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Learning Abyss Mysticism

Unlike other forms of Blood Magic, there are no paths of Abyss Mysticism. Rather the discipline of Obtenebration
provides the necessary ability to manipulate the Abyss. However, simply possessing the discipline of Obtenebration
is not enough to become an Abyss Mystic. A further understanding of what the Abyss is and what rules govern its
behavior are also necessary. Gaining this understanding requires an exceptional investment of time and research or a
capable teacher. In rules terms in order to learn these rituals a character must take the Occult speciality: Abyssal
Mysticism and spend time in study.
Furthermore, because there are no Paths of Abyss Mysticism, Abyss Mystics do not gain free rituals with the
purchase of Obtenebration. Rather, an Abyss Mystic must purchase all Abyss Mysticism rituals at the cost of 2
experience points per level of the ritual (2 experience points for basic rituals, 4 experience points for intermediate
rituals, and 6 experience points for advanced rituals).
In order to learn Basic Mysticism rituals a character must have the merit Walker of the Abyss. They must also have
reached Intermediate Obtenebration. In order to cast Advanced Abyssal rituals they must first possess Advanced
Obtenebration.
Rarity
Common (Rarity 1) These powers represent the basis of Abyss Mysticism and should be available to virtually all
practitioners of Abyss Mysticism.
Uncommon (Rarity 2) Abyss mystics of Clan Lasombra keep these powers confined to those within their ranks.
Rare (Rarity 3) These powers represent mastery of the Abyss that can be taught only by those with exceptional
understanding of the Abyss.
Casting Abyss Mysticism Rituals
The rituals of Abyss Mysticism are neither as rote as Hermetic Thaumaturgy, nor as free form as Assamite Sorcery.
Rather, the important aspect of forcing the Abyss to behave in a way altogether different than that which the
Discipline of Obtenebration provides is a means to contact an Abyssal Entity and the ability to convince it to behave
as the Abyss Mystic wishes. Because of the large number of distinct Abyssal Entities that exist, the specific rituals
that Abyss Mystics use may vary in components. However, while the specifics may vary between Abyss Mystics,
the general practice of each ritual is distinct. Regardless of any superficial differences in the casting of Abyss
Mysticism, all Abyss Mysticism rituals are functionally identical.
They are otherwise functionally cast like normal Thaumaturgy rituals except there may not be a mandatory Blood
cost.
After fulfilling all criteria for casting the Mystic is called upon to make a mental challenge at either 5
(basic), 7 (Intermediate) or 9 (advanced) traits in order to successfully cast the ritual. Alternately the ritual may call
for a contested challenge versus a target to enact the ritual. The caster does not necessarily know if they were
successful unless the ritual in question has some form of significant noticeable effect.
The majority of rituals require note actions to cast, consisting of a trivial to cast a Basic ritual, a Minor
action to cast an Intermediate ritual or a major action to cast an Advanced ritual. Though with ST permission they
may be permitted to use rituals in play taking either 10 (basic), 20 (Intermediate) or 30 (advanced) minutes to
perform.
Rituals of the Spell type may be cast in play by taking a mental action and spending the requisite costs
listed in the ritual (remember the default cost of at least one blood).
Tracking Rituals
Players are individually responsible for keeping track of their active enchantments and their store of tokens and
talismans. If the player does not maintain their list of active rituals then they will not be considered cast should
debate arise.

The Entries
Name
A dur, its the name of the ritual!!!
Types
Rites Are the grand spells, the ritual is performed and produces a single result that usually takes effect instantly.
They take time to cast making them impractical for use in play but may have greater potency than other rituals.
Spells The rarest form of ritual, they are able to be cast on the fly as though a discipline power (by taking a single
mental action and expending their casting cost) but are typically lower powered.
Tokens Single use enchanted items, after being created they are permanent until expended after which they
crumble into useless ash.
Enchantments Rituals that give a lasting benefit bound into a person, item or location. They typically last either
one or three months but other durations are possible.
Talismans Powerful, permanent enchanted items with several major limitations. All Talismans require the caster to
integrate an inscription of their true name into the making. A vampire can only have one talisman of any single type
at a time and ownership of a talisman cannot be transferred, thus if their talisman are lost they cannot simply make
another unless the first has been destroyed. If another thaumaturge gets a hold of the ritualist's talisman, she is three
Traits up on all Thaumaturgy challenges against the ritualist while she holds it (does not stack if the other
thaumaturge holds more than one of the characters talismans). These items may even survive their creator with their
enchantment intact if they served as objects of particular meaning to their owner.
Ingredients
Short list of major ritual components needed to enact the ritual.
Duration
Length of time the rituals effects last before either expiring or needing to be recast.
Details
The meat of the ritual explaining costs, effect, drawbacks and additional note.

Basic Rituals
Level One Drawing the Shades of Darkness (Rarity 1)
Type: Rite or Enchantment
Ingredients: --Duration: One Night or three months
Drawing the Shades of Darkness blocks the entry of sunlight in a single room. You need only use one
Blood Trait to call a Shroud of the Abyss which you then compress and stretch across all of the doors and windows
of the room. Sunlight is prevented mystically from entering the area.
Level One Communing with the Darkness (Rarity 1)
Type: Enchantment
Ingredients: Lightless room
Duration: One Month
The caster spends one hour in the isolation of a lightless room, intoning a chant in a long-forgotten
language. The caster then breathes in the nocturne of the abyss into his being, allowing the chilling darkness to
merge with his very soul. If the ritual is successfully cast, the caster is up two traits on all tests to resist dominate and
mental intrusion, but receives a beast trait that does not disappear until the end of the enchantment, as the cold
heartlessness that permeates the Abyss alters the casters mindset.
Drawback: If the caster fails to successfully cast this ritual they may not attempt to cast the ritual again

until its duration elapses, and the skin of the caster becomes darkened, similar to that of an elder Assamite, for the
duration of that time, as the darkness of the Abyss is taken in by the caster, but rather than merging with the casters
soul, it coalesces in the casters body.
Level Two The Heart that Beats in Silence (Rarity 2)
Type: Enchantment
Ingredients: Candle
Duration: 1 Month
To invoke this ritual, the caster crushes a lit candle in their hand inflicting one level of aggravated damage
(and possibly frenzying if they have enough beast traits). If the Lasombra maintains control of herself, she then
engages in a static mental challenge versus the creatures mental traits. If successful, the burning wound in the
casters hand bubbles with vitae which blackens and drips to the floor and a horrific shriek of pain emanates from
the place where the vitae lands as a small portal to the Abyss opens.
A small (fist-sized) tentacled black orb emerges from this brief rift into the Abyss, and jumps into the
casters hand, where its tentacles lick clean the casters wound (but does not heal the damage). The creature then
serves the casters spoken commands with unquestioning and unimaginative fervor. At sunrise, the creature will be
pulled back into the Abyss to return to the world with the coming of night. The caster may have as many of these
Abyssal creatures under their control as they have levels of the Occult Ability.
Build the Heart of Silence like a retainer as the same level as half your obtenerbration level rounded down.
Specialties it can have are brawl, stealth, awareness, and investigation. It cannot have more specialties then that
since it is a tool for spying and assisting not for direct confrontation
Special abilities:
- The Heart of Silence cannot affect the material world unless using a tentacle.
- The Heart of Silence is an alien being that does not suffer from Frenzy.
- Mental challenges affect it normally, though mental contact via telepathy or similar powers will provide
only the vaguest information about the creature and it possesses no eyes with which to dominate it. The
Heart of Silence has little ability to interact with the world and thus is unaffected by social challenges.
- The Heart of Silence can fly at 30 feet (ten steps per round) and does not take trait penalties for movement.
- The Heart of Silence, like all Abyssal Entities are considered an umbral spirit for the purpose of wards and
warding circles.
Drawback: Should you fail to cast the ritual the Heart will still appear but will not accept your commands and will
instead pursue its own wants or desires for the duration of a night before returning to the Abyss.
Level One Abyssal Depths
Type: Token
Ingredients: Liquid to be enchanted
The mystic may create a potion that, once poured into a body of water the, will turn it opaque black and
capable of protecting a vampire from the sun. The liquid will lose its potency in a week, but once used, it lasts until
dispelled, diluted, or evaporated. Those not of Lasombra blood are limited to only the base effect of this potion
which is that it affects an amount of water equivalent to the size or a large swimming pool or smaller.
True Lasombra though have an affinity for open water which allows for a greater effect when it is added to
a natural water source. If a potion made with Lasombra blood is poured into a natural water source the area that can
be affected is increased to roughly 1 cubic kilometer and the area of unnaturally darkened water will hold its
position unless willed to move by the caster (who must be in line of sight to alter its position).
Level Two Nocturnal Discussion (Rarity 1)
Type: Rite
Ingredients: --Duration: Instant
This ritual allows the caster to gain some insight from shadows of the world.
The Abyss Mystic must cast this ritual in the presence of a stationary shadow (shadows of creatures of any
type are never considered stationary). Upon the completion of the casting of this ritual, the Abyss Mystic expels at

least one trait of vitae directly on a stationary shadow. If the ritual was successfully cast, that shadow then becomes
possessed by a weak abyssal entity which is compelled to truthfully and completely answer one question made by
the caster regarding what occurred in the environment around the shadow within the last night. Examples of
questions that the shadow may answer include, What did the person who last passed by you look like, How long
has it been since the lights were turned on in this room?...
The shadow cannot answer any questions which could not be divined by a mortal standing at the shadows
location during the time in question.
Level One Pierce the Murk (Rarity 1)
Type: Enchantment
Ingredients: --Duration: 1 month
Upon casting this ritual, immediately make a simple tests. If the caster is successful then for the remainder
of the duration the character takes no penalty from darkness even those of obtenerbration. If the challenge ends in a
tie the target still receives the benefit but their eyes are covered by an inky blackness when the merit is in use. If the
test fails then the caster cannot control his new vision and receives a minus 3 to all investigation or awareness tests
as their vision switches back and forth uncontrolled.
.With ST approval this ritual could be used to train a character to gain the benefit perfectly for the cast of
merit points.
Level Two Shadow Servant (Rarity 2)
Type: Rite
Ingredients: --Duration: Instant
The mystic must first cast the ritual Calling the Thing in Darkness or The Heart that Beats in Silence.
Then, upon completion of the ritual, Shadow Servant must be cast on the creature. To enact this ritual, the caster
must first subdue the entity (possibly requiring a mental challenge) and then the caster must intone a ritual chant
lasting approximately fifteen minutes. At the conclusion of the chant the caster spills his vitae over the entity, which
takes the casters vitae into it, making it a shadow servant. The blood trait invested in the entity will not return to
the caster until the Thing is destroyed, effectively lowering the casters blood pool by one trait. However, so long
as the casters vitae is invested in the shadow servant, it will respond to the caster as if it is blood bound.
This addition to the previous ritual allows the character to buy their servant as a retainer background with
experience.
Level Two Shadow Guardian (Rarity 1)
Type: Talisman
Ingredients: --Duration: Permanent
This ritual allows a mystic to call forth and bargain with an Abyssal entity to serve as a guardian over their
interests.
The caster must spend time preparing an area or object to be protected by this ritual. The caster writes runes
and inscriptions of binding that integrate their true name about the area/object. They must then cast the ritual
Calling the Thing in Darkness. Once the creature has been summoned the caster must outline the terms and
conditions of the Guardians binding. This may be a single task (kill the one who destroyed my tomb), a series of
tasks (let all of my allies know of my death) or even a permanent task (defend my resting place from all those that
would defile it until I awaken again). After doing so the caster allows the entity to return to its home knowing if
those terms are met the Thing will appear and respond as instructed.
Thus a Shadow Guardian might be bound to the mystics haven to defend it should others invade, or bound
to an object, appearing when it is disturbed to attack or give a message. That said the Thing is bound only to the
letter of an agreement not the spirit, thus more complex tasks or overly simple orders might result in unpredictable
results. Thus if a mystic ordered a Guardian to kill those that damaged a favoured painting, should the mystic
himself damage it the creature would happily rip the mystic apart.
In return for its agreement to defend the mystics property the Thing may demand one service of the caster
of a difficulty on par with the task demanded of the Thing. Thus until the caster performs the service the Thing is not

bound to the task. Fulfilling the task set by the Thing with particular gusto may well go far in getting it to respect the
caster and be more willing to follow the spirit of a deal.
The effects of this ritual end should the entity be destroyed or it fulfills all of the agreed upon terms, at
which point the inscriptions and runes simply fade away. If the mystic were to be die its guardian remains bound to
its agreement.
Level One Transubstantiation of Essence (Rarity 1)
Type: Spell
Ingredients: --Duration: Instant
This ritual allows the Mystic to summon the abyssal matter to replace flesh lost to injury.
This ritual takes only a single physical action to perform but it can only be cast once per night (pass or fail)
and may only be done while under the effects of the Discipline power: Black Metamorphosis.
The caster engages in a static physical challenge to cast this ritual, instead of a mental challenge. If the test
is failed, throw a second challenge. If the second challenge is won, the ritual simply does not work. If the second
challenge is failed, the caster takes one level of aggravated damage that may not be resisted by any means.
If the first challenge is won, the caster may expend as many blood traits as desired (exceeding generational
limits). Each trait expended in this way heals two levels of lethal or bashing damage, or downgrades one level of
aggravated damage to lethal. When the caster next feeds, the Abyss will take an equal amount of vitae that the caster
expended in the ritual. Until this debt of vitae is repaid, the caster will gain no sustenance from feeding.
Furthermore, the caster cannot successfully recast the ritual until their debt to the Abyss has been repaid.

Intermediate Rituals
Level Three Ahrimans Favor (Rarity 2)
Type: Spell
Ingredients: --Duration: Instant
By reciting a prayer to a long forgotten Abyssal entity and spending a blood trait the caster may engage in a
mental challenge with any entity that has currently active Shadowplay, Shroud of Night or Arms of the Abyss. If the
caster wins the mental challenge, she either gains control (allowing them to see through and control a Shroud or
attack with their Arms) or dispels any one of the above mentioned effects created by the target of the challenge. Any
Arms of the Abyss that are taken from another entity count against the normal limit of Arms of the Abyss that a
Kindred may control.
Level Four Calling the Thing in Darkness (Rarity 1)
Type: Enchantment
Ingredients: --Duration: 1 month
To enact this ritual, the Caster must invoke Arms of the Abyss, which used in conjunction with this hour
long ritual, this only summons one arm. The Thing possesses the stats of a level five retainer. Its specialties include
brawl, athletics, stealth, investigation, and potence.
This creature possesses at least ONE powerful, dangerous derangement, and an obsession that resembles
one particular sin from a path of enlightenment (usually level three or higher on the Hierarchy of Sins), chosen by
the Storyteller. Each Abyssal creature is driven to do something, and that may not coincide with what the summoner
wishes. The creature can move independently at a regular running speed. Intense light burns the creature like
sunlight. Similar to the creature summoned in Heart of Darkness, the thing is considered an umbral spirit for the
purposes of wards and warding circles.
The creatures form is highly mutable but it will typically default to a standard form when not actively
manipulating itself. This could be humanoid, a crawling/floating mass of darkness, animal like, or even appearing
like a classic demon, the exact nature is the whim of the creature but it will always be made of the pitch black
shadow stuff of the Abyss.
The mystic may only have one such creature active at any one time.
Thing in Darkness

Special abilities:
- It is solid enough to interact with the real world (and be hurt by it) and even speak but is still largely
animate shadow and thus could pass through transparent surfaces.
- The Thing in Darkness is an alien being that does not suffer from Frenzy.
- Social and mental challenges affect it normally, though mental contact via telepathy or similar powers will
provide only the vaguest information about the creature due to its utterly inhuman mind.
- The Thing in Darkness can run at a normal 3 steps per round and does not take trait penalties for
movement. Its movement is unrestricted by the rules of gravity as it is not composed of physical matter,
though it may still summon shadowy wings if it seeks to fly but this serves as a largely
cosmetic/psychological effect.
- The Thing in Darkness, like all Abyssal Entities are considered an umbral spirit for the purpose of wards
and warding circles.
Level Four Reflections of Hollow Revelation (Rarity 3)
Type: Rite
Ingredients: --Duration: Instant
The caster invokes a shroud of night while successfully casting this ritual (with its normal blood cost) and
then wills the shroud to shrink to a sphere about the size of the casters head. The caster then concentrates on an
individual or location they have previously seen (if the target is a location, then the caster must have actually been
there, not just seen a picture of it), and engages in a static mental challenge versus eight traits. If the caster wins the
challenge, then the target appears in the orb of darkness from the perspective of the closest shadow to the scene.
This ritual will last for a scene or hour, or until the target/location moves from the line of sight of the shadow
through which the caster is watching. At the conclusion of this ritual, the caster suffers a two trait penalty on all
perception-based challenges for the remainder of the night.
Level Three The Third eye of Reggis
Type: Enchantment
Ingredients: A dark space
Duration: One Night

The ritual takes ten minutes to cast where the castor meditates in total
darkness with their eyes open. Make a test against the storyteller difficulty 10. A tie
means the ritual needs to be performed again and a failure causes an aggravated
damage as a searing pain enters the forehead.
A third eye appears with a black or blood red iris on the body of the mystic usually
the forehead but can be anywhere. If a success is achieved then the castor must
decide how much blood to invest into the eye. At any time after the ritual is casted
the character automatically detects surprises or ambushes and reacts in full
capacity as if not surprised. The caster may also react by summoning an arm of
Ahriman to grapple the surprise or ambush.
Advanced Rituals
Level Five Aegis of Arhriman (Rarity 3)
Type: Enchantment
Ingredients: --Duration: 1 month
To activate this ritual, which at some point in the casting the caster must spend half an hour in a lightless
chamber, focusing the power of the Abyss into their body, which requires the expenditure of the blood trait and a
temporary willpower trait. If the casting of the ritual is successful anyone targeting the caster with Arms of the
Abyss and Shadow Play may not initiate any challenge against the caster. Further an attacker that is in Tenebrous
Form may not make physical contact with the caster (they may still be attacked by one in Black Metamorphosis
though).

Level Five Descent into Darkness (Rarity 1)


Type: Rite
Ingredients: --Duration: Instant
After casting this 20 minute ritual which must be performed in a room that is completely consumed by
pitch darkness, the character passes into the Abyss. This is akin to an Obtenebration equivalent to Psychic
Projection, however, the caster actually enters the Abyss physically. When doing this, the caster suffers a level of
aggravated damage as their body is pulled through the barriers of the world.
The game mechanics for travel in the Abyss should be treated like travel via the Astral Plane in terms of
distance and speed travelled. That said the Abyss is a place wholly unlike the astral plane and does not include a
reflection of all points in the real world. Only places that are (almost) completely consumed by darkness appear
reflected in the Abyss, thus touch points may only be transitory and often of little value in terms of information. The
caster can only return to the real world at these locations and only in an area that has sufficient space to hold them
(thus an allied Lasombra using their Shroud of the Abyss makes for na wonderful point of return). They could not
grab items from the other side or manipulate them in any way from the Abyss.
The real danger of abyssal travel is that it is filled with uncontrolled Abyssal entities. While the caster may
be able to bind some smaller creatures to their will, there are some entities that are like leviathans or gods in the
darkness that could consume even elder mystics with the smallest of efforts.
Level Four Shadow Vault (Rarity 1)
Type: Enchantment
Ingredients: --Duration: 3 Months
Casting this ritual requires the expenditure of three traits of vitae and one temporary will power trait. Once
this ritual is successfully cast, the Abyss Mystic brings forth a three dimensional protrusion from an existing
shadow. The Abyss Mystic may then place a number of objects object equal to the casters maximum willpower into
the protrusion. These objects can be no larger than the caster in size. The bubble of shadow then returns to the
Abyss.
At any later time that the Abyss Mystic is physically at the same location as the ritual was originally cast,
she may again call forth the Abyssal Vault to produce the object stored within. An Abyss Mystic may only have one
such Shadow Vault at any given time. Objects with even a fleeting consciousness, such as Torpid Kindred, objects
with wraiths or spirits fettered to them, etc. may not be placed in a Shadow Vault.
Level Three Sight of the True Shadow (Rarity 2)
Type: Enchantment
Ingredients: --Duration: 3 Months
By successfully casting this ritual, the Abyss Mystic brings an abyssal entity into his body, which resides in
her eyes. The mystic may engage in a static mental challenge against the number of mental traits possessed by any
individual they can see. If successful, the mystic is able to see the shadows cast by the target when they are in all of
their forms. For example, a mystic viewing a Gangrel in animal (fight) form would see the shadow cast by the
Gangrel in human form, flight form and, if they possessed it, Mist Form. However, having the abyssal entity reside
within the eyes of the mystic gives the creature some ability to manipulate their perception of the world.
Level Five Whispers in the Dark (Rarity 3)
Type: Rite
Ingredients: --Duration: Instant
The vampire invokes a shroud and forces it to contract as outlined for the ritual Reflections of Hallow
Revelation. Rather than staring into the orb and viewing another place, the mystic swallows the darkness, and so is
swallowed by it. The vampire falls into immediate torpor as her consciousness merges with the Abyss.
The vampire may ask one question of the void, which may be as mundane or arcane as desired. The ST
assigns a rating of 1 to 10 based on complexity and significance. Truly game altering or world shattering questions
may even exceed 10, rising as high as the ST deems appropriate. The character then engages in an extended static
mental challenge (difficulty of 9 traits, retesting with the occult ability) by making one test for every night the

Kindred remains in torpor. When the mystic has accumulated the number of successes equal to the difficulty of the
question, the vampire awakes from torpor, and knows the answer to the question asked. However for every failed
challenge the caster suffers two levels of aggravated damage that cannot be avoided by any means, as Abyssal
creatures tear at the casters very soul.
A casting of this ritual ends in only one of two manners, success or death. The caster may not choose to
awaken early, nor can any other means bring them back from this state and thus each attempt at this ritual is taking
the casters life into their own hands. A casting of this ritual is counted as a single extended scene thus traits, abilities
and willpower will not refresh until the caster awakens and the scene ends.

Level Five Abyssal Infusion (Rarity 3)


Type: Spell
Ingredients: 1 Shroud
Duration: 1 scene
The Caster summons a shroud and then breathes deeply. Sending a silent prayer to the Abyssal entities with
a wish of power. Make a static mental test against the storyteller difficulty 12. A tie results in the disappearance of
the shroud and no other affects. A failure results in a point of aggravated damage as the Abyss burns the undead
lungs of the castor.
Success causes the characters natural form to darken and swell and also gain a beast trait. The caster gains a
number of physical traits equal to the level of obtenerbration they possess. However the prince of power is paid in
blood. By the end of the scene if the castor has not spilt or drained double the traits received then the character starts
having their own blood pool drained at one point per round until the debt is paid.
Therefore the caster may gain five physical traits but must spill or drain ten points of blood over their skin
or in their mouths. If the debt isnt paid then they will lose ten points of blood almost instantly.