Magic Errata

== Magic In The World of Silver & Bone ==
=== Introduction ===
Magic in Silver & Bone always starts with a Source. Whether it's from one's own ambition, or from the power of a deity, wonderful, miraculous, and terrible things can happen when this is tapped into. Magic is both constant and unpredictable, a force, much like the nature of Lycanthropy, that is ephemeral and unique, varying from individual to individual. "Results may vary" is popularly applied when describing how magic may manifest. One must have resolve, concentration, some notion of the Sublime, some understanding of the deepest reaches of the mind and soul in order to produce the simplest of spells. Magic can generate fire in the palm of your hand, create doorways through time and space, conjure demons and angels alike, and manipulate your enemies - if you're willing to pay the price.
A key feature of Silver & Bone's Magic Errata is CONSEQUENCE. Bending the rules of reality always produces dire results, so consider how this will affect your character or those of others. Even using a spell from the list below could have far-reaching repercussions depending on the severity of their effects.
Also something to keep in mind when using magic, or having it used on you or others, is the long term effects. Repeated exposure to reality-altering conditions can result in unexpected reactions, both physical and mental. Generally these are as undesirable as they are surprising, and can be as subtle as a change in hair color or as dramatic as a shift in mental stability. It is generally understood that "darker" magic requires greater demand of the body and soul, therefore causing the user to slowly go insane. Physical deformities or mutations aren't uncommon. But these take years, sometimes centuries to manifest. A user is more likely to go insane long before their bodies begin to mutate. "Dark" magic being any spell that is used with the intent to harm. It should be understood that magic is a neutral yet natural force in the universe, and much like a tool, can be equally as effective as a weapon. Using magic with the intent to do good or heal, however, can still result in the same amount of deformity and mental instability, but as those who have this power tend to use it far less or more wisely, manifestation of such effects is drastically reduced. Players are encouraged to be creative when thinking up how magic may effect their character long term, but do keep in mind that it can be at least a hundred years before they may physically show signs. Psychologically, however, can be another story altogether.
It should be noted that some areas and Artifacts that exhibit a high concentration of magical energy may force the manifestation of deformities a lot sooner if an individual remains in contact with it for a period of time. This can vary from place to place, and Artifact to Artifact, but if the concentration is potent enough, the user can begin to show the early signs of consistent exposure to magic in as little as a few hours. This almost always begins as emotional or psychological unbalance, soon followed by illness, sometimes seizures of a varying sort, and eventually mutation that may even be specific to the environment or Artifact in question. Very often, however, the individual will die from the seizures long before they begin to deform. Most werewolves tend to have more of a resistance to these effects, but some can be incredibly susceptible. This can also depend on the nature of the Artifact as well, particularly if it is meant to be effective against shapeshifters or those like them.
Magic can also have an effect on the environment as well. Plants and trees can grow into odd shapes or form strange patterns; animals will avoid certain areas or be drawn to it unnaturally; fires will refuse to ignite. In the past, ancient folk attributed these areas as sacred sites, touched by gods and maintained by spirits. Sometimes these areas were commonly visited by Fae, their lingering presence impacting the land around them. Others are simply the result of a natural kind of magic "spring", or are places were Greater Elementals have chosen to dwell. Generally it takes at minimum a hundred years for a place to start showing signs of magic settlement, but those with the Awakened ability may be able to sense them long before then.
Players are free to come up with their own rituals and ceremonies for the use of RP but please take into consideration the cost of your actions or what it is your character desires by drawing upon such poorly understood powers, regardless of how natural they may be. The price can be as little as your energy for the day/week, or as severe as a creature's life. But also consider the repercussions of what you're asking to do. Certain Mystic spells can also have similar aftereffects, so consider carefully when and where they should be activated.
The flashier spells, such as Fireball, WILL attract attention from bystanders. Remember to make use of your Redirection Ability. Also remember that the flashier the spell or the more severe its effects, the more likely it is to attract attention from unwanted sources. When the Fate System is in effect, the GM should always consider the surroundings and if anything of what the characters do is going to draw in other undesirables. Nosy humans can make a situation even more complicated.
== The Many Layers of Reality ==
As you continue your journey through the world of Silver & Bone, you'll no doubt encounter mention of the different "Worlds" (sometimes called "Realms") that layer over one another. Of these dimensions the Physical (our world) and Spirit are the most significant. Many spells reference the relationship between these two planes of existence, but there are others that may come into play as well.
=== The Physical World ===
The Physical World is that which makes up the vast majority of where you'll be spending your time in SnB. Essentially it is our world; solid, constant (for the most part), colorful and bright. Everything we know, everything our characters start out with knowing, is based in this reality, in science and in logic. As things progress, however, it becomes apparent that the physical world isn't as rigid as it seems. With beings capable of not only altering the appearance of their bodies, but the very substance of their organic form, at will and faster than any conversion of such complicated materials should take, even in nature, you begin to question what it means to be 'based in reality'.
=== The Spirit World ===
The Spirit World is one that exists parallel to the Physical. Similar to the concept of the Australian Aborigine's Dream Time, locations and contents may be similar to what they are in the Physical, but altogether different. Structures that exist in one realm may be absent or completely altered in another. In the Spirit World, however, buildings, vehicles, and other such constructs seem to simply manifest. Energy transference works differently here as well - cars will not run, electronic devices will not function, or if they do somehow manage to turn on, will not cooperate. Instead, it's very inhabitants seem to be composed of some sort of strange energy that is both at once ethereal and solid. If these beings manifest in the Physical World somehow, they will be as ghosts and phantoms. Some may appear as substantial as they do in their home realm, but only for a few minutes at a time - sometimes even for a few seconds. Whether this is through the thinning of the barriers between the worlds, or because the being is somehow able to will itself to be seen, can depend on circumstance.
Many things of the Spirit World cannot be seen in the Physical, maybe felt at best. This includes objects and entities. It is actually more common for Spirit World inhabitants to be aware of those in the Physical than vice versa. Though many, such as those in our realm, choose to just go on about their business.
Locations in the Spirit World are also affected by events in the Physical. Battlefields, hospitals, and other areas of trauma, pain, and suffering, or where where malicious intent has occurred or festered, will appear as decrepit or damaged in the Spirit World. Players are encouraged to be creative when describing these sorts of places. Consider what has occurred in the area, the nature of it, and how this could manifest as a visual metaphor. Locations and structures could appear as though they were burned in some great fire, infested with vermin, overtaken by fungus and mold, or damaged by a great flood. Even approaching these areas in the Spirit World will illicit a sense of dread. The more sensitive may even feel it as physical or mental agony. The atmosphere will feel heavy and oppressive and lingering there for too long may risk insanity. (For inspiration I suggest the Silent Hill series of video games.) These areas also attract more malicious entities, sometimes even demons.
Likewise, a place that has seen much joy and love will feel brighter and much more welcoming. The air will be clear, even rejuvenating. These areas, however, can be just as much traps as the aforementioned ones. The overwhelming sense of comfort and contentment may entice one to remain, perhaps even forever. Forgetting to return to one's body in a timely manner can be a dangerous thing. Entities here may be more accommodating and benevolent but no less needy. Although there is an increased chance of encountering or successfully summoning Angels here.
Some places in the veil between the Physical and the Spirit are simply made thinner by a certain combination of conditions. These areas are known as "liminal spaces" and are often places of isolation, where humans rarely tread. These are typically abandoned buildings or natural areas that are very rarely if ever frequented by sentient beings. Many werewolves find solace in these places, perhaps being drawn to the edges of a world where their existence may make more sense than the one they live in now.
Many Spirit World inhabitants, however, are not friendly creatures, and in fact seek out sources of strong electromagnetic energy to feed from and grow more powerful. This is why some entities are attracted to humans and other living things. Shapeshifters in particular emit very potent outputs of energy from time to time - especially during the Full Moon. For more information on these entities see the Enemy Lexicon.
It should be mentioned that although it is called the "Spirit World" it is not the Realm of the Dead by any means. Souls may pass through or linger in this realm for a time, but eventually must return to the Deep Realms - essentially dimensions where anything still tied to the Physical World cannot enter.
Beings with a physical form are able to enter the Spirit World briefly and at times have even been found to wander into it by accident from time to time. The longer they stay, however, the less substantial their bodies will become. The Spirit World will eventually warp them into something else entirely.
=== The In-Between ===
There is a dimension that makes up the gaps in between other layers of reality. Like the mortar between bricks, this area is known as The In-Between to many. To others, it is The Void.
When passing from one realm to the next, it is barely noticed at all. The shift will be seamless, uninterrupted. The most one might see is a flash of blackness. Currently there is only two ways to travel to The Void, and that is through dreams. Lucid dreamers in particular are able to access this world - some humans have even dubbed it "The Astral Realm" though this makes it sound much more friendly - if they make the effort. Other times, people have merely "wandered" into it.
The In-Between when not experienced through the veil of sleep, appears as a vast, featureless, black plane beneath an open, starless sky. The only light visible is a very subtle blue tint that presumably is emitted from the sky above. To most, it is exceptionally difficult to see. It is also extremely cold, but as one cannot have a physical body when entering this realm, it doesn't much matter. Dreamers will populate this plain with their mind. Maybe even only catching a glimpse of its true form seconds before waking or being sucked back into their own heads.
When using portals to dimension hop or travel long distances quickly, it is advisable to ensure accuracy in the construction of one's sacred geometry. A mistake could result in one being trapped in The Void for eternity. This is why it is never wise to use a gateway that has had part of its structure eroded or damaged.
Being trapped in The Void is a slow, agonizing death. Time seems suspended here, so even if one is able to enter with a physical body, one will not age or starve, but will most assuredly go insane. Over time, The In-Between may being to warp them much like what happens when a physical body enters the Spirit World.
=== The Deep Realms ===
These are the deepest worlds. Places where only the spirit may travel if it is completely unattached from its physical form. Even then, return is not guaranteed and one's stay must be brief to maintain any chance of coming back at all. The Deep Realms are presumably where the dead go once they have relinquished their mortal coil. This is where demons and angels originally reside, this is where Deities are born. Descriptions of these Realms are few and unreliable. Even those entities who were born there have a difficult time explaining it to those who summon them.
Gateways to these Realms have either long since been destroyed or are closely guarded by powerful beings and spells.
Anyone who has ever somehow managed to enter into the Deep Realms physically has never returned. Information passed on from Deities and other inhabitants describe a fate worse than death.
=== The Fae Realm ===
Very little is know about the Fae Realm, only that Fae come from it and are the only beings capable of travelling back and forth. Once upon a time, there were many gateways through the world, though now they have long since closed, with a precious few still presumably open in Europe and Asia. There is perhaps still one or two in existence in North America. These gateways are closely guarded by Fae or their spellwork, and shapeshifters suffer the same as any mortal that happens to be trespassing. No one who has ever been taken to the Fae world and somehow returned, has been able to articulate what it's like there. Many come back altogether a different person, lending to the theory that they may be changelings. It has never been confirmed if this is true or not, but human infants being whisked away to the realm of the Faeries is absolutely true.
As for the Fae themselves, it is believed that they draw their great power from their home dimensions. Even those who are purported to be trapped on Earth, are still able to summon from it. Thus, those with Fae Lineage are also able to. However, this ability does filter out eventually through generations mixed with human blood. For more about Fae, consult the Enemy Lexicon.
== Sources of Magic ==
Sources are free, but are only required if you intend on taking your character down the mystic path as a source of power is needed when casting spells. Otherwise, they are mostly to add flavor. The Sources essentially all work exactly the same but each has their own perks and drawbacks. You are also not expected to pursue an occupation in magic or mysticism if you choose a Source. If a character seems like they may have more than one Source to draw power from, please choose the most significant. You can only have ONE Source.
Having a Source alone, however, doesn’t necessarily mean you will be able to cast spells right away. A player must buy the ability Spellcasting in order to be able to actually tap into that Source for use for magic.
The Sources are as follows:
=== Lineage ===
The individual draws the power from their bloodline. If they are descended from someone, somewhere in their background who was a Fae, Demon, or a Saint then they will have a significant source of power to draw from. The player must select from the three subsets below. The ability to tap directly into these powers can skip generations, manifesting in your character. Whether this is because the character has made time to explore this connection or because the spirit of the ancestor has simply "chosen" them to be a bearer of such power is up to the player to decide. Also, if the player chooses, evidence of the character's lineage may manifest in any form other than were or human. With the exception of Spirit Form, these attributes must be subtle. For example, a Berserker may have horns or Animal form could have a slight variation in their pelt or eye color. (Please be conscientious with your design choices. Try to refrain from making Sparkle Dogs, please!) A player can design the Spirit Form to look however they like though choosing to include traits from their chosen Lineage is encouraged if they have chosen this as their Source.
==== Fae Lineage ====
Fae Lineage - This character has a relative or ancestor that was a pureblood Fae. Please note that Fae cannot crossbreed with shapeshifters, but can with humans. It is therefore understood that having Fae Lineage means that the character also has a significant human background. Most of those with Fae Lineage will have been made werewolves through a bite. Characters with this in their background may be susceptible to cold iron in addition to silver, but other Fae will be able to "smell their blood" and identify them as Fae or partial Fae, which may make them more helpful and/or less likely to harm or eat the character. Those with Fae Lineage will also be able to peer into the Spirit Realm from time to time and have an increased chance of encountering other cryptohominids or even other Fae as a result. These encounters, however, are involuntary and can happen at random.
In the event of coming into contact with cold iron, there will be a -2 penalty when casting spells. The player can spend Bones in order to compensate for this handicap.
==== Demonic Lineage ====
The character has an ancestor that was of demonic heritage or was a demon themselves. However, dismiss all notions of a happy family where demons are involved. Having a demon or demonic heritage means that a relative or ancestor was produced via a ritual or even unwanted demonic possession wherein the demon (normally an incorporeal creature in the physical world) has possessed one of their parents directly before engaging in sexual activity.
Being of Demonic Lineage can make the individual seem more approachable by incorporeal entities, particularly those of a demonic or dark nature. This can be good or bad depending on the character, as demons are not known for their kindness. They are also more likely to be able to communicate successfully with Cryptids such as Wendigo, Shadow People, or Black Dogs where others cannot and are more likely to encounter them regardless of form. Unless the character selects Medium as an ability, then their ability to peer into the spirit world and/or encounter non-human entities is rarer (though probably more common than the average human), and involuntary - encounters may be random and the character will have no control over when they happen - and they will not have the ability to summon an incorporeal being.
Those with Demonic Lineage will possess a weakness to salt or chalk when the substance is used in a ritualistic manner (such as if the item is used as a barrier around the parameter of a house or doorway, or if the enemy throws the salt onto the person with the intention of using it as a deterrent or weapon.) This doesn't mean that the individual will always show an allergic reaction to salt or chalk though it is possible if the player chooses it, but that it is the attacker's intention when they use these items is what matters. The same can be said of other apotropaics such as religious artifacts, stepping on holy ground, or being in the presence of those who have strong Faith in their God(s). In any of these situations there will be a -2 penalty when casting spells. The player can spend Bones in order to compensate for this handicap.
==== Saintly Lineage ====
A relative or ancestor was deemed a Saint of some kind. This doesn't necessarily mean a Saint in the Catholic sense, but that they were particularly blessed and favored by a God or Gods of some kind, thus endowing them with superhuman gifts that have resurfaced in your character.
As for weaknesses, those with this Lineage will be sensitive to the presence of “evil” or a faith that is the opposite of their Saint. Emotionally, they may feel agitated, offended, or even intimidated in the presence of objects or an area consecrated to that of the opposing Faith or evil. Functionally, there will be a -2 penalty when casting spells. The player can spend Bones in order to compensate for this handicap.
Conversely, those with this Lineage may also be sensitive to the Spirit World, occasionally experiencing glimpses or interacting with its denizens at seemingly randomly intervals. Some who feel particularly close to their patron, claim to hear their voice guiding them. Unless the character selects Medium as an ability, then their ability to peer into the spirit world and/or encounter non-human entities is rarer (though probably more common than the average human), and involuntary - encounters may be random and the character will have no control over when they happen - and they will not have the ability to summon an incorporeal being.
=== Wild Talent ===
The caster relies on their own spirit to fuel their magic ability. This may manifest through a strong will powering the spell or an act of literal bodily sacrifice. This Source will grant the user the ability to cast a second spell during any RP session, even if that Spells states it can only be used once. (There are some exceptions though so please read carefull!) However, that additional spell will require more energy, and thus will cost the player 2 Bones instead of 1. If a magic user has no Bones but tries to cast the spell anyway they may be successful, but will then be considered to be holding a negative number of Bones, at which point they will lose consciousness. Like any character, however, if they lose all of their Bones, they will still be functional up to this point.
For those who take Wild Talent as their Source, care of their body and spirit is of the utmost importance. The character will most likely be very physically fit and may have an interest in meditation. If the character becomes ill or emotionally shaken, then they will be cut off from their magical ability or otherwise it will become very weak until they are well again or regain composure.
=== Blood Pact ===
This Source of power draws from a powerful entity, typically a demon or deity (this includes the Christian God). However, the nature of the pact is determined by the entity. Demons, for example, tend to demand sacrifices or even one's soul in return for their power, some may even require a sacrifice every time the caster requires use of their power. Some deities are the same way, but some only require one's Faith which can be demonstrated through something as simple as prayer. Still others are much more laid-back, requiring only the occasional acknowledgement or show of some form of appreciation such as through an offering (not necessarily a living sacrifice). Blood Pacts can be set into place either through yourself or even a relative or ancestor with the pact being passed down through the family bloodline. Again this may depend on the specific entity involved. Demons or other malign entities can be tricky in that they may not only request one's soul in return for their service but may also require the souls of your descendants as well. It's important to read the fine print before signing a contract with any powerful non-human being. Due to the terms of each contract being unique to the situation, Blood Pact as a source is fairly broad.
There may be some overlap with this Source and Lineage, but choose the one that you feel best suits your character.
=== Magecraft ===
The character has studied long and hard, perhaps even centuries, in order to gain the knowledge of the ancients. This Source stems from Artifacts, knowledge, rituals, environment, and pageantry. The character believes that the Source of their power lies outside themselves - it is in the acts they perform, the item they hold or wear, the ground beneath their feet, or even the air they breathe. Characters who take this as a Source are often druidic in their magic beliefs, convinced that they are but a conduit through which magic energy flows or is held until a moment of release. Their weakness, however, lies in being removed of contact with their items or environment. Walking into an area robbed of magical energy, or losing physical contact with an Artifact they believe gives them power, will remove their magic talent.
=== Selecting Your Source ===
When choosing a Source for your character, think carefully about where they truly draw power from. Even a member of the Cinocephali, a Clan devoted to the catholic God, can define their Source as Wild Talent and not Blood Pact or Saintly Lineage if they are drawing from their Faith itself. Technically the same amount of power can be drawn from each Source, none is more powerful than the other, though one can have an advantage over another in certain situations as can be discerned from their drawbacks as well as what abilities they can benefit the most from. The only time this isn't true is if the character's belief changes. Whether due to them coming into new information, or if the faith in their Source is somehow shaken or altogether removed, it is perfectly fine to switch your Source to better suit your character's new disposition. But do not switch it to suit whatever fits the situation best - which would be considered a form of godmodding. However, if you do change your Source, consider the effect this is going to have on your character and their abilities. Those going from Magecraft to Lineage, for example, will no longer get a bonus to any spells requiring Alchemy. Just like those going from Wild Talent to Blood Pact will no longer receive a second spell.
To further clarify, going back to our Cino member again, their method of selecting a Source for their spellcasting can be broken down as the following:
* It would depend on how you would define that character's Faith.
* If it's purely from your belief that something is there and you are drawing power from the Faith itself, it would fall under Wild Talent.
* If your Faith is rooted in rituals and pageantry, drawing from the routines, sacrifices and artifacts to bend reality would be Magecraft.
* If your Faith is defined by connecting to your 'god' and your power comes from them, then you are using Blood Pact. (Your 'god' may not actually be the one who's giving you power after all...)
* If  your Faith is such that you draw from your ancestors who were 'saints' then it would be Lineage.
== Spellcasting and Using Your Source ==
A Source by itself provides no direct use of magical ability. In order to tap into this, one must purchase the ability Spellcasting to begin casting magic.
However, not every Mystic ability is a spell and will only require a Source in order to be activated. It is important to pay attention to the requirements of each ability listed.
=== Spellcasting (Rank 1) ===
Prereqs: Any Source
Cost: 2
Casting spells requires Bones but only one spell can be cast per session (so you must reconvene after an RP session has ended before you can cast another spell) The only time this is false is if you have an ability that permits more than one spell to be cast per session or if you take Wild Talent as a Source. Lycaon also have access to an ability that permits them to cast more than one spell in a session. However, they will be unable to cast any more spells during a campaign (multiple sessions) if they run out of Bones. If a magic user tries to cast a spell without using a Bone, they may be successful, but will then be considered to be holding a negative number of Bones, at which point they will lose consciousness. Like any character, however, if they lose all of their Bones, they will still be functional up to this point.
If a player decides to try and cast a spell when they have zero Bones, they may roll to see if it is successful on top of any rolls that that spell may require. The GM may decide what will happen but the usual rules apply (1 = not successful, worst case scenario, 6 = successful, etc.).
Spellcasting (Rank 2)
Prereqs: Spellcasting Rank 1
Cost: 1
+1 Fragment to all Spells cast. Can cast an additional spell per session for a total of two spells per session unless otherwise indicated in an ability or specific spell. This leads to a total of two spells per session.
Spellcasting (Rank 3)
Prereqs: Spellcasting Rank 2
Cost: 1
+2 Fragment to all spells cast. Can cast an additional spell per session for a total of three spells per session unless otherwise indicated in an ability or specific spell.
== List of Spells and Mystic Abilities ==
=== Aeromancy ===
Spark (Aeromancy Rank 1)
Prereqs: Spellcasting Rank 1
Cost: 1
After concentrating for one round of action, the caster can produce a small spark with a snap of their fingers sufficient enough to light a match or candle, or give their enemy a brief buzz the equivalent to that of a strong static shock. For another round, they may feel the charge building up in the palms of their hands, and will be able to overload any small electronic device such as a cell phone or any other device that can fit in their hands.
Flash (Aeromancy Rank 2)
Prereqs: Spark
Cost: 1
The caster concentrates for one round of action to produce a flash of light, similar to Spark, but bright enough to momentarily blind an opponent if they happen to snap their fingers or clap their hands close enough to the enemy’s face. They can also shortcircuit larger electronics such as desktop computers with but a round of focus and a touch. Additionally, the caster may draw energy from small electronic devices such as phones and use that energy to produce an even stronger electric attack in another two rounds of action or sooner. This of course, runs the risk of completely draining the battery of the device, rendering it useless and possibly unable to sustain any further charges. The power of this spell, however, is only sufficient to do any major damage to a single enemy (will feel something like a taser if used on one enemy, powerful enough to stop them in their tracks and spend a round or two of action shaking it off), and mild to very little damage to any group larger than two. (It may be enough to distract or disorient them briefly but may not cause any pain, particularly in the more powerful or stronger enemy.)
Lightning Bolt (Aeromancy Rank 3)
Prereqs: Flash
Cost: 1
After one round of action spent concentrating on said spell, the caster may produce strings of lighting from their bodies causing massive electrical damage to any enemy within a 15 foot radius. With an additional round of concentration, they may focus the energy into their hands to target a single enemy up to 50 feet away. If the caster is within touching range of a source of electrical energy, such as an outlet or electronic device, they may use this to build power quicker and to exact a more potent punch. However, the caster must be careful not to absorb too much or otherwise risk hurting themselves or losing control of the spell. Typically a caster can take up to three rounds of action to fully charge themselves using this method, with the fourth round being when they unleash the attack. The resulting charge will be enough to devastate any single enemy (possibly stopping their heart and killing them) or enough to knock multiple enemies off their feet which will cause them to feel the effects, slowing their movements and concentration, for up to five rounds of action thereafter. Weaker enemies, such as humans, may die from even the AOE attack.
=== Alchemy ===
Prereqs: Any Source, Spellcasting
Cost: 1
This ability allows the character to read and use alchemical recipes of either Potions or Charms.  Note that once chosen, this is permanent.  There is no direct limit to how many recipes a character may know, but it is notoriously difficult to pry recipes from other alchemists and characters should have a reasonable, realistic number befitting their status.  Even with a recipe, however, creating alchemical items takes a significant amount of time.  They are far more likely to be created off-scene than spontaneously created during one. Alchemist can also potentially create Artifacts or the components for them using their Alchemic knowledge. However, Artifacts have been known to take a lifetime (even a lycanthrope's lifetime) in order to complete. The more powerful the Artifact, the longer and more difficult it is to create.
Those with the Magecraft Source get a +1 Fragment to any spells that have Alchemy as a prereq.
=== Awakened ===
Rank 1
Prereqs: Any Source
Cost: 2
The character is naturally in tune with the Spirit World and magical forces.  If any Source they already have permits random encounters or a sensitivity to Spirit World activity, this ability will help to stabilize that, allowing more control over when and where the individual is able to see things. This ability does NOT permit interaction or communication with the Spirit World however, only that they are able to better sense when Bodiless Entities or strong magical auras are nearby.
The individual receives a +1 Fragment to any perception checks when attempting to see a spirit, +2 if the spirit itself is trying it's best to will itself to be seen. The spirit will remain visible to the PC until they exit their line of sight.
Rank 2
Prerequisite: Awakened (Rank 1)
Cost: 1
Augmenting allows for the character to detect magic ability in others even if it isn't active through the Spellcasting ability. They are able to sense the potential for its use. The individual may sense this even if the person is not in their line of sight. An aura may manifest when the individual is looking at a potential magic user, however. This aura will increase in intensity if the user is preparing to cast a spell, thus giving the Awakened individual a +1 Fragment to any reflex or counterattack rolls in response to a spell cast by an enemy.
Rank 3
Prerequisite: Awakened (Rank 2), Medium (Rank 1)
Cost: 1
The magic user may now draw any Bodiless Entity towards them. The caster must have some sense that the entity is there however and must be within 100 feet of them in order to be heard by the entity itself. Calling out to one specific entity, however, risks drawing in nearby entities, so it's important that the caster be able to focus their energy. It helps if they can actually see or are otherwise acutely aware of the location of their target beforehand.
The caster will receive a +1 Fragment specifically towards rolls for seeking nearby entities, but must take at least one round of action in order to locate and call to them.
=== Blood Magic ===
Meat Puppet 
Prereq: Spellcasting Rank 1
Cost: 1
The character may use a drop of their own blood as an extension of themselves. By getting another living organism to ingest their blood, they may be able to take control of that organism for a short period of time. A very small amount can be used to make this successful. The individual may use this ability once per RP with control of the other lasting only three rounds of action if they roll a 5 or better, two if they roll a 3 or better, or one if they roll a 1 or better. The player may take control of another person’s character for that amount of time, taking advantage of any perks that character may possess. If the target is willing then the caster will receive a +1 Fragment in their favor when attempting to possess them.
Blood Healing
Prereq: Meat Puppet
Cost: 1
The speediness of this ritual's effects are mostly reliant on the individuals Renegeration ability. The higher the rank in that Ability, the less time this ritual needs in order to take effect or to heal the patient entirely.
In a short ritual lasting two rounds of action, the caster may use a drop of their blood to inject into a wounded ally, get them to ingest their blood somehow, or spread like a balm upon the ally’s wounds in order to heal them or severely reduce the symptoms of an illness. This ritual is more effective used alongside proper medicinal ointments, but will speed recovery and result in even the severely wounded to be on their feet and moving (albeit most likely at a reduced rate of speed) within one round of action and until they have reached safety. The effects are temporary, however, and must be continuously applied over the course of events (three nights in a row game-time) in order for the individual to recover completely. If used on the night of a Full Moon when it is at its apex, the target stands a chance of recovering completely. This spell can be used to mend broken bones, eviscerated flesh, prolapsed organs, or any other gaping wound that does not involve the complete removal of limbs or organs. A particularly skilled magician may attempt to reattach them using this method, but it can depend on how long the organ/limb has been severed from the body, the cleanliness of the cut itself, etc. This spell can also be used to hide the symptoms of poisoning or illness with a chance of the target completely recovering by the end of the scene depending on the severity of the poison or illness.
(Side note: three nights is for therianthropes specifically, for humans this ritual would have to be performed for a week or longer with the results occurring faster than if they did than with just standard medical practice alone.)
Bleed Out
Prereq: Meat Puppet
Cost: 1
If the target has ingested any of the caster's blood (such as through a bite), the caster may recall what belongs to them - along with everything else. The target will immediately start to bleed from all orifices. This effect will last up to four rounds until the target collapses, is able to strike the caster hard enough to interrupt the link, or is able to cast Dispel.
Blood Ties
Prereq: Meat Puppet
Cost: 1
Rank: 1
Extracting a small vial (roughly 2 oz/60 ml) of blood from the victim allows the character to use any spell on them as if the victim was right in front of them. If the blood was extracted from the victim while shifted into Were, Animal or Berserker form, the effect lasts twice as long, but with the same penalties. The vial must be sealed for the duration of the spell's effect. If the vial is broken or open at any time, the spell will be lifted. The effects for this lasts 1 hour and the caster suffers a -2 penalty on any and all rolls as it does require some amount of concentration and energy to maintain. The target must be within 25 miles of the caster for this to take effect. If the subject wanders outside of this range, they may still feel the effects of whatever additional spell the caster has put upon them, but they may lift much faster than if they would have remained within their reach. By then the damage may have already been done, however.
Casting Blood Ties and then an additional spell still counts as two different spells. A caster with only Spellcasting Rank 1 and lacks Wild Talent as a Source (which permits the caster to cast an additional spell per session) will only be able to cast one spell per RP session. It is recommended to not take Blood Ties until you are able to cast more spells in a single session.)
Rank 2:
The caster is now strong enough to maintain this spell longer and with less penalties. It will now remain in effect for 12 hours, and with a -1 to any rolls performed by the caster. The target must be within a 50 miles of the caster for it to be affected.
Rank 3:
The caster has now mastered this ability and will suffer no penalties as a result of maintaining it. It will now remain in affect for 24 hours but the target must be within 100 miles of the caster for it to be effective.
=== Conjuration ===
Rank 1
Prereq: Spellcasting Rank 1
Cost: 1
This ability can cause the periodic manifestation of an element of the player's choice. This occurrence can either be something the individual controls or can happen at random periods throughout the character's life. Typically this will happen in moments of intense emotion, causing the individual to enter a trance-like state for a short amount of time. While in this trance, a small fire will erupt nearby, rain may suddenly pour from the ceiling, or earth could erupt in the mouth or nasal passage of an enemy, just as examples. This ability can only be used once an RP, only one element can be selected at a time, and the amount produced must be very limited or brief. Moments after it's usage, however, only evidence of the manifestation may remain, the source however, will remain a mystery to those unaware.
Rank 2
Prereqs: Conjuration Rank 1
Cost: 1
The character can now apparate a small item of choice after going into a trance/concentrating for one round of action. Again, the origin of the item will be unseen, and it will appear sitting on a nearby surface when no one is looking. This item must weigh no more than 2 lbs and be small enough to fit into most bags. It also must be a single item, and not an item within an item such as a box containing a pendant or a glass containing water. This item (with GM permission) can be a key item with which to move the story forward (such as a key to a door) but Artifacts cannot be manifested.
=== Cryomancy ===
Chilled Touch (Cryomancy Rank 1)
Prereqs: Spellcasting Rank 1
Cost: 1
After concentration for one round of action, the caster will feel an icy breath rising inside them, spreading through their arms and down into their fingertips. They may release this through their breath, causing frost to form on whatever it is they’re breathing on. Or they may release it through their touch. This is sufficient to cause mild frostburn on any flesh it comes into direct contact with, that will gradually worsen the longer the spell is sustained. But the caster must remain in contact for this to happen.
Frost (Cryomancy Rank 2)
Prereqs: Chilled Touch
Cost: 1
Similar to Chilled Touch in that the caster can produce ice through their breath or their touch, however, with much stronger effects in a much shorter period of time. He/She must still concentrate for one round of action, but breathing heavily on an enemy or object or laying one's palms upon them will result in frostburn that will gradually worsen the longer they remain in contact. This spell can also be used more efficiently on thin or small objects - basically anything the caster can lift with one hand or is thinner than an inch - in which they may freeze completely, making them more brittle if the caster can remain in contact with this for at least three rounds of action.
Ice Shard (Cryomancy Rank 3)
Prereqs: Frost
Cost: 1
Concentrating for two rounds of action, the arctic chill inside the caster will build to such a level as to begin forming ice crystals on the surface of their skin, particularly in their palms. Sizeable shards may appear, cold and sharp, that may be slung at objects or enemies for a range of up to 30 feet. These shards are sharp enough to penetrate leather at close range (5-6 feet), and can cause additional ice-related damage to flesh once the skin is pierced. If the caster can concentrate for an additional round of action, they may be able to form these ice shards into one large shard (roughly 6 inches in length) that can be launched at a target for as hard as the caster can throw it.
=== Dispel ===
Rank 1
Prereqs: Spellcasting Rank 1
Cost: 1
After meditating for two rounds of action, the caster may release a short blast of spiritual energy that will extinguish any Rank 1 curse or spell in effect within a radius of 100 feet. This can interrupt spells or rituals currently in the process of being cast as well. Other casters within this area of effect will feel it overcome them, interrupting their concentration, or causing magical items to break in the process of being used. If, for whatever reason, Dispel is not successful, the other casters will not notice.
Rank 2
Prereqs: Dispel Rank 1
Cost: 1
After meditating for three rounds of action, the caster can release a wave of spiritual energy that will extinguish any Rank 1 or 2 curse or spell in effect within the radius of 150 feet. This can interrupt any spells or rituals currently in the process of being cast as well, though other casters within the area of effect will be able to feel the effects unless it is not successful.
Rank 3
Prereqs: Dispel Rank 2
Cost: 1
At this level, the magician can immediately diffuse any Rank 1 or 2 curses or spells, or interrupt any ritual or spell in the process of being cast. For Rank 3 or higher, however, they must meditate for four rounds of action.
=== Divine Intervention ===
Prereqs: Spellcasting Rank 1 (This spell cannot be cast twice with the Source Wild Talent)
Cost: 1
The individual either prays fervently for interference from the gods or has previously prepared a ritual or sacrifice that will call upon the power of their patron entity when they require it. This intervention can depend on the nature of the patron and can include anything from a conveniently placed key to a sudden bolt of lightning. Divine Intervention can only be invoked once per RP with the possibility of nothing happening whether due to the patron entity being distracted or its power is simply blocked. If the player wishes to prepare this ability ahead of time, they may mention having prepared their ritual or sacrifice and the GM will privately roll to see the outcome, but it may not be apparent to the players what this outcome is until the player has called this ability into action during the RP. However, if a player spontaneously calls upon this ability, the GM may roll to see its effect publicly. A roll of 1-2 indicates that nothing will happen, 3-4 and something will happen though it may not entirely be as convenient as one would hope, and a roll of 5-6 means that something will most definitely happen. Neither Bones nor Fragments not directly associated with this ability may be used (meaning you can only use Fragments from subsequent Ranks for this ability.)
=== Familiar ===
Prereqs: Spellcasting Rank 1
Cost: 1
After hunting down and finding a specific spirit, the character may bind that spirit as a form of familiar, though the spirit may be bargained with or forced into bondage. The character may order the spirit to do whatever they wish, either forcing their will upon it or making requests of them depending on their relationship.  If the spirit should be destroyed or the bond broken, the character must start this process again and may find it more difficult.  Familiars must be associated with a living creature. The larger the mortal form, the more powerful the spirit was.  Weaker spirits are most commonly those of rodents or birds or small reptiles.  More powerful spirits may be the shape of a powerful mountain lion or a brown bear or even a human being. Please note that by itself, this ability constitutes the very essence of the Blood Pact Source, as your Familiar can act as either the Source itself, or a conduit through which you receive your power from your patron entity. Either way if something happens to your Familiar, you will lose access to your magical ability. Please note that this feature applies only to those who use their Familiar as a conduit for their Blood Pact.
Those with the Source Blood Pact get a +1 Fragment to any action taken by their Familiar.
=== Ghostly Illusion ===
Rank 1
Prereqs: Spellcasting Rank 1
Cost: 1 Silver
This spell can conjure the illusion of a presence in a location that’s within a 20 foot radius of the caster. Noise emanating from another room such as knocking or something moving across the floor can be used to distract an enemy or lure them away. The caster can also produce foxfire - spheres of light - that can start at a minimum of 6 feet from the caster and begin to fade as they move away, disappearing completely at about 20 fee from its starting point.
Additionally, after concentrating for one round of action, and appearing to enter into a trance-like state, the character may produce an illusion of a human-sized creature or smaller that will appear solid from afar, but will be transparent or even ghost-like to those ten feet or closer. The illusion will be soundless and will only linger for three rounds of action. Its movements will also be limited to some expressions such as smiling or scowling, may not interact or even make eye contact with any onlookers, and can only walk away from the person viewing it. This illusion will appear only as a ghostly figure on camera that dissipates rapidly as it moves away from the viewer. The caster must be within 20 feet of where they would like to project the illusion in order for it to appear.
At this rank, the caster has yet to figure out how to have an image and a sound manifest at the same time.
Rank 2
Prereqs: Ghostly Illusion Rank 1
Cost: 1
This rank demonstrates mastery over the coupling of illusion and sound. Noises, such as knocking, or footsteps, can now be accompanied by flashes of light, etc. However, no illusion produced by the caster is able to be interacted with directly by any outside force.
After concentrating for one round of action, the character can produce an illusion of a creature human-sized or smaller that will appear more solid than Rank 1 but only from a distance of five feet or farther. The illusion will also produce some sounds such as footsteps on whatever surface they are moving, but nothing else. The illusion will also be more interactive with those viewing it, making eye contact and smiling, scowling, etc. before moving away and disappearing. The caster must be within 40 feet of where they would like to project the illusion in order for it to appear. It will also, again, appear only as a ghostly figure on camera that will dissipate rapidly as it moves away from it.
=== Holy Touch ===
Prereqs: Spellcasting Rank 1
Cost: 1
Drawing on one's Source, the item or even enemy touched by the caster will be blessed as though affected by Holy Water or any kind of apotropaic - even non-Western religious ones. The effect is immediate but temporary with items being able to hold the blessing for much longer than an organism which, if they are weak, will burn, usually resulting in an instant retreat or stagger. Holy Touch can also be used to treat minor wounds inflicted by demonic or incorporeal enemies such as Wraiths or Shadow People. This ability can only be used once per RP, either as a healing spell or offensive maneuver. In the case of an attack, the individual will have a +1 Fragment to any attempts at attacking the enemy and will ALWAYS hit an incorporeal enemy. In the case of healing, the amount of healing that occurs will depend on the roll - with 1 being nothing happens and 6 being a complete recovery.
Those with Saintly Lineage or are in a Blood Pact with a divine entity will get a +1 Fragment when using this as either a healing spell or offensive one.
=== Iron Fangs ===
Rank 1
Prereq: Spelllcasting Rank 1
Cost: 1
The caster's fangs are imbued with the power of Cold Iron, making their bites more effective against Fae or those with Fae Lineage. The effect is similar to that of silver on werewolves - causing instant weakness, fatigue, and a burning sensation at the site of the wound. Rank 1 of this ability is only available in were form.
Rank 2
Prereq: Iron Fangs Rank 1
Cost: 1
This ability now extends to all forms (except Berserker), including Spirit. This can affect incorporeal Fae or other werewolves in Spirit Form that are of Fae Lineage.
Rank 3
Prereq: Iron Fangs Rank 2
Cost: 1
Unlocking Rank 3 extends this effect to their claws. Slashing an opponent while the spell is active will again result in the same effect a Rank 1.
=== Knowing the Unknowable ===
Rank 1
Prereqs: Spellcasting Rank 1
Cost: 2
This spell causes the caster to instantly know the answer to a question that no one else could possibly know, in effect revealing a secret about the person they are in conversation with. The individual may experience a "vision" of the secret or will simply instantly know as if they have always known. This ability can only be used once in an RP and will prompt the GM to inform the player privately of a single item of information regarding a person, place, or thing in their current line of sight that was previously unknowable by any other means. The GM must only answer in a yes or no fashion, so players must phrase their questions accordingly.
Rank 2
Prereqs: Knowing the Unknowable Rank 1
Cost: 1
Rank 2 permits the player to ask the GM one more question regarding a person, place, or thing in their current line of sight. Again the GM must answer privately.
=== Living Battery ===
Rank 1
Prereqs: Any Source
Cost: 1
Humans make poor conductors when it comes to channeling or even storing magical energy produced by rituals or drawing on a source of magical power such as a sacrifice. But werewolves are much better. This ability allows the individual to store a small amount of power generated by such acts inside themselves. Some individuals store this power automatically whenever they are close to a source of magic, others must concentrate to draw it into themselves, but without proper knowledge, any attempt to release back into the environment could prove chaotic. The energy can be released at inopportune times even manifesting as paranormal or poltergeist-like activity (uncontrollable telekinesis, the appearance of apparitions, random teleportation of objects, etc.) Please note that this a very small amount of power, only good for one or two small magical actions, or one large one. If the player wishes to store more energy for a later time, they must have an Artifact designed for this purpose.)
Once a day (or once an RP session), the individual may use a +1 Fragment towards any two spells cast. This can stack with any Bones used. OR, they can use +2 Fragments towards a single spell.
Rank 2
Prereqs: Living Battery Rank 1
Cost: 1
Going up a Rank will allow an additional spell to be cast per session. (See Spellcasting Rank 1 for more information on why this is significant.)
=== Medium ===
Rank 1
Prereqs: Any Source
Cost: 2
The individual possesses the rare ability to automatically see into the spirit world and have been able to from an early age. The Spirit Forms of other shapeshifters will always be visible to this individual even if the Spirit Form is not willing itself to be seen. The same is said of ghosts and other incorporeal beings. Furthermore this individual has the ability to communicate to these with the only penalty of feeling drained afterwards which may affect their other abilities. Unfortunately, they may not welcome much of what they see. Dark entities and other demons residing in the spirit world may be drawn to this person, causing much mischief or heartache in their lives. This ability is always in effect but the player may use it to summon a random apparition once in an RP, and may ask it one question. The dice roll will decide the nature of this entity with 1 being a human ghost (normally good though may be fickle) and 6 being a demon (generally unhelpful and at best mischievous and untrustworthy). The GM can decide if this entity will be at all helpful either with a dice roll or on a whim. Please note that summoning an entity can result in it following the individual for a long time even after the RP session has ended. Protective wards, sigils, or similar items can help prevent this however.
Mediums also gain an advantage roll when attempting to detect any nearby spirits or ghosts within a 30 yard radius of themselves.
Rank 2
Prereqs: Medium Rank 1
Cost: 1
The individual has shown mastery over the Spirit World, and can now demand respect from formerly less cooperative entities such as demons. A GM can still roll to determine the usefulness of the information provided, but there is no longer a chance of the entity getting out of control and will eventually listen to the Medium’s demands if they become distracted or decide to be mischievous. The character can now also ask up to three questions, and can send the entity away any time they desire. A GM can roll to see the likelihood of the entity following the Medium, with 1 being a certainty, and 6 being that it has been successfully freed/banished. Again protective wards or sigils will prevent an entity from following the individual completely.
=== Miracle Worker ===
Prereqs: Any Source
Cost: 2
Activating this ability will result in the individual having incredibly good luck for a single instance. When presented with a situation in which one outcome is the most desirable, the player may call upon this to draw that outcome into place. For this attribute, the person must still roll for effectiveness but a 1 will no longer guarantee that the action will not carry through but will only determine the amount of success with 1 being successful but with a catch and 6 being absolutely successful with no catches whatsoever. This also determines that the enemy or undesired outcome cannot roll for reflex or defense when Miracle Worker is called upon. This attribute can only be used once per RP.
=== Parlour Trick ===
Rank 1
Prereqs: Any Source
Cost: 2
This ability means that the individual is very adept at sleight of hand tricks. These are definitely more stage magic than actual magic and can be performed to charm or distract an enemy or audience. These tricks can be as simple as "Pick A Card" or as seemingly complicated as "Disappearing Bird In A Collapsed Cage".
Rank 2
Prereqs: Spellcasting Rank 1, Parlour Trick Rank 1
Attaining this rank requires Spellcasting because it utilizes actual magic in order to pull off more complicated and spectacular stage magic tricks. The individual will gain +1 Fragment to any rolls that involve distracting or charming a target(s).
=== Person of Interest ===
Rank 1
Prerequisite: Any Source (Wild Talent does get additional uses for this ability.)
Cost: 2
Sometimes spirits take interest in mortals. Some even may refer to them as gods playing with mortal men. Lycanthropes in particular seem to draw interests from the spirits, though the characters are rarely aware of it.  Taking this places a mark associated with the spirit on the character, and at certain times the spirit may put their force or will in play to influence the outcomes of events.  Not always a positive experience however for the marked character.  The Spirit rolls a D6 and inputs their will onto the outcome of a roll, and while generally they favor the PC, there are times where they decide the PC should lose for whatever mysterious goal.  They show up at their own whims, and may only appear on occasion.
Those with Blood Pact or Lineage get a +1 Fragment to any rolls made by their patron "spirit".
This ability can only activate once per RP session, meaning it can be activated once again after reconvening.
Rank 2
Prerequisite: Person of Interest (Rank 1)
Cost: 1
Augmenting this increases the frequency of the spirit's effect and the degree in which they care. This means they may now help out at least twice in an RP session. The second time they interfere will see grant a +1 Fragment to their rolls as well.
Rank 3
Prerequisite: Person of Interest (Rank 2)
Cost: 1
Augmenting a second time makes the character a possible host for the spirit in times of need and additionally they may call upon the God's name once per scene for help and the spirit will listen to the player's will. No rolls are needed when Rank 3 is incurred but the effects will last only 3 rounds of action before the spirit must withdraw.
=== Poltergeist ===
Rank 1
Prereq: Spirit Form, Living Battery Rank 1
Cost: 1
With an increased understanding of the spirit world and how it works, an individual can more easily manipulate the physical, especially while inhabiting it. As the ability "Living Battery" already implies a psionic talent for interacting with objects by otherwise impossible means, the Poltergeist ability enables the individual to better focus this potential while in Spirit Form.
While in the spirit world, the PC can interact with any small object (basically anything they could typically lift or move in their physical body) without having to roll for success. Note that this is any small object ONE AT A TIME. This can be done 3 times a day, or within one RP session, however. The spirit formed werewolf will then need to find some source of power - whether another lesser spirit or elemental or locate a magic spring - in order to replenish their energy. If this is done within the same day or RP session and the individual is able to drain enough power from the source/spirit, they may once again interact with physical objects 3 times. Any source they take from, however, will be depleted itself. This can even be other individuals in the physical realm; they will feel tired, maybe even exhausted. Batteries in electronics can go from full to zero in a matter of seconds. If a lesser elemental or spirit is consumed, it is fully absorbed into the individual. Magic springs may "dry up" but will replenish over time, though it most likely will not be within the same day or RP session.
Rank 2
Prereq: Poltergeist Rank 1
Cost: 1
The PC can now will themselves to be heard in the physical world by any within hearing range depending on the volume of their voice. This effect can last up to 2 rounds if the individual is screaming/yelling, 3 if they're speaking at a normal indoor volume, or 5 if they're whispering. They do not have to roll for effectiveness. Once the rounds are over, however, the PC will need to either return to their body or find another source of energy. If this is attained, they may speak for a further 2 rounds regardless of volume or amount of energy spent, and will be forced to find another source of energy in order to speak again.
Rank 3
Prereq: Poltergeist Rank 2
Cost: 1
The PC can now, with one round of concentration, will themselves to be seen and heard in all their spooky glory by other people in the physical world for 3 rounds of action. No longer will they have to roll in order to manifest.
In addition, they are able to interact with one small object while manifested. This stacks with Rank 1.
While manifested, the individual may automatically react to being touched or assaulted out of habit, but will not receive any harm or feel much of anything. While they may appear solid for a few minutes, bullets, and even the hands of others, will pass right through them. To those touching them, the air will feel frigid and tingly, like passing one's fingers through thick spider webs.
Once the duration for this ability has ended, the individual will frankly feel far too exhausted to seek out another source of energy, and must return to their physical form elsewhere or risk disappating from existence.
=== Premonition ===
Prereqs: Any Source
Cost: 2
The character has most likely experienced premonitions or visions for most of their life, starting from either a young age or traumatic experience. Premonitions can be from the immediate or far future and can manifest as either a feeling, vision, or dream. Selecting this ability can also mean that the character may be good at other related things such as tarot cards, scrying, or runes. A player can request the use of this ability only once per RP which will prompt the GM to describe a vision (privately) they may have experienced at some point earlier in their lives. However, the GM will refrain from describing anything that may spoil the story or plot of the RP, making but a hint at an outcome that may have previously been hidden from the player or other players. Players may also collaborate with the GM if they already have an idea for a vision but may only enact it with GM permission.
=== Pyromancy ===
Will-O-The-Wisp (Pyromancy Rank 1)
 Prereqs: Spellcasting Rank 1
Cost: 1
The caster can produce small flashes of light from their fingertips creating luminance for a short period of time. They can also throw these lights, directing them for a distance of 50 feet before the lights completely fade and disappear. The character can also use a burst of adrenaline to fuel an even brighter flash of light which can be used to blind or startle enemies. When released, the light is warm, roughly the size of a marble, but typically not hot enough to burn. However, an additional round of concentration, will result in the light heating to a point of being able to singe a small area even when released. The caveat is that it will only be able to travel 15 feet before fizzling out. They can use this power to start small fires or light a wick with their touch.
Flare (Pyromancy Rank 2)
Prereqs: Will-O-The-Wisp
Cost: 1
After one round of concentration, the caster can now produce a brighter, heated light from their palms which can burn just about anything they lay them on. Like Will-O-The-Wisp, this can be kept in-hand and expended through touch. Or, for an additional round of concentration, can eventually be formed into a small sphere. About the size of a ping-pong ball, and is only effective against one enemy at a time. Unlike Will-O-The-Wisp, this flare cannot be directed when released.
Fireball (Pyromancy Rank 3)
Prereqs: Flare
Cost: 1
After concentration for one round of action, the caster’s hands heat up to the point of being able to burn anything they touch. If they concentrate for an additional round of action without having spent the power growing in their hands, they will be able to produce a sphere of flame the size of a softball that will explode upon impact. This can be thrown at enemies for significant fire damage within a radius of six feet of the target.
=== Resistance ===
Rank 1
Prereq: Any Source
Cost: 1
An individual may naturally incur a sort of resistance against magical energy or it may be something they've honed through ignorance (though not always). Some are very much open to the concept of magic but are simply unable to partake or be affected by it. This is more a passive ability than it is a spell and instills the user with a +1 Fragment to all rolls done in resistance to a magical effect. This includes healing spells (which will be less effective) and peering through illusions. Likewise this will also incur a -1 Fragment to any spell cast. This ability requires no use of Spellcasting in order for it to be active.
Werewolves are naturally able to see through most glamours put out by low-level Fae (those with 5 Bones). This will manifest as a kind of "double vision" in which the individual will see both the actual Fae and the image it's trying to project laid over it. This effect may only appear evident, however, if the werewolf is actively looking for it/expecting it to be there. If they aren't paying much attention, there is a chance the Fae could fool them successfully. Players can do a perception check to see if they are able to see through the Fae's glamour.
But the more powerful the Fae (Fae with 8+ Bones at their disposal), the more convincing their glamour and even someone with Resistance may not notice anything right away, but they still gain a +1 Fragment to any perception checks towards seeing through a Fae's glamour.
Rank 2
Prereq: Resistance Rank 1, Spellcasting Rank 1
Cost: 1
Rank 2 of this ability demonstrates what limited ability the user may have in controlling or being susceptible to magical effects. They incur a +2 Fragment to their resistance rolls against any magical effects, including healing, but still suffer a -1 Fragment to any spells they cast themselves.
Those with Resistance that are actively aware of Fae's glamour can add +2 Fragments to their perception checks.
Rank 3
Prereq: Resistance Rank 2
Cost: 1
An individual with Resistance gains a +3 Fragment to all perception checks directed towards deciphering magical or Fae illusions, including glamours. They also gain a +3 Fragment against any magical effects cast on them, including healing (against healing, not towards it). However, with increased resistance comes increased handicap and they suffer a -2 Fragment to any spells they may cast themselves.
Rank 4
Prereq: Resistance Rank 3
Cost: 1
An individual with Resistance can now see effortlessly through any Fae's glamour or illusion and actually have to will themselves to see it in order for it to manifest.
Their abilities are otherwise the same as in Rank 3 of Resistance - +3 Fragment against any magical effects cast on them, including healing (against healing, not towards it), and -2 Fragment to any spell they may cast themselves.
=== Sacred Geometry ===
Rank 1
Prereq: Spellcasting Rank 1, Alchemy Rank 1
Cost: 1
Not only are you fascinated by the paranormal and occult, you are simply delighted to now be apart of that world and are more than ready to dive into uncovering its secrets. Among those is the study of Sacred Geometry which is far more than merely the hidden language in religious structures. With this knowledge, the user can create summoning circles, wards, ritual and alchemical arrays, and portals even if they may not yet have the knowledge to activate or use them. This can be used as a basis for Alchemy, demonology, astral travel, and other things related. Furthermore, as a student of Sacred Geometry, you are better at understanding the hidden meaning in art, architecture, and secret languages. You might even have a predilection towards deciphering codes. Not everyone is good at understanding sacred geometry - it’s a talent. One that you cultivate, but a good portion of it still stems from a natural and innate ability to translate the untranslatable. Even if you look upon an array you’ve never seen before, you can piece together its meaning simply by studying it for a while, the markings seeming to awaken and speak to you, revealing its hidden knowledge.
As many times as permitted by the GM during an RP session, the player may privately ask (or will be told secretly by the GM if they’re aware that the character possesses this ability) for the answer to some secret code or sign. This can be as obscure as being hidden in the landscape itself - perhaps the architecture of a building or as plain as an array scrawled in chalk before them. The GM can choose the level of clarity with which they wish to relate this information, phrasing it as something vague or ensconced in a mystery they trust the player to interpret, or they can make it completely obvious. The GM can even choose to roll 1D6 to decide how clear they wish to make their instructions with 1 being extremely vague and 6 being extremely clear. Additionally, the character receives a +1 Fragment to all perception rolls involving deciphering of codes or patterns.
Those with Magecraft as a Source, get a +1 Fragment to any rolls involving the breaking of a cipher or understanding of a sacred geometric pattern.
Rank 2
Prereq: Sacred Geometry Rank 1, Spirit Form and Dog Head Form
Cost: 1
You no longer can simply read and draw sacred geometry but you have now ascended to the level of activation and interaction. Before, you were merely able to draw a portal and some alchemical or ritual arrays, but many were too advanced for you to activate or could activate for an extended period of time. But now you can. Portals are especially of interest but they are only able to work as described when you are in the Spirit Realm. This ability grants a limited form of interaction with the spirit world while in Dog Head Form as well, allowing the individual to see, draw, and activate portals though they must be in a fully incorporeal form to actually pass through them. Others, however, even other incorporeal beings or creatures, can use them unless you remember to draw an additional ward to keep out unwanted company. The array for a portal will appear in the physical realm, but will not be accessible. It can, however, be interfered with, whether through being erased or itself altered. Anyone versed in Sacred Geometry, however, will know that even though an array may appear dilapidated in the physical realm, as long as key parts are not interfered with, then they may still work in the spirit realm and may even appear as whole. A portal in the spirit realm, if fully functional, will glow like a neon sign. However, if it has been interfered with it will flicker and eventually fade. It is unadvisable to enter a portal if it appears to be flickering as you may end up in the In Between (sometimes referred to as the Void Realm) which is the void between universes, your soul forever wandering its cold, dark, isolated wastes. The most reliable portal, therefore, or ANY sacred geometrical array, are those carved into stone or wood or other sturdy material.
A portal in the spirit world is a tricky thing and the geometry must be expertly drawn for the coordinates to work out. Portals lead from one end of the spirit realm to another, it’s destination written somewhere in the geometry of the array itself. Only those versed in sacred geometry or presumably other non-corporeal entities will be able to decipher this. It is rumored that there are portals that even lead to the Deep Realms (basically Heaven and/or Hell) where the spirits of the dead not locked in the realm of Elementals and Non-human entities, spend eternity. But if these portals exist they are ancient and they are hidden and their array is known only to those who have given up their humanity in their entirety (and are also either dead themselves or are possibly ancient if they do exist in some form in the physical or spirit realms). It is believed that some demons or deities may possess this knowledge but most are extremely reluctant to give it away so freely. Naturally there is also the risk of never being able to return from the Deep Realm if you even make it that far.
Once per RP, the character may inscribe a working portal. Only one side of the portal has to be drawn in order for it to work, the other half opening up automatically depending on the destination engraved somewhere on the array in the language of the sacred geometric. This portal can be even be chiseled if there is enough time supplied (say if the RP happens over the course of several days), but most likely will be drawn. Other characters who are in spirit form, and under the guidance of the one in possession of the sacred geometric knowledge, will be able to use the portal. It will remain open until destroyed. If the portal remains untouched, it may be used repeatedly later in the RP or even in other RPs. Travelling through the portal is instantaneous even though looking through it (in the Spirit Realm) will be as like looking into deep space.
=== Shadow Weaving ===
Dark Shroud (Shadow Weaving Rank 1)
Prereq: Spellcasting Rank 1
Cost: 1
The caster wills a shroud of darkness around his/herself for a radius of 3 meters and for a duration of 4 rounds of action, and cannot project this affect anywhere remote from themselves. Lights will seem to gradually dim until total darkness has settled over the area. From the outside it will appear as though something large has cast a shadow over that spot directly from above. The outline of objects inside may be made out, but no features will be discernible.
While in this dome of shadow, most weres will be utterly blind and must rely on their other keen senses in order to maneuver through. This also affects the caster.
Shadow Pin (Shadow Weaving Rank 2)
Prereq: Dark Shroud
Cost: 1
The caster pulls out a two-inch spike from their own shadow. They can then throw or insert this spike into an enemy's shadow, paralyzing them for 2 rounds of action. The victim will freeze in whatever position they are in as if caught in time, with only their eyes able to move. Breathing and heart rate are shallow and greatly slowed which can cause a feeling of disorientation and light-headedness in addition to being paralyzed. The shock of this may even cause them to pass out. Once the duration as ended, they will collapse and be incapacitated for one round of action until they reorient themselves.
Shadow Puppet (Shadow Weaving Rank 3)
Prereq: Shadow Pin
Cost: 1
After one round of concentration, the caster is able to detach their own shadow from their body and use it to interfere with the shadows of other objects, which will then affect that object in 3D space. They cannot lift or move any object that they may normally not be able to in 3D space, however, regardless of your shadow's size in relation to the object they are trying to affect. Furthermore, the caster cannot move from the spot in which they cast the spell and must remain as still as possible otherwise, the effect will cancel. This spell will last for a duration of 3 rounds and within a 20 foot radius of the individual.
=== Silver Fangs ===
Rank 1
Prerequisite: Spellcasting Rank 1
Cost: 1
Sometimes a shapeshifter's spite can leak into its fangs, causing severe damage to his/her opponent. This would have the effect of a low dose of silver poisoning in another shapeshifter - weakness, fatigue, dizziness, etc. Enough to stagger the most stalwart of enemies assuming they have no prior defense against silver. However, the effects would only be temporary, fading after a few minutes. As for the victim, it would take the appropriate amount of time to recover as from exposure to a minimal amount of silver. This ability is limited only to were form and the only thing the caster might feel is a very warm sensation in their mouth as if they had just bitten into hot food though the taste may be of hot metal. This may cause their mouth to water profusely or even foam for as long as the spell is active, but they will not feel as though they have been afflicted with silver.
This ability can only be used once per RP scene (unless the caster has Wild Talent). The player must roll for effectiveness, the opponent - whether NPC or PC - must roll for resistance. If a character retains any resistance to silver poisoning then they will have a +1 Fragment equal to the rank of their resistance (so, for example, in the case of Rank 2 of Silver Tongued, they would have +2 Fragments, plus whatever other benefits their silver-resistant ability may offer. If the silver-resistant ability already lists a plus to Fragments then disregard the previous instruction to add further Fragments). The higher the resistance the less time it will take for the character to recover if they happen to be affected at all. If a character has zero resistance to silver, it will knock them off their feet for a few minutes and may even feel sick for even a few hours after the initial effects have worn off.
Rank 2
Prereq: Silver Fangs Rank 1
Cost: 1
Achieving rank 2 of this ability yields the benefit of being able to use it in any form except Berserker (the werewolf must be of a mind to actually "cast" the spell. Berserkers generally lack the concentration to do so.) This can even be used in Spirit Form to inflict damage on a physical opponent/victim. The effect will be the same as Rank 1 and the affected will feel it as such - powerful, sharp teeth puncturing their flesh followed immediately by a severe burning sensation that spreads outwards and causes weakness and fatigue. This can be seen manifesting in the physical world as if done by an invisible force unless the Spirit Form wishes to be seen or those looking upon it have the ability to see into the Spirit World. Any resistance to the effects is dependant on the victim's prior abilities.
Rank 3
Prereq: Silver Fangs Rank 2
Cost: 1
Unlocking Rank 3 extends this effect of silver to their claws. Slashing an opponent while the spell is active will again result in the same effect as Rank 1 - minor silver poisoning.
=== Spirit Fangs ===
Rank 1
Prereq: Spellcasting Rank 1
Cost: 1
The caster's fangs have the same effect as Holy Water when sunk into the flesh of a demon or any creature susceptible to religious or spiritual apotropaics, instantly weakening it. This ability is available immediately in both were and Spirit Form if it is unlocked and is effective on both incorporeal entities as well as those that have manifested physically. A werewolf in were form can conceivably attack an incorporeal creature with this ability, however, if the target is still in the Spirit Realm and has not physically manifested, the enemy will have a +1 Fragment to their resistance rolls.
Rank 2
Prereq: Spirit Fangs Rank 1
Cost: 1
This ability is now effective through the caster's claws. Slashing at any non-human entity susceptible to religious or spiritual apotropaics will result in the same effect as Rank 1. It is also now effective in all forms except for Berserker and the caster may be able to attack non-physical entities, however, those targets will receive a +1 Fragment to their resistance rolls if they are not physically manifested.
=== Spirit Shifting ===
Rank 1
Prereq: Spirit Form, Poltergeist Rank 1
Cost: 1
The PC now holds mastery over their spirit form, and understands the malleable nature of all things in the spirit world. The only tools one needs is the right amount of energy, a bit of willpower, and a good imagination or emotional drive.
For 5 rounds of action, a PC may change the appearance of their spirit form. Hulking, monstrous beasts may manifest as a more harmless or simpler, more compact version of themselves in the spirit world. Many choose to try to take on their animal forms - or try to - though they will always have an aura of strangeness about them. Some may retain some features of their full spirit form, such as small horns or extra limbs.
Additionally, the PC may manifest in the physical world for 3 rounds of action. In low light or dark situations, they will appear solid, but anything brighter and their incorporeal nature will be revealed. Often their limbs (at times even their head) may appear to fade out of existence, while their torso will remain largely visible.
Rank 2
Prereq: Spirit Shifting Rank 1
Cost: 1
While in the spirit world, the individual may now take on the appearance of their human form for 6 rounds of action. All previous information from Rank 1 still applies.
Rank 3
Prereq: Spirit Shifting Rank 2, Poltergeist Rank 3
Cost: 1
In combination with Rank 3 of Poltergeist, the individual may now manifest in the physical world in the same fashion as described in that ability. Only instead of taking on their spirit form, they may take the form of how they appear in Spirit Shifting Rank 1, or their human form. This manifestation will last for 4 rounds of action before the spirit form'ed individual will need to return to their body. As this takes a tremendous amount of energy to carry out, the PC will no doubt be far too exhausted to seek out an additional source of power to fuel another few rounds of manifestation.
=== Transmutation ===
Rank 1
Prereq: Spellcasting Rank 1
Cost: 1
The character has the ability to magically transmute one substance to another if that substance is sealed from view. This can be helpful if an enemy werewolf bites the character and ingests some of their blood or flesh which can then be magically transmuted into silver in their stomach. This spell can only be used once per RP and the liquid transmuted must be less than a cup. This can either be an innate ability or a learned one, but can only be used once per RP.
The player must roll for success when using this ability with 1 being unsuccessful and 6 or better being the most. Those with the Magecraft Source will receive a +1 Fragment to all rolls associated with Transmutation.
Rank 2
Prereq: Transmutation Rank 1, Alchemy Rank 1
Cost: 1
The character can now transmute two cups of liquid as well as use this ability twice in an RP campaign. They can even do this successively, twice in a row, in the same round as long as the substance remains hidden from view.
Those with Magecraft as a Source will be able to transmute an additional cup of liquid with a +2 Fragment to all rolls associated with Transmutation.
=== Voice of God ===
Rank 1
Prereqs: Spellcasting Rank 1
Cost: 1
For a short period of time, the individual's words become as Scripture or other holy word such as that from the Quran. This can be used to instantly cast out demons or other evil entities sending them flying away as if by a massive wind. Although the effect is immediate it is also temporary but may provide enough time for they and their allies to escape the area before the entity returns. Using this on them will also momentarily disable their teleportation abilities, meaning that they must physically (in a sense) travel back to where they were if they wanted to continue the battle. Sending the bodiless entity away will happen regardless of physical barriers, of course, but if there is a ward or other apotropaic item at their back, more damage can be inflicted. This ability can be used even if the individual cannot actually see the entity. It can only be used once per RP, however, with the effects happening for a maximum of two rounds of action.
An individual with Lineage or Blood Pact as a Source may receive a +1 Fragment against any enemy who is at odds with their ancestor or bondmate. So someone with Saintly Lineage will receive a +1 Fragment against a demonic entity. This is the same if that character's bondmate/patron is the deity Raven; using this ability on something susceptible to Native American apotropaics will have the same sort of impact.
=== Wolfsbane Balm ===
Rank 1
Prereqs: Spellcasting Rank 1, Alchemy Rank 1
Cost: 1
An icy powder made from Wolfsbane that when applied to the skin, will decrease blood flow to that part of the body as well as generate a soothing, calming, or drowsing effect in the person. This is useful for when the creature is in pain or under a lot of stress but can also have the effect of making a victim defenseless before being killed. This powder has a very mild, bitter flavor when ingested that can be masked by other ingredients. In larger quantities it can slow the victim’s heart to a stop, so application must be minimal if the caster intends the target to survive. Nausea and dizziness is also a common side effect when it begins to wear off. It can be prepared beforehand and used during an RP session without the use of a Bone and even if the caster has already used up their allowance of spells for that session. If, however, the balm is made DURING the RP, then they must use a Bone and spend the time preparing it (four rounds of action), though it still may not count as their spell for that session.
Note that in humans, when ingested, will cause nausea, vomiting, gastrointestinal distress and other symptoms commonly associated with aconite poisoning. Given its magical properties it will also tingle and feel cold against their skin but will have little other effect.
Those with Magecraft will get a +1 Fragment when using this balm and will be able to make it less time - meaning they will need only two rounds of action to complete it.
Category:Magic
Category:Magic Errata
Category:Gameplay
Category:Lore
Category:Character Creation