and vampires in mist form are immune to the affects of this spell. 

Since the thaumaturge must imbue sound waves at the beginning of the spell with their full potential of energy the caster need only have visual contact with the intended target during the initial casting.  

Only concentration is required to maintain the spell after casting.

Date of Archival: 20-Feb-2015
Tremere