Player's Handbook · Chapter 10

Discipline Reference

Use this reference when choosing or adjudicating Discipline powers. A character normally learns powers at or below their rating in that Discipline. Each power entry should still define its cost, roll, duration, and limit at the table.

Animalism

  • 1: Bond Famulus; Feral Whispers; Sense the Beast
  • 2: Animal Succulence; Subsume the Spirit
  • 3: Animal Messages; Quell the Beast
  • 4: Unchain the Fury; Subsume the Spirit (advanced use)
  • 5: Animal Dominion; Drawing Out the Beast

Auspex

  • 1: Heightened Senses; Sense the Unseen
  • 2: Premonition
  • 3: Scry the Soul; Share the Senses; Spirit's Touch
  • 4: Clairvoyance
  • 5: Possession; Telepathy

Blood Sorcery

  • 1: A Taste for Blood; Corrosive Vitae
  • 2: Extinguish Vitae
  • 3: Blood of Potency; Scorpion's Touch
  • 4: Theft of Vitae
  • 5: Baal's Caress; Cauldron of Blood

Blood Sorcery also supports rituals. Record a ritual separately with its ingredients, preparation time, roll, cost, and consequence for failure.

Celerity

  • 1: Cat's Grace; Rapid Reflexes
  • 2: Fleetness
  • 3: Traversal
  • 4: Blink; Unerring Aim
  • 5: Lightning Strike; Split Second

Dominate

  • 1: Cloud Memory; Compel; Mesmerize
  • 2: Dementation; Submerged Directive
  • 3: The Forgetful Mind; Force Submission
  • 4: Mass Manipulation; Rationalize
  • 5: Terminal Decree

Dominate requires a clear command and a plausible means of delivery. Eye contact, speech, touch, and the target's ability to understand are meaningful limits unless a power says otherwise.

Conflicting Dominate (adopted ruling): A victim can carry only one effective instance of Dominate at a time. When a second vampire attempts Dominate on a target already under another vampire's standing effect (for example an unresolved dormant Mesmerize command or ongoing control), the two Dominate ratings contest: the higher rating wins, ties go to the higher Blood Potency, and a full tie preserves the standing effect. The loser's power fails to take hold, and any per-power limit (such as Compel's 'may not use Dominate on the target again that scene') applies as normal.

Fortitude

  • 1: Resilience; Unswayable Mind
  • 2: Toughness
  • 3: Defy Bane; Fortify the Inner Facade
  • 4: Flesh of Marble; Prowess from Pain
  • 5: Aegis; Flesh of Marble (advanced use)

Obfuscate

  • 1: Cloak of Shadows; Mask of a Thousand Faces
  • 2: Silence of Death
  • 3: Unseen Passage; Ghost in the Machine
  • 4: Impostor's Guise; Vanish
  • 5: Conceal; Mask of Janus

Obfuscate conceals the vampire from attention; it does not erase physical evidence, remove a person from a recording by default, or force someone to accept an impossible contradiction.

Oblivion

  • 1: Shadow Cloak; Oblivion's Sight
  • 2: Arms of Ahriman
  • 3: Shadow Perspective; Touch of Oblivion; Tenebrous Avatar
  • 4: Stygian Shroud
  • 5: Necrotic Plague; Split the Shroud

Oblivion powers should make absence, darkness, entropy, and the dead feel present. Clarify whether a power creates a physical shadow, a spiritual effect, or both.

Potence

  • 1: Lethal Body; Soaring Leap
  • 2: Prowess
  • 3: Brutal Feed; Spark of Rage
  • 4: Earthshock; Fist of Caine
  • 5: Draught of Might; Uncanny Grip

Presence

  • 1: Awe; Daunt
  • 2: Dread Gaze; Lingering Kiss
  • 3: Entrancement
  • 4: Summon
  • 5: Majesty

Presence influences emotion and attention rather than replacing every decision. Targets may resist when they have a strong reason, and consequences remain after the supernatural effect ends.

Protean

  • 1: Eyes of the Beast; Weight of the Feather
  • 2: Feral Weapons
  • 3: Earth Meld; Shape of the Beast
  • 4: Metamorphosis
  • 5: The Unfettered Heart

Thin-Blood Alchemy

Thin-Blood Alchemy is formula-based rather than a single fixed ladder. Common formula effects include Far Reach, Haze, Envelop, Awaken the Homuncular Servitor, and Vapor, with the creator's ingredients, Resonance, distillation time, and Hunger cost recorded for each formula. The Storyteller should define the formula's exact effect and limit when it is created.

Choosing powers

When a character has dots in a Discipline, choose powers that express the character's concept rather than filling every available slot. A power should create a new fictional option, not simply add a larger number. For example, Celeste's Auspex supports investigation and perception, Presence supports artistic magnetism and dangerous emotional influence, and Celerity supports graceful movement under pressure.

Manual updated Aug 18, 2026.