Path of the Dark Walker (Hedge Magic)

By Dean 'Nightfire' Howard

Disclaimer: Most of the spells are adaptions of spells in Microproses 'The Legacy'. Also, So are the descriptions, and they own the copyrights to them.he Storyteller System, Vampire: the Masquerade, Werewolf: the Apocalypse, Mage: the Ascension, Wraith: the Oblivion, Changeling: the Dreaming, Demon Hunter X and A World of Darkness are all trademarks of White Wolf Game Studios and the use of these trademarks is without their permission. The mention of or reference to any companies or products including White Wolf Game Studios and their respected products is not a challenge to the trademarks or copyrights concerned.

This path calls upon the powers of an ancient daemon, named the dark walker. It is unclear whether he became a daemon during his time in hel, or if he started and rebelled. By learning these powers, they take on aspects of the dark walker and, eventually become him. The caster gains the flaw of Dark Fate.

* Sight of the Dark Walker

The sight of the Dark Walker is bestowed on all mortals who call upon his name and power. Imperfect beings may see through the light of the shadow.

System: By rolling Path of the Dark Walker + Perception (Difficulty 8), the person gains the ability to through Obfuscate, Chimistry, Illusions and other perception altering or illusionary powers for 1 turn per success.

** Obsidian Shards of Annihilation

Dark is the power
Dark is the night
Dark are the daemons which provide its might.

System: By rolling Path of the Dark Walker + Strength (difficulty 8), the caster throws 3 dark shards which each do 1 damage per success. The maximum range is Path of the Dark walker x 10 feet.

*** Shroud of the Dark Walker

Wrapped within the Shroud of the Dark walker the body is shielded by the shadows from physical harm. This hex doth befuddle the eyes and confuseth the senses. It causeth lurid visions of madness and lunacy which some find pleasurable to behold.

System: By rolling Path of the Dark Walker + Stamina (Difficulty 8). Each success counts as +1 armour dice. Any rolls involving the casters perceptions, are increased by 1 and anyone trying to hit the character has a +2 difficulty. The shroud stays in place for 1 turn per Path rating.

**** Sword of the Shadow

From the realm of the shadow to the sphere of the light, this conjuration brings forth a runic blade of great power.

System: By rolling Path of the Dark Walker + Dexterity (Difficulty 8), a sword is summoned for 1 scene. The damage of the sword is aggravated and it causes Str + 5 damage (Difficulty 7).

***** Become the Dark Walker

From the bowels of the shadow realm, the Dark Walker?s power is lent to the mortal that calls upon his name, and destruction, will reign on his enemies.

System: By rolling Path of the Dark Walker + Wits (Difficulty 8) the mortals form becomes that of the Dark walker. The body becomes that of shadow (+5 Stamina), the other powers of the Dark Walker activate automatically and the caster gains the ability to walk between worlds without roll. This lasts for 1 turn per permanent willpower point. Whilst in this form the caster causes the Delirium.
 

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