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Mage The Awakening - Spells Cheat Sheet

This document describes various magical skills related to manipulating the mind. It provides details on skills that allow a mage to discern mental states, alter memories, project emotions, and exert control over another's thoughts. Each skill lists its prerequisites, description, and mechanics like duration and potency required.

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Ayeye Brazorf
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100% found this document useful (1 vote)
293 views10 pages

Mage The Awakening - Spells Cheat Sheet

This document describes various magical skills related to manipulating the mind. It provides details on skills that allow a mage to discern mental states, alter memories, project emotions, and exert control over another's thoughts. Each skill lists its prerequisites, description, and mechanics like duration and potency required.

Uploaded by

Ayeye Brazorf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Primary /

Magia Arcano Skills Descrizione Reach Withstand


+1: The mage can also determine her subject’s
Empathy Aspirations and Obsessions.
Know Mind 1 By observing her subject, the mage can determine his Virtue, Vice, and how
Science +1: The player may learn a specific Attribute Potency
Nature pag.159 Subterfuge many dots in Mental and Social Attributes he has.
rating of the subject, rather than the total
number of dots.
By quickly scanning the very surface of a subject’s thoughts, the mage is
+1: The mage is capable of reading through the
Mind 1 Empathy capable of discerning his mental and emotional state. For each level of
Mental surface thoughts of her subject, reading snippets Potency vs
Investigation Potency, the mage may ask the Storyteller a single question to gain
Scan Occult of ideas and catching the words and phrases Composure
pag.159 information about the subject’s mental or emotional state. This information
before he says them.
comes as flashes of insight from the subject’s thoughts
The subject is able to recall things from her past with vivid detail. For each level of Potency of the spell, the subject can recall one
Mind 1 Academics
Perfect memory with perfect accuracy. She can remember the exact size, smell, weight, and words written on a piece of paper. She can
Expression Potency
Recall Investigation recall the exact details of a conversation, including bits that she wasn’t consciously concentrating on, such as what kind of suit
pag.160 someone was wearing.
The mage can alter the subject’s basic mental flow, changing her subconscious thoughts and surface emanations to reflect any
Alter Mind 2 Science mental or emotional state the mage wishes. The spell does not actually alter the subject’s state of mind, but instead alters how
Mental Stealth she projects herself, shielding her from supernatural powers that would read her thoughts, or attempt to pierce her normal veil Potency
Subterfuge of lies and misdirection. Add the spell’s Potency to relevant Subterfuge rolls. Supernatural powers that read the surface thoughts
Pattern pag.160
or emotions of the subject provoke a Clash of Wills.
The mage can project an emotional state at her subject, instilling emotions that grease social wheels or create barriers between
Mind 2 Empathy people. The mage chooses at casting to project a positive or negative emotion at her subject, which allows her to open or close
Emotional Potency vs
Intimidation one Door. Opening a Door usually occurs before an attempted Social maneuver, and the influence of the Door opening does not
Urging Subterfuge Composure
pag.160 have to benefit the mage, but can benefit anyone dealing with the subject during the Duration of the spell. The mage may close
Doors previously opened with the subject, making it harder for others to accomplish goals.
Crafts The mage can dictate how a subject will react to a social interaction, making her more or less inclined to listen to an argument.
First Mind 2 Duration vs
Socialize The spell affects the next Social maneuvering attempt against the subject, raising or lowering the first impression level by
Impression pag.160 Subterfuge Composure
Potency.
Cost: 1 Mana
Mind 2 Empathy
Incognito The mage hides the subject’s psychic presence, causing on-lookers to ignore her. When people look at her, they want to avert Duration vs
ERRATA Stealth
Presence Subterfuge their eyes, or barely notice her. People cannot remember seeing her when they are no longer looking her way. Beings using Resolve
pag.160 supernatural abilities to concentrate on her, including Active Mage Sight, provoke a Clash of Wills.
Memory Academics
Mind 2 The mage compartmentalizes the subject’s thoughts, placing memories into areas that she cannot access or remember. The mage
Medicine Duration
Hole pag.160 Subterfuge can compartmentalize a single memory PER POTENCY, making the subject forget it completely for the Duration of the spell.
Mind 2 Academics The mage erects a mental shield that protects the subject from from mental +0: The spell also shield from one of the following
Mental
ERRATA Intimidation attack. The shield provokes a Clash of Wills against any per Reach applied; the Mind Arcanum, another Duration
Shield p.160-1 Survival mind Goetia Numina, Influences, or Manifestations targeting the subject. supernatural creature’s mind-affecting abilities.
Psychic Mind 2 Expression The mage employs limited telepathic projections. She can send simple +1: The mage is capable of taking control of her Potency vs
Intimidation
Dominatio pag.161 commands through thoughts and emotions to her subject through a mental subject, forcing him to take actions against his Resolve
Subterfuge
link, but not full sentences or complex ideas. The ideas form urges and will. The mage can force the subject to perform
n
one task. The task can be as complex or simple as
the mage desires, giving the subject detailed
mental instructions on how to go about
desires within the subject that he is compelled to act upon even against his
completing the task. She cannot force the subject
will. The commands must be simple, one-word orders — such as to sleep,
to act in a way that would put him in serious
eat, sit, or defend. The intention of the command is sent to the subject along
danger, or to commit suicidal acts.
with the thoughts and emotions. The subject knows that the ideas are not
+2: The mage must spend one Mana when casting
originating from himself, though he does not necessarily know where they
the spell. As with +1 Reach above, but the mage
are coming from. These communications can be used to project emotions
can force her subject to take any kind of action
with “Emotional Urging” p. 160.
without limitations.
+1: The mage may force the subject to perform an
additional action or task.
+1: Only thoughts the originating subject wishes
The mage synchronizes the surface thoughts of her subjects, making the
to send are transmitted.
surface thoughts of one play out in the mind of the others. Apply the spell’s
Mind 2 Crafts +1: All subjects of the spell are capable of both
Potency as a bonus or penalty to relevant Skill rolls (such as Empathy or Potency vs
Telepathy Empathy
Subterfuge) between the subjects. Subjects who carefully think of a message
sending and receiving thoughts. If the spell has
Composure
Socialize several subjects unused to telepathy, it may
pag.161 may use the effect to communicate telepathically along the link; this may
impose a –2 penalty to Mental actions through
require a Composure + Empathy roll for subjects unused to the sensation.
sheer mental “noise.”
Through manipulation of a sleeping person’s mind, the mage can send her
target into a deeper sleep and ensure that he remain oblivious to the
outside world, or she can wake him instantly.
If the mage so desires, the target of this spell wakes instantly. If he is under a
supernatural effect that prevents him from waking, the number of successes
Mind 2 Persuasion on the spell must exceed the Potency of that effect.
Control Duration vs
? A sleeping target might waken at even the slightest sound, depending on Order of the Veil 1° ed. book
Waking ? Resolve
p.191-2 how deeply asleep he is. If the mage wishes to keep the target asleep, each
success on the casting levies a one-die penalty to any perception rolls he
makes to awaken whenever something disturbs him (sounds, people
sneaking past his bed, someone trying to remove his locket, etc.). The
successes also act as the spell’s Potency when contesting another mage’s
use of Control Waking or other, similar supernatural effects.
An apprentice of Mind cannot eliminate the need for sleep completely, but
he can keep his thoughts organized long enough to get the job done.
Like any human, a mage may grow tired and fall asleep, even when he does
Mind 2 Investigation not wish to. A successful casting allows the mage to remain clear-headed for
Delayed ? the duration of the spell, regardless of how long he has been awake before Order of the Veil 1° ed. book Duration
Rest pag.192 ? casting the spell. During this period, each success rolled in the casting allows
the mage to ignore one die of penalties caused by fatigue, but only for
mental or social related actions, not physical actions. He must still roll to
stay awake every six hours, per the rules for “Fatigue”.
Hurried Mind 2 Investigation By putting his mind into a supernaturally deep sleep, a mage can force a full Order of the Veil 1° ed. book Potency
?
night’s rest into the space of a few hours.
Each success on a casting of this spell reduces the amount of time a mage
needs to get a full night of rest by half. A mage who has remained awake for
24 hours or less needs eight hours; one success reduces the required sleep
period to four hours, two successes reduces it to two hours and so on. If the
mage is suffering fatigue (see pp. 179–180 of the World of Darkness
Rest ?
Rulebook) to the degree that it increases the time she must spend sleeping,
pag.192
the spell divides however long she needs to sleep.
Note that this spell does not ensure that the character will sleep well, only
that her mind and body needs less time than usual to awake refreshed.
This spell cannot be used consecutively within the same week more times
than the mage’s rating in the Mind Arcanum.
The mage is capable of increasing the subject’s mental or social capacity.
The mage can increase one of either the subject’s Mental or Social +1: The mage may increase an additional
Attributes by one dot per level of Potency of the spell. This increase affects Attribute with the spell for each additional Reach,
Mind 3 Academics
Augment any Advantages or other traits derived from the Attribute’s level. The spell dividing the spell’s Potency among them.
Expression Potency
Mind Survival cannot increase the subject’s Attribute above her normal maximum allowed +2: By spending a point of Mana, the mage my
pag.161 by her Gnosis. The benefits of this spell are not obvious to a casual observer, increase her subject’s Mental or Social Attributes
but those who know the subject may notice an increase in her intellect or above the normal maximum allowed.
charismatic nature.
The mage smoothes troubled thoughts and deadens emotions, making the
subject think clearly. The spell suppresses one Mental Condition or Tilt per
Mind 3 Empathy level of Potency for its Duration. While the spell is often used to treat mental +1: The subject regains a point of Willpower.
Clear Duration vs
Intimidation illness, it may also be used against positive Conditions, suppressing elation +2: The spell’s effect is Lasting, resolving targeted
Thoughts Persuasion Composure
pag.161 and inspiration just as easily as despair and fugue. The spell may not affect Conditions. This does not grant Beats.
Conditions created by Paradox, and those imposed by supernatural means
provoke a Clash of Wills.
+1: The mage may increase an additional Skill
with the spell per additional Reach spent, dividing
The mage is capable of temporarily increasing one of her subject’s Skills. She the spell’s Potency among them. The Skill must
Mind 3 Academics
Enhance can increase one Skill that the subject already has at least one rank in by one still be one that the subject already has at least
Expression Duration
Skill Survival dot per level of Potency of the spell. The spell cannot increase the subject’s one rank in.
p.161-2 Skill above the normal maximum. +2: By spending a point of Mana, the mage may
increase her subject’s Skills above the normal
maximum allowed.
The mage confuses her subject’s senses, making him believe she is someone else. She can invent an appearance, or mimic the
exact look, sound, and smell of any individual she knows. Unless the mage has interacted extensively with the person she is
Mind 3 Persuasion
impersonating, she must make a Manipulation + Subterfuge roll when she first begins interacting with her subject, and every Duration vs
Imposter Stealth
minute she continues interacting with him. The spell cannot mimic specific Social Merits that grant dice bonuses to Social rolls. If Composure
Subterfuge
pag.162 the mage opens any Doors, or makes any new first impressions, the progress benefit goes to the person she is imperson-ating,
not herself.
Psychic Mind 3 Academics The mage projects an intense amount of emotion and psychic noise at her +1: The subject also suffers a –1 penalty to Mental Potency
Intimidation
for the Duration of the spell due to the mental
subject that forces his brain into a dangerously overactive state, mimicking trauma. This effect may be applied up to three
Assault Medicine
the effects of a stroke. The subject takes bashing damage equal to Potency. times, for a maximum penalty of –3 for three
pag.162
Reach.
+ 1: As above, but now he is capable of modifying
Mind 3 Empathy The mage may telepathically enter her subject’s subconscious. She may pull a single memory she has read from the subject’s
Read the Potency vs
Investigation memories and ideas out of the subject’s subcon-scious, instead of just subconscious mind. She may add to, delete, or
Depths Medicine Resolve
pag.162 reading surface thoughts (see “Telepathy”). change the memory to suit her needs; and the
changes last until the spell’s Duration ends.
The spell’s subject is capable of understanding and translating any language. This is true for the spoken word, written language,
Mind 3 Academics
Universal symbols, encoded signals, body language, hand sym-bols, and concepts that only exist as thought. She must be able to perceive
Investigation Duration
Language Persuasion the language to understand it (for example, using telepathy for thoughts in another’s mind). This spell does not allow non-
p.162-3 Awakened characters to understand High Speech.

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.

+1: The mage can also detect possession, mind


This spell reveals the marks of Fate on people, places, and things the mage control, and alterations of destiny.
Empathy observes (up to one subject per turn). In addition to allowing the mage to +2: The mage can also discern specific
Intercon- Fate 1 Potency vs
Investigation detect any sympathetic connections between the subjects, the mage can information about a subject’s destiny — such as
nections p.134-5 Medicine Composure
also identify those who have violated an oath or geas, and the presence of the Doom of a subject with the Destiny Merit or
spells with conditional Durations (see p. 192). the conditions necessary to trigger (or terminate)
a spell with a conditional trigger or Duration.
+1: The mage receives a brief vision of the subject
In folktales, witches always seem to know when their subjects fulfill (or when the oath is fulfilled.
violate) the terms of an agreement. This spell notifies the mage when a +1: The mage can track the subject until the
Fate 1 Occult
Oaths specified fate befalls its subject — whether the subject is the victim or the spell’s Duration. This doesn’t provide knowledge
Politics Duration
Fulfilled Investigation actor. This triggering event must be something the mage could perceive if he of the subject’s location, only of a path to the
pag.135 were present (e.g. the subject suffers an injury, goes to the restroom, breaks subject that is sure and swift.
her word, speaks the mage’s name, etc.). +1: The trigger event may be something the mage
could only perceive using Mage Sight.
The mage reads probability and compensates for deleterious factors, attracting small turns of good fortune to negate unfor-
tunate obstacles that stand in her way. This negates penalties to any of the subject’s actions equal to Potency for a number of
Fate 1 Crafts
Quantum MUNDANE actions during the Duration equal to Potency. Additionally, the subject can spend a turn during the spell’s Duration
Firearms Duration
Flux Occult aiming an action. The subject loses any Defense and must remain still while aiming. A turn spent aiming grants a bonus to the
pag.135 next action equal to Potency. This bonus can only be applied to mundane instant actions; extended actions and spellcasting rolls
do not benefit from it.
Serendipity Fate 1 Academics This spell grants the mage a momentary glimpse of all the potential roads +1: When the mage’s player makes a roll to Potency
Crafts
her destiny may follow to her desired destination, which allows the mage to achieve her stated goal she may substitute any
Survival
pag.135 identify the next step she must take to accomplish a stated objective. Upon Skill of the same type (Mental, Physical, or Social).
casting, the mage receives a clear omen that suggests a course of action that This affects a number of rolls no greater than the
will lead her closer to her goal. This seldom guarantees immediate success, Potency of the spell. She may use this a maximum
especially if the task before her is complicated, but can provide an important number of times equal to the Potency of the spell.
+2: As above, but the mage’s player may
breakthrough.
substitute any Skill.

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