Find Path •

The Malefactor determines if any path exists between herself and her destination. If so, a faint silver-blue line appears to the Malefactor and anyone she touches, also any Demon that gets more successes on a Supernatural Awareness roll than the Evocation's successes. Criteria can be set if such a path is available (e.g. an unobserved path through a field, a safe path through a burning building). Successes determine the possible criteria & distance, the distance approximates 100 yards per success. The Malefactor can set a keyword that anyone who speaks it will also be able to see the silver-blue line.

Dice: Wits + Survival

Duration: 1 scene (Permanent with 1 Faith)

Action: Instant Cost: None

Torment: Also, as the Demon moves along the path circumstances hamper anyone following.

Conceal Path ••

Conceal a pathway with folds in dimensions, making it appear there is no way through, such as hiding a doorway or even hiding the exit out of an alleyway. It is only concealed, it does not block the path. Successes + Paragon are the number of successes an opponent needs to see through the illusion.

Dice: Wits + Subterfuge Vs. Wits + Composure

Duration: Days equal to Paragon

Action: Instant Cost: None

Torment: Instead, Paths are not concealed but hazardous. Torment equals Bashing damage. Successes are the difficulty for others to avoid harm.

Lay Path •••

The Malefactor does not need to look for a path, they make one even of supernatural quality. (e.g. cave system under a lake that didn't exist before [and disappears after traveling through], or a secret passage way through a university where you pass through closets that have no real openings in them a minute later). These are complex paths through folded dimensions in space. Successes are needed for the distance of the Path and each criteria (e.g. being unobserved, coming out at a specific point). This does not work to gain entry into any place, there will be rare exceptions (e.g. Bank vault, grand buildings of extraordinary design where folds cannot be made, but these are very rare).

Distance can be 100 yards per success.

Dice: Intelligence + Crafts

Duration: Special (Path must be continually traversed once Evoked and it disappears in the wake of the Malefactor 30 seconds after her passage.)

Action: Instant Cost: None

Torment: Also, any (except the Malefactor) using the path must roll Wits + Survival - Torment, if they fail they exit the path at a random interval.

Close Path ••••

Number of pathways affected equals Paragon. Altering dimensional properties, pathways are blocked off unless contested by Willpower (e.g. the alleyway now has no way out, though it can forcefully be broken through still.) The Demon may create a keyword that opens the pathway.

Dice: Wits + Subterfuge Vs. Willpower

Duration: Days equal to Paragon

Action: Instant Cost: 1 Faith

Torment: Also, the blocked off pathway is maddening to look upon. Victims roll Willpower, on failure they try to flee if they cannot they lose a Willpower point.


Warp Path •••••

Successes equal the changes and complexity of the changes. A path can be made shorter, longer, lead to a different destination or loop back on itself without end. It can only connect to areas that fall within the radius. Radius extends out 100 yards x Paragon.

Dice: Intelligence + Crafts

Duration: Days equal to Paragon (an extra Faith point spent makes the duration 1 year instead)

Action: Instant Cost: 1 Faith/2 Faith

Torment: Also, others on the path roll Willpower orgain a permanent minor derangement.


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