By spending a blood point, the vampire may create weather anomalies. She must also roll Manipulation + Survival, difficulty dependent on the typical likelihood of the weather pattern being perpetrated. (Lightning on a sunny day in Kenya is difficulty 9; fog in London is difficulty 3.) In the event of lightning, treat the strike as a firearm, doing ten dice of damage.
The level of the effect (the magnitude of the weather anomaly) is limited to the number of successes on the Willpower roll.
Fog / Light Breeze / Minor Temperature Change
As denoted by the names.
Rain / Snow
As denoted by the names.
High Winds / Whirlwind / Moderate Temperature Change
As denoted by the names.
Storm
As denoted by the names.
Lightning
As denoted by the names.
Gift of Morpheus
Cause Sleep
The vampire may put a victim to sleep. If the target is a vampire, a willpower point must also be spent.
Mass Slumber
The vampire may affect several victims with the power Cause Sleep. Interpret successes as per Cause Sleep.
Enchanted Slumber
The vampire may put a victim to sleep, and name an event that must occur that will enable the victim to awaken. If the target is a vampire, a willpower point must also be spent. If the event does not occur, the victim will stay asleep for up to the following time periods:
1 suc. one turn.
2 suc. one night.
3 suc. one week.
4 suc. one month.
5 suc. one year.
Dreamscape
The vampire may project her own image into a dream, but has no control over the dream other than by her own actions within it. The vampire must have a belonging of the victim to use this power.
Master of Dreams
The vampire may start changing the target’s dreams, once she has entered them by using Dreamscape. If the target is a vampire, a willpower point must also be spent. Once this power has been used, the target may also change her dreams with resistance rolls, and both characters may act in the dream as if they were awake. If either character dies in this dream, the character also dies for real.
The Path of the Father's Vengeance
This path, based loosely on powerful thaumaturge's interpretations of the Book of Nod, devotes itself to delivering justice to the race of Cainites. Each power supposedly has some precedent in the parables of the ancient book, and focuses on teaching the lessons of Caine via the power of the blood magic. Use of this path is hotly debated in the Sabbat, as some consider it tatamount to claiming to hold Caine's right over all vampires oneself.
The power of this path comes not only from the magic of blood, but also incantations of verses from the Book of Nod. For any of these powers to take effect, the thaumaturge must speak the actual condemnation. For example, to invoke the third level power, the caster must state plainly to his target that she may eat only ashes. Obivously, the subject must be able to hear the thaumaturge for these powers to take effect, though writing them and showing them to the subject will do.
These powers apply to Cainites only. They do not affect Lupines, mortals or ghouls.
Zillah's Litany
Zillah, the wife of Caine, unknowingly drank from her husband and sire three times, thus becoming bonded to him. This power reveals existing blood bonds and Vinculi to the thaumaturge.
If the subject has any blood bonds or Vinculi to other vampires, this power reveals them to the caster. Although the caster may not know the vampires in question, this power does reveal the names and gives rough psychic impressions of the individuals in question.
The Crone's Pride
This power inflicts the curse of the crone, who bound Caine to her as he fled his wife's spurning. Hideously ugly, the crone had to resort to trickery to get others to help or serve her.
The victim of this power's Appearance is reduced to zero. All Social rolls during this time generally fail, unless the vampire attempts to intimidate or browbeat the subject. This power lasts for one night.
Feast of Ashes
Primarily used against wanton or excessive vampires, this power temporarily removes a vampire's dependency on blood. While some would say this negates the Curse of Caine, it reduces the vampire to little more than a wretched scavenger, as he must consume literal ashes, though he gains little sustenance from them.
The victim of this power can no longer consume blood, vomiting it as he would mortal food or drink. Instead, the victim can eat only ashes, and the "blood points" he gains from this may be used only to rise each night. Ashen "blood points" may not be used to power Disciplines, raise Attributes, or feed ghouls, (though actual blood points in the vampire's body at the time this power is invoked may still be used for such). One blood point's worth of ash is roughly one pint, and any ash will do -- campfire leftovers or vampiric corpses destroyed by sunlight or fire. This power lasts for one week.
Uriel's Disfavor
This power invokes the darkness of the "Angel of Death." All but the dimmest of light causes the subject excruciating pain, and some artificial forms of bright light may even damage the vampire. Uriel delivered God's curse upon Caine, along with his four brothers and sisters, shielding him in the blackness of their wings.
The presence of any light makes the subject uncomfortable, and bright light of any kind -- flashlights, neon beer lamps, headlights, etc. -- inflict one health level of aggravated damage on the vampire for every turn he remains under its direct focus. Most vampires who suffer this curse elect to sleep for the duration, hiding away in the darkness of their havens until they can again walk among the living without pain. This power lasts for one week.
Valediction
Many Sabbat rightfully fear this power, though none has ever seen it used. It levies a punishment for breaking one of Caine's greatest commandments -- the ban against diablerie. As most Sabbat attain their power and station through some measure of diablerie, they must reconcile their beliefs with the admonitions of Caine, and this power engenders a great sense of humility.
When this power takes effect, the subject immediately reverts to her original generation. This change may ential losing points in certain traits due to generational maximums. This power lasts for one week, after which any traits reduced to higher generation maximums return to normal. It takes three turns to speak the full verse that implements this power's effects.