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"They were not born of man nor monster, but of something far older, far darker. The Halloway siblings are not merely heretics — they are the death of all that dared call itself holy. To stand against them is to invite ruin, for even the gods tremble when they speak."
Elias Ward, Historian of the Hollowmere Chronicles, 1226 A.D.

Original Heretics, or simply the Heretics, are a group of extremely powerful heretics that are the first generation of vampire-siphoner hybrids and progenitors of their respective bloodlines. They are the oldest, fastest, strongest, and most powerful heretics in the world.

A number of characteristics differentiate an Original from the vampire bloodline that they begat, but the fundamental difference is that Originals became vampires through a spell. Unlike non-Original vampires, Original vampires are indestructible and cannot be killed by anything on earth aside from the White Oak Stake, a large enough source of magic, the conditions suitable to reverse the original spell, or by the advanced venom of the Upgraded Original vampire. They also can only be temporarily neutralized by a White Oak Ash Dagger, one of the Cursed Stakes, or through various spells or rituals. The same applies to the Original Heretics. Unlike later heretics, who were turned by vampires after being siphoners, the Original Heretics became what they are because their blood was used in the spell that created the first vampires. This makes them tethered to the very origin of vampirism and magic itself. As such, what can kill or neutralize an Original vampire — the White Oak Stake, ancient magic, Cursed Stakes, or powerful siphoning rituals — can do the same to an Original Heretic. However, due to their dual nature, Original Heretics are often even harder to neutralize, as their magical essence constantly fights against death itself.

The creation of the Originals dates back to the turn of the 11th century, after Mikael — the patriarch of the Mikaelson Family — sought to transform his children into immortal beings superior to werewolves. Mikael wanted his children to become stronger, faster, more agile, and have fangs of their own. His motivation to undergo this transformation was a result of the death of his youngest son Henrik, who was killed by a member of their neighboring village's werewolf pack during a full moon. Ayana, Esther's mentor and best friend, refused to do the spell to create such beings and warned that doing so would unleash a plague upon the world. Ignoring Ayana's warnings, Mikael convinced his wife Esther to do the spell instead. However she knew she wouldn't be powerful enough to cast the spell on her own she went to Amorette Halloway for help. Amorette also knowing she couldn't cast a spell that powerful either she sought out her children for help. Not fully explaining what she was asking her children they aided her without question; not knowing they will succumb to an inadvertently dark fate.

History of the Term[]

The term "Heretic" was redefined in the supernatural world with the rise of the Halloway siblings—Aleksander, Aleksandra, Tiffanie, and Hallow—an ancient and enigmatic quartet known as the Original Heretics. Long before the Gemini Coven's twisted experiments or the rise of Lily Salvatore’s family, the Halloways were feared and revered as the first beings to successfully merge vampire immortality with the potent magic of witchcraft. Born centuries before the founding of Mystic Falls, they were turned into vampires through a variation of the Immortality Spell cast by a rogue witch who sought to preserve her bloodline. However, unlike other vampires, the Halloways retained their ability to practice magic after the transition—a feat deemed impossible until then. Their dual nature—witch and vampire—made them living paradoxes, wielding immense power that defied nature itself. Legends of their existence were whispered throughout covens and vampire circles for centuries, but most considered them myth until traces of their magic resurfaced in present-day Mystic Falls.

Their story began to unfold in The Vampire Diaries when Bonnie Bennett stumbled upon a set of ancient grimoires in O Come, All Ye Faithful, revealing cryptic references to a bloodline that wielded both fangs and spells. The full truth was uncovered when Damon and Stefan unearthed a sealed tomb beneath the ruins of A View to a Kill, where Aleksander Halloway was discovered daggered in a coffin etched with protective runes. Over the course of Season four, the other siblings—Aleksandra, Tiffanie, and Hallow—were awakened one by one, each more dangerous and unpredictable than the last.

The Halloways referred to themselves as the Original Heretics, the progenitors of all who came after them. They saw modern Heretics as diluted imitators, lacking the refinement and purpose the Halloways once held. With their return, a new age of supernatural power began, shaking the fragile balance between witches, vampires, and all who dwell in the shadows.

Power & Abilities[]

Due to the nature and purpose of the spell that created them, the Original heretic's powers and abilities are the most advanced and, by far, superior to other vampires. Tiffanie said herself that they are the strongest creatures in the world; before they meet the Original Vampire. Rebekah has also said herself that they (being the Originals) are the strongest creatures in the world. This was the case until the creation of the Enhanced and Upgraded Original vampires. It is unknown if Original vampires grow stronger with age like non-Original vampires.

  • Super Strength: Original Heretics possess immense strength that far surpasses that of immortals, Supernatural Hunters, non-original vampires, witches, siphoners, werewolves, evolved werewolves, (both in human and transformed form), non-Original werewolf-vampire hybrids, and humans. Their strength allows them to decapitate enemies with a single strike, rip out hearts effortlessly, shatter solid structures with minimal force, and send opponents flying through the air with a single blow. They can easily break bones, snap necks and spines, and move or destroy heavy objects with little exertion. Their power rivals or exceeds nearly all known supernatural beings. Though they typically overwhelm most opponents with ease, it is believed that a coordinated assault by highly trained evolved werewolves or ancient beings infused with magic may present a moderate challenge — though likely not for long. Their strength, fueled by both their vampiric nature and magical core, gives them a distinct advantage in both offense and defense. Unlike other hybrids or heretics, the Original Heretics were born of the primal spell that created vampirism, making their strength a fixed pinnacle — not a progression over time. They remain among the most physically powerful creatures in existence.
  • Super Speed: Original Heretics possess speed far beyond that of immortals, Supernatural Hunters, non-original vampires, witches, siphoners, werewolves, evolved werewolves, non-original hybrids, and humans. They can move so quickly they appear as a blur, often stopping other supernatural beings mid-attack or vanishing and reappearing before a heart can beat twice. They can cover vast distances in a matter of minutes and easily outrun or intercept any known species, whether human or supernatural. Their reflexes are equally heightened, allowing them to react to threats before others even register them. While it's uncertain whether their speed increases with age, the Original Heretics appear to have been forged at the peak of supernatural capability, and their velocity remains unrivaled by any being not created through the original spell itself or enhanced through ancient magic.
  • Super Agility: Original Heretics possess exceptional agility, flexibility, and dexterity that surpass all other known beings — including immortals, Supernatural Hunters, non-original vampires, witches, siphoners, werewolves, evolved werewolves, hybrids, and humans. They can move with incredible precision and balance, effortlessly leaping great heights, scaling surfaces at unnatural speeds, and executing rapid movements without faltering. Their bodies are capable of fluid motion even in the heat of combat, allowing them to dodge attacks with ease and strike with pinpoint accuracy. They experience no exhaustion from physical exertion, making them relentless pursuers or combatants in any terrain or condition. Their agility is both instinctual and enhanced by their magical core, giving them a lethal edge in both movement and battle.
  • Super Senses: Original Heretics possess extraordinarily heightened senses — hearing, sight, and smell — far beyond those of immortals, Supernatural Hunters, non-original vampires, witches, siphoners, werewolves, evolved werewolves, hybrids, and humans. They can hear whispers across vast distances, detect heartbeats through walls, and pick up even the faintest sounds or shifts in movement. Their sight allows them to see with perfect clarity in complete darkness, track fast-moving targets with ease, and perceive details invisible to the human eye. Their sense of smell can distinguish individuals, trace blood from miles away, and detect the presence of magic, supernatural energies, or hidden threats. These amplified senses make them nearly impossible to ambush and extremely effective at hunting — whether for prey, enemies, or magical disturbances.
  • Super Durability: Original Heretics can endure far more trauma than Supernatural Hunters, non-original vampires, witches, siphoners, werewolves, evolved werewolves, hybrids, and humans — often with little to no visible damage or pain. Their resilience borders on invincibility, making them nearly impossible to injure through conventional means. Wood, while capable of briefly incapacitating them if stabbed through the heart, does not weaken them otherwise. They are rarely, if ever, dismembered or critically wounded in combat. Even high-impact weapons, enchanted blades, and supernatural strength barely slow them down, and environmental conditions such as cold or heat have no effect on them.
  • Healing Factor: The regeneration abilities of the Original Heretics are unmatched. They can recover from most injuries in seconds — from broken bones and stab wounds to burns and magical attacks. Even when exposed to poisonous substances or magical toxins, their bodies recover with unnatural speed. While certain enhanced dark magic — such as cursed blades or specific forms of werewolf venom — may slow their healing, it never stops it entirely. Human blood has been shown to accelerate the healing process dramatically. Their vampiric nature combined with their magical origin makes them nearly impossible to kill through injury or infection.
  • Immortality: Original Heretics are truly immortal. They do not age, cannot succumb to any human illness or disease, and are immune to all known toxins, poisons, and physical conditions. Their bodies are frozen in the prime of their creation, impervious to time or decay. Death can only come through rare, specific magical means tied to the spell that made them — not through natural or physical causes. The only physical weapon that can bring permanent death to an Original heretic is the White Oak Stake.
  • Enhanced Emotions: Original Heretics feel everything more intensely than ordinary beings. Emotions such as love, rage, sorrow, joy, and passion are magnified to overwhelming degrees. These amplified feelings give them an unmatched depth of experience — and, at times, can drive their actions with terrifying force. Regardless of how long they’ve lived, they continue to feel emotions as strongly as the day they were turned. They have been shown experiencing emotions as powerfully today as they did 1,000 years ago.
  • Emotional Control: Despite the power of their emotions, Original Heretics possess a degree of control over them. They can suppress or restrain feelings to a certain extent, though doing so becomes more difficult over centuries. It remains unclear if they can fully “switch off” their emotions like some vampires, but their self-discipline and mental strength have allowed them to maintain composure in situations where others would falter. However, when pushed to their emotional limit, their reactions are often catastrophic.
  • Mind Compulsion: Original Heretics possess the potent ability to control and influence the thoughts, emotions, behaviors, and memories of others. This compulsion works flawlessly on humans, non-original vampires, and non-original hybrids. However, they are unable to compel strong-willed witches, immortals, or werewolves — especially those in their evolved forms. The strength of their compulsion is amplified by their magical heritage, making them nearly impossible to resist for most mortals and weaker supernaturals.
  • Sire Bond: Though extremely rare, Sire Bonds can form between an Original Heretic and a human if that human is turned with the Heretic's blood and held deep emotional ties or affection for them prior to their transformation. These bonds, though infrequent, result in an unbreakable loyalty and emotional connection, often complicated by power dynamics and conflicting desires.
  • Telepathy (Tactile & Remote): Original Heretics can enter and influence the minds of others, provided their mental strength exceeds that of their target. This ability typically requires physical contact, but due to their magical nature, some Heretics have developed the skill to send thoughts, warnings, or visions across short distances. Their telepathy allows for non-verbal communication, memory-sharing, and momentary connection to another’s consciousness.
    • Dream Manipulation: Original Heretics are capable of slipping into and manipulating the dreams of others. They can create vivid dreamscapes, bestow nightmares, or weave comforting illusions. Through dreams, they can communicate cryptically, control perception, and even trap someone in a never-ending dream cycle. This ability is often used to seduce, torment, or warn — depending on the Heretic’s intentions.
    • Illusions: Original Heretics can conjure illusions that deceive the mind and senses, making others see, hear, feel, or even smell things that aren’t truly there. These illusions can mask reality, hide objects or people, or even create entire false scenarios to manipulate behavior or perception. The strength and complexity of their illusions depend on the Heretic's magical prowess and emotional control.
  • True Face: An Original Heretic’s true face is the manifestation of their supernatural nature — a terrifying reflection of their power and hunger. When revealed, their eyes shift to deep crimson, darkened veins spider beneath their eyes, and elongated fangs emerge. Their true face surfaces when overwhelmed by bloodlust, anger, lust, or sorrow — or at will. Their fangs are razor-sharp, capable of tearing through flesh and bone with ease. The appearance is a warning to others: beneath their human beauty lies something ancient, immortal, and dangerous. An Original heretic's fangs are extremely sharp which gives them the ability to tear into almost any substance (including and especially flesh) and tear off limbs. With the fangs come the darkened veins under the eyes as well.
  • Siphoning: Siphoners possess the rare ability to absorb nearly all forms of magic from external sources in place of their lack of personal power. As a result of this ability, they are able to detect the magic within other beings as well as unravel the most sophisticated of spells. Siphoning can be used to siphon the magic of enchanted objects as well as the magic from supernatural beings such as other witches, vampires, werewolves, doppelgängers, etc. This also extends to a supernatural being's body fluids, such as the blood of a witch, vampire or doppelgänger, or a werewolf's venom.
  • Mass Siphoning: Unlike standard siphoning — the act of drawing magic from a single source — Mass Siphoning is a devastating and extremely rare ability possessed only by the most powerful siphoner-witch hybrids, such as the Original Heretics. It is the supernatural equivalent of opening a magical void, allowing the Heretic to simultaneously drain all ambient and active magical energy from their surroundings in a wide radius. When initiated, Mass Siphoning draws from multiple sources at once — enchanted objects, ley lines, spellwork, mystical artifacts, the residual magic in supernatural beings, and even the very air itself if it’s thick with ancient enchantments. It is a full-bodied, ravenous pull that leaves behind a vacuum of power. In moments, enchanted barriers collapse, sigils wither, charms are reduced to dust, and spellcasters are left drained and vulnerable. The Heretic becomes a conduit for this energy, absorbing the amassed magic into their own body. During this state, they radiate with raw, untamed power — their veins glowing, eyes alight, and presence practically humming with force. Their magical abilities are temporarily amplified to unimaginable levels, allowing for spells that defy traditional limits, conjurations of immense size, or the ability to tear apart supernatural bonds and constructs with a whisper. However, Mass Siphoning is not without cost. The overwhelming influx of energy can cause temporary instability — emotional, magical, or even physical — as their bodies and minds struggle to process the sheer volume of power. Only Heretics with ironclad control and ancient bloodlines can master this ability without destroying themselves in the process. In the hands of an Original Heretic, Mass Siphoning is not just a weapon — it is an extinction-level event. It is a declaration of supremacy, draining the world around them of its mystical essence until only their magic remains.

Weaknesses[]

Even though the Original heretics are the first and strongest vampires-witch hybrids in the world, they still have some weaknesses, although fewer as compared to non-Original vampires, supernaturals. Original heretic are immune to most of the weakness of non-Original vampires and other supernaturals.

  • The Cure: If an Original Heretic takes the cure, they will revert back to being siphoner again. Once taken, the cure prevents them from being immortal again, causing the body to reject vampire blood.
  • Desiccation: Being completely drained of blood or the heart stopping will cause an Original heretic to desiccate like any other vampire, losing most of its strength and any ability to move. The desiccated body of an Original heretic will appear as a corpse and can only start functioning again once they feed on blood. This process can be replicated artificially by a witch casting a desiccation spell.
  • Invitation: In order to enter any house owned by humans, they need to be invited in by a living person that officially lives there or the person of entitlement. Once invited, the invitation cannot be revoked. Should an Original heretic be in the house without being invited in, such as being in a dessicated state, they will become disoriented and will begin to suffocate upon recovery. If the ownership to a house changes while inside, an Heretic, like Originals and normal vampires, would likely become disoriented and pulled from the house against their will.
  • Witchcraft: Magic is the very force that empowers the Original Heretics — it flows through them, fuels them, and defines their hybrid nature. But as much as they wield it with devastating mastery, witchcraft remains one of the only forces capable of affecting them. Even with their enhanced strength, speed, and durability, the right spell, incantation, or enchanted object can bring an Original Heretic to their knees — or to their end. Witches who are empowered by ancient lineages, ancestral magic, sacrificial rites, or celestial alignments are capable of casting spells that impact even the most powerful Heretic. For instance, rituals involving burning sage, crushed quartz, lunar ash, or sacred chants can disrupt a Heretic’s supernatural senses, sever magical connections, or overwhelm their siphoning abilities. Witches who have tapped into violent or extraordinary sources of magic — like the death of a hundred witches, the power of the Harvest, the Nexus Vorti, or mystical convergence points — can cast spells strong enough to paralyze, weaken, or even nearly kill an Original Heretic. A focused assault of magical energy, especially when combined with emotional intent, can shatter the defenses of even the most experienced siphoner. Over the centuries, witches have also crafted Dark Objects — relics and cursed items infused with destructive or binding spells. Objects such as Cursed Stakes, Spirit Shackles, or the infamous Papa Tunde’s Blade can bypass the Heretics' durability, disrupting their healing and siphoning capabilities, causing immense pain or temporary death. Some artifacts are even hexed to resist siphoning, acting like poison within the Heretic's system and corrupting the very magic they draw in. Despite their power, the Original Heretics are not immune to witchcraft — but their connection to it makes them uniquely vulnerable and uniquely dangerous. For every spell that can harm them, they can siphon tenfold if given the chance. It becomes a race between willpower and magic, between the witch’s incantation and the Heretic’s hunger. And once the Heretic turns that power back on the spellcaster... there’s rarely a second chance.
  • Physical Trauma: While any physical trauma can slow an Heretic down, minor ones such as cuts and bruises, are essentially ineffective due to the healing factor of an Original heretic. More significant injuries along the lines of gunshots, stab wounds, broken bones, and organ damage can incapacitate one due to the combination of pain and lack of their bodies proper function. However, the most effective way to neutralize an Heretic is to inflict injury normally fatal to a human such as breaking their neck. However, this is temporarily as they will completely heal in a short amount of time.
  • Vervain: Vervain prevents Original heretic being able to compel anyone who's ingested or wear it. Plants and other forms of vervain will also burn them upon contact, but they will heal very quickly if not for prolonged exposure.
  • Werewolf Venom: While werewolf venom can't kill Original heretic, it greatly weakens and incapicates them and causes them to experience hallucinations based on their memories. The effects are temporary and only last for a few hours. Mikael, however, has overcome pain from the venom and fought through the effects rather than suffer and hallucinate given his mental fortitude.
    • Advanced Werewolf Venom: Lucien Castle invented an advanced strain of venom derived from the seven werewolf bloodlines with no known cure. The venom is infused in the bite of an Upgraded Original Vampire. It is fatal to Original heretic in a manner similar to that of a werewolf or hybrid bite on regular non-Original vampires, although working twice as fast and more painfully. It is so potent that not even the blood of Klaus or Hope Mikaelson can cure it.
  • Wood: A wooden stake through the heart will desiccate an Original heretic and temporarily "kill" them. However, wood from the White Oak Tree can permanently destroy an Original heretic. Once staked with this wood, the stake will ignite in flames and ingulf the body of the Heretic, rendering both into ash.
  • White Oak Ash Daggers: A collection of enchanted silver daggers dipped in the ash of the white oak tree will neutralize an Original heretic when stabbed through the heart. If the dagger is removed, it must be dipped again in White Oak Ash to re-neutralize the Original heretic. Otherwise, it will have no effect and the Original heretic awakens within a few hours.

Former Weaknesses[]

  • Doppelgänger Blood Magic: If blood from the last pair of doppelgängers are used in the Magic Purification Spell, all vampires' abilities will be stripped from them little by little and then they will be brought back to the last stage of their human life: Death. They will then relive the way they died when they transitioned into vampirism. Kai absorbed the magic purification spell and as such, it is no longer there.
  • White Oak Stake: The sole known weapon capable of permanently killing an Original vampire — and by extension, an Original Heretic. Carved from the legendary White Oak Tree, this ancient wood is intrinsically bound to the origin of the Originals themselves. It was the same tree Esther Mikaelson used during the immortality spell that transformed her children into the first vampires, making the White Oak both a symbol of their power — and the key to their undoing. Because the tree existed at the exact moment of their creation, it became mystically tethered to the Original family’s immortality. Thus, anything fashioned from its wood bypasses their supernatural healing and burns through their very soul, leaving behind no path to resurrection. Over the centuries, the White Oak tree was either destroyed, hidden, or forgotten, but fragments of it survived — whether in stakes, splinters, bullets, or even childhood carvings. In Ashes to Ashes, the final indestructible stake, enchanted by Esther herself, was destroyed by Dahlia. Yet its ashes remained potent. It was later discovered that even inhaling White Oak splinters over time could lead to the slow, excruciating death of an Original. In Wild at Heart, Klaus’ old wooden toy — carved in innocence — was revealed to be White Oak in disguise. It was reforged into seven bullets, each capable of ending an immortal life. All were eventually destroyed, the last consumed in the spell that created Lucien’s evolution into an Upgraded Original vampire. Despite countless efforts to wipe it from the world, one stake remained, kept hidden by Klaus himself as a morbid safety net should he ever seek peace through death. This same stake was later broken in two by Klaus and Elijah, each half turned on themselves in an act of noble sacrifice to rid the world of The Hollow’s darkness once and for all. It is now believed that no trace of the White Oak tree remains — that every splinter, branch, and relic has been consumed, destroyed, or buried beyond reach. Whether this is truly the end of the White Oak's legacy remains uncertain, but its myth endures, whispered among witches and hunters alike: “The tree that gave them life... is the only thing that can take it away.”
  • Enchanted Thorns: Enchanted thorns created by the Hollow that were magically infused and grown in the ground laced with Marcel's blood, as an Upgraded Original vampire. A single scratch from these thorns will kill an Heretic; as of Phantomesque, the rosebush and thorns have all been destroyed.

Known Original Heretics[]

Trivia[]

  • The Original Heretics were the very first beings to master the forbidden fusion of witchcraft and vampirism—an unholy balance that granted them immense power but also made them pariahs among both witches and vampires.
  • Although ageless and nearly indestructible, the Heretics’ immortality came with an unstable thirst. Feeding on blood alone wasn’t enough—they often needed to siphon life force or magic to feel whole.
  • Because of their dual nature, the Heretics feel everything—joy, rage, grief—tenfold. Their power often spikes with their emotional state, making them volatile in battle but devastatingly effective.
  • A dark secret technique used by only the most ancient Heretics, blood sigils allow them to cast spells with their own blood instead of relying on natural elements.
  • While Heretics don’t turn like werewolves, their magic becomes more volatile under the full moon. That’s when your heretics learned to track them—when their siphoning becomes uncontrollable.
  • As siphoners, the Heretics couldn’t generate their own magic — but once turned into vampires, they could siphon their own vampiric magic, making them significantly more powerful than traditional witches or vampires.

References[]