Disciplines are supernatural abilities used by Kindred in Vampire: The Masquerade – Bloodlines. The origin of Disciplines is unknown, but many believe they are gifts from Caine or Lilith, and a few Antediluvians are thought to have invented unique Disciplines that have been passed down through their Childer. There are seventeen "main" Disciplines that are well known and relatively common, but there are also a variety of much rarer Disciplines practiced by bloodlines and Thin-Blooded vampires.
Aside from their immortality, ability to heal, and ability to improve their physical capabilities through expenditure of Vitae, the Disciplines are what grant Kindred their supernatural power and enable them to participate in the Jyhad. Training in each Discipline provides several related powers such as superhuman senses, shapeshifting abilities or influence over the minds of others.
The majority of Disciplines consist of a sequence of powers which begin at a one-dot power and rise to a five-dot power. Discipline progression is fixed: every character who learns Auspex 3 learns the same power, cannot obtain it until they possess Auspex 2, and must learn it before gaining Auspex 4.
Disciplines by Clan
Every clan has three in-clan Disciplines which they pick up more readily and do not require training to learn. Many clans also have signature Disciplines that are not widely known outside of their clan and are sometimes carefully guarded, though this varies from clan to clan. Unique Disciplines are not common in the Camarilla. Conversely, the Sabbat and independent clans have powers which are not part of traditional vampire literature and were introduced later.
List of available Disciplines
Animalism is a Discipline that brings the vampire closer to their animalistic nature. This not only allows them to communicate with and gain dominance over creatures of nature, but gives them influence over the Beast itself. It is particularly common among the clans that are most removed from humanity, though many of its powers specifically target the Beasts of mortals and Cainites.
|1||Nightwisp Ravens: Summons a pack of ravens to incapacitate the target||1 blood|
|2||Burrowing Beetle: A bone-crunching beetle invades the target's body inflicting damage||1 blood|
|3||Spectral Wolf: Summons a phantasmal wolf to attack the target||2 blood|
|4||Bloodsucker's Communion: Summons a swarm of bats to drain blood from the victim and transfer it to you||3 blood|
|5||Pestilence: Summons a carrion swarm of insects to devour the target||3 blood|
Enhances your mental faculties and allows you to see the auras of those around you. All levels of Auspex cost 1 blood per activation.
|1||+1 to wits||1 blood per 20 seconds|
|2||+1 to wits and perception||1 blood per 24 seconds|
|3||+2 to wits and +1 to perception||1 blood per 28 seconds|
|4||+2 to wits and perception||1 blood per 32 seconds|
|5||+3 to wits and perception||1 blood per 36 seconds|
Vampiric preternatural speed. The world will seem to slow while you remain unaffected. All but the first level of Celerity are obvious supernatural acts, and using them in Safe Areas is considered a violation of the Masquerade.
|1||Gain level 1 speed boost||1 blood per 14 seconds|
|2||Gain level 2 speed boost||1 blood per 14 seconds|
|3||Gain level 3 speed boost||1 blood per 14 seconds|
|4||Gain level 4 speed boost||1 blood per 14 seconds|
|5||Gain level 5 speed boost||1 blood per 14 seconds|
The unique legacy of the Malkavian clan, Dementation channels madness and pours it into the minds of those around you. Dementation effects are covert actions; they cannot be traced back to you and carry no risk of violating the Masquerade.
|1||Hysteria: Causes the victim to laugh uncontrollably||1 blood|
|2||Mass Hallucination: All targets near you suffers -2 to all combat feats||2 blood|
|3||Visions of Death: Target falls over dead, lesser effect on supernatural creatures||2 blood|
|4||Berserk: Target randomly attacks all nearby targets before falling over dead, lesser effect on supernatural creatures||3 blood|
|5||Bedlam: Randomly inflicts one of the four lower ranks on all victims in the target area||4 blood|
The superior strength of the vampiric mind allows your character to control the minds of weaker kine and even some Kindred. Dominate effects are covert actions; they cannot be traced back to you and carry no risk of violating the Masquerade.
|1||Trance: Target is temporarily incapacitated||1 blood|
|2||Brainwipe: All nearby targets ignore you||2 blood for 5 seconds|
|3||Suicide: Target dies||2 blood|
|4||Possession: Target defends you with their life before dying from a heart attack||3 blood|
|5||Mass Suicide: All targets within an area die||4 blood|
Fortitude allows for amazing displays of preternatural constitution. Guarantees a certain amount of damage from every incoming attack will be ignored, regardless of the source. The use of Fortitude is not considered a violation of the Masquerade.
|1||+1 to all soak feats||1 blood per 25 seconds|
|2||+2 to all soak feats||1 blood per 25 seconds|
|3||+3 to all soak feats||1 blood per 25 seconds|
|4||+4 to all soak feats||1 blood per 25 seconds|
|5||+5 to all soak feats||1 blood per 25 seconds|
Vampiric invisibility. You may only enable Obfuscate if no one can see you. If you remain motionless, the timer will not run and Obfuscate can be maintained indefinitely. All levels of Obfuscate include the benefits of the lower levels. Obfuscate carries no risk of violating the Masquerade. (Only available to Malkavian and Nosferatu)
|1||Become invisible while motionless, movement will break obfuscate||1 blood per 18 seconds|
|2||Able to move invisibly while crouched, interacting with the environment or bumping anyone breaks obfuscate||1 blood per 20 seconds|
|3||Able to perform stealth kills while obfuscated, bumping anyone or interacting with the environment breaks obfuscate. Inflicts +50% damage on melee attacks that break obfuscate||1 blood per 22 seconds|
|4||Inflicts +100% damage on melee attacks that break obfuscate||1 blood per 24 seconds|
|5||Able to interact with the environment while obfuscated. Inflicts +200% damage on melee attacks that break obfuscate.||1 blood per 26 seconds|
Puts supernatural strength into Brawl and Melee attacks that simply cannot be defended against. All levels of Potence cost 1 blood per activation. Potence carries no risk of violating the Masquerade.
|1||Adds 1 damage to melee and unarmed||1 blood per 25 seconds|
|2||Adds 2 damage to melee and unarmed||1 blood per 25 seconds|
|3||Adds 3 damage to melee and unarmed||1 blood per 25 seconds|
|4||Adds 4 damage to melee and unarmed||1 blood per 25 seconds|
|5||Adds 5 damage to melee and unarmed||1 blood per 25 seconds|
The dreaded Presence of the vampire can strike mortal fear into the hearts of his opponents. Reduces enemies' effectiveness in combat. All levels of Presence cost 1 blood per activation. Presence carries no risk of violating the Masquerade.
|1||Victims suffer -1 to strength, wits, perception||1 blood per 16 seconds|
|2||Victims suffer -2 to strength, wits, perception, and 10% chance to be mesmerized||1 blood per 16 seconds|
|3||Victims suffer -3 to strength, wits, perception, and 20% chance to be mesmerized||1 blood per 16 seconds|
|4||Victims suffer -4 to strength, wits, perception, and 20% chance to be mesmerized||1 blood per 16 seconds|
|5||Victims suffer -5 to strength, wits, perception, and 25% chance to be mesmerized||1 blood per 16 seconds|
Protean is the signature Discipline of clan Gangrel. It uses their close relationship with nature and the Beast within themselves. The vampire using Protean gain the ability to see into the night with perfect clarity and they gain many animalistic features. The ultimate level of Protean is a bestial form, extremely powerful and violent, which allows the Gangrel vampire to kill many enemies with ease. Because of the fact that Protean's effects are obviously supernatural, using this Discipline in public places is a danger to the Masquerade.
|1||Gleam of the Red Eye: Gain heat vision and +1 wits||1 blood per 25 seconds|
|2||Feral Claws: Turns hands into claws that inflict aggravated damage||1 blood per 25 seconds|
|3||Will of the Wolves: Gain +2 stamina||1 blood per 25 seconds|
|4||Hunter of the Night: Gain +2 strength and improves claw damage||1 blood per 25 seconds|
|5||War Form: Assume a hulking monstrous form with even greater claw damage||1 blood per 25 seconds|
Blood magic. vampire practitioners of Thaumaturgy can bend blood to powerful and terrible ends. The effects are spectacular and obviously supernatural, and should not be used in Safe Areas, lest you risk violating the Masquerade. (Only available to Tremere)
|1||Blood Strike: Fire a bolt of blood at the target returning with stolen blood if you remain still||1 blood|
|2||Purge: All nearby victims suffer damage as they vomit blood||2 blood|
|3||Blood Shield: Surrounds yourself in a casing of blood that absorbs damage||3 blood|
|4||Blood Salvo: Fires bolts of blood at nearby targets returning with stolen blood if you remain still||3 blood|
|5||Blood Boil: Causes the victim's blood to boil resulting in a bloody and explosive death||4 blood|
|Terminology||Anarch • Anarch Free State • Anarch Revolt • Ankaran Sarcophagus • Antediluvian • Archbishop • Baron • Barony • Beast • Bishop • Blood • Blood Bond • Blood Doll • Blood Hunt • Blood Points • Blood Pool • Bloodline • Book of Nod • Cainite • Caitiff • Camarilla • Cathayan • Chantry • Childe • Clan • Clan Curse • Cleopatra • Court • Diablerie • Discipline • Domain • Elder • Elysium • Embrace • Final Death • Fledgling • Frenzy • Gehenna • Gehenna cult • Generation • Ghost • Ghoul • Haven • Humanity • Human • Hunter • Jyhad • Kindred • Kine • Kiss • Kuei-jin • Masquerade • Neonate • Noddism • Primogen • Prince • Regent • Regnant • Sabbat • SchreckNet • Sect • Sheriff • Sire • Thin Bloods • Torpor • Traditions • Vampire • Vitae • Werewolf|