Discipline list, by Isador

 

An important list of all the disciplines in the game. (I might add more later on, but those will mostly be for RP purposes. All disciplines in the game are currently listed.)  Please be aware that there is a limit to the amount of extra disciplines your character may learn. In addition, be creative in using your disciplines during an RP!

 

Version 1.1 - Added RP suggestions to some disciplines

Version 1.2 – Removed old RP suggestions, now the RP uses of each discipline GROUP will be explained.

Version 1.3 - Trogers2 made titles of groups bigger so you don't get the title so it's easier to read.

Version 1.4 - Revised the discipline pages. Are now divided into a game related section and a PnP section. 

 

 


Common

 Undoubtedly the most important disciplines can be found here. Though this isn’t an actual discipline group, it’s just what you can consider to be the most basic vampire powers. All vampires and ghouls have Common.

 

RP

This discipline group can mainly be used for anything involving the base vampiric powers they represent. For example, a street thug wont be as eager to point a gun at your face if you just snapped his buddy in half with Blood Strength.

 

Feed

This discipline allows you to feed on enemies. Only works on humanoid opponents. Can also be used on allies to share blood but beware, you can also kill them using feed. Each level increases chances on successfully biting an unwilling target

 

Blood Healing

This ability allows you to consume a part of your blood pool to heal health. A very important ability. Increases the amount healed when level is risen.

 

Blood strength

Increases the strength attribute directly, as such you will temporarily be able to use bigger weapons and deal more melee damage. Effect increased with every level.

 

Blood dexterity

Increases your dexterity, thusly the chances of landing critical hits and the chances of hitting an enemy at all. Effect increased with every level.

 

Blood stamina

Increases your stamina, thusly reducing the damage received from sources dealing either Lethal or Bashing damage. Effect increased with every level.

 

Awaken

An excellent discipline that allows you to reawaken teammates. Though it’s costly, it can mean the difference between live or death. Each level increases the amount of health and blood with which the target is revived.

 

Walk the Abyss

This ability allows you and your teammates to travel back to town, sell wares, and then head right back to the point where you left off. Very useful if your inventory becomes full regularly.

 

 


Animalism

 A discipline that revolves around communing with animals or the Beast within.

 

 

Feral Whispers

This discipline allows you to take control over beast enemies, allowing you to turn the tide against enemies by outnumbering them by using their own numbers against them. (note, doesn’t work on beast-like opponents, such as werewolves) Requires 25 manipulation.

 

Beckoning

Allows you to summon animal pets. The higher the level, the stronger the pets and the longer they last. Requires 35 charisma.

 

Quell the Beast

Allows you to reduce frenzy rating in nearby enemies, allies and yourself. If you don’t like frenzies, this is your best friend. Effect increased with every level gained. Requires 50 manipulation.

 

Subsume the Spirit

Temporarily allows you to take control over enemy beasts, allowing you to control them as if you were it. Requires 60 manipulation.

 

Drawing out the Beast

Allows you to send enemies into a state of frenzy by rapidly increasing their frenzy rating. Requires 70 manipulation.

 

 


Auspex

The art of seeing what cannot be seen, Auspex gives a vampire both access to many disciplines that enhance sight as well as some mystical powers related to sight. Requires at least an averagely high perception.

 

 

Heightened Senses

Increases vampiric senses, allowing you to see what cannot be seen. Lights the area around you and works as a counter against invisibility disciplines. Requires 25 perception.  

 

Aura Perception

Grants you important information about an enemy, such as their attitude, clan, blood and health. Requires 35 perception.

 

Spirits touch

This discipline is needed to identify rare items. Use this on a item that you want identified so you get to know it’s stats. Requires 30 perception.

 

Psychic Projection

Allows you to move around as some sort of invisible spirit, which cannot be attacked nor gives your position away to enemies. Your body remains behind until the discipline ends.

 


 

Blood magic

A form of Thaumaturgy practised by almost all Tremere. It is the most basic form of Thaumaturgy.

 

RP

Mainly a combat discipline, but one might be able to use it creatively.

 

Blood rage

Target loses blood, also can cause minor frenzy.

 

Blood of Potency

While active, this ability reduces the cost for any discipline the caster uses.

 

Theft of Vitea

Steals blood from targeted enemy. Requires 40 intelligence.

 

Cauldron of Blood

Causes the blood of a target to boil, dealing heavy fire damage. Requires 50 intelligence.

 

 


Blood Rituals

Another form of Thaumaturgy, it involves rituals of the blood, and has a wide variety of uses. (The only way to learn this discipline is by using the correct Tome)

 

RP

Mainly a combat discipline, but one might be able to use it creatively

 

Heart of Stone

Provides temporary protection against stakes. Requires 25 intelligence and 25 wits.

 

Prison of Ice

Freezes an opponent in a block of ice, dealing damage and preventing the enemy from taking action. Requires 35 intelligence and 35 wits.

 

Call Lightning

Calls forth a bolt of lightning to strike a target, dealing electrical aggravated damage. Requires 50 intelligence and 50 wits.

 

Ignore the Searing Flame

Temporarily decreases fire aggravated damage dealt to you. Requires 60 intelligence and 60 wits.

 

Summon Elemental

Summons a golem to your aid.  Requires 70 intelligence and 70 wits.

 

 


Celerity

 A stand-alone discipline, this vastly increases the speed at which the vampire moves and attacks.

 

 


Dementation

 

Being the discipline group of madness available only to clan Malkavian (and Caitiff) this discipline allows a vampire to channel his/her own madness as a infliction upon enemies or use it to see what cannot be seen by a sane mind.

 

 

Passion

Increases frenzy rating in an enemy and reduces wits. Requires 25 charisma.

 

The Haunting

Causes fear in a target. Requires 35 manipulation

 

Eyes of Chaos

Provides with important information about an enemy, such as their attitude, clan, health and blood pool. Requires 50 perception.

 

Voice of Madness

Causes a high amount of fear and possible frenzy on a target. Requires 60 manipulation.

 

 


Dominate

A discipline that naturally comes to clans with a naturally strong will, dominate allows a vampire to control others, in more ways then one. However, this discipline has a distinct weakness that it does not work on any kindred that are of lower generation then the caster.

 

 

Command

Grants brief control over an enemy. (Does not work on Kindred of a lower generation then the caster.) Requires 25 manipulation.

 

Mesmerize

Calls a creature towards you, preventing them from taking any action. (Does not work on Kindred of a lower generation) Requires 35 manipulation.

 

The Forgetful Mind

Target becomes Dazed, forcing them to walk around aimlessly and not being able to take any action. (Does not work on Kindred of a lower generation) Requires 50 wits.

 

Possession

Takes control over a target. (does not work on Kindred of a lower generation) Requires a charisma of 60.

 

 

 


Faith

One of two disciplines only available to Humans, faith allows humans to hunt the undead with a vengeance.

 

RP

Kindred fear humans that have such strong faith that they can use it as a weapon.

 

Heal

Heals health on yourself. Requires 25 faith.

 

Prayer

A ranged attack which damages a target. Requires 35 faith.

 

True Faith

Creates an aura around the user with damages all supernatural creatures within range. Requires 50 faith.

 

 


Fortitude

One of the stand-alone physical disciplines, Fortitude decreases all damage you take while the effect is active.

 

RP

Fortitude is mainly a combat discipline, and can be used at any time when you're attacked to decrease damage taken.

 

 


Hands of Destruction

A form of Thaumaturgy developed by Tremere Attribu in the Sabbat, this focuses on pure destruction to the point where a skilled user can turn an enemy to dust using a single touch. Recently, Camarilla Tremere have also taken this form of Thaumaturgy to their own.  Requires very low humanity to use the highest levels, as well as lots of intelligence. (The only way to learn this discipline is by using the correct Tome)

 

RP

This is mainly a combat discipline, but it is also the most feared form of Thaumaturgy to date.

 

Decay

Causes Aggravated damage on touched target. Requires 25 intelligence, humanity may not be above 60.

 

Acidic Touch

Deals Aggravated damage on touched target. (more then the above) Requires 35 intelligence, humanity may not be above 50.

 

Atrophy

Causes Aggravated damage on touched target, as well as reducing target’s strength and dexterity.(stronger then above) Requires 50 intelligence, humanity may not be above 35.

 

Turn to dust

Causes Aggravated damage on touched target. (much more damage then above) Requires 60 Intelligence, humanity may not be above 25.

 


 

Lure of Flames

An infernalist form of Thaumaturgy, this allows the Tremere to create fire out of thin air. Requires very high levels of intelligence. (The only way to learn this discipline is by using the correct Tome)

 

RP

Though this form of Thaumaturgy is undoubtedly spread far across Tremere all over the world, one should be careful when using it near elders, as this discipline might be of Infernalist nature and infernalist vampires are hunted to death.

 

Torch

Creates a ball of light that follows the user, lighting dark areas. Requires 25 intelligence.

 

Fireball

Propels a fireball at an enemy target. Requires 35 intelligence.

 

Flame Ring

Creates a ring of fire around the user, dealing fire damage to all nearby enemies. Requires, 50 intelligence.

 

Immolate

Damages touched target with a searing flame. Requires 60 intelligence.

 

Fire Storm

Creates a rain of fire from the sky at target location, dealing fire damage to all enemies in that area over a length of time. Requires 70 intelligence.

 


 

Mortis

The lost art of death used by clan Cappadocian, it is adopted by the Giovanni in the modern age. It deals with manipulating the state of death, whether by raising the dead in your service or by spreading a virulent plague among the living. Requires high wits, perception and intelligence.

 

RP

If you need to interact with the recently deceased, this is your discipline! Did a friend just die on you before he could speak what happened? Just summon his soul from the void and make the bastard talk!

 

Shambling Hordes

Allows you to resurrect the corpses of the fallen as your undead minions. Requires 25 wits.

 

Vigor Mortis

Take control over target dead creature. Only works on actual dead creatures such as zombies, does not work on ghouls or kindred. Requires 30 intelligence and 30 wits.

 

Summon Soul

Summons a soul to fight for you. Requires 50 perception. 

 

Plague Wind

You expel a damaging breath cloud at a target, dealing damage to all enemies in the effected area. Requires 60 intelligence.

 

Black Death

Causes disease damage on touched target. Requires 70 Intelligence.

 

 


Numina

The other discipline only available to humans, Numina involves minor human magic.

 

RP

Human magic is typically weaker then vampiric magic, but still it is feared. Just so you know, the church/vampire hunters don’t approve of mages.

 

Invisibility

Temporarily removes user from visible sight. Requires 25 perception and 25 intelligence.

 

Flash

Deals fire damage on an enemy and increases frenzy rating. Requires 35 perception and 35 intelligence.

 

True sight

Counters invisibility and enhances sight in the darkness.

 

 


Obfuscate

The art those vampires that need secrecy love the most is Obfuscate, a discipline the Nosferatu in particular are notorious for. Obfuscate allows a vampire to disguise him/herself as any other person, or even become completely invisible.

 

RP

Need discretion? Obfuscate allows you to move around unseen and unknown, and disguise yourself as others.

 

Cloak of Shadows

Turns user invisible. Requires 25 wits.

 

Mask of a Thousand Faces

Disguises the user as target creature. Requires 30 wits.

 

Cloak the Gathering

Turns the entire team invisible. Requires 40 wits.

 

 


Obtenebration

 

Dark hunter

The special discipline of clan Lasombra, this allows the user to summon dark hunters from the netherrealms to aid in combat. (The only way to learn this discipline is by using the correct Tome)

 

RP

Dark hunters, unlike wraiths, are not souls, so will generally provide with little usefull information. However, kine and young fledgelings have a habit of panicking the moment the shadows become shambling figures.

 

 


Presence

 

Presence is the special discipline used by those clans that surround themselves with others. Many powerful mesmerizing type effects are contained in this discipline group. This discipline requires high charisma and appearance.

 

RP

Presence is all about looks. If you want people to be awed, dreaded or entranced, Presence is an excellent discipline.

 

Awe

Charms the target towards the user, causing the target to walk up to the user and perform no other actions. Requires 25 charisma.

 

Dread Gaze

Causes fear in a target. Requires 35 Charisma.

 

Entrancement

You gain control of target opponent. Requires 50 appearance.

 

Majesty

All surrounding creatures stop and gaze at the user, taking no other action. Requires 60 appearance.

 


 

Potence

 

One of the physical disciplines, potence increases the damage of your attacks by granting superhuman strength.

 

RP

Potence grants you immense physical strength. Use in any way deemed necessary, maybe break metal or juggle dumpsters or something.

 

 


Protean

 

The discipline of clan Gangrel, protean involves shapeshifting into natural forms, such as beasts of piles of natural earth.

 

RP

Protean grants you the ability to change into animals/change parts of you into animal parts. Eyes of the Beast will enhance your vision, Earth Meld and Mist form grant you an alternative way of escaping a fight and the rest is obvious.

 

Eyes of the Beast

Lights dark areas and works as a counter against invisibility.

 

Feral Claws

The user grows vicious claws which deal aggravated damage. Each level increase the strength of the claws as well as duration. (any weapon carried while this discipline is active will become non-active, but is not lost. While feral claws is active, no weapons may be equipped)

 

Earth meld

The user melds with the earth, quickly regenerating health while being immune to everything. Cancelled if user moves.

 

Shape of the Beast

Turns the user into a wolf, granting the same bonus as Feral Claws. (supposedly shape of the beast deals the same amount of damage as feral claws, but I think it also adds the effect of Eyes of the Beast)

 

Mist form

User transforms into a cloud of mist, becoming invulnerable for any form of damage while being able to move freely.

 

 


Serpentis

 

The dark discipline of clan Setite, it allows the user to take on many aspects of serpents or serpent mythology. (The only way to learn this discipline is by using the correct Tome)

 

RP

Serpentis’ main usage during RP will revolve around Eyes of the Serpent (to daze the mind of a foe), Skin of the Adder (which makes you look scary) and Hatch the Viper (for those of you who have Ophidiophobia)

 

Eyes of the Serpent

Target becomes Dazed, moving around aimlessly while not being able to take any action.

 

Tongue of the Asp

Steals blood from an enemy.

 

Skin of the Adder

Decreases incoming damage by turning your skin to armoured scales.(effects appearance)

 

Hatch the Viper

Creates a viper to aid you in combat.

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