This path was the Tremere's answer to the Lasombra's ability with Shadows. It is unknown WHO actually came up with this path, but it is said to have come out of a Portuguese Chantry, in the 17th century, to battle the Tzimisce-Lasombra of the Sabbat city of Madrid. Unfortunately, it only allows the Tremere to manipulate shades not full shadows like the Lasombra. It only allows the Tremere to tug on the ABSENCE of light, not the Abyssal Shadows (Nothingness) the Lasombra do.

Note: This path does not function for Kindred with the Flaw Cast No Reflection. They may learn it to teach it, but cannot use it.

1 • Out Light

The first rule of shade: "Darkness overcomes all light". The lights may flicker and dim or even go out completely. (Dependant on the Sorceror's will). Sorceror must spend 1 BP, and make a Charisma + Occult roll (difficulty 6).

1 • momentary flicker

2 • flickering for several seconds

3 • dim flickers of erratic light for 2 turns (minutes)

4 • complete loss of light for 2 turns (minutes

5 • light totally gone.

2 • Shadow Taunt

This allows the Sorceror to connect a distant shade to his or her body, and move the shade in any way it sees fit, threathening or non-threatening. The shade does not actually cause harm, it is just meant to frighten.

System: The number of successes means the number of turns the Sorceror can control the shade. One BP spent, Charisma + Occult roll (difficulty 6).

3 • Coruscating Shadow

This allows the sorceror to take the shades from surfaces and bend them to whip around himself or herself in an ephemeral globe to conceal him or her.

System: 1 BP and Charisma + Occult roll (difficulty 6). Number of successes gives that many minutes of concealment. This gives a +2 difficulty to any actions being sent at the sorceror as well as + 2 to concentrate on the caster. This gives the Sorceror + 2 to his Stealth rating when enacted.

4 • Night's Veil

This allows the sorceror to extend existing shades one yard per success around him or her. Should the sorceror, even accidentally, step out of the shade, the effect is nullified.

System: One BP spent, Charisma + Occult roll (difficulty 6), successes means number of yards of 'control', one yard per success.

5 • Abyssal Pact

This level allows the Sorceror to add a bit of substance to his or her shades. This allows the Sorceror to let lose something that seems hungered and malevolent. This also gives the Sorceror a small chance (10%) to counter Obtenebration. This level should be used sparingly, as it could lead to insanity (10% roll each cast).

System: The sorceror and the target MUST be in the same patch of darkness. A successful roll (Charisma + Occult roll - difficulty 6) and expenditure of 1 BP, allows the Sorceror to feed off the target's essence. For every 2 successes (rounded up), the target loses 1 Stamina point which is given to the sorceror. These are considered lethal damage. Kindred may burn blood to restore the loss. A BOTCH drops the sorceror 1 permanent WP.