Countermagic

==Resisting Enchantment, Dominate, and Similar Effects==
When a supernatural, spirit or metahuman is attempting to enchant/mind control another, the victim may be able to resist the effect. To do so requires a willpower roll difficulty 8 with one success for each point of glamour/gnosis/blood/mana/essence that the dominator invested in the effect. Ordinary humas cannot resist in this manner. Resistence works only for one round; should there be a second attempt at enchantment (with a +1 difficulty if done by same dominator in same scene) then there must be a second resistence roll.
==Countermagic==
Countermagic can only be done when one is consciously aware that a spell is being done. If a character is asleep, walking away, unobservant or ignorant of the caster's intentions they cannot try to counter. Kithain, theurges and sorcerers can automatically countermagic, others need to have the ritual magic skill (ritual for Garou) and some kind of applicable lore.
When one character that will affect a supernatural capable of counter-magic, roll the supernatural's willpower with the difficulty equal to the caster's willpower +2. They lose a temp dot of mana/gnosis whether or not they are successful at countermagic. Countermagic is its own magic and the rule from the Changeling Storyteller's Guide about kithain gaining temporary banality is ignored.
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