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Mage Experience Costs
Here you will find the base costs for upgrading various statistics on your character. For information on how to get reduced costs from Instruction from another character, or personal research, please go to the Mage -
Changeling Experience Costs
As mentioned above, there are changes that require ST approval. As with high levels of Willpower, Glamour, and changes to Backgrounds, Merits, and Flaws, major history edits need approval as well. Failure to acquire ST -
Rufus Lupescu
Rufus Lupescu Listens to the Whipserer Played by: Salubrith (Donna), Model: Bartek Baroweic, Cliath Uktena Theurge, Sept Not settled at either yet, Pack Seeking Members, http://www.im-chat.com/users/charsheets/csheet.asp?id -
Users
Muns of Dusk[] Cyberanima Meg Shay Darkdeej Merr Brisen Damiana Mizzerat Kes DEM00 Mws Kogitsune Nuitloupe Lananeko Salubrith -
Spirit Charms
Please use these versions of spirit charms- most of them have been mildly altered from the book versions add some clarity and coherence. For a list of book/page references for spirit charms go here -
Mage: Mind Sphere
Specialties: Astral Travel, Communication, Illusions, Mind-Shielding, Self-Empowerment The enlightened will shapes reality, so it should come as no surprise that the power of the Mind is, indeed, an esoteric yet highly studied tool -
Mage: Prime Sphere
Specialties: Artifice, Channeling, Creation, Destruction, Perceptions, Resonant Effects Above and beyond the Pattern Spheres sits the Sphere of Prime, the study of raw creation and the energy that fuels the Tellurian. Prime is the study -
Mage: Time Sphere
Specialties: Alternate Timelines, Divination, Temporal Manipulation, Travel Time, as the philosophers say, is the magic that all men know. The relentless tick of the clock leads down a road to an uncertain future, immutable, undeniable -
Mage: Correspondence Sphere
Specialties: Conjuration, Distortion, Scrying, Teleportation, Warding Space, interrelationships and sympathetic links all become clear through the study of Correspondence. By bending Space or bypassing it entirely, a mage can travel rapidly, fly or teleport from -
Timelines for the World of Darkness
White Wolf's'World of Darkness' Timeline---- A collection of relevant timelines for Whitewolf's'World of Darkness', including real life events as well as'WoD' events. -
Baali
THE ANCIENT TIMES In the beginning was Caine. -
Expanded Kith Lores
Individual Kith Lores are less generalized versions of major lores like Changeling Lore, or Dreaming Lore. They grant characters access to specific tidbits regarding that Kith's history, organization, and a who's who of -
Dark Thaumaturgy
As a reward for doing their bidding, Demon Lords have taught the Infernalists Dark Thaumaturgy. Where regular Thaumaturgy draws its power from the earth and living organisms, the power source for Dark Thaumaturgy is the -
Giovanni
No other clan is more intent on maintaining a front of respectability than the Giovanni, and none is more repulsive at heart Giovanni vampires are rich merchants, speculators and investors who spend most of their -
Salubri
Salubri---- "Fear not for the suffering you will be made to endure! The Devil will imprison some of you, to test your determination. Be faithful until death, and I will give you the wreath of -
Thaumaturgic Rituals
Thaumaturgic Rituals---- Level 1 • Blood of Peace (Clanbook: Assamite) This ritual involves two points of Assamite blood (one to be enchanted, one to be used to enchant the other). This ritual turns Assamite blood into -
Thaumaturgy
Thaumaturgic Paths---- Path of CorruptionThese powers must be used on a victim within arm’s length. Followers of Set may learn this path without knowing Thaumaturgy. • Contradict Roll: Manipulation+ Subterfuge, difficulty Willpower+ 1 The vampire -
The Clans
Disciplines: Celerity, Potence, Presence Weaknesses:+2 to Frenzy Difficulty -
The Sabbat
==An Overview of the Sabbat== The Sabbat is seen by those outside the sect as an organization with no purpose other than to prey on other Kindred and consume their vitae through Diablerie and -
Vampire Merits and Flaws
Merits and Flaws are optional Traits that a Storyteller may choose to include, or prohibit, in their chronicle. Properly used, Merits and Flaws help players create and individualize their characters. Merits are special abilities or -
Mage: Spirit Sphere
Specialties: Gauntlet Manipulation, Naturalism, Necromancy, Possession, Spirit Dealings, Umbral Travel Defining the ephemera between Quintessential and material, Spirit marks the creation of such stuff as reflects the world beyond simple human perception. Spirit is a -
Rites of Accord
This rite purifies a person, place or object, allowing it to be used without fear of contamination by the Wyrm. To perform this rite the Garou must inscribe a circle on the earth, walking widdershins -
Mage Familiar Charms
The following charms are available for Familiars, depending on their type. You cannot select a charm from a type of Familiar you do not possess, even with XP. Please also note that the Charms you -
Mage: Entropy Sphere
Specialties: Chaos, Dissolution, Fate, Fortune, Order Luck, fate, chance and chaos are the prime components of the study of Entropy. From this Sphere comes the study of order and randomness, and thus, the study of -
Mage: Forces Sphere
Specialties: Motion, Primal Elements (Fire, Lightning, Radiance, Cold, etc.), Physics, Technology, Weather In the physical universe, science postulates the existence of two disparate states: matter and energy. Hermetic theory purports different levels of energetic states
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