CAMARILLA ADDENDUM: MINDS EYE THEATRE: AWAKENING (WW50003)
Effective Date: 15 December 2009
Last Updated: 09 December 2009
This addendum is organized into the following sections:
I. ADDITIONAL BOOKS: A listing of books specifically sanctioned for this venue.
II. CHARACTERS: Basic rules for Awakening Characters.
III. ORGANIZATIONS: Rules pertaining to mage Orders, Legacies, Magical Traditions and Proximi.
IV. MERITS: Rules pertaining to Awakening-specific Merits.
V. ARCANA, SPELLCASTING AND SPELLS: Rules pertaining to magic and spells.
VI. PLACES AND REALMS: Rules pertaining to magical places.
VII. PACTS: Rules pertaining to making magical pacts with summoned creatures.
VIII. STORYTELLER RULES AND CLARIFICATIONS: Optional rules and other settings information.
IX. ADDITIONAL MATERIAL: Errata and custom rules for Awakening in the global chronicle.
Text in red indicates new or changed items in this addendum cycle.
Text in blue indicates new or changed items from the last addendum cycle.
I. ADDITIONAL BOOKS
A. Adamantine Arrow (WW40103)
B. Astral Realms (WW40202)
1. Grant Influence Numina [Astral Realms]: This numina is not approved for play at this time
C. Banishers (WW40104)
1. Banisher Merits are all considered Banisher specific for the purposes of approvals.
2. None of the spells which require a Banishers death to activate may be cast by an unwilling or
coerced victim with any power less than Archmastery.
3. The Bonfire, Phageans and Shepherds are common Banisher groups available to VSTs at
Low Approval.
4. The Carnival of Innocents, Emilios Last Ride, The Huntsman, The Militant Auditing Division,
The Translators and Venus Valley are small and unique groups reserved for the Office of the
Master Storyteller.
5. John Maverick and the Panography Movement are commonly known in mundane circles, but
their links to Banishers are not.
6. Atonements may only be used by Banishers.
D. Boston Unveiled (WW40200)
E. Free Council (WW40308)
F. Guardians of the Veil (WW40305)
1. Blood Rings are completely mundane items, and so are not restricted to Guardians of the Veil
G. Grimoire of Grimoires (WW40203)
1. All new rotes, legacies and merits in this book can only be learned through the workings of
Globally approved plotkits or through Global Approval to have learned such items through
historic interaction with these items.
2. Each plotkit will specify the level of notification required for the relevant items.
3. It is Global Approval to improvisationally cast these unique effects.
4. PCs wishing to ICly research a Grimoire should file a downtime to their local ST and copy the
AMST Awakening.
5. The mundane Ancient Lands of Pentalogy is a well-known, popular fantasy series.
6. A mundane CD or MP3 of Dark Revolution by Schattenbahn is Low Approval.
H. Intruders: Encounters With the Abyss (WW40307)
I. Keys to the Supernal Tarot (WW40312)
J. Legacies: The Ancient (WW40101)
K. Legacies: The Sublime (WW40100)
L. Lines of Power (WW40908)
M. Mage: the Awakening (WW40000)
Global Camarilla Awakening Addendum Page 1
1. This book is used for flavor material and legacies not covered by Minds Eye Theatre:
Awakening.
2. Alternate Rote Dice pools from this book are Low Approval for characters with True Order
Membership in the listed Order and High Approval otherwise
N. Magical Traditions (WW40309
O. Mysterium (WW40102)
1. The Academy Chronicle guidelines are not used for Camarilla play, with the exception of the
Size and Speed factor changes, which are used for all PCs in the Awakening venue.
2. Rolls for accessing items from the Miscellany may be made once per month.
P. Reign of the Exarchs (WW40306)
1. As this book comprises a unique chronicle, it may be of little use to Storytellers and players in
the Camarillas sanctioned chronicle. The book does, however, contains some flavor
information pertinent to the Seers of the Throne, as well as some spells.
Q. Sanctum and Sigil (WW40201)
R. Secrets of the Ruined Temple (WW40310)
S. Seers of the Throne (WW40321)
T. Silver Ladder (WW40105)
1. The research charts for outsiders are a guideline for VSTs.
2. The knowledge listed as requiring fifteen or more successes, where relevant, requires Top
Approval for cross genre knowledge, as would a library capable of providing such research
information.
3. Altering Gold Law is Global Approval, as is creating evidence which could be interpreted as
a new Gold Law. Gold Law as it is used in the Camarilla Chronicle has been released as a
settings document, available on the CRD.
4. Silver, Bronze and Iron Laws can be created by VSTs or characters.
5. All Cryptopoly Cults must have a write up recorded on the database (affiliates not using the
database should pass the relevant write up to their ANST Awakening).
6. Social Merits in national, military or government organizations remain the same approval for
Cryptopolies as for PCs.
7. High Legalese is cleared for play. It may only be used to support a Lex Magica that is viewed
as legitimate by the Silver Ladder belief Free Council Assemblies, Scales of Althea and
similar may not be used to invoke High Legalese. A Silver Ladder PC requires Academics 4,
Occult 4 and a specialization in Lex Magica, Consillium Law or a similar subject to invoke
High Legalese. A PC who is not a member of the Silver Ladder may not invoke High
Legalese.
U. Summoners (WW40322)
1. Section under Denizens of the Lowers Depths is not sanctioned at this time.
2. The following Numina are restricted to the spirit types listed, and are Global Approval to use
otherwise:
a. Accelerate: Arcadian Supernal
b. Create Anomaly: Acamoth & Gulmoth
c. Essence Conversion: Aether Supernal, Acamoth & Gulmoth
d. Spirit Crown: Primal Wild Supernal
e. Trial: All Supernal
f. Underworld Gate: Stygian Supernal, Underworld, Gulmoth
g. Versatile Energies: Outsiders
V. Tome of Mysteries (WW40302)
1. All alchemical creations have an Intimate link to their creator, and no more alchemical
creations can be in play at any given time than the creator's dots in Matter.
2. It is Global Approval to weave Factor Bonuses into a new custom or book rote. It is not
possible to improvisationally cast and gain the benefit of a factor bonus. As these follow an
established pattern set out in Tome of the Mysteries, new Factor Bonus applications do not
have to be reviewed by the Global Rules Panel. Weaving a Factor Bonus into an existing
rote needs to be done by a Master in the same way as creating a new rote, but it does not
cost a willpower dot or require the character to purchase the rote a second time.
Global Camarilla Awakening Addendum Page 2
a. Preference will be given to Factor Bonuses for existing canon rotes that are created as
an Order or Faction secret and that reinforce the themes of that group.
b. The Factor Bonuses only apply once a casting has been successful and the target has
failed to resist the spell.
W. Tome of the Watchtowers (WW40301)
II. CHARACTERS
A. Background
1. Age
a. Existed since 1900 or earlier: High Approval (Low for NPCs)
b. Existed since 1850 or earlier: Top Approval (Low for NPCs)
c. Existed since 1800 or earlier: Global Approval (Low for NPCs)
2. Youth
a. It is High approval for a PC to have Awakened prior to age 12 (Low for NPCs). It is Global
Approval for a PC to have Awakened prior to age 3 (Mid for NPCs).
b. It is High approval to play a PC who is currently under the age of 16 (Low for NPCs). It is
Global Approval to play a PC who is currently under the age of 3 (Low for NPCs).
3. Character Types
a. Pentacle Orders and Apostates: Low Approval.
b. All others: Top Approval (Low for NPCs, unless otherwise specified)
4. Gnosis
a. to : High Approval.
b. to : Top Approval.
c. : Global Approval.
d. Existing approvals for levels of Gnosis are not grandfathered as of the date of reset.
Storytellers should abide by the "Gnosis Approval Guideline Document" when
considering Gnosis applications.
B. Storyteller Characters
1. Ananke and the Bound: Global Approval for Storyteller use.
2. Aeons and Morpheans [Astral Realms] are reserved for the use of the Office of the Master
Storyteller.
3. Morpheans as described in Summoners are different to Morpheans in Astral Realms;
Morpheans from Summoners are Low Approval for Storyteller Use.
4. Vouivre is reserved for the Office of the Master Storyteller.
III. ORGANIZATIONS
A. Order:
1. "True Order Status": Player characters have "True Order Status" and are only members of a
single order for the purposes of learning Rotes, accessing Merits etc.
a. Status in multiple Orders (non-true): High Approval
b. True Order status in multiple Orders: Top Approval
c. Changing True Order status: High Approval
i. This change must occur to learn basic mechanical advantages of an Order (e.g.
Order specific Rotes or Legacies, or type-specific traits like Merits) at low
approval.
ii. A character that changes Order may retain their existing rote specialties, or may
choose to wholly embrace their new order changing their True Order to their
new Order, and no longer gaining the rote specialties of their original Order in
their rotes. Any new Rotes they learn will benefit from their new Orders rote
specialties. This is a deliberate change from White Wolf books, where each
individual rote may or may not benefit from a particular specialization.
2. Order Status Dots
a. to : Low Approval. Status 1 represents a well established member of their order.
Status 2 comes with long-term recognition and indicates a high level of importance within
a city or interconnected multi-city area.
i. Character may not begin play with more than 2 dots of Order Status
Global Camarilla Awakening Addendum Page 3
b. : High Approval. Indicates significant prominence within a state, province, or other
large regional area
c. : Top Approval. Represents National Influence
d. : Global Approval. Multi-national or Global Recognition
e. Multiple Order Status: A character may never have more than three dots total in Order
Status among multiple orders.
3. Gaining Status:
a. The Camarilla does not require use of the mechanical rules for Increasing Order Status,
including the caps on number of characters at a particular level and the requirement for
numerical support to raise Status. The use of praiseworthy deeds and status support,
however, may serve as a guide to approving Storytellers.
4. Losing Status
a. Stripping Order Status: The Camarilla chronicle requires a number of points in Order
Status (after subtracting blocking dots) equal to ten times the characters Order Status to
strip a point of status
b. Order Expulsion: To expel a character from on order, a number of points in Order Status
(after subtracting blocking dots) equal to twenty times the characters Order Status is
required.
c. If there is not enough status in a nation to make these numbers achievable, that nations
NST shall use their own judgment to decide if national support warrants a successful strip
or expulsion.
5. Seers of the Throne [Seers of the Throne]
a. Flaw: Mystery Commands: This flaw requires the character to possess Seer of the
Throne status, and is lost when Seer of the Throne status is lost.
b. Benefit of Status system:
i. Seers of the Throne may use their Benefit of Status towards purchase of an
Artifact, but these remain Global approval. All Seers of the Throne can also gain
the Imbued Item merit through the "Benefit" system.
ii. Lesser Ministries currently do not gain from the "Benefit of Status" system.
c. Positions:
i. Seers holding Ministry positions (any position physically higher than Tetrarch on
the diagram on p 120): Global Approval.
ii. Seers holding Tetrarchy positions (any position physically higher than Augur on
the diagram on p 120): Top Approval.
iii. Seers holding Pylon positions: Low Approval. When creating Pylons, storytellers
should refer to the Seer of the Throne ST settings document (to be written
shortly).
d. Factions:
i. Gatekeepers: Top Approval.
ii. Inclusionists: Top Approval.
e. Prelacies [Seers of the Throne]
i. Within Ministry: High Approval (Mid for NPCs).
ii. Out-of-Ministry: Top Approval (High for NPCs)
B. Legacy
1. Joining a Legacy
a. Recruited by a player character in game: Mid Approval (Low for NPCs)
b. Recruited by an NPC or joined before entering play: High Approval (Low for NPCs)
c. Antagonist or Left Handed Legacies: Top Approval (Low for NPCs)
i. All Seer of the Throne Legacies are Antagonist Legacies.
d. Joining a Legacy that is not in Path or Order requirements: Two approval levels higher
than above.
e. Learning a Legacy from a Daimonomica [Mysterium] requires the same approval levels
as learning from an NPC mentor.
f. In order to join a Legacy, the character must possess the pre-requisites for the first
Attainment of said Legacy.
Global Camarilla Awakening Addendum Page 4
g. Seers of the Throne: Seer characters may acquire Seer Legacies or Legacies listed as
available on p 167 of Seers of the Throne at normal approval levels. Any other Legacy
is Top Approval for a Seer character.
h. A mentor does not need to spend a dot of willpower to induct a student into a Legacy.
2. Leaving a Legacy [Grimoire of Grimoires] / [Astral Realms]
a. Leaving a Legacy through the use of the Ocean Ouroboros is High Approval and a
Wisdom 4 sin.
3. Custom Legacies: Creation of new Custom Legacies is currently suspended, pending
chronicle soft reset and reopening custom item applications to the Global Rules Panel.
a. Custom Legacies do not require the applicants character to be the creator, but the
character must fulfill the Gnosis requirements as if they were the creator.
b. To enter play as part of a custom Legacy, the player of the active character most senior
in that Legacy must agree. This requirement is waived if characters find a way to join in-
game
c. The approval level to join an approved custom legacy is the same as a canon legacy.
4. Legacy Experience
a. Each Attainment of a Legacy costs 8 XP and needs to be actively learned. No Legacy
Experience is paid. Optional Attainments are free once the pre-requisites are acquired.
Characters who are developing their own attainments, either by founding a new legacy or
varying an existing Legacy, do not have to pay experience for their Attainments, but
instead have higher Gnosis pre-requisites for them.
5. Legacy Rules clarifications: All Legacies from an Order specific book are considered to
have the Parent Order of that book. It is not a higher approval to join a Legacy from an Order
book other than the character's own within the normal Path / Order restrictions, unless
specifically noted below.
Exceptions: Awakening Gambit and Blank Badges are Global Approval to be a member of
outside their respective Orders.
a. Attainments: While it is not possible to counterspell an Attainment, they otherwise
interact with spells as normal. Examples include, but are not limited to: non-visible
alterations to space and time can be detected by the relevant spells; Attainments
involving space must still contend with wards and bans as would any other spell; attack
spells are still resisted by the relevant magical shields; etc.
b. Austere [Guardians of the Veil]: The Primary Arcanum for this Legacy is Matter.
c. Awakening Gambit [Adamantine Arrow]:
i. Spells hung with En Passant may only be instant cast, not ritual cast.
ii. The Second Optional Attainment works as per Shifting Sands including
activation, retained damage and detection; but the Mana cost is as per the
Attainment write-up.
iii. The Third Optional Attainment works as follows: The PC can inquire what their
dice pool would be for an action instead of taking a number of different actions
once they fail a Resolve + Composure draw or inquiry a number times equal to
their Time dots they must take the last action, unless they successfully use the
Second Optional Attainment as per the Attainment write up.
d. The Blank Badges [Free Council]:
i. Not a Number fails if it is used to gain status that would be more than Low
Approval.
ii. The Quiet One allows a Blank Badge to deduct the successes drawn from the
Paradox severity they are about to suffer.
iii. Nothing is True, Anything is Permitted adds the Blank Badges activation draw
to the Paradox Test in the same manner as spending Mana for mitigation.
e. Clavicularius: The variants upon this Legacy as described in Keys to the Supernal
Tarot are reserved for the use of the Office of the Master Storyteller.
f. Cryptologos [Free Council]: The Attainments of the Cryptologos do not allow the use of
Atlantean as a fully formed spoken or written language.
g. Perfected Adept [Mage: the Awakening]: The Attainments Chi Force and Perfect Body
add the characters Life dots to their attributes, not Mind dots.
Global Camarilla Awakening Addendum Page 5
h. Princes of Many Masks [Seers of the Throne]: A character scrutinizing the disguises of
a Prince needs to acquire more successes than the Prince has in their dots in the Life
Arcana to be aware that the Prince is using a disguise with their Life attainments.
However, their "Imposter" spell is contested as per the book.
i. Sphinx [Legacies: The Ancient]: The attainment Off the Path does not allow a
character to become "Unknown," but adds additional "Described" levels that must be
removed if the Sphinx is the target of a spell to improve a caster's connection to the
Sphinx, before the caster can allocate successes to improving the connection.
j. Threnodists [Legacies: The Ancient]: The first Attainment of the Threnodists requires
Investigation 2 rather than "Awareness 2."
k. Uncrowned King [Mage: the Awakening]: The Attainment Albedo requires Gnosis 5,
Mind 3. The Attainment Rubedo requires Gnosis 7 and Mind 4.
l. Unforgotten Scions [Mysterium]: Spirits created by Eternal Dreams grow per chapter.
The Spirit grows to the rank of the casters Mind Arcanum minus 1 and is affected by
Spells to Employ Spirits as normal. Eternal Dreams can not be used more than once
every three months.
6. Non-Sanctioned Legacies: The following Legacies are not sanctioned at this time.
a. The Celestial Masters as a Left-Handed Legacy [Keys to the Supernal Tarot]
b. The Roses of Eden as a Left-Handed Legacy [Keys to the Supernal Tarot]
c. The Whipping Boys as a Left-Handed Legacy [Keys to the Supernal Tarot]
7. Antagonist Legacies: The following Legacies are considered antagonistic, or Left-Handed.
a. Dreamers of the Black Sun [Shadows of Mexico]
b. The Legion [Summoners]
c. The Timori [Banishers]
d. Unforgotten Scions [Mysterium]
8. Top Approval Legacies: the following Legacies are at least Top approval to join
a. Katsinam Suukya [Summoners]
b. Secret Order of the Gate [Seers of the Throne]
c. Wraiths of Epochs [Mysterium]
C. Magical Traditions [Magical Traditions]
1. Joining a Magical Tradition is Low Approval.
2. Custom Magical Traditions without mechanical benefits are Low Approval.
3. Custom Magical Traditions with mechanical benefits are not allowed at this time but may
become so in the future.
D. Proximi [Silver Ladder]
1. The Proximi Merit (p. 334, Mage: the Awakening) is sanctioned for use.
2. In order to gain the benefits of a Dynasty listed in Silver Ladder, including purchasing of
Merits not normally available to Unawakened, the character must be a part of a Dynasty as
well as having the Proximi Merit.
3. The creation of a new Dynasty is beyond the capability of PCs, except possibly with Global
approval by means of an Epic or Apocalyptic deal as per Summoners.
4. Dynasties not detailed in canon may be applied for at Global Approval. Once a Dynasty is
created, it is Low Approval to create a member of a Silver Dynasty.
a. If a Dynasty is created by a player in relation to a character they play, they may reserve
the right to require their permission for a character to be created of the relevant Dynasty.
5. Adamant Dynasties, Veiled Dynasties and Mystery Dynasties are High Approval once
created. Free Dynasties are Top Approval once created.
6. Proximi families may not access powers from Second Sight.
7. The Merovingian family is an Antagonist group and is Top Approval.
IV. MERITS
A. Merits Affected by the Addendum
1. Ancient Echoes [Banishers]
a. to : Low Approval for Banisher, unavailable otherwise.
b. : Top Approval for Banisher; unavailable otherwise
c. to : Global Approval for Banisher, unavailable otherwise.
Global Camarilla Awakening Addendum Page 6
2. Artifact
a. Artifacts require Global Approval. Existing Global canon artifacts are grandfathered. No
other artifacts are grandfathered. Artifacts currently approved by Global will be reviewed
by the AMST-Awakening.
b. Artifacts use the same rules as imbued items with regard to potency of spells and spell
tolerance.
c. Artifact Legendry: The possession of an artifact does not give bonuses to Order status.
Every artifact should have a legendry. Possession of an artifact gives +1 to social
challenges with other Pentacle Mages if the target of the social challenge is aware of the
legendry and it is relevant. Existing Artifacts are not grandfathered.
d. Dreamstones [Free Council]: High Approval
3. Astral Adept [Magical Traditions]: Replace "Exceptional success" with "5 or more successes
in a single draw".
4. Athenaeum [Mysterium]: Low Approval for Mysterium PCs, unavailable otherwise.
a. An Athenaeum may only be purchased as part of a Sanctum shared entirely by
Mysterium characters, wherein access is given to all members of the Mysterium in good
standing but can be limited by the Athenaeum's Curator. Status should be considered
when granting access to the more restricted contents of a given Athenaeum.
b. All characters who contribute to the Shared Sanctum that holds the Athenaeum's material
contents may gain entry to the Athenaeum, barring Interdiction, but their access to
sensitive material may be restricted by the Athenaeum's Curator.
5. Cartomancy [Keys to the Supernal Tarot]: Uses the "Interpretative Draw" system only - does
not use Wits+Occult draws.
6. Claws of the Abyss [Banishers]: The effects of this merit last a scene.
7. Cryptopoly [Silver Ladder]
a. A PC Illuminate may designate any of his Merit Based Storyteller Characters as being
part of the Cryptopoly.
b. Allies: Cryptopoly may be used to access social merits that are part of the Cryptopoly up
to the rating of the users Allies: Cryptopoly. This requires a Manipulation + Socialize +
Allies (Cryptopoly) draw.
i. Accessing Allies within a Domain does not incur a penalty to the level of Allies.
Doing so within a Region incurs a 1 penalty, within a nation a 2 penalty and
between nations a -3 penalty.
ii. If the merits sought are directly controlled by another PC, they may be accessed
without a roll with the consent of the owning PC.
iii. If the merits sought are directly controlled by another PC and consent is not
given, they may only be accessed if the controlling PC is not actively using them
at that time.
iv. If more than one PC attempts to access the same particular merit, the most
successes gain access.
c. A PC may take Allies: Cryptopoly without an XP cost. This must be recorded in the
database at Low Approval.
i. To do so, a PC must have at least one relevant social merit at the same level as
their levels in Allies: Cryptopoly.
ii. If a character has taken Allies: Cryptopoly without an XP cost, all their relevant
social merits up to the value of their Allies: Cryptopoly are accessible as if they
were part of the Cryptopoly.
iii. If a PC takes free levels in Allies: Cryptopoly, and another character (PC or NPC)
seeks to access their social merits, then the PC does not automatically keep
control of his social merit, but must contest the draw with Manipulation +
Socialize + [the social merit contested].
d. Cryptopoly Merits held by NPCs not purchased with XP can also be accessed through
use of Allies: Cryptopoly. It is High Approval to assign more than 20 points of social
merits to an NPC-controlled Cryptopoly.
8. Daimon [Tome of the Watchtowers]
a. Low approval for mages of all paths
Global Camarilla Awakening Addendum Page 7
9. Enhanced Item
a. to : Low Approval
b. : High Approval
c. Enhanced Items can be created in game by spells of indefinite Duration
d. Matter spells can make "Special Property" alterations. Specific listed alterations require:
i. Alter Integrity (for Increased Durability or Increased Structure)
ii. Alter Efficiency (for Increased Equipment Bonus)
iii. Alter Size (for Decreased Size from Guardians of the Veil or Increased Size)
iv. Decreased Size [Guardians of the Veil]: Dose not require special approval
outside of the Guardians of the veil Order.
v. Armor, Bulletproof, and Durability alterations from Adamantine Arrow are low
approval for all orders. Armor is limited to a bonus equal to the caster's dots in
Matter.
e. Several Enhanced Items cannot be combined (e.g. a self repairing engine cannot be
placed inside a car with bulletproof windows).
f. Enhanced Items can be treated as Imbued, e.g. a 3 dot spell and two 2 dot spells would
create a 5 dot Enhanced Item.
g. A character entering play with a Thaumium item must assign eight points to the
successes used to create it.
h. The Mana capacity cannot exceed the Enhanced Item Merit rating.
i. Any effect used to improve an item makes that item an Enhanced Item equal to the level
of the effect used. E.g. Self Repairing Machines are 5 dot effects and items with such an
improvement are 5 dot Enhanced Items. This is only used where another method doesnt
already apply.
j. Enchanted Item effects currently not sanctioned for play include:
i. Ochosis Arrow [Magical Traditions]
10. Fetish
a. to : Mid Approval
b. : High Approval
c. +: Not approved for play
d. Fetishes in the Awakening venue must conform to the rules presented for Create Fetish
(p 368-369) and not the rules for the Fetish merit in Forsaken, save that they may use
sanctioned Numina from other sources as well as the Numina on pages 423-425 of MET
Awakening.
e. They have a merit cost equal to the bound Spirits Rank plus one for each Numina
accessible beyond the first. For example a bound Rank 2 spirit with the Blast and Terrify
numina would be a 3 dot Fetish.
f. The numina which can be accessed through the Fetish are fixed at the time of casting
and may not be changed later without re-casting the spell. The bound spirit must conform
with all rules governing creating spirits.
g. The user takes an instant action of Gnosis + Spirit to awaken the spirit within the Fetish,
and uses Gnosis + the bound spirits Rank to activate the Numina instead of Power +
Finesse.
h. For the purposes of Damage Limits on any attack Numina, use the creators dots in Spirit.
11. Fighting Style: Adamantine Hand [Adamantine Arrow]: The total damage inflicted by Star
cannot exceed the higher damage cap involved.
12. Gesture Lore [Tome of Mysteries]: Low Approval
13. Graduate of Otranto [Mysterium]: Global Approval
14. High Speech Extended [Secrets of the Ruined Temple]: Not sanctioned for use at this time.
15. Illuminate Retainer [Silver Ladder]
a. Created as a Retainer using the alternative creation template on p. 63 of Silver
Ladder. They do not gain any additional XP by virtue of being a Retainer. (Please
note that PC Illuminated Proximi are generated as a normal character.) However, the
merit becomes a simple cost, rather than graduated cost merit.
i. The PC can ask the retainer to take an action to use one of its social merits on
their behalf per downtime.
Global Camarilla Awakening Addendum Page 8
ii. All merits held by the Illuminate Retainer are held as part of a Cryptopoly, so can
also be accessed through use of the Allies: Cryptopoly merit.
16. Imbued Item
a. to : Low Approval
b. +: High Approval and can only be made in game
c. Replace the sentence Lasting Duration spells are considered persistent powers, but all
other effects are considered contingent that require a trigger with Indefinite Duration
spells are considered persistent powers. All other effects are considered contingent and
require a trigger.
d. An Imbued Item with an indefinite duration and a level 5 power requires the Imperial
Mysteries, and thus requires the approval level of the Imperial Mysteries to create. The
only exceptions to this are the level 5 rotes that have a default duration of Advanced
Prolonged.
e. If an item is both Enhanced and Imbued, calculate the rating limitations as though it were
two separate items, one Enhanced and one Imbued.
f. When creating Imbued Items, Top approval may allow for a mage to increase the number
of successes allowed for an extended cast spell (p 148.) These may not be increased by
more than 50%.
g. The parts of Tome of the Mysteries, which suggests that Imbued Items can be made
collaboratively, with different mages casting different spells into the item, are not
sanctioned. The Camarilla uses the original version of Imbue Item from MET: the
Awakening, which requires the same caster to cast the imbued spells.
h. Specific Imbued item clarifications:
i. Alien Cuffs [Banishers]: Banisher only
ii. Raiment of Return [Adamantine Arrow]: Not sanctioned for play
iii. Translator Chamber [Banishers] Not sanctioned for play
iv. The Truck [Banishers] Not sanctioned for play
v. Cursed items from Chapter 5 of the Adamantine Arrow book are unique items,
requiring Global Approval for use.
17. Language: Atlantean [Astral Realms]: Not sanctioned for use at this time.
18. Meditative Mind [Mysterium]: May be purchased for an Athenaea, however the cost may not
be shared between multiple characters.
19. Mysteriorum Focus: requires Mystery Initiation 5, not 1.
20. Mystery Initiation [Mysterium]: Reserved for the use of the MST Office.
21. Oathbound [Adamantine Arrow]: Player Characters recover spent Oath Binding Points on
the first day of a calendar month, not at the beginning of each game session.
22. Occultation [Mysterium]: May be purchased for an Athenaea; however the cost may not be
shared between multiple characters.
23. Otherworldly Lore [Summoners]: Top Approval when specialized in any type of Supernal
creatures, Abyssal creatures or creatures of the Underworld.
24. Perfected Metals [Legacies: the Ancient]: Perfected Metals are created by repeated use of
Ghostly Object plus Touch of the Grave. Draw a card and add ten for the number of times
this process must be repeated before a metal becomes perfected.
25. Predators Innocence [Tome of the Watchtowers]: Top Approval for PCs. (Low for NPCs)
26. Ractin Strain [Intruders: Encounters With the Abyss]: High Approval for PCs (Low for NPCs).
May not be combined with a full supernatural template.
27. Ritual Synergy [Tome of Mysteries]
a. : Low Approval
b. : Reserved for the use of the MST Office
c. In addition to the other requirements of this merit, Ritual Synergy may only be purchased
by PCs who are members of the same, stable, long-term cabal, having a strong symbolic
theme. It may only be used for rituals cast entirely by members of that cabal, and is lost
without refund in the event that the PC leaves that cabal.
d. In addition to the other benefits of this merit, a PC with Ritual Synergy may receive help
from other PCs in pre-casting spells per the Spells at Chapter Start rule. No less than
half of the successes for any pre-cast spell must come from the main caster; the rest may
Global Camarilla Awakening Addendum Page 9
come from other PCs with whom that caster shares Ritual Synergy. Those PCs must also
be in play at a game to confer this benefit.
28. Sanctum: Portable [Mysterium]: Available to mages of all Orders at Low Approval.
29. Scriptorium [Mysterium]: Low Approval for Mysterium PCs, unavailable otherwise.
a. Scriptorium may only be purchased for a Sanctum augmented by the Athenaeum merit.
b. When bought as a shared merit, the total dots in Scriptorium (Depth) cannot exceed the
highest Arcanum rating of any of the sharing PCs.
30. Slayer [Summoners]: Only provides a bonus against creatures not native to the world:
Spirits, Ghosts, Supernal creatures, Abyssal creatures and Otherworldly being. It has no
effect on creatures of the Fallen Realm.
31. Status (Order): see section III.A.
32. Summoners Soul [Summoners]: Top Notification; Creation-only.
33. Summoning Circle [Summoners]: Mid Approval.
34. Supernal Anchor [Summoners]: Top Approval.
35. Supernal Companion [Summoners]: Top Approval.
36. Tabletop Supplement Mana Costs: Merits that require a cost of Mana at a daily rate from a
tabletop book instead require the same cost per chapter.
37. Talisman of Universal Safety [Silver Ladder]: Not sanctioned for use at this time.
38. Techne: The following merit is available to all Free Council characters at Low approval.
Techne ( or )
Cost: Simple
Pre-requisite: Free Council membership
Effect: Your PC owns a special technomagical tool an electron gun, an EMP generator, a
flux capacitor that puts the theories of the Free Council into action. The blending of magic
and technology in the tool enables a spell such as Call Lightning or Shifting Sands to
be channeled through it in a way that is more believable to Sleeping eyes, and less apt to
cause a Paradox thereby. This tool is attuned to a single rote at the time this merit is
purchased, and cannot be changed later. When used to help cast that rote spell, the tool
reduces the chance that the spell will cause a Paradox by playing on a mix of advanced
science, pseudo-science, and science fiction. A two-dot tool causes the cast rote to always
benefit from "Hiding Magic in Plain Sight" (p. 141, MET: Awakening). A four-dot tool reduces
the caster's effective Gnosis by two (to a minimum of 1) for the purposes of determining
whether or not a Paradox occurs (though it does not affect Paradox Severity). This merit may
be purchased more than once.
Special: A Techne tool must be made by a Libertine who has either Crafts of Science 4+,
though the craftsman may then give it to another Libertine to use. No Mage outside the Free
Council has the necessary foundation in technomagical theory to use a Techne tool. The
target number for creating a Techne tool (with a dice pool of Intelligence + Science or Crafts
+ equipment) is 5 x the level of the rote to which it is to be attuned.
39. Thyrsus Merits [Tome of the Watchtower]: Low Approval for all PCs.
40. Void-Scourged [Summoners]: Top Approval.
41. Whispers [Mysterium]: High Approval for all characters in the Awakening Venue.
V. ARCANA, SPELLCASTING AND SPELLS
A. Arcana
1. Arcana at levels 6 and above are not available in the chronicle. Archmasters and the
Imperial Mysteries are reserved for the use of the Master Storyteller.
2. The sentence on page 62 that says Two of his highest three Arcana must always be from his
Paths Ruling Arcana is replaced with Two of his first three Arcana must be from his Paths
Ruling Arcana.
3. The table for the number of targets affected by a spell on page 162 is incorrect, refer to page
149 of MET: the Awakening.
4. All modifications of a spell that require advanced arcana knowledge are cumulative. Thus a
Celestial Fire (Prime 3) upgraded to aggravated damage (Prime 5) cast with the Advanced
Area of Effect table (+2 higher level of Arcana required) would require Prime 7.
Global Camarilla Awakening Addendum Page 10
5. Resistant damage may only be caused by pattern scourging and absorbing paradox. No
effect can involuntarily cause resistant damage in others. Any spell or merit that is listed as
causing resistant damage to others instead causes normal damage, but remains in play.
6. Area effect spells with durations only continue to affect targets while they remain within the
area of effect, and are indiscriminate. New targets entering the area of effect are affected by
the spell as per usual spell targeting.
7. To cast an area effect counterspell or dispel, the caster must spend mana for all the spells
within the area of effect, or the spell fails.
B. Spells to Employ Spirits
1. Spirits of Rank 3: Cannot be called, bound or otherwise controlled using the advanced
Prolonged Duration factors.
2. Spirits of Rank 4: When calling, binding or otherwise controlling, Prolonged Duration spells
are considered Transitory.
3. Spirits of Rank 5: Cannot be called, bound or otherwise controlled unless a published rote
specifically allows it, and casting such requires the approval equal to the rank of the spirit if it
is not targeted on a spirit sanctioned for an existing plot.
4. A Willpower point is spent for each spirit called, bound or otherwise controlled. This cannot
be recovered until the spell ends or a Willpower dot is spent to release it. Each such spell can
only affect a single spirit.
5. These restrictions dont apply if a spell is used simply to justify the purchase of a Merit such
as a Fetish, Familiar or Guardian Spirit. They do not apply to spells that just awaken spirits or
make them more favorably disposed to the caster, e.g. Rouse Spirit.
6. Spirits and Essence
a. If a character seeks to convert Mana from the essence of a spirit in downtime, they may
only convert a single point.
b. If a character is converting essence to Mana from a locus, they may only convert a
number of points of Mana equal to the level of the locus per chapter.
c. In total, a character may only convert a number of points to Mana equal to their levels in
the Spirit Arcanum per chapter in downtime.
C. Rotes
1. Order Rote Specializations represent a combination of the preference of an Orders Mudras
towards casting certain kinds of spells and the regularity a Mage has had with using them. If
a character learns a rote of another Order, they do not gain the benefit of that Order's Rote
Specialities, but it will be, in role-playing terms, recognizably using the Mudras of the source
Order. A Master of an Arcana may adapt the Mudras of a rote they know belonging to
another Order to the Mudras of their Order, gaining the benefit of any relevant Rote
Speciality, and now making it recognizably a rote of their Order. This does not cost any
experience, but requires a downtime action and the expenditure of a willpower point. A
Master may also tutor another Awakened to convert one of their rotes in a similar manner.
This is a deliberate change from White Wolf books, where each individual rote may or may
not benefit from a particular specialization.
2. Rote titles that include the name of a Pentacle Order: Low approval for all mages. This
includes rotes presented in Order books.
3. Rotes may be designated as Order Secrets. It is High Approval to cast or be taught a spell
that is an Order Secret of an Order the caster does not belong to. Creation of new Custom
Rotes is currently suspended, pending chronicle soft reset and reopening custom item
applications to the Global Rules Panel.
4. Rotes that include an alternative test pool for another Pentacle order are an "Order Secret"
for that Order.
5. Rote titles that include the name of a Legacy, Tradition, faction or other non-Order groups:
High Approval if the character is not a member of the relevant group. These rotes do not
have a Common Version.
6. Rotes for antagonistic groups, such as Banishers, Seers of the Throne, etc. are Top Approval
if the character is not a member of the relevant group. These rotes do not have a Common
Version.
a. The following Banisher rotes may be learned by any Mage at Low Approval:
Global Camarilla Awakening Addendum Page 11
i. Aim for the Dead [Banishers]
ii. Activate Police Band [Banishers]
iii. Call Eidolon [Banishers]
iv. Merge Mind [Banishers]
v. Simulate Basic Needs [Banishers]
vi. Sense Poisons and Drugs [Banishers]
vii. Secret Compartment [Banishers]
b. The following Seer of the Throne rotes are available for theft by the Atlantean Orders in
game through use of a plot kit, to be released shortly. Until that point, they remain
approval for Pentacle Mages to learn:
i. Duplicate Sympathy [Seers of the Throne]
ii. Enhance Toxin [Seers of the Throne]
iii. Falsify Temporal Presence [Seers of the Throne]
iv. Improve Quality [Seers of the Throne]
v. Insulate [Seers of the Throne]
vi. Manipulate Contingent Trigger [Seers of the Throne]
vii. Nullify Shadow Resonance [Seers of the Throne]
7. Improvised Spells that duplicate the effects of existing rotes requiring an approval also
require that level of approval.
8. Approved custom rotes are Low Approval to learn in game from another player character
except as noted under "Order Secrets" above.
9. The following bullet point from MET: the Awakening p 198 is not used in the Camarilla
chronicle: Spells with multiple effects require each effect to be learned as a separate rote.
For example, Telekinetic Strike can be cast in Forces 3, 4, and 5 versions; each version is a
separate rote. Characters that purchase the base Rote gain access to additional effects as
their Arcana mastery increases.
10. Rotes from the book Guardians of the Veil which call upon the "Perception" Attribute use
Wits instead.
11. Rotes that come from unique sources (such as from the canon grimoires in Grimoire of
Grimoires) are subject to GRP approval for the first PC learning them. Thereafter, they revert
to normal approval levels using the GRP-approved mechanics.
D. Instant Spellcasting
1. Penalties taken when using the Modifying Spell Factors optional rule may not reduce the
casters draw pool below 1.
2. Any further penalties (aiming penalties, resistance, etc.) applied after Imago creation may
reduce this further.
E. Extended Spellcasting
1. For purposes of the Damage and Success Limits rules, the only bonuses to the casters
base spell casting pool that count are those from High Speech, Willpower, and an appropriate
Demesne. These traits do not increase a spells damage cap.
2. Spells with an action listed as Extended may increase this further with assistants following
the Group Rituals rules (p 168); assistants may raise this by one per assistant, up to 5.
Assistants do not increase the success limits if converting Instant Spells to Extended Spells.
F. Spells at Chapter Start
1. The Spells at Chapter Start sidebar on page 166 of Minds Eye Theatre: Awakening is to be
used to determine the pre-cast spells for all PCs. No other system including the expenditure
of Downtime actions to cast other spells may augment this.
G. Limitations to Bonuses and Traits
1. No single Trait or bonus created by a spell can exceed the level of the Casters relevant
Arcanum. This only applies to Traits or bonuses that are variable based on successes. It is
not applicable to summoned creatures.
2. If a Mage activates a Prepared spell against a living target the target can resist the spell as
per the following:
a. If the spell is Resisted then it becomes Aimed. When activated, the caster must gain at
least 1 success on an activation roll with the same dice pool used to cast the spell,
Global Camarilla Awakening Addendum Page 12
modified by the targets defenses (See Awakening rules on Aimed spells). If the
activation succeeds then the spell takes full effect. If it fails then the spell disappears.
b. If the spell is Contested then the caster must gain 1 more success than the target on an
activation roll with the same dice pool used to cast the spell, modified by the targets
defenses. If the activation succeeds then the spell takes full effect. If it fails then the spell
disappears.
3. Bonuses added to an item from Arcana do not stack, only the highest bonus is applied.
H. Failed Social and Mental Tests
1. To determine failed tests not repeatable in the same scene, consider improvised spells to be
social if they are opposed by Composure or Resolve (see Minds Eye Theatre p162).
I. Sympathetic Magic
1. Any spell affecting multiple targets always uses the weakest sympathetic connection of those
targets, unless all targets are within sensory range.
2. If a casting penalty for sympathetic magic is reduced to greater than -10, the target is still
able to be affected by the sympathetic spell. The only instance where they would be unable
to be targeted is if a penalty directly lowers their degree of sympathy to Unknown (for
example, an Encountered or Described target where the caster does not know their real
name.)
J. Relinquishing Control of Spells
1. The following spells are considered equivalent to the sacrifice of a Willpower dot under the
Relinquishing Control of Spells rule and may only be used to relinquish the spells Alter
Integrity, Alter Efficiency, Alter Size, and Imbue Item.
a. Payment in Power [Tome of Mysteries]
b. Spirit Pact [Tome of Mysteries]
c. Instill Mortality [Tome of Mysteries]
d. Pain Harvest [Tome of Mysteries]
e. Time Limit [Tome of Mysteries]
K. Specific Spells
1. The following Spells are Reserved for the Office of the Master Storyteller:
a. Bolster Virtue [Keys to the Supernal Tarot]
b. Dragons Call [Keys to the Supernal Tarot]
c. Know Virtue [Keys to the Supernal Tarot]
2. The following spells are not sanctioned at this time:
a. Acidic Spatter [Adamantine Arrow]
b. Climbing the Tree [Magical Traditions]
c. Diplomats Protection [Silver Ladder]
d. Elleguas Notice [Magical Traditions]
e. Five-Cycle Spell Theft [Magical Traditions]
f. Rapid Fire [Adamantine Arrow]
g. Read Spirit [Adamantine Arrow]
h. Sacrifice Fortune [Tome of the Mysteries]
i. Scour Others Pattern [Tome of the Mysteries]
j. Spirit Highway [Banishers]
k. Steal Body [Free Council]
l. Temporal Lifeline [Free Council]
3. Annihilate Spells [Banishers]: Requires the caster to beat the target spells potency, but
can be used to target hung spells.
4. Astral Journey [Astral Realms]: The Space 5 version can only be cast somewhere the
Mage would normally be capable of entering the Astral. It does not transport them physically
into the Astral Plane, but allow them to enter the correct form of meditation quicker.
5. Atonement (or any other similar spell/rote/means) [Legacies: The Ancient]: Use of this spell
to resurrect a dead player character requires Global Approval
6. Bodyguard's Blessing [Adamantine Arrow]: May only change the target of an Aimed spell.
7. Call Eidolon [Banishers]: Adv. Targetting uses Mind and Spirit, not Prime.
8. Create Ghost [Mysterium]: This spell cannot return the ghost of a character with a
Supernatural Template. It requires Top Approval to return the ghost of a player character
Global Camarilla Awakening Addendum Page 13
9. Create Potentiality [Summoners]: The character effectively redraws his action, but with
solely the successes of this spell as their draw pool.
10. Deathlike Journey [Legacies: The Ancient]: Use of this spell to enter the Underworld
requires Global Approval.
11. Defer Conscience [Adamantine Arrow]: May not be used in conjunction with "Suppress
Wisdom".
12. Desiccate [Banishers] is resisted with Resolve + Composure.
13. Duplicate [Adamantine Arrow]: Actions doubled using this spell count as one source of
damage for damage limits (MET WoD p 211).
14. Enhance Toxin [Seers of the Throne]: Toxicity increase is limited to the caster's dots in
Matter. If used with Life, the increase is limited to the lower of the caster's Matter or Life.
15. Ephemeral Co-Location [Summoners]: A character can only shift between planes once a
round.
16. Ephemeral Postcognition [Summoners]: Requires approval to cast where it would lead to
interaction with or viewing of a realm that is otherwise approval to interact with.
17. Faerie Glade [MET: Awakening]: When cast in downtime, this spell provides a benefit
identical to that of Temporal Pocket, with the exception that the benefit may be extended to
others.
18. False Signature [Adamantine Arrow]: When adding "False Signature" to a spell, the spell
counts as a Combined Spell (see p167-168 of MET: the Awakening).
19. Fortify Oath [Adamantine Arrow]: Bonus Potency from this metamagic may boost the spell's
successes above the normal imago limit, up to a maximum in additional successes equal to
the caster's dots in Fate.
20. Fortune's Fool [Adamantine Arrow]: May only affect a target once a scene.
21. The Golem [Magical Traditions]: This Kabbalah rote may not create a Golem with a Size
greater than the casters Gnosis
22. Grant Familiar (Spirit) [MET Awakening]: This spells Duration is Lasting (the Familiar Merit
does not disappear at the spells end.)
23. Induce Vertigo [Banishers] does not permit an attacker to perform a Killing Blow. A
character affected does not lose their defense.
24. Luck Blessing [Magical Traditions]: The Taoist rote is an alternative draw pool but the
mechanics function as per Reading the Outmost Eddies in MET: the Awakening.
25. Maintained Sympathy [Astral Realms]: Uses real-world sympathy, not Astral sympathy.
26. No Exit [Banishers]: Not sanctioned for use at this time
27. Past Life Regression [Magical Traditions]: A subject under the effects of this spell is not
denied their surprise test if attacked.
28. Phased Strike [Adamantine Arrow]: May not be combined with "Ranged Blow".
29. Possession [MET Awakening]: Cannot be used to possess magical constructs, including
(but not limited to) homunculi, golems, zombies, creatures and human bodies created with
the Life arcane or phantasms. The use of other spells or powers to replicate this effect is
similarly prohibited.
30. Primal Transfer [Legacies: The Ancient]: Willpower costs for releasing a spell may not be
placed onto a storyteller character.
31. Rewrite History (Time) [MET Awakening]: Dots cannot be shifted into anything that requires
a special approval or a notification in the approvals database.
32. Scorched Earth [Banishers]
a. May be cast on a Dead Zone. It does not alter the spells Imago, but introduces additional
effects.
b. A category 5 Scorched Earth uses the Double Trouble rule from Minds Eye Theatre
(pg. 181-182) with regards to Paradox draws.
33. Shadow Forged [Adamantine Arrow]: Items created using this spell may not be further
enhanced using other Arcana.
34. Shifting Sands: The following rule may be included in a VSS at the normal approval level for
a VSS: Shifting Sands is penalized using the number of targets system assuming each
person involved in the scene in addition is a target. Should this reduce the casters pool
below 1, then the spell may not be cast
Global Camarilla Awakening Addendum Page 14
35. Skeptic [Adamantine Arrow]: Instead of 9-again on Paradox Draws, this spell provides a -1 to
the initial card draw for paradox.
36. Summon Royal Avatar [Summoners]: Each casting requires an approval of the level of the
spirit summoned.
37. Supreme Augmentation (Mind) [MET Awakening]: The rote pool for Supreme
Augmentation (p 319) uses the Mind Arcanum, not Life
38. Tendrils [Intruders]: A given spirit or fetish can sprout tendrils equal to it's Rank or merit
cost at the cost of a WP. Each tendril provies a +1 bonus to brawl or weaponry if used
offensively. If used defensively, the bonus adds defense against brawl or weaponry attacks.
all trait bonuses are subject to the +15 rule.
39. Transfer Will [Tome of Mysteries]: Player characters cannot gain Willpower dots from NPCs.
Willpower gains from other player characters must be entered in the characters experience
log.
40. Trigger Autonomic Function [Tome of the Mysteries]: This spell is Transitory against
Supernatural targets, and is resisted by Stamina + Gnosis. This spell does not cause targets
to lose their defense.
41. Unfettered: The Unfettered effect is essentially a Counterspell. It may be purchased as a 4
dot Rote with a pool of Composure + Occult + Fate.
42. Wards and Bans (Space) [MET Awakening]
a. When cast as a targeted rather than area-affecting spell Ward only protects the target(s)
of the spell, but moves with them. Once a banned phenomenon is within the Bans area,
it is unaffected (i.e. spells can be freely cast within a Prime-based Ban area, and are
only affected when crossing the threshold of the Ban.) Targeted Wards cannot be
augmented with Bans.
b. Gnosis and Arcana Wards [Secrets of the Ruined Temple] require the Imperial Mysteries
to create.
43. Weaponize Object [Adamantine Arrow]: The maximum weapon bonus achievable from use
of this spell is the caster's natural Strength.
44. Worst Moment [Banishers] does not use the fluid suggestion for greatest tactical
advantage, but instead confers a mechanical bonus as suggested in the sentence ... if the
Storyteller would like something more objective...
45. Zone of Extremity [Tome of Mysteries]: The spell is changed, so that all actions taken within
the zone are subject to the rules 9 again and Double Trouble (p 181-182 of Minds Eye
Threatre.) Ignore any reference to Exceptional Successes or Dramatic Failures in this power/
L. Grimoires
1. Characters who own Grimoires should pay experience equal to the total number of rotes held
in the Grimoires they own. This "Grimoire Pool" is not lost if a Grimoire is lost or traded, and
represents the maximum number of Grimoires a character can hold for over a month. Any
time a character casts "Create Grimoire" then the experience point value of the lost rote is
transferred into the character's "Grimoire Pool"
M. Soul Stones
1. Any of the effects listed under "The Soul of Another" or "Soul Stones of the Dead" are limited
to three uses overall, as per the Thrall limitations - and anyone may use Fate on a Soul Stone
to determine how many "charges" it has left. Once all three are used, then it remains an
Intimate connection to its creator, but may not be used by another again unless it has spent a
year and a day in the possession of its creator.
VI. PLACES AND REALMS
A. Supernal World and other Unique areas
1. With the exception of a single Awakening per Mage, characters cannot access the Supernal
World or other unique areas such as the Underworld.
2. Summoning Supernal Creatures is Top Approval.
B. The Abyss
1. Characters accessing the Abyss: High Approval
a. Characters do not require the normal High Approval for accessing the Abyss when using
the first two paths described in chapter five of Tome of the Mysteries.
Global Camarilla Awakening Addendum Page 15
b. The third Path from chapter five of Tome of the Mysteries is Top Approval for player
characters.
c. The fourth Path chapter five of Tome of the Mysteries is Top Approval for any character.
NPCs previously approved to be on the fourth path are not grandfathered.
2. Researching Abyssal entities uses the mechanics on pate 15 of Intruders: Encounters with
the Abyss, including Capping Skills and Appropriate Libraries.
3. All Abyssal entities in Intruders: Encounters with the Abyss are sanctioned for play at the
normal approval levels as per their spirit rank, and also serve as examples for Storytellers
creating their own.
a. The following sections are an exception to this, and are currently reserved for introduction
by the Master Storyteller's office:
i. Final Spell of Eli Ben-Menechem
ii. The Harper Family
iii. The Invisible Codex
iv. The Nemesis Continuum
v. The Temple of Zanak Khan.
4. For every Skill or Merit specialty covering an Abyssal topic that a character acquires, they
must also take a derangement. The first such derangement must be Fixation (Abyssal
Knowledge), indicating an unhealthy fascination with and desire to acquire more knowledge
of the Abyss. The second such derangement (or the first, if the character already has any
other Derangement) must be Abyssal Compulsion (Summoners, p. 183).
C. Astral Realms
1. Storytellers are reminded that all Astral encounters and experiences should strive to maintain
the basic game premises of the mystery of Atlantis and the nature of the Fall. Revealing "hard
facts" about the Atlantean society, language and magic requires Global approval to maintain
this mystery.
2. Archetypes and Walkers (and other Astral Entities) are subject to the same approval levels as
normal Spirits dependent upon their Rank.
3. Altering the beliefs of the waking world affecting more than 500,000 people is considered a
paradigm change per the Global Addendum. Efforts greater than this become subject to the
Don't Point That Thing at My Planet optional rule from MET: the Awakening.
4. Each of the realms in chapter five in the book Astral Realms are unique and available for
use at MST Approval. Storytellers may use these as examples to craft their own Astral
Realms for play.
D. Atlantean Ruins
1. Anything that is from Atlantis or the time before the fall of the Celestial Ladder requires Global
Approval. This includes, but is not limited to: ruins, spirits, knowledge, artifacts, imbued items,
mundane objects and ghosts.
F. Places of Power
1. The places of power from Secrets of the Ruined Temple are not intended for use in places
where player character mages can set up sanctums and take advantage of the magical
mechanics of the areas for themselves.
2. Special building materials (Adamas) should be too difficult for player characters to transport
and rearrange for their own use.
3. A Shadow Gate [Astral Realms] is considered a Place of Power, requiring Top approval.
Global Camarilla Awakening Addendum Page 16
VII. PACTS
A. Prerequisites
1. A summoned creature must be two ranks higher than the level of Pact it is forging. Therefore
Rank 1 & 2 creatures cannot forge pacts, Rank 3 creatures forge minor pacts, Rank 4
creatures forge medial pacts, and Rank 5 creatures forge major pacts. Rank 6 and above
spirits are required for Epic and Apocalyptic pacts.
B. Approvals
1. Minor Pacts: Low Approval.
2. Medial Pacts: Low Approval.
3. Major Pacts: High Approval.
4. Epic Pacts: Global Approval.
5. Apocalyptic Pacts: Global Approval.
C. Requests
1. Fortification:
a. Regeneration: not sanctioned at this time.
2. Investments:
a. A character may not take two Investments to benefit the same skill or attribute.
b. An Investment to improve an Arcanum requires Top Approval.
3. Mana:
a. Mana Pact requests produce mana per chapter, rather than per day.
4. Task: Global Approval.
a. Attacking another PC: High Approval.
5. Vassalage: Global Approval.
a. Always requires soul forfeiture and lifelong term; Global Approval.
D. Forfeitures
1. Boon Compantion Forfeiture can only be set on a PC with the express written consent of the
player of the PC, having had the consequences fully explained to them.
2. Life, Vulnerability or Flaw forfeitures are High Notification if claimed (activated).
F. Terms
1. For Pact Terms, use the table on page 182 of Summoners.
VIII. STORYTELLER RULES AND CLARIFICATIONS
A. Chapter
For the purposes of the Camarilla Awakening chronicle, a Chapter is defined as one calendar
week
B. Optional Rules
If an Optional Rule is not listed below as being sanctioned, that rule cannot be used within the
Camarilla Sanctioned Chronicle.
1. Minds Eye Theatre Awakening
a. Mana Bleed (p 64)
b. Order Expulsion (p 123)
c. Tie to the Land (p 133)
d. Modifying Spell Factors (p 147)
e. Dont Point That Thing at My Planet (p 150)
f. Relinquishing Control of Spells (p 151)
g. Special Spell Factors (p 152-155)
h. Paradox Mitigation (p 158)
i. Creative Thaumaturgy (p 194-198): Is subject to approvals if it replicates an effect that
requires approval, but is Low Approval otherwise.
j. Permanently Altering Fates (p 229)
k. Influences Numina and The Forsaken (p 419)
2. Tome of the Mysteries
a. The optional rules for Duel Arcane (page 122) may be used, but must be codified in a
properly approved Venue Style Sheet.
3. Magical Traditions
a. Alternative Magic is an optional rule and not used unless specifically noted.
Global Camarilla Awakening Addendum Page 17
b. Divination Works: Low Approval for non-supernatural characters in all venues. Not
available otherwise
c. Off the Grid: Low Approval for non-supernatural characters in all venues. Not available
otherwise
4. Seers of the Throne
a. The Optional Rule: Blind Control is not used, but should be noted for flavor with regards
low ranking Seer of the Throne NPCs.
C. Mana/Tass Supply
1. A number of spells allow a character to gain Mana. With the exception of Prime spells used to
remove Mana from Hallows purchased by characters with XP (but including the temporary
creation of Hallows), a character may only gain a number of points of Mana or Tass equal to
their levels in the arcanum being used per chapter in downtime. The gain of Mana during time
in is not affected but the "net gain" from any game should not exceed the chapter limit listed
above. Human or animal sacrifice requires a resolve action but there is no cap on the amount
of Mana a character may gain by this method. Possession of high amounts of Tass may
attract attention, and thus is the following notification:
100 Tass or more: High notification
250 Tass or more: Top notification
500 Tass or more: Global notification
2. Third Eye Candy [Keys to the Supernal Tarot]: reserved for the use of the Office of the
Master Storyteller.
D. Paradox Manifestations
1. Rank 5 Paradox Manifestations are to be noted as a High Notification.
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