Owbn Infernalism: Guide To Dark Thaumaturgy: A Sourcebook For One World by Night

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OWbN Infernalism: Guide to Dark Thaumaturgy

A Sourcebook for One World by Night

Last Updated: 2014-12-10

OWbN Guide to Dark Thaumaturgy Page 1 of 35


Table of Contents

Introduction
Rarities
Paths with MET Conversions
Fires of the Inferno [MET Sabbat Guide, p.100]
Hands of Destruction [MET Laws of the Night, Revised, p.183]
Hexing [Path of Curses - MET Storyteller’s Guide, p.58)
Path of Corruption [MET Camarilla Guide, p.83]
Path of Phobos [MET Sabbat Guide, p.102]
Taking of the Spirit [MET Sabbat Guide, p.103]
Vines of Dionysus [MET Storyteller’s Guide, p.61]
Paths without MET Conversions
Maleficia
Path of Pain
Path of Pestilence
Path of Pleasure
Path of the Defiler
Path of the Shadow World
Path of the Unspoken
Rego Manes (Path of Spirit)
Rego Venalis (Path of Corruption)
Strigia
Video Nefas (Path of Evil Revelations)
Rituals
Contributions

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DISCLAIMER
This document is for supplemental purposes only—no copyright infringement is intended. It is not intended for profit
nor official representation of White Wolf Publishing/CCP hf and/or their subsidiaries. Written information, including
all names, abbreviations, and anything related to White Wolf’s “World of Darkness” and “Vampire: the Masquerade”
are copyright White Wolf Publishing/CCP hf. The creators, editors, and so on of this document do not represent White
Wolf Publishing or CCP hf, in any capacity.

The packets and guides are written and designed by One World by Night (OWbN) and are in order to specify
modifications to the system provided in our work, as deemed necessary by the organization pursuant to White
Wolf/CCP requests as part of Dark Pack guidelines.

Portions of this material are (c) 2014 CCP, hf. All rights are reserved. For more information please visit
http://www.white-wolf.com or http://rpg.drivethrustuff.com.

© 2014. This document was written by Brian Orlando and Jason Clark for use in One World by Night. For this reason,
the individual currently serving as the Demon Coordinator for One World by Night shall be considered a Licensor of this
work (seen here: http://www.owbn.net/coords/demon). This work may be reproduced or redistributed in whole or in
part without prior written permission in accordance with the below noted Creative Commons Public License.

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THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS
AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED. FOR INFORMATION ON THE LICENSE FOR THIS
WORK, PLEASE SEE: http://creativecommons.org/licenses/by/3.0/legalcode

OWbN Guide to Dark Thaumaturgy Page 3 of 35


Introduction
For copyright purposes, this packet only contains the MET conversions and other text necessary for
organized game-play. For the descriptive text for each power, see the source material referenced for
each power description.

The Path and Ritual mechanics presented in this document may be modified by Chronicle house rules
as long as the rule being imposed is more restrictive than is described in this document. The rules in
this Introduction section, however, are binding.

Dark Thaumaturgy Paths and Rituals may only ever be invested by (sometimes referred to as “learned
from”) Demons, and characters will know damned well they are dealing with a Demon at the point
when they are invested with Dark Thaumaturgy (see the OWbN Infernalism Genre Document for more
information on how Pacts and Investments are gained), but by then, it may be too late to go back!
Once a character has made a Pact to acquire Dark Thaumaturgy, he or she may not gain the
Paths/Rituals by simply spending a couple of Experience Traits; the character must petition his or her
Dark Master each and every time he or she wishes to advance a Path or be invested with a Ritual.

All Dark Thaumaturgy Paths cost (2/2/5/5/8), 2 XP for Basic powers, 5 for Intermediate ones, and 8 for
Advanced ones. All Dark Thaumaturgy Rituals cost (2/3/5) 2 XP for Basic Rituals, Intermediate Rituals
cost 3 and Advanced Rituals cost 5. These costs are directly from MET Sabbat Guide, p.98.

Just like other paradigms of Blood Magic, unless otherwise noted in this document, or in the source
description of the power, every Path and level of Dark Thaumaturgy requires the Infernalist to
conform to the normal rules of Thaumaturgy (LotN:R, p.176-177, and 185) with regard to casting time,
the difficulty of rituals, spending of Blood (or a genre-appropriate Trait for non-Vampire characters)
and restrictions of what Paths and Rituals may be purchased at and up to what level(s).

Dark Thaumaturgy (as a paradigm) is completely incompatible with other paradigms of Thaumaturgy
and none of the Paths or Rituals in this document are available to other paradigms of Blood Magic
unless the write-up for that Path or Ritual in this document notes otherwise. Converting a Path or
Ritual from the Dark Thaumaturgy paradigm to anything other than Dark Thaumaturgy requires the
approval of the Demon Coordinator, in addition to whatever custom creation rules or approvals the
paradigm it is being converted to require.

Every Path of Dark Thaum has a Price. Prices are listed in this document, just before the individual
levels of the Path and replace any printed Prices where they differ. The Price represents Hell’s toll,
taken on the Infernalist for exercising his or her Infernal “miracles.” The Price is added to a character
when the first level of a Path is learned, and may never be bought off. If a Price overlaps with a Flaw
of the same type a character already has, it is suggested to either force the character to buy off the
original Flaw before the Price is applied, or to somehow have the mechanical drawbacks stack.

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It is possible for a Demon to teach other paradigms of Blood Magic to an Infernalist. Administratively,
this is handled similar to normal approvals for the type of Blood Magic that the Infernalist is seeking.
Any Path or Ritual of Blood Magic learned from a Demon requires the Coordinator Approval of both
the Demon Coordinator, and the Coordinator in charge of that paradigm. Though Paths and Rituals
learned in this fashion will detect as the paradigm being learned, not Dark Thaumaturgy, they are still
considered Dark Thaumaturgy administratively, and for the purposes of learning/teaching (as
described above).

Characters who are invested with Dark Thaumaturgy Paths not present in this document will gain a
Price determined by the Storytellers and Coordinators involved in the approval process. A good
guideline for determining Price is that they are generally equivalent to a 2-4 Trait Flaw, but may be
larger or have completely different effects, based on the Path invested. Storytellers should take care
to avoid administering the same Price for different Paths (unless those penalties somehow stack), as
they are meant to be a permanent and unavoidable drawback.

Finally, many powers of Dark Thaumaturgy are subtle and are used to manipulate quietly. Generally,
any power which requires the Infernalist to perform a Static Challenge will be undetectable unless
otherwise noted. Additionally, simply possessing a Path of Dark Thaumaturgy is not enough to be
detected by most detection powers (such as Auspex 2: Aura Perception, or the Combination
Discipline: Thaumaturgical Sight). The user of the detection power must actually be using said power
when the Infernalist either uses a Path of Dark Thaumaturgy, or when he or she activates the power.

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Rarities
The rarity system represented here is less of a reflection of a stringent hierarchy which oversees and
control certain powers and more representative of a genre where rarity is tied to the power level and
scarcity of Demon which may grant said power(s). These Rarity levels are as follows:

RARITY LEVELS
1. Storyteller Approval - These include some of the most basic or common powers of Infernalism.
○ Fires of the Inferno [MET Sabbat Guide, p.100]
○ Hands of Destruction [MET Laws of the Night, Revised, p.183]
○ Hexing [Path of Curses - MET Storyteller’s Guide, p.58)
○ Path of Corruption [MET Camarilla Guide, p.83]
○ Path of Pain [Sins of the Blood, p.86-87]
○ Path of Pestilence [Sins of the Blood, pgs.93-96]
○ Path of Pleasure [Sins of the Blood, pgs.87-89]
○ Path of Phobos [MET Sabbat Guide, p.102]
○ Path of the Defiler [Sins of the Blood, pgs.89-91]
○ Taking of the Spirit [MET Sabbat Guide, p.103]
○ Vines of Dionysus [MET Storyteller’s Guide, p.61]
2. Coordinator Notification - These include powers which are somewhat common, but may be
slightly difficult to find or acquire. Investments which mimic other powers or that display a
hint of the true power of Hell may be found at this level.
○ Maleficia [Dark Ages Companion, p.109-110]
○ Path of the Shadow World [Libellus Sanguinis 2, p.66]
○ Rego Venalis (Path of Corruption) [Dark Ages Companion, p.105]
○ Strigia [Dark Ages Companion, pgs.110-111]
○ Video Nefas (Path of Evil Revelations) [Dark Ages Companion, pgs.105-106]
3. Coordinator Approval - Only the most rare or powerful powers are defined at this level. This
includes both powers outside of the character’s appropriate genre, and custom-created
content of any kind.
○ Any canon/printed Dark Thaumaturgy Path or Ritual not listed in this document
○ Custom-created Dark Thaumaturgy Paths or Rituals
○ Out-of-Paradigm Dark Thaumaturgy Paths or Rituals
○ Path of the Unspoken [Sins of the Blood, pgs.91-93]
○ Rego Manes (Path of Spirit) [Dark Ages Companion, pgs.107-108]

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Paths with MET Conversions

The following Paths of Dark Thaumaturgy were presented in sources with Mind’s Eye Theatre
mechanics:

Fires of the Inferno [MET Sabbat Guide, p.100]


Originally appeared as Fires of Inferno in the Player’s Guide to the Sabbat, p.31
Appeared as Fires of Inferno in The Book of Madness (WW4251), pgs.137-138
● Price: Hell’s Aura
Green Hellfire appears in the aura of the Infernalist during the scene in which they utilize any
level of this Path, and for one scene or hour after. This Hellfire is easily seen (for free and
without asking for it) by anyone using Auspex 2: Aura Perception or any similar power that
perceives Auras.

Hands of Destruction [MET Laws of the Night, Revised, p.183]


Originally appeared as Hands of Destruction in the Player’s Guide to the Sabbat, p.31
This Path is shared with several other paradigms
● Price: Damnation
The Infernalist receives Grip of the Damned (4 Trait Flaw; LotN:R, p.121).

Hexing [Path of Curses - MET Storyteller’s Guide, p.58)


This Path is shared with several other paradigms as the Path of Curses
● Price: Unnerving
The Infernalist receives Eerie Presence (2 Trait Flaw; LotN:R, p.121)

Path of Corruption [MET Camarilla Guide, p.83]


This Path is shared with several other paradigms
● Price: Warped Perspective
The Infernalist receives Thirst for Innocence (2 Trait Flaw; MET: CG, p.25). The penalty for this
Flaw will stack with the penalties from Twisted Perspective, the Price an Infernalists pays for
Rego Venalis (Path of Corruption), listed later in this document.

Path of Phobos [MET Sabbat Guide, p.102]


Originally appeared as Path of Phobos in the Player’s Guide to the Sabbat, p.32-33
● Price: Nightmares
The Infernalist receives Nightmares (1 Trait Flaw; LotN:R, p.117) which will most certainly
affect the character the next time he or she sleeps.

Taking of the Spirit [MET Sabbat Guide, p.103]


● Price: Arrogance
The Infernalist receives the Derangement: Megalomania (LotN:R, p.213)

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Vines of Dionysus [MET Storyteller’s Guide, p.61]
This Path is shared with several other paradigms
● Price: Hooked
The Infernalist receives Addiction (3 Trait Flaw; LotN:R, p.114) to a substance appropriate to
his or her vices and personality.

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Paths without MET Conversions
The following Paths of Dark Thaumaturgy were not presented in sources with Mind’s Eye Theatre
mechanics. As such, the following Mind’s Eye Theatre conversions will be used in OWbN.

Maleficia
Dark Ages Companion, p.109-110

Unless otherwise stated, all powers of Maleficia require line of sight to enact, and retest with Occult.

Price: Curse Turning


If the Infernalist fails the challenge (for levels 3-5), the target may make a contested Mental
Challenge, Retest Occult, against the Infernalist to try to “turn” the curse. If the curse is successfully
turned, the Infernalist suffers the full brunt of the curse which he or she was trying to afflict the target
with.

1. Evil Eye
Make a Static Mental challenge against a difficulty equal to the target's Mental Traits. If successful, for
the next scene or ten minutes (whichever is shorter) the victim is down 2 Traits on comparison of ties
in all challenges.

2. Minor Curse
Make a Static Mental challenge against a difficulty equal to the target's Mental Traits. If successful,
the victim will be forced to make an additional retest should they succeed in the next challenge they
are involved in.

3. Psalm of the Damned


Perform a mass Social Challenge (retest, Performance) against a group of targets (who retest with
Occult). Each round, for as many rounds as you continue to chant, you may take no other actions
other than a slow walk while maintaining this power. Each individual who you successfully defeated
will be considered 2 Traits down on all challenges for as long as you continue to chant. This power will
stack with Maleficia 1: Evil Eye.

4. Barrenness
Spend a Temporary Willpower and perform a Social challenge against the target. On success against a
mortal victim, that mortal will no longer be able to produce children. On success against a Vampire,
that Vampire will be unable to sire a childe. Exorcism, high-level Thaumaturgical Rituals and the death
of the caster will all remove this curse. This power does not require line of sight to enact, but does
require a sympathetic link to the victim.

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5. Greater Curse
Spend three Blood Traits and a Willpower and initiate a Social Challenge with the target. If successful,
the victim will be unable to sleep and is considered to be down 1 Trait on all challenges in addition to
gaining the Negative Physical Trait: Lethargic as well as the Negative Mental Trait: Oblivious. The
victim also loses any Appearance-related Traits and is considered under the effects of Minor Curse
once per night, chosen by the Storyteller. Vampires may spend 4 Blood Traits on waking to resist
these penalties. This power lasts one month.

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Path of Pain
Sins of the Blood, p.86-87
Appeared as Rego Dolor (Path of Pain) in the Dark Ages Companion, pgs.106-107
Appeared as Path of Torture in the Player’s Guide to the Sabbat, pgs.33-34
Appeared as Path of Lust and Torment in The Book of Madness (WW4251), pgs.139-140

Price: Addicted to Pain


Whenever the Infernalist is subjected to one level of damage (either from outside sources, or
self-inflicted), he or she must succeed on a Self-Control challenge (difficulty 3) or do nothing on that
action (action, not round) other than enjoy the sensation. The Infernalist may act normally after either
taking a total of three levels of damage, by spending a Willpower, if he or she would be brought to
Incapacitated by this damage, or if the round comes to an end.

1. The Numbing
Activating this power allows the Infernalist to Ignore all wound penalties for the scene from wound
levels not inflicted from aggravated damage. This power also allows immunity to abilities and powers
that rely on physical pain, such as the ability: Torture.

2. Anguish
Touch your target (possibly requiring a contested Physical challenge) and perform a contested Social
Challenge, retest Occult. If you succeed the victim immediately begins to suffer the penalties of being
at the first Wounded Health level (lose all ties). The victim suffers from the pain for the rest of the
scene or hour, or until he or she spends enough blood to heal as if he or she were actually at the first
Wounded Health level. This power does not bypass Fortitude 1: Endurance.

3. Shattering
This power requires line of sight and for the Infernalist to deal one level of Lethal damage to himself.
Perform a contested challenge of your Mental Traits (retest, Torture) against the target’s Physical
Traits (retest, Occult). If successful, you inflict 3 levels of Lethal damage to the victim. The victim may
choose to spend a temporary Willpower in order to reduce this damage by 1. This damage may be
further reduced with Fortitude 3: Resilience.

4. Agony Within
This power requires line of sight and for the Infernalist to spend one Willpower and deal one to three
levels of Bashing damage to himself. Perform a contested challenge of your Mental Traits (retest,
Torture) against the target’s Physical Traits (retest, Occult). If successful, for each level of Bashing
damage inflicted to yourself, you may inflict 1 level of Lethal damage to the victim who also loses a
Trait of Blood for each damage taken. The victim may choose to spend a temporary Willpower in
order to reduce this damage and Blood loss by 1. This damage and corresponding Blood loss may be
further reduced with Fortitude 3: Resilience.

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5. Hundred Deaths
This power requires line of sight and the Infernalist must spend one Willpower and deal one
Aggravated damage himself. Perform a contested challenge of your Mental Traits (Retest, Torture)
against the target’s Physical Traits (retest, Occult). If successful, the Infernalist may spend between 1
and 3 Mental Traits in order to inflict a corresponding amount of Aggravated damage to the victim
may be reduced with Fortitude 4: Resistance. Additionally, the victim will be paralyzed with
debilitating pain unless he or she spends a temporary Willpower to be able to act for the scene. Each
night that the victim awakens, they will continue to take a total number of Lethal damage (as one
source which may be reduced with Fortitude 3: Resilience) equal to the amount of Aggravated wounds
they currently have from all applications of this power until all damage inflicted by this power is
healed.

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Path of Pestilence
Sins of the Blood, pgs.93-96
Originally appeared as Path of Pestilence - Player’s Guide to the Sabbat, p.32

Price: The Rot


The Infernalist receives Disease Carrier (4 Trait Flaw; LotN:R, p.115) or Infectious Bite (3 Trait Flaw;
LotN:R, p.114)

1. Illness
With a touch (possibly requiring a Physical Challenge), the Infernalist may cause the victim to suffer
some sort of debilitating symptom. These symptoms cause the victim to be considered down 2 Traits
(either Social or Physical, the Infernalist’s choice) on all challenges of the chosen type. These penalties
are removed at a rate of one per four hours, but a Vampire may spend one Blood per penalty to
remove them. This power may only be applied once to a Trait category at a time.

2. Infection
If the Infernalist can see a wound on the target (bashing, lethal, or aggravated) which has not been
healed, he or she may initiate a Mental Challenge versus the target’s Physical Traits, retest Occult. On
a win, the victim will suffer an additional Aggravated damage from the wound. Fortitude may be used
against this type of attack. Subsequent uses of this power must target a separate wounds.

3. Miasma
The Infernalist expends 1 to 3 Physical Traits and exhales a sickly cloud out to a radius of six steps in
every direction around him or her. Anyone in the cloud must succeed on a Static Physical Challenge
versus a difficulty set by the Infernalist’s current Physical Traits, retest Survival. All who fail gain one
negative Physical Trait: Sickly for each Trait the Infernalist expended. Additionally, mortals will suffer 1
level of Bashing damage per Trait expended. These Negative Traits last the rest of the night.

4. Parasitic Possession
This power has several uses. First, against an individual who is currently suffering from some parasitic
or viral infection (even if said infection was caused by another level of this Path), the Infernalist may
perform a contested Mental Challenge against the target’s Physical Traits, retest Occult. On a win, the
Infernalist may take control of the victim’s body and force it to perform whatever actions he or she
desires. For each Mental Trait spent after succeeding on the challenge, to a maximum of 3, the
Infernalist may control the victim’s body for one round. The target may delay this control each round
by spending a Temporary Willpower.

This power may also be used to summon insects and small vermin in order to attack a victim, or cause
wanton destruction. Spend a number of Mental Traits in order to summon a swarm which will follow
simple commands, with the size and ferocity of the swarm dependent on the number of Traits spent,
as follows:
● 1 Trait - A Swarm that will fill a one-foot cube
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● 2 Traits - A Swarm that will fill a three-foot cube
● 3 Traits - A Swarm that will fill a six-foot cube
SWARMS
The final manifestation of this power allows the Infernalist to The rules for Swarms are
animate a single dead animal via parasites and insects which will actually quite robust and
follow simple commands for the rest of the night. Spend a number vary depending on the size
of Mental Traits in order to animate the animal where the Traits of the animals that make up
spent are determined by the size of the animal: the swarm, see pages
● 1 Trait - A Small Animal (rat, mouse, raccoon, cat) 304-305 of Vampire: The
● 2 Traits - A medium-sized animal (dog, wolf, panther) Masquerade Core Rulebook
● 3 Traits - A large animal (bear or horse) and feel free to convert as
best suits your Chronicle.
5. Vector
Spend a Temporary Willpower and engage in a contested challenge of your Mental Traits versus the
target’s Physical Traits, retest Occult. If you succeed, the victim is immediately stricken with a virulent
disease of your choosing, in its advanced stages. In addition to the penalties and possibly debilitating
effects of the disease itself, Mortal victims will be immediately dealt a number of Health Levels of
Bashing damage equal to the number of Mental Traits spent (Maximum 3) after the challenge;
Vampires lose a corresponding amount of Blood Traits instead. This loss occurs each day the victim
suffers from the effects of Vector. Though medical treatment and hospitalization may help heal the
damage inflicted to Mortals via this power, the disease is supernatural and cannot be healed by any
medical technique, or by any power of a lesser level than Vector.

This power lasts for the rest of the night. The Infernalist may choose to expend a Permanent
Willpower in order to make the effect Permanent for Mortals or to extend the effect to one year for
Vampires.

Mortals who interact with a victim suffering from Vector must perform a Static Physical Challenge
against a difficulty set by one-half the Physicals of the individual under the effects of Vector. A loss
indicates that they have contracted a mundane version of the disease.

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Path of Pleasure
Sins of the Blood, pgs.87-89
Appeared as Chains of Pleasure in the Player’s Guide to the Sabbat, pgs.30-31
Appeared as Path of Lust and Torment in The Book of Madness (WW4251), pgs.139-140

Price: Desires Sated


The Infernalist receives Short Fuse (2 Trait Flaw; LotN:R, p.118). This flaw is cumulative with any other
such penalties to resist frenzy.

1. Ecstasy
You must touch your target (possibly requiring a Physical challenge) in order to flood the victim with
intense feelings of physical pleasure and/or euphoria. As long as the Infernalist maintains the touch, in
order to do anything other than enjoy these feelings, the victim must succeed in a Self-Control test,
difficulty 4. This challenge may be thrown each round, but if the victim fails the Self-Control test, he or
she will gain the Derangement: Obsessive/Compulsive for the rest of the night as they obsess over the
pleasurable feelings (the Derangement is only gained once). Any kind of combat or physical threat will
automatically break the victim from his or her euphoria.

2. Intrusion
Engage in a contested Mental Challenge against your target, retest Occult. If you win, the victim
suffers one Bashing damage from the sudden flood of pleasure and/or euphoria and is then
considered under the effects from Level 1: Ecstasy for as long as the Infernalist continues to
concentrate.

3. Daisy Chain
Touch your target (possibly requiring a Physical challenge) and then perform a contested Mental
Challenge, retest Occult. If you succeed, the victim that you touched is considered under the effect of
Level 1: Ecstasy. When that victim touches another individual, you may expend a Mental Trait to
spread the effects of Level 1: Ecstasy to that individual as well. You may continue to expend Mental
Traits in this fashion as you desire, but may only maintain this power on individuals who remain within
eyesight of either yourself or a victim. Unlike Levels 1 and 2, if a victim succeeds in the Self-Control
challenge, the power ends for that individual.

4. Deadening
Spend a Willpower and engage in a contested Social Challenge with your target, retest Occult. If
successful, the victim becomes emotionally and physically deadened, unable to care or feel anymore.
He or she is unable to spend Willpower for the rest of the night, and will automatically lose on ties
(and be unable to retest) in all Conscience challenges.

5. The Garden of Earthly Delights


If a victim already suffering the effects of Ecstasy (from levels 1, 2, or 3 of Path of Pleasure) fails the
Self-Control challenge, they may then be subjected to the Garden of Earthly Delights. To enact this
OWbN Guide to Dark Thaumaturgy Page 15 of 35
power, spend a Willpower and engage in a contested Mental Challenge against the victim, retest
Occult. On a win, the victim becomes comatose while his or her mind enters a dream-like state from
the immense pleasure and euphoria; he or she is not in torpor, but is completely helpless and unable
to act in any way, even in defense. This power lasts for the scene or hour.

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Path of the Defiler
Sins of the Blood, pgs.89-91

Unless otherwise noted, all levels of this Path retest with Occult.

Price: Jealousy
The Infernalist receives a version of Territorial (2 Trait Flaw; LotN:R, p.118), only instead of the flaw
focusing on a location, it is instead focused on any character who the Infernalist has successfully used
a power of this Path against. For the levels of this Path which only last the scene or hour, subsequent
uses of these powers replace the focus for this Flaw. For levels where the effect lasts longer, the
Infernalist will gain the Territorial Flaw for as long as the victim is affected by the power.

1. Call the Weakness


Engage the target in conversation and then perform a Static Social Challenge against a difficulty
determined by the target’s permanent Social Traits. If successful, the Infernalist may ask for one of
the following pieces of information:
● Nature
● Demeanor
● Amount of Willpower the target currently has
● One of the target’s Derangements
● Whether the target is blood bound to anyone and how many steps (but not who)
● Which Virtues the character possess (Conscience, Self Control, Courage, etc)

For each challenge won in the same scene, the Infernalist is considered to be up 1 Trait on the next
challenge to use Call the Weakness against the same target (to a maximum of 3 Traits).

2. Tainted
To use this power against a target, you must first successfully use Call the Weakness. Then engage the
target in a contested Social Challenge. On a win, you may choose one activity that the victim cherishes
and whenever the victim attempts to engage in that activity, he or she must first spend a Willpower or
fall into depression as he or she fills with self-doubt. This power lasts the night.

3. Degradation
Succeed in a contested Social Challenge against your target and you may choose a new Nature for
your victim. Alternately, you may inflict the victim with a Derangement of your choosing. The amount
of time that the Nature change or Derangement remains is determined by the amount and type of
Traits spent after succeeding in the Social Challenge:
● 1 Social Trait - Scene
● 2 Social Traits - Night
● 3 Social Traits - One Month
● 1 Permanent Willpower - One Year

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4. Poisoned Soul
Spend a Willpower and succeed in a contested Social Challenge against your target. If successful, your
target will, over time, lose one level of Morality for each Social Trait spent before the challenge is
thrown (Maximum 5). The amount of time this loss continues is determined by the amount and type
of additional Traits spent after succeeding in the Social Challenge:
● 1 Social Trait - Night
● 2 Social Traits - One Week
● 3 Social Traits - One Month
● 1 Permanent Willpower - One Year

When the victim is first affected by Poison Soul, he or she immediately loses one level of Morality.
Each time the victim loses a Trait of Morality, he or she will be forced (some time during the night) to
commit a Morality violation at the new current level. This temporary Morality loss continues each day
until the power no longer affects the victim. Once reduced to zero Morality, Vampires enter a state of
wassail which may be recovered from, assuming that the victim hasn’t lost all of their morality
permanently by violating the tenets of their Morality in other ways.

5. Chancrous Blossom
If the Infernalist observes the target committing a violation of his or her Morality, he or she may
engage the target in a contested Social Challenge. If the Infernalist succeeds, he may spend up to
three Social Traits in order to inflict a corresponding number of aggravated damage on the victim, the
first of which may not be healed for a number of nights also corresponding to the number of Traits
spent by the Infernalist. This damage cannot be tested down or prevented in any way (including
Fortitude).

OWbN Guide to Dark Thaumaturgy Page 18 of 35


Path of the Shadow World
Libellus Sanguinis 2, p.66

Price: Spirit-Hounded
The Infernalist receives Haunted (3 Trait Flaw; LotN:R, p.121).

1. See the Dead


When activated, the Infernalist may see into the Shadowlands for the rest of the scene or hour.

2. Repel the Angry Dead


Activating this power will banish a wraith from an area for a scene or hour. Spend a Temporary
Willpower in order to engage the ghost in a Social Challenge (retest either Occult or Wraith Lore)
which, if won, allows the Infernalist to ask the ghost what must be done to satisfy it and ensure its
permanent banishment.

3. Command the Freshly Dead


Engage a ghost in a contested Social challenge, retest Intimidation. if you are successful the ghost will
answer one question or perform one action at your command.

4. Army of Souls
Spend two Blood Traits and a Temporary Willpower in order to call a number of ghosts to your
presence. For each Social Trait expended (up to a maximum of 3) one intangible ghost warrior
materializes and will either defend you for the scene, or deliver a message for you. The ghosts
summoned by this power are Drones.

5. Walk the Road of Shadows


Expend a total of 3 Blood Traits and 2 Temporary Willpower in DRONES
order to physically cross into the Shadowlands. Drones are mindless wraiths who
are attached forever to the
circumstances of their deaths and
Note: This path was part of the Sielanic Tremere Paradigm in spend their existence re-enacting
the Dark Ages, the source material (Libellus Sanguinis 2) notes their deaths. They will likely have
that the path “is rumored to have become subsumed as part of starting mortal stats and basic
Dark Thaumaturgy” in the opening paragraph where it talks powers. For more information,
about what happens to the Path after the Dark Ages, when the see Wraith: The Oblivion (Second
Sielanic Tremere become extinct. This path was added to the Ed.), p.43
Dark Thaumaturgy paradigm in previous editions of the OWbN
guidance on Dark Thaumaturgy and has been maintained with
this iteration of the document.

OWbN Guide to Dark Thaumaturgy Page 19 of 35


Path of the Unspoken
Sins of the Blood, pgs.91-93
Appeared as Path of Secret Knowledge in the Player’s Guide to the Sabbat, p.33

Price: Memory Lapse


You gain a version of Absent-Minded (3 Trait Flaw; LotH:R, p.146), only instead of only triggering
during stressful situations, it is always active.

1. Whispers of the Unborn


The Infernalist uses this power to gain premonitions of danger, or to divine answers to very simple
questions (answers of no more than five words, maximum). Storytellers are advised to be cryptic with
answers as the unborn do not care about the fate of the Infernalist, or of the world in which he lives.
If used for premonitions, this power will put the Infernalist up 2 Traits during the next scene for the
first challenge which involves the subject of the premonitions.

2. Scribing the Unknown


An Infernalist may create a copy of a work that is written down and currently exists. Starting with
some information about the work the Infernalist wishes to transcribe (such as the name of the book,
name of the author, or filename for digital documents), the Infernalist performs one Static Mental
Challenges (retest, Academics) per Mental Trait spent at the time of casting (maximum 3) versus a
variable number of Traits equal to the availability and age of the work. These tests should be
performed by the Storyteller, in secret. The number of wins correlates to the number of successes, as
follows:
● 1 Success: Mostly Incomplete (20% accurate)
● 2 Success: Partially Complete (35% accurate)
● 3 Success: Mostly Complete (50% accurate)

This power may only be used once against a work. Multiple uses do not produce any results.

3. Shadow Thoughts
While standing in the target’s shadow, the Infernalist makes a Static Mental Challenge versus a
difficulty determined by the target’s Mental Traits, retest Investigation. If successful, the Infernalist
may peer into the victim’s past and spend a variable number of Mental Traits in order to view a scene
which occurred in the victim’s past as if he or she was physically present during the original scene. The
Traits spent determine how far into the past the Infernalist may view, as follows:
● 1 Trait: One Night
● 2 Traits: One Month
● 3 Traits: One Year

4. Fragments of the Forgotten


An Infernalist may create a copy of any work that has ever been written down, regardless if it
currently exists or not. Starting with some information about the work the Infernalist wishes to
OWbN Guide to Dark Thaumaturgy Page 20 of 35
transcribe (such as the name of the book, name of the author, or filename for digital documents), the
Infernalist performs several Static Mental Challenges (retest, Academics) versus a variable number of
Traits equal to the availability and age of the work. These tests should be performed by the
Storyteller, in secret. The number of wins correlates to the number of successes, as follows:
● 1 Success: Mostly Garbled (10% accurate)
● 2 Successes: Partially Intelligible (15% accurate)
● 3 Successes: Random Ramblings (25% accurate)

This power may only be used once against a work. Multiple uses do not produce any results.

5. Forsaken
This power may only be used on one individual at a time and requires a sympathetic link. In order to
enact this power, the Infernalist must spend a permanent Willpower and sacrifice a Health Level for
the duration of the power; line of sight is not necessary. The Infernalist then enters into a contested
Mental Challenge against the victim (retest, Occult). If successful, the victim will fade from the world
and disappear from people’s memories.

Individuals will simply overlook the victim of this power, believing him or her to either not be
important enough to notice, or simply not noticed. Anyone wishing to interact with the victim of this
power must first have a very good reason (approved by the Storyteller), see the victim, and must
succeed in a Static Mental Challenge versus a difficulty set by the Infernalist’s Mental Traits at time of
casting. Success allows the individual to interact and remember the victim for one scene or ten
minutes, whichever is shorter. After this time has elapsed, the individual will again forget the victim to
include the conversation that he or she just had.

This power may also be used against an object; in this case, the Infernalist must have access to the
object at time of casting, and the difficulty of the (now Static) Mental challenge is determined by the
ST, depending on the importance of the object or work.

This power ends when the Infernalist is destroyed, the Infernalist chooses to end the effect, or if this
power is used against another target. When this power ends, the Infernalist regains his or her spent
Health Level.

OWbN Guide to Dark Thaumaturgy Page 21 of 35


Rego Manes (Path of Spirit)
Dark Ages Companion, pgs.107-108
Also referred to as Rego Mentem in Dark Ages Companion, pgs.107-108
Appeared as Path of Summoning in The Book of Madness (WW4251), pgs.138-139

Price: Apotheosis of Impurity


The Infernalist receives Obvious Predator (2 Trait Flaw; CB:Brujah [Rev.], p.69)

This Path has two uses. First, as an action (not a full round) it may be used to directly attack Demons
and Spirits (but not Wraiths) by engaging them in a contested Mental Challenge, retest Occult. On a
win, the Infernalist may apply one level of damage (the equivalent of Lethal) per level of the Path he
or she possesses.

In order to summon a random Demon from Hell utilizing this Path, the Infernalist first engages in a
contested Mental Challenge (retest, Occult) with the Demon using the Attribute Traits listed in MET
Sabbat Guide, p.108 for the Demon’s Traits then spends the appropriate amount of Mental Traits.
The maximum level of this power that the Infernalist has represents the highest level Demon that the
Infernalist may attempt to summon, as follows:
1. Imp (cost: 1 Mental Trait): 6 Attribute Traits
2. Fiend (cost: 2 Mental Traits): 10 Attribute Traits
3. Shade (cost: 4 Mental Traits):15 Attribute Traits
4. Servitor (cost: 6 Mental Traits): 21 Attribute Traits
5. Pit Lord (cost: 8 Mental Traits): 28 Attribute Traits

Success means that the Demon of the specified level is summoned and is well disposed towards the
Infernalist. This Demon may be willing, depending on the Infernalist’s demeanor and approach (i.e.
role-play), to answer questions with some accuracy and may even be willing to serve the Infernalist
for simple tasks. Demons summoned with this power are under no compulsion to serve the Infernalist
and may leave whenever they please.

Failure requires the Infernalist to engage in another Mental Challenge with a difficulty equal to twice
the Traits spent for the failed challenge. On a win, nothing happens; on a loss, an enraged Demon
appears and attempts to kill the Infernalist.

Demons summoned with this power will remain on Earth for the night (or until they hear the ringing
of church bells), regardless if they choose to assist the Infernalist or not.

OWbN Guide to Dark Thaumaturgy Page 22 of 35


Rego Venalis (Path of Corruption)
Dark Ages Companion, p.105
This Path is different than the Path of Corruption in the MET Camarilla Guide, pgs.83-86

Price: Twisted Perspective


The Infernalist receives Thirst for Innocence (2 Trait Flaw; MET: CG, p.25). The penalty for this Flaw will
stack with the penalties from Warped Perspective, the Price an Infernalists pays for the Path of
Corruption [MET Camarilla Guide, p.83], listed earlier in this document.

1. Night’s Terror
The Infernalist engages his or her target in a contested Social Challenge, retest Intimidation. On a win,
he or she may spend up to three Social Traits in order to affect the victim with a fear so strong, the
victim will be considered down a number of corresponding Traits on ties in all challenges for the rest
of the night. The victim may attempt to shake off this fear by engaging in a Courage test, difficulty 3. If
the victim wins, the power ends; if the victim fails, he or she immediately enters fear frenzy.

2. Poison Heart
With a successful contested Social Challenge against the target, retest Subterfuge, the Infernalist can
cause the victim to act on his or her darkest impulses. For the rest of the night, a victim affected by
Poison Heart will need to adjust his or her roleplay appropriately and Storytellers are highly
encouraged to suggest “proper” courses of action for the character to take throughout the night. If
used against a Vampire or other supernatural creature, this power requires the Infernalist to first
spend a Temporary Willpower.

3. Fool the Heart’s Eye


After defeating the victim in a contested Social Challenge, retest Subterfuge, the Infernalist appears to
his or her victim as a loved one. Succeeding on the challenge causes the victim to rationalize any kind
of behavioral abnormalities. This power only affects the victim, not anyone in the surrounding area.
The use of this power is subtle and does not require any kind of obvious casting.

4. Name the Crime


The Infernalist may suggest to the target a specific sin, act, or a attitude and then make a contested
Social Challenge, retest Subterfuge. On a success, the victim must engage in this sin or spend a
Temporary Willpower in order to resist indulging in the specified act for the night. This power requires
no visible casting and lasts for a time determined by the amount of Social Traits spent at time of
casting, as follows:
● 1 Trait: One Scene, or Hour
● 2 Traits: Night
● 3 Traits: Month

5. Unleash the Dark Soul


The Infernalist must spend a Willpower in order to create the Shadow-Wraith, but otherwise, no
OWbN Guide to Dark Thaumaturgy Page 23 of 35
additional mechanics are necessary for this power. The shadow-wraith created by Unleash the Dark
Soul is completely invisible while inside of a natural shadow and undetectable when not moving; it
can pass through solid objects and communicate telepathically with its creator over any distance. The
shadow-wraith lasts for the rest of the night. An Infernalist may only employ one Shadow-Wraith at a
time.

Storytellers should decide the power-level of this Shadow-Wraith. Some Chronicles may decide to
make up rules for dispelling the Shadow-Wraith which are similar to those used for Obtenebration,
others may decide otherwise. Regardless, the Shadow-Wraith is intended for spying and not combat.
In no way should Storytellers allow the Shadow-Wraith to be used in a combat-capable fashion.

OWbN Guide to Dark Thaumaturgy Page 24 of 35


Strigia
Dark Ages Companion, pgs.110-111

Practitioners of Strigia are often associated with secretive witch-cults and are called Strigmaga or
“Nightwalkers.” Unless otherwise listed, the powers of Strigia will only last for a scene or hour,
whichever is shorter.

Price: The Nightwalker


The Infernalist receives Clan Weakness: Followers of Set (3 Traits; Liber des Goules: The Book of
Ghouls, p.63)

1. Strix
Winning a Static Social challenge against a difficulty equal to the target’s Social Traits (retest,
Intimidation) will allow the Strigmaga to hear any words spoken by the target while outside, under the
open air and within one mile.

2. Scobax
Perform a Static Social Challenge (retest, Survival) against a difficulty equal to the target’s Social
Traits. On a success, the Strigmaga may expend Social Traits to call forth a plague of vermin who
swarm the area and possibly the target according to the chart below:
● 1 Trait: Vermin gather and are generally a nuisance, but do not attack
● 2 Traits: Vermin gather in a swarm which concentrates on stinging and biting the target
● 3 Traits: Vermin gather in a enraged swarm, stinging and biting the target and attempting to
follow him until he is dead

Uses of this power last the night (or until the victim escapes from the swarm), and Storytellers should
consult the note on converting swarms under Path of Pestilence for more information.

3. Masca
The transformation lasts until sunrise and no non-physical disciplines may be employed used while in
animal form. You are still a vampire and thus, your bite and claw attacks will do aggravated damage.
To employ this power, the Strigmaga must drink the blood of the animal he or she wishes to
transform into and then spend an appropriate amount of Blood Traits equal to the size of the animal,
as follows:
● 1 Blood Trait - Bird, bat, or mouse
● 2 Blood Traits - Cat
● 3 Blood Traits - Dog or wolf
● 4 Blood Traits - Ape or Horse
● 5 Blood Traits - Bear

4. Hexe
Enter into a contested ranged Physical test with your opponent (retest, Athletics) which your
OWbN Guide to Dark Thaumaturgy Page 25 of 35
opponent must attempt to Dodge. If you successfully hit the victim with your poisonous Blood-spit;
the target takes two Aggravated damage.

5. Fractura
Spend a number of Blood Traits (limited by your Generation). For each Blood Trait spent, the
Infernalist grows one six foot long tentacle of Blood from his or her body. Each tentacle has six
Physical Traits and the Infernalist may spend additional blood in order to increase those Traits on a
one-for-one basis. The tentacles may attack individually, use the Infernalists’ levels of Potence and
abilities, and deal 2 Lethal damage each. Each tentacle has 4 health levels and may be attacked
individually. The Infernalist does not regain the Blood Traits spent on this power when Fractura ends.

OWbN Guide to Dark Thaumaturgy Page 26 of 35


Video Nefas (Path of Evil Revelations)
Dark Ages Companion, pgs.105-106

Price: Unholy Consort


The Infernalist receives Beacon of the Unholy (2 Trait Flaw; MET: CG, p.26)

1. See the Unseen


Activating this power, which requires no visible casting, allows the Infernalist to see into either the
Spirit World (the Umbra) or the Deadlands (the Shadowlands) for the next scene or hour. You must
declare which realm you wish to perceive when activating this power, and will also be aware of
nearby Demons while this power is active. While this power is active, you are considered down -1
Trait on all challenges due to the concentration required.

2. Learn the Heart’s Pain


Perform a Static Social Challenge (retest, Occult) against a difficulty equal to the target’s Social Traits.
On a win, the Infernalist may choose to spend Social Traits in order to look into the heart of the victim
to gain information, as follows:
● 1 Trait - If the target has the Conscience Virtue or not, and what level
● 2 Traits - A Negative Trait, determined randomly (if the target has any)
● 3 Traits - A Flaw, determined randomly (if the target has any)

3. Seize the Moment


It is recommended that a Storyteller be present when this power is used. Perform a Mental challenge
against your target (retest, Investigation). If you succeed you may ask any one question that your
subject must answer truthfully and unlike Auspex 4: Telepathy, the question may be about anything,
not just the subject at hand. This information is taken directly from the recesses of the subjects
memory and the target is not aware of the power usage. The use of this power is not obvious to
bystanders and requires no visible casting.

4. Casting the Bones


This power allows the Infernalist to gaze into the future in order to have predictive insight over a
situation, decision, or scene that will happen in the future. Each time this power is used, it requires a
new set of runestones be carved from the bones of a sentient being. Spend 1 to 3 Mental Traits at the
time of casting, and you will gain an equal number of retests that can be used throughout the night
(similar to the Merit: Lucky). Storytellers are encouraged to give you horrific visions when you use this
power.

5. Recall the Bloody Deed


At a place where an individual was murdered, the Infernalist spends a variable amount of Mental
Traits (listed in MET Sabbat Guide, p.108) in order to summon a Demon to hunt the killer(s). The
Storyteller should build this Demon by consulting the same chart from MET Sabbat Guide, p.108. The
Demon will continue to hunt the murderer(s) for a number of game sessions equal to one half the
OWbN Guide to Dark Thaumaturgy Page 27 of 35
Mental Traits (round down, minimum 1) spent to summon it, to a minimum of one session. Should the
Demon succeed in destroying the target(s), it will immediately return to Hell. This power is unable to
summon and task Demons of the Elder power level and above.

OWbN Guide to Dark Thaumaturgy Page 28 of 35


Rituals
Any Ritual (not Path) that is common to more than one style of Blood magic also has a Dark
Thaumaturgy equivalent. These are considered Rarity 1 and this document will not describe them all
since they are detailed in other works from both White Wolf and OWbN.

The Rituals described here were printed Dark Thaumaturgy Rituals which were either presented in
their original sources without Mind’s Eye Theatre mechanics, or ones which require revised mechanics
to better fit into organized gameplay. As such, the following Mind’s Eye Theatre conversions will be
used in OWbN.

Basic Rituals
Aport Object Players Guide to the Sabbat p.30

Bind the Familiar Dark Ages Companion p.108

Bind the Interloper MET Sabbat Guide p.106

Bring Forth the Hell Beast Dark Ages Companion p.108

Call Forth the Host MET Sabbat Guide p.105

Curse of Oedipus MET Sabbat Guide p.106

Haunting Memories Player’s Guide to the Sabbat p.30

Knotted Cord, The Dark Ages Companion p.108

Shackle the Denizen of Hell OWbN Guide to Dark Thaumaturgy -

Sign of the Moon Player’s Guide to the Sabbat p.30

Spectral Mask Player’s Guide to the Sabbat p.30

Spite of the Harridan Sins of the Blood p.96

Summon Grantel Player’s Guide to the Sabbat p.30

Video Nefas MET Sabbat Guide p.106

Warding Circle Versus Demons Dark Ages Companion p.108

Intermediate Rituals
Bind the Denizen of Hell OWbN Guide to Dark Thaumaturgy -

Bind Tivilio Player’s Guide to the Sabbat p.30

Blood Imp Dark Ages Companion p.108

Bloody Bones Dark Ages Companion p.108

OWbN Guide to Dark Thaumaturgy Page 29 of 35


Felis Nigrum MET Sabbat Guide p.107

Leaden Heart, The Dark Ages Companion p.108

Plague's Secret Domain MET Sabbat Guide p.108

Sign of the Wraith Player’s Guide to the Sabbat p.30

Summon Lucricia Player’s Guide to the Sabbat p.30

Summon Tivilio Player’s Guide to the Sabbat p.30

Turn to Toad Player’s Guide to the Sabbat p.30

Vile Swarm Dark Ages Companion p.109

Advanced Rituals
Close the Ways MET Sabbat Guide p.110

Dismiss Tivilio Player’s Guide to the Sabbat p.30

Hand of Glory Dark Ages Companion p.108


Clanbook: Giovanni (Revised) p.74

Inner Furnace, The Player’s Guide to the Sabbat p.30

Into the Abyss MET Sabbat Guide p.110

Lethean Chains Dark Ages Companion p.108

Soul Leech Player’s Guide to the Sabbat p.30

Ward Versus Demons Dark Ages Companion p.109

Elder Rituals
Summon Barliagus Player’s Guide to the Sabbat p.30

Transfer Essence Player’s Guide to the Sabbat p.30

Aport Object [Basic; Players Guide to the Sabbat, p.30]


This power lasts until the next time the Infernalist calls the item to him or her, or the night ends.
Other than this, no MET conversion is necessary.

Bind the Denizen of Hell [Intermediate; OWbN Guide to Dark Thaumaturgy]


REQUIRED: Rego Manes
This Ritual permanently binds a Demon into an object. In preparation, the Infernalist must foul the
potential fetish by placing it under blood that is running from the death wound of a sacrifice (for this
Ritual). Then she forces or persuades the spirit into the prepared object. Flattery, bribery in the form
of spent blood, or intimidation may all be used. Make a Static Social Challenge against the Demons
Social Traits, minus two for each permanent Willpower Trait spent. Extensive preparation and efforts

OWbN Guide to Dark Thaumaturgy Page 30 of 35


to win the Demon's favor may also reduce the difficulty at the Storyteller's discretion. Using force
requires the Infernalist to attack the spirit and reduce it to zero Physical Traits before binding it, and
the fetish won’t work for one week after this, as the Demon is regaining its strength. If the binding
challenge fails, make two Simple Tests. If both fail, the Demon is immediately released and will be
very hostile unless the Infernalist was very thorough indeed about efforts to win its favor.

Bind the Familiar [Basic; Dark Ages Companion, p.108]


This Ritual takes one hour and will summon an imp who possesses an animal in order to faithfully
serve the Infernalist. The Imp appears in animal form (toads, cats, weasels and ravens are most
common but other small animals may be used as well so long as they are associated with witchcraft or
infernalism) and has the following stats: 5/4/3, Animalism 1-3 (only usable on its own animal type)
Auspex 1-2, Cel 1-3, Pot 1-2. Bloodpool of 5, Willpower 3, and 6 Traits of abilities. Must be fed one
blood point per week or it will wither and die. Storytellers may choose to allow these familiars may
grow with experience based on your local house rules.

Bind the Interloper [Basic; MET Sabbat Guide, p.106]


MET mechanics are provided in the source.

Bind Tivilio [Intermediate; Player’s Guide to the Sabbat, p.30]


Tivilio is a named Demon and is maintained by the Demon Coordinator. Please contact the
Coordinator if attempting to use this Ritual.

Blood Imp [Intermediate; Dark Ages Companion, p.108]


This Ritual is identical to the Intermediate Ritual: Soul of the Homunculi (LotN:R, p.187). This Ritual is
shared with other paradigms.

Bloody Bones [Intermediate; Dark Ages Companion, p.108]


This Ritual will affect the area of a moderate sized neighborhood. Other than that, this power requires
no MET conversion.

Bring Forth the Hell Beast [Basic; Dark Ages Companion, p.108]
This Ritual may be cast instantly. Touch an animal and spend a Blood Trait for an animal 20 lbs or less,
two blood Traits for 21-50 lbs and 3 blood Traits for animals as large as 150 lbs (larger animals will not
be affected by this Ritual), then perform the Ritual activation challenge. The animal will gain the first
level of Potence suffers no wound penalties, and flies into a frenzy attacking random people (besides
the caster). The beast will continue until it is killed.

Call Forth the Host [Basic; MET Sabbat Guide, p.105]


MET mechanics are provided in the source.

Close the Ways [Advanced; MET Sabbat Guide, p.110]


MET mechanics are provided in the source.

OWbN Guide to Dark Thaumaturgy Page 31 of 35


Curse of Oedipus [Basic; MET Sabbat Guide, p.106]
MET mechanics are provided in the source.

Dismiss Tivilio [Advanced; Player’s Guide to the Sabbat, p.30]


Tivilio is a named Demon and is maintained by the Demon Coordinator. Please contact the
Coordinator if attempting to use this Ritual.

Felis Nigrum [Intermediate; MET Sabbat Guide, p.107]


MET mechanics are provided in the source.

Hand of Glory [Advanced; Dark Ages Companion, p.108 / Clanbook: Giovanni (Revised), p.74]
MET mechanics are provided in Clanbook: Giovanni (Revised). This Ritual is shared with other
paradigms.

Haunting Memories [Basic; Player’s Guide to the Sabbat, p.30]


Once cast, the next individual that the Infernalist touches will be the target of this Ritual. Touch your
victim, possibly requiring a Physical Challenge and enter into a contested Mental Challenge, retest
Occult. If successful, the victim will suffer from the Flaw: Nightmares (1 Trait Flaw; LotN:R, p.117) the
next time they sleep.

Inner Furnace, The [Advanced; Player’s Guide to the Sabbat, p.30]


As long as the Infernalist has line of sight, he or she may engage a mortal in a contested challenge of
his or her Mental Traits (retest, Demon Lore) versus the target’s Physical Traits (retest, Occult or
Demon Lore). If the Infernalist succeeds, the mortal will burn from the inside, taking one Aggravated
damage per Mental Trait spent (maximum 3). This Ritual may be precast and will expire at the end of
the night if not used.

Into the Abyss [Advanced; MET Sabbat Guide, p.110]


MET mechanics are provided in the source.

Knotted Cord, The [Basic; Dark Ages Companion, p.108]


In order to speak (or otherwise communicate) against the Infernalist, the victim must first spend a
Willpower and win a Static Mental Challenge against the Mental Traits of the Infernalist, set at the
time of casting. This power lasts for one night.

Leaden Heart, The [Intermediate; Dark Ages Companion, p.108]


This Ritual takes 10 minutes to cast and requires both a sympathetic link and the target’s birth name.
For the night your victim is unable to leave the location that they are at. This Ritual ends if the victim’s
name is called out (in their presence) by a True Love. The sympathetic link is destroyed whether you
succeed or fail in the casting of this Ritual.

Lethean Chains [Advanced; Dark Ages Companion, p.108]


Though this Ritual takes 5 minutes to cast, the ingredients should be difficult to acquire. Each
OWbN Guide to Dark Thaumaturgy Page 32 of 35
preparation will create a number of doses equal to one-quarter of the Infernalist’s Permanent
Willpower, rounded down (which will last indefinitely). The 24 hours worth of memories erased by
this potion are unrecoverable - gone forever.

Plague's Secret Domain [Intermediate; MET Sabbat Guide, p.108]


MET mechanics are provided in the source.

Shackle the Denizen of Hell [Basic; OWbN Guide to Dark Thaumaturgy]


REQUIRED: Rego Manes
This Ritual ties a Demon in servitude to an Infernalist. The Infernalist can bind any Demon they
summon using the Rego Manes Path of Dark Thaumaturgy. Demons trapped in this rite can be bound
to temporary service or into a one use magic item, or indeed into any object, place or person. No
Demon submits voluntarily to binding. Spend one or more willpower Traits (one is required); each
Trait spent lowers the spirit's Traits by one for the ensuing challenge. Make a challenge of the
Infernalists’ Social Traits versus the spirit's adjusted Social Traits. Success binds the spirit for one
week, plus another week per Mental Trait the Infernalist spends. Basic success suffices to create a one
use magic item, which lasts until used.

Sign of the Moon [Basic; Player’s Guide to the Sabbat, p.30]


This power requires no MET conversion, use as printed.

Sign of the Wraith [Intermediate; Player’s Guide to the Sabbat, p.30]


The Spirits referenced by this power include both Spirits (Umbra) and Wraiths (Deadlands), this Ritual
requires no other MET conversions, use as printed.

Soul Leech [Advanced; Player’s Guide to the Sabbat, p.30]


Make a Static Mental Challenge (retest, Occult) against a difficulty set by the permanent Willpower
that the target had when they were alive. On a success, the Infernalist regains five Blood Traits and
heals one Health Level damage. This Ritual may only be used on a recently dead mortal and only takes
one minute to cast and use.

Spectral Mask [Basic; Player’s Guide to the Sabbat, p.30]


Any mortal who sees the mist that covers the Infernalist’s face will be affected by the Delirium (see
LotW:R, p.187-188 for more information) and will likely run in fear.

Spite of the Harridan [Basic; Sins of the Blood, p.96]


This power requires no MET conversion, use as printed.

Summon Barliagus [Elder; Player’s Guide to the Sabbat, p.30]


Barliagus is a named Demon and is maintained by the Demon Coordinator. Please contact the
Coordinator if attempting to use this Ritual.

Summon Grantel [Basic; Player’s Guide to the Sabbat, p.30]


OWbN Guide to Dark Thaumaturgy Page 33 of 35
Grantel is a named Demon and is maintained by the Demon Coordinator. Please contact the
Coordinator if attempting to use this Ritual.

Summon Lucricia [Intermediate; Player’s Guide to the Sabbat, p.30]


Lucricia is a named Demon and is maintained by the Demon Coordinator. Please contact the
Coordinator if attempting to use this Ritual.

Summon Tivilio [Intermediate; Player’s Guide to the Sabbat, p.30]


Tivilio is a named Demon and is maintained by the Demon Coordinator. Please contact the
Coordinator if attempting to use this Ritual.

Transfer Essence [Elder; Player’s Guide to the Sabbat, p.30]


The challenge to transfer his or her soul, Social and Mental Traits, and Disciplines to the new body is a
Static Physical Challenge (retest, Medicine) against a difficulty equal to the number of hours the body
has been dead, maximum ten. Bodies may not serve as host which have been dead more than ten
hours.

Turn to Toad [Intermediate; Player’s Guide to the Sabbat, p.30]


This Ritual may be pre-cast, and requires a contested Mental versus Physical Challenge, retest Occult.

Video Nefas [Basic; MET Sabbat Guide, p.106]


MET mechanics are provided in the source.

Vile Swarm [Intermediate; Dark Ages Companion, p.109]


This power requires no MET conversion, use as printed.

Warding Circle Versus Demons [Basic; Dark Ages Companion, p.108]


For MET mechanics on Circle Wards, see the description of Warding Circle versus Ghouls in the OWbN
Tremere Arcane Compendium, p.42. This Ritual is shared with other paradigms.

Ward Versus Demons [Advanced; Dark Ages Companion, p.109]


For MET mechanics on Wards, see the description of Ward versus Ghouls in LotN:R, p.186. This Ritual
is shared with other paradigms.

OWbN Guide to Dark Thaumaturgy Page 34 of 35


Contributions

Thanks go to Brian Orlando & the OWbN Demon 2014 Coordinator Team who helped put this
document together, and to all of the players who are willing to put their characters on the line to be
the “bad guy.”

Jason Clark
Demon Coordinator, 2014

OWbN Guide to Dark Thaumaturgy Page 35 of 35

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