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Autumn 1

Detect Fading She can see when a thing is ready to begin its twillight time, whether that thing is an animal, an idea or an institution.

Detect Mages Detects wizards and mages of various sorts (Fellowship mage and hedge wizard alike).

Detect Maturity The witch can detect the presence of maturity and ripeness in a thing.

Detect Pregnancy She can perceive when a woman will give birth to the child she carries.

Detect Readiness The witch can detect thing's readiness for harvest for example.

Detect Recent Magics Detect the presence of magic that has recently been worked or is currently being worked in.

Detect Wisdom She is able to sense wisdom in words or in person (such as the telltale ring of prophecy).

Autumn 2
She can make simple life (plants or insects, for example) or simple ideas (such as the blacksmith's son's idle thoughts of asking the
Bear Fruit
shepherd's daughter to marry him) mature and, if appropriate, bear fruit.

Calm Emotions The priestess of the Old Faith can calm extant emotions with her magic.

Knowledge is often the greatest power available to mages, and the keepers of the Old Faith can use their lore to pierce the veil of distance
and scry other places and things. Despite its name, this rote doesn't necessarily involve an actual mirror. More often witches and druids use
still pools or cauldrons of water, dropping small measures of sacred oils upon them and staring into their depths seeking vision. Others do
use actual mirrors: silver, bronze, or sometimes treasured scrying mirrors of black glass or polished stone.
System: The normal casting distance determines how far the caster's perceptions may extend through the Magic Mirror: three successes for a
Magic Mirror
matter of miles, four to cross a countryside and five to spy on a distant land. Other mages may sense the caster's scrying and take steps to
deal with it in their own fashion. The caster may attempt to use magic on or against things that she sees through the magic mirror, but all
such spells require normal (not hurried) casting and must achieve successes sufficient to cover the distance to their target, in addition to
those required for the spell's normal effect. This means that long-distance spellcasting is both taxing and dangerous (since there is a greater
chance of Backlash).

The time of harvest is one of celebration for the bounty of nature and for preserving and storing that bounty for the coming of winter. With
their magic, the keepers of the Old Faith encourage crops to be fruitful, livestock to multiply and produce much milk, and generally secure
the bounty and the prosperity of nature for their people. For many, this simple blessing is worth more than the mightiest magic. It has its
price, however. The spell requires a sacrifice to ensure the bounty of the land and its reatures. Most often this is a small offering of fruits
and grains, and perhaps an animal. But in times of draught, famine, and great
need, the sacrifice must be greater, perhaps a human offering to rhe gods. When the land withers and becomes ill, only the sacrifice of a
sacred king will restore its health (which makes many kings in the Dark Medieval world ill at ease regarding the Old Faith).
Mother's Bounty
System: The spell is a simple one. Only one success is needed, but the conditions of the spell may be more difficult. The caster must find
and offer the proper sacrifice, or the spell simply fails (although no Backlash results, so long as one success is generated). Divination spells
or visions may reveal rhe proper sacrifice, although some Old Faith communities have been known to err on the side of caution and offer a
greater sacrifice anyway, just in case. If rhe spell is successful, it ensures that the crops and livestock in an area are free from disease and
generally healthy and bountiful. Each additional success
can increase their yield by roughly 10% or spread the blessing over a wider area: the whole of a town, an entire county, an entire shire or
barony, or the whole of a nation, each requiring one additional success.

She may gather up her energies and guard herself against mystic assaults directed at her pattern (adding successes to Stamina for the
Protecting Energy
purposes of soaking direct pattern attacks).

Autumn 3
Allows to discern the telltale echoes of a spell worked even ages ago (though it often does not allow to learn what kind of magic,
Detect Old Magics
specifically, was used).
The witches of Old Faith produce this strong-smelling ointment from among the most magical and deadly of plants: mandrake root,
belladonna, and nightshade. Rumors say that they boil it with the fat of unbaptized babies, but simple tallow (or occasionally beeswax) is a
far more common base of it.
When rubbed into the skin, flying ointment does not grant the ability to fly through the air like many believe. Instead it grants flights of the
Elixir: Flying Ointment
spirit, allowing the witch to fall into a trance and loose her spirit from her flesh to roam the world with the swiftness of thought. The
liberated spirit can travel far and wide in the course of a single night and can see and grapple with the forces of the Umbra. The witch's spirit
possesses all the abilities and magic of her motral form, but is invisible and ghostly to thing of the material world. Creating one dose of the
ointment per success.

Enter Penumbra As this is a changing time, a mystic time, a time of crossing over, he can move into the Penumbra at crossroads and other between-places.

Protect Living Patterns He can protect living patterns, bolstering their powers to resist (adding one dot of Stamina per success).

Sculpt Earth The druid may sculpt the Earth, which draws its energy inward during this Season, controlling its shape and causing it to flow as he will.

The keeper of the Living Faith can stymie change, slowing time (reducing a subject to one action for a number of turns equal to successes
Slow Actions
rolled, for example).
Slow Ideas The keeper of the Living Faith can stymie change, slowing the proliferation of ideas.

Travel in the Dark Medieval world, particularly at night, can be a dangerous affair. There are few roadsigns or guideposts except along the
most traveled roads, and it is a simple thing for a traveler to become lost, particularly if aided by the enchantments of a witch. Tales tell of
the "stray sod," the paths through the hills and deep woods that lead people astray, ending them up in places far from where they began or
sending them around in circles endlessly. A rising mist or fog accompanies the magic, making it more difficult to see landmarks. The victim
strays, ending up anywhere except where he intends to go.
Stray Sod
System: A simple spell, requiring only one success. Each success increases by one the difficulty of the victims' Survival rolls to avoid
becoming lost, and the spell calls for an immediate Survival roll at the increased difficulty. (Keep in mind that if the spell increases the
difficulty above 9, it remains at 9, but the victim's requires an additional success per point of increase above 9). A failed Survival roll means
the victim is lost. A botch means that he is hopelessly lost, and may even stumble into some hazard (including stepping off into a gully or
falling into a mire).
In game term, gaining a familiar involves purchasing the Familiar Background (Dark Ages: Mage pp. 85-86). However, there is actual magic
involved, even if it's not played out in a story or even cast by the mage himself (many familiars arc provided by mages' Masters or mentors
as gifts upon their graduations). Most often, a spirit is contacted and convinced to join a Pact. It then Materializes (using the Charm from
The Pact
Dark Ages: Mage, pp. 199-200) into the form in which it will serve. (Spirits without that Charm must he given a body through magical
means, which differ by Fellowship. The most important part, however, is the actual Pact, an ongoing spell that not only makes the
Materialization permanent, but also connects the mage and familiar on a spiritual level.

Autumn 4
The witch may evolve nonliving things or concepts into their final form (turning ambition into desire for conquest, a felled tree to dry timber
Evolve
or coal and iron into steel).
Lie He can convine another of a wise course of action.

Natural Meal She can feed on the energies of the land itself, obviating her need for mortal sustenance.
The witch may now strike at the life of another directly with Autumn magics, just as the farmer's scythe fells his grain and trees yield up their
Scythe
leaves in a fiery rain (inflicting one Health Level of aggravated damage per success on a simple spell).

Soak Aggravated Damage He can bolster their patterns against such potent sources of harm, weathering the assault directly by fortifying flesh and bone.

Transform Emotions Brashness may be transformed into patience and a fool might be made to rethink his plans, forsaking them for a wiser course of action.

Autumn 5
Aging The witch may afflict the body of a living being with age (two years per success).
He can, with great effort, bring a new place of power into being (creating a cray after an extended spell limited to no more than 10 rolls, one
Create Cray
roll per day; every 10 successes equals one level of the new cray).
She can simulate the land's final sigh as it gives up its life to make way for Winter, creating failure in a ventrue (subtracting hes successes on
Final Sigh a simple spell from those scored by another, to a minimum of zero; if the subject's roll is magical, however, she must expend a point of both
Willpower and Quintessence to do so).
Increase Intelligence He can create wisdom and understanding (adding one dot to Intelligence per success).

Mental Communication By summoning up the power of contemplation, the witch can contact the minds of others directly.
Spring 1
Detect Fair Folk She may reveal the presence of the Fair Folk.

Detect Health She can feel the flesh knitting in a healing wound (revealing how many Health Levels of damage remain in a subject).

Detect Life She sees the blossoming of new ideas, friendships and possibilities.

Detect Love He can perceive the bond between young lovers, no matter how well they try to conceal it.

Detect Pregnancy She can sense the first stirring of an unborn child.

Healing and treating maladies of all sorts are common tasks for witches and wise folk. Knowing the source of the problem
and the patient's condition are the keys to effective healing, allowing the witch to dispense the proper medicines, or work the right charm to
banish the problem. So this simple spell permits the caster to sense the patient's condition. Casters using the Spring Pillar sense the subject's
well-being (or lack thereof) and from that can determine what condition troubles them. Casters using the Winter Pillar sense the malady or
Healer's Sight
affliction itself, its location and severity, and can choose their course of treatment from that.
System: One success reveals the general nature of the malady and the subject's condition (Health Level, etc.). Additional successes provide
more detailed information. Each success grants an additional die for Herbalism (see Appendix), Hearth Wisdom, or Medicine rolls to treat
the subject.

Spring 2

A popular request among nobility, this elixir works equally well on all manner of live-birthing animals. More than one farm wife knows its
Elixir: Fertility secret. The elixir is made by taking honey-sweetened mead and mixing in it the petals of a daisy and an egg. It must he mixed well and
cannot work if the drinker knows its purpose. Stories hold that this elixir can be made with sweet wines by court wizards.

Freshness He can bring the suggestion of fresh perspective.

Grow Simple Life He can make simple life such as plants and animals to grow hale and strong.

Heals Self I He can mend his own hurts healing two Health Levels of bashing damage or one lethal per success.

Increase Awareness By summoning up a child's wonder with the first bloom of Spring, he can add one per success to Awareness die pools on a simple spell.

Weakness He can bring wakefulness.

Spring 3
Animal Friendship Befriend even the most savage natural beasts.

Control Gentle Emotions She can exert control ver the gentler emotions, such as love, compassion, appreciation and friendliness.

This two-foot long yew rod, stripped of bark, has been polished to a shine by years of use. The end of the rod is split and forms a Y. When
this rod is used, it functions like a normal dowsing rod, tugging or pulling in the direction of water. This particular rod, however, can find
Downsing Rod anything. All a mage needs do is hold the split ends of the rod in his hands and concentrate on what he is searching for (spending one
temporary point of Willpower); the rod will guide him to it, as long as it is within the area (200 yard radius) The mage must continue to
concentrate on the object or the rod will deviate, heading toward whatever mental objects may intrude on the mage's concentration.

Heal Other He can mend the hurts of greater beasts, humans included healing two Health Levels of bashing damage or one lethal per success.

Heal Self II He can restore even terrible damage to her own being healing one Health Level of aggravated damage per success.

Impulse She is able to move another to sudden action or impulsive behavior.

Increase Appearance She can impart supernatural grace adding one dot of Appearance per success.

Increase Dexterity She can impart supernatural swiftness adding one dot of Dexterity per success.

Make Friendship Cause others, even new acquaintances, to regard them as esteemed and valued companions.

This infinitely useful item appears to he a typical coil of flaxen rope. Upon command, the rope becomes animate, able to move along any
surface. The rope does not have much of a backbone, however, making it unable to stand up for more than an arm's length. When the rope is
created, fresh pine needles and spider's silk arc woven in with the fibers. The rope is then left to steep in a cold kettle of brine made from sea
Self-Climbing Rope salts and the eggs of a snake. This rope is most commonly seen in the possession of members of the Old Faith along the coast of Portugal.
This task takes seven days once the rope is wound, requiring Spring • • • and a total of 21 successes, with one roll per day. The rope has a
Strength of 7, a Dexterity of 2 and is limited to 30 feet in length. Additional ropes may be tied or spliced to it, but they do not gain its
magical abilities.
He guards himself against strong gales and preserves her body in even the most terrible conditions, mending the hurts inflicted by killing
Survive In Harsh Nature
frost and deathly heat alike.

The witches of the Old Faith can whistle up the wind, directing it to blow where and when they wish. Weaving the wind is not so difficult an
art as brewing up storms (see Storm Brewing), although the effects can still be quite impressive. A skilled and powerful witch can topple
over men, or even trees and small buildings, with a powerful gust. Another common use is to fill the sails of ships, or to becalm the waters
and leave vessels adrift. By changing the direction of the wind, the caster can even keep ships from moving forward, forcing them to tack
Witch's Wind
against the wind. Clever casters find a myriad of other uses for this spell: anning flames, blowing away smoke and insects, and so forth.
System: The successes generated on thespellcasting roll become the effective Strength of the wind, which blows in whatever direction the
caster wishes, up to 100 yards away. Storytellers can use the Feats of Strength table (Dark Ages: Vampire, p. 228) as a guideline for what
the force of the wind can accomplish. Make Strength + Athletics rolls for characters fighting to move against the wind.

Spring 4
The mystic gives birth to ideas that grow and spread among others (implanting a thought or concept that spreads with supernatural ease,
Birth Idea
alacrity and force).
The doors to the realm of Faerie open only at the whims of its inhabitants, or sometimes following whims of their own. Wise in knowledge
of the Good Folk, the mages of the Old Faith learn how to open the doors to the Faerie Realm. The spell must be performed in a suitable
spot, usually far from civilization, in a place that is in between, not fully one thing or another. The
most common sites are faerie mounds and faerie rings (rings of mushrooms found in forest glades). Other spots include wooded glades, the
shores of lakes, ponds, and rivers, the entrances of caves and caverns, and the tops of lonely hills. The spell is best performed at dusk, the
twilight time between day and night. This lwoers the difficulty by one. If performed at night, the difficulty is normal. During the day it is one
Faerie Gateway
higher. A Faerie Gateway guarantees neither the hospitality of the faerie folk nor the ability to leave the Faerie Realm (which requires
another casting of the spell). Generally, faeries are at least polite to those who show proper to respect them. Travelers visiting Faerie may
find that time passes strangely there, and the rules of the mundane world do not apply.
System: One success is enough to open the gate and eprmit a small number of people to pass through it (a half dozen or so). Each additional
success allows twice the number of people to pass, although the Good Folk are not likely to take kindly to an invasion of their territory (nor
are most Commoners willing to walk knowingly into the Faerie Realm). Returning to the world requires another casting fo the spell.

She can feed energy into other's spells, fueling or expanding them (adding one success per succces rolled to another person's spell that is cast
Fuel Another's Spell
at that time).
Heal Other II The hurts of others, no matter how grievous, can be undone (healing one Health Level of aggravated damage per success).

Weaken The Gauntlet She can erode the stasis of the Gauntlet naturally, allowing transit between multiple worlds (subtracting one from the Gauntler per success).

Spring 5
Create Life She can create living beings (though they lack minds and souls, such forms still possess instincts).

Even the improbable may be given genesis (oak trees in the desert, conversion to the Old Ways in the Papal City, etc.), though such changes
Genesis
are not likely to take root and persist unless they are tended and maintained by careful use of mystic and mundane incentives.

She can restore the souls of the recently dead to their bodies (only those who died within one minute per level of the witch's Spontaneity
Revive Dead
score; the arisen person has one Health Level and is barely conscious).

Legends tell of the Hollow Hills of the faerie folk, where simple passages in the earth lead into grand palaces and fantastic lands. There are
also stories of faerie palaces beneath lakes or hidden behind veils of illusion. Some of these tales no doubt stem from mortals who have
inadvertently stepped into rhe faerie realm, but others may come from the workings of witches. This enchantment creates a space that is
larger on the inside than on the outside. For example, a humble cottage may contain the
space of a grand palace. A simple hollow tree trunk may have an entire three-story house within. A small satchel can hold as much as
several of its size, and so forth. Old Faith legend and folklore says that this spell was a gift from the Fae, although some Batini scholars
believe that it is related to their lore.
The Hollow Hill System: This is an ongoing spell, requiring a mini mum of 10 successes, which doubles the interior size of the object or container. Every
additional 10 successes increase the multiplier by one (x3, x4, etc). Roll once per day, as the caster traces the inside and outside lines of the
structure or object with a potion made of spring water and rare herbs and mushrooms from a faerie glen. When enough successes are
accumulated, spend five points of Quintessence, plus one per success, and one point of temporary Willpower per 10 total successes to seal
the spell. At the Storyteller's discretion, this spell may be part of a Chantry Background (Dark Ages: Mage, pp. 83-84). Background points
can be spent to reduce the apparent size of the chantry; each point so spent reduces the chantry's exterior size to the next level down on the
table, while the interior size remains the same. So four points invested in a chantry's size, with two points invested in reducing its apparent
size, results in a farmhouse or barn with the space of a manor house within.
Summer 1
Detect Belief She can detect strong beliefs.

Detect Energy She knows sources of energy and activity (this allows her to detext crays, talismans and other concentrations of mystic power).

Detect Fullness She can detect the fullness of things. Her perception allows her to sense when a thing is in or near its greatest possible state of readiness.

Detect Intensity She can detect the intensity of things.

Detect Passion She can detect strong passions.

Detect Prime She can detect things and people in their prime.

Detect Shapechangers She may detect shapechangers.

Detect Temper She can detect hot temper.

Detect Vigor She can detect the presence of vigor.

Harmony with the natural world is a part of the Old Faith's credo, and that includes the endless cycle of predator and prey. With a simple
spell, a follower of the Old Faith can sharpen the hunter's sense to a fine edge, finding even the most elusive of animals. The caster can
sense any nearby beast and its species merely by smelling, hearing, or simply feeling its presence.
Eye Of The Hunter System: Each success scored in casting the spell grants an extra die for Survival rolls involving hunting, and the spell's distance (as a hurried
spell) is the range at which the caster may sense the presence of any beast (including birds and fish, but not people or unnatural creatures).
Shapeshifters in beast form are sensed as beasts, and the caster's player can make a Perception + Awareness roll (difficulty 6) to determine
that they are more than what they seem.

Summer 2
Legend claims that during the Black Plague, four thieves used a magical elixir that protected them from contagion and allowed them to
invisibly plunder the homes and manors of the sick and the dying. The recipe for this potion comes from the wisdom of the Old Faith: a
mixture of hot, spicy herbs is soaked in vinegar, then both drunk and rubbed into the skin (leaving a distinctive odor). Anyone protected by a
Elixir: Four Thieves Vinegar
draught and rubbing with Four Thieves Vinegar is rendered immune to dosease for a matter of hours. The elixir does not grant the legendary
invisibility; that comes from passing unharmed among the sick and dying, who have far more important things on their minds. Creating one
dose per success.

This curse creates a constant pain in the foot of the victim, as though a pebble were stuck in his boot. No amount of effort can cause the
pebble to he found or dislodged — even if the victim travels barefoot. It will persist any time weight is placed upon the foot, until sufficient
Even-Present Pebble time has passed.The Old Faith mages create this inconvenience with a small stone washed smooth by a brook. The stone is dotted with
hare's blood from the end of a porcupine's quill. One dot is placed for each day the effect will last, requiring one success each. To take
effect, the stone must strike any portion of the victim's body below the knee, thus inflicting the phantom injury on that extremity.

Induce Vitality She may induce vitality reducing Helth Level penalties deriving from fatigue by one per success rolled in herself or others.

Inspire She can inspire a retiing scholar with the fervor of his youth.

Ironclad She can create ironclad (and angrily defended) convinctions out of whimsies.

Provoke She can provoke agression, action and motion (using subtle impulses to impel such brash responses onward).

Rage She can stir a docile beehive into a rage.

Many a mob has been stirred up seemingly by magic. Truth is, they often were. By spreading this powder about an area, discreetly or
overtly, any who come in contact with it feel compelled to gather and harass, fight, or otherwise raise civil mischief against something they
Tempest's Anger
all feel strong opposition toward. The powder is made of a mix of river clay, goat dung, salts, and the blood of a wronged man. Once mixed,
it resembles simple soil, making it easy to spread about a village square or other place, to slowly gather forces.

When moved to violence, her weapons grow strong with the power of Summer (inflicting lethal damage instead of bashing, in the event of
Weapons Aflame
fists or light blunt weapons, and adding extra dice of lethal damage to all successful attacks equal to successes scored).

Summer 3
Control Fire Fire, the element of summer, can be created and controlled by the wielder of this power (inflicting a Health Level or two of lethal damage).

Embrace Desires A conservative priest might be made to throw sense and inhibition to the winds and embrace his deepest desires.

Patterns or objects or living creatures can be directly assaulted, forcing them to adapt and grow strong or be destroyed (causing one Health
Touch Of Summer
Level of aggravated damage per success; this can be soaked with Willpower instead of Stamina).
Violence Discontent can be whipped up into mob violence.

Summer 4
She can assail the consciousness of another with raw agression, inducing homicidal rage or some other manner of madness if the subject
Crazy Heat
does not resist with a Willpower roll.
She is able to attack the pattern of magic itself, dissolving even ongiong spells by reducing successes accrued in the casting on a one-for-one
Destroy Magic
basis.
Lie Will sell him on a more brash or follish one.

Lightning Strike Lightning strikes from a clear sky when she wills it.

Sculpt Quintessence I She may sculpt raw Quintessence into ideals, giving them substance in the various Umbrae.

Sculpt Quintessence II She may sculpt raw Quintessence into physical objects, such as conjuring a shield out of thin air.
As they can ensure fair weather and good crops, so too can the witches of the Old Faith brew storms in their iron cauldrons. The cauldron or
pot is filled with water and brought to a slow bubble over a fire as the witch mutters incantations and stirs up the waters, sprinkling herbs
that give off a sharp, pungent smell. As the cauldron bubbles and the steam rises, dark clouds begin to gather until they cover the sky and
the darkness is split by the flash of lightning and the peal of thunder. A witch can send rains to drown crops and tields, or to pour misery
down upon those who offend her. Legends tell of weather-witching sed to mire armies in mud and smash ships at sea. If the cauldron is
Storm Brewing emptied out or its fire doused before the spell is done, then it is broken and the weather quickly returns to its normal course. '
System: This is an extended spell, requiring a minimum of 20 successes to create a storm sufficient to cover a small village or the like.
Thirty successes can affect the weather of an entire country, 40 successes for an entire region for a hundred miles in any direction. Roll once
per hour that the cauldron simmers and the caster works. The caster cannot leave the cauldron for more than an hour or so without breaking
the spell, and even then a trusted apprentice or helper must attend to it to be sure the fire does not go out. Once the storm comes, it lasts as
long as the witch works to maintain it. The storm is powerful enough to inflict minor damage to structures and ships.

She can rise up, bloody but unbowed, from blows that would fell trees (effectively adding an additional -2 Health Level per success for the
Toughness
duration of a conflict).

Summer 5
Affair She can turn passing fancy into a love affair that becomes legendary.

Dragon's Grip Everything withers beneath the fangs, the fists and the spells of those who are, subtracting one dot of Strength per success.

Fist Of A Dragon Everything around her becomes strong and vital, adding one dot of Strength per success.

The witch's displeasure makes itself known in maelstroms of force, blistering heat and raw elemental fury, inflicting two Health Levels of
Heart Of A Dragon
aggravated damage per success scored to all unfortunate enough to be caught within the radius of the effect.

War She can spark tempers that flare into wars.


Winter 1
Detect Dead She can detect things that exist between life and death (including vampires and other walking dead), waiting to fade or completely reborn.

Detect Death And Dying She can detect death and dying.

Detect End She can detect the imminent ending of things.

Detect Ghosts She can detect the proximity of restless ghosts.

Healing and treating maladies of all sorts are common tasks for witches and wise folk. Knowing the source of the problem
and the patient's condition are the keys to effective healing, allowing the witch to dispense the proper medicines, or work the right charm to
banish the problem. So this simple spell permits the caster to sense the patient's condition. Casters using the using the Winter Pillar sense the
Healer's Sight malady or affliction itself, its location and severity, and can choose their course of treatment from that.
System: One success reveals the general nature of the malady and the subject's condition (Health Level, etc.). Additional successes provide
more detailed information. Each success grants an additional die for Herbalism (see Appendix), Hearth Wisdom, or Medicine rolls to treat
the subject.

Winter 2
Apathy She may create apathy.

For those unfortunate enough to have suffered the curse of the village wise woman or forest hag, there is little respite until something is
made right. This curse is a popular choice against thieves caught in a lie who will not admit guilt or return what was stolen; the curse follows
them until they admit their misdeed and make things right — for whatever value of right is relevant. The victims of this curse will no longer
Aura Of Disbelief be able to speak with a silver tongue; every word uttered will be questioned and doubted. If asked the color of the sky, a truthful answer will
be met with words questioning the speaker's eyes or even sanity. This curse is well known to the Old Faith and commonly used on traveling
thieves calling themselvesmerchants. The curse requires no physical components, only the angry words of someone wronged and a clear
view of the perpetrator.

Boredom She may create feelings of boredom.

Chill Chill follows her when she summons it.

Dead Man's Tongue She may speak with the dead.

Deepen Shadows She may deepen the shadows around him.adding one die per success to Stealth die pools.

Destroy Inspiration She may destroy inspiration, subtracting one success from a Wits roll per two successes, rounding down.

Destroy Thoughts She may destroy thoughts unspoken, subtracting one success from an Intelligence roll per two successes, rounding down.
A popular request among nobility, this elixir works equally well on all manner of live-birthing animals. More than one farm wife knows its
secret. The elixir is made by taking honey-sweetened mead and mixing in it the petals of a daisy and an egg. It must he mixed well and
Elixir: Sterility
cannot work if the drinker knows its purpose. Sterility is caused by omitting the egg yolk. Stories hold that this elixir can be made with
sweet wines by court wizards.

Fear She may create fear.

Isolation She may create feelings of isolation.

Lassitude She may create feelings of lassitude.

Silence She may create silence around him adding one die per success to Stealth die pools.

Stillness She may create stillness.

This rope snare has a dual purpose. It is used primarily for trapping small- to moderate-sized game, for its magic encourages an appropriate
catch to come near while discouraging away game too small to feed upon or so large as to be wasteful. Upon capture, the prey's panic and
fear arc channeled into the rope, calming it to prevent suffering until the hunter is able to come and thank the animal for its bounty. It can
instead be set to guard places holy or mundane from intniders who are well aware they do not belong. When an intruder steps into the snare,
Sublime Snare the panic and fear drawn from captive animals arc forced into him. Nightmarish visions of torture and impending death assail the captive
until he is released. The snare's magic makes it difficult to detect, increasing by two any perception difficulties to spot it. The images
assaulting a person captured in the snare
require a Willpower roll versus difficulty 8 to prevent all-out panic. These snares are most often found in use near holy places of the Old
Faith in French Norma tidy and the British Isles. It is made using the Winter •• Pillar, both to hide it and allow to it to store fear.

Winter 3

The ancient romans and other people were right to fear posioning from the venefica and other pagan herbalists, particularly since a skilled
sorceress of the Old Faith can make even the most harmless foods deadly. When cast over a ripe piece of fruit, this spell renders it
poisonous to any who taste even a bite of it, quickly causing sickness and death. The poison causes the fruit to spoil quickly and rot,
Bitter Fruit becoming becoming withered and entirely unappetizing after a day has passed, so the spell cannot be cast very far in advance.
System: Make a Stamina roll (difficulty 7) for the victim who tastes of the Bitter Fruit. If it succeeds, the victim is unaffected that round. If it
fails, the victim suffers one unsoakable Health Level of lethal damage. This occurs for a number of rounds equal to the successes scored on
the spell's casting or until the poison is neutralized magically. Ordinary means cannot save the victim.

Cold She may create cold.

Control Water The druid may control water, the element of Winter, in any of its forms.

Darkness She may create darkness.

Deadwalk She can stride into the domain of the dead without giving up her spirit.

Dispair She may turn hope to despair.


Many are the tales of curses cast by vengeful witches, often against beautiful maidens, although the tales rarely mention that the maidens are
often the daughters of lords and kings, and the witches were persecuted or wronged by them. This curse, while
terrible, is also one of the kindlier ones the followers of the Old Faith may inflict upon those who offend them. The caster prepares a special
potion of valerian, rare mushrooms, and poppy. She may give it to the target of the spell in food or drink, or place it upon a blade or a sharp
needle, since only the slightest pinprick is required for it to do its work. She can even be mix it with the wax of a candle, affecting the first
person to breathe its fumes when it is lit. The victim falls into a deep, death-like lumber and cannot be awakened. The sleeping victim may
be mistaken for dead, and some have been entombed alive by their grieving and well-meaning loved ones. Fortunately, the victim does not
Eternal Slumber
age or suffer from deprivation or the elements while in the enchanted sleep. The witch sets one condition that will break the spell and
awaken the victim. She may choose to tell the victim's loved ones or withhold the information to ensure their cooperation.
System: This is an extended spell, so 20 successes are required, along with 35 Quintessence and four points of temporary Willpower. When
the victim is affected, make a Willpower roll (difficulty 7). Two successes are required to overcome the spell's effects. Otherw ise, the
victim falls into the slumber described above. A Medicine roll (difficulty 8) is required to determine that the victim is still alive, merely
sleeping. Eternal Slumber lasts until the condition defined by the caster is fulfilled or until the spell is undone by magical means (which can
be difficult, given the number of successes required).

Headhunting is an ancient and honored tradition among many of the pagan peoples of Europe. While it is nowhere near as common as it
once was, heads are still sometimes left atop pikes and poles as dire warnings to those who would violate the law or territory of a particular
clan or people. The mages of the Old Faith know certain secrets relating to the collection of heads that make such grizzly trophies even
more useful to them. A mage can preserve a severed head with a secret recipe of herbs, and animate it with magic, allowing it to speak
whatever wisdom it knew in life and whatever insights it may have gained in death. Once, pagan witches and wizards took the heads of
enemies as their advisors, and preserved the heads of noted sages and bards so their knowledge would not be lost. The Valdaermen also
Oracular Head know the art of the oracular head (Odin preserved the evered head of the giant Mimir to advise him; see Mimir's Head, p. 99). The
knowledge may also exist in other lands. There are tales that the oracular head of John the Baptist (with ties to the Messianic Voices)
advises the Knights Templar, although some say that the head in question is referred to as "Baphomet" and is far older and more powerful.
System: Cast as an ongoing extended spell, requiring 10 successes, with one roll per day of work. Pay 13 Quintessence points and two
Willpower points to fix the spell and bring the severed head to a semblance of life. Thereafter, the head will answer any and all questions
the caster poses to it, to the best of its knowledge and ability. Oracular heads often gain some insights from the realms of the dead, but
mostly know what they knew in life. Regardless of the head's original feelings, it is bound to obey the mage.

Raise Dead She can compel the dead to appear.

Slumber She may transform weakfulness into slumber.

Snuff Vitality She can strike directly at the vitality of the living, seeking to snuff it out, inflicting one Health Level of lethal damage per success.

Among the most dreadful of curses at the witch's command is the ability to cause victims to simply waste away and die. The witch must
gather some part of the victim, such as a lock of hair, a few drops of Mood, or nail parings, and cast them into a fire with bitter herbs while
muttering the fearsome curse that as the fire burns so will the victim be consumed from within. The
victim quickly falls ill, struck down by a sudden fever or chills combined with a terrible creeping weakness of the limbs and the breath. As
each day passes, the victim grows weaker and weaker, wasting away until there is no strength left, and death comes as a merciful release.
Withering Curse The witch may choose to undo the curse before it is too late, or someone may convince her to do so. Slaying the witch puts an end to the
curse.
System: Each success generated on the spellcasting roll inflicts one Health Level of lethal damage, which can be soaked with Willpower.
The damage is inflicted at the rate of one Health Level per day until the total damage is done or the victim dies. If the caster is not in the
target's presence when pronouncing the curse, then additional successes must be devoted to distance, using the normal casting distance
guidelines (Dark Ages: Mage, p. 104). Casters with Winter 5 can inflict aggravated damage with a Withering Curse.

Winter 4
The industrious witch has all manner of potions, fair and foul. Many of the less moral find no trouble at all selling their wares. When
someone comes looking for a way to cripple a foe without using an obvious poison, numerous choices exist for delivering seemingly
Elixir: Slow Rot common afflictions or social diseases. This particular poisonous curse inflicts the indelicacy of gangrene upon a person. Two separate snake
venoms must he mixed with spider silk and wood alcohol. The poison must he applied with a pin prick to the lower half of the body. The
poison is slow acting; it may he days or even weeks before its effect is noticeable.

She may rob almost any system of momentum and may render such systems unchanging unless later acted upon by outside forces. Power
Pause and sources of energy, including magical energy, may be rendered dormant (lulling ongiong spells or talismans into inaction for the duration
specified by her number of successes).
The mystic may compel the spirits of the dead, summoning them up to her will. To control a lifeless corpse, however, she needs other
Summon Spirits magic. Even those restless shades who dwell in both worlds, such as vampires, are not free from her influence (though any intelligent
undead beings may resist this compulsion with Willpower).

Winter 5
She can pull the vital force out of any unliving physical or mystical pattern, dissolving it instantly. Any spells attacked in this way lose two
Destroy Magic
successes per success scored in the casting of such spell.
Horror She is a living symbol of fear, dread and terrible, unnerving power.

Lethargy When she wishes it, change ends and pervasive lethargy sets in.

Quell Ideas Her words quell even powerful and compelling ideas among large numbers of people.

Strengthen The Gauntlet She may naturally strengthen the Gauntlet against intursion, raising the Gauntlet by one per two successes scored.

Filled with the harsh and unfeeling power of Winter, the adherent to the Old Faith can kill with a glance, destroying the link between body
Winter's Glance
and spirit and inflicting one Health Level of aggravated damage per success that can be soaked only with Willpower.
Complex Spells

In the deepest forests of the world stand trees sometimes centuries old. With boughs that reach halfway to the heavens and roots that spread deep into the bones of the Earth, such titans slumber the
seasons away, only dimly aware of the going-on about them, content in their majesty. Sometimes however, a druid with the proper knowledge can rouse a sleeping giant to do battle on his behalf,
tearing its roots free of the soil and shaking off the lethargy of decades to strike at enemies with limbs as thick around as a man's torso. All but the mightiest of weapons are shrugged off with a few
chips od bark and smattering of sap, even as the tree heaps thunderous blows upon all who would dare to incite the wrath of the Old Faith.
Ancient Warder Of The System: naturally, this effect functions only in places where there is at least one particularly large and ancient tree to call upon. The Ancient Warder follows simple commands ("Attack him" or "Carry
me over the river," for example) and typically has the following stats:
Land Attributes: Strength 8, Dexterity 1, Stamina 8, Wits 1
Spring •••• Abilities: Brawl 1
Health Levels: 0, 0, 0, 0, 0, 0, 0 ,0, -1, -2, -5, Destroyed
Summer ••• It may soak normally against any source of damage that does not directly attack its pattern (even many kinds of aggravated damage). for every three successes scored, tounding down, the caster may
bestow one point in an Attribute that the Warder possesses or another 0 Health Level. At the end of the effect's duration, provided it has not been reduced belows its -5 Health Level, the tree simply puts
its roots back into the soil, in whatever state it might be in, and resumes its existence as an ordinary, inanimate tree. If the Warder is slain, however, or finishes out the duration of the spell in a place
where its roots cannot burrow to soil, it topples over and withers, bleeding a sticky sap stained with threads of crimson.

Animate Corpse
Spring •••• Members of the Old Faith use Spring and Winter to give a semblance of life to the dead (one per success, costing a point of Quintessence apiece) and may add Summer to the casting in order to give
martial prowess to the walking dead.
Winter •••
Summer •••
Witches are well known for their power to enchant and ensnare the hearts of ordinary mortals, and even other mages. A witch can use magic to appear even more alluring and desirable, more than any
Bewitching Glamour mere mortal could be. The witch prepares an infusion of herbs -particularry rose and jasmine - and daubs it on her neck, face, and arms while invoking the powers of beauty and passion. Until the sun
rises again, the caster's beauty and allure are enhanced, and few can resist her charms. At least part of the glamour is illusion; those who behold the witch see her as their idealized woman (or man, for
Spring ••• male casters).
Summer •• System: Each success rolled when casting this spell temporarily adds one to the caster's Appearance. Each success also adds an additional die to Subterfuge rolls when the witch attempts to seduce or
otherwise influence another using her beauty and charms.

Difficulty: 11 or 12; Successes required: 3-10+, plus the target being’s Willpower, if resisted.

The Cauldron of Cerridwen was known for its power to restore life to the dying, and to even give a new life to those who had passed on to the world of the dead. While Avallach had removed the
mystical cauldron from the Penumbral world of Avalon to the farther reaches of the Fae centuries ago, the wisest and most powerful of the Old Faith know how that power can still be called upon and
utilized in the mundane world of man. Such lives can be restored, whole and complete, to the existence they new before, or reborn into a new body, one fashioned either by the will of magic, or born
out naturally in the womb.

System: Roll Spontaneity + Spring +1 (or2). The successes required depends on the general state of the body and soul of the intended (and each success must be matched with a point of Quintessence) :
if used to restore life directly to a generally intact body (within a lunar month), 5 successes; if simply transferring the remnants of a person’s soul to a pregnant (or soon to be so) woman, 3 successes; if
Spring ••••• crafting a new body, or if the subject has been dead for an extended period, 7-10 successes (also, if the mage wants to assure that the person’s memories, attributes, and general identity remain intact,
Winter •••• he will also employ Autumn-4); should the mage attempt to restore to existence a being who has long passed (one dead for centuries, or a hero of myth, or one of the walking dead), at least 10+
successes (with Quintessence) coupled with a permanent Willpower and Autumn-5 must be called upon, and even then what manifests may not be what was intended… or bargained for…
Autumn •••• or •••••
Complicating things a bit further is this magic, by its nature, must be performed at times conducive to the caster’s personal paradigm (at the height of the full moon, the solstices or equinoxes, or by the
sacrifice of a commensurate life, etc, depending on the degree of resurrection/reincarnation attempted) and although much preparation is required, the actual casting of the ritual is resolved as a simple,
non-extended spell. Thus, the mage must score the successes required with one roll, plus however many turns it takes for him to expend/channel the Quintessence needed to meet the success
requirements. (Extended preparation before hand can help lower the difficulty, along with Quintessence and any appropriate resonance for Tass, Sanctum/Cray, et al.). Common Foci: Artifacts or
locations known for restoration and/or connection to the afterlife; Personal mementos of the deceased; Acorns, seeds, and similar, coupled with the blood of a relative or a woman capable of conceiving
a child; Entreaties to the deities of life/death in the mage’s particular faith;

This rote is named for the ancient sorceress Circe, who dwelled alone on an island before the Greek hero Odysseus visited her. Circe used her magic to bring out the inner animal nature of Odysseus'
gluttonous crew, transforming them into swine. This potent enchantment brings out the bestial nature of its subject or subjects, turning them into the creature they are most like at that moment.
Gluttons become pigs or ravens, for example, while tricksters may become foxes, cowards become jackals or rabbits, the courageous become lions, the loyal and obedient hounds, and so forth. The
Circe's Enchantment caster does not choose the form; the inner nature of each person chooses it, and each may be affected differently, although the witch can certainly arrange circumstances to suit her desires. Layin a feast
Spring •••• in front of starving men is almost certain to get them to become gluttons, for example.
System: One success and a point of Quintessence effects the transformation. The subject becomes a normal member of the aprticular animal species, with no awareness of previous human existence,
Summer •• only bestial instinct. The subject's clothing and possessions fall to the ground (and may be damaged or destroyed by the transformation). Multiple subjects can be affected at once; this requires Summer
••• and an extra success and point of Quintessence per person affected by the spell. Note that this lasts only as long as the duration allows, unless cast as an ongoing spell, which might be difficult to
cast on unwilling subjects.

The cat has long been a friend and ally to witches by serving as a familiar, with stealth, grace and sharpened senses. This enchantment, a supplication to Diana or a similar goddess, allows the caster to
Donning The Night- adopt certain spiritual characteristics of the cat. The blessings of Winter silence her steps, and Spring grants her unswering, light-footed balance. Calling upon the long, bright days of Summer, she
Daughter's Skin sees starlight as though it were cast by a brilliant noonday sun. These powers come with two drawbacks, however. Just like the cat, the witch must tread barefoot to benefit by her stealth (not so much of
a problem in a castle or a springtime meadow, but much less pleasant in the dead cold of northern Yule). Also, she inherits the cat's lusty nature and attempts to seduce her or appeal to her amorous
Spring •• passions have their difficulties reduced by one.
Summer •• System: Every two successes scored on the roll to create this effect subtracts one from the difficulties of any Dexterity or Wits roll based on balance or reaction time (to aminimum of 4) or to any
Perception roll involving night vision or spatial awareness. Likewise, every two successes add one to the character's Dexterity for the purposes of Stealth die pools and one to her Strength for
Winter •• determining her jumping distance.

In the Dark Medieval world water for drinking, cooking, bathing, and such must come either from a river or stream or from a well dug into the earth. Knowing where to dig can make the difference
Downsing between endless hours of backbreaking work for nothing, and a well that can supply a village or town for years to come. There are signs for those with the wisdom to read them, but the witches and
Autumn ••• druids of the Old Faith can read nature like an open book. The caster takes a forked stick, preferably of yew or ash, and peels the bark, creating a "Y" shape. Then she paces off a particular place,
feeling for a tugging on the dowsing rod that indicates water is below. Even the most God-fearing of towns may engage the services of a dowser in times of draught, since faith is cold comfort when the
Winter ••• throat is too parched to utter a prayer.
System: One success is sufficient for the caster to find a suitable spot for a well, assuming that any water at all is to be found there. This doesn't get the well dug, only indicates the best place to dig. A
Spring • simple Autumn 3 spell will produce the well, if desired, once the water is found. Alternately, a Winter 3 spell can cause the water to bubble up to the surface, creating a permanent spring on the spot.

Elixir: Love Philter Witches are known for their love charms and spells, and common folk seek them out to win the love of someone they desire. A love philter inspires lust as much as love, but is effective nonetheless.
Make a Willpower roll for the drinker (difficulty equal to the caster's Spring or Summer Pillar — whichever is lower — plus four). A failed Willpower roll means that the drinker feels desire for the
Spring •• next suitable person that he or she sees. The desire inspired by the potion is fleeting, but it is usually not difficult to reinforce it so that it becomes genuine, or at least to make it binding so that a night
Summer •• of indiscretion offers a hold over the object of the user's affections. It takes a total of 10 successes to brew a love p h i l t e r using Spring 2 and Summer 2.
Difficulty: 9; Successes Required: 1-5 +
Tales abound of those who take on the guise of another, or of places that appear differently to each person who observes them, and of enchanted beings and objects who serve their purpose above and
beyond their simple nature only to suffer afterwards as if having wrought with their mortal frame the entire time. With this enchantment, the witch may change the appearance and bearing of a person,
object, or place, even providing quasi-substantive qualities that make those affected a degree more convincing in the seeming they have adopted.

System: Roll Spontaneity + (Spring or Autumn) +1. The simplest use of this magic is to alter the appearance of one or more targets (generally one success per item/person, though a quiver of arrows
may well count as “one” item, and a room or building would certainly require 5+ successes). Additional successes can be applied towards a more convincing seeming and make penetrating the guise
more difficult, creating a threshold of successes that must be overcome before the illusion is penetrated. Very curiously, those affected by this spell can only be made to appear/have the demeanor of an
item/person that the witch, herself, has knowledge of, has seen and understands, or has directly on hand to mimic; she cannot base the seeming on a purely imaginary or casual description. In the case
of living people being guised, both appearance, voice, and general demeanor are adapted, and while specific knowledge is not related, the person transformed can speak in such a manner that most
casual “flaws” in the assumed’s personal history can be “glossed over”, though it will not stand up to persistent inquiry, while for non-living targets, the appearance of the item may be larger or smaller
than its actual form, but no change in physical interaction (whether by touch, or damage potential/resistance) occurs…
Glamour Seeming …unless the witch applies the more advanced version of this spell…

Spring ••• By spending a point of Quintessence per item/target (per the above guidelines), the general, mundane qualities of the assumed form can be mimicked, within reason. Thus, a peasant in rags with a
Autumn ••• staff in hand can be made (with 2 or 3 successes/Quintessence) to appear as a knight in chain armor, wielding a sword, and for the duration of the spell the armor and sword will act with the
consistency of steel (though to have the “staff” upgrade to inflict lethal damage requires Summer-2, or 3 to have it inflict aggravated); a stone embedded room can be made to appear as an otherworldly
garden, with sweet fruit and fine scented flowers (these changes can be made with a mere success and point of Quintessence, as such a feat falls easily within the purview of Spring/Autumn, and is
affected with far fewer successes than normal due to its glamour-based qualities). Note, however, that in both of these cases, when the glamour fades, the mundane aspects of the affected’s normal
aspects will exist as if they had been normal the entire time, though they performed in a superior manner while affected: the peasant’s rags will fall to tatters if appropriate damage were inflicted during
the time, and his staff will fall to splinters if it had been damaged or used in a manner which normally would have detrimental effects on a wooden staff as opposed to a steel sword; in the case of the
fruit and flowers, if the former were eaten it would suffice as nourishment while enchanted but revert to small bits of gravel once the magic expired (with potentially harmful, or at least embarrassing,
effect if still in a person’s stomach/intestines…), and with the latter, if used to scent an item or person, would simply evaporate to nothingness, leaving only a vague smell of stone or earth.

Generally, these enchantments last for a day (such as the passing between two sunrises/sunsets, or midnight to midnight, etc.), and may be extended by a day per additional success applied. While this
glamour may be extended, it can never be made permanent unless other applications of power are employed. Common Foci: Blood or similar essence from the target to be mimicked; a collection of
numerous items or trinkets that bear a resemblance to what the mage envisions; Words or phrases of power and transformation in the old languages;

Hunger can tempt a man beyond sanity into acts that could surely lead to certain death. This potent packet of seasonings reminds a man of his worst hungers, making him pliable for a witch's needs.
Irresistible Spices Mushrooms from a faerie mound must be gathered under a full moon and then dried only in the midday sun until they are brittle enough to crumble by hand. Sea salts handgathered from a fisherman's
Winter ••• net are added, along with the meat of an acorn and crushed pepper over slightly warmed coals, all while speaking softly the name of the victim. As practiced by the Old Faith, this requires Summer • •
and Winter • • • for 15 successes over two days. The player rolls once per day of game time at moonrise. Once the victim catches the scent of mutton cooked with these spices, he is compelled to sit
Spring •• and eat. He is willing to do anything demanded of him to get even the smallest morsel. Once the mutton is eaten, the victim is unable to resist fulfilling his promise.

Look Of The Wolf Few animals react well to the presence of the wolf. Its wild nature and thirst for blood make even the most calm uneasy in its presence. This ward, painted on a saddle in fresh wine, inflicts a similar
condition upon the first to sit upon it. Animals become uneasy, even skittish in that person's presence. Horses will refuse to carry her, become hostile, and attempt to defend themselves is she comes too
Summer •• close. This unfortunate condition persists until the next full moon or the victim is killed. The Spirit-Talkers paint this glyph in a mixture made with the urine of a wolf, fresh from marking its territory.
Winter •• The urine is mixed with water wrung from a poisonous mushroom cap and the fat drippings from the leg of a lamb, let to set overnight.

In legend, Merlin transported mounted knights across the breadth of England in a single night's ride, and followers of the Old Faith claim that it was through knowledge of the secret paths of the Wyck
Merlin's Ride and other hidden places of the world. Skilled druids and witches can still guide travelers swiftly to their destination. When the spell is cast, a fog rises up around the travelers, and the world around
them seems to become distant and vague, passing in a blur as they move ever forward, just able to see rhe road ahead and behind
Spring •••• them. When the mist clears, the travelers find that they have reached their destination in a mere fraction ot the time that it would normally require.
Summer •• System: Multiply the normal distance traveled by the number of successes achieved in casting the spell. The spell's effects last for a day's travel (although the subjects may cover two or more times the
normal distance); the spell must be renewed if the troupe travels for more than a day. Extensive interaction with outsiders or stopping for more than a brief respite also breaks the spell.

Purity
Spring •• By coating a waterskin in the blood of a three-day old lamb, practitioners of the Old Faith can ensure that all water that leaves the skin will be pure and cool.

Winter •

For every old crone predicting doom, gloom and other less pleasant futures there is a seer's pool. Few would attempt for long the scrying arts or the interpretation of omens without this important aid.
Seer's Pool The pool must he made of a difficult-to-obtain item, such as the shell of a dragon-turtle or the helm of a cyclops. Once acquired, the insides must be polished so smooth and clean that the reflection of
the moon's light blinds the onlooker. It must then be consecrated at the height of a new moon, and placed into its final home. Every night, until the next new moon, it must be filled with fresh water
Spring •••• and four drops of the mage's blood, stirred with the wing feather of a raven. By the time of the next moon, the mage and her pool will be joined in power, and it will extend her powers of augury. The
Autumn ••• Old Faith makes the most uses of this device; it demands much of their art to complete, requiring an ongoing spell wrought with the Autumn • • • and Spring • • • • Pillars. The rite takes 28 days to
cast, and one roll may be made per day; 84 successes must be obtained. The resulting pool adds three dice to any form of scrying or prediction used with the pool. If the pool is moved, its power is lost.

Speak Languages
Autumn ••• Discern the bonds of the spoken word and send their own intent traveling upon those strands.

Spring •

Difficulty: Target’s Willpower; Successes Required: Special, plus duration;

Do not wrong the Old Woman…

System: Roll Spontaneity + Autumn only, as a simple spell, with additional successes purchased on a one-for-one basis with Willpower and/or Quintessence (as many as she cares to spend over “X”
turns). Those who incur the wrath of the old women of the Aegean fall prey to the worst luck and find their footsteps dogged by misfortune and the touch of spirits (both from the Middle and Low
Umbra). Autumn confounds and twists minor threads of fate for the offender, as well as attracts the negative attention of natural spirits; Winter sets a dark spiritual aura around the character, and calls
undo attention from the realm of the dead as he now stands out as a beacon to forces of entropy and woe. For every two successes scored, the cursed one finds himself afflicted with one dot of Echoes
Autumn •••• similar to the Witchwalk or Cursed flaws; also, for every two successes, one specific spirit or ghost is drawn to him, like a moth to flame… or a fly to dung… creating all sorts of unique havoc for the
character’s day-to-day life.
Winter ••
Usually, the curse(s) placed on an individual can be lifted or worked through by fulfilling the sense of recompense intrinsic to the wrongness of the offense (such as repaying a bad debt by offering up a
most valued possession; sacrificing one’s own child - in death or in service - to make amends for slaying a relative of the witch, etc,). However, the spite of the Strega is powerful, making her hexes
difficult to simply dispel – as long as the curse is appropriate and justified in response to a genuine wrong, it is at +2 difficulty for others’ target numbers when attempting to dispel - or banish the
spirits linked by - the enchantment. Common Foci: Intense anger, hatred, or sense of personal offense; dolls done in the likeness of the target, which are then often destroyed in a fire or by rending;
pronouncements in native dialects, often in rhyme; the Evil Eye (and remember: that bitch has got one mean gaze…)

The legendary Wyck created many of the sacred stone circles found scattered across Europe, particularly in Celtic lands in western Europe and the British Isles. Some say that they made these places by
transforming giants or stand of men into stone by the light of the moon. Whether or not it is so, the mightiest magic of the Old Faith can awaken great stones and even the Earth itself, rousing them to
come to the aid and defense of the faithful. Like Anciend Warder Of The Land (Dark Ages: Mage, p. 199), the stones or sods rise up and take on roughly humanoid shape, shrugging off the strikes of
mortal-made weapons and swinging fists capable of smashing bone as easily as snapping brittle twigs.
The Giant's Dance System: The spell must be cast in a place of open ground or near a large area with relatively many stones. Extensively worked stones like castle walls and such are not suitable. The giant typically has
the following stats:
Spring ••••• Attributes: Strength 8, Dexterity 1, Stamina 8, Wits 1
Autumn ••• Abilities: Brawl 1
Health Levels: 0, 0, 0, 0, 0, 0, 0, 0, -1, -2, -5, Incapacitated
It may soak any sort of damage that does not directly damage its pattern (including many sorts of aggravated damage). For every three successes, the caster may increase one Attribute by a point or add
another 0 Health Level. The giant follows simple verbal instructions and commands from its summoner (such as "Attack my enemies" or "Guard this place until sunrise"). If the stone giant is reduced
to Incapacitated, it crumbles into a pile of earth and small stones.
Difficulty: 11; Successes Required: 10-100, as an Ongoing Spell;

One of the most powerful spells amongst the Charms of Making. By calling upon the truest depth of power in the world and balancing/binding it to a particular pattern, the very essence and wisdom of
The Dragon can be made manifest in the world of mortals. (Note: while the icon of a winged lizard or serpent is often utilized when relating and understanding this spell, rarely is an actual “dragon”
employed or even referred to directly in this working; The Heart of the Dragon is the very essence of the world, itself, and the god-spark within all mages provides the conduit for its living wisdom.)

System: Roll Spontaneity + (Summer or Autumn) + 1. Use the normal rules for crafting an Ongoing Spell. Summer fuels the pattern enchanted with awesome dynamic energy and power, while
Autumn allows this essence to be both channeled and contained without harm to the subject.

>When crafting mundane objects, their durability and effective use are magnified to beyond mortal comprehension: they can resist the most awesome of destructive forces (such as Apollo’s Wrath, or
similar) and, if appropriate, inflict aggravated damage capable of killing at a degree beyond standard mystic assault (such as with the Garou, who if harmed by aggravated damage beyond Incapacitated
may still attempt to channel Rage to “override” their own death, or a Mummy whose magic allows it to drop to a multi-pieced-but-still-walking corpse with negative health levels – such effects fail
automatically when confronted by objects of this enchantment); also, any appropriate dice pool employing these objects gain a +3 bonus; lastly, such items also act as periapts, being able to generate
and store small amounts of Quintessence (1 per week, and store 1 Quintessence per 10 successes in its creation).

>In the case of mystical places (Crays, Sanctums, Holy Ground, et al), any difficulty rating appropriate to its use receives an additional -1 bonus, above and beyond those listed or per normal rules; the
Cray’s ability to generate Quintessence gains its rating as a bonus every week, and it can contain twice its normal ratings limit in power, in addition to being difficult to destroy or permanently drain
due to both physical resistance and acts of causality (some druids believe this spell was employed in the creation of StoneHenge, and is why it has the powers it does, has existed so long, and is
prophesied to exist far into the future despite attempts at claiming or destroying its mystic might).

>For mages, the divine spark within them flares both with power and a greater sense of understanding and appropriate purpose: the mage gains the Living Fount merit (and for those already possessing
the merit, may use their complete dice pool for additional rolls by spending a Willpower per roll), and regains one Quintessence per day, in the mortal world, or 3 points (or their Fount rating,
The Heart of the Dragon whichever is higher) per day in the Penumbra.

Summer ••••• >Mortals, and supernatural beings with permanent physical bodies, may have permanent bonuses to Str, Dex, Sta, or Int, and may soak and inflict aggravated damage with their normal bodily attacks.
Autumn ••••• Additionally, by spending a Willpower and making an appropriate Willpower roll, the enchanted person may enter the Penumbra.
The number of successes required depends on the size and quality of the items/persons affected: 20 successes per Fount/Cray/Sanctum dot, with a minimum of 20; 10-30 successes for an item or mass
readily handled by an ordinary person, 30-50 for something the size of a cart or boulder, and 50-100 for a building or similar; mortals and physical supernaturals inflict/resist damage at 10 successes,
gain the ability to breach the Gauntlet at 20, and for each increment of 10 beyond that gain a permanent dot in a listed Attribute, to a success maximum of 100 (and an Attribute limit of 10).

Given the inherent power of this spell, a wise or insightful person would be quick to venture “Yes… but what’s the catch?”

There are several very important limits and subtle vulnerabilities to this Charm of Making: First, and most importantly, while the power granted is extraordinary, it is also strongly tied to the vital
power of the physical world; thus the above effects are only active while on Earth, proper, or in the Penumbra/Shadowlands – journeys farther into the Middle Umbra may leave the abilities in flux or
subject to “local” metaphysical laws. Travel to deeper parts of the Low Umbra, or to any level of the High Umbra, weaken and eventually nullify the abilities granted, possibly permanently. Second, in
cases of granted invulnerability, such power does not, by itself, give the target the ability to recover from any such attack that causes harm beyond its resistance, and healing magic must score double
the normal number of successes to heal/restore such an affected being/object. Thirdly, while affected targets may still benefit from powers that obscure or hide their presence (appropriate spells, the
Arcane Background, etc.), such beings auras and essences still register in the broader aspect as a powerful supernatural presence (so the invisible mage hidden in a small village may go unrevealed by
spells worked to uncover him, but any being with a modicum of appropriate senses/powers will easily discern that a powerful presence of some kind is still in the area, and probably in the village, even
if the exact location cannot be determined). Lastly, while extended life or existence may occur as a by-product of this magic, beings and items with active magical power will, as the future mystical
energies of the world slowly diminish, begin to fade or weaken, much like many inherently supernatural creatures of the past have already done. Gains made in the present can result in a terrible price
paid in the future…

Common Foci: (Despite what was mentioned above) – the blood, scales, or controlled flame of a dragon; Crays or Sancti with strong resonance for continued existence and/or great inherent strength
(such as a rating of 4 or 5); The blood or essence of a long-lived or earth-attuned being (such as some Fae, particularly the Inanimae, or earth elementals, dryads or treants, et al); The blessing or
sanctioning of a powerful spirit or deity linked to the powers of the Earth (such as Demeter, Grandmother Spider-Woman, the spirit turtle Chukwa, or a branch taken in reverence from Yggdrasill, et
al.);

Difficulty: 9; Successes Required: 1-20


Prophesy – and the insight it provides into the nature of a person or circumstance - plays an important role in most all cultures and belief systems. Whether from the most remote British Isle, the
southern Aegean provinces, or the shadows of the Slavic mountains, the Living Faiths have had as much (and some might say more) need for such intuitions and wisdom than many of their more
“sophisticated” counterparts. By bringing together the cycles of the Seasons into one coherent focus – such as calling the corners in ritual, losing oneself in the turning of a spindle, or dozing to rain
pattering on the roof while a fire crackles in the hearth – practitioners of the Old Ways can call upon both truth and meaning from the myriad forces at work around them.

System: Roll Spontaneity + (Highest Pillar) +3. Each roll represents approximately one hour of ritual, meditation, or even lucid dreaming. Successes accumulated are divided and assigned by the
player to each of her character’s Pillars, to a maximum value equal to each Pillar’s rating. The more successes in each season, the greater the insight the mage achieves, whether concerning possible
futures or the nature of a being or circumstance, per the following guidelines:

Spring: Gives insight into how something may have originated, and what possibilities can grow from current circumstances.

Summer: Shows the inherent strengths and power in a being, and how power was used in the past, or might be employed in the future.

Autumn: Discerns planning, reflection, and cunning in a person or situation, and how structured or stabile a subject was in the past, and may be in the future.

Winter: Senses faults or weakness in a being or circumstance, particularly how something was sacrificed in the past for the present condition, and how it might fail in the future.

Example: Bronwynn is uncertain about the coming year, particularly since the arrival of priests from the continent whose underlying intentions are as yet unclear. She has Spontaneity 1, with Spring-
3, Summer-2, Autumn-3, and Winter-1 for her Pillars. Wrapping herself comfortably and laying down before her hearth fire, she allows her mind to drift, while calling on the elements to give her
insight (her player also decides to not spend Quintessence to lower the difficulty, as she needs it for other magics, but rather spends Willpower with each roll). Over the course of the evening, she
garners 9 successes (the maximum she can apply, as that is the total of her Pillars). She gains the following information:
The Turning Wheel
Spring (3): Despite her initial apprehensions, a clear feeling of potential, especially renewal of both life and possibility, seems to loom on the horizon, and the priests are directly related to this
Spring • restoration, as they apparently have brought a new life and belief with them across many leagues… (ST info: At least 2 of the priests are Messianic Voices, and they have subtly healed a number of
Summer • people, both in body and mind, while on their journey to the Welsh lands…)

Autumn • Summer (2): There will be a conjunction, or alignment, of some kind in the coming year, something not known to either the old wisdom or the more learned of men… “A word from the Heavenly Host
Winter • made as the mana of the Hebrews…” – or, at least, that is what rings in Bronwynn’s ears from her conversation with one of the friars the other day, though she doesn’t know what that means… (ST
info: Several months from now, a being or essence from the heavens will burst in the sky above her village; sources of Quintessence will surge with power for a brief evening, though only those who act
hastily will benefit…)

Autumn (3): There is a truth in the purpose of the priests, and they are here at the time they should be, though it means the twilight of many of her own beliefs – but there is also a certain cunning
hidden amongst them, a secret knowledge that may hinder both Bronwynn’s efforts and those of the priests themselves… (ST info: One of the group is a secret member of the Circle of Red, and is here
seeking out a True Demon he believes exists somewhere on one of the small, outskirt Welsh islands)

Winter (1): Here her perceptions falter. She can sense a darkness, an almost imperceptible shadow that emanates from seemingly everywhere… but she can’t discern any meaningful detail, or even
worthwhile hunch as to what menace is lying in wait... but she knows that something is amiss… (ST info: the burst of divine energy in the future will– combined with a sparking of faith brought on by
the true Messianics- awaken the Demon that the Circle mage is seeking… also, there is an old Gangrel in torpor beneath her village, but as she is not seeking out the undead, specifically, and he has
been there since long before she was born, he simply “blends” into the background, to her point of view…)

Note: This ritual is effective primarily for the mage, those he knows or has recently met, and for the general area he lives in; using this magic at a distance (for his home when he is away, or
concerning those not in his immediate territory) requires a secondary spell (and Autumn-2) and cannot be used to “scan” a completely unknown area or person. However, although the information
gained may be somewhat vague, appropriate follow-up spells or mundane investigation can help to flesh out greater detail, with this spell providing a good foundation for “hunches” in the right
direction. Also, while a mage need not try for the maximum successes possible for his Pillar ratings, and may simply assign successes to the Pillars containing the type of insight he desires, most
mages try to see as complete a picture as they can, and in any case they are still required to have at least one dot rating in each Pillar for this spell to work, regardless of if they even bother putting
successes into a particular Pillar or not (i.e. there are no “partial” versions of this rote – the mage either has perception of the entire “wheel” of the seasons, or he lacks the necessary understanding to
attempt the ritual). Common Foci: Meditation or dreaming; a small collection of the four traditional seasonal elements(a bowl of water, a lit candle, a rock or stone, and moving air or incense); Formal
ritual performed at a Cray or Sanctum in or near the area to be prophesied over; A sudden, intense, and/or inexplicable shift in the Quintessence of an area or being (such as the above mentioned
Conjunction, or the waking of a Demon, et al…).
A common focus among wanderingOld Faith wise women, this staff itself appears to be a sturdy length of common wood, weathered by time and use. Decoration is a personal issue, subject to the wise
woman's personal beliefs, patrons or whim. A quiet word and the expenditure of stored Quintessence from within the staff brings another aspect quickly to light — literally. The staff emits ascent,
rather like perfumed oil, intoxicating to fire sprites. Within moments, all minor fire elementals within an hour's walk are drawn to the staff, from both the physical and spirit realms. Until the scent is
The Wayfinder's Staff extinguished, the sprites dance about the staff, hovering about its tip. To those without the ability to see the spirit realm, the sprites appear as a swarm of fireflies, oddly attracted to the wise woman's
staff. The light generated is equivalent to that of a welllit torch. It can also be used to start small fires. The Wayfinder's staff can function as a focus for different Pillars, but it is used most commonly
for Autumn and Summer.

Difficulty: 13 Successes Required: 10-50+ (based on area and power of the cray/beings corrupted); the mage must have a Spontaneity of 4+;

Where most practitioners of The Old Faith (The Living Faith, still, in certain remote places) hold true to the turning seasons, the pulse of life, and a sense of balance and perpetuity in the flow of
nature, a handful in each culture fall prey to darker, unnatural influences. Demons lurking in the shadows of hollowed souls; undead who have existed for ages as men measure years; twists in time
and place that leave the world inverted to its own normal state – all of these tempt and corrupt even the most staunch of druids, witches, stregae, and djanni, from the most remote British Isle to the
farthest desert of Araby. The fall of any will-worker to true evil is a sad thing, but more so dangerous when the magus in question holds in his hands the very essences of the world, itself… and
therefore can spread such evil to others with startling efficacy…

System: Roll Spontaneity + Winter + 3. Winter calls upon and summons essences from the deepest recesses of The Darkness. Summer discerns the underlying threads of primal power that interlink
all things in the world and connects these essences to them. Spring allows the barriers between worlds to be weakened (coupled with aspects of Autumn) so as to manifest “living” expressions of The
Darkness (as whispers in the wind, thoughts in people’s minds, and even physical embodiment, after a fashion). Autumn creates permanent bonds to/between physical objects and places possessed,
viable even across vast distances, and gives fruition to the ambitions of the evils-made-manifest, as well as wisdom and guile in their execution.

The exact nature and effects of this enchantment vary greatly from mage to mage, place to place, and even time to time: some direct demons, spirits, and ghosts to manifest in – or take possession of –
the physical world in ways not natural to the metaphysical laws of the universe, for inordinate periods of time; others cause reversals and inversions of the natural order and states in objects, beings,
and even events (such as causing growth/regression in living beings; fluctuations in space, direction, and even the flow of time; deserts to flood like oceans, while lush forests perish to heat/cold; et al);
even the very Quintessence of Crays, Wonders, and Supernaturals can become corrupted and distorted, both in their energies and manifest abilities (perverting the powers of magic, resonance, and
intent in all not shielded against this spells effects). The common theme amongst these variants is the sense of dissonance and unnaturalness that even the most removed of beings can sense as
“wrong” in terms of the universe, and that the magus, himself, must pervert his own essence to begin corrupting those around him (the exact side-effects of this are best left to the ST, but the gaining of
resonance, Echoes, and similar, as an initial cost/focus for this enchantment is a good start). The few who have worked this magic have all but invariably began this expanding corruption by afflicting
the cray/ other supernatural beings closest to them (such crays slowly poison the surrounding areas about them, with subtle but potent effects, over the course of months and years; beings affected often
manifest bizarre alterations, many that subvert latent weaknesses with unusual empowerments but simultaneously erode their inner essence in the exchange – this allows for the creation of new pseudo-
The Widdershin Dance forms and states of being, such as new Breed-Changers, altered states of life/undeath, and even physical-spiritual hybrids(permanent possessions) that result in an entirely new supernatural state/being,
previously unknown).
Winter •••••
Autumn •••• Successes required to affect given targets vary depending or the area/object/being to be corrupted: Mages, Breed-Changers, Crays, Sancti, and Wonders require 10 per rank/dot to become fully
corrupted (though mages are gauged by their Fount or Foundation, whichever is higher) – fewer successes result in a partial and temporary alteration; undead such as Wraiths and Vampires require
Spring •••• only 10 to be initially (and permanently) affected, as they have partial spiritual voids to begin with and are already “unnatural”, though many more successes are required to make truly significant
Summer ••• alterations (such as causing a Wraith to become a Spectre or Revenant, or a Vampire to mitigate his vulnerabilities or spawn a new bloodline, infect others with his Vitae, etc). True Demons are best
handled with extreme caution, as the more successes the mage applies, the more integrated to “reality” the demon becomes – and more bound/beholden to the caster – but simultaneously the will-
worker becomes himself more corrupted and distorted, often to the point of seeming possessed (though, in truth, no Demon would want to possess the character directly, as the character is already
becoming something the Demon, itself, thinks is perverse beyond reason… and that alone should speak volumes to the errant will-worker, though at that point it is far too late to turn back….)

It should be noted - and is very telling - that the mage need not apply successes to himself to begin the corruption process; the inner seed grows as the corruption he manifests spreads to others. By the
time it can be determined that something is wrong with a given region, family, source of magic, etc, the mage himself has long been altered from what he was before… even if such changes remain
subtle and inscrutable to those without keen intuition or insight.

The Circle of Red, House Deidne, The Lhiannon, The Black Spiral Dancers, and one or two other groups with an inkling as to the existence of such a spell-caster potentially capable of these
enchantments would likely go to great lengths to corru – er, contact such a person… especially one who has long existed with this magic and still retains some shred of his original self…

… at least, retains such for the moment…

Sample Foci: The presence (captive, preferably) of a Demon, powerful Vampire, or similar being; a cray left unprotected and untouched by the power of another for at least a lunar year or more;
Qlippothic rituals, runes, or sigils (especially rituals taught by, or mimicked from, The Black Spiral Dancers); contemplation of the nature of reality, along with the slow, steady corruption of self (by
accepting unremunerated Echoes, resonance, and similar as part of an ongoing ritual over weeks, months, or even years…); Human sacrifice… considerable human sacrifice…; IMPORTANT : Note
that unlike most spells of the Old Faith, this one often requires significant time to cast (hours if a single being; months or longer if an entire region, including a cray or any supernatural beings, is the
intended goal), but due to the Old Ways having such a close tie to the spontaneous moment of “the now”, this rote is not cast as an Ongoing Spell, and does not require the massive amounts of
Quintessence one might expect (thus, the high Spontaneity listed); its duration is derived solely from the existence of those afflicted, and ends when the last being/essence with the ability to *transfer*
these properties is destroyed or somehow “remade” into their original existence again, meaning that months or years of invested time might be undone in a single day – or stand for ages to come…
Lastly, some portions of the listed effects are derived from the power of those affected, and less that of the spell, in and of itself…

By offering prayers to the Fair Folk (who are known to favor transformative magics in their punishments), the witch can overwhelm a foe with a terrible sleep that hardens his limbs and dulls his mind,
Verdant Slumber until he roots to the ground where he stands and branches and leaves sprout from his flesh and bone, changing him into a tree.
Autumn •••• System: Each success accrued in the casting of this effect inflicts a Health Level of aggravated damage. Each Health Level of damage sustained crupts across the surface of the subject's body as leaves,
branches, vines, flowers or whatever other plant life is appropriate to the region and the caster's wishes. A subject slain by this spell is changed fully into flora, often frozen into an expression of pain
Spring •• and terror, a visible reminder of the awful fate that awaits those who challange the Old Faith.

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