Difference between revisions of "Spirit charms"

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imported>Apollonia
imported>Apollonia
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Common
 
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Most spirits have a natural sense of the airts (directions) of the spirit world, and they are able to travel about without much difficulty. They can create or find spirit tracks at will. The Storyteller rolls Gnosis for a spirit to locate a particular place or individual in the Umbra. However, even spirits aren't infallible, and a botch can lead them into an unforgiving realm (especially if they are leading a pack of werewolves).
 
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Common
 
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This Charm grants a spirit a measure of protection. By expending 2 points of Power, the spirit gains a soak pool Equal to its Gnosis for the remainder of the scene.
 
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Specialty
 
Specialty
 
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This Charm allows the spirit to direct its Rage at opponents from a distance. Depending on the spirit, this effect may take different forms. Some spirits send bursts of fire at their targets, while others use glass, lightning, and even swarms of insects. The spirit causes its rage in dice of Aggravated damage; no roll to hit is required. However this attack drains a point of Power from the spirit.
  
* AKA:Blast Flame, Lightning Bolts, Lightning, Throw Glass, Glass Shards, depending on the book.  
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* AKA: Blast Flame, Lightning Bolts, Lightning, Throw Glass, Glass Shards, depending on the book.  
 
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Specialty
 
Specialty
 
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This Charm is similar to the Rite of Cleansing, in that it purges spiritual corruption in its vicinity. The Storyteller must roll the spirit's Gnosis at a difficulty determined by the strength of the Blight. Most spirits have a limit to this Charm, such as only being able to cleanse woods, for example.
 
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Specialty
 
Specialty
 
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The spirit can exert control over an electrical system. The Storyteller rolls the spirit's Gnosis (difficulty from 3 to 9 depending on the system's complexity). This Charm can allow the spirit to overload a system, shut it down, or manipulate it. For example, it may use a security system to open some doors and lock others.
 
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Specialty
 
Specialty
 
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With a successful Gnosis roll, the spirit can create small fires. The difficulty varies (from 3 for small fires to 9 for conflagrations). The fires must have fuel in order to keep burning.
 
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Specialty
 
Specialty
 
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The spirit can create wind effects. The Storyteller rolls the spirit's Gnosis. The difficulty varies, from 2 for a breeze to 10 for a tornado.
 
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Specialty
 
Specialty
 
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The spirit can cause all the waters in a given area to rise rapidly, causing flooding. Doing so requires 1 Power.
 
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Specialty
 
Specialty
 
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The spirit can lower the temperature drastically in the immediate area. The spirit loses a point of Rage for the remainder of the scene, but everyone in the area of effect suffers the spirits newly Race in dice of Aggravated damage automatically. Using this Charm may have additional effects at the Storyteller's discretion. Some fire-spirits have similar abilities involving flame that are more powerful than the Create Fires Charm.
 
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Common
 
Common
 
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This Charm lets a spirit take a physical form on Earth. The spirit must have a Gnosis score equal to or greater than the area's Gauntlet rating. A spirit's physical form appears just as the spirit appears in the Umbra. the spirit's Gnosis rating is used for all Social and Mental rolls. Stamina and Dexterity use the spirit's Willpower as a dice pool. Strength uses Rage. All rules for spirit Traits in the Umbra apply to the physical world. Materialized spirits don't have Abilities, but their dice pools are assumed to take the spirit's knowledge into account. In some circumstances, such as a toad-spirit trying to program a computer, the Storyteller should divide the spirit's dice pool in half and raise the difficulty numbers to reflect the spirit's lack of knowledge. Materialized spirit forms do possess Health Levels like most physical creatures. Spirits usually have 7 Health Levels, but the Storyteller may make exceptions for things like elephant-spirits or particularly monstrous Banes. If a spirit "dies" in the Material world, it enters Slumber automatically upon its return to the Umbra. Many spirits will not use this Charm except in extraordinary circumstances. The modern world is far from welcoming to their kind.
 
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Common
 
Common
 
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The spirit can sense all that transpires in its Domain both in the Umbra and on Earth, although it still requires successful Gnosis rolls for specific perceptions. This Charm is usually associated with Naturae, woodland spirits of Gaia, but most spirits bound to an area possess this ability. Free-floating spirits without direct ties to Earth may have this Charm, but with the abilities to sense only their dens in the Near-Umbral Realms or home Domains.
 
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Common
 
Common
 
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Spirits may dissolve their forms and transport themselves through the Umbra to their home Domains. Glass Walkers refer to this Charm as "re-spawning". It takes a spirit a full turn to try and re-form. The Storyteller must roll the spirit's Gnosis successfully for this Charm to succeed. Spirits use this charm to flee their enemies.
 
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Revision as of 21:13, 26 November 2018

This page is under construction and may contain errors. Use at your own risk.

Name Type Description Books
Absorb Fetish

Unclassified

  • Weaver
Access Caern

Unclassified

Spirits may usually not access caerns from the Umbra. This Charm allows the spirit to access the fundamental nature of the caern (eg. Wisdom, Enigmas, etc.) to facilitate other Charms. The Firebirds (See Falcon's Brood) use this Charm to remotely access their Light Web through Wisdom and Enigmas caerns. Power cost is 6.

  • AM
Acquisition

Unclassified

This Charm allows a spirit to 'borrow' a small item from the material world. If the spirit successfully rolls her Gnosis, she may choose to acquire an item near her. The object disappears from the material world and appears fully in the Umbra. At the end of the scene, the object returns to the physical world. If the object is moved (or hidden) in the Penumbra while the Charm is in effect, it will reappear in the corresponding place in the physical world. (Note that the spirit might be able to Reform somewhere else and take the object far away!) The ability only works on inanimate objects no larger than a suitcase. The Power cost depends on the size of the object acquired: A handful of coins or a stack of dollar bills costs 1 Power, anything the size of a hat costs 2, and a suitcase costs 3.

  • AM
  • City
Agony

Specialty

The spirit can attempt to incapacitate a creature by magnifying its pain. The creature incurs double the dice pool penalties from its wounds. If the target attempts to take an action with a dice pool smaller than this penalty, he or she must burn a Willpower point to make the attempt. Even simple actions can take great effort while this charm is in effect. Since this is a combat ability, the duration is 1 round. The Power cost is 3.

  • AM
  • West
  • Ratkin Breedbook
Airt Sense

Common

Most spirits have a natural sense of the airts (directions) of the spirit world, and they are able to travel about without much difficulty. They can create or find spirit tracks at will. The Storyteller rolls Gnosis for a spirit to locate a particular place or individual in the Umbra. However, even spirits aren't infallible, and a botch can lead them into an unforgiving realm (especially if they are leading a pack of werewolves).

  • WW1
  • WW2,
  • West
  • WWR
  • DA2
Appear

Unclassified

With this Charm, a spirit may manifest in front of a mortal observer without assuming a material form. The spirit cannot, however, affect the material world in any way while using this Charm. Each use costs 5 Power

  • AM
  • City
Arcanos

Unclassified

  • Mokole
Armor

Specialty

Common

This Charm grants a spirit a measure of protection. By expending 2 points of Power, the spirit gains a soak pool Equal to its Gnosis for the remainder of the scene.

  • WW2
  • West
  • WWR
  • DA2
Armored Sheath

Unclassified

  • PG1
Asphyxiate

Unclassified

  • Egypt
Assess Character

Unclassified

This Charm allows the spirit to evaluate the general strength of a character in an individual. The spirit rolls Gnosis (diff 7); the number of successes indicates how accurately it may evaluate a subject. A Garou's moral character might be reflected in his Nature or Renown; Storytellers should have a fairly good feel for how noble or base any given character (player or not) is.

  • AM
  • Weaver
Atomic Blast

Unclassified

  • WW1
Blast

Specialty

This Charm allows the spirit to direct its Rage at opponents from a distance. Depending on the spirit, this effect may take different forms. Some spirits send bursts of fire at their targets, while others use glass, lightning, and even swarms of insects. The spirit causes its rage in dice of Aggravated damage; no roll to hit is required. However this attack drains a point of Power from the spirit.

  • AKA: Blast Flame, Lightning Bolts, Lightning, Throw Glass, Glass Shards, depending on the book.
  • WW1
  • WW2
  • West
  • WWR
  • DA2
Blighted Touch

Bane

  • WW1
  • WW2
  • West
  • WWR
  • DA2
Block Umbral Travel

Unclassified

  • Caerns
Blood Sucking

Unclassified

This Charm allows the spirit to suck blood from a target and gain Power from it. The spirit must enter combat with its victim, and gains 1 Power point per 5 points of damage inflicted. If the victim is a vampire, the damage is subtracted from Blood Points instead of Health Levels. This Charm costs 3 Power.

  • AM
Body Wrack

Unclassified

  • NY
Break Reality

Wyld

Specialty

  • WW1
  • WW2
  • West
  • WWR
  • DA2
Break Wind

Unclassified

This Charm allows a spirit to release a rich, pungent gas from an orifice (usually the rear one). All who smell this (it's thick enough to be visible as a floating cloud of roiling, greenish gas) must make a Willpower roll or choke on it, falling to the ground or running away, desperate for fresh air. The radius is initially 3 yards around the spirit, and then the cloud travels windward for 3 turns. If the victim is a Shifter who cannot escape the area of effect, she must roll to resist frenzy. This costs 5 Power.

  • AM
Breath of the Rogue Wolf

Unclassified

  • RoP
Breeding Trance

Unclassified

  • Fomor
  • Wyrm2
Burrowing

Unclassified

  • Wyrm1
  • Wyrm2
Calcify

Weaver

Specialty

  • WW1
  • WW2
  • West
  • WWR
  • DA2
Call for Aid

Unclassified

This Charm grants the spirit the ability to call for the aid of like spirits. The spirit makes a Willpower roll versus a difficulty based on the likelihood of fellow spirits being nearby (3 when spirits are within sight, 8 for common spirits in their habitat, 10 for rare spirits or those outside their habitat). This Charm costs 5 Power.

  • AM
  • Weaver
Call the Wind

Unclassified

  • Aust
Cause Panic

Unclassified

  • Wolf
Choke

Unclassified

  • Umbra2
Cleanse the Blight

Specialty

This Charm is similar to the Rite of Cleansing, in that it purges spiritual corruption in its vicinity. The Storyteller must roll the spirit's Gnosis at a difficulty determined by the strength of the Blight. Most spirits have a limit to this Charm, such as only being able to cleanse woods, for example.

  • WW1
  • WW2
  • West
  • WWR
  • DA2
Cling

Unclassified

The spirit may attach itself to any target. Only successful grappling, reducing the spirits Power to 0, or forcing the spirit into Slumber can remove the clinging spirit. In order to cling to an opponent, the spirit must make a successful attack roll. Once successful, the spirit acts at Willpower+5 for grappling purposes. This Charm costs 1 Power.

  • AM
Cloak of Ignorance

Unclassified

  • VF
Closed Passage

Weaver

  • DA2
Combat Coordination

Unclassified

  • Caerns
Conformity

Unclassified

  • City
Consume Essence

Unclassified

  • Wyrm1
  • Wyrm2
Consumption

Unclassified

  • Ghost
Control Currents

Unclassified

  • BDT
Control Dreamtime

Unclassified

  • Aust
Control Electrical Systems

Specialty

The spirit can exert control over an electrical system. The Storyteller rolls the spirit's Gnosis (difficulty from 3 to 9 depending on the system's complexity). This Charm can allow the spirit to overload a system, shut it down, or manipulate it. For example, it may use a security system to open some doors and lock others.

  • WW1
  • WW2
  • WWR
Control Forest

Unclassified

  • Russia
Coral Shards

Unclassified

  • BDT
Corrupt Dream

Unclassified

  • Umbra1
Corruption

Bane

  • WW1
  • WW2
  • West
  • WWR
  • DA2
Corrupt Mnesis

Unclassified

  • Mokole
Craft Technology

Unclassified

  • Weaver
Create Bridge

Unclassified

  • ST1
Create Current

Unclassified

  • BDT
Create Fires

Specialty

With a successful Gnosis roll, the spirit can create small fires. The difficulty varies (from 3 for small fires to 9 for conflagrations). The fires must have fuel in order to keep burning.

  • WW1
  • WW2
  • West
  • WWR
  • DA2
Create Object

Unclassified

  • Umbra1
Create Shadows

Unclassified

  • Umbra2
Create Wind

Specialty

The spirit can create wind effects. The Storyteller rolls the spirit's Gnosis. The difficulty varies, from 2 for a breeze to 10 for a tornado.

  • WW1
  • WW2
  • West
  • WWR
  • DA2
Cry of the Nargun

Unclassified

  • Aust
Crystallize

Unclassified

This Charm is possessed only by Crystal Spirits. The spirit is able to transform part of a creature's substance into crystallized matter. The spirit makes a Rage roll against the target's Willpower. Each success inflicts one Health Level of Aggravated damage as a portion of the target's body becomes crystalline and brittle. Garou can attempt to soak this damage by rolling Gnosis (difficulty 6). Only the gift: Mother's Touch or some other form of magical healing will restore the crystallized portion of a creature's body to its original form. If a target loses all of its Health Levels to this form of attack, it becomes a crystal statue of itself and dies unless it can be healed of at least 3 Heath Levels within 24 hours. Power cost is 4.

  • AM
Cut

Unclassified

  • PG1
Dark Omen

Unclassified

  • PG1
Dark Whispers

Unclassified

  • Mokole
Descent into Duat

Unclassified

  • Egypt
Desiccation

Unclassified

  • Egypt
Disable

Unclassified

With this Charm, a spirit can temporarily paralyze its target. The target is paralyzed for a number of turns equal to the successes on a roll of the spirit's Rage vs the target's Stamina+3. This Charm costs 1 point of Power per a target's remaining Health Levels or Power Points; the spirit must spend a minimum of 10 points.

  • AM
  • Weaver
Disappear

Unclassified

  • Aust
Disorient

Wyld

Specialty

  • WW1
  • WW2
  • West
  • WWR
  • DA2
Dissolution

Unclassified

  • Egypt
Divide and Conquer

Unclassified

  • Weaver
Domination

Unclassified

  • Posessed
Drain Essence

Unclassified

  • App
Drain Gnosis

Specialty

  • Umbra1
  • Aust
  • Weaver
  • DA2
  • Rokea
Drain Mental Abilities

Unclassified

  • Wyrm1
Draw Pathos

Unclassified

  • Posessed
Dream Journey

Unclassified

While the target is asleep, the spirit can intride on his dreams. Nothing the spirit does will carry over into the waking world, but its actions will hurt, arouse, or comfort for as long as its subject slumbers. Although such dreams are really vivid, the sleeper may or may not remember the visitation in the morning. Mortal creatures may only touch the spirit by crossing into the Dream Zone while awake. Each visitation costs 10 Power.

  • AM
  • Umbra2
Dream Warp

Unclassified

  • Wyrm1
  • Mokole
Earth Swimming

Unclassified

  • Aust
Ease Pain

Unclassified

This Charm allows a spirit to ease a material creature's pain for a scene; it heals no damage, but soothes even the most terrible wounds. When the Charm fades, the spirit can use it again, spending 1 Power each hour or so. If the spirit departs, the pain returns. Power cost is 1.

  • AM
Eat Mnesis

Unclassified

  • Mokole
Embody

Unclassified

  • Wyrm1
  • Wyrm2
Enhance

Unclassified

  • Wyrm1
Fearful Flight

Unclassified

  • Wyrm1
Field Sense

Unclassified

Like Forest Sense, except that the spirit can sense all that transpires in the earthly field(s) which make up its domain. Power cost is 10.

  • AM
Flare

Unclassified

  • Umbra1
  • Heavens
Flee

Unclassified

This Charm effectively gives the spirit a Willpower of 15 for use in escaping a foe; this includes any rolls that actively give the spirit a chance to avod the presence of others through pacific means. This Charm costs 2 Power per round.

  • AM
  • Weaver
  • City
Flood

Specialty

The spirit can cause all the waters in a given area to rise rapidly, causing flooding. Doing so requires 1 Power.

  • WW2
  • West
  • WWR
Fluidity

Unclassified

  • PG1
Fog of Ash

Unclassified

  • NY
Fomor Creation

Unclassified

  • Wyrm1
Forest Sense

Specialty

  • WW1
  • WW2
Fortune

Unclassified

  • F2
Freeze

Specialty

The spirit can lower the temperature drastically in the immediate area. The spirit loses a point of Rage for the remainder of the scene, but everyone in the area of effect suffers the spirits newly Race in dice of Aggravated damage automatically. Using this Charm may have additional effects at the Storyteller's discretion. Some fire-spirits have similar abilities involving flame that are more powerful than the Create Fires Charm.

  • Russia
  • WW2
  • West
  • WWR
Frozen Breath

Specialty

  • Russia
  • WW2
  • West
Gateway

Unclassified

  • Wyrm2
Gaze

Unclassified

  • VF
Give Power

Unclassified

  • Mokole
Gnosis Drain

Unclassified

  • Egypt
Group Fusion

Unclassified

  • Umbra1
  • Weaver
Guard Domain

Unclassified

  • Heng
Hand from Beyond

Unclassified

  • Wyrm1
Harass

Unclassified

  • VF
Haunt Sense

Unclassified

  • RoP
Healing

Specialty

Common

  • WW2
  • West
  • WWR
  • DA2
Hide

Unclassified

The spirit has the ability to conceal itself. An opponent wishing to find the spirit must roll Intelligence+Wits vs the spirit's Willpower+5. This Charm costs 5 Power.

  • AM
  • Weaver
Hoarfrost

Unclassified

  • Aust
Hold

Unclassified

  • PG1
Hypnotic Stare

Unclassified

  • Egypt
Ice Shards

Specialty

  • Russia
  • WW2
  • West
Ignorant Dreaming

Unclassified

  • Aust
Ignore Call

Unclassified

  • VF
Illuminate

Unclassified

  • WWR
Illusory Desire

Unclassified

  • Wyrm1
  • Wyrm2
Incite Frenzy

Bane

  • WW1
  • WW2
  • West
  • WWR
Induce Harano

Unclassified

  • Aust
Infection

Unclassified

  • Ratkin
Information Flow Tap

Unclassified

  • City
Informational Link

Unclassified

  • Umbra1
  • Weaver
Inner Pain

Unclassified

The spirit may cause a living being intense pain. For each 2 points of Power spent, the target loses 1 die from her dice pools for a turn. While the Charm cannot inflict lasting damage, the victim will not be able to tell the difference. If the Power spent exceeds the victim's Stamina, she must make a Willpower Roll (difficulty 7) or fall unconscious for a turn. Even when she awakens, she will lose 2 dice from all actions for the scene's duration.

  • AM
Insight

Unclassified

Through this Charm, a spirit can gain insight into any one hidden aspect of the target's self. If the spirit chooses a specific aspect upon which to gain insight, this ability costs 10 Power. If the spirit merely searches for the easiest piece of insight, the Charm costs only 5 Power.

  • AM
  • Weaver
Intangibility

Unclassified

  • Umbra1
  • Umbra2
Invisibility

Unclassified

  • Russia
Iron Will

Unclassified

The spirit can lock its mind upon certain goals from which the spirit cannot stray(i.e., guard a location, hunt down a target, remain unpossessed). This Charm costs 1 point of Power per hour.

  • AM
  • Weaver
Keening

Unclassified

  • VF
Kindle

Unclassified

This Charm gives the spirit the ability to kindle life's fragile spark wherever that potential exists. Thus, spirits with this ability may cause seeds to germinate, fertilization to occur, or fruit to grow on trees. This Charm also allows a spirit to kindle powerful emotions in other beings. At their most powerful, these emotions can blot out any other emotions in the target for the duration of the Charm. Kindle costs 5 Power.

  • AM
  • City
Kiss of Glowing Corruption

Unclassified

  • RoP
  • VF
Life Drain

Unclassified

  • Russia
Liquefy

Unclassified

The spirit, even when Materialized, may merge its form with water, blood, oil, or any other liquid substance. This is often used if a spirit wishes to disengage from a losing battle and does not have the Power to Reform. The Power cost is 5.

  • AM
Lure

Unclassified

  • Rokea
Materialize

Common

This Charm lets a spirit take a physical form on Earth. The spirit must have a Gnosis score equal to or greater than the area's Gauntlet rating. A spirit's physical form appears just as the spirit appears in the Umbra. the spirit's Gnosis rating is used for all Social and Mental rolls. Stamina and Dexterity use the spirit's Willpower as a dice pool. Strength uses Rage. All rules for spirit Traits in the Umbra apply to the physical world. Materialized spirits don't have Abilities, but their dice pools are assumed to take the spirit's knowledge into account. In some circumstances, such as a toad-spirit trying to program a computer, the Storyteller should divide the spirit's dice pool in half and raise the difficulty numbers to reflect the spirit's lack of knowledge. Materialized spirit forms do possess Health Levels like most physical creatures. Spirits usually have 7 Health Levels, but the Storyteller may make exceptions for things like elephant-spirits or particularly monstrous Banes. If a spirit "dies" in the Material world, it enters Slumber automatically upon its return to the Umbra. Many spirits will not use this Charm except in extraordinary circumstances. The modern world is far from welcoming to their kind.

  • WW1
  • WW2
  • West
  • WWR
  • DA2
  • Mokole
Materialize Tool

Unclassified

  • PG1
Mimicry

Unclassified

  • Wyrm1
Mnesis Travel

Unclassified

  • Mokole
Neck Snap

Unclassified

  • Egypt
Neutral Scent

Unclassified

  • Umbra2
Nightmare Control

Unclassified

  • Egypt
North Wind

Unclassified

  • Aust
'Noxious Gas

Unclassified

The spirit can produce a malodorous cloud that will linger for one scene. The size of the cloud depends on the number of Power points spent. Anyone breathing the fumes of the cloud must soak the damage each turn. If the amount of damage taken is higher than the target's Stamina, she passes out. Of course, the victim can also resist damage by holding her breath or by using winds to dissipate the cloud. The Power cost is 1 per die of damage.

  • AM
Nullify Dream

Unclassified

  • Umbra1
  • Weaver
Open Moon Bridge

Specialty

  • WW1
  • WW2
  • West
  • WWR
  • DA2
Open Sky Bridge

Unclassified

Like the Charm: Open Moon Bridge, except that it opens portals in the sky. There does not have to be a caern present. The total distance covered is 1000 miles. This Charm is used to travel along either solar "roads" in the realms of the Celestine Helios, or lunar roads in the realms overseen by the Celestine Luna. Only those spirits associated with Helios or Luna may use this Charm. Power cost is 5.

  • AM
Open Wounds

Unclassified

  • NY
Paralyze

Unclassified

  • Russia
Paralyzing Stare

Unclassified

  • Umbra2
Passion Drain

Unclassified

  • Aust
Peek

Specialty

  • WWR
Poison Bite

Unclassified

  • Egypt
Poison Spines

Unclassified

  • Aust
Possession

Bane

  • WW1
  • WW2
  • West
  • WWR
Prophesy

Unclassified

  • Russia
Purify

Unclassified

The spirit can remove toxins from physical beings (such as Garou). The spirit spends 1 Power point per Health Level to heal damage from poisons. An additional expenditure of 3 Power flushes the poison from the being's system.

  • AM
Quake

Unclassified

The spirit can cause the ground in the physical world which corresponds to its current Penumbral location to rumble and shake. The Power cost is 5 per 1 mile radius; additionally the spirit can increase the intensity of the quake by spending more Power per mile.

  • AM
Quit Reality

Unclassified

  • Weaver
Raging

Unclassified

  • Wyrm1
  • Wyrm2
Ravening Mist

Unclassified

  • Egypt
Realm Sense

Common

The spirit can sense all that transpires in its Domain both in the Umbra and on Earth, although it still requires successful Gnosis rolls for specific perceptions. This Charm is usually associated with Naturae, woodland spirits of Gaia, but most spirits bound to an area possess this ability. Free-floating spirits without direct ties to Earth may have this Charm, but with the abilities to sense only their dens in the Near-Umbral Realms or home Domains.

  • WWR
  • DA2
Reef Sense

Unclassified

  • BDT
Reflect Bonded Garou

Unclassified

  • Umbra1
Reform

Common

Spirits may dissolve their forms and transport themselves through the Umbra to their home Domains. Glass Walkers refer to this Charm as "re-spawning". It takes a spirit a full turn to try and re-form. The Storyteller must roll the spirit's Gnosis successfully for this Charm to succeed. Spirits use this charm to flee their enemies.

  • WW1
  • WW2
  • West
  • WWR
  • DA2
Repair Pattern

Unclassified

  • VF
Report

Unclassified

  • Wyrm1
  • Wyrm2
Reverse Gauntlet

Unclassified

  • Aust
Ringbark

Unclassified

  • Aust
Sap Will

Unclassified

  • PG1
  • Umbra2
Scale

Unclassified

This Charm allows a spirit to climb on the Pattern Web without becoming stuck, calcified, or allerting Net or Pattern Spiders to their presence. This Charm costs 2 Power.

  • AM
  • Weaver
Scent of Safety

Unclassified

This Charm allows the spirit to instinctively home in on the best path to the nearest safe haven. This costs 6 power.

  • AM
Scry

Unclassified

  • Wyrm1
  • Wyrm2
Seduce

Unclassified

  • Aust
Shape Moon Path

Unclassified

  • Aust
Shapeshift

Specialty

  • WW1
  • WW2
  • West
  • WWR
  • DA2
Shatter Glass

Specialty

  • WW1
  • WW2
  • WWR
Short Out

Specialty

  • WW1
  • WW2
  • WWR
Shroud of Flesh

Unclassified

  • Wyrm1
Siren Song

Unclassified

  • Russia
Snatch Wireless Packet

Unclassified

  • City
Solidify Reality

Weaver

Specialty

  • WW1
  • WW2
  • West
  • WWR
  • DA2
Spasm Shock

Unclassified

  • VF
Spear Liver

Unclassified

  • ST1
Spirit Static

Weaver

Specialty

  • WW1
  • WW2
  • WWR
Spirit Wall

Specialty

  • West
Sporing

Unclassified

  • Wyrm2
Stasis

Unclassified

  • Wyrm1
  • WWR
Steal Essence

Unclassified

  • VF
Steal Mnesis

Unclassified

  • Mokole
Suffocation

Unclassified

  • PG1
Suggestion

Unclassified

This is a lesser form of the Charm: Corruption. The spirit can convey a sensory image and suggest that the target pursue it. If the target resists, the spirit rolls its Gnosis against a resisted roll of the target's Willpower. Any sense can be used, so the target could be asked to seek out a flashing light, a cold place, a cu of warm tea, a patch of rabbit fur, or a bottle of perfume. Although the involuntary effect of the charm lasts for one scene, the target can still hold the image in his mind if he wants to pursue it further. The Power cost is 1.

  • PG1
  • AM
Swarm

Unclassified

  • Aust
Swift Flight

Specialty

  • WWR
  • DA2
Take Homid Form

Unclassified

  • Mokole
Take Power

Unclassified

  • Mokole
Take Suchid Form

Unclassified

  • Mokole
Taking the Forgotten

Unclassified

  • RoP
Tear the Gauntlet

Specialty

  • West
Tech Sense

Unclassified

  • PG1
Telepathy

Unclassified

  • Caerns
Throw Crystal

Unclassified

This Charm is similar to Throw Glass, except that the shards directed by the spirit are made of crystal. Power cost is 5.

  • AM
Tracking

Specialty

  • WW2
  • West
  • WWR
  • DA2
Translate

Unclassified

  • Egypt
Tunnel

Unclassified

  • Aust
Umbra Passage

Unclassified

  • Mokole
Umbraquake

Specialty

  • PG1
  • WW2
  • WWR
  • DA2
Umbrastorm

Unclassified

The spirit can cause a great downpour in the surrounding Umbra. Due to the strange nature of the Umbra, it is not always just water that falls from the sky. The Power cost is 5 for a storm 1 mile in diameter, with 40 m.p.h. winds. The size of the storm increases by 10%, or the wind by 10 m.p.h. for each additional 2 points of Power spent. Storms created by this Charm last until they die down naturally.

  • AM
Unbindable

Unclassified

  • SG1
Updraft

Specialty

  • WW1
  • WW2
  • West
  • WWR
  • DA2
Vengeance

Unclassified

  • Aust
Venom Blood

Unclassified

  • NY
Warp Dream

Unclassified

  • Umbra1
Warp Reality

Unclassified

  • WW1
  • WW2
  • WWR
Wasting

Unclassified

  • RoP
Weaken Delirium

Unclassified

  • Sc2
Weaver Mask

Unclassified

  • Posessed
Whirlpool

Unclassified

  • Heng