Difference between revisions of "Spirit charms"

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| '''WW1''' || Werewolf: the Apocalypse 1st Ed ||  || '''WW2''' || Werewolf: the Apocalypse 2nd Ed.
 
| '''WW1''' || Werewolf: the Apocalypse 1st Ed ||  || '''WW2''' || Werewolf: the Apocalypse 2nd Ed.

Revision as of 04:31, 27 November 2018

This page is under construction and may contain errors. Use at your own risk.
Book Reference Key
Abbreviation Book Title Abbreviation Book Title
WW1 Werewolf: the Apocalypse 1st Ed WW2 Werewolf: the Apocalypse 2nd Ed.
WWR Werewolf: the Apocalypse Revised Ed. West Werewolf: the Wild West
DA2 Werewolf: the Dark Ages 2nd Ed
Ratkin Ratkin Breedbook Mokole Mokole Breedbook
Rokea Rokea Breedbook BDT Blood Dimmed Tides
Weaver Book of the Weaver Wyld Book of the Wyld
Wyrm1 Book of the Wyrm 1st Ed Wyrm2 Book of the Wyrm 2nd Ed
Heng Hengeyokai: Shapeshifters Of The East Possessed Possessed: A Player's Guide
Umbra1 Umbra: the Velvet Shadow Umbra2 Umbra Revised
AM Axis Mundi: Book of Spirits City Book of the City
RoP Rite of Passage Caerns Caerns: Places of Power
Russia Rage Across Russia Aust Rage Across Australia
NY Rage Across New York Egypt Rage Across Egypt
Heavens Rage Across the Heavens App Rage Across Appalachia
PG1 Player's Guide 1st Ed. PG2 Player's Guide 2nd Ed.
ST1 Storyteller's Handbook 1st Ed. VF Valkenburg Foundation
SC2 Sorcerer 2nd Ed.
Name Type Description Books
Absorb Fetish

Weaver

This Charm allows a spirit to absorb a fetish into its own mass, increasing its bulk and power. The spirit must make physical contact with the fetish, then make a resisted Gnosis roll vs the fetish's Level. The cost is 8 Power.

  • 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
Age Reality

Wyld

The Age Reality Charm works just like the Break Reality Charm. However, the Age Reality effect is limited to aging effects. Rather than creating a door in a wall, the spirit could cause the wall to crumble with age.

  • Wyld
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
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
Alter Reality

Unclassified

  •  ?
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 (difficulty 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

At a cost of 3 Power per die of damage, the spirit may deliver a biochemical or radioactive attack.

  • WW1
  • Umbra 1
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.

  • Book of the Wyld: Blast Sound: In addition to causing damage, the shriek causes one round of deafness for every level of damage caused.
  • AKA: Blast Flame, Blast Ice, Blast Sound, Lightning Bolts, Glass Shards, etc., depending on the book.
  • WW1
  • WW2
  • West
  • WWR
  • DA2
  • Wyld
Blighted Touch

Bane

The spirit can deliver a blight unto a target. If the spirit attacks successfully, the targets player must make a Willpower roll immediately. If she fails, her negative characteristics dominate her personality for the next few hours. A botch on the Willpower roll causes the blight of personality to become permanent.

  • 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

With a successful Gnosis roll, the spirit can disrupt the reality of a substance, and thereby modify its Umbral form. For example, the spirit could create a door in a wall, enabling the spirit to pass through. The extent of the attempted change and how interesting, sensible and clever the action is determined by the difficulty. The number of successes obtained determines how much change is actually accomplished. A failure with this Charm causes the spirit to lose a point of Power. A botch on this roll is extremely harmful, and it causes the spirit to lose a gnosis point as well.

  • 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 Garou 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

Bane

The Ooralath can tunnel through the ground, whether Umbral or physical, as if it were a fish through water. The cost is 1 Power per turn.

  • Wyrm1
  • Wyrm2
Calcify

Weaver

Specialty

This Charm allows the spirit to bind a target into the Pattern Web. The Storyteller rolls the spirit's Willpower against the target's Rage. Each success subtracts 1 dot from the victim's Physical Attributes (or Power in the case of Spirits). When the target's Power or Attributes drop to 0, the victim is bound fast into the Pattern Web until freed. Werewolves can usually be freed from the Pattern Web by their packmates with a solid bit of effort. Spirits are more difficult to release, but Wyld energy should dissolve the Pattern Web.

  • 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

By spending a Rage point, the spirit is capable of generating clouds of suffocating ash, smoke, or noxious gas. Anyone inhaling the cloud must make a Willpower roll, difficulty 8, or begin choking on it helplessly, unable to do more than roll on the ground or crawl from the area. The radius is initially 3 yards around the spirit, and the cloud will drift on the wind for three further turns before dissipating. Any Garou caught in the cloud for more than 1 turn must make a frenzy check.

  • 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

Bane

This Charm allows the Drattosi to eat another spirit and take its own Power into itself. A spirit consumed in this manner will not Reform. The Drattosi attacks with Rage as usual, but drains 1 Power point into itself per success. Surplus Power fades at a rate of 5 points every 24 hours if not spent beforehand. The Drattosi can even use this charm to eat a spirit or Garou's Gnosis, although it requires 2 successes to drain away 1 point of Gnosis.

  • 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

Bane

This Charm enables a Bane to corrupt dream experiences and transform them into nightmares. The Power cost is 10.

  • Umbra1
Corruption

Bane

The spirit can whisper an evil suggestion in a target's ear, and the target is inclined to act upon that thought. The Storyteller rolls the spirit's Gnosis against a difficulty equal to the target's Willpower. This Charm can be used across the Gauntlet.

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

Unclassified

  • Mokole
Craft Technology

Weaver

This Charm functions much like the Homid Gift: Reshape Object, save that only complex and/or intricate technological items are possible. The cost is 3 Power per turn.

  • 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

Specialty

The spirit may create almost any non-technological object out of the ephemera around it, up to the mass of a Garou. The cost is 2 Power.

  • Umbra1
Create Shadows

Unclassified

The spirit can create, shape and manipulate shadows in the physical world. Apart from their unusual animation, these shadows are perfectly mundane, unable to attack or manipulate physical objects - although they can speak in voices no louder than a whisper. Spirits with this Charm usually use it to unnerve or frighten humans, often to drive them away from the spirit's territory. A Gnosis roll against the local Gauntlet is necessary; the more successes, the more shadow the spirit is able to manipulate.

  • 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
Curing

Wyld

Like the Healing Charm, the Curing Charm allows the spirit to cure diseases as well as heal wounds. The spirit rolls it's Gnosis against difficulty 4 for normal diseases, difficulty 7 for life-threatening diseases, difficulty 8 for normally incurable diseases, and difficulty 9 for supernatural diseases. (Note: Vampirism is not a disease.)

  • Wyld
Cut

Unclassified

  • PG1
Dark Omen

Unclassified

The spirit rolls Gnosis against the target's Perception+Occult. If successful, the spirit delivers a dark portent to the target, severely depressing him or her and resulting in -1 to all dice pools for the scene. The cost is 5 Power.

  • 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

The spirit may alter landmarks and directions completely with a successful Gnosis roll (difficulty 6 or the Gauntlet rating, whichever is higher)

  • WW1
  • WW2
  • West
  • WWR
  • DA2
Dissolution

Unclassified

  • Egypt
Divide and Conquer

Weaver

This Charm allows the spirit to split into multiple versions of itself, dividing up its Rage, Gnosis, Willpower and Power between each new "child". The cost is 5 Power.

  • Weaver
Domination

Unclassified

  • Possessed
Drain Essence

Unclassified

  • App
Drain Gnosis

Specialty

The spirit is capable of draining its target's very Gnosis. The spirit must make an opposed Rage roll against its target's Gnosis; it drains a Gnosis point for each success by which it wins the contest. If an opponent has no Gnosis, she loses Health Levels instead. The damage is aggravated. The cost is 7 Power.

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

Unclassified

  • Wyrm1
Draw Pathos

Unclassified

  • Possessed
Dream Journey

Unclassified

While the target is asleep, the spirit can intrude 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

Bane

This is almost identical to the Materialize Charm, save that the spirit does not build a physical body; instead the spirit may take on a "more suitable" combat form in the Umbra by spending Power to build a body, just as if it were creating a physical form.

  • 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

This Charm sends a bolt of powerful energy at an opponent, doing 3 dice of Aggravated damage, at a cost of 5 Power. The spirit may double the cost for 6 dice.

  • 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 avoid 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

At a cost of 10 Power, the spirit can sense all that transpires within the forests of its earthly Domain.

  • 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

The spirit exhales a breath of bitter cold air. The cost is 1 Power per die of damage.

  • Russia
  • WW2
  • West
Gateway

Bane

Gateway allows a Wyrmhole to use the Materialize Charm on other Banes, spending the necessary Power itself to bring the creatures through. The cost of Materializing any Bane is the same as it would be for that particular Bane to materialize itself; if the Bane cannot ordinarily Materialize, the Wyrmhole may choose the physical form's parameters itself. When in a mortal host, the Wyrmhole must still keep track of its Power; it regains Power at a rate of one per day when embodied in a host.

  • Wyrm2
Gaze

Unclassified

  • VF
Give Power

Unclassified

  • Mokole
Gnosis Drain

Unclassified

  • Egypt
Group Fusion

Weaver

A group of three or more spirits with this Charm may surround a target and fuse together around her. Each one drains a Physical Attribute from the target every turn, and they hold her with a Strength equal to their Willpower. Once the target has lost all her attributes, she is calcified as per the Charm: Calcify. The cost is 1 Power per turn.

  • Umbra1
  • Weaver
Guard Domain

Unclassified

  • Heng
Hand from Beyond

Unclassified

  • Wyrm1
Harass

Unclassified

  • VF
Haunt Sense

Unclassified

  • RoP
Healing

Specialty

Common

This Charm allows a spirit to heal physical beings (such as Garou). A spirit can heal up to its Gnosis in Health Levels of damage. So, a spirit with 5 Gnosis can restore 5 Health Levels. The Storyteller rolls the spirit's Gnosis against a difficulty of 6 for regular damage and 8 for Aggravated damage. This Charm can be used only once per scene, per target.

  • 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

With this Charm, the spirit can perform an "ovearbear" combat maneuver. The Charm costs 2 Power, and the spirit rolls Willpower vs 6 to succeed.

  • PG1
Hypnotic Stare

Unclassified

  • Egypt
Ice Shards

Specialty

The spirit can fling sharp shards of ice at a target. The cost is 5 Power points per 3 dice of damage.

  • Russia
  • WW2
  • West
Ignorant Dreaming

Unclassified

  • Aust
Ignore Call

Unclassified

  • VF
Illuminate

Unclassified

  • WWR
Illusory Desire

Bane

The Drattosi must make a resisted Gnosis vs Willpower roll to pluck out an image from a potential victim's mind, then spend 2 Power to create the illusion. This power may be used on more than one victim, but only one victim's mind can be read at a time.

  • Wyrm1
  • Wyrm2
Incite Frenzy

Bane

The spirit can cause a Garou to enter frenzy. Roll the Roll the spirit's Rage against a difficulty of the target's Willpower. All normal frenzy rules apply.

  • WW1
  • WW2
  • West
  • WWR
Induce Harano

Unclassified

  • Aust
Infection

Unclassified

A pain-spirit who learns the Charm: Infection mutates into a disease-spirit. These ephemera grow stronger by possessing anyone inflicted by debilitating illness, and thus are naturally drawn to Plague Lords. By spending 3 points of Power, they can use the Infection Charm to inflict the symptoms of their favorite disease on a victim they possess. If the victim fails a Stamina roll (difficulty 8), the result is a full-blown infection of the chosen disease (for whatever that's worth against supernatural creatures like Garou or Vampires).

  • Ratkin
Information Flow Tap

Unclassified

  • City
Informational Link

Weaver

This Charm allows the spirit access to all the knowledge incorporated into the Pattern Web (which is just about everything). The spirit must roll Gnosis, difficulty 9, to receive the answer to any question. The Power cost is 10.

  • 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
Inspire

Wyld

The Spark gives a touch of inspiration to those it decides to help. No one can force a Spark spirit to Inspire him or her. The Spark rolls Gnosis (difficulty equals the Gauntlet rating). If successful, the target of the inspiration comes up with a good idea. The idea is generally a solution to a puzzle or problem the target had been worrying about. Most often, the subject had all of the pieces necessary to solve the problem, but required a change of perspective to arrive at the solution. Storytellers may use Sparks to assist players stuck on a certain problem.

  • Wyld
Intangibility

Unclassified

By spending 1 Gnosis and 2 Power, the spirit can shift into a Zone, becoming intangible for the duration of the scene, unable to affect or be affected by anything around it.

  • Umbra1
  • Umbra2
Invisibility

Unclassified

With this Charm, a spirit can make itself invisible in the Umbra or the physical world (if Materialized). The Gifts: Umbral Sight and Pulse of the Invisible will not detect the spirit, but Sense the Unnatural and Sense Wyrm will. If the spirit attacks someone, that person can make a Perception+Enigmas roll vs the Spirit's Gnosis to perceive it. The cost is 2 Power points.

  • 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 un-possessed). 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

The spirit can drain one Health Level from a target for every 3 Power points spent. The spirit must be in physical contact with the victim.

  • 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
Muse

Wyld

By spending a point of Power, the Muse can temporarily lend a point of Performance to the target. This can be used to create a new work of art, be it a song, a dance, a poem or a story. Any form of expression.

  • Wyld
Neck Snap

Unclassified

  • Egypt
Neutral Scent

Unclassified

By expending 3 Power, the spirit can conceal its Triatic affiliation. For the duration of the scene, the spirit does not register to Gifts such as Sense Weaver, Wyrm, or Wyld.

  • 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

The spirit can nullify any of its target's powers to affect a dream, whether Gifts, magic, or even the wraithly Arcanos of Phantasm. The cost is 3 Power for each turn of nullification.

  • Umbra1
  • Weaver
Open Moon Bridge

Specialty

Creates a moon bridge to a desired location. A spirit may use this Charm regardless of whether there is a caern present. The moon bridge extends a total distance of 1000 miles.

  • 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

With Charm acts like the Shadow Lord Gift: Paralyzing Stare. The spirit stares into the eyes of its target and rolls its Willpower vs the target's Willpower; the target cannot move for one turn per success. The cost is 5 Power points.

  • Russia
Paralyzing Stare

Unclassified

This Charm works much like the Shadow Lord Gift of the same name; the spirit spends 1 Gnosis point and rolls its Gnosis against the target's Willpower. The target (who must be able to see the spirit) Freezes in place for one turn per success.

  • Umbra2
Passion Drain

Unclassified

  • Aust
Peek

Specialty

Spirits with this Charm are able to peek at will from the Penumbra to the physical world, no matter where they may be. This Charm is common among nomadic spirits with no Domain of their own.

  • WWR
Poison Bite

Unclassified

  • Egypt
Poison Spines

Unclassified

  • Aust
Possession

Bane

The spirit (usually a Bane) may possess a living being or inanimate object. Possession requires a successful Gnosis roll (difficulty of the victim's Willpower). The number of successes equals the speed with which the possession occurs as per the following chart:

Successes

1

2

3

4

5

6+

Time Taken

6 hours

3 hours

1 hour

15 minutes

5 minutes

Instantaneous

During the time it takes to possess its victim, the spirit will find a dark, isolated part of the Umbra (usually a Blight) and remain there, concentrating on the possession. During this time, the spirit can take no other action. If it engages in spirit combat, the possessive link is broke. Others of their kind often guard possessing spirits, in order to ensure that the possession process continues undisturbed.

A spirit that has possessed a victim is able to manifest certain characteristics and abilities through the vessel of the victim's body. Such hapless humans are known as Fomori. This relationship is permanent - as long as the human host lives, that is.

  • WW1
  • WW2
  • West
  • WWR
Prophesy

Unclassified

The spirit can peer into things to come and tell a questioner one fact about their near future. Generally these will be mundane events, such as a marriage or inheritance. The cost is 5 Power.

  • 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

Weaver

This bizarre Charm allows the spirit to "step sideways" from both physical and spiritual planes into an unknown third place, presumably a pocket Realm. The spirit may take one passenger along; for some reason mages are the most frequent targets of this attack. The cost is 10 Power.

  • Weaver
Raging

Bane

Each Power point that the Bitter Rage spends increases its target's Rage. In the case of creatures who normally cannot Rage, the cost is 2 Power points. The increase is usually gradual and occurs over a number of days, but a Bitter Rage can force the issue if it so desires, and send any possessed target into an instant frenzy.

  • 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

Specialty

Costs 0 Power; the Unicorn Anamae reflect the nature of the Garou they have bonded with.

  • 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

Bane

Allows the Bane to maintain a mental link to its patron for 1 Power per turn.

  • Wyrm1
  • Wyrm2
Reverse Gauntlet

Unclassified

  • Aust
Ringbark

Unclassified

  • Aust
Sap Will

Unclassified

The spirit is capable of undermining a person's resolve and determination. This power is usable across the Gauntlet. The spirit spends 1 Gnosis and makes a resisted Gnosis roll vs the target's Willpower; each success drains 1 temporary Willpower point. If the target is brought to 0 Willpower, she becomes extremely suggestible, and will follow almost any suggestion just to find some direction in her life.

  • PG1
  • Umbra2
Scale

Unclassified

This Charm allows a spirit not directly in the Weaver's service to climb on the Pattern Web without becoming stuck, calcified, or alerting 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
Scream of the Wyld

Wyld

This feared ability is possessed solely by The Chatterer. Its thousands of mouths sing in chaotic harmonies that drive anyone who hears them mad. Anyone hearing the Scream of the Wyld must roll Willpower (difficulty 9). If they succeed, they suffer from an immediate fox frenzy and a bout of temporary insanity for 10 minus Willpower days. Those who fail are afflicted with a form of insanity permanently (though spending a permanent point of willpower can drop the effect to a temporary bout lasting 10 minus Willpower months). If they botch, they become a gibbering, incoherent mess, incapable of any movement or coherent thought for the rest of their natural lives.

  • Wyld
Scry

Bane

Costs 1 Power per scene; allows the Bane to "peek" into the material world and use the Gift: Scent of the True Form to observe those it sees.

  • Wyrm1
  • Wyrm2
Seduce

Unclassified

  • Aust
Shape Moon Path

Unclassified

  • Aust
Shapeshift

Specialty

The spirit may take the form of anything it desires. It gains only the form and visage of its new shape, not its powers or abilities. If the spirit wishes to appear as a specific individual, the Storyteller must roll its Willpower to determine how successful it is.

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

Specialty

The spirit can cause all glass in the vicinity to break (Gnosis: difficulty 6). This charm may cause incidental damage as well.

  • WW1
  • WW2
  • WWR
Short Out

Specialty

The spirit can cause electrical systems to short out (Gnosis: difficulty 6). This Charm is a more limited version of the Charm: Control Electrical Systems.

  • WW1
  • WW2
  • WWR
Shroud of Flesh

Unclassified

  • Wyrm1
Siren Song

Unclassified

This is similar to the Charm: Suggestion, but the spirit can only lure a target to it through song, not suggesting any other commands. The cost is 5 Power.

  • Russia
Snatch Wireless Packet

Unclassified

  • City
Solidify Reality

Weaver

Specialty

This Charm enables the Weaver spirit to spin the Pattern Web, thus reinforcing the laws and rules of the Weaver upon aspects of the Umbra. The power requires only a Willpower roll. Each success makes the object or spirit more solid, increasing it's Power or effective Health Levels by 1 per success. The effect last for about a day. This Charm can be performed on a target only once until the effects wear off. Even different Weaver spirits cannot perform this Charm multiple times on the same target. Many times, Pattern Spiders will perform this Charm on each other before entering combat.

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

Unclassified

  • VF
Spear Liver

Unclassified

  • ST1
Spirit Static

Weaver

Specialty

The spirit may raise the Gauntlet in a given area by 1. Spirits working in conjunction with each other may raise the Gauntlet rating by a maximum of 3. A spirit must stay in the area to keep emiting the spirit static. While distracted, all of the spirit's dice pools drop by two.

  • WW1
  • WW2
  • WWR
Spirit Wall

Specialty

  • West
Sporing

Bane

The Gray Masses' primary agenda is to make more of themselves, and they begin to multiply when they find a host. Each Power point spent by a Gray Mass allows the Bane to create another of its kind. Each of these new Banes is as powerful as the original, and will also produce offspring once it finds a host. Without a host, a Gray Mass is little more than a spore, virtually powerless to accomplish any task. Most of the Power in a Gray Mass goes to creating more copies of itself. Each of these Banes is capable of producing eight or nine more just like itself, and each of these in turn is capable of creating a new fomor, (a Gray Man), from its host and still more of the Banes that transmit them.

  • Wyrm2
Stasis

Unclassified

  • Wyrm1
  • WWR
Steal Essence

Unclassified

  • VF
Steal Mnesis

Unclassified

  • Mokole
Suffocation

Unclassified

This Charm costs 2 Power per turn. The spirit rolls Willpower vs the target's Stamina+Athletics to begin suffocation. The target loses 1 Stamina per success, when Stamina reaches 0, successes remove Health Levels instead until the target has died.

  • 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

The spirit with this Charm can outdistance most pursuers easily, flying through the Umbra at triple speed. Its maximum movement per turn is [60 + (Willpower x 3)] yards.

  • WWR
  • DA2
Take Homid Form

Unclassified

  • Mokole
Take Power

Unclassified

  • Mokole
Take Suchid Form

Unclassified

  • Mokole
Taking the Forgotten

Unclassified

  • RoP
Taking the Name

Wyld

This is the Nameless One's ultimate power, the one it reserves for a last-ditch effort. By taking the name from an entity, the Nameless One looses the internal spiritual forces that hold a creature together. In effect, it is splitting the spiritual nature of a thing, much in the way an atom bomb splits an atop. The result is an enormous destructive explosion, on both the spiritual and physical planes. The Nameless One expends all of its remaining Power and rolls that dice pool in a roll opposed by the target's Willpower. If the target gets more successes, it survives the onslaught and the Nameless One perishes. If the Nameless One gets more successes, it does, but in the process of removing the target's name, the target explodes in a burst of primal energy. The explosion is akin to a nuclear weapon's detonation. The Storyteller should use her best judgement as to how that affects anyone in the area, but instant death is a pretty clean way to go.

  • Wyld
Tear the Gauntlet

Specialty

  • West
Tech Sense

Weaver

By spending 1 Power, the spirit gains an awareness of technological events within its area.

  • 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. Shards deal 3 dice of damage. Power cost is 5.

  • AM
Throw Glass

Unclassified

The spirit can hurl shards of glass at its target. Shards deal 3 dice of damage. Power cost is 5.

  • Umbra1
Tracking

Specialty

The spirit can track its prey unerringly. This Charm is not easy to use, and the spirit must lose a point of Power to activate it.

  • WW2
  • West
  • WWR
  • DA2
Translate

Unclassified

  • Egypt
Tunnel

Unclassified

  • Aust
Umbra Passage

Unclassified

  • Mokole
Umbraquake

Specialty

The spirit can cause the Umbra to shake with such Force that all those standing are thrown to the ground. Everyone within the radius suffers bashing damage from the spiritual concussion equal to half the spirit's Rage roll, rounded up.

  • 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
Unravel

Wyld

The Unraveler's sole power is to reduce manufactured items into their raw components. A glass becomes a pile of sand. Clothing becomes cotton fibers. Steel becomes raw iron and carbon. To Unravel something, the spirit rolls Rage against a difficulty of the Gauntlet rating. This power does no good against living things, only manufactured items. In ancient times, the Unraveler had even greater powers, and reverted living things into their primal essences. If the item is a fetish, the unraveling process frees the spirit trapped inside.

  • Wyld
Updraft

Specialty

The spirit can lift a human-sized creature into the air, but doing so requires a successful Willpower roll.

  • WW1
  • WW2
  • West
  • WWR
  • DA2
Vengeance

Unclassified

  • Aust
Venom Blood

Unclassified

  • NY
Warp Dream

Unclassified

This Charm allows a dream-spirit to alter the parameters of a dream by rolling Gnosis vs 6. The Power cost is 10.

  • Umbra1
Warp Reality

Unclassified

  • WW1
  • WW2
Wasting

Unclassified

  • RoP
Weaken Delirium

Unclassified

  • SC2
Weaver Mask

Unclassified

  • Possessed
Whirlpool

Unclassified

  • Heng