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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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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 85<br>Edited per ReVamped, pg. 35</sub>''
''<sub>Players Guide, pg. 85<br>Edited per ReVamped, pg. 35</sub>''
</div></div>
<br>
== DEAD MAN'S HAND ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •
'''Amalgam:''' Potence •
'''Prerequisite:''' Lethal Body
''When you strike the living you can disrupt the vital workings of their life force, and your unarmed strikes can harm restless spirits.''
'''Cost:''' None or One Rouse Check
'''System:''' If you wish it, any unprepared or weak mortal you injure or grasp firmly dies at the end of the Scene. This sudden death often takes the form of uncontrolled internal bleeding and ruptured organs that also has the unfortunate side effect of befouling their blood. Mortals who die in this way can only be fed upon if you have the Iron Gullet (●●●) merit.
Particularly strong willed mortals or those who receive advanced or supernatural medical care during the Scene can avoid this fate by taking one Aggravated Willpower damage at the end of the Scene instead.
Additionally, if you make a Rouse Check, your unarmed attacks can grapple and damage animated shadows, ghosts, and wraiths for the rest of the Scene.
'''Duration:''' Passive or One Scene (see System)
<div style='text-align: right;'>
''<sub>Homebrew, pg. XX</sub>''
</div></div>
</div></div>


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''<sub>Players Guide, pg. 87<br>Edited per ReVamped, pg. 36</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 ==
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<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 =


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<br>


== PASSION FEAST ==
== AURA OF DECAY ==
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<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.''


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


'''Cost:''' Free


'''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


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


'''Amalgam:''' Fortitude ••
''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.''


''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).''


'''Cost:''' Free


'''Cost:''' One Rouse Check
'''Dice Pools:''' Resolve + Oblivion vs Resolve + Composure




'''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.
'''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:''' Up to one scene
'''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>
 
<br>
 
== SHADOW PERSPECTIVE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
 
 
''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).''
 
 
'''Cost:''' One Rouse Check
 
 
'''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:''' Up to one scene
 
<div style='text-align: right;'>
''<sub>Players Guide, pg. 89</sub>''
</div></div>
</div></div>


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<br>


== STYGIAN SHROUD ==
== PROFANE THE SANCTIFIED ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••••
'''Oblivion''' ••••


'''Prerequisites:''' Aura of Decay ''or'' Touch of Oblivion


''Nearby shadows spread outwards as the vampire blankets the area in a layer of darkness, while sounds become muffled and indistinct. Anyone viewing the effect from without sees it as a shadow expanding over every surface, including the bodies of any victims, in the area. Those apart from the invoker caught in the effects find themselves struggling to see and hear their surroundings, and mortals are drained of their very life by the suffocating power.''
 
''The vampire draws on hateful necromantic shades from the Abyss to resist True Faith and wither that which is most holy. As shadows of death stretch out to envelop the sanctified target, the victim begins to deteriorate rapidly. The exposed flesh of a True Faith believer necrotizes; the holy symbol rots, tarnishes, or crumbles at unnatural speed. Holy water turns black as tar.''
 
 
'''Cost:''' One Rouse Check
 
'''Dice Pools:''' Resolve + Oblivion vs. Willpower
 
 
'''System:''' The user must make a contest of Resolve + Oblivion vs. the True Faith holder’s Willpower. On a win, the user can direct this Power against their opponent or one of their holy symbols. Used on the symbol, it corrodes it and renders it inert. Used on a believer, it negates their True Faith rating for one turn and causes them to stagger, costing them an action. (The apparent rot and decay does no damage; the shades merely reveal what inevitably must occur.) The vampire can repeat this contest each subsequent turn, without the need for additional Rouse Checks; however, the opponent loses no more actions. Losing the contest ends this power.
 
 
If the user has a religious Conviction with this attack, the use of this Power incurs a Stain.
 
 
'''Duration:''' One turn to activate, variable length of condition
 
<div style='text-align: right;'>
''<sub>Tattered Facade, pg. 100</sub>''
</div></div>
 
<br>
 
== STYGIAN SHROUD ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••••
 
 
''Nearby shadows spread outwards as the vampire blankets the area in a layer of darkness, while sounds become muffled and indistinct. Anyone viewing the effect from without sees it as a shadow expanding over every surface, including the bodies of any victims, in the area. Those apart from the invoker caught in the effects find themselves struggling to see and hear their surroundings, and mortals are drained of their very life by the suffocating power.''




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<br>


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




''Stepping into a nearby shadow, the user disappears only to reappear from the same or another shadow further away. Whether they enter the Labyrinth or merely pass along its surface is a source of conjecture among many Lasombra and Hecata, but the spiritual damage with which they can emerge implies they are touching something foul as they use this power.''
''Kindred philosophers have long contemplated the nature of the split self: the Jungian anima, the vampiric Beast, and what the dead refer to as their shadow. Does this dark half exist in all creatures? Does everyone harbor their own self-destructive mirror of rage and pain? Those skilled in Oblivion feel they’ve answered this question and have empirical evidence to prove it.''




'''Cost:''' One Rouse Check
''This cruel Power forcibly expels and manifests the negative and violent parts of a person’s psyche — they might vomit forth their fears, witness their shadow forcibly peel away, or catch their reflection from the corner of their eye and notice an unexpected bloodlust in their eyes. This evil twin is so consumed with self-loathing that they immediately attack their host, seeking to drag them down to the same endless pit of despair from which they hail.''
 
 
'''Cost:''' Two Rouse Checks
 
'''Dice Pool:''' Manipulation + Oblivion vs. Composure + Resolve
 
 
'''System:''' The vampire makes a series of beckoning gestures toward their target as the two enter into a contest of Manipulation + Oblivion vs. Composure + Resolve. If the vampire wins, they summon a dark entity from the victim, inflicting one level of Aggravated damage as it separates itself from its host. The victim must be clearly visible to the vampire.
 
 
The entity possesses the same Physical Attributes and Skills as its host, no Willpower, six Health levels, and takes damage as a vampire. If its host has supernatural powers that supplement their physical capabilities — such as Disciplines — the doppelganger possesses those (ratings are halved and rounded down, while activation costs consume Health instead). It has one goal — the destruction of its living host — and ignores all other distractions.
 
 
'''Duration:''' One scene, or until either it or its host are destroyed
 
<div style='text-align: right;'>
''<sub>Tattered Facade, pg. 100</sub>''
</div></div>
 
<br>
 
== SHADOW STEP ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••••
 
 
''Stepping into a nearby shadow, the user disappears only to reappear from the same or another shadow further away. Whether they enter the Labyrinth or merely pass along its surface is a source of conjecture among many Lasombra and Hecata, but the spiritual damage with which they can emerge implies they are touching something foul as they use this power.''
 
 
'''Cost:''' One Rouse Check




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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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= LEVEL 2 =
= LEVEL 2 =
<br>
== ASHEN RELIC ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••
'''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>


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<br>


== WHERE THE VEIL THINS ==
== MAW OF AHRIMAN ==
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<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.


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.


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.


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.


'''Duration:''' A number of hours or nights equal to the margin, or until the mixture is cleared away
<div style='text-align: right;'>
''<sub>Blood-Stained Love, pg. 152</sub>''
</div></div>


{| class="wikitable"
<br>
|-
! 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;'>
== NEKYIA ==
''<sub>Players Guide, pg. 87<br>Edited per ReVamped, pg. 87</sub>''
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
</div></div>
'''Oblivion''' ••


<br><br>
'''Prerequisite:''' Summon Spirit


= LEVEL 3 =


<br>
''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.''


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


'''Prerequisite:''' Where the Veil Thins
'''Ingredients:''' Food and drink that the wraith(s) might enjoy, myrrh incense, a clean white sheet




''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.''
'''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.




'''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.
'''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.




'''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.
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.




'''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).
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.
 
 
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>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>
 
== CRAFT FLESH GOLEM ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••


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


'''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.


''This Ceremony allows a vampire to build a flesh golem (Tattered Facade, pg. 146) from corpse parts.”''


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:''' At least three dismembered adult-sized corpses, embalmed or otherwise relatively free of decay; sea-bed clay and copper dissolved in nitric acid; a brass or platinum burin or other engraving tool


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:''' This Ceremony must be carried out in a location with a split or extraordinary thinning in the Veil. The vampire stitches the corpse parts into a single golem, pouring the acid into the golem's body along the patterns of spine, viscera, and veins. The final step is engraving the word of Power tzel in the golem's mouth with the burin, and dripping the vampire’s vitae onto the word to control and charge it. This act draws shadows from the Abyss into the golem's body and animates it.


'''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:''' The stitched corpse can be assembled manually (with a successful Difficulty 3 Resolve + Medicine or Difficulty 4 Resolve + Crafts test) or with the aid of a successful Difficulty 2 Fleshcrafting (Players Guide, pg. 82) test while the bodies are alive and then turned into corpses. Make a Ceremony test once the prepared corpse is ready. A failure on either the preparation or ceremony test ruins the body parts and wastes the acid. On a total failure, the shadows break free from the golem and attack the vampire in a three-round contest of Intelligence + Oblivion (they have four dice in their pool), doing Aggravated Willpower damage with their wins. The flesh golem's Strength equals the total margin of success on both the preparation and Ceremony tests. It obeys the orders of its creator until the word in its mouth is destroyed; if its creator enters torpor or otherwise becomes uncommunicative, it follows its last order.


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.
{| class="wikitable"
|-
! '''Flesh Golem'''
|-
| '''Standard Dice Pools:''' Physical 7, Mental 2, Social 2<br><br>'''Secondary Attributes:''' Health 10, Willpower 4<br><br>'''Exceptional Dice Pools:''' Brawl 10, Strength 9,
Stamina 9, Intimidation 8<br><br>'''Special:''' Flesh golems cannot be reasoned with, Dominated, or influenced. They don't tire and work to fulfill their given tasks without rest, even if their master has met the Final Death. Their master must command them verbally, within hearing distance. A flesh golem without a task searches for things to kill.<br>Flesh golems will not decay further once made unless they're unmade. Each carries a word of power inside its mouth, tzel, which means "shadow" in Hebrew. If the word is removed, the golem loses its ability to go on as the shadows inside it are freed. Furious, these shadows attack the closest living being for three rounds - using a pool of six dice dealing +1 Superficial damage to Health. The shadows can be banished by bright light. After this, they flee to attack the necromancer who bound them, before they return to the Abyss.<br><br>'''General Difficulties:''' 5/3
|}


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 94<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
''<sub>Tattered Facade, pg. 101</sub>''
</div></div>
</div></div>


<br>
<br>


== KNIT THE VEIL ==
== CREATE FLESH SUIT ==
<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:''' Summon Spirit




''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.''
''Old Icelandic folklore tells of the nábuxur, literally "corpse britches," a pair of pants made from human skin, capable of producing an endless supply of money. Endless money is a tempting idea even to the Kindred, but the real advantage of Oblivion-imbued corpseskin clothes is how they warn the wearer of incoming danger.''




'''Ingredients:''' Ground bones, an iron needle, cat gut thread, the caster’s vitae, a goat tallow candle.
'''Ingredients:''' Sufficient skin of a mortal with Melancholy Resonance, fat of a mortal with Phlegmatic Resonance, waxed thread, any decorative elements desired




'''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:''' The vampire calls on the powers of Oblivion and their hands fill with shadows from the Abyss as they cut, treat, and sew their chosen garment. It's considered best to do this work by candlelight. Once sewn, the vampire rubs the garment with the fat while speaking to it as a friend.




'''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:''' The more successes the vampire has on the Ceremony test, the nicer the Corpse Suit will look. At the end of the Ceremony, the vampire must convince the now vaguely sentient Corpse Suit that it will be their new closest and most treasured companion, making a test of Manipulation + Persuasion or Subterfuge (depending on sincerity) at Difficulty 2. The Storyteller need not here reveal whether the test has been successful. If the vampire fails to convince the suit, it waits for an opportunity to betray them. When the vampire dons the suit, they gain a Folkloric Bane and Folkloric Block flaw chosen by the Storyteller.
 
 
A correctly functioning Corpse Suit attunes to subtle signs of danger and senses all types of curses, wards, and the presence of ill-willed monsters. Noticing when its maker is about to walk into danger, the suit makes their skin prickle as if stuck by many small needles — assuming they’re wearing it. A discontented suit occasionally times these warnings to put the wearer at risk. The suit never contains any money except what others place in it.
 
 
'''Duration:''' The suit lasts forever, re-knitting any damage over the course of a night. It cannot be destroyed except with fire, Blood Sorcery, or Oblivion.


<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>Tattered Facade, pg. 101</sub>''
</div></div>
</div></div>


<br>
<br>


== NAME OF THE FATHER ==
== FORTEZZA SINDONICA ==
<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:''' Where the Veil Thins
 
 
''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.''




''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:''' Powdered bones, salt, a steel chain long enough to encircle the desired area, the caster’s vitae, a severed human finger, a metal basin.




'''Ingredients:''' The ability to speak ancient Greek, eye contact with a victim, five charcoal sticks
'''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.




'''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:''' 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).




'''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.
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>Cults of the Blood Gods, 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>


== SHAMBLING HORDES ==
== HARROWHAUNT ==
<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:''' Where the Veil Thins




''This Ceremony enables a vampire to raise a group of aggressive, walking dead minions.''
''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:''' A mortal corpse (or multiple corpses), and a fresh mortal sacrifice.
'''Ingredients:''' Mortals subjected to abject terror and suffering. The more the merrier.




'''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:''' 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:''' 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.
'''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;'>
''<sub>Sabbat Sect Book, pg. 52<br>Prerequisite(s) for ReVamped, pg. 87</sub>''
</div></div>


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.
<br>


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


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.
'''Prerequisite:''' Summon Spirit


{| 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;'>
''This Ceremony allows a vampire to open their body to possession by a wraith.''
''<sub>Players Guide, pg. 95<br>Prerequisite(s) for ReVamped, pg. 87</sub>''
</div></div>


<br><br>


= LEVEL 4 =
'''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>


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


'''Prerequisite:''' Necrotic Plague


 
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.
''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:''' The vampire’s saliva
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 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.
'''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:''' 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).
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.
 
 
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>Players Guide, pg. 94<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
</div></div>


<br>
<br>


== BIND THE SPIRIT ==
== KNIT THE VEIL ==
<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 ''or'' Shadow Perspective




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




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


'''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 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.


'''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.
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).


 
'''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.
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>Players Guide, pg. 96<br>Prerequisite(s) per 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>


== DEATH RATTLE ==
== 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:''' Summon Spirit
'''Prerequisite:''' Traveler's Call




''This Ceremony allows the caster to inflict the full sensory experience of a chosen wraith’s death upon a target.''
''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 ability to speak ancient Greek, eye contact with a victim, five charcoal sticks
 
 
'''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:''' 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.
 
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 94<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
 
<br>
 
== THE SHALLOW SLUMBER ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
 
'''Prerequisite:''' Passion Feast ''or'' Touch of Oblivion
 
 
''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.''
 
 
'''Ingredients:''' Charcoal and one Rouse Check of the user’s vitae.
 
 
'''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:''' 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.
 
 
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.
 
 
'''Duration:''' Indefinite, so long as the sigils remain.
 
<div style='text-align: right;'>
''<sub>Gehenna War, pg. 50</sub>''
</div></div>
 
<br>
 
== SHAMBLING HORDES ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
 
'''Prerequisite:''' Gift of False Life
 
 
''This Ceremony enables a vampire to raise a group of aggressive, walking dead minions.''
 
 
'''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.
 
 
'''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.
 
 
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"
|-
! '''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;'>
''<sub>Players Guide, pg. 95<br>Prerequisite(s) for ReVamped, pg. 87</sub>''
</div></div>
 
<br>
 
== WISDOM OF THE DEAD ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
 
'''Prerequisite:''' Ashes to Ashes ''or'' Where the Veil Thins
 
 
''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:''' The head or skull of the deceased, pure water and a small flame.
 
 
'''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.
 
 
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.
 
 
'''Duration:''' Until dawn, or the head/skull is destroyed.
 
<div style='text-align: right;'>
''<sub>Book of Nod Apocrypha, pg. 35</sub>''
</div></div>
 
<br><br>
 
= LEVEL 4 =
 
<br>
 
== BEFOUL VESSEL ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••••
 
'''Prerequisite:''' Necrotic Plague
 
 
''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:''' The vampire’s saliva
 
 
'''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.
 
 
'''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).
 
 
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>
 
<br>
 
== BIND THE SPIRIT ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••••
 
'''Prerequisite:''' Summon Spirit
 
 
''Vampires with access to this Ceremony have the ability to shackle wraiths to specified locations and people.''
 
 
'''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.
 
 
'''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.
 
 
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).
 
 
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;'>
''<sub>Players Guide, pg. 96<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
 
<br>
 
== BIND TO MORTAL FORM ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••••
 
'''Prerequisite:''' Unliving Anchor
 
 
''Necromancers who have mastered this Ceremony can extend a human life past its natural expiration date without making a ghoul out of the mortal. This Ceremony doesn’t keep a mortal young, just alive, and they continue to age both physically and mentally.''
 
 
'''Ingredients:''' The chosen mortal, an Obliviontouched iron chain, a candle made with human tallow, dirt from a fresh grave, a thimble of blood or other body fluids from the mortal
 
 
'''Process:''' The vampire must be in possession of an iron chain that has been marked by the shades of Oblivion. They can create this themselves using Touch of Oblivion (Players Guide, p. 89) on the chain, or use one prepared by someone else or which hails from the Abyss. They begin the Ceremony proper by lighting the candle, which sputters and casts a circle of warm light around the two. The mortal must then swallow the grave dirt. Using a blowtorch or a similar high-power heat source, the vampire proceeds to heat up the chain, using it to brand the mortal. This sucks all the light out of the room, extinguishing the candle. It also traps the spirit of the mortal within their decaying flesh. The vampire then has three nights to deliver the blood or fluids gathered from the mortal to the same grave where they got the dirt.
 
 
'''System:''' The necromancer tests Resolve + Oblivion (Difficulty 5). Each rolled success adds a decade to the mortal’s natural lifespan, but if the test is not an overall win, or if the vampire fails to take the mortal’s blood to the grave within the deadline, the mortal ages at twice the speed they would have otherwise aged, as the shadows binding their spirit eat away at their life force.
 
 
Bind to Mortal Form can be performed several times on the same mortal; however, the chain loses its power with use. The shadows binding the mortal’s lifeforce also grow stronger with each Ceremony. Thus, the Difficulty for the Resolve + Oblivion test increases by 1 with each subsequent casting. A mortal sustained by Oblivion shades eventually grows withdrawn, confused, and fearful of the light.
 
<div style='text-align: right;'>
''<sub>Tattered Facade, pg. 102</sub>''
</div></div>
 
<br>
 
== DEATH RATTLE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••••
 
'''Prerequisite:''' Summon Spirit
 
 
''This Ceremony allows the caster to inflict the full sensory experience of a chosen wraith’s death upon a target.''
 
 
'''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 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:''' 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.
 
 
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.
 
<div style='text-align: right;'>
''<sub>Trails of Ash and Bone, pg. 174<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
 
<br>
 
== SPLIT THE VEIL ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••••
 
'''Prerequisite:''' 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.''
 
 
'''Ingredients:''' A blade that’s been used to cut into someone living, chalk or charcoal, a silk sheet, and a human sacrifice.
 
 
'''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


'''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.


''This Ceremony enables a vampire and their coterie to migrate into the Shadowlands, though doing so comes at great risk.''


'''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.


'''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.


'''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.


'''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.


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.


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


<br>


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


'''Prerequisite:''' Where the Veil Thins


'''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.


''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.''


The Shadowlands follows several rules that do not exist in the world of the living:


'''Ingredients:''' A blade that’s been used to cut into someone living, chalk or charcoal, a silk sheet, and a human sacrifice.


* 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.


'''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.
* 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.


'''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).
* 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.




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 the power is deactivated or the vampire is destroyed


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''<sub>Players Guide, pg. 96<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
''<sub>Cults of the Blood Gods, pg. 213<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
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<br><br>
= LEVEL 5 =


<br>
<br>


== EX NIHILO ==
== GIFT OF TRUE LIFE ==
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'''Oblivion''' •••••
'''Oblivion''' •••••


'''Prerequisite:''' Where the Veil Thins
'''Prerequisite:''' Passion Feast
 
 
''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.
''Also known as the “siphoning gift” by those less in denial, this Ceremony allows a vampire to transfer vitality from one mortal to another, extending one life by shortening the other.''




'''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.
'''Ingredients:''' Two willing or unwilling mortals, a length of silk rope




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.
'''Process:''' Opening a vein on each mortal’s wrist, the vampire presses their wounds together, securing them with the rope. Holding on to each mortal, the vampire channels shadows from the Abyss to push vitality from one mortal into the other.




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 vampire makes their Rouse Check as they open the veins and a Ceremony contest of Resolve + Oblivion against the Stamina + Resolve of the mortal being drained as they start channeling the Abyss. A failed Ceremony contest forces the shadows to slink back to where they came from. A win starts the process of pushing vitality from one mortal to another. The results become apparent quickly. For every five minutes of siphoning, the targeted mortal loses 10 years’ worth of life they could have lived to the other. When the target has lost their ordained lifespan (traditionally 70 years), they start deteriorating quickly. The effect on the receiving mortal is more subtle. They become the image of health but aren’t otherwise immediately affected. Following the Ceremony, they age half as quickly as other mortals until the extra lifespan they have been granted has been spent (at which point, they once again age normally). Diseases develop at half the speed as well. They aren’t in any other ways protected from death.




'''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 conversion rate of vitality is 1:1 for mortals who are related or deeply emotionally bonded. Otherwise, the targeted mortal must give a decade for each three years of life received by the other.




The Shadowlands follows several rules that do not exist in the world of the living:
The vampire must make a Ceremony test of Resolve + Oblivion at Difficulty 6 to stop the process and cut the bond before the targeted mortal shrivels up like a dried prune and turns to dust. If the vampire cannot stop the Ceremony this way, simply killing the mortal works as well. Regardless of the outcome, the vampire performing this Ceremony most likely gains one or several Stains.




* 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.
Even more than most, this Ceremony is likely to attract attention from the other side of the Veil.
 
* 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


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<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 213<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
''<sub>Tattered Facade, pg. 102</sub>''
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'''Oblivion''' •••••
'''Oblivion''' •••••


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





Latest revision as of 19:00, 12 September 2025

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.