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Notably, while the Lasombra are prone to expanding their repertoire of Oblivion powers, the Hecata focus their energies on developing Ceremonies (see p. XX). Ceremonies take longer, but are required for communing with and making passage through to the lands of the dead.
Notably, while the Lasombra are prone to expanding their repertoire of Oblivion powers, the Hecata focus their energies on developing Ceremonies. Ceremonies take longer, but are required for communing with and making passage through to the lands of the dead.


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''Oblivion is powerful but can often be foiled by the
''Oblivion is powerful but can often be foiled by the simple lack of appropriate shadows from which to summon its manifestations. This power draws upon the dark within the user to project a supernatural shadow from which to manifest other powers, no matter the ambient lightning. This shadow usually mimics the movement and shape of the user but can sometimes grow distorted and even monstrous, resonating with the current temperament of its owner.''
simple lack of appropriate shadows from which to
summon its manifestations. This power draws upon
the dark within the user to project a supernatural
shadow from which to manifest other powers, no
matter the ambient lightning. This shadow usually
mimics the movement and shape of the user but
can sometimes grow distorted and even monstrous,
resonating with the current temperament of its
owner.''




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For anyone standing within the shadow’s reach, the Willpower damage from social conflict increases by 1 (after halving for Superficial damage). Standing in Oblivion’s shadow is a terrifying prospect.
For anyone standing within the shadow’s terrifying reach, the Willpower damage from social conflict increases by 1 (after halving for Superficial damage). Additionally, any ally within the cast shadow gains +2 dice to all Stealth rolls, as the shadows bend to hide them. This bonus does not extend to the vampire themself, however, as they cannot completely cover themselves with their own shadow without Shadow Cloak.




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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 87</sub>''
''<sub>Players Guide, pg. 87<br>Edited per ReVamped, pg. 36</sub>''
</div></div>
</div></div>
<br><br>
= LEVEL 3 =


<br>
<br>


== AURA OF DECAY ==
== UNLIVING ANCHOR ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
'''Oblivion''' ••
 
'''Amalgam:''' Fortitude •




''Kindred with a strong connection to Oblivion can affect the world around them, making plants wilt, animals and humans grow sick, and food go bad. Some harness this aura as a power, polluting vitality with rot, and speeding up the erosion of life. This power does not speed up the decay of dead things, though.''
''The vampire channels the powers of Oblivion through their own corpse, turning it into an artificial fetter which binds a wraith to them permanently. This wraith may be a trusted advisor willingly bound, or an unwilling servant bent to its master's bidding.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check


'''Dice Pools:''' Stamina + Oblivion vs. Stamina + Medicine or Fortitude
'''Dice Pools:''' Resolve + Oblivion vs Resolve + Composure
 
 
'''System:''' The vampire must have direct access to the wraith to initiate the bond. Binding a willing spirit requires only a Rouse check, while forcing a spirit into the bond against its will also requires a contest of Resolve + Oblivion vs Resolve + Composure. A vampire can only ever have one bound wraith — another cannot be bound unless the current one is released or destroyed. While this power does not inflict any form of mental compulsion, the vampire is the wraith’s fetter, and thus their continued livelihood is important to the bound wraith whether they like it or not. A character starting with this power is assumed to already have a bound wraith.




'''System:''' The vampire makes a Rouse Check. Following a win on a Stamina + Oblivion roll (Difficulty 3), unintelligent organic and inorganic material within five yards/ meters of them suffers — plants turn black and die, food rots in its packaging, and even bricks start crumbling. Material affected in this way can become toxic to ingest, if for instance this power is used in a kitchen or a water supply. Such toxic food and drink, if consumed, can be expected to inflict two Superficial Health damage in the following scene to the individual who eats it, and for each scene thereafter until treated with an Intelligence + Medicine roll (Difficulty 3).
Bound wraiths are always at the beck and call of their vampire host, and Summon Spirit can be used on them without the need for a Rouse check and a five-minute ceremony. Other ceremonies can be applied to the wraith at -1 Difficulty and do not require a Rouse check. The wraith can act as a retainer, performing small tasks for their vampire host. They do not have a telepathic rapport with their host, however, and must communicate verbally (though any witnesses who cannot sense the wraith might think the vampire is speaking to themself).




If anything living is caught in the aura, it makes a Stamina + Medicine contest against the vampire’s activation roll. For every point of margin the vampire has, the victim suffers one point of unhalved Superficial Health damage. This damage is slowly applied throughout the scene. Repeated applications of the power in the same scene have no effect on the Health of mortals already affected.
The vampire  can Rouse the blood to gift the bound wraith with substance for one scene, allowing them to manifest with a visible, vaguely-corporeal form. In this form the wraith can perform minor actions such as picking up objects or flipping switches; they cannot actually harm corporeal targets, but most mortals will be terrified at the sight of a ghost materializing in front of them.




The power is an aura that lasts for an entire scene before it fades away. Anyone with a sense of smell can detect a rotting odor emanating from the vampire during the time the power is active, inflicting a two-dice penalty to any Social rolls the vampire makes.
When summoned to the vampire, the wraith is clearly visible to anyone using Oblivion’s Sight, Sense the Unseen, or equivalent powers. Any powers that specifically reveal fetters will show the vampire as a fetter with a thick, bloody aura — potentially even breaking Obfuscate. When not summoned, the wraith exists in the Shadowlands, and they can freely be sent back to the other side.




'''Duration:''' One scene
'''Duration:''' Until the wraith is released or destroyed.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 88</sub>''
''<sub>Homebrew Content, pg. XX</sub>''
</div></div>
</div></div>
<br><br>
= LEVEL 3 =


<br>
<br>


== PASSION FEAST ==
== AURA OF DECAY ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
'''Oblivion''' •••


'''Amalgam:''' Fortitude ••


''Kindred with a strong connection to Oblivion can affect the world around them, making plants wilt, animals and humans grow sick, and food go bad. Some harness this aura as a power, polluting vitality with rot, and speeding up the erosion of life. This power does not speed up the decay of dead things, though.''
'''Cost:''' One Rouse Check


''When a vampire needs to spend an extended period in the lands of the dead, or wishes to torment a spirit, this Oblivion power allows them to subsist on the passions of wraiths rather than blood. An accomplished necromancer can feed on these passions, enabling them to go without blood for longer than their fellow Kindred.''
'''Dice Pools:''' Stamina + Oblivion vs. Stamina + Medicine or Fortitude




'''Cost:''' Free
'''System:''' The vampire makes a Rouse Check. Following a win on a Stamina + Oblivion roll (Difficulty 3), unintelligent organic and inorganic material within five yards/ meters of them suffers — plants turn black and die, food rots in its packaging, and even bricks start crumbling. Material affected in this way can become toxic to ingest, if for instance this power is used in a kitchen or a water supply. Such toxic food and drink, if consumed, can be expected to inflict two Superficial Health damage in the following scene to the individual who eats it, and for each scene thereafter until treated with an Intelligence + Medicine roll (Difficulty 3).
 


'''Dice Pools:''' Resolve + Oblivion vs Resolve + Composure
If anything living is caught in the aura, it makes a Stamina + Medicine contest against the vampire’s activation roll. For every point of margin the vampire has, the victim suffers one point of unhalved Superficial Health damage. This damage is slowly applied throughout the scene. Repeated applications of the power in the same scene have no effect on the Health of mortals already affected.




'''System:''' A vampire with this power can drain a wraith of their passion. While in close proximity (three yards/meters or closer) to the wraith, they may roll a contest of Resolve + Oblivion vs. the wraith’s Resolve + Composure. A win for the vampire inflicts one Aggravated Willpower damage to the wraith and reduces the vampire’s Hunger by one. Feeding from a wraith may merit a Stain at the Storyteller’s discretion, as the consumed passion dulls the wraith’s reason for being, likely sending them down a path to self-destructive acts. The Storyteller determines the number of passions a wraith possesses (though five or more is rare), and may deem that the wraith becomes an uncontrollable, murderous spectre once all passions have been consumed.
The power is an aura that lasts for an entire scene before it fades away. Anyone with a sense of smell can detect a rotting odor emanating from the vampire during the time the power is active, inflicting a two-dice penalty to any Social rolls the vampire makes.




'''Duration:''' Passive
'''Duration:''' One scene


<div style='text-align: right;'>
<div style='text-align: right;'>
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<br>
<br>


== SHADOW PERSPECTIVE ==
== PASSION FEAST ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
'''Oblivion''' •••


'''Amalgam:''' Fortitude ••


''The vampire can project their senses into any shadow within line of sight, seeing and hearing as if they were hiding within any part of it. This includes their own shadow, as manipulated by Shadow Cast (p. 87).''


''When a vampire needs to spend an extended period in the lands of the dead, or wishes to torment a spirit, this Oblivion power allows them to subsist on the passions of wraiths rather than blood. An accomplished necromancer can feed on these passions, enabling them to go without blood for longer than their fellow Kindred.''


'''Cost:''' One Rouse Check


'''Cost:''' Free


'''System:''' Following a Rouse Check, the presence of the vampire’s senses in the shadow is undetectable by anything but supernatural means. (Sense the Unseen, for example). While this power is active the vampire perceives both their surroundings as well as what can be gleaned from the Shadow Perspective, as if looking through a screen or hole.
'''Dice Pools:''' Resolve + Oblivion vs Resolve + Composure




'''Duration:''' Up to one scene
'''System:''' A vampire with this power can drain a wraith of their passion. While in close proximity (three yards/meters or closer) to the wraith, they may roll a contest of Resolve + Oblivion vs. the wraith’s Resolve + Composure. A win for the vampire inflicts one Aggravated Willpower damage to the wraith and reduces the vampire’s Hunger by one. Feeding from a wraith may merit a Stain at the Storyteller’s discretion, as the consumed passion dulls the wraith’s reason for being, likely sending them down a path to self-destructive acts. The Storyteller determines the number of passions a wraith possesses (though five or more is rare), and may deem that the wraith becomes an uncontrollable, murderous spectre once all passions have been consumed.
 
 
'''Duration:''' Passive


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 89</sub>''
''<sub>Players Guide, pg. 88</sub>''
</div></div>
</div></div>


<br>
<br>


== SHADOW SERVANT ==
== SHADOW PERSPECTIVE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
'''Oblivion''' •••


'''Amalgam:''' Auspex •


 
''The vampire can project their senses into any shadow within line of sight, seeing and hearing as if they were hiding within any part of it. This includes their own shadow, as manipulated by Shadow Cast (p. 87).''
''The vampire gives independent life to a part of their shadow and can use it to spy on or unnerve their enemies.''




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'''System:''' The servant has no mind of its own, but follows its creator’s mental commands The shadow travels at running speed and can effortlessly slip under doors, climb walls, or slip into or through the smallest cracks, although it cannot endure brightly lit areas. It can also cling to moving vehicles, and its range is limited only by how far it can travel in one night. It hears and sees everything in its vicinity and can convey the information as soon as it is reabsorbed into its creator’s shadow. The shadow servant can only be banished by bright light, such as from a powerful torch or daylight, but a successful Wits + Oblivion roll against Difficulty 3 allows the servant to avoid the light for a turn.
'''System:''' Following a Rouse Check, the presence of the vampire’s senses in the shadow is undetectable by anything but supernatural means. (Sense the Unseen, for example). While this power is active the vampire perceives both their surroundings as well as what can be gleaned from the Shadow Perspective, as if looking through a screen or hole.




'''Duration:''' One scene
'''Duration:''' Up to one scene


<div style='text-align: right;'>
<div style='text-align: right;'>
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<br>
<br>


== TOUCH OF OBLIVION ==
== SHADOW SERVANT ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
'''Oblivion''' •••


'''Amalgam:''' Dominate •


''The vampire using Touch of Oblivion can harm and cripple with a single touch, aging the affected body part catastrophically. It can be used to wither a limb, crumple a throat, or to blind a pair of eyes.''
 
''The vampire gives independent life to a part of their shadow and can use it to spy on or unnerve their enemies.''




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'''System:''' Following a Rouse Check, the vampire grips their victim, requiring a Strength + Brawl roll if the victim is trying to avoid the vampire. Once gripped, the victim suffers two levels of Aggravated damage as well as a crippling injury.
'''System:''' The servant has no mind of its own, but follows its creator’s mental commands The shadow travels at running speed and can effortlessly slip under doors, climb walls, or slip into or through the smallest cracks, although it cannot endure brightly lit areas. It can also cling to moving vehicles, and its range is limited only by how far it can travel in one night. It hears and sees everything in its vicinity and can convey the information as soon as it is reabsorbed into its creator’s shadow. The shadow servant can only be banished by bright light, such as from a powerful torch or daylight, but a successful Wits + Oblivion roll against Difficulty 3 allows the servant to avoid the light for a turn.




If this injury is inflicted to an arm or leg, the targeted limb is rendered crippled and in the case of mortals requires lengthy rehabilitation, while vampires can mend the damage as regular Aggravated damage. Likewise, Touch of Oblivion may render a target mute, deaf, or blind. See crippling injuries (Vampire: The Masquerade, p. 303) for mechanical details. Storytellers may decide that inflicting such mutilation warrants Stains.
'''Duration:''' One scene
 
<div style='text-align: right;'>
''<sub>Players Guide, pg. 89<br>Amalgam edited per house rule.</sub>''
</div></div>
 
<br>
 
== TOUCH OF OBLIVION ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
 
 
''The vampire using Touch of Oblivion can harm and cripple with a single touch, aging the affected body part catastrophically. It can be used to wither a limb, crumple a throat, or to blind a pair of eyes.''
 
 
'''Cost:''' One Rouse Check
 
 
'''System:''' Following a Rouse Check, the vampire grips their victim, requiring a Strength + Brawl roll if the victim is trying to avoid the vampire. Once gripped, the victim suffers two levels of Aggravated damage as well as a crippling injury.
 
 
If this injury is inflicted to an arm or leg, the targeted limb is rendered crippled and in the case of mortals requires lengthy rehabilitation, while vampires can mend the damage as regular Aggravated damage. Likewise, Touch of Oblivion may render a target mute, deaf, or blind. See crippling injuries (Vampire: The Masquerade, p. 303) for mechanical details. Storytellers may decide that inflicting such mutilation warrants Stains.




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<br>
<br>


== SKULD FULFILLED ==
== TENEBROUS AVATAR ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••••
'''Oblivion''' •••••




''This power enables a vampire to reintroduce illnesses to victims who recovered from them, break bones long-since healed, and revoke a ghoul’s immunity to aging. While this power doesn’t work on vampires, it is an effective way of cutting through their servants and ensuring debts to fate are repaid, without having to come into contact with the recipient.''
''The vampire gains the ability to change their very substance into that of a shadow, becoming a two-dimensional patch of darkness able to slither over any surface and through minuscule gaps and cracks. While in this form the vampire is only harmed by fire and sunlight.''




'''Cost:''' Two Rouse Checks
'''Cost:''' Two Rouse Checks


'''Dice Pools:''' Stamina + Oblivion vs. Stamina + Stamina or Fortitude


'''System:''' The transformation takes one turn, during which the vampire is unable to do anything else. Once the transformation is complete the vampire can move at walking pace across the ground or along walls, hampered only by hermetically sealed barriers.


'''System:''' The vampire makes two Rouse Checks as they expend sufficient vitae to coat both their palms and their face with blood, recalling the faces of their targets. If the user succeeds in a contest of Stamina + Oblivion vs. the victim’s Stamina x 2 (those with Fortitude may resist with Stamina + Fortitude), the targeted individual is affected by a serious condition they’ve historically suffered and recovered from, such as treated cancer, a broken bone, or a disease — including one gained through Necrotic Plague (p. 90) — with any debilitating effects from this condition occurring immediately. The condition’s effects are for the Storyteller to determine, but they should be severe (See the Crippling Injuries table for inspiration, Vampire: The Masquerade, p. 303). If the victim is a ghoul, this power removes their immunity to aging and eliminates any vitae in their system, potentially resulting in older ghouls dying or even disintegrating where they stand. On a critical win, this power may kill the victim by stopping their heart completely if the user wishes. On a total failure, the vampire cannot use this power against that individual again.


'''Duration:''' Variable, dependent on whether the condition is treatable
Vampires using Tenebrous Avatar can envelop victims, causing the victim to reduce all their dice pools by three and suffocating mortals as with Stygian Shroud, above. If surrounding a mortal, the vampire can feed from them without penetrating the skin with fangs.
 
<div style='text-align: right;'>
''<sub>Players Guide, pg. 91</sub>''
</div></div>
 
<br>
 
== TENEBROUS AVATAR ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••••
 
 
''The vampire gains the ability to change their very substance into that of a shadow, becoming a two-dimensional patch of darkness able to slither over any surface and through minuscule gaps and cracks. While in this form the vampire is only harmed by fire and sunlight.''
 
 
'''Cost:''' Two Rouse Checks
 
 
'''System:''' The transformation takes one turn, during which the vampire is unable to do anything else. Once the transformation is complete the vampire can move at walking pace across the ground or along walls, hampered only by hermetically sealed barriers.
 
 
Vampires using Tenebrous Avatar can envelop victims, causing the victim to reduce all their dice pools by three and suffocating mortals as with Stygian Shroud, above. If surrounding a mortal, the vampire can feed from them without penetrating the skin with fangs.




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Unless otherwise noted, '''performing a Ceremony requires a Rouse Check, five minutes per level to cast, and a winning Resolve + Oblivion test (Difficulty = Ceremony level +1)'''. Ceremonies usually require additional ingredients or sacrifices to mingle the caster’s vitae with. Unless otherwise stated the caster can only perform beneficial Ceremonies on themselves. Ghouls of Oblivion practitioners, or thin-bloods, can gain temporary access to Oblivion powers, but not to Ceremonies.
Unless otherwise noted, '''performing a Ceremony requires a Rouse Check, five minutes per level to cast, and a winning Resolve + Oblivion test (Difficulty = Ceremony level +1)'''. Ceremonies usually require additional ingredients or sacrifices to mingle the caster’s vitae with. Unless otherwise stated the caster can only perform beneficial Ceremonies on themselves. Ghouls of Oblivion practitioners, or thin-bloods, can gain temporary access to Oblivion powers, but not to Ceremonies.


[[File:oblivion-chart.png|thumb|right|Flow chart for some of Oblivion's many prerequisite discipline powers.]]


Ceremonies each have a prerequisite Oblivion power. At character creation a player can choose one Level 1 Ceremony if they have at least one Oblivion power noted as a prerequisite for that Ceremony. Characters can buy new Ceremonies at the cost of the Ceremony’s level x 3 experience points, providing they meet the power prerequisite as well. Learning new Ceremonies during play requires both experience and time, as well as a teacher who knows the Ceremony already. Expect a Ceremony to take at least the square of its rating in weeks to learn.
Ceremonies each have a prerequisite Oblivion power. At character creation a player can choose one Level 1 Ceremony if they have at least one Oblivion power noted as a prerequisite for that Ceremony. Characters can buy new Ceremonies at the cost of the Ceremony’s level x 3 experience points, providing they meet the power prerequisite as well. Learning new Ceremonies during play requires both experience and time, as well as a teacher who knows the Ceremony already. Expect a Ceremony to take at least the square of its rating in weeks to learn.
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'''Oblivion''' •
'''Oblivion''' •


'''Prerequisite:''' The Binding Fetter ''or'' Oblivion's Sight
'''Prerequisite:''' Oblivion's Sight




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<br>
<br>


== AWAKEN THE HOMUNCULAR SERVANT ==
== ASHEN RELIC ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••
'''Oblivion''' ••


'''Prerequisite:''' Gift of False Life
'''Prerequisite:''' Ashes to Ashes ''or'' Oblivion's Sight
 
 
''This Ceremony allows for the preservation of pieces of a Kindred’s body even after they’ve been destroyed. The Ceremony has become more dangerous in the era of the Second Inquisition, as tangible proof of the Kindred’s existence poses more danger than ever before. Many of the Hecata and Ministry hunt down such relics, lest the secret of this ancient Ceremony draw unwanted attention from Kindred of the Camarilla or the Second Inquisition. Still, some morbid Kindred find relief in surrounding themselves with the remains of their ancestors (or descendants) and practitioners of Oblivion occasionally find other uses for such relics. To the mercurians of the thinbloods, such relics are a source of speculation and an ingredient of unknown power for their alchemy.''
 
 
'''Ingredients:''' The decaying body of a vampire, plus salt and herbs associated with embalming.
 
 
'''Process:''' The concoction is applied to the body or body part of the destroyed vampire. Since the decay of the remains — especially supernatural features such as fangs — only takes a few minutes at most, a swift performance is essential.
 
 
'''System:''' The player makes their Ceremony test. A win preserves one small body part, such as a finger bone or a fang, while three successes in the margin can preserve a femur or skull. Once created, the relic (usually in the form of a mummified hand, skull, femur, or desiccated eye) persists until destroyed or exposed to sunlight. At the Storyteller’s discretion, a particularly high roll or a critical success may grant the relic the power to persist despite sunlight.
 
<div style='text-align: right;'>
''<sub>Book of Nod Apocrypha, pg. 35</sub>''
</div></div>
 
<br>
 
== AWAKEN THE HOMUNCULAR SERVANT ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••
 
'''Prerequisite:''' Gift of False Life




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<br>
<br>


== BINDING THE ALLOY EYE ==
== BLINDING THE ALLOY EYE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••
'''Oblivion''' ••


'''Prerequisite:''' Shadow Cast
'''Prerequisite:''' Summon Spirit




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'''Oblivion''' ••
'''Oblivion''' ••


'''Prerequisite:''' Oblivion Sight ''or'' Fatal Prediction
'''Prerequisite:''' Oblivion's Sight ''or'' Fatal Prediction




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'''Oblivion''' ••
'''Oblivion''' ••


'''Prerequisite:''' Shadow Cast
'''Prerequisite:''' Traveler's Call




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<br>
<br>


== WHERE THE VEIL THINS ==
== MAW OF AHRIMAN ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••
'''Oblivion''' ••


'''Prerequisite:''' Shadow Perspective ''or'' Fatal Prediction


''Mystics of the Abyss draw its void inside their own bodies, holding it there ever-ready to smother the very motivation of a another person. The Ceremony’s effect can be used to spring a rather nasty surprise on a sex partner, making it possible to use it in situations where the victim is seduced with malign intentions.''


''Vampires with an affinity for Oblivion can sense where the veil between the world of the living and the world of the dead is the weakest. This power doesn’t tell a vampire why the veil between worlds is thin in a certain place, though. In locations where the veil is thinnest, mortal health suffers and use of the Oblivion Discipline becomes easier.''


'''Ingredients:''' A room that no light enters and is quiet as the grave.


'''Ingredients:''' The caster’s vitae, freshly cremated ashes, a wooden bowl


'''Process:''' The vampire performing the Ceremony contemplates the darkness and the silence, then unleashes their voice as loudly as possible, casting it out to make room for the darkness of the Abyss.


'''Process:''' The caster mixes the vitae and ashes in the wooden bowl until it forms a greasy black liquid, then smears the entirety of the mixture in and around their eyes until it is used up.


 
'''System:''' The vampire’s player makes a Ceremony roll. The character’s mouth or another orifice becomes a void of inky blackness, destroying inanimate objects placed within in a matter of seconds.
'''System:''' This ceremony must be performed on the caster themself; it has no effect if the mixture is smeared on another’s eyes. Following a Rouse Check, the player makes an Oblivion Ceremony roll. On a win, the caster can freely perceive the density of the Veil in their nearby area for a number of hours equal to the margin on the ceremony roll. On a critical win, it lasts for that many nights instead. No further Rouse checks or rolls are needed. On a total failure, the power backfires and gives a false reading.




This ceremony is the gateway to all other ceremonies involving the manipulations of the energies which suffuse the Veil, and without a working knowledge of it any attempts at veil-walking are doomed to horrible failure.
For the duration of the Ceremony, the character cannot speak if the power was used on the mouth, as it most commonly is. A bite attack deals 1 aggravated point of Willpower damage in addition to the fang damage. The vampire is unable to slake Hunger while this Ceremony is in effect, though, as any blood swallowed is annihilated.




'''Duration:''' A number of hours or nights equal to the margin, or until the mixture is cleared away
The Ceremony lasts until sunrise or the vampire cancels it. Canceling the Ceremony requires the character to pay in flesh: they must stick a small portion of their body into an orifice, dealing 1 point of Superficial damage which cannot be reduced in any way as a bit of flesh is consumed by the Abyss. It can be mended normally.
 
{| class="wikitable"
|-
! Shroud Density !! Possible Cause !! Effect
|-
| Impenetrable || No deaths took place here, sacred ground || Wraiths cannot cross the Shroud here
|-
| Thick || Long ago a death took place here, a place of joy || No effect
|-
| Thin || A death recently took place here, melancholic mortals often pass through this place || −1 Difficulty on Oblivion Ceremony rolls
|-
| Frayed || A series of deaths took place here, Oblivion Ceremonies are often enacted here || −2 Difficulty on Oblivion Ceremony rolls
|-
| Absent || Split the Veil was used here, wraiths regularly pass through this part of the veil || −2 Difficulty on Oblivion Ceremony rolls, wraiths can freely pass to and from the lands of the dead, mortals suffer two Superficial Health damage in this area that cannot be healed until they depart
|}


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 87<br>Edited per ReVamped, pg. 87</sub>''
''<sub>Blood-Stained Love, pg. 152</sub>''
</div></div>
</div></div>
<br><br>
= LEVEL 3 =


<br>
<br>


== FORTEZZA SINDONICA ==
== NEKYIA ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
'''Oblivion''' ••
 
'''Prerequisite:''' Summon Spirit
 


'''Prerequisite:''' Where the Veil Thins
''Spirits are fickle, driven by emotions strong enough to perists beyond death. But with a proper offering and some gentle diplomacy, industrious Kindred are able to trade favors or strike a bargain with answering wraiths.''




''A modern variation on a powerful Giovanni family warding spell, this Ceremony is kept strictly within the Hecata clan. Intended to severely disable or halt attacks or espionage from other necromancers, this ward pulls tight the veil in such a way that forces any wraith who attempts to cross it to become momentarily stretched between the worlds of the living and the dead.''
'''Ingredients:''' Food and drink that the wraith(s) might enjoy, myrrh incense, a clean white sheet




'''Ingredients:''' Powdered bones, salt, a steel chain long enough to encircle the desired area, the caster’s vitae, a severed human finger, a metal basin.
'''Process:''' The caster places the white sheet down as a tablecloth and then arranges the food and drink as a circle in the center. They open a vein to carefully drench the food in their vitae without dirtying the cloth, then light the incense. The caster walks around the cloth and beseeches the wraiths' favor, offering them food and drink in exchange for an audience.




'''Process:''' The steel chain is laid along the circumference of the desired area, meeting and leaving no gaps. Mixing the ingredients into the basin, the caster dips their hands into the mixture, coating up to the wrist, and applies the mixture by hand along the chain at equidistant intervals. With a final sigil located in the center of the chain, the Ceremony is complete. Wraiths who attempt to cross the chain are dragged into a horrid momentary echo of physical form, often in states of torturous wailing terror. Wraiths so affected are temporarily visible to any casual onlooker, leading to terrifying tales of the appearance of screaming ghosts.
'''System:''' The vampire Rouses as many times as they wish, making an offering to any and all nearby spirits. The incense gives the wraiths a smokey corporeal form with which to pick up and consume the food, drawing out the power from each piece as it crumbles into ash and merges with their corpus.




'''System:''' This Ceremony costs three Rouse Checks instead of the usual one, but the caster does not make their Ceremony roll until a wraith attempts to cross the chain, triggering its effect. This Ceremony is strongest when fresh, but lasts a year and a day after it’s performed. If the ward is triggered more than seven days after it was performed, subtract two dice from their pool. The wraith rolls their Willpower in a contest against the caster and if the necromancer succeeds, they inflict torturous pain upon their victim. The wraith suffers three points of Superficial Health damage. For as long as they remain within the boundary, they lose two dice to all Willpower rolls and rolls to use their supernatural abilities. On a critical win from the caster, they may choose to bar the wraith from leaving the boundary until they pass a Difficulty 4 Willpower test, which they may attempt once per scene. The other parameters of this warding Ceremony are identical to Blood Sorcery Warding circles (see Vampire: The Masquerade, p. 275).
A number of wraiths equal to the margin will be drawn to the feast (or even more on a Messy Critical) and each Rouse check worth of vitae will heal one level of Superficial Willpower damage or provide one level of Passion to a wraith consuming it.




If the wraith is possessing an individual or object when they cross the chain, the same effects apply, and the unlucky individual suffers 3 Superficial Willpower damage as the wraith is violently forced from them.
The ceremony is only an offering; the caster must still entreat the wraiths for their assistance through diplomacy and persuasion, or perhaps offer the food as payment for services already rendered. Once the wraiths have consumed all the food, their smoky forms crumble to ash and the sheet becomes permanently blackened.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Trails of Ash and Bone, pg. 173<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
''<sub>Homebrew, pg. XX</sub>''
</div></div>
</div></div>


<br>
<br>


== HARROWHAUNT ==
== WHERE THE VEIL THINS ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
'''Oblivion''' ••


'''Prerequisite:''' Knit the Veil
'''Prerequisite:''' Shadow Perspective ''or'' Fatal Prediction




''Some places seem haunted, raising the hackles of mortal and vampire alike. A place Harrowhaunted is in a different league. Places subjected to this Ceremony convey a sense of such miasmic dread that most breathing creatures find it hard to, well, breathe, let alone stay. Sabbat vampires often use this to discourage unwanted visitors from lingering in the proximity of their communal havens. While it won’t scare away encroaching vampires, most mortals will unconsciously take the long road around it, or make up excuses for why they’ll check up on the rumors surrounding the place “tomorrow... probably.''
''Vampires with an affinity for Oblivion can sense where the veil between the world of the living and the world of the dead is the weakest. This power doesn’t tell a vampire why the veil between worlds is thin in a certain place, though. In locations where the veil is thinnest, mortal health suffers and use of the Oblivion Discipline becomes easier.''




'''Ingredients:''' Mortals subjected to abject terror and suffering. The more the merrier.
'''Ingredients:''' The caster’s vitae, freshly cremated ashes, a wooden bowl
 


'''Process:''' The caster mixes the vitae and ashes in the wooden bowl until it forms a greasy black liquid, then smears the entirety of the mixture in and around their eyes until it is used up.


'''Process:''' It starts with a “party.” A number of mortals are confined to the place and inflicted with terror and torture that ends with their death. But this is no mercy. The broken remains of their souls, scarcely more than fear-urges and sublime revulsion, are bound to the place, their bones buried in the ground, and made to share their torment with anyone who enters uninvited.


'''System:''' This ceremony must be performed on the caster themself; it has no effect if the mixture is smeared on another’s eyes. Following a Rouse Check, the player makes an Oblivion Ceremony roll. On a win, the caster can freely perceive the density of the Veil in their nearby area for a number of hours equal to the margin on the ceremony roll. On a critical win, it lasts for that many nights instead. No further Rouse checks or rolls are needed. On a total failure, the power backfires and gives a false reading.


'''System:''' Mortals entering the vicinity (anything up to a two-story building) are beset by an irrational terror, requiring a Composure + Resolve test each turn to remain. If they fail they will indulge any excuse to leave, or run shrieking on a total failure. Vampires are less affected, but each scene spent in the location requires a test for fear frenzy.


<div style='text-align: right;'>
This ceremony is the gateway to all other ceremonies involving the manipulations of the energies which suffuse the Veil, and without a working knowledge of it any attempts at veil-walking are doomed to horrible failure.
''<sub>Sabbat Sect Book, pg. 52<br>Prerequisite(s) for ReVamped, pg. 87</sub>''
</div></div>


<br>


== HOST SPIRIT ==
'''Duration:''' A number of hours or nights equal to the margin, or until the mixture is cleared away
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••


'''Prerequisite:''' Summon Spirit
{| class="wikitable"
|-
! Shroud Density !! Possible Cause !! Effect
|-
| Impenetrable || No deaths took place here, sacred ground || Wraiths cannot cross the Shroud here
|-
| Thick || Long ago a death took place here, a place of joy || No effect
|-
| Thin || A death recently took place here, melancholic mortals often pass through this place || −1 Difficulty on Oblivion Ceremony rolls
|-
| Frayed || A series of deaths took place here, Oblivion Ceremonies are often enacted here || −2 Difficulty on Oblivion Ceremony rolls
|-
| Absent || Split the Veil was used here, wraiths regularly pass through this part of the veil || −2 Difficulty on Oblivion Ceremony rolls, wraiths can freely pass to and from the lands of the dead, mortals suffer two Superficial Health damage in this area that cannot be healed until they depart
|}


<div style='text-align: right;'>
''<sub>Players Guide, pg. 87<br>Edited per ReVamped, pg. 87</sub>''
</div></div>


''This Ceremony allows a vampire to open their body to possession by a wraith.''
<br><br>


= LEVEL 3 =


'''Ingredients:''' A gift to be made as tribute to a wraith (whether the wraith values it depends on the individual), a parasitic bug, and two teeth extracted from the vampire’s mouth.
<br>
 
== FORTEZZA SINDONICA ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
 
'''Prerequisite:''' Where the Veil Thins




'''Process:''' The vampire must be in close proximity to a wraith in order to use this power, typically through use of Summon Spirit (see p. 92). The necromancer presents a tribute to the wraith, sometimes in the form of alcohol poured on the wraith’s gravesite, or a bag of coins to be buried in the earth, or even the freshly decapitated head of one of the wraith’s until recently living enemies. The vampire then pulls two teeth from their mouth, usually with pliers, and bites into a parasite with their remaining teeth. The vampire then opens their mouth and the wraith can choose to enter it, inhabiting the vampire’s body.
''A modern variation on a powerful Giovanni family warding spell, this Ceremony is kept strictly within the Hecata clan. Intended to severely disable or halt attacks or espionage from other necromancers, this ward pulls tight the veil in such a way that forces any wraith who attempts to cross it to become momentarily stretched between the worlds of the living and the dead.''




The benefits of having a wraith ride one’s body include an enhanced physique, access to whichever memories the wraith chooses to share, and the wraith’s voice offering the vampire advice. The wraith can take complete possession of the vampire if they wish to, which some necromancers view as a blessing to be experienced, and others deem the main reason not to use this power.
'''Ingredients:''' Powdered bones, salt, a steel chain long enough to encircle the desired area, the caster’s vitae, a severed human finger, a metal basin.




Allowing a wraith to control one’s actions for a night effectively subdues the Beast, as well as demonstrating physical prowess and knowledge the vampire may not usually possess.
'''Process:''' The steel chain is laid along the circumference of the desired area, meeting and leaving no gaps. Mixing the ingredients into the basin, the caster dips their hands into the mixture, coating up to the wrist, and applies the mixture by hand along the chain at equidistant intervals. With a final sigil located in the center of the chain, the Ceremony is complete. Wraiths who attempt to cross the chain are dragged into a horrid momentary echo of physical form, often in states of torturous wailing terror. Wraiths so affected are temporarily visible to any casual onlooker, leading to terrifying tales of the appearance of screaming ghosts.




'''System:''' Make a successful Oblivion Ceremony roll. If the wraith agrees to the proposition, it then enters the vampire’s body and can remain for a number of scenes equal to the successes rolled on the Oblivion Ceremony roll. With the wraith inside them, the vampire gains two dice to all Physical Attribute rolls and +2 Health until the wraith departs. The vampire can hear the wraith in their head, offering advice, and they can substitute the wraith’s Skills for their own, at the Storyteller’s discretion.
'''System:''' This Ceremony costs three Rouse Checks instead of the usual one, but the caster does not make their Ceremony roll until a wraith attempts to cross the chain, triggering its effect. This Ceremony is strongest when fresh, but lasts a year and a day after it’s performed. If the ward is triggered more than seven days after it was performed, subtract two dice from their pool. The wraith rolls their Willpower in a contest against the caster and if the necromancer succeeds, they inflict torturous pain upon their victim. The wraith suffers three points of Superficial Health damage. For as long as they remain within the boundary, they lose two dice to all Willpower rolls and rolls to use their supernatural abilities. On a critical win from the caster, they may choose to bar the wraith from leaving the boundary until they pass a Difficulty 4 Willpower test, which they may attempt once per scene. The other parameters of this warding Ceremony are identical to Blood Sorcery Warding circles (see Vampire: The Masquerade, p. 275).




A wraith can choose to assert its possession instead of acting as a passenger. If the vampire resists, they make a Resolve + Composure roll vs. the wraith’s Resolve + Composure. If successful, they reject the wraith’s influence. If failed, the wraith steers the vampire until the end of the scene, though it can’t make the vampire do anything self-destructive.
If the wraith is possessing an individual or object when they cross the chain, the same effects apply, and the unlucky individual suffers 3 Superficial Willpower damage as the wraith is violently forced from them.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 94<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
''<sub>Trails of Ash and Bone, pg. 173<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
</div></div>


<br>
<br>


== KNIT THE VEIL ==
== HARROWHAUNT ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
'''Oblivion''' •••


'''Prerequisite:''' Where the Veil Thins ''or'' Shadow Perspective
'''Prerequisite:''' Where the Veil Thins




''Using the knowledge gained from their mastery of the beyond, the necromancer is able to not only mend minor tears in the shroud, but sear shut any weakness, making the area impenetrable for the duration of the Ceremony.''
''Some places seem haunted, raising the hackles of mortal and vampire alike. A place Harrowhaunted is in a different league. Places subjected to this Ceremony convey a sense of such miasmic dread that most breathing creatures find it hard to, well, breathe, let alone stay. Sabbat vampires often use this to discourage unwanted visitors from lingering in the proximity of their communal havens. While it won’t scare away encroaching vampires, most mortals will unconsciously take the long road around it, or make up excuses for why they’ll check up on the rumors surrounding the place “tomorrow... probably.''




'''Ingredients:''' Ground bones, an iron needle, cat gut thread, the caster’s vitae, a goat tallow candle.
'''Ingredients:''' Mortals subjected to abject terror and suffering. The more the merrier.




'''Process:''' The caster scatters the powdered bone around an area no larger than a football field to mark the boundary of this Ceremony. Then, they prepare the candle by piercing their flesh and passing the thread under their skin. Using the needle, they carve runes down the length of the candle and then wrap the thread around it until they pull it from under their skin. The candle may then be placed inside the boundary and lit, burning with a pale and unmoving flame that artificially thickens the Shroud around it with radiating, uncomfortable warmth.
'''Process:''' It starts with a “party.” A number of mortals are confined to the place and inflicted with terror and torture that ends with their death. But this is no mercy. The broken remains of their souls, scarcely more than fear-urges and sublime revulsion, are bound to the place, their bones buried in the ground, and made to share their torment with anyone who enters uninvited.




'''System:''' When lighting the candle, the caster makes their Ceremony roll, subtracting one die from their pool for every wraith present within the boundary, on either side of the Shroud. Upon a win the Shroud density (see Cults of the Blood Gods p. 205) of the area becomes Impenetrable for as long as the candle burns. On a critical win, the Ceremony’s duration is doubled and no being may spy across the Shroud. Undisturbed, it persists for as many nights as the caster has Oblivion dots. Another necromancer who attempts to Split the Shroud (see Cults of the Blood Gods p. 213) here must win against the caster’s successes as a Difficulty, doing so ends this Ceremony and reduces the Shroud density as per that Ceremony.
'''System:''' Mortals entering the vicinity (anything up to a two-story building) are beset by an irrational terror, requiring a Composure + Resolve test each turn to remain. If they fail they will indulge any excuse to leave, or run shrieking on a total failure. Vampires are less affected, but each scene spent in the location requires a test for fear frenzy.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Trails of Ash and Bone, pg. 174<br>Prerequisite(s) for ReVamped, pg. 87</sub>''
''<sub>Sabbat Sect Book, pg. 52<br>Prerequisite(s) for ReVamped, pg. 87</sub>''
</div></div>
</div></div>


<br>
<br>


== NAME OF THE FATHER ==
== HOST SPIRIT ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
'''Oblivion''' •••


'''Prerequisite:''' Traveler's Call
'''Prerequisite:''' Summon Spirit




''Priests of Shalim have all been trained to use their voices as weapons, slicing through the sugar coating their victims wrap around their love for the world. By invoking the name of their dark master and calling for his aid, they channel a fraction of his power into an adversary and cloud their very mind with shadow, causing them to stand dumbstruck by the emptiness of Oblivion.''
''This Ceremony allows a vampire to open their body to possession by a wraith.''




'''Ingredients:''' The ability to speak ancient Greek, eye contact with a victim, five charcoal sticks
'''Ingredients:''' A gift to be made as tribute to a wraith (whether the wraith values it depends on the individual), a parasitic bug, and two teeth extracted from the vampire’s mouth.




'''Process:''' The priest invokes an incantation in a dialect of ancient Greek, invoking the name of Shalim as they crush four charcoal sticks in hand. These words are spoken while making eye contact with the victim, therefore the victim must be able to see and hear the user for this power to be successful. Upon crushing the final charcoal stick, a shadow crosses the eyes of the priest and those of the victim, leaving the eyes of each participant entirely black as the victim succumbs to a crushing sense of despair. Those who have experienced this power and lived to tell of it speak of an all-consuming darkness closing in around their thoughts and robbing them of all sensation. The last thing they recall is a distant, rumbling laughter echoing in their mind.
'''Process:''' The vampire must be in close proximity to a wraith in order to use this power, typically through use of Summon Spirit (see p. 92). The necromancer presents a tribute to the wraith, sometimes in the form of alcohol poured on the wraith’s gravesite, or a bag of coins to be buried in the earth, or even the freshly decapitated head of one of the wraith’s until recently living enemies. The vampire then pulls two teeth from their mouth, usually with pliers, and bites into a parasite with their remaining teeth. The vampire then opens their mouth and the wraith can choose to enter it, inhabiting the vampire’s body.




'''System:''' The vampire’s player makes their Ceremony roll vs. the victim’s Resolve + Composure. On a win, the vampire may activate this Ceremony’s effects any time they are in the victim’s presence. Upon activation, the victim is paralyzed with despair for a number of turns equal to the margin. While under this effect, victims cannot see, hear or experience any form of sensory input except touch and physical pain, which brings them out of the effect. The victim can expend Willpower equal to the number of turns they would remain paralyzed to break free of the power.
The benefits of having a wraith ride one’s body include an enhanced physique, access to whichever memories the wraith chooses to share, and the wraith’s voice offering the vampire advice. The wraith can take complete possession of the vampire if they wish to, which some necromancers view as a blessing to be experienced, and others deem the main reason not to use this power.


<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 94<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>


<br>
Allowing a wraith to control one’s actions for a night effectively subdues the Beast, as well as demonstrating physical prowess and knowledge the vampire may not usually possess.
 


== SHAMBLING HORDES ==
'''System:''' Make a successful Oblivion Ceremony roll. If the wraith agrees to the proposition, it then enters the vampire’s body and can remain for a number of scenes equal to the successes rolled on the Oblivion Ceremony roll. With the wraith inside them, the vampire gains two dice to all Physical Attribute rolls and +2 Health until the wraith departs. The vampire can hear the wraith in their head, offering advice, and they can substitute the wraith’s Skills for their own, at the Storyteller’s discretion.
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••


'''Prerequisite:''' Gift of False Life


A wraith can choose to assert its possession instead of acting as a passenger. If the vampire resists, they make a Resolve + Composure roll vs. the wraith’s Resolve + Composure. If successful, they reject the wraith’s influence. If failed, the wraith steers the vampire until the end of the scene, though it can’t make the vampire do anything self-destructive.


''This Ceremony enables a vampire to raise a group of aggressive, walking dead minions.''
<div style='text-align: right;'>
''<sub>Players Guide, pg. 94<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>


<br>


'''Ingredients:''' A mortal corpse (or multiple corpses), and a fresh mortal sacrifice.
== KNIT THE VEIL ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••


'''Prerequisite:''' Where the Veil Thins ''or'' Shadow Perspective


'''Process:''' The vampire must have a separate corpse in addition to a mortal prepared for sacrifice. The vampire slays the sacrificial victim, spilling their blood on the corpse or corpses intended for animation. If the Ceremony is successful, the corpses stand (the recent sacrifice does not) and serve the vampire’s commands.


''Using the knowledge gained from their mastery of the beyond, the necromancer is able to not only mend minor tears in the shroud, but sear shut any weakness, making the area impenetrable for the duration of the Ceremony.''


'''System:''' Due to the amount of blood spilled in this Ceremony, the caster must first test to resist hunger frenzy (Difficulty 2). Make a Ceremony roll, possibly incurring Stains in the process depending on the chronicle Tenets and the Storyteller’s discretion. Upon a win a number of aggressive dead equal to the necromancer’s Oblivion rating or the number of prepared bodies (whichever is lower) receive the gift of animation. Corpses animated this way do not decay and only enter repose if commanded to by the vampire, if the vampire meets final death, or if destroyed.


'''Ingredients:''' Ground bones, an iron needle, cat gut thread, the caster’s vitae, a goat tallow candle.


The animated corpses can parse moderately complex orders such as “kill everyone who enters,” “groan if you see anyone pass this way,” or “terrorize that neighborhood.” Unlike the corpses raised using the Gift of False Life (see p. 92), these animated dead do not sit idle if left without commands, instead attacking anyone around them except for their master.


'''Process:''' The caster scatters the powdered bone around an area no larger than a football field to mark the boundary of this Ceremony. Then, they prepare the candle by piercing their flesh and passing the thread under their skin. Using the needle, they carve runes down the length of the candle and then wrap the thread around it until they pull it from under their skin. The candle may then be placed inside the boundary and lit, burning with a pale and unmoving flame that artificially thickens the Shroud around it with radiating, uncomfortable warmth.


As per the rules for temporary Advantages like these (Vampire: The Masquerade, p. 180), their continued usefulness beyond the current story must be ensured with Experience — such as through the Retainers Background (Vampire: The Masquerade, p. 196; one dot per loyal corpse) — or the aggressive corpses may become unstable and unruly.


{| class="wikitable"
'''System:''' When lighting the candle, the caster makes their Ceremony roll, subtracting one die from their pool for every wraith present within the boundary, on either side of the Shroud. Upon a win the Shroud density (see Cults of the Blood Gods p. 205) of the area becomes Impenetrable for as long as the candle burns. On a critical win, the Ceremony’s duration is doubled and no being may spy across the Shroud. Undisturbed, it persists for as many nights as the caster has Oblivion dots. Another necromancer who attempts to Split the Shroud (see Cults of the Blood Gods p. 213) here must win against the caster’s successes as a Difficulty, doing so ends this Ceremony and reduces the Shroud density as per that Ceremony.
|-
! '''Aggressive Corpse'''
|-
| '''Standard Dice Pools:''' Physical 4, Social 0, Mental 0<br><br>'''Secondary Attributes:''' Health 6, Willpower 0<br><br>'''Exceptional Dice Pools:''' Brawl 6, Intimidation 5<br><br>'''Special:''' Aggressive corpses take Superficial and Aggravated damage in the same way as vampires, except they are immune to sunlight. They cannot heal or mend damage. They cannot be mentally dominated or influenced as they are bound to their master. They do not need eyes or ears to perceive everything around them as someone with unimpeded vision and hearing might. Bites from the aggressive dead inflict +2 Health damage which is Aggravated to mortals.<br><br>'''General Difficulties:''' 3/2
|}


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 95<br>Prerequisite(s) for ReVamped, pg. 87</sub>''
''<sub>Trails of Ash and Bone, pg. 174<br>Prerequisite(s) for ReVamped, pg. 87</sub>''
</div></div>
</div></div>
<br><br>
= LEVEL 4 =


<br>
<br>


== BEFOUL VESSEL ==
== NAME OF THE FATHER ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••••
'''Oblivion''' •••


'''Prerequisite:''' Gift of False Life
'''Prerequisite:''' Traveler's Call




''While many of the entropic effects of Oblivion are restricted to mortals, this Ceremony allows the wielder to infect the blood of a vessel, making an otherwise healthy-appearing mortal into pure poison to the children of Caine.''
''Priests of Shalim have all been trained to use their voices as weapons, slicing through the sugar coating their victims wrap around their love for the world. By invoking the name of their dark master and calling for his aid, they channel a fraction of his power into an adversary and cloud their very mind with shadow, causing them to stand dumbstruck by the emptiness of Oblivion.''




'''Ingredients:''' The vampire’s saliva
'''Ingredients:''' The ability to speak ancient Greek, eye contact with a victim, five charcoal sticks




'''Process:''' The vampire needs only introduce a drop of their spittle to the skin of their victim, either by feeding on them or by smearing it upon them through physical contact.
'''Process:''' The priest invokes an incantation in a dialect of ancient Greek, invoking the name of Shalim as they crush four charcoal sticks in hand. These words are spoken while making eye contact with the victim, therefore the victim must be able to see and hear the user for this power to be successful. Upon crushing the final charcoal stick, a shadow crosses the eyes of the priest and those of the victim, leaving the eyes of each participant entirely black as the victim succumbs to a crushing sense of despair. Those who have experienced this power and lived to tell of it speak of an all-consuming darkness closing in around their thoughts and robbing them of all sensation. The last thing they recall is a distant, rumbling laughter echoing in their mind.




'''System:''' A victim befouled in this way shows no symptoms, and is unaware of the harm done to them or the danger they pose to the undead. Anyone feeding on them will likewise be unaware of the effects apart from a rancid strangeness to their Blood. (Generous Storytellers can allow a Wits + Survival test at Difficulty 3 to notice that something is amiss, allowing the player to abort their feeding.) Once the feeding is done, the effect occurs: The feeding vampire gains Hunger instead of sating it, on a 1-for-1 basis. (A vampire who would’ve sated three Hunger would gain three Hunger.) This will likely risk hunger frenzy (see Vampire: The Masquerade p. 220).
'''System:''' The vampire’s player makes their Ceremony roll vs. the victim’s Resolve + Composure. On a win, the vampire may activate this Ceremony’s effects any time they are in the victim’s presence. Upon activation, the victim is paralyzed with despair for a number of turns equal to the margin. While under this effect, victims cannot see, hear or experience any form of sensory input except touch and physical pain, which brings them out of the effect. The victim can expend Willpower equal to the number of turns they would remain paralyzed to break free of the power.
 
 
No matter if they are fed on or not, the infected mortal dies in their sleep the following night, the only clue to their fate a patch of – mildew? – and acrid night-sweat.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Sabbat Sect Book, pg. 52<br>Prerequisite(s) for ReVamped, pg. 87</sub>''
''<sub>Cults of the Blood Gods, pg. 94<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
</div></div>


<br>
<br>


== BIND THE SPIRIT ==
== THE SHALLOW SLUMBER ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••••
'''Oblivion''' •••
 
'''Prerequisite:''' Passion Feast ''or'' Touch of Oblivion


'''Prerequisite:''' Summon Spirit


''By temporarily dimming the vitality of their Blood, this ceremony can shorten a vampire’s time spent in torpor. Some even prepare themselves with this Ceremony, in anticipation of future misfortune.''


''Vampires with access to this Ceremony have the ability to shackle wraiths to specified locations and people.''


'''Ingredients:''' Charcoal and one Rouse Check of the user’s vitae.


'''Ingredients:''' A wraith’s fetter, the sacrifice of an innocent mortal, and sufficient salt to surround a property or individual. If the target for haunting is an individual, the necromancer must possess something of their body, such as fingernails, hair, blood, or skin.


'''Process:''' The vampire must already have a wraith under their control using Compel Spirit (see p. 93). The vampire kills an innocent mortal (though innocence is subjective, this tends to apply to the young, caregivers, and genuinely pious individuals) in or close to a location or person they want their wraith to haunt. Subsequently, they mix their vitae with sufficient salt to surround the target for haunting, and paint a circle with the mixture. They place the wraith’s fetter somewhere within the location, or in the target’s possession.
'''Process:''' The performer carefully writes a series of sigils on themselves or another vampire, while cursing the names of various gods or saints responsible for good health.




'''System:''' Following the steps of the Ceremony, the vampire may incur Stains from the murder depending on the Chronicle Tenets and the Storyteller’s discretion. They make an Oblivion Ceremony roll that cannot be resisted, as the wraith must already be compelled for this power to work.
'''System:''' So long as the sigils remain on the target’s body, for each success in the margin on the ceremony test, their Blood Potency counts as one lower for the purpose of torpor duration and premature awakening. Likewise, their Humanity counts as a similar number of dots higher but only for purposes of torpor duration. A total failure on the Ritual test extends the torpor instead, as if the subject had another dot more in Blood Potence and a dot less in Humanity. Only one attempt per subject per torpor can be made.




The wraith is bound to the location or individual targeted, with no duration applied to this Ceremony’s effects. Any emotion the wraith feels intensely during its binding affects the inhabitants of the location or the individual to whom it’s bound, with each person affected suffering a two-dice penalty to all rolls made to resist acting or feeling the way the wraith feels. Therefore, an angry wraith may make vampires more inclined to Frenzy, while a depressed wraith might make a mortal more likely to stop self-care. Bound wraiths have the same powers as spectres (Vampire: The Masquerade, p. 377).
A vampire can use this ceremony on themselves or another vampire, even if the subject has not yet fallen into torpor. The sigils stay on the subject’s body until they are washed away, marred by injury, or intentionally defaced, though rarely longer than a week due to natural abrasion.




The wraith is forever bound to the target, unless the vampire cancels the Ceremony, the fetter ever moves from the location or individual’s possession, or the wraith is destroyed. Binding also ends if the necromancer attacks the wraith. Most wraiths bound in this way are furious or melancholic about their plight, and their mood affects the area around them. Many necromancers use this method to defend their havens or haunt their enemies.
'''Duration:''' Indefinite, so long as the sigils remain.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 96<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
''<sub>Gehenna War, pg. 50</sub>''
</div></div>
</div></div>


<br>
<br>


== DEATH RATTLE ==
== SHAMBLING HORDES ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••••
'''Oblivion''' •••


'''Prerequisite:''' Summon Spirit
'''Prerequisite:''' Gift of False Life




''This Ceremony allows the caster to inflict the full sensory experience of a chosen wraith’s death upon a target.''
''This Ceremony enables a vampire to raise a group of aggressive, walking dead minions.''




'''Ingredients:''' A wraith’s fetter, a personal item owned by the intended target (living or undead, but not another wraith), the caster’s vitae, over proof rum, a black candle, a clay bowl large enough to hold the fetter and target’s personal belonging.
'''Ingredients:''' A mortal corpse (or multiple corpses), and a fresh mortal sacrifice.
 
 
'''Process:''' The vampire must have a separate corpse in addition to a mortal prepared for sacrifice. The vampire slays the sacrificial victim, spilling their blood on the corpse or corpses intended for animation. If the Ceremony is successful, the corpses stand (the recent sacrifice does not) and serve the vampire’s commands.




'''Process:''' The caster must be in close proximity to the desired wraith in order to successfully complete the Ceremony, typically through the use of Summon Spirit. The fetter and target’s possession are combined in the bowl along with the c aster’s vitae. The candle is held over the bowl and lit allowing the w ax to drip into the contents of the bowl. The name of the wraith and the target are chanted repeatedly. As the wax melts, it forms a seal between the items inside of the bowl, creating a bridge between the wraith and the desired target. When this seal is broken, the rum ignites the possession of the target and they experience the death of the wraith.
'''System:''' Due to the amount of blood spilled in this Ceremony, the caster must first test to resist hunger frenzy (Difficulty 2). Make a Ceremony roll, possibly incurring Stains in the process depending on the chronicle Tenets and the Storyteller’s discretion. Upon a win a number of aggressive dead equal to the necromancer’s Oblivion rating or the number of prepared bodies (whichever is lower) receive the gift of animation. Corpses animated this way do not decay and only enter repose if commanded to by the vampire, if the vampire meets final death, or if destroyed.
 


The animated corpses can parse moderately complex orders such as “kill everyone who enters,” “groan if you see anyone pass this way,” or “terrorize that neighborhood.” Unlike the corpses raised using the Gift of False Life (see p. 92), these animated dead do not sit idle if left without commands, instead attacking anyone around them except for their master.


'''System:''' The caster makes their Ceremony roll and the target contests with Composure + Resolve whether or not they know they’re being targeted. On a win by the caster the victim experiences a vision of the wraith’s death, with a higher margin leading to a more vivid experience. For example, one point of margin is enough for the target to have brief flashes of the moment, while five may cause the target’s experience to be so vivid that they will be shocked to realize they’re not dead afterwards. If the wraith died a violent death, this causes Superficial Willpower damage equal to the margin of the roll, but even a peaceful death inflicts one point as they experience the wraith’s dying gasp. A critical win from the target rebounds this trauma back onto the necromancer, inflicting the margin as Superficial Willpower damage to them instead.


As per the rules for temporary Advantages like these (Vampire: The Masquerade, p. 180), their continued usefulness beyond the current story must be ensured with Experience — such as through the Retainers Background (Vampire: The Masquerade, p. 196; one dot per loyal corpse) — or the aggressive corpses may become unstable and unruly.


Be it a personal curiosity in death, to investigate the situation of a death first hand, or an attempt to gain a deep understanding of a particular wraith, the caster may wish to be the target of the Ceremony. They roll only against the normal Ceremony Difficulty, and the caster must open their mind to accept any resulting Willpower damage.
{| class="wikitable"
|-
! '''Aggressive Corpse'''
|-
| '''Standard Dice Pools:''' Physical 4, Social 0, Mental 0<br><br>'''Secondary Attributes:''' Health 6, Willpower 0<br><br>'''Exceptional Dice Pools:''' Brawl 6, Intimidation 5<br><br>'''Special:''' Aggressive corpses take Superficial and Aggravated damage in the same way as vampires, except they are immune to sunlight. They cannot heal or mend damage. They cannot be mentally dominated or influenced as they are bound to their master. They do not need eyes or ears to perceive everything around them as someone with unimpeded vision and hearing might. Bites from the aggressive dead inflict +2 Health damage which is Aggravated to mortals.<br><br>'''General Difficulties:''' 3/2
|}


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Trails of Ash and Bone, pg. 174<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
''<sub>Players Guide, pg. 95<br>Prerequisite(s) for ReVamped, pg. 87</sub>''
</div></div>
</div></div>


<br>
<br>


== SPLIT THE VEIL ==
== WISDOM OF THE DEAD ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••••
'''Oblivion''' •••


'''Prerequisite:''' Where the Veil Thins
'''Prerequisite:''' Ashes to Ashes ''or'' Where the Veil Thins




''This Ceremony allows a vampire to create a tear in the veil through which wraiths can pass. Wraiths who enter our world via this method take to haunting locations and people, indulging in their passions, and possess mortals if their powers allow for it. Some treat the vampire with gratitude for splitting the veil, while others enjoy tormenting the ones responsible.''
''This Ceremony allows the Kindred to glean skills and abilities from the head or skull of a corpse. The information gleaned represents the spiritual echoes of the deceased. Their spirit or will is not invoked.''




'''Ingredients:''' A blade that’s been used to cut into someone living, chalk or charcoal, a silk sheet, and a human sacrifice.
'''Ingredients:''' The head or skull of the deceased, pure water and a small flame.




'''Process:''' The vampire hangs a silk sheet over a wall in a place where the veil density (see p. 88) is standard, thin, or frayed. They then perform a human sacrifice against the sheet, and as blood coats the sheet, cut it open with a blade. The Ceremony widens the portal between the world of the living and the world of the dead.
'''System:''' The cermonist must possess a skull or head. After rolling Resolve + Oblivion (Difficulty 2 for a mostly intact head, or 3 for a skull), the Kindred begins to glean knowledge from the deceased. The Storyteller will name one skill the deceased was most knowledgeable about in life (or unlife if a Kindred skull) and an additional skill per point of the margin of success. For the rest of the night, the user may draw upon the deceased’s knowledge: each time the user rolls one of the deceased’s skills, so long as they are still carrying their skull or head, they may add 2 dice to your dice pool. This only applies if the deceased had a higher skill rating than the user.
 


'''System:''' The caster performs the sacrifice, which may result in Stains depending on the chronicle Tenets and the Storyteller’s discretion. When cutting the silk sheet, their player makes the Ceremony roll). Due to the amount of blood spilled in this Ceremony, the caster must roll to resist hunger frenzy (Difficulty 2). For every success on the Ceremony roll, the veil’s density reduces by one level, down to being absent (see Where the Veil Thins on p. 87).
At dawn, roll one die for each skill roll boosted: a failure on any of these dice indicates the skull or head dissolves to ashes as the Ceremony ends and it cannot be reconstituted by any means.




Importantly, if the veil rating is reduced to absent, wraiths can spill into the physical world for the remainder of the session (or night). Once that period concludes, a veil density of absent increases to frayed and the gateway for wraiths closes.
'''Duration:''' Until dawn, or the head/skull is destroyed.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 96<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
''<sub>Book of Nod Apocrypha, pg. 35</sub>''
</div></div>
</div></div>


<br><br>
<br><br>


= LEVEL 5 =  
= LEVEL 4 =


<br>
<br>


== EX NIHILO ==
== BEFOUL VESSEL ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••••
'''Oblivion''' ••••


'''Prerequisite:''' Where the Veil Thins
'''Prerequisite:''' Necrotic Plague




''This Ceremony enables a vampire and their coterie to migrate into the Shadowlands, though doing so comes at great risk.''
''While many of the entropic effects of Oblivion are restricted to mortals, this Ceremony allows the wielder to infect the blood of a vessel, making an otherwise healthy-appearing mortal into pure poison to the children of Caine.''




'''Ingredients:''' Masks for each participant, a bowl containing sufficient quantity of the caster’s vitae so each participant might coat the soles of their feet in it, two coins of any value per participant.
'''Ingredients:''' The vampire’s saliva




'''Process:''' Few Ceremonies of Oblivion come with as much doubt and fear as Ex Nihilo, the ability to migrate into the Shadowlands. This Ceremony enables a physical crossing into the lands of entropy. Vampires who physically enter the Shadowlands may interact with wraiths as if they were solid, but cannot carry objects with them, other than the clothes they wear. Vampires destroyed in the Shadowlands disappear in a vortex of blood and ash, sucked into the false earth beneath their feet.
'''Process:''' The vampire needs only introduce a drop of their spittle to the skin of their victim, either by feeding on them or by smearing it upon them through physical contact.




Ex Nihilo appeals to a great many necromancers and mystics who want to study the Shadowlands without the impediment of a time limit. It’s an unmatched method for interviewing ghosts and exploring the necropoli — the cities spirits inhabit. It’s also incredibly dangerous, as many wraiths — especially spectres — seek to destroy vampires, draining them of their Willpower, and there’s always the risk of meeting the ghost of someone the vampire slew years earlier. Such wraiths tend to hold a grudge.
'''System:''' A victim befouled in this way shows no symptoms, and is unaware of the harm done to them or the danger they pose to the undead. Anyone feeding on them will likewise be unaware of the effects apart from a rancid strangeness to their Blood. (Generous Storytellers can allow a Wits + Survival test at Difficulty 3 to notice that something is amiss, allowing the player to abort their feeding.) Once the feeding is done, the effect occurs: The feeding vampire gains Hunger instead of sating it, on a 1-for-1 basis. (A vampire who would’ve sated three Hunger would gain three Hunger.) This will likely risk hunger frenzy (see Vampire: The Masquerade p. 220).




The vampire must have used the Split the Shroud Ceremony within this chapter, in the location they’re currently occupying, in order for Ex Nihilo to function. If the Shroud density is reduced to absent, the caster and any companions may enter the Shadowlands from that point, if they don masks to cover their faces, dip or paint their feet in the vampire’s vitae, and carry a coin in each hand.
No matter if they are fed on or not, the infected mortal dies in their sleep the following night, the only clue to their fate a patch of – mildew? – and acrid night-sweat.


<div style='text-align: right;'>
''<sub>Sabbat Sect Book, pg. 52<br>Prerequisite(s) for ReVamped, pg. 87</sub>''
</div></div>


'''System:''' The user makes three Rouse Checks (sufficient to expend the required vitae) and spends a turn concentrating, expending a Willpower point to prepare for the crossing. They then make their Ceremony roll. If successful, the vampire, a number of companions equal to the number of successes rolled, and any objects on their person may then enter the Shadowlands.
<br>


== BIND THE SPIRIT ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••••


The Shadowlands follows several rules that do not exist in the world of the living:
'''Prerequisite:''' Summon Spirit




* Wraiths are capable of physical attacks on vampires (see Vampire: The Masquerade, p. 377 for an average spectre’s stat block) but some are also capable of attacking a vampire’s Willpower specifically, as they drain a vampire’s passion. Defense pools against Willpower drain, which a wraith can attempt up to 3 yards/meters from the vampire, are made up from the vampire’s Resolve + Composure, vs. the attacking wraith’s Strength + Brawl. This attack inflicts Aggravated Willpower damage.
''Vampires with access to this Ceremony have the ability to shackle wraiths to specified locations and people.''
 


* Though there is no sun (and therefore no daytime) in the Shadowlands, the vampire must still Rouse the Blood every 24 hours. With no sunlight, they are able to operate without rest.
'''Ingredients:''' A wraith’s fetter, the sacrifice of an innocent mortal, and sufficient salt to surround a property or individual. If the target for haunting is an individual, the necromancer must possess something of their body, such as fingernails, hair, blood, or skin.


* Vampires in the Shadowlands cannot interact with the world of the living in a meaningful way. They can only touch or speak with living creatures by ending this Ceremony, which takes the expenditure of a Willpower point and another Rouse Check in a place where the Shroud isn’t impenetrable. They can see snatches of motion through the Shroud, and a Discipline such as Auspex may enable them to spy from beyond the veil, but for the most part, anything viewed has a Difficulty 4 or more to perceive.
'''Process:''' The vampire must already have a wraith under their control using Compel Spirit (see p. 93). The vampire kills an innocent mortal (though innocence is subjective, this tends to apply to the young, caregivers, and genuinely pious individuals) in or close to a location or person they want their wraith to haunt. Subsequently, they mix their vitae with sufficient salt to surround the target for haunting, and paint a circle with the mixture. They place the wraith’s fetter somewhere within the location, or in the target’s possession.


* Vampires can use their Disciplines in the Shadowlands just as they can in the land of the living.


* If a vampire is compelled to feed in the Shadowlands, they cannot obtain sustenance from wraiths without the Passion Feast power (see p. XX), but can feed from mortals or other vampires with them.
'''System:''' Following the steps of the Ceremony, the vampire may incur Stains from the murder depending on the Chronicle Tenets and the Storyteller’s discretion. They make an Oblivion Ceremony roll that cannot be resisted, as the wraith must already be compelled for this power to work.


* Oblivion absorbs individuals who lose all Health or Willpower in the Shadowlands. They leave no wraiths if destroyed.


* Vampires cannot bring wraiths out of the Shadowlands without a Ceremony such as Summon Spirit (see p. XX), which must be used in the land of the living to have this effect.
The wraith is bound to the location or individual targeted, with no duration applied to this Ceremony’s effects. Any emotion the wraith feels intensely during its binding affects the inhabitants of the location or the individual to whom it’s bound, with each person affected suffering a two-dice penalty to all rolls made to resist acting or feeling the way the wraith feels. Therefore, an angry wraith may make vampires more inclined to Frenzy, while a depressed wraith might make a mortal more likely to stop self-care. Bound wraiths have the same powers as spectres (Vampire: The Masquerade, p. 377).




'''Duration:''' Until the power is deactivated or the vampire is destroyed
The wraith is forever bound to the target, unless the vampire cancels the Ceremony, the fetter ever moves from the location or individual’s possession, or the wraith is destroyed. Binding also ends if the necromancer attacks the wraith. Most wraiths bound in this way are furious or melancholic about their plight, and their mood affects the area around them. Many necromancers use this method to defend their havens or haunt their enemies.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 213<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
''<sub>Players Guide, pg. 96<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
</div></div>


<br>
<br>


== LAZARENE BLESSING ==
== DEATH RATTLE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••••
'''Oblivion''' ••••


'''Prerequisite:''' Summon Spirit
'''Prerequisite:''' Summon Spirit




''This Ceremony enables a necromancer to bring a freshly-dead body back to life, though not how its relatives and friends might remember it.''
''This Ceremony allows the caster to inflict the full sensory experience of a chosen wraith’s death upon a target.''




'''Ingredients:''' One mortal sacrifice, incense, the heart of any mammal, and powdered silver.
'''Ingredients:''' A wraith’s fetter, a personal item owned by the intended target (living or undead, but not another wraith), the caster’s vitae, over proof rum, a black candle, a clay bowl large enough to hold the fetter and target’s personal belonging.




'''Process:''' The necromancer burns incense to perfume the air before performing an act of sacrifice, cutting the heart of the victim out and replacing it with the heart of another mammal, though it doesn’t need to be stitched in and working for the Ceremony to function. After pouring a bag of powdered silver over the open eyes of the dying or dead mortal, the vampire invites a wraith to take the deceased mortal as a host. Wraiths cannot be forced to possess a body, but few refuse the opportunity to walk around in semi-living shoes again.
'''Process:''' The caster must be in close proximity to the desired wraith in order to successfully complete the Ceremony, typically through the use of Summon Spirit. The fetter and target’s possession are combined in the bowl along with the c aster’s vitae. The candle is held over the bowl and lit allowing the w ax to drip into the contents of the bowl. The name of the wraith and the target are chanted repeatedly. As the wax melts, it forms a seal between the items inside of the bowl, creating a bridge between the wraith and the desired target. When this seal is broken, the rum ignites the possession of the target and they experience the death of the wraith.




'''System:''' Killing a mortal for this Ceremony may incur Stains, depending on the chronicle Tenets. If the replacement heart was likewise taken from someone the vampire murdered, that murder might also incur Stains. Following a successful Ceremony roll, a wraith can enter the freshly-dead body and live in it as if it were their own. The wraith must be present during the act of sacrifice.
'''System:''' The caster makes their Ceremony roll and the target contests with Composure + Resolve whether or not they know they’re being targeted. On a win by the caster the victim experiences a vision of the wraith’s death, with a higher margin leading to a more vivid experience. For example, one point of margin is enough for the target to have brief flashes of the moment, while five may cause the target’s experience to be so vivid that they will be shocked to realize they’re not dead afterwards. If the wraith died a violent death, this causes Superficial Willpower damage equal to the margin of the roll, but even a peaceful death inflicts one point as they experience the wraith’s dying gasp. A critical win from the target rebounds this trauma back onto the necromancer, inflicting the margin as Superficial Willpower damage to them instead.




The possessed corpse wakes bearing the wounds that killed it, though the replacement heart is functional (no matter its origin or placement) and the body heals one point of Health damage upon possession. The remaining Health damage recovers with time (as vampiric healing). The body gains no special resistances to harm beyond Disciplines it might have possessed in life. The body possesses the same Physical Attributes, Disciplines (if a ghoul), and Advantages it had in life. Social and Mental Attributes, Skills, and any form of morality rating match those of the wraith.
Be it a personal curiosity in death, to investigate the situation of a death first hand, or an attempt to gain a deep understanding of a particular wraith, the caster may wish to be the target of the Ceremony. They roll only against the normal Ceremony Difficulty, and the caster must open their mind to accept any resulting Willpower damage.
 
 
This possession lasts indefinitely, or until the possessed body dies again or the wraith is exorcized from the host.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 97<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
''<sub>Trails of Ash and Bone, pg. 174<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
</div></div>


<br>
<br>


== NIGHT OF A THOUSAND EYES ==
== SPLIT THE VEIL ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••••
'''Oblivion''' ••••


'''Amalgam:''' Auspex •••
'''Prerequisite:''' Where the Veil Thins




''According to the old legends, this ceremony was the final creation of the mad necromancer Lodovico Sangiovanni, who attempted to bring about the Day of Judgement with an army of the hungry dead. Even now, vampires who have no qualms about binding wraiths into service or forcing life back into dead tissue often have reservations about using this technique…though others see it as the Family’s ultimate weapon against the Second Inquisition.''
''This Ceremony allows a vampire to create a tear in the veil through which wraiths can pass. Wraiths who enter our world via this method take to haunting locations and people, indulging in their passions, and possess mortals if their powers allow for it. Some treat the vampire with gratitude for splitting the veil, while others enjoy tormenting the ones responsible.''




'''Ingredients:''' A human sacrifice, a pen carved from a sentient creature’s bone, and a coffin lined with iron.
'''Ingredients:''' A blade that’s been used to cut into someone living, chalk or charcoal, a silk sheet, and a human sacrifice.




'''Process:''' The necromancer murders the sacrifice, possibly accruing one or more Stains, and lets the blood flow into the coffin. Using a bone pen and the fresh blood, they mark any number of zombies with a sigil encoding their own true name, then they immerse themselves completely and seal the coffin shut to block out all light.
'''Process:''' The vampire hangs a silk sheet over a wall in a place where the veil density (see p. 88) is standard, thin, or frayed. They then perform a human sacrifice against the sheet, and as blood coats the sheet, cut it open with a blade. The Ceremony widens the portal between the world of the living and the world of the dead.
 
'''System:''' The caster performs the sacrifice, which may result in Stains depending on the chronicle Tenets and the Storyteller’s discretion. When cutting the silk sheet, their player makes the Ceremony roll). Due to the amount of blood spilled in this Ceremony, the caster must roll to resist hunger frenzy (Difficulty 2). For every success on the Ceremony roll, the veil’s density reduces by one level, down to being absent (see Where the Veil Thins on p. 87).
 
 
Importantly, if the veil rating is reduced to absent, wraiths can spill into the physical world for the remainder of the session (or night). Once that period concludes, a veil density of absent increases to frayed and the gateway for wraiths closes.
 
<div style='text-align: right;'>
''<sub>Players Guide, pg. 96<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
 
<br><br>
 
= LEVEL 5 =
 
<br>
 
== EX NIHILO ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••••
 
'''Prerequisite:''' Where the Veil Thins
 
 
''This Ceremony enables a vampire and their coterie to migrate into the Shadowlands, though doing so comes at great risk.''
 
 
'''Ingredients:''' Masks for each participant, a bowl containing sufficient quantity of the caster’s vitae so each participant might coat the soles of their feet in it, two coins of any value per participant.
 
 
'''Process:''' Few Ceremonies of Oblivion come with as much doubt and fear as Ex Nihilo, the ability to migrate into the Shadowlands. This Ceremony enables a physical crossing into the lands of entropy. Vampires who physically enter the Shadowlands may interact with wraiths as if they were solid, but cannot carry objects with them, other than the clothes they wear. Vampires destroyed in the Shadowlands disappear in a vortex of blood and ash, sucked into the false earth beneath their feet.
 
 
Ex Nihilo appeals to a great many necromancers and mystics who want to study the Shadowlands without the impediment of a time limit. It’s an unmatched method for interviewing ghosts and exploring the necropoli — the cities spirits inhabit. It’s also incredibly dangerous, as many wraiths — especially spectres — seek to destroy vampires, draining them of their Willpower, and there’s always the risk of meeting the ghost of someone the vampire slew years earlier. Such wraiths tend to hold a grudge.
 
 
The vampire must have used the Split the Shroud Ceremony within this chapter, in the location they’re currently occupying, in order for Ex Nihilo to function. If the Shroud density is reduced to absent, the caster and any companions may enter the Shadowlands from that point, if they don masks to cover their faces, dip or paint their feet in the vampire’s vitae, and carry a coin in each hand.
 
 
'''System:''' The user makes three Rouse Checks (sufficient to expend the required vitae) and spends a turn concentrating, expending a Willpower point to prepare for the crossing. They then make their Ceremony roll. If successful, the vampire, a number of companions equal to the number of successes rolled, and any objects on their person may then enter the Shadowlands.
 
 
The Shadowlands follows several rules that do not exist in the world of the living:
 
 
* Wraiths are capable of physical attacks on vampires (see Vampire: The Masquerade, p. 377 for an average spectre’s stat block) but some are also capable of attacking a vampire’s Willpower specifically, as they drain a vampire’s passion. Defense pools against Willpower drain, which a wraith can attempt up to 3 yards/meters from the vampire, are made up from the vampire’s Resolve + Composure, vs. the attacking wraith’s Strength + Brawl. This attack inflicts Aggravated Willpower damage.
 
* Though there is no sun (and therefore no daytime) in the Shadowlands, the vampire must still Rouse the Blood every 24 hours. With no sunlight, they are able to operate without rest.
 
* Vampires in the Shadowlands cannot interact with the world of the living in a meaningful way. They can only touch or speak with living creatures by ending this Ceremony, which takes the expenditure of a Willpower point and another Rouse Check in a place where the Shroud isn’t impenetrable. They can see snatches of motion through the Shroud, and a Discipline such as Auspex may enable them to spy from beyond the veil, but for the most part, anything viewed has a Difficulty 4 or more to perceive.
 
* Vampires can use their Disciplines in the Shadowlands just as they can in the land of the living.
 
* If a vampire is compelled to feed in the Shadowlands, they cannot obtain sustenance from wraiths without the Passion Feast power (see p. XX), but can feed from mortals or other vampires with them.
 
* Oblivion absorbs individuals who lose all Health or Willpower in the Shadowlands. They leave no wraiths if destroyed.
 
* Vampires cannot bring wraiths out of the Shadowlands without a Ceremony such as Summon Spirit (see p. XX), which must be used in the land of the living to have this effect.
 
 
'''Duration:''' Until the power is deactivated or the vampire is destroyed
 
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 213<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
 
<br>
 
== LAZARENE BLESSING ==
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'''Oblivion''' •••••
 
'''Prerequisite:''' Summon Spirit
 
 
''This Ceremony enables a necromancer to bring a freshly-dead body back to life, though not how its relatives and friends might remember it.''
 
 
'''Ingredients:''' One mortal sacrifice, incense, the heart of any mammal, and powdered silver.
 
 
'''Process:''' The necromancer burns incense to perfume the air before performing an act of sacrifice, cutting the heart of the victim out and replacing it with the heart of another mammal, though it doesn’t need to be stitched in and working for the Ceremony to function. After pouring a bag of powdered silver over the open eyes of the dying or dead mortal, the vampire invites a wraith to take the deceased mortal as a host. Wraiths cannot be forced to possess a body, but few refuse the opportunity to walk around in semi-living shoes again.
 
 
'''System:''' Killing a mortal for this Ceremony may incur Stains, depending on the chronicle Tenets. If the replacement heart was likewise taken from someone the vampire murdered, that murder might also incur Stains. Following a successful Ceremony roll, a wraith can enter the freshly-dead body and live in it as if it were their own. The wraith must be present during the act of sacrifice.
 
 
The possessed corpse wakes bearing the wounds that killed it, though the replacement heart is functional (no matter its origin or placement) and the body heals one point of Health damage upon possession. The remaining Health damage recovers with time (as vampiric healing). The body gains no special resistances to harm beyond Disciplines it might have possessed in life. The body possesses the same Physical Attributes, Disciplines (if a ghoul), and Advantages it had in life. Social and Mental Attributes, Skills, and any form of morality rating match those of the wraith.
 
 
This possession lasts indefinitely, or until the possessed body dies again or the wraith is exorcized from the host.
 
<div style='text-align: right;'>
''<sub>Players Guide, pg. 97<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
 
<br>
 
== NIGHT OF A THOUSAND EYES ==
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'''Oblivion''' •••••
 
'''Amalgam:''' Auspex •••
 
'''Prerequisite:'''  Gift of False Life
 
 
''According to the old legends, this ceremony was the final creation of the mad necromancer Lodovico Sangiovanni, who attempted to bring about the Day of Judgement with an army of the hungry dead. Even now, vampires who have no qualms about binding wraiths into service or forcing life back into dead tissue often have reservations about using this technique... though others see it as the Family’s ultimate weapon against the Second Inquisition.''
 
 
'''Ingredients:''' A human sacrifice, a pen carved from a sentient creature’s bone, and a coffin lined with iron.
 
 
'''Process:''' The necromancer murders the sacrifice, possibly accruing one or more Stains, and lets the blood flow into the coffin. Using a bone pen and the fresh blood, they mark any number of zombies with a sigil encoding their own true name, then they immerse themselves completely and seal the coffin shut to block out all light.
 
 
'''System:''' For the remainder of the night, the necromancer can control any of the marked zombies freely, seeing through its eyes and controlling its limbs as though it were their own body and switching from one zombie to another at any time. While possessing their horde, they suffer no impairment, cannot frenzy, and do not apply Hunger dice to their rolls.
 
 
At the same time, however, they have no awareness or control of their own body—which is driven solely by the Beast, as if wassailing (see Vampire: the Masquerade Fifth Edition page 241). Sensible necromancers have trusted ghouls inter the coffin under stone and dirt before making the ceremony roll, though this can lead to a very unpleasant night if the roll fails!
 
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
</div></div>''
 
<br>
 
== PIT OF CONTEMPLATION ==
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'''Oblivion''' •••••
 
'''Prerequisite:''' Traveler's Call
 
 
''Only the most powerful of Shalim’s priests have been able to manifest this ability, but the effect is one of the most terrifying and demonstrative uses of Oblivion yet seen in modern nights. The ability to cast an enemy into Oblivion terrifies even the toughest of Kindred.''
 
 
'''Ingredients:''' Pot of ink, three pints/six liters or more of blood from an innocent the user murdered, an unlit room (this power does not work outside)
 
 
'''Process:''' The vampire personally murders an innocent mortal, likely incurring Stains depending on the Chronicle Tenets and their Convictions. While innocence is subjective, traditional sacrifices are children, virgins, and holy individuals. The vampire then takes at least three pints/six liters of the deceased’s blood into an unlit room and uses it to paint a doorway on a wall in the chamber. Finally, the vampire splashes a pot of ink onto the blood-painted portal. Focusing their will upon the gateway, the priest opens a tear through to Oblivion.
 
 
Anyone foolish or unfortunate enough to fall into the gap is immediately transported into a pocket of eternal black nothingness for as long as the priest sees fit. If the priest is destroyed without releasing their prisoners, any undead prisoners remain trapped in the void (unless and until another vampire reverses the Ceremony).
 
 
Priests may choose to pass through the door, but doing so condemns them forever. Some Shalimites do this when they feel they have completed their work as a part of the cult.
 
 
'''System:''' Following the Ceremony steps, the priest’s player makes their Ceremony roll, and on a success the effect is quick and implosive. A hole opens at the point where ink and blood mix. The hole draws objects, air, and people toward it and, if they fail a Dexterity + Athletics roll (Difficulty 4), sucks them into a pock et within Oblivion.
 
 
While trapped, victims are suspended in an endless blackness. They cannot see or hear anyone or anything around themselves. Only the priest who conjures this blasphemous gateway can free those held within, by pouring a vampire’s vitae over the painted door (sufficient to provoke a Rouse Check). Mortals sucked into Oblivion are instantly killed.
 
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 94<br><br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
 
<br>
 
== SKULD FULFILLED ==
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'''Oblivion''' •••••
 
'''Prerequisite:''' Necrotic Plague




'''System:''' For the remainder of the night, the necromancer can control any of the marked zombies freely, seeing through its eyes and controlling its limbs as though it were their own body and switching from one zombie to another at any time. While possessing their horde, they suffer no impairment, cannot frenzy, and do not apply Hunger dice to their rolls.
''This power enables a vampire to reintroduce illnesses to victims who recovered from them, break bones long-since healed, and revoke a ghoul’s immunity to aging. While this power doesn’t work on vampires, it is an effective way of cutting through their servants and ensuring debts to fate are repaid, without having to come into contact with the recipient.''
 


At the same time, however, they have no awareness or control of their own body—which is driven solely by the Beast, as if wassailing (see Vampire: the Masquerade Fifth Edition page 241). Sensible necromancers have trusted ghouls inter the coffin under stone and dirt before making the ceremony roll, though this can lead to a very unpleasant night if the roll fails!


<div style='text-align: right;'>
'''Ingredients:''' A small clay bowl, hemlock kindling, a small amount of pure mercury (quicksilver), a short black candle, and a personal item from the target — ideally a part of their body, such as hair or bodily fluids.
''<sub>Homebrew Content, pg. XX</sub>''
</div></div>''


<br>
'''Process:''' The vampire lights the black candle and sets its base inside the clay bowl with the personal item. They hold a clear mental image of the target in their mind as they cut their thumb and mix their vitae with the quicksilver, letting the bowl fill until the personal item is submerged and the vitae and quicksilver mixture snuffs out the candle.


== PIT OF CONTEMPLATION ==
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'''Oblivion''' •••••


'''Prerequisite:''' Traveler's Call
'''System:''' The vampire makes two Rouse Checks as they expend sufficient vitae to coat both their palms and their face with blood, recalling the faces of their targets. If the user succeeds in a contest of Stamina + Oblivion vs. the victim’s Stamina x 2 (those with Fortitude may resist with Stamina + Fortitude), the targeted individual is affected by a serious condition they’ve historically suffered and recovered from, such as treated cancer, a broken bone, or a disease — including one gained through Necrotic Plague (Players Guide pg. 90) — with any debilitating effects from this condition occurring immediately. The condition’s effects are for the Storyteller to determine, but they should be severe (See the Crippling Injuries table for inspiration, Corebook, pg. 303).




''Only the most powerful of Shalim’s priests have been able to manifest this ability, but the effect is one of the most terrifying and demonstrative uses of Oblivion yet seen in modern nights. The ability to cast an enemy into Oblivion terrifies even the toughest of Kindred.''
If the victim is a ghoul, this power removes their immunity to aging and eliminates any vitae in their system, potentially resulting in older ghouls dying or even disintegrating where they stand. If the victim is Kindred, it causes all Aggravated wounds the vampire has sustained in the last lunar month to immediately reappear. The number of wounds reopened cannot exceed the margin of the Ceremony roll.


If a personal item is used for this ceremony, the Resolve + Oblivion test is made against the default difficulty of 6; if a piece of the target’s body (which includes hair or fluid) is used, then the difficulty of the ceremony is reduced to 5. On a critical win, this power may kill the victim by stopping their heart completely if the user wishes. On a total failure, the vampire cannot use this power against that individual again.


'''Ingredients:''' Pot of ink, three pints/six liters or more of blood from an innocent the user murdered, an unlit room (this power does not work outside)


 
'''Duration:''' Variable, dependent on whether the condition is treatable
'''Process:''' The vampire personally murders an innocent mortal, likely incurring Stains depending on the Chronicle Tenets and their Convictions. While innocence is subjective, traditional sacrifices are children, virgins, and holy individuals. The vampire then takes at least three pints/six liters of the deceased’s blood into an unlit room and uses it to paint a doorway on a wall in the chamber. Finally, the vampire splashes a pot of ink onto the blood-painted portal. Focusing their will upon the gateway, the priest opens a tear through to Oblivion.
 
 
Anyone foolish or unfortunate enough to fall into the gap is immediately transported into a pocket of eternal black nothingness for as long as the priest sees fit. If the priest is destroyed without releasing their prisoners, any undead prisoners remain trapped in the void (unless and until another vampire reverses the Ceremony).
 
 
Priests may choose to pass through the door, but doing so condemns them forever. Some Shalimites do this when they feel they have completed their work as a part of the cult.
 
 
'''System:''' Following the Ceremony steps, the priest’s player makes their Ceremony roll, and on a success the effect is quick and implosive. A hole opens at the point where ink and blood mix. The hole draws objects, air, and people toward it and, if they fail a Dexterity + Athletics roll (Difficulty 4), sucks them into a pock et within Oblivion.
 
 
While trapped, victims are suspended in an endless blackness. They cannot see or hear anyone or anything around themselves. Only the priest who conjures this blasphemous gateway can free those held within, by pouring a vampire’s vitae over the painted door (sufficient to provoke a Rouse Check). Mortals sucked into Oblivion are instantly killed.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 94<br><br>Prerequisite(s) per ReVamped, pg. 87</sub>''
''<sub>Players Guide, pg. 91<br>Edited per ReVamped, pg. 44</sub>''
</div></div>
</div></div>


Line 1,384: Line 1,558:
'''Oblivion''' •••••
'''Oblivion''' •••••


'''Prerequisite:''' Shadow Step
'''Prerequisite:''' Traveler's Call





Latest revision as of 12:09, 12 October 2024

OBLIVION

Obtenebration | Necromancy | Abyss Mysticism | Mortis | Thanatosis


Oblivion is a mysterious, unpalatable power that most vampires rightly fear to use, witness, or fall victim to. Only vampires of Clans Lasombra and Hecata wield it with any frequency, and even they do so tentatively. Oblivion requires cautious masters who know the power’s risks, as no other Discipline reaches into the Underworld and allows its manipulator to extract tangible darkness or furious spectres. Oblivion is the darkest of arts.


Notably, while the Lasombra are prone to expanding their repertoire of Oblivion powers, the Hecata focus their energies on developing Ceremonies. Ceremonies take longer, but are required for communing with and making passage through to the lands of the dead.




CHARACTERISTICS


Discipline oblivion.png
  • Type: Mental
  • Masquerade Threat: Medium-High.
    Spirits and abyssal shadows rarely show up well on cameras but are obviously unnatural if witnessed in person.
  • Blood Resonance: None.
    Psychopaths and the emotionally detached. Blood empty of Resonance.
  • Note: When making a Rouse check for an Oblivion power or Ceremony, a result of “1” or “10” results in a Stain, in addition to any Hunger gained. If the user’s Blood Potency allows for a re-roll on the Rouse check, they can pick either of the two results.

Oblivion allows for the manipulation of creatures and substances originating from the Underworld. When the Hecata use this Discipline, they tend to channel the entropic nature of the Underworld and its surroundings, decaying flesh, calling forth spirits, and posing a dangerous risk to the living.


Oblivion projections and spirits sustain damage from fire and sunlight, counting as vampires with Blood Potency 1 in this regard. They also take one level of Aggravated Health damage per round from bright, direct lights, and may also be damaged (Superficially or Aggravated) from blessed weapons and artifacts, depending on the strength of the blessing and whether the wielder has True Faith.


Oblivion’s powers are ineffective in brightly lit areas. Daylight and rooms without shadows are prohibitive, preventing the Discipline’s successful function, though ultraviolet light and infrared light place no restriction on the Discipline’s use. Moderately lit rooms apply a one-die penalty to the Discipline roll involved.


The use of Oblivion negatively affects the necromancer’s psyche, with many powers causing Stains as the vampire finds themselves performing increasingly macabre acts in service to this Discipline.