Vampire Disciplines




Disciplines are special powers that Vampires in the World of Darkness possess. Each clan specializes in three disciplines (with some exceptions). This means that those three disciplines will come naturally to members of those clans. Vampires can learn disciplines from other clans but usually not to the extent that they can learn their in-clan disciplines. If a vampire wishes to learn an out-of-clan discipline, he must find a vampire from another clan that specializes in that discipline to teach it to him. Some clans tend to practice certain out-of-clan discplines, however. For example, many Giovanni and Tzimisce practice Thaumaturgy, much to the dismay of the Tremere, therefore a younger member of the Giovanni or Tzimisce could learn Thaumaturgy from an elder of his own clan who knows the discipline.



Below is a brief description of the vampire disciplines, followed by the levels of those disciplines. If a vampire has a certain level of a discipline, then he has all of the powers on that level and lower, until level 6. At level 6 and above, the vampire can only learn one power from each level at a time if there are multiple powers for the same level. For example, if a vampire has Level 6 Auspex, then he has all the powers of levels 1-5 plus one power at level 6.



Animalism: Power to control/manipulate the beast within oneself and others
1 Sweet Whispers
2 The Beckoning
3 Song of Serenity
4 Sharing of Spirits
5 Drawing Out The Beast
6 Species Speech, Shepherd's Innocence, Animal Succulence, Shared Soul
7 Conquer the Beast, Master's Voice
8 Twin Spirits, Mass Summons
9 Flesh Bond
10 Army of Beasts

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Auspex: Supernatural senses, telepathic powers
1 Heightened Senses
2 Aura Perception
3 The Spirit's Touch
4 Telepathy
5 Psychic Projection
6 Telepathic Communication, Clairvoyance, The Dreaming, Eagle's Sight, Prediction, Sense Emotion
7 Soul Scan, Spirit Link
8 Psychic Assault, Omniscience
9 Precognition
10 Pulse of the Canaille

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Bardo: Power of the Children of Osiris to protect oneself and others from the forces of evil
1 Restore Humanitas
2 Banishing Signs of Thoth
3 Gift of Apis
4 Pillar of Osiris
5 Paradox
6 Boon of Anubis
7 Bring Forth the Dawn
8 Mummification Ritual
9 Ra's Blessing, Rebirth

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Celerity: Supernatural speed
Each additional level in Celerity allows an additional action per turn at the cost of one blood point per turn Celerity is used.

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Chimerstry: Ravnos power to create illusions
1 Ignis Fatuus
2 Fata Morgana
3 Apparition
4 Permanency
5 Horrid Reality
6 Fatuus Mastery, Mass Reality
7 Far Fatuus
8 Pseudo Blindness
9 Sensory Deprivation
10 Reality

Daimoinon: Baali power of fear and ability to contact and summon demons
1 Sense the Sin
2 Fear of the Void Below
3 Flames of the Netherworld
4 Psychomachia
5 Curse
6 Ignore the Searing Flames
7 Summon the Herald of Hell
8 Great Curse
9 Call the Great Beast

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Dementation: Malkavian power to disctract others and make them go insane
1 Passion
2 Mind Tricks
3 Eyes of Chaos
4 Confusion
5 Total Insanity
6 Derange, Kindred Spirits
7 Mind of a Child, Mind of a Killer, Wave of Insanity
8 Coma, Minds of the Children
9 Blessing of Chaos, Mass Coma

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Dominate: Power to control the thoughts and actions of others
1 Command the Wearied Mind
2 Mesmerize
3 The Forgetful Mind
4 Conditioning
5 Possession
6 Obedience, Loyalty, Rationalize, Tranquility
7 Mob Rule
8 Far Mastery
9 Best Intentions
10 Puppet Master

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Fortitude: Supernatural toughness
Higher levels of Fortitude allow the vampire to soak more damage when hit or take less damage from fire and sunlight.

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Melpominee: Augmented speech and song possessed by the Daughters of Cacaphony
1 The Missing Voice
2 Tourette's Voice
3 Toreador's Bane
4 Art's Traumatic Essence
5 Death of the Drum
6 Blessed Audience

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Mortis: Cappadocian power of death and decay
Examples: Create Zombu, Reaper's Passing, The Leper's Gait

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Mytherceria: Faerie-like powers that only the Kyasids can learn
Examples: Fey Sight, Faerie Wards, Stone Travel

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Necromancy: Power to control/manipulate/communicate with spirits
1 Insight
2 Summon Spirit
3 Compel
4 Haunting
5 Soul Stealing
6 Zombie
7 Torment
8 Soul Exchange
9 Possession
10 Death Pact

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Nihilistics: Nagaraja power with direct relation to Oblivion (land of the dead)
1 Eyes of the Wraith
2 Consume the Dead
3 Aura of Decay
4 The Dark Touch
5 Nightcry
6 Black Blood
7 Oblivion's Dance

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Obeah: Physical and spiritual healing connected to the Salubri's third eye
1 Panacea
2 Anesthetic Touch
3 Neutral Guard
4 Treat the Sick Mind
5 Unburdening of the Beastial Soul
6 Renewed Vigor, Pain for Pleasure
7 Repulsion
8 Vitae Block
9 Spirit Marionette
10 Resurrection

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Obfuscate: Power to hide/disguise oneself
1 Cloak of Shadows
2 Unseen Presence
3 Mask of a Thousand Faces
4 Vanish from Mind's Eye
5 Cloak the Gathering
6 Mind Blank, Soul Mask, Conceal
7 Cache, Cloak
8 Old Friends
9 Create Name
10 Memory's Fading Glimpse

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Obtenebration: Lasombra power to control/manipulate shadows
1 Shadow Play
2 Shroud of Night
3 Arms of the Abyss
4 Nightshades
5 Shadow Body
6 Call the Lamprey, Eyes of the Night, Shadow Step
7 Shadow Slave
8 Entombment, Master of the Night
9 Summon the Abyss
10 Banishment

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Potence: Supernatural strength
Each additional level of Potence increases his chance for success in feats requiring physical strength.

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Presence: Supernatural charisma, personality, and appeal
1 Awe
2 Dread Gaze
3 Entrancement
4 Summon
5 Majesty
6 Love, Enrage
7 Mind Numb, Mask Empathy
8 Invoke Frenzy
9 Heart of the City
10 Dream World

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Protean: Gangrel power to change the form of one's body
1 Gleam of Red Eyes
2 Wolf's Claws
3 Earth Meld
4 Shadow of the Beast
5 Form of Mist
6 Flesh of Marble, Earth Control
7 Homunculus, Form of the Ghost
8 Movement of the Slowed Body
9 Dual Form
10 Body of the Sun

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Quietus: Assamite power of silence and death
1 Silence of Death
2 Weakness
3 Disease
4 Blood Agony
5 Taste of Death
6 Blood Sweat, Blood Empathy
7 Leech, Foul Blood
8 Blood Clot
9 Erosion
10 Immaculate Vitae

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Serpentis: Setite power to take on snake-like characteristics
1 The Eyes of the Serpent
2 The Tongue of the Serpent
3 Mummify
4 Form of the Serpent
5 The Heart of Darkness
6 Temptation, Obsession
7 Phobia
8 Corruption
9 Form of Corruption
10 Mark of Damnation

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Spiritus: Spiritual power taught to the Ahrimanes by Native American shamans
Examples: Speak with Spirit, Aspect of the Beast, The Wildebeast

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Temporis: True Brujah power to control/manipulate time
1 Time Sense
2 Ramble On
3 Zombie's Curse
4 Cowalker
5 Frozen Object
6 Control Aging
7 Domain of Evernight, Outside the Hourglass
8 Pocket Out of Time, Rewind Time
9 Summon History

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Thanatosis: Samedi power to cause living things to wither away
1 Hags' Wrinkles
2 Putrefaction
3 Ashes to Ashes
4 Withering
5 Infection
6 Compress
7 Dust to Dust
8 Rigor Mortis

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Vicissitude: Tzimisce power to reshape flesh and bone
1 Changeling
2 Fleshcraft
3 Bonecraft
4 Horrid Form
5 Inner Essence
6 Blood of Acid, Body Arsenal, Plasmic Form
7 Cocoon, Flesh Rot
8 Bauble, Breath of the Dragon
9 Doppelganger, Meld with the Land
10 Reform Body

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Thaumaturgy: This power requires more explaining than the others, so it's listed last. This is essentially magic formed by Clan Tremere, though some forms of Thaumaturgy were around before the formation of the Tremere. There are several Thaumaturgy paths that can be followed by the Tremere, Tremere Antitribu, or those whom the Tremere teach the discipline to. In addition to the discipline powers, users of Thaumaturgy can also learn powerful rituals. There are also Thaumaturgy paths and rituals which are known only to the mysterious Black Hand, which neither the Tremere or the Tremere Antitribu are part of.

Thaumaturgy Paths

Path of Blood - most members of Clan Tremere begin with this path and this is their primary path. Most Tremere never go beyond The Path of Blood, as this is the path that comes naturally to the Tremere. This path involves the control and manipulation of one's own blood or that of others.
1 A Taste for Blood
2 Blood Rage
3 Blood of Potency
4 Theft of Vitae
5 Cauldron of Blood

Lure of Flame - Manipulation and creation of supernatural flames that will not ignite things until the flames are released.

Movement of the Mind - Telekinesis (the ability to move objects with one's mind)
Examples: Force Bolt, Manipulate, Flight/Snare, Major Manipulation/Lifting/Control

Weather Control - Ability to control and manipulate weather conditions
Examples: Cloak of Fog, Downpour, Tempest, Call Lightning

Gift of Morpheus - This path allows the user to control others' sleep and dreams
1 Cause Sleep
2 Mass Slumber
3 Enchanted Slumber
4 Dreamscape
5 Master of Dreams

Path of Conjuring - Ability to create objects and living creatures out of nothing
1 Summoning the Simple Form
2 Permanency
3 Magic of the Smith
4 Reverse Conjuration
5 Power over Life

Neptune's Might - Power to control and manipulate water
1 Eyes of the Sea
2 Jail of Water
3 Dehydrate
4 Flowing Wall
5 Blood to Water

Spirit Thaumaturgy - Power to control and manipulate spirits. Similar to Necromancy, except there are some different powers. Many Giovanni learn this path.
1 Evil Eye
2 Spirit Eyes
3 Spirit Slave
4 Fetishes
5 Journey

Elemental Mastery - Control over inanimate objects
1 Elemental Strength
2 Wooden Tongues
3 Animate the Unmoving
4 Elemental Form
5 Summon Elemental

Corruption - Power to manipulate others' forms and personalities
1 Contradict
2 Disfigurement
3 Change Mind
4 Cripple
5 Corrupt Soul

Biothaumaturgical Experimentation - This is a dark science practiced by members of The Black Hand. Since no Tremere are allowed into The Black Hand, none follow this path.
1 Thaumaturgical Forensics
2 Animal Experimentation
3 Thaumaturgical Surgery
4 Human Experimentation
5 Supernatural Experimentation

Thaumaturgy Rituals

Below are some Thaumaturgy rituals practiced mainly by the Tremere.

Crimson Sentinel
Communicate with Kindred Sire
Defense of the Sacred Haven
Deflection of Wooden Doom
Devil's Touch
Engaging the Vessel of Transference
Rutor's Hand
Umbral Walk
Ward Against Ghouls
Ward Against Garou
Ward Against Kindred
Wake With Evening's Freshness

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