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Number of yantras you can use

2nd Edition Gnosis Yantras


1 or 2 2

Spoiler Rules 3 or 4
5 or 6
7 or 8
3
4
5

Types of Spells 9 or 10 6
It takes time to draw upon the supernal sympathy of objects
An Improvised Spell is just that – something you’ve and actions. a mage can draw upon one yantra as a
used your knowledge of the Arcana to come up with. reflexive action when casting a spell; each further yantra
extends the casting time by a turn. someone who wants to
A Praxis is a spell you’ve become especially practiced at, interrupt an involved casting thus has plentiful
iconic for your character. You get one with every dot of opportunities to snatch away mystic items, block out the light
Gnosis, and can buy more with Arcane Experiences. When of the full moon, or just shoot the mage in the head.
a mage uses one of her praxes, all Magical Tools (NOT all
Yantras – tools are a subset, as you’ll see) count as being Place
Dedicated, which greatly reduces but never quite eliminates Mages seek out — or create — locations that border the
Paradox Risk. Supernal in the hope of using that proximity to enforce
ascended laws on the Fallen World. Others find places — or
A Rote is an imago designed by a Master and either cast by times — where the Lie reflects the Supernal without any
following the instructions in a Grimoire or learned with specific proximity.
Experiences by less-developed mages.
Demesne
Many willworkers enhance their ritual space with a soul stone,
All three use the same dicepool – Gnosis + Arcanum. If
turning it into a weak form of Verge. Mages most often
you’re casting a rote out of a book (which takes hours), or
decorate their ritual spaces according to their Order — a
one you designed yourself, you get the rote factor (reroll
Mystagogue’s ritual space may be a storehouse of knowledge
failures) on the roll.
that reflects the Order’s Tarsi Archive, while a given Libertine

Yantras may fit hers out as a machine shop or embed the soul stone in
a sacred tree.
In order to use a Yantra, a willworker has to recognize
A Demesne is of most use in ritual casting. It provides a
a specific symbolism in the tool. That reflection then
prepared, sacred space where the mystic can work without the
factors into her arcane understanding, enabling her to use
interruptions of the Lie; only a few (such as a dojo used by an
that symbol as the foundation for an imago. Rather than
Adamantine Arrow to practice sacred weapon forms) are of any
drawing a picture of what she wants freehand, she instead
use with instant spells and then only in defense of the
has a stock image she can trace or use as inspiration. The
Demesne. Beyond that, the construction and sacred tools
more Yantras she uses — whether different interpretations
within a Demesne determine what magics it can apply to. A
of the same tool or different tools altogether — the more
Libertine’s machine shop helps with spells that build, repair, or
basis she has for her imago, making it easier to form.
dismantle. An Arrow’s training room helps with spells
Naturally, using Yantras in this way has its limits — if the involving duels, preparation for battle, self-mastery. A
mage can’t fit any of the symbols associated with the Yantra Guardian’s Veiled Room helps with spells of disguise,
into her working, she can’t use it to bolster her magic. A misdirection, and uncovering truths.
Guardian might set up a Chamber of Veils that she uses to
hide truths and reveal secrets, but unless she can connect Effect: Casting in a Demesne has a +1 modifier
her Supernal understanding of the Chamber of Veils to a Environment
place of healing, it won’t help her when a cabal-mate Places and times in the Fallen World can bring about the
stumbles through her door holding his intestines in place. Supernal if they reflect the spell a mage is using. An Acanthus
When a mage uses a Yantra in the working of a spell, she may use the sun at noon to see through falsehoods, while a
adds bonus dice to her spellcasting dice pool. The number Magistos might use the light of the full moon reflected in a
of dice varies by the Yantra that she uses. These bonus dice pool of water to scry across vast distances. Locatin is just as
can help eliminate penalties to her spellcasting pool, or important — many Obrimos seek out churches to perform
provide bonuses. A mage can only get so much help from spells of persuasion, command, and stewardship.
Yantras — after offsetting any penalties, the maximum
An environment has to link to the spell itself, not just the
bonus from all her Yantras combined cannot exceed 5 dice.
mage. The Obrimos in a church cannot use it as a Yantra to
A mage may want to use as many Yantras as possible in her magically charge her cellphone. The magic must link to what
spellcasting, especially for powerful acts of magic. She can Sleepers know about a place or time, not because their
however only access so many pieces of Supernal knowledge perceptions cause Supernal notice but because they act as
at once. To reflect this, the number of Yantras she can unconsciously reflect the Supernal attributes of a place.
apply to a given spellcasting pool is limited by her Gnosis.
If she uses one ritual item in many ways, each individual Effect: Casting in an appropriate location grants a +1 modifier.
use counts as one Yantra for this limit.
Mantras
Supernal Verges
High Speech is both a language and not a language, a
In places where the Supernal touches the Fallen World,
description that is the thing described. Though even mages
willworkers find it much easier to draw power through an
hear it as gibberish, its Supernal nature ignores the Fallen
imago. Such places are natural Yantras, lending their power
idea that the map is not the territory. As such, a mage uses
to those within. Each Supernal Verge teems with the power
High Speech to intone her imago, describing the change
of one of the Supernal Realms, and lends its power to the
that she wills and thus making that change real. As a means
Ruling Arcana of that Realm.
of changing the world it is flexible — it requires no external
Supernal Verges are thus as valuable for their versatility as
props nor ongoing concentration — but it requires her to
their power. In a Pandemonic Verge, any spells that use the
speak the words out loud. It’s not enough to coop them up
Mind or Space Arcana can draw upon the Verge’s power, be
within the mage’s mind, she has to express her desire so the
that a long ritual to superimpose two locations or a simple
Lie can hear it.
spell to fuddle an opponent’s senses. A mage in a Supernal
Verge can use his mystic connection to the Watchtower to
As a Yantra, High Speech is very versatile. Almost every
use it as a Yantra on any ritual spell that doesn’t involve the
mage knows enough to declaim her control or dominance
path’s Inferior Arcanum.
over a subject. She can repeat the words over and over
again as she casts to build up a defense. It is however not
Effect: Casting in a Supernal Verge has a +2 modifier.
subtle. She cannot work words of High Speech into a
normal sentence to compel a listener to her will. The
Actions metalanguage of the Supernal can not hide in the shallow
grammars and inflections of the Lie.
Everything a willworker does can be magic. Orders teach
ritual gestures that bring the imago of a rote to mind Effect: Vocally intoning her imago confers a 2-die bonus.
through conditioning and muscle-memory. High Speech As it takes time to speak the words, she cannot use any
allows a mage to intone or write her spell not in the Yantra reflexively when using High Speech — every Yantra
imperfect tongues of the Fallen World but the sacred including this one adds a turn to the casting time.
glossolalia that is what it describes. A mage can even hold
her spell’s imago in her mind, focusing on it beyond the Mudras
point of creation in order to maintain Supernal truth upon Mudras are Supernal mnemonics taught by the Orders that
the world. draw on skills and knowledge of the Fallen World, cast
through the Order’s philosophy. Creating mudras is part of
Some mages use actions as Yantras to get out of a bind — defining a rote, codifying the structure of magic in the
even stripped naked and chained in a cannibal killer’s symbols of the Lie. Mudras come in many forms —
dungeon, a théarch can speak words of High Speech and Buddhist Libertines may use zazen, while the Arrow may
focus upon the imago of a spell. It takes a little practice to get tense specific muscles in a set pattern, and Guardians use
used to, but given a little time to breathe he can work magic specific rhythms of walking and representative hand
far easier than if he formed an imago from whole cloth. gestures. Each rote is unique to the mage who created it —
some encode specific symbolism into the positioning of
Concentration individual fingers to allow a student to form his own
Many spells finish when the willworker forces the Lie to mnemonic; far more present a paternalistic approach that
change. Some hold on for as long as the mage can impose teaches the mudra and the magic without an intervening
her will. It’s a draining task, but worth it. Most common is a step to consider the actions’ meaning.
mage who holds her imago in her mind. If she’s particularly
skilled in the High Speech, she may find it easier to keep the Effect: Using a rote’s mudra adds the user’s rating the
spell in mind by slowly translating her imago into runes back rote’s encoded Skill to her dice pool. If the Skill is one of
again, focusing on them. In either case, she must focus on her Order’s specialized rote skills, she adds an extra die.
the spell and only the spell. If she wavers, the effect is lost.
On a basic level, concentration is a mage exerting her will Runes
over even her own mind, forcing herself not to weaken. As An intersection between incanting in High Speech and
such, it’s a symbol of ongoing action — and a means to have concentrating on an imago, some mages use runic High
a spell last longer than it should. The vast majority of mages Speech to enhance the power of a spell. Most use the boost
focus on a spell over time in order to bolster its duration. A from a runic Yantra to boost a spell’s duration; the need to
few mages instead see concentration like a lens, focusing scribe the runes on to the spell’s subject makes them less
Supernal truth. While this interpretation can bolster a spell, useful for most other castings. Anything that disrupts the
it also leaves the mage open to disruption until she careful shape and arrangement of the runes makes them an
completes her spell. imperfect description of the spell’s imago, ending the effect.

Effect: Concentrating on an effect provides 2 extra dice. If The runes themselves are a written form of High Speech
the mage is hurt or takes a non-reflexive action while the quite apart from the fortune-telling iconography of Sleeper
spell is active, it ends immediately. occultists. They most often speak to effects of permanence
and durability.
Some inscribe the runes of a healing spell onto their Weapons, most normally knives, are symbols of thought
cabalmates in the form of mystic tattoos that heal injuries, made action — any spell that takes direct, decisive action
while others paint or carve them into solid objects to make on the world (or a person) can benefit from a weapon.
them harder than diamond. When using runes on a While often used to harm, weapons also represent the
person, a mage may paint her subject, scribe the runes with mastery of intellect and will over the world.
a tattooing gun, or brand them right into the subject’s
flesh. Each Path has specific materials that elevate a magical
tool from merely an object to something resonant with a
Effect: Runic casting adds 2 dice to the mage’s spellcasting Supernal Realm, as well as weapons that can replace the
pool. If anything damages or disrupts the runes — traditional knife.
whitewashing runes painted on a wall, or slicing through a
runic tattoo — while the spell is active, it ends immediately. Acanthus: Glass, crystal, silver, reflective materials;
Rapier, bow, precision weapons
Tools
Each mage maintains at least a handful of magical tools, Magistos: Iron, brass, leather, worked materials; Curved
mundane items that have a symbolic link to specific kinds sword, whip, cruel weapons
of magic. Almost no mages rely on just a single tool. Even if
she only uses magic appropriate to its symbol, it’s too easy Moros: Lead, bone, gems, buried materials; Hammer,
to take the tool away from her. mace, crushing weapons

Effect: Each item used as a Yantra adds +1 to the Obrimos: Steel, petrified wood, gold, perfected
spellcasting pool. materials; Double-edged sword, spear, noble weapons

Path Tools Thyrsus: Wood, copper, stone, natural materials; Axe,


Each Supernal Realm has its reflections in the Fallen sling, hunting weapons
World, and a mage knows the tools of magic that align Order Tools
closely to her Path. While mages with a background in An Order’s magical tools draw upon that Order’s
Sleeper occultism recognize that the Path tools show up in symbols rather than those of the Supernal world directly,
several traditions, their direct elemental or Tarot focusing a willworker’s magic in a way that matches her
symbolism is the Lie’s corruption of the Supernal Realms’ teachings. The formal magical style of the Diamond
truth. Orders and the Seers of the Throne all resonate through
the same tools — the Arrow use martial tools as symbols
Each path has five tools, each of which has a specific of conflict, the Guardians use cloaks, masks, and veils as
magical function: symbols of things hidden and revealed, the Mysterium
teach books, writing, and language as tools of knowledge
Coins or other symbols of material wealth, which represent and communication, and the Silver Ladder uses signs of
construction, repair, and inanimate or intangible things authority to as tools of status and persuasion. The Seers
that last beyond mere human lifespans. It is the tool closest of the Throne each choose a sigil or word that they must
to the Fallen World, and so is often used to manipulate it display to use it as a tool.
directly, for money or other resources.
The Free Council are an oddity among all the other
Cups or other drinking vessels can involve healing, Orders. Each Libertine learns a style of magic that draws
intuition, perceptual magic, and gathering together. from Sleeper occult beliefs, and their magical tools
Drinking from a shared cup is a common way to spread a demonstrate that eclectic learning. A Libertine raised in
spell between a group. It’s often seen as a symbol of female Wiccan beliefs may use the trappings of that religion,
sexuality, though what that means depends on the mage. while one who studies sacred architecture may use
geometric tools.
Mirrors may be actual mirrors, polished plates, or reflecting
pools held in containers of the appropriate material. They Sympathy
represent sight, soul, and the self, and are the magical tool
Rather than defining the “what” of a spell, sympathetic
most commonly used when the mage would work a spell
tools define the “who” — the person, place, creature, or
upon herself.
institution upon which the mage forces her will. She
may have a person’s real name or a lock of her hair, a
Rods, wands, or staves are symbols of control — the ability
ghost’s anchor, a chunk of concrete taken from a
to point and have a thing happen. Pointing a rod is a way
building, or a company’s articles of incorporation.
of singling out a specific victim, while holding one is a
Whatever the case, sympathetic tools give her a much
symbol of rulership and command. It’s also used as a
easier time working her subject into the spell’s imago.
symbol of male sexuality.
As such, a sympathetic link is always suitable as a Yantra
against the specific individual.
Effects: Each sympathetic link is a separate Yantra. A
mage has to use a Sympathetic Yantra in order to cast a
spell at Sympathetic Range.
Sacrament Paradox and Reach
A sacrament is any magical tool symbolic of the spell in By default, spells are cast in ritual time (as defined by
question that the mage destroys during casting. Many Gnosis), on the caster or something the caster is
times — though by no means always — it also provides a touching, using the basic versions of all spell factors.
sympathetic link to the subject of her spell. She may Casting in combat time (Turns), on something the
infuse bread with herbs and spices to make those who caster can sense, or using an advanced spell factor all
share the loaf work together smoothly. She may burn a cost Reach. Many spells have additional effects for
man’s driving license and passport for a spell that more Reach.
removes him from government records. She may fire a
You get one Reach for free with every dot in the
male figure out of clay then crush it to powder when
primary Arcanum you meet or exceed the spell’s
changing her body to match her gender. If she can find
Practice by. Every additional Reach risks Paradox dice
one of her enemy’s magical tools, she has both a
according to Gnosis. You can also risk Paradox in other
sympathetic link and a sacrament for any spell that
ways – casting an obviously magical effect in front of
would hurt him.
Sleepers adds a die, or using a spell that you’ve burned
your Wisdom over previously. If you have a Paradox
Some mages go further than finding or creating things
dice pool, you also bag an extra die for each previous
to sacrifice during casting. Some engage on quests into
paradox roll your character has prompted in a scene.
the other realms of the Fallen World, leaving the flesh
Multiple Sleeper witnesses apply a dice trick to the
behind to uncover items with magical properties of
Paradox roll – a single witness doesn’t, but a handful of
their own. Destroying them during casting can make a
people will give it 9-again, light traffic 8-again and a
spell flare with power. Particularly twisted mages kill
crowd gives it the rote quality.
animals and murder humans for the magical power.
The surest way to kill a powerful enemy with magic is to
Witnessing magic like this, provoking Paradox, also
sacrifice something close to him — a beloved pet, or a
makes Sleepers suffer an Integrity breaking point.
family member.
Which unless you’re particularly hubristic will probably
make the mage suffer a Wisdom breaking point. It’s
Effect: Most sacraments grant a single die bonus. If the
bad all round.
mage has to spend significant effort to find the right
item or component, the bonus increases to +2, or +3 if
Paradox Risk is reduced by two dice in the Shadow and
the item comes from a realm other than the physical
Underworld. In the Astral Realms, Supernal Verges,
world. Using a blood sacrifice as a Yantra gives bonus
and Demesnes, it’s removed entirely – no spells suffer
dice equal to the amount of mana otherwise gained.
Paradox at all, allowing mages to let loose with the
strongest forms of their spells. In Abyssal Verges,
Dedicated Tools however, it’s automatic – every die of Paradox Risk
becomes a success with no need to roll.
Each mage has a dedicated magical tool — an item that
synchronizes with her Nimbus and that feeds in to her Once a spell has a Paradox dice pool, you can’t get rid
understanding of magic. An Thyrsus who trusts to of it entirely. Spending Mana reduces the Paradox pool
nature to provide may not have much by way of one-for-one, using your dedicated magical tool as a
possessions, but his walking stick is his staff, and he uses yantra knocks two dice off. The most you can do is
it even for spells that do not benefit from its reduce the Paradox pool to a chance die, though –
symbolism. A Botswanan Libertine who learned the once you’re risking Paradox, the Storyteller is going to
magic of the Sangoma may tap a rhythm on her drum roll it.
even when the noise has no bearing on her spells, as the
drumming is part of her Nimbus. These dedicated tools At this point, you the player haven’t rolled any dice.
can be of benefit even when the tool has no semiotic You can see the size of your spellcasting pool, you can
link with the mage’s desires, limiting the risk of see the size of the Paradox pool that’s coming for you.
paradox. At this point, you have a decision to make.

Effect: Using a dedicated tool as a Yantra gives the Mages can sense the Abyss when it starts to take hold
mage +1 to her casting and any Paradox invoked of a spell, as a clammy, icy feeling in their soul
by the spell takes a -2. She only gets bonuses to the accompanying the rush of using magic. They can clamp
spellcasting pool when the tool is symbolically down on that influx of Paradox, trying to contain it
appropriate. within themselves, or they can let it go, allowing the
Abyss to warp the spell.
Containment Example

If a mage tries to contain a Paradox within herself, the Mark is playing Wolsey, a paranoid Silver Ladder
Paradox roll is contested by the character’s Wisdom Mastigos who is concerned that he’s building up too
score. Any Paradox successes cancelled out become many sympathetic connections that the Seers of the
resistant bashing damage. If the Paradox roll still Throne (or his political enemies in Caucus) could
succeeds, however, the mage feels the hurt – she gains a exploit. Wolsey is Gnosis 3 and has Space 3.
Paradox Condition as the Abyss can’t corrupt the spell He doesn’t need to engage in creative thaumaturgy, as
but gets grounded into her instead. The game has one the spell he’s after is described in the rules.
sample Paradox condition per Arcanum, but we
encourage you to think up your own. Here’s one that Veil Sympathy (Space ••)
may seem familiar: Practice: Veiling
Primary Factor: Duration
Bedlam Suggested Rote Skills: Politics, Subterfuge, Survival
The mage is driven insane by her proximity to the Abyss. If A magician’s sympathetic connections allow her to
the Paradox roll nets three or less successes, she gains a mild reach out beyond herself, but they are also an avenue
derangement. If it nets four or more successes, she gains a by which her enemies can attack her. This spell
severe derangement (See p. XX). conceals one of the target’s sympathetic links, chosen
by the mage from those she is aware of. Any attempt to
Paradox Conditions grant Arcane Beats when they uncover the link, or to use the target as a Sympathetic
cause you problems, but are technically persistant. Yantra, provokes a Clash of Wills.
When a period of time determined by your Wisdom +1 Reach: Rather than suppressing a sympathetic
elapses, a Paradox Condition becomes “settled” – it’s connection, the mage may instead make the target
fully entered your character’s pattern and will increase appear to have a sympathetic link to someone or
any Paradox rolls by a die until you remove it – and something else instead. Attempts to detect the link
finally free yourself from it – by Pattern Scouring it out provoke a Clash of Wills to see through the deception,
of yourself: effectively completing the attempt to turn but attempts to use the target as a Sympathetic Yantra
the Paradox into resistant damage. automatically fail.
+2 Reach: The mage may suppress all the target’s
Whether the Paradox happens or not, the spell roll sympathetic links. This effect applies in both
itself is unchanged. directions; that is, if the mage casts it on herself, she
cannot be used as a Sympathetic Yantra, nor can any
Release Sympathetic Yantra target her, without a Clash of
Wills.
If a mage chooses not to take the personal risk of
containment himself, the Paradox pool’s successes Now then. Wolsey has Space 3, so he can manage 2
penalize the mage’s casting dice pool. More than that, Reach without risking Paradox. By default, the spell
though, successes on a released Paradox become Reach will affect himself or anything he’s touching (that’s fine
– Reach that the Storyteller can spend. – he’s aiming at himself), and require a ritual which at
his level of Gnosis will take an hour (regrettable, but
Paradox successes cancel Reaches that the player doable). The real pain as far as he’s concerned, though,
wanted, add additional ones he didn’t (your spell to is that it will only last for three turns (duration is the
affect one target now affects everyone in sensory range, primary spell factor, so it moves up the duration chart
for example), or even (when the Paradox gets multiple by his Space dots. That’s still only nine seconds,
successes) leave an Environmental Tilt behind or though).
summon an Abyssal Entity.
In order to get the spell to last an appreciable amount
No matter what happens, though, the resulting of time, he’ll have to Reach. Using one of his two
Paradox won’t come after the mage by default — unless Reach switches it to the advanced duration spell factor,
you happen to be targeting yourself with your spell, where his Arcanum mastery nets him a week. He
releasing a Paradox is the safer option. For you. Not so doesn’t fancy recasting this spell every week, though, so
much for any bystanders. takes a 2-dice penalty to his casting roll to make it last
a month. Using High Speech and destroying a photo
of himself in the ritual will give him three bonus dice
from Yantras, anyway, putting him on a mighty
seven-dice casting pool.
Unfortunately, he doesn’t know which angle the Seers Active Mage Sight is the next level, the mage
will attack him from. Or even if they exist at all. deliberately opening her senses to the Supernal
Suppressing all of his sympathetic connections costs 2 World. By default, this allows a mage to perceive the
Reach as per the spell’s description – combined with symbols of everything relating to her Ruling Arcana,
making the effect last, that’s beyond his abilities. If he and any other Arcana she knows at a cost of 1 Mana
were an Adept of Space, he wouldn’t have a problem, each.
but now he’s sitting on two (thanks to his Gnosis)
Paradox dice. The experience is interpreted and filtered through the
Mage’s soul into her mind as hallucinations and
We’ll take the example through both of Mark’s sensory effects – an Obrimos using his Mage Sight
options here, so you can see them play out. might see electricity glittering in the wall cables, see a
halo of authority around the leaders of groups, and
Wolsey contains the Paradox: Dave (the Storyteller) feel the burning, life-giving power in sunlight. The
rolls the two Paradox dice and gets a success. Mark result is confusing or even overwhelming for new
rolls Wolsey’s Wisdom (5) and gets two successes. mages not used to it, and presents such an overload of
Wolsey suffers a level of resistant Bashing damage and information that it’s hard to make out details.
the spell goes on unaffected – Mark’s seven dice easily What active Mage Sight does do is make glaringly
get a success, and for the next month any attempts to obvious what was only a feeling of something strange
use a sympathetic connection on Wolsey provoke a in Peripheral Sight, as long as it can be seen in the
Clash of Wills. Arcana used. A Mage using her Sight can see the
Nimbus of other mages when they cast spells, active
Wolsey does not contain the Paradox: Dave rolls the spells (both those being cast and those already in effect
Paradox pool and gets a success. Mark’s pool is – the old edition had only vulgar spells visible, but it’s
penalized by one, reducing it to six. Dave is also feeling all magic now), and the presence of supernatural
mean, so uses the Paradox’s success to add a Reach entities and inactive items and Merits that are covered
Mark didn’t ask for (if Dave were feeling particularly by the Arcana used, even if in Twilight. For example,
vindictive, he’d just undo the Reach for duration and Fate Sight will pick up on the presence of destinies
let the spell elapse in a matter of Turns, but that’s and fate-cursed objects even if those curses haven’t
boring). He uses it to activate the other function of the triggered.
spell, to create false sympathies. Mark rolls his
reduced dice pool, still succeeds, and instead of being Concealment magic only works against active Mage
off the grid Wolsey now has a collection of nonsensical Sight if it protects against the full battery of a mage’s
sympathies – some of which are noted down in Dave’s senses — an invisibility spell that warps light will not
chapter notes to come haunt him later… mask a living human from a Thyrsus’ Life senses, but a
vampire’s mental “ignore me” field, or a spell that
uses Prime to hide its signature, will work. Even then,
Mage Sight a Mage whose Sight includes the appropriate Arcanum
for the concealment power (such as a Mastigos for the
Peripheral Mage Sight is the default—the baseline vampire or an Obrimos for the cloaked spell) gets a
awareness of the strange all Awakened have. It used to Clash of Wills roll.
be called Unseen Senses, but as that continually The downside of Active Mage Sight is the distraction
caused confusion with the Supernatural Merit of the factor – it imposes a -2 dice penalty on attribute and
same name, we’re changing it. Every mage experiences skill rolls – and how wearing it is, requiring a
her Periphery in a different way, linked to her Path Willpower point per Scene after the first if it’s kept
and Nimbus. Many don’t experience it through literal up.
sight, but as one of the other senses.
The next level is Focused Mage Sight, where the
Under Peripheral Mage Sight, a mage can sense the mage concentrates her awareness on a particular
presence of any supernatural effect that is not masked. subject. The hallucinations and sensory artifacts
Any form of concealment magic defeats it without a deepen and become more obvious, which mages
Clash of Wills, but any other power or ability alerts describe as seeing into the Supernal World. The
the mage. The mere presence of supernatural creatures Obrimos isn’t looking at the world interpreted
doesn’t trigger it, only the use of powers—a ghost will through the Aether any more, he’s looking at the
go unnoticed as long as it stays in Twilight form, but as Aether in the shape of the world — the walls are
soon as it spends Essence or uses a Manifestation, straining, barely holding back the power coursing
mages in the vicinity know that something just through the cables, strange mandalas are visible in
happened. Mages sense the presence of continuing the heart of the sun, and the leader is decked in
effects like magical wards or spiritual possession until chains of office.
the effect ends or they leave the area.
Mana and other sources of magical power are now
visible, and the Nimbus of other mages (as well as Nimbus
the mage using Mage Sight) are visible all the
time. Supernatural powers including attainments Long-Term Nimbus
are visible, where only their effects were if covered The Long-Term Nimbus is a series of subtle
by the Arcana earlier (for example, a Fire Spirit coincidences that surrounds your character.
using its Influence to start a fire will show up These are purely story-based effects, bits of
under Forces in Active Sight, and both Spirit and strangeness that align with your character’s Path. For
Forces in Focused Sight). Clash of Wills rolls to example, around Thyrsus, spirits are more likely to
see through concealment effects of the Arcana show up, strange pathogens infect
involved now grant the rote quality to the mage’s people, and likewise terminal diseases can vanish.
roll. Moros bring ghastly hauntings, decay, rust, and
mechanical breakdowns. Obrimos cause religious
Once focused, a mage can scrutinize the subject of revelation, extreme weather swings, or blackouts.
his Sight for information, and spend Mana to Acanthus cause strange luck, lost memories to rise
assist the attempt. Mages have discovered that up, or to see possible fates. Mastigos cause people’s
fears to well up, and sometimes they see their internal
when Mana is released rather than used, it doesn’t
devils.
simply vanish but dissipates along invisible lines
and whorls like blood in water. A mage using It’s important to note that the Long-Term Nimbus is not a
Focused Mage Sight can spend Mana and watch controllable force; it’s just a matter of strange, fractal geometry
the shapes it makes – shapes that magical runes in the universe. Patterns converge around your character’s life.
However, a character’s Gnosis determines its general potency.
are based on, and which can provide details about
It can become truly obvious at six or more dots of Gnosis. The
the phenomena at hand. Mechanically, Scrutiny is
Long-Term Nimbus affects places, people, and things associated
an instant dice roll, with Mana spent adding with the mage – associated by ties of magical sympathy, not
successes after the main roll is successful the same geographical location. While Gnosis determines how strong the
way weapons do for damage. This allows players to Long-Term nimbus is, Wisdom defines how far along the
“bid for clues”, knowing that it won’t be a waste mage’s sympathies it spreads – the lower the farther. At high
of time. Wisdom only a mage’s Sanctum, magical tools, and close
associates are touched by her magic, while an unwise mage
Focused Mage Sight increases the penalty for finds his Nimbus spreading to friends, family, and personal
nonmagical dice pools to -3, and every Turn after haunts. Since time immemorial, however, organized mages
the mage’s Gnosis in Turns requires a Willpower have known that keeping a spiritual separation between one’s
point, but going this deep into the Supernal magical and mundane lives alleviates the Nimbus’ effect —
World is dangerous. Every so often, mages catch adopting a Shadow Name causes the Nimbus to “ground” onto
sight of one of the Supernal’s inhabitants while the mage’s magical life, so that – for example – his Sanctum
Focusing – our Obrimos might see an Angel – and and Apprentices are touched rather than his home and
keeping Focused too long increases the risk of a children. Especially strong Nimbuses do still leak past a Shadow
hostile entity taking an interest. While a mage is Name’s protection, but not to their full extent – a Moros
Master whose Sanctum is avoided by all living animals and
focused, Supernal beings don’t need to be
attracts ghosts in great numbers might only create a gloomy
summoned into Fallen reality to use their powers
atmosphere in her family home.
on him, even if they still can’t physically touch
him. Once you notice them, they notice you. The exact rules for Long-Term Nimbus are still in
flux, as they depend on careful balancing
between the Sympathy Chart and the Tiered
effects of Wisdom.
Immediate Nimbus
The Immediate Nimbus is the powerful aura
directly surrounding the mage, wrapping close to
her gnosis and flashing out as the Supernal
World ebbs and flows against her. Under Mage
Sight, when the mage casts a spell, it flares in a
sensory display iconic of her Path. On occasion, it
becomes visible even to Sleeping eyes albeit in a
muted, toned-down form. Mages can deliberately
reveal their Immediate Nimbus, but it also
manifests involuntarily when the mage fulfills
their Virtue or Vice triggers to regain Willpower.
The Immediate Nimbus appears based mostly on the
character’s Path. It’s a force, a halo of raw creation stuff. Creative Thaumaturgy
Sometimes, this is visible, sometimes it’s a sensation, a
smell, or a muddy, primal emotion. For Thyrsus, this Step One: Declare Intent
might look like a mist of blood, or might cause a deep this can be the hardest part of the process, especially for
rutting instinct. Moros might cause subtle rot around a player. It comes with practice, and in taking the
them, or melancholy. Obrimos bask in holy light, or example spells as a starting point rather than an
cause remarkable inspiration. Acanthus appear as if time exhaustive list – think of something similar to an
bends around them, and cause fatalism. Mastigos glow existing spell but not quite covered? That can be your
with a sickly green fire, and cause temptation to swell in basis. A minority of players all but abandon the
onlookers. described spells and think only in terms of the Practices,
and it’s this method that I recommend to people
When the Immediate Nimbus flares, it causes a Nimbus joining us from Ascension. Most players will be
Tilt unique to the character, affecting onlookers somewhere in-between.
according to and an interaction of the mage’s Gnosis
and their Resolve. The effects last only a few seconds Step Two: Determine Arcanum and Practice
(longer for lower-Wisdom mages) and although Sleepers
The ten Arcana list various phenomena as being under
are affected they suffer Quiescence once the Tilt ends,
their purviews, but like the spells those aren’t strictly
making them forget what they saw. Mages are only
speaking exhaustive. If you can think of something we
affected by the Nimbus of much stronger mages against
haven’t, put it into one of them. Second edition clarifies
their will, as they add their own Gnosis to resist. Other
a few things in terms of the Arcana’s dividing lines –
supernatural creatures tend to have aura effects that
Death is very clearly the “magic that affects the Soul”
cause long-term Conditions instead of Tilts. When a
Arcanum now, rather than sharing it with spirit, Prime
mage is targeted by such an effect, she can flare her
is “truths” not “illusions”, as purely sensory illusions are
Nimbus and contest it with a Resistance Atribute +
Forces now. Before each Arcanum goes into the
Gnosis roll.
example spells, they also give any special notes and
advice on how their purviews work; I have personally
During character creation for Awakening Second
noted (often firsthand) a great number of players and
Edition, you craft your mage’s custom Nimbus Tilt,
storytellers not “getting” how time – the dimension, not
which then grows in power as they increase in Gnosis.
the Arcnum – works in Awakening and struggling with
You can choose positive, negative, or a combination of
improvised spells. That was because principles like “the
mechanical effects.
past is fixed unless altered by magic, the future is
Personal Nimbus constantly changing according to probability (which is
The Signature Nimbus is just that, an identifier your itself a function of Fate)” and “if you kill your
character leaves on the things her Awakened soul has grandfather you don’t blink out of existence, but
touched. When she uses a spell, praxis, rote, or everyone will forget who you were” were built into 1st
Attainment, she leaves little wisps of her identity on ed’s spells but left to inference. Second edition flat-out
that magic. A mage utilizing focused Mage Sight can tells you about it, and about how Fate interacts with
recognize those signatures she’s seen before. If the destiny, and how magical sympathy and contagion work
signature comes from a particularly great Gnosis (6+), with Space.
it offers a bonus to rolls to scrutinize that pattern. For
every dot of Gnosis above five, add one die to relevant The Practices are the skeleton behind the Arcana system
dice pools. – thirteen categories for spells (with a few more as the
secret business of Archmasters) that every spell falls
Signature Nimbus looks the part of residue from the into. One of the happy results of the new edition’s
Immediate Nimbus. If your character has a fiery Reach system for Paradox is that we have none of the
Immediate Nimbus, her Signature Nimbus might be warping of Practices relative to their dot-ratings first
charring and ash, for example. Or if her Immediate edition had, and we’ve extended that by removing the
Nimbus causes intoxication, her Signature Nimbus “offsets” some Arcana had for different types of subject:
might feel like a hangover. Every single Fraying spell is three dots, and Life no
longer requires higher dots to cast on animals than
If a mage wishes, she can imprint her Signature plants. Game balance (such as it is) is administered
Nimbus clearly onto an object, place, or person, through Reach, instead – if you can imagine two
marking them invisibly with her power. Spend a Mana. versions of the same spell in the same Practice, and one
In this case, add her Gnosis to any rolls to scrutinize is obviously more powerful than the other, our advice is
that Nimbus. Doing this causes the subject to be to make the more powerful one a Reach effect on the
affected by the mage’s Long-Term Nimbus, but it wears less powerful one. Because the Practices are now
off after a period of time determined by her Wisdom hard-locked to their dot ratings, they’re much improved
tier. as the means for a Storyteller to figure out what
dot-rating a spell needs to be.
Initiate (•) Disciple (•••)
Compelling spells nudge something into doing Fraying spells degrade things, weakening them and
something it could have done naturally. A coin toss can enhancing their flaws. Fraying spells can weaken
be made to come up tails (Fate), a bored worker can be subjects under the Arcanum’s purview: damping a fire
made to take that coffee break now (Mind), or a spirit (Forces), sapping Strength (Life), or eroding the barrier
can be forced to avoid its bane (Spirit). Making the coin between worlds (Death, Spirit, or others, depending on
hover and spin in midair, making the worker walk into the worlds in question). They can also directly attack
her boss’s office and quit, or making the spirit ignore its subjects using the energies of the Arcanum: inflicting
favorite prey are beyond the bounds of a Compelling damage via the chill of the grave (Death), or psychic
spell. overload (Mind). Damage inflicted by a direct-attack
Fraying spell is always bashing.
Knowing spells deliver knowledge about something
directly to the mage (or to another target). A mage can Perfecting spells are the opposite of Fraying spells in
divine the cause of a corpse’s death (Death), sense many ways: they bolster, strengthen, and improve rather
whether someone has a powerful destiny (Fate), or than weakening and eroding. A Perfecting spell might
unerringly know which way is north (Space.) This repair damage to an object or a person (Matter or Life),
knowledge is a direct awareness of Supernal truth; the allow a machine to function perfectly, with no wear and
mage doesn’t have to interpret evidence based on her tear (Matter), or make a modest destiny into an
senses or try to divine the truth out of cryptic riddles. earth-shaking one (Fate).

Unveiling spells expose hidden things to the mage’s Weaving spells can alter nearly any property of a subject
senses, or expand the confines of those senses. She without transforming it into something completely
might gain the ability to hear radio waves (Forces), peer different. Solid steel can be transmuted to liquid
across the Gauntlet or perceive things in Twilight (Matter), a sword can be enchanted to damage beings in
(Spirit), or see the flow of Mana across the landscape Twilight (Death or Spirit), or a few seconds of time can
(Prime). be rewritten (Time). A spell that grants the target the
properties of something that falls within the Purview of
Apprentice (••) another Arcanum, like giving someone diamond-hard
skin (Life and Matter), requires a mage to know the
Ruling spells grant fuller control over phenomena than
Practice of Weaving for both Arcana.
a mere Compelling spell. Water can be made to flow
uphill or into unnatural shapes (Matter), animals (or Adept (••••)
even human beings) can be commanded (Life or Mind), Patterning spells allow a mage to completely transform
or time can be momentarily made to accelerate or slow a target into something else that falls under the
down (Time). A Ruling spell can’t fundamentally alter Arcanum’s purview. A memory can be replaced
its subject’s abilities: Water can be directed, but not wholesale (Mind), the mage can turn herself (or a
turned solid or gaseous. Time can be altered, but not subject) into an animal (Life), or she can teleport by
overwritten. An animal can be commanded, but not “rewriting” her own location (Space). A spell that
made stronger or fiercer. transforms the subject into something that falls within
Shielding spells, sometimes called Warding spells, offer the Purview of another Arcanum, like transforming
protection against phenomena under the Arcanum’s into a living pillar of fire (Life and Forces), requires a
purview. A Shielding spell might protect against a mage to know the Practice of Patterning for both
ghost’s Numina (Death), make the mage immune to fire Arcana.
(Forces) or disease (Life), or allow her to survive in a
caustic atmosphere (Matter). Mages protect themselves Unravelling spells can significantly impair or damage
from general harm through the power of their Arcana phenomena under the Arcanum’s purview, or directly
with the Mage Armor Attainment rather than Shielding inflict severe damage using the forces of an Arcanum. A
spells. raging storm might become a calm summer’s day
(Forces), solid iron reduced to dust (Matter), even spells
Veiling spells are twofold: Firstly, they can conceal can be torn asunder (Prime). Mages can hurl fire
things under the Arcanum’s purview from detection: A (Forces) at their enemies, or cause aneurysms and heart
subject can be made to lose all sense of time (Time), a attacks with a glance (Mind or Life) Damage inflicted by
fire’s heat and light can be hidden from view (Forces), a direct Unravelling attacks is lethal, but can be
or making a building all but impossible to notice upgraded to aggravated by spending a point of Mana
(Matter). Secondly, they can conceal a subject from and one Reach.
concrete phenomena under the Arcanum’s purview: a
mage can render herself invisible to ghosts (Death) or
ward a powerful Locus from detection by spirits (Spirit)
or walk unnoticed through a crowd (Life or Mind) or
past a camera (Forces). Short of archmastery, it’s
impossible to Veil something against an abstract
concept or force: a mage can’t Veil herself against death
or hide from time, for example.
Master (•••••)
Conditions and Tilts
Making spells allow for the creation of whole new
phenomena ex nihilo. The mage can conjure gamma As pre-packaged blocks of rules already designed to fit into a
rays (Forces), birth new spirits (Spirit), or create a lot of different systems, Conditions are an excellent source of
doorway to the Underworld (Death). Time can be inspiration for long-lasting spells.
dilated by creating more seconds, hours, or even days Because the effects of Conditions and Tilts are so broad, it’s
(Time). difficult to assign hard-and-fast rules for Practices that inflict
them. Use the Practice descriptions and the following list as a
Unmaking spells annihilate subjects under the guideline:
Arcanum’s purview entirely. Life can be snuffed life a Compelling (•) spells can’t create Conditions out of whole
candle (Life), two locations can be forced into each cloth, but can intensify phenomena that already exist to
other by destroying the distance between them (Space), inflict Conditions. A Compelling spell can make someone
even Hallows and Verges can be wiped from the earth who’s already nervous Spooked, for example, but can’t make
(Prime). Unmaking spells are beyond inflicting direct someone who’s uninterested in the mage romantically
damage with attacks; a successful Unmaking destroys Swooning.
the subject altogether.
Ruling (••) spells can create most non-Persistent, mundane
Astute players will likely figure out a multitude of ways Conditions. Supernatural Conditions, such as the soul loss
to accomplish similar effects with different Arcana, Conditions or Manifestation Conditions, generally require a
sometimes at different dot levels. This is okay. Just Weaving (•••) spell.
because a Fate ••• spell can do a thing doesn’t mean Creating a Persistent Condition is almost always a
a Forces • spell that does a similar thing is “broken” or Patterning (••••) or Unraveling (••••) effect.
should be disallowed. Spells inflict Conditions that harm, hinder, or inconvenience
characters. Wholly beneficial Conditions, like Informed or
Take for example influencing the outcome of a coin Steadfast, should be saved for the benefits of rolling an
toss. A simple Compelling spell of Fate can easily tip exceptional success on the spellcasting roll. Spells can mimic
the odds toward either heads or tails, but it’s the effects of a helpful Condition, but using magic to gain a
theoretically possible to use a Forces Fraying spell to benefit and a Beat is double-dipping.
alter the kinetic energy imparted to the coin, causing it Tilts are usually created by applying a Reach to an attack
to spin slower, or use a Matter Weaving spell to change spell, but if you want to create one on its own, it’s usually a
the coin’s center of mass. Both are perhaps more Fraying (•••) or Patterning (•••) spell.
complicated than the Fate approach, but they’re valid
within the purview of their respective Arcana. Conditions created with magic only last as long as the
Duration factor of the spell. If the target resolves the
Similarly, a Mind Weaving spell could force a target to Condition before the Duration expires, the spell ends early
feel love, while a Life Ruling spell could cause the and the target gains a Beat as normal. (It’s the Storyteller’s
target’s brain to release dopamine and other hormones call whether the Beat is normal or Arcane.) If the Duration
that create a similar effect. runs out, the Condition goes away, but that doesn’t count as
resolving the Condition.
Step Three: Determine Effect And Cost
And The Beat Goes On...
The effects of a spell can be incredibly broad, and it’s
At this point, you may be wondering what’s stopping you
impossible to categorize every conceivable thing a mage
from loading up on Condition-causing spells in a relatively
might want to do with a spell, but this section will
safe environment, resolving them all, and earning Beats by
highlight some of the more common effects, how to
the bucketload? The honest answer is “nothing, mages do it
adjudicate them, and what they should cost. We go
all the time.” Mastigos force their apprentices to face
through Damage, Healing, Conditions and Tilts,
terrifying fears in order to better themselves. Thyrsus
Bonuses and Penalties, Dice Effects, Protection,
challenge their own bodies with horrible diseases. The only
Hiding, and Narrative Effects.
limits are the rule that a character may only earn one Beat
per scene from resolving Conditions, and the limits of her
Don’t think of this section as a “menu;” any individual
own Wisdom (see p. XX). Remember, though, that letting a
spell should have a single, clear effect. If you start
Condition-causing spell’s Duration expire doesn’t count as
designing a spell that deals damage and grants bonus
resolving the Condition.
dice and imposes a Condition, you’re probably
creating a combined spell (see p. XX), not a single spell. Costs
When designing the corebook’s spells, we had lists of
I’m not going to give you the whole thing in this blog, what would definitely require Reach, Mana, or both –
but here’s an example: and we give both lists here. They’re less important in
Creative Thaumaturgy terms than in actual
spellcasting – most Reach is spent to manipulate spell
factors, and most Mana is spent on Attainments or to
mitigate Paradox – but when some spell effects do
require one or the other, we tell you
Step Four: Decide Primary Factor Third Dot: Targeted Summoning
Determine which Factor is the Primary Factor – the All mages can summon Supernal Entities once they
one that starts at the mage’s Arcana dots in levels become Disciples. Summoning was first described in the
before penalties, while all the others begin at the first sourcebook “Summoners,” but in second edition it’s made
level. This is almost always Potency, or Duration, but it into the corebook as a template ability. This Attainment
the rule of thumb is “whichever Factor you means that, for example, an Obrimos who has Mind 3 can
immediately think of when you think of a more summon angels who have Mind as their secondary
powerful version of the spell.” The Primary Factor can Arcanum.
be changed during spellcasting with a Reach. The I should note that this isn’t summoning ghosts, goetia, or
Primary Factor of a given spell effect is always the spirits – those are still spells.
same; you can’t make a creative thaumaturgy spell
that’s identical to another spell except with a different Fourth Dot: Greater Utility Attainments
Primary Factor. The majority of the new powers we’ve invented for second
Step Five: Cast The Spell edition come here, extrapolated from the two we already
had. Unbound Fate was a power Fate Adepts had in first
And then cast away!
edition where they could Counter unwanted changes to
their destiny; converting that into second edition’s
When designing new spells, it’s important to
Counterspell mechanics means it becomes a Clash of
remember how the spellcasting system works – never
Wills, and that got us thinking about what other Arcana
assume what the spell will be cast on, for example,
could allow you to Clash. We also had some systems that
because that’s a function of the Spell Factors. First
we didn’t want to keep as spells, the Prime (pun intended)
edition had lots of spells that required touch range, or
example being Imbue Item. Making Imbuing an
needed extra dots to cast on someone else, or
Attainment rather than a spell has allowed us to design a
stipulated that they were always Aimed; second edition
proper system for it that uses extended actions, as it was
does none of that, as those things are all handled by
one of the most confusing aspects of the previous rules.
the business of your spell and Paradox dice pools.
Here’s the Death one:
Attainments Death: Inviolate Soul
First Dot: Countspell The soul of an Adept of Death is almost impossible to
affect, let alone harm or dislodge. The mage can
As in first edition, mages who see other mages casting reflexively repel deleterious magic that will or could
spells can attempt to Counterspell if they know the harm her soul.
correct Arcana. As second edition doesn’t divide spells
as covert or vulgar, you can attempt to counter any System: The mage can reflexively use this attainment
spell, as long as you have Active Mage Sight up to see under the following circumstances:
them cast. Countering uses the Clash of Wills rules — Her soul is being tampered with or attacked.
you might be familiar with from other second edition — Something attempts to alter or influence her Nimbus
games, and costs Mana if the mage you’re countering or aura.
has a higher Arcanum rating than you.
Second Dot: Mage Armor And Lesser Utility — A ghost attempts to use its powers with her as the
Attainments target.
Using Inviolate Soul requires that the player spend a
We’ve gone back and forth on Mage Armor in writing point of Mana. The character enters a Clash of Wills (p.
and redlines, trying to find a happy level of XX) pitting her Gnosis + Death against the Gnosis +
expenditure and protection; we had weak mage armor Arcanum of the incoming spell (if the incoming effect is
you could spend Mana on to make strong for a scene, not a spell, use the appropriate dice pool).
but that proved both fiddly and terribly difficult to
balance different Arcana against one another. The The mage needs only the Death Arcanum to counter the
version we’ve got now costs one Mana per scene, but attack. She doesn’t need to know all the Arcana involved
is pitched to be worth it, mechanically. Every in the attacking spell.
Arcanum has a different Mage Armor, useful in
different situations. For example, Death Armor makes Fifth Dot: Create Rote
the mage react to damage like a vampire, We’ve talked about the benefits of rotes in
downgrading wounds to bashing, while Time Armor previous blogs, and as in last edition, Mastery
adds to your Defense and you can spend Mana on a gives the ability to create them. Rote creation
successful dodge to reduce your opponent’s Initiative. is an extended action costing an Arcane
The Lesser Utility Attainments contain some Experience once successful. Once the mage
long-term players will recognize, like Sympathetic has the rote, she can teach it to other mages
Range and Hung Spells. Some used to be spells, like directly or scribe it into a Grimoire with a
Universal Counterspell for Prime. Some, like Death Prime spell.
and Spirit, allow the mage to see things in the
appropriate form of Twilight when using their Mage
Sight. We’ve used the remaining ones for balance
tweaks to some of the Arcana – the Matter 2
Attainment means Matter spells don’t require Reach
to use Advanced Duration.
Order Merits
Masque (• to •••••, Style) Mysteriorum Arche (•): Your character does not
Prerequisites: Guardians of the Veil Status • need to roll to provide a bonus die when assisting
another Mystagogue in a ritual. The caster receives
Effect: The Guardians must adopt Masques, personas, one free die for every other Mystagogue with this
in order to detach from the grim necessities of their Merit participating in the spell.
work and stay in cover. Their ancient practices allow
these Masques to become different people almost Mysteriorum Anima (••): At this level, your
entirely; they have different abilities and even ethical character does not need to know the other party for
codes to suit the role. At each level of Masque, the her Status Merits to apply, since her reputation within
persona gains different abilities that are only available the egregore precedes her.
to the character upon donning the Masque. Adopting
a Masque requires spending a point of Willpower, Mysteriorum Barathrum (•••): Your character is
which cannot be replenished so long as the character initiated sufficiently as to be part of the knowledge
maintains the identity. Shedding a Masque requires a base. She’s considered to have the Eidetic Memory
full minute to get “out of character”. Merit (see p. XX) specifically pertaining to Mysterium
lore and membership. The normal +2 becomes a +4.
To take additional Masques, purchase them as single,
two-dot Merits. This gives the additional Masques at Mysteriorum Calamitas (••••): Your character
the same level as the primary Masque. has been granted secrets of techniques which
decouple physical objects from magic. The first
Identity (•): Choose a Virtue and Vice different than magical tool your character uses in a spell counts as a
that of your character. While in the Masque, your dedicated magical tool.
character benefits from those traits instead of her
own. Mysteriorum Focus (•••••): Your character
connects with the Order’s fundamental ethos, on a
Competency (••): Choose Skill Specialties equal to level beyond most any other members. When she’s in
the Masque Merit dots. Your character uses those an Order Sanctum, she’s considered to have a
Specialties instead of her own while in the Masque. medium sympathetic connection to all members of
the Order.
Diffusion (•••): Choose a new Signature Nimbus Adamant Hand (••)
(see p. XX). While in the Masque, your character uses
that Nimbus instead of her own. Prerequisite: Adamantine Arrow Status •, (Athletics,
Brawl, or Weaponry •••, Special)
The Code (••••): Choose two acts of hubris your
character would normally suffer. While in the
Masque, your character does not risk Wisdom for Effect: Your character has studied extensively in the
those acts. Adamantine Arrow martial arts. This allows her to use
Immersion (•••••): Choose up to five Merit dots. combat techniques as Yantras for instant spells. When
When your character dons her Masque, she gains taking this Merit, choose Athletics, Weaponry, or
access to these Merits. These Merits must be logical
parts of the identity, at Storyteller discretion, and Brawl, which your character must have three or more
cannot include further Masques. dots in. This Merit allows use of that Skill in combat as
Egregore (• TO •••••) a reflexive Order Tool Yantra, adding dice to a spell

Prerequisites: Mysterium Status • cast on subsequent turns, or to a spell cast reflexively in


the same turn as the combat action. You may purchase
Effect: This Merit reflects a deeper inclusion into this Merit multiple times to reflect the other styles.
Mysterium secrets than the Mysterium Status Merit
normally grants. Mystery Initiation opens the doors
Techné (• to •••••)
to the communal experience of living magic the
Prerequisites: Free Council Status •
Mysterium calls the egregore. Access to the egregore
Effect: This Merit represents training and
opens certain techniques for use within Mysterium
understanding of the Free Council's method of
rituals.
spellcasting. You're trusted enough to have taken
Each level of this Merit allows an additional ability.
part in debates, read publications or simply
practiced along with other Libertines on the
Supernal power of Sleeper society.
Each level of this Merit allows an addition ability.
7 Billion People Can't Be Wrong (•): Your Lex Magica (••)
character can tap into the Supernal echoes Prerequisite: Silver Ladder Status •
in the works of Sleepers to use with her
magic. Choose either Computer, Crafts, Effect: The laws of the Pentacle are symbolic concepts
Occult, Science, Firearms or Expression. designed by people who make symbols real. A Théarch
Your character can use items relating to that acting in an official, titled capacity (such as Herald,
field as Order Tool Yantra, which add's their Sentinel, Factotum, Deacon, Hierarch, or Magister) gains
skill to their casting pool. certain advantages with this Merit:

Jolly Co-operation (••): Your character is First, add her Silver Ladder Status or Consilium Status
very good at manging groups of Libertines (whichever she’s acting with) to her Doors when a
in co-operative work. When all member of character attempts to outmaneuver her socially (see p.
a ritual casting have this Merit, helpers can XX).
aid the casting if they have at least 1 dot in
the relevent Arcanum. Second, characters cannot use Willpower to increase dice
pools on Social actions or magic which would influence
United in Defiance (•••): Your
her behavior.
character can utilize even the smallest
crack in the Lie, starting with those not
Lastly, your character may use her Silver Ladder Status or
fully Asleep. With this merit,
Consilium Status (whichever is higher) as a Yantra in
Sleeperwalkers or Proximus may aid in any
spells directly enforcing the Lex Magica’s laws. This
ritual your character is the leader of.
includes spells to investigate potential crimes, to pursue
Sleepwalkers can only aid in casting rote
offenders, to use the law to defend innocence, and any
rituals, rolling the relevant Skill +
other spell to help the rule of law work more thoroughly.
Willpower as their dice pool. A Proximi
The dice bonus for the Yantra is half the Merit dots used,
must have the relevant Arcanum, rolling
round up.
Arcanum + Willpower.
No Gods, No Masters (••••): Your Prelacy (Style, • to ••••)
character has learned to deny the servants Prerequisites: Seers of the Throne Status •••
of the Exarchs through the lore of the
Council. By spending 1 point of Mana Effect: A successful Seer who has served her patron
per level of a Seer's Prelacy merit, your Exarch well can cast spells in his name. She hears the
character may disable it's effects for one Tyrants’ voices in her sleep. She understands their
scene. The Seer will notice this, feeling demands directly. A black iron portal forms deep within
the forceful shutting of the iron portal her Oneiros, and her daimon, the goetia representing her
within their Oneiros. If the Seer has a drive to further herself, becomes twisted by the Exarch’s
soul stone, this does not effect the agenda.
Temple, although the target can be the She gains the following effects, at each rank of this Merit:
Soul stone affecting the Temple rank only.
Chosen Vessel (•): your character gains the Persistent
The Internationale (•••••):Your character
Mystery Commands Condition.
has the deepest understanding of the Supernal
echoes in the culture of Sleepers and may now
Sword (••): The character may use the patron Exarch’s
include them in their rituals as helpers. By
symbolism as a Patron Yantra in spellcasting, worth half
convincing Sleepers to perform certain actions
her Prelacy dots in dice (round up).
relating to the ritual, which must require a
Skill roll of some kind that relates to the ritual,
Crown (•••): The character gains an Attainment based
either physically or symbolically. The
on her Exarch’s symbolism.
Storyteller should create a dice pool for the
combined efforts of the Sleepers (perhaps
Temple (••••): If one of your character’s soul stones is
based off your character's successes in
incorporated into a Demesne, the Demesne becomes a
convincing the Sleepers to perform the action),
Supernal Verge keyed to her Exarch, inhabited by
each die representing a Sleeper participant.
Supernal Entities loyal to the Throne. Including soul
Each success adds a bonus die to your
stones from Seers with Prelacy linked to a different
character's casting roll.
Exarch causes the Temple to collapse and immediately
Example: Gus, a powerful Libertine, is casting a destroys all soul stones involved.
ritual to communicate with an entire Assembly of
the Free Council remotely. His magical tool is a Drawback: Once the Exarchs have given a command,
computer server hosting a private email. Gus has they expect it to be carried out without delay. The
convinced 10 Sleepers to send a poem about character may only earn Arcane Beats from their other
communication with others to Gus' private email. Obsessions in a chapter when they have already earned
The Storyteller rolls 10 dice, earning 5 successes, one for following the one granted by Mystery Commands.
representing 5 Sleepers who sent emails. Gus gains
5 bonus die to his spellcasting roll.
Full disclosure, I made up the Free Council
Merit, based on what Dave B mentioned in
Open Development.
Crown Attainments of the Greater Ministries

The four Archigenitors, patrons of the largest Seer


Ministries, bestow the following Attainments on their
Prelates.

The Eye (Panopticon) grants the Crown of Vision. When


using the Sympathetic Range attainment, the character
counts as having a weak Sympathetic connection to any
subject she has no connection for. She reduces the effects
of Occultation and similar powers by her Space dots.

The Father (Paternoster) grants the Crown of Doctrine.


The character adds her Prime dots to her Gnosis to
determine her Mana pool, and may heal resistant damage
by Pattern restoration.

The General (Praetorian) grants the Crown of Fury.


When attacked by a character using a Style Merit, the
Seer may reduce each of her opponent’s Fighting Style
Merits by her Forces dots, denying the use of any
techniques “lost” by instinctively countering them. Also,
she does not spend Mana to raise or change her Mage
Armor.

The Unity (Hegemony) grants the Crown of Obligation.


The character gains an additional Vice, and regains one
point of Mana every time she gains Willpower through
either Vice.

Other Exarchs’ Crown Attainments may be designed by


the Storyteller.

Mystery Commands (Persistent)


Your character hears the voice of the Exarchs, sees their
words scrawled in her mind, and otherwise receives
commands from deep within her Oneiros. Her Exarch’s
will becomes an additional Obsession, with all according
benefits.

The Storyteller will occasionally give commands as part of


this Merit. Additionally, your character can take actions
in the name of her Exarch and reverse-engineer messages
out of the context. Most any action that aligns with her
Exarch’s basic whims should apply to this Condition.

Resolution: Your character cuts off ties to her Exarch.


Traitors are not tolerated, and other characters with this
Condition will be sent to punish her, or kill her if she
will not return to the Throne’s service.

Arcane Beat: Your character faces meaningful setback,


danger, or sacrifice on account of the commands.

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