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[2e] Spell spoiler compilation

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  • [2e] Spell spoiler compilation

    You know what would be useful? A place where all the spoilered spells go together and don't have to be digged for in blog and forum posts.
    Death

    Quicken Ghost (Death •••)

    Practice: Perfecting
    Primary Spell Factor: Potency
    Cost: One Mana (Optional)
    Rote Skill: Persuasion, Socialize, Medicine
    The mage bolsters a ghost, making low Ranked ghosts more powerful and aware than they once were. Each level of potency raises one of the ghost’s three Attributes by one, but may not exceed its Rank maximum. Potency not used on Attributes heals any damage to the ghost’s Corpus at a rate of one point per level.
    +1 Reach The mage may spend 1 Mana to increase the ghost’s Rank by 1 for the spell’s Duration, increasing its maximum Attribute levels and Essence pool, as well as granting it one new Numen or Manifestation.
    Last edited by Tambov; 06-30-2015, 12:19 PM.


    Simurgh, Mysterium Thyrsus in Mountains of Shadow (IC|OOC)

  • #2
    Fate

    Oaths Fulfilled (Fate •)
    Practice: Knowing
    Primary Factor: Duration
    Suggested Rote Skills: Occult, Politics, Subterfuge
    In folktales, witches always seem to know when their subjects fulfill (or violate) the terms of an agreement. This spell notifies the mage when a specified fate befalls its subject — whether the subject is the victim or the actor. This triggering event must be something the mage could perceive if he were present (e.g. the subject suffers an injury, goes to the restroom, breaks her word, speaks the mage’s name, etc.).
    +1 Reach: The mage receives a brief vision of the subject when the oath is fulfilled.
    +1 Reach: The mage can track the subject until the spell’s Duration elapses. This doesn’t provide knowledge of the subject’s location, only of a path to the subject that is sure and swift.
    +2 Reach: The trigger event may be something the mage could only perceive using Mage Sight.

    Lucky Number (Fate ••)
    Practice: Ruling
    Primary Spell Factor: Duration
    Suggested Rote Skills: Investigation, Larceny, Science
    The probability of correctly guessing a phone number, a password, or lock combination on the first try is minute but not impossible. This spell allows the mage to do just that simply by entering data into an appropriate device (a password field, a telephone, a safe combination, etc.). In addition to any story benefits, the mage gains the Informed Condition on next relevant roll that benefits from knowledge gained through this spell.
    This spell uses the input device as its subject, and the mage concentrates on what she is attempting to accomplish. It does not require Sympathy even for applications such as guessing the phone number for a particular person; the magic applies to the probabilities of random input, rather than locating a target. Although it will call the nearest available phone to the person the mage is trying to reach, the spell doesn’t tell the caster where that phone is.


    Grave Misfortune (Fate •••)
    Practice: Fraying
    Primary Factor: Potency
    Withstand: Composure
    Suggested Rote Skills: Intimidation, Occult, Weaponry
    This spell attracts misfortune to the subject or makes an already injurious situation considerably worse.
    The next time the subject suffers at least one health level of damage during this spell’s Duration, increase the damage he suffers by the spell’s Potency. A glancing blow instead crushes a bone, for example. The damage type is the same as that of the original source of harm. This affects a maximum number of attacks equal to Potency during the spell’s Duration.

    Shared Fate (Fate •••)
    Practice: Weaving
    Primary Factor: Potency
    Withstand: Composure
    Suggested Rote Skills: Medicine, Persuasion, Politics
    Fate is an instrument of both justice and punishment. This spell braids the fates of two subjects together. Whatever befalls one subject affects the other.
    Whenever one subject suffers damage, a Tilt, or an unwanted Condition, any others suffer it as well. If the number of subjects spell factor is not increased when casting this spell the mage herself is treated as one.
    +1 Reach: The link instead only works one way for one of the subjects — such that the subject suffers harm inflicted on the others but not the reverse.
    +2 Reach: The subject is not linked to the mage or any other specific subject. Instead, she suffers any damage, Tilt, or unwanted Condition she inflicts, regardless of whom she harms.



    Last edited by Tambov; 07-13-2015, 07:55 AM.


    Simurgh, Mysterium Thyrsus in Mountains of Shadow (IC|OOC)

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    • #3
      Forces


      Zoom In (Forces ••)

      Practice: Ruling
      Primary Spell Factor: Potency
      Rote Skills: Investigation, Science
      The mage focuses light entering her subject’s senses, greatly magnifying vision. Without an Unveiling spell like “Nightvision” (p.XX), the spell can only affect visible wavelengths. For example, a mage using this spell on herself could look closely at a bird circling high above, or zoom in to great detail to examine a layer of dust on an object, but she couldn’t see things that would only appear under a blacklight.
      If a character magnifies vision to focus on small-scale occurrences, the Storyteller may call for Intelligence + Science rolls to make sense of what she’s seeing. In the basic spell, every level of Potency doubles the distance the mage can see clearly before suffering penalties, although atmospheric conditions can still cloud her view, and adds to her Wits for purposes of rolls to notice small details.
      +1 Reach: The subject can see clearly for a mile per level of Potency
      +1 Reach: The subject can clearly discern dust-sized particles
      Exceptional Success: The subject no longer suffers dice penalties to vision-based rolls from environmental affects, or can see microscopic particles, even the molecular bonds within substances.
      Last edited by Tambov; 06-30-2015, 12:20 PM.


      Simurgh, Mysterium Thyrsus in Mountains of Shadow (IC|OOC)

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      • #4
        Life


        Mutable Mask (Life ••)

        Practice: Veiling
        Primary Spell Factor: Duration
        Suggested Rote Skills: Medicine, Stealth, Subterfuge
        A Life Apprentice can use Veiling magics to alter her own features, albeit only cosmetically and temporarily. She can change the pigment in her skin, phenotypical features, hair color and texture, add or subtract some fat deposits or change the sound of her voice. Distinguishing features like scars and moles can be added or removed. Even at its most extreme, the changes wrought by this spell still leave the mage somewhat resembling her original form. If someone was to compare her masked and regular appearances side by side, they might notice an almost familial resemblance (even if the two are of obviously different races), but the changes are enough to fool facial recognition devices, sketch artists or even change her scent enough to throw off tracking animals. She cannot mimic specific people with the basic spell.
        +1 Reach: The caster may change her gender with this spell.
        +2 Reach: The mage can duplicate the appearance of a specific person, including scars and fingerprints.

        Mending (Life ••)
        Practice: Ruling (Although I still personally think it should be perfecting potent/instant regeneration has always been perfecting) (Yeah, perfecting sounds right. Ruling should be bolstering regeneration rate.)
        Primary Factor: Potency (Healing)
        Rote Skills: Medicine, ???, ???,

        For each rank of potency Touched target Heals 2Bashing or 1Lethal damage from target.

        Reach: +1 Full restore, Target heals without scarring or disfigurement
        Last edited by Tambov; 06-30-2015, 12:21 PM.


        Simurgh, Mysterium Thyrsus in Mountains of Shadow (IC|OOC)

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        • #5
          Matter

          Lodestone (Matter •)

          Practice: Compelling
          Primary Spell Factor: Scale (Area)
          Suggested Rote Skills: Crafts, Larceny, Science
          The mage chooses a substance or type of object. As long as the spell remains active, those objects within the spell’s Area are drawn to the mage: dropped coins bounce toward her, water flows in her direction as long as she’s standing downstream, and so on. Unless the object is capable of moving under its own power, this spell can only nudge the object when an external force is imparted on it: a ball might roll across the floor, but a heavy book won’t fly off a table into the mage’s hand. (It might, however, tip and fall off a shelf if it was precariously balanced to begin with.)
          Alternately, the mage can repel objects from her in the same fashion. This spell isn’t strong enough to deflect a weapon swung or fired with intent to harm, but it can certainly keep the mage dry in a rainstorm or keep a cloud of tear gas at bay.

          Alchemist’s Touch (Matter ••)

          Practice: Shielding
          Primary Factor: Potency
          Suggested Rote Skills: Crafts, Survival, Persuasion
          Draped in the leaden shrouds of Stygia, the mage may handle even the most dangerous of substances without fear. When the spell is cast, she chooses a particular form of matter: she is largely immune to its deleterious effects. The material cannot inflict bashing damage on her at all, and she reduces the damage from lethal sources of harm by the spell’s Potency.
          This spell only protects the mage from harm that comes due to an intrinsic property of the material. The damage from a gun or a sword, for example, comes from the force behind the impact and thus isn’t reduced by this spell. However, a mage under the protection of this spell can walk across molten lava or through a cloud of chlorine gas with no ill effects.
          +1 Reach: The mage chooses an additional form of matter to be protected from.
          +2 Reach: The mage is immune to bashing and lethal damage from the material, and reduces any aggravated damage by the spell’s Potency.
          Last edited by Tambov; 06-30-2015, 12:21 PM.


          Simurgh, Mysterium Thyrsus in Mountains of Shadow (IC|OOC)

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          • #6
            Mind




            Terrorize (Mind ••••)
            Practice: Unraveling
            Primary Spell Factor: Duration
            Suggested Rote Skills: Intimidation, Expression, Medicine
            The mage’s generates an overwhelming sense of fear and dread in her victim, draining his strength and will to live. The victim may resist this spell’s effect with his Resolve. The victim suffers from the Insensate Tilt for the duration of the spell, or until resolved by being attacked.
            + 1 Reach The mage inflicts the Broken Condition instead.
            Last edited by Tambov; 07-02-2015, 11:34 AM.


            Simurgh, Mysterium Thyrsus in Mountains of Shadow (IC|OOC)

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            • #7
              Prime


              Words of Truth (Prime •• )

              Practice: Ruling
              Primary Spell Factor: Scale (Targets)
              Rote Skills: Expression, Intimidation. Persuasion
              The mage speaks with tongues of fire, and the world listens. So long as the words the mage speaks are objectively true and the mage herself believes them whole-heartedly, all subjects of this spell can hear and understand her clearly, regardless of distance, noise, or language barriers. Moreover, all subjects know, on a soul-deep level, that what the mage says is true. This doesn’t necessarily compel them to act on that information, but ignoring or refuting this Supernal truth may be grounds for a Breaking Point. In a Social Maneuvering action, this spell may remove one door or improve reaction level by one step per level of Potency.
              +1 Reach: The mage’s words don’t merely ring with truth, but call to action. If a subject goes along with what the mage said, they gain the Inspired Condition. If they ignore it, they gain the Guilty Condition.

              Platonic Form (Prime •••)

              Practice: Perfecting
              Primary Factor: Potency
              Rote Skills: Academics, Crafts, Expression
              Cost: At least one Mana

              The mage may channel Mana into a physical form, creating a piece of Tass that represents an idealized Supernal form. The object created must be a simple object or tool no greater than Size 5 (swords and gemstones are allowable, guns and cars are not). It has a default Durability of 1 and consists of 1 Mana. Potency may be allocated to the following effects:

              • Increase Durability by 1
              • Increase Mana capacity by 1
              • If the object can be used as a tool, add +1 equipment bonus. Each action using the Tass, however, uses up 1 point of its Mana as the profane matter of the Fallen World corrupts the purity of the Form.
              The mage must spend Mana to create the Tass. If all Mana is withdrawn from the Tass, it crumbles to nothing. When the spell’s duration runs out, the Mana sublimates back into the world.

              +1 Reach: If the object is a tool, it is a perfected ideal of that tool. It grants 8-again.


              Apocalypse (Prime ••••)

              Practice: Patterning
              Primary Factor: Duration
              Rote Skills: Occult, Persuasion, Socialize
              Cost: One Mana per extra Arcanum (optional)
              The subject of this spell has the scales of the Lie removed from their eyes. Anyone subject to the spell, mage, Sleeper, or other supernatural being, gains Mage Sight attuned to the Aether in the manner of an Obrimos. Along with this gift comes temporary immunity to Quiescence and an instinctive knowledge of how to use Mage Sight. It does not, however, prepare the subject for how to interpret the visions received under Mage Sight, and the uninitiated are likely to suffer Breaking Points from the trauma of the Sight.
              Add any other Arcanum *: As with her own Attainments, the mage may add her other Arcana into the Mage Sight granted by the spell, which costs one Mana per Arcanum.
              Last edited by Tambov; 08-07-2015, 03:01 PM.


              Simurgh, Mysterium Thyrsus in Mountains of Shadow (IC|OOC)

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              • #8
                Space



                Break Boundary (Space ••)
                Practice: Ruling
                Primary Factor: Potency
                Suggested Rote Skills: Athletics, Larceny, Persuasion
                To restrain a willworker is to try to ensnare someone in a lie they do not believe. This spell allows the mage to bypass a single obstacle per level of Potency restricting her subject's movement: a locked door, a pair of handcuffs, a barred window, etc. The mage “blinks” through the door, or her hands seem to pass right through the handcuffs, or similar effects.

                This spell can only bypass a physical obstacle obstructing an actual path. The mage can, for example, slip through a roaring fire that blocks the road ahead or across a chasm too wide to jump, but cannot blink through a solid wall. If cast on an inanimate object, the mage or an ally must still carry or push the subject through the obstacle.

                EDIT to add the Reach effects
                +1 Reach: The spell allows subjects to fit through narrow or restrictive pathways they would not otherwise pass through, even if the path were not obstructed. For example, casting this spell on a car would allow the mage to drive it inside a house even though it would not fit through the door.
                +2 Reach: subjects pass through obstructions even if they are unable to move, appearing on the other side.

                Veil Sympathy (Space ••)
                Practice: Veiling
                Primary Factor: Duration
                Suggested Rote Skills: Politics, Subterfuge, Survival
                A magician’s sympathetic connections allow her to reach out beyond herself, but they are also an avenue by which her enemies can attack her. This spell conceals one of the target’s sympathetic links, chosen by the mage from those she is aware of. Any attempt to uncover the link, or to use the target as a Sympathetic Yantra, provokes a Clash of Wills.
                +1 Reach: Rather than suppressing a sympathetic connection, the mage may instead make the target appear to have a sympathetic link to someone or something else instead. Attempts to detect the link provoke a Clash of Wills to see through the deception, but attempts to use the target as a Sympathetic Yantra automatically fail.
                +2 Reach: The mage may suppress all the target’s sympathetic links. This effect applies in both directions; that is, if the mage casts it on herself, she cannot be used as a Sympathetic Yantra, nor can any Sympathetic Yantra target her, without a Clash of Wills.

                Ward (Space ••)
                Practice: Shielding
                Primary Factor: Potency

                Suggested Rote Skills: Athletics, Subterfuge, Weaponry
                Space is mutable, until a magician wills otherwise. This spell locks an area down, preventing the space within from being manipulated. The Ward protects against one attempt to cast a Space spell (or similar non-Supernal magic) on a subject within the warded area per point of Potency, provoking a Clash of Wills. The mage is aware when one of her wards is attacked.

                +2 Reach: An attempted spell only counts against the Ward’s Potency if its caster wins the Clash of Wills.

                Ban (Space •••)
                Practice: Weaving
                Primary Factor: Duration
                Suggested Rote Skills: Intimidation, Science, Stealth
                In the quest for self-knowledge, it is sometimes useful to cut oneself off from the outer world so that one can understand that the world is contained within. By means of this spell, the mage inverts an area of space, such that nothing inside the space can get out and nothing inside the space can get in. Try to step in and you find yourself on the far side, carried in a single step. Try to get out and you’re just stepping right back in again. Magic that manipulates space, like a teleportation power or the ability to step from one world to another, provokes a Clash of Wills to allow someone trapped by the Ban.
                Even light and air can’t pass though: from the outside the space appears featureless black. From inside, it’s an island of light in a vast sea of darkness.

                Add Any Arcanum ••: Either exclude one or more phenomena under the Arcanum’s purview from the spell (for example, to let air or light through) or create a Ban that only prohibits phenomena under that Arcanum’s purview.

                Alter Direction (Space ••••)
                Practice: Patterning
                Primary Factor: Duration
                Suggested Rote Skills: Academics, Firearms, Persuasion

                “Direction” is nothing more than a vector between two points. With this spell, the mage overwrites that concept, letting her define her path as anything she desires.
                When cast on an area, this spell allows her to change a number of absolute directions (e.g. north, south, up, down) equal to the spell’s Potency. She might redefine “down” as “up,” causing anything not rooted to the ground to fall into the sky, or redefine “north” as “south by southwest,” causing compasses to point the wrong way. Objects entering the area at speed find their direction of travel and momentum abruptly altered, which may require a Dexterity + Athletics or Drive roll to maintain control. This change isn't necessarily reciprocal; if the mage decrees that north is south, that doesn't mean that south is north—rather, it is impossible for anyone in the area to go north.

                Alternately, the mage may cast this spell on a specific target and change a direction relative to that target. She might redefine her own personal “down” as “the direction my feet are pointing,” allowing her to walk on walls or ceilings, or redefine “forward” as “toward the person holding the gun” before someone shoots her.

                +1 Reach: The mage can redefine directions as curves, loops, or other shapes beyond a simple straight line. This might allow her to cause anyone walking straight ahead to move in an endless circle, or trace a “straight” path for her bullets that weaves around obstacles and friendlies. Apply the spell’s Potency as a bonus or penalty to relevant actions.
                Last edited by Tambov; 08-07-2015, 03:04 PM.


                Simurgh, Mysterium Thyrsus in Mountains of Shadow (IC|OOC)

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                • #9
                  Spirit

                  Opener of the Way (Spirit ••)

                  Practice: Ruling
                  Primary Factor: Duration
                  Suggested Rote Skills: Athletics, Computers, Socialize
                  The shaman is not only intercessor, but also gatekeeper. This spell allows the mage to shift the Resonant Condition to the Open Condition, or vice versa.

                  Shape Spirit (Spirit ••••)

                  Practice: Patterning
                  Primary Factor: Potency
                  Suggested Rote Skills: Crafts, Medicine, Persuasion
                  When no tool is ready to hand, the shaman shapes one from what is available. This spell allows the mage to reshape a spirit’s fundamental nature. She may invoke a number of the following effects equal to the spell’s Potency:
                  • Change the spirit’s fundamental nature; for example, making a mouse spirit into a spirit of bad luck and mischief.
                  • Redistribute the spirit’s Attribute dots.
                  • Redefine and redistribute the spirit’s Influences.
                  • Add, remove, or replace one Manifestation.
                  • Add, remove, or replace one Numen.
                  • Rewrite the spirit’s Ban and Bane.
                  She can also alter the spirit’s size, shape, and appearance as she sees fit, within the limits of the spell’s Target Size Factor. The spirit’s new Traits must stay within its Rank-derived maximums.
                  Last edited by Tambov; 06-30-2015, 12:24 PM.


                  Simurgh, Mysterium Thyrsus in Mountains of Shadow (IC|OOC)

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                  • #10
                    Time

                    Veil of Moments (Time ••)
                    Practice: Shielding
                    Primary Spell Factor: Duration
                    Suggested Rote Skills: Investigation, Subterfuge
                    The mage can ward off the deleterious effects of advancing time, if only briefly. This spell cannot undo effects, so wounds cannot be unmade, poisons remain in her system and so on. She can, however, create enough of a buffer between herself and Time’s endless march to buy what a mage needs most — time to think.
                    While this spell is active, the mage becomes immune to things that worsen with time. She will not bleed out from her wounds, poison and toxins effectively halt their duration, as does the progression of disease. She can also prevent Conditions from developing (but cannot undo Persistent Conditions) for as long as she maintains the shield. Using it against active supernatural effects requires a Clash of Wills.
                    The downside of this shield is that the mage no longer heals naturally during the spell’s Duration. More dramatic effects such as Pattern Restoration or Life magic can still heal her. The mage ceases aging during the use of this spell.
                    +1 Reach: The subject may ignore Persistent Conditions during the spell’s Duration. Time spent under this spell’s effects does not count toward any time necessary for Conditions to lapse.
                    +1 Reach: The subject may heal naturally while under the spell’s effect.
                    Last edited by Tambov; 07-02-2015, 11:36 AM.


                    Simurgh, Mysterium Thyrsus in Mountains of Shadow (IC|OOC)

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                    • #11
                      you could have gone and found the obvious ones yourself ya know ^.^

                      I asked about healing begin the huge Thyrsus fan I am and got the following spoilerishous spell from daveB

                      Mending (••)
                      Practice: Ruling (Although I still personally think it should be perfecting potent/instant regeneration has always been perfecting)
                      Primary Factor: Potency (Healing)
                      Rote Skills: Medicine, ???, ???,

                      For each rank of potency Touched target Heals 2Bashing or 1Lethal damage from target.

                      Reach: +1 Full restore, Target heals without scarring or disfigurement

                      -------------

                      Also got hints of this one so not definite

                      Energy Wave (••••)
                      Practice: Unraveling
                      Primary Factor: Potency (Lethal Damage)
                      Rote Skills: Firearms, Athletics, ???
                      Special: Spell is Aimed, Targeting uses highest of Dex+Firearms or Dex+Athletics

                      Reach +1 (Spell Deals Aggravated damage)

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                      • #12
                        Originally posted by Pebbles View Post
                        you could have gone and found the obvious ones yourself ya know ^.^
                        That's what happened. It just takes less time to set up than to set up while sifting through the blogs.


                        Simurgh, Mysterium Thyrsus in Mountains of Shadow (IC|OOC)

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                        • #13
                          There's Alter Direction here.
                          Break Boundary.
                          Last edited by Kazorh; 06-29-2015, 03:33 PM.

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                          • #14
                            Thanks! Added them.


                            Simurgh, Mysterium Thyrsus in Mountains of Shadow (IC|OOC)

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                            • #15
                              This is great; thanks for making this. Also, I am curious now if healing costs Mana in 2e.

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