Classification: Union // Open

Disciplines

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Name ▲ Kind Clan Requires Source
AnimalismDisciplineAhrimanes, Anda, Brahman +12V20
Assamite SorceryDisciplineAssamite SorcerersV20
AuspexDisciplineAssamite Viziers, Brahman, Cappadocians +16V20
Awakening of the SteelDisciplineV20
BardoDisciplineV20
CelerityDisciplineAssamite, Assamite Antitribu, Assamite Viziers +5V20
ChimerstryDisciplineBrahman, Ravnos, Ravnos AntitribuV20
DaimoinonDisciplineBaaliV20
DementationDisciplineMalkavian, Malkavian AntitribuV20
DominateDisciplineDominate Malkavians, Giovanni, Kiasyd +8V20
Elemental MasteryDisciplineV20
FlightDisciplineGargoylesV20
FortitudeDisciplineAnda, Blood Brothers, Cappadocians +15V20
Hands of DestructionDisciplineV20
Koldunic SorceryDisciplineV20
MelpomineeDisciplineDaughters of CacophonyV20
Movement of the MindDisciplineV20
MytherceriaDisciplineKiasydV20
NecromancyDisciplineCappadocians, Giovanni, Harbingers of Skulls +2V20
Neptune’s MightDisciplineV20
ObeahDisciplineSalubriV20
ObfuscateDisciplineAssamite, Assamite Antitribu, Assamite Sorcerers +11V20
ObtenebrationDisciplineKiasyd, Lasombra, Lasombra AntitribuV20
OghamDisciplineLhiannanV20
Path of the Four HumorsDisciplineV20
PotenceDisciplineBlood Brothers, Brujah, Brujah Antitribu +9V20
PresenceDisciplineAhrimanes, Baali, Brujah +13V20
ProteanDisciplineAnda, City Gangrel, Country Gangrel +4V20
QuietusDisciplineAssamite, Assamite Antitribu, Assamite Sorcerers +1V20
SanguinusDisciplineBlood BrothersV20
SerpentisDisciplineDaitya, Followers of Set, Serpents of the Light +1V20
SpiritusDisciplineAhrimanesV20
TemporisDisciplineTrue BrujahV20
ThanatosisDisciplineSamediV20
Thaumaturgical CountermagicDisciplineV20
ThaumaturgyDisciplineTelyavelic Tremere, Tremere, Tremere AntitribuV20
The Ash PathDisciplineV20
The Bone PathDisciplineV20
The Cenotaph PathDisciplineV20
The Corpse in the MonsterDisciplineV20
The Grave’s DecayDisciplineV20
The Green PathDisciplineV20
The Lure of FlamesDisciplineV20
The Path of BloodDisciplineV20
The Path of ConjuringDisciplineV20
The Path of CorruptionDisciplineV20
The Path of MarsDisciplineV20
The Path of TechnomancyDisciplineV20
The Path of the Father’s VengeanceDisciplineV20
The Sepulchre PathDisciplineV20
The Way of EarthDisciplineV20
The Way of FireDisciplineV20
The Way of WaterDisciplineV20
The Way of WindDisciplineV20
ValerenDisciplineSalubri AntitribuV20
VicissitudeDisciplineTzimisceV20
VisceratikaDisciplineGargoylesV20
Vitreous PathDisciplineV20
Weather ControlDisciplineV20
Classification: Union // Open Ref vampire/power/discipline/neptunes-might

Neptune’s Might

Discipline · Vampire

Vampire

Vampires are rarely associated with the ocean in most mythologies, and most Kindred have nothing to do with water in large quantities simply because they have no reason to do so. Nevertheless, Neptune’s Might has enjoyed a small, but devoted, following for centuries among Camarilla thaumaturges. This path is based primarily around the manipulation of standing water, although some of its more disturbing effects depart from this principle.

Once a character reaches the third level of Neptune’s Might, the player may choose to specialize in either fresh water or salt water. Such specialization lowers all Neptune’s Might difficulties by one when dealing with the chosen medium but raises them by one when dealing with the opposite. Blood is considered neither fresh nor salty for this purpose, and difficulties in manipulating it are unaffected.

Contains

Eyes of the Sea

Prison of Water

Blood to Water

Flowing Wall

Dehydrate

Part of Thaumaturgy

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