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Life • (Initiate)
• Compelling
- Purge drugs and poisons from one’s body.
• Knowing
- Discern the age, sex and species of a nearby creature, even human.
- Discern enough information about the characteristics of a given life form that one can recognise it later.
- Sense the presence of life forms all around the caster. Can tune out types of life form, e.g. ignoring the signals of
airborne bacteria or trees, or selecting “humans” or “roe deer.” Can be used to tune in to the locations of recognised life
patterns, as long as they remain alive.
- Sense the general state of health of a life pattern, identifying drugs, poisons, diseases or injuries.
• Unveiling
- Mage Sight (Pulse of The Living World). Sense magic. Scrutinise magic.
- Gain sensory perception of phenomena within the purview of Life.
- Sense whether life forms in the area are under the influence of Life magic, or of any supernatural power which is altering
their Life Pattern.
- Determine if a drug, poison, injury or disease is of supernatural origin, or has been directly caused by a supernatural
being. Damage caused by a supernatural creature’s powers or attacks counts, but not if that supernatural creature had simply shot the victim with a pistol.

Life •• (Apprentice)
•• Ruling
- Perfect body control. Mage can slow down or stop own heart, reduce breathing rate without risking oxygen starvation, speed up own reflexes (Initiative boost), greatly speed up healing times for bashing damage and slow down own metabolism so the mage can do without food for longer.
- Control base life forms.
- Control smallish swarms of insects, e.g. bees, wasps.
- Healing:
  • Wounds of base and median life. Touch range.
  • Heal bashing or lethal damage (self).
  • Cure sickness or disease (self).
- Transfer feature: Base life to base life. Touch range.
- Transformations:
  • Base life to base life. Touch range.
  • Large plant into swarm of insects. Touch range.
  • One plant into another.
•• Veiling
- Mask wounds and signs of injury in base and median life forms, making them appear healthy, or making it appear as if
they are suffering from some other cause of ailment.
- Mask one’s own injuries or signs of ill health.
- Mask the presence of identifying moles, birthmarks and scars.
- Make one life form appear to be another life form, e.g. making a red rose look like a black rose, make a tangle of briars
look like a comfortable hummock of grass or make deadly nightshade berries appear to be tasty blackberries. - Mask a base life form’s scent from predators.
- Mask own scent, or alter scent to appear like an unappetising creature to predators.
- Send out disruptive pheromonal signals to confuse a swarming mass of insects. e.g. ants, bees.
- Make one’s trace DNA evidence at a crime scene unreadable.

Mind • (Initiate)
• Compelling
- Perform two separate non-physical Extended action knowledge tasks at the same time.
• Knowing
- Sense the presence of consciousness around the caster.
• Unveiling
- Mage Sight (Third Eye). Sense magic. Scrutinise magic.
- Gain sensory perception of phenomena within the purview of Mind.
- Read living auras, and discern the emotional states of those whose auras are read.
- Detect the presence of mental projections in Twilight.
- Sense when others nearby are using, or under the influence of, extraordinary abilities such as telepathy, mind control,
psychometry or ESP.
- Read, identify and analyse Resonances.

Prime • (Initiate)
• Compelling
- Unweave (dispel) existing magic of any Arcanum (caster has to know each Arcanum being used)
- Inscribe Rotes into a Grimoire (caster loses Rotes, has to relearn them, but can read and activate them from within the Grimoire)
• Knowing
- Scrutinise an enchanted item, and (with exceptional success) identify its nature and powers, including any curses on it, etc.
• Unveiling
- Mage Sight (Supernal Vision). Sense magic. Scrutinise magic. - See through Prime-based illusions.

Prime •• (Apprentice)
•• Ruling
- Activate a contingent Artifact or imbued item.
- Squaring the Circle: Create a mystical space where two mages can fight the Duel Arcane.
•• Veiling
- Transform one’s own Aura.
- Hide oneself from other mages’ magic senses when scrutinising their spells.
•• Shielding
- Counterspell Prime: counteract any spell as it is being cast, Covert or Vulgar (must first detect it with Mage Sight). Do not need to identify any of the Arcana used. A Counterspell not using the Prime Arcanum (see “Counterspell”, p. 123, Mage: the Awakening) requires knowledge of at least Rank • in one component of the spell being used; further, it can only counteract Vulgar magic.
- Magic Shield (protect against magic directly cast at the mage, not aimed at the mage).
•• Unveiling
- Sense The Threads: Sense when a mage is scrutinising one of your spells or items. Space ••. - Primal Flow (Grant Supernal Vision to others).

Spirit • (Initiate)
• Compelling
- Partially awaken a slumbering spirit within a tool or object for one scene, giving a single equipment bonus to a dice roll in that scene.
• Knowing
- See, hear and talk with spirits in Twilight.
- Sense the unseen presence of Twilight spirits in hiding.
• Unveiling
- Mage Sight (Second Sight). Sense magic. Scrutinise magic.
- Determine the strength of the local Gauntlet.
- Detect the presence of a possessing entity within a terrestrial being. - Perceive the Twilight.

Spirit •• (Apprentice)
•• Ruling
- Physically interact with spirits and spirit objects in Twilight. Death •• to affect ghosts and ghostly objects; Mind •• to affect bodiless psychic projections.
- Call a nearby spirit to attend the caster.
- Fortify or weaken the Gauntlet at a Hallow. - Create a Soul Jar.
•• Veiling (Not listed in the book)
- Perhaps conceal the caster from the scrutiny of spirits?
- Conceal the nature of a soul jar, Fetter or Fetish, making it look like an ordinary object. - Make soul jars, Fetters or fetishes invisible to spirits?
•• Shielding
- Protect oneself against physical attacks and attacks from spirits.
- Does not protect against grapple attacks. Does not protect against overcoming a grappled mage.
•• Unveiling
- Grant Second Sight upon others.
- Peer across the Gauntlet into the Shadow (or from the Shadow into the material).

Spirit ••• (Disciple)
••• Weaving
- Exorcise a possessing spirit or drive it from its Fetter.
- Forge a pact with a spirit familiar (requires Familiar Merit).
- Summon a spirit from the Shadow Realm.
- Reach across the Gauntlet to touch, be touched by, or strike a spirit in the Shadow.
- In the Shadow, reach across to the physical world and interact with physical items.
- Strike people in the physical world from the Shadow.
- Restore a soul to its rightful body. Space ••+ to retrieve the soul from a remote location. - Rouse the spirit within an object.
- Spirit road (cross the Gauntlet into the Shadow): Transitory Duration. Extended casting. No control over access until Spirit ••••.
••• Fraying
- Damage the Corpus of a spirit in Twilight, or inside a soul jar or fetish.
••• Perfecting
- Heal the Corpus of a spirit in Twilight, or inside a soul jar or fetish.
••• Ruling
- Control a spirit.
- Create a soul jar with a longer Duration, potentially Indefinite.
••• Shielding
- Create a personal ward against spirit powers, Numina, werewolf Gifts and rites. - Bestow Shielding •• protection upon others.

Spirit •••• (Adept)
•••• Patterning
- Bind a spirit to a location or object in the material world.
- Bind a spirit guardian to protect a physical object, location or person. - Create a fetish.
- Create a Medicine Bag to store Essence.
- Convert Mana into Essence, Essence into Mana (Prime ••••).
- Channel Essence:
  • From a Locus.
  • Spirit to spirit.
  • To or from a Medicine Bag or other object that can contain Essence. • From a Locus, Medicine Bag or other Essence container to a spirit.
- Forge a familiar pact between a Familiar and another mage. - Compel a spirit to possess a terrestrial being.
- Control access to a spirit road caster creates.
- Cross the Gauntlet without needing a spirit road.
•••• Unravelling (Not listed in the book)
- Destroy a fetish spiritually, freeing the spirit and leaving the object intact? - Sever the link between a spirit and a Fetter?
- Damage the Corpus of a spirit across the Gauntlet in the Shadow?
- Destroy a Medicine Bag’s ability to contain Essence?
•••• Perfecting
- Heal the Corpus of a spirit across the Gauntlet in the Shadow.
•••• Weaving
- Spirit road: Prolonged Duration. Extended casting.
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