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Credits
Concept & Design: Jereme Lith Maethor Morwen Erithil White Wolf staff (errata on original material) Spell Concept & Design: Luxifer (Facade, Pyretic Shield) Shoat (Spatial Malediction) White Wolf staff (errata on existing material) Merit Concept & Design: Lith Maethor (Living Grimoire, Rote Tattoo) White Wolf staff (errata on existing material) Developers: Jereme Lith Maethor Layout & Typesetting: Jereme Knightmare Lith Maethor Morwen Auriel Interior Art: Iann A.A. Watson (Path, Order and Legacy symbols) Cover Design: Katie McCaskill and Richard Thomas (blatantly stolen from Mage the Awakening till we get our own) Playtesters: All you players out there...
Acknowledgment
Thanks to all those that were forgotten, skipped or omitted for whatever reason from the Credits. Also, thanks to all our friends and the people close to us for putting up with the mood swings and the long hours we dedicated to this channel and the creation of this document. Special thanks to all the people in White Wolf for giving us one of the best Role Playing Games out there, as well as to all the people who inspired us in any way even though some of them are already mentioned in the Credits.
DISCLAIMER:
Dreams of Darkness is not connected to White Wolf in any way whatsoever, we are just a few of the people that enjoy their games, with a bit more extra time in our hands in order to create this document. We are responsible for whatever is written in here unless stated otherwise in the credits section This document includes elements from all Mage the Awakening related books. The original books are still needed and all sections of this document were written under the assumption the reader either owns these books, or at least has legal access to them.
For more info on the channel and probably the place you got this file from, please visit our site: http://dreams.byethost2.com For more info on World of Darkness, please visit the White Wolf sire: http://www.white-wolf.com For more symbols from White Wolf (and others') games, please visit WolfSpoor: http://www.wolf-spoor.org This document was created with OpenOffice.org, so pay these guys a visit if you have the time: http://openoffice.org
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Table of Contents
Credits Chapter One: Arcanus Mundus (The Secret World) Character Two: Character Chapter Three: Magic Appendix One: Legacies Appendix Two: The Ways of Magic 2 4 4 4 6 6
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Spell Factors
Relinquishing Control of Spells
When Relinquishing spells, you can spend a Willpower Point instead, but the spell can still be Dispelled. By extension, spells Relinquished by spending a Willpower Dot can not be Dispelled.
Familiar ( or )
The XP cost of raising a material Familiar's traits is new dots x5 while that for a Fetch is x7.
Rote Tattoo ( to )
Prerequisite: Awakened, High Speech, Life Effect: Similar to the Living Grimoire ( to ) Merit, a Rote Tattoo allows the willworker to inscribe a rote on his person, either in High Speech or in his own personal code exchanging power for secrecy. Rotes thus inscribed resemble tribal tattoos or random designs that make no sense to anybody but the Mage who creates them or in the case of High Speech being used, to any with knowledge of it. When one of the Rote Tattoos is activated, the spell is cast as reflexive and still counts against the maximum number of active spells a Mage can have at a time. The same limitations as with
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Duration: Prolonged (one scene) Aspect: Covert Aspect: Covert Cost: Destroy Object (Death ) The specificity of the role assumed may levy dice penalties Aspect: Vulgar from a range of 1 to 3. With Mind 4, the Mage can access Slay Own Aura (Death ) information sympathetically to garner information from the This spell is a level four one, not level five as shown in the collective unconscious that he would not normally be able to know. book. Once again, the specificity of the information may cause a penalty from 1 to 3. Temporarily knowing another language is basic, while Forces attempting to uncover the pass-code for a deactivation sequence may Call Lightning (Forces ) incur the full penalty. At this level, it is possible to call a lightning down on Silver Ladder Rote: Another Man's Shoes someone with a clear sky. Dice Pool: Presence + Persuasion + Mind Aspect: Vulgar Heavy is the head that wears the crown. The social Life necessities of the Silver Ladder sometimes require them to fill a role that they simply have no experience with. Being able to inspire Hereditary Change (Life ) through leadership, or simply coming across as a charming and glib This spell is an exception to the normal rules of combining person can require attributes that the Mage does not have. With the spells and as such, archmastery of Life is not necessary. application of this rote, the Mage can effectively put on his director's Mind hat in one minute and his fellow comrade's hat in another.
Facade (Mind )
Sometimes it's important for a Mage to portray a specific persona or identity. This spell allows him to do just that. When using this spell the Mage essentially projects through his aura a subtle misperception as to the nature of his identity. It works through a combination of reworking the aura to demonstrate the correct emotional portrayal as well as making subtle changes to the Mage's own psychology to think in a way appropriate to that identity. By itself, the spell does not grant the Mage access to new information or skills, but it will certainly grant the Mage the ability to convince others that he is the genuine article. In many ways, this power is similar to the spell Imposter, except that it doesn't create an overlaid illusion that others visually see (though it may be combined with this spell for enhanced effect) but grants them the appropriate mannerisms and emotions to fit the role. Practice: Weaving Action: Instant
Certain scholars among the supernatural spin-offs of humanity have theorised that each being, at least in the material realm, is composed of four basic elements. The very lifeforce of each being is what people call Soul and it is what the Awakened need in order to reach out and call the rules of the Realms Supernal to the Fallen World. The physical form needed to house the other three elements is the Body and most supernaturals are quite familiar with its strengths and weaknesses. The rational part and intellect of the being is the Mind, responsible for most decisions made. Finally, the primal and instinctual self, is each being's Spirit. Some Awakened scholars took this theory one step beyond and actually created a spell that can separate the four parts, at least for a time. It goes without saying that the separation is rarely pleasant and casting the spell on an unwilling target is a grave sin and the loss of Wisdom is automatic. Practice: Unmaking Action: Instant Duration: Prolonged (one scene) Aspect: Vulgar Cost: 1 Mana and 1 Willpower Legendary even to those that know of its existence, the spell has no known rote form and its effects on its targets are devastating, with side effects torturing them even long after the spell is over. Unless the Soul is contained or stored, it flies off to whatever fate lies for the souls of the dead. Exception to this rule is the Soul of a Vampire that is already tied to the Body by Vitae, as well as the Divine Fire of the Prometheans that moves to the nearest suitable vessel. The Body, losing the other three elements, appears dead and unable to function in a coma for most, torpor for Vampires. The Mind of the target turns into a weak ghost with clear recollection of what happened. Finally, the target's Spirit is immediately thrust into Twilight as a new ephemeral entity, ravenous and savage, especially in the case of Shapeshifters and Vampires after all, the scholars say,
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Space
Portal (Space )
A person or creature who was not intentionally flung at the Portal (as in the case of someone who has grappled you and thrown you through) can make a contested roll to resist passing through a Portal if he doesn't want to go through. In other words, if you're falling and someone creates a Portal beneath you, you can contest going through it. Roll Gnosis + Dexterity; only one success is needed. If you succeed, you pass the Portal as if it's not there (you don't impact it or bounce off it).
The Mage must know the exact clock time he wishes to scry for as well as have an item to provide a sympathetic link to the target.
Time
Postcognition (Time )
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