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Magic Diseases, poisons and curses

Vampirism

A vampire's blow has a 0.6% chance to infect you. After dying, you wake as a vampire of one of nine bloodlines, determined by the region.

Effect Change Condition
Skills +30 Jumping, Running, Stealth, Critical Strike, Climbing and Hand-to-Hand Vampirism
Affected attributes +20 Indoors, underground or at night
Affected attributes −20 Direct daylight, with the hood down
Material resistance Resists weapons below Silver Lower-material weapons can still deal reduced damage under the default combat rules
Immunities Paralysis and disease Vampirism
Feeding Daily Required to rest

Sunlight does not burn you. Raising the hood of a cloak or robe removes the daylight attribute penalty and allows daytime travel; it does not grant the +20 attribute bonus while you remain in sunlight.

Beyond the Bay

An infection outside the Bay uses that province’s bloodline, and the newly changed vampire wakes in a cemetery of the same province. See Vampire bloodlines for the province-to-clan table and each clan’s spells.

Sources (15)

Last edited 28 Oct 2026. View history · What links here.