Professional Documents
Culture Documents
Base Magias
Base Magias
Base Magias
tic compulsion or even torture, he can other casting of this spell must exceed
be induced to fail his master’s trust. the original caster’s successes. Addi-
Where, then, does an enterprising nec- tional success can instead be used to
romancer turn for assistance? Quicken boost the corpse’s Physical (but not
With Corpse animates one or more corpses to Mental or Social) traits, at a rate of one
Death 4, the serve as unfailing, devoted slaves. What success per additional dot in any trait.
mage can cast such servants lack in wits and motiva- Silver Ladder Rote: Rise and Obey
this spell as an tion, they more than make up for Dice Pool: Presence + Persuasion +
instant action in dogged determination and Death
and can also sheer, tireless pursuit of the Most Ladder mages have little com-
limit who can enter (or tasks they are set. punction against creating zombies,
exit) the gate. Generally speaking, since they view corpses as the mate-
Mysterium Rote: Calling the such ambulatory corpses rial shells of departed souls.
Crossroads possess a level of reasoning Such unthinking servants
Dice Pool: Resolve + Occult + just above that of a rather suit the temperament of
Death intelligent dog. They un- imperious Silver Ladder
While it is one thing to speak to the derstand certain visual cues willworkers quite well,
dead and learn their lore, it is another (such as the opening of the but few members of the
entirely to physically become like a ghost door they are meant to guard) order debate their util-
and employ one’s senses while in a ghostly and auditory commands (“De- ity. Members of
state. Certain locations inaccessible from fend me!”), but cannot other orders create
the material realm can also be explored perform feats requiring abstract walking dead for
by means of this rote, enabling a intellect. They have a limited their own pur-
Mysterium willworker to discover relics memory, but cannot make even poses, ranging
and knowledge perhaps lost for ages. basic correlations or inferences. from cheap la-
(While they can, for example, bor to defense to
Ghostly Object (Death •••) dimly recall that their master has
changed their clothes once a day,
scaring the liv-
The mage creates a ghostly item by ing hell out of
they cannot determine that he is intruders.
turning a real material object into a
likely to do so again tomorrow.)
Twilight object. To do so, he must
They have no individual initiative.
destroy the real object, eliminating all
its Structure points, and then cast this These corpse-slaves are not really
spell upon its remains. The subject any stronger than they were in life,
then becomes a ghost of itself within but they are tireless and completely
Twilight, allowing the mage to ma- without the ability to sense or re-
nipulate it with Death 2 (see the spond to pain. They need not eat or
“Touch of the Grave” spell, p. 138). sleep and do whatever chore they
are set to until told
Practice: Weaving
otherwise, even if it
Action: Instant requires them to tear
Duration: Lasting their own bodies apart in the
Aspect: Covert attempt. They experience nei-
Cost: None ther fear nor the desire for
Mysterium Rote: Night Hallowing self-preservation and have no
Dice Pool: Resolve + Occult or Sci- minds, per se, for others to con-
ence + Death trol. They can, however, be
Mysterium mages often populate their wrested away from their mas-
sanctums with Twilight objects, ready ter through the casting of this
to be drawn forth using “Touch of the spell by another necromancer.
Grave” as needed. Free Council mages Practice: Weaving
learn a version of this rote that uses the Action: Instant
Science Skill in place of Occult. Duration: Prolonged (one
scene)
Quicken Corpse (Death •••) Aspect: Vulgar
Sometimes, it isn’t enough to have Cost: None
loyal and steadfast living servants. A Only one success is required to ani-
normal human being, no matter how mate a corpse. Additional successes
trustworthy, has the capacity for be- determine the strength of the mage’s
trayal. Whether his lips are loosened by control. Someone attempting to wrest
damage to the brain or
Zombies carving a mystic sigil on
Each zombie created by one’s body. If a zombie
the “Quicken Corpse” spell suffers at least one lethal or
(one per Target factor) has aggravated point of damage
the following base traits: from an attack to which it is
vulnerable, it is destroyed
Attributes: Power 1, Finesse 1, Resis- instantly. The caster chooses Practice:
tance 2 the zombie’s vulnerability Perfecting or
Size: 5 (or less if the corpse is small) during spellcasting, unless Weaving
Speed: 1* he devotes a success (over Action:
Initiative: 1* and above the simple Instant
Defense: 1* success needed to animate Duration: Lasting
* These traits begin at 1, regardless the corpse) to make it Aspect: Vulgar
of Attribute scores; the caster must Cost: None
spend successes on a one-success- Indestructible. Indestructible
per-dot basis to raise them. zombies can be destroyed Only one success is needed to re-
Zombies do not suffer only when their final Health shape an object (if the new shape is
wound penalties and cannot box is marked with very complex, the Storyteller might
heal damage naturally. aggravated damage. levy dice penalties to the casting). Or,
Bashing, lethal and aggra- one point of Durability is added per
success. In the case of weapons or ar-
vated wounds are marked
mor, successes can also be assigned to a
normally, but zombies never
suffer incapacitation — they
Restore Corpus (Death •••) weapon’s equipment bonus or to
The mage can heal a ghost’s Corpus. armor’s protection.
just keep going until their last
Practice: Perfecting Mysterium Rote: Spirit-smithing
Health point is lost to aggra-
vated damage. When a Action: Instant Dice Pool: Dexterity + Crafts +
Duration: Lasting Death
zombie’s final (rightmost)
Health box is marked with Aspect: Vulgar Mysterium willworkers often use this
bashing damage, no roll is Cost: None rote to craft useful objects before draw-
ing them out of the Shadow Realm and
required to remain conscious. One Corpus point of damage is re-
into the material world. Sometimes,
When its final Health box is stored per success.
however, they create such items as gifts
marked with lethal damage, Free Council Rote: Spectral Poul- for spirits or ghosts.
it does not collapse and begin tice
bleeding to death — it keeps
going. Any damage suffered
Dice Pool: Composure + Occult +
Death
Sever the Sleeping Soul
after that is upgraded to Some mages prefer to bend the dead
(Death •••)
aggravated. Once this to their will. Many in the Free Council The mage severs a soul from a Sleeper.
happens, the corpse loses are eager to point out that one catches While the soul is separated from the body,
body parts with each new more flies with honey than with vin- the subject suffers all the normal afflictions
upgraded wound until it is egar. Aiding restless ghosts can often of soullessness. See “Soul Loss,” p. 276.
completely pulverized or help in winning their trust and perhaps Practice: Fraying
disintegrated (the Storyteller friendship. Adamantine Arrow mages Action: Extended and contested;
decides which parts fall off often use a version of this rote (Resolve target rolls Resolve reflexively
with each wound). + Occult + Death) to heal shades that Duration: Lasting
they have sent into battle, enabling Aspect: Vulgar
A zombie continues to rot. them to keep fighting for a little longer.
It suffers one lethal point of Cost: 1 Mana
damage with each passage Sculpt Ephemera (Death •••) The mage must touch the target for
the entirety of the spellcasting. If he
of a number of days equal Inanimate objects and places within
to its Resistance. A zombie loses contact, he loses all accumulated
Twlight or the Shadow Realm are made successes. (With Death 5, he can cast
with a Resistance of 3 from a substance called ephemera. The this spell at sensory range. The spell
therefore suffers one lethal mage can shore up or degrade the Du- cannot be cast sympathetically.) Need-
point of rotting damage rability of such ephemera, and the item less to say, the victim must be rendered
every three days. can be reshaped, changing a heap of incapable of moving or escaping for the
metal into a bicycle frame or a stick full length of the spellcasting. Relying
In addition, zombies
into a spear. The mage cannot affect on a grappling hold for a conscious vic-
created by this spell have a animate ephemera, such as a nature
vulnerability to one specific tim is unwise, since the victim gets a
spirit or a fetch. Doing that requires chance to throw off the hold each turn,
type of attack, such as fire, Spirit.
so in secrecy. Even then, Guardians almost Action: Instant (or reflexive with 1
never do so unless to quiet a particularly Willpower)
persistent Sleeper. Duration: Prolonged (one hour)
Aspect: Covert
Summon Shadows (Death •••) Cost: None
while it As with “Shadow Sculpting,” p. 135, The mage determines a trigger that
might take and “Animate Shadows,” p. 136, but the will wake him from this state (such as
hours to com- mage now creates darkness from noth- being struck or having a dog bark within
plete the ing. In addition, he gives it a earshot). Otherwise, he is dead until
extended cast- semi-substantial form so that it can touch such time as the spell’s Duration runs
ing. things and even provide a weak barrier. out. Once awake, his Social rolls are
The target number is equal Practice: Weaving penalized by –1 for every four hours he
to the subject’s Willpower. Action: Instant was under the spell’s effects (up to a
Only a limited number of rolls are Duration: Prolonged (one scene) maximum of –5). A character who looks
allowed for the caster, however, be- Aspect: Vulgar like a walking corpse likely causes terror
fore his attempt is deemed a success or Cost: None and repugnance. Penalties are reduced
failure. A number of rolls may be made by one per hour after waking, as the
The mage creates a one-yard radius
equal to his Resolve + Composure. If the mage regains his natural complexion.
patch of darkness or five-cubic yard
spell fails, it cannot be recast on the This spell is most often cast as covert
volume of darkness. Each success gives
same target until at least one day (24 magic, made to appear as if the mage dies of
the shadow Strength 1 (used to lift
hours) has passed. natural causes or an accident. By spending
objects) or Durability 1. It is not a
A reflexive and contested Resolve material object, so it has no Structure. a Willpower point, the mage can reflex-
roll is made for the target against each Attacks directed through it (if it is ively cast the spell as soon as something
of the spellcaster’s rolls. If the target’s being used for cover) must deal with its happens that he can use as an excuse for his
rolls succeed at any point during the Durability, but they don’t damage the demise, such as if a foe strikes him.
extended casting, the casting fails. shadow barrier. The Death 1 “Grim Sight” spell
While the soul is free of its body, it Free Council Rote: Child of Midnight (p. 134) allows a mage to detect that a
exists in Twilight. The mage who sev- seemingly dead body is not actually
Dice Pool: Wits + Occult + Death
ered the soul can see and touch the dead, although that spell’s Potency
Twilight soul. Mages who use this dread By conjuring up such impenetrable must equal or exceed the Suppress Own
magic usually store their soul bounty in and even animate shadows from light, a Life spell’s Potency.
a Soul Jar (see p. 137) to prevent its Free Council mage can create a barrier
Guardians of the Veil Rote: De-
escape. See “Soul Handling,” p. 276, that serves as cover against ranged-
scending to the Grave
for more details about unmoored souls. weapon attacks, he can conjure a specter
to frighten off an intruder, or he can Dice Pool: Composure + Subter-
A soul can be restored using Spirit 3 fuge + Death
wield a battering ram to fell a door.
(“Restore Lost Soul,” p. 250), and it Not many people think to ask any-
can be protected with Prime 4 (“Ar-
mor of the Soul,” p. 223) and reclaimed
Suppress Own Life thing of a corpse, and Guardians whose
activities have been compromised
with Fate 4 (“Destroy Bindings,” see p. (Death •••) sometimes use this rote in order to
156). With Death 5, the mage can The mage can temporarily suppress avoid difficult questions. While the
sever an Awakened soul. his own life. While in this state, the issues that crop up in the wake of a
Adamantine Arrow Rote: Strip- mage is well and truly dead. The physi- body disappearing from the local
ping the Wicked cal symptoms of death, other than morgue can prove problematic, they
Dice Pool: Presence + Intimidation decomposition, set in (the onset and are often less of a headache than being
+ Death passing of rigor mortis, the receding of arrested or genuinely killed. On occa-
Arrow mages claim their order used this the gums and the skin of the scalp and sion, willworkers of the Silver Ladder
rote in Atlantis to punish criminals. Since fingertips, the pooling of blood at the have faked their own deaths by way of
this magic is difficult to cast with any degree bottom of the body). The mind and this rote, in order to cut the losses of
of subtlety, Guardians of the Veil rarely if spirit are absent. one life and start anew.
ever use it unless they believe they can do Practice: Veiling
liberating me to consider the greater questions of the Universe. A spell that normally lasts
for one hour can be ex-
tended to two hours without
casting penalties if it is
made conditional with an
Exceptional Luck (Fate ••)
The mage’s endeavors are blessed with
improbable condition. It can
exceptional luck that defies the odds.
be made to last 12 hours
Practice: Ruling
with an infrequent condition,
or a whole day with a Action: Instant The
common or easy condition. Duration: Prolonged (one scene) Evil Eye
See “Duration,” p. 117. Aspect: Covert
Cost: 1 Mana
(Fate ••)
The Storyteller also This spell is a ba-
The mage gains the 9-again quality
decides what constitutes a sic curse intended to
(re-roll results of 9 and 10) on one
reasonable condition for bring about immedi-
future dice roll per success. The player
breaking the spell. Virtually ate ill-fortune upon another. In
can choose which of his rolls are af-
impossible conditions — ancient times, such a working was
fected by this exceptional luck
“until the Moon falls out of almost always undertaken by way of
(declared before dice are rolled), and
the sky” or “until Atlantis physically staring at the one to be cursed,
they can include any action or task.
rises again” — should be directing a baleful glare at him and thereby
This effect lasts for one scene (unless
disallowed. Conditional hexing his actions. Now, it may be directed
additional Duration factors are added
through less obvious means, but many
spells are intended to add during casting), after which time any
mages still prefer the old-fashioned aspect.
an element of storytelling unused luck rolls are lost.
and drama to spellcasting. Practice: Ruling
Players should be enjoined Action: Resisted; subtract target’s
from using them as just a Composure
way to squeeze a little extra Duration: Special
Duration out of their charac- Aspect: Covert
ters’ spells. Cost: 1 Mana
Success causes a number of dice
Conditional Trigger to be removed from the subject’s
(Fate •• + Time ••) dice pool for the next action he
The mage can set a trigger takes (i.e., the next action for which
that automatically activates dice need to be rolled). One die is
a prepared spell (see Time 2 subtracted per Fate dot the caster pos-
“Prepared Spells,” p. 260). sesses. Each extra success on the
Normally, the mage must spellcasting affects one additional roll.
activate the trigger himself, For example, if the caster rolls three
but by adding a conditional successes, he affects the next three
rolls made for the target.
trigger, the spell automati-
cally activates when the Some mages prefer to cast the Evil Eye
conditions stated in the as a prepared spell with a conditional
trigger. This approach allows them to
trigger come about. Ex-
delay the onset of the curse until the
amples of conditional Note target performs a specified action (per-
triggers might be: “When that this haps repeating the same insult that
[the target of the spell] next spell does inspired the caster to impose this spell)
sees the moon,” or “When not affect a or certain conditions are in place. The
the clock chimes midnight.” chance die, should a mage needs Time 2 or higher as a con-
player’s dice pool be reduced to junctional Arcanum. See “Prepared
The Mana needed to one. Only a result of 10 is a success.
activate the prepared spell’s Spell,” p. 260, and “Conditional Trig-
Adamantine Arrow Rote: Bless- ger,” above, for complete rules.
trigger must be invested into
ings of the Gods (Note: The Fate 5 “Break the Chains”
the spell during casting or
Dice Pool: Manipulation + Occult spell, p. 159, can dispel the Evil Eye.)
the spell will not have
+ Fate Silver Ladder Rote: Imprecation
enough energy to activate on
its own. The normal rules Prowess of arms can take a mage only so Dice Pool: Manipulation + Persua-
far. On occasion, a bit of luck is also re- sion + Fate – Composure
for casting prepared spells
quired. This rote imparts such good fortune A leader can lay low a dissident with
apply.
upon an Arrow willworker in the heat of political machinations, armed thugs or
battle. Naturally, such a helpful rote finds any number of other relatively indeli-
use by mages of all orders. cate tactics. Some willworkers of the
Silver Ladder prefer to allow Fate itself
to unmake those that fail to under-
Adamantine Arrow also favor a vari- plication). In the most extreme cases,
ant of this rote (Resolve + Athletics + repeated castings may sever threads
Fate) for self-defense while about their entirely (ending the relationship and
order’s assigned tasks. perhaps even a life if the mage has been
exceptionally presumptuous).
stand Granting the Sybil’s Sight Practice: Ruling
the proper
order of things.
(Fate ••) Action: Instant
As the Fate 1 “Sybil’s Sight” spell, Duration: Prolonged (one scene)
Guardians of the
except that the mage casts this upon Aspect: Covert
Veil also make use of
a similar rote (Wits + another mage, or even a supernatural Cost: None
Persuasion + Fate), to being such as a ghost or werewolf. If More a roleplaying issue than any-
bedevil persistent Sleepers with this spell is cast upon a Sleeper, it thing else, this spell moves out of the
ill luck when they pry too deep invokes Disbelief immediately, even if realm of dice rolls and into that of
into the affairs of the invisible world. its Duration is less than one scene. manipulating the story. The mage ef-
Practice: Unveiling fectively chooses some small thing that
Fortune’s Protection (Fate ••) Action: Instant he wishes to see come to pass and
The caster weaves a web of probabil- Duration: Prolonged (one scene) makes it so through his magic. A Sto-
ity about herself, ensuring that attacks Aspect: Covert ryteller may levy dice penalties for
are unlikely to affect her. She “just highly improbable results (such as a
Cost: None pierced, tattooed and leather-garbed
happens” to stumble at the right mo- If the target is unwilling, he may
ment, causing a bullet to miss her, or punk making a great impression at a
contest with a reflexive Resolve + black-tie affair). Generally speaking,
she unthinkingly turns just the right Gnosis roll.
way so that a knife slides off her jacket favorable results of this spell do not last
Mysterium Rote: Flock of Augurs longer than the spell’s Duration (un-
rather than piercing it.
Dice Pool: Manipulation+Occult+Fate less the mage has subsequently taken
Practice: Shielding non-magical steps to that effect).
It is not always sufficient to perceive
Action: Instant Fate’s nuances for oneself. On occasion, Unfavorable side effects can haunt a
Duration: Prolonged (one scene) others must be made aware of destiny’s mage for quite some time. These are usually
Aspect: Covert pattern. Willworkers of the Mysterium reversals of the exact same fortune the spell
Cost: 1 Mana (optional) developed this rote to impart such un- provided. Using this spell repeatedly against
The mage gains one point of armor derstanding upon those who would the woman in the bar might lead to an
per dot she possesses in the Fate otherwise go blind to such intricacies. unfortunate encounter with her jealous ex-
Arcanum. By spending one Mana, the Mafia boyfriend, for example.
Duration can be made to last for one day. The Perfect Moment (Fate ••) Mysterium Rote: Everything’s Zen
Most mages cast such a shielding spell at This spell enables the caster to act in Dice Pool: Wits + Occult + Fate
the beginning of the day, as part of a a social situation with perfect grace and It’s not always the ideal way to do so,
morning ritual. Successes are used to timing, saying just the right thing at just but a socially inept bookworm of the
combat attempts to dispel the shield. the right moment. The mage does not Mysterium is occasionally put into a
Note that this magical armor applies really think out what he will do; he goes position in his search for knowledge
against attempts to grapple the caster (both with the flow, letting Fate and his in- that renders this rote the only way to
his Defense and Fortune’s Protection ar- stincts guide him. He must not have attain that which he seeks.
mor are subtracted from the grappler’s dice foreknowledge of what he will encoun-
pool when he attempts to achieve a hold ter (a good hunch is one thing, but Platonic Mechanism (Fate ••)
on the mage), but it does not protect extensive scrying or a detailed descrip- This spell imbues a mechanical item
against attempts by an opponent to over- tion from someone on the scene via cell with a perfect precision. Fate, after all, is
power and/or inflict damage once he has phone is not acceptable; such intimate the perfect kind of order, that which is
managed to grapple the mage. understanding of the circumstances ru- ordained by the stars and the progres-
Guardians of the Veil Rote: Un- ins the necessary randomness). For sion of the ages. A machine, no matter
touchable example, if the mage casts this spell in a how simple or complex, enchanted by
Dice Pool: Composure + Athletics bar upon meeting someone whom he means of this spell functions flawlessly
+ Fate considers ideal, he might easily wind up for as long as it is meant to function
Not all threats to the hidden society getting her phone number, thanks to his while under the effects of this spell. For
of the Awakened stem from super- Fate-guided panache. a pocket watch, this mean until it winds
natural sources. A well-aimed tire iron Casting this spell over and over again down, while an intact, plugged-in clock
(perhaps swung by a frightened Sleeper in regard to the same subject (such as normally only shuts off if unplugged or
who has seen too much) can prove just the girl at the bar) muddles the threads subjected to a power outage.
as deadly to a Guardian as any ancient of destiny and may even hopelessly A blender always creates a smooth,
curse, so protective countermeasures entangle them (the girl turns out to even blend, while a clock runs with
are sometimes in order. Mages of the actually be a creepy stalker type or absolutely perfect accuracy. In essence,
suffers from some less-than-ideal com-
such devices do exactly what they were
intended to, effectively becoming physi-
Shifting the Odds (Fate ••)
cal representations of the Platonic Ideals The mage creates a shift of destiny,
of such machines. Even a shoddy look- effectively generating turns of good or
ing device or one in poor repair (as long bad luck. These small manipulations
as it is mostly functional) can be en- of fortune almost always take the form There
hanced by means of this spell to perform of totally plausible situations, such as a are those
at 100% physical efficiency. parched mage finding that last quarter who believe
she needs on the sidewalk so she can that the flapping
The device is not any more resilient to buy a drink, or a sudden, stiff crosswind
damage than normal, so a stout blow to of a butterfly’s
that turns a crack sniper’s fatal shot wings on one side
a perfected rock tumbler still damages or
into a serious wound. Big shifts, such as of the world can
breaks it, but the spell does render the finding $1000 at the convenience
machine beyond the ken of normal en- create a hurricane on the
store’s front door or a piano falling on other side. While that notion
vironmental hazard (what constitutes a
the sniper are simply too implausible has never truly been proven, mages
“normal” hazard depends entirely upon to easily happen at this level of mas-
the device in question). A thermometer of the Free Council nevertheless un-
tery. The mage simply requests some derstand the beautiful complexity of
intended to measure the temperature of
small jolt in the desired direction and the chain of causality that creates any
cooling lava has considerably different allows destiny to make the decision as
parameters for “normal use” than a re- event, no matter how great or minor,
to how it comes about, meaning the and capitalize upon that understand-
frigerator or a lawnmower.
mage should be on her toes, ready for ing by means of this rote. Guardians of
Practice: Perfecting anything in the event that her re-
Action: Instant the Veil are also known to favor this
quested outcome happens in an magic, hounding the inquisitive away
Duration: Prolonged (one scene) extremely unexpected manner. from the Mysteries with a sudden turn
Aspect: Covert A wish for “a new car,” for example, of bad (or sometimes good) luck.
Cost: None yields one up, but the mage gets it
In game terms, dramatic failures as- under circumstances that cause long-
term possession to be undesirable (the
Swearing an Oath (Fate ••)
sociated with the “perfected” device The mage learns the basics of binding
are ignored. In addition, the device car is stolen or haunted) or under which
oaths, acquiring the ability to swear such
always works as it was designed. This long-term possession is unhelpful (the
an oath (effectively declaring her inten-
does not mean a “perfected” car can be car is faulty and quickly ends up col-
tions officially to Creation). The
driven any easier in difficult condi- lecting dust in a garage).
metaphysical weight of her vow is small
tions — that’s up to the driver’s skill These manipulations of destiny are and has little momentum, but such an
and the car’s design (a sports car pro- small, but they may be undertaken for oath can turn the tide in a mage’s darkest
vides a better equipment bonus for a wide variety of ends. Indeed, these moments, being the deciding factor that
maneuvering than a compact car). It tweaks can grow into something bigger transforms disaster into victory.
does mean, however, that the engine and more meaningful if carefully
Practice: Ruling
won’t overheat and the tires won’t tended. Mr. Right Now could, in fact,
blow out (unless attacked). actually be Mr. Right provided the Action: Instant
“Normal” use of the item in question mage actually puts in the time and Duration: Lasting
is literally flawless. Most people don’t effort to bring such a relationship to Aspect: Covert
know enough to know a “perfect” mi- fruition. Alternately, the $200 a mage Cost: None
crowave oven from an ordinary one, so hits on a scratch ticket might yield up The oath gives the mage no bonuses
the risk of Disbelief is minimal. “Per- many times its own value if invested to dice rolls or anything grandiose like
fected” guns never jam, “perfected” light wisely. This level of the Fate Arcanum that, but instead gives his player the
bulbs never burn out before the maxi- helps destiny along rather than creat- opportunity to reflexively roll Resolve
mum possible amount of time, and ing it, but it does give the mage the + Composure for the character to act
“perfected” computers never experience opportunity to seize her own fortune or in circumstances that would normally
those occasional little inexplicable quirks to help make one for another. forbid action. For example, the mage is
that plague most machines. Practice: Ruling being controlled mentally and com-
Free Council Rote: Atomic Clock Action: Instant pelled to stand by and watch as the
Dice Pool: Intelligence + Occult or Duration: Special person she swore to protect suffers. A
Science + Fate Aspect: Covert reflexive Resolve + Composure roll
In the pursuit of alternate aspects of can be made for her to ignore the
Cost: 1 Mana
magic, the mages of the Free Council have mental compulsion and to act to pro-
Successive attempts to use this spell tect her charge. Also, at the Storyteller’s
established this rote, a series of procedures for the same goal are considered vulgar.
intended to enhance any mechanical or discretion, when the mage undertakes
Free Council Rote: The Butterfly some action that directly upholds the
electronic device to the point of perfec- Effect
tion. In doing so, the order aims to illustrate oath, she may regain a spent Will-
Dice Pool: Wits + Occult or Sci- power point, just as though she indulged
that new ways need not be anathema to the
ence + Fate her Vice.
Awakened.
over whom they would hold sway,
sometimes take similar vows, as a show
Alter Oath (Fate •••)
of good faith. The mage can alter the terms and
conditions of a Fate-based oath. Note
that a mage trying to get another to
Note Target Exemption alter the tenets of an oath can easily
that a mage constitute intent to violate said vow
cannot cancel (Fate ••) (and therefore subject the mage to the
her own oath spell Mages are limited in their deleterious effects of breaking an oath).
unless she knows ability to control what Practice: Weaving
Fate 4. She must dis- people or things can interact Action: Instant; subtract target’s
pel it if she no longer with their spells, as de- Resolve
wants its effect. If the mage scribed under “Spell Con- Duration: Lasting
knowingly and willingly breaks trol,” p. 128. This level of Aspect: Covert
the oath (in other words, is not Fate allows a mage to cast Cost: None
compelled to do so), she suffers from his net wider and exempt The targeted oath’s Potency acts as
the effects of the “Evil Eye” spell (see whole groups from his dice penalties to the casting roll. (If
p. 151), an effect which cannot be spells’ effects — “everyone this spell is cast as an extended action
undone by a mage with less than Fate except my enemies” is now instead of an instant action, the target
4. (This means that all the mage’s dice an acceptable condition. oath’s Potency provides the target num-
pools are penalized by her own Fate
He can now also exempt ber needed.)
dots until the oath spell is dispelled.)
individual targets from his Once an oath is so altered, it remains
The mage cannot swear more than
area-effecting spells. He altered for the remainder of its Dura-
one oath at a time. (He can have more
suffers a –2 dice penalty per tion. A mage cannot alter an oath she
than one geas cast upon him, however;
has made for herself (as under Fate 2)
see below.) exempted target.
until she has Fate 4.
Adamantine Arrow Rote: Testify- Example: Arctos, Example: Freya once swore to protect
ing to the Gods Glorianna and Morvran are her friend Einar Strombeck from harm.
Dice Pool: Presence + Persuasion + surrounded by a gang of But her friend betrayed her and became
Fate hostile cultists. Arctos casts Angrobda, a Scelestus — one the
There are few things in this world a “Thunderbolt” Forces spell “Wicked” (see p. 361). One of her
more fearsome than a warrior sworn (p. 173) to give the cultists a friends, Morvran, who has remained
sincerely to a cause. Willworkers of the shock, but he wants to loyal, is aware of this oath and knows that
Adamantine Arrow consecrate their protect his friends from it can only cause her trouble now. With-
oaths before Fate itself and so dedicate out Freya’s knowledge, Morvran casts
electrocution. Doing so
themselves entirely to their missions. Alter Oaths to change the conditions of
levies a –4 dice penalty on
Mages of the Silver Ladder, wishing to her oath so that she resists Einar’s at-
make a good impression upon those his spellcasting dice pool.
tempts to sway her rather than protect
him. Even though she wants to be rid of
her oath, her Resolve is subtracted from
••• Disciple of Fate Morvran’s dice pool as a form of natural
resistance to his magical alteration. In
addition, her oath’s Potency is subtracted
from Morvran’s dice pool.
I bring the powers of fate to bear upon the garments that clothe me, the vehicles Silver Ladder Rote: Nullify the
Contract
that convey me and the weapons I wield. I curse the armaments of my enemies and Dice Pool: Manipulation + Politics
+Fate
There are times when it simply isn’t
they are bedeviled by il fortune. That which others call “luck” is a skil to me, expedient to be bound by the letter of
the law. When the law is a Fate-en-
and one in which I am well-versed. I shield the fates I have made against the forced oath, mages of the Silver Ladder
can either endure the consequences of
their promises or make use of this rote.
hands of those who would undo them, lie to destiny itself, Of course, willworkers of the Free
Council also enjoy the freedom offered
by this magic (Wits + Politics + Fate),
make others believe my deceptions, and are known to alter the “small de-
tails” of binding vows their cabal-mates
make.
and twist the threads of sanctified oaths.
Bestow Exceptional Luck Grant Fortune’s Protection
(Fate •••) (Fate •••)
As with the Fate 2 “Exceptional As with the Fate 2 “Fortune Protec-
Luck” spell, p. 151, except that the tion” spell, above, but the mage can
mage can give others the 9-again qual- now cast this upon others. Some
ity for one or more rolls. Practice: Shielding mages of
Practice: Weaving Action: Instant the Mysterium
Action: Instant Duration: Prolonged (one scene) are inclined to see
Duration: Prolonged (one scene) this rote as a prod-
Aspect: Covert uct of paranormal
Aspect: Covert Cost: 1 Mana (optional to extend forces brought to
Cost: 1 Mana Duration to 24 hours) bear on an object, while oth-
Free Council Rote: Rabbit’s Foot Adamantine Arrow Rote: Bolster ers believe that perfectly
Dice Pool: Manipulation + Persua- the Company reasonable scientific processes cre-
sion + Fate Dice Pool: Presence + Persuasion + ate the seemingly supernatural effect.
Sometimes, the best gift one can Fate Regardless, the result is the same. Ada-
give another is a chance. Council mages While it is well and good to be forti- mantine Arrow willworkers are known
use this rote to grant just that to allies, fied against one’s enemies, few can to use a similar rote (Presence + Occult
bestowing a bit of luck that can prove stand alone when those enemies press + Fate), blessing their own armaments
to be a lifesaver. No order overlooks from all sides. Thus, the Adamantine with good fortune.
the utility of this rote, though; all rec- Arrow developed this rote for the pur-
ognize the value of looking out for poses of protecting allies, keeping them Monkey’s Paw (Fate •••)
their friends. safe from foes both subtle and obvious. The mage learns how to bring bad
fortune onto lifeless objects, similar to
Fabricate Fortune (Fate •••) Lucky Coin (Fate •••) how he can cause luck with “Lucky
This spell creates a false destiny upon The mage learns how to interact Coin,” above, bringing fortune to bear
a person or thing. The mage can make with a lifeless object, bringing fortune upon them. For example, a car just
a given thing seem destined to come to to bear upon it. By touching the des- won’t work right (when it works at all),
pass, even if none of the momentum of tiny of an object, the mage fortifies its or an enraged wife murders her spouse
destiny is behind it, deceiving others ability to perform the tasks for which it with an unlucky paperweight.
with the power to perceive fortune. A was designed. Practice: Fraying
dagger seems destined to slay a king or Practice: Perfecting Action: Instant
a child looks to cursory Fate sensing to Action: Instant Duration: Transitory (one turn)
be the Antichrist. Duration: Transitory (one turn) Aspect: Covert
Practice: Veiling Aspect: Covert Cost: None
Action: Instant Cost: None On the turn after casting, the targeted
Duration: Prolonged (one scene) On the turn after casting, the tar- object is subject to an equipment dice
Aspect: Covert geted object receives an equipment penalty equal to the spell’s successes, up
Cost: None dice bonus equal to the spell’s suc- to a maximum of the caster’s Fate dots.
Those who are attuned to prophecy cesses, up to a maximum of the caster’s In addition, a suit of armor’s protection
must overcome the Potency of this Fate dots. (This is in addition to the can be decreased by one point per suc-
spell in order to see through the lie. item’s normal equipment modifier.) In cess (even down to zero points).
If this spell is cast upon an unwilling addition, a suit of armor’s protection As a roleplaying consideration, un-
mage, a reflexive, contested Compo- can be increased by one point per suc- lucky objects tend to cause their owners
sure + Gnosis roll may be made to cess (to a maximum of the caster’s Fate harm (an unlucky carving knife cuts a
resist. dots). chef’s hand, putting him out of action
Guardians of the Veil Rote: False As a roleplaying consideration, lucky for weeks). Sometimes (as in the case of
Messiah objects tend to benefit those who own the cursed paperweight, above) an un-
Dice Pool: Intelligence + Subter- them (a lucky jacket is snagged by lucky object need not even be used by its
fuge + Fate some tree roots as a mage slides on owner to bring ill fortune upon him.
A false trail that seems paranormal some loose rocks down a steep hill). Adamantine Arrow Rote: Sword
to inexperienced Awakened (or even Sometimes a lucky object does not of Damocles
to Sleepers somehow sensitive to for- even need to be used by its owner to Dice Pool: Wits + Occult or Sci-
tune and prophecy), but that ultimately bring fortune to bear upon him. ence + Fate
leads nowhere, can do more to conceal Mysterium Rote: Four-Leaf Clover Adamantine Arrow willworkers use
the truth of the occult than any smear Dice Pool: Wits + Occult or Sci- this rote to curse their enemies’ arma-
campaign or threatening encounter. ence + Fate ments with ill luck.
the fortune of people, places or things so
that Sleepers will remain blissfully igno-
Destroy Bindings (Fate ••••)
rant. Silver Ladder willworkers have also This spell enables a mage to free a soul
used this magic (Composure + Subterfuge that has been forcibly bound outside of
+ Fate) to occlude their own (often power- its proper place (such as one stolen and
ful) destinies, so as to go unnoticed when reattached using the Death Arcanum,
Occlude stealth and secrecy are required. or one kept in a soul jar). The caster can
sever the connection between a mage
Destiny
(Fate •••) Superlative Luck (Fate •••) and her familiar, release a spirit that has
been placed into a fetish, and even free
The mage’s endeavors are blessed a ghost from an anchor.
The mage prevents with amazing luck that defies the odds
outside powers from Practice: Unraveling
and credibility.
perceiving or tampering with Action: Instant and contested; successes
Practice: Weaving
a given destiny, creating an “in- are compared to the bond’s Potency
violable fate.” He can conceal a Action: Instant
Duration: Lasting (or prolonged vs.
true “child of prophecy” or another so Duration: Prolonged (one scene) familiars)
favored (or ill-favored) by fate against Aspect: Vulgar Aspect: Vulgar
perception by those with an eye for Cost: 1 Mana Cost: None
such things. This effect can protect the The mage gains the 8-again quality (re- The caster’s successes must exceed
mage’s Destiny Merit against being roll results of 8, 9 and 10) on one future dice the Potency of the bond being severed.
detected or altered by another roll per success achieved in the spellcasting In the case of a ghost, successes must
willworker, for example, or shield an roll. The player can choose which of his exceed its Resistance dots. For a fetish,
oath against having its conditions al- rolls are affected by this superlative luck, use the Potency of the spell that cre-
tered by outside magic. and they can involve any action or task. ated the item (see the Spirit 4 “Create
Practice: Veiling and Shielding This effect lasts for one scene (unless addi- Fetish” spell, p. 252). In the case of a
Action: Instant tional Duration factors are added during familiar, successes must exceed its
Duration: Prolonged (one scene) casting), after which time any unused luck owner’s Gnosis dots.
Aspect: Covert rolls are lost.
Both the release of a trapped soul
Cost: None Note that this spell does not affect a and the release of a bound spirit or
chance die, should a mage’s dice pool ghost are lasting, though the mage-
The spell’s Potency contends against
be reduced to one. Only a result of 10 familiar bond returns to normal at the
all other mages’ attempts to perceive
is a success. end of the scene (the caster can in-
or alter the target’s destiny.
Silver Ladder Rote: Walking the crease this Duration as per a prolonged
If this spell is cast upon an unwilling
Supernal Path spell). In the case of freed souls, the
mage, a reflexive, contested Compo-
sure + Gnosis roll is made to resist. Dice Pool: Resolve + Occult + Fate soul does not automatically return from
Guardians of the Veil Rote: Hid- Like any other thing, Fate can be bent whence it came. It must be restored to
den Treasure to the needs of a superior will. A Ladder its rightful owner using the Spirit 3
willworker uses this rote to defy any “Restore Lost Soul” spell, p. 250.
Dice Pool: Intelligence + Subter-
twist of fortune that leads him away from Adamantine Arrow Rote: Cutting
fuge + Fate
the destiny he knows to be rightfully his, the Chaff
Guardians must sometimes create desti- enhancing his prowess in virtually all
nies in order to protect the Mysteries, and Dice Pool: Resolve + Occult + Fate
endeavors well beyond human norms. vs. bond’s Potency
those destinies must be protected. Like- Mages of all orders eventually find one
wise, they are on occasion forced to conceal With relentless conviction, the
use or another for this powerful rote. willworker of the Adamantine Arrow
shatters all fetters binding a
•••• Adept of Fate spirit against its will. In this
manner, powerful fetishes can
Every vow uttered is as clay beneath my be destroyed and bound ser-
vants are given the ability to
turn upon their would-be
fingertips. I send the soulless and lifeless as I wil along the web of destiny, sending rich masters. Even those ephem-
eral beings that choose to
treasures to those who please me and tainted gifts to those who have earned my ire. I break the remain at an enemy’s side
can be dismissed. Guardians
chains of those who are bound in spirit and I reject the control of others in all things, truly of the Veil use a variant on
this rote (Intelligence + Oc-
emancipated by my power. Both order and chaos are mine to cult + Fate) to break the
bonds between troublesome
command and I bring mad fortune to bear as I wil it, shattering others’ il usions of control. spiritual entities and the ma-
terial world, so the beings
can either leave of their own volition Action: Extended
or be banished, no longer threatening Duration: Lasting
the secrecy of the Mysteries. Aspect: Covert
Cost: 1 Mana (sympathetic casting cost)
Gift of Fortune The Storyteller assigns a required
(Fate •••• + Space ••) target number (the metaphysical
ing
around
Objects do not have volition of their weight of the object’s current destiny)
dusty tombs to
own, but they are given momentum by the that must be overcome in order to
find the relics or
wills of the sentient creatures that act upon move the item in the desired direction.
knowledge they
them. They are imbued with purpose by Thus, an object from a mage’s own
seek, but can call
human belief in their designated purposes. childhood about which no one else
such things to them
Human choices become the destinies of really cares might require only one
by means of this rote.
such items. Thus, a mage with a stronger success, while the mummy of
will than a Sleeper could, for example,
decide that a rare heirloom will come into
Tutankhamen could require that 10 or
more successes be accrued, if it can be
Probable Cause
her possession. Through the quirks of fate, moved at all. (Fate ••••)
it eventually finds it way into her keeping. The targeted item can take some The mage can ensure the probability
It may not do so in any way she might time to make it to its destination. Ex- of succeeding in nearly anything to
envision (and her ownership of it need not cess successes added to the target which he puts his hand.
necessarily be legitimate or even legal), but number can speed up the journey by Practice: Perfecting
she does not have to exert any special effort one degree per success. Action: Instant
to acquire it. Indeed, she need not even Physical Distance Maximum Time Until Duration: Prolonged (one scene)
know where the object is when she casts ffrom
rom Caster Item Arrives
Aspect: Vulgar
the spell. The item reaches her when it Same city One day
does, if it does (this spell could be dispelled Same state One week Cost: 1 Mana
before the item arrives; see below), and she Same region The mage gains the rote quality (re-
has no control over the circumstances of or province Two weeks roll failed dice once) on one future dice
how or when it arrives. Destiny makes no Nearby country roll per success achieved on the casting
guarantees, for example, that a ritual knife (from Canada roll. The player can choose which of
a mage hopes to get won’t end up protrud- to Mexico) One month his rolls are affected by this altered
ing from a wound in her abdomen by the probability, and they can include any
Distant country
hand of some crazed wino. action or task, although he must de-
(from America
A mage can send a given object any cide before the dice are rolled. This
to Nepal) Three months effect lasts for one scene (unless addi-
which way she desires, specifying that This spell can target items within the
a woman’s gold necklace ends up owned tional Duration factors are added during
Shadow Realm, although without a casting), after which time any unused
by the son she gave away at birth, or Spirit 3 component the item cannot
that a treasure chest eventually spends Probable Cause re-rolls are lost.
cross the Gauntlet. It arrives just on the
its days at the bottom of the sea. Using Note that this spell does allow the
other side of the Gauntlet, probably
this spell with naked and indiscrimi- player to re-roll a failure on a chance die.
brought by means of a hapless spirit.
nate greed often results in dire This spell cannot be “stacked” with
Using this kind of magic for selfish
consequences for the caster (such as “Exceptional Luck” (p. 151) or “Su-
or greedy ends, especially when a mage
the aforementioned knife in the gut). perlative Luck” (p. 156); only the most
does so repeatedly, almost always leads
Wise workers of Fate magic advocate potent spell takes effect.
to bad twists of fortune, often involv-
using this spell for personal gain only Guardians of the Veil Rote: As-
ing one or more of the objects the mage
when need is great, otherwise doing tries to acquire. sured Acquisition
legwork personally and without the Dice Pool: Composure + Occult + Fate
aid of magic. Some items have so much As with any spell targeting an un-
seen subject, the mage needs a Space This is a rote for those times when a
belief and will behind them, conscious Guardian simply must not fail in protect-
or otherwise, that it is essentially im- Arcanum sympathetic connection to
reach out and grasp the object’s strands ing the hidden world from the eyes of
possible to move them from their the uninitiated. Named for circum-
current circumstances. While the Hope of fate to draw them to him. The
strength of this connection determines stances in which a given person or object
Diamond might be able to be moved (at must be acquired and spirited away, this
a –3 penalty for its celebrity; see “Cult if there are penalties on the spellcasting
roll (see p. 114). rote sees use in all manner of situations
of Celebrity,” p. 115), the Leaning and by members of all orders.
Tower of Pisa isn’t going anywhere, Mysterium Rote: True Ownership
despite the fact that the technology
certainly exists to disassemble, trans-
Dice Pool: Intelligence + Investiga-
tion + Fate
Sanctify Oaths (Fate ••••)
port and reassemble it. The threads of Members of the Mysterium skilled The mage can witness the swearing
fortune can only be stretched so far. in the Arcanum of Fate need not go of oaths on the part of others as he did
traipsing through dark jungles or crawl- for himself with Fate 2 (“Swearing an
Practice: Ruling
Those who would offer solemn oaths
to a mage of the Silver Ladder should Unfettered
be wary of this rote, lest their words be
rendered truly binding. Willworkers of (Fate ••••)
the Mysterium also make use of this A mage with this level of
Oath,” powerful magic in the course of their proficiency with the intrica-
p. 153), cies of Fate has a sixth sense
work, whether to hold another to a for powers intended to usurp
bringing the promise of aid or to a vow to deliver a control of his own destiny.
weight of destiny certain artifact by a given date. The mage can reflexively
to bear upon them. repel deleterious magics that
Note that the Sever Oaths (Fate ••••) will or could harm his fate.
participant(s) need The mage severs an oath completely. He He can resist falling under
not be aware that the mage has may also use this spell to freely manipulate the sway of a geas, for
the means to place metaphysical an oath he has sworn (with Fate 2). example, or shrug off
momentum behind such vows. An psychic control.
Practice: Patterning
individual considered to own or bear The mage can reflexively
responsibility for the life of another Action: Instant and contested; successes
cast an instant countermagic
(such as a child’s parent) can swear are compared to the oath’s Potency protection under the follow-
oaths in that person’s name. Duration: Lasting ing circumstances:
Practice: Patterning Aspect: Covert
— His soul is being
Action: Instant Cost: None tampered with or attacked
Duration: Lasting Successes must exceed the Potency
of the oath to be severed, unless the — He is being forcibly
Aspect: Covert bound into a geas
caster targets one of his own oaths, in
Cost: None — Ill fate (a doomful item,
which case one success is enough.
If the target is unaware that the as described under Fate 5) is
Silver Ladder Rote: Magistrate’s
words he’s about to utter will bind him directed at him
Rule
into a mystical oath, he gets to uncon-
sciously contest the spell with a Dice Pool: Manipulation + Occult — A supernatural compul-
+ Fate vs. oath’s Potency sion to do something he
reflexive Resolve + Gnosis roll. does not wish to do is
Note that this spell is tallied against One who would rule must not hesi-
directed at him
the total amount of spells the mage can tate to break a promise that stands in
maintain (and it counts toward the spell the way of good governance. In the The mage needs only the
case of an oath sanctified through the Fate Arcanum to counter the
tolerance of those who are affected by attack. He doesn’t need to
the oath). The caster can, however, Fate Arcanum, this rote is the only way
to break from it safely, and Ladder know all the Arcana in-
choose to relinquish the spell (see “Re- volved in the attacking spell.
linquishing Control of Spells,” p. 120) mages make use of it when they must.
Unfettered countermagic can
so that it no longer counts against the Free Council willworkers bound to be made against even covert
total of his maximum spells allowed. unpleasant oaths likewise feel little or spells. For more information
no shame in use of such a rote. If the on counter spells, see
Silver Ladder Rote: Let Their
one to whom such a vow was made “Countermagic,” p. 122.
Words Condemn Them
were worthy, there would be no need
Dice Pool: Presence + Expression + for mystic fetters ensuring complicity.
Fate
190
Transform Other (Life ••••) Practice: Patterning
Action: Instant and contested; tar-
The mage can give another human being
features from a base or median life form, as per get rolls Stamina reflexively
the Life 3 “Transform Self” spell, p. 187. Duration: Prolonged (one scene)
Practice: Weaving Aspect: Vulgar
Dice
Action: Instant and contested; tar- Cost: None Pool:
get rolls Stamina + Gnosis reflexively This rote enables the elevation of a Resolve
Duration: Prolonged (one scene) base life form into a higher evolution- + Animal
ary state. Without other magics, such Ken + Life
Aspect: Vulgar
altered creatures have only the most Guard-
Cost: None basic instinctual programming of the
At this level, the mage must touch ians of the
life forms into which they’re changed. Veil have a number of dif-
the target. With Life 5, he can cast this A planarian changed into a cat does
spell at sensory range. ferent reasons for casting this
not possess the cat’s superior intelli- rote. A mindless human body can
Guardians of the Veil Rote: Atavistic Brand gence, and a patch of moss transformed be created, bribing a troublesome
Dice Pool: Presence + Animal Ken into a snake is apt to lie exactly where spirit with a host, or a Siberian tiger
+ Life vs. Stamina + Gnosis it is altered and act only if harmed or could be spun out of nothing, giving
Guardians use this rote to stigmatize otherwise forced to react. the mage a body to control with other
others, perhaps drawing attention away At this level, the mage must touch Life Arcanum spells. Some Free Coun-
from a more troubling supernatural the target. With Life 5, he can cast this cil mages use this rote to conjure up a
occurrence or forcing subjects to hide spell at sensory range. desired sample of flora or fauna so as to
(lest they be seen as monsters). This Free Council Rote: Genetic Tampering have a life form on which to pattern
rote can also be used to bestow more Dice Pool: Intelligence + Medicine transposed characteristics for the
survivable characteristics upon allies + Life vs. Stamina “Transform Self” spell (see p. 187).
in a dangerous or alien environment. Free Council mages sometimes use
Trigger the Lizard Brain this rote to create strange pets with the Evolutionary Shift (Life
(Life ••••)
docility of lower life forms but the
bodies of dogs or cats.
•••••)
The mage can transform a base or me-
The mage can control the instinc-
tual reactions of human beings as he Create Life dian life form into a human being.
Practice: Patterning
does with lower life forms using the (Life •••••) Action: Instant and contested; tar-
“Control Median Life” spell, p. 185. The mage can create a living bio- get rolls Stamina reflexively
Practice: Weaving logical creature up to the
Action: Instant and contested; tar- most complex of natural
get rolls Resolve + Gnosis reflexively
Duration: Transitory (one turn)
organisms. Granted, with-
out the uses of other Arcana
••••• Master of Life
Aspect: Covert like Mind, this construct is I wear any and every shape
mindless, motivated only by
Cost: None
instinct, but few can argue with equal facility and can
Adamantine Arrow Rote: Pulling
the Strings of Fear with the sheer, godlike au- transform others into any
thority possessed by one
Dice Pool: Manipulation + Intimi-
who is able to conjure up beast I envision. That which I
dation + Life vs. Resolve + Gnosis
Fear is a powerful tool. Adamantine
life at will. change passes on the
Practice: Making
Arrow willworkers who learn the cast-
Action: Extended
vicissitudes of its form to all its
ing of this rote understand the utility of
such a resource. Of course, other in- Duration: Prolonged progeny, begetting new things
stinctual reactions, such as deference (one scene) upon the earth. Lesser
to a superior or even the urge to mate, Aspect: Vulgar
can be brought on through the use of Cost: 1 Mana creatures may be raised up by
such magic. Free Council mages use
their own rote (Wits + Intimidation +
The target number of suc- my magic to take on human
cesses is determined by the
Life) to trigger those sorts of reactions creature’s Size (on a one-for- identity, and human beings
in other human beings. one basis) and Physical dance on my strings as surely
Attributes (also on a one-for-
Uplift the Species one basis). as does any lesser thing. I
(Life ••••) Guardians of the Veil wield the authority of the gods
Rote: New Beginnings
The mage can change a form of base
life into a form of median life.
themselves, for mine is the
power to create life.
CHAPTER THREE: MAGIC 191
to exchange a single feature, although a veritable living siege engine, com-
unnatural but theoretically possible fea- bining all of the deadliest
tures such as the ability to exhale fire characteristics in the plant and animal
might levy a –1 dice penalty per unnatu- kingdoms, as she wills. Mysterium
ral feature. Changes in Size (either up or mages are also known to use a version
Dura- down) require successes on a one-for- of this rote for their own purposes.
t i o n : one basis. The spell’s range is sensory.
Prolonged
(one scene)
In the case of creatures with unnatu- Hereditary Change
Aspect: Vulgar
ral features, Sleeper Disbelief can dispel
the Fantasia spell, restoring the crea-
(Life •••••)
Cost: None ture to its natural form. The mage can bestow upon a creature
While the animal’s form the characteristics of other life forms,
Silver Ladder Rote: Bygone Me- with the ability to pass such characteris-
is changed, its mind is unaf- nagerie
fected; it still thinks and behaves tics along through heredity (effectively,
Dice Pool: Intelligence + Academ- for the scientifically minded, altering
like an animal. The spell’s range is ics + Life vs. Stamina
sensory. the subject’s genome permanently and
Silver Ladder willworkers use this rote seamlessly). This spell is cast in combi-
Free Council Rote: The Frog King to create beautiful and terrible forms of nation with one that alters a creature’s
Dice Pool: Intelligence + Animal life, with which they defend their homes features, such as “Transfer Median Fea-
Ken + Life vs. Stamina and sanctums, impress and horrify allies tures,” p. 187, or “Fantasia,” above. See
Perhaps more a product of intellectual and rivals, and lay siege to enemies. “Combining Spells,” p. 128.
curiosity than anything else, this rote en- Some mages choose to perform this spell
ables a Council mage to elevate a lesser life Greater Shapechanging upon creatures that have already been
form to human state. While some mages of
exceptional skill in the Mind Arcanum use
(Life •••••) born, whether in their youth or their adult-
The mage can change shape without hood, while others prefer to use only unborn
this magic to develop the consciousness of beings, altering them within the womb (or
such a being, others find their own uses for the possibility of becoming “lost” in
her new form, and can change others inside the egg) so that their changed char-
it, not all of them scrupulous. Some par- acteristics are manifest at birth. In theory,
ticularly vicious Adamantine Arrow with the same facility with which she
transforms herself. The mage retains anything from a slug to a bird to a dog to a
willworkers use this rote to transform lesser chimpanzee can be physically manipu-
life forms into humans, upon whom they full control of her reason in this form,
as do any she chooses to change (unless lated in this way.
hone their combat skills.
she would rather have another be forced Practice: Making
Fantasia (Life •••••) to fight for control of his faculties, as
per lesser “Shapechanging” at Life 4).
Action: Instant and contested; tar-
get rolls Stamina reflexively
The mage can perform the most fantas-
Practice: Making Duration: Lasting
tic of alterations to extant life, creating
beasts directly out of myth and legend, or if Action: Instant or contested; target Aspect: Vulgar
she is inclined, mind-shattering horrors rolls Stamina + Gnosis reflexively Cost: 1 Mana
dredged out of the depths of the most Duration: Prolonged (vs. Sleepers The mage must touch the target (or
fevered of imaginations. Any ability that and willing supernatural targets) or its egg, or the belly of the beast carrying
can conceivably be possessed by a normal transitory (vs. unwilling mages and the unborn animal).
living creature (whether or not such is a other supernatural targets) The features are lasting. Effectively,
characteristic that is or has ever been in- Aspect: Vulgar the new form is considered the
trinsic to a specimen of earthly flora or Cost: 1 Mana creature’s natural form unless the be-
fauna) can be imparted, such as the ability The mage must deal with the same ing is altered again through another
to mix certain enzymes to produce flame, or modifiers for Size as he does with lesser use of Life magic. The traits are heredi-
sacs of biochemical gas that can be used to “Shapechanging” (p. 190). He may tary, creating a magical bloodline.
float on water or even in air. More mun- also cast the Life 3 “Transform Self” Mages who make fantastic creatures
dane qualities, such as a fly’s ability to vomit spell, p. 187, to add different features are well advised to hide them away
digestive fluids, a cat’s enhanced night to the changed form, but he is not from prying eyes, such as deep within
vision or a moose’s incredible sense of smell restricted to lesser life forms. an isolated sanctum or in the remote
can all be given. Adamantine Arrow Rote: Hour of wilderness. Truly fantastic beasts cre-
Practice: Making the Wolf ated using the “Fantasia” spell (such as
Action: Instant and contested; tar- Dice Pool: Stamina + Animal Ken ambulatory pine trees with eyes, fangs,
get rolls Stamina reflexively + Life vs. Stamina + Gnosis predatory instincts and the ability to
Duration: Prolonged (one scene) spit digestive enzymes, or winged croco-
Without the threat of losing herself
Aspect: Vulgar diles with venom) tend to sicken and
in the form she adopts, this rote can be
die when witnessed by Sleepers. The
Cost: 1 Mana one of the strongest weapons in an
Sleeper’s Disbelief successes (Resolve
The mage targets an existing animal Arrow’s arsenal, especially consider-
+ Composure roll) deliver bashing dam-
from which to add and subtract various ing her ability to freely modify her new
age to the creature once per scene in
features. Each success allows the mage shape. Such a willworker can become
192
which it is witnessed, each time a new Practice: Making
Sleeper sees it. The Disbelief dice pool Action: Extended
may be reduced by one or two dice by Duration: Prolonged (one scene)
playing to prevailing local myths (mak- Aspect: Vulgar
ing a chupacabra in South or Central
Cost: 1 Mana
America, for example), or by putting Prac-
an altered creature somewhere far away Lost limbs can be regrown and dam- t i c e :
from the general run of humanity, aged or faulty organs can be restored to Unmaking
where there are those who still believe health. The number of successes needed
Action:
the impossible can happen. depends on the limb or organ restored.
Instant and
Mysterium Rote: The Dragon’s Egg Body Part Target Number contested;
Finger or toe One success target rolls Re-
Dice Pool: Intelligence + Medicine
Eye, ear, nose, solve + Gnosis reflexively
+ Life vs. Stamina or tongue Two successes
In a few isolated sanctums, Mysterium Duration: Prolonged (one
Hand or foot Three successes
mages still practice the timeless art of scene)
Arm or leg Four successes
shaping life itself, giving rise to entirely Genitals Five successes Aspect: Vulgar
new creatures. Some believe that the Cost: None
Internal organ
strange flora and fauna being discovered (lung, kidney) Six successes This spell can be cast at sensory
even today is the result of such tamper- Heart Seven successes range. Successes can be allocated
ing. Some Silver Ladder willworkers, among the target’s Physical Attributes
Brain Eight successes
reveling in the sheer power of their in any combination. The total by which
magic, use their own variant of this rote Once this spell has been cast, the re-
stored body part does not immediately each Attribute can be lowered is lim-
(Resolve + Medicine + Life). ited by the mage’s Life dots.
appear. It grows at a rate of one success per
Adamantine Arrow Rote: Lay Him Low
Human Minion minute until the total successes required for
that organ are achieved, at which point the Dice Pool: Strength + Athletics +
(Life •••••) organ is fully functional. For example, a Life vs. Resolve + Gnosis
The mage exerts gross bodily control person can have a new arm (four successes) True power lies not in being well armed,
over human beings. As per the Life 4 in four minutes. but in denying the opposition access to
“Animal Minion” spell, p. 188. The Obviously, a mage can only cast this weapons. By using this powerful magic, an
mage controls the affected creature spell upon a living target. The willworker Arrow mage can render an enemy all but
like a marionette. cannot regenerate someone who has incapable of standing up to a stiff breeze, let
Practice: Patterning died (perhaps due to the loss of the body alone being a threat in combat.
Action: Instant and contested; tar- part concerned). This spell does not
get rolls Resolve + Gnosis reflexively affect the target’s Health rating. Ultimate Honing
Duration: Concentration Note: This spell’s Duration can be
extended using the advanced prolonged
(Life •••••)
Aspect: Vulgar The mage can raise more than one of
Duration factors, but it cannot be made
Cost: 1 Mana another human being’s Physical At-
indefinite. When the spell expires, the
Unlike an animal, a human cannot tributes, as per the Life 4 “Hone
body part withers back to its state before
be made to do anything that endangers Another’s Form” spell, p. 189.
the casting (and disappears in the case of
his survival or that might harm him. a restored limb) within one minute. It is Practice: Perfecting
Also, if he is made to do something rumored that archmasters might have Action: Instant
that is radically against his beliefs (such the ability to cast this spell with indefi- Duration: Prolonged (one scene)
as harm his lover), a fresh contested nite Duration. Aspect: Vulgar
and reflexive Resolve + Gnosis roll is
Free Council Rote: Salamander’s Tail Cost: 1 Mana
made to resist the command (his suc-
cesses must exceed the spell’s Potency). Dice Pool: Intelligence + Medicine + Life This spell can be cast at sensory range.
Free Council mages make regular use Successes can be allocated among the subject’s
Silver Ladder Rote: Flesh Puppet
of this rote to restore the functionality of Physical Attributes in any combination. The
Dice Pool: Manipulation + Persua- total that each Attribute can be boosted is
their comrades’ lost or damaged limbs.
sion + Life vs. Resolve + Gnosis limited by the mage’s Life dots. The target can
The less altruistic among them charge
With this magic, even the mightiest for the service and then refuse to recast choose to resist; subtract its Resolve dots from
foe can be turned to the service of a it when the original spell expires should the spellcasting dice pool.
Ladder mage. Guardians of the Veil the subject lack the funds or ability to Adamantine Arrow Rote: Perfec-
also use a version of this rote to control fulfill the favor levied. tion of Form
the actions of others when needed.
Dice Pool: Presence + Medicine + Life
Regeneration (Life •••••) Ultimate Degradation This rote gives the Adamantine
The mage can temporarily regener-
(Life •••••) Arrow a means of equipping an army
The mage can lower more than one with boosted performance techniques.
ate his own or another person’s lost
limb or organ. of a person’s Physical Attributes.
194
Duration: Prolonged (one scene) Silver Ladder Rote: Glimmer in
Aspect: Covert the Shadows
Cost: None Dice Pool: Wits + Composure + Matter
See “Resonance,” pp. 277-280, for This rote gets its name from mages
rules on scrutinizing magic with this who use it to seek out precious metals
spell. The mage gains a +1 dice bonus in old abandoned attics, basements,
when studying dense/very dense reso- mines and the like (though some think
it refers to dragons’ hoards from truly As many
nance, but suffers a –1 dice bonus when Council
reading refined/ very refined resonance. ancient days). Silver Ladder mages use
it to detect the presence of that which willworkers
Guardians of the Veil Rote: Seiz- will gladly ad-
ing the Threads they seek, whether such is lost treasure
or just a measure of leverage in a con- mit, the first
Dice Pool: Intelligence + Occult or step to changing a thing lies
Science + Matter versation or hostile encounter.
in understanding that thing.
Guardians often find the ability to
perceive “heavy” resonance useful in
Discern Composition (Matter •) This rote is used to discern the fun-
damentals of an object’s composition.
the course of their tasks. Such influ- The mage can perceive the funda- Mysterium mages often use slightly differ-
ences can have a profound impact on mental makeup of material structures ent magic (Intelligence + Crafts or Science
both the Awakened and Sleeping and discern their composition, deter- + Matter) to accomplish the same ends.
worlds, often on such a deep-rooted mining their weight and density.
and basic level as to be virtually invis- Most technologically minded <Find the Hidden Hoard
willworkers tend to see Matter in much
ible to more refined senses.
the same way as most modern people: (Matter •)
Detect Substance (Matter •) a scientifically grounded, predictable The mage can find secret compartments
within inanimate matter, discovering hid-
This spell enables a mage to discern phenomenon. Other mages see things
in a different light. Some describe den doors, safes and vaults.
the presence of a given sort of material in
her immediate vicinity. She could de- “threads” interwoven throughout a Practice: Unveiling
cide to search for ferrous metals, clean “Tapestry” (“This unique thread indi- Action: Instant
water or a particular kind of plastic, even cates the presence of gold,” for Duration: Concentration
a unique object known to her (meaning example), while some speak of the Aspect: Covert
that the mage almost never needs to Classical Elements — Air (gas), Earth
(solid) and Water (liquid). Cost: None
worry about where she left her car keys, Extremely well-designed hidden
unless she lives in a singularly enormous Practice: Knowing
compartments or rooms might levy a –
house). Among other things, this spell Action: Instant 1 or –2 dice penalty, but usually only
can reveal if a person is carrying a hand- Duration: Concentration the most refined or precise of such
gun (by looking for gunpowder) or is Aspect: Covert misdirectional architecture imposes
wearing a wire (by examining for copper Cost: None this penalty.
wiring on the torso). Success allows a mage to determine Mysterium Rote: Mapping the
Practice: Knowing an object’s Durability, Size and Struc- Tomb
Action: Instant ture ratings. Dice Pool: Wits + Crafts + Matter
Duration: Concentration Free Council Rote: Diagnostic Scan With this rote, a Mysterium
Aspect: Covert Dice Pool: Wits + Crafts or Science willworker is capable of detecting the
Cost: None + Matter presence of unseen spaces within seem-
One success affects a one-yard radius. ingly solid structures.
Additional successes extend the radius:
Successes
2 successes
Radius
2 yards ••
••Apprentice of Matter
3 successes 4 yards The workmanship of a simple device is im-
4 successes 8 yards
5 successes 16 yards
The Storyteller levies penalties based
proved by my art, rendering swords with perfect
on how much or how little of the balance or hammers with perfect weight. The
substance is present. A guy carrying an
arsenal of guns under his trench coat very shape of water or rain is mine to form, and
has a lot of gunpowder on his person:
+2 or +3 bonus. Someone who is hid-
the composition of liquid is determined by my
ing a transmitter in his gold fillings has
only a tiny amount of the copper wir-
desires — a glass of water can be made into
ing sought: –2 or –3. coffee or even the finest of aged wines.
CHAPTER THREE: MAGIC 195
vokes Disbelief immediately, even if its a particularly complex shape, such as
Duration is less than one scene. forming rain into the shape of a person.
Practice: Unveiling Exacting details such as facial features
Action: Instant might even require an exceptional suc-
cess on this roll. The liquid form is
Alter Duration: Prolonged (one scene)
obvious for what it is. It cannot fool
Aspect: Covert
Accuracy Cost: None
anyone into thinking it’s a real version
of whatever solid object it mimics (at
(Matter If the target is unwilling, he may least, not without an accompanying
••) resist with a reflexive contested Re-
solve + Gnosis roll.
Mind spell to make the viewer think
The mage otherwise).
improves the balance and Free Council Rote: Imparting the The shaped liquid’s surface tension
heft of a simple item. This ap- Alchemist’s Eye depends on its Strength. If no successes
plication could, for example, Dice Pool: Wits + Occult or Sci- are allocated to Strength, it has only
improve the accuracy of a sword since ence + Matter enough to keep its shape. It provides
it is easier and smoother to wield, a As members of the Free Council well no barrier whatsoever to obstacles or
screwdriver turn more quickly (its weight understand, mages unskilled in the attacks, although it retains its shape for
shifts so well it practically turns itself) or Arcanum of Matter can sometimes benefit the Duration of the spell even when it
a hammer hit harder. Any object that by enhanced material perceptions. Silver is pierced by bullets or fists. Dots of
might conceivably benefit from a more Ladder willworkers use their own magic Strength act as Durability (as with
efficient or better-weighted design could (Presence + Occult or Science + Matter) cover; see pp. 162-163 in the World of
serve as the target of this spell. to bestow such revelations upon others. Darkness Rulebook) against projec-
Practice: Ruling tiles or other attacks that must first get
Action: Instant Shape Liquid (Matter ••) past the shaped liquid to reach their
The mage can impart cohesion to liquid target (unless the liquid is in vapor
Duration: Prolonged (one scene) form, in which case it provides no
Aspect: Covert or vapor, forming it into shapes of his
choosing or moving it as he desires. He protection).
Cost: 1 Mana The caster can reflexively control
could, for example, carve a corridor through
The object gains the 9-again quality (re- fog or rain so that he doesn’t get wet. and move the shaped liquid up to one
roll results of 9 and 10) on the next dice roll Practice: Ruling yard per dot of Gnosis that he has per
made using it. Extra successes on the turn. If he uses Forces 3 in the casting
spellcasting roll affects successive rolls with Action: Instant
of the spell, he can impart even greater
the tool, one extra roll per success. Neither Duration: Prolonged (one scene) motion to the water: 10 yards per dot of
the spellcaster nor the tool user can choose Aspect: Covert Gnosis per turn. People standing in
which rolls are affected by the magic. Each Cost: None the path of the onrushing water might
successive use of the tool gains the 9-again At this level, the mage must touch be knocked over. If the water’s Strength
benefit until the number of affected rolls the targeted liquid (or vapor) to be exceeds an affected person’s Strength, a
have been used or the scene ends, which- able to affects its adjacent volume or successful, reflexive Strength + Ath-
ever comes first. area. With Matter 3, he can cast this letics roll must be made for that person
Note that this spell does not affect a spell at sensory range. or he is knocked down and swept along
chance die, should the object wielder’s The mage can affect liquid vapor, with the tide (as per the knockdown
dice pool be reduced to one. Only a like fog or mist, but not any substance effect, p. 168 of the World of Dark-
result of 10 is a success. whose single natural state is gaseous ness Rulebook).
Adamantine Arrow Rote: Sword (like mustard gas or helium). He af- Mysterium Rote: Dredging the Bay
of the Slayer fects a volume of liquid or area of vapor Dice Pool: Dexterity + Occult +
Dice Pool: Composure + Crafts or based on successes rolled. He can also Matter
Occult + Matter allocate successes to the density of the Mysterium mages find this rote most
Adamantine Arrow mages are quick water, giving it Strength. useful for uncovering artifacts buried
to turn any useful innovation to de- At the Storyteller’s discretion, a re- in shallow water, or for allowing
fense and this rote is no exception. flexive Dexterity + Crafts roll might spellcasters to ford a river and restore
Swords, knives or even simple sticks need to be made for the caster to achieve its natural flow before pursuers arrive.
can be made deadly, and common house
tools can be made better.
Successes Volume Vapor Strength
Eyes of the Earth (Matter ••) 1 success Milk jug 5-sq. yard area •
As the Matter 1 “Dark Matter” spell, 2 successes Gas tank 10-sq. yard area ••
p. 194, except that the mage casts this 3 successes Bathtub 20-sq. yard area •••
upon another mage or even a supernatu- 4 successes Swimming pool 40-sq. yard area ••••
ral being such as a ghost or werewolf. If 5 successes Olympic swimming pool 80-sq. yard area •••••
this spell is cast upon a Sleeper, it in-
196
Transmute Water (Matter ••) Steel Windows (Matter ••)
The mage can transmute one com- The mage can make an opaque ob-
mon liquid substance into another ject transparent or vice-versa, or he
common liquid substance. The mage could choose to affect only one sur-
could turn water into milk or orange face. He could, for example, make the
juice into gasoline. (Even though milk outer surface of a bank vault door trans-
and orange juice are organic deriva- parent, allowing him to see the impact.
tives, they are not alive, so can be mechanisms within. The exact
manipulated with this Arcanum.) Practice: Ruling method of
Practice: Ruling Action: Instant protection
Action: Instant Duration: Prolonged (one scene) varies from
Duration: Prolonged (one scene) Aspect: Vulgar mage to mage and attack
Aspect: Vulgar Cost: None to attack. The effect is the
Cost: None same, though: a general protec-
At this level, the mage must touch tion from almost all sorts of physical
At this level, the mage must touch the targeted object (although he can
harm.
the targeted liquid (or vapor) to be do so using forceps or other tools).
able to affect its adjacent volume. With With Matter 3, he can cast this spell at Practice: Shielding
Matter 3, he can cast this spell at sensory range. Action: Instant
sensory range. Guardians of the Veil Rote: Gaze Duration: Prolonged (one scene)
The mage can affect liquid vapor, through the Mountain Aspect: Covert
like fog or mist, but not any substance Dice Pool: Intelligence + Crafts or Cost: None
whose single natural state is gaseous Occult + Matter The mage gains one point of armor per
(like mustard gas or helium). He af- Sometimes, a Guardian is an inves- dot he possesses in the Matter Arcanum.
fects a volume of liquid or vapor based tigator, sometimes an assassin, and By spending one Mana, the Duration can
on his successes: be made to last for one day. Most mages cast
such a shielding spell at the beginning of
the day, as part of their morning rituals.
Successes Liquid Volume Vapor Volume Successes are used to combat attempts to
1 success Milk jug 5-cubic yard dispel the shield.
2 successes Gas tank 10-cu. yard Note that this magical armor does
3 successes Bathtub 20-cu. yard not apply against an opponent’s at-
4 successes Swimming pool 40-cu. yard tempts to achieve a grappling hold on
5 successes Olympic swimming pool 80-cu. yard the mage (the Fate, Mind, Space and
Time Arcana provide shielding spells
to do that). Nor does the spell apply
against a grappling opponent’s attempts
to overpower the mage. It does, how-
ever, protect against attempts to inflict
With Matter 3, a volume of liquid sometimes she must be a spy. This rote
damage upon him (subtract armor
composed of more than one liquid sub- enables a mage to literally see through
points from any overpower roll that
stance can be affected (although it walls that occlude her activities. While
intends to damage the mage or attack
must still be touched). Matter 4 is the transparency or opacity of the af-
him with a drawn weapon).
needed to transmute multiple liquid fected material goes both ways, a clever
substances at sensory range. willworker can find ways to use such Free Council Rote: Hard Air
Guardians of the Veil Rote: Lesser magic to her advantage. Dice Pool: Intelligence + Occult or
Transfiguration Science + Matter
Dice Pool: Intelligence + Occult or Unseen Aegis (Matter ••) This rote defends a Free Council
Science + Matter This spell acts subtly upon inert mage behind a shield of lifeless ele-
material in the mage’s immediate vi- ments: air, water and whatever else is
Guardians of the Veil find this rote
cinity, which defends her from harm. nearby. Many Mysterium mages use a
useful for preventing an enemy’s es-
Air forms a “cushion” that blunts the similar rote (Intelligence + Occult +
cape by automobile, turning gasoline
inertia of an incoming fist. Ambient Matter) that owes more to alchemy
to water. Of course, at this level of
moisture acts to douse a hurled bolt of than chemistry.
casting, touching the gas to affect its
adjacent volume can be tricky, but flame. A bullet temporarily becomes a
that’s what siphons are for. bit softer in mid-flight, blunting its
198
Duration: Prolonged (one scene) the effects of this spell, the material can be
Aspect: Covert molded by hand (or with magic, if the
Cost: None willworker chooses), creating truly fantas-
For each success, the mage may trans- tic shapes. The mage could, for example,
pose one quality (such as a rotisserie’s draw amber like taffy and work it into a
generation of heat or its ability to rotate spiderweb or push an enemy’s hands and
another object within it) from a given feet into concrete, knead any gaps shut and
leave her trapped there, as though the not be bro-
mechanical object onto another me- ken any more
chanical object. In the case of combining concrete had originally been cast that way.
Practice: Weaving easily than
firearms with other firearms, one weapon before.
characteristic can be swapped out for Action: Instant
another (creating a pistol, for example, Duration: Transitory (one turn) Mysterium
that uses shotgun shells for ammuni- Rote: Sculpt the Material
Aspect: Vulgar Form
tion). A firearm can also be incorporated Cost: None
fully into another device, effectively dis- Dice Pool: Dexterity + Crafts +
At this level, the mage must touch Matter
guising the weapon until it is first used the targeted object (although he can
(or it undergoes close mystic or mun- This rote has seen use by Mysterium
do so using forceps or other tools). mages for innumerable purposes. Any
dane inspection). With Matter 4, he can cast this spell at
At this level, the mage must touch source of normally hard material can be
sensory range. shaped into almost any simple tool as
the jury-rigged object. With Matter 4, The spell renders hard materials about as
he can cast this spell at sensory range. needed. A massive stone or metal door
soft as very stiff clay, and as easy to sculpt by can be bent like a slab of clay, or a hostile
Mysterium Rote: Hybridized De- hand as a mass of butter. The object’s
vice mage’s weapon can be rendered soft,
Durability determines the ease of the spell, pliant and useless. Adamantine Arrow
Dice Pool: Intelligence + Crafts + levying penalties on the roll on a one-for- mages sometimes use this rote to create
Matter one basis. Wood (Durability 1) is easier to improvised weapons and armor.
Mysterium mages find a wide variety warp than reinforced steel (Durability 4 or
of uses for this rote. A last-resort hand-
gun can be integrated into a stapler or a
higher). In the case of objects with mixed
materials, use the highest Durability. Once
Repair Object (Matter •••)
The mage can repair an object with-
hairdryer, for example, or a pen and a cast, the effect takes place in the subse-
out leaving seams (it appears like it was
flashlight can be merged to produce a quent turn. If the mage attempts to create
writing implement that provides its own something complex or artful from the sub- never broken).
illumination (for taking notes in the stance, an instant Dexterity + Crafts roll Practice: Perfecting
dark). Some Guardians of the Veil trans- might be called for. Action: Instant
pose a number of different objects into Once the Duration expires, the object Duration: Lasting
one another to create returns to its original solid state, but retains Aspect: Covert
elaborate multipurpose whatever shape it is currently in. This spell Cost: None
tools for all situations. does not alter an object’s Durability or Successes repair
Structure. While a bank vault door Structure points on
Plasticity can be made to bend a one-for-one basis.
(Matter inward,it can- Mysterium
•••) Rote: Good as
New
Through the use Dice Pool: Dex-
of this spell, it is terity + Crafts +
possible to render Matter
anyreasonablyho-
mogeneous Mysterium
material mal- mages use this rote
leable for a time, to mend even the
even materials most badly dam-
that are nor- aged objects,
m a l l y and are ca-
completely pable of
inflexible restoring
(such as ice, them to
coal or lead perfect func-
crystal). tionality.
While a
substance
is under
200
•••• Adept of Matter
What I can create, I can also destroy. Wood. Rock. Even
diamond. I can give solidity to air itself, trapping others in
invisible cages. Should I need to prove the worth of my Art to
those of lesser imagination, I can turn lead into gold to satisfy objects into
their trite expectations. Such is the power of my craft. One day, impossible
substances,
if you are diligent in your studies, it can be yours as well. such as
wood into
“liquid wood.”)
Alter Efficiency factor into this destruction; only sheer
quantity (in terms of cubic volume) Silver Ladder Rote:
(Matter ••••) really has much bearing on the process. Architect’s Touch
The mage can improve or degrade a Practice: Unraveling Dice Pool: Intelligence + Occult
mechanical object’s workings. Com- Action: Instant or Science + Matter
plicated items such as mechanical Duration: Lasting Mages of the Silver Ladder use this
devices might be made more or less rote to remodel a rival’s sanctum, per-
Aspect: Vulgar
efficient through the careful manipu- haps transforming furniture into oil and
lation of the quality of their inner Cost: None sturdy walls into paper, teaching others
workings. Each success inflicts one point of dam- that nothing is safe from their Art.
Practice: Weaving age on an object, without the need to
Action: Instant
overcome the object’s Durability. The
exception is for magical items, such as
Reconfigure Object
Duration: Prolonged (one scene) enhanced or imbued items or Artifacts, (Matter ••••)
Aspect: Covert or supernatural compounds and alloys. The mage can turn an object into a
Cost: 1 Mana They cannot be destroyed with this spell, different type of object. He could, for ex-
Equipment modifiers can be increased although Matter 5 “Annihilate Extraor- ample, turn an aluminum baseball bat into
or decreased by one die per success (to a dinary Matter,” p. 203, can affect them. an aluminum sword. Its form is altered, but
maximum limit of plus or minus five Adamantine Arrow Rote: Disinte- its material substance remains unchanged.
dice). A vehicle’s maximum speed can gration Practice: Patterning
be increased or decreased by 10 mph per Dice Pool: Resolve + Occult or Sci- Action: Instant
success (max: plus or minus 50 mph), or ence + Matter Aspect: Vulgar
its acceleration can be increased or de- On occasion, protecting lives involves Cost: None
creased by five per success (max: plus or breaking things. Sometimes an Arrow A simple or complex object can be
minus 25). mage needs to get heavy debris off of transformed into a different simple or
At this level, the mage must touch someone quickly, or must break through complex object. Its Durability, Struc-
the targeted object. With Matter 5, he a wall, annihilate a weapon, or destroy ture and Size are not changed, however.
can cast this spell at sensory range. an animate pile of lifeless matter. Guard- If the caster combines this effect
Guardians of the Veil Rote: Over- ians of the Veil use the same rote in the with “Transmute Earth,” p. 200, he
drive course of their work as well. can change a subject’s material com-
Dice Pool: Intelligence + Crafts or position with the same casting. (See
Science + Matter Lesser Transmogrification “Combining Spells,” p. 128.)
When the mundane devices a Guard-
ian depends upon in his work don’t
(Matter ••••) Silver Ladder Rote: Artisan’s Hand
The mage can turn a single liquid Dice Pool: Dexterity + Crafts +
quite measure up to his needs, he can Matter
substance into a single solid substance,
turn to this rote to improve their per-
and vice-versa. Silver Ladder mages can exert their will
formance. Free Council willworkers
Practice: Patterning even over the shape of lifeless matter
often make use of this same rote to
Action: Instant through use of this rote, reshaping such
enhance equipment as needed.
Duration: Prolonged (one scene) objects into more useful forms. Mages of all
Annihilate Matter Aspect: Vulgar
orders with sufficient training in the Mat-
ter Arcanum make use of this rote.
(Matter ••••) Cost: None
The mage can destroy inert matter, As with Matter 2 “Transmute Wa- Shape Air (Matter ••••)
reducing it to nothingness and utterly ter” (p. 197) and Matter 3 “Transmute
The mage can control the flow and
dissolving its atomic lattice. In effect, he Earth” (p. 200), except that now the
density of air or control the dispersion
makes it cease to be. A material’s hard- mage can mix and match liquid and
of a gaseous substance, such as mustard
ness or density does not appreciably solid states, turning water into stone or
gas, sarin (nerve gas) or helium.
wood into ink. (This spell cannot turn
202
D i c e
Pool: Re-
Alter Size solve +
Occult or
(Matter Science +
•••••) Matter
The mage can al- Even the most resilient of
ter an object’s Size, materials is not safe from an Ar-
making it larger or row mage wielding this rote.
smaller. Thaumium and other such substances
Practice: Making can be destroyed by a willworker, strip-
Action: Instant ping opponents of even the most
powerful forms of protection or most
Duration: Prolonged (one
puissant weapons.
scene)
Aspect: Vulgar
Cost: None
Forge Thaumium
One point of Size can be al-
(Matter •••••
tered per success, within the limits + Prime •••)
of the caster’s Matter dots. Masters of Matter can forge a sub-
Free Council Rote: Shrink Ray stance, when charged with Mana, that’s
Dice Pool: Intelligence + Occult or capable of serving as a shield against
Science + Matter mystic will. Called “thaumium” (from
By expanding or compressing the the Greek word for “wonder” or “mar-
amount of space between the atoms in an vel”), this material is created as an
object, a Free Council mage can increase or alloy of perfected gold (orichalcum),
decrease the subject’s size without altering silver (lunargent) and mercury
any of its material qualities. Adamantine (hermium). (Note: Transmuted ver-
Arrow mages sometimes use this rote to sions of such materials are not
hide secret weapons or other supplies on acceptable.) The result, when prop-
their persons. erly crafted, a flawlessly mirrored
substance. When charged with Mana,
Annihilate Extraordinary thaumium has a faint luminescence. A
thaumium object may take the form of
Matter (Matter •••••) a necklace, breastplate, a watch or a
This is identical to the ability to sword. The shape and size of an object
destroy normal materials, as with “An- is irrelevant to how much inherent
nihilate Matter”, p. 201, save that it countermagic it provides.
affects enchanted substances that are Practice: Making
normally protected such as en- Action: Extended
hanced or imbued items, Artifacts
and thaumium (see “Forge Duration: Prolonged (one scene)
Thaumium,” below). Aspect: Vulgar
Practice: Unmaking Cost: 1 Mana (minimum)
Action: Instant One success creates a Size 1, Dura-
Duration: Lasting bility 1 piece of thaumium that has the
ability to hold one point of Mana,
Aspect: Vulgar which it spends to shield against magic.
Cost: None The mage needs additional successes
Each success inflicts one point of per extra Mana point capacity, and
damage on an object, without the need successes are also added to the target
to overcome that object’s Durability. number to increase the thaumium’s
Adamantine Arrow Rote: Unto Durability, Size, armor and equipment
Dust modifier (all one point per success). (If
204
Mind • Initiate of Mind
Purview: Communication, halluci-
nations, mental projection, mind
Aura Perception (Mind •)
control, telepathy The mage can discern the mental
and emotional states of a thinking be-
This is the Arcanum used to con- ing by reading his aura. Some mages
nect with the Universal Consciousness perceive auras as a series of colors,
shared by all beings possessed of while others describe them in terms of
thought: humans, animals, spirits and musical notes, odors, tastes or other
anything capable of in any way distin- purely non-physical senses.
guishing between itself and its
environment. This is an Arcanum of Practice: Unveiling
thoughts, dreams, emotions, motiva- Action: Instant
tions, memories, primal instincts, Duration: Con-
elevated precepts and ideas. Those who centration
seek to master Mind attempt to grow Aspect: Covert Reach out and touch
closer to the unity of thought shared by Cost: None the surface of the
all intelligent life, turning their mystic
will inward, there to discover the simple
See the sidebar, World Mind.
below, for specifics. You see it reflected in
truth that all Creation exists only in Note that this spell
the eye of the beholder. does not allow a mage others around you,
Mind is an Arcanum for those who to read a target’s na- and thereby within
are introspective without losing them-
selves in self-important reverie, and
ture. That requires
the “Supernal Vi-
yourself.
also outgoing, but not to the point of sion” spell, p. 221.
Can you not sense
being incapable of useful reflection. Adamantine Ar- the flow of conscious-
Mind Arcanum mages are interactive row Rote: Know ness around you? You
sorts of people, whether that interac- the Wolf by His will discern the par-
tion takes the shape of social dealings Stance
or intense contemplation of a rich and Dice Pool: Wits
ticular qualities of
vibrant inner life is immaterial. Sur- + Empathy + Mind more disciplined minds,
prisingly few of these individuals ignore
the physical in favor of the cerebral,
In nature, most those capable of feats
employing a well-balanced approach
creatures give their of psychic prowess, as
to existence. There certainly are no
emotional state
away through a com-
well as sense the
few seemingly half-mad ascetics out
bination of body
feelings of those
there, though, who deny the needs and
desires of their “crude terrestrial forms.”
posture, facial ex- around you. You will
Of all the different types of mages,
pression and other become capable of
those who pursue the study of Mind are
physiological cues
(such as musk or ex-
thinking with two
the most apt to change radically as
cessive saliva). minds, rather than
they grow in understanding, becoming just one.
Humans have
open to avenues of thought literally
learned to suppress
unfathomable to them previously.
many of these cues
for the sake of “polite” social interac-
Ruling Realm: Pandemonium tion, but a mage of the Adamantine
The gross/subtle pair of Space/Mind Arrow can look past these civilized
provides the Ruling Arcana of Pande- contrivances and read an individual’s
monium, the place of soul scourging, true intent. Willworkers of the Silver
where the sins committed during the Ladder are also known to employ this
soul’s sojourn in the material world are rote; the power to control a person
purged so that it might ascend to its through understanding of her emo-
source. Mind is the ephemeral expres- tions is not to be underestimated.
sion of the pair.
206
etry or ESP, reading the telltale ripples
left by the movements of exception-
Alter Aura (Mind ••)
ally advanced thought. The mage can alter his own aura.
She can create the seeming of any
The mage can also read resonance,
mental or emotional state she wishes
discerning the emotional and psychic
(she does not actually alter her emo-
qualities of it: the particular nuances of tional state, only its appearance in her
will, conscious or otherwise that went
aura). She cannot, however, alter her so long
into creating it. He can feel the mental
nature to appear to be something she is as the animal
processes that went into creating the not (she can’t take on the aura of a
resonance (such as strong emotional in question un-
Sleeper or vampire). derstands the
states or a powerful exercise of will),
effectively detecting its context within Practice: Veiling behavior it is
reality, the “why” behind the resonance. Action: Instant intended to
Practice: Unveiling Duration: Prolonged (one scene) undertake. Such com-
Action: Instant Aspect: Covert pulsions cannot be com-
Cost: None pletely inimical to the creature (like
Duration: Prolonged (one scene)
See “Aura Signifiers,” p. 206. If cast commanding ants to march into a fire
Aspect: Covert or the average deep-sea fish to leap
Cost: None conjunctionally with Prime 2, this spell
can also alter the nature of the mage’s onto land). Otherwise, the mage has
See “Resonance,” pp. 227-280, for rules fairly complete command.
aura as per the “Transform Aura” spell,
on scrutinizing magic with this spell. Practice: Ruling
p. 223.
Guardians of the Veil Rote: Scales Action: Instant and contested; tar-
This spell cannot be detected except
of Thought by a “Third Eye” (p. 206) or “Supernal get rolls Resolve reflexively
Dice Pool: Wits + Empathy + Mind Vision” (p. 221) Mage Sight spell with Duration: Prolonged (one scene)
Perhaps one of the most useful senses a higher Potency. Even once this spell Aspect: Covert
for resonance available to the Guard- is detected, the true mental or emo- Cost: None
ians, this rote enables such willworkers tional state of the mage can only be The animal can be commanded to
to dissect thought processes and back- perceived by overcoming this spell’s perform one distinct task per success
ground reasons, thus bringing them Potency with that of a spell designed to achieved. It might be something like
closer to their quarry. Free Council read an aura’s mental state, such as “swim that way” or “stand still” or “eat
mages enjoy the use of similar magic “Aura Perception,” p. 205, unless the that food.” With two successes, it could
(Presence + Empathy +Mind), delv- altered aura is dispelled. be “find the rat and kill it,” and with
ing into the echoes of consciousness to Guardians of the Veil Rote: Don- three successes a command could be
better understand the underlying fac- ning the Inner Mask “bite that guy, fetch the matchbook
tors behind the changing face of magic.
Dice Pool: Manipu- from his pocket and bring it to me.”
lation + Subterfuge + The task could involve a series of ac-
Mind tions, as long as each is simple and
•• Apprentice of Mind Perhaps most com-
monly employed by
direct.
The effect lasts until the tasks are
Speak to the hearts and Guardians to disguise
their true intent, this
complete or for one scene, whichever
comes first.
minds of others. Control the rote nevertheless sees Silver Ladder Rote: Usurping the
use for a wide variety of Lesser Crown
thoughts and actions of the ends. Silver Ladder Dice Pool: Presence + Animal Ken
willworkers sometimes + Mind vs. Resolve
simple things of the earth: use a variant (Compo- Some Ladder mages enjoy use of this
sure + Subterfuge +
insects, reptiles and the like. Mind) to conceal the
rote as a means of keeping order in
their homes. They drive out unwanted
Defend your consciousness, truth of their feelings. insects and other pests, and can even
command dangerous lower creatures
your secrets and even your Beast Control kept as pets or guardians (such as alli-
physical form. These are the (Mind ••) gators or sharks). No order spurns so
The mage manipu- utilitarian a rote.
gifts to which you now lates a simple mind (that
Emotional Urging (Mind ••)
of a reptile, insect, fish
open your eyes. or invertebrate), impos- The mage can project emotions.
ing basic telepathic These feelings are more a suggestion
control on it. He can compel such a than a mandate, though they are apt to
creature to act in ways he commands, be heeded if they make sense for the
208
The mage subtracts one die per dot painful strike that leaves the leg func-
he possesses in the Mind Arcanum tional. Such magic is of no help in
from spells or supernatural powers that dealing with attacks that cover a wide
attempt to mentally control, detect or area (such as explosives) or those that
influence him. By spending one Mana, don’t depend on the mage being ex-
the Duration can be made to last for actly where she appears to be (like a fall
one day. Most mages cast such a shield- from a high ledge).
ing spell at the beginning of the day, as Practice: Shielding Note
part of their morning rituals. Successes Action: Instant that this magi-
are used to combat attempts to dispel Duration: Prolonged (one scene) cal armor applies
the shield. against attempts
Aspect: Covert
In addition, the Mental Shield helps to grapple the
Cost: None caster (both his
its caster see through mental illusions
such as “Misperception” (p. 211) or Defense and
“Imposter” (below). Upon first encoun- Misperception armor are s u b -
tering such a spell, the user can see tracted from the grappler’s dice pool
through the illusion with reflex- when he attempts to achieve a hold
ive and contested Gnosis + on the mage), but it does not
Mind roll. protect against attempts by an
This spell can be cast at opponent to overpower and/
any point in a turn, even if or inflict damage once he
the caster’s Initiative has managed to gain a hold
would have him act later on the mage.
than an attacker. In this The drawback of this
way, it is similar to a spell is that an attacker
dodge action (see p. 156 protected by a “Mental
of the World of Darkness Shield” spell (p. 208)
Rulebook). might see through
Adamantine Arrow Misperception’s illusions
Rote: Steel Trap with a reflexive and con-
Dice Pool: Resolve + tested Gnosis + Mind roll.
Occult + Mind If the roll’s successes equal
or exceed the
Adamantine Arrow
Misperception spell’s suc-
mages like the psychic bul-
cesses, the attacker ignores
wark such magic provides.
Misperception’s armor.
Silver Ladder mages also
value this rote, as it assures Adamantine Arrow
them that no rival gets the Rote: Whispering Shield
better of them through mys- Dice Pool: Manipulation
tic means. + Stealth + Mind
This rote protects an Ar-
Misperception row mage with a collage of
minor hallucinations and
(Mind ••) compulsions. Would-be at-
The willworker can pro- tackers become uncertain of
tect herself from harm by their senses or even their in-
manipulating the percep- tentions.
tions of others and
convincing them that she Opening the Lidless
is slightly displaced from her
actual location, causing an at- Eye (Mind ••)
The mage gains one point As the Mind 1 “Third Eye” spell,
tacker to momentarily believe that the of armor per dot he possesses in the
mage is a half-step to the left, for ex- p. 206, except that the mage casts this
Mind Arcanum. By spending one upon another mage or even a super-
ample. Alternately, the caster might Mana, the Duration can be made to
project subtle but persistent sugges- natural being such as a ghost or
last for one day. Most mages cast such werewolf. If this spell is cast upon a
tions, compelling enemies to hesitate a shielding spell at the beginning of the
at critical moments and turn blows Sleeper, it invokes Disbelief immedi-
day, as part of their morning rituals. ately, even if its Duration is less than
astray. A fatal shot to the chest could Successes are used to combat attempts
be turned into a graze, or a crippling one scene.
to dispel the shield.
blow to the leg might be reduced to a Practice: Unveiling
210
Aura Cloak (Mind •••) rat can scamper between the walls of a
house much more easily than any per-
The mage alters another person’s son, and rare indeed is the human
aura as he does for himself with “Alter being capable of eliciting the same sort
Aura,” p. 207. He does not actually of response from others as a full-grown
alter the person’s emotional state, only charging grizzly bear. Mages of the Sil-
its aura appearance. ver Ladder use the same magic to
Practice: Ruling control the actions of both treasured Guard-
Action: Instant pets and less valued animal servants. ians often use
Duration: Prolonged (one scene) this rote to pose
Aspect: Covert Imposter (Mind •••) as bureaucrats or
Cost: None The mage can cloud another’s per- administrators in
The target can choose to contest the ceptions to make him think the caster is places where a
spell with a reflexive Composure + someone else. The mage’s false image persona’s author-
Gnosis roll. can mimic an actual person or a fictional ity can get them access to the files
persona she creates for herself. or data they seek.
Mysterium Rote: Gift of Masks
Practice: Weaving
Dice Pool: Manipulation + Subter-
fuge + Mind Action: Instant and contested; tar-
Mental Wall (Mind •••)
get rolls Composure + Gnosis The mage erects a mental shield on
It is well and good to conceal one’s own
reflexively another person, as with “Mental
emotional state, but an elaborate ruse can
Duration: Prolonged (one scene) Shield,” p. 208.
fall apart entirely if even one conspirator
betrays her true feelings. For just such Aspect: Covert Practice: Shielding
circumstances, Mysterium willworkers use Cost: None Action: Instant
this rote to conceal the auras of their Each success makes the false image Duration: Prolonged (one scene)
companions. Conversely, Guardians of the seem true to one sense: sight, sound, Aspect: Covert
Veil use the rote to alter the aura of another touch, etc. For example, with one suc- Cost: None
so as to create false trails leading away from cess the mage might make the target Guardians of the Veil Rote: Ex-
the Mysteries. believe she looks like a different woman tending the Wall of Thought
(or man), while with two she can make Dice Pool: Presence + Occult +
Greater Beast Control her voice sound completely different. Mind
(Mind •••) Occasional Manipulation + Expres- Guardians’ companions must some-
The mage can manipulate a median sion or Subterfuge rolls may need to be times be protected from deleterious
mind (anything up to, but not includ- made for the mage to convincingly act influences, and Sleepers (or others
ing, primates, cetaceans and like someone she’s not. If such a roll meant to remain ignorant of the Awak-
cephalopods). He can exert control fails or the target becomes suspicious ened world) can occasionally be kept
over most animal life, compelling such (through the mage committing an ob- in the dark with nothing more than a
creatures to perform actions according vious faux pas, perhaps), a reflexive simple ward to put alien influences out
to his desires so long as they are not Intelligence + Investigation roll can of their minds.
completely inimical to such actions. be made for the onlooker to realize that
Practice: Ruling something fishy is going on. Multi-Tasking (Mind •••)
Action: Instant and contested; tar- Note that this spell cannot emulate The mage performs complex multi-
get rolls Resolve reflexively the rules benefits of the Striking Looks tasking.
Merit. The caster can make herself Practice: Weaving
Duration: Prolonged (one scene) look exactly like someone with that
Aspect: Covert Action: Instant
Merit, but unless she uses another Mind
Cost: None spell to gain Social-roll bonuses, she Duration: Prolonged (one scene)
This spell works the same as “Beast lacks the mimicked person’s joi de vivre. Aspect: Covert
Control,” p. 207, except that median A target who possess some form of Cost: None
minds can be commanded. supernatural mental protection (such The mage can perform three mental
The effect lasts until the tasks are as “Mental Shield,” p. 208) is subject extended actions or two mental in-
completed or for one scene, whichever to a reflexive and contested Gnosis + stant actions simultaneously. Note,
comes first. Mind roll upon first encountering the however, that none of these can be
Adamantine Arrow Rote: The Way caster. If the roll’s successes equal or spellcasting, which is more than just
of Fang and Claw exceed the imposter’s casting successes, an exercise of consciousness. See also
Dice Pool: Presence + Animal Ken the witness knows the caster is a fraud. the Mind 1 “One Mind, Two
+ Mind vs. Resolve Guardians of the Veil Rote: Mask Thoughts” spell, p. 206.
Human allies, whether Awakened of Conformity Silver Ladder Rote: One Mouth,
or otherwise, can be reliable, but they Dice Pool: Intelligence + Subter- Many Voices
are sometimes insufficient to a task. A fuge + Mind vs. Composure + Gnosis
212
Those with telepathic abilities Mysterium Rote: Bricks of Babel
(whether bestowed by this Arcanum Dice Pool: Intelligence + Academ-
or by some other source) may sense the ics + Mind
mind-to-mind contact initiated in their Mages of the Mysterium reduce all
vicinity (if successes on an instant Wits languages to their root concepts, ideals
+ Occult roll exceed this spell’s Po- potentially shared by all forms of com-
tency). Such an observer may attempt munication, in all times, in all places,
to “barge” into the contact (if the and indeed among all forms of con-
newcomer also has Mind 3), which sciousness. In so doing, they decipher
requires a contested Resolve + Com- long-dead tongues, converse with be-
posure roll against the casting mage’s ings that have never before set eyes on
Potency on the spell. a human, and never need to ask some-
More minds can be contacted by one to translate a road
adding Target factors to the casting,
but those minds have only two-way
sign in a foreign coun-
try. Calling upon the •••• Adept of Mind
communication with the caster. The Universal Uncon- You are now a conduit
willworker does not serve as a “psychic scious, Free Council
switchboard.” With Mind 5, multiple willworkers make use between the Self and the
minds can be “networked.” This web of the same rote, delv- Other and are able to
can be intruded or spied upon in the ing into ideas shared
same manner as ordinary one-on-one by all minds.
traverse the threads that
telepathy by those with the means. bind all minds. Memories,
Contacting a Sleeper with this spell Augment Other dreams, conscious thoughts
causes Disbelief.
Free Council Rote: Psychic Com-
Minds and volition are real to you
munion (Life ••••) and can be touched and
Dice Pool: Wits + Empathy + Mind The mage can raise controlled. You may
vs. Resolve + Gnosis one of another human confound the senses of oth-
Telepathy and other “psychic” phe- being’s Mental or So-
nomena are staples of modern occult cial Attributes, as per ers, and where you once
lore. Mages of the Free Council capi- the Mind 3 “Augment could batter thoughts, you
talize upon these ideas through use of the Mind” spell, p. 210.
Practice: Perfecting
can now turn the mind
rotes such as this one.
Action: Instant against the body,
Universal Language Duration: Pro- destroying instead of merely
(Mind •••) longed (one scene) harming.
The mage can translate any idea Aspect: Vulgar
into or out of any language based upon Cost: 1 Mana
root concepts. This spell works for spo- The target can choose to contest the Action: Instant; subtract target’s
ken words, written words, encoded spell with a reflexive Resolve + Gnosis Composure
signals and concepts that exist only as roll. Duration: Prolonged (one scene)
thought. The mage must be able to With Mind 5, the caster can allocate Aspect: Covert
perceive the medium in which the idea successes between different Mental and Cost: 1 Mana
exists (meaning telepathy for thoughts Social Attributes as a mage can do for The mage must first grab hold of or
in another’s mind, for example) and himself with the Mind 4 “Supreme touch the target with a Strength or
may be limited in his ability to express Augmentation” spell, p. 216. Dexterity + Brawl – the target’s De-
a concept he can translate (like trying Silver Ladder Rote: Perfect Poise fense. If that’s successful, he can cast
to tell something to a hyper-intelli- Dice Pool: Resolve + Persuasion + this spell as an instant action in the
gent insectoid life form while lacking Mind following turn. (With Mind 5, he can
the appropriate mouth parts to speak The Silver Ladder likes its servants cast this spell at sensory range as an
its language). and bodyguards to perform at peak instant action. He needs Mind 6 be-
Practice: Weaving potential, whether to perceive enemy fore he can add Space 2 for a
Action: Instant incursions (Wits) or to scare off poten- sympathetic casting.)
Duration: Prolonged (one scene) tial troublemakers (Presence). Each success subtracts one dot from
Aspect: Covert one of the target’s Mental or Social
Cost: None Befuddle (Mind ••••) Attributes, down to a minimum of 1.
The obscurity of the language, or The mage can lower another’s Men- The maximum amount by which an
sheer alien-ness of the concepts might tal or Social Attributes. Attribute can be lowered is equal to
levy dice penalties from –1 to –3. Practice: Unraveling the mage’s dots in the Mind Arcanum.
214
Duration: Prolonged (one scene) directing the illusion to do whatever
Aspect: Covert he wants it to. The programmed action
Cost: None must be very simple, such as a person
If the mage wishes, she may link her walking one way down a street and
dreams to those of others (by adding ignoring others. An implausible ac-
extra Target factors to the casting), tion on the part of a hallucination
enabling all to share a common dream. might allow a target a reflexive Re-
solve + Composure roll to realize that W i t h
Mysterium Rote: Morpheus’ Road
his senses lie to him. Mind 5, this
Dice Pool: Manipulation + Occult spell can be cast
Free Council Rote: Induced Delusion
+ Mind vs. Composure + Gnosis with a prolonged
Dice Pool: Intelligence + Subter-
Mages of the Mysterium use this rote Duration against
fuge + Mind vs. Resolve + Gnosis
to delve into the secrets of the inner mages or other su-
universe, seeking answers within the Council willworkers use this rote to
misdirect those who mean them harm, pernatural targets.
thoughts and dreams of others. Such a Silver Ladder Rote: Drawing
willworker could seek the source of a or who could benefit from a humbling
lesson. Some use this rote as a means to Aside the Inmost Veil
psychosis, help an individual to com-
lead an individual into insanity, or Dice Pool: Manipulation + Empa-
bat her nightmares, or even just use
away from the Lie and toward the thy + Mind vs. Composure + Gnosis
one person’s dreams as a convenient
meeting place for a cabal. Guardians of Awakening. Of course, Guardians of By delving into the hidden memories of
the Veil are also known to use this rote, the Veil also use a variant of this rote others, a Ladder willworker can determine
carefully sculpting the dreams of those (Wits + Subterfuge + Mind) to protect how best to exert her will over them. Some
who grow too close to the Mysteries the Mysteries from compromise. people can be manipulated through their
and encouraging them to seek their altruism, others through their greed. Mages
answers upon false trails, or to aban- Read the Depths of all orders recognize the usefulness of this
don such quests entirely. (Mind ••••) rote, so all with the means are known to
employ it.
The mage can telepathically enter a
Hallucination (Mind ••••) subject’s subconscious. This includes Psychic Projection
The mage creates false sensory input the ability to read an individual’s
— a sensory hallucination. memories as opposed to just his surface (Mind ••••)
Practice: Patterning thoughts. The mage can project his mind into
Action: Instant and contested; tar- Practice: Patterning the state of Twilight. This mental form
get rolls Resolve + Gnosis reflexively Action: Instant and contested; tar- has no Corpus or ephemeral body, just
Duration: Prolonged (one scene) get rolls Composure + Gnosis an intangible, semi-transparent image
reflexively that can be affected only by mind-
Aspect: Covert
Duration: Prolonged (vs. Sleepers) affecting powers. Likewise, the
Cost: None mentally projecting mage cannot af-
This hallucination affects one of the or transitory (vs. mages and other su-
pernatural targets) fect creatures or things physically
target’s five senses, plus one additional except through magic.
sense per extra success. The hallucina- Aspect: Covert
Practice: Patterning
tion can be anything the mage can Cost: None
Action: Instant
conceive of that could reasonably be Particularly remote or traumatic
experienced through the five senses: A memories (such as an instance of child Duration: Prolonged (one scene)
woman in a white dress walking by and abuse) might levy penalties to access Aspect: Vulgar
whistling, an inexplicable foul smell (perhaps –3 for the child abuse). The Cost: 1 Mana
and bad taste or even physical pain. In ability to enter a subject’s subconscious During the time he is mentally pro-
the case of tactile sensations intended allows the mage to divine that jected, the mage’s body is alive but
to hinder or incapacitate, such as a individual’s Virtue and Vice, among comatose. He has no way of knowing
hallucination of a guard who grabs the other things. his body’s current state of health or any
target by the shoulder to prevent him If the target is a mage with at least other information about it unless he
from entering a room, the dice pool for Mind 1, he might have an idea via his uses other magic. Should the mage’s
the image’s “physical” action is equal Unseen Senses (see p. 110) that he is body die while psychically projected,
to the caster’s Gnosis. Of course, the being “read.” A reflexive Wits + Com- he most likely becomes a ghost and
hallucination doesn’t actually grab the posure roll is made to sense intrusion moves to an appropriate anchor. (See
target through physical means. It is into his subconscious. He can know “Ghosts,” pp. 208-216 of the World of
merely a convincing illusion, such that nothing about the intrusion unless he Darkness Rulebook.)
the target is fooled into thinking that casts magic (such as “Third Eye,” p. 206) While the caster is projected his soul
the guard touches and hinders him. to learn more. Most mages react by first continues to reside within his body, as
The caster must either give the illu- erecting a “Mental Shield,” p. 208. well as in his distant consciousness,
sion a specific “programmed” action, serving as a conduit between the two.
or maintain concentration per turn,
216
Network sual contact or even a spo-
ken word.
(Mind•••••)
Whereas with “Te- Possession
lepathy,” p. 212, the
willworker could
(Mind •••••)
contact other indi- The mage can psychi-
vidual minds cally possess another.
telepathically, she Practice: Making Psychic
can now connect Action: Instant and Domination
contested; target rolls Re-
multiple minds, cre-
ating a network. solve + Gnosis reflexively
(Mind
Practice: Making Duration: Prolonged •••••)
Action: Instant (vs. Sleepers) or transitory The willworker
Duration: Prolonged (one scene) (vs. mages and other su- can utterly dominate the mind of
pernatural targets) another thinking being, subjugating
Aspect: Covert
Aspect: Vulgar the entity’s survival instincts or most
Cost: None
Cost: 1 Mana deep-seated moral convictions. He
The number of successes determines could issue a suicidal command and
how many targets can be networked The caster’s body becomes coma-
tose as under the description of “Psychic compel another to heed it or force her
simultaneously with a single casting. to do something she considers abso-
Successes Targets Projection,” p. 215 (although the mage
can simply check in on his body if close lutely abhorrent. This is exactly the
1 success Two same as manipulating a mind or tele-
by). While possessing another, the
2 successes Four pathically controlling it, save that there
mage uses the Physical Attributes of
3 successes Eight is literally no limit to the sorts of
his host, as well as any Merits or Flaws
4 successes 16 tied up in that individual’s physical or thoughts and behaviors the willworker
5 successes 32 social identity, but otherwise retains can force upon a subject.
Targets can choose to contest the spell all of his own qualities. The willworker Practice: Making
with a reflexive Resolve + Gnosis roll each. may choose to utterly suppress the host’s Action: Instant and contested; tar-
Adamantine Arrow Rote: Tactical consciousness or may keep it active as get rolls Resolve + Gnosis reflexively
Coordination an impotent spectator. Duration: Prolonged (vs. Sleepers)
Dice Pool: Presence + Empathy + If the possessor tries to put the host or transitory (vs. mages or other super-
Mind in harm’s way, a fresh reflexive and natural targets)
Arrow mages capable of assembling contested roll is made for the victim to Aspect: Covert
the equivalent of a “psychic switch- break the possession (the new roll’s Cost: None
board” are valued by members of the successes must exceed the spell’s). Silver Ladder Rote: Your Will Is
order as assets in Silver Ladder Rote: Driving the Mine
battle. This rote Chariot Dice Pool: Presence +
enables an entire Dice Pool: Manipulation + Per- Intimidation +
cabal to coordi- suasion + Mind vs. Resolve + Mind vs. Re-
nate its activities Gnosis solve +
without the Using another being as a Gnosis
need for vi- “horse” (as the host of a The
possession is occasionally ulti-
referred to), the Ladder mate act
willworker of mental
assumes that influence, this
creature’s rote enables a
identity and Silver Ladder
physical capa- willworker to
bilities. Some use force compliance
this magic to per- in another.
form dangerous or Mages of the
illegal acts, while a Mysterium by and
rare few do so sim- large find such
ply to illustrate the magic distasteful,
power they can ex- but they also rec-
ert over those who ognize its
displease them. occasional neces-
sity, so have a
218
equal to her Willpower. The cord can be
harmed only by aggravated damage. If this
cord is severed, the mage must try to find
Prime
Purview: Hallows, illusions, magi-
her way back to her body by some other
cal imbuement, Mana, resonance, tass
means (a daunting proposition).
Prime is the light that burns without
Mysterium Rote: Walking with Gods
heat, the energy that defies description. It
Dice Pool: Resolve + Occult + Mind is the power that courses through all things
Whennecessary(andtypicallyonlywhen in material existence and which serves as
absolutely necessary), mages of the the skeleton on which all willworkers hang
Mysterium are known to delve into the their magic. Prime is an Arcanum of mystic
deepest reaches of the Shadow in search of power, named for the prima materia, the
long-lost knowledge. Such journeys are Supernal substance. Thus, it is often prac-
incrediblydangerous,andhavebeenknown ticed by those who would seek to possess
to lead to encounters with things forgotten mastery over the subtle and
since the age of Atlantis (or perhaps even otherwise largely
before). unquantifiable substance that
serves as mages’ medium.
Twilight Temple (Mind•••••) Awakened who concen-
I look with unclouded sight
This spell enables a willworker to trate on Prime tend to be upon the wonders of magic,
sculpt the ephemeral stuff of Twilight passionate, though they are
to create an immaterial abode for him- often driven to loftier ends my gaze penetrating the
self that can be accessed and used by
his psychic form.
than the majority of people: crude material world to look
self-mastery, understanding
Practice: Making of Creation and enlighten- upon the naked glory of the
Action: Instant ment. These sorts usually
have an intense drive to
hidden currents that move
Aspect: Vulgar
Cost: None understand the “whys” and beyond. I see the Mana
While within his temple, the mage’s
“wherefores” of reality.
Some have their curiosity
that pools within you, my
psychic form (see “Psychic Projection,”
p. 215) is protected. Anyone who wishes to
satisfied merely by learning Hallow, in this enchanted
attack him must first breach the abode,
answers to their questions,
while others capitalize on
dagger belted at my hip and
which only he can enter at will. It has a
Durability equal to the mage’s Mind
knowledge to control what in the tass I carry. I see
Arcanum and a Structure equal to his
they understand now. Many
Prime willworkers have a
through illusions wrought of
Gnosis. The temple cannot be moved
once it is erected. Spirit 2 wards against
particular lust for life, an mystic power and know the
energy that impels them to
spirits so that they cannot approach the
be ever active, moving for- secrets of the threads of
temple, while Death 2 wards against ghosts.
Using the “Shadow Projection” spell,
ward toward some objective magic, perhaps even better
(which need not be easily
p. 218, the mage can enter the Shadow quantifiable). than those who cast such
Realm with a psychic projection and cast
this spell there, creating a Shadow Temple. Ruling Realm: The spells and forge such
The Duration depends on casting
Aether wonders. No Awakened
successes (this spell uses the advanced
prolonged Duration factors): The gross/subtle pair of power is unknown to me.
Successes Duration Forces/Prime provides the
1 success One scene ruling Arcana for the realm
2 successes 24 hours of the Aether, the celestial space where
3 successes Two days the heavenly fire burns. Prime is the
4 successes One week ephemeral expression of the pair.
5 successes One month
6 successes Indefinite • Initiate of Prime
Free Council Rote: Castles of the Mind
Dice Pool: Composure + Occult + Mind Analyze Enchanted Item (
Mages of the Free Council use this rote Prime •)
to create a temporary shelter within Twi- The mage can scrutinize an enchanted
lightfromwheretheycanwatchandobserve item —an Artifact, enhanced item or
a ghost’s haunt or spirit locus while pro- imbued item — to discern its powers.
tected from easy assault.
220
a rote. He can later re-learn it by study- willworkers of the Silver Ladder are no
ing his own grimoire (or learning from exception. By creating grimoires, teach-
another mage who knows the rote) ers can pass on knowledge to their
and with the expenditure of the proper students, and some Ladder mages use
experience points, but until he does he the very grimoires they have penned to
cannot cast that rote on his own again facilitate their own subsequent cast-
(although he can use the grimoire to ings. Mages of all orders make use of Mysterium
cast it; see below). Recording would this magic, thereby preserving their Rote: Eye of
seem at first to be a selfless or foolish arts for the future. the Magus
thing to do, but orders are hungry for
grimoires with which to teach young Supernal Vision (Prime •) Dice Pool: Wits
+ Occult + Prime
mages, and pay for them in favors. The mage gains the Mage Sight (see
Also, certain Mind spells or creatures Uncovering the hidden
“Mage Sight,” p. 110). This is the most knowledge of the Awakened
can take knowledge from a mage’s potent of the resonance-detecting senses
mind, leaving a void in its place. In involves far more than the five
and the Storyteller should be lavish with mundane senses. Willworkers of the
case rotes are lost in this way, it’s good its details, explaining intricacies of any
to have them “backed up” in a book. Mysterium use this magic to attune
given source of resonance that would themselves to virtually any sort of para-
The spell’s target number equals one likely be invisible to one using another normal phenomenon, detecting the
success per Arcanum dot used in the Arcanum. Some details, however, are presence of mystic artifacts and unseen
rote to be recorded. For example, a Life best analyzed with other Arcana (in the spells. The mages of the Silver Ladder
3, Mind 2 rote requires five successes. way that Matter is best suited to “thick” use this rote to discern the intricacies
The grimoire’s Duration is lasting; it or “ponderous” resonances), or better of nearby magical phenomena. After
cannot be dispelled and does not expire still in conjunction with Prime. Many all, a diplomat from another Consilium
unless the grimoire itself is destroyed. mages describe this sense as sight, though carrying a small item heavily enchanted
Grimoires allow mages to learn their some claim to “smell” or “taste” linger- with potent Death magics may, in fact,
contents without requiring a teacher, ing sorcery on a person or place. Others be an assassin.
although the experience point cost is simply speak of a sixth sense or other
the same. Additionally, the mage can esoteric perception that
cast a grimoire’s rotes even if he does not defies ordinary categoriza-
personally know the rotes, as long as he
references the book during casting. Do-
tion.
Practice: Unveiling
•• Apprentice of Prime
ing so requires one turn of reference,
during which the mage can do nothing
Action: Instant While others fumble with
but read the book and move up to his
Duration: Prolonged
(one scene)
crude powers, I weave the
Speed. In the following turn, he can cast
the rote. If he is interrupted before cast-
Aspect: Covert unseen fire with adroitness and
ing, he must reference the book all over Cost: None conviction. By my craft, I
See “Resonance,”
again. If he already knows the rote,
referencing the grimoire gives a +1 bo- pp. 277-280, for rules on scru- disperse the sorceries of others
nus to casting it. tinizing magic with this spell.
A +1 dice bonus is gained on
and conceal the marks of my magic.
Grimoires cannot be copied without
going through the same spellcasting perception and scrutiny rolls I discover the secrets of ancient
process used to create them. Only the to sense Awakened magic of
any kind, as well as for detect-
mystic treasures and command
original is enchanted; mundane copies
produce only a mess of meaningless ing Mana, tass, enchanted them to yield up their powers.
words. Despite the name, grimoires items and Hallows. If the
don’t have to be books. They can be source of mystic power is con-
computer programs or databases, or cealed, the mage’s successes must exceed
anything used to store knowledge. the Potency of the magic used to conceal Activate Enchanted Item (
Sleepers cannot use grimoires. They
the source.
In addition, the mage concentrates
Prime ••)
cannot make sense of their contents, at The willworker gains the ability to
least not on the esoteric level required. (an instant action during which he can
move only his Speed and loses his activate a contingent Artifact or im-
Only Awakened minds can grasp the bued item, artificially satisfying the
lore contained within. Defense) to read a person’s aura to
determine her nature (see “Aura trigger of such an item (usually after
Silver Ladder Rote: Inscribing the having carefully analyzed it with “Ana-
Signifiers,” p. 206), but not her mental
Ineffable Words lyze Enchanted Item,” p. 219).
or emotional condition (which requires
Dice Pool: Intelligence + Expres- the Mind 1 “Aura Perception” spell, Practice: Compelling
sion + Prime p. 205; adding Mind 1 to the casting of Action: Instant
Great leaders often record their wis- Supernal Vision allows the perception Duration: Prolonged (one scene)
dom for later generations, and of both mental state and nature). Aspect: Covert
222
monitor only those spells for See “Aura Signifiers,” p. 206, for a list
which this cost is paid. of some aura natures. If this spell is cast
conjunctionally with Mind 2, the mage
To sense scrutiny or can alter the appearance of his aura’s
tampering, make a reflexive mental and emotional state, as per the
Wits + Occult roll. This Mind 2 “Alter Aura” spell, p. 207.
sense can potentially be This spell cannot be detected except
foiled by the “Unseen Spy” by a “Supernal Vision” (p. 221) Mage
spell, below. Sight spell with a higher Potency. Even
once this spell is detected, the true
nature of the mage cannot be per-
Squaring the Circle (Prime ••) ceived until the Transform Aura spell
expires or is dispelled.
•••
The mage creates a mystical space
where two mages can engage in the
Guardians of the Veil Rote: Wolf Disciple of Prime
in the Fold
Duel Arcane, a wizard’s war. See “The
Dice Pool: Intelligence + Occult +
I enchant material
Duel Arcane,” p. 286, for rules on
using this spell. Prime objects in fantastic
Practice: Ruling Guardians must be able to vanish
Action: Instant
into the ranks of the mundane when ways, bestowing great
their work calls for anonymity. This
Duration: Prolonged (one scene) rote enables such mages to do just that. powers upon them. The
Aspect: Covert
Cost: 1 Mana Unseen Spy (Prime ••) illusions I spin of the
Guardians of the Veil Rote: Squar-
ing the Circle
The mage can hide himself from prima materia deceive the
other willworkers’ magical senses when
Dice Pool: Resolve + Occult + Prime he attempts to scrutinize or dispel their eyes of the Sleeper and
It sometimes happens that the surest magic.
path to protecting the Mysteries in- Practice: Veiling the imperceptive
volves allowing two willworkers to
settle their dispute in a duel. Guard-
Action: Instant willworker alike. I give
Duration: Prolonged (one scene)
ians of the Veil use this rote to give
such irreconcilable mages the oppor-
Method: Covert substance to Mana
Cost: None
tunity to settle their accounts in the
Normally, mages cannot sense if their
itself, making the
ancient way. Silver Ladder mages also
use this very rote for keeping peace spells are being tampered with, but the
“Sense the Threads” ability, p. 222, allows
immaterial physically real.
within a Consilium or cabal.
a mage to monitor the status of his spells. I draw upon Mana in its
Transform Aura (Prime ••) With Unseen Spy, a mage can attempt to
hide from such a mage’s magical senses. myriad forms, adding its
The mage can alter his aura’s nature.
Whenever a spy scrutinizes a vigilant
While many mages can manipulate
the quality of their personal resonance caster’s spells or tries to dispel them, a energy to my own. And,
or cloak it entirely, none do so with the reflexive Intelligence + Subterfuge roll
is made for the spy, contested by the
upon those who displease
finesse of a willworker skilled in Prime.
He can alter the nature of his aura, subject’s reflexive Wits + Occult roll. If
the Unseen Spy exceeds the caster’s
me, I unleash the cleansing
appearing to be a Sleeper (or even an
inhuman creature), or he can hide it or successes, his spying goes undetected. wrath of the celestial
Free Council Rote: Innocuous Presence
even disperse it completely for a time.
Though an aura returns to its original Dice Pool: Composure + Subter- flame.
state once the spell expires, it can be fuge + Prime
warded away for quite some time.
Practice: Veiling
Free Council mages have always liked
to study the spells of the Atlantean
Armor of the Soul (Prime •••)
orders, but those societies usually don’t The mage can weave a barrier around
Action: Instant
like upstarts meddling in their business. a soul, protecting it from being stolen
Duration: Prolonged (one scene) by a spirit or severed by an adept of
Hence, councilors resort to this spell to
Aspect: Covert Death.
hide their surreptitious observations or
Cost: None even manipulations. Other orders also Practice: Veiling
Only by overcoming the Potency of this find use for this spell, such as the Guard- Action: Instant
spell (with a spell such as “Supernal Vi- ians of the Veil in their ongoing efforts Duration: Prolonged (one scene)
sion”) can a mage detect the true aura. to police the practice of magic. Aspect: Covert
224
whatever position it was created until Even spirits, who rely on certain
such time as an outside force acts upon qualities of resonance for feeding, can
it. In other words, the mage could create be fooled by this spell. Each success
a tass dog if he really wanted to, and curl also masks one level of a Hallow’s
it up by his fireplace, but as a lifeless, power. For example, two successes make
inanimate thing, it won’t go anywhere a 3-dot Hallow look like a 1-dot Hal-
or do anything of its own accord.) low. Or she could make it appear to be Aspect:
Practice: Weaving a greater place than it is, making a 3- Vulgar
Action: Instant dot Hallow appear to be a 5-dot Hallow Cost: None
Duration: Prolonged (one scene) with two successes. If the weapon is
Aspect: Covert This spell cannot be detected except a gun, all the bullets
by a Mage Sight spell with a higher within its magazine, cyl-
Cost: 1 Mana (minimum)
Potency. Even once this spell is de- inder and/or chamber are
Successes are allocated between the tass’ tected, the true resonance of the area enchanted. To enchant extra
Size and Durability. At least one Mana cannot be perceived until the Disguise magazines or ammunition, addi-
must be channeled into the tass. This Resonance spell expires or is dispelled. tional Target factors must be added
Mana can be siphoned out of the tass using
Mysterium Rote: Mask of the Spirits to the casting.
the “Channel Mana” spell, above.
Dice Pool: Composure + Subter- With Prime 5, the object can be given
While the object is real, it does not
fuge + Prime the power to inflict aggravated damage
behave like an object made from the
An ounce of misdirection can be far (one Mana must be spent for the caster
proper materials. In other words, a tass
more effective at times than a dozen or user with each aggravated strike).
hammer is not as good as a metal one.
If this spell is cast as an extended trained guardsmen. When a Mysterium Mysterium Rote: Ghost Stick
action, an extended Dexterity + Crafts mage skilled in the Prime Arcanum Dice Pool: Resolve + Occult + Prime
roll can also be made for a mage to wishes to protect a site, she can use this Not all threats faced by a Mysterium
create tass that behaves much like its rote to alter its seeming resonance. mage walk in flesh, and so this rote
representative object would. The tar- enables such a willworker to defend her-
get number of success is based on the Dissolve Tass (Prime •••) self against hostile incorporeal entities.
Size and complexity of the object to be The mage can dissolve tass back into
crafted (one success for a simple ham- the Tapestry. Imbue Item (Prime •••)
mer, three successes for a table, five Practice: Fraying The mage can imbue an item with
successes for a cushioned recliner Action: Instant magical powers.
chair.). Tass objects inflict only bash- Duration: Lasting Practice: Weaving
ing damage, unless carefully crafted Aspect: Covert Action: Extended
with sharp edges (add one success to
Cost: None Aspect: Special
the extended Crafts roll’s target num-
ber per lethal damage modifier). Each success dissolves one point of Cost: 1 Mana per spell
the tass’ Mana and Structure. Imbued items are granted one or
Tass dissolves into the Tapestry at
the end of the spell’s Duration. Guardians of the Veil Rote: more magical powers. In effect, who-
Unstitch ever wields the imbued item gains the
Free Council Rote: Celestial Sediment
Dice Pool: Resolve + Occult + Prime benefits of its spells, even though he
Dice Pool: Resolve + Craft or Oc- did not necessarily cast them. See the
cult + Prime Just as a skilled tailor can unravel a
garment by pulling out relatively few “Imbued Item” Merit, p. 84.
Just as matter and energy are differ- The target number is equal to the suc-
threads, a Guardian can pick apart the
ent ends on the same spectrum, so too cesses required for all the spells imbued into
weave of a source of tass and unmake it,
are raw Mana and manifested tass. the item. The mage must be able to cast
releasing its energy back into the Tap-
each spell he wants to imbue, and each
Disguise Resonance estry. Adamantine Arrow mages also
use this rote to dissolve the tass of spell’s target number is determined as if he
(Prime •••) enemy willworkers, robbing them of a were casting that spell as an extended
The mage can change the appear- precious resource. action. The target numbers of all spells to
ance of an area’s resonance, making it be imbued are combined to find the suc-
appear to possess different qualities or Ephemeral Enchantment cesses needed for the Imbue Item casting.
even hide its magical signature, mean-
ing that she could make a powerful
(Prime •••) Each spell remains imbued for as
long as its Duration. Most imbued items
The mage enchants an object, al- are made with spells of indefinite Du-
Hallow look like a magical dead zone.
lowing it to strike (if it is a weapon) or ration, and the caster usually
Practice: Veiling protect (if it is armor) against Twilight
Action: Instant relinquishes such an item from his con-
or Shadow Realm entities. trol so it no longer applies to his
Duration: Prolonged (one scene) Practice: Weaving maximum spell limit. Doing so costs
Aspect: Covert Action: Instant one Willpower dot. See “Relinquish-
Cost: None Duration: Prolonged (one scene) ing Control of Spells,” p. 220. One
Imbue Mana
(Prime •••)
The mage can imbue a
living creature with
Mana.
226
Practice: Weaving the old ways are still sometimes best.
Action: Extended Using ancient techniques based on
Duration: Lasting geography, sacred mathematics and
Aspect: Covert other such disciplines, the willworker
employs this rote to provide an essen-
Cost: None
tially limitless source of free energy. To
This spell bestows upon the mage a Mysterium mages use similar magics to
source of perpetual energy, a node from create a
power sanctums and esoteric devices. convincing il-
which ley energy wells up. The mage
lusion, a reflexive
determines the form of the node,
whether it is the source of a pure spring,
Magic Wall (Prime •••) Intelligence + ap-
the center of a tranquil valley or a The mage can now cast a Magic propriate Skill roll
mountain peak, for example. Shield on another person. is required, and excess suc-
The effect is lasting — the energy of Practice: Shielding cesses on the casting add
the earth replenishes itself, unless some- Action: Instant one die each to this roll. To
thing later disrupts the ley lines. Such Duration: Prolonged (one scene) simulate an animal, use Animal
disruption can be done by altering the Aspect: Covert Ken. For an object, use Crafts. For a
architecture or geography of the node, person, use Medicine or perhaps Em-
Cost: Special
perhaps by simply damming its spring pathy.
See “Magic Shield,” p. 222, for the
or flooding its valley. At the Storyteller’s discretion, magi-
effects. If the target does not have his
The target number depends on how cally “dead” areas may not contain
own Mana, the caster must incorpo-
much power the node generates per enough ambient Mana to fabricate such
rate Mana during casting to allow it a
day. One success makes enough energy an object without the expenditure of a
number of charges. The subject can
per day to power a small room, such as point of Mana, but this should be the
choose when a charge is activated.
a home office (for its usual day-to-day case only rarely.
Guardians of the Veil Rote: Invis-
energy needs in mild temperatures). Silver Ladder Rote: Loom of the Gods
ible Boon
Three successes can power a small Dice Pool: Intelligence + Craft +
Dice Pool: Manipulation + Occult
home. Five can power a large home or Prime
+ Prime
mansion. Seven successes can power When a Ladder mage wishes to impress
Guardians sometimes cast this rote
an office building. The power is gener- others with a collection of rare antiques or
on Sleepers to keep them safe from
ated from a single node, so these artwork behind glass, she can craft them
spells that might otherwise alert mun-
buildings must have a central hook-up from the Prima Materia itself.
dane folk to the working of magic.
that is placed within the node. For
example, a circuit box can be placed in
Phantasm (Prime •••) Transform Other Aura (
the node, powering anything that leads
to it, such as an electrical socket in an This spell creates an inanimate phan- Prime •••)
upstairs bedroom. tasm, a construct woven of Mana threads. The mage can alter another’s aura,
This spell does have a couple of Such a creation possesses a degree of sub- changing the appearance of his true
drawbacks. First, the mage can create a stance and appears to be a normal object of nature just as he does for himself with
ley-energy node only at a point at its type to Sleeping eyes, but is in reality a Prime 2.
which energies actually converge. Such solidified illusion. The mage can create Practice: Veiling
spots occur at the Storyteller’s discre- books, knives, chairs, stones or any other Action: Instant
tion, but it is said that ancient cultures lifeless, inanimate objects she can think of. Duration: Prolonged (one scene)
knew these places. Following old Ro- These objects do not and cannot possess
Aspect: Covert
man roads or exploring the ruins of qualities such as conductivity, magnetism
or the like. Phantasmal wood does not float Cost: None
ancient villages might lead a mage to See “Transform Aura,” p. 223.
such a nexus. Most of the best and most in water and it does not fuel a fire (though
it can still be destroyed by such, it does not Free Council Rote: Running with
accessible of these junctures have al-
sustain the flame on its own). the Pack
ready been claimed. Second, this magic
can be dispelled just as any other, caus- Practice: Weaving Dice Pool: Intelligence + Occult +
ing all that is being powered by the Action: Instant Prime
subtle energies to cease functioning Duration: Prolonged (one scene) A Free Council mage who intends to
until the spell is cast anew (or an Aspect: Vulgar masquerade as a Sleeper — or even a
alternate power source is arranged). vampire or werewolf — might want
Cost: 1 Mana
Free Council Rote: Atlantean others of his “kind” nearby to back him
The spell creates an object of Size 5 up in case of trouble. With this rote, he
Generator or less. The phantasm has one point of can make his entire cabal look to be
Dice Pool: Intelligence + Occult or Durability. It is fragile and breaks eas- something its members are not, at least
Science + Prime ily. The mage cannot create functional to the eyes of those who can read auras.
While the Free Council as a whole tools, weapons or armor at this level.
seeks to advance the practice of magic,
With will (Prime ••••) (With Prime 5, the mage doesn’t need
to combine castings to gain this effect
The mage allows a Sleeper to possess for his Marionette.) When calculating
alone, I rend the Mage Sight. For the Duration of the the phantasm’s Defense, use its Dex-
magic of my enemies spell, the Sleeper sees things see that
she did not believe possible before.
terity or the mage’s Wits, whichever is
lower. If the phantasm runs out of
and drink deeply of the During this period, her witnessing the Health or Structure, it disintegrates
Mana hidden in even the Mysteries does not invoke Disbelief,
but she still adversely influences a Para-
back into the Tapestry.
The mage must concentrate to di-
most base of things. I am dox as a normal Sleeper witness. rect the phantasm’s movements, and
suffused with powerful Practice: Patterning
Action: Instant
he cannot direct it out of the range of
his mundane senses, unless he is scrying
energies and command them Duration: Prolonged (one scene) it with the Space Arcanum (a mage’s
to take on physical shape, Aspect: Covert own phantasms are always treated as
Intimately connected for such pur-
Cost: None
given motion by my Silver Ladder Rote: Fitful Sleep poses). While concentrating on
thoughts. Long-dead Dice Pool: Manipulation + Empa-
moving the phantasm, the mage can
still use her Defense, but cannot ini-
Hallows return to life thy + Prime
One of the greatest powers is that of
tiate her own attacks or cast any other
at my approach and the controlling knowledge. Ladder mages magic; her attention is too absorbed.
Note that the same sorts of “magic
fonts of power commanded use this rote to bestow some small glimpse
of the truth upon those who would oth-
dead areas” that necessitate spending a
by my foes are made dry erwise remain forever blind. Sometimes point of Mana to create a static phan-
tasm with the “Phantasm” spell
and barren. they do so to win the loyalty of Sleepers,
and sometimes their fear, but given the
(p. 227) require the same for this spell.
risks inherent to such an act, they rarely Silver Ladder Rote: Unreal Servitor
do so without good reason. Dice Pool: Intelligence + Subter-
fuge + Prime
•••• Adept of Prime Marionette (Prime ••••) When Ladder mages need capable
By way of this magic, the willworker and obedient servants quickly, many
creates a potentially animate phan- turn to this rote. Such a phantasm can
tasm of an animal or other obviously serve as a laborer, a bodyguard, an attack
Awaken Hallow (Prime ••••) non-human creature. It can move, but dog — virtually anything the willworker
can conceive of and mentally direct.
The mage awakens a dormant Hallow. only as she directs it through active
concentration. The phantasm moves Free Council mages interested in the
Practice: Patterning nature of material existence sometimes
as it would normally be able to, so a
Action: Extended phantasm of a monkey can walk or run experiment with a similar rote.
Duration: Lasting on all fours, walk awkwardly upright
Aspect: Covert and swing by its hands or its tail, while Phantasmal Weapon
Cost: 1 Mana a remote control car moves on its (Prime ••••)
The target number is equal to the wheels. A ferret phantasm could, for The mage creates a sturdy phan-
original level of the Hallow before it example, filch a set of keys, while a tasm, and can even create functional
became dormant. wolf could be used to attack someone. weapons and armor.
Mysterium Rote: Aligning the Stars Practice: Patterning Practice: Patterning
Dice Pool: Composure + Survival + Action: Instant Action: Instant
Prime Duration: Prolonged (one scene) Duration: Prolonged (one scene)
On occasion, secrets lay dormant Aspect: Vulgar Aspect: Vulgar
within the quieted flow of a Hallow. Cost: None Cost: 1 Mana
Mysterium mages that return such a As with the “Phastasm” spell, p. 227,
flow to life have been witness to won- As with Prime 3 “Phantasm,” p. 227,
except that each success grants two except the object has a Durability equal
228
to the caster’s Prime dots. Successes can
be allocated to create an equipment dice
Siphon Integrity (Prime ••••)
modifier or armor points for the object, The mage can pull the Mana out of
or even to increase the Size above five a mundane lifeless object. He may ei-
points (on a one-for-one basis). ther add this Mana to his own or
disperse it into the Tapestry, as he
Adamantine Arrow Rote: Forge of wishes. Most such Patterns have but Arcana
the Gods used in the
little Mana invested in them and si-
Dice Pool: Intelligence + Craft + phoning it all away (or simply dispersing magic to be
Prime it) damages the item. dispelled. His
Adamantine Arrow willworkers use Practice: Unraveling Prime lore is
this rote to fabricate arms and armor Action: Instant enough to unweave
from thin air. any spell.
Duration: Lasting
Practice: Unraveling
Siphon Essence (Prime ••••) Aspect: Vulgar
Action: Instant and con-
The mage can pull the Essence out of Cost: None tested; successes are compared to
a spirit, ghost or locus and convert it to Each success gives the mage one the target spell’s Potency
personal Mana. He may either add it to Mana and inflicts one point of Struc- Duration: Lasting
his Mana store or disperse it into the ture damage to the object, making it
brittle. (This damage circumvents the Aspect: Covert
Tapestry, as he wishes. Most experi- Cost: None
enced willworkers are quick to point out object’s Durability.) Only one point of
the folly almost always inherent to pil- Mana may be gleaned per three points This effect works like “Dispel Magic,”
laging a locus. Even if there are no of Size (rounding down); mundane p. 220, but the mage does not need to
werewolves present (a rare enough oc- objects smaller than Size 3 simply do posses all the Arcana involved.
currence), spirits regard loci in the same not have enough material substance Free Council Rote: Undo the Art
way that mages look at Hallows, and and presence to hold a full point of Dice Pool: Resolve + Occult + Prime
resent those who cheat them of their Mana. vs. target spell’s Potency
rightful sustenance. While not all spirits The caster can replenish his own Free Council mages use this rote to
have the means to exact immediate Mana reserves with this spell only once dissipate the magics of enemies, rivals,
retribution, most have long memories every 24 hours. The frayed Mana from and sometimes people who need a les-
and at least a few allies willing and able successive castings cannot be integrated son in humility. Guardians of the Veil
to make life hell for pirating mages. into the mage’s Pattern during that use this magic in the execution of their
Practice: Unraveling time, although he could use the “Chan- duties, destroying all blatant manifes-
Action: Instant; subtract target’s nel Mana” spell, p. 224, to divert it tations of wizardry before they can be
Resistance elsewhere. witnessed by the uninitiated.
Duration: Lasting Enchanted items cannot be siphoned
Aspect: Vulgar
with this spell. Suppress Hallow (Prime ••••)
Mysterium Rote: Hidden Stores The mage suppresses an active Hallow.
Cost: None
Dice Pool: Resolve + Occult + Prime Practice: Unraveling
Each success siphons one Essence
from the targeted spirit, ghost or locus. For a Mysterium mage skilled in the Action: Instant
See Werewolf: The Forsaken for more Prime Arcanum, stores of Mana are Duration: Prolonged (one scene)
information on loci. hidden in plain sight throughout the Aspect: Covert
Tapestry. Providing a much-needed Cost: None
Adamantine Arrow Rote: Ehrlik’s Due
boost on short notice, this rote draws
Dice Pool: Resolve + Occult + Prime on the willworker’s immediate envi- One dot of the Hallow’s rating is
– Resistance ronment to replenish his power. diminished per success.
Most Adamantine Arrow mages who Members of the Adamantine Arrow Guardians of the Veil Rote: Shut-
make use of this rote see it as a simple use similar magics (Strength + Occult ting the Gate
case of requisitioning needed resources. + Prime) to simultaneously strip their Dice Pool: Presence + Survival +
Sometimes this spell is used offensively, opponents of needed items or protec- Prime
stripping power from enemy spirits tions while recouping their own stores Given the strange activity that of-
before it can be used against a mage of Mana. ten manifests around an active Hallow,
and her allies. Guardians of the Veil Guardians are occasionally called upon
apply the same rote to drain Essence Supernal Dispellation ( to temporarily suppress such sources of
from spirits, robbing them of their abil-
ity to cause mischief or harm, and Prime ••••) power.
potentially endanger the anonymity of The mage can dispel magic. He can
the occult world and its denizens. attack the Pattern of a spell, destroying
it by pulling apart the threads that
comprise it. At this level, the mage
does not need to have any dots in the
Create Complex
the trail of old Artifacts or forgotten
lore and who are uncertain of what lies
Dead Zone (Prime •••••)
The mage expels the ambient Mana
Phantasm (Prime •••••) ahead sometimes create such simulacra
by means of the same rote. from an area, creating a “magic dead zone.”
The mage creates a complex phan- Practice: Unmaking
tasm. These beings can mimic living
people and complex objects (comput-
Create Hallow (Prime •••••) Action: Instant
The mage can create a temporary Aspect: Vulgar
ers), and stand up to some degree of Cost: None
Hallow.
mundane scrutiny. Such a phantasm is
subject to the same rules as a simple Practice: Making A weak Gauntlet levies a –1 penalty on
moving phantasm (see “Marionette,” Action: Extended the spellcasting roll. Successes determine
p. 228). A mechanical or electronic Duration: Prolonged (one scene) the Dead Zone’s radius or volume (the
device, however, doesn’t conduct elec- mage chooses which during casting).
Aspect: Vulgar
tricity (and doesn’t work if plugged Successes Radius or
Cost: 1 Mana Defined Volume
into a socket; only the mage’s concen- The target number equals the dots of
tration makes it seem to work normally). 1 success 1-yard radius
the Hallow. The Hallow immediately 5 cubic yards
Practice: Making yields up its rating in Mana, which can 2 successes 2-yard radius
Action: Instant be harvested through normal means 10 cu. yards
Duration: Prolonged (one scene) (by performing an oblation, p. 77, or 3 successes 4-yard radius
Aspect: Vulgar casting “Channel Mana,” p. 224). 20 cu. yards
Cost: None The effect lasts for one hour, but if it 4 successes 8-yard radius
is made to last longer, the Hallow does 40 cu. yards
A phantasmal person appears to possess
the same Mental and Social Attributes as not yield up more Mana until the same 5 successes* 16-yard radius
hour as its creation on each day for as 80 cu. yards
the caster (or fewer, if he wishes it) and can
long as the spell lasts. The spell uses * Add an extra x2 radius or x2
speak if compelled to by the mage, but has volume per additional success
no individual initiative and collapses into the following Duration factors, but
a lifeless heap if the willworker doesn’t cannot be made to last indefinitely. While a mage can spend his own
Successes Duration Mana within a dead zone, he cannot
actively pay attention to it.
1 success One scene/hour use the “Channel Mana” spell, p. XX,
Adamantine Arrow Rote: Tin Soldier to draw them from another source.
2 successes 24 hours
Dice Pool: Intelligence + Crafts (for Small animals, children and the elderly
objects) or Medicine (for people) + 3 successes Two days
4 successes One week may sicken and even die in places devoid of
Prime a natural flow of Mana energies.
5 successes One month
When there isn’t time enough to Guardians of the Veil Rote: Banishing
call in backup (or someone is needed While Hallows can conceivably be
created anywhere, certain places are Dice Pool: Composure + Occult +
to walk into an untenably dangerous
situation), some Adamantine Arrow more conducive than others. High Prime
mages make use of this powerful rote. places, such as at the top of a moun- By disrupting the local flow of Mana,
The phantasm acts as directed, heed- tain, tall hill, tree or skyscraper are the a Guardian can sometimes stop con-
less of reason or its own personal best. If a mage attempts to cast this spicuous paranormal activity in an area.
230
Forge Tulpa ( ception to the normal rules for spell con-
trol. The tulpa is allowed to persist over a
Prime•••••+Mind•••••) series of castings as long as the previous one
A tulpa, an idea-form so forcefully does not expire before a successive spell is
visualized that it assumes material sub- cast.
stance, is known to Tibetan mysticism. Free Council Rote: Dream Warrior
The tulpa is dreamed into being by a Dice Pool: Wits + Occult + Prime
creative mind in a state of intense and This Free Council magic forms a sentient being of
deliberate imagination. Such creations pure Mana, invested with at least minimal social skills
often grow beyond the direct control of and reason. Those mages who cannot afford to give
their creators, becoming free-willed be- indefinite existence to such a creation do not use this
ings halfway to possessing reality of their rote lightly, as it is often cruel to craft an essentially
own. Sometimes a tulpa becomes wicked living being with so brief an existence. Silver Ladder
or even physically monstrous, but this is mages sometimes use their own rote (Presence + Occult
the product of flawed discipline on the + Prime) to create perfect servants, entrusting their
part of the creator, rather than any fault personal care to no being they themselves have not
of the dream-being itself. A tulpa may fabricated.
look like a human being, an animal, a
monster or just about any kind of physi-
ologically plausible being of which the
Siphon Mana (Prime •••••)
willworker can conceive. The mage can siphon Mana at sensory range
from an unwilling mage and add it to his own
Practice: Making
pool.
Action: Extended
Practice: Unraveling
Duration: Prolonged (one scene)
Action: Instant; subtract target’s Stamina
Aspect: Vulgar
Aspect: Vulgar
Cost: None
Cost: None
Successes are allocated to construct
One Mana point is channeled per success. The
the tulpa’s Mental, Physical and Social
caster cannot add more to his pool than the maxi-
Attributes (to a maximum of the mage’s
mum amount allowed (based on his Gnosis; p. 76).
Prime dots in any single Attribute; at
Each successive casting against the same target
least one dot must be placed in every
within the same scene suffers a cumulative –2 dice
Attribute), and extra damage and ar-
penalty.
mor (on a one-for-one basis). The tulpa
possesses a Willpower score (the sum Sleepers or other creatures cannot be siphoned
of Resolve and Composure as normal) (they do not have spendable Mana). (Although
and self-awareness, no matter how ru- they can be killed without the need of a spell to
dimentary. Its Size is 5 or less (the yield their Health’s worth in Mana; see p. 78.)
caster can decide to make it less than Silver Ladder Rote: Press Gang
average human Size). The tulpa may Dice Pool: Resolve + Intimidation + Prime
be free-willed or bound to the will of – Stamina
the caster, as desired. An especially Just as kings of old demanded tithes
strong-willed tulpa may defy its bind- from their vassals, some mages of the
ing creator and escape. Silver Ladder exact tribute from
A physically monstrous or otherwise willing allies, unwilling rivals
bizarre tulpa invokes Disbelief (p. 274) and outright enemies. Guard-
when witnessed by Sleepers. ians of the Veil use a variant
Note that at this level of mastery, this rote (Composure + In-
spell cannot be given an indefinite Du- timidation + Prime)
ration (i.e., the tulpa cannot have a to mitigate
“natural” life span of human years). The the threat
being dissolves when the spell expires. posed by a
Unless the tulpa created is specifically hostile
designed to accept the inevitability of its willworker.
own demise without emotional trauma,
a Wisdom degeneration roll might be
required for the caster (unless he has
Wisdom 2 or lower). The mage could,
however, recast this spell before the
previous one expires, giving the tulpa a
new Duration. Note that this is an ex-
246
from beings native to the Shadow perceptions upon allies of supernatural
Realm. Guardians of the Veil, who origin, mage or otherwise. Free Coun-
also have occasion to meet with spirits cil mages are known to extend similar
under less-than-friendly circumstances, perceptions through alternate means
use their own magic (Resolve + Occult (Intelligence + Persuasion + Spirit).
+ Spirit) to achieve the same effect. this call
Lesser Spirit Summons as a de-
Gossamer Touch (Spirit ••) (Spirit ••) mand, while
Through the casting of this spell, the others opt for a
The mage calls out to a spirit, either more humble
mage gains the power to physically in-
summoning a specific spirit or sending request. In ei-
teract with spirits and spiritual things in
out a general call to the nearest one ther case, spirits
the Twilight state, as the Death 2 “Touch within sensory range. (If the mage is in
of the Grave” spell, p. 138. She can also that hear usually an- swer,
the material realm, the call summons a whether out of curiosity or com-
touch spirits and be touched in turn by
nearby Twilight spirit, if any. If he is in pulsion. Mysterium mages often use
any nearby spirit. She cannot affect the Shadow Realm, it summons a
ghosts or affect mental projections (she ancient formulae and mystic signs to
nearby spirit there.) He may either call perform such a call (Intelligence + Persua-
needs the Death and Mind Arcana,
one or more spirits personally known sion + Spirit), rather than resorting to force
respectively, for those effects). to him, or he may specify any type of
Practice: Ruling of personality as Ladder willworkers do.
spirit of his choosing (tree spirits or
Action: Instant
Duration: Prolonged (one scene)
bird spirits, for example), or even send
out a general summons to all spirits
Peer Across the Gauntlet
Aspect: Vulgar within his range (by spending one (Spirit ••)
Cost: None Mana; the closest spirit responds). The The mage can peer across the Gaunt-
Free Council Rote: Grasp the Otherworld spirit comes to the caster with as much let into the Shadow Realm, the spiritual
speed as it can muster, although it reflection of the material world. If he is
Dice Pool: Dexterity + Athletics +
cannot be made to go farther than the in the Shadow Realm, he can use this
Spirit
maximum distance it is allowed to spell to peer into the material realm.
Free Council mages cast this rote in travel from its anchor. Practice: Unveiling
order to interact physically with Twi-
The call may be a gentle request for Action: Instant
light spirits. While under the effects of
audience or it may be an irresistible Duration: Prolonged (one scene)
this magic, they can make contact with
compulsion, at the mage’s discretion. Aspect: Covert
such beings, whether to offer a friendly
Many spirits do not appreciate being
touch or a closed fist. Adamantine Cost: None
called in the latter fashion, though
Arrow willworkers use the same magic During the spell’s Duration, the mage
some are too mindless to care and
in the defense of cabal and sanctum. can take an instant action to concen-
others may actually esteem the mage’s
trate and glimpse past the Gauntlet.
Grant the Second Sight boldness in demanding their presence
in so unhesitating a manner. Any perception rolls made are modi-
(Spirit ••) Practice: Ruling
fied by the Gauntlet’s Strength (see
“Gauntlet Strength,” p. 282). With
This is as the Spirit 1 “Second Sight” Action: Instant and contested; tar- Spirit 3, glimpsing across the Gauntlet
spell, p. 246, except that the mage casts get rolls Resistance reflexively can be performed as a reflexive action,
it upon another mage or even a super- Duration: Prolonged (one scene) requiring no concentration.
natural being such as a ghost or werewolf. Aspect: Covert
If this spell is cast upon a Sleeper, it Mysterium Rote: Otherworldly
Cost: None Sight
invokes Disbelief immediately, even if
its Duration is less than one scene. A curious spirit usually answers a gen- Dice Pool: Wits + Occult + Spirit
eral call or personal summons, but a The power to gaze into the Shadow
Practice: Unveiling
reflexive and contested roll is made if it is prized by many Mysterium
Action: Instant does not wish to respond. This spell does willworkers. With this rote, a mage
Duration: Prolonged (one scene) not allow the mage to command the can watch that other world, espying its
Aspect: Covert spirit or force it to manifest (see the details as easily he normally does in his
Cost: None Spirit 3 “Control Spirit” spell, p. 248). own native plane.
If the target is unwilling, he may The summoned spirit must remain near
resist with a reflexive contested Re- the summoning mage for the rest of the Place of Power (Spirit ••)
solve + Gnosis roll. scene, unless the caster allows it to leave. The mage can fortify or weaken the
Silver Ladder Rote: Imparting the Silver Ladder Rote: Gather the Gauntlet at a Hallow.
Spirit Gaze Unseen Host Practice: Ruling
Dice Pool: Manipulation + Persua- Dice Pool: Presence + Persuasion + Action: Instant
sion + Spirit Spirit vs. Resistance
Duration: Prolonged (one scene)
Members of the Silver Ladder use Silver Ladder willworkers cast this rote
Aspect: Vulgar
this rote to bestow Spirit Arcanum to summon wandering spirits. Some phrase
248
Note that in the case of the Ridden
(see Werewolf: The Forsaken, pp. 242-
Greater Spirit Summons
244), the mage can drive the spirit out of (Spirit •••)
a Spirit-Urged host but not out of the By means of this spell, a mage can
Spirit-Claimed. (He can, however, use issue a summons to a Shadow Realm
the Spirit 5 “Shape Spirit” spell, p. 255, spirit of whatever power, known or f o r
to separate the merged spirits). unknown to her. It is easier and often ques-
Guardians of the Veil Rote: Exiled safer to call known entities, but some- tioning, or in
from the Flesh times mages do not have the luxury of the worst case
Dice Pool: Presence + Intimidation ease or safety. more perma-
+ Spirit vs. Power + Resistance Practice: Weaving n e n t
Often making use of forceful chants, Action: Instant and contested; tar- measures.
invocations of divine powers and the get rolls Resistance reflexively
like, Guardians use this magic to drive Duration: Prolonged (one scene)
Harm Spirit (Spirit
out a spiritual entity possessing a ter- Aspect: Vulgar •••)
restrial host. Cost: None The mage can damage a spirit’s Corpus.
The target spirit’s rank levies penal- Practice: Fraying
Familiar Pact (Spirit •••) ties on the spellcasting roll. See “The Action: Instant; subtract target’s Re-
The mage can forge a personal pact Spiritual Hierarchy,” p. 317. Spirits sistance
with a familiar. forcibly called are almost always re- Duration: Lasting
Practice: Weaving sentful and may be enraged. Unless the Aspect: Vulgar
Action: Extended (target number = spirit has some means of manifesting or
Cost: None
Merit dots) attacking across the Gauntlet (or the
mage is foolish enough to be in the The spirit must be manifested in the
Duration: Lasting material realm or exist within Twi-
Aspect: Covert same realm as the spirit), it is impotent
to do anything but remain for the spell’s light (in which case the mage must be
Cost: 1 Mana able to see it, using a spell such as
Duration. Note, however, that this spell
See the “Familiar” Merit, p. 82, for does not of itself convey any particular “Gossamer Touch,” p. 247). The caster
more details. The target must have protection against that which is called. must have Spirit 4 to attack a spirit
purchased the Familiar Merit to ce- across the Gauntlet (and his
This is not a conjuring spell in that
ment the bond. Such a bond cannot be spellcasting dice pool is penalized by
it does not teleport the spirit to the
dispelled. Only one familiar may be the Gauntlet’s Strength).
mage’s vicinity. The range, as with all
pacted at a time to the same person. One point of lethal damage is in-
spells, is the mage’s sensory percep-
The caster must be able to see and tion, unless Space 2 is used to extend flicted per success. With Spirit 4, the
speak to the desired spirit (see “Spirit his senses. If the spirit has a power that damage may be made aggravated with
Tongue,” p. 246), and he must be able allows it to teleport, it must use the the expenditure of one Mana.
to touch it during each extended roll capability to come to the mage. Other- Adamantine Arrow Rote: Strike
(see “Gossamer Touch,” p. 247). A wise, it travels as best it can unless the the Unseen
spirit in the Shadow World cannot be Duration expires before its journey is Dice Pool: Strength + Athletics +
targeted by this spell. It must first be complete. Conjunctional use of Space Spirit – Resistance
brought across the Gauntlet to be- 5 can conjure the spirit from its loca- Bypassing the need for weapons to
come a Twilight spirit, either by tion to the spiritual location contiguous strike through the Gauntlet, or spells
coaxing or command (see “Control to the mage (but Spirit 4 is needed to to draw spirits into the material world,
Spirit,” p. 248). The spirit cannot be bring it across the Gauntlet). this rote enables an Adamantine Ar-
forced by magic to accept the familiar
The summoned spirit must remain row mage to attack a spirit’s ephemeral
bond. It must enter willingly into such
near the mage for the spell’s Duration, substance directly. Guardians of the
an agreement. Veil use the same rote when such di-
unless the caster allows it to leave.
Mysterium Rote: Soul-Bonding rect methods become necessary.
Silver Ladder Rote: Whisper to the
Dice Pool: Manipulation + Social- Ancients
ize + Spirit
Dice Pool: Presence + Persuasion + NuminousShield(Spirit•••)
Supplemented by conversation, Spirit vs. Resistance The mage creates a personal ward
coaxing and even by threats and brib- against spirit powers and Numina.
A traditional sorcery employed in
ery, this rote enables a mage of the Practice: Shielding
almost every culture’s myth and leg-
Mysterium to enter into a bond that
end, this rote is used by the Silver Action: Instant
ties a willworker to her familiar. Mages
Ladder to compel an audience with the Duration: Prolonged (one scene)
of every order make use of this magic,
spirits. Guardians of the Veil some- Aspect: Covert
though, as familiars are popular among
times use their own magics Cost: 1 Mana (optional)
the Awakened.
(Manipulation + Persuasion + Pres-
ence) to call up otherworldly entities The mage gains one point of armor per
dot he possesses in the Spirit Arcanum. By
250
objects can be used to affect beings in using the road unless he works to physi-
Twilight or across the Gauntlet. cally or mystically bar them.
Practice: Weaving In ancient days, it is said, the worlds of
Action: Instant spirit and flesh were one and there was
Duration: Prolonged (one scene) no need for such a road. Now, the invis-
Aspect: Vulgar ible realms are well hidden from the eyes
of ordinary men and only those who be cast as an in-
Cost: None stant action
understand the secrets of spirits can lower
An awakened object begins as a Rank the wall between flesh and spirit. (and with ad-
1 spirit (see pp. 317-318), but can grow v a n c e d
Practice: Weaving
more powerful over time. It can be used prolonged Du-
to affect Twilight beings, and can be Action: Extended (target number =
ration factors).
coaxed into using its Numina for the Gauntlet Strength)
Mysterium Rote: I n t o
mage’s benefit. Unless it grows to be- Duration: Transitory (one turn)
Shadow
come at least rank 3, it acts only in Aspect: Vulgar
Dice Pool: Resolve + Survival
accordance with its simple nature and Cost: 1 Mana + Spirit
does not usually do anything that is not The target number is equal to the While a dangerous undertaking, the
directly related to its Influence. A base- local Gauntlet’s Strength (p. 282; mini- creation of a Spirit Road is occasionally
ball bat wants to be used to hit things mum one success even with a weak necessary for Mysterium mages. Through
and a bomb shelter wants to protect Gauntlet). A dramatic failure on the such a path, a willworker and his entire
people. casting means the mage may not at- cabal might enter the Shadow Realm, or
An object can be interviewed about its tempt to create a Spirit Road again for something residing in that plane can be
former owner, although its knowledge may another day (24 hours), which may leave brought into the world of flesh.
be limited to only those times it was actu- him in a precarious position if he’s cur-
ally used for its purpose (a knife used to cut, rently in the
a hammer to drive nails). Shadow Realm try-
A roused object has an ephemeral pres-
ence in Twilight. If it is destroyed in the
ing to get back to
the material realm
•••• Adept of Spirit
material world, its ephemeral presence is (although he may be I can imprison any spirit, binding it
thrust across the Gauntlet into the Shadow brought across by
Realm, where it continues to linger for a another mage’s into steel, stone or flesh according
while before it goes dormant again. spell). to my desires. I can guide young
Most mages assign extra Duration When stepping
factors to castings, giving roused spirits from the material
mages through the first steps of
time to grow in Rank. realm into the taking on their own spirit kin, and I
Free Council Rote: Stirred from Sleep Shadow Realm, the
Dice Pool: Manipulation + Persua- mage appears in the can walk across the barrier of
sion + Spirit Shadow Realm lo- worlds without need of roads.
cation contiguous
Mages of the Free Council use this rote
with the place he
to wake the sleeping spirits within objects
and places. A house or sanctum enhanced
just left in the material realm. Bind Spirit (Spirit ••••)
by judicious use of this rote takes care of its One person or spirit of Size 5 or less The mage can bind a spirit into the
inhabitants of its own accord, and items so can walk the road per turn (larger beings material world. In some cases, this
modified can be used to interact with the can spend two turns walking it). Each means tying the creature to a given
ephemeral world. Silver Ladder mages of- success added to the target number al- location (which may be a form of im-
tenchoosetoinspire(Presence+Persuasion lows the mage to widen the road so that prisonment or even torture). When
+ Spirit) such slumbering spirits to wake- one additional person can walk it per undertaken with indefinite Duration
fulness, rather than subtly coaxing service turn. The road remains for one hour. (with Spirit 5), this spell can confine a
out of them. Note that the caster cannot limit who being to a place forever (usually some-
can use the road; nearby enemies can where out of the way and well guarded
Spirit Road (Spirit •••) attempt to walk it. A person can be
thrown forcibly through the Gauntlet
against intrusion), unless it is freed by
The mage opens a road across the other magics.
onto the road. He must first be grabbed Practice: Patterning
Gauntlet, a lane where he can cross over
in a grapple action (see “Unarmed Com-
to the Shadow Realm and where spirits Action: Extended (target number =
bat,” pp. 157-159 of the World of
from the Shadow Realm can cross over spirit’s Rank) and contested; target rolls
Darkness Rulebook), after which the
into the material world (although they Resistance reflexively
grappler can shove him onto the road as
are in the state of Twilight unless they Duration: Prolonged (one scene)
an overpower maneuver.
can manifest with their own power). Aspect: Vulgar
The mage cannot stop other beings from With Spirit 4, this spell can be cast with
a prolonged Duration. With Spirit 5, it can Cost: None
252
to coax it into a fetish or convince it to Guardians of the Veil Rote: Palm
act as a familiar. of Plenty
Dice Pool: Intelligence + Crafts +
Grant Familiar (Spirit ••••) Spirit
The mage can forge a pact with a Guardians sometimes make these bags
familiar for another mage. This is how so that they always have some form of
most inexperienced mages (those who bribe to dispose of any troublesome spir- T h e
begin play with the Familiar Merit) get its. Mysterium mages also employ this target num-
such helpmates. rote; it gives them a place to put some of ber is one
Practice: Patterning the spoils from their explorations. success per
Rank of the
Action: Extended (target number =
Merit dots) Sacramental Chain spirit. Note
that undertaking
Duration: Prolonged (one scene) (Spirit ••••) this spell with an indefinite
Aspect: Covert The mage can channel Essence from Duration (using Spirit 5) almost
Cost: 1 Mana a spirit or locus (or a Medicine Bag) certainly earns the everlasting en-
See “Familiar Pact,” p. 249. The and give it to another spirit or to place mity of an unwilling spirit that’s bound
subject pays the Merit cost. This spell it into something that can hold it. to duty.
uses the advanced prolonged Duration Practice: Patterning Mysterium Rote: Watch Over My
factors. The familiar bond cannot be Action: Instant; subtract target’s House
forced onto a mage and a spirit; both Resistance Dice Pool: Presence + Persuasion +
parties must be willing. Duration: Lasting Spirit vs. Resistance
Silver Ladder Rote: Mentor’s Gift Aspect: Covert Through force of personality and a mea-
Dice Pool: Presence + Persuasion + Cost: None sure of cleverness, a member of the
Spirit Mysterium can bind a spirit to the defense
One Essence point is channeled per
By casting this rote, a Ladder mage success. of a person, place or thing. Free Council
can bond another willworker to a famil- mages make use of similar magic, though
With Prime 4, the caster can con-
iar, provided that neither already shares their methods are often considered more
vert the Essence into Mana for his own
in such a bond and that both parties are understanding and perhaps kinder.
use or channel it to another mage or
willing. Mysterium mages impart famil-
source that can hold it.
iars upon their apprentices by way of
Mysterium Rote: Spirit Gold
Spirit Possession (Spirit ••••)
their own variant of the rote (Intelli- The mage can cause a spirit to pos-
gence + Persuasion + Spirit). Dice Pool: Manipulation + Occult
sess a living creature’s body.
+ Spirit – Resistance
Practice: Patterning
Medicine Bag (Spirit ••••) Mysterium mages tread into territory
Action: Instant and contested; tar-
The mage can create an object that rich with Essence, such as loci guarded
by spirits or werewolves. This spell makes get rolls Resistance reflexively
can store Essence. Duration: Prolonged (one scene)
such dangerous journeys worth the risk,
Practice: Patterning Aspect: Vulgar
giving them something with which to
Action: Extended (target number = barter when dealing with spirits. Cost: None
Essence capacity)
The targeted spirit gains the Posses-
Duration: Prolonged (one scene) Spirit Guardian (Spirit ••••) sion Numina (p. 212 of the World of
Aspect: Covert This spell enables a mage to bind a Darkness rulebook) if it does not nor-
Cost: 1 Mana spirit guardian to a person, object or mally possess that power, and must use
Any object can serve as a Medicine place. The entity watches over its it to possess an indicated target.
Bag (it doesn’t even have to be a bag — charge to the best of its ability, protect- When a possessed individual is about
it could be a rock or a knife), but those ing the subject with the powers to be made to do something totally
made from organic materials (leather, available to it. While weak spirits have antithetical to her beliefs, a reflexive
bone, plant fiber) are best. Plastics and few powers to offer, they are easy to and contested Resolve + Composure
metals impose a –1 dice penalty on the bind. While strong spirits are difficult roll is made for her to regain control
casting. The target number is one suc- to fetter with this spell, they usually and push the entity out. Successes rolled
cess per point of Essence the bag can have many capabilities to bring to bear. for her are compared to the successes
hold, up to a maximum equal to the Practice: Patterning won for the spirit on the possession
caster’s Gnosis + Spirit. Action: Extended (target number = roll. A possessing spirit retains access
Note that the bag does not have any spirit’s Rank) and contested; target rolls to all of its own applicable powers, but
Essence points until some are placed in Resistance reflexively has none of the paranormal capabili-
it. Any mage can use the Medicine Bag Duration: Prolonged (one scene) ties of its host save for the purely
by casting the “Sacramental Chain” physical. (Thus, a spirit possessing an
Aspect: Vulgar
spell, below, using it to store Essence or ancient vampire with a Strength of 6
take it out of the bag. Cost: None has access to that prowess, but cannot
254
Dice Pool: Presence + Intimidation
+ Spirit
Shape Spirit (Spirit •••••)
The mage can create or fundamen-
Despite the name of this rote, it need tally alter a spirit. She can generate a
not be used on angelic or beatific spir-
spirit out of free-floating ephemera or
its. Indeed, it is most commonly cast
so alter an extant spirit as to make it a
on hostile and malevolent entities so new entity, one (should the caster wish
that Arrow willworkers and their allies t o
it) possessed of appearance, mindset, allow a
can bring the fight directly to the be-
traits and powers so distinct from the mage an In-
ings. Conversely, a friendly spirit can original as to be indiscernible as what
be incarnated, whether in combat or telligence +
it once was by any who did not witness Academics
in time of peace.
the transformation. roll to under-
Shadow Slave ( Practice: Making or Unmaking
Action: Extended and contested;
stand the forces
before he begins casting.
Spirit ••••• + Death •••) target rolls Resistance reflexively When the spell’s Duration ex-
This gruesome spell infuses conjured Duration: Prolonged (one scene) pires, the spirit ceases to exist (if it
shadows (using the Death Arcanum) Aspect: Vulgar was created) or reverts back to its natu-
with an animating spirit, a soul spun of Cost: None ral state (if it was modified). Note that
ephemera, and binds the grim creation familiars cannot be affected by this
to the caster’s will. Some mages choose If creating a spirit, successes buy dots
of Rank, Attributes, Influence, and spell.
to stuff a corpse with these oozing Free Council Rote: Transforma-
shadows, animating the inert flesh with Numina for the being on a one-for-one
basis. Similarly, changing a spirit (add- tion of the Timeless
living darkness, while others use no
crude mortal shell to contain the roil- ing to, altering or subtracting from its Dice Pool: Intelligence + Occult +
ing blackness. Attributes) requires the mage to de- Spirit vs. Resistance
vote one success per dot to the trait to By way of this magic, a Council
Practice: Making be added or changed. A mage cannot willworker can utterly transform a
Action: Instant create a spirit of a greater Rank than spirit, changing its strengths, powers
Duration: Prolonged (one scene) the lesser of his Spirit Arcanum or and even fundamental nature, or else
Aspect: Vulgar Gnosis. Nor can he advance an extant create a spirit where none existed be-
Cost: 1 Mana spirit beyond such a degree or alter one fore. Some use this rote to make an
Successes must be used to grant of a Rank greater than the lesser of his intractable or dangerous spirit more
Physical Attributes, Wits, Skills and Spirit Arcanum or Gnosis. pliant or friendly, while others do so to
points of armor (on a one-for-one ba- Example: Nine Jade Thunder creates fortify an allied spirit, and still others
sis) to the shadow creation (regardless a spirit. Since she creates one from scratch, in order to custom craft an ephemeral
of whether or not it inhabits a corpse). rather than altering an existing spirit, she entity for a specific purpose.
It possesses one dot in Intelligence and does not have to worry about it contesting
Presence, and zero in Composure, her efforts. She decides to make a tree Spirit Court (Spirit •••••)
Manipulation and Resolve. It knows spirit for her garden sanctum, and wants This spell enables a mage to create a
no fear and, as an only marginally it to have the following traits: spirit court of her own, one in which
sentient entity, is not subject to mind Rank: 2 (which requires two successes) she is the ranking “spirit noble.” The
control or any effect that is contested Attributes: Power 3, Finesse 3, Resis- court can be filled with its own court-
by Composure and/or Resolve. The tance 4 (1o successes total; traits like iers, enforcers, spies, hangers-on and
entity, while itself nearly mindless, is Willpower and Size are derived from these such.
fettered to the mage’s will, performing Attributes and do not cost extra suc-
Practice: Making
even complicated tasks with aplomb cesses)
Influence: Wood 3 (three successes) Action: Extended (target number =
(like firing a pistol or punching num- spirit Rank desired)
bers into a keypad in a certain Numina: Wilds Sense (one success)
The total target number for the spell is Duration: Prolonged (one scene)
sequence). The mage gives it com-
mands as an instant action, but only 16 successes. She wants her special cre- Aspect: Covert
one task at a time. ation to last for more than one hour, so Cost: None
Silver Ladder Rote: Call to Dark- she increases the Duration to indefinite, By casting this spell, the mage takes
ness adding six successes to the target number on a Rank (see pp. 317-318) among
for a total of 22. spirits no higher than the lesser of her
Dice Pool: Presence + Intimidation
+ Spirit The mage must be familiar with the Spirit Arcanum or Gnosis. Spirits of
powers with which he works. That is, lesser Rank than the mage seek (or may
Unthinking obedience and a terrify-
he must have studied a spirit who al- be persuaded) to attach themselves to
ing presence combine in this Silver
ready has those powers before he can her court, and she is treated with the
Ladder rote to create a fantastically effi-
imbue them into a spirit. At the respect, honor and dignity due one of
cient servitor. Mysterium mages
Storyteller’s discretion, an occult li- her station. Of course, the mage is ex-
sometimes use a variant (Intelligence +
brary might hold enough information pected to uphold the dictates and
Intimidation + Spirit) to similar effect.
256