75
Spell Name Arcana Practice Action Duration Aspect Cost Description - Rote - Bonus Factors Creator Time 4 Patterning Instant Prolonged (one scene) Covert 1 Create Locus Spirit 5 Making Extended Lasting Vulgar 2 Time 5 Making Reflexive Lasting Vulgar 1 Forces 2 + Space 1 Knowing Instant Prolonged Covert None Prescient Alacrity The Adept of Time's reflexes are aided by knowledge of time's flow, reacting to attacks almost before they happen. Each success allows the mage to perform one action at any point of Initiative, even before her own Initiative score, as long as she has not taken an action yet that turn. One additional Mana must be spent if casting a spell before one's Initiative score. In addition, the mage cannot be the victim of a surprise attack while under the effects of this spell, retaining her Defense against all applicable attacks. Unused successes are lost at the end of the Duration. Adamantine Arrow Rote: Action in Stillness (Wits + Composure + Time). The Adamantine Arrows know the value of being able to act in time and have a reputation for warriors who are able to dodge blows and counterattack with supernatural ease. Bonus Factors: Having sat zazen for at least an hour (and succeeding on a meditation roll) before casting the spell. +1 Potency Ophidimancer Werewolves and spirits covet these fountains of Essence, and a wise - or tactically-minded - mage understands that these are places from which Essence can be drawn and - with the right spells - converted into Mana. The natural formation of a locus is a long and drawn out process, requiring a week and prodigious amounts of identically resonant Essence. During this process the Essence must be allowed to pool in the area, and after a week has passed it collects in an object within the area and a new locus is born. This is a dangerous process, however, and can easily fail by means of any given spirit sucking away any of the accumulated Essence. This spell cuts out the time, and requires only one success to create the locus. A mage must still provide 150 points of Essence per dot of the locus to be created (so 150 for a 1-dot, 450 for a 3-dot), and the use of Medicine Bags is permitted for the spell. They must be arranged about the area in the form of an Atlantean Rune describing the spell. An exceptional success allows the caster to choose the specific object the locus will be created. Mysterium Rote: Forge the Ephemeral Flow. Dice Pool: Manipulation + Occult + Spirit - Gauntlet Strength. Some mystagogues use this spell to create feeding grounds for their familiars, or simply to aid in their research regarding the behaviors of spirits. The Adamantine Arrows use a similar rote (Wits+Occult+Spirit) to forge an alternative to a Hallow for their fellows who possess the proper knowledge, or to assist their spiritual allies. Askiriknight Swift As Thought A Master of Time can make thought and action as one. The mage can take one Instant action as a Reflexive action. This action cannot be spell casting, since this spell has already been cast for the turn. If an extra action is not taken, the benefit is lost at the end of the turn. Mysterium Rote: The Hand of Chronos (Wits + Occult + Time). Swift action has been the saving grace of many a Mystagogue in over his head. The Guardians of the Veil also know how effective sudden action can be and have their own version of this spell. Dexterity + Occult + Time. Ophidimancer Digital Directory This simple spell takes search programs and puts them all to shame. Casting this spell on any computer system lets you instantly know where a given piece of data or file is located, regardless of security measures or hidden status, or even if it is located in an area not where data is usually stored for a long period of time, such as in the RAM. It does not allow you to bypass those security systems, although other spells can be employed to do so. Free Council Rote: Googol. Intelligence + Computers + Forces. Many Libertines are (in)famous for their love of technological gadgets, and frequently use magic to pick up the slack when the current standards of the Fallen World don't measure up to theirs. Imbued and enhanced computers are unusually common, and unlimited memory is in high demand. However, this poses it's own problems, as it becomes increasingly difficult to find data stored. Thus, Googol was developed. The Guardians of the Veil wield their own version of this rote, instantly pinpointing where sensitive information is stored and extracting it with supernal accuracy. Solarious

Creative Thaumaturgy Compendium

Embed Size (px)

Citation preview

Page 1: Creative Thaumaturgy Compendium

Spell Name Arc

ana

Prac

tice

Act

ion

Dur

atio

nA

spec

t

Cos

t

Description - Rote - Bonus Factors Cre

ator

Tim

e 4

Patte

rnin

g

Inst

ant

Prol

onge

d (o

ne s

cene

)

Cov

ert

1

Create Locus Spiri

t 5

Mak

ing

Exte

nded

Last

ing

Vulg

ar

2

Tim

e 5

Mak

ing

Ref

lexi

ve

Last

ing

Vulg

ar

1

Forc

es 2

+ S

pace

1

Know

ing

Inst

ant

Prol

onge

d

Cov

ert

Non

ePrescient Alacrity

The Adept of Time's reflexes are aided by knowledge of time's flow, reacting to attacks almost before they happen. Each success allows the mage to perform one action at any point of Initiative, even before her own Initiative score, as long as she has not taken an action yet that turn.  One additional Mana must be spent if casting a spell before one's Initiative score.  In addition, the mage cannot be the victim of a surprise attack while under the effects of this spell, retaining her Defense against all applicable attacks.  Unused successes are lost at the end of the Duration. Adamantine Arrow Rote:  Action in Stillness (Wits + Composure + Time). The Adamantine Arrows know the value of being able to act in time and have a reputation for warriors who are able to dodge blows and counterattack with supernatural ease. Bonus Factors: Having sat zazen for at least an hour (and succeeding on a meditation roll) before casting the spell. +1 Potency O

phid

iman

cer

Werewolves and spirits covet these fountains of Essence, and a wise - or tactically-minded - mage understands that these are places from which Essence can be drawn and - with the right spells - converted into Mana. The natural formation of a locus is a long and drawn out process, requiring a week and prodigious amounts of identically resonant Essence. During this process the Essence must be allowed to pool in the area, and after a week has passed it collects in an object within the area and a new locus is born. This is a dangerous process, however, and can easily fail by means of any given spirit sucking away any of the accumulated Essence. This spell cuts out the time, and requires only one success to create the locus. A mage must still provide 150 points of Essence per dot of the locus to be created (so 150 for a 1-dot, 450 for a 3-dot), and the use of Medicine Bags is permitted for the spell. They must be arranged about the area in the form of an Atlantean Rune describing the spell. An exceptional success allows the caster to choose the specific object the locus will be created. Mysterium Rote: Forge the Ephemeral Flow. Dice Pool: Manipulation + Occult + Spirit - Gauntlet Strength. Some mystagogues use this spell to create feeding grounds for their familiars, or simply to aid in their research regarding the behaviors of spirits. The Adamantine Arrows use a similar rote (Wits+Occult+Spirit) to forge an alternative to a Hallow for their fellows who possess the proper knowledge, or to assist their spiritual allies. As

kirik

nigh

t

Swift As Thought

A Master of Time can make thought and action as one. The mage can take one Instant action as a Reflexive action. This action cannot be spell casting, since this spell has already been cast for the turn. If an extra action is not taken, the benefit is lost at the end of the turn. Mysterium Rote: The Hand of Chronos (Wits + Occult + Time). Swift action has been the saving grace of many a Mystagogue in over his head. The Guardians of the Veil also know how effective sudden action can be and have their own version of this spell. Dexterity + Occult + Time. O

phid

iman

cer

Digital Directory

This simple spell takes search programs and puts them all to shame. Casting this spell on any computer system lets you instantly know where a given piece of data or file is located, regardless of security measures or hidden status, or even if it is located in an area not where data is usually stored for a long period of time, such as in the RAM. It does not allow you to bypass those security systems, although other spells can be employed to do so. Free Council Rote: Googol. Intelligence + Computers + Forces. Many Libertines are (in)famous for their love of technological gadgets, and frequently use magic to pick up the slack when the current standards of the Fallen World don't measure up to theirs. Imbued and enhanced computers are unusually common, and unlimited memory is in high demand. However, this poses it's own problems, as it becomes increasingly difficult to find data stored. Thus, Googol was developed. The Guardians of the Veil wield their own version of this rote, instantly pinpointing where sensitive information is stored and extracting it with supernal accuracy. So

lario

us

Page 2: Creative Thaumaturgy Compendium

Forc

es 2

+ S

pace

2

Know

ing,

Rul

ing

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Supreme Focus Min

d 4,

Opt

: Spa

ce 2

and

/or T

ime

2

Patte

rnin

g

Prol

onge

d

Cov

ert

1 Sola

rious

Recharge Forc

es 2

+ M

atte

r 2

Rul

ing

Inst

ant

Prol

onge

d

Vulg

ar

Non

e

Sola

rious

Min

d 1

as o

rigin

al s

pell

as o

rigin

al s

pell

as o

rigin

al s

pell

as o

rigin

al s

pell

as o

rigin

al s

pell

Backtrace

When harassed by anonymous calls, the first instinct is to trace those calls. However, it is possible to obscufate the origin by routing them through networks throughout the world. The Awakened can go one step further and dispense with the middleman altogether, placing calls without even a phone or a number, using Forces to send and receive signals. Clever mages can turn the tables on their tormentors with this spell, 'tagging' the return signal with Forces and following it it's destination with Space, revealing the endpoint as per the Space 1 spell 'Finder'. Free Council Rote: Red Lines Across the World. Wits + Investigation + Forces. Although it is usually used to follow anonymous calls back to the origin today, it is sometimes used in the manner it was originally developed to: as a viciously effective method of tracking down your enemies. First using the rote 'Dialing the Lucky Number' to make the closest telephone ring, this rote is next used to see where that phone is. Now that nearly everyone carries a cell phone wherever they go, pinpointing your enemies has never been easier. With the increasing integration of the internet with everyday life, this rote has been used to track IM and VoIP conversations. E-mail only enjoys a moderate amount of success, however, since free e-mail accounts are common, and tracking e-mail to one of those addresses only reveals the location of a massive server farm. So

lario

us

This potent spell allows for an unparalleled focus of mind, allowing the caster to perform up to 4 instant or extended mental actions at once in any combination. For example, someone might wish to read a book, try to remember a fact, listen to the radio for news, and mentally compose an essay all at once. This effect is not compatible with physical actions; an action strenuous enough to call for a roll typically prevents the use of the mind split. However, cast conjunctionally with other arcana, this mind split can indeed be used to effectively co-ordinate physical actions, considering in an instant their consequences in the immediate future. With Space 2, defense can be applied against ranged attacks; with Time 2, defense does not decrease against multiple attacks; with both Space 2 and Time 2, the caster is considered to have the highest initiative at all times and act first. Free Council rote: Five Dimensional Mind. Intelligence + Occult or Science + Mind. After it was first developed by members of the Awakening Gambit as an attainment, Mastigos who knew of the Legacy's third attainment sought to duplicate it's incredible multitasking capabilities. After much experimentation and numerous psychic brain boiling accidents, this rote was developed. All orders can find endless uses for the rote, but the Free Council currently lays claim to having the widest distribution. In particular, members of the Virtual Adepts Legacy can find the most use for it, surfing up to 4 different ways through the Matr-- Internet at once through the force of their enlightened will alone.

If there's one thing that bothers people who have the ability to bend the fabric of reality to their whimsy, it's minor inconveniences that tangle up the business of getting things done. For people who live in the present day and age, changing dead batteries is one of these things. While there are many practical reasons for having batteries that never die or require recharging, it is a sad truth that this spell was first developed for the purpose of convenience. Free Council rote: Neverenders. Presence + Persuasion + Forces. The imago of this spell involves imploring the luminous beings of the Watchtower of the Golden Key to descend to the Fallen World and bring a trickle of the Aether's unlimited energies to serve the cause of the mage. While physically, the spell reverses the chemical reactions that produce energy and makes it produce even more, metaphysically, the imago isn't particularly far from the truth.

One Mind, Two Thoughts

As original spell. Free Council rote: HUD. Wits + Academics or Computers + Mind. While there are many versions of this very basic rote floating around every Order's repertoire, the Free Council is the only order which has actually developed a rote with expanded factors in order to make it easier to use or maintain. Because the Virtual Adepts freely shares it's legacy with members of the Free Council regardless of Path, not all Virtual Adepts have Mind as a ruling Arcanum, and not all Virtual Adepts advance their Mind abilities as far as they could as a result. Therefore, HUD was born. This rote makes it nearly trivial for anyone to activate the 'One Mind, Two Thoughts', which is all but required for Virtual Adepts, especially those who achieve the second attainment. For the purposes of the rote, nearly anything that stays in front of the eyes for the duration of the spell, such as sunglasses, contact lenses, or even a helmet visor will qualify. Bonus Factors: Wearing a transparent surface before the eyes: +1 factor So

lario

us

Page 3: Creative Thaumaturgy Compendium

Life

1

Com

pelli

ngEx

tend

ed, S

peci

al (1

5 m

inut

es/ro

ll)

Adva

nced

Pro

long

ed

Cov

ert

Non

e

Green Pastures Life

2

Rul

ing

Exte

nded

Last

ing

Vulg

ar

Non

e, o

r 1 (s

ee te

xt)

Life

3

Shie

ldin

g

Inst

ant

Prol

onge

d

Cov

ert

Non

e, o

r 1 (s

ee te

xt)

Sluggish Flesh Life

4

Rul

ing

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Reversion Life

4

Rul

ing

Inst

ant

Last

ing

Vulg

ar

1 As Dispel Magic, but only effective on supernal shape shifting powers.

Watching Grass Grow

Need to fill that nasty bare patch of lawn? Is your vegetable garden not growing quickly enough? Does that oak Or do you simply need to ensure that hastily dug-, occupied- and filled-grave looks weeks old in a matter of days? Forget Miracle-Gro...this is the spell to use! This spell targets a 1-yard radius per success when targeting smaller plants, such as grass, or clustered plants as would be found in a garden (floral and otherwise), or 1 plant per success when dealing with trees and shrubs. This spell increases the rate of growth based on the Potency of the spell, which is to say that the mage must allocate successes. The rate of growth increases as follows: Potency x 2 = Base Multiplier. Potency for this spell has a cap of 5. The storyteller determines the base rate of growth. While covert, this spell can be subject to the Unraveling effects of Disbelief if the rate of growth exceeds Potency 3 (ie. 6 x base). Free Council Rote: The Grass Is Greener...In My Yard. Dice Pool: Intelligence + Crafts + Life. Some Free Council mages enjoy gardening as a past-time, and can be very...competitive. Some Silver Ladder mages with a similar hobby use a variation on the rote (Presence + Crafts + Life) to inspire their fauna's accelerated growth. In either case, the mudra is the act of gardening. As

kirik

nigh

t

This spell forces a plant to grow rapidly, potentially causing even a mere seed to sprout and grow to maturity in a matter of moments. This spell targets a 1-yard radius per success when targeting smaller plants, such as grass, or clustered plants as would be found in a garden, or 1 plant per success when dealing with flora such as trees or shrubs. Successes are allocated to Potency to grow the plant based on its base Size, up to its natural maximum growth. This is largely a Storytelling matter, though general mechanics are as follows: Grass seed to maturity - Potency 1 or 2. Tree seeds - Grows by an amount equal to Potency. Fruit tree seeds - as normal tree seeds, but a separate casting is required to make it bear fruit. Flowers - Potency 1 to sprout, 2 to mature, 3 to bloom, 4 to go into its "seed-spreading phase". Bushes - Potency 1 to sprout, 3 to mature (If a flowering bush, 4 to bloom, 5 to begin spreading). Food-growing plants - Potency 1 to sprout, 3 to mature, a separate casting requiring a Potency of 5 is needed to make these bear food. These are general guidelines and the ST is free to decide that in particularly lush environments a lower Potency is required. In particularly arid or lifeless environments a higher Potency is required. Plants grown with this spell cannot be targeted for a month, as it is an effort that strains the plant's body and resources, and it spends this time consuming nutrients and water. Providing fertilizer and generous amounts of water cuts the resting time down to 2 weeks. Expending 1 Mana during the casting eases the strain, and the plant or plants may be targeted again immediately. With Life •••• the mage can cause plants to grow much larger than they are naturally able to, and in some cases (most notably when dealing with a botanist or the like) may invoke the Unravelling effects of Disbelief. Sleepers that don't possess such a background likely won't Disbelieve the plants when presented with an explanation ("Oh, I just tried some fertilizer I made myself," "It's a species that's had its genes spliced with another kind of plant.") Free Council Rote: Green Thumb. Dice Pool: Intelligence + Crafts + Life. A Free Council mage who wants a lush front yard or a vegetable garden but doesn't want to spend time cultivating the plants with love and care usually casts this spell to hurry the process. Some Silver Ladder mages feel the need to block off a back-country road that may or may not lead to a location within which may or may not reside their abodes. As

kirik

nigh

t

Shield Against Shapeshifting

Roll: Gnosis + Life vs. Stamina + (Gnosis) on an unwilling target. When any external power attempts to force the target's body to be altered, add the Potency of this spell (up to the caster's dots in the Life arcanum) to the appropriate resistance attribute. As with other shielding spells, this shield can be made to last all day with the expenditure of 1 mana. Mysterium rote: Ward of Flesh. Stamina + Medicine + Life. Some guardians like to deal with would-be intruders in especially unpleasant ways; this rote is sometimes cast to counteract this. C

rabb

adon

Roll: Gnosis + Life vs. Stamina+(Gnosis). Whenever the target of this spell attempts to change their shape through supernal magic, they must subtract the potency of this spell from their spellcasting roll. C

rabb

adon

Cra

bbad

on

Page 4: Creative Thaumaturgy Compendium

Life

2

Know

ing

Inst

ant

Tran

sito

ry

Cov

ert

Non

eFloral Weapon Li

fe 3

Patte

rnin

g

Inst

ant

Prol

onge

d

Vulg

ar

1 Jack

Flag

g84

Mat

ter 4

Patte

rnin

g

Inst

ant

Prol

onge

d

Vulg

ar

Non

e

Jack

Flag

g84

Animate Plant Life

4

Patte

rnin

g

Inst

ant

Tran

sito

ry

Vulg

ar

1

Suborn Magic Prim

e 5

+ Li

fe 3

Patte

rnin

g

Inst

ant

Tran

sito

ry

Cov

ert

1

Sight of Mortal Form

Roll: Gnosis + Life vs. Resolve + (Gnosis). The mage instantly gains the knowledge of how the target looks in human form; naturally, this will only work on beings such as werewolves, Promethean pariahs or shapechanged Life mages and has no effect on something which does not naturally take a human form. If they are concealed by any unnatural effect designed to deceive, such as Two Faces (Life arcanum) or Colour of Man (Deception transmutation), potency must equal or exceed successes rolled on the activation roll. This does not see past natural disguises. Guardian rote: True sight of man-shape. Wits + Medicine + Life. A useful spell for any Guardian of the Veil to have, this spell is a boon to spies trying to work out exactly who they're following. C

rabb

adon

The mage reshapes organic matter into a useable weapon. Roll Life + Gnosis. Successes are allocated between size, durability, and equipment bonus. 1 success covers the first point in all categories further increases are made at a 1 for 1 basis. An extra success must be spent to make weapons that aren’t thematic with the material being used. For instance a tree branch couldn’t be used as a whip without the extra expenditure. The equipment bonus cannot exceed the caster's dots in Life. Example: To create a rose whip 3 successes are needed. 1 each for the base stats of 1 equipment bonus, 1 durability, and 1 size. A second point is needed to cover the size of 2. With 1 more success the damage would be upgraded from 1 bashing to 1 lethal due to the whips thorns. Mysterium Rote: Rose Whip. Dexterity + Survival + Life. With this rote a Mysterium mage is never without a weapon if there’s plant life nearby.

Ground Support

The mage can reshape matter causing an attack to come from anywhere. He could, for example, make a spike of asphalt shoot up from the ground striking his foe. Its form is altered, but its material substance remains unchanged. Its Durability, Structure and Size are not changed. Roll Matter + Gnosis minus target’s Armor and Defense. Successes determine damage on a one for one basis. The type of damage is determined by the type of attack. Sharp or blunt. This spell is at touch range at Matter 4 and sensory range with Matter 5. Mysterium Rote: Ground Assault. Dexterity + Crafts + Matter –  Armor - Defense. Mysterium mage’s use this rote to protect themselves with what is most abundant - the ground they’re standing on.

Animates a plant size 5 or less + 1 point of size per success, or a 1-yard radius of grass or moss +1 step up the scale as per the chart on M:tA pg. 118. It uproots itself and the mage may direct it mentally as an Instant action. The plants can only make Physical Skill checks that use the mage's skill ratings. "Woody" plants such as trees and shrubs have Strength 2, Dexterity 1 and Stamina 3. "Fleshy" plants such as vines and grass have Strength 2, Dexterity 3, and Stamina 1. Plants have a species speed factor of 1, but successes may be directed to increase it on the basis of 2 points of species factor per 1 success. Plants deal bashing damage unless they have thorns or sharp edges like sawgrass, then damage is lethal. Fleshy plants don't deal damage, but they can hinder based on type: Vines are able to grapple and - if they are the victim's Size or more - can attempt to immobilize them, using the controlling mage's Wits + Brawl - Defense. Success means the vine establishes a hold. The victim may use Strength + Brawl - vine's Strength to break free on their next turn. If they fail, the mage may direct the vine to immobilize the target with the vine's Dexterity + Brawl, and a success means that it successfully traps the target, wrapping them in a leafy cocoon. This is also applicable to seaweed. Grass and the like are targeted as an area effect, rather than as a single plant, and the mass is treated as a swarm. If it moves into a target's space it obscures all vision and the rustling sound makes listening difficult. Its mass slows the target. Mechanically, this resolves as a -5 vision penalty and a -2 hearing penalty, and the target's Speed is reduced by half (rounded down). Woody plants take 1 round to uproot themselves in order to move, although they may attack anything within range. Fleshy plants don't have that constraint. Particularly difficult terrain (plant's roots are wrapped around rocks, etc) may require more time to uproot. A wise and responsible mage will return the uprooted plants to their places - or at least command them to sink their roots into the ground - or the plants will wither and die. Adamantine Arrow Rote: Gaia's Army. Wits + Athletics + Life. There are times when an Arrow has no recourse but to call up the trees and the bushes and command them to fight for her. The Silver Ladder uses a variation (Presence + Athletics + Life) for similar reasons. As

kirik

nigh

t

The Master of Prime is capable of unweaving a spell as it is cast or even taking control of another mage's maintained spells. The player rolls his dice pool and is resisted by his target. Each success more than the target's allows the mage to usurp, for his own benefit, all magic the target currently has active on his pattern for a round per success.  The magic continues to be maintained by the original caster and he may, after realizing that it is benefitting his enemy rather than himself, elect to end the effects. Mysterium Rote:  Duplicity from witinin (Wits + Occult + Prime) vs Resolve + Gnosis. There is no greater betrayal than when your magic begins to work against you. yr

talie

n

Page 5: Creative Thaumaturgy Compendium

Usurp Spell Prim

e 4

Patte

rnin

g

Inst

ant

Spec

ial (

Last

ing)

Vulg

ar1

Life

5

Mak

ing

Inst

ant

Tran

sito

ry (o

ne tu

rn)

Cov

ert

Min

d 1

(Min

d 4

Sugg

este

d)

Know

ing

Exte

nded

(one

turn

per

roll,

- ta

rget

's C

ompo

sure

)

Con

cent

ratio

n

Cov

ert

Non

e

Fear Shock Min

d 3

Fray

ing

Last

ing

Cov

ert

Non

e

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

phid

iman

cer

Endless Fountain N

one

+ 1

Man

a pe

r tur

n

For a short period of time, the mage´s body regenerates his blood at an incredible speed. Duration is determined by success. 1 = 1 turn, 2 = 2 turns, 3 = 3 turns, 4 = 5 turns, 5 = 10 turns. Each turn the mage spends one mana and regenerates a number of levels of damage due to bleeding equal to the spell´s Potency (usually one, you can increase Potency as normal applying penalties to the casting pool). Special: Potency for this spell can never increase beyond the unmodified Stamina of the caster. Free Council Rote: I pay the drinks. Stamina + Survival + Life. Developed by a Thyrsus Libertine obsessed with vampires, this rote allowed him to enjoy the Kiss and empower his “allies” without deleterious effects. Th

orbe

s

Goetic Record

The mage looks inside the darkest reaches of the human psyche, learning about the moral failings of his target. Successes determine the information gathered. 1 = The caster identifies the target's vice. 2 = Identifies target's Morality score or equivalent trait. 3 = Identifies how many times the target has checked for degeneration. 4 = Identifies how many times the target has actually degenerated and an approximate (and vague) reason behind each of the checks and degenerations. 5 = The caster knows the detailed reason behind each of the checks and degenerations. Keeper of Secrets Rote: Dirty Secret. Wits + Subterfuge + Mind. Knowledge is power, everybody knows that, and knowledge about terrible deeds makes for an especially useful blackmail tool. Th

orbe

s

Inst

ant,

- tar

get's

Com

pusu

re

The mage inflicts a terrible pang of fear on his victim that can let her nauseated for hours or even knock her unconscious. This spell functions exactly in the same way as Psychic Assault, with each success dealing one point of bashing damage. Free Council Rote: Boo! Presence + Empathy + Mind. Loki was a psychologist interested in the human reactions to strong emotional trauma before awakening to Arcadia and joining the Free Council. This Rote is an example of her studies and disturbing sense of humor. Bonus Factors: Potency +1 (victim taken by surprise) Th

orbe

s

Page 6: Creative Thaumaturgy Compendium

Fray

ing

and

Wea

ving

Inst

ant (

subt

ract

targ

et's

Res

olve

)

Prol

onge

d (o

ne s

cene

)

Cov

ert

Non

e or

1 (s

ee b

elow

)

Perfe

ctin

g

Inst

ant

Prol

onge

d (o

ne s

cene

)

Cov

ert

1

Prim

e 2

+ Sp

ace

1

Know

ing

Inst

ant

Con

cent

ratio

n

Cov

ert

Non

eVicious Parasite M

ind

3 +

Spa

ce 2

(Min

d +

Spi

rit S

uggg

este

d)

Conjures a minor goetic demon - a leech. It has no power beyond feeding from the rush associated with its Vice. It exists in Twilight and appears to those with the ability to see it (“Sense Consciousness”, for example) as a formless stain, a worm or a leech of the appropriate color for the emotion or Vice (table on p.206 of M:tA) stuck to its victim. The mage decides the type of demon conjured (i.e. Vice) and sends it to its target through a sympathetic link. Target number is determined by connection as per Portal (p.238 of M:tA). Once stuck to its victim, every time she would regain Willpower for indulging the Vice shared with the parasite, the leech gains it instead. It can devour a number of points of Willpower equal to its master´s Mind dots before being full. The mage can call the demon back at any time during Duration. Once in its presence the mage can feed from its Willpower points (at a rate of 1 Willpower point per turn) by spending one point of Mana. If the demon and the victim don’t share the same Vice, this spell is useless. Use of this spell is a sin against Wisdom 4. Keeper of Secrets Rote: Sin Harvest. Wits + Empathy + Mind. Sometimes is good to be surrounded by wicked people. With this rote, the Seer Sphinx known as the Keeper of Secrets gets the most out of his knowledge of human soul and moral failings. Th

orbe

s

Eldritch Mantle Prim

e 3,

Opt

iona

l Min

d 3

(Arc

hmas

tery

su

gges

ted)

The mage increases the amount of spells that can control and weave in his pattern. Each success increases the caster´s Spell Tolerance by one, up to a maximum equal to his Prime dots. If Mind ••• is added each success also increases the Spell Control of the caster by one, up to his Mind dots. Special: This spell doesn’t count toward Spell Tolerance or Spell Control. Seers of the Throne Rote: Bag of Tricks. Resolve+ Occult + Prime. Treachery is the norm among Seers, and is always good to have some extra protection cast upon oneself. Also, enforce the will of the Exarchs and control all those minions can became pretty complicated at times, and this spell eases the thing a bit. Th

orbe

s

Find One's Kin (the forumites didn't agree with Macai on this one - everyone except Macai believes it should require Space 2)

A mage can find the Awakened mind nearest to her regardless of distance. As long as the caster's concentration is maintained, she has an innate sense of where the nearest Awakened mind is to her, regardless of how far away that mind may be. She does not know gather any other information about the Mage with this spell. By adding additional Target factors, she can gain a similar feel for where multiple nearby Awakened minds are. If one or more of her targets have the Occultation Merit, deduct the Merit's rating from the caster's dice pool, using the highest rating among targets. With Prime 2, this spell can be cast as Prolonged, allowing the willworker to do other things while keeping track of the nearest Awakened mind. With Prime 3, the spell can be cast using the advanced prolongation factors chart. Banisher Rote: Sense Taint. Wits + Occult + Prime. Banishers need to know where their quarry is at all times in order to effectively hunt them. This rote was designed to aid in that simple necessity. M

acai

Page 7: Creative Thaumaturgy Compendium

Prim

e 2,

Opt

iona

l Spa

ce 2

Know

ing

Inst

ant

Tran

sito

ry

Cov

ert

Non

e

Fate

4 +

Spa

ce 3

Patte

rnin

g

Exte

nded

Prol

onge

d

Cov

ert

Guardian's Eye Tim

e 1

Know

ing

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Snatch Spac

e 3

Wea

ving

Last

ing

Vulg

ar

1

Detect Mage

Often a mystagogue needs to identify the nearest mage. This spell serves that purpose. Identifies the nearest Awakened aura and location as a flash of insight. This spell can be fooled by disguising spells, so if a Sleeper whose aura has been temporarily altered to read as "mage" then the caster knows exactly where that "mage" is. If a mage has concealed their aura to read as anything other than "mage", this spell identifies the next nearest mage, unless this spell's Potency is greater than the concealing or transformed aura's Potency. In the case of the Sleeper, if the spell's Potency exceeds the disguising spell's Potency, this spell will pass by the Sleeper and lock onto the next applicable target. In the case of the concealed mage's aura, if this spell's Potency exceeds that of the concealing spell's Potency, this spell locks onto that target. Whether this spell contests with disguising spells or not, the caster only learns the direction and distance to the target, and then only for the duration regardless of the caster's skill in Prime. If the nearest mage has a Gnosis high enough to increase the "visibility" of their aura, any concealing spells they may have are treated as though their Potency is 1 less for each point of "visibility," so if the nearest mage has a Gnosis of 10 and a Transform Aura of Potency 6 making them appear as a Sleeper, the spell only needs Potency 2 to lock onto that mage. Mysterium Rote: Seek the Sorcerer. Wits + Occult + Prime. Mysterium mages often use this spell to find newly-Awakened mages before their lack of skill becomes a danger to themselves or to others. Guardians use similar magics to hunt down mages that may be hiding in the mundane masses of Sleepers. Th

orbe

s

Inviolate Threshold 1

Man

a

A mage's sanctum is her bastion against the various malign forces that inhabit the World of Darkness.  This spell is one that has been used since antiquity to protect the homes of mages.  Uninvited intruders find that their ability to act against the mage deserts them at the boundaries of the dwelling. Anyone not designated a resident during the casting or is not invited into the sanctum by such suffers the caster's Fate rating in penalties to both aggressive and defensive actions taken against the caster or his Sanctum. This includes breaking into the Sanctum, attacking the residents, or defending against the residents.  This effect only applies to those who haven't explicitly been invited into the sanctum and only while they are in the sanctum.  The legitimate inhabitants are determined at the time of casting and invited guests can have their invitation revoked at any time. To cast this spell on an area, the mage must have a legitimate claim to the space.  Ownership is the surest claim, but renters can cast this spell as well, as long as they adhere to their contract.  An unowned space can be defended with this spell as long as the mage claims the area symbolically. Silver Ladder Rote: Sanctum Sanctorum. Dice Pool: Presence+Occult+Fate. A Thearch steward establishes his primacy in his own domain through a formal declaration of ownership and Protectorate.  Through sheer force of personality, the mage allows no challenge to his authority within his Sanctum.  Mysterium mages have a variant that uses Resolve+Occult+Fate. Bonus Factors:  Taking the time to pace the boundaries of the warded space and mark them with salt, the burning of sacred herbs, or charm markers grants +2 Duration. O

phid

iman

cer

With preparation, even a novice mage can be dangerous.  Any who would hunt the Awakened know this and a favorite tactic is to take a mage unawares, surprising him before he can muster up the mystical force to defend himself.  This simple spell shifts the mage's focus forward a little way into the future, enough to slightly mitigate the dangers of an ambush. Like the Danger Sense Merit, this spell grants the caster a +2 modifier on reflexive Wits + Composure rolls for detecting an ambush.  This modifier is in addition to modifier gained from the Danger Sense Merit if the mage already possesses that Merit. Guardians of the Veil Rote: Raised Hackles. Wits+Composure+Time. In the deadly game of espionage that takes place between the Guardians of the Veil and the Seers of the Throne, death can come in an instant.  Anticipating this has become a matter of survival for these  shadowy mages. Oph

idim

ance

r

Inst

ant a

nd c

onte

sted

vs.

Res

olve

+ G

nosi

s

A Mage who casts this spell can steal an item from someone's possession, and wield it in his hands. The item, whether it be a wielded firearm or other weapon, a wallet, or the clothes on a person's back, is removed from its owner's possession and placed somewhere on the person of the willworker. This could be in her hand, her pocket, or any other appropriate location. By adding Life 2 to this spell, an animal in the target's possession can be taken, or a sample of their body small and unimportant enough to cause no damage (a small lock of hair, or a piece of skin from the sole of their foot) can be removed. By adding Prime 2 to this spell, the target of a spell can be changed to the caster. Adamantine Arrow Rote: Divine Pickpocketing. Wits + Larceny + Space vs. Resolve + Gnosis. Sometimes disarming a threat is more desirable than harming or killing them. The Adamantine Arrow uses this rote to turn the weapons of their enemies against them. M

acai

Page 8: Creative Thaumaturgy Compendium

Life

2

Rul

ing

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Contact High Life

2

Rul

ing

Inst

ant

Prol

onge

d (o

ne s

cene

)

Cov

ert

Non

e

Protean Flesh Life

5

Patte

rnin

g

Inst

ant

Tran

sito

ry

Vulg

ar

1

Isolate Ingested Substance

An Initiate of Life magic learns to purge her body of toxins and other foreign contaminants.  An Apprentice of Life learns to be a bit more discerning, using her own body to isolate and preserve substances that enter it, preventing them from affecting her and retaining them for future study. The mage is able to isolate one substance that is introduced into her body after, or immediately before the casting of this spell.  Food or drink that is ingested, a gas that is inhaled, or a toxin injected or absorbed through the skin.  For the Duration of the spell that substance is held inside the mage's body, but separate from her internal systems.  This keeps the mage safe from any harm the substance might cause, but also preserves the substance in its fresh form.  A benign substance like food is automatically isolated, while each success negates the Potency of a poison or toxin on a one for one basis.  At the end of the spell's Duration, the substance is ejected from the body at the point of entry and won't harm the mage if wiped off or spit out immediately.  The spell can also be recast to store the substance again. Mysterium Rote: Scorpion's Gift. Intelligence + Survival + Life. Mystagogue survivalists find this spell extremely useful when dealin with exotic and otherworldly fauna and flora.  The extremely dedicated deliberately poison themselves in order to carry and study the venom elsewhere.  The Guardians of the Veil have a slightly more insidious use for their version of this rote.  A stolen kiss can give seducer access to fresh bodily fluids for sympathetic magic.  Resolve + Survival + Life. O

phid

iman

cer

Before radical alterations of one's body can be made, one first has to learn to manipulate the various substances that inundate the body.  With this spell, the Disciple of Life can excrete chemicals that he has partaken of in his sweat, tears, saliva, and other bodily fluids.  This can lead to a literally intoxicating touch. For this spell to take effect the target must be touched on an area of bare skin, or otherwise exposed to the mage's bodily fluids.  In all cases it takes one turn to apply one level of toxin, up to a maximum of the toxin level imbibed by the casting mage.  Therefore, a mage who has taken a dose of poison with a rating of 3 will apply one level of poison to a touched target each turn until the target has the full poison.  Alternately the mage can take 3 turns applying saliva to a bladed weapon, which will then apply the full poison to a target struck during the duration of the spell. Free Council Rote:  Transcutaneous Transfer.Stamina+Science or Occult+Life. Having a hard time getting your straight-edge friends to loosen up?  Get yourself wasted on this spell and watch what a little transdermal alcohol can do to inhibitions! O

phid

iman

cer

A Master of Life has complete control over his own biology and can transform into any natural animal he chooses.  This spell, on the other hand, calls upon the mutable and malleable nature of life, transforming the caster into a being of living protoplasm, every part under conscious control of the mage.  This form can flow over or through most obstacles and in combat becomes a terrifying mass of pseudopods, eyes, and teeth boiling to the surface to attack foes. The mage becomes a being of living protoplasm and gains the following abilities: A) See in any direction by manifesting multiple eyes or other sensory organs, duplicating the Omnivision spell. B) Flow over or through almost any obstacle and is able to cling to virtually any surface (no climbing roll) and only a water tight seal will bar entry to a mage in this form. He can move his full Speed over any terrain, ignoring environmental penalties. C) Damage resistance: Aimed attacks have no extra effect on the mage since there are no vital areas of vulnerability.  Also, the mage's Stamina is subtracted from any damage suffered as his body reacts instantly to any attack, flowing away from danger while toughening up. D) The mage's unarmed attacks do lethal damage as teeth, claws, and shards of bone are grown instantly as weapons.  If he establishes a grapple, he can also cause lethal damage with an overpower maneuver and can also maintain a grapple reflexively, allowing him to attack another target while still holding the first in a fleshy grip. He has a reach equal to his Speed in feet from extended pseudopods. Guardians of the Veil Rote:  Primordial Sublimation. Manipulation + Medicine + Life. The Faceless, a faction of the Guardians of the Veil, submit their individuality and identity to their holy task.  The most dedicated of them become shapeshifters of extraordinary skill.  This spell is the pinnacle of devotion for a being intent on subsuming his entire body and being to the task at hand. Bonus Factors:  A mask with no eyes or mouth, sewn from human skin, stitched with the Atlantean symbol for "No One" on the inside surface.  +3 Duration. O

phid

iman

cer

Page 9: Creative Thaumaturgy Compendium

Min

d 3

Wea

ving

Inst

ant

Prol

onge

d (o

ne s

cene

)

Cov

ert

Non

e

Spac

e 3

Rul

ing

Ref

lexi

ve

Tran

sito

ry (o

ne tu

rn)

Vulg

ar

Non

e

Spac

e 3

Wea

ving

Inst

ant

Prol

onge

d (o

ne h

our)

Vulg

ar

Non

e

Spac

e 3

Shie

ldin

g

Inst

ant

Tran

sito

ry (o

ne tu

rn)

Vulg

ar

1

Trap Spac

e 3

Wea

ving

Inst

ant

Prol

onge

d (o

ne h

our)

Cov

ert

Non

e

Spac

e 3

Fray

ing

Exte

nded

Last

ing

Cov

ert

1

Authority (forumites thought this should be resisted)

The mage introduces himself into the hierarchy of an organization. Each dot of Status previously possessed levies a -1 penalty to the casting. For each success the mage gains one dot of Status on the organization or group decided in the moment of the casting (or increases his previous Status by one), up to a maximum equal to his dots in the Mind Arcanum. Silver Ladder Rote: I want to talk to your boss. Presence + Politics + Mind. This rote allows the upstarts of the Ladder to infiltrate where the real power is. Spies from the Guardians of the Veil use a similar rote to advance in the protection of the Mysteries: Manipulation + Socialize + Mind. Th

orbe

s

Phased Step (some thought it should be Space 4 and Instant)

The mage moves through a solid object or living being, including trees and botanical life forms) as if it were nonexistent. The mage cast the spell and then in the same turn he can move through an obstacle such as a door or wall (or ceiling, or floor). The mage must be able to cross it in a single turn (unless additional Duration factors are added) and cannot run while doing so (crossing trough the empty spaces between atoms is quite taxing so it also consumes his Action for the turn). If the obstacle is impossible to cross under those conditions it remains as solid for the mage as for anyone else. Note: This doesn´t make the mage intangible in any way, so it cannot be used to let bullets or weapons pass trough harmlessly. Th

orbe

s

Seven League Boots

The mage contracts space before him as expands it behind to move great distances with a single step. For the Duration of the spell the Speed trait of the mage is multiplied by a factor of 1 + Space dots when he walks runs or swims. It also multiplies the distance of a jump in any direction. When the distance fallen is calculated to check the damage suffered by the mage (type and amount) apply the factor as a fraction. Note: this is NOT an acceleration effect, so it can be stacked with such as some spells from Forces or Time. Also, it only applies to movement; the mage gains no additional benefit to dodging attempts or an increased Defense trait. Th

orbe

s

Flicker (forumites thought this too powerful)

The mage quickly enters and leaves space making difficult to target him. For each Space dot the mage possesses, one die is subtracted from any and all attackers’ dice pools (including ranged attacks), as the mage flickers in and out of space making him harder to hit. This penalty to attackers’ pools applies in addition to any armor the mage may have, as well as to Defense (though note, like armor, Flicker’s benefits do not diminish based on how many attacks the character faces). For example, if the mage has Space 4, four dice are subtracted from any assailants’ dice pools.Each additional Duration Factor gives you one additional turn (instead of the normal Factor´s chart) of Flicker up to a maximum equal to your Space dots. A dramatic failure on this spell forces the mage to check for Knockdown with a penalty to the Dexterity + Athletics roll equal to his Space dots. Th

orbe

s

The mage seals the fabric of space in a zone, preventing anyone and anything currently inside from leaving. This spell is like Ban but turned upside down (or outside in, if you prefer). The requisites of the appropriate Conjunctional Arcana still apply (you don´t need a previous Ward. A version of this spell exists at Space •• that prevents teleportation, scrying and other Space effects to leave the area). The effect, being or force attuned to the trap can freely enter the area but once inside cannot leave it as if surrounded by a Ban in all directions. Th

orbe

s

Erode the Barrier (some thought this should be Space 4)

The mage destroys an enemy’s Ward or Ban (or Trap!). The mage rolls once per turn. For each success the mage scores in excess of the Potency of the Ward or Ban (or Trap), its Potency is reduced by one. Th

orbe

s

Page 10: Creative Thaumaturgy Compendium

Spac

e 3

Wea

ving

Inst

ant

Prol

onge

d (o

ne s

cene

)

Vulg

ar

1

Spac

e 4

Wea

ving

Inst

ant

Tran

sito

ry (o

ne tu

rn)

Vulg

ar

Pressure Points Life

3

Know

ing

Inst

ant

Tran

sito

ry

Cov

ert

1

Inflict Agony Unm

akin

g

Con

cent

ratio

n

Vulg

ar

1

Ranged Touch (some forumites thought this was too powerful - see Labirynth)

The mage interacts with his surroundings as if he were in direct contact with them. As long as the spell is active the mage can touch, grab and move objects within Sensory range as if they were at hand (some actions may levy penalties based in distance as if they were ranged attacks). The mage may even seem to “walk” on air when in truth he is standing on the floor as anyone else, just some yards above. This spell does not allow attacks, for that you need the spell Ranged Blow. This spell also allows to interact with things perceived trough a Scrying window, but the casting receive penalties as usual (remember that this counts as a Known connection at least). Th

orbe

s

Voodoo Doll (some forumites thought this one too powerful) 1

+ 1

per t

urn

of c

ontin

uous

da

mag

e

The mage creates a representation of an enemy; any damage done to the doll is suffered by its living counterpart. Basically an improved version of Ranged Blow (Space •••), Voodoo Doll allows the caster to strike an enemy trough a sympathetic link (the caster rolls the usual pool modified by Sympathetic Connection to activate the spell). In the turn after casting and along the spell is active, the mage can attack the representation of the enemy to injure him with any melee weapon or force (for example; burning the doll will set the target aflame). This is a Killing Blow (p.168 of World of Darkness core book) modified by Sympathy instead of Armor (Armor doesn´t apply).  Note: Aiming is not possible. Th

orbe

s

Many forms of media - such as movies and books - indicate that a martial arts master often has the ability to paralyze or temporarily blind an opponent with a touch. This spell permits a mage to duplicate such a feat. The mage chooses a target, which thereafter cannot be changed. Additional targets may be chosen using Targeting Factors. This spell may be used on all non-supernatural humans, mages, and the full-human form of a werewolf. Once cast, this spell tells the mage where to strike with a blunt object - such as a staff or her own fingers - and how hard in order to paralyze the target. This spell provides no bonuses to strike specified targets, but other spells can provide such a benefit. To cause paralysis, the mage must hit the specified point, causing at least 1 point of bashing damage. Armor must be bypassed in order to do this. The target rolls Stamina -1 for every full 2 points of bashing damage. If the Stamina roll is successful then the damage is the only thing that happens. If the roll fails, the target is paralyzed for a number of minutes equal to the total healing time of all the bashing damage sustained from the strike. The mage could instead elect to blind, deafen, or render mute a target. This is handled the same way. The following are the associated penalties: Arm -3, Leg -4, Neck-down -7, Waist-down -5, Blindness/deafness/muteness -4 each. At the ST's discretion, this could permit other effects, similar to Trigger Autonomic Function(Mysterium, pg. 196). Doing so would utilize this spell's duration determination of 15 minutes per point of bashing damage dealt. Adamantine Arrow Rote: Master Fu's Fingers. Wits+Medicine+Life. Adamantine Arrow mages sometimes need to "freeze" a target in place, and this spell is an excellent method for more inexperienced Arrow mages to halt a subject before they can do any harm, inhibiting the ability to form mudras, speak words of High Speech - or call out a warning - or even render a subject blind and unable to target their spells/weapons. As

kirik

nigh

t

Min

d 5

(som

e su

gges

ted

Min

d 4,

but

To

uch)

Inst

ant a

nd c

onte

sted

w/ R

esol

ve +

Gno

sis

There are times when diplomacy and kindness are effective tools.  Then there are other times when the carefully applied use of pain is necessary for getting a job done.  This spell is for those other times.  A Mastigos who is not afraid to add to the bad reputation of Warlocks everywhere can reach into his victim's mind and inflict unimaginable pain through the power of Pandemonium. The target experiences excruciating pain as long as the mage maintains concentration and is unable to perform any action, except maybe whimper helplessly.  Even after the spell has ended, the target must make a successful Resolve + Composure roll to directly oppose the mage or disobey his orders.  This compulsion fades with time, but can be reinforced with repeated applications, at the Storyteller's discretion.  Use of this spell is a sin against Wisdom. Guardians of the Veil Rote: Castigation of the Sinful. Resolve + Intimidation + Mind. Guardian Interfectors make use of this rote on occasion when other methods have failed or when expedience in crucial.  The Silver Ladder also keep their version of this rote (Presence + Intimidation + Mind) well hidden in their archives. Bonus Factors: Binding the target with manacles made of iron, equipped with spikes on their inside surfaces. + 2 Duration O

phid

iman

cer

Page 11: Creative Thaumaturgy Compendium

Impulse Min

d 3

(som

e su

gges

ted

Min

d 4)

Wea

ving

Tran

sito

ry

Cov

ert

Non

e

Mat

ter 3

Perfe

ctin

g

Inst

ant

Prol

onge

d

Cov

ert

1

Magnification Spac

e 1

Unv

eilin

g

Inst

ant

Con

cent

ratio

n

Cov

ert

Non

e

Frac

ture

d

Min

d 4

Perfe

ctin

g

Inst

ant

Prol

onge

d (o

ne s

cene

)

Cov

ert

Spec

ial

Inst

ant a

nd c

onte

sted

w/ R

esol

ve +

Gno

sis

In any mind, there are dozens of minor, subconscious thoughts that flicker into being at any given time before being unceremoniously forgotten and discarded. Some of these thoughts might gain strength from repressed desires and controlled emotions, but most people don't immediately act on them. Of course, where magic is concerned... The target receives a powerful impulse or irrational urge to carry out a single action implanted by the mage that can be summed up in a phrase of approximately 5 words. This command cannot be obviously harmful to the target, or against their wishes (for example, jumping into the path of highway traffic, dropping a weapon in a combat situation, or backstabbing an ally), nor can it be an action that the target would not willingly undertake (such as letting a complete stranger into their sanctum, or suddenly giving valuables to someone they don't trust). It is, however, useful for pushing people who would otherwise restrain themselves into making rash decisions or declarations they will regret later. This spell is highly susceptible to improbability from Sleepers who suddenly start acting on urges that have nothing to do with their current thought process; thus the wise magus chooses an opportune time to unleash this spell, else using other methods to manufacture such a state. Silver Ladder Rote: Acting Out the Id. Manipulation + Subterfurge + Mind. The Silver Ladder is perhaps the most orthodox of the orders when it comes to holding the ancient traditions of fallen Atlantis, but it is also the order that champions the divinity and asendency of humanity. As mortals continue to discover and innovate, so will the Thearches continue to drawn power from them, and through it, empower humanity to see through the Sleeping Curse. So

lario

us

Reinforce Armor

The basic principles of combat are to avoid being harmed and to harm your opponent.  This spell works on the first principle, enhancing personal body armor with the knowledge of Supernal Matter. Each success adds to the armor value of a piece of armor or clothing, up to a maximum of the lower of the caster's Gnosis or knowledge in the Matter Arcanum.  This risks Improbability and Paradox only if the final armor value is more than double the item's original armor value.  Like normal armor, this does combine with the various Mage Armor spells. Adamantine Arrow Rote: Tactical Fortifications. Resolve + Crafts + Matter. Though the Adamantine Arrow uses this spell most often, mages of all orders have found the need for this most pragmatic spell. Bonus Factors: Spending at least an hour checking the fit and performing other maintenance on the equipment. + 2 Duration O

phid

iman

cer

Importance is not measured by size.  An individual's goals can be spurred or hindered by the smallest details.  The initiate of Space can transcend the normal limits of vision in his pursuit of knowledge.  This mage chooses a target, and if this spell is successful he gains a bonus equal to Potency on any Perception or Investigation rolls to examine minute details.  The mage can magnify his vision upon the surface of an object or living creature (for instance, he can see the striations on a bullet, or examine an insect bite).  This spell cannot see "into" objects or living beings; the mage can't look at cells or atoms at this level.  Note that at this level of Space, the target must be touched. A mage needs Space 2 to use this spell at Sensory range (like reading the newspaper over the shoulder of someone standing 10 yards away).  If a mage wants to use this spell for detailed work (like writing on the head of a pin), he needs to change the duration to Transitory and build the duration through successes. Free Council Rote:  Read the Warranty, roll Intelligence + Investigation + Space.

Increase Will (some suggested a new spell just for Astral Health instead, as this is probably overpowered for Mind 4)

Sometimes a Mage needs a little more determination and drive to get over the long haul. Adepts of mind can augment their mind to resist lesser temptations. With this spell he bolsters his mind in order to boost capabilities. When this spell is cast the user gets a separate willpower pool. The user gains a number of willpower up to his dots in mind. This spell has no impact on the initial willpower track and does not help a mage who has no willpower left. If used in astral this spell also adds to the astral body’s health levels. The user can also refill this extra pool one willpower per mana spent. At Mind 5, this rate becomes two willpower per mana spent. Adamantine Arrow Rote: Enhancing the Astral Body. Wits + Survival +Space. When going against threats in the astral realm an Adamantine Arrow must always be prepared, this spell gives the astral body more resilience against threats. Mastigos specially make use of this in situations where astral enemies are prevalent. Ep

imet

heus

Page 12: Creative Thaumaturgy Compendium

Min

d 5

Mak

ing

Inst

ant

Last

ing

Cov

ert

1

Astral Reserve Min

d 4

Perfe

ctin

g

Inst

ant

Prol

onge

d (o

ne s

cene

)

Cov

ert

Spec

ial

Spac

e 5

Unm

akin

g

Inst

ant

Tran

sito

ry (o

ne tu

rn)

Vulg

ar

Non

e

Spac

e 4,

Opt

iona

l Mat

ter 1

Patte

rnin

g

Inst

ant

Tran

sito

ry (o

ne tu

rn)

Vulg

ar

Frac

ture

d

Create Willpower

In stressful situations, people use their reserves of mental energy to endure hardships and perform feats of heroism. At the end of the situation, these people often feel attenuated from use of so much energy. In game terms, they have used up their Willpower points and cannot regain them without a self affirming act of Virtue or Vice.  A Master of the Mind Arcanum need not be so dependent on such vagaries of personality.  Instead she uses Supernal energy to replace her own flagging mental reservoirs.Each success replaces one point of lost Willpower.  This is not to exceed the maximum Willpower pool.  At this level, a mage can only affect herself with this spell.  It requires Archmastery, rank 6, to affect others at Sensory range and rank 7 to affect others sympathetically via Space magic. Mysterium Rote: Font of Animus. Resolve + Occult or Science + Mind. Introspective mystagogues may seem at times to not be capable of much beyond their research, but in times of dire need, even a mild mannered librarian can draw on amazing reserves of energy to see them through dark times.  While the Mysterium teaches its members to invigorate themselves with invocations of astral forces or Kether, the Crown of the Sephirothic Tree of Life, the Free Council utilizes a version of this rote that depends on advanced psychological and biofeedbcak techniques. O

phid

iman

cer

Sometimes a Mage needs a little more determination and drive to get over the long haul. Adepts of mind can augment their mind to resist Astral entities. With this spell he bolsters his mind in order to boost capabilities. When this spell is cast the user gets a separate willpower track. The user gains a number of willpower up to his dots in mind while in the astral. This spell has no impact on the initial willpower track and does not help a mage who has no willpower left because at zero initial willpower the astral body returns to the body. The user can also gain one willpower per mana spent. At Mind 5, this rate becomes two willpower per mana spent. Adamantine Arrow Rote: Enhancing the Astral Body. Wits + Survival +Space. When going against threats in the astral realm an Adamantine Arrow must always be prepared, this spell gives the astral body more resilience against threats. Mastigos especially make make use of this in situations where astral enemies are prevalent. Ep

imet

heus

Singularity (most forumites considered this one overpowered)

Only the most hubristic or desperate mages would use this spell. A master of unmaking can crush the space between an area of his choosing and himself. Using this spell he becomes the singularity, he is the origin and all people near him come even closer to him to become one with space. The successes are divided between area factors and potency.  At 1 success to potency, the victims suffer -2 on all dexterity rolls as space slightly twists. At 3 successes, this singularity becomes so intense that the character is immune to non-supernatural physical projectiles, but cannot move. Anything that moves faster than half their speed might have body parts move into his singularity as well as size 3 objects and start to crush themselves into one. This does 1 bashing. The victim can try to remove his body part by rolling Strength + Athletics vs. Potency once per turn, if he fails this roll before the spell ends his arm becomes crippled. With 5 successes, the mage becomes truly frightening. People near him reflexively roll Athletics + Strength vs Potency to make sure that they don't head into him. If they fail, they receive a number of aggravated damage equal to the mage's Gnosis as well as being instantly crippled in a major portion of their body. Once the spell ends anything that hasn't been crushed falls harmlessly near the mage. Ep

imet

heus

Dimensional Suppression 1

Man

a (p

er tu

rn)

No mere physical obstacle can bar entry to an Adept of Space.  A mage with understanding can temporarily suppress his Pattern's connection to three-dimensional space and thus move independent of it. The caster may move at Speed = dots in Space through physical objects and living beings. Must be combined with Matter 1 if he wants to bring objects, like clothing and equipment with him.  He can be selective about what objects he moves through; he can bypass a security door without falling through the floor, or freefall from the roof to the sewer. The mage can move through living beings (and they move through him), but he cannot interact with them physically while outside of normal space.  He can be targeted by magic normally. The mage is still visible to onlookers and recording equipment. When he returns to normal space, he must re-enter space where his dimensions can exist (you can re-enter in the trunk of a car, provided you curl up first); he cannot share space with any physical object or living being.  If the caster is still within a physical object or a living being when he returns, the Fallen world violently relocates his body to the nearest place it can exist while the mage is prostrate, since the strain causes the mage to fall unconscious, though no damage is dealt. 

Page 13: Creative Thaumaturgy Compendium

Ice Bolt Forc

es 4

, Mat

ter 3

Patte

rnin

g

Inst

ant

Last

ing

Vulg

ar

Non

e

Frac

ture

d

Forc

es 3

, Opt

iona

l Life

3, P

rime

3, S

pirit

3, D

eath

3, a

nd/o

r Min

d 3

Wea

ving

Prol

onge

d (o

ne s

cene

)

Cov

ert

Non

e

Dea

th 5

+ P

rime

5

Unm

akin

g

Inst

ant a

nd C

onte

sted

w/R

esol

ve

Prol

onge

d (o

ne s

cene

)

Vulg

ar

1 tom

2957

Some mages turn to fire and lightning...others prefer sharp and dangerous ice. The mage can only use this spell where there is sufficient water. He draws it away from its source, shaping it even as he pulls the heat out of it, flash-freezing the mass of ice. The projectile is then hurled at the target, dealing one point of lethal damage per success. The ice created from this spell is lasting, and will melt as normal once cast. A Matter 5 variant permits the mage to spend a point of Mana may be spent for the mage to create the necessary water out of nothing, but the duration becomes Prolonged. At Forces 5 a point of Mana may be spent to make the damage dealt Aggravated. Adamantine Arrow Rote: Frost Bolt. Wits + Athletics + Forces. Some Arrows prefer the additional torment a freezing wound can cause.

Universal Transducer In

stan

t and

Con

test

ed re

flexi

vely

with

Res

olve

+ G

nosi

s

This spell creates a bridge between two systems capable of carrying, originating, or responding to signals. Using only Forces, the transducer can translate between any electronic signaling protocols, encoded on any technological medium. Conjunctional Arcana make the range of possibilities even broader. The media bearing the signals to be translated must be in contact (media such as radio make contact easy). Life allows the transducer to be connected to the nerve or biochemical signaling network of a living entity. Prime allows it to be connected to an imbued item, usually with input from its sensory spells and output tied to its conditional triggers. Spirit allows it to be connected to a Fetish. Alternately, the connection can be made to the "bio" signals of an unbound spirit. Death allows it to be connected to the "bio" signals of a ghost or physical undead. Mind allows it to treat thoughts as signals to be received, translated, and transmitted. When connected to bio or pseudo-bio signals, the transducer can tie to any senses of the connected entity (including senses like inertial, proprioception, or white blood cell count), and to the ability to perform any action that the being is capable of. It is impossible to override the will of a sapient target. If the target chooses to act, the transducer can not prevent it, while if the transducer triggers an action, the target can prevent it. If the target spends a Willpower point for the purpose, the transducer stops working for the rest of the scene. Free Council Rote: Jack-of-all-Jacks. Intelligence + Science + Forces. Whether it's being used to install a neurotap for VR simulation, to connect guardian ghosts to a central control computer, or simply to make the old hard drive work in a new computer, this spell sees a lot of use among the Libertines. Bonus Factors: Duration +1: The contact between the media is achieved using copper cabling. Duration +2: The contact between the media is achieved using optical fiber or an embedded processor. dj

arb

End the Blindness

Just as the Master of Death can end the spark of Supernal within the Fallen, so can he end the spark of the Abyss within the Supernal. He may try to excise the Abyssal shard within a Sleeper soul - for a time. But mages found that this was not enough and attempting it caused for the Abyss to reassert itself instantly. The solution was found soon after - to craft a construct of magic within the Soul of the Sleeper itself, for the magic to last. So long as the spell lasts, the targeted Sleeper is a Sleepwalker(he also benefits from the Eyes of the Supernal effect). But nothing lasts forever, the Abyss will sooner or later reassert itself and the Sleeper will be subject to Quescience curse. The Sleeper can spend experience points to make this change permanent and some mages indeed encourage for Sleepers to learn during this period. They reinforce their will, introduce their minds to ideas of magic, so that the Sleepwalker state is maintained. Still, for most this will be a temporary change. It is of course, not a perfect solution. The spell encourages Vulgarity(see Factor Bonuses in the rote) and some Guardians scoff, saying that the effect of this spell is not worth tainting the world with more Abyss. Quite a few Consilii rule that casting of this spell breaks the Lex Magica. Silver Ladder Rote: Destroy the Sleep. Presence + Occult + Death. Who but the Silver Ladder to force the Sleeper to see the Supernal? It is their goal to Awaken humanity after all. This solution is not perfect, but it is better than almost everything else. Performing the spell within a room filled with occult paraphernalia: +1 Duration factor. Performing the spell after using vulgar magic in the sight of the Sleeper during the last minute: +1 Duration factor.

Page 14: Creative Thaumaturgy Compendium

Fate

2

Rul

ing

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Deadly Shadow Forc

es 3

+ D

eath

2

Fray

ing

Inst

ant a

nd A

imed

Last

ing

(spe

cial

)

Vulg

ar

1 falc

o102

9

Idol of Pain Spac

e 3,

Opt

iona

l Life

2

Fray

ing

Inst

ant a

nd A

imed

(Opt

iona

l Ins

tant

and

Sym

path

etic

)

Last

ing

Vulg

arReverse Entropy

Sometimes a busy or absent-minded mage just doesn't have the time to tidy up.  This spell is a pragmatic utility spell that makes sure that a Sanctum just happens to stay neat. This spell reverses the natural tendency of things to become disordered and messy.  The natural random movement of things and people serves to put things into a more and more ordered state instead of chaos.  Most mages cast this spell on their Sanctum with a particular Imago of where things belong, Fate takes care of making sure they get there.  This spell is not strong enough to resist a deliberate attempt to disorder an area, but it is capable of neatening up after such an attack.  By itself, the spell provides no impetus, but any random event that occurs in the area serves as fuel for this fussy spell.  Books placed at random will just happen to stack themselves in an orderly fashion while clothes thrown about tend to sort themselves into separate piles for whites, colors, towels, etc. The Primary factor of this spell is Duration.  If the casting mage does not take dice penalties to expand the area of effect it only affects the caster.  With Fate 3 this can be cast with the Advanced Prolongation factor. Mysterium Rote:  Blessing of the Domovoi. Intelligence + Occult + Fate. A Mystagogue in the depths of his studies should not be interrupted to see to the duties of mere housecleaning.  This spell insures that a researcher will not look up from studying one day to find himself buried in clutter. O

phid

iman

cer

The mage utilizes a nearby shadow to create a destructive dark missile which damages the target and saps their energy. Each success inflicts one point of bashing damage. In addition, the target loses 1 dice per dots in the death arcanum past 1 (so, 1 by default, then 2 at death 3, 3 at 4, etc) on its next physical action (if applicable), as the shadowy ball saps their energy. With Forces 4, this damage can be lethal. With Forces 5, one Mana can be spent to make the damage aggravated, by sapping the energy from the targets cellular structure. The target is allowed his Defense against the caster’s aiming roll. With Death 3, additional successes are added to the number of times the entropic decay affects the target's physical actions. With Death 4, 1 mana (or an exceptional success) can be spent to make this effect prolonged. This spell cannot be cast if there is no shadow of any sort in the area (usually due to a powerful forces spell). Adamantine Arrow Rote: Shadow Missile. Dice Pool: Wits + Athletics + Forces. The power of the shadows is often utilized by Obrimos or Moros mages within the Adamantine Arrow, and what better combat utility is there than damaging and crippling your opponeent using his own shadow?

Non

e (+

1 M

ana

for S

ympa

thet

ic a

nd 1

Man

a fo

r Agg

rava

ted)

Like classical Vodoun priest making doll that is manifestation of target, you can make damage to victim by only using your Sympathy and some kind the medium to deliver the damage. On higher levels you can even made form your secure sanctum. On Space 3 this damage is only Bashing, on Space 4 is Lethal and on Space 5 it can become Aggravated for the cost of second Mana, casted. This spell is normally aimed, but can be cast with Sympathetic magic on level one more higher – so Bashing damage could be done on Space 4, Lethal ones on Space 5 and Aggravated ons on Space 6. If you don't have doll or figure made on image of target, you can use yourself as medium, making yourself hurt, so the victim will take the same amount of damage. The needed damage is always bashing – your magic is amplifying this damage to the limits of Lethal or Aggravated damage. But this all damage can only be twisting , scratching and others direct delivered damage – if you want to, for example, drawn the victim, it needs Life 2 component. Mysterium Rote: Resolve + Occult + Space. Every Order has this spell in they arsenal, but Mysterium have used more times than any one. This is surprising that how many times you must make someone suffer to return you your property or convince him that it should be your book. But this working tactic. Willworkers of Silver Ladder use the same magic to uphold the Lex Magica and make “pressure” on very unconceivable persons to they plans and goals. Bonus Factors: *Doll that resemble the target - +1 Potency. *Doll that resemble the target and target’s physical substance, such as hair, nail clippings or blood from him, merged with the doll - +2 Potency ( and Intimate Connection for Sympathetic Magic with her ). W

yrdH

amst

er

Page 15: Creative Thaumaturgy Compendium

Dea

th 2

+ F

orce

s 2

Rul

ing

(pos

sibl

y sh

ield

ing,

dep

endi

ng o

n in

tent

)

Inst

ant

Prol

onge

d

Vulg

ar

falc

o102

9

Manifest Spikes Life

3 +

Mat

ter 3

Wea

ving

Inst

ant

Prol

onge

d

Vulg

ar

1 Frac

ture

d

Hidden Socket Dea

th 4

+ F

orce

s 3

Patte

rnin

g

Inst

ant

Pro

long

ed (u

ses

adva

nced

pro

long

atio

n)

Vulg

ar

1 falc

o102

9

Magic Missile Forc

es 3

Fray

ing

Inst

ant a

nd A

imed

Last

ing

Vulg

ar

Non

e

falc

o102

9

Vampiric Umbrella N

one

(1 M

ana

can

be s

pent

to m

ake

it la

st 1

day

)

Though most disciples have easy ways to stop sunlight from hitting something, apprentices need to be a little more clever. Creates a small veil (or pocket) of darkness to surround someone or something sensitive to light (usually a vampire). Obviously, a vampire needs a way to stay awake during the day if he wishes mobility, but either way protection from the sun is offered. While vulgar if the mage just covers the target with darkness, if used to basically enhance an umbrella's effects (filtering more light and increasing shade), it is covert but possibly improbable if a sleeper thinks about how deep that shade should be. The attribute of the spell is potency, and each success adds to that. With 1 success, Faint light can be completely blocked out, and any other type is degraded one level (weak sunlight becomes faint, and direct sunlight becomes weak). On 2 successes, weak sunlight (or other light if applicable light) is totally blocked out, and direct sunlight becomes faint, and on 3 successes all sunlight is completely blocked out, no matter what type. (1 mana point can be spent to make the effect last a day). Rote: Veil of Night. Presence + Occult + Death. The mysterium is likely to either need to veil something in the light or even protect a vampire they're studying or temporarily allied with, so apprentices make good use of this rote. The Free Council, being the most open minded to cooperating with other supernaturals, has a similar rote, using Intelligence + Science + Death. Bonus Factors: Umbrella or similar light shielding object - +1 potency OR +1 Duration.

The porcupine uses sharp quills to ward off potential predators; disciples of Life and Matter have taken note of such defenses and innovated upon them.  Allows the mage to manifest sharp metal quills or thorns over his face and body, for protection and as a weapon. One success is necessary to manifest the spikes with a rating of 1 Lethal and + 1 Defense; extra successes can be allocated to increasing the damage the spikes inflict, up to the mage's rating in Matter, and to increasing Defense, at a cost of 2 successes/point, also up to the mage's rating in Matter. I get 4 successes casting- the first success gets me + 1 Defense and +1 Lethal Damage. Any opponent caught in a grapple with a mage using this spell suffers the spike's damage rating every turn.  Only mage armors that protects against overpower damage are applicable while within the grapple, though no overpower action needs to be taken by the mage to do this damage.- Organic Resilience (Life), Unseen Shield (Forces), Unseen Aegis (Matter), and Ephemeral Shield (Spirit); mundane armor applies as normal. The mage can cast Armor Piercing upon Manifested Spikes (or combine the two spells with sufficient Gnosis); all spikes are treated as a single object for the purposes of that spell. Adamantine Arrow Rote:  Fury of the Demon Hedgehog. Stamina + Animal Ken + Matter. This rote is popular among Arrows, as it's inherent flexibility fits their philosophy of war perfectly.

The mage turns a patch of shadow into a deadly trap. The mage targets an area of shadow (using default area of effect), and causes the area to be "electrified" (not truly electricity, but applying a vastly similar effect). The potency of the spell can be applied to upping the intensity of the electricity, with the default being the lowest on the chart in the core book for an electrical source ((admittedly i dont have my book on hand to look this up right now)), and each success increasing it by one step. The shadowy trap does not disappear with light (though its shape does react to light like a normal shadow), nor does the source of power run out until dispelled or the duration ends. Alternatively, the mage may negate the mana cost and cast this spell as an extended action needing 6 successes (or may cast as normal for an extended version of an instant spell, still requiring one mana). This casting is common for sanctum protecting versions of the spell (A common option is to utilize Fate 2 to prevent the trap from affecting the caster or friends). Mysterium Rote: The Pain of Ignorance. Presence + Occult or Science + Death. The mysterium often uses this spell to protect their sanctums and research, relying on the ignorance and even reliance of simple shadows to be an intruder's downfall. The Guardians of the Veil utilize a similar rote for similar means, using Intelligence + Occult or Science + Death. Bonus Factors: Darkened area upon casting - +1 Duration

The mage fires off several missiles of pure energy The mage fires off one glowing force missile per success, that do 1 bashing damage each, and because of their odd flight path, cover doesn't affect the aiming roll (unless the cover is complete, and regardless defense still applies). At Forces 4, this damage is lethal, and at Forces 5, 1 mana can be spent to make the damage aggravated. If more than 1 missile is fired off, the extras can be aimed at nearby targets, per the rules in the Mage core book. Adamantine Arrow Rote: Force Arrow. Dexterity + Athletics + Force. Any warrior knows that when you don't have a weapon on hand, a magical arrow is a good alternative.

Page 16: Creative Thaumaturgy Compendium

Burning Hands Forc

e 4

Patte

rnin

g

Inst

ant

Tran

sito

ry (s

peci

al)

Vulg

ar

Non

e

falc

o102

9

Finger of Death Dea

th 5

Unm

akin

gIn

stan

t, S

ubtra

ct T

arge

t's R

esol

ve

Last

ing

Vulg

ar

1 falc

o102

9

Fate

3

Wea

ving

Inst

ant

Prol

onge

d

Cov

ert

Non

e

falc

o102

9

Black Tentacles Dea

th 4

Inst

ant

Con

cent

ratio

n

Vulg

ar

Non

e

falc

o102

9

The mage ignites the air in front of him. The mage ignites the very air in front of him in an approximately 5 feet long 2.5 ft radius cone of flame, expanding from his hand or magical tool (A mudra is required, even for improvised spells). The potency of the spell determines the heat of the flame (starting with the heat of a red-hot coal, increasing one spot on the fire strength chart in the WoD Core). Though the cone disappears after the transitory duration, anything caught on fire stays ignited as per a normal flame. Adamantine Arrow Rote: Flaming Cone. Strength + Science + Forces. This spell is most commonly utilized against vampires, but any human burns just like any other, and the Adamantine Arrow knows this quite well.

The master of death points at someone he wants dead, and it happens. The mage points at a living target, attempting to disrupt their lifeforce. The mage does not gain mana from this roll unless he has Death 6 and specifically states he is attempting as such. For each success of the roll, inflict one aggravated damage. On an exceptional success, the opponent is slain, regardless of total or remaining health. If the mage gains a dramatic failure on the roll, he himself is slain. If the mage knows the opponent is a vampire, he alters the spell slightly, and the potency is doubled, seeing as death has an easier time affecting undead than living being. The drawbacks are two-fold: One, this would be a separate rote if not an improvised casting, and Two, if he does not know a vampire opponent is indeed a vampire, the spell does nothing. The mage must perform a mudra and have a magical tool to focus with to perform this spell, elsewise a paradox is automatically called down (with success equal to the mage's gnosis, which the mage may NOT absorb or mitigate with mana). Guardians of the Veil Rote: Guardian's Touch. Resolve + Medicine + Death.

Protection from Law/Chaos

The mage protects himself from the morality opposite from his own. This spell is Protection from Law at Wisdom 4 or lower, and Protection from Chaos at Wisdom 6 or higher. At wisdom 5 the mage chooses. The mage gains some protection for the duration of the spell against those of the morality trait (Morality, Clarity, Humanity, etc) opposed to their own (that is, Protection from Law protects against 6 or higher morality, and protection from chaos protects against 4 or lower). Any hostile action brought upon the mage by those of the chosen morality that allow for a contested roll gain the 9 again rules. Those that don't allow a contested roll lose 1 dice per 2 potency (rounded up), though duration is the primary component of this spell (thus any potency must be added by utilizing dice penalties). Mysterium Rote: Shield of Wisdom. Composure + Empathy + Fate. Those of the Mysterium must often protect themselves against mages who have been lost to hubris. The Seers have a similar rote, though generally with the opposite protection, utilizing Manipulation + Empathy + Fate.

Patte

rnin

g (U

nrav

ellin

g) The mage causes deadly tentacles to erupt from the shadows. The mage aims the spell at a patch of ground (area of effect only) and several tentacles rise up from the shadows with strength equal to potency (up to the maximum strength the mage can have according to his gnosis). These tentacles grasp at anything the mage chooses, only able to perform grappling actions (immobilizing, crushing). Treat the tentacles' brawl ability as the same as the mage's. Note that the number of tentacles increases with each target being grappled. As a new target enters the area, another tentacle erupts form the shadow to attempt to grab the individual (though not until the mage's turn; one can quickly pass through the area without invoking the wrath of the tentacles). 1 mana can be spent to make the duration prolonged, allowing the mage to act without concentration. If this is the case, the tentacles grasp at anyone nearby, not just targets the mage chooses, though with mind 1 added, the mage may still control its actions (Or fate 2 may be added to make the tentacles only grasp at allies). If the tentacles are automated, they merely attempt to crush, not immobilize. Guardian Rote: Arms of restriction. Dexterity + Brawl + Death. A very good protective spell, the guardians often utilize it for obvious purposes. The Adamantine Arrow has a similar rote utilizing Strength + Brawl + Death.

Page 17: Creative Thaumaturgy Compendium

Min

d 1

Com

pelli

ngIn

stan

t, S

ubtra

ct T

arge

t's C

ompo

sure

Last

ing

Cov

ert

Non

e

falc

o102

9

Fate

4

Patte

rnin

g

Prol

onge

d (o

ne s

cene

)

Vulg

ar

1

Fate

4 +

Dea

th 3

Wea

ving

Inst

ant

Prol

onge

d

Vulg

ar

1

Dea

th 1

Com

pelli

ngIn

stan

t, S

ubtra

ct T

arge

t's C

ompo

sure

Prol

onge

d

Cov

ert

Non

e

falc

o102

9

Guide Thoughts

The mage puts a train of thought into the subject's mind. The mage must be touching the target upon casting (can cast at sensory range at Mind 2, and sympathetically with space 2 at mind 3), at which point a simple subject matter (cats, math, beer, etc, generally one-word subjects) is put into the target's head (the target must be capable of regular thought). No commands can be made, and any thought along the subject matter follows how the subject would normally think about the matter. For instance, if a mage cast this spell successfully on somebody, putting the subject of "responsibility" in the person's mind. If that person is normally responsible, they may then begin thinking about things they have to do, homework they have, or projects for work. However, somebody who's lazy may just shudder and move his mind elsewhere; the mage can't keep the mind focused on the idea without continued recastings, at which point improbability may occur to a mortal, and any opinions or feelings on the matter are not changed.  Silver Ladder Rote: Compel Waking. Manipulation + Persuasion + Mind. The ladder often uses this spell to subtley move a sleeper to thought processes and investigations that will eventually increase the likelihood of them awakening (or perhaps at least accepting reality, becoming sleepwalkers). This spell may also be combined with a Mind 3 spell to read surface thoughts to get the subject to begin thinking of something relevant to what information is needed.

Trump (considered by some forumites to be overpowered) In

stan

t and

con

test

et w

/ Res

olve

+ G

nosi

s

A willworker ends a conflict before it begins. The willworker wins all contested actions, supernatural or otherwise, with the target. Attempts by the target to attack or otherwise subdue the willworker automatically fail. Silver Ladder Rote: Mandate Victory. Presence + Intimidation + Fate. The Silver Ladder believes that some are destined for greater things than others. This Rote proves that reality. Despite this, it is indeed a sin against Wisdom to use this spell, as part of the willworker's created victory is the target's invoked defeat. Even when the willworker in question does not believe that cursing others is wrong, using this spell can still very easily lead one away from the path of Wisdom. M

acai

Reversible Destruction (a lot of forumites had issue with this one, should it be Matter or Time instead? Some suggested Archmastery to do this with Fate)

With this spell, a mage is able to temporarily damage an object. By the time the Duration expires, fate will have contrived to reconstitute the object in its original form. Each success in excess of the target object's Durability inflicts one point of Aggravated damage on the target's Structure. If the target's Structure is reduced to zero, it is destroyed. However, the destruction is temporary. During the time encompassed by the Duration of the spell, random events tend to put the destroyed object back together again. By the time the Duration expires, the destruction is completely reversed. The reconstitution process is highly improbable in most cases, and almost certain to trigger Disbelief if witnessed by a Sleeper. The exception is when the Duration has been greatly extended, making the process too slow for a Sleeper to notice (in the Storyteller's judgement). dj

arb

Shadow Sickness

The mage causes supernal energy to collect on the target, eventually making their supernatural abilities act sluggishly. The mage collects shadowy energy on the target, giving them a slightly more creepy demeanor, but that is not the main effect (although the target wouldn't know at first). For every two levels of potency of the spell (rounded down), this spell counts as another spell towards spell tolerance on the subject, eventually causing penalties to be levied when they use their own abilities (i.e potency 1 counts as one spell, potency 2-3 counts as 2 spells, etc) . At 1-4 potency, this spell only counts as one towards Active Spells, 5-8 counts as 2, etc. The mage must be touching the target in some fashion, although at Death 2 it may be cast at sensory range. Free Council Rote: Overload. Presence + Occult + Death. Whether against other mages or against supernaturals, a simple buffer of magical energy can eventually render even the most powerful abilities nearly useless.

Page 18: Creative Thaumaturgy Compendium

Unv

eilin

g

Inst

ant

Prol

onge

d (o

ne s

cene

)

Cov

ert

1

Life

4

Patte

rnin

g

Exte

nded

Last

ing

Vulg

ar

1

Life

5

Mak

ing

Exte

nded

Last

ing

Vulg

ar

1

Fate

3 +

Tim

e 2

Rul

ing

Inst

ant

Last

ing

Vulg

ar

Spatial Sight (some thought this should not have so many optional Arcana, requiring separate spells instead) S

pace

3, o

ptio

nal F

orce

s 2

or F

orce

s 3,

Life

2, M

atte

r 2 o

r Mat

ter 3

, Min

d 2,

P

rime

2

This spell gives the mage a sixth sense that allows him to perceive the shape of his surroundings even through walls. The mage senses the shape of things around him in detail up to 2 yards away/success, barriers are of little consequence. After sensing an object he must roll wits + investigation to identify it. If he spends an action studying the object he can use intelligence rather than wits. An object with an odd shape gives penalties. A pistol or a human might give no penalty while the internals of a watch might levy -5. Identifying an object he has never seen causes another -5 penalty and if he has never heard of that object the task is impossible. He can find almost any hidden compartment or hollow within range. Forces 2 “sense” light within the area granting sight, as well as if an object is hot or cold. Forces 3 “see” if it is dark and hear sounds from within the area. Life 2 identify the living without the need for a roll . Matter 2 identify the substance that an object surface is made of. Matter 3 identify the substance that objects is made of. Mind 2 to sense minds within the area. Prime 2 to find active spells within the area at a -2 penalty. Mysterium Rote:  There is no wall. Intelligence + Investigation + Space. This spell is useful for exploring rooms and detecting traps that the mystagogue encounters without actually having to be close to them. Bo

maz

Transfer Vitality (big dispute over this one - Should it be possible? Should it also required Death or Spirit?)

A willworker can restore the life of a friend or colleague at the expense of the life of another. A human being is sacrificed ritualistically. The vitality of that human being, the very spark that makes them a living creature, is transferred to a corpse that has lost its vitality within the last twenty four hours. The victim must be chosen with deliberation, and her life is snuffed out as this spell is cast. The willworker's fallen friend or colleague's eyes flutter open, and life comes to him slowly, as this spell is cast. Use of this spell is an act of hubris ("Using magic to murder someone."). Guardians Of The Veil Rote: Prioritize Lives. Composure + Larceny + Life. There are times when one life is more important than another. The Guardians Of The Veil understand this, and that is reflected with this spell. M

acai

Create Vitality (big dispute over this one - Should it be possible? Should it also required Death or Spirit?)

A willworker restores the life of a recently slain friend or colleague. The willworker's fallen friend or colleague's eyes flutter open, and life comes to him slowly, as long as he perished within twenty-four hours of the casting of this spell, as this spell is cast. Free Council Rote: Restore Life. Composure + Persuasion + Life. The Free Council above all knows that no price is the best price to pay. Mac

ai

Chaos Theory (some suggested that Time wasn't necessary) 1

Man

a (O

ptio

nal)

The Mage sends his spell a moment ago in time and releases a chain of small events that bring immediate harshness to his target. The unpredictability of this spell leads to effects determined by the highest number rolled (8,9, or 10). Optionally, 1 Mana may be spent to specify the desired effect. If the effect is impossible, the Mana will resist being spent and the most plausible effect will take place as rolled. 8: A weapon the target is holding slips out of his hands, or he finds that his weapon is stuck in its holder and an instant action must be made to free it, followed by the normal instant action to draw the weapon. If the target has no weapons, move to the next effect. 9: The target trips over his feet costing him his next instant action to steady himself. The target may choose to forgo this action, allowing him to take an instant action before falling prone. 10: Events conspire to harm the target. A shelf overhead finally comes loose of its frame and falls on the targets head, or the target simply trips and rams into a wall, breaking his nose. Damage inflicted by the environment is bashing at Fate 3, and can be lethal at Fate 4. This spell is not powerful enough to cause events that inflict aggravated damage. fu

lcan

mal

Page 19: Creative Thaumaturgy Compendium

Fate

3

Com

pelli

ng

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Fate

3

Fray

ing

Tran

sito

ry

Cov

ert

1

People Beacon Min

d 4

Rul

ing

Prol

onge

d

Cov

ert

Non

e

Passerby v2 Min

d 4

+ Fa

te 2

Rul

ing

Prol

onge

d

Cov

ert

Non

e

Passerby (Ophidimancer suggested some useful tweaks not listed here regardng population density and adding Mind 2)

This spell means that, sometime in the duration, someone will come and take a look at the immediate area. Perhaps they suddenly feel impulsive, get a notion of looking for somewhere new, or just take a fancy to go a different route. They won't take any special measures to get there; most people would balk at tramping through a swamp, missing parole or leaping the rooftops from this spell, but they might spend some time getting there. This spell targets the closest person with a Composure of equal to or less than the spell's Potency. If the spell expires before they get there, they stop going to that particular place. With Fate 4, people who already has a dislike for the caster - or indeed any other defined group - may be exempted from the effect. Silver Ladder rote: Witness. Seers rote: Hostage. Manipulation + Persuasion + Fate. The Silver Ladder sometimes make use of this rote in order to gain confirmation of some event, so that people won't have to take their word for it. Seers use it for other reasons. C

rabb

adon

Misfortunate Inst

ant v

s. R

esol

ve +

Gno

sis

A snarl in the skein of fate inconveniences those who displease a Disciple of Fate. Fate contrives to interfere with the actions of the target.  The target loses her next Instant action dealing with a plausible, but minor inconvenience.  Multiple castings of this spell in the same scene risk Improbability, and any castings after the third one are considered Vulgar. Free Council Rote: Monkey Wrench. Wits + Intimidation + Fate. Libertines love using this spell to make fools of those they deem too arrogant. O

phid

iman

cer

Inst

ant v

s. R

esol

ve +

Gno

sis

This spell creates a beacon, impelling people to walk in the general direction of the centre of the spell although it will not cause people to take any serious kind of risk (physical or social), and they can be distracted by a deliberate attempt. Successes are applied to area, using advanced area-affecting factors. Free Council rote: Instant party. Presence + Persuasion + Mind. Where do you hide a tree? In a forest. Where do you hide a person? At a party. The combination of plenty of witnesses and heavy Unravelling makes a seemingly frivolous spell an excellent defence, or, perhaps just a social experiment. C

rabb

adon

Inst

ant v

s. R

esol

ve +

Gno

sis

Much like People Beacon, except the mage specifies the sorts of and number of people she wants - a much finer tool than Instant Party. Scelesti rote: Lamb to the slaughter. Manipulation + Persuasion + Mind. The Scelesti have been known to use this rote to abduct a suitable victim for darker rotes - why go out looking for an albino virgin when you can just bump into one in the street? C

rabb

adon

Page 20: Creative Thaumaturgy Compendium

Node Link Prim

e 3

Wea

ving

Exte

nded

Prol

onge

d

Cov

ert

1

Witness Fate

3

Wea

ving

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Min

d 4

Inst

ant,

Sub

tract

Tar

get's

Com

posu

re

Tran

sito

ry

Cov

ert

1

Dea

th 2

Rul

ing

Inst

ant,

Spec

ial

Tran

sito

ry

Cov

ert

1 falc

o102

9

One of the advantages of an Imbued Item is its mobility, allowing mages to bring potent magical effects with them wherever they go.  Certain spells, however, are stationary and static, like the Wards on a mage's Sanctum.  This spell allows a Disciple of Prime to anchor an Imbued Item into a Node, empowering it with the energies of the local ley lines instead of sacrificing a portion of her own will. The mage relinquishes an Imbued Item by anchoring it to a node instead of sacrificing a point of Willpower.  Refer to the Ley Lines spell on page 226 of Mage the Awakening.  The item to be relinquished must be physically anchored into the node and will fail if moved after being relinquished, which makes it worthwhile to secure the help of an accomplished geomancer.  See pages 95-100 of Sanctum and Sigil for more information about nodes, ley lines, and geomancy. To relinquish an item into a node requires a node powerful enough to support the imbued spell.  The node must be fed by one ley line per dot of the highest ranked spell in the item, plus one line per additional spell, and another line if the effect is persistent.  While the node is being used to power an imbued item it cannot be used to provide fuel for anything else.  The spell fails if the item is disconnected from the node or the ley lines powering the spell are severed. The target number for this spell is the number of ley lines required to power the item.  The caster suffers a -1 dice penalty to her rolls if the resonance of the node opposes the intent of the spell and an additional -1 for any resonance qualities from the incoming ley lines after the first. Mysterium Rote: Cairn of Power. Intelligence + Occult or Science + Prime. In ancient times the rules of travel stated that travelers passing by such marker stones must stop and add to the pile.  Locations of such significance almost always formed natural nodes and wandering mages would often anchor spells of safekeeping and sanctuary into these rest stops. Bonus Factors: The item is a standing stone or monument of size 8 or bigger: + 2 Duration factor. The node used is a naturally formed node: + 3 Duration factor. O

phid

iman

cer

Each success on this casting grants a +1 bonus on subsequent attempts at mundane investigation about the events that occur during this spell's duration. Someone stops at the window to look in on the scene; the swivelling camera sticks in just the right position; dust falls a little thicker and settles a little. FC rote: Proof of concept. Wits + Investigation + Fate. Sometimes, when experimenting with techné or the limits of magic, something happens you simply weren't prepared to record. This rote means you're never at a loss for evidence to back up your claims. The Guardians also use this when they come across an unexpected lead or suspicious behaviour and need to make sure there's evidence to back up their claims. C

rabb

adon

Forceful Presence U

nrav

ellin

g

For a true warrior, a fight is won or lost before any weapon is drawn.  An Awakened warrior demonstrates this by honing their very stare into a weapon capable of disarming their foes with a glance. The mage overwhelms the target with sheer force of will.  The target is stunned (refer to page 167 of the World of Darkness Core book) for a number of rounds equal to the amount of successes scored on the casting roll.  A dramatic success on the casting roll renders the target prone.  The target either falls down or stumbles to their knees from the power of the glare. Adamantine Arrow Rote:  Battle Aura. Presence + Intimidation + Mind. Warriors of the Arrow debilitate their foes with powerful shouts or intimidation displays.  Thearchs of the Silver Ladder also make use this spell, felling foes with their majesty. Bonus Factors: Kiaijutsu - With a powerful shout, Arrows of the samurai caste fell foes in their tracks: +1 Potency factor. Clash of Arms - The sound of ceremonial melee weapons clashed together, or sometimes instruments of warfare (Taiko drums, trumpets) can bring entire armies to their knees: +2 Target factor. O

phid

iman

cer

Draining Shadow (thought to be overpowered for Death 2, maybe Death 4?)

The mage creates an atmosphere that temporarily unsettles the target. The mage causes the shadows in the area to move in a hypnotic, frightful manner, draining the target of his desire to act, effectively draining his will to act for the duration (though his defense still applies). However, each turn (including the first) the target can attempt to break from the hypnotic effect and act, rolling Resolve + Composure with a target number of the spell's potency. Guardians of the Veil Rote:  Dark Hypnotism. Presence + Occult + Death. The guardians are known for their ability to stop opponents in their tracks by various means, and this is no exception. Violence isn't always the necessary course of action, despite a similar rote by the Adamantine Arrow utilizing Strength + Occult + Death. Bonus Factors: Dark, spooky room (ST call): + 1 potency.

Page 21: Creative Thaumaturgy Compendium

Steal Life Dea

th 5

+ L

ife 4

Unm

akin

g

Last

ing

Vulg

ar1 fa

lco1

029

Dea

th 3

Fray

ing

Inst

ant

Last

ing

Vulg

ar

1

Dea

th 3

Fray

ing

Inst

ant

Prol

onge

d

Vulg

ar

Non

e

Dea

th 2

+ M

atte

r 1

Shie

ldin

g

Inst

ant,

Spec

ial

Prol

onge

d (o

ne s

cene

)

Cov

ert

1 falc

o102

9

Exte

nded

, con

test

ed v

s. S

tam

ina

+ G

nosi

s

The mage takes both the lifespan and the general health from the target. This spell works like the spell "Steal Lifespan" (Mage Core, pg 146), but in addition to the effect of extending one's life with another's years, the mage absorbs general health and vitality, lowering his effective age by the amount of years stolen (for instance, if a 35 year old mage cast this spell with 5 target years on a 20 year old man, the mage would seem to be 30 after succeedeing (if he did), and the man would appear to have the health of a 25 year old). Obviously, the mage cannot reduce his age to adolescence, only down until when one would stop growing and developing (generally about 20 years old). This can also not be cast upon individuals lower than that age; their lifeforce is still developing in such a way that it cannot merely be taken, though an archmaster could perhaps find a way. This spell is an act of hubris against Wisdom 4. Silver Ladder Rote:  The spark of youth. Manipulation + Medicine + Death. While Steal Lifespan can give a decrepit mage a few more years, the Silver Ladder knows that a youthful mage can do much more field research and questing than one who could likely be killed with a well placed pebble shattering his dusty skull.

Accelerated Decay

The Mage grabs onto an enemy and rends her body with the taint of decay. The willworker must grab ahold of a specific part of the target's body. He makes a reflexive attempt to touch the target's body (see "Touching An Opponent," pp. 157 of the World of Darkness Rulebook), but the rules for specifying a specific body part apply (see "Specified Targets," pp. 165 of the World of Darkness Rulebook). As the willworker touches his opponent, he chooses a way in which the body part decays. Blinding cataracts may find themselves over the target's eyes, or joint-locking osteoarthritis in the target's elbow. Despite this, the spell does not deal any actual damage. Guardians Of The Veil Rote: Taint Body. Strength + Medicine + Death. The Guardians know how to punish arrogant Sleepers who find out things they shouldn't without actually killing them. The effects of this spell can be cured with Banish Plague, which is on page 185 of the core book. M

acai

Accelerated Decay v2

The Mage grabs onto an enemy and rends her body with the taint of decay. Death + Gnosis - Stamina. The willworker must grab ahold of a specific part of the target's body. He makes a reflexive attempt to touch the target's body (see "Touching An Opponent," pp. 157 of the World of Darkness Rulebook), but the rules for specifying a specific body part apply (see "Specified Targets," pp. 165 of the World of Darkness Rulebook). As the caster touches his opponent, the part the willworker is in contact with begins to decay rapidly, experience severe necrosis . As a result, the target suffers severe pain and wound penalties ( -1 ) per success gained on the casting roll to all actions.  These wound penalties stack with others to a limit of -3.  In addition, any trained medical personnel or those with appropriate skill (2 or higher) who examine the area of necrotic tissue in attempts to diagnose the cause (succeed on a Intelligence + Medicine roll) will invoke disbelief as they fail to find a cause for the necrosis. This spell causes bashing damage to vampires and prometheans, as their bodies do not suffer from complications due to necrotic tissue. Guardians Of The Veil Rote: Taint Body. Strength + Medicine + Death. The Guardians know how to punish arrogant Sleepers who find out things they shouldn't without actually killing them. The effects of this spell can be cured with Banish Plague. H

omun

culu

sMor

tus

Sickening Shadow

The mage alters his shadow, causing it to sicken any being capable of consuming it. While this spell generally does nothing but make his shadow seem somewhat more noticeable, any being capable of eating a shadow in one way or another (like the fetches of some changelings) that attempts to eat the shadow will feel as if it had an unnatural, forceful and near solid substance. If their roll to consume the shadow (if applicable) is less than the potency of the spell, the shadow reacts negatively in the being's system, sickening the individual and causing them to "Vomit" the shadow back out (and not gaining any benefits the consumption should've allowed), and becoming unable to eat shadows for the rest of the scene. On an exceptional success, the potency of the shadow causes 1 bashing damage upon being expelled. Guardian Rote:  Poison Darkness. Dice Pool: Presence + Occult + Death. The guardians are known for their ability to stop opponents in their tracks by various means, and this is no exception. Violence isn't always the necessary course of action, despite a similar rote by the Adamantine Arrow utilizing Strength + Occult + Death. Bonus Factors: Shadow is larger than caster upon casting: + 1 duration.

Page 22: Creative Thaumaturgy Compendium

Temporal Bolt Tim

e 3

Fray

ing

Inst

ant a

nd A

imed

Last

ing

Vulg

ar

Non

e

Tim

e 3

Wea

ving

Inst

ant

Last

ing

Vulg

ar

Non

e

Tim

e 5

Unm

akin

g

Inst

ant

Prol

onge

d

Vulg

ar

1

Tim

e 2

+ Li

fe 2

Wea

ving

Inst

ant

Con

cent

ratio

n

Cov

ert

Non

e

Wall Charger Forc

es 4

+ P

rime

3

Patte

rnin

g

Exte

nded

Exte

nded

Cov

ert

1

Secret Weapon Prim

e 3

+ Li

fe 3

, Opt

iona

l Fat

e 2,

Tim

e 2

Wea

ving

Exte

nded

Exte

nded

Vulg

ar

1

Just as the Atlanteans thought of darkness as more than the absence of light, time was considered more than just the passing of moments. This spell allows the Willworker to hurl a blast of localized temporal acceleration, causing repairable rapid aging to the area of the target struck. Each success inflicts one point of bashing damage. With Time 4 this bashing can be lethal. With Time 5, one Mana can be spent to make the damage aggravated. Ambient air molecules in the bolts location move far faster than those outside, rendering the bolt visible and thus warning the target of the threat. The target is allowed his Defense against the caster's aiming roll. Free Council Rote: The Cat's Just Dead. Intelligence + Science + Time. Libertine physicists use this rote to prove that applications of scientific theory into magical praxis can yield practical results. fu

lcan

mal

Deflect Time Bolt

Contested: those within the area of effect roll Stamina + Gnosis. The Mage can alter the course of a Time Bolt. This spell's function is identical to 'Turn Projectile' Mage the Awakening pg 171, save that it effects Temporal Bolts. Adamantine Arrow Rote: Avoid Father Time. Dexterity + Athletics + Time. When time is your enemy, it's best to react quickly. fu

lcan

mal

Temporal Disruption

The Mage creates an area of chronological chaos, whereby the future and past are superimposed upon each other, with objects rapidly being placed in and out of time so quickly that those experiencing the event see only faint flickers of what is and what will be. One success covers a 1 yard radius and can be increased using spell factors as normal. For each minute of time a person spends inside the area they take 1 point of bashing damage, overcome with pangs of soreness all over their body. Silver Ladder Rote: Rending The Curtain of Time. Presence + Intimidation + Time. A true expression of a Ladder Mages wrath. fu

lcan

mal

Genetic Memory

A contributor to the concept of past lives, this spell allows the Mage to experience the history of his ancestors. Each success allows the Mage to view one turn of an ancestor's past. Time 3 allows one minute per success, and 10 minutes per success at Time 4. The spell is subject to temporal sympathy, so ancestors that aren't even part of recorded history would have no connection and thus cannot be targeted. Mysterium Rote: Past Life Regression. Intelligence + Academics + Time. fu

lcan

mal

Similar to using a Ley Line to power a house, the Mage can now convert energy into Mana in order to power themselves, or their items. Use the chart on page 174 of the Mage: The Awakening book for Transform Energy, with each dot of Potency giving one Mana per hour. The Mana per Hour cannot exceed what could be normally given from the source ( such as a wall socket not being able to give more than two Mana per hour ). If a Mage uses this to charge themselves then they must find a way to plug themselves in, stand in a fire, or bask in a warm room without first hurting themselves ( which a high level of Forces can help with). The energy is actually changed, so Sleeping watchers will cause Disbelief if, for instance, the character uses it at a concert and the sound stops at them, or a fire dies from the necklace they placed in it. Mysterium Rote: I'll Just Be a Moment. Wits + Science + Forces. Sometimes a Mage's iPod can tell the future with a relevant song, but sometimes its battery is dead. Through this the Mage can avoid using his personal reserves and instead use a Sleeping friend's wall socket to power it up. As

inus

The last thing an opposing Mage expects is for a Sleeper to cast a spell at them. It isn't easy, but the Mage can place a spell in a friend. They need to remain still for the duration of the spell, and it must be a spell that the Mage could cast by themself. One success is required for every Dot of Arcana needed for the spell, meaning a Life 4 Matter 5 spell would take nine successes, and then one success for every factor included with the spell. The addition of Fate 2 and Time 2 allow the Mage to set when the spell is cast, as opposed to the target casting it, with a condition such as "When viewing a Vulgar spell, hit the caster." No more than the target's Stamina spells can be placed at a time. All Paradox is suffered by the casting Mage, no matter what distance, so when using this on a Sleeper ( which is difficult by itself ) a Mage should be extra careful. Silver Ladder Rote: Double Agent. Manipulation + Occult + Prime. The Silver Ladder makes especial use of this spell in order to release prisoners from the Seers of the Throne as "Manchurian Candidates" to activate a Mind Control spell when amongst their friends, or a trigger word is said. There was once a case of a Banisher who formed a Demesne in their hospital in order to cast the spell on all of the attending Sleepers while they rested so as not to cause the Paradox. As

inus

Page 23: Creative Thaumaturgy Compendium

Touch of Death Dea

th 3

Fray

ing

Inst

ant,

subt

ract

Sta

min

a

Last

ing

Vulg

ar

Non

e

falc

o102

9

Spac

e 3

Fray

ing

Inst

ant,

subt

ract

Sta

min

a

Last

ing

Spec

ial

Non

e

Life

3 +

Mat

ter 3

Wea

ving

Exte

nded

Last

ing

Vulg

ar

Non

e

Khal

vin8

Mat

ter 1

Com

pelli

ng

Inst

ant

Prol

onge

d

Cov

ert

Non

e

The mage touches his opponent and unleashes a burst of deathly energy, causing the entropy of some of the target's life force. The mage must touch his opponent (Dexterity + Brawl), unless he has Death 4, in which case he can cast this spell at sensory range. The spell causes 1 bashing damage per success, which becomes lethal at Death 4 and Aggravated (with 1 mana) at Death 5. An exceptional success causes the target to lose 1 Strength for the remainder of the scene. Admantine Arrow Rote:  Destroy Lifeforce. Intelligence + Occult + Death. As per usual, the Adamantine Arrow finds utility in any offensively minded spell.

Dissipating Touch

The mage touches his opponent and teleports bits of the target's body away. The mage must touch his opponent (Dexterity + Brawl), unless he has Space 4, in which case he can cast this spell at sensory range. The spell causes 1 bashing damage per success as the mage teleports bits of the target away, which becomes lethal at Space 4 and aggravated (with 1 mana) at Space 5. The spell is Covert when dealing bashing damage, as small sections of circulatory tissue are removed, which causes bruising. The spell becomes Vulgar when dealing lethal or aggravated damage, as large patches of the target's flesh are torn free. Free Council Rote:  Dissipating Touch. Intelligence + Occult + Space. Rumors speak of this rote being created by a Free Councilor still living in his parents' basement, the concept of which he drew from a table-top roleplaying game. As

kirik

nigh

t

Adorn the Skin (a complete mess)

Weave a liquid substance into flesh to create a Tattoo. Due to the intricate nature of the spell Dex+Crafts rolls are made during the casting equal to the target number. Due to the delicate nature of the hands and face, those areas need more effort. It is harder to work one's back due to visiblilty. ST should feel free to give +1 for better visibility/awarness. Rizzo wants a cool tattoo. His target for success is 7 + additional target area requirements. He begins with his arm, 7 + 2 with a target of nine sux. With Gnosis 3 each roll lasts 1 hour and his Dex+Crafts = 5. Rixxo begins with a spell-pool as 7, he will need at least two hours to acheive his goal. Rizzo should also be prepared for any possible Paradox. Upper arm, lower arm, upper leg, lower leg, lower torso, and neck 1 sux. hands, feet, entire chest, lower back* 2 sux Face and entire upper back* 4 sux. (* More dificult as Rizzo or anyone normaly can't see his back, he must use his body's self awareness and the awarenss of hisown magic to due the work. The Matter MS spell could be active during the extended ritual to givce a +1 to working these areas) The combined spells are Self-Healing and Shape liquid plus a lasting duration on the extended spell. Dex+Craft could be reduced if the design were was only ink blotches. A Mage could waive the duration, but who would go to all that trouble just to have a tattoo for single scene/hour? An adept of Matter could work bits of precious metal into the design. An Adept of Life could Tattoo others. This spell has no combat value. If one wanted to work acid into another's skin, Shape Liquid alone is enough.

Alter Flammability

The mage alters the flammability of a simple object.  A candle wick can be rendered non-flammable, while concrete can be made to catch fire like paper. The number of objects that can be affected increases with each success = 2^(Successes-1). Note that objects of up to Size 20 can be affected. The caster suffers dice penalties to affect larger objects. This includes such things as a concrete slab; unless additional Size factors are added, the mage affects a single slab of up to Size 20.  Objects rendered non-flammable are still damaged by fire, they just don't ignite. Silver Ladder Rote: Call the Inner Flame. Presence + Occult + Matter. Fire has been the ally of mankind since the dawn of time, chasing back shadows and warming the night.  With this spell, mages can feed the flames even without appropriate kindling.  The Free Council uses their own variant to alter the molecular structure of an object to allow combustion. Intelligence + Science + Matter. O

phid

iman

cer

Page 24: Creative Thaumaturgy Compendium

Min

d 3

+ Sp

irit 1

Shie

ldin

g

Inst

ant

Prol

onge

d

Cov

ert

falc

o102

9

Energy Storage Forc

es 3

+ P

rime

2

Inst

ant

Prol

onge

d (o

ne s

cene

)

Cov

ert

1

Tim

e 4

Perfe

ctin

g

Ref

lexi

ve

Spec

ial

Vulg

ar

1

Dea

th 2

Veili

ng

Inst

ant

Prol

onge

d

Cov

ert

Non

e

falc

o102

9

Shield against Lunacy N

one

(1 M

ana

can

be s

pent

to m

ake

it la

st 1

day

)

The mage shields the mind of a mortal from the Lunacy of a werewolf's Urshul, Dalu, or Gauru forms. This works similar to a normal mental shield cast on another, but the mage specifically shields their mind from the maddening effects of a werewolf's visage. Many mages have a retainer or friend or may even need to utilize human police forces or other Sleeper allies to defend against werewolves that wish to claim their territory. However, a werewolf's visage will cause most non-awakened humans to flee in terror and forget the event ever happened. This is meant to prevent such an ordeal. For each dot the mage has in Mind and Spirit combined, the target's willpower is treated as one higher for the purpose of resisting lunacy. For instance, a warlock with Spirit 2 and Mind 4 casts the spell on a weak-willed mortal of 2 willpower. If that individual then sees a werewolf in Gauru form, he acts as if he had 8 willpower, in that he may still act, albeit it in a shaken and will-shaking manner. This spell has absolutely no effect on any other mental or spiritual assault, regardless of origin, nor any other willpower based effect. In addition, any other mental or spiritual shieldings (of any supernatural origin) automatically "dispel" this protection, as the specificity of it requires a mundane mind. Free Council Rote: Don't Fear the Wolf. Resolve + Academics (Psychology) + Mind. The Free Council are indeed the most likely to try to utilize the local police force to keep a pack of werewolves from gaining a territorial advantage.

The mage can store energy in a orb of pure magic and can use it as a source later. Energy stay exactly same in the orb. More energy can be stored for every success (maybe for poteny/energy rate of official force spells). It must be one kind but it  can contain different versions of same kind (like low and high frequency together).  Energy stored in a semi-transparent  small sphere with wawing surface. It can be carried by hand or much more easy in a vial or box.  Mage can release it as a reflexive action or it can be used as a source in a instant spell. Anybody with prime 2 can release it with success in gnosis + prime aganist potency of spell(or something else?) . Fate 2 can be used for trigger. Forces 4 for higher type energies. Free Council Rote: Power Cell. Intelligence + Science + Forces. Free council mages use this rote to carry special types of energy or when they need a bigger battery. m

ythd

rago

n

Haste (a suggestion was made to double the penalty)

A willworker can do many things in a short period of time. If the willworker's next action is normally extended, then it is instant instead. She receives a -2 penalty for every success normally required beyond the first. If the willworker's next action is normally instant, it becomes reflexive. If the willworker's next action is normally reflexive, the spell does nothing. Free Council Rote: Zerg Rush. Dexterity + Stealth + Time. As much as the other Pentacle Mages resent video game inspired spells, the usefulness of some of them cannot be denied by even the most pretentious of Magi. M

acai

Unsettling Visage (some forumites thought there should be a cap on the penalties equal to dots in Death)

The mage alters their features, causing the shadows to play off them in a creepy manner and giving their flesh a death-ridden look, a sight that can unsettle a mortal or supernatural alike. The mage causes minor effects of rot or death to adorn their features, and causes their shadows to deepen and show up in all the right places to cause fear. This allows a +1 to any Intimidation roll per success, and might also be applied to Stealth (As the skin dries and reflects less light and the shadows veil the mage slightly) or Subterfuge (adorning a sickly look instead of the normal way the mage is) if the Storyteller allows it. However, all socialize rolls receive a -1 penalty per success for obvious reasons. In combat, anyone targeting the mage with a melee attack suffers a -1 penalty per 2 successes (rounded down), as the unsettling image makes it difficult to focus the attack. Guardian Rote: Face of death. Manipulation + Subterfuge + Death. A guardian often needs to frighten a mortal enough to make them leave an area that they aren't meant to experience, or they might need to unsettke their enemies if they come under attack. The Mysterium utilizes a similar rote that uses Presence instead.

Page 25: Creative Thaumaturgy Compendium

Tit for Tat Fate

3

Wea

ving

and

Fra

ying

Tran

sito

ry (s

peci

al)

Vulg

ar

Mask of Death Dea

th 2

Rul

ing

Inst

ant

Prol

onge

d

Vulg

ar

Non

e

Deathly Mien Dea

th 3

Fray

ing

Inst

ant

Prol

onge

d

Vulg

ar

Non

e

Dea

th 3

Fray

ing

Inst

ant

Last

ing

Vulg

ar

Non

e

Salt the Earth Dea

th 3

Wea

ving

Inst

ant

Adva

nced

Pro

long

ed

Cov

ert

1

Insa

nt -

cont

este

d w

/ Com

posu

re +

Gno

sis

Non

e (1

Man

a op

tiona

l)

Whenever the target of this spell receives damage from an attack, make a reflexive Gnosis + Fate roll. Each success deals 1 Bashing back to the original attacker to a max of the caster’s Fate, not exceeding the original damage received. The duration in turns and the number of attackers who receive damage in each individual round are equal to the caster’s Fate. Thus, with Fate 3, the effect lasts for three turns affecting three people per turn. Should the subject of this spell be the initiator of damage against another person, then they receive damage according to the same guidelines previously given +1. Thus, if they inflict 2 levels of damage, they would receive 3 levels of damage in return. At Fate 4, retributive damage may be Lethal and the penalty for initiating an attack increases to +2. At Fate 5 and with the expenditure of 1 mana, retributive damage may be Aggravated and the penalty for initiating an attack increases to +3. Should the caster so choose, instead of wounds, the spell can inflict dice penalties. If this option is chosen, in addition to levying dice penalties against the attacker in the same manner outlined for receiving damage, the caster recovers 1 mana for every two levels of wounds suffered to a max of the caster’s rating in Fate. This option must be selected at the time of casting. Aggressors receive no mana benefit, but still suffer dice penalties. This spell may not be used in conjunction with any armor bonus provided by Fate. Free Council Rote: The Third Law. Resolve + Science + Fate. “For every action, there is an equal and opposite reaction.” va

dix

The mage causes their face to rot and deform, with effects ranging from looking merely old and gaunt at one success to zombified at five. Each success grants +1 to intimidation rolls which take advantage of this hideous visage, and, but levies a -1 penalty to socialise rolls or other rolls where the hideous face would cause a disadvantage. Guardians of the Veil rote: Mr. Hyde. Intelligence + Subterfuge + Death. By donning the mask of death before meeting or attacking somebody, the Guardian assures anonymity if something is to go wrong. C

rabb

adon

Necromancers like to make their homes near places associated with death, but others prefer to modify where they already live. Some just have trouble with mosquitos. Successes are allocated to area. All life within the spell's radius sickens and dies slowly. Base life will wither die within the day and median life will slowly sicken and die over a week, but advanced life only feels the unsettling closeness of death. The home owner gains a +2 bonus to Intimidation rolls within the area. Mysterium rote: Quiet study. Presence + Occult + Death. Birds singing, cats yowling, dogs barking - such an awful distraction. This rote lets the Mysterium get rid of the yowling, birdsong and door-to-door salesmen that might otherwise distract them from their studies. Bonus Factors: Spell is centred on a place of study (+2 duration). C

rabb

adon

Torch the Fields

The vengeful mage sows death upon his enemy's fields, withering plants and small animals into charred husks, as if they were felled by fire or frost.  This spell is a staple of witches and willworkers in older agrarian cultures. The energy of Death radiates from the mage or a point within line of sight, causing the mage's rating in Death minus Stamina in Bashing damage to all life in the area.  This almost always kills most vegetation and insect life in the targeted area.  The number of successes rolled determines the area the spell affects. Area affected = 2^(Successes-1) yards. Mysterium Rote: Witch Blight. Resolve + Intimidation + Death. In their charge to preserve magical knowledge, the Mystagogues have picked up spells from many different places. This rather nasty spell was created by a solitary apostate who terrorized a number of small farming communities in eastern Europe. O

phid

iman

cer

Cursing the earth, the Disciple of Death renders it barren and lifeless, unable to sustain the spark of growing things. While in the area affected by this spell seeds don't germinate, eggs don't hatch, and, more traumatically, pregnancies don't carry to full term, ending in miscarriages.  The primary factor is Duration and the spell affects a base area of 1 yard radius.  Dice can be sacrificed to increase the area the spell covers. 1 success = One scene. 2 = 24 hours. 3 = 48 hours. 4 = One week. 5 = One month. 6 = Indefinite. Guardians of the Veil Rote: Cursed Ground .Manipulation + Occult or Science + Death. The Guardians have sometimes used this spell to punish the wicked, and sometimes to cast suspicions on sinful mages.  The Free Council sometimes cuts off the generative energies of an area in order to preserve a sterile environment for their experiments. O

phid

iman

cer

Page 26: Creative Thaumaturgy Compendium

Dea

th 3

Shie

ldin

g

Inst

ant

Prol

onge

d

Cov

ert

falc

o102

9

Miscarry Dea

th 4

Inst

ant

Last

ing

Vulg

ar

1

Overclock Forc

es 3

+ M

atte

r 1

Perfe

ctin

g

Inst

ant

Prol

onge

d

Cov

ert

1 falc

o102

9

Fate

3 +

Tim

e 2

Perfe

ctin

g

Inst

ant

Prol

onge

d

Vulg

ar

1

Vampiric Resistance N

one

(Opt

iona

l 1 M

ana)

The mage shields his pattern from the effects of vampiric disciplines and devotions. It also might be possible to resist power sof other undead types as well, barring the same restrictions (see below). This shielding spell requires a certain knowledge of vampiric abilities in order to know how to properly shield one's pattern from them. Before the first time a mage tries casting this spell, he must succeed on an Intelligence + Occult + Death roll to see if he knows how to properly use his magic to shield against vampiric abilities. If he fails, he cannot try to cast his spell again until one of those traits improves. This requirement is waived if he has an occult specialty in vampires or if he has viewed a vampiric ability with "Grim Sight" before. The mage gains a level of protection from all vampiric abilities targeted at him, either increasing his dice pool by his Death dots in contested rolls, or subtracting his dots in Death from a vampire's dice pool in resisted rolls. The mage in no way is able to actually interfere with the vampire's activation of their ability, so aweing a crowd will still affect others, and rituals targeting everyone in an area will still affect the rest of the group as normal. In addition, this means that any power not affecting the mage himself is also unhindered (Resilience, Protean, Vigor, etc). Extra successes not only help prevent dispelling, but also act to veil it from Vampires with abilities similar to mage sight (Auspex 2 Cruac 1 Devotion). The mage may also spend mana to boost his resistance or contesting dice pool while this spell is active, on a 1 for 1 basis. Guardian Rote: Shield of the Bloodsucker. Stamina + Occult + Death.Mortals aren't the only beings that attempt to uncover secrets that they aren't meant to know, and often a Guardian must fend off a vampire encroaching on his or her workspace. This rote helps prevent the Vampire's abilities from giving it too much of an advantage. Bonus Factors: The mage has intensely scrutinized a vampire before: +1 potency. The mage has mage sight active and can currently see a vampire's resonance- +1 potency.

Unr

avel

ling

Contested vs. mother's Stamina + Gnosis. A touch, a moment, is enough to destroy an fragile unborn life. Use of this spell is a sin against Wisdom 2. The mother will usually miscarry soon after the foetus dies. Guardian rote: Necessary evil. Dexterity + Medicine + Death. Prophecy is a double-edged sword. When you know something terrible is to occur - the Nativity, the next serial killer - sometimes the risk is too great. This rote is unknown in anything but dusty grimoires locked away from sight. C

rabb

adon

Any technical-minded mage knows that most electronic, processor based equipment can be made to run faster for periods of time by increasing voltage and current through it, though this can degrade it over time. Using the magic of the supernal, however, can prove a safe alternative to this. The mage targets a piece of electronic equipment that relies on a processor (Wits + Science can generally determine if a given electronic device does if it isn't obvious), and using his command of electrical forces and his understanding of the materials themselves, speeds the processor's clock up and increases the device's efficiency. In game terms, each success adds an equipment modifier of +1 to the electronic item, and confers any other sort of enhancements a faster version of the device might allow for (ST call). For instance, a cell phone might be able to better filter and send signals, making it so that characters in an area that has a weak signal can still be communicated to and from. At this level, the mage must touch the device being overclocked. At Forces 4 he can cast the spell at sensory range, and at Forces 5 can cast sympathetically with Space 2. Note: The mage can also feel free to do the opposite, reducing the flow of electricity and slowing the device down, conferring a -1 penalty per success instead. Free Council Rote: Beef-up the System. Intelligence + Computer + Forces. Many free council mages have computers or other electronic devices that they need to have run faster, and this rote allows that. Cast on one's own Personal Computer, cell phone, or PDA: +1 Duration.

Mitigating Circumstance

All Acanthus know that, on a long enough scale, the circumstances which surround any endeavor can be overcome. This spell was designed to preemptively flatten the bell curve associated with random fluctuations, providing a more consistent level of performance to the workers of a path not known for its focus. When this spell is cast, a pool of dice is created equal to the caster’s dots in Time plus any successes rolled during casting. These dice can be used to augment any roll, both mundane and magical, though use must be declared prior to rolling. The number of dice that can be used during any single roll is limited to the number of dots the mage has in Fate. At the spell’s conclusion, any unused dice are lost. This spell does not affect chance die rolls. Free Council Rote: Finite Impulse Response. Intelligence + Science + Fate. Named after the smoothing filters used in dynamic sound systems, this rote applies the same principle on a wider scale - smoothing over imperfections of operation to insure a satisfying end result. va

dix

Page 27: Creative Thaumaturgy Compendium

Fate

4 +

Tim

e 2

Inst

ant –

sub

tract

targ

et's

Com

posu

re

Prol

onge

d

Vulg

ar1

Dea

th 5

+ S

pace

3, O

ptio

nal L

ife 2

or L

ife 5

Last

ing/

Con

cent

ratio

n

Cov

ert

falc

o102

9

Deodorize Mat

ter 2

or L

ife 2

Veili

ng

Inst

ant

Prol

onge

d

Cov

ert

Non

e

falc

o102

9

Propagation of Uncertainty U

nrav

ellin

gWhere most believe the errors of their past will come back to haunt them, Acanthus believe the errors of the future hold the same authority. The target of this spell must re-roll all successes once per roll, losing those successes if the second roll results in failure. For example, a roll results in three successes. Those three successes are re-rolled, this time yielding only one success, canceling two of the previous successes. This spell affects a number of rolls equal to the amount of successes achieved during casting. Any unused rolls at the conclusion of the spell are lost. This spell affects chance die rolls. Free Council Rote:  x +Δx. Intelligence + Science + Fate. If the statistical probability of the variable is known or can be assumed, it is possible to derive confidence limits within which the true value of the variable may be found.  In other words… I said no. va

dix

Death's Shadow U

nrav

ellin

gEx

tend

ed, C

onst

este

d, S

peci

al

1 M

ana

per r

oll

Sometimes, somebody crosses a Necromancer in a way that a quick death just doesn't work as a punishment for. Masters of death needn't rely on that; they can slowly murder their victim over an extended period of time. This spell is an Extended, contested action, but with somewhat odd rules. First, the mage may take as long as he wants for each dice roll, with the fastest time being the usual for his gnosis (For instance, a Gnosis 3 mage can at quickest roll once per hour, but may decide to just roll once per half day, and while a Gnosis 10 mage can roll once every minute, he'll likely at least wait an hour between each roll). In addition, if at least doubling the time for each roll, he can ward off sleep and hunger/thirst for as much longer as he's taking to cast (as in, if he doubles the time per roll, he can be awake twice as long, and if he take 10 times as long, his deathly trance lets him stay awake 10 times as long). However, after the spell is cast, he loses that advantage, and will suffer peanlties for warding off sleep or damage from malnourishment as if he had been affected by them normally. As such, most mages will have food and drink nearby for after the ritual, and will then likely fall asleep afterwards. The addition of Life 2 to the casting will allow for double the time awake without reverting afterward, and Life 5 will keep the mage awake and content for as lon gas the ST deems appropriate. For each success rolled above the target's contested roll, 1 lethal damage is taken (1 ADDITIONAL mana can be spent PER ROLL to make this aggravated), represnting the target's inability to ward off the energy draining death stalking him. There is no target success number for the caster; the mage casts as long as he can (A number of rolls equal to twice his dice pool), or until interrupted. This spell can only be cast once per target per story, and is akin to torturing a victim (A Wisdom 2 degeneration roll). A target who takes exceptional damage ove ra long period of time may gain a derangement. Finally, if the target takes aggravated damage, his features appear to rot. Exceptional Success: On the mage's part, he causes the target exceptional harm. If the roll took at least 2 hours for the roll, the target either gains a temporary minor derangement or upgrades a temporary minor one to major. If this happens twice in a row, a minor derangement becomes permanent. Three times and a major one becomes permanent (etc). If the target gains an exceptional success above the mage's, the spell is stopped, and if the target is a mage, he gains a Familiar sympathetic connection to his attacker for the next sympathetic spell he casts. Success: The mage causes damage, or if the target rolls more, he resists the pain and suffering that seems to be cursing him. Failure: The mage fails to cause harm or the target fails to ward it off. Dramatic Failure: On the mage's part, a dramatic failure causes the spell to be itnerrupted and ends, preventing another casting for the rest of the story. On the target's part, he takes the mage's dice pool as automatic damage. Adamantine Arrow Rote: Stalked by the Reaper. Wits + Occult + Death. A scorned arrow mage might succumb to hubris just enough to wish great harm to the one that scorned him, in which case a simple death just doesn't do justice for the arrogant mage. The caster carves a rune into his arm causing at least 1 lethal damage beforehand: +1 potency.

The mage prevents the various molecules that escape his system from leaving his immediate vicinity, hindering others from picking up his scent. This makes it difficult for even werewolves, Vampires with auspex, and animals with high sense of smell to find him if hiding or veiling himself some other way. For each success the mage rolls, any perception rolls or other abilities based on smell suffer a -1 penalty with regards to the mage, regardless of the intent. With Matter 3, this increases to -2 per success, as the mage is able to not only hold the molecules close to him, but shift and warp their composition. While pheromones and the liek are indeed kept close, they can NOT be changed to match somebody else's unless the mage has Life 2. Guardian Rote: Mage's Speedstick. Intelligence + Survival + Matter. Werewolves and vampires often have ways of telling that a mage is hiding something, and this rote helps to prevent that advantage. Bonus Factors: Cast amongst other strong scents (In a field of flowers or near a landfill): +1 Potency.

Page 28: Creative Thaumaturgy Compendium

Prim

e 2

Rul

ing

Inst

ant

Prol

onge

d

Cov

ert

1

Ward Masking Min

d 2

Veili

ng

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Life

3 +

Mat

ter 3

Perfe

ctin

g

Inst

ant

Pro

long

ed (o

ne s

cene

)

Vulg

ar

Non

e

Disguise Locale Spac

e 2

Veili

ng

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Perfe

ctin

g

Inst

ant

Last

ing

Cov

ert

1 falc

o102

9

Chamber of Illusion

Successes are applied to area. At Prime ···, this spell uses the advanced area-affecting chart. This spell, essentially a restricted version of Squaring the Circle, allows willworkers to summon illusions, visible only to those with Mage sight - useful for demonstrations or for momentarily startling intruders. Free Council rote: Votary. Intelligence + Crafts + Prime. The Free Council is fond of this rote in Assemblies, allowing the mages in there to cast their votes visibly and immediately without complex refitting of the room. In more unruly Assemblies, Fate is added to restrict the spell to displaying votes, to avoid illusory distractions. C

rabb

adon

For the inquisitive mage, the presence of a Ward usually implies the presence of something worth hiding.  For the smart or paranoid mage, which some say is one and the same, this spell serves to camouflage a warded area.  Instead of a "blank spot" to another mage's Space scrying, the area seems to be innocuous landscape that blends in with the rest of the area.  Magical spies see only what should be there. This spell is an exception to the normal spell-control rules (see “Spell Control,” p. 128), allowing the mage to add Ward Masking to a pre-existing Ward. (Or he could combine this spell with Ward during casting; see “Combining Spells,” p. 128.) Any scrying effect trying to pierce an area protected by a masked Ward must first garner more successes than the Ward Masking in order to even recognize the presence of a Ward.  Otherwise the scryer's mind fills in the gap with something innocuous and commonplace for the area.  If, for some reason, the Ward Masking has more successes than the Ward itself and the scryer pierces the Ward but not the masking, the excess successes add to the difficulty to notice and remember the Ward spell. Guardian of the Veil Rote:  Dim the Far Gaze. Wits + Subterfuge + Mind. The best way to keep a secret is to not let anyone know there is a secret to be kept.  The Guardians well know the value of disinterest in preserving the Veils.  The tactical uses of this rote are also known to the Adamantine Arrows, who have their own version using Composure+Subterfuge+Mind. O

phid

iman

cer

Stone Skin (some suggested Matter 4 and Life 4, ala Fiery Transformation, or at least a cap on the number of successes).

The willworker can make his body hard and durable like stone or iron. For each success on the spellcasting roll, the caster gains an effective point of Durability. Only successes made to damage him in excess of this rating actually harm him. At Matter 4, the willworker can cast this spell on other people. Free Council Rote: Iron Man. Stamina + Resolve + Matter. Who says living things can't be made of stone? M

acai

Sometimes, the best place to protect something is not behind an iron wall, but within mist. A Ward blocks off an area from scrying. This spell uses the spatial template of the area at the time of casting and presents it to anyone attempting to look at it from a scrying window. This means that if the mage casts this spell on his kitchen, then sets fire to it or otherwise disrupts the area, anyone scrying his kitchen will see it as it was. Obviously, the caster is best advised to clear the area of living beings (he can exempt himself from the template) before casting this spell unless he has Fate 2, at which point he can exempt anything that would normally change its position. This spell may be cast again before the duration lapses, prolonging the disguise. This is an exception to the normal spell control rules. This spell is, unfortunately, rather fragile. As with Ward, this spell's Potency determines the difficulty of seeing past the disguise, but once an observer overcomes this spell's Potency, Disguise Locale collapses, and the template is lost. Guardian of the Veil Rote:  Mask of the Land. Manipulation + Subterfuge + Space. Some mages prefer the subtle approach. Hiding an area under a vision of what was can dissuade many who expect tough resistance. As

kirik

nigh

t

Enhance Self-Repair

The mage strengthens the self-repairing ability of a death-based pattern. Most commonly used on Vampires, but sometimes used on self-repairing zombies or other undead with such abilities. For each success the mage gains, the target heals double on one self-repairing action. For a self-repairing zombie (See Adamantine Arrow book), this means healing a point of damage by eating only half what it normally would need to do so. For a vampire, this means healing 4 bashing damage or 2 lethal with 1 vitae, or healing 1 aggravated damage in only 1 day of sleep (although it still requires 5 vitae). This effect does not double any healing applied to the target, nor any other methods of repairing damage that aren't inbuilt (so a discipline that healed damage wouldn't heal double, nor would a healing spell cast on a vampire). This does, however, work on ghost mages with Death/Life influence to heal themselves with. Guardian Rote: Quick-healing Dead. Intelligence + Medicine + Death. A guardian often has self-repairing undead guarding their sanctums, or may even have vampire sin their employ, so this rote allows them to quicken the rate of repair of their trusty servants.

Page 29: Creative Thaumaturgy Compendium

Forc

es 2

, Spi

rit 1

Rul

ing

Inst

ant

Con

cent

ratio

n

Cov

ert

Non

e

Min

d 4

Patte

rnin

g

Inst

ant

Con

cent

ratio

n

Cov

ert

1

Min

d 5

+ Fo

rces

2, O

ptio

nal S

pirit

5 o

r Dea

th 5

Mak

ing

Exte

nded

Prol

onge

d (A

dvan

ced

by d

efau

lt)

Cov

ert

1 falc

o102

9

Control Software (there was a debate over whether or not software should have a spirit - most agreed that they could).

As Control Object (Silver Ladder, p.198) except this lets the mage ask favors of software, from a computer game to an operating system...or a firewall. The mage can command any one program in a computerized object within sensory range, usually the operating system.  If she asks security software to stand down then she rolls against a number of dice equal to the level of security (Core, p.57).  Affecting software outside of sensory range requires adding a Space 2 component.  Sympathetic casting is not required if the mage has gotten access to the target's home computer (which presents its own difficulties for isolated systems). Free Council Rote: User-Initiated AI. Wits + Computer or Persuasion + Forces. If everything has a corresponding spirits then it makes sense that software would as well.  This rote lets any Libertine Apprentice of Forces become a hacker, or simply do tricks with her computer games. Al

gaeN

ymph

Dominating Gaze

Sometimes it's necessary for a mage to stop someone in their tracks, and this spell is one way to do so. The mage catches the target's eye and casts this spell. The target makes a contested Resolve + Composure roll against the mage's potency, and if they succeed then the spell fails. If the mage rolls a higher Potency than the target's composure, then the target freezes, unable to look away as the mage overwhelms their will. The mage then has two options. The first is to continue holding the target's gaze, which requires an unblinking stare(and a Resolve + Composure roll every minute -1 for every previous roll to keep from blinking). The second option is to cast Telepathic Control that the target resists with a penalty equal to the difference between the Potency of this spell and the target's original resistance roll. This is an exception to the rules for concentrating on a spell. Silver Ladder Rote: Sovereign Sight. Presence + Persuasion + Mind vs. Resolve + Composure. There is a rumor that this spell was developed by two mages, one from the Mysterium and one from the Silver Ladder. The former wished to emulate the powers of manipulation he witnessed vampires using, while the latter simply saw the usefulness of such a spell in a political situation. As

kirik

nigh

t

Sentient Security

The mage enhances an electronic security system (At least of Cost 2, a basic system), giving it sentience and the ability to act and react to intrusions and hacking attempts, locking out disablers and actively searching for expected intruders. Treat the sentience as having a base Power = to the Mage's Gnosis, a base Finesse = to the Cost of the system, and a base Resistance = to 1, and then potency is applied to increase those statistics. The basic spell gives the system the ability to notice and respond to attempts to hack and/or bypass and/or sneak by the system. With regards to these actions, any attempts become Contested, as the system realizes when it's being tampered with or avoided and seeks to intervene. For instance, an attempt to bypass a touchpad/screen becomes an Extended and Contested Action, with Wits + Larceny vs Finesse + Resistance, with a victory on the system's side sounding the alarm and causing the action to fail and be unattemptable for the scene's remainder. An attempt to sneak by a camera is Wits + Stealth vs Finesse + Resistance, with a -2 penalty if the system "suspects" intrustion. An attempt to hack follows the normal contested rules for hacking attempts, treating the system as having a dice pool of Finesse + Base Finesse, and automatically makes the system "suspect" intrusion for a day per Power (assuming the duration lasts that long). In addition, whenever the system wins a contested action, it not only activates the system, but mentally alerts the mage of an intruder and feeds him any information it can (camera feeds, etc). Space 2 must be added for this to work past sensory range of the system. With Spirit/Death 5, a protective Spirit/Ghost also runs through the system, with stats equivelant to the security system, but has Influences of Security 2 and Protection 1 (improvable via potency), as well as the Blast and Innocuous Numina. A ghost treats the entire system as its anchor, but this includes any keycards or phone tied to the system. A spirit's rank is determined based on its attributes. Either acts to the best of its abilities to protect the system from any intrusion, including "patrolling" the protected area and alerting its creator of any findings (similar to how the system itself does so, needing Space 2 if the mage isnt nearby). Guardian Rote: Living System. Intelligence + Computer + Mind. Any mage could benefit from such an advanced system guarding their sanctums, but guardians in particular have things they need to hide. Free Council members also often have high tech systems they'd wish to improve even further, utilizing a similar Rote (Wits + Computer + Mind).

Page 30: Creative Thaumaturgy Compendium

Min

d 3

+ Pr

ime

2

Shie

ldin

g

Inst

ant

Prol

onge

d

Cov

ert

falc

o102

9

Heat Shield Forc

es 2

Shie

ldin

g

Inst

ant

Prol

onge

d

Cov

ert

falc

o102

9

Cloak of Force Forc

es 3

Shie

ldin

g

Inst

ant

Con

cent

ratio

n

Vulg

ar

1

Subsume Spirit Spiri

t 5

Mak

ing/

Unm

akin

gE

xten

ded

and

Con

test

ed v

s P

ower

+ R

esis

tanc

e

Prol

onge

d.

Vulg

ar

1

Shield from Pyros N

one

(Opt

iona

l 1+

Man

a)

The mage creates a shield against the Divine Fire of Pyros, including both effects derived from Azoth and those from Flux. Mages have difficulty with anything involving Pyros, as its effects don't seem to be mirrored closely by any of the Supernal Realms. However, scholars have found that combining effects of Mind and Prime can damage, detect, and now prevent against its effects. This spell functions similarly to "Numinous Shield", but the mana is spent to protect against or counter Promethean or Pandoran transmutations, or Qashmallim numina, and Mind is used to calculate the level of protection. In addition, the mage can spend a mana when the shield is active to avoid the effects of Disquiet for the spell's duration. However, he cannot "counter" Disquiet, and nobody but the mage avoids the Disquiet. Even the mage will feel slight aversion to the Promethean if he doesn't succeed with a Resolve + Composure roll, but will not progress into any of the stages of Disquiet (although preexisting stages remain active). As with most shielding spells, a mana can be spent to make this spell last a day. With Mind 4, this spell can be cast on others. Adamantine Arrow Rote: Halt the Divine Fire. Intelligence + Occult + Mind. Whether to protect against a hostile Promethean or Pandoran (rare as that meeting is) or to allow for temporary alliances with a Promethean, this spell sees use whenever those touched by the Divine Fire are around (infrequent as such an occasion is).

Non

e (O

ptio

nal 1

Man

a)

The mage creates an insulating metaphysical force around themselves that reduces the effects of heat and electricity. For every dot the mage has in the forces arcanum, any fire damage he takes is reduced by 1 for the duration of the spell, and any electrocution damage is reduced by 2 (although the Strength roll to pull away is unaffected), although they may still cause nearby objects or people to be immolated or shocked. Effects such as celestial fire, or other supernatural powers that are similar but don't directly channel the element are unaffected. The spell can be made to last a day by spending 1 mana, and can be cast on others at Forces 3. Free Council Rote: Human Insulation. Stamina + Science + Forces.

There are times when the more subtle protection of Mage Armor just won't suffice.  Times when a Disciple of Forces needs to stop an attack through sheer force of will.  This spell allows the mage to surround herself with a layer of pure telekinetic force, stopping attacks cold. The mage is considered to have full Cover for the purposes of any attack while under the effects of this spell.  Successes on the casting grant points of Durability to this shield, attacks which do less damage than the Durability of the shield are ignored, attacks which do damage that exceed the Durability of the shield do their successes in dice of damage to the mage.  The shield has no Strcuture and doesn't degrade from attacks, though a successful attack may disrupt the mage's concentration. At Forces 4, this spell can be cast with the Area Factor to cover more than just the mage herself. Adamantine Arrow Rote:  Iron Wall of Will. Resolve + Science or Occult + Forces. Warriors of the Arrow are often called upon to act as living shields.  This spell allows them to be extremely effective shields.  The Free Council uses it's own version, much inspired by the force fields of science fiction, that uses Science. O

phid

iman

cer

One of the most terrifying abilities a spirit has is the ability to possess and take claim of a person, body and soul.  In a reversal of that ability, a Master of Spirit can devour a spirit and partake of its power.  This spell temporarily forges a being that is flesh and spirit at the same time, but with the mage's personality being the dominant force rather than the spirit.  The mage returns to normal after the spell wears off, but the spirit is destroyed permanently. While casting the spell, the mage must maintain concentration, but the spirit resists Reflexively, allowing it to attack the mage or flee the area, which any spirit attempts when it feels the devouring effect of this spell.  The target number the mage must reach is the spirit's Rank.  When that is done, the target spirit is consumed and the mage develops physical mutations that mimic the consumed spirit, making his very presence cause Disbelief and possibly Unraveling the spell. The mage also develops a Major Derangement reflecting the Ban of the consumed spirit.  While under the effects of this spell, the mage gains the Essence pool and the Numina of the devoured spirit. The mage activates the Nunima by rolling Gnosis + Spirit, but these Numina do not cause Paradox, they may just draw more Sleeper attention and more Disbelief. Mysterium Rote:  Feast of the Invisible. Dice Pool: Intelligence + Occult + Spirit. Mysterium mages call upon ancient seals and bindings, wrapping a spirit in an ever tighter net of magical power. O

phid

iman

cer

Page 31: Creative Thaumaturgy Compendium

Life

4 +

Spa

ce 4

+ M

atte

r 1

Inst

ant

Vulg

ar

3

Forc

es 2

Rul

ing

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Prim

e 4

+ Li

fe 4

Inst

ant

Tran

sito

ry

Vulg

ar

2

Twin Cast Prim

e 5

Mak

ing

Inst

ant

Spec

ial

Spec

ial

Spec

ial

Min

d 3

Know

ing

Inst

ant

Prol

onge

d (o

ne s

cene

)

Cov

ert

1

Death to the False Lord C

once

ntra

tion

(Con

stes

ted

w/ G

nosi

s +

Com

posu

re)

This spell slowly teleports incredibly small chunks of silver filling the viens of an Uratha with silver causing a slow and painful death. As such, many mages take pleasure in watching an Uratha slowly die as such a mage must make a successful (wisdom roll or loss 1 point of wisdom). The mage Teleports small chunks of silver into the targets blood stream until the veins are clogged with silver and the werewolf dies of internal burns and lack of oxygen. (Causes 1 point of aggravated damage per turn and an additional 1 point of aggravated damage per success). vo

czac

o

Control Light Color

This spell allows a mage to alter the wavelength of a given light source causing it to change into another color in the visible spectrum. The alignment of wavelengths is not so precise as to create a laser. For example a normal office florescent which sheds a steady white light may be softened into a more yellow color, or turned into a brilliant red. This only works for items which give off their own light, such as a lightbulb, a flame or L.E.D., it does not allow you to change the apparent color of an object (IE. no turning firetrucks pink, unless it is a glowing firetruck). With Forces 3 and Mind 1 you could align the light well enough to make a weak laser with more powerful ones at forces 4 and 5. Free Council Rote: Discotech (Intelligence + Science + Forces). The Free Council find from time to time that another color of light would suit their experiments better... or provide for a more fun dance party. Silver Ladder Rote: Mood Lighting (Manipulation + Persuasion + Forces). The Silver Ladder knows the the lighting of a room can go a long way to express tone without saying a word. They us this rote to make sure that the lighting fits whatever message they are about to speak. te

loric

Mana Shift

The Mage changes form, but not into any form of beast. Instead, he becomes a being of pure mana, able to sink through walls and the forms of others. While shifted he cannot perform any physical actions or interact with anyone, but gains an equipment bonus for resisting spells due to his nature equal to the successes rolled on the spell. He can move his speed and is unhindered by gravity, as well as being invisible to mortal sight. To mage sight, he appears as himself, limmed in an aura. Passing through an object like a door or wall takes one turn. Yr

ael

This spell allows a Master of Prime to copy and cast any spell he sees, as he's seeing it. Although the casting is an instant action, the mage can cast this spell at any point in the Initiative roster, even before he could normally act, although that is his action for the turn. This spell must also be used right as the spell you are copying is being cast. This spell mimics the effect of the copied spell. Successes gained to cast this spell are used in place of the normal roll for the copied spell. The mage need not have dots in the Arcanum of the copied spell to use it. Silver Ladder Rote: Mirrors Reflection. Dexterity + Occult + Prime. As

henR

ogue

Gain Fighting Style

The mage temporarily gains knowledge and use of a particular Fighting Style. The caster gains temporary dots in a particular Fighting Style, chosen when the spell is cast, one Fighting Style dot per success, up to a maximum of the mage’s Mind Arcanum dots. Thus a mage with Mind 3 can gain up to three dots in a Fighting Style using this spell. All the dots must be in the same Fighting Style, and Fighting Styles cannot increase above their maximum rating. While the spell is in effect, the mage has full normal use of the additional Fighting Style. When the spell ends, the Fighting Style dots, and any capabilities that came with them, disappear. This may even result in the mage no longer understanding his or her own work! Because this spell lasts for one scene, this spell is of only limited use in performing extended actions. Free Council Rote: Fast-Learner. Wits + Brawl + Mind. The days when fighting was codified and only a few maneuvers existed are long past, and the Free Council knows this. Still, it doesn't stop them from filling in the gaps of their knowledge combatively. Many contemporary Libertines believe this spell taps into the Astral depths of the universal consciousness to imbue the caster with knowledge imprinted there by countless other minds. Whether the spell touches upon morphic fields or the Akashic Records, the effect is the same. M

acai

Page 32: Creative Thaumaturgy Compendium

Lend Talent Min

d 3

Wea

ving

Inst

ant

Pro

long

ed (o

ne s

cene

)

Cov

ert

1 derv

ish

Steal Talent Min

d 4

Patte

rnin

gIn

stan

t, S

ubtra

ct T

arge

t's R

esol

ve

Prol

onge

d (o

ne s

cene

)

Cov

ert

1 derv

ish

False Trail Spiri

t 3

Com

pelli

ng

Spec

ial

Last

ing

Cov

ert

1

Prim

e 3

+ Sp

irit 3

Veili

ng

Inst

ant

Prol

onge

d

Cov

ert

1

Dea

th 2

+ M

ind

2

Know

ing

Inst

ant

Pro

long

ed (o

ne s

cene

)

Cov

ert

1

When casting this spell on a willing creature the mage can choose a single mental or social merit or skill that the target possesses, and for the duration of the spell recieve it's benefits. One dot of merits of skills may be borrowed per success on the casting roll, to a maximum of the caster's dots in the Mind arcanum. Only skills and merits that are internal can be lent (so while Striking Looks is out, Eidetic Memory would work, and while the benefit from the Contacts merit would likely be diminished, knowledge of the contacts could be lent). Adamantine Arrow Rote: One for all, all for one. Wits + Investigation + Mind. While the Guardians of the Veil might work in solitude and the Mysterium jealously avoid each other, The Adamantine Arrow gladly shares in their skills and abilities among each other.

This spell is similar to the Lend Talent spell, except the target doesn't need to be willing. Note that the mage must declare the skill or merit to be stolen while casting the spell. This particular spell grants no knowledge of the target's capabilities. At Mind 5, the mage can have the skill or merit being stolen become unavailable to the target. Silver Ladder Rote: Rightful Tribute. Presence + Investigation + Mind. When socially outmatched, Silver Ladder members seasoned in the Mind arcanum like to even the battlefield by making themselves just as great as their opposition.

Most mages knows that spirits inhabit almost every aspect of the world. They see things and know things generally and will be willing to give up information for various services performed. This makes someone who wants to be truly invisible incredibly hard. This spell however allows a mage to alter the memories of any spirit of a rank less then 6 to what he or desires. A mage however must make a succesful Composure + Gnosis roll to be able to alter the memories of a spirit. vo

czac

o

Scent of the Wolf

A successful casting makes the spell appear to magical scrutiny to be the effect of a Gift, not a spell. This spell is penetrated if the scrutiny applied to it (such as Mage Sight) has more successes (or Potency, in the case of Supernal Magic) than this spell has Potency, totally revealing the original spell. Similarly for Phantom Disguise (Prime •••, Death •••), Numinous Veil (Prime •••, Spirit •••)Sanguine Disguise (Prime •••, Death •••), Cloak of Thistle (Prime •••, Fate •••) and Wreath of Fire (Prime •••, god knows what else) for Numina, Numina, Disciplines, Contracts and Transmutations, respectively. GotV rote: Scapegoat. Manipulation + Subterfuge + Prime. Sometimes, it's necessary to pin the blame for a mistake, or a misdeed, on someone else, but no mage is politically expedient. A good veil of this can completely throw the inquiry off the scent, giving valuable breathing space to consider what to do next. C

rabb

adon

Understanding the Old Law

In the Underworld, there are rules to follow; they might seem contrived and nonsensical to mages but violating them means death. The spell allows a mage to instantly know any law in the dominion he is at. In addition, this spell applies to the entire underworld. Each time he enters into a new dominion he knows those laws instead. Silver Ladder: Diplomat's Knowledge. Charisma + Empathy + Death. Ep

imet

heus

Page 33: Creative Thaumaturgy Compendium

Tracking Spac

e 1

+ Fa

te 1

Know

ing

Inst

ant

Con

cent

ratio

n

Cov

ert

Non

e

Prim

e 3

Rul

ing

Inst

ant

Last

ing

Cov

ert

Non

e

Clean Slate Prim

e 2

Augment Spell Prim

e 3

Perfe

ctin

g

Inst

ant

Last

ing

Cov

ert

1

Drawing on the knowledge of Pandemonium and Arcadia, the mage learns to follow the mystical traces that everything leaves behind.  The mystical Law of Contagion states that things that touch each other leave a mystical imprint that connects them thereafter.  This spell utilized those imprints to give a mage the uncanny ability to just know the direction someone or something traveled based on little to no physical evidence. Each success rolled reduces the penalty for tracking by one as well as allowing the character to track the passage of beings that would normally be undetectable, like an immaterial spirit.  As long as something passed by in a continuous trail, this spell allows the mage to attempt to track it. Teleportation breaks this trail as does leaving the world (crossing the Gauntlet, entering the Hedge) unless the mage has the capability to follow the trail into those mysterious reaches.  Spells that remove mystical traces, like Destroy the Threads, can also break this trail.  Though this spell allows the mage to track something that leaves no physical evidence, the mystical traces that this spell depends on do also degrade with time.  The Storyteller determines if a trail is broken because of age or if a strong source of Resonance "washes out" the trail. Mysterium Rote:  Follow the Wind's Spoor. Intelligence + Survival + Space. In their endless quest for magical knowledge, Mystagogues often have to track down very elusive quarry.  This spell allows them to follow their prey even if it dematerializes.  The Guardians of the Veil have their own version of this spell, using Wits + Survival + Space, that allows them to hunt down those who would violate the Veils. O

phid

iman

cer

Greater Supernal Script

Using this more powerful version of the Supernal Script spell (The Mysterium p. 202) The mage can draw on a plane of the air in front of him as if it were a page in a book. It is limited to only the plane in the air at which the mage began writing and it takes a new casting to start writing on a new plane. The spell can be cast with a space 1 conjunction allowing the mage to break the limit of a single plane and draw in 3 dimensions, even allowing flat representations of objects of the mystic ink to be drawn in 3 dimensions. Any drawing of sufficent complication will require an appropriate crafting role. The spell can be cast with a mind 1 conjunction allowing the mage to cause the writing to write itself quickly (the image of a mage taping a wall and the wall filling in with symbols and words). Free council rote: Sky Writing. Dexterity + Expression + Prime. The free council makes extensive use of this spell to shape their rituals and magic circles. (don't believe me? take a look at the cover of the free council book!) te

loric

This spell allows a mage to clean away the lasting plasm left by the Supernal Script and Greater Supernal Script spells. Like the stronger Dissolve Tass spell it allows the plasm to disolve back into the tapestry. In order to clean away the script the Clean Slate spell must equal the potency of the original spell, if an additional arcana was used to "color" the script (See. The Mysterium p. 202) the Clean Slate spell must exceed the potency of the spell, or the caster must also have personal access to those arcana. Free Council rote: White Board. Wits + Subterfuge + Prime. When using supernal scripts for consulting with your colleges about a new techné over dinner, it is very inconvenient to then have those scripts hanging in the air over your table forever. te

loric

The willworker can add spell factors to a spell that's already been cast. Each success rolled adds one factor of the caster's choice to a given spell up to the caster's dots in Prime. He could extend the spell's duration, or increment its Potency. He could add targets to a spell that's not an area-of-effect spell, or increase the area-of-effect of a spell. Use the tables found in Mage: the Awakening, page 118. Each success increases the factor chosen by one unit as per the table. So if a Mage casts this on a spell with a 4-yard radius and gets one success, the spell with expand to either 8-yards or 16-yards depending on if the targeted spell was cast using the advanced area affecting table. The caster can only do this for one spell factor. Successes cannot be divided among different spell factors unless the caster has Prime 4 or higher. Mysterium Rote: Widen The Golden Thread. Intelligence + Crafts + Prime. The Mysterium understands that the first time isn't always the best time. They also don't have time to recast the same spell until they get what they want, and would prefer to simply improve upon what has already been made. M

acai

Page 34: Creative Thaumaturgy Compendium

Dea

th 4

Patte

rnin

g

Inst

ant

Prol

onge

d (o

ne s

cene

)

Vulg

ar

1

Perfect Aim Forc

es 3

Perfe

ctin

g

Inst

ant

Prol

onge

d (o

ne s

cene

)

Cov

ert

Non

e

Sacred Word Prim

e 1

Com

pelli

ng

Inst

ant

Prol

onge

d (o

ne s

cene

)

Vulg

ar

Non

e

Forc

es 3

Fray

ing

Inst

ant

Prol

onge

d (O

ne S

cene

)

Vulg

ar

Non

eUndead Resilience

Relatively small interruptions of homeostasis such as a change in internal temperature of more than a few degrees or tiny physical disturbances in crucial organs is all it takes to kill a living being. Not so with the living dead. Vampires and zombies exhibit a toughness that allows them to shrug off wounds that would be instantly fatal to a living person. This gruesome spell grants the caster that same supernaturally tough flesh though it is accompanied by an equally gruesome demeanor.  After casting this spell, the caster's skin becomes pallid and gaunt, as if drained of all blood.  His eyes become sunken and his hair loses its luster. Cuts do not bleed, but instead expose the mummified tissue beneath the skin. While this spell is in effect, the caster gains the toughness of an undead being.  Bullets cause Bashing instead of Lethal damage (except for headshots).  The caster is not rendered unconscious when all of her health is filled with Bashing damage, staying conscious until all her health boxes are filled with at least Lethal damage and even that doesn't cause her to "bleed out" Aggravated damage every minute while they are under this spell.  Natural healing does not occur while in this state and the mage can only be healed through Pattern Restoration or through the use of the Death Arcanum.  The Life Arcanum cannot be used to manipulate or heal the body of a mage in this state.  Any means of detecting a living target are foiled by this state of living death. Guardians of the Veil Rote:  Vigor Mortis. Stamina + Survival + Death. Sometimes the VeilKeepers need to be able to sustain great injuries while safeguarding the Mysteries.  Some Guardians use this Rote to impersonate vampires in attempts to infiltrate their clandestine societies. O

phid

iman

cer

The willworker makes a projectile change direction mid-air to seek its intended target. The more successful the casting of this spell, the faster the object changes direction. Each success provides a +1 dice bonus on all rolls made within the spell’s scene-long Duration. This bonus applies only to actions that involve the accuracy of a projectile. So a willworker could use this spell to make the bullets from a particular gun or arrows from a particular bow arc toward their intended target but could not make a computer processor make calculations faster. Adamantine Arrow Rote: Magic Bullet. Dexterity + Firearms + Forces. Many Sleeper conspiracy theorists sarcastically point out that if Kennedy was only shot once, the bullet must have been magic. They don't know how right they really are. Rumor has it among Arrows that this Rote was created by a blind Obrimos that could not aim, so he had to make something aim for him. M

acai

The Mage calls down a powerful word that enhances his spells. The word comes in the form of a floating Atlantean Rune. Seeing this can cause Sleeper Disbelief (see the "Sleeper Disbelief" section on pp. 274). Each success provides a +1 dice bonus on a single spellcasting roll made within the spell’s scene-long Duration. The Mage must choose an Arcanum that he has at least one dot in upon casting this spell. The rune that forms will be associated with that Arcanum. Any Mage within arms reach of the floating rune can choose to grab it while casting a spell that uses the chosen Arcanum to confer the bonus. When they do this, the rune evaporates into ethereal mist that dissipates almost instantly. The Mage can grab more than one sacred word simultaneously, but can only grab one for each Arcanum used in the spell he's casting. Mysterium Rote: Words Have Power. Intelligence + Expression + Prime. Maybe the Free Council will listen when Mystagogues say that words have power. M

acai

Lightning Wielder

The mage wraps his hand and forearm in crackling, white-blue electricity; dealing tremendous damages with nothing more than a touch. Each success on the spellcasting roll gives you one charge to attack with. To deal damage with this spell you must first make a touch attack (see “touching an opponent” p.157 in the World of Darkness core book) or throw a punch at your target, in which case the damage of the spell is done in addition to any damage from the attack itself. Every time you succeed in a touch/punch attack, your target suffers automatic Bashing damage based on the spell´s Potency x2 and one of the charges is consumed. A penalty is applied to the attack roll based on (Potency - 1) x 2. The spell lasts for a full scene or until all charges are consumed (whichever happens first). Note that the “target” above not necessarily means an enemy, anything (and anybody) touched while the spell is active is subject to the damage and consumes one of the charges (this includes any object of equipment or weapon you could be wielding at the moment and any piece of furniture you could put your hands on, like a doorknob) unless the Storyteller deems otherwise. At Forces •••• and spending one Mana, you can apply the aura of electricity to a metal melee weapon instead of your hand (that weapon, and only that weapon, doesn´t suffer damage from the spell). At Forces ••••• and, again, spending one Mana, you can apply the aura to a firearm. In this case each bullet consumes one of the charges; hit it or not. A burst attack needs at least half of its bullets to be “charged” to benefit from the spell´s effect. Th

orbe

s

Page 35: Creative Thaumaturgy Compendium

Lock Threshold Spac

e 2

+ Fa

te 2

Rul

ing

Inst

ant

Prol

onge

d (o

ne h

our)

Cov

ert (

thou

gh s

ubje

ct to

Dis

belie

f)

1

Spac

e 5,

opt

iona

l Fat

e 2

Unm

akin

g

Last

ing

Cov

ert

1 to

5, b

ased

on

high

est S

ympa

thy

affe

cted

Perfect Channel Spac

e 5

Mak

ing

Inst

ant

Pro

long

ed (o

ne s

cene

)

Vulg

ar

Prim

e 2

+ M

ind

2

Cov

ert

1 Wor

dwea

ver0

5

The mage thickens the metaphysical fabric of space delimited by a threshold, preventing unwelcome visitors to enter. This spell can only be cast upon a threshold that clearly communicates and delimitates one closed space from another (like a doorframe between two rooms) or one closed space from an open one (like the entrance of a cave). The caster can freely cross the threshold as can anyone which the caster allows or invites to do it. Once the invitation or permission is given it cannot be removed except by recasting the spell or trough Alter Oath. The spell blocks the pass to creatures that try to cross it, either physical or in twilight (though is a poor protection against the last as they can simply cross a wall section not delimited by the threshold to enter freely). Any creature who tries to pass through the enchanted entrance must contest with a reflexive Strength + Stamina (or Power + Resistance) roll and beat the spell´s Potency. The spell protects a threshold up to Size 20, anything bigger than that imposes penalties on the casting roll as usual. Th

orbe

s

Annihilate Sympathy In

stan

t (su

bstra

ct ta

rget

's C

ompo

sure

)

The mage dissociates himself or other from the laws of sympathy. This spell reduces all and each of the target´s sympathetic connections (those he has with others, and the ones others have with him) by one step per success (a connection that drops to Unknown is effectively destroyed). This even affects sympathetic connections that are otherwise innate, such as the Intimate one provided by a drop of blood or some nail clippings. These innate connections remain affected by the spell for 24 hours and then start to regain their Sympathy at a rate of one step every day (24 hours) until they reach Intimate again. Innate connections (those of blood, nails, hair, etc) that were taken before this spell was cast lose or reduce their connection as stated above and never regains it. Blood, nail clippings or hair taken after this spell was in effect have and retain the Sympathy they had when collected, based on the time passed since the spell was cast. The highest Sympathy to be affected sets the Mana cost of the spell, one point per step from Described (one Mana) to Intimate (five). Sympathetic connections that are higher than those set by the Mana paid remain unaffected. If the caster also has Fate 2 he can exempt some of his connections as per Target Exemption, each one levies a -2 penalty to the casting roll. Th

orbe

s

1 M

ana

per s

pell

The mage reinforces a Sympathetic link to cast spells trough it as if he were at sensory range. This spell must be cast upon a previously existing Sympathetic connection (which levies penalties to the casting roll based on its strength). After the spell is in effect, the mage can spend one Mana (in addition to the usual Mana for sympathetic casting) to retain the Covert Aspect of a spell cast trough it. Any other penalty, requirement or drawback due to sympathetic casting remains. The Potency of the spells cast trough this reinforced sympathetic link is capped by the successes accrued when casting Perfect Channel. Th

orbe

s

Quieten Resonance

This spell removes troublesome emotional resonance from Mana. The casting roll is penalised by the total sum of all bonuses and penalties applied by the resonance; use the maximum possible if the bonuses and penalties are variable (so if a special Hallow charges its Mana with a resonance that provides a +1 bonus to one skill and a -1 penalty to another, the penalty is -2. If the bonus and penalty could rise to +2/-2 if the mage has particularly much Mana of that resonance within his pattern, the spell penalty is -4). The number of successes determines how many points of Mana have been cleansed of resonance.

Page 36: Creative Thaumaturgy Compendium

Displacement Spac

e 3

Wea

ving

Inst

ant

Con

cent

ratio

n

Vulg

ar

Non

e

Alacrity Spac

e 3

Know

ing

Inst

ant

Pro

long

ed (O

ne S

cene

)

Cov

ert

1

Imbue Species Life

5 +

Prim

e 5

Mak

ing

Exte

nded

Spec

ial

shks

pr10

48

Expiration Date Tim

e 3

+ Ar

cana

Wea

ving

Inst

ant

Spec

ial

Vulg

ar

1

The mage moves an object or creature trough the three axes of space. Just as with Aportation (Space ••) you need some knowledge of the Arcana governing those patterns you want to affect (say, Life ••• for living beings, Matter ••• for objects or Forces ••• for energy). Compare the spell´s Potency with the Strength necessary to lift the target (see p. 46 of the World of Darkness rulebook). If you match that number you can move your target up to one yard per turn in any direction (forward, backward, left, right, up or down) or turn it by 90 degrees as long as you maintain concentration and the target remains within sensory range. Each success above that number allows you to move the target another yard or turn it 90 degrees more per turn. As long as you maintain concentration, your target will remain in the place of space you hold it, even in midair. This spell cannot be used to attack directly as the moving object; creature or energy lacks any momentum (moving slowly across the axes of space in perfect straight lines); though you can perform any other activities at a distance (cap the relevant Attribute + Skill by the Potency of the Displacement spell). If a living creature tries to resist the spell, subtract her Defense from the casting pool. She can try to break the hold you have over her each turn. Treat it as a grapple, the target rolls Strength + Brawl – spell´s Potency. As a final note you can even use this spell on yourself if you score enough successes, levitating and flying or even halting a fall. This last use is a dangerous one, because such a sudden stop could be as harmful as hitting ground (calculate damage as usual based on the distance fallen so far). Th

orbe

s

The mage gains an improved kinesthetic sense, perceiving his surroundings and the relation his position has with respect to them with accurate precision. As long as he is under the spell´s effects, the mage moves with incomparable grace and finesse. Each of his movements is perfectly measured to obtain the best result with the least effort. Each dot of Space adds as a bonus dice to all the Dexterity-based rolls with the following skills: Athletics, Brawl, Firearms, Stealth and Weaponry. Also, when the character makes a Dodge action his dots of Space are added to his Defense trait after doubling it (this still makes Defense useless against firearms attacks as usual). Finally, the character can decide to abort any failed (or dramatically failed) roll involving any of the above skills in his turn (even if they are not based on Dexterity). He can lose his action for the turn instead of dealing with the consequences of the failed roll. Th

orbe

s

1 M

ana

per s

pell

Imbuing magic into everyday animals (Banishers, P.62) with the spell Hereditary Change (Mage, P.192), a mage can effectively create a magical species. The animal(s) involved does not suffer from the standard disadvantages that imbued animals are normally prone to (Banishers, P.75), including the ability to access its magical abilities of its own volition. Depending on the mage's knowledge of biology, it may be less trouble to perform the "standard" combined casting of Hereditary Change and Fantasia (Mage, P.192), though this spell will allow truly supernatural abilities, including the capacity to see, affect, and shift into Twilight (with various levels of Death and Spirit), identify and attack supernatural beings (Prime), or contain human-level intelligence (Mind). Unless paired with another spell that changes the animal's shape, usually combined at the time of casting, this spell does not explicitly generate Disbelief in Sleeper witnesses. Any magic cast by the animal is subject to Disbelief just as a Mage's or the powers of an Artifact or Imbued Item.

The mage gives a Lasting spell a limited duration. Adding a Time ••• component to an otherwise Lasting spell, allows the caster to apply Duration factors to it (Transitory at •••, Prolonged at •••• and Advanced at •••••) spending one additional Mana at the moment of casting. The spell effects are the same, but any changes end and revert to its previous state after the Duration ends. This only applies to the direct effects of the spell not to any other circumstances brought by them; for example: a Fraying spell delivers Bashing Damage on a basis of one point per success, this is normally Lasting but with Time ••• you can make that damage to last just a few turns and then disappear as if healed. But if the damage manages to kill the target, it will remain dead, even after the damage is undone. The same with healing; damage healed trough magic is undone after the set Duration reopening the wounds. Note that the Duration of the spell is the maximum amount of time it can last, but unless the mage relinquish control of the spell he can end it at any given moment as usual. Th

orbe

s

Page 37: Creative Thaumaturgy Compendium

Spa

ce 5

, Opt

iona

l Spi

rit 2

-4, o

r Dea

th 2

-4

Wea

ving

Last

ing

or P

rolo

nged

(One

Sce

ne)

Vulg

ar

1

Spac

e 5

Wea

ving

Inst

ant

Pro

long

ed (o

ne s

cene

)

Vulg

ar

1

Lesser Hex Fate

2

Fray

ing

Prol

onge

d (o

ne s

cene

)

Cov

ert

Non

e

Hex Fate

3

Fray

ing

Prol

onge

d (O

ne S

cene

)

Cov

ert

Non

e

The mage curses one of his enemy´s capabilities. As with Lesser Hex, but instead of a Skill the curse affects an Attribute.

Summon/ Banish In

stan

t and

Con

test

ed w

/ Res

ista

nce

or R

esol

ve +

Gno

sis

The mage brings before him an item or being, or forces one of those to depart. This works like Teleportation except it brings things or people to you or send them to another place. Combined with Death or Spirit you could summon these entities to your presence no matter where they are. At Death •• you need an anchor of the ghost to be affected (which will be transported to it without any expenditure of willpower for his part). With Death ••• it can be summoned away from his anchors, but in this case the Duration is Prolonged (at the end of the spell the ghost returns to his nearest anchor). With Death ••••• you can summon a ghost from the Underworld. Spirit •• summons a spirit which is currently in twilight, Spirit ••• brings a spirit to the shadow reflection of your location and Spirit •••• brings it across the gauntlet before you, in twilight state. Th

orbe

s

Teleportation Circle

The mage creates a zone in which anyone who enters will be transported to other location. The base zone has a 1 yard radius, which can be upgraded adding area factors. Anyone who enters the zone (instead of merely being there) must contest reflexively with Resolve + Gnosis and beat the spell´s Potency or be teleported to the circle´s destination. Note that a circle can teleport to another circle that teleports to another circle that teleports to…, well, you get the picture. Th

orbe

s

Insa

nt a

nd C

onte

sted

w/ R

esol

ve +

Gno

sis

The mage curses one of his enemy’s abilities. The mage designates one Skill. As long as the curse is in effect, rolls involving that skill aren´t subject to the 10 again rule and 1´s rolled subtract successes (this doesn´t affect the rule about Dramatic Failures). Th

orbe

s

Insa

nt a

nd C

onte

sted

w/ R

esol

ve +

Gno

sis

Thor

bes

Page 38: Creative Thaumaturgy Compendium

Greater Hex Fate

4

Prol

onge

d (O

ne S

cene

)

Cov

ert

Non

e

The mage greatly curses one of his enemy´s abilities. As with Lesser Hex, but all failures are considered Dramatic Failures.

Supreme Hex Fate

5

Prol

onge

d (O

ne S

cene

)

Cov

ert

Non

e

The mage greatly curses one of his enemy´s capabilities. As with Hex, but all failures are considered Dramatic Failures.

Min

d 5

Mak

ing

Prol

onge

d (o

ne s

cene

)

Cov

ert

Unr

avel

ling

Insa

nt a

nd C

onte

sted

w/ R

esol

ve +

Gno

sis

Thor

bes

Unr

avel

ling

Insa

nt a

nd C

onte

sted

w/ R

esol

ve +

Gno

sis

Thor

bes

Channel Archetype Ex

tend

ed. T

arge

t num

ber =

mag

e's

Res

olve

x e

ntity

's R

ank

1 M

ana

per R

ank

of E

ntity

The mage acts as a medium trough which an Aletheian can manifest in the physical world. The mage can only target an Aletheian currently within sensory range in state of twilight. If the Aletheian doesn’t want to cooperate it can resist rolling Resistance reflexively. The mage rolls once per turn until he reaches the target number. Once done this, the Aletheian fuses itself with the mage. The mage loses access to his Arcana and Mana pool as long the spell is in effect but gains control of the Essence pool of the Aletheian (he can spend as many Essence points per turn as he can Mana as determined by his Gnosis) as well as free use of the entity´s Numina and Influences (which don´t invoke Paradox or Disbelief). The mage uses the Power, Finesse and Resistance attributes of the entity to form the dice pool of the Influences and Numina. The mage cannot channel an Aletheian with a Rank higher than the lesser of his Gnosis or Mind dots. Th

orbe

s

Page 39: Creative Thaumaturgy Compendium

Min

d 4

Patte

rnin

g

Inst

ant

Prol

onge

d (o

ne s

cene

)C

over

t (th

ough

sub

ject

to D

isbe

lief)

Non

e

Steal Youth Dea

th 5

+ L

ife 5

+ T

ime

5

Mak

ing

and

Unm

akin

g

Last

ing

Vulg

ar

Varie

s

Dream Slayer Min

d 4

+ D

eath

3

Patte

rnin

g

Inst

ant

Con

cent

ratio

n

Vulg

ar

1

Spac

e 5

+ Sp

irit 5

Unm

akin

g/M

akin

g

Inst

ant

Prol

onge

d

Vulg

ar

4 shks

pr10

48

Min

d 3

+ Sp

ace

2

Perfe

ctin

g

Inst

ant

Pro

long

ed (o

ne s

cene

)

Cov

ert

1

Gift of the Apostles

No matter which language the mage speaks, listeners hear and see him talking in their respective languages, and vice versa. The mage speaks; the others hear him as if he were talking in their own language. They also see him talking in their own language (i.e. his lips movements in case they were read by a deaf, for example, are consistent with the language he is supposed to be speaking). This spell suffers penalties (-1) based on how many different languages are around (languages that the mage knows doesn´t count). Th

orbe

s

Inst

ant a

nd C

onte

sted

w/ S

tam

ina

+ G

nosi

s

The mage touches a younger opponent and robs him of his vitality. The mage touches a living younger being akin to a human (Mages, Sleepers and Werewolves but not Vampires, ghosts, spirits, etc.) Each success in excess of his target's makes him one year younger while his victim ages a year. The years are “absorbed” at a rate of one year per turn, and the mage must maintain physical contact with his target during the process. Each turn the mage saps the victim´s vitality costs him one Mana. The process is extremely painful for the target (the mage will need to immobilize his victim in some way) but is orgasmic for the caster (the Storyteller could ask for a Composure + Resolve roll, penalized by each previous successful casting, to avoid getting the Addiction Flaw). If the mage losses contact with his victim or cannot to spend the required Mana, the spell ends and residual successes are lost. No matter how many successes were rolled, once the caster and the target share the same “age” the mage cannot sap more years of youth out of him. Use of this spell can be considered akin to torture (or worse) and requires a Wisdom roll to avoid degeneration. Th

orbe

s

Mages are not creatures of physical might. When going against creatures like vampires, werewolves, even some changelings mages are sorely out classed in physical ablities. To this end many mages employ more creative ways of killing their opponents and this spell is one such method. This attempts to create a situtation in the dreams of the target in which they are faced with their immediate death. The target must then roll a successful (composure + resolve) roll against the caster's (gnosis + resolve) if the target fails then he suffers 1 point of lethal damage and must roll again his next  turn until either wins success or runs out of health. vo

czac

o

Relocate Verge (most thought that the mana cost should be lower)

This unique spell is of limited use, but is indespensible to those who would study Cryptids. Through use of sympathetic connections, this spell relocates a cryptid's Verge to a new location, one that is presumably more easily accessed and defended by the mage in question. Mages be warned, the sudden relocation of a Verge without the agreement of its inhabitants is liable to make intelligent Cryptids unfriendly in the extreme, while those of a more feral nature will be even more prone to violence than usual.

Convincing Call (some thought Space 2 was unecessary)

A simple spell recently developed, Convincing Call's successes are added this scene's Subterfuge or Persuasion dice pools. As it is not necessary to see the person to be convinced it works very well over telephone lines or even internet chats. (Whether other forms of communication such as emails or faxes are within this rote's purview is for the storyteller to decide, particularly in regard to the Prolonged (one scene) limitation.) D

ougl

asN

Page 40: Creative Thaumaturgy Compendium

Min

d 3

+ Sp

ace

2

Perfe

ctin

g

Inst

ant

Pro

long

ed (o

ne s

cene

)

Cov

ert

1

Integrate Item Prim

e 3

+ Li

fe 1

Rul

ing

Inst

ant

Prol

onge

d

Cov

ert

Spec

ial

Spac

e 2

Shie

ldin

g

Inst

ant

Prol

onge

d

Cov

ert

Spec

ial

Portal Portal Spac

e 4

Patte

rnin

g

Inst

ant

Pro

long

ed (o

ne s

cene

)

Vulg

ar

1

Touch-Type Spa

ce 1

+ M

ind

1

Know

ing

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Spac

e 1

+ M

ind

1

Know

ing

Inst

ant

Pro

long

ed (o

ne s

cene

)

Cov

ert

Non

e

Convincing Argument (some thought Space 2 was unnecessary)

A simple spell recently developed, Convincing Argument's successes are added to any dice pools used in checks to change the remote person's mind. As it is not necessary to see the person to be convinced it works very well over telephone lines or even internet chats. (Whether other forms of communication such as emails or faxes are within this rote's purview is for the storyteller to decide, particularly in regard to the Prolonged (one scene) limitation. The rote as it is would apply itself to any skills involved such as expression or crafts.) You still need to have a way of communication with the subject, the rote does not provide telepathy. D

ougl

asN

Allows a mage to integrate the aura of an item with their own (or another's at prime 4). While integrated, the item's spells do not count against spell tolerance. The max number of items who's auras can be integrated is equal to 1/3 gnosis rounded up, with a minimum of 1 of either the caster or the target, whichever is lower (thus non-mages can only have 1 integrated item). The target number of successes equals 1 per arcana level imbued into the item + item maker's gnosis + target's gnosis + all successes needed for any other items already integrated - stamina. A mana must be paid for each item already integrated into the target's aura. Items which contain spells with the practices of fraying, unraveling, or unmaking may not be integrated as the nature of these spells resists the process. The Aura of any items integrated will show in the aura of the mage, so even a hidden item will be visible to scrutiny. If the item is more then gnosis (of the wearer) x 2 feet from the wearer the spell is broken and he/she takes bashing equal to the highest arcanum on the item. Adamantine Arrow Rote: Well Fitted Armor. Dice Pool: Dexterity + Occult + Prime. None know better then the Adamantine Arrow that armor that binds up your agility can cost you your life, this rote makes sure they can maintain their magical dexterity as well. te

loric

Sympathy Shield (some thought this too powerful when stacked with Ward)

The mage gains armor against all sympathetic spells targeted at him equal to his Space dots. If 1 mana is spent during the casting, this effect lasts for 24 hours. Each time a sympathetic spell is used against the mage, he must spend 1 mana or the shield provides no protection. If the mage has Space 3 he can bestow this effect on others (targets spend their own mana to protect themselves). Rote: Resolve + Occult + Space. Lo

kath

or

True masters of Space know that inter-dimensional travel tastes suspiciously like blood. Your left hand charges with blue energy and your right hand charges with orange energy. As an Instant action you can project either a blue or orange blast into a solid continuous surface, which forms a Size 5 portal of the appropriate color. Once you've formed both a blue portal and an orange portal they link together, forming a bidirectional passage that conserves momentum. While this spell is active, you can continue to take an instant action to reassign the location of either the blue or the orange end of the portal. With Space 4, neither opening can leave your sensory range (it automatically closes). With Space 5 you can spend 1 additional mana as part of the casting to allow both ends to continue existing for the spell's duration regardless of your location. Rote: Wits + Science + Space. Lo

kath

or

Touch-type allows a mage to type at a blinding rate (on a typewriter or computer) without really thinking about it; his fingers just "find" the right key to press. When cast, depending on the degree of success, a mage can type up to 100 x Dexterity words per minute. Please note that after about 200 word/min, the effect becomes increasingly likely to spark disbelief. Free Council Rote: Type Writer. Dexterity + Computer + Space. Not everyone in the free council started out as a computer nerd, this rote allows a mage to feel at home behind any keyboard they understand. te

loric

Fine Motor Intuition (some thought this should require higher Arcana)

The Mage's fine motor skills are dramatically improved. He can do just the right thing without really thinking about it. For each success on the spellcasting roll, the next use of the Dexterity Attribute is considered a rote action Ability (see the World of Darkness Rulebook, p. 134), allowing his player to reroll any dice that result in failures on non-magical uses of the skill. Whether he is firing a gun, typing, painting a picture, or any other activity requiring fine motor skills (and therefore use of the Dexterity Attribute), the bonus applies. Adamantine Arrow Rote: Hand Mind's Eye Coordination. Dexterity + Larceny + Space. It is rumored that a Mastigos sniper created this rote to enhance his ability to aim. M

acai

Page 41: Creative Thaumaturgy Compendium

Prim

e 2

Rul

ing

Inst

ant

Prol

onge

d

Cov

ert

1

Spa

ce 1

+ M

ind

1, O

ptio

nal M

atte

r 1 a

nd/o

r Life

1

Know

ing

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Anti-Novice Spac

e 1

+ M

ind

1

Know

ing

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Spa

ce 1

+ M

ind

1

Know

ing

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Puissant Spell (most thought this was overpowered)

Mana can aid the awakened mind in accomplishing truly tremendous feats, allowing supernal with more speed and surety than the normal supernal mind can register. With this spell, a mage can perfect his magical finesse, drawing on even the most basic of understanding to hone his wit and delicacy to stunning and breathtaking perfection. The mage chooses a single Arcanum when this spell is cast. For each success on the spellcasting roll, that use of the Arcanum is considered a rote action Ability (see the World of Darkness Rulebook, p. 134), allowing his player to reroll any dice that result in failures on use of the Arcanum. At Prime 3, the mage may grant this ability to others by touch. Silver Ladder Rote: Widen The Path. Wits + Crafts + Prime. Certain members of the Silver Ladder like to think that each mage has a golden thread linking them to their Watchtower. They say this spell makes that thread just a little bit thicker for a short time, and use it as evidence for their claim. M

acai

Soliton Radar

With this spell you maintain a map of your area in your mind as you explore it. The basic form of the map only tracks the state of matter as you explore the area (Solid, Liquid, Gas). If you have the optional Matter 1, then the primary composition of all objects on the map will be tracked. If you have the optional Life 1, then the location and orientation of all creatures you can see will be tracked on the map. If you have Space 2 and spend a mana during the casting, your map immediately stretches out to 200 yards regardless of your visual range. If you also have Matter 1 and/or Life 1, the additional knowledge they grant is also filled into the map sympathetically. Lo

kath

or

Of great use to someone who knows how a physical task involving mental or physical dexterity is performed, but through lack of training or practice has yet to master it. When cast, an untrained skill will have 1 penalty die for lack of training removed for each success. At most this spell will negate the penalty to 0. For example, someone tries to type a letter. Never having been trained to type, but knowing that the idea is to hit keys to spell out the words. The novice then casts this spell before making their dexterity (2) + computer (0) roll. If they have achieved 3 successes then they can roll 2 dice (2 dexterity + 0 computer). The spell could also be used to negate the penalties to a dex+craft check to sew, or the penalties of dex+firearms when using a gun. In every case it only applies if the caster has 0 ranks in the skill, but does understand the general principles already, this spell does not provide skill, it just allows them to be aware of their hands and the object and what they know of how to use them without really thinking about either of those things. te

loric

Adeptable

(no, the name is not misspelled, it's a pun!) For each success on the spellcasting roll, the next time the caster uses a skill he had training in (one or more ranks) which uses the dexterity attribute, he divides his pool. The dexterity portion is rolled with the rote quality, the skill portion normally. So for example if he were to type at a computer (dex 3 + computer 2 as an example) he would roll the 3 dex dice as if they had the rote quality, and the 2 computer dice as normal, then add those successes together for the total. This spell can only work on physical skills involving dexterity and only if allowing your hands to move without paying attention to them would be of use. te

loric

Page 42: Creative Thaumaturgy Compendium

Dea

th 3

Fray

ing

Last

ing

Vulg

ar1

Euthanasia Dea

th 4

Last

ing

Cov

ert

1

Binoculars Spac

e 1

Unv

eilin

g

Inst

ant

Tran

sito

ry

Cov

ert

Non

e

Spac

e 2

Rul

ing

Inst

ant

Pro

long

ed (o

ne s

cene

)

Cov

ert

Non

e

Space Rend Spac

e 4

Inst

ant,

usua

lly c

onte

sted

Last

ing

Vulg

ar

1

Necrotize Inst

ant a

nd C

onte

sted

w/ S

tam

ina

+ G

nosi

s

The mage touches an injured being which suddenly gets worse. At this level the mage needs to touch his intended target, at Death •••• it can be cast at sensory range, Death ••••• is needed before Space •• can be added to cast it sympathetically. If the mage wins the contested roll any and all Bashing damage the target is currently suffering becomes Lethal. Th

orbe

s

Unr

avel

ling

Inst

ant a

nd C

onte

sted

w/ S

tam

ina

+ G

nosi

s

The mage kills a severely injured being with a gentle touch. At this level the mage needs to touch his intended target, at Death ••••• it can be cast at sensory range, Death •••••• is needed before Space •• can be added to cast it sympathetically. If the mage wins the contested roll any and all Lethal damage the target is currently suffering becomes Aggravated. At Death ••••• and spending one more point of Mana all damage both Bashing and Lethal the target is currently suffering becomes Aggravated, this use still requires touch. Th

orbe

s

The mage extends his senses to superhuman degrees. The mage´s sensory range is multiplied by 1 + successes; up to maximum successes equal to his Space dots. Despite the spell´s name it affects both hearing and sight. At Space•• it can be cast with Prolonged (one scene) duration. Th

orbe

s

Long Range Shot

The distance between the shooter and his target shrinks briefly allowing him to aim more easily. A number of shots equal to the successes rolled increase their effective Short Range by a multiplier equal to 1 + Space dots, recalculate Medium and Long Range based on the new score. Th

orbe

s

Unr

avel

ling

Skilled Space users can crush a region of space in upon itself, destroying everything caught inside. This spell deals 1 bashing damage per success too all creatures and objects within a 1-yard radius of the target location. Any creatures caught in the blast can resist the damage with a roll of Stamina + Gnosis (each creature resists separately). Objects don't roll to resist, but they do subtract their durability from the damage as normal. With Space 5 this damage can be Lethal instead, and with Space 6 an additional mana can be spent to deal Aggravated damage. If Lethal or Aggravated damage is done with the spell, a terrible noise and whirlwind is briefly formed as even the air within the area is destroyed. Rote: Int + Occult + Space. Lo

kath

or

Page 43: Creative Thaumaturgy Compendium

Tracer Portal Spac

e 5

Wea

ver

Inst

ant -

Con

test

ed1

turn

for e

very

2 s

ucce

sses

Vulg

ar

1 Blitz

787

Microcosm Min

d 5

Mak

ing

Exte

nded

and

Con

test

ed

Last

ing

(aga

inst

Sle

eper

s) o

r Pro

long

ed o

ther

wis

e

Vulg

ar

3

Forc

es 5

Inst

ant

Spec

ial

Vulg

ar

Spec

ial

Mat

ter 1

-5

Shie

ldin

g

Inst

ant

Last

ing

Vulg

ar

1 Blitz

787

Masters of Space use their knowledge of portals and tracing to create a portal that follows behind their target wherever they move. This spell creates a size 5 portal that follows the back side of a target of your choosing and a nother portal that is somewhere your character can have swift access to it. Succesfully casting this spell renders all resisting rolls to suffer -2 successes from all attacks going through the portal.  In the result of a tie, the portal fails to follow its intended target. Now if you horrably horrably fail your roll, the intended target automatically sees your portal, heads streight into it and precedes to stab you in the face (or whatever their prefered method of killing you is) Rote: Int + Occult + Space vs. Wits + Composure.

Many mages fear Mastigos Masters of Mind for their ability to control others, fear them for the distrust their very nature sows amongst the Awakened, who pride themselves on their secrets and their self-awareness. This is a lesser-known reason to fear the Warlocks. Turns the target's senses inward, sending him/her into a coma. The target becomes trapped in a more "stable" realm of their Oneiros, their Daimon unable to enter and the target unable to leave. Occasionally, victims of this spell who have been rescued by a 2nd casting have been unwilling to leave the fantasy world their imagination evokes. The details vary for each victim, but the world they are trapped in is always "me"-centric. It is torturous to send a person with the Vice of Pride into their microcosm for a few days or weeks, and then return them to normal, where they are not important. The mage must touch the target during the casting. The mage must accumulate more successes than the target's Resolve + Composure + Gnosis and must acquire these successes in a number of rolls equal to 10 - the target's unmodified Resolve + Composure. The victim can cast spells, but they only affect his/her microcosm, and don't suffer from Paradox, as though cast within a mage's Oneiros. The victim cannot, however, move their real body, and is completely cut off from the real world. Even telepathy cannot reach the target, though if a mage using Mind Magesight achieves 10 or more successes they will know that the target is not braindead - as it would appear at first glance - but that their mind is trapped. Seer of the Throne Rote: Presence + Persuasion + Mind. Sometimes it suits the Seers to simply induce a coma, so as to keep the prisoner captive without too much effort beyond keeping the prisoner in nutrients and fluids. With this rote a Seer can literally render the target comatose with his words. As

kirik

nigh

t

Lightning Fist (suggestions were made to improve the spell but it was never re-written) U

nrav

ellin

g

This advanced fighting technique was developed and is taught by an old hermit of an Obrimos Arrow. She developed a variant that utilizes fire, but the effects are the same. For maximum benefit, the casting mage usually casts this spell in conjunction with a spell to enhance their dexterity if they're able to use Fighting Style: Kung Fu's Whirlwind Strike or a similar ability. Either way, the effects are as follows: The spell lasts for one scene. The number of successes garnered on casting determine the total number of times this spell's effects can be used. For example, if three successes are gained, the casting mage can spend a point of Mana three separate times within the spell's one-scene duration. The casting mage may reflexively spend a point of Mana to activate this spell's effects. Until the end of that mage's turn, her unarmed attacks deal Lethal damage. Adamantine Arrow Rote: Rain Of Heavenly Fire Descended From A Closed Hand (often referred to as Skyfire Strike). Dex + Intimidate + Forces. Many hopeful students swarmed to Helga's hut after she defeated an Adamant Sage in a single round with this spell. She turned down the position, despite having defeated the Sage fairly, and told him she expects a better performance next year. Bonus Factors: Wearing three copper rings (+1 turn), Wearing two copper rings on each limb(two rings on each hand and foot) and a copper headband (+2 turns). Aski

rikni

ght

Mother Earth's Shield (this is a mess a needs work)

Those with any knowledge of the Matter Arcanum can take the very ground around them and turn it into something that they can use to protect themselfs from their foes. The mage takes something of his choosing and forms a protective covering with a size that is equal to his number of dots in Matter out of it. (Unless your # of dots is greater that the objects size, then you use the objects size) The durability of the armor is equal to the number of successes rolled. The armor can protect against all kinds of damage. Lets say you rolled 10 Successes, the armor can defend against 10 points of Bashing or Leathal. The only Exception to its protective properties is that if any Aggravated damage is inflicted upon the armor, it will defend you from taking damage, but it is instantly destroyed. Mother Earths Shield can be used multiple times in order to gain a greater durabillity up to a max durability of 15. Rote: Intelligence + Crafts + Matter.

Page 44: Creative Thaumaturgy Compendium

Shie

ldin

g

Inst

ant

Last

ing

Vulg

ar

1 Blitz

787

Spac

e 4

Patte

rnin

g

Inst

ant

Prol

onge

d (O

ne S

cene

)

Vulg

ar

1 dark

fire1

4

Spac

e 3

Wea

ving

Ref

lexi

ve

Last

ing

Vulg

ar

Non

e

dark

fire1

4

All 1

Unv

eilin

g

Inst

ant

Prol

onge

d

Cov

ert

Non

eProtection of the Damned (this is a mess and needs work) D

eath

5 +

Pre

-req

: Mus

t hav

e M

othe

r Ear

th's

Shi

eld

Act

ive

Those who have knowledge in the Arcanum of Death can re-inforce their Mother Earth's Sheild with the corpse of their enemies. Those who have summoned a corpse back to life as a zombie know just how much punishment they can take. This spell lets you use that power to protect yourself. Casting Protection of the Damned does not add any more durabillity to your armor, it only gives your armor the ability to take damage the same way a zombie does. The caster must make a roll with a # of successes that is greater than or equal to the durability of his Mother Earth Shield. (Example: durability of Mother Earth Shield = 10. The caster must roll 10 successes or better or the corpse fails to re-inforce your current armor and becomes un-usable. Dramatic Failiure Results in the violent shattering of the mage's Mother Earth Shield and lethal damage equal to his botch.) Zombies do not die until their health is completly filled with aggravated damage. Rote: Intelligence + Crafts + Death

Spacial Displacement

This rote allows a mage to appear to be in a different location than her actual physical form, thus confusing attackers and onlookers to where the caster actually is. For the scene, the caster's true location is obscured and their physical image appears within a number of yards equal to their Gnosis. The Image moves with the caster although as it is not a physical form, it can move through objects unhindered although visually it cannot be distinguished from the real person. As a reflexive action, they can relocate their image within that area of effect. Unless an attacker has a way of percieving the mage any attacks made aginst the image automatically miss unless the attack is an area effect. Unfornately this rote does not cloak the caster's sound or breathing, hence while the caster is efficently invisible, they can be percieved by other means unless other arcana is used. If the caster attacks though, the attack comes from their true location rather than the image, which may inadvertably reveal the target's true location. Rote: Wits + Occult OR Science + Space.

Translocate Sound

A skilled mage of space can relocate sound so that come from another location. The sound of a gunshot could appear to come from behind a target rather than from the actual gun for instance. Sound usually needs to be transmitted to somewhere in visual range, but by applying sympathetic connection penalties, one may translocate the sound into somewhere out of visual range, efficently silencing their efforts while the sound does its thing elsewhere. This power can also be used to speak over long distances, efficently allowing the caster's voice to carry to a location of their choice (But sympathic connection penalties apply) Rote: Presence + Expression + Space.

Allsight

Through the combination of all Arcana into one, a versatile adept is able to gain otherwise impossible levels of simultaneous access to various forms of information. The caster gains a "Magesight" effect that incorporates all ten arcana. The mage can see through any obfuscation effect of equal or lower potency. They mage also: Gains a +1 bonus to scrutinize any kind of resonance. Gains +1 to sense Disciplines, Devotions, vampire rituals, Numina, Gifts, werewolf rituals, Hallows, and Loci. Can roll Wits + Investigate to notice when a statement or event has great metaphysical importance. Can view the various forms of energy, but electromagnetic energy outside visible light is harder to scrutinize (Pg 164). Can sense when exceptional mental powers are activated, and can read the psychic intent of creation within a resonance (if any). Can read a subject's aura to determine its mental state and nature. Can detect any disturbances in the local Space fabric. Can detect the local Gauntlet strength. Can track the passage of time with perfect accuracy. Rote: Wits + Occult + Any. Lo

kath

or

Page 45: Creative Thaumaturgy Compendium

Min

d 2

Veili

ng

Prol

onge

d (o

ne s

cene

)

Cov

ert

Non

e

Size Shifting Life

4

Wea

ving

Prol

onge

d

Vulg

ar

1

Create Relic Dea

th 4

Patte

rnin

gIn

stan

t and

Con

test

ed v

s. R

esis

tanc

e

Prol

onge

d (O

ne S

cene

)

Vulg

ar

1

Aura of Familiarity In

stan

t vs.

Res

olve

+ G

nosi

s

Humans, as social animals, depend on a host of cues and behavior patterns to identify member of their own groups.  This spell allows a mage a shortcut through that process, exuding the aura of a familiar compatriot, one whose identity the target's just can't place at the moment. While this spell is active, the mage exudes an aura that convinces all onlookers that he is someone they know, but don't quite remember at the moment, but who belongs in any case.  As long as he stays in the background not drawing attention to himself, the mage will never seem out of place in a social situation.  Those who come into direct contact with him roll their Gnosis + Resolve and compare successes to the successes gained in the casting of the spell.  If they exceed the mage's successes, the glamour breaks and the mage is recognized for the stranger he is, though only by that person.  If the person draws attention to how out of place the mage is, though, renewed scrutiny can call for more rolls.  Targets receive bonuses to their dice pool to resist the effect based on how obviously out of place the mage appears. Silver Ladder Rote:  Calming the Flock. Presence + Socialize + Mind vs Gnosis + Resolve. Thearchs like to keep a finger on the pulse of society, and there's no better way than to be included on the gossip.  Rather than laboriously ingratiating themselves with the crowd, a Thearch simply commands the group mind to accept him as one of their own.  Every order has a variant of this spell and the most common alternative version uses Manipulation + Socialize + Mind. O

phid

iman

cer

Inst

ant a

nd C

onte

sted

vs.

Sta

min

a +

Gno

sis

Each success allows you to shift a creature's size larger or smaller by 1 point. Every 2 points of size change also increases or decreases the target's land speed by 1. At Life 4 you can cast this spell on yourself and on Base or Median life. At Life 5 you can cast this on Advanced life with a touch (sensory at 6). A target can choose to resist this spell with Stamina + Gnosis. Rote: Stamina + Medicine + Life. Lo

kath

or

The mage creates an object of power with a trapped ghost inside. The object must be one of the ghost´s anchors, either a natural occurring one or one created on purpose by other magics like Transfer Anchor or Create Anchor. As long as the ghost resides inside the object it is usually dormant. The mage can roll Gnosis + Death as an Instant action to activate the Relic for the following Scene. Once activated, the mage can make use of any of the ghost´s Numina, tapping into its Essence and rolling the appropriate activation dice pool (usually involving the ghost´s Power + Finesse). Remember that ghostly Numina are not subject to Paradox or Disbelief, so Relics make useful pieces of equipment for any Seer. Seers of the Throne Rote: Tools of the Psychopomp. Resolve + Occult + Death vs. Resistance. Ghosts are not beings despite the apparent sentience of some of them. They are objects. They are weapons. They are tools. This rote is the maximum expression of this understanding; by it a Seer can provide himself with a potent device free of the banes of awakened magic. These objects are usually called Memento Mori in a jokingly fashion by some seer pylons especially devoted to the Seal of Death. Th

orbe

s

Page 46: Creative Thaumaturgy Compendium

Create Anchor Dea

th 5

Mak

ing

Last

ing

Cov

ert

1

Craft Ghost Dea

th 5

Mak

ing

Exte

nded

Adv

ance

d P

rolo

nged

Vulg

ar

Non

e

Entropy Field Dea

th 5

Inst

ant

Pro

long

ed (o

ne s

cene

)

Cov

ert

Non

e

False Healing Life

3 o

r Life

5

Perfe

ctin

g

Inst

ant

Prol

onge

d

Cov

ert

1

Inst

ant a

nd C

onte

sted

vs.

Res

ista

nce

or C

ompo

sure

+ G

nosi

sThe mage grants a ghost a new anchor. The roll receives a -1 penalty per existing anchor. The anchor can be either a being an object or a place. If it’s a being both the ghost and the anchor to be receive a resistance roll to resist if they are not voluntary (some ghosts want more anchors and some people could not care at all at having a ghost around, though this is rare). If any of them beat the spellcasting roll the spell fails. If the anchor to be is an object it has a dice pool to resist the spell equal to the degree of Sympathetic connection to the ghost from Unknown (5 dice) to Intimate (just 1). As above, if any of the contested rolls beat the spell´s Potency, it fails (the roll of the object is automatic, a voluntary ghost can forfeit his). Creating an anchor from a place works as with an object but the spellcasting roll receives a penalty based on the size of the place (check the Advanced Area Factor´s chart, each level above the base applies a cumulative -1 penalty). Seers of the Throne Rote: Earthly Shackles. Manipulation + Empathy + Death vs. appropriate resistance pool. Ghosts are useful but they are limited by its dependency upon their anchors. A powerful Seer can turn himself or any trifle into an anchor for an especially powerful or competent ghost and so having a practical retainer at hand at any moment. Th

orbe

s

The mage creates a ghost out of free floating ectoplasm. Successes are used to buy dots in the three Attributes of the ghost (Power, Finesse and Resistance), Numina and Anchors on a one for one basis (Attributes can go up to 10 dots each). The ghost must have at least one anchor that can be any place, object or being present (uncooperative living beings subtract their Composure from the spell´s dice pool). If no anchor is designed the caster becomes the default anchor of the ghost. Successes also buy the maximum Essence Pool of the artificial ghost as per the following: 1 = 10, 2 = 15, 3 = 20, 4 = 25, 5 = 50. Seers of the Throne Rote: Stillborn Servant. Intelligence + Crafts + Death – Composure (if appropriate). As any other object, ghosts can be crafted and forged to suit specific needs. Th

orbe

s

Unr

avel

ling

The mage creates an enervating zone. Base area is 1 yard radius (it can be increased adding Area Factors). Every turn a living being stays in the area of the spell it must roll Stamina + Gnosis reflexively and beat the spell´s Potency or else its Strength is reduced by one dot down to a maximum of one (the maximum possible reduction is equal to the mage´s Death dots). Lost Attribute dots are regained at a rate of one per day once the enervating zone is leaved. Rote: Gloomy Locale. Presence + Intimidation + Death. Th

orbe

s

The Life ••• version Mimics the effect of Healing Heart (pg 186 core book,  a spell for healing other humans) save for the fact that it is not a lasting spell.   The Life ••••• version can be used to mask the effects of Resistant Bashing or Lethal damage by creating temporary health boxes instead of healing it. This spell is especially hard to anticipate. Though Mage Sight might detect the spell lingering instead of dissipating, examination of the spell is exactly as normal and while the information is detectable, no attention is drawn to the spell duration. The mage examining the spell must notice that a nonlasting duration is problematic themselves. Furthermore, for the duration of the spell, the wounds are truly healed and thus it would take some truly creative spellwork to prevent the damage from reappearing when the spell ends. Seers of the Throne Rote: Anesthetic. Manipulation + Medicine +Life vs. appropriate resistance pool. It serves the Seers well to have a spell that assassinates only after the spell ceases to exist. La

reat

h

Page 47: Creative Thaumaturgy Compendium

Spell Contagion Prim

e 5

Mak

ing

Prol

onge

d

Prol

onge

d

Spec

ial

Spec

ial

Min

d 1

Know

ing

Inst

ant

Prol

onge

d (o

ne s

cene

)

Cov

ert

Non

e

Dea

th 3

Fray

ing

Last

ing

Vulg

ar

1

An Imbued object may have a variation of the spell Imbue Item. That is to say a Imbued object that can create Imbued objects. These can in turn Imbue a third generation of objects with an inferior version of the original spell. There can be a total maximum of objects from a single spell equal to the number of dots in Prime multiplied by Gnosis. The maximum number of generations of objects is equal to the caster’s Gnosis + 2. Each Imbued Object suffers a penalty equal to the generation of the Imbuement -1 on activation roles. Each time a subspell is created, it requires the same amount of mana it would if it were created via Imbue Object (though this mana does not need to be present before the subspell is created aka you can go back and give it more mana [made especially interesting with conditional activations and Channel Mana). Note: this spell cost 1 and only 1 against the number of spells a mage can have active. Non lethal (add life 2 or 3 if aggravated damage is involved). If this as added to attack spell that would have killed,  The spell will not kill (directly). Instead it will bring them to the brink of death and then stabilize them. Phase: add Matter 5   the aimed spell goes through all matter that is not the target   Cost: -2 dicepool. Necrosis (death 3) the spell damage acts as resistant unless the healing spell is of greater potency than this spell cost: -2 dice, need to be 1 dot higher. Free Council: Copypasta. Intelligence + Computers + Prime . While technically this spell should be able to be cast as a weaving spell, experiments showed each subspell acted against the total spells a mage could cast. Furthermore it was extremely (and repeatedly) vulgar and resulted in a Paradox of immense size. La

reat

h

Hyperthymestia (Mind 2 suggested)

The willworker grants herself a photographic memory, allowing her to remember everything she's ever experienced. For the duration of this spell, the willworker gains a truly photographic memory. She can access all of her memories in full detail, without making any rolls to do so. Every image she's seen, every song she's heard, and every book she's read come back to her with perfect clarity. This spell does not look into the past, however. If a character's memory has been fundamentally tampered with (see "Breach the Vault of Memory", on p. 214 of Mage: the Awakening), then she only recalls what has been planted in her mind, even if the Potency of this spell exceeds that of another. She does not recall things that were removed from her memory in this way. If she wishes to see through supernatural memory alterations, she requires Mind 3 (see "Know Thyself", on p. 194 of Guardians of the Veil). Silver Ladder Rote: Photographic Memory. Dice Pool: Intelligence + Wits + Mind. Knowing exactly what someone said in a verbal contract makes it easier to hold them to their word. This is basically a much less powerful version of Know Thyself, since this has not the potential to supersede someone tampering with your thoughts or memories. M

acai

Crack Bone (many suggested Death 4 and lethal instead) In

stan

t and

Con

test

ed w

/ Sta

min

a +

Gno

sis

The willworker targets a specific bone in their victim, causing it to crack and break. The mage must first grab hold of the target. If successful, he may cast this spell the following turn as an instant action. With Death 4, this can be used at sensory range. The dice pool for this spell is also penalized based on specified target factors (WoD pg165). If the roll is successful, the bone is broken, causing 1 aggravated damage and making the appendage useless until healed. Since the bones in the torso are smaller, they are treated as targeting a hand (-4) for the purposes of this spell. yaw

gmot

h

Page 48: Creative Thaumaturgy Compendium

Dea

th 4

Fray

ing

Inst

ant,

subt

ract

targ

et's

Sta

min

a

Last

ing

Cov

ert

Non

e

Burn Tass Prim

e 3

or 4

Fray

ing

Inst

ant

Last

ing

Vulg

ar

Non

e

Prim

e 4

Exte

nded

Prol

onge

d

Vulg

ar

Non

e

Tim

e 5

Unm

akin

g

Tran

sito

ry (o

ne tu

rn)

Vulg

ar

1

Rewind Tim

e 4

Inst

ant

Tran

sito

ry

Vulg

ar

1

Tim

e 3

Exte

nded

Last

ing

Cov

ert

Non

e

Consume Luck Prim

e 5

+ Fa

te 5

Inst

ant

Tran

sito

ry

Vulg

ar

Non

e

Atrophy (most argued that it should be reversible in some way)

All bodies decline with time, but use of this spell makes it possible for a willworker to accelerate this decline intensely, causing functional body parts to decay rapidly. The caster chooses a type of action that could be plausibly negatively impacted by years of abuse or aging. A health problem associated with either or a mixture of both manifests immediately. For example, the caster could choose perceiving (Wits + Composure), resulting in cataracts and noise-induced hearing loss symptoms, running for long periods of time (Stamina + Athletics), causing the target's arteries to become clogged, or fist fighting (Strength + Brawl), creating arthritis in his shoulder and elbow joints, making combat difficult for him. The willworker can choose any action plausibly impactable by atrophy. The degree to which the problem surfaces is contingent on the degree to which the spell succeeds. A cataract could be barely existent or nearly opaque, arteries could be mildly clogged or severe enough to almost cause cardiac arrest, and bones might simply crack with movement, or might lock in place. In game terms, each success on the spellcasting roll subtracts one die from the chosen action's dice pool. The dice penalty cannot exceed the caster's Death dots, even if the successes are accumulated over multiple castings of this spell. The caster much touch the target to cast this spell. At Death 4, he can cast this spell at sensory range. Silver Ladder Rote: Rob The Golden Years. Composure + Intimidation + Death. The Silver Ladder prefers not to actually kill their enemies for ethical reasons. However, disabling them with Magic is considered less of a sin. They use this spell to subdue dissidents without destroying them completely. M

acai

Converts tass into the Celestial Fire For every success allocated to potency this spell 1 mana is released from the targeted tass, anything touching the tass suffers 1 point of bashing damage per mana as celestial fire bursts from the surface of the tass. The caster can allocate three successes to excluding himself from the wrath of the flames. La

reat

h

Retributive Imbuement U

nrav

ellin

g

As with imbue object save that three successes can be allocated to imbue into the object the option to end this spell and cast a single target non area aimed Celestial Fire spell with automatic potency equal to the number of imbued spells. (ie DnD's Retributive Strike) La

reat

h

Acausality Inst

ant a

nd C

onte

sted

w/ G

nosi

s +

Res

olve

The mage distorts the flow of time, reqiring a force of will in order to bridge the gap between cause and effect For the duration of the spell, all actions (reflexive, standard or moement) not inflicted by this spell by those affected require reflexive rolls of <current pool willpower points> vs spell potency otherwise they fail to have occurred. Affected targets may automatically suceed on this roll after failing by spending a will power point. Like wise however, the caster may cause them to automatically fail on the roll or cancel out their willpower point by reflexily spending a willpower point.      This spell is an exception to the "one willpower point per turn rule". If spending a willpower point is negated by either one then a willpower dot can be spent in a similar manner and countered in a similar manner. La

reat

h

Travel back in time an amount determined as if it were a transitory duration spell. Only a maximum of time dot successes can be allocated to travel distance. La

reat

h

Temporal Beacon

Marks a point in time. The target number for potency is 10,  every 10 potency beyond that renders a +1 dice bonus to traveling to the point in time of the creation of the beacon. A mage may create up to time dots beacons, after that the newer and closer ones interfere with reaching the older one. La

reat

h

For the duration of the spell the mage may convert "roll again" dice to mana, up to the potency of this spell or their dots in gnosis, whichever is lower. This spell may be cast only once a day. La

reat

h

Page 49: Creative Thaumaturgy Compendium

Prim

e 5

+ Fa

te 5

Inst

ant

Prol

onge

d

Vulg

ar

Non

e

Tim

e 5

+ Fo

rces

3

Unm

akin

g

Inst

ant

Last

ing

Vulg

ar

1 +

Spec

ial

Spa

ce 3

+ F

ate

2

Wea

ving

Inst

ant

Tran

sito

ry

Vulg

ar

1

Spac

e 4

+ Pr

ime

1 +

Tim

e 2

Fray

ing

Inst

ant

Cov

ert (

impr

obab

le o

nce

activ

ated

by

the

cast

er)

Lucky Mana For the duration of the spell the mage may convert mana into extra dice on any given roll,  up to the potency of this spell or their dots in gnosis, whichever is lower. This spell may be cast only once a day. La

reat

h

Balefire

This is a spell with the potential to be truly devastating to the timeline...to say nothing of those poor souls it strikes. The mage directs a beam of super-intense white light at a target as an Aimed attack. It deals 1 point of aggravated damage to the target per success, and this effect gives the spell its base cost of 1 Mana. If the damage dealt by this spell kills the target or destroys the object(that is, the target's last Health box is marked with Aggravated damage or all its Structure points are lost) then the target's past is destroyed as well. If the mage paid only the base cost of 1 Mana, the target's last turn never happened. If the mage paid the base cost + 1, the target's last number of turns equal to the successes on this spell never happened. If the mage paid the base cost + 2, the target's last number of minutes equal to the successes on this spell never happened. If the mage paid the base cost + 3, the target's last number of hours equal to the successes on this spell never happened. If the mage paid the base cost + 4, the target's last  number of days equal to the successes on this spell never happened. This Mana must be paid before the dice pool is rolled, and the caster is limited by their Gnosis in the amount of Mana they can spend per turn. Obviously, this is a horrific spell...more so because of its destructiveness. When a person dies of Balefire, their Pattern is torn out of the Tapestry, both in the now and future, as well as in the past. Reality rewrites itself as it would have happened without this person or object. People and objects are perceived as dead for as long as it has been since their destruction in the past, excepting the caster. For example: Mage A casts this spell on Mage B, in front of Witness C. Mage A scores enough successes on this spell to kill Mage B, and only spent the 1 Mana. From Witness C's perspective, Mage B winked out of existence 3 seconds prior to the attack, and believes that Mage A just stood there. If Mage A had paid a total of 2 Mana for the spell, Witness C would have believed that Mage B had winked out of existence 8 rounds ago - assuming Mage B has 8 Health. This potentially creates a problem. In the above, the events of the first timeline occurred for Mage A - including any injuries he sustained - but Witness C lived through the second timeline. Mage A does not know what happened when reality rewrote itself to account for the missing Mage B, and this becomes more pronounced the farther back a target's timeline is burned out. Free Council Rote: Balefire. Intelligence + Occult or Science + Time. Sometimes, even the Free Council is tempted to destroy grimoires containing this spell. Some wonder what would happen if too many threads are cut out of the Tapestry. As

kirik

nigh

t

Emergency Portal

The mage gives his trust to Lady Luck, just so long as she gets him the hell out of here. Unless the mage chooses to add spell factors this spell only requires a simple success to activate. To determine where you are going: roll 2 shrubberies and a small child. Add the number of times you've gone to France. Multiply by the number of Trolls in Troll 2. Roll the small child again. Then give your results to your Story Teller and ask where you are going. La

reat

h

Big Brother Is Watching (Fate 2 + vulgar suggested)

Causes targeted sleepers to see every vulgar or improbable spell cast by targeted mages for the duration of this spell. Though this spell can be cast as an instant action it is far better to cast it as an extended action for greater potency in order combat Disbelief eroding the spell. The spell inverts Multispacial Perception, such that the multiple peripherial termini (the sleepers) all see the central termini (the mage) whenever the mage casts a spell that the sleepers would increase the paradox pool of. La

reat

h

Page 50: Creative Thaumaturgy Compendium

Watchers Spiri

t 4

Exte

nded

Prol

onge

d

Cov

ert

Non

e

Arcadian Oaths Fate

5

Mak

ing

Cov

ert

Dea

th 3

+ M

atte

r 2

Shie

ldin

g

Inst

ant

Prol

onge

d

Cov

ert

1

Prim

e 5

+ Fo

rces

5

Unm

akin

g

Inst

ant

Spe

cial

and

Adv

ance

d P

rolo

nged

Vulg

ar

Spac

e 1

Know

ing

Inst

ant

Cov

ert

Non

e

Prim

e 1

Inst

ant

Last

ing

Cov

ert

Spec

ial

Glitter Prim

e 1

Inst

ant

Tran

sito

ry

Cov

ert

The mage calls forth a powerful pair or combination or horde of Watcher and Paranoia Spirits to guard an area. Anybody who enters the area and fufills a simple set of characteristics observable by the spirits called will be affected. They find themselves being watched very intently. They know it too. Somebody is always watching them. Staring intently at them. Continuously. The affected must roll resolve+composure - spell potency up to spirit dots every hour that they are within the area. Failure leads to gaining a new derangement for 3 times the amount of time they remain in the area after gaining the derangement. Each derangement gained this way adds a cumulative -1 penalty to the resolve+composure dice pool. Understanding what is going on grants a +3.  Unseen senses merit grants a -3. La

reat

h

Exte

nded

(tar

get n

umbe

r = G

nosi

s)

Tran

sitio

ry

1 M

ana

+ 1

dot o

f Will

pow

erIn a place called Arcadia, reality works with different principles. Though mages lack the capability to know whether this place is the True Arcadia or a shallow construct they understand that it does not function the same. Thus they bind themselves as best they can to the land. In order to cast this the mage must be in the hedge. Then he creates a summoning circle created usually from High Speech. He then meditates and creates an oath tying himself to Arcadia. If he is successful, while he does not have access to contracts he is immune to the ravages of the Thorns in Arcadia and may eat and find shelter in arcadia as well as use his magic against the True Fae that dwell there.  Due to it's one time nature, this spell does not have a rote. At Fate six, a mage may place another being in the middle of the circle and cast it on them. Ep

imet

heus

Night's Shield (everyone thought this was overpowered)

The mage creates an imperceptible weave of semi-solid darkness around him, causing physical attacks to be blunted. This spell reduces the number of successes gained on the next attack made on the mage with a weapon by 1 per dot in the Death arcanum. Each additional success affects one additional attack.  ya

wgm

oth

Manastorm

The Mage converts the energy stored in the clouds of a natural storm (or hurricane, or other weather disturbance) into energy of a more supernal bent. The exact effects of this spell can range from temporarily creating what would effectively be a gigantic (in area) hollow, suffusing the area with mana, imbueing all of the rain and ground and creatures in the area with mana, to a supply of tass in the form of rain. The exact effects employed should be discussed between the ST and the Player. The effects of the spell end when the storm would have  blown itself out. La

reat

h

Optimal Packing

The mage learns the most space efficient packing arrangement for the targeted objects to be put into the targeted volume. This spell automatically uses Advanced Targeting Factors. At Space 2, Advanced Volume Factors  may be applied  and organizational tweaks such as "the glass is fragile and cannot have anything on top of it" may be added. A target volume of less than 5 cubic yards does not impose any dice penalties. Complexly shaped volumes may impose dice penalties. Each organizational tweak imposes a -1 dice penalty. The exact effects this has on how much more can be packed in a volume, and how fast are determined by the ST. La

reat

h

Expel Mana

The mage expels his own mana to be harmlessly dissolved into the tapestry A simple success allows a mage to deplete his mana pool to 0 with a flare of scintillating magic visible in mage sight. Each additional sucess allows the mage to chose to preserve 1 mana from the process. This mana may NOT be used in any way. This spell may NOT be cast on another being. If the spell is cast with additional duration factors then for the duration of the spell, any mana the mage gathers is immediately expelled. La

reat

h

The mage makes a sparkling illusion of rippling colors, like a burst of even more ephemeral Celestial Fire ... on acid. In essence, the mage creates an effect like that of a flamboyent stage magician given a bag of glitter. A simple success is enough to activate it for 1 turn, The primary factor of this spell is duration. With greater duration you begin to resemble Edward Cullen in the sunlight. La

reat

h

Page 51: Creative Thaumaturgy Compendium

Scenario Min

d 5

Patte

rnin

g

Con

cent

ratio

n

Cov

ert

Non

e

Forc

es 4

, Opt

iona

l Mat

ter 2

Inst

ant

Last

ing

Cov

ert

1

Forc

es 4

+ M

ind

3

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Min

d 5,

Opt

iona

l Tim

e 2

+ Fa

te 2

Inst

ant a

nd A

imed

Vulg

ar

Inst

ant a

nd C

onte

nste

d w

/ Com

pusu

re +

Gno

sis

The mage plays out a scenario in the target's subconscious, allowing him to check the reaction of the target to an event before that event happens. The mage plays out one event to get the target's reaction. Extra successes allow him to add events to the scenario. Ex: Aurelien casts Scenario on Badb with two successes. He plays out a scenario of revealing his true name, he learns that Badb will do her best to keep the secret. With the extra success, he plays out what she would do if she found out that he was sleeping with her sister. In the scenario, she still keeps his name secret from everyone but her sister. This only works to get the target's current state of mind, changes in state of mind, such as intoxication or a derangement, can render a long term scenario less effective than a short term scenario. This spell cannot anticipate physical reactions, only emotion and thought. If the target is a mage with at least Mind 1, she can roll a reflexive Wits + Composure to sense the scenario, she doesn't get the full view of the scenario unless she uses magic to bring it forth, but the scenario playing out for real will give a sense of deja vu. She is unaware of an intrusion into her mind unless she casts magic to unveil such. La

reat

h

Lightning Engravement

The mages calls down a bolt of lightning to strike the ground. When the glare of the lightning fades, a short message is engraved/charred into the ground where the lightning struck. For the lesser version of the spell, each success allows one more letter to be written by the spell. For either of the greater versions, each success allows one more word to be written by the spell. Rote: Message from God: Subterfuge + Presence + Forces. The Silver Ladder has many obvious uses for being able to send religious sleepers falsely divine messages. La

reat

h

Divine Proclamation

A combinational casting of Sound Mastery and Emotional Urging, results in a booming voice inspiring awe, fear, religious revelation, and/or humbleness in the speaker. The spell can be cast as an area of effect spell or a target factor spell. target factor version means that only the targetted creatures here the Proclamation. Successes assigned to potency increase the emotional effect on those who here it, making them more likely to obey Proclamation. The The caster needs to make a concentration check to actually utilize the spell , but the spell itself has a prolonged duration. La

reat

h

Astral Net (many made the argument that Space 5 was required for instantly jumping into an Oneiros, spell possibly needs reworking just to create a mental plane not involving Astral travel) P

rolo

nged

aga

inst

Sle

eper

s, T

rans

itory

aga

inst

Mag

es

1 W

illpo

wer

+ 1

Man

a pe

r tar

get

(There are 3 participants: Caster, Meditator, and Target) The Caster yanks the target's mind into the oneiros of the Meditator, who must currently be in the Meditator's own oneiros.  The target is pulled into the Oneiros of the mage. For the duration of the spell, the Resolve+Composure roll to return the Target to the physical world must achieve the potency of this spell+1 instead of a simple success in order to work. Furthermore, the roll to avoid waking up due to external stimuli recieves a bonus dicepool equal to the potency of this spell, OR  can be used as an opportunity to make a free reflexive action to attempt to wake up. The target number in that case is still the potency of the spell but the Target may recieve bonus dice based on the severity of the external stimuli. In essence, the Astral Barrier is reinforced to act somewhat like the Gauntlet.  The aura of the Target appears to be stretching  from the Target's body to the Meditatator's head and is surrounded in a webbing of mental energy. With the addition of Time 2  and Fate 2, it becomes possible to entrap the mind of the Target in the oneiros of the Caster, while the Caster meditates. That is to say that the spell can then self activate so the Caster can be the Meditator. La

reat

h

Page 52: Creative Thaumaturgy Compendium

Spac

e 3

+ M

ind

2

Wea

ving

Exte

nded

(tar

get n

umbe

r = d

egre

e of

sym

path

y)

Tran

sito

ry (o

ne tu

rn)

Vulg

ar

1

Dea

th 2

+ F

ate

1

Know

ing

Inst

ant

Con

cent

ratio

n

Cov

ert

1

Dea

th 3

Perfe

ctin

g

Inst

ant

Tran

sito

ry

Vulg

ar

1

Dea

th 5

Mak

ing

Exte

nded

Prol

onge

d

Vulg

ar

1

Voices In His Head

The willworker physically enters another mind. The target number is determined by the caster’s sympathetic connection to the mind. Count the sympathetic connection to the person, animal, spirit, etc., as the sympathetic connection to its mind. Each lack of Sympathy requires an additional success. Intimate = 1 -> Described = 5. One person of Size 5 or less can pass through the portal per turn (larger people can spend two turns squeezing through). Each success added to the target number allows the mage to widen the portal so that one additional person can pass through per turn. A Portal’s entrance can be placed anywhere that allows a person of Size 5 or less enough freedom of movement to enter it in a single turn. Most Portals are used like doors, with the entrance perpendicular to the ground, but the caster can be creative. The mind, being an abstract, places no limitation as to "where" the caster appears in the target's mind. Note that, without applying the “Portal Key” spell, p. 240 of Mage: the Awakening, the caster cannot limit who can use the Portal. Nearby enemies can attempt to step through it, too. A person can be thrown through a portal forcibly. A hold must first be achieved in a grapple action (see “Unarmed Combat,” pp. 157-159 of the World of Darkness Rulebook), after which the grappler can shove the person through the Portal as an overpower maneuver. Inhabitants of the mind are trapped there until a willworker creates a portal elsewhere. In the event the targeted mind is destroyed (perhaps by the death of the body that contains it), all of the mind's current inhabitants are destroyed with it. A willworker does not need to use Mind to create a portal outside of the mind he inhabits, only to enter it, unless he is traveling from one mind to another. The misconceptions of the inhabited mind apply as a reality within that mind's landscape. For example, a young child might think that taller cups always hold more liquid, and despite how illogical that is in reality, it happens to be the case in the child's mind. This can be used to great advantage by the willworker. If the willworker can convince the inhabited mind via manipulation, magic, or some combination of the two that human limbs grow back, for example, the willworker's limbs will actually grow back, and this effect will last even after he stops inhabiting the mind. This can also be a huge detriment to the willworker. If the mind is asleep and having a nightmare, he might become the first victim of the monster in his dreams. Indeed, a willworker can actually die in this environment. It is ultimately up to the Storyteller what goes on in the mind of any target, but he shouldn't arbitrarily make Mind spells fail to work as intended. With Space 4, this spell can be cast with a prolonged Duration. With Space 5, it can be cast as an instant action (and with advanced prolonged Duration factors). Seers of the Throne Rote: Manifest Subjectivity. Manipulation + Investigation + Spacefactors). Seers of the Throne understand that any mind can be a God in its own little world. For all we know, our lives could just be a dream of one of the Exarchs. La

reat

h

Guage Lifespan

The mage can know the target's remaining current lifespan if his life is allowed to take its "natural course" (i.e. as destiny decreed it). Only one success is required to know the target's remaining age on this Earth in years, rounded down. Each extra success allows the user to more accurately determine age. For example, 2 successes allow the remaining life to be known in years and months, 3 allow it to be known in years, months and days...and so on, all rounded down. Guardians of the Veil Rote: Measure the Thread. Intelligence + Investigation + Death. In addition to allowing Guardians to gauge a target's remaining time on the Wheel, this rote is also extensively used by the Thread Cutter legacy. The Mysterium uses the same rote as well for study purposes. O

bsid

ian

Phar

oah

Avernian Key

This spell magically opens or closes an Avernian Gate or even a Graveyard Gate. At Death 4 the duration becomes Prolonged, and at Death 5 it can use Advanced Prolongation factors, allowing a Master of Death to force an Avernian or Graveyard Gate open, or shut, for possibly weeks on end. Mysterium Rote: Skeleton Key. Intelligence + Occult + Death. When one is an avid Underworld explorer one needs to know how to open its myriad entrances quickly without costs, which are sometimes quite high. O

bsid

ian

Phar

oah

Underworld Circle

The mage opens a portal to the Underworld without the use of a Gate. The portal always opens at the nearest Avernian Gate unless the mage has a sympathetic connection to something or some place else in the Autochthonous Depths. The spell cannot transport to the Lower Mysteries. Mysterium Rote: Entry to Tartarus. Resolve + Occult + Death. A mystagogue Death Master has such sympathy with Death that he needs not a Gate to enter the Underworld. O

bsid

ian

Phar

oah

Page 53: Creative Thaumaturgy Compendium

Prim

e 2

Rul

ing

Inst

ant

Prol

onge

d (O

ne S

cene

)

Cov

ert

1 Hun

ter

Forc

es 4

+ L

ife 4

; Opt

iona

l Mat

ter 4

Patte

rnin

g

Inst

ant

Spec

ial

Vulg

ar

1 Hun

ter

Call Me Crazy Min

d 2

+ Fa

te 2

Rul

ing

Inst

ant

Pro

long

ed (o

ne s

cene

)

Cov

ert

1 Hun

ter

Prim

e 5

+ O

ther

Unm

akin

g

Inst

ant

Prol

onge

d

Cov

ert

1

Prim

e 4

Perfe

ctin

g

Inst

ant

Prol

onge

d

Cov

ert

1

Hologram Prim

e 3

Wea

ving

Inst

ant

Prol

onge

d

Vulg

ar

1

Pure Candle (some suggested this should be vulgar)

A more ubiquitous spell before the invention of the light bulb, the mage summons forth a small flame of celestial fire. The fire does not consume, and does not radiate heat, it is in effect, a small mote of prima materia. The main utility of the spell comes forth when cast at a ley node. By spending one Mana, the Duration can be made to last for one day. Additional successes may increase the number of candle flames produced. Flames = 2^(Successes - 1). The spell is traditionally cast upon the wicks of candles, but may be cast on other objects, or produce free floating flames. This prime light is more steady that that of a candle flame, and may be of any color. Free floating flames provoke disbelief when witnessed by sleepers, as does any flame burning in an unusual color. Flames on candlewicks, in lanterns, or in another more explainable location will only provoke disbelief if the flame is touched, thus revealing its heatless nature. If this spell cast at a ley node, then the duration is Lasting. In this fashion, the spell brings the natural energies of the Fallen World to bare, rather than channeling the energies from one's own reserve of power. Such flames will quickly burn out if removed from the auspices of the ley node. This spell may be used to quench these lasting flames. Silver Ladder Rote: Summoning Forth the Star. Dice Pool: Presence + Occult + Prime. A sublime metaphor for the spiritual aspect of fire, this spell is an excellent way to illuminate any Caucus or Convocation. The Mysterium is said to use a similar rote (Intelligence + Occult + Prime) to produce a steady reading light.

Signal Teleportation

A similar practice to Fiery Transformation (M:tA 172), but with a compleatly different application, the mage transforms into a beam of light, wave of radio, or similar form of quick moving energy. While there is little one can do in this form, one can travel quickly. The spell transforms the mage and transports her in a miniscule amount of time. depending on how this is cast, the mage may travel through the air, across a power of phone line, or via a radio transmission. The spell transforms the mage back when the form of energy would normaly dissipate. When light would be absorbed, a radiowave recieved, or a phonecall is answered, the mage matterializes. There are some inherrent risks involved, depending on the form, which can be left to the storyteller's creativity. By adding Matter 4 to the casting, the mage can cause all of her normal equipment to change with her. With Forces 5 and Life 5, the mage can take others with her. Free Council Rote: Beam Me Up, Scotty. Intelligence + Science + Forces. Born from a Master's experiments in the conversion of mass to data and the transmission of such, the Free Council is still discovering new ways to use this rote. Other orders who have encountered this spell have laughed it off as a foolish reinventation of the wheel for the most part, but the ability to teleport without or a need for a sympathic connection or the Space Arcanum does garner some interest.

By invoking the different emotions of his subconscious and fair bit of luck, the mage is able to call forth a madness in himself that can be beneficial. This spell gives the mage a variation of the Schizophrenia Derangement, in that the character will hear voices and see things differently than they actually are. While under this madness, the hallucinations can grant insight to the situation at hand. The voices might scream warnings of danger about the man who is double crossing the mage. The voices and hallucinations are not perfect, however, as the aid they give can lead the mage to indulge his Vice or fall victim to another active Derangement.

Shield of Falsification

The mages renders damage less potent by temporarily making the source less real. Each time a the target mage is dealt lethal or aggravated damage that falls under the purview of Prime 5 or the conjunctional arcana, that mage may expend a mana to convert the source of the damage temporarily to unrefined tass. This changes the damage from lethal or aggravated to bashing. This has no effect against spells with greater potency than the shield of falsification. La

reat

h

Selectively Permiable Material

The mage creates an immaterial illusion that can become solid tass or solid tass that can become an immaterial illusion. When the mage casts the spell, the mage designates two triggers, though they can be the same trigger. One trigger transforms the solid tass into an illusion and the other does the reverse. La

reat

h

In exchange for giving up any chance of actually fooling anyone that the illusion being created is real, the caster gains the ability to create an incredibly control over the detail and movement of the illusion. The goal is beauty and performance. Successes on this spell are assigned to volume. Within that volume the mage has complete control over the ephemeral, translucent illusion within. The mage makes an extended crafts roll for a nonmoving illusion or an extended performance roll for a holographic movie. Both rolls recieve bonus dice equal to the mage's number of dots in Prime. The movie version recieves a -2 penalty if not the mage does not have Multitasking active. La

reat

h

Page 54: Creative Thaumaturgy Compendium

Tim

e 4

+ M

ind

4

Spec

ial

Spec

ial

Vulg

ar

1D

eath

3 +

Min

d 3

and/

or P

rime

3

Inst

ant

Spec

ial

Cov

ert

1

Electric Whine Forc

es 2

Inst

ant

Prol

onge

d

Cov

ert

1

Subjugate Min

d 3

Fray

ing

Inst

ant,

Sub

tract

Tar

get's

Res

olve

Last

ing

Cov

ert

1

Lobotomize Min

d 5

Unm

akin

g

Last

ing

Cov

ert

1

Thought Is the Arrow of Time

The mage sends his memories and/or mind back in time to himself, but not his physical body. As with Shifting Sands (Time 3) save that nothing that happened to the caster's physical body is sent back, only the caster's mind. La

reat

h

Entropy of Magic

The caster makes another mage's extended spell much more wasteful, requireing extra mana (Prime version) or willpower (Mind version) to cast. Successes are assigned to extra mana or extra willpower, up to a maximum of the lower of the caster's dots in Death and Prime/Mind. This spell may not be cast on the same spell twice. Nor may it levy a cost in mana or willpower where none existed before. It may only increase a pre-existing cost. La

reat

h

The caster annoys and distracts another mage by causing an electrical device to give off a high pitch whine. The primary factor is area. Anyone within hearing range is subjected to a -1 penalty to all rolls due to distraction. La

reat

h

A mage creates a short term loss of motivation in a subject. Each success on the casting of this spell removes one Willpower point from the target. In the event that successes exceed remaining Willpower points, the target suffers a mild Derangement of the Storyteller's choice. At Mind 4, the caster can choose the Derangement. The Derangement fades once the individual has full Willpower. Use of this spell constitutes a violation of Wisdom ("using magic to harm someone"), and requires the appropriate degeneration roll for each use of the spell. The caster rolls three dice to avoid degeneration. A single person cannot be inflicted with more than one Derangement from this spell. Seers of the Throne Rote: Assault the Will. Manipulation + Intimidation + Mind - target's Resolve. While Seers believe that they are servants of the Exarchs, many also believe that uninitiated Sleepers and even non-Seer Awakened are servants for themselves. They use this spell to put a mouthy recruit or a rambunctious Sleeper in check without completely destroying their being. M

acai

Inst

ant a

nd c

onte

sted

w/ R

esol

ve +

Gno

sis

A mage permanently removes part of a target's force of will. Success on the casting of this spell removes one Willpower dot from the target. In the event this spell is cast on a target with no remaining Willpower dots, that target gets a severe Derangement of the Storyteller's choice. At Mind 6, the caster can choose the Derangement. The Derangement fades once the individual has at least one Willpower dot. Use of this spell constitutes a violation of Wisdom ("stealing a soul"), and requires the appropriate degeneration roll for each use of the spell. While it may not be a literal soul theft, in truth, this kind of assault on the mind isn't far from it. The caster rolls two dice to avoid degeneration. Adamantine Arrow Rote: Shatter Ego. Presence + Intimidation + Mind vs. Gnosis + Resolve. An Apostate who went by the Shadow Name "Overmind" told members of the Adamantine Arrow that you can win a battle by robbing your enemies of their desire to keep fighting rather than by simply kicking the shit out of them. When he was doubted, Overmind sympathetically tore apart the mind of their commanding officer until he was little more than a sobbing, terrified child. He was later captured and tortured into teaching the Arrows this Rote. M

acai

Page 55: Creative Thaumaturgy Compendium

Will Box Min

d 3

+ Pr

ime

3

Prol

onge

d

Vulg

ar1

Fate

1 o

r Fat

e 2

Know

ing

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Vitality Shroud Life

2

Veili

ng

Inst

ant

Pro

long

ed (o

ne s

cene

)

Cov

ert

Non

e

Dea

th 3

Veili

ng

Inst

ant

Pro

long

ed (o

ne s

cene

)

Cov

ert

Non

e

Dea

th 3

; opt

iona

l Spa

ce 2

Wea

ving

Exte

nded

Last

ing

Cov

ert

Non

e

Slay Resonance Dea

th 5

Unm

akin

g

Inst

ant

Last

ing

Cov

ert

Non

e

The mage imbues into an object the ability to store a willpower from a willing donor for later use. When cast on an object it gains the ability to hold a willpower dot. Dots of will may be placed in or removed from the items with the spell Transfer Will (Mind •••) (TotM p.66). This allows for storage of willpower for the long term (requires both Mind •••• and Prime •••• to be cast with advanced duration). Each Dot of willpower within the object will glow faintly as a mote of light. (Ie. if a lid is opened or if the item is transparent). If the item is destroyed all willpower Dots stored inside are forever lost evaporating into the Astral Realm. The capacity of the object is determined by the number of successes allocated at spell casting time. The only way to get the willpower Dots in or out of the Will Box is with the Transfer Will spell or another spell like it, just holding the box does not allow this. There is an additional advantage of a willpower box, which is rarely used. The holder may use the willpower within to spend the willpower Dots within as if they were willpower points. This causes them to vanish from the box. This is usually only used in an emergency because the cost is so high. Silver Ladder: Mental Tithe. Presence + Craft + Mind. Some Silver Ladder conciliums will require the Donation of Will as part of the oaths to become full members, or as a strong penalty against members who have fallen into disgrace. te

loric

Check Probability

The mage devotes the entirety of the spell to observing the probability of success of actions without supernaturally affecting that probability. This gives a better clarity of results. The mage sees probabilty with enough clarity to give numerical odds. In game terms, the character is aware of dice pools (though only in terms of probability, the character actually knows the numerical odds but that would involve advanced calculation due to the roll again rules). The mage cannot read the odds of contested rolls without Fate 2. La

reat

h

This spell masks the user's vital signs from any who would or could sense them, mundane or magic methods alike. Mundane methods such as pulse-taking, thermometers and stethoscopes fail outright, although a CT scan might detect extremely low brain activity. The subject's heartbeat cannot be heard, their pulse cannot be felt, they even appear to not breathe. Magical methods, such as Healer's Trance or Sense Life must overcome this spell's Potency. Should they do so, the sensing mage knows the mage is there. Should they fail, Sense Life simply fails to detect the mage, and Healer's Trance registers the mage as dead. Apostate Rote: Ki-masking. Manipulation + Subterfuge + Life. Although not as effective as a Disciple of Death "playing dead", this spell is sometimes used by those seeking to bypass entities that sense a being's life force. as

karik

nigh

t

Suppress Resonance

As an apprentice of Death can suppress his aura, so too can a Disciple suppress the resonance of an area. Successes determine area in cubic <insert unit of measurement>. This spell levies penalties on any spells that attempt to read the resonance of the affected area. Banisher Rote: Shadow the Emanations. Manipulation + Occult + Death. Created by a member of the Translators, this rote is used to suppress "residual alien frequencies" left by magic. O

bsid

ian

Phar

oah

Transmigration of the Soul

As with the spell Quiet Grave (Banishers p.54) but this spell works to allow a dying or just recently dead soul to safely transition from the material world to wherever it goes afterwards. A target affected by this spell does not form a ghost, no matter what unfinished business it has left. Attempts to magically create a ghost of the target have to overcome this spell's potency. The optional Space version allows the spell to be cast over an area. Anyone who dies within the area does not form a ghost. Guardians of the Veil Rote: Metempsychosis. Composure + Occult + Death. Used by spiritual Guardians to allow a dying soul to reincarnate without outside disturbance. O

bsid

ian

Phar

oah

Unlike Suppress Resonance (see above) this spell completely destroys all resonance within an area, including the spell's, and its caster's, own signature. Seers of the Throne Rote: Dead Silence. Resolve + Stealth + Death. A good Seer never leaves any tracks behind, physical or magical. O

bsid

ian

Phar

oah

Page 56: Creative Thaumaturgy Compendium

Ice Sculpture Mat

ter 3

+ F

orce

s 3

Wea

ving

Inst

ant

Prol

onge

d (1

hou

r)

Vulg

ar

1

Min

d 4

Rul

ing

Inst

ant

Tran

sito

ry (o

ne tu

rn)

Vulg

ar

Non

e

Ride Senses Min

d 3

Unv

eilin

g

Inst

ant

Pro

long

ed (o

ne s

cene

)

Cov

ert

Non

e

Life

3

Perfe

ctin

g

Inst

ant

Last

ing

Vulg

ar

1 Cha

ron

Stored Healing Life

3 +

Tim

e 2

+ Fa

te 2

Perfe

ctin

g

Inst

ant

Last

ing

Cov

ert

1

Tim

e 2

Rul

ing

Inst

ant

Pro

long

ed (O

ne S

cene

)

Cov

ert

Non

e

The spell weaves ambient water vapour and lowers its temperature to create an object made of ice of the caster's design, which can be used as any tool or weapon. On a simple success the ice object has Durability 1, Size 2, Strength 1. Each extra success can increase one of these attributes by 1 or increase the duration by half an hour. The caster can choose to have the object have Size 0 or 1, but this limits its Durability and Strength to a maximum of 1 each. The ST can levy penalties or bonuses based on the room temperature. For example, in very cold climates the spell could have a +2 bonus while in a desert it would have a -3 penalty. With Forces 4 Advanced Prolongation can be applied. Adamantine Arrow Rote: Frozen Flame. Dexterity + Weaponry + Matter. A Norwegian Arrow Moros by the shadowname of Helsdottir devised this rote to summon weapons and armor from the cold of Hel itself. O

bsid

ian

Phar

oah

Switch off Consciousness

With this spell the mage is able to harmlessly render their target unconscious, leaving them them immobile and unable to act. It is as if suddenly their mind stops working.  Primary Factor: Duration. Rote: Intelligence + Medicine + Mind vs. Resolve Gnosis. This spell is resisted by by the Subject’s Resolve + Gnosis. Each success after the first extends the duration. ve

ntru

emat

hieu

The mage mystically rides the senses of another person and perceives all that they do. The caster’s body becomes comatose, as under the description of “Psychic Projection,” While riding the senses of another the mage perceives all the sensations that the target experiences. It is as if the mage were there in person. The mages has absolutely no control over the subject nor are they able to read their thoughts, they are merely an observer. If the subject has dots in the Mind Arcanum they they make a reflexive Wits + Gnosis + Mind draw once a scene; if the number of successes exceeds the spell's Potency they will become aware that they are being ridden. If the mage has Mind 4 they may cast this as a combined spell with "Mage Sight" from any Arcana. Rote: Wits + Empathy + Mind vs. Resolve + Gnosis Reflexively. ve

ntru

emat

hieu

Accelerated Healing (this is overpowered with extended casting - Body Mastery from Mysterium book recommended instead)

As a followup to the Control Body (Life 2 found in the core, which only heals bashing damage) spell, this one speeds up the mage's healing time. For each success rolled, the time it takes to heal one point of lethal damage is halved. The mage can speed the time it takes to heal aggravated damage with Life 4. Adamantine Arrow Rote: Field Surgery. Stamina + Medicine + Life.

Each success on the spell heals one lethal or bashing damage on the next turn after that damage is dealt. Lare

ath

Accelerate Healing (still over-powered with extended casting)

The willworker accelerates the healing of his wounds. For each success, healing time for the practitioner is halved for the Duration of the spell. At Time 3, the caster can use this spell on other people. Mysterium Rote: Quick Cool Down. Dice Pool: Resolve + Medicine + Time. This rote was designed for circumstances when one is trapped in labyrinthian catacombs or ancient crypts and has limited access to medical supplies or other conventional healing techniques. Artifact hunting mystagogues have used this rote for centuries to help them survive. M

acai

Page 57: Creative Thaumaturgy Compendium

Min

d 5

Inst

ant a

nd c

onte

sted

Prol

onge

d

Vulg

ar

Ordinary Object Min

d 2

Veili

ng

Inst

ant

Prol

onge

d (o

ne s

cene

)

Cov

ert

Non

e

Tim

e 4

Inst

ant

Con

cent

ratio

n

Vulg

ar

1

Weapon Jam Fate

3

Inst

ant

Last

ing

Cov

ert

Non

e

dark

fire1

4

Fate

4

Inst

ant

Prol

onge

d

Vulg

ar

1 dark

fire1

4

Sample Mind State 1

Man

a an

d 1

Willp

ower

Through a combination of "Breach the Vault of Memory" and "Multi-tasking", the caster makes a copy of the target's mind and places the copy in a segregated portion of the caster's own mind. Thus the mind can be dissected at the caster's leisure, or run through simulations to predict the target's reaction to various events. Target number is the target's Willpower. One roll is made per turn. La

reat

h

An object is made forgettable and unnoteworthy to those who come across it. They sense nothing special about the object, even if it would normally draw attention to itself, such as a gun in a bank or a famous artifact in a Consilium meeting. On the street, they take no more notice of it than they would anything else, and are likely to forget ever having seen it soon thereafter. Each success adds to the difficulty of noticing or remembering the object. Note that any blatantly attention-grabbing actions involving the object automatically violate the occlusion of the spell. Examples of such actions would be firing the gun or pointing it at someone threateningly, or using the artifact to cast a vulgar (but not covert) spell. The spell affects anyone who comes across the object. It does not need special Target factors to affect more than one person. Whether the object is on the person of the mage who cast the spell, the person of someone else entirely, or just lying about is irrelevant. Those who possess some form of supernatural mental protection (such as a "Mental Shield") are subject to a reflexive contested Gnosis + Mind roll upon first encountering the object. If the roll's successes equal or exceed the Ordinary Object spell's successes, the onlooker can remember the object normally. The mage must touch the object in order to cast this spell on it. With Mind 3, he can cast this spell at sensory range. Mysterium Rote: Hide In Plain Sight. Wits + Larceny + Mind. The Mysterium is all about secrets, even more so than the Guardians of the Veil in some ways. The signs and symbols the Mysterium uses are so occluded that you can see the most important object in history and think it's just another statue. M

acai

Remove Temporal Inertia

The caster removes his temporal inertia for the duration of the spell. That is to say that he removes the ability to make (or be subject to) any lasting change. While under the effect of the spell the mage is, for nearly all intents and purposes, immaterial. It is not that the mage can't pick up a piece of paper, for instance, but rather that within a turn the paper will have faded away out of the mage's hand and reappeared where it was before with indication (physical or mental) that it was gone. Someone with Temporal Wrinkles might notice the mage and his actions if the spell were more potent than this spell, but nothing can really be done unless this spell is broken. La

reat

h

A skilled user of fate can make mechanical failure of a weapon a certainty rather than a random fluke. When successfully used, this rote cases a firearm within sight to suffer mechanical failure of a plausible nature, the weapon suffering mechanical failure until such a time it can be repaired. Dramatic Failure: The weapon instead functions better than expected. Add +2 dice to the next die roll made with the weapon as its accuracy is improved. Failure: The weapon functions normally. Success: The weapon suffers a jam or mechanical failure and fails to fire. It is rendered non-functional until it can be properly repaired with time and a successful wits+firearms roll. Exceptional Success: The bullet ignites in the barrel causing the weapon to be destroyed. The weapon is rendered useless without extensive repairs. In addition Roll a number of dice equal to the damage bonus of the weapon. Each success inflicts 1 point of Lethal Damage on the weapon holder, as they suffer powder burns. Rote: Wits+Science+Fate

Maximize Accuracy

A skilled fate mage can effect fate in such a way that an attack that it is unnaturally accurate inflicting the maximum amount of damage possible. Each success on this roll allows any attack roll during the scene (Be it Athletics, Brawl, Firearms or Weaponry) to be treated as a Rote Action. Each success grants a single dice roll to be treated as a Rote Action during the scene. Dramatic Failure: Fate backfires on the user and instead their next attack roll is treated as a Chance Die. Failure: No noticeable effect. Success: Each success allows an attack action to be treated as a rote action. Exceptional Success: The user's 10 Again are also treated as rote actions. Rote: Dexterity+Occult+Fate.

Page 58: Creative Thaumaturgy Compendium

Charmed Life Fate

5

Inst

ant

Prol

onge

d

Cov

ert

1 dark

fire1

4

Tim

e 5

+ Fa

te 3

+ L

ife 3

Patte

rnin

gE

xten

ded

(targ

et #

= c

urre

nt a

ge -

targ

et a

ge /

5, ro

und

up)

Prol

onge

d (A

dvan

ced,

max

one

wee

k)

Vulg

ar

1

Spac

e 2

Rul

ing

Inst

ant

Prol

onge

d (o

ne s

cene

)

Cov

ert

Non

e

A Master of Fate can effect destiny around themselves deflecting any bad karma from effecting them, at least so long as the spell is active. When this power is activated, the user subtly avoids bad situations that they may stumble into. They can walk through a high crime neighborhood without being the target of a random mugging. They won't accidentally be in the path of speeding car barreling round the corner. They also may avoid being in a place where a fluke accident may occur or at least the accident does not occur while the character is there. Even when walking through a war-zone, the caster will not be singled out as a random target. This rote however does not cause "Good" karma though, so does not effect luck in a game of chance, although it may prevent the character from being the target of a Casino snuff. This rote only prevents the caster from being singled out at random. It does not prevent people actively searching to find the character. Dramatic Failure: The character ends up at the WRONG place at the WRONG time, such as entering a restaurant that breaks out in a fire while they're there due a freak accident. Failure: The character's fate is unchanged. Success: The character is protected from bad karma for the duration. Exceptional Success: The character also is harder to find by those who wish to do him/her harm. Subtract half the successes (rounded down), from dice pools to locate the character or cause him/her direct harm. Rote: Wits+Occult+Fate.

Fae Longevity

The mage conditions his Pattern so that Time does not affect it, manipulating Fate to lengthen his alotted lifespan, while Life increases his healing speed and resistance to toxins and diseases, as well as keep/restore him to a youthful appearance. For the duration of the spell the mage returns (or stays) young, ceases to age and becomes immune to all non-magical  toxins and diseases. Each success permanently increases his alotted lifespan by 5 years and halves his healing rate (rounded down) of all damage. This is compatible with the Quick Healer merit. In addition, a mage who spends at least 75% of his time under this spell's effect increases his lifespan by an additional  25 years for each dot in Fate. On an exceptional success, the previous bonus is increased to 50 years per Fate dot. When the spell ends, the mage does not return to his normal physical age but instead ages from the one he regressed to at a rate equal to (target successes) days per day, until reaching his previous physical age where he ages normally from then. Rolling a dramatic failure means the spell doesn't take effect and the target automatically ages by 1 year and cannot recast the spell until after a month. Fate 4 is needed for this spell to be cast on another. If the spell's description is kinda complicated, think of it this way. It resets the clock, pauses it, and adds extra hours to it too. Also, I'm not sure the mechanics are very sound. Feedback would be appreciated on that point. Silver Ladder Rote: Contract of Immortality. Manipulation + Occult + Time. People aren't the only thing that can be haggled to give something up. Users of this rote are also able to negotiate with Destiny to keep them young, healthy and long-lived. O

bsid

ian

Phar

oah

Window Manipulation

A willworker can manipulate an open scrying window as though it were a floating camera or open a new one for this purpose. While the window may have originally been opened to a person or place, the mage may now move it around freely. For example, he could open a scrying window to another mage while that mage is in his sanctum. He can then proceed to explore this sanctum, going from room to room and looking through the drawers and other inaccessible locations by having the window move "through" the objects. The willworker can also create a new scrying window to something within sensory range, and then proceed to "travel" to his desired location by moving that window to where he wants to go. He must know where he wants to go in order to get there. He can't watch over a friend or enemy unless he knows where they are, and he can't explore a sanctum unless he knows where it is. With Space 2, the mage must concentrate while moving the window. He can't perform any actions while he is moving the scrying window. With Space 3, moving a scrying window becomes second nature, and he can do it reflexively without putting any thought into it. When the Duration of this spell ends, the window does not revert to its previous state. Mysterium Rote: Astral Projection. Wits + Investigation + Space. The Mysterium has figured out how to see things from afar without depending on sympathetic connections. They cast this spell to circumnavigate the need for sympathetic magics by substituting it with their own mundane knowledge. M

acai

Page 59: Creative Thaumaturgy Compendium

Forc

es 2

+ S

pace

2

Rul

ing

Inst

ant

Prol

onge

d (O

ne S

cene

)

Cov

ert

Non

e

Insulator Prim

e 4

Exte

nded

Prol

onge

d

Cov

ert

1 +

1 pe

r tar

get o

bjec

t

Insomnia Inst

ant

Prol

onge

d

Cov

ert

Non

e

For the duration of the spell the target becomes UNABLE to sleep ... while still needing to.

Innocence Min

d 5

Ext

ende

d an

d C

onte

sted

Prol

onge

d

Vulg

ar

1 W

illpo

wer

Shuck the Body Dea

th 5

+ L

ife 5

+ T

ime

2

Exte

nded

Adv

ance

d P

rolo

nged

Vulg

ar

1 W

illpo

wer

dot

Mat

ter 4

+ F

ate

3

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Record Scrying Window

The visual and auditory information of a scrying window are stored in a form of electronic media, such as an MPG or AVI file on a hard drive, a DVD, or even a VHS tape. The events viewable from the scrying window are stored in a video file viewable by anybody with access to it. Viewing the recording does not invoke Sleeper Disbelief. In the event that the spell ends, the scrying window closes, or the media runs out of space to store more video, recording ceases. The media does not revert to its previous form after the end of the spell. The spellcaster must have a form of media in his possession. The video is stored in that media. It is completely mundane in every way. Because of this, the video could potentially be uploaded to something like YouTube if the caster was so inclined to publish it. If this spell is used maliciously, such as to record an unfaithful spouse in the act for the purpose of blackmail or revenge, it constitutes an Act of Hubris. The willworker has used magic to harm someone; she rolls three dice to avoid degeneration unless her Wisdom is already three or lower. Free Council Rote: Sympathetic Security Camera. Intelligence + Computer + Forces. Sometimes mundane tools can be used to exceedingly effective ends. The Free Council uses this Rote to collect embarassing personal details. Guardians of the Veil use a similar rote to collect incriminating evidence. M

acai

Encases an imbued object in a "lamination" of tass, "muffling" both the imbuement and the effect the object has on spell tolerance. The target number is the total potency of all spells imbued in the object that are to be "muffled" + 1 per 2 spells. If any spells imbued in the item are excluded, then the spell tolerance effect of the entire object remains the same (ie, if a 10 spell imbuement has all but 1 "muffled", it still counts as 5 spells towards spell tolerance). At Prime 5, this rule no longer holds. (Note that for the purposes of this spell, the object does not count towards the caster's spell tolerance). This spell has 2 primary uses :  containment and debilitation. Containment is the obvious application of being able to more safely move possibly dangerous imbued objects. Debilitation is a tricky tactic in which an object (usually a net) is imbued with many deletorous or useless spells. Then this spell is cast on that object. The object is thrown at or given to a target and then this spell is cancelled and their spell tolerance is far exceeded, rendering them impotent. La

reat

h

Life

3 o

r M

ind

3

Lare

ath

The mage causes the target to think in a more moral way. It can backfire on long term consequences though. For the duration of the spell, the target treats all sins as if they were one level lower on the wisdom/morality/humanity scale. They must also suceed at a resolve and composure roll to commit such a sin. This spell only affects those with a lower morality/whatever rating than the caster's wisdom. (this spell does not effect werewolves or changelings) La

reat

h

This is the ultimate expression of the idea behind the spell "suppress own life". The caster suppresses his own life. Then draws himself out of the "dead", and soon to be dead, body as a "ghost" in the twilight. Within a period of no longer than a day, the "ghost" recreates the mage's body. The default setting for this spell is to aim for indefinite duration, otherwise the caster may experience his body spontaneously rotting until the body gets enough mystical identification as "alive". The caster must have as many sucessess as would be necessary to construct his own body with life. The caster must make his own body, not an improved or altered one. La

reat

h

Jury Rig Platonic Ideal

The mage transfers the platonic ideal of one object to another object. For each success the mage can transfer one platonic ideal from from one object to another. As an example: a mage could transfer the platonic ideal of his sword to a baseball bat, which would then deal lethal damage despite being a blunt weapon. STs are advised to be cautious about how they allow this power to be used. The player can state what object is transferring a platonic ideal and what object is recieving it, but the ST determines the final effect of doing so.  Ex. if a player transfers the platonic ideal of a bomb into a sword the ST can rule that the effect is a sword that destroys itself on impact (without exploding). Optional: An object can only have 1 platonic ideal at a time. The platonic ideal to be transferred must first have been actualized by the casting of Fate 2 Platonic mechanism, causing this set up to require two active spells to continue to work. La

reat

h

Page 60: Creative Thaumaturgy Compendium

Dea

th 4

Exte

nded

Prol

onge

d

Vulg

ar

1

Dea

th 1

+ T

ime

2, O

ptio

nal L

ife 1

Unv

eilin

g

Inst

ant

Tran

sito

ry

Cov

ert

Non

e

Min

d 3

Inst

ant

Last

ing

Cov

ert

Non

e

RLE

_Fix

8d

Stiffen Mat

ter 3

Inst

ant

Tran

sito

ry

Cov

ert

Non

e

Dea

th 3

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Create Ghost Dea

th 5

Exte

nded

Prol

onge

d

Vulg

ar

1 W

illpow

er P

oint

Mat

ter 1

Inst

ant

Prol

onge

d

Cov

ert

Non

e

The mage shapes pre-existing snow into the perfect manifestation of his icy wrath: a snowball.

Haunted Shadow

The mage places a willing ghost into his own shadow (with Death 5 he can do this to others). The ghost may interact, on it's own initiative, with objects and people via their own shadows. The ghost may not disconnect the shadow from the caster's feet (or wherever the caster is touching the ground) however the ghost may attempt to flee the shadow as an instant contested action against the potency of this spell on any turn during which the caster is not touching the ground/floor directly or indirectly (hanging from chains does not count as a release moment but hovering in free air or jumping does). If the ghost decides not to do so or fails, treat the location where the shadow of the feet fall as an anchor.  The ghost may stretch the shadow twice the number of yards equal to the higher of the mage's gnosis or Death dots. Stretching farther than that due to light tricks may increase the range of the ghost but it also weakens the shadow.  The ghost may only travel across connected surfaces. La

reat

h

Eyes of the Reaper

The mage sees the current allotted lifespan of the target, should current trends continue. This spell has many of the same limitations as augury, in that the caster's actions can easily negate the prediction.   If the caster includes Life 1 then no target factors are needed as the spell applies to all living things within the caster's sight, though the caster won't necessarily process all of the information. The prolonged version can be very useful if the mage notices an action causing an abrupt change in lifespan. This spell cannot be used by the caster to monitor their own lifespan. That is a different spell entirely. La

reat

h

Vicarious Sympathy

This spell allows the caster to bestow his own memories to a target which allows the target to cast spells using the casters sympathetic connection to a person or place.  The spell also allows the caster to use the targets sympathetic connections if the target is consciously thinking about the person or place.  At Mind •••• the target does not need to be consciously thinking of the person or place.

In a reversal of "Plasticity" The mage stiffens a normally flexible/pliable/plastic material. Clothing is a common target. The material in question becomes stiff and unflexing, an instant Strength and Athletics roll must exceed [insert game mechanic here] to cause the material to "give". And when it does, the material most likely shatters brittly. Thus, if this spell is cast on a target's clothing, it restrains them and if they break out then they are naked (giving a great many potential combat/tracking advantages, especially because they lose their pockets). Another common varient of this spell imposes dice penalties (= to matter dots) to all physical pools and speed and initiative by allowing the target's clothing enough flexibility not to break but enough inflexibilty to be a hindrance. La

reat

h

Undying Intelligence (some thought this should be +1 dot, possibly with Mind)

The spell grants a zombie a modicum of sentience, giving it 1 dot in a mental stat per success, to a maximum rating of the caster's Death dots or its own physical attributes, whichever is lower. For example, a zombie with power 4, finesse 2, resistance 2 could be granted a maximum of intelligence 3, wits 2, resolve 2 with this spell.by a mage with Death 3. Mysterium rote: The Thinking Dead. Manipulation + Occult + Death. Sometimes you need your assistants to be capable of a little more than just carrying things around or protecting you from visitors. With this rote, a Mysterium mage can have an entire research team at his beck and call in moments. ya

wgm

oth

The mage creates the ghost that might have resulted if he had died at the end of the casting of the spell.  The  mage can make multiple ghosts with additional target factors or additional castings, but they all are of him.   Part of casting this spell involves Supress Own Life at the end of the spell, rendering the mage helpless for 1 turn. La

reat

h

Perfect Snowball La

reat

h

Page 61: Creative Thaumaturgy Compendium

False Positive Life

2

Rul

ing

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Booster Prim

e 4

Inst

ant

Prol

onge

d

Vulg

ar

Non

e

Tim

e 3

Ref

lexi

ve

Tran

sito

ry

Cov

ert

Non

e

Exte

nded

Prol

onge

d

Vulg

ar

Non

e

Life

3 +

Mat

ter 3

Inst

ant

Prol

onge

d

Cov

ert

Non

e

The

Cut

ting

Blad

e

Inst

ant

Spec

ial

The

Cut

ting

Blad

e

Life

1

Know

ing

Inst

ant

Prol

onge

d (o

ne s

cene

)

Cov

ert

Non

e

For the duration of the spell, the caster can manifest any physical symptom of a disease. Because sometimes you just need to fake a fever or a wet hacking cough really well. ya

wgm

oth

The mage is enshrouded in an aura of mana (visible under mage sight), that boosts the potency of the mage's spells. The mage may choose a target number up to the mage's dots in Prime. For the duration of Booster, each time a spell cast by the mage, the spell is increased in potency by the target number while Booster is decreased in potency by the same number. La

reat

h

Paradoxical Choice

Learned by observing the so called "Paradox paradox", (a spell caused to paradox by sleepers that is never visible to those sleepers because of the paradox) this spell allows the mage to choose one action based on the future outcome of an untaken action.  The spell is also related to Shifting Sands but is both more limited (specific conditions outlined ahead of time) and covert.    This spell cannot negate death or paradox. La

reat

h

Life to the Lifeless Li

fe 5

+ P

rime

3 +

Mat

ter o

r Dea

th

5

For the duration of this spell, an inanimate object (via Matter) or a corpse, zombie, vampire, or promethean (via Death) will mystically be "alive". No changes are evident from the perspective of the Fallen Realm, but for the duration of the spell magic cast upon the object treats the object as a living being. Both the advantages and disadvantages thereof apply. La

reat

h

Weaponized Hands

Fortifies the flesh and bone of the hands with dense inorganic substances, increasing weight and durability of fists. (adds +2 to brawl attack dice pool). At caster's choice, the effects may extrude through the skin to form razor-edged protrusions along the skeletal lines of fingers and back of the hands. (Requires Life ****) (any successful Bashing damage also automatically inflicts one Lethal Wound) The spell then becomes Vulgar. Releasing the vulgar version of this spell inflicts one Lethal wound to the caster unless a point of Mana is spent. Rote: Stamina + Medicine + Life.

Convenient Wounding Ti

me

4, p

ossi

bly

+ Li

fe

1

Acts as a Counterspell, but cast on self, in response to incoming damage action. May only be used if you have not acted for this round of combat, and consumes your action for the round. Freezes a portion of the caster's body in time so that any damage inflicted is postponed until the caster releases the spell. This does NOT reduce or eliminate the damage, it only allows it to be suffered when the Mage has the resources and down-time to deal with it. One success allows for one incoming attack's damage points to be postponed for 20 minutes. Additional successes add an additional 5 minutes. Each time this spell is cast, it counts as an Active Spell cast upon the Mage's Self, along with all the spell tolerance penalties that may imply. Each spell remains an Active Spell until the caster releases or the duration expires. Rote: Composure + Survival + Time.

Nature's Wisdom

Knowing when it's going to rain by looking the ants desperate running. Where find water by reading the patterns in the roots of a tree, or wish fruit is harmful for you, are priceless knowledge...  a knowledge written in the nature for those who have eyes to see it.  With the ST discretion and when scenario sustain abundant natural life, a +2 dice bonus is gained for survival skills rolls for one scene per success achieved. A conjunctional cast with Space • and Fate • it’s allowed. With Space • the mage gain a precise position of a water source or food. With Fate •, the mage gain the perception of a better path to follow in the nature environment. If the mage doesn’t have the survival skill, he is considered to have 1 dot for one survival roll per success gained. Mysterium Rote:  Mysterium Noob 101. Wits + Survival (or Animal Ken) + Life. For those apprentice who join the order and know nothing about being outside the city, this spell is essential.  R

ithua

n

Page 62: Creative Thaumaturgy Compendium

Drag Space Spac

e 5

Inst

ant

Prol

onge

d

Vulg

ar

1

Temporal Maze Spac

e 5

+ Ti

me

5

Exte

nded

Prol

onge

d/La

stin

g

Vulg

ar

Non

e

The

Cut

ting

Blad

e

Prim

e 4

Wea

ving

Last

ing

Vulg

ar

1

Hive Army Life

3 +

Min

d 2

Rul

ing/

Shie

ldin

g

Inst

ant a

nd c

onte

sted

vs.

Sta

min

a

Prol

onge

d

Vulg

ar

1

The mage "grabs" a volume of space and wraps it around himself so that he "drags" it wherever he goes. In a way it is similar to co-location, in that the volume interacts with both it's original location and it's current one. Thus a mage could do this to his heated apartment and then walk out into a -5 degree weather and still be warm. The mage is not in two locations at once, two locations are in the mage at once. The most common use (by far) of this spell though, is to "drag" a section of a Demanse with the mage while still leaving the soul stone safe in the Sanctum. La

reat

h

Creates a doorway that loops back on itself in both Time and Space. Anyone ignorant or foolish enough to enter this doorway will be trapped in a Mobius Strip-esque dimension where centuries and seconds are the same, while walking in any direction leads you back to where you started from. Wits + Composure may be rolled to resist, but at a -3 penalty due to the disorienting effect on the senses. The average Sleeper, or even a less powerful Mage, would be more inclined to believe he is having a nightmare than realized this is actually happening.

Spelljack Inst

ant a

nd c

onte

sted

w/ R

esol

ve +

Gno

sis

A willworker takes control of a spell and changes its target or targets. Although the casting is an instant action, the mage can cast this spell at any point in the Initiative roster, even before he could normally act, although that is his action for the turn. The caster of the targeted spell relinquishes it, but does not pay any kind of toll. The caster of Spelljack gains control of that spell, and may choose new targets for each of its original target factors. If the targeted spell is an area of effect spell, the willworker may change its area aspects within the limit set by the original casting roll's successes. Silver Ladder Rote: Rein In. Presence + Larceny + Prime vs. Resolve + Gnosis. The Silver Ladder seeks sovereignty over all things, including the magics of their peers. M

acai

Based on the spell “Control Base Life” (MtA, p182) this spell grants an instant and improved control on a swarm, with a network of insects at the Mage service. This spell is casted in addition to Control Base Life, unless the caster have Life••• Advantage over Control Base Life (MtA, p182): Doesn't attack any person near, just the enemy targets by the mage. The swarm can surround the mage without put in danger here comrades. By the cost of success of the spell (in parenthesis) and minions of the swarm (expressed radius yards of insects controlled), the mage can also achieve as a reflexive action: Swarm protection:  Part of the swarm surround the mage and grant cover (WoD, p162) with a Durability equal to her dots in life arcanum and Structure equal to the cubics yards of insect used for this function. The mage must spend a number of successes equal to the Structure of the cover. With Structure +2 success more, the mage can create a cover over another mage. The loss of insects affect directly the number available to control. Strategic net (2): Gain +2 bonus dice to Wits and initiative rolls because the alertness and control over the battlefield granted by the swarm until the end of the spell. Cloak objects (1): Objects that fall or lay on the ground, can be covered or buried by worms. Instigate(3), Once per turn as an action: Instead to -2 dice on perception, a swarm can instigate a target by repeatedly attacking and trying to crawl to his eyes, ears, mouth or under his clothes. The target rolls Strength + Brawl against the cubics yards of insect allocated by the caster +2. If the target fail, lost one turn. However if the targets succeed, the insects dies or run away from the control of the spells. After draining successes from the spell or loosing insects from the swarm, the spell lost effectiveness until is dissipated. Silver ladder Rote: “A god among insects”. Manipulation + Animal Ken + Life vs Stamina. To guide man and insects alike, this rote is a display of ruling power: the silver ladder speciality. Bonus Factors: A spoon with Royal Jelly; +1. A living queen bee in a Crystal tube; +3 R

ithua

n

Page 63: Creative Thaumaturgy Compendium

Mold Life Life

4; o

ptio

nal M

atte

r 4 o

r Dea

th 4

Patte

rnin

g

Inst

ant a

nd c

onte

sted

vs.

Sta

min

a

Tran

sito

ry (o

ne tu

rn)

Vulg

ar

1

Life

4 +

Fat

e 4

Patte

rnin

g

Inst

ant

Prol

onge

d (O

ne S

cene

)

Vulg

ar

1

Prim

e 3

Wea

ving

Inst

ant

Spec

ial (

Last

ing)

Vulg

ar

1

This spell functions like the Matter 3 spell Plasticity (Mage Core pg. 199), with the obvious exception that it functions on one or more living beings and the beings revert to their natural state when the spell ends. At this level, the mage must touch the targeted being (although he could do so using forceps or other tools). With Life 5, he can cast this spell at sensory range. The spell renders organic matter about as soft as very stiff clay, and as easy to sculpt by hand as a mass of butter. While under the effect of this spell bodily functions still operate normally, unless deliberately changed not to, so causing 1 aggravated damage per success and adding another point of mana to the cost of this spell. The spell can be used to enhance or debilitate its target in several ways. For each success a mage may do one of the following: Close, adjust or create a single orifice. Fuse, separate, thicken or thin, sharpen or soften skin, flesh, bone or bark. Add, remove or relocate a limb, joint or organ. By adding Matter 4, a mage can combine living and non-living matter in a similar fashion. By adding Death 4, a mage can combine living and dead matter. Scelesti Rote: Rib of Adam. Dexterity + Medicine + Gnosis. Many Scelesti seek to emulate their dark and twisted masters, many more seek to honor them by creating a fascimile horror out of their victims. This rote serves both these purposes. The Adamantine Arrow uses a similar rote (Stamina + Medicine + Gnosis) to turn themselves into frighteningly bizarre war-machines. Fl

ipsi

de

Body of Evolution

This spell functions like Transform Self (Mage Core pg.) except it doesn't grant control of the features to the caster. Rather the body registers and responds to change in its environment by adapting as appropriate. This way the caster isn't prohibited by his own understanding or bias and can feel secure that no change will ever truly impede his chances to survive or even flourish. In addition, there is no limit to the number of features the mage could enjoy. Following the turn after casting Body of Evolution, the mage continuously undergoes rapid changes, adding, removing or modifying features found in the natural world in order to maintain equilibrium with his surroundings. Each success reduces by one die any penalties due to his environment or health level. In addition, Body of Evolution ensures the mage can sustain himself and sense and interact meaningfully with his environment. How exactly this is done is left to Fate (i.e. the ST). Example: Two mages walk into an empty bar. Sensing something is amiss, both cast Body of Evolution, when suddenly an electrical surge cuts the power and all light goes out. Mage 1's eyes become cat-like, while Mage 2 develops the means for echolocation. If the area would later be filled with magical darkness Mage 1 would adapt (cats' eyes are useless) while Mage 2 would not (echolocation still serves him well). Free Council Rote: Homo Abeo. Composure + Medicine + Gnosis. The Free Council initially developed this rote to test and catalog the multitudes of possible evolutionary variations of the human species based on environmental factors. The experiment, however, turned out to be a lot grander than they had expected, and so they gave up (sort of). Nowadays libertines use it for a variation on the masked ball, whereby extreme environmental changes are forced upon the party-goers. Fl

ipsi

de

Re-Threading the Weave

Disciples of Prime learn that a spell once cast does not necessarily as static as they seem.  This spell allows a mage to redefine the parameters of an existant spell. Once a mage has detected the presence of an ongoing spell a mage can cast this spell to rearrange the allocation of the spell's factors.  Each success on the casting of Re-Threading the Weave can exchange on success from one factor to another factor (ie a Potency success can be shifted to Duration).  No factor can be reduced to zero successes.  If the spell was cast by another mage or was relinquished earlier, the casting mage must first accumulate successes equal to the current Potency of the spell.  Successes in excess of the Potency can then be used to shift successes around.  After this alteration, the affected spell continues on for the rest of its new Duration as normal. The mage must posess at least one dot of each Arcanum used in the target spell.  At Prime 4, this will no longer be necessary. Free Council Rote:  Variable Shift. Wits + Occult + Prime. In the course of their experiments in metaphysics, Libertines often have to make adjustments to ongoing spells in order to test their hypotheses.  Mystagogues of the Mysterium use an alternate Rote that utilizes Intelligence + Occult + Prime. O

phid

iman

cer

Page 64: Creative Thaumaturgy Compendium

Life

2

Rul

ing

Inst

ant a

nd c

onte

sted

w/ S

tam

ina

Prol

onge

d (O

ne S

cene

)

Vulg

ar1

Prim

e 4

Perfe

ctin

g

Inst

ant

Spec

ial (

Last

ing)

Spec

ial

1

Sterilize Dea

th 2

Rul

ing

Inst

ant

Last

ing

Cov

ert

Non

e

Any

1

Com

pelli

ng

Inst

ant

Tran

sito

ry, s

peci

al

Cov

ert

1

Change Size (suggestions: allow Stamina and Health increases, no stacking wth Honing)

The willworker changes the size of a living creature while maintaining anatomical proportion and homeostasis, turning fleas to giants and men to ants. Each success adds or subtracts one point of Size and one point of Strength from a base life form up to a maximum of the caster's Life Arcanum. For example, if an ant has Size 0, the mage has Life 2 and she gets two successes, the ant becomes Size 2 and Strength 2. However, if three successes are rolled, the ant only becomes Size 2 and Strength 2, since she only has Life 2. This spell cannot target a swarm; it can only target an individual. Creatures cannot be reduced below Size 0 or Strength 0. With Life 3, she can target median life. With Life 4, she can target advanced life, such as herself, other Mages or Sleepers. When cast, the willworker must touch the target. By adding one dot to the Life requirement, she can cast this spell at sensory range. Adamantine Arrow Rote: King Kong. Strength + Stamina + Life vs Stamina + Gnosis A particular Arrow Mage made this spell so that she could turn her frail frame into a hulking monster when the time came to fight. M

acai

Continuing the Thread

Once a mage has reached Adept status in the Prime Arcanum she has achieved such a refined understanding of the flows of magic that she can add her strength to an existant spell, shoring up defenses or assisting allies in their studies. Once a mage has detected the presence of an ongoing spell she can cast this spell to add successes to the spell's factors.  Each success on the casting of Continuing the Thread can add one success to the spell's factors.  If the spell was cast by another mage or was relinquished earlier, the casting mage must first accumulate successes equal to the current Potency of the spell.  Successes in excess of the Potency can then be added to the spell.  After this alteration, the affected spell continues on for the rest of its new Duration as normal. The mage must posess at least one dot of each Arcana used in the target spell.  At Prime 5, this will no longer be necessary.  This spell takes on the Aspect of the spell being reinforced. Guardians of the Veil Rote:  Reinforcing the Veil. Manipulation + Occult + Prime. The Guardians know how crucial it is to maintain the various illusions and controls that they have set in place, otherwise the subtle web they have woven over the years would have crumbled long ago.  Some of the mysteries that the Guardians watch over have been sealed away for millenia and not even the wisest among the VeilKeepers know what horrors may be unleashed if the wards placed upon them were allowed to fail.  Mages of the Silver Ladder use a variant spell to maintain the spells of kingship that they are heir to (Presence+Occult+Prime). O

phid

iman

cer

The mage instantly slays all microscopic life in the area. This spell causes a 1 yard radius area to become entirely sterile - all germs, viruses, and other such microbial life is ended, with extra successes adding to the area.  This does not prevent the area from becoming reinfected, but it does make it much easier to maintain the cleanliness of an area. La

reat

h

Fortify Imago (many thought this was broken, should at least be restricted to dots in Arcana and probably should require Prime)

When the mage lack magical knowledge and skills, he last resource is fortifying his spell’s imago. For one spell casting, the mage prepare the imago attuning the connection with his watchtower. As result, the next spell casting gain a +1 situational bonus. In the Astral Realm (Oneiros), the inner place strongly influence by his will and his connection with the watchtower, the mage gain +2 situational bonus. For every success the mage gain an extra turn to cast the second spell (the spell to be increased). The spell ends immediately after the target is casted spell. The bonus can stack with “Words of power” (MtA, p117) and “Atlantean Runes” (MtA, p119), but the main drawback are the mana cost, the spell tolerance and the strong resonance left by the spell casted, giving a +2 dice to scrutinize spell (MtA, p278).  Free Council Rote: “believe!” Composure + Expression + Any Arcana. When you lack the arcane experience and aptitude to cast a spell, you have to fully rely on your imagination. Remember that your imagination is as real as your fist. R

ithua

n

Page 65: Creative Thaumaturgy Compendium

Astral Leash Spiri

t 3

Wea

ving

Inst

ant

Prol

onge

d (1

hou

r)

Cov

ert

Non

e

Spac

e 1

Unv

eilin

g

Inst

ant

Prol

onge

d (o

ne s

cene

)

Cov

ert

Non

e

Prim

e 1

Unv

eilin

g

Inst

ant

Tran

sito

ry

Cov

ert

Non

e

Sense Oddness Fate

1

Know

ing

Inst

ant

Pro

long

ed (o

ne s

cene

)

Cov

ert

Non

e

Prim

e 2

+ Fa

te 2

+ M

ind

2

Unv

eilin

g

Inst

ant

Tran

sito

ry

Cov

ert

1

Astral Space is a protean and, quite often, dangerous realm. Sometimes having a Familiar's Numina and Influence at your disposal on the journey can give you a little bit of help. This spell allows a mage to have his Familiar accompany him on an Astral journey. Successes determine duration along the Prolonged chart, with Spirit 4 giving access to Advanced Prolongation. Also, the duration is measured in real world-time and not the subjective time of Astral Space. The Familiar is not transported bodily but manifests an Astral body. Damage done to the Familiar in the Astral affects its Willpower, with the Familiar being ejected out of the Astral when reaching 0 Willpower. Healing the Familiar in Astral Space affects its actual Corpus. This spell can be cast on any type of Familiar (spirit, ghost, Supernal, etc.) so long as it is properly bonded to a mage. It can also be cast on another mage's Familiar, although the Familiar can only accompany its owner on his Astral journey. Mysterium Rote: Soul Passenger. Composure + Empathy + Spirit. O

bsid

ian

Phar

oah

Improve Identify Person (some said that this should be Mind instead and that the factor bonus was too high and that the spell could be power gamed)

When a mage investigate the resonance of a place or spell to find out the identity behind it, this spell give him an aid.  The mage gain a +2 situational bonus in all the Unveiling Resonance rolls (Intelligence + Occult. MtA, p227) that imply revealing the Identity. This apply to Scrutinizing Objects and Spells. The bonus can stack with any bonus gained with a given Mage Sight. Additional success help to discern any faking in the resonance by another space spell. Guardians of the Veil Rote: “Find the suspect”. Intelligence + Investigation + Space. This Spell is essential for every initiate in the Order. The fact that rote spell are slow to analyze (5 success required) make this spell an excellent aid. Bonus Factors: A list with the name of possible suspects or most wanted mage, +1potency R

ithua

n

Dissect Spell (factor bonus was criticised as too high, the spell could be power gamed with extended casting)

A mage scrutinize a spell resonance, Improving the chance to discern the layers that compose it. For each success the mage gain a +2 situational bonus in a single Unveiling Resonance rolls (Intelligence + Occult. MtA, p227) that imply Scrutinizing Spells. The bonus can stack with any bonus gained with a given Mage Sight. Additional success can also be used to pierce through a Spell Cloaks, adding a +1 bonus for Wits + Occult rolls, up to his prime dots. Mysterium Rote: “Study the manifested Imago”. Intelligence + Occult + Prime. Bonus Factors: Polarize magnifying lens, +2 potency R

ithua

n

When a mage scrutinize a resonance and doesn’t complete the whole study, can sense that something important is missed. When a mage voluntary end a Unveiling Resonance (Intelligence + Occult. MtA, p227), it gains an reflexive roll of wits + composure to sense that something is missed. For every additional success a +1 situational die bonus is gained to this roll. Also, every difficulty to detect this particular resonance is applied to this roll. Free Council Rote: “Smell's strange”. Wits + Composure + Fate. R

ithua

n

Clearing the Resonance

A mage put there mind and sense to untangle the threads of the reality and understand faster resonance, giving even a chance to speak for itself. The combination of a fast assimilation of the sensory input and the chance to pick the right resonance trace are the secret of this spell. For every success the mage gain a +1 die situational bonus for a single Unveiling Resonance rolls (Intelligence + Occult. MtA, p227) for every prime dot that the mage have . Also, for every Fate dot the mage reduce a dot of occultation merit from the scrutinized target (MtA, p86). With Fate •• also add the effect of Sense Oddness. At prime •••, a mage can spent an additional mana to unveil a cloaked spell, by allowing a Wits + Occult roll without penalize. If the mage suspect there is a cloaked spell nearby, they can see through the cloak by simply exceeding the potency with their scrutiny successes. Guardian of the Veil Rote: “Surveillance of the Tapestry”. Wits + Investigation + Prime. Remain silent with the eyes closed one turn before cast the spell, +2. R

ithua

n

Page 66: Creative Thaumaturgy Compendium

Min

d 3

Wea

ving

Prol

onge

d (O

ne S

cene

)

Cov

ert

Non

e

Embody Spirit Life

5 +

Spi

rit 5

Exte

nded

Prol

onge

d

Vulg

ar

Non

e

Spi

rit 5

+ L

ife 5

Exte

nded

Prol

onge

d

Vulg

ar

Non

e

The reverse of Embody Spirit spell Loosing the Bodily Shackles

Life

5 +

Spi

rit 5

Exte

nded

Prol

onge

d

Vulg

ar

Non

e

This spell converts an animal into a spirit of that animal. Totemforging

Inst

ant

Prol

onge

d

Vulg

ar

Non

e

Avoid the wrong path In

stan

t and

Con

test

ed w

/ Com

posu

re +

Gno

sis

The mage increase the target’s perception of the moral pressure, suffering a difficult to indulge his vice Every attempt to indulge a vice is resisted by a moral urge to repress it. Before allow the target to follow his vice, the target is warned that he feels that is doing something wrong. If he decide to continue, he must face that he committed a true sin. In game mechanics he must face a derangement roll for a sin committed. If the target fail, he suffer a mild derangement for the duration of the spell.  This kind of control over the free will is a sin against the caster wisdom (wisdom 8). Guardian of the Veil Rote: “Clockwork Orange”. Manipulation + Intimidation + Mind. A vulgar name for a spell that makes a better society. Guardian of the veil aren’t afraid to use it, for a mayor good. R

ithua

n

This spell forces a spirit into an embodied form. This is not a possession, but rather the creation of a body specific to the spirit. In other words, it's a step in the process of creating an embodied familiar Descending the Angel La

reat

h

Disembody Spirit La

reat

h

Ascension of Spirit La

reat

h

Self Repairing Undead D

eath

4 [z

ombi

e] ;

Dea

th 5

[rev

enan

t] +

Mat

ter 5 Successes on the animation spell can also be attributed to "repair". Each success so attributed will heal the undead of 1 non-resistant damage per

15 minutes. Bashing is healed before lethal, which is healed before aggravated. Lare

ath

Page 67: Creative Thaumaturgy Compendium

Inst

ant

Prol

onge

d

Vulg

ar

Non

e This spell targets an already existing undead to grant it the ability to self repair as Self Repairing Undead.

Portal Presence Spac

e 5

Inst

ant

Prol

onge

d

Vulg

ar

Non

e

Analyze Tropes Fate

1

Know

ing

Ext

ende

d (o

ne tu

rn p

er ro

ll)

Con

cent

ratio

n

Cov

ert

Non

e

Pygm

alio

n

Rewind Tim

e 4

Patte

rnin

g

Inst

ant

Tran

sito

ry (o

ne tu

rn)

Vulg

ar

1

Add Self Repair to Existing Undead D

eath

3 [z

ombi

e]; D

eath

4 [r

even

ant]

+ M

atte

r 5

Lare

ath

The "clones" formed by this varient of Manifold Presence, are in fact a network of portals in the shape of the caster. That is to say that each clone is a single person shaped portal. La

reat

h

It works like Interconnections, scrutinizing with Intelligence + Investigation (or maybe Academics?) + Fate, with each success on the scrutiny identifying one trope the target fits in the chronicle, starting with the most prominent. Seeing the archetypes they relate to can give the caster a guess about their abilities, as well as the nature (not the exact content) of their past and future actions. Since it's in regards to the world at large and not necessarily the character's own life story (use Interconnections between yourself and the target for that) it doesn't mean the character can just look at people and recognize their enemies. When giving information, the Storyteller is encouraged to look at the chronicle's plot from a more detached perspective, where the PCs aren't necessarily the main characters of the story (though they should still run the game that way).

The mage causes an area to go backwards in its timeline. People walk backwards, objects fall up, and bullets fly into their guns. With one success time rewinds as fast as it would have normally gone forward. Each additional success doubles this reversion. For example, with three successes, an area would be returned to its previous state three turns ago, over the course of one turn for the rest of reality. Objects and people are either within the area of effect of the spell or they're not. A person walking who, upon casting of the spell, is "halfway" in the area of effect does not get split in two as one of his halves begins to walk backwards. The Storyteller is the final arbiter as to whether something is within the area of this spell or not when part of it is outside the area and part is not. This spell effects all things, including people's memories. People who have been reversed forget that such ever took place. The exception to this rule is the caster himself; he remembers being rewound. Therefore, those Sleepers caught in the spell do not invoke Sleeper Disbelief. Sleepers outside of it, on the other hand, definitely do. The spellcaster may add additional factors to this spell, but must take the appropriate dice penalty that comes with them. For example, he could decide that he wants the spell to last for three turns rather than just one, so he takes a -4 penalty. Each success still increases the speed of rewinding, though. Let's say he gets four successes on his spellcasting roll. That would mean things get reversed at a rate of eight turns per turn of duration. 8 x 3 = 24. Over the course of three turns, the affected area is rewound 24 turns, while the rest of reality continues to move forward. Objects and people that attempt to pass through the "border" get stuck in their location halfway through, since they would go backward in time until they passthrough the border, now moving forward in time right back through the border to where they go back. This creates a perpetual loop where the object is simply suspended in time for the Duration of the spell. Free Council Rote: VCR-RW. Dexterity + Composure + Time.This rote has many applications. Reversing a short period of time can cause great wounds to be healed in only a few seconds, or stupid social blunders to be forgotten forever. The Free Council pride in being the ones to come up with it, and use it to remind others that yes, these "times" are in fact changing. M

acai

Page 68: Creative Thaumaturgy Compendium

Tim

e 4

+ M

ind

2/4?

+ F

orce

s 3

Inst

ant

Tran

sito

ry

Vulg

ar1

Min

d 1

+ M

atte

r 1

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Stick Mat

ter 2

+ L

ife 2

Rul

ing

Inst

ant

Prol

onge

d (O

ne S

cene

)

Cov

ert

Song of the Undiscovered Country

The mage flips a coin. At the top of its arc, it hangs in midair, flipping but neither descending nor rising. Then it begins to flip faster and faster until it just appears to be a sphere of metal. At this point, when the coin appears to be in all possible orientations simultaneously, the coin begins to make a noise. The incredibly fast flipping causes fills the air with a steady, pure tone. It is magically penetrating but not piercing. Any who hear it begin to see/hear/feel the future movements of everybody else who hears it. Then they also see the future movements of everybody else taking into account the knowledge of that previous future. And also another iteration taking that information into account... and another... and another... and another ...  Needless to say, all of the overlaying possible actions this makes combat between those affected VERY difficult. The spell an area of effect. Each success on the spell inflicts a -1 penalty on all attacks (and most hostile actions) between all affected targets for the duration of the spell. La

reat

h

Mental Schematic

The mage casts this spell on an object and for the duration of the spell, extended crafts rolls to duplicate the object (such as with Matter 5 raw creation) are rolled once per turn. If the crafts roll already involved that, then successes on this spell are added to the dicepool. La

reat

h

Non

te

The mage is able to stick an item to his clothes or to himself (adding Life •• as conjunctional arcanum). At Matter ••• Its able to cast on another target or surface. Mistakenly considered as a reverse version of “Friction Reduction” (ToM, p62) This spell glue two surface together: the object and the mage (his clothes or himself). Every success allows to glue a single small object (up to size 2) to the mage with a strength equal to his dots in Matter. Success on the spell casting can also increase the glue strength in basis of one Strength dot per two success. The mage can freely detach glued objects. If someone try to force it, a successful roll of Strength + Stamina - Glue Strength is required. When assigning the contested roll, the ST must considerer the case when is easier to tear the clothes or detach the glued object. If the mage attach the target object to his skin (requiring Life ••), a roll against the Glue Strength + the Caster Stamina is required to detach the object. If the object glue to the skin is detached against the mage will, he suffers one bashing damage per Glue Strength. Additional success can be invested in order to increase the size of the object glued, up to size of the caster -2. For example, It’s even possible to attach a steel plate at his own chest gaining cover dots (Like the film “A Fistful of Dollars”) but the weight and size should be considered in the agility of the character. The ST has the final word in this subject. With Matter ••• It could be casted on another target by touching or casted at sensory range to another target with Matter ••••. In that case, the spell is resisted with Stamina + Gnosis. With Matter •••, it also possible to cast on another surface at sensory range, following the normal area affecting rules per success, but the limitation of object up to size 2 still apply. In order to glue bigger objects (for example a boot on the floor), the mage must expend additional success. The ST must be aware that multiple targets affected can invoke disbelief and finally unravels the spell. Free Council Rote: “Freehands”. Stamina + Athletics + Matter. “Many tools to carry? Want a Flashlight attached in your head and a set of screwdriver with your arm? no problem! use MAGIC!” Its’ a common propaganda of the Free Council Adept. The Guardian of the Veil use a similar spell to keep close the essential items (like guns, cellphones or wallet) this rote version use Larceny instead. Adamantine Arrows use this rote at matter ••• to glue the guns in the holder of their enemy or catch the weapon of an opponent with their hands. Bonus Factors: A Post-it sticked around the clothes or arms, with atlantean runes (FC), +1 target. A thread knot on every important object (GoV), +1 Glue Strength per object. Scaling gloves with metal reinforcement specially designed (AA), +2 Glue Strength. R

ithua

n

Page 69: Creative Thaumaturgy Compendium

Fast Forward Tim

e 4

Patte

rnin

g

Inst

ant

Tran

sito

ry (o

ne tu

rn)

Vulg

ar

1

Remote Control Forc

es 1

or F

orce

s 2

Com

pelli

ng

Inst

ant

Pro

long

ed (O

ne S

cene

)

Cov

ert

Non

e or

1 (s

ee b

elow

)

Gauge Acumen Min

d 2

Know

ing

Inst

ant;

subt

ract

targ

et's

com

posu

re

Prol

onge

d (O

ne S

cene

)

Cov

ert

Non

e

The mage causes time in an area to go faster than time outside of it. With one success, time doubles in speed. Each additional success adds another factor to which speed accelerates. So with two successes, time goes three times as fast as it normally would, and with three successes it goes four times as fast as it normally would. Objects and people are either within the area of effect of the spell or they're not. A person walking who, upon casting of the spell, is "halfway" in the area of effect does not get split in two as one of his halves begins to walk twice as fast. The Storyteller is the final arbiter as to whether something is within the area of this spell or not when part of it is outside the area and part is not. This spell effects all things, including thought processes. People inside the area of effect think and act faster. For each success, people, animals, and other beings both in the area effected by the spell and in the initiative roster may make an additional action. The spellcaster may add additional factors to this spell, but must take the appropriate dice penalty that comes with them. For example, he could decide that he wants the spell to last for four turns rather than just one, so he takes a -6 penalty. Each success still increases the speed of acceleration, though. Let's say he gets three successes on his spellcasting roll. That would mean things get accelerated at a rate of three turns per turn of duration. 4 x 3 = 12. Over the course of four turns, the affected area is accelerated twelve turns, while the rest of reality continues to move at its normal pace. This spell immediately invokes Sleeper Disbelief. The normal rules of physics do not apply. A punch to the face doesn't hit "harder" because the fist is moving faster, as it normally would, because the one throwing the punch does not put more force into it; time simply moves "faster" in his region than it does outside of it. Free Council Rote: VCR-FF. Dexterity + Composure + Time. This Rote is typically used by smartass Libertines who want it to never stop being their turn to move. M

acai

The mage taps into the frequency of an electronic device and controls it at a distance. The Forces 1 version of this spell works as stated on any electronic device within sensory range that has a remote control. If the electronic device lacks it (like an old TV or a computer, for example) the spell still function but it needs one more dot of Forces to be added and cost one Mana. Th

orbe

s

The mage discerns the level of talent a person has in various areas. For each success, the caster selects an Attribute or a Skill. If he chooses an Attribute, the Attribute's current and exact rating in dots is revealed to the caster. If he chooses a Skill, the Skill's current and exact rating in dots is revealed to the caster, as well as any Skill Specialties associated with that Skill. The caster simply forgets this information when the Duration of the spell ends, but if he writes it down or records it in some other way, he can continue to use it later. Banisher Rote: Size Up. Wits + Empathy + Mind. Knowing how smart your quarry is comes in handy. Banishers use this rote to test the waters before jumping into them. Mac

ai

Page 70: Creative Thaumaturgy Compendium

Inst

ant

Last

ing

Cov

ert

Non

e

Min

d 4

+ D

eath

3

Patte

rnin

g

Inst

ant

Prol

onge

d (O

ne S

cene

)

Vulg

ar

1

Capture Resonance M

atte

r 1 +

Prim

e +

Pai

nt o

r Mat

ter 1

+ P

rime

1 +

Cam

era

or F

orce

s 1

+ P

rime

1 +

Dig

ital C

amer

a or

For

ces

2 +

Prim

e 2

+ V

ideo

C

amer

a.

Paint, Photograph or Video Record Resonance The scene captured looks perfectly normal to Sleeper eyes, but for those that can see such things, the resonance (as seen by Prime 1) is also recorded in the ink/paint/pixels. A mage, for instance, would have to cast Mage Sight to be able to see the recorded resonance. This spell is cast on the recording medium, so cameras which use film may require a minor Prime spell to transfer or copy the image of resonance onto the actual pictures from the film. A similar spell would be necessary for electronic copies and transfers, though a higher level Prime and Forces spell would allow the unlimited copies required to be able to successfully post the image on the internet. La

reat

h

Possess Corpse

This spell allows the caster to project his conciousness into a corpse, animating it and using it as his own body. Use the rules for the Mind spell Possession (Mage: the Awakening, p.217), with the exception of any contested rolls (unless the corpse is already possessed by some other entity). The storyteller might levy penalties or prevent use of certain abilities such as rotes according to the corpse's condition. If the possessed corpse is destroyed while the caster is inside he is immediately projected back into his own body. This spell by its own does not allow the user to augment the possessed corpse. He needs to cast another spell for this effect. Adamantine Arrow Rote: Death Walk. Stamina + Occult + Mind. When going in for a harsh battle, it helps to have a disposable body that doesn't tire or feel pain. Or need to use the bathroom. O

bsid

ian

Phar

oah

Page 71: Creative Thaumaturgy Compendium

Spirit Intruder Spiri

t 3 +

Dea

th 3

Wea

ving

Inst

ant

Prol

onge

d (O

ne S

cene

)

Vulg

ar

Non

e

Rend Flesh Dea

th 4

Inst

ant;

subt

ract

targ

et's

Sta

min

a

Last

ing

& T

rans

itory

(see

text

)

Vulg

ar

1

Diffused Mind Min

d 5

Inst

ant

Pro

long

ed o

r 1 D

ay

Vulg

ar

Non

e or

1

Exte

nded

Prol

onge

d

Vulg

ar

Non

e

Increase Inertia Mat

ter 3

+ F

orce

s 4

Inst

ant

Prol

onge

d

Cov

ert

Non

e

The mage causes a spirit (or similar entity) to possess a corpse. The targetted spirit gains the Corpse Ride Numen (World of Darkness: Book of Spirits, p.139) if it does not normally possess that power, and must use it to possess an indicated target. Use the rules for the Spirit spell Spirit Possession (Mage: the Awakening, p.253), with the exception of any contested rolls (unless the corpse is already possessed by some other entity). With Death 4, this spell can use Advanced Prolongation. Abyssal Rote: Unholy Vessel. Wits + Occult + Spirit. Scelesti and other Abyssal mages use this rote to provide physical bodies for their vile ephemeral minions and mad Abyssal masters. O

bsid

ian

Phar

oah

Unr

avel

ling

The mage causes innumerable tiny thorns of shadow to erupt from the victim's body, causing immense pain and widespread damage.  Each success inflicts one Health point of lethal damage to the target. With Death 5, the mage can inflict aggravated damage instead with the expenditure of one Mana. In addition, each success levies a –1 die penalty on all the victim’s Physical rolls, due to the shredding of muscle tissue and tendons. Scelestus Rote: Slaying Nettles. Presence + Occult + Death. Scelesti and other mages with a strong connection to the abyss have an additional option available to them - with the expenditure of 1 mana each turn (a reflexive action), the thorns persist for an additional round, causing an additional 1 lethal (or aggravated) damage and -1 penalty to physical rolls whenever the victim moves.  This rote is favored among those who have to flee from opposing mages frequently, ensuring that pursuit becomes a deadly proposition. ya

wgm

oth

The brain of the caster ceases to be the seat of the mind. Caster's mind resides instead in his own soul. It therefore "diffuses" and is located holistially within the caster's body.  The result is that the brain ceases to be a lethal target.  The mage in question had better get a Life mage to heal up his brain before ceasing  the use of the spell. La

reat

h

Sanctuary of Fire Fo

rces

4 +

Fat

e 2

OR

For

ces

5 +

Fate

2

This creates a large raging inferno that acts as a zone of safety for those the mage wishes. In essence, the mage creates an area of effect that is suffused continuously with flames. The flames are restrained via Fate 2 from harming the area, inanimate objects, and those the mage judges allies. Thus anybody or anything that the mage actually wants there experiences the spell as nothing more than dancing intangible flames inflicting a dice penalty to some actions due to distraction and brightness.  Anybody entering the area who is NOT exempted by the mage on the other hand, just walked into a firestorm. With Forces 5, the flames can be made invisible. This negates the dice penalty, and makes it much harder for infiltrators to realize what they are walking into. Indeed a mage could suffuse his entire sanctum with this spell, and to an intruder it would seem that every entrance and window was warded such that it would make any flesh crossing over the line of the threshold painfully wither and decompose, likely causing them to believe a Death spell is involved. La

reat

h

The mage increases the mass of an object while proportionately decreasing the effect of gravity on it.  The result is that the weight of the object remains the same (or even lighter), but the inertia is greatly increased. It's hard to get the object moving and hard to get it to stop. One use of this spell is impromptu siege weapons. A mage could pick up simple fist sized rock and then apply this spell to it. The mage could then laborously push the rock towards an enemy sanctum, slowly picking up speed, able to apply force to the rock over several turn. At the end of it, the rock would only be travelling as fast as the mage's speed, but it would hit with the force of a truck.    If this spell were combinationally cast with Increase Velocity, then the rock could hit with immense force. La

reat

h

Page 72: Creative Thaumaturgy Compendium

Fate

2

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Fate

4

Inst

ant

Prol

onge

d

Cov

ert

Non

e

Fate

5

Exte

nded

Prol

onge

d

Vulg

ar

Non

e

Dea

th 5

+ P

rime

5

Unm

akin

g

Inst

ant

Last

ing

Vulg

ar

2 Jack

Flag

g84

Shared Senses Min

d 3

Wea

ving

Inst

ant

Tran

sito

ry (i

f res

iste

d) o

ther

wis

e P

rolo

nged

Cov

ert

Non

e

Jack

Flag

g84

Cage of Flesh Dea

th 4

+ L

ife 5

Inst

ant

Prol

onge

d

Vulg

ar

Non

e

Walking Soul Inst

ant

Prol

onge

d

Cov

ert

Non

e

Invictus The target resists the next (successes) attempts by destiny or Fate to control his actions (not the results, such as with Evil Eye, but the actions themselves). Resistance consists of a roll of composure + gnosis with a bonus equal to the number of dots of Fate of the caster. La

reat

h

Dancer of the Web

As with Invictus, save that the target gets some information about what the destiny or Fate he is being compelled by is compelling him to do (not the end goal, but what specifically it is trying to make the target do at the moment) and may choose not to resist. La

reat

h

Outside the Threads The target is unaffected by Destiny or the compulsions of Fate unless their Potency exceed the Potency of this spell La

reat

h

Shadow's Breath

Created by Kyru of the Mammon Machine, A.K.A Delaine, this is a truly impressive display of destruction.  A large dragon’s head made of purple flame and shadow roils out of the mage’s body, withering it in the process, and laying waste to everything in its path with a purple, black flame. Primary Factor: Area Effect. System: Roll Death + Gnosis. Each success increases the area of effect. The mage may reduce the area affected for increased damage. One step down the area effecting chart is +1 damage. The mage takes at least 1 point of lethal damage and may take more to increase the potency or area of effect. Damage can be made aggravated with the expenditure of 1 more point of mana. Durability is ignored and all damage is resistant. Sin against wisdom. Mysterium Rote: Breath of Fire. Intelligence + Occult + Death. The damage caused to one’s body by this rote makes it a last resort against multiple foes.. Bonus Factors: For every health point sacrificed past the first the mage may increase potency by 1, area by 1 or gain + 3 mana used to fuel this spell only.

The mage can share his senses with another. Whether it is to help someone see his point of view or to make an enemy think twice before hitting him again. Roll Mind + Gnosis – resolve. Each success allows the user to share one of his senses with another. For the case of this spell emotion count as a sense but not thoughts. At this level the mage must touch his target. At Mind 4 this spell can be cast at sensory range. At storyteller discretion the shared sense may grant a bonus or penalty to the mage or target on certain rolls. Example:  Marle casts shared senses on Jack in the middle of an argument and gets 5 successes. She could impart all 5 senses but chooses to share her emotional state with him. Jack trying to understand her point of view gains a+3 (Marle’s mind dots) on any empathy roll he makes. If Marle had rolled 1 success he would only have a +1. Alternately Jack casts shared senses in combat. He decides to give his tactile sensations to Magnathar and gets 5 successes. If magnathar causes damage to jack he feels it, and any future rolls to damage jack would suffer a -4 due to his reticence to feel the pain as well.  Mysterium Rote: Marriage Counselor. Intelligence + Empathy + Mind – Resolve. Mysterium mage’s utilize this rote to help keep their apprenticeships stable and prevent the master from being slayed by the student or vice versa.

This spell reshapes the target into a hollow shape, ussually roughy spherical. The hollow interior cavity becomes a Soul Jar. However the living nature of the cage helps insulate the soul from the degeneration of being apart from it's body, the better to preserve it for eating. It works best when done to contain the former owner of the body. Especially because even escaping from the Soul Jar and resuming control of the body, will merely result in entering a new prison, one characterized by complete sensory deprivation save pain. 4 out of 5 Tremere agree that these make excellent beanbags. This spell may use advanced prolongation factors, unlike most mastery spells, but in unable to be cast with Indefinite duration, instead every success beyond the 4th adds one month in duration. Tremere Refridgerator La

reat

h

Dea

th 3

+ L

ife

4

A variant of the previous spell, this spell merely creates an organic cavity to hold a soul prisoner, instead of reworking the body entirely. The targets may not even be aware of the reshaping of their bodies or the soul imprisoned within them. La

reat

h

Page 73: Creative Thaumaturgy Compendium

Mat

ter 3

Wea

ving

Inst

ant

Prol

onge

d (O

ne S

cene

)

Vulg

ar

Non

e

Soul Release Dea

th 4

, opt

iona

l Spi

rit 4

and

/or L

ife 2

Patte

rnin

g

Inst

ant

Prol

onge

d

Vulg

ar

1

Spi

rit, o

ptio

nal D

eath

4/5

and

/or L

ife 2

Patte

rnin

g

Inst

ant

Prol

onge

d

Vulg

ar

1

Spac

e 5

Inst

ant

Pro

long

ed (O

ne S

cene

)

Vulg

ar

1

Alter Phase Transition Point

The mage changes the melting/freezing point, the boiling/condensation point, kindling point or sublimation/deposition point of a single object. Each success raises or lowers the chosen phase transition point by five degrees fahrenheit. This spell could make water freeze while it's in the oven, or boil over in a refrigerator. Oddly, throwing boiling water on someone doesn't hurt them unless it actually is hot enough to do so. Likewise, ice does not cause frostbite unless it's cold enough to do so under normal circumstances, and making a paper's flash point room temperature will not burn flesh if it's put under the flame. So, while the willworker is altering the phase transition points of objects, the way the rest of the physical world interacts with heat remains unaltered. At Matter 3, the mage must touch the object he wants to alter, although he can use tools such as forceps to do so. At Matter 4, he can cast this spell at sensory range. Mysterium Rote: Boil The Cold. Intelligence + Science + Matter. A Mystagogue chemist created this rote to continue his work even after he could not pay his utility bill, and could not alter the temperatures of his substances directly. M

acai

The mage severs his own soul, creating an ephemeral vehicle for it and projects it into Twilight. This functions just as the "Psychic Projection" spell (Mage: the Awakening p.215) with the following exceptions: 1. The projected construct is made of ghostly ephemera. To all scrutiny, it is apparently a ghost (successes on a scrutinizing effect in excess of the spell's reveal that the construct is in fact a projected soul). It can be harmed by either magic used to affect souls or ghosts. 2. While the spell is in effect, the caster is functionally without a soul. Scrutiny of his soul reveals a blank where it should be. 3. The construct has an effective corpus equal to the caster's willpower. If the construct is reduced to zero corpus, it dissipates back into the caster and he sustains a point of aggravated damage. In addition, his Gnosis is effectively lowered by one for a number of days equal to the successes on this spell. It returns to normal after this duration. By weaving Spirit 4 into the spell, the mage can choose to make the construct an amalgam of ghostly and spiritual ephemera (needs magic that can affect both), and/or choose to project it into the Shadow instead of Twilight (similar to "Shadow Projection"; Mage: the Awakening p.218). Life 2 protects the caster from any harmful effects on his body due to nutrient deprivation. At Death 5, the caster can: 1. choose to instead send his soul into the Underworld. If used this way, the spell's action becomes Extended instead of Instant (as per the "Deathlike Journey" spell; Legacies: the Ancient p.104). 2. cast the spell with Advanced Prolonged duration. 3. grant another any effect of the spell. Mysterium Rote: Walk of the Ka. Intelligence + Occult + Death. There are many secrets to be discovered in the realms of non-flesh. Mystagogues use this spell for exploration as well as spiritual reasons. O

bsid

ian

Phar

oah

Spiritual Projection

This spell functions as the "Soul Release" spell above, with the following exceptions: 1. The construct is made of spiritual ephemera, and so is affected by magic that affects souls or spirits. 2. The construct can be projected into Twilight or Shadow. Weaving Death 4 into the spell makes the construct an amalgam of spiritual and ghostly ephemera (see above). With Death 5 the caster can additionally or alternatively project the construct into the Underworld (see above). Silver Ladder Rote: Shadow Soul. Composure + Occult + Spirit. Thearch shamans use this spell to make literal soul journeys into Twilight or the Shadow Realm. Obs

idia

n Ph

aroa

h

Teleportation Mastery (might have balance issues)

For the duration of this spell, the caster may teleport within sensory range (including that it must be less than 200 yards) as a reflexive action. Though posture may not be changed during the instantaneous teleportation, the caster has reached a level of control over warping the form of Space to exit the teleportation in any orientation.  (ex. The mage might teleport from shaking someone's hand while standing up, to laying face up on a bed, but the mage's hand would still be out as if in the middle of shaking someone's hand.) La

reat

h

Page 74: Creative Thaumaturgy Compendium

Spac

e 4

Last

ing

Vulg

ar1

Dea

th 5

Inst

ant

Last

ing

Vulg

ar

3

Prim

e 3

Wea

ving

Exte

nded

Vulg

ar

1

Pandora's Box Wea

ving

Exte

nded

Vulg

ar

1

Fate

4 +

Tim

e 2

Tran

sito

ry

Vulg

ar

Non

e

Induce Teleportation In

stan

t and

Con

test

ed w

/ Com

posu

re +

Gno

sis

Range: Touch. As with the spell Teleportation save that the mage teleports someone or something besides himself. With Space 5 this spell may be cast at Sensory range. La

reat

h

Shadowburn Unr

avel

ling

The mage assaults the target's soul with vicious shadows that attempt to knock it from its moorings. The mage does 1 aggravated damage per success.  If this damage kills the target, it causes the soul to coalesce into a crystal, resembling an iridescent chunk of obsidian. If the target was a sleeper, this crystal merely functions as a soul jar.  If the target was a mage, however, it also functions as a particularly potent soulstone, counting as a number of stones equal to half the victim's gnosis (rounded up) and can be used to make a demesne, anti-demesne, or anything else as if the caster were the slain mage.  Naturally, this spell is a fantastic way to find yourself low on wisdom very quickly. Rote: Manipulation + Occult + Death. Finding this rote is roughly as difficult as finding Vital Balance, as being powerful enough to use it, evil enough to be willing to, and avoid being hunted down long enough to inscribe it makes for a short list of people. ya

wgm

oth

Doombox

This spell imbues an item with the sole intention of it continuously recasting a vulgar spell with no mana cost (thus allowing it to proceed indefinitely without mana infusions). What does this accomplish?  Paradox, lots and lots of Paradox. The box virtually becomes a gateway to the Abyss, because once it really gets going, it has an insanly large Paradox pool. Brandings slowly twist it into a form more pleasing to the abyss. La

reat

h

Prim

e 3

+ S

pace

4 +

Aby

ssal

S

tain

ing

As with the Doombox, save that all of the Paradox results are stored inside a Pocket Realm ... until the box is opened, at which point they rush out in a torrent .   If the caster does not stain the spell with Abyssal sympathy, then the box "leaks" as Abysall creatures attempt to escape. Lare

ath

Curse of Agony (unbalanced) U

nrav

ellin

gIn

stan

t and

con

test

ed w

/ Com

posu

re +

Gno

sis

The willworker cause incredible pain in its target that quickly increases with time. The target takes as many points of lethal damage as the number of rounds it has been active. That is, the target takes 1L on the first round, then another 2L the following round, then 3L, and so on until the target dies or the duration ends. Free Council Rote: Throw More Dots!  Manipulation + Intimidation + Fate. Not that the other orders couldn't or wouldn't come up with this rote, it's just that they're the most likely. ya

wgm

oth

Page 75: Creative Thaumaturgy Compendium

Min

d 5

Unm

akin

g

Exte

nded

Prol

onge

d

Vulg

ar

1

Voodoo Doll Dea

th 3

, Spa

ce 3

Wea

ving

Exte

nded

Adva

nced

Pro

long

ed

Vulg

ar

1

Darwinian Selection

The mage shatters or duplicates a target's and then forces the results to fight for control of the body (until one wins it's in a coma), using sheer willpower and ruthlessness to destroy opponents. The result is a target that has honed their Willpower and likely has fewer morals. Basically the mechanical effects include the possiblity of converting Wisdom dots into Willpower dots. La

reat

h

The mage creates a doll that becomes a physical link and spiritual representation of the person it's based on by stealing a small piece of that person's soul and putting it inside the doll. The doll must be humanoid in form; two arms, two legs, a torso, two eyes, a nose, two ears, and a mouth. As the spell approaches completion, it molds itself to reflect the physical features of the person being targetted. Upon completion of the spell, it becomes a literally copy of the person in almost all ways. Injury, disease, healing or other interesting things that happen to the body of the target happen to the doll as well. Things the willworker (as well as anyone or anything else that comes into possession of the doll) does to the doll happen to the targetted person as well. Sleepers witnessing significant changes to the doll or to the targetted person that are ultimately caused by this spell invokes Sleeper Disbelief. Whoever possesses the doll can try to kill the target of the doll through the doll itself. Use the Killing Blow maneuver on attacks each turn. Damage dealt to the doll (it has a Durability rating of zero) is done to the target of the spell. Conversely, he can also try to heal the target through the doll. Uses of Medicine (or other means of healing) on the doll's wounds also effect the target as though the willworker were right there with the target. The target must be physically present throughout the casting of this spell, unless cast sympathetically, but can be cast at sensory range. Any willworker can cast other spells on the doll as if it were target of this spell even if they don't have Space 2, but they are still penalized according to the sympathetic connection between caster and target. The sympathetic connection is at the very least "Encountered". This doll is such a great replica of the person it represents that anyone seeing it may as well have seen them in person at least once. Actually picking the doll up makes that connection "Intimate", as he may as well be holding that person in his hands. Casting this spell is "stealing a soul" for the purpose of Wisdom degeneration unless given uncoerced, explicit permission from the target. Seers of the Throne Rote: Puppeteer. Manipulation + Crafts + Death. The Seers of the Throne use this spell to imprison someone without putting them in a cage. M

acai