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Sorcerer Optimized

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100% found this document useful (1 vote)
244 views137 pages

Sorcerer Optimized

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DatGuy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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A ~ A A A A A A A A A A A A L A A A A A A A

I l U U U U U U U J U U U u U U U U U U J I I 1

THEHEDGEWIZAWSHANDBOOK

Thai which ii-ves light must endure burning.


- Viktor Frankel

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CREDITS srrcIALrn.wnsT0=
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Written by: James Estes Looking Eagle and Phil Brucato Katie "Scorpion Queen" McCaskill, for cupping the
Developed by: Phil Brucato nasty.
Edited by: Cary Goff Rob "Decapoda Hotviblis" Hatch, for passing on acute
Art Director: Lawrence Shelly convulsions and pain.
Layout and Typesetting: Robby Poore Mike "Wounded Knee" Tinned, for bringing in the
Gimp (again).
Art: Andrew Bates, Scott Baxa, Dave Feeder, Leif
jones, Brian LeBlanc, David Leri, Paul Phillips, Andy Chris "Vegan" McDonough, for taking the gang to see
Trabbold, john Van Fleet Suzanne.
Front Cover Art: Mark Chiarello Cary "Year of Love 61 Bunnies" Goff, for showing us the
end of the World of Darkness.
Front and Back Cover Design: Robby Poole
Michael "Whipping Boy" Rollins, for pulling weeds in
the Torture Garden.
`l
Rich "Five»Ton Truck" Dar sky, for getting lessons in
I 'I
I
state trooper etiquette.

9 135 PARK NORTH BLVD. Kathy "Third Time's the Charm" Ryan, for returning to
.
4

1
A!
AI

"
.

1
.
' A
1

r
;
,
1-
n sum 128 the fold. Welcome back, Marauder Girl!
Laurah "Q&A Goth Chick" Norton, for dumping the
Wolves and heading off to college for some 'real
Guinnsiou, GA 30021
4 119
4

abuse. Later, Ms. Legend. Keep in touch!


Michelle "Coke and a Smile" Prattler, for going compo»
Wlll ll Wiiif USA rate on us. Take care, Shelly, and thanks for all the
G i g i Sllllll0 good work!

© 1997 White Wolf Publishing, Inc. All rights


reserved. Reproduction without the written pertness»
sign of the publisher is expressly forbidden, except for
the purposes of reviews, and blank character sheets,
which may be reproduced for personal use only. White
Wolf, Vampire the Masquerade, Vampire the Dark
Ages and Mage the Ascension are registered trade
marks of White Wolf Publishing, Inc. All rights
reserved. /Eon, Werewolf the Apocalypse, Wraith the
Oblivion, Changeling the Dreaming, Werewolf the
Wild West and The Book of Shadows, Ascension's
Right Hand, World of Darkness Sorcerer, Freak Le-
gion, The Book of Madness and The Book of Crafts are
trademarks of White Wolf Publishing, Inc. All rights
reserved. All characters, names, places and text herein
are copyrighted by White Wolf Publishing, Inc.
The mention of or reference to any company or
product in these pages is not a challenge to the trade»
mark or copyright concerned.
This book uses the supernatural for settings, char-
acters and themes. All mystical and supernatural
elements are fiction and intended for entertainment
purposes only. Reader discretion is advised.
Check out White Wolf online at
http://www.white-wolf.com; alt.games.whitewolf
and rec.games.frp.storyteller
PRINTED IN USA

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WORLD (If DMlliNESS: SOHCEKISK
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TABLEOFCONTENTS
INTRODUCTION 4

CHMTEII0NE= THE WAY or THE SOKCEKEK 8

cnArrl2n TWO= THE FACES or SOKCEKT 18

CHAFTER THREE: CHARACTER CREATION 50

cnArTI8l1FOUK= THE runs 76

CHAPTER FIVE: SULITMKY TEMHATES 114

AFFENDIX I Z6

5 "I I M \ I I \ i 1 1 1 1 I 1 'I '1 1 al \ I 5II


v v v v v v v v v v v v v v v v v v v v v
UONTENTS
I
L A A L A A A A A A A A A A A A A A L A L

v v v v v v v v v v v v v v v v v v v v v
WOIILD or l):\PlINlSS: SOKCEHEK
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I A A A A A A A A L A A A
L A A A A A A A A A
I wI U U J u u U J U J U U u U U U U U
I
l

He became a guide, at peace and occupied with classrooms


He came onward and uttered the word as a teacher. The self-
appointed wise people came uP to him, testing him, but he re
them, for they were empty; and they despised him, for they were
no: truly intelligent
The Gospel of Truth, 11.17

I
You may have heard this phrase before: hedge magicians. mystics and triages. Mythology isn't their ammunition
Admit it; if you play Mage, you have probably spit that reality isn't their playground. Most sorcerers have never even
phrase out before: hedge magicians heard of the Ascension War or the Traditions or the Tech
Perhaps you overlook them as the "willworkers" do nocracy (isn't that a band?). They're less concerned with
Perhaps you consider them "lesser talents," purveyors of metaphysics than with personal growth and achievement
parlor tricks enraptured with their own petty goals and Unlike the Crafts, they did not decline membership in the
letel oblivious to the Ascension War and its c o n e Traditions or the Order of Reason: They were simply over
queues. What good's a hedge magician when you could be looked
a True Mage with all reality at your fingertips Even now, they remain overlooked. You could say they
True, hedge magicians don't battle for Ascension, and screwed from both ends, stuck with reality as it has been
l their concepts of enlightenment and Awakening may be defined b the consensus but without the willworking pow
I provincial compared to the concepts bandied about by ers of True Mages. Does this stop them? No

!
p 'I v m v 1 v \ v 1 v 1 v I v m v I v 1v 1v 1v 1v 1v Iv 1v 1v vl vi vi v \ H l
INTIIODLTCTION
r A A A A A A L L L A A L A L L L A A A L A
w-
J iv J J J L J J U U U J v J J U J v J L U w I
Though Lln»Awakened in the metaphysical sense, these and the dark mystique attached to magic as a whole, how-
talented folks are freer for their lack of "enlightenment " ever, any of those terms is appropriate.) So, call hedge
While they might belong to magical societies (as opposed to wizards what you will
the magic-cal factions of Mage), these sorcerers walk a per» Who are they and what can they do? What's the differ-
sofa Path. Paradox is no threat to them because they offer
I threat to the "established order." The static arts they

pursue lightly stir reality's surface; they don't slap reality


.
ence between a magician and a mage ?
Hedge magic is limited. Magicians cannot use the
Spheres of magick, but follow the more limited and defined
around like a red-headed stepchild or lure it like a whore magical Paths - Paths created by millennia of use. Such arts
using false promises or tricks to disguise her true intentions. follow defined laws, but conform to ancient folklore and
So»called hedge wizards (who do not ever refer to themselves work in more "believable" ways than the wild, unpredictable
with such flippant titles) treat reality like a temperamental Arts ofmagick. Consider such Paths "loopholes" in reality. A
lover, like a partner with wonderful gifts to give to the skilled magician can exploit them, but cannot reweave
paramour with enough wisdom and common sense. The key
I
to such arts is knowledge, and hedge magicians love to learn .
reality to suit his tastes.
These Paths are not subject to Paradox. While the greater
levelsofmagical achievement allow sorcerers to perform miracles,
MAGE.MAGIClAN.WHAT'STHEDIFFERENCE? those miracles are firmly based in a system of finials. Like
Sorcerers, shamans, magicians, witches, call them what vampire Disciplines or werewolf Gifts, these powers function in
you will. Workers of magic - and magics - go by a thousand one way, achieve one goal and achieve it in a set pattern. Since
titles, none of which reflect the difference between an the sorcerer's actions "fit in" with established reality, they don't
Awakened mage and a "static" magician. The words then»
selves offer no real distinction because, in story terms, there .
"splatter" the way True Magicks do.
Magicians do not participate in the Ascension War.
They have their own interests, ideologies and goals, and
are no real differences
There's a vital roleplaying point to be made here: The couldn't care less about a bunch of psychopaths claiming to
denizens of the World of Darkness do not walk around with speak for Creation. Battles for reality are too abstract for
signs on their chests. They do not announce "Hey! l'm a True sorcerers; they five in reality, thank-you very much, and
Mage!" or "Hey' l'm a hedge wizard!" To the characters in prefer to keep their own backyards clean. Most magicians
our imaginary world, magic is magic. The Awakened Ones haven't even heard of this "Ascension War"; the True
may quibble over the line between magic and magick, but Mages, for their part, consider magicians as deluded peasants
most folks don't know the difference and couldn't care less. in the line of fire (if and when they notice them at all).
The only real lines between the two are one: metaphysi»
• Most sorcerers have a cultural identity. Magicians do
cal and two: mechanical. The first line reflects the not exist in a vacuum; they spring from within some mortal
phenomenal change that comes with Awakening, a change society and embody certain beliefs and principles from their
that allows a person to rework reality at its base level to create home cultures. Their magic is a reflection of the local beliefs,
l new reality. Some people can; some people can't. The

second line reflects the game systems involved. Awakened .


and their ideologies focus on the people they know.
Like most human beings, sorcerers often form societies
magic allows a character to employ the Spheres, while un» of their own, and these societies have unique stories, agendas
Awakened magic limits her to the more conventional Paths. and beliefs. Initiation, teaching and control are important
The first flows through a transformation. The second comes aspects ofa magician's life. Few people study or perfect a Path
through study and mastery. The first option is more powerful, on their own.
carries the weight of Paradox and epic conflict; the
second requires more determination and discipline, but grants
l freer road.
HOWTOUSETHISll00li
For clarity's sake, we'll call rages True lvfages when we Mage is not about power gaming; ironically, though, its
mention them at all. Let's use "magician," "wizard," or characters can become arguably the most powerful beings in
sorcerer" as general terms and simply realize that all magic(k) existence. Compared to the Creation-twisting Sphere mas»
workers go by similar names. tens, hedge wizards look like kittens in a den of lions.
(Granted the word sorcerer - one who employs black So why bother playing one ?
magic and evil spirits - carries more sinister overtones than For one thing, magicians are simpler to use, especially in
either magician one who purports to control events by a crossover chronicle, than Awakened mages. Unlike the
evoking the supernatural - or wizard a skillful, wise or complex Sphere variations, a sorcerer's Path rituals are more
I

clever person. Given the practices some magicians follow


I

I
I

r
i
I

-_
vow or DMlPiNESS= SORCEREK
I A A A A A A A A A A A A A A A A A A A A A
J U J U U J U U U U J U U U U U U U J U 1

predictable, more in line with Thaumaturgy powers, Gifts or roads are not dissimilar. This is not a discussion of hedge
magic vs. True Magick - it's is a look down any sorcerer's
-I-*

cantrips. A hedge magician won't stomp her lupine and


vampire comrades into the dirt - not easily, anyway.
The magician also walks a more challenging road. With-
road.
.
Chapter Two: The Faces of Sorcery offers an intro
out the grand powers at a True Mage's disposal, a magician duction to five major societies and a handful ofless-prominent
must compensate with her own cleverness, wit and common groups. "Major" is relative - just because they're important
sense. The sorcerer's world is a shadowed room, filled with today doesn't mean they'll remain so. These societies offer
half-finished poetry, ancient riddles and devastating traps. jumpingfoff places for dozens of new stories and potential
Navigating this minefield is more hazardous - but more origins and affiliations for hundreds of new characters.
rewarding - when you don't have the awesome resources .
Chapter Three: Character Creation shows you how
that a True Mage commands. to create magician player characters. While some main
Some Ascension factions (especially the Hermetic Or» rulebook - Mage, Vampire, whatever - is still essential to
der) groom their perspective recruits by teaching thernhedge the process, this chapter includes appropriate Merits, Flaws
magic first (see Order of Hermes, page 58)- Other mages Backgrounds, crossover notes and a few special talents.
collect their censors from among "fellow travelers" in the • Chapter Four: The Paths presents hedge magic itself
mysterious occult world (see Ascension's Right Hand). lt covers the various magical Paths, the things they do and
These people occasionally advance to another level. A the forms they take. While some of this material comes from
hedge magician needs not remain un»Awakened; she could, Ascension's Right Hand, several new Paths have been
with the right choices, "graduate" to the higher levels of
mystic achievement - the Arts of the True Mage. .
added and the systems have been slightly updated.
Chapter Five: Solitary Templates presents a variety
Then there's Mage: The Ascension's sheer power level. of lone magicians. With some slight adjustment, these char
While the game's metaphysics, concepts and ideals come actors work equally well as templates for Awakened Orphans
from real magic theory, some of the upper-level Sphere • Finally, the Appendix offers several "Sorcerers of
powers get pretty outrageous. Path magic is more "realistic" Repute," a handful of magical relics and a bibliography of
than the fantastic Arts employed by True Mages. in an "easy inspirational works.
to swallow" chronicle (especially a "hunters" game like the Enjoy!
ones portrayed in The Hunters Hunted, Inquisition, Halls
of the Arcanum, The Quick and the Dead and Project
Twilight), a hedge magician makes a more appropriate
player character than an Awakened mage.
And let's be honest: Sometimes you just don't want to ., .-, ".. , ,,....' .,. 4 _a .L.'.'.-,.., - ' \ |
....

| §l..v1s | ,~.vll» I |.

battle for reality. Sometimes it's fun just to have a character


who understands some of the mysteries of the cosmos but
walks without the baggage of the larger Ascension factions. :-

Sometimes it's nice to return to the days when Creation was


LEGAL DISCLAIMER NECESSITATED DI' STUPID 3:

a mystery, a fascinating puzzle, not a battleground.


Ii
rliorui
.
World of Darkness: Sorcerer isn't really a Mage book; Take a deep breath and repeat after me: -
;
rather, it's a genera purpose look at those magioworkers .vi
"I am not a wizard. I am not a vampire. I
who stand "between" the True Mage and the Sleepers around i
5
do not drink blood, worship Satan, or kill

him. This book provides source material, rules systems, secret animals or people."
I societies and character options for these elusive hedge magi» .

5
°.>

3;
¢<:
Is that all clear, clear as in "cl'*ystal99? As in
cans. With a few minor adjustments, however, it can also be »,

'Of course not!"? As in "Do Not Pass Go, Do


an ideal resource for Awakened Orphans and solitary practi- 3. \

Not Collect $200, do not go on RikkiLake and


tioners (see Mage, pages 55-56). After all, any mystical group brag about drinking blood?" Cool. Let's pro- ,-'
:-

(see this book's Chapter Two) can have Awakened men» '-»
ceecl as if this kindof nonsense was unnecessary.
hers, and when you get right down to it, the challenges of the If it's not clear, throw this book and all 1
.\.

mystic road are pretty much the same whether you're Awak- 3;
s"
-I
:

others like it in the nearest garbage can and go


ened or not. »

.
.
;Q..-F u .
21

seek mental help. Don't make your illness


,._¢

s s.
P

So what can you expect from this book? . A __. other peoples' problem.
'- e

-
• Chapter One: The Way of the Sorcerer begins a ;
_

Thank you.
discussion of the philosophy of magic as viewed by sorcerers I
c

themselves. You'll note some parallels between the ways of


. ,,- -'*i'~l-. .. -, ,- ..... J.'~.., .
hedge wizards and their Awakened count parts - their -\._ , , ...... | \1II,-5i , -,l,-».l.l;. I. .I, ~v.~..y\.»¢

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INTRODUCTION
,A
A N A L £ A A A A A A A A ~ A A A A A A A I

v v v v v v v v v v v v v v v v v v v v v
WOKlD or DARKNESS! SOKCEKEK
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A A A A A A A A A A A A A A A A A A A A
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U U U U U U U U U U J U U U U U U U U U w

Behold. a sacred voice is calling you


All over the sky, a sacred voice is calling you
Black Elk, Black Elk Speaks

I
The whip's first strike Lakes me by surprise. On the second stroke, the Pain sets in, quick and burning
The third strike makes me mad. Knock it ol'j'! I want to scream, but desire keeps me silent. By the eighth
hard crack, the ecstasy begins. The world blurs in my tears and the pain becomes a rapture
Candlelight broken by tear mist warms the chill room. The floor seems to shake with each trembling
breath I gather. The thundercrack of twisted cords becomes a one-note symphony beneath the rattle of my
breathing. The latticework of stars across my back sings to me, sings of praisepassion and the fires of
initiation
Their priestess and her sisters say nothing. To me, they're as faint as shadows on the wall
I close my eyes and press the pain inside. Open into a whirling waltz of endless night and capering
colors. On my bare back, welts shine bloody. Stripes of Christ. Blood of witches. Pain of lovers who
never learned another way to touch. Mortification of the flesh that fl one piece large eternity
Funny the things you think about at the end of a whiplash
Finaffy it stops. Cool water bums across my back. Scented water, ripe with herbs. Soft fingers
my marks. Lips press to the sacred stains. The cords across my wrists are loosened and the blood flows freely
back to my cramped fingers
scent o wine, held near my face in a silver chalice. Fleetshadow' s voice Wham is :he pact
M y voice is deeper, husky as I reply: "Perfect love and Perfect trust
She kisses me, smiles. "Welcome to the family

l
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1v 1v 1v1 v1 v1 v1 v1 v1 vmv1 v1 v1 v1 v1 v1 v1 1 1mlll
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CllM'TEK (INK: THE WM' or THE SOPCEREK
A
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*U A J AU A A A A A A A A II
U U U U U U |

Editor's Note: The following piece has been excerpted


from "The Road of the Black Arts," an article by Sandeep
D'Souza. Presented in Annual Proceedings of the Arcanum,
Vol. LXXXXVI, the article generated protest from the
Arcanum's more "progressive" members who felt the
author presented too "conservative" a viewpoint of magi»
cal practices. Nevertheless, D'Souza is a recognized
authority on his subjects. His words may bear their author's
prejudices, but they still ring with in formed truth, and
(some would say personal) experience.
It is worth noting that many of Mr. D'Souza's obser-»
vations apply to all practitioners of the mystic arts,
Awakened and otherwise. Searching is searching, regard»
less of the treasure uncovered in the process.
Magus, Goetist, Theurge, they go by many names. For
I

convenience, we'll call them sorcerers. It's among the kinder


names they go by. I .I
l
I
I
I
To cynics and modernists, sorcerers are relics, superstitious
reminders of bygone age. But to those who know better, sorcerers
I
are real. They are men and women who command untold powers,
I
I
who live in the twilight world of the supernatural. In the places
where the word "technology" still sounds strange on the tongue,
I the common folk speak in whispers of magicians and witches and
the unearthly powers they command.
Magic is still a very real thing. Millions of people across
the world ward themselves against the Evil Eye, bless their
families with potent signs and cutter off to the dark house on
the outskirts of town, searching for the lottery number or
love potion that will (they hope) make life a little more
bearable. For good and for ill, the magician understands the
power of this belief. He traffics in it, turns it to a trade. He
gathers his bones, watches the portent and occasionally
makes a brief appearance among the common folk. Such
dramatic (and often menacing) impressions reinforce the
sorcerer's reputation; his reputation, in turn, cements his
power, at least, within that town or village.
According to folklore, the magician has bargained his
soul to the darker powers. Even if that were a myth, his
lifestyle reinforces it as he undoubtedly locks himself away
from humanity, surrounded by a thousand eldritch tomes and
breathing the smoke of sulfur and corpse»dust. Why does he
do it? What power or knowledge could be worth the price ?

THENATUKEOFTHEBEAST
Magics is a faculty of wonderful virtue, full of most high
mysteries, containing the most profound contemplation of most
secret things.... This is the most perfect, do chief science, :had
sacred, and sublime# kind of philosophy, and lastly the most
absolute perfection of all most excellent philosophy .
-- Henry Cornelius Agrippa, Three Books of Occuft
Philosophy

II nn l vl vl lv l v l vI Iv \ v 1 v 1 v i v1 v1 v' lv \ v Mv 1v ' vi v' lv l


v v
WORLD or l)AliliHESS= sonclinnn
A A A A A A A A A A A A A A A A A A A A A
U U U U U U U U U U U U U J U J U J U U 1

What is this "magic" that sorcerers practice? We could Suspicious rooted in this tendency have clearly led to many
attempt a common usage of the word: unfortunate prejudices against the Fairer Sex; in all objectivity
Magic is the ability to affect change in the universe through however, one might understand how such fears, on a man's side.
invoking the supernatural (Otfierworfdly beings, cosmic powers , might be justified. The witch is not a maid to be trifled with!
etc. ) and forcing the will of the magician upon the forces of nature . At the basest level of magical questing, the Infernalist sits
This is useful, but facile. Magic is more than simply a impatient and remorseless. While most magical practices em
technique for affecting change. It is a way of life, a means of phasize the search for personal perfection, the lnfemalist - call
thought often rooted in, and inseparable from, a host culture . him warlock, diabolist, witch doctor - shuns this arduous road
It is a world view, not just a mode of controlling the world, Satisfied with the "quick fix" of instant gratification, this
but a mode of actually perceiving it and participating in it. undisciplined sorcerer is the Black Art incarnate. While all
Magic is universal; look to almost every culture and you practices have their darker sides (too numerous to detail here )
will find it. For some people, magic and religion are insepa» the Infernalist shortcuts his way to power via a bargain with
fable - priests are sorcerers and sorcerers are priests. outside forces. To placate them, he often indulges himself in vile
Sometimes, it is a verboten art, practiced only in secrecy for acts, torturous sacrifices and careless magics. While all sorcery
fear of condemnation. Occasionally it is fashionable, a method might understandably be considered suspect, the Infemalist
of rebellion against authority, the church, family or all of the epitomizes its worst aspects: mortal spite and selfishness bound
above. At times, it even takes on the mantle of savior, to immortal power. Such men and women propagated - and
offering power and status to disenfranchised groups and -
still propagate! the evil reputation that defines the Black Art
individuals (Negroes, women, Oriental immigrants, refu- in the minds of the scholar, the commoner and the clergyman
gees, etc.). At its heart, magic is all this and more. To define
a thing is to limit it, and true sorcerers care less about the
definition of magic than the operation of it.
THECALL
The Black Art is a way of life. It is a new way of living in the So, what is it that draws men and women to the study of
world, of seeing the unseen, of hearing the unheard. It is a means magic? Why do some individuals seek to enter that mysteri
of controlling what was never before even understood. Magic is ous world from which there is no return'
a means of learning the secret laws of creation, of tapping into Many are the reasons that compel magicians to traverse the
the hidden potentialities of the universe. path of hidden wisdom. These motivations, often acquired early in
life, set the pathstones for a sorcerer's career. Though the cobble
stones may wax and wane throughout his life, they glow clearly by
I A WARNING Me light of the Hermit's Lamp (see "Images and Archetypes of the

I Make no mistake: Sorcery is in many ways a Black Art. To


share in its communion, a person might perform the most
abominable debasements, arrange the most hideous sacrifices
Tarot," Vol. LXXIII ). The road may appear haphazard to outsiders
but to the magician, it remains plainly in view.
Not that the sorcerer is an inflexible beast. He might
(of himself and of others) and seclude himself away from prying change his path, his ways, his praxis, sometimes for the
eyes to perfect his art and mystique. A talented devotee may find better, often for the worse. A man who begins a study of the
her way even in darkness, but many outstretched hands from - Black Art might start out with all the noblest intentions
evil spirits to mental instability- await the would»be magician. soon, however, he finds himself lured from his path by power
Most human societies abhor the sorcerer, too. Witch burnings and pride. The opposite is also true, though less likely: A
have occurred as recently as this century, and religious author» witch who begins her study with darkness in mind might
ties and police "cult»busters"squads investigate the all»too-often warm toward her gentler nature given time and practice
bloody results of sorcery. He who would follow the magical path Magic is, above all, a transformative art. Those who seek the
must govern himself, his fellows and his practices, and shield summits may find the Abyss, while those who pursue magic
them from public eyes and private corruption. to fulfill base instincts may one day seek higher things.
Traditionally, women tend more toward the Black Art
than do their male counterparts. While folklore attributes male
magicians with complex esoterica, alchemy, theurgy and other
1nHn5cn0nlnusrlul1
forms of god»service, the infamous portrait of the witch, govern At the basis of any sorcerer's call to magic is the Yearning
as of intuitive magics, occurs too often to be ignored. More - the inexorable feeling that something, somewhere,
primitive culmres distribute their shamanistic practices more calling to the magus. That "something" is the Otherworld
evenly between the sexes, but among complex societies, High and the Yearning is the innate human desire to connect with
Ritual Magic seems inextricably bound to the man, while something greater than our human senses and abilities not
"common arts" - mediumship, fertility, brewing, herbalism ally perceive.
and weathercraft - are clearly attuned to feminine talents.

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Those who seek the magician's road see glitnmers of the MAGICIANSANDTHESACKED
Otherworld in many things: philosophy, poetry, the arts. The Many magicians in ancient cultures were priests; the
average initiate of the Mysteries explores all of these avenues term magus comes from a Persian word for a priestly caste that
and others. (Psychoactive drugs, religious meditations, alterna excelled in astronomy. The relationship between magic
five lifestyles and self-mortification are common Us5yrnptorns11 of the sacred is. however. a subject of great debate
a greater quest.) All of these avenues are explored and exam
Comics and atheists lump magic and religion in the same
ired, but ultimately fail to quench the Yearning. Glimmers of
category, and dismiss the whole thing as superstition. The pious
the Otherworld are not enough; the potential magician hungers
believe religion is greater than magic, something that transcends
for something more intense - something imagined, never truly
it particularly if they come from a religious tradition that looks
felt, but innately understood
down on mere magicians. As far as the sorcerous well, some see
The Otherworld is universal universal. but the magic as far greater than mere piety, while more religious magical
sorcerer tends to see it through the lenses of his culture and traditions might see the two operating hand in hand
beliefs. The Otherworld perceived by the Nephrite Priest
For most sorcerers, their magic is their religion. It is as much
hood (who set their roots in l 9th»century Mormonism) is
religious vocation as anything else. Indeed. such "sacred
the same Otherworld perceived by the Fenian of Ireland and
magicians" are often drawn to magical paths more often than
the Mesoamerican Balarnob shamans. Each group perceives
secular "thrillseekers," if only because their faiths lead them to
it differently, however, and each one clings to the idea that
greater devotions. These "pious magicians believe (perhaps
his vision is the only true one
correctly) that the miracles performed by their brothers and
Thus. all sorcerers are drawn to the Otherworld. to sisters in faith are confirmations of the religion's spiritual truth
different roads leading to the same destination. That road
More secular magicians can feel the Otherworld just out
itself is vital to the sorcerer who hopes to survive his initio
of reach, denied by the mundane cynicism and technology
son. Each road might cross different terrain, but it still
that surrounds them. To remove the blindfold across their
provides the traveler some measure of safety. Straying from
vision these seekers often embrace any so»called "truth
the road is dangerous. Remember the fairy tales that instruct
beckoning from a bookstore shelf. Many of these so-called
you never to step off the path? That warning rings especially
baby witches soon outgrow their fascinations, or consume
true to the followers of the mystic
themselves in catastrophes; the dedicated and talented ones
find roads every bit as legitimate as their pious predecessors,
and often acquire a faith of
their own in the process

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THEHUNGKYMIND Though they seek many secrets, sorcerers rarely share


the things they find. Magicians learned long ago to hide from
Now that we understand the Yearning for the open society, and for many reasons: fear of reprisal from a
Otherworld, we tum our attention to the would»be magician's superstitious public, fear of attack from enemies who desire
mind. What cognitive processes lead him along the Black the magician's secrets, fear of other magicians and familiar
Art's path* What secrets turn him from the modern library to spirits, fear of the shadow-predators draped in their c
the candlelit vault? secrecy - the Vampyr, the Loup»Garou, the Kindly Folk
To begin with, magic feeds the mind as well as the spirit. etc. Some magicians believe that skepticism and disbeliefrob
Those who follow the arts share a hunger for "bygone lore" magic of its power, and do not care to test the theory b
and an overwhelming suspicion that modem "science" con» holding their sacred arts up to ridicule. At the very least
coals more than it reveals. Magic is not a sport for the secrecy allows the magician to pursue her studies undisturbed
slowwitted; it requires -
no, it demands an intellectual - by curious "houseguests." (It is easy to see how a sorcerer's life
steadfastness, dedication and discipline beyond the simple could be compromised by domestic obligations, a la the old
"education" of the masses. To learn magic is to test one's self, television show Bewitched.) This understandable secrecy
and to tax the powers of the hungry mind. often causes a single magician's discoveries to "disappear
upon her death; perhaps future seekers will uncover
THEANCIENT hidden lore, perhaps not. This "lost wisdom" factor adds to
the appeal of occult knowledge. Every searcher wants to
In the Middle Ages, it was common to cite an "ancient discover something other parties have overlooked.
authority" to prove your point, when in fact no such author-
Une day the magicians' secrets will be made plain; until
ity existed. What mattered was the weight of antiquity.
then, sorcerers remain the guardians of secret things, and
So it is with magic. There is a strong tendency to look that which is hidden is often simply lost.
back to the past, to say that the Ancients lived in a greater
harmony with nature, with God, with the Universe, with
each other, etc. Many sorcerers are drawn to magic through THE FOWER
their romance with the past, which they idolize as a Golden But he was, in any case, as vain as a peacock; :had was why
Age, lured by stories of lost civilizations such as Atlantis, Mu he had become a Magician.
and Lemuria, forgotten sages and prophets, or ancient texts - C. S. Lewis, The Magician's Nephew
Consider it an "Eden complex." According to religious Let's not forget the obvious.
texts, we were originally created in a state of perfection; the Some people simply learn the Black Art because they
human condition has slowly deteriorated ever since. From the want power. Perhaps the seekers desire empowerment, a sense
Eden of the Abraharnic traditions to the First Yuga of South of fulfillment in a hostile world. Perhaps they crave vindica
Asian traditions, die past is seen as a time of perfection. son, redress or justified revenge. Maybe they seek some
The study of magic offers the promise of a return to that heart's desire that eludes "normal" means. And sometimes -
state. Many sorcerers would say that we have forgotten the quite frequently - they seek power over others for its own
ancient ways and primordial trudy- but the sorcerers remem- sake.
ber and protect these keystones to the Grand Myth. In doing so, Sometimes, this isn't a bad thing. A magician may study
they become myths themselves. Most sorcerers dress in archaic the art because he feels compelled to right some wrong
fashions, speak significantly of "the Old Ways" and surround Might may not make right, but it can give "right" more
themselves in the trappings of antiquity not only to link them» stability. Some people take up sorcery for the same reasons
selves to the bygone past but to become the romantic figures they that lead more mundane seekers to work on the police force
revere. Magic speaks of the literal glamour of the past. to serve and to protect.

THEHIDDEN
The sad fact, however, is that many would»be sorcerers are
weak, petty creatures, bent on proving themselves to Me rest of
I
I
If something is hidden, it must be valuable. die world. Love potions, divinations, curses- these are the acts
Magicians are philosophical treasure»hunters, driven by ofself»centered people. The stereotype of pimply-faced "heavy
a compulsion to divine the secrets of the universe. The tools metal" teenager worshipping Satan in his parents' basement to
to the magical will are not obvious - at least to the
avenge a beating from the class jock is an overused image, but it
untrained eye. Such instruments are occulted, hidden in has roots in reality nonetheless. r

codes, wrapped in arcane scripts, buried in allegories and l

metaphors, confounded in riddles. The magician loves to


solve such puzzles, to unravel the conundrums, to crack the
nut of secrecy and consume the fruit inside.

1 L i l 1 1 I
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CHAPTER ONE: THII wu' or THE SORCEKEK
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Ideally, a sense ofresponsibiliry comes with great power. now and then, but fail to grasp the prize when they find it.
As we all know, however, power corrupts, too. Responsibility Fewer still recognize the Yearning for what it is: a genuine
or corruption - the choice belongs to the sorcerer. The numinous experience, a spiritual revelation.
ominous title "Black Art ' comes from the choices so many Few are lucky enough to find the true path, obscured
magicians make among the bramble and thorns of modem esotericism. There,
a searcher finds some font of truth and immerses himself in

STErSALONUTnEWAr its cold, mysterious water.

Only that knowledge chat issuesfrom the lips of the guru is alive; THEMENWP
other forms are barren, powerless, and the cause of $u/5c€tm€_
Thus he discovers the next portion of the magician's
- Shiva Samhita, III. 11 road instruction in the magical arts. Rare is the magician
Thus we understand the factors that compel a magician to who is self-initiated, who has traveled the path without a
follow his arcane study, and the motivations that guide him mentor. For most initiates, this segment must be undertaken
throughout his life. Once the sorcerer has chosen his vocation, with a spiritual mentor, if only for sanity and survival.
we must now ask which steps will he take? Becoming a magician The student»mentor relationship varies from tradition
is not as simple as taking a class or reading a book. Sorcery for to tradition. Always, however, it falls to the mentor to take
Idiots does not exist (yet), and should such a book be written, it responsibility for the bond, to prepare her student for his new
would truly exist for the fool naive enough to think all the secrets role. Some masters may be kind, others abusive; each mentor's
of the universe can be found in 150 pages. duty is sacred, though, and difficult. The untrained student
is a pile of clay that, in time, must mold itself. The mentor
THESTMWINGSTUDENT must teach his student how to transform from clay to a vessel
The potential magus feels alienated from his society at of knowledge. Through this transmission, magic survives.
an early age. As he recognizes the Yearning and moves to The first step often involves physical, menial labor.
fulfill it, he begins a lifelong search for the Otherworld Humility and discipline both of which are particularly
The mundane arts provide a common draw: poetry, paint» hard to develop in the modem age - are essential tools for
i
the aspiring magician. Through the mentor's direction, the

I
mg, sculpture, music - anything that affords the hungry child
an opportunity to sate his Yearning becomes a treat for the pupil learns these qualities, often at the end of a broom!
Some traditions -
particularly shamanic societies and relic
I
seeker. Creativity is the soul of the Universe, and few people
truly connect with it, magician or not. Still, the budding theurge gious orders -
believe that gods or spirits instruct the
often turns to art as the first step of his journey student. Mediations, fasts and ordeals open the channel for
the spirits' arrival. Even then, a mortal teacher must show the
The sensations of the flesh - drugs, sex, alcohol, self-
initiate the way. A Hermit (again, see the Tarot symbology)
mortification offer another fleeting lure as the hungry
must guide her student down the road she has walked herself.
magus tries again and again to either open his senses to the
world, or to close them completely. For some searchers, This is a period of leaning and unlearning. The student must
delirium is only a tool, a means of ecstasy that is later dissolve many misconceptions he once held - concepts that are
abandoned. For others, it becomes an addiction or obsession, enough to sustain people blind to the Otherworld, but that prove
trapping the student in his own self-absorption. too thin for initiates of the magical arts. Notions of cosmology, of
the spirit, of man's destiny and his relationship to the Maker must
Finally, esoteric philosophies offer their guiding light.
be questioned, overturned, reilluminated and ultimately rein»
Sadly, the world is so overrun with "self-help" primers and
stated. Most initiates take a new name to reflect their mystical
new»age" canticles that a budding student faces a bewilder»
feb rtf. During this period of breaking and remaking, a mentor is
ing array of nonsense. The mystic paths that once truly
essential. A center must be provided for the magician's reference
ushered a man or woman ro new states of consciousness have
and rerun, and some force must drive him. By compelling the
been diluted with profiteering half»truths. A questing stud
student to solve seemingly unsolvable puzzles, the mentor breaks
dent often passes from philosophy to philosophy, keenly
her student's mental constructs, then reshapes them again.
drawing authentic esotericism from mindless drivel. Most
seekers are content to dance naked in the moonlight, banter» In many magical traditions, these new notions still have
ing about different planes of existence and the power of some cultural basis: Magic does not develop in a vacuum. A
crystals without ever truly realizing their quest Catholic magus of the Brotherhood of St. Hermes may learn
new dimensions to the concept of original sin, of the mean»
Thus, the first step along the path is often the last.
ing of Christ's crucifixion, and of salvation, but these
Magically inclined searchers satisfy their Yearnings through
guideposts still come from within the context of Christian-
any number of means, spurious or genuine. Few of them truly
ity. Even though many sorcerers develop heterodox ideas,
reach the Otherworld they seek; they might brush against it
their practices often remain rooted in their home culture.

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Thus, it is that some magicians develop skewed ethics
When "right" and "wrong" seem to become meaningless
concepts, the sorcerer decides they must be abandoned
along with old notions of guilt, responsibility and taboo
Indeed, there is some truth in that abandonment; even so

I just as old concepts must be unlearned, new and greater


notions of responsibility must be learned as well. In the
iconoclastic rush, many students forget this step.
Pity the initiate who never progresses beyond this stage
- and pity the magicians who fall back for any number of
reasons, from a lack of discipline to an inability to discern the
truth. For they have seen now the world of magic, and they
are a part of it, but they exercise no control over the Black
Art, and they are powerless before it.

THEADEYT
Where the hungry yearns for the Otherworld, and the
student learns its ways, the adept now interacts with it. But just
like the student, the adept still has much to discover.
I Straddling this world and the Otherworld, the adept
demonstrates the ability to move the world around
him. He has learned the language of the spirits, and
understands how to look into the future. The elements
are his to command, and the dreamscape opens before him.
The wise magician realizes that this is not the end of
his journey as much as it is the beginning of a new one
I There is always some other magical talent to master, a new
insight to learn; the road goes ever onward.
A sorcerer's travels become lonelier here; he must leave
the spiritual mentor's company and stride out on his own. (
I the road, he will doubtlessly find others like him, men Q

women who straddle two worlds. And in time, the adept will
have learned enough so that he can teach someone else
ensuring the survival of his magical tradition.

THEMASTEK
How few reach this state '
The Master achieves the summit of his path, and the many
years of turmoil and struggle reach an end. The powers of magic
wait upon his whim, but chances are, he no longer needs them
Should some emergency occur, those powers are close at hand
by the time he reaches such a peak, however, the magician
realizes that magic is but a shadow of the truth it represents
Many students consider themselves masters, but they
are vain creatures and foolish travelers. In general, the
greater the master, the more humble he appears. As with
any other skill requiring work and discipline, the Black
Art often teaches a master control and forbearance. The
road to magical mastery includes not just secrets and
hidden things, but wisdom and introspection.

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CHMTEK ONE= THE WM' of THE SOKUEKER
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True, everything has exceptions. Some master sorcerers Once a magician has set out to find the darkness (or the
horrid egotists, hell»bent on subsuming everyone and light, if he can), d i r e can be no running away, no forgetting
everything to their will. This is especially true of accom- or ignoring, no money»back guarantees. He has changed his
lished Infemalists who deck themselves in the trappings of perceptions forever
power while avoiding the work that leads to true mastery This presents one of the paradoxes of magic. You can
Such rashness does, of course, beg an important question: play with magic your whole life and never truly step on the
Are such wizards truly masters or simply immensely powerful path. And you can just as easily tread the path without
(but ultimately spoiled) brats? realizing it.
Such creatures are not, I hasten to add, to be regarded in many ways, the Black Art is a destiny, not a choice.
lightly, especially not by investigators four august Arcanum You don't choose magic - it chooses you.
These sorcerers have knowledge without wisdom, and power
without mercy. Torments may wait at the end of their
Infernal road, but in the meantime such warlocks may bid
others to share those tortures with them
ATKEATISEONHEDGEWIZAKDS
Success is for all who make themselves worthy of it.
- R. Swinburne Clymer, A Compendium of OccuI£ Laws
THEKULESUFTHEROAD Editor's Note: The following observations come from
The road that the novice sorcerer undertakes is long and Andrew Taylor, a member of the Awakened Order of
uneasy, fraught with danger. For those who have not yet Hermes, and a student of the so-called "Orphans" his kind
begun the path, it looks exciting, daring, and filled with often dismisses. Published in volume MLXXIII of the Pax
possibilities. But this road also has its own set of rules, many Hermeticum journal, his article "The Mortal Magus"
of which are learned too late. You cannot attend a few roused the same kind of controversy for its militant tone
classes, pass a test, and then become a practicing sorcerer. that Mr. D'Souza's article elicited with its conservative
one.
The Black Art is radical, powerful stuff, not mail-order
ministry. It is a long and arduous path, one that can take How is it in our arrogant pride and presumption that we
years to master - assuming mastery is enter reached. The path so often and so easily overlook those workers of magic whom
of the sorcerer is not for the weakling. The bones of students we dismiss as lesser artists, as hedge magicians? We talk of
and magicians alike can attest to its perils magics and four own grand history - and at times it would
seem we do not know when to stop. "We are the shapers of
Magic does not come without a cost. One cannot simply
reality," we assert boldly. Beset by the Technocracy at our left
grasp a new vision of the universe without paying a price.
and the Nephandi at our right, with the Marauders nipping
This cost is not treasured in money, either; a sorcerer pays
at our heels, we hold aloft our sacred Arts and talk about the
the price in blood, toil, sweat and tears.
un-Awakened whom we are to shepherd to Ascension.
Magic is not easy to learn. If it were, more people would
How insufferably arrogant of us!
team it. Many are called but few are chosen, as the saying goes
The road of the sorcerer is fraught with difficulty - sometimes Our shadowy world has its share of occult secret societies,
even agony This art demands a toll of loneliness, sacrifice fellowships that act independently of the Traditions, the Crafts ,
(figurative and often literal), conflict and temptation. Divorce, or the multitude of other supernatural factions so familiar to our
joblessness, addiction, terror, even death follow the sorcerer like kind. For every such society known, there is probably another
rats after a plague-wagon. Perhaps this is only coincidence. Or yet unknown, and for each society in its twilight years, there's
maybe, as some masters teach, the universe tests - or punishes another fledgling society just around the comer.
- those who would master it. Don't let our Awakened pride overwhelm you. Don't let
the vampires with their assertions of "We did all" delude you.
We're not the only ones washing our fingers in mortal society's
ONEWM mirror pool. Mortals have their own role to play in our grand
The Black Art is a one~way journey, too. Stepping on the pageant, and some of them do so with fire in their eyes and an
road to sorcery cannot be undone. Learning the arts of magic is edge to their teeth. l speak of hunters, true. But more to the
not like going to a vocational school. The student cannot simply point, I speak of our un-Awakened cousins, the sorcerers we
drop out and forget he ever tried. You see, magical opening is a dismiss as hedge magicians. Without understanding die forces
two-way process: just as you team more about the universe, the they move, without remembering the roads that led us to our
universe is learning more about you. You have announced own oh»so»Awakened state, we contemptuously wave our col-
yourself to the spirits, to the angels, to the demons - to lective hand at these "cultists and crystal wavers," or consider
whatever concept your path is teaching you them mere apprentices to our own Great Art.
And you cannot turn around. They know you're there.

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WUKLD OF I).-\IIliNESS= SOKCEKER
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A dangerous conceit at best; a suicidal one at worst. Take . They Sometimes Become Our Allies
my word for it, the of called "hedges" (what a nickname) can Speak to these wizards of the Ascension Wars, and they
pack quite a punch in their own un-Awakened way. Without might think you were mad. Many of them are driven by the
the Queensbuty Codes of Paradox, these tortoises may, with same purposes as we; deconstruct their worldviews and be
I luck, trip our hares. A proud magus might find hirnselfsuiprised liefs, and you will often find men and women who seek
by a hedge magician with a few tricks up her sleeve - and no enlightenment as we do. Given the opportunity, some magi
small amount of resources at her behest, either! cans choose to side with us. The Technocrats mean relatively
If there is one point to remember when considering a little to them - indeed, the Technocracy is quite unknown
magical society, it is this: Sorcerers and their fellowships to most sorcerers - but again they may develop personal
must follow jungle law - survival of the fittest. A magical reasons to rage against the machine. Those sorcerers driven
society that became extinct five centuries ago may have been by ethics and religions make remarkable allies against the
a significant, thriving force, until, for some reason or an» Nephandi; the Fallen, I might add, use un~Awakened diabo
list cults for the same reason, and do so to great effect.
other, it could no longer survive. Maybe it was unable to keep
up with the times, or maybe it was simply taken down by some . They are Not Our Servitors
basic sorcerous warfare. This does not necessarily mean that Do not deign to seek their service, for they are their own
the society was unimportant or that it did not hold certain masters. We can preach to them about the virtues of True Magick
keys to the truth in its grasp. This fact is no-less true of the and of how their arts are inferior to ours, and of how our noble
hedge wizards' groups than it is of our Traditions. Consider» cause is so much more compelling than whatever private or
ing how dangerous their foes are. It may be that in their own communal ideologies they pursue - but these men and women
ways, those societies are stronger than our own ' are strong»willed and not easily swayed. They would rather walk
But what do we truly know four cousins, these lessersorcerers? alone and continue down the path they have begun than simply
Some of our own began as hedge magicians. Some True Mages act as our foot soldiers. On occasion, a sorcerer can be convinced
respect the insular societies outside our own sphere of influence (no to follow in our retinue, but he's not likely to stay for long.
pun intended ), but many ofus simply see these sorcerers as children . Their Magics are Constrained by Reality
playing with fire - marveling at the match in their hands but Make no mistake; these minor mages are Awakened -
oblivious to the pillar of fire behind them. And so we casually after a fashion. Their Avatars have been opened to a magical
dismiss them, at times using them if they serve our benefit. path, but sadly they rarely advance beyond it. Like an
Should you have congress with such sorcerers, I would apprentice who has grown so full of herself that she cannot
I
.
urge you to consider a few things:
They are Not Crafts
make the leap from student to adept, the average hedge mage
sees only what is put in front of him, not what surrounds him
on all sides. Because of this, he may master a few limited
These groups should not be confused with the more
familiar Crafts. Such societies typically contain only minor magics, but cannot truly suborn nature to his will in the same
magicians, and their paradigms are so constricting that few way we can. He learns rituals and rites and spells and
Awakened could hold to their vision for very long. They talismans - all valid means of affecting change in the world
could never truly join us as equals, for their vision is rather around him - but his magics lack the malleability and
narrow and their abilities, to be blunt, quite limited. Still, potency that our magick, True Magick, allows.
such societies have their own truths, and as we know, truth .
Their Magics are Reality
This does not necessarily make him weak. Although the
.
is subjective.
They are Not Our Hunters hedge magician performs arts constrained by reality, this
Hedge magicians have no intrinsic reason to seek our means that by definition reality allows him to perform magic
enmity or conspire toward our downfall. Should a wizard plot Paradox is simply not a fear for the hedge magician -
against us, he does so for personal reasons; as a whole, their worse, skepticism and disbelief may prevent his magic from
societies offer us no harm. Do not let your own power beguile succeeding; those elements will not coil and strike the way
you - these are effective, dedicated men and women who Paradox does. Like vampires and shapechangers, our un
with no doubt could harm us if they chose to; while they Awakened cousins exist in a reality where their magics and
herdly pose the threat of the Technocracy or the Nephandi, the static mundane world have reached some sort of truce -
_ the y could gnaw at us until we fell to a major foe. and in this regard they are more powerful than we '
Indeed, many of them face the same hunters we do; from If nothing else, let us use these sorcerers as a gauge four
due persistent scholars and investigators of the Arcanum to success against the Technocracy. For as long as the hedge
due zealots of the Society of Leopold, sorcerers have learned wizard can effectively perform his hidden arts, then magic
iron history to watch over their collective shoulder for fear still exists, and our cause is not yet lost.
of discovery. We magicians Awakened and otherwise -
shame a common door when the Inquisitor comes knocking.

1 q 'I - * m l n a 1 1 1 1 ~ 1 \ 'l 1 1 *M
v v v v v v v v v
II V v v v v v v v v v v v
CHAPTER ONE.. THE wA1' or THE SIJHCEREK
v v v v v v v v v v v v v v v v v v v v
woeful or I)AIiliNESS= SOIIGEKER
\- A A A A A A A A A A A A A A A A A A A A A
L U U J U U U U U L U U u J J U

For my part, I have told you all things,-so that you might write
them down and transmit them secretly to those who are like you in
spirit. For this is the mystery of the immovable
The Secret Book According to john, V: 28

It was a delightful dinner, to be sure. I found my companion I knew, again that he would not join our cause. Fate might
charming, educated, and a pleasant contfersaaonalist. Our talk make us allies on occasion. as in did those many years ago, and we
ranged from subject to subject - ancient history during appetite can be friends, but my war is not his, and his world is not mine
ers. current a during prim pieta, and philosophy during Though I may hope for his Mie enlightenment one day, I f. he
seconds patti. Finally, our succulent deserts aside and co may never Awaken. and his Avatar shall be locked in this
hand. we turned to the conversation that we held annual imperfect stare. semi-aware but crippled
We debated the philosophy of magics QQQQQQ
colloquially re erred to it -and argued metaphysics. I found him l e t him once more, as feasted, though l no longer tale any
no less stubborn than the last time. He was fully unable to discuss pleasure in our meetings. The food was pleasant enough, but the talk
the art of magics without reference to his own particular tradition was compfetefy artificial. My host jumped from topic to topic in an
This Uzoma bambalawo, transplanted years ago from Nigeria to attempt ILO be cosmopolitan and urbane, but all throughout the
Chicago, still spoke of the orishas and his priestly duties and conversation I couldnot help but feel like I was being tested. This was
iniaaaons (or at least what secrets he felt com Ortable divulging to nothing new; in It I 'm quite used no it from Westerners who like to
me), and my talk of Umbral spirits, the Technocracy and the see how "westernized" Vue become thanks to my college
Ascension War fell again and again on deaf ears According to habit, after dinner we turned once again to
He was by now a most accomplished hedge magician ( a philosophical discussions. He wished to discuss ashy, to
phrase I ve never used around him. of course), much wiser and argue about its properaes and qualiaes, just as he does every year
morepowerful than the young Uzoma initiate I met in Africa those Discuss it? As though I would care to discuss breathing, or eating
many years ago. And though he had been educated at the finest or drinking! No, I would gladly share my knowledge of the orishas
Western unitiersiaes and now worked in international business with those who wish to learn, but not those who would dissect my
he still could not break free from his utterly provincial worldview aith and then talk about the superiority of their own belief:

I M 1 1 1 1 1 1 1 M I I 1 1 1 1 M 1 1 n 1 i iI
v v v v v v v v v v v v v v v v v v v v v v
C-HAI'TEII TWO: THE FACES or sonclim
A A A A A A A A A A A A A L ~ A A A A A A A
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This man, a "Hermetic Magus of the ancient House Bonisagtts"
- no doubt a compatriot of chose wan andfoolish Anon Rite wizards FORMAT
- spoke CII length, He talked of ascension wars, and of the reign of Testament: This section details the history of the
debelief, and tried co classiy the crriShas according to some silly scheme group as it is told within that society. It isn't History 101, and
that made no sense to me. For all his knowledge, he solacltedwisdom! you won't be told what "really" happened. Instead, you'll see 1

I would hate nothing of his talk. He has spouted such gil>l:>e'rish the group through its own eyes, see what makes them tick, I
I

since I come £0 his aid in Nigeria fool that he was, he attempted to what keeps them running and what draws their fire.
summon dark orishas to do his bidding! - and every year he attempts
to convert me to his war. l have little wish to aid wizards battling each THE SOCIETY
other for greater honor and glory. Children! I serve the orishas and the
Within a more objective look at the society, we explore
orishas alone not human pride and #vanity
three aspects of its activities:
As we departed, he said that he had not lost hope that my
avatar" would still awaken. And I said I would Pray that he saw
. Magic: What's the group's philosophy of magic? What does
I

it believe magic to be, and how does it put those mystic arts to use?
the fight and used his powers for a less self~ser(1ang purpose.
U Initiates: How are new members of the society re-

cruited? What's the group looking for? How does it train


ONTHEFKINGE these initiates to full membership, and what form does the
The World of Darkness teems with clandestine societ»
., each with its own unique perception. Everyone seems to
have his or her own answers to the questions in the dark, and
.
initiation ceremony assume ?
Orgamization: How is the group organized? How do the
II
membersfunction together, and whodo they look to for leadership?
as any student of the mysteries knows, one answer rarely fits
all queries. Indeed, the studied mystic knows how to reach
beyond simple truths to find the symbols of a greater Truth
RELATIONS
behind them - a Truth all know but few understand No one is alone in the dark. Not everyone realizes that
fact, however, and in the shadows, certain things become
This chapter explores several societies within the greater
vague. This section explores the fellowship's relations with
realm of magical study. Unlike the Traditions or clans, these
groups don't belong to any grand confederation. Few of them
share any contact with each other whatsoever; oh, sure, the
.
other Hidden Folk:
Hunters: Other nightbound mortals occasionally
cross paths with magicians. Which groups, if any, take a
Uzoma wise man might have heard tales of the wandering Dust
Prophets, but such travelers rarely cross that wise man's borders,
so why should he care what they do? Each society has its own
.
special interest in this society's affairs 7
Other Magicians: Many of these groups exist in separate
I

I
I

worlds. Many others meet their counterparts on a regular basis. I

perspective, its own practices, its own pre udices. Compared to


What sparks fly between which societies, and why?
the larger, more organized Traditions and Conventions, these • Mages: The Awakened have their own quests and battles;
independent fellowships are pretty small. Most of the groups
even so, many of them encounter their "lesser"cousins on a regular
mentioned below have less than 100 members, and several have
less than 50 (not counting their various servants and allies).
Still, each society plays its part in the larger drama of the magical
.
basis. How do the magicians regard the mages, and vice versa?
Others: The night is alive. How do the supernatural
creatures on the fringes of the world regard this particular
quest a play that may be all the more significant for its secrecy
group? Are they friends, rivals or bitter enemies? And why?
Every society, magical or otherwise, has its own mythology,
its own tales and symbols through which it views the world
Some of these myths may leave a Storyteller puzzled. Did CHARACTERS
Nephrite Friests, refugees of lost Zion, actually wander due This section deals with the group in pure game-system
American wilderness hundreds of years ago? Are due Thal'hun terms. A player or Storyteller who wants to run a character
deluded New Age magicians, or do their powers really come from this society should know:
from some forgotten alien race ? To the sorcerers described here, • Concepts: No sorcerer spends her entire life slinging
dose truths are absolute. lt falls to the Storyteller to decide
spells around. What kinds of people join this society? Which
which, if any, of such myths are true, which ones are folklore,
and which ones represent some greater Truth. Magic, like
litics, is never as simple as it first appears to be.
.
character concepts are most common among them?
Traits: The character Traits a typical magician from
this group might have .
.
Preferred Paths: The Paths this society considers
important. Most magicians from this group will begin their

.
training in one or more such disciplines.
Magical Style: The form that magic takes, and the
things these sorcerers do to make it happen.

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A A A A A A A A A A A A A A A A A A A A A
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many such visions , and his wisdom grew. But Master Agrippa did
ANCIENTOKDEROFTHE/lEON not lead an easy life; the lives of those such as we, men and women
destined to perfection and enlightenment, are fraught with di
RITES culty. Master Agrippa was shunned and chastised by his peers and
amity when he spol<e of his visions and insights His father was a
Lutheran minister who beat young jar 'regularly .. Ufofatrous
VlSI0NSOf A BETTER WM talk. Thus did the Master learn the ignorant blindness of man
Ui/e hold the very secrets of Creation Jan floated from job to job, unable to hold any occupation or
Altho'ughou'rOrderwas foundedin the laaer years the 19th of long. Self, he became a prodigious student of arts and letters. His
century, we are aspiritualsodety whose originsgoblackmillenma, to the Greek and Latin were superb; to those languages, he added the stud
very beginning of arneimmemoriaf,andthe foundationof the sacred »f Hebrew and Aramaic, Arabic, Sanskrit, and, of course, French
wisdom. Foritwas then thatthegreatDivinity, whosenameiSIr**l.M,)'ir gish His visions still came regularly, but he had learnednever
unveiled totheworthy, theseerets of enlightenment. Over the years, His them. Instead. he recorded them in his personal journals
sacred revelation grew and was manifest to those who could perceive the These visions typically came at night when he slept, or sometimes in
mysteries. Like a river flowing through many lands, slowly Polluted the evening as he meditated acccrrdi to ardent Chaldean
dnroughaine, thiS sacred wadom lzlcetvisechaargedwitfieaclipassing precepts. Thus did the Master learn discretion and the an of secrets
generation until ajinally became a thingunrecognizable across the world In 1865, the spiritual world stood in clear revelation. The
hidden in the ancienttraditions o many nations. Butawasin 1872 that Master coed with fear and delight as his spiritual third eye was fully
our fodder, MagiSter Johannes Agrippa, first gathered together these opened. Sadly, enlightenment came at a most inopportune time by
disparate strands ofsacredwtSdomartdwovetfierntogetherintothesacred mundane standards. He was. at this time. acferk in a bank-abank
unity thatwenowperceiveosthemosttrueandperfectpathtoperji whose manager did not appreciate employees falling to the ground in
Magister Agrippa was born in I 843 with the terrs raf name ecstasy. Thus the Master was dismissed tram his position and sent
of
>f]an von Rensselaer. He received his first vision the divine at home seemingly vathout a future
age give. On that day prolix revelation. he learned he
But (uathout this event, Master Ag'rippa' s wisdom would have
would be the next Messiah. and was shown the Invisible Worlds beenlosttous lostwithoutcommunicationorn nement.Alone, Jan
and their many inhabitants good and evil and neutral alike. He had would have remained a silent mystic, laboringin obscurity and dying

Arm TOY;
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CHM'TEIi TWD: THE FASEB of SOIICEKI
A A A A A A A L A A A A A A A A A A A A A
;4 U U U U U I
U U U U U U U U U U U U U U U
without heirs. By grandfortune, one of the banc's customers that day Order, a magician must Prove himself worthy enough to do so.
belonged to a secret mystic order (even the wisest magicians must Such worthiness extended pas: mere occult accomplishment; to
occasionally tend to Earthly matte'rs!). Understanding what he had truly progress, one much share his bounty with other fess»fortu»
seen, the visitor -- Sir Adamson Tinsdafe - followed young an rate people
home. The next evening, he offered no reach the future Master many For 15 years Johannes maintained our Order an Order
secret things, and accepted ]an as his new apprentice :had was both new and ancient. As the Order grew and flourished ,
Thus began ]an's tutelage. He studied the Hermetic corpus, troubles began. Such things are to be expected; seekers like
ancient texts of Sumerian astrology, Indian alchemy and Chinese ourselves are rarely meek and trusting. When Master Tinsdale,
geomancy. But he did far more than study this esoteric lore; in the Master ]hanne's wife, and a counselor who had threatened to
secrecy ofTinsdale's sanctuary , Jan feared Enochian-- the angelic reveal Aeon secrets all passed away suddenly, their deaths cast
tongue - and rites to summon and bind Otherworldly spirits. suspicion across our Order. Sail, Magister Johannes stood as a
Talented beyond his years, ]an soon surpassed his mentor. In are, beacon of clarity and wisdom, and the Fratres and Sorrores of the
he found new masters - die Secret Watchers, spiritual entities who Ancient Order followed him with utter devotion and faith. During
claimed that they too had once been mortal and Pdf. The Secret this time, the Maste-r's Wsions persisted. The Watchers still
Watchers contactedlan in dreams and trances, iniaating him into the communed with him, and he recorded their impressions in his
hieratic mysteries. Thus did the Master reach beyond journals. In time, his transcribed visions became our texts of
In 1872, ]an's tutelage under the Secret Watchers led him to magical instruction and the foundations of our Order.
the discovery of the Aeon Rites, a series of *rituals recorded in When Mas terjohannes died, we were equally sad and joyful.
Enochian. These magical rites were of supernatural origin, re» Though we had suffered a great loss, we knew chat our Mas ter had
corded by the first and most Powerful mystics Earth's ancient of finally been called to the other side, where he would continue to
if
pas: - rites that, followed, would lead humans away from guide us, freed from all mortal concerns. Sadly, few of his
animal ignorance to the sublime glory the l AM. of successors possessed his charisma and vitality. The Ancient
As he studied :he Rites, ]an learned more about his spiritual Orde'r's membership withered until the I9605, when only a
masters. Indeed, the Secret Watchers bad Personally authored the handful of members remained.
Aeon Rites. The first mysacs knew that humans would not In the 19605 and 19705, men and women once more
comprehend or master these teachings for millennia, and so they followed the call of the Otherworld. Amid the wreckage of dark
dispersed the Rites in lesser forms. In time, these rituals (now cults and dead~end cotters, our own Order prospered once again .
diluted) worked themselves into every mystic practice. The au» of
Nestled among the false fellowships witch, fakir and Satanist,
thous themselves passed through the veil of mortality, settling on we still promote our sacred gospel. Quietly, carefully, we spread
the spiritual plane. From their new home, they sent visions into the the vision of the Watchers and prepare the world far a new and
mortal world, visions that would guide humanity to spiritual more spiritual era
perfection. The Watchers believed that humanity was ready to The Aeon Rites endure!
learn a pure form of magical and spiritual teachings, and that Jan
was the most worthy candidate to receive them. Thus was young
]an selected to receive the Aeon Rites, and to use them to usher in THE SOCIETY
u humanity. Jan chose to tale the name Johannes Agrippa,
"A new and better way is just out of reach." How many times
honor of two mystics who were themselves now part of the
have we heard such promises in the modem world? Yet to the
Secret Vltatchers, and Pledged himself to the task of spreading the
Order ofAeon Rites, the better way has been hidden if plain sight
Aeon Rites
for many years. Allwe humans have to do isset aside our ignorance
This was the time of Darwin and the lndustnaf Age, but also and embrace the deeper wisdoms revealed in The Book of AeorL It
a time spiritual awareness and occult experimentation. AsJohannes all seems far too simple, but simplicity amid commotion is what
spread word of his revelations, the arcane community burned with the Order is all about. Fittingly enough, this fellowship traces its
excitement. Some occulasts supported the Master's claims, others origins to a hallucinating bank clerk. As ancient as its practices
vilified them, but occult societies are like that. The thrill seekers may seem, the Order's foundation sits plainly in the modem age
lost their interest in the Aeon Rites as sensation followed sense» - an age deeply in need of spiritual refuge.
son. As the careless ones departed, the steadfast stayed behind
On the surface, these magicians seem selfless and altruistic.To
And so it was that by 1873, the Master had gathered a circle hear them talk, a new eta or prosperity is around the comer, and
f men and women who wanted to learn from him. Pledging his they, of course, are holding the door open wide for everyone else.
most sacred Order to personal perfection and enlightenment, he There's no doubting die sincerity of Master Agrippa's devotees-
initiated his followers according to the Aeon Rites. Within five advancement within the Order is hardened. Still, Aeon magi»
years, Master Agrippa had developed a divine hierarchy based cans are insufferably smug as a rule. No one could be as wise,
upon the Aeon Rites, which prevented the unworthy from ascend~ temperate and visionary as they claim to be. Are these wizards
ing to 'ranks they were not yet qualified to have. To Progress in the simply self-righteous nuisances. or do they know something that

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A A A A A ~ A A A A A A A
I
more-pessimistic magicians miss? Could it be drat contentment
as easy to grasp as they would have you believe, or is their message
simply one more arcane drone in the halls of magic
One never knows. does one

MWC
1 I

The Ancient Order of the Anon Rites is the inheritor of a


melange of esoteric and metaphysical belief systems from both the
East and West. The bulk of its magical systems resemble those
found in other societies from the same eta (such as the Hermetic
Order of the Golden Dawn), and are derived from older Greco
Egyptian texts, particularly the Corpus Hennedcum. AOAR
magic is not for die dabbler; it relies strongly upon book learning
esotericlcnowledgeritualprac
t i e s and meditation.
In addition to the
various magical practices
common among occult
societies, the Order
practices a series of its
own secret rituals: the
Aeon Rites. These
rituals provide a path
of initiation peppered
with metaphysical
ideas. Although AOAR
magicians Incorporate
magical techniques
from disparate
sources, they ern-
ploy them with the
Order's own refinements. According to
Master Agrippa, all other occult studies and cults are chirrup
sons of the truths known to the Secret Watchers. To employ the
purest form of magic, one must understand the Aeon way
Magister Johannes authored his own commentaries on the
Aeon Rites and penned the visions he received. Their compiler
son, called The Book of Anon, offers a complete cosmological
treatise about the metaphysics of the universe the history of the
Secret Watchers, die spiritual nature of humanity, the secret
history of the world, and glimpses of its future
Everything is symbolic to members of the Order. Spirits
planets and numbers all have unique correspondences, often
linked to the Hebrew alphabet, and lessons are imparted through
arcane, multi-layered allegories. AOAR spells rely upon magi
I cal sigils (which draw u the power of numbers arranged
a square grid) and the magical properties of geometric symbols
and uncanny designs. To work her arts, an Aeon Rite magi
can employs sacred mathematics - Pydwagorean theories
that ascribe potentials to different polygons. The most sig
nificant polygons are the triangle, square, pentagram and
hexagram. By trac ing these shapes in the air or on the

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ground and reciting the proper verses from The Book of Aeon, a additional Degree reveals more secrets of the Aeon Rites. As the
magician might draw spirits to the mortal world for communion initiate advances through the Degrees, he teams to discard the
Astrology (real study, not supermarket horoscopes) plays watered»down rituals mother systems and relies almost solely upon
an important magical role, too. Conjunctions between different magics revealed through d e Aeon Rites themselves. Study, medi-
celestial bodies produce different spiritual harmonies. A magi» tation, acts of charity and leadership mark the path of Degrees. A
c a n versed in astrological magic uses her skills for more than selfish, hardhearted sorcerer has no place in the AOAR, and the
ple divination; by working with the energies of certain Order lets such magicians know this sriaightway.
lanes, the Aeon sorcerer may enhance her spells. Aggressive
martial magic, for instance, would draw upon the properties of 0NUANIZ,\IION
Mars, while amorous magic channels the power of Venus.
The Ancient Order of the Aeon Rite observes a strict
Most AOAR magicians also utilize Enochian, the legendary
hierarchy with nine initiatory levels grouped into three
tongue of the angels." While the Order of Hermes claims sole
proprietorship over this mystical language, various versions of the
tongue have circulated across the occult world, even cheap
.
categories:
Outer Level _
the Pupils: The First to Third
Degrees; gathered into Lodges, these magicians do most of
paperback "magic tomes" boast a few scraps of true Enochian
letters. The AOAR employs a variant credited to Master Agrippa,
who received Rites in English, Latin and Enochian before rrans~
.
the "mundane" work while learning the initial secrets.
Inner Level - the Fratres and Sorores: The Fourth,
lating the whole batch into "true Enochian" for The Book ofAeon. Fifth and Sixth Degrees, who supervise the Lodges, take care
All AOAR magics rely upon symbolic paraphernalia, too - of the Order's common matters and spend their time pursy»
wands, cups, swords, branches, ashes and dust. A l\flagister's tools
are specially made, often from expensive materials, and dedicated .
ing great truths.
Supreme Level _
the Magisters: Degrees Seven
to aid that magician and no other. From his ritual robe and swords through Nine, who send occasional advice and commands to
to the magical lumen and circlet, each sorcerer's instrument holds the lesser ranks, hut spend most of their lives in contempla-
its own purpose and meaning in ritual work. tion and deep study.
The AFAR's rituals are elaborate events performed in Advancement through the ranks is only possible by
specially consecrated tabernacles. Everything has a purpose in initiation through the Aeon Rites and prodigious good
an AOAR tabernacle, and all elements must be exact. From the works. A Lodge's elders will determine whether an indi-
number of columns in a room to die size of sacred polygons vidual is worthy of promotion or not.
etched on the floor to the colors of the cubic altar's clods The Aeon Tabernacle fonts the ruling body of the AOAR; it
coverings, everything has a sacred resonance to the Otherworld. spomoishigh-level initiation, monitors the AOAR'scoii'ers (which,
thanks to initiation and membership tithes, investments and other
contributions, are quite rich), and funds charities, scholarships and
INITIATES hardship grants. The Aeon Tabernacle's office, meeting space and
AOAR magicians prowl the occult communities in search of temple are located in]ohannes Agrippa's Amsterdam canal»house,
potential recruits. Notorious "poachers," they've gained a reputa- the home of the Order's main library and archives. Here, the
tion for luring potential recruits away from other organizations and original transcripts of due Aeon Rites are stored and studied. They
into their own. This stigma is offset somewhat by die god deeds are never moved, and have been securely guarded and warded.
they do. In the fractions world ofoccudt politics, magiciansfrom this
The ultimate rank (Tenth Degree) cannot be achieved by
Order display an unusually cool temperament, keen etiquette and
a living human being; this is the level of supreme spiritual
generosity. Perhaps they're onto something after all.
master, the level of the Secret Watchers - now including
Only the brightest individuals are chosen for the AOAR; Magister Johannes himself- who still guide AOAR sorcerers
candidates must be well»read, mannered and eloquent. Since the through their dreams. Only the Secret Watchers themselves
Aeon Rites have supposedly been dispersed throughout a variety may accept a deceased Magister into their fellowship.
of occult sciences, most AOAR sorcerers prefer to initiate pracf
All Aeon Rite magicians seek visions from the Watchers;
ricing occultists and other students of the mysteries. Aeon Rite
sadly, the Watchers aren't always quick to respond. In the last few
mentors encourage magicians who have become discouraged by
years, only Master Agrippa has appeared; this silence dirns the
due dark tone of most occult groups to "walk in light"- to throw
Order's light. Secretly, some Order members have begun to
away the black robes and pursue the sacred Rites.
wonder whether their fellowship is actually guided by ascended
Potential initiates learn the basic precepts and history of the masters, mischievous spirits, demons, angels or even a megaloma-
AOAR, including the career ofMagisterlohannes, the truth al:x)ut niac magician - Master Agrippa himself- who only appears to
the Secret Watchers, and the existence of the Aeon Rites (many be dead. This suspicion, added to the Order's earlier schisms and
of which are already partially known to occultists and scholatsofthe murders, causes tensions within the AOAR. Desperate as they are
arcane).NoneoftheAOAR'sgreatersecretsare revealed untilafter to believe in a healing truth, some Aeon Rite sorcerers assume a
candidate's initiation into the first Degree (Apprentice); each rather militant stance - "This is the truth! We do have the Great

M I I I I I I I n I i I I I I I I I I l I
v v v v v v v v v v v v v v v v v v v v v
WIJRLD of DIM isS: SOIRUEKIIH
A A A A A A A A A A A A A A A A
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Answer!" - and refuse to hear otherwise. Dissidents have a way .
Others: Unbeknownst to the Aeon magicians, a pack
ofdisappearing-or turning updead- ifthey question the origin of Bone Gnawer werewolves has taken it upon themselves to
of the Masters' advice. Is the Order a bastion of hope, or is it a cult protect the Order's Boston temple - a renowned center of
I of personality led by a mad bank clerk nth an unhealthy skill for charity called Saint Simon's Rest. Aside from a few minor
I

magic? encounters, other beings overlook the AOAR. At best, this


Like we said, one never knows.... group of progressive Samaritans resembles a Golden Dawn
offshoot that refuses to acknowledge that its day has past. It
too small to play any major role in arcane politics.
KELATIONS . )..~.v ».. »-A al... . .. . » g ' ) u _ \ - > ¢ 1 . \ , § \ \ " .-
.
*Qs .
.\ 5 s ' A U I
'
.>~+.!'i~§=>5a¢r-J'

Hunters: Although the Arcanum has extensive files on the


Arlclw ORDER or THE AEON RITEIHARACTERS
.
\

AOAR, those files ave somewhat out of date. The Society ofLeopold ve

watches the group from afar; although they suspect sinister IT1otiva» " .. _. Concepts: Antiquarian, linguist, occult

.
A

sons behind the Order's generousfacade the AOAR does too much scholar, professor, dilettante, social worker.

'.
P
Jr

good to warrant an immediate purge. When, in 1948, an Eighth -*


2 Traits: As educated men and women, all
Degree Aeon devotee joined the Sons ofTert'ullain (see The Quick _-. AOAR sorcerers have high Mental Traits, plenty; v>.'~.
»».
. ,
"1

and the Dead), he ignited a war that lasted for years and reduced the of
Knowledges (Cosmology, Linguistics, Lores,
I
Order'salreadyfragile membership to 10rnagicians- its lowest point ;'1 Occult Sciences) and wealthy Backgrounds (In-
.: .
since its inception. The AOAR dropped out of sight until the 19605 _.-..
fluence, Resources, Sanctuary). As a rule, they
and still hides from the fanatical ghost»huntets; if the Order bears a
.:
v
tend to be kindly magicians with open hands and
.
.
-:

.
grudge against anyone, it Ls the Sons. keen minds.
.1:

.__. .
'L
Other Magicians: While all magical societies COD* :.c- ..- Preferred Paths: Enchantment, Ephemera,
3 _

sider themselves the bearers of the One Truth, the Ancient .1


.»,
Summoning (Daimonic).
Order seems to be a bit more obnoxious about it than most. _.
-4.
'In •
Magical Style: The Order advocates a deeply *
.
While they've been known to help other magicians, the cost symbolic ritual craft. Each item, each word, each
;
J

of that help often includes a convert or two. This "proselytize §,~ minute of the ritual is chosen for its significance.
*.
-3.
ing" has not made the AOAR any real friends.
. Mages: Hermetic House Ex Miscellanea keeps close
1 The phrase, "High Ritual Magic" doesn't do these
if
\

magicians joeslice - everything must be meticu»


i

ties to the AOAR, and uses the "lesser mages" as a charity lous or the spell cannot succeed.
ei.of? .l

society and recruiting ground. Some Hermetics believe it is When roused, the Order's powers are subtle
'gE -:

a shame to see such dedicated seekers so determined to be but strong, and carry a vivid magical "taste" of
§
blind. As far as the mages are concerned, the Aeon Rites :iz
.I
_of ,
antiquity, hope and emotion. If the Storyteller
magicians focus so intently on external acts and symbols that wants to add a bit of extra flavor, she might lower :J

they miss the internal journey of transformation. In doing so, n , the difficulty of certain workings (one or two) or é
r.

they walk straight past what they try so hard to achieve. Still, .2
To
`.. add to their Dice Pool if the AOAR player chooses
f

claim the Hermetics, the wizards' hearts are in the right :a


.:» a planet to direct his spells and invokes that planet é

place. Perhaps their Secret Watchers are clever mages, .1;'


during the ritual.
.Iv

guiding a particularly clever band of censors on a mission to f

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. -am." .
v. -..~ ..*. .... .,.,,. .
spread the mystic gospel....
M .r. A ..-\----- I . \

WHY DABBLE WITH A BASTARD fRAGMENT of WISDOM WHEN YOU MIGHT BASK IN THE
LIGHT of THE UNDILUTED TRUTH or ALL THINGS? lr you'R[ WILLING TO TURN AWAY
fROM LESSER DISTRACTIONS, COME JOIN US. WE COULD PUT YOUR SKILLS T06000 USE.

N a m 'I 1 1 1 M M 1 1 1 1 W 1 1 1 m l l l l
v v v v v v v v v v v v v v v v v v v v v
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A A A A A A A A A A A A A A A A A A A A A
up I w | w w |
ii
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UALAMOU Balamob, nor were all Balamoli) kings, it is mie. But long and

's
queen and Balamol) worked together for our People benefits , and
the People grew strong.

HLOODOFTHENIGHT-CAT But, of course, we were people, and people do not change .


Greed, hatred and lust took their places in the hearts of men, and
The blood of kingSruns through us, my son. Though you see
the gods were forgotten. Oh, the gods were spoken of and honored
"s nothing more than farmers and Peasants, remember this :
in sacrifices - or else our magics could not work but they were
Ours is a lineage char stretches back hundreds, even thousands of
not truly held in the hearts of the people. The kings fought one
years, before the coming of the Europeans and the Church of
another, and the Balamob battled each other, and war and strife
Rome. Centuries ago, a great empire spread across this land
took their toll on our people. Once we were gods, and then kings ,
Mayan warrionkings fought with each other, using Powerful
and then we simply became enemies and the magic was forgotten .
magics as taught by the spirits. This empire is nothing but
When the conquistadors arrived, the Maya were a pole
crumbling stone now, scavenged by historians and collectors of
antiques like ants at a picnic, but we still remember the old ways
shadow of our former glory. The Spaniards had conquered our
cousins to our north and they came for us next. Our great cities
We were priests then, and we were kings. We are the Balamob,
the Jaguar Champions, and ours is the way of the spirits.Ours is
had fallen and were empty for many years. We eked a living off
the land; still the ho'rse~men sought to despoil us. The Balamob
an ancient memory, for the Balamob go back to the distant Past
were safl there , but had weakened greatly. Where once the jaguon
even before the rise of our kingdoms. Those years are as clouded
kin Tan common as the spots on a great cat's hide, they had
memories to many; it was in the years after the great Hero Twins
shrunken to a handful by the time the horseernen came with their
Hunahpu and Xbalanque had gone to the Underworld and were
dyinggod. With the torch, the sword, the gun and the cross, these
sacrificed to the Lords of Xibalba, In the land beyond death, they
learned many secret things, including the arts of renewal and
new men finished what our foolish pride had begun .
trans}'ormaaon. Upon their return, the twins taught these secret There was little we could do, but we tried. Our people were
things to their chosen cousins, the Balamol), those who would still our people, and we we*re swo'm to Protect them. In one battle ,
protect the world or 1 the harmful spirits of Xibalba. In time, the our itzamna took the forms of the eagle, the snake, and the jaguar ,
and we fought against the Christians. But their own itzamna
Balamob were seen as gods as well .
called upon his wayob, and o single dove defended the Europeans
The first Balamoh learned ofch'ulel, the stuffofthe soul, and
and slew our itzamna. Was it the Balamoh who had weakened?
its, the magical sap of the World Tree - the sacred axis that we
Perhaps it was not our itzamna who had weakened, or their magic: ,
see represented in the natural world by the Ceiba and the Copal
but our people's faith in us. I cannot say for sure. All I can say is
trees. They learned of the wayob, the companion spirit animals
who would guide the itzamna in their vision trances. The first
that we became a captive people .
Balamob used these abilities to fight the dark spirits who Preyed on For centuries the Europeans tried to destroy our ways. They
the edges of mankind: vicious, lnloodffrenzied monsters who both failed and won. Look around you! Everywhere you see the
sometimes wore the skin of men and culled our peoples for many Christfgod and his cross' But not entirely, for is not the cross the
years very same World Tree that we must ascend? Our native traditions
cannot be totally driven out. We may wear new clothes and take
Eventually these l9atrle»beasts disappeared although they
new names, but our traditions are ancient and enduring, and the
still can be found in the dark woods, I assure you! - but other
new cannot totally devour the old. Our ancient legacy iS still
spirits sought to harm our people. Who knows why? Some, no
mistrusted, though; haw often is a Balamob h'men confused for an
doubt, envied us for our flesh (something the spirits can never
obeah or hechisero, the witches and black magicians who use the
have), while others followed the dictates of Ah Push, the Lord of
spirits for their own dark ends?
Death. Even then, we did not fight these creatures alone. Our
feathers and old grandmothers knew the jaguanfolk, creatures No, no - I do not despise the Christians. No, I merely
neither fully man nor jaguar. With them, our ancestors fought the mourn the demise four people and our faith. The gods are hungry
demons and death spirits who ravaged the land. Under our and a few peasants sacrificing corn is not enough no sustain them.
protection, the people prospered. Kingdom after kingdom grew in Should those gods abandon us, who then shall we turn to for
r lands, and in the lands north and south of us. strength when the monsters of Xibalba break free once more? With
the Balamob Powerless, who would fight the dark spirits? Thus do
In are, the Balamob came to lead our People; with spirit
we continue the old ways , to keep the horrors from Xibalba at bay .
power and spirit wisdom, our forebears guided the Maya through
Perhaps one day in the future o new empire shall rise and cast off
prosperity and adversity alike. We sacrificed blood as propitiation ,
our oppressors. Who can say?
and we kept the people to the ways of the gods. It was not then as
it is now; now we must hide from accusations of devil»wo'rship and We have suffered much in the past cennmes. How long has
witchcraft. in those days, the People revered us. Not all kings were it been since our leaders remembered the gods instead of their own
vanity andpurses? From the Catholic conquistadors and colonials
who usurped our authority and used us as slaves, to the corrupt

l * l Yl 1V 1V 1V 1Y 1V 1V 1Y "V ' Vl 1V 1V ' Yl 1 111\1M'%M


Y Y V Y V V V V 1 '
WOfILD or nell»;rlfss: SOHCEKEK
! A A L A A A A A A A A A A A A A A A A A A
U U U U U U U U U U U U U U U U U U U U U w I
governments char followed, bringing drugs and blood and war in
their wake - there is no *refuge for us. Where once we stood atop
temples as gods, now we must hide in alleys and in the shadows of
n
the jungle.
But the Balamob are strong, and we grow stronger. Fm the
faith of the Christians today is not like the faith of the Christians
hundreds of years ago; it is dry and brittle, like an empty wineskin.
And our people have begun to hunger for the ways of the itzamna
more and more. A thousand years ago, I would have been revered .
-\ . ~ \ I i
Five hundred years ago ,I would have been admired. Two hundred
years ago, I would have been tortured and burned. Now - are
we not coming to a full circle' Look around you - are you not
Proof of that? Do not other boys andgirls your age seek to learn my
secrets? Some of you shall, no doubt, and others shall not. But
even they have a task to perform as they spread the word of the
Bafamob. They may become but simple h'men, hearers and
doctors, but they shall remember the spirits and Propitiate our
ways.
Your people's protectors have not forgotten you, for we love
you too much. The dark creatures of Xibalba are straining for
release, for dark times are coming. Too many people have
forgotten the rituals for too long. And when the portals to Xibalba
burst open, aided by the deeds of the hechisero and other black
magicians, we shall be there, calling upon the wayob, the good
spirits, to drive Of
the evil spirits and the humans that worship
them. We shall use all our magics, and we shall take the form of
if
our wayobs necessary, to fight with tooth and claw. We shall
endure, for the Balamob are strong. an
THE SOCIETY
A secret collection of animal-shamans, this ancient
society tends the embers of the Mayan culture. Scattered
throughout their ancestral lands, the Balarnob play a triple
role: In their neighbors' eyes, they are simple folk with a
reverence for the old ways; at night, they become the People
of the ]guar, magicians with fierce insight and bloody \q
practices; in their hearts, they embody the union of flesh and
spirit, animal and human. Like the cats they revere, these
sorcerers walk solitary roads. Patron spirits guide the journey,
but for the most part, the Balamob stand alone.

MAGIC
Fundamental to the practice of Balamob magic is the
concept of Xibalba (pronounced "Sheebalbah"), the
Otherworld, a supernatural landscape both beneath and
above our own mortal terrain. This Otherworld is the home
of countless myriad spirits of myriad intentions, and it was
through the actions of the Hero Twins in Xibalba that
mortals learned the magic arts. Xibalba - a.k.a., the Umbra
- is the source of Balarnob magic. Though these magicians
often speak of the dark spirits of death who inhabit Xibalba, Y J -- e
:am 4
13
it is the spirits, not the place, that carly evil. al

m 1 1 m 1 1 | 1 1 ~ 1 m m 1 1 1 ~ 1 m 1 1 1 » i \ A
v v v v v v v v v v v v v v v v v v v v v
CHAFTEII TWU: THE FACES or SOIICEKI
A A A A A A A A A A A A A A A A A A A A A
iv w | I | |
J'
| w | l l | | | | | w l l | |

Each itzamna (soul-carrier) receives a spirit-patron (the


wayob; see below). Although truly accomplished Balamob
may assume a variety of shapes, all itzamna favor one particle»
jar animal - the shape of their patron spirit. When he learns
how to transform into animal form, the Balamob prefers this
beast shape to all others; to him, it is a sacred thing to become
one with the wayob and to share in its essence
Most Balamob magic takes place in vision trances when
the sorcerer enters Xibalba in pursuit of magical wisdom or
power. The very first spirit a Balamob sorcerer ever contacts
on his own is his wayob, or companion spirit - a familiar
animal of sorts who accompanies the Balamob, protecting
him and assisting in his magical invocations
The axis mundi of Balamob philosophy is the World
Tree, the W/akah~Chan. Raised by the gods at the beginning
of Creation, d'\is sacred tree separates the sky and earth but
unites our world with Xibalba. The Wallah-Chan is more
than a single, Earthly tree, of course it is the essence of all
trees. Balamob sorcerers recreate this World Tree in their
rituals, building altar»effigies from rope and wood. in a
greater sense, the Balamob himself becomes a living World
Tree. the union of Heaven and Earth.
magic sap, or itz, of the World Tree, flows through
our world as the sap of terrestrial trees (such as the Copal,
whose sap is a resin burned as sacred incense), and as the
liquid secretions of the human body blood, sweat, semen
and tears. As vessels of itz - also known as ch'ulel, or stuff
of the soul - these fluids are offered to sacrificial fires during
Balarnob rites. As they become smoke or steam, such offer»
ings become food for the gods
Bloodletting - the dance of ch'ulel is a sacred act.
Blood is holy; to give it to the gods is a grand act of piety,
especially if that blood is your own. Lesser magics require a
few drops; urgent, large»scale spells demand copi-
ous amounts of blood, often shed in spectacular
mutilations. Any part of the body is appropriate ,
but the most sacred parts include the tongue (for
men and women) and the phallus (for men). The
Balamob still practice the ancient art of piercing
their sacred parts with thick coils of rope, then
dancing around madly, surrounded by whirling, bloodstained
streamers
The dance itself forms another aspect of the Balamob
art. During wild festivals, the sorcerers and their companions
reenact the creation of the cosmos as grand ecstatic pageants
Dressed in clothing that recalls their sacred wayob spirits -
a follower of a jaguanspirit, for instance, would wear a
specially prepared pelt - the Balarnob become their patrons ,
first in spirit, then in flesh. Gifted magicians assume animal
form and rush off into the night at the festival's end
Balarnob magics aren't tied to specific locations, but
seem especially potent when they're enacted at sacred ancesf
tral sites. The spirits work best in places they know well. As

Iala M M 1 1 M \ 1 M I I M 1 ' I 1 \ M M 1 1 i
v v v v v v v v v v v v v v v v v v v v v
worm or l)AIiliNESS= SOHCEREH
- _ _v _w-w -w -w_w _ w _v
r up
Q 1 Q Q Q Q 1 Q Q Q

I | | | w w v l w l w | w w W
modern tourists and settlers stumble across these sacred people and spirits. Some elders form alliances or rivalries, but
places, however, the spirits flee to quieter homes. In their these relationships are personal, not political. Each item
absence, darker spirits - embodiments of greed, lust and maintains his own beliefs, interpretations and understand-
treachery - ride in on the night winds, settling down to a ings of the world and the ancient rites. Some Balamob even
feast of human weakness. Where the "harvest" is good, these incorporate Christianity into their beliefs, but these
spirits remain and grow more numerous and powerful. "progressives" remain among the minority.
Balamob remain almost exclusively in their traditional
INITIATES homelands: the Yucatan peninsula, Guatemala, Belize, El
Salvador and Honduras. Some venture further north or
Balamob initiates come almost exclusively from the
south to follow work - after all, an item must still earn a
local folk of Mesoarnerica. Over the past few decades, how»
living - but most stay in the places the spirits know best.
ever, other groups have filtered into the cult: Anthropologists,
Foreigners who join the society often return home for a few
archeologists even tourists from around the world come to
years, but they always return to the lands of the Maya. Many
the sacred regions to study Mayan civilization and culture.
itzamna insist that Xibalba lies very close to the material
For some of them, an objective view transforms into belief-
world in Mesoamerica. While most of the world chokes on its
sometimes even fanaticism. Balamob elders occasionally
own industrial wreckage, they say, the spirits remain close at
select promising converts and offer them initiation.
hand in the Mayan country.
The initiate faces a complex study period; Mayan cos»
Not that all Balamoh practice purity and serenity; spirits
urology is subtle and symbolic, and many nuances survive
come in all shades, and some itzarnna bond with the darker
only in the hidden teachings of the Balamob. Outsiders must
varieties. Greed and power make strong temptations for a
also learn the Mestizo dialect - the Spanish/Mayan hybrid
sorcerer, and the spirits are only too glad to show a lusty
that forms the local vernacular - spoken by the elders who
Balamob to the shadowy roots of the World Tree. While
rarely understand much English. Unlike many magical groups,
many magicians protect their "flocks," some prey upon them
the Balamob don't view language itself as sacred (although
like a jaguar among sheep. Others tum their rage at outsiders
some claim the spirits speak only in Mayan! ); still, many of
and profi teens into murderous raids and devastating curses.
their concepts get lost in translations to other tongues. Only
These last have found allies among the Garou who venture
by learning the language can the initiate understand the
into Central and South America for the Amazon War,
magic.
among the Zapatista revolutionaries in Mexico, or among
After learning the rites and concepts of the Balamob,
the displaced werecats who lash out at all corners. It's all too
the new initiate undergoes his first vision trance. During this
easy to regard talk of "becoming one with the spirits" as
ritual, he pierces his tongue, runs bark or paper through it,
happy hogwash when one lives among New Age stardusters;
and offers his blood to the gods, riding his pain until he enters in the thick forests and mountain retreats of the Balamoh,
the ecstatic state that opens the gateways to Xibalba. Assume however, people recall the gorier side of shamanism - and
ing a dream-form, he leaves his body behind and rides into
of the Mayans who shed their blood for the gods.
the spirit world. There the great Vision Serpent greets the
traveler and initiates him into the secret rites. The new item
meets his wayob, his companion spirit, and forms a bond with RELATIONS
it. Although wayobs usually appear as jaguars, snakes, or
eagles, other animals -
even mythological ones - some»
. Hunters: Hidden among the shadows of a deeply
Christian culture, some itzamna clash with Catholic Inquisi»
times take shape as well. From that point on, the wayob
tors and Protestant missionaries. The Society of Leopold
accompanies the itzarn for the course of his life, aiding him
keeps a thick file on the "jaguanmen of Mesoamerica,"
in his magics and protecting him in his dreams.
whom they (sometimes correctly) accuse of poaching, drug
Once this ritual ends and the trace fades away, the
running, infanticide and human sacrifice. Like the Spanish
initiate becomes a full item and the Balamob welcome a new
priests who helped "settle" the New World, these church»
warrior»priest into their ranks. Study, from that point on, is
men are appalled by the "demon worship" they see among the
a combination of life experience, dream travels and
native peoples. Many of those natives also avoid the magi»
loreseeking. The lost culture has many hidden secrets; even
cans in their midst. Thus, wise Balamob keep a very low
elder Balarnob do not know them all.
profile. Angry voices, blades and shotgun blasts are only a

OIIGANIZATION .
misstep away.
Other Magicians: The wandering Nephrite Priests
The Balamob don't have any real organization. A cult in annoy the Balamob. It's bad enough that Spanish missioner»
the loosest form of the word, these itzamna keep to them- ies soured the land in the name of their god; these fanatics
selves, establish local "territories" and watch over the local

J-

v
1
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1
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cnnrnin TWO: THE f.»'l(TES or soncrinr 29
A A A A A A A A A A A A A A A A A A A A A
l 1 I | w w | w w | w l | w w w | | w | | | W
,, J;

claim the land was theirs all along! Clashes are rare, but they 1
.m.' l u , . . . . . , J , . . .
.... 1

.
1 . . . . .
.-.,. wa-
.:-" .
¢
_. \ ,» .

do occur. As for the other societies, they cross into Balamob

.
ground so rarely that no one really cares on either side.
Mages: Since few Balarnob play power politics, they
remain largely out of view. Still, some South American
.I-3
Concepts: Environmentalist, activist, drug
smuggler, farmer, anthropologist, village wise
K M m J/'
>'.nf.-..
.1.- .». .

Dreamspeakers know their ways. A handful of Awakened


Balamob actually belong to that Tradition or to the Ver»
bena, who understand the powerful link between life fluids
.
worker, revolutionary.
Traits: Balamob favor Physical Attributes
and Traits like Awareness, Brawl, Dream Inter-
and mystical energies. Long ago, a collection of Mayan pretation, Intimidation and Stealth. By being rural
sorcerers joined the Euthanatos; although that faction is magicians, they often lack "book knowledge," but
.
history, some death mages remember the old ties fondly.
Others: As heirs of the jaguar»spirit, many Balamob
master oral lore (Culture, Hearth Wisdom). Many
Western recruits are often more academically in»
revere the Balam, Mesoamerican were guars who share an lined. Most accomplished Balamob are l

I
old bond with the land (see Bastet for details). Some itzamna shapeshifters, and take the form of their compare-»
actually worship the werecats, while others regard them as ion spirit.
cousins, partners or comrades in arms. Since neither the cats
nor the sorcerers maintain an active hierarchy, no "official

Preferred Paths: Divination, Ephemera,
Herbalism/Brewing, Shapeshifting.
alliance" exists between them - they simply act in concert
i the occasion demands.
• Magical Style: Offerings of blood, tears and
other fluids often combined with chants, halluci~
nogenic drinks and celestial correspondences. The
strongest magics can take place only at the proper
times; the Storyteller may decide that certain
Paths, like Shapeshifting and Divination, are lim-
ited to certain phases of the moon.
i t
. .,.. . .,.\ .. ... .. . .. .~.- ....... i . .,., 1
...... .'.<».... ..

65/i' 63 Ana
way auf co/om
i nor.: andwe .tfandW H my

we IN: frm' aninazwzl /;mZ2vd

Hz z>rzZ.f zuzlt wt in.

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i A A A A L A A A A A A A A A A A A A A A A
13
J U U U U U U U J U U U U J U U U U U U i
For many centuries did the children of Nephi and Lamar like
THENEFHITEFKIESTHOOD and Prosper on these shores , sometimes living in righteousness and
other times in sin afness. It came to pass that Iesus the Christ did
appear unto us and Preach His gospel to its, as had been foretold
YKOFHETSOFTHEDUST by the prophet rep hi . But many rejected His words and His
We know this to be the truth: As God is now. so works. In a great battle at hill Cttmorah, in the fifth century after
one day, and as we are now, God was one day. We. God. the Christ walked the Earth, the wickedLamanites slew all the peoples
angels and the spirits of the world are all of the same race, and shall f rep hi until finally only the prophet Moroni was left to complete
share the same destiny. Ours is fptrotecting our brothers the sacred wrings of his father Mormon a testament written
and sisters that they might persevere the road to godhood. and in the Reformed Egyptian language of the Nephites- teaching the
preparing New Jerusalem for the Second Coming history of the tribes of Israel, and the visitation of Christ. And so
We are an ancient order that goes with surety to the Moroni sealed uP these books until a later time as he could refueaf
Prophet Nephew himself. For it was Nephew who wandered with Lehr them to the prophet Joseph Smith
his father and their family in the wilderness in the seventh century The history of our Church of Latter-Day Saints is well
before Christ; there they sought the land of promise, fleeing known from there: how Moroni, now an angelic being, appeared
Jerusalem as the Lord so commanded Lehi, Both Lehi and Nephew unto Joseph Smith and showed him the golden tablets of Mormon
were great uistonanes and the Lord spoke unto them in dreams and taught him a means of translating the golden tablets throng
and in visions, yet often they were reviled and spat upon; but they a magical seerstone- and the complete Testament oflesus Centrist
walked in the ways of the Lord was revealed to all mankind
And it came to pass that Nephew led the family of Lehi across ] o n the Bapast did appear unto Iosep Smith and ordain him
the great seas of lrreantum to the New World, where they were a to the priesthood of Aaron - a Letiitical Priesthood in which all
strong and industrious People - but there the children of Laman male believers participate. Side by side with the Aaronic Priest
the brother of Nephew, committed great iniquity, for they had the Priesthood of Melchizidec, from which our church
hardened their hearts to rep hi and the words of the Lord, and for elders are drawn. Thus, the hierarchy of the Church of ]sus
their great rebelliousness they were cursed and a people set apart Christ of Latte'r»Day Saints was established, and grew and

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prospered. The Prophet died a martyr in 1847, slain by a hostile of their knowledge in stone, plain as day to the initiated, but
crowd of unbelievers, yet the faith he established lived on and meaningless to the ignorant - markings that even now are
prospered. His successor, Brigham Young, led the newly restored misunderstood by those who *re Use to see the blinding truth of our
church to the great Salt Lake Basin, where the Saints - those ancient testament
whom outsiders called "Mormons" - founded the radon of The Priests were sworn to secrecy, and their burdens
Deseret, a new Zion, a separate territory that would eventually heavy; for only those who walked the straight and narrow Path
become the state of Utah. Our fathers and brothers worked hard could practice these arts without risk of
damnation. Those P
to all the land, and to defend it from the gentiles who hated us and who strayed from this path became corrupt and (vain men, which
would see our lands taken fr the Priests of rep hi had to slay in the f righteousness. The
a secret history of Nephew , one that Joseph Smith Lamanite Corrupt were a testament to the evil that threatens all
revealed not, for it was a great and terrible secret. The Lord God men: the vanity and vice that great men fall into, turning fr
revealed many private and hidden things to Nephew in visions and ways of
God. Equalfy, the Nephrite Priests were the epitome 0
in dreams: the Powers to command the elements and speak with Saintliness; travelers and prophets, they wandered the deserts and
the dead, to learn the language of dreams and the healing arts, to forests of the kingdom of rep hi, seeking to hear the voice of the
touch the weather and to summon spirits. Nephew taught these Lord in the winds and the rustling of trees. Sadfy, the Nephrite
secrets to very few people of his kingdom, who in turn passed on Priesthood fell with the peoples of Nephi at the battle of Cumo°rah
their knowledge to other disciples, and onward through the history and their ways were lost to mankind for over a millennium
»f the ldngdom of Nephew And thus it was in I 849 that rep hi appeared as a celestial
Some etched symbolic being, revealing himself in the desert to Uriah Spence, a settler of
representations Deseret. Though he lived a simple life, his intellect was keen
was a man of piety and great moral fiber, and Nephew laid
hands upon him, restoring the ancient Nephrite Priesthood to the
land. In dreams and visions, Nephew instructed Uriah in the

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Nephrite arts of sigils and prophecy, that Uriah and people like him MAGIC
might once more wander new Zion and safeguard Mormondom
A Nephrite's faithcraft rests upon the principles of his
against the attacks of its disbeliefers .
religion. Chief among these principles is the idea of apotheosis-
And so it came to pass char Url ah himself, after having as God is now, so man shall be one day, and as man is now, so God
mastered the secret Nephrite arts, instructed others in these same was one day. Humans are spiritual beings who will one day be
methods , and these disciples in turn passed on the arts. The advent like God Himself, and Nephrite "sorcery" is little more than the
ofthe Nephites was propitious. Deseret faced an unsympatheac cultivation and development of the inner powers available to all
government that marched troops against our peoples, recalling the spiritual entities. Indeed, God created the world of flesh so that
early hostilities of Missouri and Illinois, the same hostilities that all the spirit-beings (which he likewise created) might have a
brought about Joseph Smith's death. lt was a rallying call for our home - so that in the flesh, these spiritual beings would have
people, who took uP arms against the foreign invaders. Brigham the chance to grow to perfection.
Young preached the doctrine of blood atonement, reminding us
In the Nephrite doctrine, everything, even spirit, is
that some men's sins were so great that only in their death could
matter. The Priests do not accept the concept of creation ex
they achieve Penance, and Mormons were ready to fight and die
nifiifo, "from nothing," that other Christian churches con
for their land and faith. The Nephites fought alongside their
tend. Everything is matter. Even God Himself has a form of
Mormon brothers , aiding them with their supernalpowers in ways
flesh - glorified and perfect to be sure, but a thing of matter
unseen and unknown - and though the great Mormon Utah War
nonetheless. A suitably elevated master can command that
of the 18505 did not erupt in the cataclysm of blood and fire that tnatterwith good or evil intentions. Most, regrettably, choose
had been foreseen, it was a visible reminder oflww the faithful ever
evil. The Dust Prophets, on the other hand, stand bathed in
face oppression.
heavenly light - or so they steadfastly believe. Nephrite
Thus, it is that we come to the present day. lt is clear that our Priests consider their magic the restoration of the "primitive
Church is on the eve of Greatness; though we must contend with
gifts" described in the Bible and the Book of Mormon. The gifts
many Apostate Churches, ours is the One True Church. And of tongues, prophecy and exorcism are natural abilities for
while we now are reconciled with the United States and their those who commune directly with the Divine, and greater
federal government, we still recall the day when we were martyred powers await those who perform God's will for God's chosen
and abused for our differences. Indeed, we accept the offices of the
Nephrite gifts work through several channels. Most "spells
United States as Divinely appointed and the Consatuacrn as
invoke celestial beings whose names are often known only to the
Divinely inspired, but forget not the blood and tears that nurtured Nephrite Priesthood, entities who were once virtuous members
our lands in New Zion's youth.
of the kingdom ofNephi before its destruction by the Latnanites
Now we wait, in secret, until the Second Coming and what we Powerful miracles come durough invocations of the Holy Spirit
call the Gathering: when the descendants of the Larnanites ( those now - a spiritual entity without corporeal form. In no circumstance
called Native Americans, or Indians) and thelews shall come to the does a Nephrite Priest call upon the names of]esus Christ or God
new Zion and repent their apostasy, and Jesus the Christ shall come he might pray to them or ask for some intercession, but he would
again unto the world. We stand strong, ready to defend our Mormon never presume to demand their aid.
brothers andsisters from future oppression by unfzrelieverzs. Ours is the
Although Nephrite gifts work anywhere, each Priest cone
task of aiding the Church, to fight the deeds of the Satan and to protect
crates a temple in his own home. Wandering Nephites keep
the radon of' Saints. We act without desire for glory or recognition ,
simple, portable temples (often little more than an altar and 2
knowing that we must live secret lives until the final battle. And we
veil), while established Prophets construct grand sanctuaries
stand apart from our Mormon brothers and sisters ,for such is the duty
Each temple should be a tribute to God, a place for prayer, security
of vigilance. Let the harsh desert wind remind us of the wages of sin initiation or faithcraft. Unbelievers are never allowed near these
and the burning fires of the coming Apocalypse in which all shall be
holy structures. Even good Mormons are best kept at a distance
called to serve the Lord orpenSh.

lwlwwlis
THESOCIETT New Nephrite Priests typically come from Mormon families
From the crucible of subjugation, the Nephrite Priest strides with a long tradition of church membership. Rarely are Gentiles
with burning hands and Divine powers. To call him a sorcerer (those outside the Church of]esus Christ of Latter-Day Saints)
would be to blaspheme the Holy Name of God. Servant of the considered for membership, and these few individuals must join
Father and defender of the faith, a Nephrite Priest is the heir to a the LDS long before being considered for Priesthood.
sacred and asential tradition. Let the hell~bound tinker wide their Nephrite initiatory rites are deeply ceremonial, held i
petty devil»games. The Priesthood paves the way for a final show» special temples and hidden from causal view. A new initiate
down with darknessand the unbelievers. From the portents revealed - called a Deacon - must fast for three days prior to his
each passing day, that showdown is just around the corner. . .. initiation; afterward, he goes to the Nephrite Temple at

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sunrise and spends the morning in prayer. The new Initiate gregates near Salt Lake City, the headquarters of the Church
i unclothed, for he must be reborn, and is anointed and of]esus Christ fLatter-Day Saints. Still, the wilderness calls
consecrated with oil at various times throughout the cert to these holy messengers. Utah's deserts and mountain ranges
emory. After a period of private prayer, the initiate is garbed hold a strange fascination for the Nephrite Priests. Most Dust
in white and the consecrating priest prays with him. Through- Prophets journey in the "wilderness of Zion," as far from
out this entire portion of the ceremony, a veil separates the human habitation as possible, for 40 days and 40 nights. On
Nephrite altar and the initiate; toward the end of the ritual, such quests, a Priest fasts and prays. Some Nephites do this
the initiate parts the veil and walks to the altar. Thus does he once a year, to remind themselves of the sufferings of their
enter the celestial kingdom forefathers and the deprivations that may yet occur. A small
The Deacon undertakes a period of study typically lasting but vocal segment of the Priesthood advocates a militant
one or two years. In that time, he learns the fundamentals of separatism that harkens to the days of "Deseret's occupation
Nephrite theurgy and the hidden history of the Nephrite Priests. by hostile troops." To them, New Zion will be built on the
He also studies Reformed Egyptian - a language descended ashes of the United States - a nation as corrupt as it is grand
from demotic Egyptian, transformed through the centuries, and Some Nephrite Priests travel to Mexico and Central America,
spoken only on the American continent during the period of the where they search for archeological evidence of the Nephrite
Book of Mormon. A holy tongue, this language opens the cultures described in the Book of Morrnon. Like many Mormons,
padiways to the Divine consciousness, priming the priest for these searchers believe that the ancient cultures and civilize
greater and more-powerful gifts sons of Mesoamerica are, in fact, traces of the Kingdom of
Progress through each subsequent level of Priesthood is rep hi. In their quests, some Priests have uncovered mysterious
marked by grand and elaborate rituals, each one greater and remains that cannot be easily explained or identified. Sure in
more solemn than the last. Every new initiation demands a full their faith, they declare the ruins sacred ground and defend them
day of meditation, prayer and a renewed commitment to the against all "trespassers - even ones whose families have lived
cause. High Priest»Prophets are a rare and dedicated breed. in the area for centuries.

0NUAN1ZM10N RELATIONS
The Nephrite Priesthood is a scattered collection of
Mormon wise men with marginal authority. Although a
.
Hunters: The FBI. keeps an extensive file on the fanatic
Desert Prophets. Several acts of anti»government terrorism
High Priest»Prophet exists, his title conveys more respect
have been laid - rightly and otherwise - at the Nephrite
than command. Unlike the church itself, Nephrite Priests
doorstep. Given the close secrecy and unto-death dedication
shun a central organization. Flexibility is vital to their duty,
within the Priesthood, government agents have very little to go
and Prophets in the field must act at their own discretion
on. Few Mormons know about these apocalyptic holy men, and
Who has time to consult an Elder when the wolf runs among
fewer still speak openly about them if given the chance. Mor»
the flock? Even so, a vague hierarchy can still be found within
on refugees warred with the United States government slightly
the Priesthood's ranks
over a century ago, and the old wounds linger on both sides.
• Deacon: A newly initiated Nephrite, still studying
The Society ofleopold considers the Priesthood a dangerous
.
under his mentor. This instruction period may last for years.
Priest: An ordained Priest, now free to operate on his
heretic sect - one wide supernatural powers, to boot! Given the
popularity the Mormon Church enjoys in modem America, the
own authority. Newly consecrated Priests must wander for a
inquisitors are hesitant to confront the Nephites on their home
period of two years, spreading the faith and learning all they
ground. Such a confrontation could only make things worse for
.
can about the world outside Zion
Elder: An older, more settled Priest, often sought for .
the Society, and the group's cooler members realize that fact.
Other Magicians: Nephrite Priests venturing into
advice
Mesoarnerica have run afoul of the Balarnob. Although the
• High Priest-Prophet: The seniovranking Elder, se- jaguar-folk tend to leave "visitors" alone, the presumptuous
lected by popular vote among all his peers Prophets irritate the native sorcerers. For their part, the
Nephrite Priests roam across New Zion - the United Nephites consider any and all magical societies to be "of the
States - but concentrate in Utah, Oregon, Wyoming, Devil." Friendly congress with a sorcerer is foolish at best, but
Colorado and Arizona. The majority of the Priesthood con- is more often treasonous.

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. Mages: That prohibition goes double for the darker a .

mysticks - the Verbena, Dreamspeakers and especially the


Ecstatics. The Priesthood remains ignorant of the Traditions or 531 ;!`:,
YephitePriest Characters
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Ascension War; to the Prophets, the popularity of magic and the . •


Concepts: Evangelist, survivalist, mission»
occult is simply another indication of the coming end. any, archeologist, separatist, drifter (males only
As for the Technocracy, their spies have uncovered a -¢-»-- women are excluded from this fraternity).

small but disturbing sect of political dissidents who seem to •


Traits: The rigors of their initiations and
command magical powers. NWO agents in the field have lifestyles promote Physical and Mental refine»
reported mad holy men without any affiliations beyond the rent among the Priests. A Dust Prophet character
Mormon Church. Although the Technocratic Union has must take Lore: Nephrite to represent his mastery
bigger flies to swat, a small unit has been formed to keep track of Mormon beliefs, and will probably have the

.
of these mysterious vagabonds.
Others: Aside from a few briefskirmishes with werewolf
following Abilities: Expression, Research, Hunt-»
ing and Survival.
septs, the Priesthood has escaped the notice of other super» • Preferred Paths: Divination, Enchantment,
natural groups. .. so far. Healing, Hellfire, Summoning, Binding and Ward-
ing (Dairnonic), Weathercraft.

Magical Style: Fervent prayers unleash
great powers, from healing miracles to sudden
storms. ,.
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humanity is not yet ready for it. With our help, though, one day
THAHIUN the planet Earth will be the home of the greatest stanfaring
dvilizaaon ever
Let me begin in the ancient days, the last days of the fading
rnl8s0nu0f1nl8cl8Llisr1.tlLsrl1lirlEs People called the Hui:xa. They were humanoid, like its, on
Look around you. See how much we've progressed in 50 taller, more slender, and with blue skin. Their race was millions
years, in a century, over the past thousand years? Consider the »f years old, and their civilization was hundreds of thousands of
technological advancements in Europe between the birth of jesus years old. Chief among many accomplishments was the
and the end of that millennium; think how few they truly are, how of of
perfection that - the power harmonics. The Thal'hun, the
they pale in comparison to the intellectual and technological manipulators of
that were among the Hla:xa's most respected
growth over the past century. Trufy tremendous, eh? figures. We humans would regard them as mystics and sorcerers,
nothing but among their own people they were scientists and philosophers
I t took many years of study to become a Thal'hun, and with good
We five an a barbaric, backward civilization, one that pride
only those with the proper intellectual mind»set could
itself on glory after glory but does not understand the greatness that
that without risking the lives and saniaes of those about them
sail so far out of reach. Look uP to the heavens - the heavens
For that is much greater than any who would use it. and it carries
that we have barely penetrated. Civilizations have existed in those
the vibration of the cosmos in its hum
heavens, vast ancient panoplies of culture and beaming that
old when humanity was just picking itself out of the Primal ooze What are these words l use that and Thal'hun? They are
expressions in Luz'at, the dialect of the Huisxa words that you
You want to think I'm you've seen my power
too shall learn if you expect to learn that -for Luz'at is o language
Leam now the source of that power. ff you want magic, then go
I

resonant in Thai, and the most effective vehicle for wielding it


is no magic. There is only advanced science
science following rules and principles yet undreamt of by human But the Htti:xd were a dying People. Though students of
scientists and philosophers. Thu science is our inheritance, Wt many sciences, they were rarely the masters. One of their expert
merits had gone horribly wrong, and a massive virus was released

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A L A A A A A A A A A A A A A A A A A A L
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Completely unstoppable, it began to eat away at all life on their deeds. He saw how Thai had become warped and twisted, undzls
Planet, Bars 'hm. Their homeworld' s biosphere soon decayed, and anguished from the petty religions of the world, until finally it
all for foolish pride . became a tool for vain and greedy men. As times, discovering a
A few Hui:xa were spared. They were somehow immune to renegade Thal'hun, he took actor himself. Many of these he
the virus. Those surtuivors faced another Problem: The virus punished, as would a stem father whose son has played with fire
eonanued to replicate, and continued to deteriorate all the other Some sons were irredeemable; these he tore asunder.
life forms of their homewtrrld. The Huisxa saw the extinction of Finally, in 1961 , seeing humanity ascend spaceward, Khavon
their race approaching, and with it, the destruction of their planet . chose IO act once more -o

Finalfy the pnesbscienasts of the Hui:xa conceived of a We had embraced the stars. Khuoon, who came from those
solution: A Portion of their greatest city, Zoraster, would be stars, chose once more to teach the sdenee of dial to a select few, that
phased to a different continuum outside of are and space. With they might guide hwmanity to a better future and prepare the way for
it would go the greatest works of Hui:xa art, literature, science the 'return of the Hui:xa. Now he taught pure Thai, free of cultural
and philosophy. The fitting inhabitants of Ba°r'shm had a future detritus andsupersaaon. This was science as science, not magic! Our
I destiny, too: They were to be the ambassadors of Huirxa culture mentor incarnated jbfr live years , and tutcrreda new circle ofThal'hun
I
to other races. When a suitable world was found, and its inhab- the standard»bearrers for a new humanity.
L itants deemedworthy of receitring Hui : xa dtiilizadon, the remaining Seeing them ready after years of study, Khwuon initiated the
I Hui:xa would converge at that world and bring New Zoraster mental summons to his alien kin, announcing that a world would
back to this plane. soon be ready for the reborn Hui:xa. His seven disciples then
l This necessitated a major trartsformaaon for the Hui:xa, traveled the Earth, each seeking more followers, and teaching the
however - they were to be changed into creatures ofpure energy, ancient alien science of that to those who seemed worthy .
capable of interstellar travel and near»eternal life spans. Over 300 Now, once again, Khuvon rests. Freedfrom his mortal shell
Hui:xa were selected for this ditty, and became the eva, or he slumbers deep in the Earth, a being of Pure energy. One day
Lightbearers and they set out across space to find a new home soon, he will rise again a d j o i n us when his fellow eva arrive and
for their People. the world is ready for the return of Zoraster and the Hui:xa. Who
No one knows the fate of those Huizxa who remained on can say when this will be' Even Khuvon did not know, for his
Bars'hm. Some survivors had to stay behind to work the great that brothers and sisters had scattered across the stars, and it had been
machines that transported New Zoraster to safety and trans- thousands of years since he had heard from any them. of
formed the Hui:xa into the lever. Presumably, those custodians Until their return, it is our duty to guide humanity to artistic
died as their planet's very life force ebbed away beneath them. We and philosophical perfection, to enhance human consciousness, to
who know the Hui:pa ways salute their sacrifice. Now alone, the welcome the arrival of the otherleva, and to master Thai for we
.lever sojotaned through space, brushing against worlds, lonely are the scientists of a new age!
travelers in an empty expanse. Some eva were destroyed by
malevolent creatures; others weaNed after a seemingly endless
search, and took to their own moves. Sell others found worlds THE SOCIETY
worth watching. Settling into mortal shells, they observed miller»
Crackpot inventors or visionary saviors ? Good question
ma of activity , More metaphysicians than magicians, the Thal'hun never
One such jeff, named Kevon, came to our world as theless manage to cross traditional miracle»working with
Mesopotamia was rising to power. Interested, Khufuon remained bizarre science. The result: A psychofsonic craft that suppos
behind to observe, hoping that one day our world would be ready to edly redirects energy flows through brainwave»soundwave
host New Zoraster and the reborn Hui:xa. For years, he watched activity. Are these people onto something, or is their "lost
humanity's rise, sometimes even taking on a mortal form and living art" another mask on the eternal face of magic?
among us. But: this soon tired him, and he would slumber for decades
The truth may he testing beneath the ground.
before he could act again. On occasion, Khuoon taught humans the
art of that - and these new Thal'hun became the basis of Earth's
legendary magicians and sorcerers. This was the way of things for MAGIC
millennia: Khwuon watched and waited, planting the seeds of that and The Thal'hun do not consider themselves sorcerers; to
the Hui:xa in countless societies and People . them, magic is the legacy of that, the primal sound and
In those days, he did not teach that as a pure science; he knew vibration. Naturally, other mystics tap into that vital SCI
that People were not yet ready for the truth. So he dressed it in once, even if their understanding is (by Thal'hun reckoning )
stories and myths, changing the appearance of that so that it flawed. The future, however, belongs to that in its purest
resembled simple magic. This, he thought at first, was the best -
form and to the scientists who understand it best.
course of action. Centuries later, though, he came to regret his

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v U U U U U U U U U U u U U U U U U U U
tic - they're merely commands or instructions - but it's learning about Hui:xa culture and lore, astronomy and other
the nature of the sound, not the translated meaning of the sciences, studying transcripts of classic texts, poems 2
phrase, that counts. With the proper mind and the proper histories narrated by Khuvon to his human "children."
harmony, great things are possible. In the final stage, the new recruit rests in a sensory
Really significant resonances demand group participa» deprivation booth for up to a week; after an initial period of
son. Gathered together, a collection of Thal'hun create silence, the elder scientists deliver a series of frequencies into
"diadems"- metal and crystal rods, staves, tripods and other the booth, frequencies designed to restructure the recruit's
antennae that channel, purify and magnify that harmonics. mind and awaken his potential (a process that has, on
The upper levels of the sonic cult dream of monumental that occasion Awakened True Magickal powers). Floating in
machines, generators that could conceivably power whole trace state, the azxa meets the spirit oflfhuvon. Consecrating

I cities by sound alone. According to the accounts of Khuvon,


such machines swept Zoraster out of this continuum, and will
the recruit with waves of warm, crackling energy, Khuvon
accepts the new disciple. As the lights and sounds fade away
be necessary to draw the city back out and into our world. the a:xa is left in silence for another hour to contemplate his
Some adventurous "vibroneers" have tried to capture the experience. When he rises from the chamber, he is one of the
resulting sounds on advanced recording equipment, but such Thal'hun.
I experiments have, to this date, failed. (Perhaps the inherent
l
impurities of Terran minerals are to blame.) on0rlnmwlon
Although the concept of "mystic spirits" seems childish
The Thal'hun consider Khuvon their leader. Since the
to the rational Thal'hun, many of them recognize the exist-
immortal energy»being is usually "unavailable," a governing
ence of the Otherworld and its denizens. With focused bursts
body called the Star Council ofloraster makes policy for this
ofthal, experienced vibroneers conjure and bind these "spirit
strange fellowship. Of the seven men and women who
beings"- obviously]eva who have lost their way. In general,
administer the Thal'hun, four claim to have been Khuvon's
however, Thal'hun prefer to rework the material world,
original disciples in the 1960's; the remaining three disciples
preparing it for the wonders to come.
also served on the Council, but died and were replaced with
others chosen by the leaders.
INITIATES Fifty-five visionary people make up the Thal'hun s c i
Potential Thal'hun come from various fringe communi- ety; their goal is to increase membership to 100 by the turn
ties; New Age fellowships, alternative science groups, of the millennium. Given their location, this isn't an unre
UFO»watchers and mad inventors make the best recruits. alistic goal. Most Thal'hun operate and practice out of the
Occultists and religious devotees tend to be too dogmatic to United States, although a few have moved to England
make good vibroneers - the beliefs they cling to obstruct France and ]apart. Through a "goodwill exchange of light,"
their vision of the truth. For some reason, the idea that the group hopes to expand into Russia and China. An
ancient sorcerers or saviors might have been extraterrestrials "ambassador mission" to the Middle East was a disaster; five
rubs such people the wrong way. Better, the Thal'hun be» Thal'hun were killed, their diadems smashed and their l o g
l i v e , to let the deluded stay deluded while true searchers ings demolished by "parties unknown." Given the West
take up tomorrow's torch. Coast's tolerance for eccentric cults, the Star Council has
The Thal'hun initiation is a two»stage process: The located their headquarters in San Francisco, CA. In a man
initial stage is educational. The recruit -- called a s a , or sign not far from Golden Gate Park, a large contingent of
child - learns how to write and pronounce Luz'at charac- vibroneers studies celestial transmissions, natural sounds
ters. This period alone can take up to five years. At the same and man-made noises in an effort to create the perfect
time, he begins studying meditation techniques and learns harmony - the sound that will bring new Zoraster into our
the history of the Thal'hun - or more properly, the history world.
of Khuvon's activities on Earth - until his mind is prepared Although the Thal'hun do not practice their arts openly
to accept the new language. they frequently publish their theories of extraterrestrial or
The next stage is more advanced. The a:xa begins to gin. Their newsletter, Earth: The Final Frontier, details cases
learn how to manipulate that through harmonics and mental of alien influence on the development of Terran history
attunement; he practices the construction of diadems and Despite their apparent interest, the vibroneers don't go for
assists others with their experiments. In addition, he begins conspiracy theories or UFO-chasing. The truth, to them, i
not in the sky or in Hanger 18 - it's in the sounds all around
us, and in the ground where Khuvon sleeps... for now.

1 1 ' l 1 ' I
v v v v v v v v v v v v v v v v v v v v v
M M 1 ' l 1 1 M M 1 1 M 1 1 1 1 I I A
WAHM TWO: THE FACES Of s0nc£n1~
A A A A A A A A A A *J AL *U Au AU *U *
v A A
go A A
1 J U U u U
or
U u U
~r'£
U U J J U
RELATIONS This "savior of the future" remains a mystery, even to his
disciples. Is he just another vampire lord or a magus with a
• Hunters: The Arcanum keeps a slender file on these personal cult? Is the legend of Zoraster for real, and if it is,
eccentric UFOlogists from San Francisco." Although the would its arrival be a good thing, or a really bad thing? Is
scholars don't take the vibroneers very seriously, the file Khuvon mortal, energy, alien or something else altogether?
notes "incidents of paranormal character" in their vicinities Is "he" the only one of "his" kind, or are there others singing
from time to time. One vault holds bits of a diadem smashed among the darkened stars. .. ? And what do they 'really want
in Boston; no Arcanum expert has been able to fit the pieces from Earth?
back together successfully - some force scoured the frag- The question remains unanswered - for now.
ments smooth after the impact
The FBI maintains closer surveillance on these "separate
l IIIIUI I I II lllllllllmu wllllllmlllg
II.I I . II II l lllllllll
i t cultists"; given the multitude of Bay Area fringe groups
/
T645 /nun G/wlrflclfens
.
-
and the peaceful activities of the Thal'hun, the government ~.
mr
r 1

file on the fellowship is pretty slim. Still, every issue of the Concepts: Sound engineer, linguist, cutting-
newsletter has been compiled, catalogued and perused, sifted edge physicist, New Ager, astronomer, inventor,
for anti»government rants or apocalyptic announcements idealist.
• Other Magicians: Although the Thal'hun study magi» •
Traits: Thal'hun are lovers and thinkers,
cal incantations from a multitude of sources, the group as a not fighters; Mental and Social Traits dominate
whole has avoided any really hostile contact (or friendly this fellowship. Every rec flit must understand a
contact, for that matter) with the magicians of other orders bit of Luz'at (a Secret Code Language, bought
To the vibroneers, magic is a necessary cloak for wisdom; to either with Linguistics or with the Knowledge of
the sorcerers who've encountered these odd little weirdoes, that name), know her way around a computer,
the Thal'hun are just one of a long line of examples that the practice a form of meditation and possess some

.
world is going to hell
Mages: Thal'hun theories provide obvious delight for
familiarity with exlraterrestrial metaphysics. Sci-
ence Knowledges are a very good idea, but social
the mad Ether Scientists. Both "sides" happily correspond in graces (Bureaucracy, Etiquette, Leadership and
the pages of various paranormal journals; some Etherites Seduction) often come in handy. Though many
follow the teaching of Khuvon, experimenting with mind/ Thal'hun know how to sing, play music or both
sound vibrations and drawing parallels between their per- (Expression, Artistic Expression or Singing Abili»
sonal theories and the Thal'hun craft. Naturally, few Thal'hun
have any idea who their "partners in wonder" might be; the
Star Council is aware of the Sons of Ether, but most of the
.
ties), a handful of them do not.
Preferred Paths: Conjuration, Healing,
Hellfire, Summoning, Binding and Warding (both),
rank»and»file remains clueless
Technocratic files on the Thal'hun mistake them for a
sect of Etherifies. It's an obvious mistake, one that led to the
.
Weathercraft.
Magical Style: Complex vibrational "ritu»
als" set the stage for Thal'hun workings. As the
Boston incident. A series of Syndicate strikes recently under- focused sound permeates the local molecular struc»
mined the Thal'hun's finances; only a wild t'und~raising drive tores, the air seems to vibrate and thicken. Soon,
( aided secretly by some Sons of Ether who felt sorry about the odd phenomena - clocks running backward, mag»
is) saved the vibroneers' main laboratory from bank» netic shifts, power surges, etc.- reveal the science
ruptcy
. Others: The Middle Fast expedition annoyed something of the Huizxa at work. Depending on the pitch and
timbre of the sounds and the discipline of the
in the Sahara desert. It continues to follow the Thal'hun, yibroneer, the phenomena might either settle down,
studying their workings from a distance. Is this hidden rival a lost cause minor damage or affect the desired change.
]ever, a disgruntled spirit, a vampire elder, or Khuvon himself?

,Lang/n 25 you want,#it We #adding al new


mM Meter Wnrlfff

'I 1 1 1 1 n 1 1 M m I 1 M 1 1 1 1 1
v v v v v v v v v v v v v v v v v v v v
WORLD of nnnunEss= SOIICEIIER
L * A A A A A A A A A A A A A A A A A A A A
v- U J U U U U U U J U U w U U J U U J U

THEUZOMA
IOUKNETMEN. srlnlT ounl5ns AND
rmnnnsor SECRETS
Agora, child - enter! Again
you come to pester me for an old
man's secrets, eh? Well have a seat
then. I will teach you of our peoples
past. I know you've heard the story
before, but it will grow with the telling
and one day it will become your story
as well, and you shall pass it on as I
tell the tale to you. Now hush, child,
and listen.
We are the Uzoma, and have
been one with the Yoruba from the
beginning of time. So it was decreed by
the orishas, the many gods who rule onme
Creation; perhaps it was even set into being
by Olorun, the Owner of Heaven, but of him
we do not speak. We are called Uzoma because
we were Hom during a journey - but that journey
life, child. The wise will see that all life is a Pathway. We
did not seek the power we have - we were called to it by the
orishas, and given power with the responsibility to minister to
our People.
For many years we served our people as babalawos
priests and sorcerers, who brought together the orishas with the
people. We served the chiefs of l e - not the city you know now
but the holy cityfstate of the ancient days, when the people
remembered the orishas. But then the Muslims came and con
vented many of us, and die Uzoma began to rose our power. For
our powers come from the orishas, and the power of the orishas
comes from their believers. As they lost believers, they starved
and we, in tum, lost many of our magics
The desert-men took many of us away no chain
and to sell; when the white invaders came
they took even more of our people and sold 1: '17
them across the seas. When the Yoruban
peoples went to America, our babalawos
went with them. In the New World and in our own
homeland alike, we learned soon enough that our ways must be
hidden. The Europeans forced their god~on sticks upon its, and
punished those who remembered the orishas. We learned, too
what happened to those the Christians called witches. There were
special Christians then - the mean and hateful men who were
knowledgeable in the ways of the hidden world but not wise in the
ways of the spirit - and they hunted the Uzoma and accused
of dark and evil things. These people still exist, but they have lost
their hold over us.

i 1 1 ~ * 1 l 'I v i i i 'I 'I 1 'I m ~ 1 1 1 ~ 1 Il l I


v v v v v v v v v v v v v v v v v v v v v
cumin rw0.- THE FACES of sonclinr
A A A A A A A L A A A A A A A A A A A L A
rV I I U U U I U W W W W U U W W U U U U 11 I I |

Out' babalawos in the Americas saw the faith of the people Spells and magic, or ashy' (which, interestingly enough,
change, as the way of the orishas became one with the way of the also means "so be it"), of the Uzoma tradition always take
hanged god. They learned of the ChnScan saints, andsaw in them place in the context of a religious ritual. Though Olorun is
our orishas. From this marriage, new fdths were from and new invoked and praised at the beginning of each ritual, it is
names: Candomblé, Vodoun, Macumba and more. Even as through the orishas that Uzoma gain their magical abilities
, we were forced to hide as the English, French and Germans - as both a favor for faithful service and a necessary tool to
spread their beliefs among our People. Thoughnot all four people do the orishas' bidding. Rituals involve singing, dancing and
abandoned their original faith, we were forced to go underground drumming, all as a means of praising and communicating
with our magics. We now count our years according to the birth with the orishas
»fthe Christian god, and western ways have become our ways. Crishas hover at the heart of Uzoma magic. Yoruba
First the Portuguese lorded over us, and then the Briash. We knew stories teach that Olorun was once a single entity a time long
that for the Uzoma to survive, we must hide . ago, but He was struck by a stone and shattered into many
And so we did, knowing that one day the people would seek beings. Thus, this primordial being became a multiplicity of
the orishas again. And is this day not coming? In the past decades , beings, found in the rocks, rivers and other objects of the
= have seen our people throw off the yoke of colonialism. Over world, both natural and man»made, as well as in the invisible
the waters, we have seen in our brothers and sisters in the personalities of the spirit world. Every person - not just
Americas return to the old ways. And the Uzoma slowly emerge sorcerers has a guiding orisha that helps determine his
from hiding, reuniting the people with the orishas once more and personality. Common people often seek out Uzoma in order
slowly restoring ashy - magic - to the life of the Peoples . to better understand their guiding orishas.
The Uzoma believe that each orisha has a corresponding
THE SOCIETY number, color, food and dance; understanding each aspect
allows one to communicate with the respective orishas, and
Gathered into artificial families called ile, the Uzoma to win powers from them all. Over 400 orishas are said to
sorcerenpriests watch over their mortal charges. Providing exist, although most Uzoma disagree about the spirits' names
access between the Otherworld and the material plane, these and functions. Each village or town has its patron orishas,
wise folk keep to themselves unless forced into action by and each Uzoma selects those who suit him best
some outside force. Such interference is a common fact of life
in Africa, where slavery, disease, starvation, supernatural
predation and spiritual corruption have wracked the land for
.
Some of the more popular orishas include:
Elegba: The Opener of the Way and the guardian of
roads, he stands at the crossroads of the human and the
hundreds of years. Hence, these .so»called "joumeymet'l" divine. Elegba - - also called Esliu - is a trickster figure who
perch like watchful leopards over their villages. Accustomed tests the faith of the believers. European missionaries com-
to interference, Uzoma elders take a dim view of strangers monly interpreted him as Satan, misunderstanding his role
and the changes they bring. So long as things remain peace'
ful, the Uzoma are content. If anyone threatens the ile or its
community. .. well, there are many reasons why parts of rural
.
among the orishas.
OgUn: The god of iron, war and labor, and the master
of technology.
Africa are still dangerous to cross • Oshosi: The hunter and scout, Oshosi translates
MAGIC .
Obatala into words, tales and visions for the Uzoma.
Obatala: Father of orishas and of all humanity, Obatala
Although most outsiders consider the Uzoma magi» rules the mind. It was through Ohatala that Olorun created
clans, the people themselves would dispute that claim. To
them, they are priests and holy women, sacred bridges be- .
the universe. Obatala is both wisdom and justice incarnate.
Ox/az The ruler of winds, cemeteries and the dead.
tween the spirits and humanity. The true sorcerers (in the Once Ogura's wife, she is a fierce warrior and a patron of
sinister sense) go by the secret name Nhanga, and claim to
worship other, more mysterious orishas. Dedicating their
souls to these shadowy beings, the Nhanga gain powers
.
strong women.
OshUn: She is the ruler of the sweet waters of the
world, and with them love and fertility. Though the youngest
traditionally offered to Infernalists while pretending to be of the female orishas, she is lyalode, the queen.
true Uzoma. While most journeymen put their peoples' Yemaya: The Mother of All, the ruler of the seas and
needs before their own, the Nhanga pursue personal accom-
plishment over spiritual service. The Uzoma call these hidden
witches "the flies in the rotting dung," and lump most foreign
.
lakes, and the queen of witches.
Shangéz Among the most popular of the orishas,
ShangO is a virile warrior who rules over lightning, fire and
magicians, rages and sorcerers in the same category for good
dance. Those whom he favors are gifted seers. He strikes
measure
lightning by casting his thunderstone to Earth; the Uzoma

Jill n a n n m n n n n n n n l n m n n n n n m
v v v v v v v v v v v v v v v v v v v v v
Wlllill)or Dnnmrw SORCEILEK
I y

ii '- U l l l W I W I I U I I I I W I W I I U l U !
A A A A A A A A A A A A A A A A A A A A

_ revere these items when the stones can be found, for they are
potent objects credited with many magical powers (see

_ .
Appendix).
Orunmila: The master of wisdom and divination, he
stands as the witness to Creation and human destiny.
Bombe forms the heart ofUzoma magical ritual: through
singing, dancing and drumming, the sorcerer»priests entreat
the orishas to join the Uzoma community. Certain kinds of
drumming and dance are specific to different rituals, and are
never performed outside a magical context. The entire bembe
I is designed to call down the orishas from heaven, from the
rhythms played to the specific dances to the colors used.
Such performances are equal parts party, religious invoca»
son and magical rite.
The culmination fan Uzoma ritual includes possession
an
by an orisha - when the spirit "mounts" the head of the
babalawo and speaks through him. The Uzoma do not
typically try to force this phenomenon: The orishas speak
when they will.
The greatest recorded source of wisdom for the Uzoma
is the l a - a collection of over 250 patakis (sayings, myths
and stories) that are consulted with a shell divination. The
If contains the entirety of knowledge within it; mastering
the nuances of the If can take a lifetime.
Ego, or sacrifice, forms another vital component of
Uzoma magic. The orishas demand offerings for their sustef
nance, and the Uzoma believe that sacrifice is a vital
component of Creation. As a rule, Uzoma do not sacrifice
humans - the orishas are satisfied with the blood of chick-
ens, goats, or other small animals. Provided the animal has
not been used in some healing ceremony, the Uzoma cooks
and eats the meat of the slain beast afterward. On occasion,
an orisha requests that the animal be spared, and that it be
raised by the person who has been healed or helped by the
ritual.
(Nhanga are another matter; they favor human offer»
ings, often eating the sacrificial flesh straight off a screaming
victim and adorning themselves with his bones afterward.
Their orishas demand blood in great quantities, often spilled
by the most painful means possible. For this reason, many
Uzoma equate Verbena mages with Nhanga, and attack
them whenever the opportunity presents itself. )
Some Uzoma (and many Nhanga) deal with the egg un,
the dead. Uzoma sorcerers believe that everyone has a
personal egg un - a family of deceased spirits who look after
the living. The nature of the dead follow the nature of the
living; some egg un are dark, twisted spirits with vicious
agendas and harmful powers. These demon»wraiths corrupt
Uzoma unlucky or unwise enough to treat with them, or
follow sorcerers whose personal deeds are foul enough to
J.oNE_'§
attract their attention.

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CHAFTEIK TWD: THE FACES or SURGERY
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A
3 |
INITIATES
| | l | l | l l | | | |
the older truths by returning to their ancestral lands. After an
apprenticeship in Africa, many of these new journeymen
l | |

Historically, the travelers hail from Yoruban or Nige»


return to their homelands in America and Europe. These
r a n descent. Most Uzoma who followed the African Diaspora
new Uzoma have begun training new generations of shamans
were absorbed into the disparate traditions that grew out of
and sorcerers in the Yoruban tradition.
the Diaspora - Candornblé, Obeah, Santeria, Lucumi, and
so on - so most members of this society remain in Africa.
I
Handfuls of transplanted Uzoma remained true to their RELATIONS
_
-

ancestral tradition and secretly passed on the old ways in


their new world. Small cells of these ile thrive in hidden parts Hunters: Although the Arcanum has sent research
of ]arnica, Columbia and the United States. teams down into Africa to explore the native sorcerers' ways,
they've learned very little. The scholars' basic prejudices, com»
Whites are not actually forbidden from joining the Uzoma,
but few of them are ever initiated. This has less to do with race b i n d with their incorrigible whiteness, have provided the
Uzorna some amusement, but very little respect. The lnquisi»
than with acculturation - most whites are simply raised with
son, however, has earned a name among the journeymen, and
a different mind-set and worldview- and mystic ancestral ties.
that name isn't good. White "missionaries" who seem a bit too
A European might be able to intellectually accept the idea of the
zealous are asked to leave three times. If the warnings aren't
orishas, but they do not speak to him through due chains of

I
blood; thus, he remains outside their blessings.
Initiation into Uzoma begins with a consultation of the If
.
heeded, the local ile takes more»permanent actions.
Other Magicians: Since the Uzoma tend to keep to
themselves, drew have very few opinions about other magical
and a discernment of the initiate's guiding orisha. The Uzoma
congregate in different houses (ile), arranged around different
orishas; the initiate's orisha determines which house he should
be initiated in. The initiate is crowned with his orisha, and
.
societies.
Mages: In a perfect world, the Uzorna would get along
well with members of the Bata'a Craft (see Book of Crafts).
receives his elelces - a special set of necklaces that are blessed In the World of Darkness, however, the Bata'a are surpris-
by the house babalawo and that tie the initiate to that house. ingly territorial, and would include the Uzoma under their
During the initiate's first year, he is considered a child who
eclectic umbrella Lf they could - in spite of the fact that the
must follow strict guidelines. He must dress in white, follow
Uzorna practice the original beliefs from which the Bata'a
traditions have descended! The siege mentality that both
diena; guidelines, and he cannot be touched. The new child of
the orishas serves the priests in whatever capacity required, as he groups have cultivated, mixed with a distaste for the darker
aspects of Bata'a magick, keep these brothers at arrn's length.
studies the patakis of the orishas and learns to cast the l a .
The Uzoma suspicions about black magic extend to all
After this year passes, the initiate becomes a babalawo
I himself. The babalawohas the duty to help his people and perform other mystical societies. Although the Drearnspeakers and
the will of the orishas- the Uzoma are not a self»serving society. African tribal Choristers admire the Uzoma for the tenacity
Babalawo means literally the "father of secrets"; among most of their belief, the babalawos look askance at those Tradi»
sons' allies. How can one speak truly for the spirits when he
Yoruban followers of the faith, only men may become babalawos.
walks beside a hlood»witch7 Although the journeymen re»
Some Uzoma, however, admit women to their ranks, understand»
spect all workers of ashy, they keep a healthy distance from
ing the ties between female orishas and mortal women.
those who evoke the more sinister orisha.
While the Nhanga appear Nephandic to outsiders, these
0It(iANIZArl0N sorcerers practice their own personal evils. The occasional
Uzoma sorcerers follow a simple hierarchy, and reveal the tempter might lead a Uzoma to the Cauls, but for the most
secrets of their society through progressive levels of initiation. part, the shunned babalawos listen to the orishas and the
Various houses are built around different orishas. A senior orishas alone.
babalawo presides over each house. There is often some dis- The Technocratic Union has an extensive file on Afri-
agreement between different regions and houses over the nature can wonder-workers, but many of its facts are wrong.
of die orishas and details of magical rituals, but under most According to NWO information, the Uzoma form an off»
| circumstances the various houses cooperate. A small handful of shoot of the Dreamspeakers. This simplistic view underscores
ile have been exiled from the Uzoma community, however; the traditional dismissal of many things African; "Well, gee,
truthfully or not, these pariahs have been accused of Nhanga
practices and are avoided by any sensible person.
The majority of the Uzoma society resides in the Yoruban
.
they all look alike, so they must belong to the same club"
Others' For centuries, the joumeyrnen kept truces
with the werecats who dominate the African continent. In
homelands: primarily Nigeria, but also Benin and Togo. A recent years, however, the werelion called Black Claw (see
few Uzoma sorcerers may be found outside of Africa however Bastet) has ravaged the towns and villages the Uzorna call
- those who preserved their ancestral ways, or who seek out home. So far, no spirit appeal has stopped the tyrant cat.

. iH
p .

I 4 4 -5 'I i 4 -\ n *i A \ 4 'I I 4 4 * I I *n
v v v v v v v v v v v v v v v v v v v v v
vow or InRi:IIESS= SOHCEHEH
l A
A A A A A A A A A A A A A A A A A A
IUAUAU U u U U v v J L v v v U J v u L v 1 1
II
While the elders regard Black Claw as but the latest in a long
6/w/wie/'s'
. Wza/fm
string of oppressors, the younger babalawos wonder if he's a
sign of more dangerous things. Putting aside their traditional
ways, these priest~magicians have taken up modem weapons Concepts: Tribal healer, human rights acting
in an effort to curb this werelion's Endless Storm pride. ist, militant, farmer, anthropologist, teacher, soldier
Surely the evil spirits are laughing. • Traits: The long and disciplined training an
Transplanted vampire clans consider the babalawos to initiate undergoes encourages Social and Mental At-
he ignorant children playing with ancient toys. The few tributes and Abilities. Linguistics, Etiquette, Cosmology
Trernere who actually take the time to explore Nhanga ways Hearth Wisdom, Craft, Expression and Dancing are
find insights into the Spirit Path of their Thaurnaturgy, but important skills to a journeyman. While poor by mod-
they have a hard time getting close to true Uzoma. The ern standards, most Uzoma have extensive Influence
fathers of secrets seem to have a knack for discovering
vampires, and they shun these polluted creatures when they .
within their communities and gain many Allies.
Preferred Paths: Divination, Ephemera, Far i
nation, Healing, Herbalism/Brewing, Weathercraft
can. That avoidance does not extend to the eshu fae, who
carry an old connection to the orisha whose name they bear. . Magical Style: By invoking spirit aid and
possession, a Uzoma can produce many sudden
startling effects - storms, ghostly manifestations

. .
great heatings and powerful charms.
..
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OTHEKGROUFS Most sorcerers (and mages) consider the Futhark a joke.


Serious magicians who practice the old ways are deeply offended
Chains of oppression shackles of fear by the cult's pseudo-barbarian activities. Still, the Asatru have
Forever broken for those who draw near their devotees, especially in Germany and Holland, where a
From storm to shelter from darkness to fight combination of immigration, unemployment and Christian
fundamentalism have provided ample kindling for the FuthaLrk's
Wings cost a shadow a haven from falling light
fires. The group boasts over 1000 members worldwide; it's
- Circle of Dust, "Night Fall" probably far smaller, and has less-internal discipline than it
The night is full of seers and woLlld»be wizards. To list them
would like to believe. Hatred makes a powerful motivation,
all would be impossible --each passing moon brings a new society however, and backed up by a handful of demonic patrons, this
into being, or watches the final ebbing of an established order. In
small but fanatical group is gathering steam for a final, bloody
,world supposedly purged of magic, these sorcerers tend the
rampage. Assuming they survive, Lady Freyja and her cult may
embers of ancient flames. Although few have "Awakened" in the soon carve a gory hunk from the occult underworld.
grander sense, their gifts are as undeniable as the moon
Paths: Divination, Enchantment, Hellfire, Shadows
The following groups, while few in numbers, illuminate
the magical pathways. As with the other, larger societies
mentioned, these fellowships are equally appropriate for THEDOZENFKIESTSOFTHEFTTHIANOKDEK
player or non-player magicians. While some members of In the centuries before Christ, the Pythian Order was a
these societies have achieved the power of the Spheres, most thriving order of Greek and Hellenic sorcerers. Oracles for the
are simple "hedge wizards." They don't understand the dis» gods and masters of divination, pythias found magic in the form
tinction and don't care. Use them as you will, and remember of poetry; surely Polyhymnia's meter held sacred resonance -
that they're just branches of a much larger tree or a much - how else could it bring grown men to tears? Pythian poetry was
longer road an art, science and mystery in one; unlike the rampant verse that
passes for "poetry" in the modern world, the Pythian art corn-
ASATKU FUTHARK bined numerology, music, astrology and mathematics. Poetic
meter was intrinsically tied into the power of numbers and the
Founded in the 19705, this fractured group recalls the music of the spheres; the texts that captured that meter were said
gods and runes of old Norse sorcery. Proud and virile, the to have great mystical power.
Asatru challenge themselves to the old tests and hold most
Rare from due beginning, Pythian sorcerers grew rarer
other orders in contempt. Unlike their vicar ancestors who
still as the Dark Ages enveloped Europe. When the Renais-
understood the importance of strength but also the wisdom
sance brightened the sky somewhat, classical scholars sought
of grace, the modern Asatru favor neo-Nazi roots and prac-
the handful of Pythian texts and queried the so»called Dozen
tice dark, Satanic magics in an effort to drive the Christians
Priests who understood the texts' significance. The Romans
from their lands
tic period brought a new interest in Greek literature to the
A messy mangle of Norse practices, infernal pacts and Dozen Priests' doorsteps. Lord George Byron had several
heavy metal, most Asatru give pagans a bad name. Their
Pythian poems in his collection, and is said to have worked
rituals emphasize self»mutilation, strong beer, loud music his whole life to capture their magnificence.
and live sacrifice. Calling their religion "a return to the old
Despite these brief flashes of"popularity," the deeply esoteric
and powerful gods of conquest," these young sorcerers burn
nature of Pythian magic has kept it from catching on, even among
churches, dig up graveyards, beat bystanders and curse even
the most dedicated magicians. Bits and pieces have sifted down
their own kind. The original founders of the society, Ivar the
from various compilationsofPythian verse, but only the true texts
Blood-Red (now deceased), Lady Freyja (his lover, now head
have the powers attributed to them by the legends. The Daughters
of the cult), Gunnar Brect (a rival, also dead) and Kveldulf
of Cacophony, an obscure vampire bloodline, are said to have
StOrm (Lady Freyja's new lover) acted like cartoon Vikings
sprang from a Toreador with an unhealthy fixation upon Pydiian
with Satanic tendencies. Their followers emulate their ex-
poetry, but the sorcerers diemselves faded even as Byron and his
ple, and the resulting cult would be humorous if it didn't
kind sought them out. Although generally believed to be extinct,
spill so much blood. Although some of its newer "converts"
this venerable order still maintains a temple on Milos, a tiny island
favor Gothic and Industrial bands, most Asatru revel in
off the coast of Greece, where the sacred verses have been
Black Metal and skinhead groups. The bands' hyper-
preserved. The Dozen Priests have dwindled to a half»dozen at
adrenalized stormtrooper imagery fuels a fire stoked in racism
best, but their power -- reinforced by centuries of life and study
and nurtured by a savage contempt for the "weakness" of
civilization. With blood magic and mundane violence, the
- may have grown to godlike propanions.
new vanguard of the old gods" spreads a gospel of hate from Paths: Divination, Fascination, Summoning, Binding
the Old Country to the New World and Warding (Dairnonic)

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THEFENIW
Less magicians the Inna Ely magical beings, the Fenian
A handful of ancestral Irish shapeshifters, the Fenian brag
became a clan unt > themselves, a loose family of unbroken
of an unbroken lineage to the Tuatha Du Daanatn. Naturall
Celtic blood that remains undiluted to this day. That in itself
would like to claim such a heritage; the Fenian
nukes them a rare breed - only the lucloest and most remote
however, can back up their boast with magical powers, un
folk survived the turn its of lrwasron assimilation and inbreeding
earthly talents, soul»bindrng oaths and inhuman allies
widwut faltering Strung taboos- the gesa (see Chapter Three )
A fixture in the distant times. these halbfae adventurers kept the heritage strong when they were heeded. and
forsook family and clan to wander among the groves hills and destroyed u hole bloodlines when they were nut. In the modem
coasts. Some became enchanted, ]olning the faeries in day, less than 30 people can truly say "I share the old changing
Freeholds; odwers became the greatest of bards, celebrated with blood" and prove it, too. Altlu »ugh their fi ilk are not in any wav
feasts and songs those who favored the sea became like selkies members of the Changing Breeds, all possess the get of skin
sloughing off their human forms to join the seal-folk; the strongest shrftmg. It is an old t r e n t , one lovingly preserved, that crosses
and most foolhardy - became warrrore whole generatir ans before it manifests again. Although
whose fame eclipsed their exceed lt requires practice to master, this talent Is in
ly short lives. Legends tell of rate Ltke the faerie sight and the gift of
due powers of such folk. In music the magic of forms is the mark
their prime, they changed of a Fenian born
Lntoanimals a t . ill, pos
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them. Nearly all of them speak the Celtic td'ngue, though so'i'i1e tum up useful and startling bits of information. The Shield also
distant relatives have never learned it. All beast-folk possess a possesses an astonishing library of occult (primarily Kabbalistic)
sweet singing voice, great strength and a bear's stamina; the texts, a vast fortune that provides for the Shield's eternal work,
temper of the bear comes with the package, too - Fenian have and a network of informants, doctors, guardians that protect the
no tolerance for fools or foes ' worthy ones from harm - and assures that these important
The ancient gift carries the favor of werewolf, fae and people remain on a rightious path. Earth is too great a prize to
ancestral ghosts. A known Fenian has allies among the leave without protectors; so long as dis fellowship endures, so
Fianna tribe, Old World kith and the spirits of their departed too (hopefully) shall the world
kin. On the balance side, the corrupt half-spirits called Paths: Divination, Healing, Summoning, Binding and
fornori can sense their ancient rivals; it was the Fenian' old Warding (both types), \X/eathercraft
duty to protect mortals from the Wyrmspawn, and the evil
spirits remember that even if their human hosts do not. A
for for can sense the changing blood, and it incites him to a
THESEVENTHUNDEKS
murder-frenzy. Thus, the old folk grow rarer still. Despite its Oriental ring, these anti»magical prophets of
A Fenian couldn't care less. She's a wild lass, a witch and Armageddon draw their name from a Christian source: The
a rover with dancing feet and an Irish temper, the heart of a Revelations of Saint john, seer of the Apocalypse, author of the
beast and the soul of a poet. So long as she preserves her vow, Last Book and beholder of the Seven Trumps ofjudgment. As the
the changing blood will carry to another generation. With bearers of those Trumps (so they believe), the Seven Thunders
the recent reverence for all things Irish, the fading clan may have risen from the past to preach the gospel of the End Times.
rise again in the coming years. Now, as before, they have a large and willing audience.
Paths: Fascination, Shapeshifting (required affinity), The original Seven Thunders were a group of Renais»
Wreathe craft chance clerics gifted with awesome visitations and
overpowering True Faith. Suminoned together by what
seemed like Divine intervention, these seven men shared a
MOGEN HA CIUW conviction that the Apocalypse was at hand. The year 1500
The name no gen Ha Char (The Shield of the 36) refers would herald the rearrival of Christ, and it fell to these men,
to a loose conglomeration of Kabbalistic scholars who banded His servants, to prepare the way. To that end, they raised a
together centuries ago to discover and protect the 36 upright huge fellowship and invested it with their own holy vision.
human beings whom some myths say protect the world Their converts (often lay people confused by the corruption
through their essential goodness of the church) displayed amazing powers: healing gifts,
Descended from a cabal of students at the legendary exorcism talents and the blazing Faith that enabled them to
Kabbalistic academy at Genoa, the members of gen Ha no drive unholy things from sight. Convinced that science,
Chav spend their days attempting to divine the identities magic and even scholarship were affronts to God, the Seven
and locations of members of the 36; from there, they work Thunders began a purge; across Europe, universities burned,
through agents across the world, diverting any threat that sanctuaries fell and witchfires rose into the sky. No one but
might imperil one of these righteous folk. It's an open the meek were worthy of salvation, so everyone, from king to
question whether or not these scholars have actually such pope to magician to priest, was condemned to bum. By God's
ceeded in their mission, but seeing as the world hasn't ended hands if necessary, by the Thunders' if possible.
yet, they may well be onto something The Seven Thunders enjoyed a short but violent rampage;
The members of no gen Ha Chav are uniformly male and from 1490 to 1501, their fellowship challenged mages, mortal
over 40 years of age; to study the Kabbalah when one is younger lords and supernatural beasts. By the end of the last year, however,
and not properly "grounded" in life invites fearful risks. The the Trumps had faded; four Thunders lay dead, another two had
oldest scholar among the no
gen, the group's Baal Shem Too been corrupted. The last holy man tried to rally his army, but the
(Master of the Good Name) is almost a hundred years of age, people,sensing theirdefeat, withdrew ordered. Antonio Castrovinci,
while the other members of the cabal range in years from 45 to the last prophet, sealed his testament in a mountain retreat before
97. Most are at least 60, and all have the traditional tsitsis, beard perishing in his personal Armageddon.
and yarmulke that Orthodox Jewish tradition mandates In 1992, that testament was rediscovered.
These days the Shield is centered in New York, on die The reborn Thunders have risen quickly. Once again,
fringes of the Lubavitcher community in Brooklyn. Operating seven people this time, two of the prophets are women -
out of a brownstone house that also houses a yeshiva, gen Ha no have come together, bathed in devastating Faith and driven by
Chav concentrates primarily on divinitoiy work. While much undeniable visions. Using modem technology, they have as»
of that labor is dedicated toward locating and protecting the ser bled a formidable millennialist army ofcomrnon people who
actual 36, Me gematria and horoscopes these scholars cast can believe that the world can't possibly grow any more corrupt.

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Unlike the Society of Leopold, the Seven Thunders


move in secret, undermining their targets through
manipulation and sudden terror. As before, these
holy commandos wield swords of True Faith. It may
be that the God they hear in the clouds has sounded
His Trumps. Magicians across the world can already
hear its echoes in the darkness at their backs
Paths: Healing, Hellfire and the True Faith »'.1_1 . I . ' . |

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lOlONDRODEKE= THE DKEAMEKS of THE


SILVER I'0KTAl
A recent revival of an ancient group
the Dreamers of the Silver Star are
oneiromancers - magicians whose
powers lie in dreams and dreaming.
I

This fellowship of seven sorcerers


base their magics on the Covenant
of the Silver Porraf, an 18th century
English translation of a 14th-
century Byzantine Greek
manuscript which in turn was
translated from a 5th-century
Persian scroll that may in fact
have been translated from yet
another ancient work. This
single tome (which has under»
gone so many revisions and
translations that the most re»
cent work bears little
resemblance to the original
piece) purports to reveal the
secrets of oneiromancy and the
hidden terrain of the dream
worlds -- the Dream Realms
called Maya, from which, it is said,
all magics come.
The Dreamers of the Silver Por»
tal gather together in dreamform and
traverse the byways of the dreaming,
insearchofthe fabled CityofSyrannon
- a city that, if found, grants the
dreamer life eternal. Many dreamers
have gone mad on such a quest, disk
covering instead Otherworldly horrors
and the nightmares of dying gods.
Some few have returned from their
slumbered enriched bysavage insights
and possessed of unearthly gifts.
Who can question the nature of
dreams?
Paths: Conveyance, Ephemera, Fascine
son, Healing.

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Good men spiritualize their bodies: bad men incarnate


their souls
Benjamin Whichcote, Cambridge Platonist

Pronounce carefully, Lisa - Khatzzhas GROUND ZERO


Katzas," she struggled. "What is it? Sorcerers in the World of Darkness are not fully Awak
the 452nd ideogram and fundamental to the practice of e n d beings, but neither are they simply "magic users." They
harmonics. Try again: Khatszhas. Aspirate. Sound it our very
people drawn to the mysteries of the Otherworld, at
Tully I realize there are sounds here you cannot hear at first. " Her tempting to divine the secrets of Creation. They are teachers
de was Patient, sitting across from her in the bare, white room and students equally and many view their pursuits with the
two hours. When am I
fervor and devotion of religious fanatics
Look. we'»ve been sitting here
going to start learning something important
A sorcerer character begins with a vision - a vision of who
she is and why she seeks the great mysteries. Very often, this
A look of surprise crossed her instructor's face. "You
vision comes through some cultural tradition either one that
learning something important You are learning the fundamentals
fits in with how the magician was raised, or one that goes against
f harmonics Try again. Khatrzhas
everything she was taught to believe. Once the student locks
Lisa leapt uP from her clWr. "Cat's ass! Cat's ass! I'm sick
onto teaching that seems "just right," the proverbial bells go off
of this shit. Harmonies! Alien planets! I came here for truth and in her head and she reaches for that philosophy with both hands
enlightenment, not some Heaven's Gate~Ecl<anckar reject
It's probably worth repeating that a person doesn't just say
The door slammed loud behind her
CooT 1'm gonna be a magic-user!" and throw her life into the
Her guide stared at the door and finally shrugged. Many are sea. Some experience, trauma or revelation, shakes her founder
and f. are chosen sons, causing het to go off on a quest. This insight may not be

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A A A A A A A A A A A A A A A A A A A A A
i J U U U U U u U U U U U J U U U U U J U I
a full-fledged Awakening (see Mage: The Ascension, page 33), .
Allies: Who are they ? Why are they friends? Do they owe
him, respect him or love him? And how does he feel about them?
but it's pretty close. A magician needs motivation, and the
vision provides a good kick in the ass for any potential sorcerer .
Specialties: What makes your sorcerer's practices dis-
Begin with a vision, and the rest will follow. tinct from odder fields of inquiry? How are his abilities unique,

THECKEATION FROCESS
.
or at least more personal, from other magicians' talents ?
Society: Does your magician belong to a mystical order,
or has he chosen a solitary road? Did he leave an organization,
Come to life my second skin and if so, why? (And are they after him for doing so?) Has he
switched allegiances, and what do others think of him if he has?
To protect the madness locked within
- Faith and the Muse, "The Silver Circle"
.
Equipment: What does your character have close at
hand? And where did he get it?
(See also the Character Creation spread on pages
74-75.)
.
Magic: How did he first encounter magic? Why does
he study it? Where does he think it comes from, and what
Sorcerer characters are "built" like mages, vampires,
does he believe about its laws?
Garold and other supernatural entities (see the respective
rulebooks for details). They do, however, start with fewer
.
Mundane Identity: Your character can't always be study»
points and choose from a slightly different set of skills. Like ing magic. How does he earn money? Where does he live? Who
most mortal characters, magicians balance their lower At-
tribute and Ability totals (6/4/3 and 11/7/4, respectively)
.
does he associate with, and do they know about his "hobbies"?
Motivations: What drives your character to study |

I
with 21 starting freebie points. Flaws (pages 65-66) allow magic ? What attracted him to sorcery in the first place ? What
such characters to raise the total slightly higher at the cost of
a little self-preservation. Though sorcerers begin their "lives .
has that pursuit cost him, and why does he continue ?
Values: What does he hold sacred? What will he do
in a slightly weaker position than their supernatural counter- - or not do to make something happen? Where does he
parts, they are, after all, normal human beings. A Storyteller draw the line, and what happens if something crosses it ?
who wants to allow a magician who can literally run with the
wolves into the game can, of course, begin her player at the
usual beginning point totals if she so desires
mr DAD IS BIGGERTHAN mm DM) I

Magic is what makes a sorcerer a sorcerer. Without it, he


Remember that the following rules are guidelines and simply dabbles in esoteric studies. The magic that sorcerers
Storytelling aids, only - not character definitions. A good use is a lesser form of the art - not "true" magick, but a
concept is always more important than the numbers attached to learned and perfected skill.
various scores. So if a particular character really calls out for
These magical arts are divided into a number of Paths, each
numbers somewhat different than what the rules allow, the
dealing with various areas of concern. Some magical societies
Storyteller should grant the player a bit of leeway. Players, of
stress different Paths, and each sorcerous tradition has its own
course, need to return this flexible attitude with some responsi-
interpretations of how the Path should be studied and practiced.
bility of their own. Don't try to get away with a super-sorcerer
In game terms, they all work the same way, but your character
and claim that your vision is Merlin's great-grandson!
will know differently. Naturally, he's proud of his chosen tech-
niques and defends their truth against all heresies.
0ulisTlons So which sorcerous method is better? Is nature-magic
better than churchanagic? is High Ritual superior to Low
Perhaps the most important question a would»be magician
Ritual? Those inquiries aren't unlike the question "Which is
must ask himself is why. Why did I study magic? What kind of
better, karate or kung few?" and the answers are quite similar.
magic did I study, and why did I choose it? What experiences
have I had as a result of that particular discipline? Remember, The power is in the practitioner, not the practice.
magic is a discipline. Your character will have waded through If, in the process of creating a sorcerer character, you're
fire and storm to get where he is by the time your chronicle trying to decide which group kicks the most ass, you've missed
gins, and he'll need a good reason to have done so. Ask the point of this book. Magical belief and practices don't exist
yourself why, and you'll answer a host of other questions inside a vacuum- they're part of cultural continuum. No one
group in this book has a clear advantage over the other. If you
Consider the following issues:
• Appearance: What does your sorcerer look like? How want to play a member of a certain society, do so because you're
attracted to that culture and history, not because you think these
old is he, and what fashions does he follow ?
. Culture: Where does he come from? How was he
sorcerers are "better" Man the rest. Naturally, your character will
believe that his society and its practices are the be-all and erie
raised' Does he revere his traditional upbringing or is he all of magical enlightenment; that, however, is a character
rebelling against it? And who does he hang around with now? distinction, not a systems one.

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E! Don't let yourself be fooled by stereotypes, either; just


because the Fenian are more physically inclined, and the
Nephrite Priesthood is more intellectually oriented doesn't
mean that the Fenian are stupid and the Nephites are just a
burich of wimps!
A sorcerer uses a similar paint-by»numbet's set. The
colors are a little brighter, the brushes slightly more flexible
but the end result is more or less the same. She may get very
good at what she does, but the design was created long ago
and nothing the magician can do, short of throwing the
If you're playing a sorcerer, chances are you're not into whole set away, will change the painting much.
power gaming anyway. Face it, they're not among the most Awakened mages pitch the paint set out the window and
powerful residents of the World of Darkness. Remember that the begin with clean canvases. They use similar mixtures and brushes
magician's road is more about belief and dedication to a cause - the Spheres - and begin their careers with similar templates
than about kick»ass magic, and you'll have that much more fun. totes, magick styles and foci. In time, however, a True Mage
| realizes Mat the designs and tools are unimportant. She begins to
finger»paint with reality, to splatter the canvas and let the paint
SMCEKERSANDTHEIKFELLOWBEINGS drip and do all kinds of ]ackson Pollack stuff. Like Pollack, she
So what's missing? Why do the True Mages and the makes a mess- Paradox - but in the end, her paintings are her
magicians practice similar arts but achieve different results? own. If she's really talented, she might eventually team that the
Why can't a sorcerer employ Sphere magic while a mystick paint itself- the canvas itself- is unimportant. She transcends
performs hedge magic? \Vhere does this leave the other the painting and becomes art. In short, she Ascends.
Shadow Folk and their obviously paranormal powers ? (For folks who want the complicated answer to the question
Let's skip metaphysics and make things simple: Think of see Mage: The Ascension's second edition, Chapter Four. )
the mystic arts as paintings. Limited by what she is, a For the record, a magician cannot soak aggravated
vampire, werewolf or other such creature uses a paint»by- damage, but is immune to the Delirium and does not count
numbers set - a verypowerfulpaint-by»numbers set, but a set as a Sleeper in the presence of True Magick. Counterspells
just the same. She's bound to a certain pattern, certain colors can absorb a certain amount of mystical punishment, but a
and certain results. No matter how powerful the vampire, hedge wizard who wants to go head-to-head with a vampire
Auspex will not make a person's head explode from across had better wear armor or have good medical coverage. . . and

7;>;
the room. Auspex always follows a set pattern. funeral arrangements.
;

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"CHANGE of LIFE" SYSTEMS l0rTI0N2UJ A J

it
As stated before, a sorcerer is a normal human being with
some extraordinary skills. Her fellow supernaturals, on the other
hand, are fundamentally different. The Changing Breeds are
separate species, crossbreeds of humans and something odder.
Changelings onlyappear to be human, while Kindred, mummies
and ghosts were once human but became something else.
Awakened mages are metahumans, people who have reached
another level of existence. Thus, a magician cannot become
another supernatural creature and remain what she is.
Not that she can't change; a magician may be Embraced
or Awakened. If either of those things occurs, she substitutes
some new magical talent for the skill she once understood. A
vampire sorcerer's hedge magic becomes Thaumaturgy or
another appropriate Discipline; an Awakened one loses her
original arts, but learns, in time, to weave the greater Spheres
in familiar ways. (See sidebar for suggested "starting points.")
In either case, the "reborn" character takes a bit of time to
relearn what she had known. Her Paths and Rituals (see
Chapter Four) can either be swapped for dots in the appropriate
magical Advantages, or mined into a pool offreehie points. Each
PaM dot is worth seven points; each Ritual is worth three. These
points can be spent on new Advantages or Traits that reflect the
character's "change of life." Once "reborn," the former wizard
receives whatever "starting powers" come with her new form;
she does not, however, acquire a new character's beginning
freebie points or Backgrounds. All other Traits remain as they
were when the change occurred.
Example: Basel plays Chufa, a Balamoh sorcerer versed in
the Paths of Shapeshifting, Conjuration and Ephemera. Alf told ,
his Paths equal out to six dots, and he knows four Rituals to go with
them. When a charming woman consumes the magician's blood
and replaces a bit omit Mth her own, he falls into a horrible fit, dies
and rises agar. Try as he might, Chufa cannot get his old skiffs m
work; refusing to give in, he prays to the gods, chants the ageless
rhymes and wills himself to change.
Oiferaperiod of weefo, fte mastershisnewfofrm; althoughhiSsire
was a Toreador~uampire, the DNciplirles Chulalearns requite at odds
with the traditional powers other Dan. In game terms, Chufa gets the
usual three dots in Auspex, Celerity and Presencefrom his sure's blood.
His magical knowledge manifests itself as three dots in Protean, one in
Thatananrrgy (Path of Conjuring) and two in Necromancjy. To his
dismay, Cfwlafinds himself unable to speak Many spirits exceptghosts.
Suchis the curse offS new state. Chufa "lives," after afashiOn, but his
magic has been tainted by his damnation. Like a beginning vampire ,
Chufa gets he seven Virtues; he does not receive any additional
Background points, though, so Basel spends 12 points from his Rituals
to purchase Mentor, Herd and Generation.
Some Awakened societies, notably the Order of Herrnes,
instruct aspiring members in hedge magic to prepare them for
greater possibilities. This cannot be done with people who

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have already Awakened, only with Sleepers who are ready In game terms, Louise liquidates her character's various Paths
better things. At a critical point, however, the aspirant must A pool of eight dots and six Rituals becomes a larger pool of 74 freebie
throw her learning into the sea and start anew points. As her character learns the mysteries, she acquires an Arete
Sphere magick, being complex and powerful than of 3 ( I2 points), six new Spheres (42 points), several Backgrounds
hedge magic, makes that transition a bit more expensive than the (Aoatar4,Chann~y 2 andMentor4-atotalofl Opoints) , andover
transition between magician and vampire. In game terms, the skills (totaling 10 freebie Points). Her style and for will, of course
layer trades in the Faths for a pool of freebie points, points she follow standard Hermetic practices
later uses to buy Spheres, Arete and other Traits she picks up Sorcerers cannot become werebeasts or changelings. A
during her training (see above). The new mage begins without an magician could be related to such creatures, though, (see the
Arete, Spheres or Avatar rating; her player will have to buy these Fae Blood and Shapeshifter Kin Merits) and learn a few of
Traits with die freebie points that came from the old Path dots. their mystical powers in addition to her own. Likewise, the
This transition is not instantaneous; in story terms, the sorcerer might imbibe Kindred vitae and assume a sort of
former magician adapts to a new way of thinking, feeling and kinship to the undead (see the Ghoul Merit) without losing
working. This takes time - typically six months or more. She'll her arts. Such kinship has its price, of course, often measured
probably adopt the style and foci that resemble her old practice in new enemies, odd alliances and virtual slavery
She will, however, need to learn a greater perspective. We suggest A magician who dies hut becomes a ghost begins as an
that a magicianscumanage begin her "new" life with an Arete no Enfant without any of her previous Advantages. Like any
higher than three. Skill does not translate to enlightenment other ghost, she starts out at square one with the usual Traits
Example: W/hen Louise's character, a member of the Order although her mortal Abilities remain. At the Stolyteller's
f the Aeon Rites, realizes the real truth behind Hermetic theory , option, the magician's mystical savvy might influence the
the shock shatters her old preconceptions. Her faith in ruins she Arcanoi she eventually masters (see sidebar); the points
finds the old ways no longer work; fortunately, Hermetic mage however, are lost. Death is a new beginning
Robin Herod is nearby. He tales the former sorcerer under his
wing and teaches her how to apply her old theories

I .up

STARTING l'0INTS"' on SOliCEllEKS LEARNING NEW l'0W[RS


Paths Suggested New Powers
Alchemy: Matter or Pri'ri"'(lSphere); Thaumaturgy --- Blood Path or new Pads ( Discipline); Flux or Lifeweh
(Arcanoi)
.Qonjurationz Correspondence (Sphere); Thaumatu Path of Conjuring or Movement of the Ming
(Discipline); Flux or Outrage (Arcanoi)
Conveyance: Correspondence (Sphere); Thaumaturgy Path (Discipline); Argos or Embody (Arcanoi)
Cursing: Entropy, Life or Mind (Sphere); Thanatosis or Thaumaturgy - Path of Corruption (Discipline)
.. Pandemonium or Outrage (Arcanoi)
Divination: Correspondence or Time (Sphere); Auspex or Thaumaturgy- new Path ( Discipline ); Fatalism ( Arcanoi)
Enchantment: Matter or Prime (Sphere); Thaumaturgy --new Path ( Discipline); Flux, inhabit or Usury (Arcanoi)
Ephemera: Spirit (Sphere); Necromancy or Thaumaturgy --
Spirit Path (Discipline); Argos, Embody or
Pandemonium (Arcanoi)
Fascination: Mind (Sphere); Presence (Discipline); Intimation or Keening (Arcana)
Healing: Life (Sphere); Obeah (Discipline); Castigate, Embody, Moliate or Usury (Arcanoi)
. Hellfire: Forces (Sphere); Thaumaturgy - Lure of Flames or Elemental Mastery (Discipline); Outrage (Arcanoi)
Herbalism/Brewing: Life or Prime (Sphere); Thaumaturgy-- new Path ( Discipline); Inhabit or Lifeweb (Arcanoi)
. Shadows: Forces (Sphere); Obtenebration (Discipline); Outrage or Pandemonium (Arcanoi)
Shapeshifting: Life (Sphere); Protean (Discipline); Moliate or Lifeweb (Arcanoi)
Summoning, Binding and Warding (Material): Correspondence or Life (Sphere); Thaumaturgy -4 new
(Discipline); Lifeweb or Outrage (Arcanoi)
Summoning, Binding and Warding (Daimonic): Spirit (Sphere) gnoinonor Thaumaturgy - Spin

. (Discipline); Argos or Embody (Arcanoi)


Weathercraft: Forces (Sphere); Thaumaturgy - Neptune's Might (Discipline); Outrage (Arcanos)

HI
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. Abilities: Cosmology (above the second level, unless
Some people can never leave well enough alone. Hence taught by a mage or Garou), Do (unless taught by an Akashic
mage), Kenning or Mythlore (unless befriended by a change»
.
the following notes*
Mummies: The Rite of Rebirth that allows a person to
.
ling; see "Merits," below)
Backgrounds: Artifact, Avatar, Chantry, Chimera,
1o1n the ranks of the Reborn is so obscure that a new magician»
mummy is unlikely. Should a sorcerer rediscover the Rite, her Companion, Den»Realm, Destiny, Dreamers, Eiodlon, Fa»
arts would shift to Hekau Paths (see World of Darkness: miliar (greater; see pages 62-63), Generation, Greymayre,
Haunt, Herd, Holdings, ]amok, Kinfolk, Legacy, Memoriam,
.
Mummy, second edition) as if she were Embraced
Risen: From time to time, a magician may return from
the dead to settle one last score. Like ghosts, these rare
Node, Old Soul, Relic, Past Life, Pure Breed, Retinue, Title
Anything else is fair game unless it's specifically limited
creatures employ Arcanoi, not hedge magic, though they to a certain type of character (an elder vampire or centuries-
old mage, for instance). Even then, a case could be made for
.
retain their occult skills and memories
Skin Dancers: The Wyrm»ridden Rite of Sacred allowing the Trait if the sorcerer in question has achieved a
sort of immortality (see "Merits"). For clarity's sake, we'll use
Rebirth that creates the forsaken Skin Dancer werewolves is
even more obscure and continues to carry the stigma of its "you" to refer to both your character and to you, the player.
proponent, Samuel Haight. As a Kinfolk with stolen powers, Trying to keep the two straight - "To buy your sorcerer the
l Skin Dancer could begin her "career" as a sorcerer. The following Traits, you, the player, will have to blah blah blah..."
corrupt influence of the Rite and its aftereffects, however, - is more trouble than it's worth.
General-access Traits can be found on the character
.
will probably tum her magic in a darker direction.
Other Shadow Folk: Technically, Gypsies, fiori, sheet at the back of the book. Several lines have been left
open for customization, and a number of new and appropriate
certain Bastet tribes (the Bubasti, Ceilican and Qualmi) and
some other shapeshifters can learn hedge magic in addition to Traits have been offered below. Since this is a general»
their usual powers. Beings with such mixed talents are exrrarrr» purpose World of Darkness supplement, some oldie following
dinarily rare, however, and would be expensive to create. Other Traits have been carried over from certain rulebooks. The
mortal hunters can team magic as easily as any magician; some Arcane Background, for example, can be found in Mage:
Arcanists and Inquisitors are quite good at it. ... The Ascension, but not in the other rulebooks.
We hereby grant the Storyteller the right to refuse sorcerer»
mummies, sorcerer~Risen , sorcerer»Skin Dancers,
sorcerer~Gypsies, sorcerenfomori or sorcerenwerecats as player
NEWARCHETYFES
characters, or to make such characters (and their players) pay Like the personality Traits described in the main
dearly for their additional powers. Such characters should have rulebooks, these characteristics help you get a handle on your
really interesting origins and probably carry a lot of baggage I fictional counterpart and figure out what makes him tick.
The following Archetypes can apply to magicians, True
Mages, or any other character type you might desire.
NEWTKAITS
Congress is congressing CMUISEIKIACK
Carnival of downs Damn, you're good! You'1e so good at whatever it is you
Enters the magician do that people can't help but be impressed. Flamboyant and
With playful saws of sound. . . extroverted, you're the center of attention. It's important, of
course, that you live up to your reputation. So polish up those
f.et's bring on the fire
skills and smile' In the chandelier of life, you're a halogen
- Sky Cries Mary, "Circus Church" bulb. Make sure everyone can see your light!
As we know, the catch»all term "Traits" covers a variety
- Regain Willpower whenever you make a 1 especially
of quirks, talents, physical attributes and other character
successful die roll (four successes or more against difficulty 7
specifics. The Natures and Demeanors, Abilities, Attributes
or higher) or pull off some impressive stunt in spite of
and Backgrounds open to sorcerer characters are discussed at devastating odds.
length in the general rulebooks. Anything that isn't readily
available is covered below
Several Traits are not appropriate for magicians; unless KENUNCIATE
your character changes somehow, she won't be able to For whatever reason, you left behind someone or some-
purchase any of the following thing that was very important to you. Was it a family? An
arcane order? A religious fellowship? A lifestyle you could no

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longer stomach' Whatever it may have been, you no
want any part of it - even when it comes back to haunt you
(which it often does).
You've got reasons for leaving; you've also got some nagging
tie to that old life that just won't go away. Denounce anything
that reminds you of your past, but be ready for a
Whatever you might like to believe, that forsaken lifestyle still
shapes your values, reactions and desires. Before the chronicle
begins, hash out the details of your prior association, the reasons
you left and the nagging items that won't go away. Someone you
abandoned might be just around the corner. ...
-- Regain a point of Willpower when you shake aside
something or someone who reminds you of your former life
and do so without consequences.

SAGE
You're a very wise and learned person. Although the
name implies age and experience, it could be that you're just
extraordinarily precocious. Either way, you know a great deal
and give the impression of solid common sense. People come
to you for advice, and it often pleases you to give it
Learning is a great tool - it's what separates us from the
lower animals. Hungry for knowledge, you pore through
books, scrolls and videos on an eternal quest for trivia. If
choose this Archetype, be ready to spend plenty of points
on Knowledge Abilities; to you, life is a school and
class is always in session.
Regain Willpower when you counsel a
needy person, help someone through your vast
reserves of knowledge, or uncover some obscure
bit of lore.

SENSUMIST
Sensation is a drug for you. Nothing in the world
than a life drunk like whiskey and savored like a lover
You revel in everything you do and everything you feel.Careering
from experience to experience, you take just enough time to soak
in each tiny sensation before sweeping off to find another thrill
The world is full of intoxicating pleasures and entrancing
impressions, but nothing lasts forever, so get 'em while they're
hot and sort 'em out later' Other people call you "irresponsible
fickle," "childish" and "reckless," but at least you're not dead to
the world like they are! Life is a ride; love is a gamble and common
sense is an excuse to stay at home. There'll be plenty of time to
sleep when you're dead.
- Regain a point of Willpower each time you discover
experience and savor some new, exciting sensation and live
to tell about it. (Note: The more you do, the harder it
becomes to find something novel.)

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Example: Moyra Derin falls asleep and finds herself in a


SUYFLICANT
blazing temple. A crowd children weeps on the other side of a
of
In the service of some other entity - a god, angel, spirit or
fiery gulf. Most dreamers would be helplessly caught in a subcon-
demon - you ply your trade. Perhaps you worship the being to
scious tide - not Magrro. Willing herseffinto action, she raises her
which you're pledged; more likely, you have either entered into
hands and chants to Tlaloc, Aztec god ofroin- who just happens
bargain with it or plan to do so at some point in the future.
to have sanctified this temple. Achieving power over her dream-
Whatever the circumstances, you're a loyal follower of your
place (Possibly after a successful Manipulation + Dreamcraft
Odxel'worldly patron. His will be done, as it were
roll) , Mayra dampens die flames enough for her w cross over and
Your duty may be a secret one; perhaps you follow some save the children.
forbidden deity, or serve an angel from amidst a darker flock
Used during trances or meditations, this Talent can be
You and your Storyteller should define exactly which entity
a useful tool for puzzling through riddles, or understanding
you serve (or at least what you believe the patron to be), your
visions. A successful Wits + Dreamcraft roll might help you
reasons for doing so, the cost of not doing so, and the eventual
reduce the difficulty of Enigmas or Occult contests. Some
reward you hope to get out of the bargain
magical traditions teach Dreamcraft techniques, and con»
- Regain a Willpower point or two when you advance sider it an almost magical talent. Contemporary dream
the aims of your chosen benefactor without endangering researchers and psychotherapists call this ability "lucid dreams
yourself in the process ing," and study it as if they could really learn something by

THFOKIST .
quantifying dreams.
Novice: You can remember a previous dream in
No one can explain everything, but you try, gods know. some degree of detail.
Each enigma is a challenge for you, a chance to prove some Practiced: You can "will" yourself into a specific
new or beloved theory. Perhaps you have some great insight kind of dream (a nightmare, a reoccurring vision, a
focused through dozens of interconnected ideas; maybe you memory-recall, etc.).
have a single grand theory that, if it could only be proven, Competent: You have limited control over your
would rock the foundations of the world. Perhaps you've own dreams.
already proven your theory, and the magic you possess springs Expert: Dreams are familiar territory; you journey
from the answer. Whatever concept you might embrace, there to gather hints from your inner self.
never miss a chance to either espouse your theory, or to
concoct a new one that fits in with your existing ideas.
...•. Master: Dreams sometimes seem more real than the
waking world.
Naturally, you should formulate your grand idea, estab- Possessed by: Shamans, Dream Researchers, Idiot Sa»
lish its parameters and describe it to your Storyteller before wants, Artists, Latent Psychics
the tale begins. This Archetype assumes a character with Specialties: Dream Control, Waking from Nightmares,
some wild, esoteric philosophy and the means to prove it, if Vision Questing, Dream Combat
only in his own mind.
- Regain a point of Willpower whenever some obser-
vation you had based on your theory comes to pass. Note that FORTUNE-TELLING
this should involve an exotic yet coherent set of ideas that You've got a knack for divination and know the skills
lead to a conclusion; a simple "Seer My theory is that associated with its various forms. This isn't so much a psychic
vampires feed on blood and he just proved it! Gimme my ability as it is a natural hunch that comes through in grand
Willpower'" will not be sufficient . style when focused through Tarot cards, thrown lots, astrol-
ogy charts or other divinatory tools.
While dis Talent is not magical in and of itself, it may
NEWTALENTS confer a bit of extra potency to spells from the Divination Path.
For each two successes you win with a Perception 4- Fortune»
Telling roll, you may lower your casting difficulties by one.
Dn1inmcnnrw
You are the master of your own dreams and visions. At
. Novice: Divination is a pastime to you. One form
(Tarot, astrology, etc.) works adequately well, but
lower levels, you can exercise a bit of dream recall and
you're no Psychic Friend yet.
initiation; at greater levels, you can attempt to gain con-
Practiced: You're pretty good with your chosen
scious awareness during adrea (Manipulation + Dreaming,
style and can make a few accurate observations
difficulty 6), consciously control your own actions within
about the average client.
the dream (difficulty 7), and even try to alter your sur-
roundings (difficulty 8)

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Competent: You understand a few different forms
and can dredge up some surprising revelations.
Expert: You're familiar with all of the major forms
of divination and understand a few obscure styles,
too. With the right tools, you can make fairly clear
pronouncements and observations.
• ...
C Master: Gypsies take lessons from you.
Possessed by: Psychics, Gypsies, Scam Artists, New
Agers `*b maU
Specialties: Tarot, Prophecy, Crime»solving, Astrol»
ogy, Romance, Telephone Psychic, Shells, ]Oss Sticks,
I Elemental Portents, Palmistry, Entrails

lNTl'lTI0N
T
You've got an innate connection to people. Hunches
come easily to you, and they're usually pretty accurate. It's
not your place to explain how or why you know the things
you do - this Talent's a kind of "sixth sense" that grants
insights, gut feelings and a powerful empathy for other people
(and occasionally animals as well). You can tell when
someone's hurt, when they're lying, when they're hiding
something important. This isn't mind»reading by any stretch
- the information does not pop into your head - but it
.
keeps you attuned to your surroundings.
Novice: You've got good instincts.
.. Practiced: Follow your nose - it's often right.
•.. Competent: The game's afoot, and you know where.
• . .. Expert: You know something's wrong, and can
often figure out where and why.
... • • Master: It's frightening the things you know with»
out asking.
Possessed by: Gamblers, Cops, Fortune Tellers, Seduc»
ers, Healers, Reporters, Mothers
Specialties: Flashes of Inspiration, Gambling, insight»
ful, Nose for Trouble, Animal Instinct

NEWSKILL
RESEARCH
You know where and how to dig up information. Librar»
i s , newspaper morgues, Internet databases child's play.
It's remarkable what you can find when you know how. A
successful Intelligence + Research roll might not tell you
exactly what you need to know, but it will tell you where to

.
keep digging.
Novice: You know how to use the local library.
.. Practiced: With web access, you can tap extensive
reference services.

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Competent: You can access many private collec» to deal wide them. The effectiveness of the insights are up to
sons and privileged archives. the Storyteller, but in general, the more successes, the better
Expert: Given time, you can locate whatever info» the information.

• .... motion you need.


Master: fit's written, encoded or spoken, you know
Hearth Wisdom can also be used for simple medical rem»
dies. It isn't as potent as either the Herbalism or the Medicine
where to look for it. skills, but the cure should have some nominal effect.
Possessed by: Writers, Reporters, Librarians, Scholars, This Knowledge does not confer a database of facts and
Sages figures. It is a collection - often oral in nature, never written
SpecialtieS: Arcane Collections, On»line Data, Oral down - of tales and maxims, anecdotes and advice that shed
Tradition, Folklore light on a number of subjects. It can frustrate the hell out of
people who come to you searching for advice. Still, as you

NEW KNOWLEDGES .know well, good things come to those who wait.
Insightful: You've learned a few bits of lore here and
there.

HEAKTH WISDOM Clever: You recognize traces of the supernatural


where others don't.
Yours is the common wisdom, frequently overlooked in
Knowledgeable: People come to you for advice and
today's high»tech world. Such knowledge involves tales and
minor cures. Your body of knowledge now includes
lore filled with forgotten insights, simple cures and home~
a few gleanings from other cultures.
spun good sense.
Learned: You are a fountain of lore from your own
While this Trait is not magical in any way, it can teach
culture and others as well. You can spot a super»
you the weaknesses of various supernatural creatures. A
natural being with a successful Perception +
successful Hearth Wisdom roll should offer helpful insights
Alertness roll (difficulty 7) if you get close enough,
into supernatural threats and give you some idea about how
and you know its weaknesses,

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..... Wise: You are well-versed in folklore from across Possessed by: Scholars, Investigators, Sorcerers, Art
the world, and have many insights on lore from your ists, Poets
own culture. People from across the world make Variations: This must be chosen for each magical s c i »
pilgrimages to meet with you for counsel. et (e.g., the AOAR, the Balarnob, etc.)
Possessed by: Village Elders, Supernatural Hunters,
Medicine Men, Witches, Folklore Researchers, Arcanum LOlls= SUFEKIWUML cnlinwluis
Investigators, Hermits, Herbalists
There are many secrets to be found in the night. You may
Specialties: Northern European, Native American,
have been lucky - or unlucky - enough to team just how
Appalachian, Central African, Amazon Native, Caribbean,
extensive these societies of the night have become. The Kin
Eastern European, Gypsy, South Asian, East Asian, Outback,
died, the Garou, the Changing Breeds, ghost factions, the faerie
Pacific Island, Mediterranean
courts, and, of course, the Awakened Ones at the fringes of
reality- all these conspirators lurk j ust out of mortal sight. This
mrrnoular Trait allows you to discover just enough about these creatures to
You know the tales of heroes and gods. Myths, like be dangerous - to them and to yourself!
legends and fairy tales, are stories that lie at the cornerstones Without this Trait, you don't know the ins and outs of
of any society. They carry great truths wrapped in metaphor, Camarilla politics, Wyrm warfare, the Shadow Court, or
and you know how to strip the wrappings away. In this sense, anything else. These secrets must be pried from the darkness
and the darkness isn't always willing to share. . ..
"mythology" simply means that you understand common
lore and can unravel the symbolism behind it.

. Novice: "I've heard that vampires have an orga»
Student: You've read a myth here and there. nized society."
•u College: You understand the meaning behind a few College: "Um, the vampires all belong to some clan
common myths. called 'Camarilla."'
Masters: You're well-versed in the content and Masters: "The Kindred divide themselves into war»
symbolism of many mythologies. ring factions called Carnarilla and Sabbat."
.... Doctorate: "Kindred clans go by many names. Shall
•••• . Doctorate: You understand oftfunseen patterns.
Scholar: _loseph Campbell. I explain them to you?"
..... Scholar: "Funny, you don't look like a Brujah....
Possessed by: Shamans, Mystics, Storytellers, Game
Designers Possessed by: Nosy Magicians, Supernatural Conspira»
Specialties: Creation Myths, Cosmologies, tors, Servitors, Arch Enemies
Eschatologies, Soteriologies, Navajo, Celtic, Persian Variations: Each being has a separate Lore; most have
several types (Camarilla, Sabbat, alternate bloodlines, etc.)
LOKE= M1wen SOCIETIES
1

You know the histories and traditions of magical societ» METAFHTSICS


i s across the world - from their origins and foundations to The sciences that fall under this rubric represent fields
their present»day status. This is obviously a difficult Lore to of learning related to the Western occult tradition, particle»
master. Few sorcerers manage to gather much information farly the of called "secret traditions" of Hermetic and
about societies other than their own. A good Lore roll might Kabbalistic study.
reveal a few secrets about the Awakened Traditions, and These disciplines supposedly contain clues to the mys~
possibly the other factions as well. The Ascension War may t r i e s of the universe. Knowledge of one of the metaphysical
be hidden, but certain people know how to dig up dirt about sciences includes a history of the field and a basic under-
it, even if they don't understand all the details.
. Novice: You know a few names or ideas.
standing of the symbolism, language, lore and mysteries
associated with it. Some sciences (like alchemy) may con-
.. College: You've learned a few unusual details of centrate on producing specific, tangible results; this
interest. Knowledge Trait reflects theoretical understanding, not the
Masters: You're well-versed in the history of magi- additional skills you may need to put it to use (like Chernisf
cal societies in general. try, Mathematics, Crafts, etc.). Still, it's a beginning, -
stepping stone to greater things.
Doctorate: You know as much about these societies
A number of disciplines fall within this category. These
...•. as their own members do.
Scholar: You know all there is to know (or so you
include:
think).

xr- 4~

* * A A * * * * * A A * * * A A * A A * 1 1
A I
v v v v v v v v v v v v v v v v v v v
1
by
1

CHAPTER THREE: CH1'HiJVITEK CREATION


A A ; A A A A A A A A A A A A A A ; A A ; l
vp a W U W W -r
W T Q U W W W W U U U U U U U
I

Alchemy: The method of transmuting metals, and a MCANIS


metaphor for the transformation Of the human soul. Al-
Masters of the mystic arts can hide in plain sight. The
chemical magic is described with more detail in Chapter
shadows seem to slide around them; crowds seem to swallow
Four; it's also described as a secondary Knowledge in the
them; their faces seem to blend into a haze of barely-recogniz-
.
players guides for Mage and Vampire
Astrology: The method of divining the influence of the
able features. Strangely enough, they're hard to pin down at
other ways, too. Birth records get lost. Pictures blur. Papers get
heavens on the Earth, particularly on human personalities
.
Gematria: The method of divining hidden meaning
mysteriously misfiled. As you can imagine, people like this are
hard to track down. Lucky you you happen to be one of them.
from names and words, particularly by converting words into Although this odd talent usually manifests in True
their numerical equivalents. Often used in conjunction with Mages, some weird mortals (especially sorcerers) exhibit it,

.
sacred texts, particularly the Bible, Kabbalah and Qur'an.
Numerology: The science of deterrnining the essence
too. With this Advantage, you tend to "slide away" from view
and memory. While it won't make you invisible or help you
oaf object or name by reducing it to its numerical meaning in combat situations, it will make you extremely hard to
In numerology, everything is a number, and this number is a trace. Somehow, things just happen to cover your tracks.

.
key to understanding Creation and the magician's role in it.
Sacred Geometry: The method of diviningsecret known
In game terms, the Arcane Background adds its rating to
your Stealth attempts and subtracts the same amount from
edge from the dimensions and shapes of man»made or natural any Perception or Investigation Dice Pools that others use to
structures, including the human form. The builders of the find you. If you wish, you may "dampen" the effect and
pyramids, the Aztec and Mayan temples, and the Gothic
cathedrals are said to have been masters of sacred geometry .
"appear" in plain sight.

Novice: You understand very basic concepts. .. V/allflower

College: You've had some instruction in the field. ... A face quickly forgotten
A master of misdirection
Masters: You've got a comprehensive grasp of the ....
discipline. .• . .I
A needle in a haystack
Who ?
l . • .• Doctorate: You know things that are not written.
Scholar: You are a master of things hidden and
FAMILIARILESSERD
arcane lore.
Possessed by: Hermeticists, Scholars, Kabbalists, Ritual You have a special helpmate, a minor spirit or odd
Magicians animal that walks beside you, advises you and sometimes
Variations: This knowledge must be chosen separately protects you. Like a master of magick, you sent out a mystic
for each occult science: Alchemy, Astrology, Gematria, call and this being answered. This familiar may not share the
Numerology, Sacred Geometry powers of the greater mystick spirits, but it has talents and
appetites - of its own.
In game terms, this Background grants you a special
BACKGROUNDS
J "pet" - a talking black cat, a sinister raven, a prankish imp,
Everybody has their resources. For magicians, who often invisible servant, totem animal or some other weird yet
stash themselves away until after nightfall, a private place or intelligent aide. Most familiars take the forms of animals (see
helping hand can mean the difference between security or a The Book of Mirrors or The Vampire Players Guide for
police investigation. Sorcerers cherish their mundane re» animal Traits), but the creature's appearance depends on
sources, too; a smart magician nourishes his contacts and what you-or your Storyteller want it to be. In most cases,
friendships while he stockpiles cash and paraphernalia for a magician performs a simple ritual and the familiar answers;
the day when they might be needed. sometimes the spirit simply appears on its own and makes
itself at home. This attitude suits a familiar - these creatures
Sorcerer characters begin with five free points for this Trait.
are rarely subservient, often rude and always independent.
The common Backgrounds - Allies, Contacts, Influence and
Sometimes it's hard to tell who's the master and who - if
Mentor- can be found in the main rulebooks, and function just
anyone - is the servant.
they're described in those books. ( Note: A sorcerer's Mentor
Background may help her save experience points when she Unlike a normal animal, a familiar can communicate
attempts to learn Knowledge Traits or magical Paths; see clearly, and possesses a range of Knowledges and Skills in
Library" for details.) Other sorcerous Backgrounds include: addition to its usual Talents. Once the spirit strikes up a
relationship, it employs its resources to your best advantage.
Naturally, the familiar wants something from you in return.
In most cases, the spirit's demands will be simple: respect,

il i i n m n n n m n n a n m a n m n n m n m n
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F shelter, food, attention and the occasional treat. The "treat"


part can get complicated familiars feel that dead
Strong familiar - an animal (of any natural size) or
obvious spirit with one or two magical talents in
children, king's toenails or tomes of esoteric lore make addition to its extensive knowledge and skill
excellent treats, and a familiar can be very insistent when it • .... Powerful spirit a creature with Otherworldl
wants something contacts, exceptional knowledge and three or
Familiars require a bit of work on the Storyteller's part supernatural powers
but add lots of atmosphere and complications to a stony. Your
Storyteller should create the aide ro her own specifications LIIIMIXY
decide on its personality and play the spirit for all it's worth
Research is an integral part of magical practices. You
when it appears. Ideally, you won't knowall the details; such
must Ieam about the mundane world if you are to command
spirits are an enigmatic for, easily underestimated by willful
the Otherworld as well. No magician worth the name shuns
magicians Most familiars f a i l basic: animal forms with
an opportunity to learn, and an extensive library reflects the
human intelligence and a few helpful Abilities. Really strong
facts you keep within ann's reach. This private archive
or esoteric helpmates get more complicated, but shift the
includes several rare and possibly mystical works in addition
balance of power in the familiar's direction. After all, if
host of normal books. Naturally, this Background as
servant is one of the Five Handmaidens of the Lord of
s u m s you have someplace to store a library; with modern
Thunders. she's not likely to take much rubbish from some
technology, however, this isn't as as it once was
mortal sorcerer
Such resources aren't always books. Scrolls, databases
Weak familiar - a talking cat, rabbit or raven with
and even friends who know a lot of folklore can be considered
one or two occult skills
libraries if you can study continuously, access the inforrna
Minor spirit a small animal with exceptional son at will. and find what you re looking for
savvy and occult knowledge
A library comes i n handy when you're spending expert
Average familiar large, smart animal (wolf
once points. By rolling your Library rating (difficulty 7) while
horse, bear), a supernatural creature (imp, unseen
learning Knowledge or Path, you can save one expo
spirit), or a small beast with amazing lore and skill
rience point for every success you win (minimum cost: one
|- 1111-
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CHAFTEK THREE: cnnnncrfn vnuulon
A A A A A A A A A A A A A A A A A A A A
U U U U U U U U U U U U J U U U U l l
experience point). You may roll only once for each learned
skill, and must spend at least a week in heavy research to do
so.
Magicians sharing a common sanctuary may pool their
archives together for mutual use. Thus, this Background can
be pooled so long as the means allow it and the characters
stay together.
. A collection of New»Age paperbacks.
.. A few notable works and lots of superficial stuff.
too
A handful of rare and ancient books, and vast
mundane resources.
osoo An impressive collection of occult and mortal lore.
..... A horde of lost secrets, a sea of common wisdom.

KELIC
Fittingly enough, you possess some artifact of supernatural
origin. It may be a minor relic (see The Inquisition, Halls of the
Arcanum), a fetish (see Werewolf: The Apocalypse) or even
a magical Talisman (see Mage: The Ascension). In any case,
this rare, arcane plaything grants its holder certain powers.
In story terms, you've got some item with obvious occult
overtones: a tune-inscribed dagger, a box of black candles, an
ancient brass chime, etc. When you perform some incanta-
tion or simple action, the relic sets a weird event in motion:
The dagger bursts into flame; the candles chase ghosts away;
the chime sends everyone in the room into a trance, etc. In
game terms, this item contains some magical power; the
higher the Background rating, the more potent the relic.
Sample relics can be found in the appendix and in the books
mentioned above.
(Note: For crossover purposes, a hedge wizard can em»
PIOY fetishes or Talismans up to the third level in power. The
Storyteller may require a Wits + Enigmas roll (difficulty =
level + 5) if the sorcerer tries to activate a fetish, a Wits +
Occult roll if he wants to use a Talisman, and a Wits +
Technology roll if he tries to access a technornagickal De»
vice. Any Paradox that a magickal Talisman or Device incurs
goes against the Talisman; 10 points or more destroys the
object. A hedge wizard who wishes to buy a Talisman with his
Background points must spend two points per dot, as these
are especially powerful and mysterious objects.)
• A minor relic.
..
.. A useful relic.

. .. An item of significant power.


I


..... A legendary object of great value.
An artifact of incredible power.

RESOURCES
The road to magical knowledge might not be paved with
money, but wealth definitely helps. From the poverty line to
vast riches, this Background reflects your financial well-

M i l . m n n m l n a m a n m n n m m n n n n m
Y V V V ~ Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y V Y
WURLI) of l)MUiNESS= SOKCEHEK
I: A A A L A A A A A A L A A A A A A A A A A
l I v v w l v I v v v v v v v v v I I v all
being and amount of material goods. The Resources in A small area, roughly basement sized, stocked with
question don't necessarily translate to cash in hand, but they a few essential items. Arcane rating: l
give you some idea of how much you can afford to spend. In A decent space, the size of a large backyard; it
a crunch, you may liquidate this property for extra cash. contains a number of useful tools and ingredients
kept in easy reach. Arcane rating: 1
This Background assumes you have a monthly "allow»
once." You should determine where your money comes from, •• . A spacious area, the size of a small house; it's
however; depending on the course of the chronicle, you stocked with food, a good selection of tools and
might find those Resources growing. .. or going.
. Small savings. An apartment and a small car, per-
haps. Liquidated, you'll get roughly $1,000.
materials and a small reference library. Arcane
rating: 2
l You're the envy of your associates; a mansion sized
Allowance: $500 per month. space contains enough esoteric materials, occult
l
I

Middle class. You've got a small place to call your works and ritual spaces to host a small, active
own. If sold, your property would net you about coven. Arcane rating: 2
$s,000. Allowance: $1,200 per month. ....• A tower, small castle or large manor house holds
Large savings. You've got a house, one or two cars your trove anything short of the virtually lmpos
and some property. If liquidated, you'd have about sible is within reach. You'll still have to leave the
l
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$50,000 in cash. Allowance: $3,000 per month. nest to acquire really esoteric materials (dragon's
Well off. That big house in the woods belongs to blood, unique grimiores, etc.), but almost anything
you, and that collection of occult artifacts is worth else is right where you need it. Arcane rating: 3
a good deal. if sold, they would yield about
per month.
..• • • $5,000,000 Allowance: $9.000
Rich. You've got your own mansion, a private
STATUS
You've got respect in occult circles. For whatever reason
tower, a fleet of cars, and a trove of occult knick» - birthright, social standing, affiliations, personal achieve
knacks and lore. If (gods forbid) you should suffer merits, etc. your magical associates know your name and
misfortune, you could still net at least $5,000,000 in give it weight. You aren't necessarily liked - occultists are
cash. Allowance: $30,000 per month. remarkably elitist - but people do defer to you. At the
higher levels, the spirits know you, too. This can be an
smruxnr
A
v
I
1 amazingly double»edged sword, as mystical gunslingers call
Every magician needs a place i which to work. This
,
you out on a regular basis, and strangers slander you without
Background grants you a secret workshop of some size, ever having seen your face.
stocked with the necessary tools and materials - herbs, This Background is the spotlight of the magical comm
wards, ritual instruments, cauldrons, fireplaces, braziers, ref~ nity; it doesn't necessarily mean you're powerful (look at
erence books, whatever your practice might require. number five), simply that you're notorious. A successful
Although hidden from mortal view, this Sanctuary exists in sorcerer can live in complete anonymity; most of them do. In
due material world. Often (but not always) attached to your your case, however, fate has gifted you with some kind of
attention.
dwelling, this literally sacred place might be an alchemical
.
laboratory, a secluded grove, a garden, a dungeon, a tower or
.. The sorcerer's apprentice
even a simple basement with hidden cupboards. Within your
... David Copperfield
Sanctuary, you effectively have an Arcane rating (see the
Background of the same name); this won't help if your expert» .... Isaac Bonewits

rent blows the laboratory to pieces, but it will keep the neighbors
from wondering about the roaring sound when you summon
..... John Constantine
Timothy Hunter

that minor demon. Assume that any workings that don't inf
l
valve major destruction are "quieted" by the wards around your MERITSANDFIAWS
Sanctuary. Those wards keep trespassers at bay, too; unwelcome
Merits and Flaws are Traits that help define your char
visitors (including Otherworldly ones) must make Willpower
actor further. While Merits (obviously) make a sorcerer's life
rolls (difficulty = Sanctuary rating + 3) to approach the area.
easier, Flaws keep life. .. interesting. Most of the following
Still, the place remains subject to the normal laws of physics;
Merits and Flaws vary in intensity. Some provide minor
fires, explosions, floods, lightning strikes and large-scale com-
distractions while others reflect a significant aspect of the
bats will wreck a Sanctuary, devastating the stock and dispelling
magician's existence.
any wards or securities you've placed around the area.

1 \ ~ 1 1 m \ 1 1 1 1 1 \ 1 1 m \ 1 1 1 l *
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Merits can only be purchased with freebie points during LIGHT SLEEl'EK= II l'T. MERIU
character creation. Likewise, Flaws also chosen at cre
You function quite well on four hours of sleep a night
ation add freebie points to a beginning character. A
More rest is always welcome, but if some circumstances (like
beginning character take only seven points worth of
research or tight deadlines) keep you awake, you'll suffer less
Flaws; an "experienced" character (one who has supposedly
severely than other mortals might. If something happens
been around for a while) may take more at the Storyteller
during your slumber, you're more likely to awaken quickly
option, but we don't recommend it. Loopholes like this
than another person in your position
might be too wide for some Storytellers' comfort. Each Merit
or Flaw should have some story attached to it; such signifi
cant things do'not happen "just because IOYMTIE I I l'T. m f r
various players guides describe a variety of Merits and You're sworn, loyal and devoted to some person, group or
Flaws, and present the mies about them in a bit more detail. Many cause. This bond allows you to resist any fonn of temptation
of the more "nNlndane" Traits (Ties, Psychological, Awareness coercion that could lead you to betray your trust or oath
etc.) are perfectly appropriate for budding magicians. The Super- Especially nasty forms of "persuasion" (torture, Mind magic
natural Merits and Flaws often apply to specific entities, and vampire Dominance, etc.) are harder to shake, but you do get
probably aren't worth much to a mortal character. After all, how a bonus to your Willpower (eider two additional dice to roll, or
useful is a ghost's Merit to a living man ?Some of the weirder Traits two added to the inquisitor's difficulty, whichever is appropn
below work the same way; a werewolf or Awakened mage might ate) if the offending party tries to make you break your promise
be related by blood to the changelings but he could not learn their
cantrips in addition to his "normal" talents. A sorcerer can do so
offer Storyteller allows such "stacking SOOThING VOl(TE= ( I FT. MEKITI
Your voice is calm and soothing, almost entrancing
Add two dice to any roll that directly involves using your
voice to sing, to preach, to hypnotize, etc or reduce
Social roll difficulties b

q
of Jf~-.-.-»'

Ilik 1 1 1 1 ' l 1 1 1 1 1 1 1 ' l l l l l l


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WORLD of l)MIl'lNESS= SOHCEHEK
A A A A A L A A A A A A A A A L L A A A
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BURNING num12 FT. MEKITI LUCKY: 15 FT. MEKIT)
Your aura, no matter what its color, s unusually brilliant. The luck of the Saints (or the Devil) follows you. Three
To those who can see this "inner light," you stand out like a times per story (not per session), you may use this good fortune
beacon burning with a mystical fire. Even people who can't see to re~roll any failed or botched attempt. Only one try is allowed
auras feel drawn to your side. Some supernatural entities find per failure. Even the Devil's own i n out of luck eventually.
people like you intriguing; others consider you a threat. Like-
wise, sensitive mortals might consideryou appealing or repulsive, NlGHTSlGHT: 15 H. MERIT)
depending on your personality and their inclinations.
You can see in near»total darkness. This odd gift may
come from an arcane power, an affinity to darkness or some
lIIl)EMW= 12 FT. MEKITI faint relation to the catfolk. So long as some light source
You have a special hiding place that no one knows about exists, your vision remains acute. Really bad conditions
- a house, a cottage, a nicely furbished cave, etc. You never (smoke, fog, total darkness) might demand a Perception +
registered this place in your name, so anyone trying to trace Alertness roll, but under most circumstances, you can see as
you there is going to have a very hard time. This hideaway is well by night as you can by cloudy daylight. Bright lights
modestly furnished and stocked with enough goods for a two» especially sudden ones, dazzle you for a turn or so, perhaps
week stay. Such places are good for practicing secret magics longer if the light is really blinding; otherwise, your sight i:
- or for hiding from enemies. fairly normal, not enhanced.
If someone goes on an active search to find your hide»
away, your Storyteller may roll two dice against difficulty 6. °°Sl'E(TIM flIIENll"= 15 FT. Mflllll
Success (at least one six) means that no one has found the You've got a friend - a supernatural friend. Perhaps
place. Failure indicates that you didn't cover your tracks very she's a werecat, an enigmatic keeper of secrets and sense
well; now they know where you live (more or less). Four sons; maybe she's a True Mage with powers you can only
cumulative failures leads them right to you; a botch immedi~ dream of having. It could be that she's a vampire, watching
ately renders your secret worthless. over you in the night. She might even be a ghost, a Restless
soul you've done a favor. Whatever she may be, she isn't
CLEAR SIGHTED= (5 FT. MEKITI "normal" company and her tastes an to dark pursuits.
Illusions do not fool you. This vision may be a supernatu- Chances are, your friend isn't telling you much about her
ral gift, an inborn insight or a practiced skill. In any case, kind; you might acquire a dot or two in the appropriate Lore
vampire Obfuscation, Chimerstry and other Disciplines or Knowledge from listening to her tales, but that's about it. Still
Gifts that deceive most observers don't work as well as they you're there for each other; she'll watch your back if you watch
should against you. Confronted with such deception, you get hers. Naturally, your Storyteller will want to fill in the details
a Perception + Alertness roll (difficulty = opposing power's regarding your friend and the relationship you share. In the
level +3) to see right through it. midnight world, these kind of friends are good to have - even
if they do tend to bring their problems with them. . . .

FAEIIIE ('0l1lM*lNlON= (5 FT. Milam


F 1 . n

You have a faerie companion, a friend and associate who's


Lwbownnblms FT. MEKIT 6 l'TS. on GHUULS)
one of the Kindly Ones - the changelings. Perhaps your Vampire blood cannot control your will. No matter how
creativity feeds his craving for dreams, or perhaps he's taught you much of it you consume, the dreaded Blood Bond won't take
of things beyond mortal view. Maybe you're just in love. In any you down. This Merit can be powerful - a little too powerful
ease, this fae companion tends to stay out of human sight, but for some chronicles - if combined with the Ghoul Merit
commands various magical talents of his own (see Changeling: hence, a character who wants to be a free»willed ghoul must
The Dreaming). Naturally, he'll probably want something in pay double the usual amount.
return for his generous, if quixotic, aid.
A changeling makes a boon companion; moreover, his nr 13100I): 14 VT. MEKITI
teachings allow you to learn Abilities like Kenning and Mythlore, Though not a changeling, you've got their heritage
knowledge outside the mortal spectrum. In a real emergency, your running though your veins - literally. This doesn't neces
friend might even hide you away in his Freehold for a time! Beware sarily make you Irish, though a little touch of Eriu never
of this offer, however. One never knows the truth behind such hurts! Faerie blood allows you to walk in the Dreaming as it
refuge, and the price for the trip could be steep indeed! you were fae yourself; while this exposes you to chimerical
attack, it also opens you to a new and wondrous world.

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In Fae terms, you're kinain, a human with some innate SHAITCHANGER ISIN: (q FT. mlinm
Glamour who can learn limited cantrips fueled by her own
By some quirk of fate, you're closely related to one of
power (see Changeling: The Dreaming and its supplement The
Gaia's Chosen, a werewolf, ~cat, »raven, -bear or perhaps
Enchanted for details). This Glamour pool must be "refreshed
even one of the more mysterious breeds. The Changing
by full-blooded changelings - doing so is beyond your mortal

'Ln
Blood has not stirred you, but ic has left its mark. You're
means. Even so, your Banality is quite low (typically two to five )
immune to the Delirium (the madness that claims those who
and your presence is often welcome in the courts of the fae
see a werebeast's half-human form), and have friends (or at
Naturally, this sort of gift carries an obligation to play faerie
least respectful relatives) among whichever Breed you're
politics; nevertheless, it can be a wondrous game
related to. This doesn't mean that you know their secrets, or
that you can wander around their sacred c a r r without
lRONWllL= 14 rr.ml8nm retribution, but you have a certain edge when dealing with
Once your mind's made up, nothing short of a sledge' the Chosen that no normal mortal can match. With your
hammer can change it. This Merit allows you to resist the StorytellerS permission, you might be allowed to learn a few
effects of vampire Domination, Mind magick or other coer~ spirit Gifts, up to a certain level. (See "Sorcerers and Their
cive mental attacks. The Trait does nothing to deflect Fellow Beings" and Kinfolk: Unsung Heroes for details.)
mental trauma or deception, but makes it damned hard for Aside from the benefits described above, this Merit has
someone to mind-control you. Potent attempts from really no special system significance. You've got a good chance to
powerful foes might demand a sacrifice of a Willpower point know some Garou Lore, though, and may share some com»
per turn; if a vampire or mage of your approximate "level" on contacts and allies. You will probably claim some degree
tries to turn your head around, however, you can consider of affection from your relative's tribe and some animosity
yourself immune from their enemies. Kinfolk from the other Changing Breeds
have an especially hard time with this Merit. Highly prized
as breeding stock, mortal relatives of the Corax, Bastet and
fRECOGNITI0N: 14 ii. mlinm Gurahl are so rare that their benevolent cousins often go
You occasionally have glimpses of the future. Although overboard when protecting them - to the extent of forbid~
such visions are beyond your control, you may try to "sum~ ding them at claw's length from doing something dangerous '
on" one by entering a trance and attuning yourself to fate
When employed with the Divination Path (see Chapter
Four), this Merit lets you add two dice to your pool; other» '°IWV10llTl\L"=l5
1 1 TFT. MEKITI
,, the Storyteller will determine what (if anything) you You have witnessed the passing of ages and survived to
and how accurately it reflects coming events. This Merit tell of it. Through some form of magic, you've got the
should, of course, offer some insight, but as any seer knows, potential to live hundreds of years. Perhaps, if your Story
prophecy is an odd and Chaney business. Visions often strike teller is kind (and a little crazy herself), you may have already
without warning and are not always pleasant to receive. lived for centuries, and boast a truckload of freebie points -
not a part of this Merit - to reflect your age. As an immortal
sorcerer, you get the following benefits: an increased life
FROFHETIC Asllm-.14 FT \IEKITD I L
span, a slight immunity to most fatal diseases (but not
The Higher Powers speak to you in signs and portents, necessarily to the pain associated with those diseases), and
visions and images. Some may speak of the future, while others the potential to live indefinitely.
offer clues to existing mysteries, or reveal hidden facts. Prophe-
This Merit's stronger version protects you from almost any
cies come when they will- you cannot control them, and may
form of death - save one - that does not destroy your body
not even want them when they do occur (the classic prophets
entirely. If your corpse can rise again, it will; the fatal damage or
were not exactly thrilled with their "gifts"). Some messages will
disease will slowly repair itselfat die normal rate ofhealing. If some
he crystal clear while others seem just flat»out obscure. Symbol- u..

disaster annihilates your body, the magic is dissolved (along with


-
ism, foreshadowing, flashbacks all the tools mentioned in the
your flesh). Otherwise, you can continue on for centuries.
rulebooks' Storytelling chapters come into play when your
One given thing can end this immortal dance. The final
Storyteller decides to let prophecy strike. The truth, content
doom must be selected ahead of time, must be fairly common,
and effect of the prophecies remain the Stor*yteller's prerogative,
and should play some role in the chronicle. Typical dooms
but should have some significant role in coming events. This
include: getting your head chopped off, being stung to death
Merit is not a quick-fix or an "oracle machine"; it exists to
by insects, being frozen to death, being killed by a woman,
provide dramatic moments and enigmatic clues, not to dole out
etc. Naturally, you'll probably do anything you can to avoid
obvious answers
this fate; just as naturally, your Storyteller will go out of her

l i i m \ m l \ m m m 1 1 l l 1 l ~ 1 1 1 1
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WOKLD OF DAIUiNESS: SOKCERER
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should not unbalance the game; if you Storyteller considers You're a prodigy, a natural at some mystical Path. For
the idea inappropriate, she may feel free to disallow it whatever reason (inborn talent, powerful heritage, past life
supernatural bargain, etc.), you've got an affinity to one
GHOUL= 15 FT. MEIIITI certain kind of magic. You picked it up quickly (with little or
At some point in time, a vampire fed you some of her study) and now progress through it at an unusual rate
potent vitae, possibly Bonding you into service Somehow During character creation, select one magical Path
you broke free, but the blood's force has granted you some of From this point on, you only pay three»quarters of the normal
your mistress' power. In addition to a vague knowledge of cost (rounded down) when buying advanced levels or Rituals
varnpiric society (one dot of Vatnpire Lore), you age slow for that Path only. A natural shapeshifter, for example. would
have an extra automatic success on any Strength roll you pay only 10 points to raise her Shapeshifting Path from two
make, and inflict an additional die of damage with all hand to three. The "favored" Path must be declared during char
to»hand attacks. (If your game integrates the Vampire: The actor creation, and this Merit can be purchased only once
Masquerade rules, you have a Blood Pool. a dot in Potence
and the potential to buy and use some Disciplines) Sl'IRIT(iUII)E= (5 I'T. MERITD
This does not come without cost, however. You must You are aided in your magical journey by a spirit guide, a
continue to feed on vampire blood occasionally. Otherwise friendly entity that offers you advice, messages and sometimes
you regain your mortality and crave forever the sweet rush of aid. The guide's nature depends on your magical society: A
your former mistress' essence Should you revert (after going Uzorna sorcerer would recognize one of the orishas, while a
month or more without the sacred vitae), you lose your Hermetic wizard would claim assistance from an angelic entity
supernatural might (and Disciplines) forever

to

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CHMTEII THREE: CHIll'L'\'lTTl§K cnlinnow
A A A A A A A A A A A A A A A A A A A
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. Spirit guides can help in a variety of ways:


Problem Solving: Dialogue with your guide could lead
regardless of Lheir relationship to you. Spending a point of
Willpower allows you to ignore due urge for one scene, but your
you to insight on various problems. (This gives the Story» motormouth tendencies are always close to the sunr.ace. ...
teller a voice within the chronicle.)
• Help: A friendly spirit may grant its patron a point of ECHOES= l1-3 I'T. rLnwl
llpower, take some sudden action or restore a Health Level or
Folklore harms you. From the earliest human societies,
two to a sorcerer in need. This aid is rare (once per story, if at all),
people have feared your kind - and developed ways of
.
and may require some thanksgiving offering when the crisis ends
Messages: Your guide can deliver a brief message to
dealing with them! For some reason (probably related to the
power of belief), the traditional superstitions apply to you
someone far away. This message must be short and simple, as
wherever you go. Deep inside, you may believe that you are
it comes more in a hunch than in a definite thought: "I think
some unclean thing; or perhaps that pact with outside powers
Timmy is in trouble. Let's go find him," not "Timmy's canine
came with certain strings attached.
spirit»guide just arrived and told me that Timmy's trapped in
The cost of the Flaw determines the severity and fre»
a well three miles from here
q u e r y of the "echoes." Low-cost Flaws cause minor
A sorcerer with a spirit guide may use it as part of her
inconveniences, while more "worthwhile" ones leave you
magical Rituals- as the "delivery boy" of a curse or blessing,
open to a host of problems. A magician who acquires her
for example - but does not receive any particular bonus for
powers through some Infernal pact probably suffers from this
employing the entity in her workings. Some traditions (espe»
sally shamanic ones) stress initiation by spirits, not people.
By adding this Merit to the Mentor Background, you may
.
Flaw to some degree (see Chapter Four).
I pt. - Very Minor: Slight manifestations of no real
consequence. Milk sours in your presence; bread will not rise;
consider the spirit guide your mentor as well

TOTEM= (5 ii. minn


.
a slight scent of sulfur follows in your wake.
2 pts. - Mild: The echoes become inconvenient.
Dogs growl and horses sweat when you're around; your gaze
A great spirit smiles upon you. Perhaps you're familiar (or causes flowers to sag; you must he invited into a house, and
related) to the Changing Breeds; perhaps you remember what
other mortals have forgotten, and the spirits respect you for it
Perhaps you once performed a great act of service or devotion.
.
cannot enter without some kind of welcome.
3 pts. - Noticeable: To a trained occultist, you're
pretty obvious. Religious symbols distract you; holy ground
In any case, some totem spirit has granted you its favor repulses you; church bells break your concentration (perhaps
This Merit allows a sorcerer to team Changing Breed Gifts requiring a Willpower roll (difficulty 8) to keep a spell from
from the appropriate totems (see Werewolf: The Apocalypse, falling apart); the wind blows cold as you pass.
Axis Mundi: The Book of Spirits or Werewolf: The Wild • 4 pts. Distracting: You begin to stand out, even
-
West for details), and bestows any other favors the totem among normal folks. Your powers may be disturbed (see
normally gives. All Bans, Chirninage and other restrictions above) by people who understand folk "counterspells" like
ply; the totem may even expect greater services in return for prayers and warding signs; you cannot pass a hex symbol, a
its recognition - very few mortals receive such honors, and you line of salt, or a holy threshold; your shadow moves of its own
may be asked to return the favor in kind. Your Storyteller should
choose an appropriate spirit and play it for all it's worth. A
totem's attention is a grand thing, and should not simply offer a
.
accord; you do not cast reflections in silvered glass
S pts. - Severe: Reality shifts when you're around, even
when you don't want it to. You will not sink in water; psychically
get outta jail" card to a player with points to spend sensitive people may go into fits or convulsions when nearby;
animals feel your presence if they can, and small ones may even
UOMITLSIVE SPEECH: (1-2 l'T. FLAW, drop dead; a person who knows folk cures can harm you by
casting salt in your face, driving nails into your footprints,
You talk too damn much and too damned freely. No matter
how important the circumstances or how rarefied the company,
burning a lock of your hair, etc. (Contested Willpower rolls,
you run offal the mouth. It could be that you're compelled to tell difficulty 6; if you lose, you take one Healdl Level in unsoakable I

the whole, ugly truth no matter what the fallout. Perhaps some damage for each success your opponent scores.)
agency has cursed you to ruin whatever chances you might have
for success - or maybe you're just a prick. Fawn I1-5 FT. fL\WI
Choose some reason for your obnoxious habits and decide You have a sorcerous rival who regularly tries to unseat
how badly you get on people's nerves. A one-point Flaw means you. The reasons for this rivalry can vary: You replaced him
you speak out of term occasionally, and among equals or as your master's favorite student; you beat him to the disco»
inferiors. A twofpoint Flaw makes you rude toward everyone, ery of an occult grimoire; you come from societies at odds

Mlm v v
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v v v v v v v v v v v v v v v v v v v
wonuJ 0117 IL'1lil1NESS= SOIICEIIIIIK
A A A A A A A A A A A A A A A A A A A A A
U J U U U U U U U U U U U U J U U U U U
with each other; maybe he just doesn't like you. The strength !~.,.-4.1--mmwaa i 1 l~ll~ll,~l1 l.wt\IIlw Jun
of the rival, the frequency of his appearance, and the ferocity
of his intentions determine the point value of this Flaw
• l pt. - An equally matched rival who rarely shows up
. 2 pts. - Rival is slightly more powerful than you
. 3 pt. - Rival is considerably more powerful than you
. +1 - Rival shows up frequently.
. +1 - Rival doesn't just want to unseat you. He wants
you dead.

slrsnwunnm l§NI§.lll', 11-3 rt. fl WrI o


1

You pissed off someone powerful a vampire


werewolf, True Mage, demon, whatever. He won't
show up every story, but will make trouble for you and
yours on a fairly regular basis. This Flaw works like
the Rival Trait; the more powerful the enemy, or the
more frequent his appearance, the more your Flaw is
worth. Determine the name, nature and grudge your
enemy bears, but leave the details to your Storyteller
(who will undoubtedly make him an interesting addi
son to your chronicle setting). This enmity should
provide some important detail about your sorcerous -
or pre~sorcerous - past.

HEKO wonsnln II FT. rLAw1


You regard another individual (probably your men
tor) with almost reverent respect. He or she can do no
wrong as far as you're concerned. Disobeying your hero
requires an effort of will (perhaps a Willpower
difficulty 5 or more). Perfection is, after all, hard to
question. In fact, it's so hard to question that you add +2
difficulty to any roll that might force you to admit that
your hero is possibly wrong.

ISOUlTlID UI'l5RINGlNG=II ii. rAw»


You were born and raised entirely within a sorcerous
community, and don't really understand the outside world
Wheneveryou deal with some community other than your
own (mystical or otherwise), add one to all of your Social
difficulties, or reduce your Social Dice Pool by one die

0frlinslvn TO ANIMALS: (I FT. FL1Iill » 1'

For some reason, animals are uneasy in your


presence and cringe from your touch. Perhaps you
have been touched by something in the course of
your arcane practices; maybe you're cursed or ref
lated to a cursed family or bloodline. For whatever
reason, animals are jittery around you. Add +2

N M 1 1 1 1 1 l\ 1 1 1 1 \ 1 1 1 1 l i i l
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con_rrlzn THREE: CIIMU\CTEl'I CRFATIOH
A A A A A A A A A A A ; A A A A A A A A
I|I | l | | | l | | l | | | l | v | l | | v
difficulty or subtract two dice from your Dice Pools whenever
*you're dealing with a beast; in story terms, it doesn't like you,
and you don't like it, either.

OTHERWORLDLY TMNT: (2 ii. nowrI 1 I


I
Something about you just isn't right. Perhaps you have
white hair at a young age, or you're unusually tall, or you've
got eyes that shine slightly silver in the moonlight. Regards
less, you've got some feature or mystique that other people
consider disturbing, even if they don't know why.
To most observers, you're simply uncanny; a person
skilled in occult or mystical matters can recognize you for
what you are with a successful Perception + Awareness roll
(difficulty ?1- Some people might find your disquieting
~l
I
l

presence compelling. Most, however, will give you a lot of


breathing room - or a lot of trouble.

MINGA5 FT. FLW


1
r
»
You're not as spay as you used to be; any one Physical
Attribute score (your choice) must be lowered by one point.
This Flaw may be taken once per decade past the 40 year
mark.
W KW
GESM5 / 5 / 7 l'T. FLAWP
Gesa is technically a phrase from the Celtic tradition, but
the concept of the magical commandment is fairly universal. In
short, a gesa is a taboo or mandate that cannot be disobeyed
without some serious consequences, Often bestowed during
If gm magical initiation, a gesa lasts a lifetime. its terms
delivered by a prophet, priest, midwife or supernatural agent -
often

are clear from the beginning. Disobeying a gesa is a deliberate


act, not an ignorant mistake, and doing so is punished accord»
ingly. In short, you're mystically forbidden to do something;
doing it anyway puts you in danger. I
Some gesas are simply commandments that the recipient is
compelled to follow whether she wants to or not. She must
always accept a drink, for example, or must always give away gifts
that she receives. Other gesas are taboos the recipient may
not eat a certain type of meat, usually from some significant
animal, or cannot go without shoes, even in bed.
Violating a gesa ends in catastrophe. The doom might fall
on you immediately, or could occur over time. It might punish
you personally, or wound a loved one. It would cause all of your
I
magic workings to fail. Some punishments fall in a single blow,
while others become prolonged curses. If you break your gesa,
don't expect a lightning bolt to come from heaven that minute.
However, the death of a child, a terrible car accident, even the
loss of your magical ability could be right around the corner.
This Flaw may be purchased more than once, but doing so
isn't really a good idea. Taking on a single gesa is asking for
trouble; taking several prohibitions is flirting with certain doom.

Ill l I n I m n n I n m n I I I I i I I I I I
v v v v v v v v v v v v v v v v v v v v v
uonwor Dnnrannss-. SOKCEHER
II
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. 3 pts. - A commandment or taboo unlikely to be A Bound character should feel the weight of her obliger
broken: "May never run naked through the rain under a full son at all times. Your Storyteller should discuss the terms of
the "bargain" with you, and work out a plausible story behind
.
Moon."
5 pts. - A commandment or taboo likely be broken: it. Things to consider: With whom did you bargain? What
did you get, and for how long? What did you offer in return
"May never run naked through the rain."
.7 pts. - A commandment or taboo that could easily and how long before the "lender" comes to collect? No
matter what the answers might be, this is a serious Flaw. At
be broken: "May never run through the rain under a full
moon." some near»future time, something will be knocking on your
door. And it may want payment in full -- with interest.
(Note: An inventive Storyteller can always find ways to
push a character with a gesa into compromising circum»
WH INEFTJS re. FL W )
r
stances; she should not, however, simply engineer a situation
I I
1

in which a violation is inevitable. Defying a commandment For some reason, you suck at a certain kind of magic. You
should always be the player's choice, and should come as a could be paying off some karmic debt, or struggling with some
result of some dramatic situation. The magician cited above metaphysical concept. It could be one of the terms of an
might have to run naked through the rain to save his lover unearthly bargain - trade for trade, if you know what I
from a burning building. Is the cost worth the sacrifice? That mean.
should be for the magician - and the player - to decide.) This Flaw acts like Path Natural in reverse. Advancement
in one particular Path (chosen at the beginning of the chronicle )
DOUNI)=l5 I'T. fLow» costs one quarter more experience points than normal, rounded
You owe someone. Owe him big, and he's a tough up. The aforementioned shapeshifter might be especially bad at
collector. We're not talking about jolly ]oey Marconi, we're Ephemera; rising from Level Two to Level Three costs her 18
talking really big time: a demon, a spirit, a vengeful ghost, an points instead of 14. To take this Flaw, choose one Pads that your
angel. In exchange for some bargain, a powerful entity character plans to study. (Don't lie to the Storyteller about this just
offered you something important. Now you owe him - of to get some extra points; she has ways of getting back at you.)
her, or it -- a very big favor. And he's gonna hold you to that This Flaw can only be selected once, and must be chosen during
bargain. character creation .

II
.xv

4-

I i M Y -1 1 1 1 I 1~1 1
v
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QHAITEK THREE: CIIAHMTEH CREATIUN
A A A A A A A A A A A A A A A A A *w A A I
L:
Iy v w w | w w w w w * . | w | w w w w w w w w
CHAK ACTEK CKEAT10N 0UTuNE TR AITS
Step One: Who are You?
Choose Concept, Society (if any), Nature and Demeanor nncnmrlis
. Determine motivation: What drew you to study magic ? Crackerjack: You do man'
are you looking for once you've discovered magic, and Renunciate: You left an wildlife behind. but it hasn't left
what do you want fro you
Step Two: Attribute Sage: Life is a classroo u are teacher and pupil
Prioritize your th°reg.35tegories Sensualist: Experie is your dru love and your
Primary life
Secondary 4. Supplicant: Yd §e'r\.re powers greater yourself
Tertiary
Theorist ideas are your provinc
. P r g i z e your three categories
Three: Selec Lbilities

CONCEFTS
1 points
Seifndary points Authority: Co .detective ! rofessor, lawgiver, en l' or,
'tertiary - 4 inks soldier
Artist: Dancer I .i or, usher, a ,st I e e usi-
..
l |.
Step Four: Select vantages
can
Choose Baekgro-i§s (5)
Crank: Conspiracy t I ail-order teacher, fake
. Choose Magigggrihs (5)
Choose RitualS (3 )
psychic, eccentric millionaire
Devotee: Cultist, fanatic, ascetic, monk, clergyman,

.
Step Five: Finishing Touches
Record Base Willpower (5 )
nun, priest{ess)
Hermit: Recluse, sage, antiquarian, shut»in, holy per-
son
Spend your 21 Freebie Points: improve Traits, buy
Mystic: Babbling madman, mystery seeker, neo»pagan,
.
Merits Si Flaws, purchase additional magical Paths
Determine Personality details: appearance, home, moti»
wise man, martial artist, ancestral witch, parapsy-
chologist
vations. etc Outsider: Criminal, hooker, untouchable, drifter, street
person, exile, idiot savant
CHARACTERCKEATIOMDEVELOFMENT Philosopher: Metaphysician, ancient scholar, street
poet, dreamer
RebelSub: Punker, goth, "baby witch," hip»hopper,
raver, medievalist, metal»head, raster, gypsy, hippie,
CliEATlON= FKEEDIE l'0INTS urban cowboy
Trait Scholar: Teacher, scorekeeper, intense student, forsaken
Attributes professor, shunned pupil of unhallowed arts
Abilities Visionary: Renunciate, spiritualist, shaman-ggarcher,
Backgrounds 2 per Pius
Willpower 2 per dot
Backgrounds 1 per dot BAUNG laI)
Paths • Xllie fiends and compatriots
Rituals . The mystical ability to avoid ntlon

l)E\'ELOl'MENT= lixrliralflwf WINTS . Contactsz A network of information ices

. Familiar (lesser): A hel ful crest I' spmt

Trait
New Ability .. Relic: Aliteq; of magical pow.
In'
Influence: i -*in
e SCICIEIY
Willpower c\F§nt rating Library: A ready coll ion of mundane books and
Knowledges arcane tomes.
gtxriatnt rating
.
Talents
At . Mentor: Spirit as teacher

current love . Sanctuary: A safe and


Resources: Fin c a l means°at hand
p r a t e place.
New Path
New Rituals
7 for first dot . in
Status: Standing o-ECult community

all v
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WOKLD or Dnnrut;ss= SOHCEKEK
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I MERITS MAGICALFATHS
Light Sleeper (1) Alchemy: Magi .»<

Loyalty (1) ~"'


Conjuration: refing items E ace to place.
Soothing Voice
Burning Aura (
Conveyance Moving oneself ad I great distances.
Cursing: Bri mg harm to some
,

Hideaway (2) Divination: = hidden past.


the future
Clear Sighted (3) talismans
Enchantment
Faerie Companion (3 Ephemera: Co :caring he spirit world
Lucky (3) Fascination: it of charmian compulsion
Nightsight (3)
"Special Fried I
Unbendable (
Hellfire: Corfu I
Healing: Res rmg a body's heat:
fire or other h armful elements
Herbalism/Brevnng magic of plants I

Fae Blood (4) potions and salve


iron Will (4) • Shadows: Blac magic that h a s shadows to your
Precognition (4)
Prophetic Ability (4) . will.
Shapeshifting hanging VON? t m or transforming
Shapechanger Kin (4 others.
Immortal" (5/7) . Summoning, Binding and Warding (Material): Call»
_ . S

Ghoul (5) ing creatures come to from the material


Path Natural (5) world (incl ciiilig some sup raj creatures, e.g.,
Spirit Guide (5)
Totem (5)
. Summoning,I Qihdins
werewolve vampires)
and harding (Daimonic)
Bringing ere higher planes: demons
angels and otllera'§ beings
l f LAWS Weathercraft: Altering the local weather.
Compulsive Speech (1~2)
Echoes (L5)
Rival (1»5)
Supernatural Enemy (1»5)
Hero Worship (1)
Isolated Upbringing (1)
Offensive to Animals (1)
Otherworldly Taint (2)
Aging (3)
Gesa (3/5/7 )
Bound (5)
Path Inept (5)

, v , v, v, v, v, ,v ,v ,v ,v , v , v, v, v, v, ,v ,v ,v ,v , v , v, vl , l
,*

cumin THREE: CHMLMTTEIK CIKEATIDN


..
.. ...

v v v v v v v v v v v v v v v v v v v v
WoflLD of IMI'IliHESS= SORCEliI§li
he.
A A A A A A A A A A A L A A A A A A A A A
t l l l w l v v l l l l l U U J J U U U U

The forces of wyrd are like the winds and tides for a
fisherman. If they are known, the sailor can trim his sails to adapt
to them. He can be in harmony with the forces and use power. But
he cannon thereby change chem
Brian Bates, The W/'ay of Wyrd

In begins with a Fire Take


A quick flare. A touch. A Fla A ,up Fire Free you
Twelve more just like it, all guttering on shiny black wax Suitably freed, a t e candle falls, sputtering the carpet with
Hands are Taisecl. An invocation. A magician calls out to the black wax
Shit!!!
Hail Io thee, O' Running Twilight magician falls, grabs the candle, snuffs itttncl thrusts his
Hail to thee, and to shy brood fingers into the spill. Gooey beneath his fingers, the black Stu.
clings to tiber
Hail to the Sun now lczllen to the Moon ascendant
To :he ion's whisper and the doofrmouse
A click. A break. Sudden fight from above
Hail Cemunnos; Hail Manannan; Hail Brigit; Hail Charles, have you clone the laundry like I asked?
Geese man!" oNes the magician. "Fm busy
Fire Have you

v
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v v v v v v v v v v v v v v v v v v
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CHAPTER fOUr= THE l'ATIl3
- l A * * * * * A * * * * * * * * * * * * * *
I I I

"5T".-v
l I I I I I I

THORNS. BLADES AND WISDOM Each sorcerer understands magic a bit differently To the
Christian Hermetic, it flows from secrets imparted by God. A
The heart of the magician is of course, magic. While
Wiccan priestess calls upon the elements and her will. An
arrogant mages lay claim to the only "True Magick," the
ancient Uzoma might tap into the endless well of spiritual
sorcerer commands his own limited yet effective form of the
guidance, but even the modern Thal'hun devotee feels
art. Flowing down Paths carved by millennia of experiment
deep sense of the Otherworld when she sings. Regardless of
ration. wisdom and use this static magic follows what
the wellspring, magical lore always seems to come from the
known and proven, rather than what is ultimately possible
past - from some secret our wise ancestors knew
While such Paths are somewhat overgrown these days, the
The magician distrusts the present. Modem science
magician sets forth with compass and machete in hand. His
seems too dispassionate, too removed, too impersonal to
compass is knowledge; his blade, the tools of his profession
make a good mystic tool. Modern people wander around in
It's not an easy journey Thorns of disbelief, arrogance
haze, faithless, trustless, consuming and destroying just to
half»truths and total lies rip at the sorcerer's hands. Striped
prove that they're alive. lfmagical societies seem sacred, it's
and bleeding, he pushes on determined. The mundane life
because they are. There's not much room for secular cynicism
is a waste of time. To the magician the hidden city
the magician's realm - each act of tragic is a leap of faith
mastery worth any cost
Most wizards look to some outside force to utilize their
powers such wellsprings might be gods, spirits, demons
TOOLSOFTHETR/\I)E elements, but they are never mundane. The mystic arts reject
mundanity. To reach beyond your fingers, you must look
The Masters of the World have always been able to produce beyond your eyes
their miracles by the power of Will, operating in harmony with the
forces of Nature, without any other adjuncts, whereas lesser
magicians have been compelled to use symbols and material things
MAGICSTYLES
to obtain their results Magic, even hedge magic, is an art, not a series of combat
Rollo Ahmed. The Black Art maneuvers. To the magician, the beliefs that guide magic are
vital than the effects of the magic itself. The form these

llll

' aI l i a w a n t n ~ 1 m 1 1 n m ~ 1 ~ 1 N a m
v v v v v v v v v v v v v v v v v v v v v
WORLD or l)MlliNESS= SOHCEKEH
.
IAA AAA LAA
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beliefs take shapes the caster's style and the rites that open Many tools create a sympathetic bond by standing in for
die channels in the self, allowing the sorcerer to defy mun» something else. Really powerful - and dangerous - spells
done reality. employ tools fashioned from actual remains. These spells set
The bottom line with any form of magic in the World of powerful energies in motion, but it's their tools - corpse
Darkness is that intent shapes reality. Mages and magicians parts, personal effects - that are difficult to obtain and
throughout the ages have disputed whose intent shapes how dangerous to keep.
much of which reality, but they generally agree that intent is
the prime magical component. Thus, the magical practices of HOWDOIUSETHEM?
Chinese geomancer, Wiccan herbalists and Hindu fakirs are In game terms, tools define the magician, adding a new
equally valid if the people themselves truly know what dimension to the story. A sorcerer's workings become much
they're doing. Although many True Mages realize that foci cooler when she lays the circle, consecrates the elements and
are merely a means to an end, most un-Awakened practitio- calls the corners than if her player simply says, "I use Cursing 3
ners swear by the art they study. Thus, the ceremonies they to make that asshole suffer." When you work your magic
perform are always guided by the style of magic they pursue. through your character, describe what she does to set the wheels
Styles are not just special effects. Although they do not in motion. That'll add a new flavor to your game.
have much of an impact on game systems, the style your Magic tools spark stories, too. Let's say your magician
character practices colors her whole life. Through those employs a sword, one he inherited from his grandfather
rites, she learns ro reach beyond, to look beyond, to accor» What if one day he drops the sword, bending its blade?
push things science deems impossible. In short, a magician's Where can he repair it, and who might he meet when he
practice is the key roleplaying. Player or Storyteller, you does? What if another party wants the sword and is willing to
should define your sorcerer's magic style and keep it in mind kill for it? What if that sword was quenched in the flesh of a
whenever magic comes into play. child, and the child's brother, now a congressman, learns
that you've got the blade that killed his sibling ?
lllTUMTOOLS Even the search for ingredients can lead to stories. Most
Rituals demand tools, instruments of the craft. Through tools are eventually used up, and must be replenished I
them, a magician focuses her intentions, unlocks the mystic refreshed. Such items are never found easily. Imagine the
gates and directs her will. Many practitioners of the arts complications that could arise from a simple herb»gathering
sweat that the tools hold power themselves. The truth mission. Most plants must be harvested nude, at night, often
behind the claim isn't nearly as important as the role these during certain times of the year. What if your magician needs
instruments play in the magician's life story - or in your belladonna but lives in Lynchburg, VA (not the most toler
chronicle. ant town for magical needs) ?What if she needs it in December
Some instruments are harder to come by than others; or runs into her neighbor while creeping around naked, or
some get damned expensive, while others are easy to find if happens to blunder into a Garou sept's c a r r ? What if she
you know where to look. The real significance of a magical enters a vampire's hunting ground, or meets a cop who "don't
tool isn't so much in the material as in the effort taken to like them Satanists..."? The art of magic is full of potential
obtain it. Magic isn't supposed to be easy, it's supposed to be complications.
special, Otherwordly, sacred. Most ritual implements stress
that alien mystique in their form or usage. Herbs must be THETOOLS
harvested under a full moon. Blades must be forged in special As integral parts of a magical style, most ritual instr
fires and quenched in blood. Salves must be prepared with merits simply allow the magician to do that which she could
ingredients like corpse fat and crushed maggots. Wands must not do on her own. At the Storyteller" option, a really good
be crafted from virgin ash or rowan, inscribed with obscure focus - a powerful group rite, a specially prepared silver
symbols that relate to the magician's purpose. Few magicians sword, etc. - might reduce the caster's difficulty or increase
use their tools for mundane purposes, and fewer still allow her Dice Pool by one or two. (We recommend the Dice Pool
them to fall into a stranger's hands. A ritual tool is a key to option; a large spell, like a large Dice Pool, can make things
the unknowable and a link to the magician. It may be more go really well or really badly, depending on the whims of
symbolic than enchanted, but as any magician can tell you, fate.)
the heart of magic is the symbol. A ritual tool is the symbol-
ism incarnate.
Most tools invoke sympathy - the connection between
.Common implements of magic include:
Alchemical Laboratory: A complex collection of
tubes, burners, vessels, charts, tables, ingredients and con
two parties. lfyou've literally got a man's heart in your hand,
tainers, the alchemist's laboratory is as much a reflection of
you've obviously got some powerful connection to him.
the alchemist as it is a workplace. Some alchemists keep

\r~ ¢~

n m m m m vm vm v '| v m m l a m m mv mv mv mv mv m l lI I
v v v v v v v v v v v v
CHAI'TEll fOUIi: THE VMHS
I
A A A A A A A A A A A 4 4 A A A A A A ; A l
1 v w l L v | v | U U L U J U w U U IU |

spotless shops, while others strew their tools haphazardly curses. Typically, the magician sets out a selection of lots,
around the room. Although alchemical lore insists on many shuffles or mixes then draws a series of them to determine
special tools, it's the shop itself that shapes mundane mate» what will happen. By fixing a certain lot with an intention -
rials into magical elements. In the laboratory, those materials concentrating on drawing a "bad card," for example - the
sorcerer can tum events in her favor if her magic succeeds.
are transformed, broken down and rearranged to the
magician's expectations. Thus, the shop becomes the instru- .
Celestial Alignments: While it's been said that "Our
ment. No alchemist can work his art without processing the fates are not in the stars but in ourselves," many magicians

.
elements in his laboratory
Blood and Other Bodily Fluids: The blood is the life,
as they say, and the fluids of the body carry that life even after
would disagree. Many practices depend on astrological con-
junctions, celestial influence and precise "windows of
opportunity" opened by the planetary dance.
they're removed. Fresh fluids - from tears to semen to piss The intricate symbols and formulae connected to planetary
to puss are best, but some spells call for "aged" humors, influence are way beyond the scope of this book. Most of the basic
fluids that have had time to ferment. Blood, the most connections are pretty obvious - Mars for hostile spells, Venus
common sacred element, often flows from live sacrifices, for emotional bonds, Saturn for fate and time»based workings, the
ritual mutilations, small incisions or deadly cuts. Blood seals Moon for mystery, etc. If you're interested in the deeper
pacts, creating bonds that can only be broken by death
• Bones, Skin and Other Remains: Like blood, bones .
significances, read a good book on astrology or symbolism.
Circles and Other Shapes: A universal symbol of
form the foundations of many living things. Can'y the bone infinity, unity and wholeness, the circle finds its way into
1 you carry the being. Bones get ground up into powder, rituals of all types. Sorcerers from all over the world link
carved into other tools (see below) or snapped to pass a curse hands, carve circles, draw spheres and dance in the round
onto a living person. Other tools, like rings, belts and diagrams, often take the
Skin protects its "wearer." By extension, it also protects circle's shape in order to pass its qualities off to the magician.
magician who dons the skin after its "owner" is finished Other shapes, like squares, triangles and pentagrams,
with it. Skins are stretched over drums, fashioned into represent different qualities. The square represents stability;
garments, boiled in cauldrons, or simply eaten to carry their the triangle directs intentions upward or downward; the
protective powers onward rectangle creates a base for Earthly matters; the cross reflects
The same is true of hearts, livers, eyeballs and other organs an intersection. Magicians draw the shapes into symbols (see
that pass their purpose on to whomever consumes them. Hearts page 82), trace them in the air, lay them out in powder or
are eaten for valor, livers for vitality, eyeballs for vision - the
list is as endless as it is obvious. Many primal practices employ .
liquid, or work them into talismans, charms and artwork
Cups, Chalices and Other Vessels: As the container
cannibalism, not as an insult, but as an honor to the person being of an essence, the chalice represents the sacred magician, a
eaten; other more "civilized" practices - like the Catholic vessel of wisdom and change. Since cups usually hold water
Eucharists - still use animal remains or symbolic representaf or some other liquid, they represent the feminine principle,
sons to embody the same qualities symbolize mystery, and carry water (see "Elements"). A
Remains don't have to come from live victims. Many magician might share a drink from the cup, hold it aloft, swirl
spells require fingernail clippings, hairs, tears, excrement its contents or leave it dry to invoke barrenness.
Imagine trying to gather such items without being noticed Larger vessels - tubs, cauldrons, buckets, gourds- make
Imagine transporting them back home. Imagine the excuses common magical tools, too. Some contain mixtures ( the "witch's
1'll have to make if you get caught. . .. brew"), while others remain did or are filled with dirt, seeds or
. Books: As bearers of writing (see page 84), books trap
.
stones to create noisemakers or small environments.
thoughts, wisdom, observations and confessions, and set Dance and Gesture: Dancing is fun, especially when
them down for others to see. Most magical texts are written it's done with partners. Besides its obvious sexual overtones
n code or lost languages, either to protect them from the (which make dance a forbidden art in some cultures), danc»
authorities or to safeguard their wisdom. Magic is all about ing combines physical exercise, emotional passion and artistic
understanding, and some truths are too sacred to be read by expression. The combination raises lots of power, stirs the
common people. The sorcerer employs books for study, dancers and pleases the gods and spirits
spellcraft, mediation and reflection. In the Western tradi- Most practices, especially the more primal ones, employ
tions, it's a poor magician who cannot read or write. dances of some kind. More "civilized" or refined styles turn
• Cards, Dice, Straws and Lots: The term "sorcerer" the wild dance into a ritualized set of movements (the right
comes from "one who casts lots." The connections between arm is raised, then the left is lowered, then the right foot is
fate and its influence are pretty obvious. Hence, a number of placed firmly in front of the magician) that become sigriifi»
seemingly random tools - cards, dice, carved bones, sticks, cant mystic gestures and poses.
-
shells, etc. form the backbone of divination, blessings and

l
I I I i 1 1 1 1
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WOKlD or l).lllliNESS= SOKCEKER


A A A A A A A A ; A A A A ; A A ; A A A A
w | | l | l v v | | v v l 1 1 1 M v y y y
. Drugs and Poisons: To transcend mortal vision, many Group Rites: "Raising power" is incredibly important
sorcerers employ toxins. The shock to die magician's system to most magicians. By gathering a group (magicians and non
brings on visions (hopefully). While most people tend to think of magicians alike), focusing its attention toward a certain
Mexican mushroom»droppers or Chinese opium smokers when thing and then riding the of energy, priests and anti
drugs" and "magic" are mentioned in the same breads, every priests alike enhance their workings
practice uses toxins in its own way. From the ceremonial wine of Getting a bunch of people together is easy; getting them
the Catholic service to the moldy bread eaten by starving proph to concentrate deeply on one thing requires a bit of show
e t , from the Hindu soma drink to hallucinogenic body paint, mar ship and dedication. Ideally, groups should be worked to
magicians have eaten, drunk, smoked or smeared themselves with a frenzy by a single magician or his helpers, who often use
a wide variety of minor - and major!- poisons. Most sorcerers music, chanting, prayer, speeches or sex to bring out the best
concoct the potions from natural or artificial ingredients, but (or worst) in the crowd. From there, the magician directs the
allow toxic animals like snakes, spiders and even bees to energy as the participants reach a climax and then drop from
sting them into an ecstatic state. Please note that this sort of thing
best left to storytelling description, not to live roleplaying
. .
exhaustion
Herbs and Roots: Like the elements, plants hold
Elements: What could be more powerful than nature ? living bits of Creation; like toxins, they often retain some
By working elements - earth. air. fire. water and special properties of their own. Magicians of all kinds
sometimes wood. metal. ash and into a ritual magi- potions, brews, salves, wines, powders and other ingredients
of all kinds evoke the spirits of the natural world and out of herbs, roots and other plants. By drinking, smoking
bind the materials to their commands eating, painting or dusting these concoctions, a sorcerer can
invest a bit of the plant's essence with the object of the spell
.
Household Tools: As extensions of the hands. tools
become obvious magical instruments. Brooms, plougbshears
sickles, mirrors, scissors, knives, butterchurns, pots, cauldrons
horseshoes. hammers. nails clocks and hourglasses have
long magical pedigrees. More modern tools- computers
pagers, blenders, ovens sound systems and cattle prods
have found

nr - *
I
m 1 1 1 1 1 1 1 1 1 1 1 1 -mM I

t 1
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their way into the mystic arts, too. In each case, a sorcerer simply
uses her tools to create a magical bridge between the mundane
activity - like cleaning or reflecting - and her magical
intentions. Most magicians keep their ritual tools away from
mundane tasks, but so~called "kitchen witches" use the instru-

.
ments in everyday chores as well.
Machines: Tools built for specific magical uses can be
pretty damned effective. In the hands of a Daedalus or a Dr.
Frankenstein, technology can shape raw elemental power to
a "sorcerer's" ends. While most mystic artificers cringe at the
title "magician," that is, in essence, what they are.
Advanced inventions with a mystical bent can include
cybernetics, robots, computers, odd weapons and unique
widgets in a thousand varieties. While un-Awakened techno-
lull magicians cannot reach the wild heights of the Technocracy's
better moments, the sophisticated machinery of the Thal'hun
demonstrates how thin the line between magic and high

.
technology can be.
Sex: Sex is power, the power to create, the power to
attract, to bind, to command. Sexuality forms the most
intimate connections, breaks down barriers and inhibitions,
makes people lose their minds and opens their senses. Any»
thing that powerful deserves the name "the Great Rite," and
1' every magical practice employs (or denies) that unharnessed
power. Orgies, abstinence, intercourse, stimulation without
contact, even ritual mutilation of sexual organs - all focus

.
sexual energy to mystical ends.
Symbols: All tools are symbols of greater things; some
tools, though, are symbols in the most literal sense. Complex
labyrinth patterns, crosses and crucifixes, swastikas, Her»
emetic designs, written runes orphrases (see below ), alchemical
sigils, hex signs and hexagrams, hieroglyphs, mandalas, yantras
and other complex designs embody some magical truth and
fix it to a place or object. The magician understands the

.
power of symbols, and employs them in his workings.
Voice: The chant, the song, the prayer, the wail-
each type of magic employs a spoken invocation that carries
the magician's thoughts out into the open, declaring them to
Creation. All spiritual magicians pray aloud for guidance or
favor, while their secular cousins shape syllables into spells.
Few magics, even subtle ones, work without a spoken com-

.
ponent, and some employ the voice alone.
Wands and Staves: By lengthening a sorcerer's reach
(and penis), a wand, staff or other masculine tool directs d e
magician's will. Whether the tool is carved from ivory,
shaped from wood, or crafted from stone, glass or even bones,
it serves as a badge of office. Waved during a spell, a wand
gathers the mystic energy and sends it on its way.
• Weapons: Like a wand, a weapon extends the hand
past the reach of mortal arm, carrying force to the magician's
target. Common mystical weapons (masculine symbols of
will) include blades, hammers, axes, spears, bullets, arrows,
clubs and crossbow bolts. Most gods favor a certain weapon

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-

Took off running but I'm tapir' my time


A friend of the Devil is a friend of mine
Grateful Dead, "Friend of the Devil
Some people are never satisfied. Driven by power-madness, they make bargains they cannot keep, mortgaging
their lives and afterlives to Otherworldly forces. The payment: a fast track to magic and a collection of powers that
only the hellbound can possess
It's a time»honored tradition: A sorcerer, frustrated by the discipline of learning and too proud, rebellious or
cynical to care about the consequences, calls upon forbidden entities and promises them his loyalty. More often than
not, his entreaties are ignored. Sometimes, though, he gets an answer. The so»-called "powers of light" rarely respond
to prayers directly; other, sinister entities, however, seem eager to aid true believers. In return for good service and
perhaps a bit of metaphysical life force, the tempters are glad to make a deal
All cultures have their version of soul-service: the anti»Christian warlocks and their Black Mass; the cannibal
corpse-eaters of Thailand and the Sahara; the boors who petition Baron Samedi, Chango and Damballah; the left
hand tantrikas who embrace the Twenty Thousand Demon Hosts; the African Nhanga and the Kys'Tayaa people
of the Pacific island chains.... The supplicants, rituals and patrons differ, but the bargain remains same. First
the petitioner asks for power and a visitation; assuming the wizard is lucky enough to get his audience, the new patron
demands some demonstration of the devotee's intentions. The test is dangerous, bloody and foul - murder is on
part of the equation. If the demon seems satisfied, it'll demand that the supplicant desecrate whatever he once found
y, renounce his former gods and pledge himself to darkness. If he agrees the infernal one bestows its gift - the
demonic pact.
Popular misconceptions aside, such bargains rarely begin with soul-selling. That comes later. In game terms, the
bargain works like a Merit and Flaw in one: It costs freebie points to purchase, but confers benefits that would
normally cost more. The real price comes across in the story, not the systems. The initial pact grants the diabolist
three dots worth of some Path for "free." without study, experience or additional time. Suddenly, the secrets are
revealed and the power flows through the black magician If the Path requires Rituals, the pact grants three of them
too. Special Paths, called Ritualis Infernal, Dark Sorcery or Dark Thaumaturgy, can be bought only through a pact
Unlike Hedge Magic, these demonic arts channel the power of the hells through their cracked but willing vessel
the warlock
A greater pact, which includes the soul and a promise of servitude, bestows five dots worth of magic and six new"
Rituals. The fun needn't stop there - demons love to encourage their pets to greater acts of perverse devotion
but each successive bargain gets harder to top. Demonic Investments, which grant literally unholy powers to helpful
servants, are the next step. These powers (which run beyond the scope of this book) rip the warlock's humanity to
shreds. With each "gift," he becomes less a man and more a demonic freak. Wings, claws, poisons, even toxic farts
it should never be said that demons lack a sense of humor when it comes to granting Investments
The upside? Cool powers with little work, an Otherworldly tutor and the mystique that always follows the
forbidden. Suddenly the diabolist gains new insights, wild friends and a whole new perspective. Taboos disappear like
glass beneath a sledgehammer and in their absence, confidence swells. Who gives a shit about good and evil? MoraJ.ity's
for pussies' Once the bargain is completed, the warlock becomes a whole new man, flush with Otherworldly strength
and ready to take on the world
Powerful as he may seem thong the soul»bound sorcerer is pathetic. He may excel at magic from that point
on, may -
acquire great wealth, crush his enemies like dung beetles it doesn't really matter in the long run. His life
and his soul no longer belong to him and his magics seem fragile and hollow. Other creatures and sensitive humans
can sense his allegiance; some might flock to him, but most avoid his presence. One day, the patron will come to collect
the balance due. From that point, the very best thing the sorcerer can hope for is service in some greater demon's
household - not a pleasant duty, but an improvement over the tortures that await most mortgaged souls
Character Point Costs
Initial Pact 10
Extreme Pact 15 -4- soul
New Path
current rating x 5
Path Levels
Path rating
New Rituals
(Dark Sorcery the so-called Ritualis In# and demonic Investments can be found in The Book of
Madness on pages 137441, and in the Storytellers Guide to the Sabbat, pages 50-62.)

4~

I l m 'l i I i '1 I I m 1 1 1 M 1 M 1 I mill


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- Thor's hammer, Diana's bow, Michael's flaming sword, anywhere you desire. One Path - the primary must -
etc.; sorcerers who work toward that god's purpose often always be higher than the others. This reflects the magician's

.
employ that deity's weapon
Writings and Inscriptions: As students of the mysteries
initial studies and her affinity for a certain type of magic.
If you want to add to your Path rating, use freebie points
would tell you, language is the greatest magic of all. Writing, as indicted on the Character Construction spread. No Path
which captures magic and sets it into a permanent form, rating can rise higher than your primary Path's rating; a
channels thought into reality. By writing a phrase, carving a magician who specializes in spiritualism, for example, won't
tune, etching a blessing or pressing a holy glyph into clay, the be better at Herbalism than at Ephemera. When you want to
magician sets her intentions into the material for others to see increase your current levels, see the experience point costs
Some castings demand that the writing be read aloud, but others
simply lock the mystic forces onto an object once the thought
has been transferred to it through writing
.
on the same chart.
Rolls: Most spells or Rituals require an Attribute +
Ability roll, usually Intelligence + Occult. See the Path

GAMECOSTSANDEFFECTS .
descriptions for details.
Difficulty: Unless a Path description states differ»
ently, Hedge Magic rolls go against a difficulty of the Path
Belladonna and aconite level +4. A Level Four spell or Ritual, then, would be
Give no me the gift of flight
Take me uP airborne in the night .
difficulty 8.
Successes: Most Hedge Magic spells require a single
In a dream success to perform, Really strenuous spells- difficult Healings
Across the sky or Enchantments, storm brewing, etc. - require one or two
Hundred million miles high
Take me etle*r upwards in the night
.
successes per Path level before they'll work.
Time and Effort: Hedge Magic is not a rapid art it
requires time, patience and work to perform a spell correctly.
Incubus Succubus, "Belladonna and Aconite" Storytellers can assume that a spell takes at least one turn per
(Note: When referring to game systems, the phrase level to cast properly (we'll get into improper casting in a
"Hedge Magic" will be capitalized for clarity. "You" refers minute). Hence, a Level Five Summoning would demand at
to both the character and the player.) least five turns, and probably longer.
Each magical discipline is called a Path; in game terms, Although magical actions flow from intent and concert»
each Path allows you to do certain things, regardless of the tration, tools and rites are essential to Hedge Magic workings.
practice you pursue. A witch, a shaman and a missionary all You can't simply think up a spell and send it on its way you
use the Healing Path to cure a friend's illness, even though must perform the proper ceremony (see "Magic Styles") and
the tools they employ will vary tremendously. The names steer your intentions during the entire spell. If you get
below are offered for simplicity's sake. No healer's going to be
caught dead saying, "I practice the Paths of Healing, Herbalism
and Ephemera." Each practice gives its own names to the
.
distracted, the magic fails.
Failure: If you fail a magic roll, nothing happens. The
spell is wasted and must be started again at +1 difficulty.
Subsequent attempts add another level to the difficulty; after
(In the original Hedge Magic system, each activity
required a separate Ritual; now, Rituals have become sepa-
rate spells that a magician can buy in addition to her Hedge
.
three failures, for example, you're working at +3 difficulty.
Botching: As usual, a botched roll has messy cone»
queues. Although Hedge Magick is immune to Paradox per
Magic Path. You no longer need to purchase separate Rituals se, the tides of creation work in unpredictable ways. No
for every conceivable Path spell. Yes, this is an official magician can afford to get too cocky.
revision, one that makes it cheaper and easier to play an
'When things go wrong, the level of the Path or Ritual
effective hedge magician.)
determines how bad the fallout gets. A botched Level Four
Other rules are as follows: Ritual will have more explosive results than a ruined Level
One spell. Typical disasters can be found under each Path
BASIC CASTING description. If some sort of damage seems appropriate, as~
. Cost: As a magician, you'll begin with five free dots of some that you take one Health Level for each level in the
Path or Ritual. This damage can usually be soaked, although
Hedge Magic and three Rituals. While each society given in
Chapter Two favors certain Paths, you may place these dots certain catastrophes (wounds that rip open instead of heal)
might sidestep the usual soak roll.

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Fast Castings: In an emergency - like throwing up
a Ward against an angry vampire - you may take half the
usual time to cast a spell or Ritual. Doing so adds +2 to the
usual difficulty (maximum 10) and requires a Willpower

.
point.
Hitting a Target: Combat magic is pretty difficult
HW* I 'v 1 l
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Most Paths and Rituals require that you prepare your subject
11n\n\l11h\,l
in some way to accept the magic. A willing subject doesn't IU1\\*&\\\.
present a problem; an unwilling one can be difficult to affect
Touching an opponent in combat demands a Dexterity +
Brawl or Melee roll (depending on what you're touching him 1[IH1j

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. Willpower and Quintessence: A point of Willpower


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may be spent to grant one automatic success. Raw


tessence, however, is useless to magicians. At the
Storyteller's option, a really potent bit of Tass
_

(materialized magickal essence; see Mage: The


Ascension) might help a sorcerer reduce her cast~
-|

ing difficulties by one or two if she employs it in


some significant way - by eating a magic mush-
room, painting herself with potent blood
sprinkling enchanted dust on an object, etc. -
r
.
before she performs the spell.
Learning: In story terms, you've got to dig Lip
arcane wisdom, find learned mentors and experiment
with new and dangerous spells to raise your Path rat
ings. In game terms, the Storyteller may require some
solo roleplaying, a personal quest, prolonged research
or some other sacrifice to reflect the time and effort
spent alongside the experience points. The Library and
l Mentor Backgrounds may help this process along
I Chapter Three), but the two bonuses cannot be com
b i n d to save large amounts of experience.
. Teamwork: If you want to cooperate with
other magician to cast a single spell, both of you must
possess the same Path. (An Herbalist won't be much
good when a soul»bound sorcerer tries to invoke
Hellfire.) Decide who the prime caster is 1
there. That person makes the magic roll.
From there, each assistant rolls the appropri»
ate Attribute + Ability as well. An additional
tum may be required for each magician after
the second. For each successful assistant, lower V
the difficulty of the prime character's roll by
one, to a minimum difficulty of 3.
Teamwork failure leaves the prime char»
a c e r where she started, with no help or
hindrance. Anyone who botches, however,
adds two to the prime caster's difficulty, or

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subtracts two of her successes. If the task involves doesn't work." Even then workings might not suc-
heavy-duty power (a Level Five Spell, for instance), an ceed. Hedge magicians are enigmatic beings with mysterious
unpleasant side-effect might be forthcoming powers, not Dr. Strange refugees
Combining Paths: Hedge Magic Paths cannot be (Storytellers Note: This "loophole" is not intended to
combined for additional effect, not may Rituals. A Ritual let you screw your players over on a whim, simply to reinforce
ht be set in motion before or after a Path spell, but not the limitations of Hedge Magic while discouraging power»
during. Although some Rituals have lingering effects, a spell gaming. A spell conducted under dramatic circumstances
or Ritual must be feted before another magical action with all the trimmings should be left to the usual systems or

• Levels: Each Path has five basic levels. that cost the
normal amount of points to achieve. A sixth level
.
be granted immediate
Additional Numina: "Numina" is a general term for
unusual Advantages - the three Affinities of Hedge Magic,
pre re mastery - costs 50 additional experience points to Psychic Phenomena and True Faith. (See The Hunters
attain. and demonstrates the limits of Hedge Magic. Hunted, Ascension's Right Hand, The Inquisition, The
Storytellers might forbid this level to player characters if its Quick and the Dead or Project Twilight for these additional
seem too powerful for the chronicle concept powers.) Few individuals are multi»talented h to mas-
Storyteller Prerogative: Magic moves in ter several Numina at once. but sorcerers
able ways, and tends to blend into the landscape. Without manage to do so
the power of the Spheres, human will only stretches so far If by chance you possess some additional Numina Affirm»
Hedge Magic cannot move mountains on command. If a ity, those initial dots cost 14 points each instead of seven. If,
player attempts some huge spell that obviously defies reality for example, you wanted to begin the with both
(making a truck levitate in broad daylight, shooting Hellfire Herbalism (Hedge Magic) and Telepathy (Psychic Phenom-
out of her fingertips in a shopping mall, etc.) without ena), it would cost you at least 14 freebie points in addition
backing the spell up with some serious roleplaying, the to your original three Hedge Magic dots. Sorcerer characters
Storyteller is perfectly within her rights to simply say It cannot divide their three initial dots between Hedge Magic

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and other Nurnina; such talents must be purchased with . An unweaving counterspell undoes another party's
freebie points or experience. Obviously, if you're learning enchantments. You have tounderstandw hat you're attempt
the mystic arts, it helps to specialize. in to undo, so knowledge of the Path involved is essential
Unlike True Magick, Hedge Magic is not nullified by If you've got at least one dot in the caster's Path, you may
True Faith (see The Book of Shadows or Ascension's Right attempt an Intelligence + Occult roll (difficulty 8). Each
Hand). However, high levels of Faith (five or more) may success cancels one of the original magician's successes until
invoke the Echoes Flaw on nearby sorcerers. (See Chapter either you fail the roll (which ends the attempt) or his spell
is undone. For long»standing enchantments, a Storyteller
.
Three for details.)
True Magick and Hedge: Magick: In case it needs
might simply tell her player to accumulate five successes or
more; really strong or True Magick workings would demand
repeating, Hedge Magick and Sphere magic are incompat-
ible. An Awakened mage cannot use Hedge Magick, a
sorcerer cannot use the other. (See Chapter Three for other
.
10 or even 15 successes to unravel.
A warding counterspell (not to be confused with a
Ward from the Path of that name) sets up a small protective
.
crossover systems.)
Rituals: Sometimes, a working requires precise, spe»
field. First, you prepare the area - which can range from a
three-foot circle to a 20' x 20' room - by inscribing mystic
cific knowledge - in other words, a Ritual created for that
designs, marking out protective sigils and performing a
purpose. Since thousands of mystic rituals exist worldwide,
blessing invocation. A roll of Wits + Occult (difficulty) sets
we'll reflect those endless possibilities with three»point Ritu»
up a "barrier" of successes. To reach past the ward, a rival
a s bought as "specialties" for a related Path.
spellcaster must roll more successes than you had accumu
Certain Paths demand certain Rituals to obtain certain
lated when you created the barrier. Once he does, the ward
results. The various Path listings describe their affiliated
is broken and must be reset. Obviously, it's a good idea to
Rituals (if any) and the things you can do with them. Each
make extended rolls when setting such protections, and to
Ritual costs an additional three points and allows you a bit of
refresh them from time to time. Preparing a counterspell

|.
flexibility beyond the Path's usual limitations. in all other
ward takes roughly five minutes for every 10 square feet in the
ways, a Ritual resembles a normal magic working: It takes the
protected area.
usual amount of time, requires tools and conforms to the
Each form ofcounterspell costs three points to learn (see
sorcerer's magic style.
"Rituals"). Such protections usually guard the sorcerer him
self, but may be used to shield another person instead. Basic
c0l1nTIir1srl8LLs counterspell rites can cancel the effects of Hedge Magic
By North and South, I seal thee True Magick, vampire Thautnaturgy, and faerie cantrips
By East and West, I seal thee cast against the magician or his protectorate. Spirit powers
By Air, Earth, Fire and Water, I seal thee Gifts, Charms and Arcanoi - require additional
counterspell Rituals, which also cost three points each. Full
Three times three, protected and worded
"protection," therefore, would cost you a total of 18 points
So Will It, I
As most wizards would attest, it's worth it.
So Mote It Be.
- protective warding invocation
Counterspells are elementary magic. Any magician who CKEATINGNEWFATHS
wants to survive learns the proper wards and counters before With the permission of a particularly brave (or stupid?)
she sets out to possess stronger arts. Such protections take a Storyteller, you might be able to create new magical Paths
thousand different forms, from the sand circles of the Anjavho The requirements, should the Storyteller allow this, are as
to the guardian runes of Norse i.iitf<ar, and the blessings that follows:
all religions teach their faithful servants. In plain terms, they | Your primary Path rating must be at least five before
slow or stop the effects of dangerous magics, unweave spells you can design new magical roads.
.
in progress or form a mystic barrier against mystic energies.
A normal counterspell can be cast immediately, and
.The initial dot in the newly created Path costs 10 expert
r
ence points; each level thereafter costs (current level x five).
I
protects its subject against hostile enchantments. Blocking • in story terms, you'll have to do plenty of research
an incoming spell requires a successful Wits + Occult roll
experimentation and practice before this new Path comes
(difficulty 8). Each success you win eliminates one success
together. It's not unreasonable to spend years of game time
from your opponent's attack. Total victory on your part
developing some new occult talent, then perfecting it well
nullifies his spell completely. Willpower points may be spent
to aid a counterspell, but you must score at least one natural
success to complete the protection.
.
enough to achieve consistent results.
All Path elements must be tied to a certain theme. The
Path of Enhanced Senses won't allow you to fly.

4~

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U U U U U U U U U U U U

THEFATHS
magic is precisely that thing which cannot be explained or
Hedge Magic: is subtle and slow. No new Path will
allow a magician to blow up buildings with a wave of her Predicted in ordinary physical Leans
hand or transmute enemies into puddles of seawater. Reall Donald Tyson, Ritual Magic
powerful spells are the purview of True Mages, and they pay Tyson is right; even so, for game purposes, we need
the Paradoxical price for that power rough system to reflect the powers of the magician. The
following Paths represent those arcane abilities and the

HEDGENHGIC
1 I

SUCCESSESNEEDED
Standard task (Conjuring a card)
Difficult task (Healing a gunshot wound) one per path level
Impossible task (Binding a raging werewolf) one per path level, + 2 difficulty (10 maximum)

COlNTERSFELLS
Normal Wits + Occult Difficulty 8
Unweaving Intelligence + Occult Difficulty 8
Warding Wits + Occult Difficulty 8

WH LISTINGS
Effect power cost
Alchemy Transmutation of elements Intelligence + Alchemy(Occult Science) l Willpower
Conjuration Pull thing from "nowhere Dexterity + Occult (no cost)
Conveyance Swift Travel Stamina + Occult 1 Willpower
Cursing Cause bad fortune Manipulation + Intimidation l Willpower
Divination Foretell the future Perception + Fortune Telling (no cost)
Enchantment Create minor talismans Intelligence + Occult 1 Willpower
Ephemera Deal with spirits Charisma + Enigxnas ( no cost I
Fascination Charms people (Social Trait) + Occult (no cost)
Healing Reduce pain or injury Manipulation + Intuition 1 Willpower
Hellfire Creates elemental attacks Manipulation + Occult I Willpower
Herbalism/Brewing Create potions Intelligence + Herbalism (no cost)
Shadows Shapes shadows, bends sounds Manipulation + Stealth (no cost)
Shapeshifting Changes caster's Stamina + Occult 1 Willpower

Summoning (Material) Call. Bind. Ward and Dismiss Giarisma + Occult to Summon (no cost)
Manipulation + Occult to Bind 1 Willpower
Wits + Occult to Dismiss (no cost)
Wits + Occult to Ward (no cost)
Summoning (Daimonic) Call, Bind, Ward and Dismiss Charisma + Occult to Summon (no cost)
Manipulation + Occult to Bind 1 Willpower
Wits -1- Occult to Dismiss (no cost)
Wits + Occult to Ward (no cost)
Weathercraft Changes weather Manipulation + Occult 1 Willpower

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A A A L A A A A A A A A A A A A A A A A

f U U U U U U U U
things they allow a sorcerer to do. By necessity, these Paths
U U U U U U U U U U U
The key to - and often the aim of- Western alchemy is
U 1 HE

are broad yet limited. The ultimate magic comes from the the Philosopher's Stone, sometimes called simply the Stone
power of the story, not the power of the dice. Like the art itself, this rarefied material is a paradox; some
Some of the following powers have been collected and alchemists claim it's an actual stone, others deny the claim. The
revised from Halls of the Arcanum, Ascension's Right Stone has been described as a tincture, an elixir, a wax, a powder
Hand and The Quick and the Dead; several others are brand and, of course, a brilliant stone. In any case, it is this material
new. It's important to note that although each Path indicates (often sought but rarely gained) that transmutes lead into gold
some pretty broad powers, your sorcerer still needs to cast cures disease and grants immorality.
different spells to set different things in motion. This idea The alchemical art brings nature to perfection. Prima
really falls more under the heading of "Roleplaying" than of Materia - the primal material - is the base substance that
"Game Mechanics"; nevertheless, it shouldn't be ignored. is turned, through a variety of processes, into the Stone
You begin with one particular Path in which you're Naturally, alchemists disagree on the Prima Materia, too
especially well»acquainted. This primary Path marks your some believe that it should be a truly base material - dog
real talents, while the others reflect things you've learned droppings, bones, blood, etc. -
while others argue that the
along the way. No additional Path can he higher than that Prima Materia itself is a supernatural substance. Part of the
primary talent, though the others reach the same level. alchemical process involves experimenting with a variety of
The magician's affinity to magic often shows through in substances, observing the paths that ideally lead to the
his personality, dress and bearing. A sorcerer who excels at Philosopher's Stone. Once the alchemist chooses a sub
Hellfire is going to be a tempestuous soul with a sharp temper stance for his experiments, he must determine a process
and aggressive mannerisms. Contrast that wid'i the calm toward perfection.
healer, the passionate shapeshifter and the absent~minded The first step usually involves putrefaction, which cut
dream»mystic and you'll see how these dots can become story rninates in nigredo (the black stage), when the substance i:
elements unto themselves. dead, or has been reduced to its first matter. The substance is
then reborn in The Peacock's Tail, a stage of many colors
followed by albedo (the whitening), when a white elixir
ALCHEMY forms. Ideally, the process concludes with rubedo, when the
substance becomes a red tincture, elixir or powder: the
The Great Art, Our Sacred Philosophy, the Divine
Philosopher's Stone.
Work, Ars Chemica- these terms surround the occult (some
would say sacred) science/art of alchemy. But what was, or is, The Great Work is not learned easily. True, there are
alchemy? many works in print that claim to detail the secrets of
medieval alchemy, but these are often analogical reflections, not
Popular conception remembers alchemy 2
instruction manuals." To understand anything beyond the
proto-chemistry - a pseudoscience that sought to trans-
most basic symbols of the art, an alchemist can spend literally
mute base metals (e.g., lead) into gold. While manyalchemists
lifetimes in study. The best sources of alchemical knowledge
pursued that goal (if only to pay the bills), the art itself
are personal experimentation, apprenticeship to a senior
concentrates on perfection of all kinds - material, mental,
alchemist, or "revelation," a collection of dreams and visions
scientific and finally spiritual. The transmutation of lead
that unlock the symbols and confer - one hopes - the
into gold is merely the symbol for the best alchemists' true
power of understanding.
goal: transformation of a mortal man into an immortal god.
In game terms, the Alchemy Path allows you to synthe
As it's practiced in the West, alchemy is the epitome of
size various powders, potions and other concoctions, or to
the Hermetic tradition, the mystic discipline that draws
enhance some existing material to unusual potency (see
together the myths of Egypt, Greece and Rome, mingles
Enchantment and Herbalism/Brewing, below). Unlike the
them with Biblical traditions and adds elements of the
Enchantment Path, Alchemy doesn't create "magic items";
Kabbalah and Qur'an. Like the worm Uroboros, alchemy is
rather, it brings out the item's innate powers, strengthens
endless, circular and symbolic. It defies description because,
them and combines them with other enhanced properties
by nature, die practice ideally defies limitation. Alchemy
Like other Hedge Magic Paths, Alchemy is rated in one to
crosses the borders between art and science, between spiri-
five dots; those dots reflect the principles you understand and
mal discipline and scientific practice; it crosses Asia Minor
the expertise you possess. The highest level of Alchemy
and Europe, and has been practiced for over 2,000 years.

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theoretically expands beyond material things; in game terms, A small weapon (a knife, a handful of bullets)
an Alchemist who reaches this exalted state may Awaken may be altered so that it inflicts aggravated damage.
and continue his road with the Spheres Stronger versions of the previous creations may be
Alchemical workings depend on the proper tools, envi- made, and concoctions that enhance a person's
ronrnent and preparation. You can't just fire off a spell if Attributes (by one or two dots only) may be brewed.
Alchemy is your calling; while items may be prepared ahead A drought of this potion raises the drinker's
of time and carried along, creating new enhancements take Physical Attributes by one each for an hour or so.
both time and workspace (see "Tools of the Trade - Al- - A salve that, when applied to the eyes, grants the
chemical Laboratory"). Preparing a material or concoction user the ability to see through the Shroud for one
may take days or weeks, depending on what it is and what it night (see Wraith: The Oblivion).
does. For systems' sake, assume that it takes one or two days
to prepare materials of Path Levels One and Two, and one
- A bullet that bursts into flames when fired. This
projectile inflicts an extra two dice worth of fire
week per Path level for highenlevel concoctions
damage and ignites flammable items whenever it
Roll: Alchemy (Occult Science) + Intelligence lands.
Costs one Willpower per operation 0 0 0 0 0 You may, given time, brew substances that simulate
Effects the supernatural abilities of other denizens of the
Minor substances can be created, such as simple hidden world - vampire Disciplines, werewolf Gifts,
poisons, tranquilizers, anesthetics or even stimu» etc. - from the first through due daird level, or create
lents - nothing that's obviously "magical" or concoctions that duplicate those creatures' innate
"supernatural," but simply extra-potent versions of powers (regeneration, stepping sideways, even frenzy).
normal materials. True Magick Spheres may not be simulated, although
- A liquid that, when imbibed, removes minor individual totes may be copied at the Stoi-yteller's
Health Level penalties (through Injured) until the discretion. Wraithly Arcanoi cannot be synthesized
individual is wounded again or heals. ( how could you study the powers of a ghost?), nor may
- A powder that, when combined with an aloof the cantrips of the fae (which depend upon their link
holic beverage, allows a person to recover instantly to the Dreaming). Obviously, these elixirs require
from a drunken stupor. samples from the creature in question - ground
- A mirror that cannot be chipped or smashed. vampire fang, werewolf dung, etc. - and often carry
nasty side effects like bloodythirst and a hair-~trigger
More powerful versions of Level One materials. At temper. These droughts duplicate only one specific
this stage, you might also open the doors to a effect (Sweet \X/hispers, Blur of the Milky Eye, etc.),
person's mystic insight, granting dreams or visions not an entire Discipline or tribal inheritance, and last
to whoever consumes your concoction. for one day or less.
=~ A liquid that allows the drinker to go for an
-A regenerative powder that, when consumed, allows
entire week with only one hour's sleep per night. the user to heal damage slowly (one level every other
- A powder that grants a vision to whoever eats it; rum) for the duration of a story. As a side effect, the
this vision is always clothed in symbolic language, drinker sweats heavily and smells like a caged beast.
and may either portend future events or show pre- - An elixir (requiring at least five Blood Points of
viously unknown aspects of a current situation. vampire vitae) that simulates three dots in Potence
- A blade with an ultra»keen edge, one that never for three hours. Sadly, this magical fluid also creates
needs to be resharpened. a ravening hunger; for a day and a night, the drinker
eats whatever food might be nearby.
At this level, you can create items that have some
obviously supernatural effects, or enhance existing - An amulet that protects the wearer from physical
materials to unearthly levels. vampire attacks. The Kindred might employ Domi-
nate, Auspex or some other "long range" Discipline
- A potion that imbues the drinker with some low- against the protected one, but may not touch her so
level, psychic power (perhaps one of the Psychic
long as she wears the amulet. As a side effect, the
Numina described in Ascension's Right Hand or
The Hunter's Hunted) for one scene (or one
hour).
. •. wearer feels cold whenever she's wearing the amulet.
• • • Formulae "above" Level Five exist: these are the
pinnacle of the alchemical tradition, the most mys»
A dust that reveals hidden, disguised or invisible
terious and sought-after formulae, including the
things for what they truly are.
Philosopher's Stone, immortality elixirs or trans-
mutation potions.

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Disasters: Naturally, homefgrownchemical compounds
- especially formulae created for the first time - can have
all kinds of nasty side effects. A failed roll simply creates a
worthless (and often foul) substance; a botched roll might
very well indicate a poisonous mixture, a flawed item or a
laboratory explosion.

CONJUGATION
With this Path, you can move preprepared objects
from one place to another. Rabbits can be pulled out of
hats, coins; moved around and swords summoned to one's
hand. Mages who've studied the art declare that such feats
are limited applications of Correspondence principles, but
claim that the magicians lack the understanding or might to
truly access the Sphere itself.
Any object to be moved must be prepared in advance by
some meduod of the caster's belief. If the conjurer is a Voudun
mambo, she must make sacrifices to the loa, sprinkle the
objects with blood, ash, bone dust or blessed earth, and
consecrate them. If he's a stage magician, he could hypnotize
his assistant before sawing her in half. A Satanist may
dedicate his machete to Lucifer while a Wiccan witch might
inscribe the item, call the corners and invoke the goddess and
god (see "Magic Styles"). The magician's expertise determines
the spell's maximum range. Failure means the Conjuration did
not work, while a botch makes it go spectacularly wrong.
Conjuration is difficult to use offensively. The item
moved cannot be chosen at whim. It may be an animal "\

(rabbit, cat, mouse, or even human), but may not be whisked L

in and out without prior ritual preparation. Unconscious


beings may, with proper preparation (like hypnosis), be
moved against their will by a powerful conjurer, but this Path
cannot be used against an enemy in combat.
You can nudge or summon one additional object for
every level above that required to move it in the first place.
A magician doing the magic coin trick could move one coin
at level one, two at level two, three at three and so on.
Multiple living beings cannot be Conjured across space at
the basic level; only the greatest of conjurers can move more
than a single creature with this art.
A series of related Rituals (see "Rituals") allows a skilled
magician to manipulate an object without moving it, make
a coin spin in midair or a rope grow taut and hang from
nothing. Once the subject is readied, it can be called or
moved with a simple command (O Blade of my Father, l
summon thee! ). The item itself does not become magical
in any way, and once the magic is used, it must be reset.
With a bit of style and a good Dexterity + Subterfuge
roll, a conjurer can fool even the most sophisticated audi»
ences into thinking that his magic is merely a good trick, or

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item until it's needed. This is difficult,
though not impossible, with larger (or living) subjects. ]ust
CONVEYANCE
ask David Copperfield! To travel swiftly, without hindrance or delay, has been
Roll: Dexterity + Occult No Willpower cost one of humanity's greatest dreams. Until the current cen-
Effects tury, a long journey and "long" could mean 10 miles or less
- meant inconvenience, danger, expense and time. Natu-
Wow! You can nudge a tiny nonfunctional object
rally, the earliest magicians sought a way around such hassles .
(a coin, knife, business card) without touching It.
The magic carries no real force behind it. Anyone In this Path, which hears a traveler from one point to another
who wants to stop the item from moving can simply while avoiding obstacles in between, they found an answer to
pick it up. Range is roughly 10 feet or less. their needs.
At this level of expertise, you may move a small This Path is not without its own risks and limitations.
simple item (a book, jar, rope) or Conjure it across First and foremost, a magical traveler needs some means of
travel. The archetypal witch's broom is but the most obvious
intervening space from up to 15 feet away. Anyone
wishing to stop an object moved with this level of solution; some wizards employ friendly spirits, conjurer's
magic should make a Strength roll (difficulty 5)- cabinets, fiery chariots or flying beds. The "vehicle" depends
more upon the magician's preference than upon the Path,
A large or complex inanimate object (a sword,
and the ceremonies that imbue an inanimate object with the
telephone, boom box, bottle of wine) or a simple
power of transportation vary from practice to practice. In
life form (snail, ant, roach) can be moved, levitated
practical terms, however, all of these methods accomplish
or snatched from thin air. This object can he no
the same goal moving the magician from one place to
larger than a chair, and you must be within 25 feet
another with a minimum of fuss.
fit. An item moved at this level can support about
200 pounds; anyone attempting to stop it must roll The other constraints come from the innate
her Strength against difficulty 7. unpredictability of magic, the suspicions of one's neighbors
and the wild means of travel. A flying broomstick isn't as safe
Where'd that rabbit come from? At this level, you
or comfortable as, say, a Lexus; a flying carpet is a fragile
can move, levitate or summon a living mammal,
thing, and the disorientation that comes from long~distance
reptile or bird - any complex life form of less than
teleportation leaves the traveler sick and dizzy. By the same
half human mass. inanimate objects as large as
token, the nosy old lady down the block isn't going to keep
steamer trunks can also be moved or levitated at
the news to herself, if, by some chance, she notices you flying
this level. Maximum range is 50 feet or less.
. . Presto! Now you can move or manipulate a human
• • out the window on a broomstick. In today's skeptical world,
the Path of Subtle Transportation is unpredictable, often
orhumanfsized animal from up to 60feet away. This failing when you need it most. Generally, it's safer just to use
subject must be either willing or unconscious. It's a car. When emergencies occur, however, this Path presents
best to work with a longtime partner when perform- an option for wizards with a taste for tradition and the nerves
ing this trick, as the experience is disorienting and for some serious magic.
distressing. Botching this Conjuration roll can have
In game terms, you must first define the "vehicle" of
disastrous consequences. At best, the magic will
transportation. Is it an enchanted broom' A teleportation
simply fail. At worst, well... ice.
booth ? A carpet? A handful of blessed dust? Each method has
• * • ' 'The ultimate mastery of Conjuration magic allows its own limitations and rites, and few sorcerers use more than
you to shift a large (roughly car-sized) object or one Conveyance style. Once you choose the method you
being, or move up to three human-sized creatures. prefer, you'll have to "prime" that vehicle before each trip.
Maximum range is 100 feet. All the usual specifics Storytellers note: This should involve a bit of time and
apply.
trouble this Path evokes some serious juju. The final roll
Disasters: When such spells fail, the conjured object signifies the beginning of the trip; from there, the distance,
either fails to appear, remains motionless or drops to the method and time of the journey should determine its ease.
ground. Botched spells summon the wrong object, place it in
You don't have to be the one who travels; this spell may
wrong place (like directly over your head), or destroy it. be cast upon a willing subject. Once she departs, though, you
Things get especially messy if you were trying to shift a living cannot direct her flight; for better or worse, she ends up
being at the time. Some tales tell of magicians who at- where your magics send her. Like Conjuration spells, Con»
tempted some spectacular feat of Conjuration, only to abeyance magics cannot be used against an enemy in combat.
disappear themselves when the magic failed! The fate of such The subject must be prepared, ritually and emotionally, to
sorcerers $s unknown. take the trip before it begins.

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Like Conjuration, this Path works along the same prim» Roll: Magician's Stamina + Occult
couples as that most esoteric of Sphere rnagicks, Costs one Willpower
Correspondence. Of all the Paths, Conveyance is the one Effects
most prone to failure. Depending on the method and dis- You may move one small (10 lbs. or less), object
tance of your travels, the Storyteller should check at least roughly 10 feet.
once to see if some disaster occurs. A brief jump across the Several small objects or one large one (100 lbs
block should pass without incident; a flying carpet ride across less) may be moved about 100 feet.
the state ought to be a bit riskier. The "Travel Complica-
One human»sized living being may be moved roughly
tions" chart reflects a few common methods and the problems
a mile.
that come with them.
That same being may travel up to five miles. A large
Once the trip ends, the magic dissipates. Unless the
object (500 lbs. or less) may move the same dis
vehicle itself is enchanted (see the Witch's Steed in the
lance.
Appendix), you'll have to cast a new spell to travel again.
Finding your feet after a trip might take a turn or two,
. ... You may move up to three people roughly 10 miles
I

or shift a 1000 lb. object the same distance.


especially if you've just taken a long journey. Short trips -
. . . . . . U P to five people (or 2000 lbs. worth or material)
a quarter-mile or so - occur instantly. Longer jaunts require
some travel time, typically one tum per mile. Long trips - may be moved up to 15 miles.
five miles or more - should become stories unto themselves, Disasters: A failed roll leaves the traveler(s) sitting in
and ought to involve some extra risks. Who's to say what you place; a botched roll usually makes a mess, stranding the
might meet on an extended flight over Central Africa? passenger in some dangerous place, dropping her from a great
Like most static magics, this Path depends more upon height, or melding her with the nearest wall. (The Fly and
expertise than upon personal success. An exceptional roll Star Trek I demonstrate the gruesome effects of botched
(three successes or more) might grant you some helpful side teleportation rolls.)
effect, like an immunity to complications or an especially
quick trip. For the most part, however, a skillful sorcerer can CUKSING
travel faster and further than an inexperienced one. This One of the oldest forms of magic, a curse imparts some
Path works better in remote, uninhabited places than in bad wish onto an offending party. This ranges from the Evil
populated areas. A magician who wishes to travel across an Eye to a group malediction. Though anybody can direct ill
area full of people (or during full daylight) should add two to will at someone else, this Path allows you to vent your spleen
her casting roll difficulty (maximum 10); on the other hand, with real effect. At its most basic level, such a curse quickly
a sorcerer traveling across uninhabited regions - like deserts fouls up its victim's life, then dissipates. At its worst, potent
or rain forests - or at night might he able to double her Cursing can last for generations.
effective range at the Storyteller's discretion.

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Method Complications Result


,loud of Smoke Wrong Destination "Where am I?"
Flying Bed, Broom, Carpet, etc Slipping off/Unwanted attention Dexterity + Athletics roll to keep from
falling (also see below)
zig Potion/Ointment Bad batch Travel power wears off too so*on
Helpful Spirits Temperamental - some bargain required Ending up in some hazardous place
Magic Chariot Unwanted attention Word gets around; attack may be forth
I coming
Wrong destination, or faltering flight
~.
Strong Wind Too strong]Not strong enough

I Teleportation Booth "Oops.. ." Wrong destination (if you're lucky. .

4°-

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The severity of the Curse is usually bound to the dots in burned out by inner hatred. A witch with minimal skill in
your Severity rating (the dots in his Path), and the effects Cursing might only get four or five dots to spend, but a
usually only happen once. With a number of successes, powerful one could wither a whole family!
however, you can make nasty things happen to more than Supernatural creatures may be Cursed, but can resist the
one person in a given group. A magician cannot Curse Effect with a successful Willpower roll. This roll's difficulty
someone more severely than his skill allows (i.e., above the will usually be 7 or 8, but might go as high as 9 if the magician
dots he has) if working alone. If he works with a group versed is especially powerful or successful
L the same Path, however, his anger carries more clout. Naturally, the being in question has to be aware of the
The basic system for Cursing is simple: First, decide how Curse in order to resist it. Short problems will probably just
much punishment you want to inflict (within your ability, of happen and be done with, but a prolonged Curse can be
course ), spend one tum per level of Severity magically collecting discovered with a little work (consulting the spirits, check-
and focusing your (charactefsl) hate, then discharge it in some ing auras with Prime magic or Auspex, reading probability
cathartic fashion (a scream, a dance, a venomous e»mail mes~ with Entropy, etc.). A mage's or magician's Arcane Back-
sage, etc.). From there, you roll Manipulation + Intimidation to ground can take successes away from a wizard attempting to
work the Effect and spend a point of Willpower. Your successes
get divided between Relation and Severity (player's choice),
Curse her on a one»for-one basis.
As any wise practitioner knows, rearranging the paths of
I
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allowing you to customize a Curse. That Curse's Effect strikes fortune can backfire. Botching a Curse brings the effect back
soon afterward. At some point and in some way, it is determined at the caster in ways that should delight the most sadistic of
by the Storyteller, not the magician; you can choose who you Storytellers. Even if the roll is successful, there's always some
want to hurt, but not how it happens kind of fallout from a Curse, especially if it's a severe one. The
If, for example, ]ayn Darkangel (with three dots in Curse) nature of this payback lies more with storytelling than with
rolls four successes when Cursing her landlord, she could choose systems, but should be in line with the general power of the
to inflict a serious injury on him, or cause embarrassment to both Curse and the ill will of the magician. Backripples range from
the landlord and his wife. Two days later, the landlord trips and dropping an expensive item (and having to pay for it) to
falls, breaking his leg (Severity 3). If ]ayn had decided to foreclosure, physical aliments or sudden disappearing acts on
humiliate the family instead, the fall might have ended in a pile the parts of one's friends
of dog feces; the wife, meanwhile, bums the brownies for her first No Curse needs to be used at full potency. You can
PTA meeting (Severity 2). Simple, but effective! choose to revoke the Curse at any time prior to its effect. A
Unlike most forms of Hedge Magic, Cursing can focus magician skilled in this Path can also try to undo another's
the will of a group into a force more potent than anything a Curse with a Wits + Subterfuge roll (difficulty 9) and a
single magician could muster. By acting in concert (see Willpower point
Teamwork"), an angry pack of Curse»skilled hedge witches Roll: Manipulation + Intimidation
can bring down death and worse upon their enemies. In such Costs one Willpower
cases, each additional member grants a new dot to the pool, Severity Effect (Path rating)
adding to either Severity, Relation or both. ]ayn, therefore, A brief inconvenience (dropping an object, saying
could use up to four levels of Severity if she teamed up with something stupid, closing a door on your fingers,
Cheryl of the Five Rose Sect to curse the landlord, and her etc.)
difficulty drops by one. In the case of group Curses, set the
A slip-up that results in a lasting injury or mbar»
initial difficulty at 8 for simplicity
rassment (stepping on glass barefooted, throwing
Curses do not force events to happen or rearrange the up on the japanese Prime Minister, breaking an
laws of nature (that's True Magick's providence). They do, heirloom, etc.)
however, subtly nudge things or people already in motion
A serious injury or illness, not incapacitating, but
toward the caster's intent. A hedge wizard's Curse may take
painful and inconvenient (broken limb, hernia,
days or even months to occur, but it will happen. Someone
gunshot wound, etc.)
successfully Cursed may not immediately walk through a
late glass window, but she may find herself Under a falling A lasting illness, not fatal, but debilitating (infec-
tion, stroke, heart attack, Alzheimer's disease, etc.)
windowpane the next time she passes a construction site. In
magickal terms, such events are always coincidental and will •••• . Death, usually by some ghastly means (decapita»
son, irnpaling, mangling, torture, disease, etc.)
only strike when a strong possibility exists for them to
An especially skilled magician may invoke the Death Relation
Curse. By spending all her permanent Willpower, that wizard's One person only
player can add that Willpower to her Curse dots, and divide One close relation or friend
the total as she sees fit between Severity and Relation. The Two similar relations (male heirs, lovers, parents)
character then turns into a mindless husk and dies soon after,

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••... All relations and friends!
5 + Relatives or friends for generations to come
Disasters: As described above, a Curse can boomerang
on its caster. A failed roll discharges the malediction into the
surrounding area, peppering it with bad fortune (Storyteller's
option as to what happens after that). A botched Curse roll
infects the sorcerer with her own hatred, dropping the spell's
effects into her lap.

DMNATION
"What's in my future ?" For as long as human beings have
understood the concept of "future," they've wanted to know
what lies around the next bend in the road. Foresight is imper»
tent, especially to rulers, merchants, warriors and magicians;
hence, this Path - often attributed to the gods themselves -
became a well-traveled road on the sorcerer's journey.
Throughout time, fortune»tellers have employed any
number of divinatory styles:
• Cartomancy - fortune-telling through card-reading.
Each card has a different divinatory meaning, and drawing
cards in certain orders offers insight into hidden or unknown
aspects of the past, present, or future. Cartomancy tools
include: Tarot decks, regular playing cards, or custom de-

.
signed selections.
Casting - Tossing sticks, bones, stones, coins, shells,
or any other such objects on the ground, and finding mean-
ing in the positions in which particular objects fall (similar
to cartomancy, which could simply be considered a subdivi»
sign of casting). Different cultures use different objects:
Chinese sorcerers might use joss sticks for I-Ching divine»
son, vitki employ tune stones or staves for futhark, Yoruba
sorcerers would use shells for If divination, etc.
. Dream Interpretation - Digging past the obvious
"Boy, that was a weird dream," the diviner interprets the
symbols of the mind. Since all cultures possess archetypal
symbols (which may or may not come from the gods, depend-
ing on who you ask), a skilled sorcerer can make a good guess
about the meanings of a dream.
. Saying- Gazing into a shiny or reflective surface -
a crystal ball, a pool or lake, a bowl of water, a mirror, etc.-
in order to catch visions of the future. The surface, of course,
is less important than the sorcerer's own intuitive con rec»
son to the Otherworld; the reflection simply opens the
channel to farsight.
Other divination methods include palmistry, tea leaves,
bibliomancy (opening a book up to a random page), entrail-
reading, and so on. In game terms, the method you choose
isn't really important; in story terms, it may be vital. Fortune»
tellers specialize in one form of divination - you won't find
a Kabbalist casting joss»sticks with runic markings on them.

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of stories; imagine the difficulties an entail-reader will vision is fairly accurate, but has been known to be
encounter if she plies her trade in the United States, or the
perils of Tarot reading in Iraq. . ..
Divination can only be performed after meditation and
.... wrong.
You might be able to see 10 years forward or back.
That sight tends to be pretty acute; even when
prayer; depending upon how far ahead (or behind) you're you're wrong, your information contains some

l
1
trying to see, that meditation time can vary from a half~hour
to an entire day. Since divination often means shaking hands
with the gods, most fortune-tellers cleanse themselves phys»
..... glimpses of truth.
You can see for a lifetime or more with very accurate
results. Distant divinations (20 years in the future,
I

•.•.•
cally and spiritually before beginning the rite. 100 years in the past) raise your difficulty to 9 or 10.
For you the player, Divination offers a tricky kind of 'Your prophecies may reach as far into the past or
insight into coming events. It's fat from accurate and never furore as your Storyteller choose to allow. Although
literal; even so, a successful Divination roll can grant you a distant visions can become unreliable, there's some
glimpse at the forces behind your chronicle. What you do element of truth in everything you foretell.
with that knowledge depends on you. Disasters: Prophecies are notoriously misleading. A
In game terms, you describe what you're looking for, the failed roll might indicate a false omen, or no omen at all. A
method you're using and the results you expect to receive. A botched roll represents a vision inaccurate enough to be
I simple Perception + Fortune~Telling roll determines the dangerous (telling someone, "That pass is perfectly safe"
answer's accuracy, and the question determines the difficulty when in actuality a nasty ambush awaits).
(see chart). The more successful the roll, the more precise the
information.
ENCHANTMENT
Your Storyteller makes the roll (V/hat? You expected to The magical art of creating minor talismans (as opposed
know how accurate your divinations are?) and decides what to the more powerful True Magics Talismans), Enchants
to tell you. Since divinations are symbolic, not literal, the rent imbues an item with the spellcaster's essence. Crafting
insights will appear as signs, not direct answers. Unless the magic from ingredients both eldritch and mundane, the
Storyteller wants to give you a healthy clue, she'll leave the enchanter spends much of his time closeted in a laboratory
interpretation up to you: peering through foul smoke, containing minor explosions,
Good Example: "The sticks fly up, fall to the ground and and tracking down bizarre magical ingredients.
scatter into a pattern. Three sticks lie at odds with the fourth, Minor talismans differ from their magickal counterparts Ln
I and the fourth lies crossed over the fifth." many ways. Each has a single power that usually operates a few
Acceptable Example: "According to the sticks, your group times under set circumstances. Even the strongest such talis~
will soon be betrayed from within. Someone's going to die." mans pale in comparison to those crafted with True Magick.
Bad Example: "Wintershade's going to betray you, and Their Effects aren't flashy, but they do get results... usually.
Olaf is going to die." Although they cam a trace residue of magic (detectable with
Your Path rating determines how well - and how far - Prime magic), they show up less readily than Talismans with a
you might peer into the past or future. Since Divination puts capital "T." Most reflect their homemade origins. Crafting a
extra demands on a Storyteller's time, plans and patience, talisman, even a minor one, calls for a certain degree of mundane
she may decide to disallow this Path for player characters. claftsmansl'1ip,whichsome enc aftershave and some...well. . .
Roll: Perception + Fortune-Telling Talisman creation should flow more from story concerns
No Willpower cost and good roleplaying than from die rolls. In game terms, you
begin the process with a ritual invocation, purifying your
Effects
• workplace, meditating,
One week into
the past or future .. l! praying for guidance
» . . .

and consecrating your


with notable in»
accuracy.
.. DMw1twnrsuus
r L 1 tools. After the prepa-
.. One month into i'
.. .I
Question
.so Simple query/Recent events
iI:-*.
Difficulty
7
~.
rations are finished, you
set to work on the ob~
the past or future ..;:. j e t itself. Once the
I with some degree Complex query/a year or more past of future 8
I ~'-:"-..~ talismans form is
of accuracy. :"';. >' ,
Deeply hidden or distant information 9
J.. so: crafted (which may re»
" Protected or very distant information 10 = quire a few Dexterity +
§ .....\

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Ability rolls), the item should be prepared in some special - A colored candle that grants the user some one
way according to the belief or style of the magician - carved time favor after it's been burned (two points of
with runes, inset with crystals, dipped in blood, blessed by the Resources, Arcane, Allies or Influence, depending
son of a priest, etc. Useful Abilities for these tasks include on the color of the candle). The Background works
Crafts, Artistic Expression, Gunsinithing, Hunting, Traps, once to provide a favor, then fades. Each success
Alchemy, Herbalism, Poisons, Stone Lore and Hearth Wish creates one candle.
d o , depending on the purpose and manufacture of the - A handful of grave dust that enables the user to
talisman. sleep soundly. He awakens immediately if someone
After this, pick one purpose for the item. This is the approaches him with hostile intent.
power it will have. A successful enchantment usually de» - An oak picture frame that preserves any painting
rands a day or two of preparation per talisman level. A or document placed in it for as long as the frame
simple Level One item would require only two to four days of remains intact. Both frame and contents must be
work, while a Fifth Level one would demand at least five. At sealed with almond oil and sprinkled with pure
the end of this time, make an Intelligence + Occult roll water.
(difficulty is the talisman's level +4). A point of Willpower, A more potent version of a Level One talisman
spent during final creation, infuses your magician's might (with an additional die or two of effect), or one that
into the talisman. alters reality more noticeably.
No enchanter can create a talisman more powerful than A handful of bullets (one per success) that do
his Path level. If He's got four dots in Enchantment, he can two additional dice of damage when fired from a
only craft talismans of four dots or less in power. Once specially prepared gun.
created, a minor talisman will work within some specified - An iron nail that enables the user to cause
framework, Le., when the moon is waning, when a blind man someone to painfully stub his toe. The nail must be
coughs, when the blade is drawn in anger, etc. These condi driven by an enemy into a footprint left by the
sons should be colorful and very specific, tied to the purpose target.
of the enchanter, not to general utility. Such particulars
- A golden charm that alerts the wearer when the
should be described during the creation process and must be talisman maker (or some other single party) is in
adhered to. Each minor talisman only works a certain num~ danger. The charm must be sprinkled with wine
be of times (usually based on the number of successes rolled ) each time it is used and works once for each crafting
and winds up useless, if decorative, thereafter.
success.
Minor talismans vary tremendously, from the rowan
- A rowan ring that negates any fae car trip used to
necklace that protects against faerie magic to bones that bewitch the wearer. This works for one incident per
allow one to (hopefully) speak to one's ancestors. Such crafting success, granting the wearer an effective
talismans can be used Br anyone. Some potential talismans Banality of 10 until the enchantment fades away
appear below and in the Appendix, but a clever enchanter
The item performs some obviously unusual fun
can create her own items with a little ingenuity and a lot of
son. Witnesses who know anything about magic
work. First, decide which single Effect the talisman contains.
will sense it in the air. Clueless folks will be con
From there, describe the research and development process.
fused; how did he do that?
A simple "I create a Level Five talisman that makes me
invisible" will not suffice! Both player and Storyteller should - A salve that heals three non»aggravated Health
check the prospective talisman to make sure that it fits the Levels worth of open wounds in a matter of min
Otes. This must be applied by moonlight by someone
general guidelines offered below. After a period of story»
defined time (anywhere from a few days to a year or more), who loves the wounded person. Each success ere
make an Intelligence + Occult roll (difficulty 9). Success ates one application of balm.
means your enchanter has discovered the secret of enchant» - An obsidian bull torque that strengthens the
rent and can proceed as described above. wearer once after it is bloodied (three points of
Roll: Intelligence + Occult Costs one Willpower Strength that last for one scene per success after
blood is wiped across it).
Effects and Sample Talismans
A small object with tight restrictions and a limited
- A handkerchief that wipes away any normal
thing it is used to clean (blood, ink, spilled food
power, perhaps a brief addition to an Attribute or
fingerprints). The user must hum softly while mop
Ability, that's never obvious as magic.
ping up. This works once for every success rolled
- A silver toe ring that protects its wearer from during creation.
incoming projectiles so long as she goes barefooted
(two dots of Dodge vs. missiles).
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With a talisman of this caliber, the user can defy a


fair amount of conventional reality, albeit with
EFHEMEKA
I some restrictions. If these limits are ignored, the Since the days when flesh and spirit separated, mystics and
spirits have longed to reach the other side. Talented people --

r
magic is ineffective.
- Bones that allow the user to contact the person mediums - can learn the Art of the Living Bridge - the Path
they came from. Note that this isn't always success» that turns a sorcerer into a doorway between worlds.
. fuT If it is, however, the user can ask one question This Path allows you to reach across the Gauntlet or
.
per creation success. Whether or not the ghost Shroud and contact spirits or ghosts. Since most people, even
answers accurately is the spirit's (and StorytellerS) mediums, assume that all spirits are more or less the same (they
prerogative, but it will answer if it can. These bones aren't), dNs can be a risky proposition. Fortunately, this body of
work only three times, then crumble to dust. occult lore includes a number of safeguards so that when the
-- A book that translates anything written in it into worst does happen, you have something to fall back on.
the reader's native language. This book must be Ephemera's learning curve is steep; the early steps of d i s
sprinkled with paper ash before the magic works. The Path are dangerous but unavoidable. Amateur mediums get
translation effect works once per creation success, themselves in trouble by confusing Banes with ghosts, or name»
then reverts to the original language set down. less Spectres for ghostly loved ones. Less of an art than a shot in
- A knife that stabs directly for the heart when the dark, Ephemera shows you the way, but does not teach you
I used. This inflicts Strength + five dice of damage, how to walk it. That knowledge comes only with experience.
and can be thrown. The blade must first be drawn in If your talents lie in this direction, the Ephemera Path
hot anger and washed afterward in fresh blood. allows you to put them to good use. As a medium, you open
yourself up to the spirits - becoming, in effect, their conduit

I .•... Works once per success.


Items this potent are rare and unpredictable. In
places where the people refuse to believe in magic,
into the material world. In story terms, you abandon most of
your self»control and allow the entity to take over. In Wraith
such items might fail completely. Nevertheless, terms, you become a temporary Consort for a ghost with the
they work some wonder that obviously defies the Puppetry Arcanos; as long as you both stay in touch with
seeming order of things. each other, the ghost uses your body for its own purposes. In
- A black cloak that softens the user's footsteps, Werewolf terms, you make yourself available to a nature
even if he walks across a squeaky floor. While using spirit with the Possession Charm (see Werewolf's Chapter
this magic's, the wearer is effectively silent unless Seven, Mage's Chapter Nine, or The Book of Madness'
he speaks aloud. Silver threads must be sewn into Appendix), lowering your effective Willpower by two points
this garment; they break and fall away after the so that the spirit can have an easier time getting into your
I
magic expires. skin. Spirits have minds of their own, though, and many of
- An exquisite piano that plays beautifully for any» them (especially angry ghosts) take advantage of the "at»
rangement."
one who strokes its keys, even if she knows nothing
about music. A prayer to the nine Muses ( by name! ) Thankfully, this Path includes a few defensive Rituals in case
must be recited before the piano will play. the spirits get nasty. Wise mediums are versed in the practices of
-A brass amulet that protects the bearer from
Warding and Forbiddence (Wraith, pages 287-289). Each of
these counts as a Level One Ritual and has the following system
detection and observation by magickal means. This
amulet of the mists obscures its bearer from the flow
of magical energies (adds four ro the difficulty of
effects:
.Warding protects an area from ghostly intrusion. By
using some precautionary charm (an intricate chant, a prayer,
any roll made to locate the wearer magically). The
I painted sigils, iron nails, sprinkled salt, smudging with in»
user must first answer an enigma before the amulet
cense), spending a point of Willpower, and rolling same vs.

_
will protect him. This veil lasts a number of weeks
equal to the creator's successes. difficulty 7, you can block wraiths from entering an area for
a certain period of time:
Disasters: Botching a creation roll can be a bad thing.
Many an enchanter has disappeared in a sudden conflagra» | I

son caused by something as prosaic as an untimely sneeze or Ward Successes Duration


a misread passage in his alchemical notes. Obviously, talis» One One hour
man creation is not a quick and easy art' Failed rolls render Two One day
i the item useless; botched castings can tum a beneficial Three One week
talisman into a cursed one, blow the laboratory to bits, drain
l
Four One month
the caster's life into the item (one Health Level in damage
per "1" rolled), or make other horrible things happen. Five Three months

J . IM
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from the area. By rolling successfully (Willpower vs


difficulty 7), you can push a ghost out of your sight
A willful wraith can oppose this Ritual by spending
one of its own Willpower per success but until
you've left the area, he has to stay away himself
Nature spirits are more direct, if more prob
lematic, to deal with. With the Banishment and
Seal Rituals (Level Two), you can try to Forbid
Ward or, with Dolor (Level Three), actually harm
a natural spirit. This last tactic uses your Willpower
rating as a weapon. Each successful Wits + Enigmas
roll takes a figurative chunk out of the spirit, subtract
in one point of your adversary's Power for each success
you win. A strong spirit probably won't be impressed, but
a weaker one may be wounded or even destroyed if your
luck and Willpower hold out. Despite these Rituals, throw
ing your weight around is not a safe proposition the spirits
often fight back. Mediums tend to have high Willpower
scores I
Persuasion is often more effective than force. To. stab
fish contact, roll your Charisma + Enigmas while calling out
to the spirits in the area. A number of helpers (see "Team
work") can lower the initial difficulty, too. If you're trying to
reach a ghost, it helps to have a Petter or Haunt nearby
you're more likely to reach your quarry if you have something
precious to her nearby.
Locating the ghost or spirit usually requires extended
roll (see below). Once you've found the spirit you're looking
for (or at least think you've found her! ), you state your case
and try to win her over. There isn't anything special about
the systems for this point of the game roleplay out
the talk. Such meetings ought to be hell of a lot weirder
than your average conversation, though! Spirits, even ones
that began as people, have unsettling perspectives
Many dead souls are beyond contact they've passed
on to places the greatest medium cannot reach. Those who
can be called back may be summoned with an extended roll
of as many successes as the Storyteller fit. Contacting
your brother in the city where he died last year would demand
less work than finding a Colombian bishop killed in the
1970s. The Storyteller should decide whether or not the
ghost has passed beyond mortal reach, though the truth
should remain a secret from the players. An ill-intentioned
spirit might masquerade as the ghost the medium wanted to
meet, and this could cause all kinds of fun
Unlike other Paths, the difficulty of reaching
across the barrier goes down with each level
while your ability increases. A medium
with one dot in Ephemera works
against difficulty 9 and cannot
actually communicate with any»
thing other than human ghosts

1 '| 1 '| 1 1 1 1 ~1 1 »| I m 1 1 I ii*


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CH.-\l'Tl8II FOUR: THE runs
A A A A A A A A A A A A A A A A A A A A
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(and then only if they wish to be spoken to). This goes down When you speak, something always comes. With
y one step per dot, to a final difficulty of 5, but cannot go you can address it, befriend it or dismiss it. If
lower than 3. As a medium's skill grows, she can speak with you want to personally address a particular spirit,
natural spirits, see into the Penumbra (but not pass through) you can toy at this level
and seek out specific entities You can pierce the veil between worlds and actually
Several Traits are especially appropriate to medium and hear those ephemera around you. Most
characters. Enigmas and Spirit Lore are essentially required spirits respect you for your insight and ability. Some
(although the latter cannot be bought during creation - it
must be learned the hard way). Occult, Subterfuge, Aware
Cosmology and Intimidation are very helpful. The
.•... up even when you don't call
The spirits of nature and the dead know your name
and often come when call. You can hurt those
Merit/Flaw Spirit Magnet is common, as are the Haunted who displease you and dismiss those who offend
Guardian Angel and Spirit Mentor permutations. Charac
tens with the Shapeshifter Kinfolk or Medium Merits reduce
all Ephemera difficulties by one. Spirits, it should be known
.
• • • • *You may cross the line in the other direction
entering the spirit world an astral form. Leaving
make good allies and terrible enemies! Behave your body behind your spirit travels into the Pen
Roll: Charisma + Enigmas No Willpower cost umbra or Shadowlands; Physical Traits become
Effects Mental and Social ones - Wits replaces Dexterity
You can feel the spirits moving and even get their Manipulation serves as Strength and Intelligence
attention with a successful roll. What they do is up serves as Stamina. Connected to your mortal form
to them. This is a dangerous but necessary phase by a silver cord (which may be snapped by a spirit or
a medium's Path wraith, stranding you in the spirit world), you
You can distinguish between spirits, and may call traverse the Penumbra. Your Willpower rating be
up specific ones if you know how. If things get out comes your Health Level rating; when yours
of hand you can try to dismiss what you have dropped to 0 Willpower, the precious silver cord
called snaps

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U U V U U U U U 0 U U U J J U I I .NiHE
Rituals Bewitchment takes a multitude of forms; some enchanters
( Each type costs three points; until you reach the proper enhance their physical beauty or instill themselves (or their
level, however, you may not buy a given Ritual. Example: clients) with confidence or guile, while others channel a mystic
Randi Marsellia, a medium with Ephemera 2, cannot acquire snare into some object or concoction. The doll impregnated
a Level Three Ritual until she reaches Ephemera 3.) with personal effects; the spell woven from words, hair and
Level One: Call Ghost, Ward, Forbiddence helpful spirits; the love philter; sweet glance or pillow book -
Level Two: See Ghost, Call Naturae, See Naturae, all are classic examples of Fascination at work. Either form
Seal, Banishment requires a ritual beforehand to set the spell in motion. A
Level Three: Gossip (allows the medium to "spread "glamour" spell is easy: The enchantress simply performs some
the word" around her chosen contacts), Dolor personal rite upon herself, calling upon whatever powers she
employs to make her more impressive. In the case of client, she
Level Four: Grasp (medium becomes a Fetter for a
works the magic on her patron instead. The client collects the
chosen wraith for seven days), Command (medium can order
benefits, the sorcerer collects her fee, and the magic works in a
a minor nature spirit to do one task and expect to be obeyed),
general way; everyone the subject meets falls under her spell.
Deny the Veil (allows medium to see into the Penumbra;
actually two separate Rituals, as one grants a view of the An enchantment against a specific person is a bit more
Shadowlands and the other a look into the nature spirit difficult: Raising a connection between the caster and her
world ) subject, the binder employs bits of the victim's hair, nails
skin or bodily fluids, conjures whatever mystic energies she
Level Five: Distant Call (Medium can attempt to
prefers, and performs some "knotting" rite. This could in
speak briefly to one who has passed on to some afterlife or
valve braiding the hair into a circle, making a doll with blood
punishment. This works within Storyteller's discretion)
and clay, mixing semen into a potion, etc. - that chains the
Disasters: Dealing with the spirits (ghosts or otherwise )
subject to the caster, her client or an object. If there's a third
is always perilous. Letting them possess you is a major leap of
party involved, the sorcerer must include some bit of him (or
faith, and a mistake can be eternal. Failed rolls still have bad
it) in the spell. If the caster succeeds, she snares her prey.
consequences - the wrong spirits can and occasionally do
Once set in motion, Fascination creates a bond of infly
answer fumbled calls. A botched seance might open the door
e r e . As the enchanter, you'll garner a certain amount of
for evil spirits - Spectres, Banes, even minor demons.
influence, eidier for yourself or for your client. Depending on die
Remember The Exorcist. .. ?
nature of the spell, that attention may come from several people
or from a single, lovelorn sap. The more specific the spell, the
FASCINATION more powerful its effects; a roomful of people may notice a
literally fascinating person, but a guy who has been linked to that
"Bewitching" reassumes its old meaning when this art same person by a magical thread may find it impossible to ignore
comes into play. Many people once feared that a witch could her. Both kinds of influence have their downsides, of course;
steal their souls; to a degree, they were right. By working the charismatic individual stands out whether she wants to or not
charms and bindings of the Fascination Path, you can shackle and may receive unwanted attention, too. An entrapped man
the will of another and bring him to your side. might fawn on his beloved, but he'll obsess over her, too. That
Spells from this Path take several forms. The most could get unhealthy. .. very unhealthy for both parties.
obvious domination flows directly from the sorcerer to her In game terms, you roll an appropriate Social Trait +
target; a more devious route travels through an amulet,
your Occult Knowledge whenever you cast a Fascination
charm or potion that the witch gives to a third party, either spell. That Trait depends on the method you've chosen to
to carry or to use. The most insidious weaving carries through
employ, and the roll is the same whether you cast the spell on
the air, unseen and undetected. One moment the target is yourself or on your client. Generally, such spells play on that
himself; the next, he belongs to the enchantress, or to her client's best features; if she's attractive, the Fascination may
client.
enhance that beauty (Appearance); if she gets her way
"Client" is the best term for a person who hires a through cunning, a Manipulation-based spell might work
Fascination sorcerer. Many sorcerers make good livings by better; if force of personality is her strong point, a wise
weaving entrapment spells for third parties -- would-be sorcerer will play to that strength (Charisma). Each en
lovers, business rivals, political conspirators and so forth. chantment is woven especially for the circumstances
While folklore exaggerates the power of willbinding, there's however; if the extraordinarily attractive Lilavati Chandra
no doubting its effectiveness. That control doesn't usually prefers to emphasize her wiles over her looks, her player
last forever, but it often gets the job done, at least for a while. simply rolls Manipulation rather than Appearance.

in* C

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General enchantments don't actually alter your physi- Five Obsession; subject does anything to be near you.
cal features or make you more sociable; instead, they "blend Six + Virtual ownership; subject will do whatever you
the edges," setting you in your best light. People see you ask.
differently -
you don't change, their perceptions of you do. To resist being Fascinated this way, the target rolls his
Specific Fascinations work differently, snaking into your Willpower against your Path Level + 4. Each success reduces
subject's heart and wrapping it up in a package. Since both your influence by one level, but under most circumstances,
types seek different results, each form of Fascination works he may only roll once, when the casting takes place. Ifyou're
differently. To be proficient in one type, buy the Path abusive or demand really unreasonable things (shoot a cop,
normally and specify your specialty; To be an accomplished give me your gold card, etc.), your paramour immediately gets
enchanter, pay an additional three points and purchase both another roll. If he succeeds, the Fascination breaks com~

.
forms. The two types cannot be combined
General Enchantment: With this form, you attract
pletely right then and there. Naturally, "abusive" and
"unreasonable" are pretty subjective; a man with low self»
attention from a large group of people. None of them will be esteem might take an awful lot from his "beloved" before
especially bound to you, but they'Il become very attentive to cracking, and a smitten gangster might be perfectly willing to
r desires. Infatuation, loyalty, respect, lust, even fear - shoot a cop if you ask him nicely. The breaking point will
folks feel what you want them to feel until the spell wears off. depend a lot on the characters and their relationship up until
A general Fascination's effects depend on the sorcerer's then. Unless this Fascination is dispelled, it lasts until some
skill. Setting things in motion requires a (Social Trait) + event breaks it.
Occult roll. If you're playing Fairy Godmother to some other Certain people are immune to this Path's effects. Char»
character's Cinderella, roll her (Social Trait) + your Occult acters with similar mind-influencing powers (Domination,
rating. The difficulty is normal (Path Level + 4), although a Presence, Dernentation, Psychic Phenomena, the Mind
ood Social roll or really appropriate circumstances might Sphere, etc.) can wave Fascination away without effort,
lower that number by one to three places. The better the roll, while innately mystical creatures (shapechangers, faeries,
the longer the magic and the Dice Pool bonus -- lingers etc.) can counter the spell with Rage, Glamour or Quintes-
(one hour per success rolled). Note that a large Dice Pool is sence if they care to (each point reduces the enchantment by
a double~edged blade; a really impressive person can make a one level). A Blood Bound character will never tum against
really memorable mistake her previous master, though she might be Fascinated by
Path Rank Effects someone else for a short while. Spirits, ghosts and inhuman
You make an impression; add one die to your Social creatures are totally unimpressed; they might look fondly
Dice Pools. upon a charming mortal, but cannot be drawn in by this
You cause a stir; add two dice. magical bond.
You've got them in the palm of your hand; add three A general Fascination spell can he easily undone; you
perform some "smothering" action (a hood thrown over the
.... dice.
enchanted one's face, a whispered unweaving spell, a denial
. ...
I
Everyone wants to be where you are; add four dice.
You sway the multitudes; add five dice
of the subject's beauty, etc.) to undo your own enchantment.
Breaking a specific charm is much harder; a new spell, similar
*• •• •• When you want to be, you can become a legend; add to the first, must be woven with many of the same materials

. six dice.
Specific Fascination: One person is chosen to become
as the first. Even then, the affected person makes a will-
power roll to resist the second rite; if he succeeds, the spell
your slave (or your client's plaything). As it says above, you'll remains in effect, even if all parties concerned want it
some of the victim's personal effects in order to work broken!
this enchantment. When the spell is cast, roll your (Social
Outside parties can break an entrancement if they've
Trait + Occult) against your target's Willpower, or roll the got the skills to do so. A character with this Path (or any of
client's Social Trait + your Occult if you're setting things up the aforementioned mental powers) can detect a Fascination
another's behalf. The successes you win determine the
spell placed on another person by making a Perception +
effectiveness of your enchantment (one roll only) Occult roll (difficulty 8). From there, he might be able to
Successes Effects dispel it by placing a counter command on the Fascinated
A turn of the head; subject's attracted to you. party (all normal rolls apply). Five successes or more breaks
Immediate attention; subject makes a point to be the sorcerer's hold over the victim. To reassert control, the
around you. enchantress might appeal to her thrall with a psychic push
Three Infatuation; subject goes out of his way for you. through the existing bond (Manipulation + Occult, diff»
Lasting love; subject will sacrifice a lot to please
you.

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W0lllD of DMIUIES5: SUKCEKEK
culty 6). This effort, which can be done only if the enchant» Effects l -
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less is present, acts like a soak roll against the meddler's Roll: Manipulation + Intuition
attempts. Whoever wins this roll wins the victim - for now. Costs one Willpower per illness or injury
Despite the sexual connotations of the Path, Fascina- You can soothe a headache, backache or other
tion is more a matter of heart than hormones. The entrances minor pain. The ailment doesn't go away, but your
simply wants to please - and possibly to possess - the patient feels better for a while.
entrance. Depending on the personalities involved, the Sprains, migraine headaches, flu, minor infections
goals of the entrance and the activities they pursue together, - you can speed the healing process by 50% or
the bond may or may not be sexual. Since many people more with a little work.
equate intense desire with sexual attraction, the spell might A cure for the common cold! Broken bones and
raise a few unexpected issues, too; a CPO who commissions nasty wounds heal twice as fast as they would
you to make his underlings loyal to him could discover that normally and without infection. You can help an
many of them - including the men - suddenly have Incapacitated character to her feet and get her
crushes on him, too. This is the nature of magic: to set forces moving, though you cannot heal the injuries.
in motion. 'll/'here they go once they're released is out of the
Chronic diseases (asthma, arthritis, diabetes, etc.)
enchanter's hands.
are not beyond your care, although healing them
Roll: (Social Trait) + Occult No Willpower cost will take hours or weeks. Broken bones and severe
Effects: See above. trauma heal 50% faster than normal, and your
Disasters: This sort of magic can go wrong in several
ways: You might end up looking really horrible and get the
opposite of what you wanted (reverse the planned effects);
... . touch banishes all but the worst pain.
• With effort, you can cure deadly conditions (AIDS,
cancer, meningitis, stroke), though it takes a lot out
you could fry your victim's mind and end up stuck with a of you and requires weeks of treatment. When these
besotted lapdog; other people could get jealous (homicidal, diseases go, they're gone for good. Broken bones
even); or your target could simply snap and decide to keep and major trauma heal in one to three weeks of care,
you safe forever - even if it meant killing you to do so. and infection poses no risk as long as you're on the
job.
HEALING
This Path allows you to quell pain or even heal illnesses HELLFIRE
or small injuries. Such Healing is not a miracle cure»all. It As its name implies, this Path comes from sinister
takes a long time to treat an illness or injury and longer still places. At the very least, it taps into the most destructive
for the patient to fully heal. Even the simplest magics, aspects of the elements or the gods. In most perspectives,
though, can ease pain for as long as you've got your hands on however, this art comes from the Infernal Realms, from
the ailment, and the risk of infection drops greatly when malicious spirits and tempter demons. The arts of Hellfire are
you're working on a wound. simple, direct and messy. The magician who understands
Healing magicians usually need some form of Medicine them receives respect, suspicion and fear.
Knowledge, though that Ability need not be Western med» If you happen to be that sorcerer, this Path allows you to
cine (in fact, it's usually more effective when it's not). summon violent elemental attacks - firestorms, lightning
Meditation, needles, chanting, massage, herbs and foul» bolts, sleet, earthquakes, clouds of deadly smoke or other
smelling brews are common ritual tools. Some healers believe phenomena. Each variety requires a different Ritual; in game
that medicine is simply a matter of contacting (or driving terms, it costs three points to buy each different kind of
our) the right spirits, while others insist that internal energy elemental attack, though you get the first for free when you
must be guided around an obstruction. If you've chosen to buy the Path. Each variety inflicts a certain amount of
mn a healer character, you ought to decide what her magical
and medicinal outlook is before the game begins.
Healing isn't quick or easy. This Path saps a certain
.
damage but carries special effects of its own:
Earthquake: The ground cracks open, swallows target
and crushes him for the damage indicated. He'll have to dig his
amount of energy from the healer - it's easy to burn yourself way out afterward (Strength roll against difficulty 6 until he's
out by healing too much too quickly. Magical healers often free). Normal damage.
have a strong sense of duty and compassion, and the traumas
of the World of Darkness often use up such people long before
. Fire: An explosion engulfs the target; after the blast,
the fire burns, inflicting half the usual damage, for one turn
their time. per caster's success. Aggravated damage.
This Path cannot heal aggravated wounds.

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. Lighting: A sudden arc of electricity fries the target.
-..,sg.

Roll: Manipulation + Occult Costs one Willpower


Any conductive material (metal, water, wires, etc.) shares
the damage with whoever happens to be connected to the . Effects
Two dice of damage
target. Aggravated damage ..
'. Rust: Any ferrous»metal object on the target suddenly
... Three dice of damage
Four dice of damage
rots. This effect destroys up to five pounds of metal per .. .• Five dice of damage
caster's success. No damage to living targets
I Sleet: A blinding sheet of freezing water slashes across
.... • Six dice of damage
the target, inflicting the damage indicated unless he s wear' • • • ' * * Eight dice of damage
ing some kind of insulation or is otherwise immune to the Disasters: Isn't it obvious? The attack rebounds on you.
A failed roll does nothing; a botched one sends the element
.
cold. Normal damage
Smoke: A thick, noxious cloud fills the area. Every» back in the caster's face, inflicting the usual damage.
within 10 feet per caster's success takes one Health
Level's worth of agora voted damage unless they've got some
sort of protection or (like vampires) do not need to breathe
HERBAIISM BREWING
This lasts until the damage level is reached (two turns at level This elemental Path allows you to brew natural ingredi»
one, SIX turns at levelfive, etc.). Aggravated damage to living ents into potions, salves, oils, incense, poultices, stews and
targets powders with real potency. It requires the Herbalism Knowl»
l Tanglewoods: Any living plants or dead wood suddenly edge to perform and usually involves dozens of harvested
lashes out, throwing splinters or thorns into the target. A lucky materials plants, mosses, grains, molds, earth and some»
magician might be able to stake a vampire this way, but it's a really times bodily fluids or remains, depending on the herbalist's
difficult proposition (five successes, difficulty 9). If the target practices.
I

happens to be standing amid thick vines or brush, the plants drag Many herbalists believe that the magic they work comes
him down and wrap him up (Strength roll, difficulty 7, to escape) through an affinity with the innate power of living things.
Most dispute the concept of will-driven magic, arguing that
.
Normal damage
Drowning Tide: Requires a large body of water; a all things have powerful properties (or inner spirits), essences
that must be respected. Herbal magic is not simple enchant»
strong current or sudden wave drags the target down, forcing
water into his lungs or battering his body (and boat, if he has men - it is a relationship between the wise one and the
one) for the damage indicated. (See drowning rules in the Earth.
main rulebooks.) To escape, he'll have to fight his way out Like the Enchantment Path, magical Herbalism de»
(Strength roll, difficulty 8). This lasts until the target escapes rands a certain investment of time, effort and material.
r dies. Normal damage. Only the right ingredients will do! The basic system for
.Dust Storm: A blinding cloud of dirt whirls through herbal magics works the same ways as Enchantments, but the
concoctions take longer to prepare. Each level of Effect
the area, scouring everyone within 20 feet per success for one
turn per Path level. Although this dust inflicts half the usual demands two to four days of harvesting, sorting, mixing and
damage, all living (or undead) creatures in the cloud get aging before the results can be achieved. This time can be
blinded for one turn per success. Normal damage reduced by a well»stocked pantry or ready garden, but will
almost never drop below one day pet level. These things take
Hitting a moving target requires a Dexterity + Melee roll
time, dearie'
(difficulty 7); striking an area lowers the difficulty to 5 but
offers the subject a chance to escape (see "Hitting a Target") Herbal concoctions are usually good for a single use and
The difficulty might be reduced if the subject is standing a single purpose. The potency of the broth, salve or brew
right in the middle of a briar patch, wading in the ocean, depends on the herbalist's successes (Intelligence +
walking through a desert, or otherwise surrounded by the Herbalism). A single success indicates a bitter batch that's
element in question only marginally effective, while four or more indicate an
especially enticing bit of work with double potency and a
Hellfire's a risky Path to pursue casters are not
pleasing form. Victims of the darker variety of Herbalism
immune to their own elemental spells, and most societies
should be allowed to resist the Effect by rolling their Stamina
consider Hellfire to be black magic. Many Hellfire cerro»
(or Willpower) against the herbalist's successes.
involve blood sacrifice, corrosive concoctions,
blasphemous incantations or favors to violent spirits, in Because of the slow and subtle nature of herbal and
addition to samples of the element in question. It's also worth brewing magics, their exact Effects are better left to stories
noting that such magics still demand the same ritual prep» than to systems. We encourage you to devise your own
rations that other spells require. If you want to use these arts recipes, using the samples below as guidelines.
in combat, it's a good idea to plan ahead.

Him n i i n n i n n m n n n u i i n i n n
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A A A A A A A A A A A A A A A A A A A A A
U U J U J U U J U U J J U U U U U U U U 1 I

Roll: Intelligence + Herbalism No Willpower cost lay this Path, and that they guard it still. Magicians who
Effects make soul pacts (see page 83) often receive the Path of
You may concoct poultices and brews that cure Shadows as their first "gift"; by learning to deceive, they open
minor aches or rashes, induce or prevent sleep, themselves to greater forms of corruption.
alleviate symptoms of slight illnesses, preserve foods Reflecting their sinister origins, Shadow castings often
when they would otherwise spoil, and other minor demand blood, dust, bone, tears or a combination of them all
effects that would never be considered magic. Dark magicians call upon their patron spirits, urging them to
At this level, your creations can quickly cure minor conceal the spellcaster's secrets, and sprinkle the subject
illnesses and pains, avert or confer pregnancy with with appropriate "blessings." As the shadows obey, the room
100% certainty, radically alter a person's mood, grows darker. Sounds blur into muddles, like whispering
discourage or attract animals or insects, induce or currents of half-hidden noises. If the magician prefers to
cure intoxication with a few sips, and other notice» distract rather than to conceal, he sends this muddle settling
able effects that, while not apparently magical, over his target's head; if he elects to hide, those impressions
seem remarkable. smear all observations. This blurring extends to machines
These potent concoctions can put people to sleep film fogs, tapes crackle and hiss, video recorders skip and
with a pinch, reduce the effects of deadly poisons lights dim slightly. The shadows swallow all.

II and serious illnesses, speed recovery of open wounds


and broken bones by 50% or more, put folks into
light trances or randy moods, and perform other
obviously unusual functions with amazing speed.
In game terms, you simply make the appropriate roll
The effect lasts roughly two turns (or two minutes) per
success and travels with the subject of the spell. You may cast
that spell upon any appropriate party (see below), or upon
Brews and items created with this level of Herbalisrn yourself. To peer through the shadows, an observer must
can accomplish some obviously unearthly things - make a successful Perception + Occult roll (difficulty :
adding one or two dots to a Physical or Social Trait caster's Path rating + 4), or must possess some mystical
for a scene, clearing up an infection in a few min- perception (Level One Sphere magick, the Clear Sight
utes, aid recovery from life»threatening illnesses Merit, vampire Auspex, etc.).
and such. Obviously, these effects are subject to Roll: Manipulation + Stealth No Willpower cost
both accepted local reality and Storyteller judg- Effects

..•.. ment; they are not sudden, flashy or long~lasting.


These are the magic brews of legend - sleeping
By shifting sounds or shadows nearby, you can
distract another person - she sees things "out of
potions, love oils, deadly poisons, healing salves, the corner other eye" or hears "faint murmurings in
instant cures, all»night aphid isiacs, flying oint- the distance." By casting the spell on yourself, you
ments and other impossible (or at least improbable) may "blur your edges," making it harder to recognize
solutions. Such potions, if they work, allow the you for who you are (add one die to Arcane, Dis
imbiber to defy conventional reality for a scene or guise, Intimidation or Stealth Dice Pools). This
two. Like Curses, the reality such concoctions dis- level affects one person or human»sized object.
place is open to interpretation. Did this person By "bending" the local shadows or sound waves
really fly, or did she just think she did' Did the apple you may disguise yourself to some degree, baffle your
kill her, or was there strychnine in the apple? words or cause the surrounding darkness to rise
Players should not merely drink some potion and Things get eerie when this magic kicks in; lights
turn into swans - the effects of the mightiest fade, shadows deepen, sounds become watery and
herbal arts remain subtle and subjective. indistinct. If such spells are cast out of malice
against another person, that victim's mind begins
playing tricks on her. If cast on yourself, this magic
SHADOWS allows you to add two dice to Dice Pools involving
The art of deceit has always proved rewarding. Building Arcane, Disguise, Intimidation or Stealth.
on the idea that shadows conceal the truth, black magicians As above, but more unsettling; darkness seems to
crafted this mysterious Path, a discipline that reworks light rise, colors seem to fade and sounds become mere
and sound to hide the magician or his treasures. bleats and thumps. A victim may need to make a
By making a servitor of darkness, you may hide yourself, Willpower roll (difficulty 7) to avoid minor panic
your friends or your property from casual inspection, or drive If you've cast this magic to conceal something, add
a helpless target to distraction and possibly to madness. This three dice to the appropriate Dice Pools.
is not, shall we say, a holy art; tales claim that demons helped

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The shadows may swallow two or three people or brothers. It's a difficult art to study, and it certainly leaves its
one large object. Sounds become completely indis» mark on you; for those with the talent and dedication,
t i n t and local cameras and recorders malfunction. however, the animal craft becomes a passion.
Unless a victim succeeds with her Willpower roll Shapeshifters tend to he wild»looking people, abrupt
(difficulty 8 ) , she breaks into a panic attack (or fear» and direct about their needs and shameless about fulfilling
frenzy, if appropriate). Engulfed in darkness, you them. The more experienced the shapechanger becomes, the
add four dice to Arcane, Intimidation or Stealth more animalistic she grows. As the line between human and
rolls under the right conditions; the swelling black beast thins, most "normal" people either shy away from the
cloud around you makes you stand out unless the magician or attracted by her, literally, animal magnetism. If

• ... area was dark to begin with.


By twisting shadows and sounds, you may drive your
you choose to follow the Beast Path, you ought to reflect the
changes that the art works upon your character.
target to distraction or even insanity, or conceal Learning this art requires intense study - study of
yourself from mortal sight. A victim who fails her animals, of other people, of bodies, minds and emotions.
Willpower roll (difficulty 8) becomes a terrified Before you can shift between forms, you must understand the
heap, shivering and weeping until the spell effects creatures you want to become. This bond often leads to an
fade. If she was afraid of the dark in the first place, odd combination of empathy and remove: On one hand, you
she might need extended psychiatric care. Any can look out at yourself from behind an endless set of eyes and
person(s) or objects within the cloud of darkness empathize with all kinds of beings. On the other hand,
become totally invisible unless some form of myst» though, you eventually understand the pragmatic, unsenti-
cal sight penetrates the gloom. Mundane technology mental viewpoint the animals share. To a beast, life just is.

•• • . simply fails until the magic ends.


*Everything within 50 feet or so goes black and stays
that way until the spell ends. This does not work in
Things happen; things pass. it's not always pleasant, but it
happens and then one day you die. Animals don't worry
about the things we humans consider so important; after a
direct sunlight. while, a master shapeshifter doesn't, either.
Disasters: An unsuccessful sorcerer may ruin his own In game terms, this art's pretty straightforward; a such
perceptions. A botched roll drops the Path's unsettling cessful roll transforms you into an altered shape. At lower
effects down around the caster's head, muddling his vision levels, those changes are limited and superficial; as you
until the spell runs its course. Some tales speak of shadow- advance, the alterations grow more distinct until you achieve
demons that emerge from conjured darkness to strangle the actual transformation. This costs one Willpower point each
sorcerer responsible. Given the left~hand origins of this Path, time the shift occurs, and demands total concentration.
such a fate would not he inappropriate... Although most magicians retain their own minds while
assuming a beast»shape, some risk still exists. Upon achieving an
animal state, you must make a Willpower roll (difficulty 6) to
SHAFESHIFTING keep your own mind. A failed roll sends you into beast mode.
The ancient providence of witches and shamans, the so- Every morning, you can make another Willpower roll at +1
called "animal art" allows you to take beast form for short difficulty per day. Some people never make it back, but dlat's the
periods of time. Spells for doing this sort of thing usually price of magic. . ..
involve prayers to the animals spirits, skins, bones or body As a side effect, you gain one additional Social die for
parts from the beast in question, body painting or other each Path Level you attain; this die reflects your connection
decorations, and trance states from which you awaken as an to your primal nature, and is especially handy during fights,
animal seductions or bonding sessions with real animals. A really
According to most mythologies, humans once were accomplished shapeshifter might also make small changes in
animals themselves, or were closely related to them at the her Physical Traits, reflecting her body mastery. The extra
very least. Some great act -an original sin or a god's blessing Social dice cost nothing to employ; additional Physical dots
- moved the humans down a slightly different track, but cost one Willpower point and require a small, quick spell to
most cultures still reserve a bit of respect for their animal set in motion.
cousins. A magician who masters the tricky art of beast» (Animal Traits can be found in the following books:
magic can turn back the clock, stepping into the form of her The Vampire Players Guide, The Book of Mirrors: The
Mage Storyteller's Guide, Ways of the Wolf and The Dark
Ages Companion.)

I l l 1 1 1 1 1 1 1 1 1 1 1 n 1 1 1 1 1 1 1 1
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W0IILD Of nnnnmm SOKl'EKEli
I A A A A A A A A A A A A A A A A A A A A A
U U u U u u U U U i I
Roll: Stamina + Occult
Costs one Willpower point to shift
another 110 return to normal
Effects
You may alter one minor phys
cal feature (eye color, skin color
nose shape, hair length, etc.)
You can change one major fea
tune (height, weight, build), or
several minor ones
You might make odd alterations
to yourself (grow claws, see in
the dark, leap great distances)
that normal humans can't pos
sess. At this level you can
add one dot to some Physical

..
• •
Trait.
You may transform into one particular animal shape
(cat, hawk, wolf, etc.) and acquire its natural
abilities. At this level you may also add two

..... dots to your Physical Traits


Any normal modem animal (no
gargoyles, dinosaurs, dragons
etc.) can be your new shape for
a limited time. The sizes range
from mouse to elephant
larger, no smaller. You may also
add three dots to your Physical
Traits.
• • • • • • Any animal you can stud
you can become
Disasters: Failing a Shapeshifting
roll changes nothing; you're still the per
son you were when you closed your eyes
Gods help you if you botch, however You might
assume some unexpected feature (whiskers, a
snout, excessive hair, etc.), lose your mind (see
above) or lapse into frenzy (see the Vampire or
Werewolf rules for specific game effects)

SUMMONlNG.l3INI)lNGl\Nl)
WAKDING
The most dangerous kind of magic, Summon
ing Path rites draw forth creatures-from rats or
birds to vampires or werewolves guard against

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them, or press them into service. It's a complicated Path,


loaded with precautions and Rituals, and even under the best
Binding dissipates. A Major Binding compels servitude until
some condition is met, and usually creates an eternal grudge I
of circumstances, it creates lifelong enemies No one, not even an animal, likes being forced into service
As with any other form of Hedge Magic, there are Some magicians prefer to use only Wards or Summonings
multitudes of Summoning styles, from simple pagan appeals to protect themselves or to call upon aid. Only a fool would
to the creatures of the goddess to elaborate medieval rituals, dare to lay a Binding without protection, although
Aboriginal soul-snarings and modern black magic compul sorcerers have tried. Dismissal Rituals offer the magician
sons. Few such spells are designed with politeness in mind some sort of compromise. If the rite is successful, the Sum
most order being to appear bind him magically when mored being will leave in peace - for the moment, at least
he does, and keep him at arm's length until he does what you The forms these Rituals take range from dancing around
want him to do. The style of magic and outlook of the a consecrated mound to human sacrifice, bended»knee prayers
magician will have plenty to do with the Summoned creature's or intricate circles that take days to engrave. Players and
disposition - and its desire for revenge Storytellers should play such ceremonies to the dramatic
Most Summoning Rituals require long preparations hilt. Calling a creature and compelling it to obey is strong
You don't want to compel something, especially something magic indeed
powerful, to appear without covering your ass first. These The bare»bones systems for such actions work as follows
protections require different Rituals (see "Rituals") Warding: The magician lays some sort ofl\l(/ard (a
separate one for each different kind of being. After these pentacle, a triangle of salt, an offering of food and good
Wards are laid, the Summoning begins. This too requires a liquor, gold, herbs, a plate of wolfsbane and blood, etc.) and
specific Ritual; one cannot Ward against a dog, then Sum- rolls Wits + Occult (difficulty is the Path's level + 4). The
mon a vampire Fir all when the creature does arrive. a target of the Ward will have to spend one Willpower per
Binding may be laid to force some kind of service. A Minor magician's success to enter the area protected. A Ward lasts
Binding merely requires one task to be performed before the

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for one scene per success. A fair but devious Storyteller might with a healthy bribe attached). A simple Wits + Occult roll
make the Ward roll herself, leaving the magician to wonder with normal difficulty "persuades" the Summoned one to
whether or not his Ward will hold ! leave without ripping the wizard a new asshole. This does not
I This Ritual acts like countermagick (one die per suc» prevent later animosities, but for now, the being will leave
content. This Ritual will not work after a Major Binding has
cess) or reduces any incoming Gift or Discipline by one dot
of effect for every one of the wizard's successes. Wards do not, been attempted.
Hedge Magic Summonings work only on material be
.
however, restrict gunfire.
Summoning: After a long series of recitations, ings. Ephemera handles spirit»dealings, while Daimonic
Summoning or the Dark Sorcery Path of Summoning (see
entreaties and preparations, the wizard rolls his Charisma +
Occult with the usual difficulty. He must accumulate twice The Book of Madness) handles Otherworldly entities. Vam
as many successes as his target's (permanent) Willpower piles, werecreatures, rages and changelings can counterattack
rating, making one roll per hour. The range of the compul» with their own magical abilities unless a Ward or some other
sign is one mile per level of the Path rating used; a Path Level outside force prevents them from acting. This Path is best
Three Summoning, for example, has a reach of three miles. performed with allies standing by to help.
Once the call is sent forth, the first such being within the area The Rituals above need not be performed together
of enchantment will be compelled to go to the wizard as Bindings or Wardings can be used on their own if the
rapidly as possible. circumstances permit. Players and Storytellers should be
This magic does not instantly conjure a creature out of flexible, dramatic and fair when running such Summonings
thin air. The Summoned one comes atherownspeed. If there This magic Path could stimulate either suspenseful storytelling
isn't a suitable being in range, the wizard may have to or intense debate.
continue until he finds one. For each Willpower point spent, Rolls: Wits + Occult (Warding) No cost
he may add another mile to the range. This is a dangerous Charisma + Occult (Summoning) No cost

.
tactic, because if it works. . .
Minor Binding: Once the subject arrives, the
Manipulation + Occult (Binding) Costs one
Willpower
magician can try to compel her to service - if he dares! A Wits + Occult (Dismissal) No cost
Minor Binding pits the wizard's will against his subject's,
using the Immutable Laws of What Is. True Mages claim that
Effects
such a contests pit one Avatar against another. .. with
This level's Rituals affect only small animals
perhaps a bit of outside help from other concerned parties.
rats, bats, birds, lizards, etc. You may Summon three
To affect a Minor Binding, the wizard spends a Will- of these creatures per success.
powerpoint and perforrnshisRitual (Manipulation + Occult) .
The higher mammals (chimps, dolphins, cats, dogs
His target rolls her own Willpower (difficulty of the wizard's
wolves, apes) may be Sumrnoned and controlled at
own). If she wins, the Binding has no effect. If she loses, she
this Path level. You may control two of these per
must perform one task for him before she is freed. This should
success.
be spelled out in as complete a form as possible. Rest assured
that any Bound being will be looking for the way out. Normal humans can be Summoned at this level. If
. Major Binding: The system for a Major Binding
you want to compel someone to arrive, you'll have
to obtain some personal effect of hers and add it to
works like a Minor one, except that both parties extend their
the Ritual. This spell summons only one person at
rolls to amass 10 successes. For each roll, each party spends
a time.
a Willpower point; whoever reaches 10 first (and still has
Willpower left over) wins. If the Summoned one loses, she's Minor supernatural beings (ghouls, Kinfolk, other
bound to the wizard until some condition is met. This
censors or familiars, fiori, etc.) can be brought
"contract" must be specified at once and can be anything forward and Warded. The limitations of normal
humans apply.
from "Until my hair goes gray" to "Until Haley's Comet next
approaches Earth," so long as it is a possible event (concep»
..... Major supernatural beings (vampires, werecreatures
sons of "possible" can get pretty fluid, however! ). rages, faeries, and some types of earthbound on
stems) can be Summoned and Bound with these
.
If the wizard loses, he's toast.
Dismissal: If the wizard wants his subject to
Rituals. Only one individual can be so treated, and
some bit of fur, blood, armor, clothing, etc. must be
depart in peace, he performs another Ritual (involving some
used. This is really dangerous territory; one blown
sort of thanks, a benediction and a request to depart, usually
roll and. ..

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such work. Certain designs are considered essential -=- pentacles


Path Rituals of various kinds, a circle and some holy or unholy text and
This Path gives you the knowledge you'll need to employ certain offerings are considered polite. The particulars depend
these Rituals, but does not grant you automatic command on who you are and what you want; an American Satanist and
Each different kind of subject, whether bird, wolf, or vam- a _lowish Kabbalist would obviously call upon different entities,
*1 has a unique set of Rituals, and each Ritual must be
and employ different instruments to do so. Once the prepara-
purchased separately. tions have been arranged, the Ritual begins. Each type of
Let's say you wanted to Summon a werecat; that would Othenvorldly creature demands a certain kind of call; it wouldn't
require a Level Five Ritual designed especially for Baster. do to summon a Christian angel with a rite intended for a
You couldn't use the same rite to call a Garou, nor would that Chinese devil.
Summoning Ritual Bind the Bastet. To Summon, Bind, Although their origins are as mysterious as their powers,
Ward and Dismiss a werecat, you'd need five dots in the Path, the gods do indeed exist. Some sources claim that every
plus four three~point Rituals. It seems expensive, but this is demon, god and celestial host in human history has a coLln»
an especially powerful type of magic! terpart somewhere in the Endless Realms. Each magical
Warding, Summoning, Minor Binding, Major Binding practice has its own rites for calling upon its gods. These
and Dismissal all require separate Rituals as well. Rather Rituals can be very hard to find, but if you're resourceful
than write out an exhaustive list of Rituals -- Summon enough, its tools are at hand. Once the invocations have
Bastet, Bind Bastet, Ward Against Bastet, etc - we can been performed, some entity - hopefully the one you're
simply assume that Rituals exist for any sort of creature found looking for - arrives within the circle. Once the creature
within the World of Darkness. Each Ritual corresponds to appears, you'll have to be clever, strong-willed and fortunate.
the appropriate Path level; an eagle-call would be Level One There are reasons the gods do not walk the Earth, and one of
while a human»Summoning spell would be Level Three and them is because those gods don't wish to be disturbed .
This art tears a hole in reality as we know it. Most manifes- l
Unlike most other Paths, Summoning, Binding and tations shift the environment in their favor, whipping up storms 1
Warding has only five Path levels, not six and setting rooms ablaze while others simply appear in near»
human form and ask "What do you require ?'" in deceptively soft I
voices. These are usually the ones to fear the most. Depending
SUMMONIN(i.BINDINGANDWARDING on the entity, the summoned one may be angry, resentful,
pleased or afraid; most tend to be in a bargaining mood when
II)AIMONlC) they appear, however, and despite their horrific threats, seem
Wizards have always excelled at godplay. Safe (they interested in helping - for a price.
believe) in their sigils and wards, practitioners of the mystic Ah, yes - the price. This too depends on the creature you
arts have always sought to command the Otherworld. Through have summoned. Obviously, an angel won't demand a crucified
this art a perilous one, to be sure - an accomplished baby, though she very well might demand an oath to God or
magician can do just that some oder charitable act be performed in exchanged for her
Unlike Ephemera (which creates a passage from the services. Most Otherworldly creatures have fairly obvious tastes;
spirit world), this Path opens a direct gateway to the Mammon, the demon of wealth, seems more eager for jewels and
Otherworldly Realms and invites an occupant through for a golden offerings than, say, Darnballah the Burning Serpent of
while. With the proper charms, offers and protections, you Wisdom. The "fee" might be negotiable, but Otherworldly
L call an incarnate elemental, a demon, an angelic being
beings drive very hard bargains.
or even a totem avatar. Tales claim that a powerful sorcerer Once the price is agreed upon, the summoned being
can summon the Devil himself, but the nature of that entity performs one service, then departs. The length and nature of the
may be up for debate in the modem world. The wizard could, service depends on the Binding (see below) and the wizard's
of course, summon a devil, and assuming he was strong power. No wizard can compel a major manifestation to remain
enough to hold it, actually demand some service in his service indefinitely, however; sooner or later, the being
In story terms, this is the most hazardous kind of magic will break free. Any human stupid enough to contain it will then
imaginable. No one with half a brain performs it carelessly, suffer an appropriate punishment unless some really hard bargain
though some poor fools have been known to do just that. A is struck. It's far safer, therefore, to ask a brief service, let the
proper summoning demands ritual tools galore designs, being fulfill it and set it free without further coercion than it is
elements, swords, candles and some form of offering for the to try to make a pet out of an unearthly creature.
invited party - and lots of preparation. Ideally, you should
bathe, meditate, pray and fast for at least a day before attempting

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In game terms, this variation works exactly like the Scratch - or some other Greater Entity, Celestine
normal Summoning, Binding and Warding Path; the stakes or Divine (capital D) avatar - may well appear
are simply much higher. Otherworldly beings have inhuman Such beings are not bound, only begged. If you're
levels of Willpower; few mortal sorcerers can keep up with a nice, it might help you.
full-ftedged demon, .let alone an angelic being or a divine
avatar. A Major Binding (see the previous Path) demands 15 Disasters: You really don't want to know. Ever heard of
successes, not 10, and if you lose this contest, you lose big. the Hell of Being Skinned Alive. . .?
Otherworldly entities tend to have many powers at their
disposal, and it's perfectly reasonable for one to try to take
you home for its own amusement if you've tried to imprison WEATHEKCKAFT
it yourself.
One of the most revered yet terrifying abilities of the
(The following books have a variety of Otherworldly traditional witch is her affinity to storms. In a good mood, the
creatures for Storytellers to choose from: Beyond the Barri» weatherwitch might water the fields, nurture a harvest or
ers: The Book of Worlds, Axis Mundi: The Book of quench the patched soil; on a more destructive whim, she
Spirits, Werewolf: The Apocalypse, Mage: The Ascen- might call the thunder, chill the crops or whip waves to a
sion, The Book of Madness, Vampire: The Dark Ages and frenzy. Although some cultures (notably the tribal Africans)
Dark Ages Companion. Full descriptions of the Otherworldly connect weatherwork to male sorcerers, most folklore draws
hosts and their abilities can be found in those sources.) a parallel between woman's fertility and the bounty of the
Roll: Wits + Occult (Warding) No cost Earth and elements. Hence, this tends to be a feminine art
Charisma + Occult (Summoning) No cost one that has awed men since the dawn of magic.
|

Manipulation + Occult (Binding) Costs one As a weatherwitch, you can summon and shape the
Willpower environment to suit your needs. Temperatures may rise or
Wits + Occult (Dismissal) No cost fall; winds may surge or still; at the greater levels, tempests
may literally be brewed in teapots and directed at your
Effects enemies. While Weathercraft is a slow and steady art -
A minor Summoning calls forth a simple entity -
rites and effects are measured in hours, not minutes the -
forces it commands are awesome to behold.
a weak elemental spirit, or Minion Umbrood, an
infernal host creature or a spirit~animal Gaffling Weather rituals usually involve sacrifice and sympathy
that serves a greater totem. The caster draws the connection between a living being
(often, but not always, herself) and the elements, calls the
This slightly more powerful version of a simple
attention of suitable spirits, and asks them for a favor. By
Summoning calls a fairly potent or intelligent mi»
giving the spirits something in return (often blood, occasion
nor entity.
ally a whole life), she completes the circuit between woman
The lower infernal and celestial hosts are at your
and weather, and shapes the latter to her will. Even the most
disposal; elementals of some power, demonic servi»
benign workings demand some powerful sacrifice. To con
tors, minor angels,]amak spirits and minor]agglings
jure a wind, you might shed a drop or two of blood; to conjure
attend thi.s level.
a storm, you may have to kill an animal, a person, or even
Powerful entities - infernal tempters, Umbrood yourself, depending on your beliefs, practices and patrons.
Preceptors, powerful ]agglings and lesser angelics
In game terms, things get a bit simpler. The Path level
- answer the call of the powerful and crafty sor- determines the power of your influence; a series of rolls -
••• •. cerer who understands this level's secrets.
The lesser Lords- demon barons, Urnbrood Lords,
played out over several turns or even scenes - builds the
power of the storm. Once the weather patterns are in motion
totem avatars, greater angelics and the most power» the Storyteller takes over, describing the results in dramatic
ful elementals - might answer your entreaties. detail. Some spells provoke drastic effects - thunderstorms
Such beings are fairly powerful; a Greater Binding hail, tempestuous seas, etc. - which rise then quickly
against one requires 20 successes or more, and the disappear; others create more subtle but enduring climates
summoning area will probably bear traces of the soft rains, cool breezes, warm days, fertile soil - which may
entity's presence for decades to come. last for days or even weeks. Generally, the most dramatic and
° ° ° ° ° ° l f it is indeed possible to summon the Devil, a damaging weather lasts for a few turns then fades, while slow
sorcerer of this level would know how. Although and gentile changes endure indefinitely. The successes rolled
such an entity would never send his only personal may affect the weather patterns to some degree, but destruc
form to such a meeting, an incarnation of Old five tempests tend to dissipate quickly.

4-

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..................... ....... . . . ............................ magic), the weather patterns you shift will manifest in other,
. ......................................... less-obvious ways across the region. While small spells a
. . ................
... ....................... sudden shift in room temperature or a single breeze may be
.. ............
cast quickly, it takes longer to rouse a tempest. Assume that
large workings require at least one hour per Path level to set
...... in motion. Once they begin, Weathercraft magics are hard to
... undo - a counterspell will have to negate a lot of successes
........... to shift the balance back to where it was. Even then, the
..
.........
effects of a conjured storm linger for quite a while. Imagine

....... ... the weather as a pond surface, then picture Weathercraft as

.. ...... ...... ... a rock tossed in. A small rock might skip across the waters,
.
..... ......
but even then the ripples spread; a larger spell becomes a
......
..... .. stone or even a boulder. The most successful workings still
......... ............... make waves; botched workings can send those waves CT3Sh*
.... ..................... ing down on your own head.
............
. ....
.. .... Roll: Manipulation + Occult Costs one Willpower
........ ......... Effects
...... ....
............. You may conjure some small, sudden disturbance
..
............ . .. -- a cool breeze, a room-temperature drop, a flare of
. ..... ...
... ...... .. candlelight or a slight tilt in the local environ»
....................
. . rent a richly fertile garden, a softening of the
... .. .... light in a single room. Neither option inflicts any
.
......... .... ......... form of damage. Requires at least one success;
.... .
... ........... affects roughly 50 square feet.
. ... .... You may do any Of the above in a larger area.
.......... .........
. Requires a t least three successes; affects roughly
.......
.......................
1000 square feet.
.......... ............ Drastic changes become possible; you may raise or
......... . ..
.
lower the local temperature by as much as 30°,
..... WNW ................ conjure strong winds (up to 30 mph), summon a
........ ........... ... rain shower or cause existing light to brighten or
.
............ ............... .. darken by dramatic degrees. On the "softer" side,
..... ..• .... .. you may enrich a large field, cool or warm a house
..... ....
. 1
for several days or stir strong currents in the local
.•......... .. •
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agingperse, they might eventually lead to accidents,
....................... ....
.............. crop failures or bountiful harvests. Requires at least
five successes; affects roughly a mile or two.
Storms rise at your command; drastic weather
changes include driving rains, winds of up to 40
mph, sudden cold snaps or hot spells (up to 40°
difference), or a rapid crop failure or bloom. Subtle
effects include vastly improved harvests, homes
that remain cool or warm despite the temperature
outside. You may also cause "boosts" to existing
climates (longer rain showers, colder winters, strewn»
,-,¢1=*;2* ' / ~ L. I get currents, etc.) that may extend a natural weather
._

Y(( pattern for days. An additional Manipulation +


Occult roll (difficulty 7) during an existing storm

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may direct some damaging phenomena - a light- • • ' • • 'You may call the most destructive kinds of storms
ning bolt, hailstones, powerful waves, etc. - to tornadoes, hurricanes, monsoons, floods, killing
harm a specific target. With the exception of light- frosts, ocean tempests, raging thunder, dust storms
ning bolts, this attack inflicts non»aggravated crop blights, dry spells, etc. Damage from the worst
damage (four Health Levels + caster's successes; a effects may inflict six Health Levels + attack
new roll must he made for each attack). Conjuring cesses. Dramatic storms last for an hour or less. but
such storms requires at least 10 successes; this level slow, subtle changes can drag on for weeks. These
affects roughly five miles. weather patterns disrupt the local climate for weeks
..... You may alter the climate as above, but over a larger or months afterward. Requires at least 20 successes
area (10 miles or more) and for longer periods of affects roughly 20 miles.
time. Weather»based attacks inflict five Health Disasters: The weather is not twisted lightly. Even failed
Levels + successes on a separate Manipulation + rolls create eddies in the local climate that might lead to some
Occult roll. Requires at least 15 successes. odd phenomena in the coming days. Botched rolls send disas
troys forces into motion, especially if they come during large
workings. An unlucky magician might find herself roasted by
her own thunderbolts or drowned in her own currents.

1-
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The first and most important effect of a living mythological


symbol is to woken and give guidance to the energies of lie]
Ioseph Campbell, Myths to Live By

Again, the dream


I am jaguar running through the forest. My heart is pounding
with my paws and legs, I nimbly leapfrom ground to tree branch back A SOLITAIII' "Ml"
to the ground, rating along the jungle path my belly low to the floor Many sorcerers practice alone. Most join a society at
What am I hunting some point. After all, it's hard to learn how to drive when no
around to teach Given the treacherous nature of
ThiS time, the dream is clearer. I can see now the foliage :had
was simply a murky green shadow before: here a cohune tree occult societies, however, many magicians (and Awakened
there gumbolimbo, there palm. Is it my dream that has become so mages for that matter) go off to follow a solitary path for a
clear, or have I simply learned that much more time. Without the freedom to drive on the open road, it's
pretty difficult to learn how to handle yourself - especially
Ahead in the path: a fewdeflance, its immense serpentine body
if the teacher keeps yanking the wheel out of your hands
coiled in a deadly loop. This time I see it, though. In the first dream
I was struck, blind to the serpent's presence, its venom pierced my The following character templates depict young aspir
heart and threw me into fatal spasms. The second dream, I saw it in magicians, travelers without a craft, armed with
but too late to avoid its fatal strike. This are, I avoid it and fly past. confidence vision and lots of attitude. With some slight
modifications (changing the Paths to Sphere ratings and
And there. aheadofmein the path, another serpent. But this one
Arete), these characters work equally well as Awakened
looms before me, and I hear my mentor's voice: 'To become one with
Orphan solitaries. Take them where you
the spirit world is to become one with the natural world. The
different; those who are blind to one world cannot see the other
Praise the spirits, I am no longer blind

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ANTIOUAKIAN
The last and greatest art is to limit and isolate oneself.
]ohann Wolfgang von Goethe
Quote: Unless you have something to trade, go away. I don't have time for the likes
Prelude: Books... so many books. Fascinating, really, when you consider the
permutations of the human imagination and experience. So many things to read. So
many facts to discover. You read them all as soon as you could. Soon, you
discovered that facts were power. Considering what happened with your so
called peers in school, you needed all the power you could get.
They beat you up, the Philistines. Tore your books to pieces, blackened
your eyes, left your glasses shattered on the curbsides and went away laughing
More times than you could count, they shut you out for your love of learning
The teachers saw nothing, did nothing. They who should have fostered you
shielded your tormentors instead.
Until you discovered magic.
It is real, you know. Wrapped in dusty books, disguised in ancient
riddles, epitomized in a thousand symbols. With practice, you learned the
subtle arts and walked the shadowed path. Let the others laugh you -
learned secrets that would send them screaming into the night, and you
were glad
As your age and fortunes matured, a lifelong obsession with learning
birthed a library of your own, and a collection of ancient oddities as well.
Through shrewd machinations, you established a network of sources and
allies to acquire new and interesting items. When those methods fail, you
prowl the night like a thief. There are astonishing things to be learned in the
hidden comets when you've got the soul of a collector and the mind of
magician
Concept: An obsessive connoisseur of knowledge, especially of the forbid
den kind. Delving into darkness has given you an edge more-squearnish collectors
lack, and you exploit it (and your contacts) for all they're worth. If any other
person has ever shared an intimate moment in your life, you don't recall. Such
nonsense is for those less learned than yourself
Roleplaying Hints: Never fight when you can deceive. Never steal what you
purchase at good rates. Speak eloquently yet hurriedly, as if the thoughts
= bubbling so quickly from your mouth that a moment's hesitation would c
inspiration to escape. Note all details; look for an advantage, and impress everyone
with the fact that you know too much for their own good
Magic: Though the books at your fingertips reveal a host of magical theory, you
understand classical magic best. It's reliable, precise - a mark of distinction. Not just
anyone can master such arcane formulae. To command the elements as you do displays
true discipline and art
Equipment: Notebook; several pens and pencils; pocket tape recorder; large roll
of cash; reading glasses; conservative, sensible clothing

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There are two great pleasures of gambling: that of winning and that of losing
French Proverb
Quote: (James Bond theme song softly whistled.)
Prelude: From infancy, your life's been one dare after another
From the boys, you learned to climb trees and fight. From the girls
you learned to pass notes and put on makeup. Both "sides" had their
double»dares-yous, and you went for it every time. Some stunts damn
near got you killed. but it was worth it
It all went to hell when you turned 16. Mom died and Dad
didn't want to be bothered. He called problem child and
sent you off to rehab. Two years tater an open
attitude problem and a set of skills that qualified you for all sorts
of "extralegal" pursuits. So what were you gonna do, join a
typing pool? lt wasn't long before you got caught again, and this
time you were of age - shit
That's where you met Marion, a slink chick with connections
charm and some interesting talents other own. She introduced YOU to the
goddess and showed you how to break all the rules. More importantly, she
gave you focus. f a i l a sense of purpose. After your parole, Marion took
you around to meet some friends. They seemed impressed. One claimed he could
set you up with the ultimate dare if you were interested. You were. He did
The academy was hard. They trained you for years - disguise, languages
explosives and more. They taught you to lie, steal and kill for your country, and
loved every minute of it. The thrill didn't come from patriotism, but from the high»octane
msh of another challenge. Now you play the grown»up versions of those kids games, but
the stakes are higher. You play for keeps, my friend. and love the
Marion's still close. and it's a good thing, too. It's easy to lose your head when you're
]are Fucking Bond. The rituals she taught you come in handy every now and then, but
you'd never call yourself a magician. Still, it's nice to have a few extra tricks. Every once
while, you chill out and take a little time with Mother Moon. Maybe someday you'll
mellow out and leave the agency behind. For now, though, life is a game and survival is,the
jackpot. So far, you've been a winner
Concept: A thrillseeker with a mission. Although the seriousness of this job isn't lost
on you the real payoff is bucking the odds. You're determined to be the best in the
business - a treacherous business - and you learned long ago to watch your back and
take nothing for granted
Roleplaying Hints: Death on two legs, baby. Under the attitude, you're kinda
seared, but that fear never shows through. When you can, get away and focus yourself.
Magic has taught you discipline, and it's given you a place to run when your person
gets too thick to let you breathe
Magic: Your Wiccan practices emphasize small, subtle spells channeled
through incantations and simple herbs. Healing helps you corne through shitstorms
more or less intact, while Weathercraft keeps the wind blowing your way
Equipment: Stiletto, disguises, forged IDs, Walter PPK, lockpicking set
rninvcainera hidden pouch of herbs, lots of tiny gadgets, phrase book for
language

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Know ye, then, that the Soul which has found God in the Ineffable Light is
at fast freed from death and rebirth, grief and old age of spirit. Such Soufs have
d-runk deep of the water of immortality
- R. Swinburne Clymer, MD., A Compendium of Occult Laws
Quote: I know what it is to sin, and I understand what in is to be saved!
Prelude: ] s u s came to see you on your 25th birthday.
Before that, you'd been a badass. A literal hellraiser with beer
breath and blood on your fists. It wore you down quick, though. By 25, you
like a whitewashed shack, pretty on the outside but termite
ridden on the inside. When Billy Ray shot your dumb ass outside
Skillets, he was just putting the finishing touches on what you'd
already done to yourself.
] s u s did not let you die. Oh, yeah, you wanted to, it hurt
so bad. Lay if' there sucking air through a plastic tube while
nurses held their noses. Happy birthday to me, you thought as
you nodded off, ready to feel the Devil's pitchfork in your butt
That thought scared you. A lot. For the first time in a long
tune, you started to pray.
Hey, it worked. The Lord God walked right out of a
cluster of doctors, took your hand and taught you The Word
You cried all night while He held your sorry-ass sinner's paw
and spoke to you in low, loving tones. For the next few weeks,
He told you His plans for the world. When the docs kicked your ass
out of bed, ]esus guided you out the front door and back into the garden
of sinners
No one liked you anymore. Seeing the way you had acted before, you
could kinda understand why. Like that guy who made fun ofjesus on the
way to the cross, you've gotta walk forever without resting. That
though. When you get used to it, living outside ain't that bad. It gives you
lots of time to spread The Word, that sweet Gospel that brought you back
from the edge of death. ] s u s gave you the gift of prophecy before He left
and you use it to bring other sinners closer to God before it's too late for

Praise God, you've been saved. Do His good work.


Concept: A wandering madman with the light of God in his eyes
folk's standards, you talk crazy and act real weird. That doesn't matter. You've
got a mission and the gifts you need to carry it out holy miracles and skills
honed by the Devil but tamed by the Lord's hands. Once a sinner, you've
redemption through The Word
Roleplaying Hints: Stare. Talk loudly. Gaze into each sinner's eyes and tell
him your story. 'When you see a soul in need, pitch in to help -
step in front of a semi, whatever it takes. Jesus charged you to protect the weak
His Will be done
Magic: The Word is your focus and prayer is your guide. Without those
blessings, you are nothing; with them, you can see the future, speak with authority
and help folks who need a bit of healing
Equipment: Dirty clothes, tattered Bible, broken toys, salvation pamphlets lifted
from phone booths and tables (you can't afford to buy your own

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And I can see Right through you
- Faith & the Muse, "Hand of Man"
Quote: Don't ever speak to me that way again. You might nor like what will
happen
Prelude: They always said you were weird. You decided to prove it
That really wasn't much of a stretch. School's dull, peppered with
cheerleaders, broadheads, geeks and wannabes. They used to l a g
you, but now they whisper instead, and keep their distance. You know
things, and the pathetic losers around you can tell. Now nobody wants
to get too close
Good.
It started with the books. Hey, it's not your fault you could read
before most kids could talk. Maybe the Horned God was trying to
tell you something. While Mom and Dad fought, you retreated to
your room, curling up with Mercedes Lackey, Tolkien and MZB. In
time, your tastes grew more sophisticated: Rice. Gardner. Crowley
La Vay. De Sade. The darkness drew you in. Finally, you answered.
His name was Walter, but he called himself Ace. Your
candlelight fumbles with spellcraft and sex led to a deeper
awareness. For him, it was a lark; you, however, heard the Horned
God call from beyond the flickering lights, and you sought him
out in sweaty fantasies and moonlight walks. The knowledge
burned like a molten silver thread, and you chased it through the
night, away from the hollow crucifix in Mom's bedroom and into
place where good and evil are chess pieces moved by the same
hand. Stefand the other coven members met you there and initiated
you into truths that Ace could only brag about
Yeah, you're still in school. Why cause trouble for yourself b
dropping out early' In a year or two, you'll be free. Free of Mom and her
constant bitching. Free of Ace and his stupid games. The coven
prepared a place for you; when the shit gets too thick, you can seek solace
there
Time is on your side.
Blessed be. Or else.
Concept: A teenager who knows more than most people do, but less than
she believes she does. While most of your "occult wisdom" comes from the New
Age section of your local bookstore, you do possess a bit of real insight
Unknowingly, you've entered a crucible; the next few years will shape you
you never expected. Raw and full of attitude, you believe you'te something that you
really aren't. Still, you do have power. Pray it doesn't destroy you.
Roleplaying Hints: Young, arrogant and deadly serious. Aside from your
coven, the world is full of clueless fucks. Initiation into the mysteries has given you
real attitude, and that's just fine with you. Mutter darkly about the wisdom
possess. Stare at people with a mixture of threat and contempt. The darkness
playground. Remember that as it enfolds you
Magic: Modern darkpagan store-bought craft. You recite the spells in
magic books and weave minor workings with invocations to the Horned God
Equipment: Athatne, wellsthumbed W/itch's Bible, black clothing, pentacle neck
lace, clove cigarettes, copies of Blue Blood, Con Tours, Green Egg and Permission

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Rolling me down the highway
Moving ahead so life
Don't Pass me by
- jim Cloche, "l've Got a Name"
Quote: Don't fence me in!
Prelude: From the start, you were drawn to the music of the
open road. Legends of hikers' freedom drowned out the boredom
of suburbia, and you longed to wander the countryside. Never
mind that those highway tales were older than your morn
You wanted to go out on your own And one night, you did
With a backpack of possessions, you put your thumb to
the wind and your feet to the asphalt. Young and pretty
you found plenty of willing rides. Soon, you learned to be
more discriminating about which offers to accept. Still
all, things weren't that bad. When you got hungry
people were always ready to buy you a meal, and they
didn't ask that much in return. The Cat saw to that
The Cat has been a part of you since your first period
A secret from your parents, she's part of that wandering
spirit that led you away from home Ln the first place. After
a series of, um, mistakes, you learned to control The Cat
now she comes when you call her and stays put otherwise
well, usually. The hiker's life satisfies you both
There's a price, of course. There always is.
You've become one of those urban legends, one of
those reasons so many others fear the open road
The Cat is never far from the surface, and every
J often, she needs to be fed. For the most part,
the corpses belonged to assholes who didn't
deserve to live. You don't like to think about the
bystanders who were in the wrong place when. . .
Well, let's just say the road is a wonderful place to be
especially for a girl with your talents. So many things to
see, so many people to meet '
Concept: A flighty kid who turns into a cat big
dangerous cat. You're young enough not to care about the big
picture, and have all the time in the world. Someday a real crisis
may get you to change your careless ways. But for now, the wild life is the
only one worth living
Roleplaying Hints: Like a kitten at play, you swat at everything view. Your onl
concerns are immediate ones -- food, shelter, survival. and fun. and not necessarily in
that order. Your attention skitters from one shiny object to the next without much
forethought. Live for the moment and let the world take care of itself
Magic: What's magic' You're a weird prodigy with slumbering powers and
idea what to do with them. (See the Path Natural Merit.) Despite appearances, you're
not a member of the Changing Breeds, nor do you know anything about them. As far
as you're concerned, you're a freak of nature. Maybe the right mentor could teach
how to focus those talents, but for now you're on your own
Equipment: Backpack full of odds and ends, the clothes on your back.

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There shall be not be found among you anyone that


moiketh his son o'r doughier co pass through fire. or seth
divination. or an observer of the times, an enchanted, a winch
charmer, a consulter of familiar spirits, crr a necromancer
Deuteronomy 18: 10-11

SOKCEKEKSOFIIEFUTE
Magician? Magus ?\X/ho can tell the difference ?So many said to have passed on in 1794. Horribly tortured for their
individuals have been attributed with magical powers that practices, these sorcerers may have had the last laugh
compiling a "definitive" list of sorcerers would be an endless their tormentors after all. According to the Ancient Order
task. While several legendary figures Crowley, Simon of the Aeon Rites, Cagliostro's infamous Elixir of Life proved
Magus, ]ohn Dee, Cadaerine de Medici and many others to be more successful than its creator expected
often credited with full Awakening no one really knows
Born in the early 1740s, this Sicilian magician went on
the true talent such practitioners possessed. The sorcerers
to charm courtiers and commoners alike. A renowned a c h e
listed below are but the tip of an iceberg millennia old and
mist, healer, spiritualist and conjurer, Alessandro Cagliostro
fathoms deep. While it's unlikely that these "midnight
founded several occult societies, gave generously to the poor
missionaries" have attained True Mage status, no one who
foretold the French Revolution and fabricated a life story of
has heard their stories can dispute their obvious abilities
charming absurdity. Accompanied by the beautiful Lorenza
(whom he deified as a goddess to his order), the count
I COUNT CAGLIOSTKO AND LOKENZA rl8uclAnl fed Europe's rising fascination with the unseen world. AI
The Divine Cagliostro" supposedly died under Cathe though probably un-Awakened, both Cagliostros certain
lie "custody" in 1795; his wife Lorenza, an accomplished trucked with True Magi, spirits, demons and the Kindred
magician in her own right, was imprisoned in a convent and throughout their colorful careers. Toasted by aristocrats

i 1 1I 1 1 1 1 1 1 1 1 1 1 w 1 1 1 1 1 1 1 1 1
v v v v v v v v v v v v v v v v v v v v v
WOIILD of D.»\KliNESS= SURCEREH
II
L L A L L A A L L A A L A A A A
* l $ I I I A I & l I W l W W W I I I I I I I I I I v
from Italy to Britain, they eventually fell prey to jealous
rivals, bad fortune and finally the church, who imprisoned
them in the 17805.
According to mortal histories, the Cagliostros met their
painful ends soon afterward; both, however, had consumed the
Elixir of Life prior to their imprisonment. When the sorcerers'
bodies gave in and were buried, the revitalizing effect of the
potions took over. Common wisdom holds that both Count
Alessandro and Lorenza dug their way free and fled Italy forever.
One tale claims that Lorenza escaped first with the help of a
II
.

faidrful lover, went to her husband's grave and found him too
dissipated to leave; another version has things the other way
II I

around. The Brotherhood of Saint Hermes speaks of Lorenza's


conversion to Christianity; supposedly, Count Cagliostro found
his wife alive, but quarreled with her when he learned she had
joined their enemies. Bitterly split, the two parted ways in 1800
and have not spoken since. Both have supposedly formed new
orders, the ritualistic Tenth Seat of lehova and the Christian
Light of Our Lady, a cloistered order. Although the Brother»
hood offers some compelling evidence of their tale, most
authorities doubt the truth behind it.
Alive or dead, Count Alessandro and Lady Lorenza
provided a bold template for aspiring magicians. Charnpi»
o n e , admired and reviled, these charismatic sorcerers lived
by their eclectic codes, promoted the mystic arts and wove
a romantic shadowplay down the center of the Age of
Reason. The world may never see their like again.

GIDEON mew
His spirit was as devout as his demeanor was dour, and
many consider Gideon McKay to have been due greatest
Nephrite of the modem day. Where Uriah Spence discovered
the lost gold mine that was the Nephrite Priesthood, Gideon
McKay red and forged it into a thing of strength and beauty.
Though not born to the Mormon faith, young McKay's
family moved to Utah and proudly took up the Mormon
banner. A dutiful child and a hard worker, Gideon bent his
back beneath the harsh sun so that future generations might
profit from his labor. Others remarked that his 15»yeai' old
body held the spirit and conviction of a man twice his age.
A farmer like his father, Gideon built a homestead - a home
L
consumed fire one twilight. In the tragedy that took his /
home and family, he heard the voice of the Lord compelling
him to seek the Great Salt Lake Desert.
In that waste he met Uriah Spence and his band of
followers, who initiated Gideon into the newly restored
Nephrite Priesthood. Later, as Uriah's failing health took its
toll, Gideon stepped in, fueling the Priesthood with a new
vigor. Strong in body and mighty in mind, Gideon was
powerful in magic, too. As a wandering prophet surely
touched by God, he gave a bold vision and momentum to the
rag»tag group of Mormon wanderers.

1 I M I M I ~1 \ 1 i i 1 n I I i I I 1 M 1 i II i
v v v v v v v v v v v v v v v v v v v v v
* A * * * * * * * A A
I l l l l l l l l I I l I

v 1 v v v v *v v v v V

Under Gideon, the Nephrite Priesthood grew in strength


and size, becoming the vigilant guardians of Zion that they
are to this day. Uriah gave the Priests the lost and forgotten
rituals of the Priesthood: Gideon gave them his unfailing
devotion. To become a Nephrite Priest, Gideon taught, was
to devote spirit, mind and body equally to the service of the
Lord. He lived and eventually died by that code.
To this day, Nephites speak of Gideon in revered tones:
his miraculous heatings, his terrifying encounters with the
Prowlers of the Wastes; his frequent battles with the progeny
l
of the Anti~christ; his friendship with the Lamanite Ute
warrior, an Indian who abandoned his ancestral pagan ways
and converted at Gideon's feet; and his death in a shoot»our
with a band of anti»Mormon army troops. Although dead, his
legacy lives on. Many Nephites believe that in the final
battle for Zion their forces shall be led by Gideon himself -
now a celestial being who walks with Mormon and Moroni.

TANEELA MNGI UI FEDHA. THE SILVER LADI'


While many of her Uzoma relations live and die in
forgotten parts of the African heartland, Taneela is a wan»
deter. A major figure in the African modernization movement,
she lives up to her society's name. journeying from continent
to continent, Ms. Rangi pa Fed ha seems to attract riches. Her
wallet is always full, her bank account is always healthy and
her credit is always spotless. It has been said that the spirits
of prosperity follow the Silver Lady. Taneela's patron orisha,
Oy8, clearly shares her prodigy with Elegba, Opener of Ways
and, some say, of bank vaults.
is Taneela a high~class thief' No one's quite sure, al»
though several InterPol investigators would like to have
words with her. If she does steal, Taneela's more Robin Hood
than robber. No one hungers when the Silver Lady is nearby.
Generous gifts of food, goods and cash greet the poor, and
huge grants grease the wheels of conservation efforts, poverty
relief programs and political activists who win Taneela's
favor. The Silver Lady never comments on the source of her
wealth; the fact that she shares it with her countryfolk should
be, in her view, enough of an answer for the curious.
Despite her name, Taneela is as dark as a woman can be. Her
black hair falls in cornrows past her shoulders and her shockingly
green eyes contrast with mahogany skin. Dignified and charis-
matic, she dominates any conversation with witty observations
and eloquent charm. Taneela speaks French, Yoruban, Swahili,
English, Italian, ]apanese, Arabic and Afrikaans with equal
fluency and seems to understand the deeper meanings inherent in
each language. Her vast network offriends and contacts keeps this
sorceress well-informed. The Silver Lady always seems to know
what's going on, even when she has only recently arrived. Dressed
in the height of international fashion, this globetrotting priestess
makes no secret of her ancestral spirimaliry. Although pursued by
would-he initiates, Taneela travels alone. No one who has tried
to harm her lives to try again.

H i s n m n m n n m m n n n n m m m m m m n n
v v v v v v v v v v v v v v v v v v v v v
WOKlI) of IMHtiNESS= SUKCEKEK
I
A A A A A A A A A A A A A A A A A A A A A
J U J U U U J J J U U U U U u U U U U U
°°(illl8Tcnl8n" These simple "grace" draughts enhance the drinker's ph
cal prowess in a single, predetermined way Consumed in a
A persistent rumor speaks of a German girl who may be
single long gulp, such potions take hold almost immediately and
over 700 years old. Although she has never demonstrated
last for a few minutes at most. While most concoctions leave the
mastery of the rnagickal Arts, this immortal clearly under»
drinker slightly nauseous afterward. some brewers have per
stands mystic principles. A legendary participant in hundreds
feted the art to create sweeter appetizing forms. Even so
of occult societies, "Gretchen" always goes by one name
potions are noxious things. Drinking raw magic can have some
only. While many occultists (especially ancient ones) pre»
very odd longterm effects
some to lead their cults or covens, "Gretchen" is a follower,
a bit player on the fringe of whichever group catches her In plain system terms, a Grace Potion adds two dots to
a single selected Attribute - Strength, Dexterity, Stamina
fancy. She is most noted for her involvement with Gerald
Gardner, Aleister Crowley and Countess Cagliostro. Charisma, Appearance, Perception or Wits - for one scene
"Gretchen" appears in Inquisition records, personal diaries, Each Attribute's enhancement has a certain "special effect
home movies and videotapes, flowing between Tantrik Strength sends a surge of raw power; Dexterity rides in on a
temples, Satanic cults, Christian monasteries and ]apanese burst of adrenaline; Stamina settles down like a block of
stone; Charisma lightens mood and inhibitions; Appearance
gardens with equal enthusiasm. Despite her antiquity,
"Gretchen" appears to be no older than 25; her melodious blurs the taster's features into a more pleasing form; Percep
son sharpens the senses to an almost painful edge; and Wits
voice trembles like a virgin in her marriage bed and her
quickens thoughts and reactions
charming naiveté belies her vast experience.
Despite her age and talents, "Gretchen" always looks and Potions are very rare especially in the modem world
acts the same; a slender girl with simple tastes, she stands slightly and always carry some nasty side effects. The Storyteller
over five feet tall. She's pretty with long brown hair and almond should mandate some unpleasant consequences after the
rush fades especially if the drinker acquires
eyes, but not exceptionally attractive or charismatic."Gretchen's"
apparent youdi and innocent air lead many associates to under» potionoholic tendencies
estimate her; although she has never taken an obvious leadership
role, this ageless girl may have been the true force behind SILENTFEET
innumerable societies, a muse to mystic artists.
Stealth is often a necessity for practitioners of the a s arcane
Although many mages, magicians and even Kindred have
tried to uncover "Gretchen's" secrets, she remains an enigma. If Fortunately, a simple charm wom on the foot sometimes a
asked, she denies her age and experiences; "I'msony," she insists shoe, more often an anklet or toe ring- can silence the wearers
in a common German lilt, "but you must be mistaken." While footfalls. After donning the relic, the sorcerer chants a which
she appears to be a frightened but curiouscountry girl, "Gretchen" pered incantation to Hecate or Hermes. No matter where she
frustrates mental incursions, Blood Bonds and grosser forms of travels thereafter, the magician walks quietly until the next time
coercion with ease. The ultimate magicalsubmissive, "Gretchen" she speaks. The first word uttered after the charm takes effect
dispels the magic until the
charms her way past more "sophisticated" occultists, satisfies her
following night
eternal hunger for knowledge, and silently moves on.

KELICS
Any being, Awakened or otherwise, can utilize any one
of the following mystical objects. He must understand its
purpose, and may need some occult research or study to
understand what he holds and how to use it; once he
comprehends the item, however, the magician can employ it
to his own ends. (See the Relic Background in Chapter
Three, and the Enchantment Path in Chapter Four.)

. GMCE I'0TION
One of the most basic magical charms, the potion embodies
a single mystical spell in a drinkable form. Dozens of arcane
serums exist, from cinnamon love philters to bitter strength
concoctions, and each enchanter favors his own formulae.

' -

4~

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ATYENDII
lI l Al !A vA vA IA IL I A 1A l A1 A v A l Al Av Av A1 Av Av A 1 A vA 1A l
In game terms, a Silent Feet charm gives the wearer a
five die Stealth rating, or adds five dice to her existing
Stealth Skill. The relic silences only the magician's footfalls,
not her voice, her actions or the rustle of her clothing. The
moment she speaks, the charm is broken

I
Lovlirorrnt
An ageless figure of wax or straw, this magical charm
entrances a would»be lover into helpless passion. The
specialty of magicians and witches from Africa to the
Americas, the Poppet includes fingernail parings, hair,
blood, semen or a mixture fall of them. When the proper
incantations have been spoken in a suitable rite, these
personal effects carry powerful sympathetic magic to the
object of desire. If all goes well (at least by the caster's
definition), the object of desire falls deeply in love with
someone he had earlier avoided
Few magicians craft these objects for their own use;
instead, they make them "on commission," often with a
waring to the buyer. Once kindled, magical passion is hard
to quench; charmed lovers tend to be ferociously jealous, mans
obsessive and insatiable. No mortal stalker can compete with body, rather
the victim of a Love Popper; if the enchantment takes hold than the faces of the conspirators or their current location.
it's often there for life. .. and perhaps even longer. As they Each divination requires a separate ritual, and the sorcerer
say, the line between love and hate is pretty thin. An abused must rest at least one day between viewings.
lover might explode into a self»destructive frenzy, destroying
himself and the charmer in a single dramatic act. too
8l'{\ll"tllj1l(}[llNI)INq8
In game terms, the Poppet ignites its version of"love" in A helpful tool for the traveling magician, this ancient
1 single human subject. Although vampires and other odd
recipe prepares bandages that heal wounds from a distance.
creatures may be stirred by the relic's effects, they're suffi- After soaking in a concoction of sulfuric acid powder, linen
ciently inhuman to escape the item's powerful pull. A human and blood from the person to be healed, these wrappings
victim isn't so lucky; in most cases, he's hooked for life, no
transmit their recuperative powers across a room, leaving the
matter what his new paramour says or does thereafter. A wound free to "breathe" The wound itself closes of its own
magician, mage or other mystic disciple can recognize such accord and heals at a rapid (but not unnatural) rate.
a charm, and might be able to break it's hold with his own arts
In systems terms, the Bindings cure damage from open
(counterspell or countermagick, three successes on a single
cuts, slashes, bums or gunshot wounds at a rate of one Health
difficulty 7 roll; one roll per month)
Level per day. Staving off infections (an essential thing in
primitive medicine), the magical bandages keep the injury
I
VISIUNSKULL safe so long as the wearer rests periodically. Each wound
A blackened skull decorated with white chalk designs, requires a separate batch of Bindings, and the wrappings
this potent scrying relic allows a magician to glimpse at themselves must be used no more than one day after tTley've
distant people or places, peer into the past or prophecy the been prepared. Once used, the bandages become normal
future. Filled with blood and fresh herbs, the skull's tracings blood-soaked cloth.
shine with faint fire. After entering a trance, the magician
consumes the blood and begins to dance. In her mind's eye, ... WITCWSSTEED
the visions unfold. After a minute or two, the magical sight
A common tool of European witchcraft, this broom
passes and the sorcerer falls into a drugged sleep.
seems normal enough by day. It sweeps especially well, of
In game terms, the skull grants the magician a temporary course, but displays no outward sign of magic. After night-
vision, similar to Divination 2. Appearing as a vivid dream, fall, however, it's a different story. The broom handle
this vision often takes symbolic, not literal, form. A magician lengthens and blackens; its bristles grow thorny and sharp. A
who uses the skull to say out treachery might see an army of magician straddling the broom feels a sudden libidinous rush
carnivorous beetles munching their way through a sleeping

m n l \ m m l m 1 1 m 1 ~ 1 ~ 1 ~ 1 1 ~ 1 1 \ m l
v v v v v v v v v v v v v v v v v v v v v
WORlD or rAnknEss= SOHCEHEP
r IAUL UA ILI AI A
I IAI AI IAI AI U
L AWAUL U
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exploding from her crotch and bursting upward like fire. A drains the cup, often within five minutes or less. A lesser Cup
cry of "Heyi Hie! In the Devil's name we fly!" carries the often called Dionysus' Chalice, transforms the liquid into a
broom and its rider upward at incredible speed, filling the heady beverage or hallucinogenic potion.
sorceress with an uncontrollable abandon. Where she goes To save himself, the drinker of the poison may attempt a
and what she does from that point is up to her; it will, counterspell (see Chapter Four; difficulty 7)- A Tme Mage
however, be a wild, dangerous and magical trip. might stop the effects with Life, Prime or Matter countermagick
A sorceress on such a broom flies at roughly 50 mph and (see Mage: The Ascension ), while a shapechanger could dispel
acquires" an Arcane rating of 5 for the duration of the trip. the potion with a successful Stamina + Primal»Urge roll (diff
So long as she keeps the Steed nearby, the sorceress may culty7) or healing Gift. An ordinary mortal is probably doomed
return home at any time she wants. It's generally a good idea Although the poison cannot kill a vampire, ghost or other
undying thing, it causes him irlcapacitating pain unless he c
overcome the magic (Willpower roll, difficulty), in which case
he'll simply be agonized, not helpless. If the drinker consumes a
draught from Dionysus' Chalice, he'll fall into intoxication or
delirium for roughly six hours unless he wins three successes or
more on a Stamina roll (difficulty 8), in which case he'll simply
be giddy for a while.

°'°"MASliOfTHEMll)NlGHTfil10STS
Crafted by Nhanga priests on moonless nights, these
terrible masks transform a living body into spirit form
Carved of rotting wood, painted with blood, semen and
urine and decorated with the skin of stillborn infants, Wiese
masks call to gangs of evil orishas. After a series of live
sacrifices, the conj use man sues for his reward - a spirit
body. Once he becomes like a ghost himself, the Nhanga
passes among the living, bringing sickness, nightmares and
misery until morning's light drives him back into his body.
Exhausted by his travels, the conjure man sleeps until dusk; be
this sign, many Nhanga have been discovered and executed
In game terms, the Mask allows the sorcerer to pass his
consciousness into the Near Umbral Shadowlands (see
Wraith: The Oblivion or Beyond the Barriers: The Book
of Worlds for details), leaving his body behind. Once he
to hang on to the broom it travels hundreds of feet in the reaches the land of the dead a bleak, depressing reflection
air and has no particular affection for its rider. If she falls, the of the living world - the Mask's owner can float in the air
Steed keeps going. pass through material obstacles and observe the living with
An object of obvious black magic, the Steed is a frankly out being see himself. Accompanied by his orishas, the witch
carnal relic; regardless of the rider's gender, the broom doctor can travel several hundred miles from his sleeping
kindles a shocking sensuality and abandon. Although the body; if, however, he cannot return by the next dawn, his
b o r n works for male witches too, it seems especially alive in body crumbles to dust, trapping the magician in the
a woman's embrace. Sweeping inhibitions away like dirt, this Shadowlands for eternity - or at least until the Restless
\'itch's broom carries a magician off in more ways than one. Ones consume the conjure man's soul.
A sorcerer in ghost»forln can reach through into the
soon Dnsnrlrlis' MTAL cur living world by rolling his Willpower against the local
Named for the legendary poisoner Catherine Deshayes, Shroud (a.k.a., the Gauntlet). In Wraith terms, he has 10
Corpus but no Arcanoi. His body is his only Fetter. Traveling
l dues: alps and chalices come in many different forms. Seeln»
this way is extraordinarily dangerous; the sorcerer's magics
my! normal, such vessels bear faint inscriptions across their
cannot affect anything on the dead side of the Shroud, so he's
Budsorbottoms. When rubbed with fresh blood, these carvings
effectively a normal person with ghostly "physicality." Fortu»
:manure whatever liquid is in the cup into deadly magical
f a t l y for the average Nhanga, Spectres are rare in the rural
1010n. Untraceable be mortal means, this poison kills whoever
l African forests. For details about the ]ade Kingdom of Ivory
see the Wraith Players Guide.
4~
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'I | I W I I | l | l l | | |

BIBLIOGRAPHY .
].F. Bierlein, Parallel Mytl1s (1994) - A cross»cultural
examination of common themes in world mythology. Magic
I referenced many books (and simply tossed aside many is often born of a culture's mythology, and though this book
more) during the writing of this work. There's a gold mine of is somewhat light, it is flavorful.
material available on occult societies and sorcery within the • Ralph Blum, The Book of Runes (1982) - The book that
context of global cultures; unfortunately, there's also a horde popularized runic divination for the masses. Many serious rune»
of deck out there. Enterprising Storytellers and characters
who want to add more depth to sorcerer characters or build
new societies should peruse this list
.
workers don't care for this work, but it's still a fun read.
Margaret Bunson, A Dictionary of Ancient Egypt
(1991 ) - A valuable reference on ancient Egyptian history,
The following books were particularly useful or interest» culture and mythology. 0
ing, and I'd recommend them either for research or for • Richard Cavendish, A History of Magic (1987) -
inspirational reading. Sometimes the amount of reference More appropriately called "A History of Magic in the West,"
material is disproportionate to how much was ultimately this book covers the scope of Wester occult history. Not just
written. I often had to wander through various works to get a catalog ofrnovements, it discusses magic within its cultural
to a point of understanding; other times I was just interested
and kept on reading!
I fully realize that books that have had an impact on me
.
affiliations.
Richard Cavendish, editor, Encyclopedia of the Unex-
plained: Magic, Occultism and Parapsychology (1974) - Yet
ght have absolutely no impact on anyone else - "Your
mileage may vary," as the saying goes. This reading list is merely
a reflection of my own study and path while writing this book
.
another useful compendium on magic and the supernatural.
Tom Cowan, Fire in the Head: Shamanism and the Celtic
Spirit (1993) A thoroughly engaging study of Celtic
- James Estes Looking Eagle shamanism. One of the best books I read for this project, but
I Rollo Ahmed, The Black ATI (1936) - An often

amusing but likewise compelling look at magical practices


through the eyes of an "authority" who believes most forms
.
it really needs an indexl
Edward Curtis, edited by Gerald Hausman, Prayer to
the Great Mystery: the Uncollected Writings and Photography of
of the art are hlasphernous. Very World of Darkness, and Edward S. Curtis (1995) - A collection of Native American

.
politically incorrect as hell.
Rosita Arvigo, Sastun: My Apprenticeship with a Maya
Healer (1994) - The true story of an American woman's
myths and legends accompanied by the evocative photogra-
phy of Edward Curtis, an American photographer noted for

apprenticeship underanauthentic Maya spiritualfbotanicalhealer


This is not simply a fable of someone's "apprenticeship into
.
his studies and portraits of Indian life-
Arkon Daraul, A History of Secret Societies (1961) -
A highly sensationalistic book penned in the purplest of
ancient Maya magic": Rosita Arvigo lives in Belize, where she prose. Each of the groups depicted within could easily be
cultivates rain forest plants and trees and conducts research into turned into rnagicai societies in the World of Darkness; in
the medicinal properties of traditional Maya herbal remedies,
including possible cures for AIDS, cancer, and other diseases. Her .
fact, many have been'
Afolabi Epega and Philip ]ohn Neirnark, translators,
.
work has attracted international attention and recognition
Brian Bates, The Way of W/'yrd (1983) - A fictional
The Sacred l a Oracle (1995) the authentic source of
Yoruba tribal wisdom, and a mustfhave for anyone interested
retelling of a medieval Christian monk's introduction to in African traditions.

.
Norse magic and mysticism
Peggy Beck, Anna Lee Walters and Nia Francisco, The
l David Fridel, Linda Schele and ]oy Parker, Maya

Cosmos: Three Thousand Years on the Shaman's Path (1993 )


Sacred: Ways of Knowledge, Ways of Life (1992) - An - A fascinating examination of Maya shamanism, based
insightful study of Native American spirituality, wel1-re- upon anthropological study and not just on whimsy or

.
ceived by scholarly and Native American communities alike
Hal Zina Bennet, Zuni Fetishes (1993) - A study of
Zuni fetish construction and the use of such fetishes in
.
alleged apprenticeships.
Rosemary Guiley, Harper's Encyclopedia of Mystical 61°
Paranormal Experience (1991) - The title says it all. An
meditation and reflection
• Madeleine Biardeau, Hinduism: The Anthropology
Catilizaiion (1989) -An erudite examination of Hindu culture;
of a .
invaluable reference work.
E. ]. Holmyard, Alchemy (1950) - A historical survey

highly recommended for those who want a greater understand-


ing of Hinduism, but not recommended for beginners
.
of alchemy across the world; dry but informative.
Bentley Layton, The Gnostic Scriptures: Ancient Wis-
domfor the New Age (1987) - A collection of Gnostic works
deemed heretical by orthodox Christianity and ]udaisrn. In
addition to its historic value, this is an interesting look at a
church that might have been.

H i 1
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WOKll) of l).IlliliNESS= SOlICEKEK
I
A A A A A A A A A A A A A A A A A A A A A
1 M I l l l I l l l | | | I | | | I |
. Daniel C. Matt, The Essential Kabbalah: The Heart of . Lawrence E. Sullivan, Hidden Truths: Magic, Alchemy
lewis Mysticism (1994) - An excellent ( and well-received ) and the Occult (1987) - A collection of articles from the
introduction to Kabbalism, containing both original texts Encyclopedia of Religion (edited by Mircea Eliade), this is a
and commentary. scholarly but still quite readable introduction to various
• Caitlin and ]ohn occult traditions and themes.
Matthews, editors, Encyclopedia of
Celtic Wisdom: A Celtic Shaman's Sourcebook (1994)- A .
Luisah Teish, jambalaya: the Natural W/oman's Book
collection of essays dealing with various aspects of Celtic (1985) - An easily read collection of African~American
shamanism. feminist folk wisdom from a priestess in the Yoruba Lucumi
• Caitlin Matthews, The Celtic Book of the Dead: a Guide tradition.
for your Voyage to the Celtic Otherworld (1992) - A study of I Edred Thorsson, Futfiarlcz A Handbook of Rune Magic
Celtic voyage tales and their spiritual significance. (1984) - An important book in the subject of runes and
• Arnold Mir dell, The Shaman's Body (1993) - An Germanic magic. The book is somewhat controversial, and
introduction to shamanism and the drearnbody in a variety some of its ideas may not be very legitimate; but it does make
interesting reading, and is worth considering if you're con
.
of cultural traditions, written by a process oriented therapist.
R. Laurence Moore, "The Occult Connections? Mor»
rnonisrn, Christian Science, and Spiritualism," in The Occult .
templating researching Germanic sorcery or playing a tuitki
Time»Life Books, "Mysteries of the Unknown" series
in America (edited by Howard Kerr, 1986) - An article (various dates) - Rather light in content, these books
nonetheless contain many useful tidbits. The volumes An
.
discussing occult themes in early Mormon history.
R.K. Narayan, Gods, Demons, and Others (1964) - - A
collection of South Asian stories about gods, demons, magi»
sent Wisdom and Secret Sects, Magical Arts, Witches and
Witchcraft, and Secrets of the Alchemists are particularly
cans.
. Peter Occhiogrosso, The joy of Sects (1996) - A .
relevant to this hook.
Donald Tyson, Ritual Magic: What It Is and How to Do
clearly-written introduction to world religions with oka» lt (1992) Fascinating reading on theories of ritual magic
signal forays into mysticism. Has a good section on New Age and its various cultural manifestations.
• Ken and jo Walton, GURPS Celtic Mjytlr (1995) -
.
movements. A fun and engaging book throughout.
Thomas O'Dea, The Mormons (1957) - A very Yes, a game book. This is filled with well»organized and well
sympathetic treatment of the Mormons by a Gentile, this
book is a useful introduction to the Mormon world for the .
written information on Celtic culture, mythology and magic
Bill Whitcomb, The MagicianS Companion (1993) - A
compendium ofdetails relevant to a number ofnmagical traditions
.
non-Mormons.
Scott Peterson, Naive American Prophecies (1990 ) Quite useful in adding flavor and depth to a magical tradition.
Perhaps a little bit sensationalistic and not very scholarly, it
still contains some interesting material on Native American 5ITlj-0qMlcrl1\'
.
religio~magical prophetic beliefs.
dries Shah, Oriental Magic (1956) - A stroll through
A few websites make very useful tools, especially I
those trying to understand various cultural traditions. Only
magic of the Middle East, Africa, India, China and Tibet. the major sites are listed - they all inevitably link to each
Although somewhat dated, it still contains some interesting other anyway. Addresses for these sites may (will) change

.
bits of information.
Jonathan Z. Smith, editor, The Harper Collins Dictio»
over time, but with any luck you should be able to find them

nary of Religion (1995) - An incredible piece of work, .


through major search engines.
OrishaList (http:/lmembers.aol.com/starkana/

.
constantly at hand during the writing of this book.
]oseph Smith, ]r., The Book of Mormon (1830 ff.) -
indexhtm) - A collection of links, specifically dedicated to
the Yoruba tradition and its relatives (Candomblé, Vodoun
According to Mormon tradition, Smith is the translatorofan
angel's work. The Book of Mormon is at times fascinating, at
times droll, but overall a peculiar work (from a non-Mormon
etc.).
.
Ifa Foundation of North America (http://mcni.net/
~obatala/}- A center that hopes to spread understanding of

.
viewpoint).
Morton Smith, ]sus the Magician (1978) - The .
l a and the Yoruba tradition across the West.
Gnostic Society Index of Links ( h t t p : / /
seminal scholarly work on how Jesus was viewed as a magi» www.webcom.com/*-gnosisfhotlist/paganhtml) - A com-
c a n by his Near Eastern contemporaries. pendium of links across the web to different sites dedicated

.
to shamanism and neopaganism.
Svartut's Mystic Links (http://artemis.centrum.is/
*-stefanpm/rnorestuff.html) - Many links dedicated to a
variety of esoteric topics.

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