Upload
supremebangiras
View
93
Download
7
Embed Size (px)
Citation preview
Spellcasting 1. Select Spell. The player character explains how
they want to cast the spell and what it will do.
Select targets (or area) and duration.
Note: All spells listed are considered to have a
range of "sensory" unless otherwise noted.
2. Determine Dice Pool accounting for targets
resistances (if any) or defense & cover if "Aimed".
Improvised spell: Gnosis + Arcana
Rote spell: Attribute + Skill + Arcana
3. If Paradox will be rolled against the Mage, they
select any Mana mitigation now.
4. Roll Paradox dice (if any), then choose whether
or not to receive backlash. Each success from the
Paradox roll subtracts the spell casting dice pool.
5. Roll Spellcasting dice then pay any Mana costs.
Improvised: +1 Mana cost (if not ruling Arcana).
Sympathetic: +1 Mana cost.
6. Completed. Determine effect.
Inherent Abilities
Unseen sense
Any nearby supernatural powers causes the Mage
to feel a peculiar sensation, alerting her.
Mage Sight
Having a spell give you Mage Sight makes it so that
a Mage can Scrutinize and may more clearly notice
and analyze supernatural powers (e.g. seeing what
another Mage is casting).
Scrutinize
Intelligence + Occult (Option: ST makes the rolls.)
With a Mage Sight spell active you may scrutinize
an object, place or thing for information about its
Resonance. This includes identifying people and
spells. Also Resonance qualities and emotions.
Pattern Restoration.
Spend Mana to heal in a limited fashion. Spend 3
Mana to regain 1 level of bashing or lethal
damage. Every 24 hour period this can be done a
number of times dependent on the Mage's Gnosis.
Gnosis 1-4 can heal once in this period, Gnosis 5-6
can heal twice, 7-9 is three times and Gnosis of 10
allows that 4 points may be healed.
Regaining Mana
Oblation: Perform at a Hallow. An Oblation is a
hour long ceremony (tailored by personality and
Path) then the Mage rolls Gnosis + Composure,
each success grants 1 Mana to a max of what is
available at the Hallow.
Scour Pattern (Attribute): Lose one point in a
physical attribute for 24 hours to gain 3 Mana. This
can be done times per day dependent on Gnosis,
at the same rate as Pattern Restoration.
Scour Pattern (Health): You may take a level of
Lethal “Resistant Damage” for 3 Mana.
No limit to the times per day this can be done.
Tass: If it is in organic form you may eat, otherwise
you will need Prime magic.
Sacrifice A Life: (Details not disclosed here.)
Instant Spells While casting you can only walk. You cannot speak
unless performing an improvised spell. You still get
to keep defense. Instant spells may be cast as
Extended, but not vice-versa (unless the Mage has
one dot higher in the Arcanum, and then an
Extended spell might be able to be cast as an
Instant at storyteller's discretion.)
Targets
Number of Targets * Dice Penalty
One * None (basic success)
Two * –2
Four * –4
Eight * –6
16 * –8
Additional -2 penalty per x2 targets.
Size
Size of Largest Target * Dice Penalty
20 or less * None (basic success)
21-30 * –2
31-40 * –4
41-50 * –6
51-60 * –8
Additional -2 penalty per +10 extra Size.
Area affecting
Radius * Volume * Dice Penalty
1 yd radius * 5 cu. yards * None
2 yd radius * 10 cu. yards * –2
4 yd radius * 20 cu. yards * –4
8 yd radius * 40 cu. yards * –6
16 yd radius * 80 cu. yards * –8
Additional -2 penalty per x2 radius/area.
Advanced Area-Affecting
If your Arcana is higher than spell used.
Radius * Volume * Dice Penalty
1 yard radius * 5 cu. yards * None
4 yard radius * 20 cu. yards * –2
16 yard radius * 80 cu. yards * –4
64 yard radius * 320 cu. yards * –6
256 yard radius * 1280 cu. yards * –8
Additional -2 penalty per x4 radius/area.
Spell Rules and Options Combined Spellcasting
Casting more than one spell simultaneously.
Successes are divided between the spells.
Combine Spellcasting Drawbacks
• Must have a Gnosis of at least 3 to cast two
spells at the same time, a Gnosis of 6 to cast 3
spells, or Gnosis of 9 to cast 4 spells.
• Must have one Arcana dot higher than necessary
for each spell being cast.
• Use the lowest dice pool of the spells.
• -2 dice penalty per spell beyond the first.
Relinquishing Control
Sacrifice a Willpower dot (replaceable by 8 exp) to
have a spell remain in effect for its duration and
not count against your total number of active
spells. Note: You can no longer cancel the spell at
will if you’ve relinquished control.
(Optional Rule: Instead of sacrificing a Willpower
dot the Mage may sacrifice Willpower points equal
to their total Willpower rating & 10 Mana.)
Extended Spells Extended spells must have sacrament or be at -1
Dice. Time between rolls is based off of Gnosis.
Gnosis * Time Gnosis * Time
1 or 2 * 3 hours 7 or 8 * 10 minutes
3 or 4 * 1 hour 9 or 10 * 1 minute
5 or 6 * 30 minutes
Targets
Number of Targets * Target Number
One * None (basic success)
Two * +1
Four * +2
Eight * +3
16 * +4
Additional +1 per x2 targets. (32 = +5)
Size
Size of Largest Target * Target Number
20 or less * None (basic success)
21-30 * +1
31-40 * +2
41-50 * +3
51-60 * +4
Additional +1 per +10 extra Size.
Area affecting
Radius * Volume * Target Number
1 yd radius * 5 cu. yards * None
2 yd radius * 10 cu. yards * +1
4 yd radius * 20 cu. yards * +2
8 yd radius * 40 cu. yards * +3
16 yd radius * 80 cu. yards * +4
Additional +1 per x2 radius/area.
Advanced Area-Affecting
If your Arcana is higher than spell used.
Radius * Volume * Target Number
1 yard radius * 5 cu. yards * None
4 yard radius * 20 cu. yards * +1
16 yard radius * 80 cu. yards * +2
64 yard radius * 320 cu. yards * +3
256 yard radius * 1280 cu. yards * +4
Additional +1 penalty per x4 radius/area.
Words of Power (High Speech)
+2 Dice for spellcasting on the following turn.
Instant action: Spend a turn chanting in a loud
whisper. Loud enough that someone may
overhear. This may make a covert spell vulgar.
While chanting you do not get your defense.
For extended spellcasting you must chant for 30
minutes prior to the beginning of the spell.
Atlantean Runes
It takes an Instant action to inscribe a rune with a
successful Dexterity + Crafts. Runes increase
duration by a factor of 1. Drawback: If the rune is
removed then the spell immediately becomes
inert, but can be resumed if the rune is replaced.
Counterspell (1 dot in any of the Arcana used)
Can only counter Vulgar spells.
Must have Mage Sight on. Successes negate
opponent's success on their casting.
Action: Instant
Aspect: Covert Cost: 1 Mana
Note: If you haven't gone this round you may
forfeit your turn to cast Counterspell Reflexively.
Paradox Paradox happens if you cast a Vulgar spell or if a
Sleeper believes the covert spell is highly
improbable. (Possibly due to repeated use.)
Paradox modifiers (More is bad)
Starting Paradox dice is based off of Gnosis
Gnosis * Base Paradox Dice Pool
1 or 2 * 1 die
3 or 4 * 2 dice
5 or 6 * 3 dice
7 or 8 * 4 dice
9 or 10 * 5 dice
If a sleeper witnesses a Vulgar spell: +2
Successive Vulgar spells in a scene: +1
If using a Rote: -1
If using a magical tool: -1
Mana Mitigation (one-for-one basis): -1
Paradox Results
Successes on the Paradox dice subtract the casting
dice pool and has these additional ill effects.
Number of Paradox Successes * Severity
1 * Havoc (Spell hits a random new target)
2 * Bedlam (Gain a Derangement)
3 * Anomaly (Strange event occurs)
4 * Branding (Gain a disfigurement)
5+ * Manifestation (Abyss monster)
Backlash (Optional)
You may take away some or all of the successes
achieved by Paradox before they take effect, but
you take 1 bashing damage per success.
This damage is Resistant Damage. (see below)
Aimed Spells These are shot through the air instead of being
cast directly on the target. This makes the target
unable to resist or contest the spell normally, but
this also comes with its own drawbacks.
Aimed Spell Drawbacks
• Aimed spells cannot be sympathetic.
• Target(s) receive cover & armor bonuses and get
defense if in close combat.
• A failure when casting the spell still manifests
but hits something else. Potency is at ST discretion.
• To hit multiple targets the targets must be
standing within three yards of each other.
• Range penalties (Cannot exceed long range)
Short range (no penalty) = Within Gnosis x 10 yds
Medium range (-2) = Gnosis x 11 to 20 yards
Long range (-4) = Gnosis x 21 to 40 yards
Other Rules Spell Tolerance
A Mage suffers a -1 penalty to their spellcasting
dice pool for each spell enchanted upon them over
their Stamina.
Resistant Damage
Completely un-healable by any form of magic (or
other supernatural means). It can only be healed
naturally with time.
Disbelief (Sleeper witnessing Vulgar magic)
Willpower * Result of seeing Magic
1-4 * Afterwards, Sleeper forgets it all.
5-7 * Vague/Misinterpreted memories.
8-10 * Sleeper remembers everything.
Unraveling
This happens when a Sleeper sees a vulgar spell
with a duration over 1 turn. The Sleeper rolls
Resolve + Composure at the beginning and once
every ten minutes afterward if still witnessing the
Vulgar magic. These successes add up until they
exceed the spell's Potency and it is dispelled.
If Grappled & Still Casting
The only type of spell affected is a Vulgar rote & it
is at -1. If “immobilized” it is -2. Your strength is
counted as 0 while you cast. No magical tools.
Resonance Resonance is a lingering aura or vibe connected to
people, places and things. It is more than a
vibrating frequency, it has abstract qualities and
emotions. It is also like psychic residue that can
attach itself to most things.
Mundane objects have the most dense
Resonance. Having picked up only trace amounts
from passing, stronger Resonances and auras.
Living beings have stronger, more refined
resonance. This is created by emotions and
associations to other things.
Ephemera (spirit stuff) has the most refined and
clear resonance.
Resonance influences a Sleepers unconscious
mind, slowly affecting mood and decisions. Spirits
feed off of resonance and are attracted to
resonance mimicking their own nature.
(e.g. a murder spirit would be attracted to
murderers or the site of a great murder, then it
would likely use its powers to cause humans to
strengthen the resonance more.)
Density * Modifiers
Very dense: -2 (Mundane stone, metal,
concrete or similar materials)
Dense: -1 (Corpse or other dead organic material
like wood, ivory or bone)
Normal: -0 (Magical items. Mundane living
creatures. Sleepers, plants, ect…)
Refined: +1 (ephemeral objects and active spells)
Very refined: +2 (spirits and other ephemeral
creatures)
Scrutinizing Rolls are made either by the Mage or the
Storyteller. One roll is made a turn. If the ST makes
the rolls, this makes it so the Mage does not know
whether or not they have likely plundered all the
information they should, or if they should continue
to scrutinize for more details. In fact if there were
sufficient failures on the dice roll, and subsequent
attempts at the failed rolls created cumulative -1
modifiers then the Mage might be continuing to
scrutinize but the attempts would be futile.
(Sneaky Storyteller)
Each Arcana of Mage Sight spells Scrutinize
differently. The flavor of information is different.
(e.g. Mind picks up more of the mentality behind
the Resonance, while Forces could be more like
“hearing” the Resonance and Life could be the
scents and tastes.)
Suggested Equipment: Gazing through crystals
and gems sharpens the appearance of resonance:
crystal +1, precious gem (emerald, ruby, sapphire)
+2, diamond +3
Scrutinizing Qualities:
Emotion or vibe of person/place/thing.
• Quality: (5 successes per aspect) These can be
things like Greed, Self-Pity, Perfection, Sanity.
Or, most anything really.
Scrutinizing Beings and Objects:
Resonance reveals information about an object or
being’s nature.
• Identity: (1 success) Resonance or aura is as
unique as a fingerprint.
• Nature: (1-5 success) Reveals a subject’s true
nature: Human or Inhuman, Sleeper or Awakened.
(ect…)
Scrutinizing Spells:
Scrutinizing a spell later allows you to identify the
Mage who cast it and vice-versa. The signatures
are the same.
• Composition: (Vulgar: automatic. Covert: 1
success per Arcanum involved) You can learn what
Arcana were used for the spell.
• Potency: (1 success per Potency) Improvised or
rote spells can be examined to determine the
Potency, usually toward the goal of dispelling it.
• Targets: (1 success per Target factor) An
improvised or rote spell can be examined to
determine the number of Targets it could have
affected, but not the number that it does (or did).
• Duration: (1 success per Duration factor) An
improvised or rote spell can be examined to
determine its Duration.
• Identification: (1 success for improvised spells, 5
successes for rotes) Reveal caster's identity.
• Power: (1 success per dot of Gnosis) A spell’s
resonance shows its caster's Gnosis (in general
terms). This only works for improvised spells.
• Mastery: (1 success for improvised spells, 5
successes for rotes) Reveals caster's mastery in the
used Arcanum.
Sensing Being Scrutinized
Scrutinizing an aura involves a degree of active
magic. Other Mages can sometimes sense a fellow
Mage’s scrutiny upon them (including sympathetic
magic scrying). If someone
examines a Mage’s aura, the Storyteller makes a
secret reflexive Wits + Composure roll for the
Mage who is studied. This sensation is exactly like
the feeling of being watched.
Demesne & Realms A Demesne is an area that has been invested by
Soul Stones (full information on Soul Stones pg.
277). Creating a Soul Stone lowers the max Gnosis
of the Mage by 1. It costs 1 Willpower Dot and 1
Mana. Being in a Demesne makes all Improbable
magic Covert, and even makes all Vulgar spells
Covert as well. However, the presence of Sleepers
will negate the effect of a Demesne. Certain details
are not included here are: Details of creating a
Demesne (ritual to infuse the Soul Stones to an
area), the size of the area it effects, & the qualities
of the Demesne (depending on the types of Mage's
who made the Soul Stones). Check pg. 280-281.
Fallen World: Regular world.
Shadow Realm: The realm of spirits.
Twilight: A reflection of our world but slightly out
of phase with it. Realm of Ghosts.
Supernal Realms: Realms of magic.
DeathDeathDeathDeath ArArArArcanumcanumcanumcanum
Ectoplasmic Shaping (Death •)
Alter the shape of Ectoplasm.
Action: Instant. Contested vs. Resistance or
Resolve + Gnosis if Ectoplasm was from a Mage
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Forensic Gaze (Death •)
Discern cause of death & how long ago it died.
Some modifiers might include death from a rare
poison (-2) or death over a year ago (-1). This can
conceivably be used to detect vampires (-3).
Action: Instant
Duration: Concentration
Aspect: Covert Cost: None
Grim Sight (Death •) "Mage Sight"
See death hanging off of places, objects & people.
Not the likelihood of death, but how much death
they've been around. +1 to sense vampiric powers.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Shadow Sculpting (Death •)
Standard target size is 1 cubic yard of shadow.
Shadows are categorized in three degrees: light,
dark, complete darkness. Each success is used to
deepen the darkness by one degree. Once
complete darkness has been achieved, each
further success imposes penalties on a one-for-one
basis for anyone peering into the area.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Soul Marks (Death •)
Sense derangements, including the amount and
severity, but not what they are. This can also be
used to detect other soul marks (e.g. If someone
has created a soul stone or is a Ghoul.)
Action: Instant
Duration: Concentration
Aspect: Covert Cost: None
Speak with the Dead (Death •)
See, hear and speak with ghosts in Twilight.
Potency must overcome any power (if any) used to
conceal the ghost. Spirits in Twilight are also
visible, but only hazily and cannot be spoken to.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Animate Shadows (Death ••)
Animate and move shadows even to places they
could not normally exist. The Speed that they can
flow is equal to Gnosis + Death + spell's Potency.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Corpse Mask (Death ••)
Add or remove wounds or disease conditions from
a corpse. Used to change apparent cause of death.
Each Success adds or removes one feature.
Action: Instant
Duration: Lasting
Aspect: Covert Cost: None
Decay (Death ••)
Cause material object to lose durability equal to
the Potency of this spell.
Action: Instant
Duration: Lasting
Aspect: Vulgar Cost: None
Ectoplasm (Death ••)
Ectoplasm exudes from the Mage's mouth, or the
mouth of a corpse. Ectoplasm is opaque, white and
slick material that can be molded to any shape. It
cannot be disguised to look like another substance
unless the Mage has Matter 2. Ghosts and Twilight
objects are reflected in its surface. It is usually
used to allow ghosts to materialize w/o penalties.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Entropic Guard (Death ••) "Armor"
Mage gains one point of armor per dot of Death
Arcanum she possesses. 1 Mana may be spent to
increase the duration to 1 day. Does not prevent a
grapple, but does weaken a grappler's strength.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana (optional)
Ghost Summons (Death ••)
Mage may call out for a specific ghost to come or a
general summons that affects the nearest ghost.
Action: : Instant. Contested vs. Resistance
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Grant the Grim Sight (Death ••)
Bestow "Mage Sight" to another.
Soul Jar (Death ••)
Makes liquid tight container a vessel to hold souls.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Suppress Aura (Death ••)
Potency of this spell levies an equally negative
modifier to have the Mage's aura scrutinized.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Touch of the Grave (Death ••)
Interact with objects in Twilight, also be able to
pull them through into the mundane world.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Control Ghost (Death •••)
Complex commands require multiple successes.
(e.g. Go to Sue's house, steal her car keys and
bring them here would require three successes.)
The ghost will attempt the task(s) for the duration.
Action: Instant. Contested vs. Resistance
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Destroy Ephemera (Death •••)
Successes beyond ephemeral object's durability
translate to aggravated damage. (None entities)
Action: Instant
Duration: Lasting
Aspect: Vulgar Cost: None
Destroy Object (Death •••)
Successes beyond object's durability translate to
aggravated damage.
Action: Instant
Duration: Lasting
Aspect: Covert Cost: None
Devouring the Slain (Death •••)
Must touch target. Target must have been inflicted
at least one point of aggravated damage first to
use this spell. Successes can be used to replenish
Willpower points. Or successes inflict lethal
wounds and grants Mana to the Mage. (This takes
Mana from target's pattern, not any actual Mana
the target may have.) With Death 4 this can be
cast at sensory range, & Death 5 sympathetically.
Action: Instant. Penalty: Target's Stamina
Duration: Lasting
Aspect: Vulgar Cost: 1 Mana
Entropic Shroud (Death •••)
Bestow "Armor" to another.
Ghost Gate (Death •••)
One person of size 5 or less can pass this gateway
into Twilight (larger people can spend 2 turns
doing so). Each success allows an additional person
to pass per turn. With Death 4 this may be cast as
an Instant action and can limit who can use it.
Action: Extended. Target # = Gauntlet strength
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Ghostly Object (Death •••)
In the following turn of destroying an object, cast
this spell to make it into a Twilight object.
Action: Instant
Duration: Lasting
Aspect: Covert Cost: None
Quicken Corpse (Death •••)
Raise a zombie. Successes can be allocated to
boost physical attributes or they can go toward
Potency to make the spell harder to counter. For
commands, they have an intellect just above dogs.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Zombies
Stats: Power 1, Finesse 1, Resistance 2
Size: 5 (or less if the corpse is small)
Speed: 1* Initiative: 1* Defense: 1*
*Traits are 1, regardless of stats from life, but
successes can be allocated to increase them.
Zombies will obey the commands of their masters,
(and only their masters). They understand simple
concepts (e.g. "Defend me!", "Guard that door."),
and will work tirelessly. They have no desire, even
for that of self preservation, and they do not eat or
sleep. A zombie continues to rot. It takes one
lethal point of damage with every increment of
days passing equal to its Resistance. Zombies have
vulnerability to fire and damage to the brain. If a
zombie suffers one lethal or aggravated damage
from its vulnerability it is destroyed, otherwise it
cannot bleed to death and continues to function
until it's last health point is filled with aggravated.
One or two successes can be allocated to remove
the zombies weakness to fire and/or head trauma.
Restore Corpus (Death •••)
Heal Ghost's Corpus on a one for one basis.
Action: Instant
Duration: Lasting
Aspect: Vulgar Cost: None
Sculpt Ephemera (Death •••)
Altar shape of Ephemera (none entities). Only one
success is needed to change shape unless it is very
complex. Extra successes can be used to increase
durability on a one-for-one basis, or to equipment
bonuses in the case of weapons and armor.
Action: Instant
Duration: Lasting
Aspect: Vulgar Cost: None
Sever the Sleeping Soul (Death •••)
Sever the soul from a Sleeper (regular mortal).
Must touch target and remain that way for the
duration of the casting. (Likely will need to have
the target restrained or unconscious.) With Death
5 this may be cast at sensory range, but must
maintain that range for duration of the casting.
Action: Extended. Contested vs. Resolve
Duration: Lasting
Aspect: Vulgar Cost: 1 Mana
Summon Shadows (Death •••)
Create 5 cubic yards of darkness in any shape. Each
success can be allocated to the give the shadow
either strength (to hold up objects of certain
weights) or durability. It does not have structure so
attacks at or through the shadow will negate an
attack up to its durability and the rest will pass. It
cannot be destroyed. From incoming motion think
of it as a resistance to force, not as a solid object.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Suppress Own Life (Death •••)
Mage makes herself appear to be dead. Everything
except decomposition takes place (i.e. Rigor
Mortis, pooling of blood in the body, receding
gums.) The Mage has no senses, and no thoughts
during this time. The Mage may set a trigger that
will end the effect before the duration ends (e.g.
everyone leaves the vicinity). Every 4 hours the
character was "dead" imposes a -1 penalty for
social rolls after the spell wears off. These
penalties are reduced by 1 every hour.
Action: Instant (or Reflexive with 1 Willpower)
Duration: Prolonged (one hour)
Aspect: Covert Cost: None
Enervation (Death ••••)
Must touch target. Successes deplete target's
Strength attribute to a minimum of one. Death 5
allows spell to be cast at sensory range.
Action: Instant. Penalty: Target's Stamina
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Haunting (Death ••••)
A Sleeper that has died in the past hour is forced
to develop an anchor and become a ghost for the
duration of the spell. Additional successes are used
to increase duration (in hours) at this rate: 2, 12,
24, 48, 120. Death 5 allows a Mage to be made
into a ghost, and/or increases the duration (in
days) at this rate: 1, 2, 7, 30, indefinite.
Action: Instant. Contested Vs. Resolve + Gnosis
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Revenant (Death ••••)
Target Sleeper must have died within the past
hour. Target is forced to stay in their body, which
will not begin to rot for the spell's duration. Also,
the target is instilled with a driving passion of
choice. Target loses 1 wits and 1 composure.
Additional successes can be allocated to boost
physical attributes. Death 5 can be used to cast
this on a recently dead Mage, though the Mage
cannot cast magic any longer.
Action: Extended. Contested Vs. Resolve
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Rotting Flesh (Death ••••)
Must touch target. Successes do lethal damage,
and imposes negative dice to social rolls. Death 5
allows this to be cast at sensory range and you
may spend 1 Mana to make it aggravated.
Action: Instant. Penalty: Target's Stamina
Duration: Lasting
Aspect: Vulgar Cost: None
Slay Own Aura (Death •••••)
Remove's own aura. Reforms in a week.
Action: Instant
Duration: Lasting
Aspect: Covert Cost: None
Soul Binding (Death ••••)
Attach a detached soul to self or another, but only
if the recipient has no soul.
Action: Extended (Target number equals 1 for a
Sleeper or Gnosis for a mage’s soul)
Duration: Lasting
Aspect: Vulgar Cost: None
Suppress Other’s Life (Death ••••)
Must touch target. Functions like "Suppress Own
Life", but can be cast on another.
Action: Instant. Contested Vs. Composure + Gnosis
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Twilight Shift (Death ••••)
The Mage, along with her belongings shift into
Twilight. Mage shifts back when the spell ends.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Devouring the Living (Death •••••)
Must touch target. Like “Devouring the Slain” but
may be cast on a healthy target or a ghost.
Action: Instant. Penalty: Target's Stamina
(living being) or Resistance (ghost)
Duration: Lasting
Aspect: Vulgar Cost: 1 Mana
Destroy Mana (Death •••••)
Destroy Mana. 1 for 1 basis from object or mage.
Action: Instant. Penalty: Resolve
Duration: Lasting
Aspect: Covert Cost: None
Quell the Spark (Death •••••)
Must have "Mage Sight" on, but then the Mage
may attempt to counter any spell with just Death 5
Action: Instant
Duration: Lasting
Aspect: Covert Cost: None
Quicken Ghost (Death •••••)
Bolster ghosts. Each Success can be used to
increase an attribute or grant 1 essence.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Steal Lifespan (Death •••••)
Target number of successes needed equal the
amount of years attempting to be stolen. Limit is
equal to Arcanum. Can only be cast on Sleeper.
Action: Extended. Contested Vs. Stamina
Duration: Lasting
Aspect: Vulgar Cost: 1 Mana
Summon the Dead (Death •••••)
Temporarily summon a ghost out from the
underworld. Each success is used to force the
ghost to answer a question before returning.
Action: Instant. Contested Vs. Resistance
Duration: Special
Aspect: Vulgar Cost: None
Fate Fate Fate Fate ArArArArcanumcanumcanumcanum
Interconnections (Fate •)
After casting this spell the Mage may concentrate
for a turn to reveal sympathetic connections (and
their intensity) people or objects have with other
nearby people or objects. Oddly, weaker
connections are the easiest to see. 1 success
needed for the weakest of connections and 5
successes needed for the strongest of connections.
Also, with more successes the Mage sees vague
impressions of strong destinies people may have.
Action: Extended (one roll per turn)
Duration: Concentration
Aspect: Covert Cost: None
Quantum Flux (Fate •)
Mage may focus for a number of turns prior to an
action to negate penalties (up to a max of 3), one
is negated each turn spent fully concentrating.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Reading the Outmost Eddies (Fate •)
Learn the outcome of a small random event. (e.g.
Result of a dice roll.) The greater the importance of
the event, the less this spell works to reveal it.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Sharpshooter’s Eye
(Fate • + Space • [and Matter • or Life •])
Eliminate penalties (equal to successes) for ranged
attacks. Requirement of Matter or Life depends on
whether or not an object or living creature is shot.
Action: Instant
Duration: Special
Aspect: Covert Cost: None
The Sybil’s Sight (Fate •) "Mage Sight"
Reflexively roll Wits + Investigation to detect when
something of metaphysical weight or truth has
been said or taken place. (e.g. A child says a woman
"looks like an Angel". This might mean many
things.) This cannot be used to "fish" for truths.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Winds of Chance (Fate •)
Storytelling based effect. A general blessing of
luck, or a curse of minor ill fortune is bestowed.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Exceptional Luck (Fate ••)
For the next number of rolls equal to successes on
this casting, the Mage gains the 9-again benefit.
Mage gets to choose which rolls gain this benefit.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana
Evil Eye (Fate ••)
For the next number of rolls for the target equal to
successes on casting, the target suffers dice
penalties. Penalties equals the Mage's dots in Fate.
Action: Instant. Penalty: Target's Composure
Duration: Special
Aspect: Covert Cost: 1 Mana
Fortune’s Protection (Fate ••) "Armor"
Mage gains one point of armor per dot of Fate
Arcanum she possesses. 1 Mana may be spent to
increase the duration to 1 day. Also applies to an
attempt to grapple the Mage.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana (optional)
Granting the Sybil’s Sight (Fate ••)
Bestow "Mage Sight" to another.
The Perfect Moment (Fate ••)
Storytelling based effect. Grants social grace.
Frequent use of this spell creates ill effects.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Platonic Mechanism (Fate ••)
Shoddy (or any) mundane devices work at 100%,
without failing or breaking. No Dramatic Failures.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Shifting the Odds (Fate ••)
Storytelling based effect. Small manipulations of
fate can be wished for. (e.g. Finding $20, stiff
crosswind to turn a snipers shot, a new car [but it
would be under conditions that would make long
term possession undesirable].)
Action: Instant
Duration: Special
Aspect: Covert Cost: 1 Mana
Swearing an Oath (Fate ••)
Only one oath may be sworn at a time. Can make
reflexive Resolve + Composure rolls to act in ways
to uphold the oath when normal action would be
impeded (e.g. mind control, knocked unconscious.)
Also, at ST discretion a Willpower point may be
gained when the upholding oath. Cannot cancel
oath without Fate 4. If oath is broken the Mage
suffers effects of Evil Eye until a Mage with Fate 4
undoes the oath. (Regular cancellation won't work)
Action: Instant
Duration: Lasting
Aspect: Covert Cost: None
Alter Oath (Fate •••)
Change an oath if Potency is greater or equal to
original oath's Potency. ST discretion on whether
the altering is too severe and counts as breaking
the oath. Cannot alter own oath w/o Fate 4.
Action: Instant. Penalty: Target's Resolve
Duration: Lasting
Aspect: Covert Cost: None
Bestow Exceptional Luck (Fate •••)
Bestow "Exceptional Luck" to another.
Fabricate Fortune (Fate •••)
Trick those who can perceive fate. Creates a false
destiny. Compare potencies, tie goes to deceiver.
May be cast on anything. Only Mage's can contest.
Action: Instant. Contested Vs. Resolve + Gnosis
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Grant Fortune’s Protection (Fate •••)
Bestow "Armor" to another.
Lucky Coin (Fate •••)
Grant equipment modifier to an object above and
beyond it's normal modifier, equal to Potency.
Maximum bonus is equal to Mage's Fate Arcanum.
Also, storytelling effect, item is lucky in some way.
Action: Instant
Duration: Transitory (one turn)
Aspect: Covert Cost: None
Monkey’s Paw (Fate •••)
Same rules as the "Lucky Coin" spell but gives
negative dice modifiers instead of bonuses.
Also, storytelling effect, it is unlucky in some way.
Action: Instant
Duration: Transitory (one turn)
Aspect: Covert Cost: None
Occlude Destiny (Fate •••)
This spell's Potency shields other's attempts to
perceive or alter the target's destiny or oath(s).
Only other Mage's can contest being the target.
Action: Instant. Contested Vs. Resolve + Gnosis
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Superlative Luck (Fate •••)
For the next number of rolls equal to successes on
this casting, the Mage gains the 8-again benefit.
Mage gets to choose which rolls gain this benefit.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Destroy Bindings (Fate ••••)
Sever souls from unnatural bindings. This also
works on fetishes and ghost anchors. Successes
must exceed Potency of binding. In case of ghost
anchor, it must exceed ghost's Resistance trait.
Action: Instant
Duration: Lasting/Prolonged (familiars)
Aspect: Vulgar Cost: None
Gift of Fortune (Fate •••• + Space ••)
Select an object for fate to send to you eventually.
ST decides required number of successes. (e.g.
valuable heirloom of a regular family would
require 3. The mummy of Tutankhamen would
require 10 if it is even a possibility.) Also, keep in
mind "Cult of Celebrity".
Action: Extended
Duration: Lasting
Aspect: Covert
Cost: 1 Mana (sympathetic casting cost)
Probable Cause (Fate ••••)
Mage may select future rolls that she gets to re-
roll all failures once. This can be done on a number
of rolls equal to successes. Mage must select to do
this before the roll is made. This cannot stack with
Exceptional or Superlative Luck spells.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Sanctify Oaths (Fate ••••)
Can magically empower oaths of others. Target
need not be aware of this spell binding their
words. If they are unaware of their oath being
bound in this fashion (and only those unaware)
they get to make an unconscious contested roll.
Action: Instant. Contested Vs. Resolve + Gnosis
Duration: Lasting
Aspect: Covert Cost: None
Sever Oaths (Fate ••••)
Remove the binding of an Oath. Potency must
exceed original oath's Potency.
Action: Instant
Duration: Lasting
Aspect: Covert Cost: None
Break the Chains (Fate •••••)
Dispel or rearrange condition of another’s geas.
Potency must exceed original spell's Potency.
Action: Instant
Duration: Lasting
Aspect: Vulgar Cost: None
Forge Destiny (Fate •••••)
Determine the destiny of a living being. [e.g. A
living saint can be sent onto a murderous path, an
orphaned child can reach a loving family.) This has
a storytelling based effect to encourage a given
destiny (for the duration of the spell), as well as
modifiers to dice rolls. Potency may be put
towards dice bonuses or dice penalties. If it is dice
bonuses, then every action the target takes that
helps to fulfill their destiny gains bonus dice equal
to Potency of the spell. If it is dice penalties then
each roll that is taken by others to impede the
target's destiny receives dice penalties equal to
Potency of this spell. Target may contest the spell.
Action: Instant. Contested Vs. Resolve + Gnosis
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana
Forge Doom (Fate •••••)
A living being, place, thing, condition, flaw or
behavior can be declared the target's "doom".
(e.g. A specific sword, an estranged son, being
beneath the full moon's light.) (If a location is
made a doom, then it is 1 yard radius or five cubic
yards.) While in parameters of a doom, if the
target receives damage, the damage dice rolled is
increased by the Potency of this spell.
Action: Instant. Contested Vs. Resolve + Gnosis
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Forge Godsend (Fate •••••)
A living being, place, thing, condition, or behavior
can be declared a "godsend". (e.g. A specific tree,
the family car, sleeping, charitable acts.) (If a
location is made a godsend, then it is 1 yard radius
or five cubic yards.) While in parameters of a
godsend, if the target receives damage, the
damage is negated up to the Potency of this spell.
This applies to each source of damage.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Geas (Fate •••••)
Command someone to perform any obligation as
long as it is possible. "Count every grain of sand on
this beach" would be acceptable, but "swim to the
bottom of the ocean and back" would not be
acceptable. If the target does not perform the
geas, then they suffer from "Great Curse" for the
duration of this spell. The Geas spell can use the
"advanced prolongation" chart even if the Mage
does not have 6 dots in Fate.
Action: Instant. Contested Vs. Resolve + Gnosis
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Great Curse (Fate •••••)
For the duration of this spell, all rolls made by the
target suffers a dice penalty equal to the Mage's
Fate Arcanum. (Potency has no effect.)
Action: Instant. Penalty: Target's Composure
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Swarm of Locusts (Fate •••••)
The Mage can create chaotic conditions: rains of
frogs, every animal within a city block going
berserk simultaneously, and other similarly
"Fortean" occurrences. The specific effect is
chosen by the ST. During this spell Sleepers do not
add to the severity of Paradox. Successes equal the
size of the area affected: 1 success = 5 cubic yards,
2 = 10 cu. yards, 3 = 20 cu. yards, 4 = 40 cu. yards,
5 = 80 cu. yards. This spell may adversely affect the
Mage and his allies. This spell may not be cast in
the area again for 24 hours.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Conditional Duration (Fate 2)
Spell’s duration can be increased by additional
factors if given a condition that ends the spell
early. This can be used to give an indefinite
duration to a living pattern.
Improbable: +1 Factor (e.g. When a child is named
in your honor.)
Infrequent: +2 Factor (e.g. Gain forgiveness from a
terrible deed.)
Common: +3 Factor (e.g. When you next see the
moon.)
Conditional Trigger (Fate 2 + Time 2)
Set an activation of a spell to be triggered by any
event or situation.
Target Exemption (Fate 2)
A spell can be excluded from affecting a specific
target, but it is limited and needs to be done on an
individual basis. But with 2 in Fate you can now set
broad abstract exemptions like a ward spell that
“only affects my enemies" or "it effects everyone
without natural red hair."
Unfettered Fate (Fate 4)
Without the need of knowing other Arcana, the
Mage may reflexively counter magic and other
supernatural attempts that affect her fate.
These conditions are:
-Mage's soul being tampered with or attacked.
-Being bound in a Geas.
-Ill Fate (curse) spells.
-Supernatural compulsions to affect your decisions
through mind or emotional control.
Unto The Seventh Generation (Fate 5)
With indefinite duration and the sacrifice of one
Willpower Dot, a Geas can be made generational.
The Geas transfers over to the lineal descendant
only on the death of the original target. This lasts
seven generations.
Master of Hexes (Fate 5)
Normally when a magically bound oath is violated
it causes the effects of the “Evil Eye” for the next
rolls equal to the Potency of the oath spell.
You have the option for an oathbreaker to be
punished by the “Great Curse” instead. Duration is
calculated by oath’s Potency, with additional
successes raising the duration factor.
Cult of Celebrity
In addition to penalties suffered for a weak
sympathetic connection, the "metaphysical
weight" of an item or person adversely affects a
caster's ability to achieve a connection. The more
well known the item or person is the harder to
grasp them sympathetically. Penalties usually
range from -1 to -3.
Forces Forces Forces Forces ArArArArcanumcanumcanumcanum
Influence Heat (Forces •)
Move ambient heat around a room.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Influence Light (Forces •)
Guide the direction and flow of existing light.
Focus light to a tighter beam, split the spectrum,
turn light around angles. Each success can turn a
light source around 90 degrees.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Influence Sound (Forces •)
Guide the direction and flow of sound. (e.g. Can be
used to eaves drop on a distant conversation or to
quiet a conversation so no others could hear it.)
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Nightsight (Forces •)
Successes remove an equal number of darkness
penalties. But be cautious of sudden bright lights.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Read Matrices (Forces •) "Mage Sight"
The Mage can see many forms of energy. (e.g.
Sound, x-rays, gravity, heat, cosmic radiation.) This
is disorientating at first, but goes away w/ practice.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Receiver (Forces •)
Be able to hear subsonic & supersonic frequencies.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Tune In (Forces •)
Listen in to a type of radio signal. From police
radios, to wi-fi hot spots and cellular activity. Data
encryption & selecting out specific signals imposes
penalties. (Only auditory information is received.)
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Control Heat (Forces ••)
Each success changes temperature in a 3 cubic
yard area by up to 10 degrees Fahrenheit.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Control Light (Forces ••)
Each success can double or half a light source.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Control Sound (Forces ••)
Each success can double or half a sound source.
Sound source can be up to 3 cubic yards in area.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Eyes of the Matrix (Forces ••)
Bestow "Mage Sight" to an ally.
Influence Electricity (Forces ••)
Electricity can be made to arc from a source to hit
target(s). Successes equal number of adjacent
targets. Targets must be within 5 yards per dot of
Forces. This power usually causes a circuit breaker
to short. (Wall sockets can only hit up to 2 targets.)
Action: Instant & Aimed
Duration: Transitory (one turn)
Aspect: Vulgar Cost: None
Influence Fire (Forces ••)
Fire can be made to leap from a source to hit
target(s). Successes equal number of adjacent
targets. Targets must be within 3 yards per dot of
Forces. (Torches can only hit up to 2 targets.)
Action: Instant & Aimed
Duration: Transitory (one turn)
Aspect: Vulgar Cost: None
Invisible Object (Forces ••)
Stationary object becomes invisible unless moved.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Kinetic Blow (Forces ••)
Narrow kinetic force. Bashing attacks done by the
Mage turn to Lethal damage. Select rolls that
benefit. Number of rolls are equal to successes.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Transmission (Forces ••)
Replace a radio signal passing by with own voice.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Unseen Shield (Forces ••) "Armor"
Mage gains one point of armor per dot of Forces
Arcanum she possesses. 1 Mana may be spent to
increase the duration to 1 day. Also applies to
overpowering moves in a grapple meant to harm.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana (optional)
Autonomous Servant (Forces ••• + Mind •)
Telekinetic "servant" that can perform only
extended-action tasks. Successes are divided
toward Strength or Dexterity. Mind 1 is to devote
brainpower to task but must still concentrate, and
cannot do physical tasks (Mind 5 frees the Mage.)
Action: Instant
Duration: Concentration
Aspect: Vulgar Cost: None
Bestow Unseen Shield (Forces •••)
Bestow "Armor" to another.
Call Lightning (Forces •••)
Bring down lightning. 3 bashing damage + Potency.
Multiple use of this spell in a scene makes it vulgar.
Action: Instant & Aimed
Duration: Lasting
Aspect: Covert Cost: None
Control Electricity (Forces •••)
Manipulate electricity inside walls. Each success
can send a single line of power in a new direction,
or increase/decrease the current by one degree.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Control Fire (Forces •••)
Successes increase/decrease the size/heat of fire.
Action: Instant
Duration: Transitory (Lasting if extinguishing fire)
Aspect: Covert Cost: None
Light Mastery (Forces •••)
Create light. 1 Success = flashlight, 2 = 75-watt
bulb, 3 = car headlight, 4 = floodlight, 5 = stadium
light. Or one success can extinguish a light source.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Personal Invisibility (Forces •••)
Became Invisible, but aura is still visible. Mage
must concentrate each turn to remain invisible.
(Move at half speed. Cannot take instant actions.)
Action: Instant
Duration: Concentration
Aspect: Vulgar Cost: 1 Mana
Sound Mastery (Forces •••)
Silence or create most any sound. Also can be cast
to record sounds in a Mana point, which can last
an hour) to be heard again one other time. Volume
is equal to successes. 1 = casual talk, 2 = scream, 3
= electric guitar, 4 = gunshot, 5 = industrial factory.
Action: Instant
Duration: Concentration (Prolonged w/ repeated
sounds) (Prolonged when recording sound)
Aspect: Vulgar Cost: 1 Mana (optional)
Telekinesis (Forces •••)
Telekinesis. Strength and Dexterity start at 1 each.
Successes divided between Strength or Dexterity.
Can only be used on non-living targets.
Action: Instant
Duration: Concentration
Aspect: Vulgar Cost: None
Telekinetic Strike (Forces •••)
Successes equal bashing damage. With Forces 4
this damage becomes lethal. Forces 5 it can
become aggravated if a Mana point is spent, but
this version allows target to always get defense.
Action: Instant & Aimed
Duration: Lasting
Aspect: Vulgar Cost: None
Turn Projectile (Forces •••)
This can be cast as a reflexive action if the Mage
has not already gone, though it takes up the
Mage's turn. 1 success can turn a projectile 45
degrees, 2 = 60°, 3 = 90°, 4 = 120°, 5 = 180°
Short burst-2 dice, Medium burst-4, Long burst-6.
Action: Instant
Duration: Lasting
Aspect: Vulgar Cost: None
Bestow Invisibility (Forces ••••)
Functions like "Personal Invisibility". The target,
not the Mage, must maintain concentration.
Burst of Speed (Forces ••••)
The Mage's speed trait multiplies for each success.
(e.g. 1 success = x2 speed, 3 successes = x4 speed.)
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana per turn
Change Weather (Forces ••••)
Non-severe weather can be created. (e.g. Bringing
freezing rain on a hot summer day would be at -3.)
It takes 5 minutes from casting to take effect.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Control Velocity (Forces ••••)
This can be cast as a reflexive action if the Mage
has not already gone, though it takes up the
Mage's turn. Successes double or halve an object's
speed. Damaging objects are limited to +3/-3 dice.
Short burst-2 dice, Medium burst-4, Long burst-6.
Action: Instant
Duration: Transitory (one turn)
Aspect: Vulgar Cost: None
Fiery Transformation
(Forces •••• + Life ••••)
Transform into living flame. Attributes remain.
Immune to harm, though extinguishing effects do
lethal. Successes = bonus damage when attacking.
Matter 4 also transforms all equipment carried.
Forces 5, 1 Mana makes damage done aggravated.
Action: Instant
Duration: Transitory (one turn)
Aspect: Vulgar Cost: 1 Mana (optional)
Friction Knife (Forces ••••)
Target suffers lethal damage from friction from the
wind or even moving around. 1 lethal for every
movement or wind that equals 3 yards in 1 turn.
Action: Instant. Contested Vs. Stamina + Gnosis
Duration: Transitory (one turn)
Aspect: Vulgar Cost: None
Levitation (Forces ••••)
Levitate vertically as well as horizontally. The Mage
does not get defense, and it is slow shifting
directions. Successes + Gnosis equal max speed.
Action: Instant
Duration: Concentration
Aspect: Vulgar Cost: None
Thunderbolt (Forces ••••)
Comes from the mage. Successes = lethal damage.
Forces 5, 1 Mana makes damage done aggravated.
Action: Instant & Aimed
Duration: Lasting
Aspect: Vulgar Cost: 1 Mana (optional)
Transform Energy (Forces ••••)
Transform one type of energy to another type of
the same degree. Potency must equal degree.
Degree/Light/Sound/Heat/Electricity/Fire
1/flashlight/casual talk/72°/car battery/lighter
2/75-watt lamp/scream/98°/wall socket/torch
3/car lights/E. guitar/160°/security fence/bonfire
4/floodlight/gunshot/212°/junction box/huge fire
5/stadium light/industrial/451°/main line/inferno
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Unseen Hand (Forces ••••)
Telekinesis that can be used on living targets. Can
only move and lift targets. Successes = Strength.
Moved at speed Gnosis + successes. Target may
attempt to free, treat as if this were a grapple.
With Forces 5, duration changes to prolonged.
Action: Instant. Contested Vs. Composure + Gnosis
Duration: Concentration
Aspect: Vulgar Cost: 1 Mana
Adverse Weather (Forces •••••)
Severe weather conditions can be created. Long
term weather effects take 5 minutes to take effect.
Season & Climate create penalties. (e.g. Tornado in
Spring in Kentucky = -1, & in Winter in Alaska = -5.)
Action: Instant
Duration: Prolonged (One scene) Or
Transitory (Tornadoes, other short lived effects)
Aspect: Vulgar Cost: None
Bestow Levitation (Forces •••••)
Bestow "Levitation" only on willing targets. The
target, not the Mage, must maintain concentration
Complete Invisibility (Forces •••••)
Personal Invisibility (Concentration not required.)
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Bestow Burst of Speed (Forces •••••)
Bestow "Burst of Speed" to another.
Control Gravity (Forces •••••)
Change direction of gravity. Successes equal area
affected. One success equals 1 yard radius, each
success after doubles the yards. (e.g. 2, 4, 8, 16.)
Action: Instant
Duration: Transitory (one turn)
Aspect: Vulgar Cost: None
Create Sunlight (Forces •••••)
True sunlight. One success equals 1 yard radius,
each success after doubles the yards. (e.g. 2, 4, 8.)
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Earthquake (Forces •••••)
Damages buildings and gives dice penalties to
creatures equal to Potency. Successes increase
area. One success equals 5 yard radius, each
success after doubles the yards. (e.g. 10, 20, 40.)
Action: Instant
Duration: Transitory (one turn)
Aspect: Vulgar Cost: None
Electromagnetic Pulse (Forces •••••)
EMP destroys electrical devices in range. One
success equals 1 yard radius, each success after
doubles the yards. (e.g. 2, 4, 8, 16.)
Action: Instant
Duration: Lasting
Aspect: Vulgar Cost: None
Eradicate Radiation (Forces •••••)
Extinguishes an area of radiation. One success
equals 1 yard radius, each success after doubles it.
Action: Instant
Duration: Lasting
Aspect: Vulgar Cost: None
Flight (Forces •••••)
An advanced version of "Levitation". Mage gets
defense and maneuverability is greatly improved.
Max speed is equal to Gnosis + Potency.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Increase Gravity (Forces •••••)
Successes split between Strength of gravity & area.
Strength creates equal dice penalties, and reduces
speed by 3 for each strength. Area begins at a 5
yard radius, and each success allocated doubles it.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Nullify Gravity (Forces •••••)
Same as "Increase Gravity" but this lowers gravity.
Successes allocate to strength and area the same.
Every point in strength adds 2 to speed and
jumping is doubled. 5 strength eliminates gravity.
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Radiation (Forces •••••)
Create radiation in an area. One success equals 1
yard radius, each success after doubles the yards.
Every 30 minutes a creature is exposed increases
the potency of the radiation (not spell's potency)
by one. Once radiation potency exceeds a
creature's stamina they suffer radiation poisoning.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Velocity Mastery (Forces •••••)
Like “Control Velocity”. Now able to cast on living
beings & specific parts of an object.
Action: Instant. Contested Vs. Composure + Gnosis
Duration: Transitory
Aspect: Vulgar Cost: None
Life Life Life Life ArArArArcanumcanumcanumcanum
Base Life: Plants/Insects/Fungi/Bacteria
Median Life: Animals
Advanced Life: Sentient life (except undead)
Analyze Life (Life •)
Discern species/sex/age of nearby life.
Action: Instant
Duration: Concentration
Aspect: Covert Cost: None
Cleanse the Body (Life •)
Cleanse self of drugs/toxins/poisons. Successes are
used to overcome drugs or negate poison damage.
Action: Instant
Duration: Lasting
Aspect: Covert Cost: None
Healer’s Trance (Life •)
Discern health/illnesses of a living being. Obscure
conditions might impose dice penalties (max -3.)
Action: Extended
Duration: Concentration
Aspect: Covert Cost: None
Pulse of the World (Life •) "Mage Sight"
+1 dice when reading life resonance.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Sense Life (Life •)
Select a type of life (e.g. male humans, black bears)
the Mage becomes aware of their presence in a
general sense of location. (e.g. "someone is in the
next room" but not specific location.) Potency is
compared against occlusion magic, and it increases
radius of awareness. 1 Success equals 1 yard, each
success afterwards doubles that range (e.g. 2, 4, 8)
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Body Control (Life ••)
Control Breath/Reflexes/Metabolism/Heart rate.
Divide successes anyway in the following abilities.
Breath: Each success halves oxygen needed, or
increases stamina for the effects of holding breath.
Reflexes: Each success adds +1 initiative.
Metabolism: Each success doubles the time before
deprivation checks are needed to be made.
Heart rate: Each success stops heart rate for one
minute, but cannot perform physical actions. Or
successes halve healing time of bashing damage.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Control Base Life (Life ••)
Invoke a natural instinct in a Base life form.
1 success = 1 yd. swarm, each one after doubles it.
Action: Instant. Contested Vs. Stamina
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Heal Flora and Fauna (Life ••)
Must touch target. Heal non-human life. Each
success heals either 1 bashing or 1 lethal.
With Life 3 this can be cast at sensory range.
Action: Instant
Duration: Lasting
Aspect: Covert Cost: None
Organic Resilience (Life ••) "Armor"
Mage gains one point of armor per dot of Life she
possesses. 1 Mana may be spent to increase the
duration to 1 day. Also applies to overpowering
moves in a grapple meant to harm.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana (optional)
Purify Bodies (Life ••)
Must touch target. This functions like "Cleanse the
Body" but can be cast on another being.
With Life 3 this can be cast at sensory range.
Action: Instant
Duration: Lasting
Aspect: Covert Cost: None
Self-Healing (Life ••)
Each success heals either 1 bashing or 1 lethal.
With Life 3 this can heal aggravated, but is vulgar.
Action: Instant
Duration: Lasting
Aspect: Vulgar Cost: 1 Mana
Self-Purging (Life ••)
Cleanse self of a sickness or disease. Type of illness
determines successes needed (e.g. common cold
would require 3, Ebola might require 10 or more).
Action: Extended
Duration: Lasting
Aspect: Vulgar Cost: None
Transfer Base Features (Life ••)
Must touch target. Mage gives one Base life form
features from another Base life form. Successes
equal the number of features given.
Life 3 allows this to be cast at sensory range.
Action: Instant. Contested Vs. Stamina
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Transform Base Life (Life ••)
Must touch target. Mage transforms one Base life
form into another. (e.g. ear of corn into a swarm of
wasps.) Increasing the size of the life form by every
3 points levies a -1 penalty. Conversion of size to
insect swarm size starts at life form size 1-3 equals
1 cubic yard of the swarm. Every increment of 3
points in size doubles the size of the swarm.
Life 3 allows this to be cast at sensory range.
Action: Instant. Contested Vs. Stamina
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Visions of the Living World (Life ••)
Bestow "Mage Sight" to an ally.
Banish Plague (Life •••)
Must touch target. Like "Self-Purging" on another
being. Life 4 allows this to be cast at sensory range.
Action: Instant
Duration: Lasting
Aspect: Vulgar Cost: None
Control Median Life (Life •••)
Instill any natural behavioral response in a Median
Life form. (e.g. dog regards Mage as alpha male.)
Action: Instant. Contested Vs. Resolve
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Degrading the Form (Life •••)
Mage may lower her own physical stats if desired
(equal to successes). Also, the Mage may lower
one stat of a Base or Median Life form (max = Life).
Action: Instant. Penalty: Target's Stamina
Duration: Prolonged (one scene)
Aspect: Vulgar
Cost: 1 Mana (if cast upon another)
Healing Heart (Life •••)
Must touch target. Heal human life. Each success
heals either 1 bashing or 1 lethal. With Life 4 this
can be cast at sensory range or be used to heal
aggravated wounds (Life 5 allows both abilities).
Action: Instant
Duration: Lasting
Aspect: Vulgar Cost: 1 Mana
Honing the Form (Life •••)
Mage may raise one of her own physical attributes
or that of Base or Median life forms (equal to
successes, with a maximum equal to Mage's Life.)
Action: Instant.
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Organic Shield (Life •••)
Bestow "Armor" to an ally.
Transfer Median Features (Life •••)
Functions like “Transfer Base Features.”
Transform Median Life (Life •••)
Functions like “Transform Base Life.”
Transform Self (Life •••)
Mage can take on one feature of a Base or Median
life per success. (e.g. claws [+1 or 2 lethal damage],
cat's eyes [up to -2 darkness penalty ignored], gills,
rat's digestion [allowing most things to be eaten].)
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Two Faces (Life •••)
Mage can alter 1 of her own features per success.
These include: eye color, skin color, hair length,
color, texture, facial features, body marks (tattoos
included) or a small change in height or weight.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Animal Degradation (Life ••••)
Mage may lower multiple physical stats of a Base
or Median life, one per success. Each stat cannot
be lowered greater than the Mage's Life.
Action: Instant. Contested Vs. Stamina
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Animal Minion (Life ••••)
Control Base or Median life like a puppet.
Action: Instant. Contested Vs. Resolve
Duration: Concentration
Aspect: Vulgar Cost: None
Contagion (Life ••••)
Cause sickness or disease. The more deadly or
communicable, the more successes required.
Action: Extended (target number varies)
Duration: Lasting
Aspect: Covert Cost: 1 Mana
Doppelganger (Life ••••)
Mage can change completely to look like another
human (or human seeming) person. Or may create
the shape of a new person. Successes required are
equal to how many changes take place. This spell
does not change the Mage's attributes at all.
Action: Extended (one turn per roll)
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Enfeeblement (Life ••••)
Must touch target. Mage may lower one physical
attribute of an Advanced life. Attribute lowers one
for every success (max = Life).
Action: Instant. Contested Vs. Stamina + Gnosis
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Hone Another’s Form (Life ••••)
Must touch target. Mage may raise one physical
attribute of an Advanced life form (equal to
successes, with a maximum equal to Mage's Life.)
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Life Force Assault (Life ••••)
Successes equal lethal damage. Life 5, and 1 Mana
makes damage done aggravated.
Action: Instant. Penalty: Target’s Stamina
Duration: Lasting
Aspect: Vulgar Cost: 1 Mana (optional)
Many Faces (Life ••••)
Must touch target. Mage can alter one of an
Advanced Life's features per success. These
include: eye color, skin color, hair length, color,
texture, facial features, body marks (tattoos
included) or a small change in height or weight.
With Life 5, this can be cast at sensory range.
Action: Instant. Contested Vs. Stamina + Gnosis
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Shapechanging (Life ••••)
Adopts shape & physical stats of a Base or Median
life. Penalties for changing to size 2 = -1, size 1 = -2,
size 0 (ant sized) = -3. Penalties for size 10 = -2, size
15 = -4, size 20 = -6, size 25 = -8, size 30 = -10.
Without Matter 4, no gear alters. Also, when the
Mage has an instinctual urge in new form, Resolve
+ Composure roll must be made to resist the urge.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Supreme Honing (Life ••••)
Mage may raise multiple of her physical attributes
at a time now, allocated by successes. (Max = Life)
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana
Transform Other (Life ••••)
Must touch target. Like “Transform Self” but can
be cast on another Advanced life form.
Action: Instant. Contested Vs. Stamina
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Trigger the Lizard Brain (Life ••••)
Invoke a natural instinct in an Advanced life form.
Action: Instant. Contested Vs. Stamina
Duration: Transitory (one turn)
Aspect: Covert Cost: None
Uplift the Species (Life ••••)
Must touch target. Change Base life into a Median
life. This does not improve on the life's intellect.
With Life 5 this may be cast at sensory range.
Action: Instant. Contested Vs. Stamina
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Create Life (Life •••••)
Create a Base, Median or Advanced life from
nothing. It has no intellect without Mind magic.
Successes needed are equal to the size of the life.
Action: Extended
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Evolutionary Shift (Life •••••)
Change Median life into Advanced life. This does
not improve on the life form's intellect.
Action: Instant. Contested. Stamina
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Fantasia (Life •••••)
Must touch target. Change Base or Median life into
any imaginable creature. Each success changes size
by one or bestows a feature, while unnatural
features (e.g. breaths fire) levy a -1 dice penalty.
(Check "Hereditary Change" for the drawback.)
Action: Instant. Contested. Stamina
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Greater Shapechanging (Life •••••)
Functions like "Shapechanging" but no need to roll
to resist urges. Also the Mage may shape others.
Action: Instant. Contested Vs. Stamina + Gnosis
Duration: Prolonged for self or against Sleepers
(Transitory against Mages & other supernaturals.)
Aspect: Vulgar Cost: 1 Mana
Hereditary Change (Life •••••)
Changes to Base or Median life can be passed on.
Drawback: Fantastical creatures tend to get sick
and die when witnessed by Sleepers. (Witnessing
Sleepers roll Resolve + Composure each scene
while successes became bashing damage against
the creature.)
Action: Instant. Contested Vs. Stamina
Duration: Lasting
Aspect: Vulgar Cost: 1 Mana
Human Minion (Life •••••)
Control Advanced life like a puppet. (Though they
cannot be to do something that will knowingly kill
them. If they are forced to do something that is
strongly against their beliefs they get another roll
to negate Potency of the spell.)
Action: Instant. Contested Vs. Stamina + Gnosis
Duration: Concentration
Aspect: Vulgar Cost: 1 Mana
Regeneration (Life •••••)
Re-grow a limb or organ. More vital the organ the
more successes needed. Takes minutes to re-grow.
Action: Extended
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Ultimate Degradation (Life •••••)
Like “Enfeeblement”. Sensory range. No Mana
cost. Can split successes to multiple attributes.
Ultimate Honing (Life •••••)
Like “Supreme Honing”. But can affect others.
Sensory range. 1 Mana cost
Rules for Swarms When dealing with swarms of stinging or biting
insects the following rules apply:
• Usually attacks one enemy. To attack multiple
enemies the swarm's effectiveness is divided.
• Damage is Bashing, and depends on Density.
Defense does not apply to the victim. Armor only
helps if it covers 90%+ of the body, and even then
it's effectiveness is only half (rounded down).
• Density starts at 1, but may be increased by 1
every time the swarm condenses to half volume.
(e.g. A swarm the size of 16 cubic yards could
condense down to 4 cubic yards and have 3 dice to
do bashing damage each turn.)
• Victims being attacked are at -2 dice due to
distraction, unless they are immune to the swarm,
but then it is still -1.
• Insect swarms cannot be attacked with anything
except area-affecting attacks, such as a torch. Each
point of damage decreases the swarms size by 1.
Matter Matter Matter Matter ArArArArcanumcanumcanumcanum
"Shape Liquid" & "Transmute Water" Chart
Successes * Liquid Volume * Vapor Volume
1 * Milk Jug * 5 cu. Yards
2 * Gas Tank * 10 cu. Yards
3 * Bath Tub * 20 cu. Yards
4 * Swimming Pool * 40 cu. Yards
5 * Olympic Pool * 80 cu. Yards
Alter Conductivity (Matter •)
Change conductivity of any matter. One success
affects one target, every additional success
doubles the number of targets.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Craftsman’s Eye (Matter •)
Learn the function of an object with moving parts.
Action: Instant
Duration: Concentration
Aspect: Covert Cost: None
Dark Matter (Matter •) "Mage Sight"
+1 to read “heavy" or "dense” resonance.
-1 to read "refined" resonance.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Detect Substance (Matter •)
Pick material type. Successes equal the range
(yards) at which the Mage can detect the material.
One success equals one yard, every additional
success doubles the number of yards (e.g. 2, 4, 8).
Action: Instant
Duration: Concentration
Aspect: Covert Cost: None
Discern Composition (Matter •)
Learn elemental makeup of object as well as it's
durability, size and structure ratings.
Action: Instant
Duration: Concentration
Aspect: Covert Cost: None
Find the Hidden Hoard (Matter •)
Mage senses empty spaces in the vicinity.
Action: Instant
Duration: Concentration
Aspect: Covert Cost: None
Alter Accuracy (Matter ••)
Any item that could conceivably benefit from a
more efficient design gains the 9-again benefit on
the next number of rolls equal to successes.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana
Eyes of the Earth (Matter ••)
Bestow "Mage Sight" to an ally.
Shape Liquid (Matter ••)
Must touch liquid (or liquid vapor). Shape liquid to
hold forms. Potency determines amount affected
as well as gives a strength rating to the liquid that
acts to hold things or resist things (successes do
not need to be split for these components). Liquid
can move at a rate of the Mage's Gnosis per turn.
Action: Instant (See chart for details.)
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Transmute Water (Matter ••)
Must touch liquid (or liquid vapor). Change one
liquid to another. Cannot be too exotic of a liquid.
With Matter 3 the Mage can transmute multiple
liquids at once or transmute at sensory range
(Matter 4 grants the ability to do both).
Action: Instant (See chart for details)
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Steel Windows (Matter ••)
Must touch target. Change an object from opaque
to transparent or vice-versa. Matter 3 allows the
Mage to cast at sensory range.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Unseen Aegis (Matter ••) "Armor"
Mage gains one point of armor per dot of Matter
she possesses. 1 Mana may be spent to increase
duration to one day. Also applies to overpowering
moves in a grapple meant to harm.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Alter Integrity (Matter •••)
Must touch target. Each success increases or
decreases the durability of an object by 1 point.
Matter 4 allows the Mage to cast at sensory range.
Action: Instant
Duration: Lasting
Aspect: Covert Cost: None
Armor Piercing (Matter •••)
An object gains armor piercing quality on the next
set of rolls equal to successes. Matter of 3
Arcanum allows the object to ignore one point of
armor, and increases by 1 with each dot of Matter.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana
Jury-Rig (Matter •••)
Must touch target. Superimpose machine features
into each other. (e.g. rotisserie's heat generation
in a glove box, pistol that uses shotgun shells,
firearm incorporated & hidden in another object.)
Matter 4 allows the Mage to cast at sensory range.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Plasticity (Matter •••)
Must touch target. Make matter malleable like clay
to be molded by hand. Successes needed equals
object's durability. Mixed object's use highest
durability. After spell's duration it becomes hard
but retains its new shape. Matter 4 allows the
Mage to cast at sensory range.
Action: Instant
Duration: Transitory (one turn)
Aspect: Vulgar Cost: None
Repair Object (Matter •••)
Each success repairs one structure point.
Action: Instant
Duration: Lasting
Aspect: Covert Cost: None
Transmute Earth (Matter •••)
Must touch target. Transmute one solid to another
solid (e.g. granite to wood, glass to paper). Cannot
change (or change to) rare materials by Sleeper
estimations (e.g. gold, diamonds). Also, cannot
change multiple materials at this level. Matter 4
allows the Mage to cast at sensory range or to
change multiple materials. (Matter 5 does both.)
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Verminous Metamorphosis
(Matter ••• + Life •••)
Change lifeless object to Base Life form.
Successes * Targets
1 * One (becomes 1 yd. radius swarm)
2 * Two (becomes 2 yd. radius swarm)
3 * Four (becomes 4 yd. radius swarm)
4 * Eight (becomes 8 yd. radius swarm)
5 * 16 (becomes 16 yd. radius swarm)
Action: Instant
Duration: Transitory (one turn)
Aspect: Vulgar Cost: None
Alter Efficiency (Matter ••••)
Must touch target. Mechanical objects can be
given a dice modifier (equal to Potency) of up to +5
or -5. Max speed of a vehicle may be raised or
lowered by 10mph per success to a max of -/+ 25.
Matter 5 allows the Mage to cast at sensory range.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana
Annihilate Matter (Matter ••••)
Utterly dissolving ordinary Matter until it ceases to
exist. Magical items cannot be affected. Each
success does one structure point of damage and
does not have to first overcome durability.
Action: Instant
Duration: Lasting
Aspect: Vulgar Cost: None
Lesser Transmogrification (Mater ••••)
Change a liquid to a solid and vice-versa. These can
become different types of matter. Impossible
substances (e.g. liquid wood) is not possible.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Reconfigure Object (Matter ••••)
A simple or complex object can be changed into a
different simple or complex object. Durability,
structure and size do not change, however.
Action: Instant
Aspect: Vulgar Cost: None
Shape Air (Matter ••••)
Mage controls flow and density of gases. Successes
are allocated between the volume of air she can
affect and to increases or decreases in pressure.
(Pressure will serve as Strength ratings.)
A Dexterity + Crafts roll might be required to
complete a particularly complex shape (e.g.
forming air into the shape of a person). Strength
rating acts as durability for those attacking or
pushing through the air. Air can move at a rate of
yards equal to Gnosis. The Mage controls the air in
an area, so a continuous wind can be created. If
pressure/strength rating is greater than a
creatures strength then they can be knocked over.
(They roll a reflexive Strength + Athletics to avoid
being knocked down.)
Successes * Volume * Pressure
1 * 5 cu. Yards * •
2 * 10 cu. Yards * ••
3 * 20 cu. Yards * •••
4 * 40 cu. Yards * ••••
5 * 80 cu. Yards * •••••
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Transmute Air (Matter ••••)
Transmute one gas into another gas. This affects
an amount of gas equal to the chart in "Shape Air".
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Transmute Gold (Matter ••••)
Transmute rare substances to more common (or
less valuable) substances. There is still dice
modifiers when trying to affect rare or precious
materials. What is considered rare or precious is
the metaphysical weight Sleeper society gives it
from that Mage's original culture.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Alter Size (Matter •••••)
Alter the size of an object. Each success increases
or decreases it by one. Size can only be changed by
as many points as the Mage has Matter Arcanum.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Annihilate Extraordinary Matter
(Matter •••••)
Each success does one structure point of damage
without having to overcome durability. This can
affect magical objects.
Action: Instant
Duration: Lasting
Aspect: Vulgar Cost: None
Forge Thaumium
(Matter ••••• + Prime •••)
Thaumium is created from a perfect mixture of
gold, silver and mercury (transmuted forms of
these materials is not acceptable). When crafted,
this makes a flawlessly mirrored metal. When
charged with Mana it has a faint luminescence.
Creation: One success creates a Size 1, Durability 1
piece of thaumium and has the ability to hold 1
Mana point. Each success can be allocated to
increase the Mana capacity, size, durability, armor
rating, or equipment modifier. (To become armor,
requires it to be at least size 3.)
This spell has the following duration factors.
1 Success = One scene, 2 = 24 hours, 3 = Two days,
4 = One week, 5 = One month, 6 = Indefinite.
Counter Magic: Whenever a spell is cast against a
Mage with a piece of thaumium on them, and the
Mage does not want to be affected by the spell, a
Mana point is spent from the thaumium to
attempt to counter the spell. Dice pool to counter
is equal to thaumium maker's Gnosis + Matter.
Weapon: Also, the wielder of a thaumium weapon
can spend a point of Mana in the thaumium to
make one attack do aggravated damage.
Action: Extended
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana (This goes into
the creation of thaumium only, additional Mana
must still be spent to fill thaumium's capacity)
Greater Transmogrification (Matter •••••)
Mage can now transmute a solid, liquid or gas to
another other material and state, and not only
that but can also create rare and precious
substances with great metaphysical weight.
(e.g. transmute the upholstery in a car to spider
webbing, oxygen into a boulder [cannot change a
substance already in a living pattern, also, a large
volume of gas must be used to create smaller
volume of a solid or liquid], a glass ceiling into a
strong acid, a cup of coffee into uranium.) Rare
materials may have a penalty of up to -5 to create.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Raw Creation (Matter •••••)
Mage may create one or multiple substances from
nothing. The creation may be size 3 or less without
additional successes allocated. Each success
increases the size by one. The object's durability
depends on the substance(s) made, but additional
successes may be allocated to increase (or
decrease) its durability. (e.g. An automobile may
be created but requires a reflexive Intelligence +
Crafts or Science roll to get right. Also, at ST
discretion the Mage may also need a specialty in
Auto Repair. A BMW sports car [Size 10] would
require 8 successes on spellcasting as well as a
successful skill check.)
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Self-Repairing Machine (Matter •••••)
The Mage can give an object a self-repairing
function. Each success allows the object to
automatically recovery one Structure point of
damage every 15 minutes. (e.g. Three successes
would make a vault recover 3 points of damage
every 15 minutes.)
Action: Instant
Duration: Lasting
Aspect: Vulgar Cost: None
Mind Mind Mind Mind ArArArArcanumcanumcanumcanum
Aura Perception (Mind •)
Discern emotional & mental conditions of others.
Action: Instant
Duration: Concentration
Aspect: Covert Cost: None
Auras
Emotional Condition * Color
Afraid * Orange
Aggressive * Purple
Angry * Bright Red
Bitter * Brown
Calm * Light Blue
Compassionate * Pink
Conservative * Lavender
Depressed * Gray
Desirous/Lustful * Deep Red
Distrustful * Light Green
Envious * Dark Green
Excited * Violet
Generous * Rose
Happy * Vermillion
Hateful * Black
Idealistic * Yellow
Innocent * White
Love-struck * Bright Blue
Obsessed * Bright Green
Sad * Silver
Spiritual * Gold
Suspicious * Dark Blue
Mental Condition * Color
Confused * Mottled colors
Daydreaming * Flickering colors
Frenzied * Rippling colors
Psychotic * Swirling colors
One Mind, Two Thoughts (Mind •)
Two non-physically-demanding thoughts at once.
This allows the Mage to perform two extended-
action knowledge tasks. (e.g. could research an
occult term while composing a poem, but could do
neither if fixing a car.)
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Sense Consciousness (Mind •)
Sense presence of nearby minds (and generally
what creature they are) within sensory range. The
Mage becomes aware of their general location as
well. Potency contests against occlusion magic.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Third Eye (Mind •) "Mage Sight"
Sense psychic activity (e.g. telepathy, ESP). Also,
discern emotional state of resonance. Giving clues
to the strong emotions that went into it.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Alter Aura (Mind ••)
Creates a fake aura to fool other's who can see it.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Beast Control (Mind ••)
Manipulate the minds of reptiles, fish, and insects.
Each success adds a layer of complexity to what
the Mage may command from the creature.
(e.g. "Bite that guy, then fetch that pen and bring it
to me" would require 3 successes.)
Action: Instant. Contested Vs. Resolve
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Emotional Urging (Mind ••)
Inspire an emotion in target. The more conflicting
the emotion is for the situation the more the
target will question it and the easier it is to ignore.
Action: Instant. Contested Vs. Composure
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
First Impressions (Mind ••)
Each success adds a bonus die to the first Social
roll the Mage will make in regard to an individual.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Incognito Presence (Mind ••)
Others notice nothing special about the Mage.
Each success adds to the difficulty of any and all
people to notice or remember the Mage. (e.g. If
the Mage casts this and walks through a building
and then leaves, even after the spell wears off, all
those who saw the Mage at the building during the
time of the spell's duration will have the penalty to
remember the character. If the Mage has meet
someone and then casts "Incognito Presence" they
will not have a hard time recalling old memories of
the Mage, only receiving penalties for memories
made during the time of the spell's effect.)
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Memory Hole (Mind ••)
The Mage may hide memories within her own
mind. This helps to tell lies, obscure a mind reading
attempt or pass a polygraph test.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Mental Shield (Mind ••)
Protection against other Mind magic. The Mage's
Mind Arcanum subtracts an equal number of dice
from other Mind magic attempts against her. One
Mana may be spent to increase duration to 1 day.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana (optional)
Misperception (Mind ••) "Armor"
Mage gains one point of armor per dot of Mind
she possesses. One Mana may be spent to increase
duration to one day. Also applies to attempts to
achieve a grapple upon the Mage.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana (optional)
Opening the Lidless Eye (Mind ••)
Bestow "Mage Sight" to an ally.
Voice from Afar (Mind ••)
Each success allows one telepathic word to reach
the mind of a target. The target can tell this voice
came from another (unless mentally disturbed.)
Action: Instant. If contested: Resolve
Duration: Transitory (one turn)
Aspect: Covert Cost: None
Augment the Mind (Mind •••)
Select a mental or social attribute. Each success
raises the attribute by one of the Mage to a
maximum of the Mage's Mind Arcanum.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana
Aura Cloak (Mind •••)
Mask another’s aura with fake colors. They may
contest with a Composure + Gnosis roll reflexively.
Greater Beast Control (Mind •••)
Like “Beast Control” but works on all animals.
Imposter (Mind •••)
Fool one sense per success, appearing to be a
different person. This affects only one person.
(Interestingly, the Mage cannot gain the benefits
of Striking Looks, even if they appear beautiful.)
Action: Instant. Contested Vs. Composure + Gnosis
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Mental Wall (Mind •••)
Bestow “Mental Shield” to an ally
(not "Misperception")
Multi-Tasking (Mind •••)
Perform 3 extended mental actions or 2 instant
mental actions (cannot be used for spellcasting as
magic is more than a mental exercise).
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Psychic Assault (Mind •••)
Each success does one bashing damage to a target.
This also works on vampires, although the
physiology of a vampire is different, their minds
are still susceptible to Mind Arcana.
Action: Instant. Penalty: Target’s Resolve
Duration: Lasting
Aspect: Covert Cost: None
Sleep of the Just (Mind •••)
Lucid dream. Also each success allows the Mage to
automatically remain awake after a 24 hour
period. Each six hours increments after the 24
hour period still imposes a -1 dice penalty to all
rolls. Or remain asleep for days equal to successes.
Action: Instant
Duration: Special
Aspect: Covert Cost: None
Telepathy (Mind •••)
All ideas, images and words may be shared
between the Mage and the target. Successes equal
the number of turns this link is in effect. With
Mind 4 the duration becomes prolonged, and
Mind 5 makes it advanced prolongation.
(Contacting a Sleeper with this causes Disbelief.)
Action: Instant. Contested: Target's Resolve
Duration: Transitory (one turn) (varies)
Aspect: Covert Cost: None
Universal Language (Mind •••)
Understand and express any language. Even
encoded signals and concepts that exist only as
ideas (especially with use of "Telepathy")
Obscurity of language may impose penalties.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Augment Other Minds (Mind ••••)
Select a mental or social attribute. Each success
raises the attribute of another by one to a
maximum of the Mage's Mind Arcanum.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Befuddle (Mind ••••)
Must touch target. Each success lowers a mental
or social attribute by one (to a minimum of 1).
With Mind 5 this can be cast at sensory range.
Action: Instant. Penalty: Target’s Composure
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana
Breach the Memory Vault (Mind ••••)
Add, modify, or delete others memories. Other
Mind magic must be used to learn about their
memories (but is not necessary to cast this spell).
Type of memories impose penalties:
Trivial = no modifier. (e.g. Where they parked.)
Deep seated but relatively unimportant = -1
(e.g. Changing the targets favorite color to red.)
Life-altering = -3 (e.g. Forgetting they have a 10
year old child. Thinking they married Jack Sparrow)
Anything = -5 (e.g. Forgetting all languages.)
Note: One thing that cannot be changed is
forgetting they are a Mage or other Supernatural
(or how to use their powers). Successes equal the
number of memories that may be affected.
Action: Instant. Contested Vs. Resolve + Gnosis
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Dream Traveler (Mind ••••)
Enter another's dreams (Mind + Gnosis to change
the dreams while in them). Or link dreams
together. (Increasing targeting factors would make
a large shared dream among participants.)
Action: Instant. Contested Vs. Composure + Gnosis
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Hallucination (Mind ••••)
Each success creates a Hallucination for one of the
five senses. Mage must give the Hallucination a
programmed "action" or maintain concentration.
An implausible action gives the target a reflexive
Resolve + Composure roll to realize it is an illusion.
Action: Instant. Contested Vs. Resolve + Gnosis
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Read the Depths (Mind ••••)
Read surface thoughts and memories. Each
success reveals the surface thoughts or one
memory. The Mage selects what type of memory is
being rooted out (e.g. what they did yesterday,
how did they get that scar). Remote memories
might impose up to -3 penalty (e.g. memory of
child abuse). This power can also be used to
discover someone's Virtue and Vice. Duration is
used for revealing surface thoughts.
Action: Instant. Contested Vs. Composure + Gnosis
Duration: Prolonged (Against Sleepers)
Transitory (Against Supernaturals, though with
Mind 5 this is extended to prolonged duration.)
Aspect: Covert Cost: None
Psychic Projection (Mind ••••)
The Mage can project her mind into Twilight. This
mental form has no Corpus or ephemeral body,
only an intangible semi-transparent image. Can
still cast magic. Mage's body is comatose for
duration. If body dies, the Mage becomes a ghost.
Mage move at regular speed and may pass
through walls while projected. While projected
there is a ephemeral silver cord in Twilight linking
the Mind to the body. The Mage may follow this
back to their body. The cord may be severed if it
receives one point of aggravated damage.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Psychic Sword (Mind ••••)
Each success does one lethal damage to a target.
(Mind 5, and one Mana point makes it aggravated)
Action: Instant. Penalty: Target’s Resolve
Duration: Lasting
Aspect: Covert Cost: None
Supreme Augmentation (Mind ••••)
Now raise multiple Mental or Social attributes.
One a one-for-one basis. Max bonuses equal Mind.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana
Telepathic Control (Mind ••••)
Control human actions. If multiple targets are
affected, each person performs the same task.
Targets cannot commit suicide. And putting them
in harm's way gives them a fresh contested roll.
Action: Instant. Contested Vs. Resolve + Gnosis
Duration: Prolonged (Against Sleeper)
Transitory (Against Supernaturals, though with
Mind 5 this is extended to prolonged duration.)
Aspect: Covert Cost: 1 Mana
Network (Mind •••••)
Connect multiple people Telepathically. 1 success
affects one target, each success after doubles it.
Action: Instant. Contest Vs. Resolve + Gnosis
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Possession (Mind •••••)
Psychically possess and control another. Mage may
keep host's mind conscious or not. If they are put
in harm's way they get a fresh contested roll.
(Whether the host's mind is conscious or not.)
Mage's body is comatose during the duration.
Action: Instant. Contested Vs. Resolve + Gnosis
Duration: Prolonged (Against Sleeper)
Transitory (Against Supernatural)
Aspect: Vulgar Cost: 1 Mana
Psychic Domination (Mind •••••)
Total, even suicidal, control of a mind.
Action: Instant. Contested Vs. Resolve + Gnosis
Duration: Prolonged (Against Sleeper)
Transitory (Against Supernatural)
Aspect: Covert Cost: None
Psychic Genesis (Mind •••••)
Create a self-aware consciousness.
(see pg. 218 for details)
Psychic Reprogramming (Mind •••••)
Change any aspect of a personality per success.
(e.g. friendships, rivalries, virtue, vice, faith)
Action: Extended. Contest Vs. Composure + Gnosis
Duration: Lasting (Against Sleeper)
Prolonged (Against Supernatural)
Aspect: Vulgar Cost: 1 Mana
Shadow Projection (Mind •••••)
Like "Psychic Projection" but into Shadow Realm.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Twilight Temple (Mind •••••)
Create an ephemeral structure in Twilight the size
of a medium room. Spirit 2 can be used to ward
against Spirits. Death 2 wards against ghosts.
Successes equal duration. 1 success = one scene,
2 = one day, 3 = two days, 4 = one week,
5 = one month, 6 = indefinite.
Action: Instant
Duration: Varies
Aspect: Vulgar Cost: None
Prime Prime Prime Prime ArArArArcanumcanumcanumcanum
Analyze Enchanted Item (Prime •)
Scrutinize the powers of a magical item. Multiple
successes required depending upon complexity.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Discern Phantasm (Prime •)
See through Prime based illusions. Potency of the
illusion levies dice penalties to cast.
Action: Instant
Duration: Concentration
Aspect: Covert Cost: None
Dispel Magic (Prime •)
Dismantle existing spells. Mage must have a dot in
each Arcana involved in the magic being dispelled.
Successes must exceed target spell's Potency.
Action: Instant
Duration: Lasting
Aspect: Covert Cost: 1 Mana
Inscribe Grimoire (Prime •)
Remove a learned rote to inscribe it into a book.
Successes must equal the number of Arcanum dots
needed to cast that rote.
Action: Extended
Duration: Lasting
Aspect: Covert Cost: None
Supernal Vision (Prime •) "Mage Sight"
+1 to detect Awakened magic, as well as detecting
Mana, Tass, enchanted items and Hallows. Also,
the mage may spend a turn of concentration to
see another's aura. This does not reveal emotional
states but reveals their nature (e.g. Sleeper, Lich,
Werewolf, Ghost, under a Geas, lacking a soul).
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Activate Enchanted Item (Prime ••)
Artificially trigger the activation of a magical item.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Counterspell Prime (Prime ••)
Counter spells (even covert spells) without needing
any other Arcanum. Successes negate opponent's.
Action: Instant
Duration: Lasting
Aspect: Covert Cost: 1 Mana
Magic Shield (Prime ••)
Protection against Awakened magic targeted at
the Mage. Spend one Mana per incoming spell and
penalize their dice pool equal to Prime Arcanum. 1
Mana may be spent to increase duration to 1 day.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana (optional)
Primal Flow (Prime ••)
Bestow "Mage Sight" to an ally.
Squaring the Circle (Prime ••)
Creates a space for the “Dual Arcane.”
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana
Transform Aura (Prime ••)
Change apparent nature of own aura to fool
"Supernal Vision". Potency must be overcome.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Unseen Spy (Prime ••)
Tamper with other's spells covertly. Counters
“Sense the Threads” if Potency exceeds their
Wits + Occult roll.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Celestial Fire (Prime •••)
Fling a ball of fiery energy at an opponent (this is
not real fire and vampires are not particularly
susceptible to it.)This energy also harms ephemera
and creatures in Twilight. Each success does one
bashing damage. With Prime 4 this is lethal
damage and can be cast directly on the opponent
(making it no longer "aimed") this penalizes the
roll by the target's Stamina instead. With Prime 5 a
Mana point may be spent to make it aggravated.
Action: Instant & Aimed
Duration: Lasting
Aspect: Vulgar Cost: None
Channel Mana (Prime •••)
Must touch target. Each success allows the Mage
to channel one Mana from Tass or a Hallow to
herself up to the amount equal to the Mage's
Prime. Prime 4 allows this at sensory range.
Action: Instant
Duration: Lasting
Aspect: Covert Cost: None
Controlled Dispellation (Prime •••)
Like "Dispel Magic" but instead of totally dispelling
the magic, just specific targets can be ignored.
Action: Instant
Duration: Lasting
Aspect: Covert Cost: None
Create Tass (Prime •••)
Solidify Mana into an object in any form and color.
Size and durability is 1 unless raised w/ successes.
Skill checks may be required for complex shapes.
Tass can hold any number of Mana points in it.
Without any Tass left in the object (or duration
ends) it will crumble to dust (and Mana is lost).
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana (minimum)
Disguise Resonance (Prime •••)
Disguise the Resonance of an object or place. If the
Potency of this spell is greater than the Mage Sight
being used to scrutinize it, it will appear to have
the fake Resonance. A Hallow's rating may also be
changed to look stronger or weaker by a number
of points equal to the Potency of this spell.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Dissolve Tass (Prime •••)
Each success dissolves one point of Mana and
structure from a Tass object.
Action: Instant
Duration: Lasting
Aspect: Covert Cost: None
Ephemeral Enchantment (Prime •••)
Enchant armor or a weapon to be able to repel or
strike Twilight and Shadow Realm entities. (If it is a
gun, all the bullets in its magazine are enchanted).
With Prime 5 a weapon can do aggravated damage
to the entities with the expenditure of one Mana.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Imbue Item (Prime •••)
Invest Arcanum powers into an object. Successes
needed are equal to the spell's requirement being
invested. The Mage must be able to cast the spell
that is being imbued into an object. Caster decides
if the imbued spell is always active or triggered by
a word, gesture or condition. If 3 extra successes
are allocated to the item, the item gains the
capacity to hold up to 10 Mana points. If the spell
is vulgar, Paradox is rolled when the power is used.
Paradox dice is based off the creator's Gnosis.
Action: Extended
Duration:
Aspect: Special Cost: At least 1 Mana per spell
Imbue Mana (Prime •••)
Must touch target. Imbibe Mana into a living being
or object. This serves to store the Mana, or to give
it to a Mage. If a Sleeper is infused with Mana
beyond her Size rating, it does bashing damage to
the Sleeper for each excess point.
Action: Instant. Contested Vs. Stamina
Duration: Lasting
Aspect: Covert Cost: None
Ley Lines (Prime •••)
Tap into the natural ley lines in the geography of
an area. ST decides where they are in a given area
(if any). This spells uses the ley lines to form a
junction that provides electricity. (e.g. 3 success
could power a small home, while 7 could power an
office building.)
Action: Extended
Duration: Lasting
Aspect: Covert Cost: None
Magic Wall (Prime •••)
Bestow “Magic Shield” to an ally. If cast on a non-
Mage Mana may also be bestowed into the target
to give them a supply to resist Magic.
Phantasm (Prime •••)
Create a semi-real illusion of a simple object or
lifeless creature (e.g. stone, book, knife, chair).
The object is relatively fragile, can be size 5 or less
and has one durability. A skill check may be called
for to create convincing objects (e.g. reclining
easy-boy chair).
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Transform Other Aura (Prime •••)
Like “Transform Aura” but cast on another.
Awaken Hallow (Prime ••••)
Reactivate a dormant Hallow.
Successes needed equals the Hallow's rating.
Action: Extended
Duration: Lasting
Aspect: Covert Cost: 1 Mana
Eyes of the Awakened (Prime ••••)
Mage Sight on a Sleeper without causing disbelief.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Marionette (Prime ••••)
Create a solid illusion of an animal. It can be size 5
or less and starts with 1 in all physical attributes.
Each extra success can raise a physical attribute by
2 dots. Max stats in any one attribute cannot
exceed Mage's Prime. It must remain within
sensory range of the Mage. Mage must
concentrate to animate the illusion, and does not
get her defense while concentrating. The defense
of the illusion is either the lower of its Dexterity or
the Mage's Wits.
Action: Instant (Concentrate to animate)
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Phantasmal Weapon (Prime ••••)
Create solid illusions of objects. Item can be size 5
or less and has a durability equal to Mage's Prime.
Successes can be allocated to size rating or to give
the object equipment modifiers (or armor rating).
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Siphon Essence (Prime ••••)
Steal Essence from a Spirit, Ghost, or Loci and
convert it to Mana (or disperse it).
Action: Instant. Penalty: Target’s Resistance
Duration: Lasting
Aspect: Vulgar Cost: None
Siphon Integrity (Prime ••••)
Convert objects to Mana. For every 3 points of size
it has it holds one Mana. Each Mana Siphoned
does one structure point of damage to it. The
Mage may replenish her own reserves this way
only once every 24 hours. Though Siphoned Mana
could be channeled elsewhere.
Action: Instant
Duration: Lasting
Aspect: Vulgar Cost: None
Supernal Dispellation (Prime ••••)
Dismantle existing spells. The Mage no longer
needs to have any other Arcana to dispel magic.
Successes must exceed target spell's Potency.
Action: Instant
Duration: Lasting
Aspect: Covert Cost: 1 Mana
Suppress Hallow (Prime ••••)
Make a Hallow dormant. Each success diminishes a
Hallow's rating by one.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Create Complex Phantasm (Prime •••••)
Create solid illusions of a complex object or a
human. (e.g. car, laptop) This spell functions like
"Marionette" when creating a human. The human
illusion has the same mental and social attributes
as the Mage. Complex objects are not actually
conductive of electricity so electronic devices do
nothing when plugged in, it is only the Mage's
concentration that makes the object seem to work.
Objects start at up to Size 5 and Durability 1.
Additional successes may be allocated to raise size
or durability on a one-for-one basis.
Action: Instant (Concentrate to animate)
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Create Hallow (Prime •••••)
Make a Hallow. Successes are allocated between
Hallow rating and duration. One-for-one basis for
the Hallow rating, and the duration uses the
following chart: 1 success = one hour, 2 = one day,
3 = two days, 4 = one week, 5 = one month.
One month is the maximum duration. Location
influences dice penalties (if any) the higher the
place the easier it is to make the Hallow. At sea-
level is -1 dice, below sea-level is -2 dice, deep hole
or pit is -3 dice.
Action: Extended
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Dead Zone (Prime •••••)
Rids an area of ambient Mana. Limits many Prime
spells. Nearby life may slowly sicken and die in this
area. A weak local Gauntlet rating imposes a -1
dice to cast. Successes decide the area affected.
1 success = 1 yard radius or 5 cubic yards. Each
additional success doubles the area affected
(e.g. 4 success = 8 yard radius or 40 cubic yards.)
Action: Instant
Aspect: Vulgar Cost: None
Forge Tulpa (Prime ••••• + Mind •••••)
Create a being with its own self awareness (e.g.
looking like a human, animal or monster). The
Tulpa is dreamed into being by a creative mind in a
state of intense deliberate imagination. Such
creations often grow beyond the direct control of
their creators. All it's attributes begin at 1.
Successes are allocated to increase those
attributes. No single attribute can be greater than
the Mage's Prime. Successes may also be allocated
to give bonus dice to damage or armor rating. The
Tulpa may be free willed or bound to the will of
the Mage (unless they break free of it).
There is no way to cast this spell indefinitely to
give the Tulpa a natural lifespan. If the Tulpa was
not designed to accept this demise the Mage will
suffer a Wisdom degeneration roll at the end of
the duration. "Forge Tulpa" has a special quality in
that the Potency of the spell may be recast by the
original Mage to renew the duration of the spell to
prolong the Tulpa's life.
Action: Extended
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Siphon Mana (Prime •••••)
Each success siphon's a point of Mana from
another Mage. Successive castings of this spell on
the same target in a scene suffers a cumulative -2
dice. This cannot be cast on non-Mages.
Action: Instant. Penalty: Target's Stamina
Duration: Lasting
Aspect: Vulgar Cost: None
Sense the Threads (Prime 2 + Space 2))
Spend one extra Mana when casting a spell, this
allows you to sense if someone is meddling or
even scrutinizing your spell, no matter where you
are (this ability can be foiled by "Unseen Spy").
Storyteller secretly rolls your Wits + Occult, if the
roll fails then you did not sense the tampering.
Space Space Space Space ArArArArcanumcanumcanumcanum
Correspondence (Space •)
Discern sympathetic connections of a person, an
object or a given space (e.g. street corner, empty
asylum room).If cast on a person this reveals
invisible lines of sympathy that the Mage can see,
many of these threads will no doubt lead off out of
sight, but the Mage may follow them if she
continues to concentrate. If cast on an object or a
given space then the Mage may be able to see the
person's (or people's) resonance on the object (or
in the space). This doesn't help unless the
individual's resonance has been scrutinized by the
Mage so she can identify it back to that person.
Whether cast on a person, object or space the
necessary successes depends on the level of
sympathy. 2 successes are needed to reveal
"Intimate", 4 for "Known", 6 for "Acquainted",
8 for "Encountered", and 10 for "Described".
Action: Instant
Duration: Concentration
Aspect: Covert Cost: None
Finder (Space •)
Select an item. Flawlessly track it in the vicinity.
With Space 2 this may be cast sympathetically.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Omnivision (Space •)
Perceive 360 degrees around self.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Spatial Awareness (Space •) "Mage Sight"
Detect spatial distortions in the area from other
Space magic (or other sources).
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Spatial Map (Space •)
Know the position of all objects and beings in the
area. Also, each success eliminates concealment
penalties (or target being prone) from the Mage's
ranged attack on the following turn.
Action: Instant
Duration: Transitory (one turn)
Aspect: Covert Cost: None
Apportation (Space ••)
Move something to or from a remote location
through a small portal. Mage must also have
Matter 2 (to move objects), or Life 2 (to move a
Base or Median life only), or Forces 2 (to move an
energy type through, like fire). Each success allows
the Mage to move one Size point through up to a
maximum equal to her Space Arcanum.
Action: Instant. Contested Vs. Composure
Duration: Concentration
Aspect: Vulgar Cost: None
Conceal Sympathy (Space ••)
Hide sympathetic connections. Each success allows
the Mage to decrease the apparent sympathetic
connection by a degree. The spell
"Correspondence" must exceed "Conceal
Sympathy" in Potency to see past this obscuration.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Follow Through (Space ••)
Jump through another’s “Portal” spell. Even if the
spell is old and closed. Dice penalty is equal to the
original dice penalty that the previous Mage had to
make the "Portal". Also, a number of successes
must be achieved depending on how old the
"Portal" is. Look at the chart "Prolonged Spells"
under Extended spells to see the successes needed
(this is at the end of the Time Arcanum). With
Space 3, the Mage can use the "Advanced
Prolongation" chart instead.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Scrying (Space ••)
Remotely view a location. Also the Mage may
cause a weak tactile sensation through the one
way viewing. Subject rolls Wits + Composure
reflexively. If they succeed they notice that
"someone" has touched them (but they cannot see
who). A Sleeper will experience Disbelief. The
Mage cannot actually affect anything with this
spell, it is only a tactile sensation, nothing more.
Action: Instant
Duration: Transitory. Prolonged (With Space3).
Advanced Prolongation (With Space 4).
Aspect: Covert Cost: None
Untouchable (Space ••) "Armor"
Mage gains one point of armor per dot of Space
she possesses. One Mana may be spent to increase
duration to one day. Also applies to attempts to
grapple the Mage.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana (optional)
Ward (Space ••)
Bar passage from other Space spells on a person
place or thing. In case of it being cast on a place it
affects a 5 yard radius. Attempts at Space magic
involving the subject of a Ward spell do not work
unless they exceed Ward's Potency. Every time the
Ward is breached, it degrades in Potency by one.
Ward has an exemption from normal spellcasting
rules: Ward may be cast again by the same Mage
on the same subject, and if the new casting has
more successes it replaces the Ward. This new
casting may be an Extended casting. This also does
not count as multiple spells, it only bolsters.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Avoidance Tactics (Space •••)
Bestow "Armor" to an ally.
Ban (Space •••)
This can be cast on top of a "Ward" spell, or it may
be a combined spellcasting. With the right Arcana,
any specified thing may be exempt from entering
the area of the original Ward spell. (e.g. Forces 2
to keep out fire or Forces 5 for radiation, Life 2
keep out insects or Life 4 for people, Matter 2 to
keep out metal). Ban may be used to keep out very
specific things even (e.g. all thrown rocks, Jerry's
albino boa constrictor). The broader the Ban is the
more dice penalty to cast, up to a -3. There is no
possible way for the Ban to enter the Ward
without overcoming this spell with a higher
potency spell, or dispellation of the Ban or Ward.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Destroy the Threads (Space •••)
Each success destroys one degree of a sympathetic
connection that a target holds towards another.
Action: Instant. Penalty: Target’s Composure
Duration: Lasting
Aspect: Covert Cost: None
Multispatial Perception (Space •••)
Each success allows the Mage to Scry one location.
The weakest sympathetic connection to the
targets serves as her dice penalty. Only one
location may be focused on at a time, so the other
locations have a -2 to perception rolls to notice
something. Using Mind magic the Mage can split
her attention equally among multiple locations.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
New Threads (Space •••)
Select two targets (at least one must be a being).
Each success strengthens the sympathetic
connection between the targets by one degree.
Action: Instant. Penalty: Target's Composure
(unless the target does not wish to resist)
Duration: Lasting
Aspect: Covert Cost: None
Portal (Space •••)
Open gateway. Sympathetic connection does not
impose dice penalties for this spell, instead a
number of successes must be achieved depending
on the sympathetic connection (e.g. 1 success
needed for an Intimate connection, and +1 success
for each degree beyond that). Each additional
success beyond those needed to make the Portal
allows more beings (size 5 or less) to use the
Portal, on a one-for-one basis (unless Mage has
Space 4 and then it is prolonged duration). Portals
must be positioned in the same spatial plane.
Action: Extended (Instant with Space 5)
Duration: Transitory (Prolonged with Space 4)
Aspect: Vulgar Cost: 1 Mana
Ranged Blow (Space •••)
Perform a melee attack from afar within sensory
range. These have the benefits of a ranged attack
(target does not get their defense) as well as the
drawbacks of an Aimed spell (except you can never
hit multiple targets with this spell).
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana (per attack)
Co-Location (Space ••••)
Appear to be in multiple locations at once, these
are mirror images. Only one is real at a time. Once
each turn the Mage may reflexively "teleport" to
another mirror image. Number of mirror images
equals successes. Mirror images do the exact same
movements unless Mind magic is used (e.g. Mind 3
"Multi-Tasking"). If cast outside of sensory range,
the weakest sympathetic connection is used to
penalize casting this spell. The Mage can perceive
what is going on around each image similar to
"Multispatial Perception".
Action: Instant
Duration: Transitory (one turn)
Aspect: Vulgar Cost: 1 Mana
Pocket Realm (Space ••••)
Create another realm of space. Size 20. +10 size
per success. Quantity of air equals 1 hour without
Matter 4 or Life 5. Must "Teleport" in/out (or
"Portal") . Known Sympathy to start, until Mage
spends 24 hours in it then it becomes Intimate.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Portal Key (Space ••••)
Limit “Portal” with a trigger or condition of any
type to utilize it (e.g. a phrase, or specific amulet).
(This can be cast on a Portal spell after the fact.)
Action: Instant
Duration: Lasting
Aspect: Covert Cost: None
Safe Keeping (Space ••••)
Put or retrieve items in the “Pocket Realm”
without having to teleport in then out to do it.
(Items in pocket realms reappear in the location
that they originally went in if the duration ends.)
Action: Instant
Duration: Lasting
Aspect: Vulgar Cost: None
Suspension (Space ••••)
Snare someone in looped space. This also may be
cast on a space to snare anyone that comes in it.
Area is 5 cubic yards. They roll Dexterity + Athletics
(must exceed Potency) for first attempt. If that
fails they may make an extended effort (one roll
per hour) and must exceed Potency + Space dots.
Action: Instant. Contested Vs. Composure + Gnosis
Duration: Transitory (Prolonged with Space 5)
Aspect: Vulgar Cost: 1 Mana
Teleportation (Space ••••)
Mage teleports self, familiar and objects. Any
object above Size 3 requires an extra success.
Action: Instant
Duration: Lasting
Aspect: Vulgar Cost: 1 Mana
Dimensional Axis (Space •••••)
Stack multiple locations in an area. Objects overlay
but don't touch each other. People must
reflexively roll Intelligence + Investigation to
interact with the intended object. Required
successes is equal to the number of locations.
Action: Extended
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Hide Space (Space •••••)
Require a specific route to reach a location. An
extended Intelligence + Investigation or Survival
(whichever is higher) action with a target number
one higher than the spell's Potency and rolls made
every half hour is required to find the hidden area.
Action: Extended
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Labyrinth (Space •••••)
Convulse and warp space as desired (e.g. making
one direction appear to be another would impose
no penalties, while making all paths in a forest lead
back to the same haunted cabin would levy a -3).
(Use "Advanced Area-Affecting" chart.)
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Manifold Presence (Space ••••• + Life ••••)
Advanced version of Co-Location, but the images
are substantial. When one image is wounded all
feel pain and suffer the wound except for the real
Mage. (With Life 5, they have independent health.)
With Mind 1 or 3 the images act independently.
Having Matter 5 also duplicates equipment.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: Varies (Mind of 1 or 3
= 1 Mana. Life 5 = 1 Mana. Matter 5 = 1 Mana.)
Oubliette
(Space ••••• + Forces 3 + Mind 4 + Time 4)
Place being into Pocket Realm. This is a place of
intense psychological torture. During the duration
of this spell every ten minutes the Mage must
make the same spellcasting roll to contest with the
target's reflexive contested roll. Every success the
Mage gains over the target subtract a Willpower
from the target. If they drop to zero Willpower
gain a severe derangement and will fully answer
any question put to them. If the target every
succeeds to contest they are freed from the spell.
Action: Instant. Contested Vs. Composure + Gnosis
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Shrink/Expand (Space 5 + Life/Matter)
(Options: Life 2 or 3 or 4, Matter 2)
Increase or decrease size of being or object per
success. Having Life Arcanum dictates the kind of
being that can be affected. Having Matter allows
the target to be an object. Minimum Size is one.
Increasing Size is limited by Mage's Gnosis. This
does not affect the mass of the target.
Action: Instant. Contested Vs. Stamina + Gnosis
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Worlds Collide (Space •••••)
Mage causes targets to shift in position over each
other, and then causes them to collide with each
other. Every success does one point of aggravated
damage to all of the targets. Targets are then
knocked apart. If any target that is being affected
successfully contests then the spell does not work.
Action: Instant. Contested Vs. Stamina + Gnosis
Duration: Lasting
Aspect: Vulgar Cost: 1 Mana
Sympathetic Connections
-0 Sensory: What is seen or heard in the vicinity.
-2 Intimate: You have a piece of target person or
thing (e.g. hair, bark). Or longtime friend, close
family member, beloved pet or possession.
-4 Known: Friend, co-worker or personal item. You
have a recent photo or accurate representation of
target. You can see target on live TV, or live audio.
-6 Acquainted: Casual acquaintance with target,
unfamiliar co-worker or an item held once or used.
-8 Encountered: You have encountered target
briefly, such as a person you passed on the street
or an item you touched once.
-10 Described: Never encountered target, but had
it described to you. You might know a person’s
name, or been given their physical description.
-Unknown: Cannot cast sympathetically.
Note: Not knowing someone’s real name (First and
last unless they do not identify themselves to both
mentally) makes the sympathetic connection two
degrees harder. In example- if you had a Known
co-worker but did not know their true name then
it would be considered as Encountered (-8 dice).
Sympathetic Casting Drawbacks
• 1 extra Mana for sympathetic spells.
• Lose Defense while casting.
• Your Arcana has to be one higher than necessary.
• A sympathetic spell is always vulgar, even if the
spell is normally covert.
• Casting creates a sympathetic conduit between
you and the target, allowing the target to direct
spells against the you, even if they don’t have
Space 2, for as long as the sympathetic spell lasts.
Sympathetic spells as Extended castings.
Intimate = 1 extra success
Known = 2 extra successes
Acquainted = 3 extra successes
Encountered = 4 extra successes
Described = 5 extra successes
Spirit Spirit Spirit Spirit ArArArArcanumcanumcanumcanum
Coaxing the Spirits (Spirit •)
Pick an object. Each success grants a +1 on the
next roll. But only when object itself could help
with the action (e.g. car could steer straight, but a
rock could not be thrown better as the rock has no
influence on that action).
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Second Sight (Spirit •) "Mage Sight"
Discern the local Gauntlet strength. Also, the Mage
gains a +1 when detecting Numina, Gifts and Loci.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Spirit Tongue (Spirit •)
See, hear and speak with spirits. If this spell's
Potency is greater than any obscuring powers,
than the Mage can even see spirits attempting to
hide. Mage may also see ghosts as well, but they
are vague and hazy, and Mage cannot hear them.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Ephemeral Shield (Spirit ••) "Armor"
Mage gains one point of armor per dot of Spirit
she possesses. 1 Mana may be spent to increase
duration to one day. Also applies to overpowering
moves in a grapple meant to harm.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana (optional)
Gossamer Touch (Spirit ••)
Physically interact with Spirits in Twilight.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Grant the Second Sight (Spirit ••)
Bestow "Mage Sight" to an ally.
Lesser Spirit Summons (Spirit ••)
General or specific summons of a lesser spirit in
Twilight or Shadow Realm. It can be used in hopes
of summoning a specific spirit the Mage knows, or
a specific type. This may be cast as a gentle
request or an irresistible summons (the gentle
request is more like a broadcast requesting a spirit
or spirits). Range is just "the nearby vicinity". The
spirit(s) forcefully summoned must stay within
sensory range of the Mage for the remainder of
the scene unless the Mage dismisses them.
Action: Instant. Contested Vs. Resistance
Duration: Prolonged (one scene)
Aspect: Covert
Cost: None (or 1 Mana for a general summons)
Peer Across the Gauntlet (Spirit ••)
Spend an Instant action to peer across the
Gauntlet. Gauntlet Strength subtracts Perception.
With Spirit 3 the action is Reflexive.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Place of Power (Spirit ••)
Fortify or weaken the Gauntlet at a Hallow. How
many points change is limited by Hallow rating.
Gauntlet cannot be brought down to 0 strength.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Soul Jar (Spirit ••)
Makes liquid tight container a vessel to hold souls.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Control Spirit (Spirit •••)
Complex commands require multiple successes.
(e.g. Go to Sue's house, steal her car keys and
bring them here would require three successes.)
The spirit will attempt the task(s) for the duration.
Action: Instant. Contested: Resistance
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Exorcism (Spirit •••)
Remove a spirit (or ghost) from a being or fetter.
Successes required equals the spirit's Willpower.
(Cannot work on the Spirit-Claimed. "Shape Spirit"
can be used to separate the merged spirit and soul
to then make it possible to exorcise the spirit.)
Action: Extended. Contested Vs. Power + Resist
Duration: Lasting
Aspect: Covert Cost: None
Familiar Pact (Spirit •••)
Must touch target. Forge a Familiar pact. See Merit
"Familiar" for details. Successes required equals
the number of effective Merit point value of the
Familiar. (Can only have one Familiar at a time.)
The Familiar has to agree to the pact.
Action: Extended
Duration: Lasting
Aspect: Covert Cost: 1 Mana
Greater Spirit Summons (Spirit •••)
Like “Lesser Spirit Summons” but can summon a
Spirit of any rank. Dice penalized by Spirit's rank.
This spell is Vulgar, and is still contested by Resist.
Harm Spirit (Spirit •••)
Each success does 1 lethal damage to a spirit. With
Spirit 4 +1 Mana makes it aggravated or with Spirit
4 this can be cast across the Gauntlet, though
suffers a penalty equal to the Gauntlet Strength.
Action: Instant. Penalty: Target's Resistance
Duration: Lasting
Aspect: Vulgar Cost: None
Numinous Shield (Spirit •••)
Protection against Numina or Gifts targeted at the
Mage. Spend one Mana per incoming power and
penalize their dice pool equal to Spirit Arcanum. 1
Mana may be spent to increase duration to 1 day.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana (optional)
Reaching (Spirit •••)
Effects hands. Reach across Gauntlet to interact
with spirits or ephemera there (or reach from
Shadow to the Fallen world). Cannot be used to
carry objects across Gauntlet in either direction.
Action: Instant. Penalty: Local Gauntlet Strength
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Restore Corpus (Spirit •••)
Each success restores 1 corpus. With Spirit 4 this
can be cast across the Gauntlet though with dice
penalty equal to Gauntlet Strength.
Action: Instant.
Duration: Lasting
Aspect: Vulgar Cost: None
Restore Lost Soul (Spirit •••)
Restore severed or stolen soul. Successes required
equals how many weeks the soul's been detached.
Action: Extended
Duration: Lasting
Aspect: Covert Cost: None
Rouse Spirit (Spirit •••)
Awaken spirit in an object or place. It begins as a
Rank 1 spirit. Until it becomes Rank 3 it will act in
accordance with its simple nature. Can be coaxed
to use Numina, or be asked questions.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Spirit Road (Spirit •••)
Gateway to Shadow. Successes required equals the
Gauntlet Strength. Additional successes are used
to allow more beings to use the passageway. With
Spirit 4 the Mage can limit who can use the Spirit
Road. Barring access to any person or entity.
Action: Extended
Duration: Transitory/Prolonged (with Spirit 4)
Aspect: Vulgar Cost: 1 Mana
Bind Spirit (Spirit ••••)
Imprison a spirit to the Fallen/Twilight realm in
general or a specific area within it. (They don't lose
essence hourly.) Successes required = spirit's Rank.
Action: Extended. Contested Vs. Resistance
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Create Fetish (Spirit ••••)
Invite or compel a spirit to inhabit an object, and
to lend their power to the wielder. Roll Spirit +
Gnosis to use Numina. Numina do not invoke
paradox, disbelief or unraveling. Successes
required to bind the spirit is equal to their Rank.
Action: Extended. Contested Vs. Resistance
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Essence Gift (Spirit •••• + Prime ••••)
Convert Mana into Essence per success to bestow
to a target spirit or "Medicine Bag". Spirits may not
want the quality of essence, and may contest.
Action: Instant. Contested Vs. Resistance
Duration: Lasting
Aspect: Covert Cost: None
Grant Familiar (Spirit ••••)
Forge "Familiar Pact" for another mage.
Action: Extended
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana
Medicine Bag (Spirit ••••)
Selected object now can store Essence. Potency
determines the capacity of the Medicine Bag, but
is limited to Mage's Gnosis + Spirit. It doesn't have
to be a bag, but if the object is made out of non-
organic materials it levies a -1 dice to cast.
Action: Extended
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana
Sacramental Chain (Spirit ••••)
Each success channels one Essence to and from
Loci, spirits and Medicine Bags. Prime 4 allows it to
be converted to Mana and channeled to the Mage.
Action: Instant. Penalty: Target's Resistance
Duration: Lasting
Aspect: Covert Cost: None
Spirit Guardian (Spirit ••••)
Bind a spirit to protect a person, object or place.
Number of successes required equals spirit Rank.
Action: Extended. Contested Vs. Resistance
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Spirit Possession (Spirit ••••)
Cause spirit to possess another being. Target spirit
gains the Possession Numina and immediately uses
it. If the spirit is about to do something totally
against the host's beliefs, the host gets a reflexive
Resolve + Composure (these successes are added
to the original contested roll and may be enough
to meet or exceed the spirit's successes, and would
expel the spirit). Spirit retains its own powers, but
does not gain any of the supernatural powers that
might be available to the host.
Action: Instant. Contested Vs. Resistance
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Road Master (Spirit ••••)
Teleport across the Gauntlet without a gateway.
Action: Instant. Penalty: Gauntlet Strength
Duration: Lasting
Aspect: Covert Cost: 1 Mana
Control Gauntlet (Spirit •••••)
Fortify or weaken the Gauntlet anywhere. Can now
go down to zero. Each success changes it by one.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Materialize Spirit (Spirit •••••)
Cause spirit or ghost to materialize. If target is in
Shadow the roll is penalized by Gauntlet strength.
Action: Instant. Contested Vs. Resistance
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Shadow Slave (Spirit ••••• + Death •••)
Combine a shadow with a spirit. Makes a living
shadow controlled the Mage's thoughts. Also, the
shadow can be stuffed inside a corpse to animate
it. Successes are allocated between physical
attributes, Wits, Skills and Armor rating. It has 1
point in Intelligence and Presence, and zero in the
other attributes. It is only marginally sentient. It
takes an instant action for the Mage give it a task.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Shape Spirit (Spirit •••••)
Create a spirit from nothing or alter a spirit
completely. (Can’t target familiars.) Successes are
allocated to Rank, Attributes, Influence and
Numina on a one-for-one basis (or used to change
these aspects of an existing spirit). The Lesser of
the Mage's Gnosis or Spirit Arcanum limits the
Rank of a spirit that can be affected, or the limit it
can be elevated in Rank. The Mage must be
familiar with the Numina or Influence being given
to the target of this spell.
Action: Extended. Contested Vs. Resistance
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Spirit Court (Spirit •••••)
Gain Rank like a spirit & hold own court among the
spirits. Spirit Rank gained is equal to the lesser of
Gnosis or Spirit Arcanum. Successes required
equals Rank gained.
Action: Extended
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Spirit Manse (Spirit •••••)
Create structure in Shadow Realm. Successes are
allocated between Size and Durability. See the
"Area Affecting" chart for reference to the Size.
Action: Extended
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Spirit Abilities
Stealing Essence
Contested Power + Finesse as an instant action.
Most successes gains difference.
Numina
These are sample Numina, though any spell could
also become a Numina (depending on the spirit).
-Blast: Power + Finesse (+2 dice for each additional
essence spent) Lethal. Range is 10 yards x Power.
-Claim: 3 Essence cost (for the whole day). Power +
Finesse, Extended & Contested Vs. Resolve +
Composure. Each roll represent 1 hour. If the Spirit
gains 50 successes between duck and dawn then
the spirit permanently controls the victim.
-Discorporation: Automatically discorporate and
reforms in the Shadow realm. (Discorporate
happens to any spirit when it loses all corpus but
not all essence. It survives to reform at an object
or place that is appropriate to its nature.)
-Fetter: 2 Essence cost. Bind to an object to
prevent hourly essence loss.
-Gauntlet Breach: 3 Essence cost. Spirit crosses
over. Power + Finesse – Gauntlet Strength.
-Harrow: Usually owned by negative spirits.
Power + Finesse – victim’s Composure. Target is
overwhelmed by the relevant negative emotion.
Duration is for a number of turns = to successes.
-Living Fetter: Same as fetter but to a living being
and must succeed with a Power + Finesse
Contested vs. Resolve + Composure.
-Materialize: 3 Essence cost. Power + Finesse.
Successes equal hours being materialized.
-Material Vision: Power + Finesse. Successes
equal minutes the spirit sees through Gauntlet.
-Possession: 1 Essence cost. Power + Finesse
Contested Vs. Resolve + Composure. If successful,
the spirit gains control of the host for one scene.
The spirit uses all the attributes of the host except
for their Willpower. If the host is knocked
unconscious or killed the spirit is expelled.
-Reaching: Power + Finesse – Gauntlet strength to
establish the ability to use Numina through the
Gauntlet for the remainder of the scene.
-Soul Snatch: Mechanically the same as “Claim”
but steals soul after completion instead.
-Wilds Sense: Used to find or track Loci or other
spirits. Finesse + Resistance. More successes
equals more accurate directions.
Gauntlet Strength Location * Strength
Dense urban areas * 5
City suburbs & towns * 4
Small towns or villages * 3
Wilderness * 2
Loci (Essence Fountain) * 1
Verge (No Gauntlet) * 0
Time Time Time Time ArArArArcanumcanumcanumcanum
Momentary Flux (Time •)
Largely a storytelling effect. The Mage discerns if a
choice that was made 15 seconds ago (or will be
made in 15 seconds) may be more likely to be a
boon or hindrance to the Mage.
Action: Instant
Duration: Transitory (one turn)
Aspect: Covert Cost: None
Perfect Timing (Time •)
Successes equal bonus dice to the next roll done in
this turn, this cannot be used for magic rolls.
Action: Reflexive
Duration: Special
Aspect: Covert Cost: 1 Mana
Temporal Eddies (Time •) "Mage Sight"
Tell perfect time, also knowing exactly how much
time has elapsed between each memory & event.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Temporal Wrinkles (Time •)
Detect temporal disturbances. During the duration
the Mage may roll Wits + Investigation anytime
Time magic is used in her vicinity to sense it.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: None
Augury (Time ••)
Select a target (person, place or thing). Mage then
asks ST about the target's future. (e.g. "Will the
clerk drive home first?", "Will the Zodiac Killer kill
again?") Mage receives an answer (though it can
be very generalized, perhaps instead of a verbal
answer the Mage get's a vision of the Zodiac Killer
walking up close behind someone, but that's it.
Maybe only symbolizing that he wants to kill again)
Answers given are only the most likely answer, and
even the slightest butterfly effect could change it.
Can only be cast on a target once every 24 hours.
Action: Instant
Duration: Concentration
Aspect: Covert Cost: None
Flip of the Coin (Time ••)
Find out the answer of an undertaking with only
two likely results (e.g. flip of a coin, cutting the red
wire on the bomb). This does not work for
contested actions, particularly that of fights.
Action: Instant
Duration: Concentration
Aspect: Covert Cost: 1 Mana
Glimpsing the Future (Time ••)
Roll twice for next action, taking the better result.
With Time 3 this can be cast as Reflexive.
Action: Instant
Duration: Transitory (one turn)
Aspect: Covert Cost: 1 Mana
Postcognition (Time ••)
Mage can reveal her own past or reveal the past at
the current location. Space 2 allows other places to
be glimpsed sympathetically. Mage declares a time
she wishes to view. Each success allows a 3 second
length of time to be viewed. Events are viewed in
real time. (It's as if a camera was placed at the
scene.) The Mage may rewind, fast forward or
pause the section of time being viewed. With Time
3 each success grants 1 minute of time viewed.
With Time 4 it becomes 10 minute increments.
Action: Instant
Duration: Concentration
Aspect: Covert Cost: None
Shield of Chronos (Time ••)
Wards others from scrying the Mage from the past
or from the future (this protects the period of time
that the Mage has this spell active). It also protects
the Mage of having any part of her past or future
glimpsed from present attempts to scry while this
spell is active. (Potency must be overcome.)
1 Mana will increase the duration to one day.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana (optional)
Temporal Dodge (Time ••) "Armor"
Mage gains one point of armor per dot of Spirit
she possesses. 1 Mana may be spent to increase
duration to one day. Also applies to attempts to
grapple the Mage.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert Cost: 1 Mana (optional)
Temporal Flow (Time ••)
Bestow "Mage Sight" to an ally.
Acceleration (Time •••)
Gain “Vampire Celerity” (pg. 123 of V:tR) equal to
Time Arcana. With Time 4 it can be cast on others.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None (1 Mana per turn)
Divination (Time •••)
Like “Augury” but generally more specific answers,
and each additional success grants a follow up
question asked one at a time (e.g. Will Garrik
attack us tonight?" Mage gets a vision of Garrik
standing in the foyer "What time will he attack?"
vision of the clock on the wall nearby.)
Action: Instant
Duration: Concentration
Aspect: Covert Cost: 1 Mana
Shifting Sands (Time •••)
Go back to beginning of previous turn, though
wounds cannot be reversed. With Time 4 this can
be cast on others. (Only the target remembers.)
Action: Instant
Duration: Special
Aspect: Vulgar Cost: 1 Mana
Temporal Shift (Time •••)
Bestow "Armor" to an ally.
Chronos’ Curse (Time ••••)
Target slows in time. Target suffers -1 defense and
speed is halved (rounded up) per success. If target
does a ranged attack, defenders receive Defense.
Action: Instant. Penalty: Target’s Composure
Duration: Transitory (one turn)
Aspect: Vulgar Cost: 1 Mana
Present as Past (Time ••••)
On the following turn all targets declare what their
next action will be. The Mage does not need to
declare her own action. The Mage can go in the
initiative roster whenever she chooses, even
trumping all other supernatural effects. (Contested
Potency against other Mage's using this spell.) Also
Mage gains +1 defense for each success against
those affected by the spell.
Action: Instant. Contested Vs. Composure + Gnosis
Duration: Transitory (one turn)
Aspect: Vulgar Cost: 1 Mana
Prophecy (Time ••••)
Successes equal the number of questions that may
be asked. Select a target (person, place or thing)
and ask how a particular fate of the target can be
prevented. (e.g. The Mage doesn't want a boy to
become a great leader, casting the spell reveals
that killing the boy's mother will make him
become a tyrant instead [but may inadvertently
make his sister become a great leader due to the
vagueness of prophecy]). Can only be cast on a
target once every 24 hours.
Action: Instant
Duration: Concentration
Aspect: Covert Cost: None
Temporal Pocket (Time ••••)
Mage enters a pocket of different flowing time.
(More Subjective time passes within the pocket
than without) Each success adds a multiplication
factor to the subjective time. Maximum Time
dilation is equal to Mage's Gnosis or Time
Arcanum, whichever is higher. Duration is time
experienced outside of the pocket. Cannot interact
with or be interacted with by others outside of the
pocket, except by those with Time Arcana .
Action: Extended
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: None
Temporal Stutter (Time ••••)
Cause being (or area) to stutter forward in time.
Successes equal “lost” turns (that they seem to
disappear). Only affects living (or undead). If space
gets overlapped when they return from a stutter
then the one object or creature with the smallest
Size is knocked down.
Action: Instant. Contested Vs. Composure + Gnosis
Duration: Special
Aspect: Vulgar Cost: 1 Mana
Faerie Glade (Time •••••)
Like “Temporal Pocket” but can be cast on area
and either sped up or slow down time of target.
Action: Extended. Contest Vs. Composure + Gnosis
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Future Legacy (Time •••••)
Move a non-living object far into the future.
1 success equals 1 year, 2 = 2 years, 3 = five years,
4 = 10 years, 5 = 20 years (+10 years for each
additional success). This effect cannot be reversed.
Action: Instant
Duration: Lasting
Aspect: Vulgar Cost: None
Rewrite History (Time •••••)
Each successes allows the Mage to shift one dot of
a mundane trait (attribute, skill, merit) to another
(e.g. intelligence dots to strength dots).
Action: Extended
Duration: Prolonged (one scene)
Aspect: Vulgar Cost: 1 Mana
Stop Time (Time •••••)
Each success freezes a subject in time for one turn.
If the target is during the spells affect then the
spell is broken.
Action: Instant. Contested Vs. Composure + Gnosis
Duration: Transitory (one turn)
Aspect: Vulgar Cost: 1 Mana
Instant Spellcasting Durations
Transitory Spells
Duration * Dice Penalty
1 turn * None (default)
2 turns * -2
3 turns * -4
4 turns * -6
5 turns * -8 (ect…)
Additional turns are further -2’s
Prolonged Spells
Duration * Dice Penalty
1 scene/hour * None (default)
2 hours * –2
12 hours * –4
24 hours * –6
Two days * –8
Every additional 2 days are another -2
Advanced Prolongation:
If you have more dots in the Arcanum then is
needed to cast the spell, use this chart.
Duration * Dice Penalty
1 scene/hour * None (default)
24 hours * –2
Two days * –4
One week * –6
One month * –8
Indefinite * –10
Note: Living targets, however, grow, change and
heal. Spells with an indefinite Duration cannot be
cast upon a living creature. (This also holds true for
Vampires and Prometheans.)
Prepared Spells (Time 2)
Prepared Spells (Time 2 + other Arcana)
Cost: 1 Mana (spent at time of activation)
Delay a spell until activated by a trigger the Mage
performs (e.g. word or gesture). It is an instant
action to activate a spell and only one spell a turn
can be activated. These spells count as an active
spell while they are delayed. If cast on a subject
that would normally have imposed penalty dice to
spell casting, then the spell now becomes an
aimed spell. If the spell were to be improbable by
sleeper witnesses it instead rolls those paradox
dice when spell is triggered.
Prepared Spells cast as an Instant Action
Length of Delay * Dice Penalty
10 minutes * None
30 minutes * -2
One hour/scene * -4
24 hours * -6
Two days * -8
(Every two more days equals another -2 dice)
Prepared Spell cast as an Extended Action
Length of Delay * Target Number
10 minutes * No additional
30 minutes * +1 success
One hour/scene * +2 successes
24 hours * +3 successes
Two days * +4 successes
(Every two more days equals another +1 success)
Extended Spellcasting Durations
Transitory Spells
Duration * Extra Successes Needed
1 turn * Basic success (default)
2 turns * +1 success
3 turns * +2 success
5 turns * +3 successes
10 turns * +4 successes*
+10 turns for each additional success.
Prolonged Spells
Duration * Extra Successes Needed
1 scene/hour * Basic success (default)
2 hours * +1 success
12 hours * +2 successes
24 hours * +3 successes
Two days * +4 successes*
+Two days for each additional success.
Advanced Prolongation:
If you have more dots in Arcanum then needed to
cast the spell, use this chart.
Duration * Extra Successes Needed
1 scene/hour * Basic success (default)
24 hours * +1 success
Two days * +2 successes
One week * +3 successes
One month * +4 successes
Indefinite * +5 successes
Temporal Sympathy
Just as the Space Arcanum uses ties of sympathy to
determine the ease or difficulty of making a
connection with another place, being or thing, so
does Time rely on esoteric ties. In order to use
“temporal sympathy” when working with the past,
present or future, simply apply the sympathetic
modifiers for the Space Arcanum to Time spells. In
other words, holding the very “magic bullet” that
killed JFK or trying to prophesy about a child’s
future with that a lock of hair counts as having an
Intimate connection. Trying to peer into Caesar's
court while utterly without any factual knowledge
or object of significance to that place and time
counts as an Unknown connection (having seen a
movie on the subject doesn’t count as factual
knowledge). Likewise, looking at a time and place
where one once was (or immutably will be) counts
as a Known or Acquainted connection, depending
on how long one stayed there. Some are tough
calls and are ultimately up to the ST.