spell casting & magic

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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.

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Page 1: Spell Casting & Magic

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.

Page 2: Spell Casting & Magic

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.

Page 3: Spell Casting & 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

Page 4: Spell Casting & Magic

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

Page 5: Spell Casting & Magic

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)

Page 6: Spell Casting & Magic

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.

Page 7: Spell Casting & Magic

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

Page 8: Spell Casting & Magic

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

Page 9: Spell Casting & Magic

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

Page 10: Spell Casting & Magic

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.

Page 11: Spell Casting & Magic

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

Page 12: Spell Casting & Magic

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

Page 13: Spell Casting & Magic

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

Page 14: Spell Casting & Magic

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

Page 15: Spell Casting & Magic

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

Page 16: Spell Casting & Magic

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.

Page 17: Spell Casting & Magic

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

Page 18: Spell Casting & Magic

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

Page 19: Spell Casting & Magic

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

Page 20: Spell Casting & Magic

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

Page 21: Spell Casting & Magic

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

Page 22: Spell Casting & Magic

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.