For the book of the same name, see Blood Magic: Secrets of Thaumaturgy

Blood Magic, or Blood Sorcery, refers to the magic performed by vampires, fueled by religious or occult practices and the power of Cainite vitae.


Through the practice of blood magic, a Cainite can summon fire, control the weather, and do many other things which are unnatural even by vampiric standards. To practice Blood Sorcery is to twist one’s own Blood into submission. Any form of this power reminds a vampire that they’re far from human, as no mortal could wield magic in this way.

The ways of the Blood Sorcery are generally learned as paths, collections of related magical effects which superficially resemble Disciplines, though the early blood magicians learned they could also create special rituals thematically connected to any paths they studied. These could have longer-lasting or more powerful effects. Unlike other disciplines, which could be described as advancing organically through the victims chosen by the vampire, practitioners of Blood Sorcery require teachers.

The various forms of blood magic are distinct from Disciplines; though they are blood-based powers, and paths are learned in tiers as Disciplines are, such knowledge is neither passed on to one’s childer nor amenable to elder-level manifestations. While Disciplines are powers which stem from the nature of vampirism, or in stranger cases, the exotic natures of their creators, blood sorcery seeks to achieve almost any effect imaginable by focusing the magical power of blood through an act of will.

These arts have been practiced in many forms throughout Cainite history. In ages past, Dur-An-Ki (now known as "Assamite Sorcery") was the most prominent type of blood magic. Though Dur-An-Ki and many other older styles have survived into the Modern Nights, without doubt the most prolific and famous practitioners of blood sorcery in recent history are the members of Clan Tremere.

The Tremere were originally a House of mages belonging to the Order of Hermes. Through a powerful ritual, they became vampires, founding their own Clan, but afterward discovered they could no longer work magic as they once did. Instead they adapted their knowledge of Hermetic magic into a new tradition of blood sorcery known as Thaumaturgy, whose secrets they jealously guard from all those outside of their clan.

The most prominent form of non-Thaumaturgical blood magic in the modern nights is the Necromancy of the Giovanni clan. Necromancy borrows from the mystical traditions of the Mortis Discipline of the long-destroyed Cappadocian clan, though even in modern times the Giovanni are not its only practitioners. The Tremere maintain that Blood Sorcery, or “Thaumaturgy” as they call it, was their invention, and other clans make similar statements - but while the origins of Blood Sorcery are murky, its dreaded nature is not.


Thaumaturgy lays down the basic blueprint for almost all blood sorcery: the sorcerer must learn the basic principles of their chosen form of blood magic, increasing their mastery as if learning a Discipline. In addition, the vampire chooses a primary Path, which improves as the sorcerer's knowledge of blood magic grows.

Once their knowledge is sufficiently advanced, the vampire may learn other Paths, allowing them to produce very different effects.


Blood Sorcery is defined by its Tradition, the style and belief system of the adherent. In order to proper utilize a given form of Blood magic, one has to immerse oneself in its way of thinking, similar to the Paradigm of an actual mage. Some Tremere, who have been mortal mages once, have theorized that the power within their vitae (the Curse of God, as more pious would claim) is what allows blood magicians to shape the world without inviting the Paradox that plagues true mages, as they do not rely on external Spheres, but on something that is contained deep within their own essence. Noddists that have knowledge of this, claim that this was the reason Caine killed his brother; to invite God's curse upon him to steal a part of His power.

There are, however, common roots to each practice. The source of every form of blood magic is vitae and the power contained within it, called the Principle of Blood. With the force of his will, combined with the power of the Principle of Blood, the blood magicians forces the changes he wishes to occur in accordance to his Tradition, in the Principle of Will. Both Blood and Will are useless, however, without proper instruction in the ways of the Tradition the blood mage follows, called the Principle of Knowledge. In order to direct the magic under his control, the blood magician has to focus on his target and the changes he wants to force upon him, referred to as the Principle of Identity. These are the four great Principles which underpin vampiric blood magic and some theoreticians go farther and state that they are the Principles behind every applied Discipline.

Lesser Principles are the Principle of Contagion, that governs how a part severed from its original retains residues of its magical signature and can pass this signature on when they come in contact with something else, and the Principle of Sympathy, that governs how like effects like. A Principle used to describe the effect of Ritual components is described as the Principle of Inherence, that used symbolic residues within seemingly mundane objects to subvert the need for the Principle of Blood.

V5 Blood Sorcery

In Vampire: The Masquerade 5th Edition, Blood magic is singled out as a separate discipline under the name Blood Sorcery - a combination of Thaumaturgy and Quietus of previous editions, owned by Banu Haqim and Tremere.

Standard Powers

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    • Corrosive Vitae: Altering the properties of some of their own Blood, the user can make it highly corrosive to dead su
      bstances, able to corrode most items down to steaming sludge, given enough time and Blood shed
    • A Taste for Blood: By tasting a drop of blood, the user can discern certain basic traits of the one to whom it belongs
    • Shape of the Sanguine Sacrament: Allows the vampire manipulate their (or someone else's) blood, to form intricated images, such as a simple message or a geometrical shape.
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    • Extinguish Vitae: The user can intentionally remove the unlife-giving properties of some of the Blood in another vampire, stoking their Hunger as the victim’s inner reserves curdle into impotence
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    • Blood of Potency: The vampire can concentrate their Blood, increasing its potency temporarily
    • Scorpion’s Touch: The vampire can transmute some of their Blood into a paralyzing poison, capable of affecting mortals and vampires alike
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    • Theft of Vitae: Through mystical means, the vampire opens a wound in a major artery of a mortal victim, blood shooting out through the air in a stream toward the open mouth of the user.
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    • Baal’s Caress: The vampire can transmute their Blood into an extremely aggressive poison, lethal to mortal and Kindred alike
    • Cauldron of Blood: This gruesome power lets the user boil the blood of a victim in their own veins, causing massive damage and excruciating pain


Blood Sorcery is a special Discipline in that it both confers powers, like other Disciplines, and also unlocks the ability to perform Rituals up to and including the level the user holds in the Discipline. Its regular powers seem comparatively weak, but the versatility of the Rituals more than compensates, assuming the user can learn them. Learning new Rituals requires both experience and time. Expect a Ritual to take at least the square of its rating in weeks to learn - and its resonance is blood from human occultists, sorcerers, and cult leaders, as well as hemophiles and bibliophiles.

While Paths tend to be quick and powered by a combination of vitae and the vampire's will, rituals include other elements relevant to the sorcerer's paradigm – sacrifices, mystical ingredients, magical tools and the like. Rituals typically require greater time and preparation, but can have long-lasting effects and range in power from trivial to history changing. The Tremere used a ritual to curse the entire Banu Haqim clan and, it is rumored, to destroy their Tremere antitribu cousins.

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    • Blood Walk: An advanced version of A Taste for Blood, the caster is able to learn even more information about another Kindred from their vitae.
    • Bloody Message: This ritual allows the vampire to write a message in blood, unto a piece of paper, that will vanish once the recipient reads it.
    • Clinging of the Insect: Gives the caster the ability to cling to walls like a spider. 
    • Coax the Garden: Allows the caster to manipulate plant life, to their defense.
    • Craft Bloodstone: Creates a Bloodstone, a magical tracking device. 
    • Dampen the Fear: Temporarily subdues the caster's fear of fire. 
    • Herd Ward: This rituals allows the vampire to protect their herd, from poachers.
    • Letter Ward: This ritual is used by Tremere, when they want to make sure the missives they send are protected.
    • Unseen Underground: Turns the caster invisible for a time, when they are underground.
    • Wake with Evening's Freshness: Allows the caster to freshly awaken from torpor during the day as if it were already evening.
    • Ward Against Ghouls
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    • Calling the Aura's Remnant: Allowing the vampire to speak with a corpse's aura (not their ghost)
    • Communicate with Kindred Sire: Creates a telepathic link between a childe and their sire.
    • Eyes of Babel: The caster gains the ability to read and speak any language known by their target.
    • Illuminate the Trail of Prey: Allows the caster to perceive the past whereabouts of an individual through a glowing trail. 
    • Ishtar's Touch: The caster turns a dose of their own vitae into a narcotic, 'truth-serum' like substance that leaves a victim more suggestible and vulnerable to mind-affecting Disciplines like Presence and Dominate.
    • Truth of Blood: Creates a potion capable of discerning lies from truth in a statement.
    • Ward against Spirits
    • Warding Circle against Ghouls
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    • Bladed Hands: Physically sharpens the caster's hands.
    • Dagon's Call: A Banu Haqim ritual that ruptures the blood vessels of a victim from afar who has previously came into contact with the caster's vitae. 
    • Deflection of Wooden Doom: Causes a stake about to pierce the heart to shatter. 
    • Essence of Air: Creates a potion that grants the user limited flight abilities. 
    • Eyes of the Past: Recalls events in the caster's mind about past events that took place in their location up to five years prior.
    • Fire in the Blood: A non-lethal ranged version of Cauldron of Blood
    • Firewalker: The caster increases the target's resistance to fire. 
    • Gentle Mind: Increases the frenzy resistance of the target's mind. 
    • Haunted House: Causes a vampire haven to appear haunted. 
    • Illusion of Peaceful Death: Restores wounds on a corpse (at most half-unexsanguinated) to conceal evidence of an unnatural death. 
    • Illusion of Perfection: Conceals the caster's appearance into that of a nondescript individual, similar to the Obfuscate ability Mask of a Thousand Faces.
    • One with the Blade: The caster enchants a dedicated weapon with immunity to rust and dulling almost as if it were a ghoul, as long as it remains within their possession. If stolen, it ages and becomes able to perform Aggravated damage on its original enchanter. 
    • Sanguine Watcher: Summons a rat familiar out of Kindred vitae. 
    • Sleep of Judas: Creates a drug that can incapacitate a kindred.
    • The Unseen Change: Forces a Garou into their Lupus form.
    • Ward Against Lupines
    • Warding Circle against Spirits
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    • Defense of the Sacred Haven: Wards a haven against the sun itself.
    • Eyes of the Nighthawk: Allows the caster to possess a carnivorous bird.
    • Incorporeal Passage: Allows the caster to pass freely through solid objects and become immune to physical damage. 
    • Innocence of the Child's Heart: Conceals the caster's Kindred aura from Auspex
    • Protean Curse: Transforms the target into a bat. 
    • Rending the Sweet Earth: Reveals the presence of a Protean Earth Meld user.
    • Ward Against Cainites
    • Warding Circle against Lupines
    • Web of Hunger: Web of Hunger is an extension of the Extinguish Vitae ritual (see Vampire p. 273). Instead of controlling a single person’s vitae slowly and corrosively draining vitae from multiple targets.
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    • Creatio Ignis: Allows the caster to manipulate fire, and start fires at close range.
    • Eden's Bounty: Allows to caster to drain blood from creatures within a nearby area.
    • Escape to True Sanctuary: The caster creates two circles that act as a one-way portal from one point to another.
    • Heart of Stone: Turns the caster's heart into stone, making them immune to stakes but completely numbs their sense of emotional and social awareness.
    • Shaft of Belated Dissolution: Enchants a stake with enough power to kill a vampire upon contact with their heart.
    • The Ritual of Transferring the Soul: The Ritual of Transferring the Soul is a 5th level combined Blood Sorcery ritual and Oblivion ceremony that requires two Kindred participants: one who knows the requisite level of Blood Sorcery, and another who is versed in Oblivion. It is possible for a single Kindred who possesses both Disciplines to perform the ritual alone.
    • Warding Circle against Cainites

Known Traditions

  • Anarch Sorcery, a hodgepodge of various traditions either rejected from their main tradition or evolving to mortal trends often found within Anarch communities
    • Hacktivist Thaumaturgy, an offspring of the newly founded Path of Technomancy that focuses on the application of the Principles in concert with modern technology
    • New Age Blood Magic, a tradition in tune with the various New Age movements and mindsets
    • Old Skool Sorcery, various nearly extinct religious practices used as a tradition
    • Punk Sorcery, a variant of mortal Chaos magic
  • Assamite Sorcery, the ecstatic practices of the Assamite Sorcerers that date back to the Second City
    • Dur-An-Ki, the standard magical tradition of every Assamite, which draws on ancient covenants with the gods of ancient Mesopotamia (other observers claim that the ashipu traffic with highly dangerous spirits). Most use Kalif, a vitae-laced drug, or similar stimulants to achieve ecstasis to commune with the gods.
    • Sihr, a nearly-extinct variant of Assamite Sorcery preserved by the Hajj bloodline of Arabia. It is dedicated to Allah and beseeches him to aid via long prayers and religious rituals.
  • Ogham is a very limited form of Blood Magic based on Celtic runes practiced by the Lhiannan.



Vampire: The Masquerade Disciplines pre-V5:
Abombwe · Animalism · Auspex · Bardo · Celerity · Chimerstry · Daimonion · Dementation · Dominate · Flight · Fortitude · Melpominee · Mytherceria · Obeah · Obfuscate · Obtenebration · Potence · Presence · Protean · Quietus · Sanguinus · Serpentis · Spiritus · Temporis · Thanatosis · Valeren · Vicissitude · Visceratika
Blood Sorcery pre-V5: Abyss Mysticism · Akhu · Countermagic, Thaumaturgical · Dur-An-Ki · Mortis · Nahuallotl · Voudoun Necromancy · Western Necromancy · Ogham · Sadhana · Sihr · Thaumaturgy · Dark Thaumaturgy · Sielanic Thaumaturgy · Assamite Sorcery · Anarch Sorcery · Koldunic Sorcery · Setite Sorcery · Wanga
V5 Animalism · Auspex · Blood Sorcery · Celerity · Dominate · Fortitude · Obfuscate · Oblivion · Potence · Presence · Protean · Thin-Blood Alchemy
V5 Amalgams: Chimerstry · Dementation · Obeah · Serpentis · Valeren · Vicissitude
Defunct: Deimos · Kai · Kineticism · Maleficia · Nihilistics · Rift · Striga
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