Disciplines

Blood Sorcery

Mortal magic may be beyond the reach of vampires, but they have their own dark arts. Fueled by cursed blood, undead sorcerers can perform many terrible feats. Their arts are divided into seven branches. Most sorcerers will only learn the secrets of a handful of these Paths. Blood Sorcery is never considered in-Clan for any vampire.

System: Activating a Blood Sorcery Path generally requires 1 blood point and a Willpower roll (difficulty 3+Level), but some Paths have unique rules and costs, which are detailed in their rules.

  • Learning a new Path costs 8 XP or 5 Freebies per dot
  • Advancing a Path once learned costs (Current Rating x6) XP
  • Learning a Ritual costs (Rating x5) XP or 3 Freebies per level

Animation

Bringing life to the unliving is one of the rarest and least understood powers of Blood Sorcery. Only a few traditions have mastered these arts. Anyone wishing to bring corpses to life, or create homuncular servants must study these mysteries. Due to the intricate nature of Animation, most of the powers related to this branch are expressed as Rituals. There are relatively few Paths in this branch of Blood Sorcery.

Conjuring

This branch of Blood Sorcery teaches mastery over matter itself. Solid objects vaporize or are called into existence at the whim of a true conjurer.

  • Path of Conjuring (V20)
  • Path of Transmutation (Blood Sorcery: the Thaumaturgy Companion)

Curses

Inflicting punishment on enemies is a long-standing tradition for vampires and sorcerers alike. These Paths are some of the most foul and deadly arts available to the undead.

  • The Evil Eye (Blood Sorcery: the Thaumaturgy Companion)
  • Path of Curses (Blood Magic: Secrets of Thaumaturgy)
  • Mastery of the Mortal Shell (Blood Magic: Secrets of Thaumaturgy or Rites of the Blood)
  • Path of Haunting (Dark Ages V20)
  • Covenant of Nergal (Blood Sorcery: the Thaumaturgy Companion)
  • Path of Duat (Blood Sorcery: the Thaumaturgy Companion)
  • Path of Corruption (V20)

Decay

Closely related to the study of Curses, Paths of Destruction are centered around entropy and rot. They break down the physical world, both living and inanimate. In some ways, these Paths are also tied to those that study Vampirism itself, since the undead body is in many ways just unliving matter.

Elementalism

Control of the natural world is made manifest through Elemental Paths. They command earth, water, air, fire or other fundamental forces.

  • Lure of Flames (V20)
  • Elemental Mastery (V20)
  • Movement of the Mind (V20)
  • Neptune's Might (V20)
  • Way of the Levinbolt (Rites of the Blood or Clanbook: Tremere Revised)
  • Weather Control (V20)
  • Green Path (V20)

Summoning

The art of bending another supernatural creature to your will is fraught with danger. These Paths teach the ability to call up ghosts, demons and spirits of the natural world. Vampires have a special gift with the departed, being more than half-dead themselves, but they can reach out to other immaterial beings with training.

  • Sepulcher Path (V20)
  • Ash Path (V20)
  • Vitreous Path (V20)
  • Cenotaph Path (V20)
  • Spirit Manipulation (Rites of the Blood or Guide to the Camarilla)
  • Rego Manes (Dark Ages Companion)

Vampirism

These Paths allow for limited control over the Curse of Caine itself. Sorcerers can use them to make vitae bend to their will, find loopholes in the rules of the Curse, or punish their enemies by increasing the drawbacks of vampirism.

  • Path of Blood (V20)
  • Path of the Blood's Curse (Blood Magic: Secrets of Thaumaturgy)
  • Path of Father's Vengeance (V20)
  • The Corpse in the Monster (V20)
  • Path of Blood Nectar (Blood Sorcery: the Thaumaturgy Companion)