Mage: the Awakening (Complete)

From Codex of Darkness


Merits, Mage (2nd Edition)
Name Rating Prerequisites Description Book
Adamant Hand •• Arrow Status •, Athletics or Brawl or Weaponry ••• Allows use of prerequisite Skill as reflexive Order tool Yantra in combat. MTA 2e 99
Artifact •••+ Own a magical item that can cast spells and stores dots x2 Mana, and can act as a Path tool Yantra worth +1 die for Mages of the path of highest spell effect stored MTA 2e 99
Astral Adept ••• Can enter Astral Realms from any location if a ceremony is performed and a Willpower point spent. MTA 2e 100
Astral Intruder ••• Astral Adept, Resolve ••• Make a Clash of Wills to meditate into the Oneiros of a mage whose soul stone you possess, instead of your own. SoS 91
Awakened Status • to ••••• Hold status in a Consilium or Order. You may temporarily requisition dots of Alternate Identity, Retainer, Imbued Item, Artifact, Grimoire, Mentor, Hallow, Sanctum, Library, Advanced Library, Safe Place, Familiar, and Resources. MTA 2e 100
Between the Ticks •• Wits •••, Time • Once per scene can take -1 from Initiative to add +1 to an action for a turn, or vice versa MTA 2e 100
Broad Dedication Prime • Instill your nimbus into a specific Yantra that aligns with your spellcasting, making your Dedicated Tool any kind of Yantra. SoS 57
Cabal Theme Must be taken by entire cabal All members of the cabal are counted as one dot higher in Shadow Name Merit for purposes of personal Yantras MTA 2e 100
Cognoscente •• Prime •••, Academics or Occult •• Your character has perfected the art of scribing grimoires. Anyone casting from his tomes may do so without the doubled ritual casting time. He may also imprint his own signature nimbus into the rote imago when scribing the spell. Doing so causes the rote to show his own nimbus instead of hiding the caster's. Once per story, gain +2 to a Social roll that relies on this fame and enjoy the benefits of Occultation •••. SoS 87
Daimonomikon • to ••••• Your character possesses a Daimonomikon for a particular legacy. Each dot corrosponds to the Attainment within the Legacy that can be learned from the Daimonomikon. SoS 87
Destiny • to ••••• Gain a pool of rerolls or rote-quality rolls on mundane actions per chapter, but have an associated Doom MTA 2e 100
Dominant Soul • to ••••• Composure ••• When your character has another mage's soul stone you can counterspell any Arcanum from its owner, applying Merit dots as your Arcanum rating. If used as a Yantra during a Prime dispellation, reduce Withstand by dots in this Merit. SoS 91
Dream • to ••••• Wits •••, Composure ••• Have a number of questions answered directly per chapter. MTA 2e 101
Echo Chamber •••• Empathy •• See flashbacks of a soul stone's owner. Gain exceptional success off 3 dice for active mage sight to investigate a mystery based on the soul stone's Path. Once per story, meditate on the soul stone to ask yes or no questions about the mystery. SoS 91
Enhanced Item •+ Own an item enhanced by spells. MTA 2e 101
Enriched Item •• or •••• Your character owns an item with a natural enhancement or one permanently altered through multiple uses of the same enchantment. SoS 76
Epiphany Stone •••• Dream or Astral Adept, Mind •• Spend Mana while using active mage sight to roll Clash of Wills to check if you are under some form of illusion, hallucination, forced astral journey or other supernatural power that separates you from reality. SoS 91
Familiar •• or •••• Bound to an ephemeral familiar with Rank equal to half this Merit MTA 2e 101
Fast Spells •• Firearms ••, Time • Opponents Defend against your aim spells as they do against firearms MTA 2e 101
Fire Keeper Ancient Obrimos Environmental causes can't fully snuff flames in your presence unless you will it. DE 50
Fluent High Speech ••• Awakened, Presence ••••, Expression••• You may converse at length in High Speech. Persuasion and Intimidation rolls with mages and supernal entities that use the High Speech gain +2, and Expression rolls are not reduced to chance dice. Participating in a supernal summoning reduces the target number by two. SoS 26
Grimoire • to ••••• Own a Grimoire with two spells per dot MTA 2e 101
Hidden High Speech Awakened, Manipulation •••, Expression ••• Your character may use mundane language to conceal a message in High Speech. Sleepers or Sleepwalkers who hear or read the message do not hear glossolalia or read gibberish. Use at no cost when writing, though speaking this way is taxing and requires a point of Willpower SoS 26
High Speech Use High Speech as a Yantra. MTA 2e 102
Imbued Ally •+ You have imbued a spell with indefinite duration into a person or creature who is bound to you. The creature has a single spell and Mana in which to cast it. SoS 76
Imbued Item •+ Own a item imbued with spells it can cast MTA 2e 102
Imposing Nimbus ••• Your characters Nimbus is a true force of Nature. Whenever someone succumbs to their Nimbus Tilt spend a point of willpower to convert the Tilt into a Persistent Condition for that person. That condition gains an extra resolution option of successfully defeating your character on a contested roll or causing her harm. SoS 95
Infamous Mentor • to ••••• ≤ Mentor Call on Mentor's status and Social Merits by name-dropping MTA 2e 102
Inheritance •• Fame • The Mage can use their bloodline as a +1 Yantra to any spell appropriate to their ancestors' reputation. If the spell is cast on a subject who knows their heritage and is aware of the spell being cast, this becomes +2. SoS 57
Keen Periphery •• Wits ••• Your Peripheral Mage Sight is unusually perceptive. When sensing an effect via Peripheral Mage Sight you can also sense the Arcanum under which the effect falls SoS 26
Legacy Pedagogue Prime •••, Gnosis ••• Your character's connection to a Legacy is so forceful that when scribing a Daimonomikon part of him remains with it. When characters initiate themselves into the Legacy by your Daimonomika, gain one arcane beat as if you tutored the character yourself. SoS 87
Lex Magica •• Ladder Status • Resist Social Maneuvering and the use of Willpower to influence your behavior. Use half your Awakened Status as a Yantra when enforcing the Lex Magica. MTA 2e 102
Mana Battery •+ Your character has an Item imbued with a Mana pool which she can use instead of her own SoS 77
Mana Sensitivity Wits •••, Prime • Sense Hallows and tass with Peripheral Mage Sight. MTA 2e 102
Masque •• Guardian Status • Define an additional persona with the Masque Style Merit below. MTA 2e 102
Mystery Cult Influence ••• to ••••• Rule a mystery cult and benefit from its Mystery Cult Initiation. MTA 2e 103
Occultation • to ••• No Fame Penalize attempts to track or identify you by your Nimbus by dots in this Merit. MTA 2e 103
Order Archive • to ••••• Consilium/Order Status • Your character has access to an archive of information and resources belonging to her Order or Caucus. This Merit doesn't reflect the character's ability to requisition these materials, but indicates what her Order Caucus has available to its members. SoS 97
Perfected Item •• Your Character owns an item made from a Perfected Metal, Amalgam or Alloy with perminant duration SoS 77
Persistent Nimbus Your characters Nimbus effects linger for longer than most. Her Long-Term Nimbus continues to affect an area for one day per dot of Gnosis. When flaring her Immediate nimbus without casting, it lasts turns equal to Gnosis. Signature nimbus persists on subjects of her Magic one week per dot of gnosis as well. SoS 95
Piercing Glance •• or •••• Gnosis •• You may undertake a Clash of Wills to sense a concealed effect with Peripheral Mage Sight. For •• you suffer a -2 penalty to the roll, for •••• you suffer no penalty to the roll SoS 26
Plunder Mana •• Prime •, Resolve •• Take 10 minutes ti perform an Oblation at a Hallow. Regain one Mana if you successfully Counter a spell with any Mana cost. DE2 300
Potent Nimbus • or •• Add as a bonus to flare your Nimbus. Determine your Nimbus Tilt as if your Gnosis were raised by twice dots in this Merit. MTA 2e 103
Potent Soul ••• Awakened, Presence ••• When holding another Mage's Soul Stone any Social rolls against its owner gain 9-agains, Any social maneuvering automatically opens one Extra Door on every success SoS 91
Potent Resonance •• Gnosis ••• Characters scrutinizing your Nimbus are subject to your Nimbus Tilt. MTA 2e 103
Profane Tool Prelacy •• Your character may choose one of the following as a Dedicated Path tool; Scepters, Robes, Crowns, Thrones and Rings. This Merit may be purchased multiple times SoS 125
Profligate Dedication •• Your character may have up to three Dedicated Magical tools but can only use up to 2 at a time. You have no penalty for using only one (or none) of your Dedicated tools when casting SoS 57
Sea's Hunger Ancient Moros Heal twice as quickly each day you destroy an object with magic. DE 49
Second-Person High Speech ••• Awakened, Presence •••, Expression •••, High Speech Provide your own High Speech as a Yantra for others. If you meet the required Arcanum for the cast spell give +2 dice as a bonus, If you have at least one dot in the Primary Arcanum but not all dots give a +1. You can also use High Speech to gain a Dice Bonus on Imbued Items and Artifacts. This does not stack if the Caster is using High Speech as a Yantra SoS 26
Shadow Name • to ••• Determine Shadow Name and symbolism, may use those symbols as a persona tool worth the merit's dots. Apply dots as a Withstand rating against spells that identify or target via Sympathy while in mundane persona. MTA 2e 104
Shadow Self •• Shadow Name •••••?, Mind • Your Shadow Name isn't just a persona its a legend. Anyone who succumbs to the nimbus tilt takes a -2 penalty to all contested rolls against him for the rest of the scene as long as it aligns with the Shadow Name Identity. If your Shadow Name reflects a Mythological or Divine entity thats well known enough to have a presence in the Temenos he enjoys a +2 bonus to attempts to summon said Goetia. SoS 95
Sky's Whispers Ancient Acanthus Read the open sky as an instant action to predict the day's weather and take +3 to endure it. DE 48
Soul Dealer • to ••••• Streetwise ••• You character has contacts in the Black Market soul trade or is a soul trader himself. Once per story your character can obtain a soul stone as though you were a member of any order status one for one to dots in this merit SoS 91
Soul Stone • or •• - Your character owns another Mage's soul stone. One dot is equal or lesser Gnosis to your own. 2 dots is greater SoS 92
Spirit Warden •• Ancient Thyrsus Spirits must spend Willpower to attack you for a scene. DE 50
Stalwart Soul • or •• Composure ••• A soul stone created by you gains Durability equal to twice your dots in this merit and gains the same bonus to withstand against spells that would harm or destroy it SoS 92
Supernal Taxonomy •• Intelligence ••, Occult ••• You possess a deep understanding of Active Mage Sight. When observing phenomena in either similar effect or origin to one already scrutinized she can recognize the similarity SoS 27
Supernal Watcher •• or •••• - You have gained the attention of a supernal entity at rank 1 for 2 dots and rank 2 for 4 dots. When summoning your watcher you only need 5 successes, they appear when using Active mage sight and you may use it as a Path tool Yantra SoS 43
Techné •• Councillor Status • Choose a focus that counts as an Order tool, and can treat Sleepers using it as a separate Order tool as long as the spell is subtle. MTA 2e 104
Trail Walker •• Ancient Mastigos Double your rate of travel across forests. DE 49


Style Merits

Style Prerequisites Rating Maneuver Description Book
Egregore Mysterium Status • Mysteriorum Arche If all mages in a ritual possess this Merit, contribute by teamwork regardless of Arcanum, and contribute an extra success. MTA 2e 101
•• Mysteriorum Anima Apply your full Status in foreign Caucuses.
••• Mysteriorum Barathrum Psychically consult your cabal and Caucus's Libraries. Once per session, intuit knowledge about a member of the Caucus.
•••• Mysteriorum Calamitas For each spellcasting, treat any one magical tool as Dedicated.
••••• Mysteriorum Focus While in an Order Sanctum, assume a Medium sympathetic connection to other Mystagogues.
Masque Guardian Status • Define a symbolic persona, and assume it with Willpower to benefit from these maneuvers. MTA 2e 102
Identity Choose a Virtue and Vice. Use the Masque's rather than your own.
•• Competancy Choose a Skill Specialty for every dot of this Style. Use the Masque's rather than your own.
••• Diffusion Choose a Signature Nimbus. Use the Masque's rather than your own.
•••• The Code Choose two Acts of Hubris the Masque does not risk degeneration for.
••••• Immersion Choose five Merit dots as an extension of the Masque identity.
Prelacy Seer Status ••• Choose an Exarch to invite into your soul. MTA 2e 103, SoS 122, DE2 301, TotP 142
Chosen Vessel Take the Mystery Commands Condition.
•• Sword Use the chains of your Exarch as a Yantra equal to half your Prelacy dots.
••• Crown Receive your Exarch's Patron Attainment.
•••• Temple Demesnes incorporating your soul stones open Exarchal Verges attuned to your master.
Eye Crown of Vision Resist Occultation with the Space Arcanum. Take a minimum Weak connection when casting at Sympathetic Range.
Father Crown of Doctrine Heal resistant damage with Mana. Store Mana as if your Gnosis were increased by your Prime.
General Crown of Fury Resist Fighting Merits with the Forces Arcanum. Raise Mage Armor without spending Mana.
Unity Crown of Obligation Resist Doors with the Mind Arcanum. Gain an additional Vice, and recover Mana through your Vices.
Chancellor Crown of Scarcity Can use Availability instead of a tool or weapon's normal bonus. Can spend Willpower after taking from a Mana source to make it inert for your days equal to Matter dots.
Raptor Crown of Instinct Ignore a surrender without Willpower cost. Never suffer the Beaten Down Tilt or wound penalties. Add Life Arcanum to Doors.
Prophet Crown of Agency Gain Strong connection to your past when targeted with Temporal Sympathy. Don't suffer from changes to your past for Time Arcanum in turns.
Nemesis Crown of Secrecy Ephemeral entities are subject to Quiescence. When other mages Scrutinize your magic, spells with ratings up to your Spirit count as rotes.
Ruin Crown of Inevitability If targeted with a spell, Attainment, Scrutiny, or other supernatural effect that spent Mana or Willpower, steal 1 point of resource(s) spent from caster.
Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Activation Damage B/L/A
Special/Other Activation Cost
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation Example ●(○)
●/item, 1L

Legacies (2nd Edition)
Ac Ma Mo Ob Th AA FC GV MY SL ST Description Primary Arcanum Conjunctional Arcanum Optional Arcanum Ref
Chronologue Rejectors of Free Will Time Fate NH-NA p39
Eleventh Question Investigators Time Matter MtA 2e p200
Engineers of the System Societal manipulators Space Life TotP p157
House of Ariadne Urban destiny weavers Time Fate Space, Fate NH-NA p23
TotP p152
Illumined Path Guides to enlightenment Prime Forces NH-NA p116
Intendants of the Building Caretakers of a hyperdimensional residential complex Prime Space, Mind TotP p163
Keepers of the Covenant Intermediaries between the material and the Shadow Fate Spirit DE2 p299
Kitchen Alchemists Alchemists of cooking Fate Matter Matter DE2 p372
Logophages Consumers of secrets Prime Mind NH-NA p61
Nagaraja (*or Mantra Sadhaki) Transcendent revelers Death Mind DE p99
Nighthawks Thieves of magical treasures and items Prime Matter Death NH-NA p29
Perfected Adepts Ascetics focused on unification of mind, body, and soul Life Prime Forces NH-NA p26
TotP p159
Reality Stalkers Seekers of secret places Space Death, Spirit NH-NA p77
Shapers of the Invisible Seekers of perfection of Awakening Spirit Forces NH-NA p47
Stone Scribes Recorders and psychopomps Time Death NH-NA p81
Tyrian Archons Rulers by Divine Mandate Prime NH-NA p35
Tremere Houses Description Primary Arcanum Conjunctional Arcanum Optional Arcanum Ref
House Nagaraja Ascetic destroyers of attachment Death Mind NH-NA p138
House Seo Hel Norse bringers of rot Matter Death NH-NA p140
House Thrax Militaristic conquerors Life Death NH-NA p142
House Vedmak Ghost and spirit hunters Space Death/Spirit NH-NA p144
Abyssal Legacies Description Primary Arcanum Conjunctional Arcanum Optional Arcanum Ref
Hand of Destiny Manipulative life coaches Mind Fate NH-NA p119
Keepers of the Chrysalis Bringers of an alchemical Abyssal god Space Matter, Mind NH-NA p112
Mentioned, not detailed Ac Ma Mo Ob Th AA FC GV MY SL ST Description Primary Arcanum Conjunctional Arcanum Optional Arcanum Ref
Archimandrite SoS p117
Architects of the Future TotP p31
Aurora Auricalcinae Hermetic diviners SoS p81
Awakening Gambit Encouragers of Awakenings Mind SoS p134
Bearers of the Eternal Voice Persuasive wordsmiths Mind MTA 2e p202
Bene Ashmedai Embracers of their vices Spirit MTA 2e p202
Blank Badge Masters of collective anonymity Mind MTA 2e p202
Bokor Reanimators of corpses Death MTA 2e p203
Brotherhood of the Demon Wind Master swordsmen Time Space MTA 2e p202
Bull's Children Rulers of Sleepers DE p55
Carnival Melancholy Harvesters of souls for luck Death MTA 2e p202
Celestial Masters Harnessers of the motions of stars and planets DE p93
Chrysalides Embracers of the ideal self Life MTA 2e p203
Clavicularius Masters of their vices Spirit MTA 2e p202
Cryptologos Researchers of language and High Speech Prime MTA 2e p202
Daksha Seekers of evolutionary perfection Life MTA 2e p203
Devourers of the Flesh Cannibal Reapers TotP p91
Dreamspeakers Explorers of the Anima Mundi Mind MTA 2e p203
Echo Walkers Soul-damaging seekers of perfection Life MTA 2e p203
Emergent Masters of magical technologies SoS p111
Fallen Pillar Ascetic self-deniers DE p94
Filiae Philosopharum Refiners of Awakened souls through strange experiments NH-NA p111
Forge Masters Crafters of magical items Prime MTA 2e p203
Gilgamesh's Lions Emulators of Gilgamesh TotP p55
Hollow Keepers Intermediaries of the dead and spirits DE p55
Hunters of the Golden Wing Guardians of the Mysteries of the Mongolian steppes TotP p70
Lords of Mars Heirs to a Mars that might have been SoS p111
Orphans of Proteus Master shapeshifters Life MTA 2e p203
Parliament of the Needle Communal Oneiros-mergers Mind TotP p35
Pygmalion Society Artists and sponsors of art Mind MTA 2e p202
Secret Order of the Gate Followers of the Exarch of Paradox SoS p111
Singers in Silence Mourners for the dead and dying DE p93
Sisterhood of the Blessed Subtle political manipulators Fate MTA 2e p202
Skalds Singers of epic songs DE p92
Sodality of the Tor Ecstatic revealers of inner divinity SoS p92
Sphinxes Cipher-mages who study the secrets of language DE p92
Storm Keepers Weather-witches Forces DE p92
TotP p21
Subtle Ones Practitioners of the arts of secrecy Mind DE p93
TotP p67
Tamers of Blood Masters of sympathy and blood Space MTA 2e p203
Tamers of Fire Masters and embodiments of fire Mind MTA 2e p203
Tamers of the Cave TotP p43
Tamers of Winds Masters of the currents of air and information SoS p92
Tephra Crafters of fire-forged wonders TotP p67
Thread-Cutters Enders of karmically diseased lives DE p94
Thrice-Great Hermetic binders of planetary spirits Spirit MTA 2e p203
Timori Immortal mage-soul-eaters DE p97
Torches of Artemis Destroyers of the unrighteous NH-NA p107
Transhuman Engineers Seekers of technological singularity Matter Forces MTA 2e p203
Uncrowned Kings Alchemists of the self Mind MTA 2e p202
Votaries of the Ordained Guardians of artifacts and people of interest Fate MTA 2e p203
Walkers in Mists Travelers and seers Space MTA 2e p202
SoS p111
Wind-Singers Warders of malign forces DE p55
(Legion) Soul-stealing identity thieves Death MTA 2e p202

Spells, Death (2nd Edition)
Name Secondary Required Arcana Practice Primary Factor Withstand Suggested Rote Skills Description Source
Death 1, Initiate
Ectoplasmic Shaping - Compelling Duration Resolve Crafts, Occult, Larceny Shape and mold ectoplasm, or create Open Condition on an object or location for a ghost to Manifest MtAw2 p128
Deepen Shadows - Compelling Duration - Occult, Intimidation, Expression Apply Poor Light Tilt in area
+1 Reach: Apply Blinded Tilt in an area
MtAw2 p128
Forensic Gaze - Knowing Potency - Medicine, Investigation, Expression Learn how a subject died
+1 Reach: Witness final moments of a corpse's life
MtAw2 p128
Shadow Sculpting - Compelling Duration - Crafts, Science, Expression Shape shadows to your liking
+1 Reach: Both shape and animate shadows
MtAw2 p128
Soul Marks - Unveiling Potency Resolve Medicine, Occult, Empathy Learn about a subjects soul.
+1 Reach: Can use spell on unattached souls
MtAw2 p128
Speak with the Dead - Unveiling Duration - Socialize, Expression, Investigation Sense and communicate with ghosts in Twilight. Sense anchors and determine a ghosts rank.
+1 Reach: See if an anchor is temporary or permanent
+1 Reach: Can be understood by ghosts that don't share your language
MtAw2 p128
Death 2, Apprentice
Corpse Mask - Veiling Duration - Subterfuge, Crafts, Medicine Alter a corpse's apparent time and cause of death.
+1 Reach: Can cast this spell on injured living subjects. Turn cuts to burns etc.
+1 Reach: Change corpse appearance completely even age and sex
MtAw2 p129
Decay - Ruling Potency - Subterfuge, Science, Occult Age an object, lowering durability
+1 Reach: Decrease structure instead
MtAw2 p129
Ectoplasm - Ruling Duration - Occult, Expression, Academics Create ectoplasm from your own orifices or that of a corpse MtAw2 p129
Ghost Shield - Shielding Potency - Occult, Expression, Academics Protects subject form ghostly Numina, Influences and Manifestations as well as Death-Based entities
+1 Reach to protect from the physical attacks of Ghosts
MtAw2 p129
Sacrificial Relinquishment - Ruling Potency - Intimidation, Medicine, Streetwise Instead of spending a willpower dot to relinquish a spell you may instead make a blood sacrifice. This must be a sacrifice of Value, such as dozens of small unintelligent creatures, a few intelligent creatures or a single human SoS 73
Shape Ephemera - Ruling Duration Stamina Crafts, Expression, Science Shape ephemera into objects, weapons or armor. MtAw2 p129
Soul Armor - Shielding Duration - Academics, Occult, Survival Protect soul against hostile spells MtAw2 p129
Soul Jar - Ruling Duration Resolve Crafts, Occult, Persuasion Trap unattached soul into container
+1 Reach: Bind soul to person with the soulless condition. An unwilling person may Withstand.
+2 Reach: Spend a point of mana to make this spell lasting
MtAw2 p129
Suppress Aura - Veiling Duration Resolve Subterfuge, Intimidation, Medicine Suppress Nimbus to appear as a sleeper to Mage Sight. Impose penalty to Empathy checks and supernatural attempts to read your emotional or mental state. MtAw2 p129
Suppress Life - Veiling Duration - Subterfuge, Medicine, Academics Appear to be a corpse
+2 Reach: Spend a point of Mana to cast reflexively
MtAw2 p130
Touch of the Grave - Ruling Duration - Survival, Crafts, Persuasion Interact with ghosts and other things in Death-attuned Twilight. Can pull objects from Twilight and make them visible and solid but with low durability MtAw2 p130
Without a Trace - Veiling Duration - Science, Stealth, Subterfuge Leave no forensic evidence like fingerprints MtAw2 p130
Death 3, Disciple
Cold Snap - Weaving Duration - Survival, Intimidation, Science Apply Ice Tilt to area
+1 Reach: Also apply Extreme Cold Tilt
MtAw2 p130
Damage Ghost - Fraying Potency - Occult, Intimidation, Brawl Deal bashing damage to ghost MtAw2 p130
Death Touched Item - Perfecting Duration - Crafts, Occult, Subterfuge Turns ordinary objects into one capable of affecting objects of Death-attuned ephemera and shadow. It can interact with anything in Death attuned twilight or even items crafted of shadows by Death magic. It can deal damage to a Ghosts Corpus or Shadow items structure or prevent harm to the wearer. If the item is brought into twilight it doesn't lose its material form while under the effects of this spell SoS 64
Devouring the Slain - Fraying Potency Resolve Intimidation, Medicine, Persuasion Can take Willpower or Scour the pattern of an injured person
+1 Reach: May affect a healty person who has recently taken damage
+1 Reach: Spell does not count toward limit of Scouring per day
+1 Reach: Use spell on ghosts
MtAw2 p130
Ghost Gate - Weaving Duration - Occult, Academics, Expression Create a 2 dimensional gateway that converts anything passing through it into Death-attuned Twilight
+1 Reach: Can transform a subject into Twilight directly without a gate
MtAw2 p130
Ghost Summons - Perfecting Duration Rank Persuasion, Socialize, Occult Call a ghost in the local area to you
+1 Reach: Spell also creates the Open Condition
+1 Reach: Can give the ghost a single word command to follow
+1 Reach: When near an Iris to the Underworld can call a ghost from there instead
+2 Reach: Can give ghost a complex command to follow
MtAw2 p131
Reaping Relinquishment - Fraying Potency - Intimidation, Medicine, Occult The mage destroys a soul to relinquish a spell safely instead of spending a Willpower dot.
Prime ••: The caster can destroy a soul stone instead for the same effect
SoS 73
Quicken Corpse - Weaving Duration - Medicine, Crafts, Persuasion Create a zombie
+1 Reach: Create zombie suited for combat
+2 Reach: Imbue zombie with exceptional physical prowess
MtAw2 p131
Quicken Ghost - Perfecting Potency Cost: One Mana(Optional) Persuasion, Socialize, Medicine Can boost ghost's Attributes or heal them
+2 Reach: May choose to increase a ghosts Rank
MtAw2 p131
Rotting Flesh - Perfecting Potency - Intimidation, Occult, Empathy Inflict bashing damage
+1 Reach: Subject suffers penalty to Social rolls
MtAw2 p132
Sever Soul - Fraying Potency Resolve Intimidation, Athletics, Expression Take the soul from a Sleeper. Inflicts the Soulless Condition
+1 Reach: Skip the Soulless Condition and inflict the Enervated Condition instead.
+2 Reach: Skip both the Soulless and Enervated Conditions and inflict the Thrall Condition instead.
MtAw2 p132
Shadow Crafting - Weaving Duration - Academics, Intimidation, Occult Shape shadows into objects, weapons or armor. MtAw2 p132
Unliving Vessel Prime ••• Weaving Duration Resistance Crafts, Occult, Expression Prepares a Subject under the purview of Death for the Imbue Item Attainment. Can be used on items found in Ghostly Twilight, Items made of Ectoplasm, Corpses and Ghosts which will automatically withstand this spell. The Ghost must either be cast on within Twilight or while Manifested SoS 69
Death 4. Adept
Enervation - Unraveling Potency Stamina Occult, Intimidation, Subterfuge Apply either the Leg Wrack Tilt or the Arm Wreck Tilt
+1 Reach: Apply the Immobilized Tilt
MtAw2 p132
Exorcism - Unraveling Potency Rank Brawl, Expression, Occult Destroy Manifestation Condition of a ghost or it's host
Add Mind 2: Spell works on Goetia
+1 Reach: Target cannot attempt to recreate destroyed conditions for the duration of the spell
MtAw2 p132
Goetic Evocatuion (Death Substitute) - Patterning Duration Rank of Entity Intimidation, Occult, Persuasion May convert pieces of a persons Psyche from a soul stone into a Ghost SoS 90
Haunted Grimoire Prime • Patterning Potency Total Arcanum dots of Rote + Rank Crafts, Intimidation, Occult *Costs 1 Mana* The Mage binds a Ghost to a grimoire, writing its essence into the vessel's pattern. This doesn't host the Ghost's numina or influences. The Grimoire gains the Open and Resonant Conditions. When cast the spell is increased by the Ghost's Rank for Primary Factor however the Ghost has a chance to escape with a Clash of Wills to the caster. When someone memorizes a Rote the Ghost has a chance to possess them using a CLash of Wills. This spell is a Wisdom Sin against Understanding SoS 86
Revenant - Patterning Duration Rank Craft, Brawl, Intimidation Grant a ghost a Manifestation condition
Add Mind 4: Spell works on Goetia
MtAw2 p132
Scribe Daimonomikon Prime • Patterning Potency Rank of Attainment + (10 - Caster's Gnosis) Crafts, Expression, Occult *Cost 1 Mana* Scribe a Daimonomikon for the Mage's Legacy. A Mage must be of Gnosis 2 or above to cast this. Anyone initiated into a Legacy via a Daimonomikon must spend 1 Arcane Experience and if used to learn more Legacy Attainments must use the Experience cost listed for learning without a tutor. These serve as a sympathetic Yantra worth +2 Dice for members of the inscribed Legacy
+1 Reach: For 1 Mana, the Spell's Duration is Lasting
SoS 87
Shadow Flesh - Patterning Duration Stamina Occult, Medicine, Subterfuge Transform subject into a two or three-dimensional shadow MtAw2 p132
Soul Grafting Prime •••• Patterning Duration Composure Crafts, Empathy, Occult Graft another Mage's soul stone to your own soul, this does not increase Gnosis but grants a +_1 for soul stone or +2 for complete souls Gnosis for the purpose of Spell casting time, Determining range for Aimed spells, Clash of Wills, Mana spends per turn, spell control, combining spells and Yantras per turn. You also recieve a +2 for Soul Stone and +3 for full souls Gnosis for Calculating Paradox. This is an act against Falling wisdom SoS 90
Withering - Unraveling Potency - Intimidation, Medicine, Science Inflict lethal damage
+1 Reach: Spend one Mana, Inflict aggravated damage instead
MtAw2 p133
Death 5, Master
Create Anchor - Making Duration Resolve Crafts, Occult, Persuasion Apply the Anchor Condition to a subject MtAw2 p133
Create Avernian Gate - Making Duration - Occult, Crafts, Persuasion Create a gateway to the upper levels of the Underworld. This gives the area a Death Resonance and the Gateway Condition
+1 Reach: The gateway can lead to anywhere in the Underworld the mage has been before
MtAw2 p133
Create Ghost - Making Duration - Occult, Expression, Academics Create a ghost of Rank 1. ghost is loyal to you
+1 Reach: Spend one Mana, the ghost created is Rank 2
MtAw2 p133
Deny the Reaper - Unmaking Potency - Medicine, Occult, Subterfuge Reverse the effects of decay and age up to a number of months
+1 Reach: Can bring the recently dead back to life. Subject suffers Soulless Condition
MtAw2 p133
Empty Presence - Unmaking Duration - Subterfuge, Persuasion, Stealth Destroys all evidence of a subjects existence and renders them invisible to the naked eye. If the subject takes violent action the spell ends immediately MtAw2 p133
Sever the Awakened Soul - Unmaking Potency Resolve Crafts, Intimidation, Medicine Severs the soul of an Awakened mage. Inflicts the Soulless Conditions
+1 Reach: Skip the Soulless Condition and inflict the Enervated Condition instead.
+2 Reach: Skip both the Soulless and Enervated Conditions and inflict the Thrall Condition instead.
MtAw2 p133

Spells, Fate (2nd Edition)
Name Secondary Required Arcana Practice Primary Factor Withstand Suggested Rote Skills Description Source
Fate 1, Initiate
Interconnections - Unveiling Potency Composure Empathy, Investigation, Medicine Reveal sympathetic connections, who has violated an oath or geas and spells with conditional duration
+1 Reach: Detect possession, supernatural mind control and alterations of destiny
+2 Reach: Discern information about a persons destiny
MtAw2 p134
Oaths Fulfilled - Knowing Duration - Occult, Politics, Investigation Know when the subject breaks or fulfills an oath
+1 Reach: Also receive a brief vision of the subject when the oath is fullfilled
+1 Reach: Track the subject of the spell
+1 Reach: Trigger event may be something that could only be seen by Mage Sight
MtAw2 p135
Quantum Flux - Compelling Duration - Crafts, Firearms, Occult Negate a number of penalties to your Mundane actions or wait a turn to receive a bonus to your next mundane action MtAw2 p135
Reading the Outmost Eddies - Compelling Potency Composure Computer, Persuasion, Subterfuge Subject of spell receives a minor twist of fate positive or negative in 24 hours. Only hostile applications are Withstood
+1 Reach: Spell takes effect within an hour
MtAw2 p135
Serendipity - Knowing Potency - Academics, Crafts, Survival Reveal what course of action will bring you closer to your goal
+1 Reach: When making a roll to achieve your stated goal, you may substitute the used Skill with another of the same type (Mental, Physical, Social)
+2 Reach: As above but may substitute any Skill
MtAw2 p135
Fate 2, Apprentice
Exceptional Luck - Ruling Potency Composure Intimidation, Occult, Socialize Subject receives a boon or hex. A hex may be withstood
+2 Reach: Boon or hex can affect spellcasting rolls
+2 Reach: Spend a point of Mana. This spell can be cast reflexive
MtAw2 p136
Fabricate Fortune - Veiling Duration - Larceny, Occult, Subterfuge Conceal and falsify a subjects fate or Destiny. This can fool spells with conditional triggers. MtAw2 p136
Fools Rush In - Ruling Duration - Athletics, Socialize, Streetwise Suffer no untrained skill penalties when facing a situation unprepared
+1 Reach: Also receive a dice bonus
+3 Reach: As above but bonus may apply to spellcasting rolls
MtAw2 p136
Lucky Number - Ruling Duration - Investigation, Larceny, Science Guess the right password, phone number, etc. on the first try MtAw2 p136
Malleable Thorns Mind •• Ruling Potency - Crafts, Empathy Survival Mage states a goal and the Hedge alters itself to fulfill that goal.
+1 Reach: Mage may also enact paradigm shifts.
DE2 p377
Shifting the Odds - Ruling Duration - Investigation, Politics, Subterfuge Find a particular kind of person, place or thing within 24 hours.
+1 Reach: Find desired object within an hour
MtAw2 p136
Warding Gesture - Shielding Duration - Brawl, Occult, Subterfuge Protect a subject against supernatural effect that would alter her fate including supernatural compulsion. Subject may also be excluded form any area-effect spell you may cast
+1 Reach: Subject may be excluded from any spell/attainment you cast
+2 Reach: Subject may be protected from any supernatural effects that target an area instead of individuals
MtAw2 p136
Fate 3, Disciple
Grave Misfortune - Fraying Potency Composure Intimidation, Occult, Weaponry The next time the subjects suffers damage, increase the damage MtAw2 p137
Monkey's Paw - Weaving Potency - Drive, Crafts, Science Bless or curse an object altering it's equipment bonus
+1 Reach: Anybody who caries the item also receives a boon or a hex
+1 Reach: Spend a point of Mana. Bonus or penalty may exceed five dice
MtAw2 p137
Shared Fate - Weaving Potency Composure Medicine, Persuasion, Politics Two or more subjects are bound together. Any damage, Tilt or Condition suffered by one will also affect the other
+1 Reach: Link is only one way
+2 Reach: Subject is not linked to any other subjects. Instead, she suffers any damage, Tilt or Condition she inflicts on others
MtAw2 p137
Superlative Luck - Perfecting Duration - Athletics, Crafts, Occult Cost: 1 Mana, Gain the rote quality
+2 Reach: Rote quality may effect ritual spellcasting but this also doubles the casting time
MtAw2 p137
Sworn Oaths - Perfecting Duration - Expression, Occult, Politics Supernaturally enforce a vow. Adhere to the oath and the subject receives a boon, break an she suffers a hex
+1 Reach: If spell control is maintained the mage is aware if the spell is a boon or a hex
MtAw2 p137
The Right Tool - Perfecting Duration - Crafts, Stealth, Expression Turn an ordinary object into the object needed to get the job done. During the duration of the spell this item could be conceivable used as the item needed to complete a task. When used for the new purpose the Items equipment bonus is increased (up to 5+) by the Potency, Items not normally used for the situation begin at 0 SoS 64
Wyrdbound Oaths Mind •• Weaving Duration - Expression, Politics, Socialize Allow Mages to be valid participants in Wyrd-backed oaths. Failure to follow the oath or breaking it inflicts the Oathbreaker Condition.
+2 Reach: The effect is Lasting.
DE2 p379
Fate 4. Adept
Atonement - Unraveling Potency Countered effect's Potency Academics, Occult, Subterfuge If a subject is cursed can grant them a quest that, if fulfilled, will lift the curse. Stronger curses require greater quests
+1 Reach: Quest can be undertaken by another on the subjects behalf
MtAw2 p137
Chaos Mastery - Patterning Potency - Empathy, Occult, Science Can manipulate complex probabilities within subject or area of effect, dictating any physically possible outcome, no matter how unlikely. Can't create supernatural effects. Cause number of effects = Potency, such as:
• narrative effect such as controlling how vehicles behave in a multiple-car crash
• seizures, hallucinations, and physical events (imposing suitable Conditions) by directing once-random biochemical changes within subject
• reduce subject’s next action to a chance die
• attack or protect subject by directing chance around them towards or away from dangerous circumstances; not a direct-attack spell, and uses any rules for the hazard
MtAw2 p138
Divine Intervention - Patterning Potency Resolve Intimidation, Occult, Subterfuge Replace one of the subjects Aspirations with a stated goal. Subject suffers ill luck when no pursuing this goal. This can also be reversed causing bad luck only when pursuing the goal MtAw2 p138
Masking the False Fae Mind • Patterning Duraton Resolve Empathy, Larceny, Socialize Allow Changelings to make Goblin Contracts with supernal entities. Releasing Paradox or on a critical failure the contract is made with an abyssal being.
Add Death, Mind, or Spirit ••••: Allow Changelings to make Contracts with Goetia, ghosts, or spirits.
DE2 p376
Scribe Daimonomikon Prime • Patterning Potency Rank of Attainment + (10 - Caster's Gnosis) Crafts, Expression, Occult *Cost 1 Mana* Scribe a Daimonomikon for the Mage's Legacy. A Mage must be of Gnosis 2 or above to cast this. Anyone initiated into a Legacy via a Daimonomikon must spend 1 Arcane Experience and if used to learn more Legacy Attainments must use the Experience cost listed for learning without a tutor. These serve as a sympathetic Yantra worth +2 Dice for members of the inscribed Legacy
+1 Reach: For 1 Mana, the Spell's Duration is Lasting
SoS 87
Strings of Fate - Patterning Duration Resolve Academics, Persuasion, Stealth The mage can encourage a specific event to befall the subject. The event will come pass when circumstances allow. If the subject's cooperation is required opportunities for this event to come to pass will appear once a week.
+1 Reach: Opportunities appear once a day
MtAw2 p138
Sever Oaths - Unraveling Duration Composure Occult, Subterfuge, Weaponry Can have a variety of effects such as freeing a bound ephemeral entity or dispelling a conditional trigger
+2 Reach: Spell's effects are lasting
MtAw2 p138
Fate 5, Master
Forge Destiny - Making Duration Composure Intimidation, Occult, Persuasion Mage can grant the subject a supernatural merit or increase and decrease an existing one. Mage can impose Aspirations, Obsessions or a Doom on the subject MtAw2 p139
Miracle - Making Potency - Academics, Persuasion, Subterfuge Mage gains a number of Intercessions that can be spend reflexively to increase/decrease dice pools or to cause likely events to happen on command
+1 Reach: Spend one Intercession and Willpower to cause a low-probability event to pass
+2 Reach: Spend one Intercession, Willpower and Mana to let the incredible come to pass
MtAw2 p140
Pariah - Unmaking Potency Composure Investigation, Medicine, Politics Turns the whole world against the subject
+1 Reach: Mage can adjust the sensitivity of the curse
MtAw2 p139
Swarm of Locusts - Making Duration - Intimidation, Occult, Science Create chaotic conditions that cause Environmental Tilts of player's choosing on the area. This spell is a breaking point for most Sleepers MtAw2 p140

Spells, Forces (2nd Edition)
Name Secondary Required Arcana Practice Primary Factor Withstand Suggested Rote Skills Description Source
Forces 1, Initiate
Influence Electricity - Compelling Duration - Computers, Crafts, Science Operate or shut down electrical devices MtAw2 p140
Influence Fire - Compelling Duration - Crafts, Science, Survival Guide flames along a particular path
+1 Reach: Increase or decrease the size of a flame
MtAw2 p140
Kinetic Efficiency - Compelling Duration - Athletics, Science, Survival Run faster, jump further or lift more MtAw2 p141
Influence Heat - Compelling Duration - Occult, Science, Survival Control the flow of heat in an area. Can protect against heat- or cold-related Environments up to level 2(see p.224)
+1 Reach: Protect against Environments up to level 3
+2 Reach: Protect against Environments up to level 4
MtAw2 p141
Nightvision - Unveiling Duration - Investigation, Science, Stealth Suffer no penalty form dim to no light. Bright lights can inflict the Blind Condition
+1 Reach: No longer risk the Blind Condition from sudden bright lights
MtAw2 p141
Receiver - Unveiling Duration - Empathy, Investigation, Science Hear sounds outside normal human frequency MtAw2 p141
Tune In - Knowing Duration - Computers, Empathy, Science Become able to see and listen to data transmission MtAw2 p141
Forces 2, Apprentice
Control Electricity - Ruling Duration - Crafts, Computers, Science Alter the flow of a current or decrease it, but you cannot increase it. Direct a buildings electricity to one outlet, or divide the power from one outlet to many other sources MtAw2 p142
Control Fire - Ruling Duration - Crafts, Science, Survival Increase or decrease the heat or size of a fire MtAw2 p142
Control Gravity - Ruling Duration - Athletics, Occult, Science Cause gravity to pull upwards or horizontally MtAw2 p142
Control Heat - Ruling Duration - Athletics, Science, Survival Increase or decrease the temperature of an area this may cause an Extreme Environment MtAw2 p142
Control Light - Ruling Duration - Crafts, Investigation, Science Can focus or disperse light, and alter its wavelength on the spectrum
+1 Reach: Can create a mirroring effect or a complete black-out which causes the Blinded Tilt or provides substantial cover
MtAw2 p142
Control Sound - Ruling Duration - Expression, Stealth, Science Amplify or dampen sound, can also influence the direction of sound. Loud sounds can cause the Deafened Tilt in combat
+1 Reach: Create an echoing effect which imposes a penalty to stealth rolls
+1 Reach: Gain a bonus to hearing-based perception rolls
MtAw2 p142
Control Weather - Ruling Duration - Academics, Science, Survival Make changes to the weather may create an Extreme Environments up to level 4
+1 Reach: Weather changes are more gradual
+2 Reach: Required for more drastic changes
MtAw2 p143
Environmental Shield - Shielding Duration - Occult, Science, Survival This spell gives resistance to any Conditions and Tilts caused by the environment MtAw2 p143
Invisibility - Veiling Duration - Larceny, Science, Stealth Make a subject invisible MtAw2 p143
Kinetic Blow - Ruling Duration - Athletics, Brawl, Science Unarmed attacks gain a bonus
+1 Reach: Apply the Knocked Down Tilt
+1 Reach: Apply the Stunned Tilt
+1 Reach: Spell can affect held weapons
+2 Reach: Spell affects thrown weapons but can also grant bullets Armor Piercing
MtAw2 p143
Transmission - Ruling Duration - Crafts, Expression, Science Hijack existing signals and change the transmitted data or its destination
+1 Reach: The signal becomes "encrypted" only specific actions will allow somebody to read them
MtAw2 p144
Zoom In - Ruling Duration - Investigation, Science, Survival See distant objects or better examine small ones
+1 Reach: See clearly for miles
+1 Reach: Clearly examine dust-sized particles
+1 Reach: No longer suffer penalties form atmospheric conditions
+2 Reach: Clearly see microscopic particles, even molecular bonds
MtAw2 p144
Forces 3, Disciple
Call Lightning - Weaving Potency - Athletics, Firearms, Science Can call lightning from an existing storm which may be created with "Control Weather". MtAw2 p144
Data Hog - Perfecting Duration - Computer, Larceny, Persuasion increase or decrease a computer device's capability to process, accept and transfer data by Potency SoS 65
Energize Object Prime •• Weaving Duration - Expression, Larceny, Science *Cost 1 Mana* Primes an object with the potential for activation to hold a spell. Once the object is primed a mage may spend a Mana to cast any other spell on the object which doesn't activate until appropriate force is applied to the object. May store spells up to Potency which won't take affect until either the controlling mage cancels this spell, the duration ends or the correct force is applied to the object SoS 69
Gravitic Supremacy - Fraying/Perfecting Duration - Athletics, Science, Survival Increase or decrease gravity MtAw2 p144
Perpetual Motion - Perfecting Duration - Expression, Science, Survival The subject no longer requires an energy input for the duration of the spell SoS 65
Rapid Access Memory Prime ••• Weaving Duration - Expression, Larceny, Science Allows the Subject to use the attainment Imbue Item on computer Software which can later be activated on a computer. SoS 69
Telekinesis - Weaving Duration - Athletics, Brawl, Science Use telekinetic force to lift or manipulate an object remotely. Potency is applied to either Strength or Dexterity the remaining stat becomes 1
+1 Reach: Divide Potency between Two of the Three Physical Attributes
+2 Reach: Divide Potency between any of the Three Physical Attributes
MtAw2 p144
Telekinetic Strike - Weaving Potency - Athletics, Firearms, Science Deal bashing damage
+1 Reach: Apply the Knocked Down or Stunned Tilt
MtAw2 p145
Turn Momentum - Weaving Potency - Athletics, Firearms, Science When applying defense against an object this spell may be used, causing the object to be deflected in an uncontrolled direction though it never reverses direction
+1 Reach: Spell can be used as an reflexive action
+1 Reach: Mage has control over where the object is deflected, sol long as the new direction is within 90 degrees of the original arc
+2 Reach: Objects direction can be completely reversed Ranged weapons hit their users
Add Time 1: Use a Reach, you can now turn objects too fast for you to apply defense against
MtAw2 p145
Velocity Control - Fraying or Perfecting Potency - Athletics, Firearms, Science Increase or decrease an objects speed MtAw2 p145
Forces 4. Adept
Electromagnetic Pulse - Unraveling Potency - Crafts, Computers, Science By Unraveling electricity in the Subject this Creates an EMP that snuffs out powered devices in the affected area. Military devices may be shielded. Magical devices require a Clash of Wills. If used on a Living being this acts as an attack spell MtAw2 p145
Levitation - Patterning Duration Stamina Athletics, Science, Survival Levitate a subject, if unwilling the spell is withstood. You may direct the levitation each turn as an instant action. Without the mages focus the subject simply stops and floats in midair
+1 Reach: Subject retains momentum form turn to turn, floating slowly in whatever direction it was last directed in
+1 Reach: Subject can fly freely, apply defense normally and a speed equal to the mage's Gnosis+spell's Potency
MtAw2 p145
Rend Friction - Patterning Potency - Crafts, Drive, Science Increase or decrease friction. Increases can cause lethal damage. Decreases cause objects to move after they normally would have stopped MtAw2 p145
Thunderbolt - Patterning Potency - Athletics, Firearms, Science Deal lethal damage
+1 Reach: Spend one Mana, spell deals aggravated damage
MtAw2 p146
Transform Energy - Patterning Duration - Crafts, Occult, Science Transform one type of energy into another of the same level
+1 Reach: May decrease the level of transformed energy by one. This Reach can be applied multiply times
+1 Reach: Split one type of energy into two others
+1 Reach: Spend one Mana, increase the level of transformed energy by one
MtAw2 p146
Forces 5, Master
Adverse Weather - Making Duration - Crafts, Occult, Science Create Extreme Environments of nearly any kind up to level 4
+1 Reach: Can create weather drastically different from the local conditions
MtAw2 p146
Create Energy - Making Duration - Crafts, Occult, Science Create any type of energy form nothing, including sunlight and radiation MtAw2 p146
Eradicate Energy - Unmaking Potency - Intimidation, Science, Survival Explosively destroy energy, if used on a creature the spell is instantly fatal MtAw2 p146
Earthquake - Making Potency - Crafts, Science, Survival Apply damage to all structures within the affected area. Buildings made to withstand earthquakes subtract their Durability MtAw2 p147

Spells, Life (2nd Edition)
Name Secondary Required Arcana Practice Primary Factor Withstand Suggested Rote Skills Description Source
Life 1, Initiate
Analyze Life - Knowing Duration - Animal Ken, Medicine, Survival Observe a creature and learn information like species, age, sex and overall health. A supernatural creature's species shows up as unknown unless the mage has studied it's kind before. Can discern amount of dots in physical attributes and any illnesses, injuries, Personal Tilts and Condition on target
+1 Reach: May learn a specific Physical Attribute level, rather than just the total number of dots
MtAw2 p148
Cleanse the Body - Compelling Potency - Athletics, Medicine, Survival Help subject resist any toxins in her system
+1 Reach: The subject may make a resistance roll immediately, in addition to the normal ones from regular intervals
MtAw2 p148
Heightened Senses - Unveiling Duration - Empathy, Investigation, Survival Heighten desired senses. Grants bonus to perception roles
+1 Reach: You can track by scent
MtAw2 p149
Speak With Beasts - Unveiling Duration - Animal Ken, Empathy, Survival Magically speak with a specific species of animal. Animals have limited ability to understand things around them, for example a rat may refer to a cat and vampire alike as simply a "predator"
+1 Reach: May communicate with all animals rather than only a single species
MtAw2 p148
Web of Life - Knowing Duration - Investigation, Medicine, Survival Detect all forms of specified life in the spells area of effect MtAw2 p148
Life 2, Apprentice
Body Control - Ruling Duration - Athletics, Medicine, Survival Slow Breathing, Heartbeat and/or Metabolism. Up your Initiative, eliminate or increase body odors and halve healing time for bashing damage
+1 Reach: Gain 1/0 armor
+2 reach: Half healing time for lethal damage
MtAw2 p148
Control Instincts - Ruling Duration Composure Animal Ken, Intimidation, Persuasion Trigger a specific instinctual response in animals(includes humans). Subject suffers a Condition related to the desired instinct
+1 Reach: Control instincts of living supernatural creatures
MtAw2 p149
Lure and Repel - Ruling Duration Resolve Animal Ken, Persuasion, Survival Create a lure or repellent that works on a specific organism. Plant and bacteria have 0 resolve for the purposes of this spell
+1 Reach: Lured creatures may offer food or small favors a appropriate for the animal
+1 Reach: Lured creatures treat the subject good if a lure or bad if a repellent for the purposes of first impressions in Social maneuvering
MtAw2 p149
Mutable Mask - Veiling Duration Stamina Medicine, Stealth, Subterfuge Change a subjects appearance, apparent sex, voice, smell, etc. Changes are illusionary, bio-metric devices will still pick up the truth. Cannot imitate specific people
+2 Reach: Can duplicate the appearance of a specific person, including fingerprints
MtAw2 p149
Purge Illness - Ruling Potency - Athletics, Medicine, Survival Cure yourself of an illness. Compare Potency to the illness'rating if less, reduce the illness by the difference if more, eliminate the illness MtAw2 p149
Life 3, Disciple
Bruise Flesh - Fraying Potency - Brawl, Intimidation, Medicine Deal bashing damage
+1 Reach: Inflict an additional -1 penalty to any wound penalties the target might have
MtAw2 p150
Contact High - Weaving Duration - Medicine, Occult, Science Creates a drug that targets the nervous system. Anyone who comes into contact with the Subject is affected by this drug for one scene. The Caster determines if it increases Initiative equal to Potency or penalizes Initiative equal to Potency. The drug affects a living subject as well as any touching it
+1 Reach: Living subjects are Immune but still spread the drug to anything they touch
SoS 65
Degrading the Form - Fraying Duration Stamina Brawl, Medicine, Survival Reduce a targets Physical Attributes, but only one
+1 Reach: Spell may effect two different Physical Attributes
MtAw2 p150
Honing the Form - Perfecting Duration - Athletics, Medicine, Survival Raise Strength, Dexterity or Stamina, but no higher than a subjects max for these stats
+1 Reach: Spell may effect two different Physical. This effect can be applied twice so that all three attributes may be affected
+1 Reach: Spend a point of Mana, may increase stats beyond the allowed maximum
MtAw2 p150
Knit - Perfecting Potency - Empathy, Medicine, Survival Heal 2 bashing damage per Potency
+1 Reach: You can heal Personal Tilts such as Arm Wrack
+1 Reach: Can heal damage done by deprivation
+1 Reach: Reproduce the effect of night's rest, regain a Willpower point if appropriate
+1 Reach: Heal one lethal per Potency instead of 2 Bashing
MtAw2 p150
Living Vessel Prime ••• Weaving Duration Stamina Academics, Medicine, Persuasion Prepare a subject under the purview of Life for the Imbue Item Attainment. The mage can use the Attainment to imbue any living subject SoS 69
Many Faces - Weaving Duration Stamina Medicine, Stealth, Subterfuge Like "Mutable Mask" only the changes are real rather than an illusion. Poor vision or other senses can be restored. Missing organs and limbs can not be restored however. You may also rearrange the subjects Physical Attributes
Add Time 3: You can change physical age as well
MtAw2 p150
Steal Life Force - Fraying Duration Resolve Crafts, Medicine, Persuasion This spell is cast on a mage to alter his imbument process causing the item to damage the user. The item appears to function as normal but requires Life force to function. This item deals 1 point of Lethal damage for each point of Mana spent to cast the imbued spell, if the Item runs out of Mana it deals Lethal to the user to replenish its Mana SoS 72
Transform Life - Weaving Potency Stamina Animal Ken, Science, Survival Give life features normally belonging to other organisms. Gills, Claws, Senses, Etc.
+2 Reach: The bestowed feature, if permanent, can be passed on to a creatures descendants
MtAw2 p150
Life 4. Adept
Accelerate Growth - Patterning Duration Stamina Animal Ken, Medicine, Science Cause a lifeform to rapidly grow, at the end of the duration the subject will return to their actual age. If the subject exceeds its natural lifespan, it will die of old age
+1 Reach: When the spell ends the subject will rapidly de-age at an even faster rate than they grew, returning to their actual age in minutes. This puts great stress on the target. They must make a Stamina roll and on a failure they will enter a coma for a number of days.
MtAw2 p151
Animal Minion - Patterning Duration Stamina Animal Ken, Science, Survival The mage takes complete bodily control of a subject. Difference in gait may be noticeable to those familiair with the subject. The mage's body will be inert while this spell is active
+1 Reach: Target behaves more normally, as you understand the targets habits
MtAw2 p151
Life-Force Assault - Unraveling Potency - Brawl, Intimidation, Medicine Deal lethal damage
+1 Reach: Inflict an additional -2 penalty to any wound penalties the target might have
+1 Reach: Spend a point of Mana, deal aggravated damage
MtAw2 p152
Living Grimoire Prime •••• Patterning Potency Total Arcanum dots used in the Rote + Stamina Crafts, Medicine, Occult The Mage scribes a single rote per casting of this spell onto a living being. Casting this spell constitutes as an act of Hubris against Understanding Wisdom SoS 85
Mend - Patterning Potency - Empathy, Medicine, Survival Heal 2 lethal wounds per Potency
+1 Reach: Can erase scars
+1 Reach: Can heal damage done by deprivation
+1 Reach: Reproduce the effect of night's rest, regain a Willpower point if appropriate
+1 Reach: Spend a point of Mana, can heal aggravated damage
MtAw2 p152
Regeneration - Patterning Duration - Athletics, Medicine, Survival Cost: 1 Mana, restore lost organs or limbs MtAw2 p152
Shapechanging - Patterning Potency Stamina Animal Ken, Science, Survival Take on the form of another creature. Clothes and gear do not change with you. Instincts of the new form may need to be resisted with a Composure + Resolve roll
Add Matter 4: Gear changes with you to fit the new form
+1 Reach (with Matter 4): Gear becomes part of new form
+1 Reach: Turn into a swarm of tiny creatures
+1 Reach: Retain full control over reason
MtAw2 p152
Life 5, Master
Create Life - Making Duration - Medicine, Science, Survival Design and create any form of life you desire. If cast with finite duration life will disappear at the end of the spell, this may count as an Act of Hubris.
Add Mind 5: Give your organism a true mind as appropriate to type
+1 Reach: Creature can be given additional features as per "Transform Life"
MtAw2 p153
Contagion - Making Potency - Medicine, Occult, Science Create minor or life-threatening diseases
+1 Reach: Create a never before seen disease. This is likely to be an Act of Hubris as no creature in the world could have developed any defenses against it
MtAw2 p153
Salt the Earth - Unmaking Duration - Medicine, Science, Survival Destroy life-force in an area. This Creates an Extreme Environment equal to Potency
+1 Reach: Individual living things that survive, will still suffer an additional -1 to any wound penalties they might have
MtAw2 p153

Spells, Matter (2nd Edition)
Name Secondary Required Arcana Practice Primary Factor Withstand Suggested Rote Skills Description Source
Matter 1, Initiate
Craftsmen's Eye - Knowing Duration - Crafts, Investigation, Science Study an object for one turn to learn it's intended function. If the object has no purpose that will be revealed instead. If something prevents the object from fulfilling it's function, the spell will reveal the nature of the problem
+1 Reach: Learn how to use the studied object. This grants the 8-Again when using the object. Only one object can benefit from this bonus at once
+2 Reach: Learn all possible uses for an object
Add Fate 1: Name a task while casting the spell. All objects that could help you with this task will become obvious to you
MtAw2 p154
Detect Substance - Unveiling Duration - Crafts, Investigation, Science Become aware of a chosen type of substance in the area. "Iron", "A knife" and "My hunting Knife" are all valid choices
Add Time 1: Determine if an object has been in the area
Add Forces 1: Search for a specific type of electronic information
MtAw2 p154
Discern Composition - Knowing Potency - Crafts, Investigation, Science Become aware of an objects weight, density and the precise elements in it's makeup
+1 Reach: Also become aware of any objects hidden within the studied object
+1 Reach: You know an object's structural weak points. Reduce Durability by spell Potency
Add Space 2: Know not only what an object was made of but also where the materials came from
MtAw2 p154
Lodestone - Compelling Duration - Crafts, Larceny, Science Choose a substance or type of object. Those objects will be drawn toward you or repelled away from you MtAw2 p154
Remote Control - Compelling Potency - Crafts, Drive, Intimidation Control a mechanical object, to make it fulfill its function
+1 Reach: Perform more complex task while controlling the object
MtAw2 p155
Matter 2, Apprentice
Alchemist's Touch - Shielding Potency - Crafts, Survival, Persuasion Choose a material, you become largely immune to its deleterious effects. The material cannot inflict bashing damage and lethal damage is reduced by spell Potency. The spell does not protect against damage from a sword or gun
+1 Reach: Choose an additional material to be protected against
+2 Reach: Your immune to both the bashing and lethal, aggravated damage is reduced by Potency
Add Forces 2: You are now also protected against the damage from the extreme temperature of a material
MtAw2 p155
Find the Balance - Ruling Duration - Crafts, Persuasion, Science Improve the balance and heft of an item. This grants it the 9-Again quality
+1 Reach: Grant a tool the 8-Again quality instead
MtAw2 p155
Hidden Hoard - Veiling Duration - Larceny, Occult, Subterfuge Make matter difficult to detect. Mundane attempts to locate automatically fail. Supernatural power enters a Clash of Wills MtAw2 p156
Machine Invisibility - Veiling Duration - Larceny, Science, Stealth Become invisible to mechanical sensors. Supernatural items enter a Clash of Wills
+1 Reach: This spell now also works on constructs animated with magic, like zombies and golems. This triggers a Clash of Wills
MtAw2 p156
Shaping - Ruling Potency - Crafts, Expression, Persuasion Shape liquids and gases in any form you desire in defiance of gravity
+1 Reach: Can alter solids as well. Warped tools or weapons will have their equipment bonus reduced by potency, if reduced to 0 the object becomes useless
+1 Reach: If creating or repairing an object in an extended action reduce its required successes by this spell's Potency, the number cannot fall below one
+2 Reach: The shaping can create an appropriate Environmental Tilt, such as Earthquake, Flooded or Howling Winds
MtAw2 p156
Matter 3, Disciple
Aegis - Weaving Duration - Athletics, Crafts, Science For each level of Potency grant an object one of the following: Raise/lower ballistic Armor by 1, raise/lower general Armor by 1, raise/lower Defense penalty by 1
+1 Reach: The armor becomes immune to the Armor-Piercing effect
MtAw2 p156
Alter Conductivity - Weaving Potency - Computer, Science, Subterfuge Make an object more or less conductive to electricity
+1 Reach: Alter an objects conductivity to other forms of energy. Each additional type is an extra Reach
MtAw2 p156
Alter Integrity - Fraying or Perfecting Potency Durability Crafts, Medicine, Subterfuge Increase or decrease an objects Durability
+1 Reach: Instead of increasing Durability by 1 increase structure by 2
+2 Reach: The effect is lasting
MtAw2 p156
Crucible - Perfecting Potency - Crafts, Occult, Science Grant a tool the 8-Again for a number of turns. Valuable objects will have their Availability rating increased, this rating cannot become more than double the original rating
+1 Reach: Spend one point of Mana, The object gains the rote quality for a number of rolls. So long as the durability last this effect can be recharged by spending more Mana
+1 Reach: Availability may be triple the original rating
MtAw2 p157
Hone the Perfected Form - Perfecting Duration - Crafts, Persuasion, Science *Cost 1 Mana* The mage takes an ordinary metal (iron, gold, silver, mercury, copper, tin or lead) and transmutes it into its perfected metal.
+2 Reach: The spell may Perfect another substance like Glass or Gemstones
Forces ●●●: May perfect fire
SoS 61
Nigredo and Albedo - Fraying or Perfecting Potency - Crafts, Brawl, Medicine Repair or damage an objects Structure
+1 Reach: When damaging ignore durability
MtAw2 p157
Shrink and Grow - Weaving Potency Durability Crafts, Expression, Science Increase or decrease an objects size
Add Life 3: Can be cast on living subjects, unwilling subjects may Withstand with Stamina
MtAw2 p157
Spell Potion Prime •• Weaving Duration - Crafts, Medicine, Subterfuge *Costs 1 Mana* Magically alters an ingested item, making it act as a storage vessel for another spell. Once the Ingested item has been primed for holding a mage may spend a Mana to cast any other spell on the item if it uses touch/self range. The cast spell doesn't take affect until the item is ingested. May store spells up to level of Potency which don't activate until either Spell Potion is canceled, the Duration ends or the food is injested SoS 70
State Change - Weaving Duration Durability Crafts, Persuasion, Science Change material one step along the path from solid to liquid to gas. This does not cause any temperature change
+1 Reach: You may transform solids directly int gas and vice versa
Add Forces 3: You may transmute matter into plasma
MtAw2 p157
Windstrike - Weaving Potency - Athletics, Brawl, Crafts Deal bashing damage
+1 Reach: Create an appropriate Environmental Tilt
MtAw2 p157
Wonderful Machine - Weaving Potency - Crafts, Politics, Science Integrate multiple machines into one another
Add Life 3: Machine properties can be grafted onto a living thing or vice versa
MtAw2 p157
Matter 4. Adept
Endless Bounty - Patterning Duration - Crafts, Science, Streetwise Never run out of small expendable items. Enchant a single item that contains a smaller expendable item. For the duration of the spell the expendable item never runs out
E.g.: Money in wallet, Bullets in magazine, Gas in car tank
SoS 66
Forge Dumanium - Patterning Duration - Crafts, Expression, Persuasion *Costs 1 Mana* Combine perfected metals into a single metal called Dumanium. The object is Durability 1 and holds 1 point of Mana. Weapons made from Dumanium can spend Mana to deal aggravated Damage for a single attack
+2 Reach: The Spell is Lasting however this relies on all the Metals to remain perfect, should a perfected metal become mundane the alloy will collapse
SoS 62
Forge Sophis - Patterning Duration - Crafts, Occult, Science *Costs 1 Mana* Combine perfected metals into a single metal that scavenges Mana called Sophis. The object is Durability 1 and can hold 1 Mana. Potency increases this 1 for 1 for Durability and Mana.
+2 Reach: The Spell is Lasting however this relies on all the Metals to remain perfect, should a perfected metal become mundane the alloy will collapse
SoS 62
Forge Thaumium - Patterning Duration - Crafts, Occult, Survival *Costs 1 Mana* Combine perfected metals to create Thaumium, The object is Durability 1 and holds 1 point of Mana which it spends to shield against Magic.
+2 Reach: The Spell is Lasting however this relies on all the Metals to remain perfect, should a perfected metal become mundane the alloy will collapse
Other Arcanum ●●: Thaumium can protect against other types of Magic provided they fall under the Arcanum
SoS 62
Ghostwall - Patterning Duration - Athletics, Occult, Stealth Turn objects intangible
Add Death 3, Mind 3 or Spirit 3: The object may be shifted into the Twilight, attuned to the used Arcanum
MtAw2 p158
Golem - Patterning Potency - Crafts, Expression, Occult Animate a statue or other object
Add Death 4 or Spirit 4: A ghost or spirit may serve as the intelligence of the golem
Add Mind 5: Grant true intelligence see "Psychic Genesis"
MtAw2 p158
Piercing Earth - Patterning Potency - Athletics, Brawl, Crafts Deal lethal damage
+1 Reach: Create an appropriate Environmental Tilt
+1 Reach: Spend a point of Mana, deal aggravated damage
MtAw2 p158
Transubstantiation - Patterning Duration - Crafts, Empathy, Science Transform any type of matter into another type
+1 Reach: Transmute multiply substance into a single substance or vice versa
Add Life 4: Transform matter into living things or vice versa
MtAw2 p158
Matter 5, Master
Annihilate Matter - Unmaking Potency Durability Athletics, Intimidation, Science Destroy matter completely
+1 Reach: Spend a point of Mana, can now destroy magical objects as well
MtAw2 p158
Ex Nihilo - Making Potency - Crafts, Expression, Science Create an object or relatively uncomplicated tool out of nothing
+1 Reach: Create a complex machine or electronic device, like a car or smartphone
MtAw2 p158
Self-Repairing Machine - Making Potency - Crafts, Medicine, Occult Cause a machine to repair Potency in Structure per day
+1 Reach: The machine heals every hour
+2 Reach: The machine heals every 15 minutes
MtAw2 p159

Spells, Mind (2nd Edition)
Name Second Required Arcana Practice Primary Factor Withstand Suggested Rote Skills Description Source
Mind 1, Initiate
Know Nature - Knowing Potency - Empathy, Science, Subterfuge Determine a subject's Virtue, Vice and Mental and Social Attribute levels
+1 Reach: Also determine Aspirations and Obsessions
MtAw2 p159
Mental Scan - Unveiling Potency Composure Empathy, Investigation, Occult Ask storyteller questions about a subject's mental or emotional state
+1 Reach: Read surface thoughts for snippets of a subject's current ideas or words and phrases before they are actually spoken
MtAw2 p159
One Mind, Two Thoughts - Compelling Duration - Academics, Expression, Science Perform two Mental or Social extended tasks at the same time. Neither can be a purely Physical task.
+1 Reach: May perform two Mental instant tasks at the same time
+2 Reach: If in the Astral Realms one of the actions may be "Physical"
MtAw2 p159
Perfect Recall - Unveiling Potency - Academics, Expression, Investigation Recall old memories with perfect accuracy. MtAw2 p160
Mind 2, Apprentice
Alter Mental Pattern - Veiling Potency - Science, Stealth, Subterfuge Add to subterfuge rolls. Supernatural powers that read surface thoughts or emotions provoke a Clash of Wills MtAw2 p160
Dream Reaching - Ruling Duration Composure Empathy, Medicine, Persuasion Enter a subject's dream. You can influence but not take part in the dream. Cast on self to be able to remember your own dreams.
+1 Reach: You can become an active part of the dream. Cast on self induces lucid dreaming
MtAw2 p160
Emotional Urging - Ruling Potency Composure Empathy, Intimidation, Subterfuge Open or close a subject's doors MtAw2 p160
First Impressions - Ruling Duration Composure Crafts, Socialize, Subterfuge Raise or lower the first impression MtAw2 p160
Incognito Presence - Veiling Duration - Empathy, Stealth, Subterfuge Costs ●. The Mage hides the Subject's Psychic Presence which Prevents people form remembering their presence or looking their way. Active attempts to do so with supernatural abilities (Including active Mage sight) provoke a Clash of Wills MtAw2 p160
Memory Hole - Veiling Duration - Academics, Medicine, Subterfuge Hide a specific memory forgetting it completely for the duration of the spell, One memory per Potency MtAw2 p160
Mental Shield - Shielding Duration - Academics, Intimidation, Survival Protects the Subject from Mental Attacks, Goetia Powers, Influences or Manifestations that target them.
+1 Reach: Also Protects from Physical attacks of Goetia
MtAw2 p160
Narcissus' Mirror - Shielding Duration Composure Intimidation, Occult, Subterfuge The mage can reflect the mental and emotional effects of a Nimbus tilt back onto its source. Whenever the Mage is subjected to a tilt that affects a Mental or Social trait this spell provokes a Clash of Wills. If the mage wins affect the instigator of the Tilt. Can be cast if the Mage is already under the effects of a tilt to immediately create a Clash of Wills
Substitute Life ••: This Spell affects Nimbus Tilts relating to Physical Traits or purely Physical effects instead
Add Life ••: This Spell affects all types of Nimbus Tilt
Add Prime ••: Affects other type of Supernatural Auras with the appropriate kinds of effects
SoS 94
Physic Domination - Ruling Potency Resolve Expression, Intimidation, Subterfuge Send one word commands to a subject that they are compelled to act upon, even against their will
+1 Reach: take control of a subject, forcing him to take actions against their will. These actions cannot put him serious danger however
+1 Reach: Force the subject to take an additional task
MtAw2 p161
Ritual Focus - Ruling Duration Composure Empathy, Leadership?(awaiting Errata), Persuasion A Variant on Telepathy linking a Mage and his Subjects allowing him to guide them as they work in unison on a particular spell (see "Teamwork", MtAw 2e p.119) Must have Scale to affect every other Awakened participant in Ritual. Secondary Actors in ritual add Potency to dice pool SoS 55
Soul Windows - Ruling Duration - Empathy, Investigation, Stealth By Splitting their senses a mage may view whats happening around their Soul Stone 360° or hears the sounds in its vicinity. This doesn't require sympathetic range
Add Forces ••: The mage may project their voice through the stone to speak or create a hologram of themselves
+1 Reach: The mage experiences the Stone's surroundings with all their Senses
+1 Reach: For each reach spent the Mage may split their senses to another Soul Stone
SoS 90
Telepathy - Ruling Potency Composure Crafts, Empathy, Socialize Surface thoughts of the subjects play out in the each others minds. This may grant a bonus or penalty between the subjects. A deliberate message may be send along the link.
+1 Reach: Only thoughts that the originating subject wants to share are shared
+1 Reach: All subjects have the ability to send and receive thoughts
MtAw2 p161
Mind 3, Disciple
Astral Grimoire Prime • Weaving Potency Total Arcanum dots used in rote Crafts, Expression, Occult *Costs 1 Mana* Scribe a Rote within ones own Oneiros, these can be cast from the Grimoire without needing to meditate to the Astral
+1 Reach: The Mage can scribe the grimoire within the Temenos making it available to any who travel there. These can only be cast directly from the Astral representation or with its Summoned goetia
+1 Reach: For 1 point of Mana the Spell's duration is lasting
+2 Reach: The Mage can scribe within the Anima Mundi, these don't manifest as books or scrolls but as constellations or rock formations. Figuring these out is a mystery of itself
SoS 85
Augment Mind - Perfecting Potency - Academics, Expression, Survival Increase a Mental or Social Attribute by Potency, up to normal limits.
+1 Reach: Divide increase between an additional Attribute.
+2 Reach: for 1 Mana, go above normal limits.
MtAw2 p161
Befuddle - Fraying Potency Composure or Resolve Intimidation, Persuasion, Science Lower a Mental or Social Attributes. One Potency equal one dot to a minimum of one.
+1 Reach: May lower an additional Attribute per reach, dividing Potency among the options
MtAw2 p163
Broken Relinquishment - Fraying Duration Composure Intimidation, Occult, Subterfuge This spell creates a breaking point for the subject as a way to relinquish spells without spending a willpower dot. The next act of hubris, braking point or genre equivalent by a subject of this spell suffers penalty by Potency
+1 Reach: The Subject of this spell immediately suffers a breaking point
SoS 73
Clear Thoughts - Perfecting Duration - Empathy, Intimidation, Persuasion Suppress a Mental Condition or Tilt per Potency, for the Duration. Can't affect Paradox Conditions; those cause by the supernatural provoke a Clash of Wills.
+1 Reach: subject gains 1 Willpower.
+2 Reach: effect is lasting.
MtAw2 p161
Enhance Skill - Perfecting Duration - Academics, Expression, Survival Increase an Skill with already at least one rank by Potency, for the Duration, up to their normal limits.
+1 Reach: Divide increase between an additional Skill.
+ 2 Reach: for 1 Mana, go above normal limits.
MtAw2 p161
Give Me That - Perfecting Duration Composure Crafts, Empathy, Persuasion The subject item evokes a concept of ownership. Those who do not Withstand the spell gain the Persistent Condition: Obsession with the object as their focus
Space ●●●: Individuals with the Obsessed Condition to the object also gain a Strong sympathetic link to it for the spells duration
SoS 66
Goetic Summons - Perfecting Duration Rank Persuasion, Socialize, Occult Call the nearest Goetia; one personally known, specified by type of Resonance, or the nearest generally.
Add Spirit or Death 2: it gains the Materialized Condition for the duration.
+1 Reach: Also creates the Open Condition.
+1 Reach: May give it a one-word command.
+2 Reach: may give a complex but single task command.
+1 Reach: summon a Goetia from the subject's Oneiros at a place one could reach the Astral. Must spend the Mana it would take to enter.
+2 Reach: summon from the Temenos.
+3 Reach: summon from Anima Mundi.
MtAw2 p162
Imposter - Weaving Duration - Persuasion, Stealth, Subterfuge Cause the subject to believe the caster is someone else. Manipulation + Subterfuge every minute if mimicking a specific person. Can't replicate Social Merits; any Doors opened benefit the assumed identity. MtAw2 p162
Psychic Assault - Fraying Potency - Academics, Intimidation, Medicine Deal Bashing equal to Potency, mimicking a stroke.
+1 Reach: give target -1 to Mental rolls (may stack 3 times).
MtAw2 p162
Sleep of the Just - Perfecting Duration Composure Academics, Athletics, Occult Control sleep cycle and dreams. Anything else entering or influencing dreams provokes Clash of Wills. MtAw2 p162
Supernal Translation Prime ●●● Weaving Duration - Empathy, Expression, Occult Allows the subject to comprehend and translate High Speech as they hear or read it as if they had up Mage Sight. Does not allow them to Speak or Write it back and is still subject to Dissonance and Quiescence SoS 28
Read the Depths - Weaving Potency Resolve Empathy, Investigation, Medicine Read memories and ideas from target's subconscious.
+1 Reach: modify one of the memories read, for the Duration.
MtAw2 p162
Universal Language - Weaving Duration - Academics, Investigation, Persuasion Target can understand and translate any language they are able to perceive: spoken, written, symbols, encoded signals, body language, hand symbols, or thoughts. Does not allow non-Awakened to understand High Speech. MtAw2 p162
Mind 4, Adept
Haunted Grimoire Prime • Patterning Potency Total Arcanum dots of Rote + Rank Crafts, Intimidation, Occult *Costs 1 Mana* The Mage binds a Goetia to a grimoire, writing its essence into the vessel's pattern. This doesn't host the Goetia's numina or influences nor does it have an essence pool. The Grimoire gains the Open and Resonant Conditions. When cast the spell is increased by the Goetia Rank for Primary Factor however the Goetia has a chance to escape with a Clash of Wills to the caster. When someone memorizes a Rote the Goetia has a chance to possess them using a Clash of Wills. This spell is a Wisdom Sin against Understanding SoS 86
Possession - Patterning Potency Resolve Medicine, Persuasion, Subterfuge Can possess the subject inflicting the Possessed Condition(see p. 261) MtAw2 p165
Gain Skill - Patterning Duration - Crafts, Expression, Science Increase a Skill by Potency. This cannot go above the normal maximum.
+1 Reach: Divide the increase between an additional Skill.
+ 1 Reach: for 1 Mana, go above normal limits.
MtAw2 p163
Goetic Evocatuion - Patterning Duration Rank of Entity Intimidation, Occult, Persuasion May convert pieces of a persons Psyche from a soul stone into a Goetia
+2 Reach: The Mage may extract the Goetia directly into his own Oneiros
SoS 90
Hallucination - Patterning Potency Composure Academics, Persuasion, Subterfuge Create an illusion that affects all senses but touch.
+1 Reach: The illusion can now be "touched" by the subject. It cannot harm or attack.
MtAw2 p163
Mind Flay - Unraveling Potency - Expression, Intimidation, Science Deal lethal damage.
+1 Reach: Cause Insane Tilt
+2 Reach: Spend a point of Mana, deal aggravated damage
MtAw2 p164
Psychic Projection - Patterning Duration Resolve Academics, Occult, Socialize Astral project into Twilight or into somebody's dreams.
Add Spirit 2: May project into the Shadow. Withstand is Gauntlet rating.
MtAw2 p164
Psychic Reprogramming - Patterning Potency Resolve Intimidation, Medicine, Persuasion For each point of Potency change one of the followin: Virtue, Vice, Short-Term Aspiration, Long-Term Aspiration, Obsession, a non-Physical Persistent Condition, or may move one dot between two Social Skills, or between two Mental Skills.
+1 Reach: May also move between two Social Attributes, or two Mental Attributes.
MtAw2 p164
Scribe Daimonomikon Prime • Patterning Potency Rank of Attainment + (10 - Caster's Gnosis) Crafts, Expression, Occult *Cost 1 Mana* Scribe a Daimonomikon for the Mage's Legacy. A Mage must be of Gnosis 2 or above to cast this. Anyone initiated into a Legacy via a Daimonomikon must spend 1 Arcane Experience and if used to learn more Legacy Attainments must use the Experience cost listed for learning without a tutor. These serve as a sympathetic Yantra worth +2 Dice for members of the inscribed Legacy
+1 Reach: For 1 Mana, the Spell's Duration is Lasting
SoS 87
Terrorize - Patterning Potency Composure Expression, Intimidation, Medicine Cause the Insensate Tilt for the duration or until it's resolved
+1 Reach: Inflict Broken Condition instead
MtAw2 p164
Mind 5, Master
Amorality - Unmaking Duration Resolve Crafts, Empathy, Expression Remove Virtue or Vice. Without Virtue the subject regains two Willpower for indulging Vice. Without Vice the subject cannot engage in any activity that would be a breaking point or Act of Hubris MtAw2 p164
No Exit - Making Duration Resolve Expression, Persuasion, Science For the duration of the spell the subject is in a catatonic state. Reading of the subjects mind or memory reveals this spell. MtAw2 p164
Mind Wipe - Unmaking Potency Resolve Academics, Intimidation, Occult Remove large portions of the subjects memories, inflicts the Amnesia Tilt for the duration of the spell. You can affect one month of time per level Potency. You can specify what portions are forgotten.
+1 Reach: May specify what memories are erased, rather than just erasing a single span of time.
+2 Reach: The effect is Lasting
MtAw2 p164
Psychic Genesis - Making Duration - Academics, Expression, Science Create a self-aware intelligence. This is a Rank 1 Goetia in Twilight.
+1 Reach: The entity works as a sleepwalker for the purposes of assisting ritual casting.
+1 Reach: For one Mana, the rank is 2
MtAw2 p165
Social Networking - Making Potency - Persuasion, Politics, Socialize For every level of Potency, gain one dot in one of the following Merits: Allies, Contacts or Status MtAw2 p165

Spells, Prime (2nd Edition)
Name Second Required Arcana Practice Primary Factor Withstand Suggested Rote Skills Description Source
Prime 1, Initiate
Dispel Magic - Compelling Potency Arcanum rating of the subject spell’s caster Athletics, Intimidation, Occult Temporarily suppress or destroy an active spell
Add Fate 1: Selectively suppress spell
+2 Reach: Make the effect Lasting
MtAw2 p 165
Nimbus Tuning - Knowing Potency - Empathy, Investigation, Occult The mage can tune in more attentively to any Signature Nimbus he scrutinizes with Focused Mage sight. For Each potency learn one of the following: Gnosis, Wisdom, Virtue/Vice, An Act of Hubris resulting from cast magic, An Obsession related to the remaining Magic, Whether the Magic resulted in Paradox SoS 94
Pierce Deception - Unveiling Duration - Investigation, Medicine, Occult See through falsehoods magical and mundane
+1 Reach: Get a sense of the actual truth
MtAw2 p 165
Sacred Geometry - Unveiling Duration - Academics, Occult, Survival Reveal ley lines and nodes
+1 Reach: Reveal Hallows
Add Death 1 or Spirit 1: See Avernian Gates or Loci as well.
MtAw2 p 166
Scribe Grimoire - Compelling Potency Total Arcanum dots of all Arcana used in the spell being scribed Crafts, Expression, Occult Create a Grimoire full of Rotes or transcribe it from one medium to another
+1 Reach: Make the Grimoire Lasting
Add Forces ●●: Transcribe the grimoire without needed equipment.
MtAw2 p 166, SoS p83
Shared Mage Sight - Unveiling Duration Resolve Expression, Investigation, Occult *Cost 1+ Mana per Arcanum per subject* Share your Mage sight with another Mage
Prime ●●●●: Can be used on a Sleepwalker under the effects of Apocalypse
Other Arcanum ●: *1 Mana per Arcanum* May add or substitute Prime for another Arcanum
SoS 28
Supernal Signature - Compelling Potency - Expression, Intimidation, Politics The Mage flares her Immediate Nimbus to imprint her signature on a subject, The signature reflects her Shadow Name and lasts for the Duration of the spell. Anyone who Studies the nimbus under focused mage sight can not only sense the details of the Nimbus but the Casters Supernal Identity. This moves the Caster one impression level up the Social Maneuvering unless the viewer succeeds a Resolve + Composure - Potency roll SoS 93
Supernal Vision - Unveiling Potency - Empathy, Occult, Survival Perceive the Supernal properties of a subject
+1 Reach: Perceive the non-Supernal magical properties of a subject
MtAw2 p 166
Word of Command - Compelling Potency - Craft, Occult, Persuasion Bypass triggers to activate magical effects
Add Any Other Arcanum 1: Add another Arcanum to activate magical effects and objects created by other sources of power
MtAw2 p 166
Prime 2, Apprentice
As Above, So Below - Ruling Duration - Academics, Occult, Politics Empower Yantras with 9-Again on spellcasting rolls
+1 Reach: Make it 8-again
MtAw2 p 166
Cloak Nimbus - Veiling Duration - Politics, Stealth, Subterfuge Veil Nimbus and emotional state of auras. Attempts to see are subject to a Clash of Wills. Immediate Nimbus does not flare unless the caster chooses to. Signature Nimbus viewed by Mage Sight provokes Clash of Wills. Flaring or imprinting your Nimbus will immediately end this spell
+1 Reach: Make your Nimbus appear lesser. For every Reach you may lower any of Gnosis, Mana or Arcanum to a desired lower false Trait value
MtAw2 p 167
Fractured Grimoire - Ruling Potency - Crafts, Investigation, Occult *Costs 1 Mana* The mage copies one whole grimoire into two or more disparate parts that individually mean nothing. Only someone with all parts may use the rotes within the Grimoire
+1 Reach: The mage may fracture the Grimoire into as many pieces as she wants.
SoS 84
Invisible Runes - Ruling Duration - Expression, Intimidation, Persuasion Leave message in High Speech only visible to Mage Sight. Alteration or overwriting of these messages provokes a Clash of Wills MtAw2 p 167
Light Under a Bushel - Shielding Potency - Empathy, Investigation, Subterfuge Adds Mages Potency to the number of rolls before Mages Nimbus leaks into a mystery SoS 28
Nimbus Forgery - Veiling Duration - Expression, Larceny, Subterfuge Once a Mage has scrutinized an Immediate or Signature Nimbus with Focused mage sight she may cast this spell to disguise her own Nimbus as the Scrutinized one. If its the Immediate Nimbus it copies the Tilts of the Forged one instead of her own, if Signature nimbus any spell left behind holds the Forged one instead of her own until this spells duration ends. Any attempt to pierce the deception results with a Clash of Wills
+1 Reach: The Mage Forges all three types of nimbus with one casting even if she's only scrutinized one.
SoS 94
Path to Jerusalem - Veiling Potency Opacity Expression, Larceny, Subterfuge Add Spell's Potency to the Opacity of the Subject Mystery
+1 Reach: Every Reach spent allows mage to plant 1 falsehood of Surface or Deep information. Recognizing this is a Clash of Wills when focused on with Focused Mage Sight.
SoS 28
Supernal Veil - Veiling Duration - Occult, Subterfuge, Survival Veil supernatural phenomenon including spells. Peripheral Mage Sight will fail to detect, active attempts cause a Clash of Wills MtAw2 p 168
Sustain Nimbus Time • Ruling Duration - Expression, Investigation, Survival The mage casts this on a Signature Nimbus she's studied under Focused Mage Sight. Rather than fading like normal the Nimbus persists for the Duration of the spell, Once the Duration expires it fades at its usual rate
+2 Reach: Duration is Lasting
SoS 93
Wards and Signs - Shielding Duration - Intimidation, Occult, Survival When subject is target of a spell apply Potency as Withstand rating. Spells used near but not directly at the target are not Withstood by this spell MtAw2 p 168
Words of Truth - Ruling Potency - Expression, Intimidation, Persuasion All subjects of the spell can hear and understand the caster regardless of distance, noise or language barriers. Subjects feel what the mage says is true, but this effect only works on statements the mage knows are true. May remove one Door or improve impression level by one per Potency MtAw2 p 168
Prime 3, Disciple
Aetheric Winds - Weaving Potency - Athletics, Expression, Occult Attack with shrieking aetheric wind
+1 Reach: Create Heavy Winds Environmental Tilt
+1 Reach: Destroy target's Mana instead of dealing damage
MtAw2 p 168
Camera Obscura - Weaving Duration - Craft, Expression, Science *Cost 1 Mana* This spell enchants a Camera, video recorder or similar device and allows it to record Supernal Energies allowing a mage to study the recordings using Active and Focused mage sight.
+2 Reach: 1 Mana to make the recordings Lasting
SoS 28
Channel Mana - Weaving Potency - Occult, Politics, Socialize Move Mana equal to Potency between vessels(mages, Hallows, etc). This cannot exceed Gnosis-derived the Mana per turn limit though
+1 Reach: Ignore Mana per turn limit for this spell
MtAw2 p 168
Cleanse Pattern - Fraying Potency - Investigation, Occult, Stealth Remove the dramatic failure of a focused Mage Sight Revelation. This spell will also remove a mage's Signature Nimbus form the subject MtAw2 p 168
Display of Power - Weaving Duration - Brawl, Occult, Socialize Imagos become visible to all forms of Active Mage Sight
+2 Reach: For one Mana all attempts to Counterspell gain the Rote Quality
Add Fate •: Make clauses of fae Contracts visible.
MtAw2 p 168, DE2 379
Ephemeral Enchantment - Weaving Duration - Crafts, Occult, Weaponry Subject becomes solid to any and all Twilight entities
+2 Reach: For one Mana, if the subject is a weapon it will inflict aggravated damage to one specified Twilight entity. Every additional entity costs one Mana
MtAw2 p 169
Geomancy - Weaving Duration - Academics, Expression, Occult Move ley lines within the area of effect. May also change the Resonance Keyword of a Node MtAw2 p 169
Imbue Room Space ●●● Weaving Duration - Larceny, Occult, Science Allows a Mage to prepare a room or space for the Imbue Item attainment. Unlike an object the room does not have Mana storage so all Mana must be spent by the user of the Imbued room SoS 69
Mana Battery - Weaving Duration - Academics, Occult, Subterfuge Allows a Mage to prime an item to store Mana, The mage casts the spell on a subject prior to using the Attainment Imbue Item. The subject is Primed to accept a Mana pool but not a spell, the Number of successes necessary to imbue the item is equal to the Mana Pool imbued within. An Item created this way can be used to cast spells without using a Mages own Mana, and can be refilled with Mana using the spell Channel Mana SoS 70
Platonic Form - Perfecting Potency - Academics, Crafts, Expression *Cost 1+ Mana* - Create a simple Tass object or tool of Size 5 or less from Mana. Durability is 1 and contains one Mana. Potency may be allocated to the following effects: increase Durability by +1, increase Mana capacity by +1, if a tool add +1 equipment bonus though each use of the tool now uses one up Mana. When all Mana is used up the object crumbles. If the spell expires any unused Mana will be lost
Add Forces ●●●: The construct is not obviously magical
+1 Reach: If a tool it gains the 8-Again
+2 Reach: The construct can be a complex device
MtAw2 p 169
Primary Subject - Weaving Duration Resolve Intimidation, Occult, Subterfuge *Cost 1+ Mana* This spell alters the imbument process, creating an item that will always target the user. The subject of the spell must be a mage. SoS 72
Reveal Marks Time ●● Weaving Potency - Crafts, Expression, Investigation You may discern all signature Nimbuses associated with the Subject, This spell reduces the difficulty to Focused Mage Sight to scrutinize the subject for a signature Nimbus and reveals all Nimbuses associated with the subject. Add Potency as bonus die to reveal them.
+1 Reach: Add bonus dice equal to Potency to Clash of Wills to reveal an obscured Signature Nimbus
SoS 74
Scribe Palimpsest - Weaving Potency Rotes Total Arcanum dots +1 Crafts, Expression, Occult *Costs 1 Mana* Like "Scribe Grimoire" this spell gives physical form to a single rote's symbols using a Grimoire that has had its contents erased, scrubbed, scribbled out, painted over or otherwise made unreadable. The Storyteller chooses one Arcanum when the character casts this spell. Whenever a character later casts the rote from the completed Grimoire, it acts as though it incorporated dots of the chosen Arcanum equal to this spell’s Potency, creating unpredictable blended effects.
+1 Reach: For 1 point of Mana, the spell's Duration is Lasting
SoS 84
Spirit Vessel Spirit ●●● Weaving Duration Resistance Academics, Intimidation, Occult Prepare a Spirit for the Imbue Item Attainment. The mage must either cast the spell through the Gauntlet or the spirit must be Manifested. The subject automatically withstands the casting. SoS 69
Steal Mana - Fraying Duration Stamina Expression, Occult, Subterfuge *Costs 1 Mana* This spell alters the imbument process resulting in an item that siphons its users Mana. When under this spell when Imbuing an item you may set a Mana capacity to the item, instead of imbuing it with that much Mana it steals it from its user. When someone goes to activate the spell it will steal mana equal to capacity, should it attempt to take more than its capacity the leftover Mana dissipates into the atmosphere. If the user doesn't have enough Mana it deals Bashing damage for each Mana it cannot siphon SoS 72
Stealing Fire - Perfecting Duration Resolve Expression, Larceny, Persuasion Temporarily turn Sleeper into a Sleepwalker. Breaking points from magic will hit only when the spell expires MtAw2 p 168
Stored Spell - Weaving Duration - Academics, Occult, Subterfuge A Mage may make an item capable of holding a spell until later activation similar to the Attainment Imbue Item. Once this spell is in effect a mage may spend a Mana to cast any other spell on the item that uses touch/self range, which is contained and unactivated. Stored Spell may store spells up to its level in Potency. These spells don't activate until someone Spends a point of Mana to activate the spell, Stored Spell is canceled, The duration of Stored Spell ends or the Duration of the stored spells end SoS 70
Prime 4. Adept
Apocalypse - Patterning Duration Resolve Occult, Persuasion, Socialize Grant a Sleeper the ability to see what a Mage sees
+1 Reach and Add Any Other Arcanum 1: Add the Arcanum to the granted Sight.
MtAw2 p 169
Celestial Fire - Patterning Potency - Athletics, Expression, Occult Attack spell inflict Lethal equal to Potency
+1 Reach: Spell ignites flammable object in the scene
+1 Reach: For one Mana, spell deals aggravated damage
+1 Reach: May destroy target's Mana instead of dealing damage, spend Potency between regular and Mana damage
MtAw2 p 170
Destroy Tass - Unraveling Potency Durability Brawl, Intimidation, Occult Successful casting destroys Tass. Mana form the tass is not destroyed but released into the world likely to the nearest Hallow MtAw2 p 170
Hallow Dance - Patterning Potency Hallow Rating Expression, Occult, Survival Suppress an active Hallow or awaken a dormant one. Rousing requires Potency equal to the Hallow's rating. Dampening reduces the Hallow's dot rating by Potency, if it falls to zero or less the Hallow is rendered dormant
+2 Reach: For one point of Mana the effect is Lasting
MtAw2 p 170
Primal Transfer - Patterning Duration Composure Crafts, Empathy, Subterfuge This allows a Mage to transfer spell control of a spell they've cast to another mage. The spell transfers Spells up to Potency from Caster to Subject. Once the Duration ends control returns to the Caster
+2 Reach: If Primal Transfer is Imbued into an item with this effect spell control is passed to the user of the Item allowing the user to assign reach and reassign spell factors
SoS 71
Scribe Daimonomikon - Patterning Potency Rank of Attainment + (10 - Caster's Gnosis) Crafts, Expression, Occult *Cost 1 Mana* Scribe a Daimonomikon for the Mage's Legacy. A Mage must be of Gnosis 2 or above to cast this. Anyone initiated into a Legacy via a Daimonomikon must spend 1 Arcane Experience and if used to learn more Legacy Attainments must use the Experience cost listed for learning without a tutor. These serve as a sympathetic Yantra worth +2 Dice for members of the inscribed Legacy
+1 Reach: For 1 Mana, the Spell's Duration is Lasting
SoS 87
Supernal Dispellation - Unraveling Potency Arcanum rating of the subject spell’s caster Athletics, Intimidation, Occult Success suppresses target spell for Supernal Dispellations Duration
Add Fate 1: Selectively suppress spell
+2 Reach: Make the effect Lasting
MtAw2 p 170
Transfer Soul Stone - Patterning Duration - Crafts, Occult, Persuasion May transfer a Soul Stone from one object to another of size 2 or below
+2 Reach: This spell is Lasting
SoS 91
Prime 5, Master
Blasphemy - Unmaking Potency Hallow Rating, if applicable Athletics, Occult, Survival Sever the connection to the Supernal in an area
+2 Reach: Make the effect Lasting
MtAw2 p 170
Create Truth - Making Duration Hallow Rating Expression, Occult, Persuasion Cost 5 Mana per Potency. Create Hallow with rating equal to Potency, Hallows cannot have a rating above 5
+2 Reach: For 5 Mana the effect is Lasting
MtAw2 p 170
Eidolon - Making Potency - Academics, Crafts, Occult Like "Platonic Form" but can create animate Tass. May spend Potency on an additional effect: grant the mage a dot of the Retainer Merit. Construct will obey its owner's command
Add Forces ●●●: The construct is not obviously magical
Add Mind ●●●●●: The construct may be given a mind of its own, as per the Psychic Genesis spell
MtAw2 p 171
Forge Purpose - Making Duration Resolve Empathy, Expression, Medicine Subject gains one of the caster's Obsessions. If subject is a mage already possessing the maximum number of Obsessions this spell causes a Clash of Wills. If successful replace one of these Obsessions
+1 Reach: Can grant a wholly new Obsession
MtAw2 p 171
Word of Unmaking - Unmaking Potency Merit rating or Durability Intimidation, Occult, Weaponry Destroy a magical item, but not artifacts
+2 Reach: Item explodes violently, roll the item Merit rating or Durability. Anyone within 1 yard per dot suffers lethal damage per success
MtAw2 p 171

Spells, Restricted (2nd Edition)
Name Primary Withstand Rote Skills Description Source

Spells, Space (2nd Edition)
Name Secondary Required Arcana Practice Primary Withstand Rote Skills Description Source
Space 1, Initiate
Correspondence - Knowing Potency - Academics, Empathy, Medicine Learn one of subjects sympathetic links per Potency. The oldest and strongest are revealed first. If the link is nearby you will learn it't exact location too.
+1 Reach: You can follow a link to it's other end.
+1 Reach: Learn the emotional aspect of the connection. Connection "My childhood home" may carry notes of comfort or fear depending on the subject.
+2 Reach: Specify what links you want to learn. The answer comes form the subjects perspective.
+2 Reach: If used on a keyed spell or iris this spell can learn the key.
MtAw2 p172
Ground Eater - Compelling Potency Stamina Athletics, Science, Survival Add or reduce Speed by Potency. Speed cannot go below 1 MtAw2 p173
Isolation - Compelling Potency Composure Academics, Intimidation, Subterfuge Any attempt to interact with other people costs a Willpower point. Even then, dice pools are penalized by Potency. Prolonged exposure to spell (a day per point of subject's Composure) may cause breaking points or Conditions like Shaken or Spooked MtAw2 p173
Locate Object - Knowing Duration - Empathy, Occult, Science Can find the subject in spell area.
+1 Reach: Can track the subject even if it leaves the area.
MtAw2 p173
The Outward and Inward Eye - Unveiling Duration - Firearms, Investigation, Occult Gain 360 degree vision and hearing. All attempts to ambush the character fail, or in the case of exceptional camouflage or distraction a chance die. Finally all penalties due to range, cover or concealment(but not darkness or other poor visibility situations) are reduced by Potency.
+2 Reach: Can see through warps or shortcuts in Space. This includes Distortion Irises, additional Arcana may allow sight into other types of Irises, this is at Storyteller's discretion
MtAw2 p174
Space 2, Apprentice
Borrow Threads - Ruling Duration Sympathy Larceny, Occult, Subterfuge Allows the transfer of a number of sympathetic connections between the caster and the subject(s) of the spell equal to potency. The caster must be aware of the links, either through other magic or knowledge of the subject.
+1 Reach: The caster may also transfer connections between subjects affected without being involved in the transfer.
+1 Reach: The caster may copy connections instead of transferring them.
MtAw2 p174
Break Boundary - Ruling Potency - Athletics, Larceny, Persuasion Allows the subject to slip past an obstacle that is obstructing a path or similar restriction of movement.
+1 Reach: The subject can fit through narrow or restrictive passageways they couldn't normally fit through.
+2 Reach: Subjects unable to move can pass through obstructions, appearing on the other side.
MtAw2 p174
Lying Maps - Veiling Duration Resolve Academics, Politics, Survival Makes a subject certain that a path of the caster's choosing is the correct path to a destination. MtAw2 p174
Scrying - Ruling Duration - Computers, Occult, Subterfuge Allows the caster to remotely view a distant location, with varying effects depending on the type of Sympathetic connection. Spells can also be cast on subjects as if one were viewing them remotely. The scrying window may be invisible or visible to everyone in the vicinity.
Add Fate 2: The caster can select specific people who can see the scrying window.
MtAw2 p174
Secret Door - Veiling Duration - Occult, Stealth, Subterfuge Allows the caster to hide a passageway from mundane perception, invoking Clash of Wills against magical perception.
+1 Reach: A Key may be specified to allow entry.
MtAw2 p175
Veil Sympathy - Veiling Duration Sympathy Politics, Subterfuge, Survival Conceals one of the subject's sympathetic connections.
+1 Reach: May make the subject appear to have a nonexistent connection.
+1 Reach: Prevents the connection from being used as a Sympathetic Yantra.
+2 Reach: The caster may suppress all of the subject's connections.
MtAw2 p175
Ward - Shielding Duration - Athletics, Subterfuge, Weaponry Prevents space from being manipulated in an area.
+1 Reach: The caster may specify a Key that can allow the manipulation of space.
+2 Reach: The caster may ward an Iris.
MtAw2 p176
Space 3, Disciple
Ban - Weaving Duration - Intimidation, Science, Stealth Cuts an area off from the outside world, including light, sound, and air.
Add Any Arcanum 2: Exclude phenomena under that Arcanum, or only Ban phenomena of that Arcanum.
MtAw2 p176
Co-Location - Fraying Duration - Athletics, Firearms, Science Allows the overlapping of multiple locations. Individuals who can perceive this overlap may switch between locations reflexively once a turn.
+1 Reach: Anything in the overlapped locations may be made visible to the naked eye.
+1 Reach: The caster may make the Co-Location a two-dimensional plane, creating a portal.
+1 Reach: The caster may specify a Key needed to use the overlap.
+2 Reach: Individuals who can perceive the overlap may reflexively switch locations twice per turn instead of once.
MtAw2 p176
Forced Sympathy - Weaving Duration Composure Empathy, Stealth, Subterfuge Must be cast on a Mage to alter his imbument process. Whenever a user casts the item's spell it always targets the subject with the closest sympathy to the user. Closest sympathy is determined by the best sympathetic Yantra on the user at the time of Casting. If the user has multiple items which could be used as Sympathetic Yantras the spells effect occurs on the one in closest physical range. SoS 73
Optimal Container - Perfecting Duration - Larceny, Science, Subterfuge Expand the dimensions within a container to allow it to hold larger objects than usual. Enhance the sized item a container can hold by its base size + Potency SoS 66
Perfect Sympathy - Perfecting Duration - Academics, Empathy, Larceny Allows the subject to gain 8-Again when taking an action on a subject that is one of their Strong sympathies.
+1 Reach: Can redirect spells at Sympathetic Range to a Strong connection instead.
+1 Reach: For one Mana, the subject gains (Potency) rote actions when taking an action on a subject that is one of their Strong sympathies.
+1 Reach: The benefits extend to Medium sympathetic connections.
MtAw2 p176
Warp - Fraying Potency - Athletics, Brawl, Medicine Deals bashing damage equal to Potency by twisting the space the subject occupies.
+1 Reach: The pain inflicts the Arm Wrack or Leg Wrack Tilt.
MtAw2 p177
Web-Weaver - Perfecting Duration Composure Crafts, Empathy, Persuasion Allows bolstering of a sympathetic connection.
Add Time 2: The caster may use temporal sympathy to anything the subject touched in the target time.
MtAw2 p177
Space 4. Adept
Alter Direction - Patterning Duration - Academics, Firearms, Persuasion Allows the caster to change (Potency) absolute directions (e.g. north, south, up, down) in an area, or change directions relative to a chosen subject.
+1 Reach: The caster can redefine directions in curves rather than just straight lines.
MtAw2 p177
Collapse - Unraveling Potency - Academics, Firearms, Intimidation Forces a subject and a chosen object to occupy the same space, dealing (Potency) lethal damage.
+1 Reach: For 1 Mana, damage inflicted becomes Aggravated.
+1 Reach: The co-located object remains inside the subject.
MtAw2 p177
Cut Threads - Unraveling Potency Sympathy (Connection) Persuasion, Politics, Weaponry Destroy a sympathetic connection, effect is lasting, but connection can be restored in time.
+2 Reach: Remove the subject's sympathetic name. This is not lasting and only last until the spell expires
MtAw2 p177
Secret Room - Patterning Duration - Expression, Science, Survival Enlarge or shrink a space. Making a box bigger on the inside than on the outside, for example. Scale has to encompass the targets current size. And goes up or down equal to Potency in steps along the Area Scale Factor. MtAw2 p178
Teleportation - Patterning Potency - Larceny, Persuasion, Science Teleport a subject to another location. You may use the Sympathetic Range Attainment on either the subject or the location but not both.
+1 Reach: You may swap the location of two subjects with no more a point of Size difference
+2 Reach: You may now use two separate Sympathetic Ranges. The spell is Withstood by the worse of the two connections
MtAw2 p178
Space 5, Master
Create Sympathy - Making Potency Desired Sympathy Empathy, Persuasion, Politics Create a new sympathetic connection for the subject. This is Lasting, but may fade with time.
+1 Reach: The created connection is Lasting and never fades. Only magic can sever it now
+2 Reach: Give a subject a new sympathetic name. This is not Lasting and fades when the spell ends
MtAw2 p178
Forge No Chains - Unmaking Duration - Occult, Subterfuge, Survival For the Duration of the spell the subjects cannot create new sympathetic connection. blood, hair, etc shed during the Duration of the spell do not link back to the subject. This also has an effect on any Space spells you leave behind. Any attempt to scrutinize your spells with Mage Sight has the spell's Potency added to the Opacity MtAw2 p178
Pocket Dimension - Making Duration - Crafts, Expression, Survival Create a space. By default this space is devoid of the other arcana: No Death or Spirit means no Twilight, No Time means things inside are held in stasis (unaging but also never growing/improving). Unless a portal connects the space to a point in the world the only way to get there is to teleport. Spells cast within never cause Paradox unless they sympathetic range is used to affect something outside of the space. The mage herself is considered a material sympathetic yantra for her own Pocket Dimension. If the space is ever destroyed or the spell expires objects within return to the exact location from which they entered the space.
+1 Reach: Create an Iris to the Pocket Dimension in the physical world. For an additional Reach you may specify a Key for this Iris.
Add Time 2: Time flows normally within the space mirroring time passed in the physical world. Without oxygen inside the space however this means anything inside can asphyxiate.
Add Death 2, Mind 2 or Spirit 2: The space now contains a Twilight attuned to the Arcanum used
MtAw2 p178
Quarantine - Unmaking Duration - Academics, Larceny, Socialize Remove a subject from space altogether. The world adjusts for the missing space. A Quarantined house doesn't leave behind an empty space, instead the neighboring house would now find themselves adjacent. Meanwhile those within the Quarentined space will find they cannot leave. Similar to a Pocket Dimension except it still has it's own Time, Twilight, Matter and so forth
+1 Reach: Specify a Key that allows access to and from the removed area.
Add Mind 4: For the Duration of the spell no one remembers the area used to exist. Those within do still remember.
Add Time 5: For the duration of the spell the area and those within retroactively never existed. History rewrites itself, but returns to normal when the spell expires
MtAw2 p179
Unnaming - Unmaking Duration Composure Empathy, Expression, Occult The Mage Erases a subject's sympathetic name from existance, the exicised name is immediately replaced with one that matches whatever most sleepers would use to refer to her as. Any Sympathetic connections to the old name cease to exist as well. Any mage attempting to cast sympathetically using the mage faces a penalty until learning the new one.
Add Prime •••••: The Spell can be used on an Awakened Subject's Shadow Name and Nimbus instead. The Shadow name isn't replaced immediately and the subject needs to build their Supernal identity from scratch
SoS 94

Spells, Spirit (2nd Edition)
Name Secondary Required Arcana Practice Primary Factor Withstand Suggested Rote Skills Description Source
Spirit 1, Initiate
Coaxing the Spirits - Compelling Potency Composure or Rank Politics, Athletics, Expression Compel a Spirit or it's physical representation to take a single instant action that is in accordance to it's nature. MtAw2 p 180
Exorcist's Eye - Unveiling Duration - Occult, Survival, Socialize See and speak with any Spirit, be they in Twilight, slumbering in an object or possessing somebody. Can also see the conduit of any Spirit with the Reaching Manifestation
+1 Reach: Can see across the Gauntlet, Withstood by Gauntlet Strength
Add Death 1 or Mind 1: These benefits extend to ghost or Goetia respectively
MtAw2 p 180
Gremlins - Compelling Potency - Larceny, Politics, Subterfuge Cause Spirit of object to hinder it's user. Each level of Potency causes one failure with the item to become a dramatic failure. A player's character can earn a Beat from this as per normal
+1 Reach: As long as the object is within sensory range, can decide what failure become dramatic failures
MtAw2 p 180
Invoke Bane - Compelling Duration Rank Brawl, Intimidation, Occult Force a Spirit to avoid it's Bane even more then normal. Spirit needs to spend a Willpower to come within the area(this is the Area factor of the spell) of it's bane and cannot touch it. Spirits above Rank 5 are unaffected by this spell MtAw2 p 180
Know Spirit - Knowing Potency Rank Academics, Brawl, Socialize Learn a number of facts about the Spirit equal to Potency: Spirit's name, Rank, Manifestations, Numina, Influences and roughly how strong these are, Ban, Bane MtAw2 p 180
Spirit 2, Apprentice
Cap the Well - Shielding Duration - Politics, Survival, Persuasion Any attempt to feed from a source of Essence affected by this spell provokes a Clash of Wills MtAw2 p 180
Channel Essence - Ruling Potency - Occult, Persuasion, Survival Move Essence equal to Potency but no higher than the Gnosis-derived Mana per turn, from a Resonant Condition or suitable receptacle to a Spirit. You can store Essence into your own Pattern which stays even after the spell has expired. You can hold an amount of Mana and Essence equal to Gnosis-derived maximum Mana
Add Death 2 or Mind 2: Spell may be cast on ghosts or Goetia respectively+1 Reach: Can siphon Essence directly from a Spirit, subject may resist with Rank
MtAw2 p 180
Command Spirit - Ruling Potency Rank Medicine, Athletics, Persuasion Force a Spirit to undertake a number of actions equal to Potency. Spirit may/will abandon uncomplete task if the spell Duration expires. No effect on Spirits above Rank 5 MtAw2 p 181
Ephemeral Shield - Shielding Duration - Animal Ken, Medicine, Stealth Any Spirit Numina, Influences and Manifestations, Spirit Spells and werewolf Gifts aimed at subject provoke a Clash of Wills
+1 Reach: A Spirits physical attacks are likewise affected
Add Death 2 or Mind 2: Shield affects ghosts or Goetia respectively
MtAw2 p 181
Gossamer Touch - Ruling Duration - Brawl, Crafts, Intimidation Can interact physically with Spirits in Twilight
Add Death 2 or Mind 2: Affects ghosts or Goetia respectively
+1 Reach: Object you carry are likewise physical to Spirits
+1 Reach: Unarmed attacks against Spirits deal Potency extra damage
MtAw2 p 181
Opener of the Way - Ruling Duration - Athletics, Computers, Socialize Shift Resonant Condition to Open Condition or vice versa MtAw2 p 181
Shadow Walk - Veiling Duration - Occult, Stealth, Streetwise Subject becomes shrouded from Spirit and Spirit magics notice. Supernatural effects to detect provoke a Clash of Wills MtAw2 p 181
Slumber - Ruling Duration Rank Expression, Occult, Weaponry Reduce the rate at which a hibernating Spirit regains Essence. Instead of one Essence per day the Spirit only regains one Essence per Potency days MtAw2 p 181
Spirit 3, Disciple
Bolster Spirit - Perfecting Potency - Medicine, Occult, Expression Heal a Spirit. Each level of Potency heals two bashing damage
+1 Reach: Instead of healing, each level of Potency can increase one of the Spirit's Attributes by one for the duration of the spell
+2 Reach: Spend one Mana to increase the Spirit's Rank by one.
MtAw2 p 181
Erode Resonance - Fraying Duration - Crafts, Brawl, Intimidation Remove a subject's Open or Resonant condition. This effect is Lasting
+1 Reach: Any future attempts to create the Conditions suffers a penalty equal to Potency
MtAw2 p 181
Howl From Beyond - Fraying Potency - Expression, Firearms, Medicine Attack spell deal bashing damage equal to Potency.
+1 Reach: the subject gains the Open Condition
+1 Reach: Can target beings on the other side of the Gauntlet, but is Withstood by Gauntlet Strength
MtAw2 p 182
Place of Power - Fraying or Perfecting Potency Gauntlet Strength Academics, Expression, Survival Raise or lower Gauntlet Strength in spell Area by Potency
+1 Reach: Alter Gauntlet independently on either side. For example making it easier to enter the Shadow but harder to leave or vice versa
MtAw2 p 182
Reaching - Weaving Duration Gauntlet Strength Athletics, Medicine, Socialize Interact physically and magically with things on the other side of the Gauntlet
+1 Reach: Open an Iris between the physical world and the Shadow, which anybody can pass through. For another Reach may specify a Key
MtAw2 p 182
Rouse Spirit - Perfecting Potency Rank Athletics, Expression, Investigation Awaken a Spirit early Potency required is equal to the difference between the Spirit's current Essence and total Corpus
+1 Reach: For each additional Reach, the Spirit wakes with an additional Corpus box cleared
MtAw2 p 182
Spirit Summons - Perfecting Duration Rank Persuasion, Socialize, Occult Call a Spirit in the local area to you
+1 Reach: Spell also creates the Open Condition
+1 Reach: Can give the Spirit a single word command to follow
+1 Reach: Can call a Spirit form the Shadow instead. Spell it Withstood by the greater of Rank and Gauntlet Strength
+2 Reach: Can give Spirit a complex command to follow
MtAw2 p 182
Spiritual Tool - Perfecting Duration - Empathy, Occult, Survival Enhance an item to be more in-tune with the Shadow and Spirits in general. The object becomes both an item of the material world and the shadow and is able to interact with spirits both within Twilight and the Shadow. If the item is carried into either other realm it retains its material form when it returns to the material world SoS 66
Spirit 4. Adept
Banishment - Unraveling Potency Rank Brawl, Expression, Occult Strip a number of Manifestation Conditions equal to Potency. Effect is Lasting, but Conditions may be reasteablished as normal. No effect on Spirits above Rank 5
Add Mind 4: affect Goetia
Add Death4: addect Ghosts
+1 Reach: Conditions cannot be reestablished until spell duration has expired
MtAw2 p 182
Bind Spirit - Patterning Duration Rank Crafts, Brawl, Intimidation Grant a number of Manifestation Conditions equal to Potency. No effect on Spirits above Rank 5
Add Mind 4: effect Goetia
Add Death 4: effect Ghosts
MtAw2 p 183
Craft Fetish - Patterning Duration Rank Crafts, Occult, Persuasion Create a Fetish an item that contains a Spirit. And can be used to call upon a number of one of the Spirit's Influence dots and Numina equal to Potency. These abilities cost Essence and the item has the Spirit's Essence pool. Triggering the bound Spirit's Ban or Bane destroys the fetish. A fetish without a Spirit may also be created and can hold 10+Potency Essence MtAw2 p 183
Familiar - Patterning Duration - Athletics, Expression, Intimidate Gain the Familiar Merit for the duration of the spell. Both parties must be willing. Cannot effect Spirits above Rank 2
Substitute Death 4 or Mind 4: Bind a Ghost or Goetia respectively
MtAw2 p 183
Haunted Grimoire Prime • Patterning Potency Total Arcanum dots of Rote + Rank Crafts, Intimidation, Occult *Costs 1 Mana* The Mage binds a spirit to a grimoire, writing its essence into the vessel's pattern. This doesn't host the Spirits numina or influences nor does it have an essence pool. The Grimoire gains the Open and Resonant Conditions. When cast the spell is increased by the Spirits Rank for Primary Factor however the Spirit has a chance to escape with a Clash of Wills to the caster. When someone memorizes a Rote the Spirit has a chance to possess them using a CLash of Wills. This spell is a Wisdom Sin against Understanding SoS 86
Scribe Daimonomikon Prime • Patterning Potency Rank of Attainment + (10 - Caster's Gnosis) Crafts, Expression, Occult *Cost 1 Mana* Scribe a Daimonomikon for the Mage's Legacy. A Mage must be of Gnosis 2 or above to cast this. Anyone initiated into a Legacy via a Daimonomikon must spend 1 Arcane Experience and if used to learn more Legacy Attainments must use the Experience cost listed for learning without a tutor. These serve as a sympathetic Yantra worth +2 Dice for members of the inscribed Legacy
+1 Reach: For 1 Mana, the Spell's Duration is Lasting
SoS 87
Shadow Scream - Unraveling Potency - Expression, Firearms, Medicine Deal Lethal damage equal to Potency. Can hit targets in Twilight
+1 Reach: For one point of Mana damage is aggravated
+1 Reach: Can destroy Essence divide Potency between regular and Essence damage
+1 Reach: Target gains Open Condition
+1 Reach: Can hit target on the other side of the Gauntlet
MtAw2 p 183
Shape Spirit - Patterning Potency Rank Crafts, Medicine, Persuasion Change a Spirit with a number of effects equal to Potency: Change nature, Redistribute Attribute dots, Heal one Lethal corpus, Redefine and redistribute Influences, Add/remove/replace one Manifestation, Add/remove/replace one Numen, Rewrite Ban or Bane. In addition can also change the Spirit's size, shape and appearance but no bigger than the spell's Scale factor. Traits must stay within Rank-derived maximums. Change revert at the end of spell duration
+1 Reach: For one Mana heal aggravated damage
MtAw2 p 184
Twilit Body - Patterning Duration - Occult, Subterfuge, Survival Turn yourself(and whatever you're wearing) into Spirit-attuned ephemera, and thus in Twilight
+1 Reach: can become immaterial even in realms where Twilight doesn't normally exist
MtAw2 p 184
World Walker - Patterning Potency Gauntlet Strength Athletics, Persuasion, Survival Bring subject across the Gauntlet, no portal necessary
+1 Reach: Give conjured Spirit Materialized Condition
MtAw2 p 184
Spirit 5, Master
Annihilate Spirit - Unmaking Potency Rank Intimidation, Science, Weaponry Utterly destroy a Spirit. The Spirit may spend an Essence to roll Power + Finesse in a Clash of Wills to prevent this. But if the spell succeeds the Spirit is destroyed even if it still has Essence it won't go into hibernation the Spirit is simply gone. Cannot affect Spirits above Rank 5 MtAw2 p 184
Birth Spirit - Making Duration - Crafts, Medicine, Expression Create a Rank 1 Spirit
+1 Reach: For one Mana, create a Rank 2 Spirit
MtAw2 p 184
Create Locus - Making Duration Gauntlet Strength Crafts, Empathy, Survival Create a Locus at a location with the Resonant Condition
+1 Reach: The Locus generates Essence equal to Potency per day
MtAw2 p 184
Essence Fountain - Making Potency - Empathy, Expression, Occult Create Essence equal to Potency. The Essence has a Resonance of your choosing, as long as you have encountered it before
+1 Reach: Flavor the Essence with multiple Resonances
MtAw2 p 185
Spirit Manse - Making Duration - Crafts, Expression, Survival Create a place in the Shadow for yourself and gain the Safe Place Merit with rating equal to Potency
+1 Reach: You may create an Iris between this place and the material world and may give it a key. But the spell becomes Withstood by Gauntlet Strength
MtAw2 p 185

Spells, Time (2nd Edition)
Name Secondary Required Arcana Practice Primary Withstand Rote Skills Description Source
Time 1, Initiate
Divination - Knowing Potency - Academics, Empathy, Investigation Ask a general question regarding the future with an answer of "Yes", "No" or "Irrelevant"
+1 Reach: The questions asked can be more specific and the answer gives more information
MtAw2ed p186
Green Light/Red Light - Compelling Duration - Computer, Larceny, Subterfuge Cast Positively: Anything that can help the subject achieve the objective faster will happen at the exact moment to do so.
Cast Negatively: Anything that can delay the target will happen at the exact moment to do so
MtAw2ed p187
Momentary Flux - Knowing Potency - Investigation, Streetwise, Survival The Mage can determine if the subject will prove beneficial or baneful in the future.
When acting on the information gained, the Mage can add the spell's potency to their Initiative.
MtAw2ed p187
Perfect Timing - Unveiling Duration - Empathy, Socialize, Streetwise The subject can spend a turn during the spell's duration on planning, and, in doing so, can add the spell's Potency to their next instant action. MtAw2ed p187
Postcognition - Unveiling Potency - Academics, Empathy, Investigation The mage can see into the subject's past, wieving it all from a moment declared in "real time"
+1 Reach: The mage can rewind, speed up, slow down and pause the vision at any given time
The mage does not lose Defense when watching the vision
MtAw2ed p187
Time 2, Apprentice
Choose the Thread - Ruling Potency Resolve Occult, Science, Subterfuge You may roll twice for your next mundane dice roll. Then choose which takes effect.
+2 Reach: May affect rolls for spellcasting and other supernatural powers
MtAw2ed p187
Constant Presence - Shielding Duration - Occult, Persuasion, Survival Preserve yourself against alterations to the timeline. Any alterations that would change you provoke a Clash of Wills. If you win the world will still be altered but you will not be. MtAw2ed p187
Hung Spell - Ruling Duration - Crafts, Occult, Expression The subject of this spell must be a mage. The subject may then spend a Mana to "hang" his spell. Hung Spell may hold up to a Potency in number of spells these spells still counts against the caster's spell control. Any hanged spells will not have their Durations expire but won't take effect yet either. When Hung Spell ceases all the hanged spells immediately take effect according to their own Durations and effects. MtAw2ed p188
Shield of Chronos - Veiling Duration - Academics, Stealth, Subterfuge Anybody trying to view the subject through time, either by looking at the presently shielded subject's future or into a past when the subject was shielded. Provokes a Clash of Wills
+1 Reach: Instead of simply preventing Time magic from seeing the subject. You may show a false series of events that the magic "discovers". If powers would seek to pierce the illusion anyway this provokes a Clash of Wills
MtAw2ed p188
Tipping the Hourglass - Ruling Potency Resolve Athletics, Crafts, Investigation Add or subtract Potency from a subjects Initiative. Subjects who have already taken an action this turn need to wait until the next turn to take advantage of their new Initiative MtAw2ed p188
Veil of Moments - Shielding Duration - Medicine, Investigation Subterfuge Protect a subject from Time's effects. The subject will not bleed out form wounds, poison, toxins and the progression of disease are stalled. New Conditions and Tilts cannot be imposed on the subject. Supernatural powers that would anyway provoke a Clash of Wills. Downsides of the spell: you no longer heal naturally while under the spell's effect. Healing through Pattern Restoration and Life magic will still work. Willpower and Mana cannot be restored and Experiences cannot be spend. The subjects ceases aging.
+1 Reach: may ignore Persistent Conditions. Time spend under this spell does not count toward any time necessary for Conditions to lapse
+1 Reach: may heal naturally
+1 Reach: may regain Willpower
+1 Reach: may regain Mana
MtAw2ed p188
Time 3, Disciple
Acceleration - Perfecting Potency - Athletics, Drive, Stealth Speed up a subjects movements. Multiply speed by Potency, apply Defense against firearms and take the first action in a turn (unless you choose to delay it). You also apply Potency to Defense buy only when dodging MtAw2ed p189
Chronos' Curse - Fraying Potency Stamina Academics, Occult, Intimidation Slow a subject down. This reduces their Defense by Potency and divides their Speed by Potency, rounding down. Subject go last in a turn.
+1 Reach: Spend one Mana, the subject loses all Defense against attacks
+1 Reach: Multiply the time per roll of extended actions by Potency. This does not effect the ritaul casting times of mages
MtAw2ed p190
Shifting Sands - Fraying Potency - Academics, Occult, Survival The subject goes back in time a number of turns equal to Potency. Any injuries and Conditions obtained or Mana and Willpower spend in the reversed turns do not change back and stay as they are. Any spells cast in the reversed time are canceled. Once the subject catches up to the present, any changes made become Lasting
+1 Reach: Travel back a full scene. This Reach may be applied multiple times
MtAw2ed p190
Temporal Summoning - Weaving Potency - Athletics, Investigation, Persuasion Return the subject to an younger version of itself. Buildings can be restored and injuries healed. Once the spell ends any changed made revert back to normal. Any injuries and Conditions obtained while this spell was active carry over to the subjects present self. Limits of Spell includes not being able to bring the dead back and a vampire returned to 'Childhood' becomes a vampiric child MtAw2ed p190
Time Limit Prime •• Weaving Duration - Expression, Science, Survival The Caster instills a time limit on the effects of an imbued spell as she relinquishes it for one week per dot of Potency. This applies to one person each use so a new user can make the item work again but only for the time limit
+1 Reach: The spell's time limit is increased to one month per Potency
SoS 71
Weight of Years - Perfecting Potency - Crafts, Intimidation, Medicine An attack spell. Deal Bashing damage equal to Potency. If used on objects or structures. Apply Potency directly as damage to Structure and reduce Durability by 1 for every 2 points of Structure lost
+1 Reach: For living subjects the spell also reduces Athletics by Potency
MtAw2ed p191
Time 4. Adept
Present as Past - Patterning Potency - Empathy, Investigation, Streetwise The subject gains the following benefits. In combat you can require that all affected characters declare their action for that turn. You do not need to declare your own and can act anywhere in the Initiative order that you want. This trumps all supernatural powers except those from the Time Arcanum, these cause a Clash of Wills. In social situations this spell removes a number of Doors equal to Potency from the subject or adds Doors to yourself when the subject performs Social maneuvering against you MtAw2ed p191
Prophecy - Patterning Potency - Academics, Expression, Investigation This spell works like "Divination" except that you can now ask 'what if?' questions. You can ask a number of question equal to Potency
+1 Reach: By applying this spell to Social interaction you may reduce a number of Doors equal to Potency
MtAw2ed p191
Rend Lifespan - Unraveling Potency - Athletics, Medicine, Intimidation An attack spell. Deal Lethal damage equal to Potency. MtAw2ed p191
Rewrite History - Patterning Potency Resolve Expression, Investigation, Persuasion Change the subject's timeline as though different choices were made. Without Temporal Sympathy only recent decisions can be rewritten. Once the spell ends the person instantly reverts to the original timeline. Memories of the time under this spell will seem hazy, distant and dreamlike but the subject will remember the time at least to some extent. Supernatural creatures are not normally affected by this spell
+1 Reach: Reassign a number of the subject's Skill or Merit dot equal to Potency. These can not exceed the subject's maximum
+1 Reach: Reassign a number of the subject's Attributes equal to Potency. These may no exceed the subject's natural maximum or below the character creation priorities of Primary, Secondary and Tertiary
+2 Reach: This spell can affect supernatural creatures. And may revert them back to before they acquired their supernatural template
MtAw2ed p191
Temporal Stutter - Patterning Potency Stamina Intimidation, Science, Survival Throw a subject forward in time. The subject vanishes from the world and won't reappear until the spell expires. If, while reappearing, something new now occupies the space the subject used to inhabit apply the Knocked Down Tilt to whichever of the two has the least Size MtAw2ed p192
Time 5, Master
Blink of an Eye - Unmaking Potency - Academics, Crafts, Occult This spell turns the next extended action into a instant action. A number of rolls for the extended action may be made in this turn equal to Potency. This spell does not affect ritual casting time for mages
+2 Reach: For a point of Mana this spell can affect spellcasting times. Increase the effective Gnosis of a mage equal to Potency for calculating ritual casting times only. For every point over Gnosis 10 reduce the interval by one turn
MtAw2ed p192
Corridors of Time - Unmaking Potency - Academics, Investigation, Persuasion The Subject inhabits their own Past self and is able to Change History. Subject arrives at the Location they were in at the time chosen and is free to make different decisions. Can be viewed under active Time mage sight. Once the mage has 'Caught up' to the present or the spells duration factor is up the changes made to History become Lasting MtAw2ed p192
Temporal Pocket - Making Duration - Occult, Science, Stealth Grant the subject extra time. The entire world around the subject freezes. The subject may do move and touch things freely. But physically moving, consuming or injuring anything ends the spell at the completion of such an action MtAw2ed p192

Proximi Families (2nd Edition)
Dynasty Parent Path & Abilities Book
Benedetto Mastigos Provincial Italian occultists bonded with something in the land. DE2 212
Blessings of Mind Know Nature •, Mental Scan •, Dream Reaching ••, Incognito Presence ••, Mental Shield ••, Sleep of the Just •••
Blessings of Space Correspondence •, Groundeater •, Outward and Inward Eye •, Scrying ••, Ward ••, Ban •••
Blessings of Spirit Coaxing the Spirit •, Exorcist's Eye •, Invoke Bane •, Command Spirit ••, Ephemeral Shield ••, Shadow Walk ••
Curse Dream visions of supernatural threats turn to contagious nightmares when the benedetto does not use his power to keep mortals safe.
Essers Thyrsus Specialists in harnessing the soul, with loosened souls of their own. NH-CH 36
Blessings of Death Soul Marks •, Speak with Dead •, Ectoplasm ••, Soul Jar ••, Damage Ghost •••, Sever Soul •••
Blessings of Life Analyze Life •, Cleanse the Body •, Body Control ••, Purge Illness ••, Knit •••
Blessings of Spirit Exorcist's Eye •, Know Spirit •, Cap the Well ••, Channel Essence ••, Erode Resonance •••
Curse Once the Esser first experiences soul loss, she cannot retain a soul of her own and must reap and digest others to stave off soul loss.
Myrmidons Obrimos Muscular warrior slaves concealing insectile mutations. DE 110
Blessings of Forces Influence Heat •, Nightvision •, Invisibility ••, Control Sound ••, Kinetic Blow ••, Environmental Shield ••, Turn Momentum •••
Blessings of Mind Mental Scan •, One Mind Two Thoughts •, Emotional Urging ••, Mental Shield ••, Enhance Skill •••, Psychic Assault •••
Blessings of Prime Dispel Magic •, Supernal Vision •, Word of Command •, Words of Truth ••
Curse Paradoxes or disobedience of orders issued in their ancestral oath-tongue strip the soul from the Myrmidon until they obey or are exonerated.
Sisters of the Mountain Thyrsus Appalachian folk witches with faint signs of plant life beneath the skin. MTA 2e 308
Blessings of Fate Oaths Fulfilled •, Exceptional Luck ••, Shifting the Odds ••, Monkey's Paw •••, Shared Fate •••
Blessings of Life Cleanse the Body •, Analyze Life •, Body Control ••, Lure and Repel ••, Purge Illness ••, Degrading the Form •••, Honing the Form •••, Knit •••
Blessings of Spirit Coaxing the Spirits •, Gremlins •
Curse Suffer permanent lethal damage, which Paradoxes or sleep without healthy soil temporarily worsen.
Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Activation Damage B/L/A
Special/Other Activation Cost
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation Example ●(○)
●/item, 1L

Spells, All (2nd Edition)

Spells, Death (2nd Edition)

Name Secondary Required Arcana Practice Primary Factor Withstand Suggested Rote Skills Description Source
Death 1, Initiate
Ectoplasmic Shaping - Compelling Duration Resolve Crafts, Occult, Larceny Shape and mold ectoplasm, or create Open Condition on an object or location for a ghost to Manifest MtAw2 p128
Deepen Shadows - Compelling Duration - Occult, Intimidation, Expression Apply Poor Light Tilt in area
+1 Reach: Apply Blinded Tilt in an area
MtAw2 p128
Forensic Gaze - Knowing Potency - Medicine, Investigation, Expression Learn how a subject died
+1 Reach: Witness final moments of a corpse's life
MtAw2 p128
Shadow Sculpting - Compelling Duration - Crafts, Science, Expression Shape shadows to your liking
+1 Reach: Both shape and animate shadows
MtAw2 p128
Soul Marks - Unveiling Potency Resolve Medicine, Occult, Empathy Learn about a subjects soul.
+1 Reach: Can use spell on unattached souls
MtAw2 p128
Speak with the Dead - Unveiling Duration - Socialize, Expression, Investigation Sense and communicate with ghosts in Twilight. Sense anchors and determine a ghosts rank.
+1 Reach: See if an anchor is temporary or permanent
+1 Reach: Can be understood by ghosts that don't share your language
MtAw2 p128
Death 2, Apprentice
Corpse Mask - Veiling Duration - Subterfuge, Crafts, Medicine Alter a corpse's apparent time and cause of death.
+1 Reach: Can cast this spell on injured living subjects. Turn cuts to burns etc.
+1 Reach: Change corpse appearance completely even age and sex
MtAw2 p129
Decay - Ruling Potency - Subterfuge, Science, Occult Age an object, lowering durability
+1 Reach: Decrease structure instead
MtAw2 p129
Ectoplasm - Ruling Duration - Occult, Expression, Academics Create ectoplasm from your own orifices or that of a corpse MtAw2 p129
Ghost Shield - Shielding Potency - Occult, Expression, Academics Protects subject form ghostly Numina, Influences and Manifestations as well as Death-Based entities
+1 Reach to protect from the physical attacks of Ghosts
MtAw2 p129
Sacrificial Relinquishment - Ruling Potency - Intimidation, Medicine, Streetwise Instead of spending a willpower dot to relinquish a spell you may instead make a blood sacrifice. This must be a sacrifice of Value, such as dozens of small unintelligent creatures, a few intelligent creatures or a single human SoS 73
Shape Ephemera - Ruling Duration Stamina Crafts, Expression, Science Shape ephemera into objects, weapons or armor. MtAw2 p129
Soul Armor - Shielding Duration - Academics, Occult, Survival Protect soul against hostile spells MtAw2 p129
Soul Jar - Ruling Duration Resolve Crafts, Occult, Persuasion Trap unattached soul into container
+1 Reach: Bind soul to person with the soulless condition. An unwilling person may Withstand.
+2 Reach: Spend a point of mana to make this spell lasting
MtAw2 p129
Suppress Aura - Veiling Duration Resolve Subterfuge, Intimidation, Medicine Suppress Nimbus to appear as a sleeper to Mage Sight. Impose penalty to Empathy checks and supernatural attempts to read your emotional or mental state. MtAw2 p129
Suppress Life - Veiling Duration - Subterfuge, Medicine, Academics Appear to be a corpse
+2 Reach: Spend a point of Mana to cast reflexively
MtAw2 p130
Touch of the Grave - Ruling Duration - Survival, Crafts, Persuasion Interact with ghosts and other things in Death-attuned Twilight. Can pull objects from Twilight and make them visible and solid but with low durability MtAw2 p130
Without a Trace - Veiling Duration - Science, Stealth, Subterfuge Leave no forensic evidence like fingerprints MtAw2 p130
Death 3, Disciple
Cold Snap - Weaving Duration - Survival, Intimidation, Science Apply Ice Tilt to area
+1 Reach: Also apply Extreme Cold Tilt
MtAw2 p130
Damage Ghost - Fraying Potency - Occult, Intimidation, Brawl Deal bashing damage to ghost MtAw2 p130
Death Touched Item - Perfecting Duration - Crafts, Occult, Subterfuge Turns ordinary objects into one capable of affecting objects of Death-attuned ephemera and shadow. It can interact with anything in Death attuned twilight or even items crafted of shadows by Death magic. It can deal damage to a Ghosts Corpus or Shadow items structure or prevent harm to the wearer. If the item is brought into twilight it doesn't lose its material form while under the effects of this spell SoS 64
Devouring the Slain - Fraying Potency Resolve Intimidation, Medicine, Persuasion Can take Willpower or Scour the pattern of an injured person
+1 Reach: May affect a healty person who has recently taken damage
+1 Reach: Spell does not count toward limit of Scouring per day
+1 Reach: Use spell on ghosts
MtAw2 p130
Ghost Gate - Weaving Duration - Occult, Academics, Expression Create a 2 dimensional gateway that converts anything passing through it into Death-attuned Twilight
+1 Reach: Can transform a subject into Twilight directly without a gate
MtAw2 p130
Ghost Summons - Perfecting Duration Rank Persuasion, Socialize, Occult Call a ghost in the local area to you
+1 Reach: Spell also creates the Open Condition
+1 Reach: Can give the ghost a single word command to follow
+1 Reach: When near an Iris to the Underworld can call a ghost from there instead
+2 Reach: Can give ghost a complex command to follow
MtAw2 p131
Reaping Relinquishment - Fraying Potency - Intimidation, Medicine, Occult The mage destroys a soul to relinquish a spell safely instead of spending a Willpower dot.
Prime ••: The caster can destroy a soul stone instead for the same effect
SoS 73
Quicken Corpse - Weaving Duration - Medicine, Crafts, Persuasion Create a zombie
+1 Reach: Create zombie suited for combat
+2 Reach: Imbue zombie with exceptional physical prowess
MtAw2 p131
Quicken Ghost - Perfecting Potency Cost: One Mana(Optional) Persuasion, Socialize, Medicine Can boost ghost's Attributes or heal them
+2 Reach: May choose to increase a ghosts Rank
MtAw2 p131
Rotting Flesh - Perfecting Potency - Intimidation, Occult, Empathy Inflict bashing damage
+1 Reach: Subject suffers penalty to Social rolls
MtAw2 p132
Sever Soul - Fraying Potency Resolve Intimidation, Athletics, Expression Take the soul from a Sleeper. Inflicts the Soulless Condition
+1 Reach: Skip the Soulless Condition and inflict the Enervated Condition instead.
+2 Reach: Skip both the Soulless and Enervated Conditions and inflict the Thrall Condition instead.
MtAw2 p132
Shadow Crafting - Weaving Duration - Academics, Intimidation, Occult Shape shadows into objects, weapons or armor. MtAw2 p132
Unliving Vessel Prime ••• Weaving Duration Resistance Crafts, Occult, Expression Prepares a Subject under the purview of Death for the Imbue Item Attainment. Can be used on items found in Ghostly Twilight, Items made of Ectoplasm, Corpses and Ghosts which will automatically withstand this spell. The Ghost must either be cast on within Twilight or while Manifested SoS 69
Death 4. Adept
Enervation - Unraveling Potency Stamina Occult, Intimidation, Subterfuge Apply either the Leg Wrack Tilt or the Arm Wreck Tilt
+1 Reach: Apply the Immobilized Tilt
MtAw2 p132
Exorcism - Unraveling Potency Rank Brawl, Expression, Occult Destroy Manifestation Condition of a ghost or it's host
Add Mind 2: Spell works on Goetia
+1 Reach: Target cannot attempt to recreate destroyed conditions for the duration of the spell
MtAw2 p132
Goetic Evocatuion (Death Substitute) - Patterning Duration Rank of Entity Intimidation, Occult, Persuasion May convert pieces of a persons Psyche from a soul stone into a Ghost SoS 90
Haunted Grimoire Prime • Patterning Potency Total Arcanum dots of Rote + Rank Crafts, Intimidation, Occult *Costs 1 Mana* The Mage binds a Ghost to a grimoire, writing its essence into the vessel's pattern. This doesn't host the Ghost's numina or influences. The Grimoire gains the Open and Resonant Conditions. When cast the spell is increased by the Ghost's Rank for Primary Factor however the Ghost has a chance to escape with a Clash of Wills to the caster. When someone memorizes a Rote the Ghost has a chance to possess them using a CLash of Wills. This spell is a Wisdom Sin against Understanding SoS 86
Revenant - Patterning Duration Rank Craft, Brawl, Intimidation Grant a ghost a Manifestation condition
Add Mind 4: Spell works on Goetia
MtAw2 p132
Scribe Daimonomikon Prime • Patterning Potency Rank of Attainment + (10 - Caster's Gnosis) Crafts, Expression, Occult *Cost 1 Mana* Scribe a Daimonomikon for the Mage's Legacy. A Mage must be of Gnosis 2 or above to cast this. Anyone initiated into a Legacy via a Daimonomikon must spend 1 Arcane Experience and if used to learn more Legacy Attainments must use the Experience cost listed for learning without a tutor. These serve as a sympathetic Yantra worth +2 Dice for members of the inscribed Legacy
+1 Reach: For 1 Mana, the Spell's Duration is Lasting
SoS 87
Shadow Flesh - Patterning Duration Stamina Occult, Medicine, Subterfuge Transform subject into a two or three-dimensional shadow MtAw2 p132
Soul Grafting Prime •••• Patterning Duration Composure Crafts, Empathy, Occult Graft another Mage's soul stone to your own soul, this does not increase Gnosis but grants a +_1 for soul stone or +2 for complete souls Gnosis for the purpose of Spell casting time, Determining range for Aimed spells, Clash of Wills, Mana spends per turn, spell control, combining spells and Yantras per turn. You also recieve a +2 for Soul Stone and +3 for full souls Gnosis for Calculating Paradox. This is an act against Falling wisdom SoS 90
Withering - Unraveling Potency - Intimidation, Medicine, Science Inflict lethal damage
+1 Reach: Spend one Mana, Inflict aggravated damage instead
MtAw2 p133
Death 5, Master
Create Anchor - Making Duration Resolve Crafts, Occult, Persuasion Apply the Anchor Condition to a subject MtAw2 p133
Create Avernian Gate - Making Duration - Occult, Crafts, Persuasion Create a gateway to the upper levels of the Underworld. This gives the area a Death Resonance and the Gateway Condition
+1 Reach: The gateway can lead to anywhere in the Underworld the mage has been before
MtAw2 p133
Create Ghost - Making Duration - Occult, Expression, Academics Create a ghost of Rank 1. ghost is loyal to you
+1 Reach: Spend one Mana, the ghost created is Rank 2
MtAw2 p133
Deny the Reaper - Unmaking Potency - Medicine, Occult, Subterfuge Reverse the effects of decay and age up to a number of months
+1 Reach: Can bring the recently dead back to life. Subject suffers Soulless Condition
MtAw2 p133
Empty Presence - Unmaking Duration - Subterfuge, Persuasion, Stealth Destroys all evidence of a subjects existence and renders them invisible to the naked eye. If the subject takes violent action the spell ends immediately MtAw2 p133
Sever the Awakened Soul - Unmaking Potency Resolve Crafts, Intimidation, Medicine Severs the soul of an Awakened mage. Inflicts the Soulless Conditions
+1 Reach: Skip the Soulless Condition and inflict the Enervated Condition instead.
+2 Reach: Skip both the Soulless and Enervated Conditions and inflict the Thrall Condition instead.
MtAw2 p133

Spells, Fate (2nd Edition)

Name Secondary Required Arcana Practice Primary Factor Withstand Suggested Rote Skills Description Source
Fate 1, Initiate
Interconnections - Unveiling Potency Composure Empathy, Investigation, Medicine Reveal sympathetic connections, who has violated an oath or geas and spells with conditional duration
+1 Reach: Detect possession, supernatural mind control and alterations of destiny
+2 Reach: Discern information about a persons destiny
MtAw2 p134
Oaths Fulfilled - Knowing Duration - Occult, Politics, Investigation Know when the subject breaks or fulfills an oath
+1 Reach: Also receive a brief vision of the subject when the oath is fullfilled
+1 Reach: Track the subject of the spell
+1 Reach: Trigger event may be something that could only be seen by Mage Sight
MtAw2 p135
Quantum Flux - Compelling Duration - Crafts, Firearms, Occult Negate a number of penalties to your Mundane actions or wait a turn to receive a bonus to your next mundane action MtAw2 p135
Reading the Outmost Eddies - Compelling Potency Composure Computer, Persuasion, Subterfuge Subject of spell receives a minor twist of fate positive or negative in 24 hours. Only hostile applications are Withstood
+1 Reach: Spell takes effect within an hour
MtAw2 p135
Serendipity - Knowing Potency - Academics, Crafts, Survival Reveal what course of action will bring you closer to your goal
+1 Reach: When making a roll to achieve your stated goal, you may substitute the used Skill with another of the same type (Mental, Physical, Social)
+2 Reach: As above but may substitute any Skill
MtAw2 p135
Fate 2, Apprentice
Exceptional Luck - Ruling Potency Composure Intimidation, Occult, Socialize Subject receives a boon or hex. A hex may be withstood
+2 Reach: Boon or hex can affect spellcasting rolls
+2 Reach: Spend a point of Mana. This spell can be cast reflexive
MtAw2 p136
Fabricate Fortune - Veiling Duration - Larceny, Occult, Subterfuge Conceal and falsify a subjects fate or Destiny. This can fool spells with conditional triggers. MtAw2 p136
Fools Rush In - Ruling Duration - Athletics, Socialize, Streetwise Suffer no untrained skill penalties when facing a situation unprepared
+1 Reach: Also receive a dice bonus
+3 Reach: As above but bonus may apply to spellcasting rolls
MtAw2 p136
Lucky Number - Ruling Duration - Investigation, Larceny, Science Guess the right password, phone number, etc. on the first try MtAw2 p136
Malleable Thorns Mind •• Ruling Potency - Crafts, Empathy Survival Mage states a goal and the Hedge alters itself to fulfill that goal.
+1 Reach: Mage may also enact paradigm shifts.
DE2 p377
Shifting the Odds - Ruling Duration - Investigation, Politics, Subterfuge Find a particular kind of person, place or thing within 24 hours.
+1 Reach: Find desired object within an hour
MtAw2 p136
Warding Gesture - Shielding Duration - Brawl, Occult, Subterfuge Protect a subject against supernatural effect that would alter her fate including supernatural compulsion. Subject may also be excluded form any area-effect spell you may cast
+1 Reach: Subject may be excluded from any spell/attainment you cast
+2 Reach: Subject may be protected from any supernatural effects that target an area instead of individuals
MtAw2 p136
Fate 3, Disciple
Grave Misfortune - Fraying Potency Composure Intimidation, Occult, Weaponry The next time the subjects suffers damage, increase the damage MtAw2 p137
Monkey's Paw - Weaving Potency - Drive, Crafts, Science Bless or curse an object altering it's equipment bonus
+1 Reach: Anybody who caries the item also receives a boon or a hex
+1 Reach: Spend a point of Mana. Bonus or penalty may exceed five dice
MtAw2 p137
Shared Fate - Weaving Potency Composure Medicine, Persuasion, Politics Two or more subjects are bound together. Any damage, Tilt or Condition suffered by one will also affect the other
+1 Reach: Link is only one way
+2 Reach: Subject is not linked to any other subjects. Instead, she suffers any damage, Tilt or Condition she inflicts on others
MtAw2 p137
Superlative Luck - Perfecting Duration - Athletics, Crafts, Occult Cost: 1 Mana, Gain the rote quality
+2 Reach: Rote quality may effect ritual spellcasting but this also doubles the casting time
MtAw2 p137
Sworn Oaths - Perfecting Duration - Expression, Occult, Politics Supernaturally enforce a vow. Adhere to the oath and the subject receives a boon, break an she suffers a hex
+1 Reach: If spell control is maintained the mage is aware if the spell is a boon or a hex
MtAw2 p137
The Right Tool - Perfecting Duration - Crafts, Stealth, Expression Turn an ordinary object into the object needed to get the job done. During the duration of the spell this item could be conceivable used as the item needed to complete a task. When used for the new purpose the Items equipment bonus is increased (up to 5+) by the Potency, Items not normally used for the situation begin at 0 SoS 64
Wyrdbound Oaths Mind •• Weaving Duration - Expression, Politics, Socialize Allow Mages to be valid participants in Wyrd-backed oaths. Failure to follow the oath or breaking it inflicts the Oathbreaker Condition.
+2 Reach: The effect is Lasting.
DE2 p379
Fate 4. Adept
Atonement - Unraveling Potency Countered effect's Potency Academics, Occult, Subterfuge If a subject is cursed can grant them a quest that, if fulfilled, will lift the curse. Stronger curses require greater quests
+1 Reach: Quest can be undertaken by another on the subjects behalf
MtAw2 p137
Chaos Mastery - Patterning Potency - Empathy, Occult, Science Can manipulate complex probabilities within subject or area of effect, dictating any physically possible outcome, no matter how unlikely. Can't create supernatural effects. Cause number of effects = Potency, such as:
• narrative effect such as controlling how vehicles behave in a multiple-car crash
• seizures, hallucinations, and physical events (imposing suitable Conditions) by directing once-random biochemical changes within subject
• reduce subject’s next action to a chance die
• attack or protect subject by directing chance around them towards or away from dangerous circumstances; not a direct-attack spell, and uses any rules for the hazard
MtAw2 p138
Divine Intervention - Patterning Potency Resolve Intimidation, Occult, Subterfuge Replace one of the subjects Aspirations with a stated goal. Subject suffers ill luck when no pursuing this goal. This can also be reversed causing bad luck only when pursuing the goal MtAw2 p138
Masking the False Fae Mind • Patterning Duraton Resolve Empathy, Larceny, Socialize Allow Changelings to make Goblin Contracts with supernal entities. Releasing Paradox or on a critical failure the contract is made with an abyssal being.
Add Death, Mind, or Spirit ••••: Allow Changelings to make Contracts with Goetia, ghosts, or spirits.
DE2 p376
Scribe Daimonomikon Prime • Patterning Potency Rank of Attainment + (10 - Caster's Gnosis) Crafts, Expression, Occult *Cost 1 Mana* Scribe a Daimonomikon for the Mage's Legacy. A Mage must be of Gnosis 2 or above to cast this. Anyone initiated into a Legacy via a Daimonomikon must spend 1 Arcane Experience and if used to learn more Legacy Attainments must use the Experience cost listed for learning without a tutor. These serve as a sympathetic Yantra worth +2 Dice for members of the inscribed Legacy
+1 Reach: For 1 Mana, the Spell's Duration is Lasting
SoS 87
Strings of Fate - Patterning Duration Resolve Academics, Persuasion, Stealth The mage can encourage a specific event to befall the subject. The event will come pass when circumstances allow. If the subject's cooperation is required opportunities for this event to come to pass will appear once a week.
+1 Reach: Opportunities appear once a day
MtAw2 p138
Sever Oaths - Unraveling Duration Composure Occult, Subterfuge, Weaponry Can have a variety of effects such as freeing a bound ephemeral entity or dispelling a conditional trigger
+2 Reach: Spell's effects are lasting
MtAw2 p138
Fate 5, Master
Forge Destiny - Making Duration Composure Intimidation, Occult, Persuasion Mage can grant the subject a supernatural merit or increase and decrease an existing one. Mage can impose Aspirations, Obsessions or a Doom on the subject MtAw2 p139
Miracle - Making Potency - Academics, Persuasion, Subterfuge Mage gains a number of Intercessions that can be spend reflexively to increase/decrease dice pools or to cause likely events to happen on command
+1 Reach: Spend one Intercession and Willpower to cause a low-probability event to pass
+2 Reach: Spend one Intercession, Willpower and Mana to let the incredible come to pass
MtAw2 p140
Pariah - Unmaking Potency Composure Investigation, Medicine, Politics Turns the whole world against the subject
+1 Reach: Mage can adjust the sensitivity of the curse
MtAw2 p139
Swarm of Locusts - Making Duration - Intimidation, Occult, Science Create chaotic conditions that cause Environmental Tilts of player's choosing on the area. This spell is a breaking point for most Sleepers MtAw2 p140

Spells, Forces (2nd Edition)

Name Secondary Required Arcana Practice Primary Factor Withstand Suggested Rote Skills Description Source
Forces 1, Initiate
Influence Electricity - Compelling Duration - Computers, Crafts, Science Operate or shut down electrical devices MtAw2 p140
Influence Fire - Compelling Duration - Crafts, Science, Survival Guide flames along a particular path
+1 Reach: Increase or decrease the size of a flame
MtAw2 p140
Kinetic Efficiency - Compelling Duration - Athletics, Science, Survival Run faster, jump further or lift more MtAw2 p141
Influence Heat - Compelling Duration - Occult, Science, Survival Control the flow of heat in an area. Can protect against heat- or cold-related Environments up to level 2(see p.224)
+1 Reach: Protect against Environments up to level 3
+2 Reach: Protect against Environments up to level 4
MtAw2 p141
Nightvision - Unveiling Duration - Investigation, Science, Stealth Suffer no penalty form dim to no light. Bright lights can inflict the Blind Condition
+1 Reach: No longer risk the Blind Condition from sudden bright lights
MtAw2 p141
Receiver - Unveiling Duration - Empathy, Investigation, Science Hear sounds outside normal human frequency MtAw2 p141
Tune In - Knowing Duration - Computers, Empathy, Science Become able to see and listen to data transmission MtAw2 p141
Forces 2, Apprentice
Control Electricity - Ruling Duration - Crafts, Computers, Science Alter the flow of a current or decrease it, but you cannot increase it. Direct a buildings electricity to one outlet, or divide the power from one outlet to many other sources MtAw2 p142
Control Fire - Ruling Duration - Crafts, Science, Survival Increase or decrease the heat or size of a fire MtAw2 p142
Control Gravity - Ruling Duration - Athletics, Occult, Science Cause gravity to pull upwards or horizontally MtAw2 p142
Control Heat - Ruling Duration - Athletics, Science, Survival Increase or decrease the temperature of an area this may cause an Extreme Environment MtAw2 p142
Control Light - Ruling Duration - Crafts, Investigation, Science Can focus or disperse light, and alter its wavelength on the spectrum
+1 Reach: Can create a mirroring effect or a complete black-out which causes the Blinded Tilt or provides substantial cover
MtAw2 p142
Control Sound - Ruling Duration - Expression, Stealth, Science Amplify or dampen sound, can also influence the direction of sound. Loud sounds can cause the Deafened Tilt in combat
+1 Reach: Create an echoing effect which imposes a penalty to stealth rolls
+1 Reach: Gain a bonus to hearing-based perception rolls
MtAw2 p142
Control Weather - Ruling Duration - Academics, Science, Survival Make changes to the weather may create an Extreme Environments up to level 4
+1 Reach: Weather changes are more gradual
+2 Reach: Required for more drastic changes
MtAw2 p143
Environmental Shield - Shielding Duration - Occult, Science, Survival This spell gives resistance to any Conditions and Tilts caused by the environment MtAw2 p143
Invisibility - Veiling Duration - Larceny, Science, Stealth Make a subject invisible MtAw2 p143
Kinetic Blow - Ruling Duration - Athletics, Brawl, Science Unarmed attacks gain a bonus
+1 Reach: Apply the Knocked Down Tilt
+1 Reach: Apply the Stunned Tilt
+1 Reach: Spell can affect held weapons
+2 Reach: Spell affects thrown weapons but can also grant bullets Armor Piercing
MtAw2 p143
Transmission - Ruling Duration - Crafts, Expression, Science Hijack existing signals and change the transmitted data or its destination
+1 Reach: The signal becomes "encrypted" only specific actions will allow somebody to read them
MtAw2 p144
Zoom In - Ruling Duration - Investigation, Science, Survival See distant objects or better examine small ones
+1 Reach: See clearly for miles
+1 Reach: Clearly examine dust-sized particles
+1 Reach: No longer suffer penalties form atmospheric conditions
+2 Reach: Clearly see microscopic particles, even molecular bonds
MtAw2 p144
Forces 3, Disciple
Call Lightning - Weaving Potency - Athletics, Firearms, Science Can call lightning from an existing storm which may be created with "Control Weather". MtAw2 p144
Data Hog - Perfecting Duration - Computer, Larceny, Persuasion increase or decrease a computer device's capability to process, accept and transfer data by Potency SoS 65
Energize Object Prime •• Weaving Duration - Expression, Larceny, Science *Cost 1 Mana* Primes an object with the potential for activation to hold a spell. Once the object is primed a mage may spend a Mana to cast any other spell on the object which doesn't activate until appropriate force is applied to the object. May store spells up to Potency which won't take affect until either the controlling mage cancels this spell, the duration ends or the correct force is applied to the object SoS 69
Gravitic Supremacy - Fraying/Perfecting Duration - Athletics, Science, Survival Increase or decrease gravity MtAw2 p144
Perpetual Motion - Perfecting Duration - Expression, Science, Survival The subject no longer requires an energy input for the duration of the spell SoS 65
Rapid Access Memory Prime ••• Weaving Duration - Expression, Larceny, Science Allows the Subject to use the attainment Imbue Item on computer Software which can later be activated on a computer. SoS 69
Telekinesis - Weaving Duration - Athletics, Brawl, Science Use telekinetic force to lift or manipulate an object remotely. Potency is applied to either Strength or Dexterity the remaining stat becomes 1
+1 Reach: Divide Potency between Two of the Three Physical Attributes
+2 Reach: Divide Potency between any of the Three Physical Attributes
MtAw2 p144
Telekinetic Strike - Weaving Potency - Athletics, Firearms, Science Deal bashing damage
+1 Reach: Apply the Knocked Down or Stunned Tilt
MtAw2 p145
Turn Momentum - Weaving Potency - Athletics, Firearms, Science When applying defense against an object this spell may be used, causing the object to be deflected in an uncontrolled direction though it never reverses direction
+1 Reach: Spell can be used as an reflexive action
+1 Reach: Mage has control over where the object is deflected, sol long as the new direction is within 90 degrees of the original arc
+2 Reach: Objects direction can be completely reversed Ranged weapons hit their users
Add Time 1: Use a Reach, you can now turn objects too fast for you to apply defense against
MtAw2 p145
Velocity Control - Fraying or Perfecting Potency - Athletics, Firearms, Science Increase or decrease an objects speed MtAw2 p145
Forces 4. Adept
Electromagnetic Pulse - Unraveling Potency - Crafts, Computers, Science By Unraveling electricity in the Subject this Creates an EMP that snuffs out powered devices in the affected area. Military devices may be shielded. Magical devices require a Clash of Wills. If used on a Living being this acts as an attack spell MtAw2 p145
Levitation - Patterning Duration Stamina Athletics, Science, Survival Levitate a subject, if unwilling the spell is withstood. You may direct the levitation each turn as an instant action. Without the mages focus the subject simply stops and floats in midair
+1 Reach: Subject retains momentum form turn to turn, floating slowly in whatever direction it was last directed in
+1 Reach: Subject can fly freely, apply defense normally and a speed equal to the mage's Gnosis+spell's Potency
MtAw2 p145
Rend Friction - Patterning Potency - Crafts, Drive, Science Increase or decrease friction. Increases can cause lethal damage. Decreases cause objects to move after they normally would have stopped MtAw2 p145
Thunderbolt - Patterning Potency - Athletics, Firearms, Science Deal lethal damage
+1 Reach: Spend one Mana, spell deals aggravated damage
MtAw2 p146
Transform Energy - Patterning Duration - Crafts, Occult, Science Transform one type of energy into another of the same level
+1 Reach: May decrease the level of transformed energy by one. This Reach can be applied multiply times
+1 Reach: Split one type of energy into two others
+1 Reach: Spend one Mana, increase the level of transformed energy by one
MtAw2 p146
Forces 5, Master
Adverse Weather - Making Duration - Crafts, Occult, Science Create Extreme Environments of nearly any kind up to level 4
+1 Reach: Can create weather drastically different from the local conditions
MtAw2 p146
Create Energy - Making Duration - Crafts, Occult, Science Create any type of energy form nothing, including sunlight and radiation MtAw2 p146
Eradicate Energy - Unmaking Potency - Intimidation, Science, Survival Explosively destroy energy, if used on a creature the spell is instantly fatal MtAw2 p146
Earthquake - Making Potency - Crafts, Science, Survival Apply damage to all structures within the affected area. Buildings made to withstand earthquakes subtract their Durability MtAw2 p147

Spells, Life (2nd Edition)

Name Secondary Required Arcana Practice Primary Factor Withstand Suggested Rote Skills Description Source
Life 1, Initiate
Analyze Life - Knowing Duration - Animal Ken, Medicine, Survival Observe a creature and learn information like species, age, sex and overall health. A supernatural creature's species shows up as unknown unless the mage has studied it's kind before. Can discern amount of dots in physical attributes and any illnesses, injuries, Personal Tilts and Condition on target
+1 Reach: May learn a specific Physical Attribute level, rather than just the total number of dots
MtAw2 p148
Cleanse the Body - Compelling Potency - Athletics, Medicine, Survival Help subject resist any toxins in her system
+1 Reach: The subject may make a resistance roll immediately, in addition to the normal ones from regular intervals
MtAw2 p148
Heightened Senses - Unveiling Duration - Empathy, Investigation, Survival Heighten desired senses. Grants bonus to perception roles
+1 Reach: You can track by scent
MtAw2 p149
Speak With Beasts - Unveiling Duration - Animal Ken, Empathy, Survival Magically speak with a specific species of animal. Animals have limited ability to understand things around them, for example a rat may refer to a cat and vampire alike as simply a "predator"
+1 Reach: May communicate with all animals rather than only a single species
MtAw2 p148
Web of Life - Knowing Duration - Investigation, Medicine, Survival Detect all forms of specified life in the spells area of effect MtAw2 p148
Life 2, Apprentice
Body Control - Ruling Duration - Athletics, Medicine, Survival Slow Breathing, Heartbeat and/or Metabolism. Up your Initiative, eliminate or increase body odors and halve healing time for bashing damage
+1 Reach: Gain 1/0 armor
+2 reach: Half healing time for lethal damage
MtAw2 p148
Control Instincts - Ruling Duration Composure Animal Ken, Intimidation, Persuasion Trigger a specific instinctual response in animals(includes humans). Subject suffers a Condition related to the desired instinct
+1 Reach: Control instincts of living supernatural creatures
MtAw2 p149
Lure and Repel - Ruling Duration Resolve Animal Ken, Persuasion, Survival Create a lure or repellent that works on a specific organism. Plant and bacteria have 0 resolve for the purposes of this spell
+1 Reach: Lured creatures may offer food or small favors a appropriate for the animal
+1 Reach: Lured creatures treat the subject good if a lure or bad if a repellent for the purposes of first impressions in Social maneuvering
MtAw2 p149
Mutable Mask - Veiling Duration Stamina Medicine, Stealth, Subterfuge Change a subjects appearance, apparent sex, voice, smell, etc. Changes are illusionary, bio-metric devices will still pick up the truth. Cannot imitate specific people
+2 Reach: Can duplicate the appearance of a specific person, including fingerprints
MtAw2 p149
Purge Illness - Ruling Potency - Athletics, Medicine, Survival Cure yourself of an illness. Compare Potency to the illness'rating if less, reduce the illness by the difference if more, eliminate the illness MtAw2 p149
Life 3, Disciple
Bruise Flesh - Fraying Potency - Brawl, Intimidation, Medicine Deal bashing damage
+1 Reach: Inflict an additional -1 penalty to any wound penalties the target might have
MtAw2 p150
Contact High - Weaving Duration - Medicine, Occult, Science Creates a drug that targets the nervous system. Anyone who comes into contact with the Subject is affected by this drug for one scene. The Caster determines if it increases Initiative equal to Potency or penalizes Initiative equal to Potency. The drug affects a living subject as well as any touching it
+1 Reach: Living subjects are Immune but still spread the drug to anything they touch
SoS 65
Degrading the Form - Fraying Duration Stamina Brawl, Medicine, Survival Reduce a targets Physical Attributes, but only one
+1 Reach: Spell may effect two different Physical Attributes
MtAw2 p150
Honing the Form - Perfecting Duration - Athletics, Medicine, Survival Raise Strength, Dexterity or Stamina, but no higher than a subjects max for these stats
+1 Reach: Spell may effect two different Physical. This effect can be applied twice so that all three attributes may be affected
+1 Reach: Spend a point of Mana, may increase stats beyond the allowed maximum
MtAw2 p150
Knit - Perfecting Potency - Empathy, Medicine, Survival Heal 2 bashing damage per Potency
+1 Reach: You can heal Personal Tilts such as Arm Wrack
+1 Reach: Can heal damage done by deprivation
+1 Reach: Reproduce the effect of night's rest, regain a Willpower point if appropriate
+1 Reach: Heal one lethal per Potency instead of 2 Bashing
MtAw2 p150
Living Vessel Prime ••• Weaving Duration Stamina Academics, Medicine, Persuasion Prepare a subject under the purview of Life for the Imbue Item Attainment. The mage can use the Attainment to imbue any living subject SoS 69
Many Faces - Weaving Duration Stamina Medicine, Stealth, Subterfuge Like "Mutable Mask" only the changes are real rather than an illusion. Poor vision or other senses can be restored. Missing organs and limbs can not be restored however. You may also rearrange the subjects Physical Attributes
Add Time 3: You can change physical age as well
MtAw2 p150
Steal Life Force - Fraying Duration Resolve Crafts, Medicine, Persuasion This spell is cast on a mage to alter his imbument process causing the item to damage the user. The item appears to function as normal but requires Life force to function. This item deals 1 point of Lethal damage for each point of Mana spent to cast the imbued spell, if the Item runs out of Mana it deals Lethal to the user to replenish its Mana SoS 72
Transform Life - Weaving Potency Stamina Animal Ken, Science, Survival Give life features normally belonging to other organisms. Gills, Claws, Senses, Etc.
+2 Reach: The bestowed feature, if permanent, can be passed on to a creatures descendants
MtAw2 p150
Life 4. Adept
Accelerate Growth - Patterning Duration Stamina Animal Ken, Medicine, Science Cause a lifeform to rapidly grow, at the end of the duration the subject will return to their actual age. If the subject exceeds its natural lifespan, it will die of old age
+1 Reach: When the spell ends the subject will rapidly de-age at an even faster rate than they grew, returning to their actual age in minutes. This puts great stress on the target. They must make a Stamina roll and on a failure they will enter a coma for a number of days.
MtAw2 p151
Animal Minion - Patterning Duration Stamina Animal Ken, Science, Survival The mage takes complete bodily control of a subject. Difference in gait may be noticeable to those familiair with the subject. The mage's body will be inert while this spell is active
+1 Reach: Target behaves more normally, as you understand the targets habits
MtAw2 p151
Life-Force Assault - Unraveling Potency - Brawl, Intimidation, Medicine Deal lethal damage
+1 Reach: Inflict an additional -2 penalty to any wound penalties the target might have
+1 Reach: Spend a point of Mana, deal aggravated damage
MtAw2 p152
Living Grimoire Prime •••• Patterning Potency Total Arcanum dots used in the Rote + Stamina Crafts, Medicine, Occult The Mage scribes a single rote per casting of this spell onto a living being. Casting this spell constitutes as an act of Hubris against Understanding Wisdom SoS 85
Mend - Patterning Potency - Empathy, Medicine, Survival Heal 2 lethal wounds per Potency
+1 Reach: Can erase scars
+1 Reach: Can heal damage done by deprivation
+1 Reach: Reproduce the effect of night's rest, regain a Willpower point if appropriate
+1 Reach: Spend a point of Mana, can heal aggravated damage
MtAw2 p152
Regeneration - Patterning Duration - Athletics, Medicine, Survival Cost: 1 Mana, restore lost organs or limbs MtAw2 p152
Shapechanging - Patterning Potency Stamina Animal Ken, Science, Survival Take on the form of another creature. Clothes and gear do not change with you. Instincts of the new form may need to be resisted with a Composure + Resolve roll
Add Matter 4: Gear changes with you to fit the new form
+1 Reach (with Matter 4): Gear becomes part of new form
+1 Reach: Turn into a swarm of tiny creatures
+1 Reach: Retain full control over reason
MtAw2 p152
Life 5, Master
Create Life - Making Duration - Medicine, Science, Survival Design and create any form of life you desire. If cast with finite duration life will disappear at the end of the spell, this may count as an Act of Hubris.
Add Mind 5: Give your organism a true mind as appropriate to type
+1 Reach: Creature can be given additional features as per "Transform Life"
MtAw2 p153
Contagion - Making Potency - Medicine, Occult, Science Create minor or life-threatening diseases
+1 Reach: Create a never before seen disease. This is likely to be an Act of Hubris as no creature in the world could have developed any defenses against it
MtAw2 p153
Salt the Earth - Unmaking Duration - Medicine, Science, Survival Destroy life-force in an area. This Creates an Extreme Environment equal to Potency
+1 Reach: Individual living things that survive, will still suffer an additional -1 to any wound penalties they might have
MtAw2 p153

Spells, Matter (2nd Edition)

Name Secondary Required Arcana Practice Primary Factor Withstand Suggested Rote Skills Description Source
Matter 1, Initiate
Craftsmen's Eye - Knowing Duration - Crafts, Investigation, Science Study an object for one turn to learn it's intended function. If the object has no purpose that will be revealed instead. If something prevents the object from fulfilling it's function, the spell will reveal the nature of the problem
+1 Reach: Learn how to use the studied object. This grants the 8-Again when using the object. Only one object can benefit from this bonus at once
+2 Reach: Learn all possible uses for an object
Add Fate 1: Name a task while casting the spell. All objects that could help you with this task will become obvious to you
MtAw2 p154
Detect Substance - Unveiling Duration - Crafts, Investigation, Science Become aware of a chosen type of substance in the area. "Iron", "A knife" and "My hunting Knife" are all valid choices
Add Time 1: Determine if an object has been in the area
Add Forces 1: Search for a specific type of electronic information
MtAw2 p154
Discern Composition - Knowing Potency - Crafts, Investigation, Science Become aware of an objects weight, density and the precise elements in it's makeup
+1 Reach: Also become aware of any objects hidden within the studied object
+1 Reach: You know an object's structural weak points. Reduce Durability by spell Potency
Add Space 2: Know not only what an object was made of but also where the materials came from
MtAw2 p154
Lodestone - Compelling Duration - Crafts, Larceny, Science Choose a substance or type of object. Those objects will be drawn toward you or repelled away from you MtAw2 p154
Remote Control - Compelling Potency - Crafts, Drive, Intimidation Control a mechanical object, to make it fulfill its function
+1 Reach: Perform more complex task while controlling the object
MtAw2 p155
Matter 2, Apprentice
Alchemist's Touch - Shielding Potency - Crafts, Survival, Persuasion Choose a material, you become largely immune to its deleterious effects. The material cannot inflict bashing damage and lethal damage is reduced by spell Potency. The spell does not protect against damage from a sword or gun
+1 Reach: Choose an additional material to be protected against
+2 Reach: Your immune to both the bashing and lethal, aggravated damage is reduced by Potency
Add Forces 2: You are now also protected against the damage from the extreme temperature of a material
MtAw2 p155
Find the Balance - Ruling Duration - Crafts, Persuasion, Science Improve the balance and heft of an item. This grants it the 9-Again quality
+1 Reach: Grant a tool the 8-Again quality instead
MtAw2 p155
Hidden Hoard - Veiling Duration - Larceny, Occult, Subterfuge Make matter difficult to detect. Mundane attempts to locate automatically fail. Supernatural power enters a Clash of Wills MtAw2 p156
Machine Invisibility - Veiling Duration - Larceny, Science, Stealth Become invisible to mechanical sensors. Supernatural items enter a Clash of Wills
+1 Reach: This spell now also works on constructs animated with magic, like zombies and golems. This triggers a Clash of Wills
MtAw2 p156
Shaping - Ruling Potency - Crafts, Expression, Persuasion Shape liquids and gases in any form you desire in defiance of gravity
+1 Reach: Can alter solids as well. Warped tools or weapons will have their equipment bonus reduced by potency, if reduced to 0 the object becomes useless
+1 Reach: If creating or repairing an object in an extended action reduce its required successes by this spell's Potency, the number cannot fall below one
+2 Reach: The shaping can create an appropriate Environmental Tilt, such as Earthquake, Flooded or Howling Winds
MtAw2 p156
Matter 3, Disciple
Aegis - Weaving Duration - Athletics, Crafts, Science For each level of Potency grant an object one of the following: Raise/lower ballistic Armor by 1, raise/lower general Armor by 1, raise/lower Defense penalty by 1
+1 Reach: The armor becomes immune to the Armor-Piercing effect
MtAw2 p156
Alter Conductivity - Weaving Potency - Computer, Science, Subterfuge Make an object more or less conductive to electricity
+1 Reach: Alter an objects conductivity to other forms of energy. Each additional type is an extra Reach
MtAw2 p156
Alter Integrity - Fraying or Perfecting Potency Durability Crafts, Medicine, Subterfuge Increase or decrease an objects Durability
+1 Reach: Instead of increasing Durability by 1 increase structure by 2
+2 Reach: The effect is lasting
MtAw2 p156
Crucible - Perfecting Potency - Crafts, Occult, Science Grant a tool the 8-Again for a number of turns. Valuable objects will have their Availability rating increased, this rating cannot become more than double the original rating
+1 Reach: Spend one point of Mana, The object gains the rote quality for a number of rolls. So long as the durability last this effect can be recharged by spending more Mana
+1 Reach: Availability may be triple the original rating
MtAw2 p157
Hone the Perfected Form - Perfecting Duration - Crafts, Persuasion, Science *Cost 1 Mana* The mage takes an ordinary metal (iron, gold, silver, mercury, copper, tin or lead) and transmutes it into its perfected metal.
+2 Reach: The spell may Perfect another substance like Glass or Gemstones
Forces ●●●: May perfect fire
SoS 61
Nigredo and Albedo - Fraying or Perfecting Potency - Crafts, Brawl, Medicine Repair or damage an objects Structure
+1 Reach: When damaging ignore durability
MtAw2 p157
Shrink and Grow - Weaving Potency Durability Crafts, Expression, Science Increase or decrease an objects size
Add Life 3: Can be cast on living subjects, unwilling subjects may Withstand with Stamina
MtAw2 p157
Spell Potion Prime •• Weaving Duration - Crafts, Medicine, Subterfuge *Costs 1 Mana* Magically alters an ingested item, making it act as a storage vessel for another spell. Once the Ingested item has been primed for holding a mage may spend a Mana to cast any other spell on the item if it uses touch/self range. The cast spell doesn't take affect until the item is ingested. May store spells up to level of Potency which don't activate until either Spell Potion is canceled, the Duration ends or the food is injested SoS 70
State Change - Weaving Duration Durability Crafts, Persuasion, Science Change material one step along the path from solid to liquid to gas. This does not cause any temperature change
+1 Reach: You may transform solids directly int gas and vice versa
Add Forces 3: You may transmute matter into plasma
MtAw2 p157
Windstrike - Weaving Potency - Athletics, Brawl, Crafts Deal bashing damage
+1 Reach: Create an appropriate Environmental Tilt
MtAw2 p157
Wonderful Machine - Weaving Potency - Crafts, Politics, Science Integrate multiple machines into one another
Add Life 3: Machine properties can be grafted onto a living thing or vice versa
MtAw2 p157
Matter 4. Adept
Endless Bounty - Patterning Duration - Crafts, Science, Streetwise Never run out of small expendable items. Enchant a single item that contains a smaller expendable item. For the duration of the spell the expendable item never runs out
E.g.: Money in wallet, Bullets in magazine, Gas in car tank
SoS 66
Forge Dumanium - Patterning Duration - Crafts, Expression, Persuasion *Costs 1 Mana* Combine perfected metals into a single metal called Dumanium. The object is Durability 1 and holds 1 point of Mana. Weapons made from Dumanium can spend Mana to deal aggravated Damage for a single attack
+2 Reach: The Spell is Lasting however this relies on all the Metals to remain perfect, should a perfected metal become mundane the alloy will collapse
SoS 62
Forge Sophis - Patterning Duration - Crafts, Occult, Science *Costs 1 Mana* Combine perfected metals into a single metal that scavenges Mana called Sophis. The object is Durability 1 and can hold 1 Mana. Potency increases this 1 for 1 for Durability and Mana.
+2 Reach: The Spell is Lasting however this relies on all the Metals to remain perfect, should a perfected metal become mundane the alloy will collapse
SoS 62
Forge Thaumium - Patterning Duration - Crafts, Occult, Survival *Costs 1 Mana* Combine perfected metals to create Thaumium, The object is Durability 1 and holds 1 point of Mana which it spends to shield against Magic.
+2 Reach: The Spell is Lasting however this relies on all the Metals to remain perfect, should a perfected metal become mundane the alloy will collapse
Other Arcanum ●●: Thaumium can protect against other types of Magic provided they fall under the Arcanum
SoS 62
Ghostwall - Patterning Duration - Athletics, Occult, Stealth Turn objects intangible
Add Death 3, Mind 3 or Spirit 3: The object may be shifted into the Twilight, attuned to the used Arcanum
MtAw2 p158
Golem - Patterning Potency - Crafts, Expression, Occult Animate a statue or other object
Add Death 4 or Spirit 4: A ghost or spirit may serve as the intelligence of the golem
Add Mind 5: Grant true intelligence see "Psychic Genesis"
MtAw2 p158
Piercing Earth - Patterning Potency - Athletics, Brawl, Crafts Deal lethal damage
+1 Reach: Create an appropriate Environmental Tilt
+1 Reach: Spend a point of Mana, deal aggravated damage
MtAw2 p158
Transubstantiation - Patterning Duration - Crafts, Empathy, Science Transform any type of matter into another type
+1 Reach: Transmute multiply substance into a single substance or vice versa
Add Life 4: Transform matter into living things or vice versa
MtAw2 p158
Matter 5, Master
Annihilate Matter - Unmaking Potency Durability Athletics, Intimidation, Science Destroy matter completely
+1 Reach: Spend a point of Mana, can now destroy magical objects as well
MtAw2 p158
Ex Nihilo - Making Potency - Crafts, Expression, Science Create an object or relatively uncomplicated tool out of nothing
+1 Reach: Create a complex machine or electronic device, like a car or smartphone
MtAw2 p158
Self-Repairing Machine - Making Potency - Crafts, Medicine, Occult Cause a machine to repair Potency in Structure per day
+1 Reach: The machine heals every hour
+2 Reach: The machine heals every 15 minutes
MtAw2 p159

Spells, Mind (2nd Edition)

Name Second Required Arcana Practice Primary Factor Withstand Suggested Rote Skills Description Source
Mind 1, Initiate
Know Nature - Knowing Potency - Empathy, Science, Subterfuge Determine a subject's Virtue, Vice and Mental and Social Attribute levels
+1 Reach: Also determine Aspirations and Obsessions
MtAw2 p159
Mental Scan - Unveiling Potency Composure Empathy, Investigation, Occult Ask storyteller questions about a subject's mental or emotional state
+1 Reach: Read surface thoughts for snippets of a subject's current ideas or words and phrases before they are actually spoken
MtAw2 p159
One Mind, Two Thoughts - Compelling Duration - Academics, Expression, Science Perform two Mental or Social extended tasks at the same time. Neither can be a purely Physical task.
+1 Reach: May perform two Mental instant tasks at the same time
+2 Reach: If in the Astral Realms one of the actions may be "Physical"
MtAw2 p159
Perfect Recall - Unveiling Potency - Academics, Expression, Investigation Recall old memories with perfect accuracy. MtAw2 p160
Mind 2, Apprentice
Alter Mental Pattern - Veiling Potency - Science, Stealth, Subterfuge Add to subterfuge rolls. Supernatural powers that read surface thoughts or emotions provoke a Clash of Wills MtAw2 p160
Dream Reaching - Ruling Duration Composure Empathy, Medicine, Persuasion Enter a subject's dream. You can influence but not take part in the dream. Cast on self to be able to remember your own dreams.
+1 Reach: You can become an active part of the dream. Cast on self induces lucid dreaming
MtAw2 p160
Emotional Urging - Ruling Potency Composure Empathy, Intimidation, Subterfuge Open or close a subject's doors MtAw2 p160
First Impressions - Ruling Duration Composure Crafts, Socialize, Subterfuge Raise or lower the first impression MtAw2 p160
Incognito Presence - Veiling Duration - Empathy, Stealth, Subterfuge Costs ●. The Mage hides the Subject's Psychic Presence which Prevents people form remembering their presence or looking their way. Active attempts to do so with supernatural abilities (Including active Mage sight) provoke a Clash of Wills MtAw2 p160
Memory Hole - Veiling Duration - Academics, Medicine, Subterfuge Hide a specific memory forgetting it completely for the duration of the spell, One memory per Potency MtAw2 p160
Mental Shield - Shielding Duration - Academics, Intimidation, Survival Protects the Subject from Mental Attacks, Goetia Powers, Influences or Manifestations that target them.
+1 Reach: Also Protects from Physical attacks of Goetia
MtAw2 p160
Narcissus' Mirror - Shielding Duration Composure Intimidation, Occult, Subterfuge The mage can reflect the mental and emotional effects of a Nimbus tilt back onto its source. Whenever the Mage is subjected to a tilt that affects a Mental or Social trait this spell provokes a Clash of Wills. If the mage wins affect the instigator of the Tilt. Can be cast if the Mage is already under the effects of a tilt to immediately create a Clash of Wills
Substitute Life ••: This Spell affects Nimbus Tilts relating to Physical Traits or purely Physical effects instead
Add Life ••: This Spell affects all types of Nimbus Tilt
Add Prime ••: Affects other type of Supernatural Auras with the appropriate kinds of effects
SoS 94
Physic Domination - Ruling Potency Resolve Expression, Intimidation, Subterfuge Send one word commands to a subject that they are compelled to act upon, even against their will
+1 Reach: take control of a subject, forcing him to take actions against their will. These actions cannot put him serious danger however
+1 Reach: Force the subject to take an additional task
MtAw2 p161
Ritual Focus - Ruling Duration Composure Empathy, Leadership?(awaiting Errata), Persuasion A Variant on Telepathy linking a Mage and his Subjects allowing him to guide them as they work in unison on a particular spell (see "Teamwork", MtAw 2e p.119) Must have Scale to affect every other Awakened participant in Ritual. Secondary Actors in ritual add Potency to dice pool SoS 55
Soul Windows - Ruling Duration - Empathy, Investigation, Stealth By Splitting their senses a mage may view whats happening around their Soul Stone 360° or hears the sounds in its vicinity. This doesn't require sympathetic range
Add Forces ••: The mage may project their voice through the stone to speak or create a hologram of themselves
+1 Reach: The mage experiences the Stone's surroundings with all their Senses
+1 Reach: For each reach spent the Mage may split their senses to another Soul Stone
SoS 90
Telepathy - Ruling Potency Composure Crafts, Empathy, Socialize Surface thoughts of the subjects play out in the each others minds. This may grant a bonus or penalty between the subjects. A deliberate message may be send along the link.
+1 Reach: Only thoughts that the originating subject wants to share are shared
+1 Reach: All subjects have the ability to send and receive thoughts
MtAw2 p161
Mind 3, Disciple
Astral Grimoire Prime • Weaving Potency Total Arcanum dots used in rote Crafts, Expression, Occult *Costs 1 Mana* Scribe a Rote within ones own Oneiros, these can be cast from the Grimoire without needing to meditate to the Astral
+1 Reach: The Mage can scribe the grimoire within the Temenos making it available to any who travel there. These can only be cast directly from the Astral representation or with its Summoned goetia
+1 Reach: For 1 point of Mana the Spell's duration is lasting
+2 Reach: The Mage can scribe within the Anima Mundi, these don't manifest as books or scrolls but as constellations or rock formations. Figuring these out is a mystery of itself
SoS 85
Augment Mind - Perfecting Potency - Academics, Expression, Survival Increase a Mental or Social Attribute by Potency, up to normal limits.
+1 Reach: Divide increase between an additional Attribute.
+2 Reach: for 1 Mana, go above normal limits.
MtAw2 p161
Befuddle - Fraying Potency Composure or Resolve Intimidation, Persuasion, Science Lower a Mental or Social Attributes. One Potency equal one dot to a minimum of one.
+1 Reach: May lower an additional Attribute per reach, dividing Potency among the options
MtAw2 p163
Broken Relinquishment - Fraying Duration Composure Intimidation, Occult, Subterfuge This spell creates a breaking point for the subject as a way to relinquish spells without spending a willpower dot. The next act of hubris, braking point or genre equivalent by a subject of this spell suffers penalty by Potency
+1 Reach: The Subject of this spell immediately suffers a breaking point
SoS 73
Clear Thoughts - Perfecting Duration - Empathy, Intimidation, Persuasion Suppress a Mental Condition or Tilt per Potency, for the Duration. Can't affect Paradox Conditions; those cause by the supernatural provoke a Clash of Wills.
+1 Reach: subject gains 1 Willpower.
+2 Reach: effect is lasting.
MtAw2 p161
Enhance Skill - Perfecting Duration - Academics, Expression, Survival Increase an Skill with already at least one rank by Potency, for the Duration, up to their normal limits.
+1 Reach: Divide increase between an additional Skill.
+ 2 Reach: for 1 Mana, go above normal limits.
MtAw2 p161
Give Me That - Perfecting Duration Composure Crafts, Empathy, Persuasion The subject item evokes a concept of ownership. Those who do not Withstand the spell gain the Persistent Condition: Obsession with the object as their focus
Space ●●●: Individuals with the Obsessed Condition to the object also gain a Strong sympathetic link to it for the spells duration
SoS 66
Goetic Summons - Perfecting Duration Rank Persuasion, Socialize, Occult Call the nearest Goetia; one personally known, specified by type of Resonance, or the nearest generally.
Add Spirit or Death 2: it gains the Materialized Condition for the duration.
+1 Reach: Also creates the Open Condition.
+1 Reach: May give it a one-word command.
+2 Reach: may give a complex but single task command.
+1 Reach: summon a Goetia from the subject's Oneiros at a place one could reach the Astral. Must spend the Mana it would take to enter.
+2 Reach: summon from the Temenos.
+3 Reach: summon from Anima Mundi.
MtAw2 p162
Imposter - Weaving Duration - Persuasion, Stealth, Subterfuge Cause the subject to believe the caster is someone else. Manipulation + Subterfuge every minute if mimicking a specific person. Can't replicate Social Merits; any Doors opened benefit the assumed identity. MtAw2 p162
Psychic Assault - Fraying Potency - Academics, Intimidation, Medicine Deal Bashing equal to Potency, mimicking a stroke.
+1 Reach: give target -1 to Mental rolls (may stack 3 times).
MtAw2 p162
Sleep of the Just - Perfecting Duration Composure Academics, Athletics, Occult Control sleep cycle and dreams. Anything else entering or influencing dreams provokes Clash of Wills. MtAw2 p162
Supernal Translation Prime ●●● Weaving Duration - Empathy, Expression, Occult Allows the subject to comprehend and translate High Speech as they hear or read it as if they had up Mage Sight. Does not allow them to Speak or Write it back and is still subject to Dissonance and Quiescence SoS 28
Read the Depths - Weaving Potency Resolve Empathy, Investigation, Medicine Read memories and ideas from target's subconscious.
+1 Reach: modify one of the memories read, for the Duration.
MtAw2 p162
Universal Language - Weaving Duration - Academics, Investigation, Persuasion Target can understand and translate any language they are able to perceive: spoken, written, symbols, encoded signals, body language, hand symbols, or thoughts. Does not allow non-Awakened to understand High Speech. MtAw2 p162
Mind 4, Adept
Haunted Grimoire Prime • Patterning Potency Total Arcanum dots of Rote + Rank Crafts, Intimidation, Occult *Costs 1 Mana* The Mage binds a Goetia to a grimoire, writing its essence into the vessel's pattern. This doesn't host the Goetia's numina or influences nor does it have an essence pool. The Grimoire gains the Open and Resonant Conditions. When cast the spell is increased by the Goetia Rank for Primary Factor however the Goetia has a chance to escape with a Clash of Wills to the caster. When someone memorizes a Rote the Goetia has a chance to possess them using a Clash of Wills. This spell is a Wisdom Sin against Understanding SoS 86
Possession - Patterning Potency Resolve Medicine, Persuasion, Subterfuge Can possess the subject inflicting the Possessed Condition(see p. 261) MtAw2 p165
Gain Skill - Patterning Duration - Crafts, Expression, Science Increase a Skill by Potency. This cannot go above the normal maximum.
+1 Reach: Divide the increase between an additional Skill.
+ 1 Reach: for 1 Mana, go above normal limits.
MtAw2 p163
Goetic Evocatuion - Patterning Duration Rank of Entity Intimidation, Occult, Persuasion May convert pieces of a persons Psyche from a soul stone into a Goetia
+2 Reach: The Mage may extract the Goetia directly into his own Oneiros
SoS 90
Hallucination - Patterning Potency Composure Academics, Persuasion, Subterfuge Create an illusion that affects all senses but touch.
+1 Reach: The illusion can now be "touched" by the subject. It cannot harm or attack.
MtAw2 p163
Mind Flay - Unraveling Potency - Expression, Intimidation, Science Deal lethal damage.
+1 Reach: Cause Insane Tilt
+2 Reach: Spend a point of Mana, deal aggravated damage
MtAw2 p164
Psychic Projection - Patterning Duration Resolve Academics, Occult, Socialize Astral project into Twilight or into somebody's dreams.
Add Spirit 2: May project into the Shadow. Withstand is Gauntlet rating.
MtAw2 p164
Psychic Reprogramming - Patterning Potency Resolve Intimidation, Medicine, Persuasion For each point of Potency change one of the followin: Virtue, Vice, Short-Term Aspiration, Long-Term Aspiration, Obsession, a non-Physical Persistent Condition, or may move one dot between two Social Skills, or between two Mental Skills.
+1 Reach: May also move between two Social Attributes, or two Mental Attributes.
MtAw2 p164
Scribe Daimonomikon Prime • Patterning Potency Rank of Attainment + (10 - Caster's Gnosis) Crafts, Expression, Occult *Cost 1 Mana* Scribe a Daimonomikon for the Mage's Legacy. A Mage must be of Gnosis 2 or above to cast this. Anyone initiated into a Legacy via a Daimonomikon must spend 1 Arcane Experience and if used to learn more Legacy Attainments must use the Experience cost listed for learning without a tutor. These serve as a sympathetic Yantra worth +2 Dice for members of the inscribed Legacy
+1 Reach: For 1 Mana, the Spell's Duration is Lasting
SoS 87
Terrorize - Patterning Potency Composure Expression, Intimidation, Medicine Cause the Insensate Tilt for the duration or until it's resolved
+1 Reach: Inflict Broken Condition instead
MtAw2 p164
Mind 5, Master
Amorality - Unmaking Duration Resolve Crafts, Empathy, Expression Remove Virtue or Vice. Without Virtue the subject regains two Willpower for indulging Vice. Without Vice the subject cannot engage in any activity that would be a breaking point or Act of Hubris MtAw2 p164
No Exit - Making Duration Resolve Expression, Persuasion, Science For the duration of the spell the subject is in a catatonic state. Reading of the subjects mind or memory reveals this spell. MtAw2 p164
Mind Wipe - Unmaking Potency Resolve Academics, Intimidation, Occult Remove large portions of the subjects memories, inflicts the Amnesia Tilt for the duration of the spell. You can affect one month of time per level Potency. You can specify what portions are forgotten.
+1 Reach: May specify what memories are erased, rather than just erasing a single span of time.
+2 Reach: The effect is Lasting
MtAw2 p164
Psychic Genesis - Making Duration - Academics, Expression, Science Create a self-aware intelligence. This is a Rank 1 Goetia in Twilight.
+1 Reach: The entity works as a sleepwalker for the purposes of assisting ritual casting.
+1 Reach: For one Mana, the rank is 2
MtAw2 p165
Social Networking - Making Potency - Persuasion, Politics, Socialize For every level of Potency, gain one dot in one of the following Merits: Allies, Contacts or Status MtAw2 p165

Spells, Prime (2nd Edition)

Name Second Required Arcana Practice Primary Factor Withstand Suggested Rote Skills Description Source
Prime 1, Initiate
Dispel Magic - Compelling Potency Arcanum rating of the subject spell’s caster Athletics, Intimidation, Occult Temporarily suppress or destroy an active spell
Add Fate 1: Selectively suppress spell
+2 Reach: Make the effect Lasting
MtAw2 p 165
Nimbus Tuning - Knowing Potency - Empathy, Investigation, Occult The mage can tune in more attentively to any Signature Nimbus he scrutinizes with Focused Mage sight. For Each potency learn one of the following: Gnosis, Wisdom, Virtue/Vice, An Act of Hubris resulting from cast magic, An Obsession related to the remaining Magic, Whether the Magic resulted in Paradox SoS 94
Pierce Deception - Unveiling Duration - Investigation, Medicine, Occult See through falsehoods magical and mundane
+1 Reach: Get a sense of the actual truth
MtAw2 p 165
Sacred Geometry - Unveiling Duration - Academics, Occult, Survival Reveal ley lines and nodes
+1 Reach: Reveal Hallows
Add Death 1 or Spirit 1: See Avernian Gates or Loci as well.
MtAw2 p 166
Scribe Grimoire - Compelling Potency Total Arcanum dots of all Arcana used in the spell being scribed Crafts, Expression, Occult Create a Grimoire full of Rotes or transcribe it from one medium to another
+1 Reach: Make the Grimoire Lasting
Add Forces ●●: Transcribe the grimoire without needed equipment.
MtAw2 p 166, SoS p83
Shared Mage Sight - Unveiling Duration Resolve Expression, Investigation, Occult *Cost 1+ Mana per Arcanum per subject* Share your Mage sight with another Mage
Prime ●●●●: Can be used on a Sleepwalker under the effects of Apocalypse
Other Arcanum ●: *1 Mana per Arcanum* May add or substitute Prime for another Arcanum
SoS 28
Supernal Signature - Compelling Potency - Expression, Intimidation, Politics The Mage flares her Immediate Nimbus to imprint her signature on a subject, The signature reflects her Shadow Name and lasts for the Duration of the spell. Anyone who Studies the nimbus under focused mage sight can not only sense the details of the Nimbus but the Casters Supernal Identity. This moves the Caster one impression level up the Social Maneuvering unless the viewer succeeds a Resolve + Composure - Potency roll SoS 93
Supernal Vision - Unveiling Potency - Empathy, Occult, Survival Perceive the Supernal properties of a subject
+1 Reach: Perceive the non-Supernal magical properties of a subject
MtAw2 p 166
Word of Command - Compelling Potency - Craft, Occult, Persuasion Bypass triggers to activate magical effects
Add Any Other Arcanum 1: Add another Arcanum to activate magical effects and objects created by other sources of power
MtAw2 p 166
Prime 2, Apprentice
As Above, So Below - Ruling Duration - Academics, Occult, Politics Empower Yantras with 9-Again on spellcasting rolls
+1 Reach: Make it 8-again
MtAw2 p 166
Cloak Nimbus - Veiling Duration - Politics, Stealth, Subterfuge Veil Nimbus and emotional state of auras. Attempts to see are subject to a Clash of Wills. Immediate Nimbus does not flare unless the caster chooses to. Signature Nimbus viewed by Mage Sight provokes Clash of Wills. Flaring or imprinting your Nimbus will immediately end this spell
+1 Reach: Make your Nimbus appear lesser. For every Reach you may lower any of Gnosis, Mana or Arcanum to a desired lower false Trait value
MtAw2 p 167
Fractured Grimoire - Ruling Potency - Crafts, Investigation, Occult *Costs 1 Mana* The mage copies one whole grimoire into two or more disparate parts that individually mean nothing. Only someone with all parts may use the rotes within the Grimoire
+1 Reach: The mage may fracture the Grimoire into as many pieces as she wants.
SoS 84
Invisible Runes - Ruling Duration - Expression, Intimidation, Persuasion Leave message in High Speech only visible to Mage Sight. Alteration or overwriting of these messages provokes a Clash of Wills MtAw2 p 167
Light Under a Bushel - Shielding Potency - Empathy, Investigation, Subterfuge Adds Mages Potency to the number of rolls before Mages Nimbus leaks into a mystery SoS 28
Nimbus Forgery - Veiling Duration - Expression, Larceny, Subterfuge Once a Mage has scrutinized an Immediate or Signature Nimbus with Focused mage sight she may cast this spell to disguise her own Nimbus as the Scrutinized one. If its the Immediate Nimbus it copies the Tilts of the Forged one instead of her own, if Signature nimbus any spell left behind holds the Forged one instead of her own until this spells duration ends. Any attempt to pierce the deception results with a Clash of Wills
+1 Reach: The Mage Forges all three types of nimbus with one casting even if she's only scrutinized one.
SoS 94
Path to Jerusalem - Veiling Potency Opacity Expression, Larceny, Subterfuge Add Spell's Potency to the Opacity of the Subject Mystery
+1 Reach: Every Reach spent allows mage to plant 1 falsehood of Surface or Deep information. Recognizing this is a Clash of Wills when focused on with Focused Mage Sight.
SoS 28
Supernal Veil - Veiling Duration - Occult, Subterfuge, Survival Veil supernatural phenomenon including spells. Peripheral Mage Sight will fail to detect, active attempts cause a Clash of Wills MtAw2 p 168
Sustain Nimbus Time • Ruling Duration - Expression, Investigation, Survival The mage casts this on a Signature Nimbus she's studied under Focused Mage Sight. Rather than fading like normal the Nimbus persists for the Duration of the spell, Once the Duration expires it fades at its usual rate
+2 Reach: Duration is Lasting
SoS 93
Wards and Signs - Shielding Duration - Intimidation, Occult, Survival When subject is target of a spell apply Potency as Withstand rating. Spells used near but not directly at the target are not Withstood by this spell MtAw2 p 168
Words of Truth - Ruling Potency - Expression, Intimidation, Persuasion All subjects of the spell can hear and understand the caster regardless of distance, noise or language barriers. Subjects feel what the mage says is true, but this effect only works on statements the mage knows are true. May remove one Door or improve impression level by one per Potency MtAw2 p 168
Prime 3, Disciple
Aetheric Winds - Weaving Potency - Athletics, Expression, Occult Attack with shrieking aetheric wind
+1 Reach: Create Heavy Winds Environmental Tilt
+1 Reach: Destroy target's Mana instead of dealing damage
MtAw2 p 168
Camera Obscura - Weaving Duration - Craft, Expression, Science *Cost 1 Mana* This spell enchants a Camera, video recorder or similar device and allows it to record Supernal Energies allowing a mage to study the recordings using Active and Focused mage sight.
+2 Reach: 1 Mana to make the recordings Lasting
SoS 28
Channel Mana - Weaving Potency - Occult, Politics, Socialize Move Mana equal to Potency between vessels(mages, Hallows, etc). This cannot exceed Gnosis-derived the Mana per turn limit though
+1 Reach: Ignore Mana per turn limit for this spell
MtAw2 p 168
Cleanse Pattern - Fraying Potency - Investigation, Occult, Stealth Remove the dramatic failure of a focused Mage Sight Revelation. This spell will also remove a mage's Signature Nimbus form the subject MtAw2 p 168
Display of Power - Weaving Duration - Brawl, Occult, Socialize Imagos become visible to all forms of Active Mage Sight
+2 Reach: For one Mana all attempts to Counterspell gain the Rote Quality
Add Fate •: Make clauses of fae Contracts visible.
MtAw2 p 168, DE2 379
Ephemeral Enchantment - Weaving Duration - Crafts, Occult, Weaponry Subject becomes solid to any and all Twilight entities
+2 Reach: For one Mana, if the subject is a weapon it will inflict aggravated damage to one specified Twilight entity. Every additional entity costs one Mana
MtAw2 p 169
Geomancy - Weaving Duration - Academics, Expression, Occult Move ley lines within the area of effect. May also change the Resonance Keyword of a Node MtAw2 p 169
Imbue Room Space ●●● Weaving Duration - Larceny, Occult, Science Allows a Mage to prepare a room or space for the Imbue Item attainment. Unlike an object the room does not have Mana storage so all Mana must be spent by the user of the Imbued room SoS 69
Mana Battery - Weaving Duration - Academics, Occult, Subterfuge Allows a Mage to prime an item to store Mana, The mage casts the spell on a subject prior to using the Attainment Imbue Item. The subject is Primed to accept a Mana pool but not a spell, the Number of successes necessary to imbue the item is equal to the Mana Pool imbued within. An Item created this way can be used to cast spells without using a Mages own Mana, and can be refilled with Mana using the spell Channel Mana SoS 70
Platonic Form - Perfecting Potency - Academics, Crafts, Expression *Cost 1+ Mana* - Create a simple Tass object or tool of Size 5 or less from Mana. Durability is 1 and contains one Mana. Potency may be allocated to the following effects: increase Durability by +1, increase Mana capacity by +1, if a tool add +1 equipment bonus though each use of the tool now uses one up Mana. When all Mana is used up the object crumbles. If the spell expires any unused Mana will be lost
Add Forces ●●●: The construct is not obviously magical
+1 Reach: If a tool it gains the 8-Again
+2 Reach: The construct can be a complex device
MtAw2 p 169
Primary Subject - Weaving Duration Resolve Intimidation, Occult, Subterfuge *Cost 1+ Mana* This spell alters the imbument process, creating an item that will always target the user. The subject of the spell must be a mage. SoS 72
Reveal Marks Time ●● Weaving Potency - Crafts, Expression, Investigation You may discern all signature Nimbuses associated with the Subject, This spell reduces the difficulty to Focused Mage Sight to scrutinize the subject for a signature Nimbus and reveals all Nimbuses associated with the subject. Add Potency as bonus die to reveal them.
+1 Reach: Add bonus dice equal to Potency to Clash of Wills to reveal an obscured Signature Nimbus
SoS 74
Scribe Palimpsest - Weaving Potency Rotes Total Arcanum dots +1 Crafts, Expression, Occult *Costs 1 Mana* Like "Scribe Grimoire" this spell gives physical form to a single rote's symbols using a Grimoire that has had its contents erased, scrubbed, scribbled out, painted over or otherwise made unreadable. The Storyteller chooses one Arcanum when the character casts this spell. Whenever a character later casts the rote from the completed Grimoire, it acts as though it incorporated dots of the chosen Arcanum equal to this spell’s Potency, creating unpredictable blended effects.
+1 Reach: For 1 point of Mana, the spell's Duration is Lasting
SoS 84
Spirit Vessel Spirit ●●● Weaving Duration Resistance Academics, Intimidation, Occult Prepare a Spirit for the Imbue Item Attainment. The mage must either cast the spell through the Gauntlet or the spirit must be Manifested. The subject automatically withstands the casting. SoS 69
Steal Mana - Fraying Duration Stamina Expression, Occult, Subterfuge *Costs 1 Mana* This spell alters the imbument process resulting in an item that siphons its users Mana. When under this spell when Imbuing an item you may set a Mana capacity to the item, instead of imbuing it with that much Mana it steals it from its user. When someone goes to activate the spell it will steal mana equal to capacity, should it attempt to take more than its capacity the leftover Mana dissipates into the atmosphere. If the user doesn't have enough Mana it deals Bashing damage for each Mana it cannot siphon SoS 72
Stealing Fire - Perfecting Duration Resolve Expression, Larceny, Persuasion Temporarily turn Sleeper into a Sleepwalker. Breaking points from magic will hit only when the spell expires MtAw2 p 168
Stored Spell - Weaving Duration - Academics, Occult, Subterfuge A Mage may make an item capable of holding a spell until later activation similar to the Attainment Imbue Item. Once this spell is in effect a mage may spend a Mana to cast any other spell on the item that uses touch/self range, which is contained and unactivated. Stored Spell may store spells up to its level in Potency. These spells don't activate until someone Spends a point of Mana to activate the spell, Stored Spell is canceled, The duration of Stored Spell ends or the Duration of the stored spells end SoS 70
Prime 4. Adept
Apocalypse - Patterning Duration Resolve Occult, Persuasion, Socialize Grant a Sleeper the ability to see what a Mage sees
+1 Reach and Add Any Other Arcanum 1: Add the Arcanum to the granted Sight.
MtAw2 p 169
Celestial Fire - Patterning Potency - Athletics, Expression, Occult Attack spell inflict Lethal equal to Potency
+1 Reach: Spell ignites flammable object in the scene
+1 Reach: For one Mana, spell deals aggravated damage
+1 Reach: May destroy target's Mana instead of dealing damage, spend Potency between regular and Mana damage
MtAw2 p 170
Destroy Tass - Unraveling Potency Durability Brawl, Intimidation, Occult Successful casting destroys Tass. Mana form the tass is not destroyed but released into the world likely to the nearest Hallow MtAw2 p 170
Hallow Dance - Patterning Potency Hallow Rating Expression, Occult, Survival Suppress an active Hallow or awaken a dormant one. Rousing requires Potency equal to the Hallow's rating. Dampening reduces the Hallow's dot rating by Potency, if it falls to zero or less the Hallow is rendered dormant
+2 Reach: For one point of Mana the effect is Lasting
MtAw2 p 170
Primal Transfer - Patterning Duration Composure Crafts, Empathy, Subterfuge This allows a Mage to transfer spell control of a spell they've cast to another mage. The spell transfers Spells up to Potency from Caster to Subject. Once the Duration ends control returns to the Caster
+2 Reach: If Primal Transfer is Imbued into an item with this effect spell control is passed to the user of the Item allowing the user to assign reach and reassign spell factors
SoS 71
Scribe Daimonomikon - Patterning Potency Rank of Attainment + (10 - Caster's Gnosis) Crafts, Expression, Occult *Cost 1 Mana* Scribe a Daimonomikon for the Mage's Legacy. A Mage must be of Gnosis 2 or above to cast this. Anyone initiated into a Legacy via a Daimonomikon must spend 1 Arcane Experience and if used to learn more Legacy Attainments must use the Experience cost listed for learning without a tutor. These serve as a sympathetic Yantra worth +2 Dice for members of the inscribed Legacy
+1 Reach: For 1 Mana, the Spell's Duration is Lasting
SoS 87
Supernal Dispellation - Unraveling Potency Arcanum rating of the subject spell’s caster Athletics, Intimidation, Occult Success suppresses target spell for Supernal Dispellations Duration
Add Fate 1: Selectively suppress spell
+2 Reach: Make the effect Lasting
MtAw2 p 170
Transfer Soul Stone - Patterning Duration - Crafts, Occult, Persuasion May transfer a Soul Stone from one object to another of size 2 or below
+2 Reach: This spell is Lasting
SoS 91
Prime 5, Master
Blasphemy - Unmaking Potency Hallow Rating, if applicable Athletics, Occult, Survival Sever the connection to the Supernal in an area
+2 Reach: Make the effect Lasting
MtAw2 p 170
Create Truth - Making Duration Hallow Rating Expression, Occult, Persuasion Cost 5 Mana per Potency. Create Hallow with rating equal to Potency, Hallows cannot have a rating above 5
+2 Reach: For 5 Mana the effect is Lasting
MtAw2 p 170
Eidolon - Making Potency - Academics, Crafts, Occult Like "Platonic Form" but can create animate Tass. May spend Potency on an additional effect: grant the mage a dot of the Retainer Merit. Construct will obey its owner's command
Add Forces ●●●: The construct is not obviously magical
Add Mind ●●●●●: The construct may be given a mind of its own, as per the Psychic Genesis spell
MtAw2 p 171
Forge Purpose - Making Duration Resolve Empathy, Expression, Medicine Subject gains one of the caster's Obsessions. If subject is a mage already possessing the maximum number of Obsessions this spell causes a Clash of Wills. If successful replace one of these Obsessions
+1 Reach: Can grant a wholly new Obsession
MtAw2 p 171
Word of Unmaking - Unmaking Potency Merit rating or Durability Intimidation, Occult, Weaponry Destroy a magical item, but not artifacts
+2 Reach: Item explodes violently, roll the item Merit rating or Durability. Anyone within 1 yard per dot suffers lethal damage per success
MtAw2 p 171

Spells, Space (2nd Edition)

Name Secondary Required Arcana Practice Primary Withstand Rote Skills Description Source
Space 1, Initiate
Correspondence - Knowing Potency - Academics, Empathy, Medicine Learn one of subjects sympathetic links per Potency. The oldest and strongest are revealed first. If the link is nearby you will learn it't exact location too.
+1 Reach: You can follow a link to it's other end.
+1 Reach: Learn the emotional aspect of the connection. Connection "My childhood home" may carry notes of comfort or fear depending on the subject.
+2 Reach: Specify what links you want to learn. The answer comes form the subjects perspective.
+2 Reach: If used on a keyed spell or iris this spell can learn the key.
MtAw2 p172
Ground Eater - Compelling Potency Stamina Athletics, Science, Survival Add or reduce Speed by Potency. Speed cannot go below 1 MtAw2 p173
Isolation - Compelling Potency Composure Academics, Intimidation, Subterfuge Any attempt to interact with other people costs a Willpower point. Even then, dice pools are penalized by Potency. Prolonged exposure to spell (a day per point of subject's Composure) may cause breaking points or Conditions like Shaken or Spooked MtAw2 p173
Locate Object - Knowing Duration - Empathy, Occult, Science Can find the subject in spell area.
+1 Reach: Can track the subject even if it leaves the area.
MtAw2 p173
The Outward and Inward Eye - Unveiling Duration - Firearms, Investigation, Occult Gain 360 degree vision and hearing. All attempts to ambush the character fail, or in the case of exceptional camouflage or distraction a chance die. Finally all penalties due to range, cover or concealment(but not darkness or other poor visibility situations) are reduced by Potency.
+2 Reach: Can see through warps or shortcuts in Space. This includes Distortion Irises, additional Arcana may allow sight into other types of Irises, this is at Storyteller's discretion
MtAw2 p174
Space 2, Apprentice
Borrow Threads - Ruling Duration Sympathy Larceny, Occult, Subterfuge Allows the transfer of a number of sympathetic connections between the caster and the subject(s) of the spell equal to potency. The caster must be aware of the links, either through other magic or knowledge of the subject.
+1 Reach: The caster may also transfer connections between subjects affected without being involved in the transfer.
+1 Reach: The caster may copy connections instead of transferring them.
MtAw2 p174
Break Boundary - Ruling Potency - Athletics, Larceny, Persuasion Allows the subject to slip past an obstacle that is obstructing a path or similar restriction of movement.
+1 Reach: The subject can fit through narrow or restrictive passageways they couldn't normally fit through.
+2 Reach: Subjects unable to move can pass through obstructions, appearing on the other side.
MtAw2 p174
Lying Maps - Veiling Duration Resolve Academics, Politics, Survival Makes a subject certain that a path of the caster's choosing is the correct path to a destination. MtAw2 p174
Scrying - Ruling Duration - Computers, Occult, Subterfuge Allows the caster to remotely view a distant location, with varying effects depending on the type of Sympathetic connection. Spells can also be cast on subjects as if one were viewing them remotely. The scrying window may be invisible or visible to everyone in the vicinity.
Add Fate 2: The caster can select specific people who can see the scrying window.
MtAw2 p174
Secret Door - Veiling Duration - Occult, Stealth, Subterfuge Allows the caster to hide a passageway from mundane perception, invoking Clash of Wills against magical perception.
+1 Reach: A Key may be specified to allow entry.
MtAw2 p175
Veil Sympathy - Veiling Duration Sympathy Politics, Subterfuge, Survival Conceals one of the subject's sympathetic connections.
+1 Reach: May make the subject appear to have a nonexistent connection.
+1 Reach: Prevents the connection from being used as a Sympathetic Yantra.
+2 Reach: The caster may suppress all of the subject's connections.
MtAw2 p175
Ward - Shielding Duration - Athletics, Subterfuge, Weaponry Prevents space from being manipulated in an area.
+1 Reach: The caster may specify a Key that can allow the manipulation of space.
+2 Reach: The caster may ward an Iris.
MtAw2 p176
Space 3, Disciple
Ban - Weaving Duration - Intimidation, Science, Stealth Cuts an area off from the outside world, including light, sound, and air.
Add Any Arcanum 2: Exclude phenomena under that Arcanum, or only Ban phenomena of that Arcanum.
MtAw2 p176
Co-Location - Fraying Duration - Athletics, Firearms, Science Allows the overlapping of multiple locations. Individuals who can perceive this overlap may switch between locations reflexively once a turn.
+1 Reach: Anything in the overlapped locations may be made visible to the naked eye.
+1 Reach: The caster may make the Co-Location a two-dimensional plane, creating a portal.
+1 Reach: The caster may specify a Key needed to use the overlap.
+2 Reach: Individuals who can perceive the overlap may reflexively switch locations twice per turn instead of once.
MtAw2 p176
Forced Sympathy - Weaving Duration Composure Empathy, Stealth, Subterfuge Must be cast on a Mage to alter his imbument process. Whenever a user casts the item's spell it always targets the subject with the closest sympathy to the user. Closest sympathy is determined by the best sympathetic Yantra on the user at the time of Casting. If the user has multiple items which could be used as Sympathetic Yantras the spells effect occurs on the one in closest physical range. SoS 73
Optimal Container - Perfecting Duration - Larceny, Science, Subterfuge Expand the dimensions within a container to allow it to hold larger objects than usual. Enhance the sized item a container can hold by its base size + Potency SoS 66
Perfect Sympathy - Perfecting Duration - Academics, Empathy, Larceny Allows the subject to gain 8-Again when taking an action on a subject that is one of their Strong sympathies.
+1 Reach: Can redirect spells at Sympathetic Range to a Strong connection instead.
+1 Reach: For one Mana, the subject gains (Potency) rote actions when taking an action on a subject that is one of their Strong sympathies.
+1 Reach: The benefits extend to Medium sympathetic connections.
MtAw2 p176
Warp - Fraying Potency - Athletics, Brawl, Medicine Deals bashing damage equal to Potency by twisting the space the subject occupies.
+1 Reach: The pain inflicts the Arm Wrack or Leg Wrack Tilt.
MtAw2 p177
Web-Weaver - Perfecting Duration Composure Crafts, Empathy, Persuasion Allows bolstering of a sympathetic connection.
Add Time 2: The caster may use temporal sympathy to anything the subject touched in the target time.
MtAw2 p177
Space 4. Adept
Alter Direction - Patterning Duration - Academics, Firearms, Persuasion Allows the caster to change (Potency) absolute directions (e.g. north, south, up, down) in an area, or change directions relative to a chosen subject.
+1 Reach: The caster can redefine directions in curves rather than just straight lines.
MtAw2 p177
Collapse - Unraveling Potency - Academics, Firearms, Intimidation Forces a subject and a chosen object to occupy the same space, dealing (Potency) lethal damage.
+1 Reach: For 1 Mana, damage inflicted becomes Aggravated.
+1 Reach: The co-located object remains inside the subject.
MtAw2 p177
Cut Threads - Unraveling Potency Sympathy (Connection) Persuasion, Politics, Weaponry Destroy a sympathetic connection, effect is lasting, but connection can be restored in time.
+2 Reach: Remove the subject's sympathetic name. This is not lasting and only last until the spell expires
MtAw2 p177
Secret Room - Patterning Duration - Expression, Science, Survival Enlarge or shrink a space. Making a box bigger on the inside than on the outside, for example. Scale has to encompass the targets current size. And goes up or down equal to Potency in steps along the Area Scale Factor. MtAw2 p178
Teleportation - Patterning Potency - Larceny, Persuasion, Science Teleport a subject to another location. You may use the Sympathetic Range Attainment on either the subject or the location but not both.
+1 Reach: You may swap the location of two subjects with no more a point of Size difference
+2 Reach: You may now use two separate Sympathetic Ranges. The spell is Withstood by the worse of the two connections
MtAw2 p178
Space 5, Master
Create Sympathy - Making Potency Desired Sympathy Empathy, Persuasion, Politics Create a new sympathetic connection for the subject. This is Lasting, but may fade with time.
+1 Reach: The created connection is Lasting and never fades. Only magic can sever it now
+2 Reach: Give a subject a new sympathetic name. This is not Lasting and fades when the spell ends
MtAw2 p178
Forge No Chains - Unmaking Duration - Occult, Subterfuge, Survival For the Duration of the spell the subjects cannot create new sympathetic connection. blood, hair, etc shed during the Duration of the spell do not link back to the subject. This also has an effect on any Space spells you leave behind. Any attempt to scrutinize your spells with Mage Sight has the spell's Potency added to the Opacity MtAw2 p178
Pocket Dimension - Making Duration - Crafts, Expression, Survival Create a space. By default this space is devoid of the other arcana: No Death or Spirit means no Twilight, No Time means things inside are held in stasis (unaging but also never growing/improving). Unless a portal connects the space to a point in the world the only way to get there is to teleport. Spells cast within never cause Paradox unless they sympathetic range is used to affect something outside of the space. The mage herself is considered a material sympathetic yantra for her own Pocket Dimension. If the space is ever destroyed or the spell expires objects within return to the exact location from which they entered the space.
+1 Reach: Create an Iris to the Pocket Dimension in the physical world. For an additional Reach you may specify a Key for this Iris.
Add Time 2: Time flows normally within the space mirroring time passed in the physical world. Without oxygen inside the space however this means anything inside can asphyxiate.
Add Death 2, Mind 2 or Spirit 2: The space now contains a Twilight attuned to the Arcanum used
MtAw2 p178
Quarantine - Unmaking Duration - Academics, Larceny, Socialize Remove a subject from space altogether. The world adjusts for the missing space. A Quarantined house doesn't leave behind an empty space, instead the neighboring house would now find themselves adjacent. Meanwhile those within the Quarentined space will find they cannot leave. Similar to a Pocket Dimension except it still has it's own Time, Twilight, Matter and so forth
+1 Reach: Specify a Key that allows access to and from the removed area.
Add Mind 4: For the Duration of the spell no one remembers the area used to exist. Those within do still remember.
Add Time 5: For the duration of the spell the area and those within retroactively never existed. History rewrites itself, but returns to normal when the spell expires
MtAw2 p179
Unnaming - Unmaking Duration Composure Empathy, Expression, Occult The Mage Erases a subject's sympathetic name from existance, the exicised name is immediately replaced with one that matches whatever most sleepers would use to refer to her as. Any Sympathetic connections to the old name cease to exist as well. Any mage attempting to cast sympathetically using the mage faces a penalty until learning the new one.
Add Prime •••••: The Spell can be used on an Awakened Subject's Shadow Name and Nimbus instead. The Shadow name isn't replaced immediately and the subject needs to build their Supernal identity from scratch
SoS 94

Spells, Spirit (2nd Edition)

Name Secondary Required Arcana Practice Primary Factor Withstand Suggested Rote Skills Description Source
Spirit 1, Initiate
Coaxing the Spirits - Compelling Potency Composure or Rank Politics, Athletics, Expression Compel a Spirit or it's physical representation to take a single instant action that is in accordance to it's nature. MtAw2 p 180
Exorcist's Eye - Unveiling Duration - Occult, Survival, Socialize See and speak with any Spirit, be they in Twilight, slumbering in an object or possessing somebody. Can also see the conduit of any Spirit with the Reaching Manifestation
+1 Reach: Can see across the Gauntlet, Withstood by Gauntlet Strength
Add Death 1 or Mind 1: These benefits extend to ghost or Goetia respectively
MtAw2 p 180
Gremlins - Compelling Potency - Larceny, Politics, Subterfuge Cause Spirit of object to hinder it's user. Each level of Potency causes one failure with the item to become a dramatic failure. A player's character can earn a Beat from this as per normal
+1 Reach: As long as the object is within sensory range, can decide what failure become dramatic failures
MtAw2 p 180
Invoke Bane - Compelling Duration Rank Brawl, Intimidation, Occult Force a Spirit to avoid it's Bane even more then normal. Spirit needs to spend a Willpower to come within the area(this is the Area factor of the spell) of it's bane and cannot touch it. Spirits above Rank 5 are unaffected by this spell MtAw2 p 180
Know Spirit - Knowing Potency Rank Academics, Brawl, Socialize Learn a number of facts about the Spirit equal to Potency: Spirit's name, Rank, Manifestations, Numina, Influences and roughly how strong these are, Ban, Bane MtAw2 p 180
Spirit 2, Apprentice
Cap the Well - Shielding Duration - Politics, Survival, Persuasion Any attempt to feed from a source of Essence affected by this spell provokes a Clash of Wills MtAw2 p 180
Channel Essence - Ruling Potency - Occult, Persuasion, Survival Move Essence equal to Potency but no higher than the Gnosis-derived Mana per turn, from a Resonant Condition or suitable receptacle to a Spirit. You can store Essence into your own Pattern which stays even after the spell has expired. You can hold an amount of Mana and Essence equal to Gnosis-derived maximum Mana
Add Death 2 or Mind 2: Spell may be cast on ghosts or Goetia respectively+1 Reach: Can siphon Essence directly from a Spirit, subject may resist with Rank
MtAw2 p 180
Command Spirit - Ruling Potency Rank Medicine, Athletics, Persuasion Force a Spirit to undertake a number of actions equal to Potency. Spirit may/will abandon uncomplete task if the spell Duration expires. No effect on Spirits above Rank 5 MtAw2 p 181
Ephemeral Shield - Shielding Duration - Animal Ken, Medicine, Stealth Any Spirit Numina, Influences and Manifestations, Spirit Spells and werewolf Gifts aimed at subject provoke a Clash of Wills
+1 Reach: A Spirits physical attacks are likewise affected
Add Death 2 or Mind 2: Shield affects ghosts or Goetia respectively
MtAw2 p 181
Gossamer Touch - Ruling Duration - Brawl, Crafts, Intimidation Can interact physically with Spirits in Twilight
Add Death 2 or Mind 2: Affects ghosts or Goetia respectively
+1 Reach: Object you carry are likewise physical to Spirits
+1 Reach: Unarmed attacks against Spirits deal Potency extra damage
MtAw2 p 181
Opener of the Way - Ruling Duration - Athletics, Computers, Socialize Shift Resonant Condition to Open Condition or vice versa MtAw2 p 181
Shadow Walk - Veiling Duration - Occult, Stealth, Streetwise Subject becomes shrouded from Spirit and Spirit magics notice. Supernatural effects to detect provoke a Clash of Wills MtAw2 p 181
Slumber - Ruling Duration Rank Expression, Occult, Weaponry Reduce the rate at which a hibernating Spirit regains Essence. Instead of one Essence per day the Spirit only regains one Essence per Potency days MtAw2 p 181
Spirit 3, Disciple
Bolster Spirit - Perfecting Potency - Medicine, Occult, Expression Heal a Spirit. Each level of Potency heals two bashing damage
+1 Reach: Instead of healing, each level of Potency can increase one of the Spirit's Attributes by one for the duration of the spell
+2 Reach: Spend one Mana to increase the Spirit's Rank by one.
MtAw2 p 181
Erode Resonance - Fraying Duration - Crafts, Brawl, Intimidation Remove a subject's Open or Resonant condition. This effect is Lasting
+1 Reach: Any future attempts to create the Conditions suffers a penalty equal to Potency
MtAw2 p 181
Howl From Beyond - Fraying Potency - Expression, Firearms, Medicine Attack spell deal bashing damage equal to Potency.
+1 Reach: the subject gains the Open Condition
+1 Reach: Can target beings on the other side of the Gauntlet, but is Withstood by Gauntlet Strength
MtAw2 p 182
Place of Power - Fraying or Perfecting Potency Gauntlet Strength Academics, Expression, Survival Raise or lower Gauntlet Strength in spell Area by Potency
+1 Reach: Alter Gauntlet independently on either side. For example making it easier to enter the Shadow but harder to leave or vice versa
MtAw2 p 182
Reaching - Weaving Duration Gauntlet Strength Athletics, Medicine, Socialize Interact physically and magically with things on the other side of the Gauntlet
+1 Reach: Open an Iris between the physical world and the Shadow, which anybody can pass through. For another Reach may specify a Key
MtAw2 p 182
Rouse Spirit - Perfecting Potency Rank Athletics, Expression, Investigation Awaken a Spirit early Potency required is equal to the difference between the Spirit's current Essence and total Corpus
+1 Reach: For each additional Reach, the Spirit wakes with an additional Corpus box cleared
MtAw2 p 182
Spirit Summons - Perfecting Duration Rank Persuasion, Socialize, Occult Call a Spirit in the local area to you
+1 Reach: Spell also creates the Open Condition
+1 Reach: Can give the Spirit a single word command to follow
+1 Reach: Can call a Spirit form the Shadow instead. Spell it Withstood by the greater of Rank and Gauntlet Strength
+2 Reach: Can give Spirit a complex command to follow
MtAw2 p 182
Spiritual Tool - Perfecting Duration - Empathy, Occult, Survival Enhance an item to be more in-tune with the Shadow and Spirits in general. The object becomes both an item of the material world and the shadow and is able to interact with spirits both within Twilight and the Shadow. If the item is carried into either other realm it retains its material form when it returns to the material world SoS 66
Spirit 4. Adept
Banishment - Unraveling Potency Rank Brawl, Expression, Occult Strip a number of Manifestation Conditions equal to Potency. Effect is Lasting, but Conditions may be reasteablished as normal. No effect on Spirits above Rank 5
Add Mind 4: affect Goetia
Add Death4: addect Ghosts
+1 Reach: Conditions cannot be reestablished until spell duration has expired
MtAw2 p 182
Bind Spirit - Patterning Duration Rank Crafts, Brawl, Intimidation Grant a number of Manifestation Conditions equal to Potency. No effect on Spirits above Rank 5
Add Mind 4: effect Goetia
Add Death 4: effect Ghosts
MtAw2 p 183
Craft Fetish - Patterning Duration Rank Crafts, Occult, Persuasion Create a Fetish an item that contains a Spirit. And can be used to call upon a number of one of the Spirit's Influence dots and Numina equal to Potency. These abilities cost Essence and the item has the Spirit's Essence pool. Triggering the bound Spirit's Ban or Bane destroys the fetish. A fetish without a Spirit may also be created and can hold 10+Potency Essence MtAw2 p 183
Familiar - Patterning Duration - Athletics, Expression, Intimidate Gain the Familiar Merit for the duration of the spell. Both parties must be willing. Cannot effect Spirits above Rank 2
Substitute Death 4 or Mind 4: Bind a Ghost or Goetia respectively
MtAw2 p 183
Haunted Grimoire Prime • Patterning Potency Total Arcanum dots of Rote + Rank Crafts, Intimidation, Occult *Costs 1 Mana* The Mage binds a spirit to a grimoire, writing its essence into the vessel's pattern. This doesn't host the Spirits numina or influences nor does it have an essence pool. The Grimoire gains the Open and Resonant Conditions. When cast the spell is increased by the Spirits Rank for Primary Factor however the Spirit has a chance to escape with a Clash of Wills to the caster. When someone memorizes a Rote the Spirit has a chance to possess them using a CLash of Wills. This spell is a Wisdom Sin against Understanding SoS 86
Scribe Daimonomikon Prime • Patterning Potency Rank of Attainment + (10 - Caster's Gnosis) Crafts, Expression, Occult *Cost 1 Mana* Scribe a Daimonomikon for the Mage's Legacy. A Mage must be of Gnosis 2 or above to cast this. Anyone initiated into a Legacy via a Daimonomikon must spend 1 Arcane Experience and if used to learn more Legacy Attainments must use the Experience cost listed for learning without a tutor. These serve as a sympathetic Yantra worth +2 Dice for members of the inscribed Legacy
+1 Reach: For 1 Mana, the Spell's Duration is Lasting
SoS 87
Shadow Scream - Unraveling Potency - Expression, Firearms, Medicine Deal Lethal damage equal to Potency. Can hit targets in Twilight
+1 Reach: For one point of Mana damage is aggravated
+1 Reach: Can destroy Essence divide Potency between regular and Essence damage
+1 Reach: Target gains Open Condition
+1 Reach: Can hit target on the other side of the Gauntlet
MtAw2 p 183
Shape Spirit - Patterning Potency Rank Crafts, Medicine, Persuasion Change a Spirit with a number of effects equal to Potency: Change nature, Redistribute Attribute dots, Heal one Lethal corpus, Redefine and redistribute Influences, Add/remove/replace one Manifestation, Add/remove/replace one Numen, Rewrite Ban or Bane. In addition can also change the Spirit's size, shape and appearance but no bigger than the spell's Scale factor. Traits must stay within Rank-derived maximums. Change revert at the end of spell duration
+1 Reach: For one Mana heal aggravated damage
MtAw2 p 184
Twilit Body - Patterning Duration - Occult, Subterfuge, Survival Turn yourself(and whatever you're wearing) into Spirit-attuned ephemera, and thus in Twilight
+1 Reach: can become immaterial even in realms where Twilight doesn't normally exist
MtAw2 p 184
World Walker - Patterning Potency Gauntlet Strength Athletics, Persuasion, Survival Bring subject across the Gauntlet, no portal necessary
+1 Reach: Give conjured Spirit Materialized Condition
MtAw2 p 184
Spirit 5, Master
Annihilate Spirit - Unmaking Potency Rank Intimidation, Science, Weaponry Utterly destroy a Spirit. The Spirit may spend an Essence to roll Power + Finesse in a Clash of Wills to prevent this. But if the spell succeeds the Spirit is destroyed even if it still has Essence it won't go into hibernation the Spirit is simply gone. Cannot affect Spirits above Rank 5 MtAw2 p 184
Birth Spirit - Making Duration - Crafts, Medicine, Expression Create a Rank 1 Spirit
+1 Reach: For one Mana, create a Rank 2 Spirit
MtAw2 p 184
Create Locus - Making Duration Gauntlet Strength Crafts, Empathy, Survival Create a Locus at a location with the Resonant Condition
+1 Reach: The Locus generates Essence equal to Potency per day
MtAw2 p 184
Essence Fountain - Making Potency - Empathy, Expression, Occult Create Essence equal to Potency. The Essence has a Resonance of your choosing, as long as you have encountered it before
+1 Reach: Flavor the Essence with multiple Resonances
MtAw2 p 185
Spirit Manse - Making Duration - Crafts, Expression, Survival Create a place in the Shadow for yourself and gain the Safe Place Merit with rating equal to Potency
+1 Reach: You may create an Iris between this place and the material world and may give it a key. But the spell becomes Withstood by Gauntlet Strength
MtAw2 p 185

Spells, Time (2nd Edition)

Name Secondary Required Arcana Practice Primary Withstand Rote Skills Description Source
Time 1, Initiate
Divination - Knowing Potency - Academics, Empathy, Investigation Ask a general question regarding the future with an answer of "Yes", "No" or "Irrelevant"
+1 Reach: The questions asked can be more specific and the answer gives more information
MtAw2ed p186
Green Light/Red Light - Compelling Duration - Computer, Larceny, Subterfuge Cast Positively: Anything that can help the subject achieve the objective faster will happen at the exact moment to do so.
Cast Negatively: Anything that can delay the target will happen at the exact moment to do so
MtAw2ed p187
Momentary Flux - Knowing Potency - Investigation, Streetwise, Survival The Mage can determine if the subject will prove beneficial or baneful in the future.
When acting on the information gained, the Mage can add the spell's potency to their Initiative.
MtAw2ed p187
Perfect Timing - Unveiling Duration - Empathy, Socialize, Streetwise The subject can spend a turn during the spell's duration on planning, and, in doing so, can add the spell's Potency to their next instant action. MtAw2ed p187
Postcognition - Unveiling Potency - Academics, Empathy, Investigation The mage can see into the subject's past, wieving it all from a moment declared in "real time"
+1 Reach: The mage can rewind, speed up, slow down and pause the vision at any given time
The mage does not lose Defense when watching the vision
MtAw2ed p187
Time 2, Apprentice
Choose the Thread - Ruling Potency Resolve Occult, Science, Subterfuge You may roll twice for your next mundane dice roll. Then choose which takes effect.
+2 Reach: May affect rolls for spellcasting and other supernatural powers
MtAw2ed p187
Constant Presence - Shielding Duration - Occult, Persuasion, Survival Preserve yourself against alterations to the timeline. Any alterations that would change you provoke a Clash of Wills. If you win the world will still be altered but you will not be. MtAw2ed p187
Hung Spell - Ruling Duration - Crafts, Occult, Expression The subject of this spell must be a mage. The subject may then spend a Mana to "hang" his spell. Hung Spell may hold up to a Potency in number of spells these spells still counts against the caster's spell control. Any hanged spells will not have their Durations expire but won't take effect yet either. When Hung Spell ceases all the hanged spells immediately take effect according to their own Durations and effects. MtAw2ed p188
Shield of Chronos - Veiling Duration - Academics, Stealth, Subterfuge Anybody trying to view the subject through time, either by looking at the presently shielded subject's future or into a past when the subject was shielded. Provokes a Clash of Wills
+1 Reach: Instead of simply preventing Time magic from seeing the subject. You may show a false series of events that the magic "discovers". If powers would seek to pierce the illusion anyway this provokes a Clash of Wills
MtAw2ed p188
Tipping the Hourglass - Ruling Potency Resolve Athletics, Crafts, Investigation Add or subtract Potency from a subjects Initiative. Subjects who have already taken an action this turn need to wait until the next turn to take advantage of their new Initiative MtAw2ed p188
Veil of Moments - Shielding Duration - Medicine, Investigation Subterfuge Protect a subject from Time's effects. The subject will not bleed out form wounds, poison, toxins and the progression of disease are stalled. New Conditions and Tilts cannot be imposed on the subject. Supernatural powers that would anyway provoke a Clash of Wills. Downsides of the spell: you no longer heal naturally while under the spell's effect. Healing through Pattern Restoration and Life magic will still work. Willpower and Mana cannot be restored and Experiences cannot be spend. The subjects ceases aging.
+1 Reach: may ignore Persistent Conditions. Time spend under this spell does not count toward any time necessary for Conditions to lapse
+1 Reach: may heal naturally
+1 Reach: may regain Willpower
+1 Reach: may regain Mana
MtAw2ed p188
Time 3, Disciple
Acceleration - Perfecting Potency - Athletics, Drive, Stealth Speed up a subjects movements. Multiply speed by Potency, apply Defense against firearms and take the first action in a turn (unless you choose to delay it). You also apply Potency to Defense buy only when dodging MtAw2ed p189
Chronos' Curse - Fraying Potency Stamina Academics, Occult, Intimidation Slow a subject down. This reduces their Defense by Potency and divides their Speed by Potency, rounding down. Subject go last in a turn.
+1 Reach: Spend one Mana, the subject loses all Defense against attacks
+1 Reach: Multiply the time per roll of extended actions by Potency. This does not effect the ritaul casting times of mages
MtAw2ed p190
Shifting Sands - Fraying Potency - Academics, Occult, Survival The subject goes back in time a number of turns equal to Potency. Any injuries and Conditions obtained or Mana and Willpower spend in the reversed turns do not change back and stay as they are. Any spells cast in the reversed time are canceled. Once the subject catches up to the present, any changes made become Lasting
+1 Reach: Travel back a full scene. This Reach may be applied multiple times
MtAw2ed p190
Temporal Summoning - Weaving Potency - Athletics, Investigation, Persuasion Return the subject to an younger version of itself. Buildings can be restored and injuries healed. Once the spell ends any changed made revert back to normal. Any injuries and Conditions obtained while this spell was active carry over to the subjects present self. Limits of Spell includes not being able to bring the dead back and a vampire returned to 'Childhood' becomes a vampiric child MtAw2ed p190
Time Limit Prime •• Weaving Duration - Expression, Science, Survival The Caster instills a time limit on the effects of an imbued spell as she relinquishes it for one week per dot of Potency. This applies to one person each use so a new user can make the item work again but only for the time limit
+1 Reach: The spell's time limit is increased to one month per Potency
SoS 71
Weight of Years - Perfecting Potency - Crafts, Intimidation, Medicine An attack spell. Deal Bashing damage equal to Potency. If used on objects or structures. Apply Potency directly as damage to Structure and reduce Durability by 1 for every 2 points of Structure lost
+1 Reach: For living subjects the spell also reduces Athletics by Potency
MtAw2ed p191
Time 4. Adept
Present as Past - Patterning Potency - Empathy, Investigation, Streetwise The subject gains the following benefits. In combat you can require that all affected characters declare their action for that turn. You do not need to declare your own and can act anywhere in the Initiative order that you want. This trumps all supernatural powers except those from the Time Arcanum, these cause a Clash of Wills. In social situations this spell removes a number of Doors equal to Potency from the subject or adds Doors to yourself when the subject performs Social maneuvering against you MtAw2ed p191
Prophecy - Patterning Potency - Academics, Expression, Investigation This spell works like "Divination" except that you can now ask 'what if?' questions. You can ask a number of question equal to Potency
+1 Reach: By applying this spell to Social interaction you may reduce a number of Doors equal to Potency
MtAw2ed p191
Rend Lifespan - Unraveling Potency - Athletics, Medicine, Intimidation An attack spell. Deal Lethal damage equal to Potency. MtAw2ed p191
Rewrite History - Patterning Potency Resolve Expression, Investigation, Persuasion Change the subject's timeline as though different choices were made. Without Temporal Sympathy only recent decisions can be rewritten. Once the spell ends the person instantly reverts to the original timeline. Memories of the time under this spell will seem hazy, distant and dreamlike but the subject will remember the time at least to some extent. Supernatural creatures are not normally affected by this spell
+1 Reach: Reassign a number of the subject's Skill or Merit dot equal to Potency. These can not exceed the subject's maximum
+1 Reach: Reassign a number of the subject's Attributes equal to Potency. These may no exceed the subject's natural maximum or below the character creation priorities of Primary, Secondary and Tertiary
+2 Reach: This spell can affect supernatural creatures. And may revert them back to before they acquired their supernatural template
MtAw2ed p191
Temporal Stutter - Patterning Potency Stamina Intimidation, Science, Survival Throw a subject forward in time. The subject vanishes from the world and won't reappear until the spell expires. If, while reappearing, something new now occupies the space the subject used to inhabit apply the Knocked Down Tilt to whichever of the two has the least Size MtAw2ed p192
Time 5, Master
Blink of an Eye - Unmaking Potency - Academics, Crafts, Occult This spell turns the next extended action into a instant action. A number of rolls for the extended action may be made in this turn equal to Potency. This spell does not affect ritual casting time for mages
+2 Reach: For a point of Mana this spell can affect spellcasting times. Increase the effective Gnosis of a mage equal to Potency for calculating ritual casting times only. For every point over Gnosis 10 reduce the interval by one turn
MtAw2ed p192
Corridors of Time - Unmaking Potency - Academics, Investigation, Persuasion The Subject inhabits their own Past self and is able to Change History. Subject arrives at the Location they were in at the time chosen and is free to make different decisions. Can be viewed under active Time mage sight. Once the mage has 'Caught up' to the present or the spells duration factor is up the changes made to History become Lasting MtAw2ed p192
Temporal Pocket - Making Duration - Occult, Science, Stealth Grant the subject extra time. The entire world around the subject freezes. The subject may do move and touch things freely. But physically moving, consuming or injuring anything ends the spell at the completion of such an action MtAw2ed p192

Spells, Restricted (2nd Edition)

Name Primary Withstand Rote Skills Description Source


Power Stat (2nd Edition)

Major Templates

Acclimation

Possessed by: Deviants

Acclimation is rated from 0 to 5. Its rating is directly added to dice pools, Supernatural Tolerance, and Stability.

Azoth

Possessed by: Prometheans

Azoth Trait Cap Pyros Azothic Radiance Wasteland Creation
Pool /Turn Rate Size
1 5 10 1 Building Six months Room
2 5 11 2 City block Six months Room
3 5 12 3 Several blocks Month Small home
4 5 13 4 Neighborhood Month Small home
5 5 15 5 Quadrant/borough Month Building
6 6 20 6 Half a city Week Building
7 7 30 7 City Week City block
8 8 40 8 City Day Neighborhood
9 9 50 9 City Day City
10 10 100 10 City Day Region

Blood Potency

Possessed by: Vampires, ghouls

Blood Potency Trait Cap Vitae Feeding Requirement Sunlight Damage
Pool /Turn
0 5 Stamina 1 Animals None
1 5 10 1 Animals Every ten minutes
2 5 11 2 Animals Every ten minutes
3 5 12 3 Humans Every minute
4 5 13 4 Humans Once a turn
5 5 15 5 Humans Once a turn
6 6 20 6 Kindred Twice a turn
7 7 25 7 Kindred Twice a turn
8 8 30 8 Kindred Thrice a turn
9 9 50 10 Kindred Thrice a turn
10 10 75 15 Kindred Five times a turn

Gnosis

Possessed by: Mages

Gnosis Trait Cap Mana Ritual Interval Yantras Paradox Combined Spells Obsessions Arcana Limits
Pool /Turn Best Others
1 5 10 1 Three hours 2 1 1 1 3 2
2 5 11 2 Three hours 2 1 1 1 3 3
3 5 12 3 Hour 3 2 2 2 4 3
4 5 13 4 Hour 3 2 2 2 4 4
5 5 15 5 Half hour 4 3 2 2 5 4
6 6 20 6 Half hour 4 3 3 3 5 5
7 7 25 7 Ten minutes 5 4 3 3 5 5
8 8 30 8 Ten minutes 5 4 3 3 5 5
9 9 50 10 One minute 6 5 4 4 5 5
10 10 75 15 One minute 6 5 4 4 5 5

Lair

Possessed by: Beasts, Insatiable

Lair Trait Cap Chambers Lair Traits Extended Lifespan
Total /Scene
1 5 3 2 1 None
2 5 3 3 1 None
3 5 4 3 2 None
4 5 4 4 3 None
5 5 5 4 3 None
6 6 5 5 4 +50 years
7 7 6 5 4 +100 years
8 8 6 6 5 +150 years
9 9 7 6 5 +200 years
10 10 7 7 6 +250 years

Primal Urge

Possessed by: Werewolves

Primal Urge Trait Cap Essence Regeneration Hard Rage Feeding Limit Hunt Interval Lunacy Penalty Tracking Bonus
Pool /Turn
1 5 10 1 1B 10 minutes None Three months 0 0
2 5 11 2 1B 10 minutes Meat Three months 0 0
3 5 12 3 1B 15 minutes Meat One month 0 0
4 5 13 4 2B 20 minutes Raw meat One month -2 +1
5 5 15 5 2B 30 minutes Raw meat Three weeks -2 +1
6 6 20 6 3B 1 hour Carnivores Three weeks -2 +2
7 7 25 7 3B 2 hours Carnivores One week -2 +2
8 8 30 8 4B 3 hours Essence One week -3 +3
9 9 50 10 5B 6 hours Essence Three days -4 +3
10 10 75 15 6B 12 hours Essence Three days -5 +4

Primum

Possessed by: Demons

Primum Trait Cap Aether Max Covers Primum Glitches Demonic Form Evolution
Pool /Turn
1 5 10 1 1 0 Starting form
2 5 11 2 2 0
3 5 12 3 3 0 New Modification
4 5 13 4 4 0
5 5 14 5 5 0
6 6 15 6 5 1 New Technology
7 7 20 7 5 1
8 8 30 8 6 2
9 9 50 10 6 2
10 10 100 15 7 3 New Process

Sekhem

Possessed by: Mummies, immortals

Sekhem Trait Cap Pillars/Turn Attribute Bonus Utterances Descent Rolls
Before Rolling Frequency
1 5 1 +1 Chronicle or 160 days Story or 40 days
2 5 2 +2 •• Two stories or 100 days Two chapters or 20 days
3 5 2 +2 ••• Story or 60 days Chapter or 10 days
4 5 2 +2 •••• Three chapters or 40 days Chapter or 5 days
5 5 3 +3 ••••• Two chapters or 20 days Three scenes or 3 days
6 6 3 +3 ••••• Chapter or 10 days Three scenes or 2 days
7 7 4 +3 ••••• Chapter or 5 days Two scenes or 1 day
8 8 4 +4 ••••• Three scenes or 2 days Two scenes or 1 day
9 9 5 +4 ••••• Two scenes or 1 day Scene or 12 hours
10 10 5 +4 ••••• Scene or 12 hours Scene or 12 hours

Synergy

Possessed by: Bound

Synergy Trait Cap Plasm Touchstones Liminal Aura Relationship
Pool /Turn
1 5 10 1 1 Coercive
2 5 11 2 1 Anchor Positional
3 5 12 3 2 Anchor Positional
4 5 13 4 2 Anchor Positional
5 5 15 5 2 Anchor Sympathetic
6 6 20 6 3 Open Sympathetic
7 7 30 7 3 Open Sympathetic
8 8 40 8 3 Open Empathetic
9 9 50 9 3 Controlled Empathetic
10 10 100 10 3 Controlled Empathetic

Wyrd

Possessed by: Changelings, fae-touched

Wyrd Trait Cap Glamour Goblin Fruit Disease/Fatigue Frailty Accumulation
Pool /Turn
0 5 10 1 0 -0
1 5 10 1 3 -1
2 5 11 2 7 -1 New minor
3 5 12 3 7 -2
4 5 13 4 13 -2 New minor
5 5 15 5 13 -2
6 6 20 6 13 -3 New major
7 7 25 7 29 -3
8 8 30 8 29 -3 New minor
9 9 50 10 101 -3
10 10 75 15 -4 New major

Other Templates

Hollow

Possessed by: Tremere

Hollow Obsessions Mana Sustenance Other Traits
Pool /Turn Sleeper Awakened
1 1 10 1 6 months 1 year Soul Sight, Soul Breath, Burn Soul, Devour the Years
2 2 11 2 5 months 10 months Secret of the Soul Jar
3 2 11 3 4 months 9 months Lesser Soul Grasp, House Attainment
4 3 12 4 3 months 8 months Subtle Ruling Arcanum
5 3 12 5 2 months 6 months Hollow Vessel
6 4 16 6 1 month 5 months Subtle Ruling Arcanum, House Attainment
7 4 20 7 2 weeks 4 months Greater Soul Grasp
8 5 24 8 1 week 3 months Subtle Ruling Arcanum
9 5 40 9 3 days 2 months Grasp the Enemy, House Attainment
10 6 60 10 1 day 1 month Subtle Ruling Arcanum


Magnitude

Possessed by: Alchemists

Magnitude Trait Cap Pyros Distillations
Pool /Turn +Weekly
1 5 5 1 1 3
2 5 6 1 2 6
3 5 7 1 2 9
4 5 8 1 3 12
5 5 9 2 3 15

Rank

Possessed by: Ephemeral entities, supernal entities, Pangaeans

Rank Trait Limits Attribute dots Maximum Essence/Mana Numina (if any)
1 5 5-8 10 1-3
2 7 9-14 15 3-5
3 9 15-25 20 5-7
4 12 26-35 25 7-9
5 15 36-45 50 9-11

Rapacity

Possessed by: Ghost eaters

Rapacity Trait Cap Plasm Dread Powers
Pool /Turn Stolen
1 5 10 1 10 4
2 5 12 2 70 8
3 5 14 3 400 12
4 5 17 4 1,000 16
5 5 20 5 10,000 20



Paths (2nd Edition)

Path Name Nickname Ruling Arcana Inferior Arcanum Source
Acanthus Enchanters/Witches Time/Fate Forces MtAw2 p20
Mastigos Warlocks/Psychonaut Space/Mind Matter MtAw2 p23
Moros Alchemist/Necromancers Matter/Death Spirit MtAw2 p26
Obrimos Thaumaturges/Theurgists Forces/Prime Death MtAw2 p29
Thyrsus Shamans/Ecstatic Life/Spirit Mind MtAw2 p32


Path Name Materials Path tools* Source
Acanthus Glass, crystal, silver, reflective materials Rapier, bow, precision weapons MtAw2 p121
Mastigos Iron, brass, leather, worked materials Curved sword, whip, cruel weapons MtAw2 p121
Moros Lead, bone, gems, buried materials Hammer, mace, crushing weapons MtAw2 p121
Obrimos Steel, petrified wood, gold, perfected materials Double-edged sword, spear, noble weapons MtAw2 p121
Thyrsus Wood, copper, stone, natural materials Axe, sling, hunting weapons MtAw2 p121

*Five tools (Coins, Cups, Mirrors, Rods and Knives) are universal to all paths
Morality (2nd Edition)

Clarity

Changelings

A changeling's Clarity suffers attacks from disorienting experiences which threaten her ownership over her own perceptions and the stability of her central truths. Severe Clarity attacks can accumulate damage quickly, but the support of a Touchstone can heal that damage more readily than the breaking points of many other Integrity traits. (CTL 2e 107)

Dice Sample breaking points
1 Acquaintance rejects your experiences, Glamour exhaustion, having promises broken, a day without human contact
2 Respected authority rejects your experiences, psychotropic drugs, breaking promises, significant disorientation, a week without human contact
3 Trusted confidant rejects your experiences, losing a Touchstone, having formal oaths broken, disorienting supernatural influence, two weeks without human contact
4 Thorough "disproof" of your experiences, homicide, breaking formal oaths, recapitulation of the Durance, a month without human contact
5 Systematic psychological torture, premeditated murder, modifying behavior by Glamour, direct confrontation with the True Fae, a year without human contact

Cover

Demons

Demons can sustain multiple Cover ratings at once, depending on their Primum. A Cover rating, rather than representing mental or spiritual welfare, is a psychic projection of identity, associated with a human body the demon adopts. Demons use the thoroughness and consistency of their human identities to deflect notice by the God-Machine, and risk its degredation through spectacular shows of power or gross breaking of the identity's "character."

A demon's Cover mends and grows slowly over time as they live that identity's life. Demons in need of quicker gains can steal the Cover of a forming angel with reconnaissance and support, but most depend on pacts with human beings, promising them occult benefits in exchange for scraps of their life to take as their own, ranging from shallow work relationships, to dear lifelong friendships, to the human's very existence itself.

Harmony

Werewolves

Harmony shifts when breaking points occur in one of two directions. Breaking towards flesh causes the trait to increase, towards spirit to decrease. Harmony's ideal rating is 5, with drawbacks incurred as the character drifts towards the spiritual extreme of 0 or the fleshly extreme of 10. (WTF 2e 96, 104)

Harmony Penalty Breaking Point Harmony Penalty Breaking Point
Breaking Points Towards Flesh Breaking Points Towards Spirit
Any Defile a locus Any Kill a human or wolf
Any Reject the Sacred Hunt Any Stay in the Shadow Realm for a week
Any Stay out of the Shadow Realm for a week Any -2 Hunt humans or wolves for food
Any Use a silver weapon against a werewolf Any -2 Kill a packmate
Any -3 Stay out of the Shadow Realm for a month Any -3 Eat human or wolf flesh for Essence
Any -2 Violate the Oath of the Moon Any -3 Stay in the Shadow Realm for a month
< 4 Allow a spirit safe passage into the physical world > 7 Inflict Lunacy on a loved one
< 4 Eat processed food > 7 Lead the Sacred Hunt
< 4 Mate with a human > 7 Spend more than two days away from your pack
< 4 Stay out of the Shadow Realm for a day > 7 Stay in the Shadow Realm for a day
Harmony Death Rage Shapeshifting Reaching Bans
Trigger Soft Rage Action Free Essence
10 Passive 3 seconds Change Instant Cannot enter Shadow
9 Common 10 seconds Change Instant Leave without locus
8 Common 30 seconds Change Instant Reflexive Leave without locus
7 Narrow 1 minute Change Instant Reflexive Reach normally
6 Narrow 5 minutes Change Reflexive Reach normally
5 15 minutes Change Reflexive Reach normally
4 Narrow 5 minutes Change Reflexive Reach normally One
3 Narrow 1 minute Resist change Instant Reflexive Enter without locus One
2 Common 30 seconds Resist change Instant Reflexive Enter without locus Two
1 Common 10 seconds Resist change Instant Enter without locus Three
0 Passive 3 seconds Resist change Instant Cannot leave Shadow Four

Humanity

Vampires

Breaking points are experiences that inculcate increasing levels of detachment from the perspective of the living. Risking detachment feeds the vampire's Bestial, Competitive or Wanton instincts, while dramatic failure causes the vampire to become Jaded.

A vampire can inure herself to a particular type of breaking point, removing its risk of detachment at the cost of developing a bane. A vampire can only develop three banes this way (or two for Clan Mekhet), and suffers a die penalty on future detachment rolls for each bane inured. (VTR 2e 107)

Humanity Social Sun Torpor Dice Sample breaking points
10 +2 1L One night 5 A night without human contact, lies for the Masquerade, spending multiple Vitae in a night
9 +2 1L One night 5 Witness a meal, superhuman prowess, feeding without consent, supernatural urging, an hour in the sun
8 1L Two nights 4 Ghoul, be shunned by the living, ride the wave, force behavior with Disciplines, a day in the sun
7 1L Two nights 4 A week without human contact, grave injury, violence over blood
6 -1 2L One week 3 Torpor, feeding from children, being in the obituaries, immense physical trauma
5 -1 3L One month 3 Second week without human contact, Blood Potency rises to 3, death in the family, swearing to a covenant
4 -2 1A One year 2 Learn Cruac, impassioned violence, a year in torpor, a century of unlife, accidental killing
3 -3 2A Five years 2 A month without human contact, Blood Potency rises to 6, death of a spouse or child, impassioned killing
2 -5 3A Ten years 1 A year without human contact, fifth century of unlife, causing revenants, the rise of new cultures, premeditated murder
1 Chance 4A Fifty years 0 A decade without human contact, killing a Touchstone, heinous or mass murder
0 Chance 5A One century You are lost to the Beast.

Integrity

Mortals, Hunters

Breaking points occur when the character violates his personal moral code or acceptable societal bounds, witnesses something traumatic or terrifying, or is the victim of a supernatural assault or shock. The severity of the situation and the character's current Integrity apply situational modifiers to a roll, and a Condition is incurred. Common breaking points leave a character Guilty, Shaken or Spooked, while dramatic failure can cause the character to suffer Broken, Fugue or Madness. At lower levels of Integrity, a Hunter lives with the Persistent Vigilant or Merciless Condition as they become more absorbed in their Vigil.

Memory

Mummies

Mummies must fight to rebuild their sense of will and identity, clearing up their memory through the weight of ages. Affirming their soul and unearthing the truth of their past earns the Reminisce Beats necessary to build their Memory, while self-denial and submission of will provokes breaking points, and the Rite of Return weighs down their Memory with each new Descent into living history. (MTC 2e 161)

Dice Sample breaking points
5 Concealing your identity, obedience to Judges to preserve Sekhem, suppressing the will of your decree
3 Destroying evidence of your Iremite past, obstructing another mummy's search for Memory, destroying a vessel without witnessing its memory
1 Abandoning a meret to serve the Judges, deliberately shortening the Descent, destroying personal keepsakes of your mortal life
Memory Resurrection Self Identity Past Recall
Immortal Lives Mortal Life
10 Three hours Full Complete Complete
9 Two hours Full Post-Rite of Return Complete
8 Two hours Full Post-Rite of Return General Iremite knowledge
7 Half hour Broad Post-Rite of Return Basic Iremite knowledge
6 15 minutes Broad Two previous Descents Guild experience
5 10 minutes Broad Previous Descent Moment of death
4 Three minutes Basic Previous Descent Loved ones
3 Instant Basic Sketch of previous Descent Iremite language
2 Instant Basic Scattered fragments Iremite language
1 Instant Simple will None Iremite language
0 Instant Automaton None None

Pilgrimage

Prometheans

Prometheans' Morality trait in Second Edition begins at one dot and measures their progress towards grasping the New Dawn. Steps forward on the Pilgrimage only occur on the resolution of milestones to mortality, while steps backward can occur through obviating milestones, causing death intentionally or en masse through supernatural means, or stepping off the Pilgrimage onto the Refinement of Flux.

Satiety

Beasts

Beasts treat their Satiety not like a condition of wellbeing but a resource that ebbs and flows. Beasts under Lair 4 lose a point a week, while Lair 4+ Beasts lose a point every few days, depending on their rating. Beyond that, many of their abilities require or significantly benefit from the expenditure of Satiety, and different levels of Satiety equip them better for different situations. The extremes of Satiety come with dangerous drawbacks, while a rating in the middle opens their vulnerability to adversarial Heroes, meaning the ideal conditions for Satiety lie between the middle and either extreme, either high-ish or low-ish.

Satiety is regained through acts that sate the Beast's Hunger. The amount of Satiety gained is proportional to the extremity, harm or spectacle of the feeding. (BTP 320)

Satiety Condition Effects
10 Slumbering The Beast's Horror retreats from wakefulness, leaving the Beast unable to access its power, becoming as vulnerable as an ordinary human. The Beast can't spend Satiety and doesn't lose it over time, but can end the Horror's slumber through an extreme shock.
9 Gorged The Beast loses Supernatural Tolerance against mental or emotional abilities, but can open Primordial Pathways to a particular Lair Chamber with ease.
8
7
6 Sated The Beast is neither well fed nor desperate enough to deflect a Hero's Anathema.
5
4
3 Starving The Beast's Primordial Pathways do not open as easily, but she adds her Lair to her Power rating while merged with her Horror.
2
1
0 Ravenous The Beast does not naturally heal lethal damage, and suffers a point of it each day she remains Ravenous. She can't use Nightmares, and can't regain Willpower except through actions that would normally grant Satiety. She can't raise her Satiety except through a feat that would normally reap a dramatic gain.

Stability

Deviants

The Broken degrade over time, the Scars of their transformation aggravated by rebellious Variations and by withdrawing from the obsessions by which they gird their sense of self. Pursuing those obsessions can reverse this gradual breakdown. Deviants who grow too unstable never survive the day, and often, neither do anyone around them.

Synergy

Bound

The changing empathy and relationship between Bound and geist is a measure of both the integrity of these joined souls and a measure of their power. Only when the two grow in understanding of each other can they use the powers of death to their greatest effect.

Wisdom

Mages

A mage's Wisdom is the spiritual quality that contains his Supernal power from overrunning itself, and is threatened by acts of hubris. The loss of Wisdom is accompanied by Megalomaniacal or Rampant impulses.

When a spell courts hubris, a mage can inure himself to that spell. Casting that spell no longer threatens hubris, but it gains a permanent two dice of Paradox risk. A mage can inure himself to up to his Gnosis in spells. (MTA 2e 88)

Wisdom Tier Long-Term Nimbus Dice Sample acts of hubris
10 Enlightened Strong connections 5 Petty spellcasting, affecting innocents by your works
9
8
7 Understanding Medium connections 3 Obvious magical displays before Sleepers, spiritual self-mutilation, releasing severe Paradoxes, overwriting or binding the will of a sapient being, calculated murder or maiming
6
5
4
3 Falling Weak connections 1 Deals with the Abyss, destroying Awakened souls, allowing a summoned Supernal being to be dissolved by the Fallen World, impulsive or unanticipated murder
2
1
0 Enraptured Contagious beyond sympathy Your power has blown out all self-control and perspective.

Merits, Universal (2nd Edition)

Mental Merits

Merit Rating Prerequisites Description Book
Advanced Library • to ••••• Library •••, ≤ Safe Place Your library is vast enough to contain useful, direct information about supernatural topics. Choose a topic per Advanced Library dot. Every story, once per topic, you can take the Informed Condition when you consult your library about that topic. MTA 2e 105
Area of Expertise Resolve •• Raise one Specialty's die bonus to +2. CofD 44
Common Sense ••• Once per chapter, roll Wits + Composure as an instant action to ask the Storyteller a question about risks and choices. CofD 44
Danger Sense •• +2 bonus to detect an ambush. CofD 44
Direction Sense Keep perfect track of your relative location and direction, and ignore penalties to navigate or find your way. CofD 44
Eidetic Memory •• Ignore rolls for recall or memory. +2 bonus to recall minute facts buried in other information. CofD 44
Encyclopedic Knowledge •• Roll Intelligence + Wits to recall useful trivia relating to a particular field or pursuit. CofD 44
Eye for the Strange •• Resolve ••, Occult • Roll Intelligence + Composure to identify evidence of supernatural involvement. CofD 44
Fast Reflexes • to ••• Wits or Dexterity ••• Add Fast Reflexes dots to Initiative. CofD 44
Good Time Management Academics or Science •• Make extended action rolls in half the necessary time. CofD 44
Holistic Awareness Roll Wits + Survival to substitute woodland scavengings for equipment when treating patients with Medicine, unless the patient suffers non-bashing wound penalties. CofD 44
Human Prey •• Your nerves react instinctively to danger. When violence erupts, you may suffer Insane to boost Strength, suffer Beaten Down but gain 8-Again to flee, or suffer Stunned but recover Willpower. DTR 97
Hypervigilance You're overly cautious of hidden dangers. Take 8-Again to perceive traps or ambushes, but on exceptional success, suffer Spooked. DTR 97
Indomitable •• Resolve ••• +2 to a contesting dice pool or resistance trait applied against supernatural mental influence. CofD 45
Interdisciplinary Specialty Any Skill ••• Choose a Specialty in the corresponding Skill. Apply the Specialty's bonus die to relevant rolls of any Skill, except unskilled rolls. CofD 45
Investigative Aide Any Skill ••• When you roll the selected Skill to uncover clues, achieve exceptional success with only three successes. Add a bonus element to any clues uncovered with this Skill. CofD 45
Investigative Prodigy • to ••••• Wits •••, Investigation ••• When you roll to uncover clues, you uncover a clue per success, capped by your dots in Investigative Prodigy. Clues from extra successes never have more than one element each. CofD 45
Language You can speak, read and write in a chosen language. CofD 45
Library • to ••• You have a cache of information relating to a particular Skill. Add your dots in Library to relevant extended rolls. CofD 46
Lucid Dreamer •• Resolve ••• You may roll Resolve + Composure while asleep to dream lucidly, and may wake up at will. CTL 2e 123
Meditative Mind •, ••, or •••• Ignore environmental and wound penalties on meditation rolls. With two dots, meditation grants +3 to Resolve + Composure rolls for the remainder of the day. With four dots, meditation rolls only need to accumulate one success. CofD 46
Multilingual You can speak conversationally in two chosen languages. Roll Intelligence + Academics for reading comprehension. CofD 46
Object Fetishism • to ••••• You obsess over a given possession relating to a chosen Specialty. Recover Willpower each session from your obsession, and spending Willpower to roll that Specialty exaggerates both failure and success. HL 42
Patient Add +2 to your maximum number of allowed rolls on extended actions. CofD 46
Renowned Artisan ••• Crafts ••• with specialty You've been taught the ways of an ancient Iremite guild. Once per chapter, you may reroll a relevant Crafts action. MTC 2e 113
Scarred Integrity ≤ 5 Suffer a Persistent Condition which prevents you from recovering Integrity, but inures you from a particular breaking point. HL 43
Tolerance for Biology Resolve ••• Ignore Resistance rolls from witnessing biological grotesquerie. CofD 46
Trained Observer • or ••• Wits or Composure ••• Take 9-Again, or 8-Again with three dots, on Perception rolls. CofD 46
Vice-Ridden •• Vice Take a second Vice. CofD 46
Virtuous •• Virtue Take a second Virtue. CofD 46

Physical Merits

Merit Rating Prerequisites Description Book
Ambidextrous ••• Ignore offhand penalties. Character creation only. CofD 47
Automotive Genius Crafts •••, Drive •, Science • Raise maximum modifications to a vehicle to thrice Crafts rating, plus number of relevant Crafts Specialties. CofD 47
Covert Operative Wits •••, Dexterity •••, Stealth •• When launching an ambush, deny 10-Again to notice it, and take +3 Initiative on the first turn. HL 53
Crack Driver •• or ••• Drive ••• When not taking any non-Drive actions, add your Composure as a bonus to Drive rolls, and penalize attempts to disable your vehicle by your Composure. With three dots, you can take a reflexive Drive action once per turn. CofD 47
Demolisher • to ••• Strength or Intelligence ••• When breaking objects, ignore a point of Durability per dot of Demolisher. CofD 47
Double Jointed •• Dexterity ••• Dislodge joints at will. Escape from mundane bondage automatically. When grappled and not acting aggressively, penalize your attacker's overpowering rolls by your Dexterity. CofD 47
Fleet of Foot • to ••• Athletics •• Add dots in Fleet of Foot to your Speed, and penalize pursuit rolls in a foot chase by your Fleet of Foot dots. CofD 47
Freediving Athletics •• Add Athletics to Stamina when holding a deep breath, and succeed exceptionally on three successes to fight the gasp reflex. DTR 99
Giant ••• +1 Size. Character creation only. CofD 47
Greyhound Athletics •••, Wits •••, Stamina ••• Succeed exceptionally on three successes in a chase action. CofD 48
Hardy • to ••• Stamina ••• Add Hardy dots as a bonus to rolls against disease, poison, deprivation, suffocation and unconsciousness. CofD 47
Iron Skin • to •• Brawl ••, Stamina ••• Add general Armor equal to your dots in this Merit against bashing attacks. You can spend a point of Willpower to downgrade lethal damage to bashing equal to your dots in this merit. BTP 117
Iron Stamina • to ••• Stamina or Resolve ••• Ignore penalties from fatigue or wounds up to your rating in Iron Stamina. CofD 48
Punch Drunk •• Willpower •••••• Spend Willpower to preserve your last Health point, upgrading preexisting damage instead. HL 43
Quick Draw Wits ••• Whenever your Defense is available, you can draw a weapon that falls under a chosen Weaponry or Firearms Specialty as a reflexive action. CofD 49
Relentless Athletics ••, Stamina ••• Add 2 to the successes needed against you in a chase. CofD 49
Roadkill ••• Aggressive Driving •• When you try to run someone over, Knock Down even if you miss, and double your velocity bonus. HL 55
Seizing the Edge •• Wits •••, Composure ••• You get the Edge in the first turn of a chase, and if your opponent fails a roll as if being ambushed, you can calculate your target successes without their Speed or Initiative. CofD 49
Sleight of Hand •• Larceny ••• You can take a Larceny instant action reflexively once per turn, and victims of your Larceny can't notice your attempts if they aren't specifically looking for them. CofD 49
Small-Framed •• -1 Size. Take a +2 bonus to hide, go unnoticed, or otherwise benefit from your size. Character creation only. CofD 49
Survivalist Survival •••, Iron Stamina ••• You can resist Extreme Cold and Extreme Heat for hours equal to your Stamina. HL 43

Social Merits

Merit Rating Prerequisites Description Book
Air of Menace •• Intimidation •• You wear a history of violence on your sleeve. +2 to menace others, and less rough characters must spend Willpower to pick a fight, but social maneuvering is harder. HL 41
Allies • to ••••• You have influence and goodwill with a chosen group proportional to your dots in this Merit. Each session, you can call on your Allies for favors of a value rated 1 to 5 by the Storyteller, up to your rating in the Merit. Favors in excess require a roll of Manipulation + Persuasion + Allies. CofD 49
Alternate Identity • to ••• You've laid groundwork establishing a false identity: an informal history with one dot, a veneer of documentation with two, or an airtight paper trail with three. +1 to Subterfuge rolls to maintain the false identity, or +2 with three dots. CofD 50
Anonymity • to ••••• No Fame Penalize attempts to find you by paper trail or living evidence by a die per Anonymity dot. CofD 50
Barfly •• Socialize •• You can get in anywhere socially. Penalize attempts to recognize you as out of place by your Socialize dots. CofD 50
Closed Book • to ••••• Manipulation •••, Resolve ••• Add dots in this Merit to your number of Doors, and as a die bonus to contest Social assessment actions. CofD 50
Cohesive Unit • to ••• Presence ••• Confer +2 to teamwork. With two dots, confer bonus dice each scene. With three dots, confer rerolls. HL 42
Contacts • to ••••• Choose a group or field for each dot of Contacts. You can roll Manipulation + (relevant Social Skill) to gather information or dirt from acquaintances in any of these groups or fields. CofD 50
Defender • to ••• Gain bonus Willpower to spend on protecting loved ones, but losing them causes a crisis of grief or retribution. HL 42
Empath •• Empathy •• Contest Wits + Empathy against Manipulation + Subterfuge for insight into a character's mental state, which can open Doors or ease breaking points. HL 42
Fame • to ••• No Anonymity You're known for something, locally or selectively with one dot, broadly in an area with two dots, or universally with three. Add Fame dots as a die bonus to Social rolls targeting those impressed by your reputation, and to rolls by other characters to find or identify you. CofD 50
Fixer •• Contacts ••, Wits ••• Obtain services as if they were one Availability dot lower. CofD 51
Hobbyist Clique •• Any Skill •• So long as you keep up with your fellow hobbyists, their support provides 9-Again to roll your hobby Skill, and a +2 die bonus to extended actions using that Skill. CofD 51
Inspiring ••• Presence ••• Roll Presence + Expression to confer the Inspired Condition. CofD 51
Iron Will •• Resolve •••• When you spend Willpower to contest or resist Social influence, substitute your Resolve rating for the usual Willpower bonus. If the roll is contested, take 8-Again. CofD 51
Mentor • to ••••• You have a guide who expects something from you proportional to his or her influence, as measured by your dots in Mentor. Choose three traits out of the list of Skills plus the Resources Merit. Once per session, your Mentor can provide aid that falls within one of these traits, achieving automatic success. CofD 51
Peacemaker •• to ••• Wits •••, Empathy ••• You can spend Willpower to attempt to negotiate a nonviolent end to hostilities through Social Maneuvering. With three dots, you can attempt to talk down even supernatural rages. HL 42
Pusher Persuasion •• When you use soft leverage, improve your impression as if you'd also satisfied the mark's Vice. CofD 53
Resources • to ••••• You have disposable income proportional to your dots in this Merit. Once per session, you can securely procure an item or service with an Availability that doesn't exceed your Resources rating, including any reasonable number of items or services whose Availability is exceeded by your Resources by two dots. You can acquire an item or service with an Availability one point above your Resources rating at the cost of reducing your effective Resources by a dot for a month. CofD 53
Retainer • to ••••• You have a mook. Your underling's dice pool is twice their Retainer rating for actions within their purview, or equal to their Retainer rating for actions outside it. CofD 53
Safe Place • to ••••• You've secured a place from intrusion. While there, add the Safe Place rating to your Initiative. Penalize rolls to break in by Safe Place. If you have Crafts dots, you can trap it, forcing intruders to roll Dexterity + Larceny - Safe Place to avoid lethal damage up to the Safe Place's rating. Multiple characters can contribute dots to a Safe Place and share the full resulting rating. CofD 54
Small Unit Tactics •• Presence ••• Once per scene when you coordinate allies, you can spend Willpower as an instant action to confer the die bonus to a number of allies up to your Presence rating. CofD 54
Spin Doctor Manipulation •••, Subterfuge •• Using Tainted Clues inflicts an additional -1 penalty instead of consuming any successes. CofD 54
Staff • to ••••• You have employees corresponding to one Skill per dot of Staff. They can achieve a single automatic success at relevant actions using one of those Skills. CofD 54
Status • to ••••• You have influence as part of a chosen group. You can draw on their facilities and resources, block the use of a relevant Social Merit lower than your Status rating once per session, and apply Status as a die bonus to Social rolls drawing on your influence. CofD 54
Striking Looks • to •• Your appearance is noteworthy and memorable. Add Striking Looks as a die bonus to Social rolls that benefit from your appearance, and to rolls by other characters to notice or remember you. CofD 54
Support Network • to ••••• Appropriate Social Merit Choose a Social Merit to represent supportive ties. You can spend Willpower to turn to those ties to weather a breaking point, using this Merit as bonus dice. HL 43
Sympathetic •• When you engage in Social Maneuvering, you can accept a Condition such as Leveraged or Swooning to immediately open two Doors. CofD 55
Table Turner Composure •••, Manipulation •••, Wits ••• When targeted by Social Maneuvering, you can spend Willpower to preemptively respond with a Social action of your own. CofD 55
Takes One to Know One Vice When you investigate an incident that resonates with your Vice, instead of suffering the normal -2 penalty, your roll gains +2 dice and 9-Again. Succeeding on the roll satisfies your Vice. CofD 55
Taste Crafts •• Choose a Specialty in Crafts or Expression. You can roll Wits + (Skill in question) to draw information about the nature of a work that falls within the chosen Specialty. CofD 55
True Friend ••• You have an unbreakable bond of friendship with a chosen character. Rolls to influence your friend to your detriment suffer a -5 penalty. Once per story, you can recover one Willpower through a meaningful interaction with your friend. CofD 56
Untouchable Manipulation •••, Subterfuge •• You're a smooth criminal. Rolls to investigate your deeds must achieve an exceptional success or else turn up Incomplete Clues. CofD 56

Supernatural Merits

Merit Rating Prerequisites Description Book
Esoteric Armory • to ••••• You've collected enough esoterica to supply the banes of ephemeral entities with a Rank up to your rating in this Merit. CofD 139
Relic • to ••••• You possess an incorruptible item sorcerously crafted with the world's life force, with unique cursed powers. MTC 2e 113
Sandglass •• Your soul can instinctively roll Wits + Composure to sense ripples in the waters of time like the Arisen, spending Willpower instead of Pillars and Willpower dots instead of Sekhem. MTC 2e 114
Vestige • to ••••• You possess vessels for the world's life force which can be called upon for cursed strength. MTC 2e 116

Fighting Merits

Merit Rating Prerequisites Description Book
Armed Restraint •• Staff Fighting ••• Use a hooking pole when grappling to instantly Hold and penalize your opponent by its weapon rating. HL 53
Body as Weapon •• Stamina •••, Brawl •• Unarmed strikes add one point of bashing damage on a successful hit. HL 41
Boot Party •• Brawl •• Attack a prone target at -3 to deal lethal damage unarmed. HL 53
Cheap Shot •• Street Fighting •••, Subterfuge •• During a fight, you can reflexively contest Dexterity + Subterfuge against Wits + Composure to deny an opponent Defense next turn through dirty tricks and distractions. CofD 61
Choke Hold •• Brawl •• After a successful Hold, add the Choke grapple maneuver: accumulates successes across multiple turns to knock unconscious for a few minutes. CofD 61
Clinch Strike Brawl •• Use the Damage maneuver instantly in a grapple. HL 53
Defensive Combat Brawl • or Weaponry • You can substitute the chosen Skill for Athletics when calculating your Defense, as long as you're currently equipped to make attacks with that Skill. CofD 61
Fighting Finesse •• Dexterity ••• You can substitute Dexterity for Strength when making rolls with a chosen Brawl or Weaponry Specialty. CofD 61
Ground and Pound ••• Brawl •• Take the rote quality to strike a prone target with Brawl, falling prone yourself. HL 54
Ground Fighter ••• Wits •••, Dexterity •••, Brawl •• Deny close combat bonuses from being prone, and gain the Stand Up grapple maneuver. HL 54
Gunslinger •, •••, or ••••• Wits •••, Firearms •••, Firearms(Revolvers) specialty At one dot, can perform short bursts with revolvers. At three dots, can make a medium burst with revolvers, but doesn't gain an attack bonus. At five dots, with offhand revolver, medium burst can hit targets not close together, for an additional -2 penalty. DE2 377
Headbutt Brawl •• Gain the Headbutt grapple maneuver: inflict Stunned. HL 54
Iron Chin •• or •••• Resolve •••, Stamina ••• Don't suffer Beaten Down from bashing damage. With four dots, never suffer Beaten Down. HL 54
Iron Skin •• or •••• Martial Arts or Street Fighting ••, Stamina ••• Confers half your Iron Skin dots in points of general Armor against bashing attacks. When hurt, you can spend Willpower to reduce half your Iron Skin dots in lethal damage to bashing. CofD 63
Killer Instinct • to ••• Composure •••, Wits •••, Medicine • You can take an instant action to size up a target's most vulnerable parts, which also counts as an aiming action. When attacking the target afterward, each dot of this Merit can ignore 1/1 Armor, ignore a point of Defense, or convert a point of bashing to lethal damage. BTP 117
Loaded for Bear • to •• Athletics •, Survival • Gain extra reloads on weapons, including single shot weapons. HL 143
Phalanx Fighter •• Weapon and Shield ••, Spear and Bayonet • Wield a spear with a shield, substituting it in Weapon and Shield maneuvers. HL 54
Retain Weapon •• Wits ••, Brawl •• Reduce successes on a Control Weapon or Disarm maneuver against you by your Brawl. HL 54
Shiv • or •• Street Fighting ••, Weaponry • You can conceal a 0L brawling weapon with one dot, or 1L with two, on your person. Penalize rolls to detect it by your Weaponry. CofD 64
Subduing Strikes Weaponry •• You can pull blows with a weapon to deal bashing damage without spending Willpower. DE 247
Transfer Maneuver • to ••• Intelligence ••, Wits •••, Brawl ••, Weaponry •• Cross-apply a Brawling maneuver to a Weaponry Style, or vice-versa. HL 54
Trigger Discipline Wits ••, Firearms •• Increase a firearm's effective capacity, or allow an additional long burst at high capacity. HL 143
Trunk Squeeze •• Brawl •• Gain the Trunk Squeeze grapple maneuver: deal bashing damage and cumulatively penalize the opponent's contesting rolls. HL 54
Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Activation Damage B/L/A
Special/Other Activation Cost
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation Example ●(○)
●/item, 1L


Merits, Styles (2nd Edition)

Mental Styles

Style Prerequisites Rating Maneuver Description Book
Professional Training Networking Contacts •• relating to profession. CofD 46
•• Continuing Education Choose two Asset Skills relating to profession. Take 9-Again to roll Asset Skills.
••• Breadth of Knowledge Choose a third Asset Skill. Distribute two new Specialties among your Asset Skills.
•••• On the Job Training Raise one Asset Skill by one dot. Take a beat when you buy dots in Asset Skills.
••••• The Routine Spend one Willpower to apply the rote quality to an Asset Skill roll.
Unintended Applications Wits •••, Crafts or Science •• Improvised... Weapon? +2 to Intimidation rolls when you brandish something you claim is a deadly device. DSG 95
•• Achilles Fuse You can pinpoint the weak point in a given structure.
••• Creative Discount Jury-rig an asset up to two dots higher than your Resources in Availability, for an hour's work per Size.
•••• Gremlin You can disable a device without leaving evidence. With equipment, you can disable complicated devices from a distance.
••••• Jury-Rig Spend Willpower and roll Wits + Crafts or Science to make anything whose Availability doesn't exceed your successes, right away for objects under Size 6, or in a scene's work otherwise.

Physical Styles

Style Prerequisites Rating Maneuver Description Book
Aggressive Driving Resolve •••, Drive •••, Fast Reflexes ••• Powerslide Take a hard turn for bonus successes in a contested pursuit by rolling Dexterity + Drive + Handling and taking a point of Structure damage. HL 55
•• Bump and Run Roll Dexterity + Drive + Handling - Defense to brush a car's bumper and cause a loss of traction.
••• J-turn Once a scene, when caught up to in a car chase, spend Willpower and roll Dexterity + Drive + Handling - 2 to swerve and restart the chase in the opposite direction.
•••• Swoop and Squat When you accumulate a lead greater than your pursuer's Wits in successes, you may brake and force the pursuer to roll Resolve + Composure + Handling to brake in time to avoid a crash.
Drone Control Intelligence •••, Computer •••, Drive •• Remote Immersion Take 9-Again to perception actions using your remote device. HL 56
•• Interface Spend a point of Willpower to perform an additional non-combat action through your device this turn.
••• Overclock Inflict a point of Structure damage for a +2 bonus to your device's physical actions this turn.
Falconry Wits •••, Animal Ken •••, Bonded Condition These maneuvers reflexively issue commands for a trained raptor to carry out. You may spend Willpower to enhance the raptor's rolls. HL 48
Predator's Vigil Your raptor's presence inflicts Shaken on animals its Size or smaller, and lesser predators flee.
•• Flyby Your bird contests Presence + Intimidation vs Resolve + Composure to inflict a -3 action penalty.
••• Retrieve Item Command your bird to bring you an object. Your bird can make the equivalent of an all-out attack to exceptionally Disarm an opponent.
•••• Rake the Eyes Your bird attacks at -1 to blind a target.
K-9 Wits •••, Animal Ken •••, Bonded Condition These maneuvers issue commands to a trained dog Size 3 or larger. HL 49
Detection Under direction, your dog takes the rote quality to track a chosen type of scent with Wits + Survival.
•• Targeted Bite Command your dog to make called shots in combat, reducing the shot penalty by -2.
••• Tactical Positioning When you fight one opponent in tandem, choose roles each turn for you and your dog. One takes +1 Defense, the other +2 to attack. Ignore penalties for firing into melee around your dog.
•••• Takedown Bite Command your dog to initiate a biting grapple, immediately Holding or Dropping Prone.
Parkour Dexterity •••, Athletics •• Flow Subtract Parkour dots from target successes to pursue or evade in a foot chase. Reduce environmental Athletics penalties by Parkour rating. CofD 48
•• Cat Leap Add one automatic success when rolling Dexterity + Athletics to land from a fall uninjured, and add Parkour to the maximum damage that can be mitigated.
••• Wall Run Your initial climb height, with a running start, increases by five times your Athletics in feet.
•••• Expert Traceur Spend one Willpower and sacrifice Defense to make an Athletics roll to run, jump or climb with the rote quality.
••••• Freeflow After meditating, you can take an Athletics action reflexively once per turn, and Willpower spent on a foot chase confers successes rather than dice.
Stunt Driver Dexterity •••, Drive •••, Wits ••• Defensive Driving Penalize attempts to hit your vehicle in motion by your Drive dots. CofD 49
•• Speed Demon When you roll to accelerate, each success accelerates by 10 instead of 5.
••• Drift You can turn at high speeds safely without a roll.
•••• Clipping Reduce damage to your vehicle when ramming by your Wits.

Social Styles

Style Prerequisites Rating Maneuver Description Book
Etiquette Composure •••, Socialize •• Bless His Heart You can use Socialize to calculate Doors. VTR 2e 120
•• Losing Your Religion You can take +2 dice and 8-Again to lash out socially, in exchange for worsening your social impression.
••• In High Cotton Add one relevant Fame or Status Merit to your pool to contest a social interaction.
•••• Half-Cocked When your impression in Social Maneuvering is good or better, ignore Resolve and Composure on your first roll against the subject.
••••• Grace Under Fire When you offer an alternative after your Doors have been opened, the opposing player suggests three Conditions, of which you choose one.
Fast-Talking Manipulation •••, Subterfuge •• Always Be Closing Ignore one dot of a mark's Resolve or Composure when contested or resisted. CofD 50
•• Jargon Cross-apply one Specialty from another Skill to a given Social roll.
••• Devil's Advocacy Once per scene, reroll a Subterfuge failure.
•••• Salting When you open a Door through conversation, you can spend Willpower to open another.
••••• The Nigerian Scam Roll Manipulation + Subterfuge to capitalize on a present mark satisfying their Vice by opening a Door.
Mystery Cult Initiation You joined a cult. Decide your cult's guiding purpose, source of power, and cultic doctrine. Example cults are listed here. Also mirrored as Mystery Cult Influence (••• to •••••), with the same benefits but without the responsibilities of an ordinary cult member. CofD 51
Recruit A Specialty or one-dot Merit.
•• Devotee A one-dot Merit.
••• Organizer A Skill dot or two-dot Merit, often supernatural.
•••• Leader A three-dot Merit, often supernatural.
••••• Mastermind A three-dot Merit, or a major advantage beyond game mechanics.
Scorpion Cult Initiation You joined a cult in thrall to the Deathless of ancient Irem. MTC 2e 114
Initiate Gain a specialty in Academics (Iremite Religion) or Politics (Bureaucracy).
•• Cultist Receive Language (Iremic) and immunity to Sybaris.
••• Priest Distribute two free dots among Allies, Contacts, Resources, and Retainers.
•••• Godservant Receive the Witness Merit.
••••• Hierophant Harness relics of your master's guild without suffering their curse.

Supernatural Styles

Fighting Styles

Style Prerequisites Rating Maneuver Description Book
Armed Defense Dexterity •••, Weaponry ••, Defensive Combat (Weaponry) Cover the Angles When Dodging, reduce the Defense penalty from multiple attackers by 1. CofD 60
•• Weak Spot Disarm your opponent when you beat their attack by your Defense.
••• Aggressive Defense Spend a point of Willpower to inflict lethal damage when you beat an attack by Dodging. Incompatible with Weak Spot and Press the Advantage.
•••• Iron Guard Exchange points from your weapon rating for bonus Defense.
••••• Press the Advantage Once per turn, when you beat an attack by Dodging, spend Willpower to retaliate with an unarmed attack at -2.
Avoidance Manipulation •••, Athletics ••, Stealth •• Insignificance Roll Manipulation + Stealth - Composure to seem too helpless to bother attacking. HL 46
•• Coattails When you Dodge and go prone behind an ally, they may intercept attacks against you.
••• Whack-a-Mole Contest one attack each turn with Manipulation + Persuasion + Avoidance to confound the attack and inflict Arm Wrack.
•••• Play Dead When you suffer lethal damage, contest Manipulation + Subterfuge vs Wits + Composure to seem dead.
Berserker Strength •••, Iron Stamina ••• The Red Mist Spend Willpower to rouse the Insane Tilt. HL 46
•• War Cry Contest Strength + Intimidation vs Resolve + Composure as an instant action to penalize non-Dodge actions.
••• Manic Brutality Unarmed all-out attacks take +1 to call shots. Armed all-out attacks can substitute Durability as a weapon rating at the cost of damaging the weapon.
Bowmanship Dexterity •••, Firearms ••, Trained Observer • Bowmanship attacks use bows and roll Dexterity + Firearms. HL 47
Arcing Fire Double range.
•• Bullseye You may reduce your weapon rating for +1 and 8-Again on a called shot.
••• Out of Nowhere When you make an unnoticed ambush shot, roll Dexterity + Stealth to force a Wits + Composure roll, penalized by successes, to avoid being Shaken.
•••• Death from Above Fire over unroofed cover to ignore a point of concealment for every 10 yards of added arc distance.
Boxing Strength ••, Dexterity ••, Stamina ••, Brawl ••, Athletics •• These maneuvers must be made with brawling attacks. HL 47
Head Protection +1 Defense against brawling, and -1 to strike your head.
•• Defensive Jab Deal piercing bashing damage when your Defense or Dodging beats a close-combat attack.
••• Knockout Artist Stun an opponent as if they had -1 Size, or with a called head shot, -2 Size.
•••• Combination Successful strikes add Dexterity as bonus dice.
••••• Out for the Count Stunning attacks stun for their damage in turns, and the opponent must spend Willpower to stay conscious.
Brute Force Strength •••, Brawl ••, Size 5+ These maneuvers must be made with bare hands or fist weapons. PTC 2e 112
Falling Pillar Take 8-Again to an all-out attack. If it causes the target's Stamina in damage, inflict Knocked Down.
•• Crush and Bite Add the Crush and Bite grapple maneuver: inflict lethal damage equal to successes, and if the target can bleed, an additional point the next turn.
••• Juggernaut A ten-feet running start allows unarmed attacks to Knock Down.
•••• Bone Cracker Make a called shot with an all-out attack. If it causes the target's Stamina in damage, add a point of lethal damage and Arm or Leg Wrack. Incompatible with Falling Pillar.
••••• Colossus When you make an all-out attack, take 1/2 Armor and immunity to Knocked Down, and penalize attempts to grapple or move you by your Strength.
Chain Weapons Strength •••, Dexterity •••, Athletics ••, Weaponry •• These maneuvers use chains at least a yard long. HL 48
Imposing Defense Sacrifice Defense to inflict weapon rating +1 in bashing damage when struck in close combat.
•• Bring Down the House Attack an overhanging object, penalized by its Size, to deal its Structure in bashing damage to targets below.
Close Quarters Combat Wits •••, Athletics ••, Brawl ••• Firing Lines You can respond to a ranged attack by seeking cover up to twice your Speed away. CofD 61
•• Hard Surfaces You can smash a Damage grappling maneuver into a hard surface, dealing lethal damage and ending the grapple.
••• Armored Coffin When you grapple an opponent wearing armor, add their general armor as bonus dice to your roll, and ignore armor when you use the grapple to Damage. Incompatible with Hard Surfaces.
•••• Prep Work Take the rote quality to Stealth rolls to launch close combat ambushes.
••••• Turnabout When you roll to disarm, treat a failure as a success, a success as an exceptional success, and an exceptional success as is plus your opponent takes two bashing damage.
Combat Archery Strength •••, Athletics ••, Quick Draw (Bow) Combat Archery attacks use bows and roll Dexterity + Athletics. HL 48
Rapid Nock Ignore bow Initiative penalties. String arrows reflexively.
•• Reflex Aiming Ignore penalties for firing into close combat.
••• Parthian Shot When you Dodge, inflict threshold successes as attack damage against the first close attack you beat each turn.
•••• Rain of Arrows Make medium autofire attacks at triple range penalties.
••••• Trick Shot Simultaneously perform a Combat Archery attack and an Athletics action, both at -2.
Disabling Tactics Strength •••, Weaponry •• Breaking the Breach -2 to penalties to target arms, hands or legs. DE 247
•• Cast Like Sand When you deal damage with your weapon, spend Willpower to inflict Knocked Down.
••• Strike the Rising Dog When an opponent tries to rise from prone, spend Willpower to make a reflexive Weaponry attack on them. A successful strike prevents rising.
Firefight Composure •••, Dexterity •••, Athletics ••, Firearms •• Shoot First Drawing a gun adds Firearms as an Initiative bonus. CofD 61
•• Suppressive Fire You can lay Covering Fire with a semi-automatic weapon. When you lay Covering Fire, apply your Defense against Firearms attacks, and deny Aim bonuses.
••• Secondary Target You can attack a target with objects bounced by a shot, dealing bashing damage with no weapon rating applied, but ignoring cover.
Grappling Stamina •••, Strength ••, Athletics ••, Brawl •• Sprawl Deny a grappling opponent the ability to Drop Prone or Take Cover. CofD 62, HL 49
Standing Throw Gain the Knock Down grapple maneuver.
•• Small Joint Manipulation Take -2 to dislocate fingers as a maneuver, inflicting half bashing damage and debilitating pain.
•• Takedown Instead of starting a grapple, you can roll to knock an opponent prone, optionally dealing bashing damage with successes.
••• Ippon When you Takedown and follow the opponent prone, stun as if your damage were doubled.
••• Joint Lock Add the Joint Lock maneuver to grappling options: adds 1L to overpowering maneuver effects, does bashing damage next turn, and can set up Restrain.
•••• Dynamic Guard When you grapple while prone, penalize your grappling opponent by your Dexterity.
•••• Lock Flow Take +2 to grappling rolls to set up a Joint Lock.
••••• Tap or Snap The turn after a Joint Lock, you may, as a grapple maneuver, force your opponent to choose either surrender or a broken limb and lethal damage.
••••• Positional Dominance Grappling maneuvers deal half their successes in bonus bashing damage.
Gunslinger Wits •••, Firearms •••, Firearms (Revolvers) Perform trick shots with rapid firing DE2 p377
Short burst with revolver as if automatic
••• Medium burst with revolver only takes three rounds of ammo, no attack bonus but still has penalty for multiple targets
••••• If using two revolvers can multiple in short range, at additional -2 penalty
Heavy Weapons Stamina •••, Strength •••, Athletics ••, Weaponry •• These maneuvers require a two-handed weapon. CofD 62
Sure Strike Sacrifice three dice to add a point to weapon rating.
•• Threat Range Deal a point of lethal damage and a temporary Defense penalty to opponents who enter range when you aren't moving or Dodging.
••• Bring the Pain Sacrifice Defense to make an attack that also inflicts a temporary dice penalty equal to its damage.
•••• Warding Stance Spend Willpower reflexively to apply your weapon rating as close combat Armor.
••••• Rending Spend Willpower to make an attack that deals an additional point of aggravated damage.
Improvised Weaponry Wits •••, Weaponry • Always Armed Reflexively roll Wits + Weaponry to draw a simple improvised weapon that doesn't suffer the improvisational penalty. CofD 62
•• In Harm's Way Once per turn, apply an Always Armed weapon's Structure as close combat Armor, potentially damaging the weapon.
••• Breaking Point When you make an all-out attack with an Always Armed weapon, sacrifice its Structure to temporarily increase its weapon rating.
Kino Mutai Dexterity ••, Resolve •••, Brawl •• Trained Bite Inflict +2 damage with the Damage grapple maneuver when biting, or +1 with inhuman bites. HL 50
•• Ripping Gain the Ripping grapple maneuver: inflict a point of bashing damage and incapacitating pain.
••• Trained Gouge Gain the Gouge grapple maneuver: blind the opponent while held.
•••• Continuous Bite Inflict lethal damage with the Damage grapple maneuver when biting.
Light Weapons Wits ••• or Fighting Finesse, Dexterity •••, Athletics ••, Weaponry •• These maneuvers require a one-handed weapon with a damage rating less than 3. CofD 63
Rapidity Sacrifice your weapon rating to add Weaponry as an Initiative bonus.
•• Thrust Sacrifice points of Defense for bonus attack dice.
••• Feint Make a feinting attack. Instead of dealing damage, its successes apply to an attack next turn as a damage bonus, and successes plus weapon rating apply as a Defense reduction.
•••• Flurry Inflict a point of lethal damage per turn to opponents in range when your Defense is available.
••••• Vital Shot Sacrifice your Defense to make an attack that deals an additional point of aggravated damage.
Marksmanship Composure •••, Resolve •••, Firearms •• These maneuvers require an Aim action and sacrifice your Defense. CofD 63
Through the Crosshairs Raise your maximum Aim bonus to Composure + Firearms.
•• Precision Shot Exchange points of weapon rating for points of penalty reduction for a called shot.
••• A Shot Rings Out Ignore penalties to strike a surrounded target. Missed shots never hit unintended targets.
•••• Ghost Penalize rolls to notice your vantage point or investigate for evidence of it by your Firearms.
Martial Arts Resolve •••, Dexterity •••, Athletics ••, Brawl •• These maneuvers must be made with Brawl attacks. CofD 63, HL 50
Focused Attack Reduce called shot penalties by one die, and ignore one point of Armor.
Leg Kick Sacrifice a point of Defense to inflict Leg Wrack with a brawling attack.
•• Cutting Elbow Make a called shot at -2 to blind an opponent by drawing blood.
•• Defensive Strike Exchange up to two attack pool dice for points of Defense.
••• Trapping You may withdraw successes from a successful attack to hold them in reserve for next turn's attack.
••• Whirlwind Strike Inflict one point of bashing damage per turn, or two by spending Willpower, to opponents in range when your Defense is available.
•••• The Hand As Weapon Inflict lethal damage unarmed.
•••• Inch Force Reflexively respond to one grapple attempt each turn with a Brawl attack contesting the opponent's Strength. Success breaks free and damages normally.
••••• High Momentum Strike Prepare a counter stance as an instant action. When an opponent first fails to strike you in close combat within the stance, roll a counterattack. Success Knocks Down and deals normal damage plus Brawl damage dice.
••••• The Touch of Death Unarmed strikes gain a 2L weapon rating.
Mounted Combat Dexterity •••, Athletics ••, Animal Ken ••• Steady Saddle +3 to stay mounted during combat. HL 51
•• Fixed Charge Sacrifice Defense to combine a charge with an all-out attack.
••• Skirmishing Take a -2 attack penalty for +2 Defense and to attack halfway through your mount's movement.
•••• Rearing Beast Roll Wits + Animal Ken as teamwork to enhance your mount's attack.
Police Tactics Brawl ••, Weaponry • Compliance Hold +2 to Disarm or Immobilize in a grapple. CofD 64
•• Weapon Retention Attempts to disarm you or turn your weapon against you must beat your Weaponry rating in successes.
••• Speed Cuff You can Restrain an immobilized opponent reflexively.
Powered Projectile Dexterity •••, Athletics ••, Firearms •• These maneuvers are made with premodern projectile launchers, such as crossbows and slings. HL 51
Quick Reload Reload your weapon one turn quicker, down to a reflexive action.
•• Intercept Shot When you Aim, you may make called shots against sailing projectiles to deflect their course.
••• Penetration Sacrifice Defense to make an attack with +2 armor piercing.
•••• Skewer Reduce called shot penalties by two dice, and resulting Tilts persist while the projectile is enlodged.
Relentless Assault Strength •••, Stamina •••, Brawl •• Drop of a Hat On the first turn only, if you make an all-out attack, add +3 to Initiative. BTP 118, WTF 2e 109
•• Eye of the Tiger Focus on one opponent. You can apply your Defense against that opponent's attacks when you all-out attack.
••• Dig Deep You can exchange one attack pool die for a point of weapon damage.
•••• Grin and Bear It Add 1/1 Armor when you make an all-out attack.
••••• The Warpath When you fill someone's last health box with lethal or aggravated damage, you can spend Willpower to make another close combat attack. Werewolves with this Merit replace the Willpower cost with Hard Rage.
Spear and Bayonet Strength •••, Dexterity ••, Weaponry •• Firm Footing All-out attacks and charges into your braced weapon inflict your weapon damage, which can exhaust Armor against a subsequent attack. HL 51
•• Keep at Bay Spend Willpower to threaten an opponent with a shorter weapon. They must retreat or dodge, or else lose Defense for a turn.
••• Strike and Develop Sacrifice Defense to twist an inflicted wound, causing a turn of lethal damage from bleeding for each attack success.
Staff Fighting Strength ••, Dexterity •••, Weaponry •• Short Grip You may exchange your staff's Defense bonus for a bonus attack die. HL 51
•• Thwack Weapon Contest Strength + Weaponry vs Strength + Athletics to disarm an opponent.
••• Vaulting Defense Spend Willpower to add your Melee dots as a Defense bonus against a single attack in a turn.
•••• Tornado Strike Spin your weapon as an effective medium autofire burst against three targets in range.
Street Fighting Stamina •••, Composure •••, Brawl ••, Streetwise •• These maneuvers must be made with Brawl attacks. CofD 65
Duck and Weave Take a one die penalty this turn to calculate Defense with the higher, not lower, of Dexterity and Wits.
•• Knocking the Wind Out Unarmed attacks inflict a temporary -1 penalty.
••• Kick 'Em While They're Down Inflict two bashing damage to opponents within range who attempt to rise from prone. Inflict Knocked Down when your attack successes exceed the target's Stamina.
•••• One-Two Punch Spend Willpower to inflict two extra bashing damage when you hit.
••••• Last-Ditch Effort When you're suffering wound penalties and about to be attacked or overpowered, spend Willpower and sacrifice Defense to interrupt with a preemptive attack.
Strength Performance Strength •••, Stamina ••, Athletics •• Strength Performance ••• may justify shedding Small-Framed or gaining Giant mid-play. HL 52
Strength Tricks Take +1 to nonviolent feats of strength, +2 when using Expression or Intimidation.
•• Lifting Receive the rote quality on Strength + Stamina feats and combat actions to demolish structures.
••• Push/Pull Double your effective Strength to shift objects across a plane, or quintuple it with wheels or other friction reductions.
•••• Stronger Than You Successful Strength rolls add an additional free success.
Systema Dexterity •••, Wits ••, Athletics ••• Rolling Ignore penalties to attack from prone, and roll Dexterity to mitigate bashing damage from impacts. HL 52
•• Balance Contest attempts to bring you prone with two free successes.
••• Combat Posture Knock Down when you roll a victim's Strength in successes to strike them in melee, or add a point of damage if already Knocking Down.
Thrown Weapons Dexterity •••, Athletics ••, Quick Draw (Thrown) These maneuvers throw Size 0-1 edged weapons. HL 52
Practiced Toss Add Athletics as an Initiative bonus while wielding these thrown weapons.
•• Impalement Arts Sacrifice Defense to inflict the Impaled Tilt on a called shot.
Two Weapon Fighting Wits •••, Weaponry •••, Fighting Finesse These maneuvers use complementary weapons up to Size 2, and do not compensate for offhand penalties. HL 53
Balanced Grip Don't sum Initiative penalties so long as the off-hand weapon's penalty isn't greater than the main hand weapon's.
•• Protective Striking Add your off-hand weapon rating, minimum +1, to your Defense against the first attack in a turn.
••• Dual Swipe All-out attacks with both weapons ignore a point of Defense and add the off-hand weapon rating, minimum +1. Incompatible with Double Strike.
•••• Double Strike Spend Willpower to strike two targets simultaneously, one with each weapon. Apply the higher Defense, plus one, to both attacks.
Unarmed Defense Dexterity •••, Brawl ••, Defensive Combat (Brawl) Like a Book Add half your Brawl as a Defense bonus when not Dodging. CofD 65
•• Studied Style Focus on one opponent. Their attacks don't reduce your Defense. Once you've beaten one of their attacks with your Defense, they no longer reroll tens against you.
••• Redirect Once per turn, when you beat an attack by Dodging, you can force the attacker to reroll the attack against another opponent in range.
•••• Joint Strike Spend Willpower and roll Strength + Brawl instead of Defense against an attack. If you win the contest, inflict bashing damage and Arm or Leg Wrack.
••••• Like the Breeze Declare this maneuver at the beginning of a turn when you Dodge. You can Knock Down assailants when you beat their attack.
Weapon and Shield Strength •••, Stamina •••, Weaponry •• These maneuvers use a one-handed weapon from behind a carried shield. HL 53
Shield Bash Add your shield's Size as bonus dice when dodging. Dodge successes in excess of your opponent's inflict bashing damage.
•• Boar's Snout You can make all-out attacks without sacrificing the bonus Defense from your shield, adding +1 Defense to any allies also using this maneuver.
••• Pin Weapon Disarm assailants on missed melee attacks.
•••• Tortoise Shell Treat your shield as protective cover with Durability equal to its Size, +1 for each adjacent shielded ally.
Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Activation Damage B/L/A
Special/Other Activation Cost
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation Example ●(○)
●/item, 1L



Anchors (2nd Edition)

Virtue and Vice

Most human characters' sense of selfhood and drive are reinforced by a Virtue and a Vice, or with certain Merits even multiples. A character's Virtue is a higher ideal or heroic drive they must push themselves to extremes to live up to, restoring all lost Willpower. A character's Vice is a quick fix, easy comfort, or instinctive defense to fall back on, but only recovers a single point of Willpower when indulged.

Held by: Mortals, mages, hunters, demons, and various lesser templates and ephemeral entities.

Sample Virtues: Competitive, Generous, Just, Loyal (CofD 27), Ambitious, Courageous, Honest, Hopeful, Loving, Patient, Trustworthy (MTA 2e 212)

Sample Vices: Ambitious, Arrogant, Competitive, Greedy (CofD 28), Addictive, Corrupt, Cruel, Deceitful, Dogmatic, Hasty, Hateful, Pessimistic (MTA 2e 212)

Touchstones

Some people transformed by the supernatural need grounding to remain connected to the things that gird their soul, or what's become of it. They attach to people, places, objects or ideas with personal importance, and these Touchstones provide the perspective to ground their inhuman center. Bonding or expressing their relationship refreshes a point of Willpower, while dramatic lengths taken to preserve a Touchstone restore all lost Willpower.

Touchstones can be lost through a lack of content, severed relationships, the predations of time, or the simple, classic method of murder, leaving a monster unhinged until they form another meaningful connection to take the place of the lost.

Held by: Vampires, werewolves, changelings, bound, hunters, mummies, and deviants

Vampire: Mask and Dirge

To stave off psychic fatigue, vampires construct pretenses, find roles for themselves, and develop facades. They present a Mask to the world, a false place as a relatable member of society, and shape their own Dirge, a place for themselves among monsters and corpses.

Both Mask and Dirge can refresh either a small quantity of Willpower for little incident, or all lost reserves through extreme resorts, by acting to preserve the Mask or play out the Dirge.

Held by: Vampires

Sample Masks and Dirges: Authoritarian, Child, Competitor, Conformist, Conspirator, Courtesan, Cult Leader, Deviant, Follower, Guru, Idealist, Jester, Junkie, Martyr, Masochist, Monster, Nomad, Nurturer, Perfectionist, Penitent, Questioner, Rebel, Scholar, Social Chameleon, Spy, Survivor, Visionary (VTR 2e 84), Collector, Meddler, Provocateur (TY 17)

Sample Humanity Touchstones: Ex, Former Partner, Friend with Benefits, Gravesite, High School Sweetheart, House of Birth, Intrepid Detective, Murderer, One That Got Away, Orphan, Spouse, Terminal Parent, Therapist, Victim's Lover, Witness (VTR 2e 88)

Werewolf: Blood and Bone

Werewolves refresh themselves through their internal dichotomy, between the wolf and the man, the instinctive predator and the rational actor, the feeling of living and the meaning to their life. The Blood keeps the body moving, and the Bone gives it direction. The Bone finds, and the Blood claims.

Both Blood and Bone can refresh either a small amount of Willpower through a small stress or setback, or full reserves through calamity or great costs spent.

Held by: Werewolves

Sample Bloods: Alpha, Challenger, Destroyer, Fox, Monster, Soldier (WTF 2e 86), Berserker (DE 163)

Sample Bones: Community Organizer, Cub, Guru, Hedonist, Lone Wolf, Wallflower (WTF 2e 86)

Sample Flesh Touchstones: Abuser, Ex, Old Gang, Parents, Religion, Sponsor (WTF 2e 87)

Sample Spirit Touchstones: Ambitious Totem, Buddy Spirit, Future Self, Locus, Lune, Prey, Wilds (WTF 2e 87)

Promethean: Elpis and Torment

As the Pilgrimage touches the psychology of the Created, they each push forward through what wonder or yearning fixes their thoughts on the New Dawn, and what half-formed flaw holds them back from grasping it.

Both Elpis and Torment can refresh either a single point or full complement of Willpower. Unlike many Anchors, the Elpis isn't stoked by actions, but experiences. Merely witnessing one of the living recall the Promethean's Elpis restores a point, while having that feeling vibrantly roused oneself refills it all. The Torment Anchor is expressed through the extremity of actions and consequences, but can also risk Torment, the Promethean fit of uncontrollable humours.

Held by: Prometheans

Sample Elpides: Courage, Drive, Empathy, Fear, Fury, Inspiration, Joy, Love, Sorrow, Pain (PTC 2e 106)

Sample Torments: Alienated, Awkward, Dejected, Logical, Merciless, Methodical, Obsessed, Paranoid, Passionate, Naive (PTC 2e 107)

Changeling: Needle and Thread

The identity of a changeling, escaped from Arcadia, is more slippery than that of the mortal human she once was. She finds refuge in the familiar to gird her resolve: familiar actions, roles, labels and rituals to wind herself around, and that shapeless inner color of drive, feeling and association, without which all would be empty. Her good old Needle. Her most plentiful Thread.

Both Needle and Thread can refresh either a point of Willpower, through simple exertion and reinforcement, or the full supply, by putting one's heart on the line.

Held by: Changelings, fetches, and hedge ghosts

Sample Needles: Bon Vivant, Commander, Composer, Counselor, Daredevil, Dynamo, Protector, Provider, Scholar, Storyteller, Teacher, Traditionalist, Visionary (CTL 2e 95)

Sample Threads: Acceptance, Anger, Family, Friendship, Hate, Honor, Joy, Love, Memory, Revenge (CTL 2e 97)

Sample Clarity Touchstones: Best Friend, Family, Fetch, Fling, Lost Love, Occultist, Private Investigator, Therapist, True Love, Your New Home, Your Old Home (CTL 2e 98)

Geist: Root and Bloom

The Bound are dead, and still they live. Their ghostly heart is moved by honoring the death at the Root of their condition as much as by the second life that is the Bloom that rose from their grave soil. Their Root pulls them to face the communities of the dead and remember the Sin-Eaters number among them. Their Bloom asks them to treasure their return to the living world and those who could have lost them.

Both Root and Bloom can refresh either a point of Willpower when either life or death must overshadow the other, or fully restore Willpower when they impel serious risks and passions.

Held by: Bound

Sample Roots and Blooms: Advocate, Antihero, Casual, Cowl, Enabler, Gardener, Pollyanna, Saved, Servant, Surrogate (GTS 2e 82)

Sample Synergy Touchstones: 9 to 5, Albatross, First Friend, House Keys, Inherited Anchor, Murder Weapon, New Neighbor, Our Song, Replacement Love, Roadside Memorial (GTS 2e 84)

Mummy: Balance and Burden

The Arisen trudge endlessly across the expanse of time. Their identity sometimes falls away from their clutches. As they persist, their character shows in how they weather the ages: the Burden, their greatest weight of pain and weakness, and the Balance, the value that justifies the strength to carry that weight.

Both Balance and Burden can refresh a point of Willpower in a moment's affirmation, or restore all Willpower in a triumph of Balance or a steep fall into Burden.

Held by: Mummies and shuankhsen

Sample Balances: Courageous, Devoted, Diligent, Faithful, Generous, Introspective, Just, Noble, Peaceful, Resilient, Righteous, Trustworthy, Truthful (MTC 2e 102)

Sample Burdens: Accusing, Careless, Chaotic, Cruel, Dominant, Forgetful, Fragile, Hysterical, Isolated, Rageful, Resentful, Selfish, Stagnant (MTC 2e 104), Avenger, Destroyer, Zealot (MTC 2e 236)

Sample Memory Touchstones: Budding Historian, Confidante, Court Justice, Doubting Lawrence, Dutiful Clerk, Epitome of Life, Firebrand Cultist, Mirror of the Ages, Shadow of an Old Flame (MTC 2e 163)

Beast: Life and Legend

Beasts split their selfhood into two strengths: the human and the inhuman. Their Life speaks to who they know and care about. It's common sense, modesty and compromise. Their Legend speaks to what they feel gestating deep within, leaking out from within their dreams. It's power, pride, and an abject lack of apology.

Both Life and Legend can refresh either a single point or full supply of Willpower, based on the scale of act and risk involved when cleaving to it.

Held by: Beasts and heroes

Sample Lives: Parental, Shy, Cautious, Loyal, Honest, Selfless (BTP 86)

Sample Legends: Judgmental, Relentless, Unexpected, Seductive, Vicious, Watchful (BTP 86)

Deviant: Loyalty and Conviction

The Broken have lost the ability to define their own independence to the spiritual damage of their Divergence. They can only hang their identity and spiritual endurance on their strongest relationships. They cling to certain friends and loved ones with fierce Loyalty, and pursue hateful vendettas with a Conviction that can only be satisfied by suffering and death.

Renegades refresh a point of Willpower when their pursuit of a Conviction Touchstone progresses, and recover all Willpower when they stand dramatically by a Loyalty Touchstone. Devoted reverse this.

Held by: Deviants

Sample Loyalty Touchstones: Childhood Friend, Co-Worker, Ex-Lover, Frenemy, Mentee, Partner in Crime, Research Assistant, Roommate (DTR 84)

Sample Conviction Touchstones: Company Man, Cultist, Operating Theater, Progenitor, Recruiter, Thief (DTR 85)
Merits, Locations (2nd Edition)
A large dot (●) in the second column denotes a Merit that can be shared by multiple characters, while a hollow dot (○) denotes a Merit that 'must' be shared by multiple characters.

Merit Rating Prerequisites Description Book
Safe Place • to ••••• You've secured a place from intrusion. Apply your Safe Place rating as an Initiative bonus while there, and a penalty to break in. With Crafts you can install traps, forcing intruders to roll Dexterity + Larceny - Safe Place to avoid up to your Safe Place in lethal damage. CofD 54
Vampire Merits
Burrow • to ••••• Revenant, Safe Place, must be shared Replaces Haven. You share a hideout with other revenants. Add Burrow as bonus dice to stir from daysleep and stay awake in the daytime. In combat, intruders and unfamiliar guests are Distracted for one turn per dot of Burrow. HD 80
Haven • to ••••• Safe Place You've sunproofed your residence and made it a home. Add Haven as bonus dice to stir from daysleep and stay awake in the daytime, and to use Kindred Senses within your home. VTR 2e 112
Mandragora Garden • to ••••• Crúac •, Crone Status, ≤ Safe Place Your Safe Place grows ghouled plants, which you must feed Vitae equal to your Merit dots each month, but which produce twice that quantity in Vitae's worth of sap and nectar. Their magical sympathy empowers Crúac cast there and receives it from afar, but can rile the Beast when attacked. SotC 181
Nest Guardian • to ••••• Ordo Status You are the custodian of a Wyrm's Nest, host to a supernatural phenomenon proportional to dots in this Merit. You may purchase additional features separately, listed below. SotC 197
Temple of Damnation • to ••••• Lancea Status, ≤ Safe Place You've secured and consecrated a gathering place to a particular Sanctified virtue. Apply dots in this Merit as a bonus to actions in service of that virtue while within the temple, or after attending rites there. SotC 194
Werewolf Merits
Dedicated Locus • to ••••• Safe Place You've personally attuned a locus to your pack. The locus has a rating equal to this Merit, and provides the pack the ability to spend a point of Essence above their per-turn cap, a number of times per day equal to this Merit. WTF 2e 106
Lodge Stronghold •• or •••• Lodge As a five-dot Safe Place. With four dots, it boasts lines of supernatural defenses or spirit wards. Pack 81
Residential Area • to ••••• Your pack has integrated into an inhabited territory. Every session, by canvassing for help, you can redistribute your dots in this Merit among effective dots of Allies, Contacts and Retainers. WTF 2e 107
Mage Merits
Demesne ••• Sanctum Your Sanctum has been prepared as a Demesne, providing a +2 Yantra bonus to appropriate spells, and shielding them from the risk of Paradoxes so long as they're not exposed to Sleepers. MTA 2e 104, 242
Hallow • to ••••• You've secured a geomantic wellspring of Mana. You can draw out up to your dots in this Merit in points of Mana each day, and the Hallow can store up to three times as many unharvested points as some form of tass. MTA 2e 101
Sanctum • to ••••• Safe Place Your secure place is secreted away well enough to insulate your sorcery. Increase your spell control when casting there by your dots in this Merit. You can maintain spells cast beyond your normal spell control this way after leaving the Sanctum. MTA 2e 104
Promethean Merits
Hovel • to ••••• Safe Place You've crafted a space to acclimate it to your Azoth. Time spent in your Hovel doesn't contribute to Wastelands. You can store a dot of Azoth per dot in this Merit in an item aligned with your element in the Hovel, leaving you with reduced Azoth until you retrieve it from the item. PTC 2e 115
Changeling Merits
Calming Eidolons • to ••• Shared Bastion Reduces Composure dice penalty of Subtle Shifts enacted by the Bastion's owners. Hedge 118
Hollow • to ••••• You've secured a residence within the Hedge, impregnable to outsiders with lesser Wyrd. While in your Hollow, penalize attempts to investigate, track or pursue you by dots in this Merit. Dots of Hollow are also distributed among features listed below. CTL 2e 116
Motley Awareness • or ••• Shared Bastion At one dot, gain +1 to social roles with other motley members. At three dots, gain an instinctive knowledge of other motley members' moods and the ability to send messages, but use the highest clarity perception penalty of the group. Hedge 119
Somnambulation ••• to •••• Shared Bastion Can use an Eidolon to keep your body from being neglected while you sleep, or slightly more complex tasks with the four-dot version. Require significantly more sleep. Hedge 119
Shared Bastion • to ••••• You or your motley have established a permanent location within dreams, impregnable to outsiders with lesser Wyrd. This merit requires group effort to maintain. While in your Bastion, penalize attempts to investigate, track or pursue you or to manipulate your mind, future, or destiny by dots in this merit. Hedge 115
Stable Trod • to ••••• You've secured a local trod of equal rating. A number of Hollows along the trod up to dots in Stable Trod share an extra one-dot Hollow feature. You may roll Stable Trod as a dice pool once a story to farm extra Glamour goblin fruit from it. CTL 2e 119
Workshop • to ••••• Hollow Your Hollow contains space and equipment for an appropriate Crafts Specialty for each dot in this Merit. Apply Workshop as bonus dice to relevant Crafts rolls. CTL 2e 120
Hunter Merits
Safe Place • to ••••• Resources • A secure site for the hunter that provides a bonus to initiative and a number of features (see below) equal to its dots. A hunter cannot be surprised while in their Safe Place. HTV 2e 94
Sin-Eater Merits
Cenote • to ••••• Safe Place You tend a ghostly place where Plasm accumulates, at your Merit rating in points per chapter. GTS 2e 85
Mummy Merits
Tomb •+ You have drawn Sekhem to a personal sanctum, where you can meditate to replenish Pillars. Dots of Tomb are distributed among features listed below, always starting with a dot of Geometry. MTC 2e 108
Demon Merits
Bolthole • to ••••• You have a tiny extradimensional realm where time doesn't progress. It's warded against angels, and rolls to find the access point are penalized by its Merit rating. Dots of Bolthole are also distributed among features listed below. DTD 120
Beast Merits
Connected Lair •• Characters with the appropriate devices can access internet, tele-phone, television, or radio communications. Any attempt to trace these signals from the outside world will lead to contradictory or nonsensical results. BPG 100
Trap Room •• When opening a Primordial Pathway into or out of the mundane world your character may choose to spend a point of Satiety in addition to the normal cost of 1 Willpower. If she does so, the duration of the pathway is extended. It stays open until sunrise or sunset on a normal success, or any time up to a week on an exceptional success BPG 101
Vast Lair • to ••• Uninvited guests require at least 10 minutes per dot in this Merit to traverse a Chamber or Burrow. Further, each dot in this Merit adds five required successes and five minutes to the time increment of any extended action to collapse a Chamber BPG 101
Well-Stocked Lair • to ••••• ≤ Lair Each dot in this Merit allows the character to select two dots worth of Merits that represent the material goods and inhabit-ants available in her Lair. Material goods removed from the Lair deteriorate into dust, insects, water, or some other useless substance within a few days. Alternately, one dot of this Merit can be used to make one or more Chambers of a character’s Lair comfortable and livable. BPG 101

Wyrm's Nest Features

Feature Rating Prerequisites Description Book
Chapterhouse • to ••••• Ordo Status ••• Vampires in the Nest add dots in this Merit as a bonus to resist violence, and as a penalty to lash out with the Predatory Aura. SotC 199
Crucible ••• Occult •••• Vampires may advance study of the Mysteries of the Dragon in the Nest at an experience discount. SotC 199
Feng Shui • to ••••• Academics ••, Occult ••• Choose a Skill. Vampires in the Nest may add dots in this Merit as bonus dice when rolling that Skill. SotC 199
Perilous Nest • to ••••• Occult ••• You've harnessed a hazard native to the Nest to attack certain unwelcome types. It uses a dice pool equal to twice your dots in this Merit. SotC 199

Hollow Features

Feature Rating Prerequisites Description Book
Easy Access ••• The Hollow has no fixed entrance, and is instead entered (and later exited) through any unlocked door with Glamour and a small ritual. CTL 2e 117
Escape Route • or •• The Hollow has a secondary exit into the material realm, which with two dots may be accessed from anywhere in the Hollow. CTL 2e 116
Hidden Entry •• Penalize rolls to find the Hollow's entrance by -2. When all characters sharing the Hollow are within, the entrance disappears. CTL 2e 117
Hob Alarm Hob Kin Each story, take one Goblin Debt to preserve a domestic guard of friendly hobs. Ambush in the Hollow does not strip Defense and applies Hollow as bonus dice to actions in the first turn of combat. CTL 2e 116
Home Turf ••• Apply Hollow as a bonus to Initiative and Defense against intruders. CTL 2e 117
Luxury Goods Once a session, roll Hollow as a dice pool and distribute successes among amenities by Availability or Hedgespun items by rating. CTL 2e 116
Phantom Phone Booth A magical fixture can make outgoing calls to publically listed numbers outside the Hedge. CTL 2e 116
Route Zero A one-dot trod passes through the Hollow. It may link allied Hollows, or once a day, may be traversed with a Hedge navigation roll to recover Willpower. CTL 2e 116
Shadow Garden A plot of soil infinitely replenishes copies of goblin fruit without their magical properties, which only temporarily stave off hunger. CTL 2e 116
Size Matters • or •• The Hollow is large enough to sustain up to six residents, or with two dots, the size of a small town. CTL 2e 116

Shared Bastion Features

Feature Rating Prerequisites Description Book
Buttressed Dreaming Penalize Clash of Wills to force open Bastion by merit rating. Hedge 115
Fixed Doorway ••• Hollow Door in the Motley's hollow functions as a Gate of Horn leading to and from the Shared Bastion. Hedge 118
Guardian Eidolon Spend Willpower to activate the guardian for the scene, gaining immunity to surprise and adding dots in the merit on the first round of an action scene. Hedge 118
Illusory Armory •• Once per chapter, spend glamour to summon an unimportant prop with rating equal to twice glamour spent (max +5). Spend willpower to summon additional props. Hedge 118
Permanent Armory Maintain mundane "real" items in shared bastion, or magic items by spending Willpower each chapter. Hedge 118
Raised Defenses Whenever any motley mate is in the Shared Bastion, all members double the bonuses against the attacks or circumstances normally granted by the merit. Hedge 118
Subtle Speech •• Phantom Eidolons of Motley Members can receive messages, but Changelings with clarity damage might suffer further damage as their sense of reality is befuddled. Hedge 118

Hunter Safe Place Features

Feature Description Book
Anathema The Safe Place is warded against monsters with a specific power, prompting a Wits + Resolve - Safe Place roll on any attempt to break through, becoming Immobilized or Stunned on failure. HTV 2e 94
Arsenal Rolls to clean, fix, or improvise equipment gain +2. HTV 2e 94
Concealed Attempts to find the Safe Place through any means are penalised by -2. HTV 2e 94
Escape Hatch The hunter(s) may roll Dexterity + Athletics or Survival to reach the secret exit without suffering any damage from the environment. HTV 2e 94
Infirmary Medicine rolls here are improved by +2 for any invested hunter with dots in the skill, and the space may substitute for a hospital for the purposes of injury and recovery. HTV 2e 95
Home Security System The Safe Place is outfitted with a defense system, penalising attempts to break in by Safe Place dots. HTV 2e 95

Tomb Features

Feature Rating Description Book
Geometry • to ••••• Apply this rating as a bonus to meditate upon your Pillars. MTC 2e 206
Perils •+ Your tomb resists intruders with traps totalling this rating, and an equal number of curses from released vessels. MTC 2e 206
Provisions •+ Your tomb is furnished with equipment or infrastructure totalling this rating. MTC 2e 206

Bolthole Features

Feature Rating Description Book
Arsenal • to ••••• Once per session, your bolthole can supply one weapon with a rating equal to your Arsenal dots, two weapons with a rating one less than your Arsenal dots, and any number of weapons with a rating less than that. DTD 120
Cover-Linked •• Choose one Cover identity. The bolthole only exists while you are in that Cover's form. Anything in the bolthole not provided by these features is lost forever when the bolthole stops existing. DTD 120
Easy Access ••• You can reassign the bolthole's entrance by touching a door and spending Aether. Characters still exit the bolthole the way they came in. DTD 121
No Twilight Ephemeral beings that enter the bolthole manifest physically. DTD 120
Self-Destruct You can implode your bolthole. Anyone inside takes lethal damage equal to your dots in Bolthole and has one turn to leave before the exit to reality is lost. DTD 120
Trap Door •• The entrance from the physical realm into the bolthole only exists when you're outside it, although those capable can still enter from Twilight. DTD 121
Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Activation Damage B/L/A
Special/Other Activation Cost
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation Example ●(○)
●/item, 1L

Attainments (2nd Edition)
Arcana Name Description Ref
One Dot Attainments
All Counterspell Clash of Wills (Gnosis+Arcana) to counter a spell of that Arcana. Costs ● if countering higher than your current rating. MTA 2e p192
Two Dot Attainments
Each Mage Armor Effect MTA 2e p193
Death Downgrade kinetic attacks from lethal to bashing, does not need to roll to stay conscious if health boxes filled
Fate Add Fate to Defense, use Defense against firearms, if attack dodged can pay ● to add Fate to weapon attack against attacker on the next turn
Forces Add Forces as Armor, automatic success against fire and electricity, no effect on mental attacks
Life Add 1/2 (round up) Life to Armor and Defense, use higher of Wits and Dexterity for Defense
Matter Add Matter as Armor, immune to Armor Piercing, no effect on mental attacks
Mind Add Mind to Defense, if attack dodged can pay ● to inflict Beaten Down (contested by Clash if supernatural)
Prime Reduce damage equal to Prime from entirely supernatural attacks
Space Add Space to Defense, use Defense against firearms, if attack dodged can pay ● to redirect to another target with Space successes on the attack
Spirit Downgrade kinetic attacks and those from ephemeral beings to lethal to bashing
Time Add Time to Defense, use Defense against firearms, if attack dodged can pay ● to reduce target's Initiative by Time for the scene
Death Eyes of the Dead Peripheral Mage Sight reacts to ghosts, can see ghosts and souls in Twilight with Active Death Sight. Can spend ● to interact with them for a scene MTA 2e p193
Fate Conditional Duration Create condition under which spells end, in exchange for bonus to Duration. Costs ● to use MTA 2e p193
Forces Precise Force If using a full turn to hit an object can get bonuses to rolls and ignore Durability. MTA 2e p193
Life Improved Pattern Restoration Can spend ● to heal 1 Bashing, or ●● to heal 1 Lethal. Scouring Physical Attributes does not affect derived stats MTA 2e p194
Matter Permanence Can spend ● to get Advanced Duration on Matter spells rather than Reach MTA 2e p194
Mind Mind's Eye Peripheral Mage Sight reacts to Geotia, Astral entities and other projections in Twilight. Active Mage Sight can see them. Can spend ● to interact with them for a scene MTA 2e p194
Prime Universal Counterspell Can use Counterspell on any spell. Can spend ● to target the least Arcana of that spell rather than the greatest MTA 2e p194
Space Sympathetic Range Can cast spells using sympathetic range MTA 2e p194
Spirit Spirit Eyes Peripheral Mage Sight reacts to spirits in Twilight. Can spend ● to interact with them for a scene MTA 2e p194
Time Temporal Sympathy Can cast certain Time spells on the past of a subject MTA 2e p194
Three Dot Attainments
All Targeted Summoning Specify a second Arcana that a summoned being should possess, at a cost of an additional ● MTA 2e p194
Four Dot Attainments
Death Inviolate Soul Spend ● to Clash of Wills any attempt to tamper with your soul, influence Nimbus or Aura, or try to possess you MTA 2e p195
Fate Unbound Fate Spend ● to Clash of Wills any attempt to forcibly bind you with magical oath, contact or geas, supernatural compulsion or change your destiny MTA 2e p195
Forces Environmental Immunity Spend ● to be immune to Environmental Tilts or Extreme Environments for a scene MTA 2e p195
Life Body Autonomy Spend ● to Clash of Wills any attempt to alter your body with supernatural powers, be targeted by any power that would injure you or be the subject of an attack that inflicts a Personal Tilt MTA 2e p195
Matter Durability Control Spend ● to raise or lower Durability of an object up to Matter dots for a scene MTA p195
Mind Intuitive Leap Spend ● when you roll three or more successes on a Social or Mental roll to make it Exceptional and place a Condition on the subject MTA 2e p195
Prime Imbue Item Can make items that contain spells MTA 2e p196
Space Everywhere Can spend ● instead of using Reach for Advanced Scale MTA 2e p196
Spirit Honorary Rank Gain equivalent Rank as a Spirit equal to Spirit dots. Can spend ● to reduce a Spirit's Doors by 1 MTA 2e p196
Time Time in a Bottle Can spend ● instead of Reach for Instant Casting Time MTA 2e p196
Five Dot Attainments
All Create Rote Generate a new Rote. Casting a Rote that you created gives you Rote Quality on the roll. MTA 2e p196


Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Activation Damage B/L/A
Special/Other Activation Cost
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation Example ●(○)
●/item, 1L

Conditions (2nd Edition)

A solid dot (●) in the second column denotes a Persistent Condition, while an empty dot (○) denotes a Condition which is not always Persistent, but can be under certain circumstances.

Natural Conditions

Mental Conditions
Addicted Your character is addicted to something, such as a substance or destructive behavior. MTA 2e 314
Addled Your memories are jumbled and confused. GTS 2e 299
Agoraphobic You avoid open spaces and crowds. PTC 2e 306
Amnesia You've lost a large swath of memory. CofD 288
Apprehensive Your character is convinced something bad is about to happen to them. MTC 2e 347
Avarice Your lust for wealth and/or power is insatiable. MTC 2e 347
Broken Your will is broken and you back down from everything. CofD 288
Captivated You're heavily preoccupied with something and can't split your attention. DTD 211
Competitive You are driven to assert your dominance and superiority. VTR 2e 302
Confused You can't think straight. VTR 2e 302
Cowed Someone has weakened you through a display of dominance. WTF 2e 307
Delusional Paranoid delusions dominate your behavior. VTR 2e 302
Demoralized Failure dampens your fighting initiative. WTF 2e 307
Deprived You're weakened by an unfed addiction. CofD 288
Detached You've run with occult circles for so long you've forgotten how to interact with humans. HD 123
Disoriented You've lost equilibrium and need an opportunity to recenter. DTD 211
Dissociation Surreality plagues you with doubts of your own experiences. CTL 2e 336
Distracted You're buffeted from all sides, splitting your attention terribly. VTR 2e 302
Doubtful You've lost confidence in all but your most secure actions. HMR 147
Emboldened An uninhibited atmosphere makes you impulsive and prone to temptation. HMR 150
Faith Your trust in the next world can be exploited by angelic forces. DSG 81
First Trimester You experience flulike symptoms and vivid dreams that are signs of early pregnancy. HtH 41
Second Trimester You feel more creative, but worry as something grows within you. HtH 42
Third Trimester Your body and brain prepare for giving birth, enhancing perception but causing distraction. HtH 42
Fixated You are intently focused on a single thought or command. HL 150
Frightened You're terrified and moved to panic and flee. VTR 2e 304
Fugue You've shied away from trauma by shutting out the experience. CofD 289
Guilty Feelings of remorse leave you emotionally vulnerable. CofD 289
Informed You're well equipped to tackle a given subject. CofD 289
Inspired The spirit moves you to confident action. CofD 289
Lost You've lost your sense of place and need to reorient. CofD 289
Lost Tracker Frustrations on a hunt leave your tracking skills sloppy and halfhearted. WTF 2e 308
Madness Unnatural horror has shattered your ability to process life. CofD 289
Oblivious You are absent-minded, not paying attention to things going on around you. HL 150
Obsession Something controls your attention and distracts from all else. CofD 290
Paranoid Supernatural fear diminishes your ability to trust and depend on others. WTF 2e 309
Reckless You are incapable of considering the consequences of your actions. CTL 2e 344
Scarred You have been left psychologically scarred after being violently bitten by a vampire. VTR 2e 305
Shaken You're shocked or deeply rattled, unsteadying your hand. CofD 290
Sleepwalking Sleep and wakefulness blur, and you suffer from lost time and poor recollection. CTL 2e 344
Spooked Otherworldly wonder moves you unwisely. CofD 291
Steadfast Your resolve to act is steeled and ready. CofD 291
Stoic Distance and emotional guard ease lies, but inhibit perspective and passion. CTL 2e 345
Strained You've held back the shock of witnessing supernal sorcery, but the pressure remains. MTA 2e 318
Swooned You're charmed or bedazzled by a particular person. CofD 291
Violent Violence is second nature to you, causing you to lash out at others. HTV 2e 300
Wanton You are easily given to bouts of excessive indulgence. VTR 2e 307
Withdrawn Doubt and insecurity drive you inward, sapping the will to action. CTL 2e 346
Physical Conditions
Agonized You suffer extreme pain and are unable to think clearly. GttN 135
Arm Disability At least one arm is either chronically or permanently nonfunctional. HL 57
Blind You've lost or can't exercise your sense of sight. CofD 288
Chronic Agony You're vulnerable to incapacitating pain spells. HL 57
Chronic Sickness Sickness or poison lingers in you, aggravated by stress. HL 57
Deaf Your hearing is severely impaired. HL 58
Disabled You can't effectively walk on your own power. CofD 288
Drained You're weak and woozy from blood loss. VTR 2e 303
Easy Prey You've left a strong trail for a hunter to follow and exploit. WTF 2e 307
Energized A chemically induced rush. HD 123
Exhausted You're run ragged on the edge of unconsciousness. WTF 2e 307
Fatigued You've pushed yourself too far, and your fatigue hangs over you constantly. PTC 2e 309
Fragile You're using equipment not sturdy enough to endure continued use. CofD 102
Intoxicated Your discretion is dulled by altered consciousness. VTR 2e 304
Invisible Predator You've skulked on the hunt, leaving nary a trace of your approach. WTF 2e 308
Leg Disability At least one leg is either chronically or permanently nonfunctional. HL 58
Lethargic Fatigue tires you so heavily you cannot muster Willpower. CTL 2e 342
Mute You cannot speak or use your voice. CofD 290
Numb Detachment from the world dulls the feeling in your body. CTL 2e 343
Sickly Disease is making its way through your system. DSG 105
Stumbled A complication has arisen to interrupt an ongoing project. WTF 2e 311
Untraceable You've thoroughly covered any trail a hunter might use to find you. WTF 2e 311
Volatile You're using unstable equipment prone to backfiring. CofD 102
Social Conditions
Bonded You've established trust with a particular animal. CofD 288
Connected You've made inroads with a particular group of people. CofD 288
Embarrassing Secret There are skeletons in your closet to exploit. CofD 289
Flagged Something has alerted the location's security, and they're on your trail. MTC 2e 353
Hunted Dangerous enemies have your trail. CTL 2e 342
Leveraged A particular character is holding something over your head to compel you. CofD 289
Notoriety Odious blame follows you, whether true or not. CofD 290
Reluctant Aggressor You don't really want to hurt your victim, but you're going to do it anyway. HL 150
Surveilled Someone or something is keeping tabs on you. HL 150
Tasked Your duty-bound allies have issued you a serious task you must carry out. VTR 2e 307
Vendetta You will stop at nothing to punish those who wronged you. HTV 2e 300
Watched Someone is stalking you, suspicious of an unnatural secret you hide. PTC 2e 312

Supernatural Conditions

General Supernatural Conditions
Accursed Knowledge You have acquired forbidden knowledge, trading sanity for power. MTC 2e 346
Dissonant Tuning Your soul resonates with the Lie, amplifying its effects on Supernal phenomena. NH-NA 163
Dormant Sovereign The Mummy watching over your cult has difficulty awakening due to challenges faced in Duat. MTC 350
Emanation The oppressive presence of one of the Judges of Duat, centered upon a focal vessel. MTC 2e 352
Enervated You are in the second stage of soul loss, further diminishing your will. VTR 2e 303
Family Ties You've united your power in concert with a Primordial Beast. BTP 322
Goblin Queen Your fractured goblin nature has stranded you in the Hedge and attracted followers. CTL 2e 339
Going Westward Your nature as an immortal has buckled, and the debility of age encroaches. MTC 2e 354
Hedge Denizen Dealings with goblins have made you a goblin yourself, with limited ability to leave the Hedge. CTL 2e 340
Identity Crisis Your identity and memories have become intertwined with those of others, leaving you unsure of who you really are. MTC 2e 354
Monstrous Servant You have managed to gain control of a Geryo for a period. NH-SM 201
Ominous Your presence is marked by phantasms and ill omens. MTC 2e 357
The Sibyl's Tongue Supernatural revelations can only be shared in High Speech, or by spending Willpower, through riddles or allegory. DE 78
Soul Shocked Your sense of self is healing after experiencing death outside the body. MTA 2e 318
Soulless Your soul has been stripped from you, gradually sapping your will. CofD 290
Thrall You have succumbed to the effects of soullessness, a mere shell of who you once were. MTA 2e 318
Unintended Medium A lingering ghost or spirit is able to subject you to harrowing visions. DEC 273
Shows of Power
These Conditions are usually imposed by supernatural powers.
Abruption Your supernatural prowess is severely hobbled by a dominant outside force. BTP 321
Awestruck You are cowed by the visage of the figure before you, forcing you to grovel. WTF 2e 306
Berserk Supernatural influence drives you to unthinking violence. WTF 2e 306
Bestial Supernatural urges provoke animalistic fight-or-flight instincts. VTR 2e 301
Blood Siblings Your fate has been bound by obligation to aid another, regardless of your will. HD 43
Charmed You're temporarily bewitched by vampiric Majesty. VTR 2e 301
Charmed You benefit from a blessing of luck and turns of fortune. MTA 2e 315
Coerced You've been coerced by a Devotion to do a task or suffer damage. Post/Pastebin
Crown You have become a vessel to focus the will and power of one of the Judges of Duat. MTC 2e 348
Cursed A supernatural curse dooms your efforts in a given field. BTP 322
Dead Dreamer Prophetic and terrifying dreams guide you towards a specific task. MTC 2e 349
Despondent Dire Wolf's aura causes you to lose hope and fight with minimal effort. NH-SM 200
Dominated A vampire has temporarily stolen your will with a given command. VTR 2e 302
Enslaved A vampire has your will helplessly in her thrall. VTR 2e 303
Ensorcelled You've fallen in thrall to a supernatural being. HMR 153
Enthralled A vampire has bewitched you with a fanatical devotion to him. VTR 2e 303
Euphoric Rabid Wolf's aura maddens you into fighting only for the werewolf's sport. NH-SM 200
False Memories Supernatural forces have overwritten your memories of an event. VTR 2e 303
Frantic Rabid Wolf's aura panics you into using your energy meaninglessly. NH-SM 200
Ghost-Marked Supernatural power has transformed your body with a mark of death. GTS 2e 300
Impassioned Shade Infusion of a mission which preserves an ephemeral entity in Twilight. MTC 2e 354
Instinctive Dire Wolf's aura reduces your thought to its basest instincts. NH-SM 200
Isolated The Elodoth aura has drawn you out, away from allies. WTF 2e 308
Lured Hunting magic draws you to blindly wander into a likely trap. WTF 2e 309
Manic Supernatural power has made you focused and obsessive to the point of over-exertion. Post/Pastebin
Melancholic Supernatural power has made you melancholic. You struggle to do even minor tasks. Post/Pastebin
Mesmerized You're temporarily vulnerable to a vampire's commands. VTR 2e 305
Moon Taint A werewolf's bite brings the change upon you against your will. WTF 2e 309
Mystified The Ithaeur aura shies you away from the opposite side of the Gauntlet. WTF 2e 309
Ravaged Fae predations have scarred your heart and mind, leaving you a ghost of your former self. CTL 2e 344
Relentless Your instincts drive you inexorably in the direction of your quarry. MTC 2e 357
Resigned The Cahalith aura goads you into facing death recklessly. WTF 2e 310
Shadow Paranoia Supernatural fear builds into a violent, irrational panic. WTF 2e 310
Subservient A vampire is temporarily pressing down on your will to resist. VTR 2e 306
Surrounded Silver Wolf's aura deludes others into conspiracy against you. NH-SM 201
Swaggering The Rahu aura lulls you into overlooking the need for preparation or aid. WTF 2e 311
Unaware The Irraka aura reduces your attention to the world around you. WTF 2e 311
Vocalization You've been cursed with harrowing sounds and voices. HMR 147
Wracked Silver Wolf's aura afflicts you with unceasing pain. NH-SM 202

Vampire: the Requiem

Kindred Conditions
Dependent You're obsessed with a vessel you've fed from, as if suffering a second-stage Vinculum. VTR 2e 302
Ecstatic Blood sorcery has pleased the Beast's appetites. VTR 2e 303
Humbled Your will as a monster shrinks from divine judgment. VTR 2e 304
Jaded Your detachment from the concerns of Humanity baits out the Beast. VTR 2e 304
Languid The loss of worldly Touchstones has you feeling the weight of ages and the call of torpor. VTR 2e 304
Oathbreaker You suffer censure from the Invictus for breaking a blood oath. SotC 189
Primeval Truths Occult revelations disquiet you until you face them down. SotC 184
Raptured Religious fervor makes riding the wave easier. VTR 2e 305
Sated The Beast is appeased enough to make frenzy less threatening. VTR 2e 305
Tainted A soul consumed through diablerie still struggles from within you. VTR 2e 306
Tempted Resisting a frenzy has tested your will to resist the next. VTR 2e 307
Elder Conditions
Anchored Heart You are deeply invested in a particular mortal. TY 135
Beast's Bargain You feed at any available safe opportunity, placating your inner Beast. TY 135
Beloved Enemy You have a nemesis whom you can't bring yourself to kill. TY 135
Children of the Blood A revenant of your creation haunt your steps. TY 135
Crushed The incredible weight of centuries bears down upon you. TY 135
Curated You possess a communal ghoul as part of a bargain. TY 136
Forgotten Your solitude has estranged you from those you know, who now find it difficult and require much effort to remember or even recognize you. TY 136
Immutable Heart You are fully invested in a particular mortal institute or way of life. TY 136
Imprisoned Echo Your Ka is temporarily trapped within a mirror. TY 136
Leveraged Your ghoul is a dedicated servant, but knows your deepest secrets, and leverages this fact to demand certain favors and concessions. TY 136
Living Legend You are immortalized in a popular piece of vampire "fiction", to the consternation of your fellow Kindred. TY 136
Lost Lineage You hail from a clan or bloodline that has long since been lost to the ages. TY 137
Quiet Echo Your Ka is calmed, able to walk outside its usual confined without drawing attention. TY 137
Synchronized You have drunk too deeply from your victim, taking their injuries and conditions upon yourself. TY 137
Vitae's Resoluteness Your addiction to vitae lessens the effect of Languid, so long as your addiction is fed. TY 137
Weak Vitae Your vitae has thinned to the point you can no longer create a new vampire; any attempts only produces a revenant. TY 137
Danse Macabre Conditions
Audience There are eavesdroppers and witnesses to your exchange. GttN 119
Crowd Darling You have charmed the audience to your side. GttN 120
Danse Macabre You are being observed by the upper echelons of vampire society. GttN 119
Disgraced You have fallen from grace, and face existence as a pariah. GttN 120
Exposed Your actions have compromised others within your circle, diminishing your influence. GttN 120
Repressed You have suffered defeat at the hands of a rival. GttN 120
Rising Star You are the crowd favorite, the audience rallying to your side. GttN 120
Subdued A rival has further demonstrated their mastery over you. GttN 120
The Edge You have demonstrated superiority over one of your contemporaries, and are riding the high. GttN 120
Dhampir Conditions
Alienated Nosferatu blood affliction, manifest as a Vice of self-persecuting isolation. HD 44
Domineering Ventrue blood affliction, manifest as a Vice of control and superiority. HD 44
Feral Gangrel blood affliction, manifest as a Vice of violent abuse. HD 43
Malcontent Daeva blood affliction, manifest as a Vice of lashing out. HD 43
Voyeuristic Mekhet blood affliction, manifest as a Vice of lurid fascination. HD 43
Ghoul Conditions
Hunger You feel a violent, desperate need for Vitae. HD 123
Inbred Ghoul family lineage emerges as a glaring affliction without Vitae. HD 123
Recovery You suffer the pain and weakness that comes from weaning yourself off vitae. HD 123

Werewolf: the Forsaken

Uratha Conditions
Ban You are compelled to obey one of the taboos of the Shadow. WTF 2e 306
Essence Overload The imbalance of your bodily Essence has tied its loss to injury. WTF 2e 307
Shadowlashed Errors on a Rite have invited the disdain of the spirit world. WTF 2e 310
Siskur-Dah You are empowered by the Sacred Hunt to bring a chosen prey low. WTF 2e 310
Symbolic Focus The power of a Rite still flows through you, enhancing spirit displays. WTF 2e 311
Lunacy Conditions
Atavism The Lunacy stirs you into unreasoning violence. WTF 2e 306
Delusion The Lunacy drives you into unthinking retreat. WTF 2e 307
Enraptured An abnormal response to Lunacy stirs you to worship. NH-SM 200
Reception The Lunacy leaves you unwittingly open to the spirit world. WTF 2e 310
Renown Conditions
Cunning Your Cunning waxes in a display that invites response. WTF 2e 307
Glorious Your Glory waxes in a display that invites response. WTF 2e 308
Honorable Your Honor waxes in a display that invites response. WTF 2e 308
Pure Your Purity waxes in a display that invites response. WTF 2e 309
Wise Your Wisdom waxes in a display that invites response. WTF 2e 311

Mage: the Awakening

Awakened Conditions
Defeated A rival has won magical advantage over you in the Duel Arcane. MTA 2e 315
Degenerate Mana You can no longer regenerate mana without performing an Act of Hubris. NH-NA 163
Humbled Someone stands to you as a valuable reminder of the power of humanity. MTA 2e 316
Mage Hunter You are obsessed with hunting and destroying magic in all its forms. NH-NA 164
Megalomaniacal You are blinded by hubris. MTA 2e 317
Mystery Commands You receive the arcane will of the Exarchs. MTA 2e 317
Rampant Your spellcasting is ruled by a cavalier, reckless attitude. MTA 2e 317
Supernal Harrowing Your soul has been contaminated by a Harrowed Banisher. NH-NA 164
Tainted Aspiration One or more of your Aspirations have been tainted by an Abyssal curse. NH-NA 164
Triumphant You carry your victory in the Dual Arcane with you in Awakened society. MTA 2e 319
Paradox Conditions
Abyssal Backlash A Paradox casts a shadow over you, threatening to break through on the next spell that gives it an opening. MTA 2e 117
Abyssal Debilitation You are hampered as a result of exposing your soul to the Abyss. NH-NA 163
Abyssal Imago A Paradox intrudes upon the spells you envision, compelling dangerous Reach. MTA 2e 117
Abyssal Nimbus A Paradox has leaked across your Nimbus and invites Abyssal manifestations. MTA 2e 116
Monster A Paradox has mutated an animal into a miserable, fearsome nemesis. DE 81
Unclean A Paradox has turned your magical tools and methods against you. DE 81

Promethean: the Created

Created Conditions
Branded Throng Your bond with your throng allows Pyros to flow, and its balance dampens the destructive aspect of your Azoth. PTC 2e 306
Disconnected Frustration in your Pilgrimage causes you to shrink from human interaction. PTC 2e 308
Tormented Pain and suffering have severely imbalanced your alchemical humours. PTC 2e 312
Disquiet Conditions
Disquieted A Promethean's presence increasingly distracts and overwhelms you over progressive stages. PTC 2e 308
Murderous Pandoran Disquiet taints your instincts with predatory violence. PTC 2e 311
Stricken Pandoran Disquiet infects you with horror and fright. PTC 2e 312
Terrified Pandoran Disquiet whips you into panicked retreat. PTC 2e 312
Refinement Conditions
Analyst The Refinement of Impurity. Exploiting a Vice when Social Maneuvering is twice as effective. PTC 2e 65
Destructive The Refinement of Flux. Spend Pyros to ignore Durability or Armor equal to your Azoth. PTC 2e 251
Enraged The Refinement of Torment. Recover Pyros from your Torment Anchor. PTC 2e 56
Intense The Refinement of Ephemerality. Spend Pyros to open a Door at the cost of Disquiet. PTC 2e 71
Introspective The Refinement of Source. Suffer bashing damage to squeeze out a point of Pyros as an instant action. PTC 2e 53
Masked The Refinement of Mortality. Spend Pyros to delay the onset of Disquiet. PTC 2e 44
Patient The Refinement of Self. Spend Pyros to raise your Azoth in Doors. PTC 2e 47
Resourceful The Refinement of Pyros. Spend Pyros to increase a tool's equipment bonus temporarily. PTC 2e 68
Sensitive The Refinement of Mystery. Spend Pyros to identify the supernatural. PTC 2e 62
Tenacious The Refinement of Corpus. Spend Pyros to increase the number of rolls you can commit to an extended action. PTC 2e 50
Tuned In The Refinement of Aid. Spend Pyros to sense the way to your throngmates. PTC 2e 59
Transmutation Complications
Alienated The charge of Deception has distanced you from your fellow Prometheans. PTC 2e 306
Atavistic The charge of Metamorphosis has overwhelmed your composure. PTC 2e 306
Burnout The charge of Vulcanus has painfully overstoked your inner fire. PTC 2e 307
Callous The charge of Mesmerism has sapped your empathy. PTC 2e 307
Degaussed The charge of Electrification disrupts local electromagnetics. PTC 2e 307
Ephemeral Anchor The charge of Spiritus invites ephemeral activity around you. PTC 2e 309
Flawed Vessel The charge of Alchemicus interferes with your ability to channel Pyros. PTC 2e 309
Fragile The charge of Contamination has weakened your body. PTC 2e 309
Greedy Brand The charge of Benefice draws out and wastes throngmates' Pyros. PTC 2e 310
Hyperextended The charge of Vitality overtaxes your body's abilities. PTC 2e 310
Irritable The charge of Disquietism saps your self-control. PTC 2e 310
Kinesthesia The charge of Corporeum interferes with abstract thought. PTC 2e 310
Reckless The charge of Luciferus renders you uncautious and impulsive. PTC 2e 311
Regressive The charge of Saturninus dulls your grip on human motives and behavior. PTC 2e 311
Synesthesia The charge of Sensorium overwhelms your ability to distinguish sensory input. PTC 2e 312

Changeling: the Lost

Lost Conditions
Behind Your Eyes Your clarity disintegration allows Hedge ghosts, Hobgoblins, or the Gentry to use your senses. Kith 140
Comatose You've lost all Clarity and subconsciously retreated into an unending dream. CTL 2e 334
Cursed A changeling has cursed you, which only resolves when the changeling fails to maintain certain conditions. Kith 140
Deep Kenning Your enhanced Clarity offers you insight into nearby magic, fading if Clarity drops to 0. Kith 140
Dream Assailant Your reckless dreamweaving has roused the dream's violent rebellion. CTL 2e 336
Dream Infiltrator Your meddling dreamweaving has raised the suspicion of the dream and its eidolons. CTL 2e 337
Dream Intruder Your extensive dreamweaving sets the dream and its eidolons ill at ease. CTL 2e 338
Egomaniac Your loss of Clarity leads to egotistical behavior and altered anchors. Kith 141
Enchanted Obligation You have enchanted bargain with a mortal, similar to Obliged but includes additional effects. Kith 141
Glamour Addicted Your body withers and consumes itself if not regularly sated with enough Glamour. CTL 2e 339
Hexed You suffer from a changeling's minor curse, resolved through a specified action. Kith 141
Icon Shard You broke a vow, infusing your Icon with malicious intent, tormenting you. Kith 141
Indebted You owe a debt to a fae being, repayable through accepting damage or a detrimental conditions dealt to them. Kith 142
Kithseeker Undertaking trials in the Hedge to seek a kith that matches your soul’s calling. Kith 142
Oathbreaker You've broken an oath, inviting distrust and separating yourself from sealings. CTL 2e 343
Obliged A bargain of service with a mortal human protects you from the Wild Hunt and can hide you from Wyrd-bound pursuers. CTL 2e 343
Fae-Touched Conditions
Hedge Addiction The Hedge calls to you and tempts you. CTL 2e 340
Arcadian Dreams You're harrowed with visions of your promise-bound and their suffering, and can trace them through the Hedge. CTL 2e 333

Geist: the Sin-Eaters

Bound Conditions
Bonding Your relationship with your geist benefits from weathering a crisis point. GTS 2e 299
Dead Your body lies dead, unleashing your geist. GTS 2e 299
Defiant You've broken the Old Laws, and their keeper knows it. GTS 2e 299
Echoes Your geist's Remembrance Traits jumble in your mind. GTS 2e 299
Ferry Bound You may navigate passengers across the Underworld's rivers so long as you collect the proper price. GTS 2e 299
Flatlining Your Synergy has been broken, and your geist rebels. GTS 2e 300
Fragmented Dead waters have washed away your definition and identity. Mem 27
Indebted Neglecting a Touchstone has uncentered you spiritually. GTS 2e 300
Lawbreaker A Dominion spites and curses you for breaking the Old Laws. GTS 2e 300
Memento Collector Other Sin-Eaters are impressed! GTS 2e 301
Memory Bleed Your identity begins to blur with that of your non-personal Memories. GTS 2e 301
Regalia A krewe has bestowed you with a special crown blessing. GTS 2e 301
Theophany The confidence and celebration of a krewe that has changed the world. GTS 2e 301
Unleashed The geist materializes, temporarily unmoored from its Bound. GTS 2e 301
Wavering You have offended your geist and it demands recompense before it will cooperate. GTS 2e 301
Weakened Bond Unleashing your geist has temporarily displaced your power. GTS 2e 302
Haunt Conditions
Actor You have been bound to participate in a ghostly recapitulation of events. GTS 2e 306
Boneyard The Bound's consciousness haunts the location, seeping awareness into every corner and object. GTS 2e 306
Caul You've invited your geist into your flesh to transform your shape. GTS 2e 306
Curse A Sin-Eater haunts you with cursed fortune. GTS 2e 307
Dirge The song of the Bound moves you and impels you. GTS 2e 307
Marionette You are strung by the Plasm of a manipulative Bound. GTS 2e 307
Maw You've become an uncontrollable nexus for the Underworld's endless hunger. Mem 24
Memoria Memories of death and the dead play out in visions. GTS 2e 307
Oracle You have left your body to seek answers as a spectral traveller. GTS 2e 308
Rage You wield ghostly malice to smite your foes. GTS 2e 308
Servant An engine of Plasm controls your body. GTS 2e 308
Shroud Your body interweaves with your geist, ghostly and gauzy. GTS 2e 309
Tomb You have molded memories of something lost into a perfect replica. GTS 2e 309
Void You have opened the wake of a black and hungry nothingness. Mem 24
Void Storm The Underworld's hunger reaches through you to sap energy from the world. Mem 24
Well Your self and memories flow like the dead rivers. Mem 26

Hunter: the Vigil

Hunter Conditions
Merciless The hunt is now the focal point of your life, and have difficulty focusing on anything else. HTV 2e 298
Vigilant The hunt is your entire life, and you're ready to do whatever it takes to stop the monsters lurking in the shadows. HTV 2e 300

Mummy: the Curse

Arisen Conditions
Disembodied You walk as a ghost through Twilight. MTC 2e 350
Disinterred Your tomb has been ransacked or ruined. MTC 2e 350
Forgotten Skill Buried expertise waits to be unearthed from within your memory. MTC 2e 353
Memory Bleed You have fused into the soul of another, and your identities blur together. MTC 2e 356
Cult Conditions
Effortless Effort Your cult produces greater results in its efforts. MTC 2e 352
Far-Reaching Your cult has made successful inroads with important figures. MTC 2e 353
Haphazard Cultists Your cult is disorganized, reducing their effectiveness. MTC 2e 354
Heresy Your cult has been infiltrated by a contradictory, potentially blasphemous belief. MTC 2e 354
Iron Grasp Your grip on your cult is absolute. MTC 2e 355
Isolated Your cult is insular, even going so far as to reject outside assistance. MTC 2e 355
Mismanaged Your cult's effectiveness is stymied by ineffective elements within it. MTC 2e 357
Shaken Faith The cult's resolve is shaken, questioning its leadership or doctrines. MTC 2e 359
Zealous Your cult is more dedicated to its mission than most, operating more effectively. MTC 2e 361
Sybaris Conditions
Unease Sybaris Stage one. Dread unsettles you without a supernatural power to turn to. MTC 2e 359
Terror Sybaris Stage two. Contact with a mummy seizes you with fear. MTC 2e 360
Desecration Sybaris Stage three. Unholy terror invites the will of Duat. MTC 2e 360
Rewards and Punishments of Duat
Accelerated Descent Duat pulls more eagerly at your Sekhem. MTC 2e 346
Auspicious Descent Your Sekhem weathers the Descent longer. MTC 2e 347
Blessed Minions Your cultists are inspired by your accomplishments. MTC 2e 347
Damaged Pillar You cannot draw power from one of the Pillars of your soul. MTC 2e 349
Devouring Urge Ammut the Devourer speaks to you, and only sacrifice will buy her silence. MTC 2e 350
Driven Your surety in your ambition is a great well of strength. MTC 2e 351
Echoes of Descent Your clarity and Memory lift up the power of your soul. MTC 2e 351
Geometric Alignment Sekhem's flow preserves your tomb from disruption. MTC 2e 354
Graceful Descent Your overflowing Sekham staves off your Descent. MTC 2e 354
Luminous Pillars Your soul shines strong and resists depletion. MTC 2e 355
Megalomaniacal Your failures in the trials of Duat have left you with cold, single-minded focus. MTC 2e 356
Precipitous Descent The Descent wears down your Sekhem more quickly. MTC 2e 357
Repression Your failures in the trials of Duat have hollowed out portions of your knowledge. MTC 2e 358
Timeless Conditions
Alternative Current Time around you is taking a divergent current. MTC 2e 346
Déjà Vu You stand where different currents of possiblity converge on a single event. MTC 2e 349
Eddy You wade through sluggish waters which can be outpaced. MTC 2e 352
Mirage You recognize patterns in the tides which echo past and future events. MTC 2e 356
Rip You can take precise stock from your position amid rapid timeflows. MTC 2e 358
Whirlpool Caught in a swirl of recurring events, you can grab hold of causal fixtures. MTC 2e 360

Demon: the Descent

Unchained Conditions
Aetheric Bleed Exertion in demonic form has you releasing accumulated Aether. DTD 209
Betrayed Someone you trusted has sided with the God-Machine against you. DTD 119
Blackballed The heat you've drawn makes you a liability for nearby demons. DTD 120
Blown One of your Covers is useless, and the God-Machine is now actively targeting it. DTD 119
Burn-Coded You have been infected with malware, compromising your Cover. DSG 105
Demonic Disconnect You've failed to maintain human empathy while in your demonic form. DTD 209
Demonic Rage Pain and frustration suffered in demonic form provoke frenzied violence. DTD 210
Flagged The agents of the God-Machine have their attentions directed your way. DTD 120
Hunted Your actions have alerted the God-Machine to your presence. DTD 119
Implanted You have a weird gadget implanted in your body and this is not normal. FoH 155
Impostor You've let the lies of Legend pile up. DTD 119
Memory Hole Errors in god-hacking have disrupted your access to a particular Skill. FoH 80
Of the Machine The demon has god-hacked to disguise her fallen nature within a project. FoH 78
Overclocked You've stored more Aether than your body can normally process at once, and must soon vent the excess. FoH 81
Phantom Pain Your focus is disrupted by the gnawing feeling of a missing demonic form ability. FoH 160
Plugged In You've jacked an angel's Cover, and the God-Machine is watching you as if you were that angel. DTD 118
Surveilled Agents of the God-Machine are compiling intelligence to identify you. DTD 120
Agenda Conditions
Angel Empathy The Integrator Agenda. Resolve to understand and exploit the angelic mindset. DTD 95
An Eye for Disorder The Saboteur Agenda. Resolve to intuit the best course of action to upend a system into chaos. DTD 97
I Know Someone The Tempter Agenda. Resolve to make the right connections to fit in anywhere. DTD 99
Prepared for Anything The Inquisitor Agenda. Resolve to make an instant logical connection or breakthrough. DTD 93
Uncalled You are not a member of any Agenda. DTD 78
Demon-Blooded Conditions
Activated The God-Machine has broken your Cipher. You have four Key Embeds and three Interlocks, but once per session, the God-Machine may act through you. HtH 35
Catalogued The God-Machine is probing your Cipher. You have two Key Embeds and an Interlock, but the God-Machine is watching your status. HtH 35
Examined The God-Machine has accessed your Cipher. You have three Key Embeds and two Interlocks, but you're scrutinized enough to pose demons a risk of compromise through you. HtH 35
Noted The God-Machine is looking for your Cipher. You have one Key Embed. HtH 35

Beast: the Primordial

Begotten Conditions
Gorged Your Satiety is comfortably sated. You inflict Nightmares easily, but are not resistant to supernatural compulsion. BTP 320
Ravenous Your hunger consumes you, both mentally and physically, until you find sustenance. BTP 320
Sated Your Satiety sits in an uncomfortable middle, and you are vulnerable to Anathema. BTP 320
Slumbering You've feasted too much, and your Horror sleeps to digest, denying you its power. BTP 321
Starving Your Satiety is low, making you sharp and ready to feed. Your Atavisms wax in power, but your Lair is hazy and distant. BTP 321

Deviant: the Renegades

Remade Conditions
End Stage Terminal instability renders Variations at maximum Magnitude uncontrollably potent, and by the end of the chapter, will destroy you, body and soul. DTR 322

Tilts (2nd Edition)

Personal Tilts

Name Description Book
Natural Tilts
Arm Wrack Your arm has been incapacitated by pain or injury. CofD 280
Beaten Down Your will or capacity to keep fighting has been exhausted. CofD 280
Bleeding You're weakening from bleeding out. HL 143
Blind Your vision has been impaired or stripped. CofD 281
Burning You're on fire. You quickly amass lethal damage because fire bad. PTC 2e 314
Deafened Your hearing has been impaired or stripped. CofD 281
Drugged You're suffering the numbing mental and physical effects of a narcotic. CoFD 281
Immobilized You're restrained or held in place, incapacitating you and leaving you open. CofD 284
Insane A panic attack or severe psychotic break provokes extreme, irrational behavior. CofD 285
Insensate You've been overwhelmed and psychically incapacitated, leaving you open. CofD 285
Knocked Down You've been swept to the ground, disrupting your action and forcing you prone. CofD 285
Leg Wrack Your leg has been severely weakened or incapacitated by pain or injury. CofD 285
Pierced Armor Your armor has been damaged or ruptured. HL 143
Pinned Your flesh or clothes have been pinned to an object, holding you in place. HL 143
Poisoned You're being harmed by a fast-acting toxin. CofD 286
Sick You're impaired and weakened by disease. CofD 286
Stunned You're dazed and briefly incapacitated. CofD 286
Supernatural Tilts
Flesh Too Solid You're so immersed in dream that you take physical instead of dream damage. CTL 2e 329
Nimbus You're subject to a mage's unique Immediate Nimbus, imposing a resonance that applies dice modifiers to certain Attributes or dice tricks to certain Skills. MTA 2e 89

Environmental Tilts

Natural Tilts
Avalanche Tumbling hazards buffet you along and quickly inflict lethal damage. BTP 327
Blazing Light Eye-searing brightness impairs vision. DTR 314
Blizzard Thick snowfall impairs vision and movement. CofD 281
Crowded Bodies press in on all sides,missed attack have a chance to hit others people. HTV 291
Crowded:Traffic Like above more but in public, with folk with Phones. HTV 291
Detritus Sharp and Jagged Ground, move slow or fall over and get cut up by the Ground. HTV 291
Earthquake Brief physical havoc quickly inflicts lethal damage, or bashing on a successful Stamina + Athletics roll. CofD 282
Extreme Cold Frostbite conditions disrupt natural healing and gradually accrue action penalties and lethal damage. CofD 282
Extreme Heat Sweltering, dry conditions disrupt natural healing and gradually accrue action penalties and lethal damage. CofD 282
Drowning You're submerged and quickly accrue bashing damage from suffocation. BTP 328
Filth Stratified filth covers the ground, gain the sick Tilt if Wounded. HTV 2e 292
Flooded High water levels disrupt movement or submerge those present. CofD 282
Heavy Rain Severe storm weather impairs vision and hearing. CofD 283
Heavy Winds Hurricane winds impair hearing and movement, and threaten bashing damage from debris. CofD 283
Ice Slick footing strips traction and endangers movement. CofD 284
Inferno Shit's on fire. You might choke if you don't burn up first. HTV 293,DTD 386
Moving Terrain The Ground is moving and shaking, making it hard to stand or act. often used for Vehicles. HTV 294
Poor Light Darkness impairs vision. MTA 2e 323
Riot Unpredictable violence erupts, and jostling and trampling poses a risk of bashing damage. DE 576
Swarm A horde of small but hostile creatures inflicts bashing damage each turn, and resists attacks that don't saturate an area. Special variants of this Tilt include swarms of thoughtful scorpions (DE 236) and obsidian mosquitoes (DE 239). DTD 179
Tight Space Hard to properly fight, good luck using anything larger than a shotgun. HTV 295
Unstable Terrain The Ground Could give away at any moment, dont put too much pressure on it, or you might have quite the drop. HTV 295
Urban Collapse The building is coming down, and characters may fall, be struck, or be crushed and trapped. DE 573
Viscous Passage through the area is difficult, requiring successful rolls to make progress through it. DTR 320
Supernatural Tilts
Boneyard A Sin-Eater haunts this place, bringing it to life and aware. GTS 2e 305
Lair You're exposed to the particular ruling conditions of a primordial Beast's Lair. BTP 100
Lightning A supernaturally conjured storm which seeks victims. NH-SM 97
Omen Unnatural plague weather sears flesh or boils blood. NH-SM 97
Shattered Time Time is injured here, causing causal stutters and random modifiers to appropriate derived traits. History may mutate, and futures may split. DE 46
Zombies! There are too many zombies to wade through. Lose your Speed Factor bonus. Each turn in the horde not running at full tilt provokes an attack from the horde. CofD 150


Orders (2nd Edition)

Contemporary

Order Nickname Creed Symbolism Rote Skills Book
Adamantine Arrow Arrows Challenge is magical Attack and Defense Athletics, Intimidation, Medicine MTA 2e 36
Guardians of the Veil Guardians Magic is fragile Concealing Identity Investigation, Stealth, Subterfuge MTA 2e 39
Mysterium Mystagogues Magic is alive Knowledge Investigation, Occult, Survival MTA 2e 43
Silver Ladder Théarchs Magic is humanity's birthright Authority Expression, Persuasion, Subterfuge MTA 2e 46
Council of Free Assemblies Libertines Humanity is magical Culture Crafts, Persuasion, Science MTA 2e 49
Seers of the Throne Seers Magic is payment Words of the Tyrants Investigation, Occult, Persuasion MTA 2e 52
Tremere Hollowed Magic hungers Ephemeral and Physical Unity Empathy, Occult, Subterfuge NH-NA 126
Ministry Crown Creed Iron Seal Rote Skills Book
Hegemony Obligation The State is the soul The Unity Empathy, Persuasion, Politics MTA 2e 72, 82
Horologian Agency Routine is the opiate of the masses The Prophet Intimidation, Politics, Socialize NH-NA 38
Panopticon Vision Vision is power The Eye Investigation, Stealth, Subterfuge MTA 2e 72, 82
Paternoster Doctrine Faith is an unbreakable chain The Father Academics, Expression, Occult MTA 2e 72, 82
Praetorian Fury The weak fear the strong The General Athletics, Intimidation, Larceny MTA 2e 72, 82

Historical

Darshana Greek Ethos Symbolism Rote Skills Book
Jnanashakti Gnostikon The Wise study and preserve eternal truth Writing Crafts, Occult, Science DE 86
Mahanizrayani Omphalos The Wise shepherd souls spiritually Ceremony Academics, Expression, Persuasion DE 87
Samashti Phulakeion The Wise protect a fallen world Secrecy Investigation, Stealth, Subterfuge DE 88
Vajrastra Adamantine Arrow The Wise pursue heroic achievements Weaponry Athletics, Weaponry, Intimidation DE 88
Ajivaki Living Sects The Wise are not separate from the people Belief Expression + two others DE 89
Cult Epithet Mythos Oblations Book
Arcadian Mysteries Pelasgians Magic invites in greater gods Titanic supplication, visiting shrines DE 90
Karpani Magi Magic is a battle between good and evil Prayers of purification, religious recitations DE 92
Mantra Sadhaki Mantrikis Magic proceeds from enlightened consciousness Fasting, chanting, drawing mandalas DE 93
Weret-Hekau Hemka Magic supplicates divine intervention Praying before divine images, sacred writing DE 94
Order Nickname Creed Symbolism Rote Skills Book
Bay City Marshals Marshals Justice is magical Retaliation Empathy, Firearms, Investigation DE2 384
Company of the Codex Picaroons Freedom is magical Discipline Firearms, Intimidation, Survival DE2 311
Ministry Crown Creed Iron Seal Rote Skills Book
Geryon Secrecy Faceless powers rule unopposed The Nemesis Larceny, Socialize, Subterfuge DE2 301

NPCs, Beings (2nd Edition)

Ephemeral Entities

Ghostly Twilight
Ghosts Self-aware impressions left behind by the death and loss, anchored from the pull of the Underworld. CofD 122
Amkhata Ravening aberrations formed from raw Sekhem unbound from any vessel. MTC 2e 219
Fiends The endless demons of Duat, who exist only to cause pain and to be pained. MTC 2e 321
Shades Shadows cast by dead lives, progressing to the unlit land of Duat. MTC 2e 231
Spiritual Twilight
Spirits Symbiotic totems born from the resonance of the world, native to the Shadow Realm. CofD 122
Idigam Bizarre, ever-changing monsters of the Shadow Realm, with unique infectious powers. WTF 2e 216
Astral Twilight
Goetia Thoughtforms native to the Astral Realms. MTA 2e 252
Unfettered Horrors of the Primordial Dream, divorced from the link to corporeal Beasts. BTP 235
Angelic Twilight
Angels Servitors and subsidiaries of the God-Machine, consumed with cosmic tasks and commands. CofD 122
Exiles Failed and abandoned angels with impossible orders, who develop quirks and dysfunctions. DSG 63

Material Creatures

Being Description Book
Claimed Fusions of spirits and possessed vessels, merged in mind and body. WTF 2e 207
Cryptids Animals supernaturally mutated by exposure to Aether. DTD 228
Geryo Many-headed ur-predators which predate the Uratha and carry a shapeshifting contagion. NH-SM 153
Horrors Miscellaneous monsters and hidden dangers in the Chronicles of Darkness. CofD 140
Hosts Shattered fragments of ancient Shadow gods, including the spider-host Azlu and rat-host Beshilu. WTF 2e 202
Manticores Animals transformed in the same manner as the Remade, who instinctively wield similar Variations. DTR 65
Pandorans Hungry, parasitic monsters stirred to unlife by the radiance of the Divine Fire. PTC 2e 239

Otherworldly Beings

Being Description Book
Hedge Ghosts Insubstantial remembrances of feeling and character traits, tied to the Hedge. CTL 2e 245
Hobgoblins Cunning opportunists and strange dream-folk born of the Hedge. CTL 2e 252
Huntsmen Arcadian aborigines emptied of their hearts and inhabited by the True Fae to invade the material world. CTL 2e 264
Qashmallim Pyretic intelligences composed of Divine Fire, motivated by missions of catalysis and inspiration. PTC 2e 271
Pangaeans Ancient gods of the Border Marches, transcending flesh and spirit. DE 58
Strix Unliving shadows who steal bodies to sate their spite and visceral urges. VTR 2e 200
Supernal Entities Entities hidden in the Supernal World and summoned into the Fallen World. MTA 2e 252
True Fae Covetous alien gods who manifest as discrete Titles. CTL 2e 269

Supernal Entities

Being Realm Manifest Recondite Description Book
Angels Aether Seraphim Cherubim Elemental symbols of power and wisdom, ruling Forces and Prime. MTA 2e 97, 252
Beasts Primal Wild Atavisms Totems Primal symbols of instinct and intuition, ruling Life and Spirit. MTA 2e 97, 252
Demons Pandemonium Imps Wraiths Harrowing symbols of correspondence and insight, ruling Space and Mind. MTA 2e 97, 252
Fae Arcadia Anachronisms Moirae Esoteric symbols of fate and fortune, ruling Time and Fate. MTA 2e 97, 252
Shades Stygia Apeirons Specters Meditative symbols of theory and memory, ruling Matter and Death. MTA 2e 96, 252
Being Description Book
Ananke Living works of imperial magic embodying the ordainment of a particular outcome in the timeline. SoS 116
Ochemata Extruded aspects and avatars of Archmasters and Ascended beings. SoS 115


Grimoires (2nd Edition)

Grimoire Description Effects Rotes Page
Acherologion Book on soul-manipulating magic that contains the secrets of the Tremere ritual of Hollowing. Owner gains Advanced Library (Soul Magic) ••• - NH-NA 161
Codex One of many copies of a powerful Imperial Artifact. - Display of Power, 5 Prime DE2 300
Crown Notebook Book containing notes and rotes used on the creation of the Crown of the Rose, a perfected, Awakened human being. - - NH-NA 46-47
Name Rating Size Gnosis Mana Arcana Description Book
Pearl of Unbeing ••• 1 2 8 Prime 3 When swallowed, wielder can create a new Nimbus or replicate one they've revealed for a scene for one mana. NH-NA 32
The Sword of Alec •••••
•••
3 4 16 Death 5 Functions as a greater hollowstone. Can cast Sever the Awakened Soul if wielded by a blood relative of Veliona's Hand dynasty willingly. If it has removed the wielders soul they can summon ghosts of any relatives or ancestors they have. NH-NA 156
The Divine Gobbet •••••
••••
- - - - Once a scene, roll Composure + Resolve with a penalty to a maximum of -5 to avoid fulfilling their Vice. Not rolling and fulfilling restores all Willpower and gains persistent Open Condition for Abyssal beings. When the wielders Befouled spell generates an anomaly, all other spells in a certain distance generate Antinomian anomalies instead of Paradox anomalies for a scene. Reduces all Withstand traits by one when casting Fraying, Unraveling, or Unmaking pratices for a scene. Can store up to 18 Paradox successes. NH-NA 105
The Codex •••••
•••••
•••
- - - Prime Yantras using symbolism of authority, law, control, or governance cannot provide a bonus above +1 within a designated area. Spells using them as sympathetic Yantras have the strength of the sympathy lowered by one level. Yantras don't work when used in spells targeting people within the Codex's area of influence, or targeting those named and written into the Codex. Named are immune to the effects of the Codex and gain 8-again when countering those using the Yantras of authority, provided they're under the named persons Nimbus Tilt. DE2 300

Astras

Name Durability Size Gnosis Mana Description Book
The True Hand of Glory Indestructible 1 4 24 Allows wielder to cast Amorality, Detect Substance, and Teleportation. Any being that sees the lit fingers or smells the smoke coming from it falls into a trance that lasts until the fingers are snuffed out or the victim has been injured or violently interfered with. SoS 102

Eidoforms

Name Rating Structure Size Spell Capacity Description Book
English Literature •••••
••••
Variable 1* 5 (*Base size) Eidoform that can take the form of any work or collection of English fiction printed in modern book form, as long as the wielder knows the title and one or two lines of the text. SoS 103

Sariras

Name Rating Structure Durability Size Gnosis Mana Description Book
The King Who Is a Throne •••••
•••
50 5 5 5 200 Allows wielder to cast Celestial Fire, Psychic Domination, and Transform Energy. Functions as a dedicated magical tool for Obrimos. SoS 104-105