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Death 1 Death 1 Death 1 Death 1

Ectoplasmic Shaping Forensic Gaze Grim Sight Shadow Sculpting


The mage can alter the form of an ectoplasm, This spell enables a mage to discern how a The mage gains the Death Mage Sight. A mage manipulates darkness, giving form to
shaping it into the form he desires. He must creature died and how long ago. Forensic Gaze Action: Instant shadows or thickening them.
contend with the controller of the ectoplasm. reveals cause of death, not mitigating Duration: Prolonged (one scene) Action: Instant
Action: Instant and contested; target reflexively circumstances. If physical evidence of cause is A +1 bonus is gained on perception and Duration: Prolonged (one scene)
rolls Resolve + Gnosis (mage) or Resistance absent, this spell reveals what killed them and scrutiny rolls to sense vampiric Disciplines, A simple him to shape one-yard radius area of
(ghost) how much time has passed since. Devotions and rituals. darkness, or thicken its gloom. Each success
Duration: Prolonged (one scene) Action: Instant Rote (SL): Aura of Gloom deepens the darkness by one degree. Once
Successes are Potency to wrest control of the Duration: Concentration Pool: Wits + Occult + Death complete darkness is achieved, additional
ectoplasm from the mage or ghost who Obvious causes levy no penalties, obscure successes impose Test penalties to perception
currently controls it. causes cite –2 or more. Deaths over a year ago rolls on a one-for-one basis for anyone peering
Rote (M): The Seal of Harafax suffer –1. Deaths older than a decade suffer –1 into the area. With Death 2, the mage can give
Pool: Presence + Occult + Death vs. Resolve + per decade. shadows animation, while Death 3 allows him
Gnosis or Resistance Rote (FC): Reaper’s Scent to conjure them.
Pool: Intelligence + Medicine + Death Rote (GoV): Fall of Night
Pool: Wits + Occult + Death

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Death 1 Death 1 Death 2 Death 2


Soul Marks Speak with the Dead Animate Shadows Corpse Mask
Enables a mage to perceive a soul’s health, The mage can see, hear and speak with ghosts As with Shadow Sculpting, above, but the mage The mage alters the appearance of death by
discerning the presence of derangements, but within Twilight and detect their unseen can now cause the darkness to move, even adding or subtracting features from a corpse. In
not necessarily their kind (possibly needing an presence if hiding. He can see spirits within causing it to travel from its naturally occurring this fashion, mages have turned murder most
extended Intelligence + Empathy roll). Other Twilight, too, but they appear hazy and place to somewhere darkness could not possibly foul into seeming accidents or natural cause, or
soul marks can be detected, such as the signs of indistinct and mute, unless he uses Spirit 1. He exist, such as beneath the direct glare of a lamp. taken an innocent circumstance and used it to
a mage who created a soul stone. Some soul cannot perceive mental projections unless he Action: Instant frame someone.
marks (such as serving as a vampiric vessel) are adds Mind 1 to the casting. Duration: Prolonged (one scene) Action: Instant
sufficiently rare and insidious as to penalize Action: Instant The Speed at which the darkness can flow Duration: Lasting
rolls made to perceive them. Duration: Prolonged (one scene) (directed by the caster as a reflexive action) is The mage adds or subtracts one feature per
Action: Instant This spell’s successes must equal or exceed the equal to the caster’s Gnosis + Death + the success. A feature is a single wound or disease
Duration: Concentration Potency of any power (if any) used to conceal spell’s Potency. condition.
Rote (AA): Wounds the ghost. Rote (M):Light’s Nemesis Rote (GoV): Mortician’s Touch
of the Soul Rote (M): Clamor of the Pool: Wits + Occult + Death Pool: Intelligence + Subterfuge + Death
Pool: Intelligence + Medicine + Death Departed
Pool: Wits + Occult + Death

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Death 2 Death 2 Death 2 Death 2
Decay Ectoplasm Entropic Guard Ghost Summons
The mage can cause a material object to The mage can create ectoplasm from his orifices The mage gains Death’s Shield by stealing vigor The mage calls a specific ghost or a general call
corrode, rust or become rotten. or of a corpse’s. This opaque, white, slick from incoming attacks, a mage guards himself to nearest ghost in sensory range. The ghost
Action: Instant material can form whatever shape the mage against harm. Action: Instant comes to the caster with speed, though it
Duration: Lasting desires. The mage can use it as a mirror to allow Duration: Prolonged (one scene) cannot go farther than the maximum distance it
This spell lowers the object’s Durability by one anyone (even Sleepers) to see ghosts or objects The mage gains one point of armor per dot he is allowed to travel from its anchor.
point per success, but it does not affect the that are present in Twilight. possesses in the Death Arcanum. By spending Action: Instant and contested; target rolls
object’s Structure (for that effect, see “Destroy Action: Instant one Mana, the Duration can be made one day. Resistance reflexively
Object”. The degraded Durability cannot be Duration: Prolonged (one scene) Note that this armor does not apply opponent’s Duration: Prolonged (one scene)
repaired by normal (non-magical) means. Successes are allocated between the ectoplasm’s attempting a grapple on the mage. This spell With general summons, the spell targets the
Rote (AA): Return to Dust Size (base 5) and its solidity. Its base solidity is will work to steal vigor from a grappler’s closest ghost. It remains near the mage for the
Pool: Stamina + Intimidation + Death like a spider web’s. The ectoplasm remains for Strength + Brawl rolls to overpower the mage. Duration, unless the caster allows it to leave.
one hour or for the rest of the scene. Rote (AA): Shield of Bones Rote (SL): Muster the Dead
Rote (FC): A Mirror Darkly Pool: Wits + Occult + Death Pool: Presence + Persuasion + Death vs.
Pool: Stamina + Occult + Death * Mana optional to expand duration to 24 hours Resistance

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Death 2 Death 2 Death 2 Death 3


Grant the Grim Sight Soul Jar Suppress Aura Control Ghost
Give another supernatural being Mage Sight. This spell creates a container for a soul. The mage suppresses his own or another’s The mage can force a ghost to perform an
This is as the Death 1 “Grim Sight” spell, Action: Instant personal aura. Effectively, he causes the aura to action. A single, simple command can be issued
except that the mage casts it upon another mage Duration: Prolonged (one scene) lapse into slumber, smoothing the telltale per success.
or even a supernatural being such as a ghost or Any receptacle that can be used to seal liquid ripples it creates in the Tapestry and rendering Action: Instant and contested; target
werewolf. can serve as a soul jar. Success enchants the it more difficult (or virtually impossible) to rolls Resistance reflexively
Action: Instant receptacle so that a soul placed within the jar detect, save by the most puissant of sensory Duration: Prolonged (one scene)
Duration: Prolonged (one scene) cannot escape. The jar’s lid is usually held fast abilities. Complex commands require multiple successes.
If the target is unwilling, a reflexive, contested by a metal bar or is coated with wax. The soul is Action: Instant If the ghost has not completed the action by the
Resolve + Gnosis roll is made. protected from attack by the object. If the jar is Duration: Prolonged (one scene) time the Duration expires, it does not have to
Rote (FC): Opening the Sealed Eye opened or broken, the soul can flee. See “Soul Each success levies a –1 penalty on any attempts finish the job. It must, however, work to
Pool: Manipulation + Persuasion + Death Handling,”. to scrutinize the target’s aura. complete the command as soon as possible.
With Death 3, the mage can attempt to cast this Rote (GoV): Cloaking the Anointed Rote (SL): Word of Woe
spell with indefinite Duration. Pool: Manipulation + Subterfuge + Death Pool: Presence + Intimidation Death vs.
Rote (SL): Urn of Motes Resistance
Pool: Presence + Crafts + Death

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Death 3 Death 3 Death 3 Death 2
Destroy Ephemera Destroy Object Devouring the Slain Entropic Shroud
The mage mystically attacks an ephemeral The mage mystically attacks a material object, Caster takes strength from the dying. Doesn’t The mage can cast the “Entropic Guard” spell
object. causing it to decay instantly. work on animals or undead. on others, protecting them with a field of
Action: Instant Action: Instant Action: Instant; subtract target’s Stamina entropic decay.
Duration: Lasting Duration: Lasting Duration: Lasting Action: Instant
Successes in excess of the object’s Durability Successes in excess of the object’s Durability Touch range, Death 4 is sensory, 5 is Duration: Prolonged (one scene)
(most ephemeral items have Durability 1) inflict inflict aggravated damage on its Structure. sympathetic. Successes take WP from target The target gains one point of armor per dot the
aggravated damage on its Structure. This spell Rote (AA): Breaking the Chains (must have aggravated wounds from that scene). caster possesses in the Death Arcanum. The
does not affect animate ephemeral beings such Pool: Resolve + Crafts or Science + Death The mage may scourge a person’s Pattern for caster can increase the Duration to one day
as ghosts (or anything with a Corpus trait rather Mana. Successes inflicts lethal Health wounds with the expenditure of one point of Mana.
than a Structure trait). for Mana. One use per injury. Rote (GoV): Shroud of Gloom
Rote (GoV): Shattering the Fetters Rote (FC): Energetic Transfer Pool: Wits + Occult + Death
Pool: Resolve + Occult + Death Pool: Manipulation + Persuasion + Death * Mana optional to expand duration to 24 hours

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Death 3 Death 3 Death 3 Death 3


Ghost Gate Ghostly Object Quicken Corpse Restore Corpus
The mage creates a gateway that transforms The mage creates a ghostly item by turning a Quicken Corpse animates one or more corpses. The mage can heal a ghost’s Corpus.
anyone who steps through it into a Twilight real material object into a Twilight object. To Such corpses possess a reasoning like a pet. Action: Instant
state of existence. do so, he must destroy the real object, They understand certain visual cues and Duration: Lasting
Action: Extended (target number = local eliminating all its Structure points, and then auditory commands, but can’t perform abstract One Corpus point of damage is restored per
Gauntlet strength) cast this spell upon its remains. The subject intelligence. They have limited memory, but success.
Duration: Prolonged (one scene) then becomes a ghost of itself within Twilight, cannot make basic inferences. They have no Rote (FC): Spectral Poultice
One person of Size 5 or less can pass through allowing the mage to manipulate it with Death individual initiative. Pool: Composure + Occult + Death
the gate per turn. Each success on the casting 2. Action: Instant
allows the mage to widen the gate so that one Action: Instant Duration: Prolonged (one scene)
additional person can pass through per turn. Duration: Lasting One success animates the corpse. Additional
Death 4 makes this spell an instant action and Rote (M): Night Hallowing successes determines strength of control or can
can limit who enters the gate. Pool: Resolve + Occult or Science + Death be used to boost Physical traits, at one for one.
Rote (M): Calling the Crossroads Rote (SL): Rise and Obey
Pool: Resolve + Occult + Death Pool: Presence + Persuasion + Death

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Death 3 Death 3 Death 3 Death 3
Sculpt Ephemera Sever the Sleeping Soul Summon Shadows Suppress Own Life
The mage can shore up or degrade the The mage severs a Sleeper soul. The subject The mage now creates darkness from nothing The mage can temporarily suppress his own life.
Durability of ephemera, and the item can be suffers soullessness. giving it a semi-substantial form so that it can In this state, the mage is truly dead. Mind and
reshaped, changing a heap of metal into a Action: Extended and contested; touch things and provide a weak barrier. spirit are absent.
bicycle frame or a stick into a spear. The mage Duration: Lasting Action: Instant Action: Instant (reflexive with 1 WP)
cannot affect animate ephemera, such as a Touch Range, Death 5 gives sensory range. Duration: Prolonged (one scene) Duration: Prolonged (one hour)
nature spirit or a fetch. That requires Spirit. Cannot be sympathetic. Target number is Makes a 1-yard radius of darkness or 5-cu. yard A predetermined trigger wakes him from this
Action: Instant subject’s WP. Max rolls allowed is target’s vol. Each success gives the shadow Strength 1 state or until the Duration runs out. Once
Duration: Lasting Resolve + Composure. Cannot be recast on a (used to lift objects) or Durability 1. It is not a awake, Social rolls are –1 for every 4 hours of
Only one success is needed to reshape an object failed target for 24 hours. If target gains a material object, so it has no Structure. Attacks death (max. –5). Penalties reduce by one/hour
(if the new shape is very complex, the Storyteller success, casting fails. Death 5 lets the mage directed through it (if it is being used for cover) after waking.
might levy Test penalties to the casting). Or, sever an Awakened soul. must deal with its Durability, but they don’t Rote (GoV): Descending to the Grave
one point of Durability is added per success. Rote (AA): Stripping the Wicked damage the shadow barrier. Pool: Composure + Subterfuge + Death
Rote (M): Spirit-smithing Pool: Presence + Intimidation + Death Rote (FC): Child of Midnight
Pool: Dexterity + Crafts + Death Pool: Wits + Occult + Death

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Death 4 Death 4 Death 4 Death 4


Enervation Haunting Revenant Rotting Flesh
The mage draws the vigor from target. The mage causes recently dead (within the past The mage creates a revenant. Rots target’s flesh rends and destroys
Action: Instant; subtract target’s Stamina hour) or dying Sleeper to cling to a physical Action: Extended and contested; target rolls Action: Instant; - target’s Stamina
Duration: Prolonged (one scene) anchor. Resolve reflexively Duration: Lasting
The mage must grapple target. If successful, he Action: Instant and contested; target rolls Duration: Prolonged (one scene) The mage must first grapple target. (Death 5
can cast this spell as an instant action in the Resolve or Resistance reflexively One success is required. Additional successes gives sensory range as an instant action. 6 gives
following turn. (Death 5 gives sensory range as Duration: Prolonged (one scene) add to the target number to boost traits (one sympathetic). Each success inflicts one Health
an instant action. Death 6 gives sympathetic A point of Mana must be spent to create an success per dot). The Resolve Attribute it had in point of lethal damage to the target. Death 5,
range). Successes subtracts one dot from target’s anchor, which need not be something precious life is used to contest. Death 5, allows the mage allows aggravated damage. Success levy–1
Strength, down to 1. The max amount Strength to the subject. Excess successes can increase to target mages, although the revenant can no penalties on victim’s Social rolls due to his
can be lowered is equal to the dots in the Duration. Death 5 lets the mage use a haunting longer cast magic. (It contests with Resolve + wounds, non-accumulative.
Death. on a recently dead or dying mage or with a Gnosis.) Rote (AA): Teeth of Kali Ma
Rote (AA): Weight of the Grave ghost who has been long dead. Rote (SL): Duty Before Rest Pool: Strength + Intimidation + Death –
Pool: Presence + Occult + Death Rote (SL): Eternal Unrest Pool: Manipulation + Persuasion + Death Stamina
Pool: Presence + Persuasion + Death vs. Resolve
or Resistance

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Death 4 Death 4 Death 4 Death 4
Slay Own Aura Soul Binding Suppress Other’s Life Twilight Shift
The mage removes his current aura. The mage can attach a stolen soul to himself or The mage can suppress life in others The mage can personally transform himself into
Action: Instant another, but only if he or the target currently temporarily. The effects are the same as the the Twilight state of existence without needing
Duration: Lasting has no soul. “Suppress Own Life”. to pass through a gateway.
The mage develops a new aura by the end of the Action: Extended (target number = one for a Action: Instant and contested; target rolls Action: Instant
week as his soul takes on new resonance based Sleeper’s soul, Gnosis for a mage’s soul) Composure + Gnosis reflexively Duration: Prolonged (one scene)
on his actions and character. This new aura Duration: Lasting Duration: Prolonged (one scene) All the mage’s clothing and equipment is
cannot be recognized by anyone who has not The target number is equal to the recipient’s The mage must first grapple target. If successful, likewise transferred into an ephemeral state, as
examined it before, giving the mage a new Gnosis, or simply one success if the target is a he can cast this spell reflexively. (Death 5 gives long he touches it during casting. The mage can
mystical “fingerprint.” In the meantime, mages Sleeper. The soul then belongs to the recipient. sensory range. 6 gives sympathetic). Spell is restore himself to a material state at anytime by
who use aura-perception spells to view the mage Rote (FC): Restoration broken if target is attacked in duration. dismissing the spell.
are unnerved by the target’s complete lack of an Pool: Composure + Empathy + Death Rote (GoV): Consign to the Mausoleum Rote (M): Stepping Over
aura — an unnatural occurrence. * A Mage looses 1 dot of Gnosis for every 24 hours Pool: Manipulation + Subterfuge + Death vs. Pool: Stamina + Occult + Death
Rote (FC): Starting Anew he has no soul, until he reaches zero, at which point Composure + Gnosis
Pool: Intelligence + Subterfuge + Death he is a sleeper

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Death 5 Death 5 Death 5 Death 5


Devouring the Living Destroy Mana Quell the Spark Quicken Ghost
The mage consumes lifeforce or ghost. The mage can destroy Mana. The mage can dispel any spell, regardless of The mage quickens a ghost, restoring mindless
Action: Instant; subtract target’s Stamina or Action: Instant; subtract target’s Resolve what Arcana were used to create it — he does shades to a semblance of the personality they
Resistance Duration: Lasting not need Prime 1 or any other Arcana lore. The had in life, and turning ancient ghosts into
Duration: Lasting One point of Mana, no matter how it is stored mage must first have Mage Sight so that he can more potent specters.
This spell is handled as “Devouring the Slain,” (as tass, within an artifact, or a mage’s own perceive the spell to be affected. Action: Instant
the mage may now perform the spell upon a personal Mana points), may be destroyed per Action: Instant Duration: Prolonged (one scene)
healthy subject or a nearby ghost. The mage success. Duration: Lasting Each success raises one of a ghost’s three
must still grapple target first (Death 6 gives Rote (AA): Plucking Teeth Successes are compared to the target spell’s Attributes by one or provides it with one
sensory range as an instant action). Pool: Strength + Intimidation + Death – Potency. If they equal or exceed it, the spell is Essence (this bonus cannot cause a ghost to
Rote (AA): Spoils to the Victor Resolve dispelled. possess more Essence than it can normally
Pool: Manipulation + Intimidation + Death – Rote (GoV): Great Interdiction hold).
Stamina or Resistance Pool: Resolve + Occult + Death Rote (M): Remembrance of the Flesh
Pool: Manipulation + Occult + Death

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Death 5 Death 5 Fate 1 Fate 1
Steal Lifespan Summon the Dead Interconnections Quantum Flux
Allows a mage to steal lifespan. Cannot target The mage summons a ghost from the This spell reveals themes and interconnections The mage reads probability and compensates
supernatural beings. Underworld into Twilight. between people, places and things. The mage for deleterious factors. She can mitigate or
Action: Extended and contested; target rolls Action: Instant and contested; target rolls can also sense manipulations of destiny and negate small factors that add up against her,
Stamina reflexively Resistance reflexively their causes. This extends to any supernatural rather than actively setting events in her favor.
Duration: Lasting Duration: Special effect that will or might result in a person’s Action: Instant
The target successes equals the years sought The mage can ask one question of the ghost per destiny unfolding in a manner different Duration: Prolonged (one scene)
from target, although not more in a single success. After it has answered it departs. (The from that in which it is “meant” to. During the spell, the mage can “aim” any
casting than his dots in Death. The mage can mage cannot delay more than five turns Action: Extended (one turn per roll) action, reducing penalties turn by turn on a
cast this spell on the same target only once a between questions). The answers are truthful Duration: Concentration one-for-one basis, to a maximum of three. This
year. This effect is largely in the hands of the and straightforward, though if not clear, the Successes allows mage to examine those in can only negate penalties.
Storyteller. It does not prevent the effects of ghost might misinterpret it. sensory range. Rote (AA): Eye of the Storm
aging nor death by calamity. Rote (SL): Demanding an Audience of the Rote (GoV): Indra’s Net Pool: Wits + Occult + Fate
Rote (SL): Drawing the Thread of Years Departed Pool: Intelligence + Investigation + Fate
Pool: Manipulation + Subterfuge + Death vs. Pool: Presence + Persuasion + Death vs.
Stamina Resistance

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Fate 1 Fate 1 Fate 1 Fate 1


Reading the Outmost Eddies Sharpshooter’s Eye The Sybil’s Sight Winds of Chance
The caster predicts a small random action in (+ Space • and Life or Matter•) Gives the mage The mage gains the Fate Mage Sight. The mage can evade or attract good or ill
her vicinity. It cannot bring life-altering change, a lock on object or creature. Action: Instant fortune. Generally speaking, this effect is more
change an event in motion or create any chance Action: Instant Duration: Prolonged (one scene) a roleplaying consideration than anything else.
that an impossibility will come to pass. Duration: Special The mage can detect momentous events. While Action: Instant
Action: Instant Life 1 for creatures or Matter 1 for an object. in effect, a reflexive Wits + Investigation roll is Duration: Prolonged (one scene)
Duration: Prolonged (one scene) Successes reduces penalties due to distance, made to sense when something of metaphysical Rote (FC): Nudging Probability
Simple successes result in small turns of position, size or environmental factors. weight or truth has been spoken or taken place. Pool: Wits + Subterfuge + Fate
immediate good fortune to the current Successes applied to next roll against the target. This ability gives a willworker an idea of when
circumstances. An exceptional success yields the If target leaves sight, targeting is lost. Can’t be somebody just happens to utter words that are
high end of small good fortune. Successive combined with Spatial Map. somehow true or important in a metaphysical
attempts for the same goal are considered Rote (GoV): The Wings Off A Fly sense.
vulgar. Pool: Composure + Firearms + Fate Rote (M): Flight of Birds
Rote (SL): Lakshmi’s Touch Pool: Wits + Occult + Fate
Pool: Wits + Investigation + Fate

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Fate 2 Fate 2 Fate 2 Fate 2
Conditional Duration Conditional Trigger Exceptional Luck The Evil Eye
Set conditions on a spell’s Duration, By setting (+ Time ••) Set a trigger that automatically The mage’s endeavors are blessed with This spell is a basic curse intended to bring
up a particular circumstance whereby the spell activates a prepared spell. Normally, the mage exceptional luck that defies the odds. about immediate ill-fortune.
ends early. The advantage is it gives a slight must activate the trigger himself, but by adding Action: Instant Action: Resisted; subtract target’s Composure
boost to a spell’s Duration factor. Specifies a conditional trigger, the spell automatically Duration: Prolonged (one scene) Duration: Special
condition when casting it, and must state activates when the conditions stated in the The mage gains the 9-again quality (re-roll Success causes a number of Test to be removed
condition clearly to target(s) as part of the trigger come about. The Mana needed to results of 9 and 10) on one future Test roll per from the subject’s Test Pool for the next action
casting. Improbable; +1 factor, Infrequent; +2 activate the prepared spell’s trigger must be success. The player can choose which of his he takes (i.e., the next action for which Test
factors, Common or easy; +3 factors. The invested into the spell during casting or the rolls are affected by this exceptional luck need to be rolled). One die is subtracted per
Storyteller also decides what constitutes a spell will not have enough energy to activate on (declared before Test are rolled), and they can Fate dot the caster possesses. Each extra success
reasonable condition for breaking the spell. its own. The normal rules for casting prepared include any action or task. Lasts for 1 scene. on the spellcasting affects one additional roll.
Virtually impossible conditions should be spells apply. Does not affect a chance die. Rote (SL): Imprecation
disallowed. * This is not a spell in itself, but an ability the mage Rote (AA): Blessings of the Gods Pool: Manipulation + Persuasion + Fate –
* This is not a spell in itself, but an ability the mage gains with Fate 2. Pool: Manipulation + Occult + Fate Composure
gains with Fate 2.

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Fate 2 Fate 2 Fate 2 Fate 2


Fortune’s Protection Granting the Sybil’s Sight The Perfect Moment Platonic Mechanism
The caster gives herself Fate Shielding. As the Fate 1 “Sybil’s Sight” spell, except that This spell enables the caster to act in a social This spell imbues a mechanical item with a
Action: Instant the mage casts this upon another mage, or even situation with perfect grace and timing, saying perfect precision.
Duration: Prolonged (one scene) a supernatural being such as a ghost or just the right thing at just the right moment. Action: Instant
The mage gains one point of armor per dot she werewolf. If this spell is cast upon a Sleeper, it The mage does not really think out what he will Duration: Prolonged (one scene)
possesses in the Fate Arcanum. By spending a invokes Disbelief immediately, even if its do; he goes with the flow, letting Fate and his Dramatic failures associated with the device are
Mana, Duration can last for one day. This Duration is less than one scene. instincts guide him. ignored. The device always works as was
armor applies against grapples, but not attempts Action: Instant Action: Instant designed.
by an opponent to overpower and/or inflict Duration: Prolonged (one scene) Duration: Prolonged (one scene) Rote (FC): Atomic Clock
damage once he has managed to grapple the If the target is unwilling, he may contest with a More a roleplaying issue than anything else. Pool: Intelligence + Occult or Science + Fate
mage. reflexive Resolve + Gnosis roll. Generally speaking, favorable results do not last
Rote (GoV): Untouchable Rote (M): Flock of Augurs longer than the Duration.
Pool: Composure + Athletics + Fate Pool: Manipulation+ Occult + Fate Rote (M): Everything’s Zen
* Mana optional to expand duration to 24 hours Pool: Wits + Occult + Fate

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Fate 2 Fate 2 Fate 3 Fate 3
Shifting the Odds Swearing an Oath Alter Oath Bestow Exceptional Luck
The mage creates a shift of destiny, generating The mage learns the basics of binding oaths, The mage can alter the terms and conditions of As with the Fate 2 “Exceptional Luck”, except
turns of luck. These manipulations almost acquiring the ability to swear such an oath. a Fate-based oath. that the mage can give others the 9-again quality
always take the form of plausible situations. Action: Instant Action: Instant; subtract target’s Resolve for one or more rolls.
This level of the Fate Arcanum helps destiny Duration: Lasting Duration: Lasting Action: Instant
along rather than creating it, but it does give the The mage can reflexively roll Resolve + The targeted oath’s Potency acts as Test Duration: Prolonged (one scene)
mage the opportunity to seize her own fortune Composure for the character to act in penalties to the casting roll. Once an oath is Rote (FC): Rabbit’s Foot
or to help make one for another. circumstances that would normally forbid altered, it remains altered for the remainder of Pool: Manipulation + Persuasion + Fate
Action: Instant action. Also, at the Storyteller’s discretion, its Duration. A mage cannot alter an oath she
Duration: Special when the mage undertakes some action that has made for herself (as under Fate 2) until Fate
Successive attempts to use this spell for the directly upholds the oath, she may regain a 4.
same goal are considered vulgar. spent Willpower point. Rote (SL): Nullify the Contract
Rote (FC): The Butterfly Effect Rote (AA): Testifying to the Gods Pool: Manipulation + Politics +Fate
Pool: Wits + Occult or Science + Fate Pool: Presence + Persuasion + Fate

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Fate 3 Fate 3 Fate 3 Fate 3


Fabricate Fortune Great Fortune’s Protection Lucky Coin Monkey’s Paw
This creates a false destiny upon target. The As with the Fate 2 “Fortune Protection” spell, The mage learns how bring fortune to bear The mage learns how to bring bad fortune onto
mage makes a given thing seem destined, even if but the mage can now cast this upon others. upon a lifeless object. lifeless objects.
none of the momentum of destiny is behind it, Action: Instant Action: Instant Action: Instant
deceiving others with the power to perceive Duration: Prolonged (one scene) Duration: Transitory (one turn) Duration: Transitory (one turn)
fortune. Rote (AA): Bolster the Company On the turn after casting, the targeted object On the turn after casting, the targeted object is
Action: Instant Pool: Presence + Persuasion + Fate receives an equipment Test bonus equal to the subject to an equipment Test penalty equal to
Duration: Prolonged (one scene) * Mana optional to expand duration to 24 hours spell’s successes, max = caster’s Fate dots. In the spell’s successes, max = caster’s Fate dots. In
The Potency of this spell must be overcome in addition, an armor’s protection can be addition, a suit of armor’s protection can be
order to see through the lie. If target is an increased by one point per success (max = decreased by one point per success (even down
unwilling mage, it is reflexively contested with caster’s Fate dots). to zero points).
Composure + Gnosis. Rote (M): Four-Leaf Clover Rote (AA): Sword of Damocles
Rote (GoV): False Messiah Pool: Wits + Occult or Science + Fate Pool: Wits + Occult or Science + Fate
Pool: Intelligence + Subterfuge + Fate

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Fate 3 Fate 3 Fate 4 Fate 4
Occlude Destiny Superlative Luck Destroy Bindings Gift of Fortune
The mage prevents outside powers from The mage’s endeavors are blessed with amazing The mage learns how bring fortune to bear (+ Space••) Through the quirks of fate, an
perceiving or tampering with a given destiny. luck that defies the odds and credibility. upon a lifeless object. object finds it way into the mage’s keeping.
Action: Instant Action: Instant Action: Instant Using this spell with naked and indiscriminate
Duration: Prolonged (one scene) Duration: Prolonged (one scene) Duration: Transitory (one turn) greed often results in dire consequences for the
The spell’s Potency contends against all other The mage gains the 8-again quality on one On the turn after casting, the targeted object caster.
mages’ attempts to perceive or alter the target’s future Test roll per success. The player chooses receives an equipment Test bonus equal to the Action: Extended
destiny. If this spell is cast upon an unwilling which of his rolls are affected, and they can spell’s successes, max = caster’s Fate dots. In Duration: Lasting
mage, a reflexive, contested Composure + involve any action or task. This effect lasts for addition, an armor’s protection can be The Storyteller assigns a required target number
Gnosis roll is made to resist. one scene, after which time any unused luck increased by one point per success (max = that must be overcome. The targeted item can
Rote (GoV): Hidden Treasure rolls are lost. Does not affect a chance die caster’s Fate dots). take some time to make it to its destination.
Pool: Intelligence + Subterfuge + Fate Rote (SL): Walking the Supernal Path Rote (M): Four-Leaf Clover This spell can target items within the Shadow
Pool: Resolve + Occult + Fate Pool: Wits + Occult or Science + Fate Realm, although without a Spirit 3 component
the item cannot cross the Gauntlet.
Rote (M): True Ownership
Pool: Intelligence + Investigation + Fate
* Mana is for sympathetic casting

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Fate 4 Fate 4 Fate 4 Fate 5


Probable Cause Sanctify Oaths Sever Oaths Break the Chains
The mage can ensure the probability of The mage can witness the swearing of oaths. The mage severs an oath completely. He may The mage can dispel or rearrange the
succeeding in nearly anything to which he puts The participant(s) need not be aware that the also use this spell to freely manipulate an oath conditions of another mage’s geas.
his hand. mage has the means to place metaphysical he has sworn (with Fate 2). Action: Instant and contested; successes are
Action: Instant momentum behind such vows. An individual Action: Instant and contested; successes are compared to the geas’ Potency
Duration: Prolonged (one scene) considered responsible for another can swear compared to the oath’s Potency Duration: Lasting
The mage gains the rote quality (reroll failed oaths in their name. Duration: Lasting Successes must exceed the geas’s Potency.
Test once) on one future Test roll per success. Action: Instant Successes must exceed the Potency of the oath Rote (FC): The Hidden Clause
The player chooses which of his rolls are Duration: Lasting to be severed, unless the caster targets one of his Pool: Wits + Occult + Fate vs. geas’s Potency
affected. This effect lasts for one scene. Note If the target is unaware, he gets to own oaths, in which case one success is enough.
that this spell does allow the player to re-roll a unconsciously contest with a reflexive Resolve + Rote (SL): Magistrate’s Rule
failure on a chance die. This spell cannot be Gnosis roll. Pool: Manipulation + Occult + Fate vs. oath’s
“stacked” with other luck spells. Rote (SL): Let Their Words Condemn Them Potency
Rote (GoV): Assured Acquisition Pool: Presence + Expression + Fate
Pool: Composure + Occult + Fate

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Fate 5 Fate 5 Fate 5 Fate 5
Forge Destiny Forge Doom Forge Godsend Geas
The mage determines the destiny of a living A living being, place, thing, condition, flaw or A living being, place, thing, condition, behavior This spell creates a geas, enabling a willworker
being. behavior can be declared someone’s doom. or strength can be a godsend. to forcibly compel another to heed her will as
Action: Instant and contested; target rolls Action: Instant and contested; target rolls Action: Instant and contested; target rolls though having sworn an oath to that effect. If
Resolve + Gnosis reflexively Resolve + Gnosis reflexively Resolve + Gnosis reflexively the subject cannot resist this magic, then he
Duration: Prolonged (one scene) Duration: Prolonged (one scene) Duration: Prolonged (one scene) must do as he is bidden or suffer the enmity of
Each success on the spellcasting roll can be used While in direct confrontation with a doom or When possessed of, acting under the destiny.
to add one die to the target’s Test Pool for any while acting within or being targeted by the parameters of, or within the presence of a Action: Instant and contested; target rolls
action that might foster the fruition of the fate parameters of a doom, any damage Test godsend, the spell’s successes are subtracted Resolve + Gnosis reflexively
declared by the caster. Conversely, one Test suffered by the subject are increased by the from any damage he suffers (starting with Duration: Prolonged (one scene)
penalty per success can be levied against rolls spell’s successes. In the case of a place made aggravated damage first, then lethal, then This spell sets up terrible repercussions. Those
that might help prevent a subject’s new destiny. into a doom, the default area affected is 1 yard bashing). In the case of a place made into a who violate the terms of a Geas suffer the
The effect lasts for one scene. radius or 5 cu. yards of volume. godsend, the default area affected is of one-yard effects of the “Great Curse,” below, until such
Rote (GoV): Anointing the Chosen One Rote (AA): Achilles’ Heel radius or five cubic yards of volume. time as the Geas would normally expire.
Pool: Manipulation + Persuasion + Fate vs. Pool: Resolve + Intimidation + Fate vs. Resolve Rote (M): The Secret Strength Rote (SL): Chain of the Fates
Resolve + Gnosis + Gnosis Pool: Composure + Survival + Fate vs. Resolve Pool: Presence + Expression + Fate vs. Resolve
+ Gnosis + Gnosis

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Fate 5 Fate 5 Forces 1 Forces 1


Great Curse Swarm of Locusts Influence Heat Influence Light
This is a more powerful version of the “Evil The mage can create chaotic conditions. The mage can guide the direction and/or flow The mage can guide the direction and/or flow
Eye” spell. Every task the victim undertakes Action: Instant of existing heat. He could, for example, keep of existing light. He could, for example, cause a
surely fails. Duration: Prolonged (one scene) warm in cold weather by pulling the ambient wide-angle lantern beam to focus more tightly,
Action: Instant; subtract target’s Composure Those Sleepers who witness the effects of the warmth shed by other human bodies to himself, like a flashlight beam, or split visible white light
Duration: Prolonged (one scene) Swarm of Locusts do not act as witnesses when or make sure that the dim heat from a radiator into its full spectrum of colors, like a prism.
The spell is like the “Evil Eye” spell, except that determining the chances of a Paradox for any on the other side of a bathroom reached the Action: Instant
it affects all rolls made while the magic is in successive spell cast in the area The space shower stall. He could not increase the Duration: Prolonged (one scene)
effect. This spell cannot be combined with the covered by Swarm of Locusts depends on the temperature of the heat at this level, nor create Successes determine the degree to which the
Evil Eye; only the most potent spell takes effect. successes rolled. The chaos in the area is heat where there is none. light can be altered. For instance, with one
Rote (AA): Wrack and Ruin beyond the caster’s control. The Storyteller Action: Instant success, a light beam can be diverted in a 90-
Pool: Manipulation + Intimidation + Fate – might levy a –1 to –2 penalty not directly Duration: Prolonged (one scene) degree direction, while two successes can turn it
Composure involved in dealing with the chaos. Cannot be Rote (M): Radiant Blessing again by 90 degrees.
cast twice in the same area (or adjacent areas) Pool: Intelligence + Occult or Science + Forces Rote (SL): Brilliant Flow
for the next 24 hours. Pool: Intelligence + Occult or Science + Forces
Rote (FC): Fortean Storm
Pool: Wits + Occult or Science + Fate

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Forces 1 Forces 1 Forces 1 Forces 1
Influence Sound Nightsight Read Matrices Receiver
The mage can guide the direction and/or flow A mage can see in the dark with the same clarity The mage gains the Mage Sight. He can The mage can hear sounds on subsonic or
of existing sound. He could, for example, focus as most nocturnal predators. perceive energy and magical resonance, supersonic frequencies that the human ear
sound waves from across a vast chamber so he Action: Instant detecting the presence of all of the universe’s cannot normally distinguish, but this spell does
can listen in on a whispered conversation, or Duration: Prolonged (one scene) various forms of energy. not improve her hearing ability (it adds no Test,
ensure that the sound of his own voice does not Each success lessens by one any penalties for Action: Instant but does extend the range of sounds she can
carry beyond the person to whom he is operating under cover of darkness. Duration: Prolonged (one scene) hear).
speaking. He could not amplify the volume, Rote (AA): Night As Day When scrutinizing energetic phenomena (like Action: Instant
however, or create a noise from thin air. Pool: Wits + Composure + Forces the electromagnetic spectrum), the more Duration: Prolonged (one scene)
Action: Instant invisible that energy is to the naked eye, the A Wits + Composure roll is made for the mage
Duration: Prolonged (one scene) more Test penalties the mage suffers. to discern high-frequency sounds (a dog whistle)
Rote (SL): Fording the River Rote (M): The Electric Invisible or low-frequency sounds (the rumble of a
Pool: Intelligence + Occult or Science + Forces Pool: Wits + Occult or Science + Forces distant herd of elephants). Sounds that are very
high or low on the scale from the normal
human range of hearing might impose Test
penalties.
Rote (GoV): Thunderous Whispers
Pool: Wits + Occult + Forces

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Forces 1 Forces 2 Forces 2 Forces 2


Tune In Control Heat Control Light Control Sound
This spell enables a mage to listen in on a free- The mage can increase or decrease the The mage can brighten or weaken an existing The mage can amplify or turn down the volume
floating data transmission and translate the temperature of an area. light source, such that a 40- watt light bulb can of sound in an area.
electromagnetic “noise” into intelligible Action: Instant be made to shine as brightly as a floodlight. Action: Instant
information. Duration: Prolonged (one scene) Action: Instant Duration: Prolonged (one scene)
Action: Instant Each success either increases or decreases the Duration: Prolonged (one scene) Each success doubles the sound’s volume or
Duration: Prolonged (one scene) temperature in a one-yard radius of the targeted Each success doubles the light’s candescence or diminishes it by half. The effect covers any
A Wits + Science roll is made for the mage to spot by up to 10 degrees Fahrenheit. diminishes it by half. sound source emanating from within a targeted
discern transmissions. Encrypted signals levy a Rote (M): Subtle Ambience Rote (GoV): Dim the Lights spot of one-yard radius. For example, if cast
penalty on perception rolls equal to the Pool: Intelligence + Occult or Science + Forces Pool: Intelligence + Occult or Science + Forces upon a podium, anyone standing within that
successes initially accrued in encrypting the one-yard spot speaks louder than he would
signal. when standing outside it.
Rote (FC): Mohammed’s Radio Rote (SL): Thunderous Whispers
Pool: Intelligence + Science + Forces Pool: Intelligence + Occult or Science + Forces

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Forces 2 Forces 2 Forces 2 Forces 2
Eyes of the Matrix Influence Electricity Influence Fire Invisible Object
The mage can grant Mage Sight to another. If Influence direction or flow of electricity. The mage can influence the direction or flow of The mage can render an inanimate object
the spell is cast upon a Sleeper, it invokes Action: Instant and aimed an existing flame. invisible to all forms of sight, including
Disbelief immediately, even if its Duration is Duration: Transitory (one turn) Action: Instant and aimed; subtract target’s cameras.
less than one scene. Does not directly attack; instead manipulates Defense Action: Instant
Action: Instant existing electrical current, redirecting it toward Duration: Transitory (one turn) Duration: Prolonged (one scene)
Duration: Prolonged (one scene) the target of his choice. The damage inflicted The mage does not directly attack a person or If the object is moved, it is not invisible (it can
If the target is unwilling, a reflexive and depends entirely on the electrical current. A object with this spell; he instead manipulates an be seen) while it is moving.
contested Resolve + Gnosis roll is made to simple success allows the electricity to affect one existing fire, moving it or directing it toward the Rote (GoV): Look Away
resist. target. Excess successes affect additional target of his choice. A single success allows the Pool: Manipulation + Subterfuge + Forces
Rote (M): Full Spectrum adjacent targets next to one another. Targets fire to affect one target. Excess successes affect
Pool: Wits + Occult or Science + Forces must each be within three yards in either additional adjacent targets. Targets must each
direction of each other. The source limits the be within three yards in either direction of each
total number that can be affected: other.
Rote (AA): Shock Therapy Rote (GoV): Deliberate Arson
Pool: Dexterity + Athletics + Forces Pool: Strength + Athletics + Forces – Defense

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Forces 2 Forces 2 Forces 2 Forces 3


Kinetic Blow Transmission Unseen Shield Autonomous Servant
The mage focuses the force of a physical attack, The mage can hijack an extant radio signal. The mage deflects incoming attacks. (+ Mind • or •••••; optional Space ••) The
inflicting damage at a distance. Action: Instant Action: Instant mage can have a spell perform an extended-
Action: Instant Duration: Prolonged (one scene) Duration: Prolonged (one scene) action task for him while he goes about his own
Duration: Prolonged (one scene) While this spell gives the caster the ability to The mage gains one point of armor per dot he business.
Bashing damage is converted to lethal. The spell replace one signal with another, it doesn’t possesses in the Forces Arcanum. Does not Action: Instant
affects one future attack roll per success. The convey the skill or talent needed to fake a apply against achieving a grapple hold on, nor Duration: Concentration
player can choose which of his attack rolls are specific transmission. That requires Skills does it apply against attempts to overpower the Successes are allocated to the telekinetic force’s
affected, but he must choose before he rolls the appropriate to the transmission, which could be mage. The spell protects against attempts to Strength or Dexterity. The caster must
Test for each attack. This effect lasts for one Expression, Subterfuge and even Science. inflict damage upon the caster. Mage gains +1 concentrate for the length of the task.
scene after which time any unused Kinetic Rote (M): Voices in the Ether per Forces dot to resist being knocked down Rote (M): Indispensable Aide
Blows are lost. With Forces 3, the mage can use Pool: Manipulation + Expression + Forces from kinetic force. Pool: Intelligence + Investigation + Forces
this spell with ranged-weapon attacks such as Rote (FC): Force Field
thrown rocks. Pool: Stamina + Occult or Science + Forces
Rote (AA): Knife Fist * Mana optional to expand duration to 24 hours
Pool: Strength + Brawl or Weaponry + Forces

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Forces 3 Forces 3 Forces 3 Forces 3
Bestow Unseen Shield Call Lightning Control Electricity Control Fire
The mage casts a protective ward upon others. The mage calls down lightning from a stormy The mage can diminish an electrical current The mage can fuel an existing fire, increasing its
As with the Forces 2 “Unseen Shield” spell. sky to strike a target of his choice. Cannot and/or alter its direction of flow. size and intensity. Likewise, he can deprive an
Action: Instant conjure lightning from nothing. Action: Instant existing fire of fuel, dampening or even
Duration: Prolonged (one scene) Action: Instant and aimed Duration: Prolonged (one scene) extinguishing it.
Rote (FC): Force Shield Duration: Lasting Each success can send a single line of power in Action: Instant
Pool: Intelligence + Occult or Science + Forces The bolt inflicts three points of bashing damage a new direction, or divert it elsewhere. If the Duration: Transitory (one turn for fueling a
* Mana optional to expand duration to 24 hours plus one per success. The target must be mage attempts to diminish the power, each fire) or lasting (extinguishing a fire)
somewhere that lightning could reasonably success brings it down by one degree. When fueling a fire, successes are allocated
strike. Successive uses of this spell within the Rote (M): Switchbox between size and heat, with each success either
same scene against the same target (or even Pool: Wits + Science + Forces doubling the fire’s size or adding one point to
other nearby targets) might be considered its heat damage. Once it has no more damage
Improbable by Sleeper witnesses. A third strike rating, it is extinguished.
(and each successive strike thereafter) in the Rote (FC): Dry Water
same turn is vulgar. Pool: Presence + Occult or Science + Forces
Rote (GoV): Lightning Rod
Pool: Dexterity + Athletics + Forces

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Forces 3 Forces 3 Forces 3 Forces 3


Light Mastery Personal Invisibility Sound Mastery Telekinesis
The mage can create or extinguish light. He The mage can turn herself invisible. Creates sounds or silences them. The mage can telekinetically lift and/ or use an
could cause a room to go pitch-black or light a Action: Instant Action: Instant object remotely.
dark cave from nothing but the tip of a glowing Duration: Concentration Duration: Concentration (unique sounds) or Action: Instant
finger. One success is enough to hide the mage from prolonged (repetitive sounds) Duration: Concentration
Action: Instant sight, while excess successes act to occlude her Successes determine volume. Range of sounds The mage must declare before casting whether
Duration: Prolonged (one scene) from spells used to see or locate her (compare created depends on ingenuity and capability. successes apply to the force’s Strength or
Successes determine the created light’s intensity spell Potencies). Although the mage’s physical One success can also completely silence a 1-yard Dexterity. The lesser Attribute has a default
(in a directional 30- degree arc). Conversely, form is invisible, her aura can still be seen by radius around a spot. A separate casting lets a score of 1 dot. The caster can raise either
one success is usually enough to extinguish a those with the ability to perceive auras. She mage to record sounds and store them as Mana. Attribute by suffering a –1 penalty on
light, unless it’s a light created by this spell or must maintain concentration as an instant For next hour, store a sound in 1 Mana and spellcasting per dot. The item can move at a
other magic, in which case the magic’s Potency action. She cannot make quick movements or replay with “Read Matrices” and by spending Speed per turn = to his Gnosis + Forces. The
must be exceeded by this spell. gain her Defense. that Mana. mage must concentrate for each turn. With
Rote (M): Hand Torch Rote (GoV): Cloak of Rain Rote (GoV): Ventriloquist’s Art Forces 4, default Duration 1 scene .
Pool: Composure + Occult or Science + Forces Pool: Wits + Stealth + Forces Pool: Resolve + Occult or Science + Forces Rote (SL): Hand of the Mind
Pool: Wits + Athletics or Larceny + Forces

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Forces 3 Forces 3 Forces 4 Forces 4
Telekinetic Strike Turn Projectile Bestow Invisibility Burst of Speed
The mage creates a ball of telekinetic force that Direct the course of a fast projectile. The mage can turn another person invisible, as This spell makes a mage swifter than any mortal
he hurls at his intended target. Action: Instant he does with himself with the Forces 3 human being could be.
Action: Instant and aimed Duration: Lasting “Personal Invisibility” spell. The target must Action: Instant
Duration: Lasting Although the casting is an instant action, the maintain concentration to remain unseen. Duration: Prolonged (one scene)
Each success inflicts one point of bashing mage can cast this spell at any point in the Action: Instant A Mana point can be spent to boost Speed for a
damage. With Forces 4, this damage can be Initiative roster. The degree to which the Duration: Concentration turn. The caster can do as many times as he
lethal. With Forces 5, one Mana can be spent to projectile’s course is altered depends on the The target, not the mage, must concentrate to wishes while the Duration is active. The mage’s
make the damage aggravated, by tearing apart successes. Mages can mix and match successes maintain the effect. Speed increases by itself again for each Success.
the target’s cellular structure. This version of to direct a projectile’s course in multiple Rote (GoV): Unseen Army Characters who run double this figure, as well.
Telekinetic Strike actually causes air to ripple in directions. With reflexive Dex + Fir, the mage Pool: Manipulation + Stealth + Forces Rote (M): Hermes’ Sandals
an unnatural fashion, warning a target about can aim the projectile. The mage can affect Pool: Wits + Athletics + Forces
the threat. The target is allowed his Defense multiple projectiles by adding extra Target * Mana cost is each turn the effect is active.
against the caster’s aiming roll. factors.
Rote (AA): Mind Arrows Rote (AA): Arrow Storm
Pool: Presence + Athletics + Forces Pool: Dexterity + Athletics + Forces

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Forces 4 Forces 4 Forces 4 Forces 4


Change Weather Control Velocity Fiery Transformation Friction Knife
The mage alters weather patterns. The mage can increase or decrease the velocity (plus Life ••••; optional Matter ••••) The mage increases the force of friction upon a
Action: Instant of an object. Transform into a living flame. given subject to the point that contact with the
Duration: Prolonged (one scene) Action: Instant Action: Instant air itself causes lacerations and abrasions.
The inertia of current weather patterns might Duration: Transitory (one turn) Duration: Transitory (one turn) Action: Instant and contested; target rolls
levy Test penalties. Making threatening Although the casting is an instant action, the The spell takes effect in the turn following Stamina + Gnosis reflexively
thunderclouds release a downpour might cause mage can cast this spell at any point in the casting. Planes of force within her new shape Duration: Transitory (one turn)
no penalty, while turning a bright summer’s day Initiative roster. Each success doubles or halves allow her to maintain Physical Attributes. The subject suffers one Health wound of lethal
into freezing rain might cause a –3 Test penalty. the target object’s speed. He can’t single out Successes are levels of lethal damage against damage per every three yards (rounding down)
It takes about five minutes after casting for the portions of a target. High-speed projectiles anything not fireproofed. The mage’s hand-to- that she moves in a turn. 1 additional wound
storm effects to develop. cannot be halted at this level. Instead, add or hand attacks cause lethal fire damage. Matter 4 might be caused by a strong wind. Non-magical
Major conditions, require the “Adverse subtract one point of damage per every two causes all of her normal equipment to change armor provides half normal protection, unless
Weather” spell. successes. into fire with her, although they retain only body is 95% covered.
Rote (FC): Rainmaker Rote (FC): Speed Trap simple mechanical properties. Forces 5, inflict 1 Rote (AA): Sword of the Winds
Pool: Intelligence + Occult or Science + Forces Pool: Intelligence + Science + Forces (A)/Mana. Pool: Intelligence + Occult or Science + Forces
Rote (AA): Wrath of the Inferno vs. Stamina + Gnosis
Pool: Stamina + Intimidation + Forces

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Forces 4 Forces 4 Forces 4 Forces 4
Levitation Thunderbolt Transform Energy Unseen Hand
Levitate with telekinetic force. The mage conjures up crackling tendrils of A mage can change one kind of energy into Remotely lift a living creature.
Action: Instant electricity that dance between her fingertips, another. Action: Instant and contested; target rolls
Duration: Concentration and then sends them at a ranged target. Action: Instant Composure + Gnosis reflexively
Success allows the mage to levitate and travel in Action: Instant and aimed Duration: Prolonged (one scene) Duration: Concentration
any direction with a maximum Speed equal to Duration: Lasting The existing energy is transformed, but it is not A simple success lifts the target into the air. The
her Gnosis +1 per success. She must maintain Each success inflicts one Health wound of increased or diminished unless cast in spell’s Strength is equal to its successes. The
concentration as an instant action. She cannot lethal damage. With Forces 5, one Mana can be combination with a spell that allows that effect. mage can move the living creature at a Speed
make quick movements to dodge obstacles and spent to make the damage aggravated (although Use the chart below as a general guideline for per turn equal to his Gnosis plus any successes
does not gain her Defense. If she is startled, the target is allowed his Defense against the transforming one form of energy into another: allocated for this purpose. Each turn, the victim
reflexive Re + Com must be made or else she aiming roll made for the caster). Rote (FC): Electromagnetic Spectrum can attempt to struggle with an instant Str +
falls. She can resume concentration as an Rote (AA): Lightning’s Vessel Pool: Intelligence + Occult or Science + Forces Ath/Bwl, – spell’s Strength. Forces 5; this spell
instant action anytime within a number of Pool: Stamina + Athletics + Forces can be default prolonged, the target stays where
turns equal to her Forces dots. * Mana optional to give aggravated damage the caster left him.
Rote (GoV): Air Walk Rote (AA): Unyielding Grasp
Pool: Intelligence + Athletics + Forces Pool: Wits + Brawl + Forces vs. Composure +
Gnosis

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Forces 5 Forces 5 Forces 5 Forces 5


Adverse Weather Bestow Burst of Speed Bestow Levitation Complete Invisibility
The mage creates a major weather disturbance The mage allows others to vastly speed up their The mage can impart levitation to others. This Turn invisible without concentration.
such as a tsunami or monsoon. movement, as he does for himself with Forces 4 spell can be cast upon only willing targets. To Action: Instant
Action: Instant “Burst of Speed,”. lift an unwilling target, the caster must use Duration: Prolonged (one scene)
Duration: Prolonged (for longterm Action: Instant “Unseen Hand,”. One success is enough to hide the mage from
phenomena) or transitory (for short-term Duration: Prolonged (one scene) Action: Instant sight, while excess successes act to occlude her
phenomena) The target, not the mage, can spend a Mana Duration: Concentration from spells used to see or locate her. She cannot
Creating unlikely weather may levy penalties. point to boost his Speed for a turn, as per the The target, not the mage, must concentrate to make Brawl or Weaponry attacks or run or dive
Long-term weather effects take about five rules for the “Burst of Speed” spell. If the target maintain the spell. for cover without revealing her location. Such
minutes after casting to grow into force, and has no Mana, he cannot gain the benefit of this Rote (M): Disc of Levitation movements can be seen as a prominent blur or
dissipate with the spell’s Duration. spell. Pool: Intelligence + Occult or Science + Forces refraction of light, allowing others to freely
Rote (GoV): Clearing the Streets Rote (SL): Flashpoint target the mage (with a –1 Test penalty) on the
Pool: Resolve + Intimidation + Forces Pool: Manipulation + Athletics + Forces turn in which she moves and before she acts
* Mana cost is per turn again on the following turn.
Rote (GoV): Cloak of Light
Pool: Wits + Stealth + Forces

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Forces 5 Forces 5 Forces 5 Forces 5
Control Gravity Create Sunlight Earthquake Electromagnetic Pulse
The mage redirects the force of gravity. Creates a miniature sun, a source of true With this spell, a mage can create a localized The mage creates an EMP that destroys power
Action: Instant sunlight. earthquake. and electrical devices.
Duration: Transitory (one turn) Action: Instant Action: Instant Action: Instant
A simple success affects gravity in a one-yard Duration: Prolonged (one scene) Duration: Transitory (one turn) Duration: Lasting
radius. Excess successes spread the energy over a The spell’s successes determine the area of This spell inflicts damage upon structures such One success is sufficient to ruin every electrical
larger area. direct sunlight; anything outside the area might as buildings within its targeted area equal to device within the spell’s radius (destroying the
Rote (M): Upending Expectations be illuminated indirectly by the glow, but isn’t successes. Dex + Ath,– spell’s successes, is rolled Structures of all electronic components). A
Pool: Intelligence + Occult or Science + Forces otherwise affected. to remain standing. In uncommon cases, they simple success affects a one-yard radius. Excess
Rote (SL): Summoning the Dawn may suffer 2 (B). More damage may be inflicted successes spread the pulse over a larger area.
Pool: Intelligence + Occult or Science + Forces based on situations. The effect is lasting, although devices can be
Rote (AA): Fist of Heaven repaired.
Pool: Resolve + Athletics + Forces Rote (FC): Short Circuit
Pool: Resolve + Science + Forces

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Forces 5 Forces 5 Forces 5 Forces 5


Eradicate Radiation Flight Increase Gravity Nullify Gravity
The mage extinguishes a source of nuclear Acquires the power of flight. Increases the pull of gravity. This spell decreases the pull of gravity.
radiation in an area. Action: Instant Action: Instant Action: Instant
Action: Instant Duration: Prolonged (one scene) Duration: Prolonged (one scene) Duration: Prolonged (one scene)
Duration: Lasting Success allows flight in any direction with a Simple success gives grav. Strength 1 and A simple success decreases grav. within a 5 cu.
The intensity of the radioactive source can levy maximum Speed equal to her Gnosis +1 per affects 5 sq yards. Allocate excess successes yards. Successes are allocated between Potency
Test penalties. A small amount of uranium success (she cannot double this as she could by between Strength and area of grav. Each and volume affected. Each Potency adds one to
might impose no penalty, while a cooling rod running on the ground). Reflexive Dexterity + Strength subtracts 3 points from Speed of Speed of anything within the area. If 5< pts are
from an active nuclear plant might levy a –3 Athletics rolls are made to avoid obstacles, and anything in the area. Affected have –1 to added to Speed, a reflexive Dex + Ath test is
penalty. she gains her normal Defense. If she is stunned jumping per Strength. If the grav’s Strength made to control her vault. Every Potency
A simple success affects radiation in a 1-yard or suffers a knockout, she begins to descend at a exceeds person’s Strength, all Physical tests are doubles jumping distance per success. Flying
radius. Excess successes extinguish radiation rate of Speed equal to her Size. If the spell’s –1 per excess Strength. Flying creatures make creatures add one point to flight Speeds when
over a larger radius. The effect is lasting. Duration expires before she touches down, she reflexive Str + Ath tests/turn. Failure forces going straight upward.
Rote (FC): Cleansing falls. This spell instantly invokes Disbelief. them to ground at a rate of Speed/turn = to Rote (M): Moonwalking
Pool: Resolve + Science + Forces Rote (M): Witch’s Broom grav’s Strength. Pool: Intelligence + Occult or Science + Forces
Pool: Dexterity + Athletics + Forces Rote (GoV): Slowing the Prey
Pool: Resolve + Occult/Science + Forces

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Forces 5 Forces 5 Life 1 Life 1
Radiation Velocity Master Analyze Life Cleanse the Body
The mage irradiates an area. The mage can completely control an object or The mage discerns the species, age and sex of a The mage can cleanse herself of drugs, toxins or
Action: Instant even a living creature’s velocity. nearby living creature. poisons.
Duration: Prolonged (one scene) Action: Instant + contested; Composure + Action: Instant Action: Instant
Successes determine radius. Every 30 mins of Gnosis reflexively Duration: Concentration Duration: Lasting
exposure, increase rad’s Potency by one. When Duration: Lasting (projectiles)/ transitory The mage can even discern the breed. A non- Spellcasting successes are added as bonus Test
it exceeds Stamina, subject suffers. 1 pt: –1 to (creatures, objects) human, supernatural creature can be identified, to rolls for overcoming a drug, or allow a mage
Physicals. 2 pts: Victim moves ½ Speed in turn, Mage can use spell any point in Initiative roster. provided the mage has seen its like before. If to ignore an equal amount of points of poison
reflexive Sta + Com to stop vomiting. 3 pts: 1 Cast on a living creature, Speed trait is doubled not, its species remains unknown (this fact damage. See “Drugs,” pp. 176-177, and
(B) from bleeding, does not heal while victim is or halved per success, but reflexive Dex + Ath alone is sure to raise a mage’s curiosity). “Poisons and Toxins,” pp. 180-181 of the
exposed. 4 pts: 1 (B)/turn and per 10 mins of must be made each turn it moves or the subject Rote (SL): Classify Specimen World of Darkness Rulebook.
exposure. Damage doesn’t heal while victim is suffers a knockdown effect. For projectiles, one Pool: Intelligence + Survival (plants), Animal Rote (AA): Purge the Unbidden
exposed. 5 pts: Reflexive Sta + Res to avoid success completely halts it from halfway to Ken (animals), Medicine (humans) + Life Pool: Stamina + Medicine + Life
falling unconscious for 1 min per radiation target. The mage can affect multiple projectiles
damage. by adding extra Target factors.
Rote (AA): Door to the Abyss Rote (SL): Motion Control
Pool: Stamina + Occult/Science + Forces Pool: Resolve + Athletics + Forces

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Life 1 Life 1 Life 1 Life 2


Healer’s Trance Pulse of the Living World Sense Life Body Control
Can discern the state of health of a living being The mage gains the Mage Sight. He is able to This spell allows a mage to discern the nearness The mage perfect conscious control of his
and identify any illnesses. detect the presence of mystic vital animation in of other living creatures. A mage typically bodily functions.
Action: Extended the area, effectively reading resonance as a specifies certain types of life to look for. By Action: Instant
Duration: Concentration function of reality’s living energies. adding Space 1, he can get an exact bearing. Duration: Prolonged (one scene)
Obscure or rare diseases or conditions might Action: Instant Action: Instant Breathing — 1 success = half normal oxygen
levy a Test penalty to the roll (the rare Duration: Prolonged (one scene) Duration: Prolonged (one scene) requirements; Reflexes — 1 success = +1 to
hemorrhagic Ebola virus might be –3). The time See “Resonance,” for rules on scrutinizing The mage can detect life within his sensory initiative; Metabolism — 1 success halves food
per roll is one turn, and the target number magic with this spell. range. In addition, the spell creates a radius requirements; Heartbeat — 1 success either
depends on the condition of the subject. Only Rote (FC): Organic Perception into which no living thing can enter without his double the increment between suffering toxin
one success is needed to examine a perfectly Pool: Wits + Medicine or Science + Life knowledge. Successes apply against supernatural or stop heart for one minute per success (but no
healthy specimen, but a small cancerous tumor occlusion by living creatures. physical actions). Also, 1 success = doubles
might need five or more successes to detect. Rote (M): Listening to the Soul’s Echo (round down) healing rate for bashing damage.
The Storyteller should make the roll. Pool: Wits + Animal Ken + Life Rote (AA): Body Mind
Rote (GoV): Root Out Illness Pool: Wits + Athletics + Life
Pool: Intelligence + Medicine + Life

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Life 2 Life 2 Life 2 Life 2
Control Base Life Heal Flora and Fauna Organic Resilience Purify Bodies
The mage controls base life forms through the The mage can heal the wounds of animals and Become more resilient to attacks. Does The mage cleanses others of drugs, toxins or
manipulation of instinctual responses. plants. not defend against any ephemeral attacks. poisons.
Action: Instant and contested; target rolls Action: Instant Action: Instant Action: Instant
Stamina reflexively Duration: Lasting Duration: Prolonged (one scene) Duration: Lasting
Duration: Prolonged (one scene) As with “Self-Healing,” but the mage can cast The mage gains one point of armor per dot he As the Life 1 “Cleanse the Body” spell, except
The mage can affect either a single target or all this spell upon nonhuman life. At this level, the possesses in the Life Arcanum. By spending one that this version can be cast upon others. At
targets within a defined area. mage must touch the target. With Life 3, he can Mana, the Duration can be made to last for one this level, the mage must touch the target. With
For swarm damage see book rules. cast this spell at sensory range. day. Armor does not apply against an Life 3, he can cast this spell at sensory range.
Rote (SL): King of the Beasts Rote (FC): Cellular Regeneration opponent’s attempts to achieve a grappling hold Rote (M): Antivenin
Pool: Manipulation + Animal Ken + Life vs. Pool: Intelligence + Medicine + Life on the mage. Nor does it apply against a Pool: Intelligence + Medicine + Life
Stamina grappling opponent’s attempts to overpower the
mage. Rote (GoV): Bones of Steel
Pool: Stamina + Athletics + Life
* Mana optional to expand duration to 24 hours

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Life 2 Life 2 Life 2 Life 2


Self-Healing Self-Purging Transfer Base Features Transform Base Life
The mage can heal herself of injuries and The mage can cure sickness or disease in The mage gives one base life form features from The mage can transform one base form of life
wounds. herself. another base life form. (such as insects, fungi or plants) into another
Action: Instant Action: Extended Action: Instant and contested; target rolls base life form.
Duration: Lasting Duration: Lasting Stamina reflexively Action: Instant and contested; target reflexively
Each success heals one point of bashing or The rarity and virulence of the disease Duration : Prolonged (one scene) rolls Stamina
lethal Health damage (the rightmost wound determines the target number required for One feature can be transferred per success. This Duration: Prolonged (one scene)
healed first). Sleepers who witness it need some overcoming it. A common cold might require could be used to create an earthworm with At this level, the mage must touch the target.
method of explaining its miraculous effects so three successes while Ebola might require 10 or chitinous armor, or a dragonfly with With Life 3, he can cast this spell at sensory
the spell won’t seem Improbable; use of medical more. Note that this spell provides no clues photosynthetic skin. range. Penalties will be levied when the mage
gear might be enough to convince them. whatsoever toward providing a mundane At this level, the mage must touch the target. wishes to increase the Size of the target, or
With Life 3, the mage can heal aggravated antidote or cure for the disease. With Life 3, he can cast this spell at sensory convert a large life form into a swarm of insects.
wounds, but the spell must be cast with a vulgar Rote (M): Blood of the Lamb range. See book for penalties. To direct the swarm, the
aspect. Pool: Stamina + Medicine + Life Rote (FC): DNA Swap mage can cast “Control Base Life”.
Rote (AA): Salve the Wounds of Battle Pool: Intelligence + Animal Ken or Survival + Rote (SL): Chrysalis
Test Pool : Dexterity + Medicine + Life Life vs. Stamina Pool: Intelligence + Animal Ken or Survival +
Life vs. Stamina

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Life 2 Life 3 Life 3 Life 3
Visions of the Living World Banish Plague Control Median Life Degrading the Form
As the Life 1 “Pulse of the Living World” spell, The mage can cure sickness or disease in others. A mage can call upon instinctual responses to The mage can lower one of his Physical
except that the mage casts this magic upon Action: Instant induce a given animal to react in virtually any Attributes or that of a base or median life form.
another mage, or even a supernatural being Duration: Lasting way he desires, within the animal’ s normal The mage might wish to appear infirm or
such as a ghost or werewolf. If this spell is cast As with the Life 2 “Self-Purging” spell. At this range of behavior. feeble.
upon a Sleeper, it invokes Disbelief level, the mage must touch the target. With Life Action: Instant and contested; target rolls Action: Instant; subtract target’s Stamina
immediately, even if its Duration is less than 4, he can cast this spell at sensory range. Resolve reflexively Duration: Prolonged (one scene)
one scene. Rote (M): Reseal the Tomb Duration: Prolonged (one scene) The mage can lower one dot per success, up to a
Action: Instant Pool: Wits + Medicine + Life One success is sufficient to induce a desired, maximum amount equal to his Life dots. If cast
Duration: Prolonged (one scene) normal instinctual response in an animal. If the upon a base or median life form, he must spend
If the target is unwilling, he may resist with a animal is dead-set on a given activity +1 or one Mana and the target’s Stamina is subtracted
reflexive and contested Resolve + Gnosis roll. greater might be added the contest. from the spellcasting Test Pool (resistance is
Rote (AA): Detect Intruders Rote (SL): Daniel’s Voice reflexive).
Pool: Intelligence + Animal Ken or Survival + Pool: Presence + Animal Ken + Life vs. Resolve Rote (GoV): Infirmity
Life Pool: Stamina + Athletics + Life – Stamina
* Mana cost is if cast on another

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Life 3 Life 3 Life 3 Life 3


Healing Heart Honing the Form Organic Shield Transfer Median Features
The mage can heal the wounds of other Can raise one of his Physical Attributes or that As with the Life 2 “Organic Resilience” spell, The mage can give a median life form features
humans. of a base or median life form. but the mage can now cast this magic upon from another median or base life form.
Action: Instant Action: Instant; subtract target’s Stamina others. Action: Instant and contested; target rolls
Duration: Lasting Duration: Prolonged (one scene) Action: Instant Stamina reflexively
Each success heals one bashing or lethal Health One Physical Attribute may be raised by Duration: Prolonged (one scene) Duration: Prolonged (one scene)
wound (the rightmost wound on the Health 1/success, max is caster’s Life dots. Naturally, Rote (FC): Muscular Tension One feature can be transferred per success. At
chart is healed first). At this level, the mage this spell also modifies any derived traits. Spell Pool: Intelligence + Medicine + Life this level, the mage must touch the target. With
must touch the target. With Life 4, he can cast does not stack with itself — only the highest * Mana optional to expand duration to 24 hours Life 4, he can cast this spell at sensory range.
this spell at sensory range. With Life 4, Potency spell takes effect. When cast upon base Rote (SL): Tampering with the Web
aggravated wounds can be healed, although the or median life forms (using the same rules as Pool: Intelligence + Medicine + Life vs. Stamina
mage must still touch the target (he can heal when casting upon himself), the mage must
aggravated wounds at sensory range with Life 5). touch the target. With Life 4, he can cast this
Rote (M): Balm of Flesh spell at sensory range.
Pool: Composure + Medicine + Life Rote (FC): Actualizing Potential
Pool: Resolve + Athletics + Life – Stamina

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Life 3 Life 3 Life 3 Life 4
Transform Median Life Transform Self Two Faces Animal Degradation
The mage can transform one form of median The mage can give himself the features of a base The mage can change his features. The mage can degrade more than one Physical
life into median or base life. or median life form. Action: Instant Attribute of a base or median life form.
Action: Instant and contested; target rolls Action: Instant Duration: Prolonged (one scene) Action: Instant and contested; target rolls
Stamina reflexively Duration: Prolonged (one scene) One feature may be altered per success. Each of Stamina reflexively
Duration: Prolonged (one scene) The mage can take on one feature of a base or the following is one feature: changing eye color Duration: Prolonged (one scene)
The mage can affect a target of Size 20 or less. If median life form per success. Note that this (includes both eyes), skin color, hair color, hair As per “Enfeeblement,”. The mage’s successes
the target is larger, penalties are levied against spell does not grant any changes beyond the length, hair texture. Other superficial can be allocated among the target’s Physical
the spellcasting roll. He transforms the target purely biological. characteristics can also be altered. Facial Attributes in any combination. The total that
into a creature of Size typical for that type of Rote (AA): Harsh Duty features and other distinguishing marks (like each Attribute can be lowered is still limited by
being. Transforming a smaller into larger Pool: Stamina + Athletics + Life moles or scars) can be changed. Changes more the mage’s total Life dots.
creature imposes test penalties. The mage must extreme than these (such as changing Rote (AA): Beast Lord
touch the target. Life 4, can cast at sensory fingerprints) require Life 4. Pool: Resolve + Animal Ken + Life vs. Stamina
range. Rote (GoV): Incognito Exchange
Rote (FC): Catalytic Change Pool: Wits + Subterfuge + Life
Pool: Intelligence + Medicine + Life vs. Stamina

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Life 4 Life 4 Life 4 Life 4


Animal Minion Contagion Doppelganger Enfeeblement
The mage exerts gross bodily control over base The mage can cause sickness or disease. Enables a mage to alter build and features. The mage can degrade one of another person’s
or median life. Effectively, the mage uses the Action: Extended Conservation of mass does not apply. The Physical Attributes.
affected creature like a marionette. Duration: Lasting mage’s physical capabilities remain as they are . Action: Instant; subtract target’s Stamina
Action: Instant and contested; target rolls A common cold might require one success Action: Extended (one turn per roll) Duration: Prolonged (one scene)
Resolve reflexively while Ebola might require eight or more. The Duration: Prolonged (one scene) The mage can lower one dot per success up to a
Duration: Concentration mage must mimic an existing disease, and the The completeness of the change is dictated by maximum amount equal to his Life dots. The
Naturally, this spell works best on an more virulent or easily transmitted it is, the the number of successes accrued in casting. mage must first grab hold of or touch the target.
unconscious target (which cannot normally more successes it requires. The disease is Each success changes one aspect of the mage’s (Life 5, sensory range. Life 6 sympathetic range.)
resist). Make a reflexive and contested Resolve contagious; anyone can potentially catch it after physical form. Rote (AA): Weaken the Foe
roll for creatures that resist consciously. exposure (a reflexive Stamina + Athletics or Height is one component, girth is another Pool: Strength + Intimidation + Life – Stamina
Rote (SL): Loyal Hound Survival roll might stave it off). (within normal Size parameters.; changing Size
Pool: Presence + Persuasion + Life vs. Resolve Rote (GoV): Interdiction is one success/level), and facial features are yet
Pool: Resolve + Medicine + Life another.
Rote (GoV): Another Man’s Shoes
Pool: Intelligence + Subterfuge + Life

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Life 4 Life 4 Life 4 Life 4
Hone Another’s Form Life Force Assault Many Faces Shapechanging
The mage can raise one of another human The mage attacks a target’s life force. The mage can change another human being’s The mage takes on the physical characteristics,
being’s Physical Attributes, as per the Life 3 Action: Instant; subtract target’s Stamina features as per the Life 3 “Two Faces” spell. including Attributes and Size, of an average
“Honing the Form” spell. Duration: Lasting Action: Instant member of the biological type into which he
Action: Instant Each success inflicts one point of lethal damage Duration: Prolonged (one scene) changes. Can be lost in the mindset.
Duration: Prolonged (one scene) to a single life form. With Life 5, the caster can The mage must touch the target. With Life 5, Action: Instant
The mage must touch the target. With Life 5, inflict aggravated wounds by spending one he can cast this spell at sensory range. The Duration: Prolonged (one scene)
he can cast this spell at sensory range. The Mana. target can choose to contest with a reflexive The mage suffers Test penalties for small Sizes.
target can choose to resist; subtract its Resolve Rote (AA): Organic Knife Composure + Gnosis roll. Size 2 is –1 Test, while Size 1 is –2 Test, and
dots from the spellcasting Test Pool. Pool: Dexterity + Athletics + Life Rote (M): Perfected Disguise Size 0 is –3 Test. In addition, increasing one’s
Rote (FC): Performance Enhancement Pool: Manipulation + Subterfuge + Life Size can also levy Test penalties. Whenever
Pool: Intelligence + Medicine + Life faced with overwhelming instinct, Com + Res
to overcome. Mage’s clothes or gear is not
altered.
Rote (M): Wearing the Animal Shirt
Pool: Stamina + Animal Ken + Life

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Life 4 Life 4 Life 4 Life 4


Supreme Honing Transform Other Trigger the Lizard Brain Uplift the Species
The mage can raise more than one of his The mage can give another human being The mage can control the instinctual reactions The mage can change a form of base life into a
Physical Attributes or those of a base or median features from a base or median life form, as per of human beings as he does with lower life form of median life.
life form. the Life 3 “Transform Self” spell. forms using the “Control Median Life” spell. Action: Instant and contested; target rolls
Action: Instant Action: Instant and contested; target rolls Action: Instant and contested; target rolls Stamina reflexively
Duration: Prolonged (one scene) Stamina + Gnosis reflexively Resolve + Gnosis reflexively Duration: Prolonged (one scene)
As per the Life 3 “Honing the Form” spell, but Duration: Prolonged (one scene) Duration: Transitory (one turn) This rote enables the elevation of a base life
the mage can now divide his successes between At this level, the mage must touch the target. Rote (AA): Pulling the Strings of Fear form into a higher evolutionary state. Without
his Physical Attributes in any combination he With Life 5, he can cast this spell at sensory Pool: Manipulation + Intimidation + Life vs. other magics, such creatures have only the most
prefers. The total that each Attribute can be range. Resolve + Gnosis basic instincts of the life forms into which
boosted is still limited by the mage’s total Life Rote (GoV): Atavistic Brand they’re changed.
dots. Pool: Presence + Animal Ken + Life vs. Stamina At this level, the mage must touch the target.
Rote (SL): Fulfillment + Gnosis With Life 5, he can cast this spell at sensory
Pool: Resolve + Athletics + Life range.
Rote (FC): Genetic Tampering
Pool: Intelligence + Medicine + Life vs. Stamina

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Life 5 Life 5 Life 5 Life 5
Create Life Evolutionary Shift Fantasia Greater Shapechanging
The mage can create a living biological creature The mage can transform a base or median life The mage can perform the most fantastic of The mage can change shape without the
up to the most complex of natural organisms. form into a human being. alterations to extant life. Any ability that can possibility of becoming “lost” in new form. Can
Without the uses of other Arcana like Mind, Action: Instant and contested; target rolls conceivably be possessed by a normal living change others with the same facility with which
this construct is mindless, motivated only by Stamina reflexively creature can be imparted. she transforms herself.
instinct, but few can argue with the sheer, Duration: Prolonged (one scene) Action: Instant and contested; target rolls Action: Instant or contested; target rolls
godlike authority possessed by one who is able While the animal’s form is changed, its mind is Stamina reflexively Stamina + Gnosis reflexively
to conjure up life at will. unaffected; it still thinks and behaves like an Duration: Prolonged (one scene) Duration: Prolonged (vs. Sleepers and willing
Action: Extended animal. The spell’s range is sensory. Each success allows the mage to exchange a supernaturals) or transitory (vs. unwilling
Duration: Prolonged (one scene) Rote (FC): The Frog King single feature, although unnatural but possible supernaturals)
The target number of successes is determined Pool: Intelligence + Animal Ken + Life vs. features levy a –1 penalty. Changes in Size The mage must deal with the same modifiers
by the creature’s Size (on a one-for-one basis) Stamina require 1 success/level. Range is sensory. for Size as he does with lesser “Shapechanging”.
and Physical Attributes (also on a one-for-one Sleeper Disbelief can dispel the Fantasia spell, He may also cast the Life 3 “Transform Self”
basis). restoring the creature to its natural form. spell, to add different features to the changed
Rote (GoV): New Beginnings Rote (SL): Bygone Menagerie form.
Pool: Resolve + Animal Ken + Life Pool: Intelligence + Academics + Life vs. Rote (AA): Hour of the Wolf
Stamina Pool: Stamina + Animal Ken + Life vs. Stamina
+ Gnosis

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Life 5 Life 5 Life 5 Life 5


Hereditary Change Human Minion Regeneration Ultimate Degradation
The mage can bestow upon a creature the The mage exerts gross bodily control over The mage can temporarily regenerate. Action: The mage can lower more than one of a
characteristics of other life forms, with the human beings. As per the Animal Minion Extended person’s Physical Attributes.
ability to pass such characteristics along through spell,. The mage controls the affected creature Duration: Prolonged (one scene) Action: Instant and contested; target rolls
heredity. Action: Instant and contested; target like a marionette. Successes needed depends on part restored. Resolve + Gnosis reflexively
rolls Stamina reflexively Action: Instant and contested; target rolls Finger or toe 1; Eye, ear, nose, or tongue 2; Duration: Prolonged (one scene)
Duration: Lasting Resolve + Gnosis reflexively Hand or foot 3; Arm or leg 4; Genitals 5; This spell can be cast at sensory range. Successes
Touch range. Features are lasting are hereditary. Duration: Concentration Internal organ 6; Heart 7; Brain 8. The body can be allocated among the target’s Physical
Fantastic beasts sicken and die from Disbelief. Unlike an animal, a human cannot be made to part grows at a rate of one success per minute Attributes in any combination. The total by
Successes deliver (B) damage once/scene when do anything that endangers his survival or that until the total successes required for that organ which each Attribute can be lowered is limited
witnessed, with each new withness. Disbelief might harm him. Also, if he is made to do are achieved. Does not affect the target’s Health by the mage’s Life dots.
pool may be reduced by ½ by playing to local something that is radically against his beliefs, a rating. Cannot be made indefinite. When the Rote (AA): Lay Him Low
myths . fresh contested and reflexive Resolve + Gnosis spell expires, the body part withers away within Pool: Strength + Athletics + Life vs. Resolve +
Rote (M): The Dragon’s Egg roll is made to resist the command. one minute. Gnosis
Pool: Intelligence + Medicine + Life vs. Stamina Rote (SL): Flesh Puppet Rote (FC): Salamander’s Tail
Pool: Manipulation + Persuasion + Life vs. Pool: Intelligence + Medicine + Life
Resolve + Gnosis

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Life 5 Matter 1 Matter 1 Matter 1
Ultimate Honing Alter Conductivity Craftman’s Eye Dark Matter
The mage can raise more than one of another The mage alters the conductivity of a simple The mage can discover the proper function of The mage gains the Mage Sight. This spell is
human being’s Physical Attributes, as per the object. an object with moving parts. At the Storyteller’s especially good for reading resonance that is
Life 4 “Hone Another’s Form” spell. Action: Instant discretion, this might aid Craft Skill rolls. ponderous.
Action: Instant Duration: Prolonged (one scene) Action: Instant Action: Instant
Duration: Prolonged (one scene) The number of objects that can be affected Duration: Concentration Duration: Prolonged (one scene)
This spell can be cast at sensory range. Successes increases with each success. Rote (M): Rube Goldberg’s Brain See “Resonance”, for rules on scrutinizing
can be allocated among the subject’s Physical Note that objects of up to Size 20 can be Pool: Intelligence + Investigation or Science + magic with this spell. The mage gains a +1
Attributes in any combination. The total that affected. The caster suffers Test penalties to Matter bonus when studying dense/very dense
each Attribute can be boosted is limited by the affect larger objects. This includes such things resonance, but suffers a –1 Test bonus when
mage’s Life dots. The target can choose to resist; as a concrete slab; unless additional Size factors reading refined/ very refined resonance.
subtract its Resolve dots from the spellcasting are added, the mage affects a single slab of up to Rote (GoV): Seizing the Threads
Test pool. Size 20. Pool: Intelligence + Occult or Science + Matter
Rote (AA): Perfection of Form Rote (AA): Extinguish the Invisible Fire
Pool: Presence + Medicine + Life Pool: Intelligence + Science + Matter

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Matter 1 Matter 1 Matter 1 Matter 2


Detect Substance Discern Composition Find the Hidden Hoard Alter Accuracy
Discern the presence of a given sort of material The mage can perceive the fundamental The mage can find secret compartments within The mage improves the balance and heft of a
in her immediate vicinity. makeup of material structures and discern their inanimate matter, discovering hidden doors, simple item.
Action: Instant composition, determining their weight and safes and vaults. Action: Instant
Duration: Concentration density. Action: Instant Duration: Prolonged (one scene)
One success affects a one-yard radius. Action: Instant Duration: Concentration The object gains the 9-again quality on the next
Additional successes extend the radius. The Duration: Concentration Extremely well-designed hidden compartments Test roll made using it. Extra successes on the
Storyteller levies penalties based on how much Success allows a mage to determine an object’s or rooms might levy a – 1 or –2 Test penalty, spellcasting roll affects successive rolls with the
or how little of the substance is present. A guy Durability, Size and Structure ratings. but usually only the most refined or precise of tool, one extra roll per success. Note that this
carrying an arsenal of guns under his trench Rote (FC): Diagnostic Scan such misdirectional architecture imposes this spell does not affect a chance die.
coat has a lot of gunpowder on his person: +2 Pool: Wits + Crafts or Science + Matter penalty. Rote (AA): Sword of the Slayer
or +3 bonus. Someone who is hiding a Rote (M): Mapping the Tomb Pool: Composure + Crafts or Occult + Matter
transmitter in his gold fillings has only a tiny Pool: Wits + Crafts + Matter
amount of the copper wiring sought: –2 or –3.
Rote (SL): Glimmer in the Shadows
Pool: Wits + Composure + Matter

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Matter 2 Matter 2 Matter 2 Matter 2
Eyes of the Earth Shape Liquid Transmute Water Unseen Aegis
As the Matter 1 “Dark Matter” spell, except that Shape liquid as desired. Transmute one common liquid into another This spell acts subtly upon inert material in the
the mage casts this upon another mage or even Action: Instant common liquid. mage’s immediate vicinity.
a supernatural being such as a ghost or Duration: Prolonged (one scene) Action: Instant Action: Instant
werewolf. If this spell is cast upon a Sleeper, it Touch range. Matter 3, sensory range. Can Duration: Prolonged (one scene) Duration: Prolonged (one scene)
invokes Disbelief immediately, even if its affect liquid vapor, but nothing that is naturally Touch range. Matter 3, gives sensory range. Can The mage gains one point of armor per Matter
Duration is less than one scene. a gas. Dex + Crafts to achieve particularly affect liquid vapor, but nothing that is naturally Arcanum. Armor does not apply against an
Action: Instant complex shapes. Surface tension depends on its a gas. He affects a volume of liquid or vapor opponent’s attempts to achieve a grappling hold
Duration: Prolonged (one scene) Strength. No Strength means can only maintain based on his successes: With Matter 3, a volume on the mage. Nor against a grappling
If the target is unwilling, he may resist with a shape. Dots of Strength act as Durability against of liquid composed of more than one liquid opponent’s attempts to overpower the mage. It
reflexive contested Resolve + Gnosis roll. projectiles or other attacks that must first get substance can be affected (although it must still protects against attempts to inflict damage upon
Rote (FC): Imparting the Alchemist’s Eye past the shaped liquid to reach their target be touched). Matter 4 is needed to transmute him.
Pool: Wits + Occult or Science + Matter (unless in vapor form). Can reflexively control multiple liquid substances at sensory range. Rote (FC): Hard Air
and move the liquid up to one yard/dot of Rote (GoV): Lesser Transfiguration Pool: Intelligence + Occult/Science + Matter
Gnosis/turn. Pool: Intelligence + Occult or Science + Matter * Mana optional to expand duration to 24 hours
Rote (M): Dredging the Bay
Pool: Dexterity + Occult + Matter

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Matter 3 Matter 3 Matter 3 Matter 3


Alter Integrity Armor Piercing Cloak of Air Jury Rig
The mage can reinforce or degrade the object’s Bestows “armor piercing” on an object. The mage can cast the “Unseen Aegis” spell on The spell allows a mage to swiftly superimpose
Durability. Action: Instant others, protecting them with a radius of inert pieces of various machines into one another in
Action: Instant Duration: Prolonged (one scene) material. such a way as to produce a desired result
Duration: Lasting Object gains the armor-piercing on the next use Action: Instant Action: Instant
The player adds or subtracts one point per the object. Extra success affects the object for Duration: Prolonged (one scene) Duration: Prolonged (one scene)
success achieved on the casting roll. Note that one additional test. The armor points object The target gains one point of armor per dot the For each success, the mage may transpose one
altering Durability with this spell also alters the can ignore depends on the caster’s Matter caster possesses in the Matter Arcanum. The quality from a given mechanical object onto
object’s Structure accordingly. At this level, the proficiency. Affects one bullet/success and can caster can increase the Duration to one day another. In the case of combining firearms with
mage must touch the targeted object (although double this number for each additional Target with the expenditure of one point of Mana. other firearms, one weapon characteristic can
he can do so using forceps or other tools). With factor, cumulative penalty of –2 per extra Target Rote (SL): The Golden Fleece be swapped out for another. At this level, the
Matter 4, he can cast this spell at sensory range. factor. Autofire: short burst must have 1/3 Pool: Presence + Empathy + Matter mage must touch the jury-rigged object. With
Rote (SL): Sorcerer’s Forge bullets affected for full effect. Medium burst, * Mana optional to expand duration to 24 hours Matter 4, he can cast this spell at sensory range.
Pool: Intelligence + Crafts + Matter 5/10 bullets. Long burst, 10/20 bullets. Rote (M): Hybridized Device
Rote (AA): Sharpening the Blade Pool: Intelligence + Crafts + Matter
Pool: Resolve + Crafts + Matter

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Matter 3 Matter 3 Matter 3 Matter 3
Plasticity Repair Object Transmute Earth Verminous Metamorphosis
With this spell, it is possible to render any The mage can repair an object without leaving Transmute one common solid into another (plus Life •••) This spell enables a mage to
reasonably homogeneous material malleable for seams (it appears like it was never broken). common solid substance. alter a piece of lifeless material into simple
a time. Action: Instant Action: Instant vermin.
Action: Instant Duration: Lasting Duration: Prolonged (one scene) Action: Instant
Duration: Transitory (one turn) Successes repair Structure points on a one-for- Touch range. Matter 4, sensory range. Radical Duration: Transitory (one turn)
Touch range. Matter 4, sensory range. The one basis. transmutations might levy penalties. Does not Successes determine the number of objects that
object’s Durability determines the ease of the Rote (M): Good as New alter the shape or Size of the object. Matter 4, are transformed, and the size of the swarm
spell, levying penalties on the roll on a one-for- Pool: Dexterity + Crafts + Matter compound materials can be affected with a created. The creatures can be various types of
one basis. Once cast, the effect takes place in single casting. The mage can affect multiple vermin. In the case of a swarm of stinging
the subsequent turn. For complex or artful kinds of materials at once or just one piece or insects, it usually attacks any person or persons
forms, Dexterity + Crafts might be called for. sort of material. Can transform complex within its radius. In addition, the vermin can be
Once the Duration expires, the object returns materials into simple ones. given venom if the caster imposes a –2 Test
to its original solid state, but retains whatever Rote (SL): Lesser Material Transfiguration penalty on the casting roll. Vermin created act
shape it is currently in. Pool: Intelligence + Occult or Science + Matter solely on instinct.
Rote (M): Sculpt the Material Form Rote (FC): Stinging Pestilence
Pool: Dexterity + Crafts + Matter Pool: Wits + Animal Ken + Life

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Matter 4 Matter 4 Matter 4 Matter 4


Alter Efficiency Annihilate Matter Lesser Transmogrification Reconfigure Object
Improve/degrade a mechanical workings. Destroy inert matter, reducing it to nothingness Turn a single liquid substance into a single The mage can turn an object into a different
Action: Instant and utterly dissolving its atomic lattice. solid substance, and vice-versa. type of object. He could, for example, turn an
Duration: Prolonged (one scene) Action: Instant Action: Instant aluminum baseball bat into an aluminum
Equipment modifiers can be increased or Duration: Lasting Duration: Prolonged (one scene) sword. Its form is altered, but its material
decreased by one die per success (to a max of Each success inflicts one point of damage on an As with Matter 2 “Transmute Water” and substance remains unchanged.
+/- 5). A vehicle’s maximum speed can be object, without the need to overcome the Matter 3 “Transmute Earth”, except that now Action: Instant
increased or decreased by 10 mph per success object’s Durability. The exception is for magical the mage can mix and match liquid and solid A simple or complex object can be transformed
(max: plus or minus 50 mph), or its acceleration items, such as enhanced or imbued items or states, turning water into stone or wood into into a different simple or complex object. Its
can be increased or decreased by five per success Artifacts, or supernatural compounds and ink. Durability, Structure and Size are not changed,
(max: plus or minus 25). At this level, the mage alloys. Rote (SL): Architect’s Touch however. If the caster combines this effect with
must touch the targeted object. With Matter 5, Rote (AA): Disintegration Pool: Intelligence + Occult or Science + Matter “Transmute Earth”, he can change a subject’s
he can cast this spell at sensory range. Pool: Resolve + Occult or Science + Matter material composition too.
Rote (GoV): Overdrive Rote (SL): Artisan’s Hand
Pool: Intelligence + Crafts or Science + Matter Pool: Dexterity + Crafts + Matter

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Matter 4 Matter 4 Matter 4 Matter 5
Shape Air Transmute Air Transmute Gold Alter Size
Control the flow and density of air or Transform one gaseous substance into another The mage can transmute a precious or rare The mage can alter an object’s Size, making it
dispersion of a gaseous substance. gaseous substance, such as turning nerve gas substance, such as gold or diamond, into a larger or smaller.
Action: Instant into harmless oxygen or oxygen into laughing common substance, such as wood or mud. Action: Instant
Duration: Prolonged (one scene) gas. Action: Instant Duration: Prolonged (one scene)
Affects a volume of air or gas based on his Action: Instant Duration: Prolonged (one scene) One point of Size can be altered per success,
successes. Successes allocated between volume Duration: Prolonged (one scene) This spell is like “Transmute Earth,”, except within the limits of the caster’s Matter dots.
and change in pressure. Shaping: Dex + Crafts Note that this spell does not alter the dispersion that it can be cast on precious substances or Rote (FC): Shrink Ray
for particularly complex shapes. Dots of of the gas, just its substance. materials that are rare or valuable. The caster Pool: Intelligence + Occult or Science + Matter
Strength act as Durability. When moving air, Rote (M): Fresh Air cannot alter the substance’s state unless he
caster can increase or decrease with successes. Pool: Intelligence + Occult or Science + Matter combines the casting with “Lesser
Normal day = 0, very blustery day = 1, hurricane Transmogrification”.
= 2/3. Can reflexively control the affected air 1 Guardians of the Veil: Fool’s Gold
yard/Gnosis/turn. With Forces 3, 10 Pool: Wits + Occult or Science + Matter
yards/Gnosis/turn.
Rote (AA): Favorable Winds
Pool: Stamina + Occult + Matter

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Matter 5 Matter 5 Matter 5 Matter 5


Annihilate Extraordinary Matter Forge Thaumium Greater Transmogrification Raw Creation
This is identical to the ability to destroy normal
(plus Prime •••) Forge thaumium. Action: The mage can now transform liquids and solids The mage can create an object out of nothing.
materials, as with “Annihilate Matter”, save that
Extended into gases, and vice-versa in any combination. Action: Instant
it affects enchanted substances that are
Duration: Prolonged (one scene) Action: Instant Duration: Prolonged (one scene)
normally protected such as enhanced or imbued
One success creates a Size 1, Durability 1 piece As the Matter 4 “Lesser Transmogrification” The object created can be of Size 3 or smaller,
items, Artifacts and thaumium.
of thaumium that has the ability to hold one spell, except that now the mage can freely with one additional Size point per extra success
Action: Instant
point of Mana. 1 additional successes per extra interchange liquid, solid and gaseous states, rolled on the casting. Its Durability is based on
Duration: Lasting
Mana point capacity, Durability, Size, armor including precious or rare substances (as the material created, but additional successes
Each success inflicts one point of damage on an
and equipment modifier. The alloy disintegrates described with the “Transmute Gold” spell). can be allocated to reinforce Durability.
object, without the need to overcome that
when the Duration expires. Once made, the Rote (FC): Playing God Complex objects might require Intelligence +
object’s Durability.
thaumium must be charged with Mana points. Pool: Intelligence + Science + Matter Crafts or Science roll to get right.
Rote (AA): Unto Dust
Each time it shields against magic, it uses up Rote (SL): Ex Nihilo
Pool: Resolve + Occult or Science + Matter
one of these points. Defense pool = maker’s Pool: Resolve + Science + Matter
Gnosis + Matter. Size 3 or more to act as
effective armor.
Rote (SL): Hephaestus’ Forge
Pool: Dexterity + Occult + Matter

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Matter 5 Mind 1 Mind 1 Mind 1
Self-Repairing Machine Aura Perception One Mind, Two Thoughts Sense Consciousness
The mage can give objects a selfrepairing The mage can discern the mental and This spell enables the mage to hold two The mage can detect the presence of minds in
function. The willworker’s understanding is emotional states of a thinking being by reading individual and wholly distinct trains of thought the material world or mental projections in the
such that he can fabricate materials that “heal” his aura. Some mages perceive auras as a series at once, provided neither is intensely physically state of Twilight.
themselves by bonding with nearby molecules, of colors, while others describe them in terms demanding. Action: Instant
atomically restructuring them in ways of musical notes, odors, tastes or other purely Action: Instant Duration: Prolonged (one scene)
considered impossible to modern science. non-physical senses. Duration: Prolonged (one scene) The mage can detect the presence of minds
Action: Instant Action: Instant The willworker can hold two thoughts in mind within sensory range. Successes are used to
Duration: Lasting Duration: Concentration simultaneously, allowing him to perform two pierce any supernatural occlusion a mind may
Each success allows the object to automatically See aura chart, for specifics. Note that this spell separate extended-action knowledge tasks at the possess. While the spell is in effect, it creates a
recover Structure points of damage at a rate of does not allow a mage to read a target’s nature. same time. “safety zone” around the mage into which no
one point per 15 minutes. That requires the “Supernal Vision” spell. Rote (SL): Thinking for Many mind can enter without his knowledge.
Rote (M): Out of the Ashes Rote (AA): Know the Wolf by His Stance Pool: Wits + Investigation + Mind - Rote (M): Eye of the Mind
Pool: Composure + Crafts + Matter Pool: Wits + Empathy + Mind Pool: Wits + Empathy + Mind

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Mind 1 Mind 2 Mind 2 Mind 2


Third Eye Alter Aura Beast Control Emotional Urging
The mage gains the Mage Sight. He senses The mage can alter his own aura to any mental Imposing basic telepathic control on a simple The mage can project emotions. These feelings
nearby exceptional mental powers. The mage or emotional state she wishes (doesn’t actually mind (that of a reptile, insect, fish or are more a suggestion than a mandate.
can also read resonance, discerning the alter emotional state). invertebrate). As long as compulsion is not Action: Instant and contested; target rolls
emotional and psychic qualities of it: the Action: Instant completely inimical to creature, control is Composure + Gnosis reflexively
particular nuances of will, conscious or Duration: Prolonged (one scene) complete. Duration: Prolonged (one scene)
otherwise that went into creating it. See “Aura Signifiers”. With Prime 2, can also Action: Instant and contested; target rolls If the target is a mage with at least Mind 1 he
Action: Instant alter the nature of aura. Resolve reflexively might have an inkling via his Unseen Senses
Duration: Prolonged (one scene) Once this spell is detected, the true mental or Duration: Prolonged (one scene) (see p. 110) that he is manipulated. A reflexive
See “Resonance”, for rules on scrutinizing emotional state of the mage can only be The animal can be commanded to perform one Wits + Composure roll is made to sense the
magic with this spell. perceived by overcoming this spell’s Potency distinct task per success achieved. The effect manipulation of his emotions.
Rote (GoV): Scales of Thought with that of a spell designed to read an aura’s lasts until the tasks are complete or for one Rote (M): Sculpt the Heart
Pool: Wits + Empathy + Mind mental state, such as “Aura Perception,” p. 205, scene, whichever comes first. Pool: Manipulation + Empathy + Mind vs.
unless the altered aura is dispelled. Rote (SL): Usurping the Lesser Crown Composure + Gnosis
Rote (GoV): Donning the Inner Mask Pool: Presence + Animal Ken + Mind vs.
Pool: Manipulation + Subterfuge + Mind Resolve

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Mind 2 Mind 2 Mind 2 Mind 2
First Impression Incognito Presence Memory Hole Mental Shield
Generate the impression of trust and Become ignored by passers by. By compartmentalizing his mind, the mage can Erect a mental shield to protect himself.
friendship. Action: Instant make it so that even he does not remember Action: Instant
Action: Instant Duration: Prolonged (one scene) certain thoughts hidden within his mind. Duration: Prolonged (one scene)
Duration: Prolonged (one scene) Each success adds to the difficulty of noticing or Action: Instant Subtracts one from test per dot in Mind
Each success adds one die to the dice pool of remembering the mage. Blatantly attention- Duration: Prolonged (one scene) Arcanum from spells or supernatural powers
the first Social Attribute-based roll made for the grabbing actions violate the subtle occlusion of The mage partitions parts of his consciousness that attempt to mentally control, detect or
mage in regard to an individual she meets for the spell. Targets the self, but affects witnesses. off, subtracting 1 per success from others’ tests influence him. In addition, the Mental Shield
the first time. The result of that first impression Possessing supernatural mental protection undertaken to detect specific lies he might tell. helps its caster see through mental illusions.
tends to stick with the subject and color the rest allows reflexive contested Gnosis + Mind upon Rote (FC): Bastion of Thought Upon first encountering such a spell, the user
of her interactions with the mage. first encountering the caster. If the roll’s Pool: Composure + Occult + Mind can see through the illusion with reflexive and
Rote (FC): A Face You Can Trust successes equal or exceed the Incognito contested Gnosis + Mind roll. Can be cast at
Pool: Presence + Socialize + Mind Presence spell’s successes, the onlooker can any point in a turn.
remember the mage normally. Rote (AA): Steel Trap
Rote (GoV): Forever Stranger Pool: Resolve + Occult + Mind
Pool: Wits + Subterfuge + Mind * Mana optional to expand duration to 24 hours

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Mind 2 Mind 2 Mind 2 Mind 3


Misperception Opening the Lidless Eye Voice from Afar Augment the Mind
Manipulate the perceptions of others that the As the Mind 1 “Third Eye” spell, except that The mage can employ limited telepathic The mage can raise one of his Mental or Social
Mage is slightly displaced. the mage casts this upon another mage or even projection. A recipient knows that he does not Attributes.
Action: Instant a supernatural being such as a ghost or think the thoughts for himself, unless he is Action: Instant
Duration: Prolonged (one scene) werewolf. If this spell is cast upon a Sleeper, it mentally disturbed or inclined to believe that he Duration: Prolonged (one scene)
One point of armor per dot in Mind Arcanum. invokes Disbelief immediately, even if its might hear voices. A single Mental or Social Attribute may be
Armor applies against attempts to grapple the Duration is less than one scene. Action: Instant; subtract target’s Resolve raised by one dot per success, up to a maximum
caster, but not against attempts to overpower Action: Instant Duration: Transitory (one turn) of the caster’s Mind Arcanum dots. Raising
and/or inflict damage once a hold is gained. Duration: Prolonged (one scene) The mage can project one word per success. Resolve and/or Composure also raises
An attacker with “Mental Shield” has a reflexive If the target is unwilling, he may resist with a If the target is aware and willing, his Resolve is Willpower dots but not extra Willpower points.
and contested Gnosis + Mind roll to break reflexive and contested Resolve + Gnosis roll. not subtracted from the caster’s dice pool. Willpower cannot exceed 10 dots. Spells do not
through illusion. Rote (SL): See With My Eyes Rote (M): Words on the Wind stack, only the highest Potency spell takes effect.
Rote (AA): Whispering Shield Pool: Presence + Persuasion + Mind Pool: Manipulation + Expression + Mind – Rote (GoV): Illuminating the Inner Temple
Pool: Manipulation + Stealth + Mind Resolve Pool: Resolve + Academics + Mind
* Mana optional to expand duration to 24 hours

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Mind 3 Mind 3 Mind 3 Mind 3
Aura Cloak Goetic Struggle Greater Beast Control Imposter
The mage alters another person’s aura as he Master own Vice. Imposing basic telepathic control on a median The mage can cloud another’s perceptions to
does for himself with “Alter Aura”. He does not Action: Instant mind (anything up to, but not including, make him think the caster is someone else.
actually alter the person’s emotional state, only Duration: Prolonged (one hour) primates, cetaceans and cephalopods). As long Action: Instant and contested; target rolls
its aura appearance. This spell “summons” an inner demon into as compulsion is not completely inimical to Composure + Gnosis reflexively
Action: Instant a mage’s consciousness and binds it to his will. creature, control is complete. Duration: Prolonged (one scene)
Duration: Prolonged (one scene) Then, whenever the mage’s Vice might come Action: Instant and contested; target rolls Each success makes the false image seem true to
The target can choose to contest the spell with a into play during the spell’s duration, he can Resolve reflexively one sense: sight, sound, touch, etc.
reflexive Composure + Gnosis roll. mentally wrestle the demon (a contested roll Duration: Prolonged (one scene) Manipulation + Expression or Subterfuge rolls
Rote (M): Gift of Masks between his Gnosis + Mind and his own This spell works the same as “Beast Control”, may be needed to convincingly act like someone
Pool: Manipulation + Subterfuge + Mind Resolve + Composure). If he wins, he gains except that median minds can be commanded. she’s not. Target who possess supernatural
Willpower as if his action had reflected the The effect lasts until the tasks are completed or mental protection reflexive contests with
Vice. The demon is put down and banished. If for one scene, whichever comes first. Gnosis + Mind upon first encounter
the demon wins the contest, however, the mage Rote (AA): The Way of Fang and Claw Rote (GoV): Mask of Conformity
must act out the Vice — and he doesn’t get Pool: Presence + Animal Ken + Mind vs. Pool: Intelligence + Subterfuge + Mind vs.
Willpower for it. Resolve Composure + Gnosis
Rote (GoV): Facing the Inner Demons
Pool: Resolve + Empathy + Mind
* Casting this spell is a Wisdom 4 violation.

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Mind 3 Mind 3 Mind 3 Mind 3


Mental Wall Multi-tasking Psychic Assault Sleep of the Just
The mage erects a mental shield on The mage performs complex multitasking. The mage can perform a crude psychic assault, The mage can control her sleep cycle and
another person, as with “Mental Shield”. Action: Instant causing psychic trauma that translates into dreams. The mage also controls when and
Action: Instant Duration: Prolonged (one scene) damage on a victim’s body as neurons misfire about what she dreams.
Duration: Prolonged (one scene) The mage can perform three mental extended and muscles spasm damagingly. Action: Instant
Rote (GoV): Extending the Wall of Thought actions or two mental instant actions Action: Instant; subtract target’s Resolve Duration: Special
Pool: Presence + Occult + Mind simultaneously. Note, however, that none of Duration: Lasting Successes allows the mage to remain awake or
* Mana optional to expand duration to 24 hours these can be spellcasting, which is more than Successes inflict bashing damage on a one-for- asleep for 24 hours. She still suffers the dice
just an exercise of consciousness. See also the one basis. This spell also affects vampires, even penalties for impaired performance with each 6
Mind 1 “One Mind, Two Thoughts” spell. though their brains might not function in the hour period. During sleep, she can control the
Rote (SL): One Mouth, Many Voices same manner as living creatures’; their minds content of her dreams. Any supernatural
Pool: Intelligence + Academics + Mind are still susceptible to the Mind Arcanum. attempts to intrude into her dreams or to force
Rote (AA): Psyche’s Dart her to dream of certain things must contend
Pool: Resolve + Intimidation + Mind – Resolve with this spell’s Potency.
Rote (SL): Sands of Morpheus
Pool: Composure + Occult + Mind

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Mind 3 Mind 3 Mind 4 Mind 4
Telepathy Universal Language Augment Other Minds Befuddle
Make direct mind-to-mind contact with another The mage can translate any idea into or out of The mage can raise one of another human The mage can lower another’s Mental or Social
sentient being. any language based upon root concepts. This being’s Mental or Social Attributes, as per the Attributes.
Action: Instant and contested; target rolls spell works for spoken words, written words, Mind 3 “Augment the Mind” spell. Action: Instant; subtract target’s Composure
Resolve + Gnosis reflexively encoded signals and concepts that exist only as Action: Instant Duration: Prolonged (one scene)
Duration: Transitory (one turn) thought. The mage must be able to perceive the Duration: Prolonged (one scene) Touch range. Mind 5, sensory range. Mind 6
Only conscious thoughts are gleaned at this medium in which the idea exists (meaning The target can choose to contest the spell with a sympathetic casting. Successes subtract one dot
level. Mind 4 to read subconscious thoughts. telepathy for thoughts in another’s mind, for reflexive Resolve + Gnosis roll. With Mind 5, from one of the target’s Mental or Social
Successes extend duration. Mind 4 gives example) and may be limited in his ability to the caster can allocate successes between Attributes, min of 1. Max amount an Attribute
prolonged Duration. With Mind 5 gives express a concept he can translate. different Mental and Social Attributes as a can be lowered = Mind Arcanum. Only the
advanced prolonged Duration factors. More Action: Instant mage can do for himself with the Mind 4 highest Potency spell takes effect.
minds can be contacted by adding Target Duration: Prolonged (one scene) “Supreme Augmentation” spell. Rote (SL): Belittle the Brain
factors to commune with caster. Mind 5 allows The obscurity of the language might levy Rote (SL): Perfect Poise Pool: Manipulation + Persuasion + Mind
a psychic network. penalties from –1 to –3. Pool: Resolve + Persuasion + Mind
Rote (FC): Psychic Communion Rote (M): Bricks of Babel
Pool: Wits + Empathy + Mind vs. Resolve + Pool: Intelligence + Academics + Mind
Gnosis

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Mind 4 Mind 4 Mind 4 Mind 4


Breach the Vault of Memory Dream Traveler Hallucination Psyche Projection
This spell gives the willworker power over that The mage can psychically enter the dreams of The mage creates false sensory input — a sensory The mage can project his mind into the state of
which helps define a person: memory. another. hallucination. Twilight. This mental form has no Corpus or
Action: Instant and contested; target rolls Action: Instant and contested; target rolls Action: Instant and contested; target rolls ephemeral body, just an intangible, semi-
Resolve + Gnosis reflexively Composure + Gnosis reflexively Resolve + Gnosis reflexively transparent image that can be affected only by
Duration: Prolonged (one scene) Duration: Prolonged (one scene) Duration: Prolonged (one scene) mindaffecting powers.
The mage might suffer a penalty, depending on If the mage wishes, she may link her dreams to This hallucination affects one of the target’s five Action: Instant
how deep the memory to be altered lies. None; those of others (by adding extra Target factors senses, plus one per extra success. The caster Duration: Prolonged (one scene)
Trivial. –1; Deep-seated. –3; Life-altering. –5; to the casting), enabling all to share a common must either give the illusion a specific The mage’s body is alive but comatose. Should
Complete reshaping. Upon expiry, memories dream. “programmed” action, or maintain the mage die, he most likely becomes a ghost.
return. Cannot tamper with supernatual Rote (M): Morpheus’ Road concentration per turn. The program must be While the caster is projected his soul continues
qualities, Virtue or Vice. Pool: Manipulation + Occult + Mind vs. very simple. Implausible actions might allow to reside within his body, as well as in his
Rote (GoV): Reshaping Yesterday Composure + Gnosis subject a reflexive Resolve + Composure testto distant consciousness, serving as a conduit
Pool: Manipulation + Subterfuge + Mind vs. realize that his senses lie to him. between the two.
Resolve + Gnosis Rote (FC): Induced Delusion Rote (M): Treading the Invisible Way
Pool: Intelligence + Subterfuge + Mind vs. Pool: Resolve + Occult + Mind
Resolve + Gnosis

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Mind 4 Mind 4 Mind 4 Mind 4
Psyche Sword Read the Depths Supreme Augmentation Telepathic Control
The mage performs a greater psychic assault. Telepathically enter a subconscious. The mage can raise more than one of his The mage exerts telepathic control over humans
Action: Instant; subtract target’s Resolve Action: Instant and contested; target rolls Mental and Social Attributes. and other higher minds. Subjects cannot
Duration: Lasting Composure + Gnosis reflexively Action: Instant undertake actions inimical to their nature.
Successes inflict lethal damage on a one-for-one Duration: Prolonged (vs. Sleepers) or transitory Duration: Prolonged (one scene) Action: Instant and contested; target rolls
basis. With Mind 5, one Mana can be spent to (vs. supernatural targets) As per the Mind 3 “Augment the Mind” spell, Resolve + Gnosis reflexively
make the damage aggravated. Such a neuron- Remote or traumatic memories might levy but successes can now be allocated among the Duration: Prolonged (vs. Sleepers) or transitory
frying assault exceeds any known scale for penalties to access. If target has Mind 1, his mage’s Mental and Social Attributes in any (vs. mages or other supernatural targets)
headache pain. Unseen Senses might warn that he is being combination. The total that each Attribute can Additional targets can be added by increasing
Rote (GoV): Unseen Blade “read.” Reflexive Wits + Comp test to sense be boosted is limited by the mage’s total Mind Target factors. All affected minds must be
Pool: Presence + Intimidation + Mind – intrusion. Knows nothing about the intrusion dots. controlled in precisely the same way. Mind 5
Resolve unless he casts magic to learn more. Mind 5 Rote (M): Acquired Genius gives prolonged Duration against supernatural
gives prolonged against supernaturals. Pool: Resolve + Academics + Life targets. Rote (SL): Crown of Kings
Rote (SL): Drawing Aside the Inmost Veil Pool: Manipulation + Persuasion + Mind vs.
Pool: Manipulation + Empathy + Mind vs. Resolve + Gnosis
Composure + Gnosis

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Mind 5 Mind 5 Mind 5 Mind 5


Network Possession Psychic Domination Psychic Genesis
Whereas with “Telepathy,” the willworker could Psychically possess another. The willworker can utterly dominate the mind The mage can create a consciousness.
contact other individual minds telepathically, Action: Instant and contested; target rolls of another thinking being, subjugating the Action: Extended
she can now connect multiple minds, creating a Resolve + Gnosis reflexively entity’s survival instincts or most deep-seated Duration: Prolonged (one scene)
network. Duration: Prolonged (vs. Sleepers) or transitory moral convictions. He could issue a suicidal A simple success creates a bodiless, Twilight
Action: Instant (vs. supernatural targets) command and compel another to heed it or consciousness with Int, Wit, Res, Pre, Man,
Duration: Prolonged (one scene) Caster’s body becomes comatose as under the force her to do something she considers Com 1 & Virtue and Vice. Additional
The number of successes determines how many description of “Psychic Projection”. While absolutely abhorrent. successes are allocated to Mental and Social
targets can be networked simultaneously with a possessing use the Physical Attributes of host, Action: Instant and contested; target rolls Attributes. Successes can be allocated to Mental
single casting. and Merits/Flaws of their physical or social Resolve + Gnosis reflexively or Social Skills, such as Academics or Empathy.
Targets can choose to contest the spell with a identity. Putting the host in harm’s way allows a Duration: Prolonged (vs. Sleepers) or transitory Cannot be indefinite Duration. Unless the
reflexive Resolve + Gnosis roll each. fresh reflexive and contest to break possession. (vs. mages or other supernatural targets) mind is able to accept dissolution, a Wisdom 2
Rote (AA): Tactical Coordination Rote (SL): Driving the Chariot Rote (SL): Your Will Is Mine might be in order. Recasting the spell before
Pool: Presence + Empathy + Mind Pool: Manipulation + Persuasion + Mind vs. Pool: Presence + Intimidation + Mind vs. expiry, gives the mind a new Duration.
Resolve + Gnosis Resolve + Gnosis Rote (FC): Artificial Intelligence
Pool: Intelligence + Empathy + Mind

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Mind 5 Mind 5 Mind 5 Prime 1
Psychic Reprogramming Shadow Projection Twilight Temple Analyze Enchanted Item
Perform psychic reprogramming. Send consciousness past the Gauntlet into the Sculpt the ephemeral stuff of Twilight to create The mage can scrutinize an enchanted item to
Action: Extended and contested; target rolls Shadow Realm. an immaterial abode. discern its powers.
Composure + Gnosis reflexively Action: Instant Action: Instant Action: Instant
Duration: Lasting (vs. Sleepers) or prolonged Duration: Prolonged (one scene) While within his temple, the mage’s psychic Duration: Prolonged (one scene)
(vs. supernatural targets) The mage creates a psychic projection as she did form is protected. Anyone who wishes to attack See “Resonance,”, for rules on scrutinizing
A subject’s Virtue and/or Vice may be changed to become Twilight with the “Psychic him must first breach the abode, which only he items. With an exceptional success, the mage
(target number = subject’s Composure). Each Projection” spell. This psychic form manifests can enter at will. Durability equals Mind can tell if the enchanted item is cursed or has
success can affect a single aspect of the subject’s an ephemeral silver cord connecting back to the Arcanum and a Structure equals Gnosis. The other exceptional circumstances. While active
fundamental psychic makeup. Although this body, with armor equal to the mage’s Gnosis temple cannot be moved once it is erected. The extended Intelligence + Occult rolls can be
spell’s effect is lasting against Sleepers, it can be and Health equal to her Willpower. The cord Duration depends on casting successes (this made to examine the enchanted item (ten min
dispelled. Dispelling successes must exceed can be harmed only by aggravated damage. If spell uses the advanced prolonged Duration per test; target number enchanted item’s dots
those achieved in this spell. this cord is severed, the mage must try to find factors). x2).
Rote (GoV): Mindscaping her way back to her body by some other means Rote (FC): Castles of the Mind Rote (AA): Artifact Hunt
Pool: Manipulation + Persuasion + Mind vs. (a daunting proposition). Pool: Composure + Occult + Mind Pool: Intelligence + Occult + Prime
Composure + Gnosis Rote (M): Walking with Gods
Pool: Resolve + Occult + Mind

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Prime 1 Prime 1 Prime 1 Prime 1


Discern Phantasm Dispel Magic Inscribe Grimoire Supernal Vision
The mage can see through Prime based illusions Dismantle or dispel existing spells. Put a rote into a grimoire. The mage gains the Mage Sight.
(those created with manifested Mana; see Action: Instant and contested; successes are Action: Extended Action: Instant
“Phantasm”, knowing them for what they are. compared to the target spell’s Potency Duration: Lasting Duration: Prolonged (one scene)
Having substance, however, they do not vanish Duration: Lasting The mage puts part of his magic into the book See “Resonance,”, for rules on scrutinizing
from her sight. The mage must have at least one dot in each by removing it from himself. The spell’s target magic with this spell. A +1 bonus is gained on
Action: Instant Arcanum used in the spell to be dispelled, number equals one success per Arcanum dot test to sense or scrutinize Awakened magic,
Duration: Concentration unless he has Prime 4 (see “Supernal used in the rote to be recorded. The grimoire Mana, tass, enchanted items and Hallows. If
The phantasm’s Potency levies dice penalties on Dispellation,”). (Note: This effect differs from cannot be dispelled. The mage can cast rotes concealed, successes must exceed the Potency
the roll. “Counterspell,” which requires one dot in only not personally known by referencing the used to conceal. Concentrating on a person’s
Rote (FC): Identifying the Unreal one of the Arcana used by the target spell.) The grimoire for one turn and cast the rote the aura can determine nature
Pool: Wits + Occult + Prime successes of the dispelling mage’s effort must following turn. Referencing a known rote gives Rote (M): Eye of the Magus
exceed the Potency of the existing spell to a +1 bonus to casting it. Pool: Wits + Occult + Prime
successfully dispel it. Rote (SL): Inscribing the Ineffable Words
Rote (GoV): Unweaving the Flaw Pool: Intelligence + Expression + Prime
Pool: Intelligence + Occult + Prime vs. target
spell’s Potency

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Prime 2 Prime 2 Prime 2 Prime 2
Activate Enchanted Item Counterspell Prime Magic Shield Primal Flow
The willworker gains the ability to activate a The mage can counter spells from any Creates a shield against outside magic. As the Prime 1 “Supernal Vision” spell, except
contingent Artifact or imbued item, artificially Arcanum, and he can counter covert spells Action: Instant that the mage casts this effect upon another
satisfying the trigger of such an item. without first identifying their components. Duration: Prolonged (one scene) mage, or even a supernatural being such as a
Action: Instant Action: Instant; successes subtract from the Gains one point of armor per dot in Prime ghost or werewolf. If this spell is cast upon a
Duration: Prolonged (one scene) target spell’s Potency Arcanum. Does not shield against magic not Sleeper, it invokes Disbelief immediately, even
The mage can activate the item’s trigger at will Duration: Lasting directly cast at the mage. Shield requires 1 if its Duration is less than one scene.
anytime within this spell’s Duration. As the rules for “Counterspell,” but the mage Mana each time it contends with an incoming Action: Instant
Rote (M): Claiming the Ancient Heritage can now counter spells from any Arcanum (he spell. This spell allows selective shielding. Mages Duration: Prolonged (one scene)
Pool: Intelligence + Investigation + Prime does not need one dot in at least one of the often invest their shields with multiple charges, If the target is unwilling, he may resist with a
spell’s Arcana) and he can counter covert spells spending Mana during casting so that each reflexive contested Resolve + Gnosis roll.
even if he has not had time to identify their charge already stores its own energy. Rote (GoV): Mass Hallucination
components. Rote (SL): Aegis Magicus Pool: Manipulation + Occult + Prime
Rote (GoV): Rend the Weave Pool: Resolve + Occult + Prime
Pool: Composure + Occult + Prime * Mana optional to expand duration to 24 hours

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Prime 2 Prime 2 Prime 2 Prime 2


Sense the Threads Squaring the Circle Transform Aura Unseen Spy
(+ Space ••) Sense when someone scrutinizes or The mage creates a mystical space where two The mage can alter his aura’s nature. Action: Fide from other willworkers’ magical senses
tries to dispel one of the mage’s spells. It allows mages can engage in the Duel Arcane, a Instant when attempting to scrutinize or dispel their
the willworker to passively monitor the health wizard’s war. See “The Duel Arcane”, for rules Duration: Prolonged (one scene) magic.
of her spells, sensing whenever someone else on using this spell. Only by overcoming the Potency of this spell Action: Instant
tries to magically scrutinize them or dispel Action: Instant can a mage detect the true aura. See “Aura Duration: Prolonged (one scene)
them. Armed with such knowledge, she can Duration: Prolonged (one scene) Signifiers”. Even once this spell is detected, the With Unseen Spy, a mage can attempt to hide
choose to intervene using other magics. A mage Rote (GoV): Squaring the Circle true nature of the mage cannot be perceived from mage’s magical senses like the “Sense the
can monitor only those spells for which this Pool: Resolve + Occult + Prime until the Transform Aura spell expires or is Threads” ability. Whenever a spy scrutinizes a
cost is paid. To sense scrutiny or tampering, dispelled. vigilant caster’s spells or tries to dispel them, a
make a reflexive Wits + Occult roll. This sense Rote (GoV): Wolf in the Fold reflexive Intelligence + Subterfuge roll is made
can potentially be foiled by the “Unseen Pool: Intelligence + Occult + Prime for the spy, contested by the subject’s reflexive
Spy” spell. Wits + Occult roll. If the Unseen Spy exceeds
* This is not a spell in itself, but an ability the mage the caster’s successes, his spying goes
gains with Prime 2 and Space 2. undetected.
* One Mana must be spent toward such observation Rote: Innocuous Presence
during the casting of whatever spells are to be Pool: Composure + Subterfuge + Prime
monitored.

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Prime 3 Prime 3 Prime 3 Prime 3
Armor of the Soul Celestial Fire Channel Mana Controlled Dispellation
The mage can weave a barrier around a soul, The mage manifests celestial fire. Channel Mana from a Hallow, tass or an The mage can unravel an existing spell.
protecting it from being stolen by a spirit or Action: Instant and aimed enchanted item. Action: Instant and contested; successes are
severed by an adept of Death. Duration: Lasting Action: Instant compared to the target spell’s Potency
Action: Instant The mage flings a ball of glowing, fiery energy at Duration: Lasting Duration: Lasting
Duration: Prolonged (one scene) a target; targets gain their Defense against it. 1 Successes channels 1 Mana to his own pool, Like “Dispel Magic,” in its Arcana requirements
The target gains one point of armor per dot the (B) inflicted per success. Affects beings or max is his Prime. Touch range, Prime 4, sensory (unless the caster has Prime 4, in which case he
caster possesses in the Prime Arcanum against objects in Twilight. Prime 4, damage is lethal range, Prime 5 sympathetic range. can perform it with “Supernal Dispellation”.
magic or powers that affect the soul. By and can directly attack a target’s Pattern (target Rote (FC): Feedback Controlled Dispellation allows a mage to
spending one Mana, the Duration can be made resists, subtracting Stamina from test). Prime 5, Pool: Wits + Occult + Prime protect himself or other select individuals from
to last for a day. This spell can be combined one Mana can be spent to make the damage spells while still allowing those spells to take
with a “Magic Shield” spell, and the armor aggravated. effect. He effectively makes his Pattern (and
points from both are added together against Rote (AA): Bolt of Heaven other targets of his choice) invisible to the spell.
magic that affects the soul. Pool: Dexterity + Occult + Prime Rote (M): Slipping the Bonds
Rote (GoV): Shield the Fragile Link Pool: Resolve + Occult + Prime
Pool: Composure + Occult + Prime

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Prime 3 Prime 3 Prime 3 Prime 3


Create Tass Disguise Resonance Dissolve Tass Ephemeral Enchantment
The mage creates tass. Change the appearance of an area’s resonance. The mage can dissolve tass back into the The mage enchants an object, allowing it to
Action: Instant Action: Instant Tapestry. strike or protect against Twilight or Shadow
Duration: Prolonged (one scene) Duration: Prolonged (one scene) Action: Instant Realm entities.
Successes are allocated between the tass’ Size Spirits, can be fooled by this spell. Each success Duration: Lasting Action: Instant
and Durability. At least one Mana must be also masks one level of a Hallow’s power or Each success dissolves one point of the tass’ Duration: Prolonged (one scene)
channeled into the tass. If cast as an extended make it appear greater than it is. This spell Mana and Structure. If the weapon is a gun, all the bullets within its
action, extended Dex + Crafts can be made to cannot be detected except by a Mage Sight spell Rote (GoV): Unstitch magazine, cylinder and/or chamber are
create tass like its representative object. Target with a higher Potency. Even once this spell is Pool: Resolve + Occult + Prime enchanted. To enchant extra magazines or
number is based on the Size and complexity (1 detected, the true resonance of the area cannot ammunition, additional Target factors must be
for a hammer, 3 for a table, 5 for a cushioned be perceived until the Disguise Resonance spell added to the casting. With Prime 5, the object
recliner chair.). Tass objects inflict bashing expires or is dispelled. can be given the power to inflict aggravated
unless crafted with sharp edges (+1 success Rote (M): Mask of the Spirits damage (one Mana must be spent for the caster
Crafts test per (L) mod). Tass dissolves at spell’s Pool: Composure + Subterfuge + Prime or user with each aggravated strike).
expiry. Rote (M): Ghost Stick
Rote (FC): Celestial Sediment Pool: Resolve + Occult + Prime
Pool: Resolve + Craft or Occult + Prime

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Prime 3 Prime 3 Prime 3 Prime 3
Imbue Item Imbue Mana Ley Lines Magic Wall
Imbue an item with magical powers. Imbue a living creature with Mana. This spell harnesses the subtle power of the The mage can now cast a Magic Shield on
Action: Extended Action: Instant Earth’s ley lines. another person.
Target number = successes required for all the Duration: Lasting Action: Extended Action: Instant
spells imbued. Must be able to cast each spell. Give a living creature one of his Mana points Duration: Lasting Duration: Prolonged (one scene)
Spell’s target number is determined as if cast an per success. Touch range, Prime 4 sensory This spell bestows a source of ley energy. The See “Magic Shield”, for the effects. If the target
extended action. Each spell remains imbued for range. If the number of points of Mana invested mage determines the form of the node. Target does not have his own Mana, the caster must
its Duration. Caster decides whether each spell in a Sleeper’s Pattern exceeds her Size, the number depends on how much power the node incorporate Mana during casting to allow it a
imbued is persistent or contingent. The caster subject suffers one Health wound of bashing generates per day. 1 = a small room. 3 = a small number of charges. The subject can choose
can give the item the capacity to hold Mana damage per point of Mana by which her Size is home. 5= a large home or mansion. 7 = office when a charge is activated.
points. Doing so requires three successes and exceeded. In this case, the target can resist the building. The mage can only create a node at a Rote (GoV): Invisible Boon
the item has a capacity of 10 points plus one spell by subtracting her Stamina from the point at which energies actually converge. Pool: Manipulation + Occult + Prime
per spell. caster’s roll. Rote (FC): Atlantean Generator * Mana optional to expand duration to 24 hours
Rote (M): Forge of Power Rote (AA): Succor Pool: Intelligence + Occult or Science + Prime
Pool: Composure + Crafts + Prime Pool: Presence + Persuasion + Prime
* 1 Mana per spell imbued as well as any required by
spell descriptions

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Prime 3 Prime 3 Prime 4 Prime 4


Phantasm Transform Other Aura Awaken Hallow Eyes of the Awakened
Creates an inanimate phantasm. Such a The mage can alter another’s aura, changing the The mage awakens a dormant Hallow. The mage allows a Sleeper to possess Mage
creation possesses substance and appears to be a appearance of his true nature just as he does for Action: Extended Sight. For the Duration of the spell, the Sleeper
normal object of its type to Sleeping eyes. The himself with Prime 2. Duration: Lasting sees things see that she did not believe possible
mage can any lifeless, inanimate object. Objects Action: Instant The target number is equal to the original level before. During this period, her witnessing the
do not possess conductivity, magnetism or the Duration: Prolonged (one scene) of the Hallow before it became dormant. Mysteries does not invoke Disbelief, but she still
like. See “Transform Aura”. Rote (M): Aligning the Stars adversely influences a Paradox as a normal
Action: Instant Rote (FC): Running with the Pack Pool: Composure + Survival + Prime Sleeper witness.
Duration: Prolonged (one scene) Pool: Intelligence + Occult + Prime Action: Instant
Creates an object of Size 5 or less and one point Duration: Prolonged (one scene)
of Durability. Create a convincing illusion, Rote (SL): Fitful Sleep
reflexive Int + appropriate Skill is required, and Pool: Manipulation + Empathy + Prime
excess successes on the casting add one die each
to this roll.
Rote (SL): Loom of the Gods
Pool: Intelligence + Craft + Prime

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Prime 4 Prime 4 Prime 4 Prime 4
Marionette Phantasmal Weapon Siphon Essence Siphon Integrity
Creates an animate phantasm of a non-human The mage creates a sturdy phantasm, and can The mage can pull the Essence out of a spirit, The mage can pull the Mana out of a mundane
creature. It moves as mage directs through even create functional weapons and armor. ghost or locus and convert it to personal Mana. lifeless object.
active concentration. It moves as it would Action: Instant Action: Instant; subtract target’s Resistance Action: Instant
normally be able to. Duration: Prolonged (one scene) Duration: Lasting Duration: Lasting
Action: Instant As with Prime 3 “Phantasm,” except the object Each success siphons one Essence from the Each success gives the mage one Mana and
Duration: Prolonged (one scene) has a Durability equal to the caster’s Prime targeted spirit, ghost or locus. inflicts one point of Structure damage to the
As with the “Phastasm” spell, except that each dots. Successes can be allocated to create an Rote (AA): Ehrlik’s Due object. Only one point of Mana may be gleaned
success grants two dots of Physical Attributes to equipment dice modifier or armor points for Pool: Resolve + Occult + Prime – Resistance per three points of Size (rounding down).
the phantasm, up to a limit of the mage’s Prime the object, or even to increase the Size above Caster can replenish reserves with this spell
dots in any one trait. When calculating the five points (on a one-for-one basis). only once every 24 hours. Enchanted items
phantasm’s Defense, use its Dexterity or the Rote (AA): Forge of the Gods cannot be siphoned with this spell.
mage’s Wits, whichever is lower. Must Pool: Intelligence + Craft + Prime Rote (M): Hidden Stores
concentrate to direct the phantasm’s Pool: Resolve + Occult + Prime
movements
Rote (SL): Unreal Servitor
Pool: Intelligence + Subterfuge + Prime

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Prime 5 Prime 5 Prime 5 Prime 5


Create Complex Phantasm Create Hallow Dead Zone Forge Tulpa
The mage creates a complex phantasm. Can The mage can create a temporary Hallow. The mage expels the ambient Mana from an (+ Mind •••••) Creates a Tulpa.
mimic living people and complex objects. But Action: Extended area, creating a “magic dead zone.” Action: Extended
doesn’t contain their inherent qualities. Duration: Prolonged (one scene) Action: Instant Duration: Prolonged (one scene)
Action: Instant The target number equals the dots of the A weak Gauntlet levies a –1 penalty on the Successes are allocated to construct the tulpa’s
Duration: Prolonged (one scene) Hallow. The Hallow immediately yields up its spellcasting roll. Successes determine the Dead Mental, Physical and Social Attributes (max=
A phantasmal person appears to possess the rating in Mana, which can be harvested through Zone’s radius or volume (the mage chooses mage’s Prime in any single Attribute; at least
same Mental and Social Attributes as the caster normal means. Hallow does not yield up more which during casting). one dot must be placed in every Attribute), and
and can speak if compelled to by the mage, but Mana until the same hour of the day. Successes While a mage can spend his own Mana within a extra damage and armor. Its Size is 5 or less.
has no individual initiative and collapses into a can extend duration factor. If cast anywhere not dead zone, he cannot use the “Channel Mana” Cannot be given an indefinite Duration. The
lifeless heap if the willworker doesn’t actively conducive to hallows penalties may occur. Sea to draw them from another source. Small being dissolves when the spell expires. Unless
pay attention to it. level is –1 Slightly below sea level is –2 dice. A animals, children and the elderly may sicken the mind is able to accept dissolution, a
Rote (AA): Tin Soldier deep hole or pit is –3 dice. and even die in places devoid of a natural flow Wisdom 2 might be in order. Recasting the
Pool: Intelligence + Crafts (for objects) or Rote (M): Sanctum Flow of Mana energies. spell before expiry, gives the mind a new
Medicine (for people) + Prime Pool: Composure + Occult + Prime Rote (GoV): Banishing Duration.
Pool: Composure + Occult + Prime Rote (FC): Dream Warrior
Pool: Wits + Occult + Prime

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Prime 5 Space 1 Space 1 Space 1
Siphon Mana Correspondence Finder Omnivision
Siphon Mana at sensory range from an Analyze connections between things, people The mage can flawlessly track an item in his The mage can perceive 360 degrees around
unwilling mage. and places, determining their degree of immediate surroundings. himself. He essentially has “eyes” on the back
Action: Instant; subtract target’s Stamina sympathetic connection. Action: Instant and sides of his head.
One Mana point is channeled per success. Each Action: Instant Duration: Prolonged (one scene) Action: Instant
successive casting against the same target within Duration: Concentration The mage chooses a specific object as the target Duration: Prolonged (one scene)
the same scene suffers a cumulative –2 dice This sense is sometimes modified by the of this spell, such as a weapon, idol or even a The spell extends the mage’s vision around
penalty. Sleepers or other creatures cannot be strength of the bond (the Storyteller might ballpoint pen. By means of this spell, no matter him. As long as he can see (i.e., the area isn’t
siphoned (they do not have spendable Mana). award a bonus for a strong bond, or levy a where a targeted object goes within the mage’s dark), he can perceive in 360 degrees with a
(Although they can be killed without the need penalty for a weak one). If the sympathetic vicinity, she knows its movements. While this reflexive Wits + Composure roll. It is almost
of a spell to yield their Health’s worth in Mana. bond has been concealed (see “Conceal effect applies only within a mage’s sensory impossible to surprise the mage by sneaking up
Rote (SL): Press Gang Sympathy,”), this spell’s successes must exceed range, with Space 2 she can cast this as a from behind (a person would need to be well
Pool: Resolve + Intimidation + Prime – the disguise spell’s Potency. sympathetic spell and track the item anywhere. camouflaged, and the mage might need to be
Stamina Rote (GoV): Revelation of the Unseen Thread Rote (M): Eyes on the Prize heavily distracted by something in another
Pool: Wits + Occult + Space Pool: Intelligence + Investigation + Space direction).
Rote (FC): Spatial Topography
Pool: Wits + Composure + Space

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Space 1 Space 1 Space 2 Space 2


Spatial Awareness Spatial Map Apportation Bestow Spatial Awareness
Gain Mage Sight. Detect spatial distortions and The spell creates a mental spatial map that With another Arcanum, move something to a As the Space 1 “Spatial Awareness” spell, except
manipulations. Discern disturbances in the constantly updates the mage on the changing remotely viewed location or remove something that the mage casts it upon another mage or a
local fabric of space. Detect when someone has topography of her surroundings. from it. supernatural being such as a ghost or werewolf.
altered the spatial axes of an area, used a Action: Instant Action: Instant and contested; target rolls If this spell is cast upon a Sleeper, it invokes
location as the origin point or terminus for Duration: Transitory (one turn) Composure reflexively Disbelief immediately, even if its Duration is
teleportation, or created a Space Ward. Each success eliminates one penalty die to the Duration: Concentration less than one scene.
Action: Instant mage’s ranged attack dice pool in the following For each success (or additional Target factor Action: Instant
Duration: Prolonged (one scene) turn, helping her to offset penalties for prefigured into the casting), the mage can move Duration: Prolonged (one scene)
This sense is modified by the degree of the opponents’ concealment or other spatially one Size point. Max Size = Space. If the target is unwilling, he may resist with a
distortion/manipulation (the Storyteller might based conditions such as hitting a prone target. The type of thing that can be moved depends reflexive contested Resolve + Gnosis roll. The
award a bonus for an extreme distortion or levy She cannot gain bonus dice by virtue of this on the conjunctional Arcanum used. effect lasts for one hour.
a penalty for a subtle one). See “Resonance,” for spell. Also allows the blind to perceive Rote (FC): Nothing Up My Sleeve Rote (M): Derangement of the Senses
rules on scrutinizing magic with this spell. immediate surroundings. Pool: Dexterity + Investigation + Space vs. Pool: Manipulation + Investigation + Space
Rote (SL): Trailing the Long Stride Cannot be combined with the Fate 1 Composure
Pool: Intelligence + Occult + Space “Sharpshooter’s Eye” spell.
Rote (AA): Ballistic Targeting
Pool: Intelligence + Occult + Space

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Space 2 Space 2 Space 2 Space 2
Conceal Sympathy Follow Through Spatial Sympathy Scrying
Conceal any sympathetic connections he has to The mage can step through a nearby spatial By adding Space 2 to a spell, a mage can affect The mage can view a location remotely. She can
people, places or things. doorway to its point of destination. He can targets at far distances through a sympathetic employ all of her senses through these
Action: Instant follow such a doorway only to its original connection. “perceptual windows,” allowing her to see, hear,
Duration: Prolonged (one scene) terminus. * This is not a spell in itself, but an ability the mage smell and even touch.
Each success allows the mage to decrease the Action: Instant gains with Space 2. Action: Instant
apparent sympathetic connection he has to a Duration: Prolonged (one scene) Duration: Transitory (one turn)
single person, place or thing. He might have an The mage suffers penalties based on distance as Test is modified by sympathetic connection to
Intimate connection to a cabal-mate, but with if he were scrying. Successes apply to the the location. Duration is transitory (once the
three successes, he can make that connection Duration factor, which must equal or exceed mage ceases concentration), Space 3 gives
appear (to the eyes of anyone who can see it, the time elapsed since the door was opened. prolonged & Space 4 gives advanced prolonged.
such as with the “Correspondence” spell) to be Rote (M): Taking the Road Once Traveled If he touches someone, reflexive Wit + Com is
merely an Encountered connection. The true Pool: Wits + Investigation + Space made to notice. This sensation is enough to
connection is unaffected; it only appears to be invoke Sleeper Disbelief. Cannot actually affect
more distant. anything with his touch. With Spirit 2, the
Rote (GoV): Dispersing the Threads caster can scry across the Gauntlet.
Pool: Composure + Subterfuge + Space Rote (GoV): Remote Viewing
Pool: Intelligence + Investigation + Space

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Space 2 Space 2 Space 3 Space 3


Untouchable Ward Avoidance Tactics Ban
This spell enables a mage to perform slight This spell creates a barrier to bar the passage of The mage can now cast the “Untouchable” spell The mage can create a Ban to restrict something
intuitive “tweaks” on the local fabric of space to other Space spells, closing a given locale out on others. from passing through a Ward.
slip away from hostile attention. from remote sensing, teleportation, spatial Action: Instant Action: Instant
Action: Instant tampering and the like. Duration: Prolonged (one scene) Duration: Prolonged (one scene)
Duration: Prolonged (one scene) Action: Instant The target gains one point of armor per dot the This spell is an exception to the normal spell-
The mage gains one point of armor per dot he Duration: Prolonged (one scene) caster possesses in the Space Arcanum. control rules (see “Spell Control,” allowing the
possesses in the Space Arcanum. Successes A simple success protects an area of five square Rote (FC): Sideslip mage to add a Ban to a pre-existing Ward).
combat attempts to dispel the shield. Armor yards and gives the Ward a Potency of 1. Pool: Wits + Occult + Space When combined with the appropriate
applies against attempts to grapple the caster Additional successes add to the Ward’s Potency. * Mana optional to expand duration to 24 hours Arcanum, the Ban can prevent its purview from
(both Defense armor are subtracted), but not The mage can add Target factors to increase the entering. Ban can be as general or specific as a
against attempts by an opponent to overpower area. Space-based spells that try to pierce the mage wishes. Broad purviews might impose a –3
and/or inflict damage once he has managed to Ward must exceed the protection’s Potency. penalty while specific ones might invoke no
grapple the mage. Each breach erodes the Ward by one Potency, penalty.
Rote (SL): Twisting Threads reducing its efficacy. Successive Ward spells add Rote (SL): Barring the Ways
Pool: Wits + Occult + Space excess Potency to the Ward Pool: Resolve + Occult + Space
* Mana optional to expand duration to 24 hours Rote (AA): Unseen Guard
Pool: Resolve + Occult + Space

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Space 3 Space 3 Space 3 Space 3
Destroy the Threads Multispatial Perception New Threads Portal
The mage destroys a sympathetic connection. The mage can scry multiple locations The mage creates a sympathetic connection by This spell creates a spatial warp through which
Action: Instant; subtract target’s Composure simultaneously. fortifying that elusive bond between things that the caster can move from one point in Creation
Duration: Lasting Action: Instant creates the principle of sympathy. to another without traversing the intervening
Each success destroys one degree of sympathetic Duration: Prolonged (one scene) Action: Instant; subtract target’s Composure space.
connection that a target holds for a single One location can be scryed per success. The Duration: Lasting Action: Extended (target number = degree of
person, place or thing, as per the chart on. A mage catches only a glance at each location. If Each success creates one degree of sympathetic sympathetic connection)
living creature unconsciously resists this spell’s he concentrates on details at one location, he connection between the target and a single Duration: Transitory (one turn)
attempts to alter its connections with its notices less of what’s going on at others (–2 person, place or thing. 1 Size 5 can pass through portal per turn.
Composure. These threads can be re-established penalty to notice things of note). The mage uses Successes can widen the portal so that one
normally over time in the usual fashion (i.e., his weakest sympathetic connection when additional person can pass through per turn.
through physical contact or even repeated casting. Entrance and exit must mirror each other on
mental and/or emotional association). Rote (FC): Spatial Collage the same plane. Without applying “Portal Key”
Rote (AA): Shattering the Invisible Bonds Pool: Intelligence + Investigation + Space caster cannot limit who can use the Portal.
Pool: Strength + Investigation + Space Space 4 gives prolonged Duration. Space 5 with
advanced prolonged Duration factors. Spirit 4;
other side of the Gauntlet. Rote (M): Escape
Hatch
Pool: Manipulation + Investigation + Space

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Space 3 Space 4 Space 4 Space 4


Ranged Blow Co-location Pocket Realm Pocket Realm
The mage can punch, kick or stab a target from Be in two or more places at once. He creates The mage creates a pocket universe. The mage creates a pocket universe.
afar. multiple images of himself. Without the Mind Action: Instant Action: Instant
Action: Instant Arcanum these duplicates are just reflections. Duration: Prolonged (one scene) Duration: Prolonged (one scene)
Duration: Prolonged (one scene) Action: Instant One success provides Size 20 or less, +10 per One success provides Size 20 or less, +10 per
For the scene following casting, the mage can Duration: Transitory (one turn) additional Target factor. Without other Arcana additional Target factor. Without other Arcana
make ranged Brawl or Weaponry attacks against Exist simultaneously in one location plus one it is a “place” devoid of features, dimensions, it is a “place” devoid of features, dimensions,
targets within sensory range. One Mana must per success and can reflexively choose which energy or boundaries. If the spell expires with energy or boundaries. If the spell expires with
be spent for the caster per attack. These attacks locations he physically inhabits. Duplicates have the mage still in it, he appears in space exactly the mage still in it, he appears in space exactly
have all the benefits (the target does not get his no substance. Use weakest sympathetic where he was before. where he was before.
Defense) and drawbacks (range penalties as per connection when casting either version of this Rote (FC): Non-space Rote (FC): Non-space
an aimed spell) of a ranged attack. spell. Without sympathetic spells, the mage can Pool: Dexterity + Investigation + Space Pool: Dexterity + Investigation + Space
Rote (AA): Far Strike only interact with the location he is physically
Pool: Strength + Investigation + Space in. Space 5, gives prolonged Duration.
* Mana is per attack Rote (GoV): Cleanup Crew
Pool: Intelligence + Investigation + Space

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Space 4 Space 4 Space 4 Space 4
Portal Key Safe Keeping Suspension Teleportation
The mage can attune a portal he creates to some The mage can place an item into his Pocket Entangles a given being with spatial strands. Traverse space without moving.
kind of activation trigger, so that the portal Realm for safekeeping and retrieve it with Action: Instant and contested; target rolls Action: Instant
opens and is usable by anyone who performs another casting of this spell. Composure + Gnosis reflexively Duration: Lasting
the trigger, but it otherwise remains closed. The Action: Instant Duration: Transitory (one turn) The mage must have a sympathetic connection
mage can also use the Portal Key to declare who Duration: Lasting The subject is boxed in and cannot leave under to his destination. The weaker the sympathetic
can (and cannot) pass through the portal. The item’s Size cannot exceed the pocket his own power. No amount of movement in any connection, the more penalties his spellcasting
Action: Instant universe’s own Size. The Pocket Realm must be direction results in progress. This loop can be roll suffers. Spirit 4; teleports across the
Duration: Lasting pre-existing or cast in combination with this placed directly upon a subject (contest with Gauntlet.
Unlike the normal rules for spell control (see spell. The effect of this spell is lasting, but if the reflexive Com + Gnosis). Or can target a Rote (M): Wormhole
“Spell Control”), the mage can cast this on a Pocket Realm spell expires, the item appears in volume of 5 cu. yards. Does not hold more Pool: Intelligence + Occult + Space
pre-existing portal of his own or he can space exactly where it was before being placed mass than it encompasses. Once suspended,
combine it with the creation of a portal. into the Pocket Realm. It and anyone within subject can wriggle free with extended Dex +
Rote (SL): Attuning the Gateway the same space in which the reappearing item Ath. Target Number = spell’s Potency + caster’s
Pool: Resolve + Occult + Space arrives must contend with Knockdown. Space. Crossing the Gauntlet circumvents
Rote (FC): Storage Space suspension. Space 5; prolonged Duration.
Pool: Dexterity + Investigation + Space Rote (AA): Spider and Fly
Pool: Wits + Investigation + Space

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Space 5 Space 5 Space 5 Space 5


Dimensional Axis Hide Space Labyrinth Manifold Presence
The mage performs complex co-location on an Create a space hidden from the eyes of ordinary The mage can mutate dimensional axes. (+ Life •••• or •••••; optional Matter
area, causing multiple locations to exist in the people and can be accessed only through special Action: Instant ••••• and/or Mind • or •••) Be in many
same space. Places and things do not normally paths unknown to most. Action: Extended Duration: Prolonged (one scene) places at once.
interact with each other. The mage can decide Duration: Prolonged (one scene) A simple warp, making one direction appear to Action: Instant
to make things in space interact. Attempting to find the hidden site can be an be another, might levy no penalties, a complex Duration: Prolonged (one scene)
Action: Extended (target number = 1 per extended Int + Investigation or Survival one, might be –3 or more. The mage is capable Advanced version of “Co-Location”. Life 4;
location) (whichever is higher), target number = 1 higher of sculpting bizarre vicissitudes of place and mage’s duplicates (one per success) are
Duration: Prolonged (one scene) than spell’s Potency and 30 minutes’ time per distance through this level of Space, folding substantial, but extensions of the same body.
Navigating through these locations requires test. Failure forces seeker to start over. Dramatic space in ways that defy the senses. This effect is Mind allows for multitasking. 1 Mana to add
reflexive Int + Investigation. Such a locale failure gets him lost. A person with the potentially insanity-inducing if used consistently multitasking. Life 5; duplicates are distinct
invokes Disbelief. The caster can extend the Direction Sense Merit is allowed one test every (requiring reflexive Resolve + Composure rolls bodies. Duplicates equipment needs Matter 5.
Duration factors for this spell using the 10 mins. for the subject to remain calm and rational). The weakest sympathetic connection is used
advanced prolonged factors. Rote (M): The House in the Woods Rote (GoV): Sundered Path when casting this spell.
Rote (FC): Many-Roomed Mansion Pool: Intelligence + Investigation + Space Pool: Intelligence + Occult + Space Rote (AA): Walking with the Sun
Pool: Intelligence + Investigation + Space Pool: Intelligence + Occult + Space
* 1 to add multitasking, and 1 per duplicate
equipment.

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Space 5 Space 5 Space 5 Spirit 1
Oubliette Shrink/Expand Worlds Collide Coaxing the Spirits
(+ Forces •••, Mind ••••, Time ••••) (Space ••••• + Life ••, ••• or •••• or Co-locate people or objects with one another Whisper to a spirit sleeping within a material
Banishes a person into a pocket of looped space Matter ••) Shrink or expand target. and cause them to physically interact. object and ask for its aid.
of madness. Action: Instant and contested; target rolls Action: Instant and contested; target rolls Action: Instant
Action: Instant and contested; target rolls Stamina + Gnosis reflexively Stamina + Gnosis reflexively Duration: Prolonged (one scene)
Composure + Gnosis reflexively Duration: Prolonged (one scene) Duration: Lasting Each success provides a +1 dice bonus on a
Duration: Prolonged (one scene) Decrease/increase target’s Size by 1 per success, One subject per Target factor can be affected. If single roll made within the spell’s scene-long
An extended roll (with the same dice pool used min of 1; max additional Size = to Gnosis (Base even a single target succeeds in the contested Duration. This bonus applies only to actions
to cast the spell) is made for the caster every 10 life; Life 2, median life; Life 3, human being; resistance roll, none of the targets are co- over which the object itself might conceivably
mins, contested reflexively by victim’s Com + Life 4. Objects; Matter 2). +2 Size = +1 to located. The spell inflicts one point of have some sway.
Gnosis. If the caster’s successes exceed target’s, Speed. –2 Size = -1 Speed. aggravated damage per success. Once the targets Rote (FC): Helping Hand
each excess success causes the target to lose one Rote (SL): Loom of Space contact one another, they are repulsed. They Pool: Manipulation + Socialize + Spirit
Willpower point as visions drive her mad. If the Pool: Intelligence + Medicine (for living don’t remain fused.
victim is reduced to zero Willpower points, she creatures) or Crafts or Science (for objects) + Rote (AA): Shattered Images
suffers a severe derangement. After she returns, Space Pool: Resolve + Investigation + Space vs.
she truthfully answers any questions put to her. Stamina + Gnosis
Rote (M): Hell of Many Mirrors
Pool: Intelligence + Occult + Space

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Spirit 1 Spirit 1 Spirit 1 Spirit 2


Exorcist’s Eye Second Sight Spirit Tongue Ephemeral Shield
Detect the presence of a possessing entity The mage gains the Mage Sight. He can also The mage can see, hear and speak with spirits. Protects with ephemeral armor that defends
within a terrestrial being, often to the end of determine the Strength of the local Gauntlet. He can also detect their unseen presence if they against physical attacks or attacks made by
expelling that spirit by means of the “Exorcism” Action: Instant are hiding or have chosen to not reveal ephemeral entities.
spell. Duration: Prolonged (one scene) themselves. Without other effects he can Action: Instant
Action: Instant See “Resonance”, for rules on scrutinizing converse only with Twilight spirits. Can see Duration: Prolonged (one scene)
Duration: Concentration magic with this spell. The caster gains a +1 dice ghosts, but they appear hazy and indistinct and Gains 1 armor per Spirit. Armor does not apply
If a spirit has the ability to hide and wishes to bonus (regardless of the number of casting cannot hear them. against attempts to achieve hold on the mage or
do so, it may use such a power and pit its own success) on perception and scrutiny rolls to Action: Instant against attempts to overpower the mage. It
successes directly against this spell’s successes sense spirit Numina and werewolf Gifts and Duration: Prolonged (one scene) protects against attempts to inflict damage upon
(the spell’s Potency) in an attempt to remain rituals, as well as loci. This spell’s successes must exceed the Potency him from ephemeral entities.
hidden. Rote (SL): Solomon’s Sight of any power (if any) used to conceal the spirit. Rote (AA): Ghost Shirt
Rote (GoV): Parting the Shadow Pool: Intelligence + Occult + Spirit Rote (M): Fleshless Speech Pool: Stamina + Occult + Spirit
Pool: Wits + Occult + Spirit Pool: Presence + Socialize + Spirit * Mana optional to expand duration to 24 hours

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Spirit 2 Spirit 2 Spirit 2 Spirit 2
Gossamer Touch Grant the Second Sight Lesser Spirit Summons Peer Across the Gauntlet
Gains the power to physically interact with This is as the Spirit 1 “Second Sight” spell, Either summon a specific spirit or send out a The mage can peer across the Gauntlet.
spirits and spiritual things in the Twilight state. except that the mage casts it upon another mage general call to nearest in sensory range. The call Action: Instant
She can touch spirits and be touched in turn. or even a supernatural being such as a ghost or may an irresistible compulsion, at mage’s Duration: Prolonged (one scene)
She cannot affect ghosts or affect mental werewolf. If this spell is cast upon a Sleeper, it discretion. The mage can take an instant action to
projections. invokes Disbelief immediately, even if its Action: Instant and contested; target rolls concentrate and glimpse past the Gauntlet. Any
Action: Instant Duration is less than one scene. Resistance reflexively perception rolls made are modified by the
Duration: Prolonged (one scene) Action: Instant Duration: Prolonged (one scene) Gauntlet’s Strength. Spirit 3; glimpsing across
Rote (FC): Grasp the Otherworld Duration: Prolonged (one scene) A reflexive and contested roll is made if it does the Gauntlet can be performed as a reflexive
Pool: Dexterity + Athletics + Spirit If the target is unwilling, he may resist with a not wish to respond. The summoned spirit action, requiring no concentration.
reflexive contested Resolve + Gnosis roll. must remain near the summoning mage for the Rote (M): Otherworldly Sight
Rote (SL): Imparting the Spirit Gaze rest of the scene, unless the caster allows it to Pool: Wits + Occult + Spirit
Pool: Manipulation + Persuasion + Spirit leave.
Rote (SL): Gather the Unseen Host
Pool: Presence + Persuasion + Spirit vs.
Resistance

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Spirit 2 Spirit 2 Spirit 3 Spirit 3


Place of Power Spirit Jar Control Spirit Exorcism
Fortify or weaken the Gauntlet at a Hallow. This spell creates a container for a spirit. Force a spirit to perform an action. A single, Exorcise a spirit or ghost.
Action: Instant Action: Instant simple command can be issued per success. Action: Extended (target number = spirit’s
Duration: Prolonged (one scene) Duration: Prolonged (one scene) Action: Instant and contested; target rolls Willpower) and contested; target rolls Power +
Each success modifies the local Gauntlet’s Any receptacle that can be used to seal liquid Resistance reflexively Resistance reflexively
Strength by 1 in either direction by a limit can serve as a soul jar. Success enchants the Duration: Prolonged (one scene) Duration: Lasting
equal to the Hallow’s rating, Gauntlet’s receptacle so that a spirit placed within the jar Complex commands require multiple successes. Target number equals the ghost or spirit’s
Strength cannot be reduced to zero. Spirit 5; cannot escape. The jar’s lid is usually held fast If the spirit has not completed the action by the Willpower. The ghost or spirit gets a contested
“Control Gauntlet”, the Gauntlet can be made by a metal bar or is coated with wax. The spirit time the Duration expires, it does not have to roll using Power + Resistance. If the possession
to fade, creating a Verge where any being may is protected from attack by the object. If the jar finish the job. or haunting is caused by an Awakened spell,
step over instantly without using a spell. is opened or broken, the spirit can flee. See Rote (AA): Crown of the Incarna must dispel instead.
Rote (GoV): Closing the Ways “Spirit Handling,”. Pool: Presence + Intimidation + Death vs. In the case of the Ridden the mage can drive
Pool: Resolve + Survival + Spirit With Spirit 3, the mage can attempt to cast this Resistance the spirit out of a Spirit-Urged host but not out
spell with indefinite Duration. of the Spirit-Claimed.
Rote (SL): Urn of Motes Rote (GoV): Exiled from the Flesh
Pool: Presence + Crafts + Spirit Pool: Presence + Intimidation + Spirit vs.
Power + Resistance

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Spirit 3 Spirit 3 Spirit 3 Spirit 3
Familiar Pact Greater Spirit Summons Harm Spirit Numinous Shield
Forge a personal pact with a familiar. A mage issues a summons to a Shadow Realm The mage can damage a spirit’s Corpus. Creates a personal ward against spirit powers
Action: Extended (target = Merit dots) spirit of whatever power. Action: Instant; subtract target’s Resistance and Numina.
Duration: Lasting Action: Instant and contested; target rolls Duration: Lasting Action: Instant
See the “Familiar” Merit. Target must have Resistance reflexively The spirit must be manifested in the material Duration: Prolonged (one scene)
purchased the Familiar Merit. Cannot be Duration: Prolonged (one scene) realm or exist within Twilight. The caster must Gains 1 armor per Spirit. This armor works
dispelled. Only one familiar at a time per Target spirit’s rank levies penalties. Spirits have Spirit 4 to attack a spirit across the against only spirit powers, such as Numina and
person. The caster must be able to see and forcibly called are almost always resentful. Gauntlet (and his spellcasting dice pool is werewolf Gifts and rituals. Numinous Shield
speak to the desired spirit, and he must be able Unless the spirit has some means of manifesting penalized by the Gauntlet’s Strength). One requires 1 Mana each time it contends with an
to touch it during each extended roll. Spirits in or attacking across the Gauntlet, it is impotent point of lethal damage is inflicted per success. incoming power. If the mage does not allocate
Shadow cannot be targeted. It must first be to do anything. The range is sensory unless with With Spirit 4, the damage may be made the Mana, the shield provides no armor.
brought across the Gauntlet to become a Space 2.. Space 5 can conjure the spirit (but aggravated with the expenditure of one Mana. Numinous Shield can be used selectively. Can
Twilight spirit, either by coaxing or command. Spirit 4 is needed to bring it across the Rote (AA): Strike the Unseen use a counterspell to prevent a spirit power
The spirit cannot be forced by magic to accept Gauntlet). Pool: Strength + Athletics + Spirit – Resistance from taking effect.
the familiar bond. It must enter willingly into Rote (SL): Whisper to the Ancients Rote (AA): Ephemeral Ward
such an agreement. Pool: Presence + Persuasion + Spirit vs. Pool: Stamina + Occult + Spirit
Rote (M): Soul-Bonding Resistance
Pool: Manipulation + Socialize + Spirit

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Spirit 3 Spirit 3 Spirit 3 Spirit 3


Reaching Restore Corpus Restore Lost Soul Rouse Spirit
Physically reach through the Gauntlet in a The mage can heal a spirit’s Corpus. Restore a severed or stolen soul. The mage must Awaken the dormant spirit slumbering within
limited fashion, touching and being touched by Action: Instant have the soul and its original owner at hand, an object. Roused objects can affect beings in
beings and objects in the Shadow Realm. This Duration: Lasting unless he has a sympathetic connection. Twilight or across the Gauntlet.
spell also allows the mage to reach into the The spirit must be manifested in the material Action: Extended (target number = weeks the Action: Instant
material realm from the Shadow Realm. realm or exist within Twilight (in which case the soul has been lost) Duration: Prolonged (one scene)
Action: Instant mage must be able to see it, using a spell such as Duration: Lasting Awakened object begins as a Rank 1 spirit, but
Duration: Prolonged (one scene) “Gossamer Touch”. The caster must have Spirit The target number is one success per week the can grow more powerful over time. It can be
The mage can reflexively reach across the 4 to heal a spirit across the Gauntlet (and his soul has been gone, but the spell’s effect is used to affect Twilight beings, and can be
Gauntlet as he desires. He must have some spellcasting dice pool is penalized by the lasting. If the stolen soul has been attached to a coaxed into using its Numina for the mage’s
means of seeing what he interacts with, or he Gauntlet’s Strength). new body, the mage must first use the Fate 4 benefit. Unless it grows to become at least rank
acts blindly. One Corpus point of damage is restored per “Destroy Bindings” spell, to detach it before he 3, it acts in accordance with its simple nature. A
Rote (AA): Shadow Strike success. can restore it to its rightful owner. roused object has an ephemeral presence in
Pool: Dexterity + Athletics + Spirit Rote (FC): Spirit Mending Rote (GoV): Restoring the Stolen Light Twilight. If destroyed in the material, its
Pool: Composure + Empathy + Spirit Pool: Presence + Empathy + Spirit ephemeral is thrust into the Shadow.
Rote (FC): Stirred from Sleep
Pool: Manipulation + Persuasion + Spirit

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Spirit 3 Spirit 3 Spirit 4 Spirit 4
Spirit Road Bind Spirit Create Fetish Essence Gift
Open a road across the Gauntlet Bind a spirit into the material world. In some Create a Fetish (+ Prime ••••) convert Mana into Essence and
Action: Extended (target number = Gauntlet cases, this means tying the creature to a given Action: Extended (target number = spirit’s channel it into a spirit.
Strength) location. When undertaken with indefinite Rank) and contested; target rolls Resistance Action: Instant
Duration: Transitory (one turn) Duration (with Spirit 5), this spell can confine a reflexively Duration: Lasting
Dramatic failure; may not create a Spirit Road being to a place forever (usually somewhere out Duration: Prolonged (one scene) If the spirit doesn’t want the Essence, it can
for 24 hours. Size 5 or less can walk the road of the way and well guarded against intrusion), Must be a material object. Must find a suitable contest with a reflexive Resistance roll. Each
per turn (larger beings can spend two turns unless it is freed by other magics. spirit. Spirit releases Numina only upon fetish’s success allows the mage to convert one Mana and
walking it). Each success added to the target Action: Extended (target number = spirit’s activation. This is an instant Gnosis + Spirit channel it as Essence. Unless he has a means of
number allows one additional person per turn. Rank) and contested; target rolls Resistance test. Success; use the fetish for the scene. taking this Mana from another source (such as
The road remains for one hour. Cannot limit reflexively Failure; spirit remains asleep. Dramatic failure; with the Prime 5 “Siphon Mana” spell), he must
who can use the road. Spirit 4; prolonged Duration: Prolonged (one scene) spirit is angered and does not respond for next spend his own Mana.
Duration. Spirit 5; instant action with advanced The target number is one success per Rank of scene. Spirit powers don’t invoke Paradoxes or Rote (M): Word of Honor
prolonged Duration factors. the spirit. Disbelief. If material object is ever destroyed, Pool: Presence + Socialize + Spirit
Rote (M): Into Shadow Rote (SL): Chains of Mist the spirit is released into Twilight.
Pool: Resolve + Survival + Spirit Pool: Presence + Intimidation + Spirit vs. Rote (AA): Blade of the Gods
Resistance Pool: Resolve + Persuasion + Spirit vs.
Resistance

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Spirit 4 Spirit 4 Spirit 4 Spirit 4


Goetic Evocation Grant Familiar Medicine Bag Sacramental Chain
(+ Mind ••••) Manifests a denizen of his own The mage can forge a pact with a familiar for Create an object that can store Essence. Channel Essence from a spirit or locus (or a
psyche as a Twilight entity. another mage. This is how most inexperienced Action: Extended (target number = Essence Medicine Bag) and give it to another spirit or to
Action: Extended (target number = the mage’s mages (those who begin play with the Familiar capacity) place it into something that can hold it.
own Wisdom) Merit) get such helpmates. Duration: Prolonged (one scene) Action: Instant; subtract target’s Resistance
Duration: Prolonged (one hour) Action: Extended (target number = Merit dots) Any object can serve, but those made from Duration: Lasting
Demon has: Rank 1; Attributes: Pow 2, Fin 2, Duration: Prolonged (one scene) organic materials are best. Plastics and metals One Essence point is channeled per success.
Res 2; Ess : 10 (10 max); Influence: Sin 2 (Vice, See “Familiar Pact”. The subject pays the Merit impose a –1 penalty on casting. The target With Prime 4, the caster can convert the
derangement or Flaw); Numina: Materialize, cost. This spell uses the advanced prolonged number is one success per point of Essence the Essence into Mana for his own use or channel it
Possession. Additional successes add one of the Duration factors. The familiar bond cannot be bag can hold, up to a maximum equal to the to another mage or source that can hold it.
following (choose before casting commences): forced onto a mage and a spirit; both parties caster’s Gnosis + Spirit. Note that the bag does Rote (M): Spirit Gold
+1 Rank (max 4); +1 to Attribute; +1 Influence; must be willing. not have any Essence points until some are Pool: Manipulation + Occult + Spirit –
2 successes can give 1 Numina. Demon follows Rote (SL): Mentor’s Gift placed in it. Any mage can use the Medicine Resistance
mage’s orders, if he engages his Vice, Pool: Presence + Persuasion + Spirit Bag by casting the “Sacramental Chain” spell,
derangement or Flaw, the demon is free and below, using it to store Essence or take it out of
turn upon the mage. the bag.
Rote (SL): Will to Power Rote (GoV): Palm of Plenty
Pool: Resolve + Expression + Spirit Pool: Intelligence + Crafts + Spirit
* Casting this spell is a Wisdom 4 violation.

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Spirit 4 Spirit 4 Spirit 4 Spirit 5
Spirit Guardian Spirit Possession Road Master Control Gauntlet
Bind a spirit guardian to a person, object or Cause a spirit to possess a living body. The mage can control access to the Spirit Roads Increase or decrease the Gauntlet’s Strength.
place. Action: Instant and contested; target rolls he creates to cross the Gauntlet, as described in The local Gauntlet can be made nonexistent or
Action: Extended (target number = spirit’s Resistance reflexively “Spirit Road”. He can also choose to cross the nigh impermeable.
Rank) and contested; target rolls Resistance Duration: Prolonged (one scene) Gauntlet on his own without creating a Spirit Action: Instant
reflexively The targeted spirit gains the Possession Road. Duration: Prolonged (one scene)
Duration: Prolonged (one scene) Numina, and must possess indicated target. If Action: Instant Rote (GoV): Watchman Between Worlds
The target number is one success per Rank of individual is made to do something antithetical Duration: Lasting Pool: Resolve + Survival + Spirit
the spirit. Note that undertaking this spell with to beliefs, reflexive and contested Res + Com is The mage can approve who can walk his Spirit
an indefinite Duration (using Spirit 5) almost made to regain control and push spirit out. Roads. This is an ability he simply has. He does
certainly earns the everlasting enmity of an Successes are compared to the possession spell. not need to cast this spell to have the power
unwilling spirit that’s bound to duty. Possessing spirit retains access to its own over any Spirit Road he creates. He does cast
Rote (M): Watch Over My House powers, but has no paranormal ability of its this spell to “step sideways” across the Gauntlet
Pool: Presence + Persuasion + Spirit vs. host save for the purely physical. without the need for a Spirit Road. Doing so
Resistance Rote (SL): Breaking the Horse costs one Mana and the roll is modified by the
Pool: Presence + Persuasion + Spirit vs. Gauntlet’s Strength.
Resistance Rote (M): Shadow Gate
Pool: Wits + Occult + Spirit

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Spirit 5 Spirit 5 Spirit 5 Spirit 5


Materialize Spirit Shadow Slave Shape Spirit Spirit Court
Cause a spirit (including a ghost) to materialize. (+ Death •••) Infuse conjured shadows with Create or fundamentally alter a spirit. Create a spirit court of her own, one in which
A spirit that cannot normally incarnate may be an animating spirit. Action: Extended and contested; target rolls she is the ranking “spirit noble.”
given physical substance by way of this spell. Action: Instant Resistance reflexively Action: Extended (target number = spirit Rank
Action: Instant and contested; target rolls Duration: Prolonged (one scene) Duration: Prolonged (one scene) desired)
Resistance reflexively Successes must be used to grant Physical If creating, successes buy dots of Rank, Duration: Prolonged (one scene)
Duration: Prolonged (one scene) Attributes, Wits, Skills and points of armor (on Attributes, Influence, and Numina on a 1-for-1 The mage’s Rank is no higher than the lesser of
If the target is on the other side of the a one-for-one basis) to the shadow creation. 1 in basis. Changing a spirit (adding, altering or her Spirit or Gnosis. Spirits of lesser Rank than
Gauntlet, spellcasting is penalized by the Int and Pres, 0 in Com, Man & Res. It knows subtracting Attributes) is 1 success per dot. the mage seek (or may be persuaded) to attach
strength of the Gauntlet. Success forces the no fear and, and only marginally sentient, not Cannot create or advance a spirit to a greater themselves to her court. When using
targeted spirit across the Gauntlet and into a subject to mind control or any effect contested Rank than the lesser of his Spirit or Gnosis. sympathetic magic upon members of her court,
manifest form in the material realm. Its by Composure/Resolve. The entity, is fettered Must be familiar with the powers with which he assume an Intimate connection, irregardless of
manifestation takes whatever form the spirit to mage’s will, performing even complicated works. At expiry; the spirit ceases to exist or Space. Spiritual alliances are rendered null at
naturally has, although it is slightly transparent, tasks with aplomb. The mage gives it commands reverts back to its natural state. Familiars expiry. The willworker is expected to support,
like a ghostly apparition. as an instant action, but only one task at a time. cannot be affected. protect and advise her vassals.
Rote (AA): Descending from Heaven Rote (SL): Call to Darkness Rote (FC): Transformation of the Timeless Rote (SL): Throne of the Celestial Potentate
Pool: Presence + Intimidation + Spirit Pool: Presence + Intimidation + Spirit Pool: Intelligence + Occult + Spirit vs. Pool: Intelligence + Occult + Spirit
Resistance

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Spirit 5 Time 1 Time 1 Time 1
Spirit Manse Momentary Flux Perfect Timing Temporal Eddies
Creates a sanctum in the Shadow Realm. Discern the “Butterfly Effect.” Judge a currently Accurately assess temporal components in her The mage gains the Mage Sight (see “Mage
Action: Extended ongoing event (within the next of last five turns) immediate presence, giving her an opportunity Sight”. He perceives resonance through the way
Duration: Prolonged (one scene) and discover whether it will be beneficial or to act at exactly the proper time to have the in which it “snags” things, people and events
Target number is based on volume of manse. adverse for her. Does not say what will happen. maximum effect. moving through the timestream, by the
Add one success to the target number per Action: Instant Action: Reflexive magnitude of its presence. He can also tell
Durability of the outer wall. Ordinary features Duration: Transitory (one turn) Duration: Special perfect time, anywhere, discerning the passage
require no successes. Exceptional features A success is enough to get an answer Each success grants the mage a single extra die of instants with such clarity that his sense is
require one or more successes. concerning one action or event. The Storyteller in the next test that has to — or is chosen to — more precise than even those most carefully
The mage can control who comes or goes from answers this question as well as he can, knowing be made. Does not include spellcasting. If the maintained clock.
his manse. All others must forcibly breach the what he knows about the situation and the next roll is for a spell, the character loses the Action: Instant
walls to get in. The mage can increase Duration intentions of his Storyteller characters. This benefit. Duration: Prolonged (one scene)
using the advanced prolonged Duration factors. spell tells the mage only if the specific event Rote (AA): Strike True Rote (FC): The Gravity of Instants
Rote (M): Spirit Sanctum queried will lead to good or ill for him in the Pool: Intelligence + Composure + Time Pool: Wits + Investigation + Time
Pool: Composure + Occult + Spirit immediate future.
Rote (SL): Seizing the Moment
Pool: Wits + Investigation + Time

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Time 1 Time 2 Time 2 Time 2


Temporal Wrinkles Augury Flip of the Coin Glimpsing the Future
The mage can sense temporal disturbances. She See the future in terms of generalities. Glance forward and check the outcome of a Study the outcome of a current personal action.
can detect the presence of temporal Action: Instant simple undertaking, with only two major Quickly scan the immediate future and
phenomena, such as the subtle distortions Duration: Concentration variables. determine whether next action will go well or
clinging to a person suffering from “lost time” Declare a target (Temporal sympathy). Ask a Action: Instant not, and adjust to improve her chances of
or those surrounding advanced uses of this simple question about target’s future and gain a Duration: Concentration success.
Arcanum. general answer. The same person can be One success enables mage to automatically Action: Instant
Action: Instant targeted with this spell only once every 24 succeed (or fail) at an uncontested action with Duration: Transitory (one turn)
Duration: Prolonged (one scene) hours. Any attempts to augur him again before only two possible outcomes and immediate Success allows the player to roll twice for a
During this spell’s Duration, a reflexive Wits + 24 hours have passed reveal meaningless echoes consequences for success or failure. Cannot be single instant action his character performs in
Investigation roll can be made for the mage to of myriad possible actions the target could take, used in relation to combat, since a fight is the following turn, taking the better of the two
detect a temporal disturbance that occurs but with no clue as to which might occur, or contested. results. Time 3; cast reflexively.
within his sensory range. She can also examine which is even more probable than the others. If Rote (FC): Instant Gratification Rote (AA): Failure is Death
such phenomena. the mage persists, the spell becomes vulgar. Pool: Wits + Investigation + Time Pool: Wits + Investigation + Time
Rote (GoV): Espying the Graven Hour Rote (SL): Seer’s Song
Pool: Wits + Occult + Time Pool: Intelligence + Occult + Time

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Time 2 Time 2 Time 2 Time 2
Postcognition Prepared Spells Shield of Chronos Temporal Dodge
The mage can experience postcognition. Prepare spells in advance. Performs the casting The mage protects himself against Time senses, The mage protects herself from harm. She
Action: Instant normally (including required Mana). When warding against sensory uses of the Time creates a small bubble of “warped” time, either
Duration: Concentration spell is complete, suspend the spell and sets a Arcanum and making it harder for others to speeding herself up or slowing things down as
The mage declares the time and place that she trigger to activate it later. The caster must scry upon his past or future (or, for those who they approach her.
wishes to view, modified by sympathy. Each perform this trigger. Activating a prepared spell look from the past or the future, his present). Action: Instant
success allows the mage to view up to one turn of is an instant action. Storyteller decides if Action: Instant Duration: Prolonged (one scene)
time in that place, beginning at the moment prepared spell is Improbable. If the holding Duration: Prolonged (one scene) Gains 1 Armor per Time. Successes combat
declared during casting. She views events in real time expires without the spell being activated, it The mage becomes invisible to prophecy, attempts to dispel the shield. Armor applies
time, but she can fast forward and replay any part dissipates and is lost. Target of the spell is divination and other forms of temporal scrying against attempts to grapple the caster (both his
within the viewing period. Time 3; can view 1 min chosen when the spell is activated. The effect unless the caster overcomes the Potency of the Defense and Temporal Dodge armor are
per success. Time 4; 10 mins per success. must instead be cast as an aimed spell. occluded mage’s spell. subtracted from the grappler’s dice pool when
Rote (M): Gazing Through the Sands Contested spells function normally. Can hang By spending one Mana, the Duration can be he attempts to achieve a hold on the mage).
Pool: Intelligence + Investigation + Time spells = to Gnosis. Can only activate only one made to last for one day. Does not protect against attempts to overpower
per turn. Prepared spells, count towards spell Rote (GoV): Breaking the Trail of Days and/or inflict damage once he has managed to
tolerance. Pool: Composure + Stealth + Time grapple the mage.
* This is not a spell in itself, but an ability the mage * Mana optional to expand duration to 24 hours Rote (AA): Dancing upon the River
gains with Time 2 Pool: Dexterity + Athletics + Time
* Mana is spent when the spell is activated. * Mana optional to expand duration to 24 hours

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Time 2 Time 2 Time 2 Time 3


Temporal Dodge Temporal Flow Temporal Sympathy Acceleration
The mage protects herself from harm. She As the Time 1 “Temporal Eddies” spell, except By adding Time 2 to a spell, a mage can affect Accelerates personal movement
creates a small bubble of “warped” time, either that the mage casts this upon another mage, or targets at far times through a sympathetic Action: Instant
speeding herself up or slowing things down as even a supernatural being such as a ghost or connection. Duration: Prolonged (one scene)
they approach her. werewolf. If this spell is cast upon a Sleeper, it * This is not a spell in itself, but an ability the mage Boosts ability to avoid attacks, Initiative and
Action: Instant invokes Disbelief immediately, regardless of the gains with Time 2 Speed. Duration is 1 hour, gain benefits only in
Duration: Prolonged (one scene) spell’s Duration. turns in which she spends 1 Mana reflexively. •
Gains 1 Armor per Time. Successes combat Action: Instant Time dots are subtracted from any and all
attempts to dispel the shield. Armor applies Duration: Prolonged (one scene) attackers’ pools in addition to any armor and
against attempts to grapple the caster (both his If the target is unwilling, he may resist with a Defense • +1 Initiative per Time. • Finally,
Defense and Temporal Dodge armor are reflexive and contested Resolve + Gnosis roll. each dot of Time allows the caster’s Speed to be
subtracted from the grappler’s dice pool when The effect lasts for one hour. added again to his total Speed rating. Time 4;
he attempts to achieve a hold on the mage). Rote (SL): A Glance Through the Hourglass can cast this spell on others.
Does not protect against attempts to overpower Pool: Presence + Persuasion + Time Rote (AA): Swift as Death
and/or inflict damage once he has managed to Pool: Stamina + Athletics + Time
grapple the mage.
Rote (AA): Dancing upon the River
Pool: Dexterity + Athletics + Time
* Mana optional to expand duration to 24 hours

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Time 3 Time 3 Time 3 Time 4
Divination Shifting Sands Temporal Shift Chronos’ Curse
The mage can read the future. The mage rewinds time, pulling himself back The mage protects others. This works like the Through the use of this spell, a mage can cause
Action: Instant one turn. Time 2 “Temporal Dodge” spell, except that the an individual to “lag” within the flow of time.
Duration: Concentration Action: Instant mage can now cast it upon others. Action: Instant; subtract target’s Composure
As with the Augury spell, the mage must declare Duration: Special Action: Instant Duration: Transitory (one turn)
a target (Temporal sympathy). One success Can be cast anytime in the Initiative roster. If Duration: Prolonged (one scene) Target suffers a –1 to Defense per success.
allows one question about target’s future. the player does not declare this casting before The target gains one point of armor per dot the Additionally, the subject’s Speed is halved per
Additional successes allow follow-up questions. then, the previous turn cannot be replayed. If caster possesses in the Time Arcanum. The success (rounding up), to a minimum of 1.
Targeted same person only once every 24 hours. the casting roll fails, the mage does not rewind effect lasts for one hour, but the Duration can When the victim of this spell attacks others
Rote (GoV): Speaking the Name of Tomorrow time. Success; rewinds himself through time be made to last for a day by spending one with a ranged attack, her targets gain their
Pool: Intelligence + Investigation + Time and can replay his action from the last turn. Mana. Defense (even if the attack is not at pointblank
Cannot undo any effects the mage suffered the Rote (AA): Bending the River’s Flow range). The attacker moves slowly enough that
first time. Time 4; can cast upon others, Pool: Manipulation + Investigation + Time others can anticipate her attack.
allowing them to alter their actions when * Mana optional to expand duration to 24 hours Rote (SL): Crushed Beneath the Sands
replaying the turn. Pool: Manipulation + Occult + Time –
Rote (SL): Turn Back the Page Composure
Pool: Resolve + Occult + Time

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Time 4 Time 4 Time 4 Time 4


Present as Past Prophecy Temporal Pocket Temporal Stutter
Predicts immediate future with clarity. Gain advice on how to alter the future. This spell enables a mage to withdraw into a Cause things to stutter forward in time.
Action: Instant and contested; target rolls Action: Instant personal temporal pocket, there to take Action: Instant and contested; target rolls
Composure + Gnosis reflexively Duration: Concentration whatever actions she sees fit during the Composure + Gnosis reflexively
Duration: Transitory (one turn) As with “Divination,”, the mage can ask one subjective time allotted to her. The mage’s own Affects only a living creature (and what he wears
Following a successful casting, player can question about a target or event per success. subjective time continues to flow at the same and carries), stuttering forward one turn per
require that every player affected by the spell Reads how things might be, provided some rate within this pocket, but time passes at a success. If, in the intervening turns, a person or
declare what his character’s action will be for action or event comes to pass. Destiny Merit different rate outside, determined by the object moves into the space occupied by one or
that turn. The Storyteller does the same for his levy penalties on the spellcasting. Because of the strength of the mage’s spell. more of the time-stuttering targets, a clash
characters. The player does not need to declare vagueness of prophetic ability at this level, the Action: Extended ensues when the time travelers arrive back in
his own action for the turn, but can wait to act mage learns only broad and sweeping details. Duration: Prolonged (one scene) their places. Compare the Size of each person
at any point within the initiative order, The same target can be targeted with this spell Successes increase the time that passes within or thing who now shares the same space. Those
trumping all other supernatural Initiative only once every 24 hours. the Pocket. Speed multiple –1 = required with the smallest Size suffer a knockdown
effects. Character gains +1 Defense per success Rote (GoV): Merlin’s Foresight successes. Affects only the mage. Maximum effect. If Sizes are equal, both must contend
against attacks from those affected by the spell. Pool: Intelligence + Occult + Time target number = Gnosis or Time, whichever is with a knockdown.
Rote (AA): Measure the River’s Flow higher. Upon expiry (outside relativity), Pocket Rote (M): Cresting the Wave
Pool: Intelligence + Occult + Time vs. ceases to exist. Pool: Wits + Occult + Time
Composure + Gnosis Rote (FC): Seven Breaths in an Instant
Pool: Wits + Occult + Time

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Time 5 Time 5 Time 5 Time 5
Faerie Glade Future Legacy Rewrite History Stop Time
This spell allows a mage to push a place outside Move an object far into the future. The mage can sculpt his personal history, Suspends time around the target.
of the normal flow of time. Action: Instant within normal possibility. He cannot change his Practice: Unmaking
Action: Extended and contested; target rolls Duration: Lasting soul’s history. Action: Instant and contested; target rolls
Composure + Gnosis reflexively Successes determines how far into the future Action: Extended Composure + Gnosis reflexively
Acts like the “Temporal Pocket” spell, except the object can be sent. 1 s = 1 year, 2 s = 2 year, Duration: Prolonged (one scene) Duration: Transitory (one turn)
that the mage can cast it upon an area. One 3 s = 5 year, 4 s = 10 year, 5 s = 20 year; Add 10 Success allows a shift of one dot from a Each success allows the subject to be frozen in
success affects a five-foot square area and years per additional success. mundane trait to another within the same trait time for one turn. The field of suspended time
anything within it, and additional Target factors Once cast, the object cannot be retrieved, category, up to his normal max. exists immediately around the target. If anyone
can be devoted to increasing this area. The flow except at the point in the future in which it Rote (SL): Thief of Years or anything enters this field — that is, if the
of time can also be reversed so that time within appears. It is said that archmasters of Time have Pool: Manipulation + Investigation + Time target is touched — the spell is broken and the
the Pocket moves more slowly than time the power to reach forward and snatch back target is restored to normal time.
without. A person who enters the area must objects that have been sent forward. Rote (FC): Hand of Glory
succeed in a reflexive and contested Composure Rote (FC): Archeologist’s Boon Pool: Intelligence + Occult + Time vs.
+ Gnosis roll or be caught within the time flux. Pool: Presence + Investigation + Time Composure + Gnosis
Rote (M): Temporal Bastion
Pool: Wits + Occult + Time

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