Spirit Charms
By Peter SearsThis posting is not meant as a challenge to White wolf's coprighted material and is strictly for use as a Storyteller resource.
Access Caern: Power cost 6. This allows a spirit to access the fundamental nature of a Caern (wisdom, rage) to facilitate other Gifts' effects.
Acquisition: Power cost varies. This charm allows a spirit to borrow a small item from the material world. If the spirit successfully rolls her Gnosis, she may chose to acquire an item near her. The item disappears and appears fully in the Umbra. At the end of the scene, the object returns to the physical world. If the object is moved or hidden in the Penumbra while the charm is in effect it will reappear in the corresponding place in the physical world. The ability only works on inanimate objects no larger than a suitcase (small items cost 1 Power while items up to suitcase size cost 3).
Agony: Power cost 3. The spirit can attempt to incapacitate a creature by magnifying its pain. The target incurs 2x the dice pool penalties from its wounds. If the target attempts to do an action with a dice pool smaller than the penalty he must spend a Willpower point. Duration is one round.
Animate: Power cost 10. Enables a spirit to take over a dead body and use that against the living. a zombie thus animated has physical attributes of 3 each, no penalty health levels and a Brawl of 3 but no other attributes. This may only be done with one corpse at a time. Nasty spirits may use any social abilities or Gnosis through the host body.
Appear: Power cost 5. This enables a spirit to manifest to an earthly observer without taking on material form. The spirit cannot affect the material unless he has a charm that circumvents this.
Armor: This charm provides 1 soak die per Power point spent. This is the only way a spirit can soak damage unless it is materialized. The spirit may use this charm at any time in the combat turn before damage is rolled.
Armored Sheath: Power cost 5. The elemental wraps itself around an object in the Umbra to protect an object in the physical plane. The sheathed object gains 5 soak dice.
Assess Character: No cost. This charms enables the spirit to evaluate the general strength of character in an individual. The spirit rolls Gnosis (diff 7). The number of successes indicates how accurate the spirit is.
Blighted Touch: Power cost 2. If a successful attack is made in spirit combat the target must make a Willpower test or her negative characteristics rise to the forefront of her personality for the next few hours, while a botch causes this blight of personality to become permanent.
Blood Sucking: Power cost 3. This charm allows the spirit to suck blood from a target and gain power from it. The spirit must enter combat with the victim and gains one Power per 5 pts of damage inflicted. If the target is a vampire this damage is subtracted from blood points instead of health levels.
Break Reality: Power cost 2-10. The spirit can disrupt the reality of a substance and thereby modify its umbral form by making a Gnosis roll. The number of successes obtained determines how much change is actually accomplished. A botch on this roll is extremely harmful and causes the spirit to lose a point of Gnosis.
Break Wind: Power cost 5. This charm allows a spirit to emit a... pungent gas (it ıs thick enough to be seen as an opaque green cloud). All who smell this must make a Willpower roll or choke on it, falling to the ground or running away, desperate for fresh air. The radius is initially 3 yards around the spirit and then the smoke travels windward for 3 turns. If the victim is a Garou who cannot escape the area, she must roll to resist frenzy.
Calcify: Power cost 2. This charm is only possessed by pattern spiders and some Paradox spirits. It allows the spirit to bind a target into the pattern web. A Willpower roll is made against the victim's own Willpower. Each success subtracts one from the target's physical attributes or Willpower in the case of spirits. When attributes or Willpower are reduced to zero, the victim is bound fast into the pattern web until freed. Rescuer must score a number of damage successes with attack rolls equal to the successes of the weaver spirit.
Call for Aid: Power cost 5. This charm grants the spirit the ability to call for the aid of like spirits. The spirit makes a Willpower roll versus a difficulty based on the likelihood of fellow spirits being nearby. 3 when spirits are in sight, 8 for common spirits in their habitat, 10 for rare spirits or those outside their habitat.
Cleanse the Blight: Power cost 10. Cleanses the spiritual corruption in the vicinity.
Cling: Power cost 1. The spirit may attach itself to any target. Only successful grappling, reducing the spirit to zero power or forcing the spirit into slumber can remove the spirit. In order to cling to an opponent, the spirit must make a successful attack roll. Once successful, the spirit acts at Willpower +5 for the purposes of grappling.
Control Electrical Systems: Power cost 1-5. The spirit can exert control by rolling its Gnosis. Difficulty is from 3 to 9 depending on the complexity of the system.
Corruption: Power cost 1. The spirit can whisper an evil suggestion into the target's ear. The target is inclined to act on that thought.
Create Fires: Power cost 1-5. Gnosis roll, difficulty 3 for small fires, difficulty 9 for conflagrations.
Create Wind: The spirit can create wind effects. Power cost varies from 1 for a breeze to 20 for a tornado.
Crystallize: Power cost 4. This charm is only possessed by crystal spirits. The spirit is able to transform part of a creature's substance into crystallized matter. The spirit makes a rage roll against a target's Willpower. Each success inflicts one health level of Aggravated damage as a portion of the target's body becomes crystalline and brittle. Garou can attempt to soak this damage by rolling Gnosis (diff 6). Only the gift Mother's Touch or some other form of magickal healing will restore the crystallized portion of a creature's body to its original form. If a target loses all of its Health Levels to this attack it becomes a crystal statue of itself and dies unless it can be healed of at least 3 health levels within 24 hours.
Cut: Power cost 3 per die of damage. Enables a spirit to cut a physical being or object. the Spirit need not Materialize to use this charm on a being on the physical plane.
Dark Omen: Power cost 5. The spirit can deliver a vision of a dark future to a physical target. The spirit rolls its Gnosis resisted by the target's Perception + Occult (or Awareness). If the spirit is successful the person gains a glimpse of a dreary future. He will be distracted and obsessed with his vision for the remainder of the scene being at -1 to all dice pools. This may be used against the same target only once per scene.
Disorient: Power cost 2. The spirit can completely alter landmarks and directions with a successful Gnosis roll. Difficulty is 6 or the Gauntlet rating, whichever is higher.
Disable: Power cost 1 pt per target's remaining Health Levels or Power points, spirit must spend a minimum of 10. This charm enable a spirit to paralyze a target. The target will be paralyzed for a number of rounds equal to the successes on a roll of the spirit's Rage (difficulty is target's Stamina +3).
Dream Journey: Power cost 10 each visit. While the target is asleep the spirit can intrude on his dreams. Nothing the spirit does will carry over into the waking world but its action will hurt, arouse or comfort for as long as its subject slumbers. Although such dreams are vivid, the sleeper may or may not remember the visitation in the morning. Mortal creatures may only touch the spirit by crossing into the dream zone while awake.
Ease Pain: Power cost 1. The charm allows a spirit to ease a material being's pain for a scene. It heals no damage, but soothes even the most terrible wounds. When the charm fades,the spirit can use it again, spending one Power per hour. If the spirit departs, the pain returns.
Flame Blast: Power cost, 2 per die of damage.
Flee: Power cost 2 per round. Gives the spirit an effective Willpower of 15 for use in escaping a foe. This includes any rolls that actively give the spirit a chance to avoid the presence of others through pacific means.
Flood: Power cost 5 per one mile radius. The spirit can cause all waters in a given area to rise rapidly and cause flooding.
Fluidity: Power cost 5. The spirit can reshape an inorganic object like turning a sword into a swizzle stick, although it would still be metal. Fetishes may resist with their Gnosis vs. the spirit's Willpower. Talismans use Arete.
Field/Forest Sense: Power cost 10. Can sense all that transpires in its earthly domain.
Freeze: The spirit can drastically lower the temperature in the immediate area. The cost is 3 Power for every 10 yard radius and 3 Power per die of damage. The first 3 lowers the temperature to freezing, each three after that reduces it by an additional 10 degrees.
Frozen Breath: Power cost 1 per die of damage.
Healing: This allows a spirit to heal physical beings or their own materialized forms. Power cost is 1 per Health Level or 3 per Health Level if the wound is Aggravated.
Hide: Power cost 5. The spirit has the power to conceal itself. An opponent wishing to find the spirit must roll Int + Wits versus the spirit's Willpower +5.
Hold: Power cost 2 per turn. The spirit can immobilize a person on the physical plane. The person will feel enveloped as if by an unseen force. Use this like an overbear maneuver except the spirit cannot do damage without the use of another charm. The spirit rolls its Willpower as a dice pool.
Ice Shards: Power cost 5 per die of damage. The spirit may fling sharp shards of ice at targets.
Incite Frenzy: Power cost 3 and requires a Rage roll against the target's Willpower.
Influence: Each die of effect costs 3 Power. This allows an umbrood to change the target's mood like the Subliminal Impulse rote. Umbrood do not need to speak to to their target to do this and the effects are more gradual than sudden.
Inner Pain: The spirit may cause a living being intense pain. For each two points of Power spent, the target loses one die from her dice pools for a turn. While the charm cannot inflict lasting damage the victim will not be able to tell the difference. If the Power spent exceeds the victim's Stamina, she must make a Willpower check (diff 7) or fall unconscious for a turn. Even when she awakens, she will lose 2 dice from all actions for the scene's duration.
Insight: Power cost 5. Through this charm, a spirit can gain insight into any one hidden aspect of the target's self. If the spirit chooses a specific aspect upon which to gain insight, this ability costs 10 power.
Iron Will: Power cost 1 pt per hour. The spirit may lock its mind upon a certain goal from which it may not stray.
Kindle: Power cost 5. This charm give the spirit the ability to kindle life's fragile spark wherever that potential exists. Thus, spirits with this ability may cause seeds to germinate, fertilization to occur or fruit to grow on trees. This charm also allows a spirit to kindle powerful emotions in other beings. At their most powerful, these emotions can blot out any other emotions in the target for the duration of the charm.
Lightning Bolts: Power cost 2 per die of damage. The spirit can generate lightning bolts and hurl them at targets.
Liquefy: Power cost 5. The spirit, even when materialized, may merge its form with water, blood, oil or any other liquid substance. This is often used if a spirit wishes to disengage from a losing battle and does not have the power to reform.
Materialize Tool: Power cost 3. The spirit can materialize a portion of itself as a tool or weapon. If a weapon used to attack, use Willpower for the dice pool.
Mind Speech: Power cost 3 per die of effect. The spirit may use telepathy.
Noxious Gas: Power cost 1 per die of damage. The spirit produces a malodorous cloud that will linger for one scene. The size of the cloud depends on the number of Power points spent. Anyone breathing the fumes must soak the damage each turn. If the amount of damage taken is greater than the target's Stamina, she passes out. Victims can resist by holding breath or using winds to dissipate the cloud.
Open Moon Bridge: Power cost 5.
Open Sky Bridge: Power cost 5. Same as above except it open portals in the sky and does not require that a Caern be present. The total distance covered is 1000 miles. This charm is used to travel along either solar "roads" in the realm of the celestine Helios or lunar roads in the realm of Luna. Only spirits of these two celestines may use this charm.
Possession: A spirit or Bane may possess a living being or inanimate object. Possession can be achieved by a successful Gnosis roll against the difficulty of the victim's Willpower. The number of successes equals the speed with which possession occurs. See table below. During the time it takes to possess the victim the bane will find a dark isolated part of the blight and remain there concentrating on the possession. During this time the bane may take no other action and if engaged in spirit combat the possessive link will be broken. Possessing bane are often guarded by others of their kind. Humans who are posssessed become fomori while objects become Fetishes.
| Successes | Time Taken |
|---|---|
| 1 | 6 hours |
| 2 | 3 hours |
| 3 | 1 hour |
| 4 | 15 minutes |
| 5 | 5 minutes |
| 6+ | instantaneous |
Purify: Pow cost varies. The spirit can remove toxins from physical beings such as Garou or mages. The spirit spends one Power point per level to heal damage from poisons. An additional expenditure of 3 Power flushes the poison from the being's system.
Quake: Power cost 5 per one mile radius. The spirit can cause the ground in the physical world to shake. This quake corresponds to its location in the Penumbra. The spirit may increase the intensity of the quake by spending more Power per mile.
Scale: Power cost 2. Enables spirits to climb on the Pattern Web without becoming stuck, calcified or alerting pattern spiders to their presence.
Scent of Safety: Power cost 6. Allows the spirit to instinctively home in on the nearest safe haven.
Sap Will: Power cost 5 per turn. The spirit can sap the resolve of a creature on the material plane. Once she has lost one Willpower point, the person will need to make a Willpower roll to perform any decisive action. Otherwise she must spend two turns deciding. If the target is brought to zero Willpower she can make no decisions of her own and becomes extremely susceptible to suggestion. The spirit rolls its Gnosis resisted by the target's permanent Willpower, each success drains one point.
Shape Shift: Power cost 5. The spirit may take the form of anything it desires. It does not gain the power or abilities of the new shape, just the form and visage.
Shatter Glass: Power cost 3. The spirit can cause all glass in the vicinity to break. Gnosis, diff 6.
Short Out: Power cost 3. Gnosis roll, diff 6. The spirit can cause electrical systems to short out.
Solidify Reality: This ability enables the weaver spirit to spin the Pattern Web, thus reinforcing the laws and rules of the Weaver upon aspects of the Umbra. This power requires only a Willpower roll. Thus a spirit could with a successful enough roll make a spiritual wall that could not be walked through. The difficulty is determined by how drastic an action the spirit is attempting and how interesting the description is. The number of successes indicates how much solidifying occurs. The Power cost is between 1-20 depending on the magnitude of the feat. Each success makes the spirit more solid, increasing its effective Health Levels by one for each success, for about a day. Each spirit may make only one roll for each object.
Spirit Static: Power cost 10. This raises the Gauntlet by one in a given area.
Spirit Away: Power cost 25. With this charm, a human may be snatched from the material world and taken straight to an umbral Realm. If the umbrood scores 4 or more successes with a Willpower roll (diff 7) the mortal passes through the Gauntlet and into the spirit's personal Realm.
Suffocation: Power cost 2 per turn. This charm enables the spirit to choke a person on the physical plane. The spirit roll its Willpower resisted by the target's Stamina + Athletics. Each success subtracts from the opponent's Stamina. When she is at zero Stamina she falls unconscious. If the spirit keeps choking he will do one Health Level of damage per turn (no soak roll) until the target is dead.
Suggestion: Power cost 5 per suggestion. The spirit can whisper suggestions to a person on the physical plane. This is heard as an inner prompting or as an instinctual deduction. Roll the spirit's Gnosis resisted by the target's Wits + Occult. If the spirit has any successes, the person will believe he wants to do as the spirit has suggested. If the target has 3 or more successes he will realize that a spirit is trying to manipulate him.
Tech Sense: Power cost 1. This charm makes the elemental or spirit aware of all technological things that transpire near the spirit.
Throw Glass/Crystal: Power cost 5. The spirit may direct shards of glass at intruders. 3 dice of damage can be inflicted.
Tracking: Power cost 5. The spirit can unerringly track its prey.
Umbraquake: Power cost 30+. When this charm is called on, the Umbra shakes with such force that all those standing are thrown to the ground and everyone in a 10 yrd radius (per 5 Power spent) receives one die of Aggravated damage per 2 pts spent. The standard umbraquake needs 30 pts (40 yards radius, 5 dice of damage).
Umbrastorm: Power cost varies. The spirit can cause a great downpour in the surrounding Umbra. Due to the strange nature of the Umbra, it is not always water that falls from the sky. The Power cost is 5 for a storm one mile in diameter, with 40 mph winds. The size of the storm increases by 10% or the wind by 10 mph for each additional 2 points of Power. Storms created by this charm last until they die down naturally.
Updraft: Power cost 3. This power enables a spirit to lift a human sized creature into the air.
