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TT Awakening A4

TT Awakening A4

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Primal Flow

As the Prime 1 “Supernal Vision” spell, except
that the mage casts this effect upon another
mage, or even a supernatural being such as a
ghost or werewolf. If this spell is cast upon a
Sleeper, it invokes Disbelief immediately, even
if its Duration is less than one scene.
Action: Instant
Duration: Prolonged (one scene)
If the target is unwilling, he may resist with a
reflexive contested Resolve + Gnosis roll.
Rote (GoV): Mass Hallucination
Pool: Manipulation + Occult + Prime

Made by Angelus Michaels - © White Wolf 2006

Prime 2

Sense the Threads

(+ Space ••) Sense when someone scrutinizes or
tries to dispel one of the mage’s spells. It allows
the willworker to passively monitor the health
of her spells, sensing whenever someone else
tries to magically scrutinize them or dispel
them. Armed with such knowledge, she can
choose to intervene using other magics. A mage
can monitor only those spells for which this
cost is paid. To sense scrutiny or tampering,
make a reflexive Wits + Occult roll. This sense
can potentially be foiled by the “Unseen
Spy” spell.

* This is not a spell in itself, but an ability the mage
gains with Prime 2 and Space 2.
* One Mana must be spent toward such observation
during the casting of whatever spells are to be
monitored.

Made by Angelus Michaels - © White Wolf 2006

Prime 2

Squaring the Circle

The mage creates a mystical space where two
mages can engage in the Duel Arcane, a
wizard’s war. See “The Duel Arcane”, for rules
on using this spell.
Action: Instant
Duration: Prolonged (one scene)
Rote (GoV): Squaring the Circle
Pool: Resolve + Occult + Prime

Made by Angelus Michaels - © White Wolf 2006

Prime 2

Transform Aura

The mage can alter his aura’s nature. Action:
Instant
Duration: Prolonged (one scene)
Only by overcoming the Potency of this spell
can a mage detect the true aura. See “Aura
Signifiers”. Even once this spell is detected, the
true nature of the mage cannot be perceived
until the Transform Aura spell expires or is
dispelled.
Rote (GoV): Wolf in the Fold
Pool: Intelligence + Occult + Prime

Made by Angelus Michaels - © White Wolf 2006

Prime 2

Unseen Spy

Fide from other willworkers’ magical senses
when attempting to scrutinize or dispel their
magic.
Action: Instant
Duration: Prolonged (one scene)
With Unseen Spy, a mage can attempt to hide
from mage’s magical senses like the “Sense the
Threads” ability. Whenever a spy scrutinizes a
vigilant caster’s spells or tries to dispel them, a
reflexive Intelligence + Subterfuge roll is made
for the spy, contested by the subject’s reflexive
Wits + Occult roll. If the Unseen Spy exceeds
the caster’s successes, his spying goes
undetected.
Rote: Innocuous Presence
Pool: Composure + Subterfuge + Prime

Made by Angelus Michaels - © White Wolf 2006

Prime 3

Armor of the Soul

The mage can weave a barrier around a soul,
protecting it from being stolen by a spirit or
severed by an adept of Death.
Action: Instant
Duration: Prolonged (one scene)
The target gains one point of armor per dot the
caster possesses in the Prime Arcanum against
magic or powers that affect the soul. By
spending one Mana, the Duration can be made
to last for a day. This spell can be combined
with a “Magic Shield” spell, and the armor
points from both are added together against
magic that affects the soul.
Rote (GoV): Shield the Fragile Link
Pool: Composure + Occult + Prime

Made by Angelus Michaels - © White Wolf 2006

Prime 3

Celestial Fire

The mage manifests celestial fire.
Action: Instant and aimed
Duration: Lasting
The mage flings a ball of glowing, fiery energy at
a target; targets gain their Defense against it. 1
(B) inflicted per success. Affects beings or
objects in Twilight. Prime 4, damage is lethal
and can directly attack a target’s Pattern (target
resists, subtracting Stamina from test). Prime 5,
one Mana can be spent to make the damage
aggravated.
Rote (AA): Bolt of Heaven
Pool: Dexterity + Occult + Prime

Made by Angelus Michaels - © White Wolf 2006

Prime 3

Channel Mana

Channel Mana from a Hallow, tass or an
enchanted item.
Action: Instant
Duration: Lasting
Successes channels 1 Mana to his own pool,
max is his Prime. Touch range, Prime 4, sensory
range, Prime 5 sympathetic range.
Rote (FC): Feedback
Pool: Wits + Occult + Prime

Made by Angelus Michaels - © White Wolf 2006

Prime 3

Controlled Dispellation

The mage can unravel an existing spell.
Action: Instant and contested; successes are
compared to the target spell’s Potency
Duration: Lasting
Like “Dispel Magic,” in its Arcana requirements
(unless the caster has Prime 4, in which case he
can perform it with “Supernal Dispellation”.
Controlled Dispellation allows a mage to
protect himself or other select individuals from
spells while still allowing those spells to take
effect. He effectively makes his Pattern (and
other targets of his choice) invisible to the spell.
Rote (M): Slipping the Bonds
Pool: Resolve + Occult + Prime

Made by Angelus Michaels - © White Wolf 2006

Prime 3

Create Tass

The mage creates tass.
Action: Instant
Duration: Prolonged (one scene)
Successes are allocated between the tass’ Size
and Durability. At least one Mana must be
channeled into the tass. If cast as an extended
action, extended Dex + Crafts can be made to
create tass like its representative object. Target
number is based on the Size and complexity (1
for a hammer, 3 for a table, 5 for a cushioned
recliner chair.). Tass objects inflict bashing
unless crafted with sharp edges (+1 success
Crafts test per (L) mod). Tass dissolves at spell’s
expiry.
Rote (FC): Celestial Sediment
Pool: Resolve + Craft or Occult + Prime

Made by Angelus Michaels - © White Wolf 2006

Prime 3

Disguise Resonance

Change the appearance of an area’s resonance.
Action: Instant
Duration: Prolonged (one scene)
Spirits, can be fooled by this spell. Each success
also masks one level of a Hallow’s power or
make it appear greater than it is. This spell
cannot be detected except by a Mage Sight spell
with a higher Potency. Even once this spell is
detected, the true resonance of the area cannot
be perceived until the Disguise Resonance spell
expires or is dispelled.
Rote (M): Mask of the Spirits
Pool: Composure + Subterfuge + Prime

Made by Angelus Michaels - © White Wolf 2006

Prime 3

Dissolve Tass

The mage can dissolve tass back into the
Tapestry.
Action: Instant
Duration: Lasting
Each success dissolves one point of the tass’
Mana and Structure.
Rote (GoV): Unstitch
Pool: Resolve + Occult + Prime

Made by Angelus Michaels - © White Wolf 2006

Prime 3

Ephemeral Enchantment

The mage enchants an object, allowing it to
strike or protect against Twilight or Shadow
Realm entities.
Action: Instant
Duration: Prolonged (one scene)
If the weapon is a gun, all the bullets within its
magazine, cylinder and/or chamber are
enchanted. To enchant extra magazines or
ammunition, additional Target factors must be
added to the casting. With Prime 5, the object
can be given the power to inflict aggravated
damage (one Mana must be spent for the caster
or user with each aggravated strike).
Rote (M): Ghost Stick
Pool: Resolve + Occult + Prime

Made by Angelus Michaels - © White Wolf 2006

Prime 3

Imbue Item

Imbue an item with magical powers.
Action: Extended
Target number = successes required for all the
spells imbued. Must be able to cast each spell.
Spell’s target number is determined as if cast an
extended action. Each spell remains imbued for
its Duration. Caster decides whether each spell
imbued is persistent or contingent. The caster
can give the item the capacity to hold Mana
points. Doing so requires three successes and
the item has a capacity of 10 points plus one
per spell.
Rote (M): Forge of Power
Pool: Composure + Crafts + Prime

* 1 Mana per spell imbued as well as any required by
spell descriptions

Made by Angelus Michaels - © White Wolf 2006

Prime 3

Imbue Mana

Imbue a living creature with Mana.
Action: Instant
Duration: Lasting
Give a living creature one of his Mana points
per success. Touch range, Prime 4 sensory
range. If the number of points of Mana invested
in a Sleeper’s Pattern exceeds her Size, the
subject suffers one Health wound of bashing
damage per point of Mana by which her Size is
exceeded. In this case, the target can resist the
spell by subtracting her Stamina from the
caster’s roll.
Rote (AA): Succor
Pool: Presence + Persuasion + Prime

Made by Angelus Michaels - © White Wolf 2006

Prime 3

Ley Lines

This spell harnesses the subtle power of the
Earth’s ley lines.
Action: Extended
Duration: Lasting
This spell bestows a source of ley energy. The
mage determines the form of the node. Target
number depends on how much power the node
generates per day. 1 = a small room. 3 = a small
home. 5= a large home or mansion. 7 = office
building. The mage can only create a node at a
point at which energies actually converge.
Rote (FC): Atlantean Generator
Pool: Intelligence + Occult or Science + Prime

Made by Angelus Michaels - © White Wolf 2006

Prime 3

Magic Wall

The mage can now cast a Magic Shield on
another person.
Action: Instant
Duration: Prolonged (one scene)
See “Magic Shield”, for the effects. If the target
does not have his own Mana, the caster must
incorporate Mana during casting to allow it a
number of charges. The subject can choose
when a charge is activated.
Rote (GoV): Invisible Boon
Pool: Manipulation + Occult + Prime

* Mana optional to expand duration to 24 hours

Made by Angelus Michaels - © White Wolf 2006

Prime 3

Phantasm

Creates an inanimate phantasm. Such a
creation possesses substance and appears to be a
normal object of its type to Sleeping eyes. The
mage can any lifeless, inanimate object. Objects
do not possess conductivity, magnetism or the
like.
Action: Instant
Duration: Prolonged (one scene)
Creates an object of Size 5 or less and one point
of Durability. Create a convincing illusion,
reflexive Int + appropriate Skill is required, and
excess successes on the casting add one die each
to this roll.
Rote (SL): Loom of the Gods
Pool: Intelligence + Craft + Prime

Made by Angelus Michaels - © White Wolf 2006

Prime 3

Transform Other Aura

The mage can alter another’s aura, changing the
appearance of his true nature just as he does for
himself with Prime 2.
Action: Instant
Duration: Prolonged (one scene)
See “Transform Aura”.
Rote (FC): Running with the Pack
Pool: Intelligence + Occult + Prime

Made by Angelus Michaels - © White Wolf 2006

Prime 4

Awaken Hallow

The mage awakens a dormant Hallow.
Action: Extended
Duration: Lasting
The target number is equal to the original level
of the Hallow before it became dormant.
Rote (M): Aligning the Stars
Pool: Composure + Survival + Prime

Made by Angelus Michaels - © White Wolf 2006

Prime 4

Eyes of the Awakened

The mage allows a Sleeper to possess Mage
Sight. For the Duration of the spell, the Sleeper
sees things see that she did not believe possible
before. During this period, her witnessing the
Mysteries does not invoke Disbelief, but she still
adversely influences a Paradox as a normal
Sleeper witness.
Action: Instant
Duration: Prolonged (one scene)
Rote (SL): Fitful Sleep
Pool: Manipulation + Empathy + Prime

Made by Angelus Michaels - © White Wolf 2006

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