ANIMALISM
Sweet Whispers(*)-On eye contact, mentally communicate with 1 animal. Try favors(if possible) on Manipulation+Animal Ken(dif 6).

The Beckoning(**)-Roll Charisma+Survival(dif 6), summon 1 animal type. 1 summons active at time. Sing in animal voice, animals in hearing distance respond. Complicated summons=higher dif. Can't command animals(will listen to you). Success=number respond.

Song of Serenity(***)-Touch target, sing song, roll Manipulation+Empathy(dif 7), Target Willpower success. Expel savage from Target(passive/listless). Can't use/regain Willpower, resist attacks. Anything can happens with no reaction. Not on Kindred. Failure=start over. Botch=not on target again.

Sharing Spirits(****)-On Eye contact, roll Charisma+Animal Ken(dif 8), possess animal. Success= free will/powers retained(3-=can't take action that violates animal instincts, 5-=mind clouded by animal needs/impulse, spend Willpower to overcome). Exciting events: roll Wits+Empathy(dif 8) to retain mind. Failure=ends(think as animal). Botch=user frenzies. Day travel(roll to be awake).

Drawing Out the Beast(*****)-In/near frenzy, call Target(in eyesight). Roll Manipulation+Animal Ken(dif 8). Give frenzy to Target for duration(acts as User frenzy). Success: 1=goes to wrong target, 2=transferred, User stunned 1 turn, 3=transfer succeeds. Fail: frenzy x2 duration/savagery. Botch=can't end with Willpower. Leave Target before end, lose Beast(Can't frenzy, use/regain Willpower). To regain, must find target and convince Beast to come back.

Species Speech(Level 6)-Roll Charisma+Animal Ken(dif 8). As Sweet Whispers, but all of 1 type in earshot without needing eye contact.

Shepherd's Innocence(Level 6)-Roll Charisma+Animal Ken(dif by emotional state of animal). Animals find Like User.

Animal Succulence(Level 6)-User gains 2 BP/1 taken from any animal.

Shared Soul(Level 6)-Roll Perception+Animal Ken(dif 6), touch animal. Both retain free thought/ action, share perceptions, emotions. Temporary confusion after experience. Spend 1 Willpower/turn after melded. 2 turns: locate/extract memory; 5: share soul completely.

Conquer the Beast(Level 7)-Roll Willpower(dif 7) to frenzy at will. Failure=not achieved. Botch=uncontrolled frenzy. Spend 1 Willpower/turn in frenzy. When Willpower out, frenzy ends.

Master's Voice(Level 7)-As SPECIES SPEECH, but with all animals in area.

Twin Spirits(Level 8)-As SHARING OF SPIRITS, move freely on own. Roll Manipulation+Intimidation (dif 6). Success=control time(1=hr, 3=day, 5=indefinitely). +1 dif on all rolls for distraction.

Mass Summons(Level 8)-Roll Manipulation+Leadership(dif 7). Success=area called(City/Country: 1=block/1/2 mile unless prevented/Ghoul, 3=5 blocks/5 miles unless life-threatening/Ghoul, 5=1 mile/10 miles). Can specify types.

Flesh Bond(Level 9)-Roll Stamina+Animal Ken(dif 7). Absorb small animals into body, release at will. Spend 1 BP/5 BP of creatures(replenished when released). Meld into larger animal: roll Stamina+Empathy(dif 7), spend 1 BP. No control unless use SHARING OF SPIRITS. AURA PERCEPTION will notice strangeness about animal aura.

Army of Beasts(Level 10)-Roll Leadership+Survival(dif 6). Summons/command all animals in success area(1=1 mile, x2/success). No concentration/other rolls.

	AUSPEX
Heightened Senses(*)-Turn on/off at will. All senses enhanced. Hearing/ sight x2. All others more useful. Any "loud" inputs to any sense may "blind"/cause damage. Storyteller may roll Auspex as simple Danger Sense.

Aura Perception(**)-Roll Perception+Empathy(dif 8) to see other's aura. Success number=how well you see aura. May never see aura better than first time seen(failures after first time=botch). Botch=misreading.

The Spirit's Touch(***)-Roll Perception+Empathy(dif Storyteller decides). Gain 1 image/aspect of holder's identity/success when used on object. Image=picture of object used. Aspect=holder's nature, aura, sex, etc.

Telepathy(****)-Roll Intelligence+Subterfuge(dif Target Willpower). Get 1 piece of info/level consciousness pierced/success. 1 Willpower for Kindred.

Psychic Projection(*****)-Spend 1 Willpower, roll Perception+Occult(dif Storyteller decides). Reroll/destination chosen(may find way back via silver cord). Enters Astral Plane, may only be detected by others in Astral Plane/Auspex. Botch=silver cord snapped. Act in Physical World as Ghost at 1 Willpower/turn. May use AURA PERCEPTION/TELEPATHY freely.

Telepathic Communication(Level 6)-Full telepathic communication for 2. Resisted: roll Charisma+Empathy(dif Target Willpower).

Clairvoyance(Level 6)-Roll Perception+Empathy(dif 6), perceive area/person as if there. Use Auspex as if present(rolling/each power).

The Dreaming(Level 6)-Asleep/torpor, perceive events through dreams. Storyteller controlled(roll Wits+Empathy(dif 7) for specifics).

Eagle's Sight(Level 6)-As CLAIRVOYANCE, but sees area at altitude 250' for 2 mile radius. Cannot look through solid objects.

Prediction(Level 6)-Spend 1 BP, roll Perception+Empathy(dif Target current Willpower). Know what Target say next, 3=Target next action, -1 die to target Pools/2 success(-2 at 5) vs user, +1 die to Social Rolls vs target/success.

Sense Emotion(Level 6)-Roll Perception+Empathy(dif 7). As AURA PERCEPTION at 10' radius. Also sense generalities about crowd(including leaders).

Insight Of The Talespinner(Level 6)-Spend 1 BP. Opens User's mind to full knowledge contained within. -3 dif to Artistic Expression(writing) rolls. Can create whole, detailed books. Can enchant audiences by telling stories. Targets must roll Wits+Empathy(dif 8) with 3 successes or listen to the whole thing without interruption.(Toreador Discipline)

What People Want To Hear(Level 6)-Spend 1 BP, concentrate turn. Automatically know correct thing to say to Target(or group) for scene. Only on them, however. To convince them of ideas they find wrong, they roll Willpower(dif 7) to resist. Target will treat User with respect and admiration for their ideas.(Toreador Discipline)

Babble(Level 6)-Works like TELEPATHIC COMMUNICATION except that User can add Willpower number of people(+Empathy if the have Derangements). This is all in one conversation. Also, all people involved must speak out loud. They hear others based on the noiise level around them.(1 in quiet room, other at construction site, 2nd can whisper while 1st must shout).(Malkavian Discipline)

Personality Metamorph(Level 7)-Spend 2 BP, create new personality for scene(1 BP/extra scene). Can't be more powerful than User but has all own character(must be written up). BP unaffected and nothing from User may be used. Health is unaffected.(Toreador Discipline)

Soul Scan(Level 7)-Roll Perception+Investigation(dif 6, 8 using Obfuscate), know target. Locates them anywhere in world.

Spirit Link(Level 7)-Roll Wits+Etiquette(dif 6), As TELEPATHIC COMMUNICATION with 1 person/success. May not read minds.

Melange(Level 7)-User sees all of reality. Begins percieving things from another plane of reality. Can tell what's in a safe, who are obfuscated, etc. All rolls made at 1/2(round up) dice. User must discover a way to come back to this plane of perception. This plane is related through riddles, metaphors and streams of babble. Player must figure it out.(Malkavian Discipline)

Malkavian Madness Network(Level 8)-User calls  Malkavian meeting on Willpower+Empathy(dif 6) roll. Malkavians only hear if make Malkavian Time rolls. Success=Area heard(1=3 City Blocks, 3=3 Miles, 5=10 Miles, 15=Continent, 20=World).(Malkavian Discipline)

Psychic Assault(Level 8)-Roll Manipulation+Intimidation(dif 8) vs Willpower (dif 8)(1 Willpower if Kindred). Net success=result(Botch=Target immune for night, Fail=Target roll Perception+ Occult(dif 6), notices, 1=Shaken, lose 1 Willpower: unconscious=0 Willpower, 3=lose 6 Willpower, roll Courage(dif User Auspex), wakes with derangement, 5=roll Willpower(dif 7) or dies, lose all Willpower, wakes with Derangement and permanent 1/2 Willpower).

Omniscience(Level 8)-Roll Perception+Empathy(dif 6) understand as Storyteller decides about all in line of sight based on success(includes auras, thoughts, true natures, etc). Blocked by Obfuscate(equal or higher level immune).

Precognition(Level 9)-Roll Intelligence+Alertness(dif 8). Success=time in future seen. See place as if no direct action against it.

Pulse of the Canaille(Level 10)-Roll Humanity(dif 6=organization, 10=world). Learn significant group info by success(as OMNISCIENCE), who controls them.

	BARDO
Restore Humanitas(*)-In 1 week of Humanity loss, meditate 1 hr/point to regain. Roll Conscience+Empathy(dif Humanity to restore). +1 Humanity/ success(can't gain more than lost). Botch=perform penance before used again. Also restores any levels of Bardo lost.

Banishing Sign of Thoth(**)-Roll Dexterity+Occult(dif 8), +1 dif of Disciplines, Gifts, True Faith, etc/success to target.

Gift of Apis(***)-Allows user to drink from animals as if humans.

Pillar of Osiris(****)-Creates Children of Osiris temple center. See Hunter's Hunted for specifics.

Paradox(*****)-Roll Wits+Manipulation(dif Target Willpower), talk to Target. Target overwhelmed with oneness of universe. Roll Willpower(dif 7) to take action for scene. Knowledge fades at scene end. +1 dif to harm User then. -2 dif to strike Target during affect.

Boon of Anubis(Level 6)-Roll Empathy+Occult(dif 6), prepare meditative ritual, kiss target face. Success=weeks target immune to Embrace(be Ghoul instead). Fail=not on target for 1 lunar month. Botch=never on Target again.

Bring Forth the Dawn(Level 7)-Roll Manipulation+Occult(dif Target Humanity). Target sleeps success hours. Disciplines, etc protecting Kindred during sleep defend against this.

Mummification Ritual(Level 8)-Roll Willpower(dif Target Willpower) after 8 hour ritual. Success=centuries of torpor. Target may roll Willpower(dif 9-centuries passed)/century of torpor. Ghouls may also be mummified.
Ra's Blessing(Level 9)-Month long ceremony, roll Humanity(dif 10). Successes= number of hours walking in day without harm. May roll Humanity/Virtue (dif 9)/hr spent under sun(success=trait raised 1). Botch=can't try for decade.

Rebirth(Level 9 Ritual)-Once/century, if die Final Death, brought back if part of body remains. Roll Willpower(dif 10). Use BPs poured on it to heal. Full Health Levels=back from dead. May no longer create progeny/ghouls. Retains generation, not diablorized for Generation.

	CELERITY
Gain one extra action/turn with full dice pool for each level. Cost is 1 BP/turn used(whether 1 action or 6), regardless of number used.

	CHIMERSTRY
Ignis Fatuus(*)-Spend 1 Willpower. Create illusion to 1 sense. Lasts until User no loses sight, ends it, or seen through somehow.

Fata Morgana(**)-As IGNIS FATUUS, but affects all senses, spend 2 Willpower.

Apparition(***)-Spend 1 BP with previous levels. Illusion moves. Stop/change only if concentrate on illusion since made.

Permanency(****)-Spend 1 Blood Point(with first two levels) Continue illusion when not seen. Continues until dissolved.

Horrid Reality(*****)-Spend 2 Willpower, roll Manipulation+Subterfuge(dif Target Perception+ Self-Control) to damage foe. 1 Damage Level/success(do less if, before rolls states max damage). Target may not be killed this way(damage disappears when target convinced damage was illusion).

Fatuus Mastery(Level 6)-No Willpower cost or see illusion(must be in 1 mile) for levels 1-3.

Mass Reality(Level 6)-HORRID REALITY on all in area.

Far Fatuus(Level 7)-Create illusion at distance by knowledge of site.

Pseudo Blindness(Level 8)-Not affected by Obfuscate, Chimerstry, etc. below level 9. Also, will know if any lies told in presence.

Sensory Deprivation(Level 9)-Roll Willpower(dif Target Willpower). Target cannot use any of 5 senses/powers involving senses. Success number=duration (1=1 turn, 3=1 day, 5=1 year).

Reality(Level 10)-Roll Wits+Intimidation(dif Target Willpower+2), 3 success. Enter alternate reality defined by User(physically leaves this reality, can't be found with any power). Success number=Willpower target must spend to escape(only other escape is to be let out).

	DAIMOINON
Sense the Sin(*)-Roll Perception+Empathy(dif Target Self-Control+4). Sense Target greatest character flaw(willpower, derangement).

Fear of the Void Below(**)-Use SENSE THE SIN, speak to Target on flaw, roll resisted Wits+ Intimidation(dif Target Courage+4) Target flies into Terror Frenzy. 3+ successes=Target collapses in useless panic.

Flames of the Netherworld(***)-Roll Dexterity+Occult(dif Guns), spend 1 BP/fire damage die.

Psychomachia(****)-Use SENSE THE SIN. Beast coaxed to surface in Target. Target roll lowest Virtue(dif 8) or frenzies. Derangements become apparent.

Curse(*****)-Roll Intelligence+Occult(dif Target Willpower), chose 1 Trait. Drops to 0 for success(1=night, 3=month, 5=permanent).

Ignore the Searing Flames(Level 6)-Fire no longer affects user.

Summon the Herald of Hell(Level 7)-3 hour ritual, 3 BP, human sacrifice. Summon lesser demon of hell to do bidding(Attr: 10-7-3, Abil: 15, Will: 8, Disc: 10+Fortitude 3, Heals as Lupine). Summoned without sacrifice/ritual but costs 6 Blood Points and not controlled.

Great Curse(Level 8)-Roll Intelligence+Occult(dif 9). City/province gets gloom, despair, etc. Works on Kindred. Auspex 9+ to notice.

Call the Great Beast(Level 9)-Need 4 hours, 50 sacrifices(Humanity 4+). Summon Great Demon Lord of Netherworld from Hades. Details left to Storyteller(pray for kind Storyteller).

	DARK THAUMATURGY
As Thaumaturgy, but applies mainly to summoning, etc. of netherforces.


	DEMENTATION
Passion(*)-Roll Charisma+Empathy(dif Target Path). x2-3 intensity of Target feeling. Success= duration(1=turn, 3=night, 5=month). Works on Kindred(can't control what Target feels).

Mind Tricks(**)-Roll Manipulation+Subterfuge(dif Target Perception+Self-Control). Target sees fear based things out of corner of eye. Duration=success(1=1 night, 3=1 week, 5=3 months).

Eyes of Chaos(***)-Roll Perception+Medicine(dif Storyteller decides). Perceive Target true nature/insanities, patterns in objects/events.

Confusion(****)-Look in Target eyes, talk to Target, roll Manipulation+Intimidation(dif Target Perception+Self-Control). Becomes confused(wanders in daze, only remembers parts of memories, can't perform Dice Pool actions). Spend 1 Willpower to break out of daze/perform action. Duration=success(1=turn, 3=night, 5=month).

Total Insanity(*****)-Focus on User, roll Manipulation+Intimidation(dif Target Willpower). Gain 5 Derangements of Storyteller choice. Duration=success(1=turn, 3=week, 5=year).

Derange(Level 6)-Look Target in eye, describe new derangement, roll Manipulation+Empathy(dif Target Willpower), score 2 success. Target gains Permanent Derangement.

Kindred Spirits(Level 6)-Touch skin, roll Charisma+Subterfuge(dif Target Intelligence+Self-Control). Target is exactly as User(gaining Derangements/ mental problems of User), not like PUPPET MASTER. Lasts by success(1=night, 3=month, 6=permanent).

Mind of a Child(Level 7)-Eye contact, roll Intelligence+Empathy(dif Target Wits+Self-Control). Reduce Mental Attributes by 7(must be 1 in each). Target= childlike, acts gullible/playful. Lasts by success(1=turn, 3=week, 5=year).

Mind of a Killer(Level 7)-Kiss target, roll Charisma+Subterfuge(dif Target Charisma+Courage). Becomes cold-blooded killer, next to offend(even loved ones) in any way killed by Target. Effect ends(Target won't remember).

Wave of Insanity(Level 7)-Roll Charisma+Empathy(dif 7). Success=number affected then roll as TOTAL INSANITY for each.

Coma(Level 8)-Roll Charisma+Intimidation(dif Target Wits+Courage), concentrate. Target convulses, goes into coma. Lasts by success(1=week, 3=6 months, 5=decade).

Minds of the Children(Level 8)-Roll Charisma+Subterfuge(dif 7). Success=number affected, then roll MIND OF A CHILD for each.

Blessing of Chaos(Level 9)-Immune to other Dementation, Dominate, Presence, Chimerstry. +1 permanent Derangement(dealt with derangement better than others).

Mass Coma(Level 9)-Roll Willpower(dif 9). Success=number affected. Then work as COMA.

	DOMINATE
Command the Wearied Mind(*)-Roll Manipulation+Intimidation(dif Target Willpower). Give simple command(obeyed immediately).

Mesmerize(**)-Maintain eye contact, roll Manipulation+Leadership(dif Target Willpower). Give specific instructions(take as long as desired). Can't run counter to Target nature. Will carry out immediately or add trigger. Target unconsciously tries to pervert commands. Success: 3-=nothing strange(by nature), 5-=won't endanger self, 5+=any commands can be made.

The Forgetful Mind(***)-Roll Wits+Subterfuge(dif Target Willpower). Target loses memories. Duration=success(1=day, 3=slightly alter memory, 5=whole periods reconstructed).

Conditioning(****)-Roll extended Charisma+Leadership(dif Target Willpower). Storyteller decides success number(only tell success though roleplay). Target Dominated while in earshot (may still carry out actions if Dominate roll failed). Others Dominate target at +2 dif.

Possession(*****)-Roll Charisma+Intimidation(dif 7) resisted by target Willpower(dif 7). User: each success over Target=Target loses 1 Willpower. Target: each success over User, +1 die to roll. Target out of Willpower=User possess Target body(not Kindred). User Botch=Target permanently immune to User Dominate. While controlling target, body in torpor state.

Obedience(Level 6)-Need only touch target once/conversation to Dominate.

Loyalty(Level 6)-+5 Willpower dice for Target to resist Dominate of other Kindred.

Rationale(Level 6)-Roll Manipulation+Subterfuge(dif Target Wits+Self-Control). Target believes actions were own. Success=belief(1=won't believe Dominated at first, 3=convinced with time, 5=can't be convinced actions were not own).
Tranquility(Level 6)-Roll Willpower(dif 9). Target lower frenzy dif 1/success on Humanity(dif 7). 3=out of frenzy. Botch=attacks user.

Mob Rule(Level 7)-Dominate +1 person/extra success on any Dominate roll. First target must be the most difficulty to Dominate(need only eye contact/ touch first target).

Repression Of The Obvious(Level 7)-Look at Target, know thought most trying to supress. If great secret, but not one obsessed about, the subject must first be brought to mind. With 3 successes on Manipulation+Subterfuge, it will be blurted by Target.(Malkavian Discipline)

Far Mastery(Level 8)-Roll Perception+Empathy(dif 6), Spend 1 Willpower(Kindred). Use Dominate regardless of distance on Target.

Best Intentions(Level 9)-Roll Charisma+Intimidation(dif Target Willpower). Target acts to fulfill interests of User(knows what it is). Hold broken when Target gains 1 permanent Willpower/Humanity(NOT through experience).

Puppet Master(Level 10)-Roll Charisma+Empathy(dif Target Willpower+2, max 10). Only attempted once/year on 1 person. Target personality=Dominator. Always knows what master needs/desires. Success=how much affected(1=confused, occasionally takes actions User desires, 3=thinks as User would except on occasion, 5=mastery complete, player plays both characters).

	FORTITUDE
Provides vampire with ability to resist sunlight/fire(1 soak die/Fortitude dot). Also, adds to Stamina to resist normal/agg damage.

	KINETICISM
Dampening(*)-Spend 1 BP, roll Stamina+Dodge(dif 6). -1 damage/success. Dodge on split pool.

Redirection(**)-Roll Stamina+Dodge(dif 6). Alters projectile course 30 deg/ success(take no other action). 5 successes=roll Wits+Firearms(dif 8) to redirect back at source(may attempt to dodge returned projectile).

Vengeful Strike(***)-Spend 1 BP. Soak as normal. Total damage success rolled against User (soaked or not) add to User H-t-H damage dice for this turn or next. May use DAMPENING, if spend proper blood(either use CELERITY/split die pool between DAMPENING/attack).

Discharge(****)-Using H-T-H/Melee/Firearms, spend 1 BP, roll Willpower(dif 6). +1 damage die/success. Does not split dice pool.

Kinetic Shield(*****)-Spend 1 BP, roll Willpower(dif 7). Success: 1=creates 5 Health Level, 6'x4' barrier(+3'/+1 Health Level/extra success). Protects User/any behind barrier.

	MELPOMINEE
The Missing Voice(*)-Throw voice to spot in view, talk normally while voice works independently(-2 dice from pools for actions taken ).

Tourette's Voice(**)-Spend 1 Willpower, roll Wits+Linguistics(dif 7). Throw voice to familiar place/person(distance regardless) for turn/success.

Toreador's Bane(***)-Roll Charisma+Music(dif Target Willpower, -2 for Toreador). Target goes into trance(Toreador clan weakness). Target resists= roll Willpower(dif successes). Unresisted=stay still until singing stops.

Art's Traumatic Essence(****)-Roll Manipulation+Empathy(dif Target Willpower), gain Target Self-Control+5 successes. Target gains 1 new Derangement(Storyteller choice). Used with other levels of Discipline.

Death of the Drum(*****)-Roll Manipulation+Intimidation(dif Target Stamina +3). 1 level agg damage/success(soak dif 7).

Blessed Audience(Level 6)-As ART'S TRAUMATIC ESSENCE, but on 1 person in earshot/BP spent.
	MYTHERCERIA
Fey Sight(*)-Usually need no roll. See particular spirit=roll Perception+ Occult(dif 9). See Fey areas, Glamour, invisible Fey, faint spirit outlines with concentration.

Darkling Trickery(**)-Roll Manipulation+Occult(dif 7). User plays small, annoying pranks(usually not harmful). Success number=how long trick lasts(based on what trick is).

Goblinism(***)-Gain innate underground direction sense, may identify metals, rock formations and stones. Shape rock=summon Goblins on roll of Charisma+ Leadership(dif on how far underground). 1 goblin/success. Not obligated to help but will be inclined.

Faerie Wards(****)-Roll Dexterity+Security(dif 7 inanimate/Target Willpower+2). Place glyphs on people/place desired. Duration=success(1=hr, 3=wk, 5=yr). Seen with unaided eye. Any enter glyph area at +1 dif to Mental rolls, lost unless roll Intelligence+Investigation(dif 8).

Riddle Phantastique(*****)-Roll Manipulation+Faerie Lore(dif Target Willpower). Target does nothing but ponder riddle answer, roll Wits+Faerie Lore(dif 10-derangement number). Roll when hear riddle, then per hour. Score 5x success User rolled to break trance/User tells answer. Botch=take botch in damage(not healed until riddle solved)+lose botch success.

Stone Travel(Level 6)-Touch ground, roll Strength+Athletics(dif 6). Success number=miles/hr moving underground. Create flimsy tunnel(collapses easily).

Earth Sword(Level 7)-Spend 1 Willpower, roll Wits+Melee(dif 6). Resisted by Wits+Dodge(dif 6). 3 damage dice/success(soak normally) to Target. 5 success= impales specific location. Creates spikes made of material surroundings.

Basilisk's Touch(Level 8)-Touch target, spend 2 Willpower. Target rolls 3 success on Willpower(dif 8), or turned to stone. Reversed by powerful Thaumaturgy/another touch of user.

	NECROMANCY
Insight(*)-Look into corpse eyes, roll Perception+Occult(dif 8, 10 for Kindred). See last thing corpse saw before died(Kindred: see last thing they did before died). Not on Golconda Kindred. Success=amount learned(1=sense how died/cause, 3=see/hear what happened in minutes before death, 5=understand all happening up to hour before death).

Summon Spirit(**)-Know spirit name, have person/object important to spirit. Dead mortal/Final Death Kindred(not Golconda). Resist on Perception+Occult(dif Spirit Willpower). Success= contact clarity. Roll 1 die/summoning success(dif 6)/question asked, get 1 success to maintain contact long enough to get answer.

Compel(***)-Summon spirit, roll Manipulation+Occult(dif Spirit Willpower). Success number=degree of control gained over spirit(1= spirit must remain, may not attack without user permission, 3=spirit peaceful, must answer truthfully and fully, 5=must obey words and intent of user to best of ability, failure=may depart if wish can attack, Botch=attacks user).

Haunting(****)-Summon spirit, roll Manipulation+Occult(dif unwilling: Willpower, willing: 4). Spirit kept in living world day/success. Need not roll for severance as in SUMMON SPIRIT.

Soul Stealing(*****)-Roll Manipulation+Occult(dif unwilling=Target Willpower). Pull Spirit from body(begins to deteriorate, spend 1 Willpower to return to body). Another spirit put in body with Thaumaturgy.

Zombie(Level 6)-Create zombie with dead body(8- hours dead). Zombie: need 1 BP/day to function, under complete control of user, +1 Strength/Stamina, Dex=1, moves at 10'/minute.

Torment(Level 7)-Roll Stamina+Empathy(dif Spirit Willpower). does 1 Damage Level/success. Spirit takes 10 damage, loses contact with physical world for long period of time.

Soul Exchange(Level 8)-Roll Manipulation+Occult(dif 7). Success=combined Targets Willpower. Transfers Spirits between bodies. Targets must be no more than 10' apart, in eyesight.

Possession(Level 9)-Summon spirit. Place spirit in recently dead(no more than 30 minutes) body(spirit willing). Place in Kindred with 5 success on resisted Willpower roll.

Death Pact(Level 10)-Written contract with Target sealed with drop of Target blood. User agrees to serve Target. Target spirit becomes complete slave after death. No roll to summon/compel spirit. Intelligence+Occult(dif 6) roll success=times spirit called upon. Service lasts until dismissed.


	NIHILISTICS
Eyes of the Wraith(*)-Spend 1 BP. For scene, shift senses to/from Underworld (living world if in Underworld) at will. See/hear only, can't perceive what's happening in the other.

Consume the Dead(**)-Bite, gain 1 BP/Corpus Level(max 3/turn) from wraith.

Aura of Decay(***)-Spend 1 BP. 1' aura around body decays material at rate by material type. All in presence of User feel corruption.

The Dark Touch(****)-Reach hand toward creature in 10', roll Charisma+ Occult(dif Target Stamina+3). 2 Damage/success. 

Nightcry(*****)-Roll Charisma+Intimidation(dif 8). Summon all spirits/wraiths in area. Can't control what summoned(try appear in living world if possible). Success number=greater number/power creatures summoned. Botch=hostile. 

Black Blood(Level 6)-Blood Bond wraiths as ghouls. Kiss creates ecstasy.

Oblivion's Dance(Level 7)-Roll Stamina+Athletics(dif 8) for 2 turns/success. As AURA OF DECAY/THE DARK TOUCH. Won't affect user(will affect possessions).

	OBEAH
Panacea(*)-Lick wound. Spend 1 Blood Point/Health Level, heal target.

Anesthetic Touch(**)-Roll Willpower(dif Target current Willpower). Cause numbness/paralysis in Target by success(1=1 turn, 3=5 turns, 5=1 day).

Neutral Guard(***)-Spend 2 Willpower. None outside 10' of User may come closer until power dropped/loses extended, resisted Willpower vs. Willpower by 3 successes. If User gains 3 successes, loser paralyzed for 5 turns.

Treat the Sick Mind(****)-Sense/cure derangements. Sense: roll Perception+Empathy(dif 7). Cure: roll Charisma+Medicine(dif Target Willpower+3). +1 die/sense success. Target bathed in glow from third eye. Target moves: +1 dif to rolls(more than 5' from user, ends).

Unburdening of the Bestial Soul(*****)-Restore Empathy rating in Humanity to Target. Spend 1 Willpower/Humanity gained. Third eye looks in Target eyes, roll extended Willpower(dif Target Willpower), gain 3 success(unwilling), take soul from body. Body acts as zombie. Not returned to body in reasonable time, User loses 1 Humanity. Used only once/target.

Renewed Vigor(Level 6)-Touch bare skin, spend 1 Willpower. Heals all Health lost(even agg).

Pain for Pleasure(Level 6)-Roll Willpower(dif 8). Target pain sense dull, get pleasure instead. Lose no dice from wound penalties(doesn't know injured).

Repulsion(Level 7)-Kindred Spirit becomes unsightly. Kindred/Kine avoid User. Makes them not want to search for source.

Vitae Block(Level 8)-Roll Intelligence+Occult(dif Target BP, max 8). Usable multiple times on Target. Success=BPs unusable. Spend 1 Willpower/BP affected, none usable until all cleared.

Spirit Marionette(Level 9)-Win Willpower vs Willpower(dif 6). Get Target Willpower success. Make Target do anything desired(act out actions). If Target succeeds on Empathy roll(dif 9), may act as desires for 1 turn. User may use any Disciplines, Talents or Skills of Target.

Resurrection(Level 10)-Spend 1 Willpower/hour target dead. Target 80% there, will come back to life. Third eye sheds bright light, blinding any looking directly at it. Not on Kindred.

	OBFUSCATE
Cloak of Shadows(*)-Get some cover(have sight blocked from Target in some way), become invisible to Target unless move, they move with you in direct line of sight, your area becomes lighted. Auspex rating higher than Obfuscate allows target to see you.

Unseen Presence(**)-No longer stay motionless/find concealment. If don't call attention to self, remain unseen(people move to avoid). If call attention to self, roll Wits+Subterfuge(dif Storyteller decides) to see if noticed.

Mask of the Thousand Faces(***)-Roll Manipulation+Acting(dif 7). Success: 1=noticeable, 3=desired look, 5=change sex.

Vanish from Mind's Eye(****)-Roll Charisma+Stealth(dif Target Wits+Alertness) . 3+success=disappear from sight. Successes greater than Target Willpower, Target forgets existence(must leave presence immediately or be remembered).

Cloak the Gathering(*****)-Obfuscate others/Stealth point. Target calls attention to self, no longer protected(User seen, all lose).
Mind Blank(Level 6)-Roll Intelligence+Subterfuge(dif 7). User impervious to telepathic contact. Telepath: break power on Perception+ Empathy(dif 9), get as many successes as MIND BLANK roll. Use no more Auspex dice than additional successes scored on penetration.

Conceal(Level 6)-UNSEEN PRESENCE inanimate objects up to house size on touch or be within 30', have emotional attachment to object. Found if accidentally walked into.

Soul Mask(Level 6)-Chose 1 color to mask aura/level of SOUL MASK bought.

Scrawl(Level 6)-Allows Malkavians to leave messages for each other in a secret Malkavian code. Can be spoken or written. May be encrypted further so only a few can read it.(Malkavian Discipline)

Visit Faerieland(Level 7)-User disappears from an area and goes to the Faerie lands. May travel from there to anywhere if User can convince the Fey Guardians to let them through(by whatever cause).(Malkavian Discipline)

Cache(Level 7)-Use any previous Obfuscate, leave and Obfuscate maintained.

Cloak(Level 7)-Roll Wits+Subterfuge(dif 6) vs Perception+Empathy(dif 8). Fail, aura read normally.

Old Friends(Level 8)-Roll Manipulation+Acting(dif Target Perception+ Alertness, max 10). User "becomes" someone Target would like to see(trusted friend). More success=more complex the deception.

Create Name(Level 9)-Unless 6+ successes on TELEPATHY/AURA PERCEPTION, user appears as different person in all ways.

Memories Fading Glimpse(Level 10)-Erase self from all memory(not on written/videos, people hypnotically overlook User). When encountering someone who knew User, roll Manipulation+Stealth(dif 8), see how well user "vanished"(1=only remembers 1 thing but may remember in detail if thought on, 3="Don't I know you?", 5=target does not even see you). Botch=all interested in you can easily find you.

	OBTENEBRATION
Shadow Play(*)-Spend 1 BP. Use area shadow(+1 die on Stealth/Intimidation).

Shroud of Night(**)-Roll Manipulation+Occult(dif 7). Creates 10' darkness/success. Range=50 yards. Move=walking speed(need total concentration). Summoned to area User cannot see(+2 dif, spend 1 BP). GLEAM OF RED EYES/HEIGHTENED SENSES at -3 dice.

Arms of the Abyss(***)-Roll Manipulation+Occult(dif 7). 1 darkness tentacle(Str 4, Dex 3, Brawl 2)/success(+6' length/success).

Nightshades(****)-Roll Wits+Occult(dif 7). Create 1 man sized image/success(x2 size/success), cover a 10' area in flitting shadow(+5' diameter/success). All opponents/allies without Obtenebration +3 dif initiative, -1 die to pools.

Shadow Body(*****)-Spend 3 BP, 3 turns. Body becomes oozing shadow. See in darkness, move through cracks, immune to physical damage(can't attack). Fire/ sunlight do normal damage(frenzy dif +1). Can't fly(move at normal speeds).

Call the Lamprey(Level 6)-Darkness comes from mouth(can't act), envelope Target. Drain 1 BP/turn(tiny bites). Kills Kine(Kindred +3 dif, roll Courage(dif 8) or Rotschreck). Return: get 1/2 blood drained. Darkness immune to physical harm, destroyed by magic(Stamina 4, 1 Health). User attacked, darkness returns.

Eyes of the Night(Level 6)-See anything within dark force created by any other use of Obtenebration. Receive GLEAM OF RED EYES. When not in well-lit area, close eyes, concentrate. See anywhere within 50' of body.

Shadow Step(Level 6)-Declare where emerge, enter shadow. Roll Intelligence+ Stealth(dif 6). Failure=nowhere. Botch=Bad Thing(TM). Pull other through on 2 success of Intelligence+Brawl(dif 7). 1 success=Target grabbed but not moved. Shadow must be less than 50' away.

Shadow Slave(Level 7)-Spend 1 BP, roll Willpower(dif 8). Bring shadow to life (1/2 Attributes/Abilities/Obtenebration, full Stealth, no other Disciplines). Operates 150' away(moves as SHADOW STEP). Lasts 1 hr/success(or at sunrise). Physically attacked, killed: lose 1/2 Willpower, roll Courage(dif 9) to avoid Rotschreck, can't use for 1 month). Over time, shadow gain independence(may rebel against user).

Entombment(Level 8)-Roll Wits+Security(dif Target Dexterity+Occult). Traps Target in darkness, suffocate in Stamina minutes unless User helps. Can't escape by normal means, instantly dissipated by sunlight. Kindred will not suffocate, but may end up under direct sunlight.

Master of the Night(Level 8)-Summon 3- creatures of solid darkness(shades). Create: spend 5 BP, 1 Willpower, shade emerges from darkness, drinks blood (done/shade created). When shade called, spend 1 BP/shade(only appear if  shadows to appear from). Injured normally(suffer no wound penalties). Serve 1 full night at time(pg 111 of PGtS for shade statistics).

Summon the Abyss(Level 9)-Spend 2 Willpower, concentrate 3 rounds, roll Intelligence+Stealth(dif 6). Success=damage to all in area (FORTITUDE soak only). Area=50' rad from User.

Banishment(Level 10)-Remove Target from world, send to Abyss. Roll Willpower (dif Target Humanity/Path). Success=duration(1=day; 3=month; 5=permanent unless escapes). None have ever escaped this on own.

	POTENCE
Gives 1 automatic success/Potence dot on any Strength roll.

	PRESENCE
Awe(*)-Roll Charisma+Acting(dif 7). Success=people affected(1=1, 3=6, 5=all). Any affected become attracted to you, do as wish(won't endanger selves). Targets may spend Willpower to overcome until Willpower spent=successes(then not affected for rest of scene).

Dread Gaze(**)-Roll Charisma+Intimidation(dif Target Wits+3), cowed. 3+, run in fear. -1 die rolled by Target next turn/success. Roll only once/turn. If performed on successive turns, completely cow Target. May lose so many dice that only able to curl up, weep. Failure= collected successes lost(Targetnormal, must start over). Botch=Target not impressed, User's PRESENCE won't affect Target for story.

Entrancement(***)-Roll Appearance+Empathy(dif target's Willpower). Success=duration(1=hr, 3=wk, 5=yr). Retain freedom of action/ creativity, desire to serve needs. No way to extend period of entrancement, Target likely to feel ill toward User after condition wears off.

Summon(****)-Roll Charisma+Subterfuge(dif 5; 7=stranger; 8=resisted; 4=used before). Summon Target from anywhere(know Target or in line of sight), homes on user location(hitchhike if need). Roll/day summons used. Success=reaction(1=hesitant, 3=reasonable speed, 5=nothing gets in way).

Majesty(*****)-Turn on. Others respect/fear you. Overcome: roll Courage(dif User Charisma+ Intimidation). Fails=go to absurd lengths to humble themselves to Kindred(Kindred may spend 1 Willpower if roll failed).

Love(Level 6)-Roll Charisma+Acting(dif Target Willpower). Duplicate Blood Bond in User presence.

Rage(Level 6)-Roll Manipulation+Subterfuge(dif 8). Success=people affected(1=2, 3=8, 5= all). Feel hostile to those around, prone to fight. Any Kindred affected, spend 1 Willpower or frenzy. User succeeds again: Kindred spend 1 Willpower/turn or leave user's presence.

Aire Of Elation(Level 6)-Like MAJESTY except but makes User seem harmless and friendly. Targets find User funny, incapacitated with laughter. They may roll Self-Control(dif User Wits+Artistic Expression) to act for turn. Lasts scene.(Toreador Discipline)

Capture Reality(Level 6)-Roll Manipulation+Artistic Expression(Photography/Film, dif 8). Convey subconscious messages in work. Success=degree conveyed(1=Something unusual noted, 3=Witness events firsthand, 5=All senses, have flashbacks).(Toreador Discipline)

Intensification(Level 6)-Spend 20 BP(min 5/night) to make those viewing a piece of artwork, who fail a Self-Control(fid 7) roll, to feel a particular emotion intensely. The artwork must in some way resemble the emotion.(Toreador Discipline)

Siren's Song(Level 6)-Give +3 Dice to Singing Or Music skills. When used, all listeners must spend 1 Willpower or be overcome as per AWE. Certain emotions can be tried for, but results are left to the Storyteller.(Toreador Discipline)

Star Magnetism(Level 6)-Allows User to have an effect similar to AWE carry over onto film if they are photographed. Target's must spend 1 Willpower to resist. Must be consciously turned off or will be automatically included.(Toreador Discipline)

Two-Tiered Communication(Level 6)-Spend 1 Willpower/turn speaking. Convey different message about subject than what User actually says. How well conveyed based on Manipulation+Empathy(dif 10-Target Perception, min 3) roll. Target will hear what User says, but subconsciously understand the underlying message.(Toreador Discipline)

Mind Numb(Level 7)-Roll Manipulation+Intimidation(dif 8). Success=people affected(1=3, 3=15, 5=all). Kindred resist on Willpower (dif 8) roll, more success than User. Lose all emotion, motivation, reasoning. React only to simple input, may only perform habitual tasks.

Mask Empathy(Level 7)-Roll Manipulation+Subterfuge(dif 8). Success=people affected (1=1, 3=6, 5=20). Kindred resist on Willpower (dif 8) roll,  more successes than user. Remove emotional ties between people(love, alliances). All wish to act alone.

Invoke Frenzy(Level 8)-Roll Manipulation+Empathy(dif Target Willpower) vs Target Self-Control(dif 7). Target acts as sun/flame frenzy.

Heart of the City(Level 9)-Spend 1 Willpower, roll Charisma+Area Knowledge (dif 10). Success=duration(1=minute, 3=hr, 5=wk). All in city feel 1 emotion chosen by User(tourists less affected, those not in city with strong ties affected likewise). User may end at any time.

Dreamworld(Level 10)-Roll Wits+Etiquette(dif 9). Affect dreams of any number of people in world. Send symbols, images, etc. through dreams. Success=how affected by dream(1=may remember unconsciously; 3= gets in imagination, emerges to consciousness by day; 5=can't forget dream).

	PROTEAN
Gleam of Red Eyes(*)-No roll, 1 turn to activate. See in normal darkness, limited vision in absolute darkness. Eyes glow an eerie red.

Wolf Claws(**)-Spend 1 BP. Take 1 turn to grow agg damage claws.

Earth Meld(***)-Standing on solid earth(dirt, rock), spend 1 BP. Sink to ground by time desired.

Shadow of the Beast(****)-Spend 1 BP, 3 turns. Turn into bat/wolf(get new form benefits).

Form of Mist(*****)-Spend 1 BP, take 3 turns. Become mist. Float at walking speed, not effected by physical attacks, slip through cracks, take 1 less die damage from sunlight. May be pushed by wind(resisted only by Potence).

Flesh of Marble(Level 6)-Take 1/2 damage(round down) except sunlight/fire. 10 success needed to stake in melee.

Earth Control(Level 6)-As EARTH MELD, but can move in earth as if swimming.

Adaptability(Level 6)-User can adapt to 1 particular extreme environment, be it cold, heat(below 200 deg. C), Vacuum, etc. Does not protect from things found within the environment(Sunlight, being eaten).(Gangrel Discipline)

Homunculus(Level 7)-Once/day, may summon 3 inch tall duplicate(as user, no Disciplines). Feed 1 BP/hr(holds 3). Does as user commands, communicates in small, pitiful voice. Creature destroyed if suffers 2 agg Health Levels.

Form of the Ghost(Level 7)-As FORM OF MIST, but looks same, not affected by gravity, pass through barriers without opening, not affected by winds/storm.

Movement of the Slowed Body(Level 8)-Move in torpor at 1 inch/minute rate. May take 1/2 hour to remove stake.

Dual Form(Level 9)-Split to duplicate with -1 Physical/Mental Attributes, 1/2 Blood Pool(1/2 BP spent/turn). In contact if posses Auspex(has some sense of other). Split multiple(not with Attribute of 0), recombine if touch.

Body of the Sun(Level 10)-Spend 3 BP+2/turn. Turn to fire. All touched react as burned by bonfire with chemical fire heat(dif 9, 2 Health Levels). Kindred escape unless touched, looking at User more than 1 turn blinds for 1 hr. User completely resistant to any flame(in form) of equal/lesser intensity(sunlight only affects on dif 6 Stamina Botch).

	QUIETUS
Silence of Death(*)-Spend 1 BP for 20' rad zone of silence. Any sounds coming from it won't be heard(User hears sounds from outside).

Weakness(**)-Spend 1 BP. Touch Target with hand palm, roll Willpower(dif Target Stamina+Fortitude). -1 Stamina/success duration(1= turn, 3=day, 5=permanent). Mortal to 0 Stamina: become sick(no disease immunity). Kindred enter torpor, recover when 1 Stamina returns (permanent: returned through mystical means). Permanent lost regained through experience.

Disease(***)-Touch target, spend 3 BP, roll Willpower(dif Target Willpower). -1 to Physical Attributes. As WEAKNESS(Dexterity/ Strength to 0, can't move).

Blood Agony(****)-Spend 1 BP/agg wound on weapon. Each hit caused(up to BP number put on it) does agg damage. Misses don't subtract(having all damage soaked does). Weapon must be large enough to accept all blood on it.

Taste of Death(*****)-Spit blood at Target(range=10'/Strength+Potence) for 2 agg. damage/BP expended. Cause permanent scars on mortals and Kindred.

Blood Sweat(Level 6)-Roll Willpower(dif Target Stamina+3). 1 BP/success sweated out at 2 BP/ round. Mortals reduced to 2 BPs die from blood loss. Kindred risk frenzy/Rotschreck based on if Self-Control/Courage lower.

Blood Empathy(Level 6)-Drink Target blood, leave emotions in bloodstream for 1 day/BP taken. Any drinking from Target, are overcome by emotions unless succeeds on Willpower(dif 8). Get BPs taken in successes to overcome.

Leech(Level 7)-Touch target, spend 1 Willpower. Take Stamina BP/round.

Foul Blood(Level 7)-Name target. Any but user drinking from Target takes 3 Damage/BP.
Blood Clot(Level 8)-Spend 1 BP(cut palm), touch Target. Roll Manipulation+ Medicine(dif Target BP, max 10). Clot 1 BP/success (unusable). Kindred must cut selves open, bleed out clotted blood. Humans with more than 1 BP clotted suffer stroke. Use successive turns if contact maintained.

Erosion(Level 9)-Spend 5 BP, touch target, roll Willpower vs. Willpower(dif 8). All Physical Attributes to 0 as DISEASE(regained after success number nights pass).

Immaculate Vitae(Level 10)-Blood Bond on 1 drink of User's blood. Replace Blood Bonds if User generation lower than original Bonder.

RIFT
Use of any Rift power requires the User to successfully roll Courage(dif Discipline Level). Failure means loss of minimum 1 Willpower. Botches can send the user into agony and disgust at using their nightmares in such a way.
The Joining(*)-Can automatically contact and communicate with Gaki(unless blocking). May communicate with others in eyesight on a Wits+Linguistics(dif 7) roll. Does not give mind reading.

Glimpse Of The Pain(**)-If Target is Kindred, they must Role Courage(dif Humanity+2) or Courage Frenzy. If Other, User must roll resisted Perception+Intimidation vs. Willpower(both dif 6). For each additional User success, Target incapacitated for turn. User gives Target glimpse of User's nightmares.

Crossing The Iron Bridge(***)-User physically Enters own Rift to confront the things in their nightmares. While in the rift, they do not exist on this plane, but return to spot left when done. Must roll Sel-Control(dif Courage)/turn in rift.

Journeying The Iron Bridge(****)-Take items into Rift. Roll Stamina+Survival(dif 6) or lose it. Stay in Rift As long as desired/able.

Passing The Inner Realms(*****)-Can use Rift to travel to any point seen before entering(even other's Rift). Can dodge attacks on Wits+Dodge(dif Opponent Dex+1). Takes as long to get to destination as would normally take to travel(just not in physical world).

Collection(Level 6)-Can store/recall items touched in Rift without entering.

Transport(Level 6)-Can send any object touched to any point seen through Rift. Targeting needs Dexterity+Athletics(dif 7) roll. 

Eyes Of A Thief(Level 7)-Roll Perception+Alertness(dif 7) to send any object seen into Rift as per COLLECTION.

Doorway To Hell(Level 7)-Spend 1 permanent Willpower to create permanent doorway into Rift. Can still enter normally but exit through Doorway. Anyone may enter Doorway. Others affected as GLIMPSE OF THE PAIN.

Touch Of Sin(Level 8)-Roll Manipulation+Brawl(dif Target Humanity+2). Take others into Rift. Affected as GLIMPSE OF THE PAIN, but +1 dif and User -1 dif/turn. When Target botches, gain 1 derangement. Target leaves when gains more successes or User Leaves.

Gateway(Level 8)-Send others through Rift like PASSING THE INNER REALM. Costs 2 Willpower(1 to send, 1 to retrieve). Target also gets GLIMPSE OF THE PAIN. User must roll Perception+Empathy to get Target to destination. Must touch Target.

Imprison(Level 9)-Roll Manipulation+Intimidation(dif Target Willpower). Get 3 success, send Target to Rift. Remian until let out/find door. User may lose Humanity if Target kept in too long(from Target going insane).

Manifest The Horror(Level 10)-User can open Rift to outside world. Storyteller left to decide what happens. Each creature that crosses from Rift costs User 1 Willpower, may be hostile to User. May be controlled by User on Charisma+Empathy(dif 7) roll.

	SANGUINUS
Brother's Blood(*)-Spend 1 BP, heal 1 wound level to circle mate(need not drink blood).

Borrow Organs(**)-Only donor needs this. Donor/recipient spend 1 BP, donor concentrates. 1 External organ(only) vanish from donor, appear on target. Allowing appropriate effect(increased sense, extra dice for multiple attacks, etc.). Cannot give away Disciplines.

Coordinate Attacks(***)-Spend 1 Blood Point/circle member. Establish link between all members, act as 1 entity. Gain: all Dominate attacks at dif of highest Willpower(need +1 success/circle member), if Dominated member drops out, +1 die/person in group which any group member may draw upon/turn(5 members, 5 dice to draw), -3 dif to Perception, only surprised if no member sees it, concentrate: 1 member gives ability to other. Need not have level to participate(-1 from all advantages above and reduces own die pool by 1).

Concentrate Generation(****)-Take 1 generation from willing circle member (Target 14th gen: 9 BP, 1 spent every other turn). Given back at any time.

Coagulate Entity(*****)-All spend 3 BP, concentrate turn. Make single entity. Gain: Generation of earliest member -1/member, Strength/Stamina/Perception= highest rating +1/member(all other Attributes/Abilities=group highest), all Physical actions at +1 die/ member(usually take multiple actions). Only 1 member need have this, but any without are subordinate.

	SERPENTIS
Eyes of the Serpent(*)-Freeze Target in place. No roll for mortals, Willpower(dif 9) for supernatural. Avoided by not looking User eyes.

The Tongue of the Serpent(**)-Forked tongue does agg damage(dif 6, Strength). If damage may suck blood from target as though bitten.

Mummify(***)-Take 1 turn. Assume form only harmed by sunlight/fire. In torpor, only revived by taste of blood.

Form of the Serpent(****)-Spend 1 BP, wait 3 turns. Become cobra(get all abilities /limitations). Use Disciplines except if need things not available to form.

The Heart of Darkness(*****)-On new moon, perform ritual to remove heart from body. Heart placed in small clay urn(only destroyed by sunlight/fire). Heart staked, user goes into torpor. All frenzy rolls at -2 dif.

Temptation(Level 6)-Roll Manipulation+Leadership(dif 8, 9 in Golconda). Get Target Humanity success. Target acts as 0 Humanity . Affect permanent(overcome by spending variable Willpower). Corrupting role-played, User may "suggest" nature of the corruption.

Obsession(Level 6)-Roll Wits+Subterfuge(dif 8, 9 in Golconda). Get Target Humanity success. Crave something User names, if doesn't possess/experience object once/night, fall into frenzy when dawn nears. Effect is permanent(overcome by spending variable Willpower).

Phobia(Level 7)-Roll Manipulation+Intimidation(dif 8, 9 in Golconda). Get Target Courage+3 success. Name object feared. Contact: roll Courage(dif 9) to stay near, spend 1 Willpower to contact/handle object. As Derangement, removed with continued spending of Willpower.

Corruption(Level 8)-Roll Manipulation+Empathy(dif Target Humanity). Get Target Humanity success. -1 Willpower/month, sinks to murderous rage. User Humanity +3, -1 Humanity to use. Won't work on 10 Willpower/Golconda Target.

Form of Corruption(Level 9)-Perform extended resisted roll of Manipulation+ Subterfuge(dif Target Humanity). -1 Humanity for creating object. Object works as CORRUPTION, affects any who touch object created.

Mark of Damnation(Level 10)-Touch Target on forehead, branded by mystical symbol. Any looking at Target must get 5 Self-Control success(dif 8) in 3 turns or attack Target(Target affected by reflection). Must be out of sight to communicate with others. Only overcome with powerful ritual/User blessing.

	SPIRITUS
Speak with Spirits(*)-Roll Wits+Linguistics(dif 6). Speak with spirits in area for turn/success. Doesn't change spirit reactions to User.

Summon Spirit Beast(**)-Roll Charisma+Animal Ken(dif 7). Dead Animals Spirits aid user for success duration(1=turn, 3=hr, 5=wk). Get all Abilities /Health Levels from life(return to Spirit World if Incapacitated).

Aspect of the Beast(***)-Spend 1 BP, roll Manipulation+Occult (dif 7). Call on animal spirit to grant powers for 1 turn/success. Spirit called determines power(ex: eyes of falcon, ears of rabbit, balance of squirrel).

Engling Fury(****)-Roll Manipulation+Intimidation(dif 8). Get 1 Willpower/success. Destroys 1 spirit/use.

The Wildebeest(Level 5)-Change to feral/catlike state. Gain: Strength +3, Dexterity/Stamina +2, Appearance 0, Manipulation -3, claws/fangs +1 damage die, sight/hearing/night vision improve to twice normal.

	TEMPORIS
Time Sense(*)-Have perfect unalterable time sense(user knows duration of powers). Sense use of this Discipline/time altering powers.

Ramble On(**)-Roll Manipulation+Empathy(dif Target Willpower). Target repeat actions for success duration(1=turn, 3=10 minutes, 5=day). Snap out of trance in dangerous situations on roll of Perception+Alertness(dif 6).

Zombie's Curse(***)-Roll Charisma+Intimidation(dif Target Willpower). Success=duration (1=turn, 3=10 minutes, 5=day). Target moves 1/2 speed, has trouble communicating. Bullets move at normal speed once fired, all attacks of personal speed +2 dif, 1/2 damage.

Cowalker(****)-Spend 1 Willpower. Stop time around User for turn. Can't affect objects(attack, open doors). Move as desired.

Frozen Object(*****)-Roll Dexterity+Occult(dif 6). Stop time for 1 inanimate object(not touching beings). Objects lose nothing. To stop projectiles, roll Wits+Alertness(dif 6 thrown, 8 bullet) before using power. Success=duration(1=turn, 3=10 minutes, 5=day).
Control Aging(Level 6)-Touch target, roll Stamina+Occult(dif Target Willpower /6=inanimate). Reduce/increase age 10 years/success. Kindred may become unable to gain sustenance from animal/human blood.

Domain of Evernight(Level 7)-Roll Intelligence+Alertness(dif 7). Willpower in hrs pass in success time(1=10 min, 3=min, 5=10 sec).

Outside the Hourglass(Level 7)-Roll Stamina+Occult(dif 8). Step outside time for 1 turn/success. All but User kinetic energy frozen in place(attack with a knife, but not gun). Machines only work manually.

Pocket Out of Time(Level 8)-Roll Manipulation+Security(dif 7). A 10' rad/ success area around user moves out of time. Can't leave until user turns off /destroyed. Anything in area acts normally, anything outside seems frozen.

Rewind Time(Level 9)-Roll Strength+Alertness(dif 8). Rewind time by success(1=turn, 3=10 minutes, 5=day). User goes back in time(remembering everything), may attempt to change actions. Unless directly influencing others, take same actions with same responses.

Summon History(Level 10)-Roll Manipulation+Occult(dif 7). Summon area from past with max years based on success number(1=yr, 3=500 yrs, 5=5,000 yrs). Those in area do not see/interact with present unless possessing TIME SENSE.

THANATOSIS
Hags' Wrinkles(*)-Spend 1 BP. Expand/contract skin. Obfuscate/Vicissitude: dif -1 to alter appearance. Used to conceal items, etc.

Putrefaction(**)-Declare BP spent, roll Dexterity+Occult(dif Target Stamina+ Fortitude). -1 Appearance/Blood Point/success. Target moves/acts in combat at +1 to all Physical/Social rolls/turn. 1 full days rest nullifies penalty.

Ashes to Ashes(***)-Turn into heavy, powdery substance, avoid fire/sunlight damage(can't act), unaffected by winds/heavy rains, separated by force. Spend 2 BP, get help to reform. Must be mostly there to reform.

Withering(****)-Touch Target body part affected, spend 1 Willpower, roll Manipulation+Medicine(dif Target Willpower), get Target Stamina success. Wither limb for night(return to normal if supernatural). On head=instantly fatal to mortals, put Kindred in near torpor state(may not use Disciplines).

Infection(*****)-Roll Willpower(dif Target Stamina+3), spend 1 BP. Target need agg wound, has infection(no damage). Feed BP at range.

Compress(Level 6)-Spend 3 BP. Target skin shrinks, explodes off doing 4 agg damage(only soaked with Fortitude). User takes skin, hold 1 turn, spend 1 BP, get +3 Stamina for night.

Dust to Dust(Level 7)-As ASHES TO ASHES, may use Mental Disciplines(not Dominate/Thaumaturgy), move when desire(as FORM OF MIST). Can't be forced apart, reform by spending 1 BP without assistant.

Rigor Mortis(Level 8)-Roll Willpower(dif Target Stamina+Fortitude), spend 1 Willpower. -3 Dexterity, pain, use Mental Disciplines: roll Willpower(dif 9). Target overcomes: spend 5 BP, first roll Self-Control (dif 8) to avoid frenzy. Attack without spending blood, take 3 agg damage/ turn(not soaked).

	THAUMATURGY
The use of Order of Hermes style magick. Use Rituals/Thaumaturgical Paths to accomplish goals. Each Ritual/Path is specific with different requirements individually. Tremere practice Blood Magic which is different from standard Thaumaturgy. See Thaumaturgical list for Blood Magic/Paths/Rituals.

	VICISSITUDE
Changeling(*)-Spend 1 BP/body part changed, roll Intelligence+Body Alteration (dif 7) success number=results of alteration. Permanent unless changed back. Add to Appearance: dif 10, botch reduces Attribute. Roll Intelligence+ Disguise(dif 10) to look like other. Success= disguise effectiveness(1=similar with major flaws, 3=only 1 small flaw, 5=exact).

Fleshcraft(**)-Touch Target(Grapple), roll Dexterity+Body Alteration(dif 7). Success/cost=CHANGELING. Decrease Appearance 1/success permanently.

Bonecraft(***)-As FLESHCRAFT, roll Strength+Body Alteration(dif 7). Used for damage: 1 damage/success, horribly disfigured.

Horrid Form(****)-Spend 2 BP, wait 1 turn. Assumes form of 7-8' monster (clawed, seven-finger hands; row of bony spines down vertebrae; deformed head; huge muscles; thick blackish-gray skin covered in slick, oily residue). Physical +3; Social 0. H-T-H damage +1.

Inner Essence(*****)-Turn parts of body to blood/back, max 10 BP(leg/chest=2, arms/head/abdomen=1). Blood destroyed: spend BP=originally created part to regrow. If turn totally to blood, all blood destroyed, cease to exist.

Blood of Acid(Level 6)-Blood permanently acid. Eats through wood(not metal/ glass), does agg damage, sprays toward anyone hitting User in melee combat (1 BP/Health Level inflicted). Attacker can roll Dexterity+Dodge(dif 8; 9=WOLF'S CLAWS), Negate 1 BP/success. Can't be diablerized, create Childer/Ghouls.

Body Arsenal(Level 6)-As WOLF'S CLAWS, any melee weapon imaginable(no projectiles). Attack/damage=regular weapons but agg.

Plasmic Form(Level 6)-As INNER ESSENCE, manipulate blood once created. Travel in cracks, immune to attack but fire/sunlight. Travel as pool of red liquid/ appear normal but red colored(speak /walk normally). No attacks, drink blood, engage in physical activity. Use mental Disciplines unless need eye contact.

Cocoon(Level 7)-Take 10 minutes to form white, hard carapace around User (soak=x2 User). Protects from all harm. Remain indefinitely. Can hear, but not see. Can't communicate with outside. Still use Mental Disciplines. Cocoon transported during day. May dissolve it at will.

Flesh Rot(Level 7)-Roll Stamina+Medicine(dif 9). Take 1 day/success number to max rolled(1=1 pt Stamina; 2=1 pt Stamina; 3=1 pt Stamina, 1 pt Strength, 1 Health Level; 4=1 pt Strength, 1 pt Dexterity, 1 Health Level; 5=1 Health Level). All changes permanent.

Bauble(Level 8)-Turn into unliving object(small gem to normal size). Take on physical properties of object, retain mental capabilities, use of all non-physical Disciplines including Vicissitude. Sunlight still inflicts damage. Aura still visible.

Breath of the Dragon(Level 8)-Fiery breath affects 6' sq area. Dif 6 to hit, causes 1 damage die, continues to burn until extinguished; can soak damage, but must continue to. More hits add to damage number. Does not harm user.

Doppleganger(Level 9)-Spend 1 BP. Become anything between 1/2 to x2 normal size. May lose use of some Disciplines, increase some Abilities/Attributes as Storyteller decides. If takes form of something that would normally harm user(FIRE), will take damage as normal.

Meld with the Land(Level 9)-as EARTH MELD, but move about, sense area, use Mental Disciplines and use in torpor.

Reform Body(Level 10)-Spirit can take ashes of body, rebuild. May take years, renders almost indestructible. Won't look exactly same. 

	VISCIRATIKA
Whispers of the Chamber(*)-Roll Perception+Alertness(dif 6), detect others in enclosed area(large apartment size), in darkness, out of sight, Obfuscated. Target actively avoiding detection, gets opposed Self-Control+Stealth(dif 6).

Skin of the Chameleon(**)-Spend 1 BP, User skin takes texture/color of surroundings. +5 Stealth dice if moving half-speed or less.

Voices of the Castle(***)-As WHISPER OR THE CHAMBER, but affect entire building/physical structure.

Bond with Terra(****)-As EARTH MELD, but meld into brick/stone/asphalt.

Stonestrength(*****)-Flesh hardens, +1 Stamina to resist wounds, -1 to all wound penalties, 1/2 damage from fire.

Rockheart(Level 6)-Body rocklike, weapons piercing(including bullets) do 1/2 damage, staking impossible unless attacker Strength+Potence=7+.

Dark Statue(Level 6)-Roll Stamina+Fortitude(dif 9) to not move for day. Avoid  direct sunlight effects. Need Fortitude(roll to avoid frenzy on seeing sun).

Crawling Chamber(Level 7)-Spend 3 BP, roll Manipulation+Empathy(dif 8). Animate 10'x10' volume of stone, give base thought to ooze/reshape/attack foes.
	

    Source: geocities.com/timessquare/1579/wod-files

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