Conviction
Charms
Confusion
Cost: 6 motes, 1
Willpower
Duration: One scene
Type: Simple
Minimum Conviction: 2
Minimum Essence: 1
Prerequisite Charms: None
Roll the spirit's Manipulation +
Conviction with a difficulty equal to the target's Essence. Simple success or
one extra success indicates that the target is mildly confused. He might
confuse one direction along a path with another. Two or three extra successes
indicate that the target is quite confused. He might believe that traveling
after dark in the woods without a lantern is a perfectly reasonable thing to
do. Four or more extra successes indicate that the target is completely addled
and may well do something very dangerous. He could try to scale a cliff face in
the dark or go to sleep in a bear's den. Fair Folk are immune to this power.
Memory Mirror
Cost: 6 motes, 1
Willpower
Duration: Instant
Type: Reflexive
Minimum Conviction: 2
Minimum Essence: 2
Prerequisite Charms: None
The spirit must touch its target in order
to employ this Charm (normal Dexterity + Brawl or Martial Arts check). If
successful, roll the spirit's Manipulation + Conviction with a difficulty equal
to the target's Essence, The more successes, the more of the target's memories
the spirit absorbs. This may temporarily befuddle the target, but Memory Mirror
does not actually remove the target's memories, just duplicates them. With a
simple success, the spirit obtains only the most basic details: profession,
name and any major life events. Four or more extra successes indicate
near-total memory absorption.
Memory Sponge
Cost: 12 mores, 1
Willpower
Duration: Instant
Type: Reflexive
Minimum Conviction: 4
Minimum Essence: 3
Prerequisite Charms: Memory Mirror
This Charm works like Memory Mirror,
except that the memories are drained out of the target as they enter the
spirit's mind. Roll the spirit's Manipulation + Conviction with a difficulty
equal to the target's Essence. The more successes the spirit achieves, the
fewer details the target remembers, until only the smallest details remain. Four
or more extra successes indicate that the target suffers from near-total
amnesia. The memories have actually been removed and cannot be recovered
through association or prompting.
Memory
Transference
Cost: 15 motes, 2 Willpower
Duration: Instant
Type: Reflexive
Minimum Conviction: 4
Minimum Essence: 4
Prerequisite Charms: Memory Sponge
This Charm allows a spirit to transfer
memories between two subjects. The spirit must be able to touch both subjects
at once, and if they are evading, the spirit must succeed on a Dexterity +
Brawl or Martial Arts roll. This is not a reflexive attack, and if the
spirit is attempting to touch both targets in the same turn it activates the
Charm, split its dice pool at least three ways.
After the spirit touches the targets, roll
its Manipulation + Conviction with a difficulty equal to the higher of the two
target's Essences. The memories are moved from one subject to another, not
copied. The spirit gets a vague idea of the shape of the memories — enough to
identify blocks of them and figure out what should be moved. The spirit
remembers only vague details afterward, not specifics.
The more successes on the roll, the more
precisely the spirit can identify and choose what to move, and the more it can
move. Simple success allows the movement of a few random memories, three
successes allows large, important memories, and five or more extra successes
allow the spirit to transfer an entire lifetime's worth of memories, or just a
single dark and hidden secret- Note that the transfer is one way —• a spirit
that wishes to swap two personalities between bodies has to roll five or more
extra success on two uses of the
Charm.
Instill Obedience
Cost: 10 motes, I Willpower
Duration: One day
Type: Simple
Minimum Conviction: 3
Minimum Essence: 3
Prerequisite Charms: Stoke the Flame
The spirit channels Essence into the
target to alter his emotional state, instilling within him a desire to obey the
spirit. Roll the spirit's Charisma + Conviction with a difficulty equal to the
target's Essence. Simple success merely makes the target slightly more likely
to obey, while three successes forces him to obey completely unless such
obedience would cause him physical harm. At five successes, the target does
anything the spirit commands.
Geas
Cost: 1 mote per day (Min 15, Max 28), 2
Willpower
Duration: One to 28 days
Type: Simple
Minimum Conviction: 5
Minimum Essence: 4
Prerequisite Charms: Instill Obedience
This Charm allows a spirit to lay a Geas, or bond, upon a target. It requires eye contact and a
successful Manipulation + Conviction check, with at least three successes.
The spirit may order the target to perform
one task, which may include such broad orders as "serve me for one
month." The spirit may not order the target to do something that would
directly harm the target, but it may order him to attempt a difficult or
dangerous goal as long as there is a reasonable chance of success
(Storyteller's discretion). This Charm has a minimum cost of 15 motes, even if
it is to last only one day. This Geas does not completely
govern the target's actions; rather, it gives the target a compulsion to work
toward the task he has been given. For each day that the target fails to work
in good faith toward the task, he loses one temporary
Willpower and takes one health level of aggravated damage. For each two
days spent working in good faith toward the task, he regains one health level
lost from for disobeying the Geas.
Lend Authority
Cost: 15 motes
Duration: 1 day x the spirit's Willpower
Type: Simple
Minimum Conviction: 3
Minimum Essence: 3
Prerequisite Charms: Instill Obedience
For each success on a Conviction +
Presence check, the spirit may raise an individual's Presence by one dot. The
spirit may not increase the target's Presence by more dots than the spirit's
Essence, although it may increase it above 5. Only one use of this Charm may be
active on an individual at any given time. The Presence lasts for one day for
each dot of the spirit's Willpower.
Worldly Illusion
Cost: 20 motes, 1
Willpower
per person
Duration: Instant
Type: Reflexive
Minimum Conviction: 4
Minimum Essence: 3
Prerequisite Charms: Harrow the Mind
The target of this Charm finds herself in
an illusory world of the spirit's design. The illusion is total and covers all
senses — according to all of her senses, the target has been transported
elsewhere. The illusion has a nearly instant duration but may appear to last
for up to one day to the mind of the target.
This Charm requires the spirit to touch
its target (a nonreflexive Dexterity + Brawl or
Martial Arts roll if she's actively evading) or look in her eyes. The spirit
may use this effect on multiple people at once, but all of them must find
themselves in the same illusion, and the spirit must touch all of them at once.
Any damage the target takes within the
hallucination is purely illusory. However, if the target dies within the
illusion, then her player must succeed on a Stamina + Resistance roll or fall
into a coma for one day per point of the spirit's Essence (or longer, at the
Storyteller's discretion, if it suits the dramatic needs of the story),
Dreambane
Cost: 15 motes, 1
Willpower
Duration: One scene
Type: Reflexive
Minimum Conviction: 3
Minimum Essence: 6
Prerequisite Charms: Dreamscape
This Charm acts exactly as the Compassion
Charm Dreamscape, except that the roll made is Manipulation + Conviction, and
any harm done to the target within the dream has a chance of leaking through to
the target's physical body (as either bashing or lethal damage, as
appropriate).
If the target takes damage in the dream,
her player must make a reflexive Wits roll to see how much slips through to
harm the character's real body. For every success on the wits roll, one health
level is subtracted from the damage that the character took in the
hallucination before it is applied to her real body. The character can never
take more damage to her real body from a single event in the hallucination than
the Essence of the spirit that used Dreambane on her.
Each time damage gets through the soak
roll, the target's player may make a Willpower roll. With three or more
successes, the character wakes up. The player must also succeed a Willpower
roll if the character takes enough damage to kill her in the dream before she
wakes up. If the roll botches, the character dies (if mortal) or enters a coma
for one week per point of the spirit's Essence (if Exalted).
If the roll fails, the character wakes up
at Incapacitated and must heal normally. If the roll succeeds, she wakes up
with only one additional health level of bashing damage. This Charm may only be
used on one target at a time.
Soul Rapt
Cost: 10 motes, 2 Willpower
Duration: Indefinite
Type: Simple
Minimum Conviction: 5
Minimum Essence: 4
Prerequisite Charms: Possession
As the Possession spirit Charm, roll the
spirit’s Manipulation + Conviction against the target’s Willpower in a resisted
action. If the spirit gains more successes than the target has temporary
Willpower, then the initial possession succeeds. As long as the spirit occupies
the victim, temporary Willpower cannot be regained. The possessing spirit must
relinquish control of the victim’s body at least once per week, though it isn’t
necessary to abandon the victim. The spirit must make the attempt to regain
control of the victim by repeating the initial possession roll. After each
month of possession, the victim loses one point of Willpower permanently. If a
spirit fails in its attempt to regain control of its victim, the spirit is
expelled, and the victim cannot be possessed by that spirit again.
Worldly Illusion
Cost: 20 motes, 1
Willpower per person
Duration: Instant
Type: Reflexive
Minimum Conviction: 4
Minimum Essence: 3
Prerequisite Charms: Harrow the Mind
The target of this Charm finds herself in
an illusory world of the spirit’s design. The illusion is total and covers all
senses ― according to all of her senses, the target has been transported
elsewhere. The illusion has a nearly instant duration but may appear to last
for up to one day to the mind of the target.
This Charm requires the spirit to touch
its target (a non-reflexive Dexterity + Brawl or Martial Arts roll if she’s
actively evading) or to look in her eyes. The spirit may use this effect on
multiple people at once, but all of them must find themselves in the same
illusion, and the spirit must touch all of them at once.
Any damage the target takes within the
hallucination is purely illusory. However, if the target dies within the
illusion, then her player must succeed on a Stamina + Resistance roll or have
the character fall into a coma for one day per point of the spirit’s Essence
(or longer, at the Storyteller’s discretion, if it suits the dramatic needs of
the story).
Binding
Cost: 3 motes
Duration: One scene
Type: Simple
Minimum Conviction: 3
Minimum Essence: 2
Prerequisite Charms: None
The spirit can physically or psychically
bind a target. The binding may take the form of silken webs, vines, chains or
whatever other form is appropriate to the spirit. Roll the spirit’s Dexterity +
Conviction. The successes are the difficulty for the target to escape from the
spirit’s binding using either Strength + Athletics (for a physical binding) or
Willpower (for a psychic binding).
Call
Cost: 2 motes
Duration: Instant
Type: Simple
Minimum
Conviction: 2
Minimum Essence:
2
Prerequisite
Charms: None
The spirit may send out a call for the aid
of like spirits. If other such spirits are within range (as
determined by the Storyteller), they will arrive within (7 - Essence) turns.
Diagnostics
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum
Conviction: 2
Minimum Essence:
2
Prerequisite
Charms: None
Spirits using this Charm may discern
exactly what’s wrong with a malfunctioning machine, automaton or machine
spirit. The spirit’s Essence is added to all Craft rolls to repair the machine.
Ossify Pattern
Cost: 10 motes, 1 Willpower
Duration: (Essence) scenes
Type: Supplemental
Minimum
Conviction: 4
Minimum Essence:
4
Prerequisite
Charms: None
This Charm saps the target’s dynamism,
putting him out of harmony with the flow of Essence. The spirit must
successfully touch the target for this Charm to work. Once the spirit makes
contact, the target gains no Essence while under the effects of this Charm, and
all Essence costs are doubled. This Charm works differently on Fair Folk
(excepting the Mountain Folk), in which case it causes (spirit’s Essence
rating) health levels of aggravated damage instead. Only crystal elementals and
design weavers can use this Charm.