The Taking of the Spirit


    Through this path's will-draining magics, you can strip mental stability, self-determination and even the very sense of self from your chosen victim. The Taking of the Spirit allows you, with time and practice, to reduce even the strongest-willed individual to a mindless automaton who only exists to serve your will. You must be within line of sight of your target for all of the following powers to work. The Taking of the Spirit uses the Subterfuge Ability for retests.

basic taking Of THE spirit

Mind Leech

  The most basic power of this Path allows you to temporarily drain a small portion of a target's mental stamina. Your victim has no idea what causes the sudden listlessness she experiences; she only knows that she feels listless, drained, distracted and discouraged.  Make a Static Mental Challenge against a difficulty of the victim's Mental Traits. If you win, your subject must bid an additional Trait on all Mental Challenges for the rest of the scene. You may only successfully use Mind Leech on an individual once per scene, though multiple infernalists may all apply it to the same target.

  Stigmatize

  You may now probe deeper into your victim's psyche, impairing her ability to relate to other individuals. As with Mind Leech, your subject does not know the cause other mysterious loss of social aptitude - she simply feels detached, antisocial and unable to relate to other people.  Make a Static Mental Challenge against a difficulty of the victim's Mental Traits. If you win, your subject must bid an additional Social Trait on all Social Challenges for the rest of the scene. You may only successfully use Stigmatize on an individual once per scene, though multiple infernalists may all apply it to the same target.

intermediate taking Of THE spirit

Drain Resolve

  Your ability to siphon away your victim's will has progressed to such an extent that you may impair her ability to regain self-determination. This power's psychological effects resemble those of deep depression. As in the case of the previous powers, Drain Resolve has no obvious source.  Within five minutes of a successful use of Mind Leech, issue a Mental Challenge against the same target. If you win, your victim must spend three Willpower Traits, not one, to refresh her Mental Traits. The target should roleplay the psychological effects, which last until the next sunrise.

  Sap Will

  With Sap Will, you may strike at the very heart of your victim's psyche, stripping away her very strength of self. This is not without its dangers as a particularly strong mind can turn your attack back upon you. Unlike the lesser powers of Taking of the Spirit, Sap Will is obvious to its victim as some sort of mystic attack.  Issue a Mental Challenge, bidding three Mental Traits. If you win, your victim loses a Willpower Trait. You may use Sap Will to drain no more than three Willpower Traits per night from any given target.

advanced taking Of THE spirit

The Gift of Servitude

       Though this path's lesser magics have the potential to temporarily weaken ^ a victim, Gift of Servitude is the goal to which all students of Taking of the Spirit eventually aspire. Through this feat of magical manipulation, you can bind your victim's will to your own, leaving him little more than an empty shell who follows your commands with perfect obedience.  Gift of Servitude will only work on an individual who has no Mental Traits left. Once you have prepared the target, spend a Willpower Trait and issue a Social Challenge. If you win, your target is affected as if you have bound him to you via the Dominate power Conditioning (Laws of the Night, p. 147). This lasts for one week. If you lose the Social Challenge, you may not use Gift of Servitude on that target for one full year.







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