Mage The Awakening - Spells Cheat Sheet
Mage The Awakening - Spells Cheat Sheet
All Awakened magic contains the capacity to end, to allow the Fallen World’s
laws to reassert themselves. By Compelling these flaws in an extant spell,
Potency vs
the mage may temporarily suppress it — or even destroy it entirely. This
+2: For one point of Mana, the effect is Lasting. If Arcanum
Prime 1 Athletics spell is not potent enough to dispel an archmage’s spells, and only works
Dispel the spell’s original caster is still alive and has not rating of
Intimidation against Awakened magic. In addition, the mage must include all Arcana
Magic Occult relinquished the spell, she knows one of her spells the subject
pag.165 involved in the casting of the subject spell at one dot. A successful casting
was destroyed. spell’s
suppresses the spell for the Duration of Dispel Magic.
caster
Add Fate •: The mage may suppress the subject spell selectively, for a
number of subjects equal to Dispel Magic’s Scale factor.
Prime is the Arcanum of pure Truth, and no falsehood may stand before it.
By means of this spell, the subject sees illusions, phantasms, and lies for
what they are. The spell sees through mundane falsehoods the subject
perceives automatically; magical illusion or deception automatically
Prime 1 Investigation +1: In addition to sensing falsehoods, the subject
Pierce provokes a Clash of Wills. This spell only reveals “active” untruths: the
Medicine gets some symbolic sense of what the actual truth Duration
Deception Occult subject would see that someone with dyed hair isn’t really a blonde, or
pag.165 is, veiled in Supernal symbolism and metaphor.
recognize a lie when she heard it, but she wouldn’t know that a Wall Street
executive has been committing tax fraud for years just by looking at him. If
she got a look at his tax return, however, she would see that it was a
falsehood.
Supernal Prime 1 Empathy By opening her subject’s third eye, the mage reveals her fellows as the wells +1: The spell reveals the nature of supernatural Potency
Occult
Vision pag.166 of Supernal power they are. By studying a person, place, or location for one beings and effects other than Supernal
Survival
turn, the subject automatically knows whether it is connected to the phenomena — though there’s no guarantee the
Supernal (e.g. if a person is a mage, a Sleepwalker, a Proximus, or a Sleeper; mage knows what the aura of, for example, a
if a place is a Demesne or Verge; if an object is Imbued, Enhanced, or an Promethean looks like, and most of the questions
Artifact), and may ask a number of the following questions equal to the will return nonsensical imagery that best
spell’s Potency {VEDI MANUALE}. translates as “not applicable.”
The subject perceives the answers as Supernal symbols and visions unfolding
around the target. If the subject desires more information about a particular
phenomenon, she may study it for multiple turns, as long as the spell’s
Duration lasts. Effects that would cloak the target’s nature provoke a Clash
of Wills as normal.
While her senses are open to this spell, the subject can clearly perceive ley +1: The mage’s perceptions expand to tell her
lines and nodes. Depending on the caster’s Path and Nimbus, she might see when a node sits atop a Hallow.
Prime 1 Academics
Sacred them as beams of golden light meeting at shining Platonic solids, electric- Add Death • or Spirit •: The mage’s senses are
Occult Duration
Geometry Survival blue rivers pooling into lakes, or strains of music building into a mighty also attuned to the presence of Avernian Gates or
pag.166 symphony. If there are no ley lines or nodes within sensory range, the Loci, respectively. Other Arcana may reveal
subject feels a tugging sensation toward the nearest ley or node. stranger sacred spaces, as well.
Cost: 1 Mana
By means of this spell, the mage gives physical form to the mudras of a
Potency vs
particular Rote, creating a Grimoire (see p. 101). This spell has two slightly
Total
different, albeit related, applications: The mage may either inscribe a Rote
Arcanum
Prime 1 Crafts she knows, or she may copy a Rote from another Grimoire she has on hand.
Scribe +1: For one point of Mana, the spell’s Duration is dots of all
Expression Only a single Rote can be inscribed per casting of this spell, but a given
Grimoire Occult Lasting. Arcana
pag.166 Grimoire may hold multiple Rotes at a time: A large book can hold anywhere
used in the
from 10–15 Rotes, while a fist-sized carved stone might only hold one or
spell being
two, and a computer da-tabase could hold a theoretically unlimited number.
scribed
When the spell’s Duration expires, the inscribed Rotes fade and cannot be
recovered.
A mage’s tools are sacred, her every word and deed a reflection of the
Realms Above. By means of this spell, the mage imbues the tools of her Art
Prime 2 Academics with holy meaning, allowing her to draw down power with greater facility.
As Above, +1: The Yantra instead grants the 8-Again effect
Occult For every level of Potency, she chooses a single Yantra (and it must be a Duration
So Below Politics on spellcasting rolls.
p.166-7 specific example of a Yantra, not just a category: “the Crypt of the Mariner,”
not just “Environment”). Any spell cast that incorporates that Yantra gains
the 9-Again effect on the spell-casting roll.
Prime 2 Occult Sometimes even the greatest magician must hide her light under a bushel. This spell wards its subject, which can be a spell,
Supernal Subterfuge object, mage, supernatural creature, or any other ac-tive magical phenomenon, from detection. Passive abilities (such as Duration
Veil pag.168 Survival Peripheral Mage Sight) automatically fail to detect the veiled phenomenon, while active attempts provoke a Clash of Wills.
By cloaking her subject in Aetheric symbols of victory and indomitability, the mage shields the subject from the effects of hostile
Intimidation magic. When the subject is the target of a spell, that spell is Withstood with the Potency of Wards and Signs. Only spells that
Wards and Prime 2
Occult directly target the subject can be Withstood; a spell that turns the air around her into fire cannot be Withstood. Likewise, if the Duration
Signs pag.168 Survival subject is one of many subjects, Wards and Signs only Withstands the spell with regards to her. Other subjects suffer the full
effects.
Words of Prime 2 Expression The mage speaks with tongues of fire, and the world listens. So long as the +1: The mage’s words don’t merely ring with Potency vs
Intimidation
Truth words the mage speaks are objectively true and the mage herself knows truth, they call to action. If a listener goes along Composure
Persuasion
pag.168 them to be true, all subjects of this spell can hear her and understand her with what the mage said, he gains the Inspired
clearly, regardless of distance, noise, or language barriers. Moreover, all Condition. If, however, he ignores the mage’s
subjects know, on a soul-deep level, that what the mage says is true. The words, he gains the Guilty Condition.
spell only works on statements the mage knows to be true: She can’t use it
to confirm or reject theories. It also doesn’t necessarily compel the targets
to act on the information in any particular way, but ignoring or refuting this
Supernal truth may be grounds for a breaking point. In a Social maneuvering
action, this spell may remove one Door or improve the impression level by
one step per point of Potency.
+1: The winds of this spell stick around after
casting, creating a Heavy Winds Environmental
Tilt in the immediate vicinity.
Prime 3 Athletics The mage calls forth a bare fraction of the howling fury of the Aether,
Aetheric +1: In lieu of damage, the mage may assign
Expression scouring her subject with shrieking winds. This is an attack spell, inflicting Potency
Winds Occult Potency to instead destroy the target’s Mana.
pag.168 bashing damage equal to Potency.
One level of Potency so assigned destroys one
point of Mana, and Potency may be freely split
between Mana destruction and damage.
Potency vs
The flows of Supernal energy are the mage’s to manipulate. This spell allows
Composure
Prime 3 Occult the mage to move a quantity of Mana equal to the spell’s Potency between +1: The mage may ignore her Mana per turn limit,
Channel (or Rank
Politics one or more vessels she can touch, including other mages, herself, Hallows, channeling as much Mana as she desires as an
Mana Socialize for
pag.168 Artifacts, and others. She must, however, respect her Gnosis-derived Mana instant action.
Supernal
per turn limit.
entities)
Prime 3 Investigation The Forms making up a subject’s Supernal Pattern are marked by the touch of magic. With this spell, a mage removes the tell-tale
Cleanse Occult signs of Awakened interference. The spell removes the dramatic failure effect of a Focused Mage Sight Revelation (p. 92) from a Potency
Pattern pag.168 Stealth subject. If the spell’s subject bears a mage’s Signature Nimbus, the spell removes it.
Cost: 1+ Mana
The mage may Pattern Mana into behaving as it does within tass, creating a
magical object formed of pure Mana. The object must be a simple object or
tool (swords and gemstones are allowable, guns and cars are not.) It is
obviously magical, has a default Durability of 1 and consists of one point of
Mana (which the mage must pay as part of the casting). Potency may be
allocated to the following effects:
• Increase Durability by +1
Prime 3 Academic +1: If the object is a tool, it is a perfected ideal of
Platonic • increase Mana capacity by +1 (the mage may fill this Mana capacity by
Crafts that tool. It grants 8-again Potency
Form spending Mana as part of the casting or leave the object partially empty)
ERRATA Expression +2: The mana construct can be a complex device
• If the object can be used as a tool or weapon, add +1 equipment bonus or
weapon damage. Each action using the construct as a tool or weapon uses
up 1 Mana from its supply.
When all Mana is withdrawn from the object, it crumbles to nothing. A mage
may “refill” it with the Channel Mana spell or similar effects. When the spell
Duration runs out, any unused Mana sublimates back into the world and is
lost.
Add Forces •••: The object is not obviously magical
Stealing Prime 3 Expressio Prometheus brought fire from Olympus to the mortal realm. By means of this spell, the mage brings a tiny fragment of Supernal Duration vs
Fire Larceny fire to the sleeping masses, if only for a time. The subject of this spell, who must be a Sleeper, temporarily becomes a Sleepwalker Resolve
Persuasion (see p. 303) with all that entails. Any breaking points due to wit-nessing magic and Quiescence effects the subject would normally
pag.169 suffer are held in abeyance until the spell’s Duration expires, only to come crashing down all at once when the spell ends.
The mage can operate or shut down electrical devices with magic. With this spell she can only cause existing devices to work as
Computers they normally would when powered on, or when the power is shut off. For example, she could “hotwire” a car without actually
Influence Forces 1
Crafts needing to touch any wires, turn lights off and on, and cause industrial machinery to power up or turn off. This spell does not give Duration
Electricity pag.140 Science her further control over these devices, but does allow her to engage or shut down devices that might otherwise require
passwords or electronic keys.
Despite its name, the Nightvision spell enhances ambient light, fine-tunes
the mage’s sense for vibrations and thermal changes, and grants her the
power to see into the infrared and ultraviolet spectra. She becomes able to
intuitively feel as well as see forms of electromagnetic radiation, sound, and
kinetic energies, allowing her to navigate without penalty in complete
Forces 1 Investigation +1: The spell automatically compensates for and
darkness. She can still see and make out details, even in the dark, although
Nightvision Science
colors are somewhat muted. This spell has the side effect of making the
allows the mage to ignore the deleterious effects Duration
Stealth of sudden extreme stimulus.
pag.141 caster much more vulnerable to light; while in effect, she suffers no
penalties from dim or even no lighting, but suffers penalties from bright
lights as she normally would from darkness. Bright lights and extremely loud
sounds can disorient or even inflict the Blind Condition on her for the spell’s
Duration.
Casting this spell allows the mage to hear infrasound and ultrasound frequencies beyond what human ears can normally
Forces 1 Empathy
perceive. While active, she can hear sounds outside the nor-mal frequency, from high-frequency (dog whistles, sonar) to low-
Receiver Investigation
frequency (the distant rumble of diesel engines, industrial sounds normally lost to humans in the noise). Apply the spell’s Potency
Duration
Science
pag.141 as a dice bonus to relevant dice pools, such as rolls to avoid ambush.
A mage with this spell can listen to free-floating data trans-missions, such as those broadcast by radios, cell phones, wireless
modems, and more. The magic translates this electromagnetic noise into something she can understand, although it preserves
Forces 1 Computers
the original transmission language. With this spell, the mage needs no receiver to listen or even see signals. Transmitting cables
Tune In Empathy
glow before her eyes with streams of data, while she might see a shimmer or even fleeting glimpses of images in the air. Satellite
Duration
Science
pag.135 internet and TV programming, closed walkie-talkies, CB broadcasts, and radio transmissions all become open to her senses, as
well as wireless communications.
Correspon- Space 1 Academics We are all of us defined by our connections, and through this spell a mage +1: The mage can “follow” a trail of sympathetic Potency
Empathy
dence learns those definitions. For every level of Potency, the mage learns one of links. When she learns of one of her initial
Medicine
p.172-3 the subject’s sympathetic links. The spell reveals the subject’s oldest and subject’s sympathetic connec-tions, she may
strongest links first. She understands these connections in the same manner choose to learn one of that subject’s connections,
the subject thinks of them (e.g. “my childhood home,” not “1414 and so on. For example, she might follow a
Willowbrook Drive, Columbus, OH”). If the other half of the sympathetic link wedding ring to its owner, then its owner’s
is within the mage’s sensory range, she knows that and knows its exact spouse, then the spouse’s place of employment.
location. +1: The mage understands the emotional
character of the connection in broad terms. “My
childhood home” might carry notes of comfort
and safety or fear and loathing, depending on the
subject’s upbringing.
+2: The mage may specify the connections she
wishes to uncover in general terms (“an object
with a strong link to his childhood”) or (“those she
hates”). Again, the knowledge is contextualized
based on the subject’s perceptions.
+2: If the subject is a Keyed spell or Iris (p. 243),
the mage may use one level of Potency to
discover the Key instead of a link.
All distance is an illusion. Once this truth is understood, all things are in the
Space 1 Empathy same place as the mage, and how can one lose track of herself? As long as
Locate +1: The caster can continue tracking the subject
Occult the subject of this spell is within the Area of the spell, she knows its precise Duration
Object Science even if it leaves the Area.
p.173-4 location. Short of concealing magic (which provokes a Clash of Wills), no
attempt to hide the subject can fool her unerring senses.
If all locations are one, it must follow that all directions are one as well.
While this spell is active, the subject can see and hear in all directions and
from all points within her sensory range simultaneously. She can see what’s
happening behind her, on the far side of a door, or beneath her feet. She
+2: The mage may use the spell to see through an
cannot perceive things farther away than her normal perceptions might
The exist-ing warp or shortcut through Space; a
allow, nor can she see through darkness. In essence, it’s as though
Firearms Distortion Iris, the effects of a Scrying spell, or a
Outward Space 1 everything happening around her were spread out on a flat plain, bereft of
Investigation magical portal created with Co-Location are all Duration
and Inward pag.174 Occult obstruction. This allows her to cast sensory-range spells on subjects she
applicable. With additional Arcana based on the
Eye might not ordinarily be able to perceive. The subject is also nearly
nature of the portal, other kinds of Iris may be
impossible to ambush or surprise — bar-ring exceptional camouflage or a
seen through at the Storyteller’s discretion.
tremendous distraction to draw her attention, all such attempts are reduced
to a chance die. Finally, the subject may reduce any penalties due to range,
cover, or concealment (but not darkness or similar poor visibility) by the
spell’s Potency.
By changing one’s connection to others, one changes oneself. This spell Duration vs
allows the mage to transfer a number of sympathetic connections equal to Connection
+1: The mage may redirect the sympathetic
the spell’s Potency between herself and the subjects as determined by the
Space 2 Larceny connection between other subjects of the spell
Borrow spell’s Scale. She can either steal links from her targets or give her own to
Occult directly.
Threads Subterfuge others. If the mage transfers a link to someone who already has a
pag.174 +1: Instead of transferring sympathetic
connection to the same thing, the new connection overwrites the old one
connections, the mage may copy them.
for the Duration of the spell. The mage has to be aware of a connection
(either through magic or just knowing the subject) to manipulate it.
Break Space 2 Athletics To restrain a willworker is to try to ensnare someone in a lie he does not +1: The spell allows subjects to fit through narrow Potency
Larceny
Boundary believe. This spell allows the mage to bypass a single obstacle restricting her or restrictive pathways they would not otherwise
Persuasion
pag.174 subject’s movement: a locked door, a pair of handcuffs, a barred window, pass through, even if the path were not
etc. The subject “blinks” through the door, or her hands seem to pass right obstructed. For example, casting this spell on a
through the handcuffs, or similar effects. This spell can only bypass a car would allow the mage to drive it inside a
physical obstacle obstructing an actual path. The mage can, for example, slip house even though it would not fit through the
through a roaring fire that blocks the road ahead or across a chasm too wide door.
to jump, but cannot blink through a solid wall. If cast on an in-animate +2: Subjects pass through obstructions even if
object, the mage or an ally must still carry or push the subject through the they are unable to move, appearing on the other
obstacle. side.
By means of this spell, the mage parts the curtain of the Lie and reveals a distant location to her senses. She creates a “window”
that allows her to perceive the subject, much like a television screen. When she casts the spell, she may choose whether the spell
is one way, or whether people at the location can see back through the window. When casting this spell sympathetically, exactly
what the mage sees depends on the sympathetic Yantra she employs. Sympathy to a location shows her a broad overview of the
Space 2 Computers area, analogous to a cinematic wide shot, but one that remains static. Sympathy to a person or object tends to show a “close up”
Scrying Occult of the subject — the window will follow the subject if it moves, but the mage may not be able to make out details of where the Duration
Subterfuge subject is or who else might be present. When cast on a subject within sensory range, the scrying window gives the mage a view
p.174-5
as though she were standing right next to the subject. The mage can move this view around as a reflexive action to view the
target from any angle she wants. Casting spells on subjects the mage can see through the win-dow counts as viewing them
remotely. Add Fate ••: The mage may make the scrying window se-lectively one-way, allowing only specific people to perceive
her from the other side of the window.