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  • INTRODUCTION
    • Developer's Say
  • THE AWAKENED WORLD
    • The Magical Child
    • Religion
    • The Law
    • Business
    • Medicine
    • Popular Culture
    • Street Magic
  • THE PATHS OF MAGIC
    • Path of the Shaman
      • Wilderness and Urban Shamans
      • Spirits of the Elements
      • Ancestor Shamans
      • Pantheism
    • Path of the Mage
      • Hermetic Schools
      • Elemental Mages
    • Path of Wuxing
      • Wujen Aspected Magicians
    • Path of Voodoo
      • Patron Loa
      • The Hounfour
      • Loa Spirits
      • Zombies
      • Voodounistas
      • Obeyifa
    • Paths of the Wheel
      • Path of the Warrior
      • Path of the Steward
      • Path of the Bard
      • Path of the Druid
      • Path of the Rígh
      • Aspected Path Magicians
    • Path of the Adept
      • Athlete’s Way
      • Artist’s Way
      • Warrior’s Way
      • Invisible Way
      • Spirit Way
      • Totem Way
      • Magician’s Way
    • Magical Traditions
    • Awakened Oddities
      • Psionics
      • Miracles
      • Madness
  • THE AWAKENED CHARACTER
      • Creating an Awakened Character
      • Priorities
      • Race
    • Awakened Skills
    • Magic Loss
      • Stim Patches
      • Astral Projection
      • Cyberware
    • Geasa
      • Creating a Geas
      • Accepting a Geas
      • Fulfilling a Geas
      • Removing a Geas
      • Adepts and Geasa
  • MAGICAL SKILLS
    • Ritual Sorcery
      • Requirements
      • The Ritual Team
      • Casting the Spell
      • Beginning the Casting
      • Targeting Test
      • Sending Test
      • Sorcery Test
      • Spell Resistance Test
      • Spell Effect
      • Drain Resistance Test
      • Sustaining Ritual Sorcery
      • Ritual Tracking
    • Enchanting
      • Enchanting Gear
      • Talismongering
      • Alchemy
      • Artificing
      • New Foci
      • Focus Addiction
      • Unique Enchantments
      • Analyzing Magical Items
    • Spell Design
      • Spell Formulas
      • Designing New Spells
  • INITIATION AND METAMAGIC
    • Initiation
      • Grades of Initiation
      • Advantages of Initiation
      • Cost of Initiation
      • Initiation Ordeals
    • Magical Groups
      • Purpose
      • Strictures
      • Individual Strictures
      • Group Strictures
      • Customs
      • Group Resources
      • Patrons
      • Finding a Group
      • Joining a Group
      • Founding a Group
      • Creating a Group
      • Pre-Generated Magical Groups
    • Avatars
      • Using an Avatar
    • Metamagic
      • Learning Metamagic
      • Anchoring
      • Centering
      • Cleansing
      • Divining
      • Invoking
      • Masking
      • Possessing
      • Quickening
      • Reflecting
      • Shielding
  • THE PLANES
    • Astral Terrain
      • Passing Through Earth
      • Getting Lost
      • Astral Visibility
    • Astral Barriers
      • Pressing Through a Barrier
    • Background Count
      • Power Sites
      • Aspected Power
      • Mana Warps
    • Mana Surges
      • Sorcery Effects
      • Conjuring Effects
    • Wild Magic
    • Astral Security
      • Astral Patrolling
      • Fooling Astral Barriers
      • Wards
      • Passive Security Options
    • The Metaplanes
  • SPIRITS
    • Spirit Rules
      • Astral Movement
      • Disruption
      • Spontaneous Appearances
      • Extending Elemental Service
      • Binding Elemental Guards
      • Healing Spirits
      • Spirit Powers
    • Watcher Spirits
      • Characteristics of Watchers
      • Watchers and Astral Tracking
      • Tasks for Watchers
    • Loa Spirits
      • Conjuring Loa Spirits
      • Loa Spirit Services
      • Loa Spirit Powers
      • Serviteurs
    • Zombies
      • Grande Zombies
    • Spirits of the Elements
      • Domains
      • Summoning
      • Powers
    • Ancestor Spirits
      • Summoning Ancestor Spirits
    • Great Form Spirits
      • Physical Bonus
      • Great Blood Spirits
      • Great Elementals
      • Great Loa
      • Great Nature Spirits
      • Great Spirits of the Elements
    • Ally Spirits
      • Native Planes of Allies
      • Powers of Allies
      • Services of Allies
      • Designing an Ally
      • Ally Formula
      • Ritual of Summoning
      • Ritual of Change
      • Losing an Ally
      • Banishing an Ally
    • Free Spirits
      • Born Free
      • Motivations
      • Spirit Energy
      • True Names
      • Free Spirits and Good Karma
      • Powers of Free Spirits
      • Designing Free Spirits
    • Ghosts
      • Haunts
      • Chain
      • Types of Ghosts
      • Conjuring and Ghosts
    • Unique Spirits
      • The Wild Hunt
  • MAGICAL THREATS
    • Potency
      • Spirit Pact
    • Toxic Shamans
      • Toxic Totems
      • Toxic Potency
      • Toxic Domains
      • Toxic Nature Spirits
      • Rare Toxics
    • Insect Shamans
      • Insect Totems
      • Insect Potency
      • Insect Forms
      • Summoning Insect Spirits
      • Hive Insect Spirits
      • Building the Hive
      • Queen Spirits
      • Solitary Insect Spirits
      • Building the Nest
      • Free Insect Spirits
      • Insect Spirit Powers
    • Blood Magic
    • The Corrupted
      • Petro Voodoo
    • The Twisted Way
      • Twisted Potency
  • THE GRIMOIRE
    • Combat Spells
    • Detection Spells
    • Health Spells
    • Illusion Spells
      • Directed Illusion Spells
      • Indirect Illusion Spells
    • Manipulation Spells
      • Control Manipulations
      • Elemental Manipulations
      • Telekinetic Manipulations
      • Transformation Manipulations
  • ADEPT POWERS
  • TOTEMS
    • Animal Totems
    • Nature Totems
    • Mythic Totems
    • Idols
    • Loa
  • ARCANE LORE
    • Adept Powers Table
    • Spell Table
    • Magical Gear Table
  • INDEX

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