isn't nearly so feared on land as it is in the water, but it can often
spell death for the mer. Although this Art was created by the mer,
trolls who witness its ice-sculpturing beauty often beg to be taught
its ways. Its beauty has a double edge to changelings, who sense its
connection to the forces of Banality -- immobility, rigidity,
crystalline symmetry -- all too readily. Although still devastating on
land, the powers of Kryos all work underwater at a -1 difficulty.
(Blood-Dimmed Tides, pg. 78)
This cantrip makes a target bitterly cold, not quite to the freezing
point, but certainly enough to cause discomfort. The cold bites down
almost instantly, and it is as though the person or object has been in
freezing weather for some time. Although uncomfortable to mortals, it
can be theoretically devastating to cold-blooded animals. Underwater,
this serves as a nasty punishment; on land it tends to see more mundane
uses (such as keeping drinks cold). Tattered Mel, a pooka unfortunate
enough to taste this cantrip's effects after an unwanted play for a
merfolk's affections, called the effect "something like an ice cream
headache when Satan's working the soda fountain."
The Realm determines who or what the cantrip affects. If used against a
living target, the victim must make a Stamina roll (difficulty 5+ the
number of successes) or lose two dice from all dice pools due to the
numbing cold (cold blooded creatures lose four dice and are in physical
pain from the effect.) The effect lasts for a scene.
·· Gelid Rime
(Blood-Dimmed Tides, pg. 78)
This cantrip covers the target in a thin crust of ice. Although not
thick enough to hold a person, it can certainly slow a target down, and
can be used to jam up things like keyholes.
On land, Gelid Rime is often used in conjunction with the Scene Realm
to make a slippery trap for a pursuer it's also great for ice skating.
The Realm determines who or what is covered by the ice.
The number of successes determine the thickness of the ice.
1 success -- "Wafer thin."
2 successes -- Quarter-inch
3 successes -- Half-inch
4 successes -- Three-quarters of an inch
5 Successes -- One inch
··· Frost Facsimile
(Blood-Dimmed Tides, pp. 78-79)
This handy cantrip allows the changeling to create a tangible facsimile
of an item out of ice. This changeling is almost never caught without a
weapon, and always seems to have an extra tool handy. While the
facsimile is still crafted of ice (a magnetic keypad will not unlock
for an ice key, and an ice crowbar is too brittle to pry anything) this
is still a wildly useful art for creating diversions and handy devices.
The Realm determines what can be copied, and the number of successes
determines the strength of the item created. Note that the heat of the
general area can affect this outcome.
1 success -- Generally weak and flimsy
2 successes -- Not brittle, but still likely to melt
3 successes -- Reasonably sturdy
4 successes -- Not likely to break or melt
5 successes -- Strong as steel
···· Crystal Prison
(Blood-Dimmed Tides, pg. 79)
This dangerous cantrip actually encases a victim in a block of ice.
Note that the victim is completely encased and may die of suffocation
if her head is covered.
The Realm determines who or what can be encased in ice. The changeling
can choose to localize the effect ("his gun hand" or "just his feet")
at a +1 difficulty.
The number of successes determines, again, the thickness of the ice.
1 success -- One inch
2 successes -- Three inches
3 successes -- Six inches
4 successes -- Nine inches
5 successes -- One foot
Chimerical or Wyrd
(Blood-Dimmed Tides, pp. 79-80)
The devastating effects of this cantrip literally freeze someone from
the inside out. Unlike the choking effects of Crystal Prison, Coldheart
is more of a mystical freezing, like suspended animation; the
changeling can even use it on herself in times of crisis. The target of
the cantrip becomes painfully cold to the touch. While frozen the
target is unconscious, immune to poisons, gases, or other toxins, and
all bodily processes cease. However, the frozen target is also as
brittle as ice, and thawing after being shattered is highly unpleasant.
The realm determines who or what can be frozen.
The number of successes determines the length of time the target
remains frozen until it melts. Unless the changeling's roll botches,
she may choose to have the duration be anything up to and including her
total successes; for instance, if Tarshinelle gets four successes on
her roll; and wants to freeze herself only for a week's time, she may
do that. However, if she botched her roll, she might find herself
frozen for the whole year, possibly plus change.
1 success -- One day
2 successes -- One week
3 successes -- One month
4 successes -- One year
5 successes -- Permanent (although some say that a kiss can rouse the