The Dark Grimoire
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
By: <strong>The</strong> 2011 Demon Coordinator team<br />
1
We’re not going to do any fiction in this packet. We’re not going to delve into Pacts and motivations.<br />
This packet is all about the magic that hell grants to its followers.<br />
<strong>The</strong> paths of <strong>Dark</strong> Thaumaturgy listed in the Infernal Packet 2011 are reprinted here so that all of these<br />
powers can be kept in one place. <strong>The</strong> powers have not been changed from their presentation in that<br />
packet. Some of their taints have been.<br />
Unless stated otherwise with a particular path, the taint for <strong>Dark</strong> Thaumaturgy will be the flaw “Eerie<br />
Presence”.<br />
Unless they are listed here, no path of Thaumaturgy has a <strong>Dark</strong> Thaumaturgy equivilent. While individual<br />
powers may be acquired using the “Discipline” Investment from the Infernal Packet, you may not learn,<br />
for example, the <strong>Dark</strong> Path of Blood. If <strong>Dark</strong> Path equivilents exist, Hell isn’t teaching them at this time.<br />
All this packet will describe is mechanics for the powers that are in print. We will not be giving detailed<br />
treatments of these powers. Each source book is listed and you are free to find them either in your own<br />
library or at drivethrurpg.com .<br />
Unless otherwise noted, all <strong>Dark</strong> Thaumaturgy requires the expenditure of a blood trait for vampires or a<br />
willpower trait for any other creature type in addition to whatever cost is listed under a specific power.<br />
It should be noted that while <strong>Dark</strong> Thaumaturgy has paths that are mechanically identical to other Blood<br />
Magic paradigms, it does not mean that those characters who practice those other, non <strong>Dark</strong> Thaumaturgy<br />
versions of these paths are infernalists. <strong>Dark</strong> Thaumatugy is separate and distinct from other forms of<br />
Blood Magic.<br />
2
Paths from Mind’s Eye <strong>The</strong>atre Books<br />
MET: Laws of the Night Revised<br />
Hands of Destruction - Page 183<br />
MET: Guide to the Camarilla<br />
Path of Corruption - Page 83<br />
MET: Guide to the Sabbat:<br />
Fires of the Inferno – Page 100<br />
Taint: Baleful Green Flames in the aura. This is seen by anyone using Aura Perception (or any power that<br />
perceives the aura) and does not have to be asked about specifically.<br />
Path of Phobos – Page 102<br />
Acquire Active Derangement “Paranoia”.<br />
Taking of the Spirit – Page 103<br />
Taint: Acquire Active Derangement “Megalomania”.<br />
MET: Storytellers Guide<br />
Path of Curses (Called Hexing by Infernalists) – Page 58<br />
Vines of Dionysus – Page 61<br />
3
Paths from Sins of the Blood:<br />
Path of Pain – Page 86 (Retest Occult)<br />
Taint: Whenever the character suffers a single wound level from any source, including this Path of <strong>Dark</strong><br />
Thaumaturgy, they must succeed in a Self Control challenge vs 4 Traits or lose their action that turn as<br />
they revel in the ecstasy of the pain. If the character’s Morality is not based on Self Control or if they do<br />
not use Vampiric Morality they may spend a Willpower Trait instead. Players may also choose to spend a<br />
Willpower Trait and forgo the Self Control test.<br />
1. <strong>The</strong> Numbing: Spend a willpower trait and ignore all wound penalties for the scene. This power<br />
has no effect on wound penalties derived from aggravated damage.<br />
2. Anguish: Touch your target (possibly requiring a challenge) beat him in a social challenge and<br />
spend a variable number of mental traits. If you win, your target will suffer increasing wound<br />
penalties. (Bruised, Wounded, Incap) For each mental trait you spent. This power will not torpor<br />
vampires. Supernatural beings may spend willpower to ignore this pain for one round. <strong>The</strong><br />
Fortitude power “Endurance” will work as normal.<br />
3. Shattering: Spend a willpower trait and win a mental challenge. Your target, who must be within<br />
line of sight, will suffer one level of lethal damage for each level you sacrifice. (Yes, this means<br />
you have less health levels for the scene)<br />
4. Agony Within: Spend a willpower trait and win a Mental vs Physical challenge (target retests<br />
with survival) and inflict a number of bashing health levels on yourself (minimum one). For each<br />
level of Bashing damage you inflict on yourself, your target receives one lethal wound that can be<br />
healed or tested down as normal for your creature type.<br />
5. Hundred Deaths: Spend a willpower trait, win a mental vs physical challenge (target retests with<br />
survival) against your target, and inflict one aggravated wound on yourself. If you win the<br />
challenge, you may spend up to five social traits, for each one your target will receive one level of<br />
aggravated damage. Unless they spend a willpower trait, they will be incapacitated for half as<br />
many rounds (round down) as the levels of damage you inflict upon him. Fortitude may be used<br />
normally.<br />
Path of Pleasure – Page 87 (Retest Occult)<br />
Taint: One Trait is added to all Frenzy tests. This is cumulative with other Frenzy modifiers.<br />
1. Ecstasy: Spend a Willpower trait and beat your target in a social challenge. If you win they will<br />
feel pleasure simulating sexual arousal or euphoria from drugs, etc. This power will work<br />
regardless of what your target considers pleasurable and will be tailored to their taste. <strong>The</strong>y may<br />
relent to this challenge. Once under this powers effects, they must succeed in a self control test vs<br />
4 traits each time they wish to do anything else (other than defend themselves). This power lasts<br />
for one scene. <strong>The</strong>y may become obsessive over their pleasure if they fail their self control test.<br />
2. Intrusion: Spend a Willpower trait and beat your target in a social challenge. This power works<br />
like Ecstasy but may be performed at a distance (line of sight). Because of the sudden onslaught<br />
of pleasure the target also takes one bashing level of “pleasurable” damage.<br />
3. Daisy Chain: Spend a Willpower trait and for the scene anyone you touch will have to perform a<br />
self control test vs 3 traits or suffer the effects of ecstasy. Furthermore anyone they touch will<br />
have to perform a self control test vs 4 traits or suffer Ecstasy, while anyone they touch will have<br />
to win the test vs 5 traits or suffer the effects of this power.<br />
4. Deadening: Spend a Willpower trait and best your target in a social challenge If you succeed,<br />
your target enters an “Emotionally Torpid State” and may not spend willpower for the rest of the<br />
night. Additionally, your target is at a 2 trait penalty for all virtue tests for the duration of the<br />
power.<br />
4
5. <strong>The</strong> Garden of Earthly Delights: You must first successfully use Ecstasy on your target during the<br />
same scene. Spend a Willpower trait and best your subject in a social challenge. if you are<br />
successful the target is overcome with feelings of pleasure for the rest of the night. <strong>The</strong>y must<br />
spend a willpower trait to do anything, including defend themselves for the duration of this effect.<br />
While under the effects they have visions of such pleasurable things that would keep them<br />
distracted. This power lasts for the next scene or hour.<br />
Path of the Defiler – Page 89 (Retest Occult)<br />
Taint: Character gains the “Territorial” Flaw. Instead of being focused on a location, it is focused instead<br />
on any character upon whom he successfully uses a power of this path.<br />
1. Call the Weakness: Perform a social challenge with your target. If you win, you may ask one of<br />
the following questions and receive a truthful answer: “What is your Nature or Demeanor, how<br />
much willpower do you currently have, What derangements do you currently have that are active,<br />
To whom are you blood bound, how high is your rating in (pick a virtue). You must be in<br />
conversation with your target to use this power.<br />
2. Tainted: Spend a willpower and best your target in a social challenge. If you succeed, you may<br />
chose one activity which you know your target cherishes and cause them to doubt themselves. For<br />
the rest of the night, the target must spend a willpower trait to engage in that activity. This may<br />
not be used to keep a person from using combat abilities to defend themselves, but will keep them<br />
from initiating combat without spending willpower.<br />
3. Degradation: Spend a permanent Willpower trait and best your target in a social challenge. If you<br />
succeed, you may choose a new Nature for your target. Alternately, you may inflict a<br />
derangement on your target. You must have the ability or ability specialization “Psychology”<br />
(however your ST says to buy it) in order to choose a specific derangement. If you do not have<br />
this ability you may describe the effect (not mechanics) that you want and the ST will pick an<br />
appropriate derangement. <strong>The</strong> target may work to change their nature back, or lose the<br />
derangement following whatever rules your game has in place for these things. If they chose not<br />
to pursue this course, the change is permanent.<br />
4. Poisoned Soul: Spend a Willpower trait up to five social traits and best your target in a social<br />
challenge. If you succeed, your target will temporarily lose one level of their morality path for<br />
each social trait you spent. <strong>The</strong>y will also be forced to commit one sin at their new level at some<br />
point in the night, unless they spend a willpower trait. You may reduce a person to 0 Morality<br />
traits with this power.<br />
5. Chancrous Blossom: Spend a Willpower trait and engage your target in a social challenge. If<br />
successful they take one level of aggravated damage per their permanent morality rating. You<br />
must witness your target violating the level of morality (or lower) that they currently possess in<br />
order to use this power.<br />
5
Path of Pestilence – Page 91 (Retest Occult)<br />
Taint: Acquire the Flaw “Disease Carrier. <strong>The</strong> Storyteller will determine which disease you carry anew<br />
each game. This Taint is permanently active.<br />
1. Illness: Touch your victim (which may require a challenge). Spend a Willpower trait and up to<br />
five mental traits. Succeed in a mental vs physical challenge (your target retests with survival)<br />
and inflict illness on your target. <strong>The</strong>y will lose either physical or appearance related social traits<br />
(infernalists choice) for each mental trait you spent. <strong>The</strong>y may spend blood on a one for one basis<br />
to counteract this penalty. If they are not a vampire, they must heal this “damage normally” at the<br />
rate of one per every four hours.<br />
2. Infection: Spend a Willpower trait and win a mental vs phsyical challenge (target retests with<br />
survival) and cause a wound your target received in the same scene to have one additional<br />
aggravated level of damage added to it. It is obvious that you have used this power.<br />
3. Miasma: Spend a number of stamina traits (maximum five) to spew forth a cloud if noxious gas.<br />
It will immediately fill an area of fifteen feet. Anyone within this area must succeed in a static<br />
physical challenge vs your physical traits or suffer a number of sickly negative traits equal to how<br />
ever many stamina traits you expended to enact this power. <strong>The</strong>se traits last the rest of the night<br />
for supernatural creatures and mortals will fall ill and eventually die from this illness unless they<br />
receive proper medical attention.<br />
4. Parasitic Possession: <strong>The</strong>re are three effects that this power can produce. For each you must<br />
spend a Willpower trait.<br />
• Spend up to three mental traits and Engage your target in a mental challenge and take control of<br />
them for one action per mental trait you spent. Your target must be suffering from some form of<br />
viral or parasitic infection to be susceptible to this power. Or;<br />
• You may summon animals or pestilential insects based on how many mental traits you expend.<br />
This use of the power works mechanically like the Animalism power beckoning except that you<br />
may summon a progressively larger swarm of insects if you prefer that to animals. Animals<br />
summoned must be suffering from some form of viral or parasitic infection to be susceptible to<br />
this power. Or;<br />
• You may animate a single Dead body which will follow your commands before collapsing at the<br />
end of the scene. <strong>The</strong> corpse must be infested with insects or maggots to be susceptible to this<br />
power.<br />
5. Vector: Spend a Willpower trait and win in a Mental vs Physical challenge (target retests with<br />
survival) to inflict your target with a disease of your choice for the night. By spending a<br />
permanent Willpower trait you may extend this time to one year for supernatural creatures, or<br />
permanently for mortals. Because the disease is supernatural in origin, Medical treatment will not<br />
cure it, but may lessen the result. Those affected by this disease suffer as appropriate, with the<br />
Storyteller being the final adjudicator of what is appropriate. Most diseases will inflict one<br />
bashing level of damage a day. Vampiric Fortitude can be used to resist this damage.<br />
Path of the Unspoken – Page 93<br />
<strong>The</strong>re are powers of this path that have a tendency to violate OWbN Bylaws. For that reason, this Path is<br />
reserved for Demon Coordinator NPCs only and may only be used once a 2/3 council vote passes.<br />
6
Paths from <strong>Dark</strong> Ages Companion<br />
<strong>The</strong> <strong>Dark</strong> Ages Companion is a pre-revised edition table top sourcebook for Vampire: the <strong>Dark</strong> Ages. It<br />
includes several powers of infernalism. Those powers are converted here for those who do not have a<br />
ready access to this book.<br />
<strong>The</strong>se powers have become increasingly rare as time goes on, but with infernalism becoming more<br />
rampant in the modern nights these powers are beginning to see regular use again.<br />
7
Rego Manes (Path of Spirit) – Page 107 (Retest Occult)<br />
This path breaks the rules! That’s what infernalism is about afterall right? With this path you can summon<br />
a Demon without having a True or Celestial name. Each level allows you to summon a progressively<br />
more powerful demon as noted below.<br />
Demons summoned with this path may act as if they are the Mentor Background (of the level used to<br />
summon them) for purposes of teaching. This may not bypass any OWbN bylaws, Notification or<br />
Approval requirements except in ways already allowed by Demons (via investments etc). See the<br />
Infernalism packet on appropriate powers and taints for more information.<br />
Finally, you can inflict damage on any D/demons you can see. You inflict damage based on your level in<br />
this path as noted below. <strong>The</strong>se levels of damage are not cumulative with each other.<br />
Even with this path, summoning a demon is difficult. Spend a Willpower Trait in addition to normal cost<br />
and mke a Mental challenge vs 15 traits plus 1 trait per full level of this path that you are using. Thus<br />
summoning a specific demon or specific type of demon would have a difficulty of 15 + 5 traits.<br />
To cause harm to a demon with this power spend a blood trait and engage the demon in a Mental vs<br />
Physical challenge. If you are successful you deal an appropriate level of damage based on your level in<br />
this path. You may if you choose, “pull your punches”.<br />
Demons summoned with the basic or intermediate powers of this path must perform a single task for the<br />
summoner, after which they return from whence they came. A demon summoned with the advanced<br />
power is not bound to serve the infernalist and may well attack them if concessions aren’t made. <strong>The</strong><br />
Storyteller is encouraged to be creative with demons summoned through the use of this power. An<br />
infernalist who knows how may create a circle in which to summon demons in order to force them to<br />
remain in his location.<br />
This path retests with Demonology (Found in the One World by Night Infernalism Packet 2011).<br />
1. Insignificant - Attributes: 4/3/2, Abilities: 6, Powers: 0 (May inflict one Bashing Damage)<br />
2. Least - Attributes: 5/4/3, Abilities: 9, Powers: 2 (May inflict two Bashing Damage)<br />
3. Lesser - Attributes: 6/5/4, Abilities: 12, Powers: 4 (May inflict one Lethal Damage)<br />
4. Minor - Attributes: 7/6/5, Abilities: 15, Powers: 6 (May inflict two Lethal Damage)<br />
5. Specific Demon or Specific type of Demon. This Demon may require a sacrifice to be made and<br />
will only serve the summoner if it is in the demons long term interests to do so. (May inflict three<br />
Lethal Damage)<br />
8
Rego Venalis – Page 105<br />
1. Night's Terror - Risk 1-3 mental traits and engage your target in a Mental Challenge, if successful<br />
the target is down that many traits in all challenges for the next scene or hour. This power may be<br />
used on a given target only once per night.<br />
2. Poison Heart - <strong>The</strong> Infernalist must gaze into her victim's eyes and whisper a temptation (the<br />
subject need not understand the language spoken). Enagage your taget in a Mental Challenge,<br />
success will cause the victim to succumb to the darker impulses of their mind. STs are<br />
encouraged to chose a flaw, or negative trait from the subjects sheet or to choose a derangement<br />
or the darker side of the subjects nature for them to roleplay. *Note: This power is best used for<br />
roleplay purposes and ST's are strongly advised to use their better judgement in what can be<br />
accomplished with this power.*<br />
3. Fool the Heart's Eye - After defeating the victim in a mental challenge, the Infernalist apears to<br />
her victim to be a loved one. Success will cause the victim to accept any behavioral<br />
abnormalities between the Infernalist and who she appears to be. This power only affects the<br />
victim, not anyone in the surrounding area. <strong>The</strong> use of this power does not require obvious<br />
casting.<br />
4. Name the Crime - <strong>The</strong> Infernalist has refined her techniques of temptation, and may implant a<br />
much more serious and specific sin. Like Poison Heart, she must gaze into her victims eyes and<br />
whisper a temptation before engaging them in a mental challenge. Success causes the victim a<br />
strong desire to commit the sin for the remainder of the scene or hour. *Note: This power is best<br />
used for roleplay purposes and ST's are strongly advised to use their better judgement in what can<br />
be accomplished with this power. Use of this power counts as supernatural coersion and thus will<br />
not allow the effected character to enter into any pacts.*<br />
5. Unleash the <strong>Dark</strong> Soul - <strong>The</strong> Infernalist slays a mortal victim and forces a remnant of the victim's<br />
anima into her shadow. <strong>The</strong> effected shadow becomes a shadow-wraith under the infernalist's<br />
control. This shadow-wraith is a nearly-invisible servent that can be used to spy on enemies, pass<br />
through material obsticals, and communicate mentally with it's creator ovre any distance. <strong>The</strong><br />
shadow-wraith fades with the next day's dawn. Lasombra who are also familiar with this power<br />
are concerned with the similarities to Obtenebration.<br />
9
Video Nefas – Page 105-106<br />
1. See the Unseen: Spend a Willpower trait (instead of a Blood trait). For the next scene or hour<br />
(whichever is shorter) you may gaze into the spirit worlds. When activating this power declare<br />
which spirit world you wish to perceive (Umbra or Shadowlands). You will also be aware of<br />
nearby Demons. You may only peer into one spirit world at a time.<br />
2. Learn the Heart’s Pain: Spend between one and three mental traits and then Make a Mental<br />
challenge vs your target retesting with Occult. If you succeed, the number of traits you spent will<br />
determine the amount of information you receive. One trait will let you know if a target has the<br />
Conscience virtue; Two traits will tell you the level of their Conscience and Three traits will give<br />
you (Storytellers choice) one failing of the target (Flaws, Neg traits, etc)<br />
3. Seize the Moment: Spend a Mental trait and perform a Mental challenge against your target<br />
retesting with Occult. If you succeed you may ask any one question that your subject must answer<br />
truthfully. This information is taken directly from the recesses of the subjects memory and they<br />
are not aware of this powers use. A Storyteller should be present when this power is used. Unlike<br />
Telepathy, questions can be asked about something other than the subject at hand. <strong>The</strong> use of this<br />
power is not obvious to standers by.<br />
4. Casting the Bones: Carve a set of rune stones from the bones of a sentient being whom you have<br />
killed (this may require a humanity test). New stones need to be made from a new set of bones<br />
each time you use this power. Spend one to three mental traits at the time of casting, and you will<br />
gain an equal number of retests that can be used throughout the night (much like the Luck Merit).<br />
Storytellers are encouraged to give you horrific visions when you use this power.<br />
5. Recall the Bloody Deed: Spend a variable number of mental traits and summon a demon to<br />
harass your victim. Use the chart on page 108 of the MET Sabbat Guide to build your demon.<br />
<strong>The</strong> cost is based on the cost listed in that book. This power must be used in a place where<br />
someone was murdered. <strong>The</strong> demon will take on the appearance at the time of death (including all<br />
wounds) of the victim of the murder. It will hunt the murderer down for a number of game<br />
sessions equal to one half the mental traits you spent to summon it (minimum 1 game). Should it<br />
succeed in destroying the target, it will immediately return to Hell.<br />
10
Malficia – Page 109<br />
This is in the <strong>Dark</strong> Ages Companion and listed as an Infernal Discipline there. We have included it here<br />
as a path of <strong>Dark</strong> Thaumaturgy in order to better reflect the changes that were used in the Revised<br />
Edition.<br />
This path is rumored to have been created in night’s long past by a group of Malkavian Infernalists.<br />
1. Evil Eye - Engage your target in a Mental challenge if you are successful your target will be -2<br />
traits for all challenges for the next ten minutes.<br />
2. Minor Curse - Engage your target in a Mental challenge and if you are successful they will be<br />
forced to make an additional retest should they succeeed in the next challenege they are involved<br />
in.<br />
3. Psalm of the Damned - Engage your target in a Mental challenge, if you are successful they will<br />
be down two traits for all challenges for as long as you continue to chant. You must be chanting<br />
verse in order to engage them in the challenge and you must roleplay the continued chanting for<br />
this power to remain effective. You may take no action other than a slow walk while maintaining<br />
this power.<br />
4. Barrenness - Spend a Temporary Willpower and make a Mortal barren. Spend a Permanent<br />
Willpower trait to make a vampire unable to sire a childe. For Mortals, this power is permanent.<br />
Kindred can escape its effects only by convincing the caster to lift the curse, or by the death of the<br />
caster.<br />
5. Greater Curse - Spend two Permanent Willpower traits and best your target in a Mental challenge.<br />
For the next year the target suffers is down one trait on all challenges due to fitful sleep; gains<br />
three repugnant traits; and suffers the effects of Minor Curse once per night at a time determined<br />
by the Storyteller. A Vampire affected by this power may spend an additional four blood traits<br />
when rising from day sleep to ignore the effects for one night. Finally, if you fail the challenge,<br />
you are affected by this curse for one year. This power will run its course unless you lift the<br />
curse, cast the curse on another person or fail the challenge and suffer its effects yourself. You<br />
may not buy back the expended willpower until the curse has finished (lifted, run its course etc).<br />
11
Striga – 110<br />
This is in the <strong>Dark</strong> Ages Companion and listed as an Infernal Discipline there. We have included it here<br />
as a path of <strong>Dark</strong> Thaumaturgy in order to better reflect the changes that were used in the Revised<br />
Edition.<br />
1. Strix - Perform a Social Challenge against your target, if you are successful, you can hear<br />
whatever your target says for the next 5 minutes as long as they are outside.<br />
2. Scobax - Spend a variable number of Social traits and gain the following effects based on your<br />
expenditure. One Trait, vermin gather and act normally (eating food etc); Two Traits the vermin<br />
begin to swarm in the target area and attack anyone therein, which places them down two traits on<br />
all challenges while defending themselves from the vermin; Three traits <strong>The</strong> vermin attack<br />
everyone (including the infernalist if he is vissible) dealing two levels of bashing damage per<br />
round within the target area. A target area may be of no greater size than a normal house or<br />
apartment.<br />
3. Masca - Drink the blood of an animal, and spend a blood trait you may take on the form of that<br />
animal. You are still a vampire and thus your bite and claw attacks will do aggravated damage as<br />
appropriate. You retain any Celerity, Fortitude or Potence you possess but lose access to all other<br />
disciplines while in this form. <strong>The</strong> change takes three rounds, but may be sped up by spending<br />
additional blood as with the Protean power “Form of the Beast”.<br />
4. Hexe - Spend a blood trait and two physical traits (by spitting on your target and requiring a<br />
Physical test retest athletics) if you succeed you deal two Aggravated Damage or give your target<br />
two Negative traits of your choice (not to exceed five negative traits for a single adjective).<br />
5. Fractura - Spend a variable number of Blood Traits limited by your actual generation. For each<br />
Blood Trait spent grows one six foot long tentacle of Blood from your body. Each tentacle has six<br />
Physical Traits and you may spend blood on a one for one basis to increase those traits. <strong>The</strong><br />
tentacles each hit for two lethal damage due to it’s slashing action and barbed nature. Each<br />
tentacle has four health levels. <strong>The</strong> infernalist does not get the blood back when this power<br />
expires at the end of the scene or if ended early. <strong>The</strong> tentacles receive the Infernalists Potence and<br />
uses the infernalists retests.<br />
12
From Libellus Sanguinus 2<br />
Path of the Shadow World – Page 66<br />
This is in Libellus Sanguinis 2. Up until this time the paths from that book have not been used in OWbN<br />
because they were lost when the Telyaveyic Tremere died off. This path is included here with the support<br />
of the Tremere Coordinator with the express understanding that if Team Tremere later releases a version<br />
of this power, their treatment of the mechanics will supersede those listed here.<br />
Infernalists are said to traffic with the dead as well as demons. This path is likely why.<br />
1. See the Dead - Spend a Blood trait and see into the Shadowlands for a scene or hour.<br />
2. Repel the Angry Dead - Spend a Blood trait to banish a wraith from an area for a scene or hour.<br />
Spend a Temporary Willpower trait (in addition to the blood trait) to banish the wraith for one<br />
month. Spend a Permanant Willpower trait to banish the wraith for one year. <strong>The</strong> area can be no<br />
larger than a normal sized house or apartment.<br />
3. Command the Freshly Dead - Engage a wraith in a social challenge. if you are successful the<br />
wraith will answer one question or perform one (non dangerous) action at your command. If you<br />
spend a Temporary Willpower trait (before the social challenge) the wraith will serve you for the<br />
night.<br />
4. Army of Souls - Spend a Temporary Willpower trait and a variable number of social traits. For<br />
each social trait you spend, a wraith will partially materialize to fight on your behalf. <strong>The</strong>y are<br />
still intangible and non solid, but may use their powers (called Arcanoi) to fight your enemies.<br />
these warriors disappear at the end of the scene. <strong>The</strong>se wraiths are still subject to the powers of<br />
Necromancy.<br />
5. Walk the Road of Shadows - Spend a Willpower trait and make a static physical test vs the local<br />
shroud rating. If you succeed, you appear in the shadowlands. You appear to be a particularly<br />
solid wraith. While in the shadowlands, you are subject to the rules of that realm and the powers<br />
of wraiths. As you are not a wraith yourself, you are not subject to the powers of necromancy.<br />
13
Rituals<br />
<strong>The</strong> following list of rituals is listed by source book. Storytellers are free to use whatever conversion of<br />
those powers work in their game. Remember, when converting these powers, that they are born of hell.<br />
Certain rituals are common to many magical paradigms and those rituals can also be assumed to have<br />
<strong>Dark</strong> Thaumaturgy equivalents. An example of such rituals would include Wards and Warding Circles.<br />
Other rituals are listed individually below.<br />
Any Ritual (not path) that is common to more than one style of Blood magic also has a <strong>Dark</strong><br />
Thaumaturgy equivalent. This Packet will not describe them all as they are detailed in other works from<br />
both WW and OWbN.<br />
MET: Guide to the Sabbat Revised:<br />
Call Forth the Host – Page 105<br />
Bind the Interloper – Page 106<br />
Curse of Oedipus – Page 106<br />
Video Nefas – Page 106<br />
Felis Negrum – Page 107<br />
Plague's Secret Domain – Page 108<br />
Close the Ways – Page 110<br />
Into the Abyss – Page 110<br />
Storyteller's Handbook to the Sabbat:<br />
Aport Object – Page 51<br />
Spectral Mask – Page 51<br />
Haunting Memories – Page 52<br />
Sign of the Moon – Page 52<br />
Sign of the Wraith – Page 52<br />
<strong>The</strong> Inner Furnace – Page 53<br />
Soul Leech – Page 53<br />
Sins of the Blood:<br />
Spite of the Harridan – Page 96<br />
Basic<br />
Shackle the Denizen of Hell NEW for this packet<br />
REQUIRED: Rego Manes<br />
This ritual ties a demon in servitude to an Infernalist. <strong>The</strong> Infernalist can bind any demon they summon<br />
using the Rego Manes path of <strong>Dark</strong> Thaumaturgy. Demons trapped in this rite can be bound to temporary<br />
service or into a one use magic item, or indeed into any object, place or person. No demon submits<br />
voluntarily to binding. Spend one or more willpower Traits (one is required); each Trait spent lowers the<br />
spirit's traits by one for the ensuing challenge. Make a challenge of the Infernalist's social traits versus the<br />
spirit's adjusted social traits. Success binds the spirit for one week, plus another week per Mental Trait the<br />
Infernalist spends. Basic success suffices to create a one use magic item, which lasts until used.<br />
<strong>The</strong> Knotted Cord DA-C Page 108<br />
- Knot a length of rope while stating the name of the person you wish to silence. That person must beat<br />
you in a willpower challenge in order to speak (or otherwise communicate) against you. This power lasts<br />
for one night.<br />
14
Bind the Familiar DA-C Page 108<br />
- Hour long ritual that calls a minor imp to serve the infernalist faithfully. <strong>The</strong> Imp appears in animal<br />
form (toads, cats, weasles and ravens are most common but other small animals may be used as well so<br />
long as they are associated with witchcraft or infernalism) and has the following stats: 5/4/3, Animalism<br />
1-3 (only usable on its own animal type) Auspex 1-2, Cel 1-3, Pot 1-2. Bloodpool of 5, Willpower 3, and<br />
6 traits of abilities. Must be fed one blood point per week (must be at game on game weeks) or it will<br />
wither and die. <strong>The</strong>se familiars may grow with experience based on your local house rules. Trait caps<br />
Attributes 8, disciplines 3, abilities 5)<br />
Bring forthe the Hell Beast DA-C Page 108<br />
- This ritual is one of the few which can be cast instantly. Touch an animal and spend a blood trait for an<br />
animal 20 lbs or less, two blood traits for 21-50 bls and 3 blood traits for animals as large as 150 lbs<br />
(larger animals will not be effected by this ritual) and make your ritual challenge. <strong>The</strong> animal will gain<br />
the first level of Potence and fly into a frenzy attacking random people other than yourself. <strong>The</strong> beast will<br />
continue until it is killed.<br />
Intermediate<br />
Bind the Denizen of Hell - NEW for this packet<br />
REQUIRED: Rego Manes<br />
This ritual permanently binds a demon into an object. In preparation, the Infernalist must fowl the<br />
potential fetish by placing it under blood that is running from the death wound of a sacrifice (for this<br />
ritual). <strong>The</strong>n she forces or persuades the spirit into the prepared object. Flattery, bribery in the form of<br />
spent blood, or intimidation may all be used. Make a Static Social Challenge against the demons Social<br />
Traits, minus two for each permanent Willpower Trait spent. Extensive preparation and efforts to win the<br />
demon's favor may also reduce the difficulty at the Storyteller's discretion. Using force requires the<br />
Infernalist to attack the spirit and reduce it to O Physical Traits before binding it, and the fetish won’t<br />
work for one week after this, as the demon is regaining it’s strength. If the binding challenge fails, make<br />
two Simple Tests. If both fail, the demon is immediately released and will be very hostile unless the<br />
Infernalist was very thorough indeed about efforts to win its favor.<br />
Blood Imp DA-C Page 108<br />
- See Soul of the Homonculi.<br />
Bloody Bones DA-C Page 108<br />
- <strong>The</strong> infernalist buries a bag of bones filled from a infant he has killed himself. For a five mile diameter<br />
area humans become sickly, babies are stillborn and all frenzy tests are at minus one trait. This ritual<br />
remains in effect for one month or until the bag of bones is unearthed. If the Infernalists wishes to make<br />
the effect permanent (again until the bag is unearthed) he may spend a permanent Willpower trait at the<br />
time of casting.<br />
<strong>The</strong> Leaden Heart DA-C Page 108<br />
- You need your targets birth name and a sympathetic link. Perform this ten minute ritual and for the night<br />
your victim is unable to leave the location that they are at. This ritual ends if their name is called out (in<br />
their presence) by a True Love. <strong>The</strong> sympathetic link is destroyed whether you succeed or fail in the<br />
casting of this ritual.<br />
15
Advanced<br />
Lethean Chains DA-C Page 108<br />
- <strong>The</strong> infernalist creates a potion from her own blood and water from the shadowlands that when drunk<br />
causes the drinker to forget the entire evening. It takes a month to create one dose of this potion which<br />
can be stored indefinitely. It is up to individual game’s house rules how many a character can carry.<br />
Hand of Glory DA-C Page 108<br />
- See the Necromancy ritual of the same name (Giovanni CB Revised)<br />
To address the rituals Ward vs Demons and Wardung Circle vs Demons as addressed in Thaumaturgy and<br />
other forms of sorcery and blood magic; This ritual is a specialized for of Spirit Ward/Warding Circle vs<br />
Spirit that affect High Umbrood type Demons. It should be noted that these rituals have no effect on<br />
Fallen. Spirit Ward/Warding Circle vs Spirit have no effect on High Umbrood type Demons, these beings<br />
have drifted to far from their origins to be effected in that way. This is why the Demon ward was created.<br />
DISCLAIMER<br />
This packet is written and designed by the 2011 Demon Coordinator team of One World by Night and<br />
is in order to specify modifications to the system provided by White Wolf/CCP as deemed necessary by<br />
the organization pursuant to White Wolf/CCP requests as part of <strong>Dark</strong> Pack guidelines.<br />
Portions of this material are copyrights and trademarks of CCP hf., and are used with permission. All<br />
rights reserved. For more information please visit http://www.white-wolf.com.<br />
<strong>The</strong>se are not meant to compete with the original source material and intellectual IP, as owned by<br />
WW/CCP , but as WW/CCP wishes to remind us all: “Be creative and have fun with our ideas but always<br />
remember to be respectful of our rights as the copyright and/or trademark owner.”<br />
For access to source material, please visit either www.white-wolf.com or http://rpg.drivethrustuff.com.<br />
CREDITS<br />
In addition to the Demon Coordinator Team I would like to think Gabriel Bradley for his help in<br />
converting some of the more difficult powers from table top source material.<br />
Cover Art by Zuri Grimm. If you would like to see more of Zuri’s art please visit<br />
http://spookeriffic.deviantart.com/<br />
16