Obtenebration

The signature power of the Lasombra, Obtenebration grants the vampire power over darkness itself. The nature of the darkness invoked by Obtenebration is a matter of intense debate among Kindred. Some believe it to be merely shadows, while others feel that the power gives control over the stuff of the vampire’s soul, coaxing it tangibly outward.

Regardless, the effects of Obtenebration are terrifying, as waves of darkness roil out from the Cainite, enveloping those in their path like an infernal wave. As Obtenebration is mostly known as a Sabbat Discipline, any Camarilla vampire caught using the power had better have a damned good explanation.

Note: Vampires using Obtenebration can see through the darkness they control, though other vampires (even those that also have Obtenebration) cannot. Dreadful tales of rival Lasombra struggling to blind and smother each other with the same wisps of darkness circulate among young members of the clan, though no elders have come forth to substantiate these claims.


● Shadow Play

Source: V20 Core

This power grants the vampire limited control over shadows and other ambient darkness. Though the vampire cannot truly “create” darkness, ze can overlap and stretch existing shadows, creating patches of gloom. This power also allows Kindred to separate shadows from their casting bodies and even shape darkness into the shadows of things that are not there.

Once a Kindred takes control of darkness or shadow, it gains a mystical tangibility. By varying accounts cold or hellishly hot and cloying, the darkness may be used to aggravate or even smother victims. Certain callous Lasombra claim to have choked mortals to death with their own shadows.

System: This power requires no roll, but a blood point must be spent to activate it. Shadow Play lasts for 1 scene and requires no active concentration. Kindred cloaking themselves in shadow gain an extra die in their Stealth dice pools and add 1 to the Difficulties of ranged weapon attacks against them. Vampires who use the darkness to make themselves more terrifying add 1 die to Intimidation dice pools. Opponents plagued by flapping shadows and strangling darkness subtract 1 die from all Stamina dice pools (including soak). Mortals, ghouls, and other air-breathers reduced to 0 Stamina by strangling shadows begin to asphyxiate; vampires lose all appropriate dice but are otherwise unaffected. Only 1 target or subject may be affected by this power at any given time, though some modicum of concealment is offered to a relatively motionless group.

The unnatural appearance of this power proves extremely disconcerting to mortals and animals (and, at the Storyteller’s discretion, Kindred who have never seen it before). Whenever this power is invoked within a mortal’s vicinity, that individual must make a Courage roll (Difficulty 8) or suffer a 1 die penalty to all dice pools for the remainder of the scene, due to fear of the monstrous shadows.


●● Shroud of Night

Source: V20 Core

The vampire can create a cloud of inky blackness. The cloud completely obscures light and even sound to some extent. Those who have been trapped within it (and survived) describe the cloud as viscous and unnerving. This physical manifestation lends credence to those Lasombra who claim that their darkness is something other than mere shadow.

The tenebrous cloud may even move, if the creating Kindred wishes, though this requires complete concentration.

System: The player rolls Manipulation + Occult (Difficulty 7). Success on the roll generates darkness roughly 10 feet (3 meters) in diameter, though the amorphous cloud constantly shifts and undulates, sometimes even extending shadowy tendrils. Each additional success doubles the diameter of the cloud (though the vampire may voluntarily reduce the area ze wishes to cover). The cloud may be invoked at a distance of up to 50 yards/meters, though creating darkness outside the vampire’s line of sight adds 2 to the Difficulty of the roll and requires a blood point’s expenditure.

The tarry mass actually extinguishes light sources it engulfs (with the exception of fire), and muffles sounds until they are indistinguishable. Those within the cloud lose all sense of sight and feel as though they’ve been immersed in pitch. Sound also warps and distorts within the cloud, making it nearly impossible to accomplish anything (+2 Difficulty, as per Blind Fighting). Even those possessed of Heightened Senses, Eyes of the Beast, Tongue of the Asp, and similar powers suffer the penalty for blindness due to the unnatural darkness. Additionally, being surrounded by the Shroud of Night reduces Stamina-based dice pools by 2 dice, as the murk smothers and agitates the victims. This effect is not cumulative with Shadow Play, although targets asphyxiate as per Shadow Play if they reach 0 Stamina; more than one unfortunate mortal has “drowned” in darkness.

Mortals and animals surrounded by the Shroud of Night must make Courage rolls per Shadow Play, above, or panic and flee.


●●● Arms of the Abyss

Source: V20 Core

Refining zir control over darkness, the Kindred can create prehensile tentacles that emerge from patches of dim lighting. These tentacles may grasp, restrain, and constrict foes.

System: The player spends a blood point and makes a simple (never extended) Manipulation + Occult roll (Difficulty 7); each success enables the creation of a single tentacle. Each tentacle is 6 feet (2 meters) long and possesses Strength and Dexterity ratings equal to the invoking vampire’s Obtenebration Trait — Potence and Celerity dots are added to these Strength and Dexterity ratings, respectively. If the vampire chooses, ze may spend a blood point either to increase a single tentacle’s Strength or Dexterity by 1 or to extend its length by another 6 feet or 2 meters. Each tentacle has 4 health levels, is affected by fire and sunlight as if it were a vampire, and soaks Bashing and Lethal damage using the vampire’s Stamina + Fortitude. Aggravated damage may not be soaked.

Tentacles may constrict foes, inflicting [Strength + 1] Lethal damage per turn. Breaking the grasp of a tentacle requires the victim to win a resisted Strength roll against the tentacle (Difficulty 6 for each). However, tentacles cannot be used for any kind of manipulation, such as typing or driving.

All tentacles need not emanate from the same source — so long as there are multiple patches of suitable darkness, there are sources for the Arms of the Abyss. Controlling the tentacles does not require complete concentration; if the Kindred is not incapacitated or in torpor, ze may control tentacles while carrying out other actions.

Optional Rule: The vampire may spend 1 blood point to gain faint but clear sensory impressions from an Arm of the Abyss. This requires 1 blood point per tentacle and covers touch, taste, pressure, temperature and the like but not sight, sound or smell. This way the vampire can use the arm to explore beyond its creator’s sight. If the arm bursts into flame, for instance, the vampire might suspect that sunlight waits around the corner.


●●●● Black Metamorphosis

Source: V20 Core

The Cainite calls upon zir inner darkness and infuses zirself with it, becoming a monstrous hybrid of matter and shadow. Zir body becomes mottled with spots of tenebrous shade, and wispy tentacles extrude from zir torso and abdomen. Though still humanoid, the vampire takes on an almost demonic appearance, as the darkness within zir bubbles to the surface.

System: The player spends 2 blood points and makes a Manipulation + Courage roll (Difficulty 7) — vampires of higher Generation may have to take 2 turns to make the transition. Failure indicates the vampire cannot undergo the Black Metamorphosis (though ze spends the blood points nonetheless). A botch inflicts 2 unsoakable health levels of Lethal damage on the vampire as darkness ravages zir undead body.

While under the effects of the Black Metamorphosis, the vampire possesses 4 tentacles similar to those evoked via Arms of the Abyss (though their Strength and Dexterity ratings are equal to the vampire’s own Attributes, including dice from Celerity and Potence). These tentacles, combined with the bands of darkness all over the Kindred’s body, subtract 2 dice from the Stamina and soak dice pools of opponents physically touched in combat, for as long as the vampire remains in contact with the victim. This is not cumulative with other powers in Obtenebration, although targets can asphyxiate at Stamina 0, as per Shadow Play. The vampire may make an additional attack without penalty by using the tentacles (for a total of 2 attacks, not 1 additional attack per tentacle). Additionally, the vampire can sense zir surroundings fully even in pitch darkness.

The vampire’s head and extremities sometimes appear to fade away into nothingness, while at other times they seem swathed in otherworldly darkness. This, combined with the wriggling tentacles writhing from their body, creates an unsettling sight. Mortals, animals, and other creatures not accustomed to this sort of display must make Courage rolls (Difficulty 8) or succumb to a panic that amounts to Rötschreck (though it is inspired by the darkness rather than fire). Many Kindred cultivate this devilish aspect, and the Black Metamorphosis adds 3 dice to the invoking Kindred’s Intimidation dice pools.

Optional Rule: The Black Metamorphosis also draws on the mental states of bystanders. Any mortal who’s been the victim of a vampire’s advanced Dominate powers (Conditioning or Possession in particular) suffers a +1 Difficulty penalty to rolls to resist flight. The residue of the vampire’s power inside the mortal’s head combines with the current transformation to produce a particularly horrifying result. Any mortal who botches a Courage roll not only flees but suffers partial amnesia, unable to recall any details of the scene except that they have witnessed something desperately, hideously wrong.


●●●●● Tenebrous Form

Source: V20 Core

At this level, the Kindred’s mastery of darkness is so extensive that ze may physically become it. Upon activation of this power, the vampire becomes an inky, amoeboid patch of shadow. Vampires in this form are practically invulnerable and may slither through cracks and crevices. In addition, the shadow-vampire gains the ability to see in natural darkness.

System: The transformation costs 3 blood points (which may need to occur over 3 turns, depending on the vampire’s Generation). The vampire is immune to physical attacks while in the Tenebrous Form (though ze still takes Aggravated damage from fire and sunlight), but may not zirself physically attack. Ze may, however, envelop and ooze over others, affecting them in the same manner as a Shroud of Night, in addition to using mental Disciplines. Vampires in Tenebrous Form may even slither up walls and across ceilings or “drip” darkness upward — they have no mass and are thus unaffected by gravity. Rötschreck Difficulties from fire and sunlight do increase by 1 for vampires in this form, as the light is even more painful to their shadowy bodies.

Mortals (and others not used to such displays) who witness the vampire transform into unholy shadow require Courage rolls (Difficulty 8) in order to avoid the debilitating terror described under Black Metamorphosis.



Obtenebration 6+

●●●●● ● The Darkness Within

Source: V20 Core

This power allows the Cainite to call forth the darkness contained in zir black soul. This enormous, turbulent shadow vomits from the vampire’s mouth, though some vampires are said to cut themselves and let the blackness seep from their veins. The shadow-cloud engulfs a chosen target, burning it with a soul-scarring chill and siphoning its blood away in torrents.

System: The player makes a Willpower roll (Difficulty 6) and spends a blood point. The resulting shadow envelops the target and, though it does not physically harm the victim, it may strike terror into xem. Individuals observing the Darkness Within, whether as targets or onlookers, may suffer from the terror described under Black Metamorphosis, unless they are already familiar with the Kindred’s power.

Individuals touched by the Darkness Within lose 1 point of blood per turn, though targets may resist this effect by succeeding on a Stamina roll (Difficulty 6) each turn the target remains in contact with the cloud. The Cainite invoking the Darkness Within must devote all zir attention to maintaining the cloud. If the vampire is attacked, the darkness immediately returns to zir through whatever orifice it originated. The Cainite can summon the darkness back at any time, gaining a number of blood points equal to 1/2 the number the shadow siphoned from its victims (round up). Taking blood from another in this fashion is similar to drinking from that vampire, and blood bonds may result. Additionally, the Darkness Within may take blood from only 1 individual per turn, though it may be in contact with many.


●●●●● ● Forged from Darkness

Source: V20 Elder Discipline Compilation (STV)

This power enables the user to create a weapon from shadows that cuts deep, even into the flesh of other supernatural beings.

System: The user spends 1 blood point and makes a Manipulation + Crafts roll (Difficulty 7). If successful, the user is able to create 1 melee weapon of zir choice. The weapon is identical to an ordinary version, but made entirely of shadow. The weapon deals the same number of dice as an ordinary version, but the damage is Aggravated.


●●●●● ● Shadowstep

Source: V20 Core

The vampire has such fine control over the darkness that ze may become it briefly and reform zirself from other darkness close by. The vampire may Shadowstep through walls, floors, and even mystical barriers. The Cainite simply steps “into” a shadow and re-emerges from another shadow a short distance away (or next to the barrier, if there is no shadow on the other side).

System: The player rolls Dexterity + Occult, and on a successful roll, the character may emerge from another shadow no more than 50 feet (or 15 meters) away. Failing the roll means simply that the character cannot step through the shadow-realm, while a botch signifies the character has become trapped between shadows (which fiendish Storytellers should have a heyday with). Pulling another individual through the shadow requires a Strength + Occult roll, with consequences for failure similar to failing by oneself.


●●●●● ● Shadow Perspective

Source: V20 Lore of the Clans (Lasombra)

Using this ability, the vampire can potentially observe anything done near the shadows. Ze shifts zir perception from the shadows ze is standing in to a nearby shadow. Ze can choose to shift any or all of zir senses across to that area as if ze was actually standing there. Should ze move all zir senses, it will be as if ze is standing in the other shadow, but ze would not even feel an attack made on zir own body.

System: The vampire must be in line of sight to the shadow ze wishes to shift zir perception to, and spend a blood point for each sense ze moves. Ze may only shift zir sensory perceptions (touch, taste, sight, smell, or hearing), and cannot affect the area with any other powers ze cannot already use from where ze is currently standing. However, by shifting sight ze can change zir options for any line-of-sight effects. Ze must stand in shadow for the power to work, and there must be shadow at the area ze shifts zir perceptions to.

Ze may attempt to shift perception to an area ze cannot see but knows very well. If ze does so, ze must also make a Perception + Awareness roll (Difficulty 9) to succeed. If there are no shadows at the area in question, the power will not work, but the blood points are still spent.


●●●●● ●● Shadow Lair

Source: V20 Lore of the Clans (Lasombra)

This power is an advancement on Shadowstep, effectively allowing the vampire to pause mid-step. Ze enters a dark realm outside existence, where ze is unaware of what might be occurring in the real world. Just as nothing can see the vampire here, ze also can’t see anything outside the void.

System: Using Shadowstep, the vampire enters the shadows, but may spend a blood point to delay zir exit for up to an hour. At the end of that hour, ze may spend another blood point to remain for another hour or return to the real world. If ze returns to the world in a different shadow, ze must make a Dexterity + Occult roll as with Shadowstep, but there is no roll if ze returns to where ze entered. The vampire can take others into shadow in the same way as Shadowstep, as long as they are willing. They do not need to spend any blood points, but if they lose contact with the vampire, they are lost in shadow forever.


●●●●● ●● Shadow Twin

Source: V20 Core

The vampire’s control over darkness has progressed to such a degree that ze may bestow upon it a limited degree of sentience. By animating zir own shadow or that of another, the Cainite can actually “free” the shadow cast by light. While this power is active, the subject casts no shadow, as it has left to pursue the vampire’s commands.

This power can unnerve mortals and even a few inexperienced vampires. The Kindred wielding Obtenebration commands the individual’s shadow; some vampires report having seen mortals literally scared to death, as their shadows leapt away to taunt or menace them.

System: The player spends a blood point and makes a Willpower roll (Difficulty 8). If the roll succeeds, the shadow springs to unholy freedom for 1 hour per success (though it disappears at sunrise regardless of how many successes the vampire had). The Shadow Twin has Attribute and Ability ratings equal to half those of its parent body; they won’t do much talking or thinking, so Mental and Social Traits don’t matter much, though Wits may come into play. Additionally, the Shadow Twin has an Obtenebration score equal to 1/2 of that of the vampire who animated it (rounded down). Mortals and vampires unused to Obtenebration require a Courage roll upon witnessing this, as per Shadow Play.

The twin may separate itself from the parent and travel up to 50 feet or 15 meters away, crawling through crevices or sliding up walls. It may attack and be attacked, though it takes and does only half damage (again, round down). Flame and supernatural attacks (such as vampire fangs, mystical powers, etc.) do full damage. If the Shadow Twin is killed, its parent loses half of their Willpower points and must roll to avoid Rötschreck (Difficulty 9).


●●●●● ●● Wall of Shadows

Source: V20 Elder Discipline Compilation (STV)

A Lasombra with this power can create a flowing wall of pure shadow, which cannot easily be penetrated.

System: Creating the wall requires a Manipulation + Occult roll at Difficulty 8, and the wall has a rating equal to the number of successes achieved. The wall created is a foot thick and can be up to the user’s [(Manipulation + Occult) x 5] yards long. No creature with a Strength less than the wall’s rating can push through. Melee and missile attacks sent through the wall have the wall’s rating deducted from their damage rolls. The wall itself can only be dispelled by direct sunlight, or by the will of the vampire that created it, who does not need to concentrate to maintain it.


●●●●● ●●● Oubliette

Source: V20 Core

By creating a “chamber” of pure darkness, the Cainite may entrap or smother their enemies. No air exists in this shadow-trap, and mortals suffocate within its chilling void. Even vampires have little recourse once trapped — xe may leave only at xyr captor’s whim. The Oubliette appears as a dense patch of shadow, unaffected by ambient light around it.

System: The vampire spends a blood point, but no roll is necessary to create the Oubliette. To actually create the Oubliette around someone requires a contested Wits + Larceny roll against the target’s Dexterity + Occult (Difficulty 7 for both rolls). Mortals suffocate within a number of minutes equal to their Stamina (though the Lasombra may choose to leave their heads exposed or trap a quantity of air inside as well), while vampires are simply suspended impotently in darkness and may not use Disciplines or take other actions. The Oubliette vanishes instantly when touched by sunlight — which has left more than one vampire exposed to the sun’s unforgiving rays — or when the Kindred chooses to relax it. A vampire may maintain only 1 Oubliette at a time (which can only contain 1 target at a time), which leads some Cainite philosophers to argue that it is a prison created from the vampire’s very soul.


●●●●● ●●● Shadow Watchtower

Source: V20 Lore of the Clans (Lasombra)

Using this ability, the vampire can merge so fully with the shadow ze becomes part of it. While standing in shadow ze seems to dissolve, vanishing into the darkness. While merged in the shadow ze is almost indestructible, and can see everything going on around zir as if ze was standing there.

System: This power is an advanced version of Tenebrous Form. Like Tenebrous Form, it takes 3 blood points to assume the form of the Shadow Watchtower, and there must be a nearby shadow to merge with. The vampire becomes part of the area, but can shift to another shadowed area if ze desires. If ze has no shadow to merge with or move to, ze returns to zir physical form. When merged, ze becomes a true shadow and cannot be detected as anything but an indistinct shadow in the corner. Ze also takes no damage, normal or Aggravated, from anything except sunlight (which is still Aggravated damage).


●●●●● ●●●● Ahriman’s Demesne

Source: V20 Core

This power allows the vampire to summon a darkness so oppressive that it extinguishes the light of life — or unlife — of any victim trapped within it. Ahriman’s Demesne creates a 50-foot (or 15-meter) radius of void that issues from the Cainite’s hand and takes away the bodies of those it claims when it vanishes. The overwhelming darkness destroys friend and foe alike, claiming anyone unfortunate enough to be within its circumference.

System: The player spends 2 points of Willpower and concentrates for 3 turns. During this time, the blackness billows out of the character’s hand, growing to fill the area. At the end of the 3rd turn, the player rolls Manipulation + Occult (Difficulty 6). Everyone in the darkness’ area suffers that many health levels of damage (Aggravated, if the victims are vampires) outright — 6 successes yield 6 levels of damage, not 6 dice of damage. After Ahriman’s Demesne does its damage, it collapses, taking with it the bodies of any who died when they came in contact with the dreadful shadow.



Abyss Mysticism

Although the Lasombra are a pragmatic clan, some Keepers delve into the occult mysteries of their power over shadow. They have learned that Obtenebration rises from a realm at the center of creation — a darkness known as the Abyss. Abyss Mysticism is an important tool, but it is also a dangerous one. These mystics are ever in search of dark secrets, terrible truths, and philosophical answers, attempting to unlock the depths of the Abyss. Those who practice these mystic arts are called “The Shadowed,” and their prestige among the Lasombra clan suffers due to their studies. It is not unknown for members of the Kiasyd bloodline to practice Abyss Mysticism, although the Lasombra clan makes every effort to keep such knowledge away from their curious “cousins.”

Abyssal magic summons spirits from another dimension, one which resembles a form of dark purgatory. Such practitioners are enslaving and controlling spirits, but those spirits are unlike anything else in creation, and seem to have no memory of or association with true demonic entities. Nevertheless, the Inquisition has noted their existence, and the practice of Abyss Mysticism. This causes the Lasombra to keep their Abyss Mystics out of the limelight and their abilities unknown to the majority of the Sabbat. The elders of the clan have seen the suspicion placed on Tzimisce Kolduns, and fear the Inquisition’s capacity to declare Abyss Mysticism heretical.


Abyssal Rituals

The following rituals do not adhere to the same rules as other forms of magic, in large part because they build on a Discipline that is not truly a form of sorcery. To learn Abyss Mysticism, a Cainite must have at least 1 dot in both Obtenebration and Occult. Such a character may not learn Abyss rituals rated higher than zir Obtenebration or Occult score (whichever is lower). Casting Abyss rituals requires a successful Wits + Occult roll, for which the Difficulty equals [3 + the level of the ritual] (maximum 9). Should a roll to activate an Abyss ritual fail, the Storyteller is encouraged to create particularly horrible consequences or side effects; the Abyss demands a heavy penance for failure.

Unlike normal rituals, each Abyss Mysticism ritual costs 3 times the ritual level in experience points to learn. All rituals of Abyss Mysticism also have permanent side effects associated with learning and using them, as befits the alien and malignant nature of the Abyss. Under no circumstances do Flaws obtained from these side effects reward the vampire with bonus or experience points, nor can they be bought off.


Level One

Light Within Shadow
Source: V20 Lore of the Clans (Lasombra)

One of the first powers a savant of darkness learns is the ability to see in darkness. Using this ritual, the mystic summons up a ball of shadow and stares into it for so long that zir eyes permanently attune themselves to the dark.

System: Upon successful casting this ritual, the Lasombra summons into zir hand a sphere of pure shadow. As ze stares into the sphere, ze makes a Perception + Occult (Difficulty 8) roll. If the roll is successful, ze permanently gains the Controllable Night Sight Merit. If ze fails, ze may try again the next night, but if ze botches ze permanently gains the Uncontrollable Night Sight Flaw.

Side Effect: Whenever the vampire uses zir new vision, zir eyes become disturbing inky black pits of shadow. If ze has no control over zir sight, zir eyes will always look like this.


Weight of Shadows
Source: V20 Rites of the Blood (The Sword of Caine)

For the rest of the evening, the caster may concentrate and control naturally occurring shadows, making them move, act, or otherwise obey the caster’s commands. So long as the caster takes no other action, ze may thus control any shadow that is not currently being controlled by another individual.

System: This ritual only allows the caster to control natural shadows, not shadows created by Obtenebration. Shadows controlled by the caster can gain or lose a small amount of size (thus a woman’s shadow could be made look like a man’s, but a dog’s shadow could not). Only 1 such shadow may be controlled at a time. The Storyteller is the arbiter of what kinds of shadows are simply too large for this power to affect (such as the shadow of a skyscraper). The effects of this ritual last until the next sunrise.

Side Effect: Shadows are drawn toward the caster, and when not controlled, will attempt to move toward them, even to the point of bending against the light. The caster gains the Flaw Eerie Presence (with the above descriptor) for the duration of this ritual’s effects.


Level Two

Comforting Darkness
Source: V20 Lore of the Clans (Lasombra)

The Abyss can heal as well as harm. Using this power, the vampire draws darkness into zirself and uses it to heal zir wounds. However, there is a price to be paid, and the Abyss will claim it in blood.

System: Once this ritual is cast, the vampire spends a Willpower point and makes a Stamina + Occult roll (Difficulty 8). If ze botches, the darkness burns zir, and ze takes an Aggravated level of damage. If ze succeeds, ze may then spend 1 blood point for each success, regardless of Generational limits. For each blood point ze spends in this way, ze may heal 2 levels of Bashing or Lethal damage. Unfortunately there is an additional cost before the darkness inside is sated. All blood the vampire consumes feeds the dark inside, not even entering zir own system. This goes on until twice as much blood has been consumed as was originally spent. Until this cost is paid, the Cainite cannot use this ritual again. It can also only be used once each night.

Side Effect: The taint of darkness never leaves the caster’s blood, turning it a dark ruddy hue, almost black, forever.


Feed the Darkness
Source: V20 Rites of the Blood (The Sword of Caine)

For the rest of the evening, the caster may feed through the touch of an Arm of the Abyss. Any Flaws or other issues the caster naturally suffers are still in effect: the Arm’s absorption of blood can be excruciatingly painful if the caster has the flaw Grip of the Damned; all feeding restrictions still apply, and so forth. However, the Arm of the Abyss leaves a deep, black bruise on the subject’s body that looks similar to the mark of a feeding leech, rather than the tell-tale sign of a vampire’s fangs.

System: The caster must spend 15 minutes in contemplation at the beginning of the evening, chanting in Abyssal tongues and calling upon the spirits of the Abyss. The effects of this ritual last until the next sunrise.

Side Effect: While the caster’s body contains any vitae gained through the use of this ritual, zir blood is a dark, blackish color. This causes notable dark streaks where zir veins and arteries are near the surface of zir flesh.


Level Three

Abyssal Threads
Source: V20 Rites of the Blood (The Sword of Caine)

The caster creates a shining, jet-black thread and affixes it to a single target of any kind. The thread stretches through shadow and into the Abyss, to the caster’s wrist. If the thread is affixed to a person or creature, at any point during the evening, the individual on either end may tug on this thread, causing a similar pull to manifest on the other end. If the thread is attached to an inanimate object, a tug will manifest on the caster’s end of the thread if that object is moved in any way.

System: The individual or item to which the thread is being affixed must be present while the ritual is cast. This ritual takes thirty minutes of casting, during which time the Abyss Mystic draws forth a point of zir blood and mixes it with the preternatural essence of the Abyss. By spinning this combined matter upon a skein, the caster forms the Abyssal Thread, and may then attach it as desired. The effects of this ritual last until the next sunrise.

Side Effect: While this ritual is in effect, the cold air of the Abyss circulates around the caster, and may draw unwanted attention. The caster effectively gains the Flaw Cold Breeze for the duration of this ritual’s effects.


Claiming the Dark
Source: V20 Lore of the Clans (Lasombra)

This ritual allows the caster to merge with the shadows, drawing the power of the Abyss into zirself. However, the cost for this power, as always, is blood.

System: When casting this ritual, the vampire cuts zirself open with a knife and draws the surrounding shadows into zir own body. The process takes an hour and is very painful, subtracting 2 dice from any rolls the Cainite makes for the duration. After this torment, the vampire makes a Manipulation + Occult roll (Difficulty 8) to hold the power of the shadows inside zir. If ze fails, the shadows escape zir, and if ze botches, the shadows take a blood point for each 1 rolled as well.

If ze succeeds, zir skin turns dark and zir eyes become black. All zir Physical Attributes rise to the level of zir Obtenebration if they are lower. Obtenebration powers up to Level 3 are used at -2 Difficulty, and the blood point cost for Arms of the Abyss is halved. This augmentation lasts for as long as the vampire desires.

Unfortunately, upon rising from slumber each night, the vampire in this condition must pay an additional blood point cost equal to zir Obtenebration rating. Should ze fail to do so, ze returns to normal. In zir augmented form, ze is also more vulnerable to sunlight and takes triple damage from it. Zir Appearance also drops by 1 point while empowered.

Side Effect: Should the vampire spend more consecutive days in this form than zir highest Virtue, zir skin begins to darken permanently, in a similar way to elder Assamites.


Level Four

Maw of Ahriman
Source: V20 Rites of the Blood (The Sword of Caine)

Once a caster has invoked this ritual, zir mouth becomes a portal to the Abyss. Ze may not speak or make sounds, and anyone looking into zir mouth will see a deep chasm of blackness beyond instead of the workings of human physiology.

System: The caster may consume anything ze can fit into zir mouth, eradicating the item (or creature, or part of a creature) utterly by absorbing it into the Abyss. Biting an opponent deals Aggravated damage as per a standard bite, but also removes 1 Willpower dot from the opponent’s total Willpower. Willpower lost in this manner may not be regained for 1 lunar month. The effects of this ritual last until the next sunrise, or the caster may end the ritual at any time.

Side Effect: The caster cannot speak or otherwise use zir vocal cords, mouth, tongue, or fangs for the duration of this ritual’s effects.


Vision of Shadow
Source: V20 Lore of the Clans (Lasombra)

There are shadows everywhere, and with this power, the mystic can use them to observe zir enemies without xyr notice. Using the Obtenebration power, the Cainite calls up a ball of shadows and uses it like a crystal ball to see what zir enemies are up to several miles away.

System: The vampire makes a casting roll to call up a ball of shadow that ze will use to scry on a target. If the caster fails the roll nothing happens, but a botch leaves zir confused and disoriented, suffering –2 to all dice pools for the rest of the scene.

The Cainite then concentrates on a person or location ze has previously seen. As ze does so, the shadow ball will become clear to reveal a vision of that place or person at that very moment, complete with sound. There must be shadows near the target, and the vision will come from the most optimal position in these shadows. The vision can be anywhere within a radius of the caster’s Obtenebration + Occult in miles, or 1.5 times that number in kilometers.

The vision lasts for a scene, or until the target leaves the area. If the target has the ability to sense such scrying (such as with Auspex or a similar power), xe can attempt a Perception + Occult roll (Difficulty 8) to know xe is being watched.

Side Effect: Looking too far into the distance makes the Cainite less aware of what is happening right under their nose. For the rest of the night after successfully casting this ritual, ze suffers -2 to all Alertness checks to notice nearby events.


Level Five

Ahriman’s Wight
Source: V20 Rites of the Blood (The Sword of Caine)

By drawing on the Abyss in time of need, a caster may allow the sentience within the darkness to move through zir very spirit and reinforce zir flesh.

System: After casting this ritual, the character gains a number of additional “Shadow” wound levels at the “Wounded” health level, equal to zir dots in Obtenebration. However, if the character takes an injury that crosses off 1 of these Shadow health levels, ze loses a commensurate number of dots of Obtenebration as well. Dots of Obtenebration lost in this way return after 1 week.

Side Effect: While this ritual is in effect, all failed rolls using the caster’s Conscience/Conviction are considered to be botches.


Commune with the Abyss
Source: V20 Lore of the Clans (Lasombra)

The Abyss listens. It is a place of secrets, and they say it hears every whisper ever spoken. With this power, the mystic infuses zirself with the shadow so completely that their minds become one. Once joined, the petitioner can ask 1 question of the darkness, which for once cannot hide the answer.

System: By casting this ritual, the vampire draws into zirself the surrounding shadows and darkness. Once they are gone, the vampire falls into a deep torpor-like sleep from which ze cannot awaken. The character may then ask 1 question, which may be as mundane or as complicated as ze desires. The Storyteller gives this question a rating based on how obscure or difficult it might be to answer, from 1 to 10. The rating may even be higher than 10 if the question is truly momentous.

Each night the vampire remains in zir torpid slumber, ze rolls Intelligence + Occult (Difficulty 9) and keeps a note of their cumulative successes. Once the amount of successes equals the rating of the question, the vampire awakens suddenly knowing the answer. This answer will be true and complete, and not hidden in a riddle. The Abyss only hides the truth; it does not confuse it or guard it jealously.

Should the vampire fail to gain any successes on one of the rolls, the interval between making rolls moves from days to weeks. Continued failure moves this interval from weeks to months, to years, millennia, and even further. It is said that ancient mystics have lain for centuries contemplating the ultimate questions of the universe. There may even be Gehenna cults that await their awakening.

Side Effect: The touch of shadow never leaves those who have communed with it in this way. After each use of this ritual, the vampire reduces all Intimidation roll Difficulties by 1, but increases their Social roll Difficulties with non-Abyss Mystics by 1 as well. These modifiers are cumulative and gradually divorce the vampire from those not comfortable with the shadow. Ze also permanently gains the Nightmares Flaw.