The Discipline of Spiritus opens the vampire up to worlds and vistas — and methods of feeding — that most Kindred can never touch. Vampires are spiritually dead, unable to create life. The shamanic ritual that created the Ahrimanes, though, allowed a spiritual connection between the undead and the vast, living world all around them. While the vampire can barely scratch the surface of what living shamans can accomplish, the Discipline of Spiritus is still formidable.

Table of Contents

• Aid from Spirits
Spirits are everywhere, but invisible to most living (and unliving) beings. This power allows the vampire to briefly rouse the spirit of an object, making that object perform its intended function better and more efficiently. It in no way makes
the spirit well-disposed toward the vampire — not that this usually matters to the Ahrimane.

The character touches the object, and the player spends a blood point and rolls Manipulation + Occult (difficulty 6). If the roll succeeds, the player receives a bonus to her dice pool using that item, equal to the number of successes rolled. For example, if the character uses this power on a gun and the player rolls three successes, she then receives a +3 to her next Firearms roll made with that gun. Unused bonuses fade at the end of the scene, and multiple uses of this power do not combine (the most recent use trumps any previous uses). The character can, however, use the power on multiple objects she uses in the same scene, so long as she has the blood for it.

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