Maleficia


This is a Dark Thaumaturgy power and only available to Infernalists. With the exception of Dark Thaumaturgy itself, this power this discipline is not an inherent Cainite ability; rather demonic augmentation of the blood. Always requires one bloodpoint to invoke. (DAC page104)

The Maleficia Discipline is the power to use the evil eye, to bestow curses and to invoke plagues. Maleficia inflicts madness and misfortune on its targets. It is said that infernalist Malkavians developed this Discipline with the aid of demonic patrons. Maleficia’s effects may be turned on the infernalist if the victim knows that she is being afflicted and can confront the infernalist. Likewise, if the inferalist’s attempt botches, she suffers the effect herself. The victim can also flee to the Church, where an exorcism or blessing ritual will free her from a curse. All of the powers of Maleficia are dispelled if the infernalist is killed.
These particular disciplines are normally known by those who were active during the Dark Ages.

1 • Evil Eye
This power allows the infernalist to afflict someone’s life with a minor mishap. This may prove fatal in combat. Costs a Blood Point.

2 • Minor Curse
This power causes the victim a string of mishaps and accidents. Costs one Blood Point. Lasts from one to several hours.

3 • Psalm of the Damned
By chanting strange verses, the infernalist causes her foes to be distracted and unable to concentrate. Once begun, the psalm is heard by the victim wherever he flees, so long as the infernalist keeps chanting. The victim must be within earshot of the infernalist when the power is activated, but as long as the infernalist chants, the victim remains penalized. This power may be used on a group.

4 • Barreness
The target of this power is rendered barren. Given the importance of children to medieval people, this power is dreaded by all. This power affects even vampires, rendering them unable to sire, and so is greatly feared. The effect may be removed only through exorcism, high-level Thaumaturgical Rituals, or the slaying of the caster.

5 • Greater Curse
The target of this power suffers torments night and day; her skin breaks out in boils and she is shunned by others. The curse is invoked with the expenditure of three Blood Points. The effects of which last for one year. During this year the victim is unable to sleep comfortably, takes on the appearance of a leper (Appearance drops too), and suffers all the effects of a Minor Curse. Vampires are able to resist the effects of a Greater Curse by spending an extra four Blood Points as they sleep each day.
(VDA Comp)

 

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