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 |
---|
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 |
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 |
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 |
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 |
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 |
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 |
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 |