
Intro[]
A blog dedicated to the cosmology and terminology of World of Darkness. It is a series of tabletop role-playing games, originally created by Mark Rein-Hagen for White Wolf Publishing. It began as an annual line of five games in 1991–1995, with Vampire: The Masquerade, Werewolf: The Apocalypse, Mage: The Ascension, Wraith: The Oblivion, and Changeling: The Dreaming, along with off-shoots based on these.
Credits to Sol Invictus for certain scans used here, and to Udl for showing relevant books (specifically Masters of the Art and Truth Beyond Paradox)
Cosmology[]
Tapestry[]
Reality is defined by the collective belief of humanity:
Infinite Tapestry
It is the sum total of all that exists, has existed, and will exist. It includes what is possible and impossible:
Guide to the Traditions
It encompasses all that is, all that was, and all that can be imagined:
Infinite Tapestry
As it contains all that can be imagined, it would include the Ultimate Ensemble of Max Tegmark as well:
Void Engineers Revised
It contains the concept of duality and nonduality, such as yin and yang, and Taoism:
Kindred of the East Rulebook


The Tapestry contains the Patterns, which are the fundamental concepts and codes of reality, the world's functions, variables, and instances:

Guide to the Traditions
Reality instantiates all mathematically coherent phenomena, including contradictions:
Void Engineers Revised
It is an ensemble of mathematical objects, being founded in Platonism:
Void Engineers Revised
Platonic forms in WoD follow Platonism very accurately (not very good quality scan I know, but it should still be readable):


Despite all the previously mentioned structures, the Tapestry is so vast it can never actually be "filled up":

Guide to the Traditions
Mages are analogously compared to the hackers of reality, as they become aware of the Tapestry and perform feats that goes against the consensus model of reality:

Guide to the Traditions
There is an hierarchy of nested Tapestries, with the lesser Tapestry being contained within the greater one:
Mage: The Ascension - Ascension (sourcebook)
Consensus[]
The totality of humanity's thoughts and dreams form a consensual model of reality. Everything conforms to this model of reality. This weight of abstraction and belief is called the Consensus:
Guide to the Traditions
Guide to the Traditions
Reality has rules, and those rules are decided by the Consensus, the collective power of belief across the world. It's the reason why mages can't go around physical reality nuking things freely:
Mage the Ascension, 20th Anniversary Edition
Near Umbra[]
Everything in reality casts a shadow into another dimension. This dimension is the Umbra, a dark reflection of the Tapestry. And its closest dimension, Penumbra, mirrors the Tapestry:
Infinite Tapestry
The Umbra is divided into Low, Middle, and High Umbra, collectively forming the Near Umbra:
Infinite Tapestry
Low Umbra[]
The Low Umbra is the realm of the dead, the forgotten, and the victims of entropy:
Infinite Tapestry
This includes the death of gods, vampires, and even ideas:
Mage the Ascension, 20th Anniversary Edition
Middle Umbra[]
The Middle Umbra is composed of the collective feelings and instincts of the world:
Infinite Tapestry
The realms within the Middle Umbra reflect dreams and nightmares at their most potent:
Mage the Ascension (1996)
Within this Umbra, travelers find ruins of ancient civilizations, the decayed remnants of long lost religions and ideals, and the terrifying creatures that stalk people’s nightmares:
Umbra - The Velvet Shadow
High Umbra[]
The High Umbra is a realm of intellect, where ideas and concepts exist in strange forms and living images:
Infinite Tapestry
Just as the Middle Umbra can be said to be composed of the collective feelings and instincts of the world, the High Umbra is composed of the world's thoughts and intelelectual abstractions:
Infinite Tapestry
The High Umbra is a realm of ideas, and thus anything that happens in it is caused by whomever it happens to. Any entity one encounters is brought forth and formed by one's conscious and unconscious expectations, needs, desires, and fears:
Infinite Tapestry
It contains feelings, imagination, logic, mathematics, alchemy, phylosophies, magic, and living platonic forms:


The spirits of the High Umbra are suspected to be created by the ontologically precedent abstractions:
Infinite Tapestry
Spirits of the High Umbra are concepts and ideas, mathematical equations and hypothesis, discarded theories, philosophical posturings, psychological thesis, and religious beliefs:
Mage the Ascension (1996)
The High Umbra also contains the collective unconscious:
Mage the Ascension (1996)
It also includes fundamental mathematical objects: the Platonic “ultimate ensemble” predicted by mathematician Max Tegmark:
Void Engineers Revised
Every thought, ridiculous concept, flight of fancy, complex mathematical theory or incongruous physics problem can be found within the Astral Umbra:

Umbra - The Velvet Shadow
The Astral Umbra is home to every conceivable type of conceptual spirit. The very idea of a thing creates a spirit representation in the Astral Umbra, allowing every thought, dream, or idea to be a spirit somewhere:
Umbra - The Velvet Shadow
Vulgate[]
The Astral Umbra contains the Vulgate, where the most widely held notions of reality directly reflect the physical realm:
Infinite Tapestry
The Vulgate is comprised of the collective thoughts of humanity, not only the rational intellectual constructs of the intelligentsia, but the gossip of housewives, the prejudices of barroom philosophers, the daydreams of children, and every passing whimsy that does not actually belong in the Dream Realms themselves:
Infinite Tapestry
The Vulgate can be seen differently depending on the time of the day. In daytime, every object is realized in its platonically perfect form, while the dark of the night causes the flawed and unbalanced nature of things to emerge:
Infinite Tapestry
Epiphamies[]
The High Umbra also contains the Epiphamies, its most fundamental aspect:
Infinite Tapestry
They exist independently of human conception, as ontologically precedent abstractions:
Infinite Tapestry
Infinite Tapestry
It transcends the physical world, perceiving it as fictional narratives:
Infinite Tapestry
These realms, which spring from the highest reaches of consciousness, exist beyond description. Once one attempts to describe it with words, images and sounds, it becomes something else instead:
Beyond the Barriers: Book of Worlds
The Epiphamies are stacked in a series of continous levels of greater abstractions within Idea Space, with the higher one representing the "completion" of the intellectual work initiated in a lower Epiphamy:
Infinite Tapestry
Epiphamies aren't restricted only to the High Umbra, as an epiphamic revelation can appear anywhere across the Tellurian:
Infinite Tapestry
The hierarchy of Epiphamies is implied to be infinite:
Infinite Tapestry
Horizons[]
The three Umbrae are contained by a massive spiritual barrier called the First Horizon. It forms the limit of Earthly reality and the outermost boundary of the Near Umbra:
Infinite Tapestry
Extending past the Horizon (or being an extension of it), we have Etherspace, an infinite churning sea of magickal energy, where the laws of reality are far hazier and more fluid than they are in the Near Umbra. It holds infinite possibilities:
Infinite Tapestry
The sea of ether extends to another barrier, the Far Horizon, a spherical gauntlet of hazards as difficult to navigate as the chains of asteroids they represent:
Infinite Tapestry
Shade Realms[]
Eight shade realms rest along the Horizon at the edge of the Deep Umbra:
Mage the Ascension (1996)
Each of these shade realms corresponds to one of the Shard Realms and provides the easiest path for reaching those farawar realms:
Mage the Ascension (1996)
Nine Spheres[]
The Nine Spheres are fields of knowledge that focus on nine elements of reality. The spheres encompass elements of reality:
Mage the Ascension, 20th Anniversary Edition
The spheres are all interconnected and follow a natural cycle:
Mage the Ascension, 20th Anniversary Edition
Each sphere grants unique capabilities to a mage:
Mage the Ascension, 20th Anniversary Edition
Tenth Sphere[]
According to certain people, there’s a Tenth Sphere too. It’s thought to exist simply because there appears to be a place for it in the space between the other elements. Some folks call this theoretical Sphere Unity, Balance, Unified Field Theory, or even Ascension. By understanding it, they say, you can go beyond the limitation of the other nine Spheres and open the door to Ultimate Reality:
Mage the Ascension, 20th Anniversary Edition
Deep Umbra/The Void[]
Beyond the Far Horizon, the cold and deadly Void stretches out to infinity. It contains horrors entirely alien to mankind’s comprehension. The minds of men hold no influence on its shadow or substance:
Infinite Tapestry
The Deep Umbra stretches outward beyond Gaia's bounds and into the far reaches of the Tellurian:
Mage the Ascension (1996)
It is the principle of ultimate Oblivion, the utter absence of possibility, and primal chaos:
Mage the Ascension, 20th Anniversary Edition
In the Void, the false divisions among symbol, form, and state of mind disintegrate. All things are one in the dark, it collapses all distinctions into nothingness:

Book of the Fallen
Tellurian[]
The Tellurian is all of creation:


It is essentially everything that has been imagined, can be imagined, or has yet to be imagined:
Mage the Ascension, 20th Anniversary Edition
While the Tapestry is reality given form, the Tellurian is all of reality, the concept of reality:
Guide to the Traditions
Another comparison would be, that the Tapestry is the object-oriented programming language to the Tellurian's machine language:
Guide to the Traditions
The Tellurian encompasses what is possible and impossible, which includes "rational intellectual constructs", mathematically coherent/consistent phenomena, contradictions, and logic, including logical inconsistencies and even the law of noncontradiction:
Guide to the Traditions
Lore of the Clans
It is implied there is an infinite hierarchy of Tellurians made by Archmages of Prime. The higher Tellurian transcends the lower ones, to the point the lower Tellurian cannot exist within the higher one, and are at best insubstantial shadows of the greater Tellurian. Naturally this will result in the lowest realm of the higher Tellurian Tapestry exceeding the lower Tellurian and its Tapestries:
Masters of the Art
Masters of the Art
Names & Identity[]
All things in Creation have a name. The name describes the very essence of a thing. It provides not only comprehension of a subject, but also power over it:


Every creature, every object, every force in the universe has defining aspects and associations, a True Name (or simply Name). The True Name is basically a written or verbal shortcut to the nature of whatever it describes. It contains the definition of the essence of the Named item or being. A True Name binds the Identity - the very essence - of an individual into a word:


To name something is to define that something on a physical and spiritual level:

All of Creation can be distilled down to the Names given to the things in it. Take away the Name of the person or object, and it ceases to be. A name transcends time and space:


It is the Weaver who names all things. A thing is not a thing until it has a name:

The Trinity/Triat[]
There are three forces that are fundamental for the existence of the Tellurian, acting as its metaphysical framework:
Mage the Ascension (1996)
Mage the Ascension (1996)
They form the whole of creation:
Werewolf the Apocalypse, 20th Anniversary Edition
Each third of the Triat is really the collective sum of all spirits that represent it:
Werewolf the Apocalypse, 20th Anniversary Edition
They combine to create the entire Tellurian:
Werewolf the Apocalypse, 20th Anniversary Edition
Dynamism (Wyld)[]
Dynamism is the most active, changing member of the Trinity. It is movement and expansion. The creature that represents it is called the Wyld, and many view it as utter chaos. Without Dynamism, the universe stagnates and dies:

Mage the Ascension (1996)
The Wyld drives evolution and adaptation, as endless variations of the creative process result in the advancement of living things. It is possibility and random chance incarnate:
Werewolf the Apocalypse, 20th Anniversary Edition
Stasis (Weaver)[]
Without Stasis there would be no stability in the universe. It is the "egg" that binds the water and flour of dynamism and entropy. Without Stasis, different realities would collide, and no piece of reality could hold together:
Mage the Ascension (1996)
The creature that represents Stasis is the Weaver, a force of connection and order. It provides a framework for the universal constants that protect us from chaos:
Mage the Ascension (1996)
The Weaver built the fundamental sturcture of the universe. Wherever there was form, there could be growth and progress. Inconstant infinity yielded to enduring eternity:
Werewolf the Apocalypse, 20th Anniversary Edition
The Weaver has given us time and distance, but when it acts without restraint, it also threatens to bring stasis and conformity:
Werewolf the Apocalypse, 20th Anniversary Edition
If the Mad Weaver ever finishes spinning her cosmic web, all of the Tellurian will be bound in rigid, motionless, changeless strands:
Werewolf the Apocalypse, 20th Anniversary Edition
She can make shape and substance out of the limitless possibility of the Wyld:
Werewolf the Apocalypse, 20th Anniversary Edition
The Weaver is the most powerful of the Triat:
Book of the Weaver
Book of the Weaver
It is the Weaver who names all things. A thing is not a thing until it has a name:
Entropy (Wyrm)[]
Entropy is the end of all and the beginning of all. It is the constant pull towards dissolution, a merging of dynamism and stasis so complete that there is no difference between them. Without that constrast, all differentiation crumbles into space, and matter merge into one. It is chaos and destruction:
Mage the Ascension (1996)
The entity that represents Entropy is the Wyrm, a being of entropic decay, which is constantly getting stronger due to its nature:
Mage the Ascension (1996)
The Wyrm is a harbinger of the Apocalypse, spawning creatures with a new arsenal of weapons to seek and destroy: decay, entropy, and corruption:
Werewolf the Apocalypse, 20th Anniversary Edition
Gaia[]
Gaia is the goddess that created the world and the Triat:
Werewolf the Apocalypse, 20th Anniversary Edition
She is told to be much greater than the Triat and that her form is ultimately unknowable. She is the living essence of Creation:
Werewolf the Apocalypse, 20th Anniversary Edition
Quintessence[]
Quintessence is the “fifth essence” referred to in arcane metaphysics. It fuels the latticework of all Creation, restoring the sublime energy within us:
Mage the Ascension, 20th Anniversary Edition
All matter, spirit, and elements of reality are composed of Quintessence. It is neither physical nor ethereal, and cannot be truly divided or contained, an "ever-fluctuacting pool" from which all creation arises and returns:
Mage the Ascension (1996)
It exists as the primal substance from which all elements arise and to which they all return:
Traditon Book: Sons of Ether
When it comes to trying to define Quintessence, every human definition or description falls short:
Mage the Ascension, 20th Anniversary Edition
It is the world's life force and the raw essence of Creation, with its properties transcending understanding:
Mage the Ascension, 20th Anniversary Edition
Mage the Ascension, 20th Anniversary Edition
Mages at a certain level can use Quintessence to create their own Tellurian:
Masters of the Art
Consensus Hierarchy[]
The cosmology of WoD heavily follows principles from Gnosticism, an esoterism that considers the material world from which all of humanity realizes and exists in, as an illusion, fantasy, or daydream, and that the goal of an individual wth the material world is then to "awaken" from this illusion and peer into the true nature of reality that lies beyond:
Mage the Ascension, 20th Anniversary Edition
The people that are not aware that they live in a "illusory reality" are called Sleepers, while the ones that become aware of the supernatural and the dimensions beyond that are woven throughout the Tapestry, are known as Awakened (such as Mages). Normal people think of the physical world as primary and discard their thoughts and daydreams as secondary, while Mages see the latter as part of a deeper reality, every bit as real, if not more so, than the physical one:
Mage the Ascension, 20th Anniversary Edition
In the same way Mages (including Archmages) transcend the Consensus of the Sleepers, the Gods transcend the Consensus of the Mages, and in the same way normal humans are "asleep" to the spiritual reality which Mages experience, Mages are also "asleep" to the world which the Gods experience:
Truth Beyond Paradox
Truth Beyond Paradox
It is further stated that the Gods, too, have their Consensus controlled by even greater Gods that can perceive an even deeper reality with even greater minds, and this whole process is an infinite hierarchy of realities dictated by belief:
Trith Beyond Paradox
YHVH[]
YHVH is the supreme God who existed in the Time of Nothing, whose Word caused all of Creation to be made out of the dying silence of the Void (not to be confused with the Deep Umbra):
Order of Hermes
In Its wisdom, YHVH created the ELOHIM, such as Jehovah, and all the other spirits and gods:
Revelations of the Dark Mother
Order of Hermes
He is the Infinite of Infinities. He is all things, and that which was not God was absolutely nothing:
Demon: The Fallen - Rulebook
Initially, Creation contained infinite levels of meaning. Different things on different layers, all equally real, all similar, but each discrete - even while they were simultaneouly experienced. Everything that could be deemed contrary or contradictory to one another was equally true and real, contained in Creation:
Demon: The Fallen - Rulebook
Even contradictory things like the Omnipotence Paradox, were also accounted for and possible in this state of Creation:
Demon: The Fallen - Rulebook
I AM THAT I AM[]
The Essential Divinity (or I AM THAT I AM) is that which cannot be named, the indefinable essence that pervades Creation. It transcends names and identities. As ineffable things go, this one is at the top. It is incomparably superior to any and all godheads, as those still contain an identity and name:
Mage the Ascension, 20th Anniversary Edition
Terminology[]
Magic & Magick[]
Magic and Magick might seem the same, but there is a little bit of a difference. Magic refers to Static Magic, which works with the momentum of reality, rather than force of will, while Magick alters reality and the Tapestry through willpower:
Mage the Ascension (1996)
Mages adept at coincidental magick are the ones that try to make their magick appear as coincidental to the masses to avoid a paradox backslash:
Mage the Ascension (1996)
Vulgar Magick is the opposite of Coincidental Magick:
Mage the Ascension (1996)
Sphere Abilities[]
As previously mentioned in this blog, each sphere grants unique abilities to a mage. They are the following:
Correspondence[]
- Level 1: Extrasensory Perception (Can sense things in the immediate vicinity even if it's not possible to perceive them with normal senses. Can estimate distance between objects, intuitively find a direction, notice hidden objects or characters, and spot spatial spatial instabilities, such as warps, anomalies, wormholes, etc[1])
- Level 2: All previous, plus Enhanced Senses & Spatial Manipulation (The mage can expand their senses across intervening space, sensing things in other locations. Such extensions leave minor ripples in space. Can thicken space to cover tracks. Can grao small items or organisms, and pull them through tiny holes in space[2])
- Level 3: All previous, plus Portal Creation (The mage can tear holes in space, big enough for the user to pass through[3]), Teleportation (Can teleport things from a distance[4]), Telekinesis (Can levitate and manipulate things from a distance[5])
- Level 4: All previous, plus Greater Portal Creation (Can create large holes in space[6]), Spatial Manipulation & BFR (Can isolate forces, spaces, objects, or people into their own tiny realms, and impede or block from crossing into, or out of, the protected space. Can appear at severel different places at once, with each self capable of being independant[7])
- Level 5: All previous, plus Greater Spatial Manipulation, Size Manipulation & Conceptual Manipulation (Type 1. Distance and dimensions become irrelevant for the mage at this stage. Can distort space, alter sizes, and stretch or compress objects, bodies, or forces. Can connect different Patterns to one another across intervening space, or even superimpose places or objects on top of one another[8])
- Level 6: All previous, plus Greater Spatial Manipulation & Conceptual Manipulation (Type 1. Can reduce or increase the distance between any two objects. Can remove or add spaces to an area. Can create a strip or bubble of additional distance in an area, pulling Patterns like taffy with conjunctional magic in order to make them occupy the new distance. Conversely, the mage could collapse an area of space to a pinpoint, easily letting anyone cross it. The mage can effectively create space, generating a zone of emptiness that pushes existing space outward around it. The mage can folding a preexisting Pattern to warp its interaction with space. The mage can take a person and twist him into the shape of a pretzel; subjectively, the person still seems to exist according to his normal proportions, but the world around him is horribly bent)
- Level 7: All previous, plus Nigh-Omnipresence (The mage becomes a sort of Correspondence Point, existing everywhere at once, bypassing the effects of wards that are keyed to concepts of “inside,” “outside” and “touching"), Power Nullification (Can temporarily negate the powers of a ward)
- Level 8: All previous, plus Greater Teleportation (Can travel anywhere through teleportation or co-location)
- Level 9: All previous. (At this level, any movement is possible. To the mage, all space is one space)
Entropy[]
- Level 1: Precognition (Can see the currents of probability, predict dice throws, card draws, and other apparently random events[9]), Enhanced Senses (Can spot weak spots in objects, people, and arguments, and use those imperfect yet profound insights to the mage's advantage[10])
- Level 2: All previous, plus Probability Manipulation (The mage can control the factors he could only sense before. Pulling the strings of apparently random events, the user can influence activities and results – directing the fall of dice or cards, repeatedly hitting weak spots, and directing people and things toward a conclusion of their choice[11])
- Level 3: All previous, plus Corrosion Inducement (Can control the speed at which material objects fail or decay[12]), Fate Manipulation & Luck Manipulation (Can control the fate and fortune of objects and people, giving them good or bad luck[13])
- Level 4: All previous, Blessing, Curse Manipulation, Life Manipulation (Can bless, curse, and confer outright healt or decay[14]), Disease Manipulation & Entropy Manipulation (By influencing the flow of entropy within a living body, the mage can grant outstanding vitality to, or inflict sudden disease upon, their subject[15])
- Level 5: All previous, plus Conceptual Manipulation (Type 1. The mage can alter ideas, strengthening or breaking down concepts[16]), Mind Manipulation & Memory Manipulation (Can degrade the patterns of thought. Can craft, perpetrate, reinforce, and undermine arguments, beliefs, and even memories[17])
- Level 6: All previous, plus Greater Probability Manipulation (Can gain total determinism over chance. Can affect the outcome of chance as long as some element of chance exists, this power lets the mage generate raw chaos or completely remove probability), Causality Manipulation (Can deny any change. Creatures and objects can be turned into totally static automata, rendering them unable to learn, grow, or change), Chaos Manipulation (Can generate raw chaos), Matter Manipulation (Can reduce an object or being to their component parts. Can disperse an object into randomly moving molecules, or assemble a form from scattered elements)
- Level 7: All previous, plus Greater Conceptual Manipulation (Type 1) & Biological Manipulation (Can control the evolution of species through their Patterns)
- Level 8: All previous, plus Death Manipulation (The mage can reorder the powers of death to their liking), Life Manipulation (Can reassemble life from the nihilistic energy of death), Void Manipulation (Can halt Oblivion's hold on an object or creature. Can twist the progress of Oblivion. Can keep spirits of the dead from dissolving into the nothingness of the afterlife), Disease Manipulation (Can halt the progress of diseases)
- Level 9: All previous, plus Cosmic Awareness & Greater Precognition (The universe is an open book to the greatest students of Entropy. Chance and fate are writ large, and the supreme Archmaster recognizes no contradiction in luck, choice and predestination. Instead of simply manipulating the outcomes of probability, the mage can see the course of the Tellurian’s every facet. The mage can watch the lines that influence all Patterns and the eventual end of being), Fate Manipulation (The mage can alter the Destiny Background freely, raising or lowering it, or even change the actual destiny. Scrying with this level of Entropy lets a mage determine a creature’s Destiny as well)
Forces[]
- Level 1: Enhanced Senses (Can sense the flow of forces in the environment. Can perceive the infrared, ultraviolet spectrums, notice electrons, see in the dark, view X-Rays, discern the flow of sound or radiowaves, spot kinetic energies, and hear frequencies beyond the normal human range[18])
- Level 2: All previous, plus Sound Manipulation (Can mute or amplify sound. Can renderthings silent by bending soundwaves[19]), Darkness Manipulation (Can gather, shape, or dispel shadows[20]), Light Manipulation (Can warp light to make things visible, change their colors by altering the spectrum of localized light[21]), Electricity Manipulation (Can disrupt electric currents[22]), Fire Manipulation (Can flare flames[23]), Air Manipulation (Can direct the course of winds[24]), Physics Manipulation (Can direct the course of momentum. Can make an object attract or repel forces[25]), Gravity Manipulation (Can direct the course of gravity[26]), Forcefield Creation (Can create forcefields[27])
- Level 3: All previous, plus Greater Air Manipulation, Fire Manipulation, Electricity Manipulation & Gravity Manipulation (Can now conjure winds, fire, electricity, gravity, etc[28]), Transmutation (Can change water into air. Can change spirit-stuff into physical energies[29])
- Level 4: All previous, plus Weather Manipulation (Can change weather patterns[30]), Heat Manipulation (Can drop or raise temperatures[31])
- Level 5: All previous abilities enhanced.
- Level 6: All previous, plus Greater Enhanced Senses, Cosmic Awareness & Information Analysis (Opening himself to the universal force, a mage can see the interactions of Force Patterns and their natural beginnings and endings. Though normal Force perceptions allow a mage to spot interactions of such Patterns, this level of Archmastery lets a mage draw connections between a Pattern and its origins, its interactions with other Patterns and its eventual destination. Such a broad view allows the mage to determine where and how to apply force for maximum effect with minimum effort. With the ability to sense universal forces, the mage’s other Forces Effects become much more efficient. Perceiving Forces lets the mage trace a Force Pattern back to its origin or extrapolate its likely results. The mage can also direct other manifestations of Forces with half the usual required successes, as long as the mage has already activated universal perception)
- Level 7: All previous, plus Earth Manipulation & Vector Manipulation (The mage can move entire continents with Forces. Instead of grabbing or creating individual Forces, the mage collects all forces acting on an object into a single vector and modifies them at whim)
- Level 8: All previous, plus Pocket Reality Manipulation, Dimensional Manipulation & Conceptual Manipulation (Type 1. The mage can now move Realms. Mage-made Realms are fairly easy to move, while the larger and more static Realms take a bit more effort. Under the proper circumstances, a mage could alter the apparent positions of various locations in the Umbra, even shoving normally separate Realms into brief contact)
- Level 9: All previous, plus Greater Physics Manipulation (Can alter forces that affect the whole Tellurian. The mage can briefly change how a universal force functions, or even invent an entirely new force. A mage can transmute the nature of a universal force — altering how magnetism works, for instance, or changing the strong nuclear force)
Life[]
- Level 1: Enhanced Senses (Can read the presence and health of nearby lifeforms. Can discern a living being's age, sex, and overall health. Can sense distant organisms, guess their potential for sickness or misfortune, perceive them through past or future states, or read the streams of Quuintessence that bind them to the universe[32])
- Level 2: All previous, plus Conceptual Manipulation (Type 1) Biological Manipulation, Plant Manipulation & Healing (Can manipulate viruses, mollusks, insects, plants, etc; through their Patterns. Can heal himself or perform certain alterations on his body[33])
- Level 3: All previous, plus Greater Biological Manipulation & Transmutation (Can now radically alter simple organisms, transforming one into another[34]), Body Control (Can grow gills, claws, armor, etc[35]), Sleep Manipulation (Can put organisms to sleep[36]), Conceptual Manipulation (Type 1. Can inflict harm upon a being's Pattern form[37])
- Level 4: All prvious, plus Greater Biological Manipulation (Can now radically change any complex organism[38]), Shapeshifting (Can transform into other lifeforms of similar size and mass[39])
- Level 5: All previous, plus Greater Shapeshifting & Biological Manipulation (Can now adopt any form and may transform other organisms the same way[40]), Life Manipulation (Can create complex lifeforms[41]), Mind Manipulation (Can give consciousness to lifeforms[42]), Age Manipulation (Can radically age or de-age lifeforms[43]), Soul Manipulation & Conceptual Manipulation (Type 1. Can instill lifeforms with spirits[44])
- Level 6: All previous, plus Greater Conceptual Manipulation (Type 1) & Greater Life Manipulation (While an Archmaster of Life has previously been able to mutate her Life Pattern at will, now he can transform others into forms of life he has studied before with no loss of the subject’sintelligence. Even Masters of Life cannot create completely new forms of life, but with this understanding, an Archmage can create a Pattern that has no relation to any creature he has ever seen before. The Archmaster can also make Life Patterns that have unique properties not normally found in natural life — Patterns that subsist on base matter, that are unaffected by certain Forces or Matter Effects, or that interact with other life in strange and unpredictable ways. Strange new Patterns of Life can be created just like other life forms are made with lesser Life magic, and the mage can specify how they interact with other Patterns. Similarly, the mage can transform other life forms just as he could transform himself with his own Life Mastery, into nearly any form of creature with no loss of native intellect. Furthermore, massive Pattern manipulations are easier. The mage can affect whole groups of Patterns without difficulty, attaching a single Effect to all of them — healing everyone in an area or transforming a group of animals — just as easily as she could change a single creature)
- Level 7: All previous, plus Conceptual Manipulation (Type 1) & Energy Manipulation (Can directly manipulate the Quintessence flow within subjects and their Patterns, altering their biology in this manner)
- Level 8: All previous, plus Conceptual Manipulation (Type 1) & Power Bestowal (A mage at this level of Life can now grant others the ability to alter their own forms. By mutating a Life Pattern to contain flexible elements, the mage can give it the ability to change its own nature — whether through a series of static shapeshifting forms or in a random sequence of bizarre transformations)
- Level 9: All previous, plus Invulnerability, Immortality (Types 3 & 8) & Regeneration (High-Godly. The penultimate understanding of Life renders a mage’s own Pattern immutable. Only through the mage’s will can their Life Pattern be affected. Age and disease are no threats, as with lesser Life mages, but now even physical injury causes no real harm. The mage’s Pattern sustains itself regardless of perceived damage. Indeed, the Pattern that was once the mage’s life force is now extraneous. The mage simply expands their Life Pattern to tie directly to the Tellurian. No amount of damage can destroy that connection)
Matter[]
- Level 1: Enhanced Senses (Can perceive the intrinsic properties of base materials – their underlying structure, innate properties, and integral stability or lack thereof. Can view the material composition of an object, note its less-obvious structures, find its hidden layers or spot its weak points. Can detect implants, enhancements, and other integrations of living tissue and inert materials[45])
- Level 2: All previous, plus Transmutation (Can transmute one substance into another[46]), Energy Manipulation (Can conjure materials from energy or dissolve them into Quintessence[47]), Spatial Manipulation (Can move an object through space[48]), Time Manipulation (Can move an object through time[49]), Conceptual Manipulation (Type 1. Can awaken slumbering spirits within material objects[50])
- Level 3: All previous, plus Deconstruction (Can disintegrate matter into dust[51])
- Level 4: All previous, plus Greater Transmutation (Shown here), Creation (Can create objects out of empty space[52])
- Level 5: All previous, plus Greater Creation (Can create substances that transcend the limitations of scientific possibility. Can conjure materials unknown to Earthly reality[53]), Radiation Manipulation (Can create and manipulate radioactive matter[54])
- Level 6: All previous, plus Matter Manipulation (At this level the mage can easily shift matter through various states. All necessary properties are altered to induce a change in state (solid, liquid, gas, plasma, ether))
- Level 7: All previous, plus Density Manipulation (Can alter hardness, density, and weight)
- Level 8: All previous, plus Greater Matter Manipulation & Conceptual Manipulation (Type 1. Archmastery of meta-Patterns allows an Archmage to exceed the normal bounds of scale that lesser magics enforce. Instead of creating individual Patterns, the mage creates a form that holds multiple replicating Patterns. For instance, instead of just creating a brick, the mage builds a Pattern for a Pattern, using a template of a castle and recursively filling it with bricks)
- Level 9: All previous, plus Greater Matter Manipulation & Conceptual Manipulation (Type 1. At this Sphere’s pinnacle, the mage creates Matter Patterns that respond not to other physical Pattern forms but to etheric Patterns such as Mind. These Patterns alter their properties according to their pre-programmed responses to Mind or Spirit impulses. Thus, the mage can make Patterns that have certain properties to one person and different properties to another. The supreme Archmaster’s command of Matter is so great that her creations appear differently to those who view them. She can have material properties, for instance, that are poisonous to specific Natures or Essences. The Matter Patterns can be keyed to respond to certain Spirit Effects or emanations of Prime, as desired)
Mind[]
- Level 1: Enhanced Senses (Can sense emotions and surface impulses of other people. Can perceive psychic impressions about a person, place, or object. Can guess the nature of weak Resonances signatures and read the stronger ones outright. Can scan auras, note mood shifts, discern truth from lies, or grasp someone's overall state of mind[55]), Mental Forcefield Creation (The mage can shield their own mind from the thoughts and emotions of other people, constructing mental barriers around his aura, emotions, and consciousness[56])
- Level 2: All previous, plus Mind Reading (Can skim through the contents of minds[57]), Psychometry (Can read memories that have been left behind on objects or places[58]), Empathic Manipulation (Can project emotional impulses to other people[59])
- Level 3: All previous, plus Telepathy (Can forge telepathic communications[60]), Greater Mind Reading (Can read other people's thoughts), Mind Manipulation (Can influence another person's thoughts. Can blast psychic assaults and inflict mental damage[61]), Illusion Creation (Can craft mental illusions[62]), Dream Manipulation (Can enter someone's dreams and explore dream Realms[63]), Telekinesis (The mage is able to employ telekinesis[64]), Fire Manipulation (The mage is able to employ pyrokinesis[65])
- Level 4: All previous, plus Greater Mind Manipulation (Can command another person's actions as well as their thoughts and mental state. Can set up posthypnotic suggestions and commands[66]), Perception Manipulation (Can alter a person's perception[67]), Memory Manipulation (Can change someone's memories[68]), Madness Manipulation (Can drive people insane or sane)
- Level 5: All previous, plus Greater Mind Manipulation (Can rewrite personalities and switch minds into another body[69]), Creation (Can fabricate entire consciousnesses, creating minds where no mind had been before[70])
- Level 6: All previous, plus Retrocognition & Nigh-Omniscience (The Archmage can delve into her past lives, find amazing insights and remember ancient trials and even more ancient wisdom. She can understand herself more fully, and sometimes learn useful information about friends or enemies. By reaching into the web of all minds, she taps the pieces of wisdom contained in all waking Avatars. The mage can fuel her mind to traverse the limitless thoughts mirrored in her Avatar, pulling out bits of former lives or reflections of wisdom from other Avatars
- Level 7: All previous, plus Greater Mind Manipulation & Memory Manipulation (At this stage, the Archmage understands the Sleeper world as well as he understands the waking one. With care, he can guide his Avatar to repair his faults for tests in his next life. Just as a mage could sense the Avatar’s past thoughts through the earliest applications of Mind, this power enables a mage to imprint thoughts, memories and impulses specifically onto his Avatar. The Avatar carries these images, playing them out in later lives and Seekings)
- Level 8: All previous, plus Self-Mind Manipulation (At this level, the mage gains precise control over their actions and emotions. Once a mage achieves this total self-awareness, they are is no longer subject to states of emotional turbulence), Conceptual Manipulation (Type 1) & Willpower Manipulation (The mage can expend Quintessence to refresh their Willpower by fortifying their mental Pattern)
- Level 9: All previous, plus Greater Conceptual Manipulation (Type 1), Nigh-Omnscience & Mind Manipulation (The province of the extremely rare mental Archmasters (or the extremely power hungry), One Mind gives access to all minds. The mage understands the inner workings of all the minds around him. He sees the reflection of every thought in the Quintessential flow of the Tellurian, opening his consciousness to a realm of total intuition. His Mind Pattern, no longer fettered to his Life Pattern, exists independently in the flow of the universal Mind. The mage at this level of Archmastery no longer requires a body. Even if his physical form is killed or his body destroyed, his Mind Pattern remains intact and able to float through any realm of consciousness. The mage can sense the emotions, intents and thoughts of nearly any creature, as with the lesser levels of Mind magic, but can also determine the general flow of multiple Mind Patterns. Thus, with a simple Effect bounded by an area, the mage can identify the tide of emotion over an entire group, the “gestalt mind” of a mob, species or collective)
Prime[]
- Level 1: Extrasensory Perception (Can perceive Quintessence[71]), Conceptual Manipulation (Type 1) & Energy Manipulation (Can channel and absorb Quintessence[72]), Power Bestowal (Can consencrate an object with personal energy, changing its properties[73])
- Level 2: All previous, plus Greater Conceptual Manipulation (Type 1) & Energy Manipulation (Can divert Quintessence into new or existing forms. Can create an hologram made of ephemeral energy[74]), Statistics Amplification (Can infuse items with Primal Force, strengthening them or enhancing their protective or destructive power[75]), Non-Physical Interaction (Quintessence can affect spirits[76])
- Level 3: All previous, plus Greater Conceptual Manipulation (Type 1) & Energy Manipulation (By tapping into the flow of Quintessence around her, the Prime-skilled mage can draw both free and raw Quintessence from Nodes, Junctures (special times), and Tass (solidified Quintessence)… and she may also channel that energy into new and existing Patterns as well[77]), Power Bestowal (Can enchant a living thing so that it could inflict or endure aggravated damage[78]), Weapon Creation (Can create temporary weapons out of pure concentrated energy – blasts of Quintessence or swords of light[79])
- Level 4: All previous, plus Greater Conceptual Manipulation (Type 1) & Energy Manipulation, Absorption (Can drain Quintessence from objects or forces, which in turn disintegrates them[80]), Fire Manipulation (Can consume objects in Primal Flames[81]), Corrosion Inducement (Can decay objects almost instantly[82]), Creation (Can create objects that cannot be broken[83]), Fusionism & Technology Manipulation (Can bond organic and inorganic materials together to create cybernetic implants and nanotech[84])
- Level 5: All previous, plus Greater Conceptual Manipulation (Type 1) & Energy Manipulation, Greater Absorption & Power Bestowal (A Prime Master can draw Quintessence from anywhere, at any time, and channel it into other vessels as well. A dark, vulgar aspect of that power allows her to obliterate a living being by consuming all of his life force, whereas the reverse of that power infuses him with life force so strong that he’s essentially blessed[85])
- Level 6: All previous, plus Greater Extrasensory Perception (Although at first this may seem of limited use, Archmages of Prime realize the ability to see Paradox manifest, not only in themselves and others but in reality as both disbelief and the domino effect. Their view of the interaction of Prime energy and Paradox also allows them to see when mages have entered Quiet. The Archmage can determine the source and nature of Paradox energies)
- Level 7: All previous, plus Greater Conceptual Manipulation (Type 1) & Energy Manipulation, Attack Reflection (By understanding the true nature of Prime, an Archmaster can access supposedly “inviolate” Quintessence. The Archmage can tap directly into another person’s Avatar and harness the stored Quintessence. The mage can even direct Paradox at his enemies, increasing the severity of reality backlashes and creating disturbances that nullify magic. An Archmage can access another mage’s stores of Quintessence by making a Prime attack. He need only use his Prime as a directed Effect. Furthermore, the mage can amplify the severity of Paradox backlashes, using a fast (non-cumulative, non-extended) Effect to add his successes to the Paradox Pool of a backlash. The mage can even cause Paradox to turn and strike a different target, using the guidelines for altering Forces)
- Level 8: All previous, plus Greater Conceptual Manipulation (Type 1), Energy Manipulation & Attack Reflection (The ridiculously vulgar Effect of giving someone else your store of Paradox rarely breaks even. Taking another’s load of Paradox is also possible, though hardly desirable. Still, moving around Paradox — shifting the blame, so to speak — is possible with enough esoteric knowledge. the Archmage can channel one point of Paradox away from someone else, causing it to immediately burst into a backlash or even throwing it at a victim who fails to dodge or counter the Effect)
- Level 9: All previous, plus Greater Conceptual Manipulation (Type 1) & Energy Manipulation, Pocket Reality Manipulation, Law Manipulation, Creation (An Archmage at the pinnacle of Prime can also use Quintessence to create a pocket universe. The internal dimensions of this universe, and all other properties, are at the Archmage’s discretion; his knowledge of Patterns is the only factor limiting the universe’s internal properties. This pocket universe is a small piece of folded space where the Tellurian naturally balls itself off in a sort of protective shell)
Spirit[]
- Level 1: Extrasensory Perception (The mage can read the local Gauntlet’s thickness, discern auras, sense spirits of all types, peek into the Penumbra through the Vidare (see Chapters Three and Four), and determine whether or not a material object has a spiritual component. Combined with other Spheres, that mage can spot forces, places, or items with unusual ties to the spirit world, such as Awakened objects, elemental spirits, possessed organisms, Shallowings, Nodes, and so forth)
- Level 2: All previous, plus Non-Physical Interaction (Can touch spirits and drain their essence), Telepathy (Can project thoughts), Elemental Manipulation (Can stir up elemental disturbances within the Otherworlds), Conceptual Manipulation (Type 1) & Energy Absorption (Can drain the essence of a spirit), Power Bestowal (Can help living creatures to see or contact the spirit realms)
- Level 3: All previous, plus Astral Projection (Now the mage can cross over, transmuting his living tissue to ephemera[86]), Conceptual Manipulation (Type 1), Sleep Manipulation (At this Rank, a mortal mage can also harm an Umbral entity as if he was using Life 3 against that entity. While Spirit 2 allows the mage to touch that entity, Spirit 3 lets him actually damage its ephemeral Pattern’s integrity the way that Life 3 damages a physical creature’s form. The mage can rouse the slumbering spirits within objects or places, or else put active spirits to sleep[87])
- Level 4: All previous, plus Portal Creation (Can tear Gateways into the Gauntlet, allowing groups or large objects to pass through, or close such breaches too[88]), Soul Manipulation & Conceptual Manipulation (Type 1. At this Rank, the mage may also compel spirits to appear, bind them into Fetish objects, or tie them to certain spots or prisons. Can also exorcise a spirit that has possessed a mortal host[89])
- Level 5: All previous, plus Soul Manipulation & Conceptual Manipulation (Type 1), Energy Manipulation (The Spirit Master is now able to command ephemera itself, creating, challenging, and destroying spirit matter as he wills. With such power, he may craft Realms, imbue or drain a spirit of Essence, instil a soul within an empty shell of Life or Matter, and bestow the awful sentence of Gilgul – the destruction of a mage’s Avatar[90]), Dimensional Travel (This power also allows the mage to break the Dreamshell and venture beyond the Horizons, wandering into the Deepest of Umbrae[91])
- Level 6: All previous, plus Summoning (The Archmage can call upon all manner of spirits to aid him and may be able to summon spirits in other places as well)
- Level 7: All previous, plus Pocket Reality Manipulation', Soul Manipulation & Conceptual Manipulation (Type 1. The Archmage is now adept enough to weave spirit stuff in almost non-spiritual ways. He can create a “pericarp”— a wall similar to the Gauntlet, through which one must step with Spirit. The pericarp walls off an area, turning it into a tiny Realm of sorts. Although the mage does not actually shift the locale into the spirit world, he does create a membrane of spirit around it. People wishing to cross into the delineated area must pass through the pericarp in some fashion. Creatures with no ability to enter the spirit world find the pericarp to be an impassable, hazy, slightly reflective barrier)
- Level 8: All previous, plus Spatial Manipulation & Pocket Reality Manipulation (This power allows the Archmage to bring overlapping Realms together, with no Gauntlet between. It is named for the mythical First Age, when all Realms were one. The mage can pull together overlapping Realms. Realms pulled together this way are not harmed and are treated as whole and complete locations where their inhabitants may interact. Typically, this functions only over a small area. When the Realms split apart again, creatures return to their native planes, even if they had somehow crossed over beforehand)
- Level 9: All previous, plus Power Bestowal (Can force a victim to suffer Awakening. The Awakening is traumatic enough; a forced Awakening can kill the victim with shock or leave the Avatar damaged and deranged)
Time[]
- Level 1: Extrasensory Perception (Temporal understanding begins with the mage’s own perceptions of time. At this stage, she develops a precise internal clock and can spot the temporal ripples left behind by (or, in many cases, developing ahead of) Time Effects. Other phenomena, too, leave disturbances in the time-stream, and the mage can notice them as well. The mage can also detect the influence of the Time Sphere on other spells or Patterns too[92])
- Level 2: Retrocognition & Precognition (Now the mage can look forward or backward through time. Although those impressions are fleeting, hazy, not entirely accurate, and bound by the limitations of that time and place (that is, what a bystander in that specific time and location could sense under the circumstances), they allow the Time-seer to catch glimpses of the past or future. By itself, this Effect allows the mage to see in her present location only. By combining Past/ Future Sight with other Spheres, however, she could read the probable past or future impressions of objects or places (Matter), living things (Life), and alternate locations (Correspondence). Entropy 2 even allows her to glimpse multiple futures and pick out the one most likely to occur[93]), Power Nullification (Reversing her powers of perception, that same mage can thicken the walls of time, which makes other Time Effects more difficult[94])
- Level 3: All previous, plus Time Manipulation (Speeding or slowing her relationship with time, the mage can now gain multiple actions, slow other characters or phenomena, or rewind small snatches of time. Can cast effects across distance and time. Can move back in time while recalling events from the future she just left[95]), Conceptual Manipulation (Type 1. Can affect Patterns[96]), Probability Manipulation (Can invoke multiple probabilities[97])
- Level 4: All previous, plus Time Stop (Now the mage learns to withdraw from the normal flow of time, hold Effects until they get triggered by events, or capture other beings or phenomena in bubbles of time[98])
- Level 5: All previous, plus Acausality (Type 4. The mage exists completely outside time, being immune from time's passage[99]), Power Bestowal (Can grant time immunity to others[100]), Time Travel (Can travel forward or backward through time[101])
- Level 6: All previous, plus Time Manipulation (The Archmage can send objects, or even Quintessence, back in time)
- Level 7: All previous, plus Past Manipulation (At this stage, the mage’s abilities to alter the past are vastly improved. They become a dynamic force in the time stream, and can follow the course of time, greatly altering the present. They can easily step back further than any of their former Time abilities allowed them to see or alter)
- Level 8: All previous, plus Time Portals (Can create Time Doors)
- Level 9: All previous, plus Cosmic Awareness & Acausality (Type 5. After achieving this Archmastery of Time, the mage no longer exists as a static moment in the present. Instead, his Pattern’s entire span of existence is fused into a single “moment” that encompasses the whole age. The mage can “coalesce” to a second and decide to work within the time line at any point. As usual, modifying the timeline places the mage in an alternate time stream)
Qlippothic Spheres[]
Everything in Creation has its dark reflection. While not precisely true, this logic holds firm when it comes to the Spheres of magic. Being the dark reflection of each of the Nine Spheres of magic, each Qlippothic Sphere has a fractured, negative aspect referred to as its Qlippothic side, and it is these Qlippothich Spheres that the Nephandi draw upon when it comes to the Spheres of magic:
- Qlippothic Correspondence: Correspondence is based on the integral connectedness of all things. Qlippothic Correspondence acknowledges that, and extrapolates that logic to note that if one thing is destroyed, then all things are touched by that destruction. Magics that call upon this Sphere seek to leapfrog decay from one thing to the next, and by destroying one aspect of Reality, to weaken all the rest. A use of Qlippothic Correspondence typically results in the Nephandus tearing a chunk out of spatial reality or even destroying the space between two things. By magically devouring a space, the Nephandus can step across the now non-existent gap with ease. Such manifestations often resemble gaping wounds in the air with ragged edges, or sudden disappearances of the Nephandus into a narrow vortex, sucked away like a person sucked into a high-power vacuum.
- Qlipphotic Entropy: Entropic Resonance nalturally taints whatever the Nephandi do, and most Nephandi have at least a rudimentary understanding of Qlippothic Entropy. The usual use of the Sphere of Entropy if a focus of renewal, though. Qlippothic Entropy makes no such conceits — it is raw, unadulterated destruction. Through the use of this Sphere a Nephandus eradicates people, disintegrates structures and even consigns ideas and hopes to oblivion. It's the spread of nonexistence, as the things destroyed leave neither room nor seed behind for a new flourishing — only a bitter void bereft of any hope at new creation.
- Qlippothic Forces: If Forces is the manifestation of energy and power, Qlippothic Forces is instead a reversal of that. It is the cold that kills flame, the silence that swallows thunder and the deadly grasp of the whirlpool. Additionally, this affinity gives Nephandi a tendency to rely on effects that conceal or distort — a Nephandus is often quite skilled in the use of rotes that cause invisibility (by warping light), flight (by denying gravity) or paralysis (by absorbing kinesis). Furthermore, some Nephandi have an uncanny knack for attacking with negated Forces, using empowered bolts of darkness, zones of stillness that halt even the motion of the body's rhythms or utter, bone-chilling absolute cold.
- Qlippothic Life: Qlippothic Life magics are the magics of plague and parasite, of the strangling vine and the rotting fungus, and they feed on true Life magics the way a tick draws blood from its host. In parasitic fashion, creations of Qlippothic Life tend to feed upon other natural living things and grow in deformed fashion until they have sucked all natural life from the area, then sending themselves into starvation and death. Nephandic creations of Life rarely resemble anything of the mundane world — rather, a Nephandus is likely to grant someone a malignant tumor that feeds the body with powerful stimulants but also consumes nourishment from the blood, or even to leave behind small parasitic beings that wait, hibernating, in hard outer shells, only to unroll and attach themselves when a new host presents itself.
- Qlippothic Matter: Qlippothic Matter is the magic of tearing things apart and reducing them to their components. It can create, but its creations are broken, lopsided things. Often, such creations come much as the proverbial statue formed of a whole rock — the Nephandus whittles away at Creation, destroying pieces and bits until all that's left is the desired end. Nephandi who use Qlippothic Matter tend to be fond of powerful, massive effects, like using a ritual to burrow out a new Labyrinthine tunnel or creating whole statues in honor of their dark deities.
- Qlippothic Mind: The Qlippothic Sphere of Mind seeks a negation of all self and consciousness. Manifestations of this Sphere eradicate conscious thought and identity and break down barriersof personality. Qlippothic Mind is also the magic of violating the sentience of others, of plundering memories and creating tabulae rasae. Ultimately, some Nephandic pawns become nothing more than hollow, near-mindless shells with only enough presence to follow the directions given them.
- Qlippothic Prime: Prime may be the raw stuff of Creation, but Qlippothic Prime is the pure matter of destruction. It is the unbridled power of negation, the absence of Prime (or God, depending upon whom you ask), and its use is like the touch of the Void. A Nephandus' use of Qlippothic Prime can accomplish many of the same feats as normal Prime magic — negation can fuel Pattern-destructive attacks, and Nephandi can easily siphon away Quintessence from places or things of power. More dangerously, Nephandic Prime attacks can eat away the very Avatar of the mage.
- Qlippothic Spirit: Qlippothic Spirit magic is all about binding and forcing spirits, with forcible possession a particular favorite. A Nephandus can force compliance from many a spirit simply with the threat of crossing into the Umbra and draining away its spirit essence for all time — in effect, utterly destroying it. Spiritual wards and devices often focus on similar aims: The Nephandus builds wards that drain away any ephemera in contact with the magic, thereby forcing spirits into specific boundaries and patterns. A Nephandus can slowly reshape a spirit's motives and nature so that it, too, becomes an entity of negation and a willing servant.
- Qlippothic Time: The dark refletion of the Time Sphere is the magic of jagged dissolution and sharp edges of time, of places where the natural flow of events breaks down. Initiates of this Sphere can pull victims out of time or speed their personal time up, or flit through time's broken places, to wreak as much havoc as they may. The Qlippothic Sphere of Time is, literally, the End of All Things; it is the terminus, the final end of the universe when no more time exists. Powerful Nephandi favor crafting their own places outside the boundaries of time, where cause and effect break down and only the whims of the owner dictate the influence of the clock.
Spirits (Umbrood)[]
Umbrood is a name given to the spirits that live in the Umbra:
Mage the Ascension, 20th Anniversary Edition
There is an infinite amount of them:
Mage the Ascension, 20th Anniversary Edition
Some types of spirits are stronger than others, following a hierarchy:
Mage the Ascension, 20th Anniversary Edition
Spirit Abilities[]
- Abstract Existence (Spirits are concepts and ideas, mathematical equations and hypotheses, discarded theories, philosophical posturings, psychological theses and religious beliefs)
- Extrasensory Perception (All spirits can find their way through complex Otherwordly non-geography, and locate a particular place or creature among the realms. Can track beings throughout the Otherworlds)
- Energy Projection (Can project damaging energies with a blast)
- Empathic Manipulation (Can emotionally bring the worst qualities of a target. Can shift a subject's mood)
- Corruption (Type 1. Can whisper foul suggestions in the target's ear, making them act out the corrupting suggestions)
- Fire Manipulation (Can ignite a fire)
- Air Manipulation (Can create windstorms and tornadoes)
- Biological Manipulation (Can accelerate the proccess of an injury, infection, starvation, freezing, disease, poison, etc)
- Paralysis Inducement (Can paralysis a victim via Disable)
- Illusion Creation & Sense Manipulation (Can alter nearvy landmarks and the target's sense of direction)
- Dream Manipulation (Can enter a target's dream and freely manipulate it)
- Pain Manipulation (Can ease and alleviate the pain of an individual)
- Willpower Manipulation (Can raise the level of its willpower)
- Heat Manipulation (Can cause a sudden drop in temperature, frosting the immediate area)
- Healing (Can heal an injured physical being)
- Light Manipulation (Can suffuse itself with light, illuminating the surrounding area)
- Electricity Manipulation (Can create thunderbolts. Can shortcut nearby electrical systems)
- Telepathy (Can project images and impressions, or speak directly into a subject's mind)
- Vibration Manipulation (Can cause the earth to shake, rattle, and roll. Can create quakes and shockwaves)
- Teleportation (Can disappear from its current location and appear somewhere far away)
- Glass Manipulation (Can shatter all the glass in the area)
- Fear Manipulation (Can invoke a primal screaming fear, causing victims to tremble in soul-deep terror)
- Weather Manipulation (Can summon a storm, invoking high winds and driving rains)
Disciplines[]
Discipline is a term used by vampires to describe their supernatural powers. The origin of the vampiric powers modernly known as Disciplines is unknown, however, but many believe they are gifts from Caine or Lilith, and a few Antediluvians are thought to have invented unique Disciplines that have been passed down through their childer. Others believe them to be inborn powers inherent to the undead body. The abilities include:
Animalism[]
- Level 1: Animal Manipulation (The vampire creates an empathic connection with a beast, thereby allowing them to communicate or issue simple commands[102])
- Level 2: Summoning (The vampire may call out in the voice of a specific type of animal — howling like a wolf, shrilling like a raven, etc. This call mystically summons creatures of the chosen type[103])
- Level 3: Empathic Manipulation (As the supreme predators of the natural world, Kindred are highly attuned to the bestial nature that dwells within every mortal heart. A vampire who develops this power may assert his will over a mortal (animal or human) subject, subduing the Beast within them. This quenches all powerful, strong emotions — hope, fury, love, fear — within the target[104])
- Level 4: Possession (By locking their gaze with that of an animal, the vampire may mentally possess the creature[105])
- Level 5: Empathic Manipulation (At this level of Animalism, the Kindred has a keen understanding of the Beast Within, and is able to release his feral urges upon another mortal or vampire[106])
- Level 6: (Animal Succulence allows a vampire to draw much more sustenance from beasts than normal Kindred can), Information Analysis (Shared Soul can probe the mind of any one animal the vampire touches. Shared Soul can be very disconcerting to both parties involved, as each participant is completely immersed in the thoughts and emotions of the other. With enough effort or time, each participant can gain a complete understanding of the other’s mind[107]), Animal Manipulation (With Species Speech, a character can enter into psychic communion with all creatures of a certain species that are present[108])
- Level 7: Berserk Mode (Masters of Animalism have a much greater understanding of both beasts in general and the Beast in particular. Those who have developed Conquer the Beast can master their own Beasts to a degree impossible for lesser Kindred to attain. Conquer the Beast allows the vampire both to control her frenzies and to enter them at will[109])
- Level 8: Empathic Manipulation (Some Kindred are so attuned to the Beast that they can unleash it in another individual at will. Vampires who have developed Taunt The Caged Beast are able to send adversaries into frenzy with a finger’s touch and the resultant momentary contact with the victim's Beast[110])
- Level 9: Pain Manipulation (The self-destructive nature of Cainites can be turned against them by an elder who possesses this formidable power. With a glance, the vampire can awaken the Beasts of their enemies, causing physical injury and excruciating agony as the victim’s own violent impulses manifest in physical form to tear him apart from within[111])
Auspex[]
- Level 1: Enhanced Senses (Heightened Senses increases the acuity of all of the vampire’s senses, effectively doubling the clarity and range of sight, hearing, and smell[112])
- Level 2: Extrasensory Perception (The vampire can perceive the psychic “auras” that radiate from mortals and supernatural beings alike. These halos comprise a shifting series of colors that take practice to discern with clarity[113])
- Level 3: Psychometry (Via Spirit's Touch[114])
- Level 4: Telepathy (The vampire can project a portion of their consciousness into a nearby mortal’s mind, creating a mental link through which he can communicate wordlessly or even read the target’s deepest thoughts[115])
- Level 5: Astral Projection, Abstract Existence (The vampire can project their senses out of their physical shell, stepping from their body as an entity of pure thought[116])
- Level 6: Clairvoyance (By using Clairvoyance, a vampire can perceive distant events without using Psychic Projection. By concentrating on a familiar person, place, or object, a character can observe the subject’s immediate vicinity while staying aware of their own surroundings[117]), Telepathy (With Telepathic Communication, a character can form a more powerful link between his mind and that of other subjects, allowing them to converse in words, concepts, and sensory images at the speed of thought[118])
- Level 7: Information Analysis (Karmic Sight allows a vampire to probe the inner workings of a subject’s mind and soul[119])
- Level 8: Telepathy (Can anticipate an enemy's move in personal combat by reading their mind[120])
- Level 9: Mind Manipulation (Psychic Assault is nothing less than a direct mind-to-mind attack which uses the sheer force of an elder’s will to overpower his target. Victims of Psychic Assault show little outward sign of the attack, save for nose-bleeds and expressions of intense agony; all injuries by means of this psychic pressure inflicted are internal. A medical examination of a mortal victim of a Psychic Assault invariably shows the cause of death to be a heart attack or aneurysm, while vampires killed with this power decay to dust instantly[121])
Chimerstry[]
- Level 1: Illusion Creation (The vampire may conjure a minor, static mirage that confounds one sense[122])
- Level 2: Illusion Creation (Can create illusions that appeal to all the senses[123])
- Level 3: Illusion Creation (Apparition allows a vampire to give motion to an illusion created with Ignis Fatuus or Fata Morgana. Thus, the Cainite could create the illusion of a living being, running water, fluttering drapes, or a roaring fire[124])
- Level 4: Illusion Creation (Permanency, also used in conjunction with Ignis Fatuus or Fata Morgana, allows a mirage to persist even when the vampire cannot see it[125])
- Level 5: Illusion Creation, Mind Manipulation (Rather than create simple illusions, the vampire can project hallucinations directly into a victim’s mind. The target of these illusions believes completely that the images are real; a hallucinatory fire can burn him, an imaginary noose can strangle him, and an illusory wall can block him. This power affects only one person at a time; though others can see the illusion, it doesn’t impact them in the same way. Other people can try to convince the victim that his terrors are not real, but he won’t believe them[126])
- Level 6: Illusion Creation (The vampire has no restriction on how often they may use the first three levels (Ignis Fatuus, Fata Morgana, and Apparition) and can maintain or control illusions with minimal concentration or fatigue. Even though Horrid Reality is visible to all onlookers, it can only inflict “damage” on one victim. With Shared Nightmare, a vampire can inflict tormented visions on a crowd[127])
- Level 7: Illusion Creation (Far Fatuus allows a Kindred to project illusions to any area he can see or visualize. Under most circumstances, accomplishing this requires him to have visited the location in question before he can project illusions there. Although more difficult, a vampire may project illusions on the basis of a description, a photo, or a video clip[128])
- Level 8: Mind Manipulation (Suspension of Disbelief can imbue a vampire's Chimerstry with a sense of reality that makes it easier for viewers to believe in the illusion. No matter how strange or surreal the illusion is, an onlooker will accept it as real. If the illusion is wildly unrealistic (fire-breathing dragons, a pack of aliens), once it is no longer in his sight, the observer will question what he saw and eventually deny the event ever happened. A vampire can also use this power to make something appear unbelievable, whether it’s real or not. In this case, observers will write off what they’re seeing as some kind of trick or hallucination[129])
- Level 9: Sense Manipulation (A Cainite who masters Synesthesia power can shuffle others’ senses around to suit his preferences. He can select one target and inflict a serious, disorienting, and all-encompassing case of synesthesia upon her, making it impossible for her to interact meaningfully with the real world for the power’s duration. The vampire has complete control over how the target’s senses work and can manipulate them to suit[130]), Creation, Reality Warping (Mayaparisatya allows the Cainite to directly alter or create real objects or creatures, although such changes are of finite duration. A vampire with this power can transform the air around a rival Kindred into fire or render a locked door insubstantial. A more harrowing use of this power enables the vampire to force an object out of existence by transforming it into nothing more than a wisp of its former reality[131]), Smoke Manipulation (Can create a large volume of smoke[132]), Transmutation (Can change an object into another object or being[133]), Gravity Manipulation (Can twist gravity sideways[134]), Water Manipulation (Can make rivers stand still as hills flow upward[135]), Existence Erasure (Can delete any material or being from existence[136])
Dementation[]
- Level 1: Empathic Manipulation (The vampire stirs his victim’s emotions, either heightening them to a fevered pitch or blunting them until the target is completely desensitized. In this way, a vampire can inflame mild irritation into quivering rage or atrophy true love into casual interest[137]),
- Level 2: Sense Manipulation (The vampire manipulates the sensory centers of his victim’s brain, flooding the victim’s senses with visions, sounds, scents, or feelings that aren’t really there. They may take the form of the subject’s repressed fears, guilty memories, and so on[138])
- Level 3: Information Analysis (Eyes of Chaos allows the vampire to take advantage of the fleeting clarity hidden in insanity. He may scrutinize the “patterns” of a person’s soul, the convolutions of a vampire’s inner nature, or even random events in nature itself. The Kindred with this power can discern the most well-hidden psychoses, or gain insight into a person’s true self[139])
- Level 4: Empathic Manipulation, Madness Manipulation, Fear Manipulation (By merely addressing his victims aloud, the Kindred can drive targets into fits of blind rage or fear, forcing them to abandon reason and higher thought. Victims are plagued by hallucinations of their subconscious demons. Affected victims fly immediately into frenzy or a blind fear[140])
- Level 5: Madness Manipulation (The vampire coaxes the madness from the deepest recesses of the target’s mind, focusing it into an overwhelming wave of insanity[141])
- Level 6: Madness Manipulation (Lingering Malaise causes permanent psychological shifts within the victim, making them lunatics[142])
- Level 7: Mind Manipulation (A vampire with with Reestructure has the ability to twist his victims’ psyches at their most basic levels, warping their very beings. The subject of Restructure retains her memories, but her outlook on life changes completely, as if she has undergone a sudden epiphany or religious conversion. This effect goes much deeper than the implantation of a derangement; it actually performs a complete rewrite of the victim’s personality[143])
- Level 8: Biological Manipulation (Personal Scourge allows the vampire to turn the very strength of his victim’s mind against them, inflicting physical harm with the power of his own will. Victims of this self-powered attack spontaneously erupt in lacerations and bruises, spraying blood in every direction and howling in agony[144])
- Level 9: Mind Manipulation, Madness Manipulation (Lunatic Eruption is effectively a psychic nuclear bomb, used to incite every intelligent being within several miles (kilometers) into an orgy of bloodlust and rage. Within this area, all sentient creatures fall prey to their baser instincts. Mortals spontaneously riot, looting and burning between bouts of mass violence. Kindred enter hunger-induced frenzies, draining dry as many vessels as they can sink their fangs into. An entire city can quite literally be driven temporarily insane by this power[145])
Dominate[]
- Level 1: Mind Manipulation (The vampire can lock his eyes with the subject and speaks a one-word command, which the subject must obey instantly[146])
- Level 2: Mind Manipulation (With Mesmerize, a vampire can verbally implant a false thought or hypnotic suggestion in the subject’s subconscious mind. The vampire may activate the imposed thought immediately or establish a stimulus that will trigger it later[147])
- Level 3: Memory Manipulation (After capturing the subject’s gaze, the vampire delves into the subject’s memories, stealing or re-creating them at his whim[148])
- Level 4: Mind Manipulation (Through sustained manipulation, the vampire can make a subject more pliant to the Kindred’s will. Over time, the victim becomes increasingly susceptible to the vampire’s influence while simultaneously growing more resistant to the corrupting efforts of other Kindred[149])
- Level 5: Possession (At this level of Dominate, the force of the Kindred’s psyche is such that it can utterly supplant the mind of a mortal subject. Speaking isn’t required, but the vampire must capture the victim’s gaze. During the psychic struggle, the contestants’ eyes are locked on one an other. Once the Kindred overwhelms the subject’s mind, the vampire moves his consciousness into the victim’s body and controls it as easily as he uses his own. The mortal falls into a mental fugue while under possession[150])
- Level 6: Pain Manipulation (Chain the Psyche is a Dominate technique that inflicts incapacitating pain on a target who attempts to break the vampire’s commands[151]),
- Level 7: Mind Manipulation (Can command small crowds through the use of Mass Manipulation[152]), Biological Manipulation (A vampire who has developed Still The Mortal Flesh is able to override her victim’s body as easily as his mind in order to cut off their senses or even stop their heart[153])
- Level 8: Mind Manipulation (Far Mastery allows the use of Dominate on any subject that the vampire is familiar with, at any time, over any distance[154])
- Level 9: Mind Manipulation (Speak Through the Blood allows a vampire to issue commands to every vampire whose lineage can be traced to him — even if the two have never met. Thus, entire broods act to further the goals of sleeping ancients whose existences they may be completely unaware of[155])
Necromancy[]
Sepulchre Path[]
- Level 1: Extrasensory Perception (Witness of Death attunes a vampire’s unliving senses to the presence of the incorporeal[156])
- Level 2: Summoning (The power of Summon Soul allows a necromancer to call a ghost back from the Underworld[157])
- Level 3: Soul Manipulation (With Compel Soul, a vampire can command a ghost to do his bidding for a while[158])
- Level 4: Sealing (Haunting binds a summoned ghost to a particular location or, in extreme cases, an object. The wraith cannot leave the area to which the necromancer binds it without risking destruction[159])
- Level 5: Non-Physical Interaction & Interdimensional range (Torment allows the vampire to strike a wraith as if he himself was in the lands of the dead, inflicting damage on the wraith’s ectoplasmic form. The vampire remains in the real world, however, so he cannot be struck in return[160])
Ash Path[]
- Level 1: Extrasensory Perception (Shroudsight allows a necromancer to see through the Shroud, the mystical barrier that separates the living world from the Underworld. By using this power, the vampire can spot ghostly buildings and items, the landscape of the so-called Shadowlands, and even wraiths themselves[161])
- Level 2: Automatic Translation (Lifeless Tongues allows the vampire to converse with ghosts effortlessly[162])
- Level 3: Non-Physical Interaction (Dead Hand allows a necromancer to reach across the Shroud and affect a ghostly object as if it were in the real world. Ghosts are solid to necromancers using this power and can be attacked[163])
- Level 4: Non-Corporeal (Ex Nihilo allows a necromancer to enter the Underworld physically. While in the lands of the dead, the vampire is essentially a particularly solid ghost. A vampire physically in the Underworld can pass through solid objects in the real world and remain “incorporeal”[164])
- Level 5: Reality Warping (Shroud Mastery offers the Kindred the ability to manipulate the veil between the worlds of the living and the dead. By doing so, a necromancer can make it easier for bound wraiths in his service to function, or make it nearly impossible for ghosts to contact the material world[165])
Bone Path[]
- Level 1: Biological Manipulation (Tremens allows a necromancer to make the flesh of a corpse shift once. An arm might suddenly flop forward, a cadaver might sit up, or dead eyes might abruptly open[166])
- Level 2: Necromancy (With Apprentice’s Brooms, the necromancer can make a dead body rise and perform a simple function. For example, the corpse could be set to carrying heavy objects, digging, or just shambling from place to place[167])
- Level 3: Necromancy (Shambling Hordes creates obvious results: reanimated corpses with the ability to attack, albeit neither very well nor very quickly[168])
- Level 4: Soul Manipulation (Soul Stealing allows a necromancer to strip a soul from a living body. A mortal exiled from his body by this power becomes a wraith with a single tie to the real world: his now-empty body[169])
- Level 5: Soul Manipulation (Daemonic Possession lets a vampire insert a soul into a freshly dead body[170])
Cenotaph Path[]
- Level 1: Psychometry (With Touch of Death, a necromancer can feel whether an object has been touched by a ghost or sense the recent passage of a wraith[171])
- Level 2: Psychometry (With Reveal the Catene, the necromancer can determine a fetter with just a few moments of handling. The Kindred simply runs his hands over the object and concentrates on it. He quickly receives an impression of the item’s (or person’s) importance to wraiths, if any; should the wraith be one known to the necromancer, he immediately recognizes the object as a fetter to that (or those) ghost(s). Successful identification of a connected ghost is not exclusive; that is, if the vampire determines that the object is important to a given wraith, he can also determine if there are other ghosts tied to the item, though he must use the power again to gain their identities[172])
- Level 3: Extrasensory Perception (Tread Upon the Grave allows the necromancer to find locations where the Shadowlands and the living world come close. Often, the necromancer experiences a chill or shiver when stepping into an area where the Underworld lies near the living one. With practice, the vampire can tell exactly where such locations are[173])
- Level 4: Extrasensory Perception (Death Knell allows a vampire to become sensitized to the pull that occurs when a soul escapes from a body only to hover in wait, enslaved by its desires. The weight of desperation becomes like a tangible tug, and some necromancers savor this emotion even as they follow the sensation to find the new ghost[174])
- Level 5: The master of Ephemeral Binding turns an otherwise mundane object or person into a depository for his own necromantic energy. The undying Curse transforms the subject into a sort of linkage between the living and dead. The necromancer smears his blood on the item in question, which mystically absorbs the vitae and, in doing so, becomes a vessel to anchor a spirit[175].
The Corpse in the Monster[]
- Level 1: Body Control, Biological Manipulation (The character with Masque of Death can assume a visage of death or inflict that shape on another vampire. The victim’s flesh becomes pallid and thin (if it is not already), and skin pulls tight against bone. This ability can be very useful, as it allows one to hide in plain sight in a tomb or crypt at any time (though the character remains as vulnerable to sunlight and fire as ever). When a necromancer uses this power on another Kindred, the victim gains the same corpselike demeanor. In this sense, the ability works as something of a minor curse[176])
- Level 2: Body Control (With Cold of the Grave, the character can temporarily take on the unfeeling semblance of the dead, in order to protect themselves from physical and emotional harm. When assuming the Cold of the Grave, the vampire’s skin becomes unusually cold. When they speak, their breath mists even in warm air — those with exceptional senses might even see a slight red tinge to the breath[177])
- Level 3: Biological Manipulation (The Curse of Life inflicts some of the undesirable traits of the living upon the undead, removing their corpselike nature and creating a false life to remind them of the worst things about being alive. Targets of this power regain only the unpleasant aspects of life, as culled from the memory of the Discipline’s user. This may include mundane hunger and thirst, sweat and other excretions, the need to urinate and defecate, a decrease in sensory acuity, and a particular vulnerability to attacks that the character might normally shrug off[178])
- Level 4: Body Control (Gift of the Corpse enables a necromancer to ignore most of their race’s inherent weaknesses for a short time. A dead body is not particularly vulnerable to sunlight, holy artifacts, frenzy, or being staked through the heart, after all, and so it is with a vampire using the Gift of the Corpse[179])
- Level 5: Body Control (With the Gift of Life, the character can experience the best and most positive things about being alive. The overwhelming hunger for blood temporarily abates, allowing the character to consume and enjoy food and drink. They can also enjoy sex as they wish, and the sun does not burn them[180])
The Grave's Decay[]
- Level 1: Limited Deconstruction (Destroy the Husk turns one human corpse to a pile of about 30 pounds (13 kilograms) of unremarkable dust, roughly the size and shape of that body[181])
- Level 2: Biological Manipulation (The Cainite who wields Rigor Mortis is able to push a living or undead body to a frozen point using only his will and understanding of the forces of decay. They forces their target to become rigid and unable to move without enormous effort of will, as the target's very muscles betray him[182])
- Level 3: Corrosion Inducement, Regeneration Negation (Low-Mid. Wither allows a vampire to cripple an opponent’s limb. Whether the foe is living or undead, muscle shrivels away, skin peels, and bone becomes brittle. The target is unable to exert any noteworthy strength in the crippled limb. This injury lasts for far longer than most injuries trouble vampires, and in mortals it simply does not heal[183])
- Level 4: Disease Manipulation (Corrupt the Undead Flesh blurs the line between life and undeath, turning an undead creature into something just living enough to carry and suffer from disease. The disease inflicts the target, causing lethargy, dizziness, loss of strength, clumsiness, and the inability to keep blood in his system. This pernicious influence is extremely virulent among mortals. They pick the disease up simply by spending a few hours near the victim[184])
- Level 5: Deconstruction (Dissolve the Flesh allows a necromancer to attempt to turn vampiric flesh to dust or ash, as though the target had been burned or left out in the sun[185])
Four Humors[]
- Level 1: Dream Manipulation (The necromancer with Whispers to the Soul can let slip a little of his own undead bilious humor as he speaks to an other being (whether mortal or Kindred). The wicked vapor slips into the target’s ear and whispers nightmares to the target throughout the day and night. The target has a harder time sleeping, and becomes irritable and distracted during waking hours[186])
- Level 2: Poison Manipulation (Kiss of the Dark Mother allows the necromancer who uses it to mix their vitae with black bile, turning it into a noxious poison. The necromancer forces it into their mouth as saliva might once have come; the vitae tastes acrid and bitter, as though it had been scorched. Once the necromancer coats their teeth and lips with it, they can inflict terrible damage with their bite[187])
- Level 3: Empathic Manipulation (The vampire can exude a coat of a particular humor onto their skin, causing all that touch it to experience the most intense form of that humor. After a necromancer has used this power, he generally feels the opposite of the sensation the humor usually conveys: Using blood leaves him depressed and pessimistic; using yellow bile renders him calm and placid; using black bile leaves him optimistic; and using phlegm makes him aroused and angry. With Phlegm the target becomes lethargic; With Blood the target becomes prone to excessive bleeding; With Yellow Bile the arget becomes melancholic and is plagued with visions of death[188])
- Level 4: Biological Manipulation (The necromancer knows how to infuse his own being with the blood of a cold corpse and transform himself into something not wholly vampiric. Instead, the necromancer edges closer to being an animated corpse in fact as well as name. He grows distant and chill, as though possessed by the spirit of Death itself[189])
- Level 5: Empathic Manipulation & Smoke Manipulation (A necromancer who has mastered this path can harness the undead black bile that festers at the core of their being; they pull that melancholy to their lungs and lets it mingle with their outgoing breath. They then exhale the dark mist, letting it engulf those nearby. The necromancer feels curiously lightheaded and optimistic after using this power, as they have forced some of their most depressed nature out into the world; those caught in the black vapors grow despairing and hopeless[190])
Vitreous Path[]
- Level 1: Information Analysis, Precognition (Type 2. The necromancer employing the Eyes of the Dead can see with the perceptions of the Restless Dead (called Deathsight). To such a manipulator of ghostly energies, the auras of surrounding beings give off telltale hints as to their health and even their ultimate fate; the necromancer can see the energies of death flowing through everyone, just as ghosts can. By looking at the entropic markings on a person’s body, the necromancer can gain rough knowledge of how far that person is from death, how soon that person is likely to die, and even what the cause of her death is likely to be. Furthermore, the vampire can divine the target’s eventual demise[191])
- Level 2: Corrosion Inducement (The necromancer can strengthen the feeling of entropy around her to the point where it breaks down nonliving objects and machines. It can gnarl wood, rust metal, crack silicon chips, and erode plastic, glass, and dead organic material[192])
- Level 3: Soul Manipulation (Just as the necromancer can release entropic energies from within, he may also pull them into himself as a source of power. Soul Feasting allows the caster to either draw on the ambient death energies around him or to actively feed on a ghost, stealing the wraith’s substance and mystically transforming that energy into sustenance[193])
- Level 4: Corrosion Inducement, Smoke Manipulation, Disease Manipulation (The Breath of Thanatos allows the necromancer to draw out entropic energy and focus it upon an area or person by taking a deep breath and then forcefully exhaling a fog of necromantic energy. Channeled into an object or person, the death mist inflicts the subject with a debilitating, wasting illness[194])
- Level 5: Corrosion Inducement, Heat Manipulation (The breath of entropic energy becomes a scream of pure chaos. The necromancer can issue an unearthly cry (heard both in the living world and in the Shadowlands). The howl pours icy oblivion into a target or group of targets — either sweeping away the inherent entropy or collecting that destruction and unleashing it[195])
Obfuscation[]
- Level 1: Stealth Mastery (With Cloak of Shadows, the vampire steps into an out-of-the-way, shadowed place and eases himself from normal sight. The vampire remains unnoticed as long as he stays silent, still, under some degree of cover (such as a curtain, bush, door frame, lamppost, or alley), and out of direct lighting. The immortal’s concealment vanishes if he moves, attacks, or falls under direct light[196])
- Level 2: Stealth Mastery, Fear Manipulation (With experience, the vampire can move around without being seen. Shadows seem to shift to cover him, and people automatically avert their gazes as he passes by. Others move unconsciously to avoid contact with the cloaked creature; those with weak wills may even scurry away from the area in unacknowledged fear. The vampire remains ignored indefinitely unless someone deliberately seeks him out or he inadvertently reveals himself[197])
- Level 3: Perception Manipulation (The vampire can influence the perception of others, causing them to see a face different from his, as well as height, gestures, mannerisms, voice, sex, and age[198])
- Level 4: Stealth Mastery (Vanish from the Mind's Eye enables the vampire to disappear from plain view. So profound is this vanishing that the immortal can fade away even if he stands directly in front of someone[199])
- Level 5: Perception Manipulation (With Cloak the Gathering, the vampire may extend his concealing abilities to cover an area. The immortal may use any Obfuscate power upon those nearby as well as upon himself, if he wishes[200])
- Level 6: Perception Manipulation, Mind Manipulation (With Conceal, the vampire may mask an inanimate object up to the size of a house (Obfuscate cannot be used to disguise inanimate objects without the use of this power). If the object is hidden, so are all of its contents. While Conceal is in effect, passersby walk around the concealed object as if it were still visible, but refuse to acknowledge that they are making any kind of detour[201]. In addition to concealing their form, a vampire who has developed Soul Mask is able to conceal their aura. They may display whatever combination of colors and shades they wishe, or may appear to have no aura whatsoever[202]), Resistance to Telepathy (A vampire with Mind Blank is able to shrug off telepathic contact, easily withstanding invasive probes of his mind[203])
- Level 7: Perception Manipulation (The Veil of Blissful Ignorance allows a vampire to Obfuscate an unwilling victim, removing them from the notice of others[204])
- Level 8: Information Analysis, Perception Manipulation (Old Friend allows a vampire to probe a subject’s subconscious and take the semblance of the individual whom that victim trusts over anyone else. Someone using this power does not appear as someone who the victim is frightened of or awed by, but rather someone to whom the victim feels comfortable revealing intimate secrets[205])
- Level 9: Body Control (Create Name allows a character to create a completely new identity; face, speech pattern, aura, even thought processes are constructed according to the vampire’s desired identity. The power can be used to impersonate an existing individual, or it can project the semblance of a completely fictional identity with perfect accuracy[206])
Obtenebration[]
- Level 1: Darkness Manipulation (Shadow Play grants the vampire limited control over shadows and other ambient darkness. Though the vampire cannot truly “create” darkness, he can overlap and stretch existing shadows, creating patches of gloom. This power also allows Kindred to separate shadows from their casting bodies and even shape darkness into the shadows of things that are not there. Once a Kindred takes control of darkness or shadow, it gains a mystical tangibility. By varying accounts cold or hellishly hot and cloying, the darkness may be used to aggravate or even smother victims. Certain callous Lasombra claim to have choked mortals to death with their own shadows[207])
- Level 2: Smoke Manipulation (Shroud of Night can create a cloud of inky blackness. The cloud completely obscures light and even sound to some extent. Those who have been trapped within it (and survived) describe the cloud as viscous and unnerving. This physical manifestation lends credence to those Lasombra who claim that their darkness is something other than mere shadow[208])
- Level 3: Darkness Manipulation (Refining his control over darkness, the Kindred can create prehensile tentacles that emerge from patches of dim lighting. These tentacles may grasp, restrain, and constrict foes[209])
- Level 4: Darkness Manipulation, Transformation (With Black Metamorphosis, the Cainite calls upon his inner darkness and infuses himself with it, becoming a monstrous hybrid of matter and shadow. His body becomes mottled with spots of tenebrous shade, and wispy tentacles extrude from his torso and abdomen. Though still humanoid, the vampire takes on an almost demonic appearance, as the darkness within him bubbles to the surface[210])
- Level 5: Darkness Manipulation, Intangibility, Fear Manipulation (With Tenebrous Form, the Kindred’s mastery of darkness is so extensive that he may physically become it. Upon activation of this power, the vampire becomes an inky, amoeboid patch of shadow. Vampires in this form are practically invulnerable and may slither through cracks and crevices. In addition, it causes victims to become panicked[211])
- Level 6: Darkness Manipulation, Heat Manipulation, Blood Manipulation (The Darkness Within allows the Cainite to call forth the darkness contained in her black soul. This enormous, turbulent shadow vomits from the vampire’s mouth, though some vampires are said to cut themselves and let the blackness seep from their veins. The shadow-cloud engulfs a chosen target, burning it with a soul-scarring chill and siphoning its blood away in torrents[212]), Darkness Manipulation, Intangibility , Dimensional Travel (With Shadowstep, the vampire has such fine control over the darkness that he may become it briefly and reform himself from other darkness close by. The vampire may Shadowstep through walls, floors, and even mystical barriers. The Cainite simply steps “into” a shadow and re-emerges from another shadow a short distance away[213])
- Level 7: Darkness Manipulation (With Shadow Twin, the vampire can bestow upon a shadow a limited degree of sentience. By animating his own shadow or that of another, the Cainite can actually “free” the shadow cast by light. While this power is active, the subject casts no shadow, as it has left to pursue the vampire’s commands[214])
- Level 8: Darkness Manipulation (By creating a “chamber” of pure darkness, the vampire may entrap or smother their enemies. No air exists in this shadow-trap, and mortals suffocate within its chilling void. Even vampires have little recourse once trapped — they may leave only at their captor’s whim[215])
- Level 9: Darkness Manipulation, Death Manipulation (Ahriman's Demesne allows the vampire to summon a darkness so oppressive that it extinguishes the light of life — or unlife — of any victim trapped within it[216])
Presence[]
- Level 1: Empathic Manipulation (With Awe, those near the vampire suddenly desire to be closer to her and become receptive to her point of view. Awe is extremely useful for mass communication. It matters little what is said — the hearts of those affected lean toward the vampire’s opinion. The weak want to agree with her; even if the strong-willed resist, they soon find themselves outnumbered. Awe can turn a chancy deliberation into a certain resolution in the vampire’s favor almost before her opponents know that the tide has turned[217])
- Level 2 Fear Manipulation, Madness Manipulation (Dread Gaze causes unbearable terror in its victim, stupefying them into madness, immobility, or reckless flight. Even the most stalwart individual will fall back from the vampire’s horrific visage[218])
- Level 3 Empathic Manipulation (Entrancement bends others’ emotions, making them the vampire’s willing servants. Due to what these individuals see as true and enduring devotion, they heed the vampire’s every desire[219])
- Level 4 Summoning (Summon enables the vampire to call to herself any person whom she has ever met. This call can go to anyone, mortal or supernatural, across any distance within the physical world[220])
- Level 5 Empathic Manipulation (With Majesty, the vampire can augment their supernatural mien a thousandfold. The attractive become paralyzingly beautiful; the homely become hideously twisted. Majesty inspires universal respect, devotion, fear — or all those emotions at once — in those around the vampire. The weak scramble to obey their every whim, and even the most dauntless find it almost impossible to deny them. People affected find the vampire so formidable that they dare not risk the vampire's displeasure. Raising their voices to the vampire is difficult; raising a hand against him is unthinkable. Those few who shake off the vampire’s potent mystique enough to oppose him are shouted down by the many under his thrall, before the immortal need even respond[221])
- Level 6 Paralysis Inducement, Fear Manipulation (Can paralyze a victim with sheer terror via Paralyzing Glance[222]), Empathic Manipulation (A vampire possessing Spark of Rage can shorten tempers and bring old grudges and irritations to the boiling point with a minimum of effort. Spark of Rage causes disagreements and fights, and can even send other vampires into frenzy[223])
- Level 7 Empathic Manipulation (Cooperation can be used to nudge those affected by it into a fragile spirit of camaraderie[224])
- Level 8 Mind Manipulation, Resistance Negation (Ironclad Command mentally controls the victim while bypassing their resistance to mental effects[225])
- Level 9 Empathic Manipulation (With Pulse of the City, the vampire can control the emotional climate of the entire region around him, up to the size of a large city. This power is always in effect on a low level, attuning those who dwell in the area to the Kindred’s mood, but it can also be used to project a specific emotion into the minds of every being in the area[226])
Protean[]
- Level 1: Enhanced Senses (The vampire sees perfectly well in pitch darkness, not requiring a light source to notice details in even the darkest basement or cave[227])
- Level 2: Body Control (The vampire’s nails can transform into long, bestial claws. These talons are wickedly sharp, able to rend flesh with ease and even carve stone and metal with little trouble[228])
- Level 3: Fusionism (Earth Meld enables the vampire to become one with the earth. The immortal literally sinks into the bare ground, transmuting his substance to bond with the earth[229])
- Level 4: Transformation (Shape of the Beast endows the vampire with the legendary ability to transform into a wolf or bat. A Kindred changed in this way is a particularly imposing representative of the animal kingdom. He retains his own psyche and temperament, but can still call upon the abilities of the beast form — increased senses for the wolf and flight for the bat[230])
- Level 5: Intangibility, Smoke Manipulation (Mist Form enables the vampire to turn into mist. His physical shape disperses into a hazy cloud, but one still subject entirely to the immortal’s will[231])
- Level 6: Underground Mobility (With Earth Control, the vampire is no longer confined to the resting place he selected the night before. He can pass through the ground as if it were water, “swimming” through the earth itself. Some elders use this as a means of unobstructed and unobtrusive travel, while others find it a highly effective means of maneuvering in combat[232])
- Level 7: Damage Reduction (The skin of a vampire with Flesh of Marble becomes in essence a sort of flexible stone, although it appears (and feels) no different than normal skin and muscle. While the power is functioning, the damage of all physical attacks made against the character are halved, including assaults made with fists, claws, swords, firearms, and explosions[233]), Transformation (A vampire employing Shape of the Beast's Wrath shifts into a huge, monstrous form, gaining half his height again and tripling his weight. His overall shape flows into an unholy amalgamation of his own form and that of the animal he feels the closest kinship to. Wolves, rats, and great cats are the most common manifestations, though ravens, serpents, bats, and stranger beasts have been reported[234]), Non-Corporeal (Spectral Bodyt allows a vampire to take a shape with most of the advantages of the Mist Form but fewer of the disadvantages. A vampire who assumes Spectral Form retains his normal appearance, but becomes completely insubstantial. He walks through walls and bullets with equal ease, and can pass through the floor on which he stands if he chooses to. Although his lungs are no longer solid, the vampire can still speak[235])
- Level 8: Body Control (A vampire with Purify the Impaled Beast can expel foreign objects from their body with great force, even excising stakes that transfix their heart[236])
- Level 9: Statistics Amplification (Inward Focus can heighten the efficiency of the vampire's undead body’s internal workings to levels undreamed of by lesser Kindred, withstanding inconceivable amounts of injury and moving with blinding speed and shattering strength[237])
Quietus[]
- Level 1: Sound Manipulation (Silence of Death imbues the vampire with a mystical silence that radiates from their body, muting all noise within a certain vicinity. No sound occurs inside this zone[238])
- Level 2: Poison Manipulation (By changing the properties of his blood, a vampire may create powerful venom that strips his prey of their resilience. Kindred with Quietus are known to deliver the poison by coating their weapons with it, blighting their opponents with a touch, or spitting it like a cobra[239])
- Level 3: Blood Manipulation (Dagon's Call allows a vampire to drown his target in his own blood. By concentrating, the Kindred bursts his target’s blood vessels and fills their lungs with vitae that strangles them from within. The blood actually constricts the target’s body from the inside as it floods through their system; thus, it works even on unbreathing Kindred. Until the target collapses in agony or death throes, this power has no visible effect, and many Kindred like it because it leaves no trace of their presence[240])
- Level 4: Poison Manipulation (Baal’s Caress allows the Kindred to transmute his blood into a virulent ichor that destroys any living or undead flesh it touches[241])
- Level 5: Acid Manipulation, Corrosion Inducement (Taste of Death allows the Cainite to spit caustic blood at his target. The blood coughed forth with this power burns flesh and corrodes bone; some vampires have been reported to vomit voluminous streams of vitae that reduce their targets to heaps of sludge[242])
- Level 6: Sound Manipulation (Selective Silence allows the skilled Cainite to silence only specific individuals or objects that he wants to silence[243]), Empathic Manipulation (Ripples of the Heart allows a Cainite to leave emotions within the bloodstream of any mortal from whom he feeds. Any other vampire who subsequently drinks from that mortal experiences those emotions as if they were his own[244]), Purification (Purification allows its wielder to cleanse other individuals’ minds and souls of stains, including those left by the mind control of other Kindred. The vampire using this power expels his own blood through his skin and allows it to soak through his subject, slowly dissipating. As it does so, it carries away spiritual impurities and outside influences[245])
- Level 7: Poison Manipulation (Beyond leaving emotional traces in a subject’s blood, Poison the Well of Life can taint that same vitae, making it into a deadly poison for any other Cainite who drinks from that mortal[246])
- Level 8: Memory Manipulation (Blood magic practitioners and individuals skilled at Auspex have long known that vitae can carry residual impressions of emotion and personality. Song of Distant Vitae invokes those impressions to overwhelm its victim with “remembered” images and sensations drawn from the vessels who held that blood before the vampire fed from them[247])
- Level 9: Curse Manipulation (Through Condemn the Sins of the Father, a Cainite can apply lesser Quietus powers to an entire lineage[248])
Serpentis[]
- Level 1: Empathic Manipulation, Paralysis Inducement (Eyes of the Serpent grants the vampire the legendary hypnotic gaze of the serpent. The Kindred’s eyes become gold with large black irises, and mortals in the character’s vicinity find themselves strangely attracted to him. A mortal who meets the vampire’s beguiling gaze is immobilized[249])
- Level 2: Body Control (The vampire may lengthen his tongue at will, splitting it into a fork like that of a serpent. The tongue may reach 18 inches or half a meter, and makes a terrifyingly effective weapon in close combat[250])
- Level 3: Body Control (By calling upon their Blood, the vampire may transform their skin into a mottled, scaly hide. A vampire in this form becomes more supple and flexible[251])
- Level 4: Transformation (The Cainite may change his form into that of a huge black cobra. The serpent weighs as much as the vampire’s human form, stretches over 10 feet or three meters long, and is about 20 inches (50 cm) around. The Form of the Cobra grants several advantages, including a venomous bite, the ability to slither through small spaces, and a greatly enhanced sense of smell[252])
- Level 5: Immortality (Type 2. A Kindred with mastery of Serpentis may pull their heart from their own body[253])
- Level 6: Poison Manipulation (Cobra Fangs enables a vampire to gain the deadly bite of Form of the Cobra without the full-body transformation[254])
- Level 7: Shapeshifting (Can physically metamorphose into the form of a god[255])
- Level 8: Can steal hearts from other vampires.
- Level 9: Transformation, Darkness Manipulation (With Shadow of Apep, the vampire becomes a giant serpent of fluid, glittering Darkness — not mere shadow, but anti-light, like the black force commanded by Obtenebration. In this form, physical force cannot harm the vampire: not claws or fangs, not bullets, not explosions, nothing but fire, sunlight, or mystical powers. Physical barriers cannot easily stop the vampire, whose shadowy form can seep through even the tiniest crack. The vampire, however, can still exert physical and supernatural force quite freely[256])
Thaumaturgy[]
Path of Blood[]
- Level 1: Information Analysis (By merely touching the blood of his subject, the caster may determine how much vitae remains in the subject and, if the subject is a vampire, how recently he has fed, his approximate Generation and, with three or more successes, whether he has ever committed diablerie[257])
- Level 2: Blood Manipulation (Blood Rage allows a vampire to force another Kindred to expend blood against his will[258])
- Level 3: Blood Manipulation (With Blood of Potency, the vampire gains such control over his own blood that he may effectively “concentrate” it, making it more powerful for a short time. In effect, he may temporarily lower his own Generation with this power[259])
- Level 4: Blood Manipulation (Theft of Vitae siphons vitae from the subject. The vampire need never come in contact with the subject — blood literally streams out in a physical torrent from the subject to the Kindred[260])
- Level 5: Blood Manipulation, Heat Manipulation (Cauldron of Blood boils the subject’s blood in their veins like water on a stove. The Kindred must touch the subject, and it is this contact that simmers the subject’s blood. This power is always fatal to mortals, and causes great damage to even the mightiest vampires[261])
Elemental Mastery[]
- Level 1: Empowerment (The vampire can draw upon the strength and resilience of the earth, or of the objects around him, to increase his physical prowess without the need for large amounts of blood[262])
- Level 2: Automatic Translation (With Wooden Tongue, the vampire may speak, albeit in limited fashion, with the spirit of any inanimate object. The conversation may not be incredibly interesting, as most rocks and chairs have limited concern for what occurs around them, but the vampire can get at least a general impression of what the subject has “experienced”[263])
- Level 3: Telekinesis (Objects affected by Animating the Unmoving move as the vampire using it dictates[264])
- Level 4: Shapeshifting (With Elemental Form, the vampire can take the shape of any inanimate object of a mass roughly equal to their own[265])
- Level 5: Summoning (With Summon Elemental, the vampire may summon one of the traditional spirits of the elements: a salamander (fire), a sylph (air), a gnome (earth), or an undine (water). The caster may choose what type of elemental he wishes to summon and command[266])
Green Path[]
- Level 1: With a touch, a vampire can commune with the spirit of a plant. Conversations held in this manner are often cryptic but rewarding — the wisdom and experience of the spirits of some trees surpasses that of the oracles of legend. Crabgrass, on the other hand, rarely has much insight to offer, but might reveal the appearance of the last person who trod upon it.
- Level 2: Life Manipulation (Speed the Season's Passing allows a thaumaturge to accelerate a plant’s growth, causing roses to bloom in a matter of minutes or trees to shoot up from saplings overnight. Alternately, the caster can speed a plant’s death and decay, withering grass and crumbling wooden stakes with but a touch[267])
- Level 3: Plant Manipulation (Dance of Vines can animate a mass of vegetation up to his own size, using it for utilitarian or combat purposes with equal ease. Leaves can walk along a desktop, ivy can act as a scribe, and jungle creepers can strangle opponents[268])
- Level 4: Plant Manipulation (Verdant Haven weaves a temporary shelter out of a sufficient amount of plant matter. In addition to providing physical protection from the elements (and even sunlight), the Verdant Haven also establishes a mystical barrier which is nearly impassable to anyone the caster wishes to exclude[269])
- Level 5: Plant Manipulation (Entire trees can be animated by a master of the Green Path. Ancient oaks can be temporarily given the gift of movement, pulling their roots from the soil and shaking the ground with their steps. While not as versatile as elementals or other summoned spirits, trees brought to ponderous life via this power display awesome strength and resilience[270])
Hands of Destruction[]
- Level 1: Corrosion Inducement (Decay accelerates the decrepitude of its target, causing it to wither, rot, or otherwise break down. The target must be inanimate, though dead organic matter can be affected[271])
- Level 2: Wood Manipulation (Gnarl Wood warps and bends wooden objects. Though the wood is otherwise undamaged, this power often leaves the objects completely useless. This power may also be used to swell or contract wood, in addition to bending it into unwholesome shapes. Unlike other powers of this path, Gnarl Wood requires merely a glance rather than physical contact[272])
- Level 3: Acid Manipulation (With Acidic Touch, the vampire secretes a bilious, acidic fluid from any portion of his body. The viscous acid corrodes metal, destroys wood, and causes horrendous chemical burns to living tissue[273])
- Level 4: Corrosion Inducement (Atrophy withers a victim’s limb, leaving only a desiccated, almost mummified husk of bone and skin. The effects are instantaneous; in mortals, they are also irreversible[274])
- Level 5: Age Manipulation (Turn to Dust accelerates decrepitude in its victims. Mortals literally age at the mere touch of a skilled thaumaturge, gaining decades in moments[275])
Neptune's Might[]
- Level 1: Psychometry (The thaumaturge may peer into a body of water and view events that have transpired on, in, or around it from the water’s perspective, up to 10 years into the past[276])
- Level 2: Water Manipulation (The thaumaturge can command a sufficiently large quantity of water to animate itself and imprison a subject[277])
- Level 3: Transmutation (Can transmute other liquids to this water. With but a touch, the victim’s blood transforms to water, weakening vampires and killing mortals in moments[278])
- Level 4: Water Manipulation (The thaumaturge can animate water to an even greater degree than is possible with the use of Prison of Water, commanding it to rise up to form a barrier impassable to almost any being[279])
- Level 5: Water Manipulation (With Dehydrate, the thaumaturge can directly attack living and unliving targets by removing the water from their bodies. Victims killed by this power leave behind hideous mummified corpses. This power can also be used for less aggressive purposes, such as drying out wet clothes — or evaporating puddles to keep other practitioners of this path from using them[280])
Path of Conjuring[]
- Level 1: Mind Manipulation (With Contradict, the vampire can interrupt a subject’s thought processes, forcing the victim to reverse his current course of action[281])
- Level 2: Empathic Manipulation (Under the influence of Subvert, victims act on their own suppressed temptations, pursuing agendas that their morals or self-control would forbid them to follow under normal circumstances[282])
- Level 3: Empathic Manipulation (Dissociate allows a vampire to break the social ties of interpersonal relationships. Even the most passionate affair or the oldest friendship can be cooled through use of Dissociate, and weaker personal ties can be destroyed altogether[283])
- Level 4: Biological Manipulation (By simply exposing the target to a particular sensation, substance, or action, the caster creates a powerful psychological dependence with Addiction. Many thaumaturges ensure that their victims become addicted to substances or thrills that only the mystic can provide, thus creating both a source of income and potential blackmail material[284])
- Level 5: Empathic Manipulation (The final power of the Path of Corruption enables the vampire to tie his victim’s soul to his own, engendering feelings of lethargy and helplessness when the victim is not in his presence or acting to further his desires[285])
Path of Mars[]
- Level 1: A vampire on the attack can focus his will, making him less susceptible to battle fear or the powers of the undead.
- Level 2: Blood Manipulation, Homing Attack (With Strike True, The vampire makes a single attack, guided by the unholy power of her Blood. This attack strikes its foe infallibly[286])
- Level 3: Air Manipulation (The thaumaturge invokes the power of the winds, moving in a blur[287])
- Level 4: Statistics Amplification (Fearless Heart temporarily augments the vampire's abilities as a warrior. Through the mystical powers of blood magic, the character becomes a potent fighting force[288])
- Level 5: Power Bestowal (Comrades at Arms extends the power of the previous abilities in the path. It allows any of the earlier effects to be applied to a group such as a pack or War Party[289])
Path of Technomancy[]
- Level 1: Information Analysis (Analyze allows the thaumaturge to project his perceptions into a device, granting him a temporary understanding of its purpose, the principles of its functioning, and its means of operation[290])
- Level 2: Technology Manipulation (Burnout is used to cause a device’s power supply (either internal or external) to surge, damaging or destroying the target[291]), Data Manipulation (Burnout can be used to destroy data storage[292])
- Level 3: Technology Manipulation (Encrypt/Decrypt allows the vampire to scramble a device’s controls mystically, making it inaccessible to anyone else. Encrypt/Decrypt also works on electronic media; a DVD under the influence of this power displays just snow and static if played back without the owner’s approval[293])
- Level 4: Technology Manipulation (With Remote Access, a skilled thaumaturge can bypass the need for physical contact to operate a device[294])
- Level 5: (Telecommute allows a thaumaturge to project his consciousness into the Internet, sending his mind through network connections as fast as they can transfer him. While immersed in the network, she can use any other Technomancy power on the devices with which she makes contact[295])
Path of the Father's Vengeance[]
- Level 1: Extrasensory Perception, Information Analysis (Zillah's Litany reveals existing blood bonds and Vinculi to the thaumaturge[296])
- Level 2: Biological Manipulation (The Crone's Pride causes a target to become ugly for a day[297])
- Level 3: Biological Manipulation (Feast of Ashes temporarily removes a vampire’s dependency on blood[298])
- Level 4: Pain Manipulation (Uriel's Disfavor invokes the darkness of the Angel of Death. All but the dimmest of light causes the subject excruciating pain, and some artificial forms of bright light may even damage the vampire[299])
- Level 5: Curse Manipulation (Valediction levies a punishment for breaking one of Caine’s greatest commandments — the ban against diablerie. As most Sabbat attain their power and station through some measure of diablerie, they must reconcile their beliefs with the admonitions of Caine, and this power engenders a great sense of humility[300])
Vicissitude[]
- Level 1: Body Control (With Malleable Visage, the vampire can alter their own bodily parameters: height, build, voice, facial features, and skin tone, among other things[301])
- Level 2: Biological Manipulation (Fleshcraft allows the vampire to perform drastic, grotesque alterations on other creatures[302])
- Level 3: Bone Manipulation (Bonecraft allows a vampire to manipulate bone in the same manner that flesh is shaped. In conjunction with Fleshcraft, this power enables a Vicissitude practitioner to deform a victim (or himself) beyond recognition[303])
- Level 4: Size Manipulation, Transformation (With Horrid Form, the vampire can become hideous and deadly monsters, increasing their size[304])
- Level 5: Blood Manipulation (A vampire with Bloodform can physically transform all or part of their body into sentient vitae. This blood is in all respects identical to the vampire’s normal vitae; they can use it to nourish themselves or others, create ghouls, or establish blood bonds[305])
- Level 6: Transformation, Fear Manipulation (Chiropteran Marauder transforms the vampire into a terrifying, bipedal bat, bearing a wickedly fanged maw and veined, leathery wings. The mere sight of the marauder is enough to make mortals or weak-willed vampires flee in horror[306]), Acid Manipulation (With Blood of Acid, the vampire converts his blood to a viscous acid. Any blood he consumes likewise becomes acid, which is corrosive enough to burn human (and vampiric flesh) as well as wood[307])
- Level 7: Blood Manipulation (With Cocoon, the vampire can form an opaque cocoon from blood and other fluids excreted from their body. The cocoon hardens after a few moments, turning into a tough, white shell. This cocoon provides considerable protection to the vampire, even shielding them from sunlight and, to a limited degree, fire[308])
- Level 8: Fire Manipulation, Breath Attack (With Breath of the Dragon, the vampire becomes like one of the terrible draculs of the Old World, able to exhale a deadly gout of flame[309])
- Level 9: Fusionism, Earth Manipulation (Earth's Vast Haven allows the vampire to sink into and disperse himself through the ground. Unlike the Protean power of Earth Meld, however, the vampire actually dissolves his body into the ground; nothing short of a wide-area explosion can affect him, and he may not be dug up bodily. In addition, from sunset to sunrise, the vampire may see and hear everything happening in his environment through his mystical connection to the land[310])
References[]
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Mage: The Ascension, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
- ↑ Vampire: The Masquerade, 20th Anniversary Edition
Conclusion[]
- Tapestry: High 1-A
- Near Umbra: High 1-A
- Horizons: High 1-A
- Deep Umbra: High 1-A
- Tellurian: 0
- Triat: 0
- Gaia: 0
- Quintessence: 0
- Consensus Hierarchy: 0
- YHVH: 0
- I AM THAT I AM: 0