Metadisciplines are combination disciplines.

Animal Assassin (Assamite)

Disciplines Required: Animalism 3, Quietus 4
Experience Cost: 18
Description: The Assamite with this ability feeds his deadly blood to an animal, turning it into a vicious, Cainite-blood seeking beast.(Feeds on 1-5 BP of Animal blood)

Bravo's Command (Lasombra)

Disciplines Required: Dominate 3, Potence 2
Experience Cost: 15
Description: This power allows the Lasombra to utilize her great strength on the victim in order to enforce her Dominate-generated commands. Use of this power involves lifting the victim off the ground, throwing him across the room or breaking something nearby.

Command of Darkness (Lasombra)

Disciplines Required: Dominate 3, Obtenebration 1
Experience Cost: 10
Description: With this power, the Lasombra manipulates the shadows so that his victim's eyes are drawn toward his and the victim is unable to focus on anything but the Lasombra's own burning, piercing gaze.

Command the Beast (Ventrue)

Disciplines Required: Animalism 4, Dominate 3
Experience Cost: 15
Description: A controller of men, the Ventrue may now Dominate animals as well.

Command the Vassal (Ventrue)

Disciplines Required: Dominate 3, Presence 3
Experience Cost: 21
Description: The Ventrue may now utilize that power of Majesty in conjunction with his potent Dominate abilities, to enforce his commands and strip any it is directed upon from their ability to resist. (1WP)

Contemptuous Tenacity (Tremere)

Disciplines Required: Auspex 5, Dominate 3
Experience Cost: 18
Description: Much like Shatter the Impressions, Contemptuous Tenacity is the Tremere-created means of resisting Domination attempts. (1WP)

Deceive the Beast (Ravnos)

Disciplines Required: Animalism 3, Chimerstry 4
Experience Cost: 15
Description: This power, similar to the Unseen Noah, allows the Cainite to fool the mind of an animal, in this case utilizing Chimerstry. Unlike Unseen Noah, however, the illusions are always seen by both.

Divine Grace (Toreador)

Disciplines: Celerity 3, Presence 4
Cost: 10 experience
Description: This Toreador power allows the Kindred to move with exceptional grace.

Divine the Control (Tremere)

Disciplines Required: Auspex 3, Dominate 4
Experience Cost: 18
Description: This power will identify if the target's memory has been altered(Dominate), if a triggered command has yet to be enacted, if the target has been Conditioned, Possessed, etc. (Eye contact)

Elemental Stoicism

Required: Fortitude 8, Obfuscate 4
These powers must be taught. This can hold off death from the sun or fire. For every hour exposed must spend a bloodpoint. This power does not protect clothing or items carried from fire.

Eye of the Corpse (Cappadocians)

Disciplines Required: Auspex 3, Mortis 3 or Mortea Beginning
Experience Cost: 15
Description: With this power, the Graverobber may discover the events of a dead man's life by touching the head or skull of the corpse (even if it is only the skull) and gazing into its eyes.

Fatuus Aegis (Ravnos)

Disciplines Required: Chimerstry 5, Fortitude 3
Experience Cost: 20
Description: While Ravnos solidarity against non-Ravnos rivals the strength of the Tremere pyramid, the Ravnos are known for their fierceness in dealing with their brethren. As a result, some of the clan have developed an immunity to "damage" wrought by illusions(Horrid Reality). (1WP)

Forced March (Assamites)

Disciplines required: Celerity 2, Fortitude 2
Experience Cost: 12
Description: This allows the continuous use of Celerity with the devastating effects of constant use.
Cost: 1/2 the equivalent to the Celerity levels held in BP.

Foresight (Cappadocians)

Disciplines Required: Auspex 2, Fortitude 2
Experience Cost: 10
Description: With this power, the attacked scholar may foresee attacks, thus better resisting damage.

Form of the Beast (Gangrel)

Disciplines: Protean 6, Animalism 4, Presence 2
Cost: 25 experience
Description: A truly terrifying power, the Gangrel may now assume Crinos form with all its benefits. The Kindred will even cause Delerium in beings that would normally be affected by it. The Kindred is so close to the Beast that rolls to resist Frenzy have their difficulties increased by one. Few Gangrel below 7th Generation even realize this power exists. Activation cost is 3 Blood Points.

Form permanent vampire fangs:

Experience: 12
Protean 3, Fortitude 2 (1BP).

Gambler's Wits

Experience: 20
Required Disciplines: Dominate 2, Obfuscate 2
A force radiates from the mind of the master of this power that makes it "slippery" and nearly impossible to lock onto with supernatural mind-affecting powers.

Grace of the Night Wind

Experience: 15
Required Disciplines: Fortitude 3, Potence 3, Celerity 3
This power smoothes out the user's movement, giving her an unnatural grace, power and fluidity to her motion. Users of this power are able to use moves that no mortal athlete could perform due to supernatural strength, durability, and control.

Hamlet's Vision / Haunting Vision (DA) (Malkavians)

Disciplines Required: Dominate 2, Obfuscate 4
Experience Cost: 15
Description: With it, the Malkavian can remain Obfuscated, but allow one person to see him. (1WP)

Heart of the Wolf (Gangrel)

Disciplines: Protean 4, Animalism 3
Cost: 15 experience
Description: The Kindred is so in tune with the bestial nature of the wolf that when she assumes wolf form, she gains all the attributes and sensory adjustments that come with Lupus form. The wolf appears alive to all observers. This power was developed by the Gangrel, and is popular among Lupine impersonators.

Heart of the Beast (Gangrel)

Disciplines: Protean 5, Animalism 4
Cost: 20 experience
Description: The Gangrel takes Heart of the Wolf to its next extent; she may now assume Hispo form with all the sensory adjustments and ability benefits thereof. Like real Hispo form Garou, Bite now does Strength+2. The secret of this power is even more closely guarded than Heart of the Wolf; few non-Gangrel even know it exists. Activation cost is two Blood Points.

Invisibility (Ravnos)

Disciplines: Chimerstry 3, Obfuscate 3
Cost: 15 experience
Description: This fairly new power allows the possessor to become completely invisible by combining the light manipulation abiities of Chimerstry with the hidden nature of Obfuscate. The Kindred gains the ability to bend the light around her so that she does not appear on cameras, while retaining all the advanages of Obfuscate (people will avoid bumping into her etc.). The Kindred spends one Willpower to activate the power.

Know the Bestial Mind (Tzimisce)

Disciplines Required: Animalism 4, Auspex 4
Experience Cost: 12
Description: The Tzimisce with this power is able to read the mind of any animal into whose eyes he gazes. He is able to pluck memories and images from the beast's mind, though some memories will be harder to acquire, as the events may not be particularly important to the animal.

Kraken's Shadow (Lasombra)

Disciplines Required: Obtenebration 3, Potence 2
Experience Cost: 18
Description: With this power, the Lasombra's own supernatural strength is possessed by the shadowy tentacles created by the power of Obtenebration. (1WP)

Luna's Spawn (Tzimisce)

Disciplines Required: Protean 4, Vicissitude 4, Presence 2
Experience Cost: 21 (23)
Description: The Tzimisce utilizing this power may assume the form of a pseudo-Crinos thing. The creature is covered in greasy black fur, but the face looks more like a bestial man than a wolf. The fur is patchy and the limbs of the Spawn are distended with muscle. Seen as Black Spiral Dancer by those that know the Lupines. (3BP)

Martyr's Resilience

Required: Auspex 4, Fortitude 7
Allows the vampire to choose to absorb injuries inflicted upon anyone whose blood he has tasted. The vampire must have ingested at least one point of vitae of the subject's blood within the past year to use this and be within eyesight when injury is inflicted. This power is completely voluntarily and cannot be forced to be used even through dominate.

Mass Invisibility (Ravnos)

Discipline: Chimerstry 4, Obfuscate 5
Cost: 20 experiance
Description:This power is much like Invisibility, but allows the Kindred to render an entire group Invisible. This power also costs one Willpower to activate.

Might of the Beast (Nosferatu)

Disciplines Required: Animalism 5, Potence 2
Experience Cost: 21
Description: This power is rumored to have been developed by a Nosferatu who studied and traveled with an ancient Laibon during the Dark Ages. Instead of subjecting another to his Beast (as per Animalism 5), the Nosferatu may learn to channel his Frenzy, increasing his own supernatural strength in the process. (1WP)

Power of the Siren (Ravnos)

Disciplines Required: Chimerstry 3, Presence 3
Experience Cost: 18
The Ravnos is able to channel his own Presence powers (1-3 only) through any illusions he creates. Thus, his illusory gem draws all the attention in a room (Awe), his dragon is truly terrifying (Dread Gaze) and his etherally beautiful nymph is utterly alluring (Entrancement).

Rapid Shift (Gangrel)

Disciplines Required: Celerity 3, Protean 4
Experience Cost: 12
Description: The Gangrel is now able to take advantage of his skill in Celerity to facilitate rapid shapeshifting. (1BP)

Read Magic's Aura (Tremere)

Disciplines Required: Auspex 2, Thaumaturgy 3
Experience Cost: 21
Description: When the presence of magic is indicated in an aura (via Auspex 1), the Tremere may analyze the pattern and determine the power and type of magic.

Shadow Feint (Assamites)

Disciplines Required: Celerity 2, Obfuscate 2
Experience Cost: 14
Description: The way of the assassin is deception, not direct confrontation. This allows its wielder to slow her enemies' perceptions of him, leaving their image of the assassin a fractions of a second behind her actual physical location.

Shaper's Bane (Tzimisce)

Disciplines Required: Fortitude 3, Vicissitude 3
Experience Cost: 21
Description: Those with this power have studied the ravages of Vicissitude on the undead body to such an extent that they are capable of using their own supernatural resilience to counteract the use of Flesh- or Bonecrafting attempted on them.

Shatter the Impressions (Toreador)

Disciplines Required: Auspex 5, Presence 3
Experience Cost: 18
Description: The Toreador with this power is able, through experience with Presence and the insight of Auspex, to not only overcome Presence utilized upon him, but to make himself immune to any further attempts to sway him via that Discipline. (1WP)

Sheeps Clothing (Nosferatu)

Disciplines: Animalism 3, Obfuscate 3
Cost: 12 experience
Description: This Nosferatu power allows the possessor to appear as an animal when using Mask of 1000 Faces.

Soften the Wild Claws (Gangrel and a very very few Ravnos)

Disciplines Required: Animalism 1, Fortitude 2
Experience Cost: 10
Description: This power (also used by certain Ravnos) taps into the Cainite's own supernatural resilience and knowledge of animals to allow the Cainite to better defend himself from the attacks of animals and (to some extent) shapechangers. (1WP)

Speed the Eye (Toreador)

Disciplines Required: Auspex 2, Celerity 2
Experience Cost: 12
Description: With this power, the Toreador may utilize her own Celerity to cancel this effect.

Spirit of the Eternal Muse (Toreador)

Disciplines Required: Auspex 4, Presence 3
Experience Cost: 15
Description: The Toreador patron with this power practically guarantees the success of his protegee.
The Fortress (Ventrue)

Disciplines: Fortitude 3, Presence 3
Cost: 15 experience
Description: The Ventrue so impresses her foes that their belief in her invulnerability allows her to better resist their attacks.

The Ill Wind (The Falling Shadow - Lasombra)

Experience: 15
Required Disciplines: Protean 5 or Obtenebration 5, Celerity 4, Fortitude 3
Description: With this power, the vampire becomes a streaming mist that flies faster than a storm wind. He may use this power to travel large distances in an almost invulnerable form in a fraction of the time than normal, or fly through the air to places normally inaccessible. For Lasombra, there is a version of this power called The Falling Shadow which uses Obtenbration instead of Protean, which makes the user appear as a flashing shadow arching across the sky. (2BP to initiate, 1BP per hour to maintain)

The Quick and the Dead

Experience: 30
Required Disciplines: Dominate 5, Auspex 5, Animalism 5
With this power, a vampire may possess a mortal without endangering his own existence, as well as channeling his non-physical Disciplines through the mortal frame. He shares the mortal's sensations and senses, and controls the body as if it were his own. (Sight) In the event his body is destroyed, he will stay bound to the flesh of the mortal. However, he will be able to use his physical Disciplines in his new body. The Stealing the Mortal Coil power will allow the vampire to rebind himself and recover his ability to Feed, retain or use Vitae by turning the mortal's Blood into Vitae for the vampiric body and redefining the mortal's spiritual limits to allow a Blood Pool of the vampire's Generation. The Endless Cycle power will act as Stealing the Mortal Coil, but the vampire will not be able to escape the flesh of the mortal. Otherwise, he will lose the need and the ability to Feed, and will effectively be a mortal with vampiric Disciplines. In this case, he also loses the ability to grow in the Disciplines, and Disciplines that require Blood Points will substitute Willpower Points. The Embrace of the mortal body is the only way that the ex-vampire will ever regain his full powers as a Child of Caine. Regardless of the Generation of the Embracing vampire, the Generation of the character will be his old Generation.

The Rising Dead

Experience: 35
Required Disciplines: Auspex 5, Animalism 5, Mortis 5 (Mortea 5) or Necromancy 5
With this power, the vampire may cause the dead to rise by animating the dead flesh with his will. From earth or the Astral, the vampire forces his essence into a dead corpse to wreak his will on earth. His Disciplines will be focused through the dead flesh, but those that require Vitae to fuel will draw from the original vampiric body. (3WP)

The Unbound Heart

Experience: 30
Required Disciplines: Dominate 5, Animalism 5, Auspex 5, Presence 5, Fortitude 5, Obfuscate 4
The master of this power develops an immunity to powers that would detect, attack or alter his mind or soul. Permutations such as Blood Bonds, True Magick, and Oblivion-based powers will not affect the character. This power is so effective that even the presence of a mind or soul will be undetectable.

The Unseen Noah (Nosferatu)

Disciplines Required: Animalism 3, Obfuscate 4
Experience Cost: 15
Description: This power, developed by the Nosferatu, allows the Cainite to fool the minds of animals with his power of Obfuscate as well. (only humans or only animals.)

Trap of Vitae (Assamite)

Disciplines Required: Obfuscate 5, Quietus 3
Experience Cost: 15
Description: The Assamite who has developed this power can leave far worse traps -- pools of his own acidic vitae, concealed by powerful Obfuscation powers. (1-3 BP)

Unassailable Parry

Required: Auspex 3, Celerity 7
This power allows a vampire to deflect or catch arrows, bullets, or any thrown weapon.

Vapor of Compulsion (Gangrel)

Disciplines Required: Dominate 2; Protean 5
Experience Cost: 18
Description: A very rare power, this power allows the Gangrel to assume mist form, surround a target and utilize the powers of Dominate 1 upon that target as though making eye contact. (1WP)

Wear the Bestial Skins (Tzimisce)

Disciplines Required: Animalism 4, Vicissitude 3
Experience Cost: 18
Description: With this power, the Tzimisce may mold human flesh into the skins of animals, giving feathers, fur, chitin, quills, scales, etc. (1BP/Body part)

Winters Reprieve (Gangrel)

Disciplines: Protean 3, Fortitude 3
Cost: 10 experience
Description: This power believed developed by the Valkeries but known to many Gangrel who reside in very cold places allows the possessor to ignore the unfortunate effects of sub-freezing temperatures. No place on Earth, not even Antarctica in winter, gets so cold as to freeze the Kindred. The power is always active.

Withstand the Thundering Blow (Brujah)

Disciplines Required: Fortitude 2, Potence 3
Experience Cost: 15
Description: With this power, the Brujah is capable of utilizing his own supernatural strength and resilience to better withstand those who attack him with Potence. (Potence 2s cancel each other)