Vampire Chapter Three

POWERS (3.0)

LEARNING DISCIPLINES (3.1)

Follow the rules in Laws of the Night page 133 for learning Disciplines. All teachers must be active player characters and may teach up to one level less then they possess of their in-clan Disciplines. Characters may not teach out of-clan Disciplines. Non-Player Characters may not teach Disciplines. For example, a vampire possessing an Intermediate level of an in-clan Discipline may teach the Basic levels. In the teaching of Superior Disciplines, characters are further limited to teaching only powers that they possess.

To teach Advanced Necromancy or Thaumaturgy, the teacher must be eighth (or more potent) generation, have the Discipline in-clan, and must know two paths of the Discipline through the Advanced level.

Basic through Advanced levels in a Discipline path must be purchased in the order listed. Superior levels need not be purchased in order, so long as the character has a Discipline in the same path from the level just below the one she wishes to purchase. For example, a Master level is required before a character can purchase an Ascendant level of a Discipline path.

Out-of-clan Disciplines may be taken at character creation, but this must be justified in the character's background and approved by the Storyteller. This includes Disciplines purchased with Experience Traits granted by Membership Class. Advanced (or higher) Out-of-clan Disciplines may not be taken at character creation. The Experience Traits cost for out-of-clan Disciplines has been changed to 4 Experience Traits for Basic, 8 Experience Traits for Intermediate, 12 Experience Traits for Advanced, 16 Experience Traits for Elder, and 20 Experience Traits for Master.

Discipline Approval Requirements (3.11)

Low: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, and Presence.
Mid: Dementation. Additionally, after character creation, the approval level for Sabbat members to learn any out-of clan Basic Discipline is reduced to Mid Approval, if the teacher is a member of the character's pack. Otherwise the normal restrictions apply.
High: Chimerstry, Dark Thaumaturgy, Necromancy (Ash, Bone, and Sepulchre Paths), Protean, Serpentis, and Thaumaturgy. Sabbat venue vampires may learn Obtenebration and Vicissitude with High Approval. Tremere characters may learn Thaumaturgical Countermagic with High Approval.
Top: Daimoinon, Obtenebration, Temporis, Thaumaturgical Countermagic, Vicissitude, and any Discipline not listed above. The Mortuus path of Necromancy requires Top Approval to be learned by anyone except Harbingers of Skulls. The Vitreous path of Necromancy requires Top Approval to be learned by anyone except Nagaraja.

Custom powers of any kind require Top Approval, including any new custom Discipline, custom Superior Disciplines, and custom Thaumaturgy paths. The new powers presented in this supplement require only Low Approval, unless otherwise noted.

Thaumaturgy Approval Levels(3.12)

All characters possessing Thaumaturgy as an in-clan Discipline use the following Approvals:
Unless otherwise stated, a Path of Thaumaturgy requires Mid Approval.
Low: Path of Blood, Lure of Flame, & Movement of the Mind.
High: Biothaumaturgy, the Focused Mind, the Green Path, the Path of the Blood's Curse, the Path of Corruption, the Path of Curses, the Path of Technomancy, the Path of the Vine of Dionysus, and Spirit Manipulation.
Camarilla characters also need High Approval for Hands of Destruction, the Path of Mars, and the Path of the Father's Vengeance.
Sabbat characters also need High Approval for Elemental Mastery, Neptune's Might, and Weather Control.
Characters may change their primary path of Thaumaturgy to another with High Approval (or Top Approval if the new path normally requires Top Approval to learn).

USING DISCIPLINES (3.2)

A character cannot simultaneously use multiple powers that substantially transform the character’s body. Such powers should be considered mutually exclusive, with the activation of one canceling any other that is active. Powers such as Shape of the Beast, Horrid Form, Skin of the Adder, and Black Metamorphosis invoke this rule, but minor transformations like Eyes of the Beast or The Tongue of the Asp do not.

Extra levels of damage caused by Disciplines apply only to the specific type of attack noted in the Discipline’s description, which rarely includes weapon attacks. Be careful to note the difference between general combat bonuses (like Puissance), brawling attacks (such as Horrid Form), and even more specific attacks (like the bite bonus from The Skin of the Adder).

DISCIPLINE DESCRIPTIONS (3.3)

Disciplines are listed alphabetically by Discipline path and sub-path (for such powers as Necromancy and Thaumaturgy). Specific Discipline powers within a path are listed in the order they are learned, or alphabetically in the case of Superior levels.

Animalism, Quell the Beast
This power lasts for an hour or scene.

Animalism, Subsume the Spirit
The Negative Traits gained from using this Discipline are only cumulative to a maximum of five. Animals generally have between two and ten Health Levels, and between three and twelve Physical Traits, depending on size.

Animalism, Drawing Out the Beast
A Beast lost through use of this power returns after one month, if not otherwise recovered.

Auspex
The interaction between Auspex and Obfuscate is changed thusly for the Sanctioned chronicle: Auspex and Obfuscate are opposing Disciplines. The examples listed under Auspex and Obfuscate in Laws of the Night conflict. Do not use the listed system of bonus Traits. Instead, players compare their Discipline levels. Precise powers (Heightened Senses, Aura Perception) do not matter, only the Discipline levels matter for this comparison (Basic, Intermediate, Advanced, Elder, Master, or Ascendant). Note that this only comes into effect for purposes of concealment, or of piercing concealment.

A character with the appropriate Auspex power active may attempt to accurately perceive characters or objects that have been rendered invisible or altered by use of Obfuscate. If the Auspex level is higher than the Obfuscate level, the Auspex user wins without a test. If it is lower, the Auspex user loses without a test. Only if the two Disciplines are of the same level is the standard challenge actually performed.

To compare the Auspex vs. Obfuscate levels in a challenge, the player using Auspex announces her Auspex level. She states the level she has (Basic, Intermediate, Advanced, Elder, Master, or Ascendant). The visual sign for this is counting numbers on fingers, one through six; one finger is for Basic, two is for Intermediate, three for Advanced, four for Elder, five for Master, and six fingers for Ascendant. The character under Obfuscate will give a verbal level or hold up fingers to show their level of Obfuscate. The same process applies to Auspex vs. Chimerstry.

Auspex, Aura Perception
Characters using Aura Perception on an individual who is Possessed or otherwise under the control of another entity see the aura of the controlling entity only, not that of the host body.

Auspex, Psychic Projection
Characters in Psychic Projection are limited to using perception-based powers. Any powers that require a non-static challenge can only be used while the character has manifested his form. Projecting characters have no access to their bodies, which prevents the use of blood for any purpose.

Auspex, Telepathic Communication [New Elder]
The character can create a telepathic web allowing communication between everyone so connected. Including an unwilling target requires a Mental Challenge as per Telepathy, and the expenditure of a Mental Trait. Those known to the Auspex user, but not within line of sight, can also be included in the web, up to a maximum range of one hundred miles times the character's permanent Mental Traits. Telepathic Communication does not allow the user or participants to pluck information from one another’s mind as Telepathy would.

Auspex, Mirror Reflex [New Master]
This power taps into the physical reflexes of an opponent, allowing the vampire to anticipate an enemy's actions in personal combat. At the beginning of any turn of combat, you may spend a Blood Trait to prevent a specific character from using any retest in physical challenges with you during that turn. Additionally, that opponent must declare his victory conditions for the challenge before you.

Auspex, Psychic Assault
The third (kill) challenge for Psychic Assault is not used in Sanctioned play. A character can at most be put to the Torpor or Mortally Wounded health levels by this power.

Celerity, Alacrity
The additional action granted by Alacrity can be used for any physical action, except movement, so long as it does not involve an opposed (non-Static) Challenge. Alacrity cannot be used to avoid a normal “everyman” challenge that has already been declared.

Celerity, Flower of Death
Other Celerity powers may be used while Flower of Death is active, but the costs for each must be paid normally.

Chimerstry, Ignis Fatuus and Fata Morgana
You do not need to defeat an opponent in a Social Challenge to activate these powers. Pay the cost listed and the illusion springs into life, visible by anyone present. If a character has a valid reason to disbelieve the illusion, they may attempt a Static Mental Challenge against the illusionist’s permanent Social Traits. Success on this challenge allows the character to see through the illusion (or hear through it, smell through it, etc.).

Chimerstry, Horrid Reality
All of the challenges for Horrid Reality apply, regardless of the target's level of Auspex. (An exception to the Auspex vs. Chimerstry rule.) Horrid Reality cannot be used to dictate reality without engaging in challenges. Each turn the illusionist may make Social Challenge to have the illusion create a new effect on the target, such as being hit by a chimerical attacker or engulfed in flame. Damage from attacks created by Horrid Reality is equal to the normal damage such an attack would cause, such as a punch doing one level and a pistol doing two levels. Additional effects of attacks, such as staking, must be tested as normal. Where there is a question on the amount of damage done, consult a Narrator.

Daimoinon, Fear the Void Below
The difficulty of the Courage Test caused by this Discipline is equal to twice the number of Traits risked in the preceding Sense the Sin challenge.

Daimoinon, Psychomachia
The difficulty of the Courage Test caused by this Discipline is twice the number of Traits risked in the preceding Sense the Sin challenge. The nightmare construct created is a match or near match for the character in every way, taking into account powers and equipment the character has available to them.

Daimoinon, Condemnation
To clarify, the character does not permanently expend Traits to use this Discipline. Instead, Traits used to reduce those of his victim are unavailable to the character in any way until he chooses to end the curse or the victim dies. This means the Traits cannot be bid or expended, nor do they count in comparisons of Traits for ties, overbids, or other purposes.

Daimoinon, Concordance
Mechanics representing ‘powers’ granted by this Discipline require Top Approval. This Discipline can be purchased multiple times.

Dementation, Personal Scourge
The damage caused by Personal Scourge cannot be resisted with Fortitude, nor is it reduced by other Disciplines.

Dominate
The limit of one retest mentioned in the description of Dominate refers only to the use of Willpower Traits. It does not prevent the target from using Abilities, overbids, etc.

Dominate, Mesmerism
Once triggered, the command from Mesmerism has a duration of no longer then a single scene. A victim may only have one Mesmerism implanted per mesmerist at any given time.

Dominate, Conditioning
The victim of this power does not shake off the Conditioning as described in Laws of the Night. The victim must instead go six consecutive months (minus one month per Willpower Trait spent toward resisting the bond). The minimum period that the victim must go without being around her regnant in order to successfully shake off the Conditioning is one month. Morality Tests may apply for using this power.

Dominate, Possession
Partially Awakened mortals, such as ghouls or mortals with Numina, may be targets of Possession. While possessing such mortals, the vampire may only access powers inherent to the physical form, such as Celerity, Fortitude and Potence, but not other supernatural powers possessed by the mortal in question. The vampire uses the blood pool and maximum expenditures per turn of her host. If a character assumes another shape before possessing, the special powers granted do not transfer with her into the possessed body. This includes such things as the bonus Mental Traits from Shape of the Beast, the Dominate/Presence immunity from Felis Negrum, and the darkness immunity granted by The Form of the Cobra.

Dominate, Still the Mortal Flesh
The duration of this Discipline is the user's permanent Willpower Traits in turns.

Dominate, Far Mastery
Note that this Discipline replaces the need for eye contact, but not the need for the target to hear your voice.

Fortitude, Aegis
The invocation of Aegis requires spending permanent Willpower or temporary Stamina-based Traits. Only Physical Traits that are Stamina-based may be spent on Aegis. Stamina and Willpower Traits expended to power Aegis must be available to bid or expend. Invoking Aegis does not prevent a successful staking of the character, unless the power is invoked before either of the staking tests are performed.

Fortitude, Personal Armor
Damage caused to unarmed attackers by Personal Armor is always bashing, regardless of the type of damage caused by the attack. Attackers do not suffer the inability to use limbs when they take damage due to Personal Armor.

Fortitude, Shared Strength
The ability to use Shared Strength is not transferred to a recipient of Shared Strength, regardless of the amount of Fortitude they receive.

Mytherceria, Riddle Phantastique
A character under the effects of this Discipline will temporarily snap out of the trance if he enters imminent danger (such as an attack on himself or the rising of the sun for a vampire). He may then take whatever actions are necessary to remove himself from the danger. Once out of danger, the trance returns, with the timing of challenges restarting where it was when he left the trance.

Necromancy
Necromancy is considered “blood magic” and is thus subject to Thaumaturgical Countermagic, the Magic Resistance Merit, and similar magic-affecting phenomenon.

Few vampires become wraiths upon suffering the Final Death, as most immediately slip into Oblivion. It requires High Approval for a dead vampire to be an eligible target for summoning with Necromancy.

Necromancy, the Bone Path, Shambling Hordes
The number of animated corpses you control at any time may never exceed the number of permanent Willpower Traits you possess.

Necromancy, the Bone Path, Soul Stealing
A spirit ejected through Soul Stealing may return to its body immediately if the body is injured, although it must still perform the normal test to eject any other spirit inhabiting the body. This is true, even if the spirit is Compelled or Haunted. If the spirit is damaged enough to be Incapacitated, it returns to the body as above and regains consciousness 10 minutes later.

For example, Conrad's soul is stolen from his body. Conrad's body is placed carefully in the trunk of a car. As the car is driving down the street, a bus hits the car, causing two levels of bashing damage to Conrad’s body. Conrad's soul is automatically pulled back into his body.

Necromancy, the Bone Path, Daemonic Possession
If the original owner of a body returns to their possessed body, they may engage in a Mental Challenge once each hour for control of the body. If the true owner succeeds, they have removed the foreign spirit and need not test again. Daemonic Possession may not be used to take a vampire's soul and place it another vampire's body. You cannot use Daemonic Possession on yourself.

For a dead PC to receive a new body with the use of this power requires High Approval.

Necromancy, the Sepulchre Path, Compel Soul
Compel Soul will fail if you order the wraith to perform an action that will cause it harm (such as requiring to leave an area it is being held in by Haunting). You may not Compel a soul to remain out of its body more than one day. If it is a PC or NPC from the Wraith Venue, then you may Compel it longer.

Necromancy, the Sepulchre Path, Haunting
You may not keep a soul out of its body by using Haunting for longer than one day. If it is a PC or NPC from the Wraith Venue, then you may Haunt it longer.

Necromancy, the Vitreous Path
This Discipline is retested with the Occult Ability, not Wraith Lore.

Obfuscate
Cloak of Shadows, Unseen Presence, Vanish from the Mind's Eye, and similar 'invisibility' powers have much the same effect, with varying degrees of skill. A character cannot benefit from layering these powers, even if someone attempts to assist him by using Cloak the Gathering in an attempt to duplicate the 'invisibility'.

Obfuscate, Mask of a Thousand Faces
You may modify the specific details of clothing but not add or remove items in full. Thus, a ratty windbreaker can be made to appear as a new and stylish tuxedo jacket, but not a trench coat. Mask of a Thousand Faces cannot conceal items, nor does it increase the character's ability to conceal items with the alteration of clothing.

Obfuscate, Vanish from the Mind's Eye
A character attempting to vanish only bids one Trait regardless of the number of observers bidding against her.

Obfuscate, Cloak the Gathering
Cloak the Gathering cannot be used on unwilling, torpored, or unconscious targets.

Obtenebration, Arms of the Abyss
Potence and Fortitude cannot be added to the arms. The number of Traits possessed by each arm is equal to the number of Discipline powers the character has in Obtenebration. For example, a character with Advanced Obtenebration would create Arms of the Abyss tentacles with five Physical Traits each.

Obtenebration, Black Metamorphosis
The Clumsy Negative Trait is not cumulative with other Negative Traits inflicted by Obtenebration.

Potence
Potence does not modify ranged combat except where specifically mentioned in the power's description.

Potence, Might
The use of Might is the last retest. Even if the use of Might is cancelled by the opponent declaring the use of Might as well, no further retests may be performed for this challenge.

Potence, Imprint
Imprint causes one extra level of damage when squeezing or crushing any target. Imprint does not cause extra damage when the user is wielding a weapon. The extra damage is not limited to just affecting vampires, and it can be inflicted by biting, hugging, etc.

Presence, Awe
Awe may only be used with Presence powers or Social Challenges that do not involve supernatural powers. It may only be used in challenges where the user is visible to the other character.

Presence, Summon
The Social Trait bid and the Leadership Ability used (if you elect to use one) are considered expended regardless of the result of the challenge. The Summon power dissipates at dawn at the victim's location. Also, Summon cannot cause the subject to travel through extremely dangerous or directly damaging areas. A summoned individual will take steps to avoid danger and mitigate risk when traveling, but the Summons is broken if there is no way to reach the summoner, except through dangerous or fatal territory. The summoning character's intent is not considered when determining if a situation is "dangerous". Only the condition of the physical environment is relevant.

Presence, Father Knows Best
This Discipline requires High Approval to possess.

Protean, Earth Meld
Normal disturbances to the ground will not end the effects of Earth Meld, although digging will cause the character to be ejected.

Protean, Shape of the Beast
Vampires in wolf form gain the Physical Traits Quick, and Lithe, in addition to the Sharp Trait granted by Feral Claws. The form allows them to travel an additional six un-penalized steps per action in combat during any round in which they do not attack.

Vampires in bat form may only declare three Traits in challenges to harm or otherwise attack someone. (They are not limited to bidding three Traits in challenges of defense.) They can fly at their normal running speed and all attacks against them suffer a two Trait penalty. If more then five steps away from the nearest attacker, they can declare a Fair Escape unless an attacker possesses more heightened speed. Note that vampires in either "fight" or "flight" form may not make use of weapons in combat.

Quietus
The maximum number of Quietus toxin coatings that may be applied to any single weapon is three times the weapon’s normal bonus Traits. Different Quietus powers cannot be used on the same weapon, as the different poisons render themselves inert when mixed. Unless a duration is otherwise noted in the Discipline’s text, coatings of Quietus toxins last for a single session.

Quietus, Scorpion's Touch
Traits lost to Scorpion's Touch also apply to the comparison of ties, causing the victim to bid fewer Traits.

Quietus, Dagon's Call
This power takes one turn to activate. Only base Physical Traits are applicable for the comparison of ties in these Static Physical challenges, not Traits added for blood expenditure, alternate forms, etc.

Quietus, Taste of Death
This power does two levels of aggravated damage instead of one.

Serpentis, The Form of the Cobra
Characters using The Form of the Cobra are not affected by the darkness rules. Also, their venom causes living beings one level of lethal damage each turn after a bite, for three turns.

Temporis
The optional rules in the box labeled “You Can't Get There From Here: A Storyteller Option” are used in the Sanctioned Chronicle. No character can have both Celerity and Temporis.

Temporis, Clotho's Gift
The maximum number of Physical Traits a character can risk on this Discipline is equal to half the number of Temporis powers the character possesses, rounded down.

Temporis, Clio's Kiss
Every use of this Discipline requires High Approval.

Thanatosis, Withering
A successful use of Withering against the head of a vampire prevents him from using any Disciplines except Celerity, Fortitude, and Potence.

Thanatosis, Necrosis
This power inflicts aggravated damage, rather than lethal.

Thaumaturgy
Thaumaturgical powers that require touch do not require skin contact, despite the rule on page 47 of Laws of the Night Storytellers Guide. Only effects that keep the thaumaturge from speaking (carving out her tongue, Vicissitude) will prevent her from using Thaumaturgy. Unless a power specifically requires the subject to hear the thaumaturge’s voice, circumstances that simply prevent it from being heard (a raging storm, Silence of Death) will not hinder Thaumaturgy.

While the Thaumaturgy possessed by the Tremere, the Assamites, and the Setites share game mechanics, in the World of Darkness these are widely different magical paths. It requires High Approval for a Thaumaturge to learn paths or rituals from someone possessing a different Clan's 'version' of Thaumaturgy.

Thaumaturgy, Elemental Mastery, Animate the Unmoving
Objects animated with this power have Physical Traits equal to the thaumaturge’s current Willpower and can inflict one level of damage in combat, the type of which is determined by the Storyteller.

Thaumaturgy, Elemental Mastery, Summon Elemental
Storyteller assistance is required for use of this power. Storytellers are encouraged to be harsh towards players who make frivolous use of Summon Elemental, as it can disrupt game play if not closely monitored. This power may only be used once per session. The elemental will serve the caster for the duration of the session.

Thaumaturgy, the Green Path, Speed the Season’s Passing
Using this power to destroy an item in combat may require a Physical Challenge at Storyteller discretion.

Thaumaturgy, the Green Path, Dance of Vines
Consult with a Storyteller to determine the exact damage and reach of plants animated with this Discipline.

Thaumaturgy, Hands of Destruction, Acidic Touch
This power lasts for the duration of the scene. The vampire can choose to inflict an aggravated wound level upon an unarmed attacker, even if the thaumaturge loses the Physical Challenge. The acid can only inflict a maximum of one aggravated level of damage per turn, regardless of the amount that comes in contact with a victim, or the means by which it does so.

Thaumaturgy, Mastery of the Mortal Shell, Seizure
This power lasts for one turn per Mental Trait expended by the thaumaturge (up to a maximum of five Traits), not one scene.

Thaumaturgy, Mastery of the Mortal Shell, Body Failure
This power lasts for one turn per Mental Trait expended by the thaumaturge (up to a maximum of three Traits). Each turn, a vampire may "soak" the damage by winning a Static Physical Challenge against the thaumaturge's Mental Traits to avoid one level of lethal damage. The "Bomb" or "Win All Ties" mechanics may not be used in this Challenge.

Thaumaturgy, Mastery of the Mortal Shell, Marionette
This power lasts for one turn per Mental Trait expended by the thaumaturge (up to a maximum of three Traits). While in control of a target's body, the vampire may force the target to utilize as much Potence and Celerity as the thaumaturge knows the target to possess (except any Superior levels). The target may utilize Fortitude as he desires.

Thaumaturgy, Movement of the Mind, Flight
To retain an ensnared victim, the thaumaturge must win another Mental vs. Physical Challenge at the end of every other turn. The use of the "Bomb" or "Win All Ties" mechanics in this challenge is at Storyteller discretion.

Thaumaturgy, Movement of the Mind, Control
To retain an immobilized victim, the thaumaturge must win another Mental vs. Physical Challenge at the end of every third turn. The use of the "Bomb" or "Win All Ties" mechanics in this challenge is at Storyteller discretion.

Thaumaturgy, Neptune’s Might, Blood to Water
Using this power requires an action, which includes a Physical Challenge to touch the target. A maximum of three Mental Traits may be spent on each use of this power.

Thaumaturgy, the Path of Blood, Blood Rage
Blood Rage cannot force a subject to commit a feat of which they are normally incapable. It can be used to bypass the generational limits for blood expenditure. Blood Rage cannot force a character out of torpor. If a character entered torpor due to injury, Blood Rage may be used to heal the wounds, allowing the character a single opportunity to wake prematurely. The normal cost and test for waking still apply. Additional healing does not provide additional opportunities to wake early.

Thaumaturgy, the Path of Blood, Blood of Potency
The generation granted by this power only affects the character's Blood Pool size, her number of Blood Traits expendable in a turn, her ability to awaken vampires from torpor, and her interaction with powers that compare generation. No other benefits of the lower generation are gained. No character can reduce her effective generation below 4th with Blood of Potency.

Thaumaturgy, the Path of the Blood’s Curse
All levels of this path are lost, without refunding of experience or other Traits used to purchase it, should the Thaumaturge permanently acquire a generation below tenth.

Thaumaturgy, the Path of the Blood’s Curse, Ravages of the Beast
The difficulty of the Virtue Test to avoid frenzy is four Traits.

Thaumaturgy, the Path of Corruption
Followers of Set and Serpents of the Light with Path of Corruption do not possess Thaumaturgy; rather they possess Setite Sorcery. A Storyteller should be consulted to help determine the exact effects of Basic Path of Corruption Disciplines. Path of Corruption uses the Subterfuge Ability for retests.

Thaumaturgy, the Path of the Father’s Vengeance, Feast of Ashes
No more than three Mental Traits can be spent when activating this Discipline.

Thaumaturgy, the Path of Transmutation, Gaol
Using this Discipline to trap an unwilling subject requires the thaumaturge to make a Mental Challenge against his subject’s Physical Traits. The use of the "Bomb" or "Win All Ties" mechanics in this challenge is at Storyteller discretion. No Disciplines or supernatural powers can be exercised across the barrier created by Gaol. As stated in the power's description, a Gaol completely encapsulates the target. Once created, a Gaol may not be moved.

Thaumaturgy, Spirit Manipulation, Entrap Ephemera
Creating a fetish requires High Approval. The approving Storyteller will provide a signed write-up of the exact effects of the fetish.

Thaumaturgy, Spirit Manipulation, Duality
This power may not be used to move creatures between worlds.

Valeren, Burning Touch
Endurance and other similar powers do not negate the wound level effects caused by this Discipline.

Valeren, Blissful Agony
Endurance and other similar powers do not negate the wound level effects caused by this Discipline.

Visceratika, Scry the Hearthstone
Use the Auspex vs. Obfuscate interaction rules given under Auspex instead of those in Laws of the Night.

Visceratika, Armor of Terra
As a reminder, bashing damage is not halved in the Sanctioned chronicle.

Visceratika, Rockheart [New Elder]
The vampire’s innards become hard and rocklike. Incoming damage from physical attacks such as fists, claws, swords, firearms, or explosives is reduced to half (round up), after considerations for other reductions such as armor and Fortitude. This effect does not reduce damage from fire, sunlight, or magic. Additionally, the vampire cannot be staked unless his attacker possesses superhuman strength, such as granted by Potence (of at least Intermediate level), Horrid Form, Crinos form, etc.

Visceratika, Dark Statue [New Elder]
By spending three Blood Traits and remaining completely still, the user is invulnerable to sunlight until the next sundown. This power does not preclude the vampire from having to make a Courage check for the presence of sunlight, but she only has to make one for the entire day. While in this form, the user is aware of her surroundings, and can use her complete range of senses and sensory powers. If the vampire moves while Dark Statue is active, the power ends, and she becomes vulnerable to sunlight. Additionally, she is then subject to the rules for staying awake during the day.

Visceratika, Crawling Chamber [New Master]
By spending three Blood Traits, the user can animate up to one hundred cubic feet of freestanding stone (usually a statue) for the remainder of the scene. The animated mass is not sentient, but it can move and attack at the user's bidding. It has Physical Traits and health levels equal to the user's, but no Abilities or other powers. The user can only control a number of these equal to her permanent Willpower Traits at any given time.

RITUALS (3.4)

Casting Superior level rituals requires a Static Mental Challenge (against 11 Traits for Elder, 13 Traits for Master, and 15 Traits for Ascendant level Rituals). The standard casting times are 40 minutes for Elder, 50 minutes for Master, and 60 minutes for Ascendant level rituals.

For Necromancy, Thaumaturgy, and clan-specific sorceries, free rituals are only gained from the primary path, not all paths the character learns. (Characters will only receive a maximum of five free rituals.)

Rituals from Laws of the Night Storytellers Guide are Low Approval, unless noted otherwise below. Those with a Thaumaturgy path listed after their name cannot be learned unless the character possesses at least one power from that Discipline path. Necromancy and Thaumaturgy rituals from Laws of the Night Sabbat Guide require High Approval to be learned by vampires who are not members of the Sabbat venue. New rituals with a clan or sect listed in the title require High Approval to be learned by one who is not a member of that clan or sect.

Cobra's Favor, Court of Hallowed Truth, Pavis of Foul Presence, Rite of Introduction, Stone Slumber, and Track Transgressor are Low Approval for Tremere, but High Approval for others. Custom rituals require Top Approval.

To learn Elder, Master, or Ascendant Thaumaturgy rituals, a character must know two paths at Advanced level and must be of sufficient generation to learn Disciplines of equivalent level (i.e. you must be at least seventh generation to learn Master Disciplines). The Experience Trait costs for Superior rituals are eight Experience Traits for Elder, ten Experience Traits for Master, and twelve Experience Traits for Ascendant level rituals.

BASIC RITUAL DESCRIPTIONS (3.5)

Necromancy Ritual, Call of the Hungry Dead
The lock of hair used in this ritual is destroyed during the casting.

Thaumaturgy Ritual, Bind the Accusing Tongue [New Camarilla]
This power lays a compulsion upon the subject preventing her from speaking, writing or otherwise communicating ill of the caster, thus allowing the thaumaturge to commit literally unspeakable acts without fear of reprisal. Casting requires a picture or effigy of the target, a lock of the target's hair, and a black silk cord. The caster then cast the ritual, winding the cord around the image and the lock of hair, and engages the target in a Mental Challenge. If successful the target must spend a Willpower Trait and defeat the thaumaturge in a Mental Challenge to communicate ill of the caster in any manner. The ritual lasts until the target manages to speak ill of the caster or the cord is unwound, at which point the components turn to dust.

Thaumaturgy Ritual, Blood Walk [New Camarilla]
This ritual is used to trace a subject's vampire lineage and the blood bonds in which the subject is involved. The thaumaturge must have a Trait of the subject's blood, and must win or tie a series of Simple Tests, continuing until she loses. Each successful test allows the vampire to look back one generation, giving both the true identity of the ancestor and an image of his face. The caster also learns the generation and clan from which the subject is descended. If at least three tests were successful, the identities of all parties with whom the subject shares a blood bond, either regnant or thrall, are revealed. Note that this ritual does not allow the character to see ancestors beyond the originator of the subject’s clan or bloodline.

Thaumaturgy Ritual, Burning Blade [New Camarilla]
This ritual can only be used on melee weapons. The caster spends at least three Blood Traits to cast the ritual. At any time during that session, she may then wound herself with the weapon to activate the power until the end of that scene. When activated, the weapon flickers with an unholy green flame, inflicting aggravated wounds. The ritual ends prematurely if, after activation, the number of times the weapon inflicts damage ever equals the number of Blood Traits spent in the casting.

Thaumaturgy Ritual, Donning the Mask of Shadows [New Camarilla]
While this ritual does not create true invisibility, it renders the subject translucent. Her form becomes dark and smoky, and the sounds of her footsteps are muffled. The ritual may be cast to affect a number of willing subjects equal to the thaumaturge's level of the Occult Ability. The subjects are concealed exactly as per the Obfuscate power, Unseen Presence. The effect may be seen through or dispelled in exactly the same manner as that Basic power. For example, Conrad is concealed by Donning the Mask of Shadows. Johnny successfully uses Auspex to see Johnny, who appears as a dark and smoky shape. Donning the Mask of Shadows lasts a number of hours equal to the caster's level of the Occult Ability or until he dispels the effect.

Thaumaturgy Ritual, Engaging the Transference Vessel [New Tremere]
This ritual enchants a container filled with blood to transfer its contents with blood from any living or unliving being making skin contact with it. When the ritual is cast the object, which must be between the size of a mug and a gallon jug, is sealed with a quantity of blood that it transfer with an equal amount of blood from anyone who touches it, until the object is opened. The target feels a slight chill as the container trades the Blood Trait within it for a Blood Trait within the target. As this sensation seems quite normal and varies with each casting, characters must have at least 4 levels of the Occult Ability or 3 levels of the Tremere Lore Ability to recognize the effect for what it is, even if they have experienced it before. Tremere find this ritual useful for acquiring blood and creating blood bonds.

Thaumaturgy Ritual, Impressive Visage
This ritual lasts for one scene, not a full session.

Thaumaturgy Ritual, The Imp's Affliction
While under the effects of this ritual, the target has a one Trait penalty to all Physical Challenges and a two Trait Penalty to all Social Challenges. The effects of this ritual cannot be stacked with multiple castings.

Thaumaturgy Ritual, Incantation of the Shepherd [New Camarilla]
This ritual allows the vampire to locate any member of his herd. If the character does not have any Herd Background, it locates the closest five mortals from whom he has fed at least three times each.

Thaumaturgy Ritual, Principal Focus of Vitae Infusion
After breaking down the ensorcelled object, it becomes a pool of the caster’s blood. To utilize this blood, a character will need to ingest this blood. As listed on page 106 of Laws of the Night: Revised, only three Traits of blood may be consumed in a turn.

Thaumaturgy Ritual, Purge the Inner Demon
This ritual will not help a vampire in Wassail.

Thaumaturgy Ritual, Purity of Flesh [New Camarilla]
The caster cleanses her body of all foreign material with this ritual. This includes dirt, alcohol, drugs, poison, bullets lodged in the flesh, tattoo ink, etc. The character spends a Blood Trait in the execution of this ritual. She must be completely naked in the casting, lest her clothes, jewelry, makeup, etc. be dissolved as well.

Thaumaturgy Ritual, Wards
Once cast; Wards remain on the object until it is destroyed or until the passing of a year and a day. The same ritual can be used to attune an old Ward so as to immunize a new person). Anyone who will be affected by a ward can sense it just before they touch it. When a ward is placed on a melee weapon, the weapon does normal damage, plus one lethal wound from the ward. Damage from a Ward may not be converted into aggravated damage through the use of additional powers. Characters do not receive cumulative damage from contact with multiple wards at the same time.

Thaumaturgy Ritual, Ward vs. Ghouls
This ritual has no effect on either normal humans, or mages, and there is no known Warding ritual that does.

Thaumaturgy Ritual, Warding Circles
The casting time for all Warding Circles is as normal to create a circle that lasts until sunset, or one entire night to create one that will last for a year and a day.

The Tremere have access to seven Warding Circle rituals: Warding Circle versus Ghouls (Basic, see below), Warding Circle versus Fae, Lupines, and Kindred (all Intermediate), and Warding Circle versus Spirits, Ghosts and Demons (all Advanced). Each of these Warding Circles must be learned separately. The effects against the targeted beings are the same as for Warding Circle versus Ghouls, except the affected creature is determined by the version of the ritual. All such rituals require material components equal to those of the corresponding Ward ritual, multiplied for each five feet of radius in the Warding Circle. Warding Circles cross all planes of reality, and will affect the target creatures regardless of current form.

Thaumaturgy Ritual, Warding Circle vs. Ghouls [New Tremere]
This ritual is enacted in a manner similar to Ward vs. Ghouls, but it creates a circle (up to fifty feet in radius) centered on the caster into which a ghoul cannot pass without risking harm. Any ghoul who attempts to cross the boundary of the circle feels a sleight tingle on her skin, just in time to stop herself from crossing it. Those who ignore this warning must succeed in a Static Willpower Challenge (no Traits risked) vs. the ritualist's permanent Willpower Traits in order to cross the barrier. Should the challenge be failed, the ghoul suffers a lethal wound, and is barred from the area protected by the Warding Circle until the next sunset. Attempts to leave the circle are not opposed, but once the ghoul has left, it must challenge again to reenter.

INTERMEDIATE RITUAL DESCRIPTIONS (3.6)

Necromancy Ritual, Call Upon the Shadow's Grave
This ritual only works on wraiths and only on one wraith per casting.

Thaumaturgy Ritual, Blood Allergy
The blood focus must be that of the target, who must also be defeated in a separate Mental Challenge for the ritual to work. The caster does not need to be within sensory range of the target to use Blood Allergy.

Thaumaturgy Ritual, Bottled Voice [New Camarilla]
This ritual draws out an individual's ability to create any sound with their voice. The caster prepares a bottle (sealed by wax) into which the voice becomes trapped, remaining lost to the target until the seal or bottle is broken. The caster performs the incantation within the normal speaking range of the target. Once cast, the vampire must expend a Willpower Trait and then win a Mental Challenge to successfully capture the voice of the target. The victim knows the source of the attack.

Thaumaturgy Ritual, Flesh of Fiery Touch [New Camarilla]
This defensive ritual inflicts one level of aggravated damage on anyone who voluntarily touches the ritualist (such as an unarmed attack). The caster must swallow a red-hot ember, suffering one aggravated wound, after which she is protected for the entire night.

Thaumaturgy Ritual, Heart of Stone [New Camarilla]
A vampire under the effect of this ritual is rendered impervious to staking and gains three bonus Traits in challenges to resist Presence powers, as his heart is transformed into solid stone. This ritual requires the caster to suffer one level of aggravated damage as a candle burns on his chest. The effects last until the caster desires to break them. While affected, the thaumaturge's emotional capacity becomes almost non-existent, giving him an effective Conscience Virtue of one, barring the use of the Empathy Ability, allowing him to bid only half his Traits in non-intimidation Social Challenges he initiates, and temporarily negating all Merits pertaining to positive social interaction.

Thaumaturgy Ritual, Pavis of Foul Presence
When a Presence power is used on the ritualist, she may elect to activate the ritual reflexively after the challenge. If the ritualist won the challenge to resist the Presence power used against her, the Presence user is affected by the power instead. If the ritualist failed the challenge, the Presence power is simply nullified. Pavis of Foul Presence cannot be used on Presence powers that do not directly target the thaumaturge (such as Majesty). The casting is dispelled after a single use.

Thaumaturgy Ritual, Sanguine Assistant [New Camarilla]
This ritual creates an automaton out of the caster's spare laboratory pieces. The construct stands about one foot high and is roughly human in shape. It aids the thaumaturge in research and rituals, but is useless in combat. The exact benefits of the aid of these constructs are left to the Storyteller, but they generally allow research to be completed in a shorter amount of time.

Thaumaturgy Ritual, Scry
When this ritual is used to spy on someone using powers of concealment (such as Obfuscate), the caster must use Auspex to defeat his target's concealment, lest the ritual automatically fail. This is the only way that Auspex can be used in conjunction with Scry.

Thaumaturgy Ritual, Shaft of Belated Quiescence [New Camarilla]
This ritual turns an ordinary stake (or other pointed weapon) made of rowan wood into a particularly vicious weapon. It costs three Blood Traits to treat the stake in this fashion. A successful strike with the treated weapon causes its tip to break off in the target and burrow towards the heart. A normal staking check is immediately performed against the victim, which if successful, stakes a vampire or Mortally Wounds a mortal, ghoul, etc. If the check fails, another is made each hour until the tip succeeds in its attempts. Each hour, a character with the Medicine Ability may surgically remove the tip if she succeeds in a Static Mental Challenge against ten Traits.

Thaumaturgy Ritual, Splinter Servant [New Camarilla]
Splinter Servant consists of a stake carved of wood from a tree that has nourished itself on the dead and is bound in wax-sealed nightshade. When activated, the servant splits itself into roughly human form and begins single-mindedly trying to impale the target's heart. A Splinter Servant has three health levels and a number of Physical Traits equal to the caster's permanent Willpower Traits. It will continually attempt to stake its target until it succeeds, is destroyed, or it destroys itself (runs out of Traits). This ritual is not usable in combination with Shaft of Belated Quiescence. The Splinter Servant has no Auspex, and thus may not attempt to pierce Obfuscate or similar effects.

Thaumaturgy Ritual, Ward versus Kindred [New Camarilla]
This ritual wards an object in a manner identical to Ward versus Ghouls, except that it affects vampires instead of ghouls. Casting the ritual requires a Trait of the caster’s blood, instead of a Trait of mortal blood, and the ward does not affect the caster. This ritual has no effect on Kuei-Jin, and there is no known Warding ritual that does.

Thaumaturgy Ritual, Ward versus Lupine [New Camarilla]
This ritual wards an object in a manner identical to Ward versus Ghouls, except that it affects werewolves instead of ghouls. Additionally, to cast the ritual requires a handful of silver (approximately $1,000 worth) instead of a Trait of mortal blood. Note that this ritual has no effect on Changing Breeds other than the Garou, and there is no known ritual that does.

ADVANCED RITUAL DESCRIPTIONS (3.7)

Thaumaturgy Ritual, Enchant Talisman [New Camarilla]
This ritual is the first taught to most Tremere once they have attained mastery of their first path. A thaumaturge's talisman is a source of personal pride. It costs a permanent Willpower Trait to enchant the item, which may be any rigid object close to a yard in length. Swords and staves are the most common, but even violins, shotguns, pool cues, and classroom pointers can be used. When grasping his talisman, a thaumaturge is one Trait up on all challenges involving Thaumaturgy and its rituals. He also gains one bonus Trait while using it in melee combat (in addition to what is normally given for using such a weapon or item). A vampire can only have one talisman at a time and ownership of a talisman cannot be transferred. If another thaumaturge gets a hold of the ritualist's talisman, she is up three Traits up on all Thaumaturgy challenges against the ritualist while she holds it.

Thaumaturgy Ritual, Escape to a True Friend [New Camarilla]
Escape to a True Friend allows the caster to travel to a person whose friendship and trust she values. The vampire steps into a ritual circle (which requires six nights to create), speaks the “True Name” of her friend, and is instantly transported to that individual. She does not appear directly in front of the friend. Instead she materializes in a location out of sight of any observer and within a few minutes' walk from the friend. Activating this ritual requires a full turn of concentration while within the circle. The thaumaturge does not actually escape until the end of the turn.

Thaumaturgy Ritual, Nectar of the Bitter Rose
This ritual requires Top Approval.

Thaumaturgy Ritual, Stone of the True Form
The effect lasts only three turns, not a scene. The pebble talisman becomes inert after one successful use. A character may only have one such talisman made at a time.

Thaumaturgy Ritual, Ward versus Spirits [New Camarilla]
This ritual wards an object in a manner identical to Ward versus Ghouls, but the ward created also extends beyond the physical world to affect spirits, such as those controlled with Spirit Manipulation. The material component of this ritual is a handful of pure sea salt, instead of the Trait of mortal blood required in Ward versus Ghouls. The ward created affects spirits in both the physical and the spirit realm, allowing the ward to harm them even when they are not material.

There are two variations to this ritual, Ward versus Ghost and Ward versus Demons, which function in the same manner but must be learned separately. The material components of these Advanced rituals are a handful of powered marble from a tombstone for Ward versus Ghost, and a vial of holy water for Ward versus Demons.

COMBINATION POWERS (3.8)

Combination powers are listed in the Clanbooks (see Vampire Appendix A), or are converted from tabletop sources (with the appropriate special approval). For the Sanctioned chronicle, all combination powers cost half the number of Experience Traits as the tabletop versions (rounded up).

To teach a combination power she knows, a character must also be able to teach the Discipline levels that the combination power requires. For example, to teach Burning Wrath (which requires Intermediate Celerity and Intermediate Potence), a character must have Burning Wrath, Advanced Celerity, and Advanced Potence.

Combination powers based on Dominate do not work on a vampire of lower generation than the user. Combination powers based on Chimerstry or Obfuscate interact with Auspex is the same manner as those Disciplines normally would.

RITAE (3.9)

The optional Performing the Rites rules on page 140 of Laws of the Night: Sabbat Guide are used in the Sanctioned chronicle.

The Blood Feast
A character's blood pool cannot exceed his generational limit by more then half (round down) as a result of this ritae. Additional Traits are lost.

Fire Dance
No more then three Traits can be gained as a result of this ritae. It is suggested than only the most impressive jumper should receive more then one Trait.

The Vaulderie
This ritual purifies the blood used, removing the taint of disease and negating powers that leave lingering harmful effects in the blood. Note that unlike traditional Blood Bonds, the Vaulderie does not fade over time.