Owbn Infernalism: Guide To Dark Thaumaturgy: A Sourcebook For One World by Night
Owbn Infernalism: Guide To Dark Thaumaturgy: A Sourcebook For One World by Night
Owbn Infernalism: Guide To Dark Thaumaturgy: A Sourcebook For One World by Night
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
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.
THIS WORK IS PROVIDED UNDER THE TERMS OF THIS CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE").
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
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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.
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.
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]
The following Paths of Dark Thaumaturgy were presented in sources with Mind’s Eye Theatre
mechanics:
Maleficia
Dark Ages Companion, p.109-110
Unless otherwise stated, all powers of Maleficia require line of sight to enact, and retest with Occult.
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.
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.
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.
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
OWbN Guide to Dark Thaumaturgy Page 13 of 35
● 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.
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.
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.
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
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).
Price: Spirit-Hounded
The Infernalist receives Haunted (3 Trait Flaw; LotN:R, p.121).
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.
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
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.
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.
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.
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.
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.
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.
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
Intermediate Rituals
Bind the Denizen of Hell OWbN Guide to Dark Thaumaturgy -
Advanced Rituals
Close the Ways MET Sabbat Guide p.110
Elder Rituals
Summon Barliagus Player’s Guide to the Sabbat p.30
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.
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.
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