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Dark Thaumaturgy is practiced in the same manner as regular Thaumaturgy is. Each time one of these infernal powers is invoked, a Blood Point must be spent.
The following 3 Thaumaturgical Paths use the system de- scribed in Vampire: The Dark Ages: A Blood Point must be spent. A failure indicates that the blood magic does not work. A botch indicates that the character loses a permanent Willpower point.

REGO VENALIS (PATH OF CORRUPTION)
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.
1 Night’s Terror
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. Vampires and other supernatural creatures may be driven into frenzy by this power.

2 Poison Heart
lnfernalists believe that all beings have dark sides. With this power, an infernalist may bring such darkness to the surface. The DarkThaumaturgist may cause a victim to act on her dark impulses by meeting the victim’s eyes and whispering a temptation.
This power may be used on a Cainite, but it costs a Willpower point to do so.

3 Fool the Heart's Eye
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.


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. Lasts one night to one month.

5 Unleash the Dark Soul
No longer content to merely manipulate, the Dark Thaumaturgist with this power 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.

VIDEO NEFAS (Path of Evil Revelations)
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 2Oth century, the Path of Evil Revelations has very little to do with Video Nefas.

1 SEE THE UNSEEN The infernalist can gaze into the spirit world. The infernalist can see all nearby spirits, including demons and wraiths, as if they were physically manifest. Requires intense mental concentration.

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.

3 Seize the Moment
The infernalist may reach into the mind of his victim and draw forth his memories and thoughts.

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). 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 than with individuals. Works one week to one year in the future.

5 Recall the Bloody Deed
The infernalist raises a spectre of vengeance to uncover past misdeeds. This power may only be used in a place where blood has been shed in anger. The infemalist gives physical form to a minor demon 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.
(VDA Comp 105-106)

REGO DOLOR (Path of Pain)
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.

1 Strike the Broken Limb
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.

2 Phantom Pain
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. 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. 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.

3 Curse the Senses
The infernalist can attack a victim’s senses, rendering him blind, deaf and dumb. 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, (someone under the effects of this power may not even know he is being wounded).

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. 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.

5 Eternal Torment
This power inflicts wounds that cannot be healed by normal means. The infernalist opens bleeding and pustulant sores on her victim’s body. 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.
(VDA Comp 106- 107)

REG0 MANES (Path of Spirit)
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 (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:
1 Insignificant (Attributes 4/3/2, Abilities 3/ 2/1, no Disciplines)
2 Least (Attributes5/4/3,Abilities4/3/2,two points of Disciplines and/or Investments) 3 Lesser (Attributes 6/5/4, Abilities 5/4/3, four points of Disciplines and/or Investments)
4 Minor (Attributes 7/6/5, Abilities 6/5/4, six points of Disciplines and/or Investments)
5 Specific demon who demands sacrifices and serves only if it is in his interests.

Various Possibilities:
The demon attends, but listens to the infernalist only if it can benefit. It may leave at will.
The demon arrives and listens to requests, and answers simple questions.
The demon is well-disposed toward the infernalist, and answers questions with some accuracy.
The demonis willing to serve the infernalist on simple tasks.
The demon is pleased with the summoning and serves the infernalist faithfully for the 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.
(VDA COMP 106-107)

These paths are the modern paths followed by Infernalists.
Chains Of Pleasure (SH)
*Ectasy
This powers creates intense pleasure in an individual, kine or kindred, simply through skin to skin contact. One blood point. The victim will feel this pleasure as long as the Infernalist maintains contact. May be used for any amount of time, but if contact broken another blood point is required to reestablish Ectasy.

**Overstimulation
This power is a strengthen version of Ectasy. It is so effective that some victims perceive it as painful, and they might be knocked uncon- scious.

***The Wave of Pleasure
The Infernalist can cause pleasure in more than more victim, and no longer requires skin contact. Once established, this lasts as long as that particular target is in sight and as long as the Infernalist concentrates on maintaining it.

****Writhing Delights
With but a touch, the Infernalist can send a victim into spasms of pleasure, leave him lying on the ground shaking and squirming uncontrollably. 5 minutes to all night.

*****The Glow of a Thousand Embraces
This power severely injuries a victim, causing extreme shock to her nervous system. Can send kindred into torpor.

Fires of the Inferno (GS)
This path allows the thaumaturge to control the the malignant, green flames of Hell. The aim of the "balefire" is to injure opponents with jets or globes of fire from the thaumaturge's hand.

*Lighter
**Stovetop
***Blowtorch
****Flame-thrower
*****Conflagation

Path of Phobos (GS)
Thaumaturges using this often suffer from nightmares and night terrors because of the fears that are called up from their victims.

*Induce Fear
Used to make the victim feel extremely paranoid. Shadowy shapes will move in and out of their vision. From one turn to one night.

**Spook
The shadows become visible threats. The victim will feel something terrible is going to happen unless she leaves quickly. She may hear sounds of someone following her, or even see things. Mortals will run in terror, vampires risk Rotschreck. The victim must be in sight. One turn to one night.

***Terrorize
The Thaumaturge can bring out something the victim is afraid of. If it is spiders, the victim will see spiders swarming all over. The effects are real to the victim, but only an illusion.

****Fear-Plague
The worst fear of the victim will be revealed and the victim made to deal with it. If the fear is drowning, the victim will suffer all the effects of drowning. This lasts one week during which the victim will constantly deal with their fear. The Thaumaturge must be able to see the victim to activate this power, but it will work after that whether the Thaumaturge is present or not.

*****Leech of Fear
The Thaumaturge can feed from fear as if it were vitae. The feeding will give a stronger high than normal blood. This can be dangerous if used too often.

Path of Secret Knowledge (SH) *Whispers
The Infernalist with this power can spontaneously summon common knowledge on an individual from the back of her own mind, even if she has never met the individual. Name, occupation, age, where he lives, if he has any family. It takes almost no time for the vampire to discover this information. The vampire must make eye contact with the person, and the victim can be no more than 5 feet away.

**Secrets in the Dark
Very similiar to Whispers, this powers allows more detailed information. Names of family members, what he enjoys or hates doing, ect. This also allows taking of information from kindred. It will not reveal deeply held secrets though.

*** The Hidden
This power grants the Infernalist very private information about an individual. She will know one minor secret the individual is trying to hide from everyone. She will know the name of one person the individual claims to like but doesn't. She will know the name of the last person he was intimate with. She can also learn the individual's strongest desire.

****Dark Prophecy
The Infernalist can tell the future, but this prophecies always focus on the darkest possibilities. Information gleaned is cryptic at best, and it is certainly possible that the future will change.

*****Unlock the Heart of Mystery
The Infernalist with this power holds a tremendous weapon. With it, he can uncover any knowledge lost to the world. The locations of hidden treasures, the secret names of the demons, or the hiding place of powerful beings all become apparent. This will only uncover those mysteries known by no mortals or vampires.

Path of Pestilence (SH)

*Sickness
The Thaumaturge's touch causes illness in mortals. Fevers, vomiting, open sores, nausea, etc. Last for one day per success.

**Vampire Sickness
Creates same effect as Sickness but in vampires.

***The Swarming
Calls all insects within 200 foot of Thaumaturge. They will crawl all over who is present biting and stinging everyone but the Thaumaturge. One turn to one night.

****Diseased Breath
A victim can be given a disease from an awful stale breath coming from the Thaumaturge that smells like rotting flesh. Only effects mortal and supernatural beings that must breath. The nature of the disease is up to the victim.

*****Cause Plague
The Thaumaturge can infect a victim with a communicable disease.

Path of Torture (SH)
*Hurt
The Infernalist causes pain in a mortal through skin contact. The effects last as long as the vampire maintains contact with the victim. This pain is terribly strong and sometimes used during interrogations. The vampire has the option of specifying the exact nature of the pain--sharp, piercing pain; extreme nausea; muscle cramping; etc.--and whether the victim's entire body or just one particular part.

**Hunger
This power allows the Infernalist to cause pain in vampires. Contact must be made with the victim for this power to function, and the victim feels as if she is starving, having almost no blood in her body. She will double over due to the sharp pains.

***Torment
This power effects both mortals and supernatural beings equally. The Infernalist causes tremendous pain in the victim, eventually causing mortals to pass out and Kindred to enter torpor.

****Agony
This is the same as Torment, but victim feels great pain throught the period of unconsciousness. They writhe on the floor and a scream frozen on their lips.

*****Pangs of Hell
Far Worse than Agony, the Pangs of Hell can kill mortals and send vampires into torpor for years. The thaumaturgist actually taps into the depths of hell to cause this pain. Often only death or destruction can end the pain these suffers feel.

The Taking of the Spirit (GS)

This allows the Thaumaturge to take the willpower of the victim.
*1 Willpower Point
**2 Willpower Points
***4 Willpower Points
****6 Willpower Points
****** Willpower Points