Professional Documents
Culture Documents
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Death 2 Death 2 Death 2 Death 2
Decay Ectoplasm Entropic Guard Ghost Summons
The mage can cause a material object to The mage can create ectoplasm from his orifices The mage gains Death’s Shield by stealing vigor The mage calls a specific ghost or a general call
corrode, rust or become rotten. or of a corpse’s. This opaque, white, slick from incoming attacks, a mage guards himself to nearest ghost in sensory range. The ghost
Action: Instant material can form whatever shape the mage against harm. Action: Instant comes to the caster with speed, though it
Duration: Lasting desires. The mage can use it as a mirror to allow Duration: Prolonged (one scene) cannot go farther than the maximum distance it
This spell lowers the object’s Durability by one anyone (even Sleepers) to see ghosts or objects The mage gains one point of armor per dot he is allowed to travel from its anchor.
point per success, but it does not affect the that are present in Twilight. possesses in the Death Arcanum. By spending Action: Instant and contested; target rolls
object’s Structure (for that effect, see “Destroy Action: Instant one Mana, the Duration can be made one day. Resistance reflexively
Object”. The degraded Durability cannot be Duration: Prolonged (one scene) Note that this armor does not apply opponent’s Duration: Prolonged (one scene)
repaired by normal (non-magical) means. Successes are allocated between the ectoplasm’s attempting a grapple on the mage. This spell With general summons, the spell targets the
Rote (AA): Return to Dust Size (base 5) and its solidity. Its base solidity is will work to steal vigor from a grappler’s closest ghost. It remains near the mage for the
Pool: Stamina + Intimidation + Death like a spider web’s. The ectoplasm remains for Strength + Brawl rolls to overpower the mage. Duration, unless the caster allows it to leave.
one hour or for the rest of the scene. Rote (AA): Shield of Bones Rote (SL): Muster the Dead
Rote (FC): A Mirror Darkly Pool: Wits + Occult + Death Pool: Presence + Persuasion + Death vs.
Pool: Stamina + Occult + Death * Mana optional to expand duration to 24 hours Resistance
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Death 3 Death 3 Death 3 Death 2
Destroy Ephemera Destroy Object Devouring the Slain Entropic Shroud
The mage mystically attacks an ephemeral The mage mystically attacks a material object, Caster takes strength from the dying. Doesn’t The mage can cast the “Entropic Guard” spell
object. causing it to decay instantly. work on animals or undead. on others, protecting them with a field of
Action: Instant Action: Instant Action: Instant; subtract target’s Stamina entropic decay.
Duration: Lasting Duration: Lasting Duration: Lasting Action: Instant
Successes in excess of the object’s Durability Successes in excess of the object’s Durability Touch range, Death 4 is sensory, 5 is Duration: Prolonged (one scene)
(most ephemeral items have Durability 1) inflict inflict aggravated damage on its Structure. sympathetic. Successes take WP from target The target gains one point of armor per dot the
aggravated damage on its Structure. This spell Rote (AA): Breaking the Chains (must have aggravated wounds from that scene). caster possesses in the Death Arcanum. The
does not affect animate ephemeral beings such Pool: Resolve + Crafts or Science + Death The mage may scourge a person’s Pattern for caster can increase the Duration to one day
as ghosts (or anything with a Corpus trait rather Mana. Successes inflicts lethal Health wounds with the expenditure of one point of Mana.
than a Structure trait). for Mana. One use per injury. Rote (GoV): Shroud of Gloom
Rote (GoV): Shattering the Fetters Rote (FC): Energetic Transfer Pool: Wits + Occult + Death
Pool: Resolve + Occult + Death Pool: Manipulation + Persuasion + Death * Mana optional to expand duration to 24 hours
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Death 3 Death 3 Death 3 Death 3
Sculpt Ephemera Sever the Sleeping Soul Summon Shadows Suppress Own Life
The mage can shore up or degrade the The mage severs a Sleeper soul. The subject The mage now creates darkness from nothing The mage can temporarily suppress his own life.
Durability of ephemera, and the item can be suffers soullessness. giving it a semi-substantial form so that it can In this state, the mage is truly dead. Mind and
reshaped, changing a heap of metal into a Action: Extended and contested; touch things and provide a weak barrier. spirit are absent.
bicycle frame or a stick into a spear. The mage Duration: Lasting Action: Instant Action: Instant (reflexive with 1 WP)
cannot affect animate ephemera, such as a Touch Range, Death 5 gives sensory range. Duration: Prolonged (one scene) Duration: Prolonged (one hour)
nature spirit or a fetch. That requires Spirit. Cannot be sympathetic. Target number is Makes a 1-yard radius of darkness or 5-cu. yard A predetermined trigger wakes him from this
Action: Instant subject’s WP. Max rolls allowed is target’s vol. Each success gives the shadow Strength 1 state or until the Duration runs out. Once
Duration: Lasting Resolve + Composure. Cannot be recast on a (used to lift objects) or Durability 1. It is not a awake, Social rolls are –1 for every 4 hours of
Only one success is needed to reshape an object failed target for 24 hours. If target gains a material object, so it has no Structure. Attacks death (max. –5). Penalties reduce by one/hour
(if the new shape is very complex, the Storyteller success, casting fails. Death 5 lets the mage directed through it (if it is being used for cover) after waking.
might levy Test penalties to the casting). Or, sever an Awakened soul. must deal with its Durability, but they don’t Rote (GoV): Descending to the Grave
one point of Durability is added per success. Rote (AA): Stripping the Wicked damage the shadow barrier. Pool: Composure + Subterfuge + Death
Rote (M): Spirit-smithing Pool: Presence + Intimidation + Death Rote (FC): Child of Midnight
Pool: Dexterity + Crafts + Death Pool: Wits + Occult + Death
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Death 4 Death 4 Death 4 Death 4
Slay Own Aura Soul Binding Suppress Other’s Life Twilight Shift
The mage removes his current aura. The mage can attach a stolen soul to himself or The mage can suppress life in others The mage can personally transform himself into
Action: Instant another, but only if he or the target currently temporarily. The effects are the same as the the Twilight state of existence without needing
Duration: Lasting has no soul. “Suppress Own Life”. to pass through a gateway.
The mage develops a new aura by the end of the Action: Extended (target number = one for a Action: Instant and contested; target rolls Action: Instant
week as his soul takes on new resonance based Sleeper’s soul, Gnosis for a mage’s soul) Composure + Gnosis reflexively Duration: Prolonged (one scene)
on his actions and character. This new aura Duration: Lasting Duration: Prolonged (one scene) All the mage’s clothing and equipment is
cannot be recognized by anyone who has not The target number is equal to the recipient’s The mage must first grapple target. If successful, likewise transferred into an ephemeral state, as
examined it before, giving the mage a new Gnosis, or simply one success if the target is a he can cast this spell reflexively. (Death 5 gives long he touches it during casting. The mage can
mystical “fingerprint.” In the meantime, mages Sleeper. The soul then belongs to the recipient. sensory range. 6 gives sympathetic). Spell is restore himself to a material state at anytime by
who use aura-perception spells to view the mage Rote (FC): Restoration broken if target is attacked in duration. dismissing the spell.
are unnerved by the target’s complete lack of an Pool: Composure + Empathy + Death Rote (GoV): Consign to the Mausoleum Rote (M): Stepping Over
aura — an unnatural occurrence. * A Mage looses 1 dot of Gnosis for every 24 hours Pool: Manipulation + Subterfuge + Death vs. Pool: Stamina + Occult + Death
Rote (FC): Starting Anew he has no soul, until he reaches zero, at which point Composure + Gnosis
Pool: Intelligence + Subterfuge + Death he is a sleeper
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Death 5 Death 5 Fate 1 Fate 1
Steal Lifespan Summon the Dead Interconnections Quantum Flux
Allows a mage to steal lifespan. Cannot target The mage summons a ghost from the This spell reveals themes and interconnections The mage reads probability and compensates
supernatural beings. Underworld into Twilight. between people, places and things. The mage for deleterious factors. She can mitigate or
Action: Extended and contested; target rolls Action: Instant and contested; target rolls can also sense manipulations of destiny and negate small factors that add up against her,
Stamina reflexively Resistance reflexively their causes. This extends to any supernatural rather than actively setting events in her favor.
Duration: Lasting Duration: Special effect that will or might result in a person’s Action: Instant
The target successes equals the years sought The mage can ask one question of the ghost per destiny unfolding in a manner different Duration: Prolonged (one scene)
from target, although not more in a single success. After it has answered it departs. (The from that in which it is “meant” to. During the spell, the mage can “aim” any
casting than his dots in Death. The mage can mage cannot delay more than five turns Action: Extended (one turn per roll) action, reducing penalties turn by turn on a
cast this spell on the same target only once a between questions). The answers are truthful Duration: Concentration one-for-one basis, to a maximum of three. This
year. This effect is largely in the hands of the and straightforward, though if not clear, the Successes allows mage to examine those in can only negate penalties.
Storyteller. It does not prevent the effects of ghost might misinterpret it. sensory range. Rote (AA): Eye of the Storm
aging nor death by calamity. Rote (SL): Demanding an Audience of the Rote (GoV): Indra’s Net Pool: Wits + Occult + Fate
Rote (SL): Drawing the Thread of Years Departed Pool: Intelligence + Investigation + Fate
Pool: Manipulation + Subterfuge + Death vs. Pool: Presence + Persuasion + Death vs.
Stamina Resistance
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Fate 2 Fate 2 Fate 2 Fate 2
Conditional Duration Conditional Trigger Exceptional Luck The Evil Eye
Set conditions on a spell’s Duration, By setting (+ Time ••) Set a trigger that automatically The mage’s endeavors are blessed with This spell is a basic curse intended to bring
up a particular circumstance whereby the spell activates a prepared spell. Normally, the mage exceptional luck that defies the odds. about immediate ill-fortune.
ends early. The advantage is it gives a slight must activate the trigger himself, but by adding Action: Instant Action: Resisted; subtract target’s Composure
boost to a spell’s Duration factor. Specifies a conditional trigger, the spell automatically Duration: Prolonged (one scene) Duration: Special
condition when casting it, and must state activates when the conditions stated in the The mage gains the 9-again quality (re-roll Success causes a number of Test to be removed
condition clearly to target(s) as part of the trigger come about. The Mana needed to results of 9 and 10) on one future Test roll per from the subject’s Test Pool for the next action
casting. Improbable; +1 factor, Infrequent; +2 activate the prepared spell’s trigger must be success. The player can choose which of his he takes (i.e., the next action for which Test
factors, Common or easy; +3 factors. The invested into the spell during casting or the rolls are affected by this exceptional luck need to be rolled). One die is subtracted per
Storyteller also decides what constitutes a spell will not have enough energy to activate on (declared before Test are rolled), and they can Fate dot the caster possesses. Each extra success
reasonable condition for breaking the spell. its own. The normal rules for casting prepared include any action or task. Lasts for 1 scene. on the spellcasting affects one additional roll.
Virtually impossible conditions should be spells apply. Does not affect a chance die. Rote (SL): Imprecation
disallowed. * This is not a spell in itself, but an ability the mage Rote (AA): Blessings of the Gods Pool: Manipulation + Persuasion + Fate –
* This is not a spell in itself, but an ability the mage gains with Fate 2. Pool: Manipulation + Occult + Fate Composure
gains with Fate 2.
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Fate 2 Fate 2 Fate 3 Fate 3
Shifting the Odds Swearing an Oath Alter Oath Bestow Exceptional Luck
The mage creates a shift of destiny, generating The mage learns the basics of binding oaths, The mage can alter the terms and conditions of As with the Fate 2 “Exceptional Luck”, except
turns of luck. These manipulations almost acquiring the ability to swear such an oath. a Fate-based oath. that the mage can give others the 9-again quality
always take the form of plausible situations. Action: Instant Action: Instant; subtract target’s Resolve for one or more rolls.
This level of the Fate Arcanum helps destiny Duration: Lasting Duration: Lasting Action: Instant
along rather than creating it, but it does give the The mage can reflexively roll Resolve + The targeted oath’s Potency acts as Test Duration: Prolonged (one scene)
mage the opportunity to seize her own fortune Composure for the character to act in penalties to the casting roll. Once an oath is Rote (FC): Rabbit’s Foot
or to help make one for another. circumstances that would normally forbid altered, it remains altered for the remainder of Pool: Manipulation + Persuasion + Fate
Action: Instant action. Also, at the Storyteller’s discretion, its Duration. A mage cannot alter an oath she
Duration: Special when the mage undertakes some action that has made for herself (as under Fate 2) until Fate
Successive attempts to use this spell for the directly upholds the oath, she may regain a 4.
same goal are considered vulgar. spent Willpower point. Rote (SL): Nullify the Contract
Rote (FC): The Butterfly Effect Rote (AA): Testifying to the Gods Pool: Manipulation + Politics +Fate
Pool: Wits + Occult or Science + Fate Pool: Presence + Persuasion + Fate
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Fate 3 Fate 3 Fate 4 Fate 4
Occlude Destiny Superlative Luck Destroy Bindings Gift of Fortune
The mage prevents outside powers from The mage’s endeavors are blessed with amazing The mage learns how bring fortune to bear (+ Space••) Through the quirks of fate, an
perceiving or tampering with a given destiny. luck that defies the odds and credibility. upon a lifeless object. object finds it way into the mage’s keeping.
Action: Instant Action: Instant Action: Instant Using this spell with naked and indiscriminate
Duration: Prolonged (one scene) Duration: Prolonged (one scene) Duration: Transitory (one turn) greed often results in dire consequences for the
The spell’s Potency contends against all other The mage gains the 8-again quality on one On the turn after casting, the targeted object caster.
mages’ attempts to perceive or alter the target’s future Test roll per success. The player chooses receives an equipment Test bonus equal to the Action: Extended
destiny. If this spell is cast upon an unwilling which of his rolls are affected, and they can spell’s successes, max = caster’s Fate dots. In Duration: Lasting
mage, a reflexive, contested Composure + involve any action or task. This effect lasts for addition, an armor’s protection can be The Storyteller assigns a required target number
Gnosis roll is made to resist. one scene, after which time any unused luck increased by one point per success (max = that must be overcome. The targeted item can
Rote (GoV): Hidden Treasure rolls are lost. Does not affect a chance die caster’s Fate dots). take some time to make it to its destination.
Pool: Intelligence + Subterfuge + Fate Rote (SL): Walking the Supernal Path Rote (M): Four-Leaf Clover This spell can target items within the Shadow
Pool: Resolve + Occult + Fate Pool: Wits + Occult or Science + Fate Realm, although without a Spirit 3 component
the item cannot cross the Gauntlet.
Rote (M): True Ownership
Pool: Intelligence + Investigation + Fate
* Mana is for sympathetic casting
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Fate 5 Fate 5 Fate 5 Fate 5
Forge Destiny Forge Doom Forge Godsend Geas
The mage determines the destiny of a living A living being, place, thing, condition, flaw or A living being, place, thing, condition, behavior This spell creates a geas, enabling a willworker
being. behavior can be declared someone’s doom. or strength can be a godsend. to forcibly compel another to heed her will as
Action: Instant and contested; target rolls Action: Instant and contested; target rolls Action: Instant and contested; target rolls though having sworn an oath to that effect. If
Resolve + Gnosis reflexively Resolve + Gnosis reflexively Resolve + Gnosis reflexively the subject cannot resist this magic, then he
Duration: Prolonged (one scene) Duration: Prolonged (one scene) Duration: Prolonged (one scene) must do as he is bidden or suffer the enmity of
Each success on the spellcasting roll can be used While in direct confrontation with a doom or When possessed of, acting under the destiny.
to add one die to the target’s Test Pool for any while acting within or being targeted by the parameters of, or within the presence of a Action: Instant and contested; target rolls
action that might foster the fruition of the fate parameters of a doom, any damage Test godsend, the spell’s successes are subtracted Resolve + Gnosis reflexively
declared by the caster. Conversely, one Test suffered by the subject are increased by the from any damage he suffers (starting with Duration: Prolonged (one scene)
penalty per success can be levied against rolls spell’s successes. In the case of a place made aggravated damage first, then lethal, then This spell sets up terrible repercussions. Those
that might help prevent a subject’s new destiny. into a doom, the default area affected is 1 yard bashing). In the case of a place made into a who violate the terms of a Geas suffer the
The effect lasts for one scene. radius or 5 cu. yards of volume. godsend, the default area affected is of one-yard effects of the “Great Curse,” below, until such
Rote (GoV): Anointing the Chosen One Rote (AA): Achilles’ Heel radius or five cubic yards of volume. time as the Geas would normally expire.
Pool: Manipulation + Persuasion + Fate vs. Pool: Resolve + Intimidation + Fate vs. Resolve Rote (M): The Secret Strength Rote (SL): Chain of the Fates
Resolve + Gnosis + Gnosis Pool: Composure + Survival + Fate vs. Resolve Pool: Presence + Expression + Fate vs. Resolve
+ Gnosis + Gnosis
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Forces 1 Forces 1 Forces 1 Forces 1
Influence Sound Nightsight Read Matrices Receiver
The mage can guide the direction and/or flow A mage can see in the dark with the same clarity The mage gains the Mage Sight. He can The mage can hear sounds on subsonic or
of existing sound. He could, for example, focus as most nocturnal predators. perceive energy and magical resonance, supersonic frequencies that the human ear
sound waves from across a vast chamber so he Action: Instant detecting the presence of all of the universe’s cannot normally distinguish, but this spell does
can listen in on a whispered conversation, or Duration: Prolonged (one scene) various forms of energy. not improve her hearing ability (it adds no Test,
ensure that the sound of his own voice does not Each success lessens by one any penalties for Action: Instant but does extend the range of sounds she can
carry beyond the person to whom he is operating under cover of darkness. Duration: Prolonged (one scene) hear).
speaking. He could not amplify the volume, Rote (AA): Night As Day When scrutinizing energetic phenomena (like Action: Instant
however, or create a noise from thin air. Pool: Wits + Composure + Forces the electromagnetic spectrum), the more Duration: Prolonged (one scene)
Action: Instant invisible that energy is to the naked eye, the A Wits + Composure roll is made for the mage
Duration: Prolonged (one scene) more Test penalties the mage suffers. to discern high-frequency sounds (a dog whistle)
Rote (SL): Fording the River Rote (M): The Electric Invisible or low-frequency sounds (the rumble of a
Pool: Intelligence + Occult or Science + Forces Pool: Wits + Occult or Science + Forces distant herd of elephants). Sounds that are very
high or low on the scale from the normal
human range of hearing might impose Test
penalties.
Rote (GoV): Thunderous Whispers
Pool: Wits + Occult + Forces
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Forces 2 Forces 2 Forces 2 Forces 2
Eyes of the Matrix Influence Electricity Influence Fire Invisible Object
The mage can grant Mage Sight to another. If Influence direction or flow of electricity. The mage can influence the direction or flow of The mage can render an inanimate object
the spell is cast upon a Sleeper, it invokes Action: Instant and aimed an existing flame. invisible to all forms of sight, including
Disbelief immediately, even if its Duration is Duration: Transitory (one turn) Action: Instant and aimed; subtract target’s cameras.
less than one scene. Does not directly attack; instead manipulates Defense Action: Instant
Action: Instant existing electrical current, redirecting it toward Duration: Transitory (one turn) Duration: Prolonged (one scene)
Duration: Prolonged (one scene) the target of his choice. The damage inflicted The mage does not directly attack a person or If the object is moved, it is not invisible (it can
If the target is unwilling, a reflexive and depends entirely on the electrical current. A object with this spell; he instead manipulates an be seen) while it is moving.
contested Resolve + Gnosis roll is made to simple success allows the electricity to affect one existing fire, moving it or directing it toward the Rote (GoV): Look Away
resist. target. Excess successes affect additional target of his choice. A single success allows the Pool: Manipulation + Subterfuge + Forces
Rote (M): Full Spectrum adjacent targets next to one another. Targets fire to affect one target. Excess successes affect
Pool: Wits + Occult or Science + Forces must each be within three yards in either additional adjacent targets. Targets must each
direction of each other. The source limits the be within three yards in either direction of each
total number that can be affected: other.
Rote (AA): Shock Therapy Rote (GoV): Deliberate Arson
Pool: Dexterity + Athletics + Forces Pool: Strength + Athletics + Forces – Defense
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Forces 3 Forces 3 Forces 3 Forces 3
Bestow Unseen Shield Call Lightning Control Electricity Control Fire
The mage casts a protective ward upon others. The mage calls down lightning from a stormy The mage can diminish an electrical current The mage can fuel an existing fire, increasing its
As with the Forces 2 “Unseen Shield” spell. sky to strike a target of his choice. Cannot and/or alter its direction of flow. size and intensity. Likewise, he can deprive an
Action: Instant conjure lightning from nothing. Action: Instant existing fire of fuel, dampening or even
Duration: Prolonged (one scene) Action: Instant and aimed Duration: Prolonged (one scene) extinguishing it.
Rote (FC): Force Shield Duration: Lasting Each success can send a single line of power in Action: Instant
Pool: Intelligence + Occult or Science + Forces The bolt inflicts three points of bashing damage a new direction, or divert it elsewhere. If the Duration: Transitory (one turn for fueling a
* Mana optional to expand duration to 24 hours plus one per success. The target must be mage attempts to diminish the power, each fire) or lasting (extinguishing a fire)
somewhere that lightning could reasonably success brings it down by one degree. When fueling a fire, successes are allocated
strike. Successive uses of this spell within the Rote (M): Switchbox between size and heat, with each success either
same scene against the same target (or even Pool: Wits + Science + Forces doubling the fire’s size or adding one point to
other nearby targets) might be considered its heat damage. Once it has no more damage
Improbable by Sleeper witnesses. A third strike rating, it is extinguished.
(and each successive strike thereafter) in the Rote (FC): Dry Water
same turn is vulgar. Pool: Presence + Occult or Science + Forces
Rote (GoV): Lightning Rod
Pool: Dexterity + Athletics + Forces
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Forces 3 Forces 3 Forces 4 Forces 4
Telekinetic Strike Turn Projectile Bestow Invisibility Burst of Speed
The mage creates a ball of telekinetic force that Direct the course of a fast projectile. The mage can turn another person invisible, as This spell makes a mage swifter than any mortal
he hurls at his intended target. Action: Instant he does with himself with the Forces 3 human being could be.
Action: Instant and aimed Duration: Lasting “Personal Invisibility” spell. The target must Action: Instant
Duration: Lasting Although the casting is an instant action, the maintain concentration to remain unseen. Duration: Prolonged (one scene)
Each success inflicts one point of bashing mage can cast this spell at any point in the Action: Instant A Mana point can be spent to boost Speed for a
damage. With Forces 4, this damage can be Initiative roster. The degree to which the Duration: Concentration turn. The caster can do as many times as he
lethal. With Forces 5, one Mana can be spent to projectile’s course is altered depends on the The target, not the mage, must concentrate to wishes while the Duration is active. The mage’s
make the damage aggravated, by tearing apart successes. Mages can mix and match successes maintain the effect. Speed increases by itself again for each Success.
the target’s cellular structure. This version of to direct a projectile’s course in multiple Rote (GoV): Unseen Army Characters who run double this figure, as well.
Telekinetic Strike actually causes air to ripple in directions. With reflexive Dex + Fir, the mage Pool: Manipulation + Stealth + Forces Rote (M): Hermes’ Sandals
an unnatural fashion, warning a target about can aim the projectile. The mage can affect Pool: Wits + Athletics + Forces
the threat. The target is allowed his Defense multiple projectiles by adding extra Target * Mana cost is each turn the effect is active.
against the caster’s aiming roll. factors.
Rote (AA): Mind Arrows Rote (AA): Arrow Storm
Pool: Presence + Athletics + Forces Pool: Dexterity + Athletics + Forces
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Forces 4 Forces 4 Forces 4 Forces 4
Levitation Thunderbolt Transform Energy Unseen Hand
Levitate with telekinetic force. The mage conjures up crackling tendrils of A mage can change one kind of energy into Remotely lift a living creature.
Action: Instant electricity that dance between her fingertips, another. Action: Instant and contested; target rolls
Duration: Concentration and then sends them at a ranged target. Action: Instant Composure + Gnosis reflexively
Success allows the mage to levitate and travel in Action: Instant and aimed Duration: Prolonged (one scene) Duration: Concentration
any direction with a maximum Speed equal to Duration: Lasting The existing energy is transformed, but it is not A simple success lifts the target into the air. The
her Gnosis +1 per success. She must maintain Each success inflicts one Health wound of increased or diminished unless cast in spell’s Strength is equal to its successes. The
concentration as an instant action. She cannot lethal damage. With Forces 5, one Mana can be combination with a spell that allows that effect. mage can move the living creature at a Speed
make quick movements to dodge obstacles and spent to make the damage aggravated (although Use the chart below as a general guideline for per turn equal to his Gnosis plus any successes
does not gain her Defense. If she is startled, the target is allowed his Defense against the transforming one form of energy into another: allocated for this purpose. Each turn, the victim
reflexive Re + Com must be made or else she aiming roll made for the caster). Rote (FC): Electromagnetic Spectrum can attempt to struggle with an instant Str +
falls. She can resume concentration as an Rote (AA): Lightning’s Vessel Pool: Intelligence + Occult or Science + Forces Ath/Bwl, – spell’s Strength. Forces 5; this spell
instant action anytime within a number of Pool: Stamina + Athletics + Forces can be default prolonged, the target stays where
turns equal to her Forces dots. * Mana optional to give aggravated damage the caster left him.
Rote (GoV): Air Walk Rote (AA): Unyielding Grasp
Pool: Intelligence + Athletics + Forces Pool: Wits + Brawl + Forces vs. Composure +
Gnosis
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Forces 5 Forces 5 Forces 5 Forces 5
Control Gravity Create Sunlight Earthquake Electromagnetic Pulse
The mage redirects the force of gravity. Creates a miniature sun, a source of true With this spell, a mage can create a localized The mage creates an EMP that destroys power
Action: Instant sunlight. earthquake. and electrical devices.
Duration: Transitory (one turn) Action: Instant Action: Instant Action: Instant
A simple success affects gravity in a one-yard Duration: Prolonged (one scene) Duration: Transitory (one turn) Duration: Lasting
radius. Excess successes spread the energy over a The spell’s successes determine the area of This spell inflicts damage upon structures such One success is sufficient to ruin every electrical
larger area. direct sunlight; anything outside the area might as buildings within its targeted area equal to device within the spell’s radius (destroying the
Rote (M): Upending Expectations be illuminated indirectly by the glow, but isn’t successes. Dex + Ath,– spell’s successes, is rolled Structures of all electronic components). A
Pool: Intelligence + Occult or Science + Forces otherwise affected. to remain standing. In uncommon cases, they simple success affects a one-yard radius. Excess
Rote (SL): Summoning the Dawn may suffer 2 (B). More damage may be inflicted successes spread the pulse over a larger area.
Pool: Intelligence + Occult or Science + Forces based on situations. The effect is lasting, although devices can be
Rote (AA): Fist of Heaven repaired.
Pool: Resolve + Athletics + Forces Rote (FC): Short Circuit
Pool: Resolve + Science + Forces
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Forces 5 Forces 5 Life 1 Life 1
Radiation Velocity Master Analyze Life Cleanse the Body
The mage irradiates an area. The mage can completely control an object or The mage discerns the species, age and sex of a The mage can cleanse herself of drugs, toxins or
Action: Instant even a living creature’s velocity. nearby living creature. poisons.
Duration: Prolonged (one scene) Action: Instant + contested; Composure + Action: Instant Action: Instant
Successes determine radius. Every 30 mins of Gnosis reflexively Duration: Concentration Duration: Lasting
exposure, increase rad’s Potency by one. When Duration: Lasting (projectiles)/ transitory The mage can even discern the breed. A non- Spellcasting successes are added as bonus Test
it exceeds Stamina, subject suffers. 1 pt: –1 to (creatures, objects) human, supernatural creature can be identified, to rolls for overcoming a drug, or allow a mage
Physicals. 2 pts: Victim moves ½ Speed in turn, Mage can use spell any point in Initiative roster. provided the mage has seen its like before. If to ignore an equal amount of points of poison
reflexive Sta + Com to stop vomiting. 3 pts: 1 Cast on a living creature, Speed trait is doubled not, its species remains unknown (this fact damage. See “Drugs,” pp. 176-177, and
(B) from bleeding, does not heal while victim is or halved per success, but reflexive Dex + Ath alone is sure to raise a mage’s curiosity). “Poisons and Toxins,” pp. 180-181 of the
exposed. 4 pts: 1 (B)/turn and per 10 mins of must be made each turn it moves or the subject Rote (SL): Classify Specimen World of Darkness Rulebook.
exposure. Damage doesn’t heal while victim is suffers a knockdown effect. For projectiles, one Pool: Intelligence + Survival (plants), Animal Rote (AA): Purge the Unbidden
exposed. 5 pts: Reflexive Sta + Res to avoid success completely halts it from halfway to Ken (animals), Medicine (humans) + Life Pool: Stamina + Medicine + Life
falling unconscious for 1 min per radiation target. The mage can affect multiple projectiles
damage. by adding extra Target factors.
Rote (AA): Door to the Abyss Rote (SL): Motion Control
Pool: Stamina + Occult/Science + Forces Pool: Resolve + Athletics + Forces
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Life 2 Life 2 Life 2 Life 2
Control Base Life Heal Flora and Fauna Organic Resilience Purify Bodies
The mage controls base life forms through the The mage can heal the wounds of animals and Become more resilient to attacks. Does The mage cleanses others of drugs, toxins or
manipulation of instinctual responses. plants. not defend against any ephemeral attacks. poisons.
Action: Instant and contested; target rolls Action: Instant Action: Instant Action: Instant
Stamina reflexively Duration: Lasting Duration: Prolonged (one scene) Duration: Lasting
Duration: Prolonged (one scene) As with “Self-Healing,” but the mage can cast The mage gains one point of armor per dot he As the Life 1 “Cleanse the Body” spell, except
The mage can affect either a single target or all this spell upon nonhuman life. At this level, the possesses in the Life Arcanum. By spending one that this version can be cast upon others. At
targets within a defined area. mage must touch the target. With Life 3, he can Mana, the Duration can be made to last for one this level, the mage must touch the target. With
For swarm damage see book rules. cast this spell at sensory range. day. Armor does not apply against an Life 3, he can cast this spell at sensory range.
Rote (SL): King of the Beasts Rote (FC): Cellular Regeneration opponent’s attempts to achieve a grappling hold Rote (M): Antivenin
Pool: Manipulation + Animal Ken + Life vs. Pool: Intelligence + Medicine + Life on the mage. Nor does it apply against a Pool: Intelligence + Medicine + Life
Stamina grappling opponent’s attempts to overpower the
mage. Rote (GoV): Bones of Steel
Pool: Stamina + Athletics + Life
* Mana optional to expand duration to 24 hours
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Life 2 Life 3 Life 3 Life 3
Visions of the Living World Banish Plague Control Median Life Degrading the Form
As the Life 1 “Pulse of the Living World” spell, The mage can cure sickness or disease in others. A mage can call upon instinctual responses to The mage can lower one of his Physical
except that the mage casts this magic upon Action: Instant induce a given animal to react in virtually any Attributes or that of a base or median life form.
another mage, or even a supernatural being Duration: Lasting way he desires, within the animal’ s normal The mage might wish to appear infirm or
such as a ghost or werewolf. If this spell is cast As with the Life 2 “Self-Purging” spell. At this range of behavior. feeble.
upon a Sleeper, it invokes Disbelief level, the mage must touch the target. With Life Action: Instant and contested; target rolls Action: Instant; subtract target’s Stamina
immediately, even if its Duration is less than 4, he can cast this spell at sensory range. Resolve reflexively Duration: Prolonged (one scene)
one scene. Rote (M): Reseal the Tomb Duration: Prolonged (one scene) The mage can lower one dot per success, up to a
Action: Instant Pool: Wits + Medicine + Life One success is sufficient to induce a desired, maximum amount equal to his Life dots. If cast
Duration: Prolonged (one scene) normal instinctual response in an animal. If the upon a base or median life form, he must spend
If the target is unwilling, he may resist with a animal is dead-set on a given activity +1 or one Mana and the target’s Stamina is subtracted
reflexive and contested Resolve + Gnosis roll. greater might be added the contest. from the spellcasting Test Pool (resistance is
Rote (AA): Detect Intruders Rote (SL): Daniel’s Voice reflexive).
Pool: Intelligence + Animal Ken or Survival + Pool: Presence + Animal Ken + Life vs. Resolve Rote (GoV): Infirmity
Life Pool: Stamina + Athletics + Life – Stamina
* Mana cost is if cast on another
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Life 3 Life 3 Life 3 Life 4
Transform Median Life Transform Self Two Faces Animal Degradation
The mage can transform one form of median The mage can give himself the features of a base The mage can change his features. The mage can degrade more than one Physical
life into median or base life. or median life form. Action: Instant Attribute of a base or median life form.
Action: Instant and contested; target rolls Action: Instant Duration: Prolonged (one scene) Action: Instant and contested; target rolls
Stamina reflexively Duration: Prolonged (one scene) One feature may be altered per success. Each of Stamina reflexively
Duration: Prolonged (one scene) The mage can take on one feature of a base or the following is one feature: changing eye color Duration: Prolonged (one scene)
The mage can affect a target of Size 20 or less. If median life form per success. Note that this (includes both eyes), skin color, hair color, hair As per “Enfeeblement,”. The mage’s successes
the target is larger, penalties are levied against spell does not grant any changes beyond the length, hair texture. Other superficial can be allocated among the target’s Physical
the spellcasting roll. He transforms the target purely biological. characteristics can also be altered. Facial Attributes in any combination. The total that
into a creature of Size typical for that type of Rote (AA): Harsh Duty features and other distinguishing marks (like each Attribute can be lowered is still limited by
being. Transforming a smaller into larger Pool: Stamina + Athletics + Life moles or scars) can be changed. Changes more the mage’s total Life dots.
creature imposes test penalties. The mage must extreme than these (such as changing Rote (AA): Beast Lord
touch the target. Life 4, can cast at sensory fingerprints) require Life 4. Pool: Resolve + Animal Ken + Life vs. Stamina
range. Rote (GoV): Incognito Exchange
Rote (FC): Catalytic Change Pool: Wits + Subterfuge + Life
Pool: Intelligence + Medicine + Life vs. Stamina
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Life 4 Life 4 Life 4 Life 4
Hone Another’s Form Life Force Assault Many Faces Shapechanging
The mage can raise one of another human The mage attacks a target’s life force. The mage can change another human being’s The mage takes on the physical characteristics,
being’s Physical Attributes, as per the Life 3 Action: Instant; subtract target’s Stamina features as per the Life 3 “Two Faces” spell. including Attributes and Size, of an average
“Honing the Form” spell. Duration: Lasting Action: Instant member of the biological type into which he
Action: Instant Each success inflicts one point of lethal damage Duration: Prolonged (one scene) changes. Can be lost in the mindset.
Duration: Prolonged (one scene) to a single life form. With Life 5, the caster can The mage must touch the target. With Life 5, Action: Instant
The mage must touch the target. With Life 5, inflict aggravated wounds by spending one he can cast this spell at sensory range. The Duration: Prolonged (one scene)
he can cast this spell at sensory range. The Mana. target can choose to contest with a reflexive The mage suffers Test penalties for small Sizes.
target can choose to resist; subtract its Resolve Rote (AA): Organic Knife Composure + Gnosis roll. Size 2 is –1 Test, while Size 1 is –2 Test, and
dots from the spellcasting Test Pool. Pool: Dexterity + Athletics + Life Rote (M): Perfected Disguise Size 0 is –3 Test. In addition, increasing one’s
Rote (FC): Performance Enhancement Pool: Manipulation + Subterfuge + Life Size can also levy Test penalties. Whenever
Pool: Intelligence + Medicine + Life faced with overwhelming instinct, Com + Res
to overcome. Mage’s clothes or gear is not
altered.
Rote (M): Wearing the Animal Shirt
Pool: Stamina + Animal Ken + Life
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Life 5 Life 5 Life 5 Life 5
Create Life Evolutionary Shift Fantasia Greater Shapechanging
The mage can create a living biological creature The mage can transform a base or median life The mage can perform the most fantastic of The mage can change shape without the
up to the most complex of natural organisms. form into a human being. alterations to extant life. Any ability that can possibility of becoming “lost” in new form. Can
Without the uses of other Arcana like Mind, Action: Instant and contested; target rolls conceivably be possessed by a normal living change others with the same facility with which
this construct is mindless, motivated only by Stamina reflexively creature can be imparted. she transforms herself.
instinct, but few can argue with the sheer, Duration: Prolonged (one scene) Action: Instant and contested; target rolls Action: Instant or contested; target rolls
godlike authority possessed by one who is able While the animal’s form is changed, its mind is Stamina reflexively Stamina + Gnosis reflexively
to conjure up life at will. unaffected; it still thinks and behaves like an Duration: Prolonged (one scene) Duration: Prolonged (vs. Sleepers and willing
Action: Extended animal. The spell’s range is sensory. Each success allows the mage to exchange a supernaturals) or transitory (vs. unwilling
Duration: Prolonged (one scene) Rote (FC): The Frog King single feature, although unnatural but possible supernaturals)
The target number of successes is determined Pool: Intelligence + Animal Ken + Life vs. features levy a –1 penalty. Changes in Size The mage must deal with the same modifiers
by the creature’s Size (on a one-for-one basis) Stamina require 1 success/level. Range is sensory. for Size as he does with lesser “Shapechanging”.
and Physical Attributes (also on a one-for-one Sleeper Disbelief can dispel the Fantasia spell, He may also cast the Life 3 “Transform Self”
basis). restoring the creature to its natural form. spell, to add different features to the changed
Rote (GoV): New Beginnings Rote (SL): Bygone Menagerie form.
Pool: Resolve + Animal Ken + Life Pool: Intelligence + Academics + Life vs. Rote (AA): Hour of the Wolf
Stamina Pool: Stamina + Animal Ken + Life vs. Stamina
+ Gnosis
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Life 5 Matter 1 Matter 1 Matter 1
Ultimate Honing Alter Conductivity Craftman’s Eye Dark Matter
The mage can raise more than one of another The mage alters the conductivity of a simple The mage can discover the proper function of The mage gains the Mage Sight. This spell is
human being’s Physical Attributes, as per the object. an object with moving parts. At the Storyteller’s especially good for reading resonance that is
Life 4 “Hone Another’s Form” spell. Action: Instant discretion, this might aid Craft Skill rolls. ponderous.
Action: Instant Duration: Prolonged (one scene) Action: Instant Action: Instant
Duration: Prolonged (one scene) The number of objects that can be affected Duration: Concentration Duration: Prolonged (one scene)
This spell can be cast at sensory range. Successes increases with each success. Rote (M): Rube Goldberg’s Brain See “Resonance”, for rules on scrutinizing
can be allocated among the subject’s Physical Note that objects of up to Size 20 can be Pool: Intelligence + Investigation or Science + magic with this spell. The mage gains a +1
Attributes in any combination. The total that affected. The caster suffers Test penalties to Matter bonus when studying dense/very dense
each Attribute can be boosted is limited by the affect larger objects. This includes such things resonance, but suffers a –1 Test bonus when
mage’s Life dots. The target can choose to resist; as a concrete slab; unless additional Size factors reading refined/ very refined resonance.
subtract its Resolve dots from the spellcasting are added, the mage affects a single slab of up to Rote (GoV): Seizing the Threads
Test pool. Size 20. Pool: Intelligence + Occult or Science + Matter
Rote (AA): Perfection of Form Rote (AA): Extinguish the Invisible Fire
Pool: Presence + Medicine + Life Pool: Intelligence + Science + Matter
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Matter 2 Matter 2 Matter 2 Matter 2
Eyes of the Earth Shape Liquid Transmute Water Unseen Aegis
As the Matter 1 “Dark Matter” spell, except that Shape liquid as desired. Transmute one common liquid into another This spell acts subtly upon inert material in the
the mage casts this upon another mage or even Action: Instant common liquid. mage’s immediate vicinity.
a supernatural being such as a ghost or Duration: Prolonged (one scene) Action: Instant Action: Instant
werewolf. If this spell is cast upon a Sleeper, it Touch range. Matter 3, sensory range. Can Duration: Prolonged (one scene) Duration: Prolonged (one scene)
invokes Disbelief immediately, even if its affect liquid vapor, but nothing that is naturally Touch range. Matter 3, gives sensory range. Can The mage gains one point of armor per Matter
Duration is less than one scene. a gas. Dex + Crafts to achieve particularly affect liquid vapor, but nothing that is naturally Arcanum. Armor does not apply against an
Action: Instant complex shapes. Surface tension depends on its a gas. He affects a volume of liquid or vapor opponent’s attempts to achieve a grappling hold
Duration: Prolonged (one scene) Strength. No Strength means can only maintain based on his successes: With Matter 3, a volume on the mage. Nor against a grappling
If the target is unwilling, he may resist with a shape. Dots of Strength act as Durability against of liquid composed of more than one liquid opponent’s attempts to overpower the mage. It
reflexive contested Resolve + Gnosis roll. projectiles or other attacks that must first get substance can be affected (although it must still protects against attempts to inflict damage upon
Rote (FC): Imparting the Alchemist’s Eye past the shaped liquid to reach their target be touched). Matter 4 is needed to transmute him.
Pool: Wits + Occult or Science + Matter (unless in vapor form). Can reflexively control multiple liquid substances at sensory range. Rote (FC): Hard Air
and move the liquid up to one yard/dot of Rote (GoV): Lesser Transfiguration Pool: Intelligence + Occult/Science + Matter
Gnosis/turn. Pool: Intelligence + Occult or Science + Matter * Mana optional to expand duration to 24 hours
Rote (M): Dredging the Bay
Pool: Dexterity + Occult + Matter
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Matter 3 Matter 3 Matter 3 Matter 3
Plasticity Repair Object Transmute Earth Verminous Metamorphosis
With this spell, it is possible to render any The mage can repair an object without leaving Transmute one common solid into another (plus Life •••) This spell enables a mage to
reasonably homogeneous material malleable for seams (it appears like it was never broken). common solid substance. alter a piece of lifeless material into simple
a time. Action: Instant Action: Instant vermin.
Action: Instant Duration: Lasting Duration: Prolonged (one scene) Action: Instant
Duration: Transitory (one turn) Successes repair Structure points on a one-for- Touch range. Matter 4, sensory range. Radical Duration: Transitory (one turn)
Touch range. Matter 4, sensory range. The one basis. transmutations might levy penalties. Does not Successes determine the number of objects that
object’s Durability determines the ease of the Rote (M): Good as New alter the shape or Size of the object. Matter 4, are transformed, and the size of the swarm
spell, levying penalties on the roll on a one-for- Pool: Dexterity + Crafts + Matter compound materials can be affected with a created. The creatures can be various types of
one basis. Once cast, the effect takes place in single casting. The mage can affect multiple vermin. In the case of a swarm of stinging
the subsequent turn. For complex or artful kinds of materials at once or just one piece or insects, it usually attacks any person or persons
forms, Dexterity + Crafts might be called for. sort of material. Can transform complex within its radius. In addition, the vermin can be
Once the Duration expires, the object returns materials into simple ones. given venom if the caster imposes a –2 Test
to its original solid state, but retains whatever Rote (SL): Lesser Material Transfiguration penalty on the casting roll. Vermin created act
shape it is currently in. Pool: Intelligence + Occult or Science + Matter solely on instinct.
Rote (M): Sculpt the Material Form Rote (FC): Stinging Pestilence
Pool: Dexterity + Crafts + Matter Pool: Wits + Animal Ken + Life
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Matter 4 Matter 4 Matter 4 Matter 5
Shape Air Transmute Air Transmute Gold Alter Size
Control the flow and density of air or Transform one gaseous substance into another The mage can transmute a precious or rare The mage can alter an object’s Size, making it
dispersion of a gaseous substance. gaseous substance, such as turning nerve gas substance, such as gold or diamond, into a larger or smaller.
Action: Instant into harmless oxygen or oxygen into laughing common substance, such as wood or mud. Action: Instant
Duration: Prolonged (one scene) gas. Action: Instant Duration: Prolonged (one scene)
Affects a volume of air or gas based on his Action: Instant Duration: Prolonged (one scene) One point of Size can be altered per success,
successes. Successes allocated between volume Duration: Prolonged (one scene) This spell is like “Transmute Earth,”, except within the limits of the caster’s Matter dots.
and change in pressure. Shaping: Dex + Crafts Note that this spell does not alter the dispersion that it can be cast on precious substances or Rote (FC): Shrink Ray
for particularly complex shapes. Dots of of the gas, just its substance. materials that are rare or valuable. The caster Pool: Intelligence + Occult or Science + Matter
Strength act as Durability. When moving air, Rote (M): Fresh Air cannot alter the substance’s state unless he
caster can increase or decrease with successes. Pool: Intelligence + Occult or Science + Matter combines the casting with “Lesser
Normal day = 0, very blustery day = 1, hurricane Transmogrification”.
= 2/3. Can reflexively control the affected air 1 Guardians of the Veil: Fool’s Gold
yard/Gnosis/turn. With Forces 3, 10 Pool: Wits + Occult or Science + Matter
yards/Gnosis/turn.
Rote (AA): Favorable Winds
Pool: Stamina + Occult + Matter
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Matter 5 Mind 1 Mind 1 Mind 1
Self-Repairing Machine Aura Perception One Mind, Two Thoughts Sense Consciousness
The mage can give objects a selfrepairing The mage can discern the mental and This spell enables the mage to hold two The mage can detect the presence of minds in
function. The willworker’s understanding is emotional states of a thinking being by reading individual and wholly distinct trains of thought the material world or mental projections in the
such that he can fabricate materials that “heal” his aura. Some mages perceive auras as a series at once, provided neither is intensely physically state of Twilight.
themselves by bonding with nearby molecules, of colors, while others describe them in terms demanding. Action: Instant
atomically restructuring them in ways of musical notes, odors, tastes or other purely Action: Instant Duration: Prolonged (one scene)
considered impossible to modern science. non-physical senses. Duration: Prolonged (one scene) The mage can detect the presence of minds
Action: Instant Action: Instant The willworker can hold two thoughts in mind within sensory range. Successes are used to
Duration: Lasting Duration: Concentration simultaneously, allowing him to perform two pierce any supernatural occlusion a mind may
Each success allows the object to automatically See aura chart, for specifics. Note that this spell separate extended-action knowledge tasks at the possess. While the spell is in effect, it creates a
recover Structure points of damage at a rate of does not allow a mage to read a target’s nature. same time. “safety zone” around the mage into which no
one point per 15 minutes. That requires the “Supernal Vision” spell. Rote (SL): Thinking for Many mind can enter without his knowledge.
Rote (M): Out of the Ashes Rote (AA): Know the Wolf by His Stance Pool: Wits + Investigation + Mind - Rote (M): Eye of the Mind
Pool: Composure + Crafts + Matter Pool: Wits + Empathy + Mind Pool: Wits + Empathy + Mind
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Mind 2 Mind 2 Mind 2 Mind 2
First Impression Incognito Presence Memory Hole Mental Shield
Generate the impression of trust and Become ignored by passers by. By compartmentalizing his mind, the mage can Erect a mental shield to protect himself.
friendship. Action: Instant make it so that even he does not remember Action: Instant
Action: Instant Duration: Prolonged (one scene) certain thoughts hidden within his mind. Duration: Prolonged (one scene)
Duration: Prolonged (one scene) Each success adds to the difficulty of noticing or Action: Instant Subtracts one from test per dot in Mind
Each success adds one die to the dice pool of remembering the mage. Blatantly attention- Duration: Prolonged (one scene) Arcanum from spells or supernatural powers
the first Social Attribute-based roll made for the grabbing actions violate the subtle occlusion of The mage partitions parts of his consciousness that attempt to mentally control, detect or
mage in regard to an individual she meets for the spell. Targets the self, but affects witnesses. off, subtracting 1 per success from others’ tests influence him. In addition, the Mental Shield
the first time. The result of that first impression Possessing supernatural mental protection undertaken to detect specific lies he might tell. helps its caster see through mental illusions.
tends to stick with the subject and color the rest allows reflexive contested Gnosis + Mind upon Rote (FC): Bastion of Thought Upon first encountering such a spell, the user
of her interactions with the mage. first encountering the caster. If the roll’s Pool: Composure + Occult + Mind can see through the illusion with reflexive and
Rote (FC): A Face You Can Trust successes equal or exceed the Incognito contested Gnosis + Mind roll. Can be cast at
Pool: Presence + Socialize + Mind Presence spell’s successes, the onlooker can any point in a turn.
remember the mage normally. Rote (AA): Steel Trap
Rote (GoV): Forever Stranger Pool: Resolve + Occult + Mind
Pool: Wits + Subterfuge + Mind * Mana optional to expand duration to 24 hours
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Mind 3 Mind 3 Mind 3 Mind 3
Aura Cloak Goetic Struggle Greater Beast Control Imposter
The mage alters another person’s aura as he Master own Vice. Imposing basic telepathic control on a median The mage can cloud another’s perceptions to
does for himself with “Alter Aura”. He does not Action: Instant mind (anything up to, but not including, make him think the caster is someone else.
actually alter the person’s emotional state, only Duration: Prolonged (one hour) primates, cetaceans and cephalopods). As long Action: Instant and contested; target rolls
its aura appearance. This spell “summons” an inner demon into as compulsion is not completely inimical to Composure + Gnosis reflexively
Action: Instant a mage’s consciousness and binds it to his will. creature, control is complete. Duration: Prolonged (one scene)
Duration: Prolonged (one scene) Then, whenever the mage’s Vice might come Action: Instant and contested; target rolls Each success makes the false image seem true to
The target can choose to contest the spell with a into play during the spell’s duration, he can Resolve reflexively one sense: sight, sound, touch, etc.
reflexive Composure + Gnosis roll. mentally wrestle the demon (a contested roll Duration: Prolonged (one scene) Manipulation + Expression or Subterfuge rolls
Rote (M): Gift of Masks between his Gnosis + Mind and his own This spell works the same as “Beast Control”, may be needed to convincingly act like someone
Pool: Manipulation + Subterfuge + Mind Resolve + Composure). If he wins, he gains except that median minds can be commanded. she’s not. Target who possess supernatural
Willpower as if his action had reflected the The effect lasts until the tasks are completed or mental protection reflexive contests with
Vice. The demon is put down and banished. If for one scene, whichever comes first. Gnosis + Mind upon first encounter
the demon wins the contest, however, the mage Rote (AA): The Way of Fang and Claw Rote (GoV): Mask of Conformity
must act out the Vice — and he doesn’t get Pool: Presence + Animal Ken + Mind vs. Pool: Intelligence + Subterfuge + Mind vs.
Willpower for it. Resolve Composure + Gnosis
Rote (GoV): Facing the Inner Demons
Pool: Resolve + Empathy + Mind
* Casting this spell is a Wisdom 4 violation.
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Mind 3 Mind 3 Mind 4 Mind 4
Telepathy Universal Language Augment Other Minds Befuddle
Make direct mind-to-mind contact with another The mage can translate any idea into or out of The mage can raise one of another human The mage can lower another’s Mental or Social
sentient being. any language based upon root concepts. This being’s Mental or Social Attributes, as per the Attributes.
Action: Instant and contested; target rolls spell works for spoken words, written words, Mind 3 “Augment the Mind” spell. Action: Instant; subtract target’s Composure
Resolve + Gnosis reflexively encoded signals and concepts that exist only as Action: Instant Duration: Prolonged (one scene)
Duration: Transitory (one turn) thought. The mage must be able to perceive the Duration: Prolonged (one scene) Touch range. Mind 5, sensory range. Mind 6
Only conscious thoughts are gleaned at this medium in which the idea exists (meaning The target can choose to contest the spell with a sympathetic casting. Successes subtract one dot
level. Mind 4 to read subconscious thoughts. telepathy for thoughts in another’s mind, for reflexive Resolve + Gnosis roll. With Mind 5, from one of the target’s Mental or Social
Successes extend duration. Mind 4 gives example) and may be limited in his ability to the caster can allocate successes between Attributes, min of 1. Max amount an Attribute
prolonged Duration. With Mind 5 gives express a concept he can translate. different Mental and Social Attributes as a can be lowered = Mind Arcanum. Only the
advanced prolonged Duration factors. More Action: Instant mage can do for himself with the Mind 4 highest Potency spell takes effect.
minds can be contacted by adding Target Duration: Prolonged (one scene) “Supreme Augmentation” spell. Rote (SL): Belittle the Brain
factors to commune with caster. Mind 5 allows The obscurity of the language might levy Rote (SL): Perfect Poise Pool: Manipulation + Persuasion + Mind
a psychic network. penalties from –1 to –3. Pool: Resolve + Persuasion + Mind
Rote (FC): Psychic Communion Rote (M): Bricks of Babel
Pool: Wits + Empathy + Mind vs. Resolve + Pool: Intelligence + Academics + Mind
Gnosis
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Mind 4 Mind 4 Mind 4 Mind 4
Psyche Sword Read the Depths Supreme Augmentation Telepathic Control
The mage performs a greater psychic assault. Telepathically enter a subconscious. The mage can raise more than one of his The mage exerts telepathic control over humans
Action: Instant; subtract target’s Resolve Action: Instant and contested; target rolls Mental and Social Attributes. and other higher minds. Subjects cannot
Duration: Lasting Composure + Gnosis reflexively Action: Instant undertake actions inimical to their nature.
Successes inflict lethal damage on a one-for-one Duration: Prolonged (vs. Sleepers) or transitory Duration: Prolonged (one scene) Action: Instant and contested; target rolls
basis. With Mind 5, one Mana can be spent to (vs. supernatural targets) As per the Mind 3 “Augment the Mind” spell, Resolve + Gnosis reflexively
make the damage aggravated. Such a neuron- Remote or traumatic memories might levy but successes can now be allocated among the Duration: Prolonged (vs. Sleepers) or transitory
frying assault exceeds any known scale for penalties to access. If target has Mind 1, his mage’s Mental and Social Attributes in any (vs. mages or other supernatural targets)
headache pain. Unseen Senses might warn that he is being combination. The total that each Attribute can Additional targets can be added by increasing
Rote (GoV): Unseen Blade “read.” Reflexive Wits + Comp test to sense be boosted is limited by the mage’s total Mind Target factors. All affected minds must be
Pool: Presence + Intimidation + Mind – intrusion. Knows nothing about the intrusion dots. controlled in precisely the same way. Mind 5
Resolve unless he casts magic to learn more. Mind 5 Rote (M): Acquired Genius gives prolonged Duration against supernatural
gives prolonged against supernaturals. Pool: Resolve + Academics + Life targets. Rote (SL): Crown of Kings
Rote (SL): Drawing Aside the Inmost Veil Pool: Manipulation + Persuasion + Mind vs.
Pool: Manipulation + Empathy + Mind vs. Resolve + Gnosis
Composure + Gnosis
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Mind 5 Mind 5 Mind 5 Prime 1
Psychic Reprogramming Shadow Projection Twilight Temple Analyze Enchanted Item
Perform psychic reprogramming. Send consciousness past the Gauntlet into the Sculpt the ephemeral stuff of Twilight to create The mage can scrutinize an enchanted item to
Action: Extended and contested; target rolls Shadow Realm. an immaterial abode. discern its powers.
Composure + Gnosis reflexively Action: Instant Action: Instant Action: Instant
Duration: Lasting (vs. Sleepers) or prolonged Duration: Prolonged (one scene) While within his temple, the mage’s psychic Duration: Prolonged (one scene)
(vs. supernatural targets) The mage creates a psychic projection as she did form is protected. Anyone who wishes to attack See “Resonance,”, for rules on scrutinizing
A subject’s Virtue and/or Vice may be changed to become Twilight with the “Psychic him must first breach the abode, which only he items. With an exceptional success, the mage
(target number = subject’s Composure). Each Projection” spell. This psychic form manifests can enter at will. Durability equals Mind can tell if the enchanted item is cursed or has
success can affect a single aspect of the subject’s an ephemeral silver cord connecting back to the Arcanum and a Structure equals Gnosis. The other exceptional circumstances. While active
fundamental psychic makeup. Although this body, with armor equal to the mage’s Gnosis temple cannot be moved once it is erected. The extended Intelligence + Occult rolls can be
spell’s effect is lasting against Sleepers, it can be and Health equal to her Willpower. The cord Duration depends on casting successes (this made to examine the enchanted item (ten min
dispelled. Dispelling successes must exceed can be harmed only by aggravated damage. If spell uses the advanced prolonged Duration per test; target number enchanted item’s dots
those achieved in this spell. this cord is severed, the mage must try to find factors). x2).
Rote (GoV): Mindscaping her way back to her body by some other means Rote (FC): Castles of the Mind Rote (AA): Artifact Hunt
Pool: Manipulation + Persuasion + Mind vs. (a daunting proposition). Pool: Composure + Occult + Mind Pool: Intelligence + Occult + Prime
Composure + Gnosis Rote (M): Walking with Gods
Pool: Resolve + Occult + Mind
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Prime 2 Prime 2 Prime 2 Prime 2
Activate Enchanted Item Counterspell Prime Magic Shield Primal Flow
The willworker gains the ability to activate a The mage can counter spells from any Creates a shield against outside magic. As the Prime 1 “Supernal Vision” spell, except
contingent Artifact or imbued item, artificially Arcanum, and he can counter covert spells Action: Instant that the mage casts this effect upon another
satisfying the trigger of such an item. without first identifying their components. Duration: Prolonged (one scene) mage, or even a supernatural being such as a
Action: Instant Action: Instant; successes subtract from the Gains one point of armor per dot in Prime ghost or werewolf. If this spell is cast upon a
Duration: Prolonged (one scene) target spell’s Potency Arcanum. Does not shield against magic not Sleeper, it invokes Disbelief immediately, even
The mage can activate the item’s trigger at will Duration: Lasting directly cast at the mage. Shield requires 1 if its Duration is less than one scene.
anytime within this spell’s Duration. As the rules for “Counterspell,” but the mage Mana each time it contends with an incoming Action: Instant
Rote (M): Claiming the Ancient Heritage can now counter spells from any Arcanum (he spell. This spell allows selective shielding. Mages Duration: Prolonged (one scene)
Pool: Intelligence + Investigation + Prime does not need one dot in at least one of the often invest their shields with multiple charges, If the target is unwilling, he may resist with a
spell’s Arcana) and he can counter covert spells spending Mana during casting so that each reflexive contested Resolve + Gnosis roll.
even if he has not had time to identify their charge already stores its own energy. Rote (GoV): Mass Hallucination
components. Rote (SL): Aegis Magicus Pool: Manipulation + Occult + Prime
Rote (GoV): Rend the Weave Pool: Resolve + Occult + Prime
Pool: Composure + Occult + Prime * Mana optional to expand duration to 24 hours
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Prime 3 Prime 3 Prime 3 Prime 3
Armor of the Soul Celestial Fire Channel Mana Controlled Dispellation
The mage can weave a barrier around a soul, The mage manifests celestial fire. Channel Mana from a Hallow, tass or an The mage can unravel an existing spell.
protecting it from being stolen by a spirit or Action: Instant and aimed enchanted item. Action: Instant and contested; successes are
severed by an adept of Death. Duration: Lasting Action: Instant compared to the target spell’s Potency
Action: Instant The mage flings a ball of glowing, fiery energy at Duration: Lasting Duration: Lasting
Duration: Prolonged (one scene) a target; targets gain their Defense against it. 1 Successes channels 1 Mana to his own pool, Like “Dispel Magic,” in its Arcana requirements
The target gains one point of armor per dot the (B) inflicted per success. Affects beings or max is his Prime. Touch range, Prime 4, sensory (unless the caster has Prime 4, in which case he
caster possesses in the Prime Arcanum against objects in Twilight. Prime 4, damage is lethal range, Prime 5 sympathetic range. can perform it with “Supernal Dispellation”.
magic or powers that affect the soul. By and can directly attack a target’s Pattern (target Rote (FC): Feedback Controlled Dispellation allows a mage to
spending one Mana, the Duration can be made resists, subtracting Stamina from test). Prime 5, Pool: Wits + Occult + Prime protect himself or other select individuals from
to last for a day. This spell can be combined one Mana can be spent to make the damage spells while still allowing those spells to take
with a “Magic Shield” spell, and the armor aggravated. effect. He effectively makes his Pattern (and
points from both are added together against Rote (AA): Bolt of Heaven other targets of his choice) invisible to the spell.
magic that affects the soul. Pool: Dexterity + Occult + Prime Rote (M): Slipping the Bonds
Rote (GoV): Shield the Fragile Link Pool: Resolve + Occult + Prime
Pool: Composure + Occult + Prime
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Prime 3 Prime 3 Prime 3 Prime 3
Imbue Item Imbue Mana Ley Lines Magic Wall
Imbue an item with magical powers. Imbue a living creature with Mana. This spell harnesses the subtle power of the The mage can now cast a Magic Shield on
Action: Extended Action: Instant Earth’s ley lines. another person.
Target number = successes required for all the Duration: Lasting Action: Extended Action: Instant
spells imbued. Must be able to cast each spell. Give a living creature one of his Mana points Duration: Lasting Duration: Prolonged (one scene)
Spell’s target number is determined as if cast an per success. Touch range, Prime 4 sensory This spell bestows a source of ley energy. The See “Magic Shield”, for the effects. If the target
extended action. Each spell remains imbued for range. If the number of points of Mana invested mage determines the form of the node. Target does not have his own Mana, the caster must
its Duration. Caster decides whether each spell in a Sleeper’s Pattern exceeds her Size, the number depends on how much power the node incorporate Mana during casting to allow it a
imbued is persistent or contingent. The caster subject suffers one Health wound of bashing generates per day. 1 = a small room. 3 = a small number of charges. The subject can choose
can give the item the capacity to hold Mana damage per point of Mana by which her Size is home. 5= a large home or mansion. 7 = office when a charge is activated.
points. Doing so requires three successes and exceeded. In this case, the target can resist the building. The mage can only create a node at a Rote (GoV): Invisible Boon
the item has a capacity of 10 points plus one spell by subtracting her Stamina from the point at which energies actually converge. Pool: Manipulation + Occult + Prime
per spell. caster’s roll. Rote (FC): Atlantean Generator * Mana optional to expand duration to 24 hours
Rote (M): Forge of Power Rote (AA): Succor Pool: Intelligence + Occult or Science + Prime
Pool: Composure + Crafts + Prime Pool: Presence + Persuasion + Prime
* 1 Mana per spell imbued as well as any required by
spell descriptions
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Prime 4 Prime 4 Prime 4 Prime 4
Marionette Phantasmal Weapon Siphon Essence Siphon Integrity
Creates an animate phantasm of a non-human The mage creates a sturdy phantasm, and can The mage can pull the Essence out of a spirit, The mage can pull the Mana out of a mundane
creature. It moves as mage directs through even create functional weapons and armor. ghost or locus and convert it to personal Mana. lifeless object.
active concentration. It moves as it would Action: Instant Action: Instant; subtract target’s Resistance Action: Instant
normally be able to. Duration: Prolonged (one scene) Duration: Lasting Duration: Lasting
Action: Instant As with Prime 3 “Phantasm,” except the object Each success siphons one Essence from the Each success gives the mage one Mana and
Duration: Prolonged (one scene) has a Durability equal to the caster’s Prime targeted spirit, ghost or locus. inflicts one point of Structure damage to the
As with the “Phastasm” spell, except that each dots. Successes can be allocated to create an Rote (AA): Ehrlik’s Due object. Only one point of Mana may be gleaned
success grants two dots of Physical Attributes to equipment dice modifier or armor points for Pool: Resolve + Occult + Prime – Resistance per three points of Size (rounding down).
the phantasm, up to a limit of the mage’s Prime the object, or even to increase the Size above Caster can replenish reserves with this spell
dots in any one trait. When calculating the five points (on a one-for-one basis). only once every 24 hours. Enchanted items
phantasm’s Defense, use its Dexterity or the Rote (AA): Forge of the Gods cannot be siphoned with this spell.
mage’s Wits, whichever is lower. Must Pool: Intelligence + Craft + Prime Rote (M): Hidden Stores
concentrate to direct the phantasm’s Pool: Resolve + Occult + Prime
movements
Rote (SL): Unreal Servitor
Pool: Intelligence + Subterfuge + Prime
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Prime 5 Space 1 Space 1 Space 1
Siphon Mana Correspondence Finder Omnivision
Siphon Mana at sensory range from an Analyze connections between things, people The mage can flawlessly track an item in his The mage can perceive 360 degrees around
unwilling mage. and places, determining their degree of immediate surroundings. himself. He essentially has “eyes” on the back
Action: Instant; subtract target’s Stamina sympathetic connection. Action: Instant and sides of his head.
One Mana point is channeled per success. Each Action: Instant Duration: Prolonged (one scene) Action: Instant
successive casting against the same target within Duration: Concentration The mage chooses a specific object as the target Duration: Prolonged (one scene)
the same scene suffers a cumulative –2 dice This sense is sometimes modified by the of this spell, such as a weapon, idol or even a The spell extends the mage’s vision around
penalty. Sleepers or other creatures cannot be strength of the bond (the Storyteller might ballpoint pen. By means of this spell, no matter him. As long as he can see (i.e., the area isn’t
siphoned (they do not have spendable Mana). award a bonus for a strong bond, or levy a where a targeted object goes within the mage’s dark), he can perceive in 360 degrees with a
(Although they can be killed without the need penalty for a weak one). If the sympathetic vicinity, she knows its movements. While this reflexive Wits + Composure roll. It is almost
of a spell to yield their Health’s worth in Mana. bond has been concealed (see “Conceal effect applies only within a mage’s sensory impossible to surprise the mage by sneaking up
Rote (SL): Press Gang Sympathy,”), this spell’s successes must exceed range, with Space 2 she can cast this as a from behind (a person would need to be well
Pool: Resolve + Intimidation + Prime – the disguise spell’s Potency. sympathetic spell and track the item anywhere. camouflaged, and the mage might need to be
Stamina Rote (GoV): Revelation of the Unseen Thread Rote (M): Eyes on the Prize heavily distracted by something in another
Pool: Wits + Occult + Space Pool: Intelligence + Investigation + Space direction).
Rote (FC): Spatial Topography
Pool: Wits + Composure + Space
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Space 2 Space 2 Space 2 Space 2
Conceal Sympathy Follow Through Spatial Sympathy Scrying
Conceal any sympathetic connections he has to The mage can step through a nearby spatial By adding Space 2 to a spell, a mage can affect The mage can view a location remotely. She can
people, places or things. doorway to its point of destination. He can targets at far distances through a sympathetic employ all of her senses through these
Action: Instant follow such a doorway only to its original connection. “perceptual windows,” allowing her to see, hear,
Duration: Prolonged (one scene) terminus. * This is not a spell in itself, but an ability the mage smell and even touch.
Each success allows the mage to decrease the Action: Instant gains with Space 2. Action: Instant
apparent sympathetic connection he has to a Duration: Prolonged (one scene) Duration: Transitory (one turn)
single person, place or thing. He might have an The mage suffers penalties based on distance as Test is modified by sympathetic connection to
Intimate connection to a cabal-mate, but with if he were scrying. Successes apply to the the location. Duration is transitory (once the
three successes, he can make that connection Duration factor, which must equal or exceed mage ceases concentration), Space 3 gives
appear (to the eyes of anyone who can see it, the time elapsed since the door was opened. prolonged & Space 4 gives advanced prolonged.
such as with the “Correspondence” spell) to be Rote (M): Taking the Road Once Traveled If he touches someone, reflexive Wit + Com is
merely an Encountered connection. The true Pool: Wits + Investigation + Space made to notice. This sensation is enough to
connection is unaffected; it only appears to be invoke Sleeper Disbelief. Cannot actually affect
more distant. anything with his touch. With Spirit 2, the
Rote (GoV): Dispersing the Threads caster can scry across the Gauntlet.
Pool: Composure + Subterfuge + Space Rote (GoV): Remote Viewing
Pool: Intelligence + Investigation + Space
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Space 3 Space 3 Space 3 Space 3
Destroy the Threads Multispatial Perception New Threads Portal
The mage destroys a sympathetic connection. The mage can scry multiple locations The mage creates a sympathetic connection by This spell creates a spatial warp through which
Action: Instant; subtract target’s Composure simultaneously. fortifying that elusive bond between things that the caster can move from one point in Creation
Duration: Lasting Action: Instant creates the principle of sympathy. to another without traversing the intervening
Each success destroys one degree of sympathetic Duration: Prolonged (one scene) Action: Instant; subtract target’s Composure space.
connection that a target holds for a single One location can be scryed per success. The Duration: Lasting Action: Extended (target number = degree of
person, place or thing, as per the chart on. A mage catches only a glance at each location. If Each success creates one degree of sympathetic sympathetic connection)
living creature unconsciously resists this spell’s he concentrates on details at one location, he connection between the target and a single Duration: Transitory (one turn)
attempts to alter its connections with its notices less of what’s going on at others (–2 person, place or thing. 1 Size 5 can pass through portal per turn.
Composure. These threads can be re-established penalty to notice things of note). The mage uses Successes can widen the portal so that one
normally over time in the usual fashion (i.e., his weakest sympathetic connection when additional person can pass through per turn.
through physical contact or even repeated casting. Entrance and exit must mirror each other on
mental and/or emotional association). Rote (FC): Spatial Collage the same plane. Without applying “Portal Key”
Rote (AA): Shattering the Invisible Bonds Pool: Intelligence + Investigation + Space caster cannot limit who can use the Portal.
Pool: Strength + Investigation + Space Space 4 gives prolonged Duration. Space 5 with
advanced prolonged Duration factors. Spirit 4;
other side of the Gauntlet. Rote (M): Escape
Hatch
Pool: Manipulation + Investigation + Space
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Space 4 Space 4 Space 4 Space 4
Portal Key Safe Keeping Suspension Teleportation
The mage can attune a portal he creates to some The mage can place an item into his Pocket Entangles a given being with spatial strands. Traverse space without moving.
kind of activation trigger, so that the portal Realm for safekeeping and retrieve it with Action: Instant and contested; target rolls Action: Instant
opens and is usable by anyone who performs another casting of this spell. Composure + Gnosis reflexively Duration: Lasting
the trigger, but it otherwise remains closed. The Action: Instant Duration: Transitory (one turn) The mage must have a sympathetic connection
mage can also use the Portal Key to declare who Duration: Lasting The subject is boxed in and cannot leave under to his destination. The weaker the sympathetic
can (and cannot) pass through the portal. The item’s Size cannot exceed the pocket his own power. No amount of movement in any connection, the more penalties his spellcasting
Action: Instant universe’s own Size. The Pocket Realm must be direction results in progress. This loop can be roll suffers. Spirit 4; teleports across the
Duration: Lasting pre-existing or cast in combination with this placed directly upon a subject (contest with Gauntlet.
Unlike the normal rules for spell control (see spell. The effect of this spell is lasting, but if the reflexive Com + Gnosis). Or can target a Rote (M): Wormhole
“Spell Control”), the mage can cast this on a Pocket Realm spell expires, the item appears in volume of 5 cu. yards. Does not hold more Pool: Intelligence + Occult + Space
pre-existing portal of his own or he can space exactly where it was before being placed mass than it encompasses. Once suspended,
combine it with the creation of a portal. into the Pocket Realm. It and anyone within subject can wriggle free with extended Dex +
Rote (SL): Attuning the Gateway the same space in which the reappearing item Ath. Target Number = spell’s Potency + caster’s
Pool: Resolve + Occult + Space arrives must contend with Knockdown. Space. Crossing the Gauntlet circumvents
Rote (FC): Storage Space suspension. Space 5; prolonged Duration.
Pool: Dexterity + Investigation + Space Rote (AA): Spider and Fly
Pool: Wits + Investigation + Space
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Space 5 Space 5 Space 5 Spirit 1
Oubliette Shrink/Expand Worlds Collide Coaxing the Spirits
(+ Forces •••, Mind ••••, Time ••••) (Space ••••• + Life ••, ••• or •••• or Co-locate people or objects with one another Whisper to a spirit sleeping within a material
Banishes a person into a pocket of looped space Matter ••) Shrink or expand target. and cause them to physically interact. object and ask for its aid.
of madness. Action: Instant and contested; target rolls Action: Instant and contested; target rolls Action: Instant
Action: Instant and contested; target rolls Stamina + Gnosis reflexively Stamina + Gnosis reflexively Duration: Prolonged (one scene)
Composure + Gnosis reflexively Duration: Prolonged (one scene) Duration: Lasting Each success provides a +1 dice bonus on a
Duration: Prolonged (one scene) Decrease/increase target’s Size by 1 per success, One subject per Target factor can be affected. If single roll made within the spell’s scene-long
An extended roll (with the same dice pool used min of 1; max additional Size = to Gnosis (Base even a single target succeeds in the contested Duration. This bonus applies only to actions
to cast the spell) is made for the caster every 10 life; Life 2, median life; Life 3, human being; resistance roll, none of the targets are co- over which the object itself might conceivably
mins, contested reflexively by victim’s Com + Life 4. Objects; Matter 2). +2 Size = +1 to located. The spell inflicts one point of have some sway.
Gnosis. If the caster’s successes exceed target’s, Speed. –2 Size = -1 Speed. aggravated damage per success. Once the targets Rote (FC): Helping Hand
each excess success causes the target to lose one Rote (SL): Loom of Space contact one another, they are repulsed. They Pool: Manipulation + Socialize + Spirit
Willpower point as visions drive her mad. If the Pool: Intelligence + Medicine (for living don’t remain fused.
victim is reduced to zero Willpower points, she creatures) or Crafts or Science (for objects) + Rote (AA): Shattered Images
suffers a severe derangement. After she returns, Space Pool: Resolve + Investigation + Space vs.
she truthfully answers any questions put to her. Stamina + Gnosis
Rote (M): Hell of Many Mirrors
Pool: Intelligence + Occult + Space
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Spirit 2 Spirit 2 Spirit 2 Spirit 2
Gossamer Touch Grant the Second Sight Lesser Spirit Summons Peer Across the Gauntlet
Gains the power to physically interact with This is as the Spirit 1 “Second Sight” spell, Either summon a specific spirit or send out a The mage can peer across the Gauntlet.
spirits and spiritual things in the Twilight state. except that the mage casts it upon another mage general call to nearest in sensory range. The call Action: Instant
She can touch spirits and be touched in turn. or even a supernatural being such as a ghost or may an irresistible compulsion, at mage’s Duration: Prolonged (one scene)
She cannot affect ghosts or affect mental werewolf. If this spell is cast upon a Sleeper, it discretion. The mage can take an instant action to
projections. invokes Disbelief immediately, even if its Action: Instant and contested; target rolls concentrate and glimpse past the Gauntlet. Any
Action: Instant Duration is less than one scene. Resistance reflexively perception rolls made are modified by the
Duration: Prolonged (one scene) Action: Instant Duration: Prolonged (one scene) Gauntlet’s Strength. Spirit 3; glimpsing across
Rote (FC): Grasp the Otherworld Duration: Prolonged (one scene) A reflexive and contested roll is made if it does the Gauntlet can be performed as a reflexive
Pool: Dexterity + Athletics + Spirit If the target is unwilling, he may resist with a not wish to respond. The summoned spirit action, requiring no concentration.
reflexive contested Resolve + Gnosis roll. must remain near the summoning mage for the Rote (M): Otherworldly Sight
Rote (SL): Imparting the Spirit Gaze rest of the scene, unless the caster allows it to Pool: Wits + Occult + Spirit
Pool: Manipulation + Persuasion + Spirit leave.
Rote (SL): Gather the Unseen Host
Pool: Presence + Persuasion + Spirit vs.
Resistance
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Spirit 3 Spirit 3 Spirit 3 Spirit 3
Familiar Pact Greater Spirit Summons Harm Spirit Numinous Shield
Forge a personal pact with a familiar. A mage issues a summons to a Shadow Realm The mage can damage a spirit’s Corpus. Creates a personal ward against spirit powers
Action: Extended (target = Merit dots) spirit of whatever power. Action: Instant; subtract target’s Resistance and Numina.
Duration: Lasting Action: Instant and contested; target rolls Duration: Lasting Action: Instant
See the “Familiar” Merit. Target must have Resistance reflexively The spirit must be manifested in the material Duration: Prolonged (one scene)
purchased the Familiar Merit. Cannot be Duration: Prolonged (one scene) realm or exist within Twilight. The caster must Gains 1 armor per Spirit. This armor works
dispelled. Only one familiar at a time per Target spirit’s rank levies penalties. Spirits have Spirit 4 to attack a spirit across the against only spirit powers, such as Numina and
person. The caster must be able to see and forcibly called are almost always resentful. Gauntlet (and his spellcasting dice pool is werewolf Gifts and rituals. Numinous Shield
speak to the desired spirit, and he must be able Unless the spirit has some means of manifesting penalized by the Gauntlet’s Strength). One requires 1 Mana each time it contends with an
to touch it during each extended roll. Spirits in or attacking across the Gauntlet, it is impotent point of lethal damage is inflicted per success. incoming power. If the mage does not allocate
Shadow cannot be targeted. It must first be to do anything. The range is sensory unless with With Spirit 4, the damage may be made the Mana, the shield provides no armor.
brought across the Gauntlet to become a Space 2.. Space 5 can conjure the spirit (but aggravated with the expenditure of one Mana. Numinous Shield can be used selectively. Can
Twilight spirit, either by coaxing or command. Spirit 4 is needed to bring it across the Rote (AA): Strike the Unseen use a counterspell to prevent a spirit power
The spirit cannot be forced by magic to accept Gauntlet). Pool: Strength + Athletics + Spirit – Resistance from taking effect.
the familiar bond. It must enter willingly into Rote (SL): Whisper to the Ancients Rote (AA): Ephemeral Ward
such an agreement. Pool: Presence + Persuasion + Spirit vs. Pool: Stamina + Occult + Spirit
Rote (M): Soul-Bonding Resistance
Pool: Manipulation + Socialize + Spirit
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Spirit 3 Spirit 3 Spirit 4 Spirit 4
Spirit Road Bind Spirit Create Fetish Essence Gift
Open a road across the Gauntlet Bind a spirit into the material world. In some Create a Fetish (+ Prime ••••) convert Mana into Essence and
Action: Extended (target number = Gauntlet cases, this means tying the creature to a given Action: Extended (target number = spirit’s channel it into a spirit.
Strength) location. When undertaken with indefinite Rank) and contested; target rolls Resistance Action: Instant
Duration: Transitory (one turn) Duration (with Spirit 5), this spell can confine a reflexively Duration: Lasting
Dramatic failure; may not create a Spirit Road being to a place forever (usually somewhere out Duration: Prolonged (one scene) If the spirit doesn’t want the Essence, it can
for 24 hours. Size 5 or less can walk the road of the way and well guarded against intrusion), Must be a material object. Must find a suitable contest with a reflexive Resistance roll. Each
per turn (larger beings can spend two turns unless it is freed by other magics. spirit. Spirit releases Numina only upon fetish’s success allows the mage to convert one Mana and
walking it). Each success added to the target Action: Extended (target number = spirit’s activation. This is an instant Gnosis + Spirit channel it as Essence. Unless he has a means of
number allows one additional person per turn. Rank) and contested; target rolls Resistance test. Success; use the fetish for the scene. taking this Mana from another source (such as
The road remains for one hour. Cannot limit reflexively Failure; spirit remains asleep. Dramatic failure; with the Prime 5 “Siphon Mana” spell), he must
who can use the road. Spirit 4; prolonged Duration: Prolonged (one scene) spirit is angered and does not respond for next spend his own Mana.
Duration. Spirit 5; instant action with advanced The target number is one success per Rank of scene. Spirit powers don’t invoke Paradoxes or Rote (M): Word of Honor
prolonged Duration factors. the spirit. Disbelief. If material object is ever destroyed, Pool: Presence + Socialize + Spirit
Rote (M): Into Shadow Rote (SL): Chains of Mist the spirit is released into Twilight.
Pool: Resolve + Survival + Spirit Pool: Presence + Intimidation + Spirit vs. Rote (AA): Blade of the Gods
Resistance Pool: Resolve + Persuasion + Spirit vs.
Resistance
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Spirit 4 Spirit 4 Spirit 4 Spirit 5
Spirit Guardian Spirit Possession Road Master Control Gauntlet
Bind a spirit guardian to a person, object or Cause a spirit to possess a living body. The mage can control access to the Spirit Roads Increase or decrease the Gauntlet’s Strength.
place. Action: Instant and contested; target rolls he creates to cross the Gauntlet, as described in The local Gauntlet can be made nonexistent or
Action: Extended (target number = spirit’s Resistance reflexively “Spirit Road”. He can also choose to cross the nigh impermeable.
Rank) and contested; target rolls Resistance Duration: Prolonged (one scene) Gauntlet on his own without creating a Spirit Action: Instant
reflexively The targeted spirit gains the Possession Road. Duration: Prolonged (one scene)
Duration: Prolonged (one scene) Numina, and must possess indicated target. If Action: Instant Rote (GoV): Watchman Between Worlds
The target number is one success per Rank of individual is made to do something antithetical Duration: Lasting Pool: Resolve + Survival + Spirit
the spirit. Note that undertaking this spell with to beliefs, reflexive and contested Res + Com is The mage can approve who can walk his Spirit
an indefinite Duration (using Spirit 5) almost made to regain control and push spirit out. Roads. This is an ability he simply has. He does
certainly earns the everlasting enmity of an Successes are compared to the possession spell. not need to cast this spell to have the power
unwilling spirit that’s bound to duty. Possessing spirit retains access to its own over any Spirit Road he creates. He does cast
Rote (M): Watch Over My House powers, but has no paranormal ability of its this spell to “step sideways” across the Gauntlet
Pool: Presence + Persuasion + Spirit vs. host save for the purely physical. without the need for a Spirit Road. Doing so
Resistance Rote (SL): Breaking the Horse costs one Mana and the roll is modified by the
Pool: Presence + Persuasion + Spirit vs. Gauntlet’s Strength.
Resistance Rote (M): Shadow Gate
Pool: Wits + Occult + Spirit
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Spirit 5 Time 1 Time 1 Time 1
Spirit Manse Momentary Flux Perfect Timing Temporal Eddies
Creates a sanctum in the Shadow Realm. Discern the “Butterfly Effect.” Judge a currently Accurately assess temporal components in her The mage gains the Mage Sight (see “Mage
Action: Extended ongoing event (within the next of last five turns) immediate presence, giving her an opportunity Sight”. He perceives resonance through the way
Duration: Prolonged (one scene) and discover whether it will be beneficial or to act at exactly the proper time to have the in which it “snags” things, people and events
Target number is based on volume of manse. adverse for her. Does not say what will happen. maximum effect. moving through the timestream, by the
Add one success to the target number per Action: Instant Action: Reflexive magnitude of its presence. He can also tell
Durability of the outer wall. Ordinary features Duration: Transitory (one turn) Duration: Special perfect time, anywhere, discerning the passage
require no successes. Exceptional features A success is enough to get an answer Each success grants the mage a single extra die of instants with such clarity that his sense is
require one or more successes. concerning one action or event. The Storyteller in the next test that has to — or is chosen to — more precise than even those most carefully
The mage can control who comes or goes from answers this question as well as he can, knowing be made. Does not include spellcasting. If the maintained clock.
his manse. All others must forcibly breach the what he knows about the situation and the next roll is for a spell, the character loses the Action: Instant
walls to get in. The mage can increase Duration intentions of his Storyteller characters. This benefit. Duration: Prolonged (one scene)
using the advanced prolonged Duration factors. spell tells the mage only if the specific event Rote (AA): Strike True Rote (FC): The Gravity of Instants
Rote (M): Spirit Sanctum queried will lead to good or ill for him in the Pool: Intelligence + Composure + Time Pool: Wits + Investigation + Time
Pool: Composure + Occult + Spirit immediate future.
Rote (SL): Seizing the Moment
Pool: Wits + Investigation + Time
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Time 2 Time 2 Time 2 Time 2
Postcognition Prepared Spells Shield of Chronos Temporal Dodge
The mage can experience postcognition. Prepare spells in advance. Performs the casting The mage protects himself against Time senses, The mage protects herself from harm. She
Action: Instant normally (including required Mana). When warding against sensory uses of the Time creates a small bubble of “warped” time, either
Duration: Concentration spell is complete, suspend the spell and sets a Arcanum and making it harder for others to speeding herself up or slowing things down as
The mage declares the time and place that she trigger to activate it later. The caster must scry upon his past or future (or, for those who they approach her.
wishes to view, modified by sympathy. Each perform this trigger. Activating a prepared spell look from the past or the future, his present). Action: Instant
success allows the mage to view up to one turn of is an instant action. Storyteller decides if Action: Instant Duration: Prolonged (one scene)
time in that place, beginning at the moment prepared spell is Improbable. If the holding Duration: Prolonged (one scene) Gains 1 Armor per Time. Successes combat
declared during casting. She views events in real time expires without the spell being activated, it The mage becomes invisible to prophecy, attempts to dispel the shield. Armor applies
time, but she can fast forward and replay any part dissipates and is lost. Target of the spell is divination and other forms of temporal scrying against attempts to grapple the caster (both his
within the viewing period. Time 3; can view 1 min chosen when the spell is activated. The effect unless the caster overcomes the Potency of the Defense and Temporal Dodge armor are
per success. Time 4; 10 mins per success. must instead be cast as an aimed spell. occluded mage’s spell. subtracted from the grappler’s dice pool when
Rote (M): Gazing Through the Sands Contested spells function normally. Can hang By spending one Mana, the Duration can be he attempts to achieve a hold on the mage).
Pool: Intelligence + Investigation + Time spells = to Gnosis. Can only activate only one made to last for one day. Does not protect against attempts to overpower
per turn. Prepared spells, count towards spell Rote (GoV): Breaking the Trail of Days and/or inflict damage once he has managed to
tolerance. Pool: Composure + Stealth + Time grapple the mage.
* This is not a spell in itself, but an ability the mage * Mana optional to expand duration to 24 hours Rote (AA): Dancing upon the River
gains with Time 2 Pool: Dexterity + Athletics + Time
* Mana is spent when the spell is activated. * Mana optional to expand duration to 24 hours
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Time 3 Time 3 Time 3 Time 4
Divination Shifting Sands Temporal Shift Chronos’ Curse
The mage can read the future. The mage rewinds time, pulling himself back The mage protects others. This works like the Through the use of this spell, a mage can cause
Action: Instant one turn. Time 2 “Temporal Dodge” spell, except that the an individual to “lag” within the flow of time.
Duration: Concentration Action: Instant mage can now cast it upon others. Action: Instant; subtract target’s Composure
As with the Augury spell, the mage must declare Duration: Special Action: Instant Duration: Transitory (one turn)
a target (Temporal sympathy). One success Can be cast anytime in the Initiative roster. If Duration: Prolonged (one scene) Target suffers a –1 to Defense per success.
allows one question about target’s future. the player does not declare this casting before The target gains one point of armor per dot the Additionally, the subject’s Speed is halved per
Additional successes allow follow-up questions. then, the previous turn cannot be replayed. If caster possesses in the Time Arcanum. The success (rounding up), to a minimum of 1.
Targeted same person only once every 24 hours. the casting roll fails, the mage does not rewind effect lasts for one hour, but the Duration can When the victim of this spell attacks others
Rote (GoV): Speaking the Name of Tomorrow time. Success; rewinds himself through time be made to last for a day by spending one with a ranged attack, her targets gain their
Pool: Intelligence + Investigation + Time and can replay his action from the last turn. Mana. Defense (even if the attack is not at pointblank
Cannot undo any effects the mage suffered the Rote (AA): Bending the River’s Flow range). The attacker moves slowly enough that
first time. Time 4; can cast upon others, Pool: Manipulation + Investigation + Time others can anticipate her attack.
allowing them to alter their actions when * Mana optional to expand duration to 24 hours Rote (SL): Crushed Beneath the Sands
replaying the turn. Pool: Manipulation + Occult + Time –
Rote (SL): Turn Back the Page Composure
Pool: Resolve + Occult + Time
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Time 5 Time 5 Time 5 Time 5
Faerie Glade Future Legacy Rewrite History Stop Time
This spell allows a mage to push a place outside Move an object far into the future. The mage can sculpt his personal history, Suspends time around the target.
of the normal flow of time. Action: Instant within normal possibility. He cannot change his Practice: Unmaking
Action: Extended and contested; target rolls Duration: Lasting soul’s history. Action: Instant and contested; target rolls
Composure + Gnosis reflexively Successes determines how far into the future Action: Extended Composure + Gnosis reflexively
Acts like the “Temporal Pocket” spell, except the object can be sent. 1 s = 1 year, 2 s = 2 year, Duration: Prolonged (one scene) Duration: Transitory (one turn)
that the mage can cast it upon an area. One 3 s = 5 year, 4 s = 10 year, 5 s = 20 year; Add 10 Success allows a shift of one dot from a Each success allows the subject to be frozen in
success affects a five-foot square area and years per additional success. mundane trait to another within the same trait time for one turn. The field of suspended time
anything within it, and additional Target factors Once cast, the object cannot be retrieved, category, up to his normal max. exists immediately around the target. If anyone
can be devoted to increasing this area. The flow except at the point in the future in which it Rote (SL): Thief of Years or anything enters this field — that is, if the
of time can also be reversed so that time within appears. It is said that archmasters of Time have Pool: Manipulation + Investigation + Time target is touched — the spell is broken and the
the Pocket moves more slowly than time the power to reach forward and snatch back target is restored to normal time.
without. A person who enters the area must objects that have been sent forward. Rote (FC): Hand of Glory
succeed in a reflexive and contested Composure Rote (FC): Archeologist’s Boon Pool: Intelligence + Occult + Time vs.
+ Gnosis roll or be caught within the time flux. Pool: Presence + Investigation + Time Composure + Gnosis
Rote (M): Temporal Bastion
Pool: Wits + Occult + Time
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