Difference between revisions of "Complete list of Paths"
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− | [[Path of Blood]]: Magic of | + | [[Path of Blood]]: Magic that bends the blood of themself and others to heed. |
[[Movement of the Mind]]: The mind is more powerful than the body, Potence allows one to combine the two, but there's no reason one can't use just their mind, as others use their hands. | [[Movement of the Mind]]: The mind is more powerful than the body, Potence allows one to combine the two, but there's no reason one can't use just their mind, as others use their hands. | ||
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[[Path of the Technomancer]]: Manipulation and integration of technology with the Vampiric form. | [[Path of the Technomancer]]: Manipulation and integration of technology with the Vampiric form. | ||
− | [[Elemental Mastery]]: The | + | [[Elemental Mastery]]: The vampire attacks and corrodes the very code that creates the universe around them. |
[[Mastery of the Mortal Shell]]: Humans are nothing but tools and toys for Kindred. With this magic, that comparison becomes quite literal. | [[Mastery of the Mortal Shell]]: Humans are nothing but tools and toys for Kindred. With this magic, that comparison becomes quite literal. | ||
− | [[Path of Countermagic]]: Countermagic - Not actually a Thaumaturgy but a discipline; however, it requires an understanding of blood sorcery | + | [[Path of Countermagic]]: Countermagic - Not actually a Thaumaturgy but a discipline; however, it requires an understanding of blood sorcery since the vampire must learn to channel their banality to kill magical effects. |
[[Path of Levinbolt]]: Magic that bends the powers of electricity and lightning to the vampire's command. | [[Path of Levinbolt]]: Magic that bends the powers of electricity and lightning to the vampire's command. | ||
− | [[Spirit Manipulation]]: Magic for | + | [[Spirit Manipulation]]: Magic for dealing with spirits |
[[Path of Focused Mind]]: A dead mind is capable of things a living mind could never dream of. This path unlocks this power for the Kindred. | [[Path of Focused Mind]]: A dead mind is capable of things a living mind could never dream of. This path unlocks this power for the Kindred. | ||
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[[Path of the Dark Forest]]: Magic that perverts nature to the Vampire's will | [[Path of the Dark Forest]]: Magic that perverts nature to the Vampire's will | ||
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[[The Hand of Destruction]]: Magic that tunes vampires into the destructive power of atomic decay. | [[The Hand of Destruction]]: Magic that tunes vampires into the destructive power of atomic decay. | ||
[[The Hearth Path]]: Paranoia is a survival advantage for Vampires; this paranoid obsession with security has been weaponized into this path. | [[The Hearth Path]]: Paranoia is a survival advantage for Vampires; this paranoid obsession with security has been weaponized into this path. | ||
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[[Fire and the Flames]]: Magic that gives Vampires dominion over one of their greatest foes, Flame. | [[Fire and the Flames]]: Magic that gives Vampires dominion over one of their greatest foes, Flame. | ||
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[[The Doom Tide]]: Water is the source of life, but like all things, Vampires use it for destruction. | [[The Doom Tide]]: Water is the source of life, but like all things, Vampires use it for destruction. | ||
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[[StormCaller]]: Vampiric control of the weather, brings terrible tragedy with it. | [[StormCaller]]: Vampiric control of the weather, brings terrible tragedy with it. | ||
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[[Path of Father's Vengeance]]: There is great magic within the life of Caine; this path taps into that magic | [[Path of Father's Vengeance]]: There is great magic within the life of Caine; this path taps into that magic | ||
− | [[Path of Mars]] Magic dedicated to various gods of War, for what are vampires if not heralds of death? | + | [[Path of Mars]]: Magic dedicated to various gods of War, for what are vampires if not heralds of death? |
[[Path of Corruption]]: Magic that bends the heart of man to the vampire's desire. | [[Path of Corruption]]: Magic that bends the heart of man to the vampire's desire. | ||
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[[Quietus]]: Magic involving Death of Clan Assamite | [[Quietus]]: Magic involving Death of Clan Assamite | ||
− | [[Hades Gate]]: Magic of the Deadlands practiced by | + | [[Hades Gate]]: Magic of the Deadlands practiced by Giovanni and other necromancers |
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+ | [[Rift]]: Magic only practiced in the East by the Wan Kuei | ||
Koldunics _____ | Koldunics _____ | ||
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:[[Way of Earth]] | :[[Way of Earth]] | ||
− | : | + | : Way of Water - See [[The Doom Tide]] |
− | :[[Way of Fire]] | + | :[[Way of Fire]] - See [[Fire and the Flames]] |
− | :[[Way of Air]] - | + | :[[Way of Air]] - See [[StormCaller]] |
: Way of Spirit - See [[Spirit Manipulation]] | : Way of Spirit - See [[Spirit Manipulation]] | ||
− | :[[ | + | : Ogham- See [[Path of the Dark Forest]] |
: Kraina of the Taiga - See [[Winter's Bite]] | : Kraina of the Taiga - See [[Winter's Bite]] |
Latest revision as of 18:29, 30 June 2023
Path of Blood: Magic that bends the blood of themself and others to heed.
Movement of the Mind: The mind is more powerful than the body, Potence allows one to combine the two, but there's no reason one can't use just their mind, as others use their hands.
Path of the Technomancer: Manipulation and integration of technology with the Vampiric form.
Elemental Mastery: The vampire attacks and corrodes the very code that creates the universe around them.
Mastery of the Mortal Shell: Humans are nothing but tools and toys for Kindred. With this magic, that comparison becomes quite literal.
Path of Countermagic: Countermagic - Not actually a Thaumaturgy but a discipline; however, it requires an understanding of blood sorcery since the vampire must learn to channel their banality to kill magical effects.
Path of Levinbolt: Magic that bends the powers of electricity and lightning to the vampire's command.
Spirit Manipulation: Magic for dealing with spirits
Path of Focused Mind: A dead mind is capable of things a living mind could never dream of. This path unlocks this power for the Kindred.
Path of the Dark Forest: Magic that perverts nature to the Vampire's will
The Hand of Destruction: Magic that tunes vampires into the destructive power of atomic decay.
The Hearth Path: Paranoia is a survival advantage for Vampires; this paranoid obsession with security has been weaponized into this path.
Fire and the Flames: Magic that gives Vampires dominion over one of their greatest foes, Flame.
The Doom Tide: Water is the source of life, but like all things, Vampires use it for destruction.
StormCaller: Vampiric control of the weather, brings terrible tragedy with it.
Vine of Dionysus: Magic focused on the powers of addiction and drugs. Vampires are hunters of opportunity, and impaired prey are the best kind.
Path of Father's Vengeance: There is great magic within the life of Caine; this path taps into that magic
Path of Mars: Magic dedicated to various gods of War, for what are vampires if not heralds of death?
Path of Corruption: Magic that bends the heart of man to the vampire's desire.
Path of Mercury: Magic that is a result of Vampires trying to tap the powers of correspondence
Awakening The Steel: Magics focused on attuning the vampire to their blade. Was more common in the past.
Winter's Bite: Vampires are cold, This magic allows them to gift that coldness to the world.
Immanence of Set: Dark powers of Set, practiced by his Followers
Graffiti: Disparagingly referred to as Brujah magic, this magic focuses on revolution and Art.
VCR: Echoes of powers long past, rediscovered with a focus on the revolutionary technology of the VCR.
Chimerstry: Illusion Magic of Clan Ravnos
Quietus: Magic involving Death of Clan Assamite
Hades Gate: Magic of the Deadlands practiced by Giovanni and other necromancers
Rift: Magic only practiced in the East by the Wan Kuei
Koldunics _____
- Way of Water - See The Doom Tide
- Way of Air - See StormCaller
- Way of Spirit - See Spirit Manipulation
- Ogham- See Path of the Dark Forest
- Kraina of the Taiga - See Winter's Bite
- Kraina of Abnegation - See Path of Countermagic
- Way of Weather - See Weather Control