Fae Arts:


Permanence: Intermediate 2

This cantrip affects the duration that another Art lasts. When applied to most Arts, this cantrip extends their durations by one unit of time (variable) per 2 Mental Traits spent. The Storyteller has absolutely the last word over how it affects a given cantrip. The amount of time (units of time) may be counted in rounds, minutes, or even centuries, depending on the spirit of the cantrip being affected. (i.e., The duration of the Chicanery cantrip Fuddle is counted in minutes, while the Dream-Craft cantrip Attunement may be measured in months.) Cantrips with no duration to speak of (e.g., the Primal cantrip Holly-Strike) are not affected by this cantrip at all.


Once again, the Realm used determines who or what is being affected.  The increased duration is based on Mental Traits spent.

2 Mental Traits -- 1 Unit of TIme Higher

4 Mental Traits -- 2 Units of TIme Higher

6 Mental Traits -- 3 Units of TIme Higher

8 Mental Traits -- 4 Units of TIme Higher

10 Mental Traits -- 5 Units of TIme Higher


Some say the Dark-kin learned Discord in their sleep, taught by the ancient Dragon Ouroborous. This legend could be just an intimidation tactic the naraka made up to fit their dark mysticism. However, some Sidhe believe that this same mythical creature endows the fae with the Dragon’s Ire; Discord is undeniably an Art of war. Discord is brutal and effective in incapacitating, crippling or slaying an opponent. Naraka most commonly wield this Art, which adds to the ambiguity of it's origin, but it is sometimes practiced by other adhene. Few changelings have ever seen anything like it. If the Denizen augments this Art with other such as Wayfare and Primal, he may even go toe to toe with powerful prodigals.

 House of Mirrors

This cantrip makes a creepy distraction tactic by creating multiple chimerical images. These images are harmless and cannot attack anyone, but in a combat situation opponents take some time to figure out which Denizen (or changeling) is the right one to hit amid shifting shadows and whirling half-seen images. Some may be mirror copies of the caster, while others consist of moving light and shadow seen from the corner of the eye that are too threatening to ignore.

Larp System: The Realm used determines what the images distract. This Art costs one point of temporary Glamour. The number of Bunk traits dictate how many images form, and how many turns they last. Each chimerical image is animated and moves around in a confusing, menacing manner. Engage your target in a Mental challenge. If successful, the target’s Initiative is considered two traits lower for each image created.

•• Hermes Fleetness

Hermes’ Fleetness increases the reflexes and agility of a target, making attempts to dodge blows easier.

Larp System: When Hermes’ Fleetness is cast, the character must spend one temporary Glamour. The character that cast Hermes’ Fleetness receives 2 bonus traits on any attempt to Dodge for each Bunk trait during the casting, up to a maximum of 6 traits. This bonus lasts for one turn per Bunk trait.

••• Armilustra

This cantrip can augment a weapon (or bare hands) to do aggravated damage. Sometimes called “Myth Bane” it is not only as potent as iron to the fae, but also lethal to prodigals. The weapon so enchanted takes on a fiery glow.

Larp System: The Realm used determines what delivers the sting of Myth-Bane. Thus, the Prop realm would enchant a sword while the Fae realm would affect the attacker’s fists and the Nature realm would enchant a rose’s thorns or cat’s claws. One point of temporary Glamour must be spent to cast the cantrip. The number of Bunk traits in the casting determine how many “charges” of aggravated wounding potential the cantrip has until it needs to be cast again. For example, if cast on a sword, four Bunk traits would indicate that the weapon could do four levels of aggravated damage before becoming a normal sword again. The amount of aggravated damage cannot exceed the weapon’s damage on any given attack.

•••• Whirling Dervish

This cantrip adds great accuracy in battle due to speed and nimble precision. Whirling Dervish is generally cast before a combat situation. The cantrip makes it easier to hit an opponent that coincides with the Realm used.

Larp System: The Realm chosen to accompany this Art must coincide with the nature of the Denizen’s target. The Denizen must spend a point of temporary Glamour to cast this cantrip. For a number of rounds equal to the Bunk traits gained during the casting, the caster may use the Bomb in speed-related challenges when trying to hit the target of this cantrip. You do not have to use it, but you must warn your opponent that you can use it and how it works.

••••• Life and Limb

Life and Limb is primarily cast before violent conflicts when the character knows things will come to blows. It augments the Denizen’s instincts to strike vital areas on an opponent.

Larp System: The Realm chosen to accompany this Art must coincide with the nature of the Denizen’s target. The Denizen must spend a point of temporary Glamour for each target of Life and Limb. When striking the designated targets with unarmed or melee attacks, you deal an additional level of damage. A successful called shots to a limb (win, not tie, two static challenges) will sever it. Life and Limb lasts until the end of the user’s current combat.


The Merry Dance: Basic 2

Use of this cantrip allows the caster to influence the changes that the Firchliss brings as it sweeps through the dreaming.  Though it is dangerous to use this cantrip often as the dreaming doesn’t appreciate control exerted over it.


When the Firchliss moves through to change the dreaming, you may perform a bunk to cast this cantrip and spend Mental traits to affect what is changed.  For each Mental trait spent you can alter color, temperature, appearance, vibrancy, abundance, and the landscape of what changes the Firchliss brings.

Dream Riding: Intermediate 2

This art allows the fae to interact with and alter a mortal's dreams while the caster is in the Dreaming.  It may alternatively be used to ride a mortal's dreams from the mundane world into the Dreaming, though there's no way to control where they'll end up.


When you are in the dreaming you may interact with a specific mortal’s dreams and change them much like The Merry Dance.  Spend a Glamour to cast the cantrip.  You must defeat the mortal in a Mental Challenge.  Then spend a Mental Trait for each bit of the dream you would like to affect (color, temperature, appearance, vibrancy, abundance, and the landscape).


Kyros 6: Chill the Soul (elder):

Rather than chill the physical body, a master of Kryos to this level can freeze the very soul, turning the target into an emotionless frozen husk. Used on the living, it renders the target completely unable to learn or teach, or spend willpower, for a duration of a month or until exceptional thawing from a counter of the helios art or other such power. Can be made permanent with the expenditure of a permanent glamour. Used on inanimate objects, it places any spirits back into slumber and traps them within.

Kyros 7: Eternal Winter (master):

This power functionally "salts the earth" of an entire land, per the red cap treasure "sands of hunger" and is in fact, where the treasure once came from. This power allows the caster to salt the earth and forever ban the appropriate realms from flourishing there. A use of the Actor realm would prevent anyone from being born there, a use of the fae realm would prevent fae from awakening, a use of the nature realm would prevent any food or animals from growing or living there, a use of the prop realm would see any device freeze and fail to function or be unable to built. Scene & Time only enhance the effect. Do not use normal scene chart; use: Farm / Park / Forest / Preserve / Personal Domain


Ensnare and Rattle: Intermediate 2

In addition to what is described in the Shining Host, this power is also encompasses the Advanced power “Rattle” from that book.  We have decided to include this here as “Rattle” is not a power worthy of advanced proportions.


Much like Gimmix, but stronger and more controlled, the other effect of the Art of “Ensnare and Rattle” allows you to slam and toss your opponents directly, or to put on displays of telekinesis that are nothing short of stunning.  To use Rattle, you must defeat your target in a Physical Challenge then spend a variable number of Physical Traits.  Each Trait spent allows you to manipulate or throw 100 pounds’ worth of material, or for a single target to be thrown 10 feet/trait spent.  Using this power for damage inflicts one Health Level each time your opponent slams into a solid object and allows you to position your target wherever you want within the range dictated by your Trait expenditure.  At this level of control, fine manipulation such as typing is also possible, though you must concentrate on nothing else, and can only perform the cantrip for a number of actions/minutes equal to the number of Bunk Traits gained in the casting.  Most uses of Rattle are clearly supernatural, and are often protected only by the Mists (but beware, for one never knows when Dauntain are watching).


Seek ‘n’ Spell: Basic 1

Use of this cantrip allows you to see the meaning behind any written text. You can read anything in any language, even texts written with magical wards on them (although the magic of the ward will oppose the reader, as in the example under Weaver Ward). A new cantrip must be cast for each new text read.  The subject matter of the text determines the Realm that must be applied. A book of medieval weapons written in Latin, for example, can be ready by someone using the Prop Realm. A Fae using the Nature Realm could decipher a manuscript on the flora of South America.  Changelings unsure if they have the appropriate Realm to use for this cantrip may spend a keening trait to glean insight into what realm they need before the activation of this art.


This art lasts for a number of hours equal the number of bunk traits gained during its casting. Otherwise no challenge is required. In the case of magical texts and warded objects however, a mental challenge (retest kenning) is required against the creator of the object or the ward. No relenting is allowed and full retests are used automatically by the creator.

Saining: Intermediate 2

This cantrip functions like it suggests out of the Shining Host, save for our house rule of it being a challenge vs. a character if used upon them.  This is to recast it as a Second Intermediate Art.


Oakenshield: Intermediate 1

This cantrip functions as is stated in the Shining Host.  This is to reclassify it as a First Intermediate Art.

Heather Balm/Holly Strike: Intermediate 2

Heather Balm functions as is stated in the Shining Host.  Holly Strike functions as stated in the Shining Host as well, except that you may expend more physical traits to do more damage (2 Physical Traits/Extra Lethal Damage beyond the first).  This is also to reclassify it as a Second Intermediate Art.


Willow Light: Basic 2

This cantrip creates illumination.  Whatever the subject is will glow brightly once the cantrip is cast.  This can also counteract cantrips and powers such as Blur the Milky Eye or Unseen Presence with a successful Mental Challenge vs. the Target.


Your Bunk Traits determine the duration of the cantrip (round, minute, scene, night, week).  If casting on an inanimate object, the power is automatic.  if casting on a character or magical item, it requires a mental challenge, unless the subject relents.

Boil and Burn: Intermediate 2

This cantrip allows the caster to engulf a subject in flames again, like Prometheus' Fist, but this time the flames do damage and consume the subject. Fire created with this cantrip will spread, just like a normal fire.  Unlike Prometheus' Fist this cantrip does not require the caster to continue spending Glamour for the fire to burn.  The flames will only last as long as the Bunk Traits gained in the casting, but will inflict 2 Aggravated Damage/turn the subject is on fire and the subject may cause other things to catch fire by coming in contact with them just as with Prometheus' Fist.  This art cannot be used on yourself unless you wish to actually set yourself on fire.


Your Bunk Traits determine the duration of the cantrip (1 round/Bunk Trait gained).  If casting on an inanimate object, the power is automatic.  If casting on a character or magical item, it requires a mental challenge, unless the subject relents and causes 2 Aggravated Damage/round.


Augury: Intermediate 2

This is only meant to reclassify Augury as a Second Intermediate Art.  It works as suggested in the book, save for where the House Rules differ.


Sovereign 6 - Ruler of the Land (elder):

Sovereign is the art of rulership, and it has often been said, that the land takes on the appearance of the owner. An extension of Fae nobility, this power allows the Fae to affect those or things around her in awe inspiring ways. Whereas lesser levels of Sovereign are designed to build your kingdom, this level of Sovereign is about making your personal space, and more, yours.


Like all Fae arts, you perform your bunk. Upon successful casting of the bunk, you gain a number of additional social traits on the target of the realm equal to the number of bunk traits gained during the casting. These social traits take on their own meaning. Using the Fae realm to cast this on himself, a Noble Troll performing a 5 trait bunk could give himself 5 extra intimidating traits. These traits transcend any trait caps and all who see the troll would feel his intimidating presence as he towers over them. Theatrical effects are also granted with this effect, the troll might be covered in shadows and lightning might shoot from his footsteps. The only catch is, the social traits gained, must already be social traits that the caster themselves possesses. No matter how hard a ruler tries, the tiny boggan who has never intimidated a person in their life, can not rule a landscape of terror and nightmare.

The different realms dictate what can be affected, even things that normally do not have social traits gain them with this art and can use them on behalf of the owner. Which is where the power becomes truly terrifying. Using the Nature Realm in conjunction with the Scene realm to grant a landscape Alluring, any who find themselves seeking to harm the land may find themselves in a social challenge, or an intimidating castle may simply frighten away weak willed advisories.

All traits and effects gained through use of this power last for a number of nights equal to the number of bunk traits gained during the casting. The scene and time realms are enhancers as per usual. The time realm can hang the effect so that your castle only is glamourous when you are in the room for example. No self respecting sidhe would want to be outdone by their furniture. Used in conjunction with dreamcraft, one can create truly amazing dreamscapes, and then rule them as they see fit.

Vampire Disciplines:


Mirror Reflex (elder): 

This power taps into the physical reflexes of an opponent, allowing the vampire to anticipate an enemy's action in personal combat. At the beginning of any turn of combat, you may spend a blood trait and engage in a mental vs. physical challenge with a specific character (Retest Investigation for you, Brawl for them).  Success means that the character targeted may not use any physical based retests (i.e. Brawl, Survival, Dodge, Might) for the rest of the turn.  Additionally, the opponent must declare his victory conditions for the challenge before you.  


Basic 1: Aid from Spirits

Spirits are everywhere, but invisible to most living and unliving beings.  This power allows the vampire to briefly rouse the spirit of an object, making that object perform its intended function better or more efficiently.  It in no way makes the spirit well-disposed to the vampire.

System: Touch the object, and spend (1) Blood trait and make a Social Challenge (retest Occult) vs the object.  An object has a number of traits = 3x it’s rating or bonus traits it offers, whichever is higher.  A basic sword that offers +3 traits is a difficulty 9 challenge.  A legendary 7 point Artifact is a difficulty 21 challenge.  Success means that the object does what it does better for your next challenge, netting you a Free Retest on your NEXT challenge with said object.  This effect will last for the next scene and if unused it vanishes.  You can not stack this on the same object, but you can enchant multiple objects in the same scene.  

Basic 2: Summon Spirit Beasts

With this power, the user can summon up the spirit of an animal indigenous to the area and send it to do what comes naturally to it.  The spirit assumes the corporeal form of the appropriate animal, and is capable of whatever the animal would normally be able to do.  The animal can follow simple telepathic commands, and is slightly more intelligent than a normal animal would be (but not as intelligent as a person)

System: Spend (1) Blood Trait and spend a number of social traits up to a maximum of 5. You summon a single spirit animal that must be native to the area.  It’s stats function exactly like a normal animal except it’s mental traits are higher and it can communicate telepathically with you.  It has the same health levels as a normal animal of it’s type only it dissipates when it dies.  1 Social Trait = 1 Turn.  2 Social Traits = 1 minute.  3 Social traits = 1 scene.  4 Social Traits = 1 Day.  5 Social Traits = 1 Week.

Intermediate 1: Aspect of the Beast

The Vampire Emulates aspect of the spirits herself, provided the spirits she uses are local to the area.

System: Spend 1 Blood Trait and 1 Social Trait per grade of success.  Using the same duration chart as Summon Spirit Beasts.  This power is very versatile allowing you to mimic the effects of any animal native to the area and any aspect of them.  As a rule of thumb, any aspect of the beast will enhance a challenge by +3 traits, a free retest, an extra health level, an extra courage, or a special ability such as venom, tracking, etc etc. It is possible to have multiple aspects of various animal powers active at once if you spend the requisite amount of Blood and Social Traits.

Intermediate 2: Engling Fury

Spirits are abound in everything from one’s shirt to the very air around you.  The user of this can take those spirits into herself, break them down, and refresh her own mental reserves.  This destroys the spirits but no repercussions have been reported... yet.

System: The player makes a Social Challenge vs 3x the local gauntlet rating.  This action takes an action.  Success means the user finds a small spirit and eats it refreshing either 1 Willpower or 1 Social Trait.  You can attempt this challenge every turn and simply consume another spirit.  You can attempt to eat a larger spirit, thus netting you more willpower or social traits.  Each trait of Spirit Lore you expend allows you to find a fatter spirit or a better area and to refresh additional traits.

Advanced: The Wild Beast

The user grows leaner, lithe, and strong.  She hunches over slightly, her eyes become slitted and catlike, she grows vicious claws on her hands.  Her features become slightly feline, and in this form she is an even more formidable predator than usual.

System: Spend (2) Blood Traits. The vampire gains +7 Physical Traits (Lithe x2, Quick, Graceful x2, Tough, and Brutal), the Negative Trait Feral, and the character can only engage in Intimidation related Social Challenges. The vampire’s bite now inflicts an additional level of damage and claws that deal aggravated damage.  The character can see in the dark normally, and all difficulties based on perception gain a +2 bonus.


Level Seven:


For one blood trait and a willpower lasting a scene your innards become rocklike. You are considered to have double Health Levels against physical attacks that do piercing or bashing damage. To stake you, your attacker must at least have Puissance. (Note: If this power is used in conjunction with Flesh of Marble no extra Health Levels are gained, but it now takes three tests to stake you).

Stone Strength:

For one blood trait lasting a scene your flesh hardens and takes on a very distinct rocklike quality.  Every manifestation of this power is different in appearance. For some it results in a look of polished marble, while others resemble rough granite. Your skin becomes rock hard and pain is deadened, giving you the extra Physical Trait Tough (above and beyond the maximum allowed by generation). You are immune to wound penalties and take only half damage from fire.

Crawling Chamber: 

By spending three blood traits, the Gargoyle may animate an approximately 10 by 10 volume of stone, giving it a base sentience and allowing it to ooze, reshape itself and even attack foes. Statues and the like may be animated as well. The Gargoyle spends 3 blood traits and the “animated” rock has 10 physical traits with Brawl x2, Survival x2, and Dodge.  This power lasts for a scene or hour, whichever comes first.

Combination Disciplines:

Illustrious Infinity:

Temporis Level 5 / Presence Level 5

MET cost: 11 XP

Description: Utilizing the ability to exude your will on people in the surrounding area, an acolyte of Temporis can turn Clotho’s Gift outward into the immediate area to foes and allies alike. However as with all Temporis the cost is far more taxing than using such a gift on yourself. This power was founded by an individual who discovered its use during great times of duress and danger. Often needing to save others as much as himself, or give his enemies momentary pause.


Spend a willpower trait and engage in a mass social challenge against those within your Majesty’s radius you wish to affect. All within your radius must participate in this challenge relenting is not an option. (Or Stand Against the World, Faith and Fire).  If successful they may then cause each individual target to become suspended in time for one action. Each action you suspend in this fashion causes one level of unsoakable lethal damage to you.  Thus if you attempt to suspend 3 targets for 1 action that round, it will cause 3 levels of lethal damage to you.  Attempting to slow down or suspend time for use of this power is an action.

While suspended the target can not be harmed or affected in any way.  Fire ceases to burn them, physical objects do not interact with them, they are temporarily removed from the time stream. This can be useful in saving a burning ally or pausing an enemy to set up a better ambush.  Powers such as Celerity, Rage, Time Magic may make controlling an individual and shutting them down for a turn difficult, but you may take additional lethal on a one for one basis per action against those targets.  All follow up actions will still happen as they all move at the same “time”.

Illustrious Infinity has one very unique effect with powers such as Clotho’s Gift or Time Magic that removes one from the stream of time.  Should you attempt to use this power on someone else, or yourself while under such influence of one such effect you will find both of you shunted from the time stream and able to affect each other normally while everyone else in the area is unable to affect either of you.

Master of All Forms:

Protean 4, Vicissitude 4, and Serpentis 4

MET Cost: 13xp


This Combination Discipline allows you to use any and all form powers at the same time as another, even those that do not stack.  You have become a complete master of your shape and no longer suffer the restrictions of one form type and you gain all of the benefits and drawbacks of each you use at the same time. 12 weeks to Research

Koldunic Sorcery

Way of Earth

Grasping Soil (Player’s Guide to High Clans, pg.183)

System: The Players throw a Physical Challenge, retested with Koldunic Sorcery. If the Koldun succeeds, the victim is trapped in place for a number of rounds equal to the levels of Way of Earth possessed by the Koldun. The Victim may attempt to break free each round by attempting to defeat the Koldun in a Physical Challenge. In addition to immobilizing a victim, a Koldun may also make an attack with this power instead. The Koldun performs a Physical Challenge, retested with Koldunic Sorcery. Success causes 2 levels of Lethal Damage to the victim.

•• Endurance of Stone (Player’s Guide to High Clans, pg. 184)

System: The Koldun spends a Blood Trait and, for the next scene or hour, gains two additional Stamina-related Physical traits.

••• Hungry Earth (Player’s Guide to High Clans, pg.184)

System: The Koldun spends a Blood trait and performs a Physical Challenge, retested with Koldunic Sorcery, against his victim. Should he succeed, the victim is trapped underneath the soil for a number of turns equal to the Koldun’s levels of Way of Earth. Additionally, all victims so entombed must make a Physical Challenge each turn, difficulty of the Koldun’s current Physical Traits, or else suffer one level of Lethal Damage.

•••• Root of Vitality (Player’s Guide to High Clans, pg. 184)

System: The Koldun may spend one Blood to heal 2 health levels of Bashing Damage, 1 Blood for one health level of Lethal Damage, or 1 Blood and two temporary Physical Traits for each level of Aggravated Damage while his target is in the soil (including himself).  There is no activation test or successes needed. The target must be willing.  It takes one turn per bashing healed, 1 minute per lethal healed, and one hour per aggravated healed.  Once complete or interrupted through excavation, the target is transported to the surface of the earth.

••••• Kupala's Fury (Player’s Guide to High Clans, pg. 184)

System: The Koldun spends a Blood Trait and a Willpower and a number of Physical Traits to determine the area of effect, as per the chart below.  Anything in this area of effect takes 5 levels of Lethal Damage, which may only be soaked.  To soak this damage, the victim must perform a Physical Challenge at the difficulty of the Koldun’s Physical Traits.

Physical Traits Area of Effect

1 One Structure

2 Five Structures

3 A resident street

4 Half a city block

5 A full city block

Way of Fire

Fiery Courage (Player’s Guide to High Clans, pg.188)

System: Once learned this power is permanent.  The Koldun subtracts his levels in Way of Fire from Courage tests to run from flames.  If this would make the test 2 traits or less, the Koldun need not test to run from the flame.  This only works against fire.

•• Combust (Player’s Guide to High Clans, pg. 188)

System: To attack a person with this power requires a Blood Trait and a Social versus Physical Challenge, retested with Koldunic Sorcery. To effect a person, the Koldun must bid two additional traits in the challenge. Should the Koldun succeed, the victim suffers 1 level of Aggravated Damage. Additionally, the Koldun may now throw a number of simple tests (win or tie) equal to his rating in the Way of Fire to score additional levels of Aggravated damage on the attack.  You can make only one fiery attack per turn and the victim can dodge the attack, but not soak it.

••• Wall of Magma (Player’s Guide to High Clans, pg. 188)

System: This power lasts a number of turns equal to the Koldun’s rating in the Way of Fire and costs a Blood trait to enact. The Courage Test is difficulty 4. The Koldun may form shapes other than a ring of magma. The Koldun spends 1 temporary Mental Trait to summon a different shape. Being within 10’ of the wall causes 1 level of aggravated damage per turn.  Touching, passing through, or remaining in the wall causes 3 levels of aggravated damage per turn.  Damage from the wall is only soakable through supernatural means.

•••• Heat Wave (Player’s Guide to High Clans, pg. 188)

System: This power requires a Blood Trait and a Social versus Physical Challenge against the target, retested with Koldunic Sorcery.  The victim suffers 5 lethal damage and loses 5 blood traits if it is a vampire.  Anyone slain with this power withers into a mummified husk.  

••••• Volcanic Blast (Player’s Guide to High Clans, pg. 188)

System: It costs a Willpower and a Blood Trait to activate this power. If the Koldun wishes to hit a target with this power, they must defeat them in a Social versus Physical Challenge, retested with Koldunic Sorcery. The volcano lasts a number of rounds equal to the number of Social traits spent after the challenge. Those who fail this challenge suffer 3 levels of Aggravated Damage a round for as long as this power is active.  Items that fall into the lava survive for the duration of their health levels before being destroyed.  If an item is destroyed, it is trapped in the rock after the magma cools at the end of the duration.

Way of Spirit

• To ••••• (Player’s Guide to the High Clans, pg. 189)

System: This power requires a Blood Trait and a static Social Challenge difficulty of 6 plus the level trying to be activated (so for level 5, for example, it would be difficulty 11).  This power lasts for one scene/hour per level of the Way of Spirit the Koldun knows. This power also functions for the rules of “Auspex versus Obfuscate” in Laws of the Night, where Auspex is replaced with Way of Spirit to detect hidden things and beings.

Way of Spirit may go above Advanced Level. Indeed, it may go all the way up to Methuselah Discipline level. For every two levels above Second intermediate, the Koldun must bid one additional Trait on all Empathy challenges. In addition, Way of Spirit allows the user to view into the Umbra as well as the Material World. To do so simply requires the Koldun to focus on the realm he wishes to view.  A Koldun can only focus in on one plane of existence at a time.  Focusing in the Umbra causes a -2 penalty to detect the “Real World.”  Being able to view the Umbra in this manner allows a Koldun to “see,” “hear,” and communicate with the spirits that reside there. It should be noted that while a Koldun may “see,” “hear,” and “feel” everything in his radius, this does not mean all at once.  

A Koldun using this power in a radius greater than Way of Spirit 1 provides suffers a 2 trait penalty on all challenges near its body and is considered similar to being Astrally Projected through Aspex.  It takes concentration to use Way of the Spirit and all of the sensations in the viewed radius are not instantaneous.  As such, if you focus further than Way of Spirit 1 away from your body, you are vulnerable to attack and cannot perform actions in your personal vicinity (unless you are using other Koldunic sorcery paths or break concentration and end the power).

Think of it more like Google Earth: you can get a large picture from above, but you have to zoom in and focus on things to really get what you want. Additionally, while this Way of Koldunic Sorcery allows for other Koldunic Sorcery powers to be used through it; all such uses requires 1 temporary Willpower point per power used each time through Way of Spirit. This in addition to any normal costs associated with the Koldunic Sorcery power.

Way of Water

Pool of Lies (Player’s Guide to High Clans, pg. 187)

System: This power requires a Mental Challenge against its target, retested with Koldunic Sorcery, and 1 Blood Trait.  The Koldun may spend two temporary Mental Traits per additional scene they wish for the illusion to last.  It cannot leave the borders of the body of water and dissipates into mist once the duration is concluded.  It must be recast after that to recapitulate the illusion.

•• Watery Haven (Player’s Guide to High Clans, pg. 187)

System: It costs a Blood Trait and two temporary Mental Traits for the Koldun to inter itself in the water like Protean: Earth Meld.  While in the water it is protected from the ravages of the day.  The water must be at least 2 feet deep and sized the dimensions of the Koldun’s body.  In addition, a target looking for a submerged Koldun may make a Mental Challenge versus the caster, retested with Koldunic Sorcery to see him in the body of water.

••• Fog over Sea (Player’s Guide to High Clans, pg. 187)

System: The Koldun spends a Blood Trait in addition to one temporary Mental Trait per hour or scene they wish to walk on the surface of the water.  The Koldun can drop the effect at anytime to submerge or swim.  It must spend a Mental Trait to resume the power again.

•••• Minions of the Deep (Player’s Guide to High Clans, pg. 187)

System: The caster performs a static Mental Challenge, difficulty of 9, retested with Koldunic Sorcery. The Koldun then spends a variable number of Blood Points and temporary Mental Traits. Each blood trait spent summons one Minion of the Deep, up to a max of the number of temporary Mental Traits spent.  If the minion leaves the body of water it is created in, it takes one level of aggravated damage per hour until it is destroyed or returns to that body of water.  The water elementals only last until the next dawn.

A Minion of the Deep has the following stats: 

Physical: Equal to the Koldun’s permanent Mental Traits

Mental: Equal to the Koldun’s permanent Mental Traits only in passive or defensive situations

Social: Equal to the Koldun’s permanent Mental Traits only in passive or defensive situations

Abilities: Stealth equal to the permanent level possessed by the Koldun

Special: Fire Damage only inflicts Bashing Damage to them, regenerate one level of damage each round if they are by or in a large body of water.

Health Levels: Equal to the Koldun’s permanent Willpower rating.

Damage: Minions of the Deep inflict one level of Lethal Damage per hit.

••••• Doom Tides (Player’s Guide to High Clans, pg. 187)

System: The Koldun performs a Static Mental Challenge, retested with Koldunic Sorcery at a difficulty of 11 and spends a temporary Willpower Trait and a Blood Trait.  Should he succeed, he may spend a variable number of temporary Mental Traits. Each Trait increases the size by 10 feet and adds 5 Physical Traits to the Doom Tide. The Doom Tide has a base Physical Trait score of 15 (+5 for every Mental Trait spent). Victims wishing to break free must defeat this difficulty to do so.  Living beings drown normally.  Vampires are simply trapped within for the duration of the scene.

Way of Wind

Breath of Whispers (Player’s Guide to High Clans, pg. 185)

System: The Koldun spends a Blood Trait and the power is active for a scene.  Each Temporary Mental Trait spent allows the Koldun to send and receive one message (roughly 3 seconds of conversation).  The recipient, so long as they are not locked in a room, hears the Koldun as whispers in their ear and can reply and the Koldun will receive the message.  The Koldun must concentrate fully when using this power.  Any break of concentration ends the communication.

•• Biting Gale (Player’s Guide to High Clans, pg. 185)

System: The Koldun spends a Blood Trait and engages all targets in the area of effect (maximum 100 yards) in a Mental versus Physical Challenge, retested with Koldunic Sorcery.  Should the Koldun win, those caught in the area of effect take one level of Bashing Damage, lose two Physical Traits, must bid two additional Physical Traits on all physical challenges while in the area of effect, and have their movement reduced by half. Each turn the victims remain in the area of effect, they must make a Physical Challenge difficulty of the Koldun’s Mental Traits or suffer another additional level of Bashing Damage. This power lasts a number of turns equal to the Koldun’s levels of Way of Wind.  The lost Physical Traits are gone for the night.

••• Breeze of Lethargy (Player’s Guide to High Clans, pg. 185)

System: The Koldun spends a Blood Trait and engages the targets in a Mental versus Physical Challenge, retested with Koldunic Sorcery, in a 200 foot radius. Should the Koldun win, each victim may only declare half their Physical Traits (total) in all Physical Challenges while under the effects of this power. In addition to this, movement rates while under the effects of this power are halved. This power lasts a number of rounds equal to the Koldun’s levels in the Way of Wind. Victims who lose the initial challenge must make two immediate simple tests. Should they lose both, the victim falls asleep, as described in this power.  This power lasts as many turns as the Koldun has in Way of Wind.  If a target is put to sleep, it lasts until they are awakened or the next night and they are considered prone.

•••• Ride the Tempest (Player’s Guide to High Clans, pg. 185)

System: The Koldun spends a Blood Trait and performs a Static Mental Challenge, difficulty of 10, and retested with Koldunic Sorcery. A Koldun who tries to use this power indoors or in an enclosed area suffers 5 levels of Lethal Damage that may be soaked normally.  Successful use causes the Koldun to dissipate into the wind and fly to his destination (within a scene) at 250 mile per hour avoiding all obstacles arriving in gusts of wind blowing out candles and extinguishing small flames.

••••• Fury of the Night Sky (Player’s Guide to High Clans, pg. 186)

System: The Koldun spends a Blood Trait and performs a Static Mental Challenge, difficulty 9 and retested with Koldunic Sorcery.  After the challenge, the Koldun may spend any number of Temporary Mental Traits to determine the time it takes for the storm to gather and the length of the storm. (Each Mental Trait spent equals 1 hour less per Mental Trait for the storm to gather from a starting time of 6 hours, and the storm lasts 1 hour per Mental Trait spent). Each turn, the Koldun may spend one point of Willpower and engage a target who is able to be struck by lightning in a Mental versus Physical Challenge, retested with Koldunic Sorcery. Should the victim fail, they suffer 5 levels of Lethal Damage. Only one such attack may be made per turn.

Shifter Gifts:


Advanced Corax Gift: Ptah’s Blessing

This Gift enables the Corax to disappear in an explosive burst of feathers, leaving behind only a splash of blood or ashes as if the corax had suddenly expired. While such a display may not fool everyone, particularly since no corpse remains behind, it’s surprising factor still allows the Corax to make a precipitous exit when faced with impossible odds making this gift highly useful when dealing with formidable or persistent foes.


The Corax spends a Gnosis Point and takes one Aggravated damage to produce the blood and feathers in a shower of explosion as if combusted. When the gift is invoked, the Corax must make a mass mental challenge against all attackers. Success against attackers means they are confused and spend a full round investigating the explosion instead of where you really went. During this round, they are oblivious to the Corax completely. The Corax then steps sideways through the gauntlet as a free action for fair escape. Corax often opt to fly in raven form to hasten their escape, however more enterprising, some simply never leave at all and curiously watch from a short distance as their foes poke through their dirty feathers.


Legendary Nuwisha Gift: The Coyotes Howl

Embracing the very Chaos of the Wild, a legend of Coyote can cause chaos to manifest in the most entropic of ways and unweave the essence of creation. People who see this gift, often wonder if Coyote stole a secret from Those Who Wait Beyond, or maybe he cut a deal. Of course, nobody will ever get a straight answer about the origin of this gift.


The Coyote spends one full round breathing in the world around him, and then in a twisted snarl screams at the direction that deserves his wrath. Engage in a Mass physical challenge vs all within a cone outward from the character (Primal Urge vs Defensive Physical). The breath, grows outward a number of yards equal the the Coyotes current willpower. Success inflicts terrible outcomes on it’s unwilling victims and location.

The first is they are entropically warped and being to fall apart. This attack inflicts 3 aggravated damage. The second is that this entropic resonance is so vile and imbued with chaos, it warps any magical effect and unweaves them. This effect is automatic on any non permanent magical effect, and for a number of hours equal to the gnosis the Coyote spends, causes any permanent enchantment to be so imbued with chaos, they snap back and affect their caster in the reverse fashion. This effect can be resisted in a straight willpower vs willpower challenge vs the Coyote.

The true strength of its power is its final effect. Anything that is destroyed with a final level of damage from this power, ceases to exist. Coyote Legends are the only ones allowed to carry this gift, and even then, it is used only in dire circumstances.


Basic Ajaba Gift: Crushing Jaws

By invoking the gift and snapping her jaws shut on a prey, the Ajaba gets a solid hold that lasts until either the bone shatters, or the hyena lets loose or dies.  The spirit of Mother Siracca teaches this gift to her remaining children, who consider it a necessary birthright.  By using this gift as a group, several Ajaba can shred the mightiest opponent.


The Ajab must succeed in a physical challenge vs. its opponent to get a firm grip with their jaws, then spend a point of Willpower.  This round and each turn after the Ajaba deals and additional aggravated damage that is cumulative.  The target cannot escape the grip unless he kills the hyena.  However, the grip does put the hyena easily within reach giving the hyena a -2 Physical trait penalty vs. whomever they have gripped this way.

Hedge Magic:

Enchantment: Soul Forging:


The enchanter can create a simple talisman that might offer a one-Trait bonus to certain situations. Most Apprentice-level talismans are mistaken for well-crafted conventional items by those who do not know what to look for.

Example: Cloak of Shadows: A cape that adds one Arcane to the wearer

[Notes: Forged a soul into an item that copies 1xp of traits/abilities/merits/BGs from the victim sheet. ST choice, unless the crafter knows exactly what their victim has on their sheet (requires approval)]


In addition to two-Trait talismans like apprentices can create, the enchanter can create a talisman that has a subtle but obviously magical effect.

Example: Bottle of Luck: A whiskey flask that intercepts and stops the first bullet that would hit its carrier.

[Notes: “Subtle but obviously magical effect” is vague. To clarify: Item can copy 2xp of traits/abilities/merits/BGs + 1 WP/Gnosis/etc, or a one-shot Basic power/rote/spell/ritual]


The enchanter can create objects with obviously magical but not very powerful effects.

Example: Hermetic Damascene: Comfortable silk like material that is strong enough to absorb two health levels of lethal or bashing damage. The material lasts about a month before the process begins to degrade.

[Notes: Still pretty vague. Item can copy 3xp in traits/abilities/merits/BGs/WP/Gnosis/etc + a first-level Basic power/rote/spell/ritual]


The enchanter can create talismans that allow their user to surpass human abilities. Such talismans can also duplicate Basic-level supernatural abilities such as Disciplines, Gifts, etc.

Example: Peter's Torc: A solid silver torc that imbues the wearer with Brawny x 3. In addition, the wearer may call upon it once per day to double his natural Physical Traits in a single challenge. The torc must be kept where the moon can shine upon it whenever it is not worn or it ceases functioning.

[Notes: The item can steal 4xp in traits/abilities/merits/BGs/WP/Juice + a second-level Basic power/rote/spell/ritual]


The enchanter can create items and devices with formidable power, including Intermediate-level supernatural powers.

Example: Purse 0' Plenty: A change purse that always contains about $5 worth of coins appropriate to wherever its owner is. So long as at least a quarter is left in it and it is used no more than four times a day, it replenishes itself.

[Notes: Can copy 5 traits/abilities/merits/BGs/WP/juice, + a first-level Intermediate power/rote/spell/ritual]


Continuing the pattern: copy 6xp of traits/abilities/merits/WP/Juice + a second-level Intermediate power/rote/spell/ritual.


7xp of traits/abilities/merits/WP/Juice + an Advanced power/rote/spell/ritual.


You cannot learn ANY level of Enchantment: Soul Forging higher than your level of Crafts ability. Thematically it doesn’t need to be *Forging*, it could be stitching, tattooing (like the Praenomen), or whatever other form of Crafts they can creatively justify. The only requirement is that it binds the soul in question and infuses it into the crafted item. As with other crafting, it requires Hoard for the raw materials, and takes a number of weeks equal to twice the level of the item forged. In this case, though, it’s the level of Soul Forging used, not the power it duplicates. The subject must be bound / incapacitated and crafted over a number of weeks equal to twice the level of Soul Forging being used. The soul is trapped in the crafted item by this process and cannot be reincarnated by any means as long as it is. If the item is ever broken or disenchanted, the soul is released and can be resurrected by usual means.

Any traits, abilities, powers, etc. that are soulforged into an item will be random (i.e. chosen by an ST) unless the crafter knows exactly what the victim has on their sheet. They may attempt to replicate a specific trait or power they know the victim has, but any such attempts must be thematic and approved by an ST... you can’t gain access to someone’s Resources by forging their soul into an item, for instance.

Each item has an inherent flaw: the soul is still conscious, aware, and unhappy about being forged. The higher the item’s level, or the willpower of the victim, the more aware the soul is, ranging from a wordless moan at low levels to full-on blood sword encouraging the wielder to kill at highest levels. For every level of Soul Forging used to create an item, the wielder inherits a negative trait or flaw as well as the power. If the victim has no negative traits or flaws, an ST will choose generic ones to represent the forged soul’s influence on the item.