House Rules/Disciplines

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Disciplines function as per Laws of the Night: Revised and other base sources (Camarilla Guide, Clanbooks, etc.) unless replaced or altered by the modifications below. If you have a question or comment about a Discipline alteration, please see Storytelling Staff.

  • Player Characters may learn Disciplines in backstory through NPCs, and through the Mentor Background in play, in addition to learning them from other PCs.
  • Some powers grant a bonus based on either the Levels of Discipline possessed, or the powers of Discipline possessed.
    • Level refers to Basic, Intermediate, Advanced, Elder, and Master.
    • Powers refer to individual levels of a Discipline (IE: a Gangrel with Eyes of the Beast, Feral Claws, Earth Meld and Shape of the Beast would have four (4) powers for those purposes.)
  • A character's backstory should justify any Out-of-Clan Disciplines they possess at character creation.
    • Experience Costs for Out-of-Clan Disciplines have been altered from Laws of the Night: Revised. Please refer to Character Creation for specifics.
  • NPCs brought into a Mob Combat by Disciplines count as Minor Actors.
  • Disciplines and Combo Powers from the Anarch Guide are only available to Anarchs.
  • Disciplines that cause a full-body change are considered exclusive, and cannot be activated at the same time; activating a new one cancels the old one. Examples of powers that invoke this rule are Horrid Form and Shape of the Beast. Minor transformation powers such as Eyes of the Beast or Flesh of Marble do not invoke this rule.
  • Characters using powers which substantially transform the character’s form may not use weapons, shields, or armor with the exception of Black Metamorphisis and Skin of the Adder which may.
  • Extra levels of damage caused by Disciplines apply only to the specific type of attack noted in the Discipline’s description. 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).

Currently, many of these rules bring us in line with design aspects of MET: VtM (such as replacing Win On Ties with a trait bonus).

Specific Disciplines[edit]


  • Quell the Beast
    • This power lasts for an hour or a scene.
  • Subsume the Spirit
    • The user is always aware of the location of his physical body.
    • The user may only spend up to three Social Traits when activating this power, granting access to Animalism, Auspex, and Presence.
    • Animals generally have between two (rodent) and ten (bear, gorilla) Health Levels, and between three (rodent) and fifteen (bear) Physical Traits, depending on size. They may inflict up to 2 damage, bashing for brawling strikes and lethal for biting. Animals may not use weapons, armor, or shields. For specific animals please see a member of Storytelling Staff.
  • Drawing out the Beast
    • The Beast will return to you automatically at the end of the frenzy, one scene, or one hour.


  • Auspex and Obfuscate are opposed Disciplines. The examples in Laws of the Night: Revised are conflicting; instead, use the following system.
    • Players compare their Discipline levels to determine whether or not a character with Auspex pierces the supernatural cloaking of characters with Obfuscate. A character with a higher level of Auspex automatically pierces the concealment of an individual with lesser levels of Obfuscate; and if the Auspex is lower, they automatically fail. In the case of equivalent levels (such as the characters both have Intermediate), this results in the standard challenge detailed in Laws of the Night: Revised.
  • 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.
  • Psychic Projection
    • The user may use Auspex, Presence, Dominate, and Obfuscate upon other projecting characters.
    • Characters are limited to using Auspex powers upon the material world and people in it.
    • Projecting characters have no access to their bodies, which prevents the use of blood for any purpose.
    • Investigation is the appropriate retest for Astral Combat.


  • Alacrity
    • Alacrity provides a bonus to Initiative (see Combat Primer) equal to the number of Celerity powers that a character possesses. This bonus applies to any action taken, not just Physical.
  • Fleetness
    • The character gains a +5 bonus when bidding a Dexterity-related trait, rather than Wins on Ties.


  • Ignis Fatuus and Fata Morgana
    • A character need only pay the cost for the associated Discipline to activate it, rather than defeat her opponent in a Social Challenge. If another character has reason to disbelieve the illusion, the character makes a Static Mental Challenge against the illusionist's permanent Social Traits. Success allows the character to see through the illusion.
  • Apparition
    • This power alters an illusion previously created by Ignis Fatuus or Fata Morgana. While controlling an illusion directly, a character may take no other action.
  • Horrid Reality
    • Replace with: Spend a Willpower on an illusion previously created. That illusion becomes capable of attacking a target with a Social challenge. Damage inflicted by the illusion is based on the illusion's mode of attack; an illusory pistol would cause Bashing to vampires and Lethal to mortals, while an illusory flame would cause Aggravated. The damage done is based on the mode of attack: 4 Bashing, 3 Lethal, or 2 Aggravated. A character who consciously realizes that the damage is being caused by an illusory creation will be unable to disbelieve it completely enough to avoid taking damage. Damage caused by Horrid Reality fades at the end of the night, but may be healed sooner as per normal damage. Chimerical damage is reduced by Fortitude. Chimerical staking uses the regular staking rules.


  • Passion
    • Success on this power gives the target a -1 trait penalty on Mental challenges for the duration.
  • Voice of Madness
    • The user of Voice of Madness does not test for frenzy. Voice of Madness can effect a number of targets equal to the total Dementation powers that a character possesses.
  • Total Insanity
    • Replace the effect as follows: the target is consumed with uncontrollable madness, and can do little else beyond gibber on the ground, sit catatonic or flee screaming. The target, if attacked, can react normally though suffers a -2 trait penalty on all actions taken. This power lasts until the end of the scene, or one hour, whichever is first.


  • Self-Destructive Commands: A command that will result in causing yourself direct harm will be automatically resisted (such as shooting yourself, or sticking your hand into a fire.) If you are compelled to take an action that would result in your death, you may act normally rather than upon that action.
    • Example: You are Dominated to punch your friend, which is not a self-destructive action. However, the same Dominate command while being stabbed by a third party would result in your being able to act against the person stabbing you, as your action results in your own injury and possibly death.
    • Example 2: A Mesmerism has been implanted that if Bob says the word “Please” you will shake his hand. You are hiding for your life using Unseen Presence after escaping an attempt to kill you, and Bob asks you to “Please reveal yourself.” You will shake his hand as you are not taking an action which is Self­-Destructive in that moment.
  • Mesmerize
    • Mesmerize commands, once triggered, last for a scene or an hour, whichever is first. Mesmerize must compel a target to take an action, and cannot be used to compel a character to not take an action. The user of Mesmerize can only have one trigger per target at a given time, though a new command may be placed once the first has run it's course.
  • Conditioning
    • Victims of Conditioning must go six (6) consecutive months, minus one month for each Willpower spent to resist the bond, without contact with their domitor. The minimum timeframe for this effect is one month.
    • A domitor may allow a Conditioned individual to maintain their creativity and some sense of self. If this is elected to be used, the free retest against Dominate does not apply.
  • Possession
    • Mortals and Ghouls are valid targets for Possession.
    • The Possessor may use any Potence and Fortitude that both the target and the user of Possession have in common. This does not include Combination Disciplines.
    • Bonuses from shape-shifting powers do not transfer with Possession.
    • A character may spend up to three (3) Mental traits in order to give their host body access to their Auspex, Presence and Dominate. The user of Possession uses the blood pool and maximum expenditure of her host body. In addition, the user always knows the location of her real body and may return to it at any time.


  • Resilience
    • The effect of Resilience (reduce an Aggravated Damage to a Lethal) is automatic, with no test involved. (IE: A character takes 2 Aggravated Damage from a fire; they would take 1 Agg and 1 Lethal after Resilience).
  • Resistance
    • The effect of Resistance is automatic, with no test involved. In the above example, the character would then ignore the Lethal damage, only taking 1 Aggravated Damage.
  • Aegis
    • Replace with: The character may ignore a number of sources of damage (or environmental damage), per scene, equal to the number of Fortitude powers they possess.


  • Basics
    • Necromancy is considered “blood magic” and thus is obvious when used, subject to Thaumaturgical Countermagic, the Magic Resistance Merit, and similar magic­-affecting phenomenon.
  • The Maelstrom and Nigrimancy [Clanbook Giovanni]
    • This is not sanctioned.


  • 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’. A character may not use a power to interact with another character while using an ‘invisibility’ power. This includes but is not limited to controlling illusions created with Chimerstry, Arms of the Abyss, and items animated with Thaumaturgy.
  • Vanish from the Mind's Eye
    • When the user declares his intent to vanish he may choose whether to vanish at the end of the Everyman round or after all follow­up actions have taken place. This power may be used even if the user is grappled. If the user is successful in the test against the grappling character, the grapple is broken in addition to the normal effect.
  • Cloak the Gathering
    • Cloak the Gathering cannot be used on unwilling, torpored, or unconscious targets.


  • Unless otherwise noted in a power, Potence does not alter Ranged attacks.
  • Potence does not cause weapons that are used appropriately, or created with appropriate materials, to break unless anothe power would cause them to break (such as Personal Armor).
  • Might
    • Use of Might is the user's last retest, not the last retest of a challenge.
  • Puissance
    • When bidding a Strength-related trait, the character gains a +5 Trait bonus instead of Wins On Ties.


  • Awe
    • You must be within line of sight to use Awe on a target.
  • Summon
    • In order to use this power, the user must have fulfilled the requirements presented (having spoken with or used a Presence power upon the target) that night in order to invoke this power upon them. 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.
  • Majesty
    • This discipline functions against everyone within line of sight, whether they can see the user or not. This replaces the rule limiting the effect to 10 paces.


  • Earth Meld
    • Significant disturbance of the area where the character has melded will cause the character to be ejected.
  • Shape of the Beast
    • Non-Gangrel may not take any form but a 'wolf' or a 'bat' using this power. Gangrel may take other forms as described on page 67 of Clanbook: Gangrel.


  • The maximum number of Quietus toxin coatings on a weapon is equal to the base bonus traits of the weapon.
  • Different Quietus poisons may not be stacked on the same weapon; only the most recent application has effect. Any unused Quietus applications fade at sunrise.
  • Scorpion's Touch
    • The lost Trait, or Traits, from this power return after one scene or one hour. The lost Traits are considered lost for any purpose, including determining ties and overbids.
  • Dagon's Call
    • The maximum damage from Dagon's Call cannot exceed 3 in any one application.
    • Only the user's base Physical Traits are used for the purposes of the Static Physical Challenge, ignoring any from blood expenditures, alternate forms, and other bonuses.
  • Baal's Caress
    • This power does not convert additional damage from Potence powers into Aggravated Damage, only the base damage of the weapon it is applied to.
  • Taste of Death
    • This power deals 2 points of Aggravated Damage, not 1. Projectile does not alter the use of this power in any way.


  • The Form of the Cobra
    • While shapeshifted, the character is unaffected by the darkness rules.
    • A living being takes 1 Lethal damage from the user's venom for three (3) turns after they are bitten.
    • For the duration of this power the user gains the Physical Traits: Ferocious, Lithe, Tough and the Mental Traits: Alert, and Attentive.


A versatile and very powerful power, Thaumaturgy is divided up into multiple Paths, and multiple Clans and even Bloodlines have blood magic that, from a mechanical standpoint, is identical to Thaumaturgy. This section is going to lump those under one Thaumaturgy header, divided into three lists: Tremere Thaumaturgy, Assamite Sorcery, and Setite Sorcery. Other types of sorcery will be handled on a case-by-case basis, as they are not generally accessible by the approved PC types. There are some notes regarding Thaumaturgy that applies to all of those variations of blood magic.

Unless otherwise altered below, Thaumaturgy functions as per applicable Laws of the Night and Clanbook published material. If you have a question, please see a member of Storytelling Staff. Thaumaturgy Paths not listed below are not sanctioned at this time.

  • Thaumaturgy powers that require touch do not require skin contact; ignore the rule on Laws of the Night: Revised pg. 47., though they often require a Physical Challenge to initiate the touch. Only effects that keep the target from speaking such as carving out her tongue or use of Vicissitude will prevent the use of Thaumaturgy. Unless a power specifically requires the subject to hear the Thaumaturge's voice, effects that prevent it from being heard (Silence of Death, a raging storm) will not hinder the Thaumaturgy.
  • Thaumaturgy shares game mechanics with the powers of other clans such as the Setites and Tzimisce. Despite this, they are widely different magical paths and obviously distinct from one another in-game. The Thaumaturgy practiced by both the Tremere and Tremere antitribu are visually identical, however.
  • A Tremere learning another Clan's style of sorcery is treated as learning an Out-of-Clan Discipline.


This section covers the Thaumaturgy practiced by the Tremere. Thaumaturgy is divided up into four separate arrangements of Paths, divided into Common, Rare, Restricted and Lost Paths. Rare Paths cannot be taken at character creation, and must be learned in-game through plot and other methods and may have prerequisites, such as Tremere Clan Status. Restricted Paths are held by the highest echelons of the Tremere, due to their inherent power and their problematic history, and Lost Paths are knowledge not common to the Camarilla-aligned Tremere, but may be introduced during the life of the chronicle. If you have interest in a particular Rare Path, please see Storytelling Staff.

  • Common Paths: Path of Blood*, Lure of Flames*, Movement of the Mind*, Path of Conjuring, Hands of Destruction, The Hearth Path, Biothaumaturgy, Oneiromancy, Path of Technomancy, Weather Control, Green Path, Neptune's Might
    • A * denotes the most common starting Paths for Tremere.
  • Rare Paths: Elemental Mastery, Path of the Focused Mind, Mastery of the Mortal Shell, Path of Shadowcrafting, The Faux Path, Thaumaturgical Countermagic, Vine of Dionysis, Path of Transmutation
    • A character must have a minimum of two Common Paths at the Advanced (x5) level before they are able to learn a Rare Path. Plot reasons will waive this requirement at Storytelling Staff discretion.
  • Restricted Paths: Path of Blood's Curse, Path of Corruption
  • Lost Paths: Alchemy, Spirit Manipulation, Spirit Thaumaturgy, Path of Levinbolt

Elemental Mastery[edit]

  • Animate the Unmoving
    • Objects animated by this power have Physical Traits equal to the user's Permanent Willpower and inflict 1 level of damage. The damage type is determined by the Storyteller. The duration lasts until the user loses line of sight, one scene or one hour, whichever is first.
  • Summon Elemental
    • When using Summon Elemental, you must get a Storyteller; they, or a Narrator, will represent the elemental. This power may only be used once per session, regardless of the type of elemental summoned. The duration of the summons is one session or until dismissed. The elemental is considered to have the following:
    • 6 each Physical, Social and Mental Traits. 5 Abilities. 8 Willpower. A Thaumaturge may spend Mental Traits, up to a Maximum of four (4), granting the elemental a bonus Attribute Trait in each category, and 2 additional Ability Traits (for a maximum of 10 in each Attribute Category and 13 Ability Traits). Willpower remains unchanged.
    • Elemental Powers: Any power that would cost a blood costs the Elemental one Mental Trait. Willpower is spent as normal.
      • Salamanders (Fire Elementals) may have Lure of Flames up to x3.
      • Sylphs (Air Elementals) may have Weather Control up to x3.
      • Gnomes (Earth Elementals) may have Green Path up to x3.
      • Undines (Water Elementals) may have Neptune's Might up to x3.
    • Other types spirits function under this Discipline at Storyteller discretion.

Focused Mind[edit]

  • Readiness
    • The bonus traits apply only to non-supernatural challenges.
  • One Track Mind
    • A character affected by One Track Mind may defend themselves normally. Taking damage causes the compulsion to immediately end.
  • Dual Thought
    • This extra action happens on the First Extra Action Round, at the same time that Swiftness is resolved, as detailed in the Combat Primer.
  • Perfect Clarity
    • Replace with: The character gains a +3 Mental Trait bonus for the purposes of defense, and a +2 Trait bonus for the purposes of resisting Frenzy of any sort.

Green Path[edit]

  • Speed the Season’s Passing
    • Using this power to destroy an item in combat may require a Physical Challenge at Storyteller discretion.
  • Dance of Vines
    • Storytelling Staff should be consulted to determine the exact damage and reach of plants animated with this Discipline. The physical traits of the plants are determined by the user’s permanent Willpower rating, not current Willpower rating.

Mastery of the Mortal Shell[edit]

  • Seizure
    • Replace with: This power lasts for a number of turns equal to the Mental Traits spend on the action, to a maximum of three (3). If the target is attacked, the power immediately ends and the target is able to defend themselves as normal.
  • Body Failure
    • Replace with: The user must make a Physical Challenge against a target. If successful, they may spend up to three (3) Mental Traits to inflict lethal damage on a one-for-one basis.
  • Marionette
    • Replace with: This power lasts for one turn per Mental Trait spent on the action, to a maximum of three (3). While controlling an individual, the Thaumaturge may force the target to use any Potence and Celerity they possess. Any Fortitude possessed by the target is used at their discretion. If the target takes damage, this power immediately ends. Potence may be used to resist this power.

Movement of the Mind[edit]

  • Force Bolt
    • Rather than lose an action, the target is knocked prone and has a -2 Trait penalty on Physical Actions during the following turn.
  • Flight
    • To continue holding a restrained victim, the Thaumaturge must make another Mental vs. Physical Challenge every other turn, and when the target takes damage. Potence may be used to resist this power.
  • Control
    • To continue holding an immobilized victim, the Thaumaturge must make another Mental vs. Physical Challenge every third turn, and when the target takes damage. Potence may be used to resist this power.

Neptune's Might[edit]

  • 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.

Path of Blood[edit]

  • Blood Rage
    • Forced Blood expenditure must be used in a manner that the character is capable of, such as activating Disciplines, healing and increasing attributes. Blood Rage may be used to force healing when a target takes damage that would cause a damage-induced torpor.
  • Cauldron of Blood
    • This power requires an action and a Physical Test; getting someone to shake hands does not remove this required Physical Test.

Path of Blood's Curse[edit]

  • All levels of this Path are lost, with no XP refund, should a character gain a true Generation lower than 10th.
  • Ravages of the Beast
    • The Trait difficulty for the Frenzy challenge is four (4).

Path of Technomancy[edit]

  • A character can be Embraced no more than 50 years ago to learn this power. Kindred Embraced before that time cannot learn this Path.

Path of Transmutation[edit]

  • Gaol
    • Using this Discipline on an unwilling subject requires a Mental vs. Physical Contested Challenge. Once Gaol is established, it remains for 10 turns of combat or 10 minutes of real-time. Disciplines may not be used across the Gaol barrier.

Thaumaturgial Countermagic[edit]

  • When using this ability to target a Necromancy effect, the user must have a rating in Thaumaturgical Countermagic equal to or greater than the rating of Necromancy used.
  • This power may be taught even though it is Out-of-Clan.

Assamite Sorcery[edit]

Assamite Sorcery functions mechanically the same to Tremere Thaumaturgy, but is wildly different from an in-game standpoint. The caste has had centuries of development and melding of practices to work with, creating something entirely new. The Magi are adept at certain powerful rituals, particularly ones that benefit and enhance the Assamite's capabilities to fulfill their duties and contracts. Most Rituals within Assamite Sorcery have a separate name that can be referenced in various tabletop and LARP resources.

  • Common Paths: Elemental Mastery*, Lure of Flames*, Movement of the Mind*, Neptune’s Might*, Weather Control*, Awakening the Steel, Hands of Destruction, Path of Blood, Path of Conjuration
    • A * denotes common starting Paths for Assamite Sorcerers.
  • Rare Paths: Path of Blood's Curse, Path of Father’s Vengeance, Path of the Focused Mind, Path of Mars
    • An Assamite Sorcerer must have at least 2 Paths at Advanced (x5) before taking a Rare Path.

Any Path not listed here may be brought to Storytelling Staff for integration, as long as it has existing Mind's Eye Theatre rules. House Rules covered in Thaumaturgy will not be repeated here; only Paths unique to Assamite Sorcery will have their House Rules listed here.

Awakening of the Steel[edit]

  • This power may only be used with slashing weapons (swords, daggers, knives, etc.)
  • Grasp of the Mountain
    • This power will return the weapon to the user's hand even if the weapon is broken, and the weapon will reform, though any effects such as Quietus poison and Wards will be removed.

Path of Father's Vengeance[edit]

  • Feast of Ashes
    • The maximum Mental Traits that can be spent on this power is three (3).

Path of Mars[edit]

  • War Cry
    • Rather than a Win All Ties, this power grants +2 Mental Traits in Mental Challenges when resisting hostile discipline effects.
  • Fearless Heart
    • The traits this power provides cannot exceed a character’s Generation maximum.

Setite Sorcery[edit]

  • Setite Paths: path of Corruption*, Path of Conjuration, Path of Mars, Weather Control
    • Followers of Set and Serpents of the Light who know Setite Sorcery may teach it to others as if it were an In­-Clan Discipline.

Path of Corruption[edit]

  • 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. Unlike other Thaumaturgy, this path is subtle and is not obvious

when used.


  • Free Rituals are gained only from the character's Primary Path (the first one purchased), for a maximum of five (5) free rituals.

Thaumaturgy Rituals[edit]

  • Rituals from Laws of the Night: Sabbat Guide and Laws of the Night: Anarch Guide are only available to Camarilla characters with Head Storyteller approval.
  • The following Rituals are available only to Tremere Thaumaturgy, and may not be purchased by those with other Thaumaturgy types: Blood Certámen, Blood Mastery, Cobra's Favor, Court of Hallowed Truth, Dedicate the Chantry, Deny the Intruder, Inherited Affinity, Night of the Red Heart, Pavis of Foul Presence, Purify Blood, Rite of Introduction, Ritual's Recognition, Stone Slumber, Track Transgressor, Unweave Rituals.
  • The following Rituals require approval of the Head Storyteller to purchase: Abandon the Fetters, From Marduk’s Throat, Mark of Amaranth, Nectar of the Bitter Rose.

Necromancy Rituals[edit]

  • Necromancy Rituals from Laws of the Night: Sabbat Guide are available for Clans that have Necromancy as an In-Clan Discipline. This does not include Caitiff that take Necromancy.

Assamite Sorcery Rituals[edit]

Setite Sorcery Rituals[edit]

Combination Powers[edit]

Combination Powers that do not have a Mind's Eye Theatre conversion can be brought to Storytelling Staff for review. Otherwise, Combination Powers function as normal unless altered below.

  • A character may learn a Combination Power from a Clan other than theirs with an appropriate teacher.
  • To teach a Combination Power, the character must be able to teach the appropriate Discipline (or Disciplines) involved (IE: to teach Burning Wrath, a Brujah must have Burning Wrath, and Advanced Potence or Advanced Celerity).
  • A character may NOT teach a Combination Power that is not of their Clan (so a Brujah could teach Burning Wrath, but could not teach Hand of the Master Artisan, as that is a Toreador Combination Power).

Burning Wrath[edit]

  • The duration of this power is one scene, or one hour.

Claw Immunity[edit]

  • This power functions against the animal and near-animal forms of shapeshifters (Lupus and Hispo for Garou).

Iron Heart[edit]

  • This power grants the user 1 bonus traits for each level of Presence that the user possesses when resisting Dominate, Presence, or Mind­-Controlling Thaumaturgy powers. The user can spend a Willpower trait to confer another character a 1 trait bonus to resist those same powers for the scene. This power does not stack with itself.


  • This power does not work on Kindred.

Shadow Feint[edit]

  • The trait bonus from Shadow Feint does not apply when attacking, only when declaring evasion. The character only gains a +2 Trait bonus regardless of the amount of attackers.

Sympathetic Agony[edit]

  • Replace with: Spend a blood and make a Social Challenge against a target. If successful, any time the user is at the Wounded health level for the remainder of the scene, the victim of Sympathetic Agony suffers the wound penalties for being at the Wounded health level. Endurance provides no protection against this power.

Unlisted Disciplines[edit]

There are many Disciplines that we have not listed. These Disciplines tend to be two sources:

  • Elder Disciplines
  • Disciplines from Clans and Bloodlines that are not part of our 'core' setting for players such as Visceratika, Vicissitue and Obtenebration.
  • Certain types of Thaumaturgy, such as Dark Thaumaturgy

If these Disciplines become necessary prior to our conversion to Mind's Eye Theatre: Vampire the Masquerade, staff will handle those on a case-by-case basis (particularly in regards to NPCs). If you have a question or comment about this policy, please see a member of Storytelling Staff.