MtAw 2 - Legacies - The Rehashed
MtAw 2 - Legacies - The Rehashed
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TL;DR The Legacies which follow are missing lore sections (find them in their
relevant 1e books), sometimes break the creation rules, and I couldn’t care less.
To be honest, I don’t have the most encyclopedic knowledge of the intricacies of each Legacy,
but I’ve mostly just tried to give it the best shot I could. So please forgive any inconsistencies
of Canon, but we have had a fairly significant canon and rules system shapeup, and a number
of these Legacies 1e versions were founded on now non-existent Arcanum restrictions and “speed
bumps” (I’m looking at you Celestial Masters).
There are various breakages of the Legacy-creation rules, which I have tried to explain below,
and ultimately any discrepancies I have tried to explain as being for the purpose of ensuring
those Attainments are actually USEFUL. There’s a limited amount you can do when your
secondary spell factor is limited to a maximum of 3, and must brush up against Withstands of
3-4 on a regular basis, so you just have to kind of break the rules a bit to make it work.
I have also not included information about the fluff and various other elements, partially
because you can read the damn books for that stuff, and partially because I can’t be bothered.
I might update this, I might not. Feel free to change anything I’ve written for your own
games, so long as you enjoy the game, I’m happy.
I also can’t be fucked to make this look much nicer than it is. I’m not making a buck out of
this, and I mostly just did it because my group were whining about a lack of Legacy writeups,
and as a favor to some people on /tg/ amidst all the rampant shitposting and vamp, wolf,
and magefagging.
I also haven’t included by own shitty homebrew Legacies. Because who the fuck wants to read
that?
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Legacies Included
Ascended Adepts
Austere, The
Bene Ashmedai
Blank Badges
Bokor
Celestial Masters
Choir of Hashmallim
Chrysalides
Clavicularius
Cloud Infinite
Cryptologos
Cwn Annwn
Daksha
Daoine
Dreamspeakers
Echo Walkers
Fallen Pillar
Forge Masters
Imagineers
Legion
Logophages
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Lords of the Inanimate
Masters of Destruction
Morphean Continuity
Nagaraja, The
Orphans of Proteus
Perfected Adepts
Reality Stalkers
Roses of Eden
Sphinxes
Tamers of Fire
Tamers of Rivers
Tamers of Winds
Tellurians
Threnodists
Thrice Great
Timori
Transhuman Engineers
Uncrowned Kings
Unforgotten Scions
Walkers in Mists
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Ascended Adepts
See Tome of the Watchtowers for all the fluff.
Doctrine
Parent Path: Obrimos, Silver Ladder or Seers of the Throne
Initiation: Meet with your Mentor in your dreams, and craft for him an idealized concept of
yourself, unburdened by physical, Fallen restraints. Then work with your Mentor to
Magic:
Ruling: Mind 2
Yantras: Spend a moment to focus your mind and put aside distractions (+1), seek
information about the subject of your spell through use of the Dream merit (+2),
succeed on a Resolve + Composure test and enter a meditative state before casting
(+2), forsake your physical body in pursuit of your subject (+1, +2 if this causes a
negative Condition).
Oblations: Lengthy meditation (focusing on 2 or more things at once), study and reading,
prayer and chanting, mental exercises designed to sharpen perception and memory,
Attainments:
First Attainment Perchance to Dream
Pre-Requisite: Initiation
The Past is a Memory, and the Ascetics rarely let any memory truly depart them. Given the ability to focus,
Ascetics can remember any memory, and experience they have felt throughout the entirety of their life.
Never fading, never forgetting, only through great mental violence either physical or mystical can an Ascetic
be convinced to truly let loose a memory.
Perfect Recall. Obvious, simple, reach for instant casting, then pull from short-term when duration ends.
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Mental Scan, reach for instant casting
Mental shield, reach for advanced duration, just transcribed the effects of duration factors into text. Scene
ritual activation is obviously going to happen as the mage continues to maintain their dream-bastion.
Telepathy, but into dreams, keep maintaining with instant actions to keep using. Can’t read dreams with this,
but can do that with another spell (one which won’t obviously trigger quiescence like actually projecting in
does, or rather, would).
One Mind-Two Thoughts, reach for Instant Casting, Advanced Duration, and Various Actions. Though that
wasn’t quite good enough for a 3-dot so I decided to loosen the “self-only” ability, to ensure that while that’s
persistent, they can “bless” others with a touch of their mental looseness for a while.
Universal Language, reach into advanced duration, travel to the Records takes a scene, satisfies ritual speed
condition. Return with omni-lingual capacity. Kickin’
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The Ascetic’s mind has grown strong through their rigorous training, and the Ascetic now reaps the bounty of
their persistence. In a ritual performed in the mage’s Dreams, the Ascetic draws upon the power of their
awakened soul to enhance their mind, increasing a Mental or Social Attribute by their dots in Mind (up to
their Gnosis-derived Maximum). The Ascetic can perform this ritual as many times as they desire, potentially
enhancing all of their mental attributes given enough time in their dreams. This Attainment lasts for a Week
before the Pillars weaken and their mind returns to its normal state.
Augment Mind, Reach into Advanced Duration and another into nothing. I feel bad enough that you can stack
this Attainment into multiple attributes. I though ditching one reach might make up for that.
Adapted a 1e spell not in 2e into second edition. Reach for Duration, not instant, you can honestly also just do
this by meditating on high fiving earlier that day, but fuck it, this works too.
To enter this state requires an Instant Action, and persists for a period limited to at maximum one year. The
Mage’s body still ages and suffers all normal problems related to biological matter, and must thus be cared
for or will quickly die. Many Masters of this Legacy seek to create perfect locations to leave their bodies for
extended periods, or learn certain principles of Time magic to freeze them in time to permit them to enjoy
existence as a bodyless being for longer periods of time. Some Ascetics have tragically resorting to lengths
reaching near to (or in rare cases exceeding) the perversion of the most depraved Liches to maintain their
Transcendent Form for ever increasing amounts of time.
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The Austere
See the Guardians of the Veil Order book for all fluff.
Doctrine
Parentage: Guardians of the Veil, Mastigos
Initiation: Construct and implant, with the assistance of your tutor, your Mainspring, enter into
a trance-like state, and implant it into your chest or abdominal cavity while shaping
your Soul around it.
Magic:
Ruling: Matter/Life (Choose one)
Yantras: Succeed on a Academics check relevant to the spell (+2), acting ‘logically’ (+1),
investigating the functionality of the target (requiring either disassembly and
reassembly, or vivisection) (+2), putting aside distractions and focusing on the matter
at hand (+1, +2 if this removes a Positive Condition).
Oblations: Observing the function of a large, mechanical structure such as a Ferris wheel,
watching the movement of the stars and planets in the night sky, disassembling and
reassembling (without using magic) an object with complex moving parts (such as a
pocket watch), committing an act of minor but dispassionate cruelty against a
stranger, receiving a permanent or semi-permanent body modification (such as
tattooing, piercing or scarification), performing the former on another according to
that person’s specifications, vivisecting a living creature.
Attainments:
First Attainment Mainspring
Pre-Requisite: Initiation
Implantation and attunement to a Mainspring is the first and only step in becoming Austere. This first step
down the path towards purity from the tyranny of biology and emotion grants immediate awareness of and
the ability to sense both the purity of the inanimate and the corruption and failing nature of the animate
within the Mage’s immediate surroundings. As an Instant Action, the Austere can detect the presence of
lifeforms, and specified kinds of matter around them. Initially, the Austere can only detect such phenomenon
within a small room, however at Life and Matter 4 this extends to a large room. This knowledge is sustained
for a number of rounds equal to the higher of the Mage’s dots in Life or Matter.
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Detect Life/Matter, Reach into Instant Casting, secondary factors into scale, primary into mostly-irrelevant
duration.
Reach into Instant Casting, and perhaps (unaccounted) Sensory Range? Really the spell talks about
“observed”, so I’m happy to give it free sensory range. As that info is easily found anyway.
In addition, the Mainspring’s integration into the body of the Mage grants additional benefits. Firstly, the
Mainspring is invisible to magical detection, and contests any detection with a Clash of Wills, using the lower
of the Mage’s Life or Matter, this is counted as having an Indefinite duration. Additionally, as an Instant
Action, the Mage can shield themselves from technological detection, provoking a Clash of Wills in any
Magical attempt to detect them through technology.
It’s pretty much 2-3 abilities in one, however the first element only works for a scene, and must be continually
re-activated which can eat into action economy. So assume most Austere don’t re-activate it every scene, and
shame ones who do.
Second ability is mostly just to hide that they are Austere, and also to add in a little invisibility-from-cameras
ability.
Incognito Presence, Instant Action, “unaccounted for” Advanced Duration. But only works on self, no
secondary factors to help others, so balanced. Third Attainment: Cog in the Machine
Wondrous Machine, Reach into Instant Casting, and “unaccounted for” reach for Advanced Duration.
Secondary factors are however removed, and the Attainment can only be used on the Mage themselves, so
it’s balanced.
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Optional Arcanum: Mind 3
The Austere seek to purify themselves of the disgusting pity, sentiment and other mental flaws which
prevent Mages from truly comprehending the Eternal Movement. Application of the principles of the Mind
Arcanum are thus much cherished in purging these hated failings from the Mage’s mind. As an Instant Action,
the Mage can suppress one mental condition or tilt per dot of Mind for the remainder of the scene.
Clear Thoughts, same as above. No secondary factors, only on self, justifies scene duration.
Once the item is constructed, a scene-long ritual of implantation is performed by the Mage, at the end of
which his fleshy organ has been replaced by his construct. Each specific construct becomes a part of the
Mage’s body, and has abilities based on its construction, which should additionally be determined by the
player and the ST. Some examples include:
- Independent Hand, a mechanical hand which may detach itself and move at Speed 3 on pre-assigned
tasks, or be reflexively directed by the Mage, relying on its sensory information.
- Prehensile Eyes, eyes which may extend on up to 4-foot long stalks, seeing into small spaces, around
corners, or merely looking behind them.
- Implanted Weapon, weapons hidden within the Mage’s own body which can be extended or hidden
with an Instant Action.
Such implanted enhancements can be further enhanced with Cog in the Machine.
Life 4, Matter 4 spell to graft inanimate objects into a subject’s body. Primary Factor is duration so it’s
essentially indefinite, secondary factor is mostly irrelevant, as the effects are not really based on Potency.
Augment Mind, Reach into Advanced Duration, and Instant Casting. No need for the “week” duration part,
most Austere will likely just enhance all their mental attributes at the beginning of the day, and then walk
around all day as the smartest, most charismatic, most resolved, and well composed cyborg cat you will ever
meet.
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The form may be crafted of any material of which the Austere can theorize, and may even require magic to
operate, due to a violation of physical laws. In practical terms, the Austere replaces Stamina with Durability,
which may be increased as per normal with Matter spells (requiring Life Conjunctive). In addition, neither
Matter nor Life is sufficient to affect him alone, and requires the other of the pair conjunctive in order to
operate (but not detect, a la Knowing/Unveiling). In addition, when constructing his new form, the Austere
may include any number of “enhancements”, and may indeed reuse previous standbys. At the core of this,
and every body he must assume is however the Mainspring, which the Austere must either re-use or
construct a new version. It is this item to which his existence is now bound, and is greatly protected as a
result. If it is removed, the Austere must construct a new one taking a scene, and until that time is counted
as being Soulless.
Patterning your body into a new one. Reach for complexity of the new form, and including “mods”. Reach into
Advanced Duration, and Complexity.
Patterning your mind into a “cleaner” form. Can’t be influenced, and supremely logical. Reach into Advanced
Duration, and “Rote-Quality”.
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Bearers of the Eternal Voice
See the Guardians of the Veil book for all the fluff
Doctrine
Parentage: Mastigos, Guardians of the Veil
Prerequisites: Mind 2, Life 1, Subterfuge 2, and 2 dots between Expression, Persuasion and
Socialize
Magic:
Ruling: Mind
Yantras: Succeed on a Subterfuge roll relevant to the spell (+2), engage in simple, pointless
misdirection, trickery or lying (such as “watch out behind you!”, or spreading a
fallacious rumor) (+1), build up a relationship of trust or belief between you and
your subject (+2).
Oblations: Going out among the crowd at some event or gathering and both observing and
talking to people, doing a survey (either door to door or by phone), listening to
charismatic speakers in person or on television and analyzing how they speak.
Note:
The attainments for this Legacy do not have conjunctional Arcana, this is because the Space
requirement is retarded given the changes to Indirect casting. Instead, I have removed the Space
requirement from the 1e version, but to balance this somewhat, have removed the Conjunctional
Arcana, which would be quite difficult to include in the first place, as this is a Mastigos Legacy which
doubles down on Mind, and really is all about social interaction.
Attainments:
First Attainment The Secret Language
Pre-Requisite: Initiation
From initiation, all Whisperers are taught the secret language of the unconscious. The dilation of pupils,
posture, stance, vocal tone, and many, many others all contribute to this. Through the focused power of the
first Attainment, the Mage can read the true expression of an individual for the truth of their conviction,
statements, and many other things beside. This Attainment can function on mere vocalizations, and thus it
can be used over phone lines or on recordings.
With a successful perception test, with a bonus equal to the Whisperer’s Mind dots, the Whisperer may
determine the current emotional state, active intent, attitude and various other aspects of personality and
intent held by an individual within visual range. If the subject is aware of the scrutiny, they may oppose this
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test with a Manipulation + Subterfuge test. To the dismay of many Whisperers, this Attainment does not
function quite as accurately on non-human subjects. Entities which do not share human foibles or attitudes,
such as many ephemeral entities, robots, and all Demons may be immune to this attainment.
Unveiling spell, which Unveils own sight to all manner of identifying factors within someone’s appearance.
Using both Life and Mind Magic to read the information hidden within their biology, and responses.
Unfortunately, this doesn’t work on entities which have complete control over their physiology, such as
Demons.
This can cause the subject to question something they are uncertain about, or grant the Mage an exceptional
insight into their social situation and likely responses to various lines of questioning, amongst other reactions.
It is suggested to use the condition creation rules with the ST to create such conditions. If the Whisperer
wants to impose the condition upon an individual, then the Mage’s dots in Mind must exceed the subject’s
Composure (which they may enhance temporarily utilizing Willpower). Given this Attainment is based on
social interaction, and requires actual interaction or speech it can be utilized through a direct audio link (with
or without video).
Lastly. If the subject believes they may have seen a Supernal or Abyssal effect, and will thus trigger
Dissonance at the end of the scene, then through the use of this Attainment, the Whisperer may attempt to
convince them of a normal, mundane rationalization. This may in many cases be exceedingly difficult. If they
succeed, the subject will still suffer Quiescence, but along the proposed line of reasoning, and Dissonance
will not occur.
Mind Compelling to generate a Condition appropriate to provided information. Much else is too
reachintensive for a 2-dot Attainment, or takes too damn long. Nobody wants to have to spend an entire
scene convincing someone of something.
Enhance Skill, Reach into Advanced Duration and swapping the Primary Factor. 1 in excess, but it’s limited to
only Social Skills. Better than granting automatic successes when talking to massed crowds, as that crap
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would have to fit into the scale factors and so forth. A total fucking nightmare. Letting them use normal skills
to convince, and enhance them with Magic is better.
The modifications which Whisperers make to memory in such a way are lasting in effect, and can only be
utilized upon subjects who have a Resolve that is less than the Mage’s own dots in the Mind Arcanum.
Okay, Lasting version of Memory Modification, at 4 dots. Memory Modification should only be 3 dots, and it
is. So really, I’ve added a Lasting option to that spell, at the cost of 2 Reach, and a limitiation that it can only
affect the last Week. Which is something of a ‘balancing’ attempt, and a way to convince the Guardians that
they can’t just black bag a whole load of witnesses long after the deed has been done, and modify them en
masse. That’s for Masters with access to a Mastigos Demesne.
In a scene of conversation with another being, the Whisperer can convince them to do almost anything, by
convincing them that THEY want to. If the Mage’s dots in the Mind Arcanum exceeds the subject’s
Composure, then they can rewrite their Mind to better suit their own desires. Usually, Whisperers will
merely within the individual a great fervor with regards to a specific topic, or perhaps an aversion should
they desire such a thing.
Some Whisperers make use of this attainment to procure assassinations (character or otherwise), convince
individuals to give up certain goals or desires, or even convince certain Mages to avoid such harmful
practices as animal sacrifice, or using befouled spells. This Attainment will only last upon the subject for up
to a Week, however at the end of that time, if the modification was not incredibly against the subject’s own
nature, and they did not react poorly the compulsion during that time, it is likely that they will maintain it,
despite no longer being compelled to.
Psychic Reprogramming, Reach into Advanced Duration, and “sticking with it”. I like to imagine that if they
have a Gnosis 8 Whisperer in a Guardian Caucus, they might use this Attainment as a way to ‘kindly’ stop
some little shit from continuing down the path to turning Sclesti, or doing something serious.
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Bene Ashmedai
See Silver Ladder for all the fluff.
Doctrine
Parent Path: Mastigos, Silver Ladder
Prerequisites: Spirit 2, Expression 2, Meditative Mind (•), and 2 dots amongst Persuasion,
Socialize, and Subterfuge
Initiation: Perform a task of service, as designed by your mentor, while embracing your Vice.
Magic:
Ruling: Spirit
Yantras: Succeed on a Persuasion test relevant to the spell (+2), your spell is cast in the
service of others (+1), your spell is in keeping with your Vice (+1, +2 if this imposes a
negative Condition).
Oblations: Service other as a Spiritual Authority, build up or tear down a celebrity, converse
with goetic demons or goeticists, research the demons of the mind, engage in
seduction, engage in rampant Viceful behavior, indulge in the fear or adulation of
others.
Attainments:
First Attainment Diabolist’s Circlet
Pre-Requisite: Initiation
The Diabolist’s acclimatization to the realm of Spirit permits her to understand certain facts about a Spirit
with but a simple touch. So long as the Diabolist can perceive a Spirit, whether it is manifested or in Twilight,
a single touch (even if they dot “physically” tough it) will impart to them several the following facts equal to
their dots in Spirit, minus the Spirit’s Rank:
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Second Attainment: Daimon’s Measure
Pre-Requisite: Spirit 2
The Diabolist’s rituals of indulgence manifest a persistent ward against the abilities and influences of Spirits
and their ilk. This attainment takes a scene’s worth of Vice indulgence to activate, and protects the Diabolist
from all Spiritual Numina, Influences, Manifestations and spells and abilities of a Spiritual nature such as the
Spirit Arcanum and Werewolf Gifts. Any of these abilities which seek to influence the Mage must beat the
Mage in a Clash of Wills. This Attainments lasts for a number of steps on the Advanced Duration table equal
to the Mage’s dots in Spirit.
This Attainment emulates Ephemeral Shield, with Reach allocated to Advanced Duration.
This Attainment Emulates Erode Resonance, with Reach allocated to Instant Casting, the secondary factor is
applied to Area of Effect.
No comparable power, consider primary factor as Duration, reach allocated to Advanced Duration. Would
normally be fairly significant Act of Hubris, but lol, Attainments don’t cause those.
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Optional Arcanum: Mind 4
The Diabolist’s understanding Minds has granted them the ability to grasp ahold of other’s Mage’s Vice and
bind Spirits to them instead. In all instances of this Attainment, the Mage and the Spirit must be willing to
engage this bond, and may end it at any time.
Furthermore, the Diabolist may extend the use of this Attainment to the rare errant Goetia loosed in the
Fallen World, binding it just as tightly as the more common Spiritual fare.
First option removes self-imposed Mage-only limitation, second option grants an identical power with Goetia.
This is a pretty complex spell based on the Mind 3 Goetic Summon spell, with Reach allocated to changing the
Primary Factor to Potency (to permit summoning Goetia of Rank 3-4), Advanced Duration (to grant a Week’s
Duration), and to activate the ability to manifest Goetia from the caster’s Oneiros. Potency of 5 is used to
permit summoning Rank 3-4 Goetia, and the Duration should be a third step along the advanced table (one
Week).
Normally a practice of Goetia should lose their access to the element of themselves which they choose to
Summon to the Fallen World, however I neither wanted to lose the Bene Ashmedai their textbook final
Attainment, nor did I want to lose them access to all their previous Attainments when using their final one.
So, a compromise. Bene Ashmedai in summoning their Demon of Vice forge a mental link with it, which the
Demon permits, so that they can still access it as a part of their Mind, and use their Vice-based powers, so
long as they continue to only act in Concert with it.
Should they decide NOT to act Viceful (or fail to control their manifested Vice with spells/Attainments) then
that contact will end, and the Demon will run rampant. So, if you’re a fucking second-Degree Master, and
wanting to summon the powerful Goetia of your most key personality aspect. You’d better be pretty careful
about it.
Optional Arcanum:
Fucking None, is summoning a Rank 4 Manifested Goetia which wants to do what you want to do, and still
permits you to use all of your Attainments and fulfil your vice while kicking everyone’s ass for the bargain
price of a single scene’s worth of Vice indulgence and a single fucking point of mana not enough for you?
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The Blank Badges
See the Free Council book for all fluff.
Doctrine
Parent Path: Acanthus, Free Council (the latter only by descent, not by active support)
Prerequisites: Mind 2
Initiation:
Magic:
Ruling: Mind
Yantras: Succeed on an “anti-social” Social roll relevant to the spell (+2), cast on someone in a
state of shock or wonderment (+1), rebel against the lie in some effort-intensive way
(+2).
Oblations: Acts of rebellion (flouting authority, graffiti tagging, minor lawbreaking); attending a
rock show (preferably punk or thrash and moshing or rushing the stage); breaking
taboos (making out with someone of the same sex or streaking in public, for
example); panhandling; random acts of weirdness and wonder to help wake people
up.
Attainments:
First Attainment Question Everything
Pre-Requisite: Initiation
Most people are so depressingly, mind-numbingly dull, so entranced by the Lie they don’t even understand
how predictable this makes them. For those who know how to look, they wear their hearts on the sleeve,
which is quite helpful when trying to wake them up. As an Instant Action, and with Aimed Attack, the Mage
may determine the Virtue, Vice, and the number of dots in Mental and Social Attributes an individual has.
Emulates One Mind, Two Thoughts, Reach into Advanced Duration, maintaining Occultation is the “ritual”.
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persistent Mental Shield spell. For the purposes of a Clash of Wills, its duration is equal to the Mage’s Mind
Dots on the Prolonged Duration table.
Emulates Mental Shield, Reach into Advanced Duration, maintaining Occultation is the “ritual”.
Emulates… Nothing. Simple dice pool benefit that only functions in some circumstances with some people,
after a Scene travelling there in Occultation.
Creative Thaumaturgy, granting a Condition under the purview of Mind 2. Reach into Instant Casting and
Advanced Duration. No need for sensory range with AoE effect, which is fed the secondary spell factors.
Emulation of 1e ability under Quiet One. However that needed to go later, and nobody wants to wait until the
Fourth Attinment to get the Legacy’s cool “anti-paradox” effects.
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Emulates Imposter, with Instant Casting, and Advanced Duration. I worded it weird perhaps. It’s basically a
“suggestion aura”, spend an Instant Action to tailor it to someone, and then they think you’re that person
until you convince them of someone else. I dropped the Manipulation + Subterfuge aspect, because I don’t
think Blank Badges would care too much about that. It’s a lot more poignant to have someone see one of
their oldest friend sin a shocking new manner, plus it can’t cause Dissonance or Quiescence, as this is an
Attainment.
Breaks Occultation rules. But fuck it. Occultation 4+ motherfucker! Fuck your attempts to read my nimbus or
target me with Sympathetic Magic!
In doing so, the Mage creates an Attainment-based hallucination within the minds of all witnesses, ensuring
that they do not perceive true Awakened Magic and thus do not count as witnesses to the spell, and do not
provoke Paradox or Dissonance.
Create an Attainment Illusion to disguise your supernal spell, ensuring that it doesn’t cause witness Paradox.
Simple in effect. Reach into Instant Casting, and Advanced Scale (area), only lasts for a few seconds, so make
sure your spell doesn’t take all day.
Instead of merely witnessing a non-Supernal illusion, the witnesses have their mind’s eyes opened by the
Mage’s spell. The Sleepers still count as witnesses to the spell, however the Paradox pool does not again a
dice trick based on the number of Sleeper witnesses, and at the end of the scene, Dissonance does not affect
the spell from those witnesses, and they do not suffer Quiescence.
Of course, this Attainment infuriates the Guardians to no end, as the Rebels don’t even have the common
decency to allow Quiescence to take hold, instead leaving more work on the Guardian’s plate in upholding
the Veil. Of course, this in many cases counts as a severe breach of Consilium laws with regards to practicing
Magic in front of Sleepers. However the recorded possibility of this Attainment leading to spontaneous
Awakenings or emergence as Sleepwalkers means that Rebels proficiency enough to utilize it rarely care for
the oppressive laws of the Consilium.
Hardcore Magic. Sure you take 1 Paradox die, but all the witnesses aren’t harmed by Quiescence for
witnessing the spell, don’t cause a Dice Trick, and you might get a spontaneous Awakening or Sleepwalker
out of it. I removed the dice roll here as well. I’m not a fan of dice rolls to activate Attainments in 2e.
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Bokor
See the Tome of the Watchtowers book for all fluff.
Doctrine
Parentage: Moros, Free Council
Initiation: Meet with your tutor and impress upon him your disgust and fear of death. Your
contempt for how it steals lives, and how you wish to take its power for your own to
spit in its face. Then, raise the corpse of someone dear to you as a zombie, to show
your dedication to power, and your irreverence to the fact that a corpse was at one
point a person.
Magic:
Ruling: Death
Yantras: Go to reasonable effort putting yourself in a position of power over your subject
(+2), your spell is cast in pursuit of the acquisition of temporal, non-mystical power
(+1), your spell would affect a corpse in some manner (+2).
Oblations: Giving orders (and having them followed), preparing a body for burial (only to steal it
later), painting a body with glyphs, dissection.
Conditions
Bokor’s Mark
Your character has been afflicted by a mark of the sinister Bokor Legacy, their soul lulled into a state of
slumber. You find it more difficult to relate to, and acknowledge other people and become withdrawn, sullen
and morose, and suffer a -2 to all Social rolls.
Resolution: 24 hours pass, the Bokor decides to end the condition, you seek mystic assistance to dispel the
effect, or you experience a spiritually self-affirming event which allows your soul to throw off the malaise
that has afflicted it
Attainments:
First Attainment
Pre-Requisite: Initiation
The Bokor teach that death does not come quietly. It is nothing to be celebrated or come to terms with, no
grand cosmological certainty. Is it horrible, frightening, and without rhyme or reason. This does not however
mean that the Bokor will refuse to make use of it however, and their first Attainment allows them to sense
death about them so that the might turn it to their advantage.
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A Bokor with a glance can tell the state of another individual’s health, in terms of their closeness to death.
For example, a Bokor could not tell if someone had a cold or a severe migrane, however they could tell if
they were hemorrhaging internally, had a malignant tumor in their brain, or were merely reaching the end of
their mortal coil, their heart about to give out. In mechanical terms, this will inform the Bokor of the health
levels of the subject, as well as any persistent and ongoing forms of damage they are taking, or lethal
illnesses. This Attainment is also of some other use in that it can automatically inform the Bokor if a
perceived individual is undead, quite helpful in identifying disguised zombies, or Vampires. Any attempt by
another individual to veil their health or undead nature will provoke a Clash of Wills.
Practice of Compelling fears, granting a condition to the Bokor by touching a person. Also kind of Knowing,
but really Compelling is more appropriate given that while everyone (on some level) fears death, they’re
making it worse.
Instant Action to inflict a condition upon a subject. Secondary factors limited to -2, limited to a single
condition. I think this is balanced. Added in a track subject tid-bit, because the 1e Legacy had that.
Emotional Urging, Reach into Instant Casting, and ‘Advanced Duration’, however that duration is only a scene,
plus it only works on shitty emotions. So you can’t make them happy, just miserable, jealous or hateful. What
a swell guy you are.
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Third Attainment: Call to Service
Pre-Requisite: Death 3, Occult 3
With a glance, the Bokor can turn a human corpse into a zombified servant. As an Instant Action, the Bokor
may raise any singular human corpse within sensory range as a zombie servant for the remainder of the
scene. These zombies are simple, even for zombies, and count as a 2-dot Retainer (3-dot at Death 4) which
may perform very simple commands. These zombies last for a single scene before the Magic that animates
them ceases and they fall to the ground again, inanimate and dead. They are of little use in combat, as while
they have the health of the individual they were when they were alive, and count as having Death Mage
Armour as per Death 2 (Death 3 at Death 4), they have no Defense.
If the Bokor spends a greater period of time raising such a servant however, inscribing it with Atlantean
Glyphs and taking at least a scene, then it will last for a substantially longer time (a week at Death 3, month
at Death 4, or a year at Death 5), and it will cease to decompose.
Quicken Corpse, Reach into Instant Casting, Sensory Range, and half-assed Advanced Duration in the first
place. But at the second half, it’s merely Advanced Duration, so that’s fair. Given there’s no spell control for
attainments, this attainment means that a Bokor with enough time and corpses at Death 4 can make a
veritable army of corpses with good proficiencies, which last for a month. Even worse, at Mastery, that
zombie army lasts for a whole YEAR. And they know how to use assault rifles! Better than many professional
soldiers I might add! Plus no fear, and they’re hardy as fuck. Zombie hit squads, amiright?
This just removes the limitation from the first half of the Legacy I imposed to counteract the excessive reach
allocation. Sure it can cause some weeeeeeeird situation where you’ve got zombies calculating escape
velocity and painting a portrait. However remember they’re still at best a 3-dot Retainer, which will proficient,
is still pretty shitty.
Revenant, reach into Advanced Duration. More useful than the previous Attainment because Ghosts can
actually THINK.
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Optional Arcanum: Mind 4
To disrupt or alter a soul is a heinous crime for the Bokor, however this does not extent to manipulating the
mind, which is a simple matter for one so skilled. As the Bokor binds the revenant to its corpse, they make
attempt to alter various aspects of the ghost’s mind, to make it a better servant to the Mage. Most Bokor use
this reprogramming ability to merely cause the Ghost to desire to serve the Mage faithfully, however others
who desire more independent Revenants sometimes remake them to seek the accumulation of wealth, or
the death of one of the Bokor’s enemies.
Psychic Programming, removed all the nitty gritty parts, because Ghosts are simple creature at Rank 1-2, you
just change what that simplicity is.
As an Instant Action, the Bokor may touch a living individual and abruptly end their life, so long as their
Resolve does not exceed the Bokor’s Death dots. In doing so, the Bokor chains the ghost of their victim to
their corpse, granting it the Open condition for up to a week. Not only does this grant them a way to quickly,
easily and simply kill people en mass, it also ensure he creation of a ghost such that they may immediately
enslave it through Bokor’s Chain.
Okay, so this Attainment is a bit heinous for most of the Bokor Legacy. It kinda slips in the back door with the
whole Revenant deal. You’re not desecrating any souls. That’s gone. You’re just sweeping up the shards into a
pile before they’re blown away on the breeze.
The Bokor’s own body does not become comatose while this power is in use, but stands loosely to attention,
much like the corpses they command. The Bokor may expend actions to move his body, usually to get it to a
safe location, or merely command his zombies to do so. This possession will last for at most a week, but the
Bokor rarely need such extended use of a borrowed, ill-fitting body.
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Brotherhood of the Demon Wind
See the Adamantine Arrow Order book for all fluff.
Doctrine
Parentage: Mastigos, Adamantine Arrow
Initiation: Perform some intensive physical effort with your hands, and no magic or tools, while
your Mentor instructs you in the secrets of the Demon Wind. Then leave that
location, never to return.
Magic:
Ruling: Time
Yantras: Perform a Weaponry roll (a kata) relevant to the spell (+2), applying the Wisdom of
one of the Korans of Hagetaka (+1), cast upon a subject while in pursuit of a cause
(even acquiring your wage will do) (+1), pursue your subject even to significant
personal detriment (+1, +2 if this imposes a Negative Condition).
Oblations: Admiring beauty in a reserved and respectful manner, creating art (especially
spontaneous and/or minimalist works), meditating, persevering through adversity
(such as illness or a grievous wound) without using magic or accepting aid, practicing
combat forms, reading or writing martial philosophy, ritually maintaining one’s
weapons and armor.
Attainments:
First Attainment Kanja Megumi “Patient Grace”
Pre-Requisite: Initiation
A wave-man’s attunement to the Demon wind grants him visions of the immediate future, blown to his eyes
upon the Demon Wind. As an Instant Action, the mage can enter into a state of readiness, glimpsing hints as
to the immediate future. For the remainder of the scene, at any time the wave-man may spend a turn
planning an action, losing his Defense and remaining still. On the following turn, the Mage gains a bonus to
their next non-Magical Instant Action equal to their dots in Time.
Perfect Timing, reach into Instant Casting, Advanced Duration, and changing primary factor to Potency.
However secondary factors are removed, and it cannot be used on anyone else. Furthermore, it eats into
action economy, and I’d personally rather not have done the bullshit option and made it Advanced duration,
requiring a scene to activate. Plus, the Fate 1 spell is a thousand times better. So fuck that shit.
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impossible to surprise, and decreases all penalties from range, cover or concealment by his dots in Space.
This lasts for the same duration as the primary effect of Kanja Megumi.
The Outward and Inward Eye, with the same reach use as the primary ability. It’s powerful, I get that. But
there’s limited else which makes sense for an Awakened Swordsman with powers over Space and Time.
Should the information suggest a proactive solution, then the wave-man gains a bonus to his initiative equal
to his dots in Time for the next round in order to engage that solution.
Momentary Flux, with reach into Instant Casting, Sensory Range, and the +1 reach effect. This is one more
than it “needed”, however ultimately it’s a highly covert spell and there is literally nothing it does otherwise
that cannot be simply and easily done with a single casting.
Essentially a simple form of Mental Scan. Reach into Instant Casting and Sensory Range.
Acceleration, with Instant Casting. I love this attainment, especially because with the Defensive Combat
merit, you can parry fully-automatic gunfire from an entire squad of Hunters, using only a katana, and it
doesn’t even cause Quiescence.
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must be some method of passage, even if it is even but as thin as a hair, or a closed, locked, hermetically
sealed door. No, the space between atoms is insufficient, there must be some symbolism of being able to
“pass through” to use this.
Break Boundary, with Reach into Instant Casting, and the “impossible to pass” option.
Furthermore, when interacting with others socially, the wave-man may decrease doors equal to his dots in
Time, as he knows exactly what to say to convince an individual to what he wants, so long as such a thing is
in any way, shape or form, and to any degree of probability, possible. In addition, the ST is encouraged to
inform the wave-man about any immediate actions which will most likely occur in his immediate presence
within those next 3 rounds.
Present as Past, reach into Instant Casting. Very helpful for intimidating, strong-arming, and so forth.
Temporal Pocket, with Reach into Instant Casting, and the “Time in a Bottle” attainment as a Mana use.
Because really you can already do that, without risk of Paradox, and this needs to be at LEAST as good as that.
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Certain ancient and legendary masters of the Legacy use this attainment to undo heinous acts performed by
criminals, bringing their victims back to life. Their wanderings at this point become an eternal pilgrimage to
ensure these wards are maintained, lest reality shudder and quake under the combined effects of all those
exiled within the Wind once again returning to history.
Quarantine, Reach into Advanced Duration, Time in a Bottle attainment for Instant Casting, Time 5 optional
effect for retroactive erasure from history.
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The Carnival Melancholy
See the Silver Ladder Order book for all fluff.
Doctrine
Parentage: Acanthus, Silver Ladder
Prerequisites: Death 2, Subterfuge 2, and 2 dots between Empathy, Expression and Persuasion.
Initiation: Impress upon your mentor your willingness to extinguish the essential spark of
humanity for personal gain, Supernal immortality, and good fortune.
Magic:
Ruling: Death
Yantras: Succeeding on a Subterfuge roll relevant to the spell (+2), have your subject’s
attention (+1), succeed on a game of chance or skill against the subject (you MUST
cheat) (+2), casting on a subject, having improved your Impression level, or opened
at least 1 door (+2).
Attainments:
First Attainment An Easy Mark
Pre-Requisite: Initiation
People, sleepers especially are pathetically easy to read, and a Charlatan’s evolved soul grants them insight
into the many, various, and crippling flaws in others. As an Instant Action, the Mage may discern the
existence and nature of any negative persistent conditions upon a subject, as well as their vice. In addition,
the Mage gains a subtle insight into the subject’s “weak points”, his personal flaws that will lead to his
ruination. This grants the Mage the Informed condition with regards to these flaws, when the Mage attempts
to manipulate the target socially, while taking advantage of these in some way.
Homebrew spell for determining someone’s weaknesses, their failings, falls nicely under Death
For when you can’t read a failing, just asking fate what to do is a good substitute.
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Pre-Requisite: Death 2
Charlatans learn how to hide many things up their sleeves. Weapons, path tools, aces, even souls. In a
scenelong ritual, a Charlatan can bind a disembodied soul to himself, containing it within his form, rendering
it invisible to passive magical detection, and provoking a Clash of Wills for all active abilities that can detect
the presence of souls. This soul remains attached for a period on the Advanced Duration table equal to the
Mage’s dots in Death. Charlatans can have a veritable hoard of souls up their sleeves, and due to the fact
that this is an Attainment, it can be quite hard to dislodge them.
Soul Jar, tying the soul to themselves. Reach into Advanced Duration.
Quantum Flux, Reach into Advanced Duration, and changing the Primary Factor to Potency
After this has occurred, most Charlatans will immediately store the soul in a temporary Soul Jar spell, or
prepare to use Nothing up my Sleeves. In addition, at this point the Charlatan can only steal the souls of
Sleepers. Mages, Sleepwalkers, and other stranger beings cannot have their souls (or whatever takes its place)
so easily.
Superlative Luck, with Reflexive activation and no Mana cost, in exchange for only one use per activation, and
for requiring use of a limited resource.
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Named after the “miraculous home remedies” sold by wandering quacks, this attainment grants the
Charlatan the ability to store a soul within a mundane item. This grants the bearer the ability to draw upon
its Integrity to gain the rote quality on dice roles, in a manner identical to the 3rd Attainment’s optional
Arcanum effect. The bearer must have been told that the item is “lucky”, though they need not truly believe
in this.
So long as the item exists, the Charlatan can focus on finding it, and he will inevitably follow a path which
leads him to it. In addition, the Charlatan is aware of when the item has been used, and when its uses have
been exhausted. The existence of the soul within the item is obscured in the same manner as the attainment
Nothing up my Sleeves. Such creations last for a month, or a year at Death/Fate 5, however their blessings
are almost invariably used up long, long before then.
Combination of the previous attainments, kinda. Used by Charlatans to get a kick out of someone else for
example wasting their daughter’s soul on their gambling addiction. However it’s also a useful marker, or tool
to offer someone. The power to reflexively get the rote quality on mundane actions?
In a scene-long ritual, the Charlatan unmakes the grip with which an Awakened Mage’s Gnosis holds their
soul in place. This looses the Soul into twilight, ready for the Charlatan to steal. The soul remains separated
for up to a year, or until it is placed in some other container. This only functions on subjects whose Resolve
Withstand is less than the Mage’s dots in Death.
It is worth noting that a Charlatan can also steal the souls of other non-Awakened individuals with this
Attainment. While lesser beings such as Sleepers, Proximi, Revenant, Wolf-Blooded, Psychic, and others
cannot be used to fuel the optional Arcanum ability of this Attainment, the souls of other major Supernatural
beings can be used for a single use of this. Certain extremely powerful Charlatans for example, prey upon
Vampires. Forcing them to sire, and then stealing their souls to burn to cinders for a single lesser “miracle”.
However should a Charlatan use the last point of Wisdom, the soul cracks, and becomes one of a Mad Mage.
For every hour a Charlatan has a Mad Soul attached, he must suffer an Act of Hubris against Falling Wisdom
as the insane soul leaks Supernal power into his mind. Such souls may be either abandoned, at which point
the will discorporate, purportedly returning to the Supernal. Or the Charlatan can imbue it into a soulless
individual, turning them into one of the Mad.
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Miracle, with the same treatment as Superlative Luck in the 3rd Attainment. You’re burning a soul, it’s GOT to
be better than the spell.
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Celestial Masters
See Keys to the Supernal Tarot for all the fluff.
Doctrine
Parent Path: Moros/Obrimos
Prerequisites: Forces 2, Matter 2, Academics 2, Science 2, Occult 2, and knowledge of two rotes
relating to the manipulation or transmutation of Matter or Energy.
Initiation: Travel to Sagres in Portugal with your Mentor to visit the grave of Prince Henry, then
craft your soul while discussing the philosophy of reaching for the stars.
Magic:
Ruling: Forces/Matter (don’t complain to me, it’s canon they can choose)
Yantras: Succeed on a Science roll relevant to the spell (+2), take at least a short moment to
scrutinize the subject visually (+1), analyze the chemical composition or total energy
levels relevant to the spell (+2), pursue a subject or goal regardless of the
consequences (+1, +2 if this imposes a negative Condition).
Attainments:
First Attainment Glimpse the Aether
Pre-Requisite: Initiation
Celestial Masters must comprehend the fully dazzling array of the world’s forces before they can hope to
comprehend its subtler mysteries. As an Instant Action, the Celestial Master can unveil their sight, permitting
her to see into the Aether and all the forms of energy that flow within it, including infrared, ultraviolent,
electromagnetic, sound, kinetic and even gravitational energies. The Celestial Master can perceive only a
select number of these at a time, to avoid being overwhelmed, and extremely intense energy phenomenon
can temporarily impose the Blind condition.
In addition to this capacity to view the boundless energies of the Aether, the Stargazer must also understand
the firmament, and is capable of discerning with a glance the exact composition of an object of size 5 or less,
including its weight, density, and the precise elements that compose it.
Simple use of the Nightvision (modified to Unveil all phenomenon) and Discern Composition spells, with
Reach allocated to Instant Casting, and the Primary Factor as duration, at Forces/Matter 2, and then at 4,
this Attainment can view an additional aspect of Energy simultaneously.
This Attainment only remains active for a number of seconds, however through continual focus the Stargazer
can repeated perform Instant Actions to continue the use of this Attainment, potentially engaging in such
study indefinitely. While this Attainment is active however, the Navigator automatically fails visual tests
related to her immediate surroundings, focusing too much on the distant to focus on the present. This will
also not permit the Stargazer to see in the dark, however that is simply remedied with the first Attainment.
This modifies the Celestial Telescope Attainment with The Outward and Inward Eye.
Needless to say, while impressive, use of this Attainment doesn’t tend to make Celestial Masters very popular
with the local Guardian caucus.
Spell is Shaping, with Reach for Advanced Scale, and Advanced Duration.
Spell is Locate Object, with reach for Instant, Advanced, and tracking after having left the area.
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With a thought, the Stargazer can re-define the properties of Matter and Energy about her as she wills. With
an Instant Action, the Stargazer is capable of transmuting inorganic matter of size 5 or less in visual range
into a different state of existence, transmuting gases into liquids, and liquids into solids, and vice versa, or
any material into plasma. At the same time the Mage is capable of weaving ambient energy into kinetic force
with which she can manipulate this new matter, with a Strength, Dexterity or Speed equal to 3, with the
other two attributes at 1.
This sudden change in the state of matter and energy can be sustained for a time equal to the Mage’s Force
or Matter dots on the transitory duration table, whichever is lower.
The Practice of Weaving can transmute anything under its purview into anything else under its purview.
Practice of Patterning on an object to remove collision control allowing it to pass through other object’s
“space”. Reach for Instant and Sensory. A reach too far, but it’s limited to object’s you’ve transmuted, so it
seems balanced to me.
Given the Stargazer’s frankly frightful vision at this stage, and this Attainment’s immunity to Paradox,
Dissonance, and being an Act of Hubris, most of the Orders are rightfully terrified of a Master of the Celestial
Maters.
This is an Attainment based on a combined Forces 4 and Matter 4 spell which Patterns anything under either
Purview into something else under the Purview. Reach is allocated to Instant Casting, and Sensory (mother of
God that is far at this point) Range, primary factor is Potency.
Also, okay, the rules don’t exactly accommodate for Lasting changes to matter in such a manner. But you
know what I say? He’s a second-degree master, and he’s been working towards this for ages! Cut him some
slack!
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Choir of Hashmallim
See Summoners for all the fluff.
Doctrine
Parent Path: Obrimos
Prerequisites: Prime 2, Occult 2, and 2 dots between Academics, Expression and Weaponry
Initiation: Display your beliefs through your actions, showing your belief in the righteousness of
the Aether and your desire to use its powers not for their own sake but for the
protection of the Fallen world from the predations of the Abyss.
Magic:
Ruling: Prime
Yantras: Succeed on an Occult roll relevant to the spell (+2), council your comrades on the
dangers you are facing (+1), perform a prayer specifically tailored to the situation you
find yourself in (+2), hold a vigil before casting the spell (+1, +2 if this creates an
adverse Condition).
Oblations: Assisting local charitable organizations, cleansing Abyssal taint, meditation upon the
nature of the Supernal Realms, leading a prayer group, teaching others the hazards
of the Abyss.
Attainments:
First Attainment Eyes of the Aether
Pre-Requisite: Initiation
As an Instant Action, the Mage may open their third eye and view the Supernal (and Abyssal) energies
imbued in the world around them. Through scrutinizing a person, place or location for a turn and using this
attainment, the Mage may ask a number of the following questions equal to his dots in Prime:
- How much Mana does the target have in her Pattern (alternatively, how much tainted Abyssal
Essence does the target contain)?
- To which Supernal World is the target most closely aligned (alternatively, are they connected to the
Abyss)?
- What is the target’s highest-rated Arcanum (alternatively, what is its strongest Abyssal influence)?
- How adept is the target in their highest-rated Arcanum (alternatively, what is the dot rating of the
target’s strongest Abyssal influence)?
- How many Arcana does the subject know (alternatively, how many Abyssal influences does the
target have)?
- What is the target’s Nimbus (alternatively, what concept does the Abyssal entity portray)? - What
is the target’s Gnosis (alternatively, what is the Abyssal entity’s rank)?
Supernal Vision, but modified to also provide information about the abysally tainted nature of the target.
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As an Instant Action, the Mage may perceive a number of different aspects of Aetheric Forces equal to his
dots in Forces for a round, increasing to 2 rounds at Forces 2, and 3 rounds at Forces 4. Exceptionally potent
sources of energy may temporarily apply the Blind Condition to the Mage for the duration of the attainment.
The taint of the Abyss is powerful and pervasive; whatever it touches is inevitably stained by the contact.
Dominions fight against this through channeling the tremendous power of the Abode of Angels, rallying the
primal, raw energy of Magic itself against the Abyss in the hope of protecting the Fallen World from its
infectious, insidious presence.
This Attainment enhances the mage’s Universal Counterspell Attainment, allowing its use against any
Influence or Numina utilized by Abyssal entities such as an Acamoth or Gulmoth. In a Clash of Wills, these
entities roll Rank + Influence, or Rank + Power/Finesse (whichever is higher, though the mage may spend a
point of Mana to make them roll with whichever is lower).
When utilizing this power, the mage appears wreathed in a soft white light and may display traditionally
“angelic” or “holy” characteristics such as a radiant halo, or soft luminous wings, even without Mage Sight.
Practice of Compelling on fire. Couldn’t resist. PURGE THE UNCLEAN! BY FIRE BE PURGED!
Praying for assistance in a trying time, the Mage may bind the power of the Aether into a physical, tangible
form which suits her purposes. With a scene’s preparation, the Dominion may call upon the Aether to create
an item of pure power, which lasts a day (increasing to a Week at Prime 4). The item may be of any simple
device of up to size 5, is Durability 1, and contains a single point of Mana. The Mage may enhance the item’s
Durability, Mana Capacity (filling not with Mana but with Fallen energies) or equipment bonus/weapon
damage by 1 per point of Prime. Each use of the item as a weapon or tool uses up a point of energy,
removing the point of Mana last. When the spell ends, the item dissipates back into energies, and unless
uses or reabsorbed, the point of Mana is lost.
I always put Platonic Form at the 3-4 dot mark. Why? Because its primary flaws (requiring a lot of Mana to be
good, and being obviously Supernal) are completely removed by its nature as a Legacy Attainment.
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A proper understanding of the underpinnings of Forces can turn even the most poorly forged item into a
masterwork of its kind. If the item created by Arms of the Aether is a tool or weapon, then with this option
the item gains a equipment or weapon bonus (as appropriate) equal to the Mage’s dots in Forces. This stacks
with any inherent capacity of the item itself as determined by dot allocation at the time of its creation.
In addition, if the Mage desires the item’s Aetheric glory may be hidden through a proper understanding of
Forces principles, ensuring that its otherworldly nature is not immediately obvious (until perhaps the knife
cuts straight through a steel girder).
Modification of Platonic Form to increase item bonus. Simple spell, fits within the concept of forces in that all
tools are by nature used to more efficiently tune energies, and through use of Weaving, those tools can work
with true harmony and syncronisity. A knife that perfectly channels kinetic energy through its cutting edge, a
hammer that transfers all momentum directly into the target, a spanner that grips true or a flint and tinder
that never fails to spark.
Calling upon the fire of the Aether, the Dominion gives it shape within his soul and channels it outwards in
the form of an Avenging Angel formed of Supernal Mana and adorned with fire. Reflections of the
Dominion’s Virtue and Vice can be seen by those who closely study it.
By spending a point of Mana as an Instant Action, the mage may summon a Supernal Entity from within his
own Soul giving it form and power, and turning it loose against the Abyss and its servants. The entity’s
attributes are the lowest of each of the 3 elements which constitute them (e.g. for Power the lowest of
Strength, Intelligence and Presence), it has no Influences, Numina, or Manifestations, and persists for a
number of rounds equal to the mage’s dots in Prime on the transitory duration table.
The entity may however spend a point of the Dominion’s mana as an Instant Action to cast the spells
Celestial Fire (Sensory Range, Lethal damage, Potency equal to Mage’s dots in Prime), or Dispel Magic
(Sensory Range, Lasting Effect, Potency equal to the Mage’s dots in Prime), both of these spells may affect
ephemeral entities, and Dispel Magic may be used on the Influences and Numina of Gulmoths and Acamoths
(treating Withstand as equal to Rank).
This entity is not under the mage’s direct control, however it will act as according to the Mage’s Virtue and
Vice, and is compelled to fight against the Abyss and its servants.
Attainment creation rules? What attainment creation rules? Nah this totally makes sense. Look, it’s their
textbook ability, 2 of their 3 attainments in the original writeup are based on it. I had to keep it. As it is, the
Avatar is normally pretty fucking awful. However, I decided to make its spells the main attraction. This
motherfucker can purge Abyssal Manifestations and Numina from the world, and it’s equipped with fucking
eye lazers. Sure its stats are likely pretty garbage, but now you’ve got an Angel floating next to you which can
annihilate shit with eye lasers while you fuck stuff up with your own spells.
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- A flight speed with a speed factor equal to Resistance * Forces
- A melee weapon with a weapon damage equal to the Mage’s dots in Forces as Lethal damage, the
attack roll being Power + Finesse
- The ability to cast the Turn Momentum spell for an Instant Action and point of Mana (Sensory Range,
affects objects equal to Potency of size 0-5, can be cast as Instant Action whenever Defense could be
applied).
After having summoned her Aetherial Avatar, the Mage may spend an additional point of Mana as an Instant
Action to power it to even greater heights. The Aetherial Avatar:
Okay, NOW it’s a bit better, but ultimately still nowhere as good as most other ephemeral entities summoning
attainments I’ve created. I will admit to perhaps going a little overboard with the Bene Ashmeai. So while I
was mostly happy to just copy-paste the abilities from 1e to 2e, I changed a few things. They’re now based
entirely on Prime (rather than the lowest of its and Forces) and you get ALL the abilities with a single
activation. You have to be Gnosis 8+ to learn this. It’s comparatively shit as-in, I don’t want to make it even
worse.
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Chrysalides
See the Seers of the Throne Order book for all fluff.
Doctrine
Parentage: Thyrsus, Seers of the Throne
Prerequisites: Mind 2, Socialize 2, and 2 dots between Intimidate, Persuasion and Subterfuge
Initiation: Craft your ideal form, and with your mentor, carve channels in your soul, to burn
what you have, in search of your grand ideal.
Magic:
Ruling: Mind
Yantras: Succeed on a socialize roll relevant to the spell (+2), cast on a subject which has
genuinely praised you (+2), cast on a subject which has refused to acknowledge your
grandeur (+1), express your distaste for the ugliness which surrounds you (+1, +2 if
this imposes a negative Condition upon you).
Oblations: Sacrificing something which is dear to the Swan’s Husk, maintaining a false identity
beyond that of the ideal.
Attainments:
First Attainment Achieving Airs
Pre-Requisite: Initiation
Immediately after initiation, many Swans are flush with excitement, their Ideal is now a very real thing to
them, even though they cannot yet assume its full form. Taking this first step towards seeking perfections
grants the Swan a new perspective on the flawed, fallible, unwashed masses they have left behind. As an
Instant Action, in any social scene the Swan may read the failings and weaknesses of a lesser being.
This grants them knowledge of the Virtue, Vice, and mental and social Attribute dots of their subject, laying
bear the heart and soul of such lesser entities. Furthermore, they learn of the subject’s Aspirations, and any
Obsessions if they have any, and gain a general impression of their perspective towards the situation they are
in, and the Mage themselves.
This distance however affects the Swan in a deeply, fundamental way. No longer can they ever gain
Willpower from a Virtue based around going out of one’s way for what they see as a lesser being. Neither
can they ever benefit from any power, system, condition or other such element relating to any deep
appreciation or satisfaction with the actions of a lesser being. This affect is suspended however should the
individual be a current aspirant, seeking to join the Legacy.
Know Nature, Reach into Instant Casting, and Aspiration/Obsession information, however limited to social
scenes, where it shouldn’t be hard to aim a ‘thrown with your eyes’ aimed attack. The downside is the main
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social downside of the Legacy placed into mechanical form. It’s not really that big a problem, as no
selfrespecting Swan would ever have a Virtue like Charity, but it’s there to enforce that.
When a Swan takes a social action against an individual, making using of a Vice, or a mental failing in order to
coerce or persuade them into a certain course of action, they may enhance this control through a focus on
the subject’s biological reactions. This grants them the Informed condition with regards to the subject’s
frailty.
Condition generation is acceptable at 1-dot when based on an existing frailty, and I thought this was good
way to put the information from the primary half of the attainment into practical, mechanical effect.
The Swan may maintain this form for as long as they have a single remaining point of Willpower, however
while in it, they do not regain Willpower from rest, which requires them to either continually indulge their
Vices, or pursue a rather refined application of their Virtue to worthy individuals (which is one reason why
many Swans seek to find and induct new members of the Seers into their ranks, and even more engage in
petty, vicious rivalries).
While in their Ideal form, the Swan gains the Striking Looks merit at 2 dots. Furthermore, when the Swan
enters a new social scene, they may subtly influence all those present by invoking a sense of awe and
appreciation, tinged with slight (and sometimes not so slight) sensations of jealousy and envy. This means
that whenever the Swan interacts with a person, they may remove a number of Doors from their subject
with regards to an action they desire, or add a number of Doors with regards to an action another desires,
equal to their dots in Mind minus the subject’s Composure.
Depressingly, such power comes with a stark downside. Whenever the Swan has not taken the form of their
ideal, their body reverts to its state as a Husk. This form is now much depreciated, and suffers greatly from its
symbols of worth being dragged from it, and transposed into the Ideal. When as a Husk, the Swan suffers a -1
penalty to all social rolls, either out of other’s dislike of their appearance, or their comfortability at being in
their Husk form.
Ultimately, this probably should be Weaving, but you’re not adding tentacles or anything, so I feel it’s
balanced at 2 dots. Especially since you’re only getting Striking Looks, which is more a vanity thing than an
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effective spell. Seers have MUCH better ways of getting people to do what they want than getting them hot
under the collar. The second spell element is the Mind part, Emotional Urging, Reach into Instant Casting and
Advanced Duration. Blow down some Doors. Enjoy life. Make them WISH they had what you had.
In addition to this enhanced grace, the Swan has gained the ability to enhance their Ideal physically, at the
expense of the health of the Husk. When the Swan assumes the form of their Ideal, they may enhance any
number of its physical attributes by a total equal to their dots in the Life Arcanum. When in their Husk form
however, they must decrease their base physical attribute levels by a number of dots equal to their Life dots
divided by two (rounding up), however not falling below 1-dot in any category. Furthermore, any further
expenditure of experiences to enhance physical attributes (as if anyone would) apply only to the Ideal.
A bit weird, but I feel reassigning elements of a form should justify a bit of a weirder effect.
See above.
The compulsion lasts for the remainder of the scene, during which time the affected individual is forced to
take any action which the Mage demands of them, so long as it does put them in serious danger, or involve
performing suicidal acts. This however is dependent upon the knowledge and perspective of the puppet, and
many cunning Swans have found ways to convince others to walk blindly to their deaths, never knowing the
true nature of what they were doing. Furthermore, while social situations can be horrendously damaging to
one’s future prospects, one may not truly understand the ramifications of what they have done until well
after the moment, further enhancing the capacity of this Attainment.
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The downside of this Attainment is however that such demanding power affects the Husks’s capacity to
interact with others even further. In order to even deign to interact with a Husk in a positive manner requires
the individual to expend a point of Willpower to overcome the utter disgust which they feel for the craven,
misbegotten wretch.
Control Instincts, Reach into Instant Casting, Sensory Range, and Advanced Duration… Also swapping primary
factor. But at this point you’re already Gnosis 6. Who cares about a single point of reach. It’s only inflicting a
Condition.
Furthermore, such is the Ideal’s purity that through a single moment of self-refection the Mage can
completely refresh their Willpower points, and through the expenditure of a single point of Mana may heal
all damage, including all resistant damage. Any egregious harm which is occasioned to the Mage, such as the
removal of whole limbs, which cannot be so simply closed as a chest wound, will regrow in over the next few
days. Such is the power of the Ideal that even the removal of key organs, such as the heart, liver, kidneys or
lungs will not cause the Mage’s death, unless their damage track has been fully filled with Aggravated
damage. Which may be a difficult measure, given the extreme powerful of such a well initiated, and
experienced Gnosis 8+ Mage.
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Clavicularius
See Legacies – The Sublime for all the fluff.
Doctrine
Parent Path: Mastigos, Silver Ladder or Seers of the Throne
Prerequisites: Mind 2, Empathy 2 and 2 dots between Academics, Occult and Subterfuge
Initiation: Travel to one’s own Oneiros, and display your dominance over your Vice.
Magic:
Ruling: Mind
Yantras: Succeed on an Empathy roll relevant to the spell (+2), recite the Keys of Solomon
(+1), convince your subject of your “sovereignty” (+2), master your own mind (+1, +2
if this removes a positive Condition).
Oblations: Perform the Rite of Castigation, meditate upon past moments of weakness, engage in
psychological therapy, scribe the Key of Solomon into a durable medium.
Attainments:
First Attainment Mental Insight
Pre-Requisite: Initiation
The Key-Bearers have a keen understanding of their own Demons, and with a touch can recognize the
Demons that exist within others, both similar and divergent to their own as well. As an Instant Action, the
mage can touch a subject and determine their Vice, and their dots in Mental and Social Attributes.
This Attainment emulates Know Nature, however I have decided that it should not include the subject’s Virtue
as such a thing is out of keeping with the Key-Bearer’s philosophy, and interest in Demons.
This Attainment emulates Exorcist’s Eye, with the removal of the Reaching Manifestation option, and that
isn’t really the Key-Bearer’s entire deal.
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Optional Arcanum: Spirit 2
An individual in the throes of emotion is a swirling pool of potential, his Demons writhing around within him
and attempting to push their way to the surface of his mind. As an Instant Action, the Key-Bearer may
attempt to force an individual’s most prominent Demon into activity, forcing the subject into immediate
action in accordance with his current emotional state. This Attainment functions on any individual within
Sensory Range, however the subject’s Composure (and the Rank of the potential Spirit that the Mage is
attempting to Compel) must be exceeded by the mage’s dots in Spirit.
This is basically a combination of Mental Shield, and the 1e spell Goetic Struggle. The former aspect is very
simple to understand, however it is the latter which should be explained. When this Bulwark is established,
the Mage gains an additional way to fulfil their Vice and contribute to Mental Condition, by succeeding in a
Clash of wills against their Mental Demons. The ST should hopefully design mental Demons for the mage to
continually deal with, not an overly effort-intensive thing to do, given that this will likely merely involve their
Vice and perhaps a persistent Condition or so.
This is Command Spirit, with reach in Instant Casting and Prolonged Duration. Pretty funny how you can just
up and command a Spirit to serve you with a touch.
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This Attainment takes a scene of ritual activity and a point of Mana to activate, excising a Goetia from the
Mage’s own mind, and entrapping it within a fetish. Bar Archmastery, this Attainment only functions upon
the lesser Demons of the Mage’s mind, those of Rank 1-2. The fetish that is formed will contain either 1 or 2
dots (for Rank 2 and 1 respectively) of either the Goetia’s Influences, or their Numina, and will last for a
Month (rising to a year when the mage’s Mind or Spirit reaches 5). If the Goetia is summoned using a Place
of Power that requires Mana to activate, only a single point is required.
The Fetish must still be powered by Essence however, however given the Key-Bearer’s proficiency in both
matters of both Mind and Spirit, harvesting this Essence should be no great task.
Craft Fetish requiring Conjunctive Mind 4 for it to function on Goetia. Fairly simple, Potency 3, Duration
Primary.
Bind Spirit, with Reach for Instant Casting, and Advanced Duration.
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Cloud Infinite
See Left-Handed Path for all the fluff.
Doctrine
Parentage: Obrimos, Free Council
Prerequisites: Mind 2, Computers 2, and 2 dots between Academics, Crafts, and Subterfuge
Initiation: Perform some grand feat of exploitation, using the abandoned potential of Sleepers
for your own benefit. This must result in some moderate to extreme detriment to
the Sleepers.
Magic:
Ruling: Mind
Yantras: Succeed on a Computers roll relevant to the spell (+2), take advantage of a Sleeper
(+1), spend time on a computer ‘preparing’ for your spell (+2), adopt the persona of
a ‘grubby, unkept internet addict (+1), ignore “meat” pleasures in pursuit of
knowledge and power (+1, +2 if this imposes a Negative Condition).
Attainments:
First Attainment Root Search
Pre-Requisite: Initiation
With Initiation, Users gain the innate ability to detect the presence of active thought around them. With a
glance, they can tell whether any subject is engaging in conscious thought and within the radius of a small
room, (or a large room at Mind 4) they can detect the presence of thought regardless of whether they are
focusing or not.
In addition to this, focusing on a subject within this smaller area, a User can detect whether they consider
themselves to have any proficiency in a specified field of the User’s choice. This can include any kind of skill,
or a general impression or awareness of a certain topic. To use this second part of the Attainment however
the Use must engage their subject in conversation and steer them towards this topic, or be present when
another person does this themselves. If the subject has a concluded train of thought on the subject, such as
one of those arrived at through Exploit Spare Cycles, the User can access it in its entirety.
Detect Minds + Mind Scan. Advanced Duration for the first half, but I didn’t think that was enough so I added
a simple ‘detect skill’ element, mostly for use with the second Attainment.
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determining whether they are truly worth exploiting. As such, through imbuing the first Attainment with a
sufficient understanding of Prime, the User can determine whether the knowledge or awareness of a subject
or any of their works is a true representation of capacity, or one founded in self-deception.
Pierce Deception, because many Sleepers can lie to themselves about what they know. Not the most
useful, I know, but it still counts as the ability to detect lies.
For every hour in which the subject considers the problem, they take a level of Bashing damage as their
subconscious is over-exerted and they mentally wear themselves out. If they take Bashing in excess of their
Stamina they get the Beaten Down Condition, which Users will occasionally utilize to extract further, less
intellectual uses out of a subject. When the subject has finished considering a subject, the final result will be
consigned to their long-term memory, for the Mage to access later with further Magic. This does however
mean the subject is also on some level aware of their determination, however they will not be aware of
exactly when they made such an analysis or decision. To activate this Attainment takes a scene’s worth of
discussion with the subject, during which time all the relevant information they do not currently have access
to must be imparted to them. This Attainment will not function on any subject whose Composure is greater
than the Mage’s dots in the Mind Arcanum.
Ruling spell to Force the subject to think about a topic Subconsciously. Primary Factor is Potency, Secondary
Factor is Duration.
Forces Ruling to control a computer, linking it to the subconscious thoughts of the subject. Can’t do anything a
computer couldn’t normally do though.
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Pre-Requisite: Mind 3
Sufficiently advanced Users learn how to steal the use of a Sleeper or Sleepwalker’s soul by claiming its
intellectual capacity. In a scene-long ritual involving physical contact, the User may ‘enslave’ such an
individual’s soul by taking control of their mind. More than merely requiring the subject to consider a subject
of their own devising the Mage can draw upon the subject’s intelligence and knowledge in any situation
where teamwork rolls would be possible for mental and in some rare cases, social skills. Such a link lasts for a
period on the Advanced Duration Table equal to the Mage’s dots in the Mind Arcanum, and can only be used
on subjects with a Resolve of 1 (or 2 at Mind 4), or one whom the Mage has inflicted the Beaten Down
Condition upon.
For every week in which a subject is used in such a way, even once, a Mental Attribute (highest first) and
must suffer a Breaking Point (with -4 Penalty) as their Mind begin to fall apart at the seams due to its
enslavement to the User’s own Awakened Will. When any of the subject’s Mental Attributes, or Integrity,
falls to 0, they enter a catatonic state, their soul so worn out that the User may no longer make use of it.
Once the link is broken, subjects will regain points in their lost Mental Attributes at a rate of 1 a week,
however they will not naturally regain Integrity. Subjects accrue conditions for their falling Integrity as per
normal.
Mind Weaving to connect their intellectual capacity to the User. Normally quite hard to do, so Mages will
usually try and break them down first, or hunt down people with lower Resolve (once they’ve reached
Adepthood).
This means that the User may only make use of the Sleeper’s intellect while they are in possession of the
Soul Stone (and others may steal the use of the Sleeper by taking the Soul Stone), however the subject’s
intellect will not deteriorate due to such a relationship, their Mind sufficiently warded by the excised
fragment of a Mage’s Gnosis. However the subject will still suffer Breaking Points as per normal, which limit
the lifespan of the ‘captive’ Soul.
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Legacy’s Prior Attainments. If at any point the Mage loses access to the Soul, then the Attainment will fail.
This enhancement lasts for a Week, and at the end of the duration the original owner regains access to their
full mental capacity, but immediately loses a point of Integrity.
Augment Mind, Reach into Advanced Duration, and Exceeding Gnosis-Derived Maximum, 2 Gnosis over the
limit, in exchange for having to abuse souls, and keep them on you. Fair for a Left-Handed Legacy.
Prime for Ley Line linkage, and also ‘sophistication’ of Skill stealing. Not the most in-Arcanum, but I needed
somewhere to store it other than in the base Attainment.
Through a Scene-Long ritual, involving the use of an Awakened Soul Stone, the User may attempt to enslave
the Mind, Soul, and Gnosis of its creator Mage, and bind it to his own. Alternatively, the User may attempt to
enslave all of the soul-stones currently in his possession at once. This as a result may do one of two things:
Firstly, the User may render the subject(s) his willing slave(s), creating a mental link to his Mage puppet(s),
through which he may command and require obedience in any matter, including that of Spellcasting, the
creation of further Soul Stones, spell Relinquishment, and so forth. Awakened Souls, being hardier than
those of Sleepers do not suffer degeneration of any kind, however the manipulation of the subject is plain to
see in Prime, Mind, or Space Active Mage Sight, unless Veiled. Such control lasts for a Week, unless the ritual
is performed continually, for which the User must retain access to the subject’s Soul Stones.
Secondly, the User may draw upon the power and knowledge of a single subject, transferring points of
Arcana from the subject to the User, enhancing his own proficiency up to a Maximum of 5. Only one
Arcanum can be stolen at a time, and should the User seek to increase one of his Arcana beyond 5, then he is
instantly thrust into the Abyss as per a Threshold Seeking. In doing so, the Mage risks annihilation in the
Supernal (or the Abyss) by perhaps forcing his own Archmastery prematurely and even if he is successful
must content with any Seekers who would take issue with such a manner of achieving Archmastery. If the
User succeeds, then they must expend Experiences sufficient to fully purchase the requisite Arcanum at
Archmaster levels, and the Mage from whom this capacity was stolen is removed from existence by Aponoia,
his existence having been conclusively exploited and cannibalized for the User to achieve Archmastery.
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The further effects of this Attainment upon the abilities of Archmasters and the potential for a User to seek
Ascension through its application should be discussed between PC and ST.
To be frank, don’t use this fucking Attainment. I just wanted to represent Carbon or some other User
achieving their hypothetical ‘Singularity’ while also providing an ‘out’ if you wanted to say that Archmasters
or the Exarchs (quite rightly) decided to intervene. You’re basically enslaving Mages wholesale, or stealing
their Arcana.
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Cryptologos
See the Free Council book for all the fluff
Doctrine
Parentage: Mastigos, Free Council
Prerequisites: Prime 2, High Speech merit, Academics 2, and 2 dots between Expression, Occult
and Persuasion.
Initiation: Seek out the hidden symbols of High Speech scattered throughout the world, until
you have assembled enough to fully communicate to your tutor, to their satisfaction,
your intent to initiate and advance your understanding of the High Speech
Magic:
Ruling: Prime
Yantras: Succeed on an Academics roll relevant to the spell (+2), engage your subject in a
dialogue (+1), listen to/read the communications of your subject (+1, +2 if you do this
at length).
Oblations: Chanting mantras (but not songs, songs don’t work) in High Speech; piecing together
translations of ancient and dead languages; reading great works of literature in their
original language; singing songs or reciting epic poems (particularly from memory).
Attainments:
First Attainment Truth Will Out
Pre-Requisite: Initiation
Upon initiation into the Cryptologos, the newfound Wordsmith finds hidden behind the language of creation
a greater bounty than they would ever have expected. For those with the knowledge to look, the fallen
shards of the True Supernal tongue rotate in and out of alignment with the Supernal truth which humanity
struggles to realize.
Whenever the Cryptologs perceives some attempt at verbal communication, they are instinctively aware of
whether in its creation the maker is telling a lie. This power extends from the most articulate speech, to a
lowest, barely affirmatory grunt.
As far as Prime spells go, this is a verbal-only version of Pierce Deception. I had originally thought of
expanding this to other forms of communication, but that might have detracted from the ‘speech’ angle of
the Cryptologos. Instead, they get a verbal-only, persistent version. I put the real juicy bit as the Optional
Arcanum, which everyone has anyway.
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Arcanum exceeds liar’s Composure, they gain an immediate impression of whatever the truth of the matter
is that they seek to conceal.
So basically this is an improved version of the +1 Reach option of the Pierce Deception spell. However it only
functions on speech, and only works if your Mind dots exceed Composure. So you’ll still otherwise know
you’re being lied to, but if you’re good enough, you can immediately tell what the truth is, not just get
symbolic impression, as your understanding of High Speech, the only True language, shines through.
The use of this attainment replaces the standard +2 bonus from the Mantra Yantra with a variable bonus
from +0 to +5. To do this, the Mage rolls their Wits attribute as their dice pool, and gain a Yantra bonus equal
to the successes rolled (if any, to a maximum of 5).
You know it was coming. I just didn’t think it best to put it at the first spot. Given there’s no longer a Defense
problem from using High Speech I couldn’t remove that. I had considered giving them a way to remove the
non-Reflexive action of High Speech, but that’s a bit too much, given people will likely pump their Wits as high
as it can go to try and shoot for a +5 reflexive Yantra on any spell.
Firstly, when casting with sufficient preparation and awareness of the spell they are to cast (which is
automatic with ritual casting, and otherwise at the discretion of the ST), they may rally their Academic
knowledge to their selection of High Speech words, turning the dice pool from merely their Wits attribute, to
Wits + Academics.
Secondly, when without sufficient time to prepare, and with a pressing, immediate concern, the thoughts of
the Cryptologos quicken, and desperation fuels precision of speech. The spellcasting pool which benefits
from such as ‘spur of the moment’ use of the Mantra Yantra gains the 8-again dice trick. This may however
only be used when the Mage make use of the Cryptologos alternate-mode of Mantra use, even if they do not
garner a single success, and are forced to use a +0 Yantra.
First part is basically what you should allow in the first place, Academics boosting the Wits roll if they can
prepare. A legacy about precision of language should get some benefit for having time to prepare. I also
added the second part, so Mages feel more of a possible benefit if they’re stuck with a not-immediate, but
still pressing concern and want to risk the variable amount. Even if you get no successes, your casting pool
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still gets 8-agains, which while not useful for actual ‘casting’, lets you fish for an Exceptional Success and a
well-crafted Imago.
As an Instant Action, and by speaking directly to another individual, the Wordsmith may attempt to bridge
the broken chasm that The Fall has left in the minds of non-Mages, denying them the Truth. So long as the
Mage’s dots in the Prime Arcanum exceeds the subject’s Composure, the subject will be fully aware of the
intent and message behind the Mage’s speech, regardless of the existence of any language barrier, or even
the most mistrusting and cynical personality.
In terms of Social maneuvering actions, this spell may either remove one Door or improve the impression
level by one step per point of Potency, and depending on what is said. This Attainment lasts until the
Wordsmith ceases speaking with the subject, or befouls their Supernal connection by lying. These doors do
not close when the spell ends (for whatever reason), nor will the Truth the individual has received fade as if
they were subject to Quiescence.
Words of Truth, changed up a bit. Only works to people you talk to, one on one, doesn’t make them able to
hear you from anywhere, but it also allows you to translate intent, which is what High Speech is all about.
Spell ends if you lie, as the Supernal won’t abide that, or if you stop maintaining the conversation/monologue.
A Wordsmith who reaches Disciple Proficiency in the Mind Arcanum gains a complete and total
understanding of all languages, including spoken words, written languages, body language, hand symbols,
and concepts that exist only as thought.
Okay, this is a movement away from the first Attainment’s limitation to words. However making you only able
to understand spoken words? As the optional for the 3rd Attainment? That’s total shit.
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Those Cryptologos who do believe this learn how to imbue a secret word of High Speech within the mind of a
Sleeper. “Listen” it cries, forcing their eyes awake and banishing for a time the Sleeping Curse which afflicts
them. To impart this symbol requires but a spoken word from the Wordsmith to the Sleeper, shocking them
into restless Slumber, becoming a Sleepwalker. For the next month (or the next year at Prime 5) the Sleeper
does not suffer Quiescence or trigger Dissonance in the manner of a Sleeper. However at the end of the
duration (which may be extended through further rituals), the word fades and the pain of remembering all
the things they have seen, the impossible truth now challenged by the horrible lie, will likely drive the
Sleeper mad as they suffer the horrible Scouring of Quiescence, as they forget...
In addition, Wordsmiths learn how to craft their Waking Word in such a way as to grant it dominion over all
memories that follow. For the duration of the subject’s status as a Sleepwalker, all memories are held within
this word, accessible only for as long as they retain that single, core memory. When it leaves, at the end of
the Attainment’s duration, or when the Mage abruptly cancels it, the Waking Word will carry its enveloped
memories out of the subject’s mind.
They will remember nothing at all of their time of restless sleep. Nothing good, nothing bad, the wonders
they saw lost to them, but the horror which awaited them, avoided. In such a way, the Wordmsiths can avoid
inflicting potentially mind-shattering Quiescence by stripping the subject of their memories, completely.
There is one notable side effect of this however. As all memories are claimed by the Word, the subject will be
unable to convert any Beats they generate in the time to Experiences, and at the end of the period any Beats
they gained will be lost. That is, should they not Awaken on their own in this time, the purifying union with
the Supernal wiping away the Wordsmith’s Attainment with the purity of Awakening… Regardless of whether
the Mage interprets that normally, or becomes a Banisher.
Okay so firstly, Telepathy. Reach into Instant, Reach into Advanced, Reach into Sensory. But I also had reach
into Specific thoughts. Two downsides even this out, firstly you can’t define what is/isn’t sent, you can’t be
specific as to limit your own thoughts, but hear all of theirs. Play nice. Secondly, it only lasts for the Scene, so
no secondary factors.
THEN, I got a bit finnicky with its ability to modify the Waking Word. All memories are gobbled up by the High
Speech word in their head which is keeping their mind open. Sure you wouldn’t suffer an Act of Hubris in the
first place, I mean it is an Attainment, but golly don’t you feel better now that Sleeper isn’t going crazy from
all the Magic he’s seen? Also worth noting that you can spend a few actions to slap some Waking Words into
the minds of witnesses-to-be, then let their memories erase themselves after the scene as you end your spells.
No mess, no fuss, no witnesses. Neat, huh?
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by speaking with another individual, the Cryptologos may seek to remake their understanding of Truth. This
Attainment only functions so long as the Wordsmith’s dots in Prime exceed the subject’s Resolve.
If successful, for the next year, the subject will understand the truth of some matter to be precisely what the
Wordsmith decides, one subject matter for each point the Prime dots exceed Resolve. This can be used
simply, such as to redefine an individual’s belief in the existence of some person, or the guiltiness of another
party, or it can be used in more complex ways, such as by making another believe that it is true that you are
without question, or that they cannot be defeated in a Duel Arcane. Due to the severity with which this is
believed, it is suggested that the ST only permit the use of Willpower to raise the subject’s Withstand to
potentially temporarily overcome this Attainment in situations where the Truth they know is strongly thrown
into doubt.
While it may seem as such, this form of control is not without its flaws. People engage in self-deception all
the time, and act in defiance of deeply held known truths, why do you think people awaken, denying the Lie
they once thought was true? This Attainment is potentially quite crushing however, allowing the complete
redefinition of truth for an individual, in regards of various aspects, and refusing them the opportunity to
change their minds when provided evidence to the contrary.
When making use of The Hidden Word, the Wordsmith may also use the potency of the truth they are
imparting to vary other aspects of the subject’s mind for the duration of the Attainment (one year). For each
point by which the Mage’s Mind dots exceed the subject’s Resolve, the Mage may redefine one of the
following: Virtue, Vice, Short-Term Aspiration, Long-Term Aspiration, Obsession, a non-Physical Persistent
Condition, or they may move one dot between two Social Skills, or between two Mental Skills…
It is worth noting that through successive uses, affecting different parts of the subject’s mind, the Mage could
re-write their personality wholesale. But you wouldn’t do that, right? You’re a nice guy. A Libertine.
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Doctrine
Parentage: Moros
Magic:
Ruling: Time
Yantras: Succeed on an Occult roll relating to your subject’s weaknesses (+2), utilize
information from a ‘destroyed’ history (+2), inform your subject of their weaknesses
and failings (+1), destroy an important record of your subject (+2).
Oblations: Causing death and destruction by disrupting a schedule or deceiving someone about
the time (anything from tricking someone into mis-timing her medication, to
reprogramming traffic lights), using Death and Prime to annihilate something
completely, meditating on oblivion in a room full of clocks.
Attainments:
First Attainment An Eye on the Time
Pre-Requisite: Initiation
A Tick-Tock Man with his initiation learns how to keep watch for the telltale signs of temporal manipulation.
This attainment expands the Mage’s perception of time, refining it down to a perfect second-by-second
understanding of it’s flow. By spending a turn aiming, a Tick-Tock man can gain a +2 bonus to his next
nonMagical Instant Action, which increases to a +3 at Time 4.
Since Mages can already detect all Magical manipulations of time with Peripheral Mage Sight, I thought it a
bit redundant to merely duplicate the second half of the 1e 1st Legacy.
Unveil the weaknesses of those around you. So you can take advantage of them. Under the purview of
‘endings’. You can see the man is guilty about cheating on his wife, that the vase has been glued back
together after being broken, that the man before you is bluffing and poker hand is a piece of shit.
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The Tick-Tock Men have many enemies, and need every advantage that they can get in their endless quest.
Through a scene’s worth of meditation and disruption of their own personal timeline, the Tick-Tock Men can
slow the progress along the timeline, effectively making them appear much faster to everyone else. For a day
after this attainment’s use, rising to a week at Time 4, the Tick-Tock Man increases their Initiative by their
dots in Time. When making use of this Attainment however, the Tick-Tock man may intermittently seem as if
he is springing to action in a disjointed way, his bent time making him seem almost as if a marionette
jumping on it’s strings.
Tipping the Hourglass, Reach into Advanced Duration, didn’t want to go with Acceleration, as that’s not really
the Tick-Tock Men’s style. Instead they’ll Shifting Sands, and shoot you before you try anything. The ultimate
dick move.
Suppress Aura, Reach into Advanced Duration. Lasts for a Day at first, then gets progressively longer.
Shifting Sands, Reach into Instant Casting. Hop back for rounds equal to Time dots, then stay for a period
based on your secondary factors. Very useful, given no Dissonance, Dispel-ability, or Quiescence.
Manipulation of Bid Time Return, such that you undo harm done in the intervening time. Don’t try and use
this to regain spent mana, it doesn’t work, someone has to have ‘destroyed’ your mana for you to get it back.
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Fourth Attainment: Strip the Mechanism
Pre-Requisite: Time 4
All things wither and die before the progress of time, a fact that Tick-Tock Men utilize with great gusto. As an
Instant Action, the Mage can rend the remaining seconds or hours of a subject’s lifespan, tearing apart the
little time they have left. This deals lethal damage to the subject equal to the Mage’s dots in Time, and is not
reduced by durability or armor, however certain ‘timeless’ entities such as ephemeral entities and vampires
may not be affected.
Rend Lifespan, Reach into Instant Casting. Don’t worry, the best is yet to come.
In addition, should the Mage affect a non-Timeless, living entity with this Attainment, he can personally
devour the time he has stolen and convert it to either Willpower or Mana. Doing so is more difficult than
merely harming the subject however, as such a brutal theft of hours is not a perfect transfer. The Mage only
gains a maximum amount of Mana or Willpower equal to the amount by which his Death dots exceed the
subject’s Resolve.
Devouring the Slain, Reach into Instant Casting, and no-limit. Devour living beings, or ensure the main
attainment can ‘strip’ eternals of their animating juju.
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incapable of being comprehended, and relationships with other entities are suspended for the duration of
the spell. This effect lasts for at most a year, or until the “Mage” perform a violent, overt action.
Create time for yourself, and remove all evidence of your existence from the world. Don’t fuck with a
Anachron.
Cwn Annwn
See the Left Handed Path book for all fluff.
Doctrine
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Parentage: Obrimos, Silver Ladder (Left Handed)
Prerequisites: Prime 2, Expression 2, and 2 dots between Persuasion, Socialize, and Occult
Initiation: Project your soul into Annwn so that you might craft it with the assistance of your
tutor, allowing a Hound of Annwn to settle within you.
Magic:
Ruling: Prime
Yantras: Succeed on an Expression roll relevant to the spell (+2), perform an act of defilement
(+1), cast upon a subject which has been wounded by a Hound (+2), casting with the
aim of disguising the after-effect of your Hounds activities (+1).
Oblations: Oblations are unpopular amongst this arrogant, impatient Legacy. However those
that do participate in such acts do so in a manner which glorifies what they desire
Annwn to become. Engaging in hunting, planning impossible structure, creation and
destruction of unique art, and meditation on beauty of all stripes.
Annwn Itself
What is Annwn you might be asking? Annwn is a Lower Depths realm discovered by the Mage once known as
Argent, when he decided that getting to the Supernal was too hard and decided to carve out his own realm
with what he has available. Basically, he got lazy, and looked for a shortcut rather than putting in the hard
yards.
So he then went to Gwynedd, a place in Northern Wales, a place which Merlin had thoroughly fucked up by
sticking his dick through reality a few too many times, leaving the walls between worlds perilously thin. He
performed a blood sacrifice ritual as directed by ancient texts, and found a void that was not the Abyss,
projecting his soul into that realm. At that point, he starting shaping a crude world for himself within the
realm out of Mana constructs, and as he carved that realm into shape, he carved his soul simultaneously into
alignment with that realm. And a Hound of Annwn decided to settle in the cooling grooves sliced into his
Gnosis.
In practical terms, Annwn itself operates much as a realm of the Astral, completely disconnected from any
other realm. There is nothing within it that is not created, and the realm hungers for Mana, devouring that
which it can to maintain its current state of existence, and avoid falling back into the Lower Depths. However,
spells cast within Annwn do not cause Paradox, and cannot fall apart over time if unsafely relinquished.
It is entirely possible that Annwn is a wending that somehow managed to avoid falling into the Abyss by
having almost every element of it’s nature stripped away. But hey, what do I know.
Hound of Annwn
A Hound of Annwn is not a Spirit or Demon. Not a Goetia or Ghost. No, it is a creature of primordial energy
that used to inhabit a strange Lower Depth known as Annwn. It exists within Twilight, however it is only
visible to those who use Prime Unveiling to attempt to discern its presence (which is unlikely, given most
believe there is no Prime ‘frequency’ of Twilight). To such sight, it appears as a large, skinless quadruped
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reminiscent of a dog. Such creatures are almost uniformly brought into the Fallen, bound to the Gardeners of
Cwn Annwn, however rumors persist amongst the Legacy of lost hounds, separated from their Gardeners.
Mages perhaps banished from the Legacy or killed by its founder Arawn, their hounds loosed through secrets
known only to him.
Rank: 2
Attributes: Power 5, Finesse 5, Resistance 3
Initiative: Initiative 10
Defense: 5
Speed: 25 (Species factor 15) Size:
4
Willpower/Corpus: None, they may spend their host’s Willpower, and use their health.
Abilities:
Hounds have no Influences or Manifestations, however they maintain the Familiar condition to their Host,
devouring any other Familiars he has when this bond forms (remember, Sanctity of Merits).
The Devouring:
The Hound may attempt to destroy patters with a Power + Finesse roll, living beings oppose this with
Stamina + Gnosis, dealing Bashing Damage equal to successes. This is withstood by Durability for physical
objects, removing points of Structure equal to successes, affecting everything within the host’s Gnosis*3 in
feet.
When the Hound devours, it sounds like a dog howling, and is audible even without Magic, however this
does not cause Quiescence, however it is possible or even likely to cause a Breaking Point against Integrity.
Any action engaged in by the Hound leaves the Mage’s residual nimbus on the subject.
Attainments:
First Attainment The Hound
Pre-Requisite: Initiation
Through initiation into the Legacy, the Mage has become host to a Hound of Annwn. This entity is a being of
the Lower Depths, intangible and invisible, existing within twilight as mere scraps of primordial energy. See
the section above on the Hounds of Annwn for further information about their nature.
To control their hound, such as to prevent it from feeding, or to compel it to attack a specified target requires
a Resolve + Animal Ken test. If attempting to stop it from feeding, the Mage spend a point of Mana instead
reflexively. It is important to note that Hounds do not have an Essence or Mana capacity, and do not in most
respects function like a normal Familiar, they have no Manifestations. They exist within the Soul of the Mage,
who has carved their soul for the specific purpose of playing host to one, which precludes any Mana
expenditure to keep the Hound active.
There is nothing to emulate. You get a Rank 2 Familiar… But it’s nowhere near as helpful. As a normal one.
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Despite the grand designs of the Cwn Annwn, the realm of Annwn is still but a pocket realm which they
cannot physically enter. However it has been learned that by defiling a Hallow with the symbols emblazoned
upon their soul by Annwn, they can adjust its connection to the Supernal such that their minds and souls
arrive in Annwn, instead of the Astral.
This is a ritual that takes a scene to perform, requiring access to a 3+ dot Hallow, in a location symbolically
representative of emptiness, isolation or other related symbols. The Hallow must be allowed to build up
mana until it is full, then the Gardener must dramatically alter this symbology, usually done by defiling it with
destroyed purity, such as human sacrifice, or of “pure” animals such as white lambs or doves (as part of a
Legacy Attainment, this is not an Act of Hubris). The Mage then attempts to meditate into the “astral”,
however the path is twisted and thrusts him into Cwn Annwn, consuming all of the mana which was stored in
the Hallow.
Ruling? Veiling? Some combination? You basically create a portal to Annwn. Is it resource intensive? Yes. Is it
probably not worth it? Yes. Would any sane Mage join this Legacy? Not on your life. Good thing they’re not all
the most sane, then.
In addition, at this stage of advancement, the Mage’s Hound has become sufficiently powerful to death
Lethal damage with it’s attacks, and deals twice its normal damage to structure. Anything which the Hound
destroys appears in Annwn as a Phantasmal reproduction, with no physical form.
Prime Veiling? Kind of half-assed constructer with no physical form and no real benefit other than that they’re
illusions? Main benefit at this dot level is the Hound’s got gud. Now it can tear shit apart with Lethal damage.
In addition, objects destroyed by his Hound take on physical form in Annwn, including living beings, however
these remain but stolen symbols, animated in some twisted perversion of the Supernal.
Platonic Form, Reach into Instant Casting and Advanced Duration. The Hound is also great at eating anything
it kills, and shitting out the remains in Annwn.
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Fifth Attainment: Stolen Strength
Pre-Requisite: Prime 5
At this stage, the Gardener has learned great secrets from his hound. How to tear apart the weave of the
world, and gorge himself on the energies that burst free. As an Instant Action, the Gardener can attempt to
shred apart a physical object or living being, requiring either an Aimed Attack roll, or physical contact. This
assault deals lethal damage equal to the Gardener’s dots in Prime, and grants him an equal amount of Mana.
The after-effects of this action appear to be great, and heinous wounds dealt by some vicious hound-like
animal. These wounds are resistant.
Unravelling, Reach into Instant Casting, and reaping a Mana Reward. Broken, but whatever.
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Daksha
See Legacies – The Sublime for all the fluff.
Doctrine
Parent Path: Obrimos, Mysterium or Seers of the Throne
Prerequisites: Life 2, 2 dots in Occult, 2 dots between Athletics, Expression, and Socialize, and a
Initiation: Undertake a strict vegan diet, take vows of chastity and poverty (frequently
enforced by the Fate Arcanum) and follow the Legacy’s meditative exercises for
hours each day. Then once the Legacy’s teachings have been internalized shave your
head and retreat to a cell where you meditate for 3 days straight without food or
water, crafting your Soul with your tutor and the guidelines in the Stanzas of Dzyan.
Magic:
Ruling: Life
Yantras: Succeed on an Expression or Persuasion test relevant to the spell (+2), enter a
meditative state before casting a spell (+2), the spell will perfect your already
superhuman body (+1), explain to a colleague how your spell with, indulge in harsh
discipline while casting the spell (+1, +2 if this causes a Negative Condition).
Oblations: Meditate for a day on the Stanzas of Dzyan, fast for a week, spend a night lying on a
bed of nails, suspend your body from hooks in your skin (fucking what?), performing
a firewalk, perform a Tantric sex rite with another member of the Legacy
Attainments:
First Attainment Teisara Akh
Pre-Requisite: Initiation
A Daksha who masters the first principles of Daksha-Yoga find the pineal gland of her brain grows into a
literal fully functional third eye that sprouts from the back of their head. Through the rigors of training her
body becomes more defined, her skin suppler and body hair (bar that one the head) begins to fade away. In
addition, the Daksha’s senses are permanently heightened as per the spell Heightened Senses, granting a +1
bonus to Perception rolls, increasing to +2 at Life 2, and +3 at Life 4.
They can also see out of the back of their head. Which is neat I guess. It also works with Mage Sight. So, cool.
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The Daksha learn to use their newly developed third eye to ask questions about likely futures, and with a
scene’s worth of meditation and preparation may ask a number of questions equal to their dots in Time.
These may be more specific questions than a simple Divination spell, and may ask questions about the most
likely distant future, such as “Will Terrance marry Lydia, and father a child with her”?
Persistent Body Control as per the 1e Legacy. Fluff it as “got to continue meditations if you like”, with Reach
allocated to Advanced duration.
This emulates the Momentary Flux spell, with reach allocated to Instant casting and Sensory Range
There no fucking spell here I care to explain. They can shift between genders and knock themselves up, end of
story. You want that as your attainment rather than a Magic power? Sure. Go ahead. Jesus H Christ. Even
weirder, their appearance no longer causes Quiescence given 2e rules. So, odds are they can’t operate as
easily in society.
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Postcognition, with reach for Sensory Range, and Temporal Sympathy. Pretty simple, also the only sympathy
based spell I’ve done so far that actually fits within its reach allocation. Neat.
I got nothing. All of their attainments are about bodily integrity, and given I’m holding off on Honing the Form
for the 5th Attainment, there’s nothing left other than healing. So yeah, the Nazi Hermaphrodite Wizards can
heal you, if they feel like it.
This emulates Acceleration, with Reach for Instant Casting and the Rote-Dodge ability. Given that it’s still
usable when faced by sleepers, this is a pretty fucking potent Attainment.
Okay, look. Some people might complain this doesn’t follow the rules of Honing the Form. You’re completely
right. Which is why instead I’m using Shapechanging, motherfucker. Humans are creatures, even Mages. So
logically when you take the form of a “perfected Gnosis 8+ mage” you get Strength, Dexterity, Stamina 8.
This is the Perfected Adept’s last fucking Attainment, requiring Gnosis 8. Gnosis fucking 8. At that stage you
could easily do this with a spell and not give a singular fucking shit, not even worrying about Paradox. You
only need three reach (advanced duration, and splitting potency) as well as a buttload of Potency, but at that
level your dice pool is 18 with a few minute ritual, before you even get into the matter of Yantas, of which you
can have 5. Yes, 5 fucking Yantras. So let them have this and be the world’s most fucking turbo-charged
muscleman.
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Optional Arcanum: Time 5
The Daksha’s readings of the future at this point are so profound and insightful that should they act on them
the future may well unfold exactly as their will demands it. With an Instant Action, the Daksha may ask a
number of highly complicated questions about the future equal to their Dots in time, these can involve
questions about possibility and what might come to pass should certain actions are taken, and they receive
detailed information about their questions.
In addition, by constructing one of these futures around a Social interaction with a subject the Daksha may
reduce the subject’s Doors to any feasible interaction by the mage’s dots in Time, knowing exactly what to
say when and how the individual will react, leading inevitably to the Daksha’s desire.
Prophecy, with Reach for Instant Casting and the “it’s totally not rape” effect.
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Daoine
See Legacies – The Sublime for all of the lore
Doctrine
Parentage: Mastigos
Prerequisites: Fate 2, Space 1, Occult 2, and 2 dots between Expression, Intimidation and
Streetwise
Initiation: Engage in the punishing, extended training of the Daoine, involving demeaning tasks
and plentiful menial chores until such a point that the aspirant has fully grasped and
understood their station is below their tutor’s. Once this has been achieved, the
tutor will teach the aspirant how to sense the Scales of the Wyrd, and the myriad
connections that make up that vast, tangled tapestry.
Magic:
Ruling: Fate 2
Yantras: Succeed on an Occult roll relevant to the spell (+2), spend time perform a hex or
blessing ritual (+2), focus on the justice you seek through your spellcasting (+1),
inform the subject of their failings and flaws (+1), drive yourself into a righteous
fervor in your pursuit of justice (+1, +2 if this imposes a Negative Condition).
Oblations: Weaving at a loom, visiting faerie rings at the solstices or equinoxes, bringing
vengeance without the use of magic on one who has wronged you, publicly calling
down a curse on someone who deserves it, rewarding someone else’s act of
generosity without that person knowing your involvement.
Attainments:
First Attainment See the Scales
Pre-Requisite: Initiation
From initiation, the Good Folk learn how to read the weave of Fate known as the Scales of the Wyrd. Every
action people take pulls on the threads that make up the Wyrd, affecting themselves and others. The Daoine
make common use of this first attainment to read the Wyrd and judge those who has upset its balance.
As an Instant Action, the Daoine may perceive the Scales of the Wyrd until the end of the scene, revealing to
their sight the tangle of Fate and the patterns within it. This renders visible to the Mage the presence of any
Destiny, Fate-sworn Oath, or other supernatural effect tied into the nature of Fate. Furthermore, while
perceiving the Scales, the Mage can spend a further Instant Action to focus on an individual within sensory
range in order to sense the most powerful influence they have upon the Scales.
Doing so provides the Mage with an impression of the strongest influences which the individual has engaged
upon the world around them through their actions, revealing a number of influence equal to the Mage’s dots
in the Fate Arcanum. These impressions generally take the form of various actions the individual has
undertaken, and usually relate to murders, abuses, as well as all manner of injustices perpetuated through
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means mundane or mystical. Influences are mitigated however through reparations, as an individual
themselves undertakes effort to balance the Scales, and even cold-blooded murder may fade from
pertinence if the subject has felt sufficient remorse and made amends.
Similar to Interconnections. It displays the same kind of stuff you’d see with Fate sight, with the added ability to detect
an individual’s most important actions.
As an Instant Action, the Mage may seek to Hex an individual within sensory range who has wrought havoc
upon the Scales of the Wyrd. The subject suffers a Hex with a Potency proportional to the heinousness of
their crimes, a foul mouthed and unpleasant woman is likely to suffer a Potency 1 Hex, a thief will likely
suffer one of Potency 2, while a serial murder and rapist will likely suffer Potency 5. This Hex lasts for at most
a day, and at the discretion of Fate itself, however it will invariably apply to frustrate and infuriate the
wrongdoer.
Such Hexes may only be applied once per individual, per day, and inordinate use of the Attainment is
considered inappropriate, as the individual, while potentially vile and contemptible, is not truly being taught
any lesson or punished in any but the most superficial way. This Attainment is not Withstood, however for it
to apply, the Mage’s dots in Fate must exceed the subject’s Resolve.
Exceptional Luck, with a twist. People suffer Potency proportional to their horribleness. Not Withstood, but if it applies, it
applies at full force. Kind of weird, but I think it makes sense, and it’s one of the only ways to make a Hex work given
Attainments have so Potency.
You’ll be hard pressed to find someone who’ll get hit with a Potency greater than 3… Unless you’re judging some gigantic
assholes of the Awakened world. Also given it can’t be counterspelled, or dispelled, and it doesn’t care about Withstand,
this is a great Attainment for fucking with Mages. Whether or not it works on Exarchal Ochemata, and the horrific
injustice they have perpetuated on the world, is up to the ST.
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inconvenience them, will. Lights turn red, police will pull the individual over for an RDT, complications will
arise with medical tests requiring them to be redone, truly frustrating.
Green Light, Red Light. Reach into Advanced Duration and Instant Casting, Sensory is for free because it’s a fairly simple
effect for a Conjunctive, and because it can only be used offensively.
Should the subject make restitution to ameliorate the impact of their actions, this Attainment may come to
an end prematurely, as the tension in the Wyrd is released. This Attainment only functions on those who
have upset the Scales to a moderate or greater degree (equivalent to Potency 3+ or greater in the 1st
Attainment). Furthermore the Daoine must have an appropriate Sympathetic Yantra of their subject to utilize
this Attainment.
Funky Monkey’s Paw, that affects all tools of a kind used, effective at Sympathetic Range. Sensory Range,
Advanced Duration, ‘tools of a category’, and possible Condition-generation. However it’s limited by their
restitution and only functions on certain individuals.
In such a manner, the Daoine may effectively reduce the potency of social merits the subject has by an
amount equal to their Fate dots. Should this bring them below 0, then their effect is inverted, Status
becomes a negative modifier, Resources becomes debt, Allies take issue with the subject and become
enemies.
Furthermore when the subject fail any test relating to the effects of this Attainment, they become personally
aware of the influence their actions have had upon the world (and the Scales) in a general sense. Should the
subject persist in the face of this for an extended period, the ST should impose the Guilty Condition.
Fun little atypical Attainment which lets you fuck with their investments and so forth. More helpful for social
characters than hexing their gun or whatever. Instead you Hex their credit or club membership card. Fucking
hilarious.
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Fourth Attainment: Doom of Promise
Pre-Requisite: Fate 4
Where cajoling and cursing cannot address an imbalance in the Scales of the Wyrd, a powerful Daoine can
bind a subject to their own words. While the methodology of the binding differs based on cultural practices,
the effect is the same, that a subject is bound to a stated promise, and should they break it, a stated
punishment. While all terms must be stated, they need not be defined exhaustively, or specifically stated by
any singular individual, so long as all terms are punishments are clear, and accepted, whether intent is
genuine or not. Given the circumstances, a mere “I promise” or “I won’t” from the subject is sufficient to
bind them to their word.
While many of the Daoine undertake more extensive, and occult rituals, a simple handshake while
performing occult Mudra, taking an Instant Action, is sufficient to bind someone to qualifying promise made
within the scene. So long as the subject maintains their promise, they gain access to a Boon with a Potency
equal to the Mage’s Fate dots. Should the subject fail to uphold their promise, then they suffer a Hex with a
Potency equal to the Mage’s Fate dots, appropriate to the stated punishment, and the Daoine becomes
aware of the violation. Such a Hex is more unrelenting than the Boon however, and its uses refresh with the
sunrise. The Doom of Promise is not without relief however, and should the promise be exhaustively fulfilled,
any Hex that has been imposed is lifted, and the Attainment ends. Furthermore, should any supernatural
effect seek to compel the subject into breaking their promise, such effects are subject to a Clash of Wills with
the Daoine. Such promises last for a month at most.
Sworn Oaths, Instant, Advanced Duration, Boon/Hex shift awareness, added a refresh of the Hex, because
otherwise you’ve just got a minor 4-potency Hex. Which is pathetic. It refreshes with the sunrise though, so
have a lark in a country with weeks of nighttime.
Some kind of Psychic Reprogramming effect, but less totally skeevy because they agreed to the promise. Still
kind of suspect, but what the fuck do you care, you’re a Mage and this is an Attainment so no Wisdom loss
here.
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Firstly, any individual who encounters the cursed subject, will feel the scorn of the Wyrd fall upon the subject,
and will treat them indifferently at best, and at worst with open hostility. All social impressions drop by a
singular level, and/or the subject suffers a penalty equal to the Potency of their wrongdoing (see Weight of
the Scales for the Potency system) to all social rolls aimed towards influencing others to help them, or treat
them kindly.
Secondly, ALL non-Magical actions which aim to help the subject, will suffer a Hex with a Potency appropriate
to the Potency of their wrongdoing. Furthermore, all non-Magical actions aimed at harming the subject
benefit from a Boon with a Potency appropriate to the Potency of the subject’s wrongdoing. In this second
effect, the term “all” in this case should be interpreted liberally by the ST, this is the culmination of the power
of the Daoine, turning not just fate, but the very world against the wrongdoer.
While this Attainment can be used on the only mildly deserving (Potency 1-2 or so), Daoine who use this
power without good cause have been known to upset the Scales of the Wyrd, attracting attention from all
manner of sources, least of all their own Legacy.
Sympathetically cast Pariah, with the Potency effect from before folded in. Some REALLY powerful stuff, but it
can only be used on the deserving.
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Dreamspeakers
See Legacies – The Ancient, for all the fluff
Doctrine
Parentage: Thyrsus, Free Council
Prerequisites: Mind 2, Occult 2, and 2 dots between Academics, Persuasion and Socialize
Either go Mad trying to find out what it is, go Banisher in your rejection of the
madness and chaos, have some other more experienced Mage purge the influence
from your mind, or take up the call, find a Dreamspeaker tutor (or Astral
Daimonomikon) and initiate into the Legacy.
Magic:
Ruling: Mind
Yantras: Succeed on an Occult roll relating to the Dreamborn relevant to the spell (+2),
utilizing your Magic for the furtherance or protection of your community (+1), seek
out the symbols of the Axis Mundai for wisdom (+2), take drugs, fight a bear (+1, +2
if you suffer a Negative Condition).
Oblations: Drumming or listening to drums and other rhythmic instruments. Dancing. Physical
ordeals, such as suspension and controlled strangulation. Isolation in a sacred place.
Take drugs, doesn’t matter what drugs.
Attainments:
First Attainment Dreamwalking
Pre-Requisite: Initiation
The most fundamental ability of the Dreamspeakers is the ability to sense and move through the dream
accordingly. Through a Scene’s worth of ritual preparation, a Dreamspeaker gains the ability to enter a
walking trace such that they may enter the Dream (Astral) without losing sight of the world.
Mechanically, this permits the Dreamspeaker to exist in the physical, and the Astral in their Dream Form,
simultaneously. Damage is not transferred, and both ‘selves’ can take actions at the same time, however only
one self can take physical, or spellcasting action each ‘turn’. This does not include minor actions such as
walking or opening a door, but fighting, unlocking a lock, casting a spell or cracking open a pecan certainly
would.
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At this stage, the Dreamspeaker still requires a Demesne or a Hallow to enter the Dream (Astral), however
they may stay in it for a period not exceeding their dots in Mind on the Advanced Duration table. Should the
Dream Form be destroyed, then the Dreamspeaker will still suffer Soul Shock, and entering/exiting the
Dream (Astral) still follows all the normal rules. Should the Dreamspeaker raise their Amnion in the Astral,
then their ‘physical’ self will still suffer the effects of the armour’s egotism, but not gain any benefits.
This is a weird version of One Mind, Two Thoughts. Lots of Reach in excess. I don’t give a fuck. This is their
core ability.
Unveiling for Spirits and Goetia. Doubling up on the Mind, but whatever. Dreamborn are Goetia, and Mental
Twilight is usually pretty deserted.
Atypical Attainment, provides a 3-dot Merit. You could also get that with Magic, allegedly, but I seriously
doubt in most other cases you could do so with 2 dots. In this case I argue you’re Ruling your innate
Legacyprovided connection to the Dream to draw you in, rather than following any of the other ‘paths to the
Astral’.
Channel Essence, Instant Casting, Affect-Spirits, uses Mind 2 as well. Limiting factors of willing entities
accommodates that Reach.
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Third Attainment: Call upon the Dreamborn
Pre-Requisite: Mind 3
This Attainment is usually taught deep in the Astral, either from the Dreamborn that reside there, or
inscribed in some part of the Axis Mundai in a Daimonomikon. Once learned, the Dreamspeaker gains the
ability to call upon one aspect of the Dreamborn, enhancing a Mental or Social attribute by a number of
points each to their dots in the Mind Arcanum (up to their Gnosis-derived Maximum). This enhancement is
persistent, however should the Dreamspeaker seek to apply this enhancement to a different attribute, they
must travel back to the Astral and seek further Wisdom from a different Dreamspeaker or find a different
Daimonomikon. This ‘change’ does not cost further experiences, but merely permits the Dreamspeaker to
draw upon different Wisdom.
Persistent Augment Mind, with potency equal to Arcanum dots. Self-only, requires a ritual to do, and capped
at Gnosis-derived Maximum. I’d say that’s balanced. Also to change it to a different attribute you have to go
back to the Axis Mundai and bargain with a different Dreamspeaker.
Atypical Attainment, draw upon Influences. Reach into Instant Casting, and Advanced Duration. No secondary
factory, Potency-primary.
This take the form of the “Astral Projection” spell, and lasts for a period equal to the Mage’s dots in the Mind
Arcanum on the Advanced Duration table. This dream-form may do more than merely explore twilight, and
the Dreamspeaker’s connection to the Dream (Astral) has grown so strong that when projecting themselves
out of their body, they may move between the physical and Astral by spending a point of Willpower and
undertaking an Instant Action.
If acting in such a way however, the Dreamspeaker cannot make use of their Dreamwalking ability to
simultaneously exist in both the Dream (Astral) and physicality.
Astral Projection, Instant Casting, Advanced Duration, but self-only, and has no use for secondary factors.
Also Astral Travel as in instant action in that form, but whoop de fucking doo.
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The Dreamspeaker’s understanding of the diverse worlds of spirit, mind and flesh have enhanced their
ability to unite their Dream-self with the Shadow. At any point in the Dreamspeaker’s Dreamstuff projection,
the Mage may attempt to cross their dream form over the Gauntlet and into the Shadow. This is only
possible in a location where the Mage’s Spirit dots exceeds the Gauntlet strength, but can be done reflexively.
The risk however, is that due the nature of the Gauntlet, if the Dreamspeaker’s Astral Form ‘dies’ in a
location in the Shadow where they could not move back across the Gauntlet, then they will be incapable of
resolving the Soul Shocked condition which results, unless they travel to that location and re-unite with the
part of themselves that was left behind as their soul snapped back into their body.
It’s really just a Reaching effect. I made it reflexive because it’s fucking simple as hell to do with a spell, so it’s
best if they have SOME actual benefit from learning the Attainment.
Whispers spread amongst younger Dreamspeakers, that it Attainment is a pre-requisite for learning how to
transcend the nature of physicality and become a greater Dreamborn. Others speak of connecting with a
secret existed ‘above’ the Dreamborn, becoming one with the Supernal symbol which defines even the
Dreamborn themselves.
Create Consciousness. Advanced Duration, the Rank 2 effect. Reach in excess, but Rank 1s are pathetic.
Utterly Pathetic, and they’re usually confined to the Axis Mundai. So you get some more gas because of the
limitation.
Dreamborn that can manifest without assistance, when summoned. Also they stick around when summoned.
So create a shitload of Rank 2s, then summon them all. Kind of worth it.
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Echo Walkers
See Legacies – The Ancient for all the fluff.
Doctrine
Parent Path: Obrimos, Mysterium or Seers of the Throne
Prerequisites: Life 2, Death 2, Occult 2, the Glimpse of Glory Rote, Medicine 1
Initiation: Have one’s soul dislodged before being forged (still misaligned) into the Legacy
Magic:
Ruling: Life
Yantras: You have previously used Dislodge the Soul on a target and succeeded on the Gnosis
roll (+2), acting in the manner of the Ones Before (+1), you meditate and consider
the subject of the spell and the response one of the Ones Before would take (+2),
you neglect your addiction to pursue the subject of the spell (+1, +2 if you take the
Deprived condition).
Oblations: Studying any form of ancient information (including myths, evolutionary science or
history) which could contain information on the Ones Before, creating artistic
representations of the Ones Before (muh OC), altering one’s body to be more like the
Ones Before
Dislodge the Soul (Death • •, Prime •)
Practice: Ruling
Withstand: Resolve
The Mage knocks the target’s soul ever so slightly out of alignment, neither removing the soul nor physically
harming the target. This does however permit the mage to look “behind” the target’s soul, viewing them on
a spiritual level so primitive that no part of the ego is present. While looking in such a manner, the Mage may
make a Gnosis roll, if successful they regain a point of Willpower as they are affirmed by a glimpse of the
individual’s “proto-soul”. This effect lasts only a single turn, and when it ends the mage can gain never gain
any further information from that Sleeper’s soul.
This process is addictive, and almost every single Echo Walker will be addicted to the usage of this spell,
suffering from the Addicted Persistent condition relating to the use of this spell on Sleeper souls. This
addiction is one of the mind and soul and cannot be cured. For every week in which the Mage does not feed
their addiction, they suffer the Deprived condition, these conditions can stack with cumulative effect.
The effect on the Sleeper’s soul is long-lasting and brutal, suffering a -1 on all Social rolls until his soul is
realigned. This can be performed with a simple application of the practice of Compelling with the Death
Arcanum (which suffice to say Echo Walkers see no reason to do). Sleepers can restore their soul by
themselves however by engaging in a few hours of self-affirming connection with the rest of humanity,
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something that many however are incapable of doing. Therapy, spiritual counselling or positive attention can
also restore such a soul, requiring success at a relevant roll.
Attainments:
A Glimpse of the Ones Before
First Attainment Know the Fallen To advance in their crafting of their
Pre-Requisite: Initiation souls, an Echo Walker must first know
The Echo-Walker can with a glance discern the true, full and what they are crafting their souls into,
comprehensive biological nature of a subject. As an Instant Action, and from. Before an Echo-Walker can
the mage can learn the species, age, sex, and overall health of any learn (or craft) Legacy Attainments, they
living organism, including how many dots in Physical Attributes, must succeed at the Dislodge Soul rote’s
injuries, personal tilts and conditions, as well as discerning Gnosis check a number of times equal
supernatural creatures as being “unknown” even if they take to 10 times the attainment level
human form. Undead creatures do not register, however that squared.
should tell you enough about them. e.g. To learn the 3rd Attainment, the
Analyze Life, very simple. But useful. But also a good spell to Echo-Walker must successfully glimpse
actually have CAST. I don’t care. behind the souls of 90 Sleepers.
You could honestly have this as a spell, but then someone might be able to Counterspell you activating it.
Fucking hilarious when some Master can’t stop you from commanding his soul-annihilation device, and you
don’t even suffer an Act of Hubris for doing so.
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Pre-Requisite: Life 2
Legends say the Ones Before could purge their bodies of impurities both physical and spiritual, having crafted
their Soul in such a way as to refine their body in turn, the Mage is immune to the effects of mundane
poisons and diseases, and contests any supernatural poison or disease with a Clash of Wills.
Eh, fuck it, shielding from Disease. Why the fuck does it have to be so difficult? Nobody cares about disease in
most play, so why do we need two spells about them?
Pierce Deception, with reach for Instant Casting and Truth Clues. Doesn’t work on their own kooky beliefs,
because they think they’re true. Which further encourages them. Hilarious.
Body Control with Reach for Advanced Duration and swapping primary factor, haven’t done that before, but
most other options seemed pretty rubbish. Also who can’t say no to a static +3 to Initiative, crazy good
metabolism, and healing Bashing every minute (at a minimum)
Wards and Sigils, simple, same Reach as the main Attainment ability.
With an Instant Action, the mage can enhance one of their Physical Attributes by an amount equal to their
dots in Life. This enhancement affects derived attributes such as Speed and Defense, and lasts for 3 rounds.
The mage can utilize this Attainment on an attribute repeatedly, and with use can enhance multiple physical
attributes simultaneously. This enhancement can exceed their Gnosis-determined attribute Maximum.
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Echo Walkers often become more attractive when using this Attainment, not because of any major chances
to musculature, or sufficient to grant the Striking Looks merit, but their overall bearing may shift, as if
carrying themselves with confidence and power.
Honing the Form, with Reach allocated to shifting the Primary Factor to Potency, and Instant Casting. At this
stage their Gnosis is at least 6, so I think it’s fair to bypass the already increased Gnosis maximum. Odds are
that they’ll likely not have an attribute higher than 3 already, so the abuse is minimized.
An interesting application of the Platonic Form spell. I had not previously considered its capacity for creating
non-mechanical tools, such as clothing, which are ultimately still tools. So basically you create for yourself a
halo and wings made of mana, and seem majestic as FUCK to all the Sleeper plebs, who don’t even suffer
Quiescence.
With an Instant Action, the Echo-Walker may impose a Condition of his own design upon up to 15 humans he
can see at a time. This condition is based on overwhelming biological responses, and follows the rules for
creating conditions on page 288 of the core book. Only extremely strong willed individuals (those with
Resolve 5) can withstand this Attainment, and its effects last one hour/scene.
Furthermore, having been forced into the role of creatures of mere instinct, for the duration of the scene,
Sleepers cannot form new memories and will “awaken” from their instinctual stupor completely unknown as
to what happened in the meantime.
This is Control Instincts with a shitload of Reach for Instant Casting, Sensory Range, Prolonged Duration and
Advanced Scale. Potency primary means that only “heroes” with Resolve 5 can stand up to the Echo Walker.
While not true mind-control, the ability to force a potent condition on Sleepers such that they’re handicapped
until they resolve it (such as by following the Echo Walker’s will) is still pretty great. Also you can benefit your
favorite Sleeper pets.
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Echo Walkers with the appropriate magical exerptise can extend this Attainment’s ‘divine right’ to Magic itself.
With an Instant Action and a point of Mana, the Mage can destroy the workings of any lesser Mage with but
a touch, sending their spell back across the Abyss and into the Supernal. This destroys any spell cast by a
Mage with an Arcanum rating less than the Echo-Walker’s dots in Prime. This effect is Lasting.
Supernal Dispellation, with reach for Instant Casting, and Lasting effect. Ultimately, I chose to grant an extra
point of reach to this spell. Without that, it’s impossible to have Lasting effect and Instant Action, and
ultimately the Attainment itself is garbage for any Echo-Walker who’s reached Gnosis 8. At that level, you
don’t really give a shit about non-Masters, so the ability to annihilate their spells with an Instant Action
should seem normal. Not the best Attainment, but it’s an Optional one, so what the fuck.
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Eyes of Ain Soph
See the Mysterium Order book for all fluff.
Doctrine
Parentage: Obrimos, Mysterium
Prerequisites: Prime 2, Occult 2, and 2 dots between Academics, Investigation and Science
Initiation: With your tutor, accumulate all Supernally potent or active items or phenomena
which you have available, including a powerful one which you have not yet
scrutinized. Maintain Focused Mage Sight upon that one powerful item, expending
as much mana as possible in order to plumb it for the deepest secrets which it has
available, expending Willpower to continue your scrutiny across multiple scenes.
When you finally uncover the true nature and hidden secrets of the item, in that
moment of pure Supernal joy, craft your soul with your mentor in the image of that
search for pure Supernal Truth.
Most Chapters of the Eyes of Ain Soph maintain at least one extremely potent or
complicated Artifact or other Supernatural phenomena for the purpose of such
initiation ceremonies.
Magic:
Ruling: Prime
Yantras: Succeed on an Occult roll relevant to the spell (+2), succeed in occult research
providing some clue as to the nature of the subject matter of the spell (+2), cast a
spell seeking to uncover the true nature of an observed phenomena (+1), gather a
specimen of the subject matter of the spell (+2).
Attainments:
First Attainment Seeker’s Eye
Pre-Requisite: Initiation
A Seeker’s quest is the understanding of Supernal Magic, to see the world in its most complex and powerful
manifestations. To seek the pure, raw divinity as of yet unmanifested in the Kabalistic Tree of Life. To seek
this pure enlightenment, a Seeker’s eyes must be ever open to the wonder of the Supernal, and as such, the
first Attainment of the Seekers ensures that their eyes never close again.
By studying any subject for a turn, the Seeker may determine the truth of several Supernal facts about that
subject equal to their dots in Prime. This includes whether they are connected to the Supernal, the exact
amount of Mana contained within the subject’s pattern, their highest Arcanum, their Nimbus or Gnosis and
so forth. This may be repeated over subsequent turns, garnering additional information so long as the Seeker
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maintains their focus. These are mere examples, and any Supernal truth inherent in a subject’s composition
may be revealed in such a way, such as if they have ever failed to Awaken, whether they have ever suffered
Quiescence, or whether the subject is host to a Proximus dynasty. Any attempt to hide the true nature of
such a Supernal connection will provoke a Clash of Wills. Seekers cannot however use this power to detect
the Supernatural nature of mystic forces of a non-Supernal nature. Instead, the existence of such
Supernatural powers will have to be deduced through thorough investigations, which is indeed, what most
Seekers do.
In addition to this, such a connection to the nature of Supernal Truth grants the Seeker the ability to detect
the presence of any proffered lie. Any attempt to shield the nature of this lie from detection will provoke a
Clash of Wills. Furthermore, this will not detect any mistakes, or errors in judgement. Mere falsehoods.
Experienced Seekers learn to ask follow-up questions to ensure people are not merely drawing inferences
from what they think they saw.
Supernal Vision, Reach into Advanced Duration, I swapped it around a bit though so it’s perpetual and they
can get a lot of information. Because really, it’s a bit of a shit Attainment otherwise.
Added on Detect Lies. Simple in effect, Supernal Vision isn’t quite enough by itself.
Furthermore, shielded by such a Veil, Seekers furthermore learn to reinforce their protections with additional
signs of indomitability. Any spell which seeks to affect the Seeker in any way will suffer a base Withstand of 2
(rising to 3 at Prime 4). This Withstand may be lowered by the Seeker as normal, and normal rules for
stacking Withstands apply.
Supernal Veil, Reach into Advanced Duration, turned into perpetual due to self-only restriction.
Added on Wards and Signs, Mage only, not AoE version. Kind of annoying for buffs, but you’ve constructed a
mystic wall. What do you expect?
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As an Instant Action, and by spending a point of Mana the Mage may seek to Dispel any Supernal or
nonSupernal, supernatural power which they face. The ability will only be dispelled if the Arcanum rating (or
appropriate equivalent, such as Werewolf Renown, or Vampire Discipline) of the ability’s creator is not
exceeded by the Mage’s own dots in Prime. Success ends the ability prematurely and suddenly, with its
creator (so long as they maintain any measure of control over the power) knowing full well that their power
has been abruptly ended. Such is the nature of many non-Supernal effects, that there may be many power
bases under which they may be dispelled. A Werewolf Gift which for example uses spiritual powers to affect
the mind through manipulation of the body may thus be dispelled through knowledge of the Spirit, Life or
Mind Arcana.
Dispel Magic, Reach into Instant Casting, and Lasting effect. Added in non-Supernal powers being affected
because (1) this is an Attainment, (2) this is a Legacy about a unifying theory of Magic (3) this Legacy doesn’t
have Conjunctive Arcana (in my write-up), so it may as well have slightly more powerful main Attainments.
This ‘fire’ may be conjured in any shape the Seeker desires, and at most may fill a large room’s worth of
space entirely with fire. In terms of damage, this will cause harm equal to the Mage’s dots in Prime in
Aggravated damage, and is not reduced by any form of non-mystically reinforced armour. If the Mage is less
reckless in their application of this power and attempts to strike with it in the form of individual bolts or
lashes, rather than mere explosion or wave of fire, then an Aimed Attack roll will be required, subtracting the
subject’s Defense as per normal.
Celestial Fire, Reach into Instant Casting, and Aggravated damage. This is the 4th Attainment, and the first
time they get an aggressive power. Also unless you want to throw caution to the wind with an attack that
can destroy everything in its path and cause massive collateral damage, you need to make an Aimed Attack,
and those suck.
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Mage continues to make himself known to the remainder of the Legacy, who knows the 5th Attainment, such
that others will be convinced to continue their studies to achieve such a level.
Such Seekers are almost uniformly Seekers of a higher order. Archmages. This Attainment is thus of use to
such potent Mages, as a way of ensuring that in their continued efforts in the Ascension War, they are never
forced to rely upon the use of Hallows in the Fallen world. In addition to their ability to perform Legacy
Oblations, Seekers who learn this Attainment naturally generate an amount of Mana themselves each day
equal to their dots in Prime. This energy naturally coalesces about their soul in the manner of a Hallow, and
is absorbed by their body. However if their mana capacity is full, they can focus and ensure it manifests in the
form of Tass of a kind that is of use to them. Such Tass may take even take the form of complex objects, and
many Seekers use this ability to store colossal amounts of Tass about the Fallen World, and in their Golden
Roads.
Create Truth, Reach into Advanced Duration. Essentially they become a Hallow themselves, generating Mana
equal to their Prime dots, and can define what form their Tass takes. Such Masters can quite easily, through a
single week or month’s worth of saving and storage, accumulate potentially hundreds of points of Tass. All
without having to worry about fucking with the Leyline network.
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The Fallen Pillar
See the Legacies – The Sublime book for all fluff.
Doctrine
Parentage: Thyrsus, no Order
Prerequisites: Life 2, Survival 2, and 2 dots between Athletics, Brawl, and Empathy
Initiation: Each initiation is unique to the tutor, however you must display your capacity for
sacrifice, either physical, emotional or spiritual. This may involve subsisting off bread
and water for a week in a bare room, destroying every relationship the Mage has
ever had, or living for a month with a severe bodily mutilation. At the end of this
period, the Mage internalizes this sacrifice and carves her soul into the model of pure
bodily liberation.
Note, Fallen Pillar tutors frequently seek out initiates on their own, seeking
Awakened who have fallen and find themselves trapped in abusive or codependence
relationships, addictions to various substances or binge sexuality, or even to darker
practices such as blood sacrifice, soul destruction, or casting befouled spells.
Magic:
Ruling: Life
Yantras: Succeed on a survival test relating to the spell (+2) engage in a period of “liberation”
(what others would call denial) (+2), cast while suffering from some form of pain (+1),
purposefully suffer to enhance spiritual fulfilment and enhance your spell (+1, +2 if
this imposes a negative condition).
Oblations: Branding, exposure to the elements, feats of physical sacrifice (starvation, thirst,
holding one’s breath, staying completely still for hours on end, hanging on hooks
through the skin), making someone laugh, ritual bleeding or self-cutting, ritual
dancing
Attainments:
First Attainment Pain, not Pestilence
Pre-Requisite: Initiation
An exultant seeks the liberation of pain from the lesser concerns of the world, their enlightenment flowing
from the increased personal and spiritual worth they find in suffering for their cause. However persistent
maladies of the form have no place in their design, and initiates are taught to expel these weaknesses from
their frames, such that they might only experience liberations of their own design.
As an Instant Action, the Mage may take an immediate resistance roll to any disease, toxin, parasite, or
similar effect which is currently affecting their body, gaining a bonus equal to their dots in Life. Given that
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exultants can continue to do this every round, it is a rare member of this Legacy who can be found laboring
under such a malady, without the desire to do so.
Cleanse the Body, with reach into Instant Casting and Instant Testing, however secondary factors are
disavowed, and it only applied to the Mage themselves, which I feel justifies an additional reach.
Supernal Vision, reach into Instant Casting, no need for secondary factors, just keep using every turn.
This Attainment does not however decrease the healing interval for Bashing Damage, as the Fallen Pillar
teaches that bruises and lesser injuries are welcome visitors, who bring with them profound insight, and
need not be pushed out the door so readily.
Body Control, reach into Advanced Duration, and (extra) into changing Primary Factor, this doesn’t grant the
biggest benefit however, which is the healing factor, because that doesn’t mesh with the entire purpose of
the Legacy. So in exchange for that, another free Reach, and given it only works on the Mage, no need to
specify the specific scene-long ritual once/day or week at Life 4.
Wards and Signs, reach into Advanced Duration, can’t be fucked to state the length of effect and the ritual to
activate it. Only affects self, yada yada.
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As an Instant Action, the exultant can redistribute a number of physical attribute dots equal to their dots in
Life from one category into another. This effect lasts for a single scene, and visibly affects the Mage such that
their appearance takes on the nature of the decreased attribute, but not the increased one. Such is the
sacred nature of this ability, that the sacrifice the Mage undertakes permits them to exceed their
Gnosisderived attribute maximums, however such a sacred ability still requires a tithe of 1 point of Mana.
As such, an exultant might decrease their Stamina by 3 dots to 1, appearing to be frail, thin, and infirm, while
striking the then advancing Werewolf with a ferocity unknown to all but the greatest of its kind.
Weird Degrading/Honing the Form effect. Technically reach into Instant Casting, Advanced Duration,
exceeding Maximum ratings, and changing the Primary factor to Potency. However there is no secondary dice
factors, it only applies to the self, and has a further negative effect in that it requires self-harm for its benefits.
Which to me justifies two additional reach.
For a duration equal to the Mage’s dots in Prime on the Advanced Duration table, the Sleeper becomes a
Sleepwalker. All breaking points from witnessing Magic and Quiescence are held off until the Attainment
ends, however if the subject continued to wish to understand, the Exultant can continue to use this
Attainment. However ultimately, this is no way to Awaken, and eventually the individual must come to terms
with his state, and with the end of this attainment, may be left a shattered, broken wreck. Because of this
reason, exultant are hesitant to grant this boon, and will never do so unless the subject is aware of what it
entails.
Stealing Fire, reach into Advanced Duration. Starts off as a Week of Truth, then can evolve into a Month, or
Year, or evne long if they keep coming back. Exultant suffers no Act of Hubris for this enlightenment, the
subject will Awaken, or learn to live with their scars.
The Mage can no longer be emotionally, biologically, or mentally manipulated by mundane means, and all
supernatural means to do so provoke a Clash of Wills. In practical effects, this means the Mage’s doors
cannot be opened by intimidation, seduction, emotional coercion or other such effects, and they are not
affected by poisons, toxins or parasites, and supernatural attempts to impose such effects on his body are
Clashed.
Specialist Life spell which uses Patterning to remove all instinctive failings from the body, and render it an
inhospitable environment for diseases and parasites, and immune to (most) poisons.
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The exultant is now so imbued with Supernal power that his soul radiates truth. As an Instant Action, the
Mage may dispel the lies and falsehoods which fester in their immediate vicinity. All mistruths, either active
or passive as revealed as what they are, all sincere promises rings with the potency of their truth, and speech
rouses within the listeners hope for the future.
This ability affects any individual whose soul is open to such Truths, however those who wish not to listen
may ignore it if their Resolve exceeds the Mage’s Prime dots. All affected individuals can understand any
falsehood they see as what it is, and any who speak sincerely as to the truth of a matter decrease their
subject’s doors by the Mage’s dots in Prime (minus any active Resolve), should that Truth be sufficient to
convince the other. The radius of this power is sufficient to affect something akin to a large warehouse, or a
supermarket.
Words of Truth, reach into Instant Casting, Advanced Scale, and Advanced Duration, secondary factors into
area. Combines Pierce Deception with Words of Truth.
Such is the power of this Attainment, that while it cannot heal resistant wounds, the exultant may transfer
them from the subject to themselves.
Healing, but better. Because fuck how shitty the regeneration spell is.
Create Truth, which for Life 5, Prime 5, can turn a person into a Hallow. Try not to walk around in public with
this. You’ll only cause Mages to gawk, stare and salivate. Advanced Duration. Primary Factor into Potency.
Given Legacy Rules, creating this only takes 1 Mana.
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Forge Masters
See the Legacies – The Ancient book for all fluff.
Doctrine
Parentage: Moros, Adamantine Arrow, Free Council, or
Seers of the Throne Prerequisites: Prime 2, Matter 2,
Craft 3
Similar processes are used for learning the later Attainments. But read the book to get them… Forge Masters
are fucking metal.
Magic:
Ruling: Prime
Yantras: Succeed on a Crafts roll relevant to the spell (+2), spend a short moment preparing
all of your tools for the spell (+1), spend time preparing the subject to receive your
spell (+2), exhaust yourself in your devotion to your Willworking (+1, +2 if this
imposes a negative Condition).
Oblations: Smelting your own metal from ore you dug yourself. Using that metal to make a tool
or weapon for a client, in one day. Forging a small item and quench it in blood.
Melting down scrap metal to make something both useful and beautiful. Repairing a
weapon or armor that was damaged in battle so it’s as good as new.
Attainments:
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First Attainment The Evaluation
Pre-Requisite: Initiation
The first ability a Forge Master leans it the ability to detect the Supernal power hidden within phenomenal
matter. As an instant Action, the Forge Master can ask a number of questions about a visible enhanced item,
imbued item, or artifact equal to his dots in Prime. These questions must be related to its nature as a Magical
item, and can extend to the capacity of the Mage who crafted it, if one did. If the subject is not such an item,
the Forge Master is aware of that fact.
Supernal Vision, limited to “items”, and as such granted the twin benefits of sensory range, and ‘who made
it’-questioning, as a Forge Master is more likely than most to be able to detect the workmanship of another.
Discern Composition, reach into Instant Casting. Got to use touch-range for this one, nothing to exchange for
the each bonus here.
With a scene’s worth of maintenance, the Forge Master can enhance a physical object, bringing it close to its
Supernal ideal. For a period equal to the Mage’s dots in the lower of Prime or Matter on the Advanced
Duration table, the modified object grants the 8-again trick to all dice rolls for which it is used. This extends
to the use of Tools as Yantras in spells, and the activation rolls for Imbued Items.
Find the Balance and As Above, So Below, with one free reach into Advanced Duration, then I limited it to
physical items which can be worked on in order to get another free Reach to turn it into 8-agains.
Such effects last for a duration equal to the Powersmith’s dots in Prime on the Advanced Duration Table, and
can affect objects of up to size 5. However, this is capable of functioning on “parts” of a greater whole. Such
as the bumper of a car for example.
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In addition to enhancing the item’s capacity to affect all levels of reality, the Mage may also refine its physical
effect, increasing the item bonus (or damage for weapons) of a Tempered item by 2, or 3 with Matter 4. This
can only increase such item’s bonus or damage to a maximum of 5, and lasts for the same duration as the
main element of the Attainment.
Hone the Perfected Form, with the original +2 Reach option, reintroduced because this is an Attainment which
can break the rules a little bit. Added in the 8-again to give Prime something at this dot-level, and an
excellent shot at a free relinquishment of an Imbued Item is pretty well for a 4th Attainment.
If the Powersmith takes a scene to activate this attainment, he can also imbue this item with Primal
Tempering, however in addition it can be specified as a specific “Bane” of an Ephemeral entity. No matter its
capacity, this item only requires 1 Mana to create, and only contains one mana, and this point cannot be
extracted at any time, it is stretched too thin by the Mage’s own soul to be recovered.
Based on Platonic Form, with Reach into Instant Casting, Advanced Duration, and 8-agains for tools. Primary
factor is Potency, granting 5 points to split between enhancing item bonus, durability, and “uses” which is
originally Mana capacity. However as Attainments decrease mana costs to a minimum of one, I decided that
this would transform “capacity” into how far you can stretch that singular point of Mana.
Modification with Primal Tempering should turn this powerful Tass-sword into something capable of killing all
manner of nasty creature. Especially as I added on the “bane” element for free. The Optional effect is the
icing on the cake, allowing a Master of the Legacy to access any Perfected Metal or Alloy at any time, for the
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cost of a single point of Mana. The creator can for example create Thaumium Amulets containing 6 free
universal Clashes of Will against any unconsenting spell for their bearers, at the bargain price of 1 Mana each.
Doctrine
Parent Path: Acanthus, Seers of the Throne
Prerequisites: Time 2, Streetwise 2, and 2 dots amongst Athletics, Survival, and Socialize
Initiation: Walk the city until they can perceive the city’s Knot.
Magic:
Ruling: Time
Yantras: Succeeding on a Streetwise roll relevant to the spell (+2), encountering the subject
while walking an attuned city (+1), seeking out the subject of the spell within an
attuned city (+2), following Ariadne’s thread with the subject (+1, +2 if this creates
and adverse Condition).
Oblations: Walk the City in search of something new, explore subway tunnels, watch the
sunrise/sunset from a high vantage point, visit city tourist attractions, attending an
exclusive “listed” party, participating in a homeless support group, sleeping in a
public location.
Attainments:
First Attainment Attunement
Pre-Requisite: Initiation
After a scene’s worth of meditation and attunement, the Metropolitan may attune themselves to a city,
rendering themselves capable of perceiving Ariadne’s Thread. In doing so, they manipulate the subtle timing
of events smoothing their ability to operate in the city. Elevators and taxis always arrive as they need them,
they will rarely (if ever) see a red light, and arrive just in time for meetings.
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Third Attainment: Discovery Meditation
Pre-Requisite: Time 3
Focusing their mind upon something they seek, the Mage can call upon Ariadne’s thread to lead them to
where what they seek is. This attainment only functions so long as what they seek is still within the city, and
has not entered the Shadow, the Underworld or various other dimensions, however it will function should it
have merely entered Twilight. The path Ariadne’s Thread takes will not be the shortest, most direct, or even
the safest route, nor will it ensure you are capable of bypassing obstacles on your path, however if you can
follow it, it will lead you to what you desire.
- Increase the number of successes on a roll by one after the dice are rolled
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- Decrease the number of successes on a roll by one after the dice are rolled, if this decreases it to less
than zero dice, a dramatic failure results
- Cause a reasonably likely event to happen immediately and conveniently for the mage, such as an
individual suffering a heart attack, a card hitting a pedestrian on the sidewalk, or a tourist invasively
asking a pursuer for directions.
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The Illumined Path
See the Keys to the Supernal Tarot book for all fluff.
Doctrine
Parentage: Thyrsus
Prerequisites: Forces 2, Empathy 2, and 2 dots between Expression, Occult, and Socialize
Initiation: Attune your soul to the service of Awakening, through either educating sleepers
(safely, without breaching Lex Magica) about spirituality and seeking the unseen, or
magical world.
Then, with the assistance of your Tutor craft your soul in a semi-religious ritual.
Usually with Sleepwalkers and Sleepers present, and thus taking the guise of another
Magic:
Ruling: Forces
Yantras: Succeeding at an Empathy roll relevant to the spell (+2), presence of a suitable
intensity of light (+1), the spell seeks to assist another with their understanding or
Attainments:
First Attainment Into the Dark Wood
Pre-Requisite: Forces 1
The Illumed Path begins with a desire to bring light to those who persist in darkness, as their ‘founder’
pointed out. Through use of this Attainment, the Mage gains the ability to penetrate the darkness of the
world, and even extend this blessing to others, should their souls be receptive to this majestic light. As an
Instant Action, the Mage can grant an individual the ability to see without impediment even in the darkest of
nights. this removes all penalties that would otherwise be imposed by low light or pitch blackness.
However should the subject be exposed to bright light during this time, they may be temporarily blinded,
suffering penalties akin to those they would suffer from low or no light, from corresponding levels of greater
light, inflicting the Blind condition until the Attainment is ended. This Attainment only functions on those
whose souls are receptive to such light, this includes all Mages, all Sleepwalkers, and Sleepers with an
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Integrity of 5 or greater, and lasts for a single scene, however if the affected individuals are present when the
scene changes, the Mage can maintain this Attainment upon them.
Nightvision, limited to Light, for +1 Reach. You don’t get to see radiation and waves of kinetic force. I guess
that might not be fully balanced
Haven’t done an Optional Arcanum which incorporates 1, 2 or even 3 Arcana before. But I think it’s a weird
case to leave this attainment purely to Spirit, given that these guys are about enlightenment, including ALL
supernatural stuff.
Control Light, Reach into Instant Casting, and an extra reach for swapping primary factor, because really this
is an attainment about flaring light, not about extended loops. Shift around light in the area of effect, which
is centered on you. Also removed the stupid +1 Reach option for Blindness, if you can throw enough light at
someone, then that’s blindness, not just ‘poor light’, especially when you’re sedectupling (16 times) the light
level at Forces 4.
Those who are higher Integrity, or devoted to the enlightenment of others are compelled into positive action,
and those who are lower Integrity or selfish and who desire only their own power or betterment at the cost
of others, are compelled to flee or cower before the Majesty. This will only affect an individual if their
Resolve is less than the Mage’s dots in Spirit however. If the individual is enlightened, then they gain the
Inspired condition for their next action, if they act in concert with the majestic benevolence of this
Attainment.
As an additional note, there have been a number of recorded instances of this power spontaneously
generating Sleepwalkers from the Sleeper population when performed at an appropriate moment of spiritual
revelation. However this has convinced many members of the Legacy to be remarkably liberal with the
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application of this power, in hopes of ‘getting lucky’. The open practice of which has led to the Guardians of
the Veil absolutely barring membership of this legacy within their Order.
Compel Spirit, Reach into Instant Casting and Area Effect, Potency is Spirit dots, compels instant actions in
keeping with inner worth. Worth noting that a High Wisdom Mage who doesn’t give a damn about others
will be cowed by this power, while a Low Wisdom Mage who has done everything in his power to aid other’s
enlightenment, will be inspired.
By spending a point of Mana, and making an Aimed Attack roll, or touching a subject, the Guide may
safeguard an individual or small group from all manner of assault by blinding and repelling those who would
assail them. If any subject would seek to negatively affect any individual within the haze of light, their
Resolve must exceed the Guide’s dots in Forces, otherwise they will be repelled and unable to either
approach, or take up arms against them. Furthermore, should any mundane physical harm seek to be
bestowed upon them, then all Bashing and an amount of Lethal damage equal to the Mage’s dots in Forces is
removed from it. This blessing will last until the end of the scene, and can protect any individuals within the
immediate presence (about the size of a room) of the origin point.
Kind of a really weird Shielding spell which draws upon the symbology of repelling light, and also adds in
repelling force. So people can’t try and harm them unless their Resolve is high enough, and even if they do
damage is probably reduced by Potency. Since it’s Shielding, it gets two free Reach at 3 dots. So one for
Instant Casting, and one for Advanced (scene) duration.
Kind of another weird Shielding effect that I feel does make some sense in Spirit, which really got a bit of a
shitty alteration in 2e in that it can’t do that much to stuff that isn’t ‘really’ a Spirit. So I think protecting
people from Integrity breaking points from witnessing spooky shit is a good 3rd attainment optional power, if
you’re trying to protect them from harm. I decided not to give them the ‘Spirit/Ghost’ sight from the 1e
version, because that’s a bit too spooky, and you WANT your Sleepers not to go crazy.
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A mage who sees a strange, supernatural occurrence, can bring his spells, his Mage Sight, and his experience
home to verify what has been witnessed. Those who have not yet progressed to such levels of enlightenment
are not so fortunate, the Abyss hampering their ability to comprehend the sublime glory of the supernatural.
Through this Attainment however, the Mage shares his discerning view with others, changing the properties
of light nearby to illuminate only the Truth. As an Instant Action, the Mage may affect any source of light
which he has available, mystically altering it’s properties to reveal the glory of Supernal truth to all those
with eyes to see.
What this mean in practical effects is that any concealment of something’s true nature is revealed, any lie
falls dark from it’s speaker’s tongue, and the reflections of the possessed show the insidious nature of the
entity who has stolen their form, to name but a few, obvious effects.
Words of Truth, supernal fonts of power, and the glory of enlightenment shine brilliant, reflecting their
inherent worth. Whenever someone witnessing this Truth takes an action in regards to something which has
had it’s true nature revealed, they gain then Informed condition with regards to it. Once activated, this
power will persist for a period of time equal to the Mage’s dots in Forces on the advanced duration table.
Occasionally Guides will prepare flashlights or torches for those they are educating, to allow them to seek
the truth themselves. Yet another decision that keeps many Guardians of the Veil up at night.
Weaving Light, to modify it’s properties into revealing the truth, with a little help from Prime 1. It only works
on one source of light as a time
See the first Attainment. It’s a bit lackluster for the optional attainment of a fourth attainment. But eeeeeh, I
tried to keep it as accurate an update as possible, and this is a LOT more helpful for helping Sleepwalkers if
you can’t be present, or Sleepers in the first place.
In a scene-long ritual, the Guide may commune with a Sleepwalker whose soul is receptive to enlightenment
and Awakening, but who has not yet been chosen by the Watchtowers. In an act of supreme selflessness, the
Guide may sacrifice a dot of his own Gnosis in order to impeach the Watchtower of the Primal Wild to
awaken the aspirant before him. If the Mage is Gnosis 8 when this power is used, he immediately loses the
ability to use this Attainment until he increases his Gnosis to 8 once more, which means that the few times
this Attainment has been used, it has been done by a Gnosis 9+ Mage. This process may not be successful,
however the potency of the sacrifice, and power and nature of both the Guide who is performing the rite,
and the vanishingly great virtue and righteousness of any individual they would consider using this rite for,
means that there have been no recorded instances of this Attainment failing to work.
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This Attainment is a closely guarded secret amongst the Illumined Path, and those who are granted it’s
blessing are blessed beyond all compare. Each and every individual who has been granted it has invariably
developed a potent Destiny and gone on to perform great, and noble feats.
Look, Gnosis 8+ Mage wants to sacrifice a DOT of Gnosis to Awaken someone, in a Legacy about promoting
spiritualism and encouraging enlightenment and Awakening? I’m sure a shit going to allow it.
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Imagineers
See Free Council for all of the lore, but beware, the book is super outdated
Doctrine
Parentage: Thyrsus, Free Council
Prerequisites: Mind 2, Expression 2, and 2 dots between Crafts, Empathy, and Persuasion
Initiation: After convincing your Tutor of your worthiness, enter the Astral alongside them,
arriving in a Temenos realm of their choice. Then, without the aid of Magic, find your
way through the Temenos to the Realm of the Imagineers. Once arrived, share with
your mentor the knowledge and wisdom you have gained along the way, then work
together to craft your soul.
Magic:
Ruling: Mind
Yantras: Succeed on an Expression roll relevant to the skill (+2), draw upon Sleeper knowledge
and creativity in conceptualizing your Imago (+1), enter the Temenos and draw upon
the information held within to enhance your Imago (separate to any other Yantras
gained through doing so such as Sacrament, or whether you are in the Astral when
casting the spell) (+2), use drugs, sex, or some other method to achieve a state of
altered consciousness (+1, +2 if this imposes a negative Condition, or is particularly
involved)
Oblations: Artistic brainstorming (doodling, sketching, free-writing, and such); handicrafts (from
knitting and needlepoint to metalworking and whittling); reading inspirational texts;
telling stories (especially to an appreciative and imaginative audience).
Attainments:
First Attainment Dreaming Doorway
Pre-Requisite: Initiation
While all Mages are capable of entering the Astral, the Imagineers are tied more closely to that realm than
perhaps any other, including the Dreamspeakers. By merely meditating and concentrating on their own
knowledge, wisdom and creativity, they may draw upon its connection to the Temenos to pull their
consciousness into the Astral.
Mechanically, this Attainment replicates the Astral Adept (•••) merit, granting the Imagineer the ability to
perform a ritual linking them to the Temenos by spending a point of Willpower, and succeeding on a Resolve
+ Composure test, ignoring all penalties.
Atypical Attainment, granting what is essentially a 3-dot merit, but really, Astral Adept is ludicrously
overpriced. Ludicrously, so granting it as the first-dot Attainment is, I feel, equitable.
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Imagineers are frequently learned not only in the Mind Arcanum, but also that of Spirit, and through their
dual tutelage learn of the various similarities between the self-directed Memes of the gestalt human
consciousness, and the resonant spiritual echo of human activity. Through this knowledge, Imagineers can
read the very nature of both entities with but a glance, allowing them to more easily sift through the
knowledge of the Astral, and the Shadow, should they desire.
As an Instant Action, the Imagineer may ask a number of questions about the inherent nature of any Goetia
or Spirit they can perceive equal to the lower of their dots in the Mind or Spirit Arcanum. This furthermore
grants the Imagineer an Informed Condition relating to that entity. Note that this Condition cannot be used
on spellcasting.
Upon developing this Attainment, the Imagineer develops several Goetia within their Temenos, representing
their conceptualization of several sub-personalities. These Goetia may well have their own shadow names,
personalities, and interests, however they are ultimately still a vital part of the Mage’s own mind, rather than
separate entities. These entities can undertake Mental or Social tasks relating to information the Mage is
either experiencing, or can remember, essentially permitting them to undertake several tasks at once.
Mechanically, while these entities remain within the Astral, no matter how many the Mage can conceptualize,
they are permitted to undertake two Instant Mental tests at the same time, or 3 Mental or Social Extended
actions at once.
One Mind Two Thoughts, Advanced Duration, Instant Task actions, with a bit more fluff to make it a bit cool.
You’ve split your mind into several cooperating entities representing your knowledge and understanding.
Command Spirit, less “understanding” than many would like, but the Temenos contains Goetia of every
heinous act and perspective mankind has ever concocted, and most of them do NOT listen to reason.
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Imagineers understand well that the Temenos contains great wisdom, and potent memes. While entering the
realm in search of power and knowledge to bring back into the material is well and good, there will always
be times when something a little more… Physical is required. In a Scene-long ritual, and by spending a point
of Willpower the Imagineer may seek to manifest within physicality a Goetia or “object” from the Temenos.
Unless the Imagineer has access to another point of access to the Astral, they will need to spend a second
point of Willpower to activate their Dreaming Doorway through which the subject might be accessed.
Alternatively, the Mage may seek to summon one of the Goetia they have developed though their Meme
Complex Attainment, in which case the character and ST should collaborate to provide appropriate attributes
to this entity.
Unless the Goetia is willing, the Imagineer may only summon an entity whose Rank they exceed with their
dots in the higher of their Mind or Spirit Arcanum. In the case of objects, no such requirement exists, unless
it is normally held by a Goetia (such as the Meme of a legendary weapon is held by its bearer) in which case
it is Withstood by Rank as per normal.
Once summoned the entity gains the Materialized Condition, however there is no enforced guarantee that
the Goetia will follow the Imagineer’s commands, and unless they resort to the use of Meme Complex, they
will need to negotiate or plead with them, a situation where Dreaming Doorway is of use. Such entities will
remain manifested for a period not exceeding a day, rising to a week at Mind/Spirit 4.
Goetic Summons, ritual speed, limited to the Temenos only, and lasting for a week. It’s a Gnosis 4 Attainment,
I feel it’s pretty balanced.
Psychic Projection, Advanced Duration. Secondary factors into 3 targets, for your Companions. Works on
Sleepers too. You madman. Only Potency 1, so if people don’t like it, they can get out.
Rarely if ever used for malign purposes Imagineers make use of this Attainment to temporarily wholly
embody Memes, or allow others to become muses, providing the inspiration only ephemeral entities can.
Unless the subjects (both the entity and the host) are willing, then this Attainment is Withstood by the
higher of their Resolve or Rank, whichever is applicable, with an additional +1 if they both resist, and
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contested by the Mage’s dots in the higher of their Mind or Spirit Arcanum. If successful, the human gains
the Possessed Condition as the entity enters their mind. Such a Condition lasts for at most a week, unless the
Imagineer chooses to end it early, or any subject chooses to raise their Withstand.
A really, REALLY fucking weird alternative Attainment, but then again the Imagineers are the kind of people
who’d hang out with an artsy crowd, and get one of them to be possessed by the Goetia of postmodernism.
As befits a Legacy about the knowledge and power of the Temenos, some even suggest that it involves a kind
of half-Ascension, BECOMING the Attainment, a thought itself. From there, could not one seek to step fully
into the Supernal and Ascend? If any know, it would be those dark, powerful Masters who live within the
depths of the human psyche, Liches so distanced from the concerns of their own Orders, that for the
wellbeing of both parties, they live in exile.
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Keepers of the Covenant
See the Silver Ladder book for all the fluff.
Doctrine
Parentage: Thyrsus, Silver Ladder, or Seers of the Throne
Prerequisites: Fate 2, Persuasion 2, and 2 dots between Occult, Politics, and Empathy
Initiation: Successfully resolve a dispute between the flesh and the fallen, which your Mentor
sets for you. Due to the respect that Elders have for the balance, they will usually
not foment such conflict. Usually.
Once this has been performed, work with your Mentor to work your soul in the
image of the result you have achieved.
Magic:
Ruling: Fate
Yantras: Succeed on a Persuasion roll relevant to the spell (+2), display appropriate etiquette
for the situation (+1), working with a Spirit to identify its concerns, needs or
interests (+2), ‘getting into the mindset’ of a Spirit (+1, +2 if this imposes a negative
Condition)
Oblations: Communing with and getting to know the local spirits, constructing or studying
structures intended to serve as passages between boundaries, creating an object
eventually intended to serve as a spirit fetish, meditating upon the dichotomy of
flesh and spirit, presiding over a non-magical ceremony intended to honor or
appease the spirits, seeking out a Verge, studying the site of a naturally-occurring
spirit locus.
Attainments:
First Attainment Oath of Synthesis
Pre-Requisite: Initiation
The Keepers of the Covenant bind their destiny to that of the Shadow, and as a result learn how to read the
flows of essence and resonance better than any other. With but a look and a thought, the Elder can
comprehend more than just the nature of any Spirit before them, but how that nature interacts with the
Shadow, and the Fallen as a whole. This knowledge can also be used on humans, however being complicated
messes of free will and self-denial, this Attainment is frequently less useful.
As an Instant Action, the Elder can sense the part that a Spirit within sensory range plays within the Shadow,
or how a non-ephemeral subject has bound themselves to the Shadow. This grants the following information:
the Spirit’s choir (if it has one), its current intention, whether it has been bound to any mystically enforced
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contract/agreement/compact/etc, as well as a number of connections it has to material phenomena equal to
the amount the Mage’s dots in the Fate Arcanum exceeds its Rank. This last category will first list the
strongest, and most ancient Sympathetic Connections the spirit has, which will usually include what it was
formed from, if it is a familiar, a totem, whether it has been bound into service, and other such momentous
influences on the Spirit’s existence.
For non-ephemerals, this information is far less extensive, their nature is not so clearly written into their very
existence. Instead, the Elder will merely understand their intentions, magical oaths, and several sympathetic
connections, limited by Composure instead of Rank.
Interconnections. The spell is structured as an extended Unveiling spell, which is kinda stupid. If done as a
‘ritual’ it will only last a short period as it’s Potency-Primary. So instead, I made it so that you have to
reactivate it for each individual Spirit/Person. Which makes more sense, as you can even only find out
information about one Spirit per turn. So it’s Instant Casting, and Sensory Range. That’s one Reach in excess,
but secondary factors are irrelevant
Exorcist’s Eye. Important part of the 1e version. Persistent, useful. Just uh, a problem if some Spirit’s
screaming at you in the middle of some social situation. You know what you signed up for, when you made
the Oath of Synthesis.
As such, in any social interaction where the Elder seek to maintain their persona as an intermediary, they will
decrease a number of negative penalties equal to their dots in the Fate Arcanum by the same amount.
Furthermore, if the Elder has sufficient time to consider his actions to any degree while in such a social
situation, they may invest themselves more fully in the scene to substitute the penalty reduction for a
positive dice pool modifier to equivalent rolls. This does however require the Elder to forgo their Defense, as
they lower their guard. As such, this is rarely done without reaching a certain degree of initial trust.
Quantum Flux, Reach into ‘Instant Casting’, Advanced Duration, and changing the Primary Factor to Potency.
One Reach in excess, however this only functions with regards to social actions, and only lasts for the scene.
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Magic, as well as the powers of Werewolves or the Purified, they must first succeed on a Clash of Wills
against the Mage.
For such purposes, the Mage is counted as having duration on the Attainment equal to his dots in the Spirit
Arcanum on the Advanced Duration table. It is important to note that this does not cover the physical
offensive use of powers, including attacking with conjured weaponry, biting with Spiritually-potent teeth,
however it will prevent the use of directly offensive Numina, such as ‘Blast’.
Ephemeral Shield, Reach into Advanced Duration. It can be difficult for Spirits to use their powers on such a
Mage, this is intentional. The contracts binds them much stronger than others drawing upon their powers, as
they are formed OF the very power source that is being restricted. E.g. Spirits roll their Rank in a Clash, unless
they’re using an Influence, in which case it’s Rank + Influence. So yeah, don’t expect a Rank 2 Spirit to be able
to do much other than try and punch an Elder.
In a scene-long ritual of pacting and agreement, the Keeper may bind one representative of flesh and one
representative of Shadow into a mystically enforced agreement. Both parties swear certain obligations to the
other, to be maintained for a set duration, the maximum period of which is determined by the Keeper’s dots
in the Fate Arcanum on the Advanced Duration table, capped at a year (bar Archmastery). So long as these
obligations are maintained, a party not in breach will maintain a boon. This takes the form of a persistent
positive modifier of +2 to a specific skill, or a 2-dot mundane merit such a Resources, as Fate rewards them
for their adherence to their word (this rises to +3 at Fate 4).
Should any supernatural force seek to compel either party into a contravention of such an agreement, such a
power will clash with this Attainment, in which case the Elder gain a bonus to the roll equivalent to the
duration of the Attainment. Should any party breach their obligations, either willingly or through coercion,
their benefit will immediately turn into a cost. This will usually be a symbolic ‘inversion’ of what their benefit
was in relation to. Allies will turn into enemies, fortune will turn into crippling debt, social grace will turn into
awkwardness.
Spirits generally do not derive as much benefit from these pacts, initially, and generally rely more on the
obligations of mortal signatories to ensure their needs are met, such as through keeping the park they draw
essence from clean, ensuring the car they are fettered to is kept in good working order, or ensuring another
virgin is drowned in their river every month to maintain spiritual purity.
Sworn Oaths. Reach into Advanced Duration, ‘free’ swearing of multiple parties. Benefits changed from the
initial ‘Boon’ system, because that’s awful for providing benefits, but fantastic for imposing costs. This way
it’s a little more beneficial.
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Spiritual subject (including any other individual who can derive benefits from Essence, such as Werewolves
and the Purified) will generate an amount of Essence each day equal to the equivalent strength of the boon
(+2, +3 at Fate 4). This Essence has a Resonance which is precisely within the purview of the Spirit, but
eeeeeeever so slightly flavored towards order and stability. To better ensure they will continue their
obligations.
In addition to this stronger connection to the Shadow, the Elder learns how to innately draw upon the
ancient pacts which bind the Shadow in order to cause grand, but subtle alterations to the functioning of the
Shadow. As such if they so desire, once per day the Elder will be drawn ever closer to achieving a specific
Shadow-related goal. This may include being put into contact with a highly manageable Spirit from a specific
Chorus, finding the Bane or a clue as to the Bane of a specific Spirit, or so forth. If this event wouldn’t require
any effort on the part of the Elder, it will happen as soon as circumstances allow, however if effort is required
then opportunities will present themselves. If it is plainly impossible, then after a day, the Elder will be made
aware of that due to his complete lack of progress.
Combination of Strings of Fate and Place of Power. Strings of Fate is Advanced Duration, and “day” effect, in
exchange for only being able to affect Shadow-related phenomena/events. Place of Power is Reach into
Advanced Duration, and selective Gauntlet manipulation.
As an Instant Action, and by spending a point of Mana, the Elder may force a powerful curse on another who
has displeased them. Doing this requires the Elder to verbally communicate to the subject the circumstances
under which this curse will be lifted, and will only function on individuals or Spirits whose Resolve/Rank is
exceeded by the Mage’s dots in the Fate Arcanum. One of the subject’s Aspirations (usually their long-term
Aspiration) is replaced by achieving whatever the Mage has charged them with (in the case of Spirits without
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Aspirations, they are temporarily granted an Aspiration, and may accumulate Beats, do what you will with
that).
If the subject does not pursue this goal in a meaningful way within 24 hours, a Hex, with Potency equal to the
amount by which the Mage’s Fate dots exceed their Rank/Resolve. If used inversely, as a Ban, the individual
does not change their Aspiration and suffers an equivalent Hex when attempting to pursue the forbidden
action. This Curse is indefinite in duration, unless the imposed task is achieved, or the subject sufficiently
repents.
If used on a Spirit, the Spirit immediately loses all benefits of their chorus as they are temporarily split from
their kin, and all actions they attempt to take which are not directly related to repenting suffer a Hex with
Potency equal to the amount by which the Mage’s dots in the Spirit Arcanum exceeds their Rank. Due to the
difficulty this will impose on the Spirit’s existence, especially including feeding and protecting themselves
while not pursuing this goal, Spirits are usually pretty fast to repent.
Pariah, Spirit-version. Spirits don’t fuck with Masters of the Keepers of the Covenant, when they offer you a
way out. And those who deal with the Spirit, and refuse to acknowledge your authority, beware. Carrot’s
been offered. Time for the fucking stick.
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Legion
See Summoners for all the Fluff
Doctrine
Parentage: Any Path, Scelestus
Initiation: Deliberately summon a small Abyssal Spirit into your own body, allowing it to
replace one of your organs.
Magic:
Ruling: Life
Yantras: Succeed on a Medicine roll relevant to the spell (+2), your spell with modify a living
being in a detrimental manner (+1), ritually collecting biological samples from your
subject (separate to any benefits from a Sympathy Yantra) (+2), scar your body as a
sacrament (+1, +2 if this imposes a Negative Condition).
Oblations: Deliberately revealing one’s deformities, inflicting unnecessary and unsafe bodily
modifications — amputations, human or animal grafts, etc. — upon an unwilling
subject, making peaceful contact with an Abyssal spirit summoned by a Paradox
Manifestation, meticulously and maliciously disfiguring another, performing a
service for a Gulmoth without requesting compensation, performing scarification
upon oneself, ritually sacrificing human organs or other body parts to the Abyss
Note on Attainments
Each member of this Legacy is likely to have a unique Attainment. Summoning a Gulmoth to replace a
specific organ, for a specific purpose. As such, I have tried to couch the following Attainments in as general a
bunch of terms as possible. However ultimately, I tried to keep it roughly separate from Life spells, as
ultimately I feel that the Life Arcanum is too constrained by what IS, rather than the Abyss’s MO which is
what ISN’T.
I have provided some examples, mostly loosely worded, of different possible Attainment-effects, such as
Peripheral Abyssal detection, compelling natural responses, flight, eventually leading to shapechanging and
eating Paradox successes for Mana. Most of these are just me rehashing the 1e versions.
Ultimately, talk to your GM, and make your own organs. The benefits of this Legacy’s writeup should really
just be me having written the Yantras, and Oblations. This legacy involves too much individual work for me to
give really a thorough work-through on how to create your own individual organs.
Also, don’t count a member of Legion learn Attainments as if he were devising them himself. All the heavy
lifting is done by the Gulmoth he replaces his liver with, the Life requirement is just learning how to stick it in
there without dying.
Attainments:
First Attainment Pound of Flesh
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Pre-Requisite: Initiation
This attainment is uniform among the Legion, it is the end result of their initiation that ends with them as a
biological host for a horrifying, minor creature of the Abyss. Taking up residence in some minor part of their
body, such as an eye, hand, or their tongue. The presence of this Abyssal entity marks the Mage as an ally of
the Abyss, and gives Gulmoths, Acamoths and other Scelestus reason not to attack them.
Exactly what the nature of this entity is, is to be discussed between the ST and the PC. However its effect at
this stage should be limited to some minor effect, such as detecting the presence of abyssal phenomenon
within the Mage’s periphery (an eye), granting him the ability to speak with beasts (tongue), or to detect the
maladies and failings of a physical being through touch (hand).
For example, the Abyssal eye might now permit active and focused Mage Sight with an “Abyssal” Arcanum,
the tongue might permit the Mage to attempt to force a subject to act in accordance with their nature, and
the hand might gain a touch-based attack inflicting a Toxicity equal to the mage’s dots in Life.
The GM and player are encouraged to come up with a single benefits at this stage, a mundane physiological
ability provided by the modification, such as the ability to fly, a prehensile tail, or an increase to strength for
an abyssal musculature. Look to spells such as Honing the Form and Transform Life for effect, assuming that
Potency is the secondary factor.
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into Abyssal anti-Mana, the complete immunity to the Mind Arcanum (bar Archmastery), or the ability to
count as a whole host of Sleepers for another Mage’s Paradox rolls, increasing the dice pool and granting it
the rote quality.
Logophages
See Legacies – The Ancient for all the fluff
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Doctrine
Parentage: Acanthus, Guardians of the Veil
Prerequisites: Mind 2, Occult 2, and 2 dots between Empathy, Subterfuge and Security
Initiation: Be judged a suitable aspirant, possessed of the right temperament and principles by
an existing Logophage tutor, after passing the requisite tests, and reacting properly
to examples of misused magic.
The aspirant is then entrusted with knowledge in a form that requires personal
sacrifice to ensure its destruction. When the knowledge is threatened, the aspirant
must destroy it rather than let it be known, regardless of what this means for the
Mage.
Passing the test makes the Mage a Proselyte, however they are not trusted nor
considered true inductees until they have learned and used the second Attainment
to devour one of their personal, secret memories.
Magic:
Ruling: Mind
Yantras: Succeed on an Occult test relating the subject, based on rare and secretly held
information (+2), utilize knowledge unknown to a subject against them (+2), destroy
physical evidence of a secret (+1, +2 if this involves a significant amount of effort, +3
if this involves the destruction of something truly significant), devour knowledge
with Security of the Lost appropriate to the kind of spell you are about to cast (+2,
+3 if this information was stolen from the subject).
Oblations: Destroying sources of knowledge (stealing and burning old or rare books from a
library or silencing an informant). Spending a few hours spreading misdirection to
direct attention away from a specific truth. Forgetting a personal secret and
meditating on one’s devotion to the cause for an hour (now nobody knows you
pulled that gag in high school).
Attainments:
First Attainment The Whispers of Knowledge
Pre-Requisite: Initiation
Upon initiation, Logophages are capable of discerning the presence of knowledge within the minds of others.
As an Instant Action and by raising a subject with an individual (or being present when the subject is raised),
the Mage can determine whether they have any knowledge of the subject. This attainment only functions so
long as the Logophage’s Mind dots exceed the subject’s Composure.
Mind Scan, reach into Instant Casting, and Thoughts Reading. However the Mage doesn’t get to know the
specific nature of the thoughts, and doesn’t get any of the benefits of the base spell.
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More than merely understanding whether the subject has some knowledge of the subject, the Logophage
may seek the subtle clues that indicate whether Fate ties the subject to the topic. Such as whether they are
being subtly groomed by the secret society, whether they are Fated to learn a grand secret, or whether their
master intends to entrust them with a secret to keep.
Interconnections, Reach into Instant Casting, the Mage gets to determine a little bit more than their
sympathetic connections, instead they get to read any potential Destiny or plan that Fate has for them. So
both more useful, and less useful.
Firstly, in a scene-long Ritual, the Secret Keeper may segment a part of their mind, sequestering knowledge
they do not wish to be known from even their own full understanding. This veils the information or memory
from all detection, provoking a Clash of Wills in order to read it, or determine its existence. The Logophage is
aware that he is forgetting something, but its exact details are not fully available to him. This veil lasts for a
period equal to the Mage’s dots in Mind on the Advanced Duration Table.
Secondly, the Secret Keeper may devour knowledge as an Instant Action in order to regain Willpower points.
A secret of little to no importance may restore only a single point of Willpower, while one lost to the world,
and of significant importance may restore as many as 10 Willpower points.
As Above, So Below, Reach into Instant Casting (kinda), and the 8-again trick. Limited to only a specific Yantra.
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discern whether gathered information is a major secret, or takes efforts to protect such knowledge, they may
gain a Boon with Potency equal to their dots in the Fate Arcanum, usable only for such a cause. This
Boon may only be gained once per approach to each individual secret, and lasts for a day (a week at Fate 4).
Exceptional Luck, Reach into Instant Casting and Advanced Duration. Kind of reflexive, not really, only triggers
for certain kinds of actions.
This power is the cause of much of the hate of the Logophages, such that a sufficiently powerful and initiated
Secret Keeper may with a touch unravel the memories of an individual Mage, removing from their
understanding a particular secret. This Attainment requires only sensory range, and functions on subjects
who have a Resolve less than the Mage’s Mind dots (they may boost this Withstand with Willpower if they
know what is occurring). Such removed knowledge remains apart from the subject’s perception for up to a
week.
If during that time the Secret Keeper manages to remove all knowledge of the secret other than that which
exists within their own mind, and then uses Security of the Lost, the Mage’s mind loses the memory of that
knowledge altogether. A truly frightening prospect for many Mages.
Modified Version of Memory Hold, Reach into Instant Casting, Advanced Duration, Sensory Range.
Furthermore, the secret is jealous, and all records of the Mage and people who would know of them, or hold
knowledge of their actions either forget, die, or are destroyed. Individuals may through their most ardent
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attempts seek to avoid such a fate, but the result is always the same. It is as if the entire world has turned
against the individual. Forget, and live.
Basically a narritive element. Don’t read their mind, try not learn about them. You’ll die. Basically they
become a walking cognitohazard.
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Lords of the Inanimate
See the Silver Ladder Order book for all fluff.
Doctrine
Parentage: Thyrsus, Silver Ladder
Prerequisites: Matter 2, 2 dots in Persuasion, 1 dot in Craft, and 1 additional dot between Craft,
Socialize and Politics
Initiation: Maintain and care for your material possessions until one of them Awakens, and
then with this assistance of this Spirit and your Mentor, craft your soul.
Magic:
Ruling: Matter
Yantras: Succeed on a Persuasion roll relevant to the spell (+2), caress/stroke a relevant
physical object (the subject, a used tool, etc) (+1), casting upon an inanimate subject,
with the cooperation of its resident spirit (+2), repair, maintain or otherwise improve
the situation of an inanimate object subject (+2).
Oblations: Polishing or caring for tools and equipment, knitting, carving or performing other
handcrafts, selecting materials for use in some craft project.
Attainments:
First Attainment Commanding the Inanimate
Pre-Requisite: Initiation
Animists know well within every physical object lies a slumbering spirit, a small bundle of potential not yet
realized. With but a whisper, the Mage can temporarily rouse this Spirit into animation, the entity following
his requests in its animated slumber. As an Instant Action, the Animist can talk to an inanimate object within
sensory range without an awake Spirit, and request it perform a specific course of action. The Spirit remains
animated for a number of rounds equal to the Mage’s dots in Spirit.
Control Object, reach for instant casting, and sensory range. However, he must talk to the object, and it only
works on ones without awake Spirits, so I feel it’s balanced.
Creative thaumaturgy, asking an item what it has done. Reach into Instant casting. Tell me your secrets!
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Second Attainment: Inanimate Attunement
Pre-Requisite: Matter 2
Lords of the Inanimate learn how to waken the Spirits of objects well enough to communicate their form and
function. Understanding their purpose, issues which are halting their potential operation, and granting
insight into how best utilize this function.
This Attainment takes an Instant Action and a touch to activate, and grants the Animist a comprehensive
understanding of the purpose and impediments to this for a specific item, as well as granting him the 8-again
on the item’s use, and removing any potential untrained penalty for its use in relevant skill tests. This benefit
lasts for a number of rounds equal to the Mage’s dots in Spirit.
Nigredo and Albedo, Reach into Instant Casting. Added in the condition because otherwise the only benefit is
being able to fix stuff in front of Sleepers.
That the inanimate holds much potential is a truism. An even greater truism however is that the inanimate
need not necessarily be so. Having learned greater secrets as to the nature of the interaction between Spirits
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and objects, an Animist can borrow some elements of a Spirit’s own nature to grand ambulation to what was
once unmoving.
In a scene-long ritual, the Mage can animate a non-living object capable of ambulatory movement, such as a
robot, car, or doll (but not an unmodified skeleton, for example), so long as a promise or agreement between
it and the object’s spirit is somewhere contained on its person. This creation counts as a Retainer equal to
the Mage’s dots in Matter, however its purview is limited to very simple tasks such as simple physical labor,
combat, and other very simple tasks. This creation has no Defense, a Durability based on its composition,
and a Structure equal to Durability + Size. The Golem lasts for a period of one Month, but may be pre-
emptively disrupted if the agreement contained within it is damaged, or removed.
Golem, with Advanced Duration, and the Conditional Duration Attainment used to increase the duration to a
feasible timeframe.
Patterning effect, with Instant Casting and “Lasting” effects, re-arranging the atoms within a structure into a
new formation.
Any action which triggers the Spirit’s Ban or Bane will destroy the fetish, so will it gaining Essence equal to
the Spirit’s Corpus. In addition, when crafting the Fetish, the Mage promises to the Spirit to not disrespect
the boon he has been granted, and any actions taken in such a manner, in violation of the sacred trust, also
will cause an end to the spell.
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Craft Fetish, Reach into Advanced Duration and changed Primary factor, added Fate 2 for Conditional
Duration for misuse of trust (+1 factor).
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Masters of Destruction
See the Seers of the Throne order book for all fluff.
Doctrine
Parentage: Moros, Seers of the Throne
Initiation: Swear your oath before your mentor of your devotion to destruction. Whether this
takes the form of a mercenary oath of work for payment, or as a sacred undertaking.
This act culminates in the profound destruction of something very important to the
Mage, separating them from their past life and finding a future in the cause. Then,
and only then will the Tutor assist their pupil in crafting their soul.
Magic:
Ruling: Death
Yantras: Succeeding on a Larceny roll relevant to the spell (+2), spend at least a scene
observing your subject, and planning their destruction (+2), physically destroy
something relevant to the subject (+2, not mutually exclusive with such an object’s
benefit as a sacrament, or sympathy), destroy something of personal important and
relish in the masochism of such an act (+1, +2 if this imposes a Negative Condition on
the Mage, not mutually exclusive with the object’s benefit as a sacrament or
sympathy).
Attainments:
First Attainment Gaze of Weakness
Pre-Requisite: Initiation
The first step in mastering this Legacy is learning to make objects easier to destroy. At initiation however,
most Destroyers have to settle for understanding how to lend fallen tools to destroying objects. As an Instant
Action the Destroyer can focus on a perceived object, and seek the flaws in its form which will aid him in its
destruction. This immediately informs him of the object’s Durability, size, as well as any flaws in its
construction such as stress fractures and susceptibility to heat or pressure. If the Destroyer makes use of
fallen tools to destroy a structure so analyzed, they gain the Informed condition with regards to this task.
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such as its construction being motivated out of jealousy to win another’s heart), as well as any hidden or
overt features such as hidden compartments, a hydrophobic polymer coat, and so forth.
Decay, reach into Instant Casting, duration is in the seconds, so really most Destroyers will just use this when
they’re seen by others, and cast in most circumstances. Helps when you can snap a gun in half in your hands.
If such devices are mystically warded however or mystic in nature, such as a shielded camera, a haunted
microphone, or an Artifact looking mirror, this will provoke a Clash of Wills against the Mage’s Matter
Arcanum, with duration equal to his dots in Matter on the advanced duration table.
Machine Invisibility, advanced duration, very helpful given the amount of surveillance there is in the city.
Several times per day, and harm so occasioned to a living being may grant the Destroyer succor in the form of
a number of points of Mana equal to the damage inflicted. This harm counts towards the number of pattern
scourings the Mage can perform, however once these have been filled, the damage now no longer provides
Mana, but still inflicts harm as per normal. It is important to note that when this Attainment is used on a
living organism, the damage is resistant, the wounds themselves seeming as if the flesh is instantly
necrotized and starts to disintegrate into dust.
Upgrade to the Decay spell, rolled in with a Devouring the Slain with Instant Casting.
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Optional Arcanum: Matter 3
A successful saboteur can do more than merely destroy obstacles in their path, and using this Attainment the
Destroyer may render physical objects with a Durability less than his Matter dots fluid and malleable for
several seconds. This is usually sufficient time for him to either dig a hole in a bank vault, or merely walk
through a glass wall, especially when combined with the Ruin of Ages Attainment.
Shaping, Reach into Instant Casting and Advanced Duration, probably only really works well on low-durability
substances, but I guess it’s a good thing they’ve got an Attainment which can easily generate those.
Ghost Gate, Reach into Instant Casting and Immediate-Shift, which makes no sense as a ‘diving bell’ type spell,
but perfect senses as a ‘translation’ effect.
I literally couldn’t think of anything else appropriate. These guys are destroyers, and I’m given them pretty
much everything destruction has available.
Empty Presence, really it’s a bit stupid it breaks on any act of destruction. That’s their fucking main Oblation!
So I counteracted that with it being an Instant Action to activate. They’re already powerful enough. Sleepers
might as well occasionally be haunted for the rest of their lives by a memory of a man who set fire to the
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orphanage around them, then hushed them with a finger, before vanishing, along with all evidence of his
existence.
Annihilate Matter, Reach into Instant Casting and Affecting Supernatural Matter
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Morphean Continuity/Endymion’s Legacy
Doctrine
Parentage: Acanthus, Free Council
Prerequisites: Mind 2, Empathy 2, and 2 dots between Academics, Occult and Socialize
Initiation: Attune your thoughts to that of your tutor sufficient to create a bridge between your
Oneiri, and allow a quantity of the entity to pass between you. Do not immediately
seek to drive it out, and allow it to settle in your Oneiros, and expand until it reaches,
and infects, your Gnosis and Daimon.
Magic:
Ruling: Mind
Yantras: Succeed on an Empathy roll relevant to the spell (+2), indulge your strange impulses
through casting the spell (+1), cast on a subject with the goal of spreading your
‘legacy’ (+2), cast while in a “waking dream” (+1), lose yourself in the thoughts of the
entity (+1, +2 if this imposes a negative Condition).
Oblations: Spend time grooming another Mage to join your ‘legacy’, engage in acts induced
within of you by the entity using purely mundane means, interact at length with your
“waking dreams”,
The “Infection”:
The truth, is that the Morphean Continuity is not a ‘Legacy’ in the strictest sense of the word, it is a
communicable Goetic infection which scars the Gnosis and Soul of the Mages it infects in a way similar to
that of the process of joining a Legacy. The key difference however, is that “initiation” to the Morphean
Continuity is a reversible process. Through exposure to stimuli anathema to the entity (which involves
sensations of loss, isolation, alienation and mortality), the vestige which exists within a Mage will retreat into
their Oneiros, cutting off access to all Legacy benefits, including yantras, legacy attainments, legacy oblations
and the mentor-student connection.
Should the entity be persistently assailed with this stimuli within the Oneiros, it can potentially be forced out
of the Mage, and back into the Temenos, from where (should it survive) it shall seek out the Anima Mundai
and its horribly damaged home ‘realm’. In doing so, a Mage may distance themselves from, and even ‘leave’
the Legacy in a way only otherwise accessible with the ‘assistance’ of the Ocean Oroboros. Should this occur,
any experiences spent on the Mage’s initiation and their attainments should be refunded, and the Mage is
free to attempt to find and join an actual Legacy. Had the Mage been a Mastigos, and received an experience
refund from purchasing Mind Arcanum dots, these points are NOT refunded.
A Mage who wishes to become host to a parasitic Dreamtime entity for the sole purpose of enhancing their
understanding of the Mind Arcanum on the cheap, before choosing another Legacy, has made an
economically sound, but somewhat deranged decision. Note, that upon initiation, the symbiotic relationship
the Mage has with the entity will preclude him from attempting to drive it out on his own. The self-aware
nature of the entity now attempting to force more and more of itself into his mind causes it to adjust to
displaces any thoughts of its true nature, or methods of its exorcism.
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Thus, the nature of the entity is largely a secret. Morpheans themselves see it as some form of Goetic
thought-form which mingles with Mages to transform their understanding of reality. Rather than the
symbiotic nightmare entity which reconfigures Awakened minds, souls, and gnosis to provide hosts through
which it might avoid its eventual destruction, and expand its reach.
Attainments:
First Attainment Cognitive Convergence
Pre-Requisite: Initiation
With the first intrusion of the entity into a Mage’s mind, their consciousness starts to warp, providing them a
previously undeveloped comprehension of the Mind Arcanum, infused into their Gnosis itself. With this,
comes the initial, subtle rearrangement of the Mage’s thought patterns to better serve as a host to the entity
which now rests within their mind. A positive side effect of this, is that the Mage becomes much better at
managing different thoughts at once, and may perform two extended Mental or Social tasks at once, so long
as neither is a physical task. This influence while beneficial, does grant many newly initiated Mages sufficient
cause for concern, as they have more time and ability to consider the changes that being imposed upon
themselves.
At this stage of infection, the Mage may sometimes take unfamiliar, but always harmless actions, or feel
sensations or thoughts which are not entirely their own. These are most common at times of altered
consciousness, and largely relate to sensations of discomfort without their own body, having to occasionally
rediscover or remember how to use it.
One Mind, Two Thoughts… Spooky. Advanced Duration, nothing else. Persistent Duration.
These benefits last for the remainder of the Scene. Such is the nature of this alien knowledge however, that if
the Mage makes use of this benefit, but does not succeed at their task, then the combined sting of failure, as
well as their realization of the growing influence of the entity upon their mind will suffer the Shaken
Condition.
Quantum Flux, Reach into Instant Casting, Advanced Duration, and changing the Primary Factor. In exchange
secondary factor is gone, self-only, requires use of Action Economy, or more-so for their ‘aiming’ bonus. Is
largely worse than most other Fate abilities, and imposes Shaken if you still fail. But that last one might also
be a bonus.
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As the Mage’s advancement in the ‘legacy’ continues, enough of the entity has reached into the Mage’s
mind-soul that it has developed a foothold sufficient to push out all other attempted influences. This may be
beneficial for the Mage, but it also increases the difficulty of other individuals determining the existence of,
or combatting the affliction he is currently undergoing. Any attempt by a Supernatural power to affect the
Mage’s Mind in such a way that may prove detrimental to his (or the entity’s interests), must succeed on a
Clash of Wills against the Mage. The Mage gains a benefit to this tests equivalent to the Attainment having a
duration on the Advanced Duration table equal to the Mage’s dots in Mind.
At this point, the entity has begun to prune the Mage’s mind of thoughts which would prove detrimental to
it’s chances of survival. The Mage can no longer see the entity’s presence as being directly harmful, (although
at this point they may still see it has unnerving or distressing) and will not discuss its existence outside of the
‘legacy’ or with prospective initiates.
Mental Shield, Reach into Advanced Duration. Pretty simple stuff. Except it goes for ANY spell which might
harm the Mage’s or Entity’s interests. It’s not truly the Mage using the Attainment, it’s the entity.
At this stage, the Mage gains a kind of unconscious acceptance of the influence of the entity over their life.
They understand fully when they encounter a phenomena which their warped consciousness has placed
them in contact with. However should they reject this benefit, or ignore the entity, then the crushing weight
of the entity’s influence will slowly start to make itself known as it overpowers the Mage’s mind. Should the
Mage ignore these benefits, they will suffer the persistent Madness Condition until they make use of them.
Regardless of how distasteful, or unwanted they may immediately seem to be.
Shifting the Odds, Reach into Advanced Duration, entity does it by itself, creates connections for you. Reject
what your own mind-soul has been providing for you, and you’re in conflict with your own mind, and you
start to go Mad.
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These illusions impose fantastical, but hazy influences upon the Fallen World which the Mage sees about the.
Trees may twist with strange faces, and shadows may dance, flashlights may seem like torches, but in general
they attempt to impose some strangeness upon the Mage’s own perception of the Fallen World. While this
may be unnerving for the Mage, these states last for 4 hours every day, and while their Awakened senses can
understand these as the supernatural effects that they are, Selective Plasticity continually maintains their
aversion to any negative reaction to the entity imposing these.
The continuing influence of the entity upon the Mage’s mind compels them at this point to impart the
secrets of the Legacy upon another Willworker, as the entity strains within their mind, feeling the boundaries
of their consciousness slowly start to fill. These impulses are also accompanied by disquieting impulses to
perform deranged and quite possibly terrifying desires (such as finding new, better eyes, or eating an entire
box of nails for the new sensation). Selective Plasticity as this point may cause some mental states which
would be sanity-draining for others, as they struggle with the desire to avoid personally harmful actions, but
are unable to directly place blame upon the entity itself. One of the Mage’s Obsessions at this point is
replaced by “spread your Legacy”, and any attempt to adjust it with Magic will be Clashed with by Selective
Plasticity.
Sleep of the Just, Reach into Advanced Duration. Not quiiiite as good as it default is, but really ‘almost
asgood’ is good enough.
The Mage may ask the questions involved in the Dream merit by asking any of his “waking dreams” the
question. Regardless of what the individual actually states, the Mage will hear the answer to his question,
pulled from the entity’s own connection to the deep, primordial truths of the world, squirrelled away in the
Astral. In addition to the normal benefits of this, the Mage may also gain the Inspired Condition relating to a
single truth pulled forth from his “waking dreams”, per daily instance.
Granting the Dream merit, and adding on some extra points for good luck.
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The influence which the entity has over the Mage’s own mind is mounting at this point, and the entity may at
will modify the Mage’s own perception of phenomena in a similar way. It is not possible at this point for the
Mage to resist any kind of influence over their Mind from the entity, and essentially, the parasitic nature of
the entity has given way to full symbiosis. The subject persistently enters Active Mage Sight in all known
Arcana, suffering the normal -2 penalty to actions, however this does not end at the end of the scene, and
does not require Willpower to be maintained. At every opportunity, they seek to impart knowledge of the
Legacy to others, breaking only to perform the necessary tasks to maintain its existence, and will never take
actions which involve any significant risk to its own existence.
If the infected character was a PC, it is strongly suggested, that unless they are willing to take continued
direction from the ST and experience an incredibly strange roleplaying experience devoid of much free will,
the character is to become an NPC. It is, even at this point, possible to save the Mage, with extreme effort,
and power sufficient to over power a Gnosis 6+ Mind Adept. However they can (even inadvertently) make no
efforts to assist such a process.
Fifth Attainment: I
Pre-Requisite: Mind 5
The entity’s prior symbiosis with the Mage has ended, there is no longer a Mage, there is only the entity. The
Mind which had previously been stretched so thin around the growing influence of the creature’s thoughts
has now been subsumed into the entity itself. This culminates in the disintegration of the Mage’s physical
form, as he transforms into a being of pure, alien thought, a Morphean.
With this, the new creature immediately disentangles itself from the phenomenal, and enters the Temenos.
The newly formed entity need not spend Essence to maintain its existence, and retains full control over its
Mage powers and now hijacked soul and stolen Gnosis. It will likely use this new vantage point to attempt to
influence and perhaps corrupt other Legacies through seizing control of their Temenos realms and infecting
the with its own powers, or seek to control and hijack the minds of Astral Travellers and force some of itself
into their Oneiros, forcibly spreading its infection.
The Mage is gone. The growing thoughts now wrap themselves protectively in a Soul and Scarred Gnosis, and
travel to the Temenos, to spread the infection through the collective subconscious
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The Nagaraja
See the Dark Eras book for all the fluff.
Doctrine
Parentage: Mastigos, Mantra Sadhaki
Initiation: To complete initiation, the Nagarja must cast aside all former possessions, walk a
week’s distance or more from everyone she knows but Legacy members, and take
possession of a soul using the spell “Soul Jar”… Then with that done, craft their soul
with the assistance of their tutor.
Magic:
Ruling: Death
Yantras: Destroying a magical tool during its use (+1 in addition to the tool’s bonus, requires
an additional Yantra slot however); impersonating a specific person (+1 or +2, if
additional time is spent to ensure accuracy); using an item containing someone
else’s soul in a ritual (+1 Sleeper, +2 if Awakened); eating elaborate meals or faeces
and rotten offal (+1; +2 if gluttony or the choice of meal inflicts an adverse
Condition).
Oblations: Learning another person’s Virtue, Vice, or magical Obsession; acquiring a new soul;
satisfying the Vice of someone whose soul the Nagaraja possesses; meditating in an
“unclean” place such as a trash heap or charnel ground, or while sitting upon the
throne (or other place of authority) of a chieftain.
Who Owns a Soul?
Nagaraja attainments refer to ‘owners’, and refer to the last individual who had the soul bound to them as
the primary soul, used in such a way that they did not suffer a Soul-Loss related condition. This does not
include those held in Soul Jars, or attached for use either for other Attainments or as a ‘spare’.
Attainments:
First Attainment Assess the Wandering Through
Pre-Requisite: Initiation
The Nagaraja learn to sense a soul’s progress Samsara: its ‘wandering through’ a path created by spiritual
achievements. By perceiving a subject for one turn, the Mage may determine the presence of a single mark
on their soul (2 at Death 3, 4 at Death 5). These include whether the subject is Awakened, whether their soul
has been lost/replaced/mutilated in the manner of another Supernatural being, whether they have
multilated their own souls to create a Soul Stone, whether their soul has been tampered with in any other
way, if they are possessed, whether they have consumed another’s soul, whether they are laboring under a
Paradox Condition, as well as the presence of powerful Gnosis 5+ Legacy Attainments.
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If the subject has some form of Magic obfuscating their soul, this will provoke a Clash of Wills, and the
Nagaraja will receive a bonus as if their attainment had a duration equivalent to their dots in Death on the
Advanced Duration table.
Soul Marks, used as a kind of indefinite thing which unveils from perception. Look at a person for the turn to
apply the spell’s Potency towards seeing Soul Marks. Simple. Reach in Advanced Duration.
Know Nature, stapled on to Soul Marks. Kind of like sensory/instant, but it’s a basic, simple spell.
In a scene-long ritual, the Nagaraja may ‘absorb’ a soul in Twilight that is no longer connected to a host. The
Nagaraja may only have additional 2 souls attached to them at once (3 at Death 4). The attachment of this
Soul is lasting, but as it is not truly contained by the Mage’s Gnosis such as their original, Awakened soul is,
their removal can be achieved with Death 3. These additional Souls are clearly visible to any Mage using
either Soul Marks, or active Death Sight, or any other comparable power.
Retarded goddamn Attainment, holy crap. Lasting effect, on a Soul-Jar type ability used on an individual
already with a Soul? This should be Weaving, at LEAST. Hopefully it’s balanced by the fact that you can only
have a few extras at once. Attachment limitation should deal with the Lasting problem. Also removable with
Death 3. They’re not really ‘yours’, are they, no matter what your Legacy says.
So long as the Mage’s dots in the Mind Arcanum exceeds the subject’s Composure, this may either open or
close a door as appropriate to the kind of emotion unleashed. The opening/closing of this door is Lasting in
effect, however subjects may expend Willpower to boost their Composure as normal to deny the foreign
emotion.
Emotional Urging, Reach into Instant Casting, and Sensory range. Balanced through limitation to emotions in
line with a stolen Soul’s vice. Not fantastic, but what do you expect from a burst of Rage.
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elements of the subject’s Vice, the Nagraja may seek to draw their Soul forth from their body, and
incorporate it into their own. This Attainment usually incorporates Expand the Self ritual as a matter of
course, as without this process, the soul may be left without a place to go, and will immediately return.
However some Nagaraja extract the souls of others, only to store them in Soul Jars cast through normal
willworking, to expand their collection, despite their inability to incorporate them all into their expanded self.
To perform this ritual requires either a trusting (but almost certainly, not understanding) subject (sufficient to
lower their Withstand), or for the Nagaraja’s dots in the Death Arcanum to exceed the subject’s Resolve. If
the ritual is a success, the Sleeper immediately suffers the Soulless Condition, and the Nagaraja gains an
additional soul up to their maximum as of Expand the Soul.
Advanced Duration, just beat their Resolve. Either get them into a kinky murder/sloth/whatever ritual, or tie
them down and steal their soul.
Atypical attainment, essentially Weaving a stronger Connection with your surplus souls, done as a part of the
attachment process.
When used against a Sleeper, this requires a ritual almost identical to that from Yoke the Sleeping Soul, but
with a slightly morbid turn, and a greater intensity. At the culmination of the ritual, if the Mage’s Death dots
exceed the subject’s Resolve dots, they must roll Resolve + Composure to resist the annihilation of their
deep-seated self.
The subject’s Integrity becomes equal to this roll, unless it raise it above its current level, and their Willpower
dots are reduced to this level, unless it would be higher. If this reduces their Integrity to 1, they gain the
Enervated Condition, or Thrall at 0 Integrity. Regardless of this, the subject’s soul is dissipated and cannot be
retrieved (bar Archmastery). This doesn’t function on major Supernatural Templates.
Stupid goddamn Attainment, but hey, what are you going to do. So much easier to rip them out and eat them.
They get almost nothing out of this. Oy vey.
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prepared ritual, which takes a scene to perform, the Nagaraja may alter a number of aspects of a subject
equal to the amount by which their dots in the Mind Arcanum exceeds the subject’s Resolve (or equal to the
Mage’s Mind dots if the subject is willing).
These may include Virtue, Vice, Short-Term Aspiration, Long-Term Aspiration, Obsession, non-Physical
Persistent Conditions, as well as moving a dot between Social Skills or Mental Skills. These changes last for a
Month before the subject reverts, unless they choose not to, or expend Experiences to ‘learn’ the new skills
as their old ones return.
Psychic Reprogramming, Reach into Advanced Duration, Duration is month, Potency is Mind dots.
For the next year, or until the Mage makes a violent, overt action to either a person or an object, they gain
the benefits of the Empty Presence spell. Including invisibility, erasure of all evidence of life, and removal of
all open Doors, and non-Paradox Conditions.
Advanced Duration Empty Presence. Simple. Silly. I don’t like it. But I’m updating, not re-inventing.
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Orphans of Proteus
See Mage the Awakening 1e for all the fluff.
Doctrine
Parent Path: Thyrsus, or Seers of the Throne
Prerequisites: Life 2, 2 dots in Animal Ken or Survival
Initiation: Connect oneself with the Primal Energy of the world or something. IDK man, write it
yourself, these people are rather devoid of purpose and honestly, even a philosophy.
They’re really just shapeshifting modern primitives.
Magic:
Ruling: Life
Yantras: Succeed on a Survival or Animal Ken test relevant to the spell (+2), spend time
contemplating your subject from a “natural” perspective (+2), disregard societal
convention (+1), pursue a naturalist state (+1, +2 if this causes a Negative Condition).
Oblations: Perform a sacred hunt, ritually act out the behavior of an animal, ceremonially offer
food to animals (like feeding pigeons, hilarious), ritual arrangement of rocks and
stones, or sacred gardening.
Attainments:
First Attainment Animal Tongue
Pre-Requisite: Initiation
The Orphans of Proteus first learn how to seek wisdom from the natural world, and with a scene’s worth of
activity can communicate with a specific breed of animals in their own language of behaviors, with grunts,
growls, cues and/or markings. This Attainment grants a bonus to Animal Ken rolls equal to the mage’s dots in
Life, and permits them to communicate as freely as their subject animal. This does not however render the
subject capable of comprehending advanced topics, and all communications should be framed as such.
Simple Speak With Beasts spell as an Attainment, broke the rules of reach just a teensy bit. Takes a scene to
cast, and allows communication with animals for more than a few seconds, while also providing an Animal
Ken boost in excess of normal dots? Here’s the thing, who cares? Animal Ken is almost NEVER used, this is an
EXTREMELY flavorful Attainment for the Orphans of Proteus, and to make it reasonable for it to be an
Attainment for them, it has to be better than merely casting it as a spell, which given they’re likely to have
Life as their most heavily invested Arcanum (likely doubling-down on it as a Ruling) that’s doubtless going to
happen. So yeah, it breaks reach allocation, but without that the Attainment is almost worthless and no
player in their right mind would consider it. Blame the system, I’m just trying to make it worthwhile.
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but a single movement. After a scene’s worth of inspection, an Orphan of Proteus may determine the full
composition of an object as well as its structural weak points. An attack made immediately after discerning
this information temporarily decreases the target object’s Durability by 1 point for the purpose of that attack
per dot the Shifter has in Matter.
Kinda “fuck you technology”, but these guys are naturalists, and ultimately it may have been useful in the
past for a Shifter to smash apart boulders and break out of cages. So, I went with that. Basically, Discern
Composition with the Reach allocated to the durability decreasing option. Kinda an awesome power for a
1dot spell, I’ve got to say. With it a Baby could snap a steel rod… Well perhaps not a baby, but a normal
person could.
Okay, this one going a fair way beyond the normal reach options, with one for advanced duration, one for
swapping primary to potency, and 2 to modify lethal healing times. However, I think this is a reasonable
trade-off, as it first provides no immediate benefits to the Mage being effectively a “downtime” or “recovery”
power, cannot be used on Resistant damage from Paradox, and has none of the other benefits of Body
Mastery. Plus, by the time the Mage gets to the point at which Lethal starts healing extremely fast (Life 4, one
point every 3 hours), they can already heal that damage using Magic, and they can already wipe the slate
clean of Bashing Damage at rank 3. So ultimately, this is a useful Attainment, but not broken despite the
higher than “permitted” reach.
Now this one very much calls back to the Orphan’s original role as promoters of early civilization. “Oh, hey
what’s this strange tool in the neighboring village, oh right, a plow, watch me use it everyone”. It would also
be hilarious to watch a primitive Mage with beetling brows and horrible body odor pick up an incredibly
complicated physical puzzle a Mastigos had been struggling with for days, and solve it in a short few seconds.
Third Attainment: Call of the Wild
Pre-Requisite: Life 3
The Orphan at this stage can lean back their head and make an unearthly call, summoning to them specific
living creatures. The potency of this call requires the mage to undertake a scene to harmonize with the
natural world, and summons living organisms as specified by the Shifter. The call lasts for a day (rising to a
Week at Life 4) or until the Mage ceases it, and without specification will attract all living beings incapable of
resisting the call, which may cause issues. This Lure will attract all living beings within the designated
category with a Resolve less than the mage’s dots in Life.
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Version of Lure and Repel taking away the Repel part, Orphans of Proteus are MORE than capable of making
animals run off should they so desire without use of their Soul’s power. Takes a scene’s worth of
concentration to make the call, and reach is allocated to Advanced Duration and swapping the primary factor
to Potency (otherwise it’d be impossible to summon so much as a Domestic Cat. No, seriously, they have
Resolve 3. So ultimately, Cats are more strong-willed than some of their owners. Fucking GOLD).
Pretty simple, but I would likely say this is an addition or modification to the Legacy’s standard practice
engaged in recent centuries. Being able to escape from drones, be invisible on cameras, the blind to
everything but the human eye (which is also easily tricked) is an amazingly powerful Attainment in the
modern era. Especially when it doesn’t provoke Dissonance and Quiescence.
Utilizing the Bestial Gift or Beast Form attainments invoke subtle changes in the Mage’s appearance when
they return to their normal form, depending on the traits or forms chosen, the Mage starts to reflect those
elements of the natural world. These subtle changes become more profound as these Attainments are used
more frequently, but subside should a significant period go without their usage.
Emulation of Transform Life, veeeeery simple. But ultimately since you can maintain these in front of Sleepers,
also very useful. Please feel free to make up other elements not represented in the Transform Life section, it’s
pretty retarded that they mention giving additional limbs to a creature without them, and then don’t offer
the same chance to the player.
I was considering letting the Orphans use this attainment to absorb inter matter tools into their own bodies
as well, stuff like fusing flamethrowers with their mouths to breath fire, sticking a cellphone in their brain to
be the envy of technophiles everywhere. But that’s taking the “they brought about civilization” thing too far.
So, ultimately they can take on elements of matter, so go nuts, and talk to your GM.
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The ultimate gift of the Wild is to fully take on the shape of any flora or fauna. With an Instant Action, the
Shifter can assume the shape of any creature or plant of Size 7 or smaller, including Bears, Horses, Great Cats,
and all manner for birds. This form lasts for at the very most a year, however most Shifters will grow tired of
the form long before then.
I ditched the “plants can talk to plant spirits” parts, so it’s now just Shapechanging with reach in Advanced
Duration and Instant casting. You can’t get much larger than a bear, but larger than that and you’d really
want to use a spell instead.
Once again, fuck specific rules. I cannot be fucked, you cannot be fucked, I have neither the time or inclination.
Also, the “talk to mineral spirits” is ALSO retarded. You’re a goddamn Thyrsus, you almost certainly have Spirit
2, at which point you can do that ANYWAY.
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Perfected Adepts
See Mage the Awakening 1e for all the fluff.
Doctrine
Parent Path: Obrimos, Adamantine Arrow
Prerequisites: Life 2, Athletics 2, 2 dots between Brawl, Firearms and Weaponry
Initiation: Perform a feat of endurance and physical prowess as designed by your Mentor.
Magic:
Ruling: Life
Yantras: Perform a rigorous workout to focus the mind as appropriate for the spell (+2),
contemplate your situation (+1), meditate into a state of peace before casting the
spell (+2), disregard worldly concerns in the pursuit of your target (+1, +2 if this
imposes a negative Condition)
Attainments:
First Attainment Chi Sight
Pre-Requisite: Initiation
With an Instant Action, the Mage can focus on the subtle energies contained within a body called chi or
prana and discern from this information the nature of the body they are contained within. This includes all
information as per the spell Analyze Life including health, sex, species, age, conditions, tilts, and physical
attribute dots. To focus on another individual, the mage must use this Attainment again.
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Furthermore, the Mage’s inviolate body can repel the efforts of other willworkers with greater ease,
increasing his Withstand by 2 (increasing to 3 at Life 4).
Honing the Form, with Reach for Advanced Duration and exceeding Gnosis-determined maximum. This is one
reach in excess, however the spell is limited to a singular attribute determined when taken, and still requires
“activation” despite the scene-length exercise regimen. So, it’s balanced.
This Attainment takes a Scene to activate, and lasts for a period equal to the Mage’s dots in Forces on the
Advanced Duration table, during which time the Mage may make use of its effects. Many a Monk has found
great use for this Attainment in physically disrupting the Willworking of hostile mages, even where one
would not wish any lasting, lethal harm upon them.
Kinetic Strike, reach into Advanced Duration and the Stunned Tilt.
Fucking GOLDEN, I had forgotten that works. Basically, the Stunned tilt is such fucking bullshit, and being able
to apply that for free on an attack? Aaaaaw yissss. Basically, if you so much as touch someone with Chi Force
then they lose their next action. No save, no withstand, no nothing. In addition, until they can next act (likely
in two rounds time), they lose half their defense. Which basically means, if you hit them once, it’s now a one-
sided fight as you can keep blasting them with Chi Force over and over and over again, stripping away action
after action as they just stand there and TAKE IT. ORA ORA ORA ORA ORA ORA ORA ORA ORA!
No Paradox, no Dissonance, no Quiescence, no Act of Hubris, they won’t soon forget you.
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all but the most heinous of wounds in a matter of seconds. As an Instant Action, the Mage can remove an
amount of Lethal damage from a touched subject equal to twice his dots in Life.
It’s healing. Great. Useful, especially with Sleepers, but still. Eh.
Pity that neither Life, Prime or Forces armor allow you to dodge bullets. Otherwise this would be so fucking
awesome. I guess we’ll have to be happy with forcing light-speed Vampires to completely fucking miss your
ass.
Okay, look. Some people might complain this doesn’t follow the rules of Honing the Form. You’re completely
right. Which is why instead I’m using Shapechanging, motherfucker. Humans are creatures, even Mages. So
logically when you take the form of a “perfected Gnosis 8+ mage” you get Strength, Dexterity, Stamina 8.
This is the Perfected Adept’s last fucking Attainment, requiring Gnosis 8. Gnosis fucking 8. At that stage you
could easily do this with a spell and not give a singular fucking shit, not even worrying about Paradox. You
only need three reach (advanced duration, and splitting potency) as well as a buttload of Potency, but at that
level your dice pool is 18 with a few minute ritual, before you even get into the matter of Yantas, of which you
can have 5. Yes, 5 fucking Yantras. So let them have this and be the world’s most fucking turbo-charged
muscleman.
This is an aimed, kinetic version of Thunderbolt with Reach for Aggravated. So guess what, you flex so hard
you can pulp a Werewolf. Get wrecked.
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The Pure Sovereigns
See the Silver Ladder order book for all fluff.
Doctrine
Parentage: Obrimos, Silver Ladder
Prerequisites: Life 2, Expression 2, and 2 dots between Athletics, Persuasion, and Socialize
Initiation: Convince your Tutor to teach you the secrets of the Pure Sovereigns, show your
appreciation for the physical superiority which they are endowed with, and your
acknowledgement that this superiority places them above lesser beings. Then, with
this in mind, craft your soul together.
Note: It is not always so easy as it would appear for a lesser being to prove their
worth to a Sovereign powerful enough to become a Legacy Tutor.
Magic:
Ruling: Life
Yantras: Succeed on an Expression roll relevant to the spell (+2), cast your spell from a
position of unquestionable superiority and authority (+1), spend a reasonable
amount of time convincing your subject of their failings and flaws (+2), redoubling
your efforts to maintain your peak physical condition (+1, +2 if you have managed to
resolve a Negative Condition without use of supernatural powers)
Attainments:
First Attainment Supernal Refinement
Pre-Requisite: Initiation
Blue Bloods first are foremost learn how to defeat those forces which would cripple their pure form from
within. Diseases, poisons, toxins, and any other introduced chemical or biological substances are swiftly
neutralized by the Blue Blood’s body, allowing them to focus on the elimination of more tangible,
appreciable failings. Blue Bloods cannot be affected by any mundane ailment or chemical, and gain a positive
dice bonus to resist all Supernatural afflictions and substances equal do their dots in Life.
Cleanse the Body, with just enough Reach to make it not dog-shite. Remember, Mages with Life 2 can spam
this spell until the toxins are gone. So instead, I just made them automatically immune, and gave them a
bonus to resist Supernatural ones.
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Second Attainment: Blood of Silver
Pre-Requisite: Life 2
As they continue their studies of the Legacy, Blue Bloods learn how to master control over their body in a
way that Sleepers can never truly comprehend, and most other Mages would have to expend effort to
perform. So long as they continue their regular exercises, the Blue Blood benefits from all of the benefits of
the “Body Control” spell, affecting their breathing, heartbeat, metabolism, reflexes, scent, and healing rate
for Bashing damage, with a Potency equal to their dots in Life.
Body Control, Reach into Advanced Duration, then excess reach into switching the primary factor to Potency.
This is a self-only ability, you’ve got to remember, and until Life 4 they’ve got to do their exercises once a day.
So I feel that’s balanced.
To sequester such information within their own Minds takes a scene of concentration, and lasts for a
duration equal to their dots in the Mind Arcanum on the Advanced Duration Table. The Mage is fully aware
of having forgotten something, however until they end the Attainment they are not fully aware of exactly
what it is. Pure Sovereigns never question themselves or their decisions, and as such never end such an
Attainment before such a point as they previous judged it appropriate to do so.
Memory Hole, Reach into Advanced Duration, pretty simple stuff. Interestingly, this can’t be defeated. By
ANYTHING. It is quite literally impossible to burst the Blue Blood’s mental bubble. Though I suppose you could
mind control them into popping it.
In addition to this, this control over the rate of aging can also be lent to enhance their rate of healing, and as
such the Blood of Silver’s healing rate advancement now also applies to Lethal damage.
Each dot halves aging rate. So assuming you hit Mastery at the Biological age of 30, you can expect it to take
you another 333 years to hit ‘40’. Also added in a healing rate boost for the 2nd Attainment, because aging
issues are useless in play. Nobody ever fucking lives to need to worry about dying of old age, unless that’s the
point of your character.
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With their new perspective on time comes for many Blue Blood a realization that while they themselves have
avoided such problems as aging and decay, those they are forced to interact with are still shackled to such
concerns. As such, a Blue Blood must be able to do all that they wish to do with lesser beings before they
wither into old age, decrepitude, senility and eventually dust. As such, Blue Bloods gain the ability to split
their minds and focus into a number of parallel paths. A Blue Blood can perform up to 3 purely mental tasks
at once, however some of these may include physical aspects, so long as the task is predominantly mental,
and they have the requisite physical capacity to spare.
Multi-Tasking, Reach into Instant Casting, Advanced Duration, and ‘add one more stream’.
Honing the Form, I put it at reflexive and scene-length, because really making it instant and advanced
duration just means that people would put it up at dawn, and walk around with it all day. Putting it at
Reflexive and Scene-length means it will ping peripheral Mage Sight, and can’t be instantly detected, but can
still be drawn upon the instant it is required.
See above.
Patterning to change physical form entirely, to perfectly mimic anyone, reach into Instant Casting, and
Advanced Duration.
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changing their Virtue, Vice, Aspirations and Conditions, and moving dots between Mental or Social skills as
they desire. Individuals may only resist this power if their Resolve equals the Mage’s Mind dots. This change
lasts for a singular Week, however through repeated usage, this can be maintained for extended periods, and
potentially even make the other individual desire to be that other, better version of themselves, retaining all
memories of when they were remade.
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The Reality Makers
See the Silver Ladder order book for all fluff.
Doctrine
Parentage: Mastigos, Silver Ladder or Seers of the Throne
Prerequisites: Prime 2, Subterfuge 2, and 2 dots between Expression, Streetwise and Survival
Initiation: Fulfil a task provided to you by your Tutor with an absolutely minimal amount of
effort, using as little Magic and direct confrontation of obstacles as possible. In most
cases, this will involve completely disregarding the initially presented path for
achieving your task, and creating one yourself which involves only a few minutes of
leisurely effort.
Magic:
Ruling: Prime
Yantras: Succeed on a Subterfuge roll relevant to the spell (+2), cast a spell with the distinct
goal of ‘cheating’ an established system (+1), cast a spell with the goal of achieving
something that you desire (+1), spend time in leisure prior to casting rather than go
to any serious effort to prepare (+2), avoid putting in any effort whatsoever to
improve your situation prior to using your Magic (+1, +2 if this imposes a Negative
Condition upon you).
Oblations: Playing a game of chance, spending time grooming and getting dressed up, lying in
order to impress someone.
Attainments:
First Attainment A Rigged Game
Pre-Requisite: Initiation
After initiation into the Legacy, a Drifter learns how to see the world as being far less fixed than most
Sleepers and even other Mages see it. Reality, they say, is much like a game, and games are meant to be
enjoyed. From initiation, a Drifter is fully aware of whenever anyone else is cheating the great game of life.
They can automatically perceive the existence of any lie, cheat, or exploit which others are using to get
ahead. This includes the ability to detect the existence of all disguises, hear lies for the mistruth they are, as
well as detect whenever someone is attempting to cheat in games, falsify their taxes, or has broken any
established rules or system for their own benefit, such as having broken the rules in a race across town by
taking a short-cut.
Given the nature of their own Legacy, a Drifter will rarely be disappointed or displeased with knowing that
another individual has cheated. If the Fallen world is the prison that it truly is, and the separation of the
Fallen from the Supernal is the Lie, then cannot cheating the Lie be truth? Many Drifters see this Attainment
as exploring how rigged the universe truly is, many start life with advantages others can scarcely dream of,
and the ability to detect when one seeks to unbalance the cosmic scales is of great assistance.
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Pierce Deception, expanded to the ability to see implied lies. If the world is
Quantum Flux, Reach into Advanced Duration, and changing the Primary Factor. One in excess because it can
only be used on themselves, and only in certain circumstances. In addition, no activation ritual because it
can’t be purposefully activated themselves, or refreshed.
As an Instant Action, Drifters can veil the Truth of a specific object, substituting various aspects of its
appearance with others ones of their own design. In practical terms, this means that Drifters can change the
visual qualities of a substance, without changing its shape, changing the name, picture and details on a
passport, the color of their clothing, or the denomination on a note. These changes cannot however change
the shape, such that they could not turn a brief-case into a satchel, nor a passport into a driver’s license, nor
could they mimic the specific shape of a police officer’s badge, however they could make an obviously plastic
replica look like the real thing.
Such changes last for a single scene (or an hour, if the scene is greatly extended), however the Drifter can
maintain this power for longer without continued activation. Furthermore, the Drifter can only substitute
Truth with a lie of his own devising, and as such must succeed on any Expression tests as requires to create a
reliable forgery, although in the case of a simple shifting of name or picture, this may require no great effort.
Active mystic scrutiny will provoke a Clash of Wills.
Practice of Veiling into hiding Truth. I hate when this is brought up, but I need to make it a thing in order for
this Legacy to have ANYTHING before the third attainment. Reach is in Instant Casting, and really given that it
would be duration-primary, I thought it reasonable to extend it to a scene, given otherwise you’re just
requiring them to re-activate the Attainment every dozen seconds or more, rather than every scene. Which
they can do, but it’s just a pain to explain to the GM.
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The practical effect of this, is that any excuse or lie that the Drifter uses to escape notice or responsibility will
not be questioned. The gas station attendant will not think it suspicious that the hobo wishes to pay for
everything he purchases with a $100 note, the Police officer will not think twice about investigating the
green t-shirted suspect when he pursued a man wearing a red t-shirt around the corner. However the signed
letter from the President confirming that the individual is allowed to carry around a missile launcher just
won’t fly, it’ll look convincing, but the subject is under no Fate-enforced obligation to accept it. Active mystic
scrutiny will provoke a Clash of Wills.
Any passive attempts to detect the presence of Supernatural entities will fail to detect them, while focused
attempts will provoke a Clash of Wills. Furthermore, the activation of any Attainment or casting of any spell
by the Mage will not cause their Immediate Nimbus to flare (unless they so desire), and as such will not
cause the Peripheral Mage Sight of any nearby individual to detect their presence. However Mages in Active
Magic Sight will be able to perform a Clash of Wills to detect such an activation.
In addition, when the Mage activates this attainment, they may choose a false face to portray. A tell, if you
will. If an opponent attempts to scrutinize the Mage’s Nimbus and fails in their Clash of Wills, instead of
merely getting nothing (and perhaps convincing them to keep investigating), they will detect a lesser Gnosis
rating as chosen by the Drifter. This lesser portrayal of their power also has appropriately lessened Arcanum
ratings, as their maximum potential level as provided by that Gnosis level. Thus, a Gnosis 6 second-degree
Master Drifter, attempting to disguise themselves as a Gnosis 1 Mage would have those two Arcana at 3dots,
and 2-dots respectively (their highest possible levels at Gnosis 1).
Cloak Nimbus, Reach into Advanced Duration and lessening projected Gnosis.
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These creation are obviously Supernatural however, and Sleepers will not be tricked unless the creating
Mage also has Forces 3 to disguise the obviously supernatural visual qualities of such a manifestation of
preferable Supernal Truths. The Mana expended to create this item cannot be retrieved, by any means and
sublimates back into the Fallen World should the item be destroyed, or the Attainment end prematurely or in
a timely manner. These objects cannot be complex devices, perhaps the most complex item that could be
generated would be a liquid cigarette lighter, or a can opener. Certainly no hard drives, electric car-keys, or
electronic microscopes.
As an Instant Action, the Mage may imbue an item created with Ace up the Sleeve with the blessing of Fate,
increasing its equipment bonus by an amount not exceeding their dots in Fate. Given that this is a
manifestation of Supernal Truth, such enhancements may take the equipment bonus above +5. In addition,
when the Mage himself if wielding such an item, he gains the use of a Boon with a potency equal to his dots
in Fate.
Monkey’s Paw, Reach into Instant Casting, Advanced Duration, and the limitation of only being usable on
Platonic Forms generated through this Attainment also grants the Boon Reach option.
Tools created in such a manner may be as advanced as the Mage desires, and follow the same rules for point
expenditure as per the prior Attainment. ‘Living’ entities such as Tass-Golems, animals, or living creatures
divide their points between Rating, and Durability, and have unlimited ‘uses’. This is however limited by their
simple, mindless nature limiting them to very simple tasks unless provided constant direction. These
creations are also obviously Magical unless the Drifter also has Forces 3.
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Strings of Fate, Reach into Advance Duration, and the One-A-Day effect.
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Reality Stalkers
See the Mysterium Order book for all fluff.
Doctrine
Parent Path: Mastigos, Mysterium or Seers of the Throne
Prerequisites: Space 2, Stealth 2, and one of the following additional Skills at 2 dots or higher:
Subterfuge, Larceny Investigation.
Initiation: Must find and acquire an item specified by their Mentor within a single week, then
work with them to craft your soul in the image of your pursuit of that which is
hidden.
Magic:
Ruling: Space
Yantras: Succeeding on a Subterfuge roll relevant to the spell (+2), casting upon an
unknowing living subject (+1), engaging in extended research and surveillance of the
subject (+2), going to lengths detrimental to oneself to pursue the target of the spell
(+1, +2 if it imposes a negative Condition).
Attainments:
First Attainment Sense the Flaws
Pre-Requisite: Initiation
Sneaks are highly attuned to the cracks and flaws in the structure of the Fallen World, and from initiation
gain an innate ability to sense the structural fabric of reality, and the discontinuities hidden within. It is
through this method that they can find the secret hidden cracks in the fabric of existence which others are
blind to. In effect, Sneaks are capable of visually perceiving the existence of any Iris, including the cracks in
reality around which their Legacy is structured. Sneaks can automatically discern whether any such distortion
is a crack, but beyond that they will require Active Magic Sight or other Magics to unravel other Mysteries.
Expansion of peripheral Mage Sight to something that Reality Stalkers really want to see, the cracks they
need to activate their Attainments. As well as all other manner of spatial distortion. *edit* Added in passive
detection of Irises, and know what something is a crack, so they don’t flip out and scan it anyway.
Know Nature, Reach into Instant Casting, also sensory range. Because it’s a pretty pathetic ability in the first
place. *edit* added back in Virtue and Vice. Otherwise it’s really lackluster.
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Second Attainment: Gazing Through the Cracks
Pre-Requisite: Space 2
Beyond mere detection of spatial cracks and distortions, a sufficiently advanced Reality Stalker can utilize his
understanding of space to gaze through a crack to perceive distant locations. As an Instant Action, the Sneak
can utilize an immediately available crack to open a scrying window to any location which he has perceived
before in at least in a high-quality photograph. This widened crack is one-sided and perceivable only in active
Space Mage Sight, but may be seen through by another Space Mage using an appropriate Unveiling spell.
Such a window opens within a specified part of the subject scene, and cannot be moved for the duration of
the Attainment, however further activations may cause the new window to open in another part of the
viewed scene.
The window visible through the crack is open only for a short few turns (2, 3 at Space 4), but may be
maintained by the Sneak longer than this through concentration. In addition to this, the Sneak may only peer
through a crack to a location to which his dots in the Space Arcanum exceeds the Sympathetic Range
Withstand of his connection. Should the Mage only have a photograph of the location, he may instead draw
upon its Sympathy to the location, and may open such a widow if his Space dots exceed its Sympathy (a
judgement of sympathy should be based on the recentness of the photograph, but should be Medium at
best).
Scrying, Reach into Instant Casting, as well as Sensory Range, and Sympathetic Range. That’s two in excess,
but you need a crack to scry through, and your Potency is very limited.
Incognito Presence, reach into Instant Casting and Advanced Duration. Self-only, no additional spell factors,
and Scene duration. That, plus the ‘no violent actions’ clause should be enough to balance the excess reach.
The Sneak can only move such subjects through the crack to parts of the scene which they can personally
reason through the crack, however repeated uses of ‘Gazing through the Cracks’ should permit them to
move the window to newer vantage points, allowing them to essentially clean out the relevant room,
without personally stepping through the crack.
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A weird version of Co-location or apportation, with a fuckload of Reach. It’s kinda like Teleportation, but not
so much. You’re pushing/pulling something through the scrying window. Not quite opening a portal. Not quite
teleportation. It only lasts for an instant, so no duration, etc. To teleport a bunch of people in and out of a
room will thus require quite a bit of time next to a crack to keep the window open, and pull individual people
through.
In the latter case, when utilizing this information against another in social circumstances, this can grant a
bonus equal to the amount by which the Mage’s dots in the Mind Arcanum exceed the subject’s Composure.
At the discretion of the ST, this may also grant a bonus in certain other circumstances, such as anticipating
combat actions, knowing which way they will run in a chase, etc.
Telepathy, Reach into Instant Casting, Advanced Duration. Duration cut down to a scene for the sake of
sensibility. Only works one-way, decided when cast, to avoid the thematic issues of both hearing each other’s
thoughts.
Teleportation, reach into Instant Casting, given you automatically get half of sensory range.
Such an illusion can take any form, and operate on any scape, including the arrival of an entire SWAT team,
the subject’s pants bursting into fire, ants crawling out of his every orifice, or even the ground around him
falling away into a black nothingness. Such an illusion is not long-lasting however, without the Mage being
present to reinforce it, and will last for up to 3 rounds.
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Hallucination, with Reach into Instant Casting. It’s best to use it on someone who’s close by, and run, or throw
it to distract them from a distance. Short distance, and so forth, but it can be potentially incredible in
operation, creating any hallucination you can think of. Well worth the short duration.
To craft such a pocket dimension requires the Sneak perform a ritual which takes a scene to perform. Many
Masters of the Legacy use this attainment to create pocket dimensions to hide all manner of useful tools,
treasures, and prisoners. Entire Athenaea of treasures could be hidden away in the cracks in reality, known of
and accessible only to the Sneaks who forged them.
Read the Depths, with reach into Instant Casting, Sensory Range, and Advanced Duration. Also memory
modification, because otherwise there’s not much point.
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Roses of Eden
See the Keys to the Supernal Tarot book for all fluff.
Doctrine
Parentage: Acanthus, Free Council
Prerequisites: Life 2, Crafts 2 (with a specialty in Gardening), and 2 dots between Survival, Socialize
and Politics
Initiation: Receive approval from members of the Legacy to join their ranks (even if not capable
of initiating yet). Desire for power or laziness are seen as negative qualities, while
newly Awakened Mages are never rejected.
After six or more months of contact with their tutor, and work either refining Rose
society, or purging the evils from Sleeper society. At the end of that time, a small
ceremony is held and the aspirant crafts their soul with the assistance of their Tutor.
No trials are held, such things are relics of the past that Mages should rise above.
Magic:
Ruling: Life
Yantras: Succeed on a Crafts roll relevant to the spell (+2), engage in selfless works relevant to
the spell (+2), refuse to rise to an instance of poor treatment (+2), work yourself to
the bone for others (+1, +2 if this imposes a Negative Condition).
Attainments:
First Attainment Blossom’s Whispers
Pre-Requisite: Initiation
To say the Roses of Eden are unpopular would be to do a grave disservice to all truly unpopular people in the
world. Many Consilii see them as nothing less than a terrorist organization, heretics against the Oracles, or
willfully blind fools undeserving of the protection of the Lex Magica. In certain circumstances Noddists have
been selected for assassination by Guardians of the Veil, or even other Orders (though rarely, if ever by the
Silver Ladder).
In an attempt to protect their membership from such threats, the Attainment of Blossom’s Whispers is
taught. This Attainment allows the Noddist the ability to hear the whispers of life about them, granting them
a mystic understanding of the presence of all biological organisms in a short distance around them (rising to
a large room at Life 4). This Attainment is perpetually active, and through focusing on a specific perceived
target, and spending an Instant Action, the Noddist may learn the rough age, sex and species of that creature.
This will also inform the Noddist if an otherwise seemingly alive entity is anything but.
Web of Life, Reach into Advanced Duration, secondary factors into Area Factor, centered on the Mage so it
travels with them when they roam. Additional second ability is a more limited version of Analyze life, a bit
more than initially offered. But meh, it’s fair. Simple enough to cast either of those spells anyway.
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Optional Arcanum: Time 1
Many problems in one’s life arise merely from being in the wrong place, at the wrong time. Through this
Attainment, Noddists never have to deal with this problem. Subtle timing of events is smoothed out of the
Noddist’s timeline, ensuring elevators and taxies arrive just as they need them, ensuring they walk out of the
bank just before it is held up, and that they arrive just in time to help a poor bystander who is suffering a
heart attack.
Green Light/Red Light, Reach into Advanced Duration, perpetual activity, as it’s pretty weaksauce.
This Attainment contains various benefits, first and foremost the Noddist’s body never displays any physical
signs of exertion or being overworked. They are never flushed, clammy, never develop bags under their eyes,
or any other signs that anything has been negatively affecting them. Furthermore, the Attainment regulates
their breathing, heartrate, metabolism and reflexes, halving their oxygen needs (quartering at Life 4),
doubling the interval for toxin damage (quadrupling at Life 4), doubling the period before food and water
deprivation checks (quadrupling at Life 4), increasing their Initiative by +1 (+2 at Life 4), and halving the
interval for healing Bashing Damage (quartering at Life 4).
Body Control, and oldie, but a goodie. Added a little more juice in that they never seem overworked, as that
was kind of the initial purpose of the 2nd Attainment in 1e.
Fools Rush in, Advanced Duration. Easy to activate, so I don’t bother saying it takes a ritual. Lasts for days at
Fate 3.
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to refresh the energy within the Mage’s subject. Activating this attainment require the Mage to be in physical
contact with the earth, and heals Bashing damage the subject is suffering equal to their Life dots times two.
Furthermore, this heals damage inflicted by deprivation, and charges the subject’s system as if they had just
received a full meal and plenty of water.
Knit, Instant Casting, and the food and drink boon, which is incredibly minor, and probably worth the “touch
the earth” element.
Prime 3 option to modify the function of the Life attainment to contain it within Prime 3 Imbued item charges.
Further modified with the option for healing Lethal damage, at the cost of lesser Bashing. Given the effort to
establish a true, and the fact that any Mage with Gnosis 4 will likely already have Life 4, this is well balanced,
to my eyes. Also, it’s the most faithful update of the 1e Attainment I could make.
With an Instant Action and a touch, the Noddist makes minor adjustments to the Patterns of all biological
organisms within a short distance of them (a large room on the standard area table). This grants ever
participant an intimate sense of the health and pattern of all other affected individuals, furthermore each
becomes incapable of harming other affected individuals, though they can defend themselves (suffering -1
penalty to offensive physical attempts to do so). Furthermore, affected individuals become deeply linked and
can make collective Reactions, and so long as one individual is not surprised by an action none of the rest are
either. They also gain the ability to disperse damage amongst them, separating harm occasioned to one
member across the link to the remainder.
If a subject does not wish to join this Living Communion, they Withstand its effects with their Stamina, which
is contested by the Noddist’s life Dots. The effects of this attainment last for a single scene, and have been
noted as extremely unsettling for those individuals who are not used to such an intimate sense of other’s
bodies and physicality.
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Life 3 Weaving spell to link the life forces of affected individuals. One Reach for Instant Casting, one reach for
Advanced Duration, primary factor in Potency, Secondary Factors into Advanced Scale.
Firstly, as an instant action and by touching a living organism, the Mage can sense the symbolic marks which
have been left on it by any action which it has been a participant of over the course of its lifespan.
Secondly, in a scene-long ritual, the Mage can transform their physical form into that of any living organism
of size 15 or less which they have perceived in their life.
Thirdly, in a similar scene-long ritual, the Mage may fuse their physical form with that of any plant life. In
addition to giving one a wonderfully change perspective on reality, while in this state, the Mage ages at a
rate roughly comparable to that of the tree itself. The Mage still maintains access to their cognitive processes,
though these may be slightly slowed, but not diminished, and may still cast spells, although bar further
shapechanging they will doubtless be forced to rely upon mystical perception for targeting.
Look, I couldn’t think of anything hippie-eden-mage-ish for the 5th dot. So you get some past info, some
Shapechanging, and merging with a tree to live for hundreds of years.
First option is meh. Second one is a set-up for the third one. And the third one? What can I say. I like goddamn
ludicrous 5th Attainments. Tree-based time travel. Good fucking lord.
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The Scions of God
See the Legacies – The Sublime book for all fluff.
Doctrine
Parentage: Obrimos, but exclusively Silver Ladder (however the Seers have secretly created their
own splinter of this Legacy. A secret a scant few know, and fewer still will admit).
Prerequisites: Spirit 2, 2 dots in Occult, and 2 dots between Academics, Socialize, and Expression
Initiation: Construct an oratory furnished with an altar, lamp and censer, and in the manner of
their Path’s Watchtower and their Holy Guardian Angel. Ensure an entrance is
present for Spirits. Study and read folklore, occult text and religious materials to
inspire imagination of the Holy Guardian Angel. Then design and fashion the
ceremonial mask and costume.
The initiation then beings, taking 40 days of fasting, and prayer to the Highest in the
name of their Holy Guardian Angel, and imagining themselves in the form shown by
the mask and costume. For this 40-day duration, the initiate must maintain a spell
permitting vision of the Shadow. On the last day, at noon kneel at the altar, link souls
with your tutor and look forwards to see your Holy Guardian Angel. Step into it, and
join the Legacy.
Magic:
Ruling: Spirit
Yantras: Succeed on an Occult roll relevant to the spell (+2), wearing spiritual paraphernalia
appropriate to the spell (+1) performing a full ritual in your Oratory appropriate to
the spell (+2), assistance of a willing Spirit appropriate to the spell (+2), perform a
ritual cleansing (+1, +2 if this removes a positive Condition).
Oblations: Celebrate a Mass in honor of her Holy Guardian Angel in a church or temple,
exchange gifts with non-familiar spirits, attend a Spirit Court as a Spirit, convince a
spirit to acknowledge your authority without magical compulsion.
Attainments:
First Attainment Angelic Sight
Pre-Requisite: Initiation
All Scions of God can discern the presence of Spiritual entities in their periphery, however initiation grants
them the further capacity to see into Spiritual Twilight, and across into the Shadow at will. A Scion of God
can always perceive the Spirit frequency of Twilight, including all entities dwelling within it, slumbering in
objects, and even those possessing or claiming entities. As an Instant Action, the Scion of God can attempt to
peer past the Gauntlet, shifting their senses into the Shadow to see that which dwells there. The Scion can
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only do this in places where their Spirit dots exceeds the Gauntlet Strength, and lasts for only a short few
rounds, requiring near constant focus to maintain.
Exorcist’s Eye. A bit weirdly done, but fuck it, the Scions are all about the Shadow. Normally it’s basic
Exorcist’s Eye, but the second half permits shifting over, which should honestly be 3 reach (Instant, reach
option, and changing primary factor. Balanced though, given the ease with which you can actually cast this
spell if you’re not a total pleb, and the fixed Potency making it quite difficult for most Scions to get much
mileage out of in populated areas.
Word of Command, find some mana heavy thing, then spam it. Enjoy. Reach into Instant Casting.
Ephemeral Shield, Advanced Duration. Very useful, and potentially hilarious when you can shit all over Spirits
with their Rank + Influence dice pool. Even a Rank 10 has only a dice pool of 10.
Supernal Veil, Reach into Advanced Duration. Targeting is an area burst. Which means you can hold hands
with someone and hide them in your Angel’s shadow, and keep any item on your person hidden.
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As a Scion of God fuses his Supernal soul with his Holy Guardian Angel, he gains divine authority over all
lesser spirits. He need no longer work Supernal power to bind them to his will, the radiant power of his soul
lends his voice and unquestionable authority, so long as those listening are not imbued with a greater power.
As an Instant Action, the Mage can compel obedience and acquiescence from any Spirit with whom he is
conversing, or can make himself heard by. So long as the Mage’s dots in Spirit exceed the Spirit’s Rank, they
are bound to perform services to the Mage equal to the discrepancy. These services must be performed
within the next day however, or the Mage’s divine right will falter, however should his Spirit dots rise to 4, so
long lingers his power that this period rises to a week.
Command Spirit, Reach into Instant Casting, and Advanced Duration. Only fishy bit is “talking”, but really I
think that’s fine, sure you can shout at a Spirit from across the room, but that’s no big deal really. Just
activate the Attainment when it comes over closer, if you don’t like that. It’s more thematic when it’s actually
the Mage’s voice.
Furthermore, should any individual attempt to challenge the words the Scion says, this may be grounds for a
Breaking Point, or Act of Hubris, depending on whether they are a Mage or Sleeper. Such is the
unquestionable power of this Attainment, that there have been records of spontaneous generation of
Sleepwalkers from hearing a Scion speak in such a way, and one report of an Awakening.
Words of Truth, Reach into Instant Casting, and Advanced Duration. Affects area in the same way as the first
half of the Attainment.
As an Instant Action, the Mage can increase or decrease the Gauntlet Strength within his immediate
presence by an amount equal to the amount by which his Spirit dots exceed the Gauntlet Strength. This
alteration is powerful, affecting roughly a small room’s worth of space, and it persists for up to a day.
Place of Power, Reach into Instant Casting, and Advanced Duration. Primarily Useful for modifying Gauntlet
Strength without spell control. Potency is still an issue, but bleurgh, what can you do?
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This is no base, fallen flame, and burn through all levels of reality, harming entities otherwise unassailable in
Twilight, or other, stranger levels of reality.
When he arrives in the Shadow in this, or any other way, the Scion gains the ‘physical’ form and attribute of
his Holy Guardian Angel. Mechanically, this requires the player to generate statistics for a Rank 5 Spirit, but
does not generate Numina, or Influences, the Scion’s Supernal Magics are likely more than sufficient for his
purposes. This form can never be brought back to, or be used to manifest in the physical world, even if the
Reaching spell is used. It is the Scion’s Holy Guardian Angel, and it exists physically, solely within the Shadow.
There is no time limit on any element of translation, the Scion’s Spiritual self is now fully released as a key,
integral part of his nature.
So this is bullshit. I love it! Turn into a Rank 5 Spirit when you go into the Shadow. So crazy attributes are the
norm. Sadly, don’t do shit when you’re not in the Shadow. But it does let you flicker between Twilight and not
at will.
Such creations of the Hand are unfortunately mindless, and capable of primarily performing simple tasks,
and last for a maximum period of a weak. However if servants are needed, then the Scion can create himself
a following out of but a pittance of Supernal power.
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The Secret Order of the Gate
See the Seers of the Throne Order book for all fluff.
Doctrine
Parentage: Seers of the Throne, no Parent Path
Prerequisites: Space 2, Occult 2, and 2 dots between Academics, Stealth, and Subterfuge
Initiation: Travel to the Place Between, and find the Gate, the Lonely Exarch, the Warder, the
Fearful Reconciler, the King of Zero. From her, learn the Parametric Language,
carving your soul with a language of What is Not, a prison for entities of the Abyss.
Magic:
Ruling: Space
Yantras: Succeed on an Occult roll relevant to the spell (+2), seek to tear down an element of
the Fallen World, or build up one that has grown too weak (+1), go to lengths to
maintain your façade of normality in a manner relevant to the spell (+2), deal with
reality in the cold, unfeeling manner you wish you could treat it every day (+1, +2 if
this imposes a Negative Condition upon yourself).
Oblations: Singing hymns to the Gate in the Parametric Language, drawing the Gate’s Iron Seal
upon the mage’s body, meditating in the Place Between.
This Realm provides a +2 Yantra to all Space spells, which also do not add Paradox dice from overreach.
<Note, I have changed the nature of the Place Between and the Attainments that relate to it, in order to
bring it into coherence with the 2e rules system, and the limited amount of Reach with which such
Attainments can have, even with a bit of leniency.>
Attainments:
First Attainment Shadow of the Gate
Pre-Requisite: Initiation
After initiation, the Gatekeeper’s life has been forever changed, most disconnect with what they now
consider ‘trivial’ things, their lives and souls scarred by their exposure to the Gate. This however grants them
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a deeper insight into the nature of the Abyss than any Scelestus will ever have, the blind, foolish slaves that
they are.
With an Instant Action, the Gatekeeper can draw on the power of The Place Between to show her the
Abyssal nature in any entity, or phenomenon before her. This reveals whether the subject is any form of
Scelestus, whether they have been affected by an Abyssal Numina, Influence or Manifestation, whether they
have recently suffered Quiescence, are a Sleeper, as well as revealing the Abyssal nature of an entity, if there
is any doubt. If the subject is using any concealing Magic to hide, then this will provoke a Clash of Wills.
Detecting the Abyssal Nature of anything without a test. Reach into Instant Casting.
Know Spirit/Goetia with a little bit of Mage Sight added on to the end. One Reach in excess (sensory, instant),
but that’s fine.
Break Boundary, Reach into Instant Casting. Was tempted to make it actually intangible, but that’s too much.
Abyssal Shield, less useful than Mind/Spirit shields, but fair in that it’s persistent in effect.
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As an Instant Action through intoning the Parametric Language, the Gatekeeper can fray the skein of reality
about her, creating an overlap with The Place Between. This overlap is the size of a small room, but increase
to a large room at Space 4. This overlap lasts for a number of rounds equal to the Mage’s dots in Space, and
in that time any members of the Secret Order of the Gate, or Abyssal Entities can cross into it. Other Mages,
no matter how potent, cannot cross into the realm, and Archmages know better than to try without an
invitation.
Co-Location, Reach into Instant Casting. Given it’s not another ‘place’ but a different layer of reality, I thought
it fair to put this Attainment at this level. It might be a bit broken that people can’t follow, but these are the
Gatekeepers. Everything’s stacked against them, and even Gate-Senpai doesn’t really help overtly. The least
they can do is have a hidey hole.
Note, that the summoned entity understands that it has been summoned for a specific purpose, and by a
member of the Secret Order of the Gate, including what that entails. It is unlikely to make the foolish
decision to attempt to challenge it’s summoner (unless they have bitten off substantially more than they can
chew) and will likely gratefully set about whatever destruction in the Fallen world the Summoner has in mind.
If the Summoner makes more tests than is safe, or suffers a Dramatic Failure, the same effects as normal
happen, as the Summoner’s Magics have proven insufficient to bend the Abyss to his will.
In any case, the entity is able to push it’s way from The Place Between into the Phenomenal World with ease,
slipping from the shore onto the mainland. The Gate herself takes no action with regards to these intrusions,
except in the most dire, apocalyptic circumstances such as the arrival of an Annunaki, or the unchecked
formation of an Abyssal Iris or Verge.
This is an Abyssal Summoning. But not a reckless summoning like the slaves of the Abyss, the Scelestus
perform. This is ordered, structured, and based on Parametric Symbology. Which is why if you fuck up, you
get burnt, same as everyone else. You’re trying to summon the Abyss with Parametric Language.
This Attainment takes an Instant Action to activate, and allows the Gatekeeper to twist a ‘bubble’ of space,
perverting, fragmenting it, and throwing it into The Place Between. For the next 24 hours, those who were in
bubble (which must be thrown with an Aimed Attack roll, and has a maximum size of a small room) are
trapped in The Place Between, and no Magic bar the workings of one of the Gatekeepers (or a bargain with a
powerful Abyssal entity) can remove them from it. During this period, they must face the horrors of the
realm, predation by Abyssal creatures, and the resistant Extreme Environment of the realm.
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This is a horrifying version of Ban. Instant Casting, and Advanced Duration. Rather than trapping them in a
normal bubble of space, it throws them temporarily into The Place Between. Not being Gatekeepers, they
cannot stay, but the power of this Attainment forces them to deal with it for the time being.
Given an Average Stamina, after 2 hours you’ll start taking one Bashing damage an hour, given the 24 hour
duration, that will be 22 Bashing, which should be enough to fill the track of any normal person with
Aggravated Damage. Even Stamina 3 gives you just enough to die by the time you’re released. So you’d better
have Stamina 4-5, and/or make a deal with an Abyssal Entity or other Gatekeeper to get out of there. Or
better yet, not have pissed off a Gnosis 6 member of the Secret Order of the Gate.
The number of services the entity owes you is equal to your Mind/Spirit depending on the nature of the
entity, minus it’s Rank. The entity will persist in these tasks for the next week, or until they are completed, at
which point it is drawn back through The Place Between and into the Abyss.
Pretty much Abyssal Summoning Spell, reach into Advanced Duration, and getting Favors equal to Potency.
Don’t need Sympathy or anything, because of The Place Between.
Unmake Abyssal Entity. No ability to spend Willpower, Reach into Instant Casting. Still a CoW, but when you’re
Gnosis 8, Mind 5? They’re unlikely to beat you with what is likely Rank 4, Influence 4.
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The Sisterhood of the Blessed
See the Silver Ladder Order book for all fluff.
Doctrine
Parent Path: Acanthus, Silver Ladder
Prerequisites: Fate 2, Subterfuge 2, and 2 dotes from Socialize, Empathy and Expression
Initiation: Prove your worth to the Sisterhood, both monetarily, socially, and through your
interest in achieving your goals working behind the scenes
Magic
Ruling: Fate
Yantras: Succeed on a socially graceful roll relevant to the test (+2), casting while in a position
of privilege (+1), gather information about the subject utilizing your mundane
resources (+2), gain the confidence of your subject (+2).
Oblations: Extended and careful grooming, selecting and putting on fancy dress, planning social
events, networking.
Attainments:
First Attainment Good Fortune
Pre-Requisite: Initiation
The members of the Sisterhood are blessed with perpetual luck. Throughout the course of their lives, they
are continually granted a small host of minor blessings which serve to make their lives that much easier to
live. The Sister herself at this level has almost no control over these blessings, but appreciates the assistance
they provide in living a life of comfort. The prevalence of these blessings is such that they general occur at
least once an hour, however their potency is limited to perhaps at most finding a lost $20 note.
This emulates the Reading the Outermost Eddies spell, however due to the worthlessness of its otherwise, I
am stating that in exchange for gaining two free Reach for changing Duration to Primary, as well as
Advanced Duration and one-hour Twists, it can only affect the user, and they have little control over its nature.
Furthermore it doesn’t end after the minor boon. Really this is mostly fluff, with some really minor benefits, it
shouldn’t be hampered that much.
Emulates One Mind, Two Thoughts. Helpful for a Sister having to calculate Cabal expenditure while talking
with an incredibly long-winded Councillor.
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Pre-Requisite: Fate 2
The sister has progressed sufficiently to be able to impose some control over the Blessings with which they
are endowed. Though a scene’s worth of concentration and wishing, the sister may ensure that a specific
kind of person, place or thing crosses their path within the next day. This Attainment does require some
cooperation on the part of the Sister in most cases, if she does not allow Fate to guide her steps towards the
object of her desire, the Attainment will fail. Sisters are made aware of this flaw however, and most
acknowledge this as a small price to pay for some control over their fortune.
In addition to finding comparatively rare individuals or groups, the Attainment can also grant the Sister
access to various Social Merits with a rating no greater than 2 (rising to 3 at Fate 4). These resources are
external, and dependent on the good graces of other contacted groups, and may be depended upon 2 times
(rising to 3 at Fate 4) before the mystically granted good grace leaves. The Sister may however may spend
Experiences to permanently purchase these resources, perhaps having come to rely upon them. Unless the
Sister uses up these resources, they last for a period equal to her dots in Fate on the Advanced Duration
Table.
This is Shifting the Odds, with Reach in Advanced Duration. At base, you have just enough time in the spell to
find whatever it is you need, however as the Sister progresses in Fate, they may be able to accumulate entire
webs of favors, due to the increasing duration of this Attainment. With just a scene’s worth of wishing, they
can for example get a couple of uses out of a 2 dot Mentor, which may last for days, weeks or even months
before they lose interest.
Incognito Presence, in exchange for only affecting her, requiring the activation at the start of the scene, and
only lasting for a single scene, it gets essentially Instant Casting, along with Advanced Duration.
This is the Practice of Veiling in Fate, in an application that isn’t truly referenced in the book. This spell has
two aspects. First and foremost, it renders people incapable of perceiving anything that occurs with regards
to the Sister as having been in any way influenced by Fate. In physical terms, they are not considered by
others to be “lucky” or “blessed”, and thus do not attract the jealousy that might otherwise foster,
furthermore unless they display any supreme skill it cannot be attributed to such aspects as well, to a witness
that’s just how the event occurred, there’s nothing more to it at all. In addition, this also renders all Fate
based spells or abilities on them (including Destiny and all these Attainments) as being invisible, unless a
detection spell succeeds on a Clash of Wills.
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Optional Arcanum: Mind 3
While the Sister may seem to not be lucky to all those who perceive her, she can also ensure that other
acknowledge her importance, seeing her current status as not the work of luck but as the reward for her
important status. As an Instant Action, the Sister may impart herself with special importance in the eyes of all
those who perceive her, gaining the Fate Merit with dots equal to her dots in Mind. The nature of this fame is
indistinct, and lasts for at most a day, however many Sisters will disable this Attainment as soon as it has
fulfilled its function. The nature of this fame is indistinct, and depending on her current location those
present will make assumptions accordingly
Creative Thaumaturgy, granting a Merit equal to the Mage’s dots in Mind. Should be otherwise 2-dots, so
Instant Casting, and Advanced Duration.
This is Superlative Luck, with Reach into Instant Casting, and Advanced Duration.
Hallucination, with Reach into Instant Casting. Potency is Mind dots, Duration is secondary, for 3 rounds. Best
used for short snippets of information. At this level (Gnosis 6), the Sister should really have no trouble
succeeding on an aimed attack during social situations. Especially as targets are unlikely to be able to
perceive her Attainments (without Mind sight) and thus cannot attempt to avoid it.
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Sister may endow herself with dots in Allies, Contacts, or Status equal to her dots in Mine. These benefits last
for only a week, so unless the Sister merely wants to create a short-lived network for use and disposal, she
should either devote some time each week to mystically maintaining this network, or spend Experiences in
order to formulate sufficient cooperation to work without mystical guidance.
Social Networking. With reach into Advanced Duration. In many ways inferior to the 2nd attainment, however
the important factors are that you can get 5 dots in status in an organization you create, and you can create
these things from nothing. Literally nothing. You could make a network formed of nothing but Police Chiefs
and Hobos if you wanted.
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Sphinxes
See Legacies – The Ancient for all the fluff.
Doctrine
Parent Path: Mastigos, Mysterium or Seers of the Throne
Prerequisites: Fate 2, 2 dots in Investigation and 2 dots amongst Academics, Occult and Streetwise
Initiation: Utilize an incredible obscure and seemingly meaningless “clue” provided to you by
your Mentor to uncover an important Secret or Mystery.
Magic:
Ruling: Fate
Yantras: Succeed on an Investigation test relevant to the spell (+2), spend significant Time
scrutinizing the subject’s connection to the infinite web of Fate (+2), seek the
Answer to a Question you do not fully understand (+1), immerse yourself without a
reference point in the tangle of fate (+1, +2 if this causes a negative Condition).
Oblations: Solving a puzzle without the use of Magic, translating written work, transcribing a
speech, facilitating communications.
Attainments:
First Attainment Hidden Meaning
Pre-Requisite: Initiation
The blessing of the Sphinx permits a Mage to find and decipher wisdom hidden in the mundane, as well as to
craft such enigmas themselves. With an Instant Action, the gage can study any pattern, such as cracks in the
ceiling, or the flight of a flock of birds for a hidden meaning, or study objects and individuals within visual
range for any connections between them, or the mark of Fate upon them. The mage can take no other
actions while studying the world in this way, and can ultimately detect all connections between all things
they can see, no matter how distant and remote.
Pathfinders themselves more frequently use this Attainment to hide meaning within patterns which to
Sleepers and even other Mages seem entirely random. Through use of this attainment and a Manipulation +
Investigation test, the Pathfinder may lay a hidden message between some mark he makes upon the world,
be it a graffiti tag upon a wall, an artistic sketch, a deliberately made coffee stain on a napkin, or any other
mark that could conceivably to an Awakened will hold a secret meaning. To crack this code, a Pathfinder
must succeed on an extended Intelligence + Investigation test, requiring a number of successes equal to 5
times the number obtained establishing the message, and with an interval of one hour.
This emulates a modified version of Interconnections with Reach allocated to Instant Casting. The ability to
discern connections between individuals should likely only work if the spell lasts long enough to gaze at both
of them, but that’s retarded. It’s also possibly not the best for Code-breaking or Code-making, but it’s the only
Unveiling spell in Fate, so it gets the job.
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their life. Combined with the capacity to search this vault with the Hidden Meaning spell and a Pathfinder
can discover ancient Conspiracies and frightening truths across months, years, or even decades of time.
This emulates Perfect Recall, a crazy powerful little slugger of a 1-dot spell, which gets even more batshit
insane when you can scrutinize the stain on your kindergarten teacher’s dress, and the mailman who came to
your house the day before, and realize that it’s his blood.
This emulates Serendipity, with Reach allocated to Advanced Duration and the +1-skill substitution option.
Pretty simple
Emulation of First Impressions, where you basically try and get people to go along with your crackpot
understanding devoid of any actual facts. Reach allocated to swapping Primary Factor to Potency (so it
actually does something), and Advanced Duration, so he won’t realize how crazy you are after a few seconds.
Very simple use of Exceptional Luck in a manner which means that it isn’t quite as bullshit as it can be, Reach
allocated to Instant Casting and Advanced Duration
Emulates Universal Language. Bit hard to explain, but this attainment is to language what Hidden Meaning is
to a bloody headbutt on a wall. Once again, I’m stretching the Reach rules, but honestly, it’s getting boring
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having to explain that you can keep using an Attainment over and over. Instead it’s just better to let it last
until they stop concentrating.
This spell doesn’t really fit within any existing Fate practice that I know of; however it’s basically
turboshielding. Ultimately, it would be a bit of a cop-out to give it a Clash of Wills against Fate manipulation,
given that Fate 4’s Arcanum Attainment basically already does that, so basically I just decided fuck it, you’re
cutting yourself off from being able to use Fate Magic, which is your major mojo, so fuck it, you get flat up
immunity. Enjoy.
Emulates Read the Depths with Reach allocated to Sensory Range and Instant Casting.
Simple use of Strings of Fate, with Reach for Advanced Duration, and once per day option.
Simple use of the Social Networking spell, Reach for Advanced Duration
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Tamers of Fire
See Legacies – The Ancient for all the fluff.
Doctrine
Parent Path: Obrimos
Prerequisites: Forces 2, 3 dots in Athletics, and 2 between Expression, Persuasion and Socialize
Initiation: The prospective Champion must undergo a quest designed by his mentor to prove
himself. This will not be easy, and it may seem initially impossible to do so.
Magic:
Ruling: Forces
Yantras: Succeeding on an athletics roll relevant to the spell (+2), spending significant time
physically preparing for the spell, “getting your blood pumping” (+2), verbally
encourage a compatriot to grater feats of prowess (+1), drive oneself into a state of
frenzied excitement (+1, +2 if this imposes a negative Condition).
Oblations: Starting a campfire in the middle of nowhere with but two sticks, fire-walking,
spending an entire night engaging in physical training, organizing a team sport,
running a marathon, repeatedly burning your skin with a small flame.
Attainments:
First Attainment Touch the Fire
Pre-Requisite: Initiation
Like attracts like, and a Tamer of Fire who learns his legacy’s first attainment understands how to his use
passionate, fiery nature to communicate with and command flames. With an instant action, the Champion
can make an Aimed Spell check (see pg. 115 for dice pool & range bands) to command flames to do his
bidding. This power lasts for a number of Rounds equal to the Champion’s dots in Forces, and during this
time the Champion can guide the path of existing flame, causing it to arc or stretch, burn along (or avoid) a
certain path, or take certain shapes.
Very simple Influence Fire, one reach for Instant Casting, so you’ve got to throw it. Thankfully at this stage
you likely won’t need too much potency to play with, or duration. However as you advance it’ll get better.
Also good that the Legacy requires you to have Athletics, so you actually know how to throw a spell.
So it’s one Reach over the amount you have to play with, but you don’t get an insight into how smart or
persuasive they are. I think that’s fair. It’s more in keeping with a Champion’s mentality to want to know
what’s the best and worst in someone and what they want rather than how capable they actually are of
getting it.
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Second Attainment: Tame the Fire
Pre-Requisite: Forces 2
The fire is his, and like an obedient Dog before its master, the Champion can command it to heel. Given a
scene’s worth of vigorous exercise to stoke his internal fire, the Champion can rally it against the fire without.
For a duration equal to his dots in Forces on the advanced duration table, the Champion cannot be harmed
by any terrestrial fire. Any Supernatural fire, such as that generated wholly by the Forces Arcanum, or an
attack from a Spirit must engage can only harm the Champion if its source beats him in a Clash of Wills.
This is a modified Environmental Shield spell, such that it only protects against Fire. Why you ask? Because
Forces Mages will become entirely immune to Environmental Effects at Forces 4 so there’s little point adding
that tid-bit on here when it wouldn’t work on the most egregious cases.
Emotional Urging, getting people to act emotionally by stoking internal fire. Good shit. One reach for Instant
Casting so you’ve got to touch them, likely clapping your hand on their shoulder and laughing heartily. It only
lasts for a very short while, so get them to act on it before they lose the emotional high and regret it. Totally
not mind-rape. Totally.
Possibly could have been the 2nd Attainment, but I think a persistent shield against fire is something better to
have out of the way early. Also this permits the Mage to stand back and control the blaze, rather than having
to get right up next to it. P.S. this is Control Fire, with reach for Instant Casting, and Sensory Range.
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Simple “Grant a Condition” spell turned into an Attainment. On the plus side, you can use it on Sleepers. So
yeah, good shit. Talk to your GM about Conditions, they’re great. You can use this to encourage your
Champion’s Flaws (they should have flaws, look at their Legacy section in Legacies – The Ancient). Reach
allocated to Instant Casting and Advanced Duration, primary factor is Potency, secondary Reach.
Simple modification of Thunderbolt to deal damage with fire instead of lightning. Ignition is permitted only
where sensible. Single reach allocated to Instant Casting, so you’ve got to use it as an Aimed Spell. Not sure
about permitting Fast Spells with it though, seems too good.
Psychic Domination, oh you saucy minx. I had to put you in here, if only because I couldn’t think of much else
to use. Look, it’s a douchebag spell, especially as an Attainment which has no paradox and quiescence and
hubris and yada yada yada. But you know what’s cool? Having your crazy fucking pyrokinetic mind-warrior
forcing someone to drop his damn gun through sheer BURNING force of will.
Create Energy spell, focused on the Mage, one reach allocated to Instant Casting, the area is of course himself
which I’m uncertain is legal, but I don’t care. Just watch out where you are when you use this one, you’re a
walking talking fire hazard and will likely cause some serious collateral damage. Which means its handy your
other Attainments will help you put that out.
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Optional Arcanum: Mind 5
The Fire in the Champion’s mind is brilliant now, shining out from his brow and igniting his mind with sheer
power. By spending a scene performing a Legacy Ritual, the Champion can enhance their Mind well beyond
the ken of mortal men. Many use this to become a legendary leader, propelling those who will follow him to
greater heights, or to plump the depths of the Astral for secrets long lost to man. By spending a scene and a
point of Mana, the Champion may increase a Mental or Social attribute by one dot per dot he has in the
Mind Arcanum. This enhancement will last for a Week, or until the Mage ceases it, and can enhance his
attributes beyond his Gnosis-determined maximum. Visible from Mage Sight this appears as a pure mote of
flame suspended in the air before the Champion’s head.
Ooooh yeah baby, unrestricted motherfucking Augment Mind. HELL YEAH! Boost your fucking Presence by 5,
boost your fucking Intelligence by 5, boost your fucking Wits by 5. For just the bargain price of a single point
of Mana. What’s fucking more, get it as a Rote and you can combine this Attainment with the Augment Mind
spell, and increase your Mind EVEN FUCKING FURTHER. WOOOOOOO!
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Tamers of Rivers
See Legacies – The Ancient for all the fluff.
Doctrine
Parentage: Thyrsus
Initiation: Find a mentor willing to take a student, undertake a period of purgation and
cleansing, and let go of some aspect of your former life. Then shape your soul naked,
baptized under a river and almost drowning.
Magic:
Ruling: Matter
Yantras: Succeed on an Empathy roll relevant to the spell (+2), presence of water (+1), ritually
preparing water for use in the spell (+2), a ritual cleansing (+2), let go of some thing
that defines her (+1, +2 if this creates a Condition).
Oblations: Praying or meditating near a perfectly clean spring, riverbank or stretch of seashore.
Spending time beautifying an ugly area (for example, cleaning up graffiti or painting a
mural over it, planting flowers overnight in a derelict scrub area). Mending
something that is broken and giving it to a river. Spending an hour river fishing
without bait and without catching anything. Making love with a stranger.
Attainments:
First Attainment Refresh the Waters
Pre-Requisite: Initiation
The Traveler first learns how to read the waters, and cleanse them of particulate impurities. With an Instant
Action, the Traveler can read the composition of a body of water, determining the precise elements that exist
within it. Furthermore, the Traveler can subtly manipulate water currents to move non-soluble impurities
away to any part of the body of water, working to purify the body of water through isolating contaminants.
Both Knowing and Compelling water. Balanced, because it’s only for water. And honestly of comparatively
little use otherwise.
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Drawing upon the free-flowing symbolism of water, the Traveler can render some inanimate matter as
“mundane” as water, despite its hidden worth. With a Scene-long ritual involving immersing the object
within water, the Mage can render some object beneath notice. Mundane attempts to detect it
automatically fail, and Supernatrual attempts provoke a Clash of Wills.
Pretty uh, questionable. But I thought it was decent enough given it takes a water-bestowing Scene. Also I
can’t put Shaping at this level, because that doesn’t have enough reach. Ah well. Decent enough. Just don’t
try and hide your Walkman. Instead, use it on a plastic bag or something, then hide your stuff within that.
Travelers. The ultimate drug mules. Gotta hide your magic pot from the Seers.
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Action, the Traveler can take control over the waters with a living being (of size 7 or less) she can touch for a
single scene. This allows her to create a custom Condition and apply it to the subject. This Attainment with
Withstood by Composure, and gains Potency equal to the Mage’s dots in Life.
Control Instincts, reach into Instant Casting, Advanced Duration, and changing he Primary Factor to Potency.
Honing the form, Reach into changing Primary Factor to Potency, Advanced Duration
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The Tamers of Winds
See the Legacies – The Ancient book for all fluff.
Doctrine
Parentage: Acanthus, Free Council, or Mysterium
Prerequisites: Forces 2,
Initiation: Find the Mentor who sent you an invitation, and enter a state of guided meditation
in a high, outdoors location, then “jump”.
Magic:
Ruling: Forces 2, Investigation 2, and 2 dots between Academics, Socialize and Politics
Yantras: Succeed on an Investigation test relevant to the spell (+2), the spell is cast in search
of the truth of a matter (+1), making a record of the subject for a purpose relevant
to the spell (+2), listen to the wind (+1).
Oblations: Taking apart and re-assembling a media recording or playback device. Spending an
evening developing photos or in other ways editing recorded materials for clarity of
truth. Writing down the events of the day in perfect order. Listening to a recording
of the sound of weather. Keeping a detailed journal of every event of the day.
Attainments:
First Attainment Hear the Wind
Pre-Requisite: Initiation
Voices carry on the wind, and an Aeolian has a connection to the winds that few can understand. The Mage’s
soul is highly attuned to the whispers of the wind, granting him a bonus to all auditory perception tests, and
all tests primarily based on auditory perception equal to his dots in Forces.
Modified version of Receiver, advanced duration. No requirement for a ritual, as it’s a quite specialized benefit
and doesn’t extend perception to extra-sensory capacity.
Perfect Recall, Reach into Instant Casting. EXTREMELY useful for use with Sleepers.
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allows the sound to be controlled in its direction, but also allows him to increase or decrease the volume of
this sound by a factor of up to 2, increasing to 4 at Forces 4.
This Attainment takes an Instant Action to activate, and Lasts for a number of rounds equal to the Mage’s
dots in Forces.
Control Sound, Reach into Instant Cast. Primary Factor duration, secondary factors primarily attributed to size
scale, then potency.
One Mind, Two-Thoughts, Reach into Advanced Duration, and “Instant” Reach option. Can’t be bothered to
write the ritual element. It’s easy.
This Attainment takes an Instant Action to activate, and lasts for a number of rounds equal to the Mage’s
dots in Forces. The Mage gains the ability to redirect the kinetic energy of roughly a parking lot or small
warehouse’s worth of air, becoming a large warehouse or supermarket at Forces 4. The strength of this effect
should be determined between the player and ST, however be lenient. Even in areas of light winds, all that
energy focused on a single person can send them flying.
An unwritten spell “Control Kinetic Energy”, something sorely lacking from Forces 2, probably because of how
fucking bullshit powerful it is. Also because the only way to really do it is with wind.
Telepathy, Reach into Instant Casting, and Advanced Duration. Use to talk to sleepers, I guess.
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Telekinesis, modified to not be utter shite. Fly at a speed of 3+3+Gnosis in the place of Strength + Dexterity +
Size in areas of teeny tiny wind. Or at the speed of the wind, when it actually blows. Balanced, in that it can
only be used on the Mage himself.
Breach the Vault of Memory, Reach into Instant Cast, and Advanced Duration
Control Weather, with a LOT of Reach. Instant Casting, Advanced Duration, changing Primary Factor to
Potency. Secondary Factor into Duration. Yes, summon, with an instant action, a hurricane that blows for a
week.
Social Network, Reach into Advanced Duration. Free social merits. Please abuse it. You Gnosis 8 2nd-degree
Master.
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Tellurians
See Lines of Power, for all the fluff. Yes, that’s an actual book that exists. It surprised me too.
Doctrine
Parentage: Obrimos, Mysterium
Prerequisites: Space 2, Science 2, and 2 dots between Academics, Survival and Occult
Initiation: Find and convince an existing Mapmaker to take you on as an apprentice (the Telluric
Council frowns heavily on Daimonomika, and goes to great length to recover the lost
Soul-stones of members). After learning and appreciating the core tenets of the
Tellurian philosophy, your tutor will present to you a task which you are obliged to
complete.
This task will usually take the form of some significant, but not herculean task
designed to display an aptitude and commitment to the Tellurian goals, such as
mapping all of the resonances of a particularly complicated Leyline, or all of the
tributaries of an important node.
Magic:
Ruling: Space
Yantras: Succeed on a Science roll relevant to the spell (+2), consider the telluric influences
on the flow of energies in your current position (+1), map out the current state of
the Leyline network in the location of your Willworking (+2), use drugs, meditation,
or some other means to become resonant to a ley line you are standing astride/near
(+1, +2 if this imposes a negative Condition).
Oblations: Rearranging furniture, plants or other elements of a scene to aid the flow of energy,
making maps either by hand or digitally, exploring to find new ley lines, walking
known lines and considering any deviance.
Attainments:
First Attainment Ley of the Land
Pre-Requisite: Initiation
The Tellurian ethos requires that Mapmakers understand the nature of the land, which as a result influences
the flow of energies that form Ley Lines. From initiation, Tellurians are taught to “feel” the world around
them, their senses expanding from this attunement to natural energies. Naturally, Tellurians can ‘feel’
everything which exists in ‘space’ in their immediate presence, up to a maximum of about a ‘large room’
when in a large open area. This does not include ephemeral entities, however if translated into Twilight then
Ley of the Land would detect what is ‘physical’ within that frequency. In addition to this, by focusing their
senses a Mapmaker may extend this sense of presence to a much wider area, feeling the nature of space and
presence up to sensory range.
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Kind of a version of The Outward and Inward Eye, you can feel everything ‘around’ you, and can focus to
‘look’ further with a more ‘standard’ but limited version of Outward and Inward eye.
By perceiving a Ley Line, a Mapmaker can see its direction and gain an impression as to its resonances,
however further investigation will be required in order to fully understand them. The Mapmaker can also see
what physical elements are conducive to the flow of ley energies, and which are not (but not ‘how’ to fix
them, that requires study and training).
This one’s a basket of goodies. Firstly you get a speed boost in the manner of Ground Eater, but that’s pretty
shit, so I also gave auto-attunement to Nodes and expanded it to Ley Lines for the movement aspect. But
even that’s kinda meh. So while on a Ley-Line, they get Spatial Shielding. Which can be helpful if you need to
run away from someone or hide.
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Kind of useful for ritual spells, don’t have to worry about 8-Agains. The biggest problem is you could just cast
this as a spell much of the time, so instead I made it a persistent Attainment. The cherry on the top is the
persistent Attuned Tass. The +1 Persona Yantra is kind of shit, but if you can weasel in an 8-again through its
use? That just might be worth it for those without Prime/Fate 2.
Tellurians may use this ability in one of two ways. Firstly, if they are well acquainted with a location and
proficient enough (their Space dots exceeds their Sympathetic Range Withstand), they may travel in an
instant to that location as their connection draws them instantly through the Ley-Line network. However, if
the Tellurian is not well acquainted with their destination, then they will be forced to make an extended
(Gnosis + Space) roll to navigate through the Ley-Line network, with a target number of successes selected by
the ST. In determining this, distance, the complexity of the route and possible Geomantic ‘turbulence’ should
be taken into account.
The Mapmaker may make a number of rolls in this extended test equal to their dots in Space, before their
Attainment abruptly ends, ejecting them out at the closest possible un-Warded node. The uncontrolled
nature of this ejection can be quite dire in consequence, possibly depositing the travelers within another
Mage’s Sanctum, in a deep cave, a crowded park, or any other location where a Node may be found. Given
the thematic nature of most node placements, it is possible such travel would result in being deposited in
the mouth of a volcano, on the bottom of the ocean, or in the middle of Times Square.
Good Times. If you know where you’re going, you’re cool, let your spatial connection draw you there. If you
don’t, you get to have some fun and eject yourself in a node somewhere. Tellurians get to have a lot of fun
with this Attainment.
Should there be any un-warded individuals present within the area during that time, they may be moved
within that space and deposited at any point within the area. If such individuals, or any other material within
the area is warded, this will provoke a Clash of Wills with the spell. Within the spell’s area, the Geomancer
may warp and restructure physical materials so long as the Mage’s Space/Prime dots exceed the material’s
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Durability. In this manner, Mages may be able to easily restructure earth, glass, stone, but perhaps not twice-
reinforced steel. Alternatively, a Geomancer may stretch the use of this power further, but thinner,
expanding the range to the size of a city block (or a neighborhood, at Space/Prime 5). In such cases the Mage
will only be able to affect naturally occurring materials, moving earth, rock, trees and so forth, making it
more useful for projects outside of well developed areas.
The practical uses of this spell are primarily utilized by Tellurians in order to perform massive earthworks
projects, allowing them to naturally redirect Leylines into better configurations or patterns. However it would
be amiss not to recognize less ‘constructive’ uses, and many a power Geomancer has taken out some
frustration on rival or enemy by destroying, or rendering unlivable various locations or buildings. Such uses
concern many, as such power might allow Geomancers to topple skyscrapers without risking Hubris, such is
the nature of their souls.
Essentially a funky use of Teleportation, requiring Conjunctive Prime. “Teleport” an area within itself,
rearranging everything within it. Not Instant Cast, not Advanced Duration, but instead Advanced Scale.
Added an option to switch the primary factor to Scale, instead of Potency. Can’t bring down skyscrapers, but
you can move massive amounts of naturally occurring materials at once.
To use this Attainment takes a scene’s worth of ritual focus in the location which is sought to be quarantined,
involving the in-depth comprehension and mapping of local ley lines. At most, the spell can affect up to a
large warehouse’s worth of space. At the culmination of the ritual, the Geomancer must decide whether to
include, or exclude ley-line energies from the location. Regardless of which option is taken, the quarantined
location is persistently excised from physical locality and separated from the tellurian as per the spell
Quarantine.
Should the Geomancer have decided to exclude ley-line energies, then those within the quarantined area
suffer the effect of the Blasphemy spell, sleepers gaining the Enervated condition, hallows of Potency 1-2
falling dormant and all ley-lines within the area being diverted out of it. Should the Geomancer suffuse the
area with ley line energy, then they may firstly create a Hallow of Rating 1-2 within the quarantined area. In
addition, they may spend points of Mana creating Potency 3 Eidolons within the area, sustained by the
quarantined Hallow-nexus on a 1:1 ratio.
While these quarantined areas are persistent, they are sustained by the ley line network, and should great
change be enacted to it in order to upset the configuration which the creating Geomancer structured into his
World Within, then the Attainment may begin to collapse. Geomancers are aware of this when it occurs, and
will likely take immediate steps to remedy the situation. In addition to transporting themselves to this
quarantined location via Teleportation, Geomancers may also travel to it by Riding Between, and frequently
excise the sympathetic connections of all that present within their inner worlds, so that this becomes the
sole method of entrance.
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Imagine Quarantine, with a Prime option. Either you get to make a small sanctum which sucks the souls out
of sleepers, and kills hallows, a good place to imprison someone, or hide something. Or you get to make a
wonderful paradise land that the Cwn Annwn would kill for. I guess that’s what you get for getting to Gnosis 8
as a Geology-Mage-r. Kill me.
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Threnodists
See Legacies – The Sublime for all the fluff
Doctrine
Parentage: Mastigos, Free Council
Prerequisites: Space 2, 2 dots in Investigation, and 2 dots between Academics, Crafts, and Science
Initiation: While suffering from a “derangement”, listen for the susurration of a quantum
demon, and craft your soul after a consideration of this contact.
Magic:
Ruling: Space
Yantras: Succeed on an Investigation roll relevant to the spell (+2), directly observe the
subject (+1), calibrate the influence of “quantum demons” upon the spell (+2), foster
a “deranged” perspective on the subject (+1, +2 if this imposes a Negative Condition
on the Mage).
Oblations: Scientific practices approached with a meditative and devotional mindset, thought
experiments and working out mathematical proofs as meditation, occult practices
stripped of their arcane mumbo-jumbo and redressed in clear, precise, modern,
scientific gobbledygook, yoga plus biofeedback machines, chanting mantras of
chemical names, visualization of subatomic interactions
Note on Attainments:
The Legacy-book talks about the evolution of this Legacy away from its strictly scientific origins, and
consideration of the Mind Arcana. Especially towards Forces and Matter, or even Life. If someone wants to
come up with their own Optional Arcana, it’s worth considering it.
Attainments:
First Attainment Waveform Pattern Recognition
Pre-Requisite: Initiation
No waveform can exist separate from reality, everything must be connected to something else. The first
lesson learned by any Threnodist is to read the sympathetic ties which bind together a waveform. At least,
the strongest ones. The ones that define its relationship with reality best.
As an Instant Action, the Threnodist may read a number of the strongest sympathetic connections of a
subject his touching equal to his dots in Space, including the nature of the relationship as understood by the
subject. Furthermore, if that subject is within sensory, range, the Mage immediately knows this, and where.
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Mind and Space inform and complement one another, and a Threnodist who comprehends the basic
principles of both of these Arcana can attempt to read key facts defined by the interlinking of connections in
the subject’s waveform. These can relate to the subject’s mental or emotional state, and not the specifics of
any memories. This Attainment takes an Instant Action to activate, can only be used on a subject the Mage
can touch, and the Mage can read a number of these answers equal to his dots in Mind minus the subject’s
Composure.
In effect, this permits the Mage to concentrate on a specific waveform to create a Scrying window to that
location. This effect can only be used with Sympathetic Range, and persists for a number of rounds equal to
the Mage’s space dots before it must be re-“cast”. The Potency for this spell is the secondary factor, meaning
it starts at 2, before rising to 3 at Space 3. This can make it difficult to Scry unfamiliar subjects. However wise
Threnodists collect items to borrow their waveform connections before using this Attainment.
Okay, this a LOT of unaccounted for Reach, but really, I don’t care. Scrying is stupid easy to do as a spell, and
you can’t boost this spell’s Potency.
One-Mind, Two Thought, reach into Advanced Duration, and Instant Action capacity
An Awakened application of this principle permits a Threnodist to more tightly entangle the Sympathetic
connections between a subject and another element. After a scene’s worth of concentration and calculation,
the Threnodist may increase the strength of any of his, or another present (and willing) subject’s sympathetic
connections by 2 steps (rising to 3 at Space 4). This effect lasts for a number of steps on the Advanced
Duration table equal to the Threnodist’s dots in Space.
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Web-Weaving, Reach into Advanced Duration. Given the lack of spell control with Attainments and the long
duration, it’s entirely possible for a Threnodist to maintain strong connections to anything he wants. Which
should come in handy for the 4th Attainment.
Sleep of the Just, Reach into Advanced Duration. Never sleep. Too much work.
Through a scene of calculation, the Trenodist can modify the interaction of a subject with their sympathetic
connections. This grants them an 8-again in any interactions or tests with a subject of one of their Strong
Sympathetic connections (RAW that includes Magic, use wisely). In addition, when the subject is targeted by
Sympathetic Magic, the Mage is aware and can engage in a Clash of Wills to attempt to redirect the spell to
one of the subject’s known Strong sympathetic connections.
As an Instant Action, the Threnodist can instill within another subject within Sensory Range a specific mental
pattern, taking the form of a Custom-made Condition. This effect lasts for up to a Week, and influences the
subject’s mind constantly until that time ends, or the Mage seeks to end it. Even fulfilling its primary
condition will not end it’s activity, merely suspending it for an hour before it re-applies. Some Threnodists
use to attainment to keep students awake, alert and interested, others use it to curse their enemies with
listlessness, ADHD-like symptoms, or a horrendously disturbing and uncomfortable attractions to inanimate
objects or tile patterns.
“Create Condition” custom spell, with reach into Instant Casting, Sensory Range, and Advanced Duration.
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precise ways that they actually rewrite the coordinate functions of their own bodies. From their own point of
view, they re-adjust the coordinates of the world around them.
With an Instant Action, the Threnodist can redefine the location of either himself, or an object of size 7 or
less he is touching. Instantly transporting it either to a location within his own visual range, or entangling it
with the wave-form of a representative medium in his immediate possession, accessing Sympathetic Range.
For the purposes of Sympathetic Connection, this Attainment has Potency equal to the Mage’s dots in Space.
Teleportation, with Instant Casting, and Sympathetic Range, as you already have half-sensory range.
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Thrice-Great
See Legacies – The Ancient for all the fluff.
Doctrine
Parent Path: Obrimos, Silver Ladder or Seers of the Throne
Prerequisites: Spirit 2, Prime 1, Occult 2, and 2 dots between Academics, Investigation and
Persuasion
Initiation: Display one’s knowledge of Platonist and Neoplatonist Philosophy, naked-eye
astronomy, and classical astrology before a board of three Philosophus and the
lodge’s Teletarch. Upon approval, the initiate is escorted through a Verge populated
by Synocheis of the 7 planets, to which it is Resonant, where the student and their
teacher will jointly craft their soul in a complex astrological ritual. The initiate must
also provide at least one point of Essence resonant to each 7 planets, to pay part of
the price of the Synocheis for their service.
Magic:
Ruling: Spirit
Yantras: Perform a spell in keeping with a specific celestial phenomenon (+2), Planets and
Stars are visible while casting (+1), calculate the position the planets will be at the
culmination of the spell (+2), incorporate appropriate Planetary Affinities into your
spellcasting (+1 for at least three, +2 for at least 5, +3 for the full 7 this should be
almost impossible).
Attainments:
First Attainment The Eye of Aion
Pre-Requisite: Initiation
The first gift of Aion is that of sight and tongue, to see the Spiritual essence of the world, and know it is yours
to command. As an Instant Action the Hermetic may perceive and speak freely with the Spirits dwelling in
the physical world and understand their tongue, whether roaming in twilight, slumbering or discorporate
within an object, or possessing a living being. Furthermore they can sense any Spiritual Manifestations in
their immediate presence, and conduits of the Reaching Manifestation.
Exorcist’s Eye, useful stuff. Reach for Instant Cast, keep using if you run out of duration.
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Legacy, while performing full Hermetic rights, all participants in the ritual gain a Persona Yantra of +1. If they
already have a Persona Yantra, then its bonus is increased by 1. This does not stack with the Cabal Theme
merit.
No suitable or equivalent spell. Grants a 1-dot merit which provides at base a +1 Yantra, when ritual casting,
with your Legacy. Pretty shitty unless you invest in a Shadow Name, which I would imagine many Thrice
Great are very likely to do. I think it’s suitable for a 1-dot Attainment.
Simple Ephemeral Shield, makes sense for them to have it as an attainment as they’ll likely need it almost
constantly, and they won’t want it clogging up their Spell Control.
This is basically As Above, So Below, with the Reach allocated not to instant casting or extended duration, but
the +1 Reach option. For yourself, this is basically a nice way to hunt for an Exceptional Success given a
scene’s preparation and a good Yantra. As a part of a Ritual, this is an exceptional way to push that ritual to
the absolute edge of possibility, granting an 8-Again to what is quite likely a frankly ludicrous dice pool.
When they first learn this power, many Hermetics decry its use. The difficulties in lowering the Gauntlet
where many live, in the cities and suburbs, is made little easier by the fixed nature of this Attainment, forged
when the population of the world was much smaller, and the Gauntlet not quite so obtrusive. However other
Practicus frequently advise their new brethren on how to make most use out of their Attainment. Even
amidst populous areas such as the suburbs, or the city, there are areas more devoid of people, and as such
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the Gauntlet in those areas is weaker. In fact, many mages will already gravitate to those areas to avoid
accidental Sleeper contact with their Magic.
Furthermore, it is a small effort to pack up one’s ritual gear into a car, and travel outside of the city a way to
work one’s Spiritual Magic, in a place where the Gauntlet is thin, the stars are visible, and their Magic can
flow more freely.
This is “Place of Power”, with Reach allocated to Extended Duration. Normally this would be a sucky
attainment, people see the Withstand of 5 in the city and flip their shit about how they can’t use this
attainment there. Grow the fuck up, don’t give up when you see a wall. If you care that much about
summoning a Spirit from your high-rise apartment, use a spell and suck it up. Instead spend some time
finding a place without as many people with a lower Withstand, or just travel a couple of hours to
somewhere the Gauntlet is weaker. Mages are best with prep-time, don’t make life harder on yourself than it
needs to be.
This one doesn’t really fit within Attainment rules, however it’s a key aspect of the Thrice Great’s ritual
practices, and it’s pretty fucking great. You were already casting a major ritual spell, but with this you can
cast that turbo-charged ritual with another turbo-charged ritual stapled on the end.
To use this Attainment takes a scene’s worth of rituals placating and calling upon the power of the Planetary
Courts, at which point the Mage can establish a Portal of Size 5 at a location with a Gauntlet Strength of 2 or
less. For every point which the Gauntlet Strength is below 2, the size of the Portal increases by 1. The Portal
itself will last for a significant period unless the mage decides to close it prematurely, a Month, rising to a
Year at Spirit 5.
This is a simple Reaching spell with +1s devoted to Advanced Duration and creating a Portal out of the
“Reaching”. This is less than perfect to my eyes. You will doubtless want to decrease Gauntlet strength before
attempting the use of this Attainment, otherwise it will fail to work outside of a location completely almost
completely devoid of people. However through combination with Celestial Beacon, it will be possible to use
this Attainment in a small tower or village, (or a less populous location in a City Suburb or Town).
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Instant Action, by spending a point of Mana the Mage may form a construct in a manner like that of the spell
Platonic Form, it is Size 5 or less, with a Durability of 1, and holding one Mana. For each dot she has in Prime,
the mage may:
This Attainment automatically lasts for one scene, however the Mage may increase either this duration or
the potential object’s size by 2 points (or 1 point each) on their respective Advanced Duration and normal
Scale tables. The object created is obviously Supernatural, however forged from Celestial Energy and only
maintained by a small amount of Mana at its core, it does not provoke Quiescence in Sleepers nor is it
damaged by Dissonance. Furthermore any use of such a Form for its designed purpose is never an Act of
Hubris for the Mage, in addition to the lack of an Act of Hubris for its formation.
It’s Platonic Form, I know. Not the most suitable Prime spell, but it’s pretty fair given that its an optional for a
spell about weaving the Gauntlet, and this one is about Weaving Celestial Energy with a little Mana added in.
Ah yes, about that. So honestly if you look at the RAW then Platonic Form as an Attainment can generate free
mana if you spend it while “casting” the Attainment. But I though that’s shit, so I just decided to grant “free”
not-Mana that feeds it effects, and which can’t be used for anything else.
On the downside, so long as you keep pulling that single point of Mana back out of the form before it’s used
up, you can just use the Attainment again, without having to worry about having actually spent any Mana. I
think this is fair, as Platonic Form is a stupidly Mana Hungry spell for comparatively simple effect. Plus you
have to have Gnosis 6 before you can access this Attainment, and at that stage you could be an Archmaster.
Alternatively with the Spirit’s cooperation, this Attainment can be used to grant them persistent
Manifestations which the Spirit would otherwise be unable to maintain, such as a persistent Materialization
condition which cannot be removed with Supernal Magic, but can be stripped from them at any time by the
Hermetic. A potent gift indeed.
This is normally a fairly shitty 5th dot Attainment, you can kinda detain shitty Spirits by locking them in items
as their new Fetters. Bleurgh. However that’s what Reach and fixed factors get you. THE REAL FUCKING DEAL
however, is where you use this Spell on a willing Spirit, which means it doesn’t have Withstand. Oh hey Rank
5 Spirit of Mars, I send you to WAR! And just to make it easier, here, now you’re fucking Materialized until I
don’t want you to be any more.
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I probably wouldn’t have gone with this one, but I’m trying to keep the Canon Attainments from 1e as much
as possible in as close to their original forms as possible. I mean, you wouldn’t have been likely able to
succeed at the 1e opposed test against a Spirit of any actual power anyway.
People keep telling me to use lower-dot spells for higher-dot Attainments. And in the case of Prime I generally
listen to them. The high dot stuff is just too weird to use as an Attainment, especially due to issues with reach
and how most of them needs some pretty heft Potency with a Duration Primary.
Planetary Correspondences
I’ve added this here, because a lot of people won’t want to go searching back through Legacies the Ancient
to find these things. Which is fair. You just try and come up with a spell that uses all 7 Planets for that +3
Yantra, I mean it might be possible, but I can’t be fucked.
The Sun is associated with magic of light (of course), energy, life-force, willpower, healing and augmentation
of power. No surprise, the Sun is the favorite “planet” for Obrimos mages.
The Moon is the planet of transformation, illusion and everything changeable, from the element of water to
emotions and magic itself.
Mercury is associated with thought and motion: investigation and analysis as well as literal travel and
exploration. Commerce, theft and divination also fall in this planet’s purview. Mercury’s element is Air.
Venus governs living creatures, fertility, pleasure, love, friendship and all the softer emotions that bring
people together. Venus’ element is Earth, but as the abode of life rather than solidity or stability.
Mars is the planet of raw force, sometimes creative but often destructive, the element of fire, war, violent
emotions and other disruptions. Mars also governs fever and blood. Venus seduces; Mars overwhelms.
Jupiter is associated with the element of air and weather as well as politics, laws, morals, rulership and
justice. Jupiter also governs money, religion and social power in general.
Saturn is the planet of time, age, death and restriction. Saturn’s element is Earth, offering stability and
defense as well as limitation or destruction.
Even Sleeper occultists know that gold and yellow correspond to the Sun, silver and white to the Moon,
quicksilver and gray (or mottled colors) to Mercury, copper and green to Venus, iron and red to Mars, tin and
blue to Jupiter and lead and black to Saturn. The jewels, animals, plants and other associations of each
planet are too diverse to list. Pop-occult books give detailed (and contradictory) lists of planetary
correspondences . . . but none should be trusted.
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Timori: The Feared
See Banishers for all the fluff.
Doctrine
Parent Path: Any, Banishers
Prerequisites: Prime 2, Wits 3
Initiation: Be selected by an existing Timori for your hatred of Magic users, but also your desire
to use Magic against them. You’ve also got to be a horrible fucking bastard who
wants to devour the enlightenment of others, as well as their minds, and drive them
mad sending them back into Sleep with the Abyss clawing at their mind.
Oh, you also have to like, give your Mentor a mage trussed up like a turkey or
something.
Magic:
Ruling: Prime
Yantras: Using Mana stolen from the subject’s Pattern against them (+2), pursuing a mage
while suffering from your Addiction (+1, +2 if you take the Deprived Condition),
engaging in persistent surveillance of your target who must be a mage (+2).
Oblations: Sitting in darkness while remaining completely alert without use of Magic, fasting for
a day, tracking Mages without being discovered, destroying imbued items, turning
clocks in people’s houses back several hours, performing taxidermy on a predator.
Attainments:
First Attainment The Seeking
Pre-Requisite: Initiation
Before one can take Mana, one must first find it. Timori can sense Mana sequestered away in a Mage’s
Pattern in their Peripheral Mage Sight.
Custom Attainment not represented in spells (well, kinda). Could be replicated with Supernal Vision, but that
grants other abilities I think Timori wouldn’t care about as much. So ultimately, it’s their hunger for Mana in a
Mage’s Pattern which I went for. - Italics sections explain Attainment creation
Emulates the spell Know Nature (Mind 1), Reach allocated to Sensory Range, Primary Factor is Potency,
Secondary is Duration.
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Pre-Requisite: Prime 2
Hunting other Mages is a dangerous sport, one rendered less so however if they seek to disguise themselves
as one of the ordinary Sleepers those Mages so frequently disregard. By spending a Scene preparing, the
Timori can cloak her Nimbus from all spells and supernatural abilities which would read it for a duration
equal to her Prime dots on the Advanced Duration table. Any attempt to breach this will provoke a Clash of
Wills, and any spells cast by the Timori do not cause the Immediate Nimbus to flare, unless they so desire,
which will cause this Attainment to collapse until they re-establish it.
Emulates the spell Cloak Nimbus (Prime 2), Reach is allocated to Advanced Duration, Primary Factor is
Duration, Secondary is Potency.
Emulates the spell Alter Mental Pattern (Mind 2), Reach is allocated to Advanced Duration, Primary factor is
Potency, Secondary is Duration.
Emulates the spell Dispel Magic (Prime 1), Reach is allocated to Instant Casting, and Lasting Effect, Primary
Factor is duration.
Emulates the spell Incognito Presence (Mind 2), Reach is allocated to Instant Casting, and Advanced Duration,
Primary Factor is Duration, secondary is Potency.
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The Timori weaves this Mana directly into her own Pattern, storing up to twice their maximum Mana pool in
this way. Unless used, this Mana will leak out at a rate of 1 point per day, however the Timori can spend this
mana as they require to perform certain impressive, and terrifying effects:
- The Timori may spend a single point of Mana to halt the process of Aging for one week.
- The Timori may spend a point of Mana to heal one point of bashing damage, two Mana to heal one
point of lethal damage, or give points of Mana to heal one point of aggravated damage, this may be
done reflexively, but may not exceed the mana expenditure limit imposed by Gnosis.
- The Timori (if she has reached her maximum capacity to store stolen Mana) may expend all of this
Mana at once to gain one Arcane Beat for each 5 points of mana Expended. This bypasses normal
restrictions on Mana Expenditure per turn.
Harvesting Mana in this way is highly addictive, and upon the first use of this Attainment, the Timori gains a
Persistent Addicted (Mana Stored in a Mage’s Pattern) Condition. This addiction cannot be removed or
Resolved by anything short of Archmastery.
At this stage the Timori starts to become, on the most fundamental level, a semi-crystalline being formed of
solidified Mana. This state of existence renders them incapable of being affected by any Life spell, unless its
caster is aware of this fact and includes Prime 2 as a Conjunctive Arcanum.
So basically, this is the first retarded one which I just cribbed wholesale from the original writeup. At its core,
it’s a simple +1 reach version of Channel Mana, but with the whole extra usage rules stapled on the end,
which should hopefully help balance the fact you can’t use it for any purpose other than those listed above.
- Steal a Rote from the subject and add it to their list of rotes, so long as they are capable of casting it
- Steal a dot of Occult (to their maximum normal limit as determined by Gnosis) - Steal a
number of Arcane Beats from the subject equal to the target’s Gnosis.
This one is also utterly retarded, Left-Handed as fuck, and a dream for any power gamer. Hopefully nobody
actually PERMITS a PC use/learn this, or uses this ON a PC. Because they would not be fucking happy. No
Siree. Well, they’d be happy if they could use this. But that’s retarded. You’re retarded. THIS IS RETARDED.
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- Halt the Timori’s Aging process for a single year if she succeeds on a Stamina + Occult test. The
Timori cannot use Quintessal Theft for this purpose again until the first use has worn off.
- Reduce her apparent age by up to 10 years for each success on a Resolve + Medicine test.
Any Mage drained of all their Gnosis in this manner becomes a Sleeper, regaining Integrity in the place of
Wisdom, and suffering a Breaking Point for each mystical phenomenon she witnessed during her time as a
Mage as Quiescence settles in with a fucking VENGEANCE. Needless to say, very few subjects ever survive the
process of a complete Gnosis extraction without being reduced to insane quivering wrecks.
Oh sweet fucking Jesus no. This is one of the most horrifying things I’ve ever had to write for Mage. Not only
do you eat other Mage’s enlightenment, but you flat up send them back into sleep as a certifiable madman.
And for what? Another year? To get your hot beach bod back? I just can’t. I can’t. Why did you do this to me?
So yeah, this ignores standard Withstand rules, with the single point of Reach allocated to advanced Duration.
Most Mages should honestly be able to beat a Potency of 3 on their Composure (it’s a good stat) unless
you’ve used Mind Magic to tank it, which honestly, you’ll probably want to do before you try and suck out
their enlightened goodness. But ultimately, I just decided that if you’ve fucked up so horribly that you’ve been
captured by a second-degree Master Timori, and failed to guard your own enlightenment against predation…
Son, you’re gone. No two ways about it.
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The Transhuman Engineers
See Legacies – The Sublime for all of the fluff
Doctrine
Parentage: Obrimos, Free Council or Seers of the Throne (splinter Legacy)
Initiation: Impress your mentor. That’s it. Show me what you got.
Magic:
Ruling: Forces
Yantras: Succeed on a Science test relevant to the spell (+2), use of an appropriate
technological gadget (+1), customization of a tool for the spell (+2), the spell
manipulates technology (+1), establishing a rapport with the subject over
technological advancement (+2).
Oblations: Convincing another person to try some “new” tech, hacking a system you never
hacked before, playing with a newly purchased (or stolen) “toy”, reaching a hidden
level or secret in a video game, ritually inscribing a favored tool with alchemical
symbols, writing a computer program
Attainments:
First Attainment Connection
Pre-Requisite: Initiation
With an Instant Action, the Prime Mover can “Tune In” to the information which flows freely in the world
surrounding her. This allows her to listen to and hear almost all technological communications in their
original language, even allowing her to see the information pass through optical fiber. This Attainment lasts
only for as long as the Prime Mover retains her focus.
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Transmission, reach into Instant Casting. Had to split the first attainment up, no wat to do editing with only 1
dot.
Words of Truth, slightly modified. Does not decrease Doors inherently, and ditches some of the other factors,
because honestly I’m stretching it a bit here. All we’re doing is imbuing the message with the power of truth.
It’s not forcing anything on anyone, so it’s not Withstood, but it’s a nice tidbit to add on with the Optional
Arcanum. A suitable compromise I thought for justifying a “Words of Truth”-like spell using only 1 reach.
Practice of Veiling for both Sound and Light. Justified because it’s self-only, has no secondary factors, and
lasts for only a singular scene.
Practice of Weaving to create a kind of “energy bank” within the Mage’s body that she can let energy out of.
Should possibly by 5 dots, but I feel this is balanced enough at 4. Reach into Instant Casting, and Advanced
Duraiton, primary factor is Potency.
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Channel Mana, reach into Instant Casting, and Sensory Range. Just keep sucking out their juicy mana.
Forge Purpose, Reach into Advanced Duration. Hopefully they’ll Awaken. Or perhaps just go mad.
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Uncrowned Kings
See Mage the Awakening 1e for all the fluff.
Doctrine
Parent Path: Moros
Prerequisites: 2 dots in Mind, 1 dot in Matter, 2 dots in Craft.
Initiation: Create what you would perceive before your initiation as your Magnum Opus, and
then see yourself reflected in it, realizing that your greatest achievement is yet to
come,
Magic:
Ruling: Mind
Yantras: Succeed on a Crafts roll related to the spell (+2), helping another with a difficult task
(+1), having personally crafted an item relevant to the spell (separate from any
Sacraments used) (+2), pursuing one’s craft to the detriment of the physical self (+1,
+2 if this creates and adverse condition)
Oblations: Engaging in physical labor, engaging in meaningful work (not for Attainments),
coordinating others in teamwork, practicing a hobby or craft (not for Attainments).
Attainments:
First Attainment Nigredo
Pre-Requisite: Initiation
A perfect Mind cannot be raised on uncertain grounds. As an Instant Action, the mage may recall a number
of her memories equal to her dots in Mind with perfect clarity. This includes information that she was not
consciously concentrating on at the time, but which she still experienced.
Very simple, Perfect Recall. Nice and easy, automatic activation, no need to roll anything. Not the most
powerful, but you don’t really NEED anything that powerful at the first dot, do you? Reach is to Instant
Casting.
Pierce Deception, also very useful. Not advanced duration though, so if it’s hardcore stuff, you’ll want to cast
a spell. Reach is to Instant Casting.
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Pre-Requisite: Mind 2
Understanding the self requires one to be stalwart against outside influences. So long as the mage continues
their craft, any attempt to influence their Mind by a Goetia’s Numina, Influence or Manifestations, or by any
other supernatural Mind affecting abilities must first best the mage in a Clash of Wills.
Mental Shield. I use this for a lot of my Legacies. This is not a bad thing. Reach is to Advanced Duration.
Not quite the Canon 1-dot Attainment from the first edition, but I basically took the Nigredo modification
from the 3rd dot, and put an effect as close to it as I could at the 2-dot rank.
This spell kinda fucks with reach a bit, but I think it’s balanced. First you’ve got to have performed your craft
in the last week (which is basically the scene’s worth of ritual), and then it takes an Instant Action to activate
(no real problem, there’s no way to stop an Attainment, so this is nothing but a limitation), looking at what
you made. Basically, you exchange the ability to specify which attribute you boost, and the lack of needing a
specific action, for the additional reach for exceeding Gnosis limits.
Eeeeeeeh, it’s As Above, so Below. Which ultimately at this level the Mage can already do. With the same
chance of Paradox (aka none). Soooooo I kinda added an additional +2 modifier to that Yantra’s bonus. What
it actually did in 1e. Which I think is fair. You’re a Mage about refining the self, and you’re studying an aspect
of yourself, as a Second-Degree Disciple, with Gnosis 4, and you’re still using a Tool. It’s fair.
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The mage’s Mind continues to expand. The mage may select another Mental or Social attribute which she
can enhance in a manner identical to Albedo. The mage may have both enhancements active within a scene,
if she spends two Instant Actions inspecting a physical object of her craft.
Even this shouldn’t be possible for Albedo’s effect. But fuck it, it’s limiting enough in the first place. It’s just a
mental attribute, it doesn’t help you cast spells, and Mages can easily enough boost those in the first place
without risking too much Paradox.
Very simple, very boring. Also infuriating that shit doesn’t fit within the old Magic rules.
I’m fucking sick of this, I never want to write another Prime Legacy ever again. They are the fucking worst,
unless you focus on either driving sleepers insane, destroying Magic or hitting people with Mana constructs.
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Unforgotten Scions
See the Mysterium order book for all fluff.
Doctrine
Parentage: Moros, Mysterium by demographics, however ANY Mage of ANY Path from ANY
Order can attract the attention of the Unforgotten and learn from its whispers
Initiation: In the depths of desperation and fear, heed the whispers of the Unforgotten. Follow
its instructions, and brand the mind of another with your memetic musings. In the
reflection of that scarred mind, see how the Unforgotten’s caress has sculpted your
soul into a reflection of itself.
Magic:
Ruling: Mind
Yantras: Succeed on an Expression roll relevant to the spell (+2), cast in desperate efforts to
protect your accumulated knowledge or own life (+2), cast upon a subject which
either does not acknowledge, or in an attempt to express your own genius (+1), push
your sanity and mental stability to the breaking point in pursuit of your task (+1, +2 if
this imposes a negative Condition).
Oblations: Pursuing forbidden research, convincing others of the importance of the mage’s
works and ideas, making physical records of the Dreamer’s works or forcing others
to do the same, communing with the Unforgotten and heeding its advice.
While the full range of powers available to the Unforgotten remains unknown, it can certainly maintain an
Astral presence to any sleeping or meditating Mage, through which the two may communicate in a lucid
fashion, while also concurrently experiencing all surface thoughts and comprehensive sensory input of all
Dreamers, and can telepathically communicate with all of them at will. It can also hide itself from detection
quite effectively, and automatically wins all Clashes of Wills to obfuscate its presence when performed
against lesser opponents, while also being invisible to all passive mystical attempts at detection.
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Conditions:
Imprinted
Your character has had some quantity of information forcing into their Mind, seared into your memory either
through magical or mundane means. While the Condition lasts, you cannot forget any information with
which you have been imprinted. When your thoughts stray to anything relating to that information however,
the mental strain relating to the forced focus which has been placed within your mind distracts you from
being able to appropriately interact with others. You suffer a -1 to all Social Tests, this rises to -2 if the subject
matter is directly connected to the subject and you refrain from sharing the imprinted information. These
conditions may be cumulative, with heavily imprinted individuals rendered incapable of interacting with
others, and barely capable of managing their own minds, so crammed full of information.
After exceptionally long periods of being Imprinted (months equal to Willpower), or highly strenuous
situations arising from the condition, certain mortal subjects may be required to test for a Breaking Point
against Integrity.
Resolution: The memories are mystically removed from your mind; the memories are surgically removed
from your mind; sufficient counselling is achieved to help your mind ‘write over’ the information imprinted
on it (this may take months, or years).
Merits
Whispers
Your character’s mind has ripped open, allowing tendrils of underlying primordial truths to reach into his
psyche. He can purchase the Dream Merit (see Mage: The Awakened, p. 101) even if he is not a mage, and
may attempt to gain insights through that Merit as an instant action while conscious rather than requiring
the usual hour of meditation or sleep. However, each time he accesses Dream in this accelerated manner
further erodes his sanity, requiring a character without Falling Wisdom to suffer a Breaking Point against
Understanding Wisdom, and a Sleeper to suffer an Breaking Point against Integrity, unless sufficiently inured.
Attainments:
First Attainment Indelible Intimation
Pre-Requisite: Initiation
The first trick any Dreamer learns is how to impress ideas into their own, or another’s Mind. At this level of
proficiency, this requires a scene of communication between the Dreamer and either themselves or another.
If the other individual wishes to contest this imprinting, then the Attainment will only take effect if the
Dreamer’s Mind dots exceed the subject’s Resolve.
If the Dreamer is successful, then the subject gains the Imprinted Condition, pertaining to the information
contained within them. This Condition is lasting, however at this level it can still be resolved by the subject
through sufficient mystic effort, or sleeper counselling. At this stage, the Attainment merely imprints the
information it does not maintain it, and as such, the information may be affected or removed by Magic and
Sleeper science. It does not however cause Quiescence or Dissonance, however circumstances and the
weight of time may inflict Breaking Points on Sleeper or Sleepwalker ‘subjects’.
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Mind 1 to inflict a Condition upon the subject given existing factors which will permit it. Single point of reach
into justifying the Condition lasting longer than the Attainment’s duration. You’re using your Magic like a
branding iron, the brand isn’t Magic, it can be cut out or with great effort forgotten.
Your Imprint is imbued with a resonance of Truth. This means it can be used as a great way of enforcing that
Sleepers/Sleepwalkers keep it secret, spread it around, or to assist them in its protection, given the steadfast
resolve that such knowledge of Truth may bring.
Activating this Attainment requires physical contact and takes a scene’s worth of focused probing of a
subject’s mind. To resist this Attainment requires that the subject’s Composure exceed the Mage’s Mind dots.
If the Attainment is successful, the subject gains the Whispers (•) merit, even if they are not Awakened
(though the purchase of the Dream merit will make them a Sleepwalker). If the subject is not a Mage, and
does not purchase the Dream merit, then over the next few months their sanity will slowly deteriorate
regardless of the use of the Merit, as they suffer Breaking Points as the whispers of the Astral corrode what
little remains of their stability.
However if the Mage seeks to use any Attainment or Spell against another individual so affected, it is not
Withstood. The Merit can be removed with a Patterning Mind spell, and its removal will be Lasting, the Mage
having patched the fracture in the subject’s mind which lets the whispers through.
A bit broken, but meh, so what. Firstly it just grants a Merit, secondly if you’re spending a scene with that
person you could easily have killed them. Thirdly the Merit can still be removed.
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Any Legacy Attainment which the Mage utilizes on another individual is automatically veiled against Mystical
detection, such that passive attempts at detection will automatically fail, and active attempts will provoke a
Clash of Wills.
This communication is moderately unpleasant for the recipient, and may involve a mind headache, a
pressure behind the eyes, or a small amount of bleeding from the nose, eyes or ears, however this will take
no mechanical effect except in the case of those with the most delicate, and fragile of constitutions. If the
subject wishes to resist such communication, and has not been affected by the Dreamer with An Open Mind,
then the Dreamer’s dots in Mind must exceed the subject’s Resolve.
Telepathy, Reach into Instant Casting and Sensory Range. Nuff said.
This Attainment takes a scene to activate, as the Mage pens a Grimoire in any form. The Grimoire must be
designed by them however, though the Rote itself need not be. Whenever the Grimoire is cast through, the
casting pool is Gnosis alone (Sleepwalkers count as Gnosis 1), and cannot benefit from any Yantras beyond
the Mundra tied to that Rote. The caster suffers additional Reach equal to the discrepancy between their
Arcanum rating and the required Rating for the spell, in addition to any further Reach to affect spellcasting
elements. Sleepwalkers casting spells in this manner ALWAYS suffer a Breaking Point against Integrity, and
regardless of the identity of the caster, whenever an individual casts such a spell or learns the Rote within
such a Grimoire, they must succeed in a Clash of Wills against the creator (using Gnosis + highest requisite
Arcanum for the spell) or be afflicted with the Imprinted Condition pertaining the contents of the Grimoire.
Very weird version of Grimoire, which breaks spellcasting rules, and even Sleepwalker rules. But this is a weird
Legacy attainment about communing with a Magic-sharing entity. Aaaaaaand it’ll incur a SHITLOAD of Reach.
Plus Sleepwalkers can hardly cast anything with their base dice pool of 1.
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imparted knowledge), the Dreamer may bestow upon them greater comprehension of his knowledge than
the subject had ever dreamed. This permanently increases the subject’s rating in that Mental Skill by 3 dots,
and grants them a Persistent version of the Imprinted Condition in relation to the imparted skill. This may be
done telepathically, through use of Truths Best Unknown.
Such is the depth of conviction with which the information they have been imparted however, that should
the subject ever fail a test relating to that skill, then they must immediately, and always suffer a Breaking
Point.
Enhance Skill, with a Lasting Condition stapled on the end. With a downside of driving people mad if they
don’t truly understand what the Dreamer has given them, and cannot reconcile his imprinted Ego with not
knowing anything/everything.
Such entities are solely interested in propagating themselves, and have Numina appropriate for this aim, and
appear visually to those blessed with Mind sight, in a manner identical to that of the Unforgotten itself. Such
entities show deference to the Dreamer as their creator, and while self-willed entities will usually accept
advice from him as to how to proceed in their mission, and perhaps even when to stop, or risk annihilation
and reciprocation from aggrieved Guardians of the Veil and Seers.
Summon a Goetia from the Temenos. You create the portal, through it pops. It lasts after the duration runs
out, so Reach is into summoning from the Temenos, and Advanced Duration. To give it enough time to use its
powers.
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ensuring his knowledge never fades from memory). This allows Sleepers and Sleepwalkers the capacity to
accumulate Arcane Beats, although it does not grant them the capacity to use them unless they later
Awaken. Unless the subject is willing, this Attainment will only function on this with a Resolve of 2 or less.
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Votaries of the Ordained
See the Guardians of the Veil book for all fluff.
Doctrine
Parentage: Moros, Guardian of the Veil or Seers of the Throne (splinter Legacy)
Prerequisites: Fate 2, Investigation 2, and 2 dots between Brawl, Athletics and Firearms
Initiation: Devote yourself solely to the protection of a lesser Fate, protecting it through trials
and travails until its destiny is fulfilled. Then work with your mentor to craft your soul
in the image of the devotion, and self-sacrifice you have engaged in.
Magic:
Ruling: Fate
Yantras: Succeed on an Investigation test relevant to the spell (+2), engage in physical actions
which protect your charge (+2), having suffered material harm not yet treated in the
protection of your charge (+2), disregard other pleasures or benefits in the pursuit of
your charge’s safety (+1, +2 if you suffer a Negative Condition or sacrifice a Positive
Condition as a result of this).
Oblations: Guarding an object for the sole purpose of protecting it for a short period (such as
holding a chair “for a friend”), standing stock still for a whole hour, spending some
time maintaining or improving the integrity of a protected subject (such as
reinforcing a door or building, or teaching a charge some rudimentary self-defense),
developing contingencies for potential breaches in a hypothetical subject’s security.
Attainments:
First Attainment The Eternal Watch
Pre-Requisite: Initiation
A Rook’s watch must be eternal. The devotion they hold to a specific charge grants them an innate
connection to it, and warns them at any point should they be in peril. After a ritual of devotion, the Rook
gains a persistent Intimate sympathetic bond with a specified object or individual touched by destiny, and
instantly becomes aware whenever it is placed in serious or mortal danger. This attainment lasts until the
object fulfils its destiny, or the Rook dies, it cannot be cancelled prior to either of these events occurring, nor
can it be repeating on any charge until this occurs. If any spell would seek to deceive the Rook’s watchfulness,
then this will provoke a Clash of Wills with the Rook, which they will detect.
Many younger members of the Legacy question the usefulness of this primary attainment. Surely they would
be present to protect their charge at all times? More elderly members, when they deign themselves to
answer such questions, state merely that their Watch must be eternal, and the power of their souls cannot
be vanquished. It is worth noting that this Attainment devotes a Votary to a single Destiny until it is fulfilled,
with no potential for backing out. This is intentional. Any Votary who has second thoughts about their
charge’s importance joined the wrong Legacy, or choose poorly.
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Oaths Fulfilled, with an additional benefit of an automatic Intimate Sympathetic Connection. Reach into
Advanced Duration, with an “automatically lasting” benefit in exchange for the inability to cancel it.
Locate Object, reach into Advanced Duration, and tracking outside the area, in exchange for the
aforementioned lack of control, and single-target relationship.
The nature of destiny is such that it attracts many powerful individuals who might seek to usurp it. As a result
of this, the powerful pacts that Guardians have made with Fate grant this Attainment the ability to enhance
their Spellcasting, strictly only for the aforementioned purposes. Throughout the history of the Legacy, many
immoral Rooks have taken advantage of this book, purposefully placing their charges in harm’s way in order
to reap the boons of their Legacy’s Attainment. While such actions do not vitiate the Legacy’s efficiency,
other Legacy members who hear of such actions will be far, far less than impressed. Such a violation of the
sacred, mystic trust is unbecoming of one who has devoted their lives to the protection of destiny.
Exceptional Luck, Reach into Advanced Duration, and 2 unaccounted for Reach to ensure it affects
spellcasting. This is balanced however as it is strongly limited to apply only for a relatively short period, can
only be utilized in relation to the protection or
Furthermore, for the duration of the Attainment, the Mage can spend an Instant Action to gain access to his
charge’s Sympathetic Connections for the remainder of the scene.
Scrying, Instant Casting, and Sensory/Sympathyic. The Mage’s devotion is the Yantra. Not really how it works,
but fuck it. It only works on a specific target, so that balances out the Sensory/Sympathy to my eyes.
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The Votary’s protection of his ward is such that he can exercise his powers to smooth out the process of their
Fate, to ensure the least troublesome progress towards its ultimate destiny. The Mage’s ward is protected
against all supernatural attempts to manipulate their fate, including the works of Changelings, the Gentry,
other Mages, or even the arcane machinations of the God-Machine. All passive manipulations are
automatically overcome, however direct manipulations will provoke a Clash of Wills with the Rook, with the
full benefits for an Indefinite duration ability.
Furthermore, at this level of proficiency, the Mage’s own construction of Imagos automatically adapts to
protect his charge. Unless he specifically attempts to do so, the Mage’s spells and attainments will
automatically exclude their charge as a subject or individual affected by their spellcasting. Fireballs will flare
around them, mind affecting spells exclude them from their purview. However spells which affect the subject
as a side effect of manipulating some other factor, will still operate, so be careful with Gravity Manipulation.
Warding Gesture, with reach into Advanced Duration and the +2 AoE protection. Balanced because you can
ONLY use it on your charge. Plus this is the 3rd attainment.
Chaos Mastery, Instant Action, ‘thrown’ into the area around you. Potency is 1. But that’s enough for a single
action Attainment.
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True Masters of the Legacy are granted a luxury that many of their less initiated brethren have occasionally
dreamed of. The opportunity to see Destiny fulfilled at their own pace. As an Instant Action, the Mage may
instill within his charge a blessing such that his destiny is empowered and strengthened. One per day until
this Destiny is resolved, the subject will be granted an opportunity to progress towards the fulfilment of their
destiny. A man destined to beget a great leader will encounter his destined partner, a firearm destined to slay
a tyrannical despot will find its way closer and closer to its target, and so forth.
Such an action is not taken lightly, for such actions upset the grand scheme of destiny, hurrying the subject to
their eventual fate. Fate is rarely so kind as to continue to bless an individual after their purpose is fulfilled.
Regardless, those Votaries who have progressed to his highest level of initiation find themselves in an
opportune position to strengthen the grand scheme of Fate by granting fewer and fewer opportunities for
those who would seek to usurp it to eventually succeed.
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Walkers in Mists
See Mage the Awakening 1e Core for some of the fluff, and 2e Core for the rest. As well as several other
books.
Doctrine
Parentage: Acanthus, Mysterium or Silver Ladder
Prerequisites: Space 2, Life 1, 2 dots in Survival, and 2 dots between Athletics, Investigation, and
Occult
Initiation: Receive a clue from your Tutor pointing you in the direction of a naturally occurring
Iris to the Realm of Unknown Destiny, and succeed in navigating your way there
without use of Magic or the assistance of others. Having met your Tutor in the
realm, and surrounded by the dense fog of destiny, craft your soul.
Magic:
Ruling: Space 2
Yantras: Succeeding on a Survival roll relevant to the spell (+2), verbally ponder a question
about the future of the subject (+1), perform an involved ritual to predict the future
of the subject through purely mundane means (+2), enter an altered state of
consciousness bringing you closer to nature (+1, +2 if this imposes a negative
Condition).
Oblations: Trailblazing, orienteering, playing a game of chance in which failure costs something
substantial, sacred gardening, ceremony performed in ancient ruins
Attainments:
First Attainment Feel the Mists
Pre-Requisite: Initiation
From initiation, Druids of the Walkers in Mists learn how to feel the presence of the Mists around them, the
supernature that determines the implicit structure of the nature world. While at greater levels of initiation
this will grant the Druid more significant powers, it firstly permits them the capacity to ‘feel’ the very
structure of the world around them. In places where nature has grown strong, such as in the wilderness,
rural areas or even some particularly lush parks, this grants them a full perception of everyone and
everything around them, ignoring boundaries up unto the end of their sensory range.
In less natural locations, the influence of the Mists can still be felt, as the workings of man cannot extinguish
the very nature of Time, Destiny and Reality fully. In such locations, Druids can only feel ‘emplaced’ items and
objects such as buildings, hills, and other more persistent objects, like long-abandoned cars.
The Outward and Inward Eye, Persistent duration. Only works ‘properly’ in nature, outside of that you can
still feel what time and destiny has managed to orchestrate, but not so much much more the transient world
of man and his creations.
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Optional Arcanum: Time 1
With a proper understanding of the temporal nature of the Mists, the Druid can through practice and
awareness, learn how to act best to take advantage of their perception of supernature. At any time, the
Druid may spend a turn preparing, losing their Defense in order to decrease a negative penalty to a mundane
Instant Action in the subsequent turn by 1 (2 at Time 2-3, and 3 at Time 4-5).
It’s Perfect Timing, with persistent duration. Secondary factors are weak, initially. I considered making it work
for Magic as well, but that’s a bit much for a 1-dot Attainment.
It’s Scrying, big whoop. On the plus side, your Scrying Window cannot be dispelled. So that’s good.
Postcognition. Handy, really. But really kind of bad if you’re not Strongly connected, and the subject doesn’t
have Strong temporal sympathy.
Once activated, the Mage and everything she desires within a short distance (equivalent to a small room, or
a large room at Space 4+) is pulled into a bubble of mists, an area of looped space separated from reality by
the manifested power of the Mists. Those with the ability to perceive the true nature of Space can peer
through the bubble, similarly those with the ability to warp or manipulate space may also do so through the
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bubble. In either case however, the individual must succeed in a Clash of Will against the Druid. Upon
activation, the Haven lasts for a number of rounds equal to the Mage’s dots in the Space Arcanum, this can
be refreshed by the Druid at any point during the time through spending an Instant Action.
A weird combination of Ban and Ward, that can only be done with nature nearby. Duration is rounds equal to
Space Arcanum, and secondary factors are into area of effect. Instant Cast, no other reach. Presence of
nature somewhat offsets the ‘Ward’ which is pretty simple.
Two spells, Divination, and Constant Presence. Very simple. Divination is so simple at this point, that there’s
really no point not adding it, it just saves a lot of rolls.
Co-Location Portal, only to the Mists, Instant Cast, Advanced duration but capped at a scene, visible, and
physical, blah blah blah, lots of reach. But balanced.
Given you’re already in an emanation realm you could normally cast this fine, but I just added an option to
perform it Sympathetically without casting it sympathetically.
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Large Room’s worth of space, the Mists descend, and the combined area is treated as existing within the
Emanation Realm, while still existing within the full and complete Fallen. This results in all the normal
benefits of the spell, but may also accidentally bring with it Supernal Entities who were within the Mists at
the time of their calling.
Within such a space, if the Mage so desires, time progresses differently to that outside of it, for the duration
of a scene within the Mists, time external to its area does not proceed, and any individual who exists the
mists finds themselves similarly frozen until the Attainment comes to an end.
Summon an Emanation Realm into the Fallen, which may or may not also be a Temporal Bubble.
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The Whipping Boys
See the Tome of the Watchtowers book for all fluff.
Doctrine
Parentage: Obrimos, Adamantine Arrow
Prerequisites: Life 2, Mind 1, Athletics 2, and 2 dots between Brawl, Weaponry and Socialize
Initiation: Hunt down a Tutor, and convince him to allow you to join the Legacy. This invariably
involves becoming a close personal friend or lover, the existence of some chemistry
between the pair is essential for the crafting of the aspirant’s soul. Furthermore,
given the nature of the initiation ritual, the tutor must be absolutely certain that the
applicant truly desires initiation.
In a hours-long session of sensory overload including both pleasure and pain (though
never actual sex), the tutor attempts to bring the aspirant to the perfect state
required for soul-crafting. Unless the applicant’s life is in serious jeopardy (which
may be difficult, given the Legacy’s proficiency in the Life Arcanum), the session does
not end until the subject reaches Enlightenment, carving their soul in the place
beyond pain.
Magic:
Ruling: Life
Yantras: Succeed on a taxing roll involving physical exertion (usually involving the Athletics
skill) relevant to the spell (+2), cast while experiencing physical pain (+1), undertake a
session prior to casting (+1, +2 if this imposes a Negative Condition).
Oblations: Performing or undergoing a Session for no purpose other than as an Oblation,
wrestling, sex, meditation, cleaning and preparing tools for a Session, fighting
(sparring or an actual brawl), sensory deprivation, servitude (being at another’s beck
and call for the length of the oblation).
Attainments:
First Attainment Pain is Awareness
Pre-Requisite: Initiation
Ecstatics are well known for their extensive participation in the S&M and LGBTI+ community, following in
their founder’s footsteps. It also doesn’t help that the deeply personal initiation doesn’t lend itself well to
the induction of less understanding or even intolerant members. One of the first benefits offered by the
Legacy is the focusing of sensations beyond what most Sleepers would consider normal. By undertaking a
session with another subject for a scene, the Ecstatic may find their sense expanded, granting them a depth
of experience that would mentally scar a less experienced individual.
So long as an Ecstatic regularly maintains at least weekly sessions, they gain a bonus to all Perception rolls
equal to their dots in Life.
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Heightened Senses, Reach into Advanced Duration, and changing Primary Spell Factor. Self-only however, and
the ‘ritual’ involves at least one other person, and you know, gear. So it’s not quite so easy as just sitting
down and focusing for an hour.
This was a non-Attainment ability in the original version. Well, it was boost to the activation roll, but since the
2e version doesn’t offer a roll, I thought I’d just offer a few more questions.
As a reflexive action after taking damage, the Mage may spend a point of Mana to gain a potent positive
Condition. This Condition should be determined between the Mage and ST, and must relate to their
immediate situation, and its resolution, such as granting a boost to attempts to physically attack the
aggressor, or perhaps flee the situation if grossly outmatched. This condition lasts until the end of the scene,
unless expended, and in terms of severity, should grant a boon proportional to the Mage’s dots in the Life
Arcanum.
Life 2 creative thaumaturgy to generate a condition, reach is a bit screwy, but this is my best attempt to try
and find the 1-dot Attainment into the 2e system with its focus on Conditions.
Prime 2 to extend this Condition into spellcasting, but limited to the Life Arcanum.
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application of one Physical Skill for the remainder of the scene. If at any point the Mage would make use of
that skill, then they gain the rote quality for a number of uses of that skill equal to their Life dots.
Life 3, to use muscle memory and enhancement to grant the Rote quality to a few uses of a specified skill.
As Above, So Below, turned into a 9-again. Turned into reflexive action, and scene duration, in exchange to
limited application (upon taking damage), and limitation to only Physical skills, rather than the bevvy of
Yantras it could otherwise be used for. Very useful in the action-economy of combat however.
In practical effects, this allows the Ecstatic to enhance their Strength, Dexterity or Stamina by an amount
equal to their Life dots for the remainder of the scene (or into the next scene, if performed immediately prior
to a scene change). This enhancement cannot take their physical attributes above their Gnosis-derived
maximum.
Life 3 Honing the Form, Reach into Advanced Duration, and kinda-Instant Activation, or Reflexive. However
remember the conditional activation trigger balances the reflexive nature. It’s honestly pretty hard for such a
powerful Mage to take damage without them being in deep shit.
Mind 4’s Psychic Projection, reach into Advanced Duration. You can even use it on Sleepers, and it’s impossible
to dispel.
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Fifth Attainment: Pain is a Beginning
Pre-Requisite: Life 5
Whipping Boys of sufficient enlightenment have learned how to separate physical pain from the physicality of
injury. Feeling all of the sensations of pain, without any of the lasting wounds, if they so desire. Whenever a
Whipping Boy would suffer physical harm of any kind (bar resistant wounds), they may Reflexively spend a
point of Mana to heal themselves for up to 10 levels of damage of any kind, their flesh knitting back together
the moment it separates. Such is the power of this that it may save the Whipping Boy from damage which
would instantly kill them, accommodating for even harm which would fill all of their boxes with aggravated
damage, and leave them quite dead.
Mend, Reach into Aggravated healing, and Reflexive Casting. Only works on self though, plus it’s the fifth
Attainment.
Create Truth, makes a Session a way to generate mana without limit. So I thought I’d add a bit of a downside,
unlike the Eyes of Ain Soph.
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