Lure of Flames

This path grants the Vampire the ability to conjure forth mystical flames. Provided the Vampire conjures the flames successfully, they will not burn or harm anyone until the Vampire releases them: thus a 'palm of flame' does not burn the Vampire's hand and cause an aggravated damage wound - it merely produces light. Once the flame has been released however, it burns normally and the character has no control over it.

System for all Levels.

The vampire takes one turn to create the flame. Once created, the vampire may keep hold of the flame for the duration of the scene without suffering any adverse effects. Other vampires however will be affected as normal when presented with the flame.

Alternatively, on any turn after creation, the vampire may choose to throw the flame at a target - causing aggravated damage appropriate to the level of the discipline used. Larger levels of flame may continue to burn after initial contact, causing further damage (storyteller discretion).

To Throw.

Cost: None.

Dice Pool: Dexterity + Throwing.

Action: Immediate.

Roll Results

Botch: The vampire releases the flame, but fails to direct it, leaving the vampire to suffer the damage in accordance with the level used.

Failure: The vampire releases the flame, but fails to hit her chosen target. Another target may be hit at storyteller discretion.

Success: The vampire successfully hits her intended target, causing the damage as listed.

• Candle

At this level, the vampire creates a candle sized flame that flickers in the center of her palm.

Cost: One blood point.

Dice Pool: Wits + Occult.

Action: Immediate.

Roll Results

Botch: A fireball erupts in the vampire's palm, causing one point of aggravated damage. All blood points spent are lost.

Failure: The vampire fails to conjure any flame, and must wait until her next turn to try again. All blood points spent are lost.

Success: The vampire successfully creates the flame.

This level of flame causes one point of aggravated damage when hitting a target.

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