Plus, I'm not sure that Red Court even have spirits that you could suck in.
True. I more meant that, given the number of people the Red Court has murdered there, there should be a lot of ghosts.
As to the compels, another point is that the "oathbreaker" power as you wrote it is revolving around who they broke the oath to, which I don't think is accurate to the series (it's specifically fae that hold you to your oath like that; making a general promise on your power and then breaking it reflects on you regardless of who you're acting against); plus, it seems just killing the dude you broke oath against would remove the penalties entirely -- would it also remove the rebate?
Good point!
How about this?:
Oathbroken [+1]
Available only to spellcasters. You broke an oath made upon your power. As a result:
-you suffer a -1 penalty to all discipline rolls made for spellcasting.
-this upgrades to -2 against the both the person you broke your oath to and to people related to your broken oath (ie, If you promised person A on your power that you would stay with their daughter for a week and keep her safe, but then broke your oath to them and the daughter got turned into a vampire, then this penalty applies to both of them); also take a -1 conviction penalty against such people
upgrade: Faerie Oathbroken [+1]
The person you broke your oath to was actually a faerie. As such:
-you suffer a -1 penalty to any action that opposes the person you broke your oath to when they're in the same area as you.
-every time you try to work against them (when they're in the area, as above) and succeed, you must roll discipline (with the -1 penalty) against the result as if you were defending against an attack. Failure results in mental stress.
-increase all penalties by 1 for every additional time you break a promise to the person you broke your original oath to (subsequent promises need not be sworn on your power) (increase refresh rebate for this?)
upgrade: Murderous Oathbroken [+1]
You murdered the person to whom you broke your oath, hoping to escape the consequences. It didn't work. As such:
-a magical mark is on you, showing what you've done. Whenever dealing with someone in the magical community, you operate at -1 to all social skills. You can try to hide it, but as per "Marked by Power" this should be difficult and not last long.
Note: Some or all of these power rebates should not be taken unless you expect to regularly encounter the person to whom you've sworn your oath. Also, if you're a Denarian, you can't take these. The Fallen deals with the problem.