Spells may change **Death** Ectoplasmic Shaping: The mage can alter the form of an ectoplasmic manifestation, shaping it with his will into whatever form he desires. He must contend with the will of the mage who conjured the ectoplasm or the ghost who manifests through it. Ectoplasm is the medium through which ghosts manifest. Forensic Gaze: This spell enables a mage to discern at a glance exactly how a creature died and how long ago. Thus, the mage might be able to realize that a cause of death obvious to all modern forensic evidence is in fact a ruse designed to distract from the subject’s true cause of death. Because of the limitations of the Death Arcanum, Forensic Gaze reveals only cause of death and not mitigating circumstances. Can be used no matter the state of the body (mutilated, skeleton, burned, turned to ash.) Grim Sight: The mage gains the Mage Sight, perceiving the supernatural through the lens of Death. He sees the weight of death around a person or place — not his likelihood of death (unless the subject has a terminal illness), but how often he has rubbed shoulders (knowingly or not) with the dead or dying. Using this spell, a mage can perceive another’s grief through a recent loss, and use this knowledge to manipulate that person’s emotional vulnerability. It can be used to identify murderers who have otherwise concealed their crimes from all knowledge (although this rote reveals no details about the murder, only that the target has blood on his hands). **Fate** Interconnections: Allows the mage to examine anyone in sensory range to determine the interconnections they might have with each other (or even with things and institutions, such as corporate brands or fashions) Each success yields some information, with more successes yielding more powerful or secret connections. The mage cannot tell exactly what the connections mean, just their intensity. Note: Successes depend on power and concentration used and the GM will decide the amount of information you get. Quantum Flux: This spell allows a mage to influence negative effects that might make any of their actions fail. At any time within the spell’s Duration, the mage can spend time “aiming” any action, reducing penalties that influence him in the scene. A maximum of three penalties can be removed. This effect can negate only penalties, however, and may not result in any kind of bonus to dice pools. The penalty or negative effect doesn’t disappear, but its influence is lessened or negated. Penalties mean negative influences, for example if one tries to hit a remote target and has wind in their face, they can lesser it’s influence (without changing the wind itself) and take aim like there they weren’t hindered. Reading the Outermost Eddies: The caster knows the outcome of some small random (or mostly random) action in her immediately vicinity. The spell cannot bring about a life-altering change. Nor can it be used to change the probability of an event already set in motion. (A mage couldn’t use the spell on a scratch-ticket she’d already bought, but must use it before buying one ticket out of many.) Nor may the spell create any chance that an impossibility will come to pass. A simple success results in small turns of immediate or nearly immediate good fortune pertinent to the willworker’s current circumstances (such as which vending machine will drop that dangling candy bar the last guy paid for and gave up on after it got stuck on the rotating coil). An exceptional success yields the high end of small good fortune. (Say, turning down the left-hand alley rather than the right one and finding the runaway cat for which the owner has posted fliers advertising a $100 reward). Successive attempts to use this spell for the same goal are considered vulgar and will bring ill fortune to the user. **Forces** Influence Heat: The mage can guide the direction and/or flow of existing heat. He could, for example, keep warm in cold weather by pulling the ambient warmth shed by other human bodies to himself, or make sure that the dim heat from a radiator on the other side of a bathroom reached the shower stall. He could not increase the temperature of the heat at this level, nor create heat where there is none. Influence Light: The mage can guide the direction and/or flow of existing light. He could, for example, cause a wide-angle lantern beam to focus more tightly, like a flashlight beam, or split visible white light into its full spectrum of colors, like a prism. He could not (at this level) cause a weak light to become brighter or cause light to appear where it did not already exist. Influence Sound: The mage can guide the direction and/or flow of existing sound. He could, for example, focus sound waves from across a vast chamber so he can listen in on a whispered conversation, or ensure that the sound of his own voice does not carry beyond the person to whom he is speaking. He could not amplify the volume, however, or create a noise from thin air. **Life** Analyze Life: The mage discerns the species, age and sex of a nearby living plant or animal, including humans. Cleanse the Body: The mage can cleanse herself of drugs, toxins or poisons. Healer's Trance: The mage can discern the state of health of a living being and detect and identify any illnesses. **Matter** Alter Conductivity: The mage alters the conductivity of a simple object. An electrical cord can be rendered completely non-conductive, while concrete can be made to conduct electricity like copper. Craftsman's Eye: The mage can discover the proper function of an object with moving parts. Dark Matter: The mage gains the Mage Sight. This spell is especially good for reading resonance that is ponderous (“thick”, “sluggish” or “dense” as some have called it). **Mind** Aura Perception: The mage can discern the mental and emotional states of a thinking being by reading his aura. Some mages perceive auras as a series of colors, while others describe them in terms of musical notes, odors, tastes or other purely non-physical senses. One Mind, Two Thoughts: This spell enables the mage to hold two individual and wholly distinct trains of thought at once, provided neither is intensely physically demanding. Sense Consciousness: The mage can detect the presence of minds in the material world or mental projections in the state of Twilight. He knows how to detect the presence of psychic activity, from the basest (that possessed by the simplest of animal life) to the most complex and elevated (powerful lords among spirits, the most enlightened of willworkers and the like). This sense allows the mage to know when other thinking creatures are present, and roughly what sorts of minds are present. (Experience may not teach a mage the distinction between a cockroach’s mind and a dung beetle’s, but it does tell her the difference between an insect and reptile mind.) The mage detects the general type of mind she senses (a host, disembodied consciousness or spirit, for example) and this sense is useful for helping the mage to know when she is spied upon or just watched by a being currently lurking in refined dimensions. **Prime** Analyze Enchanted Item: The mage can scrutinize an enchanted item —an Artifact, enhanced item or imbued item — to discern its powers. Discern Phantasm: The mage can see through Primebased illusions (those created with manifested Mana, knowing them for what they are. Having substance, however, they do not vanish from her sight. Dispel Magic: Mages can dismantle or dispel existing spells, a process also known as “unweaving.” **Space** Correspondence: The mage can analyze the connections between things, people and places, determining their degree of sympathetic connection. This spell provides useful information to the caster who intends to affect a subject through someone or something to whom or to which the target is emotionally bound. It might be a very dear friend, a treasured childhood possession, or that nook beneath the old oak where the subject fell in love for the first time. Finder: The mage can flawlessly track an item in his immediate surroundings. Omnivision: The mage can perceive 360 degrees around himself. He essentially has “eyes” on the back and sides of his head. **Spirit** Coaxing the Spirits: The mage can whisper to a spirit sleeping within a material object and ask for its aid, making it easier to use the object. Exorcists' Eye: This spell enables a mage to detect the presence of a possessing entity within a terrestrial being, often to the end of expelling that spirit by means of the “Exorcism”. Those who are knowledgeable in the ways of the spirit realm may be able to identify what sort of spirit inhabits a given individual, but such information is not necessarily conveyed by this spell. Second Sight: The mage gains the Mage Sight. He can also determine the Strength of the local Gauntlet. **Time** Momentary Flux: This is the power to discern the “Butterfly Effect.” The mage can judge a currently ongoing event, one about to take place (within the next five turns) or one that has just taken place (again, within five turns) and discover whether it will be beneficial or adverse for her. For example, she could check to see if letting a sketchy-looking valet take her car keys turned out to have been a bad decision (and maybe stop him before he drives off). Or she could, when being chased by police, learn whether or not it’s a good idea to turn down the alley ahead. This sense does not say what will happen, only whether it will be a boon or a hindrance to the mage. If all possible choices are equally beneficial or adverse, this sense will tell the mage as much. If all options are based entirely on the results of random chance, rather than any actor’s intention, then the mage gains a rough idea of the odds — that the guy in the black jacket has the edge in the fight that’s about to break out (because his Strength + Brawl dots are higher than his opponents’ — not enough to ensure victory, but enough to make him the oddson favorite). Perfect Timing: Know the perfect time to throw a punch to inflict maximum damage, as well as the perfect time to speak. Temporal Eddies: The mage gains the Mage Sight (see “Mage Sight,” p. 110). He perceives resonance through the way in which it “snags” things, people and events moving through the timestream, by the magnitude of its presence (in much the same way as scientists determine the presence of a black hole by witnessing the phenomena around it). He can also tell perfect time, anywhere, discerning the passage of instants with such clarity that his sense is more precise than even those most carefully maintained clock.