Blood Sorcery

Thaumaturgy — the Blood twisted into submission. Blood Sorcery poisons vitae, boils it in the vein, and steals it through the air; and beyond its powers it unlocks Rituals, the true breadth of the art. Powers activate per the mechanics on the Disciplines page; the powers themselves follow below, by Level.

Rituals

Casting, backlash, wards, and the catalog

Using Blood Sorcery

The Discipline's special rules VTMBlood Sorcery characteristics (VTM pp. 272-273):

Taught, not grown: Unlike other Disciplines, Blood Sorcery requires a teacher — tutelage, a sire, or moldy tomes and scraps of true lore.

Rituals: The Discipline unlocks Rituals up to and including the user's Blood Sorcery Level. A starting character with Blood Sorcery at Level 1+ knows one Level 1 ritual for free; learning more costs DP and time per the Disciplines page (4 × ritual level, the level squared in weeks).

Borrowed Blood: Ghouls of Blood Sorcerers and thin-bloods drinking Sanguine resonance gain temporary access to the powers — never to Rituals.

Level 1

Corrosive Vitae

The vampire's Blood turns caustic to dead matter, corroding most objects to steaming sludge given time and vitae.

Cost: One or more RouseRouse the blood for supernatural usage checks. No roll.

System: Concentrate for a turn and force Blood through an open, usually self-inflicted, wound onto a nonliving object — unliving Kindred flesh is exempt. Each Rouse Check corrodes roughly 35 cm of matter in all directions over about five minutes (longer on soft metals). Hardened steel and alloys merely scar and pit; whether they meaningfully weaken is the Storyteller's call — handcuff chains, given enough time and vitae, are fair game.

Duration: Instant (the corrosion itself takes minutes).

A Taste for Blood

A drop on the tongue reveals the blood's story.

Cost: Free.

System: A Blood Sorcery activation maneuver (Memory-based) at Hard (-10) VTMResolve + Blood Sorcery at Difficulty 3 (VTM p. 273). A success identifies whether the blood belongs to a mortal, ghoul, vampire, or something else; a human's Resonance and its intensity; and a vampire's relative Blood PotencyVTM tracked score for how potent the characters vampire blood is (and so their likely generation band). An Absolute Success (176+) also reveals whether the subject has ever committed diablerie, pins the generation within one, and identifies a specific known supernatural.

Duration: Instant.

Level 2

Extinguish Vitae

With a turn of concentration and a subtle gesture, the vampire curdles part of a rival's Blood into impotence, stoking their Hunger.

Cost: One Rouse CheckVTM concept to make a single d10 check whether hunger is gained.

Pools: Reasoning + Blood Sorcery vs Constitution + Self Discipline VTMIntelligence + Blood Sorcery vs Stamina + Composure (VTM p. 273)

System: Target a vampire in line of sight. The victim resists with \(Resistance = d100_{OE} + 40 + {2}\times{(Co_{bonus} + SD_{bonus})} + BP\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own.; your activation takes \(100 - Resistance\) as usual. At 101+ the victim's HungerVTM need for blood sustenance rises by 1; at 176+, by 2. A victim who can see you may discern the source of the affliction — their Lore: Occult (Reasoning-based) against your Influence (Duping) as conflicting skills VTMIntelligence + Occult vs Wits + Subterfuge (VTM p. 273).

Duration: Instant.

Level 3

Blood of Potency

The vampire concentrates their own Blood, temporarily raising its potency beyond what their generation allows.

Cost: One Rouse CheckVTM concept to make a single d10 check whether hunger is gained.

System: A Blood Sorcery activation maneuver (Memory-based) at Light (+10), worsened by -20 per point of your current Blood PotencyVTM tracked score for how potent the characters vampire blood is VTMResolve + Blood Sorcery at Difficulty 2 + Blood Potency (VTM p. 273). A success raises your Blood Potency by 1 for the duration; an Absolute Success (176+) by 2. The increase may exceed your generation's normal limit.

Duration: One scene or one night, at the Storyteller's call.

Scorpion's Touch

The vampire's Blood becomes a paralyzing venom — coating blades, spat at foes, or waiting in the vein for a would-be diablerist. Mortals drop; Kindred slow.

Cost: One or more RouseRouse the blood for supernatural usagechecks — each takes a turn and yields one blade's coating or one mouthful to spit.

Pools: Strength + Blood Sorcery vs Constitution + Lore: Occult (or Fortitude) VTMStrength + Blood Sorcery vs Stamina + Occult, or Stamina + Fortitude (VTM pp. 273-274)

System: Delivery first: a coated blade poisons on any damaging hit; spitting is a ranged attack with Athletics (Agility-based), dodgeable as any missile; a poisoned kiss works — and Blood drunk straight from your vein hits automatically. Scorpionated Blood is a contact poison only: it sublimes in beverages, is too viscous for syringes, cannot ride your own bite, and carries too little on arrowheads or bullets. When the poison lands, roll the Blood Poison contest below at Scorpion's Touch severity.

Duration: The poison stays potent for one scene.

Level 4

Theft of Vitae

A beckoning gesture opens a mortal's artery from across the room: blood arcs through the air into the vampire's mouth, the victim swooning as if under the Kiss. Spectacular while it lasts — traceless when it ends, the wound sealing itself.

Cost: One Rouse CheckVTM concept to make a single d10 check whether hunger is gained.

Pools: Intuition + Blood Sorcery vs Intuition + Lore: Occult VTMWits + Blood Sorcery vs Wits + Occult (VTM p. 274)

System: Target a mortal in line of sight; they resist with \(Resistance = d100_{OE} + LoreOccult + (20 + {2}\times{In_{bonus}}) + BP\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own.. At 101+ the artery opens and you feed from afar at twice the normal speed — at 176+, at triple speed. You can do nothing else while feeding; the victim stays subdued as by the Kiss, and the wound closes on its own when the feeding ends, whether or not the victim survives it. Full-body protection foils the feast, not the wound: a target in a hazmat suit merely bleeds ecstatically out into the suit. The working may be run veiled — the stream low and shadowed, easy to miss at a glance — at -30 to the activation.

Duration: One feeding.

Level 5

Baal's Caress

The venom perfected: Blood transmuted into a poison lethal to mortal and Kindred alike.

Cost: One or more RouseRouse the blood for supernatural usage checks.

System: Exactly as Scorpion's Touch — the same delivery methods and restrictions — but roll the Blood Poison contest below at Baal's Caress severity. If a vampire takes Aggravated damage from it, roll the contest once more: at 101+ the victim sinks into torpor the next time they sleep.

Duration: The poison stays potent for one scene.

Resistance (both poisons; the victim rolls first, as the passive side — with Fortitude, the victim may substitute their Fortitude skill for Lore: Occult):

\(Resistance = d100_{OE} + LoreOccult + (20 + {2}\times{Co_{bonus}}) + BP\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own.

Blood Poison (Scorpion's Touch / Baal's Caress)
\(d100_{OE} + BloodSorcerySkill + (20 + {2}\times{St_{bonus}}) + BP + (100 - Resistance) + Modifiers\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own.
RollResult
< 1Absolute Failure
The venom curdles back into dead vitae at the moment of truth — and the backlash scalds your own veins: your Hunger rises by 1, and the rest of this batch of poison is spoiled.
1 - 75Failure
The victim’s blood shrugs the venom off. The dose is spent without effect.
UM 66Unusual Event
The poison behaves strangely. On a success it lingers: the victim also takes one further damage level at the start of their next turn. On a failure the ichor marks its maker — anyone tasting or examining the wound identifies your Blood as the source.
76 - 100Partial Success
A weak dose takes hold: one damage level. A mortal is staggered but conscious — Scorpion’s Touch merely slurs them for a round, and Baal’s Caress wounds without killing.
101 - 175Success
The venom courses: one damage level, plus one per full +10 above 101 (10 + 1d10 hits each). Scorpion’s Touch: Aggravated to mortals — even one level drops a mortal unconscious — and full-value Superficial to Kindred. Baal’s Caress: Aggravated to everyone — one level kills a mortal outright.
176 +Absolute Success
The venom saturates them: damage as a Success plus one further level, and the victim can taste exactly what is killing them.
Modifiers
Delivery
autoDrunk from your vein — the poison needs no attack and cannot miss
St/Co are the RMU stat bonuses (the user's Strength; the victim's Constitution behind their Lore: Occult or Fortitude skill). Damage levels follow the margin bridge; each level is 10 + 1d10 hits.

Cauldron of Blood

The cruelest art: the victim's own blood boils in their veins. There are quicker ways to kill — few this excruciating.

Cost: One Rouse CheckVTM concept to make a single d10 check whether hunger is gained — and one or more StainsVTM: If a character violates her Tenets or Beliefs they may gain Stains to their Humanity.

Pools: Memory + Blood Sorcery vs Self Discipline + Lore: Occult (or Fortitude) VTMResolve + Blood Sorcery vs Composure + Occult, or Composure + Fortitude (VTM p. 274)

System: You must touch the victim — in combat, an Athletics-based touch attack. The victim resists with \(Resistance = d100_{OE} + LoreOccult + (20 + {2}\times{SD_{bonus}}) + BP\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own. (Fortitude skill may replace Lore: Occult), and the boiling resolves on the table below.

Cauldron of Blood
\(d100_{OE} + BloodSorcerySkill + (20 + {2}\times{Me_{bonus}}) + BP + (100 - Resistance) + Modifiers\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own.
RollResult
< 1Absolute Failure
The heat rebounds through the touch: your own vitae scalds — your Hunger rises by 1 and you take -20 on your next maneuver. The Stain is still yours.
1 - 75Failure
The victim’s blood refuses to boil. The cost — and the Stain — are spent.
UM 66Unusual Event
The boil surges wild. On a success the screaming steam marks the moment: every mortal witness flees the scene. On a failure the heat flashes visibly up your arm — the Masquerade strains, and everyone present knows exactly who did this.
76 - 100Partial Success
A single searing pulse: one damage level, and the victim staggers in agony. You may keep the grip and press again next round at +10.
101 - 175Success
The blood boils: one damage level, plus one per full +10 above 101 (10 + 1d10 Aggravated hits each). A mortal taking even one level dies screaming. A vampire’s Hunger also rises by 1 per level taken, to a maximum of 5.
176 +Absolute Success
The veins run like kettles: damage as a Success plus one further level, and the shrieking end is seared into every witness — expect the tale to spread.
Modifiers
Artistry
-30Quiet boil — no steam, no outward horror: the death reads as a seizure, the screaming stays theirs alone
Me/SD are the RMU stat bonuses (the user's Memory; the victim's Self Discipline behind their Lore: Occult or Fortitude skill). Damage levels follow the margin bridge; each is 10 + 1d10 Aggravated hits.

Duration: One turn.