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World of Darkness; Rules Reference Sheet

Attributes
Crafts; roll per 30 min; 1 success per point of Shadowing: Contested Action; Wits + Stealth
Intelligence: Raw Mental Power; ability to comp- damage to repair; penalties for missing tools or vs. Wits + Composure; used to follow without
rehend, remember, & learn. p43 materials. being detected.
Memorizing: Reflexive Action; Intelligence + Investigation: Solving mysteries, discerning con- Survival: Living off the land, finding food & shel-
Composure. Penalties or bonuses based on
nections, & solving riddles. p59 ter, etc. p76
complexity & time passed.
Examining a Crime Scene: Extended Action; Foraging: Extended Action; Wits + Survival; roll
Wits: Noticing the exceptional, pattern recogni- Wits + Investigation; roll per 10 min; 2-10+ per hour; 5 successes per person fed for 1 day.
tion, & thinking hard without showing. p45 successes to reveal facts & discover clues. Weaponry: Armed melee combat. p77
Defense: Reflexive Action; Lower of Wits or Solving Enigmas: Instant or Extended Action;
Dexterity; subtracted from incoming weapon- Intelligence + Investigation; roll per hour; 3-
Social Skills
ry, brawl or thrown attacks. p152 10+ successes to solve puzzle. Animal Ken: Recognizing, interpreting, & antici-
Perception: Reflexive Action; Wits + Compo- Medicine: Treating illness & injury. p60 pating animal behavior. p78
sure or Skill; allows you to spot or notice Animal Training: Extended & Contested Act-
Healing Wounds: Extended Action; Dexterity
things. ion; Composure + Animal Ken vs. Stamina +
(FA or ER) or Intelligence + Medicine; roll
Reaction to Surprise: Reflexive Action; Wits + Resolve. See p79.
per min or day; 10 successes = 1 aggravated to
Composure; Success = Roll Initiative for Sur- Empathy: Capacity to understand emotions &
lethal; 5 successes = 1 lethal to bashing or heal
prise round. p151 perspectives of others. p79
1 bashing; cannot heal wounds improved to
Resolve: Mental determination & tenacity, resist- bashing. Max 1 wound downgraded or healed Expression: Skill in all forms of verbal & musical
ance to mental coercion. p46 per day. art & communication. p80
Resisting Coercion: Reflexive Action; Resolve + Occult: Knowledge & experience with the super- Intimidation: Persuading others through fear & use
Wits or Stamina; Penalties for convincing evi-
natural. p62 of threats or force. p80
dence. Torture p81
Politics: Knowledge of political methods & struc- Interrogation: Extended & Contested Action;
Strength: Physical might, ability to lift things, & Wits + Intimidation vs. Stamina + Resolve;
ture. p62
cause damage. p47 roll per hour; successes = opponent’s Will-
Lifting/Moving Objects: Instant Action; Science: Understanding of science. p63
power to break will/continue interrogation.
Strength (+ Stamina for prolonged); see chart Physical Skills Persuasion: Persuading others through logic,
p47. Athletics: Physical exertion & sports. p64 charm, or cunning. p82
Dexterity: Quickness, precision, agility, & r- Climbing: Instant (<10ft) or Extended (>10ft) Cutting a Deal: Extended & Contested Action;
esponse time. p48 Action; Strength + Athletics; roll per 1 min; 1 Manipulation + Persuation vs. same. See p82.
Defense: See Wits. success per 10ft scaled; penalties for difficult Fast Talk: Contested Action; Manipulation +
Stamina: Sturdiness, health, resilience. p48 surfaces; bonus for taking extra time (+1 die Persuasion vs. Composure + Empathy or Sub-
Holding Breath: Reflexive Action; Stamina; 1 /min, max +3 per roll). terfuge; used to convince, distract, or persuade
turn per Stamina dot or (2(S-1)*30) sec; roll Foot Chase: Extended & Contested Action; Sta- target.
each turn/30 sec after. mina + Athletics vs. same. See p65. Oratory: Contested Action; Presence + Persua-
Resist Poison or Disease: Reflexive or Extended Jumping: Instant Action; Strength + Athletics; 1 sion vs. highest Resolve + Composure; used to
Action; Stamina = Resolve; Reflexive to resist ft vertical per success; 2 ft horizontal per suc- give a speech, persuade or motivate an audi-
infection; extended rolls at set intervals to be- cess (standing); size + 4 ft per success (run- ence.
come healthier or sicker. ning). Seduction: Contested and/or Extended Action;
Presence: Bearing, stature, assertiveness, power of Throwing: Instant Action; Dexterity + Athletics; Presence or Manipulation + Presence vs. Wits
personality, command of attention. p49 Range = Strength + Dexterity + Athletics - + Composure. See p84.
Manipulation: Charm, persuasiveness, charisma. Size (x2 medium, x4 long); Max size thrown = Socialize: Ability to interact in social settings,
Strength. knowledge of social etiquette & customs. p85
Ability to gain favor or coerce others. p50
Brawl: Unarmed Combat. p68 Carousing: Extended & Contested Action; roll
Composure: Poise, dignity. Ability to remain calm
& determined in harrowing situations. p50
Drive: Operating Vehicles under difficult or dan- per hour; Manipulation + Socialize vs. Com-
Meditation: Extended Action; Composure + gerous conditions. p69 posure + Empathy; successes = x2 highest sta-
Wits; 1 roll per 30 min; 4 successes grant +1 Vehicle Persuit: Extended & Contested Action; mina to obtain help or info through social
towards next degeneration roll. Dexterity + Drive + Handling vs. same; see drinking.
p69. Streetwise: Understanding of life on the street,
Mental Skills Vehicle Tailing: Contested Action; Wits + Drive recognizing urban dangers, using black market,
Academics: Knowledge, education in the Arts & + Handling vs. Wits + Composure. See p71. finding ‘underground’ resources, etc. p86
Humanities, etc. p55 Firearms: Identification, maintenance, & use of Working the Black Market: Extended Action;
Research: Extended Action; Intelligence + Aca- guns & other ranged weapons. p72 Manipulation + Streetwise; roll per day; 2-10
demics; roll per 30 minutes; 3-10 successes to Larceny: Knowledge or experience with criminal successes to buy or sell illegal goods.
find desired information. Suberfuge: Using & recognizing deception & dis-
activity. p74
Computer: Operating computers. 3+ dots requited Bypass Security System: Extended Action; Dex- guise. p87
to build computers. p56 terity + Larceny; roll per turn/3 seconds; 5-15 Disguise: Contested Action; Wits + Subterfuge
Hacking: Extended Action; Contested if System successes to bypass system. vs. same; used to disguise yourself as someone
Admin present; Intelligence + Computer vs. Lockpicking: Extended Action; Dexterity + Lar- else.
same; roll per 30 min; 5-10 successes to breach ceny; roll per turn/3 seconds; 2-12 successes to
computer network. Admin success = block for Basic Combat Actions
pick lock.
1 day. Sleight of Hand: Contested Action; Dexterity +
Attack: Strength + Brawl or Weaponry - Defense
Crafts: Art, construction, & making things by Larceny vs. Wits + Composue or Larceny; used & Armor; or Dexterity + Athletics (thrown)
hand. p57 to pick pockets, palm or pocket items, without or Firearms - Defense (thrown) & Armor; suc-
Create Art: Extended Action; Intelligence + notice. cesses = damage dealt.
Crafts; roll per 30 min; 4-15 successes to pro- Stealth: Avoiding notice, moving silently, using All-Out Attack: +2 Brawl or Weaponry; no
duce visual art such as paintings sculpture, etc. cover, etc. p75
Defense.
Repair Item: Extended Action; Dexterity + Dodge: Double Defense.
World of Darkness; Rules Reference Sheet
Advantages
Fulfill: Exert own wants over others at some risk • Concealment: Barely -1; partially -2; substantially
Morality: Compassion & respect for morals & to self. -3; fully concealed - see “Cover” p. 162
laws. p91
Sloth: Apathy, cowardice, ignorance. p105
• Drawing a Weapon: Instant action without Merit;
Degeneration: Roll when sin threshold breached; can negate Defense
Fulfill: Avoid a difficult task but achieve the • Firing from Concealment: Shooter’s concealment
10 Selfish thoughts. (5 dice)
9 Minor selfish act (withholding charity). (5 dice) same goal. (-1 to -3) -1 as penalty
8 Injury to another (accidental, etc). (4 dice) Wrath: Antisocial, hot-headedness, sadism, un- • Offhand Attack: -2 penalty
7 Petty theft (shoplifting). (4 dice) controlled. p103 • Prone Target: -2 to hit at range; +2 to hit in close-
6 Grand theft (burglary). (3 dice) Fulfill: Unleashes unwarranted anger when doing combat
5 Intentional property damage (arson). (3 dice) • Range: -2 med; -4 long
so is risky or dangerous. • Shooting into Close Combat: -2 per combatant
4 Impassioned crime (manslaughter). (3 dice)
3 Planned crime (murder). (2 dice) Dramatic Systems avoided (can’t with autofire)
2 Casual/callous crime (serial murder). (2 dice) Modifiers: Generic suggested modifiers. p124 • Specified Target: Torso -1, leg or arm -2, head -3,
1 Heinous act (mass murder). (2 dice) hand -4, eye -5
+1 A helping hand -1
A minor obstacle
Success to avoid degeneration. See p96. • Surprised or Immobilized Target: No Defense
+2 A walk in the park -2
A hard time
• Touching a Target: Dexterity + Brawl or Dexterity +
Willpower: Self confidence, determination, emo- +3 Nothing to it -3
A trying task
Weaponry; armor may apply; Defense applies
tional resilience. p95 +4 Easy as pie -4
It’s demanding
+5 Can do it in your sleep -5
Sorely tested Charge: x2 speed & attack; no Defense.
Willpower exhausted = listless, depressed, & Grapple: Strength + Brawl - Defense to engage
easily overwhelmed. Extended Actions: Suggested Modifiers. p127
Pace of Activity Time per Roll and gain hold. p152
Spend Willpower: +3 to one roll; +2 to Stamina, • Break free: Strength + Brawl - Strength.
Quick 1 turn (3 seconds)
Resolve, Composure, or Defense against one • Overpower: Strength + Brawl - Strength; success
Short 10 minutes
roll; +1 success to one roll (0 successes rolled Long 30 minutes allows maneuver.
still fails). Lengthy 1 hour Maneuvers: Use when overpower successful.
Regaining Willpower: 1 per scene if Vice ful- Consuming 1 day • Render opponent prone
filled; All per chapter if Virtue fulfilled; 1 per Exhausting 1 week or month • Damage opponent
full night’s rest; 1 per significant goal ach- Target Successes. • Immobilize opponent
ieved; All per end of story. Challenge Target Number • Draw weapon
Simple/Relaxed 5 • Attack with drawn weapon
Virtues Involved/Trying 10 • Turn a drawn weapon
Charity: Compassion, mercy. p101 Elaborate/Demanding 15 • Disarm opponent
Fulfill: Helps or sacrifices time, possessions, or Ornate/Daunting 20 • Use opponent as shield from ranged attacks
Intricate/Epic 25 • Bite: Strength + Brawl bashing damage.
energy for another at risk to self.
Faith: Belief, conviction, humility, loyalty. p101 Objects and Size: Standard sizes & durability. Ranged Combat: Rules and modifiers. p159
Durability Material Autofire: When autofiring into close combat
Fulfill: Forges meaning from chaos.
1 Wood, hard plastic, thick glass (inc. short burst) or with bystanders between
Fortitude: Courage, integrity, mettle, stoicism. 2 Stone, aluminum targets, always target all combatants.
p102 3 Steel, iron Shooting into Close Combat: -2 per combatant
Fulfill: Withstand overwhelming pressure to alter +1 per reinforced layer avoided.
goals or ideals. Size Object Creature
Shooting at Close Combat Range: Target gains
Hope: Optimism, utopian, visionary. p102 1 Pistol Human infant (<1 year old)
2 Sword Defense.
Fulfill: Prevent others from giving into despair, at Target behind Cover: Successes >durability deal
3 Human child (5-7 years old)
risk to own goals or wellbeing. 4 Spear Wolf structure damage & rolled for target damage.
Justice: Condemnatory, righteous. p102 5 Door Human adult Reloading: Instant action; no Defense if bullets
Fulfill: “Does the right thing” (defined by letter 6 Gorilla loaded singly (revolver/shotgun).
or spirit of law or code) at risk of personal loss. 7 Grizzly bear Clear Jam: Instant or Extended Action (per
Prudence: Patience, vigilance. p103 10 2-seat sports car Storyteller).
15 SUV
Fulfill: Refuse temptation in the face of poten- Flanking: Wits + Composure to spot flanker;
20 Dump truck sample objects p136
tially significant gain. failure = no Defense.
Speed: Sample speeds.
Temperance: Chastity, even-temperament, mod- Factor Species Factor Species
Explosives: See p178.
eration, frugality. p103 1 Turtle 10 Caribou Health
Fulfill: Resist temptation to indulge to excess 3 Human toddler 12 Horse
Taking Damage: See p171.
despite obvious rewards. 5 Human adult 15 Cheetah
8 Wolf Incapacitation: Last health box filled with Bash-
Vices Equipment: Equipment rules & samples. p139 ing; Stamina roll per turn or fall unconscious.
Envy: Covetousness, jealousy, paranoia. p103 Dying: Last health box filled with Lethal; 1 Leth-
Vehicles: Vehicle rules & samples. p141
al upgraded to Aggravated per min.
Fulfill: Gain something important from or harm a
rival. Combat Healing: 1 Bashing per 15 min; 1 Lethal per 2
Gluttony: Addiction, conspicuous consumption, Initiative: Dexterity + Composure + d10; roll days; 1 Aggravated per week.
epicurean, overindulgence. p104 Wits + Composure if surprised to see if Ini- Deprivation: Days >Stamina without water = 1
Fulfill: Indulge addiction or appetite at risk to iative is rolled. p151 Bashing per day; days >Stamina + Resolve
self or loved ones. Attack: Attack rules and modifiers. p152 without food = 1 Bashing per day.
Greed: Avarice, parsimony. p104 Modifiers: Sample attack modifiers. Falling: 1 Bashing per 3 yards; >30 yards = 10
Fulfill: Acquire something at the expense of an- • Aiming: +1 per turn (+3 max) Lethal (terminal velocity).
other, at some personal risk. • Armor Piercing: Ignores some of target’s armor
• Autofire Long Burst: 20 or so bullets; any number of
Fatigue: Stamina + Resolve per 6 hours > 24 to
Lust: Impatience, impetuousness, lasciviousness. targets (Storyteller approval); +3 to attack; -1 per remain awake; -1 cumulative penalty to all
p104 target if multiple rolls per 6 hours > 24.
Fulfill: Satisfy lust or compulsion, victimizing • Autofire Medium Burst: 10 or so bullets; 1-3 targets; Electrocution: See p177. Fire: See p180.
others. +2 to attack; -1 per target if multiple
Toxins: See p180.
Pride: Arrogance, egocentricity, vanity. p104 • Autofire Short Burst: 3 bullets; 1 target; +1 to attack
World of Darkness: Supernatural Abilities and Rules Reference Sheet
General Vampire Abilities Pattern Scouring: Instant Action; -1 Physical At- against same shifter race. (3 dice)
Waking: Vampires must spend vitae to wake; tribute (recover 1 day) or 1 resistant Lethal +3 3 Torture enemies/prey; murder same race. (2 dice)
Mana; Attribute = same limit as Restoration. 2 Hunting human or race animal for food. (2 dice)
Blood Potency 1-4=1/night, 5-7=1/2nights, 1 Pack betrayal; hunt same race for food. (2 dice)
8-9=1/3 nights, 10=1/4 nights. Sacrifice: Must deliver killing blow; Instant Ac-
Success to avoid degeneration. See WoD p96.
Blush of Life: Appear human; 1 vitae per scene; tion next turn (no Defense); creature size 2+ =
or free if vitae full. 1 mana; human = 1 mana per health left. Renown
Augmentation: +2 Strength, Dexterity, or Stam- Tass: Ingestible 1 hour or 10 min drinkable. Effects: Used as ‘status’; spirit rank. p197, 272
ina per vitae for Blood Potency in turns; >75% Resistant Damage: Caused by Pattern Scouring Purity: Ideals, hard decisions, sacrifice & devo-
vitae = constant 9-again Physical. or Paradox Backlash; can only heal naturally. tion, discipline, untainted, respect tradition.
Healing: 1 vitae per 2 Bashing or 1 Lethal; 5 vi- Wisdom: Mage morality. P79 Glory: Song, memory, inspiration, leadership,
tae + 2 nights per Aggravated; >75% vitae = 1 Degeneration: Roll when sin threshold breached; great deeds, bravery, determination.
Bashing per 15 min, and 1 Lethal per night. 10 Unnecessary/lazy magic. (5 dice) Honor: Honesty, respect elders/superiors, gener-
9 Magical coercion of free will. (5 dice)
Blood Addiction: 1 taste; Resolve + Composure ous to inferiors, just to enemies, lawful.
8 Magically coercion of moral code. (4 dice)
to resist; -1 per taste after 1st; success = +1 to 7 Cursing someone. (4 dice)
Wisdom: Insight & understanding, use of know-
next roll; +1 per year without; exceptional 6 Forcible binding to place or task. (3 dice) ledge, understanding & respect for spirits.
success = cured. 7+ Blood Potency immune. 5 Hostile transformation. (3 dice) Cunning: Guile over instinct, stealth, adapta-
Vinculum: 3rd+ drink = Stamina + Resolve +/- 4 Harmful magic. Mana theft. Creation of soul tion, play fool without folly.
Blood Potency difference; exceptional success stone. (3 dice) General Changeling Abilities
to resist bond; 1 regnant per thrall; >Blood Po- 3 Forceful abduction or exile into Shadow.
Causing possession. (2 dice) Wyrd: Connection with Faerie, magical potency.
tency can spend 1 Willpower per stage for Sta-
mina + Composure to resist step. Regnant +2 2 Prevent Awakening. Magical murder. (2 dice) Memories: Wyrd 1-3 = dreams forgotten; 4-6 =
1 Soul theft. (2 dice) recall some dreams; 7-9 = recall most dreams,
Social with thrall; thrall -5 Resolve + Compo-
Success to avoid degeneration. See WoD p96. awake memory; 10 = clear memory & dreams.
sure to act against regnant, -3 indirect. p160
Spirits/Abyssals: Wisdom 9-10 = +1 Social with +Wyrd to remember/interpret dreams.
Diablerie: See p158. Blood Ties: See p162.
spirits & counter abyssals; Wisdom 1-2 = -1. Bedlam, Visibility, Addiction, Frailties: See p85.
Feeding: 1 vitae per turn; 1 Lethal per vitae; hu-
Paradox: Wisdom effects Paradox duration. p268 Fading: 1 glamour to ‘fade’ 5 min from Bashing
man blood = health; Resolve + Composure to
General Shifter Abilities heal time (max Wyrd per day); 1 glamour to
resist ‘kiss’; animals 1/2 vitae; vermin/fish 1/4
fade 8 hours Lethal (max Wyrd per week).
vitae; stored 1/8 vitae; no damage to vampires; Regeneration: Base rate: 1 Bashing per turn;
Cold Iron: Ignore fae defense (magical); hand-
ferals 1½ vitae (-2 frenzy for 2 nights per). p164 downgrade 1 Lethal to Bashing per turn; 1 es-
forged deals Aggravated to True Fae.
Ghouls: 1 vitae + 1 Willpower to create; same sence heals 1 Bashing or Lethal. Half rate: 1
Mask: 1 glamour to strengthen for scene (hide
(either spends Will) per month to sustain. Bashing per 2 turns, 1 Lethal per 15 min, 1 ess-
mein); all glamour to drop for scene; changel-
Attributes: Cease aging; max vitae = Stamina; ence downgrades 1 Lethal to Bashing. Double
ings and fae can see through Mask.
spend 1 vitae per turn; augment as vampire; rate: 1 Lethal or Bashing per turn, 5 essence
Harvesting: Can’t harvest from changelings, true
heal as vampire; Blood Potency = 0. downgrades 1 Aggravated to Lethal.
Disciplines: 1 dot Celerity, Resilience, or Vigor fae, etc; -1 per changeling after first; +1 glam-
Bane: Silver most common; weapons deal Aggra-
(as sire’s clan); x2 experience cost. our from court emotion; deranged = Resolve +
vated damage. Greater bane: skin contact = 1
Animals: Physical Disciplines only; cannot heal Composure or changeling deranged for scene;
bashing per turn. Lesser bane: 1 damage from
or augment; cannot use Willpower to sustain. +Wyrd to harvest dreams, time consuming;
weapon converted to aggravated per attack.
Predator’s Taint: Vampire’s meet first time (aw- hedge bounty/goblin fruits.
Regaining Essence: 1 essence per day/night per
Clarity: Changeling morality. p180
are); <Blood Potency test for Rotschreck; >/ = “see Auspice” (varies); draw from locus; cer-
Blood Potency test for frenzy. Degeneration: Roll when breaking point
p168 tain rites; 1 essence per 1 Lethal dealt devour-
Health: Bashing from firearms (except head/heart); breached; (replace morality threasholds)
ing human or race animal flesh.
10 Entering the Hedge. Dreamwalking. Lazy magic.
aggravated from fire/sunlight (see p172); no un- Social Penalty: Shifters suffer penalty on social Minor unexpected life change. (5 dice)
consciousness; can’t bleed out; can’t be killed rolls with normal humans; -½ Primal Urge. 9 Use tokens, etc. 1 day without human contact.
by Bashing/Lethal alone. Torpor p175 Shapeshifting: Instant Action; Stamina + Survi- Minor selfish acts. (5 dice)
Frenzy: Resolve + Composure to resist frenzy 1 val + Primal Urge to change form; exceptional 8 Break promise, esp. to attend faerie matters.
turn per success. p178 success for Reflexive Action. Change Court. Injury to another. (4 dice)
Effects: No wound penalties; -2 mind powers; +2 War Form: Can take on War Form for Stamina 7 Drug use. Serious life change. Petty theft. (4 dice)
resist same; no finesse; +1 all physical. 6 Reveal mein to unensorcelled mortal. 1 week
(base) + Primal Urge in turns.
without human contact. Obvious magic with
Humanity: Vampire morality. p181 Rage: See p170 & 173. witnesses. Grand theft. (3 dice)
Degeneration: Roll when sin threshold breached; Lunacy/Delirium: Willpower 1-2 = -5 fear pen- 5 Kill changeling. Kill fetch. (3 dice)
success to avoid degeneration; see WoD p96. alty, potentially suicidal, no memory; 3-4 = -4 4 Break oath or pledge. Extreme life change (preg-
Humanity Recovery: Vampires must spend ex- penalty, no control, rationalize; 5-7 = -3 pen- nant, eviction). Impulsive serious crime. (3 dice)
perience, not just roleplaying. alty, some control, Intelligence + Composure 3 Harm mortal ravaging dreams. 1 month without
Roll humanity to wake during day; success per to remember (-3); 8-9 = -2 penalty, mostly human contact. Kidnap. Derangement.* (2 dice)
turn; exceptional success for scene. controlled, 1 will to control (-1 penalty), hazy 2 Kill human. Casual/callous crime against other
Max Empathy, Persuasion, Socialize dice pools supernatural. (2 dice)
memory; 10 = unaffected.
1 Time in Arcadia. Prolonged or intimate contact
with humans = Humanity. Senses & Tracking: See p178. with True Fae. Mortal identity destroyed, aban-
General Mage Abilities Harmony: Shifter morality. p180 doned or changed. Heinous act. (2 dice)
Degeneration: Roll when sin threshold breached; * Not derangements from failed degeneration.
Unseen Senses: Mages feel presence of power; (replace morality threasholds) Success to avoid degeneration. See WoD p96.
not source, type, or direction. p110 10 Not shapeshifting for >3 days. (5 dice) Clarity 8+ = +2 Perception; 6+ = 1 Will to roll
Pattern Restoration: 3 mana per 1 Bashing or 9 Not get own food; carry bane weapon. (5 dice)
Clarity to sense power. -1 Perception per 2 <7.
Lethal restored; consecutive turns; Gnosis 1-4 8 Disrespect to a spirit or elder. (4 dice)
7 Alone too long; violate tribal vow. (4 dice) Pledgecraft: See p175. Dream Shaping: See p190.
=1/day, 5-7=2/day; 8-9=3/day; 10=4/day. Navigating the Hedge: See p219.
Regaining Mana: Methods of replenishing mana. 6 Forbidden mate (2 Uratha); needless kill. (3 dice)
5 Impassioned same race kill. (3dice)
Oblation: Gnosis + Composure at hallow; 1 4 Revealing shifters to human; use bane weapon
hour; successes per mana up to hallow rating.
Mage, the Awakening Spells and Arcanum Reference Sheet
Spellcasting drain life of injured to mana, portal to twilight, 2: Alter own aura, control mind (base life), sug-
convert object to ephemera, raise ‘zombie’, gest emotion, erase own memory, cloud pres-
Rotes: -1 paradox; reduced resonance; no mana. heal ghost, shape ephemera, sever soul, create ence, mind shield, suggest surface thoughts.
Dice Pool: Attribute + Skill + Arcana shadow, suppress own life. 3: Alter own mental/social attributes, control
Improvised Spells: Costs 1 mana. 4: Weaken person, tie dead or dying sleeper as mind (median life), alter thoughts, mental mul-
Dice Pool: Gnosis + Arcana ghost, raise ‘revenant’, bind soul, decay living, titask (not spells), control own sleep, attack
Instant Casting: Instant Action; effects are destroy own aura, twilight step. mind, telepathy, comprehend languages.
immediate; may cast as extended. 5: Drain life or corpus to mana, destroy mana, 4: Read create change or destroy thoughts mem-
Extended Casting: Rolls interval based on kill spell, enhance ghost’s attributes, steal life- ories & dreams, twilight projection, control
Gnosis; no other actions allowed; requires span, summon ghost. mind (advanced life), alter mental/social attri-
offering - relating to Arcanum - is consumed. Fate Arcanum p147 butes or multiple for self.
Covert Spells: Coincidental; impossible aspect 5: Telepathic network, possess or dominate
invisible; no paradox unless sleeper suspects. 1: View fate sympathy, negate penalties, predict mind, alter personality, create intelligence,
Vulgar Spells: Obviously impossible; paradox al- chance, change luck. shadow projection, twilight sanctuary.
ways rolled (even if disguised to make covert); 2: Gain 9-again, curse of ill fortune, enhance so- Prime Arcanum p219
sleeper witnesses = +2 paradox dice. cial, perfect machine, alter destiny, bind oath.
Sympathetic Casting: Requires Space 2 ; 1 3: Alter oath, create fake destiny, fix chance, 1: See enchantment or illusion, scribe grimoire.
mana; -Fame or Occultation from roll; caster hide destiny, gain 8-again. 2: Activate enchantment, counter any spell,
no Defense; target gains sympathy to caster 4: Destroy soul bind, re-roll one failure, break square the circle, hide dispel or scrutiny.
without Space or mana; always vulgar. oath bind. 3: Ward soul, alter targets or conditions of spell,
Dice Penalty Sympathetic Connection 5: Break change or create geas, create destiny, channel mana - any source, arcane bolt, create
– Sensory range damage reduction, create chaos, great curse. or destroy tass, enchant item, hide resonance,
-2 Intimate: have DNA, or known well touch ethereal, alter ley lines, imbue mana,
-4 Known: have photo or accurate representation
Forces Arcanum p162
create phantasm.
-6 Acquainted: acquainted with target 1: Influence heat light or sound, low-light vision,
-8 Encountered: briefly encountered target 4: Create sleepwalker, awaken or suppress hal-
extend hearing, sense wireless (radio, tv, etc). low, animate phantasm, drain ghost essence or
-10 Described: never encountered; but can describe
-all Unknown: nothing known about target 2: Control heat light or sound, influence fire or object pattern to mana, destroy enchantment.
Spell Factors: -2 dice (instant) or +1 required electricity, melee at range, alter transmission. 5: Greater phantasm, create hallow, null zone,
success (extended) per interval. 3: Create or destroy heat light or sound, control create tulpa (construct or creature), drain mana.
Potency: Each point beyond 1st. electricity or fire, call lightning, self invisibili- Space Arcanum p232
# of Targets: Each factor of 2 (2,4,8,16, etc.) ty, telekenisis, force missile, redirect missile.
Size of Largest Target: Increase of 10 beyond 20. 4: Create or destroy electricity or fire, burst of 1: Analyze sympathy, track object, 360° vision,
Radius: Factor of 2 yards or 5x in cubic yards; x2 speed (self), control inertia, change weather, spatial map.
intervals (Arcana 1 higher). force blade, self levitation, transform energy. 2: Hide sympathy, follow gate/teleport, scry,
Duration: Transitory = 2 turns, 3, 5, 10, +10 5: Create or destroy inertia radiation or weather, sympathetic casting, ward against Space.
turns. Prolonged = 2 hours, 12, 24, 2 days, +2 complete self invisibility, control gravity, cre- 3: Add ‘ban’ to ward, create or destroy sympathy,
days. Advanced Prolonged (Arcana 1 higher) ate sunlight EMP or earthquake. multiy-scry, melee at range, portal.
= 1 day, 2, 1 week, 1 month, indefinite. Life Arcanum p179 4: Self co-location, dimensional pocket, entan-
Spell Accumulation: Max spells on self = base gle, keyed portal, teleport.
1: Analyze life form, nul toxins (self), life sense. 5: Create co-location zone, make unplottable,
Stamina. -1 spellcasting per spell over.
2: Control transfer features or transform base life, create labyrinth, offensive co-location.
Paradox: Vulgar or ‘Improbable’; half Gnosis; +2
heal or cure disease (self). Spirit Arcanum p245
for sleeper witnesses (vulgar); +1 per roll after
3: Control transfer features or transform median
first; -1 for rote, tools, per 1 mana; see p268.
life, enslave base life, transform self, alter 1: Coax object spirit, detect possession, see hear
Universal Arcana Powers attributes (self/median life). & speak with spirits.
Counterspell: Requires 1 dot in 1 Arcanum; 4: Control transfer features or transform advan- 2: Touch spirits, see into shadow, alter gauntlet
must have Mage Sight; first identify if covert ced life, enslave median life, create disease, at hallow, trap soul, summon spirit.
(p 278); successes subtract potency; 0 = fails. change identity, attack life force, alter multip- 3: Control spirit, exorcise spirit or ghost, familiar
Mage Sight: Requires 1 in Arcanum. Mage sees le attributes (self), shapechange, create life, pact self, summon spirit from shadow, heal or
magic etc. through “lense” of Arcana. evolve or devolve life. harm spirit, spiritual shield, restore soul, touch
Mage Armor: Requires 2 in Arcanum; 1 armor 5: Greater shapechange, creature splicing, twilight, awaken object spirit, shadow portal.
per Arcana dot; other variables per Arcana. change heredity, enslave advanced life, re- 4: Bind spirit, create fetish, channel essence,
Change Spell–Internal to External: Requires generate limb or organ. cause possession, create ‘essence battery’, con-
Arcana 1 higher; self target may target others. Matter Arcanum p194 trol & ward shadow portals, step sideways.
Combined Spells: Requires all Arcana 1 higher 5: Alter gauntlet anywhere, materialize spirit,
1: Discern craftsmanship chemical properties or create or alter spirits, author spirit court, sha-
every spell; lowest dice pool used.
composition, alter basic chemical properties. dow sanctum.
Group Casting: Extended only; all mages meet
2: Shape or transmute liquid, alter advanced Time Arcanum p257
requirements; leader must know rote (if applic-
chemical properties.
able); helpers successes add to leader’s dice
3: Alter major chemical properties, transmute 1: Discern consequence (5 turns), sense temporal
pool; any dramatic failure ends spell.
solid, repair object, transfer properties. disturbances, grant perfect timing (not spell).
Death Arcanum p133 4: Shape or destroy matter, transmute solid to li- 2: Augury (simples answers), see specific conese-
1: Shape ectoplasm or shadows, discern cause of quid, transmute precious, alter machine. quence, roll twice pick result (not spell), post-
death or injuries to souls, talk to ghosts. 5: Create matter, forge shape or destroy supernal cognition, ward self (divination or prophecy).
2: Animate shadows, alter corpse, create ecto- materials, alter size/density, transmute all 3: Accelerate, divination (specific answers), redo.
plasm, decay inanimate substance, suppress states, regenerate objects or machines. 4: Minor precognition, temporal curse, prophesy
aura, trap soul, summon ghost, touch ghosts. Mind Arcanum p206 (see possibilities), temporal pocket, time shunt.
3: Control ghost, destroy ephemera or object, 5: Temporal sanctuary, greater time shunt,
1: See aura, sense intelligence, split mind. rewrite history, stop time.

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