https://docs.google.com/document/d/1vuFhFhC_quIW6FdSx_TO_PGdcSGxfo40uEkh3bfsi24/edit?tab=t.0
https://imaginaria.ru/mage_the_awakening/moy-grimuar-dlya-mage-the-awakening-2e.html
В этой небольшой записи я дам ссылку на мой персональный гримуар заклинаний для Mage: the Awakening 2e. Хотелось бы сразу сделать несколько замечаний:
- Гримуар на английском, потому что я задолбаюсь переводить такое количество заклинаний (там их не меньше 200) на русский. Но так как перевода второй редакции магов на русский все еще нет, это не должно быть для вас проблемой, верно?
- Поскольку я сорока, то тащу в этот гримуар все, что мне кажется на первый взгляд приемлемым; однако, не все заклинания в этом гримуаре будут иметь в точности такие же Практики, какие были бы на моей игре — или на вашей игре, если уж на то пошло — гримуар не прошел вычитку и реконструкцию, по крайней мере не большая его часть. Все эти заклинания можно использовать как они есть, но не нужно.
- Поскольку я сорока, то в этом гримуаре большинство заклинаний созданы не мной. Везде, где я мог, я добавил сноску «by X» или «original idea by X» (если сноски нет — значит, спелл придуман мной). В этом гримуаре есть целиком гримуар моего товарища Altasaire, Will through Power. Большое ему спасибо за усилия!
- Вы можете брать любые заклинания из этого гримуара и использовать на своих играх. От себя прошу только сохранить сноски, или добавить сноску на мои заклинания.
- Гримуар содержит множество «поломанных» заклинаний. Однако поскольку они равномерно распределены между Арканами, то все соответствует одному из главных принципов дизайна заклинаний для MtAw2e — «если сломано все, то не сломано ничего».
- В гримуаре есть юмористические заклинания, придуманные скорее для юмора, чем для использования на реальной игре… хотя кто знает ваших игроков?
Гримуар продолжает расти и развиваться, в том числе и благодаря интересным идеям для заклинаний. Если у вас есть оные — высказывайте в комментах!
Most spells in this grimoire are not mine; it’s collection of all spells I suggest for using as inspirations for Creative Thaumatology in my games. I note the original authors when I can.
Fate
Fate Knowing
Read the Terms (Fate •)
Practice: Knowing
Primary Factor: Potency
Suggested Rote Skills: Occult, Investigation, Empathy
Initiate of Fate is able to analyze oaths, pacts and supernatural contracts when he sees them. Mage may ask a number of the following questions equal to the spell’s Potency:
-
With whom an oath/pact is struck?
-
How an oath/pact was made (with Awakened spell, Numina, Artifact…)?
-
What are the requests of an oath/pact?
-
What are the costs of an oath/pact?
-
What are the durations of an oath/pact?
-
What are the forfeitures of an oath/pact?
+1 Reach: Additionally, mage may ask Potency questions about actions which could potentically break the oath/pact, testing it for the loopholes. Looking for a loophole may count as an attempt to break the oath/pact.
Substitute Spirit, Death or Mind •: Mage is able to do the same, but only if oath, pact or supernatural contract was sponsored by spirit, ghost or Goetia respectively (usually by using corresponding Numina).
Hypernarrative Analysis (Fate •)
Practice: Knowing
Primary Factor: Potency
Suggested Rote Skills: Empathy, Investigation, Occult
Mage picks a narrative “area of questioning” and for each level of Potency the mage learns one most likely thing to happen with a subject in this area, in descending order of likelihood. The Mage doesn’t know when or how it happens, but knows how likely it is.
+1 Reach: The Mage may define one more area of questioning, splitting the Potency between them as he wants. This Reach can be taken multiple times. +1 Reach: Mage can analyze how target is going to affect other people and their destinies instead. +1 Reach: Instead of scrutinizing one subject, mage can give himself insight about destinies of all people in the Scale for the Duration of the spell, seeing how their destinies interconnect and influence one another.
Hiding Place (Fate •)
Practice: Knowing
Primary Factor: Scale
Suggested Rote Skills: Expression, Science, Survival
Sometimes, even mage needs to run and hide. This spell shows the best possible hiding spot in Scale of spell. The spell automatically fails if such place doesn’t exist.
+1 Reach: Mage receives bonus equal to Potency to his Stealth rolls, as long as he stays in the found place.
Kenning Assignment Epiphany / Analyze Hypernarrative Position (Fate •)
(by Altasaire) (approved as is)
Practice: Knowing
Primary Factor: Potency
Suggested Rote Skills: Academics, Empathy, Expression
The strands of Fate twist and turn, making people influence each other through deed, story, and intent. People on these strands need character and role; and a role needs a name to it to exist. This spell provides such a name. The Mage learns a ‘kenning’, generated from the target’s position in the overall events they are embroiled in, their relation to the Mage, if any, and their mythopoeic meaningfulness (i.e. the sum of their impact on the world.) For example, an astrophysicist seeking to learn the true nature of stars would be a “Seeker of Starlight”, whereas an old, oft-wounded hunter of the supernatural would be a “Thrice-Broken Hunter”.
Antagonist-Marking Balor Gaze (Fate •)
(by Altasaire)
Practice: Knowing
Primary Factor: Potency
Withstood: Composure
Suggested Rote Skills: Weaponry, Empathy, Academics
The Mage is the principal driver of his personal hypernarrative. If his story is interesting, an antagonist must exist.
This spell marks the best match in the Area of the spell for someone who antagonizes the Mage, be it a mortal enemy or a simple bad acquaintance, or several, if cast at greater Scales. If there is no one who fits this description, the spell gives the Mage a null response.
+1 Reach: The Mage receives a brief vision of the subject when the spell is successfully cast.
+1 Reach: The Mage can track the subject until the spell’s Duration elapses. This doesn’t provide knowledge of the subject’s location, only of a path to the subject that is sure and swift.
+2 Reach: The Mage can examine his own destiny in such a way, eschewing the need to gaze at the expanses of the world around him.
Deception-Sundering Warning (Fate •)
(by Altasaire)
Practice: Knowing
Primary Factor: Potency
Withstood: Resolve
A girl, a grandmother and a conniving wolf. One of the earliest stories of deception we are introduced to as children. Deception, with or without admixed truth, is a mainstay in stories and myths of the world, and those versed in Fate can feel its touch.
This spell uncovers the intent to deceive the target of the spell, high-lighting the presence of the element of deception and artifice in the local events.
The Chosen Road (Fate •)
Practice: Knowing
Primary Factor: Potency
Withstood: Composure
Everybody is already on their road - road crafted by their intentions and desires. Wise one gazes upon their follies and learn from them.
This spell gives caster Potency of current intents of the target to the caster. Said intents are the most recent ones. Spell won’t work upon the caster himself, if he is free-willed creature. Otherwise, he is able to read his own “intent” (and probably try to break the programming).
Add Time •: Caster is able to determine if said intent will prove beneficial or baneful (or both, or neither) to him in the most likely future.
Add Mind •: Check whether the intent matches Virtue or Vice.
Fate Compelling
Dark Warning (Fate •)❤
(original idea by espritdecalmar)
Practice: Compelling
Primary Factor: Potency
Suggested Rote Skills: Academics, Expression, Subterfuge
Destiny never arrives without a warning - but if it is, mage can arrange for one.
When a mage casts this spell, he chooses a destiny (or Destiny) of which he is aware. The spell causes the Fate to manifest one foreshadowing event per dot of Potency of that destiny between the time of casting and when the fated event occurs. For instance, if a Sleeper is destined to get into a car crash, the spell might cause her to see a commercial about auto insurance, or she might drive by the site of a car crash the day before.
The effects of this spell are normally minor and subtle, but they can be useful for getting someone to believe in the power of fate and symbolism. Alternatively, the mage might wish to cause foreshadowing to manifest for particularly obscure destinies in order to analyze a mystery from a different point of view.
+1 Reach: The mage chooses exactly how the foreshadowing manifests.
Invoke Doom (Fate •)
(by Altasaire)
Practice: Compelling
Primary Factor: Duration
Withstood: Resolve
Suggested Rote Skills: Crafts, Expression, Intimidation
The fates of some individuals recoil and tear before some things, and this spell forces it to happen in a clear manner. This spell forces a person with Destiny to avoid their Doom even more fastidiously than normal. The Destined must spend a point of Willpower to even come within the area of influence of its Doom (described by the Area factor of the spell), and cannot touch it at all. If the fated person is already within the proscribed area and fails the roll, they must flee immediately.
Fate Ruling
Unerring Delivery/Message in the Bottle (Fate ••)
Practice: Ruling
Primary Factor: Duration
Suggested Rote Skills: Persuasion, Science, Survival
Sometimes mage needs just to make sure that certain object meets no obstacles on it’s way and get to the person on winds of destiny. Even Apprentice of Fate may bless the chosen object in this way, with a little knowledge of Space added. This spell requires a sympathetic connection and “links” the target of spell with it. If target is send to person, for the Duration of spell it will automatically bypass all mundane obstacles. Supernatural attempts to prevent the meeting will be Clashed. If Unerring Delivery is cast on person, then said person gains Potency to all attempts to find “linked” object/person.
Technocurse (Fate ••)
Practice: Ruling
Primary Factor: Duration
Suggested Rote Skills: Crafts, Science, Intimidation
Probability rules every complex mechanism. Mage curses the object: mechanical objects jam, electronics gets blue screen of death or malfunctions in other way. This spell can’t affect simple objects without electronics or moving parts. It also can’t do anything that regular malfunction wouldn’t cause. Object can’t return to working state during Duration of the spell, but automatically returns to normal after that.
+1 Reach: Objects breaks down and requires maintenance to start working again. Attempts to repair it (usually Intelligence + Crafts or Intelligence + Computer) suffer penalty equal to Potency during the Duration of the spell.
+2 Reach: As before, but failure to fix object counts as dramatic failure, breaking object completely; only rebuilding it would help.
Lucky Break (Fate ••)
(by Axel)
Practice: Ruling
Primary Factor: Duration
Suggested Rote Skills: Larceny, Survival, Science
Fate is the Arcanum of destiny and archetypes, and nothing is more iconic than the last minute lucky break. By briefly amplifying a person’s destiny to an extreme degree, it becomes a bulwark against future harm.
When casting this spell, the mage names one specific hazard a person might face. If it occurs within the spell’s Duration, subtract the spell’s Potency from any damage or penalty the hazard inflicts as coincidences interpose themselves to protect the target. After this, the spell ends.
+1 Reach, +1 Mana: The spell can be cast reflexively.
+2 Reach: The spell’s protection lasts its entire Duration, rather than one instance.
+1 Reach: The spell works to negate future uses of the same hazard, inflicting a Tilt or providing/destroying equipment as necessary. The spell won’t stop a blizzard, but some nice coats might fall out the back of a truck.
Examples of specific hazards: Being shot by a Seer; being run over by a car; catching a nasty cold.
Examples of unsuitable hazards: Being shot, being hurt, catching a contagious illness.
Destructive Cascade/For Want of Nail (Fate ••)
Practice: Ruling
Primary Factor: Potency
Suggested Rote Skills: Science, Persuasion, Occult
Our lives are in constant flux, state of change. Sleepers think that this chaos is formless and unpredictable, but Apprentices of Fate know better. They know that by saying the right words in right time to the right ear, you can tame this chaos and climb it as a ladder. All it takes is a little knowledge.
Before casting this spell, mage needs to specify the change he wants to occur in the world: “I want Stacey to divorce Brad”, “I want to get the inheritance ahead of my brothers”, “I want for the firm to go bankrupt”. For the Duration of the spell, in the situation where mage can make instant action to make change he wants to occur more probable, he will instantly recognize this action. He can recognize Potency of such actions. Mage is not aware of any side effects those actions can have, nor he is aware exactly how those actions still bring the change he wants to occur.
+1 Reach: If instant action in question requires a dice roll, mage gain a bonus to it equal to Potency.
+1 Reach: Mage is generally aware of effect each specific action will have on general situation.
Zulfaghar (Fate ••)
(by Altasaire)
Practice: Ruling
Primary Factor: Duration
Suggested Rote Skills: Weaponry, Athletics, Occult
The Mage strikes against Creation, performing a mundane attack, and holding the vision of their ultimate foe in view. In 24 hours or less, by the knock-on effects of his initial attack, a damaging occurrence of similar magnitude and character reaches their foe. Treat this as an attack with all the usual qualifiers, using the initial attack’s rolled successes and damage, in case the target is Dodging or otherwise protected.
+1 Reach: +1 Reach: This occurs within one hour.
Note from Dark Archon: The spell won’t work the same way in my games, since it’s essentially a combat version of Shifting the Odds, which doesn’t work in the same way in my games. Mage needs to keep Duration of the spell until Fate can land a hit, which can be more than 24 hours. Attack will also have the same damage and success, but shouldn’t come from the same source.
Wrathful Blade Methodology (Fate ••)
(by Altasaire)
Practice: Ruling
Primary Factor: Potency
Suggested Rote Skills: Athletics, Weaponry, Intimidation
The Mage enhances their weapon, bringing the dharma of a weapon as a tool of brutality to the fore. For the Duration of the spell, the user of the subject weapon may ignore up to (Potency) penalties to called shots.
+1 Reach: (Wrathful Blade Holds Armor in Scorn): The weapon unerringly seeks out weak spots and blemishes in armor. It gains (Potency) Armor-Piercing.
+1 Reach: (Wrathful Blade Bites Deep): The weapon, likewise, unerringly seeks weak spots in bodies of the wielder’s opponents. The required damage to inflict Tilts is reduced by (Potency), to a minimum of 1.
+2 Reach: (Wrathful Blade Cuts Greedily): The weapon doubles the inflicted Tilts if they have the option to be doubled, by twisting the story of the fight so that both eyes, or hands, or feet were in the way of a given attack.
Chains of Ink and Silver (Fate ••)
(by Altasaire)
Practice: Ruling
Primary Factor: Potency
Suggested Rote Skills: Academics, Socialize, Subterfuge
Read the fine print.
For the Duration of the spell, the subject is forced to abide by a willingly given written pact or oath, as long as doing so does not pose the threat of major harm.
+1 Reach: The oath may be sworn verbally.
+1 Reach: The oath may be a flippant or spurious promise, not given in a formal context.
+2 Reach, 1 Mana: The subject is forced to follow the oath even unto the point of suicidal acts or guaranteed ruin, with no limit to what this forces him to do.
Fate Veiling
No Tomorrow (Fate ••)
(by Flinty)
Practice: Veiling
Primary Factor: Potency
Withstood: Resolve
Suggested Rote Skills: Academics, Persuasion, Subterfuge
Every action, even the tiniest movement, has consequences. This spell renders its subject unable to perceive the long-term consequences of an actions he contemplates taking. For example a man on vacation fails to see the damage an affair could have on his marriage.
+1 Reach: The mage may fabricate a false consequence the subject perceives to be the logical outcome of his actions. Said man might be made to think that having an affair be ultimatly benefical for his marriage.
+2 Reach, 1 Mana: Short term consequences are hidden aswell. The subject can contemplate the act of jumping from a building, but is unable to perceive what the fall will do to him.
Torrent of Possibilities (Fate ••)
Practice: Veiling
Primary Factor: Duration
Withstand: Composure
Suggested Rote Skills: Persuasion, Subterfuge, Stealth
This spell Veils the consequences of actions taken by the target from it, making all outcomes seem equally probable to him. For some people, this is liberating experience, for others, it’s a complete nightmare. In situation where several equal choices lie before the target, he must spend a Willpower point to choose one of it; otherwise he just can’t make up his mind or chooses randomly. This can trigger Dissonance in Sleepers and cause a breaking point.
Fine Print (Fate ••)
(by NEETzsche)
Practice: Veiling
Primary Factor: Potency
Suggested Rote Skills: Subterfuge, Politics, Stealth
Oaths are supposed to be clearly defined as people take them on, but some witches create hidden terms. For the Duration of the spell, the witch may hide some of the terms of an Oath that might be inconvenient for one of the parties. They simply go unnoticed. For example, an Oath that is actually “you will protect my dog from the True Fae over the weekend in exchange for 100.”
This allows extremely one-sided arrangements to be passed off as though they were fair. Oaths that appear too good to be true often actually are. Any attempt to pierce this deception is Withstood by this spell’s Potency. The deceived party does not know the real terms of the Oath until the spell expires, but once it does, he does not need to be informed of them, he naturally realizes what he really agreed to.
World Without You (Fate ••)❤
Practice: Veiling
Primary Factor: Duration
Suggested Rote Skills: Persuasion, Subterfuge, Stealth
What the world would be without you? How do your intentions shape it? Stay outside and gaze upon the universe unshaped by your mind and will; judge it and destroy by taking action.
Mage hides his intent from the world. While under the protection of this spell, any magic viewing the fate trigger a Clash of Wills with this spell, if fate and intent of mage are interconnected. For example, if mage under World Without You is going to go into the bank, and other mage is going to rob this bank at the same day and uses Fate or Time to see the outcome, those two spells will Clash. If World Without You wins, loser sees the different future: as if mage under World Without You didn’t intend to go into the bank on this day.
Fate Shielding
Cliche-Defying Contempt Aegis (Fate ••)
(by Altasaire)
Practice: Shielding
Primary Factor: Duration
Suggested Rote Skills: Academics, Intimidation, Brawl
The Mage exudes disgust at repeated narrative, denying the majesty of recurring themes and utterly ignoring what he finds distasteful.
The Mage may employ the aegis to shield against repetitive actions. The same emotional structure, weapon, or event unfolding again during the Duration of this spell is violently repelled – mundane events of this sort levelled at the target outright fail, whereas mystic ones force a Clash of Wills.
Fate Perfecting
Legend-Bending Ishvara Embodiment (Fate •••)
(by Altasaire)
Practice: Perfecting
Primary Factor: Potency
Suggested Rote Skills: Expression, Intimidation, Occult
Withstood: Resolve
‘Ishvara’ is the Hindu word for a ‘supreme lord’, a being with mastery over their fate so profound, and the weight of legend so vast, that lesser beings cannot help but follow, like flotsam rocked and pulled by a great ship’s bow wave. With this spell, the Mage brings themselves some measure closer to such a state.
For the Duration of the spell, creatures around the Mage feel compelled to interact with him and follow him if he gives them reason to do so. Potency of the Spell may be assigned to increasing one of the Allies, Contacts, or Status merits that the Mage possesses.
+1 Reach: Another merit may be increased through the honing of destiny allowed by this spell. This reach option may be taken any number of times.
Otherwise-Sound Maneuver (Fate •••)
(by Altasaire)
Practice: Perfecting
Primary Factor: Potency
Cost: 1 Mana
Suggested Rote Skills: Politics, Persuasion, Academics
No plan survives contact with the enemy, because small fractures and flaws always worm into the action of intent, due to the damaged state of the Fallen World. The Mage knows this, and adjusts accordingly.
The Mage picks a goal and a flaw in the ways to reach it. For the duration of the spell, Plans and other actions to attain that goal in the Area of the spell gain (Potency) extra dice, as do any counter-actions predicated on exploiting the flaw supplied by the Mage. Counter-actions predicated on exploiting any other flaw, however, automatically fail.
+1 Reach: The Mage gains the Charmed condition in relation to the goal they picked.
Armor of Events (Fate •••)
(by Altasaire)
Practice: Perfecting
Primary Factor: Duration
Suggested Rote Skills: Athletics, Larceny, Occult
There are events and actions that reverberate through a person’s strand of hypernarrative. Callbacks to earlier events grant a hero power, flashbacks to a villain’s sympathetic past allow them to be redeemed, the lookers-on are inspired by the clash of wills…
There is a certain capacity for events that a single strand can bear under normal circumstances, however, and a Disciple of Fate can bolster it, so it can hold more.
For the Duration of the spell, the character may hold up to (Potency) additional Conditions of the type he already holds. They may still only resolve one Condition of any type per roll.
Loom of Argent Perfection (Fate •••)
(by Altasaire)
Practice: Fraying & Perfecting
Primary Factor: Potency
Suggested Rote Skills: Occult, Science, Expression
Cost: 1 Mana
Chance is for the Void. Competency is a calculation, to be measured against the variables of challenge.
For the Duration of the spell, the Mage may undertake up to (Potency) mundane actions enhanced by this spell, as the magic constrainsconstrains his efforts into a tighter bounded region, cutting away the vagaries and variables of chance. These actions count as having accrued a third of their base pool (rounded down) in successes, and cannot provide the benefits of an Exceptional Success.
+2 Reach, 1 Mana: The mage accrues half the base pool in successes instead.
Fate Weaving
Spotlight-Stealing Method Acting / Disney Song Number (Fate •••)
(by Altasaire)
Practice: Weaving
Primary Factor: Duration
Withstood: Resolve
Suggested Rote Skills: Expression, Academics, Intimidation
The Scions of the Lunargent Thorn are often known for grandstanding theatrics. After all, a good story needs its exposition, and a major character – their introductions and establishing scenes.
For the Duration of the spell, Fate itself conspires to prevent those who would harm or interrupt the Mage’s elocution from having significant effect. Their words get drowned out by random noise, their attacks are obliviously dodged or parried by random falling masonry, and so on. These occurrences seem to not affect the intended recipients of the spell’s benefits (who must be counted amongst its Targets or be inside the Area affected). This spell end prematurely if the recipient attempts to attack back or otherwise ceases their performance.
+1 Reach: Those who seek to interrupt are not only ineffectual while the grandstanding lasts, but get ironic or comedic payback for their actions. They get hexed, the hex resolving in some ironically appropriate fashion.
+1 Reach: The Mage gains the Charmed Condition.
Add Time •••: For the Duration of the spell, the Mage may talk up to (Potency) times faster without having their speech become muddled or incomprehensible.
Formless Rogue Sword / Eight Directions Arrow (Fate •••)
(by Altasaire)
Practice: Weaving
Primary Factor: Duration
Suggested Rote Skills: Weaponry, Athletics, Science
Collapsing their weapon’s potential harmful events into a cloud of formless possibility, the Mage makes it extremely hard to predict their next strike. They gain 8-again to the affected weapon’s attack pools.
+1 Reach: The weapon ignores Defense if it is not supplemented mystically (otherwise, the spell causes a Clash of Wills.)
+1 Reach, 1 Mana: The weapon gains a pool of (Potency) strikes which may be performed as Rote Actions over the Duration of the spell.
Addendum / Erratum (Fate •••)
(by Altasaire)
Practice: Weaving
Primary Factor: Potency
Suggested Rote Skills: Politics, Occult, Academics
Withstood: Composure of oath sanctifier
Cost: 1 Mana
The Mage takes a silver pen and writes in additional clauses into an already existent agreement. Pray that they do not change them further.
For the Duration of the spell, the target agreement or oath boasts up to (Potency) in additional clauses. Trivial clauses cost one point, median cost two, severe cost three.
Any clause that is in conflict with already existing clauses of the agreement is null and void.
+2 Reach: The Mage may instead rewrite clauses, spending points of Potency on editing what is already there, as opposed to settling new tenets.
Ghost Shirt (Fate •••)
Practice: Weaving
Primary Factor: Potency
Suggested Rote Skills: Expression, Science, Survival
Though weapons do a lot of damage, much of that damage relies on chance. Person can catch a lot of bullets, knivesknifes and hits, and still survive - though it won’t be pretty. Apprentices of Fate know how to protect themselves using that. For the Duration of the spell, Potency of the spell is subtracted from the numberfrom number of successes the enemysuccesses enemy gets on his hit. Even if successes are reduced to zero or below, if there was at least one success, auto-successes from weapon damage are still inflicted anyway.
+1 Reach and Mana: Fate of the mage reigns supreme, not leaving his survival for a chance to decide. Potency acts as general armor instead.
+2 Reach and Mana: Spell can be casted reflexively after getting hit.
Spinning Wheel of Fate (Fate •••)
Practice: Weaving
Primary Factor: Duration
Withstand: Composure
Suggested Rote Skills: Science, Persuasion, Survival
The mage chooses an event, which must be reasonably probable and not overly specific, for his target. Examples include “meeting the local Hierarch” or “getting hit by a car.” For the Duration of spell, all rolls leading to this event, made by the target or other characters, gain bonus dice equal to the spell Potency, while rolls obstructing the event suffer the same as a penalty, to a maximum of +/−5. This spell only creates an event, not the outcome thereof. Hostile uses of this spell are Withstood by Composure.
+1 Reach and 1 Mana: Bonuses and penalties can exceed +/−5.
Actors Change, Roles Remain (Fate •••)
(by Ravnius and Mordred)
Practice: Weaving
Primary Factor: Potency
Suggested Rote Skills: Subterfuge, Expression, Larceny
By use of this spell, the willworker brings the subject’s Fate closer in line to one of the mythic “niches” that underlie reality’s Destinies. Heroes, villains, monsters, and even gods can all be described in terms of these roles. When the spell is cast, the mage specifies a Narrative Role (such as The Black Knight or The Guardian Beast) that already exists in reality and decides with the ST what the Role is particularly suited for, typically a rough purview like “Conquest” or “Healing.” All actions that would fall under the purview gain an Equipment Bonus to their dice pools equal to Potency as the inherent threads of Narrative attempt to aid the Role in fulfilling its function. However, all actions that are contrary to the Role (at the ST’s discretion), suffer an Equipment Penalty equal to Potency.
Discovering an extant role is usually a matter of a well-placed Fate Knowing spell or perhaps an Intelligence + Occult Extended Action to sift through cultural stories to pick out the threads of true Roles among scattered narratives.
+1 Reach: The subject may allocate some of their Potency to gaining the trappings of their Role, gear suitable for the Role manifesting near or on them for the duration of the spell. These are usually represented using the Enhanced Item Merit, and the mage can decide how to allocate their Merit dots, perhaps gaining one exceptional piece of legendary provenance, or a panoply of weaker treasures.
Change Practice to Patterning: As above, but the mage may change an extant Role or Destiny into a Role that does not need to already exist in the Tapestry.
Change Practice to Making: As above, but the mage may simply invent a Role whole-cloth. The Merits granted by the Reach option may also become more esoteric, as long as they fit the theme of the Role.
Singular Challenge Issued/Arrange Duel (Fate •••)
Practice: Weaving
Primary Factor: Potency
Withstand: Composure
Suggested Rote Skills: Weaponry, Expression, Academics
Mage issues challenge, forcing opponent to focus on him. All actions not related to not dueling mage directly, suffer penalty equal to Potency.
+1 Reach: Everything within the Scale of the spell except the designated opponents gains the Charmed condition. Fate Fraying Merely Unforeseen Consequences (Fate •••) (by Altasaire)
Practice: Fraying
Primary Factor: Potency
Withstood: Composure or Durability
Suggested Rote Skills: Expression, Intimidation, Persuasion
The Acanthus Path is known for their carefree, daredevil attitude. While it is often attributed to their ability to know the outcomes before they actually happen, some acanthoi and students of Arcadian mysteries assume a more direct approach.
When faced by direct harmful consequences brought about by the subject of the spell and not directly driven by an intent other than the Mage’s, the user of this spell reduces the magnitude of the harmful occurrence, dividing it by Potency for the Duration.
+2 Reach, 1 Mana: The reduction of consequences, frayed and unwoven, is Lasting.
+1 Reach: The spell works against harmful occurrences driven by the impetus of a will outside the Mage’s strand of hypernarrative, withstood by their Composure.
+1 Reach, 1 Mana: The spell can be cast reflexively.
Fingers Crossed (Fate •••)
Practice: Fraying
Primary Factor: Duration
Suggested Rote Skills: Politics, Persuasion, Occult
Sometimes, you want to get out of the deal. Perhaps it already cost you more than you thought it would; perhaps you want to renegotiate the deal; perhaps you got yours and screw the rest. Being a Disciple of Fate, you are unable to redefine oath as you see fit yet, but you can break it altogether. This spell targets the oath and temporarily suppresses it for the Duration of the spell. This always results in an Clash of Wills with the oath enforcer instead. If the spell fails, it counts as breaking the Oath and it triggers the hex effect even if it normally would not. The oath enforcer is always aware if the oath is broken.
Fate Patterning
Adrasteia (Fate ••••)
(by Five Eyes)
Practice: Patterning
Primary Factor: Duration
Withstand: Resolve (if desired)
Suggested Rote Skills: Academics, Athletics, Streetwise
Fate often strikes ironically, dooming people in venues where they imagine themselves at their best. This spell gathers a cluster of misfortunes around one Skill that the mage names during casting, causing the subject to suffer unexpected setbacks when they attempt to exercise it. The subject gains the Ordeal of [Trait] Persistent Condition keyed to the named Skill. While this can foil a skilled rival in a moment of crisis, mages also levy the curse on those that seek to improve a Skill, as the hardships will provide a more strenuous and rapid course of enrichment.
+1 Reach: During the spell’s Duration, minor perturbations of Fate steer the subject into situations where they are obligated to use the marked Trait. This works as a malevolent version of Serendipity, forcing use of the Trait during one important roll of a different Trait from the same type (Skill, Attribute, etc.) and category (Mental, Social, Physical) in a given scene.
+2 Reach: As above, but the marked Trait will substitute in for any Trait of the same type. A diplomat with Ordeal of [Firearms] would find their Socialize effort now hinges on small talk about military hardware, for instance.
+1 Reach: The mage may instead name an Attribute; the Condition will apply to this Trait.
(Comedy option: +2 Reach: The mage may instead name an Arcanum, which the subject must possess; the Condition will apply to this Trait.)
+2 Reach: The spell becomes Lasting; the Condition will persist until Resolved.
Reversal of Fortune (Fate ••••)
(by Ophidimancer)
Practice: Patterning
Primary Factor: Duration
Suggested Rote Skills: Occult, Larceny, Subterfuge
Many cultures revere the Sacred Fool, a clownish figure that perverts many of society’s mores and yet, in their contrary behavior, are able to access a sort of crazy wisdom that allows them to know things beyond their ken and perform miraculous feats. This archetype rings true in Supernal Arcadia, and the Fate Arcanum allows a mage to tap into this same wisdom, turning hindrances into blessings. The subject of this spell reverses the dice effects of any Conditions and Tilts which they are under, penalties becoming bonuses and vice versa.
+1 Reach: The reversal only applies one way. Penalties become bonuses, but bonuses do not become penalties, for instance.
Death
Death Unveiling
Resting Places (Death •)
Practice: Unveiling
Primary Factor: Duration
Suggested Rote Skills: Academics, Occult, Survival
While her senses are open to this spell, the subject can clearly perceive graveyards, battlefields and other places linked to death and burial. Depending on the caster’s Path and Nimbus, she might see them as dark forests of dead trees, temples of death with angels singing burial songs to the deceased, or sad requiems mourning people long passed away. If there are no graveyards or other such places within sensory range, the subject feels a tugging sensation toward the nearest one.
+1 Reach: The mage’s perceptions expand to tell her when a graveyard or place contains ghosts or other Death-related beings.
+1 Reach: The mage’s senses are also attuned to the presence of Avernian Gates inside those places.
It Takes One to Know One (Death •)
(orignal idea by Masa)
Practice: Unveilng
Primary Factor: Duration
Suggested Rote Skills: Medicine, Survival, Empathy
Having visited or gazed upon Stygia, Moroi got the most death-like experience outside of actually dying. Being experience with death and transition, they know how to find marks death leave on. For the spell’s duration, the caster can measure the amount of contact with the death the target has with a glance. Most people have only a very minor death aura, but a veteran coroner’s aura could be startling.
+1 Reach: Mage can distinguish between those who witnessed death and those who have caused it directly. Mage can also can guess how many people have been killed by person.
Perceive the End (Death •)
(original idea by Altasaire)
Practice: Unveiling
Primary Factor: Duration
Suggested Rote Skills: Weaponry, Medicine, Craft
The Mage sees the easiest way to make material things around him ‘end’. Flaws, previous damage, and structural anomalies which could be exploited are laid bare before him.
+1 Reach: This applies to Death-based ephemera too.
+1 Reach: Whenever the Mage tries to actualize that end, she ignores penalties from outside sources equal to Potency.
Add Mind •: This can apply to lines of discussion and debate, as well as Goetia.
Add Space •: This can apply to personal connections.
Add Spirit •: This can apply to Spirit-based ephemera.
Sense Decay (Death •)
(original idea by Altasaire)
Practice: Unveiling
Primary Factor: Duration
Suggested Rote Skills: Investigation, Medicine, Occult
The Mage can feel and locate the dead and decaying things in the Scale of the spell.
+1 Reach: The Mage can also feel dying things and those currently being drained of life.
+1 Reach: The Mage can also feel locations where decay would have been natural but is somehow suppressed (e.g. refrigerators).
Add Life •: The Mage can tell the species of the thing that is decaying.
Add Mind •: The Mage can tell when somebody’s mental health is decaying, noting progressing insanities.
Add Prime •: The Mage can tell where spells with less than Indefinite Duration are in the area of the spell, as they tick down and slowly decay in the Fallen World.
Death Knowing
See the Cracks (Death •)
(original idea by Justin Sane)
Practice: Knowing
Primary Factor: Potency
Withstand: Resolve
Suggested Rote Skills: Empathy, Investigation, Subterfuge
Modern mages don’t know very much about souls - after Tremere betrayal and following purges the very subject of soul-researching is tightly tied to accusation of being a Reaper. Yet on the gut level, every Moros knows that soul is deeply linked to our morality and integrityintergrity - and in mages, to Wisdom. Per dot of Potency, he caster intuits the following information:
-
target’s Vice or Virtue
-
level of Integrity
-
presence of any Integrity-related Conditions.
-
how much time passed since failed last breaking point
-
general nature of said failed breaking point
Against mages, it reads:
-
Wisdom
-
any Wisdom related Conditions
-
how much time passed since last failed Act of Hubris
-
general nature of said failed Act of Hubris
-
which (if any) are the target’s inured spells
+1 Reach: Knowledge of the target’s psyche makes him easier to manipulate. The caster gains a bonus to appropriate Social rolls against the target equal to the spell’s Potency.
Innate Death Perception (Death •)
(original idea by Menace)
Practice: Knowing
Primary Factor: Potency
Suggested Rote Skills: Crafts, Medicine, Empathy
Even Initiates of Death are able to see death everywhere. Death is not an external concept - anything with a form is bound to change that form sooner or later by the decree of Supernal. But mage can make this happen earlier. After this casting, all attempts to damage the object reduce its Durability by –1 per point of the spell’s Potency. This benefit lasts until the object is destroyed or fully repaired. All attempts to harm a living being reduce the targets Defense by Potency in the first turn of combat.
+1 Reach: Instead of reducing Defense, mage may choose to reduce Armor of an target in the first turn of combat. Attempts to penetrate supernatural armor in this way triggers a Clash of Wills.
End of the Road / Dead Man Walking (Death •)
(by Dark Archon)
Practice: Knowing
Primary Factor: Potency
Suggested Rote Skills: Crafts, Medicine, Empathy
All things already contain their potential for death inside them. And it is laid bare before the eyes of those daring to ask correct questions.
Successfully casting this spell allows mage to ask (Potency) questions about most probable reason of death of target. Mage is limited to causes lying within the Scale factor of the spell; for example, mage is able to see if target have a deadly illness or death curse upon it, but isn’t able to see potential for being hit by the car.
Add Time • (Thousand Endings): By gazing upon cut-off paths of Arcadia or endless corridors of Stygia, mage can ask Potency of questions about most probable ways for target to die, without limitations above.
+1 Reach: He also gets Potency bonus for actions which immediately help to avoid those ways to die.
Taste the Essence (Death • or Spirit •)
(by Dark Archon)
Practice: Knowing
Primary Factor: Potency
Suggested Rote Skills: Science, Investigation, Medicine
Caster analyzes the Death or Spirit Essence, tasting it and understanding it’s properties. Per dot of Potency, the caster intuits one piece of information about Essence. For example:
-
Resonance of Essence;
-
Amount of Essence;
-
Mutagenic properties: caster knows how Essence will change spirit or ghost tasting it, and can generally understand how quickly it will happen;
-
Original source of Essence;
-
Symbolic properties and bonuses it can grant.
+1 Reach: caster can also intuit facts about the Essence’s source.
Know Wound (Death •)
(by Dark Archon)
Practice: Knowing
Primary Factor: Potency
Suggested Rote Skills: Empathy, Animal Ken, Medicine
Caster analyzes the physical wound on living creature or structural damage on inanimate object. Per dot of Potency, the caster intuits one piece of information about wound. For example:
-
How was the wound was inflicted?
-
When was the wound was inflicted?
-
Will the wound heal on its own?
-
Can the wound be healed mundanely or supernaturally?
-
If not, is there effective long-term treatment?
+1 Reach: Caster can analyze metaphysical wounds and Pattern damage in the same way.
+1 Reach: Caster gets bonus equal to Potency for attempts to heal the wound or exploit it in some way.
Death Compelling
Long Day’s End (Death •)
(by Altasaire)
Practice: Compelling
Primary Factor: Potency
Withstood: Stamina
Suggested Rote Skills: Empathy, Medicine, Occult
Life is pain, and the end of a life is often pain unending, with no possibility for release or respite. Who would deny a weary traveler their rest?
This spell affects a terminally ill or mortally wounded target, allowing the caster to kill them painlessly, with no fear or agony. People released this way tend to not leave ghosts, but it is not certain.
+2 Reach: It can also affect people who are physically healthy but are honestly willing to die.
Clean Room / Sterilize (Death •)
(by Altasaire)
Practice: Compelling
Primary Factor: Duration
Suggested Rote Skills: Medicine, Science, Investigation
While the Mage performs deep cleaning or sterilization, they may invoke the power of Stygia to greatly enhance their actions. For the duration of the spell cleansed objects within its scale are greatly unlikely to manifest unwanted contamination and only the hardiest specimens of microbial life have any chance to take root.
+1 Reach: The Mage may manifest this effect through pasteurisation, routine housework, and other mundane purifying actions without the need for unusual amounts of effort.
Death Ruling
Control Cold (Death ••)
(by WHW)
Practice: Ruling
Primary Factor: Duration
Suggested Rote Skills: Crafts, Empathy, Occult
By commanding powers of cold and absence, Mage invites winter into the area. Each level of Potency allows a change of of 1 level of Extreme Environment to produce cold, counting a temperate room temperature as “zero”. For example, with Potency 3, a mage could transform a Level 1 Extreme Environment based on heat into a Level 2 Environment based on cold.
Feast for the Dead (Death ••)
(original idea by Asaram)
Practice: Ruling
Primary Factor: Duration
Suggested Rote Skills: Crafts, Empathy, Occult
With but a twist of how a meal reacts to its destruction the Mage can force said meal to reform as ghostly ephemera that the dead may then consume. While it does not benefit them in any way such rare pleasures are often highly prized among them and so can be used as bribes, rewards or simple kindnesses. Once the spell expires the ephemeral food ceases to exist.
+1 Reach: By spending a point of Mana, the meal can be made truly nourishing for the dead, granting them one point of Essence once consumed.
Add Mind ••: By spending a point of Mana, the mage can make the meal truly restorative, a recapturing of the delights of living days, and the ghost recovers one Willpower as if they had rested.
Death Shielding
Stopping the Death’s Clock / Miracle of Denial (Death ••)
(by Dark Archon and G-Doc)
Practice: Shielding/Shielding
Primary Factor: Duration
Suggested Rote Skills: Weaponry, Expression, Occult
Death cannot take us until we let it to do so. This is a simpleis simple observation, gained from watching those who fail; at some point, they give up and pass on. But if we can cheat with the clock, we can stave off the reaper. Just for a little while, just for some time.
For Duration of the spell, direct damage cannot kill the target of the spell, even if its Health track is filled with aggravated damage. Furthermore, it cannot die even if itseven its body literally turned to dust and bloody mess. Supernatural effects which should end life of target provoke a Clash of Wills.
+1 Reach: While this spell is active, the target becomes immune to things that may worsen its state. He will not bleed out from his wounds, and poison and toxins effectively halt their duration, as does the progression of disease. Supernatural powers that impose such effects provoke a Clash of Wills. The subject ceases ageing during the use of this spell.
+1 Reach: Mage immune to all “knockout” effects as well; imposing new ones with supernatural means still provoke Clash of Wills.
Death Veiling
No Regrets (Death ••)
(original idea by Elementa Chemiae)
Practice: Veiling
Primary Factor: Duration
Suggested Rote Skills: Empathy, Survival, Academics
The Wise are a forward-looking force; every Mage, be they Emperor, Tower, or Fool, is constantly driven forward, by purpose, by Truth, by the burning light of their own gnosis. These people have no time for what has been, the ideas of yesterday and the follies of yore.
No Regrets hides the Mage from the echoes of their own actions, both within and without. They feel not the absence of a dead friend, or the emptiness of a lost sanctum. What’s done is done, what’s gone is truly gone. Mage resolves Conditions representing his regret, guilt and shame (like Guilty) without earning a Beat, and is unable to aquire new ones for the Duration of this spell.
Add Time ••: Casting their dismissal across the weft of time, the Mage similarly becomes incapable of regretting their decisions in the past, free to never again wonder what might have been, or to muse on the road not traveled. There is only the path forward, and it is bright.
Add Matter or Forces ••: Additionally, No Regrets protects the Mage from the consequences of their actions in a more immediate, physical sense. They become immune to the immediate blowback of shrapnel, a falling building, et cetera. There is no equivalent Life or Fate Shielding effect, as that falls under the purview of nemesis, not regret.
Tonight, We Dine in Hell (Death ••)
(by Altasaire)
Practice: Veiling
Primary Factor: Duration
Withstood: Composure
Suggested Rote Skills: Intimidation, Persuasion, Expression
Hiding their mortality, the Mage urges the subjects of this spell on to glory. For the Duration of the spell the subjects cannot comprehend their own mortality. It does not factor into their actions or calculations, neither does any mundane attempt to influence them via fear of death work. Mystical fear of mortality provokes a Clash of Wills.
+1 Reach: The subject likewise mentally ignores any decay or damage possible to them.
Birdsong Over Blades (Death ••)
(by Altasaire) (approved as is)
Practice: Veiling
Primary Factor: Potency
Suggested Rote Skills: Weaponry, Socialize, Subterfuge
Withstood: Resolve
Concealing her hostile intentions behind common, everyday movements, the Mage can strike without striking, as the harm-nature of her actions is hidden from the world. For the Duration of the spell, people within its Scale are unaware of new sources and instances of harm occurring.
+1 Reach: The Mage can designate which occurrences are hidden and which are not as they happen, as long as they maintain spell control.
Apparent Perfection (Death ••)
(by Pale_Crusader)
Practice: Veiling
Primary Factor: Potency
Withstand: Stamina
Suggested Rote Skills: Crafts, Medicine, Science
The target of this spell appears to be immune to damage and appears completely free of damage, injury, erosion, or wear. Attacks that strike the target seem like they leave no injury. Enveloping all the senses, someone swinging, and hitting with a sword would feel the impact of the blow and hear the cry of his target, but wouldn’t perceive the defender being wounded or impaired by the strike. The actual attack is resolved normally despite the perception of it. Blood splatter from injuries is not veiled.note perception of clothing and armor is affected by this spell if the target has them. If cast on a target which is worn, injured or otherwise damaged it appears in perfect health/pristine condition.
This spell doesn’t fool the one actually damaged, the target of an attack still knows, and feels, the full damage of the attack.
+1 Reach: This spell fools even the one getting attacked and they don’t suffer Wound Penalties. The ST should keep his Health Boxes a secret.
Death Perfecting
Grim Grinning Ghost (Death •••)
(by Altasaire)
Practice: Perfecting
Primary Factor: Potency
Withstood: Rank (if unwilling)
Suggested Rote Skills: Medicine, Crafts, Brawl
Older and more traumatic ghosts often warp with time, making the corpus-based implements of their death and weapons they possess more prominent and terrifying. Fingers become claws, teeth become fangs, and the reflection of a murdered serial killer’s blade becomes vicious and sharp. This spell mimics and bolsters this facet of the ghost-existence, granting it up to Potency extra points of damage rating for its natural attacks for the Duration of the spell.
+1 Reach: The Mage may choose to grant the new weapon an additional quality tag fitting the character of the ghost: the burly corpus-arms of a dead bouncer gain the Stun tag, whereas the grabby, long arms of a pedophile shade gain Grapple.
+1 Reach: The ghost enjoys 9-again on natural attacks.
Terrible Swift Sword (Death •••)
(by Altasaire) (approved as is)
Practice: Perfecting
Primary Factor: Potency
Suggested Rote Skills: Weaponry, Medicine, Occult
Taking in the harm-laws embedded into a tool of war and hurting, the Mage elevates them to a refined, reified state. For the Duration of the spell, target object adds the Potency of it to its damage modifier.
+1 Reach: The Potency may be split between the direct harm-force of the object and the laws governing its ease of actualization, allowing points of Potency be spent to increase the object’s tool bonus as a weapon.
+1 Reach: Hungry symbols of harm are ever-ready to impress their truth upon the world — Everything dies, in the end. For the Duration of the spell, the enhanced weapon acts as if the wielder had the Quick Draw merit with regards to it.
+1 Reach, 1 Mana: True pain runs deep, and the truth of Death Approaching is not easily erased. For the Duration of the spell, any supernatural attempts to heal or deny the wounds dealt by the enhanced weapon meets with a Clash of Wills.
+1 Reach, 1 Mana: This addition may exceed the natural limits of a weapon allowed by the broken nature of the Fallen — for most personal weapons, this means exceeding 5. In case a Mage applies this spell to mil-spec weapons like Predator drone missiles or a tank gun, the limits are to be adjudicated by the Storyteller.
Lighten Anchor (Death •••)
(by Altasaire)
Practice: Perfecting
Primary Factor: Duration
Suggested Rote Skills: Craft, Persuasion, Occult
This spell multiplies the distance a ghost can stray from an Anchor by Potency.
To Rise from the Ashes (Death •••)
(by Whyzard)
Practice: Perfecting
Primary Factor: Potency
Suggested Rote Skills: Expression, Persuasion, Athletics
Even after the greatest defeat, one can still rise. Even wounded and at death’s door, there is a flame that burns in one’s soul. Taking from their own experience, the Mage speaks his will to see the fight to the end, despite all that stands in the way. Bolstered by these Truths, the target, who must have one of their last three health levels filled or have suffered in a major way in the scene (an Integrity Breaking point for a mortal, subject to ST approval for other characters), ignores wound penalties through pure force of will and receives a bonus equal to the Potency of this spell to get through the obstacles that caused them pain in the first place.
+1 Reach, +1 Mana: They also receive the Inspired Condition.
Cursed Wounds (Death •••)
(by 21C Hermit)
Practice: Perfecting
Primary Factor: Potency
Suggested Rote Skills: Weaponry, Occult, Medicine
The necromancer coats a weapon with venom of Death. For a number of attacks equal to Potency, wounds inflicted by the enchanted weapon are unable to be healed by natural healing or mundane medical attention. This includes any wound penalties, Personal Tilts, or ConditionsCondtions tied to the wound. Supernatural healing works normally.
+1 Reach: The wound resists even magical healing, provoking a Clash of Wills.
+1 Reach: The weapon, instead of causing wounds that do not heal, inflicts the Agony Tilt instantly.
Blade of Grass (Death •••)
(original idea by Menace)
Practice: Perfecting
Primary Factor: Potency
Suggested Rote Skills: Medicine, Crafts, Intimidation
In hands of Death Disciple, even blade of grass can become a deadly weapon. The mage improve abillity to harm others in target item, Perfecting qualities of lethality and rending. This bestows the 8-again quality on all attack roll made with selected item.
+1 Reach, 1 Mana: All attack roll made with selected weapon gain rote quality instead.
Reassert Mortality (Death •••)
(by Five Eyes)
Practice: Perfecting
Primary Factor: Potency
Withstand: Stamina
Suggested Rote Skills: Medicine, Weaponry, Intimidation
There are plenty of things in the Fallen who have cheated death and mortality in various ways - vampires live forever, werewolves regenerate their wounds, and so on. But Death can’t be cheated, and neither are Disciples of Death, who are more than able to return things to their natural state. This spell reasserts Death’s claim on a subject, overcoming supernatural resilience. For the Duration of the spell, the subject suffers lethal damage from any source that would cause lethal damage to a normal human; a manifested spirit or ambulatory corpse finds that blades and guns are just as fearsome to them as to a flesh-and-blood mortal. This affects a number of injuries equal to the spell’s Potency during the course of its Duration.
+2 Reach: All injuries during the spell’s Duration are affected.
+1 Reach and +1 Mana cost: The subject will suffer aggravated damage from sources that deal aggravated harm to normal humans.
+1 Reach: Attacks against the subject gain the armor-piercing quality, rated at the spell’s Potency.
+1 Reach: Any reflexive or instant action taken to heal the subject by supernatural means provokes a Clash of Wills: Gnosis + Death vs. Stamina + Power Stat. Mage can engage in this Clash of Wills for spell Potency times.
Mend Soul (Death •••)
(by Mr.F.I.X.)
Practice: Perfecting
Primary Factor: Duration
Suggested Rote Skills: Occult, Craft, Medicine.
The soul can be damaged and harmed but as it can be harmed so can it be healed. This spell was designed for that very purpose, to heal what wounds or marks a soul. Often that is a persistent condition the person in question is suffering from and that can seen when a mage investigates the soul with the spell soul marks. One such aliment may be healed per potency but the soul only remains in this new found state of health for the spells duration.
A notable use of this spell is to heal an imperfect soul temporarily, to make a fragment of a soul equal to a whole soul and capable of it’s functions. However this is not an accomplishment that one can use to claim that they have truly created a soul because this mended soul can still be dispelled and if this mended soul were to be sundered again the result would not be half of a soul but a quarter and require two instances of this spell to be maintained for it to act as a whole soul.
I Shall Guide Thee (Death •••)
(by G-Doc)
Practice: Perfecting
Primary Factor: Duration
Suggested Rote Skills: Medicine, Athletics, Firearms
The Mage improves his ability to channel entropy into patterns using his body, for the sake of those parts of Fallen which are refuse to leave the stage.
The subject can add Potency dots to Athletics, Brawl, Firearms, or Weaponry, by one dot per level of Potency of the spell, if the subject already has at least one rank in increased Skill. The spell cannot increase the subject’s Skill above the normal maximum.
This bonus might be applied only to destructive actions. For example, Mage cannot gain any benefits from this spell, if he wants to tell anything about the current condition of the rifle (Wits+Firearms).
+1 Reach: The gain may be split between an additional Skill. This Reach may be applied multiple times.
+1 Reach, 1 Mana: Dots gained in this manner may exceed the subject’s Gnosis-derived limit.
Death Fraying
Disperse Wounds (Death •••)
(original idea by 21C Hermit)
Practice: Fraying
Primary Factor: Potency
Suggested Rote Skills: Medicine, Survival, Empathy
The necromancer calls forth entropy, but he may unwind it for those he favors. For each level of Potency, the mage may convert one point of lethal damage the subject suffers into two points of bashing damage. This spell does not work against lethal damage upgraded from accumulated bashing damage, including accumulation from this very spell. So, if a subject with 8 levels of Health had suffered 4 lethal damage, this spell may convert them into 1 lethal damage and 6 bashing damage at Potency 3, or 8 bashing damage at Potency 4. If that same subject had suffered 5 lethal damage instead, even at Potency 5 this spell would still leave him at 2 lethal damage and 6 bashing damage.
+1 Reach: The spell instead converts one point of lethal damage into one point of bashing damage per level of Potency.
Add Life ••: The spell also heals any Tilts connected to the Health box affected, even if the box is technically uncleared and thus the Tilt should remain.
Add Time ••: The spell may also heal scars and physical Conditions related to the healed wounds. With the Temporal Sympathy Attainment, the spell may force persistent Conditions caused from past injuries into transient Conditions, so that they naturally heal over time.
Rend Frailty / Kintsugi (Death •••)
Practice: Fraying
Primary Factor: Potency
Suggested Rote Skills: Medicine, Crafts, Occult
Flaws in a thing are an expression of lack, a diminishment and weakness of the whole. Fill the cracks with bone glue and gold, and the object is whole again, marked as it is by its history.
Flaws and damage are in and of itself akin to Death, small portents of an eventual dissolution to dust and ash. Yet, Stygia teaches to stave off decay when one must — for a time.
For the Duration of the spell its subjects reduce the penalties stemming from a single source of flaws or damages by (Potency). Penalties related to age or time-related wear and tear are always valid targets for this spell, as are wound penalties.
+1 Reach: Potency may be split between several flaws.
+1 Reach: A point of Potency may be spent to suppress a Condition representing a lack, material flaw, or internal penalty.
+2 Reach, 1 Mana: Crushing gold and ashes of Stygia can disdain even Fallen impossibilities - for the duration of the spell the Mage can spend a point of Potency to ignore those flaws that go over and above the penalty to the dice pool and are presented mechanically as an impossibility to attempt an action. Thus, a subject who has lost his eyes will be able to see again, and a subject under a permanent Leg Wrack tilt will be able to walk, on a prosthetic leg woven of will and ash. This causes Dissonance in the Sleepers, if they are aware of the impossibility occurring.
Death Weaving
Touch of Sacrifice (Death •••)
(by 21C Hermit)
Practice: Weaving
Primary Factor: Potency
Withstand: Resolve
Suggested Rote Skills: Occult, Medicine, Politics
The necromancer pushes the shadows of Death looming over someone to another. She may transfer a number of bashing or lethal wounds equal to the spell’s Potency from one target to another, both within the spell’s Scale. If the mage does not increase the Scale factor, the spell automatically targets herself. When targeting multiple subjects, the mage may divide Potency among them. Any Tilts or Conditions connected to the wounds are also transferred.
Alternatively, the spell may be used to Scour the victim for an equal amount of Mana. This counts towards the daily limit the caster or another mage benefited by the spell may gain Mana from Scouring.
+1 Reach: The mage may transfer the wound levels of one target to everyone else within the spell’s Scale, divided as he sees fit. Alternatively, he may transfer the wound levels of everyone within the Scale into one target.
+1 Reach: The spell extends to aggravated wounds.
+1 Reach: When used for Scouring, the spell does not count towards the daily limit of Scouring.
+1 Reach: The spell extends to ghosts and their Corpus levels, provided the mage can perceive them. The mage may target Essence in this case, pilfering Essence from one ghost and giving it to another, or stealing Essence from a ghost to heal another ghost or a living creature, or killing a living creature or another ghost to offer Essence to a ghost. She cannot, however, gain Mana by draining the ghost’s Essence. Only Scouring the ghost of its Corpus accomplishes that.
Nihilism (Death •••)
(by espritdecalmar)
Practice: Weaving
Primary Factor: Potency
Withstand: Composure
Suggested Rote Skills: Expression, Persuasion, Socialize
Death is natural. Death is liberation. Every Moros knows that, and Sleeper’s fear of death, denial and attempts to forget about mortality deeply hurts them. Yet every emotion can be used from time to time. The mage infuses the subject with the Underworld’s tableaux of abject self-abuse. The subject of the spell gains the Wanton Condition.
+1 Reach: The subject’s Virtue and Vice are switched, as if they were in the Autochthonous Depths.
Transform Death/Spirit Ephemera (Death ••• or Spirit •••)
Practice: Weaving
Primary Factor: Potency
Withstand: Stamina
Suggested Rote Skills: Animal Ken, Science, Survival
Caster can transform ephemeral beings by giving them properties normally exhibited by other ephemeral beings (see Transform Life for inspiration). She may grant one feature per level of Potency. A transformed target instinctively knows how to use its new aspects to the best of its ability. She can’t add Numina or Influences to beings which were not originally ephemeral beings (for example, humans in Twilight) and do not Possess Rank and Manifestation Conditions.
Death Unraveling
Soul Distortion Terrorism (Death 4)
Practice: Unravelling
Primary Factor: Potency
Withstood: Resolve
Suggested Rote Skills: Academics, Intimidation, Occult
A Disciple of Death can sever the soul from a Sleeping target, rendering them listless and catatonic, enervation visible in their features after a period of time. An Adept of Death can go further, performing an operation which is less immediately damaging, but possibly even more cruel and traumatic. Grabbing the target’s soul, they violently yank it out and then jam it right back, at an odd, improper placement, rendering the target’s seat of the soul askew. For the Duration of the spell, the Mage may place the Fugue, Madness, or Broken Tilts on the target, one per point of Potency. At the ST’s discretion, they may instead place a custom Condition reflecting the exact way they tortured the target.
+1 Reach: The Mage may switch the Virtue and Vice of the target, or render one of them temporarily unusable.
Morbid Projection (Death ••••)
(by Five Eyes)
Practice: Unraveling
Primary Factor: Duration
Withstand: Resolve
Suggested Rote Skills: Medicine, Occult, Stealth
The mage slackens the connection between the subject’s self and their mortal form, causing them to become a deathlike projection - a living ghost. Their ephemeral form uses the rules for Dream Forms (Chapter six) and is present in (and tangible to) ghostly Twilight, leaving the body in a comatose state with no signs of life (as Suppress Life.) Anything carried on the body may be echoed in deathly ephemera if desired, but this morbid reflection dooms mortal objects - their material forms will be destroyed, leaving only ghostly echoes, at some point before the end of the story.
If the ephemeral projection is destroyed, the subject returns to their body with the Soul Shocked Condition.
+1 Reach: The projection may be passed through an Avernian gate within range during its creation, causing the subject’s consciousness to undergo a sojourn to the Underworld as a half-ghost.
+1 Reach: As an instant action, the subject may sculpt and reshape their ephemeral body, as per Shape Ephemera. One shaping may be maintained at a time for each Potency of the spell; any shapings in excess of this replace old ones.
+1 Reach: The mage creates an ectoplasmic shell anchored to the projection. For the duration of the spell the subject’s ghostly form is effectively mirrored by this medium, allowing it to be perceived by non-ephemeral beings. It remains intangible, barring the use of other magic.
+2 Reach and +1 Mana: As above, save that the projection is effectively Manifested through the ectoplasmic medium and may interact normally with material beings and objects.
Sunder Soul (Death ••••)
(by Mr.F.I.X.)
Practice: Unraveling
Primary Factor: Potency
Withstand: Composure
Suggested Rote Skills: Occult, Weaponry, Larceny
For many souls are an important concept but to a mage that concept has worth and value. That is why this spell sickens many mages often even those regularly using it, but not always; some are so lost that this violation does not cause them to even pause (usage of this spell is Act of Hubris at Understanding Wisdom). The reason why this is such a violation is that it literally sunders a soul in two. Still, it doesn’t truly destroy it. This is represented by the Imperfect Soul Condition and this condition will remain in effect unless both fragments are within the individual when the spell’s Duration ends and the soul has a week to heal, for the soul can only heal itself naturally if all parts are present.
Condition: Imperfect Soul (Persistent)
Target gets -1 penalty to resisting possession, does not regain Willpower from surrender or rest. Target does not experience soul loss over time, but can’t heal the damage either, at most it stabilizes one without a true soul.
Resolution: For the soul to heal naturally as above or to receive a whole new soul.
Death Patterning
Mortal Blade / Ghost-Eating Technique (Death ••••)
Practice: Patterning
Primary Factor: Duration
Cost: 1 Mana
Suggested Rote Skills: Occult, Weaponry, Medicine
All things die to move into the great transmigration of being. This is the great Truth of Stygia, its pull inexorable and its laws just — but sometimes those who seek to undermine them need a reminder. For the Duration of the spell the subject weapon deals Aggravated damage to things which are not naturally immortal, but are ageless or invulnerable through a curse, spell, extraneous treatment and suchlike.
+1 Reach: This covers naturally indefinite entities (like spirits) as well.
+2 Reach, 1 Mana: Should an immortal have their health track filled through damage from the enchanted weapon, they enter Clash of Wills (typically Resolve + Supernatural Tolerance, but it could be different for those whose immortality relies on a dotted power.) Should they lose, they enter a state of final death, even if they would otherwise restore or rescuscitate themselves to some semblance of life.
Add Prime •••: For a surcharge of 1 Reach, 1 Mana, as long as the first Reach option is selected, the subject weapon counts as a Bane to immortal entities and cuts through all worlds, ignoring out-of-phase Twilight restrictions.
Shadow Golem (Death ••••)
(original idea by Aristarkos)
Practice: Patterning
Primary Factor: Duration
Suggested Rote Skills: Crafts, Expression, Occult
The mage constructs a moving construct out of shadows, mimicking the capacity of Matter Adepts to create golems. The Potency of this spell is divided between the Durability and Retainer rating of the Golem. The golem is size 5 or lower, as the mage sees fit. The Shadow Golem is incapable of combat and has no Defense rating. It´s Structure will determine its Health.
The shadow golem is completely mindless, and can only execute whatever order the caster gave it last. Orders must be very simple.
+1 Reach: The mage may install a ghost to act as a guiding intelligence for the golem, which also grants it the ability to use Numina. This will also offer the Golem a basic Defence rating equal to the Potency of the spell.
Add Spirit/Mind ••••: The mage installs a spirit or Goetia as a guiding intelligence, granting the Golem the capacity to use Numina.
Add Mind •••••: The mage installs a synthetic mind as a crude guiding intelligence.
You-Monument / I Am Not Done Yet (Death ••••)
(by Dark Archon)
Practice: Patterning
Primary Factor: Duration
Suggested Rote Skills: Science, Occult, Subterfuge
Not even a Master of Death can actually make himself truly immortal - there are too many ways to impose mortality back on your Pattern and then tear it to pieces. What Masters of Death can do is to make sure their business will be finished - if not by them, then by their Shadow.
Usually cast with a longest possible Duration, this spell insures that when target dies, it leaves a ghost after itself, which retains all memories and identity of an original. In case target was a Mage, resulting ghost is a Ghost Mage; it have Rank equal to ((Gnosis of target) / 2, round above), and retains it’s Arcana instead of influences. In all other regards, it’s a normal Ghost; it’s Anchor is an object of one of it’s Obsessions, or it’s own body if Obsession is not an object.
The ghost exists for the Duration of the spell, and disappears after that.
+1 Reach: Master is able to chooseDark Archon CofD Mageinitial Anchor for the resulting Ghost.
+1 Reach: Master may cause the ghost to inhabit it’s own body, creating a revenantan revenant right after the targetafter target dies.
Death Making
Snuff Out The Candle / Unescapeable Conclusion / The Goal of All Life (Death •••••)
Practice: Making
Primary Factor: Potency
Withstand: Stamina/Durability
Suggested Rote Skills: Medicine, Occult, Weaponry
The core Truth of Stygia is that everything living dies, and everything unliving changes itsit’s form sooner or later - symbolically “dying” as one object and becoming something else. And the MasterAnd Master of Death can manifest this Truth for the world to witness.
This spell can be cast on everything living and all unliving objects which have a function and can be broken. This spell kills living beings and destroys unliving objects, completely removing potential to restore them to the prior condition. It doesn’t destroy the matter of which target is made, but renders it inert, “forgetting” it’s previous state.
+1 Reach: (Deader than Dead): Target is killed so completely and fully that it doesn’t leave ghost behind, and any supernatural abilities which activate upon death must win a Clash of Wills to successfully activate.
Space
Space Knowing
Thread of Ariadne (Space •)⏳
(approved as is)
Practice: Knowing
Primary Factor: Potency
Withstand: Sympathy (Sympathetic Range)
Suggested Rote Skills: Occult, Survival, Investigation
Mage uses existing sympathetic connection to track the target. For the Duration of the spell, mage know general direction, following which he can find his intended target.
+1 Reach: Mage knows not just general direction, but instinctively knows best possible path to the target and can follow it for the Duration of the spell.
+1 Reach: Mage knows not just general direction, but also instinctively knows general distance between himself and target.
Measure the Black Chain (Space •)⏳
(approved as is)
Practice: Knowing
Primary Factor: Potency
Withstand: Sympathy (Sympathetic Range)
Suggested Rote Skills: Occult, Survival, Investigation
The spell gives the caster general knowledge of distance between himself and his target. It’s not precise measure, but he instintively knows how much time would it take to get to the target once he starts moving. Caster does not learn direction in which target located (for that he can use Thread of Ariadne spell).
+1 Reach: Caster gets precise distance between himself and the target in both Euclidian and Riemannian metrics; precision is good enough to do calculations with it, import it into calculating machines, and so on.
Find the Key Shape (Space •)⏳
Practice: Knowing
Primary Factor: Potency
Suggested Rote Skills: Crafts, Computers, Occult
The Mage focuses on a breaker, a liminal guard that splits the space between — such as a door, a Space portal, or a lock, and asks it, “What opens you?”
For each point of Potency, the Mage learns one thing that would open (not break) such a barrier, up to the number of such things that exist, beginning with the most common and obvious; in the case of Space magic, it will also show things that allow passage or interaction through Keyed warding.
+1 Reach: The specificity of the vision is so precise, that the Mage can use it to create a working facsimile for the Duration of the spell if it is possible (e.g. making his own key out of base materials). They also gain Informed (Key) for the Duration.
Creation-Carving Blow (Space •)
(by Altasaire)
Practice: Knowing
Primary Factor: Potency
Suggested Rote Skills: Athletics, Brawl, Weaponry
Space is more flexible than many believe. By subtly observing the laws of space around her, the Mage allows her blows to come from angles which are devilishly hard to parry.
If employing the ‘Specified Targets’ rule, she may ignore an amount of attack penalties equal to Potency.
Check Name Validity (Space •)⏳
(by Altasaire)
Practice: Knowing
Primary Factor: Potency
Suggested Rote Skills: Investigation, Academics, Occult
The Mage checks for the burnt-in symbols of the target’s most potent sympathetic link and resonates a name the subject gave off it, producing a clear or a hollow tone.
This spell checks if a given name is the target’s sympathetic one.
Celestial Atlas (Space •)
(by Altasaire)
Practice: Knowing
Primary Factor: Duration
Suggested Rote Skills: Science, Occult, Academics
The Mage is aware of the direction and his relative position to visible celestial bodies.
+1 Reach: The Mage is likewise aware of objects too dim to be seen to the naked eye.
Add Forces •: The spell works even if it is currently day (as if it were night at the same location) or if light pollution interferes.
Add Time •: The Mage can instinctively tell how old the light that would reach him from different sources is.
Space Unveiling
Global Positioning Sorcery (Space •)
(approved as is)
Practice: Unveiling
Primary Factor: Duration
Suggested Rote Skills: Science, Investigation, Occult
This spell endows the subject with an unerring sense of direction. Subject cannot get lost for the Duration of the spell, automatically building spatial map of area he is moving in and accurately positioning himself in it. Subject also gets Potency bonus for all rolls relating to navigate himself.
+1 Reach, 1 Mana: Subject gets Informed (Current Location) condition.
Pathfinder (Space •)
Practice: Unveiling
Primary Factor: Potency
Suggested Rote Skills: Survival, Science, Persuasion
Even an Initiate of Space cannot get lost. Target gains a bonus equal to Potency to navigating physical spaces or tracking someone down.
+2 Reach, 1 Mana: Sometimes, you cannot afford to make an error. The subject gains the Steadfast (Pathfinding) Condition.
Observing the Iron Garden (Space •)
(by Altasaire)
Practice: Unveiling
Primary Factor: Duration
Suggested Rote Skills: Medicine, Occult, Survival
The garden of enlightenment is pruned and its surface flat, the stones of the points of referral obvious in the eyes of the observer. For the Duration of the spell, the Mage is made aware of the new sympathetic links they accrue when something acts on them to observe them, and is able to sort them by strength.
+1 Reach: They also gain the rough understanding of the direction that the interaction carrying the new link came from. At the surcharge of another reach they also gain a basic estimate of the distance to the origin point, growing less and less precise the farther the origin point is.
Add Mind •: The Mage can filter them by volition, either excluding or only including links that are created by something which has a will behind the interaction.
Add Fate •: The Mage can filter them by intent, either excluding or only including such links that intentionally sought them out.
Add Time •: The Mage can observe, by the means of this spell, links they have already accrued, highlighting those which were brought about by surveillance in the past.
Space Compelling
Tele-Frag (Space •)
(by Elementa Chemiae)
Practice: Compelling
Primary Factor: Potency
Also called “Near Hit” by more traditional Mages. While so-enchanted, attacks made with the subject blur and flicker through weakened space, landing ‘lucky’ attacks even when they ‘obviously’ missed.
When an attack made with Tele-Frag would miss, the subject may immediately roll (Potency) additional dice to attempt to hit, not counting additional successes towards damage. If this would contest a supernatural form of evasion such as Celerity, roll a Clash of Wills.
+1 Reach: Nudging a little further, and earning the spell its modern nickname, the Mage causes the attack to slide just under the flesh, giving lie to all those comforting layers of magic and kevlar, ignoring (Space) points of Armor on attacks made with the subject.
Space Ruling
Strike Without Thought (Space ••)
(by Altasaire)
Practice: Ruling
Cost: 1 Mana
Suggested Rote Skills: Brawl, Weaponry, Firearms
One who strikes without thinking, lost in the moment and egoless, can cut God. This spell brings the Mage one step closer to such a perfection, as the world itself warps and twists momentarily to guide her strike true. The next attack the target does, which could physically succeed (e.g. you could reach your opponent with your sword due to having enough physical reach) will automatically succeed. Even if it fails, treat it as if it accrued one success.
+2 Reach: You may cast this spell reflexively at a surcharge of an additional point of Mana.
Iron Meets Blow (Space ••)
(by Altasaire)
Practice: Ruling
Primary Factor: Duration
Suggested Rote Skills: Athletics, Weaponry, Occult
Subtly twisting space so that attacks are inexorably drawn to her weapon, the Mage makes her fencing a thing of predatory, scarring beauty, her path a way of broken angles and impossible weapon-forms.
For the duration of the spell, the Mage may substitute Weaponry or Brawl for Athletics for the purposes of calculations of Defense.
+1 Reach: The Mage makes apparent that bullets will be cleft or crushed. They may use their Defense against firearms.
+2 Reach: This spell may be cast reflexively for a point of Mana.
Tunnel Vision (Space ••)
(by Altasaire)
Practice: Veiling & Ruling
Primary Factor: Duration
Withstood: Composure
The Mage warps the lines of the world around their target, letting them look only in the direction or directions allowed by the Mage. From one to up to (Potency) direction quadrants are allowable for the target to look at, the rest the subject will be unaware of.
+1 Reach: The directions shrink to singular paths, allowing the target view of a single object and nothing else.
+2 Reach: The world is warped inwards for the target, making them unable to observe anything outside of themselves.
Larcenous Ghost Methodology / Dodgewall (Space •••)
(by Altasaire)
Practice: Fraying
Primary Factor: Duration
Suggested Rote Skills: Larceny, Athletics, Science
Cost: 1 Mana
People seem to think they should lock-pick or kick their way through solid doors rather than just take a knife and carve whole new hallways into the world. Those people are mere slaves to architecture, spatial captives in a world someone else has designed for them.
Armed with the understanding, the disciple of the ways of Pandaemonium cuts away himself from the local metric of bounded space, gaining the Disjoint Tilt.
For the Duration of the Spell, they may freely blink as an instant action through recognizable boundaries which divide space into parts, such as walls, doors, windows, lines drawn on pavement, or other such liminal spaces. They are transported wholly into the nearest safe location. If no such location is available, they are launched into the nearest such location (including their original place if it is one) and take the Durability of the barrier in lethal damage.
+1 Reach: They can do the jaunt once per turn reflexively.
Space Shielding
Iron Chains (Space ••)
(original idea by Nepher)
Practice: Shielding
Primary Factor: Duration
Suggested Rote Skills: Socialize, Politics, Empathy
This spell targets a sympathetic connection. As long as the spell endures, this link cannot be altered in strength or quality by mundane events: he’ll remain in the friend zone, she’ll never manage to get a divorce, this kid will never get bored of his favorite toy. Any supernatural attempt to alter the sympathetic connection provoke a Clash of Wills.
+1 Reach: The spell can take two targets not connected by a sympathetic link. It prevents any meaningful relationship to develop, maintaining their sympathy null.
Motion Lock (Space ••)
(by Altasaire)
Practice: Shielding
Primary Factor: Duration
Suggested Rote Skills: Science, Brawl, Academics
The Mage shields a thing’s position, making it locked relative to a given reference frame, safe from outside interference. Mundane attempts to shift the thing automatically fail, even if it is damaged in the process. Mystical ones provoke a Clash of Wills.
Space Perfecting
Define Unity (Space •••)
(by Nepher)
Practice: Perfecting/Fraying
Primary Factor: Duration
Suggested Rote Skills: Craft, Science, Socialize
Which is two can be made one. This spell take two or more targets (determined by Scale) in contact, and tie them magically together with a Strength equal to the spell’s Potency, for the spell Duration. If the bond is broken, the mage must recast Define Unity to create a new bond.
In the reverse, the spell can loose a bond between two targets (which may be by ropes, electromagnets, glue, screws…), reducing the Strength of the bond by the spell’s Potency. Once the bond is broken, new bonds are treated normally.
+1 Reach: If the bond created by this spell is broken, it reassert itself when the targets are in contact again during the spell Duration.
+1 Reach: Once the frayed bond is broken, if another bond, whatever its nature, is put in place between the targets during the spell Duration, it’s also reduced.
Shield Of Light-Seconds (Space •••)
(by Altasaire)
Practice: Perfecting
Primary Factor: Potency
Suggested Rote Skills: Science, Athletics, Larceny
The Mage pinches space, increasing the distance between him and his target, and his target only, doubling it for each point of Potency. For the Duration of the spell the world acts as if the distance between the targets were larger than it actually is, but all other things behave normally. This is often a fairly disconcerting experience.
Space Weaving
Twist Link (Space •••)
(by amechra)
Practice: Weaving
Primary Factor: Potency
Withstood: Sympathy (Connection)
Suggested Rote Skills: Empathy, Politics, Subterfuge
Relationships are fragile, weak things - easily twisted and turned and placed on their head. Twist Link allows the Mage to redefine the context of a sympathetic link; they could redefine a business rivalry as a childhood friendship, or a pair of lovers as a pair of enemies. The Mage only defines the new relationship in general terms - much like creating or destroying a link, this spell doesn’t guarantee outcomes or force reactions. This effect is Lasting, but normal interactions can restore the original link context over time. Much like other weaker sympathy-changing magic, Twist Link cannot affect Connected links.
+1 Reach: Place the Embarassing Secret condition regarding the original context of the relationship on the link.
+1 Reach: Place the Swooning condition on the link.
Pristine Flowers Splashed Red (Space •••)
(by Altasaire) (approved as is)
Practice: Weaving
Primary Factor: Duration
Suggested Rote Skills: Athletics, Weaponry, Occult
The Mage warps space around their subject into the shape of a sublime lotus. The blade that follows through strikes from a side an enemy could never expect, angles impossibly twisted.
The subject’s quarries lose Defense against the melee attacks of the subject for the Duration of the spell.
Twist Link (Space •••)
(by amechra)
Practice: Weaving
Primary Factor: Potency
Withstood: Sympathy (Connection)
Suggested Rote Skills: Empathy, Politics, Subterfuge
Relationships are fragile, weak things - easily twisted and turned and placed on their head. Twist Link allows the mage to redefine the context of a sympathetic link; they could redefine a business rivalry as a childhood friendship, or a pair of lovers as a pair of enemies. The mage only defines the new relationship in general terms - much like creating or destroying a link, this spell doesn’t guarantee outcomes or force reactions. This effect is Lasting, but normal interactions can restore the original link context over time. Much like other weaker sympathy-changing magic, Twist Link cannot affect Connected links.
+1 Reach: Place the Embarassing Secret condition regarding the original context of the relationship on the link.
+1 Reach: Place the Swooning condition on the link.
+1 Reach: As above, but it also applies to ranged attacks.
+1 Reach: The subject may employ the short and medium burst actions in melee, as the world twists so that a single thrust or blade arc meets the flesh of the enemy twice, thrice, or more.
+2 Reach: As above, but the long burst action is, too, available.
Extremis Style: Rotate (Space •••)
(by Altasaire) (approved as is)
Practice: Weaving
Primary Factor: Duration
Suggested Rote Skills: Weaponry, Science
A sword is a deft, moving thing, but at any time, it is in one place only. The only way to overcome this is to move it edgewise to reality, spinning a cloud of places, locations where the sword is. The caster’s Weaponry-based Defense may be applied to streams of projectile danger. Fiery dragon-breath, streams of parried water, and even droplets of rain itself should the sword-saint forget her umbrella that day. Do note, however, that this spell does not provide for the durability of weapons parrying such an attack — a sword may be molten, acid-corroded, and such, as befits the nature of a given attack.
+1 Reach: This also extends to firearms-speed attacks.
+1 Reach: The deftness of the swordsmanship enhanced thus can even parry gas or plasma.
Constellation-Grasping Palm / The Stars Are Right (Space •••)
(by Altasaire)
Practice: Weaving
Primary Factor: Duration
Cost: 1 Mana
Suggested Rote Skills: Academics, Science, Occult
Some Magic requires a specific time or conjugation of celestial bodies to appear for it to work properly. These might take untold aeons to achieve naturally, and few Wise have this sort of time for their ambition. This spell Weaves onto the locality of the spell the quality of ‘the stars being right’, for whatever definition of naturally achievable ‘right’ the mage requires, as they warp the spatial pathways to the stars necessary for them to achieve the proper conjugation for the Mage’s purposes.
+1 Reach: The Mage may achieve stranger sympathies, creating virtual constellations impossible by normal celestial mechanics.
Add Time •••: The Mage also weaves onto the locality the quality of the date being ‘proper’, although no time travel actually occurs – instead, for example, the Mage weaves onto the 15 th of May the quality of ‘it being the winter solstice’.
Add Prime •••: The Mage can also change the local leylines so that they are auspicious for the magic they want to attempt.
Space Fraying
Accuracy Without Distance (Space •••)
(by Altasaire) (approved as is)
Practice: Fraying
Suggested Rote Skills: Athletics, Firearms, Weaponry
Blurring the distinctions between ‘far’ and ‘close’, a Mage attacks a target she cannot hope to hit, and impossibly does.
For the Duration of the spell a given target is treated as being in point blank range from the Mage. This spell may be combined with the Sympathetic Casting attainment.
+2 Reach: The spell, at this level of exertion, becomes anisotropic — the target is in point blank range from the Mage, but the Mage is in their normal range from the target.
Extremis Style: Limit (Space •••)
(by Altasaire) (approved as is)
Practice: Fraying
Primary Factor: Potency
Suggested Rote Skills: Weaponry, Science
Cutting is nothing but shearing pressure, and pressure is force applied to area. By manipulating the extent of the area a blade-strike actually applies to, the Mage can vastly increase the potency of their blows. For the Duration of the spell, the damage modifier of the weapon used increases by Potency, up to the value of five.
+1 Reach, 1 Mana: The limit is waived, as the blade goes beyond mundane sharpness.
+2 Reach, 1 Mana: The sword becomes sharp and focused enough to cut between molecular bonds. It ignores mundane Armor and Durability.
+2 Reach, 1 Mana: The spell may be cast reflexively.
Thread-Render (Space •••)
(by amechra)
Practice: Fraying
Primary Factor: Potency
Withstood: Sympathy (Connection)
Suggested Rote Skills: Occult, Empathy, Politics
Sometimes, you need to tear down your connections to others - to mask them or to protect them. Thread-Render reduces the Sympathetic Strength of the link by one step for each dot of Potency; reducing it to 0 suppresses the link completely for the Duration of the spell. This spell cannot affect Connected links.
The Blade of Gloaming Steel (Space •••)
(by Ravnius)
Practice: Fraying
Primary Factor: Potency
Suggested Rote Skills: Crafts, Weaponry, Persuasion
The man who needs metal to cut is a sad sword lord indeed. By means of this spell, the Mage may forge their Will into an instrument of cutting, creating a spatial disturbance that they may control through physical action for the Duration. This disturbance is shaped in any way the Mage prefers to visualize it within the Scale achieved, and has no weight. It is completely invisible to those without Space Mage Sight or some other ability to perceive spatial warping. The disturbance acts as a Weapon of the type specified by the Mage, though it has no Strength requirements, with a Weapon Bonus equal to Potency. Naturally, those without the ability to see spatial distortions are especially vulnerable to this weapon, and may not apply their Defense to attacks made with it unless they have used a Dodge action to simply avoid a wide swathe of area near the mage. Wounds inflicted by this blade are obviously unnatural to any trained observer.
+2 Reach: When this weapon inflicts the Arm Wrack or Leg Wrack Tilt, the limb is simply removed permanently, as if the weapon had dealt Aggravated Damage.
Extremis: Kanashibari (Space •••)
(by Altasaire)
Practice: Fraying
Primary Factor: Potency
Withstood: Resolve Suggested Rote Skill: Weaponry, Intimidation, Occult
A duel between those of the sword, at high levels of physical competence, becomes a matter of the mind, a tangling web of philosophies and morass of will and personal value that pushes one forward, or, conversely, can tighten on one’s throat and blade-arm in an inescapable iron grip. A powerful practitioner of the martial arts exudes a lethal, nightmarish mental pressure, often winning before the blades even cleared their sheathes, as the opponent admits defeat in the depths of their soul. Under that sort of death-rattling pressure the world becomes a warped nightmare-realm, as the lines of it twist and pull, making the duel inescapable for the target. It is almost akin to a nightmare — no matter how hard they run, they can’t seem to make any progress, no matter how they try, their efforts become in vain.
For the Duration of the spell, all physical actions of the target in the fighting-space (foot chases, attacks and other such actions predicated on physical motion) are penalized by the spell’s Potency.
+1 Reach: The target’s Speed is cut in half per each point of Potency, rounded up.
Add Mind •••: At the surcharge of 1 Mana, the target suffers from the Beaten Down or Insane tilts for the Duration.
Space Patterning
Sealed Room in the Middle of Nowhere (Space ••••)
Practice: Patterning
Primary Factor: Duration
Suggested Rote Skills: Crafts, Occult, Survival
Sometimes everyone have a nightmare in which you walk the endless repeating maze which never ends. Many Mastigos mages have a similiar experience during their Awakening. And Space Adept can inflict this nightmare on anyone unlucky enough to draw his ire. This spell is cast upon building inside spell Scale. For the Duration of this spell, this place becomes maze without enter or exit. Hallways loop upon each other, halls become endless, and every attempt to walk familiar way is bound to end in circle. All mundane attempts to leave the labyrinth automatically fail; all supernatural ones should either penetrate Withstand equal to Potency of spell, or win in the Clash of Wills with spell creator (which one is decided by creator during spellcasting). Effect of this spell may not be immediately obvious to Sleeper witnesses, but will be after some time.
Redefine Positionability (Space ••••)
(by Altasaire)
Practice: Patterning or Unravelling
Primary Factor: Duration
Suggested Rote Skills: Science, Occult, Academics
The Mage redefines the “position” quality of a thing, assigning a specific value to it, or excising it from the target’s being. What follows is the target, in principle, not being able to change their position. The phenomenon of “moving”, as in, changing coordinate, or spatial relation to other things, is denied to it.
Phasing (Space ••••)
Practice: Patterning
Primary Factor: Duration
Suggested Rote Skills: Science, Brawl, Stealth
You are here; but at the same time, you aren’t. By carefully manipulating space your body occupies, you are protected against all physical attacks - they just pass through your body. People are still able to see, hear and smell you; mental and magical attacks work as normal. Liquids and gases don’t affect you, but you are still able to be blinded, deafened and so on.
+1 Reach: By passing the light through the body to the other side, you are invisible as well.
+1 Reach: You can manipulate objects, carry items and physically attack your enemies.
+1 Reach: Aimed spells won’t work on you - enemy needs to attack your Pattern directly to harm you.
In Two Places at Once (Space ••••)
Practice: Patterning
Primary Factor: Duration
Suggested Rote Skills: Science, Crafts, Subterfuge
Many people are aware of Banach-Tarski paradox: you can decompose ball in certain way into unmeasurable parts and reconstruct two balls from these parts, which are in all ways identical to the original one. This idea inspired Space Adepts to do the same; however, in this spell these parts are still connected with each other, and every change in one part is causing identical change in another one (any attempts to get rid of this caused Paradox whenever spell duration ended and two different conditions clashed in one object).
Spell creates an identical copy of subject (or object) in the place you want. Those copies are, in a way, one object - destruction of one will correspond with destruction of another, and so on. Because of that, copy is absolute for all means and purposes. When Duration of spell ends, created copy disappears. Mage can create a copy of living being, but because he isn’t creating two different minds to control two bodies, this leads only to confusion of this being (unless it can multitask naturally or with Mind spell). As with inanimate objects, any change in one “copy” leads to similar change in another one.
Add Time ••: mage can delay these changes in another copy until end of spell.
Quantity into Quality (Space ••••)
(by Josef_Zvonar)
Practice: Patterning
Primary Factor: Duration
Suggested Rote Skills: Investigation, Occult, Larceny
Sympathy is a tricky subject. How much is the first kiss with a loved one worth when measured in handshakes with coworkers? It’s hard to tell, and it’s tempting to say that no amount would be enough, yet people are choosing their careers over their relationships all over the world. Some Awakened believe that ultimately, at some point, quantity does transform into the quality.
With this spell, a mage braids a number of thin sympathetic threads leading to the same node into a more potent one. This allows the mage to form a sympathetic connection to that node with a sympathy level one step greater than the sympathies used for this spell. The exact amount of sympathies required is a subject to storyteller’s discretion. It’s worth noting that the spell requires sufficient Scale factor to succeed - for example, if it utilizes seven replaceable objects that belong to the same person (Weak sympathy), and the goal is to provide a Medium sympathy to that person, the spell should be cast at -6 (or at -2 with extra Reach spent on Advanced Scale).
+1 Reach: The mage can boost latent “nonexistent” sympathies into a Weak one, although that may require a huge amount of sympathy sources.
Separation (Space ••••)
(by Tessie)
Practice: Patterning
Primary Factor: Duration
Withstand: Stamina or Durability
Suggested Rote Skills: Intimidation, Larceny, Occult
When distance is a lie, physical connections no longer necessitates spatial connections. This spell causes one part of the subject per Potency to disconnect. The part is still fully functional and anything that would pass through the severed area, such as air, blood, electricity, etc, simply continues where it would if the part was still connected to the subject. This allows a severed head to breathe, speak, and even eat (if someone were to feed it). When the spell ends the spatial separation is lost and all severed parts return to the subject.
Time
Time Knowing
Know, Oh Prince… (Time •)
(by Altasaire)
Practice: Knowing
Primary Factor: Potency
Suggested Rote Skills: Academics, Expression, Occult
…that between the years when the oceans drank Atlantis and the gleaming cities, and the years of the rise of the Sons of Aryas, there was an Age undreamed of, when shining kingdoms lay spread across the world like blue mantles beneath the stars. The land sleeps now, old and weary, but you can feel the beat of the thrumming blood below, and see the things it was witness to in the scars upon it.
The spell reaches back in time, singing backwards along the silver lines of rock and land and sky, and gives the Mage a dreamlike, metaphorical expression of the nature of the world in the targeted place “in olden times”.
+1 Reach: the spell may instead give a similar impression by being cast on an Artifact or a Mage with the Past Lives merit.
+2 Reach: the Mage gains the Informed (Olden Times) condition with regards to the target of the spell, applicable to the relevant research endeavours.
Temporal Logos Comparison (Time •) ⏳
(by Altasaire)
Practice: Knowing
Primary Factor: Potency
Withstood: Composure
While the students and masters of Prime employ direct means of ascertaining whether their peers lie or deceive them, those studying Arcadian Arcana are more circumspect. This spell compares the words and deeds a person is doing now with those they will do in the future, marking any currently-existing inconsistency as such, without additional detail. As usual with Time magic, futures may shift.
+1 Reach: The spell shows in exact ways how current word and future deed differ.
Time Unveiling
Times Was (Time •)
(by Axel)
Practice: Unveiling
Primary Factor: Duration
Suggested Rote Skills: Empathy, Academics, Larceny
This spell curses someone with a distinctly objective perspective and an absence of nostalgia. It erases the positivity bias of memory and forces them to remember their history with distressing clarity. This applies the Guilty Condition, as most people become instantly aware of all their missed opportunities and wasted chances.
Clockwatcher (Time •) ⏳
(by Altasaire)
Practice: Unveiling
Primary Factor: Duration
Suggested Rote Skills: Athletics, Empathy, Occult
By pulling your perception forward in time for the barest of moments, you are able to cheat fate and act when most would be caught unaware. You gain the equivalent of the Danger Sense merit, except that the bonus it grants is equal to this spell’s Potency.
+2 Reach: This spell may be cast reflexively.
Time Compelling
Future Strife Step (Time •)
(by Altasaire)
Practice: Compelling
Primary Factor: Potency
Suggested Rote Skills: Athletics, Brawl, Weaponry
The Mage steps forth, dancing on the strings of possibility, and the blades of Tyche are obvious to her. For the fights the Mage starts under the effects of Future Strife Step, she cannot roll a value on the variable part of initiative lower than the Potency of this spell. If she rolls lower, treat her roll as equal to Potency.
+1 Reach: You may cast this spell reflexively for 1 Mana.
Time Veiling
Multiple Origins Intertwining (Time ••) ⏳
(by Altasaire)
Practice: Veiling
Primary Factor: Duration
Cost: 1 Mana
Suggested Rote Skills: Stealth, Larceny, Expression
The past is fixed, more or less, while the future is free, but it need not appear so. For the Duration of the spell, the Mage defines (Potency) “origin stories” for themselves, pasts, however lavish or barebones he might want. Mundane attempts to inquire into his past automatically succeed, but produce the details of one of these fake backstories instead. Mystic attempts to learn his past provoke a Clash of Wills.
Lying Clocks (Time ••)⏳
(by arthexis)
Practice: Veiling
Primary Factor: Potency
Withstood: Composure
Suggested Rote Skills: Subterfuge, Larceny, Science
This spell twists the subject’s sense of time. For the duration, the subject is unable to notice the passage of time except as intended by the Mage and even looking at clocks or other methods to know the time is ineffective. Mage receives a Potency bonus in social rolls to persuade or deceive a subject by using apparent lack/excess of time.
When casting this spell, the Mage can decide if the subject thinks they have “a lot of free time”, “really late” or “just in time” for an event or just as a general feeling.
Time Distortion (Time ••)
(by Dark Archon)
Practice: Veiling
Primary Factor: Potency
Withstood: Composure
Suggested Rote Skills: Academics, Occult, Intimidation
The mage distorts perception of time of subject, randomly speeding it up or slowing down. This disorientates and frightens target, making it harder to concentrate and act. The subject subtracts Potency from any rolls with require concentration and time perception (which includes most combat rolls).
+1 Reach: Constant time oscillation makes even moving a hard task. The spell applies the Drugged Tilt.
Flicker (Time ••)
(by Elementa Chemiae)
Practice: Veiling
Primary Factor: Duration
Suggested Rote Skills: Stealth, Subterfuge, Occult
Journeys are a falsehood; there is only the now. The subject stutters through their actions, simply appearing to snap and teleport from the beginning of an action to its end result, not crossing or even appearing to act on the intervening space.
This renders them incredibly difficult to respond to; those they attack do not benefit from their Defense, anything they say cannot be interrupted–the memory of what they said simply appears, unbidden, in the minds of listeners–and so on. More generally, characters cannot activate reflexive actions in response to the subject; they may do so before the subject’s player declares an action, or after it is resolved, but once declared the action must resolve.
Time Ruling
Your Worst Day (Time ••)
(by Caladriu)
Practice: Ruling
Primary Factor: Potency
Withstand: Composure
Suggested Rote Skills: Intimidation, Empathy, Investigation
Good days and bad days are more than just memories, they’re inscribed in Time. By pulling tight on the strings of Temporal Sympathy, the mage can conjure the low points and happy moments of the past into the present. The mage can apply a single non-persistent mental Condition that the subject has previously experienced, such as Guilty, Shaken, Swooned, or Inspired. This spell is not powerful enough to apply persistent Conditions such as Broken or Madness, and it can only apply Conditions that the subject experienced within the same day.
If the Temporal Sympathy Attainment is incorporated, the spell can apply an older non-persistent Condition, although the mage must have a specific idea of what moment in the subject’s timeline they are drawing on.
Time Shielding
Ironman (Time ••)
(by Altasaire)
Practice: Shielding
Primary Factor: Duration
Suggested Rote Skills: Computer, Academics, Athletics
For the Duration of the spell, any attempt to move back in time over its Scale is met by a Clash of Wills.
Time Weaving⏳
Borrow History (Time •••)
(by Elementa Chemiae)
Practice: Weaving
Primary Factor: Potency
Withstand: Resolve
Suggested Rote Skills: Empathy, Subterfuge, Larceny
Selecting a strand from another’s life, the Mage twines it around her own. The Mage selects a span of time or a series of events from a subject’s past and grafts it into her own history, overwriting other events if necessary.
Her memories change to reflect the events exactly as they happened to the subject, but she is not provided context for the memories beyond what she already knows, she may “remember” herself saying names or acting on information she does not recognize and cannot recall, even as she experiences the emotions that information inspired.
Without temporal sympathy, the Mage may only borrow recent events, memories no further back than the subject’s Unchanged past, but with it, she may borrow older events. However, the spell does not improve her faculties, and she suffers a penalty equal to the temporal sympathy’s Withstand to remember the events in detail.
+1 Reach: The Mage may reassign up to (Potency) Skill or mundane Merit dots, to a maximum of either her subject’s rating or her own natural maximum, whichever is lower.
+2 Reach: The Mage may also acquire dots of supernatural Merits she qualifies for.
+1 Reach: The Mage may reassign up to (Potency) Attribute dots, subject to the above limitations.
Time Out Of Mind (Time •••)
(by Altasaire)
Practice: Weaving
Primary Factor: Duration
Suggested Rote Skills: Academics, Subterfuge, Larceny
Sometimes what you most need is a breather and a moment to think. For the Duration of the spell, the subject may perform any purely mental actions she can imagine. Objectively, this thinking is compressed to a singular moment in time, allowing a Mage to come to conclusions extremely fast. Spells cannot be cast in this period of compressed time.
+1 Reach: Extended actions performed under the auspices of this spell have their iteration durations halved.
Add Mind ••: The Mage may employ mental holograms and nirmitas for the subjective duration of the spell, allowing him to manifest in his mental palace the ethereal versions of any mental equipment he might require during his mental toil with equipment bonuses up to Potency.
Terrifying Argent Witchery (Time •••)
(by Altasaire)
Practice: Weaving
Primary Factor: Duration
Withstood: Resolve
Suggested Rote Skills: Expression, Intimidation, Occult
The Mage projects an incessant stream of visions of potential bad futures at their target, showing them all ways they and theirs can come to harm, their works crumble, and their ideas die.
The subject of the spell gains the Beaten Down Tilt.
+1 Reach: For the duration of the spell they may not do any actions or spells in the same manner as the spell “Postcognition”.
Single Strike Annihilation / It’s High Noon (Time •••)
(by Altasaire)
Practice: Perfecting & Weaving
Primary Factor: Duration
Cost: 1 Mana
Suggested Rote Skills: Weaponry, Firearms, Athletics
The Arcadian Mysteries teach the Mage that everyone is the protagonist of their own story, but the stories are not created equal. Weaving a mantle of solidified time, the Mage enforces this inequality on her timeline, forcing her actions between moments, where her lessers cannot react or follow.
For the Duration of the spell, the Mage may employ Down and Dirty Combat against lesser enemies (hereby defined as entities without supernatural backing or a Supernatural Tolerance Trait.)
+1 Reach: Physical attacks made under this spell trigger Clash of Wills against supernatural defenses.
Add Space •••••: By adding space and spending a Reach, the caster of Tabula Rasa can make it so that not only does the target not remember the world, but the world does not remember the target - leaving them a shell of the individual they were with no connections.
Tide of Change (Time •••)⏳
(by Dark Archon)
Practice: Weaving
Primary Factor: Duration
Suggested Rote Skills: Science, Stealth, Empathy
Most people think Time is like a river that flows swift and sure in one direction. But I have seen the face of Time, and I can tell you, they are wrong. Time is an ocean in a storm. And one wise enough can learn to see the weather before storm arrives and seek shelter, or brave the currents.
The mage can track his subject’s most likely future. For the Duration of the spell, mage can track the answers to the Potency of selected questions about future of the subject, watching them as they change. Questions are limited to those which can be asked by using Divination with a Reach option for specific answer: they should not be about hypothetical scenarios and must be concrete enough to be able to be answered.
Time Perfecting
Thousand Buzzing Wasps / Omae Wa Mo Shindeiru (Time •••)
(by Altasaire)
Practice: Perfecting
Primary Factor: Duration
Suggested Rote Skills: Brawl, Athletics, Weaponry
The Mage’s body blurs, his fists impossibly fast. For the duration of the spell, the subject may use the short burst and medium burst manoeuvres in melee against targets in their reach.
+1 Reach: as above, but the subject may also employ the long burst manoeuvre.
+1 Reach: Defense is useful against the hand of the subject only if it could otherwise protect against firearms.
Time Unmaking
The World (Time •••••)
(by Thorbes)
Practice: Unmaking
Primary Factor: Duration
Suggested Rote Skills: Science, Occult, Drive
This spell creates a time bubble centered on the caster (measured by Scale) where all time ceases to exist. Only she can act and move around, while the rest of the world inside the bubble (which doesn’t move with her) stands completely frozen in place. She can move objects and people around as per her usual capabilities and these offer no resistance at all. The only limitation is that she can’t alter the patterns in a way that would imply a variation of Structure, Health or Willpower in anyone but herself (So she cannot attack or heal other targets). She could even cross from one building to another as if walking in mid air, as she won’t fall unless she wills herself to, and then she would just move downwards at her usual Speed per Turn.
+1 Reach: By adding a Reach and paying a Mana the caster can actually attack or heal others inside the bubble once per dot of Potency. Once all the Potency has been used, even if some Duration remains, the spell ends.