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:

Path of Endless Winter.

“Some say the world will end in fire,

Some say in ice.

From what I’ve tasted of desire

I hold with those who favor fire.

But if it had to perish twice,

I think I know enough of hate

To say that for destruction ice

Is also great

And would suffice.” R. Frost

 

Developed by the Tremere native to the unforgiving weather of the Midwest, where the long cold nights often dip to sub-zero temperatures with savage winds that can damage exposed skin in seconds, and long exposure can be deadly to unwary mortals. This path uses the water vapor in the air, and it is most effective in regions that normally see low temperatures (additional levels of difficulty in warmer climates).

 

Level 1: Winter is Coming - Using the power of ice requires creating an environment of intense cold. With this power, the thaumaturge can lower the temperature to freezing in a room sized area (50’ diameter). This allows use of this path’s power in warmer temperatures. Storytellers may determine that a room or environment is too hot for this power to be effective, limiting the use of this path in truly warm areas.

 

Mechanical Cost: 1 Blood, 1 Will

 

Level 2: Black Ice - This power allows the thaumaturge to coat an area in ice, making it difficult for those in the area to function without slipping or losing their grip on objects. The coating of ice can cover a 10’ area, and gives all in that area the negative traits Clumsy X2. The user of this power is immune to these effects (or any similar effects, natural or otherwise).

 

Mechanical Cost: 1 Blood

 

Level 3: Icy Implements – Mastery of this level of discipline allows one the power to create items and weapons of ice. These can range from hand held weapons such as clubs and swords to a formidable wall of ice.

 

Hand held items can be created at will, with their durability and damage determined by the number of mental traits expended. At one (1) mental trait, an icy weapon will do one (1) level of damage and be relatively fragile if directly attacked. It will also offer one (1) bonus trait. A maximum of three (3) mental traits can be expended for a hand-held item. These icy creations are not puissance resistant and using them in combat puts stress on them. Creating a block of ice approximately 5’X5’X5’ would necessitate a minimum expenditure of five (5) mental traits and would be able to withstand five (5) levels of damage.

 

Mechanical Cost: 1 Blood

 

Level 4: Blizzard - Those that live in colder climes are well aware of the ferocious power of Blizzards. This power allows one to create a controlled Blizzard, creating such an effect with a 20’ diameter anywhere within 50’ of the caster. Kindred caught within the blizzard will receive 2 levels of lethal physical damage from cold each round, and are two traits down on all challenges due to the difficulty in seeing and would be forced to make a retest on any successful challenge. Heightened Senses or Eyes of the Beast can each remove one trait penalty. Mortals feel cold differently and would experience double damage. The user of this power is fully capable of seeing through the storm they have created. Maintaining this storm requires the caster’s full concentration.

 

Mechanical Cost: 1 Blood

 

Level 5: Absolute Zero - At this point the thaumaturge is able to call on an extremely intense wave of cold that can be directed to one individual. Mortals affected by this power are frozen in place in a type of suspended animation, unable to move or act. Supernatural creatures are less affected by intense cold, but even they suffer the effects of this power. Vampires hit with this intense cold will find their movement speed cut in half for the duration.

 

Use of this power requires a static Mental Challenge with a difficulty equal to the target’s physical traits when you first direct the wave of cold. Each trait successfully risked in this manner causes Absolute Zero to last for one (1) round. Those under the effect of this power must bid twice the usual number of traits in any challenge involving movement or thought. Characters using Celerity for additional actions may sacrifice ½ of their actions (rounded down) to eliminate the penalty for remaining actions. A character with five (5) total actions may sacrifice two (2) of those actions to eliminate the penalty.

This power in no way affects the damage inflicted by attacks.

Mechanical Cost: 2 Blood

Date of Archival: 13-Oct-2019
Tremere