REGO VENALIS
(PATH OF CORRUPTION)
2 Poison Heart
3 Fool the Heart's Eye
5 Unleash the Dark Soul
VIDEO NEFAS
(Path of Evil Revelations)
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
3 Seize the Moment
4 Casting the Bones
5 Recall the Bloody Deed
REGO DOLOR
(Path of Pain)
1 Strike the Broken Limb
2 Phantom Pain
3 Curse the Senses
4 Feed the Corruption
5 Eternal Torment
REG0 MANES
(Path of Spirit)
Various Possibilities:
These paths are the modern paths followed by Infernalists.
**Overstimulation
***The Wave of Pleasure
****Writhing Delights
*****The Glow of a Thousand Embraces
Fires of the Inferno (GS)
*Lighter
Path of Phobos (GS)
*Induce Fear
**Spook
***Terrorize
****Fear-Plague
*****Leech of Fear
Path of Secret Knowledge (SH)
*Whispers
**Secrets in the Dark
*** The Hidden
****Dark Prophecy
*****Unlock the Heart of Mystery
Path of Pestilence (SH)
*Sickness
**Vampire Sickness
***The Swarming
****Diseased Breath
*****Cause Plague
Path of Torture (SH)
**Hunger
***Torment
****Agony
*****Pangs of Hell
The Taking of the Spirit (GS)
This allows the Thaumaturge to take the willpower of the victim.
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.
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.
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.
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.
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.
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.
The infernalist looks into someone’s heart and determines what grieves him the most. This is useful in deciding
how to destroy a foe.
The infernalist may reach into the mind of his victim and
draw forth his memories and thoughts.
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.
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)
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.
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.
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.
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).
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.
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)
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.
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)
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.
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 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.
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.
This power severely injuries a victim, causing extreme shock to her
nervous system. Can send kindred into torpor.
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.
**Stovetop
***Blowtorch
****Flame-thrower
*****Conflagation
Thaumaturges using this often suffer from nightmares and night terrors
because of the fears that are called up from their victims.
Used to make the victim feel extremely paranoid. Shadowy shapes will
move in and out of their vision. From one turn to one night.
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.
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.
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.
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.
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.
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.
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.
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.
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.
The Thaumaturge's touch causes illness in mortals. Fevers, vomiting,
open sores, nausea, etc. Last for one day per success.
Creates same effect as Sickness but in vampires.
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.
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.
The Thaumaturge can infect a victim with a communicable disease.
*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.
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.
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.
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.
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.
*1 Willpower Point
**2 Willpower Points
***4 Willpower Points
****6 Willpower Points
****** Willpower Points