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Setite Sorcery

Setitie Sorcery is the name used by Kindred of other clans for the blood sorcery practiced by the Followers of Set.

"Setite Sorcery" is a term usually used in ignorance; Setite spells are closely guarded secrets and few outside the clan know of them in any detail. The term is never used within the clan.

Most Kindred who have experience of Setite magic will have encountered Akhu, but in truth Setites practice at least four different forms of heavily religious blood sorcery. The trappings, traditions and beliefs vary between the branches and bloodlines of the clan:

Setite sorcery is unlike normal Thaumaturgy, in that its paths don't necessarily require inherent vitae expenditure or Willpower rolls. The power for these paths usually comes from the Western Lands, not from the sorcerer herself. In fact, these paths are more like closed-ended Disciplines than more Traditional thaumaturgical paths, though they are finite and depend on the larger theory of Setite sorcery.

**Note:** Just because a path is fundemantally the same as another (it uses the same system) does not mean that the vampire can learn it from someone who does not know their 'brand' of magic. For instance: Ann the Tremere knows The Path of Conjuring via Thaumaturgy. She cannot teach Jayakar, the Assamite Sorcerer, Jinn's Gift. The process for which each blood magic casts its spell is different.


Set's perversion of traditional Egyptian magic, practised by lector-priests of the mainstream clan.

The game mechanics of Akhu differ from Hermetic Thaumaturgy in several important ways. Most immediately, Setite Sorcery paths do not all use a Willpower roll. Some paths call for an Attribute + Ability roll – always the same roll for each power in the path. All rituals use an Intelligence + Occult roll. Difficulties are usually the power or ritual's level + 3, to a maximum of 9. In some cases, however, a power or ritual might use the victim's Wilpower as the difficulty instead.

Most Akhu path powers do not require expending vitae. The lector-priest draws upon her blasphemy-shrine's power instead. Vitae expenditures within Setite Sorcery often take the form of sacrifices to Set or another god.

A lector-priest character needs at list one dot of Occult and one dot of Linguistics to know the requisite mysteries of Egyptian myth, magic and language. Alchemial rituals demand that the magician possess at least one dot of Medicine or Science. If a character lacks at least one dot of Crafts, the difficulty of all rituals that involve written spells, engraved amulates or other inscriptions increases by one.

Storytellers may impose other difficulty penalties of bonuses upon a player's roll, depending on how thoroughly the character adheres to the full pomp of Egyptian priestly tradition. For instance, rituals that involve writing assume that the character empoys an authentic reed pen, ink and papyrus. She could also draw her inscription on a moist clay tablet and bake it hard. Chiseling the spell into a stone stela and painting the hieroglyphs would merit reducing the difficulty by -1. Conversely, scribbling spells with a ballpoint pen on a three-by-five note card would increase the sending's difficulty by +1. Other factors that could reduce difficulties include the use of genuine Nile water, ancient ritual tools or congregation of fellow Set cultists (such as a personal blood cult). Negative factors include wearing synthetic or animal-derived fabrics (Egyptian priests wore linen), or improvised ritual tools. We recommend that Storytellers not adjust difficulties up or down by more than two.

Some Akhu paths require the use of a material focus. In most cases, the path requires only a small amulet or item of jewelry. A few paths require as much time and preparation as rituals – but they are so fundamental to Akhu that players spend experience points for their characters to learn them.

Official Abilities


The Snake Inside

Path of the Dry Nile

Divine Hand

Path of Duat


Path of Ptah

The False Heart

Sebau's Touch

Path of Thoth

Vengeance of Khnum

Path of Anubis


The Breath of Set

Valour of Sutekh


Inscribe the Book of Set

Seal the Gates of Blood

Typhon's Brew

Dreams of Duat

Opening The Gate

Opening the Mouth

Linked Soul Elixer

Prepare Canopic Jars

Scorpion Sending

Dismemberment of Osiris

Severing Sand

Summon Sebau

Dismembering the God

Warding Cippus

Hybrid Mummy

A magician can stitch together parts of human and animal cadavers, mummify them and invite a spirit to occupy and animate the patchwork khat. Typical hybrid mummy forms include animal-headed men and women in imitation (or parody) of the Egyptian gods, or beasts given human heads and hands.

Creating a hybrid mummy requires suitable human and animal body parts and typical mummification equipment. The physical process takes 40 days, just like a normal, non supernatural mummy, and includes various subsidiary rituals. At the end, the magician conducts an hour-long invocation to Apep and other dreadful, deathly powers of the Underworld while smoking the wrapped, patchwork cadaver over a noxious and stinking fire.

Few normal ghosts consent to occupy such a butchered, composite cadaver. Instead, debased lector-priests call upon evil and insane ghosts called specters who somehow escape judgment and the Eater of Hearts, or demons of Duat that were never human at all. A few powerful Setite magicians employ hybrid mummies as their servants.


Although the Hybrid Mummy spell requires the normal Intelligence + Occult roll (difficulty 8) to succeed, the magician's player also spends a variable number of points of Willpower in the final rite. Hybrid mummies are more durable than Necromantic zombies. They can endure thousands of years as long as they remain in subterranean crypts and labyrinths. Mercifully, they decay quickly when exposed to sunlight and an incredulous modern world.

The magician's player defines a hybrid mummy's Traits beforehand. A hybrid mummy starts with one free dot in each Physical and Mental Trait. A lector-priest can make a mummy with up to Dexterity 3, while Strength and Stamina can go as high as the magician wants the sorcerer just uses bigger, stronger parts. Hybrids can also have up to two dots each in Intelligence, Wits and Abilities. (They have no Social Attributes, though.) For every three dots in Attributes or Abilities the hybrid mummy receives, the magician expends one Willpower point. A new hybrid mummy cannot have any Ability that its creator does not, or at a higher rating.

Hybrid mummies can learn through experience, however, and raise their Charisma, Manipulation, Mental Attributes or Abilities Traits. Raising a Trait costs four times as many experience points as it would for a vampire.

The hybrid mummy is a character in its own right. Its creator may bind its will with other spells or Disciplines, but the hybrid has a mind and interests of its own.

Milk Of Set

This entry is a catch-all for a range of rituals too numerous to mention, though many Setites have their own names for concoctions created in this fashion. In each, the Setite creates a salve or unguent with magical properties. The exact details of the ritual and ingredients of the salve vary depending on the desired effect. Each effect must be learned as a separate ritual. When he wants his character to gain a new ritual, the player specifies a desired effect; the Storyteller determines its level, according to her judgment of the unguent’s effectiveness as compared to other ritual effects. She should rule out any effect that too closely resembles an existing path or ritual from any tradition, unless the effect is a common one already available to a number of Disciplines. Effects must change their targets for the worse, or alter them so that they serve a new purpose. It takes one week per level to produce a single dose of salve or unguent. It stays potent for a number of weeks equal to the player’s successes, and then becomes useless.

Here are some common manifestations of the Milk of Set.

Effect Level
Add to gas tank of vehicle, so that it goes where Setite wants, not where driver steers it 3
Alter a lock so that it conforms to a key the Setite owns 1
Burn through steel or concrete 2
Make drug more addictive 1
Make hollow replica of object coated in salve Varies by object size
Melt flesh on contact 1 per two health levels of damage dealt
Salve slithers along the ground in sluglike manner, following trail of specified individual 2
Seek out a computer and maliciously alter contents of its hard drive. 1


A vampiric version of Hindu sorcery, practised by the Daitya and other Indian vampires.

Sadhana paths all call for Willpower rolls. A sadhu evokes all path magic by sheer force of will because that's how she believes ascetic magic works: If you gain enough merit through your austerities, what you wish comes true. Most Sadhana rituals call for an Intelligence + Occult roll from the player, just like every other style of Thaumaturgy. The exceptions, like Rakta-Maya rituals of hypnotic illusion, are noted in their sections.

Unlike Hermatic magus, a sadhu needs to learn an additional Ability besides Occult. Sadhana's austerities demand that a practitioner also develop the Secondary Skill of Meditation. A sorcerer cannot employ path magic at a higher level than her Meditation Trait, though she may perform rituals of a higher level. She still knows her primary path to the lefel of her full Thaumaturgical mastery; she simply lacks the spiritual force or focus to use it. When her player raises the character's Meditation Trait, she can use the path to the higher level. Note: This applies to ALL paths learned in this line, including ones "imported" from other paths.

Meditation has many uses in its own right, in accordance with an Indian adept's overmastering will. At the Storyteller's option, a sadhu's player can substitute an Intelligence + Meditation roll for a path power's Willpower roll – but at the cost of the power taking as much time as a ritual of the same level. Meditation is not quick.

Official Abilities


The Path of Blood Nectar



Echo of Nirvana

Hand of Mahakala

Lakshimi's Wishes

Path of Praapti


Rishi's Hand

Temptation of Mara

The Path of Karma



Armor of Diamond Serenity

Rakta-Maya Rituals

Water Walking


Ash of Agni's Curse


Destiny's Call

Leper's Curse

Milk of Puutanaa


Warded Womb

Transcendentally Satisfying Body-Filling

In Sanskrit, this powerful tantra has the sesquipedalian name of parapurakayapravesa. It enables a magician to enter and possess the body of anther person. The sorcerer can then "learn his mind, understand his experiences, and even enjoy his wives" Although the sexual possibilities are not lost on sadhus, they also find more practical uses for the ritual. For instance, this ritual enables an undead sadhu to live again in another person's body, if only for a short time.

The tantra requires a drum made from the top of a human skull, the sacrifice of a horse to Shiva, an oblation of soma and finally drinking the soma dregs mixed with the horse's blood. The spell also requires something that came from the mortal victim's body, such as hair or feces, which likewise burns in the sacrificial fire. The sadhu vanishes and merges with the victim, wherever he may be. The sadhu performs the ritual at a shrine to Shiva previously consecrated by the magician and used for worship for at least a year.


The ritual works only on mortal humans (not anyone with any sort of supernatural powers), but they cannot resist its power – assuming the ritual challenge was successful. The ritual works no matter how great the target's distance.

The effect resembles the Dominate power of Possession, but with certain advantages and limitations. The possessing sadhu can act freely during the day – her own body doesn't have to stay awake because it doesn't exist – and she can riffle freely though the victim's memories and use his Abilities as if they were her own. If she wants, the sorcerer can simply "ride along" and share the victim's mind and experiences while remaining hidden. On the other hand, the possessor cannot use any Disciplines at all. The possession ends at the next sunset, when the sadhu reappears in his own body at the site of the sacrifice. The sadhu can voluntarily end the body-filling before then, but had best be sure that her shrine is not then in daylight...

When the possession ends, the victim regains control of his mind and body. The effect on the victim depends on the Storyteller's discretion. If the magician passively "rode along", the victim might suffer nothing worse than a few nightmares. If the sadhu engages in abhorrent crimes and degradations while in the victim's body, the spiritual violation might place the victim in a coma for days, or even have accompanying Humanity problems.

Loom of Vishnu

This potent tantra enables a magician to usurp the god Vishnu’s power of cosmic illusion. The magician burns an oblation of milk, ghee, soma and her own vitae within a special mandala, then burns a picture of a scene she wants to create. That scene then appears in solid form – real to every test that mortal senses can devise.


The zone of maya lasts until dawn. At the sun’s rising, it vanishes like a dream. The power of illusion has three limits.

  • The illusion has a maximum diameter of 60 feet (although it may seem much larger from inside). If a person steps outside the illusion’s actual boundary, he returns to normal reality.
  • The illusion cannot cause real harm to anyone who enters it. The magician can set whatever rules he wants for this pocket of altered reality: People can fly, they become rotting animate corpses, anything, but the maya itself cannot inflict any real damage. If a person does something stupid and hurts himself, however that’s not the illusion’s doing.
  • The zone of maya must include the magician’s sacrificial fire. The magician can place it in some context that hides its significant, such as placing it in a fireplace or disguising it as a campfire. Extinguishing the fire instantly breaks the illusion.
Auspex hints at the falsity of the scene. To Heightened Senses, everything in the scene looks a little too regular, without the fine detail of real things. Illusory creatures lack auras; The Spirit's Touch detects no psychic impressions on objects. The Storyteller should not come out and tell players that their characters have entered an illusion; let them figure it out for themselves.

Eye of Mahakala

This ritual, one of the most powerful known to India's vampires, invokes Shive as Mahakala, Lord of Time and Final Destroyer, to annihilate a small part of the world's illusion. What the magician commands Mahakala to look upon, ceases to be and never was. Everyone except the sadhu himself forgets the target's existence, because they never knew it in the first place.


This ritual requires that the magician fast in the midst of an elaborate mandala. As the character starves past the Incapacitated health level, the player spends a permanent Willpower point for the character to hold off torpor for a few minutes. Only ten, when the sadhu hovers at the brink of death, can she see Mahakala's face and guide the Destroyer to his target. A wise sadhu keeps an acolyte on hand with blood to revive her after this most fearsome sending.

Mahakala's glance can unmake anything up to the size of a skyscraper, or any one person. The magician needs the victim's full name and the full names of both parents. The few sadhus who even know of this rituals existence also say that it probably cannot unmake gods or creatures of commensurate power, such as the vampire pirris.

The world adjusts to conceal whatever the Mahakala destroys. Unmaking a skyscraper does not leave a big hole in the middle of a city. Someone would have build something there, so that plot of land holds another building instead, or a part.

People have become much more difficult to unmake in the last century. Modern fold spread causal links around the globe, from mortgage payments to Internet chats, and the weave of maya tries to preserve as much as it can. If a person has too many connections to too many people and events, even Mahakala cannot remove them from reality; or perhaps reality replaces the person with someone almost identical. If a character becomes a target of Mahakala's Eye, the player rolls a dice pool of the character's two highest social Backgrounds (Allies, Contacts, Fame, Herd, Influence, Resources or Status) at difficulty 9 to resist annihilation.


The sorcery of the heretical Serpents of the Light.

Wanga operates very differently than most traditional forms of Thaumaturgy. One of the many reasons that the practice is so loathed by conservative and custom-bound Tremere (and other thaumaturges) is that it refuses to follow the rules.

Wanga blurs the lines between rituals and paths. The invocation of its paths often requires the presence of specific materials and the vocalization of names of power – requirements reserved for rituals alone in Hermetic Thaumaturgy. Even the most basic tenet of Thaumaturgy – that it requires the expenditure of blood to invoke – is belied by one of Wanga's paths. Some of the Wanga's detractors among the Warlocks wish to declare it an entirely separate form of blood sorcery, unrelated to Thaumaturgy at all. Wangateurs laugh at this notion; Wanga was separate, after all, until the Tremere spearheaded the effort to bring the practice into the fold.

Except for the path known as The Flow of Ashé, Wanga paths require the expenditure of blood for activation. In addition, any time Wanga is invoked, be it a path or ritual, the wangateur must call upon the spirit appropriate to the intended effect. For instance, a wangateur invoking Lure of Flames might call on Chango, Alternatively, were she attempting to call upon the Path of Weather Control, she might invoke Agarou Tonerre, aloa of thunder.

In addition, Wanga possesses its own unique wet of tools, components and ritualistic items that must often be present for the magic to work. Not every ritual involves all of these tools, but the vast majority of them require at least a few. Listed below are the more common of Wanga's tools, once again, a bit of research on the players' part will turn up a wealth of additional material.

Used primarily in voudoun. This is a rattle wielded by the houngan or mambo, and is considered a magical and sacred object. It is normally constructed out of a gourd to which has been affixed a wooden handle, and is often decorated with such esoteric items as snake bones and bits of coral.

From the Santerfa faith, this is a thin chain measuring about 50 inches in length, and broken at regular intervals by one-and-a-half inch disks made from a tortoise shell. It is used in the practice of Ifa, a form of divination.

Also from Santerfa, the Ese are poetic verses used in the interpretation of Ifa. Babalawos often have hundreds of these committed to memory.

This flour used to trace the veves utilized in voudoun rituals.

A gris-gris is a charm, talisman or any other small magic item. Many of the faiths refer to such charms as wangas; gris-gris is the voudoun equivalent.

A temple or structure used for ceremonies to the god of voudoun.

A human shinbone wrapped in black rags, this is a common component of Palo Mayombe ceremonies.

A large iron cauldron filled with graveyard earth, bones, and sticks and other disturbing ingredients. It is one of the most important components of Palo Mayombe. (This term also refers to a priest or shaman of certain African religions, though it is never used in that context here.)

An open courtyard in which voudoun ceremonies are held. There is often, but not always, a hounfour located on the property.

Poteau Mitan
The pole that stands at the center of peristyle or hounfour. It is often carved or decorated, and represents the center of the universe and its connection with the spirit world. All dancing during the ceremony revolves around the poteau mitan.

Common to many of the Afro-Caribean faiths but most prevalent in voudoun, this is a symbolic design representing one of the Ioa (or other spirit). Veves are used as the focus of rituals, and serve as a temporary altar when a more permanent construct is unavailable. Although they can be found written or inscribed on all manner of surfaces, they are most commonly constructed by pouring flour on the ground during rituals.

Social Responsibilities

Kindred or kine, you cannot just wake up one morning (or evening) and decide, "Today, I will become a houngan (or tata)." As with any position of authority in any other religion, it takes years of learning and initiation to become a priest of voudoun, Santeria. Palo Mayombe or any of the Wanga-practicing faiths. Many are the steps between a simple practitioner and a recognized master of mysteries.

It is relatively uncommon for a Kindred follower of an Afro-Caribbean religion to learn the secrets of Wanga without being initiated as a priest of the religion. Remember, Wanga is much a religious system as a form of Thaumaturgy, and like any religious secret, it is rarely taught to those who have not gone through the proper steps and initiations.

What does this mean for your Kindred wangateur? For stargers, it can mean years – often as muc as a decade or two – to reach this level of initiation.

Houngans and mambos, santeros and santeras, babalawos, tatas and yayas – they're all religious leaders, which means they have certain social obligations demanded of them by their community and by their own beliefs. In communities where these religions are the norm, the local priest is expected to lead ceremonies on a regular – sometimes weekly if not daily – basis. Many in his community seek his aid, his advice, even his powers of divination. He is expected to his magics to help those around him, to protect them from evil spirits and the influence of malice, or evil spells.

This can cause real problems for those of the vampiric persuasion. Leaving aside the fact that most such events, petitions and requests come during the hours of daylight, bear in mind that such a character is constantly standing on the very edge of the Masquerade. Even if you've managed to explain away your nocturnal leanings, what happens if you frenzy in the midst of a ceremony? Many such ceremonies involve the spilling of blood (albeit anima blood). Between the scent of vitae, the pounding drums, the pulsating pass of humanity dancing their ritual dances – the situation is absolutely ripe with disastrous potential.

There are cultures in which the use of magic isn't inherently a Masquerade breach, where magic is almost common – but most Western princes aren't going to see it like that. You can argue all you want that it wasn't really breaking the Masquerade to use Thaumaturgy in front of witnesses because they were expecting you to do magic, but the local sheriff or archon is still likely to stake first and decide later if she should bother asking questions.

At the same time, such a position of authority offers its own advantages. Herd, Allies, Contacts, even a few dots of Fame or Influence, are all easily justifiable – if not mandatory – for such an exalted post. Your position as a religious leader places all sorts of demands on you, but it opens up an equally large host of opportunities. Don't hesitate to make the most of them.

Some few wangateurs do not bear these responsibilities. Perhaps they have left such concerns behind them after years of practice, or perhaps they serve the spirits in some other capacity. The Storyteller should not feel obliged to include these social aspects if they're going to negatively impact the story.

Ritual Practice

Wanga is often a group activity. Although most of its rituals can be performed alone, they prove easier and more effective when cast as part of a ceremony involving numerous participants. Only the primary caster need follow the steps of the ritual itself; all others are involved primarily in the drumming, singing and dancing common to these religious. These other participants need not be wangateurs, or even Kindred, but they must be true believers in an Afro-Caribbean faith, they must be willing participants (no Dominated dancers, though thralls subjected to blood bonds are common among certain less-savory wangateurs), and they must know the true purpose of the ritual. If the number of participants is at least twice the level of the ritual, the difficulty of the Intelligence + Occult roll is reduced by 1.

Not the downside to this: Rituals invoked this way take substantially longer to cast. Although the standard casting time for a ritual is five minutes per level, the casting time for Wanga rituals that are cloaked in these ceremonies is half an hour per level. Of course, nothing forces the wangateur to make use of other participants if she's in a hurry.

Official Abilities


The Path of Blood

Orisha's Fortune

Path of Curses

Spirit Manipulation

The Flow of Ashé

The Path of Conjuring

The Path of Corruption

Voice of the Wild


Wangateurs have access to several rituals of "traditional" Thaumaturgy. These include many wards and other defensive rituals, divinations, various bone-related rituals and those that are designed to cause injury or consternation from a distance ("curse" rituals). In addition, Wanga has its own rich library of unique magics that call upon the spirits and the ashé around them.

To perform a ritual, a wangateur must wield an asson, an ekwele, a kisengue or other religious talisman, in addition to listed components. Wanga rituals require a roll of Intelligence + Occult versus difficulty of the ritual's level + 3 (maximum 9). A failure on this roll indicates that the magic has not been properly invoked; any required components are still consumed, and must be replaced if the caster wishes to try again. Botches indicate the orishas' displeasure and often pervert the intent of the ritual, causing an effect exactly opposed to that which was intended.

Many of the rituals draw upon components and practices taken from a specific religion (Voudoun, candomblé, etc). These are usable by any wangateur; if, however, a character is willing to dray only on one faith, she might have to make use of a modified variation of the ritual. Players should feel free (in fact, feel encouraged) to do some research in that direction if they're so inclined.

Some rituals, such as Grandfather's Gift, Ori Sight, and Shackles of Blood, call specifically upon ancestral spirits. The Ara Orun, while often generous and helpful, can also be malicious and cruel on whim. Any time such a ritual is attempted and failed, the Storyteller should secretly roll the caster's Charisma. If this roll fails or botches, the failed ritual bay be considered a botch, rather than a simple failure – at the Storyteller's discretion; the Ara Orun have proven exceptionally hostile this night.

Singing Charm

A small item is enchanted to send out a call that only the caster can hear. This "song" is audible for many miles, and the magician can always determine direction and approximate distance to the charm. On Sunday night, the caster slices off an earlobe, which is then placed in a pot or other metallic receptacle. To this is added one point of the caster's blood and the tongue of a bird. The entire mixture must be buried and the remains mixed with the ashes of a cremated corpse. This ash is then placed in a small leather or hide pouch (perhaps the size of an apricot), which must be sewn shut.


The Singing Charm can be heard by the wangateur as long as he is within a hundred miles, and the charm sings for a number of nights equal to three times his casting successes. During this time, the caster need merely concentrate to learn the subject's approximate direction and distance (direction is usually accurate within a few degrees, and distance within a few yards).

Craft Garde

Craft Gris-Gris

Grandfather's Gift

Curse Candle

Ori Sight

Candle of Rage

This is constructed much like the Curse Candle, save that the brains and bones must come from am an who died violently, and that nightshade is substituted for pepper. By burning the candle for 20 minutes each night while concentrating on the victim, the caster may influence the victim's emotional state. The most common result is to drive the target into a rage, but other options exist.


The Candle of Rage itself does not require any expenditure of vitae to create, but each 20 minutes of use costs the magician one blood point. Every night the candle is burned, the victim may resist with a Willpower roll (difficulty 8) against the wangateur's casting roll when the candle was created; success indicates that the candle has no effect that night, but the magician may try again the following night. If the ritual functions, the victim finds the difficulty of all Self-Control rolls (or Courage or Conscience, if the caster chooses to go for an emotional state other than rage) raised by 2 for the night. This often results in a great deal of bloodshed as the victim loses his temper or frenzies on a regular basis. The candle may be burned a number of times equal to the caster's successes on the casting roll.

The Candle of Rage will effect mortals and other creatures that do not normally frenzy. These enter into a near-mindless, berserk rage, though they gain none of the benefits normally associated with Kindred frenzy. Targets that do not have a Self-Control Trait (such as animals) should instead roll a dice pool equal to half their Willpower (rounded up).

Shackles of Blood

The wangateru must spill three points of her own blood, numerous herbs (with both healing and hallucinogenic effects), various peppers, tobacco and the heard of a recently deceased person (male if the intended victim of the ritual is female, female if the victim is male) into a nganga. The mixture is then stirred with an iron rod as many of the orishas, including the Ara Orun, are invoked. This takes three full hours of stirring. The result must them be strained through unbleached cotton. The liquid produced, when drunk by the subject, creates an instant – though temporary – emotional attachment that is equivalent to a blood bond. This occurs even if the victim has never fed from the magician. The bond thus created has all the characteristics of the regent-thrall relationship.


The false bond lasts a number of nights equal to the caster's net successes. The caster may attempt to create a true bond with the victim during this time, if the ritual lasts long enough. If the ritual expires before a true bond is formed, however, any partial bond are instantly nullified, as if the victim had never fed from the magician. The Storyteller may wish to make the casting roll for the character in secret, so the wangateur does not know how many nights remain before the ritual lapses.

Obviously, few Kindred will willingly imbibe this mixture if they have any notion of its true effects, so the wangateurs have learned to be creative. Kindred who feel from a mortal who has consumed this mixture within the past 24 hours are themselves effected as though they themselves had drunk it directly; practitioners of Wanga have developed all sorts of techniques for taking advantage of this unusual property of the elixir.

Discipline List:
Animalism | Assamite Sorcery | Auspex | Celerity | Chimerstry | Daimoinon | Dark Thaumaturgy | Dementation | Dominate | Flight | Fortitude | Koldunic Sorcery | Melpominee | Mortis | Mytherceria | Necromancy | Nihilistics | Obeah | Obfuscate | Obtenebration | Potence | Presence | Protean | Quietus | Sanguinus | Serpentis | Setite Sorcery | Temporis | Thanatosis | Thaumaturgy | Thaumaturgical Countermagic | Valeren | Vicissitude | Visceratika
Combo Disciplines