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The Ties that Bind ( Death )

Knowing a ghosts anchors can mean the difference between negotiating and commanding. Practice: Knowing Action: Instant Duration: Concentration Aspect: Covert Cost: None The caster may discern all Anchors that happen to be present within sensory range. Alternately, if cast with the optional Space 2 component, this allows the caster to locate the anchors of a ghost that is present (one per turn), or the current location of a ghost who's Anchor is present (if the Ghost is currently at a different Anchor) Silver Ladder Rote: Anchors Anyway Dice Pool: Wits + Investigation + Death Silver ladder mages use this rote to gain the upper hand when working with the dead. Because of its usefulness mages of all orders use this rote.

or Majesty) must overcome this spell potency to effect the caster. If the caster has this spell active for more than 1 week any manipulation that overcome this protection is considered as an exceptional success. The spells potency also acts against reading emotion, each success imposing a -1 penalty on empathy roll and aura reading (the aura is clearly visible, but the emotions not clearly readable). Lacking emotions, the caster have hard time understanding others, imposing himself a -1 penalty per success on empathy roll. However, when interacting with emotionless entities, such as some ghosts or spirits, or other emotionless mages, the potency of this spell replaces Empathy for rolls that would require it. Mysterium Rote: Stone Face Dice Pool: Composure + Occult + Death Whether in their library or on the field, Mystagogues cherish the objectivity this spell grant, avoiding many traps that forbidden knowledge may bring. Also, some of them really need the assistance of this spell to understand the perspective of ancient entities to which emotions have no bearing.

Silver Ladder Rote: Sweep the Porch Dice Pool: Wits + Survival + Death Not all sanctums can be in manicured gated mansions. This rote allows rural Silver Ladders a quick chance to tidy up before accepting callers.

Halt the Reaper ( Death )


With this spell a Mage may stop imminent Death in its tracks, hopefully long enough for help to arrive, or at least long enough to take someone else with him. Practice: Shielding Action: Instant (Reflexive with an expenditure of willpower) Duration: Prolonged (one scene) Aspect: Covert Cost: none When the mages health levels are filled with lethal damage and is dying, each success on the spell casting roll adds one minute to the time before they receive another wound. At Death 3 the mage may cast this spell on others with a touch, at level 4 he can cast this spell at range. Also this spell may be cast ahead of time, with an expenditure of mana Adamantine Arrow Rote: From Death's Grasp Dice Pool: Stamina + Intimidation + Death Many a foe have been killed while monologueing over what they thought was a fallen enemy as a result of this spell.

Deaden Emotions ( Death )

Grasping Sticks ( Death )


The mage may reach out with his will and rule over the discarded limbs of dead plants as he will soon be able to control human corpses, bringing them some of the animation they never knew in life. Under the influence of this spell, sticks, dead vines and other lifeless plants move to the mages desire. Practice: Ruling Action: Instant Duration: Concentration Aspect: Vulgar Cost: None Success rolled for this spell effect its radius. At this level, the bramble should be considered to have no strength or dexterity for the sake of grasping or attacking foes.

By slightly disconnecting his soul from his mind, a Death disciple can reduce the influence of his emotions on his demeanor. Emotional manipulation tend to fail, people have hard time to read their mood. The mage become somewhat cold and seems distant of this world, and may have a surprise when emotion reach back. Practice: Veiling Action: Instant Duration: Prolonged (one scene) Aspect: Covert Cost: None

Slay Plant ( Death )

The caster become resistant to emotional manipulation. Mundane (seduction) or Supernatural influence (such as Emotional Urging

Plants are a lesser form of life then even insects; they possess no life, no ego, no vim. The same powers that cause an inanimate object to decay may be turned against a living plant, immediately snuffing its life force, causing it to slowly wither. This spell is generally used in preparation for other deadwood spells.

v.o7 All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edited these spells for personal use. I share this as a resource from my game.

Practice: Ruling Action: Instant Duration: Lasting Aspect: Covert Cost: None Plants killed by this spell do not immediately change in appearance, but rather wither as would a normal plant with its life functions halted. Adamantine Arrow Rote: Weed Whacker Dice Pool: Presence + Intimidation + Death The Arrows use this as training, and meditation; watching the plant slowly wither until the first petal falls from the stem.

and at level 4 he can cast it with advanced factors. Mysterium Rote: Paranoia Dice Pool: Wits + Occult + Death You never know what youre going to face when you leave your front door, as Mysterium mages well know. Many mages use this spell, just incase.

Unweave the Dread Workings ( Death )

Vampires and mages do not often mix well, much like blood and water one might say. This spell was designed with Vampiric negotiations in mind. Practice: Unraveling Action: Instant Aspect: Covert Duration: Instant Cost: 1 Mana By directly interacting with the mythic threads that hold a Vampire's power to their undead form, the mage can unmake the supernatural abilities that they use in the pursuit of dominance and the hunt. If Potency exceeds the number of successes gained on the Vampire's Discipline activation roll, the Discipline is canceled. When disrupting Disciplines that require no roll, a single success is required. When used to cancel permanently active Disciplines, the effect is disrupted for one scene, or until the originator spends a Willpower point as a standard action to reactivate it. A Vampire can innately sense the interference with their abilities so long as they are still active, although they must resort to other methods to discern the source. When breaking a lasting effect, such as commands implanted with Dominate, the originator is only aware if within line of sight. Silver Ladder Rote: Leveling the Field Dice Pool: Presence + Occult + Death Silver Ladder mages often find themselves interacting with all kinds of unsavory entities, including Vampires. This spell allows the mage to ensure that everyone is operating without compulsions.

Ghosts are classically depicted manifesting in many ways, the least of which not being through electronic equipment. Practice: Ruling Action: Instant Duration: Prolonged (one scene) Aspect: Vulgar Cost: 1 Mana This spell grants a ghost the ability to manifest itself through the medium of a television set or other form of visual media, such as a movie projector. The ghosts appearance is altered to mimic one of the characters on the tape and is given substance through the spontaneous manifestation of ectoplasm, as per the Ectoplasm spell (pg. 136). The Forces Practice of Compelling draws colors from the television screen and imparts them to the ectoplasmic body; five successes means the forms appearance is exactly the same as on the film, where as fewer mean that the image flickers and degrades unevenly, like an old tape. A similar Forces 1 spell can be used to alter the content of a video tape, where as Matter 1 can alter a DVD to contain whatever images the mage desires. Free Counsel Rote: Hollywood Horror Dice Pool: Stamina + Science + Death Some terrifying Moros delight in compelling their spiritual servants to manifest in the form of TV-lands favorite baddies, scaring the Life out of nervous moviegoers.

Video Vortex ( Death + Forces )

The Reaper's Sense ( Death )


The mage open his senses to the subtle flow and the unexpected crescendos of Death surround her, becoming able to predict whenever the reapers hand is at work over someone. Practice: Unveiling Action: Instant Duration: Concentration Aspect: covert Cost: none The mage is able to sense the presence of potentially harmful circumstances in the environment around him. He cannot precisely discern what this threat is but he has a general notion about it's potential danger and general location. A poisoned cup would pulse with vile energies, a toxic gas would be revealed as a dark miasma floating on the room. A single threat can be revealed per success the mage acquires in the activation roll, the more dangerous or immediate threats are identified first. Additionally, whenever an opponent tries to ambush the mage he adds the successes from the activation roll to his roll to perceive the ambush. At level 3 the mage can cast this spell with prolonged duration

The mage surrounds himself with a halo of anti-life, killing plants and

Withering Aura ( Death )

v.o7 All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edited these spells for personal use. I share this as a resource from my game.

causing decay all around him. Practice: Fraying Action: Extended Duration: Prolonged Aspect: Vulgar Cost: 1 Mana The mage is surrounded by an invisible aura thats size is determined by the area-affecting table. Within the area, all inanimate objects are effected by a Decay spell of the appropriate Potency, and all plants are effected by a more potent version of the Slay Plant spell, withering instantly. Mysterium Rote: Clear the Path Dice Pool: Wits + Occult + Death As often as not a Mysterium mage finds himself tromping through godforsaken jungles in search of lore. This rote allows the mage at least the small comfort of a path.

While this spell is in effect, the caster gains the toughness of an undead being. Bullets cause Bashing instead of Lethal damage (except for headshots) and all Bashing damage is halved. The caster is not rendered unconscious when all of her health is filled with Bashing damage, staying conscious until all her health boxes are filled with at least Lethal damage. Natural healing does not occur while in this state and the mage can only be healed through Pattern Restoration or through the use of the Death Arcanum. The Life Arcanum cannot be used to manipulate or heal the body of a mage in this state. Any means of detecting a living target are foiled by this state of living Death. With the use of Death the mage may take this form without any external visual side effects. Guardians of the Veil Rote: Vigor Mortis Dice Pool: Stamina + Survival + Death Sometimes the Veil Keepers need to be able to sustain great injuries while safeguarding the Mysteries. Some Guardians use this Rote to impersonate vampires in attempts to infiltrate their clandestine societies.

Potencies. The higher Potency spell takes effect. Silver Ladder Rote: Daywalker Dice Pool: Manipulation + Occult + Forces A Ladder mage with this rote can offer a vampire the chance to experience a day of sunlight in exchange for some favor. This is a powerful bargaining chip when offered to certain vampires.

Slay the Living ( Death )

For many will workers this is the culmination of their efforts in the death Arcanum: the ability to snuff the spark of life. Practice: Unmaking Action: Instant Duration: Lasting Aspect: Vulgar Cost: 1 (2) Mana The Mage focuses on his target's living pattern and instantly cause their Death dots in Lethal damage. He may spend 1 additional point of mana to make this damage Aggravated. If this attack hits, it always causes the Death dots in damage. Free Council Rote: Last Resort Dice Pool: Dexterity + Brawl + Death When a Free Council Mage needs to get the hell out of dodge, sometimes they have to do it messily. The Last Resort focuses on an opponents nervous system and attempts to kill or incapacitate immediately with a single strike, usually to the chest.

Undead Resilience ( Death )

Life is a fragile state of being. Relatively small interruptions of homeostasis such as a change in internal temperature of more than a handful of degrees or tiny physical disturbances in crucial organs is all it takes to kill a living being. Not so with the living dead. Vampires and zombies exhibit a toughness that allows them to shrug off wounds that would be instantly fatal to a living person. This gruesome spell grants the caster that same supernaturally tough flesh though it is accompanied by an equally gruesome demeanor. After casting this spell, the caster's skin becomes pallid and gaunt, as if drained of all blood. His eyes become sunken and his hair loses its luster. Cuts do not bleed, but instead expose the mummified tissue beneath the skin. Practice: Patterning Action: Instant Duration: Prolonged (Scene) Aspect: Vulgar Cost: 1 Mana

The mage can destroy all of the Natural and Supernatural properties of sunlight within a radius while not actually decreasing the level of light. Practice: Unmaking Action: Instant Duration: prolonged (one scene) Aspect: Covert Cost: None The spell's primary factor is Area; one success is enough to remove all of the special properties of sunlight (sustaining plants, damaging vampires) within that area for the spells Duration. In the case of attempting to destroy these properties in magically-created sunlight, compare the spell's

Destroy Sunlight ( Death )

Home is Where the Heart Is ( Fate + Space )

The mage twists Fate slightly, enough so that he knows if he ends up in an altered mental state, he'll end up home, mostly safe, at the end of it.

v.o7 All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edited these spells for personal use. I share this as a resource from my game.

Practice: Ruling Action: Instant Duration: Prolonged (One scene) Aspect: Covert Cost: None While this spell won't protect against those who actively wish to hurt him, it does prevent all sorts of accidents that could befall him along the way. The spell will find the way home even if the mage doesn't know where he currently is. If the spell's Duration ends before the mage is home, whatever situation he is in will not be immediately lifethreatening. However, those mages who use this spell frequently risk twisting the threads of fate, leading to interesting definitions of "mostly safe." Free Council Rote: Pigeon's Roost Dice Pool: Wits + Survival + Fate Like a pigeon returning to its roost, some hard-partying Free Councilors use this spell to get home at the end of the night.

Libertines, with their penchant for embracing pop-culture, developed this rote after realizing that heroes in anime rarely fail to strike an opponent.

mage specifically will have to be dealt with by regular means. ( Though they might find it difficult to follow him)

Divine Grace ( Fate )

The mage taps into the magic of Fate to reach an otherwise impossible goal. While this magic is in effect, the mage will not be affected by any random evils that could harm him or slow his progress. The mage can walk through a battlefield or a burning building completely unharmed. Practice: Patterning Action: Instant and contested Duration: Prolonged Aspect: Vulgar Cost: 1 Mana The mage must set a goal to be achieved that ends the effect; in any case it lasts a maximum of one scene. Goals can be making across a battlefield alive, or retrieving an artifact from a burning building. The mage can protect a number of additional beings equal to his gnosis. All beings under the protection of this spell must walk to their destination; any being who runs or deliberately enters combat breaks the effect for himself, or for all if it's the mage who cast it. The mage and those he protects seem to be at the center of a moving bubble of calm. Enemy combatants charge around them as if that spot didn't exist; burning timbers falling from the ceiling always miss; hail and rain falling from the sky doesn't get them wet. FATE conspires to change the direction of each drop of rain, each gust of wind, each bullet, and the attention of those who are actively fighting. Note this does not provide immunity from those who are actively seeking the mage and his charges, it only protects them from becoming the target of violence. A mage could walk unharmed through a fight between two Forces who are busy with each other, but someone who is after the

Mysterium Rote: Eye of the Storm Dice Pool: Composure + Survival + Fate The Mysterium heavily used this rote combined with portal magic to save many relics and rare books from harm during the mass bombing campaigns of World War II. It allowed them to navigate through the burning ruins safely and retrieve their precious possessions.

Activate Device ( Forces or Matter )


Do-dads, gadgets, toys, devices are begging to be used. This spell grants them there wish, allowing a mage with a basic understanding of the Arcana of Forces or Matter to activate those machines that fall within their purview. Practice: Compelling Action: Instant Duration: Lasting Aspect: Covert Cost: None The mage has but to be aware that a device is designed to perform a function and he may will it to do so. This is, in the case of electronic devices, a very simple application of Forces, sending the activation code without anyone touching it. Mechanical devices spring into action with a minor use of the Matter Arcana, seeming to suddenly engage in the behavior they were intended for; pistons pump, levers pull and breaks apply themselves without human intervention. Guardians of the Veil Rote: Open Says-a-Me Dice Pool: Manipulation + Science + Forces or Matter

Bypass Armor ( Fate )

A Disciple of Fate can begin to ignore armor protection. This spell allows a Mage to strike an opponent for maximum affect. Practice: Ruling Action: Instant Duration: Prolonged (one scene) Aspect: Covert/Improbable Cost: 1 Mana

Each success allows one roll to ignore a set amount of armor or durability, as per the Matter 3 "Armor Piercing" spell. However, a mage may cast this upon himself, allowing unarmed attacks to possess this quality (doing so makes the spell Improbable, and may result in Paradox). Free Council Rote: Anime Combat Dice Pool: Wits + Athletics + Fate

v.o7 All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edited these spells for personal use. I share this as a resource from my game.

The Guardians use this rote to do everything from carjacking to Breaking and Entering.

Kinetic Absorption ( Forces )

Electronic Veil ( Forces )

Surveillance technology is becoming more and more common in the modern world, and this spell is one means mages use to cope. The will worker reaches out to the invisible threads of ambient electricity and causes them to spike and fall at random intervals. This manifests as distortion and interference on any type of electronic device in the spells range, leaving them caked in static and utterly unreliable. Practice: Weaving Action: Instant Duration: Prolonged (one scene) Aspect: Covert Cost: None

The will worker weaves a kinetic barrier around himself that distributes penetration energy all over the body. Practice: Weaving Aspect: Covert Action: Instant Duration: Prolonged (one scene) Cost: 1 Mana

By focusing high pitch frequency a Will worker can shatter mundane objects of low durability Practice: Fraying Action: Instant Duration: Lasting Aspect: Covert Cost: None Successes in excess of the objects Durability inflict aggravated damage on its Structure. Mysterium Rote: Walls of Jericho Dice Pool: Resolve + Crafts or Science + Forces

Shattering Resonance (Forces )

This spell turns all Lethal Damage done to the Mage into Bashing. Silver Ladder Rote: Bullet Proof Dice Pool: Stamina + Occult or Science + Forces

Kinetic Efficiency Forces ( )

Siphon Effort ( Forces )


With this spell mages siphon off small amounts of effort from everything they do. Later, this energy can be released as raw kinetic force to vulgar and dramatic effect. Practice: Weaving Action: Instant Duration: Prolonged (one scene) Aspect: Covert Cost: 1 Mana While this spell is active, the mage sacrifices one dice from every roll that he makes. This can reduce a mages pool to a change die, but is not generally noticeable to sleepers. These sacrificed dice are tallied as the Force Pool. When the mage so desires, he may use an instant action to expend this pent up energy as a line of force directed at anything within sensory range. This ends the spell. This force expelation may be strong enough to knockdown an move objects. To determine the size of object to be knocked over, roll the Force Pool - targets size. If Force Pool successes exceed the size of the target by 1 the target is knocked down. The number of successes in excess of the first is the distance in yards the target is thrown through the air. To throw living beings, the target rolls Strength and adds

Successes determine the radius of effectiveness for the spell. All video cameras, audio recorders, or recording media of any kind that rely on electricity will suffer massive distortion while in the radius of the spell. A video cameras recording, for example, will be jumpy, fuzzy, and out of focus; a viewer might be able to discern figures that were recorded, but certainly not who (or even what) the figures were. Similarly, all electronic devices that take readings of the world suffer catastrophic levels of static interference. For example, a CD player is unaffected, but a cellular phones signal is choked in static, effectively jammed. Guardian of the Veil rote: Mask the Unblinking Eyes Dice Pool: Wits + Stealth + Forces Reportedly stolen from the Free Council, this rote allows the Guardians to safeguard their own indiscretions when they are forced to use Vulgar magic in the open. One can never be too careful in the electronic age.

Whether one is running, fencing, or throwing a punch much of one's effectiveness is lost in undirected, undisciplined movements. This level of Forces gives the mage a mystic ability to direct and focus the kinetic energy of one's whole body toward a task. Practice: Perfecting Action: Instant Duration: Prolonged (Scene) Aspect: Covert Cost: 1 Mana

The mage adds his level of Forces to Strength or Dexterity related rolls as well as increasing his effective Strength for the purposes of running, jumping, and throwing objects. Each success allows one Forces-enhanced action during the Duration of the spell. Free Council Rote: Biogenetics Dice Pool: Wits + Athletics + Forces Through rigorous biofeedback training, a Council mage is able to monitor and control her body with greater efficiency. Arrow mages of also employ a version of this rote using Strength + Athletics + Forces.

v.o7 All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edited these spells for personal use. I share this as a resource from my game.

successes to its size. Its new size is then subtracted from the Force Pool. The effect is then determined normally. If the spell ends before the mage has expended his Force Pool, roll the pool. The mage takes successes/2 bashing damage as his body is racked with invisible energy from all directions. Armor grants no protection against this spell, neither for the target nor the fool of a mage that lets this spell end un-satiated. Adamantine Arrow Rote: Snuff the Candle Forest Dice: Stamina + Brawling + Forces It never hurts to discreetly carry around a little extra Oomph, should negotiations go south. Naturally mages of all orders find this rote handy, and cast it with long durations to stack up the deck, as it were.

he loses his Defense while maintaining it. Andre has Forces 4, Athletics 3, and wishes to cast this spell while in a wood shop. He achieves 5 success on the casting roll and decides to pickup 4 objects (1st success + 3 success) with 2 strength (1st success + 1 success.) He has lifted 4 4x4x12 scraps of oak. He can then telekinetically throw them on his next turn, adding their equipment bonus to the respective rolls. Adamantine Arrow Rote: Eye of the Storm Dice Pool: Wits + Athletics + Forces An Arrow is rarely caught without several weapons on hand and this rote allows him to make use of all of them. Gathering them around him as if he is the center of a deadly storm, he becomes a truly formidable opponent. Though strength is sacrificed for speed, the spell can be used to attack multiple opponents or to unleash a barrage of attacks on one opponent.

Dice Pool: Presence + Occult + Forces There is not a problem in the world that cannot be solved with the correct use of high explosives. Though Free Councilors may be the only ones who think of this spell in terms of movie special effects, it actually is one of the simplest, most brute force things that the Obrimos have been doing since antiquity.

The mage raises a sphere of extremely powerful electromagnetic force, centered around the caster. Practice: Making Action: Instant Duration: Concentration Aspect: Vulgar Cost: 1 Mana A single success is enough to a 5 cubic meter volume of full cover against attacks made with metallic weapons (i.e. bullets, swords, metal baseball bats etc) with a Durability of 2. Each extra success increases the Durability of the barrier by an additional two. Free Council Rote: Traveling in Magneto Dice Pool: Presence + Science + Forces Sometimes it pays to be able to walk through a hail of gunfire unscathed. Naturally, mages of every order can respect and utilize the power of this rote.

Magnetic Bubble ( Forces )

Telekinetic Assault ( Forces )

The mage telekinetically lifts objects and uses them to attack enemies. Practice: Patterning Action: Instant Duration: Concentration Aspect: Vulgar Cost: 1 mana

Blast (Forces )

The first success grants control of one object with one strength. Additional successes are allocated between Strength and number of objects to be manipulated, each with a maximum of his Gnosis rating. Each object grants an additional attack, each attack suffering a cumulative -2 Dice penalty beyond the first attack. The individual attacks receive a bonus to their attack pool based on the object thrown. The mage makes attack rolls using the Telekinetic strength + Athletics + equipment bonus, specialties do not apply. With Force 5 he can cast the spell with a default duration of Prolonged (one scene) in which case the objects hover in the same position relative to him. As with any other concentration spell

One of the most powerful and primal expressions of the wrath of a Master of Forces. The unbridled force of a mage's will releases an explosion of energy. This devastating attack has been used in the past to level small towns. Practice: Making/Unmaking Action: Instant Duration: Lasting Aspect: Vulgar Cost: 1 Mana

Treat successes in this spell as the Blast Area and Damage of an explosive. The center of the blast must be placed within sensory range. Everything caught within the blast takes the caster's successes in Lethal damage automatically and then also rolls the caster's successes in dice to see how much more Lethal damage is taken. Adamantine Arrow Rote: Calling Down the Fire

Heritage ( Life )
The mage can trace lines of descent, scenting the similarities in the living Patterns of people with enough accuracy to determine parentage, and even distant bonds of blood. Practice: Knowing Action: Instant Duration: Concentration Aspect: Covert Cost: None

v.o7 All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edited these spells for personal use. I share this as a resource from my game.

The mage casts this spell within the presence of the base target with prospective siblings within sensory range. One success reveals parentage, siblings. After that, one extra success is needed per degree of separation, thus, two successes gets you confirmation of grandparents and cousins. Mysterium Rote: Black Sheep Dice Pool Wits + Investigation + Life The motto of the Mysterium may be Knowledge is Power, but it is doubtful that they meant this kind of knowledge, or this kind of power. Many a man has his indiscretions come back to haunt him decades later. The fact that such men are often wealthy has nothing to do with it. Justice is blind, after all.

target is known. Every success on this spell roll will grant a +1 to an Intelligence + Composure check made to identify the person (provided, of course, that the person is known to the mage). The spell only works with liquid (non congealed) blood. Any moisture left in almost any volume of blood is enough to cast this spell. Guardians of the Veil Rote: Blood Seeking Dice Pool: Wits + Investigation or Medicine + Life A fledgling Guardian of the Veil developed this spell on the fly during an investigation into the murder of a prominent necromancer. Blood that can identify its owner can, at times, speak volumes.

Blood Never Lies ( Life )

Every mage instinctively knows that blood is Life, not just in a physical way, but in a mystical way as well. This spell creates a facsimile (entirely out of blood) of the person whose blood is being analyzed (a sample is needed, though a few drops will do. A reproduction of their face appears in the air in front of the mage, making it incredibly useful for identifying spilt blood. Practice: Weaving Action: Instant Duration: Transitory (1 turn) Aspect: Vulgar Cost: None Every success on the spell roll means that the blood image conjured from spilt blood more resembles the person it belonged to. One success enough o identify the targets body type and gender. Two successes will grant a more refined shape of the face. Three successes grants suggestions of hair and eye color while four successes shows the small details of the target including hair color, fingernails, scar tissue, and tattoos. Five successes produces an exact image of the target, which is immediately identifiable if the

Enhanced Healing ( Life )

healing of a lost limb or organ a permanent Willpower dot must be spent. After this an extended healing action begins, with the target's Resolve forming the dice pool and each roll representing six hours in which the character may not perform any extraneous efforts. A lost finger requires three successes, an arm severed at the elbow costs 15, a leg at the hip needs 40, Losing an eye takes a great deal of complicated nerves to rebuild and requires 10 successes to heal; spleens livers, and most other organs only require eight success to completely regrow. If this spell ends before healing is complete, the new limb is stunted and incomplete, and must be removed again to start anew. Limbs lost and healed in the past cannot be regrown because the body already thinks that healing is complete, and if the area where the stump ends is wounded again this spell will cause the wound to heal up to the old injury. Adamantine Arrow Rote: Vigorous Tenacity Dice Pool: Stamina + Medicine + Life Armed with this spell, warriors of the Arrow earn a frightening reputation for being almost impossible to put down in a fight.

Mages sometimes achieve their objectives through pure mystic force, but there are times when it is more efficient to simply encourage natural processes along, bolstering the laws of the Fallen World with hints of the Supernal. This spell amplifies the natural healing process of an organism to supernatural heights, letting the body do much of the work on its own. Practice: Perfecting Action: Instant Duration: Prolonged Aspect: Vulgar Cost: 1 Mana

Revert Shapechange ( Life , optional Death )

The mage may force a target who has shapeshifted, either through Life magic or through other means, to return to his natural form. Practice: Unweaving Action: Instant, target rolls Stamina + Gnosis reflexively Duration: Lasting Aspect: Covert Cost: 1 Mana

The Primary Factor of this spell is Duration. While this spell is in effect, the target is granted supernatural rates of healing. Damage is healed at the following rates. Bashing - 1/turn Lethal - 1/15 minutes Aggravated - 1/week Lost limbs and organs can be regrown with great effort. To begin

If the casting mage wins the contested roll, the target reverts back to his normal state. Werewolves affected by this spell return to their Hishu forms. It requires Death2 to affect a vampire

v.o7 All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edited these spells for personal use. I share this as a resource from my game.

(such as one who has grown deadly claws or has changed into a bat.) This spell only covers physical transformations. Mysterium Rote: Force Humanity Dice Pool: Presence + Occult + Life Some of the most terrible weapons an enemy can hold may not be made of Matter, but rather extensions of his own flesh. With this rote, a Mysterium mage can cripple some of the offensive or espionage capabilities of these creatures.

Unfortunately artifacts arent usually kept out in the open. Mysterium mages use this spell to gain access to some of the more difficult items of lore.

and pressed while he wears them. A similar version of this spell uses Life 2 to clean the body alone. Free Council Rote: Next to Godliness Action: Intelligence + Science + Matter Many Council mages have no time to go through all the trouble of the shower, what with the washing, scrubbing, and drying. This rote allows them to get their necessary cleaning done in a few moments. The Silver Ladder use a similar version of this rote (Presence + Occult + Matter) to look spiffy before any major social event.

Alter Adhesion Matter ( )


This spell allows the mage to alter the adhesive qualities of an object. Practice: Compelling Action: Instant Duration: Prolonged (one scene) Aspect: Covert Cost: None With this spell a mage can increase or decrease the adhesive properties of an object. Success from the spell roll determine the maximum size alteration a mage can make to an existing adhesive, up to his matter dots. With Matter 3 the mage is no longer bound by his dots in Matter, and can make any surface adhesive, even if it would normally not be possible to do so. Guardians of the Veil Rote: Everything a Spider Can Dice Pool: Intelligence + Science or Occult + Matter When conventional means of stealth detection are aimed at ground level, the Guardian thief or assassin makes sure to move in the shadows and be in unexpected places, even on the ceiling.

With this spell the mage transforms his body into a swarm of insects or other small creatures no larger than a mouse. Practice: Patterning Action: Instant Duration: Prolonged (one scene) Aspect: Vulgar Cost: 1 mana At this level of Life, a mage casting the spell on herself has just enough know-how to give slight guidance to the swarm: what direction the insects fly or crawl. However, she cannot make the swarm do anything it would not normally do (for example, form words in the air). With an optional Mind 2 the mage retains his intelligence, giving the phrase "hive-mind" a new meaning. With this, the mages control of the swarm is nothing short of perfect, adopting any form, doing anything the mage wills. When the duration is about to run out, the swarm to re-groups in a humanoid form. The swarm then melts into each itself, and in a turn the mage is once again in possession of her old body. Mysterium Rote: Navigate the Crevice Maze Dice Pool: Resolve + Occult + Life

Body of the Swarm ( Life , optional Mind )

Moving Pictures (Matter )


Pictures that change their content, be they paintings or photographs, are a common feature in urban legends and dark tales. Mages occasionally see fit to create such disturbing images, for a variety of purposes, from general creepiness to practical devices. Practice: Ruling Action: Instant Duration: Prolonged (one scene) Aspect: Vulgar Cost: None The basic version of this spell, a simple application of Matter 2, transforms the colors of a picture so its appearance is altered. A more complicated version adds Time 1, which allows the picture to either go through several changes or appear to constantly move throughout the Prolonged Duration. By adding Space 2, this spell may be paired with Scrying so the image always shows whats happening at some distant location. Death 2 or Spirit 2 allows an appropriate entity to possess the picture and change the image as they desire, or if used within combination of the Space arcana, can create a window into the Twilight or Shadow for the Duration. Guardians of the Veil Rote: The Eyes of Big Brother

Instant Shower ( Matter )

The mage is instantaneously clean. Oils run off the mage's body, dirt drops off from and pushes out of his skin, and dead skin cells are shed. Practice: Weaving Action: Instant Duration: Lasting Aspect: Covert Cost: None

One success is enough to clean the target and any clothes he may be wearing, which are instantly cleaned

v.o7 All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edited these spells for personal use. I share this as a resource from my game.

Dice Pool: Wits + Investigation + Matter With this spell many agents of the Veil can keep tabs on the things that need hidden most.

Along the Wall ( Mater )


After reaching the second dot in the Matter Arcana the mage gains the ability to overcome the limitations concerning having to use his own body as a medium to activate touch range spells. Any weapon or object he carries with himself can be used as a medium through which his awakened magic can be channeled. In addition, the Mage may deliver touch range spells across inanimate (non-living, non-Gaseous, and contiguous) matter a number of yards equal to his dots in Matter. At no time may this spell cross, or penetrate any item outside of the matter preview. Example: A mage can cast Alter Integrity on the lock on the outside of his cell by touching the iron bars behind the lock without having to use sympathetic casting. He could also cast the Death 4 spell Enervate on a mage outside the same bars by touching the ground. The spell travels across the ground and to the target mage, so long as the spell did not travel farther than his dots in Matter in yards.

The mage must touch the target in order to use this spell. With Matter 4 this spell can be cast at sensory range. With a successful casting, the mage can give one set of clothing (one outfit) the properties of Kevlar, which converts the damage from Firearms attacks from Lethal to Bashing. This spell does not add any extra protection, there are Shielding spells for that. Furthermore, this protection extends to Armor Piercing rounds based on the skill of the caster, allowing the clothing to withstand attacks up to a certain quality. Matter 3 -- Durability 1 Matter 4 -- Durability 2 Matter 5 -- Durability 3 Adamantine Arrow Rote: Improvised Flak Jacket Dice Pool: Wits + Crafts + Matter No doubt, the in the course of the any Arrow's duties, he will come under fire, both physically and socially. This spell can't do anything to help with the social fallout from the soldier's actions, but it does wonders to protect against the slings and arrows of a Mossberg pump action shot gun. Free Councilors have innovated a similar rote (Intelligence + Crafts + Matter) for exactly the same reasons.

Mysterium Rote: Temple offering. Dice Pool: Intelligence + craft + Matter For the busy Mysterium alchemist, it is sometimes important to deal with sleeper and awakened social situations. With this rote, he or she can create an air of peace and calm during negotiations for access rights to dig sites or put a guardian at ease that the treasures found in a given ruin, will not fall into the hands of those who might spoil them.

Material Transformation ( Matter + Life )

With this spell, a mage can transmute his body into living stone, metal, or any other purely material substance. The mage forfeits some of his natural mobility in order to take on the properties of a living golem. Practice: Patterning Action: Instant Duration: Prolonged (one scene) Aspect: Vulgar Cost: 1 Mana

Bulletproof ( Matter )
Using this spell, the Awakened can give ordinary clothing the fortitude to withstand the highly lethal attacks from firearms. Some Free Councilors liken this to giving Kevlars properties to ordinary materials while many in the Adamantine Arrow are believed to weave their clothing into spiders silk, a substance much more resilient than ordinary fabrics. Practice: Weaving Action: Instant Duration: Prolonged Aspect: Covert Cost: None

Manufacture Incense ( Matter )

The alchemist manufactures gross material in the form of incense. To be imprinted a spell must harm or influence a person, creature or supernatural entity or have an area affect. Practice: Weaving Action: Extended Duration: Lasting Aspect: Covert Cost: 1 mana

To be activated, the incense must be ignited and allowed to burn. The smoke it produces carries the effect desired.

The spell takes effect in the turn following casting. Since the mage does not transform into another form of Life, he is in no danger of losing himself to an alien mindset. Instead, he becomes a creature of living earth. Planes of Matter within his new shape allow him to maintain whatever Physical Attributes he possessed before the change. The successes rolled for this spell may be applied as levels of Durability (see Objects, p. 135 of the World of Darkness Rulebook) granted to the mage, up to a maximum of the casters Matter Arcanum dots. Each point of Durability in excess of the mages Strength applies a penalty to all movement-based actions (i.e. Running, Jumping, Swimming, etc.) due to the drastically increased mass of the mages form. Also, if the mage grants himself a Durability rating

v.o7 All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edited these spells for personal use. I share this as a resource from my game.

that matches or exceeds his own Dexterity, he becomes effectively inanimate. Each point of Durability reduces the mages natural defense on a one-for-one basis due to decreased mobility. The mages weight increases by 50 lb for each point of Durability gained. The caster can subsume his normal equipment into his body if he wishes, however, he cannot make use of those belongings if he does so. The effects of this spell can be granted by using a similar Life spell in which the mage transmutes his body into living wood, bone, or other dense organic material. Adamantine Arrow Rote: Colossus Skin Dice Pool: Resolve + Athletics + Life Not long ago the Free Council traded this rote to the Adamantine Arrows as a sign of good faith. The Arrows naturally enjoyed this trade and soon thereafter this rote spread like wildfire.

the Durability and the Structure it had prior to animation, and is intensely loyal to its creator. If the eye is destroyed, the golem loses animation immediately and loses balance and shatters. Attempts to target the eye suffer a -3 penalty. Mysterium Rote: Emmet Dice Pool: Intelligence + Crafts + Matter The Mysterium only recently rediscover this magic, though its use remains rare, few are willing to gather the necessary components.

(My identification? Yes, here it is. You think thats a big knife? THIS is a big knife.) However, the ST ultimately decides what the target expects to see. If the target sees the object again after the spells duration has expired, they will realize that they were mistaken earlier. With Mind 3 the duration increases to prolonged. Guardian of the Veil rote: Expected Authority Dice Pool: Presence + Subterfuge + Mind To complete their objectives, Guardians of the Veil often impersonate figures of authority. Using this rote, any object in their pocket can become law enforcement credentials so long as that is what the target expects to be shown.

Sight Follows Expectation ( Mind )

Forge the Golems Eye ( Matter , Death )

The mage puts a stolen soul to use by refining it into leaden substance (called the golems eye) with the power to awaken the inanimate. Practice: Making Action: Extended Duration: Prolonged Aspect: Vulgar Cost: 1 mana + 1 soul

In stressful situations, a person will often ignore their senses in favor of preconceived notions of what they should encounter. Thus, when a threatening person pulls an innocuous item from their pocket, a nervous onlooker might see it as a weapon, though his senses tell him differently. This spell focuses on those reactions, bolstering even a calm persons expectations to overpower their actual senses. Whatever the true nature of the object the caster reveals, the target of this spell will see whatever he expected (or was prepared) to see. Practice: Ruling Action: Reflexive and Contested; target rolls Composure + Gnosis reflexively Duration: transitory Aspect: Covert Cost: None

Detect Lies ( Mind )


This spell turns the mage into a veritable polygraph. Practice: Ruling Aspect: Covert Duration: Prolonged (one scene) Action: Instant and contested, target rolls Composure + Gnosis reflexively Cost: None This power enables a mage to catch somebody in the act of lying. When another tries to deliberately lie, mislead or deceive, the caster is warned by a faint sensory hallucination. Silver Ladder Rote: Dont Lie to Daddy Dice Pool: Manipulation + Empathy + Mind The Silver Ladder mages and Guardians alike value this rote very highly.

One success produces a Size 1, Durability 1, lead like substance (which some theorize is the material of the lead coin of the stygian tower.) Additional successes can be used to increase the durability of the eye or the physical attributes of the golem it creates on a one for one basis. This substance has the ability to bring inanimate matter to a semblance of life with 1 dot in all traits. In order to do this, the golems eye must be fastened, or otherwise securely attached to the golem. The golem maintains both

The object the target is being influenced in reaction to must be something they cannot see before the beginning of the spell. The item must also be something that the mage is touching, though at Mind 3, the spell can be done with an object at sensory range. When the object is revealed, the target sees whatever he expected to see. If used on multiple targets, each target may see the object differently, depending on their expectations. Wise mages take steps to condition the targets expectations to a particular effect

Forceful Presence ( Mind )

For a true warrior, a fight is won or lost before any weapon is drawn. An Awakened warrior demonstrates this by honing their very stare into a weapon capable of disarming their foes with a glance.

v.o7 All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edited these spells for personal use. I share this as a resource from my game.

Practice: Fraying Action: Instant subtract target's Composure Duration: Transitory Aspect: Covert Cost: 1 Mana The mage overwhelms the target with sheer force of will. The target is stunned (refer to page 167 of the World of Darkness Core book) for a number of rounds equal to the amount of successes scored on the casting roll. A dramatic success on the casting roll renders the target prone. The target either falls down or stumbles to their knees from the power of the glare. Adamantine Arrow Rote: Battle Aura Dice Pool: Presence + Intimidation + Mind Warriors of the Arrow debilitate their foes with powerful shouts or intimidation displays. Thearchs of the Silver Ladder also make use this spell, felling foes with their majesty.

prevent sleepers from witnessing vulgar magic (and making it improbable) but may increase the chance that a sleeper is not looking at the time magic is cast. Victims of this spell roll composure vs. the potency of the this spell. If the victim succeeds, he behaves as he normally would given his circumstances. Success from the spell casting roll can be used to bolster the spells potency or the area effected. One success grants one potency and a 5cubic yard area of effect. Successes after the first are applied separately to these two attributes. Each success applied to the area double the previous area. Guardian of the Veil Rote: Move Along, Folks. Dice Pool: Manipulation + Subterfuge + Mind Guardians have a high respect for all things that can keep the veil drawn over sleepers eyes, so this rote sees frequent use.

Forge Skill ( Mind )

Forging a connection to the collective unconscious that connects all human minds, the mage draws specific knowledge for a period of time. Practice: Making Action: Instant Duration: Prolonged (One Scene) Aspect: Covert Cost: 1 Mana Each success allows the mage to access an additional dot level of a skill from the collective subconscious. The mage does not add these dots to his, but takes the greater of the two, his current skill value, or a skill value equal to the number of success rolled for this spell. At storyteller's discretion, this spell can also be used to add dots to certain merits, such as Fighting Styles. Free Council Rote: I Know Kung Fu Dice Pool: Composure + Academics + Mind A handy rote to become an expert in any subject instantly, Free Council mages use this rote for practically any purpose. Adamantine Arrow mages use a similar rote (Resolve + Academics + Mind) to remain flexible in the field.

Someone Else's Problem ( Mind )


This spell can be cast on an area to make the things inside appear to be the problem of someone else. Practice: Veiling Action: Instant Duration: Prolonged Aspect: Covert Cost: None Anyone or anything within the range of the field is under an effect similar to, but more powerful than, Incognito (Mind 2). They are not invisible; folks will not walk in to a car double-parked with this cast on it. The meter-maid will ignore it instead of ticketing however, as it is someone else's problem. Generally, a passer-by will ignore any activity that does not threaten anyones life carried out within the boundaries of this spell. At Mind 4 the mage can spend a point of mana to cause passers-by to ignore everything that does not immediately threaten them personally. This spell does not

Borrow The Muse ( Mind )

With this spell, a Mage can reach into the mind of another and utilize their skills. Simply by being near another, a Mage can borrow someone's aptitude at almost any topic. Learn to play guitar in an instant, or "borrow" someone's creativity for that term paper. Practice: Patterning Action: Instant; subtract targets resolve Duration: Prolonged (one scene) Aspect: Covert Cost: 1 Mana Every success gained on the roll allows the Mage to utilize one dot of the targets skill. Only one skill can be borrowed. These dots are not added to the casters dots; the caster can take either his current skill level or the borrowed skill level. Multiple successes cannot be split amongst separate skills.

Sensory Visualization ( Mind , Space , Forces 1 )


When attempting to be stealthy it helps to know where people are looking. This spell greatly assist the mage in operating undetected,. Practice: Unveiling Action: Instant Duration: Prolonged (Scene) Aspect: Covert Cost: None At Mind 2 the mage can add his dots in Wits to his stealth rolls a second time as he mentally maps

v.o7 All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edited these spells for personal use. I share this as a resource from my game.

out where enemy personnel are located. With the application of Mind 3 the mage actually perceives a map of the enemy personnels field of perception. For most human beings, sensory scope extends in a cone all the way out to the end of their visual field with shorter cones originating from their ears. A small layer that extends a few centimeters to a few inches from the skin represents the range when disturbances in air currents may be sensed. Enhanced senses may change the shape of this field. The Omnivision spell, for example, very obviously extends this field all around the target. This spell will only detect changes in perception that rely on Mind or Space related abilities, not being able to detect senses that extend into the Shadow, for example. With the small application of forces magic, the mage can also identify electronic recording media such as microphones or cameras. Guardians of the Veil Rote: Metal Gear Radar Dice Pool: Wits + Empathy + Mind The Subtle Ones enact this rote through a ritual of abject humility, destroying the ego of one who deigns to be noticed. They are so conscious of notice that the attention of even an animal blazes like a great beacon fire to them.

use Advanced Area Factors to sweep an even wider berth. Area is the Primary Factor of this spell, with successes allowing successively wider coverage. If a Space Conjunctional component is included, the paths of a Ley Line (and intersections that occur with other Lines) may be traced for a distance in miles equal to the Mage's knowledge of Prime. Free Council Rote: Follow the Source Dice Pool: Wits + Occult + Prime This rote was codified by the Free Council in search of free energy powered through ley lines.

Dampen Magic ( Prime )

When dealing with beings capable of calling down mysterious and dangerous forces, it behooves the cautious mage to know how to counteract dangerous abilities. This spell allows the mage to "clamp down" on a being's source of supernatural power, blunting the force of an effect. Practice: Ruling Action: Instant subtract target's Gnosis Duration: Concentration Aspect: Covert Cost: 1 Mana Each success on the casting roll imposes a -1 dice penalty on the target's rolls to cast spells or activate any supernatural power as long as the mage is concentrating. If the mage includes extra target factors, successes have to be allocated between targets. If the mage includes an area of effect instead, each success imposes a dice penalty equal to the casting mage's level of Prime to one casting action that takes place in the area of effect during the duration of the spell. Multiple mages casting this spell impose cumulative penalties. With Prime 3 this spell can be cast with a Transitory duration and with Prime 4, Prolonged. Adamantine Arrow Rote: Damming the Flow Dice Pool: Presence + Occult + Prime In the course of defending the Sancta of their fellow Awakened, the Arrows have found it a sound strategy to teach even their Disciples to interfere with enemy magic. The Guardians of the Veil use a variant of this spell (Manipulation + Occult + Prime) to silence errant mages before moving in to dispose of them.

Seek the Spark ( Prime )


Awakenings are too important to slip by. This spell helps prevent that. Practice: Knowing Action: Instant Duration: Prolonged Aspect: Covert Cost: None By spreading a magical net over an area, the Magus may detect the surge of Supernal energy that accompanies Awakening, allowing new mages to be pinpointed. This is usually followed by Scrying (with a connection of Known to the location provided by the spell) to visually confirm the identity of the newly Awakened. Certain Cabals have crafted Imbued Items called "Spires" using this spell that are mounted upon large buildings, designed to monitor their city for miles in all directions and notify the Cabal when Awakenings occur. Free Council rote: Find the Newb Dice Pool: Wits + Investigation + Prime An awakening is not an event to go unmarked. With this rote one never will. This rote is used almost universally by all mages and is often traded freely.

Run the Dragon's Path ( Prime )


Ley lines are the life blood of magic, bringing valuable mana to hallows. This spell allows a mage to track Ley Lines to their source. Practice: Knowing Aspect: Covert Duration: Concentration Aspect: Covert Cost: None. The mage may examine an area for the passage of Ley Lines, and is immediately aware of any Nodes that occur within sensory range. With Prime , the mage may

Aura Record ( Prime )


Almost everything has Resonance,

v.o7 All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edited these spells for personal use. I share this as a resource from my game.

the subtle shadings of reality that those with Awakened senses can perceive. A knife that has been used to create culinary delights and bring joy to generations is somehow different from one that has been used to mutilate and torture innocents for years, even if they are of the exact same make and brand. This difference is real and affects reality even if modern science cannot measure it. Practice: Weaving Action: Instant Duration: Lasting Aspect: Covert Cost: 1 mana After analyzing the Resonance of something, the mage can record her impressions into any medium that can store knowledge. She must gain the same successes as it took her to scrutinize a piece of information in the first place (five successes for each Resonance quality.) Later perusal with Mage Sight can then yield the same impressions back up, though after going through the recording once, the perceiver becomes familiar with the signature and doesn't need to regain those successes each subsequent time. Free Council Rote: Kirlian Photograph Dice Pool: Wits + Expression + Prime The Free Council finds this rote useful in recording data for their experiments. In their efforts to study and catalog the arcane secrets of the world, Mystagogues also find this spell useful in keeping track of the unique resonance signatures of particular types of magic. Libraries of these primers can teach a mage about the "feel" of different kinds of magic and may provide clues about what to expect in the field. The Mysterium uses Intelligence + Expression + Prime.

Paradox, but the Seers of the Throne have devised ways to expose even cautious mages to the Disbelieving eyes of Sleepers. Practice: Weaving Action: Instant Duration: Prolonged (Scene) Aspect: Covert Cost: 1 Mana This spell activates a target's Aura or Nimbus, making it obvious and blatantly supernatural even to Sleeping eyes. Covert spells become Improbable in the presence of Sleepers, while ongoing spells or magical creations are immediately subject to Disbelief. In addition, scrutinizing the target's Resonance becomes easier adding 1 die per Gnosis to attempts to do so. Attempts to scrutinize Covert spells cast by the target receive +1 die while attempts to scrutinize Vulgar spells cast by the target receive +2 dice. Beings whose powers don't rely on the Supernal Realms become easier to notice and scrutinize under the effects of this spell, but do not invoke Paradox, therefore Vampire, Werewolves, and Mages using their Legacy powers still do not invoke Paradox, though they still draw attention to themselves, which may be damaging enough. These targets will activate the Unseen Senses of any mortal that possesses that Merit, no matter what specific supernatural phenomenon they are attuned to. Seers of the Throne Rote: Witch-Brand Dice Pool: Wits + Expression + Prime A favorite tactic of the Seers of the Throne is to foment distrust of a rival mage or cabal, whipping a community into a frenzy and, using this spell, expose the "witch" at just the right moment to seal the fate of the hapless mage at the hands of a homicidal throng of Sleepers.

Disciples of Prime learn that a spell once cast does not necessarily as static as they seem. This spell allows a mage to redefine the parameters of an existent spell. Practice: Weaving Action: Instant Duration: Special (Lasting) Aspect: Covert Cost: 1 Mana Once a mage has detected the presence of an ongoing spell a mage can cast this spell to rearrange the allocation of the spell's factors. Each success on the casting of ReThreading the Weave can exchange on success from one factor to another factor (a Potency success can be shifted to Duration). No factor can be reduced to zero successes. The casting mage must first accumulate successes equal to the current Potency of the spell. Successes in excess of the Potency can then be used to shift successes around. After this alteration, the affected spell continues on for the rest of its new Duration as normal. This spell does not allow the despelation of Relinquished spells, but may be used to suppress them for a while. The mage must possess at least one dot of each Arcana used in the target spell. At Prime 4, this will no longer be necessary. Altering a relinquished spell requires the expenditure of a will power dot. Free Council Rote: Variable Shift Dice Pool: Wits + Occult + Prime In the course of their experiments in metaphysics, Libertines often have to make adjustments to ongoing spells in order to test their hypotheses. Mystagogues of the Mysterium use an alternate Rote that utilizes Intelligence + Occult + Prime.

Re-Threading the Weave ( Prime )

Exposing the Subtle ( Prime )

Wise mages use Covert magic when they can, to avoid the risk of

v.o7 All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edited these spells for personal use. I share this as a resource from my game.

Aggravate Paradox ( Prime )

One of the favorite tactics of the Seers of the Throne is to let rival mages destroy themselves with Paradox, justly destroyed by the Abyss for daring to defy the Exarchs. Using this spell, the Seers stack the metaphysical deck against foolhardy enemies who rely too much on Vulgar spells. Practice: Patterning Action: Instant Duration: Prolonged (Scene) Aspect: Covert Cost: 1 Mana As long as this spell is active every Paradoxical action within the area of effect accumulates extra Paradox dice for every mage within the area. The Paradox dice can quickly escalate, making Vulgar or Improbable magic very risky to cast within the area. The Primary Factor of this spell is Area of Effect. With Prime 5, this spell can be cast with the Advanced Area-Affecting chart on page 118. 1-Success: 1-yard radius 2-Success: 2-yard radius 3-Success: 4-yard radius 4-Success: 8-yard radius 5-Success: 16-yard radius* *Each additional success adds another x2 to the radius. Seers of the Throne Rote: Paranormal Destabilization Field Dice Pool: Intelligence + Occult or Science + Prime Seers of the Throne use this spell to prepare the a chosen site before confronting a cabal of mages known for using Vulgar magic, preferring to use an enemies strength against them. The Technocratic Union, modernists of the Seers use devices called Destabilizing Field Emitters, or DFE's to enact this Procedure, and use Science instead of Occult to create their dice pool.

Continuing the Thread ( Prime )

maintain the spells of kingship that they are heir to; Presence + Occult + Prime.

Once a mage has reached Adept status in the Prime Arcanum she has achieved such a refined understanding of the flows of magic that she can add her strength to an existent spell, shoring up defenses or assisting allies in their studies. Practice: Perfecting Action: Instant Duration: Special (Lasting) Aspect: Special Cost: 1 Mana

Usurp Spell ( Prime )

Mages versed in the Prime Arcanum are dangerous for their ability to manipulate the very stuff of magic itself. No spell demonstrates this ability better than this spell, and no event is more shocking to a mage than having his own spells snatched from his control. Practice: Patterning Action: Instant Duration: Special (Lasting) Aspect: Vulgar Cost: 1 Mana

Once a mage has detected the presence of an ongoing spell she can cast this spell to add successes to the spell's factors. Each success on the casting of Continuing the Thread can add one success to the spell's factors. The casting mage must first accumulate successes equal to the current Potency of the spell. Successes in excess of the Potency can then be added to the spell. After this alteration, the affected spell continues on for the rest of its new Duration as normal. The mage must possess at least one dot of each Arcana used in the target spell. At Prime 5, this will no longer be necessary. This spell takes on the Aspect of the spell being reinforced. Altering a relinquished spell requires the expenditure of a will power dot. Guardians of the Veil Rote: Reinforcing the Veil Dice Pool: Manipulation + Occult + Prime The Guardians know how crucial it is to maintain the various illusions and controls that they have set in place, otherwise the subtle web they have woven over the years would have crumbled long ago. Some of the mysteries that the Guardians watch over have been sealed away for millennia and not even the wisest among the Veil Keepers know what horrors may be unleashed if the wards placed upon them were allowed to fail. Mages of the Silver Ladder use a variant spell to

This spell claims control of a spell from the mage that cast it. The mage usurping the spell must gain more successes than the Potency of the target spell. Once this happens, the spell comes completely under the normal spell control of the usurping mage. It no longer counts against the active spell limit of the original caster nor does it take up the original caster's concentration, these are transferred to the usurper. Taking control of another mage's spell can be tricky: not only does the Storyteller roll Paradox when a mage casts this spell, but another Paradox roll is made when control is usurped, degrading the Potency of the wrested spell and invoking potential Paradox effects. This spell requires the casting mage to have at least one dot in each of the Arcana used in the target spell. Prime 5 removes this requirement. Silver Ladder Rote: Sovereign Imperative Dice Pool: Presence + Persuasion + Prime As the aristocracy of mage society, the Silver Ladder reserves the right to command the spells of lesser mages. Ever quick with a rejoinder, the Free Council uses a variant spell that uses Wit + Persuasion + Prime.

v.o7 All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edited these spells for personal use. I share this as a resource from my game.

Cost: None

Create Node Hallow ( Prime )

The mage can create a temporary Hallow on a Ley Line node. Practice: Making Action: Extended Duration: Prolonged (one scene) Aspect: Vulgar Cost: 1 Mana

As Counterspell Prime, but if successful, the caster gains any points of Mana spent when the target spell was cast. Guardians of the Veil Rote: Fuel from the Enemy Dice Pool: Resolve + Occult + Prime The Guardians value this rote highly as a tool to gain subsidence from anothers folly.

Action: Instant Duration: Prolonged (one scene) Aspect: Covert Cost: None The mage can only search for general objects, so sympathy does not apply. Upon a success, the mage knows the object's position and the way to get there. "A gun" is fine, "Wild Silas Smith's revolver" is not. Similarly, "a woman under 40" is acceptable, but not "Janet Adams." The storyteller may levy penalties depending on the specificity of the object. The storyteller is free to declare that the requested search was too specific. The spell automatically fails if the mage asks for an abstract concept (such as "an enemy,") rather than a physical object. Of course, knowing where the object is doesn't necessarily mean the mage has access to it. The nearest gun may be on a police officer's belt, and if the mage is in Hawaii, the nearest parka may well be thousands of miles away. If the object is not found within the spell's Duration, the instinctive sense is lost (although the spell can be cast again.) Mysterium Rote: Treasure Radar Dice Pool: Wits + Investigation + Space Many times the item you need is not immediately at hand. With this spell the Mysterium mage knows he will not need to spend valuable time searching for these items again.

The target number equals the dots of the Hallow. The Hallow immediately yields up its rating in Mana, which can be harvested through normal means (by performing an oblation, p. 77, or casting Channel Mana, p. 224). The effect lasts for one day, but if it is made to last longer, the Hallow does not yield up more Mana until the same hour as its creation on each day for as long as the spell lasts. The spell uses the Advanced Prolongation factors, but cannot be made to last indefinitely. Mysterium Rote: Sanctum Flow Dice Pool: Composure + Occult + Prime When there are no uncontrolled Hallows nearby, the master of Prime creates one of his own. Mysterium mages in need of a source of Mana use this rote to provide themselves with the necessary power without having to return to a familiar Hallow or wrest free an unfamiliar one. Silver Ladder mages interested in forming sanctums of their own sometimes use similar magics to demonstrate the benefits of service to other will workers.

The mage casts his senses out as if he were scrying, except that the location he is sending his senses to is about fifty feet above his head, meaning that no-one can hide around corners from him, and noone can lose themselves in a crowd. Practice: Ruling Action: Instant Duration: Concentration Aspect: Covert Cost: None The mage can alter the height above himself which his senses go to, but not more than 200 yards. Mind 1 allows the mage to pay attention to what he's doing on the ground below, so that he doesn't trip on a half brick that can't be seen from a rooftop. Mysterium rote: Aerial Survey Dice Pool: Wits + Investigation + Space The Mysterium occasionally need maps for areas that aren't available, be they archaeological digs out in the wilds, or on a private estate where an Artifact needs to be "confiscated".

Bird's Eye ( Space , Mind )

Induce Vertigo ( Space )

Spell Drain ( Prime )


More than merely interfering with a spell, the magus may consume a spell whole, absorbing it's Supernal energy into himself. Practice: Unraveling Aspect: Covert Action: Reaction Duration: Lasting

In order to hit a target, one must first be able to judge the distance to one's opponent. This spell robs an enemy of this crucial ability, throwing off aim and disrupting the ability fight effectively.

Find Object ( Space )


The mage instinctively knows the location of the nearest general object. Practice: Weaving

Practice: Veiling Action: Instant subtract target's Composure Duration: Prolonged Aspect: Covert Cost: None

v.o7 All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edited these spells for personal use. I share this as a resource from my game.

Each success gained on the casting roll imposes a -1 die penalty to an enemy's attack roll during the scene and completely removes the ability to take a turn to aim an attack. Adamantine Arrow Rote: Archer's Bane Dice Pool: Presence + Intimidation + Space With fierce looks and frightening mannerisms, Arrow warriors neutralize the threat of enemy snipers, their fierce demeanor throwing off the calm that is needed to aim at and hit a target properly.

Aspect: Covert Cost: None Each success adds one degree of sympathy between the decoy and the mage, which fades away after the duration fails. Any attempts to reach the mage through the Space Arcanum with a lesser degree of sympathy than the decoy has been imbued with will be drawn to the decoy. Adamantine Arrow Rote: Bait and Switch Dice Pool: Manipulation + Subterfuge + Prime Many a person has been sure that the Arrow is safely at home, vegetating on the couch, before a strike team comes in through the windows. Should have been more paranoid.

The next turn, he first attacks with his 3 extra attacks, without subtracting Aoshi's Defense of 3 and gets 4,3 and 6 successes on his attacks. He now adds 13 dice (4+3+6) to his original attack dice pool and rolls to attack, subtracting Aoshi's 3 Defense. Adamantine Arrow Rote: Nine-Headed Dragon Dice Pool: Strength + Investigation + Space Arrow Mages were quick to adapt the possibilities of being in 2 place at the same time into an attack.

Trace Call ( Space , Forces )


Cellular phones still see use by mages. This spell takes advantage to their popularity. Practice: Unveiling Action: Instant Duration: Prolonged (one scene) Aspect: Covert Cost: None The mage uses his magic to trace an incoming or outgoing call from his cell phone, or data stream from his computer. Free Council rote: Ping! Dice Pool: Wits + Computer or Science + Space Not all technomancers are in the Free Council, but some of the best ones are; any mage who wishes to hide from the Free Council had better think twice before letting his phone number or email address become public knowledge.

Multi-blow ( Space )

By combining the concepts mastered in Ranged Blow and Colocation, even the slowest Mage (who is also a master of Space) may throw an unstoppable punch. The Mage tries to hit an opponent and a number of other copies of the original punch hit the target on different places. This spell can also be used with melee weapons. Practice: Patterning Action: Instant Duration: transitory(one turn) Aspect: Vulgar Cost: 1 Mana

Sympathetic Decoy ( Space )

The mage imbues an object as an "anti-ward stone", imparting the shape and "smell" of his Pattern into it, that it will attract any sympathetic magic directed at him. Practice: Weaving Action: Instant Duration: Prolonged (one scene)

The number of Successes rolled on the activation roll determines how many extra hits the mage can make on his next turn. The number of successes on those extra hits are added as dice to the original punch's dice pool. Since the extra hits are 'impossible to defend against', the defender is denied his Defense for those extra attacks. Kenshin the Space Master, is fighting Aoshi and decides to use Multi-blow and scores 3 successes.

v.o7 All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edited these spells for personal use. I share this as a resource from my game.

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