The Path of Du'at conjures the powers of the Egyptian Netherworld (Hell). The effects are mental and hypnotic rather than physical. The Sorceror must carry a special (talisman gem) black onyx carved with the image of a mummified man (Sokar, god of the netherworld). Only a few minutes before the rite is invoked, the Sorceror must smear a drop of his or her blood upon the onyx and say a short prayer.

Base System: Charisma + Occult roll. The Sorceror must maintain concentration to keep the power effective. This means the Sorceror CANNOT make any violent physical activity OR employ another path/ritual at the same time. The Sorceror, however, CAN use passive amulets, to safeguard himself or herself. Hypnotic aspects of the Path mean that all powers operate at a +1 difficulty IF the sorceror does NOT catch the target's attention with the Stone. Note that the sorceror does NOT have to catch the target's attention, he or she only has to be able to see the target. And once the power is invoked, it will not stop until the target leaves the sorceror's line of sight.

1 • A Sending of Serpents

Invoking the children of Apep, the sorceror makes the target hallucinate about snakes. Starting with one, the target's reaction will cause either more to appear or not, BUT no matter what happens, the hallucinigenic Asp will not stop getting closer. The Asps never actually bite, they are meant for frightening the target.

System: Difficulty 4, or 5 without the target seeing the sorceror and the talisman of Sokar.

2 • Darkness of Du'at

This power blinds the target with the deep dark blindness of the Netherworld.

System: Difficulty 4, or 5 without the target seeing the sorceror and the talisman of Sokar. This adds a +2 difficulty to any Dex based movements and attacks. Those attacking the target get 2 additional dice to their dice pool.

3 • Suffocation of the Tomb

This allows the sorceror to render his or her target breathless AND mute, just like the dead.

System: Difficulty 4, or 5 without the target seeing the sorceror and the talisman of Sokar. For a MORTAL character, the target has 3 minutes before he or she drops to Injured health level. Each subsequent turn, the target must make a Stamina + Athletics roll (dif 6) to not suffer another health level of damage. After the mortal target loses consciousness, he or she can survive the suffocation for as many minutes as he or she has Stamina. 8 dots in Stamina means 8 minutes, for example. But, of course, this is only a minor inconvenience for Vampires, as all they lose is the ability to speak.

4 • The Narrow House

This allows the sorceror to make the target feel as if he or she is trapped within a coffin.

System: Difficulty 4, or 5 without the target seeing the sorceror and the talisman of Sokar. If the sorceror is successful, then the victim is paralyzed, unless he or she spends a Willpower Point. Then the character can act for 1 turn at a penalty of dice equal to the number of successes that the sorceror had against him or her. This power can effect the following: Mortals, Vampires, other CORPOREAL supernatural creatures and Wraiths, but no other spirits.

5 • Consignment to Duat

This power allows the sorceror to send the target's ENTIRE consciousness to Du'at. For mortals, this means death. For Vampires, this means Torpor. Since the target is at the mercy of the Sorceror... This usually means Final Death for the victim.

System: The Sorceror MUST spend a Willpower to enact this level of the Path of Du'at. The target, while feeling himself die, CAN spend a Willpower point to act another turn, though suffers a loss of 2 dice to his or her dicepool as if doing 2 things at once. The target can expend as many Willpower as he or she has, until the target runs out, though the Sorceror does NOT have to expend extra Willpower to keep the rite enacted. To stop this power, the victim MUST get out of the line of sight of the Sorceror OR break the sorceror's concentration. For Torpor, the target will spend the number of days the Sorceror has in his or her Path of Blood... Of course, this is only if the Sorceror or other influence does not end the victim's unlife before then.