Spirit charms
This page is under construction and may contain errors. Use at your own risk.
Name | Type | Description | Books |
---|---|---|---|
Absorb Fetish |
Unclassified |
| |
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. |
|
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. |
|
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. |
|
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). |
|
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 |
|
Arcanos |
Unclassified |
| |
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. |
|
Armored Sheath |
Unclassified |
| |
Asphyxiate |
Unclassified |
| |
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. |
|
Atomic Blast |
Unclassified |
| |
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.
|
|
Blighted Touch |
Bane |
| |
Block Umbral Travel |
Unclassified |
| |
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. |
|
Body Wrack |
Unclassified |
| |
Break Reality |
Wyld Specialty |
| |
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. |
|
Breath of the Rogue Wolf |
Unclassified |
| |
Breeding Trance |
Unclassified |
| |
Burrowing |
Unclassified |
| |
Calcify |
Weaver Specialty |
| |
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. |
|
Call the Wind |
Unclassified |
| |
Cause Panic |
Unclassified |
| |
Choke |
Unclassified |
| |
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. |
|
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. |
|
Cloak of Ignorance |
Unclassified |
| |
Closed Passage |
Weaver |
| |
Combat Coordination |
Unclassified |
| |
Conformity |
Unclassified |
| |
Consume Essence |
Unclassified |
| |
Consumption |
Unclassified |
| |
Control Currents |
Unclassified |
| |
Control Dreamtime |
Unclassified |
| |
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. |
|
Control Forest |
Unclassified |
| |
Coral Shards |
Unclassified |
| |
Corrupt Dream |
Unclassified |
| |
Corruption |
Bane |
| |
Corrupt Mnesis |
Unclassified |
| |
Craft Technology |
Unclassified |
| |
Create Bridge |
Unclassified |
| |
Create Current |
Unclassified |
| |
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. |
|
Create Object |
Unclassified |
| |
Create Shadows |
Unclassified |
| |
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. |
|
Cry of the Nargun |
Unclassified |
| |
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. |
|
Cut |
Unclassified |
| |
Dark Omen |
Unclassified |
| |
Dark Whispers |
Unclassified |
| |
Descent into Duat |
Unclassified |
| |
Desiccation |
Unclassified |
| |
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. |
|
Disappear |
Unclassified |
| |
Disorient |
Wyld Specialty |
| |
Dissolution |
Unclassified |
| |
Divide and Conquer |
Unclassified |
| |
Domination |
Unclassified |
| |
Drain Essence |
Unclassified |
| |
Drain Gnosis |
Specialty |
| |
Drain Mental Abilities |
Unclassified |
| |
Draw Pathos |
Unclassified |
| |
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. |
|
Dream Warp |
Unclassified |
| |
Earth Swimming |
Unclassified |
| |
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. |
|
Eat Mnesis |
Unclassified |
| |
Embody |
Unclassified |
| |
Enhance |
Unclassified |
| |
Fearful Flight |
Unclassified |
| |
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. |
|
Flare |
Unclassified |
| |
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. |
|
Flood |
Specialty |
The spirit can cause all the waters in a given area to rise rapidly, causing flooding. Doing so requires 1 Power. |
|
Fluidity |
Unclassified |
| |
Fog of Ash |
Unclassified |
| |
Fomor Creation |
Unclassified |
| |
Forest Sense |
Specialty |
| |
Fortune |
Unclassified |
| |
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. |
|
Frozen Breath |
Specialty |
| |
Gateway |
Unclassified |
| |
Gaze |
Unclassified |
| |
Give Power |
Unclassified |
| |
Gnosis Drain |
Unclassified |
| |
Group Fusion |
Unclassified |
| |
Guard Domain |
Unclassified |
| |
Hand from Beyond |
Unclassified |
| |
Harass |
Unclassified |
| |
Haunt Sense |
Unclassified |
| |
Healing |
Specialty Common |
| |
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. |
|
Hoarfrost |
Unclassified |
| |
Hold |
Unclassified |
| |
Hypnotic Stare |
Unclassified |
| |
Ice Shards |
Specialty |
| |
Ignorant Dreaming |
Unclassified |
| |
Ignore Call |
Unclassified |
| |
Illuminate |
Unclassified |
| |
Illusory Desire |
Unclassified |
| |
Incite Frenzy |
Bane |
| |
Induce Harano |
Unclassified |
| |
Infection |
Unclassified |
| |
Information Flow Tap |
Unclassified |
| |
Informational Link |
Unclassified |
| |
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. |
|
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. |
|
Intangibility |
Unclassified |
| |
Invisibility |
Unclassified |
| |
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. |
|
Keening |
Unclassified |
| |
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. |
|
Kiss of Glowing Corruption |
Unclassified |
| |
Life Drain |
Unclassified |
| |
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. |
|
Lure |
Unclassified |
| |
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. |
|
Materialize Tool |
Unclassified |
| |
Mimicry |
Unclassified |
| |
Mnesis Travel |
Unclassified |
| |
Neck Snap |
Unclassified |
| |
Neutral Scent |
Unclassified |
| |
Nightmare Control |
Unclassified |
| |
North Wind |
Unclassified |
| |
'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. |
|
Nullify Dream |
Unclassified |
| |
Open Moon Bridge |
Specialty |
| |
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. |
|
Open Wounds |
Unclassified |
| |
Paralyze |
Unclassified |
| |
Paralyzing Stare |
Unclassified |
| |
Passion Drain |
Unclassified |
| |
Peek |
Specialty |
| |
Poison Bite |
Unclassified |
| |
Poison Spines |
Unclassified |
| |
Possession |
Bane |
| |
Prophesy |
Unclassified |
| |
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. |
|
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. |
|
Quit Reality |
Unclassified |
| |
Raging |
Unclassified |
| |
Ravening Mist |
Unclassified |
| |
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. |
|
Reef Sense |
Unclassified |
| |
Reflect Bonded Garou |
Unclassified |
| |
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. |
|
Repair Pattern |
Unclassified |
| |
Report |
Unclassified |
| |
Reverse Gauntlet |
Unclassified |
| |
Ringbark |
Unclassified |
| |
Sap Will |
Unclassified |
| |
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. |
|
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. |
|
Scry |
Unclassified |
| |
Seduce |
Unclassified |
| |
Shape Moon Path |
Unclassified |
| |
Shapeshift |
Specialty |
| |
Shatter Glass |
Specialty |
| |
Short Out |
Specialty |
| |
Shroud of Flesh |
Unclassified |
| |
Siren Song |
Unclassified |
| |
Snatch Wireless Packet |
Unclassified |
| |
Solidify Reality |
Weaver Specialty |
| |
Spasm Shock |
Unclassified |
| |
Spear Liver |
Unclassified |
| |
Spirit Static |
Weaver Specialty |
| |
Spirit Wall |
Specialty |
| |
Sporing |
Unclassified |
| |
Stasis |
Unclassified |
| |
Steal Essence |
Unclassified |
| |
Steal Mnesis |
Unclassified |
| |
Suffocation |
Unclassified |
| |
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. |
|
Swarm |
Unclassified |
| |
Swift Flight |
Specialty |
| |
Take Homid Form |
Unclassified |
| |
Take Power |
Unclassified |
| |
Take Suchid Form |
Unclassified |
| |
Taking the Forgotten |
Unclassified |
| |
Tear the Gauntlet |
Specialty |
| |
Tech Sense |
Unclassified |
| |
Telepathy |
Unclassified |
| |
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. |
|
Tracking |
Specialty |
| |
Translate |
Unclassified |
| |
Tunnel |
Unclassified |
| |
Umbra Passage |
Unclassified |
| |
Umbraquake |
Specialty |
| |
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. |
|
Unbindable |
Unclassified |
| |
Updraft |
Specialty |
| |
Vengeance |
Unclassified |
| |
Venom Blood |
Unclassified |
| |
Warp Dream |
Unclassified |
| |
Warp Reality |
Unclassified |
| |
Wasting |
Unclassified |
| |
Weaken Delirium |
Unclassified |
| |
Weaver Mask |
Unclassified |
| |
Whirlpool |
Unclassified |
|