Disciplines

Disciplines are supernatural powers granted by the Embrace. The origins of these powers are unknown,
but some speculate they are gifts from Caine, the father of all vampires himself.
There are two types; passive and targeted.


~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~


Passive disciplines target your own character, and affect their perception and their skills. They last for a certain amount of time depending on the caster's level of expertise, but can be broken in advance by the caster him-/herself.
The passive disciplines are; Auspex, Celerity, Fortitude, Obfuscate, Potence, Presence and Protean.

Targeted disciplines require your character to select a target on which to cast the spell; friend or foe, or even yourself. They can either harm or strengthen the target. You will also have to select what level to use, as each level represents a different "spell".
The targeted disciplines are; Animalism, Dementation, Dominate and Thaumaturgy.

What disciplines you have/can learn depends on what clan you are. Each clan has 3 disciplines they specialise in, and each discipline has 5 levels.

What levels you have access to depends on the age of your vampires. Neonates don't have access to any levels higher than 2, Ancillae can reach level 4, and only Elders and Methuselas can wield a level 5.
For the sake of 'realism' though, feel free to not have reached the highest level possible for your age, in every discipline you have.

Also, it is important that you are careful using disciplines, as some result in an obvious display of supernatural powers, and using them where the Masquerade is in effect (meaning in public or around mortals) will be considered a Masquerade violation, as it breaks the Masquerade. Other disciplines are subtle enough to use around mortals, as casting them will not be visible to the naked eye.
However, no disciplines are to be used while in an Elysium.


~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~


LIST OF DISCIPLINES:

Animalism
Auspex
Celerity
Dementation
Dominate
Fortitude
Obfuscate
Potence
Presence
Protean
Thaumaturgy

Obtenebration
Vicissitude


~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~



* ANIMALISM:

Type: Targeted
Clans: Gangrel and Nosferatu

The Discipline of Animalism helps the vampire to develop a close, intense connection with his primordial nature, allowing him to communicate with and influence the will of animals and eventually even gain control over his own Beast, or that of other supernaturals.

Level 1: Feral Whispers
Targets: Single
Breaks Masquerade: No
Description: Constituting the very core of Animalism, this power gives its user the ability to create a mental connection with an animal and issue simple commands. Eye contact is necessary (therefore, blind animals aren't affected), the vampire transmitting his desires through sheer force of will, and the results vary depending on the animal's intellect, abilities and disposition towards the vampire communicating with it. Simpler beasts such as insects and fish cannot be compelled by this ability.

Level 2: Beckoning
Targets: Multiple
Breaks Masquerade: No
Description: At this level, the vampire may call out to a specific type of animal in its own speech (howling like a wolf, crowing like a raven, etc), which will summon all the creatures of that type within hearing range. While the vampire cannot individually call out to an animal using this power, animals hearing the call can choose to respond or not; those most favourably disposed towards the vampire are most likely to answer.

Level 3: Quell of the Beast
Targets: Single
Breaks Masquerade: No
Description: A vampire who develops this power can gain control over a mortal's own inner Beast, and subdue it for his own purposes. Physical or intense eye contact is needed for it to be properly channelled, and results vary on the Kindred's intentions and the nature of the target. Courageous individuals may become listless and apathetic while the more sensitive of souls develop a deep, cowering fear of the vampire. Weak-willed individuals are easiest to subdue.

Level 4: Subsume the Spirit
Targets: Single
Breaks Masquerade: No
Description: By locking gaze with that of a beast, the vampire may possess its body and experience the world through its senses, even venture out in daylight, albeit in the borrowed form. Essentially, the vampire's consciousness subdues that of the animal, temporarily replacing it; during this time, his own body falls into a state similar to torpor. Gangrel in particular revel in this ability and the chance of sampling the consciousness of many different species. During the possession, the animal's feelings and sensations are transferred to the Kindred, including injuries sustained; if the animal dies during this time, the vampire falls into Torpor.

Level 5: Drawing Out the Beast
Targets: Single
Breaks Masquerade: Yes
Description: At this level of Animalism, the vampire has a keen understanding of their Beast and can project it upon someone else as to escape its fearsome effects. The target must be within sight and the vampire about to Draw Out the Beast must be at least close to frenzy themselves – if the attempt is successful, the Beast and all its destructive fury is transferred to the hapless victim, who frenzies immediately. If failed, the intensity of the frenzy increases exponentially and with potentially disastrous consequences for the vampire.


- - - - - - - - - - - - - - - - - - - -


* AUSPEX:

Type: Passive
Clans: Malkavian, Toreador and Tremere

The Discipline of uncanny sensory perception, Auspex is a powerful and dangerous tool; initially serving only to heighten a Kindred's senses, higher levels permit users to glimpse the tell-tale auras surrounding other creatures that could reveal their nature, mood and even subtler nuances of their personalities, eventually gaining the ability to project their own mind upon someone else's.

Level 1: Heightened Senses
Targets: N/A
Breaks Masquerade: No
Description: This power sharpens a vampire's senses, effectively doubling the clarity of sight, hearing and smell, and sharpening taste and touch. They can now taste a hint of liquor in a victim's blood or sense hollow spaces inside walls. Occasionally, this talent provides extra-sensory or even precognitive insights, unfocused glimpses into the future or the past, flashes of imagery or eerie foreboding; Kindred have no control over these, but may learn to interpret them accurately. Due to the expansion of their senses however, users can become overwhelmed by things such as loud noises, bright lights or foul smells, or particularly beautiful objects or vistas – the Toreador are especially vulnerable to the latter.

Level 2: Aura Perception
Targets: N/A
Breaks Masquerade: No
Description: With this power, the vampire can perceive the psychic auras that surround mortal and immortal beings alike. These halos, comprised of ever-shifting blends of colour, can provide a great deal of information to the trained user. The stronger the emotions, the more vivid the colours, though momentary impressions and personality traits may also be discerned among them. Likewise, Aura Perception is the quickest and surest way to differentiate between Kindred and humans – Kindred auras are pale while those of mortals radiate with the intensity of life.

Level 3: The Spirit's Touch
Targets: N/A
Breaks Masquerade: No
Description: When someone handles an object for any length of time, they leave a psychic impression upon it. With this ability, Kindred can read these impressions, and discover who handled the object, what was done with it and when. More recent events are easier to glimpse, and long-time owners leave stronger marks than someone handling the object briefly. For it to work, the vampire must touch the object and enter a shallow trance; the images obtained are rarely clear and concise however, often requiring a good deal of interpretation.

Level 4: Telepathy
Targets: Single
Breaks Masquerade: No
Description: This powerful ability permits a vampire to form a mental connection with a nearby mortal through which he can communicate wordlessly and read the target's innermost thoughts without them ever realizing it. The user can therefore “hear” the thoughts as though spoken to them, and can use this Discipline to control pawns with silent precision.

Level 5: Psychic Projection
Targets: N/A
Breaks Masquerade: No
Description: A Kindred with this ability is able to project all of their senses into an astral form, which can travel at great speeds across the globe and even underground, but cannot take visible form or interact with the physical world – it can however speak. This projection is immune to fatigue or injuries, connected to its physical form through a single ephemeral cord; during the time its astral self is active, the vampire's body lies into a deep trance and the consciousness is not aware of its state until it returns. If the link between the two is severed, it becomes stranded in the ephemeral plane of spirits and shadows, and returning to its physical shell is a long and terrifying ordeal that may never be completed; this danger prevents most Kindred from leaving their bodies behind for long, but those who dare can learn much.


- - - - - - - - - - - - - - - - - - - -


* CELERITY:

Type: Passive
Clans: Brujah and Toreador

Possessed by the Toreador and Brujah clan, this discipline gifts vampires with astonishing speed and reflexes, compared to which the rest of the world appears to be moving in slow-motion. Its uses are varied and complex, from a means of escape to an advantage in combat or lending preternatural grace to a performance.

Level 1
Targets: N/A
Breaks Masquerade: No
Description: Increases speed a little bit.

Level 2
Targets: N/A
Breaks Masquerade: No
Description: Increases speed a bit.

Level 3
Targets: N/A
Breaks Masquerade: No
Description: Increases speed quite a bit.

Level 4
Targets: N/A
Breaks Masquerade: Yes
Description: Increases speed alot.

Level 5
Targets: N/A
Breaks Masquerade: Yes
Description: Greatly increases speed.


- - - - - - - - - - - - - - - - - - - -


* DEMENTATION:

Type: Targeted
Clans: Malkavian

The special legacy of the Malkavian clan, Dementation allows the vampire to channel madness, focus it and pour it into the minds of others. Although the practitioner need not be mad himself – at least initially – madness certainly offers a deeper insight into the key tenets of this Discipline, and it is said that one cannot unlock its secrets and keep one's sanity.

Level 1: Passion
Targets: Single
Breaks Masquerade: No
Description: The vampire may stir his target's emotions, amplifying them or on the contrary, dulling them to listlessness. When on the receiving end of this power, mild irritation turns to frothing rage and love to casual interest. The Cainite can only affect emotions already present in the target, not create them at will.

Level 2: The Haunting
Targets: Single
Breaks Masquerade: No
Description: With this power, the vampire can flood the victim's sensory centres with barely perceptible visions, sounds, scents etc. that are not really there. Although one cannot control what the victim perceives, they can choose which sense to influence. Often manifesting when the target is alone or drifting to sleep, these haunting effects are never pleasant or easily ignored, taking the shape of anything from their repressed fears to guilty memories, creating the distinct impression of slowly growing mad.

Level 3: Eye of Chaos
Targets: Single
Breaks Masquerade: No
Description: This peculiar ability allows the vampire to take advantage of the fractured wisdom hidden in insanity. He might scrutinize the patterns of a person's soul, the convolutions of a vampire's inner nature, or even random events in nature itself. The Kindred with this power can discern the deepest-hidden of psychoses, or gain insight into one's true self.

Level 4: Voice of Madness
Targets: Single
Breaks Masquerade: No
Description: By merely addressing his victims aloud, the Malkavian can drive them into fits of blind rage or fear beyond all rational thought. Plagued by horrid hallucinations, victims will try to flee or destroy them, the outcome often being disastrous. Humans are invariably affected, but vampires with enough willpower and self control may close their minds off to the assault; if they fail, they will either frenzy immediately or fall into a Rotschreck-like terror. (Rotschreck is a vampire's innate fear of fire)

Level 5: Total Insanity
Targets: Single
Breaks Masquerade: No
Description: The vampire pulls the madness from the deepest recesses of her target's mind, focusing it into an overwhelming wave of pure insanity. This power has driven countless victims, human and Kindred alike, to unfortunate ends.


- - - - - - - - - - - - - - - - - - - -


* DOMINATE:

Type: Targeted
Clans: Tremere and Ventrue

This Discipline involves influencing the very thoughts and actions of others through the vampire's own willpower. It is necessary to capture the victim's eye – therefore, it can only be used on one target at a time – and commands must be issued verbally in a language that is understood. Since it relies on the user's force of will, Kindred who use Dominate tend to be wilful individuals themselves with a tendency towards control.

Level 1: Command
Targets: Single
Breaks Masquerade: No
Description: Locking eyes with a desired target, the vampire can issue a curt, straightforward command – such as run, laugh, jump etc that must be performed immediately. The command may be included in a sentence where the word is emphasized through tone of voice, but the subject cannot be ordered to do something harmful to themselves.

Level 2: Mesmerize
Targets: Single
Breaks Masquerade: No
Description: With this power, the vampire can implant a false thought or hypnotic suggestion into the victim's subconscious mind. The suggestion can range from the simplest of commands to complex ones and can be activated immediately or triggered later through a specific stimulus. Eye contact and intense concentration must be present while the idea is being planted, and only one suggestion can be implanted at a time. No matter how strong the Kindred's willpower, his command cannot force a subject to harm themselves directly or defy their inner Nature.

Level 3: The Forgetful Mind
Targets: Single
Breaks Masquerade: No
Description: After capturing the target's gaze, the Kindred delves into their memories, stealing or re-creating them at will. This does not allow for telepathic contact – the vampire acts much like a hypnotist, drawing out memories and implanting their own suggestions. He may choose to modify the subject's mind only slightly – for example, removing memories of having met or being fed upon – or alter their past memories utterly. While rifling through someone's memories is an easy enough task for those capable of it, proper applications of the Forgetful Mind take tremendous skill and finesse; detailed memories take root better than simple ones but they often clash with minute nuances of the subject's actual recollections making it a complex and uncertain task. Carelessly erasing unwanted memories has the downside of leaving a gap in someone's psyche, which along the line can cause more trouble than good.

Level 4: Conditioning
Targets: Single
Breaks Masquerade: No
Description: Through sustained manipulation, the vampire can make a subject increasingly pliant to their will and influence and more resistant to that of other immortals. It is a long, gradual process that can take weeks or even months to complete, ensnaring the mind by implanting it with subtle whispers and veiled urges that eventually ensure one's complete loyalty. There is, however a downside: the subject loses much of their passion and individuality, in the end degenerating to nothing more than an automaton who carries out instructions quite literally and with no initiative or imagination.

Level 5: Possession
Targets: Single
Breaks Masquerade: No
Description: At this level of Dominate, the Kindred can force his own psyche into that of a mortal victim, replacing it completely by staring into their eyes. Once the transfer is complete, the vampire controls his “host” as easily as he would his own body, while the captured mortal's mind is aware of events only in a dreamlike fashion. Likewise, the immortal's body lies in a torpid state, defenceless. This discipline does not work on vampires, only through a blood bond can such a control can be achieved in their case.


- - - - - - - - - - - - - - - - - - - -


* FORTITUDE:

Type: Passive
Clans: Gangrel and Ventrue

All vampires possess a preternatural toughness that makes most normal damage insubstantial; those gifted with Fortitude, however, are bestowed with a resilience and vigour far beyond it. It gives them the ability to withstand mighty blows, hails of bullets and even helps protect them from dangers such as sunlight, fire and terminal falls.

Level 1
Targets: Self
Breaks Masquerade: No
Description: Increases the amount of damage you can withstand a little bit.

Level 2
Targets: Self
Breaks Masquerade: No
Description: Increases the amount of damage you can withstand a bit.

Level 3
Targets: Self
Breaks Masquerade: No
Description: Increases the amount of damage you can withstand quite a bit.

Level 4
Targets: Self
Breaks Masquerade: Yes
Description: Increases the amount of damage you can withstand alot.

Level 5
Targets: Self
Breaks Masquerade: Yes
Description: Greatly increases the amount of damage you can withstand.


- - - - - - - - - - - - - - - - - - - -


* OBFUSCATE:

Type: Passive
Clans: Malkavian and Nosferatu

With this uncanny ability, Kindred can conceal themselves even in plain view, by wishing to remain unseen. They do not actually become invisible, but instead alter the perception of others into believing they have indeed vanished – as such, their image can still be captured on cameras, etc.
Additional uses enables Kindred to alter their features and conceal other people or objects.
The Discipline of Auspex may see through the cloak of Obfuscate using Heightened Senses, while animals and sometimes children might instinctively sense the vampire's presence.

Level 1: Cloak of Shadows
Targets: Self
Breaks Masquerade: No
Description: At this level, the vampire depends on the cover of surrounding shadows to conceal his presence; he must remain out of the way under some sort of cover (lamppost, bush, curtain etc.) and out of direct light. The cover vanishes if the immortal moves or falls under light.

Level 2: Unseen Presence
Targets: Self
Breaks Masquerade: No
Description: With experience, the vampire can move around without being seen. Shadows seem to shift to cover him and others unconsciously avoid contact with the cloaked creature; weak-willed individuals may even scatter away from the area in inexplicable fear. Since the vampire retains his full physical substance, he must be careful to avoid physical contact or creating noise of any kind; even a whisper can be enough to shatter the illusion and render him visible.

Level 3: Mask of A Thousand Faces
Targets: Self
Breaks Masquerade: No
Description: While keeping his own physical appearance, the vampire can influence the perception of others, causing them to see someone other than himself. He must have a firm idea of the features he wishes to superimpose over his own, and the first decision is whether they are to be entirely fabricated or those of another person. There are downsides to both, on one hand, creating a believably-proportioned face out of thin air is more difficult, but with copying someone else's comes the obvious predicament of acting out a believable personality as well.

Level 4: Vanish from The Mind's Eye
Targets: Self
Breaks Masquerade: No
Description: This power enables the Cainite to disappear from plain view, even if he stands directly in front of someone. The disappearance is quiet and subtle, but its effects are not: most humans will panic, even later attempt to block the memory from their minds, and even other Kindred tend to be unnerved by such abrupt vanishing acts.

Level 5: Cloak the Gathering
Targets: Multiple
Breaks Masquerade: No
Description: At this degree of power, the vampire may extend his powers of concealment to cover an entire area and its occupants, including himself if he so wishes. Any protected person who compromises the cloak reveals himself, and if the one invoking the power gives himself away, the illusion falls from everyone.


- - - - - - - - - - - - - - - - - - - -


* POTENCE:

Type: Passive
Clans: Brujah and Nosferatu

Unlike Fortitude which deals with resilience, Potence is the Discipline of supernatural strength. Potence enables vampires to leap incredible distances, lift massive weights and strike opponents with terrifying force. More powerful immortals have been known to leap so far they appear to be flying, toss entire cars single-handedly or punch through concrete.

Level 1
Targets: Self
Breaks Masquerade: No
Description: Adds a little bit of strength to any attack made by the caster.

Level 2
Targets: Self
Breaks Masquerade: No
Description: Adds a bit of strength to any attack made by the caster.

Level 3
Targets: Self
Breaks Masquerade: No
Description: Adds quite a bit of strength to any attack made by the caster.

Level 4
Targets: Self
Breaks Masquerade: Yes
Description: Adds a lot of strength to any attack made by the caster.

Level 5
Targets: Self
Breaks Masquerade: Yes
Description: Adds a great deal of strength to any attack made by the caster.


- - - - - - - - - - - - - - - - - - - -


* PRESENCE:

Type: Passive
Clans: Brujah, Toreador and Ventrue

This is the discipline of preternatural attraction, able to inspire zealous fervour, devoted passion or unspeakable terror in mortals and immortals alike, gifting its user with an indescribable mystique. Unlike virtually any other Discipline, this power can be used on entire crowds at the same time, as long as the caster's face is visible; eye contact is not even necessary. Furthermore, it transcends gender, age, religion, and most importantly, supernatural nature. Technically, a Methuselah is no more immune to Presence than a lowly cab driver, but older and wiser Kindred tend to develop their own ways of resisting it.

Level 1: Awe
Targets: Multiple
Breaks Masquerade: No
Description: Awe amplifies the sublime magnetism of Presence. Those near the vampire suddenly find themselves wanting to be near him and become receptive to his point of view, making Awe extremely useful for mass communication. The spell is broken by danger or simply leaving the area, but those affected will remember how they felt in the Kindred's presence and that will affect their future encounters.

Level 2: Dread Gaze
Targets: Single/Multiple
Breaks Masquerade: No
Description: While all Kindred can frighten others by revealing their true vampiric natures - baring fangs and claws, hissing, growling or glaring with malice - this power focuses these elements to insanely terrifying levels. Dread Gaze fills victims' hearts and minds with unbearable terror, sending them into stupefied immobility or reckless flight. Even the more stalwart of individuals will be inclined to retreat.

Level 3: Entrancement
Targets: Single
Breaks Masquerade: No
Description: This power bends others' emotions, making them the vampire's willing slaves. Due to what these individuals perceive as true and enduring love and devotion, they heed the vampire's every desire and because it is done willingly out of love (albeit a perversion of it), the servants retain their creativity and individuality.
While these obedient minions are more pleasant and spirited than the mind-slaves created by Dominate, they're also somewhat unpredictable. The effects of Entrancement are also temporary, so dealing with a lapsed slave can prove troublesome; therefore, Kindred usually dispose of these temporary aids once they've outlived their usefulness or bind them more securely through a Blood Bond.

Level 4: Summon
Targets: Single
Breaks Masquerade: No
Description: This impressive power enables the vampire to call to himself any person whom he has ever met. The call can go to anyone, mortal or supernatural, and across any distance. The summoned tries to reach the vampire as soon as possible, knowing intuitively where to go even if the caster changes locations. While the subject is mainly focused on reaching the vampire, he will not neglect his own well being. He retains his survival instincts and although he would not shirk physical violence to reach his goal, he will not put himself in suicidal situations. The call dissipates at dawn and if the vampire has not reached his desired target by then, he must call again the following night – obviously, this power is most useful locally.

Level 5: Majesty
Targets: Multiple
Breaks Masquerade: No
Description: At this stage, the vampire can augment his preternatural mien a thousandfold: the attractive become paralysingly beautiful, the homely become hideously demonic. Majesty inspires universal respect, adoration, fear – or even all at once – in those around the vampire. He is found to be so formidable, almost no-one dares risk his displeasure – raising their voices to him is difficult, raising a hand against him is unthinkable. Those who manage to shake off this incredibly potent mystique soon find themselves overwhelmed by all the rest under the vampire's thrall, but Kindred old and wise enough to have gained this power use it with care: a publicly crushed dignitary is of little further use, while a humiliated Kindred has centuries ahead to plan his revenge.


- - - - - - - - - - - - - - - - - - - -


* PROTEAN:

Type: Passive
Clans: Gangrel

The claim of the Gangrel clan, this Discipline allows the vampire to manipulate his physical form by growing bestial claws, assuming the form of wolves or bats, transforming into mist and melding into the earth. The vampire's clothes and small personal items also change when he transforms, but he cannot transfigure large objects or other people.

Level 1: Eyes of the Beast
Targets: Self
Breaks Masquerade: See description
Description: The vampire sees perfectly in total darkness, not needing a source of light to notice details even in the darkest of basements of caves. The eyes glow red, a sight sure to disturb most mortals. At a close distance, Kine will notice the eyes, which causes a Masqurade violation.

Level 2: Feral Claws
Targets: Self
Breaks Masquerade: See description
Description: The vampire's nails transform into long, wickedly sharp claws that have little trouble tearing through flesh, earth and even wood and stone. They are fearsome weapons against other immortals. At a medium distance, Kine will notice the claws, which causes a Masqurade violation.

Level 3: Earth Meld
Targets: Self
Breaks Masquerade: Yes
Description: One of the most prized powers of the Gangrel, Earth Meld enables the vampire to become one with the soil. He literally sinks into the ground, where his substance enters a transitional state between flesh and earth, where he can sleep safely during daylight hours. Though the vampire can immerse himself fully into the ground, he cannot move through it and if his resting place is disturbed, he is instantly awakened to his full physical presence, bursting through the soil.

Level 4: Shape of the Beast
Targets: Self
Breaks Masquerade: See description
Description: This legendary ability allows the vampire to transform into a wolf or a bat; these are no ordinary animals however, and they retain all of the vampire's temperament and psyche, but they also have the advantages of their type (heightened senses for wolves and flight for bats). In this shape, the vampire can use most other Disciplines save for Thaumaturgy and Vicissitude. If the transformation to or from animal form occurs around kine, the Masquerade is broken, and causes a Masquerade violation.

Level 5: Mist Form
Targets: Self
Breaks Masquerade: Yes
Description: This truly unsettling power enables the vampire to transform into mist, which takes the shape of a hazy cloud and can slip under doors, through grates, down pipes and other tiny openings. Strong winds may throw the vampire's mist form off course, but even the force of a hurricane cannot disperse it; they are immune to physical attacks but not supernatural ones; likewise, mental Disciplines can be used, but not those that require physical substance (and yes, that includes eyes). If the transformation to or from mist form occurs around kine, the Masquerade is broken, and causes a Masquerade violation.


- - - - - - - - - - - - - - - - - - - -


* THAUMATURGY:

Type: Targeted
Clans: Tremere

Thaumaturgy is the unique possession of the Tremere clan and its most prized secret – it encompasses blood magic and other kinds of sorcery, making it one of the most complex, versatile and powerful Disciplines. It is divided into two parts: Thaumaturgical paths and rituals. Paths are applications of the vampire's knowledge of blood magic, defining what types of sorcery he can perform. The first path a Kindred learns (typically from their sire) is considered to be their primary path. Rituals are formulaic in nature, most akin to the ancient magical spells of bygone nights.


- THAUMATURGICAL PATHS:

1. The Path of Blood

Almost every Tremere studies the Path of Blood as his primary path, based as it is on the manipulation of Kindred vitae. Therefore, it is the path which encompasses some of the most fundamental principles of Thaumaturgy.

Level 1: A Taste For Blood
Targets: Single
Breaks Masquerade: If done in plain sight of others; yes.
Description: This power was developed as a means to gain important information from a foe, very important in the early, tumultuous nights of Clan Tremere. By tasting the blood of his subject, the thaumaturge may determine how much vitae remains in the body, and if the subject is a vampire, how recently he has fed, his approximate generation and, in the case of those especially skilled, whether he has recently committed Diablerie.

Level 2: Blood Rage
Targets: Single
Breaks Masquerade: No
Description: This power allows the vampire to force another Kindred to expend blood against his will. The lightest touch is enough for this power to take effect, the target experiencing a rush as his physical attributes are heightened at the cost of precious vitae, or can even find himself on the brink of frenzy as his stores of blood are being depleted.

Level 3: Blood Potency
Targets: Self
Breaks Masquerade: No
Description: The thaumaturge gains such control over his own blood that he may effectively concentrate it, making it more powerful for a short period of time. This power can only be used once a night.

Level 4: Theft of Vitae
Targets: Single
Breaks Masquerade: Yes
Description: As the name suggests, with this ability the vampire can siphon vitae from his victim without even needing to come into contact with them. Blood literally streams out of the subject in a physical torrent which the thaumaturge mystically absorbs (therefore, it's not necessary for it to enter through the mouth). Bear in mind however that the effects on the drinker are the same as with any other form of blood intake, and three uses on the same vampire will create a Blood Bond.

Level 5: Cauldron of Blood
Targets: Single
Breaks Masquerade: Yes
Description: Through touch, a thaumaturge using this power can make a subject's blood boil in his veins like water on a stove. This is always fatal to humans and causes great damage even to the mightiest of vampires.


2. The Lure of Flames

This path grants the thaumaturge the ability to conjure forth mystical flames – small at first, but skilled magicians can create great conflagrations. Understandably, the Lure of Flames is greatly feared, because fire is one of the surest ways to kill a vampire. Fire created by this path is not "natural", and must be released by the caster for it to take effect. A vampire may hold a harmless flame in his hand, but once it is released he has no control over it, and it burns normally. Five levels exist for this path as well, but they are only different through the extent and damage caused by the fire conjured.

Level 1: Candle
Targets: N/A
Breaks Masquerade: Yes
Description: N/A

Level 2: Palm of Flame
Targets: N/A
Breaks Masquerade: Yes
Description: N/A

Level 3: Campfire
Targets: N/A
Breaks Masquerade: Yes
Description: N/A

Level 4: Bonfire
Targets: N/A
Breaks Masquerade: Yes
Description: N/A

Level 5: Inferno
Targets: N/A
Breaks Masquerade: Yes
Description: N/A


3. Movement of the Mind

This path gives the thaumaturge the ability to move objects telekinetically through the mystical power of their vitae. At higher levels even levitation and flight is possible, while objects influenced by the vampire can be manipulated as though held by him – they may be lifted, spun, juggled or even thrown, though creating enough force to do damage this way requires mastery of Level 4 or higher. Some thaumaturges skilled in this path use it to guard their havens by animating axes, swords or firearms to ward off intruders, and even in harmless application it can have wholly unnerving effects, particularly on mortals; after all, people are quite put off when the pages of a book turn by themselves! Like The Lure of Flames, the levels of this path are relative to how much weight a thaumaturge can control. At level 3, a vampire can levitate and fly at running speed no matter how much he weighs, but restrictions apply when trying to manipulate other objects.

The levels and their associated weight limitations are as follows: Level 1 – one pound, Level 2 – twenty pounds, Level 3 – two hundred pounds, Level 4 – five hundred pounds, Level 5 – a thousand pounds.


4. The Path of Conjuring

A staple of occult and supernatural legend long before the birth of the Tremere clan, this path allows Kindred to invoke objects out of thin air and is limited only by the conjurer's mind and size. Objects summoned this way, even specific objects, are uniformly generic and identical to the other objects of that type previously conjured. They have the same characteristics and texture, and no distinguishing marks. The limit of the size of conjured objects is that of the conjurer himself; no objects larger than him can be summoned. He must also have some degree of familiarity with the object – working from imagination or a picture is more difficult than trying to conjure a personal item the vampire has handled many times before. Summoning imperfect replicas is always a possibility, particularly for beginners.

Level 1: Summon the Simple Form
Targets: N/A
Breaks Masquerade: No
Description: At this level, the conjurer may create a simple, inanimate object. It can have no moving parts and cannot be made of multiple materials. Examples include: a wooden stake, a steel bar, a lead pipe. Likewise, the vampire must keep the object from vanishing through repeatedly exercising his willpower on it (typically once a night).

Level 2: Permanency
Targets: N/A
Breaks Masquerade: No
Description: At this level, conjured objects are permanent without repeated enforcing, though simple forms are still the only thing a conjurer can create.

Level 3: Magic of the Smith
Targets: N/A
Breaks Masquerade: No
Description: With this power, the kindred may conjure complex objects with multiple components and moving parts, such as guns, bicycles and cell phones.

Level 4: Reverse Conjuration
Targets: N/A
Breaks Masquerade: No
Description: This powers allows the conjurer to banish into non-existence any object previously called forth via this path.

Level 5: Power Over Life
Targets: N/A
Breaks Masquerade: No
Description: This power cannot create true life, but it can summon forth some truly impressive simulacra. Creatures (and other people) summoned with this power have no free will to act on their own, and will obey simple instructions from their conjurer.


5. Hands of Destruction

The Hands of Destruction has an infamous history, believed by some to be demonic in origin, and is practised almost exclusively by Sabbat thaumaturges. Brutal and painful, it embodies the violent nature of its Sabbat wielders, existing solely to cause entropy and decay.

Level 1: Decay
Targets: N/A
Breaks Masquerade: No
Description: This power accelerates the decrepitude of its target, causing it to wither, rot or otherwise break down. The target must be inanimate, but dead organic matter can be affected.

Level 2: Gnarl Wood
Targets: N/A
Breaks Masquerade: Yes
Description: This power warps and bends wooden objects. Though the wood is not otherwise damaged, this power often leaves the objects utterly useless. It can also be used to swell or contract wood, in addition to bending it into unwholesome shapes, and it requires only a glance, not physical contact. Multiple objects can be warped at once, useful when facing a team of stake-wielding vampire hunters.

Level 3: Acidic Touch
Targets: N/A
Breaks Masquerade: Yes
Description: By transmuting his own blood, the thaumaturge secretes a bilious, acidic fluid from any section of his body that can corrode metal, destroy wood, and cause horrendous chemical burns to living tissue. The thaumaturge is immune to his own acidic touch.

Level 4: Atrophy
Targets: N/A
Breaks Masquerade: Yes
Description: This power withers a victim's limb, leaving only a dessicated, almost mummified husk behind. The effects are instantaneous; in mortals, they're also irreversible. Vampires afflicted by this power must regrow the atrophied limbs, but heads, torsos etc cannot be affected this way.

Level 5: Turn to Dust
Targets: N/A
Breaks Masquerade: Yes
Description: This fearsome power accelerates entropy in its victims; mortals literally crumble to dust at the mere touch of a skilled thaumaturge, aged beyond death and into putrefaction. Although it affects vampires, it has no detrimental effect on them (they're immortal). At most, they wither slightly for one night and their strength is affected.



- THAUMATURGICAL RITUALS:

Available to thaumaturges of any path, rituals are meticulously researched formulas that create specific magical effects. Less versatile than paths, they are singular and straightforward, better suited for specific goals. Thaumaturgical rituals are rated from 1 to 5, each level corresponding both to the mastery of the would-be caster and the relative power of the ritual itself. They do not come without dangers; a blotched ritual may have catastrophic effects or even summon an ill-tempered demon... Rituals sometimes require special ingredients or reagents to work – noted in the description. Common components include herbs, animal bones, ceremonial items, eyes of newt, tongues of toad etc., and some are notoriously difficult to acquire. Rituals can be learned from tomes, scrolls or other Kindred, and depending on difficulty they can take from a few nights to weeks, months and even years to master. Some Warlocks have been known to study complex rituals for decades, sometimes centuries.

Level 1 Rituals:

Defense of the Sacred Haven:
This ritual prevents sunlight from entering an area within 20 feet of the caster. A mystical darkness blankets the area, sunlight reflecting off windows or magically failing to pass through arches and other portals. The caster draws sigils in his own blood on the affected windows and doors while reciting incantations and the ritual lasts as long as the thaumaturge stays within the 20 foot radius.

Wake With the Evening's Freshness:
This ritual allows a Tremere to waken at any sign of danger, especially during the day. This ritual requires the ashes of burned feathers to be spread across the area where the Kindred wishes to sleep, and must be performed immediately before he settles down to sleep.

Communicating with Kindred Sire:
By enacting this ritual, a Kindred may communicate telepathically with his Sire across any distance. The caster must possess an item once owned by the Sire and the conversation may continue until the ritual has expired (10 minutes) or one of the parties breaks the link.

Deflection of Wooden Doom:
This ritual protects a Tremere from being staked, whether he is resting or active. While simply being near the caster won't affect the stake, any attempt to impale the vampire will result in its disintegration.
For this ritual to work, the thaumaturge must surround himself with a circle of wood (any wood – sawdust, furniture, etc) for a full hour, and the circle must remain unbroken. At the end of the hour, the vampire places a wooden splinter under his tongue which, if removed, nullifies the ritual, and the effect lasts until the following dawn or dusk.

Devil's Touch:
The Tremere use this ritual to place a curse on mortals (it doesn't work on vampires) who have incurred their wrath. It marks individuals invisibly, causing all who come in contact with them to develop an immediate and strong dislike to them, doing anything in their power to make their lives miserable. The ritual lasts one night and a penny must be placed somewhere on the subject.


Level 2 Rituals:

Ward Versus Ghouls:
Wary Tremere have created this ritual to protect themselves from the minions of vengeful rivals. By pouring his own blood over the object he wishes to ward (a doorknob, coin, whatever) and reciting the correct incantation, the caster creates a glyph that causes great pain to any ghouls who come into contact with it. This ritual affects only single objects – therefore, it can be cast over a car door, not the entire car, and lasts ten hours. Ghouls who touch the object will experience excruciating pain which occurs again if the object is touched repeatedly.

Principal Focus of Vitae Infusion:
This ritual imbues a quantity of blood within the object upon which it is cast. It must be small enough for the Kindred to carry in their hand and it can be as small as a dime. After the ritual is completed, the object takes on a reddish hue and becomes slick to the touch; at a mental command from the thaumaturge, it breaks down into a pool of blood that can be used for whatever purpose. Many Tremere wear such enchanted baubles as emergency blood supplies.


Level 3 Rituals:

Incorporeal Passage:
This ritual enables a thaumaturge to make himself immaterial, thus able to walk through walls, pass through closed doors etc. The caster also becomes invulnerable to physical attacks, but must follow a straight path through the object and cannot draw back. He must carry a shard of a mirror that holds his image, which if turned away or broken nullifies the ritual.

Pavis of Foul Presence:
Kindred who try to use their Discipline of Presence on the caster of this ritual experience its effects on themselves instead. For example, a vampire using Presence to instil utter fear in a Kindred under the influence of this ritual feels the fear himself. The ritual is an unbroken secret among the Tremere who claim it is not known outside the clan, and the magical component needed is a length of blue silk which is to be worn around the neck of the person protected by the magic. The Tremere joke privately that this is their "ritual for the Ventrue".


Level 4 Ritual:

Bone of Lies:
This ritual enchants a human bone of at least 200 years of age so that anyone who holds it must tell the truth. It works by binding the spirit of the individual to whom the bone belonged in life to wrestle the truth from a potential liar. The spirit absorbs each lie as it compels the holder to tell the truth, the bone turning blacker with each one; when it becomes ebony, the magic is spent. A specific bone may never be used twice for this ritual, and because summoned spirits reflect the absorbed sins as well as the anger at their unwilling servitude, anonymous bones are often used then buried forever.


Level 5 Ritual:

Blood Contract:
This frightful ritual creates an unbreakable agreement between the two parties who sign it. The contract must be written in the caster's blood and signed in the blood of whoever applies their signature to it, who must additionally ingest the contractor's blood. The ritual takes 3 nights to enact fully, after which the parties are compelled to fulfil the terms of the contract. This is powerful magic indeed, and it isn't unheard of for demons to materialize and enforce adherence to certain blood contracts. The only way to break the agreement is to fulfil it or burn the document.


- - - - - - - - - - - - - - - - - - - -


* OBTEBEBRATION:

Type: Targeted
Clans: Lasombra

The dominion of the Lasombra Clan, Obtenebration grants its users power over darkness itself. Its precise nature is a matter of debate - some believe that the darkness invoked is made of nothing but shadows while others, perhaps more correctly, believe the power grants Kindred control over the stuff of their own soul. Whichever the truth, the effects of Obtenebration are terrifying and blatant uses of it are considered breaches of the Masquerade; of course, since this Discipline is propriety of the Sabbat, any Camarilla vampire caught using it had better have an impeccable explanation.
Note: Lasombra vampires can see through the darkness they themselves control, but other Lasombra do not.

Level 1: Shadow Play
Targets: Surroundings
Breaks Masquerade: No
Description: This power grants the vampire limited control over shadows and other ambient darkness. Although he cannot truly “create” darkness, he can manipulate existing shadows into patches of gloom or even shape it into monstrous, flapping shadows of things that are not actually there. By varying accounts hellishly cold or hot and cloying, darkness morphed in this way can be used to smother victims, hindering and disorientating vampires while humans and other air breathers begin to asphyxiate.

Level 2: Shroud of Night
Targets: Surroundings
Breaks Masquerade: No
Description: At this level, the vampire can create a cloud of shifting, undulating amorphous inky blackness that engulfs all light (except fire) and smothers sound to the point where it can no longer be distinguished. Being trapped in it feels like being immersed in the blackest pitch, and survivors describe these clouds as viscous and unnerving. The tenebrous cloud may even move if the Kindred wishes it, and can cover a distance of up to 50 yards.

Level 3: Arms of the Abyss
Targets: Surroundings/Single
Breaks Masquerade: Yes
Description: Refining his control over darkness, the vampire can create prehensile tentacles that emerge from patches of dim lighting and which can have multiple sources at once if suitable dimmed areas are available. These tentacles grasp, restrain and constrict foes while their creator, unless incapacitated some way, is free to carry on with other tasks.

Level 4: Black Metamorphosis
Targets: Self
Breaks Masquerade: Yes
Description: At this level, the Lasombra calls upon his inner darkness and infuses himself with it, becoming a demoniac hybrid of matter and shadow. Four usable tentacles similar to those evoked by the Arms of the Abyss sprout from his torso and abdomen, while spots and bands of tenebrous shadow cover his body. The vampire's head and extremities appear to fade away into nothingness, which combined with the wriggling tentacles reaching out of his torso helps creates a terrifying image to all those not accustomed to this sort of display.

Level 5: Tenebrous Form
Targets: Self
Breaks Masquerade: No
Description: The Kindred's mastery over shadows is so extensive he can now effectively become it. At will, he can morph into a slick, inky patch of shadows that can slither through cracks and crevices, up walls and even “drip” upwards, having no mass. Vampires in this form are invulnerable to any physical attacks except through fire or sunlight, and can see perfectly in complete darkness. They may not physically attack others, but they can envelop and smother adversaries in the same manner as the Shroud of Night – mental Disciplines can be used in addition to this.


- - - - - - - - - - - - - - - - - - - -


* VICISSITUDE:

Type: Targeted
Clans: Tzimisce

Vicissitude is the signature power of the Tzimisce and virtually unknown outside the clan, allowing the Fiends to shape flesh and bone – their own or that of others. It requires physical contact while the subject is being sculpted, its effects being permanent on mortals and vampires weaker than the one inflicting the Discipline. Tzimisce skilled in Vicissitude are often inhumanly beautiful – the rest are simply inhuman. Note: even Vicissitude cannot improve a Nosferatu's appearance; their curse transcends this power's reaches.

Level 1: Malleable Visage
Targets: Self
Breaks Masquerade: Yes
Description: At this level, a vampire may alter his own physical parameters – height, build, voice, skin colour being among these. Such changes are cosmetic and minor in scope; for example, no more than a foot in height may be gained or lost, and the vampire must physically shape his appearance, literally molding his flesh into the desired form.

Level 2: Fleshcraft
Targets: Self/Single
Breaks Masquerade: Yes
Description: This power is similar to Malleable Visage, but it allows the vampire to perform drastic and grotesque alterations on himself or other creatures. Only flesh (skin, muscle, fat and cartilage, but not bone) are affected, and the user may use this ability to move clumps of skin, muscle and fat, providing additional padding where needed – especially useful for crafting powerful and intimidating servants.

Level 3: Bonecraft
Targets: Self/Single
Breaks Masquerade: Yes
Description: With this terrible power, a vampire can now alter bone in the same way flesh is shaped. In conjunction with Fleshcraft, a Vicissitude practitioner can deform a victim (or himself) beyond recognition. It is an art as much as a power, requiring extensive skill that comes only with time and practice. Bonecraft can be used as an offensive weapon, causing bones to rip, puncture and slice their way out of the victim's skin. The vampire can also use this power (on himself or others) to form spikes or talons of bone, either on knuckles or along the body for attacking and defense purposes, but the process is painful and damaging, and often prove fatal to humans who go into shock or lose too much blood.

Level 4: Horrid Form
Targets: Self
Breaks Masquerade: Yes
Description: The Tzimisce use this power to become hideous monsters, which, obviously, is very useful in combat. The vampire's stature increases to a full 8 feet, the skin becomes a sickly greenish-grey or greyish-black chitin; the arms turn ape-like and ropey, tipped with ragged black claws and the face morphs into something out of a nightmare. A row of spines sprouts from the vertebrae and the external carapace oozes a foul-smelling grease.

Level 5: Bloodform
Targets: Self
Breaks Masquerade: No
Description: A vampire with this power can physically transform part or all of her body into sentient vitae. This blood is in all respects identical to the vampire's normal vitae: he can use it to nourish himself or others, establish blood bonds etc. If all this blood is imbibed or otherwise destroyed, the vampire meets Final Death. The Vicissitude user may transform all or part of his body as he deems fit, and the blood can be reconverted as long as it is in contact with the vampire; if separated, he must regrow the lost limb. In this form, the vampire cannot be staked, cut, bludgeoned or pierced, but can be burned or exposed to the sun. He can ooze along, drip up walls and flow through the narrowest of cracks, a display that causes terror in most humans and even other vampires not accustomed to it. Mental disciplines can be used while the vampire is entirely in bloodform, as long as they don't require eye contact or vocal utterance.




Ankh