Vous êtes sur la page 1sur 138

In the Atlantean configuration, the subtle Fate marks five oclock, and Time marks the

Arcana form the points while the gross Arcana line from 5 to 9.
form the lines between them. Imagine the
Mind marks nine oclock, and Space marks the
pentagram as a clock face with the points
line from 9 to 3.
marking 12 oclock, three oclock, five oclock,
seven oclock and nine oclock. Drawing the Spirit marks three oclock, and Life marks the
pentagram, you begin at the top, at 12 oclock line from 3 to 7.
and make a line from 12 oclock to five oclock.
Death marks seven oclock, and Matter marks
This is the creation or invocation cycle,
the line from 7 to 12.
associated with magic that brings things into
existence or that nurtures existing things. It goes If you were to start at Death (seven oclock) and
like this: draw backward to three oclock and so forth, you
would draw the banishing cycle, which is associ-
Prime marks 12 oclock, and Forces marks the
ated with magic that removes things from existence
line from 12 to 5.
or that harms existing things.

Prime

Mind Space Spirit

Matter Forces

Time Life

Death Fate

130
Spell Format Gain sensory perception of phenomena within the
Arcanums purview. Atlanteans called this the Practice of
Each Arcanum description includes a list of spells avail- Unveiling.
able at each dot. These descriptions contain the following A mage performs these practices with elementary under-
information about spells. (The rules for spellcasting begin on standing. As he rises in Arcanum lore (i.e., dots), he gains
p. 110.) more advanced facility with these practices. For example,
with Prime 1, a mage can cast the Unveiling spell Supernal
Spell Title Vision (p. 221) upon himself. With Prime 2, he can cast it
Brief description of the spells effect. upon others (see Primal Flow, p. 222).
Practice: One of the 13 magical practices identified by the
Atlanteans, defining just what a mage can accomplish with 2 Dots Apprentice
increasing degrees of Arcana mastery. See Magical Profi- With two dots in an Arcanum, an apprentice can:
ciency, below. Exert elementary command and control over phenom-
Action: Instant or extended. See Casting Action, p. 111. ena within the purview of the Arcanum. Atlanteans called
Aspect: Covert or vulgar. See Spell Aspect, p. 112. this the Practice of Ruling.
Cost: Any Mana requirement for casting the spell, above Conceal, camouflage or hide phenomena within the
the normal point needed to cast an improvised spell. See Arcanums purview from scrutiny. Atlanteans called this the
Mana Cost, p. 126. Practice of Veiling.
Then theres a detailed rules description of the spells Protect a target against attacks, usually by providing
effect, including its primary factor (for instant spells). points of armor. Atlanteans called this the Practice of Shield-
Sample Rote ing.
Each effect is listed with a sample rote from one of the five In addition, he can perform advanced-level applications of
major orders. Rotes are not exclusive to any single order; the 1st-dot practices.
most orders have their own versions of known spells. The
Skill listed for a rotes dice pool, however, does not change 3 Dots Disciple
from order to order. Its a trait inherent to the spell, and not With three dots in an Arcanum, a disciple can:
dependent upon one particular orders own unique means of Alter the capabilities or functions of phenomena within
casting. Different orders might use different Attributes, the Arcanums purview. Atlanteans called this the Practice
though. Generally, the order most known for using that rote of Weaving.
is listed. Sometimes another orders alternate means of Injure a target. Atlanteans called this the Practice of
casting a rote is described. For those orders not mentioned, Fraying.
assume they use the same dice pool as the primary order Fortify, bolster or improve phenomena within the
described for that rote. Arcanums purview. Atlanteans called this the Practice of
Magical Proficiency Perfecting.
In addition, he can perform advanced-level applications of
When the higher world is imposed upon the lower world, the 1st and 2nd-dot practices.
anything can be accomplished assuming a caster knows
the right combination of Arcana. The Arcana descriptions 4 Dots Adept
provide an extensive list of spells possible with each dot. Not With four dots in an Arcanum, an adept can:
every possible spell can be listed, however. Players ingenuity Transform phenomena within the Arcanums purview
and imagination will surely expand beyond these descrip- into related phenomena or shapes, or replace their capabili-
tions. Whenever a character attempts an effect not described ties or functions with different ones. Atlanteans called this
in the following pages, refer to the Creative Thaumaturgy the Practice of Patterning.
section, pp. 289-291. Significantly injure a target, degrade its capabilities or
As a mage progresses in his understanding of the Arcana, negatively transform it. Atlanteans called this the Practice of
new powers become available to him. Unraveling.
In addition, he can perform more advanced-level applica-
1 Dot Initiate tions of the 1st, 2nd and 3rd-dot practices.
With one dot in an Arcanum, an initiate can:
Gain mystical knowledge about and understanding of 5 Dots Master
phenomena within the Arcanums purview. Atlanteans called With five dots in an Arcanum, a master can:
this the Practice of Knowing.
Create phenomena within the Arcanums purview from
Elementary manipulation of phenomena within the nothing. Atlanteans called this the Practice of Making.
Arcanums purview, enough to activate them and/or impart Destroy or mutilate a target. Atlanteans called this the
directions. Atlanteans called this the Practice of Compel-
Practice of Unmaking.
ling.
In addition, he can perform advanced-level applications of
the 1st, 2nd, 3rd and 4th-dot practices. Further understanding
is only disclosed to archmages. See Archmastery, p. 290.

CHAPTER THREE: MAGIC 131


The Laws of Higher Realities Common ( to ): Death, Fate, Forces, Matter, Prime,
Space, Time
The laws of the five Supernal Realms are represented by Inferior ( to ): Mind
Arcana, classified as ruling, common and inferior.
Ruling Arcana are the most potent, those that describe the Stygia (Path Moros)
primary reality of a realm. Mages who walk that realms Path may Ruling ( to ): Matter/Death
learn up to 5 dots in these Arcana with no need for instruction from Common ( to ): Fate, Life, Matter, Mind, Prime,
mages of other Paths. It costs new dots x6 experience points to learn Space, Time
either of the Ruling Arcana for ones Path.
Inferior ( to ): Spirit
Common Arcana are just that: common principles of that
reality. Mages can learn up to 4 dots in a Paths common
Arcana. To learn the 5th dot, they must seek instruction from
Drawing Down New Realms
a mage who follows the Path where those Arcana rule. See While a mage cannot draw down magic from his Path realm
Drawing Down New Realms, below. It costs new dots x7 that is rated higher than his realm allows, he can learn how to
experience points to learn a Common Arcanum for ones Path. draw it from other realms where such magic is possible. He does
this by seeking instruction in the Arcana from mages of other
Inferior Arcana are gross principles that are barely present within
Paths. Through their tutelage, he can learn to draw energy from
that realm. Mages can learn up to 2 dots in a Paths Inferior
their Path realms by directing it through his own Paths
Arcanum at a cost in experience points of new dots x8. After that,
Watchtower. All his own magic is always cast by way of his
they must seek out a teacher from another Path if they wish to
Paths Watchtower, but he can now use that tower to draw
increase proficiency; see Drawing Down New Realms, below.
down laws from other Supernal Realms.
The Aether (Path Obrimos) The maximum dots a mage can learn in an Arcana on his
own is limited by his realms ruling, common and inferior
Ruling ( to ): Forces/Prime Arcana, as listed above. He can rise above these limitations
Common ( to ): Fate, Life, Matter, Mind, Space, only by learning from a mage whose Path allows the dot-rank
Spirit, Time he seeks. His instructor need not even know the sought after
Inferior ( to ): Death dot-rank himself; all he needs to impart to the student are the
rules of his realm. For example, a Thyrsus mage could teach
Arcadia (Path Acanthus) Death 4 to another mage, because that is a Common Arcanum
Ruling ( to ): Time/Fate in the Primal Wild, but he couldnt teach the 5th dot in that
Common ( to ): Death, Life, Matter, Mind, Prime, Arcanum; only Stygians can do that.
Space, Spirit In gameplay terms, this means the mage who seeks to exceed
Inferior ( to ): Forces his Paths limits in an Arcanum must make a deal with another
mage for tutelage. The period of instruction varies, but it should
Pandemonium (Path Mastigos) require no less than one month in which at least one full day of
tutelage per week is practiced. Once this study period is
Ruling ( to ): Space/Mind
complete, experience points can be spent to raise the mages
Common ( to ): Death, Fate, Forces, Mind, Space, Arcanum, but he cannot raise it higher than the rating allowed
Spirit, Time by the realm he has just studied. For example, if an Acathus
Inferior ( to ): Matter mage learns Forces from a Mastigos mage, he is limited to
learning four dots, because Forces is a Common Arcanum for
Primal Wilds (Path Thyrsus) Pandemonium, the Mastigos mages Path Realm.
Ruling ( to ): Life/Spirit Of course, few mages give such instruction for free. They
usually exact a price, whether in service, cash or magic.

132
Death ings. They were not even beings, but
things. They were shells left behind by
the soul, still bearing the imprint or
Purview: Darkness, decay, ecto-
form of the soul. They mimicked con-
plasm, enervation, ghosts, soul stealing
sciousness, still wearing the
Death is a gruesome and terrible personality and behavior of the de-
Arcanum. With it, a mage can exert parted soul. Atlanteans also believed
control over that most primal and fright- that the soul could never ascend back
ful of mysteries. Ghosts and the dead fall to its source as long as its shell was still
under the purview of this Arcanum, as intact and bound to a worldly anchor.
does the health of the soul. In essence, to manipulate the shell was
Those who delve deeply into the Mys- to also affect the soul that once owned
teries of Death are often (though not it. Much of the instinctive terror that
necessarily) morbid people, given to con- this Arcanum evokes is attributed to
siderable introspection regarding mortality, its power over the soul.
decay and endings. Many such individuals
had too close a brush with their own mor-
tality at some point. Out of fear (or disdain),
Initiate of Death
they attempt to master the very metaphysi- The mage can cast any of the
cal constant responsible for claiming those following spells as an improvised spell,
whose time has passed, seeking to define or he can create his own
the limits of their own existence rather spells using the guidelines
than being subject to the whims of a cold given at the end of this Like the fly that nourishes itself on
andimpersonaluniverse.LiketheArcanum
they pursue, such mages tend to be subtle,
chapter in Creative
Thaumaturgy, pp. 289-
death, I discern the specter of the grave
owing much less (despite what others might 291. He can also learn to
in all its manifestations, from the
think) to bad horror movies and heavy cast these spells as rotes by
learning them from an-
grossest to the most rarified.
metal than to a pervasive, cold and clinical I see unquiet ghosts and speak their
outlook on Creation, one in which they other mage of his order.
have already perceived the destiny of ev- (You must spend experi- whispered tongue. I know the ailing
erything and flensed away their fear in the ence points for your spirit for what it is. I scent the Reaper
crucible that is the knowledge that all character to learn rotes; see
things must die in time. Rotes, p. 69.) upon the wind and follow him to his
Ruling Realm: Stygia Ectoplasmic Shaping hiding place, no matter how he seeks to
The gross/subtle pair of Matter/Death (Death ) conceal himself from me. I shape the
provides the Ruling Arcana of Stygia, The mage can alter the
very stuff of
that bleak land where disincarnated souls
gain rest until called upon to incarnate
form of an ectoplasmic
manifestation (see Ecto-
darkness, making it cast
again into the cycle of life. Death is the plasm, p. 136), shaping it
shadows of my own design.
ephemeral expression of that pair. with his will into whatever
In Atlantean metaphysics, the func- form he desires. He must contend with
tion of Death is to root the soul in the the will of the mage who conjured the
material world, to give it an anchor for ectoplasm or the ghost who manifests
its sojourn in the world. Death draws through it.
the soul down into matter and density Practice: Compelling
with an inexorable gravity. But it also Action: Instant and contested; tar-
releases the soul in time by decaying get reflexively rolls Resolve + Gnosis
the body to which it is tied, freeing the (mage) or Resistance (ghost)
soul to return to the Supernal World
with the memories of all its bodily Duration: Prolonged (one scene)
experiences. These memories, entered Aspect: Vulgar
into the Book of Stars, lend weight and Cost: None
fresh meaning to the ethereal heavens. Successes are used as Potency to wrest
In the current age of the Fallen control of the ectoplasm from the mage
World, most have forgotten this core or ghost who currently controls it.
truth, and use the power of Death for Mysterium Rote: The Seal of
debased reasons. Necromancers ma- Harafax
nipulate the shades of the departed for Dice Pool: Presence + Occult + Death
selfish gain. The Atlanteans did not vs. Resolve + Gnosis (mage) or Resis-
believe that ghosts were conscious be- tance (ghost)

CHAPTER THREE: MAGIC 133


Practice: Knowing cause a 2 or greater penalty. Likewise,
Action: Instant deaths that took place more than a year ago
Duration: Concentration suffer 1 dice. Deaths older than a decade
Aspect: Covert suffer an additional 1 dice per decade.
Cost: None It is possible to detect a vampire with
Named this spell, although the cause of death
The mage peers at a corpse to ascertain
after the (the Embrace) is extremely obscure (
the cause of death. He does not need to
mage who first 3 penalty). The caster also suffers the
touch, prod or cut into the corpse; he
formulized it, usual penalty of 1 die per
merely
the title of this decade that the vampire has
stares at it.
rote also refers to been dead. Zombies, too,
Fairly ob-
the image of ectoplasm as can be detected, although
v i o u s
hot wax, to which the mages their state is usually obvi-
causes such as
will is applied like a signet. ous even to those
a knife wound or
without this spell.
heart attack levy no
Forensic Gaze (Death ) penalties, but ob- Free Council Rote:
There are times when the most useful scure causes such Reapers Scent
thing one can find out about a given as a rare neuro- Dice Pool: Intelli-
dead body is how it got to be that way. toxin might gence + Medicine +
An ability that most crime-scene inves- Death
tigators would give their eyeteeth for, This rote relies not only
this spell enables a mage to discern at a on sight, but on the olfactory
glance exactly how a creature died and senses to aid the mage in read-
how long ago. Thus, the mage might be ing the secrets of a corpse. Some
able to realize that a cause of death Free Council mages enjoy employ-
obvious to all modern forensic evidence ingtheseeminglymiraculousforensic
is in fact a ruse designed to distract from techniques seen in many of todays
the subjects true cause of death. most popular prime-time shows in the
Because of the limitations of the casting of this rote.
Death Arcanum, Forensic Gaze re-
veals only cause of death and not Grim Sight (Death )
mitigating circumstances. If used upon The mage gains the Mage Sight
a human skeleton, for example, it can (see Mage Sight, p. 110), per-
reveal that the individual died as a ceiving the supernatural through
result of damage to the carotid artery the lens of Death. He sees the weight
two months ago to the day, but does of death around a person not his
not tell the mage that the victim also likelihood of death (unless the sub-
had a lethal dose of strychnine in his ject has a terminal illness), but how
system at the time of his demise. This often he has rubbed shoulders
limitation on the sense can come in (knowingly or not) with the dead
quite handy, however (such as find- or dying. Those who have suffered
ing a mutilated body and learning the loss of many loved ones or who
that it was a deliberate stab to have killed many people tend to
the heart, rather than the bear heavy burdens. This sight also
obvious manic rending of applies to things or places.
flesh, that resulted in the Practice: Unveiling
persons death). Even Action: Instant
if physical evi- Duration: Prolonged (one scene)
dence of the
Aspect: Covert
cause of death is
absent (as with a Cost: None
body reduced to See Resonance, pp. 277-280, for
ash), this spell rules for scrutinizing magic with this sight.
reveals what A +1 dice bonus is gained on perception
killed the be- and scrutiny rolls to sense vampiric Disci-
ing in question plines, Devotions and rituals.
and how much Silver Ladder Rote: Aura of Gloom
time has passed Dice Pool: Wits + Occult + Death
since it died. Those whose lives have been touched
in certain ways by Death can be ma-

134
nipulated through that contact. Using
this rote, a mage can perceive anothers
Soul Marks (Death )
grief through a recent loss, and use this This sense enables a mage to perceive a
knowledge to manipulate that persons souls health. He can discern the presence
emotional vulnerability. It can be used of derangements, but not necessarily their
to identify murderers who have other- kind (that might require a period of study
wise concealed their crimes from all with an extended Intelligence + Empathy
knowledge (although this rote reveals roll). Other kinds of soul marks can also be
no details about the murder, only that detected, such as the telltale signs of a mage
who has created a soul stone (see Soul
the target has blood on his hands).
Some members of the Adamantine Stones, p. 277). Some soul marks (such as
serving as a vampiric vessel) are sufficiently

Arrow use a similar rote to size up a
person as a potential threat. rare and insidious as to penalize rolls made Apprentice of
Shadow Sculpting (Death )
to perceive them.
Practice: Knowing Death
While the Forces Arcanum teaches a Action: Instant
mage how to ignite or snuff out a light, it
gives no power over the quality of darkness.
Duration: Concentration
Aspect: Covert
The secrets I have learned
In Atlantean cosmology, darkness was not Cost: None
enable me to transmute the
merely the absence of light, but an active Adamantine Arrow Rote: Wounds face of death. I can
force. An initiate of Death learns how to of the Soul command audience with
manipulate that force, giving form to exist- Dice Pool: Intelligence + Medicine
ing shadows or thickening them. Mages + Death
those spirits of the dead that
use this spell to hide themselves from easy
scrutiny, literally hiding in shadows, and
Arrow mages seek to exploit any weak- haunt our world, and my
ness their enemies might display. hands reach into the realm
even sculpting shadows to best cover them- Conversely, this rote can also be used to
selves or an awkwardly shaped object that
otherwise might jut out into the light under
detect vulnerabilities amongst ones allies. they inhabit, there to use
natural conditions. Speak with the Dead (Death ) either the comforting touch
Practice: Compelling
The mage can see, hear and speak with
of friendship or the closed
Action: Instant
Duration: Prolonged (one scene)
ghosts within Twilight. He can also detect fist of retribution. I can
their unseen presence, if they are hiding or conjure ectoplasm, the
Aspect: Covert have chosen not to reveal themselves. He
Cost: None can see spirits within Twilight, too, but substance by which the dead
A simple success allows a mage to
shape a one-yard radius area of shadows
they appear hazy and indistinct and he
cannot hear them, unless he also uses Spirit
manifest themselves. Those
or darkness into shapes of his choosing, 1 while casting this spell. He cannot per- things that are possessed by
or he can thicken its gloom, making
shadows deeper even under bright light.
ceive mental projections unless he adds
Mind 1 to the casting.
the restless shades are mine
The Storyteller assesses the quality of Practice: Unveiling
to grasp and draw into our
existing shadows, categorizing them into Action: Instant world for a time. I can
three degrees: from light to dark to com- Duration: Prolonged (one scene) cause steel to rust or wood
plete darkness. Each success deepens Aspect: Covert
the darkness by one degree. Once com-
Cost: None
to rot, and I can silence the
plete darkness is achieved, additional
successes impose dice penalties to per- This spells successes must equal or singing in the spirit that
ception rolls on a one-for-one basis for exceed the Potency of any power (if
any) used to conceal the ghost.
marks one as Awakened,
anyone peering into the area.
With Death 2, the mage can give Mysterium Rote: Clamor of the
going unnoticed among even
shadows animation, while Death 3 al- Departed the most perceptive of our
lows him to conjure them. Dice Pool: Wits + Occult + Death
Long have the Awakened known
kind.
Guardians of the Veil Rote: Fall of
Night that the dead keep secrets. Mages of
Dice Pool: Wits + Occult + Death the Mysterium use this magic to learn
such lost lore. More pragmatically,
Sleepers rarely believe in anything
willworkers of the Adamantine Arrow
more than what they can see. When a
have sometimes been known to use
phenomenon is masked by shadows,
this rote to ask questions of allies or
most simply walk away, unwilling to
enemies recently slain.
delve any deeper into Mysteries best
left to the Awakened.

CHAPTER THREE: MAGIC 135


The mage can add or subtract one fea- Most often, it is used to allow a Twi-
ture per success. A feature represents a light ghost to manifest without suffering
single wound or disease condition, such as any dice modifiers for location or the
a laceration caused by a knife, burns caused presence of mortals. The ectoplasm takes
by exposure to a conflagration, or a cancer- the shape of the ghosts own image.
ous tumor in the targets liver. Practice: Ruling
Guardians of the Veil Rote: Action: Instant
Morticians Touch Duration: Prolonged (one scene)
Dice Pool: Intelligence + Subter- Aspect: Vulgar
fuge + Death Cost: None
Even the most savvy coroner can be Successes are allocated between the
Animate Shadows put off the trail of a blatantly paranormal
death by means of this rote. Guardians
ectoplasms Size (base 5 or less, plus one
(Death ) thus preserve the integrity of the Mys-
per allocated success) and its solidity. Its
base solidity is like a spider webs, but
As with Shadow Sculpting, above, teries. Adamantine Arrow mages, in the allocated successes can make this denser
but the mage can now cause the darkness course of their work, must also some- and thicker, giving the ectoplasm some
to move, even causing it to travel from its times occlude the truth behind a killing, weight and increasing detail. A ghost
naturally occurring place to somewhere so they too make use of this magic (Wits that manifests through ectoplasm with
darkness could not possibly exist, such as + Subterfuge + Death). one success of solidity has only vague
beneath the direct glare of a lamp. features. With two successes, its face can
Practice: Ruling Decay (Death ) be recognized by those who knew it in
Action: Instant The mage can cause a material ob- life. Five successes make it look almost
Duration: Prolonged (one scene) ject to corrode, rust or become rotten. real (except for its uniform white color).
Aspect: Vulgar Practice: Ruling Even with five successes (the maximum
Cost: None Action: Instant solidity), a material being or object can
Duration: Lasting pass through the ectoplasm with little
The Speed at which the darkness
Aspect: Vulgar resistance. A manifesting ghost is not
can flow (directed by the caster as a
affected by damage to its ectoplasmic
reflexive action) is equal to the casters Cost: None
body; it merely becomes harder to
Gnosis + Death + the spells Potency. This spell lowers the objects Durabil- make out its features.
Mysterium Rote: Lights Nemesis ity by one point per success, but it does
The ectoplasm remains for one hour
Dice Pool: Wits + Occult + Death not affect the objects Structure (for that
or for the rest of the scene.
Occasionally, the business of discov- effect, see Destroy Object, p. 139).
The degraded Durability cannot be re- Free Council Rote: A Mirror
ering the knowledge of the ancients is Darkly
better pursued under cover of darkness paired by normal (non-magical) means.
Adamantine Arrow Rote: Return Dice Pool: Stamina + Occult + Death
than with a lantern proudly outstretched
to dispel the shadows of ignorance. to Dust Spectral manifestations are intrinsic
Dice Pool: Stamina + Intimidation to the new definition of the occult.
Corpse Mask (Death ) + Death This rote enables Council mages to fa-
cilitate the appearance of such
The mage alters the appearance of Mundane weapons are of little use
apparitions, especially before the eyes of
death by adding or subtracting features against Arrow mages, for they can be
those turning to scientific (or other non-
from a corpse. The mage could, for ex- rendered brittle and easily destroyed.
traditional) aspects of ghost hunting.
ample, make the small pile of ashes left Guardians of the Veil sometimes use a
Silver Ladder willworkers sometimes
behind by a person killed by fire look as similar rote (Resolve + Intimidation +
highlight objects or beings in Twilight
though she died from a stab wound to Death) in preparation for destroying
so that their allies can study or perhaps
the neck. In this fashion, mages have surveillance equipment used to cap-
use other magics upon such subjects.
turned murder most foul into seeming ture evidence of the unseen world.
accidents or the product of natural causes,
or taken a perfectly innocent circum- Ectoplasm (Death ) Entropic Guard (Death )
stance (quiet heart failure in the night or By stealing vigor from incoming at-
The mage can create ectoplasm from
a tumble down a flight of stairs) and used tacks, a mage guards himself against
one of his orifices (usually his mouth or
it to frame someone for a killing she harm. Effectively, the mages shield
nostrils) or the orifice of a corpse. This
never committed. attacks the vitality of an incoming
opaque, white, slick material can be molded
assault, eroding its forcefulness with a
Practice: Veiling to form whatever shape the mage desires,
primal decay.
Action: Instant although it cannot be disguised to look like
some other substance (unless the mage Practice: Shielding
Duration: Lasting
adds Matter 2 to the casting). The mage Action: Instant
Aspect: Covert
could use it as a mirror to allow anyone Duration: Prolonged (one scene)
Cost: None (even Sleepers) to see ghosts or objects that Aspect: Covert
are present in Twilight. Cost: 1 Mana (optional)

136
The mage gains one point of armor Even the shades of the dead can be
per dot he possesses in the Death gathered by the call of a Silver Ladder
Arcanum. By spending one Mana, the willworker. While the mage cannot
Duration can be made one day. Most compel a ghost to do anything without
mages cast such a shielding spell at the more advanced magics, nothing pre-
beginning of the day, as part of their vents her from convincing the dead to T h e
morning rituals. Successes are used to serve her by more mundane means. jars lid is
combat attempts to dispel the ward. usually held
Note that this magical armor does Grant the Grim Sight (Death ) fast by a metal
not apply against an opponents at- The mage can give another super- bar or is
tempts to achieve a grappling hold on natural being Mage Sight. This is as coated with
the mage (Fate, Mind, Space and Time the Death 1 Grim Sight spell, p. 134, wax. The soul is
Arcana provide shielding spells to ac- except that the mage casts it upon protected from attack by
complish that). This spell will, another mage or even a supernatural the object. If the jar is opened
however, work to steal vigor from a being such as a ghost or werewolf. If or broken, the soul can flee. See
grapplers Strength + Brawl rolls to this spell is cast upon a Sleeper, it Soul Handling, p. 276.
overpower the mage. invokes Disbelief immediately, even if With Death 3, the mage can at-
Adamantine Arrow Rote: Shield its Duration is less than one scene. tempt to cast this spell with indefinite
of Bones Practice: Unveiling Duration.
Dice Pool: Wits + Occult + Death Action: Instant Silver Ladder Rote: Urn of Motes
While some of the rewards yielded Duration: Prolonged (one scene) Dice Pool: Presence + Crafts + Death
up by a long familiarity with Death are Aspect: Covert (or Spirit)
dubious at best, no Arrow mage argues Cost: None In ancient times, Silver Ladder mages
with the benefits of this rote. would carry out a terrible punishment
If the target is unwilling, a reflexive,
levied against mage criminals: the sever-
Ghost Summons (Death ) contested Resolve + Gnosis roll is made.
Free Council Rote: Opening the
ing of their souls. This was sometimes a
The mage calls a specific ghost or temporary sentence; the caster would
Sealed Eye store the soul in a jar and release it once
sends out a general call to the nearest
Dice Pool: Manipulation + Persua- the convicts sentence had been served.
ghost within sensory range. He may
sion + Death
either call one or more ghosts person-
ally known to him, or he may specify The mage whispers to the target, Suppress Aura (Death )
any type of ghost of his choosing (male coaxing him to open his third eye. The mage suppresses his own or anothers
ghosts or child ghosts, for example), or Those who have never before glimpsed personal aura. Effectively, he causes the
even send out a general summons to all the heavy shadow of Death are often aura to lapse into slumber, smoothing the
restless shades within his sensory range changed by the experience. It is for this telltale ripples it creates in the Tapestry and
(in which case, the closest one to him reason that Adamantine Arrow mages rendering it more difficult (or virtually
responds). The ghost comes to the also make use of this magic (Presence impossible) to detect, save by the most
caster with as much speed as it can + Persuasion + Death), so that none puissant of sensory abilities.
muster, although it cannot be made to can forget the heavy burden that their
Practice: Veiling
go farther than the maximum distance order has accepted.
Action: Instant
it is allowed to travel from its anchor.
Practice: Ruling
Soul Jar (Death ) Duration: Prolonged (one scene)
Certain ancient cultures such as the Aspect: Covert
Action: Instant and contested; tar- Cost: None
get rolls Resistance reflexively Egyptians recognized that a soul could
be placed within a container to pre- Each success levies a 1 penalty on any
Duration: Prolonged (one scene) attempts to scrutinize the targets aura.
vent its release back into the cycle of
Aspect: Covert birth and death. This spell creates such Guardians of the Veil Rote: Cloak-
Cost: None a receptacle. ing the Anointed
In the case of a general summons Practice: Ruling Dice Pool: Manipulation + Subter-
among multiple ghosts, the spell targets Action: Instant fuge + Death
the closest one. A curious ghost will Concealing the truth of the Myster-
Duration: Prolonged (one scene)
usually answer a general call or personal ies sometimes entails occluding the
summons, but a reflexive, contested Aspect: Covert
Cost: None mark of power within oneself, espe-
Resistance roll is made if it does not wish cially when enemies of the Awakened
to come. It must remain near the sum- Any receptacle that can be used to
are about. When entering hostile ter-
moning mage for the Duration of the seal liquid can serve as a soul jar, whether
ritory in the pursuit of hidden wisdom,
spell, unless the caster allows it to leave. its a wine bottle, a preserve jar or even
Mysterium mages have also been
Silver Ladder Rote: Muster the Dead Tupperware. Success on the spellcasting
known to use this rote.
Dice Pool: Presence + Persuasion + enchants the receptacle so that a soul
Death vs. Resistance placed within the jar cannot escape.

CHAPTER THREE: MAGIC 137


Projection Discipline (she needs the
Spirit and Mind Arcana, respectively,
Control Ghost (Death )
for those effects). The mage can force a ghost to per-
form an action. A single, simple
Practice: Ruling
command (Attack! Flee! Stand
Action: Instant there!) can be issued per success.
Duration: Prolonged (one scene)
Touch of Aspect: Vulgar
Practice: Ruling
Action: Instant and contested; tar-
the Grave Cost: None get rolls Resistance reflexively
(Death Objects drawn from Twilight possess Duration: Prolonged (one scene)
Durability 1 and crumble into a fine ash
) if broken, regardless of their original
Aspect: Vulgar
Through the casting of Cost: None
consistency. Nothing really makes these
this spell, the mage gains the items superior to (or even the equal of) Complex commands require mul-
power to physically interact with those a mage could acquire normally in tiple successes. For example, Go to
ghosts and ghostly things in Twi- the material world, but being able to the Contessas mansion and steal the
light state. (Ghostly things are usually snatch the revolver from the nearby Borgia Diamond! might require three
parts of a spectres anchors, which of- ghost of a police officer when the mage successes.
ten exhibit ephemeral existence even is attacked can be a lifesaver. If the ghost has not completed the
after their material counterparts have Note that objects found in Twilight action by the time the Duration ex-
crumbled to dust). She could, for ex- are only infrequently the same as those pires, it does not have to finish the job.
ample, pull a ghostly hammer out of a found in the material world, as only lost It must, however, work to complete
Twilight room in order to pound a nail or broken objects tend to manifest in the command as soon as possible.
into a wall. She could take the spectral that state. Objects that serve as anchors Silver Ladder Rote: Word of Woe
reflection of a key out of the lock in (or even those that once served as an- Dice Pool: Presence + Intimidation
which it was broken, pull it through chors but are now missing from the + Death vs. Resistance
into materiality, and use it to open the material world, either through decay or The unquiet dead can be potent
material lock barring her from enter- destruction) also often appear in Twi- allies, and Silver Ladder mages waste
ing a room she wishes to access. light. Some Twilight objects are made no resource. Some use the shades of
She can also touch ghosts and be touched by magic; see Ghostly Object, p. 140. the departed as simple shock troops,
(or attacked) in return by any nearby shade. Mysterium Rote: Ashen Grasp while the more cunning compel them
Such beings tend to be, at best, cold and Dice Pool: Dexterity + Survival + to reveal desired knowledge or to use
clammy and many have other disturbing Death the subtle abilities of the dead in pur-
and not entirely tactile sensations associ- suits other than battle. Mysterium
ated with physical contact. Some spectres Often, the things that willworkers of
the Mysterium seek have been lost to willworkers often find uses for a closely
have been known to long for physical related rote (Manipulation + Intimi-
contact with the living in ways most un- the ravages of time. On occasion, these
relics leave shadows of themselves, dation + Death) in their endless
healthy or inappropriate. endeavor to gather up the hoary se-
shadows that can be used to open an-
The caster cannot damage ghosts, or cient vaults, studied for the imagery crets of the world.
affect non-dead spirits such as fetches that they depict, or even read to learn
(see p. 82) or mental projections, in- the secrets they contain.
Destroy Ephemera (Death )
cluding vampires using the Twilight The mage mystically attacks an
ephemeral object.
Disciple of Death Practice: Fraying
Action: Instant
Duration: Lasting
When I speak, the dead heed my commandments. I walk Aspect: Vulgar
among those who haunt the world when I desire it and can Cost: None
will my body to die, only to rise and live once more. When I Successes in excess of the objects
Durability (most ephemeral items have
have need of servants or soldiers, the graves give up their Durability 1) inflict aggravated dam-
charges and I muster their lifeless frames to my cause. age on its Structure. This spell does not
Steel and stone crumble to dust beneath my fingertips and I affect animate ephemeral beings such
can feast on the spirits of the dead and dying to refresh my as ghosts (or anything with a Corpus
trait rather than a Structure trait).
own strength of purpose and mystic will. If I wish it, I can Guardians of the Veil Rote: Shat-
pull the souls of the living out of their prisons of flesh, tering the Fetters
leaving only husks, devoid of passion and desire, Dice Pool: Resolve + Occult + Death
in the wake of my passing. Even ephemeral objects have some-
times been known to exert an invisible

138
pull on the material world, motivating Aspect: Vulgar
Sleepers to strange and inexplicable Cost: 1 Mana
acts. In these cases, Guardians have The mage must first grab hold of the
been known to destroy such items, target, with a Strength + Brawl roll,
ending the invisible pull they exert
and preserving the secrecy of the oc-
subtracting the targets Defense. If suc-
cessful, he can cast this spell as an
Entropic
cult. instant action in the following turn. Shroud
Destroy Object (Death ) (With Death 4, he can cast this spell at
sensory range as an instant action. He
(Death
The mage mystically attacks a mate- needs Death 5 before he can add Space )
rial object, causing it to decay instantly. 2 for a sympathetic casting.) The mage
Practice: Fraying Each success allows the mage to re- can cast the Entropic
Action: Instant plenish one of his spent Willpower Guard spell (p. 136) on
Duration: Lasting points by harvesting it from a person others, protecting them with
who has suffered at least one aggra- a field of entropic decay.
Aspect: Covert
vated wound during the current scene Practice: Shielding
Cost: None
(including one who has lost all of his Action: Instant
Successes in excess of the objects Health to lethal damage and now suf-
Durability inflict aggravated damage Duration: Prolonged (one scene)
fers aggravated damage as his body Aspect: Covert
on its Structure. dies), up to a maximum of the victims
Adamantine Arrow Rote: Break- remaining Willpower points. Cost: 1 Mana (optional)
ing the Chains Alternatively, the mage may burn The target gains one point of armor
Dice Pool: Resolve + Crafts or Sci- out a persons Pattern for points of per dot the caster possesses in the Death
ence + Death Mana, converting the ephemeral en- Arcanum. The caster can increase the
A crumbling truncheon or dissolv- ergies that make up his idealized form Duration to one day with the expendi-
ing handgun poses no threat to a mage into raw power. Each success inflicts ture of one point of Mana.
of the Adamantine Arrow, or to the one lethal Health wound onto the Guardians of the Veil Rote: Shroud
charges of such a willworker. The victim and gives the caster one Mana of Gloom
Guardians of the Veil sometimes use a point. If the victim is a mage, his own Dice Pool: Wits + Occult + Death
similar rote (Composure + Crafts or Mana points are unaffected; this spell The Guardians protect their charges
Science + death) in the pursuit of their steals energy directly from his Pattern. with this spell, although some of them
work. The caster must use the Prime 5 Si- find its aura disturbing.
phon Mana spell (see p. 231) to
Devouring the Slain directly tap an Awakened persons Ghost Gate (Death )
(Death ) Mana. Direct siphoning requires a sepa-
rate casting from the
The mage creates a gateway that
While any mage can commit a living transforms anyone who steps through
Willpower-harvesting version of this it into a Twilight state of existence.
sacrifice to gain Mana (see p. 78), this spell, although both effects can be com-
spell is an act of sorcerous cannibalism They become Twilight beings until
bined using the normal rules for they exit the gateway. While Twilight,
that allows a willworker to regain combining spells (see Combined
strength from the souls of the dying they can touch ghosts, pick up ghostly
Spells, p. 128). objects or read tomes hidden there.
without necessarily killing them (al-
Devouring the Slain can be used They can also engage in physical or
though it certainly harms them).
only on a given individual once, after magical combat with ghosts, damaging
A mage can restore her resolve or which a new level of aggravated dam- their Corpus. Conversely, wrathful
burn out a living human Pattern for age must be inflicted upon him before shades might physically lash out at
its Mana, drawing this energy directly he can again be a target. visitors, causing them harm.
into her own stores to use as she will.
Free Council Rote: Energetic Practice: Weaving
The spell does not work if cast upon an
Transfer Action: Extended (target number =
animal; if it is, nothing happens. If
used on a vampire or other form of Dice Pool: Manipulation + Persua- local Gauntlet strength)
walking dead, the spell provides no sion + Death Duration: Prolonged (one scene)
benefit to the mage. In general, the Some scientifically minded Free Aspect: Vulgar
spell is meant for use upon a normal Council mages see this spell as a means Cost: None
human being, and any attempt to di- of conserving energy, taking it from
One person of Size 5 or less can pass
verge from that procedure is not apt to the dying before it can dissipate be-
through the gate per turn (larger people
go well for the caster. yond anyones use. More traditional,
can spend two turns squeezing
Practice: Fraying mystically minded Awakened see the
through). Each success on the casting
grim truths of this rote for what they
Action: Instant; subtract targets allows the mage to widen the gate so
are. Despite such knowledge, no few
Stamina that one additional person can pass
make use of it.
Duration: Lasting through per turn.

CHAPTER THREE: MAGIC 139


seemingly sincere companionship, mys- control of the walking dead with an-
tic compulsion or even torture, he can other casting of this spell must exceed
be induced to fail his masters trust. the original casters successes. Addi-
Where, then, does an enterprising nec- tional success can instead be used to
romancer turn for assistance? Quicken boost the corpses 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 ones 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 isnt 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 mages
trayal. Whether his lips are loosened by control. Someone attempting to wrest

140
damage to the brain or
Zombies carving a mystic sigil on
Each zombie created by ones 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 zombies 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 ) weapons equipment bonus or to
The mage can heal a ghosts Corpus. armors 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
zombies 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.

CHAPTER THREE: MAGIC 141


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 spells 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 subjects Willpower. Action: Instant was under the spells 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 spellcasters rolls. If the targets 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 dont 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 spells 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 spells 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

Adept of Death
I chain the dead to this Earth, making them to haunt the living or forcing them to inhabit their
own rotting shells. I walk among ghosts when I wish and shatter lives with a word. I place the
shadow of death upon those who yet live and breathe, making them to seem dead before even the most
perceptive eye. Should I wish it and my need be dire, I can steal souls and bind them within me.
142
Enervation (Death ) Cost: 1 Mana
A point of Mana must be spent for
The mage can draw the vigor of life
from a persons body, leaving him weak the mage (above and beyond any other
expenditures) to create an anchor for
and helpless, so that a weight-lifting
the ghost, which in this case need not
champion is rendered barely able to lift Du-
a childs toy. be something precious to the subject.
Excess successes can increase Duration: ration:
Practice: Unraveling Prolonged
Successes Duration
Action: Instant; subtract targets (one scene)
2 successes Two hours (or 24
Stamina hours with Death 5) Aspect:
Duration: Prolonged (one scene) 3 successes 12 hours (or two Vulgar
Aspect: Covert days with Death 5) Cost: None
Cost: None 4 successes 24 hours (or one Only one success is re-
The mage must first grab hold of the week with Death 5) quired to animate a corpse
target, with a roll of Strength or Dex- 5 successes Two days (or one and instill it with a Passion. Ad-
terity + Brawl the targets Defense. If month with Death 5) ditional successes are added to the
successful, he can cast this spell as an 6 successes Four days (or in- target number to boost the revenants
instant action in the following turn. definite with Death traits, at a rate of one success per addi-
(With Death 5, he can cast this spell at 5; only against tional dot of any trait.
ghosts, not the dying)
sensory range as an instant action. He Although the target is dead, the Re-
needs Death 6 before he can add Space With Death 5, a mage can create a
solve Attribute it had in life is used to
2 for a sympathetic casting.) haunting with a recently dead or dying
contest the magic.
mage or with a ghost who has been
Each success subtracts one dot from With Death 5, the caster can make a
long dead.
the targets Strength Attribute, down recently dead mage into a revenant,
to a minimum of 1. The maximum Silver Ladder Rote: Eternal Un-
although the revenant can no longer
amount by which Strength can be low- rest
cast magic. (It contests with Resolve +
ered is equal to the mages dots in the Dice Pool: Presence + Persuasion + Gnosis.)
Death Arcanum. (Lowering Strength Death vs. Resolve (Sleeper) or Resis-
Silver Ladder Rote: Duty Before
also lowers the targets Speed trait.) tance (ghost)
Rest
Adamantine Arrow Rote: Weight On occasion, even death is not pun-
Dice Pool: Manipulation + Persua-
of the Grave ishment enough for the enemies of the
sion + Death
Dice Pool: Presence + Occult + Death Silver Ladder. This rote allows a mage
to bind the spirit of a recently dead Ladder mages often use this rote to
If she lacks the strength to lift a raise to service those who have not yet
person, or one who is dying, to a given
weapon, an enemy without recourse to fulfilled their debts, though some cast
locale. The shade may be commanded
other means is rendered virtually harm- it for no reason other than that they
through other magics, or simply left to
less. Thus do Arrow mages strike at need a loyal servant with exceptional
its own devices, as the willworker de-
their foes power and secure victory. Of capabilities and who is largely inca-
sires. Sometimes members of the
course, willworkers of all orders can pable of betrayal. Still, such castings
Mysterium perform similar bindings
find one use or another for this rote. are dangerous and potentially quite
(Intelligence + Persuasion + Death),
Mysterium mages, for example, have cruel, and can easily lead a mage away
using the dead to drive off those who
been known to use one like it (Ma- from the path of Wisdom.
might seek to steal the lore they have
nipulation + Occult + Death) in order
worked so hard to acquire.
to slow pursuers while they flee.
Revenant (Death ) Revenants
Haunting (Death ) The mage prevents a recently dead This undead being pos-
The mage causes a recently dead sesses all the same Attributes
Sleepers spiritual release. The casting of
(within the past hour) or dying Sleeper and Skills as in life, but
this spell must begin within an hour of the
to cling to a physical anchor rather subtract one dot each from
targets death. This spell creates what some
than move on to whatever afterlife the revenants Composure
mages call a revenant, forcing the soul to
awaits. (The dying Sleeper begins (due to its obsessive nature)
inhabit a body that does not decompose for
haunting immediately upon physical and Wits (because of its
the duration of the spell.
death, so long as he dies within the disconnection between body
Duration of the spell) The caster inculcates the revenant
with one or more driving Passions re- and spirit). The revenant
Practice: Patterning cannot regain Willpower
lated to achieving a certain goal
Action: Instant and contested; tar- revenge, salvation that strengthen points by any means.
get rolls Resolve (Sleeper) or Resistance it for its trials.
(ghost) reflexively The revenant has a pool of
Practice: Patterning Essence points equal to its
Duration: Prolonged (one scene)
Action: Extended and contested; Resolve +5, and it can hold
Aspect: Vulgar target rolls Resolve reflexively

CHAPTER THREE: MAGIC 143


each component of this assault, taken The mage develops a new aura by
on its own, looks to be perhaps some the end of the week as his soul takes on
effect of natural decay, taken together, new resonance based on his actions
they cannot be mistaken for anything and character. (See Resonance,
but unnatural. Certainly, any that wit- pp.277-280.) This new aura cannot be
a ness such a spell know the magic for recognized by anyone who has not
maxi- what it is, as the victim is afflicted with examined it before, giving the mage a
mum the rot of the grave. new mystical fingerprint. In the
amount Practice: Unraveling meantime, mages who use aura-per-
of points Action: Instant; subtract targets ception spells to view the mage are
Stamina unnerved by the targets complete lack
equal to 10
Duration: Lasting of an aura an unnatural occurrence.
+ Resolve. It loses
one Essence per day. Aspect: Vulgar Free Council Rote: Starting Anew
Cost: 1 Mana Dice Pool: Intelligence + Subter-
Instead of his former fuge + Death
Virtue and Vice, the The mage must first grab hold of the
target, with a roll of Strength or Dex- The Free Council is in many ways all
revenant has a Passion (the about a fresh start, and this rote proves
terity + Brawl the targets Defense. If
caster can add one addi- that Death is merely the gateway to a
successful, he can cast this spell as an
tional Passion per success new beginning. Powerful mages of all
instant action in the following turn.
added to the spells target (With Death 5, he can cast this spell at orders turn to this rote when their
number). This could be sensory range as an instant action. He auras become overpowering.
avenge a murder (includ- needs Death 6 before he can add Space
ing its own), protect Sarah, 2 for a sympathetic casting.) Soul Binding (Death )
or steal the Ebon Grimoire. Each success inflicts one Health The mage can attach a stolen soul to
Whenever the revenant point of lethal damage to the target. himself or another, but only if he or the
performs an action that With Death 5, the mage can inflict target currently has no soul.
promotes the achievement of aggravated damage instead with the Practice: Patterning
its Passion, roll a number of expenditure of one Mana. Action: Extended (target number =
dice: one die is rolled for In addition, each success levies a 1 die one for a Sleepers soul, Gnosis for a
actions that only weakly penalty on all the victims Social rolls, due mages soul)
benefit the Passion, while to the horrible appearance (and stench) of Duration: Lasting
five dice (the maximum) are his wounds. (This penalty is not cumula- Aspect: Vulgar
rolled for actions that are tive with successive wounds from successive Cost: None
directly relevant to the castings of this spell; use the highest pen- The target number is equal to the
Passion. Each success gives alty from either the newest wound or the recipients Gnosis, or simply one suc-
the revenant one Essence. previous wound.) cess if the target is a Sleeper. The soul
Adamantine Arrow Rote: Teeth of then belongs to the recipient. See Soul
Finally, the revenant has
Kali Ma Handling, p. 276, for more details on
one spirit Numen, a power it
can use to help achieve its Dice Pool: Strength + Intimidation handling unmoored souls.
+ Death Stamina Free Council Rote: Restoration
Passion. The caster can
imbue the being with When a willworker of the Adaman- Dice Pool: Composure + Empathy
additional Numina, one per tine Arrow just needs to kill someone + Death
and kill him quickly, this rote is a Used far more often to attach a soul
every two successes added
favored one. Every order practices simi- to another who has been left soulless
to the spells target number.
lar magics, however. than for the Council mages own ben-
efit, this rote has preserved the sanity
Slay Own Aura of many an unwitting pawn dragged
Rotting Flesh (Death ) (Death ) into the struggles of the Awakened.
One of the most vicious direct mystic The mage destroys all sign of his own
assaults known to the Awakened world, aura. This destruction permanently Suppress Others Life
Rotting Flesh rends and destroys the
physical form of a living being, riddling
removes all signature of the mages (Death )
current aura, such that it cannot be The mage can suppress life in others
it with corruption and putrefaction. This read by any magic.
assault is brutally effective, but is the temporarily. The effects are the same as
Practice: Unraveling the Suppress Own Life spell, p. 142.
metaphysical equivalent of using a club
Action: Instant Practice: Veiling
rather than a scalpel. Flesh corrodes and
rots, bones twist, crack and turn to ash, Duration: Lasting Action: Instant and contested; target
and blood thickens with globs of cor- Aspect: Covert rolls Composure + Gnosis reflexively
rupted tissue and rivulets of pus. While Cost: None Duration: Prolonged (one scene)

144
Aspect: Covert
Cost: None
MasterofDeath
The mage must first grab hold of the I walk with death now as a
target, with a Strength or Dexterity +
Brawl the targets Defense. If success- close confidante and ally. I sup
ful, he can cast this spell reflexively.
(With Death 5, he can cast this spell at
upon the souls of the living and the dead
sensory range. He needs Death 6 be- alike, restoring my conviction and my
fore he can add Space 2 for a
sympathetic casting.)
energies with their strength. I obliterate the
If the target is attacked or harmed in any
stuff of magic and sunder its woven
way during the time in which he appears to
be dead, the spell is immediately broken
Patterns, and command the shades of the
and the target awakens. While dead, the
long-departed to appear and answer my queries.
target experiences nothing, as if he were
merely in a deep sleep. Devouring the Living Destroy Mana
Guardians of the Veil Rote: Con- (Death ) (Death )
sign to the Mausoleum The mage consumes a healthy life- The mage can destroy Mana.
Dice Pool: Manipulation + Subter- force or ghost. Just as he is able to do with Practice: Unmaking
fuge + Death vs. Composure + Gnosis an ailing person under the shadow of Action: Instant; subtract targets
When all else fails and a Guardian of death, the mage can now consume a Resolve
the Veil has no wish to actually end fully healthy soul, one not touched with
the life of a problematic Sleeper, she Duration: Lasting
the taint of the grave, revitalizing his
can use this rote to make him seem to Aspect: Covert
stores of Mana or stealing the victims
be dead temporarily. She then acquires will. Likewise, he may devour any nearby Cost: None
the corpse and helps to ease the ghost for its spiritual energies, augment- One point of Mana, no matter how
individual into a new life elsewhere. ing himself in a similar manner. it is stored (as tass, within an artifact,
Arrow mages in war-torn areas some- Practice: Unraveling or a mages own personal Mana points),
times cast this rote to help allies may be destroyed per success.
Action: Instant;subtracttargetsStamina
infiltrate an enemys lair. (living being) or Resistance (ghost) Adamantine Arrow Rote: Pluck-
ing Teeth
Twilight Shift (Death ) Duration: Lasting
Aspect: Vulgar
Dice Pool: Strength + Intimidation
The mage can personally transform him- + Death Resolve
self into the Twilight state of existence Cost: 1 Mana
A gun without ammunition is largely
without needing to pass through a gateway. This spell is handled in exactly the useless. While the same cannot be said
Practice: Patterning same way as Devouring the Slain, of a mage without Mana, such a
p. 139, save that the mage may now willworker is nevertheless cut off from
Action: Instant
perform the spell upon a healthy sub- many of her most powerful magics.
Duration: Prolonged (one scene) ject (one not currently suffering from
Aspect: Vulgar Arrow mages enjoy using this rote
aggravated damage) or a nearby ghost against enemies that have become re-
Cost: 1 Mana (damaging the spirits Corpus). The liant on advanced magic.
All the mages clothing and equip- mage must still grab hold of the target
ment is likewise transferred into an
ephemeral state, as long he touches it
first, however (unless he has Death 6,
allowing him to cast the spell within
Quell the Spark
during casting. The mage can restore sensory range as an instant action). (Death )
himself to a material state at anytime Adamantine Arrow Rote: Spoils to The mage can dispel any spell, re-
by dismissing the spell. the Victor gardless of what Arcana were used to
Mysterium Rote: Stepping Over Dice Pool: Manipulation + Intimi- create it he does not need Prime 1 or
Dice Pool: Stamina + Occult + Death dation + Death Stamina (living any other Arcana lore. The mage must
A bit more precise than any gateway being) or Resistance (ghost) first have Mage Sight so that he can
into the state of unlife, this rote en- Let those who would lead the charge perceive the spell to be affected.
ables a member of the Mysterium to in battle be the first to sample victorys Practice: Unmaking
affect a quick escape for which there fruits. So goes the logic of the Ada- Action: Instant
can be no mundane pursuit. Granted, mantine Arrow, whose willworkers use Duration: Lasting
such sojourns often come with their this rote to destroy enemies, even as Aspect: Covert
own difficulties, but most willworkers they restore reserves of both will and Cost: None
would argue that it is better to go mystic power. Mages of the Silver Lad-
Successes are compared to the target
among the dead in this fashion than in der also favor such magic, obliterating
spells Potency. If they equal or exceed
the traditional manner. those who would express defiance
it, the spell is dispelled.
through force of arms.

CHAPTER THREE: MAGIC 145


Guard-
ians of the
Veil Rote:
Great Inter-
diction
Dice Pool: Re-
Steal Lifespan
solve + Occult + Death (Death )
To protect the Mysteries, The mage steals years of life from
the Guardians of the Veil are a Sleeper to extend his own life. Each
willing to employ even the most person is allotted a set span of years, a
drastic measures. This rote destroys a single thread of existence that is
spell utterly, and Sleepers who did not snipped with each passing year, the
perceive it previously will never know thread growing shorter and shorter.
it existed at all. Members of the Free A persons actions in life can
Council are also known to use a vari- fray the thread or stretch it.
ant of this rote (Manipulation + Occult This spell allows a mage to
+ Death) to prove that the tried and snip a portion of a Sleepers
true ways of magic are not quite as thread and sew it to his
infallible as some would like to be- own. This spell can-
lieve. not be cast upon
supernatural beings, including the
Quicken Ghost (Death ) Awakened.
The mage quickens a ghost, restor- Practice: Unmaking
ing mindless shades to a semblance of Action: Extended and contested;
the personality they had in life, and target rolls Stamina reflexively
turning ancient ghosts into more po- Duration: Lasting
tent specters. Aspect: Vulgar
Practice: Making Cost: 1 Mana
Action: Instant The target number of successes equals
Duration: Prolonged (one scene) the number of years sought from the target,
Aspect: Vulgar although the mage may not steal more
Cost: None years with a single casting than his total
Each success raises one of a ghosts dots in Death. The mage can cast this spell
three Attributes by one or provides it on the same target only once a year.
with one Essence (this bonus cannot This effect is largely in the hands of
cause a ghost to possess more Essence the Storyteller. It is a means mages can
than it can normally hold). use to live beyond a normal mortal life
Mysterium Rote: Remembrance of span, although it does not prevent the
the Flesh effects of aging nor death by calamity.
Dice Pool: Manipulation + Occult Silver Ladder Rote: Drawing the Summon the Dead
+ Death Thread of Years
Dice Pool: Manipulation + Subter-
(Death )
Ghosts make powerful allies. Supple- The mage can summon a ghost from
mented by this rote, they can fuge + Death vs. Stamina
the Underworld, making it appear next
accomplish feats far beyond their al- Building something of lasting impor- to him within Twilight. The Under-
ready impressive capabilities. tance can be difficult at best to world is a dread place where, according
Mysterium mages sometimes bribe the accomplish within a single lifetime. Lad- to most mages, ghosts without anchors
dead by means of this rote. A Guardian der willworkers turn to this rote to seize are banished. The caster can use other
(Resolve + Occult + Death) may bring a few more precious years in which to spells to compel the ghost to manifest,
a given ghosts anchor along with him finish their grand works. Mysterium or can provide ectoplasm for its mani-
to another ghosts haunt, and then scholars (Intelligence + Subterfuge + festation. This spell is most often cast
fortify his interloping shade to drive Death) likewise fail to see any reward in to learn the secrets of the long-de-
out the resident spirit. departing the mortal coil while half- parted, such as the locations of lost
completed projects and unfinished treasures or the existence of lost heirs.
research remain.

146
Practice: Making more so, than so-called hard facts.
Action: Instant and contested; tar- Sometimes mages who wish to discern
get rolls Resistance reflexively the vagaries of Fate do so out of an
Duration: Special implicit faith in destiny, while others
Aspect: Vulgar do so out of a blatant distrust in that
nebulous constant. Those who submit
Cost: None
themselves to fortune are often easy-
The mage can ask one question of going and carefree, with the confidence
the ghost per success. After it has an- born of knowing, and more impor-
swered it departs, returning to the tantly accepting that what is meant to
Underworld. (The mage cannot delay be, will be. Those who rail against
for more than five turns between ques- fortune are usually driven and unhappy
tions, or else the ghost departs.) The people, too concerned with shaping
entitys answers are truthful and their own role in the future to admire
straightforward, although if a question the beautiful complexities of Fate.
is not clear and concise, the ghost
might misinterpret it and give a mis-
leading answer.
Ruling Realm: Arcadia
The gross/subtle pair of Time/Fate pro-
Silver Ladder Rote: Demanding an vides the ruling Arcana for Arcadia, the
Audience of the Departed enchanted realm inhabited by fickle spirits
Dice Pool: Presence + Persuasion + of immense beauty and cru-
Death vs. Resistance elty. Fate is the ephemeral
Even the denizens of the Underworld expression of that pair.
are not forbidden to one who attains
mastery of the Arcanum of Death. Mages
Fate does not predict
what will happen in the
Initiate of Fate
of the Silver Ladder are known to gather
all kinds of information with this rote,
future or perceive what has
happened in the past.
I see the hidden hand of destiny as it moves
often of the sort conducive to the ac-
crual of temporal power. Mages of the
Those effects are the pur-
view of Time. Fate deals
behind the lives of all people and all things.
Mysterium (Manipulation + Persuasion with the themes that gov-
+ Death) most commonly cast one much
like it with the intention of learning
ern Patterns within the I know when a destiny is about to be
Tapestry. These exert in-
more esoteric lore. fluence upon the chaotic fulfil ed and when it has been thwarted by some
flux of probability around
Fate people and things, inclin-
ing the course of events
outside force.
Purview: Blessings, curses, destiny,
fortune, oaths, probability
toward certain outcomes.
The boy destined to be king
I see the weight of fortune carried by every soul.
Understanding the Arcanum of Fate
grants its practitioner the ability to
has a higher probability of
being king than another
When prophecy is uttered, I hear it for what it
manipulate the threads of destiny, cre-
ating good or ill fortune, binding oaths,
person, for example.
Its no coincidence that
is and perceive the mark of providence upon the very
blessings and curses.
Those who study Fate come to un-
human myths about Fate
offer a glimpse into the same fabric of magic itself.
derstand the intricacies of fortune, metaphors used by mages
seeing with clear sight the intercon- to describe reality: a vast
nection of the threads that bind all Tapestry woven by unseen
cause and effect within Creation. Those powers, often personified as a goddess
with powerful destinies (or none at all) weaving a loom. The Fate Arcanum is
stand out to even the most elementary the magic of weaving the threads of
Fate Arcanum perceptions, while more destiny. Some Free Council mages pre-
complicated fortunes sometimes re- fer the more modern example of quantum
quire more of a discerning eye. physics, seeing Fate as the Arcanum
Mages who devote themselves to that allows a mage to observe quantum
the understanding of the Fate Arcanum reality and to change that reality through
are usually the sorts of people who the act of witnessing it the controver-
would rather know why rather than sial observer-created reality principle.
how. Many of them enjoy a good The mage alters raw probability in ac-
mystery and consider feelings about cordance with his wishes, working the
things to be just as important, if not loom to alter the weave of the Tapestry.

CHAPTER THREE: MAGIC 147


or secret connections. The mage cannot If the target has any form of super-
tell exactly what the connections mean, natural occlusion (such as the
just their intensity. See Sympathetic Occultation Merit) that would hinder
Range, p. 114, for details on what each the mages perception, the casters dice
degree of connection means. pool is modified by the dots or Potency
Successes Interconnection of that protection.
1 success The caster can iden- Guardians of the Veil Rote: Indras
tify Unknown and Net
Described connec- Dice Pool: Intelligence + Investiga-
tions between tion + Fate
people and/or things.
The caster can also The power to read Fates mark on
detect an another can often prove vital to a
Permanently oathbreaker, one Guardians work. Sometimes, a paran-
Altering Fates who has violated an ormal influence impresses itself upon a
oath or geas. given individuals destiny, for example,
Although spells with an 2 successes The caster can iden- and drastic steps must be taken to defend
indefinite Duration cannot tify Encountered the secrecy of the Mysteries. Mages of
normally be cast upon living connections between the Silver Ladder often use a variant of
creatures, Fate spells offer people and/or things. this rote (Wits + Investigation + Fate)
an exception. A Fate spell The caster can read to discern those who might be suitable
can be made indefinite an individuals dots for inclusion among their own ranks (or
against a living target if it is (if any) in the Des- conversely to discern those who may
cast as a conditional spell tiny Merit (up to two prove to be rivals to their order in time).
dots, with one addi-
(see p. 150) with a trigger tional dot per addi-
event that ends its effect. tional success). Quantum Flux (Fate )
(Once you have again won 3 successes The caster can iden- The mage reads probability and com-
the love of your wife, only tify Acquainted con- pensates for deleterious factors. At this
then will this curse lift.) nections between level of expertise, she can only miti-
people and/or things. gate or negate those small factors that
The caster can also add up against her (the crooked house
detect direct super- dealer suddenly realizes that he didnt
Interconnections (Fate ) natural mind con- stack the deck quite as well as he had
This spell reveals themes and inter- trol, spiritual pos- originally imagined, for example),
connections between people, places session or alter-
ations of destiny. rather than actively setting events in
and things. In other words, the caster her favor. Most mages who read possi-
can read the degree of sympathetic 4 successes The caster can iden-
tify Known connec- bilities in this way have a preference
connection between subjects. The tions between for either determinism or chaos, but
mage can also sense manipulations of people and/or things. there are quite a few who do not care to
destiny and their causes. This ability The caster can also put their own spin on the matter and
extends to any supernatural effect that detect indirect take such things at face value.
will or might result in a persons des- supernatural mind Practice: Compelling
tiny unfolding in a manner different control, spiritual Action: Instant
from that in which it is meant to. possession or al-
terations of destiny. Duration: Prolonged (one scene)
Practice: Knowing
5 successes The caster can iden- Aspect: Covert
Action: Extended (one turn per roll)
tify Intimate con- Cost: None
Duration: Concentration nections between At any time within the spells Dura-
Aspect: Covert people and/or things. tion, the mage can spend time aiming
Cost: None The caster can also any action, reducing dice-pool penal-
Success allows the mage to examine detect interconnec- ties turn by turn (as an instant action
anyone in sensory range to determine tions of destiny, per turn) on a one-for-one basis, to a
the interconnections they might have such as if one
person viewed (or maximum of three dice worth of pen-
with each other (or even with things alties. This effect can negate only
depicted nearby) is
and institutions, such as corporate brands destined to be the penalties, however, and may not result
or fashions). On each turn following the mentor or appren- in any kind of bonus to dice pools.
casting of this spell (so long as the mage tice of another per- Example: Zeno wants to drive his mo-
continues to concentrate), an extended son viewed or de- torcycle up a ramp and jump over a fence.
Wits + Empathy + Fate roll can be made picted or is des- The Storyteller deems that because of the
for the mage to scrutinize people. Each tined to be his mur- torrential downpour, there is a 3 dice
success yields some information, with derer. penalty. Zeno had earlier cast Quantum
more successes yielding more powerful

148
Flux, allowing him to mitigate deleterious often find themselves punished by for-
factors such as the heavy rain. He sets his tune, subject to all manner of ill luck.
bike in motion, and spends the next three Practice: Compelling
turns aiming his jump, mystically ac- Action: Instant
counting for all the problems the rain might Duration: Prolonged (one scene)
cause him and so reducing the 3 penalty by to the
Aspect: Covert
one die per turn. When hes ready to jump, targets dis-
he suffers no penalties for the rain. Cost: None tance (range
Adamantine Arrow Rote: Eye of A simple success results in small penalties), posi-
the Storm turns of immediate or nearly immedi- tion (such as being
ate good fortune pertinent to the prone), size (for
Dice Pool: Wits + Occult + Fate
willworkers current circumstances very small targets)
In the course of defending allied (such as which vending machine will
Awakened against their enemies, or environmental factors
drop that dangling candy bar the last such as darkness, snow or any-
willworkers of the Adamantine Arrow guy paid for and gave up on after it got
must occasionally deal with strange thing else that doesnt directly
stuck on the rotating coil). An excep- work upon the mage herself or serve
circumstances and maddening distrac- tional success yields the high end of
tions such as high winds, driving rain to physically shield the target (the
small good fortune. (Say, turning down spell does not eliminate cover penal-
or the pain of a grievous injury. This the left-hand alley rather than the
rote enables such a warrior-mage to ties). It can even apply to penalties for
right one and finding the runaway cat aiming at specific targets, such as an
focus fully on the task at hand. Mages for which the owner has posted fliers
of the Mysterium also use this magic enemys hand or the object he holds.
advertising a $100 reward). The spell is applied to the next roll the
(Resolve + Occult + Fate) to concen-
Successive attempts to use this spell caster makes against the target onto
trate when their explorations into the
for the same goal are considered vulgar. which he has locked. If the target leaves
secrets of the occult lead them into
hazardous situations in which lack of Silver Ladder Rote: Lakshmis Touch his direct sight before he makes his shot,
focus can prove deadly. Dice Pool: Wits + Investigation + Fate he loses the lock and must cast this spell
There are times for grand shifts in the again to achieve the same effect.
Reading the Outmost Eddies fabric of destiny, and there are times This spell cannot be cast in combination
when a small nudge is sufficient. Part of with the Space 1 Spatial Map spell
(Fate ) being a member of the Silver Ladder is (p. 233); only one spell (the one with the
highest Potency) takes precedence.
Some twists of fate and fortune are knowing when a small change is enough.
too small and insignificant to warrant Members of all orders find use for such Guardians of the Veil Rote: The
much in the way of prophetic powers. small turns of good fortune. Wings Off A Fly
Destiny rarely hinges upon a coin toss, Dice Pool: Composure + Firearms +
though a hundred bucks could ride on
Sharpshooters Eye Fate
one. Some believe that this spell cre- (Fate+SpaceandLifeorMatter) More than once, the secrecy of the
ates a small manipulation of chance, In driving rain, at night, aiming at the Mysteries has hinged on a Guardian
while others maintain that it just gives smallest of moving targets, the willworker being able to eliminate some small
a mage an idea of whats coming next. armed with this spell might just make a scampering thing before it can escape
In either case, the results are the same. shot if her skill is sufficient for the task. to bedevil Sleepers, or perhaps to de-
The caster knows the outcome of some This magic eliminates all of the minor stroy some tiny relic dangling from
small random (or mostly random) ac- random factors that conspire against around an enemys wrist. This rote
tion in her immediately vicinity. Thus, ranged attacks, while giving the mage a enables a willworker under such cir-
she may know from which roll of flawless lock on an object or living crea- cumstances to shoot from the hip with
scratch-tickets to get her Lottery ticket ture within her normal line of sight. It precision that would be envied by the
in order to win something (not neces- cannot be used to shoot around corners, worlds finest snipers.
sarily the grand prize, but definitely but it can be used to shoot a humming-
$20). The spell cannot bring about a bird out of the air or to put a hole directly The Sybils Sight (Fate )
life-altering change. Nor can it be used through the middle of a playing card The mage gains the Mage Sight (see
to change the probability of an event flicked up into the air. Mage Sight, p. 110). He detects the
already set in motion. (A mage couldnt Practice: Knowing particular qualities a given mystic force
use the spell on a scratch-ticket shed has in its interactions with fate. Many
Action: Instant
already bought, but must use it before describe the result as a thickness or
buying one ticket out of many.) Nor Duration: Special
gravity, a tangling of threads.
may the spell create any chance that Aspect: Covert
Practice: Unveiling
an impossibility will come to pass. Cost: None
Action: Instant
Those who attempt to use the spell The mage uses Life 1 to get a lock on
Duration: Prolonged (one scene)
repeatedly to build up to a life-altering a living creature or Matter 1 for an
change (buying ten thousand $20 win- object. Each success reduces one die of Aspect: Covert
ning tickets over the course of one week) ranged combat penalties normally due Cost: None

CHAPTER THREE: MAGIC 149


Mysterium Rote: Flight of Birds
Dice Pool: Wits + Occult + Fate Conditional
Perceiving the presence of the Mysteries Duration (Fate )
can sometimes involve nothing more than
the ability to discern a particular gravity to Normally, a spells
The a seemingly random statement. Mages of Duration is unconditional; it
mage can de- the Mysterium use this rote in their endless lasts until its time is up and
tect momentous hunt for hidden lore. then the spell ends. Option-
events. While this ally, mages can set condi-
spell is in effect, a
reflexive Wits + In-
Winds of Chance (Fate ) tions on a spells Duration,
The mage can evade or attract good essentially setting up a
vestigation roll is particular circumstance
made to sense when something or ill fortune. Generally speaking, this
effect is more a roleplaying consider- whereby the spell ends
of metaphysical weight or truth early. The advantage of a
has been spoken or taken place. ation than anything else. If the
willworker wants to find someone in- conditional Duration is it
The Storyteller decides when and if
teresting to share a beer with on a conserves magical energy,
such an event occurs. The mage can-
not have others fish for prophecies Saturday night, such a person happens giving a slight boost to a
by having them keep saying things to ask, In this seat taken? in a crowded spells Duration factor at the
until something registers as resonating bar. Likewise, she could make cost of potentially ending it
with destiny. Such abuses of the gifts of someones morning commute a wak- prematurely.
Fate have been known to backfire upon ing nightmare, causing him to get
splashed by a passing car, harassed by A mage specifies the
mages with grim consequences. Instead, condition to end the spell
this ability gives a willworker an idea of an utter nutcase on the bus, and def-
ecated on by a low-flying pigeon as he when casting it, and must
when somebody just happens to utter state this condition clearly to
words that are somehow true or impor- walks in the door 45 minutes late.
Practice: Compelling the spells target(s) as part
tant in a metaphysical sense. In other
Action: Instant of the casting. For example,
words, while the sky is clear today
a witch casting a curse on
could very well be a correct assess- Duration: Prolonged (one scene)
ment, it is not usually a significant someone might say, You
Aspect: Covert
enough truism to register to this appli- shall be so cursed for a turn
Cost: None of the moon, or until you
cation of Fate. Instead, a childs Free Council Rote: Nudging Prob-
assertion that a beautiful woman looks receive forgiveness from
ability those you have wronged.
like an angel may well resound in the
Dice Pool: Wits + Subterfuge + Fate For otherwise indefinite
mages ears if there is something truly
exceptional or even supernatural about Quantum probabilities affect peoples spells, the caster need only
her, or if she is particularly holy or lives in all sorts of ways at all times. state the condition (since the
touched by the divine in some mean- Mages of the Free Council manipulate spell lasts until the condition
ingful way. Naturally, this sense is quite these probabilities through this rote, is fulfilled).
vague, leaving the mage to puzzle out creating runs of what most would con-
exactly what is meant by the prophetic sider good or bad luck. Nothing life A conditional-Duration
or otherwise weighty statement. altering, but certainly sufficient to make spell lasts longer than
someone smile or to ruin his day. normal. Just how long
depends on the probability
of the condition. If its a
Apprentice of Fate common occurrence or an
easy task, the Duration
bonus is higher than if it is
When I wil it, the virtuous are rewarded and the wicked punished by destiny an extremely improbable
condition.
itself. The oaths I swear are sanctified by the Universe, and I am thereby given Condition Duration Bonus
the strength to see them come to pass, even when dark forces are arrayed against me. Improbable
Infrequent
+1 factor
+2 factors
My lesser needs are seen to by fate, Common or easy +3 factors

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

150
casting penalties if it is
made conditional with an
Exceptional Luck (Fate )
The mages 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 targets
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 subjects
(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-
players 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 spells 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-

CHAPTER THREE: MAGIC 151


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
orders assigned tasks. perhaps even a life if the mage has been
exceptionally presumptuous).
stand Granting the Sybils Sight Practice: Ruling
the proper
order of things.
(Fate ) Action: Instant
As the Fate 1 Sybils 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
Fortunes 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 spells 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 Fates nuances for oneself. On occasion, Unfavorable side effects can haunt a
Duration: Prolonged (one scene) others must be made aware of destinys 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: Everythings 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 Its 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 Fortunes Protection ar- stincts guide him. He must not have attain that which he seeks.
mor are subtracted from the grapplers 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-

152
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 butterflys
that turns a crack snipers 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
stores 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 thats up to the drivers skill These manipulations of destiny are and has little momentum, but such an
and the cars design (a sports car pro- small, but they may be undertaken for oath can turn the tide in a mages 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
wont overheat and the tires wont 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 dont 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 Storytellers
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.

CHAPTER THREE: MAGIC 153


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 targets
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 oaths 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 mages dice an acceptable condition. oaths 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 Freyas 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 Einars 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 Morvrans dice pool as a form of natural
resistance to his magical alteration. In
addition, her oaths Potency is subtracted
from Morvrans 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 isnt
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.
154
Bestow Exceptional Luck Grant Fortunes 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: Rabbits 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 ones 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 Monkeys 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- wont 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 spells successes, up
Cost: None dice bonus equal to the spells suc- to a maximum of the casters Fate dots.
Those who are attuned to prophecy cesses, up to a maximum of the casters In addition, a suit of armors 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. items normal equipment modifier.) In cess (even down to zero points).
If this spell is cast upon an unwilling addition, a suit of armors 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 casters Fate harm (an unlucky carving knife cuts a
resist. dots). chefs 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.

CHAPTER THREE: MAGIC 155


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 mages 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 bonds 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 casters successes must exceed
mages 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 owners 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 mages dice pool ghost are lasting, though the mage-
The spells 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 targets 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. bonds 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 enemys 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

156
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 objects 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 mages 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 wont 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 womans 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 objects 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 isnt 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

CHAPTER THREE: MAGIC 157


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 childs parent) can swear are compared to the oaths Potency protection under the follow-
oaths in that persons 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: Magistrates
words hes 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. oaths 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 doesnt 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

Master of Fate
I rule the destinies of others and forge their fates as I wish. I can raise the lowliest pauper to become
a queen and can lay low even the mightiest of men.
My maledictions are the doom of my enemies and my favor spares those who please me from dire misfortune.
I wear the face of fate itself, my fingers forever
enmeshed in its innumerable threads.

158
Break the Chains determines when modifiers penalize
an action, but theyre often employed
(Fate ) whenever the target tries to deny the
The mage can dispel or rearrange fate that the spellcaster has imposed.
the conditions of another mages geas. The effect lasts for one scene. If
See Geas, below. sufficient Duration is not assigned to are
Practice: Patterning the spell, the being may not have long increased
Action: Instant and contested; suc- enough to see the action through. For by the spells
cesses are compared to the geas Potency example, rendering a person destined successes. The
Duration: Lasting to buy a given used car in her home- damage type does
town makes that fate likely (but not not change (sources
Aspect: Vulgar of bashing damage
necessarily) to come to pass rather
Cost: None quickly, while giving a dog a destiny to still cause bashing damage,
Successes must exceed the geass Po- kill a prominent recluse 2000 miles they just cause more than they
tency. away may result in a fate that takes normally would).
Free Council Rote: The Hidden years to come to fruition. Meeting a doom does not guarantee
Clause If a mage attempts to influence an- that the mage will suffer damage; it only
Dice Pool: Wits + Occult + Fate vs. other artificially created destiny, she worsens any damage that might happen
geas Potency must overcome the Potency of the to be inflicted. For example, a mage who
This rote enables a Council spell used by the mage who originally enters a sanctum that is his doom has no
willworker to shift the specifics of a imposed the artificial fortune. more chance than usual of coming to
geas, or to destroy the compulsion ut- Guardians of the Veil Rote: Anoint- harm, but should he accidentally fall
terly. After all, Council members ing the Chosen One down the stairs (or be pushed), his odds
reason, what good can come of respect- Dice Pool: Manipulation + Persua- of suffering a lot of damage increase.
ing the wishes of one who obviously sion + Fate vs. Resolve + Gnosis In the case of a place made into a
has so little regard for the desires of Setting Fates mark upon an indi- doom, the default area affected is of one-
others as to forcibly bind another to vidual can protect the hidden society of yard radius or five-cubic yards of volume.
her will? Sorcerers of the Silver Ladder the Awakened. Guardians are known to Adamantine Arrow Rote: Achil-
are also drawn to this magic (Resolve + use this magic to great effect, creating les Heel
Occult + Fate) in their determination false trails leading away from genuine Dice Pool: Resolve + Intimidation
never to be fettered against their will. mystic phenomena. Mages of the + Fate vs. Resolve + Gnosis
Mysterium sometimes use this magic Even a mediocre swordsman wield-
Forge Destiny (Fate ) (Intelligence + Persuasion + Fate) to ing a weapon forged as a given foes
The mage determines the destiny of draw another into the occult world. doom is a force to be reckoned with. So
a living being. A living saint can be set goes the reasoning of Adamantine
almost irrevocably upon a murderous Forge Doom (Fate ) Arrow willworkers who make use of
path, while an animal that might oth- A living being, place, thing, condi- this rote. Even a skilled warrior can
erwise go to a cruel and abusive home tion, flaw or behavior can be declared benefit by use of an item (or place,
can be given the good fortune of end- someones doom. For example, a sword person or circumstance) named as the
ing up with a kind and loving family. could be forged as a persons doom, as downfall of an enemy. Guardians of
These sorts of manipulations, having could the sanctum of his direst enemy the Veil sometimes use this magic as a
to overcome a certain degree of the or even his estranged son. Likewise, last resort, ending a threat to the se-
subjects self-determination, can be the leg he injured in a long-ago car crecy of the Mysteries.
quite difficult for even the most expe- crash could be made his doom, as could
rienced of willworkers, so most his philandering, or being beneath the Forge Godsend (Fate )
undertake it only rarely. full moons light. A living being, place, thing, condition,
Practice: Making Practice: Unmaking behavior or a physical strength (swift re-
Action: Instant and contested; tar- Action: Instant and contested; tar- flexes, unyielding fortitude or a good right
get rolls Resolve + Gnosis reflexively get rolls Resolve + Gnosis reflexively hook) can be declared a godsend.
Duration: Prolonged (one scene) Duration: Prolonged (one scene) Practice: Making
Aspect: Covert Aspect: Vulgar Action: Instant and contested; tar-
Cost: 1 Mana Cost: 1 Mana get rolls Resolve + Gnosis reflexively
Each success on the spellcasting roll While in direct confrontation with a Duration: Prolonged (one scene)
can be used to add one die to the doom or while acting within or being Aspect: Vulgar
targets dice pool for any action that targeted by the parameters of a doom Cost: 1 Mana
might foster the fruition of the fate (being struck in the wounded leg or The successes achieved in the
declared by the caster. Conversely, one getting in trouble with a womans large spellcasting roll designate the level of
dice penalty per success can be levied boyfriend while hitting on her in a club), protection. When possessed of, acting
against rolls that might help prevent a any damage dice suffered by the subject under the parameters of, or within the
subjects new destiny. The Storyteller

CHAPTER THREE: MAGIC 159


own physical abilities, swim to the bot-
tom of the ocean and back, is not. Unto the Seventh
Practice: Making
Action: Instant and contested; tar-
Generation
get rolls Resolve + Gnosis reflexively With indefinite Duration
pres- Duration: Prolonged (one scene) and the sacrifice of one
ence of a Willpower dot, a Geas
Aspect: Vulgar
godsend, the created by a mage or an
spells successes are Cost: None oath sanctified by her can be
subtracted from any Note that, unlike the powers of the made generational, affecting
damage he suffers Mind Arcanum, this spell does not lineal descendants of the
(starting with aggra- compel a target to perform a task. It one(s) initially subjected to
vated damage first, then lethal, instead sets up terrible repercussions if
the magic (along with the
then bashing). In the case of a he doesnt perform it.
consequences for breaking
place made into a godsend, the de- Those who violate the terms of a the commandment). De-
fault area affected is of one-yard radius or Geas (failing to actively work toward
scendants inherit the Geas
five cubic yards of volume. fulfilling the Geas counts as violating
or oath only once the spells
Example: Arethusa retreats to a sa- it) during the spells Duration suffer
the effects of the Great Curse, below, original target(s) dies. (The
cred grove. The area around an old oak
until such time as the Geas would lost Willpower dot can be
tree acts as her godsend (created with a
three-success spell in a three-yard radius normally expire. regained with the expendi-
around the tree). Later, still within the Geas has the potential for greater ture of eight experience
Duration of the Forge Godsend spell, an longevity than most prolonged five- points.)
enemy enters the grove and attacks dot spells. When increasing Duration With Fate 5, if the mage
Arethusa with a spell while she sits under factors during casting, the mage uses wishes it, any oath she
the tree. Her godsends three successes the advanced prolongation factors sanctifies for herself or
are subtracted from any damage the spell chart, even if he does not have six dots another can afflict one who
might inflict, so long as she is within the in Fate: violates it with the Great
godsend trees radius. Duration Dice Penalty Curse, below, for the
Mysterium Rote: The Secret One scene/hour None (basic success) remainder of the oaths
Strength 24 hours 2 Duration. If an ancestral Geas
Dice Pool: Composure + Survival + Two days 4 is broken and the caster has
Fate vs. Resolve + Gnosis One week 6 Fate 4 or less, the violator is
Some believe that members of the One month 8 affected instead by the Evil
Mysterium are eclectic scholars un- Indefinite 10 Eye spell, p. 151.
suited for the rigors of combat. In some Silver Ladder Rote: Chain of the
cases, that sentiment may ring true. By Fates
means of this rote, however, even the Dice Pool: Presence + Expression +
most retiring researcher can hold her Fate vs. Resolve + Gnosis Great Curse (Fate )
own in dangerous situations, defended There are times when respecting the This is a more powerful version of
by Fate itself. Of course, willworkers of rights and freedoms of others simply the Evil Eye spell, p. 151. Every task
the Adamantine Arrow are also quick does not produce necessary results. the victim undertakes surely fails.
to make use of this potent aegis in the Mages of the Silver Ladder use this rote Practice: Unmaking
course of their perilous work. sparingly, lest they be perceived (and Action: Instant; subtract targets
rightly so) as tyrants. But
Geas (Fate ) it is occasionally neces-
Composure
Duration: Prolonged (one scene)
This spell creates a geas, enabling a sary, nevertheless. Aspect: Vulgar
willworker to forcibly compel another Guardians of the Veil
to heed her will as though having sworn also make use of such magic, Cost: 1 Mana
an oath to that effect. If the subject perhaps as one of the ulti- The spell is like the Evil Eye spell,
cannot resist this magic, then he must mate defenses for the except that it affects all rolls made while
do as he is bidden or suffer the enmity of Mysteries. the magic is in effect. This spell cannot
destiny. The mage is under no obliga- be combined with the Evil Eye; only the
tion to be reasonable when levying a most potent spell takes effect.
Geas upon another, although the objec- Adamantine Arrow Rote:
tive must still be possible. Count every Wrack and Ruin
grain of sand on this beach, while ex- Dice Pool: Manipulation
traordinarily improbable for most people, + Intimidation + Fate
is at least possible, but Using only your Composure

160
A tiger is a fierce and powerful beast, The chaos seething in the area is beyond
but how much less so would it be with- the casters control and might adversely
out fangs or claws, or when robbed of its affect him or his allies. Depending on the
great strength and agility? Mages of the description of the effect, the Storyteller
Adamantine Arrow use this rote to might levy a 1 to 2 dice penalty on any
cripple their foes, robbing the tiger of its rolls made that are not directly involved in
claws. Mages of all orders make use of dealing with the chaos.
this rote, however, whether to achieve This spell cannot be cast a second
victory in battle, to outmaneuver a rival time within the same area (or in adja-
suitor or to just win a debate. cent areas) for the next 24 hours.
Free Council Rote: Fortean Storm
Swarm of Locusts Dice Pool: Wits + Occult or Sci-
(Fate ) ence + Fate
The mage can create chaotic condi- This rote drives to the heart of the
tions: rains of frogs, every animal within a new philosophies on magic espoused by
city block going berserk simultaneously, the Free Council. It unleashes chaotic
and other similarly Fortean occurrences. happenings upon a world that most
He totally surrenders control of the effects people would rather be ordered and safe,
of the spell when he casts it; he puts the but opens people to the possibility
matter in Fates hands. While Sleepers that the universe isnt al-
who witness this chaos might be befuddled, ways as it seems,
confused and scared, they are temporarily causing even
open to the possibilities of magic and are the dim-
not instrumental in causing Paradoxes for mest of
any spell they witness in the affected area. Sleepers
Practice: Patterning to wonder
Action: Instant w h a t
other
Duration: Prolonged (one scene) myster-
Aspect: Vulgar ies are
Cost: None still out
Those Sleepers who witness the effects there.
of the Swarm of Locusts do not act as Also, as
witnesses when determining the chances some mem-
of a Paradox for any successive spell cast in bers of the
the area (although the Swarm of Locusts order are quick
spell must still contend with a possible to point out,
Paradox, the chances of which are made it makes one
worse by Sleeper witnesses). The space hell of a
covered by Swarm of Locusts depends on smokescreen
the successes rolled: when at-
Successes Defined Volume tempting a
1 success 5 cubic yards hasty get-
2 successes 10 cu. yards away.
3 successes 20 cu. yards
4 successes 40 cu. yards
5 successes 80 cu. yard

CHAPTER THREE: MAGIC 161


Forces these forces with the first dot
in the Arcanum, and she
gains more control as she
Purview: Electricity, gravity, kinetic
energy, light, physics, radiation, sound, advances in her understand-
weather ing. With the third dot, she
This is the Arcanum associated with can create these forces from
light, heat, energy and the animation thin air.
of the universe, the patterns of power Electricity, Fire: The mage
that make the worlds to move in their can begin to influence these
orbits, stars to burn, and the cohesion mercurial forces with the
that binds the cosmos together. It is a second dot in the Arcanum,
primal, powerful Arcanum, well suited with increasing control as
to those with assertive overlooks on
she progresses. With the
the world and who are confident of
fourth dot, she can generate
their own preeminent place within it.
Those who master the these forces from nothing.
Arcanum of Forces com- Kinetic Energy: The mage
Initiate of Forces mand storms, droughts,
tides and even the power of
can begin to influence
different aspects of kinetic
The first part of harnessing the atom. force at different degrees of
a thing is to understand that Forces is perhaps the
most classical wizardly of
mastery. With the second
dot, she can repel kinetic
thing. I see the elusive ener- the Arcana. With Forces, a force applied against her, or
gies of the world, moving in a mage can summon fire from
his fingertips, overcome the
focus a broad kinetic force
into a pinpoint. With the
dance too complex and elabo- power of gravity to take third dot, she can
rate for Sleeper eyes to flight, levitate objects and
even people with the power
telekinetically move things,
with expanded control as
perceive. I hear words spoken of his will alone, conjure
she progresses to higher
up both darkness and light
on the wind and see that or cause the very earth to levels. With the fourth dot,
which is invisible to normal tremble. Those who seek she can alter the vectors and
velocity of moving things,
to control this Arcanum
sight, the glow cast by light are often unsubtle people, with greater control at the
too rarified for human eyes. energetic and boisterous. fifth dot.
They laugh heartily, weep
openly and otherwise ex-
press themselves with
honesty and passion in all things.
Influence Heat (Forces )
The mage can guide the direction
Ruling Realm: The Aether and/or flow of existing heat. He could,
for example, keep warm in cold weather
The gross/subtle pair of Forces/Prime by pulling the ambient warmth shed by
provides the ruling Arcana for the realm other human bodies to himself, or make
of the Aether, the celestial space where sure that the dim heat from a radiator
heavenly fires burn. Forces is the mate- on the other side of a bathroom reached
rial expression of the pair. the shower stall. He could not increase
the temperature of the heat at this
level, nor create heat where there is
Forces at a Glance none.
Not all types of energy can Practice: Compelling
be manipulated with equal Action: Instant
facility. Mages can influ-
Duration: Prolonged (one scene)
ence, control and master
different types of energy Aspect: Covert
with different degrees of Cost: None
learning in the Forces Mysterium Rote: Radiant Blessing
Arcanum. Dice Pool: Intelligence + Occult or
Science + Forces
Heat, Light, Sound: The
mage can begin to influence

162
trum
The mages of the Mysterium and detect
like this rote because it allows electromag-
them to keep their drafty old li- netic radiation, or
braries from losing too much heat. sonic or kinetic
energy.
Influence Light (Forces ) Practice: Unveiling
The mage can guide the direction Action: Instant
and/or flow of existing light. He could, Duration: Prolonged (one
for example, cause a wide-angle lan- scene)
tern beam to focus more tightly, like a Aspect: Covert
flashlight beam, or split visible white Cost: None
light into its full spectrum of colors,
like a prism. He could not (at this Each success lessens by one any pen-
level) cause a weak light to become alties for operating under cover of
brighter or cause light to appear where darkness. Note, however, that sudden
it did not already exist. bursts of light can prove disorienting
or even painful for the mage and that
Practice: Compelling she will find the light of an ordinary
Action: Instant desk lamp to be excessive, while full
Duration: Prolonged (one scene) noonday sunlight is excruciating. (In-
Aspect: Covert vert lighting penalties for the character;
Cost: None it is easy to see in dim or no light,
Successes determine the degree to difficult to see in normal light and
which the light can be altered. For impossible to see in very bright light.)
instance, with one success, a light beam Also, because this vision is augmented
can be diverted in a 90-degree direc- by a somewhat heightened sense for
tion, while two successes can turn it sound and vibration, sudden, violent
again by 90 degrees. motions (like an earthquake or an ex-
Silver Ladder Rote: Brilliant Flow plosion) may temporarily impose
penalties on the mage as she readjusts
Dice Pool: Intelligence + Occult or
her perceptions to compensate.
Science + Forces
Adamantine Arrow Rote: Night As
A Silver Ladder mage might use this
Day
rote to control the manner in which
light falls around him, creating dra- Dice Pool: Wits + Composure + Forces
matic under-lighting or shining all the Few things are more frightening to
lamps in a room directly into the face the enemies of the heirs of Atlantis
of someone he interrogates. than a squad of Adamantine Arrow
Silver Ladder Rote: Fording the willworkers moving in under cover of
Influence Sound (Forces ) River
Dice Pool: Intelligence + Occult or
night and supplemented by this rote.
Whether used on the defensive (when
The mage can guide the direction
Science + Forces a sanctum suddenly loses power, for
and/or flow of existing sound. He could,
A whispered word can mean the down- example, and something unspeakable
for example, focus sound waves from
fall of an empire, a fact well known to the begins seething up from the basement)
across a vast chamber so he can listen
willworkers of the Silver Ladder. With this or on the attack, this rote is to its caster
in on a whispered conversation, or
rote, such words can be overheard. as a light in the darkness.
ensure that the sound of his own voice
does not carry beyond the person to
whom he is speaking. He could not Nightsight (Forces ) Read Matrices (Forces )
amplify the volume, however, or cre- By attuning her perceptions to pick up The mage gains the Mage Sight (see
ate a noise from thin air. trace amounts of ambient light, supple- Mage Sight, p. 110). He can perceive
Practice: Compelling menting this with an intuitive feel for energy and magical resonance, detect-
vibration, heat and the like, a mage can see ing the presence of all of the universes
Action: Instant
in the dark with the same clarity as most various forms of energy: heat, gravity,
Duration: Prolonged (one scene) nocturnal predators. She can essentially electromagnetism and the like, includ-
Aspect: Covert perceive the infrared or ultraviolet spec- ing the presence or absence of different
Cost: None

CHAPTER THREE: MAGIC 163


Receiver (Forces ) closed walkie-talkie channels, get free
satellite pay-per-views, or even listen
The mage can hear sounds on sub- in on the datastream transmitted and
sonic or supersonic frequencies that received by a cellular modem if she
the human ear cannot normally distin- really felt like it (not that shed be able
sorts of guish, but this spell does not improve to make much sense of it without the
radiation, her hearing ability (it adds no dice, but use of Mind magic to interpret the
such as x-rays does extend the range of sounds she noise). She could even access wireless
or cosmic radia- can hear). communications (such as MP3s,
tion, either visually Practice: Unveiling Internet long-distance phones, or video
or through tactile Action: Instant conferencing) at a wi-fi hot spot,
perception. Duration: Prolonged (one scene) although she can only listen to, not
An undiscerning mage Aspect: Covert read, such transmissions. At this point,
might be fairly blinded by the Cost: None the mage is incapable of actually send-
overwhelming variety and sheer A Wits + Composure roll is made for ing any information along these
quantity of energy that moves around the mage to discern high-frequency channels and is restricted to eaves-
her at all times, unable to process the sounds (a dog whistle) or low-frequency dropping on extant signals.
ever-shifting tapestry of power that is sounds (the rumble of a distant herd of Practice: Knowing
all but invisible to the untrained eye. elephants). Sounds that are very high Action: Instant
The mage is also especially aware of or low on the scale from the normal Duration: Prolonged (one scene)
resonances energetic aspects and flow, human range of hearing might impose Aspect: Covert
its vibratory frequency and movement. dice penalties. Cost: None
Practice: Unveiling Guardians of the Veil Rote: Thun- A Wits + Science roll is made for the
Action: Instant derous Whispers mage to discern transmissions. Elec-
Duration: Prolonged (one scene) Dice Pool: Wits + Occult + Forces tromagnetism travels vast distances in
Aspect: Covert Perception is a large part of being a a short period of time; signals are
Cost: None Guardian of the Veil. A number of bounced all over the place by satellites
See Resonance, pp. 277-280, for Guardians make use of this rote to pick (both natural and artificial), the Earths
rules on scrutinizing magic with this up on things ordinary humans might atmosphere and various other things.
spell. When scrutinizing energetic phe- miss. After all, the world is full of all Encrypted signals levy a penalty on
nomena (like the electromagnetic sorts of wondrous and terrible phe- perception rolls equal to the successes
spectrum), the more invisible that en- nomena, and one never knows if, say, initially accrued in encrypting the sig-
ergy is to the naked eye, the more dice all the dogs in the neighborhood are nal.
penalties the mage suffers. howling because of some unnatural Free Council Rote: Mohammeds
Spectrum Dice Penalties presence, or due to nothing more than Radio
Gamma rays 3 a sound painful to their ears, one far Dice Pool: Intelligence + Science +
X-rays 2 above the register audible to humans. Forces
Mages of the Mysterium also make use Good for more than just free satellite
Ultraviolet rays 1
of such magics, for sometimes the se- radio, this rote allows a Free Council
Visible light 0
cret to an enigma lies not in what one willworker to listen in on police-band
Infrared rays 1 can see, but in what one can hear.
Radar 2 radios, walkie-talkies and cellular
phone transmissions. Guardians of the
Radio, TV 3
Mysterium Rote: The Electric In-
Tune In (Forces ) Veil also make regular use of this magic
This spell enables a mage to listen in in the course of their work defending
visible
on a free-floating data transmission the Mysteries.
Dice Pool: Wits + Occult or Sci- (like that of a cellular modem) and
ence + Forces translate the electromagnetic noise
The ancients sometimes buried se- into intelligible information. The
crets not in crude etchings on stone willworker cannot, however, under-
and clay, but in the unseen energies of stand information that was originally
the world. This rote enables a member transmitted in another language.
of the Mysterium to sense such invis- With this sense, a mage could listen
ible forces for whatever purpose, and in on a radio broadcast without the
to witness their interplay. Members of need for any kind of receiver. Likewise,
all orders use this rote to discern the she could watch any television signal
patterns of energy that move around not transmitted directly through cables.
them, and to detect the presence of This would enable the mage to spy on
forceful or energetic resonance.

164
Apprentice of Forces Aspect: Covert
Cost: None
Each success doubles the sounds
Control Heat (Forces ) volume or diminishes it by half. The
The mage can increase or decrease effect covers any sound source ema-
the temperature of an area. nating from within a targeted spot of
Practice: Ruling one-yard radius. For example, if cast I
Action: Instant upon a podium, anyone standing within
Duration: Prolonged (one scene) that one-yard spot speaks louder than can
Aspect: Covert he would when standing outside it.
Silver Ladder Rote: Thunderous
Cost: None
Whispers
weave the
Each success either increases or de-
creases the temperature in a one-yard Dice Pool: Intelligence + Occult or
radius of the targeted spot by up to 10 Science + Forces threads of power
degrees Fahrenheit. For example, four It takes more than a voice that car-
successes allow the caster to reduce ries to make a great speaker, but this with an artisans eye,
average room temperature of 72 de- sort of thing almost never hurts, either.
grees down to freezing (32 degrees).
Mysterium Rote: Subtle Ambience Eyes of the Matrix (Forces ) moving such energies
Dice Pool: Intelligence + Occult or As the Forces 1 Read Matrices
Science + Forces spell (see p. 163), except that the mage according to my will. I
The Mysterium uses this rote to con- casts this rote upon another mage, or
trol the temperature in the libraries even a supernatural being such as a
ghost or werewolf. If the spell is cast
can hide objects from
and storerooms in which they keep
upon a Sleeper, it invokes Disbelief
their valuable finds, creating toasty
reading rooms or freezing lockers. immediately, even if its Duration is sight, or armor myself
less than one scene.
Control Light (Forces ) Practice: Unveiling against the assaults of
The mage can brighten or weaken Action: Instant
an existing light source, such that a 40- Duration: Prolonged (one scene) my enemies. Light, heat and
watt light bulb can be made to shine as Aspect: Covert
brightly as a floodlight.
Practice: Ruling
Cost: None
If the target is unwilling, a reflexive
sound all flourish or are
Action: Instant and contested Resolve + Gnosis roll is
Duration: Prolonged (one scene) made to resist. diminished at my command.
Aspect: Covert Mysterium Rote: Full Spectrum
Cost: None Dice Pool: Wits + Occult or Sci-
Each success doubles the lights ence + Forces
Explorations into the Mysteries Practice: Ruling
candescence or diminishes it by half.
sometimes make for strange bedfel- Action: Instant and aimed
Guardians of the Veil Rote: Dim
lows. The mages of the Mysterium use Duration: Transitory (one turn)
the Lights
this rote to bestow basic Forces Aspect: Vulgar
Dice Pool: Intelligence + Occult or
Arcanum perceptions upon erstwhile Cost: None
Science + Forces
allies, whether Awakened or of some The mage does not directly attack a
The Guardians of the Veil use this other occult origin. Silver Ladder
rote to darken the places they sneak person or object with this spell; he
willworkers use a variant rote (Pres- instead manipulates an existing elec-
into without affecting any existing sys- ence + Science + Forces) to extend
tems, which could be centrally trical current, redirecting it toward the
such perceptions to those supernatural target of his choice. The damage in-
monitored. beings, mage or otherwise, with whom flicted depends entirely on the
they associate.
Control Sound (Forces ) electrical current. See Electrocution,
pp. 177-178 of the World of Darkness
The mage can amplify or turn down Influence Electricity (Forces ) Rulebook for guidelines. The raw
the volume of sound in an area, such as The mage can influence the direc- power of the current is not altered in
making the music coming out of a pair tion or flow of electricity. He can, for any way at this level. This spell usually
of headphones loud enough for dozens example, cause an existing electrical causes the power source to shut down
of people to hear clearly. current (such as that moving through (a circuit breaker engages) or short out
Practice: Ruling appliances or in walls) to flash or arc in following turn (although Duration
Action: Instant out and strike a target. He could not factors can be increased to prevent this
Duration: Prolonged (one scene) amplify the current at this level. termination for additional turns).

CHAPTER THREE: MAGIC 165


The mage does not directly attack a Practice: Veiling
person or object with this spell; he Action: Instant
instead manipulates an existing fire, Duration: Prolonged (one scene)
moving it or directing it toward the Aspect: Vulgar
target of his choice. The damage in-
Cost: 1 Mana
A flicted depends entirely on the size and
simple suc- heat of the fire. See Fire, p. 180 of the If the object is moved, it is not invis-
cess allows the World of Darkness Rulebook for ible (it can be seen) while it is moving.
electricity to af- guidelines. This spell usually causes Guardians of the Veil Rote: Look
fect one target. the fire to exhaust its fuel in the follow- Away
(The mage can arc ing turn, although if targets are wearing Dice Pool: Manipulation + Subter-
the electricity to any highly flammable clothing, they might fuge + Forces
target within five yards of catch fire and continue to burn each This rote allows a Guardian to render
the source per dot of Forces; a turn until the fire is put out. some object (whether a faintly glowing
mage with Forces 2 can affect a A single success allows the fire to obelisk, exsanguinated corpse, or some-
target 10 yards away.) Excess successes affect one target. (The mage can send thing else entirely) invisible to mundane
affect additional adjacent targets next the fire at any target within three yards sight. Silver Ladder mages sometimes
to one another (this is an exception to of its origin per dot of Forces; a mage use this rote to conceal some manner of
the normal rule that disallows aimed with Forces 2 can affect a target six leverage (perhaps a weapon) during deli-
spells to affect multiple targets). Tar- yards away.) Excess successes affect cate negotiations until the time is right.
gets must each be within three yards in additional adjacent targets next to one
either direction of each other. another (this is an exception to the Kinetic Blow (Forces )
Successes Targets normal rule that disallows aimed spells The mage focuses the force of a physi-
2 successes Two targets to affect multiple targets). Targets must cal attack, such as a punch or kick,
3 successes Four targets each be within three yards in either down to a pinpoint, inflicting damage
4 successes Eight targets direction of each other. as though the person on the other end
5 successes 16 targets Successes Targets is stabbed with a knife.
The source itself, however, limits 2 successes Two targets Practice: Ruling
the total number that can be affected: 3 successes Four targets Action: Instant
Source Total Targets 4 successes Eight targets Duration: Prolonged (one scene)
Wall socket Two 5 successes 16 targets
Aspect: Vulgar
Industrial socket Four The size of the source itself, how-
Cost: None
Junction box Eight targets ever, limits the total number that can
be affected: Bashing damage is converted to le-
Main line feed 16 targets
Size of Fire Total Targets thal. Attacks that already inflict lethal
Adamantine Arrow Rote: Shock damage are unaffected. The spell af-
Therapy Torch Two
fects one future attack roll per success.
Dice Pool: Dexterity + Athletics + Bonfire Four
The player can choose which of his
Forces Inferno 16 targets attack rolls are affected, but he must
Occasionally, a spark is all thats re- Guardians of the Veil Rote: Delib- choose before he rolls the dice for each
quired. Of course, even an ordinary wall erate Arson attack. This effect lasts for one scene
socket packs a potentially lethal punch, Dice Pool: Strength + Athletics + (unless additional Duration factors are
so Adamantine Arrow mages do not Forces Defense added during casting), after which time
overlook the usefulness of this rote. The Guardians like this rote because any unused Kinetic Blows are lost.
it gives them a plausible way to cover up With Forces 3, the mage can use this
Influence Fire (Forces ) evidence they dont want getting out. spell with ranged-weapon attacks such
The mage can influence the direction There is no sign of arson with this rote, as thrown rocks.
or flow of an existing flame. He can, for and besides, even a small arc of flame Adamantine Arrow Rote: Knife Fist
example, cause a campfire to leap from can spell disaster for an enemy weighed
Dice Pool: Strength + Brawl or
its place and onto a person, or direct the down with guns and ammunition. Weaponry + Forces
flame from a Zippo lighter in an arc to
the pool of liquor on the countertop. He Invisible Object (Forces ) The greatest martial artists can kill
with a single blow. Arrow willworkers
could not fan the flames to make a larger The mage can render an inanimate with this rote dont require any special
or hotter fire at this level. object invisible to all forms of sight, training to transform fists and feet into
Practice: Ruling including cameras. Cast in combina- deadly weapons. As an incredibly useful
Action: Instant and aimed; subtract tion with Influence Sound, p. 163, combat tool, this magic sees consider-
targets Defense the mage can redirect any sounds the able use among mages of all orders.
Duration: Transitory (one turn) object makes (such as the clicking of a
Aspect: Vulgar camera shutter), making them seem to
come from another location.
Cost: None

166
Transmission (Forces ) Note that this magical armor does not
apply against an opponents attempts to
The mage can hijack an extant radio achieve a grappling hold on the mage
signal, transmitting her own words on it (the Fate, Mind, Space and Time Arcana
and replacing the original transmission. provide shielding spells to do that). Nor
Practice: Ruling does it apply against a grappling
Action: Instant opponents attempts to overpower the Aspect:
Duration: Prolonged (one scene) mage. The spell does, however, protect Vulgar
Aspect: Covert against attempts to inflict damage upon Cost: None
Cost: None the caster (subtract the armor points Forces 3 allows
While this spell gives the caster the from any overpower roll that intends to for the accom-
ability to replace one signal with an- damage the mage or attack him with a plishment of one physical
other, it doesnt convey the skill or drawn weapon). extended-action task through
talent needed to fake a specific trans- In addition, the mage gains +1 die telekinesis (instant actions, such
mission. That requires Skills per Forces dot on rolls to resist being as fighting, are not possible). Suc-
appropriate to the transmission, which knocked down from applications of cesses are allocated to the telekinetic
could be Expression, Subterfuge and kinetic force, such as a hurtling wres- forces Strength or Dexterity, as per the
even Science. The Storyteller decides tler or a stiff wind along a canyon edge Telekinesis spell, p. 170. The caster
what roll needs to be made to devise a (including attacks that cause the must concentrate for the length of the
convincing transmission. For example, knockdown effect; see p. 168 of the task. If he is attacked or surprised, a
faking a radio transmission by a well- World of Darkness Rulebook). Resolve + Composure roll must be made
known radio shock-jock would require Free Council Rote: Force Field for him to maintain concentration. If
the ability to mimic that DJs voice, Dice Pool: Stamina + Occult or concentration is lost before the extended
which might be Intelligence + Expres- Science + Forces actions target number is reached, the
sion, assuming the speakers voice isnt This Free Council rote generates a spell can be recast but all accumulated
too unlike the persons mimicked. weave of simple energies designed to successes are lost; the spell must start
Mysterium Rote: Voices in the Ether blunt any incoming attack. Adaman- from scratch.
Dice Pool: Manipulation + Expres- tine Arrow willworkers use a similar Mind allows the mage to devote part
sion + Forces rote to guard against such assaults. of his own brainpower to guiding the
Good for sending police on wild-goose task, while he is able to perform a
chases and creating scares about Martian separate mental
(not physical)
invasions, among many other uses, this
Mysterium rote is also quite popular with Disciple of Forces action himself.
He multitasks,
Guardians of the Veil, who cherish its
potential for misdirection.
I transmute the base energies of the as with the One
universe, changing one into another as I Mind, Two
Unseen Shield (Forces ) will. I walk unseen by others so long Thoughts spell
(p. 206). Since
Through the use of this spell, the
mage deflects incoming attacks with an as my will is firm. The length of my he presides over
the telekinetic
energy shield, dispersing their force along
its invisible contours and causing a punch
grasp goes well beyond the reach of operation,
to land harmlessly. Kinetic attacks (like my fingertips, and electricity and fire which does all
the actual work,
fists and bullets) are as surely turned
aside as energy-based ones (like a gout of
dance at my command. it is considered
a mental task
flame or a laser), their momentum sto- rather than
len or power leeched away. physical one.
Practice: Shielding
Action: Instant
Autonomous Servant The spells telekinetic force performs

Duration: Prolonged (one scene)


(Forces + Mind or the extended-action task, guided by a
portion of the mages own mind that is
Aspect: Covert ; optional Space ) invested into the chore being per-
Cost: 1 Mana (optional) The mage can have a spell perform formed. The dice pool is equal to the
The mage gains one point of armor an extended-action task for him while telekinesis spells assigned Attribute
per dot he possesses in the Forces he goes about his own business. He plus the mages own Skill. A heavy-
Arcanum. By spending one Mana, the might have it cook him dinner while lifting task might require Strength +
Duration can be made to last for one day. he watches TV, or lift buckets of water Athletics, cooking dinner or writing
Most mages cast such a shielding spell at while he reads a book. ones memoirs might need Dexterity +
the beginning of the day as part of their Practice: Weaving Athletics or Crafts, and picking a lock
morning rituals. Successes are used to Action: Instant might be Dexterity + Larceny.
combat attempts to dispel the shield. Duration: Concentration

CHAPTER THREE: MAGIC 167


willworkers usually invoke its power Practice: Weaving
through more traditional means (Re- Action: Instant
solve + Occult + Forces). Duration: Prolonged (one scene)
Aspect: Covert
Call Lightning (Forces ) Cost: None
With The mage calls down lightning from a
Mind 5, the Each success can send a single line of
stormy sky to strike a target of his choice. power in a new direction, or divert it
mage can cre- He cannot conjure lightning from nothing
ate a separate elsewhere. If the mage attempts to di-
(at least, not at this level). He can bring minish the power, each success brings
mind for the tele- down lightning only from a pre-existing
kinetic force that it down by one degree. For example,
storm or a storm he causes through the one success reduces a main line to a
can guide itself with- Change Weather spell, p. 172.
out his further involvement. junction box. Two successes takes a
Practice: Weaving junction box down to an industrial
He allocates successes between
Action: Instant and aimed socket. Three successes reduces an in-
Strength, Dexterity and whatever
Physical Skill is needed for the task (it Duration: Lasting dustrial socket to a regular wall socket.
doesnt use the mages own Skills, it Aspect: Covert Mysterium Rote: Switchbox
has only those Skill dots that are allo- Cost: None Dice Pool: Wits + Science + Forces
cated to it with spellcasting successes). The mage does not directly attack a Mysterium mages are accustomed to
If Space 2 is included, the Autono- person or object with this spell; he in- having to disable security systems when
mous Servant can perform its task well stead calls and directs a bolt of lightning they need to acquire something that
away from the eyes and ears of the toward the target of his choice. The bolt just cant be bought with money. This
mage. For instance, he can get it to inflicts three points of bashing damage rote allows them to disable power to a
pick the lock to the wealthy financiers plus one per success (two successes there- system without shutting down the en-
home while he chats up that financier fore inflict five points of bashing tire line (and possibly alerting someone
at a gala ball across town. damage). The target must be somewhere to trouble when all goes dark).
Mysterium Rote: Indispensable Aide that lightning could reasonably strike.
Dice Pool: Intelligence + Investiga- Successive uses of this spell within the Control Fire (Forces )
tion + Forces same scene against the same target (or The mage can fuel an existing fire, in-
Mysterium mages are stereotyped as even other nearby targets) might be creasing its size and intensity. Likewise, he
being too buried in their books to at- considered Improbable by Sleeper wit- can deprive an existing fire of fuel, damp-
tend to mundane matters, such as nesses (see Improbable Magic, p. 112). ening or even extinguishing it.
shaving, cleaning or even dressing prop- A third strike (and each successive strike Practice: Weaving or Fraying
erly. This rotes popularity among thereafter) in the same turn is vulgar. Action: Instant
mages of that order does little to break Guardians of the Veil Rote: Light- Duration: Transitory (one turn for
the stereotype, although it does allow ning Rod fueling a fire) or lasting (extinguishing
a bookworm mage to at least dust his Dice Pool: Dexterity + Athletics + a fire)
library before visitors arrive without Forces Aspect: Covert
losing valuable study time. Sometimes the best way to silence a Cost: None
witness to the Mysteries is to let nature
Bestow Unseen Shield take its course with a little bit of
When fueling a fire, successes are
allocated between size and heat, with
(Forces ) guidance. The Guardians use this rote
as a last resort, but its still easier to
each success either doubling the fires
The mage casts a protective ward size or adding one point to its heat
explain away to the authorities than
upon others. As with the Forces 2 damage. See Fire on p. 180 of the
most direct forms of magical assault.
Unseen Shield spell, p. 167. World of Darkness Rulebook.
Practice: Shielding Control Electricity (Forces ) When dampening a fire, each suc-
cess subtracts one from the damage it
Action: Instant The mage can diminish an electrical
Duration: Prolonged (one scene) delivers. Once it has no more damage
current and/or alter its direction of rating, it is extinguished. For example,
Aspect: Covert flow. He could cut the power to a a torch delivers two points of damage
Cost: 1 Mana (optional; extends certain outlet, redirect all the electric- (one from size, the other from heat).
Duration to 24 hours) ity in the building to a single outlet, or One success diminishes that to one
Free Council Rote: Force Shield send the power coursing through one point of damage, while two successes
Dice Pool: Intelligence + Occult or outlet to multiple outlets (assuming extinguish it completely. Extinguish-
Science + Forces the physical wiring exists or there is ing a fire is lasting (the fire doesnt
some other way to control conductiv- re-ignite when the spell expires).
This rote is usually cast upon an
ity). He cannot increase the current at
area, creating a barrier with which Free Council Rote: Dry Water
this level, since that involves generat-
attacks and objects must contend. Free Dice Pool: Presence + Occult or
ing new electricity. He can work with
Council mages often cast this rote with Science + Forces
only existing electricity at this level.
strange devices, while Mysterium

168
It is not unknown for Free Council
mages to accidentally start fires in their
laboratories. This rote helps put them out
before they can destroy hours of work.

Light Mastery (Forces )


The mage can create or extinguish Action:
light. He could cause a room to go Instant
pitch-black or light a dark cave from Duration:
nothing but the tip of a glowing finger. Concentration
Practice: Weaving Aspect: Vulgar
Action: Instant Cost: 1 Mana
Duration: Prolonged (one scene) One success is enough to
Aspect: Vulgar hide the mage from sight, while
Cost: None excess successes act to occlude her
from spells used to see or locate her
Successes determine the created
(compare spell Potencies). Although
lights intensity (in a directional 30-
the mages physical form is invisible,
degree arc).
her aura can still be seen by those with
Successes Intensity the ability to perceive auras (Mind 1
1 success Flashlight Aura Perception, p. 205, or Prime 1
2 successes 75-watt bulb Supernal Vision, p. 221). Also, while
3 successes Car headlight the mage is invisible to a vampires
4 successes Floodlight heightened senses from the Auspex
5 successes Stadium light Discipline, the vampire might still sense
Conversely, one success is usually the mages presence through his height-
enough to extinguish a light, unless its ened smell or hearing.
a light created by this spell or other She must maintain concentration as
magic, in which case the magics Po- an instant action (which means she
tency must be exceeded by this spell. cannot cast other spells while main-
Mysterium Rote: Hand Torch taining invisibility). She also cannot
Dice Pool: Composure + Occult or make quick movements (she cant
Science + Forces move more than half her Speed), or
This rote is a major boon to a tomb- gain her Defense while concentrating.
crawling Mysterium mage. Even if the If she does either, she can be seen as a
batteries in his flashlight fail him, his prominent blur or refraction of light,
magic can still light his way or allowing others to freely target her (as
darken the way for his rivals. if she were barely concealed, with a 1
dice penalty) on the turn in which she
Personal Invisibility (Forces ) moves and before she acts again on the
The mage can turn herself invisible. following turn.
As with the Forces 2 Invisibile Ob- Others can try to pinpoint an invis-
ject spell, p. 166, but cast upon herself. ible person through hearing or smell
Cast in combination with Sound Mas- (assuming they have advanced olfac-
tery, p. 170, the mage can be invisible tory senses). See the rules for Fighting
and completely silent. She Blind, pp. 166-167 of
must maintain concen- the World of Dark-
tration as an instant ness Rulebook.
action to remain un- Guardians of
seen. the Veil Rote:
Practice: Veiling Cloak of Rain

CHAPTER THREE: MAGIC 169


sufficiently repetitive it could last for choose to put a lot of Strength and very
up to a scene (or longer with extra little Dexterity into a spell intended to
prolonged Duration factors) without lift an extremely heavy object straight
needing the mages concentration. up (see Lifting/Moving Objects, pp.
Conversely, one success is usually 47-48 of the World of Darkness
Dice enough to completely silence a one- Rulebook), or she could grant very little
Pool: Wits yard radius around a targeted spot Strength and a lot of Dexterity to a spell
+ Stealth + (successes can be allocated to Target cast to use a set of lock picks from a
Forces factors to silence a larger area; see p. distance (roll the Telekinesis Dexterity
A Guardian 117). A sound created by this spell or + casters Larceny Skill).
could ask for few other magic within the zone of silence The object cannot be moved be-
finer rotes when about must contest with the silencing spells yond the mages sight (unless he uses
the business of her order, Potency for its sound to be heard. Space 2 to scry it). The mage can move
whether tailing a troublesome A separate casting of this spell al- the item at a Speed per turn equal to
Sleeper, gathering intelligence on lows a mage to record sounds that his Gnosis + Forces.
a potential problem site, or preparing occur around her and store them as bits The mage must concentrate for each
to eliminate a threat to the secrecy of of magical energy. For the following turn. See Concentration, p. 119.
the Mysteries. The Guardian could be hour, she can choose to turn on her With Forces 4, he can cast the spell
the proverbial fly on the wall watch- magical recorder as an instant action, with a default Duration of one scene
ing an event unfold, unseen and although she can turn it off reflexively. (in which case, when he is not actively
unnoticed, save by ill luck (if someone She then locks off one of her Mana manipulating the object, it stays where
blunders into her) or mystic senses. points, using it to store the sounds. She he left it, even levitating in the air).
Mages of all orders make use of this cannot spend that point without los- Silver Ladder Rote: Hand of the Mind
magic given its broad utility. ing its stored recording. She can play Dice Pool: Wits + Athletics or Lar-
them back for herself at any time using ceny + Forces
Sound Mastery (Forces ) the Read Matrices spell, p. 163, or A leader must resort to underhanded
The mage creates sounds or silences she can play them for anyone to hear means on occasion. A document may
them. He could, for example, create the (and record with a mundane recording need to be filched or a lock picked.
sound of a police siren or render absolutely device, perhaps for posterity) by spend- Likewise, displays of brute force are some-
silent the footfalls of a stealthy intruder. He ing the locked Mana, after which the times useful, such as when battering
can also record sounds, storing them magi- recording is lost. (Unless she has Prime down a door. Silver Ladder mages use
cally for later playback. 3, allowing her to distill the Mana into this rote for those times. Adamantine
Practice: Weaving tass, and so store it physically.) Arrow willworkers use their version of
Action: Instant Guardians of the Veil Rote: the rote (Strength + Athletics + Forces)
Duration: Concentration (unique Ventriloquists Art for almost purely martial purposes, such
sounds) or prolonged (repetitive sounds) Dice Pool: Resolve + Occult or Sci- as to toss things at their enemies.
Aspect: Vulgar ence + Forces
Cost: None Guardians armed with this rote can Telekinetic Strike (Forces )
distract Sleeper interlopers with all The mage creates a ball of teleki-
Successes determine the sounds
manner of sounds, or quiet their own netic force that he hurls at his intended
volume.
noises should a Sleeper approach. target.
Successes Volume
Practice: Fraying
1 success
2 successes
Casual talk
Scream
Telekinesis (Forces ) Action: Instant and aimed
3 successes Electric guitar The mage can telekinetically lift and/ Duration: Lasting
or use an object remotely.
4 successes Gunshot Aspect: Vulgar
5 successes Industrial factory Practice: Weaving
Cost: None
Action: Instant
Each success inflicts one point of
noises Duration: Concentration bashing damage.
The range of sounds the mage cre- Aspect: Vulgar With Forces 4, this damage can be
ates depends on his ingenuity and Cost: None lethal. With Forces 5, one Mana can
capability. A reflexive roll of Wits + The mage must declare before casting be spent to make the damage aggra-
Expression (for voices) or Animal Ken whether successes apply to the forces vated, by tearing apart the targets
(for animal cries) or Science (for de- Strength (its lifting ability) or Dexterity cellular structure. This version of Tele-
vices) might be required. An instant (its fine manipulation ability). The lesser kinetic Strike actually causes air to
and contested Intelligence + Investi- Attribute has a default score of 1 dot. ripple in an unnatural fashion, warn-
gation roll can be made for any listener The caster can also raise either At- ing a target about the threat. The target
who doubts his ears to realize the sound tribute by choosing to suffer a 1 dice is allowed his Defense against the
is fake (its a real sound, but not a real penalty on the spellcasting roll per dot casters aiming roll.
lion). The Duration for creating sounds to be raised. She could, for example,
is one scene, although if the sound is

170
Adamantine Arrow Rote: Mind See Target, p. 117. When turning
Arrows autofire from the same gun, use the
Dice Pool: Presence + Athletics + following special Target factors chart:
Forces Autofire Affected Dice Penalty
Unarmed and at range, an Arrow mage Short burst 2
can attack her foes. This rote launches a Medium burst 4
telekinetic assault that can strike at a dis- Long burst 6 with
tance. Of course, other mages also make Adamantine Arrow Rote: Arrow a gun. This
use of this rote, as one never knows when Storm spell makes a
it might become necessary to take some- mage swifter than
Dice Pool: Dexterity + Athletics +
one down at 30 paces. any mortal human
Forces
being could be, re-
The Adamantine Arrow is perhaps
Turn Projectile (Forces ) not surprisingly renowned for this rote,
ducing the force of forward
friction (from the atmosphere
The mage can direct the course of a by which members turn enemies bul- and winds) to nil, while vastly am-
fast projectile. lets back upon them. plifying forward momentum. Each
Practice: Weaving stride can carry the caster effortlessly for
Action: Instant Adept of Forces the equivalent of seven or eight normal
Duration: Lasting paces. While the mage cant outpace a
Aspect: Vulgar Bestow Invisibility bullet, she does move faster than just
Cost: None (Forces )
Although the casting is an instant The mage can turn another
action, the mage can cast this spell at person invisible, as he does with
any point in the Initiative roster, even himself with the Forces 3 Per-
before he could normally act, although sonal Invisibility spell, p. 169.
that is his action for the turn.
The mage can turn the projectile up,
The target must maintain con-
centration to remain unseen.
By the auspices of my
down, right, left, or even back the way
it came. The degree to which the
Practice: Veiling enlightened science,
projectiles course is altered depends Action: Instant I create thunder and fire from
Duration: Concentration
on the number of successes rolled:
Successes Course Alteration* Aspect: Vulgar nothing.
1 success Turn in one direction Cost: 1 Mana I strike down my foes and
by up to 45 degrees
2 successes Turn in one direction
The target, not the mage,
must concentrate to main-
can bend even the weather to
by up to 60 degrees tain the effect. conform to my desires,
3 successes Turn in one direction
by up to 90 degrees
Guardians of the Veil
Rote: Unseen Army
summoning rains from out of a
4 successes Turn in one direction
by up to 120 degrees
Dice Pool: Manipulation clear sky or bringing drought.
5 successes Turn in one direction
+ Stealth + Forces
Guardians understand that
I move with the speed of the
by up to 180 degrees
* From the perspective of the projectile. not everyone has the capa- wind and turn bullets from
Mages can mix and match successes
bilities required to do the
work the order requires of
their paths.
to direct a projectiles course in mul-
them, but they must, none-
tiple directions. For example, with two
theless, occasionally bring
successes, a mage can turn an arrow 45
such unprepared souls along for the about any living thing without mechani-
degrees to its left and then make it go
ride. This rote helps to even the odds cal assistance.
down 45 degrees from its new course.
somewhat, enabling even the most nor- Practice: Patterning
The effect is lasting; once the
mally conspicuous souls to move with Action: Instant
projectiles course is altered, it remains
preternatural stealth. Silver Ladder Duration: Prolonged (one scene)
traveling along its new course until
mages also make use of this rote, often
something else causes it to change vec- Aspect: Vulgar
to conceal a bodyguard.
tors or it smashes into something. With Cost: 1 Mana per turn
a successful reflexive Dexterity + Fire-
arms roll, the mage can aim the
Burst of Speed (Forces ) A Mana point can be spent to boost
Speed for a turn. The caster can do so as
projectile at a target along its new The circumstances requiring it may
many times as he wishes while the spells
trajectory. be rare, but every so often it happens
scene-long Duration is still active (assum-
The mage can affect multiple pro- that a mage needs to outpace a horse on
ing he has enough Mana). The mages
jectiles by adding extra Target factors. foot. Sometimes it just helps to be a
Speed increases by itself again for each
whole hell of a lot faster than the guy

CHAPTER THREE: MAGIC 171


Major conditions, such as hurricanes For turning autofire from the same
or tornadoes, require the Adverse gun, use the following special Target
Weather spell, p. 174. factors chart:
Free Council Rote: Rainmaker Autofire Affected Dice Penalty
Dice Pool: Intelligence + Occult or Short burst 2
success Science + Forces Medium burst 4
on the Long has humanity tried to harness Long burst 6
spellcastingroll. weather to its own ends. A Free Council Free Council Rote: Speed Trap
Characters who mage with this rote can call up rain to end Dice Pool: Intelligence + Science +
run double this fig- a drought, a bit of warmth to break a cold Forces
ure, as well. Assuming snap, or whatever other non-extreme con-
the spell has four suc- Mages of the Free Council use this
dition she desires. Mysterium mages use rote to slow down escaping enemies or
cesses and a mage has a Speed of alternate means to control these forces
12, he has an effective speed of 48. to slow down those enemies bullets.
(Resolve + Science + Forces), but accom-
If he runs, his Speed is 96 almost 65
miles per hour!
plish the same ends. Fiery Transformation
If any Sleeper witnesses the mage Control Velocity (Forces ) (Forces + Life ;
The mage can increase or decrease optional Matter )
running faster than a normal human,
Disbelief is invoked.
the velocity of an object (but not a Stories of old tell of willworkers using
Mysterium Rote: Hermes Sandals living creature). He could, for example, the power of magic to metamorphose
Dice Pool: Wits + Athletics + Forces make a hurtling truck slow down, or into all manner of strange forms. Many
There is a time for negotiations, a speed up (or slow down) a bullet. chose to become animals or to take on
time to hold ones ground, and a time to Practice: Patterning or Unraveling the shape of other people, while some
get the hell out of Dodge. This Mysterium Action: Instant assumed more fanciful skins. With this
rote is magic for the last of those situa- spell, a mage transforms into a creature
Duration: Transitory (one turn)
tions. Of course, members of the of living flame.
Mysterium are just as apt to use this spell Aspect: Vulgar
Cost: None Practice: Patterning
to catch up with someone or something Action: Instant
as to use it to take flight. Guardians of Although the casting is an instant
the Veil also occasionally use this magic action, the mage can cast this spell at Duration: Transitory (one turn)
when they need to intercept a threat to any point in the Initiative roster, even Aspect: Vulgar
the secrecy of the Mysteries and dont before he could normally act, although Cost: 1 Mana (optional)
have time to hail a cab. doing so is his action for the turn. The spell takes effect in the turn
Each success doubles or halves the target following casting.
Change Weather (Forces ) objects speed. For example, a truck going Since the mage does not transform into
The mage alters weather patterns, 80 mph is reduced to 40 mph with one another form of life, she is in no danger of
bringing almost any sort of normal success, 20 mph with two successes, 10 losing herself to an alien mindset. Instead,
(non-disastrous) weather to bear on an mph with three successes, 5 mph with four she becomes a being of fire. Planes of force
area, given enough time and effort. successes, and two-and-a-half mph with within her new shape allow her to main-
(Note that a frost in late spring, while five successes. Note that the mage must be tain whatever Physical Attributes she
potentially very destructive to local able to affect the entire target and its Size possessed before the change.
food production, is not the same sort of (which might be up to 30 or more for an 18- The successes rolled for this spell are
thing as a tornado or typhoon, and can wheeler rig and tow). He cant single out rolled as dice of lethal damage against
be created using this level of Forces.) portions of it, such as slowing the velocity anyone or anything not somehow fire-
Practice: Patterning of a single tire and so slow the whole truck proofed that makes physical contact
(while causing the passengers and objects with the mage (including her clothes
Action: Instant
inside to be thrown forward). See the rules and equipment). Likewise, the mages
Duration: Prolonged (one scene) for Size, p. 118. hand-to-hand attacks cause lethal fire
Aspect: Covert High-speed projectiles such as ar- damage, to which the spells successes
Cost: None rows and bullets cannot be halted at are added as an equipment bonus.
The inertia of current weather pat- this level. Instead, add (for increased By adding Matter 4 to the casting,
terns might levy dice penalties. Making velocity) or subtract (for decreased the mage can cause all of her normal
threatening thunderclouds release a velocity) one point of damage per ev- equipment (such as clothing or, say, a
downpour might cause no penalty, while ery two successes, like so:
turning a bright summers day into freez-
ing rain might cause a 3 dice penalty. It Successes Increased Velocity Decreased Velocity
takes about five minutes after casting for 1 success +1 point of damage 1 point of damage
the storm effects to develop. 2 successes +1 point of damage 1 point of damage
3 successes +2 points of damage 2 points of damage
4 successes +2 points of damage 2 points of damage
5 successes +3 points of damage 3 points of damage

172
knife) to change into fire with her, who practice this rote. With such magic,
although they retain only simple me- an Arrow lays low her enemies without
chanical properties. Firearms thus force of arms, allowing them to destroy
altered, however, do not function for themselves. Silver Ladder mages also
the duration of the spell. make use of this magic to destroy foes
With Forces 5, the caster can spend without lifting a finger.
one Mana to inflict aggravated dam-
age with this magic. Levitation (Forces ) Thunderbolt
Adamantine Arrow Rote: Wrath The mage can lift himself off the
of the Inferno ground using telekinetic force. At this (Forces
Dice Pool: Stamina + Intimidation level of Forces, travel is slow and re-
quires concentration.
)
+ Forces The mage conjures up
Arrow mages who learn this rote use it to Practice: Patterning crackling tendrils of electric-
sow fear among their enemies and to inflict Action: Instant ity that dance between her
horrific harm in combat. While some see Duration: Concentration fingertips, and then sends them at a
the rote as needlessly flashy, few things are Aspect: Vulgar ranged target.
quite as terrifying as a warrior of living fire, Cost: None Practice: Unraveling
carving a charred and bloody swath through
Success allows the mage to levitate Action: Instant and aimed
the ranks of her foes. Mysterium mages,
and travel in any direction with a maxi- Duration: Lasting
though not often renowned for martial
mum Speed equal to her Gnosis +1 per Aspect: Vulgar
prowess, occasionally use a version of this
success (she cannot double this as she Cost: 1 Mana (optional for aggra-
rote to augment what combat ability they
could by running on the ground). She vated damage)
possess.
must maintain concentration as an
Each success inflicts one Health
Friction Knife (Forces ) instant action (no further rolls are re-
quired). She is not very maneuverable,
wound of lethal damage. With Forces
The mage increases the force of fric- 5, one Mana can be spent to make the
however. She cannot make quick
tion upon a given subject to the point damage aggravated (although the tar-
movements to dodge obstacles and does
that contact with the air itself causes get is allowed his Defense against the
not gain her Defense against any at-
lacerations and abrasions. A stiff wind aiming roll made for the caster).
tacks that can reach her.
can mean excruciating pain or death Adamantine Arrow Rote:
If she is attacked or startled, a reflex-
in the case of a very powerful caster. Lightnings Vessel
ive Resolve + Composure roll must be
Practice: Fraying made to maintain concentration. If it Dice Pool: Stamina + Athletics +
Action: Instant and contested; tar- fails, she falls (see Falling, p. 179 of Forces
get rolls Stamina + Gnosis reflexively the World of Darkness Rulebook), Perhaps one of the more awe-inspir-
Duration: Transitory (one turn) although she can resume concentra- ing modes of attack common to the
Aspect: Vulgar tion as an instant action anytime within Adamantine Arrow (which is saying
a number of turns equal to her Forces something), this rote is emblematic of
Cost: None
dots, halting her plummet instantly, that orders very name. Free Council
The subject suffers one Health willworkers use their own means of gen-
wound of lethal damage per every three assuming she doesnt hit ground before
the. Shed have to fall from an extreme erating the energy needed for such magic
yards (rounding down) that she moves (Intelligence + Athletics + Forces).
in a turn. At the Storytellers discre- height such as from skydiving to
allow her any time to regain concen-
tion, one additional wound might be
caused by a strong wind. Note that a tration. (Note: This is an exception to Transform Energy
person sitting in a moving vehicle does the normal rules for losing concentra-
tion with a spell).
(Forces )
not suffer this damage unless hes ex- The mage can transform energy: sound
posed to open air, such as in a This spell instantly invokes Disbe- into light or heat, or electricity into
convertible. (If hes next to an open lief in Sleeper witnesses, which sound, or fire into electricity, or any
window, he suffers half damage, immediately works to unravel the combination of these forces. All kinds of
rounded down.) Non-magical armor magic. energy have their origins in certain physi-
provides only half its normal protec- Guardians of the Veil Rote: Air cal principles that manifested long ago
tion, unless the subjects body is more Walk and diverged from a single course. Using
than 95% covered by armor. Dice Pool: Intelligence + Athletics that sympathy, a mage can change one
Adamantine Arrow Rote: Sword + Forces kind of energy into another.
of the Winds Guardian mages find this a very use- Practice: Patterning
Dice Pool: Intelligence + Occult or ful spell when they need to perform Action: Instant
Science + Forces vs. Stamina + Gnosis home or office intrusions to fetch or Duration: Prolonged (one scene)
The greatest warrior learns to use ev- destroy incriminating evidence or
Aspect: Vulgar
ery resource in her environment, a lesson to spy on someone from where he least
expects it, above. Cost: None
taken to heart by those Arrow mages

CHAPTER THREE: MAGIC 173


Free Council Rote: Electromagnetic allocated for this purpose. The target
Spectrum cannot be moved beyond the mages
Dice Pool: Intelligence + Occult or sight (unless he uses Space 2 to scry it).
Science + Forces Each turn, the victim can attempt to
By using advanced scientific tech- struggle free from the telekinetic grip.
Elec- niques, a Council willworker can It takes an instant action and a Strength
tricity, for transmute simple forces, causing one + Athletics or Brawl roll, penalized by
example, can form of energy to become another. the spells assigned Strength.
be transformed Guardians of the Veil use similar magic With Forces 5, this spell can have a
into sound. (As (Wits + Occult or Science + Forces) default Duration of prolonged (one
with the Sound when their duties require it. scene), in which case when the caster
Mastery spell, is not actively manipulating the target,
p. 170, however, a separate
Skill roll might be required to
Unseen Hand (Forces ) the target stays where the caster left
The mage can telekinetically lift a him, even if he levitates in the air
generate exacting sounds. The (although the target can try to break
mage could easily get screams or gun- living creature remotely.
Practice: Weaving the hold as described above).
fire, but its harder to get a specific
Action: Instant and contested; tar- Adamantine Arrow Rote: Unyield-
person screaming or the telltale sound
get rolls Composure + Gnosis ing Grasp
of a certain model of gun.) Light could
be changed into heat, meaning that a reflexively Dice Pool: Wits + Brawl + Forces vs.
blindingly bright room could become Duration: Concentration Composure + Gnosis
pitch-black and searingly hot. Aspect: Vulgar The Adamantine Arrow often uses
The existing energy is transformed, this rote to freeze enemies in place, or
Cost: 1 Mana
but it is not increased or diminished to lift them high and then drop them
A simple success lifts the target into (see Falling, p. 179 of the World of
unless cast in combination with a spell the air. The spells Strength is equal to
that allows that effect. Use the chart Darkness Rulebook). It lacks honor,
its successes. The mage can move the but so do many Arrow enemies.
below as a general guideline for trans- living creature at a Speed per turn
forming one form of energy into another: equal to his Gnosis plus any successes

Potency Light Sound Heat* Electricity Fire


1 Flashlight Casual talk Room temp. (72) Car battery Lighter
2 75-watt lamp Scream Body temp. (98.6) Wall socket Torch
3 Car headlight Electric guitar Kills bacteria (160) Security fence Bonfire
4 Floodlight Gunshot Boiling point (212) Junction box Inferno
5 Stadium lights Industrial Books burn (451) Main line Conflagration
* Fahrenheit
Note: Sunlight cannot be transformed (nor can another energy be transformed into sunlight) at this level.

I harness the fury of storm and Master of Forces


Adverse Weather
earthquake, unleashing them according to (Forces )
The mage creates a major weather
my wishes. The iron grasp of gravity is disturbance such as a tsunami or mon-
soon, following the guidelines of the
mine to command, and I summon the sun and Change Weather spell, p. 172.
Practice: Making
sear the life from the crude technologies Action: Instant
Duration: Prolonged (for storms,
monsoons, tsunamis or similar long-
of Sleepers. I take to the sky like a term phenomena; one scene) or
transitory (for tornadoes or similar
god and halt bullets in mid-air. short-term phenomena; one turn)
Aspect: Vulgar
Cost: None
Creating a tornado in the American
Midwest in the summer might impose a

174
1 dice penalty (depending upon cur- turn, as per the rules for the Burst of
rent prevailing weather), while doing so Speed spell. If the target has no Mana,
in northern Alaska probably imposes a he cannot gain the benefit of this spell.
5 dice penalty, regardless of the season. Silver Ladder Rote: Flashpoint
Long-term weather effects (storms, Dice Pool: Manipulation + Athlet-
monsoons) take about five minutes
after casting to grow into force, and
ics + Forces
Silver Ladder mages use this rote to
Complete
dissipate as soon as the spells Duration give their cabal-mates the speed to Invisibility
expires. Short-term effects arise imme-
diately and disappear immediately
catch or intercept enemies. (Forces
when the spell expires. )
Guardians of the Veil: Clearing the The mage can turn her-
Streets self invisible, as with the
Forces 3 Personal Invis-
ibility spell, p. 169, but

she no longer needs


to maintain concentra-
Bestow tion to remain unseen.
Levitation Practice: Veiling
Action: Instant
Dice Pool: Resolve (Forces ) Duration: Prolonged (one scene)
+ Intimidation + Forces The mage can impart levitation to Aspect: Vulgar
Given the choice between creating a others. This is identical to that which a
Cost: 1 Mana
short-term panic with sudden hurricane- mage could bestow upon himself with
force winds and allowing Sleepers to Levitation, p. 173, although the target One success is enough to hide the
bear witness to something that could must concentrate to levitate. This spell mage from sight, while excess successes
utterly destroy the secrecy of the occult can be cast upon only willing targets. To act to occlude her from spells used to see
world, most Guardians opt for the former. lift an unwilling target, the caster must or locate her (compare spell Potencies).
This rote can also be used for purely use Unseen Hand, p. 174. Although the mage can now make quick
destructive purposes, of course, and this movements (unlike with Personal In-
Practice: Making
wrath of heaven potential draws cer- visibility), and gains her Defense against
Action: Instant attacks that can actually target her (the
tain members of the Silver Ladder to Duration: Concentration
learn the same magic. attacker must be able to see through the
Aspect: Vulgar spells Potency with a spell of his own),
Bestow Burst of Speed Cost: 1 Mana
The target, not the mage, must con-
she cannot make Brawl or Weaponry
attacks or run or dive for cover without
(Forces ) centrate to maintain the spell. revealing her location. Such movements
The mage allows others to vastly Mysterium Rote: Disc of Levitation can be seen as a prominent blur or
speed up their movement, as he does Dice Pool: Intelligence + Occult or refraction of light, allowing others to
for himself with Forces 4 Burst of Science + Forces freely target the mage (with a 1 dice
Speed, p. 171. penalty) on the turn in which she moves
A quick casting of this rote has saved and before she acts again on the follow-
Practice: Patterning the life of more than one Mysterium
Action: Instant ing turn.
willworkers cabal-mate. Adamantine
Duration: Prolonged (one scene) Arrow mages use their own version of Guardians of the Veil Rote: Cloak
the rote (Wits + Occult + Forces) to of Light
Aspect: Vulgar
give their allies the means to flee a Dice Pool: Wits + Stealth + Forces
Cost: 1 Mana per turn
hostile encounter or to attack a foe Guardians prize this rote as among
The target, not the mage, can spend
from an unexpected angle. the most valued for their profession
a Mana point to boost his Speed for a
of policing the Awakened world.

CHAPTER THREE: MAGIC 175


A person in the radius who is sent Some creatures cannot be driven
falling upward travels at the same rate out by fire or the sword, but recoil from
as someone falling downward, but once the cleansing light of the sun. Silver
he exits the radius affected, he is subject Ladder willworkers use this rote to
to normal gravity again. Although his summon true sunlight. Free Council
momentum might still send him upward mages are also known to make use of
Control for a turn or two, the natural downward the same rote, whether for experimen-
pull of gravity brings him back down tation, defense or even just to provide
Gravity unless he falls into the radius of the some light for growing plants in a sanc-
(Forces altered gravity, which sends him upward tum far from natural light.
again. He might oscillate between the
) area of altered gravity and normal grav- Earthquake (Forces )
The mage redirects the ity until the spell expires. With this spell, a mage can create a
force of gravity, causing people Mysterium Rote: Upending Expec- localized earthquake by manipulating
and things to fall in another direc- tations the balance of force and pressure be-
tion, such as sideways or upward.
Dice Pool: Intelligence + Occult or neath the ground.
Practice: Making Science + Forces Practice: Unmaking
Action: Instant With this rote, a Mysterium mage Action: Instant
Duration: Transitory (one turn) can reach places normally inaccessible Duration: Transitory (one turn)
Aspect: Vulgar to her, or suddenly cause an entire Aspect: Vulgar
Cost: None roomful of assailants to fall upward
Cost: None
A simple success affects gravity in a and hit the ceiling. Adamantine Ar-
row mages use their own version of this This spell inflicts damage upon struc-
one-yard radius. Excess successes spread
magic (Composure + Occult + Forces) tures such as buildings within its
the energy over a larger area.
to seize the advantage in combat. targeted area (a five-yard area with one
Successes Radius Affected success) equal to the spells successes.
2 successes 2-yard radius
3 successes 4-yard radius Create Sunlight Dexterity + Athletics, minus the spells
successes, is rolled for living beings to
4 successes 8-yard radius (Forces ) remain standing. In uncommon cases,
5 successes 16-yard radius The mage creates sunlight. He does not those in the area (especially those who
Characters who fall into objects take really turn night into day, but does create a fall down) may suffer a Health wound
damage normally. See Falling, p. 179 miniature sun, a source of true sunlight. or two of damage, almost always bash-
of the World of Darkness Practice: Making ing (Storytellers discretion). Being in
Rulebook. a narrow stairwell filled with plum-
Action: Instant
meting debris may involve more
Duration: Prolonged (one scene)
damage, as might being beneath a fall-
Aspect: Vulgar ing statue, but such occurrences are
Cost: 1 Mana judged on a case-by-case basis.
The spells successes determine the Successes Area Affected
area of direct sunlight; anything out- 2 successes 10 yards
side the area might be illuminated 3 successes 20 yards
indirectly by the glow, but isnt other- 4 successes 40 yards
wise affected. 5 successes 80 yards
Successes Radius Affected Adamantine Arrow Rote: Fist of
2 successes 2-yard radius Heaven
3 successes 4-yard radius
Dice Pool: Resolve + Athletics +
4 successes 8-yard radius Forces
5 successes 16-yard radius
The earth itself can be used as a
Needless to say, this spell is espe- weapon by a mage of the Adamantine
cially deadly to vampires. Within the Arrow. With this rote, not even the
radius affected, the sunlight is direct ground that enemies stand on is safe.
(three points of aggravated damage per Guardians of the Veil occasionally
turn). Outside the immediate radius make use of this magic (Manipulation
(within double the radius area), the + Athletics + Forces), using tremors to
sunlight is faint (one point of aggra- cover up stranger happenings, or to
vated damage per turn). demolish a site before inquiring eyes
Silver Ladder Rote: Summoning spy things they were not meant to see.
the Dawn
Dice Pool: Intelligence + Occult or
Science + Forces

176
Electromagnetic Pulse Eradicate Radiation
(Forces ) (Forces )
The mage creates an EMP that de- The mage extinguishes a source of
stroys power and electrical devices. nuclear radiation in an area.
Practice: Unmaking Practice: Unmaking
Action: Instant Action: Instant
Duration: Lasting Duration: Lasting
Aspect: Vulgar Aspect: Vulgar
Cost: None Cost: None

One success is suffi-


cient to ruin every electrical device The intensity of the ra-
within the spells radius (destroying the dioactive source can levy
Structures of all electronic components). dice penalties. A small
(Certain military devices specifically made amount of uranium might impose no
to resist EMP are immune). penalty, while a cooling rod from an maneuverability and no longer needs
A simple success affects a one-yard active nuclear plant might levy a 3 to maintain concentration to lift away
radius. Excess successes spread the pulse penalty. from gravitys pull.
over a larger area. A simple success affects radiation in a 1- Practice: Making
Successes Radius Affected yard radius. Excess successes extinguish Action: Instant
2 successes 2-yard radius radiation over a larger radius. Duration: Prolonged (one scene)
3 successes 4-yard radius Successes Radius Affected
Aspect: Vulgar
4 successes 8-yard radius 2 successes 2-yard radius
Cost: 1 Mana
5 successes 16-yard radius 3 successes 4-yard radius
4 successes 8-yard radius Success allows the mage to fly and
The effect is lasting, although de-
5 successes 16-yard radius travel in any direction with a maxi-
vices can be repaired.
mum Speed equal to her Gnosis +1 per
Free Council Rote: Short Circuit The effect is lasting.
success (she cannot double this as she
Dice Pool: Resolve + Science + Free Council Rote: Cleansing could by running on the ground). Re-
Forces Dice Pool: Resolve + Science + flexive Dexterity + Athletics rolls are
Free Council mages understand that Forces made to avoid obstacles, and she gains
modern people are often overly depen- While the circumstances under her normal Defense against attacks
dent on technology. Take that away, which this rote is useful are (thank- that can reach her.
and the odds in any situation shift fully) few and far between, it is If she is stunned or suffers a knock-
radically. Many people panic when definitely the sort of magic Free Coun- out (see Other Complications, pp.
their conveniences are taken away, cil mages are glad to have at their 167-168 of the World of Darkness
not to mention the chaos that can disposal when it is necessary. Rulebook) or is rendered unconscious
ensue based purely on the loss of those (perhaps by wounds), she begins to
devices. Communications break down, Flight (Forces ) descend as her flight becomes uncon-
computers are destroyed and electronic The mage acquires the power of trolled. She does not fall, but slowly
recording media are wiped clean. flight, using telekinetic force to repel floats downward at a rate of Speed
Mysterium mages also use this rote, herself from the surface of the Earth equal to her Size, touching ground
stripping others of the edge afforded by and upward into the air. This is a more without injury. If the spells Duration
technology and stacking the deck in advanced version of Forces 4 Levita- expires before she touches down, she
favor of the Awakened. tion (p. 173). The mage now has more falls like anyone dropped from her cur-

CHAPTER THREE: MAGIC 177


Successes Defined Volume Successes Volume Affected
2 successes 10 cubic yards 2 successes 10 cubic yards
3 successes 20 cu. yards 3 successes 20 cubic yards
4 successes 40 cu. yards 4 successes 40 cubic yards
5 successes 80 cu. yards 5 successes 80 cubic yards
Guardians of the Veil Rote: Slow- Mysterium Rote: Moonwalking
rent height ing the Prey Dice Pool: Intelligence + Occult or
(see Fall-
Dice Pool: Resolve + Occult or Sci- Science + Forces
ing, p. 179 of the
ence + Forces Great for a quick escape for an entire
World of Darkness
Rulebook). Quarry under the effect of this rote cabal, this Mysterium rote occasion-
find any physical task that much harder ally comes in handy in various other
This spell instantly
to perform, which is why it is so favored strange circumstances. Adamantine
invokes Disbelief in Sleeper
by Guardians of the Veil in their efforts Arrow mages use this rote as well,
witnesses, which immediately
to maintain the secrecy of the Myster- enabling a number of willworkers to
works to unravel the magic.
ies. Those who have seen too much close quickly on foes, moving easily
Mysterium Rote: Witchs Broom discover that retreat is difficult, and it over even difficult terrain.
Dice Pool: Dexterity + Athletics + can be almost impossible to surmount
Forces even the most elementary obstacles. Radiation (Forces )
This rote allows members of the Some Silver Ladder willworkers use The mage irradiates an area, causing
Mysterium to avoid both the hassles their own rote (Presence + Science + it to be suffused with deadly radiation.
and occasional perils of earthbound Forces) to literally force stubborn foes Practice: Unmaking
transportation. Granted, flight bears and rivals to their knees.
its own unique problems and risks, but Action: Instant
no few mages are willing to accept Nullify Gravity Duration: Prolonged (one scene)
Aspect: Vulgar
them. Adamantine Arrow sorcerers use
the same rote in conferring the powers
(Forces ) Cost: None
of flight upon themselves. This spell decreases the pull of grav- The spells successes determine the
ity as if the Earth were a smaller body. radius. Anything outside that area is
Increase Gravity Practice: Unmaking not affected.
(Forces ) Action: Instant
Duration: Prolonged (one scene)
Successes Radius Affected
This spell increases the pull of grav- 1 success 1-yard radius
ity, as if the Earth were a larger body. Aspect: Vulgar 2 successes 2-yard radius
Cost: None 3 successes 4-yard radius
Practice: Making
A simple success decreases gravity 4 successes 8-yard radius
Action: Instant
within a five-cubic yard volume. Suc- 5 successes 16-yard radius
Duration: Prolonged (one scene) Living beings cannot spend time in
cesses are allocated between the
Aspect: Vulgar Potency of the gravity and the volume the area without suffering the adverse
Cost: None affected. effects of radiation poisoning. For ev-
A simple success gives gravity a Each point of Potency adds one to ery 30 minutes a person is exposed,
Strength of 1 and affects a five-square- the Speed of anyone or anything within increase the radiations Potency by one.
yard area. Excess successes are allocated the area of effect. This sudden ease of Once it exceeds the creature or persons
between the Strength of the gravity motion might come as a surprise to a Stamina, he suffers symptoms of poi-
and the area affected. person affected. If more than five points soning.
Each point of Strength subtracts are added to Speed, a reflexive Dexter- 1 point: Weakness. The victim suf-
three points from the Speed of anyone ity + Athletics roll is made for the fers 1 to all Physical dice pools.
or anything within the volume affected. subject to control her sudden vault. 2 points: Nausea. If the victim moves
Those affected also suffer a 1 dice Also, every Potency point of the spell more than half his Speed in a turn, a
penalty to jumping rolls per Strength. doubles a persons jumping distance reflexive Stamina + Composure roll is
Additionally, if the gravitys Strength per success. For example, under a spell required to avoid vomiting for that
exceeds a persons Strength, all Physi- with Potency 1, a character jumps two turn. While vomiting, the victim can-
cal dice pools are at 1 dice per excess feet with a vertical leap and four feet not take any other action, although he
Strength. Flying creatures (including with a standing broad jump. Flying still gains his Defense.
those using Forces spells to fly or that creatures (including those using Forces 3 points: Bleeding from an orifice.
are lifted telekinetically) are subject to spells to fly or to be lifted The victim suffers one point of bashing
a reflexive Strength + Athletics roll telekinetically) add one point to their damage. This damage does not heal as
each turn. Failure in any roll forces flight Speeds when going straight up- long as the victim is still exposed. In
them toward the ground at a rate of ward. addition, long-term health problems
Speed per turn equal to the gravitys such as cancer might develop in later
Strength. years.

178
4 points: Skin burns. The victim before he could normally act, although
suffers one point of bashing damage doing so is his action for the turn.
this turn and per successive 10 minutes This spell acts just like Control
of exposure. This damage does not Velocity, p. 172, except that the mage
heal as long as the victim is still ex- can now cast it on living creatures or
posed. even on portions of objects (such as a
5 points: Fainting. A reflexive truck tire, but not necessarily the rest
Stamina + Resolve roll is made for the of the truck, which surely causes the rig
victim to avoid falling unconscious for to jackknife unless the driver is very,
a number of minutes equal to any ra-
diation damage he has already suffered.
very good). When the spell is cast on a
living creature, its Speed trait is doubled
Life
Any new damage he suffers due to or halved per success, but it is not in Purview: Dis-
exposure while unconscious adds to full control and reflexive Dexterity + ease, evolution, healing,
this time. Once he awakens, the roll Athletics rolls must be made each turn metamorphosis, vigor
must be made again each turn if he is it moves or the subject suffers a knock- Life is the Arcanum of vital ani-
still exposed. down effect (p. 168 of the World of mation, that elusive spark that
Ongoing exposure continues to in- Darkness Rulebook). The creatures separates biological matter from base
flict damage until a victim is dead of Speed is modified for the spells Dura- materials. It encompasses everything
aggravated wounds. tion (default of one turn). from viruses and bacteria to the most
Adamantine Arrow Rote: Door to In the case of projectiles, one success complex plants and animals. With the
the Abyss is enough to completely halt a projec- power of Life, a mage can cause or cure
Dice Pool: Stamina + Occult or tile halfway in its path (or as close sickness, mend grievous injuries, and
Science + Forces between there and its target as the even create life forms from nothing-
Even the most hardened Arrow mage desires). Additional successes can ness. She can bolster her own physical
willworker admits that use of this rote halt it closer and closer to its origin capabilities to levels far beyond those
is cruel and unusual, but pragmatic point, and an exceptional success can found in nature, or change her appear-
members of the order recognize the halt a bullet in the barrel of a gun. For ance (from superficial features to such
need for such tactics every now and instance, with two successes, a bullet is inherent characteristics as height,
then. Free Council mages also make stopped after it travels only one-quar- weight, build, age and even gender) in
occasional use of this magic in experi- ter the way from the barrel to its whatever way she desires. The pro-
mentation. intended target (one success stops it cesses of life can be halted, accelerated,
halfway, while the second success reversed or otherwise altered.
Velocity Mastery halves that distance again).
The mage can affect multiple pro-
Mages who endeavor to master the
Arcanum of Life are often one of two
(Forces ) jectiles by adding extra Target factors. kinds of people. There are those who
The mage can completely control See Target, p. 118. Note that in the embrace the manifold splendors of the
an object or even a living creatures case of halting multiple bullets from living world, who are so enamored
velocity, causing the subject to speed the same gun (such as stopping with it that they are compelled to
up or slow down beyond personal con- machinegun fire), use the following pursue its mysteries and thereby grow
trol. The mage can even halt bullets in special Target factors chart: closer to it. These sorts of mages tend
midair. Autofire Targeted Dice Penalty to leap headlong into both the best and
Practice: Making or Unmaking Short burst 2 the worst that life has to offer, with a
Action: Instant and contested; tar- Medium burst 4 fervor usually matched only among
get rolls Composure + Gnosis Long burst 6 those who seek the secrets of Forces.
reflexively Silver Ladder Rote: Motion Con- The other kind if mage is driven to
Duration: Lasting (vs. projectiles) trol control, to impose order upon the great
or transitory (vs. creatures and ob- randomness of the living world. Un-
Dice Pool: Resolve + Athletics +
jects) satisfied with the existence of patterns
Forces
she cannot see, this type of willworker
Aspect: Vulgar A Silver Ladder mage can ensure wishes to become like a god, so that she
Cost: None that no one whom he calls before him need never again be subject to the
Although the casting is an instant can delay arrival. Although this rote unpredictable happenstance of sick-
action, the mage can use this spell at does not make a Silver Ladder mage nesses or pain.
any point in the Initiative roster, even bulletproof, it can make it seem that
way.

CHAPTER THREE: MAGIC 179


Ruling Realm: Primal Wild Action: Instant
Duration: Concentration
The gross/subtle pair of Life/Spirit
provides the ruling Arcana for the Pri- Aspect: Covert
mal Wild, the vast, primordial eden of Cost: None
forests, mountains, rivers and plains Identifying a specific type of species
where Nature holds sway. Life is the requires a reflexive Intelligence + Ani-
material expression of that pair, the mal Ken roll. If the target is a plant,
raw power of organic processes. Science, Survival or Medicine is rolled
instead. The mage can even discern the
breed (or breeds) of an animal, perhaps
Types of Life to detect whether its owners claim of
The mage can affect full-breed status is true. A non-human,
different types of life forms supernatural creature can be identified,
at different degrees of provided the mage has seen its like be-
Arcanum mastery. The fore. If not, its species remains unknown
definitions are as follows: (this fact alone is sure to raise a mages
Initiate of Life Base Life: Insects, plants,
curiosity).
Silver Ladder Rote: Classify Specimen
fungi, bacteria and other Dice Pool: Intelligence + Survival
microbes (plants) or Animal Ken (animals) or
I see the trillion Median Life: Non-sentient Medicine (humans) + Life
invisible lives that move mammals, reptiles, birds, fish In all things, there is hierarchy, and
the teeming life is no exception. Ladder
in and out with your Advanced Life: Sentient mages use this rote to classify and cat-
every breath, the animals (humans, egorize the living things around them.
werewolves)
tapestry of vitality
concealed invisibly Life Arcanum and
inside the air. the Undead
Pattern The Life Arcanum does not
No venom shall lay me normally affect the undead
Alteration
low. I know illness and A mage can alter a living
(vampires, zombies,
revenants, ghosts). The
harm from wholeness beings Pattern with his
Death Arcanum is required
spells, but he cannot do so
at a glance, and the with indefinite Duration
to weave spells into their
Patterns.
true face of every (living creatures cannot be
bird, beast and green affected indefinitely).
Spells that cause natural
growing thing. changes things that could
Cleanse the Body (Life )
I see even the life of occur without magic have The mage can cleanse herself of
drugs, toxins or poisons.
magic itself, witnessing lasting effects even after the
Duration expires. A healed Practice: Compelling
the ebb and flow of its wound does not reappear Action: Instant
existence its birth, when the spell ends. Unnatural
changes, however, do disap-
Duration: Lasting
Aspect: Covert
ascendance, descent pear once a spell expires. A Cost: None
and demise. human shapeshifted into a pig
becomes a human again when
Spellcasting successes are added as
bonus dice to rolls for overcoming a
the spells drug, or allow a mage to ignore an
Duration is over. equal amount of points of poison dam-
age. See Drugs, pp. 176-177, and
Poisons and Toxins, pp. 180-181 of
Analyze Life (Life ) the World of Darkness Rulebook.
The mage discerns the species, age Adamantine Arrow Rote: Purge
and sex of a nearby living plant or the Unbidden
animal, including humans.
Dice Pool: Stamina + Medicine +
Practice: Knowing Life

180
While it doesnt happen quite as often See Resonance, pp. 277-280, for rules
in modern times, it was once the case on scrutinizing magic with this spell.
that guardsmen and warriors often Free Council Rote: Organic
needed to be mindful of poison. Ada- Perception
mantine Arrow mages use this rote to Dice Pool: Wits + Medicine or Sci-
purge unwanted influences from their ence + Life
systems. Of course, the spell is as effec- a Space 1
Free Council mages use this rote to
tive on, say, alcohol as it is on strychnine, component
study the living universe, discerning
so mages of all orders eventually manage to the spell,
the elegant motions of the Tapestry as
to find one use or another for it. he can get
a single organism. Mages of the
an exact
Mysterium often approach this magic
Healers Trance (Life ) with the same perspective, but with
bearing on the
The mage can discern the state of detected life forms.
different methods (Intelligence +
health of a living being and detect and Medicine or Science + Life). Practice: Knowing
identify any illnesses. Action: Instant
Practice: Knowing Sense Life (Life ) Duration: Prolonged (one scene)
Action: Extended It is often handy for a mage to know Aspect: Covert
Duration: Concentration the proximity of living creatures. Some- Cost: None
Aspect: Covert times he may need to find a potential The mage can detect life within his
Cost: None food source. At other times, he may be sensory range. In addition, while the
Obscure or rare diseases or condi- curious as to whether potential allies spell is in effect, it creates a safety
tions might levy a dice penalty to the or enemies are nearby. This spell al- zone in a radius around the mage into
roll (the rare hemorrhagic Ebola virus lows a mage to reach out with an arcane which no living thing can enter with-
might be 3). The time per roll is one sense, to touch the subtle eddies life out his knowledge. For example, if an
turn, and the target number depends impresses upon the Tapestry, and assassin tried to creep up behind him,
on the condition of the subject. Only thereby discern the nearness of other hed know it as soon as the assassin
one success is needed to examine a living creatures, from the most entered the spells radius.
perfectly healthy specimen, but a small miniscule microorganisms to the most Successes Safety Zone Radius
cancerous tumor might need five or expansive flora and fauna. 1 success 1 yard
more successes to detect. The Story- A mage typically specifies certain 2 successes 2 yards
teller should make the roll, so that the types of life to look for (white-tailed 3 successes 4 yards
player doesnt know when his charac- deer, salmon and humans, for example, 4 successes 8 yards
ter misses a telling sign of illness. or all insects), which is often a much 5 successes 16 yards
Guardians of the Veil Rote: Root faster proposition than singling out Successes are also used to pierce any
Out Illness certain kinds of life to not look for. supernatural occlusion a living crea-
Without putting some kind of filter on ture may possess (such as a person
Dice Pool: Intelligence + Medicine
his search, the mage is apt to get a under the effects of the Death 3 Sup-
+ Life
uselessly overwhelming response. The press Own Life spell, p. 142).
Guardians occasionally come across mage might even be overwhelmed by
strange illnesses in the course of their work, Mysterium Rote: Listening to the
the sheer quantity of living creatures Souls Echo
or are forced to quickly diagnose injuries to be found virtually anywhere on, in,
caused by any number of malign entities. under or above the face of the earth, Dice Pool: Wits + Animal Ken +
Adamantine Arrow mages use this rote for from the depths of the seas to the Life
similar reasons, assessing injuries sustained outermost reaches of the atmosphere. Mysterium mages often have cause for
in the defense of their charges. vigilance. One never knows if a newly
The spell enables a mage to get a
good sense of where these living pat- opened ruin contains some ancient mold
Pulse of the Living World terns are in relation to him. By adding spore or other dangerous form of life.
(Life )
The mage gains the Mage Sight (see
Mage Sight, p. 110). He is able to
detect the presence of mystic vital ani-
Apprentice of Life
mation in the area, effectively reading
resonance as a function of realitys
I touch the threads of my own life, mending my
living energies. hurts and dispelling my ailments. I exert such
Practice: Unveiling magics over lesser living things, honing my skills
Action: Instant for use upon higher beings. I wear armor spun of
Duration: Prolonged (one scene) my own flesh and bone. I dominate the least of all
Aspect: Covert
Cost: None
living creatures, seizing power over their instincts
and shaping them according to my will.
CHAPTER THREE: MAGIC 181
ing or controls internal bleeding. For ing insects, it usually attacks any person
example, one success allows him to or persons within its radius. The damage
heal one bashing wound in seven min- the swarm inflicts depends on its den-
utes; two successes cut that time to sity. All sizes listed above deliver one die
three minutes; three successes reduce of bashing damage to anyone within the
Body it to one minute; four successes to 30 radius. A swarm can inflict more dam-
Control seconds; and five successes to 15 sec- age by condensing. Using the success
onds (or one wound per five turns). chart above, add one die per step smaller
(Life Adamantine Arrow Rote: Body on the chart. For example, a 16-yard-
) Mind radius swarm (five successes) that
The mage Dice Pool: Wits + Athletics + Life condenses to a two-yard radius (two
has perfect conscious Adamantine Arrow mages treat their successes) inflicts four dice of bashing
control of his bodily functions, bodies like temples, and this rote pro- damage. Armor is effective only if it
from breathing and reflexes to vides them with a purified shrine. covers the full body, and then it provides
metabolism and circulation. only half its rating (rounded down).
Practice: Ruling Control Base Life (Life ) In addition, targets are distracted by
the buzzing swarm, suffering 2 dice on
Action: Instant The mage controls base life forms
perception and concentration rolls
Duration: Prolonged (one scene) through the manipulation of instinc-
while they are within the radius, even
Aspect: Covert tual responses. She can make a base life
if theyre not specifically attacked.
Cost: None form engage in any behavior natural
for it, even if outside of the circum- The insect swarm cannot be attacked
Successes provide various benefits with fists, clubs, swords or guns. Only
in each of the following four categories stances under which such behavior
would normally be performed. A hon- area-affect attacks such as a torch affect
all at once. They are not allocated it. Each point of damage inflicted by a
among categories, but are applied sepa- eybee could be made to signal to others
in the hive that it has found pollen, flame or other applicable attack dam-
rately to each to collect a series of ages the swarms size. Once its reduced
benefits. For example, one success al- even when it has not, or a spider could
be made to secrete venom from its to zero size, all insects are either dead or
lows the mage to slow down his the few remaining disperse.
breathing, gives him +1 Initiative, fangs in the absence of prey.
The mage can trigger whichever part Silver Ladder Rote: King of the
doubles the amount of time he can go Beasts
before suffering deprivation or fatigue, of a base life forms fight or flight re-
sponse she wishes, as well as compelling Dice Pool: Manipulation + Animal
slows his heart, and halves his healing
any base being with physiologically trig- Ken + Life vs. Stamina
time for bashing wounds.
gered instincts (such as a mother-wolfs While perhaps not as exacting as the
Breathing Each success allows the
instinct to protect her young) to engage kind of control that can be exerted
mage slow down his breathing so that
in one or more of those instinctual be- through the use of the Mind Arcanum,
he needs only half as much oxygen as
haviors through careful manipulation of mages of the Silver Ladder find this
normal, without hindering his physi-
brain and glandular chemistry. rote to be just as effective. With it, a
cal activity.
Practice: Ruling swarm of hornets is made to descend
Reflexes Each success adds one to upon an enemy.
the mages Initiative. Action: Instant and contested; tar-
get rolls Stamina reflexively
Metabolism The mage efficiently
Duration: Prolonged (one scene)
Heal Flora and Fauna
regulates his metabolism and bodys
energy use, so that he requires less food Aspect: Covert (Life )
than normal. Each success allows him Cost: None The mage can heal the wounds of
to double the amount of time he can go The mage can affect either a single animals and plants.
before needing to check for depriva- target or all targets within a defined Practice: Ruling
tion or fatigue. area. Action: Instant
Heartbeat One success allows the Successes Targets Duration: Lasting
mage to slow down his heart and circu- 1 success One (becomes a 1- Aspect: Covert
lation so that poisons in his bloodstream yard radius swarm) Cost: None
affect him more slowly (double the 2 successes Two (becomes a 2-
increment of time between suffering yard radius swarm) As with Self-Healing, p. 183, but
poison or toxin damage). The mage 3 successes Four (becomes a 4- the mage can cast this spell upon non-
could instead stop his own heart for yard radius swarm) human life. At this level, the mage
one minute per success, although he 4 successes Eight (becomes an 8- must touch the target. With Life 3, he
can perform no physical actions (not yard radius swarm) can cast this spell at sensory range.
even moving) during this time. 5 successes 16 (becomes a 16- Free Council Rote: Cellular Re-
Also, for each success he can halve yard radius swarm) generation
(round down) the healing time of any The creatures can be various types of Dice Pool: Intelligence + Medicine
bashing wounds as he prevents bruis- vermin. In the case of a swarm of sting- + Life

182
With advanced medicines and ex- When going into a potentially peril-
perimental treatment techniques, Free ous situation, Guardians with skill in
Council mages are capable of mending Life magics often make use of this rote,
the injuries of virtually any creature armoring flesh and bone with a preter-
other than human. It is most com- natural resilience. Some Mysterium
monly used on pets, but could mages use a variant rote (Resolve + Dice
conceivably by used on most any ani- Athletics + Life) that steels the body Pool:
mal or plant. Guardians of the Veil with a disciplined mind. Dexterity
also use this magic to erase all evidence + Medicine
of unnatural damage to flora or fauna. Purify Bodies (Life ) + Life
The mage cleanses others of drugs, No war-
Organic Resilience (Life ) toxins or poisons. rior goes her
The mage can shore up her living Practice: Compelling entire life without a
Pattern with magic, becoming far more scratch. The mages of the
Action: Instant
resilient to most forms of attack. While Adamantine Arrow use this rote
Duration: Lasting to mend flesh and bone when skill
this magic does not defend against any
Aspect: Covert fails or luck takes a turn for the worse.
purely psychic forms of harm, or at-
tacks to the mages spirit, it does foil (at Cost: None Such willworkers are careful to grit
least partially) everything from edged As the Life 1 Cleanse the Body their teeth through the pain, so that a
weapons to blunt trauma to fire or spell, p. 180, except that this version can cursory inspection (and casting) can
other forms of energy. be cast upon others. At this level, the reveal even grievous hurts (to the eyes
This protection usually means in- mage must touch the target. With Life 3, of the unenlightened, at any rate) to
creased tissue resilience when cast he can cast this spell at sensory range. have been merely flesh wounds.
covertly, which might be noticed with Mysterium Rote: Antivenin Guardians of the Veil who practice
a medical doctors examination, as- Dice Pool: Intelligence + Medicine such arts often prefer slightly calmer
suming the doctor has examined the + Life surroundings for their healing magics
mage before without the spells effect Even in the middle of nowhere, short (Intelligence + Medicine + Life) than
and can note the disparity. on supplies and unable to call for help, a the frantic circumstances in which Ar-
Mysterium mage with this rote is pre- row mages often find themselves.
Practice: Shielding
pared to save a companions life from
Action: Instant
Duration: Prolonged (one scene) envenomization by whatever sort of crea-
Self-Purging (Life )
ture, terrestrial or otherworldly. Some The mage can cure sickness or dis-
Aspect: Covert ease in herself.
Free Council willworkers use a more
Cost: 1 Mana (optional) improvisational rote (Wits + Medicine Practice: Ruling
The mage gains one point of armor + Life) to accomplish the same. Action: Extended
per dot he possesses in the Life
Duration: Lasting
Arcanum. By spending one Mana, the
Duration can be made to last for one
Self-Healing (Life ) Aspect: Covert
The mage can heal herself of injuries Cost: None
day. Most mages cast such a shielding
and wounds. The rarity and virulence of the dis-
spell at the beginning of the day, as
part of their morning rituals. Successes Practice: Ruling ease determines the target number
are used to combat attempts to dispel Action: Instant required for overcoming it. A common
the shield. Duration: Lasting cold might require three successes while
Note that this magical armor does Aspect: Covert Ebola might require 10 or more. Note
not apply against an opponents at- Cost: 1 Mana that this spell provides no clues what-
tempts to achieve a grappling hold on Each success heals one point of bash- soever toward providing a mundane
the mage (the Fate, Mind, Space and ing or lethal Health damage (the antidote or cure for the disease.
Time Arcana provide shielding spells rightmost wound on the Health chart Mysterium Rote: Blood of the Lamb
to do that). Nor does the spell apply is healed first). This spell can be cast Dice Pool: Stamina + Medicine +
against a grappling opponents attempts covertly, although Sleepers who wit- Life
to overpower the mage. It does, how- ness it need some method of explaining With poultices and strange elixirs, a
ever, protect against attempts to inflict its miraculous effects so the spell wont mage of the Mysterium banishes ill-
damage upon him (subtract the armor seem Improbable; use of medical gear ness and disease from her body,
points from any overpower roll that might be enough to convince them. revitalizing and restoring herself from
intends to damage the mage or attack With Life 3, the mage can heal ag- the ravages of even the most terrible
him with a drawn weapon). gravated wounds, but the spell must be sicknesses to the fullness of health.
Guardians of the Veil Rote: Bones cast with a vulgar aspect.
of Steel Adamantine Arrow Rote: Salve the
Dice Pool: Stamina + Athletics + Wounds of Battle
Life

CHAPTER THREE: MAGIC 183


(Note that sentient
beings of whatever
kind are not considered base life.) By
transmuting the living energy of a plant,
such as a growing flower or unripe
acorn, a mage can transform such life
Transfer into another form of life entirely, such
as an insect swarm. Alternately, the
Base Features mage can change one kind of insect (or
(Life ) other simple invertebrate life) into an-
other (such as a cockroach into a wasp
The mage gives or an earthworm into a millipede).
one base life form
Practice: Ruling
features from an-
other base life form. Action: Instant and contested; tar-
Practice: Ruling get reflexively rolls Stamina
Action: Instant Duration: Prolonged (one scene)
and contested; Aspect: Vulgar
target rolls Cost: None
Stamina reflex- At this level, the mage must touch
ively the target. With Life 3, he can cast
Duration: this spell at sensory range.
Prolonged (one The mage can affect a target of
scene) Size 20 or less. If the target is larger,
Aspect: Vulgar dice penalties are levied on the
Cost: None spellcasting roll (see Size, p. 118).
One feature He can transform a subject into a crea-
ture with a Size typical for that type of
can be trans-
creature. A large oak tree (Size 10) can
ferred per
success. This be transformed into a small bonsai tree
(Size 1), but not into a Size 10 bonsai
could be used to cre-
tree. Transforming a smaller life form
ate an earthworm with
chitinous armor, or a drag- (the bonsai) into a larger life form (the
oak) levies dice penalties:
onfly with photosynthetic
skin. Increased Size Dice Penalty
+3 1
At this level, the mage must
touch the target. With Life +6 2
3, he can cast this spell at +9 3
sensory range. +12 4
Free Council Rote: DNA +15 5
Swap If the caster wants to change a life
form (such as a tree) into an insect
Dice Pool: Intelligence +
swarm, the size of an insect swarm
Animal Ken or Survival +
depends on the Size of the life form
Life vs. Stamina
that was transformed.
Free Council mages use this rote to Target Life Insect Swarm Size
produce effects that even todays most the same rote to perform similar alter-
ations to basic life forms. Forms Size
skilled and well-schooled geneticists 1-3 1-yard radius
would be stunned to witness. Granted,
many of these changes can unravel with Transform Base Life 4-6 2-yard radius
7-10 4-yard radius
Disbelief if witnessed by a Sleeper, but a (Life ) 11-15 8-yard radius
cautious and discrete willworker can The mage can transform one base
produce some truly miraculous transfor- 16-20* 16-yard radius
form of life (such as insects, fungi or * Add x2 radius per five additional
mations. Mages of the Mysterium use plants) into another base life form. points of Size.

184
Banish Plague a n y
To direct the swarm, the mage
can cast the Control Base Life spell, (Life ) way he
The mage can cure sickness or dis- desires,
p. 182. within the
Silver Ladder Rote: Chrysalis ease in others.
animals
Dice Pool: Intelligence + Animal Practice: Ruling
normal range of
Ken or Survival + Life vs. Stamina Action: Instant behavior. Because it is bio-
Ladder mages armed with this rote Duration: Lasting logically possible to cow a
can bend simple life to their will, trans- Aspect: Covert 600-pound African lion into sub-
muting blades of grass into hornets or Cost: None mission, the mage could, if he so
flies into scorpions to harry and per- As with the Life 2 Self-Purging wished, trigger the submission response
haps even kill enemies. Adamantine spell, p. 183. At this level, the mage in such an animal. Likewise, because a
Arrow mages use their own rote (Re- must touch the target. With Life 4, he Yorkshire terrier has within it the po-
solve + Animal Ken or Survival + Life) can cast this spell at sensory range. tential to attack with relentless
to craft such living weapons. Mysterium Rote: Reseal the Tomb aggression, the mage can compel the

Visions of the Living World Dice Pool: Wits +


Medicine + Life
(Life ) Sickness and disease Disciple of Life
As the Life 1 Pulse of the Living are just some of the
World spell, p. 181, except that the threats encountered by The higher beasts are bent to
mage casts this magic upon another Mysterium mages and
mage, or even a supernatural being their compatriots as
my command. I throw barbs at
such as a ghost or werewolf. If this spell they work to uncover those who offend me and mend
is cast upon a Sleeper, it invokes Dis- the secrets of the an-
belief immediately, even if its Duration cients. With this rote, the hurts of my allies. I change
is less than one scene. illness can be banished my own shape and the shapes of
Practice: Unveiling from the bodies of
Action: Instant friends, or even just simple animals. I can conceal my
Duration: Prolonged (one scene) innocent strangers.
Free Council mages
true face from others or adapt
Aspect: Covert also make some use of to any environment, and grow
Cost: None
If the target is unwilling, he may
this magic (Intelli-
gence + Medicine +
stronger, swifter or more en-
resist with a reflexive and contested Life) through the ap- during.
Resolve + Gnosis roll. plication of
Adamantine Arrow Rote: Detect cutting-edge medical
Intruders techniques and innovative treatments. dog to attack an adult human with all
Dice Pool: Intelligence + Animal the fury (if likely none of the success)
Ken or Survival + Life Control Median Life of a full-grown feral Doberman pin-
This magic allows an Arrow (Life ) scher defending its territory against a
willworker to bestow simple Life smaller, weaker creature.
Animals are creatures of instinct.
Arcanum perceptions upon another. This is not a mental compulsion, but
While some of the most intelligent
Some cast this rote to bolster the capa- a delicate manipulation of an animals
sorts of beasts can apply reason to prob-
bilities of allies, while others have been instinctual responses to situations
lem solving, most are restricted to
known to use it to disorient intruders (regulated by brain chemistry and the
responses determined by biologically
with senses they have trouble control- animals glandular system). All this
pre-programmed protocols. When hun-
ling or understanding. Some Mysterium means that a dog cant, for example, be
gry, they seek food. When afraid, they
mages use a different rote (Manipula- made to pull a loose strip of tape off of
flee. When cornered, many fight. In
tion + Animal Ken or Survival + Life) the top of a sealed box in order to open
fact, these responses are so deeply in-
to gift others with such senses. it neatly, since that response requires
grained and predictable that a mage
knowledgeable in the Arcanum of Life training and is not a function of the
can call upon these responses to in- dogs natural behavioral template. Fur-
duce a given animal to react in virtually ther, the spell does not create any kind

CHAPTER THREE: MAGIC 185


Action: Instant; subtract targets
Stamina
Honing the Form (Life )
The mage can raise one of his Physi-
Duration: Prolonged (one scene) cal Attributes or that of a base or
Aspect: Vulgar median life form.
Cost: 1 Mana (if cast upon another) Practice: Perfecting
of tele-
The mage can lower one dot per Action:Instant;subtracttargetsStamina
pathic
success, up to a maximum amount equal
bond with the Duration: Prolonged (one scene)
to his Life dots. If cast upon a base or
animal; the Aspect: Vulgar
median life form, he must spend one
mage decides Cost: 1 Mana
Mana and the targets Stamina is sub-
what he wants A single Physical Attribute may be
tracted from the spellcasting dice pool
the animal to do. raised by one dot per success, up to a
(resistance is reflexive).
If the action is within the maximum of casters Life Arcanum
animals range of normal be- Guardians of the Veil Rote: Infirmity
Dice Pool: Stamina + Athletics + dots. For example, if the mage has
havior and reactions, it can be Strength 3 and Life 3 and gets three
induced to experience the desired re- Life Stamina
successes on this spell to boost his
sponse. A clever mage can use this spell People who might feel perfectly jus-
Strength, his Strength becomes 6 dots
to affect an animals emotional state in tified harassing a hale and hardy man
for the spells Duration. If four suc-
a manner that practically borders on could suddenly experience a change of cesses were rolled, he could still only
telepathy, such as triggering a dogs heart when confronted with a frail and
boost Strength by three dots, since he
pack hierarchy instincts to make it limping one. Also, it is occasionally
has only Life 3. Naturally, this spell
regard the mage not only as a member beneficial to be underestimated, or to also modifies any derived traits (such
of the pack, but as its alpha. be able to render a lesser beast too weak
as Speed, Health or Initiative).
Practice: Weaving to cause harm. Adamantine Arrow
mages use a different rote (Resolve + Note that the same spell cast to
Action: Instant and contested; tar- boost a different Physical Attribute
get rolls Resolve reflexively Athletics + Life) to cripple guard ani-
mals and the like. does not combine with the first spell
Duration: Prolonged (one scene) only the highest Potency spell takes
Aspect: Covert
Cost: None
Healing Heart (Life ) effect. For example, if a mage boosts his
Strength by two dots and then casts a
The mage can heal the wounds of spell boosting his Dexterity by one dot,
One success is sufficient to induce a other humans.
desired, normal instinctual response in only the first spell takes effect, since it
Practice: Perfecting has the higher Potency. (With Life 4,
an animal. If, however, the animal is
dead-set on a given activity (such as Action: Instant he can allocate successes among differ-
fleeing a mage who has violated its Duration: Lasting ent Physical Attributes; see Supreme
territory or attacking a vastly superior Aspect: Covert Honing, p. 190.)
foe), a +1 or greater dice bonus might Cost: 1 Mana When cast upon base or median life
be added to its contesting roll. Each success heals one bashing or forms (using the same rules as when
Silver Ladder Rote: Daniels Voice lethal Health wound (the rightmost casting upon himself), the mage must
Dice Pool: Presence + Animal Ken wound on the Health chart is healed touch the target. With Life 4, he can
+ Life vs. Resolve first). At this level, the mage must touch cast this spell at sensory range. If the
the target. With Life 4, he can cast this target resists the spell, subtract its
While some might overlook the util- Stamina from the spellcasting dice pool.
ity of command over lesser beasts, Silver spell at sensory range. With Life 4, ag-
Ladder mages put such a power to good gravated wounds can be healed, although Free Council Rote: Actualizing
use with this rote. Though animals can the mage must still touch the target (he Potential
be compelled to act only within the can heal aggravated wounds at sensory Dice Pool: Resolve + Athletics +
parameters of their potential normal range with Life 5). Life Stamina
behaviors, a cunning willworker can get Mysterium Rote: Balm of Flesh Free Council mages use this rote to
most creatures to do almost anything Dice Pool: Composure + Medicine tap into enhanced physical capabili-
she requires. Guardians of the Veil use + Life ties. Prodigious strength, quick reflexes,
their own version of this magic (Ma- Whether through a potion, poultice enhanced resilience; all can be mani-
nipulation + Animal Ken + Life) when or some other means, members of the fested by a willworker sufficiently
compelling animals to do their bidding. Mysterium use this rote to mend inju- skilled in the Life Arcanum. This magic
ries, restoring torn flesh and shattered can also be used on lesser life forms,
Degrading the Form (Life ) bone. Guardians of the Veil use a ver- bestowing such amazing capabilities
The mage can lower one of his Physi- sion of this rote (Resolve + Medicine + upon virtually any non-human crea-
cal Attributes or that of a base or Life) to remove evidence of injury by ture. Given its broad appeal and
median life form. The mage might wish paranormal phenomena. amazing usefulness, this rote is prac-
to appear infirm or feeble. ticed among all orders.
Practice: Fraying

186
Organic Shield (Life ) Transform Median Life
As with the Life 2 Organic Resil- (Life )
ience spell, p. 183, but the mage can
The mage can transform one form of
now cast this magic upon others.
median life (most mammals, fish, birds
Practice: Shielding and reptiles) into another median or ability
Action: Instant base life form. to absorb
Duration: Prolonged (one scene) Practice: Weaving nutrients
Aspect: Covert Action: Instant and contested; tar- directly
Cost: None get rolls Stamina reflexively from the
Free Council Rote: Muscular Tension Duration: Prolonged (one scene) ground, or
he could en-
Dice Pool: Intelligence + Medicine Aspect: Vulgar hance his jaw strength to that
+ Life Cost: None of a hyena in order to crack bones
By performing subtle modifications The mage can affect a target of Size 20 and get at the marrow within.
to body chemistry and physiology, a or less. If the target is larger, penalties are Practice: Weaving
Council willworker can fortify the body levied against the spellcasting roll (see
of a treasured companion, an ally of Action: Instant
Size, p. 118). He transforms the target
convenience, or even an innocent by- into a creature of Size typical for that Duration: Prolonged (one scene)
stander. Silver Ladder mages are known type of being. A bear (Size 8) can be Aspect: Vulgar
to use similar magic (Presence + Medi- transformed into a cat (Size 2), but not Cost: 1 Mana
cine + Life) to fortify their champions into a Size 8 cat. Transforming a smaller The mage can take on one feature of
in dangerous times. creature (the cat) into a larger creature a base or median life form per success.
(the bear) imposes dice penalties: Among other things, the mage could
Transfer Median Features Increased Size Dice Penalty manifest gills, sharp claws, fangs (turn-
(Life ) +3 1 ing his normal hand-to-hand damage
from bashing to lethal and adding one
The mage can give a median life form +6 2
+9 3 to two dice modifiers to attack pools
features from another median or base
+12 4 depending on the weapon gained), cats
life form. A shark could be given croco-
+15 5 eyes (lessening by two penalties from
dilian limbs and the ability to breathe all but absolute darkness), or a rats
air, for instance, or a spider monkey At this level, the mage must touch
the target. With Life 4, he can cast this digestive system (allowing him to safely
could be granted a scorpions stinger tail
spell at sensory range. digest all but the foulest food sources).
and the venom to go with it. Note that this spell does not grant any
Practice: Weaving Free Council Rote: Catalytic changes beyond the purely biological.
Action: Instant and contested; tar- Change A mage who grows feline claws doesnt
get rolls Stamina reflexively Dice Pool: Intelligence + Medicine know how to fight any better than
Duration: Prolonged (one scene) + Life vs. Stamina normal. Nor does a mage with a rats
Aspect: Vulgar Many Free Council mages are aware iron stomach find the stench of carrion
Cost: None of how many earthly creatures share any more palatable than normal. As
genetic similarly. Calling upon those mentioned in Transfer Median
One feature can be transferred per
connections, such a willworker is ca- Features,above, a roll might be needed
success. At this level, the mage must
pable of transforming one basic or to get features right if specimens are
touch the target. With Life 4, he can
median life form into another, rear- not available during casting.
cast this spell at sensory range.
ranging strands of DNA and thereby Adamantine Arrow Rote: Harsh
Silver Ladder Rote: Tampering with facilitating a total genetic shift.
the Web Duty
Mysterium mages usually prefer to de- Dice Pool: Stamina + Athletics +
Dice Pool: Intelligence + Medicine fine this magic as an act of
+ Life vs. Stamina Life
transmutation, an organic alchemy.
When nature does not provide a Lad- The work of a mage of the Adaman-
der mage with the exact beast she needs Transform Self (Life ) tine Arrow can be harsh and
unforgiving. This rote enables an Ar-
for a given situation, she crafts one of her The mage can give himself the features
own design, cobbling parts together to row willworker to survive under all but
of a base or median life form. He may affect the most brutal conditions, killing prey
form a useful whole. Free Council mages certain changes in his own body, such as
usually make use of advanced laborato- with his bare hands, thriving beneath
developing fungal, plant or animal features the waves or in the deadliest cold, or
ries and the like when casting their own in order to thrive in a given environment
variant of this rote. going for weeks without a drop of water
or under a set of circumstances. He could, or morsel of food. Mysterium mages
for example, supplement his intake of food use similar magic to persevere in the
in a harsh desert by granting himself the sometimes-perilous environments in
which they seek their lore.

CHAPTER THREE: MAGIC 187


suspect being chased by police to a 40ish Practice: Patterning
man with salt-and-pepper hair and beard Action: Instant and contested; tar-
saying, He went that way. Silver Lad- get rolls Resolve reflexively
der willworkers sometimes use the same Duration: Concentration
rote when trying to go unnoticed. Aspect: Vulgar
Two Animal Degradation Cost: None
Faces (Life ) Naturally, this spell works best on an
unconscious target (which cannot nor-
(Life The mage can degrade more than mally resist). Make a reflexive and
) one Physical Attribute of a base or
median life form.
contested Resolve roll for creatures
that resist consciously.
The mage can change his
Practice: Unraveling Silver Ladder Rote: Loyal Hound
features.
Action: Instant and contested; tar- Dice Pool: Presence + Persuasion +
Practice: Weaving
get rolls Stamina reflexively Life vs. Resolve
Action: Instant
Duration: Prolonged (one scene) At times, the Silver Ladder
Duration: Prolonged (one scene) willworker needs an animal to do some-
Aspect: Vulgar
Aspect: Vulgar thing it normally wont.
Cost: 1 Mana
Cost: None
As per Enfeeblement, p. 189. The
One feature may be altered per suc- mages successes can be allocated
Contagion (Life )
cess. Each of the following is one among the targets Physical Attributes The mage can cause sickness or dis-
feature: changing eye color (includes in any combination. The total that ease.
both eyes), skin color, hair color, hair each Attribute can be lowered is still Practice: Unraveling
length, hair texture. Other superficial limited by the mages total Life dots. Action: Extended
characteristics can also be altered: fin-
Adamantine Arrow Rote: Beast Lord Duration: Lasting
gers or toes may be slightly shortened
or lengthened, body hair can be made Dice Pool: Resolve + Animal Ken + Aspect: Covert
sparse or more abundant, skin can be Life vs. Stamina Cost: 1 Mana
rendered dry or more oily, and height Just as with the lesser version of this rote, A common cold might require one
and weight can be very slightly altered Arrow mages use this magic to strike at the success while Ebola might require eight
(perhaps an inch or two, or up to 10 martial prowess of lesser life forms, granting or more. The mage must mimic an
pounds, respectively). Perhaps most themselves the edge in combat. existing disease, and the more virulent
significantly, facial features and other or easily transmitted it is, the more
distinguishing marks (like moles or Animal Minion (Life ) successes it requires. The disease is
scars) can be changed. Changes more The mage exerts gross bodily control contagious; anyone can potentially
extreme than these (such as changing over base or median life. Effectively, catch it after exposure (a reflexive
fingerprints) require Life 4. the mage uses the affected creature like Stamina + Athletics or Survival roll
Guardians of the Veil Rote: Incog- a marionette. Other Life Arcanum might stave it off).
nito Exchange magics can move a beast to act within Guardians of the Veil Rote: In-
Dice Pool: Wits + Subterfuge + Life the limits of its instincts and under- terdiction
With this rote, a Guardian can be standing, but this spell enables the Dice Pool: Resolve + Medicine + Life
someone other than himself, a useful mage to push it beyond the parameters Guardians occasionally use this rote
ability in his line of work. Indeed, such of its ingrained behavior (though not, to end a threat to the secrecy of the
a mage can go from a blond-haired, without other alterations, beyond the Mysteries in a way that raises few sus-
clean-shaven, green-eyed, early-30s limits of its physical capabilities). picions. After all, a noted journalist
who suddenly disappears raises ques-
tions, while a fatal or even just crippling
Adept of Life illness is dismissed by most as nothing
more than bad luck. Free Council mages
I wear the forms of bird and beast and appear experimenting with microbial life and
the like occasionally use a variant rote
however I choose, for my flesh is but a garment. (Intelligence + Medicine + Life).
I change lesser beasts into greater ones and Doppelganger (Life )
assert control over the forms of my fellow human Sometimes the right man for the job
is someone else. A mage with this spell
beings. I can change them, sculpt them and even can be that someone else.
control their urges as I will. Doppelganger enables a mage to al-
ter her build and features to conform to
those possessed by another human be-

188
ing of either gender and any age and that a mage wishing to actually change
size. Conservation of mass does not her Size can only move within normal
apply, so a five-foot-tall, 97-pound human parameters and each change
woman could become a man of 67 up or down from her current Size re-
and 340 pounds. Despite the spells quires a success), and facial features are
name, it need not always be used to yet another. Each unique feature (like targets
mimic an actual person and can be two different colored eyes, an intricate Speed
employed to become an Everyman or and conspicuous pattern of facial scar- and Ini-
to take on particular characteristics ring or a birthmark in the shape of a tiative,
suited to a task (becoming a brawny wolfs head) requires a success. and might
linebacker sort when applying for a job Guardians of the Veil Rote: An- affect De-
as a bouncer). Without other Life other Mans Shoes fense, while
Arcanum alterations, the mages physi- Dice Pool: Intelligence + Subter- lowering Stamina also low-
cal capabilities (i.e., Attributes) remain fuge + Life ers Health.
as they are in her normal form. A Guardian of the Veil with this Adamantine Arrow Rote:
Practice: Patterning rote can transform herself into any Weaken the Foe
Action: Extended (one turn per roll) person she wishes to become. Cunning Dice Pool: Strength + Intimidation
Duration: Prolonged (one scene) Arrow mages are sometimes + Life Stamina
Aspect: Vulgar known to use this rote to The threat posed by an enemy inca-
Cost: None appear much less imposing pable of holding a weapon is much less
The completeness of the change is or physically capable than than that of one at full strength. Ada-
dictated by the number of successes normal. mantine Arrow willworkers cast this
accrued in casting. Each suc- rote to debilitate foes, whether in com-
cess changes one aspect of Enfeeblement bat or for some other reason (perhaps
the mages physical form. (Life ) rendering them less agile while she
pursues over treacherous ground, or
Height is one compo- The mage can degrade one
nent, girth is less hardy during frigid weather). Sil-
of another persons Physi- ver Ladder mages use their own version
another cal Attributes.
(note of this magic (Presence + Intimidation
Practice: Unravel- + Life) to whittle away the physical
ing prowess of opponents.
Action: Instant;
subtract targets Hone Anothers Form
Stamina
Duration: Pro-
(Life )
longed (one scene) The mage can raise one of another
human beings Physical Attributes, as
Aspect: Vulgar
per the Life 3 Honing the Form spell,
Cost: 1 Mana p. 186.
As with self-degrada- Practice: Perfecting
tion for Life 3 Degrading
Action: Instant
the Form, p. 186, but turned
on another. The mage can Duration: Prolonged (one scene)
lower one dot per success up Aspect: Vulgar
to a maximum amount equal Cost: 1 Mana
to his Life dots. The mage must touch the target.
The mage must first grab With Life 5, he can cast this spell at
hold of or touch the target; sensory range.
roll Strength or Dexterity + The target can choose to resist; sub-
Brawl the targets Defense. tract its Resolve dots from the
If thats successful, the mage spellcasting dice pool.
can cast this spell as an in- Free Council Rote: Performance
stant action in the following Enhancement
turn. (With Life 5, he can Dice Pool: Intelligence + Medicine
cast it at sensory range as an + Life
instant action. He needs Life Sometimes consisting of energy
6 before he can add Space 2 supplements and such, the casting of
for a sympathetic casting.) this Free Council rote augments
Note: Lowering Strength anothers physical capabilities.
or Dexterity also lowers the

CHAPTER THREE: MAGIC 189


logical type into which he changes. transform to fit the new shape and size.
The mage learns how to alter his shape With Matter 5, his clothes and gear
into that of any other form of natural can be incorporated into his new form
biological life more advanced than a (his cotton shirt turns to fur or feath-
single-celled organism. He can become ers, his holstered gun becomes an oddly
Life anything from an elephant or blue shaped scar), and transform back into
Force whale, to an earthworm or a black ant, their original forms when the spell
to a fern or a wood mushroom. If he is ends.
Assault not careful, however, he can lose him- Mysterium Rote: Wearing the
(Life self in the mindset (such as it is in some Animal Shirt
cases) of whatever organism into which
) he transforms, his intellect over-
Dice Pool: Stamina + Animal Ken
+ Life
The mage attacks a whelmed by either instinctual
targets life force, the mystical Mysterium willworkers cast this magic
responses and brain chemistry, or in for a variety of reasons. Animals can go
field generated by all living things. the case of plants neurology completely unnoticed in many places that humans
Practice: Unraveling unsuited to voluntary thought. cant. Likewise, there are times when it
Action: Instant;subtracttargetsStamina Practice: Patterning would be more useful to be a rat, a wolf,
Duration: Lasting Action: Instant an eagle or even a fern than a human
Aspect: Vulgar Duration: Prolonged (one scene) being. Some mages use this rote almost
Cost: None Aspect: Vulgar purely for the experience of being other
Each success inflicts one point of le- Cost: 1 Mana than human, discovering new percep-
thal damage to a single life form. With The mage suffers dice penalties for tions of the universe through other
Life 5, the caster can inflict aggravated Sizes significantly smaller than his own. creatures eyes (or photoreceptors, or
wounds by spending one Mana. To reduce oneself to Size 2 (cat-sized) whatever). Adamantine Arrow mages
Adamantine Arrow Rote: Organic is 1 dice, while Size 1 (rat-sized) is 2 are also practitioners of this magic,
Knife dice, and Size 0 (ant-sized) is 3 dice. changing into whatever form is most
Dice Pool: Dexterity + Athletics + advantageous in a given situation.
In addition, increasing ones Size
Life
Adamantine Arrow mages use this rote
can also levy dice penalties:
Size Increase Dice Penalty
Supreme Honing (Life )
to strike down creatures or human enemies +5 2 The mage can raise more than one of
that endanger or assault their charges. +10 4 his Physical Attributes or those of a
base or median life form.
+15 6
Many Faces (Life ) +20 8 Practice: Perfecting
The mage can change another hu- +25 10 Action: Instant
man beings features as per the Life 3 The mage may augment the Physi- Duration: Prolonged (one scene)
Two Faces spell, p. 188. cal Attributes of this form with other Aspect: Covert
Practice: Weaving magic, but cannot add the features of Cost: 1 Mana
Action: Instant other living things to this changed As per the Life 3 Honing the Form
Duration: Prolonged (one scene) shape (thus, while he could become a spell, p. 186, but the mage can now
Aspect: Vulgar lion and could use spells to become a divide his successes between his Physi-
stronger, faster, more resilient lion, he cal Attributes in any combination he
Cost: None could not also add wings to that form). prefers. The total that each Attribute
The mage must touch the target. Whenever the mage is faced with an can be boosted is still limited by the
With Life 5, he can cast this spell at overwhelming inborn response (such mages total Life dots.
sensory range. The target can choose as a male lions need to kill all cubs not
to contest with a reflexive Composure Silver Ladder Rote: Fulfillment
sired by itself), Composure + Resolve Dice Pool: Resolve + Athletics +
+ Gnosis roll. must be rolled reflexively for the mage
Mysterium Rote: Perfected Disguise Life
to assert his reason over his new in-
Dice Pool: Manipulation + Subter- By means of this rote, Silver Ladder
stincts. Failure means that the sorcerer
fuge + Life mages enhance their physical capabili-
acts out the instinctual response.
ties to the limits of human perfection
Mysterium mages often use this rote Note that none of the mages clothes and beyond. A willworker under the
to send cabal-mates or other allies into or gear is altered, and if he shifts to a effects of this magic can seem like a
questionable situations without the risk creature of larger Size than himself, demigod to lesser specimens, able to
of their being recognized. hed best remove his clothes (two to run faster, leap farther, endure more
three turns) or they are ripped to shreds. and otherwise perform far beyond what
Shapechanging (Life ) If he shifts to a smaller size, his clothing could be expected of her. (Although
The mage takes on the physical char- might fall off of him. If the caster adds she needs to beware showing off too
acteristics, including Attributes and a conjunctional Matter 4 to the cast- much, lest Sleepers begin to Disbe-
Size, of an average member of the bio- ing, his clothes and equipment can lieve what they see.)

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 theyre 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 cats 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 creatures 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 spells 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 animals 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 spells range is ics + Life vs. Stamina
sensory. the subjects 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 creatures
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 creatures 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 flys ability to vomit spell, p. 187, to add different features are well advised to hide them away
digestive fluids, a cats enhanced night to the changed form, but he is not from prying eyes, such as deep within
vision or a mooses 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
Sleepers Disbelief successes (Resolve
The mage targets an existing animal Arrows 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 Dragons 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 targets 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 mages 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 targets Health rating. Ultimate Honing
Duration: Concentration Note: This spells 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 beings 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 Anothers 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: Salamanders Tail Cost: 1 Mana
made to resist the command (his suc-
cesses must exceed the spells 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 subjects
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 mages 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 persons lost
limb or organ. of a persons Physical Attributes.

CHAPTER THREE: MAGIC 193


Matter Successes
1 success
2 successes
Targets
One
Two
Purview: Alchemy, elemental air,
elemental earth, elemental water, shap- 3 successes Four
ing, transmutation 4 successes Eight
5 successes 16
Matter is an Arcanum concerned
with lifeless material, the building Note that objects of up to Size 20 can be
blocks of the world. Through use of affected. The caster suffers dice penalties to
this magic, a mage gains control over affect larger objects. This includes such
raw elements and complex alloys alike. things as a concrete slab; unless additional
The Matter Arcanum encompasses Size factors are added, the mage affects a
everything from a simple puddle of single slab of up to Size 20.
water, to a chunk of uranium, to a Adamantine Arrow Rote: Extin-
plank of wood, to the most intricately guish the Invisible Fire
structure polymer. Dice Pool: Intelligence + Science +
Empiricism begins with Those mages who set out to control Matter
the enigmas of Matter are often not A common tactic of modern law
observation. Even the primitive what others would consider people- enforcement and military personnel is
friendly. Many enjoy the static to cut the power to a location shortly
researchers of centuries past predictability of base materials, as op- before storming it. Adamantine Ar-
posed to the rampant chaos engendered row mages also make use of this tactic
could deduce that simple by primal energies or living beings. by way of this rote. Conversely, those
with access to the Forces Arcanum
These individuals are often as reliable
truth for themselves. as they are routine-oriented and many
of them are capable of seeing beauty in
occasionally grant conductivity to sub-
stances not normally possessing such a
I gaze upon lifeless matter places that others simply dont know
to look. They prize solidity, stability
characteristic, in order to electrocute
their enemies in combat.
and see into it, witness to the and conformity and a good number
wish that human beings were as readily Craftmans Eye (Matter )
intertwined strands of atoms pliant as the objects with which they
work (a condition they believe would
The mage can discover the proper
function of an object with moving
and molecules that comprise make the whole world a much easier parts. At the Storytellers discretion,
and more rewarding place to live). this might aid Craft Skill rolls.
such substances. Ruling Realm: Stygia Practice: Knowing
Action: Instant
At a glance, I know one provides
The gross/subtle pair of Matter/Death
the ruling Arcana of Stygia,
Duration: Concentration
Aspect: Covert
material from another, even that bleak land where disincarnated
souls gain rest until called upon to
Cost: None
Mysterium Rote: Rube Goldbergs
those that are, to the eyes of incarnate again into the cycle of life.
Matter is the material expression of Brain
Dice Pool: Intelligence + Investiga-
the mundane, seemingly the pair. tion or Science + Matter

identical. Initiate of Matter Elaborate moving-part puzzles and


ancient machines of unknown pur-
pose, among many other things, can be
I look into such constructs AlterTheConductivity (Matter )
mage alters the conductivity of
deciphered by means of this Mysterium
rote. Free Council mages are also
and discern their secrets, their abesimple object. An electrical cord can
rendered completely non-conduc-
known to favor such magic in their
work to modernize the face of magic.
strengths and their flaws. tive, while concrete can be made to
conduct electricity like copper. Dark Matter (Matter )
Practice: Compelling The mage gains the Mage Sight (see
Action: Instant Mage Sight, p. 110). This spell is
Duration: Prolonged (one scene) especially good for reading resonance
Aspect: Covert that is ponderous (thick, sluggish
Cost: None or dense as some have called it).
The number of objects that can be Practice: Unveiling
affected increases with each success. Action: Instant

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 objects 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 objects 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 its 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 liquids surface tension
heft of a simple item. This ap- Alchemists 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 doesnt 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 waters Strength
benefit until the number of affected rolls the targeted liquid (or vapor) to be exceeds an affected persons 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 wielders 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 Storytellers 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 opponents 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 opponents 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 mages 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 enemys 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
thats what siphons are for. bit softer in mid-flight, blunting its

CHAPTER THREE: MAGIC 197


Alter Integrity (Matter ) Matter Dots Armor/Durability
Piercing
The mage can reinforce or degrade 3 Ignore one armor or
an objects Durability. Durability point
Practice: Perfecting or Fraying 4 Ignore two armor
Action: Instant or Durability points
Duration: Lasting 5 Ignore three armor
Aspect: Covert or Durability points
Cost: None Instead of affecting a single object,
the mage can affect a number of bullets:
Disciple The player adds or subtracts one
point per success achieved on the cast-
one bullet per success. He can double
this number for each additional Target
of Matter ing roll. Note that altering Durability
with this spell also alters the objects
factor he adds to the casting, with a
cumulative penalty of 2 per extra Tar-
Could you punch Structure accordingly. get factor. In the case of autofire, a short
At this level, the mage must touch burst with the Armor-Piercing spell cast
through that wrought- the targeted object (although he can
do so using forceps or other tools).
upon at least one of its three bullets gains
the full effect of the spell for that burst.
iron gate? Of course you With Matter 4, he can cast this spell at
sensory range.
For a medium burst, at least five of the 10
bullets must be subject to this spell for
couldnt, but not because Silver Ladder Rote: Sorcerers the burst to ignore armor. For a long
it is impossible. It only Forge burst, 10 of the 20 bullets fired in the
Dice Pool: Intelligence + Crafts + burst must be subject to this spell for the
seems impossible to you, Matter
Silver Ladder mages use this rote to
entire burst to ignore armor. (See
Autofire, pp. 160-161 of the World of
because you do not yet fortify or destroy the material integrity Darkness Rulebook.)
of objects. A car door can be rendered Adamantine Arrow Rote: Sharp-
know how such a feat almost indestructible during a firefight, ening the Blade
or a stone wall made brittle enough to Dice Pool: Resolve + Crafts + Matter
might be accomplished. be damaged with a single stout blow. Even the most heavily armored foe
With a bit of time and Adamantine Arrow willworkers use
their own version of the same magic
can be laid low by an Arrow mage with
this rote. Bullets pierce ceramic plates
preparation, I can render (Wits + Crafts + Matter) in the de-
fense of their fellows.
as though they were tissue paper, and
even a seemingly crude blade pen-
this iron as soft as warm Armor Piercing (Matter ) etrates the most advanced forms of
butter and as easy to protection. Guardians of the Veil use
The mage bestows the armor pierc- their own rote (Wits + Crafts + Mat-
manipulate as clay. ing quality upon an object. ter) to enhance their weaponry.
Practice: Ruling
With my knowledge, it Action: Instant Jury-Rig (Matter )
Duration: Prolonged (one scene) There are times when you just need
is the simplest of things Aspect: Covert a machine to work a certain way and
you dont have time to adjust it or they
to transmute mud into Cost: 1 Mana
The object gains the armor-piercing
just dont make one that does every-
the finest steel. I mend thing you need. Jury Rig is the answer.
quality on the next dice roll made
The spell allows a mage to swiftly su-
using the object. Each extra success
that which is sundered affects the object for one additional
perimpose pieces of various machines
into one another in such a way as to
and render even glass as roll. The player cannot choose which
produce a desired result. With this
rolls are affected; each successive roll
spell, a mage could, for example, inte-
unyielding as stone. bestows the benefit until the number
of affected rolls has been used or the
grate a nail-gun and shotgun together
to produce a weapon that fires a bar-
scene ends, whichever comes first.
rage of nails with each pull of the
Armor piercing also applies against trigger. Or he could combine a
an attacked objects Durability. The coffeemaker and an ice-cream mixer
amount of armor points the object can for making one-step, coffee-flavored
ignore depends on the casters Matter ice cream, or a washer and dryer to-
proficiency: gether to do laundry in one cycle.
Practice: Weaving
Action: Instant

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 rotisseries draw amber like taffy and work it into a
generation of heat or its ability to rotate spiderweb or push an enemys 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 objects
vice mages 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 objects 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

CHAPTER THREE: MAGIC 199


at once (such as the different parts of a The creatures can be various types of
revolver) or just one piece or sort of vermin. In the case of a swarm of sting-
material. (Thus, she could transform ing insects, it usually attacks any person
the bullets, which are made of a num- or persons within its radius. (The caster
ber of substances, or just the hammer, can direct the swarm with the Life 2
Transmute or the entire weapon according to her Control Base Life spell, p. 182.) The
Earth wishes.) This ability also allows the damage the swarm inflicts depends on
mage to transform complex materials its density. All sizes listed above de-
(Matter into simple ones. The willworker is liver one die of bashing damage to
) capable of turning a diamond into a anyone within the radius. A swarm
The mage small lump of clay, or a priceless centu- can inflict more damage by condens-
can transmute one common ries-old Japanese metal tachi into a ing. Using the success chart above, add
solid substance into another sword made entirely of wood. one die per step smaller on the chart.
common solid substance. The Silver Ladder Rote: Lesser Mate- For example, a 16-yard-radius swarm
mage could turn a small chunk of rial Transfiguration (five successes) that condenses to a
granite into glass or a plaster paper- Dice Pool: Intelligence + Occult or two-yard radius (two successes) inflicts
weight into a wooden one. At this level, Science + Matter four dice of bashing damage. Armor is
however, a mage cannot transform the This classic act of alchemical wiz- effective only if it covers the full body,
substance of multiple materials at once. ardry sees use by many mages of the and then it provides only half its rating
Thus, she could not transmute an entire Silver Ladder. A flimsy card table could (rounded down).
car, but she could turn its fender to balsa be overturned and transformed into a In addition, the vermin can be given
wood or its frame to rubber. steel barrier, or a stout door could be venom if the caster imposes a 2 dice
Transformations that involve pre- turned into cheap glass. Naturally, this penalty on the casting roll. If a victim
cious metals or otherwise rare materials useful magic is practiced by members suffers at least one Health wound, he
are not possible at this level. (That is, of all orders with sufficient skill in the must contend with the venom with a
precious and rare by common Matter Arcanum. reflexive Stamina + Survival roll. If it
Sleeper estimation. While diamonds succeeds, he suffers no effect; if it fails,
are by no means rare, they have signifi- Verminous Metamorphosis his physical-action dice pools suffer a
2 penalty for the rest of the scene or
cant metaphysical weight based upon
the importance most people believe
(Matter + Life ) until he receives an antivenin (based
them to possess.) Such workings re- Much like the miracle that allowed on whatever creature the mage con-
quire use of the Matter 4 Transmute for the transformation of Moses staff, jures). This penalty is cumulative. If a
Gold spell, p. 202. this spell enables a mage to alter a piece victim suffers successive bites and the
(or pieces) of lifeless material into Stamina + Survival roll fails, his pen-
Practice: Ruling
simple vermin, such as spiders, scorpi- alties are added together.
Action: Instant ons or biting flies. Some mages are The vermin created are mindless
Duration: Prolonged (one scene) known to fling a fistful of small change and act solely on instinct (and thus
Aspect: Vulgar or pebbles, transforming the objects in this spell is best used to create naturally
Cost: None mid-flight to harry (or even seriously aggressive insectile vermin).
At this level, the mage must touch harm) enemies. Free Council Rote: Stinging Pesti-
the targeted object (although he can Practice: Weaving lence
do so using forceps or other tools). Action: Instant Dice Pool: Wits + Animal Ken +
With Matter 4, he can cast this spell at Duration: Transitory (one turn) Life
sensory range. Aspect: Vulgar Council willworkers use this rote to
Radical transmutations might levy Cost: None buy precious time when being pursued
spellcasting penalties. Changing rock by those hostile to them, or to sow
Successes determine the number of
to metal has no penalty, but changing confusion and fear among foes. Silver
objects (coins, staves) that are trans-
rock to paper might be 1. Ladder mages use their own version of
formed, and the size of the swarm
Note that this spell does not alter the created. the rote (Intelligence + Animal Ken +
shape or Size of the object, just its mate- Successes Targets Life) to turn even random detritus into
rial substance. Its weight becomes a weapon again enemies.
1 success One (becomes a 1-
heavier or lighter by whatever degree is yard radius swarm)
most appropriate for the new substance. 2 successes Two (becomes a 2-
With Matter 4, a solid object com- yard radius swarm)
posed of more than one material can be 3 successes Four (becomes a 4-
affected with a single casting (although yard radius swarm)
it must still be touched; Matter 5 is 4 successes Eight (becomes an 8-
needed to transmute multiple solid yard radius swarm)
substances at sensory range). The mage 5 successes 16 (becomes a 16-
can affect multiple kinds of materials yard radius swarm)

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. Architects Touch
The mage can improve or degrade a Practice: Unraveling Dice Pool: Intelligence + Occult
mechanical objects 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 rivals 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 objects 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 vehicles 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 subjects 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 dont
(Matter ) Silver Ladder Rote: Artisans 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 materials 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

CHAPTER THREE: MAGIC 201


dots of Gnosis per turn. People stand- Duration: Prolonged (one scene)
ing in the path of the wind might be Aspect: Vulgar
knocked over. If the winds Strength Cost: None
exceeds an affected persons Strength, a Note that this spell does not alter
successful, reflexive Strength + Ath- the dispersion of the gas, just its sub-
letics roll must be made or he is knocked stance.
Practice: down (as per the knockdown effect, p.
Patterning Mysterium Rote: Fresh Air
168 of the World of Darkness
Action: Instant Rulebook). Dice Pool: Intelligence + Occult or
Duration: Science + Matter
When applied to gas, the mage can
Prolonged (one control the vapors flow, preventing it The mages of the Mysterium are
scene) from dispersing into certain areas and known for crawling into ancient tombs
Aspect: Covert even reflexively moving it at a rate of sealed for ages. This rote allows them
Cost: None one yard per dot of Gnosis per turn (or to conjure fresh air into such dusty
10 yards per Gnosis per turn with Forces places.
The mage affects a volume of air
3).
or gas based on his successes. When
applied to air, successes are allocated Adamantine Arrow Rote: Favor-
Transmute Gold (Matter )
between the volume affected and the able Winds The mage can transmute a precious
increase or decrease in pressure (the Dice Pool: Stamina + Occult + or rare substance, such as gold or dia-
density of air molecules), measured in Matter mond, into a common substance, such
Strength. as wood or mud.
Practice: Patterning
Successes Defined Volume Pressure Action: Instant
1 success 5 cubic yards Duration: Prolonged (one scene)
2 successes 10 cu. yards Aspect: Vulgar
3 successes 20 cu. yards Cost: None
4 successes 40 cu. yards This spell is like Transmute Earth,
5 successes 80 cu. yards p. 200, except that it can be cast on
precious substances or materials that
When shaping air or gas, a Dexterity With this rote, Adamantine Arrow are rare or valuable (bearing meta-
+ Crafts roll might be required to mages literally blow down their en- physical weight based on the
achieve a particularly complex shape, emies and are rendered effectively importance the mages culture assigns
such as forming air into the form of a immune to the use of biochemical gas- to them). The caster cannot alter the
person. Exacting details such as facial eous agents, as they prevent such gases substances state (liquid or solid) un-
features might even require an excep- from coming anywhere close by. less he combines the casting with
tional success on this roll (although Lesser Transmogrification, p. 201.
the air is invisible unless someone Transmute Air (Matter ) Guardians of the Veil: Fools Gold
throws paint or mud onto it). Dots of The mage can transform one gas- Dice Pool: Wits + Occult or Sci-
Strength act as Durability against pro- eous substance into another gaseous ence + Matter
jectiles or other attacks that must first substance, such as turning nerve gas Guardian mages use this rote to pun-
get past the shaped air to reach their into harmless oxygen or oxygen into ish those who think they can buy their
target (see the rules for cover, pp. 162- laughing gas. way out of everything, rendering riches
164 of the World of Darkness Practice: Patterning into dead leaves or clay.
Rulebook).
Action: Instant
When moving air, the Storyteller
assigns a Strength rating to an existing
force of wind. The caster can increase
or decrease that trait by the amount of
Master of Matter
Strength allocated with his successes.
A normal day might have only Strength
I create alloys beyond the knowledge of any ordinary man,
0, while a very blustery day might be
Strength 1. A hurricane might be
and elements beyond the Periodic Table. I can make objects grow
Strength 2 or even 3.
The caster can reflexively control
or shrink at will, and annihilate even the most legendary and
and move the affected area of air up to
one yard per dot of Gnosis that he has
prized of Atlantean Artifacts. I have the power of a god at my
per turn. If he uses Forces 3 in the fingertips, seizing it through the auspices of true science.
casting of the spell, he can impart even
greater motion to the air: 10 yards per

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 objects 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 casters Matter dots. Masters of Matter can forge a sub-
Free Council Rote: Shrink Ray stance, when charged with Mana, thats
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 subjects 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 objects Durability. number to increase the thaumiums
Adamantine Arrow Rote: Unto Durability, Size, armor and equipment
Dust modifier (all one point per success). (If

CHAPTER THREE: MAGIC 203


Named for the smith of the gods, this appropriate Skill Specialty (such as
rote enables Silver Ladder mages to Auto Repair) before he can create cer-
create thaumium, perhaps the most tain objects. A BMW sports car (Size
perfect of all substances. With this 10) requires seven successes on a
material, hostile magics can be de- spellcasting, in addition to a successful
flected and grievous wounds can be Intelligence + Crafts or Science roll.
inflicted upon foes. Adamantine Ar- Silver Ladder Rote: Ex Nihilo
a mage wishes row mages who have attained mastery Dice Pool: Resolve + Science +
it, she could cre- of this Arcanum are also known to Matter
ate thaumium make use of this rote. The power to create materials out of
with no ben- thin air can be seen in some ways as
efits beyond Greater Transmogrification godlike. Unsurprising, then, that the
countermagic.) (Matter ) Silver Ladder devised this rote for just
The alloy disintegrates when The mage can now transform liquids such a purpose. Any real material can
the Duration expires, so mages often and solids into gases, and vice-versa in be created and acted upon, either by
cast this spell with an indefinite Dura- any combination. mundane artifice or through other ap-
tion. Use the following Duration Practice: Patterning plications of this Arcanum. Free
factors: Council mages use a similar rote (In-
Action: Instant telligence + Science + Matter), making
Duration Successes Needed
Aspect: Vulgar use of ambient energy, Dark Mat-
One scene/hour 1 success
24 hours 2 successes Cost: None ter or any number of other sources.
Two days 3 successes As the Matter 4 Lesser
One week 4 successes Transmogrification spell (p. 201), ex- Self-Repairing Machine
One month 5 successes cept that now the mage can freely
interchange liquid, solid and gaseous
(Matter )
Indefinite 6 successes The mage can give objects a self-
Example: Crucible creates a states, including precious or rare sub-
stances (as described with the repairing function. The willworkers
thaumium ring. It has Size 1, Durability understanding is such that he can fab-
4, a Mana capacity of five points, and an Transmute Gold spell, p. 202).
Free Council Rote: Playing God ricate materials that heal themselves
indefinite Duration. It requires 14 suc- by bonding with nearby molecules,
cesses to make. One success provides Size Dice Pool: Intelligence + Science +
atomically restructuring them in ways
1, Durability 1 and a Mana-capacity of Matter
considered impossible to modern sci-
one point, while three successes boost the The Free Council mages use this ence.
Durability to 4. Four successes boost the rote to do nearly anything imaginable
Practice: Making
Mana-capacity to five, and six successes with matter. Guardians of the Veil use
are needed to make its Duration indefi- the same rote in their work, erasing Action: Instant
nite. evidence of the paranormal through Duration: Lasting
Once made, the thaumium must be material transformation. Aspect: Vulgar
charged with Mana points. Each time Cost: None
it shields against magic (a reflexive Raw Creation (Matter ) Each success allows the object to
action unless the wearer does not want The mage can create an object out of automatically recover Structure points
it to), it uses up one of these points. If nothing. of damage at a rate of one point per 15
it runs out of points, it cannot shield Practice: Making minutes.
magic until it is recharged. This shield- Action: Instant Mysterium Rote: Out of the Ashes
ing takes the form of a reflexive Dice Pool: Composure + Crafts +
Duration: Prolonged (one scene)
counterspell, effective against any Matter
Arcana and both vulgar and covert Aspect: Vulgar
Cost: 1 Mana Even if it is utterly destroyed, an
magic. The protections dice pool is object treated with this Mysterium rote
equal to the thaumium makers Gnosis The object created can be of Size 3
can mend itself, reconstituting out of
+ Matter. or smaller, with one additional Size
nothing more than powder and
The wielder of a thaumium weapon point per extra success rolled on the
miniscule fragments if need be. Silver
can use the items stored Mana to make casting. Its Durability is based on the
Ladder mages take a different approach
the weapons damage aggravated. This material created, but additional suc-
(Presence + Crafts + Matter) to ac-
is a reflexive action requiring one Mana cesses can be allocated to reinforce
complish similar ends.
from the thaumium weapons stores. Durability.
Thaumium must be Size 3 or more to Complex objects such as automo-
act as effective armor. biles might require a reflexive
Silver Ladder Rote: Hephaestus Intelligence + Crafts or Science roll to
Forge get right. At the Storytellers discre-
Dice Pool: Dexterity + Occult + tion, the caster might even need an
Matter

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 targets 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 individuals
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
souls 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.

CHAPTER THREE: MAGIC 205


Vampire Aura colors are
pale
Sense Consciousness (Mind )
Shapeshifter Intensely vibrant The mage can detect the presence of
aura minds in the material world or mental
Ghost Splotchy, intermit- projections in the state of Twilight (see
tent aura Psychic Projection, p. 215). He knows
Lich Black veins in aura how to detect the presence of psychic
** Requires the Prime 1 activity, from the basest (that possessed
Supernal Vision spell, by the simplest of animal life) to the
p. 221, to read an most complex and elevated (powerful
auras nature. lords among spirits, the most enlight-
Aura ened of willworkers and the like). This
Signifiers sense allows the mage to know when
other thinking creatures are present,
One Mind, Two Thoughts and roughly what sorts of minds are
Mental or
Emotional (Mind ) present. (Experience may not teach a
Condition* Color This spell enables the mage to hold mage the distinction between a
Afraid Orange two individual and wholly distinct cockroachs mind and a dung beetles,
Aggressive Purple trains of thought at once, provided but it does tell her the difference be-
Angry Bright Red neither is intensely physically demand- tween an insect and reptile mind.)
Bitter Brown ing. He creates parallel processes within The mage detects the general type of
Calm Light Blue his conscious mind. While he cannot mind she senses (a ghost, disembodied
Compassionate Pink do anything that requires intense or consciousness or spirit, for example)
Conservative Lavender exacting physical labor (like fixing a and this sense is useful for helping the
computer and planning out a rousing mage to know when she is spied upon
Depressed Gray
speech at the same time), one of his or just watched by a being currently
Desirous/Lustful Deep Red
two actions can require extremely mini- lurking in refined dimensions.
Distrustful Light Green
mal physical exertion (like planning a Practice: Knowing
Envious Dark Green
speech and typing an editorial for the Action: Instant
Excited Violet
local paper). Duration: Prolonged (one scene)
Generous Rose
Happy Vermillion Practice: Compelling Aspect: Covert
Hateful Black Action: Instant Cost: None
Idealistic Yellow Duration: Prolonged (one scene) The mage can detect the presence of
Innocent White Aspect: Covert minds within sensory range. Successes
Lovestruck Bright Blue Cost: None are used to pierce any supernatural oc-
Obsessed Bright Green The willworker can hold two clusion a mind may possess. While the
Sad Silver thoughts in mind simultaneously, al- spell is in effect, it creates a safety zone
Spiritual Gold lowing him to perform two separate around the mage into which no mind
Suspicious Dark Blue extended-action knowledge tasks (as can enter without his knowledge.
Confused Mottled, shifting opposed to instant actions or extended Mysterium Rote: Eye of the Mind
colors tasks involving physical labor) at the Dice Pool: Wits + Empathy + Mind
Daydreaming Sharp, flickering same time. He could, for example, re- Mages of the Mysterium use this rote
colors search an occult fact while composing to discern the presence of other think-
Frenzied Rapidly rippling a poem, but could not do either while ing beings nearby. While skulking
colors also fixing a car. through ancient ruins, the revelation of
Psychotic Hypnotic, swirling Silver Ladder Rote: Thinking for thousands of insect minds nearby may
colors Many indicate some sort of trap, while one vast
* Requires the Mind 1 Aura Percep- Dice Pool: Wits + Investigation + and potent intelligence could mean an
tion spell, p. 206, to read an auras Mind entirely different sort of guardian. Some
mental or emotional state.
Leaders think not only for them- Guardians of the Veil also make use of
selves, but also for those whom they this magic, sensing for the presence of
Nature** Color witnesses to the inexplicable, the better
would keep as vassals. Willworkers of
Awakened Myriad sparkles in to act quickly and conceal any potential
aura the Silver Ladder use this rote to con-
duct the many tasks of rule in the breaches of the veil.
Sleeper Weak, muted aura
limited time usually available to them.
Sleepwalker Muted aura with
faint glimmers within Mages of the Mysterium also occasion- Third Eye (Mind )
Lacking a soul Empty void where ally use the same rote, especially when The mage gains the Mage Sight (see
the aura should be considering weighty matters of exceed- Mage Sight, p. 110). He senses when
Under a Fate geas Dark bands criss ingly obscure lore. others nearby use exceptional mental
crossing aura powers, such as telepathy, psychom-

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 cant 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 mages 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 spells 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 auras 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

CHAPTER THREE: MAGIC 207


groundwork for a friendship, love affair successes, the onlooker can remember
or even just a con. the mage normally.
Practice: Ruling Guardians of the Veil Rote: For-
Action: Instant ever Stranger
Duration: Prolonged (one scene) Dice Pool: Wits + Subterfuge +
indi- Mind
Aspect: Covert
vidual A Guardian employing this rote is a
and situation. Cost: None
Each success adds one die to the dice stranger everywhere she goes, unnoticed
(Causing some- by all if she does nothing to draw atten-
one to feel sad when pool of the first Social Attribute-based
roll made for the mage in regard to an tion to herself. Others go about their
walking into a de- business, unconcerned at her passing.
crepit old house is individual she meets for the first time.
The result of that first impression tends
reasonable and likely
to be dismissed as a natu- to stick with the subject and color the Memory Hole (Mind )
ral reaction, whereas making rest of her interactions with the mage. By compartmentalizing his mind, the
someone feel sadistic glee at the fu- Free Council Rote: A Face You mage can make it so that even he does
neral of a sibling almost certainly causes Can Trust not remember certain thoughts hid-
the subject to question from whence Dice Pool: Presence + Socialize + den within his mind (whether
that emotion came). Mind temporarily or permanently), allowing
for convincing lies to even a polygraph
Practice: Ruling It helps when you can back up charm or telepathic scan.
Action: Instant and contested; tar- with some substance, but charm alone
can do the trick if its possessed in Practice: Veiling
get rolls Composure + Gnosis
reflexively abundance. Council mages make use Action: Instant
Duration: Prolonged (one scene) of this rote to set the tone for interac- Duration: Prolonged (one scene)
Aspect: Covert tions with others. Members of the Silver Aspect: Covert
Ladder are also known to use the same Cost: None
Cost: None
magic, seeing nothing wrong in stack- The mage partitions parts of his con-
If the target is a mage with at least ing the deck in their own favor.
Mind 1 he might have an inkling via sciousness off, subtracting one die per
success from others dice pools for rolls
his Unseen Senses (see p. 110) that he
is manipulated. A reflexive Wits +
Incognito Presence (Mind ) undertaken to detect specific lies he
Composure roll is made to sense the Despite the spells name, the mage is might tell. In other words, he could
manipulation of his emotions. He can not forgotten by those who witness her choose to hide the fact that he killed a
know nothing further unless he casts passing or otherwise interact with her. member of his cabal by obfuscating his
magic (such as Third Eye, p. 206) to Rather, they sense nothing special memory of the event, but couldnt con-
learn more. Most mages react by first about her and so are as apt to dismiss ceal every truth he knows at one time.
erecting a Mental Shield, below. her presence as they are that of anyone Free Council Rote: Bastion of
else. On the street, they take no more Thought
Mysterium Rote: Sculpt the Heart
notice of her than they would were she Dice Pool: Composure + Occult +
Dice Pool: Manipulation + Empa- just a Sleeper, and are likely to forget
thy + Mind vs. Composure + Gnosis Mind
ever having seen her soon thereafter. Advancing the science of magic is
Blatant displays of power are not Practice: Veiling
always necessary or even prudent. not always honest work. Members of
Action: Instant the Free Council use this rote to con-
Mages of the Mysterium can often get
by with nothing more than a subtle Duration: Prolonged (one scene) ceal the unsavory business in which
emotional suggestion. Guardians of the Aspect: Covert they must occasionally indulge.
Veil also use such magics (Wits + Cost: None
Empathy + Mind) to carefully nudge Each success adds to the difficulty of Mental Shield (Mind )
the unknowing away from secrets they noticing or remembering the mage. The mage can erect a mental shield
are not yet ready to glimpse. Note that any blatantly attention-grab- to protect himself. He can defend his
bing actions automatically violate the thoughts, shielding them against the
First Impressions (Mind ) subtle occlusion of the spell. notice of others. This may mean con-
Sometimes you just get the feeling The spell affects anyone who wit- cealing his mind from any kind of
you know someone, can trust him or nesses the mage. It does not need special detection, blatantly preventing others
are meant to be his friend. A mage with Target factors to affect more than one from reading any of his thoughts or just
this spell can generate that sensation, person. Those who possess some form concealing particular thoughts.
regardless of whether or not it is genu- of supernatural mental protection (such Practice: Shielding
ine. This sort of normally spontaneous as a Mental Shield, below) are sub- Action: Instant
connection can make a chosen person ject to a reflexive contested Gnosis + Duration: Prolonged (one scene)
feel more at ease in the mages pres- Mind roll upon first encountering the Aspect: Covert
ence and may help to lay the caster. If the rolls successes equal or Cost: None
exceed the Incognito Presence spells

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, dont 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 grapplers 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 casters 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 Misperceptions illusions
Rote: Steel Trap with a reflexive and con-
Dice Pool: Resolve + tested Gnosis + Mind roll.
Occult + Mind If the rolls successes equal
or exceed the
Adamantine Arrow
Misperception spells suc-
mages like the psychic bul-
cesses, the attacker ignores
wark such magic provides.
Misperceptions 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

CHAPTER THREE: MAGIC 209


communication carries no supernatu-
ral compulsion with it and a recipient
Augment the Mind (Mind )
knows that he does not think the The mage can raise one of his Men-
thoughts for himself, unless he is men- tal or Social Attributes.
tally disturbed or inclined to believe Practice: Perfecting
that he might hear voices. Such com- Action: Instant
Action: munication may serve as the carrier of Duration: Prolonged (one scene)
Instant an empathic projection (see Emo- Aspect: Covert
Duration: tional Urging, p. 207). Cost: 1 Mana
Prolonged (one Practice: Ruling A single Mental or Social Attribute
scene) Action: Instant; subtract targets may be raised by one dot per success, up
Aspect: Covert Resolve to a maximum of the casters Mind
Cost: None Duration: Transitory (one turn) Arcanum dots. For example, if a mage
If the target is unwill- Aspect: Covert has Intelligence 3 and Mind 3 and three
ing, he may resist with a reflexive Cost: None successes are achieved on this spell to
and contested Resolve + Gnosis roll. The mage can project one word per boost his Intelligence, that trait becomes
Silver Ladder Rote: See With My success. six dots for the spells Duration. If four
Eyes successes were rolled, he could still only
If the target is aware and willing, his boost Intelligence by three dots, since
Dice Pool: Presence + Persuasion + Resolve is not subtracted from the
Mind he has only Mind 3.
casters dice pool.
It can be difficult to inspire others to Raising Resolve and/or Composure
Mysterium Rote: Words on the
follow ones plan if they lack an under- also raises Willpower dots, but these
Wind extra dots do not provide Willpower
standing of its details. Mages of the Dice Pool: Manipulation + Expres-
Silver Ladder use this rote to reveal the points. The boost raises a targets Will-
sion + Mind Resolve power capacity but not her actual supply
nuances of a situation to others, en-
There are times when mundane com- of points. In addition, the targets Will-
abling subjects to comprehend why
munication is inconvenient or even power cannot exceed 10 dots, no matter
the mages designs are ultimately for
dangerous, but members of the how high his Resolve and/or Compo-
the best. Guardians of the Veil open
Mysterium must get word to their com- sure is boosted with this spell.
others to the sorcerers exceptional
rades, whether its Help! or Duck! Example: Arethusa uses Augment the
senses (Wits + Persuasion + Mind) so
Likewise, a psychic statement of Its Mind to boost her Resolve. She gets two
that all might act in concert to defend
here may bring about the conclusion successes on the casting, adding two dots
the sanctity of the Mysteries.
of months of research and questing. In to her Resolve. This also adds two dots to
Voice from Afar (Mind ) combat, Arrow mages are known to
use variant magics (Presence + Expres-
her Willpower. She does not, however,
gain two extra Willpower points.
The mage can employ limited tele- sion + Mind) to communicate.
pathic projection. This mental Note that the same spell cast to boost
a different Mental or Social Attribute
does not combine with the first spell
only the highest Potency spell takes
effect. For example, if a mage boosts his
Disciple of Mind Intelligence by two dots and then casts
a spell boosting his Wits by one dot, only
Relinquish yourself and enter into deeper the first spell applies, since it has the
higher Potency. (With the Mind 4 Su-
consciousness. Listen to the thoughts of preme Augmentation spell, the mage
another and hear the truth of her words, can allocate successes among different
Mental and Social Attributes.)
no matter what tongue she speaks. Guardians of the Veil Rote: Illumi-
Protect her consciousness from harm or nating the Inner Temple
Dice Pool: Resolve + Academics + Mind
detection, or harm her by striking at her Guardians are called upon to be bril-
psychic presence. liant, forceful and persuasive. Such acumen
in all fields is not often found within a single
Fortify your own thoughts and capabilities. individual. Indeed, Guardians must occa-
Divide your mind yet further without los- sionally be far more brilliant, forceful or
persuasive than any normal human being
ing focus or clarity. Be the master of could possibly be. This rote enables such
your own imaginings, whether sleeping or willworkers to become veritable Einsteins,
rivaling the genius of even the most re-
wakeful. nowned intellect.

210
Aura Cloak (Mind ) rat can scamper between the walls of a
house much more easily than any per-
The mage alters another persons 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 persons 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 anothers 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 mages false image personas 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 ones 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 shes 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 persons 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 rolls successes equal or spellcasting, which is more than just
of Fang and Claw exceed the imposters 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

CHAPTER THREE: MAGIC 211


and discrete that it is used, in one form Dice Pool: Composure + Occult +
or another, by most mages sufficiently Mind
skilled in the Mind Arcanum. A leaders work is never truly done.
A Silver Ladder willworker can use
Sleep of the Just (Mind ) this rote to work through his plans
The mage can control her sleep cycle even while he sleeps, creating vivid
D i c e and dreams. She can cast spells to and realistic scenarios in his dreams,
Pool: Intel- regulate her sleep cycle, sleeping as preparing for the difficulties of his as-
ligence + much or as little as she desires (though cent through the ranks of the
Academics + Mind deleterious physical consequences can Awakened. Free Council mages also
Asserting control set in if the willworker sleeps too much make use of such magic, using lucid
over ones own con- or too little, unless Life Arcanum magic dreaming and regimented control of
sciousness is one of the is used to compensate for radically al- sleep patterns to ponder the difficul-
many steps on the path tered patterns). The mage also controls ties of their waking lives.
to true mastery over ones environ- when and about what she dreams.
ment. Mages of the Silver Ladder use Practice: Weaving Telepathy (Mind )
this rote to encompass numerous trains Action: Instant This spell enables the mage to make
of thought at once, outthinking less direct mind-to-mind contact with an-
Duration: Special
gifted individuals and holding their other sentient being (usually but not
own against many quick-thinking ri- Aspect: Covert
always a human), and to converse,
vals. Guardians of the Veil also favor Cost: None
share thoughts, images and emotions
this rote, as it allows them to better For each success on this spell, the in a medium free of the awkward con-
analyze difficult situations before they mage automatically succeeds with a straints of physical communication.
turn to disasters, or to salvage disasters. single roll to remain awake after 24 With some creatures (goats or exceed-
hours of no sleep (that is, the roll need ingly alien spirits, for example) this is
Psychic Assault (Mind ) not even be made; she stays awake). largely an exercise in futility and frus-
The mage can perform a crude psy- See the rules for Fatigue, pp. 179-180 tration for anything more complicated
chic assault, causing psychic trauma of the World of Darkness Rulebook. than the most basic of concepts. Ideas,
that translates into damage on a She still suffers the dice penalties for images and words can all be shared
victims body as neurons misfire and impaired performance with each six- freely between the mage and another
muscles spasm damagingly. hour period. In addition, each individual.
spellcasting success also extends by
Practice: Fraying Practice: Weaving
one the maximum number of days the
Action: Instant; subtract targets mage can potentially stay awake be- Action: Instant and contested; tar-
Resolve fore passing out. get rolls Resolve + Gnosis reflexively
Duration: Lasting The mage could instead choose to Duration: Transitory (one turn)
Aspect: Covert remain asleep for a long time, for up to Aspect: Covert
Cost: None 24 hours per success. Cost: None
Successes inflict bashing damage on During sleep, she can control the The target cannot be compelled to
a one-for-one basis. content of her dreams. Each success act in any particular way, although the
This spell also affects vampires, even allows for a single mental-action task mage could use the telepathic link to
though their brains might not func- roll, whether for an instant or extended try to socially persuade him (or to use
tion in the same manner as living action, as long as she remains asleep. other spells that do allow for psychic
creatures; their minds are still suscep- She could, for example, write a speech, command). Only conscious thoughts
tible to the Mind Arcanum. poem or song, or puzzle through an are gleaned at this level. It requires
Adamantine Arrow Rote: Psyches enigma or riddle as if awake. In the case Mind 4 to read someones subconscious
Dart of extended-action tasks, she retains thoughts.
Dice Pool: Resolve + Intimidation any accumulated successes upon wak- The Duration at this level is transi-
+ Mind Resolve ing and can continue the task while tory. Additional successes extend that
There are those who think the Ada- awake or wait until she sleeps again time:
mantine Arrow is nothing more than a (assuming she casts this spell again Successes Duration
gang of thugs who brandish vulgar before she next sleeps). Any super- 2 successes Two turns
magic in the name of peace. Most natural attempts to intrude into her 3 successes Three turns
mages of that order are content to dreams or to force her to dream of 4 successes Four turns
allow detractors such illusions, keep- certain things (such as with the Dream 5 successes Five turns
ing their silence about rotes such as Traveler spell, p. 214) must contend With Mind 4, the mage can cast this
this one. Often dismissed as a seizure or with this spells Potency. spell with a prolonged Duration. With
other neurological ailment, this magic Silver Ladder Rote: Sands of Mind 5, he can use advanced pro-
constitutes a potent weapon in the Morpheus longed Duration factors.
Arrow arsenal. In fact, it is so effective

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 spells 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 mages 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- beings 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 targets
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 anothers 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 targets De-
a concept he can translate (like trying Silver Ladder Rote: Perfect Poise fense. If thats 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 targets Mental or Social
Cost: None Befuddle (Mind ) Attributes, down to a minimum of 1.
The obscurity of the language, or The mage can lower anothers 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 mages dots in the Mind Arcanum.

CHAPTER THREE: MAGIC 213


The mage might suffer a penalty, able to restore the victims memories.
depending on how deep the memory to Each success on the spellcasting roll
be altered lies. levies a 1 dice penalty on any attempt
Penalty Memory to restore the subjects memory to nor-
None The willworker can mal (or to otherwise influence an
manipulate, destroy implanted or altered memory).
(Lowering or create a trivial A subject cannot be made to forget
Resolve or memory (causing that she is Awakened (or is otherwise
Composure the subject to for- a supernatural being of some sort) or
also lowers the get where she left
her lunch money or how to use her paranormal abilities.
targets Willpower That part of her identity is too deeply
making her believe
and Initiative, and that a man in a gar- bound into the mind and soul alike to
lowering Wits might ish hat walked by be tampered with. Virtue and Vice
affect his Defense.) her office window may not be changed at this level. They
Note that the same spell cast to earlier). are facets of who a person is, rather
lower a different Mental or Social At- 1 Deep-seated but not than just a product of her memories
tribute does not combine with the first life-affirming (see Psychic Reprogramming, p. 218).
spell only the highest Potency spell memories (such as If a target is a mage with at least Mind 1,
takes effect. For example, if a mage making the subjects he might have an inkling via his Unseen
lowers a targets Intelligence by two favorite color red
instead of green, Senses (see p. 110) that he is attacked
dots and then casts a spell lowering the mentally. A reflexive Wits + Composure
causing her to for-
victims Wits by one dot, only the first get ever having gone roll allows him to sense attempts to alter his
spell takes effect since it has the higher to a favorite res- memories. He can know nothing about the
Potency. taurant, or making intrusion unless he casts magic (such as
Silver Ladder Rote: Belittle the her believe that Third Eye, p. 206) to learn more. Most
Brain there has been a mages react by first erecting a Mental
Dice Pool: Manipulation + Persua- shy-but-friendly Shield, p. 208.
sion + Mind kid named Roger This presence of this spell on a target
working in the
The mages of the Silver Ladder of- mailroom for the cannot be detected unless its Potency is
ten know how to degrade the reasoning past year). overcome by a Third Eye spell, p. 206.
abilities or social grace of debating 3 Shape memories on Guardians of the Veil Rote: Re-
rivals, reducing them to confused and a life-altering level shaping Yesterday
stammering fools. (causing the subject Dice Pool: Manipulation + Subter-
to forget that she fuge + Mind vs. Resolve + Gnosis
Breach the Vault of Memory has a 10-year-old
child, making her
If at all possible, most Guardians pre-
(Mind ) believe that she was fer not to cause harm in the course of
This spell gives the willworker power paralyzed from the their work. This rote enables such mages
over that which helps define a person: neck down until she to alter the memories of those who have
memory. The mage can add to, modify was 17, or implant- seen what they ought not. Silver Ladder
or delete a subjects memories in what- ing memories of willworkers also use this rote, creating
having spent two friendships and enmities where none
ever way he sees fit. (It helps but is not years wandering
necessary to cast Read the Depths, existed before, winning lifetimes worth
the American south- of trust in a matter of hours, and forging
p. 215, first.) An individual could be west with Jesus
made to forget where she parked her car, loyal servants out of bitter foes.
Christ).
the fact that she likes strawberry ice
cream, or even why she wears a wedding
5 Almost completely
eradicate a persons
Dream Traveler (Mind )
band. Naturally, short-term and less memories and rede- The mage can psychically enter the
deeply ingrained memories are easier to fine that individual dreams of another. This spell is much
manipulate than those that are long on all but the most the same as Psychic Projection,
term or more fundamental to a persons fundamental levels p. 215, save that the willworker enters
identity, but just about any memory can (making someone the dreams of a sleeping individual.
be sculpted according a mages desires. forget everything The mage can use Mind spells while
she ever learned within those dreams to alter the
Practice: Patterning about communicat-
Action: Instant and contested; tar- subjects psychic landscape, control-
ing with others or
making her believe ling the complexion of dreams with as
get rolls Resolve + Gnosis reflexively
she is Joan of Arc). much or as little precision as she wishes.
Duration: Prolonged (one scene)
Once the spell expires, the memo- Practice: Patterning
Aspect: Covert
ries return. During the spells Duration, Action: Instant and contested; target
Cost: None rolls Composure + Gnosis reflexively
psychotherapy and hypnosis might be

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 persons 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 ) subjects subconscious. This includes Psychic Projection
The mage creates false sensory input the ability to read an individuals
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
targets 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 subjects subconscious During the time he is mentally pro-
the case of tactile sensations intended allows the mage to divine that jected, the mages body is alive but
to hinder or incapacitate, such as a individuals Virtue and Vice, among comatose. He has no way of knowing
hallucination of a guard who grabs the other things. his bodys 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 mages
the images physical action is equal Unseen Senses (see p. 110) that he is body die while psychically projected,
to the casters Gnosis. Of course, the being read. A reflexive Wits + Com- he most likely becomes a ghost and
hallucination doesnt 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,

CHAPTER THREE: MAGIC 215


Guardians of the Veil Rote: Un-
seen Blade
Telepathic Control
Dice Pool: Presence + Intimidation (Mind )
+ Mind Resolve The mage exerts telepathic control
Guardians use this rote to preserve over humans and other higher minds.
the integrity of the hidden world, caus- At this level, subjects cannot be com-
ing those who delve too deeply into pelled to undertake actions inimical to
Mysterium secrets they were not meant to know to their nature (so most people could not
Rote: Treading fall dead by unknown causes. Ada- be made to undertake blatantly sui-
the Invisible Way mantine Arrow mages use similar magic cidal actions, for example).
Dice Pool: Re- (Strength + Intimidation + Mind) to Practice: Patterning
solve + Occult + strike down their enemies subtly. Action: Instant and contested; tar-
Mind get rolls Resolve + Gnosis reflexively
Some secrets are hid- Supreme Augmentation Duration: Prolonged (vs. Sleepers)
den far beyond the realm of flesh,
and mages of the Mysterium go where
(Mind ) or transitory (vs. mages or other super-
natural targets)
they must to seek them out. By enter- The mage can raise more than one of
his Mental and Social Attributes. Aspect: Covert
ing the state of Twilight, they wander
amongst fleshless entities and spy upon Practice: Perfecting Cost: 1 Mana
others without heeding physical ob- Action: Instant Additional targets can be added by
structions like walls. increasing Target factors. All affected
Duration: Prolonged (one scene)
minds must be controlled in precisely
Aspect: Covert
Psychic Sword (Mind ) Cost: 1 Mana
the same way. In other words, the mage
could command all affected subjects to
The mage performs a greater psychic As per the Mind 3 Augment the protect her or dig a hole, but with a
assault. Mind spell, p. 210, but successes can single spell could not make one person
Practice: Unraveling now be allocated among the mages wash dishes, another make dinner and
Action: Instant; subtract targets Mental and Social Attributes in any a third clean the bathroom.
Resolve combination. The total that each At- If the caster tries to command the
Duration: Lasting tribute can be boosted is limited by the target to put himself in a dangerous
Aspect: Covert mages total Mind dots. situation, a fresh reflexive and con-
Cost: None Mysterium Rote: Acquired Genius tested roll is made for the victim to
Successes inflict lethal damage on a Dice Pool: Resolve + Academics + Life ignore the command (the new rolls
one-for-one basis. Mages of the Mysterium know that successes must exceed the spells).
With Mind 5, one Mana can be they must sometimes be everything to With Mind 5, this spell can be cast
spent to make the damage aggravated. everybody or at least pretend to be with a prolonged Duration against mages
Such a neuron-frying assault exceeds that good. This rote allows them to or other supernatural targets. (Or the
any known scale for headache pain. back up such claims. mage could cast the more powerful Psy-
chic Domination spell, p. 217, instead.)
Master of Mind Silver Ladder Rote:
Crown of Kings
Wander out, through the mind, Dice Pool: Manipu-
lation + Persuasion +
into the Realms Invisible. Forge a Mind vs. Resolve
psyche from out of nothingness + Gnosis
This rote is not
and alter any aspect of used lightly by any
consciousness you desire. save the most cal-
lous (and foolish)
Walk for a time in the flesh of willworker of the
another. Manipulate the substance Silver Ladder, as its
abuse can easily
of the immaterial world and lead one far from
compel obedience in any task from the path of Wis-
dom.Membersofall
any mind. These are the powers of orders find some use
the master, the powers that now for such magics on
occasion.
belong to you.

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 entitys 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 casters 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 individuals 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 hosts 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 harms 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 rolls Cost: None
board are valued by members of the successes must exceed the spells). 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
creatures 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

CHAPTER THREE: MAGIC 217


Aspect: Vulgar Psychic Reprogramming
Cost: 1 Mana
A simple success creates a bodiless, Twi-
(Mind )
light consciousness (as in Psychic The mage can perform psychic re-
Projection, p. 215) with the following programming.
traits: Intelligence 1, Wits 1, Resolve 1, Practice: Making
Presence 1, Manipulation 1, Composure 1, Action: Extended and contested; target
Virtue and Vice. Additional successes are rolls Composure + Gnosis reflexively
allocated to increase the minds Mental Duration: Lasting (vs. Sleepers) or pro-
variant of their own and Social Attributes on a one-for-one longed(vs.magesandothersupernaturaltargets)
(Wits + Intimidation basis. In addition, successes can be allo-
+ Mind). Aspect: Vulgar
cated to certain Mental or Social Skills, Cost: 1 Mana
such as Academics or Empathy, to give the
consciousness a knowledge base or some A subjects Virtue and/or Vice may be
The Imago facility for interacting with others. The changed (each requires a target number
equal to the subjects Composure), and
and the Mind mind has as much of its creators basic
other parts of the subjects fundamental
personality and memories as the caster
Every spell involves an psychic makeup can be altered or even
wants it to have (although its ability to
Imago, an image in the deleted. Each success can affect a single
reason using those memories or even recall
casters mind of what the them when needed is based on its assigned aspect of the subjects fundamental psy-
spell will be. (See Imago, Intelligence). chic makeup, such as turning a friendship
p. 111.) Without an Imago, a into a rivalry, making the target fall out
By adding other appropriate Arcana of (or into) love, or making him follow
spell cannot be envisioned. to this spell, such a mind could be teth-
The Imago is not just a a new career calling.
ered to a vessel made specifically to hold
mental process or image; it is it (such as a body created with Life 5). Although this spells effect is lasting
a production of the Awakened against Sleepers, it can be dispelled (using
Note that at this level of mastery, this Prime 1 Dispel Magic, p. 220, Prime 4
soul, an imagination that spell cannot be given an indefinite Dura-
reaches to a higher world. Supernal Dispellation, p. 229, or Death 5
tion (i.e., the mind cannot have a natural Quell the Spark, p. 145) to undo repro-
Mind 5 is not enough to affect life span of human years). The conscious-
a mages ability to form an gramming and to restore the target to his
ness dissolves when the spell expires. Unless previous state. Dispelling successes must
Imago, although Telepathic the creation is specifically designed to ac-
Control (p. 216) and Psychic exceed those achieved in this spell.
cept the inevitability of its own dissolution
Domination can certainly be without emotional trauma, a Wisdom de- Guardians of the Veil Rote: Mindscaping
used to control what sorts of generation roll may be required for the Dice Pool: Manipulation + Persua-
actions a mage will take creator (unless he has Wisdom 2 or lower). sion + Mind vs. Composure + Gnosis
(including whether he will or The mage could, however, recast the spell Guardians use this rote to deal with
will not cast a spell). before the previous one expires, giving the those individuals whose interference
mind a new Duration. Note that such cannot be addressed in any way save
extension is an exception to the normal but to completely alter who they are.
rules for spell control. The created mind is By doing so, Guardians preserve life
Psychic Genesis allowed to persist over a series of castings, as (either out of necessity or personal
(Mind ) long as the previous casting does not expire ethics) and still protect the Mysteries.
before a successive spell is cast.
The mage can create a conscious-
ness. He could generate a self-aware Free Council Rote: Artificial In- Shadow Projection
intelligence with a Twilight presence, telligence (Mind )
possibly investing it into a physical Dice Pool: Intelligence + Empathy This spell enables the mage to send
shell. The caster could therefore cre- + Mind her consciousness past the Gauntlet
ate, say, a sentient computer or Usinginnovativemeans,thewillworkers into the Shadow Realm.
something similar. He could put the of the Free Council use this very ancient Practice: Making
mind in a form incapable of anything art. Some powerful mages give conscious- Action: Instant
other than telepathic interaction, but ness to mystically fabricated servants, while
Duration: Prolonged (one scene)
such is exceedingly cruel and almost others bestow such a gift upon a particu-
always leads to the creations insanity, larly advanced computer. Guardians of the Aspect: Vulgar
unless the consciousness is frequently Veil occasionally use a similar procedure to Cost: 1 Mana
interacted with or created without a add a new consciousness into the blank The mage creates a psychic projection as
need or desire for contact. mind of a dangerously intrusive Sleeper she did to become Twilight with the Psy-
Practice: Making whose entire psyche has been erased chic Projection spell, p. 215. This psychic
Action: Extended through unfortunate circumstances, allow- form manifests an ephemeral silver cord
ing the individual to carry on as normal, connecting back to the body, with armor
Duration: Prolonged (one scene)
very nearly the person she once was. equal to the mages Gnosis and Health

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 mages
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 mages 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 ghosts haunt or spirit locus while pro- imbued item to discern its powers.
tected from easy assault.

CHAPTER THREE: MAGIC 219


Practice:
Knowing
Action: Instant
Duration: Pro-
longed (one scene)
Aspect: Covert
Cost: None
See Resonance, pp. 277-280,
for rules on scrutinizing items. With
an exceptional success, the mage can
tell if the enchanted item is cursed or
has other exceptional circumstances
(deleterious or benign) connected to
its ownership or use.
The effect lasts for one scene, during
which extended Intelligence + Occult
rolls can be made to examine the en-
chanted item. Ten minutes time per Free
roll; target number is equal to twice the Council
enchanted items Merit dots. See the Rote: effort
following Merits for more details on Identifying must exceed the
each type of item: Artifact (p. 80), the Unreal Potency of the ex-
Enchanted Item (p. 82), Imbued Dice Pool: Wits + isting spell to
Item (p. 84). Occult + Prime successfully dispel it.
Adamantine Arrow Rote: Artifact No one appreciates being Guardians of the
Hunt fooled, and Free Council Veil Rote: Unweaving
Dice Pool: Intelligence + Occult + willworkers use this rote to ascertain the Flaw
Prime the unreality of Prime Arcanum phan- Dice Pool: Intelligence +
No weapon is truly useful until its tasms. Silver Ladder mages make use of Occult + Prime vs. target spells
wielder comprehends its nature. Mem- a similar rote, so that they might be Potency
bers of the Adamantine Arrow use this aware of when they address the puppet Attacking the magics of oth-
magic to learn the capabilities of en- and not its master. ers is sometimes the most direct
chanted items with which they come and practical means of protect-
into contact, and to see if there are any Dispel Magic (Prime ) ing the secrecy of the hidden world.
strings attached to use of such items. Mages can dismantle or dispel exist- Guardians are not the only ones to use
Given that a misunderstood Artifact is ing spells, a process also known as such magic, however. This useful rote
a dangerous Artifact, all orders make unweaving. is practiced by any mage with any
use of this rote. Practice: Compelling degree of skill in the Prime Arcanum.
Discern Phantasm (Prime ) Action: Instant and contested; suc-
cesses are compared to the target spells Inscribe Grimoire (Prime )
The mage can see through Prime- Potency The mage can record the secrets of
based illusions (those created with his rotes into a magical book readable
Duration: Lasting
manifested Mana; see Phantasm, by other Awakened minds.
p. 227), knowing them for what they Aspect: Covert
Cost: 1 Mana Practice: Compelling
are. Having substance, however, they
The mage must have at least one dot Action: Extended
do not vanish from her sight.
in each Arcanum used in the spell to be Duration: Lasting
Practice: Unveiling
dispelled, unless he has Prime 4 (see Aspect: Covert
Action: Instant
Supernal Dispellation, p. 229). (Note: Cost: None
Duration: Concentration
This effect differs from Counterspell, Inscribing a grimoire is a bold act, for
Aspect: Covert which requires one dot in only one of the mage puts part of his magic into the
Cost: None the Arcana used by the target spell.) book by removing it from himself. In
The phantasms Potency levies dice The successes of the dispelling mages doing so, the mage forgets how to cast
penalties on the roll.

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 mages 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, its 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 spells 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 grimoires 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 grimoires 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
dont have to be books. They can be source of mystic power is con-
computer programs or databases, or cealed, the mages 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 persons 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

CHAPTER THREE: MAGIC 221


Magic Shield (Prime ) immediately, even if its Duration is
less than one scene.
This spell creates a shield against
outside magic. Such a matrix of power Practice: Unveiling
is visible to those with Mage Sight, Action: Instant
appearing as ghostly white flames Duration: Prolonged (one scene)
limning the form of the caster. Aspect: Covert
Cost:
None Practice: Shielding Cost: None
The mage can Action: Instant If the target is unwilling, he may
activate the items Duration: Prolonged (one scene) resist with a reflexive contested Re-
trigger at will anytime Aspect: Covert solve + Gnosis roll.
within this spells Duration. Cost: Special Guardians of the Veil Rote: Mass
See the following Merits for The mage gains one point of armor Hallucination
more details on each type of item: per dot he possesses in the Prime Dice Pool: Manipulation + Occult
Artifact (p. 80), Enchanted Arcanum. By spending one Mana, the + Prime
Item (p. 82), Imbued Item (p. 84). Duration can be made to last for one day. There are times when it is beneficial
Mysterium Rote: Claiming the This armor works only against spells to extend ones mystic perceptions to
Ancient Heritage that target the mage. It does not shield another. Perhaps a single person can be
Dice Pool: Intelligence + Investiga- against magic that is not directly cast shown too much and then marginalized
tion + Prime at the mage. A bolt of electricity thrown as a potentially dangerous crackpot when
It happens on occasion that old words at him is shielded, while damage suf- he tries to convince others of what he
of power are lost and ancient lineages fered by falling through a floor rotted has seen. At other times, allowing mul-
die out. Mysterium mages developed through by magic is not. This shield tiple Sleepers to perceive the same
this rote as a means to make use of functions against spells such as mind phenomenon can, with a measure of
Artifacts for which no normal trigger control or soul theft that do not di- diligent effort, ultimately serve to con-
can be deciphered or is possible. rectly inflict damage. vince them that nothing supernatural
A magical shield requires one Mana took place, that everything is normal.
Counterspell Prime (Prime ) each time it contends with an incom-
The mage can counter spells from ing spell. If the mage does not (or
any Arcanum, and he can counter co- cannot) spend the Mana, the shield
Sense the Threads
vert spells without first identifying their provides no armor against the attack- (Prime + Space )
components. ing spell, although the shield remains Like a spider sitting at the
Practice: Shielding until its Duration expires, so it can be center of its web, the mage
Action: Instant; successes subtract activated later. Among other things, can detect whenever
from the target spells Potency this spell allows a mage to use his something disturbs any
magical shield selectively, blocking portion of the web. She can
Duration: Lasting
hostile spells but allowing friendly ones
Aspect: Covert sense when someone
through. Mages often invest their
Cost: 1 Mana scrutinizes or tries to dispel
shields with multiple charges, spend-
As the rules for Counterspell, ing Mana during casting so that each one of her spells. This
p. 123, but the mage can now counter charge already stores its own energy. detection is not a spell in
spells from any Arcanum (he does not itself, but an ability the
Silver Ladder Rote: Aegis Magicus
need one dot in at least one of the mage gains with Prime 2
Dice Pool: Resolve + Occult + Prime
spells Arcana) and he can counter and Space 2. It allows the
Ladder willworkers often have to con- willworker to passively
covert spells even if he has not had
tend with hostile magics of one sort or
time to identify their components. monitor the health of her
another, so the order developed this rote
Guardians of the Veil Rote: Rend spells, sensing whenever
to defend against such unwanted influ-
the Weave ences. All Awakened who are capable someone else tries to
Dice Pool: Composure + Occult + of doing so can enjoy the protection of magically scrutinize them
Prime this rote; only fools go without its pro- (see Scrutinizing Spells,
This rote enables a Guardian to stop tection when expecting trouble. p. 278) or dispel them (see
magics before they can take effect, Dispel Magic, p. 220).
preserving the secrecy of the Awak- Primal Flow (Prime ) Armed with such knowl-
ened world with preemptive action. As the Prime 1 Supernal Vision edge, she can choose to
Silver Ladder willworkers have their spell, p. 221, except that the mage intervene using other
own variant on this rote (Resolve + casts this effect upon another mage, or magics. One Mana must be
Occult + Prime) that wills offending even a supernatural being such as a spent toward such observa-
sorceries out of existence. ghost or werewolf. If this spell is cast tion during the casting of
upon a Sleeper, it invokes Disbelief whatever spells are to be
monitored. A mage can

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 auras
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 wizards 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 mages magical senses. myriad forms, adding its
The mage can alter his auras nature.
Whenever a spy scrutinizes a vigilant
While many mages can manipulate
the quality of their personal resonance casters 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, subjects reflexive Wits + Occult roll. If
the Unseen Spy exceeds the casters
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 dont 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

CHAPTER THREE: MAGIC 223


see Twilight beings to be able to target Free Council mages often see use of
such creatures, or else he fires blind). this rote as nothing more than return-
With Prime 4, damage is lethal and ing the energy bound up in physical
the mage can choose to directly attack form into the Tapestry, and some point
a targets Pattern instead of casting it as to Einsteinian physics to explain the
an aimed spell (the target resists, sub- process. Silver Ladder willworkers view
Cost: tracting Stamina from the casters roll). use of this magic (Manipulation +
None With Prime 5, one Mana can be spent Occult + Prime) as their rightful due,
The target to make the damage aggravated. the bounty owed a leader.
gains one point of Adamantine Arrow Rote: Bolt of
armor per dot the Heaven Controlled Dispellation (
caster possesses in the
Prime Arcanum against magic
Dice Pool: Dexterity + Occult + Prime Prime )
A brutal and straightforward assault, The mage can unravel an existing
or powers that affect the soul. By this rote is used by Arrow mages to
spending one Mana, the Duration spell against only those targets he
strike down their enemies, corporeal chooses, letting the spell continue to
can be made to last for a day. This spell or otherwise, to destroy arms and ar-
can be combined with a Magic Shield affect others.
mor, or to breach defenses. Perhaps Practice: Fraying
spell (p. 222), and the armor points one of the most efficient weapons in
from both are added together against Action: Instant and contested; suc-
the Awakened arsenal, this rote sees cesses are compared to the target spells
magic that affects the soul. use by members of all orders.
Guardians of the Veil Rote: Shield Potency
the Fragile Link Channel Mana (Prime ) Duration: Lasting
Method: Covert
Dice Pool: Composure + Occult + The mage can channel Mana from a
Prime Hallow without need of an hour-long Cost: None
Some of the most vicious and ter- oblation (see p. 77), or he can take it This spell is like Dispel Magic,
rible among the Awakened are known from tass or an enchanted item. p. 220, in all its Arcana requirements
to interpose themselves between Practice: Weaving (unless the caster has Prime 4, in which
Guardians of the Veil and their ap- case he can perform it with Supernal
Action: Instant
pointed objectives, and many of these Dispellation, p. 229). Controlled
intruders have no compunction about Duration: Lasting Dispellation allows a mage to protect
tearing out a soul or two. Guardians Aspect: Covert himself or other select individuals from
use this rote to defend themselves Cost: None spells while still allowing those spells
against such awful magics. Adaman- Each success allows the mage to channel to take effect. He effectively makes his
tine Arrow willworkers have their own one Mana point from a source to his own Pattern (and other targets of his choice)
version of this rote (Resolve + Occult Mana pool, up to a maximum of his Prime invisible to the spell.
+ Prime) that they use to protect their dots. The mage must touch the source Example: Arctos is thrown into a
own souls, even as they defend their (with Prime 4, he can channel within dungeon thats protected by an area-af-
allies from harm. sensory range, and with Prime 5 he can use fecting spell designed to befuddle anyone
Space 2 for sympathetic range). within its confines. He casts Controlled
Celestial Fire (Prime ) Tass can be drawn upon for its Mana Dispellation to prevent the spell from
The mage manifests celestial fire. with this spell, meaning that it can affecting his own Pattern. Since he has
Practice: Fraying potentially serve as a form of currency. not dispelled the magic only its effect
The mage must touch the tass to chan- upon himself his captor does not nec-
Action: Instant and aimed
nel from it (with Prime 4, he can channel essarily know that he is not affected.
Duration: Lasting Arctos can pretend to be befuddled if it
from it at sensory range). For each point
Aspect: Vulgar of Mana siphoned out of tass, subtract suits his escape plan.
Cost: None one point from the tass Mana and its Mysterium Rote: Slipping the Bonds
The mage flings a ball of glowing, Structure. If it is siphoned to zero Mana Dice Pool: Resolve + Occult + Prime
fiery energy at a target. This projectile or Structure, the tass collapses back into Mysterium mages might find ancient
is large enough that targets gain their the Tapestry. See Create Tass, below, spells guarding old temples. Rather than
Defense against it. One point of bash- for more information. dispel them and risk the activation of
ing damage is inflicted per success. An enchanted item that holds its some arcane trap, they can exempt
(Note that celestial fire is not the own Mana stores (such as certain im- themselves and others from the effects.
same thing as mundane fire; vampires bued items and Artifacts) can also be
are not especially susceptible to it and
it does not induce Rtschreck.)
channeled. The subject must be Create Tass (Prime )
touched, and one Mana is channeled The mage creates tass, solidified Mana.
This spell affects beings or objects in per success, up to a maximum of the Tass can look like anything: a rock, a
the Twilight state (although the mage casters Prime dots. hammer, a table or even a car or a dog.
needs Supernal Vision, p. 221, or some Free Council Rote: Feedback (If it manifests as a seemingly living
other magical sense that allows him to Dice Pool: Wits + Occult + Prime creature, the tass sits, inanimate, in

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 Hallows
it up by his fireplace, but as a lifeless, power. For example, two successes make
inanimate thing, it wont 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 rolls 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 spells 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 spells 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 areas 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

CHAPTER THREE: MAGIC 225


Practice: Weaving Ley Lines (Prime )
Action: Instant
This spell harnesses the subtle power
Duration: Lasting of the Earths ley lines, enabling a
Aspect: Covert willworker to generate perpetual free
Cost: None energy for any number of purposes. Ley
Mana
point must The mage gives a living creature one energies course unseen and unnoticed
be spent per of his Mana points per success. The by most over the contours of the planet.
spell imbued, in caster must touch the target during It is said that the ancients realigned
addition to any casting (with Prime 4, he can affect the and manipulated such sources of per-
Mana normally re- subject at sensory range). If combined petual power.
quired for the casting of with Channel Mana, p. 224, or Si-
each spell. phon Mana, p. 231, the mage can take
Mana from one source (other than
The caster decides whether
himself) to give to another.
each spell imbued into the item is
persistent (always active) or contin- Channeling Mana into a living be-
gent (triggered by a word, gesture or ing usually does nothing to it (save
condition). Even contingent spells perhaps for a feeling of being energetic
imbued into an item must be made or edgy) unless the subject is Awak-
indefinite, or they disappear from the ened, in which case she adds the Mana
item when their Duration expires. to her total.
The caster can give the item the ca- If the number of points of Mana
pacity to hold Mana points. Doing so invested in a Sleepers Pattern exceeds
requires three successes and the item has her Size, the subject suffers one Health
a capacity of 10 points plus one per spell wound of bashing damage per point
imbued. Mana must be spent for the of Mana by which her Size is ex-
caster to actually fill the capacity of ceeded, as the celestial fire
points, or else someone with the Chan- literally tears her Pattern apart
nel Mana spell (p. 224) can do so later. like an over-inflated balloon
rupturing. In this case, the target
The aspect of casting (covert or vul-
can resist the spell by subtracting
gar) depends on the spells imbued into
her Stamina from the casters roll.
the item.
Adamantine Arrow Rote:
If the item is imbued with vulgar
Succor
spells, it risks a Paradox whenever these
powers are used. The Paradox dice Dice Pool: Presence + Per-
pool is based on the Gnosis of the suasion + Prime
imbued items creator at the time of Just like tossing a new clip of
the items creation (if his Gnosis later ammunition to a buddy whos
rises, the items Paradox dice pool does run out, Adamantine Arrow mages
not also rise). use this rote to make sure that every-
Mysterium Rote: Forge of Power one has sufficient resources to remain
in a fight.
Dice Pool: Composure + Crafts +
Prime
Just as Mysterium mages seek out
relics long lost, they
create new objects of
power, applying an-
cient arts to modern
artifice. Silver Lad-
der willworkers use
the rote as well in
the crafting of their
own enchanted items.

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 Storytellers 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 anothers 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 Storytellers 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,

CHAPTER THREE: MAGIC 227


drous secrets. Of course, some would dots of Physical Attributes to the phan-
argue that having an active Hallow at tasm, allocated however the caster
ones disposal is reward enough. Mages wishes, up to a limit of the mages
of all orders with access to it make use Prime dots in any one trait. A com-
of this rote, as there are few who would bined casting with Phantasmal
pass up the chance to tap into the Weapon, below, gives the Marionette
power of a Hallow. more solidity and allows successes to
be allocated to an equipment modifier
Eyes of the Awakened (including weapon damage) or armor.

With will (Prime ) (With Prime 5, the mage doesnt 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 phantasms Defense, use its Dex-
magic of my enemies spell, the Sleeper sees things see that
she did not believe possible before.
terity or the mages 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 phantasms 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 mages
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 casters 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 spells 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 objects 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 spells 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 mages 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 targets 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: Ehrliks Due
boost on short notice, this rote draws
Dice Pool: Resolve + Occult + Prime on the willworkers immediate envi- One dot of the Hallows 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

CHAPTER THREE: MAGIC 229


spell anywhere else, he suffers dice
My power is such that penalties. Casting at sea level is 1 die,
while casting slightly below sea level,
I can create simulacra of such as in a hollow, is 2 dice. Casting
in a deep hole or pit is 3 dice.
human beings, animated Mysterium Rote: Sanctum Flow
according to my wishes and Dice Pool: Composure + Occult +
Prime
heeding my commands. Hallows are When there are no uncontrolled
Hallows nearby, the master of Prime
conjured by my Great Work. I creates one of his own. Mysterium
demand my due in mystic power mages in need of a source of Mana use
this rote to provide themselves with
from others, or create regions the necessary power without having to
return to a familiar Hallow or wrest
where none may partake of such free an unfamiliar one. Silver Ladder
mages interested in forming sanctums
of their own sometimes use similar
magics to demonstrate the benefits of
MasterofPrime wellbeing, making it an ideal decoy or
suicide soldier. Mysterium mages on
service to other willworkers.

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 Zones radius or volume (the
device, however, doesnt conduct elec- mage chooses which during casting).
Aspect: Vulgar
tricity (and doesnt work if plugged Successes Radius or
Cost: 1 Mana Defined Volume
into a socket; only the mages 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 doesnt 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 isnt 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 targets Stamina
Aspect: Vulgar
Aspect: Vulgar
Cost: None
Cost: None
Successes are allocated to construct
One Mana point is channeled per success. The
the tulpas Mental, Physical and Social
caster cannot add more to his pool than the maxi-
Attributes (to a maximum of the mages
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 Healths 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-

CHAPTER THREE: MAGIC 231


Space blocks set in the way of their objec-
tives.
Purview: Conjuration, scrying, sym-
pathy, teleportation, wards
Ruling Realm: Pandemonium
Space is the art of connection, of the The gross/subtle pair of Space/Mind
ties between things, the illusion of provides the Ruling Arcana of Pande-
distance and the means by which one monium, the place of soul scourging,
traverses all of reality with a single where sins committed during the souls
step. It is an Arcanum for travelers, sojourn in the material world are purged
trailblazers, heralds and all those who so that it might ascend to its source.
seek to dispel ignorance and replace it Space is the material expression of the
with knowledge, even if only for their pair.
own sake. Space illustrates the ties
between people and things, an Initiate of Space
Arcanum of sympathy, contagion,
emotional bonds, roads and doorways. Correspondence (Space )
To the mage versed in Space, spatial The mage can analyze the connec-
extension is an illusion; all points are tions between things, people and places,
I can wrap my one. The willworker is capable of trav- determining their degree of sympathetic
gaze around the eling without moving by navigating
the illusion of distance with acumen
connection. This spell provides useful
information to the caster who intends to
Tapestry of space unknown to mundane human beings. affect a subject through someone or
as it moves around Likewise, he can extend his senses far
beyond the range of the natural, listen-
something to whom or to which the
target is emotionally bound. It might be
me and discern the ing to what goes on in a home two a very dear friend, a treasured childhood
hidden, so long as I towns over, watching what unfolds in possession, or that nook beneath the old
a particular restaurant in Tokyo while oak where the subject fell in love for the
know what I am he is in Cleveland. He could even, first time.
with the right combination of other
looking for. I know Arcana, hold a conversation with a
Practice: Knowing
Action: Instant
when others have person 10,000 miles away as though he
Duration: Concentration
were sitting across a table from her.
tampered with the Space is a difficult Arcanum to un- Aspect: Covert
threads of distance derstand and learn. While most people Cost: None
(thanks to books and films) can con- This sense is sometimes modified by
and place. ceive of magic that allows one to the strength of the bond (the Story-
I can perceive those conjure flames from nothingness, to teller might award a bonus for a strong
bond, or levy a penalty for a weak one).
peer into anothers mind or to place a
unseen energies that blessing upon a favored child, few have If the sympathetic bond has been con-
move around and any sense of the kind of power it takes cealed (see Conceal Sympathy,
p. 234), this spells successes must ex-
to alter the dimensions of a building to
radiate from beings, be larger inside than outside, or to ceed the disguise spells Potency.
objects and places weave a small universe of ones own
out of newly spun threads of space.
Guardians of the Veil Rote: Rev-
elation of the Unseen Thread
with a particular These capabilities are the province of Dice Pool: Wits + Occult + Space
emotional or even a reality more akin to that envisioned Protecting the Mysteries some-
by M.C. Escher or H.P. Lovecraft than times involves a great deal of
mystic weight to the magic commonly attributed to detective work. This rote enables
them. snowy-bearded wizards of yore. a Guardian to track leads through
Mages who devote themselves to the esoteric connections that bind
learning the Arcanum of Space are them. Perhaps a troublesome
often curious individuals, those who Sleeper grows too close to the se-
are not content with what is already crets of the occult, because he seeks
known or has already been done. They a cure for his daughters terminal
set out to learn Truth and are not ailment, or an Artifact exerts a
dissuaded by obstacles set in their path. sympathetic pull on him. This
Mages who specialize in Space are of- sense allows a mage to discern such
ten adaptable people, capable of going influences and gives him the op-
around, over or even through road- portunity to adjust his tactics
accordingly.

232
Finder (Space ) Spatial Awareness (Space )
The mage can flawlessly track an The mage gains the Mage Sight (see
item in his immediate surroundings. Mage Sight, p. 110). He can detect
Practice: Knowing spatial distortions and manipulations.
Action: Instant He is capable of discerning disturbances
Duration: Prolonged (one scene) in the local fabric of space (typically aim.
caused by use of more advanced appli- A mage who
Aspect: Covert
cations of this very Arcanum). He can casts this spell is
Cost: None detect when someone has altered the
The mage chooses a specific object not guaranteed to
spatial axes of an area (for example, be any less afraid
as the target of this spell, such as a making a place larger on the inside
weapon, idol or even a ballpoint pen. during a gunfight,
than outside), used a location as the but she does have a
By means of this spell, no matter where origin point or terminus for
a targeted object goes within the mages much more accurate
teleportation, or created (or overcome) sense of where everyonea n d
vicinity, she knows its movements. a Space Ward (see below). This sense
While this effect applies only within a everything is. The spell creates a
transcends the normal five senses, but mental spatial map that constantly up-
mages sensory range, with Space 2 she most mages tend to understand it in
can cast this as a sympathetic spell and dates the mage on the changing
terms of sight. topography of her surroundings, from
track the item anywhere. Practice: Unveiling the guy with the shotgun sneaking up
Mysterium Rote: Eyes on the Prize Action: Instant among the parked cars, to the stray leaf
Dice Pool: Intelligence + Investiga- Duration: Prolonged (one scene) blowing by in that sudden breeze.
tion + Space
Aspect: Covert Practice: Unveiling
Mysterium mages often use this rote
Cost: None Action: Instant
to track a relic to be traded (or one that
has already been traded but which the This sense is modified by the degree Duration: Transitory (one turn)
mage intends to get back), a weapon or of the distortion/manipulation (the Aspect: Covert
any other inanimate item. Storyteller might award a bonus for an Cost: None
extreme distortion or levy a penalty for Each success eliminates one penalty
Omnivision (Space ) a subtle one). See Resonance,
pp. 277-280, for rules on scrutinizing
die to the mages ranged attack dice
The mage can perceive 360 degrees pool in the following turn, helping her
magic with this spell. to offset (or eliminate) penalties for
around himself. He essentially has
Silver Ladder Rote: Trailing the opponents concealment or other spa-
eyes on the back and sides of his
Long Stride tially based conditions such as hitting
head.
Dice Pool: Intelligence + Occult + a prone target. She cannot gain bonus
Practice: Unveiling
Space dice by virtue of this spell; it simply
Action: Instant
Silver Ladder willworkers named this eliminates penalties. This effect also
Duration: Prolonged (one scene) rote for its practical application in de- allows a mage who is temporarily or
Aspect: Covert tecting the passage of those who had permanently blinded to perceive her
Cost: None fled by means of the Space Arcanum. immediate surroundings with an acute-
The spell extends the mages vision It is also frequently used to discern the ness transcending mundane sight
around him. As long as he can see (i.e., presence of ongoing spatial warps, such (ignore blindness penalties when lo-
the area isnt dark), he can perceive in as gateways or locations that have been cating or targeting beings or objects).
360 degrees with a reflexive Wits + altered indefinitely to be smaller, larger This spell cannot be combined with
Composure roll. It is almost impossible or more convoluted than they should the Fate 1 Sharpshooters Eye spell
to surprise the mage by sneaking up be. Mysterium mages use a similar rote (p. 149).
from behind (a person would need to (Wits + Occult + Space) to sense simi- Adamantine Arrow Rote: Ballistic
be well camouflaged, and the mage lar disturbances, as they know the Targeting
might need to be heavily distracted by objects they seek are sometimes hid- Dice Pool: Intelligence + Occult +
something in another direction). den beyond such magics. Space
Free Council Rote: Spatial Topog-
raphy Spatial Map (Space ) Arrow mages who learn this rote can
be crack shots during a blizzard in the
Dice Pool: Wits + Composure + Statistics show that each individual middle of the night (or at least not
Space involved in the average gunfight stands have whatever prowess they naturally
Some Free Council willworkers like only a relatively small chance of being possess suffer for adverse conditions).
to think of this rote as an updated fatally wounded. Fear distorts spatial Any willworker in need of a good spa-
version of Zen archery or similar styles perception, just as it distorts the per- tial sense in a tense situation can benefit
of combat, wherein the master is ception of time, influencing shooters from this rote.
instinctually aware of his surround-
ings. Adamantine Arrow mages use
this very rote for martial purposes.

CHAPTER THREE: MAGIC 233


makes that something appear or disap- Action: Instant
pear without any plausible Duration: Prolonged (one scene)
explanation) is quite vulgar. Aspect: Covert
Practice: Ruling Cost: None
Action: Instant and contested; tar- If the target is unwilling, he may
get rolls Composure reflexively resist with a reflexive contested Re-
Duration: Concentration solve + Gnosis roll.
Aspect: Vulgar The effect lasts for one hour.
Cost: None Mysterium Rote: Derangement of
For each success (or additional Tar- the Senses
get factor prefigured into the casting), Dice Pool: Manipulation + Investi-
the mage can move one Size point. gation + Space
The maximum Size limit he can move Mysterium mages sometimes need to
is equal to his Space dots, show others exactly what it is they them-
regardless of successes. selves see. This rote enables a mage to
I have discovered the arts of The type of thing that pass on her own sense of resonance to
casting my senses can be moved depends one who would otherwise be unable to
beyond the rude confines of on the conjunctional benefit from such perception.
flesh, espying the far corners of Arcanum used: Matter
the world without the need for for objects, Life for liv-
ing creatures, and Forces
Conceal Sympathy (Space )
physical motion. I can bring my for energy. This spell af-
The mage can conceal any sympa-
power to bear on thetic connections he has to people,
fects only base or median
others from across great places or things, making it appear that
creatures (a Portal
he might know a lover only casually or
distances, and with the use of spell, p. 238, is required
not know her at all.
simple magics can transport to teleport higher life
forms), and they can con- Practice: Veiling
objects, energies and even crea- test this spells grasp. Action: Instant
tures through the hidden path- Free Council Rote: Duration: Prolonged (one scene)
ways of space. Just as I can Nothing Up My Sleeve Aspect: Covert
direct my own perceptions into Dice Pool: Dexterity Cost: None
faraway places, so too might I + Investigation + Space Each success allows the mage to de-
guard my own sanctum from vs. Composure crease the apparent sympathetic
such scrutiny, warding it In addition to being connection (p. 114) he has to a single
an astounding magic person, place or thing. He might have
against prying eyes. trick, this rote allows a an Intimate connection to a cabal-mate,
Council willworker to but with three successes, he can make
summon a much-needed resource to that connection appear (to the eyes of
Apprentice of Space hand quickly, or to send something
away just as quickly (definitely useful
anyone who can see it, such as with the
Correspondence spell, p. 232) to be
Apportation (Space ) when an officer is about to pat one merely an Encountered connection. The
true connection is unaffected; it only
With the aid of another Arcanum, down for drugs or weapons). Adaman-
tine Arrow mages who favor firearms appears to be more distant.
the mage can move something to a
remotely viewed location or remove typically use this rote to produce clips Guardians of the Veil Rote: Dis-
something from it. (The Scrying spell, of ammunition or even entirely new persing the Threads
p. 235, allows a mage to remotely view firearms from concealed inner pock- Dice Pool: Composure + Subter-
a location.) She can, with the appro- ets in jackets and such when one gun fuge + Space
priate dots of Forces, Matter or Life runs dry. A Guardian who fears that enemies
(Matter 2 for a brick, for example, or will try to strike at her through friends
Life 2 for a guinea pig), draw an item
Bestow Spatial Awareness and loved ones can baffle them by
through a scrying window to her cur- (Space ) making it appear that connections are
rent location if the object, creature or As the Space 1 Spatial Awareness more aloof than they truly are.
energy source is small enough. If she spell, p. 233, except that the mage casts
wishes, she can also send such subjects it upon another mage or a supernatural Follow Through (Space )
from her location through the window being such as a ghost or werewolf. If this The mage can step through a nearby
to the other location. Naturally, this spell is cast upon a Sleeper, it invokes spatial doorway (such as one created
use of scrying (which either causes a Disbelief immediately, even if its Dura- with the Portal spell, p. 238) to its
disembodied hand to reach out of thin tion is less than one scene. point of destination. He can follow such
air and grab or deposit something, or Practice: Unveiling a doorway only to its original terminus.

234
know
who or
what it was.
This sensa-
tion is enough
to invoke
Sleeper Disbelief
(see p. 274). Thecaster
cannot actually affect anything
with his touch unless he combines
I n It occasionally happens this spell with another Space spell
other that a trail ends at an old (or per- such as Apportation, p. 234.
words, the haps even recent) doorway in Space Cast conjunctionally with Spirit 2,
mage using and the only thing to do is turn back or the caster can scry across the Gauntlet.
this spell has no move forward and hope for the best. Guardians of the Veil Rote: Re-
choice but to go Mages of the Mysterium use this rote to mote Viewing
exactly where pursue Artifacts and lore, seeking them Dice Pool: Intelligence + Investiga-
the previous spa- through the many lapsed portals riddled tion + Space
tial door went. through the Tapestry. Adamantine Ar-
Guardians of the Veil often use mag-
This limitation row willworkers use this spell when in
ics such as this to spy on quarries before
can obviously hot pursuit of a fleeing adversary.
determining appropriate courses of
prove to be quite
problematic if the Scrying (Space ) action. Likewise, Mysterium mages use
the same rote to peer ahead and ascer-
passage leads to, The mage can view a location re- tain whether a destination is safe.
say, a room full of motely. She can employ all of her senses
heavily armed through these perceptual windows,
men or an active
volcano.
allowing her to see, hear, smell and Sympathetic Spells
even touch things on the far side. This
Practice: By adding Space 2 to a
spell can be used for a variety of pur-
Ruling spell, a mage can affect
poses, from checking up on a loved one
Action: In- to spying on a hated enemy. Mages targets at far distances
stant through time have doubtlessly used it through a sympathetic
for virtually every possible reason. connection. See Sympa-
Duration: Pro-
longed (one Practice: Ruling thetic Spells, pp. 114-116.
scene) Action: Instant
Aspect: Vulgar Duration: Transitory (one turn)
Cost: None Aspect: Covert Untouchable (Space )
The mage suffers Cost: None The best policy for avoiding harm in
penalties based on dis- The spellcasting roll is modified by a fight is to not be where attacks are
tance as if he were scrying (below). the mages sympathetic connection to directed. This spell enables a mage to
Successes apply to the Duration factor the location (see p. 114). The Dura- perform slight intuitive tweaks on
(p. 118), which must equal or exceed tion at this level is transitory (once the the local fabric of space to slip away
the time elapsed since the door was mage ceases concentration), but with from hostile attention. Generally
opened. For example, the spell requires Space 3 the mage can cast the spell speaking, this exceptional avoidance
a Duration factor of four successes to with a prolonged Duration (and Space looks coincidental, something plau-
open a portal that has been closed for 4 allows him to use advanced pro- sible for the individual in question.
24 hours (with Space 3, four successes longed Duration factors; p. 118). Thus, a seemingly clumsy mage blun-
covers doors that were opened up to If he touches someone through the ders his way out of harms way, while a
one month ago). scrying window, a reflexive Wits + lithe, graceful martial artist flows like
Mysterium Rote: Taking the Road Composure roll is made for that person water, managing to avoid her enemys
Once Traveled to notice. If it succeeds, he knows that path at the last possible moment.
Dice Pool: Wits + Investigation + something just touched him, but un- Practice: Shielding
Space less he has magical senses, he doesnt Action: Instant

CHAPTER THREE: MAGIC 235


Ward (Space ) is an exception to the normal spell-
control rules. Successive Ward spells
This spell creates a barrier to bar the add their excess Potency to the Ward
passage of other Space spells, closing a (that is, any Potency in excess of the
given locale out from remote sensing, Wards existing Potency), repairing any
teleportation, spatial tampering and the damage inflicted and perhaps even
like. Effectively, this spell locks the improving upon defenses. (The de-
Duration: current Space template of an area into fending mage does not need to create a
Prolonged (one place, making it difficult to overcome Ward all over again unless it has been
scene) that inertia without considerable effort. destroyed by incoming spells).
Aspect: Covert The Ward effectively renders a per- Example: Morvran has a Ward with a
Cost: 1 Mana (op- son, place or thing immune to Space Potency of 5. His old rival Angrboda uses a
tional) tempering, monitoring and the like sympathetic spell to send a telepathic threat.
until such time as the spatial barrier is The Potency of Angrbodas spell must ex-
The mage gains one point overcome. (In the case of particularly
of armor per dot he possesses in the ceed the Wards Potency. Amazingly,
old and/or paranoid willworkers, it Angrbodas spell has a Potency of 7, so it
Space Arcanum. By spending one could literally take months or years of
Mana, the Duration can be made to gets through. Breaching the Ward erodes
casting to whittle their Space shields the Ward by one point of Potency (even
last for one day. Most mages cast such away, during which time the subject is
a shielding spell at the beginning of the though Angrbodas spell exceeds the Wards
free to fortify his Wards or seek out the Potency by two points, the Ward is only
day, as part of their morning rituals. one who would so crassly intrude upon
Successes are used to combat attempts lowered by one point with each breach).
his privacy.) Morvran casts the Ward spell again, but
to dispel the shield.
Practice: Ruling only points of Potency in excess of those
Note that this magical armor applies
against attempts to grapple the caster Action: Instant already possessed by the existing Ward shore
(both his Defense and Untouchable ar- Duration: Prolonged (one scene) it back up. That means Morvran needs an
mor are subtracted from the grapplers Aspect: Covert exceptional success (five successes), since
dice pool when he attempts to achieve a Cost: None the Ward now has Potency 4.
hold on the mage), but it does not pro- A simple success protects an area of The Space 3 Ban spell, p. 237,
tect against attempts by an opponent to five square yards and gives the Ward a allows a mage to add Bans to his Wards,
overpower and/or inflict damage once Potency of 1. Additional successes add keeping certain phenomena from in-
he has managed to grapple the mage. to the Wards Potency. The mage can sects to motor vehicles from entering
Silver Ladder Rote: Twisting Threads add Target factors to increase the area. his Ward.
Dice Pool: Wits + Occult + Space Space-based spells (sympathetic Adamantine Arrow Rote: Unseen
magic, scrying, teleportation and the Guard
By bending the weave of Space, a
Ladder willworker can evade harm at like) that try to pierce the Ward must Dice Pool: Resolve + Occult + Space
the hands of enemies, as well as avoid exceed the protections Potency with Protecting a sanctum against spies is
injuries stemming from simple hap- their own Potency. Each time one of a duty gladly undertaken by most mem-
penstance. Naturally, mages of all these spells breaches the Ward, it erodes bers of the Adamantine Arrow. For
orders make use of similar rotes. the Wards Potency by one point, re- those who have mastered this rote,
ducing its efficacy. Reinforcing a ward such work is perhaps a bit easier.
Willworkers of the Silver Ladder use
the same magics to defend their pri-
Disciple of Space vate quarters.

While you may gird yourself with deadly Avoidance Tactics (Space )
The mage can now cast the Un-
weapons and powerful allies, they cannot touchable spell, p. 235, on others.
enter my sanctum unless I will it, for the Practice: Shielding
weave of space itself bars their passage. Action: Instant
Duration: Prolonged (one scene)
I look into many places at once and re- Aspect: Covert
arrange the threads that tie all things Cost: 1 Mana (optional)
together, binding them tightly or severing perThe target gains one point of armor
dot the caster possesses in the Space
them completely. When I wish it, Arcanum. By spending one Mana, the
I can open a door across all Duration can be made to last for one day.
Free Council Rote: Sideslip
of space to step wherever I like. Dice Pool: Wits + Occult + Space

236
The Free Council uses this rote to
defend its cabal members and allies
Destroy the Threads (Space )
from the sorts of harm they all too The mage destroys a sympathetic
commonly encounter. connection.
Practice: Fraying
Ban (Space ) Action: Instant; subtract targets
The mage can create a Ban to re- Composure tice
strict something from passing through Duration: Lasting things of
a Ward (see Ward, p. 236). Aspect: Covert note). The mage
Practice: Weaving Cost: None uses his weakest
Each success destroys one degree of sympathetic con-
Action: Instant
sympathetic connection that a target nection (the one
Duration: Prolonged (one scene) with the highest
Aspect: Covert holds for a single person, place or thing,
as per the chart on pp. 114-115. For spellcasting penalty)
Cost: None when casting this spell. Ifo n e
example, this spell can be cast upon a
This spell is an exception to the mage to erode the Intimate sympathetic place is Intimately known (2) but
normal spell-control rules (see Spell connection he has to his best friend. It another has only been Described (
Control, p. 128), allowing the mage does not affect his mental or social feel- 10), the spell suffers the higher 10
to add a Ban to a pre-existing Ward. ings or interactions with his friend, but penalty. If the mage wishes to focus
(Or he could combine this spell with does make it harder for him to connect intently on more than one location at
Ward during casting; see Combining with that friend using sympathetic magic. once, he must use the Mind 1 One
Spells, p. 128.) Mind, Two Thoughts spell, p. 206, or
A living creature unconsciously resists
When combined with the appropri- the Mind 3 Multi-Tasking spell,
this spells attempts to alter its connections
ate dot of the Arcanum governing a p. 211, to multitask on that level.
with its Composure. These threads can be
given phenomenon (say, Forces 2 for re-established normally over time in the Free Council Rote: Spatial Collage
fire or Forces 5 for nuclear radiation), usual fashion (i.e., through physical con- Dice Pool: Intelligence + Investiga-
the Ban can prevent that phenom- tact or even repeated mental and/or tion + Space
enon from entering an area at all, by emotional association). This rote enables a Council willworker
any means. Thus, a mage with the right to glimpse multiple locations simulta-
Adamantine Arrow Rote: Shatter-
Arcanum knowledge could prevent neously. While he might have some
ing the Invisible Bonds
insects (Life), metal objects (Matter), difficulty processing what he sees with-
spirits (Spirit) or even people (Life) Dice Pool: Strength + Investigation
+ Space out the Mind Arcanum, he is definitely
or all four if he desired from intrud- able to notice any obviously strange
ing upon a given location. As willworkers of the Arrow know,
occurrences, and anything blatantly out
The subject of a Ban can be as general any kind of vulnerability can and even-
of place in familiar locations.
or specific as a mage wishes, ranging tually is exploited by an enemy. This
from all energy (meaning that the rote drastically reduces the likelihood
of an attack via sympathetic magic.
New Threads (Space )
energy currently within the location The mage creates a sympathetic con-
remains there and no new energy can Mages of the Mysterium, who are occa-
sionally pursued by hostile willworkers nection by fortifying that elusive bond
enter), to thrown rocks (meaning that between things that creates the prin-
rocks can be carried in, but those thrown (or even stranger beings) in the course
of their work value similar magic (Re- ciple of sympathy (using a favored
at the space are repelled), to Jerrys childhood treasure, for example, to
albino boa constrictor, Lucifer (which solve + Investigation + Space).
work either deleterious or beneficial
keeps that one snake, and only that
snake, out). All energy might impose Multispatial Perception magic upon another).
Practice: Weaving
a 3 penalty (and require Forces), while (Space ) Action: Instant; subtract targets
Jerrys albino boa constrictor, Lucifer The mage can scry multiple loca-
might invoke no penalty. Composure
tions simultaneously. Duration: Lasting
Silver Ladder Rote: Barring the Practice: Fraying
Ways Aspect: Covert
Action: Instant Cost: None
Dice Pool: Resolve + Occult + Space Duration: Prolonged (one scene)
A Ladder mages sanctum is invio- Each success creates one degree of
Aspect: Covert sympathetic connection between the
late to him. By means of this rote, he
can render it thus to others, forbidding Cost: None target and a single person, place or
passage to inanimate objects, outside One location can be scryed per suc- thing, as per the chart on pp. 114-115.
sources of energy, or even living things. cess. The mage catches only a glance at For example, a mage who barely knows
Guardians of the Veil are known to use each location. If he concentrates on a woman he just met (an Encountered
the same rote to cordon off potentially details at one location, he notices less connection) can be given a greater
hazardous areas while they determine of whats going on at others (2 dice degree of sympathetic connection to
what to do about the sites. penalty on any perception rolls to no- her (with three successes, this can be-

CHAPTER THREE: MAGIC 237


come an
Intimate
connection). This Cost: 1 Mana
does not change the The target num-
normal mental and so- ber is determined by
cial relationship between the casters sympa-
the two, only their mysti- thetic connection to the
cal connection that can be destination.
exploited through Space magic. Connection Successes
A living creature unconsciously re- Intimate 1 success
sists this spell with its Composure. Known 2 successes
Free Council Rote: Spinning the Acquainted 3 successes
False Strand Encountered 4 successes
Dice Pool: Manipulation + Occult Described 5 successes
+ Space Composure One person of Size 5 or less can pass
Sometimes the only way to get close through the portal per turn (larger
to someone is to create the means people can spend two turns squeezing
oneself. Free Council mages use this Cast
through). Each success added to the
rote to forge an artificial sympathetic conjunc-
target number allows the mage to widen
connection with another person, usu- tionally with
the portal so that one additional per-
ally for the purposes of targeting that Spirit 4, the portal
son can pass through per turn.
individual remotely with other mag- can lead to locations
A Portals entrance and exit can be on the other side of the
ics. Guardians use a rote much like it placed anywhere that allows a person
(Composure + Occult + Space) to af- Gauntlet. See the Road
of Size 5 or less enough freedom of Master spell.
fect others at great distance, without movement to enter or exit it in a single
ever needing to reveal themselves. Mysterium Rote: Escape Hatch
turn. Most Portals are used like doors,
with the entrance and exit perpen- Dice Pool: Manipulation + Investi-
Portal (Space ) dicular to the ground, but the caster gation + Space
This spell creates a spatial warp can be creative. The entrance and exit, Mysterium mages use this rote to move
through which the caster (and anyone however, must mirror each other on friends and allies from dangerous loca-
else who uses it) can move from one the same plane. For example, the en- tions. Silver Ladder willworkers often
point in Creation to another without trance could be placed below a falling use their own version of the rote (Pres-
traversing the intervening space. The person, but the exit cannot be set to ence + Investigation + Space) to send
mage steps forward and vanishes from eject the falling person sideways. It servants on errands of various sorts.
one place to arrive at another, appear- must face down (as its opposite faces
ing instantaneously. For those who up). Ranged Blow (Space )
hold to such tales, it is believed that Note that, without applying the Por- The mage can punch, kick or stab a
many Awakened survived the fall of tal Key spell, p. 240, the caster cannot target from afar.
Atlantis through use of this spell, open- limit who can use the Portal. Nearby Practice: Weaving
ing portals in space to flee to distant enemies can attempt to step through Action: Instant
sanctums to lick their wounds. it, too. A person can be thrown through Duration: Prolonged (one scene)
Naturally, the wise mage takes some a portal forcibly. A hold must first be Aspect: Vulgar
time to scry the layout of the place to achieved in a grapple action (see Un-
Cost: 1 Mana (per attack)
which he teleports (even if it is familiar armed Combat, pp. 157-159 of the
to him), just to be certain that no World of Darkness Rulebook), after For the scene following casting, the
unwelcome surprises await. which the grappler can shove the per- mage can make ranged Brawl or Weap-
son through the Portal as an overpower onry attacks against targets within
Practice: Weaving
maneuver. sensory range. One Mana must be spent
Action: Extended (target number = for the caster per attack. These attacks
degree of sympathetic connection) With Space 4, this spell can be cast
have all the benefits (the target does
Duration: Transitory (one turn) with a prolonged Duration. With Space
not get his Defense) and drawbacks
Aspect: Vulgar 5, it can be cast as an instant action
(range penalties as per an aimed spell;
(and with advanced prolonged Dura-
p. 116) of a ranged attack.
tion factors).

238
Adamantine Arrow Rote: Far
Strike
Co-Location (Space )
The mage performs personal co-lo-
Dice Pool: Strength + Investigation cation, being in two or more places at
+ Space
once. He creates multiple images of
Rare martial artists of great skill can himself, one of which is really him.
land a blow on a subject from consider- Without the use of the Mind Arcanum
able distances, transferring energy one-
for multi-tasking, these duplicates are man team to
through empty space to inflict damage just that, reflections like those in a
without ever touching an enemy con- quickly and effi-
mirror, all performing the same tasks, ciently contain
ventionally. Adamantine Arrow mages saying the same things simultaneously.
make use of such a concept with this breaches of the veil.
These duplicates are normally insub- Adamantine Arrow
rote, allowing them to damage a foe stantial, but the mage is capable of
from a distant range, even when no mages use the same
choosing which location she is actu- rote to move virtually
suitable ranged weapon is at hand. ally at from moment to moment. unstoppably across a battle-f i e l d
Practice: Patterning or through an enemy holding.
Adept of Space Action: Instant
Duration: Transitory (one turn) Pocket Realm (Space )
Unbound by space, Aspect: Vulgar The mage creates a pocket universe
I walk in many places Cost: 1 Mana to which he can escape (with his famil-
at once, The mage can exist simultaneously in iar, provided he chooses to brings it,
one location plus one per success and along with any possessions he might
and with the aid of can reflexively choose (during his ac- wish to carry). This space has no
other magic can physi- tion in the Initiative roster) which of particular size beyond that imparted
these locations he actually physically upon it by the mage himself.
cally interact with the inhabits (through a form of reflexive Practice: Patterning
people, places and teleportation) from turn to turn. Only Action: Instant
things of Creation in his real self can be affected by attacks; Duration: Prolonged (one scene)
duplicates have no substance. The mage Aspect: Vulgar
multiple locations uses his weakest sympathetic connec-
Cost: 1 Mana
simultaneously. tion (the one with the highest
spellcasting penalty) when casting ei- One success provides Size 20 or less,
I can use the threads ther version of this spell. (In other words, +10 per additional Target factor. With-
if he wants copies of himself in Prague, out use of other Arcana (such as Forces
of space to entangle for light), it is a place (a term best
Reykjavik and Tokyo, but has only briefly
my foes and bind been to Prague, he applies that locations used only loosely in this regard) devoid
of features, dimensions, energy or
them within a given sympathetic penalty to the overall diffi-
boundaries. While it defies the classi-
culty of the spell.)
place in the universe, By using the Mind 3 Multi-Task-
fication of color (having no true light
or travel without beyond that which the mage brings
ing spell, p. 211, when creating these
with himself), most describe it as being
motion, vanishing and duplicates, the mage can make one or
gray and lifeless. It is neither small nor
more of his immaterial duplicates say
reappearing as I will large (though, without the presence of
or do something different than he him-
any phenomena other than the mage
across the illusion of self does (as per normal multi-tasking
herself, such distinctions are virtually
rules). Without use of other sympa-
distance. I can spin a useless), but simply is. Those who dwell
thetic spells, the mage can only interact
upon the school of esoterica call this
universe of my own with the location he is physically in,
location a Correspondence Point,
though he can perceive (as per
and seek solitude there Multispatial Perception, p. 237) what
wherein the enigma of the non-exist-
ence of space is truly revealed.
or dismiss to that goes on in each reflections immediate
Unless Matter 4 is included in the
surroundings.
place those things that With Space 5, this spell can be cast
casting (or used once the mage is within
are precious to me, the Pocket Realm), the mage eventu-
with prolonged Duration.
ally exhausts the air supply (the Matter
there to await mycall Guardians of the Veil Rote: spell transforms molecules to recycle
Cleanup Crew oxygen). He can breathe there for one
beyond the grasp Dice Pool: Intelligence + Investiga- hour, minus 10 minutes per point of
of others. tion + Space Size over 5. Life 5 can be used to create
With this rote, a Guardian can be in a mystical life-sustaining effect.
many places at once, able to move ef- A mage can open portals (see Por-
fortlessly between locations and act as a tal, p. 238) or teleport (see

CHAPTER THREE: MAGIC 239


one who performs the trigger, but it such prove necessary) in one of the
otherwise remains closed. The mage safest possible locales. Some Adaman-
can also use the Portal Key to declare tine Arrow mages use such a non-place
who can (and cannot) pass through as a secret weapons cache.
the portal.
Practice: Patterning Suspension (Space )
Action: Instant By means of this spell, the mage
Teleportation, Duration: Lasting essentially entangles a given being or
p. 241) into or object with invisible spatial strands,
Aspect: Covert
out of his Pocket rendering him incapable of leaving.
Realm. The mage has Cost: None
Unlike the normal rules for spell Practice: Patterning
a Known sympathetic
control (see Spell Control, p. 128), Action: Instant and contested; tar-
connection to his own
the mage can cast this on a pre-existing get rolls Composure + Gnosis
Pocket Realm, unless he
portal of his own or he can combine it reflexively
has spent at least 24 hours inside it
(requiring an extended Duration), with the creation of a portal. Duration: Transitory (one turn)
after which his connection becomes Silver Ladder Rote: Attuning the Aspect: Vulgar
Intimate. Gateway Cost: 1 Mana
If the Pocket Realm spell expires Dice Pool: Resolve + Occult + Space The subject is boxed in and cannot
with the mage still in it, he appears in Silver Ladder mages use this rote both as leave under his (or its, in the case of
space exactly where he was before go- a means to program their spatial gateways moving objects) own power, detained
ing to the realm. He and anyone (or and to craft instantaneous portals when a until such time as the spell expires or the
anything) within the same space in situation suddenly turns unfavorable. mage chooses to grant release (or some-
which he appears must contend with one else with an advanced understanding
Knockdown (see Knockdown, p. 168 Safe Keeping (Space ) of spatial magics undoes the imprison-
of the World of Darkness Rulebook). The mage can place an item into his ment). From the subjects point of view,
If he used the Safe Keeping spell Pocket Realm (see p. 239) for safe- no amount of movement in any direc-
(below) to place items in his Pocket keeping and retrieve it with another tion results in progress toward escaping
Realm, they are ejected when the spell casting of this spell. the zone of confinement. Outside ob-
maintaining the realm expires. They servers see the subject moving but not
Practice: Patterning
appear in the same space they occupied getting anywhere. Although the subject
Action: Instant cannot travel anywhere, he still gains
when they were placed into the realm.
(If the mage placed things in his realm Duration: Lasting his Defense against attacks to which it
while traveling far and wide, he now has Aspect: Vulgar normally applies.
to travel back to those places to retrieve Cost: None This pocket of looped spatial
the items assuming nobody moves The items Size cannot exceed the strands can be placed directly upon a
them before he gets to them.) pocket universes own Size. The Pocket subject (in which case the subject can
Free Council Rote: Non-space Realm must be pre-existing or cast in contest it with a reflexive Composure
Dice Pool: Dexterity + Investiga- combination with this spell. + Gnosis roll), or it can be set up so as
tion + Space The effect of this spell is lasting, but to snare any who physically enter the
if the Pocket Realm spell expires, the space. With a single success, the Sus-
Some Free Council mages use the
item appears in space exactly where it pension snare covers a defined volume
pocket of nil-space provided by this
was before being placed into the Pocket of five cubic yards; additional Target
rote as a place to hide out, and perhaps
Realm. It and anyone (or anything) factors can increase this volume. The
even as something of a home away
within the same space in which the re- snare does not hold more cubic mass
from home, a safe haven during dan-
appearing item arrives must contend than it is designed to encompass. Made
gerous times. Mysterium mages use a
with Knockdown (see Knockdown, too small, it cannot hold the desired
variant rote (Composure + Investiga-
p. 168 of the World of Darkness volume. Too large, and it may capture
tion + Space) to access a quiet place to
Rulebook). unintended individuals and objects.
rest, meditate and ponder away from
distractions. Free Council Rote: Storage Space As the strands close about a living
Dice Pool: Dexterity + Investiga- target, he can attempt to slip free in the
Portal Key (Space ) tion + Space first turn of contact with a successful
Dexterity + Athletics roll as a con-
The mage can attune a portal (see Over time, some Free Council mages
find that their Correspondence Point tested and reflexive action. If his
Portal, p. 238) he creates to some successes exceed the spells Potency,
kind of activation trigger (such as a spaces end up as something of a dump-
ing ground for useful items or those too he slips free of the strands. (If he is a
particular word or phrase, a given ges- mage, he can attempt to use
ture or even something inherent, such precious to leave anywhere in the uni-
verse. This rote enables the willworker countermagic instead. See p. 122.)
as the presence of a redhead or a mem-
to place inanimate objects (quite a Once suspended, the subject can at-
ber of the mages own family), so that
large quantity of them, actually, should tempt to wriggle free of the strands with
the portal opens and is usable by any-

240
an extended Dexterity + Athletics roll, A location that he is currently scrying is
with rolls once per turn and a target a Known sympathetic connection (4).
number equal to the Suspension spells He can teleport himself, his familiar (if
Potency plus its casters Space dots. Note he has one) and anything he wears or
that a mage with Space 4 can use the carries (provided its not too large; he
Teleportation spell (below) to in- needs one extra success per Size rating
stantly extricate himself from the strands. above 3). Cast conjunctionally with
In conjunction with Death 2 or Spirit Spirit 4, this spell can teleport the user
2, Suspension affects (or can be made to across the Gauntlet.
ensnare) Twilight ghosts or spirits, re- Mysterium Rote: Wormhole
spectively. If such beings have powers Dice Pool: Intelligence + Occult + With
that allow them to step across the Gaunt- Space mastery of
let, they can circumvent Suspension (as Sometimes used as an escape route Space, I am
can a mage using the Spirit 4 Road and sometimes as a means to reach able to bend
Master spell, p. 254). In conjunction otherwise inaccessible locales, this rote the very axes on
with Spirit 3, Suspension can be ex- is occasionally employed simply as a
tended to snare beings on the other side mode of transportation. Silver Ladder
which the universe
of the Gauntlet, in the Shadow Realm, mages who do not wish to resort to rests, reducing a house
making escape via Numina or spells that mundane conveyances sometimes to the size of a
cross the Gauntlet impossible. make use of this magic (Presence + housecat or stretching
With Space 4, this spell can be cast Occult + Space). a lonely road out to
with a prolonged Duration. infinity. Just as I am
Adamantine Arrow Rote: Spider
and Fly
Master of Space able to be in several
places simultaneously, I
Dice Pool: Wits + Investigation +
Space
Dimensional Axis can draw objects,
Like a spider enmeshing its quarry in (Space ) places and even other
a web, an Arrow mage uses this rote to The mage performs complex co-lo- people into the same
bind an enemy in place, rendering her cation on an area, causing multiple space, causing them to
easy prey. Guardians of the Veil also use locations to exist in the same space. coexist harmlessly or
this magic to ensnare escaping witnesses She can, for example, stack multiple
before they can do anything foolish. locations in space, making them coex- violently, as I
ist for however long she wishes (even desire. I can warp the
Teleportation (Space ) permanently, should she decide to ex- tapestry of space
The mage can traverse space without pend the time and resources to do so). upon itself in ways
moving, all without the need to open a While thus layered, places and things others can scarcely
do not normally interact with each
Portal (p. 238). Through use of this
other meaning that a lamp, a couch
imagine, concealing my
spell, which is invaluable to spies, couri- sanctum among paths
ers, fighters and just about anyone else and a bowl of cereal, each drawn from
who has reason to get to (or away from) one of three different places, can all unknown to
somewhere in a hurry, mages get where occupy the same space without inter- mortal senses, or en-
they need to be, no matter how distant acting. An onlooker might think that snaring those who
from where they are. he sees an optical illusion where per- offend me within a
spective tricks his mind. The lamp,
As with creating a Portal, the wise
couch and bowl of cereal all appear to hell of twisting roads
mage first scrys his destination. Some- possessed of
be the same distance from him, but
times there is no time for such caution,
however, and the willworker must sim-
surely hes mistaken or so he might no origin
ply hope that wherever hes going is
assume if he does not have Mage Sight or destination.
or otherwise suspect that magic is at
better than where he is.
work.
Practice: Patterning
The mage can decide to make things
Action: Instant The target number is one success per
in space interact (usually disastrously);
Duration: Lasting overlapping location. Navigating
see Worlds Collide, p. 244.
Aspect: Vulgar through these stacked locations can be
Practice: Making confusing, especially when trying to
Cost: 1 Mana Action: Extended (target number = pick up one object that rests in the
The mage must have a sympathetic one success per location) same space as three others. A reflexive
connection to his destination. The Duration: Prolonged (one scene) Intelligence + Investigation roll must
weaker the sympathetic connection, the Aspect: Vulgar be made for a person to interact with
more penalties his spellcasting roll suf- the intended space. Needless to say,
Cost: None
fers (see Sympathetic Spells, p. 114).

CHAPTER THREE: MAGIC 241


Action: Extended through this level of Space, folding space
Duration: Prolonged (one scene) in ways that defy the senses. For ex-
Aspect: Covert ample, the horror-movie staple of causing
Cost: None every possible path of egress from a given
locale to instead lead back to isolated
Attempting to find the hidden site
wilderness is possible. So is making a
can be undertaken as an extended In-
road that a person can visually confirm
telligence + Investigation or Survival
such an leads to the store down the street, but
(whichever Skill is higher) action, with
Escheresque traveling that way actually leads in the
a target number equal to one higher
locale invokes opposite direction. Needless to say, this
than the spells Potency and 30 min-
Sleeper Disbelief. use of the Arcanum is extraordinarily
utes time spent per roll. Any failure
The caster can ex- vulgar and potentially insanity-induc-
forces the seeker to start over. A dra-
tend the Duration ing if practiced in sufficiently blatant
matic failure gets him lost within the
factors for this spell using ways upon another person (almost as-
tangle of space surrounding the loca-
the advanced prolonged factors; see suredly requiring reflexive Resolve +
tion, meaning that he must now
p. 119. Composure rolls for the subject to re-
navigate his way back to square one (a
Free Council Rote: Many-Roomed main calm and rational).
difficult task at best; he must collect
Mansion the same number of successes that got Guardians of the Veil Rote: Sun-
Dice Pool: Intelligence + Investiga- him there). A person with the Direc- dered Path
tion + Space tion Sense Merit (p. 110 of the World Dice Pool: Intelligence + Occult +
A Council willworker with knowl- of Darkness Rulebook) is allowed one Space
edge of this rote can have an entire roll for every 10 minutes spent search- Guaranteed to eventually dissuade all
mansions worth of rooms in a studio ing instead of every 30 minutes. save the most dogged of interlopers, this
apartment provided, of course, hes The caster can extend the Duration rote helps a Guardian of the Veil defeat
willing to have all of the rooms exist- factors of this spell using the advanced Sleeper (and others) curiosity with frus-
ing in the same space. At the very least, prolonged factors; see p. 119. tration, fear or despair, as the caster sees
this magic serves as quite the space- Mysterium Rote: The House in the fit. Roads that go on a little too long
saver, allowing the mage to stack Woods leave inquiring souls feeling tired and
tremendous quantities of materials in- most eventually lose interest. Paths that
Dice Pool: Intelligence + Investiga-
side one another and to interact with double back on themselves in some
tion + Space
each individual item as desired through nightmarish Mbius loop can erode the
Mages of the Mysterium often be- courage and even sanity of one unpre-
use of the Space Arcanum.
come collectors of strange, wonderful pared for such inexplicable experiences.
Hide Space (Space ) and dangerous treasures. This rote al-
In many stories, the abodes of wizards
lows such a willworker to protect his
possessions and his abode from intrud-
Manifold Presence
are hidden from the eyes of ordinary ers, confounding perceptions and (Space + Life
people and can be accessed only through
special paths unknown to most. This
driving would-be thieves away. Guard-
ians also make use of this rote,
or ;
spell enables a mage to create just such a protecting unusual places and paran- optional Matter and/or
sanctum, spinning complex barriers of
space to guard against unwanted intru-
ormal phenomena from prying eyes. Mind or )
Just as the sun is one thing and yet
sion. In effect, the chosen area exists
only partway inside the conventional
Labyrinth (Space ) exists everywhere in half of the world
The mage can mutate dimensional axes. at once, a mage with an advanced
concept of a place, hidden within a
A hallway can be made to go on for miles knowledge of Space and Life (and,
convoluted knot of twisted paths through
(despite the fact that it is in a building that quite possibly, some understanding of
which a would-be visitor must travel in
is only a hundred feet across). Matter and/or Mind) can simulta-
very specific ways. Thus, while logic
might dictate that walking straight for a Practice: Making neously be in several places physically.
mile from the north bank of the river Action: Instant The mage could, if he wished, chop a
gets one to a destination, in practice, 10 Duration: Prolonged (one scene) winters worth of firewood in an hour
miles of twists and turns, which seem to Aspect: Vulgar or so, guard every entrance to a build-
lead through much more terrain than ing, or even become a one-man mob.
Cost: None
could be possible, intervene. Taking any Practice: Making
A simple spatial warp, making one
wrong turns waylays the journey, mean- direction appear to be another, might Action: Instant
ing that the traveler must find his way levy no penalties, while a complex Duration: Prolonged (one scene)
out (by no means a guarantee) and start one, making all roads lead to one junc- Aspect: Vulgar
over. Therefore, unless an individual is tion, might be 3 or more, depending Cost: Varies
extremely lucky, he must know the way on how much space is affected. This spell is an advanced version of
to reach his intended destination. The mage is capable of sculpting bi- Co-Location, p. 239. With the Life 4
Practice: Making zarre vicissitudes of place and distance version of this spell, the mages dupli-

242
cates (one per success) are substantial, in some especially deranged funhouse.
but are all extensions of the same physi- Images created through both the Forces
cal presence. When one is wounded, and Time Arcana allow her to see
for example, all feel pain and suffer herself in various states of disarray:
Health wounds of damage. (The cast- maddened, starving, dying of self-in-
ing mage himself does not suffer wounds flicted wounds, and the like. No matter
unless he is attacked directly.) With- where she flees, she hears her own magi-
out adding the appropriate level of voice, screaming at her, and hears what cal secrets
Mind (1 or 3 for multitasking), these she believes to be her own desperate from those who
copies do exactly what the mage does thoughts, echoing back to her from refuse to share.
and all share in a single Defense (mean- across gulfs of space and time. Im-
ing that any attack against any copy planted suggestions and false memories Shrink/Expand
causes the Defense of all to erode by
the same amount over the course of a
make moments feel like days.
Needless to say, use of this magic can
(Space +
turn). It costs one Mana to add easily lead a mage astray from the path Life , or
multitasking to the spell, regardless of
the number of duplicates.
of Wisdom. or Matter )
Practice: Making and Unmaking The mage can warp spatial axes to
With the Life 5 version of the spell, the Action: Instant and contested; tar- cause an object to become smaller or
mage can create distinct clones of himself get rolls Composure + Gnosis larger.
at different locations, one clone per success reflexively
and one Mana per clone. Each clone has its Practice: Making
Duration: Prolonged (one scene) Action: Instant and contested; tar-
own Health and Defense.
Aspect: Vulgar get rolls Stamina + Gnosis reflexively
If a mage wants his duplicates equip-
Cost: 1 Mana Duration: Prolonged (one scene)
ment (items intended to interact with
other beings such knives or guns) to be During the Duration of this spell, an Aspect: Vulgar
substantial, regardless of which ver- extended roll (with the same dice pool Cost: 1 Mana
sion of the spell is used, Matter 5 must used to cast the spell) is made for the
The mage can decrease or increase a
be added to the casting and one Mana caster once every 10 minutes, con-
targets Size by one point per success,
per object must be spent (which gives tested reflexively by the victims
to a minimum of Size 1 (when shrink-
physical substance to each copy of the Composure + Gnosis. If the casters
ing) or additional Size points equal to
item possessed by all duplicates). successes exceed the targets successes,
his Gnosis (when expanding). An SUV
each excess success causes the target to
As with the simpler Co-Location can be reduced to the dimensions of a
lose one Willpower point as visions
spell, the mages weakest sympathetic toy car (though it is still a fully func-
drive her mad. If the victim is reduced
connection (the one with the highest tional toy car, which weighs thousands
to zero Willpower points, she suffers a
spellcasting penalty) is used when cast- of pounds). Mages who would perform
severe derangement (see the World of
ing this spell. such alterations are advised to remem-
Darkness Rulebook, pp. 96-97) and
Adamantine Arrow Rote: Walking ber the way in which these changes
returns to normal space/time a gibber-
with the Sun can interact with the environment. In
ing wreck, likely capable of little more
Dice Pool: Intelligence + Occult + the example of the SUV, its recom-
than curling up in a fetal ball or scream-
Space mended that one not allow the vehicle
ing herself hoarse. After she returns
An Arrow willworker with this rote onto a muddy road (where it will sink
from this imprisonment, she truthfully
at her disposal becomes a veritable like a stone in water due to its immense
answers any questions put to her by the
army unto herself. Likewise, a weight condensed to a tiny surface
spells caster. If the subject successfully
Mysterium mage using this rote is a area). A target made larger through use
contests a roll made for the mage at any
one-man research team. of this spell is not made heavier; he still
point, she returns to mental reality.
might be able to walk across rotting
She is almost certainly shaken and
Oubliette scared, but is perfectly capable of act-
boards or thin ice that might otherwise
give way to someone with a larger mass
(Space + Forces , ing normally.
but smaller size.
Mysterium Rote: Hell of Many
Mind , Time ) Mirrors
Affecting a base life form requires
On occasion, the most effective way Life 2, a median life form Life 3, and a
Dice Pool: Intelligence + Occult + human being Life 4. Affecting an ob-
to deal with a foe is to break her mind. Space
Some mages favor psychic intrusions, ject requires Matter 2.
Sometimes employed in combat, and A beings species factor is partially
others use threats, while still others sometimes simply as a punishment,
favor old-fashioned torture. A based on Size and partially on metabo-
this rote sees some use on the part of lism some creatures are slower than
willworker armed with this magic need Mysterium mages who are more con-
not resort to such indelicate methods. others, even though their large stride
cerned with ends than means. A few would seemingly make them faster (as
The spell banishes a person into a Free Council willworkers have their
pocket of looped space in which the with giraffes and elephants). Since this
own version of the rote (Wits + Occult spell doesnt alter metabolism, the Size
victim sees herself reflected, as though + Space), which they use to wrest forth

CHAPTER THREE: MAGIC 243


small steel plate could be expanded to Duration: Lasting
serve as a shield, a rare relic made small Aspect: Vulgar
enough to evade all save the most Cost: 1 Mana
thorough mundane examinations, or One subject per Target factor can be
the mage himself rendered sufficiently affected. If even a single target suc-
tall to reach a height twice or more ceeds in the contested resistance roll,
than normal. Given the utility of this none of the targets are co-located.
change magic, it sees use by mages of every
affects Speed The spell inflicts one point of aggra-
order.
only partially. vated damage per success. Once the
For every increase of Worlds Collide (Space targets contact one another, they are
immediately repulsed (see Knock-
two Size points, add
one point of Speed.
) down, p. 168 of the World of Darkness
For every decrease of The mage can co-locate people or Rulebook). They do not remain fused.
two Size points, subtract one point objects with one another and cause Adamantine Arrow Rote: Shattered
of Speed. An average human (Size 5) them to physically interact. When two Images
who becomes Size 7 gets a +1 Speed or more objects (including people) are Dice Pool: Resolve + Investigation
bonus, while he suffers a 1 Speed if he superimposed upon one another and + Space vs. Stamina + Gnosis
becomes Size 3. allowed to interact, they are usually By crudely superimposing the spatial
Silver Ladder Rote: Loom of Space destroyed in a very messy fashion, as axes of multiple foes atop one another, a
Dice Pool: Intelligence + Medicine molecular lattices collide and drive Ladder willworker is capable of striking
each other apart. For living creatures, them down, no matter where they stand
(for living creatures) or Crafts or Sci-
the result is usually crippling at the or how they move. Those affected by
ence (for objects) + Space
very least. such magic are often horribly maimed if
This rote grants a Silver Ladder
willworker the ability to increase or Practice: Unmaking not killed outright. Most mages caution
decrease the spatial axes of any person, Action: Instant and contested; tar- against the spells indiscriminate use,
place or thing he can affect. Thus, a get rolls Stamina + Gnosis reflexively lest Wisdom be forsaken.

244
Spirit Duration: Prolonged (one scene)
Aspect: Covert
Cost: None
Purview: Exorcism, the Shadow
Realm, soul retrieval, spirits, the Each success provides a +1 dice bo-
Gauntlet nus on a single roll made within the
By setting out on the path of the spells scene-long Duration. This bo-
Spirit Arcanum, a mage seeks to be- nus applies only to actions over which
come an intermediary between realms. the object itself might conceivably have
Spirit mages are often thoughtful some sway, such as a cars ability to
people, those who consider the conse- steer straight, but not a rocks power to
quences of their actions well beyond be thrown more accurately (it has no
the immediate not only forward control over the air).
into time, but also outward, mindful of Example: Harbinger has coaxed the
the ripples their deeds can cause. Many spirit of his Chevy convertible to help him
Spirit mages were religious (or at least maneuver a hairpin curve coming up in
faithful) people before the Awaken- the road. He gets three successes on the
ing, though some were incapable of casting, which gives him +3 dice on a
articulating what it was they felt, and single roll for controlling the car.
others believed in nothing before the Free Council Rote: Helping Hand
revelation came that stole their igno- Dice Pool: Manipulation + Social-
rance. Many of those who delve into ize + Spirit
this Arcanum are willing to admit that Some Free Council mages under-
there are things beyond the compre- stand that consciousness exists in more
I see the coming and
hension of man, and theyre
comfortable with that notion. They
varied forms than most modern Sleep- going of my brothers
ers know. Calling upon traditional
walk into the shadows beyond the fire- wisdom, they use this rote to speak to and sisters in the spirit
light, knowing full well that there are
things to be afraid of out there, and are
the slumbering presence within most realm. I know where
things, requesting aid in a task at hand.
perfectly happy with that understand- Silver Ladder mages are often more they are, whether they
ing. Unlike Space mages, they do not direct and forceful in casting their own hide in the invisible
blaze a path for others. The road such version of this rote (Presence + Social-
mages walk is a solitary one under- ize + Spirit). spaces, or within a
taken only by those who accept that
the world is grander, stranger and more Exorcists Eye (Spirit ) flesh-and-blood
dangerous than humanity can possibly This spell enables a mage to detect beings body. I see the
comprehend. the presence of a possessing entity
within a terrestrial being, often to the
wall between realms
Ruling Arcanum: Primal Wild end of expelling that spirit by means of with perfect clarity
The gross/subtle pair of Life/Spirit the Exorcism spell, p. 248. Those and know its strength.
provides the Ruling Arcana for the who are knowledgeable in the ways of
Primal Wild, the vast, primordial Eden the spirit realm may be able to identify I speak the tongue of
of forests, mountains, rivers and plains what sort of spirit inhabits a given
where Nature holds sway. Spirit is the individual, but such information is not
spirits, and my voice is
ephemeral expression of the pair. necessarily conveyed by this spell. known to them.
Practice: Unveiling
Initiate of Spirit Action: Instant
Duration: Concentration
Coaxing the Spirits (Spirit ) Aspect: Covert
The mage can whisper to a spirit Cost: None
sleeping within a material object and If a spirit has the ability to hide and
ask for its aid, making it easier to use wishes to do so, it may use such a power
the object. The spirit does not awaken, and pit its own successes directly against
but it does yield its power a bit, allow- this spells successes (the spells Po-
ing the mage to pick a lock easier and tency) in an attempt to remain hidden.
faster, carve a wooden statue with more Guardians of the Veil Rote: Part-
ease and grace, or even drive a car with ing the Shadow
more facility.
Dice Pool: Wits + Occult + Spirit
Practice: Compelling
The Guardians of the Veil have cata-
Action: Instant logued a wide variety of phenomena

CHAPTER THREE: MAGIC 245


Silver Ladder Rote: Solomons Sight Mysterium Rote: Fleshless Speech
Dice Pool: Intelligence + Occult + Dice Pool: Presence + Socialize +
Spirit Spirit
King Solomon was said to be wise in Mages of the Mysterium have many
the ways of magic, a master of the reasons for dealing with the denizens
spiritual realms. This rote allows a Lad- of Twilight (or the Shadow Realm).
that are der willworker to emulate that ancient Some spirits recall the crafting (or fi-
known to ruler, perceiving the most intricate and nal resting places) of ancient relics,
suddenly and delicate nuances of magic, and the and might be willing to share such
inexplicably local complexion of the barrier hold- knowledge for a price. Conversely,
change a ing spirit apart from flesh. Mages of all some spirits pay close attention to the
persons de- orders use this rote, but Mysterium happenings of the world of flesh and
meanor, often into willworkers often do so under urgent can prove invaluable informants. This
something frightening and alien. circumstances (Wits + Occult + Spirit). rote enables a member of the Mysterium
One of the more common paran- to communicate with a spirit currently
ormal causes is possession, whether
on the part of a ghost, a spirit or some-
Spirit Tongue (Spirit ) inhabiting the same plane of existence
The mage can see, hear and speak as her (though it by no means guaran-
thing else entirely. This rote enables a tees civil or any discourse on the part of
Guardian to detect the presence of an with spirits. He can also detect their
unseen presence if they are hiding or the spirit). Silver Ladder willworkers
ephemeral entity riding a host. Mages use the same rote in their own dealings
of the Mysterium use the same rote have chosen to not reveal themselves.
Unless the mage has some means of with entities of the unseen world.
when searching out possession in the
peering across the Gauntlet or affect-
course of their work.
ing the Shadow World, he can converse Ephemeral Shield (Spirit )
Second Sight (Spirit ) only with Twilight spirits. (The mage
can speak across the barrier of the
The mage protects himself with
ephemeral armor that defends against
The mage gains the Mage Sight (see Gauntlet with the Spirit 2 Peer Across physical attacks or attacks made by
Mage Sight, p. 110). He can also the Gauntlet spell, p. 247.) ephemeral entities.
determine the Strength of the local
The mage can see ghosts, too, but they Practice: Shielding
Gauntlet (see Gauntlet Strength,
appear hazy and indistinct and he can- Action: Instant
p. 282).
not hear them unless he also uses Death Duration: Prolonged (one scene)
Practice: Unveiling 1 while casting this spell. He cannot
Action: Instant Aspect: Covert
perceive mental projections in Twilight
Duration: Prolonged (one scene) Cost: 1 Mana (optional)
unless he adds Mind 1 to the casting.
Aspect: Covert The mage gains one point of armor
Practice: Knowing
per dot he possesses in the Spirit
Cost: None Action: Instant Arcanum. By spending one Mana, the
See Resonance, pp. 277-280, for Duration: Prolonged (one scene) Duration can be made to last for one
rules on scrutinizing magic with this Aspect: Covert day. Most mages cast such a shielding
spell. The caster gains a +1 dice bonus Cost: None spell at the beginning of the day, as
(regardless of the number of casting suc- part of their morning rituals. Successes
This spells successes must exceed
cess) on perception and scrutiny rolls to are used to combat attempts to dispel
the Potency of any power (if any) used
sense spirit Numina and werewolf Gifts the shield.
to conceal the spirit.
and rituals, as well as loci.
Note that this magical armor does
not apply against an opponents at-
tempts to achieve a grappling hold on
Apprentice of Spirit the mage (the Fate, Mind, Space and
Time Arcana provide shielding spells
I speak and my words are heard by to do that). Nor does it apply against a
grappling opponents attempts to over-
the spirits, who come in answer to my power the mage. It does, however,
call. I touch that unseen wall parting protect against attempts to inflict dam-
age upon him (subtract the armor points
spirit from flesh and can strengthen it from any overpower roll that intends
to damage the mage or attack him with
or sap its potency, as I desire. a drawn weapon).
Adamantine Arrow Rote: Ghost Shirt
With my bare flesh, Dice Pool: Stamina + Occult + Spirit
I touch beings in Twilight. Not all threats come from this world.
Arrow mages use this rote to armor
themselves against physical attacks

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 mages 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 spells 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 mages
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 Gauntlets 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

CHAPTER THREE: MAGIC 247


impermeable at a Hallow, this rote can
also be used to reduce the Strength of
Exorcism (Spirit )
that barrier. Silver Ladder mages occa- The mage can exorcise a possessing
sionally use the same magic to make spirit or haunting ghost, forcing it out
manifestation easier for spirit allies. of the body it possesses or freeing it
from its physical fetter.
Cost: Soul Jar (Spirit ) Practice: Weaving
None As the Death 2 Soul Jar spell, p. 137. Action: Extended (target number =
Each success spirits Willpower) and contested; target
modifies the lo- Control Spirit (Spirit ) rolls Power + Resistance reflexively
Duration: Lasting
cal Gauntlets
The mage can force a spirit to per-
Strength by one point Aspect: Covert
form an action. A single, simple
in either direction up or down Cost: None
command (Attack! Flee! Stand
by a limit equal to the Hallows The target number equals
there!) can be issued per success.
rating, although at this level the the ghost or spirits Will-
Gauntlets Strength cannot be reduced Practice: Ruling
Action: Instant and contested; tar- power. The ghost or spirit
to zero. With the Spirit 5 Control gets a contested roll using
Gauntlet spell, p. 254, the Gauntlet get rolls Resistance reflexively
Power + Resistance. If
can be made to fade, creating a Verge Duration: Prolonged (one scene)
the possession or
where any being may step over instantly Aspect: Covert haunting is caused
without using a spell. Cost: None by an Awakened
Guardians of the Veil Rote: Clos- Complex commands require multiple spell (using Spirit
ing the Ways successes. For example, Go to the Possession, p. 253,
Dice Pool: Resolve + Survival + Spirit Contessas mansion and steal the Borgia Bind Spirit, p. 251,
Most commonly used by Guardians of Diamond! might require three successes. or the Death 4
the Veil to render the Gauntlet virtually If the spirit has not completed the Haunting
action by the time the Duration ex- spell, p. 143),
pires, it does not have to finish the job. the mage
Disciple of Spirit Adamantine Arrow Rote: Crown
of the Incarna
must dis-
pel it
I walk in worlds Dice Pool: Presence + Intimidation instead.
unseen, companion + Death vs. Resistance
The Adamantine Arrows relations
and peer to the gods. with spirits are often as martial as their
I speak gentle words relations with mages. This rote is no
exception, and Arrow mages use it to
to that which sleeps, enlist spirits as soldiers in their wars.
waking the spirits of The Mysterium uses a similar rote to
turn aside the assaults of spirit guard-
base matter and ians.
mindless life. I mend
the hurts of my
invisible kin with kind
words and healing
hands. I cast out
dark spirits and
haunting ghosts alike,
and am shielded
against their wiles. I
have forged a bond
with my familiar, a
friend and ally.

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 spirits Corpus.
The target spirits rank levies penal- Practice: Fraying
Familiar Pact (Spirit ) ties on the spellcasting roll. See The Action: Instant; subtract targets 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 spells 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 Gauntlets Strength).
mages vicinity. The range, as with all
pacted at a time to the same person. One point of lethal damage is in-
spells, is the mages 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 spirits ephemeral
bond. It must enter willingly into such
near the mage for the spells 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 cultures 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

CHAPTER THREE: MAGIC 249


advantageous (provided no Shadow Realm Dice Pool: Composure + Empathy
entity grabs hold of it and tries to take it + Spirit
away), or he could place a comforting hand Free Council willworkers use this rote
upon an allied spirit when it is anxious or in to repair damage done to the insubstan-
pain. The willworker can also use this tial flesh of spirits. Such magic can be a
ability to strike a dangerous being with his powerful bargaining tool in dealing with
spending fists (or with a weapon awakened with such entities, though not all use it for
one Mana, Rouse Spirit, below) and (hopefully) such purely mercenary purposes. After
the Duration can remain beyond its ability to effect in kind. all, this magic can also repair harm done
be made to last This spell also allows the mage to to an immaterial familiar. The
for one day. This reach into the material realm from the Mysterium variant of the rote (Resolve
armor works against Shadow Realm. + Empathy + Spirit) uses different meth-
o n l y spirit powers, such as Practice: Weaving ods to obtain the same effect.
Numina and werewolf Gifts and
Action: Instant
rituals.
Duration: Prolonged (one scene) Restore Lost Soul
A Numinous Shield requires one
Mana each time it contends with an Aspect: Vulgar (Spirit )
incoming power. If the mage does not Cost: None The mage can restore a severed or
(or cannot) allocate the Mana, the During the spells Duration, the mage stolen soul. A mage with Death 3 can
shield provides no armor against the can reflexively reach across the Gaunt- sever a soul (see Sever the Sleeping
attacking power, although the shield let as he desires. He must have some Soul, p. 141), and certain spirits have
remains until its Duration expires, so it means of seeing what he interacts with powers that allow them to steal souls.
can be activated later. Among other (such as the Peer Across the Gaunt- The mage must have the soul and its
things, this spell allows a mage to use a let spell, p. 247), or he acts blindly. original owner at hand, unless he has a
Numinous Shield selectively, block- Adamantine Arrow Rote: Shadow Space 2 sympathetic connection to
ing hostile powers but allowing friendly Strike both (or a Space Portal that transcends
powers through. Mages often invest Dice Pool: Dexterity + Athletics + distance, allowing him to teleport one
their shields with charges, spending Spirit to the other). Retrieving the soul might
Mana during casting so that each charge be dangerous, since it usually requires
Reaching across the Gauntlet to take
already stores its own energy. confronting the being that took it and
hold of an ephemeral weapon or to
In addition, the mage can use a who might have wards protecting it
strike a spirit, the Arrow mage lets
counterspell to prevent a spirit power from from being snatched away.
nothing, not even the span between
taking effect. See Counterspell, p. 123. worlds, stand in the way of her duty. Practice: Weaving
Adamantine Arrow Rote: Ephem- This rote grants a willworker the abil- Action: Extended (target number =
eral Ward ity to pierce the barrier between spirit weeks the soul has been lost)
Dice Pool: Stamina + Occult + Spirit and flesh. Mysterium mages often use Duration: Lasting
An invaluable asset to the Adaman- their own version of the rote (Wits + Aspect: Covert
tine Arrow willworker anticipating Athletics + Spirit) to freely interact Cost: None
hostile attention from spirits, this rote with the ephemeral environment. The target number is one success per
guards against the paranormal abilities week the soul has been gone, but the
of such beings in the same way that the Restore Corpus (Spirit ) spells effect is lasting. If the stolen soul
Prime Arcanum wards against magic. The mage can heal a spirits Corpus. has been attached to a new body, the
Silver Ladder mages use similar magics Practice: Perfecting mage must first use the Fate 4 Destroy
(Composure + Occult + Spirit) when Action: Instant Bindings spell, p. 156, to detach it
aware of an ephemeral threat. Duration: Lasting before he can restore it to its rightful
owner.
Reaching (Spirit ) Aspect: Vulgar
Cost: None
Guardians of the Veil Rote: Re-
The mage can physically reach through storing the Stolen Light
the Gauntlet in a limited fashion, touching The spirit must be manifested in the
Dice Pool: Presence + Empathy + Spirit
and being touched by beings and objects in material realm or exist within Twilight
(in which case the mage must be able to Not all of a Guardians duties are un-
the Shadow Realm. While this contact pleasant, though it might sometimes seem
can be perilous (such as when in the vicin- see it, using a spell such as Gossamer
Touch, p. 247). The caster must have that way. This rote enables such a mage to
ity of a dangerous spirit with many natural restore a stolen soul to its rightful owner.
weapons), it can also enable a mage to Spirit 4 to heal a spirit across the Gaunt-
let (and his spellcasting dice pool is
interact with the spirit realm when he does
penalized by the Gauntlets Strength). Rouse Spirit (Spirit )
not want to cross the Gauntlet or is inca-
One Corpus point of damage is re- The willworker learns how to awaken
pable of doing so. The mage could, for
stored per success. the dormant spirit slumbering within
example, easily pick up a Shadow Realm
Free Council Rote: Spirit Mending an object. Such objects or places then
object and move it to somewhere more
gain a measure of sentience that in-
creases with time, use and care. Roused

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
mages 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 Gauntlets 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 hes 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 mages 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 spirits 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

CHAPTER THREE: MAGIC 251


whenever he seeks its power. This is
done non-verbally with an instant ac-
tion Gnosis + Spirit roll. Success allows
the mage to use the fetish for the fol-
lowing scene. Failure means the spirit
remains asleep. A dramatic failure
The target means the spirit is angered and does
number is one not respond for at least the next scene.
success per Rank The spirits powers do not invoke
of the spirit. Paradoxes or Disbelief. Spirits are
Silver Lad- native to the Fallen World and do
der Rote: Chains not invoke the same reactions as
of Mist Supernal magic.
Dice Pool: Presence + Intimi- If a fetishs material object is ever
dation + Spirit vs. Resistance destroyed, the spirit is released and
Sometimes cast as a reward, but com- becomes a Twilight being. If it has
monly as a punishment, this rote enables the proper Numina, it can escape back
a Silver Ladder mage to bind a spiritual The mage into the Shadow Realm on its own.
entity in place in the material world must first find a Otherwise, it is trapped in Twilight until
(although the spirit is in the state of suitable spirit, it can find a Verge or a mage (or other
Twilight unless it has the ability to usually by seeking supernatural being) to help it pass over.
manifest). Most spirits fear confinement one out, calling it Adamantine Arrow Rote: Blade of
and do as they are bidden to avoid such to it, or the Gods
a fate. Ladder willworkers, however, cau- summon- Dice Pool: Resolve + Persuasion +
tion their students to use such this cruel ing it from Spirit vs. Resistance
magic as a scalpel rather than as a ham- the Shadow
With this rote, Arrow willworkers
mer sparingly, and only as often as Realm. A spirits
imbue weapons, armor and other use-
absolutely necessary. Spirits have long suitability depends
ful items with the powers of spirits,
memories. Mysterium mages use a simi- on what the mage
with or without the consent of such
lar rote in their own bindings. wants the fetish to do.
entities. Silver Ladder mages use a dif-
If he wants to shoot
ferent method (Presence + Persuasion
Create Fetish (Spirit ) fiery arrows at his en-
emies or simply make
+ Spirit) to the same effect.
The mage invites or compels a spirit a portable heater, he
to inhabit an object and lend its pow- needs a fire spirit.
Essence Gift
ers to that object in the form of a fetish.
Such beings (for those who care about
Binding a water (Spirit + Prime )
spirit does allow The mage can convert Mana into
such things) often wish to be placed him to ignite
within an object somehow appropriate Essence and channel it into a spirit.
his arrows or Practice: Patterning
to their nature, and grant use of their warm him
Numina to whomever holds the object Action: Instant
on cold
in question. Thus, a fire-spirit may nights. Find- Duration: Lasting
inhabit a dagger of obsidian, or a heal- ing an Aspect: Covert
ing-spirit could possess a container appropriate sub- Cost: None
meant for holding water. The spirit ject often involves If the spirit doesnt want the Essence
still uses its own Essence to fuel its researching a spirit (its quality might be considered nega-
powers and can lapse into slumber if to make sure it can tive), it can contest with a reflexive
overtaxed. A spirit forced into a fetish do what the mage Resistance roll. Each success allows
rails to be set free, cries that can be wants or that it the mage to convert one Mana and
heard by any with active Spirit senses. can do what it says it channel it as Essence. Unless he has a
Practice: Patterning can. Study usually in- means of taking this Mana from an-
Action: Extended (target number = volves an occult other source (such as with the Prime 5
spirits Rank) and contested; target library or past training on the subject. Siphon Mana spell, p. 231), he must
rolls Resistance reflexively If the Storyteller feels it necessary, he spend his own Mana.
Duration: Prolonged (one scene) can require an Intelligence + Academ- Mysterium Rote: Word of Honor
Aspect: Vulgar ics or Occult roll for the mage to Dice Pool: Presence + Socialize +
Cost: 1 Mana properly identify a suitable spirit. Spirit
The spirit must be bound into a The spirit releases its Numina only The mages of the Mysterium use this
material object. The spells target num- upon the fetishs activation; it sleeps rote to prove to a skeptical spirit that
ber equals the spirits Rank. the rest of the time. The user must their pledge and bond is good, usually
request or command the spirit to act

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 thats 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 targets 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: Mentors 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 creatures 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 doesnt 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
casters Gnosis + Spirit. Action: Extended (target number = roll. A possessing spirit retains access
Note that the bag does not have any spirits 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

CHAPTER THREE: MAGIC 253


Gauntlet on his own without creating Duration: Prolonged (one scene)
a Spirit Road. Aspect: Vulgar
Practice: Patterning Cost: None
Action: Instant Guardians of the Veil Rote: Watch-
Duration: Lasting man Between Worlds
use the Aspect: Covert Dice Pool: Resolve + Survival +
vampires pre- Cost: 1 Mana Spirit
ternatural The mage can approve who can walk A more potent and versatile version
ability to fur- his Spirit Roads. This is an ability he of the Place of Power spell, this magic
ther enhance simply has. He does not need to cast is used by Guardians of the Veil for the
its own physical this spell to have the power over any same purposes.
power, and cannot Spirit Road he creates.
use any telepathic abilities or He does cast this spell to step side- Materialize Spirit
supernatural allure the vampire ways across the Gauntlet without the (Spirit )
might have.) Also note that forcibly need for a Spirit Road. Doing so costs The mage can cause a spirit (includ-
binding a spirit (whether in a place, one Mana and the roll is modified by ing a ghost) to materialize. A spirit
object or being) against its will could the Gauntlets Strength. that cannot normally incarnate may
constitute an act of cruelty sufficient Mysterium Rote: Shadow Gate be given physical substance by way of
to challenge a mages Wisdom. Dice Pool: Wits + Occult + Spirit this spell. (A spirit with the power to
Silver Ladder Rote: Breaking the With this rote, a Mysterium manifest can be compelled to do so
Horse willworker can control who and what with the Control Spirit spell, p. 248.)
Dice Pool: Presence + Persuasion + is permitted to cross through the roads Practice: Making
Spirit vs. Resistance he makes through the Gauntlet, or he Action: Instant and contested; tar-
Ladder mages use this rote for any can simply step through without the get rolls Resistance reflexively
number of reasons. A powerful enemy need for such a gateway. Guardians of Duration: Prolonged (one scene)
can be transformed into an ally by the Veil use much the same magic
allowing a friendly spirit to possess (Composure + Occult + Space) in the Aspect: Vulgar
him, for example, or a problematic pursuit of their work. Cost: 1 Mana
Sleeper can be made to seem like a If the target is on the other side of
delusional madman. Free Council Control Gauntlet the Gauntlet, the spellcasting roll is
penalized by the strength of the Gaunt-
mages use a different method in their
own magic (Intelligence + Persuasion
(Spirit ) let. Success forces the targeted spirit
+ Spirit), but the effect is essentially The mage can increase or decrease across the Gauntlet and into a mani-
the same. the Gauntlets Strength as per the Spirit fest form in the material realm. Its
2 Place of Power spell, p. 248, but manifestation takes whatever form the
Road Master (Spirit ) without the need for a Hallow. The
local Gauntlet can be made nonexist-
spirit naturally has, although it is
The mage can control access to the slightly transparent, like a ghostly ap-
ent or nigh impermeable. parition.
Spirit Roads he creates to cross the
Gauntlet, as described in Spirit Road, Practice: Making Adamantine Arrow Rote: Descend-
p. 251. He can also choose to cross the Action: Instant ing from Heaven

Master of Spirit
I bring down the wall between worlds at will, or shore
up its strength. I am regarded as a nobleman among
spirits. I shape their substance as I will and spin them out
of the ephemera, forging new beings born entirely of my
will. I give flesh to the fleshless. I walk where I will, in
whatever world, a native of all realities and none.

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 spells 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 casters 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 mages 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
Storytellers 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.

CHAPTER THREE: MAGIC 255


her vassals (and they are expected to are woven out of ephemera and require
do the same for her). no successes to create. Exceptional fea-
Silver Ladder Rote: Throne of the tures (an elaborate pair of golden double
Celestial Potentate doors or a fountain or glittering crystal)
Dice Pool: Intelligence + Occult + require one or more successes, depend-
Spirit ing on their size.
etiquette of Example: Nine Fox Thunder creates
By claiming lordship within the hi-
the spirit courts a Spirit Manse to host a meeting with a
erarchies of the spirit world, a Silver
(meaning she spirit from which she desires to learn some
Ladder mage can strengthen his aspi-
had best be gossip. She wants it to cover a volume of
rations to leadership among mortals.
thoroughly 20 cubic yards, which costs two suc-
The use of this rote can entail a great
conversant in cesses. Since she doesnt expect trouble,
deal of peril, as the willworker is some-
them) and may her- she decides that the walls dont need to be
times embroiled in millennia-old
self be offered a position within very strong (Durability 1, for one suc-
allegiances, conflicts and rivalries, but
the court of a still more powerful cess). Finally, she wants it to have a
many in the order would argue that
entity. luminously glowing reflecting pond at the
such danger is truly worth its potential
When calling, controlling, binding rewards. center, which costs one success. Since her
or otherwise using sympathetic magic meeting will only last a few hours, but she
upon members of her court, the mage
may cast spells as though a spirit were
Spirit Manse (Spirit ) doesnt want the manse disappearing pre-
maturely, she extends the Duration to 12
in Intimate sympathetic contact The mage creates a sanctum in the hours for two successes. The total target
(p. 114) with her, without need of the Shadow Realm. number is six successes.
Space Arcanum. Thus, she can easily Practice: Making The mage can control who comes or
heal one of her courtiers, regardless of Action: Extended goes from his manse. All others must
where it is, but could not cast an offen- Duration: Prolonged (one scene) forcibly breach the walls to get in. The
sive spell at other spirits through her Aspect: Covert mage can increase Duration using the
subject without an appropriate Space Cost: None advanced prolonged Duration factors.
component. The target number of successes is based Mysterium Rote: Spirit Sanctum
Any spiritual alliances the mage on the volume of the manse. See the Dice Pool: Composure + Occult +
makes are rendered null and void when Area-Affecting chart for extended Spirit
the spell expires (at least, spirits dont spellcasting, p. 120. The caster also adds With this rote, a Mysterium mage
uphold their end of any bargains, one success to the target number per can craft a stronghold far from the
though many continue to expect the point of Durability of the outer wall (on prying eyes of ordinary mortals. De-
willworker to fulfill her outstanding a one-point-per-success basis). Ordinary spite the dangers inherent to doing so,
obligations). The willworker is ex- features (a normal chair or a bookshelf) such a domain has its advantages.
pected to support, protect and advise

256
Time beauty and cruelty. Time is the mate-
rial expression of the pair.
Purview: Divination, prophecy,
temporal acceleration/ deceleration Initiate of Time
Time is probably the most complex
of the Gross Arcana, since it describes Momentary Flux (Time )
a phenomenon as yet incompletely This is the power to discern the
understood by modern man. With it, a Butterfly Effect. The mage can judge
mage can redefine the way in which a currently ongoing event, one about
every other Arcanum interacts with to take place (within the next five
the linear progression of events, and turns) or one that has just taken place
with great mastery can unravel the (again, within five turns) and discover
mysteries of choosing the manner in whether it will be beneficial or adverse
which things move in that flow. Ex- for her. For example, she could check
traordinarily powerful mages see the to see if letting a sketchy-look-
way in which an individual partici- ing valet take her car keys turned
pates in Time as a choice, rather than out to have been a bad decision
a cosmic absolute. (and maybe stop him before he I am privileged to see Creation with the
Those who would deal with the drives off). Or she could, when
Arcanum of Time are advised to heed
the counsel of those who have come
being chased by police, learn
whether or not its a good idea
universes own eyes, for what else can it be
before. Though few primers exist on
the subject (few that are of much use to
to turn down the alley ahead.
This sense does not say what
called to see past, present and future as one?
those lacking an advanced understand-
ing of Time magics, at any rate), most
will happen, only whether it will
be a boon or a hindrance to the
I know what must come to pass, when and
well versed in the Arcanums intrica-
cies agree upon one basic axiom:
mage. If all possible choices are
equally beneficial or adverse,
how. I witness the march of the hours
Nothing within Time is fixed. Events
in the past are harder to alter than
this sense will tell the mage as
much.
without the need for crude devices.
those in the present and future (only
magic allows for the past to be
If all options are based en-
tirely on the results of random
I know when others have
changed), but no event seems to be
truly eternal.
chance, rather than any actors
intention, then the mage gains
impeded times proper flow,
Mages who devote themselves to
the Arcanum of Time tend to be re-
a rough idea of the odds that
the guy in the black jacket has
and am gifted with foresight and the
flective people, given to careful
contemplation of all of an actions
the edge in the fight thats about
to break out (because his knowledge of when to act in accord with the
potential consequences. They often
look to both the mistakes and great
Strength + Brawl dots are higher
than his opponents not Universe in order to be thereby blessed
successes of the past and cast their gaze enough to ensure victory, but
forward with a mind for how things enough to make him the odds- with success.
should properly unfold. Such mages on favorite).
learn quickly what sort of damage can Practice: Knowing
be done when actions are taken with- Action: Instant
out exhaustive consideration, and they Duration: Transitory (one
actually possess the ability to see how turn)
history will judge them. With such a
Aspect: Covert
weighty burden, it is unsurprising that
those who seek to unravel the myster- Cost: None
ies of Time do so with a sense of A simple success is enough to get an
reverence, whether that stems from answer concerning one action or event.
noblesse oblige, respect for the lessons of The Storyteller answers this question
the universe, or active devotion to a as well as he can, knowing what he
Divine Plan. knows about the situation and the in-
tentions of his Storyteller characters.
Ruling Realm: Arcadia However, there is no guarantee that
the new course of action the mage
The gross/subtle pair of Time/Fate
chooses based on this knowledge will
provides the ruling Arcana for the land
not eventually lead to an adverse
of Arcadia, the enchanted realm in-
choice, since events are always in flux
habited by fickle spirits of immense

CHAPTER THREE: MAGIC 257


Each success grants the mage a single Dice Pool: Wits + Investigation +
extra die in the next roll that has to Time
or is chosen to be made. This does not Free Council willworkers use this
include spellcasting rolls. If the next roll rote to perceive the ways in which
is for a spell (perhaps the mage needs to Time clings to people, places and
quickly cast a countermagic), the char- things, and how more or less substan-
based on acter loses the benefit. tial pockets of Time accrue within the
many factors. Adamantine Arrow Rote: Strike flow of the greater whole.
This spell tells the True
mage only if the spe-
cific event queried will
Dice Pool: Intelligence + Compo- Temporal Wrinkles (Time )
sure + Time The mage can sense temporal distur-
lead to good or ill for
Mages of the Adamantine Arrow bances. She can detect the presence of
him in the immediate future.
who master this rote find that they temporal phenomena, such as the subtle
Silver Ladder Rote: Seizing need strike only once in order to fell distortions clinging to a person suffering
the Moment their enemies. By attuning his percep- from lost time or those surrounding
Dice Pool: Wits + Investigation + tions to the perfect instant in time in advanced uses of this Arcanum.
Time which to act, the willworker attacks Practice: Unveiling
To mages of the Silver Ladder, the with efficiency. Action: Instant
use of this rote is nothing less than
Duration: Prolonged (one scene)
asserting power over an instant in time Temporal Eddies (Time ) Aspect: Covert
and shaping its outcome according to The mage gains the Mage Sight (see
ones own will. Cost: None
Mage Sight, p. 110). He perceives
During this spells Duration, a re-
resonance through the way in which it
Perfect Timing (Time ) snags things, people and events mov-
flexive Wits + Investigation roll can
This spell allows a mage to accu- be made for the mage to detect a tem-
ing through the timestream, by the
rately assess all of the temporal poral disturbance that occurs within
magnitude of its presence (in much the
components occurring in her immedi- his sensory range. She can also exam-
same way as scientists determine the
ate presence, giving her an opportunity ine such phenomena.
presence of a black hole by witnessing
to act at exactly the proper time to have the phenomena around it). He can Guardians of the Veil Rote: Espy-
the maximum effect. If she wants to also tell perfect time, anywhere, dis- ing the Graven Hour
throw a punch, she knows how and cerning the passage of instants with Dice Pool: Wits + Occult + Time
where to strike with the greatest pos- such clarity that his sense is more pre- With this rote, Guardians of the
sible (mundane) precision and force. cise than even those most carefully Veil are able to discern Time magics
Or if she wants to convince someone of maintained clock. (or similar powers) that have been
something, she knows the most oppor- Practice: Unveiling used to somehow alter the natural flow
tune instant in which to speak. Action: Instant of past, present and future. Some de-
Practice: Knowing scribe such phenomena as being
Duration: Prolonged (one scene)
Action: Reflexive etched or engraved on the progres-
Aspect: Covert sion of Time. Mages of the Adamantine
Duration: Special Cost: None Arrow prefer not to be surprised by
Aspect: Covert Free Council Rote: The Gravity of other uses of the Arcanum (such as
Cost: 1 Mana Instants Prepared Spells, p. 260), so use this
rote as a matter of security.

Augury (Time )
Apprentice of Time The mage sees the future in terms of
generalities.
I look back into history and forward into the future, learning the hidden secrets Practice: Unveiling
of the past and speaking words of prophecy. Action: Instant
Duration: Concentration
According to the great design, I am defended from harm, sending astray the Aspect: Covert
Cost: None
assaults of my enemies. My face is hidden from those who would use the Universes The mage must declare a target a
person, place or thing. (Temporal sym-
gifts wrongfully and would impede my service, and I overcome all adversity by seeing pathy modifies the casting roll; see
p. 259.) He can then ask a simple
my actions before I act. question about that targets future and
gain a general answer. Examples of
proper questions include: Will Tony

258
get the job he just interviewed for? temporal sympathy when
Will Charlotte marry George? Will working with the past,
Angrboda kill again? present or future, simply
Improper questions get no answers. apply the sympathetic
Examples of improper questions in- modifiers for the Space
clude: How much money will that Arcanum to Time spells (see mediate
lottery ticket win me? (Too specific; pp. 114-115). In other words, conse-
try instead: Is this the winning holding the very magic quences for
ticket?) Will my son be a good man? bullet that killed JFK or trying success or failure.
(Good is too relative a term good to prophesy about a childs (In this case un-
to whom, exactly?) contested could
future with that a lock of hair
The Storyteller decides what the mean a coin toss or
counts as having an Intimate
future holds for the target, knowing bucking up for evens or odds,
connection. Trying to peer despite the fact that there are
that knowledge of the future is often into Cleopatras court while
enough to change that future. A woman two participants, since no one
utterly without any factual can normally exert effort to win.)
who is told she will be a store clerk for knowledge or object of
the rest of her life might then quit her Note that this effect cannot be used in
significance to that place and relation to combat, since a fight is
job to go back to school. Some mages
time counts as an Unknown contested (opponents exert effort to
dont even need to cast this spell to
effect change. Their reputations for connection (having seen a win) and the variables are more than
prophecy can be used to make others movie on the subject doesnt simple success or failure (one can win
think they have read the future by means count as factual knowledge). but at the cost of major wounds, or the
of magic. In this way, a mage might Likewise, looking at a time fight can result in a draw or surrender).
influence a friends behavior in hopes and place where one once Free Council Rote: Instant Grati-
of turning her toward a more produc- was (or immutably will be) fication
tive life by scaring her with predictions counts as a Known or Dice Pool: Wits + Investigation +
of just where her current path will lead. Acquainted connection, Time
The same person can be targeted depending on how long one Mages of the Free Council under-
with this spell only once every 24 hours. stayed there. stand that sometimes what others
Any attempts to augur him again be- Like the Space Arcanum, perceive as luck or a good sense of
fore 24 hours have passed reveal intuition is nothing more than the
some of these sympathetic
meaningless echoes of myriad possible product of knowing how its all going
connections can be tough
actions the target could take, but with to turn out.
no clue as to which might occur, or calls, but its not an exact
which is even more probable than the science and a little guess-
work is expected in such
Glimpsing the Future (Time )
others. If the mage persists, the spell The mage can study the outcome of
becomes vulgar. situations.
a current personal action. The
Silver Ladder Rote: Seers Song willworker can quickly scan the imme-
Dice Pool: Intelligence + Occult + diate future and determine whether
Time Flip of the Coin (Time ) her next action will go well or not, and
Leadership carries many burdens, The mage can glance forward and adjust to improve her chances of suc-
among them the need to know what check the outcome of a simple under- cess. Effectively, the mage watches
may yet come to pass. Mages of the taking, one with only two major herself perform an action in the imme-
Silver Ladder use this rote in their variables (heads or tails, for example, diate future in an instant and then
constant efforts to bring order to chaos, or cutting the red wire instead of the decides how it could be done better.
and to have some sense of how best to green one). This sense works only un- Practice: Knowing
provide wise counsel during uncertain der circumstances where consequences Action: Instant
times. are immediate (someone wins the coin Duration: Transitory (one turn)
toss or the bomb blows up). Aspect: Covert
Practice: Knowing Cost: 1 Mana
Temporal Action: Instant Success allows the player to roll twice
Sympathy Duration: Concentration for a single instant action his character
Just as the Space Arcanum Aspect: Covert performs in the following turn, taking
uses ties of sympathy to Cost: 1 Mana the better of the two results.
determine the ease or Even one success accrued in the cast- With Time 3, this spell can be cast
difficulty of making a connec- ing of the spell enables a mage to reflexively, applying to an instant ac-
tion with another place, being automatically succeed (or fail if he tion taken in the same turn in which
or thing, so does Time rely on wishes) at an uncontested action with the magic is cast.
esoteric ties. In order to use only two possible outcomes and im-

CHAPTER THREE: MAGIC 259


Adamantine Arrow Rote: Failure more-or-less objective view of how
is Death things unfolded at a given time, in a
Dice Pool: Wits + Investigation + given place.
Time Practice: Unveiling
The Adamantine Arrow willworker Action: Instant
knows that when battle is joined a mis- Duration: Concentration
placed blow or inaccurate shot Aspect: Covert
transforms certain victory into Cost: None
disastrous failure. She does not
The mage declares the time and place
tolerate such weakness in her-
that she wishes to view, and casting dice
self. Members of other orders
pool is modified by temporal sympathy (see
use this rote for different rea-
p. 259). Each success allows the mage to
sons. Mages of the Silver
view up to one turn of time in that place,
Ladder sometimes discover
beginning at the moment declared during
that a given idea could
casting (such as Midnight on New Years
be better expressed (or
Day, 1999, at Times Square). She views
at least better ac-
events in real time (it takes one turn of
cepted) with a slightly
current time to review one turn of past
different turn of phrase
time) as if through a camera placed amidst
(Resolve + Investiga-
the scene, but she can fast forward and
tion + Time).
replay any part within the viewing period.
Postcognition With Time 3, the mage can view one
minute of time per success, and 10 minutes
(Time ) per success with Time 4.
The mage can experience The Duration of this spell is concen-
postcognition. She can review tration; as soon as the mage ceases to
the past of her current location concentrate on viewing the past, the
or any moment in her own past, spell expires.
or that of an object, with flaw- Mysterium Rote: Gazing Through
less clarity. To focus this sense the Sands
on something or someplace Dice Pool: Intelligence + Investiga-
other than the mages current tion + Time
physical location, the mage With this rote, a mage of the
must also use Space 2. Without Mysterium can bear witness to events
the use of Space 2, she can do this that have already transpired, a useful
only for an exact spot in which capability for those who seek to un-
she was or is. She can look only at cover the lost secrets of the past.
what was going on while she was Guardians of the Veil use this rote for
physically present in such a similar purposes, though they usually
location. Generally speak- apply whatever knowledge they glean
ing, the past is much to protecting the occult world from the
easier to read than the scrutiny of the unenlightened.
future (since the
pasts variables
are already Prepared Spells
locked into
place), (Time +
giving conjunctional
a
Arcanum)
Cost: 1 point of Mana
(spent when the spell is
activated)
Some mages choose to
prepare a number of spells
in advance. The mage
performs the casting nor-
mally (including spending
any required Mana), but

260
when the spell is complete Extended-Action
(in the case of extended
actions, when enough Casting
successes have been Hold spell
accumulated to meet the for up to Target Number
target number) the caster 10 minutes
suspends the spell and sets 30 minutes +1 successes Shield of
a trigger to activate it later. One hour or scene +2 successes
24 hours +3 successes
Chronos
The caster must perform this
trigger. Its usually a magic Two days* +4 successes (Time )
word or a particular gesture, * Add an additional success per The mage pro-
accompanied by the mages extra two days. tects himself against Time
intent to activate the spell Activating a prepared spell senses, warding against sen-
(so accidental uses of the requires the mages player sory uses of the Time Arcanum
trigger phrase or gesture to spend a point of Mana, and making it harder for others to
dont set the spell off). which is a surge of focused scry upon his past or future (or, for
energy that sets the pre- those who look from the past or the
Activating a prepared spell pared spell into motion. If future, his present).
is an instant action; the mage the mage doesnt or cant Practice: Veiling
can do it almost any time. dedicate Mana to activate Action: Instant
Since all the ritual of casting the spell, nothing happens, Duration: Prolonged (one scene)
the spell is already accom- although the spell remains Aspect: Covert
plished, mages can use prepared. If the holding time Cost: 1 Mana (optional)
prepared spells subtly, expires without the spell The mage becomes invisible to
without drawing undue being activated, it dissipates prophecy, divination and other forms
attention from Sleepers. (Its and is lost. of temporal scrying unless the caster
easier to hide a quick gesture overcomes the Potency of the occluded
or a whispered word of The target of the spell is
chosen when the spell is mages spell.
power than it is a magic staff
activated. If the spell allows By spending one Mana, the Dura-
or a pentagram surrounded tion can be made to last for one day.
by burning candles.) The its target a resisted defense
(i.e., the targets Resistance Guardians of the Veil Rote: Break-
Storyteller decides if the ing the Trail of Days
prepared spell is Improbable Attribute is subtracted from
the spellcasting dice pool), Dice Pool: Composure + Stealth +
to Sleepers depending on the
the effect must instead be Time
circumstances of its use. If he
cast as an aimed spell (see For many Guardians of the Veil, the
deems it to be sufficiently
Aimed Spells, p. 116). first, best secrets to keep are ones own.
subtle, Sleeper witnesses
Contested spells function With this rote, the mage becomes in-
might not impose dice visible to all save the most persistent
modifiers on the Paradox roll. normally.
and invasive searches of the Time
Any Paradox roll is made A mage can hold a Arcanum. Willworkers of the Silver
when the spell is triggered, number of prepared spells Ladder use such magic (Presence +
not when it is prepared. simultaneously equal to his Stealth + Time) to occlude any unsa-
The amount of time the Gnosis. He cannot cast them vory activities upon the long road to
spell can be held depends all at once, however. He can rule, while those of the Adamantine
on how many factors are activate only one per turn. Arrow employ this spell as yet another
incorporated into it. means to approach their enemies un-
A prepared spell, even seen.
one that has not yet been
triggered, is considered an Temporal Dodge (Time )
Instant-Action active spell when counted
The mage protects herself from harm.
toward the total number of
Casting spells a mage can have
She creates a small bubble of warped
time, either speeding herself up or slow-
Hold spell for up to Dice Penalty active simultaneously or ing things down as they approach her.
10 minutes None cast upon himself (based on She performs small manipulations to
30 minutes 2 Gnosis; see p. 75). her immediate temporal surroundings,
One hour or scene 4 protecting herself from harm by deli-
24 hours 6 cately twisting the fabric of time. She
Two days* 8 could, for example, decelerate incoming
* Add an additional two-die penalty gunfire (by expanding the fourth-di-
per extra two days.

CHAPTER THREE: MAGIC 261


Duration can be made to last for one day. Practice: Perfecting
Most mages cast such a shielding spell at Action: Instant
the beginning of the day, as part of their Duration: Prolonged (one scene)
morning rituals. Successes are used to Aspect: Vulgar
combat attempts to dispel the shield.
Cost: None during casting, 1 Mana
Note that this magical armor applies per turn after casting
mensional against attempts to grapple the caster
axis of its move- This spell boosts the mages ability to
(both his Defense and Temporal Dodge
ment) or slightly avoid attacks, her Initiative and Speed.
armor are subtracted from the grapplers
speed up her own mo- Although the spells Duration lasts for
dice pool when he attempts to achieve a
tions so as to allow her one hour, the mage gains its benefits
hold on the mage), but it does not pro-
to roll better with only in those turns in which she spends
tect against attempts by an opponent to
punches and other attacks. one Mana reflexively, and the benefits
overpower and/or inflict damage once
Practice: Shielding last for that turn. (Once the Duration
he has managed to grapple the mage.
has expired, Mana can no longer be
Action: Instant Adamantine Arrow Rote: Dancing spent to gain the benefits.)
Duration: Prolonged (one scene) upon the River
The benefits are as follows:
Aspect: Covert Dice Pool: Dexterity + Athletics +
For each Time dot the mage pos-
Cost: 1 Mana (optional) Time
sesses, one die is subtracted from any
The mage gains one point of armor The River of Time is a dangerous and all attackers dice pools (including
per dot she possesses in the Time place. One who knows how to dance ranged attacks), as the mage moves
Arcanum. By spending one Mana, the upon its surface understands that dan- much more quickly than normal and is
ger, like all other things, is fleeting and harder to hit. This penalty to attackers
can be circumvented by those with pools applies in addition to any armor
Disciple of Time understanding of Times intricacies. the mage may have, as well as to De-
fense (though note, like armor,
Temporal Flow (Time )
I strike with preternatural speed As the Time 1 Temporal Eddies
Accelerations benefits do not dimin-
ish based on how many attacks the
spell, except that the mage casts this character faces). For example, if the
and my enemies are robbed of their upon another mage, or even a super-
natural being such as a ghost or
mage has Time 4, four dice are sub-
tracted from any assailants dice pools.
werewolf. If this spell is cast upon a Adds one to the mages Initiative
fleetness. Sleeper, it invokes Disbelief immedi-
ately, regardless of the spells Duration.
per dot of Time. This allows her to
move up the initiative roster for that
Practice: Unveiling turn by one point for each bonus. In
I alter the cadence of Times Action: Instant the following turn, she drops back down
Duration: Prolonged (one scene) to her original position in the roster.
march and can even Aspect: Covert
Cost: None
Finally, each dot of Time allows
the casters Speed to be added again to
his total Speed rating. Thus, Time 3
reverse its If the target is unwilling, he may
resist with a reflexive and contested enables a mage with Speed 9 to move
at Speed 36 (9 + 9 + 9 = 27 + base
Resolve + Gnosis roll.
Speed of 9 = 36).
movement. The effect lasts for one hour.
Silver Ladder Rote: A Glance
With Time 4, the mage can cast this
spell on others.
Through the Hourglass
I look to the Dice Pool: Presence + Persuasion +
Adamantine Arrow Rote: Swift as
Death
Time
Dice Pool: Stamina + Athletics +
future with the eyes of a seer, Sometimes it just isnt enough to ex-
plain a thing to another. On occasion,
Time
one must show. This rote enables a Mages of the Adamantine Arrow
blessed by the willworker to extend his temporal per-
ceptions to someone else so that she
must be ready for battle at all times. As
history has proven, speed is one the
might perceive resonance as he does. most crucial advantages in combat.
Universe with the power to read With this rote, the willworker can close
Acceleration (Time ) on an enemy with preternatural speed
and avoid attacks with ease. Naturally,
that which The mage accelerates his personal tem-
poral motion, enabling her to move and act
this utilitarian rote sees use by mem-
bers of every order.
quicker than is normally possible.
must be.
262
Divination (Time ) Shifting Sands (Time )
The mage can read the future. As per The mage rewinds time. He grabs
the Time 2 Augury spell, p. 258, save hold of the threads of time and pulls
that the mage receives more specific himself back one turn, allowing him to
details. choose a different approach to a situa- he got
Practice: Unveiling tion (though, from the perspective of shot in that
Action: Instant all save the willworker himself, this is turn, and then
Duration: Concentration the first and only time this moment has casts this spell to
occurred or will occur). replay that action,
Aspect: Covert
Practice: Weaving he still suffers from
Cost: 1 Mana
Action: Instant the gunshot wound,
As with the Augury spell, the mage
must declare a target. (Temporal sympa- Duration: Special even though he might de-
thy modifies the casting roll; see p. 259.) Aspect: Vulgar cide to dodge in his replay of
One success allows the mage to ask one Cost: 1 Mana the turn, causing the bullet to
question about the targets future and This spell can be cast anytime in the miss him. (And if it does hit him, he
get an answer. Additional successes al- Initiative roster from when the caster suffers a second wound!). This spell
low follow-up questions, allowing the performed his action until his place in does not erase the effects of time on the
mage to get more specific details. the roster in the next turn. If the player mage. It merely allows him to step back
Example: Arethusa gets three suc- does not declare this casting before then, in the river of time by one turn and
cesses on her Divination roll, so she can the previous turn cannot be replayed. replay its flow. Although he cannot
ask one lead question and two follow-up reverse any harm he himself has suf-
If the casting roll fails, the mage does
questions. Shes trying to find out if a fered, it can be instrumental in allowing
not rewind time (he essentially spends
rival mage named Garrik is planning on the mage to save the lives of others.
that turn casting and nothing else). If
attacking her. Her first question is: Will it succeeds, he rewinds himself through Those other than the caster may feel
Garrick attack us tonight? She gets a time and can then replay his action a sense of dj vu about the situation,
vision of Garrick standing in her foyer, from the last turn, changing it how- but for them the casters new action is
readying a spell. Her first follow-up ques- ever he wants (he might decide not to the first and only time this turn has
tion is When will Garrick attack? The the open the door that released a spirit happened or will happen. Participants
image changes camera angles, and she guardian, for example). Doing so, of remember the turn only as it has just
can see the large grandfather clock in the course, might change other characters been played, not as it was previously
foyer past Garrick, showing 10 minutes actions that occurred after his action played before Shifting Sands altered it.
until midnight. Her final follow-up ques- in the turn he replays and before he (Unless one of them uses the Tempo-
tion is Is he working alone? She sees a casts this spell. ral Wrinkles spell, p. 258, in which
new image, this one showing her a num- Example: Zeno steps into an alley and is case he is aware of what happened.)
ber of stealthy, black-clad figures sneak- confronted by a gang of submachine-gun- With Time 4, the mage can cast this
ing through the bushes outside her home. toting thugs. They smile at him and heft their spell upon others, allowing them to alter
The same person can be targeted guns, ready to fire, but delay for a moment their actions when replaying the turn.
with this spell only once every 24 hours. to savor Zenos obvious dismay. Smirking Silver Ladder Rote: Turn Back the
Any attempts to divine him again be- at Zeno is their action for the turn. The next Page
fore 24 hours have passed reveal only turn now plays out. Zeno has a higher Dice Pool: Resolve + Occult + Time
meaningless echoes of myriad possible Initiative than all the thugs but one. That A leader must sometimes acknowl-
actions the target could take, but with thug fires a short burst of autofire, missing. edge that things have not gone as
no clue as to which he might take, or On his turn in the Initiative roster, Zeno planned. For mages of the Silver Lad-
which are even more probable than casts Shifting Sands, rewinding himself der, the ability to admit the possibility
others. If the mage persists, the spell through time by one turn. of failure is not nearly so laudable as
becomes vulgar. In the original turn, he entered the the power to erase such mistakes and
Guardians of the Veil Rote: Speak- alley. This time, during his replay, he see things done correctly. Mages of all
ing the Name of Tomorrow decides to turn the other way and run, orders manage to find uses for this rote.
Dice Pool: Intelligence + Investiga- never even showing his face around the
tion + Time corner. From that point on, all other Temporal Shift (Time )
Time presents innumerable variables characters redo their actions as if the The mage protects others. This works
and one who would guard the Myster- original turn never happened. Since Zeno like the Time 2 Temporal Dodge
ies must be apprised of them in order to doesnt enter the alley, the thug doesnt spell, p. 261, except that the mage can
perform his duty. Guardians of the fire his gun (as he did in the original flow now cast it upon others.
Veil cast this magic when vague pre- of time). He still awaits Zenos appear-
Practice: Shielding
dictions simply will not do. Mages of ance as his cue.
Action: Instant
the Silver Ladder are often known to This spell cannot undo any effects
the mage suffered the first time he Duration: Prolonged (one scene)
use such magic when attempting to
experienced the turn that he replays. If Aspect: Covert
discern the designs of their rivals.

CHAPTER THREE: MAGIC 263


attack, her targets gain their Defense In addition, the character gains +1 De-
(even if the attack is not at point- fense per spellcasting success against attacks
blank range). The attacker moves from those affected by the spell. (This is in
slowly enough that others can antici- addition to any benefit provided by the
pate her attack. Acceleration spell; see p. 262)
Silver Ladder Rote: Crushed Be- Adamantine Arrow Rote: Measure
Cost: 1 neath the Sands the Rivers Flow
Mana (optional) Dice Pool: Manipulation + Occult Dice Pool: Intelligence + Occult +
The target gains + Time Composure Time vs. Composure + Gnosis
one point of armor per When afflicted by this magic, en- Ultimately, knowledge and under-
dot the caster possesses emies of the sanctum or cabal usually standing can overcome any strength of
in the Time Arcanum. prove easy prey. Mages of the arms. Mages of the Adamantine Ar-
The effect lasts for one hour, Mysterium sometimes use a variant of row understand this wisdom and use
but the Duration can be made to this rote (Wits + Occult + Time) while this rote to predict, and thus dictate,
last for a day by spending one Mana. making an escape with lore or relics the pacing of a violent encounter.
Adamantine Arrow Rote: Bend- appropriated from jealous owners. Willworkers of the Silver Ladder have
ing the Rivers Flow sometimes been known to use this
Dice Pool: Manipulation + Investi- Present as Past (Time ) magic (Presence + Occult + Time) in
gation + Time The mage predicts the immediate order to control less physical (but no
Often cast in preparation for battle, future with absolute clarity. less dangerous) situations.
this rote enables a mage to defend a Practice: Patterning
charge, dispersing the force of incoming
Action: Instant and contested; target
Prophecy (Time )
attacks along the unseen axes of Time. The mage can gain prescriptive ad-
rolls Composure + Gnosis reflexively
vice on how to alter the future, perhaps
Chronos Curse (Time ) Duration: Transitory (one turn)
Aspect: Vulgar
to make something come true or to
Through the use of this spell, a mage avert an event he fears or knows is
can cause an individual to lag within Cost: 1 Mana coming.
the flow of time. As she sees it, every- On the turn following a successful Practice: Patterning
thing around her occurs at an accelerated casting, the mages player can require
Action: Instant
rate and she struggles to keep up. that every player who has a character
affected by the spells Target factors Duration: Concentration
Practice: Patterning Aspect: Covert
declare what his characters action will
Action: Instant; subtract targets Cost: None
be for that turn. The Storyteller does the
Composure
same for his characters. The player does As with Divination, p. 263, the
Duration: Transitory (one turn) not need to declare his own action for mage can ask one question about a
Aspect: Vulgar the turn, but can wait to act at any point target or event per success. Instead of
Cost: 1 Mana within the initiative order, trumping all reading the future, however, he reads
The target suffers a 1 penalty to other supernatural Initiative effects. (In how things might be, provided some
Defense per success on the casting roll. the event that two or more willworkers action or event comes to pass. Note
Additionally, the subjects Speed is use this spell during the same scene, that a targets dots in the Destiny Merit
halved per success (rounding up), to a determine their Initiatives normally, in (if any) levy penalties on the
minimum of 1. When the victim of the event that more than one attempts spellcasting roll it is more difficult
this spell attacks others with a ranged to act at the same time.) to find an alternate future when a
persons fate is ordained.
Example: Bahazid has learned that a
Adept of Time certain boy is destined to become a great
leader. She uses Prophecy to find out how
I step beyond the motions of time itself, unfettered by their flow. she might avert that fate, for she does not
want it to come to pass. She gains an
image of somebody murdering the boys
I see not only what wil be, but what might be and mother, and knows that if this comes to
pass the boy shall become a tyrant.
how it can be made to come to pass. Because of the vagueness of pro-
phetic ability at this level, the mage
I move the hand of time with as much swiftness or learns only broad and sweeping details.
Bahazid might not, for example, dis-
cover that saving the boys mother will
slowness as I require. I walk through the present lead to his sister becoming a great leader.
The same target can be targeted with
and into the future as easily as others might cross the street. this spell only once every 24 hours.

264
Guardians of the Veil Rote: This spell affects only the mage. The
Merlins Foresight maximum target number the caster
Dice Pool: Intelligence + Occult + can aim for is equal to his Gnosis or
Time Time, whichever is higher. Once the
Protecting the Mysteries is not al- Duration expires (measured in time
ways simply a matter of knowing the without), the Pocket ceases to exist
past or perceiving the present. Some- and the mage returns to normal time. successes
times such work involves discerning Free Council Rote: Seven Breaths were rolled for
that which has not yet come. In this in an Instant him). In the inter-
fashion, the ignorant can be Dice Pool: Wits + Occult + Time vening turns, Arctos
shepherded away from perils they lack sees Zenos bike and
This rote enables a Free Council
the discernment to understand, and walks over to check it
willworker to step outside of Time,
the occult world can be shielded from out. In the fourth turn, Zeno
assess his situation, and make any prepa-
the gaze of those who might seek to do reappears exactly where
rations he requires in order to be at his
it harm in their blindness. Arctos is standing. Both mages are
most effective when he returns. After
Size 5, so both must contend with
all, adaptability is sometimes nothing
Temporal Pocket (Time ) more than a chance to evaluate a diffi-
knockdown. A reflexive Dexterity + Ath-
letics roll is made for each. Zeno suc-
This spell enables a mage to withdraw culty from a safe vantage and with
ceeds, but Arctos fails, so falls down,
into a personal temporal pocket, there plenty of time to plan.
knocked aside by Zenos sudden appear-
to take whatever actions she sees fit
during the subjective time allotted to Temporal Stutter (Time ) ance.
Mysterium Rote: Cresting the
her. If hunted and exhausted, she could The mage causes people or things to Wave
take a nap outside of mainstream time stutter forward in time.
and emerge a few minutes later, awake, Dice Pool: Wits + Occult + Time
Practice: Patterning
alert and ready to keep moving. Sometimes the flow of history doesnt
Action: Instant and contested; tar- move quite fast enough for a
While existing within such a tempo- get rolls Composure + Gnosis
ral pocket, the mage cannot interact willworkers purposes. The mages of
reflexively the Mysterium have circumvented that
with or be interacted with by others, Aspect: Vulgar
save for others proficient in the Time restriction by means of this rote. While
Cost: 1 Mana it moves subjects forward in time only
Arcanum who attempt to break in to
her time bubble. The mages own sub- This spell affects only a living crea- by several seconds, those seconds have
jective time continues to flow at the ture (and what he wears and carries), occasionally meant the difference be-
same rate within this pocket, but time stuttering him forward for one turn per tween a fantastic discovery and a grisly
passes at a different rate outside, deter- success. (If cast over an area, only demise. Mages of the Adamantine
mined by the strength of the mages people or objects that are wholly within Arrow have been known to use this
spell. While within, she could set up an the defined area are affected.) very same rote in combat (perhaps
elaborate ritual and return to main- Onlookers simply see those affected vanishing into the immediate future
stream time with a powerful casting at disappear for up to several seconds, just before an explosion and then reap-
the ready. while those affected lurch forward in pearing seconds afterward).
Practice: Weaving time (to find whatever changes having
Action: Extended
occurred outside of the spells area of Faerie Glade (Time )
effect during those seconds). Thus, re- It is said that, in elder days, the Fair
Duration: Prolonged (one scene) inforcements three turns away might, Folk lived in places that were not quite
Aspect: Vulgar in the subjective time of those affected in synch with time as mortal creatures
Cost: None by the spell, arrive in one. knew it. Thus, the tales of men who
Successes are assigned to increasing If, in the intervening turns, a person bedded down in mushroom rings, only
the time that passes within the Pocket or object moves into the space occu- to wake a century later or the next
relative to what time passes without. pied by one or more of the morning, as bent and hobbling an-
Time within time-stuttering targets, a clash ensues cients. This spell mimics such faerie
Pocket Target Number when the time travelers arrive back in enchantments, allowing a mage to push
x2 1 success their places. Compare the Size of each a place outside of the normal flow of
x3 2 successes person or thing who now shares the time so that those within experience a
x4 3 successes same space. Those with the smallest lot of subjective time in a very short
x5 4 successes Size suffer a knockdown effect (see p. period of mainstream time, or vice-
x6 5 successes 168 of the World of Darkness versa.
Example: One success allows two Rulebook). If Sizes are equal, both Practice: Making
turns to pass within for every one turn must contend with a knockdown. Action: Extended and contested;
that passes without, or two minutes within Example: Zeno, standing next to his target rolls Composure + Gnosis re-
for one minute without, or two hours per motorbike, uses Temporal Stutter to shift flexively
one hour. forward in time for three turns (three

CHAPTER THREE: MAGIC 265


Master of Time
I sculpt the fourth dimension in the same
manner that a master of Space
molds the other three.
Understanding that time is an artificial construct,
I spin as much of it as I
desire out of the ether, molding it to my command,
and I can capture a person or thing within the fabric of time itself.
My own past is mutable, rewritten however I wish it.

Aspect: Vulgar
Cost: 1 Mana
This spell acts like the Temporal Pocket spell,
p. 265, except that the mage can now cast it upon an
area. One success affects a five-foot square area and
anything within it, and additional Target factors
can be devoted to increasing this area.
The flow of time can also be reversed so that time
within the Pocket moves more slowly than time
without. For example, with one success the time
within the pocket moves at half the rate as time
without: one turn within for every two turns with-
out. With three successes, four turns pass within for
every one turn that passes without. A person who
enters the area must succeed in a reflexive and
contested Composure + Gnosis roll or be caught
within the time flux.
Mysterium Rote: Temporal Bastion
Dice Pool: Wits + Occult + Time
Mages of the Mysterium often use this rote to
provide themselves with nearly limitless quantities
of time to devote to their esoteric research. Some
members of the Silver Ladder, when pondering a
particularly difficult course of action, may use the
same magic (Composure + Occult + Time) to afford
themselves weeks or even months in which to
consider a decision that must be made by tomorrow
morning.

266
Future Legacy (Time ) Rewrite History
The mage shunts an object forward in (Time )
time. While he could previously move
The mage can sculpt his personal his-
things forward in time for a few turns
tory, within normal possibility. The
using Temporal Stutter, p. 265, mas- willworker can perform extensive modi-
tery of this level allows him to move an capable
fications to his own past, enabling him
object far into the future, perhaps to swordsmen,
to redefine the person he currently is,
keep it out of enemy hands or to ensure even if only temporarily. He cannot, marathon runners
that only an heir will wield it. or whatever else is
however, change his souls history, re-
Practice: Making making his magical past (he cannot required, moving
Action: Instant change his Path, Gnosis or Arcana). just a little bit of
Duration: Lasting Practice: Making and Unmaking history here and there to
Aspect: Vulgar Action: Extended affect the desired changes.
Cost: None
The number of successes determines
Duration: Prolonged (one scene)
Aspect: Vulgar
Stop Time (Time )
how far into the future the object can The mage suspends time around the
Cost: 1 Mana target. The targets subjective percep-
be sent. The mage can opt to send it to Each success allows the mage to shift
any time between now and that al- tion shows him as existing in one
one dot from a mundane trait (an At- moment and then, instantaneously,
lowed by his successes.
tribute, Skill or Merit, but not a magical another later time. To onlookers, it
Successes Future Time trait such as Gnosis or an Arcanum) to
1 success One year appears as if the target is perfectly still,
another within the same trait category even if hes in mid-air.
2 successes Two years (dots of Social Attributes switch with
3 successes Five years Practice: Unmaking
other Social Attributes, etc.), up to his
4 successes 10 years normal maximum within a given cat- Action: Instant and contested; tar-
5 successes* 20 years egory (five dots for most humans). get rolls Composure + Gnosis
* Add 10 years per additional suc- (Dots cannot be added directly to or reflexively
cess. subtracted directly from Advantages.) Duration: Transitory (one turn)
The object appears at the future time It is as if he had made different choices Aspect: Vulgar
in the exact same space it occupies in in the past, leading to different per- Cost: 1 Mana
the present, unless Space 2 is added to sonal results. For example, in his newly Each success allows the subject to be
locate it elsewhere. (See rewritten past, a mage went to the gym frozen in time for one turn. The field of
Apportation, p. 234.) rather than to the library he actually suspended time exists immediately
The drawback to this spell is that, frequented in his real past, allowing around the target. If anyone or any-
once cast, the object cannot be re- him to shift traits from Mental At- thing enters this field that is, if the
trieved, except at the point in the tributes to Physical Attributes. target is touched the spell is broken
future in which it appears. It is said that Note that changing a number that and the target is restored to normal
archmasters of Time have the power to has derived characteristics (Compo- time.
reach forward and snatch back objects sure or Stamina, for example) alters Free Council Rote: Hand of Glory
that have been sent forward. any such derived characteristics ap- Dice Pool: Intelligence + Occult +
Free Council Rote: Archeologists propriately (say, Willpower or Health). Time vs. Composure + Gnosis
Boon When the spell expires, the casters Willworkers of the Free Council use
Dice Pool: Presence + Investigation real history is restored and his traits this rote for a wide variety of purposes,
+ Time return to their original distribution. such as stealing money from a wealthy
A few Free Council mages use this Silver Ladder Rote: Thief of Years countesses safe right before her very
rote to plant buried treasures from their Dice Pool: Manipulation + Investi- (unseeing) eyes, or giving a conspiracy
own past, although they cant mine gation + Time theorist a case of lost time, so that he
such bounties until well into the fu- The Silver Ladders willworkers will might think that aliens had abducted
ture. At least they assure that nobody not be ruled by any force outside of him in the interval of time of which he
else can use them, either. their order, not even the immutability has no memory (but which clocks
of Time itself. By means of this rote, clearly show having passed).
such mages become eloquent speakers,

CHAPTER THREE: MAGIC 267

Vous aimerez peut-être aussi