| Dark Thaumaturgy is the infernally powered Discipline
similar to regular Thaumaturgy, though they are entirely independent of
each other. The most frightening aspect of Dark Thaumaturgy is that anyone
can learn it once they have made a deal with the Devil the power is not
limited to the Baali.
DarkThaumaturgy differs from "traditional" Thaumaturgy in that it is not a creation of Clan Tremere, and in that it draws on infernal power as much as it does the Blood. It is not "interchangeable" with normal Thaumaturgy; a character wishing to use these Paths must possess Dark Thaumaturgy, while a character who wishes to learn "normal" Paths must possess knowledge of normal Thaumaturgy. Acquiring and improving levels of Dark Thaumaturgy and its Paths and Rituals demands a Supplicium of the student; success indicates that the new level is learned, while failure continues the character's inexorable slide into damnation. DARK THAUMATURGY PATHS Dark Thaumaturgy is practiced in the same manner as regular
thaumaturgy is (detailed in Dark Ages, page 164). Each time one of these
infernal powers is invoked, a Blood Point must be spent and a Willpower
roll is made against a difficulty of the power's level + 3. A failure on
the roll indicates that the magic fails. A botch indicates that a permanent
Willpower point is lost, though the Storyteller may also wish to confront
the Dark Thaumaturgist with a visitor from the nether world....
It is said that this Path was developed by Set himself as a gift to his childer. If so, they have made sure to spread it. BASIC
The Infernalist can strike fear into opponents by reaching into the depths of their souls and pulling forth images of personal damnation. Even the strongest mortal can be cowed by this power. System: Successes gained are subtracted from all the target's Dice Pools until the target can shake off the power's effects with a successful Road roll (difficulty 6), which may be attempted once per night. Vampires and other supernatural creatures may be driven into frenzy by this power; if the roll to shake off the effects is botched, the character frenzies, tormented by his own inner demons. LEVEL 2 Poison Heart Infernalists believe that all beings have dark sides. With this power, an infernalist may bring such darkness to the surface. The Dark Thaumaturgist may cause a victim to act on her dark impulses by meeting the victim's eyes and whispering a temptation. System: The number of successes gained indicates the strength of the evil impulse. This power may be used on a Cainite, but it costs a Willpower point to do so. The target may resist with a successful Road roll (difficulty equal to the Dark Thaumaturgist's Willpower). INTERMEDIATE
The Infernalist can assume the image of a victim's loved one by reaching out with his thoughts. This power is used to plot betrayal and bring about corruption. System: Successes gained indicate the verisimilitude of the impersonation: One success yields a rough impression, while five successes result in a completely convincing simulacrum. LEVEL 4 Name the Crime The Infernalist suggests a sin to the target. This sin may consist of a single evil act, or a general attitude. Unless the target is very strong willed, he is unable to prevent himself from acting on the suggestion. System: Successes gained determine the duration of the urge to commit sin. By spending a Willpower point, the victim may roll his permanent Willpower (difficulty 6) to resist this urge; successful resistance requires more successes than the Infernalist gained. 1 success One Turn
ADVANCED
No longer content to merely manipulate, the Dark Thaumaturgist with this power the may rip the shadow from a living mortal and imbue it with temporary, physical presence. The mortal is destroyed by the experience, and a diabolic servant is gained for one night. System: To use this power the character must slay the mortal victim and project the remnant of the victim's anima into her shadow. The mortal's heartblood provides the animating force for the shadow wraith, which is under the vampire's control. The shadow wraith is a nearly invisible servant that can spy on enemies, pass through material objects and communicate mentally with its creator over any distance. The shadow wraith fades with the next day's dawn. Those Lasombra who are familiar with this power are unsettled by its similarity to their own shadowy Discipline, Obtenebration. This Dark Thaumaturgy Path was created to pry secrets from demons and mortals alike. Demons are often unwilling to teach it for that reason. Parts of this Path were taken from the magic of pagan oracles, and there is a pagan version of it known as Video Pellis. This Path will fade into obscurity in the late 16th century, though it will re-emerge as the Path of Secret Knowledge, under the guidance of Sabbat infernalists. The "Path of Evil Revelations," as practiced by the Sabbat, is a corruption of Video Nefas' tenets, whether by intent or the ravages of time. By the 20th century, the Path of Evil Revelations has very little to do with Video Nefas. BASIC
The Infernalist can gaze into the spirit world. System: No roll is necessary, and the Infernalist can see all nearby spirits, including demons and wraiths, as if they were physically manifest. Due to the mental concentration that this power demands, all difficulties are at + 1 while gazing into the shadow world. LEVEL 2 Learn the Heart's Pain The Infernalist looks into someone's heart and determines what grieves him the most. This is useful in deciding how to destroy a foe. System: The successes gained indicate how much knowledge reveals itself to the infernalist; one success reveals whether or not the target feels guilt, while five successes reveal specific details of sins, enemies and failings. INTERMEDIATE
The infernalist may reach into the mind of his victim and draw forth his memories and thoughts. System: For each success gained, the infernalist may pull forth one specific memory. For example, to learn the plans of a local bishop, the infernalist Seizes the Moment. He gains three successes and discovers the bishop's immediate plans, what troops he has available, and whether he knows anything of the infernalist's existence. LEVEL 4 Casting the Bones This power allows the infernalist to part the mists of time and gaze into the future. To use this power, the infernalist must carve runestones from the bones of a sentient being (a new set of bones is required each time this power is used). System: The successes gained indicate how far into the future the infernalist may look to find an answer to her question. 1 success Only the immediate future can be seen
The future is not fixed, so the infernalist's vision may be inaccurate it merely shows the likeliest course of events and so is more accurate when dealing with large groups (for example, "Will the crusaders recapture Jerusalem?") than with individuals. ADVANCED
System: If the roll is successful, the infernalist gives physical form to a minor demon (use the statistics for Custodes from Chapter Seven) which appears as the victim of the violence, and bears the victim's wounds. This demon has the power to track "its" murderer across land and sea to avenge itself. The only constraint on this pursuit is the number of successes gained by the infernalist: each success allows the demon to continue the pursuit for one day and night. Though the Baali created this dark magic, the masters of Rego Dolor are infernalists of Clan Tzimisce who use it to enforce discipline among their twisted creations. BASIC
With this power, the infernalist may reopen an old wound in the target if he can touch her. System: If the infernalist successfully touches his target, he inflicts one Health Level per success rolled; this damage can be soaked. This wound appears as an older one that has reopened. LEVEL 2 Phantom The infernalist can wrack an opponent's body with pain. System: The target suffers the penalties of lost Health Levels, without actually losing those Health Levels. The successes rolled to use this power determine the Health Levels "lost." These phantom wounds can even knock a foe unconscious, if the foe suffers enough of them to bring her to Incapacitated. Vampires and other supernatural creatures can resist the infernalist's roll by rolling Willpower as if soaking. Any supernatural healing ( spending Blood Points or regeneration) removes imposed penalties as if they were wounds, at a rate of one phantom wound per Health Level. The effects of this power last until the end of the scene. INTERMEDIATE
The infernalist can attack a victim's senses, rendering him blind, deaf and dumb. System: Each success gained temporarily deprives the victim of one of his senses; sight is generally the first to go. This effect lasts for one scene, though a vampire so afflicted can spend a Blood Point to restore each lost sense. A variation of this power allows the infernalist to numb the target's sense of pain, reducing wound penalties by the number of successes gained (someone under the effects of this power may not even know he is being wounded). LEVEL 4 Feed the Corruption The infernalist calls upon minor imps and demons to infect the victim's flesh. Flies bite at her and maggots grow in soft tissue. System: For each success the infernalist gains, vermin grow in the victim's flesh for one day. (If two successes are gained, the victim is afflicted for two days.) For each day of infection, the victim suffers one Health Level of damage from the biting flies, and the burrowing maggots inflict a number of Health Levels equal to the number of days that the process has continued (on the third day the victim suffers one Health Level from the flies and three from the corruption). This damage may not be soaked, and mortals are likely to be consumed, dying in agony. Vampires are able to heal the damage with Blood Points, but the corruption does not end until it has run its course. ADVANCED
System: The infernalist opens bleeding and pustulant sores on her victim's body. For each success gained, one Health Level of aggravated wounds is inflicted. Mortals cannot soak this damage or heal the wounds, but supernatural beings can resist with Fortitude (or similar powers) and heal as with any other aggravated wounds. In addition, so long as the wounds remain, the target suffers an equal amount of normal, soakable damage each night as she sleeps (or each day, in the case of vampires), as the wounds fester. For example, an infernalist uses this power on the Brujah Gregor. Gregor suffers two Health Levels worth of aggravated damage, and will suffer two more, non aggravated Health Levels of damage (though he may soak these additional wounds) each night until the initial wounds heal. This may be the oldest of all the Paths. It dates back to pagan times preceding civilization, when the spirit world was closer to the physical world. Though many ancient vampires know this Path's secrets, infernalists have turned it to its most potent use the raising of Hell itself. A demon who answers the infernalist's call may remain on Earth until the sun rises or until it hears church bells. The older, pagan version of this Path is called Rego Mentem and allows the summoning of the spirits of nature rather than infernal creatures. System: This Path has two powers. The first allows damage to be inflicted upon any spirit (demonic or otherwise) through ritual incantation (the player rolls Path rating as a damage Dice Pool against the target; this damage is resisted with Willpower rather than Stamina). The damaging powers of this Path take place immediately upon their use, and only require a few spoken words to enact. Secondly, this Path allows the infernalist to summon beings from the spirit world. Rego Manes rating determines the power of a summoned demon: Insignificant (Attributes 4/3/2, Abilities 3/ 2/1, no Disciplines) Least (Attributes 5/4/3, Abilities 4/3/2, two points of Disciplines and/or Investments) Lesser (Attributes 6/5/4, Abilities 5/4/3, four points of Disciplines and/or Investments) Minor (Attributes 7/6/5, Abilities 6/5/4, six points of Disciplines and/or Investments ) Specific demon (such as those presented in Chapter Seven), who demands sacrifices and serves only if it is in his interests.\ The number of successes gained determines how much control the infernalist has over what he calls up: 1 success The demon attends, but listens to the infernalist only if it can benefit. It may leave at will. 2 successes The demon arrives and listens to requests, and answers simple questions. 3 successes The demon is well disposed toward the infernalist, and answers questions withsome accuracy. 4 successes The demon is willing to serve the infernalist on simple tasks. 5 successes The demon is pleased with the summoning and serves the infernalist faithfully for the 5 sucesses night. Failure: The ritual is wasted and cannot be attempted again that night. Botch: The demon is angered by the infernalist's clumsy attempts, and attacks. Infernalist have used this Path to corrupt many a soul. Some victims become dependent upon the Infernalist for the effects of this power. The effects are like a drug, sapping the will of the user over time. After an individual has experienced nthis power once, he will seek it out again and again. A victim must roll Self Control or Instincts (difficulty of 6) to resist another chance to experience the effects. After each subsequent subjection to this power, the difficulty increases by one, with a maximum of 9. This Path is extremely effective, garnering pleasure addicts who will serve the Infernalist just for a fix. BASIC
System: The victim will feel this pleasure as long as the Infernalist maintains contact and must make a Self Control roll (difficulty 6) to do anything but enjoy himself. This power may be used for any length of time; however, if contact is broken, it requires another Blood Point to reestablish Ecstasy. LEVEL 2 Overstimulation
System: The victim must spend Willpower to take any action, and then must make a Self Control roll as described in Ecstasy. Failure means the character has lost consciousness from resisting the pleasure. INTERMEDIATE
System: The actual effects are the same as Ecstasy. Contact can be made with only one person per turn and requires one Blood Point each, but as many contacts can be made as the Infernalist desires. LEVEL 4 Writhing
Delights
System: After touching the victim, the character rolls Charisma + Subterfuge (difficulty of the target's Willpower). For an amount of time depending on the number of successes, the victim can do nothing more than writhe on the ground: 2 Successes Five Minutes
ADVANCED
System: The vampire must touch the victim and spend a Blood Point and a point of Willpower. If the victim is a human, she suffers seven levels of damage, minus one for every success on a Stamina + Athletics roll (difficulty 7). Vampires make the same roll, but suffer no damage. Instead, failure sends them into torpor for as long as their Humanity mandates. If they succeed, they must still make Self Control rolls (difficulty 7) or go into Rotschreck. One of the most gruesome Paths, the Hands of Destruction provide Infernalists with powerful offensive abilities. The Hands of Destruction center around entropy and decay in one form or another. BASIC
System: Every minute the Thaumaturgist touches an object and spends a Blood Point, the object ages 10 years. The Storyteller can then decide what sort of awful effects this can have. LEVEL 2 Gnarl
Wood
System: For every Blood Point spent, 50 pounds of an object may be bent. This power may be used on any wooden object the Infernalist can see, so it is possible to bend all the hunter's wooden stakes in no time. INTERMEDIATE
System: One Blood Point produces enough acid to burn through a piece of quarter inch steel plate in three seconds or enough for one attack. The acid causes any damage from a hand to hand attack to be aggravated, though the Infernalist must spend a Blood Point each turn she wants to use this power. LEVEL 4 Atrophy
ADVANCED
This Path of Dark Thaumaturgy relates to manipulating a form of energy found only in Hades. The energy looks very much like fire, but it is supernatural fire and can affect those with protection from normal flames. The following information relates how much damage the hellfire inflicts. The higher the level of the practitioner, the hotter the flames. Flames bum for half damage (round down) every turn after the first until extinguished if its target is combustible (vampires are just as combustible as humans) and cause aggravated wounds. Hellfire can be put out in the same way as normal flames. Hellfire appears in many different colors, not just red. Level 1--One die of damage
This Path focuses on the use of filth and disease as a weapon. An Infernalist skilled in this Path is immune to her own effects, but is not immune to other illnesses affecting vampires. BASIC
System: The exact nature of the infection varies from victim to victim, but the number of effects equals the number of successes the vampire haven a Strength + Intimidation roll (difficulty of the victim's Stamina + Athletics). The sick individual subtracts one point from each of his three Physical Attributes for each effect. Thus, a character suffering from four illnesses would have to subtract four points from Strength, Dexterity and Stamina. If any is reduced to zero, the victim must remain bedridden until recovered. A character will suffer the effects for one day per success by the Infernalist, but will regain one point in each Attribute per day. LEVEL 2 Vampire
Sickness
System: This power works like Sickness, but the victim can add Fortitude to the difficulty level. INTERMEDIATE
System: The insects will stay in an area for an amount of time depending on a Charisma + Animal Ken roll (diffi culty 6), though the Thaumaturgist can dismiss them at any time: 1 Success One Turn
This Path of Phobos is the Path of Fear. This Dark Path allows Infernalists to manipulate the fears of their victims as a weapon. Almost everyone has fears, but there are a rare few who have conquered them and are unaffected by this power. Those with Faith are likewise unaffected by the powers of this Path. BASIC
System: The Infernalist can use this power on any target he can see. It requires a Manipulation + Empathy roll (cliff culty of the target's Courage or Morale + 3). The victim must make a Courage or Morale roll (difficulty 5 + the number of successes the Infernalist rolled) to take any action against him. LEVEL 2 Spook
System: Mortal victims must make a successful Courage or Morale roll (difficulty 7) to keep from running away. Vampire victims must do the same but, if they fail their roll, they suffer Rotschreck. INTERMEDIATE
System: The vampire must roll Perception + Intimidation (difficulty of the target's Self Control + 3 ) to see how long the affects last; it will also end if the vampire cannot see the victim. 1 Success One Turn
The Storyteller will then require Courage rolls (generally against a difficulty of 6 or 7) to allow the character to make any action. LEVEL 4 Immersion
System: This power works like Terrorize, but the victim must make her Courage rolls against a difficulty of 8, and the effect lasts even when the vampire cannot see the victim. ADVANCED
System: As long as the Infernalist maintains this power, he gains Blood Points from the fear of others. Every time someone he can see fails a Courage or Willpower roll, the character gains one point of vitae. Note that the other powers on this path will not contribute to this feeding. A Manipulation + Empathy roll (difficulty 8) determines how long this power will last: 1 Success One Turn
Some Infernalist consider this the most powerful and difficult of Dark Thaumaturgical Paths. Storytellers may wish to leave this Path out of the game if they feel it will be too disruptive. This Path allows the practitioner to glimpse knowledge and secrets he should not be privy to. BASIC
System: The vampire must make eye contact with the person, and the victim can be no more than five feet away. It requires the Infernalist make a Perception + Empathy roll (difficulty of the target's Willpower). This power does not work on any supernatural beings, including ghouls. LEVEL 2 Secrets
in the Dark
System: This power also requires a Perception + Empathy roll (difficulty of the target's Willpower + 1), but allows the Infernalist to take information from supernatural creatures. It will not reveal deeply held secrets, such as the fact that someone who follows the Masquerade is a vampire. INTERMEDIATE
System: This power also requires a Perception + Empa thy roll (difficulty of the target's Willpower + 2), but it takes an entire turn. LEVEL 4 Dark
Prophecy
System: The Infernalist rolls Wits + Investigation (difficulty 8). The resulting information should always be mysterious, but the Storyteller can make it clearer with more successes. One success will give the Infernalist a vision that will be next to incomprehensible. ADVANCED
System: This power requires a Perception roll (difficulty set by the Storyteller, but usually at least 9) and will only uncover those mysteries known by no mortals or vampires. The Path of Torture is just what its name implies. This Path concerns pain and only pain. Many who practice this Path also practice the Chains of Pleasure. Infernalist with these powers are the most ruthless executioners and torturers. BASIC
System: After touching the victim, the Infernalist rolls Manipulation + Intimidation (difficulty 6) while the target rolls Stamina + Courage (difficulty 6). Every extra success the Infernalist rolls causes the target to lose that many dice from any pools and to suffer extreme pain. LEVEL 2 Hunger
System: This power works in the same way as Hurt, except that most Sabbat resist with Morale instead of courage. INTERMEDIATE
System: The Infernalist makes skin contact and rolls Strength + Torture (difficulty 6). Victims resist with Stamina + Athletics (difficulty 6). Mortals beaten by this roll pass out, and vampires enter a form or torpor. The length of this unconsciousness is based on the number of additional successes the thaumaturgist rolled: 1 Success One Turn
LEVEL 4 Agony
System: This follows the same system as Torment, but the victim also suffers damage equal to the number of extra successes the Infernalist rolled. This damage can be soaked. ADVANCED
System: The Infernalist touches the target and rolls Intelligence + Demon Lore (difficulty 6), and the victim resists with a Humanity or Path of Enlightenment roll (diffi culty 6). Every additional success the Infernalist rolls causes the victim to be incapacitated by pain for one turn and take an aggravated level of damage. The following are just a few of the possible Dark Thaumaturgic rituals. Those skilled in this Discipline may create rituals, but most rituals are ancient secrets, passed from one Infernalist to another. Statistics for the demons listed in the rituals below are included in the Bestiary section of this sourcebook. LEVEL 1
Spectral Mask
The Knotted Cord
System: The infernalist must knot a length of rope while reciting the name of whomever she wishes to silence. Unless the target beats the infernalist in an opposed Willpower roll, he is unable to denounce her. Bind the Familiar
System: This hour long ritual calls up a minor imp that possesses an animal's body and serves the infernalist faithfully. LEVEL 2
Sign of the Moon
Summon Grantel
Bring Forth the Hell Beast
System: An infernalist who knows this ritual merely needs to lay his hands on any beast and thereby infuse it with a little of his blood ( one Blood Point). The animal flies into a rage and attempts to kill anyone and anything it encounters, until slain. This trace of infernal taint provides increased strength (Potence 1), and the animal becomes so frenzied that it feels no pain (is not affected by wound penalties). Warding Circle
System: The warding circle is a complicated diagram of astrological symbols that has to be drawn with special chalks while an incantation is intoned. The infernalist can either create a temporary warding circle, which takes 30 minutes to complete, or makes a permanent circle, which takes several nights. Once the circle is completed, the infernalist must stand inside it and activate the ritual magic with a prepared phrase or prayer. So long as the infernalist remains within the enchanted space, she is protected from any attack by an infernal creature unless the creature can beat her in a resisted Willpower test. Botching the roll to enact this Ritual can be fatal and damning. A botched Warding Circle offers no protection at all, though the infernalist will believe that her ward is sound. LEVEL 3
Summon Tivilio
Turn to Toad
Blood Imp
System: The Blood Imp is created from vitae and shaped by the magic of the ritual. It has a Strength Attribute (for carrying things only) equal to the Blood Points spent on its creation, and Health Levels equal to the number of successes gained on the die roll. It has no combat abilities ( though it may serve as a distraction) and lasts for one night. Its method of locomotion is based on its animal form (jackdaws can fly, monkeys climb, etc.). Bloody Bones
System: The spirit bound into the bloody bones has influence over an area as large as a village. The area is cursed so long as the bones remain buried. Vampires can easily find the bag of bones with Heightened Senses; scattering the bones frees the spirit. While the curse is in effect all frenzy rolls are at + 1 difficulty, in addition to the effects imposed upon mortal life. The Leadened Heart
System: The infernalist must not only know the name of the target but must use some personal token (a piece of clothing, a lock of hair) to work the magic. After a 1 0 minute Ritual, the victim finds himself unable to flee the area, unless he can beat the infernalist's successes in a Willpower roll. Should the victim botch this roll, he grows paralyzed with fear and cannot act in any way until the magic expires. The Ritual's power ends either at cockcrow or if the victim's name is called out by a true love. This Ritual is not limited by any distance; as long as the infernalist has a personal token she may affect her subject. Luckily for that subject, the token is consumed each time this Ritual is enacted. LEVEL 4
Summon Lucricia
Vile Swarm
System: The infernalist performs the Ritual to summon a horde of creatures (insects, bats or rats), and then feeds them her blood. These bound creatures swarm at the infernalist's command, overwhelming foes and destroying crops and property. As long as the infernalist concentrates, the swarm is disguised as if by Cloak the Gathering (such intense concentration requires the player to spend one Willpower point each hour). Hundreds, even thousands of creatures compose the swarm, and only fire or some other massive form of destruction can halt its rampage. Lethean Chains
System: This Ritual allows the infernalist to distill a potion that causes the imbiber to forget all that happens for the space of one night in her amnesiac state the victim is easily led astray and can even be blamed for the crimes of the infernalist. The Ritual itself is simple, taking only a few minutes of preparation time; however, the potion's ingredients include the tears of a demon or water from an Underworld river, so are hard to obtain. Each preparation of the potion contains a number of doses equal to the infernalist's successes. LEVEL 5
The Inner Furnace
Soul Leech
The Hand Glory
System: The infernalist must ritually prepare a hand cut from the corpse of a hanged man. By lighting the fingers of the hand and using it as a torch, the infernalist causes all the inhabitants of any place he enters to fall asleep ( if the infernalist enters a massive building such as a castle, only those in his immediate vicinity will sleep; those in distant parts of the structure are unaffected and are likely to notice the disturbance). Once those within slumber, the infernalist can move about freely. Ward Versus Demons
System: The requirements of this Ritual are the same as those of Ward Versus Ghouls, except the required component is the blood of an innocent (non infernalists learn a variant of this Ritual that requires holy water). |