Bloodline Disciplines

Unique Disciplines exclusive to V20 bloodlines — Assamite Sorcery, Bardo, Daimoinon, Flight, Melpominee, Mytherceria, Obeah, Ogham, Sanguinus, Spiritus, Temporis, Thanatosis, Valeren, and Visceratika.

These Disciplines exist only within their bloodlines and cannot be learned by vampires of other lineages (with rare exceptions requiring Storyteller approval).


Daimoinon

The Baali’s infernal art — detecting sin, spreading fear, summoning dark forces from the Outer Dark.

● Sense the Sin

Pool: Perception + Empathy, difficulty = target’s Self-Control/Instincts + 4

1 success: reveals a low Virtue, weak Willpower, or poorly defended approach. 2 successes: closely guarded secret. 3+: central derangement or formative trauma.

●● Fear of the Void Below

Requires: Prior Sense the Sin or equivalent knowledge of the target’s flaw Pool: Wits + Intimidation, difficulty = target’s Courage + 4

1 success: fits of terror. 2: mindless panic (like Rotschreck). 3+: unconsciousness. All last the scene. Kindred resist with Courage (difficulty = Baali’s Willpower).

●●● Conflagration

Cost: 1+ blood points (each = 1 die aggravated damage) Pool: Dexterity + Occult (difficulty 6) to hit; target may dodge

Black flame from the Outer Dark. Vampires make Rotschreck tests for equivalent normal flame. Dissipates at end of turn unless sustained.

●●●● Psychomachia

Requires: Knowledge of target’s tragic flaw Pool: Target rolls their lowest Virtue (difficulty 6)

Failure: target fights an imaginary antagonist visible only to them. Botch: frenzy or demonic possession. Injuries are illusory (catatonia/torpor substitute for death). Ends when the phantasm is defeated or the Baali loses concentration.

●●●●● Condemnation

Pool: Intelligence + Occult, difficulty = target’s Willpower

Curse the target. Successes split between effect severity and duration.

Duration SuccessesDuration
1Up to 1 week
21 month
31 year
410 years
5Permanent

Example curses: +3 difficulty to all Subterfuge rolls; cannot use blood for Strength; friends distrust them; simple failures become botches.


Flight

Exclusive to Gargoyles. Begins at 1 free dot at Embrace.

LevelCapability
Soar only (hang-glider style). No cargo. Max 15 mph.
●●Running takeoff. Carry 20 lbs. Max 30 mph.
●●●Vertical takeoff unencumbered, or running with up to 50 lbs. Max 45 mph.
●●●●Vertical takeoff with up to 50 lbs; carry up to 100 lbs. Max 60 mph.
●●●●●Carry up to 200 lbs (one adult). Max 75 mph.

Each dot above 5 adds 100 lbs capacity and 20 mph speed.

Gargoyle Subtypes

Three distinct Gargoyle varieties were created by the Tremere, each with different Discipline sets and weaknesses:

SubtypeDisciplinesWeakness
ScoutAuspex, Obfuscate, FlightAll wound penalties from injuries are doubled. Penalties fade upon sleeping to heal.
SentinelFlight, Potence, FortitudeIf alone without a master, ally, or trusted companion, all dice pools are halved until someone to serve is found.
WarriorFlight, Fortitude, ProteanWhen frenzying, one chosen body part turns to stone. Rolls requiring the related Attribute automatically fail until the next evening.

Gargoyle Ritual — Ward of the Winged Sepulcher (Level 3): Prepare a small cube from a tombstone; inscribe with blood and an incantation; ingest. When sunlight strikes the Gargoyle’s skin, their wings billow and wrap around themselves and one other person, blocking all sunlight damage. The ward inflicts 1 Aggravated on the caster (2 if protecting a second person) if they lack wings.


Melpominee

The Daughters of Cacophony’s voice Discipline. Affects the soul, not merely the ears — works on deaf subjects. Cannot be recorded or broadcast. Multiple Daughters harmonizing reduce difficulty by 1 per additional Daughter (minimum 3).

Prerequisite: Performance rating must equal or exceed Melpominee level.

● The Missing Voice

Throw voice anywhere within line of sight. Automatic; –2 dice to any simultaneous action.

●● Phantom Speaker

Cost: 1 blood point | Pool: Wits + Performance (difficulty 7)

Project voice to any individual personally met, regardless of distance (must be night at target’s location). Each success = 1 turn of speech; 3+ successes = scene.

●●● Madrigal

Pool: Charisma + Performance (difficulty 7)

Force listeners to feel a chosen emotion so powerfully they must act on it. Each success affects 1/5 of the audience. Targets may resist for the scene with 1 Willpower (only if they suspect outside influence).

●●●● Siren’s Beckoning

Pool: Extended resisted — Manipulation + Performance (difficulty = target’s Willpower) vs. target’s Willpower (difficulty = singer’s Appearance + Performance)

5 net successes: target gains derangement for 1 night + 1 per additional success. 20 net successes: permanent derangement.

●●●●● Virtuosa

Cost: 1 blood point per 5 targets beyond the first

Extend Phantom Speaker or Siren’s Beckoning to multiple targets (up to Stamina + Performance).

●●●●● ● Shattering Crescendo

Cost: 1 blood point | Pool: Manipulation + Performance, difficulty = target’s Stamina + Fortitude

Each success: 1 health level of aggravated damage, cannot be soaked. Works on inanimate objects.

●●●●● Mosh Pit

Cost: 1 blood point | Pool: Manipulation + Performance (difficulty of choice)

Target makes a frenzy resistance roll at the chosen difficulty. On failure, frenzy. Works on supernatural creatures as well as mortals.

●●●●● Primal Scream

Pool: As Mosh Pit

As Mosh Pit, but induces Rötschreck instead of frenzy.

●●●●● ●● Haunting Melody

Pool: Manipulation + Performance (difficulty of choice)

Choose a derangement. The melody lingers in the area for days equal to successes. Anyone in the area must roll Willpower (difficulty = Daughter’s choice) or manifest the derangement. A botch makes the derangement permanent.

●●●●● ●●● Calling Song

Pool: Charisma + Performance, contested by target’s current Willpower

Implant a song in a target’s mind. When activated, the song plays at the Daughter’s location, drawing the target as if affected by Presence ●●●● Summon. Supernatural creatures resist with Willpower (difficulty 8). If the target resists successfully 3 times, the song loses its hold.


Mytherceria

The fae-touched Discipline of the Kiasyd. Not taught outside the bloodline.

● Folderol

Detects deliberate lies passively (not mistakes; must be consciously activated).

●● Fae Sight

See faeries and fae-touched mortals for what they are. Detect any non-undead/non-ghost magic; recognize it if the character has seen similar effects.

●●● Aura Absorption

Pool: Perception + Empathy (difficulty by age/strength of impressions)

Read psychometric impressions from objects and absorb them so others cannot easily access them. Anyone subsequently using Spirit’s Touch or similar must accumulate more successes than the Kiasyd.

●●●● Chanjelin Ward

Pool: Intelligence + Larceny (difficulty 7 for objects, target’s Willpower +2 for individuals)

Inscribe a ward that disorients anyone who sees it: –2 Intelligence dice, must roll Wits + Investigation (difficulty 8) to navigate the area. Duration scales 1–5 successes: hour → night → week → month → year.

●●●●● The Riddle Phantastique

Pool: Manipulation + Occult, difficulty = victim’s current Willpower

Target ponders the riddle until accumulating 3× the riddler’s successes (Wits + Occult, difficulty 8), once per hour. Only the riddler can provide the answer.


Obeah

The healer Discipline of the Salubri. A third eye appears in the center of the forehead when the second level is mastered.

● Sense Vitality

Pool: Perception + Empathy (difficulty 7)

Touch a target: 1 success = mortal/vampire/ghoul/other. 2: health levels of damage. 3: blood pool fullness. 4: diseases.

●● Anesthetic Touch

Cost: 1 blood point | Pool: Willpower (difficulty 6 willing, contested difficulty 8 unwilling)

Block pain for 1 turn per success; or put a mortal into restful sleep (they wake refreshed, regain 1 WP, no nightmares).

●●● Corpore Sano

Cost: 1 blood point per health level healed (2 for aggravated)

Heal wounds through touch. Works on any living or undead creature. 1 turn of contact per health level.

●●●● Shepherd’s Watch

Cost: 2 Willpower

Create an invisible 3-yard barrier. Those outside cannot cross without winning an extended resisted Willpower roll (3 net successes). Those inside may leave and return freely.

●●●●● Mens Sana

Cost: 2 blood points | Pool: Intelligence + Empathy (difficulty 8) | Requires: 10+ minutes of conversation

Success cures one derangement. Cannot cure a Malkavian’s core derangement (alleviates effects for the scene only). Botch: inflicts the derangement on the Salubri.

●● Auguring the Sickness

Pool: Perception + Medicine (difficulty 7)

Hold hands above a patient. Each success reveals one fact about an illness (progression, symptoms, likely treatment path). The Salubri may then use Corpore Sano against diseases at difficulty equal to the disease’s commonality (5 = common cold; 7 = herpes/chickenpox; 9 = Ebola/HIV).

●●●● Ending the Watch

Cost: 1 Willpower | Pool: Perception + Empathy (difficulty 7)

Lay a hand over the heart of a dying mortal or one who genuinely wishes death. Allows a peaceful, painless death. Each success absorbs knowledge of the dying mortal’s secrets and life minutiae (recall specific facts via Intelligence + Empathy, diff 5). The Salubri may consume the soul: each success on the original roll also heals 1 Lethal/Bashing health level. Botch on either roll: 1 Aggravated damage as the soul bursts free. Can hold a number of souls equal to the Generation Background rating.

The Third Eye

When a Salubri (or Salubri antitribu) learns the second dot of Obeah or Valeren, a third eye opens permanently in the center of the forehead. It bleeds continuously. The eye opens wider when the Salubri is agitated or uses Auspex, Obeah, or Valeren. Concealment requires a Stamina + Stealth roll (diff 5) and lasts for one scene; using any of the above Disciplines reopens it automatically.

Salubri following Humanity have human-looking eyes. Those on a Path develop inhuman ones.


Sanguinus

The Blood Brothers’ hive-mind Discipline — shared flesh, loaned organs, and collective consciousness.

● Brother’s Blood

Cost: 1 blood point (5 for aggravated)

Any circle member can spend blood to heal another regardless of distance. Doesn’t count against recipient’s per-turn limit.

●● Octopod

Cost: 1 blood point per limb/organ loaned

Donate limbs to circle-mates during battle. Loaned limbs appear at end of turn in the chosen location. Can allow extra sensory input, more blood per turn, or extra hands for weapons.

●●● Gestalt

Cost: 1 blood point from every participating member | Duration: One scene

Hive-mind combat coordination. Highest Willpower sets mental attack resistance. Shared Perception (–3 difficulty). Telepathic communication. Single initiative roll for the circle (highest rating). A member may loan an Ability to a circle-mate as a free action.

●●●● Walk of Caine

Each member “donates” one Generation step to one member. Minimum effective Generation: Fourth.

●●●●● Coagulated Entity

Cost: 3 blood points per member | Time: 3 turns to complete

The circle merges into a combat monster. Effective Generation = lowest member’s –1 per additional. Strength, Stamina, Perception = guide’s stats +1 per additional member. Cannot be staked. 7 health levels +2 Bruised per additional member.


Temporis

The True Brujah’s time manipulation. Masters grow detached from linear time.

● Hourglass of the Mind

Passive. Perfect time sense; detects mystical time disturbances (Celerity, higher Temporis) via Perception + Awareness.

●● Recurring Contemplation

Pool: Manipulation + Occult, difficulty = target’s current Willpower

Trap target’s mind in reliving recent benign events. Duration: 1 minute per success without blood; with 1 blood point: up to 1 day at 5 successes. Breaks on damage or sharp sensory jolt.

●●● Leaden Moment

Cost: 1 blood point | Pool: Intelligence + Occult (difficulty 4 for thrown brick → 9 for ghoul)

Halve target’s speed. Every 2 additional successes reduce by an additional factor. Celerity users may spend 1 blood to negate one factor (forfeiting the extra action). Lasts 1 turn per 2 successes.

●●●● Patience of the Norns

Cost: 2 blood points | Pool: Intelligence + Occult (difficulty 6)

Suspend an inanimate object in perfect stasis. Duration: 1 turn → 1 week+ based on successes. Release on contact. Frozen objects retain all internal energy.

●●●●● Clotho’s Gift

Cost: 3 blood points | Pool: Intelligence + Occult (difficulty 7)

For turns equal to half Temporis rating, gain extra full-dice-pool actions equal to successes. Each Discipline-activation action inflicts 1 unsoakable lethal damage. Cannot stack with Celerity.

●●●●● ●● Cheat the Fates

Cost: 1 Willpower + 3 blood points | Pool: Wits + Occult (difficulty 7)

Step outside time for turns equal to successes. World is frozen. Can take any actions but no Disciplines. Attacks cannot be dodged by frozen targets. On re-entry: roll 1 die per turn spent outside (difficulty = Temporis rating); each success inflicts 1 aggravated.

●●●●● ●●● Insight

Cost: 1 Willpower | Pool: Wits + Alertness (difficulty 8)

Briefly phase in and out of the timestream. Each success adds +1 die to the next action taken (the character shimmers briefly on return). Must be used the same turn as the following action.

●●●●● ●●●● Temporal Understanding

Cost: 1 Willpower | Pool: Wits + Alertness (difficulty 8)

Each success generates 1 temporary Willpower point (usable this scene in addition to permanent WP). Temporary points disappear at scene end or when used. Multiple successes may be rolled and applied simultaneously.

●●●●● ●●●●● Rewind

Cost: 1 blood point | Pool: Stamina + Occult (difficulty 9)

Rewind perception of a location to view the past: 1 success = 1 week; 2 = 1 month; 3 = 1 year; 4 = 1 century; 5 = 1 millennium. Viewing requires 1 hour per 10 years of review, then spend another blood point to continue. Can focus on a specific moment (Wits + Alertness, diff 5 + successes) or watch events scroll by.


Thanatosis

The Samedi’s Discipline of decay, disease, and dissolution.

● Hag’s Wrinkles

Cost: 1 blood point | Pool: Stamina + Subterfuge (difficulty 8)

Make rotting flesh malleable. +1 difficulty to visually identify the character (1 hour/success). Hidden objects add +2 to detection difficulty.

●● Putrefaction

Cost: 1 blood point | Pool: Dexterity + Medicine, difficulty = target’s Stamina + Fortitude

Touch-inflict 1 lethal health level + remove 1 Appearance. Vampires regain Appearance at 1/night; mortals lose it permanently. Also blights plants.

●●● Ashes to Ashes

Cost: 2 blood points (1 turn each direction)

Collapse into thick powder. Immune to fire and sunlight in this form. Dimly aware (Perception + Alertness difficulty 9 to notice surroundings). If scattered, lose 1 health level and 1 blood point per tenth dissipated.

●●●● Withering

Cost: 1 Willpower | Pool: Manipulation + Medicine, difficulty = target’s Stamina + Fortitude

3 successes: shrivel a limb (useless). 1-2: 1 bashing only. Fades after one night for supernaturals; permanent for mortals. Withered head: mortals die instantly; Kindred lose 2 Mental Attributes and cannot use Disciplines except Celerity/Fortitude/Potence.

●●●●● Necrosis

Cost: 2 blood points | Pool: Dexterity + Medicine, difficulty = target’s Stamina + Fortitude

Successes of lethal damage, plus Appearance and Attribute loss scaling to 5 successes (–2 Appearance, –1 Dexterity, –1 Strength). Lost Attributes return when damage heals.

●●●●● ● Marrow Sucker

Per 20 lbs / 9 kg of bone consumed (roughly one skeleton), gain 1 blood point. Place the bone near the mouth and suck — bones become a grey pulpy mass that is swallowed. Less satisfying than animal blood. Only Samedi with this power benefit from bone consumption.

Harbinger of Skulls Ritual — Generation of the Acheron Vortex (Level 2): Under a new moon, mix Harbinger and Lasombra vitae into a body of water. Creates a vortex lasting 1 turn per blood point spilled. Stepping in transports the entrant to the Shadowlands. One person per active turn may follow. The reverse ritual (full moon) returns travellers, costing 2 BP from each person, and may deposit them in a different location.


Visceratika

The Gargoyles’ stone-sense Discipline — bonding with rock, sensing through stone, hardening the form.

● Skin of the Chameleon

Shift appearance to match surrounding stone, brick, or earth. –3 difficulty to all Stealth rolls while touching a stone or rock surface. If perfectly still and touching stone, cannot be detected by mundane means.

●● Spur of the Moment

Cost: 1 blood point

Extend stone spurs from arms, legs, or torso. Each spur deals Strength + 1 aggravated damage in close combat; adds +2 to climbing rolls.

●●● Bonds with the Earth

Cost: 1 blood point | Pool: Stamina + Athletics (difficulty 7)

Merge partially with stone or earth surfaces (wall, ceiling, floor). The Gargoyle can cling to any stone surface without a roll, move at half speed while merged, and perceive through connected stone (Perception + Alertness, difficulty 6, for any event within 30 feet through stone).

●●●● Armor of Terra

Cost: 2 blood points

Skin hardens to stone-equivalent density. Gain 3 additional soak dice against all physical damage. This armor is visible (grotesque stone-skin effect). While active: –1 die on all Dexterity rolls.

●●●●● Speak with Stone

Cost: 1 Willpower

Communicate with stone and read the psychic history impressed into it — events witnessed by large stone structures. Similar to Spirit’s Touch (Auspex), but the Gargoyle asks questions directly and the stone answers in impressions and images. Difficulty scales with age of impression.


Koldunic Sorcery

Ancient Tzimisce blood magic drawing power from living earth. Structured in elemental Paths (Earth, Wind, Water, Fire). Works like Thaumaturgy but draws from nature rather than hermetic tradition.

Activation: 1 blood point + roll (Attribute varies by path) + Occult, difficulty = power level + 3.

Primary Path: Kolduns must select one primary path. Secondary paths require the primary to have equal or higher dots.

Way of Earth (Stamina + Occult)

  • Grasping Soil — Ensnare or damage targets standing on ground within 100 feet
  • ●● Endurance of Stone — +2 Stamina dots for the scene (including soak)
  • ●●● Hungry Earth — Drag victims into the earth; trapped targets take lethal each turn
  • ●●●● Root of Vitality — Heal self or target standing on earth (2 bashing/1 lethal per success)
  • ●●●●● Kupala’s Fury — Strike ground, cause earthquake; 10 dice lethal to all in area

Way of Wind (Perception + Occult)

  • Breath of Whispers — Carry words on wind to a target within 1 mile
  • ●● Biting Gale — Freezing wind in 100-yard radius; 1 bashing/turn + movement penalties
  • ●●● Breeze of Lethargy — Exhausting wind; failure halves physical pools; botch = sleep
  • ●●●● Ride the Tempest — Travel as wind at 250 mph; cannot function indoors
  • ●●●●● Tempest — Conjure a full storm; lightning attacks for 10 lethal dice

Way of Water (Wits + Occult)

  • Pool of Lies — Three-dimensional illusions on water surfaces (1 turn/success)
  • ●● Watery Haven — Merge with water for day sleep (as Earth Meld)
  • ●●● Fog Over Sea — Walk on water for a scene or 1 hour/success
  • ●●●● Minions of the Deep — Summon water elementals (1 per blood point spent)
  • ●●●●● Doom Tide — Create a whirlpool (5 feet/success radius; Strength 15+5/success)

Way of Fire (Manipulation + Occult)

  • Fiery Courage — Passive: reduce Rotschreck difficulty from fire by Way of Fire rating
  • ●● Combust — Spontaneous combustion at range; 1 aggravated/success
  • ●●● Wall of Magma — Raise a magma wall 10 feet high for 2 turns/success
  • ●●●● Heat Wave — Desiccating blast; 5 lethal + target loses 5 blood points
  • ●●●●● Volcanic Blast — Erupt lava from the ground at any point in line of sight

Way of the Spirit (Wits + Occult)

Diffuse perception across the landscape. Duration: 1 consecutive scene/success. Can perceive through Obfuscate. If activated before sunrise, awareness extends through daylight (at +1 difficulty to other actions). Can target anything perceived with any other Koldunic path (if path rating ≤ Way of the Spirit rating).

  • 50-foot radius awareness
  • ●● 100-yard radius awareness
  • ●●● Quarter-mile radius awareness
  • ●●●● 1-mile radius awareness
  • ●●●●● 5-mile radius awareness

Way of Sorrows (Intelligence + Occult)

Invokes pre-Christian Slavic spirits of misfortune. Requires direct perception of the target (cannot be used at range via Way of the Spirit alone).

  • Frustrations of Nestrecha — Target cannot spend Willpower. Duration 1 turn/success.
  • ●● Insults of Krivda — Target must roll Self-Control to resist frenzy (difficulty 5 + successes, max 9).
  • ●●● Weeping of Kruchina — Target overwhelmed by depression; cannot concentrate; vampires lose 1 BP/turn. Duration 1 turn/success.
  • ●●●● Misfortune of Chernogolov — Target loses 2 automatic successes from every roll. Duration: number of consecutive rolls = successes.
  • ●●●●● Starvation of Marena — 2 Bashing/success (soakable normally). Vampire targets also lose 1 BP/success.

Koldunic Rituals

Activation: Intelligence + Occult, difficulty 3 + ritual level.

LevelRitualEffect
1Reawakening the Dead WaterDrop 1 BP into a natural water source, drink from it. Regain 1 spent Willpower (cannot exceed max). Once per night.
2Invoke the Lesser Sign of Power1 turn concentration + hand sign. Eyes glow. −2 difficulty on Intimidation/Leadership vs. mortals (eye contact required). Duration 1 hour/success.
3Cowing the ServantMix sheep brain + domain soil + 1 BP; servant eats. −1 difficulty on manipulation rolls toward that servant. Duration 1 week/success.
4Ties That BindSpill 4 BP on claimed earth and consume a handful. −1 difficulty on all Koldunic rolls for number of nights = successes. Once per week maximum.
5The Inmost TugSpeak a word in a blood-bonded thrall’s presence. The thrall feels a chosen emotion (lust, terror, devotion, rage) as if it were their own. Duration 1 scene/success.

Secondary Kraina: Tal’Mahe’Ra

These two secondary kraina are available only to Old Clan Tzimisce within the Tal’Mahe’Ra. General rules: 1 BP tribute + Attribute + Occult; difficulty = power level + 4 (−2 if within primary kraina’s associated region). Each power’s Attribute is listed below.

The Kraina of Enoch is accessible to any Old Clan koldun initiated into the Tal’Mahe’Ra. Developed by koldun who claimed Enoch (the Underworld city) as territory. In the Underworld, koldun with this kraina always know Enoch’s exact location within the Tempest.

Activation mechanics unique to Kraina of Enoch: Each power requires a physical self-harm act to initiate (listed per power). Wounds incurred during activation are tallied after the duration ends; healing before the duration ends suspends the power. In the Underworld, blood costs are waived.

LevelPowerAttributeActivationEffect
Shroud of OblivionStaminaShed skin (exposes flesh; lose 1 BP/turn when duration ends until healed)Radius 5 ft/success, duration turns = successes. In mortal world: sunlight damage reduced to bashing. In Underworld: no sun damage. Everything within the radius appears in desaturated black-and-white.
●●Spectral CloakPerceptionPull out own eyes and crush themRadius 10 ft/success, duration turns = successes. Koldun invisible (Auspex resists per V20 p. 142). Others in radius: Willpower roll (difficulty = kraina rating + successes, max 9) or gain Deathsight Flaw and flee for successes turns. Koldun sees normally within radius but blind outside it. Eyes heal for 1 BP after duration.
●●●Pond of Malevolent DreadStaminaThrust hands into own abdomen (2 unsoakable lethal + ½ successes BP lost at end; BP cost waived in Underworld)Radius 15 ft/success, duration turns = successes. All within radius: speed reduced to ¼; Willpower roll each turn (same difficulty formula as Spectral Cloak) or lose 1 permanent Willpower.
●●●●Wrath of the TempestStrengthSpend 1 Willpower; open mouth to release a choir; storms gather (1 bashing/turn unsoakable while active; soakable in Underworld)Radius 20 ft/success, duration turns = successes. Caster mindless and immobile. All within radius: Willpower roll (difficulty 8) each turn or enter Harrowing (V20 p. 291) for rest of scene + gain a derangement.
●●●●●Hunger of the VoidStrengthSpend 1 Willpower; pull out own soul; sustain 2 aggravated (unsoakable) at power’s endRadius 25 ft/success, duration turns = successes. All within: dragged 10 ft/turn toward Nihil; speed halved per 5 ft closer. Consumed: Willpower roll (diff 9) or stripped of Virtues/Morality (permanent 0). Success = Harrowing + derangement. Consumed mortals enter permanent coma (soul obliterated).

The Kraina of the Well is reserved for Order of Moloch members (Old Clan and allied Molochim Baali). Requires constructing a personal Well of Sacrifice: 6 hours/night for 7 nights; 6 BP donated per night; extended Manipulation + Occult (difficulty 7), accumulating 25+ successes. Monthly maintenance: 6 BP + 3 successes on Manipulation + Occult. A destroyed Well removes all kraina access until rebuilt. Baali practitioners cannot learn other secondary kraina; their primary kraina is considered the Well.

LevelPowerAttributeSystem
Call the ChildrenWitsExtended scene invocation (Wits roll) drawing from Well. Summon demons proportional to kraina level. Required successes = difficulty level below. Unbound demons are expelled after turns = their difficulty level. Two+ koldun working together reduce difficulty by 1 per assistant (min 4).
●●Heed the Hell-bound HeartAutomaticSip 1 BP from the Well. Add kraina rating to Awareness for detecting demonic influence. Lasts while that BP remains in system.
●●●Aegis AlighieriCharismaCoat an amulet in 1 BP (soaked in Well for one full night prior). Add activation successes to difficulty of infernal supernatural attacks against the koldun; gain equal bonus dice to resist. Two+ koldun within 50 ft: +1 extra success to resistance, +1 difficulty to targeting for all (max 9).
●●●●Heave the Host of HellManipulationCreate a Well-link (blood bowl in earth + 1 BP). Chant and sprinkle blood on the target. Exorcise demonic influence: 1–2 successes for minor; 3 for moderate; 4+ for major. Infernalists resist: spend Willpower + roll Willpower (diff = koldun’s permanent Willpower). Success banishes the demon. Cleansed infernalists don’t regain their souls but all infernal marks are expelled permanently.
●●●●●Reap the WellStrengthSpend 1 Willpower; pool 1 BP in cupped hands. Six blood-hook chains lunge at target (max 100 ft). Ensnared demons break free at 1 chain/turn (Willpower roll, diff = koldun’s Willpower). Each turn: demand True Name via Intelligence + Intimidation vs. target’s Willpower. Success: demon reveals True Name. Koldun may then bind or dismiss. Bound demons: completely compliant, must stay within 100 ft, up to 6 simultaneous. Each additional bound demon reduces available chains and increases difficulty to torment free demons by 1.

Demon summoning tiers (Kraina of the Well):

Kraina LevelSuccesses RequiredType
15Fallen Tempter
26Fallen Tempter +30 freebie points
37Fallen Tempter +55 freebie points
48Earthbound Defiler
59Earthbound Defiler +30 freebie points

Assamite Sorcery

Mechanically identical to Thaumaturgy but drawn from diverse traditions (Kali/Shiva rites, feng shui, Islamic alchemy). Not cross-compatible with Tremere Thaumaturgy. XP costs to learn foreign blood magic paths and rituals are increased by 50% (round up). Foreign paths require 1 extra blood point; foreign rituals take triple time and 1 extra success.

Equivalent paths: Path of Blood, Lure of Flames, Movement of the Mind, Path of Conjuring, Hands of Destruction. Equivalent rituals: Defense of the Sacred Haven, Wake with Evening’s Freshness, Communicate with Kindred Sire, Deflection of Wooden Doom, and others.

Awakening of the Steel

A unique Assamite path. Requires Melee or Crafts ≥ path level. Most effective with swords and knives; other edged weapons at +1 difficulty.

● Confer with the Blade

Read psychometric impressions from a weapon’s history.

SuccessesResult
1Physical data: length, weight, composition, damage type
2Historical overview: when/where forged, significant events
3Sorcerous understanding: supernatural enhancements and their origins
4Subliminal synthesis: comprehensive history; recognize any blood that stained the blade for 7 nights
5Total communion: deep link; Storyteller determines what the sword reveals

●● Grasp of the Mountain

For the rest of the scene, automatic successes equal to rolled successes resist all disarm attempts. Cannot accidentally drop the blade. If disarmed, may call it back by invoking the power again (requires line of sight).

●●● Pierce Steel’s Skin

Duration: Turns equal to successes Attacks against armored foes do not roll damage; instead roll dice equal to sword’s damage bonus (difficulty 7) — each success reduces the armor’s soak bonus by 1. Armor reduced to 0 is destroyed. Fortitude counts as Stamina, not armor. Against unarmored targets, attacks deal half damage.

●●●● Razor’s Shield

Duration: Turns equal to successes May parry projectiles (one action per projectile; must see the shot). Roll Dex + Melee: thrown objects diff 6, arrows/bolts diff 7, bullets diff 9 (requires Heightened Senses). Each success subtracts 1 from the attacker’s roll. Cannot parry non-solid attacks (flame, lightning, spat blood).

●●●●● Strike at the True Flesh

Duration: Until the first successful attack The sword inflicts only base lethal damage, ignoring all weapon enhancements. All target’s supernatural defenses including Fortitude are negated — target soaks only with base Stamina. Body armor still protects. Potence and Celerity still apply to the attacker.


Bardo

The Discipline of the Children of Osiris — mystical consciousness through strict asceticism. The Child’s Humanity must equal or exceed their highest Bardo level; if Humanity drops below it, that level is lost and must be repurchased. Children of Osiris cannot follow any moral code other than Humanity.

● Restore Humanitas

Recover a recently lost Humanity dot without XP. Requirements: Must be used within one week of the loss; no further Humanity lost since. Meditate for hours, spending all blood points. Pool: Conscience (difficulty = level of Humanity being regained). Success restores the dot. Also repairs a Conscience dot lost to a botched degeneration roll. Derangements gained from that loss fade within a week.

●● Banishing Sign of Thoth

Cost: 1 blood point | Pool: Dexterity + Occult (difficulty 7) “Dodge” any incoming mystical attack or Discipline by gesture. Successes subtract from the attacker’s roll. Does not affect magically enhanced physical attacks (Potence-boosted punch still lands).

●●● Gift of Apis

Passive. Animal blood is fully nourishing. An animal’s blood pool equals its health levels rather than the usual reduced value.

●●●● Pillar of Osiris

Cost: 1 Willpower | Pool: Willpower (diff 5 for remote/peaceful site; diff 9 for violent urban location) Creates an invisible conceptual Pillar at a location. Any vampire with at least one Bardo dot receives –3 difficulty to Discipline or mystical activity at the Pillar. Must visit at least once per month to maintain. For every week away from any Pillar, frenzy difficulties increase by 1.

●●●●● Paradox

Cost: 1 Willpower | Pool: Manipulation + Occult (difficulty = listener’s current Willpower; use highest if multiple targets) Success immobilizes listener(s) for the scene. Striking them breaks the effect. Afterward the target suffers a permanent +1 difficulty to harm or act against the Child of Osiris.

●●●●● ● Boon of Anubis

Cost: 1 Willpower | Pool: Humanity If a protected mortal is Embraced, she sleeps a day and awakens unharmed. Duration: months equal to successes. Spend permanent Willpower dot for permanent protection. Does not protect against other forms of death. Degeneration difficulty increases by 3 when harming someone under this protection.

●●●●● ●● Bring Forth the Dawn

Cost: 1 blood point per vampire affected | Pool: Manipulation + Occult vs. target’s Humanity/Path (both diff 7, contested) Net successes: affected vampires fall asleep for hours equal to net successes. Setites and similar bloodlines suffer –2 to their pool.

●●●●● ●●● Mummification

Pool: Willpower vs. target’s Willpower (both diff 8, contested) Target must be physically immobilized and ritually bound. If the Child wins, target enters indefinite torpor. Target may attempt escape once per century (Willpower diff 9). Ghouls can also be mummified with no escape chance.

●●●●● ●●●● Ra’s Blessing

Cost: 10 blood points | Pool: Humanity (difficulty 9) Each success grants one hour in sunlight as if mortal. Failure or botch prevents another attempt for a decade. During each sunlit hour, roll Humanity or a Virtue (diff 9) — success raises that trait by 1.


Ogham

Blood magic of the Lhiannan bloodline, powered by their spirit-shard. Difficulty increases by 1 when more than 50 miles from home territory.

● Consecrate the Grove

Cost: 1–3 blood points (10 ft diameter per point, doubling: 10, 20, 40 ft) | Pool: Charisma + Survival (diff 6) Enemies in the area suffer –2 to all dice pools and must roll Stamina + Athletics or take 3 bashing dice of damage from animated flora. Lasts one scene. Botch turns the plants against the Lhiannan.

●● Crimson Woad

Cost: 1 blood point + 1 scene to trace | Pool: Intelligence + Occult (difficulty 7) Each success: ignore 1 die of wound penalties; –1 difficulty to avoid frenzy/Rotschreck. Lasts one scene; ruined if the character takes 4+ health levels of damage. Successes may also be added as bonus damage dice to a single close-combat attack (one-time use per application).

●●● Inscribe the Curse

Cost: 3 blood points Writes an enemy’s name in blood on the Lhiannan’s body. Activates when the victim sees his name written there. Target may resist with Wits + Occult (diff 8). Curse expires when the glyph is erased or the Lhiannan takes 4+ health levels.

LocationEffect
Body (arms/legs/belly)+2 Physical roll difficulty; +1 wound penalties; Cainites cannot use blood except 1/day to remain active
Mind (forehead)Must spend 1 WP to attempt any Knowledge roll or use any Discipline (except Celerity/Fortitude/Potence)
Voice (throat)Loses the power of speech; can only grunt or moan
Soul (sternum/heart)Frenzy difficulties +2; non-vampires must flee unless they pass Courage diff 8

●●●● Moon and Sun

Cost: 3 blood points per sigil + 15 minutes to trace

Sun emblem: Roll Stamina (diff 8) when taking fire or sunlight damage. Success converts damage to lethal (soakable normally).

Moon emblem: +1 difficulty on Self-Control/Instincts frenzy rolls. Bonus dice by moon phase:

PhaseBonus
New Moon+1 die to Dexterity and Stealth pools
Crescent Moon+1 die to Wits and Occult pools
Half Moon+1 die to Perception and Subterfuge pools
Gibbous Moon+1 die to Charisma and Expression pools
Full Moon+1 die to Strength and Brawl pools

●●●●● Drink Dry the Earth

Pool: Perception + Occult (diff 8) to locate a site; then spend 1 scene + 1 blood point marking sigils Second Perception + Occult roll (diff 7): each success (max = site’s power rating) grants 2 dice to add to any pools except frenzy/Rotschreck for the scene. Total uses limited to 10 × site’s power rating; exceeding this destroys the site permanently.

●●●●● ● Inscribe the Forgotten Names

Cost: 3 blood points + 30 minutes undisturbed | Pool: Intelligence + Occult (difficulty 9; 8 if summoned before) Success summons a powerful creature (Methuselah-tier) before scene’s end. The Lhiannan can communicate with it but has no control.


Spiritus

The Discipline of the Ahrimanes, opening a spiritual connection between the undead and the living world.

● Aid from Spirits

Cost: 1 blood point | Pool: Manipulation + Occult (difficulty 6) Rouses an object’s spirit to improve its function. Successes become bonus dice for the next roll using that object. Unused bonuses fade at end of scene. Multiple uses don’t stack.

●● Summon Spirit Beasts

Cost: 1 blood point | Pool: Charisma + Animal Ken (difficulty 7) Summons a corporeal animal spirit native to the area. The spirit follows simple telepathic commands and is slightly smarter than a normal animal.

SuccessesDuration
1One turn
2Five turns
3One hour
4One night
5One week

●●● Aspect of the Beast

Cost: 1 blood point | Pool: Manipulation + Occult (difficulty 7) | Duration: 1 turn per success Emulates aspects of local animal spirits. Example aspects:

  • Chameleon’s Colors — –2 difficulty on Stealth hiding rolls
  • Ears of the Hare — –2 difficulty on hearing-based Perception rolls
  • Falcon’s Eye — –3 difficulty on vision-based Perception rolls
  • Ferocity of the Cougar — –2 difficulty on Courage rolls
  • Leapfrog — Triple normal jumping height and distance
  • Nose of the Hound — Track by scent (Perception + Survival)
  • Serpent’s Venom — Bite inflicts 2 health levels per turn until nullified
  • Strength of the Bear — +2 Strength
  • Swiftness of the Stag — Double running speed

●●●● Engling Fury

Pool: Manipulation + Intimidation (difficulty 8) Consumes ambient spirits to restore Willpower, destroying them. Each success restores 1 Willpower point.

●●●●● The Wild Beast

Cost: 2 blood points (no roll needed) Transform into a feline predator form. +3 Strength, +2 Dexterity, +2 Stamina. Appearance drops to 0, Manipulation reduced by 3. Fangs inflict +1 damage die; grow aggravated-damage claws. Darkvision; –2 difficulty on scent, hearing, and vision rolls. Lasts hours per night equal to Willpower rating.


Valeren

The warrior Discipline of the Salubri antitribu. A third eye appears in the center of the forehead when the second level is mastered. Compare with Obeah (the healer line’s version).

● Sense Vitality

Identical to Obeah’s Sense Vitality — touch a target to read their health, blood pool, and diseases.

●● Anesthetic Touch

Identical to Obeah’s Anesthetic Touch — block pain or induce restful sleep.

●●● Burning Touch

Cost: 1+ blood points Hands bring searing pain as if burned with red-hot metal. Must touch the subject. Each blood point spent reduces the victim’s dice pools by 2 while contact is maintained. No actual damage unless blood is spent.

●●●● Armor of Caine’s Fury

Cost: 1 blood point | Pool: Stamina + Melee (difficulty 7) | Duration: One scene Each success (max 5) grants 1 point of armor protection vs. bashing and lethal. For every 2 successes, gain +1 die to resist Rotschreck from battle (not fire or sunlight).

●●●●● Vengeance of Samiel

Cost: 3 blood points The attack automatically hits. Cannot be dodged (can be blocked, parried, soaked). Strikes as if the Salubri succeeded with his entire Dexterity + Melee or Brawl pool. Only usable once per turn as the Salubri’s sole action. Does not work with ranged weapons.

●●●●● ● Blissful Agony

Cost: 1 blood point | Pool: Willpower (difficulty 8) | Duration: One scene (extend with subsequent WP rolls, no extra blood) Must touch subject initially. At the vampire’s option, may inflict 1 health level of lethal damage per blood point spent (requires maintained touch). Vampires and supernatural creatures can soak; mortals cannot. Damage to vampires vanishes at next sunset; mortals heal normally. To force frenzy: damage must exceed the subject’s Willpower, then the subject rolls Willpower (difficulty 6) or frenzies.