Download - New Spells

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    The Ties that Bind( Death )Knowing a ghosts anchors can

    mean the difference betweennegotiating and commanding.

    Practice: KnowingAction: InstantDuration: Concentration

    Aspect: CovertCost: None

    The caster may discernall Anchors that happen to bepresent within sensory range.

    Alternately, if cast with the optionalSpace 2 component, this allows thecaster to locate the anchors of aghost that is present (one per turn),or the current location of a ghost

    who's Anchor is present (if theGhost is currently at a different

    Anchor)

    Silver Ladder Rote: AnchorsAnyway

    Dice Pool: Wits + Investigation+ Death

    Silver ladder mages use this roteto gain the upper hand when

    working with the dead. Because ofits usefulness mages of all ordersuse this rote.

    Deaden Emotions( Death )By slightly disconnecting his soul

    from his mind, a Death disciple canreduce the influence of his emotionson his demeanor. Emotionalmanipulation tend to fail, peoplehave hard time to read their mood.The mage become somewhat coldand seems distant of this world, andmay have a surprise when emotionreach back.

    Practice: VeilingAction: InstantDuration: Prolonged (one scene)

    Aspect: CovertCost: None

    The caster become resistant toemotional manipulation. Mundane(seduction) or Supernaturalinfluence (such as Emotional Urging

    or Majesty) must overcome thisspell potency to effect the caster. Ifthe caster has this spell active formore than 1 week any manipulationthat overcome this protection isconsidered as an exceptionalsuccess. The spells potency also actsagainst reading emotion, eachsuccess imposing a -1 penalty onempathy roll and aura reading (theaura is clearly visible, but theemotions not clearly readable).Lacking emotions, the caster havehard time understanding others,imposing himself a -1 penalty persuccess on empathy roll. However,

    when interacting with emotionlessentities, such as some ghosts orspirits, or other emotionless mages,the potency of this spell replacesEmpathy for rolls that would requireit.

    Mysterium Rote: Stone Face

    Dice Pool: Composure + Occult+ Death

    Whether in their library or on thefield, Mystagogues cherish theobjectivity this spell grant, avoidingmany traps that forbiddenknowledge may bring. Also, some ofthem really need the assistance ofthis spell to understand theperspective of ancient entities to

    which emotions have no bearing.

    Grasping Sticks ( Death )The mage may reach out with his

    will and rule over the discardedlimbs of dead plants as he will soon

    be able to control human corpses,bringing them some of theanimation they never knew in life.Under the influence of this spell,sticks, dead vines and other lifelessplants move to the mages desire.

    Practice: RulingAction: Instant

    Duration: ConcentrationAspect: VulgarCost: None

    Success rolled for this spell effectits radius. At this level, the brambleshould be considered to have nostrength or dexterity for the sake ofgrasping or attacking foes.

    Silver Ladder Rote: Sweepthe Porch

    Dice Pool: Wits + Survival +Death

    Not all sanctums can be inmanicured gated mansions. Thisrote allows rural Silver Ladders aquick chance to tidy up beforeaccepting callers.

    Halt the Reaper( Death )With this spell a Mage may stop

    imminent Death in its tracks,hopefully long enough for help toarrive, or at least long enough totake someone else with him.

    Practice: ShieldingAction: Instant (Reflexive with

    an expenditure of willpower)Duration: Prolonged (one scen

    Aspect: CovertCost: none

    When the mages health levels arfilled with lethal damage and isdying, each success on the spellcasting roll adds one minute to thetime before they receive another

    wound. At Death 3 the mage maycast this spell on others with atouch, at level 4 he can cast thisspell at range. Also this spell may bcast ahead of time, with an

    expenditure of mana

    Adama ntine Arrow Rote:From Death's Grasp

    Dice Pool: Stamina +Intimidation + Death

    Many a foe have been killed whilmonologueing over what theythought was a fallen enemy as aresult of this spell.

    Slay Plant ( Death )Plants are a lesser form of life th

    even insects; they possess no life, nego, no vim. The same powers thatcause an inanimate object to decaymay be turned against a living planimmediately snuffing its life forcecausing it to slowly wither. Thisspell is generally used inpreparation for other deadwoodspells.

    v.o7All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edite

    these spells for personal use. I share this as a resource from my game.

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    Practice: Ruling

    Action: InstantDuration: Lasting

    Aspect: CovertCost: None

    Plants killed by this spell do notimmediately change in appearance,

    but rather wither as would a normalplant with its life functions halted.

    Adama ntine Arrow Rote:Weed W hacker

    Dice Pool: Presence +Intimidation + Death

    The Arrows use this as training,and meditation; watching the plantslowly wither until the first petalfalls from the stem.

    The Reaper's Sense( Death )

    The mage open his senses to thesubtle flow and the unexpectedcrescendos of Death surround her,

    becoming able to predict wheneverthe reapers hand is at work oversomeone.

    Practice: UnveilingAction: InstantDuration: Concentration

    Aspect: covertCost: none

    The mage is able to sense thepresence of potentially harmfulcircumstances in the environmentaround him. He cannot preciselydiscern what this threat is but hehas a general notion about it'spotential danger and generallocation. A poisoned cup wouldpulse with vile energies, a toxic gas

    would be revealed as a dark miasmafloating on the room. A single threatcan be revealed per success themage acquires in the activation roll,

    the more dangerous or immediatethreats are identified first.

    Additionally, whenever an opponenttries to ambush the mage he addsthe successes from the activationroll to his roll to perceive theambush. At level 3 the mage can castthis spell with prolonged duration

    and at level 4 he can cast it withadvanced factors.

    Mysterium Rote: ParanoiaDice Pool: Wits + Occult + Death

    You never know what youre goingto face when you leave your frontdoor, as Mysterium mages wellknow. Many mages use this spell,

    just incase.

    Video Vortex ( Death +Forces )Ghosts are classically depicted

    manifesting in many ways, the leastof which not being throughelectronic equipment.

    Practice: RulingAction: InstantDuration: Prolonged (one scene)

    Aspect: Vulgar

    Cost: 1 Mana

    This spell grants a ghost theability to manifest itself through themedium of a television set or otherform of visual media, such as amovie projector. The ghostsappearance is altered to mimic oneof the characters on the tape and isgiven substance through thespontaneous manifestation ofectoplasm, as per the Ectoplasmspell (pg. 136). The Forces Practice

    of Compelling draws colors from thetelevision screen and imparts themto the ectoplasmic body; fivesuccesses means the formsappearance is exactly the same as onthe film, where as fewer mean thatthe image flickers and degradesunevenly, like an old tape. A similarForces 1 spell can be used to alterthe content of a video tape, where asMatter 1 can alter a DVD to contain

    whatever images the mage desires.

    Free Counsel Rote:

    Hollywood Horr or Dice Pool: Stamina + Science +

    Death

    Some terrifying Moros delight incompelling their spiritual servantsto manifest in the form of TV-landsfavorite baddies, scaring the Life outof nervous moviegoers.

    Unweave the DreadWorkings ( Death )Vampires and mages do not ofte

    mix well, much like blood and watone might say. This spell wasdesigned with Vampiric negotiatioin mind.

    Practice: UnravelingAction: InstantAspect: CovertDuration: InstantCost: 1 Mana

    By directly interacting with themythic threads that hold a

    Vampire's power to their undeadform, the mage can unmake thesupernatural abilities that they usein the pursuit of dominance and thhunt. If Potency exceeds the numbof successes gained on the

    Vampire's Discipline activation rolthe Discipline is canceled. Whendisrupting Disciplines that requireno roll, a single success is required

    When used to cancel permanentlyactive Disciplines, the effect isdisrupted for one scene, or until thoriginator spends a Willpower poinas a standard action to reactivate i

    A Vampire can innately sense theinterference with their abilities solong as they are still active, althougthey must resort to other methods

    discern the source. When breakina lasting effect, such as commandsimplanted with Dominate, theoriginator is only aware if withinline of sight.

    Silver Ladder R ote: Levelingthe Field

    Dice Pool: Presence + Occult +Death

    Silver Ladder mages often findthemselves interacting with all kinof unsavory entities, including

    Vampires. This spell allows themage to ensure that everyone isoperating without compulsions.

    Withering Aura( Death )The mage surrounds himself wit

    a halo of anti-life, killing plants an

    v.o7All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edite

    these spells for personal use. I share this as a resource from my game.

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    Practice: Ruling

    Action: InstantDuration: Prolonged (One

    scene)Aspect: CovertCost: None

    While this spell won't protectagainst those who actively wish tohurt him, it does prevent all sorts ofaccidents that could befall him alongthe way. The spell will find the wayhome even if the mage doesn't know

    where he currently is. If the spell'sDuration ends before the mage ishome, whatever situation he is in

    will not be immediately life-threatening. However, those mages

    who use this spell frequently risktwisting the threads of fate, leadingto interesting definitions of "mostlysafe."

    Free Coun cil Rote: Pigeon'sRoost

    Dice Pool:Wits + Survival +Fate

    Like a pigeon returning to itsroost, some hard-partying FreeCouncilors use this spell to get homeat the end of the night.

    Bypass Armor ( Fate )A Disciple of Fate can begin to

    ignore armor protection. This spell

    allows a Mage to strike an opponentfor maximum affect.

    Practice: RulingAction: InstantDuration: Prolonged (one scene)

    Aspect: Covert/ImprobableCost: 1 Mana

    Each success allows one roll toignore a set amount of armor ordurability, as per the Matter 3"Armor Piercing" spell. However, a

    mage may cast this upon himself,allowing unarmed attacks to possessthis quality (doing so makes thespell Improbable, and may result inParadox).

    Free Council Rote: AnimeCombat

    Dice Pool: Wits + Athletics +Fate

    Libertines, with their penchant forembracing pop-culture, developedthis rote after realizing that heroesin anime rarely fail to strike anopponent.

    Divine Grace( Fate )The mage taps into the magic of

    Fate to reach an otherwiseimpossible goal. While this magic isin effect, the mage will not beaffected by any random evils thatcould harm him or slow hisprogress. The mage can walkthrough a battlefield or a burning

    building completely unharmed.

    Practice: PatterningAction: Instant and contestedDuration: Prolonged

    Aspect: VulgarCost: 1 Mana

    The mage must set a goal to beachieved that ends the effect; in anycase it lasts a maximum of onescene. Goals can be making across a

    battlefield alive, or retrieving anartifact from a burning building.The mage can protect a number ofadditional beings equal to hisgnosis. All beings under theprotection of this spell must walk totheir destination; any being who

    runs or deliberately enters combatbreaks the effect for himself, or forall if it's the mage who cast it. Themage and those he protects seem to

    be at the center of a moving bubbleof calm. Enemy combatants chargearound them as if that spot didn'texist; burning timbers falling fromthe ceiling always miss; hail andrain falling from the sky doesn't getthem wet. FATE conspires to changethe direction of each drop of rain,each gust of wind, each bullet, and

    the attention of those who areactively fighting. Note this does notprovide immunity from those whoare actively seeking the mage andhis charges, it only protects themfrom becoming the target of

    violence. A mage could walkunharmed through a fight betweentwo Forces who are busy with eachother, but someone who is after the

    mage specifically will have to bedealt with by regular means. (Though they might find it difficultfollow him)

    Mysterium Rote: Eye of theStorm

    Dice Pool: Composure + Surviv+ Fate

    The Mysterium heavily used thisrote combined with portal magic tosave many relics and rare booksfrom harm during the mass

    bombing campaigns of World WarII. It allowed them to navigatethrough the burning ruins safely aretrieve their precious possessions

    Activate Device ( Forces or Matter )

    Do-dads, gadgets, toys, devices abegging to be used. This spell granthem there wish, allowing a mage

    with a basic understanding of theArcana of Forces or Matter toactivate those machines that fall

    within their purview.

    Practice: CompellingAction: InstantDuration: Lasting

    Aspect: Covert

    Cost: None

    The mage has but to be aware tha device is designed to perform afunction and he may will it to do soThis is, in the case of electronicdevices, a very simple application oForces, sending the activation code

    without anyone touching it.Mechanical devices spring intoaction with a minor use of theMatter Arcana, seeming to suddenengage in the behavior they wereintended for; pistons pump, levers

    pull and breaks apply themselveswithout human intervention.

    Guardians o f the Veil Rote:Open Sa ys-a-Me

    Dice Pool: Manipulation +Science + Forces or Matter

    v.o7All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edite

    these spells for personal use. I share this as a resource from my game.

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    The Guardians use this rote to doeverything from carjacking toBreaking and Entering.

    Electronic Veil( Forces )Surveillance technology is

    becoming more and more commonin the modern world, and this spell

    is one means mages use to cope. Thewill worker reaches out to theinvisible threads of ambientelectricity and causes them to spikeand fall at random intervals. Thismanifests as distortion andinterference on any type ofelectronic device in the spells range,leaving them caked in static andutterly unreliable.

    Practice: WeavingAction: InstantDuration: Prolonged (one scene)

    Aspect: CovertCost: None

    Successes determine the radius ofeffectiveness for the spell. All videocameras, audio recorders, orrecording media of any kind thatrely on electricity will suffer massivedistortion while in the radius of thespell. A video cameras recording,for example, will be jumpy, fuzzy,and out of focus; a viewer might beable to discern figures that were

    recorded, but certainly not who (oreven what) the figures were.Similarly, all electronic devices thattake readings of the world suffercatastrophic levels of staticinterference. For example, a CDplayer is unaffected, but a cellularphones signal is choked in static,effectively jammed.

    Guardian of the Veil rote:Mask the Unblinking Eyes

    Dice Pool: Wits + Stealth +Forces

    Reportedly stolen from the FreeCouncil, this rote allows theGuardians to safeguard their ownindiscretions when they are forcedto use Vulgar magic in the open.One can never be too careful in theelectronic age.

    Kinetic Absorption( Forces )The will worker weaves a kinetic

    barrier around himself thatdistributes penetration energy allover the body.

    Practice: WeavingAspect: Covert

    Action: InstantDuration: Prolonged (one scene)Cost: 1 Mana

    This spell turns all Lethal Damagedone to the Mage into Bashing.

    Silver Ladder Rote: BulletProof

    Dice Pool: Stamina + Occult orScience + Forces

    Kinetic EfficiencyForces ( )

    Whether one is running, fencing,or throwing a punch much of one'seffectiveness is lost in undirected,undisciplined movements. This levelof Forces gives the mage a mysticability to direct and focus the kineticenergy of one's whole body toward atask.

    Practice: PerfectingAction: InstantDuration: Prolonged (Scene)

    Aspect: CovertCost: 1 Mana

    The mage adds his level of Forcesto Strength or Dexterity related rollsas well as increasing his effectiveStrength for the purposes ofrunning, jumping, and throwingobjects. Each success allows oneForces-enhanced action during theDuration of the spell.

    Free Council Rote:Biogenetics

    Dice Pool: Wits + Athletics +Forces

    Through rigorous biofeedbacktraining, a Council mage is able tomonitor and control her body withgreater efficiency. Arrow mages ofalso employ a version of this roteusing Strength + Athletics + Forces.

    Shattering Resonance(Forces )By focusing high pitch frequenc

    a Will worker can shatter mundanobjects of low durability

    Practice: FrayingAction: InstantDuration: Lasting

    Aspect: Covert

    Cost: None

    Successes in excess of the objectDurability inflict aggravated damaon its Structure.

    Mysterium Rote: Walls ofJericho

    Dice Pool: Resolve + Crafts orScience + Forces

    Siphon Effort( Forces )With this spell mages siphon off

    small amounts of effort fromeverything they do. Later, thisenergy can be released as rawkinetic force to vulgar and dramatieffect.

    Practice: WeavingAction: InstantDuration: Prolonged (one scen

    Aspect: CovertCost: 1 Mana

    While this spell is active, the magsacrifices one dice from every rollthat he makes. This can reduce amages pool to a change die, but isnot generally noticeable to sleeperThese sacrificed dice are tallied asthe Force Pool. When the mage sodesires, he may use an instant actito expend this pent up energy as aline of force directed at anything

    within sensory range. This ends thspell. This force expelation may bestrong enough to knockdown anmove objects. To determine the sizof object to be knocked over, roll thForce Pool - targets size. If ForcePool successes exceed the size of thtarget by 1 the target is knockeddown. The number of successes inexcess of the first is the distance in

    yards the target is thrown throughthe air. To throw living beings, thetarget rolls Strength and adds

    v.o7All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edite

    these spells for personal use. I share this as a resource from my game.

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    successes to its size. Its new size isthen subtracted from the Force Pool.The effect is then determinednormally. If the spell ends before themage has expended his Force Pool,roll the pool. The mage takessuccesses/2 bashing damage as his

    body is racked with invisible energyfrom all directions. Armor grants noprotection against this spell, neitherfor the target nor the fool of a magethat lets this spell end un-satiated.

    Adama ntine Arrow Rote:Snuff the Candle Forest

    Dice: Stamina + Brawling +Forces

    It never hurts to discreetly carryaround a little extra Oomph, shouldnegotiations go south. Naturallymages of all orders find this rotehandy, and cast it with longdurations to stack up the deck, as it

    were.

    Telekinetic Assault( Forces )The mage telekinetically lifts

    objects and uses them to attackenemies.

    Practice: PatterningAction: InstantDuration: Concentration

    Aspect: Vulgar

    Cost: 1 mana

    The first success grants control ofone object with one strength.

    Additional successes are allocatedbetween Strength and number ofobjects to be manipulated, each witha maximum of his Gnosis rating.Each object grants an additionalattack, each attack suffering acumulative -2 Dice penalty beyondthe first attack. The individualattacks receive a bonus to theirattack pool based on the object

    thrown. The mage makes attackrolls using the Telekinetic strength +

    Athletics + equipment bonus,specialties do not apply. With Force5 he can cast the spell with a defaultduration of Prolonged (one scene) in

    which case the objects hover in thesame position relative to him. As

    with any other concentration spell

    he loses his Defense whilemaintaining it.

    Andre has Forces 4, Athletics 3,and wishes to cast this spell while ina wood shop. He achieves 5 successon the casting roll and decides topickup 4 objects (1st success + 3success) with 2 strength (1st success+ 1 success.) He has lifted 4 4x4x12scraps of oak. He can thentelekinetically throw them on hisnext turn, adding their equipment

    bonus to the respective rolls.

    Adama ntine Arrow R ote: Eyeof the Storm

    Dice Pool: Wits + Athletics +Forces

    An Arrow is rarely caught withoutseveral weapons on hand and thisrote allows him to make use of all ofthem. Gathering them around him

    as if he is the center of a deadlystorm, he becomes a trulyformidable opponent. Thoughstrength is sacrificed for speed, thespell can be used to attack multipleopponents or to unleash a barrage ofattacks on one opponent.

    Blast (Forces )One of the most powerful and

    primal expressions of the wrath of aMaster of Forces. The unbridledforce of a mage's will releases an

    explosion of energy. Thisdevastating attack has been used inthe past to level small towns.

    Practice: Making/UnmakingAction: InstantDuration: Lasting

    Aspect: VulgarCost: 1 Mana

    Treat successes in this spell as theBlast Area and Damage of anexplosive. The center of the blast

    must be placed within sensoryrange. Everything caught within theblast takes the caster's successes inLethal damage automatically andthen also rolls the caster's successesin dice to see how much more Lethaldamage is taken.

    Adama ntine Arrow Rote:Calling Down the Fire

    Dice Pool: Presence + Occult +Forces

    There is not a problem in theworld that cannot be solved with thcorrect use of high explosives.Though Free Councilors may be thonly ones who think of this spell interms of movie special effects, itactually is one of the simplest, mos

    brute force things that the Obrimohave been doing since antiquity.

    Magnetic Bubble( Forces )The mage raises a sphere of

    extremely powerful electromagnetforce, centered around the caster.

    Practice: MakingAction: InstantDuration: Concentration

    Aspect: Vulgar

    Cost: 1Mana

    A single success is enough to a 5cubic meter volume of full coveragainst attacks made with metallic

    weapons (i.e. bullets, swords, metabaseball bats etc) with a Durabilityof 2. Each extra success increasesthe Durability of the barrier by anadditional two.

    Free Council Rote: Traveling iMagneto

    Dice Pool: Presence + Science +Forces

    Sometimes it pays to be able towalk through a hail of gunfireunscathed. Naturally, mages ofevery order can respect and utilizethe power of this rote.

    Heritage ( Life )The mage can trace lines of

    descent, scenting the similarities inthe living Patterns of people with

    enough accuracy to determineparentage, and even distant bondsof blood.

    Practice: KnowingAction: InstantDuration: Concentration

    Aspect: CovertCost: None

    v.o7All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edite

    these spells for personal use. I share this as a resource from my game.

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    The mage casts this spell withinthe presence of the base target withprospective siblings within sensoryrange. One success revealsparentage, siblings. After that, oneextra success is needed per degree ofseparation, thus, two successes gets

    you confirmation of grandparentsand cousins.

    Mysterium Rote: Black SheepDice PoolWits + Investigation +

    Life

    The motto of the Mysterium maybe Knowledge is Power, but it isdoubtful that they meant this kindof knowledge, or this kind of power.Many a man has his indiscretionscome back to haunt him decadeslater. The fact that such men areoften wealthy has nothing to do withit. Justice is blind, after all.

    Blood Never Lies( Life )Every mage instinctively knows

    that blood is Life, not just in aphysical way, but in a mystical wayas well. This spell creates a facsimile(entirely out of blood) of the person

    whose blood is being analyzed (asample is needed, though a fewdrops will do. A reproduction oftheir face appears in the air in frontof the mage, making it incredibly

    useful for identifying spilt blood.

    Practice: WeavingAction: InstantDuration: Transitory (1 turn)

    Aspect: VulgarCost: None

    Every success on the spell rollmeans that the blood imageconjured from spilt blood moreresembles the person it belonged to.One success enough o identify thetargets body type and gender. Two

    successes will grant a more refinedshape of the face. Three successesgrants suggestions of hair and eyecolor while four successes shows thesmall details of the target includinghair color, fingernails, scar tissue,and tattoos. Five successes producesan exact image of the target, whichis immediately identifiable if the

    target is known. Every success onthis spell roll will grant a +1 to anIntelligence + Composure checkmade to identify the person(provided, of course, that the personis known to the mage).

    The spell only works with liquid(non congealed) blood. Anymoisture left in almost any volumeof blood is enough to cast this spell.

    Guardians of the Veil Rote:Blood Seeking

    Dice Pool: Wits + Investigationor Medicine + Life

    A fledgling Guardian of the Veildeveloped this spell on the flyduring an investigation into themurder of a prominentnecromancer. Blood that canidentify its owner can, at times,speak volumes.

    Enhanced Healing( Life )Mages sometimes achieve their

    objectives through pure mysticforce, but there are times when it ismore efficient to simply encouragenatural processes along, bolsteringthe laws of the Fallen World withhints of the Supernal. This spellamplifies the natural healingprocess of an organism to

    supernatural heights, letting thebody do much of the work on itsown.

    Practice: PerfectingAction: InstantDuration: Prolonged

    Aspect: VulgarCost: 1 Mana

    The Primary Factor of this spell isDuration. While this spell is ineffect, the target is grantedsupernatural rates of healing.

    Damage is healed at the followingrates.

    Bashing - 1/turnLethal - 1/15 minutes

    Aggravated - 1/week

    Lost limbs and organs can beregrown with great effort. To begin

    healing of a lost limb or organ apermanent Willpower dot must bespent. After this an extended healiaction begins, with the target'sResolve forming the dice pool andeach roll representing six hours in

    which the character may notperform any extraneous efforts. Alost finger requires three successesan arm severed at the elbow costs15, a leg at the hip needs 40, Losinan eye takes a great deal ofcomplicated nerves to rebuild andrequires 10 successes to heal;spleens livers, and most otherorgans only require eight success tcompletely regrow. If this spell end

    before healing is complete, the newlimb is stunted and incomplete, anmust be removed again to startanew. Limbs lost and healed in thepast cannot be regrown because th

    body already thinks that healing iscomplete, and if the area where the

    stump ends is wounded again thisspell will cause the wound to heal uto the old injury.

    Adama ntine Arrow Rote:Vigorous Tenacity

    Dice Pool: Stamina + MedicineLife

    Armed with this spell, warriors othe Arrow earn a frighteningreputation for being almostimpossible to put down in a fight.

    Revert Shapechange( Life , optionalDeath )The mage may force a target who

    has shapeshifted, either throughLife magic or through other meansto return to his natural form.

    Practice: UnweavingAction: Instant, target rolls

    Stamina + Gnosis reflexively

    Duration: LastingAspect: CovertCost: 1 Mana

    If the casting mage wins thecontested roll, the target reverts

    back to his normal state.Werewolves affected by this spellreturn to their Hishu forms. Itrequires Death2 to affect a vampir

    v.o7All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edite

    these spells for personal use. I share this as a resource from my game.

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    (such as one who has grown deadlyclaws or has changed into a bat.)This spell only covers physicaltransformations.

    Mysterium Rote: ForceHumanity

    Dice Pool: Presence + Occult +Life

    Some of the most terrible weaponsan enemy can hold may not be madeof Matter, but rather extensions ofhis own flesh. With this rote, aMysterium mage can cripple someof the offensive or espionagecapabilities of these creatures.

    Body of the Swarm( Life , optionalMind )With this spell the mage

    transforms his body into a swarm ofinsects or other small creatures nolarger than a mouse.

    Practice: PatterningAction: InstantDuration: Prolonged (one scene)

    Aspect: VulgarCost: 1 mana

    At this level of Life, a mage castingthe spell on herself has just enoughknow-how to give slight guidance tothe swarm: what direction the

    insects fly or crawl. However, shecannot make the swarm do anythingit would not normally do (forexample, form words in the air).

    With an optional Mind 2 the mageretains his intelligence, giving thephrase "hive-mind" a new meaning.

    With this, the mages control of theswarm is nothing short of perfect,adopting any form, doing anythingthe mage wills.

    When the duration is about to runout, the swarm to re-groups in a

    humanoid form. The swarm thenmelts into each itself, and in a turnthe mage is once again in possessionof her old body.

    Mysterium Rote: Navigate theCrevice MazeDice Pool: Resolve + Occult + Life

    Unfortunately artifacts arentusually kept out in the open.Mysterium mages use this spell togain access to some of the moredifficult items of lore.

    Alter AdhesionMatter ( )This spell allows the mage to alter

    the adhesive qualities of an object.

    Practice: CompellingAction: InstantDuration: Prolonged (one scene)

    Aspect: CovertCost: None

    With this spell a mage canincrease or decrease the adhesiveproperties of an object. Success fromthe spell roll determine themaximum size alteration a mage canmake to an existing adhesive, up to

    his matter dots. With Matter 3 themage is no longer bound by his dotsin Matter, and can make any surfaceadhesive, even if it would normallynot be possible to do so.

    Guardians of the Veil Rote:Everything a Spider Can

    Dice Pool: Intelligence + Scienceor Occult + Matter

    When conventional means ofstealth detection are aimed at

    ground level, the Guardian thief orassassin makes sure to move in theshadows and be in unexpectedplaces, even on the ceiling.

    Instant Shower( Matter )The mage is instantaneously

    clean. Oils run off the mage's body,dirt drops off from and pushes outof his skin, and dead skin cells areshed.

    Practice: WeavingAction: InstantDuration: Lasting

    Aspect: CovertCost: None

    One success is enough to clean thetarget and any clothes he may be

    wearing, which are instantly cleaned

    and pressed while he wears them. similar version of this spell uses Li2 to clean the body alone.

    Free Coun cil Rote: Next toGodliness

    Action: Intelligence + Science +Matter

    Many Council mages have no timto go through all the trouble of theshower, what with the washing,scrubbing, and drying. This roteallows them to get their necessarycleaning done in a few moments.The Silver Ladder use a similar

    version of this rote (Presence +Occult + Matter) to look spiffy

    before any major social event.

    Moving Pictures(Matter )Pictures that change their conten

    be they paintings or photographs,

    are a common feature in urbanlegends and dark tales. Magesoccasionally see fit to create suchdisturbing images, for a variety ofpurposes, from general creepinesspractical devices.

    Practice: RulingAction: InstantDuration: Prolonged (one scen

    Aspect:VulgarCost: None

    The basic version of this spell, asimple application of Matter 2,transforms the colors of a picture sits appearance is altered. A morecomplicated version adds Time 1,

    which allows the picture to either gthrough several changes or appearto constantly move throughout theProlonged Duration. By addingSpace 2, this spell may be paired

    with Scrying so the image alwaysshows whats happening at somedistant location. Death 2 or Spirit allows an appropriate entity to

    possess the picture and change theimage as they desire, or if used

    within combination of the Spacearcana, can create a window into thTwilight or Shadow for theDuration.

    Guardians o f the Veil Rote:The Eyes of Big Brother

    v.o7All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edite

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    Dice Pool:Wits + Investigation+ Matter

    With this spell many agents of theVeil can keep tabs on the things thatneed hidden most.

    Along the Wall

    ( Mater )

    After reaching the second dot in theMatter Arcana the mage gains theability to overcome the limitationsconcerning having to use his own

    body as a medium to activate touchrange spells. Any weapon or objecthe carries with himself can be used

    as a medium through which hisawakened magic can be channeled.In addition, the Mage may deliver

    touch range spells across inanimate(non-living, non-Gaseous, and

    contiguous) matter a number of

    yards equal to his dots in Matter. Atno time may this spell cross, or

    penetrate any item outside of thematter preview.

    E x a m p l e : A mage can castAlterIntegrityon the lock on the outsideof his cell by touching the iron barsbehind the lock without having touse sympathetic casting. He could

    also cast the Death 4 spell Enervateon a mage outside the same bars by

    touching the ground. The spell

    travels across the ground and to thetarget mag e, so long a s the spell didnot travel farther than his dots in

    Matter in yards.

    Bulletproof ( Matter )Using this spell, the Awakened

    can give ordinary clothing thefortitude to withstand the highlylethal attacks from firearms. SomeFree Councilors liken this to givingKevlars properties to ordinarymaterials while many in the

    Adamantine Arrow are believed toweave their clothing into spiderssilk, a substance much moreresilient than ordinary fabrics.

    Practice: WeavingAction: InstantDuration: Prolonged

    Aspect: CovertCost: None

    The mage must touch the target inorder to use this spell. With Matter4 this spell can be cast at sensoryrange. With a successful casting, themage can give one set of clothing(one outfit) the properties of Kevlar,

    which converts the damage fromFirearms attacks from Lethal toBashing. This spell does not add anyextra protection, there are Shieldingspells for that. Furthermore, thisprotection extends to ArmorPiercing rounds based on the skill ofthe caster, allowing the clothing to

    withstand attacks up to a certainquality.

    Matter 3 -- Durability 1Matter 4 -- Durability 2Matter 5 -- Durability 3

    Adama ntine Arrow Rote:Impro vised Flak Jacket

    Dice Pool: Wits + Crafts +Matter

    No doubt, the in the course of theany Arrow's duties, he will comeunder fire, both physically andsocially. This spell can't do anythingto help with the social fallout fromthe soldier's actions, but it does

    wonders to protect against the slingsand arrows of a Mossberg pumpaction shot gun. Free Councilorshave innovated a similar rote

    (Intelligence + Crafts + Matter) forexactly the same reasons.

    Manufacture Incense( Matter )The alchemist manufactures gross

    material in the form of incense. Tobe imprinted a spell must harm orinfluence a person, creature orsupernatural entity or have an areaaffect.

    Practice: Weaving

    Action: ExtendedDuration: Lasting

    Aspect: CovertCost: 1 mana

    To be activated, the incense mustbe ignited and allowed to burn. Thesmoke it produces carries the effectdesired.

    Mysterium Rote: Templeoffering.

    Dice Pool: Intelligence + craft Matter

    For the busy Mysteriumalchemist, it is sometimes importato deal with sleeper and awakenedsocial situations. With this rote, heor she can create an air of peace ancalm during negotiations for accesrights to dig sites or put a guardianat ease that the treasures found in given ruin, will not fall into thehands of those who might spoilthem.

    Material Transformation( Matter +Life )With this spell, a mage cantransmute his body into living ston

    metal, or any other purely materiasubstance. The mage forfeits someof his natural mobility in order totake on the properties of a livinggolem.

    Practice: PatterningAction: InstantDuration: Prolonged (one scen

    Aspect: VulgarCost: 1 Mana

    The spell takes effect in the turnfollowing casting. Since the magedoes not transform into anotherform of Life, he is in no danger oflosing himself to an alien mindset.Instead, he becomes a creature ofliving earth. Planes of Matter withhis new shape allow him to mainta

    whatever Physical Attributes hepossessed before the change. Thesuccesses rolled for this spell may applied as levels of Durability (seeObjects, p. 135 of the World of

    Darkness Rulebook) granted to themage, up to a maximum of thecasters Matter Arcanum dots. Eacpoint of Durability in excess of themages Strength applies a penalty tall movement-based actions (i.e.Running, Jumping, Swimming, etcdue to the drastically increased maof the mages form. Also, if the magrants himself a Durability rating

    v.o7All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edite

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    that matches or exceeds his ownDexterity, he becomes effectivelyinanimate. Each point of Durabilityreduces the mages natural defenseon a one-for-one basis due todecreased mobility. The mages

    weight increases by 50 lb for eachpoint of Durability gained. Thecaster can subsume his normalequipment into his body if he

    wishes, however, he cannot makeuse of those belongings if he does so.The effects of this spell can begranted by using a similar Life spellin which the mage transmutes his

    body into living wood, bone, orother dense organic material.

    Adam antine Arro w Rote:Colossus SkinDice Pool: Resolve + Athletics +Life

    Not long ago the Free Council

    traded this rote to the AdamantineArrows as a sign of good faith. TheArrows naturally enjoyed this tradeand soon thereafter this rote spreadlike wildfire.

    Forge the Golems Eye( Matter ,Death )The mage puts a stolen soul to use

    by refining it into leaden substance(called the golems eye) with the

    power to awaken the inanimate.

    Practice: MakingAction: ExtendedDuration: Prolonged

    Aspect: VulgarCost: 1 mana + 1 soul

    One success produces a Size 1,Durability 1, lead like substance(which some theorize is the materialof the lead coin of the stygiantower.) Additional successes can be

    used to increase the durability of theeye or the physical attributes of thegolem it creates on a one for one

    basis. This substance has the abilityto bring inanimate matter to asemblance of life with 1 dot in alltraits. In order to do this, thegolems eye must be fastened, orotherwise securely attached to thegolem. The golem maintains both

    the Durability and the Structure ithad prior to animation, and isintensely loyal to its creator. If theeye is destroyed, the golem losesanimation immediately and loses

    balance and shatters. Attempts totarget the eye suffer a -3 penalty.

    Mysterium Rote: Emm etDice Pool: Intelligence + Crafts

    + Matter

    The Mysterium only recentlyrediscover this magic, though its useremains rare, few are willing togather the necessary components.

    Sight Follows Expectation( Mind )In stressful situations, a person

    will often ignore their senses infavor of preconceived notions of

    what they should encounter. Thus,

    when a threatening person pulls aninnocuous item from their pocket, anervous onlooker might see it as a

    weapon, though his senses tell himdifferently. This spell focuses onthose reactions, bolstering even acalm persons expectations tooverpower their actual senses.

    Whatever the true nature of theobject the caster reveals, the targetof this spell will see whatever heexpected (or was prepared) to see.

    Practice: RulingAction: Reflexive and Contested;target rolls Composure + Gnosisreflexively

    Duration: transitoryAspect: CovertCost: None

    The object the target is beinginfluenced in reaction to must besomething they cannot see beforethe beginning of the spell. The itemmust also be something that themage is touching, though at Mind 3,

    the spell can be done with an objectat sensory range. When the object isrevealed, the target sees whatever heexpected to see. If used on multipletargets, each target may see theobject differently, depending ontheir expectations. Wise mages takesteps to condition the targetsexpectations to a particular effect

    (My identification? Yes, here it isYou think thats a big knife? THISis a big knife.) However, the STultimately decides what the targetexpects to see. If the target sees theobject again after the spellsduration has expired, they willrealize that they were mistakenearlier. With Mind 3 the durationincreases to prolonged.

    Guardian o f the Veil rote:Expected Authority

    Dice Pool: Presence +Subterfuge + Mind

    To complete their objectives,Guardians of the Veil oftenimpersonate figures of authority.Using this rote, any object in theirpocket can become law enforcemecredentials so long as that is whatthe target expects to be shown.

    Detect Lies ( Mind )This spell turns the mage into a

    veritable polygraph.

    Practice: RulingAspect: CovertDuration: Prolonged (one scen

    Action: Instant and contested,target rolls Composure + Gnosisreflexively

    Cost: None

    This power enables a mage to

    catch somebody in the act of lying.When another tries to deliberatelylie, mislead or deceive, the caster i

    warned by a faint sensoryhallucination.

    Silver Ladder Rote: Dont Lito Daddy

    Dice Pool: Manipulation +Empathy + Mind

    The Silver Ladder mages andGuardians alike value this rote verhighly.

    Forceful Presence( Mind )For a true warrior, a fight is won

    or lost before any weapon is drawnAn Awakened warrior demonstratethis by honing their very stare into

    weapon capable of disarming theirfoes with a glance.

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    Practice: FrayingAction: Instant subtract target's

    ComposureDuration: Transitory

    Aspect: CovertCost: 1 Mana

    The mage overwhelms the targetwith sheer force of will. The target isstunned (refer to page 167 of the

    World of Darkness Core book) for anumber of rounds equal to theamount of successes scored on thecasting roll. A dramatic success onthe casting roll renders the targetprone. The target either falls downor stumbles to their knees from thepower of the glare.

    Adama ntine Arrow Rote:Battle Aura

    Dice Pool: Presence +Intimidation + Mind

    Warriors of the Arrow debilitatetheir foes with powerful shouts orintimidation displays. Thearchs ofthe Silver Ladder also make use thisspell, felling foes with their majesty.

    Someone Else's Problem( Mind )This spell can be cast on an area to

    make the things inside appear to bethe problem of someone else.

    Practice: VeilingAction: InstantDuration: Prolonged

    Aspect: CovertCost: None

    Anyone or anything within therange of the field is under an effectsimilar to, but more powerful than,Incognito (Mind 2). They are notinvisible; folks will not walk in to acar double-parked with this cast onit. The meter-maid will ignore itinstead of ticketing however, as it is

    someone else's problem. Generally,a passer-by will ignore any activitythat does not threaten anyones lifecarried out within the boundaries ofthis spell. At Mind 4 the mage canspend a point of mana to causepassers-by to ignore everything thatdoes not immediately threaten thempersonally. This spell does not

    prevent sleepers from witnessingvulgar magic (and making itimprobable) but may increase thechance that a sleeper is not lookingat the time magic is cast.

    Victims of this spell roll composurevs. the potency of the this spell. Ifthe victim succeeds, he behaves ashe normally would given hiscircumstances.

    Success from the spell casting rollcan be used to bolster the spellspotency or the area effected. Onesuccess grants one potency and a 5-cubic yard area of effect. Successesafter the first are applied separatelyto these two attributes. Each successapplied to the area double theprevious area.

    Guardian of the Veil Rote:Move Along, Folks.

    Dice Pool: Manipulation +Subterfuge + Mind

    Guardians have a high respect forall things that can keep the veildrawn over sleepers eyes, so thisrote sees frequent use.

    Borrow The Muse( Mind )With this spell, a Mage can reach

    into the mind of another and utilize

    their skills. Simply by being nearanother, a Mage can borrowsomeone's aptitude at almost anytopic. Learn to play guitar in aninstant, or "borrow" someone'screativity for that term paper.

    Practice: PatterningAction: Instant; subtract targets

    resolveDuration: Prolonged (one scene)

    Aspect: CovertCost: 1 Mana

    Every success gained on the rollallows the Mage to utilize one dot ofthe targets skill. Only one skill can

    be borrowed. These dots are notadded to the casters dots; the castercan take either his current skill levelor the borrowed skill level. Multiplesuccesses cannot be split amongstseparate skills.

    Forge Skill( Mind )Forging a connection to the

    collective unconscious that connecall human minds, the mage drawsspecific knowledge for a period oftime.

    Practice: Making

    Action: InstantDuration: Prolonged (OneScene)

    Aspect: CovertCost: 1 Mana

    Each success allows the mage toaccess an additional dot level of askill from the collectivesubconscious. The mage does notadd these dots to his, but takes thegreater of the two, his current skill

    value, or a skill value equal to thenumber of success rolled for this

    spell. At storyteller's discretion, thspell can also be used to add dots tcertain merits, such as FightingStyles.

    Free Council Rote: I KnowKung Fu

    Dice Pool: Composure +Academics + Mind

    A handy rote to become an experin any subject instantly, FreeCouncil mages use this rote for

    practically any purpose. AdamantiArrow mages use a similar rote(Resolve + Academics + Mind) toremain flexible in the field.

    Sensory Visualization( Mind , Space ,Forces 1 )When attempting to be stealthy i

    helps to know where people arelooking. This spell greatly assist thmage in operating undetected,.

    Practice: UnveilingAction: InstantDuration: Prolonged (Scene)

    Aspect: CovertCost: None

    At Mind 2 the mage can add hisdots in Wits to his stealth rolls asecond time as he mentally maps

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    out where enemy personnel arelocated. With the application ofMind 3 the mage actually perceivesa map of the enemy personnels fieldof perception. For most human

    beings, sensory scope extends in acone all the way out to the end oftheir visual field with shorter conesoriginating from their ears. A smalllayer that extends a few centimetersto a few inches from the skinrepresents the range whendisturbances in air currents may besensed. Enhanced senses maychange the shape of this field. TheOmnivision spell, for example, veryobviously extends this field allaround the target. This spell willonly detect changes in perceptionthat rely on Mind or Space relatedabilities, not being able to detectsenses that extend into the Shadow,for example. With the smallapplication of forces magic, the

    mage can also identify electronicrecording media such asmicrophones or cameras.

    Guardians of the Veil Rote:Metal Gear Radar

    Dice Pool: Wits + Empathy +Mind

    The Subtle Ones enact this rotethrough a ritual of abject humility,destroying the ego of one whodeigns to be noticed. They are so

    conscious of notice that theattention of even an animal blazeslike a great beacon fire to them.

    Run the Dragon's Path( Prime )Ley lines are the life blood of

    magic, bringing valuable mana tohallows. This spell allows a mage totrack Ley Lines to their source.

    Practice: KnowingAspect: Covert

    Duration : ConcentrationAspect: CovertCost: None.

    The mage may examine anarea for the passage of Ley Lines,and is immediately aware of anyNodes that occur within sensoryrange. With Prime , the mage may

    use Advanced Area Factors to sweepan even wider berth. Area is thePrimary Factor of this spell, withsuccesses allowing successively

    wider coverage. If a Space Conjunctional component isincluded, the paths of a Ley Line(and intersections that occur withother Lines) may be traced for adistance in miles equal to the Mage'sknowledge of Prime.

    Free Council Rote: Follow theSourceDice Pool: Wits + Occult + Prime

    This rote was codified by the FreeCouncil in search of free energypowered through ley lines.

    Seek the Spark ( Prime )Awakenings are too important to

    slip by. This spell helps prevent that.

    Practice: KnowingAction: InstantDuration: Prolonged

    Aspect: CovertCost: None

    By spreading a magical net overan area, the Magus may detect thesurge of Supernal energy thataccompanies Awakening, allowingnew mages to be pinpointed. This isusually followed by Scrying (with aconnection of Known to the location

    provided by the spell) to visuallyconfirm the identity of the newly

    Awakened. Certain Cabals havecrafted Imbued Items called"Spires" using this spell that aremounted upon large buildings,designed to monitor their city formiles in all directions and notify theCabal when Awakenings occur.

    Free Council rote: Find theNewb

    Dice Pool:Wits + Investigation

    + Prime

    An awakening is not an event togo unmarked. With this rote onenever will. This rote is used almostuniversally by all mages and is oftentraded freely.

    Dampen Magic( Prime )When dealing with beings capab

    of calling down mysterious anddangerous forces, it behooves thecautious mage to know how tocounteract dangerous abilities. Thispell allows the mage to "clampdown" on a being's source of

    supernatural power, blunting theforce of an effect.

    Practice: RulingAction: Instant subtract target'

    GnosisDuration: Concentration

    Aspect: CovertCost: 1 Mana

    Each success on the casting rollimposes a -1 dice penalty on thetarget's rolls to cast spells or activa

    any supernatural power as long asthe mage is concentrating. If themage includes extra target factors,successes have to be allocated

    between targets. If the mageincludes an area of effect instead,each success imposes a dice penaltequal to the casting mage's level ofPrime to one casting action thattakes place in the area of effectduring the duration of the spell.Multiple mages casting this spellimpose cumulative penalties. With

    Prime 3 this spell can be cast with Transitory duration and with Prim4, Prolonged.

    Adama ntine Arrow Rote:Damm ing the Flow

    Dice Pool: Presence + Occult +Prime

    In the course of defending theSancta of their fellow Awakened, t

    Arrows have found it a soundstrategy to teach even their Disciplto interfere with enemy magic. The

    Guardians of the Veil use a variantof this spell (Manipulation + Occu+ Prime) to silence errant mages

    before moving in to dispose of them

    Aura Record( Prime )Almost everything has Resonanc

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    the subtle shadings of reality thatthose with Awakened senses canperceive. A knife that has been usedto create culinary delights and bring

    joy to generations is somehowdifferent from one that has beenused to mutilate and tortureinnocents for years, even if they areof the exact same make and brand.This difference is real and affectsreality even if modern sciencecannot measure it.

    Practice: WeavingAction: InstantDuration: Lasting

    Aspect: CovertCost: 1 mana

    After analyzing the Resonance ofsomething, the mage can record herimpressions into any medium thatcan store knowledge. She must gainthe same successes as it took her to

    scrutinize a piece of information inthe first place (five successes foreach Resonance quality.) Laterperusal with Mage Sight can then

    yield the same impressions back up,though after going through therecording once, the perceiver

    becomes familiar with the signatureand doesn't need to regain thosesuccesses each subsequent time.

    Free Council Rote: KirlianPhotograph

    Dice Pool:Wits + Expression +Prime

    The Free Council finds this roteuseful in recording data for theirexperiments. In their efforts tostudy and catalog the arcane secretsof the world, Mystagogues also findthis spell useful in keeping track ofthe unique resonance signatures ofparticular types of magic. Librariesof these primers can teach a mageabout the "feel" of different kinds ofmagic and may provide clues about

    what to expect in the field. TheMysterium uses Intelligence +Expression + Prime.

    Exposing the Subtle( Prime )Wise mages use Covert magic

    when they can, to avoid the risk of

    Paradox, but the Seers of the Thronehave devised ways to expose evencautious mages to the Disbelievingeyes of Sleepers.

    Practice: WeavingAction: InstantDuration: Prolonged (Scene)

    Aspect: CovertCost: 1 Mana

    This spell activates a target's Auraor Nimbus, making it obvious and

    blatantly supernatural even toSleeping eyes. Covert spells becomeImprobable in the presence ofSleepers, while ongoing spells ormagical creations are immediatelysubject to Disbelief. In addition,scrutinizing the target's Resonance

    becomes easier adding 1 die perGnosis to attempts to do so.

    Attempts to scrutinize Covert spells

    cast by the target receive +1 diewhile attempts to scrutinize Vulgarspells cast by the target receive +2dice. Beings whose powers don't relyon the Supernal Realms becomeeasier to notice and scrutinize underthe effects of this spell, but do notinvoke Paradox, therefore Vampire,

    Werewolves, and Mages using theirLegacy powers still do not invokeParadox, though they still drawattention to themselves, which may

    be damaging enough. These targets

    will activate the Unseen Senses ofany mortal that possesses thatMerit, no matter what specificsupernatural phenomenon they areattuned to.

    Seers of the Throne Rote:Witch-Brand

    Dice Pool: Wits + Expression +Prime

    A favorite tactic of the Seers of theThrone is to foment distrust of arival mage or cabal, whipping a

    community into a frenzy and, usingthis spell, expose the "witch" at justthe right moment to seal the fate ofthe hapless mage at the hands of ahomicidal throng of Sleepers.

    Re-Threading the Weave( Prime )Disciples of Prime learn that a

    spell once cast does not necessarilyas static as they seem. This spellallows a mage to redefine theparameters of an existent spell.

    Practice: Weaving

    Action: InstantDuration: Special (Lasting)Aspect: CovertCost: 1 Mana

    Once a mage has detected thepresence of an ongoing spell a magcan cast this spell to rearrange theallocation of the spell's factors. Eacsuccess on the casting of Re-Threading the Weave can exchangon success from one factor toanother factor (a Potency successcan be shifted to Duration). No

    factor can be reduced to zerosuccesses. The casting mage mustfirst accumulate successes equal tothe current Potency of the spell.Successes in excess of the Potencycan then be used to shift successesaround. After this alteration, theaffected spell continues on for therest of its new Duration as normalThis spell does not allow thedespelation of Relinquished spells

    but may be used to suppress themfor a while. The mage must posses

    at least one dot of each Arcana usein the target spell. At Prime 4, thiswill no longer be necessary.

    Altering a relinquished spellrequires the expenditure of a willpower dot.

    Free Council Rote: VariableShift

    Dice Pool: Wits + Occult +Prime

    In the course of their experimen

    in metaphysics, Libertines oftenhave to make adjustments toongoing spells in order to test theihypotheses. Mystagogues of theMysterium use an alternate Rotethat utilizes Intelligence + Occult +Prime.

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    Aggravate Paradox( Prime )One of the favorite tactics of the

    Seers of the Throne is to let rivalmages destroy themselves withParadox, justly destroyed by the

    Abyss for daring to defy the Exarchs.Using this spell, the Seers stack themetaphysical deck against foolhardy

    enemies who rely too much onVulgar spells.

    Practice: PatterningAction: InstantDuration: Prolonged (Scene)

    Aspect: CovertCost: 1 Mana

    As long as this spell is active everyParadoxical action within the area ofeffect accumulates extra Paradoxdice for every mage within the area.The Paradox dice can quickly

    escalate, making Vulgar orImprobable magic very risky to cast

    within the area.

    The Primary Factor of this spell isArea of Effect. With Prime 5, thisspell can be cast with the Advanced

    Area-Affecting chart on page 118.

    1-Success: 1-yard radius2-Success: 2-yard radius3-Success: 4-yard radius4-Success: 8-yard radius

    5-Success: 16-yard radius*

    *Each additional success addsanother x2 to the radius.

    Seers of the Throne Rote:Paran orm al DestabilizationField

    Dice Pool: Intelligence + Occultor Science + Prime

    Seers of the Throne use this spellto prepare the a chosen site beforeconfronting a cabal of mages known

    for using Vulgar magic, preferring touse an enemies strength againstthem. The Technocratic Union,modernists of the Seers use devicescalled Destabilizing Field Emitters,or DFE's to enact this Procedure,and use Science instead of Occult tocreate their dice pool.

    Continuing the Thread( Prime )Once a mage has reached Adept

    status in the Prime Arcanum she hasachieved such a refinedunderstanding of the flows of magicthat she can add her strength to anexistent spell, shoring up defensesor assisting allies in their studies.

    Practice: PerfectingAction: InstantDuration: Special (Lasting)

    Aspect: SpecialCost: 1 Mana

    Once a mage has detected thepresence of an ongoing spell she cancast this spell to add successes to thespell's factors. Each success on thecasting of Continuing the Threadcan add one success to the spell'sfactors. The casting mage must first

    accumulate successes equal to thecurrent Potency of the spell.Successes in excess of the Potencycan then be added to the spell. Afterthis alteration, the affected spellcontinues on for the rest of its newDuration as normal. The mage mustpossess at least one dot of each

    Arcana used in the target spell. AtPrime 5, this will no longer benecessary. This spell takes on the

    Aspect of the spell being reinforced.

    Altering a relinquished spellrequires the expenditure of a willpower dot.

    Guardians of the Veil Rote:Reinforcing the Veil

    Dice Pool: Manipulation +Occult + Prime

    The Guardians know how crucialit is to maintain the various illusionsand controls that they have set inplace, otherwise the subtle web theyhave woven over the years would

    have crumbled long ago. Some ofthe mysteries that the Guardians

    watch over have been sealed awayfor millennia and not even the

    wisest among the Veil Keepers knowwhat horrors may be unleashed ifthe wards placed upon them wereallowed to fail. Mages of the SilverLadder use a variant spell to

    maintain the spells of kingship thathey are heir to; Presence + OccultPrime.

    Usurp Spell( Prime )Mages versed in the Prime

    Arcanum are dangerous for theirability to manipulate the very stuff

    of magic itself. No spelldemonstrates this ability better ththis spell, and no event is moreshocking to a mage than having hiown spells snatched from hiscontrol.

    Practice: PatterningAction: InstantDuration: Special (Lasting)

    Aspect: VulgarCost: 1 Mana

    This spell claims control of a spe

    from the mage that cast it. The mausurping the spell must gain moresuccesses than the Potency of thetarget spell. Once this happens, thspell comes completely under thenormal spell control of the usurpinmage. It no longer counts againstthe active spell limit of the originalcaster nor does it take up theoriginal caster's concentration, theare transferred to the usurper.

    Taking control of another mage'

    spell can be tricky: not only does thStoryteller roll Paradox when amage casts this spell, but anotherParadox roll is made when controlusurped, degrading the Potency ofthe wrested spell and invokingpotential Paradox effects. This sperequires the casting mage to have aleast one dot in each of the Arcanaused in the target spell. Prime 5removes this requirement.

    Silver Ladder Rote:Sovereign Impera tive

    Dice Pool: Presence +Persuasion + Prime

    As the aristocracy of mage societthe Silver Ladder reserves the righto command the spells of lessermages. Ever quick with a rejoinderthe Free Council uses a variant spethat uses Wit + Persuasion + Prim

    v.o7All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edite

    these spells for personal use. I share this as a resource from my game.

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    Create Node Hallow( Prime )The mage can create a temporary

    Hallow on a Ley Line node.

    Practice: MakingAction: ExtendedDuration: Prolonged (one scene)

    Aspect: VulgarCost: 1 Mana

    The target number equals the dotsof the Hallow. The Hallowimmediately yields up its rating inMana, which can be harvestedthrough normal means (byperforming an oblation, p. 77, orcasting Channel Mana, p. 224).The effect lasts for one day, but if itis made to last longer, the Hallowdoes not yield up more Mana untilthe same hour as its creation on

    each day for as long as the spelllasts. The spell uses the AdvancedProlongation factors, but cannot bemade to last indefinitely.

    Mysterium Rote: SanctumFlow

    Dice Pool: Composure + Occult+ Prime

    When there are no uncontrolledHallows nearby, the master of Primecreates one of his own. Mysterium

    mages in need of a source of Manause this rote to provide themselveswith the necessary power withouthaving to return to a familiar Hallowor wrest free an unfamiliar one.Silver Ladder mages interested informing sanctums of their ownsometimes use similar magics todemonstrate the benefits of serviceto other will workers.

    Spell Drain( Prime )More than merely interfering with

    a spell, the magus may consume aspell whole, absorbing it's Supernalenergy into himself.

    Practice: UnravelingAspect: CovertAction: ReactionDuration: Lasting

    Cost: None

    As Counterspell Prime, but ifsuccessful, the caster gains anypoints of Mana spent when thetarget spell was cast.

    Guardians of the Veil Rote:Fuel from the Enemy

    Dice Pool: Resolve + Occult +Prime

    The Guardians value this rotehighly as a tool to gain subsidencefrom anothers folly.

    Bird's Eye ( Space ,Mind )The mage casts his senses out as if

    he were scrying, except that thelocation he is sending his senses tois about fifty feet above his head,meaning that no-one can hide

    around corners from him, and no-one can lose themselves in a crowd.

    Practice: RulingAction: InstantDuration: Concentration

    Aspect: CovertCost: None

    The mage can alter the heightabove himself which his senses goto, but not more than 200 yards.Mind 1 allows the mage to pay

    attention to what he's doing on theground below, so that he doesn't tripon a half brick that can't be seenfrom a rooftop.

    Mysterium rote: AerialSurvey

    Dice Pool:Wits + Investigation+ Space

    The Mysterium occasionally needmaps for areas that aren't available,

    be they archaeological digs out inthe wilds, or on a private estate

    where an Artifact needs to be"confiscated".

    Find Object ( Space )The mage instinctively knows the

    location of the nearest generalobject.

    Practice: Weaving

    Action: InstantDuration: Prolonged (one scen

    Aspect: CovertCost: None

    The mage can only search forgeneral objects, so sympathy doesnot apply. Upon a success, the magknows the object's position and th

    way to get there. "A gun" is fine,"Wild Silas Smith's revolver" is notSimilarly, "a woman under 40" isacceptable, but not "Janet Adams.The storyteller may levy penaltiesdepending on the specificity of theobject. The storyteller is free todeclare that the requested search

    was too specific. The spellautomatically fails if the mage asksfor an abstract concept (such as "aenemy,") rather than a physicalobject. Of course, knowing wherethe object is doesn't necessarilymean the mage has access to it. Th

    nearest gun may be on a policeofficer's belt, and if the mage is inHawaii, the nearest parka may wel

    be thousands of miles away. If theobject is not found within the spellDuration, the instinctive sense islost (although the spell can be castagain.)

    Mysterium Rote: Treasur eRadar

    Dice Pool:Wits + Investigation+ Space

    Many times the item you need isnot immediately at hand. With thisspell the Mysterium mage knows h

    will not need to spend valuable timsearching for these items again.

    Induce Vertigo( Space )In order to hit a target, one must

    first be able to judge the distance tone's opponent. This spell robs anenemy of this crucial ability,

    throwing off aim and disrupting thability fight effectively.

    Practice:VeilingAction: Instant subtract target'

    ComposureDuration: Prolonged

    Aspect: CovertCost: None

    v.o7All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edite

    these spells for personal use. I share this as a resource from my game.

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    Each success gained on the casting

    roll imposes a -1 die penalty to anenemy's attack roll during the sceneand completely removes the abilityto take a turn to aim an attack.

    Adama ntine Arrow Rote:Archer's Ban e

    Dice Pool: Presence +Intimidation + Space

    With fierce looks and frighteningmannerisms, Arrow warriorsneutralize the threat of enemysnipers, their fierce demeanorthrowing off the calm that is neededto aim at and hit a target properly.

    Trace Call ( Space ,Forces )Cellular phones still see use by

    mages. This spell takes advantage to

    their popularity.

    Practice: UnveilingAction: InstantDuration: Prolonged (one scene)

    Aspect: CovertCost: NoneThe mage uses his magic to trace

    an incoming or outgoing call fromhis cell phone, or data stream fromhis computer.

    Free Council rote: Ping!

    Dice Pool: Wits + Computer orScience + Space

    Not all technomancers are in theFree Council, but some of the bestones are; any mage who wishes tohide from the Free Council had

    better think twice before letting hisphone number or email address

    become public knowledge.

    Sympathetic Decoy( Space )The mage imbues an object as an"anti-ward stone", imparting theshape and "smell" of his Pattern intoit, that it will attract anysympathetic magic directed at him.

    Practice: WeavingAction: InstantDuration: Prolonged (one scene)

    Aspect: CovertCost: None

    Each success adds one degree ofsympathy between the decoy andthe mage, which fades away after theduration fails. Any attempts to reachthe mage through the Space

    Arcanum with a lesser degree ofsympathy than the decoy has beenimbued with will be drawn to thedecoy.

    Adama ntine Arrow Ro te: Baitand Sw itchDice Pool: Manipulation +Subterfuge + Prime

    Many a person has been sure thatthe Arrow is safely at home,

    vegetating on the couch, before astrike team comes in through the

    windows. Should have been moreparanoid.

    Multi-blow( Space )By combining the concepts

    mastered in Ranged Blowand Co-location, even the slowest Mage(who is also a master of Space) maythrow an unstoppable punch. TheMage tries to hit an opponent and anumber of other copies of theoriginal punch hit the target on

    different places. This spell can alsobe used with melee weapons.

    Practice: PatterningAction: InstantDuration: transitory(one turn)

    Aspect: VulgarCost: 1 Mana

    The number of Successes rolled onthe activation roll determines howmany extra hits the mage can makeon his next turn. The number ofsuccesses on those extra hits are

    added as dice to the original punch'sdice pool. Since the extra hits are'impossible to defend against', thedefender is denied his Defense forthose extra attacks.

    Kenshin the Space Master, isfighting Aoshi and decides to useMulti-blow and scores 3 successes.

    The next turn, he first attacks withhis 3 extra a ttacks, withoutsubtracting Aoshi's Defense of 3and gets 4,3 and 6 successes on hiattacks. He now adds 13 dice(4+3+6) to his original attack dicepool and rolls to attack, subtractin

    Aoshi's 3 Defense.

    Adama ntine Arrow Rote:Nine-Headed Dragon

    Dice Pool: Strength +Investigation + Space

    Arrow Mages were quick to adapthe possibilities of being in 2 placeat the same time into an attack.

    v.o7All spells compiled from White-Wolf.com & ShadownEssence.com I take no personal credit for the creation of these spells. I have only compiled and edite

    these spells for personal use. I share this as a resource from my game.


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