By Evan Franke (erf98@uclink4.berkeley.edu)
Level: 4
This spell unlocks all mechanically locked objects (doors, chests, puzzle boxes, etc.). It does not disarm any alarms or traps on the object and will have no effect on electronic or purely magical locks..
Aura Reading
Level: 2
Each success Casting this spell counts as a success when using the Vampiric Discipline of Auspex at level 2 (see Vampire page 158).
Detect (Substance)
Level: 1
The subject of detection must be specified for each individual spell. Each success with the spell allows the caster to choose an element of information from the following: distance, direction, number, or vector. To have much affect the spell must be used with the Extend skill.
Enhance (Sense)
Level: 1
This gives the equivalent of Auspex 1 applied to one sense for the duration of the spell.
Invisibility
Level: 5
Target cannot be seen for the duration of the spell by normal means (visible or invisible light).
Locate the Lost Object
Level: 4
The spell allows the caster to locate a specific "familiar" object (giving direction and distance) given that the object is in the range of the spell.
Mist
Level: 2
The Caster creates a block of fog 20 x 20 x 20 feet per success at Casting. This obscures all normal and night vision beyond two feet. The mist can be dispersed by a strong wind.
New Reality
Level 4
Produces illusionary effects identical to the use of Chimestry level 3 with Chimestry level 2 (See The Vampires Players Guide (2d Ed.) page 134).
Perceive Magic
Level: 1
Allows the caster to see the aura of magic around a target if it is under a spell or intrinsically magical.
Permanent Reality
Level: 5
Produces illusionary effects identical to using Chimestry level 4 in combination with Chimestry levels 2 and 3 (See The Vampires Players Guide (2d Ed.) page 134) .
Prise du Mort
Level: 3
This spell allows the spell caster to read the memories from a freshly dead person. To do so, the target must be in range and the target body must be relatively intact; if the head is badly disfigured or has been cut off, then the spell will not work. The extent of information available from the corpse and how old the corpse can be and still allow the spell to function depends on the number of successes rolled at the time of Casting. Effects are cumulative:
Successes | Details | Maximum time dead |
1 | Basic personal details, physical appearance | 36 hours |
2 | Sense of personality; one word descriptions | 48 hours |
3 | Casual acquaintance's knowledge | 72 hours |
4 | Intimate friend's knowledge | 5 days |
5 | Virtually everything known by the subject | 1 week |
Shapechange (form) to (form)
Level: 5
This spell allows the caster to change a target (which can be the caster) from one specified form to another (at rolled range, for rolled duration). (e.g. (human) to (toad); (human) to (bat); etc.).
Shimmer
Level: 3
Raises the difficulty to hit the effected target by the number of successes rolled (to a maximum of 9).
Silent Passage
Level: 2
This spell allows a target to move absolutely silently and reduces Stealth difficulties by 2. This spell only stops involuntary sound.
Spectral Reality
Level: 3
This spell causes illusory effects equal to Chimestry level 2 (See The Vampires Players Guide (2d Ed.) page 134).
Restore Health
Level: 3
If the number of successes in Casting this spell equal or exceed the level of the wound (e.g. Bruised = 1 Level; Incapacitated = 7 levels), then one Health Level is restored. This may only be used on a given individual once per scene to have any effect. During the spell, the caster's Willpower may be spent to increase the number of Health Levels restored (e.g. a successful Casting with 2 WP cures 3 Wound Levels).
Static Reality
Level: 2
This spell causes illusory effects equal to Chimestry level 1 (See The Vampires Players Guide (2d Ed.) page 134).
Teleport
Level: 5
This spell allows the caster to instantly appear anywhere known to or in the line of sight of the caster, within the range of Extend successes. The caster may take others with him at a cost of one Willpower per extra teleportee.
Donning the Thousand Face Mask
Level: 4
This spell has the same effect as Obfuscate level 4 (See Vampire, page 163).
Level: 4
This spell has the effect of Dominate level 3 (See Vampire, page 161).
Coup l'Aire
Level: 3
This spell creates a cloud of poison gas. The base size of the cloud is a sphere with a 5' radius. Successes on the spell are divided between the size and the potency of the cloud, at the choice of the caster. Each success for size doubles the cloud's radius. Each success for potency reduces all rolls by 1 die and will do one level of damage every other round to air breathers. The difficulty to soak this damage is 8. The cloud is also dense and reduces visibility to approximately 5'. The cloud is stationary. Winds of less than gale force will not move this cloud until its Duration expires.
Dispel Magic
Level: 4
This spell counters the effects of spells, disciplines, Thaumaturgy paths, gifts, charms, etc. The caster, upon successfully Casting the spell, rolls a number of dice equal to his Casting successes against the level of the spell, discipline, etc., plus four as a difficulty. If the caster succeeds, the effects are countered. (The Storyteller may require more than one success). If a botch is rolled, there may be a magical backlash (to be defined by the Storyteller).
Eldritch Shield
Level 3
Each success rolled gives the target 1 die of armor for the Duration of the spell.
Fly
Level: 5
For the Duration of the spell the target of this enchantment may fly, with a maximum speed of Intelligence x 20 miles/hour. This speed can be temporarily increased by 20 miles/hour for five minutes per 1 Willpower spent by the target.
Haste
Level: 3
This spell grants the equivalent of the first level of Celerity for the Duration of the spell (See Vampire, page 161).
Induce Darkness
Level: 1
This spell causes an area of darkness equivalent to a starless, moonless night, 10' cubed, to appear within the range of the caster's Extend roll.
Levitate
Level: 4
Caster can levitate a target at a rate of up to 10 meters per round. The caster may levitate multiple targets at a cost of one Willpower per extra target.
Mesmerism
Level: 4
When Casting this spell, the caster rolls her Willpower against the target's Willpower. If successful, the caster may implant suggestions or memories into the target's mind. The number of successes in Casting equals the number of suggestions that the caster may implant. Suggestions implanted by the caster can cause a target to take actions that she is reasonably capable of, even if they are homicidal, or reckless. The target will not follow clearly suicidal suggestions, however. (e.g. the caster can make a person act like a chicken; make a businessman write you a check; make a bouncer pick a fight with someone; or get someone to run across the street, even if the light is red. The caster cannot make the target put a loaded gun to her head and pull the trigger.)
Mystic Bonds
Level: 3
This spell creates bindings, on the specified target, of a strength equal to the Intelligence of the caster plus the number of successes of the Casting. The caster must concentrate for the Duration of the spell, or the strength of the spell will fade at one per round until it reaches a strength of two for the remaining Duration.
Plunge to Darkness
Level: 2
For the Duration of the spell the target will be affected by a Derangement of the caster's choice.
Possession
Level: 5
Once this spell is cast, the caster must engage in a Willpower versus Willpower duel (difficulty 6) against the target and accumulate a number of successes equal to ten minus the number of Casting successes (e.g. The hedge magician casts the spell with three successes. She must now engage in a duel of Willpower as an extended resisted action and gain seven successes against her target). If the duel of wills is won by the caster, then for the Duration of the spell, the caster will be in total control of the target. The caster will have access to the basic facts in the target's memory. The person's spirit and personality are suppressed and he may have difficulty recalling his possession.
Produce Light
Level: 1
This spell causes the appearance of a region of light equivalent to indirect sunlight, ten feet cubed. This area of light may be placed anywhere within the caster's Extend range.
Speak with Animals
Level: 2
This spell gives the caster the same ability to communicate with animals as does Animalism level 1 (see Vampire, page 156).
Telepathy
Level: 5
This spell allows the target the equivalent of the Vampiric Discipline Auspex level four for the Duration of the spell (see Vampire, page 158).
Level: 2
This spell increases the target's Appearance by one half (rounding up) for the Duration of the spell.
Armor of Might
Level: 1
For the Duration of this spell, the target gets the number of successes rolled in Casting in "false" wound levels, which disappear as damage is taken (e.g. if the magician gains three Casting successes then she will have three extra health levels for the Duration. These disappear as they are damaged and cannot be healed).
Berserk
Level: 4
For the Duration of this spell, the target acts as if under Frenzy, although her preferred targets will be identifiable enemies, then bystanders, then friends, then inanimate objects. The target may also pump Willpower into Strength and Stamina, as a Kindred can pump Blood Points, at a rate of one Willpower per round. At the end of the spell, the target must rest for twice as long as the spell was in effect.
Command
Level: 1
This spell allows the caster to influence a target as if using Dominate level one (see Vampire, page 161), with the number of successes in using the power being the number of Casting successes.
Command (species)
Level: 4
This collection of spells allows a caster to control the actions of the given target species (each of which requires a discrete and specific spell) for the Duration of the spell. The species must be non-sentient. The number of Casting successes determine the number of targets the caster can affect.
Successes | Maximum Targets Controlled |
1 | One |
2 | Two |
3 | Six |
4 | Twenty |
5 | All in line of sight |
Confusion
Level: 5
The effects of this spell are similar to Dementation level four (see The Players Guide to the Sabbat, page 106).
Coordination
Level: 2
This spell increases the target's Dexterity by one half of its original score (rounded up) for the Duration of the magic.
Earth Grip
Level: 3
This Shinto-inspired ritual uses the powers of the earth spirits (Kami) to trap an opponent. It takes one round to invoke. In a one meter diameter circle, the ground will soften, swallowing part of what stands on it. The ground then hardens to hold the target(s) with a Strength of 5.
Emotion Control
Level: 3
With this spell, the caster can cause the target to feel stronger or weaker emotions about a particular object, situation, or person. Upon a successful casting, the magician rolls her Willpower against the target's as the difficulty.
Energy Burst
Level: 4
Successfully casting this spell causes four dice of damage to a single target in range of the caster's Extend roll. This cannot be dodged and armor of a physical sort does not count. The damage is aggravated but can be soaked without Fortitude.
Fear
Level: 3
Upon successfully casting this spell, the caster rolls her Willpower against the target's Willpower as the difficulty of the roll. Any success means that the target is cowed and will do almost anything to avoid the caster's displeasure. Each success lowers the dice available in the target's dice pool if the target attempts to act against the caster. If the caster rolls three or more successes, the target will flee in terror.
Gift of Fire
Level: 2
For the Duration of the spell (or until released) the caster produces a torched-sized flame in the palm of one of her hands. This flame will not damage the caster, but will do one Wound Level to any target struck with it (in addition to any other damage from being hit). This damage will be aggravated for Kindred or Garou. The flame can also be thrown. Throwing the flame terminates the spell.
Palsy
Level: 4
After successful casting, the caster rolls her Willpower against the target's Willpower as difficulty. Each success counts as a false "Wound Level" for determining subtractions from the target's Dice Pool for the Duration of the spell.
Paralyze
Level: 4
After successful casting, the caster rolls her Willpower against the target's Willpower as difficulty. The number of successes are the strength of the paralysis. To perform any physical action during the Duration of the spell, the target must get that number of successes on a Strength roll (Difficulty 6) or be unable to act.
Physical Protection
Level: 3
For the Duration of this spell, the target is immune to fire (though not smoke inhalation) and damage caused by extreme heat or cold. The target also suffers no penalty to its dice pool due to being wounded.
Protect the Soul
Level: 3
This spell during its Duration protects against magics which seek to control the target. This spell can also be cast as a counter to some spells. For example this spell can both prevent the operation of and counter the Hedge Magic spell Wanga (Wits Level: 3; see below) and the ritual Coup N'ame (Level 3; see below); however, it can only act as a protection, but not counter, the Possession power of the Dominate discipline (Level 5; see Vampire, page 162). This spell must be cast with a small clay pot (called a canari), which must remain whole for the Duration of the spell.
Strength
Level: 2
For the Duration of this spell the target's strength is raised by half (rounding up).
Stride of the Messenger
Level: 1
This spell doubles the target's movement for the Duration of the spell. (In my game movement for "human" characters is, in yards per round: Walk: 5+ DEX; Jog: 12 + DEX; Run: 20 + DEX x 3; otherwise see the official rules).
Summon (species)
Level: 2
This spell acts as Animalism level 2 (see Vampire, page 156) for the specified non-sentient species (e.g. snakes, rats, lions, etc.). Each species has an individual Summon spell, which must be learned separately. The number of Casting successes are measured against the chart below to determine the full effect. The number of animals which will respond will be based on the actual number of the species within the Extend range of the spell.
Successes | Maximum Targets Summoned |
1 | One |
2 | 25% of those in range |
3 | 50% of those in range |
4 | 90% of those in range |
5 | All in range |
Talons of Celestial Fire
Level: 5
This spell calls forth burning talons which will do five levels of aggravated damage if they hit. If the Casting is successful, then the caster must expend one point of Willpower and roll to hit the target (difficulty 7) using Perception + Extend. Whether the caster hit or missed, the talons disappear at the end of the round they are invoked (i.e. they are not affected by Duration rolls).
Vitality
Level: 2
For the Duration of this spell the target's Stamina is raised by half (rounding up).
Wanga
Level: 3
The caster curses the target to have bad fortune, for the Duration of this spell. Upon successfully Casting this spell, the caster rolls her Willpower against the target's Willpower as the difficulty. For each success gained by the caster, the target will lose one rolled success in any roll involving her Abilities, unless a success so removed is a natural 10 (e.g. Malfou the magician casts Wanga on Joy and succeeds. Malfou rolls his Willpower of 7 against the difficulty of Joy's Willpower, 7, and gets two successes. Thereafter, for the Duration of the curse, Joy will have to eliminate two non-10 successes before calculating her number of successes when making rolls involving her Abilities).
Level: 5
Through the use of this ritual the caster may travel astrally, just as a Vampire with Auspex level 5 (see Vampire, page 160). This ritual requires the caster to sit in a protective circle or pentagram, lit with beeswax candles, and holding a mirror, which upon entering the Astral Plane will shatter. The caster's spirit enters the Astral Plane (the Gauntlet) through the mirror's cracks and is anchored to the body by the circle or pentagram. The caster may stay Astral for as long as the candles remain lit.
Chant of The Sage
Level 2
This chant invokes the untapped power of the mind through an hour long ritual which focuses on the discipline of great thinkers, historical and mythological (e.g. Thoth, Aristotle, Curie, Lao Tzu, Athena, Einstein, etc.). The ritualist may then use more than one point of Willpower to add successes to rolls involving Knowledges for the next scene (limited, of course, by the availability of Willpower).
Coup N'ame
Level: 3
This ritual must be cast in line of sight of the target or in conjunction with some item intrinsically linked with the victim (in which case the ritualist may be up to ten miles away). This ritual inflicts a wasting disease on the victim if the ritualist succeeds in rolling her Willpower against the victim's as the difficulty. The number of successes determines the length and extent of the sickness. Each stage occurs over the course of one day (e.g. 3 successes, the victim will experience state 1 on the first day, 2 on the second, 3 on the third, and four on the fourth). The damage done by the gradual progression of the disease may be soaked each day.
Successes | Disease ends at Stage |
1 | Two |
2 | Three |
3 | Four |
4 | Six |
5 | Eight |
Stage | Effects |
1 | Victim loses 2 WP and takes 3 Dice of Damage |
2 | Takes 4 Dice Damage |
3 | Takes 5 Dice Damage, Loses 1 WP |
4 | Takes 6 Dice Damage |
5 | Takes 7 Dice Damage, Loses 1 WP |
6 | Takes 8 Dice Damage |
7 | Takes 9 Dice Damage, Loses 2 WP |
8 | Takes 10 Dice Damage, Loses 2 WP |
Coup Poudre
Level: 2
This ritual only works if the ritualist knows the true name of the intended victim. If the name is known, the ritualist may make a poison, potion, or drug (provided she has the required Ability) and limit the concoction's effects to an intended target. Anyone else exposed to the substance will not be affected. The elixir will remain targeted for forty-eight hours, after which it reverts to normal.
Dimensional Aperture
Level: 5
This spell opens a portal to any Domain in the Near Umbra with which the ritualist is familiar. This does not allow the ritualist to travel the Umbra between Domains. The ritualist must pass through a silver mirror to reach the desired Domain. To return, or move to a new Domain, the ritualist must use another mirror. (for more information, see (W: TA, Umbra, The Velvet Shadow).
Enchant Weapon
Level: 3
With this ritual, the ritualist may cause some melee weapon to do aggravated damage to supernatural creatures. The weapon to be so enchanted must be of the finest quality elements, mixed and shaped by a master weapon smith. In this form of the ritual, the day (or night) of enchanting, the ritual must end with the weapon being tempered with the blood of a victim killed with a single blow. Otherwise, the ritual will fail. Some have used criminals to effect this ritual, others have preferred innocents. Make Humanity checks accordingly.
Exorcism
Level: 4
This ritual can negate various forms of possession. The target must be restrained and then through symbolic acts of casting out the possessing spirit, the ritualist attempts to free the victim. The ritualist rolls her Willpower against the possessing spirit in an opposed contest. The ritualist must accumulate five more successes than the spirit (or magician behind the "possession"). If the spirit gets five more successes than the ritualist first, then the ritualist will have no possibility of casting out the spirit. The ritualist must not be disturbed or distracted while performing this ritual, or it will be spoiled and the ritualist will be unable to cast out the spirit as if the spirit had one the contest of Willpower. At the end of the ritual, the ritualist will go to 0 Willpower, though this will return at a rate of one point of Willpower every three hours. If the target is freed, she too will be at 0 Willpower, but will regain it at the same rate as the ritualist.
Feign Death
Level: 2
This ritual takes one round to enact. It places the target into a cataleptic state indistinguishable from death (of obviously limited use to Vampires). While in this state, the target has the equivalent of Fortitude level 2 (see Vampire, page 163) and is immune to drowning, asphyxiation, and exposure. It takes one round to come out of this state. The maximum duration of the state is determined by a Willpower roll by the target against a difficulty of 7. One success allows up to five minutes, two up to ten, three up to twenty, and so doubling. This duration can also be extended by spending Willpower, at a rate of five extra minutes per Willpower spent.
Gad
Level: 1
In the course of this ritual, the ritualist traces ritual symbols of the Vodoun religion (veves) on the target's body. This takes five minutes, during which the ritualist must not be interrupted. The Storyteller should make a secret Willpower roll for the ritualist against a 6. Each success indicates an extra success the target will have during the day when she is most in need of it (Storyteller's discretion; e.g. to avoid botching at a really bad time, to get that last success to stake the vampire, etc.).
Hands Like Wild Birds
Level: 3
This ritual takes ten minutes to execute and lasts for one hour. It gives the effect of Celerity level 1 (see Vampire, page 161) for the target's hands only. The side effect is that the target's hands will move uncontrollably in a nervous manner. The target may spend a point of Willpower to use her fine manipulation for a round. For extended use, like holding a teacup of hot liquid carefully, the target must roll her Willpower against a difficulty of 9 to try and contain her hand movements. This will last until she is distracted or attempts a new action.
Lock
Level: 1
The ritualist uses this one minute long ritual to seal a door or other item against normal entrance without a password. This effect lasts one lunar month (or until broken by dispelling or force). The ritualist must spend one Willpower or Blood point for the desired level of strength of the lock (i.e. for 3 WP the lock will have a Strength of 3).
Mists of Morpheus
Level: 3
This ritual takes one minute to invoke. It creates a ten by ten foot cloud of mist which will induce sleep unless successfully resisted (roll Willpower against a difficulty of 8). This is an impractical defense, though it may be used as such in an emergency. Rather, the benefits of this ritual is that, all affected targets, once they awake in six minus Stamina hours (minimum of one hour) will not require sleep for three days and three nights. The ritualist must have sands from beaches touched by each of the world's oceans, a blanket or toy loved by a small child, and a tiny gate made of animal horn to invoke the ritual. Theses items disappear to Morpheus' realm at the dissipation of the Mists.
Prophesy
Level: 5
This ceremony allows the ritualist to be possessed by a spirit which will fortell about a central event in the near future. The distance into the future and accuracy is based on a Wits + Occult roll by the caster against a difficulty of 8.
Successes | Distance into the future and detail |
1 | Thirty minutes, little detail |
2 | Six hours, limited detail |
3 | One day, reasonable detail |
4 | Two days, complete information |
5 | One week, complete information |
The spirits summoned by this ritual are capricious and wily, tied to the sphere of Time, and some have malevolent intentions. Though the spirits will be truthful, they may allow room for false conclusions, and will certainly be cryptic.
Spirit Capture
Level: 3
This complex ritual allows the ritualist (such as an evil Veau Bokor, of Vodoun mythology) to sap or steal the 'ti bon ange (or part of the soul) of the victim. The ritualist must create a canari, a small clay pot, into which she places a mixture of powdered lizard, powder from a decomposed corpse, and various other arcane ingredients (at the storyteller's discretion) suspended in castor oil. The ritualist must then have the canari in her possession when it invokes the ritual. The ritual must be invoked in line of sight of the victim and takes one round. At the completion of the ritual, the ritualist rolls her Willpower against the Willpower of the intended victim as the difficulty. The number of successes determines the effects.
Successes | Effects |
1 | Reduces maximum Willpower by one |
2 | Lowers Maximum Willpower by 25% (round up). |
3 | Lowers Maximum Willpower by 50% |
4 | Lowers Maximum Willpower by 75% |
5 | Lowers Willpower to 0. |
The only ways to regain the lost Willpower are either to destroy the canari used in the ritual or to kill the ritualist.
Spiritual Healing
Level: 3
This is a thirty minute ritual that involves tracing (veves) on the target's body after cleaning the body with soap, water, and herbs. The ritual can heal disease (the Storyteller must set the number of successes required, one -- the common cold, five -- cancer), blindness (storyteller must set difficulty based on context), and wounds. The ritualist rolls her Willpower against a difficulty of 7 to determine success. For wounds, each success equals one cured would level. This will only work once in twenty-four hours, and in the case of disease or blindness, an initial failure means all subsequent attempts by the same ritualist on the target will fail to cure those afflictions.
Sympathetic Magic
Level: 3
This is the well known, though often misunderstood, technique of making a "voodoo" doll (which actually comes from a Western European black magic tradition and has nothing to do with the Vodoun religion). By creating a doll with parts from or associated with the victim, the ritualist may then cause pain and damage to the victim. The doll-maker must obtain some material intrinsically linked with the victim. It is better that the material is part of the victim's body (nail clippings, blood, hair), though some other object that is important to the victim and has been in close proximity to her for a protracted period will do (e.g. a wedding ring from someone who has been married happily for many years; the Storyteller must determine what will work).
To successfully bond the doll to the victim, the ritualist must expend six Willpower points and roll Manipulation + Occult against a difficulty of an 8. The maximum number of days that the ritualist may inflict damage is six per success (i.e. three successes, eighteen days). The ritualist must do damage each day or the victim will be freed. The damage inflicted by the doll is as follows:
Day | Effects |
1-3 | -1 Willpower |
4-6 | -1 Willpower;-1 die from dice pools (as if wounded) |
7-9 | -2 Willpower; -2 dice from dice pools (as if wounded) |
10-12 | -2 Willpower; -3 dice from dice pools (as if wounded); 1 level of damage (can be soaked) |
13-15 | -3 Willpower; -4 dice from dice pools (as if wounded); 2 levels of damage (can be soaked) |
16+ | -4 Willpower; -4 dice from dice pools |
The only way to escape this damage is to kill the ritualist or to destroy the doll.
Voice of Command
Level: 3
This ritual adds authority to the target in the use of a social attribute for the next twenty-four hours. A combination of herbs and incense is required for this two hour ritual. The ritualist rolls Wits + Occult against 7 difficulty. Each success adds a point to the designated Social Attribute at the cost of one Willpower per success (i.e. three successes will cost three Willpower points).
Zombification
Level: 4
This ritual converts a freshly dead corpse into a zombie. The corpse must be whole. The ritualist must touch the corpse or its grave (roll perception + Occult against a 7) or have some of its burial earth in his possession (roll Perception + Occult for two successes against an 8). (See The Storyteller's Guide to the Sabbat, page 81 for sample statistics).