The Ash Path allows necromancers to peer into the lands of the dead, and even affect things there. Of the paths of Necromancy, the Ash Path is the most perilous to learn, because many of the path’s uses increase a necromancer’s vulnerability to wraiths.
System: Using Ex Nihilo takes a tremendous toll on the necromancer. To activate this power, the vampire must first draw a doorway with chalk or blood on any available surface. (The vampire may draw doors ahead of time for exactly this purpose.) The player must then expend two points of Willpower and two points of blood before making a Stamina + Occult roll (difficulty 8) as the vampire attempts to open the chalk door physically. If the roll succeeds, the door opens and the vampire steps through into the Underworld.
When the vampire wishes to return to the real world, he merely needs to concentrate (and the player spends another Willpower point and rolls Stamina + Occult, difficulty 6). At Storyteller discretion, a vampire who is too deeply immersed in the Underworld may need to journey to a place close to the lands of the living in order to cross over. Vampires who wander too far into the lands of the dead may be trapped there forever.
Vampires in the Underworld cannot feed upon ghosts without the use of another power; their only sustenance is the blood they bring with them.
Ex Nihilo allows a necromancer to enter the Underworld physically. While in the lands of the dead, the vampire is essentially a particularly solid ghost. He maintains his normal number of health levels, but can be hurt only by things that inflict aggravated damage on ghosts (weapons forged from souls, certain ghostly powers, etc.). A vampire physically in the Underworld can pass through solid objects in the real world (at the cost of one health level) and remain “incorporeal” for a number of turns equal to her Stamina rating. On the other hand, vampires present in the Underworld are subject to all of the Underworld’s perils, including ultimate destruction. A vampire killed in the realm of the dead is gone forever, beyond even the reach of other necromancers.
System: To exercise Shroud Mastery, the necromancer expends two points of Willpower, then states whether he is attempting to raise or lower the Shroud. The player then makes a Willpower roll (difficulty 9). Each success on the roll raises or lowers the difficulties of all nearby wraiths’ attempts to cross the Shroud in any way by one, to a maximum of 10 or a minimum of 3. The Shroud reverts to its normal strength at a rate of one point per hour thereafter.
Shroud Mastery offers the Kindred the ability to manipulate the veil between the worlds of the living and the dead. By doing so, a necromancer can make it easier for bound wraiths in his service to function, or make it nearly impossible for ghosts to contact the material world.