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		<updated>2026-06-09T22:27:48Z</updated>
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	<entry>
		<id>http://nwod.org/wiki/index.php/:Zone_of_Extremity</id>
		<title>:Zone of Extremity</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Zone_of_Extremity"/>
				<updated>2016-06-08T13:38:41Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Zone of Extremity to Zone of Extremity over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Zone of Extremity]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Zone_of_Extremity</id>
		<title>Zone of Extremity</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Zone_of_Extremity"/>
				<updated>2016-06-08T13:38:41Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Zone of Extremity to Zone of Extremity over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Zone of Extremity&lt;br /&gt;
|Source = Tome of the Mysteries&lt;br /&gt;
|Pages  = p. 60&lt;br /&gt;
|Fate   = 2 &lt;br /&gt;
|FC = Hail Mary Pass&lt;br /&gt;
}} &lt;br /&gt;
The mage alters probability, so that all mundane actions with uncertain outcomes resolve themselves as either triumphs or disasters.&lt;br /&gt;
* Practice: [[Spell Practice::Ruling]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]]&lt;br /&gt;
* [[Duration]]: [[Duration::Transitory]] (one turn)&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Covert]]&lt;br /&gt;
* Cost:  [[Cost::None]]&lt;br /&gt;
&lt;br /&gt;
The spell affects actions undertaken by any and all characters within its area of effect, centered on a targeted spot:&lt;br /&gt;
&lt;br /&gt;
Successes / Area-Affected&lt;br /&gt;
*1 success = 1-yard radius&lt;br /&gt;
*2 successes = 2-yard radius&lt;br /&gt;
*3 successes = 4-yard radius&lt;br /&gt;
*4 successes = 8-yard radius&lt;br /&gt;
*5 successes = 16-yard radius&lt;br /&gt;
&lt;br /&gt;
Within the Zone of Extremity, all failures become dramatic failures. All standard successes are treated as exceptional successes. This effect applies only to mundane actions, not spellcasting.&lt;br /&gt;
With Fate 3 and a cost of one Mana during casting, the default [[Duration]] becomes prolonged (one scene).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Free Council]] Rote: Hail Mary Pass&lt;br /&gt;
* Dice Pool: [[Pool::Presence]] + [[Pool::Occult Skill|Occult]] + [[Pool::Fate]] &lt;br /&gt;
Risk-takers of the Free Council resort to this rote in situations in which the need for an over-the-top success outweighs the potential for devastating failure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Zeal</id>
		<title>:Zeal</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Zeal"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Zeal to Zeal over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Zeal]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Zeal</id>
		<title>Zeal</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Zeal"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Zeal to Zeal over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Zeal&lt;br /&gt;
|Source = Seers of the Throne Sourcebook&lt;br /&gt;
|Pages  = p. 193&lt;br /&gt;
|Death  =&lt;br /&gt;
|Fate   =  &lt;br /&gt;
|Forces =&lt;br /&gt;
|Life   =  &lt;br /&gt;
|Matter =&lt;br /&gt;
|Mind   =2&lt;br /&gt;
|Prime  =&lt;br /&gt;
|Space  =&lt;br /&gt;
|Spirit =  &lt;br /&gt;
|Time = &lt;br /&gt;
}} &lt;br /&gt;
By using this spell, the mage eliminates doubt and&lt;br /&gt;
banishes uncertainty, leaving only a clear determination&lt;br /&gt;
for an action.&lt;br /&gt;
* Practice: [[Spell Practice::Ruling]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]]&lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]] (covert)&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Covert]]&lt;br /&gt;
* Cost:  1 [[Cost::Mana]]&lt;br /&gt;
&lt;br /&gt;
The mage’s Willpower is enhanced as the&lt;br /&gt;
slightest traces of doubt are swept away. For&lt;br /&gt;
the duration of the scene, the mage gains extra&lt;br /&gt;
effect from Willpower expenditures. Each point&lt;br /&gt;
gives five extra dice instead of three on a dice&lt;br /&gt;
pool, or raises a Resistance Trait by three&lt;br /&gt;
instead of two. Furthermore, all Morality (or&lt;br /&gt;
Wisdom) checks are deferred until the end&lt;br /&gt;
of the spell. The spell can affect a number&lt;br /&gt;
of Willpower expenditures equal&lt;br /&gt;
to the successes made on the casting&lt;br /&gt;
roll. Any potential enhancements&lt;br /&gt;
of Willpower that remain when the&lt;br /&gt;
spell’s duration ends are lost.&lt;br /&gt;
At this level of proficiency,&lt;br /&gt;
the spell can only target the&lt;br /&gt;
caster. At Mind 3, it can affect&lt;br /&gt;
others. The benefits of&lt;br /&gt;
this spell do not stack with&lt;br /&gt;
the similar quality inherent&lt;br /&gt;
to Hollow Ones.&lt;br /&gt;
&lt;br /&gt;
[[Seers of the Throne]] Rote: Certainty of Purpose&lt;br /&gt;
* Dice Pool: Manipulate + [[Pool::Persuasion Skill|Persuasion]] + [[Pool::Mind]]&lt;br /&gt;
&lt;br /&gt;
The Seers of the Throne are well known as devoted&lt;br /&gt;
followers of their cause, but even the most devoted&lt;br /&gt;
suffer from doubt. By using this rote, the Seer can banish&lt;br /&gt;
those last doubts from her mind, gaining the freedom of&lt;br /&gt;
certainty in the Exarchs’ cause.&lt;br /&gt;
&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Worlds_Collide</id>
		<title>:Worlds Collide</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Worlds_Collide"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Worlds Collide to Worlds Collide over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Worlds Collide]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Worlds_Collide</id>
		<title>Worlds Collide</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Worlds_Collide"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Worlds Collide to Worlds Collide over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Worlds Collide&lt;br /&gt;
|Source = Mage The Awakening Sourcebook&lt;br /&gt;
|Pages  = p.244&lt;br /&gt;
|Space = 5&lt;br /&gt;
|AA = Shattered Images &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The mage can co-locate people or objects with one another and cause them to physically interact. When two or more objects (including people) are superimposed upon one another and allowed to interact, they are usually destroyed in a very messy fashion, as molecular lattices collide and drive each other apart. For living creatures, the result is usually crippling at the very least.&lt;br /&gt;
* Practice: [[Spell Practice::Unmaking]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]] and contested; target rolls [[Pool::Stamina]] + Gnosis reflexively &lt;br /&gt;
* [[Duration]]: Lasting&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Vulgar]]&lt;br /&gt;
* Cost: 1 [[Cost::Mana]]&lt;br /&gt;
One subject per Target factor can be affected. If even a single target succeeds in the contested resistance roll, none of the targets are co-located. The spell inflicts one point of aggravated damage per success. Once the targets contact one another, they are immediately repulsed (see “Knockdown,” p. 168 of the World of Darkness Rulebook). They do not remain fused.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Adamantine Arrow]] Rote: Shattered Images&lt;br /&gt;
* Dice Pool: [[Pool::Resolve]] + [[Pool::Investigation Skill]] + [[Pool::Space]] vs. [[Pool::Stamina]] + Gnosis&lt;br /&gt;
By crudely superimposing the spatial axes of multiple foes atop one another, a Ladder willworker is capable of striking them down, no matter where they stand or how they move. Those affected by such magic are often horribly maimed if not killed outright. Most mages caution against the spell’s indiscriminate use, lest Wisdom be forsaken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ancient Lands Pentalogy Rote: Blade of Eternity &amp;lt;ref&amp;gt;[[Grimoire of Grimoires]] p28&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Dice Pool: [[Pool::Intelligence]] + [[Pool::Occult Skill]] + [[Pool::Space]]&lt;br /&gt;
This wicked Mysterium rote is&lt;br /&gt;
the last spell the Master of Tomes casts before he is destroyed.&lt;br /&gt;
With its casting, a shimmering, strange blade of pearlescent,&lt;br /&gt;
vibrating power at least a story in height manifests in the&lt;br /&gt;
vision of all those present, and the targets of the spell are&lt;br /&gt;
drawn into a singular existence in the heart of the blade,&lt;br /&gt;
wounding one another horribly before returning to their&lt;br /&gt;
normal existence.&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Winds_of_Chance</id>
		<title>:Winds of Chance</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Winds_of_Chance"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Winds of Chance to Winds of Chance over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Winds of Chance]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Winds_of_Chance</id>
		<title>Winds of Chance</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Winds_of_Chance"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Winds of Chance to Winds of Chance over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Winds of Chance&lt;br /&gt;
|Source = Mage The Awakening Sourcebook&lt;br /&gt;
|Pages  = p.150&lt;br /&gt;
|Death  =&lt;br /&gt;
|Fate   =1&lt;br /&gt;
|Forces = &lt;br /&gt;
|Life   = &lt;br /&gt;
|Matter =&lt;br /&gt;
|Mind   =&lt;br /&gt;
|Prime  =&lt;br /&gt;
|Space  =&lt;br /&gt;
|Spirit =&lt;br /&gt;
|Time   =&lt;br /&gt;
|FC = Nudging Probability&lt;br /&gt;
}}&lt;br /&gt;
The mage can evade or attract good&lt;br /&gt;
or ill fortune. Generally speaking, this&lt;br /&gt;
effect is more a roleplaying consideration&lt;br /&gt;
than anything else. If the&lt;br /&gt;
willworker wants to find someone interesting&lt;br /&gt;
to share a beer with on a&lt;br /&gt;
Saturday night, such a person happens&lt;br /&gt;
to ask, “In this seat taken?” in a crowded&lt;br /&gt;
bar. Likewise, she could make&lt;br /&gt;
someone’s morning commute a waking&lt;br /&gt;
nightmare, causing him to get&lt;br /&gt;
splashed by a passing car, harassed by&lt;br /&gt;
an utter nutcase on the bus, and defecated&lt;br /&gt;
on by a low-flying pigeon as he&lt;br /&gt;
walks in the door 45 minutes late.&lt;br /&gt;
&lt;br /&gt;
* Practice:  Compelling&lt;br /&gt;
* [[Action]]: [[Action::Instant]]&lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]] (one scene)&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Covert]]&lt;br /&gt;
* Cost: [[Cost::None]]&lt;br /&gt;
&lt;br /&gt;
[[Free Council]] Rote: Nudging Probability&lt;br /&gt;
* Dice Pool: [[Pool::Wits]] + [[Pool::Subterfuge Skill|Subterfuge]] + [[Pool::Fate]]&lt;br /&gt;
Quantum probabilities affect people’s&lt;br /&gt;
lives in all sorts of ways at all times.&lt;br /&gt;
Mages of the Free Council manipulate&lt;br /&gt;
these probabilities through this rote,&lt;br /&gt;
creating runs of what most would consider&lt;br /&gt;
good or bad luck. Nothing life&lt;br /&gt;
altering, but certainly sufficient to make&lt;br /&gt;
someone smile or to ruin his day.&lt;br /&gt;
&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Willful_Process</id>
		<title>:Willful Process</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Willful_Process"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Willful Process to Willful Process over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Willful Process]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Willful_Process</id>
		<title>Willful Process</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Willful_Process"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Willful Process to Willful Process over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Willful Process&lt;br /&gt;
|Source =Mysterium Sourcebook&lt;br /&gt;
|Pages  = p. 200&lt;br /&gt;
|Mind   =4&lt;br /&gt;
|TM=Powerful Recollection&lt;br /&gt;
}}  {{MHR|This spell is raised to [[Mind]] {{dot4}}, has a Vulgar Aspect, and costs 1 [[Cost::Mana]] to remain consistent with other spells which confer the rote quality.}}&lt;br /&gt;
&lt;br /&gt;
Sometimes it is not enough to simply be smarter.  With this spell, a mage can perfect his ability to remember and take advantage of what he’s learned. Likewise, a clever mage may apply this bit of sorcery to his interactions with others, allowing his previous experiences in dealing with others to drive his instinctual responses.&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Ruling]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]]&lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]]&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Vulgar]]&lt;br /&gt;
* Cost:  1 [[Cost::Mana]]&lt;br /&gt;
  &lt;br /&gt;
The mage chooses a single Mental or Social Skill when this spell is cast. For each success on the spellcasting roll, that use of the skill is considered a rote action&amp;lt;ref&amp;gt;see the World of Darkness Rulebook, p. 134&amp;lt;/ref&amp;gt;, allowing his player to reroll any dice that result in failures. This may only be used on non-magical Skill rolls. At [[Mind]] {{dot3}}, the mage may grant this ability to others by touch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mysterium]] Rote: Powerful Recollection&lt;br /&gt;
* Dice Pool: [[Pool::Wits]] + [[Pool::Academics Skill|Academics]] + [[Pool::Mind]]&lt;br /&gt;
Through a series of meditations and mental exercises, Mysterium scholars about to undertake extensive studies or research often use this rote to hone their personal skills. When time is of the essence, the mind must be sharp.&lt;br /&gt;
&lt;br /&gt;
{{references}}&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Will_of_Fire</id>
		<title>:Will of Fire</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Will_of_Fire"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Will of Fire to Will of Fire over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Will of Fire]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Will_of_Fire</id>
		<title>Will of Fire</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Will_of_Fire"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Will of Fire to Will of Fire over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Will of Fire&lt;br /&gt;
|Source = Legacies the Ancient&lt;br /&gt;
|Pages  = p. 44&lt;br /&gt;
|Mind   =3&lt;br /&gt;
|SL = The Crucible of Hope&lt;br /&gt;
}} {{MHR|This rote can only be learned or taught by a [[Tamers of Fire|Tamer of Fire]]}}&lt;br /&gt;
&lt;br /&gt;
Fiery rhetoric can bolster human spirits. With the right words, a mage can give a group of friends and followers the will to succeed above and beyond their own capacity.&lt;br /&gt;
* Practice: [[Spell Practice::Perfecting]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]] &lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]] (one scene)&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Covert]]&lt;br /&gt;
* Cost:  1 [[Cost::Mana]]&lt;br /&gt;
  &lt;br /&gt;
The mage casts this spell on one or more people.&lt;br /&gt;
&lt;br /&gt;
Successes / Number of People Affected&lt;br /&gt;
*1 = 1&lt;br /&gt;
*2 = 2&lt;br /&gt;
*3 = 4&lt;br /&gt;
*4 = 8&lt;br /&gt;
*5 = 16&lt;br /&gt;
&lt;br /&gt;
The actual casting takes the form of a pep-talk, which can&lt;br /&gt;
be a few words or a long, involved speech. A long speech can&lt;br /&gt;
be performed as an extended casting, although a weak mage&lt;br /&gt;
may discover that talking for hours on end may prove counterproductive,&lt;br /&gt;
as her audience loses attention.&lt;br /&gt;
&lt;br /&gt;
The talk has to be directed toward psyching up the subjects&lt;br /&gt;
of the spell for a specific purpose, which could be anything&lt;br /&gt;
from winning a fight or a sports match to finding an elusive&lt;br /&gt;
fact over a night of frenzied research in ancient tomes.&lt;br /&gt;
&lt;br /&gt;
The spell enables the mage to grant one Willpower point to&lt;br /&gt;
the subject(s) of the spell, which can only be used for actions&lt;br /&gt;
related to the purpose of the spell and which, once used, can’t&lt;br /&gt;
be regained. These points should be recorded separately from&lt;br /&gt;
the character’s own Willpower points.&lt;br /&gt;
&lt;br /&gt;
This spell can only affect any given individual once per scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Silver Ladder]] Rote: The Crucible of Hope&lt;br /&gt;
* Dice Pool: [[Pool::Presence]] + [[Pool::Expression Skill|Expression]] + [[Pool::Mind]]&lt;br /&gt;
&lt;br /&gt;
A leader is nothing without a following. With this rote, a&lt;br /&gt;
mage can inspire his followers with the extra force of will to&lt;br /&gt;
achieve beyond their usual means.&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Weaponize_Object</id>
		<title>:Weaponize Object</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Weaponize_Object"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Weaponize Object to Weaponize Object over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Weaponize Object]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Weaponize_Object</id>
		<title>Weaponize Object</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Weaponize_Object"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Weaponize Object to Weaponize Object over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Weaponize Object&lt;br /&gt;
|Source =Adamantine Arrow Sourcebook&lt;br /&gt;
|Pages  = p. 181&lt;br /&gt;
|Matter = 2&lt;br /&gt;
|AA=The Weapon in Hand&lt;br /&gt;
}} {{MHR|This spell is not allowed.|Banned}}&lt;br /&gt;
&lt;br /&gt;
With this spell, the mage can fortify a mundane item, allowing it to be wielded as an effective hand-held&lt;br /&gt;
weapon despite its flaws. By force of will, he sharpens the object’s edges, shifts its balance or toughens its exterior just enough to make it serviceable for combat.&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Ruling]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]]&lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]] &lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Covert]]&lt;br /&gt;
* Cost:  1 [[Cost::Mana]]&lt;br /&gt;
 &lt;br /&gt;
Though the object displays no visible change, the object’s composition is altered so that the mage can use it as a weapon without suffering the usual –1 penalty imposed on attacks made with improvised weapons. Furthermore, the object’s Damage is calculated by the higher of its Durability or Size, rather than the lower. Almost any object could be used for this purpose, as long as the mage can pick the object up and move it (the mage’s Strength must exceed the weapon’s Size rating, or he’ll suffer a –1 penalty on attacks).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Adamantine Arrow]] Rote: The Weapon in Hand&lt;br /&gt;
* Dice Pool: [[Pool::Resolve]] + [[Pool::Crafts Skill]] + [[Pool::Matter]]&lt;br /&gt;
An Arrow who uses this rote is guaranteed an arsenal wherever he goes: a broom handle becomes a quarterstaff, a letter opener becomes a dagger, a length of clothesline becomes a whip.&lt;br /&gt;
&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Ward</id>
		<title>:Ward</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Ward"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Ward to Ward over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ward]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Ward</id>
		<title>Ward</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Ward"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Ward to Ward over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Ward&lt;br /&gt;
|Source = Mage The Awakening Sourcebook&lt;br /&gt;
|Pages  = p.236&lt;br /&gt;
|Space = 2&lt;br /&gt;
|AA = Unseen Guard&lt;br /&gt;
}}{{MHR|In order to Erect a Ward with the intention of leaving it alone and moving out of Sensory Range, the Mage must either Relinquish Control of the spell &amp;lt;ref&amp;gt;MtA core p120&amp;lt;/ref&amp;gt; or cast the Ward Sympathetically with all the penalties associated with it: Vulgarity, Dice Pool Modifier, and Mana Cost}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a barrier to bar the passage of other Space spells, closing a given locale out from remote sensing, teleportation, spatial tampering and the like. Effectively, this spell “locks” the current Space template of an area into place, making it difficult to overcome that inertia without considerable effort.&lt;br /&gt;
&lt;br /&gt;
The Ward effectively renders a person, place or thing immune to Space tempering, monitoring and the like until such time as the spatial barrier is overcome. (In the case of particularly old and/or paranoid willworkers, it could literally take months or years of casting to whittle their Space shields away, during which time the subject is free to fortify his Wards or seek out the one who would so crassly intrude upon his privacy.)&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Ruling]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]]&lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]] (one scene)&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Covert]]&lt;br /&gt;
* Cost: [[Cost::None]]&lt;br /&gt;
&lt;br /&gt;
A simple success protects an area of five square yards and gives the Ward a Potency of 1. Additional successes add to the Ward’s Potency. The mage can add Target factors to increase the area.&lt;br /&gt;
&lt;br /&gt;
[[Space]]-based spells (sympathetic magic, [[Scrying]], [[Teleportation]] and the like) that try to pierce the Ward must exceed the protection’s Potency with their own Potency. Each time one of these spells breaches the Ward, it erodes the Ward’s Potency by one point, reducing its efficacy. Reinforcing a ward is an exception to the normal spell control rules. Successive Ward spells add their excess Potency to the Ward (that is, any Potency in excess of the Ward’s existing Potency), repairing any damage inflicted and perhaps even improving upon defenses. (The defending mage does not need to create a Ward all over again unless it has been destroyed by incoming spells).&lt;br /&gt;
&lt;br /&gt;
The Space 3 [[Ban]] spell allows a mage to add Bans to his Wards, keeping certain phenomena from insects to motor vehicles from entering his Ward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Adamantine Arrow]] Rote: Unseen Guard&lt;br /&gt;
* Dice Pool: [[Pool::Resolve]] + [[Pool::Occult Skill]] + [[Pool::Space]]&lt;br /&gt;
Protecting a sanctum against spies is a duty gladly undertaken by most members of the Adamantine Arrow. For those who have mastered this rote, such work is perhaps a bit easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ancient Lands Pentalogy Rote: The Hidden Presence &amp;lt;ref&amp;gt;[[Grimoire of Grimoires]] p25&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Dice Pool: [[Pool::Presence]] + [[Pool::Persuasion Skill]] + [[Pool::Space]]&lt;br /&gt;
This spell, which relies upon the persuasive powers of the magician to convince his surroundings to hide him from detection by scrying and similar magics, is a regular defense in the Free Council arsenal.&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Walls_in_the_Labyrinth</id>
		<title>:Walls in the Labyrinth</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Walls_in_the_Labyrinth"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Walls in the Labyrinth to Walls in the Labyrinth over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Walls in the Labyrinth]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Walls_in_the_Labyrinth</id>
		<title>Walls in the Labyrinth</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Walls_in_the_Labyrinth"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Walls in the Labyrinth to Walls in the Labyrinth over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name   = Walls in the Labyrinth&lt;br /&gt;
|Source = Lines of Power&lt;br /&gt;
|Pages  = p.12&lt;br /&gt;
|Space  = 3&lt;br /&gt;
|CFate   = 2&lt;br /&gt;
|CTime   = 2&lt;br /&gt;
|CPrime  = 1&lt;br /&gt;
}} &lt;br /&gt;
This spell is an exception to the normal [[Spell Control|spell-control]] rules&amp;lt;ref&amp;gt;[[Mage The Awakening Sourcebook|Mage]], p.128&amp;lt;/ref&amp;gt;, allowing the mage to add a Wall  to a pre-existing [[Ward]]. He can also [[Combined Spells|combine this spell]] with a [[Ward]] during casting&amp;lt;ref&amp;gt;[[Mage The Awakening Sourcebook|Mage]], p.128&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When combined with another spell (which can be provided by a separate caster), this gives the [[Ward]] offensive capabilities.  For instance, it could be combined with &amp;quot;[[Evil Eye]]&amp;quot; to cause those who passed through it to suffer penalties per that spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A [[Ward]] altered in this manner uses the casting pool for the supplementary spell when it activates. The Wall has one charge of this spell, but additional charges may be applied without additional rolls if done at the time of casting, at a cost of one [[Mana]] each (in addition to any normal [[Mana]] costs for that spell). These additional charges do not go off all at once; they activate one at a time, as people come in contact with the [[Ward]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, this kind of warding is very fragile. Dispelling either the Ward of the encased spell will eliminate both, with the encased spell having an effective Potency equal to the remaining charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Pardy has cast Walls of the Labyrinth with four charges of &amp;quot;[[Celestial Fire]]&amp;quot; ([[Prime]] 4 version) built in. This costs him a total of four [[Mana]] (one for the first casting, and three more for the additional charges). While his [[Ward]] has a Potency of 6, the Walls portion has only an effective Potency of 4.&lt;br /&gt;
&lt;br /&gt;
: ''When Bob comes into contact with the Ward, he will be &amp;quot;attacked&amp;quot; by it using Pardy's &amp;quot;[[Celestial Fire]]&amp;quot; dice pool. Bob survives the assault and decides to Dispel the Ward/Walls combined spell. After a few minutes of analyzing the spells, he chooses to go after the Walls portion of the spell. He needs only three successes to tear down the Walls (though it he'd noticed them before being attacked, it would have been four successes; one point of effective Potency was used up in the attack).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Voice_from_Afar</id>
		<title>:Voice from Afar</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Voice_from_Afar"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Voice from Afar to Voice from Afar over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Voice from Afar]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Voice_from_Afar</id>
		<title>Voice from Afar</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Voice_from_Afar"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Voice from Afar to Voice from Afar over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Voice from Afar&lt;br /&gt;
|Source = Mage The Awakening Sourcebook&lt;br /&gt;
|Pages  = p.210&lt;br /&gt;
|Death  =&lt;br /&gt;
|Fate   =&lt;br /&gt;
|Forces = &lt;br /&gt;
|Life   = &lt;br /&gt;
|Matter =&lt;br /&gt;
|Mind   =2&lt;br /&gt;
|Prime  =&lt;br /&gt;
|Space  =&lt;br /&gt;
|Spirit =&lt;br /&gt;
|Time   =&lt;br /&gt;
}} &lt;br /&gt;
The mage can employ limited telepathic projection. This mental communication carries no supernatural compulsion with it and a recipient knows that he does not think the thoughts for himself, unless he is mentally disturbed &lt;br /&gt;
or inclined to believe that he might hear voices. Such communication may serve as the carrier of an &lt;br /&gt;
empathic projection (see [[Emotional Urging]] p. 207).&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Ruling]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]]; subtract target's Resolve&lt;br /&gt;
* [[Duration]]: [[Duration::Transitory]] (one turn)&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Covert]]&lt;br /&gt;
* Cost: [[Cost::None]]&lt;br /&gt;
&lt;br /&gt;
The mage can project one word per success. If the target is aware and willing, his&lt;br /&gt;
Resolve is not subtracted from the caster’s dice pool.&lt;br /&gt;
&lt;br /&gt;
[[Mysterium]] Rote: Words on the Wind&lt;br /&gt;
* Dice Pool: [[Pool::Manipulation]] + [[Pool::Expression Skill|Expression]] + [[Pool::Mind]]&lt;br /&gt;
There are times when mundane communication&lt;br /&gt;
is inconvenient or even&lt;br /&gt;
dangerous, but members of the&lt;br /&gt;
Mysterium must get word to their comrades,&lt;br /&gt;
whether it’s “Help!” or “Duck!”&lt;br /&gt;
Likewise, a psychic statement of “It’s&lt;br /&gt;
here” may bring about the conclusion&lt;br /&gt;
of months of research and questing. In&lt;br /&gt;
combat, Arrow mages are known to&lt;br /&gt;
use variant magics ([[Pool::Presence]] + [[Pool::Expression Skill|Expression]]&lt;br /&gt;
+ [[Pool::Mind]]) to communicate.&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Vital_Balance</id>
		<title>:Vital Balance</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Vital_Balance"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Vital Balance to Vital Balance over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Vital Balance]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Vital_Balance</id>
		<title>Vital Balance</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Vital_Balance"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Vital Balance to Vital Balance over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Vital Balance&lt;br /&gt;
|Source = Grimoire of Grimoires&lt;br /&gt;
|Pages  = p. 33&lt;br /&gt;
|CDeath  = 4&lt;br /&gt;
|Life   =5  &lt;br /&gt;
}} {{MHR|This spell is not allowed.This rote can only be found in The Book of Life|Banned}}&lt;br /&gt;
&lt;br /&gt;
This spell slows down aging. The mage ages far more slowly and thus can live much longer than normal.&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Ruling]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]]&lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]] (1 scene)&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Vulgar]]&lt;br /&gt;
* Cost:  [[Cost::None]]&lt;br /&gt;
 &lt;br /&gt;
By precisely balancing the forces of life and death within the target’s body, the caster slows the rate by which the target ages by a factor equal to her level in the Death Arcanum + her Gnosis. A mage who has 4 dots in Death and a Gnosis of 3 who uses this spell on herself ages 1 day for every 7 (4 + 3) days that pass while she is under the influence of this spell. Mages who use this spell regularly often live for several centuries. Unless the mage learns 6 dots in the Life Arcanum, she cannot use the advanced prolongation table&lt;br /&gt;
to cast this spell, and even then the maximum possible duration of this spell is only 1 week.&lt;br /&gt;
&lt;br /&gt;
Rolling a Dramatic Failure on this spell causes the mage to automatically age 1 year, which serves as a great disincentive against attempting to prolong this spell without using ritual casting. Most mages use ritual casting to allow them to cast this spell with a duration of several days. In addition,many mages who regularly use this spell mark themselves with a small tattoo or scar in the shape of the appropriate&lt;br /&gt;
Atlantean runes needed to prolong the spell. If the mage rolls an Exceptional Success when casting “Vital Balance” she does not age at all for the duration. There are rumors of mages many centuries old who manage to regularly manage this level of success with the “Vital Balance” spell.&lt;br /&gt;
&lt;br /&gt;
The slowed aging due to this spell is compatible with the Death spell “Steal Lifespan.” It is also compatible with the “Body Mastery” spell described above, but the additional years granted by either of the aforementioned spells are not affected by the slowed aging provided by the “Vital Balance” spell; they are simply added to the mage’s lifespan. In addition, this spell cannot be cast by or on a Tremere Liche; attempts to do either automatically fail. All other mages can cast this spell on both themselves and others with equal ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Dice Pool: [[Pool::Intelligence]] + [[Pool::Occult Skill|Occult]]  + [[Pool::Life]]&lt;br /&gt;
Nicholas Kollar was a skilled and brilliant occultist who was also nominally a member of the Mysterium. As a result, he designed this rote to make the best use of his prodigious intellect and his occult studies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Visions_of_the_Living_World</id>
		<title>:Visions of the Living World</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Visions_of_the_Living_World"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Visions of the Living World to Visions of the Living World over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Visions of the Living World]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Visions_of_the_Living_World</id>
		<title>Visions of the Living World</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Visions_of_the_Living_World"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Visions of the Living World to Visions of the Living World over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Visions of the Living World&lt;br /&gt;
|Source = Mage The Awakening Sourcebook&lt;br /&gt;
|Pages  = p.185&lt;br /&gt;
|Life   = 2&lt;br /&gt;
|AA=Detect Intruders&lt;br /&gt;
|TM=Gifting the Other Sense&lt;br /&gt;
}}&lt;br /&gt;
As the [[Life]] {{dot1}} [[Pulse of the Living World]] spell, except that the mage casts this magic upon another mage, or even a supernatural being such as a ghost or werewolf. If this spell is cast upon a Sleeper, it invokes Disbelief immediately, even if its [[Duration]] is less than one scene.&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Unveiling]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]]&lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]] (one scene)&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Covert]]&lt;br /&gt;
* Cost: [[Cost::None]]&lt;br /&gt;
&lt;br /&gt;
If the target is unwilling, he may resist with a reflexive and contested [[Pool::Resolve]] + Gnosis roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Adamantine Arrow]] Rote: Detect Intruders&lt;br /&gt;
* Dice Pool: [[Pool::Intelligence]] +  [[Pool::Animal Ken Skill]] or [[Pool::Survival Skill]] + [[Pool::Life]] &lt;br /&gt;
This magic allows an Arrow willworker to bestow simple Life Arcanum perceptions upon another. Some cast this rote to bolster the capabilities of allies, while others have been known to use it to disorient intruders with senses they have trouble controlling or understanding. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mysterium]] Rote: Gifting the Other Sense&lt;br /&gt;
* Dice Pool: [[Pool::Manipulation]] + [[Pool::Animal Ken Skill]] or [[Pool::Survival Skill]] + [[Pool::Life]]&lt;br /&gt;
Some Mysterium mages use a different rote to gift others with such senses.&lt;br /&gt;
&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Virtual_Voyage</id>
		<title>:Virtual Voyage</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Virtual_Voyage"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Virtual Voyage to Virtual Voyage over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Virtual Voyage]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Virtual_Voyage</id>
		<title>Virtual Voyage</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Virtual_Voyage"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Virtual Voyage to Virtual Voyage over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Virtual Voyage&lt;br /&gt;
|Source =Free Council Sourcebook&lt;br /&gt;
|Pages  = p. 112&lt;br /&gt;
|CForces =2&lt;br /&gt;
|Mind   =4&lt;br /&gt;
|FC=Jacking In&lt;br /&gt;
}} &lt;br /&gt;
The mage psychically projects into a virtualized realm of computer and communications networks. This techné is much as [[Psychic Projection]]&amp;lt;ref&amp;gt;see Mage: The Awakening, p. 215&amp;lt;/ref&amp;gt; except rather then entering [[Twilight Realm|Twilight]], the mage’s consciousness travels into  a representation of a computer network or networks in the Fallen World. The mage’s virtual form has no Corpus, just a visualized virtual image that can be affected only by mind-affecting powers.&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Patterning]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]]&lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]] (one scene)&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Vulgar]]&lt;br /&gt;
* Cost:  [[Cost::None]]&lt;br /&gt;
 &lt;br /&gt;
The mage appears to be in a deep sleep or trance while the consciousness is on the virtual voyage. If desired, the caster can apply an extra Targets factor to bring others along on the voyage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Free Council]] Rote: Jacking In&lt;br /&gt;
* Dice Pool: [[Pool::Intelligence]] + [[Pool::Computer Skill|Computer]]s or Science + [[Pool::Mind]]&lt;br /&gt;
Free Council “reality hackers” have long believed that this techné accesses a “machine consciousness” or a Twilight “shadow” of the Fallen World’s computer networks, proof that the mundane works of humanity have a kind of magic to them, and that there are deeper connections and mysteries for the Awakened to explore and understand. The rapid spread and growth of computer technology in modern culture has only made the techné more useful (and easier to conceal). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Verminous_Metamorphosis</id>
		<title>:Verminous Metamorphosis</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Verminous_Metamorphosis"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Verminous Metamorphosis to Verminous Metamorphosis over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Verminous Metamorphosis]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Verminous_Metamorphosis</id>
		<title>Verminous Metamorphosis</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Verminous_Metamorphosis"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Verminous Metamorphosis to Verminous Metamorphosis over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Verminous Metamorphosis&lt;br /&gt;
|Source = Mage The Awakening Sourcebook&lt;br /&gt;
|Pages  = p.200&lt;br /&gt;
|Life = 3&lt;br /&gt;
|CMatter = 3&lt;br /&gt;
|FC = Stinging Pestilence&lt;br /&gt;
|SL = Stinging Pestilence&lt;br /&gt;
}}&lt;br /&gt;
Much like the miracle that allowed&lt;br /&gt;
for the transformation of Moses’ staff,&lt;br /&gt;
this spell enables a mage to alter a piece&lt;br /&gt;
(or pieces) of lifeless material into&lt;br /&gt;
simple vermin, such as spiders, scorpions&lt;br /&gt;
or biting flies. Some mages are&lt;br /&gt;
known to fling a fistful of small change&lt;br /&gt;
or pebbles, transforming the objects in&lt;br /&gt;
mid-flight to harry (or even seriously&lt;br /&gt;
harm) enemies.&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Weaving]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]]&lt;br /&gt;
* [[Duration]]: [[Duration::Transitory]] (one turn) &lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Vulgar]]&lt;br /&gt;
* Cost: [[Cost::None]]&lt;br /&gt;
&lt;br /&gt;
Successes determine the number of objects (coins, staves) that are transformed, and the size of the [[swarm]] created.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Successes = Targets&lt;br /&gt;
: 1 = 1 (becomes a 1-yard radius swarm)&lt;br /&gt;
: 2 = 2 (becomes a 2-yard radius swarm)&lt;br /&gt;
: 3 = 4 (become a 4-yard radius swarm)&lt;br /&gt;
: 4 = 8 (becomes a 8-yard radius swarm)&lt;br /&gt;
: 5 = 16 (becomes a 16-yard radius swarm)&lt;br /&gt;
&lt;br /&gt;
The creatures can be various types of vermin. In the case of a swarm of stinging insects, it usually attacks any person or persons within its radius. (The caster can direct the swarm with the Life 2 “[[Control Base Life]]” spell.) The damage the swarm inflicts depends on its density. All sizes listed above deliver one die of [[bashing]] damage to anyone within the radius. A swarm can inflict more damage by condensing. Using the success chart above, add one die per step smaller on the chart. For example, a 16-yard-radius swarm (five successes) that condenses to a two-yard radius (two successes) inflicts four dice of bashing damage. [[Armor]] is effective only if it covers the full body, and then it provides only half its rating (rounded down).&lt;br /&gt;
: '''Note''': EoD has standardized [[Swarm]] Mechanics&lt;br /&gt;
&lt;br /&gt;
In addition, the vermin can be given venom if the caster imposes a –2 dice penalty on the casting roll. If a victim suffers at least one Health wound, he must contend with the venom with a reflexive [[Pool::Stamina]] + [[Pool::Survival Skill|Survival]] roll. If it succeeds, he suffers no effect; if it fails, his physical-action dice pools suffer a – 2 penalty for the rest of the scene or until he receives an antivenin (based on whatever creature the mage conjures).  This penalty is cumulative. If a victim suffers successive bites and the [[Pool::Stamina]] + [[Pool::Survival Skill|Survival]] roll fails, his penalties are added together.&lt;br /&gt;
&lt;br /&gt;
The vermin created are mindless and act solely on instinct (and thus this spell is best used to create naturally aggressive insectile vermin).&lt;br /&gt;
&lt;br /&gt;
[[Free Council]] Rote: Stinging Pestilence&lt;br /&gt;
* Dice Pool: [[Pool::Wits]] + [[Pool::Animal Ken Skill|Animal Ken]] + [[Pool::Life]]&lt;br /&gt;
Council willworkers use this rote to buy precious time when being pursued by those hostile to them, or to sow confusion and fear among foes. &lt;br /&gt;
&lt;br /&gt;
[[Silver Ladder]] mages use their own version of the rote ([[Pool::Intelligence]] + [[Pool::Animal Ken Skill|Animal Ken]] + Life) to turn even random detritus into a weapon again enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Velocity_Mastery</id>
		<title>:Velocity Mastery</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Velocity_Mastery"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Velocity Mastery to Velocity Mastery over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Velocity Mastery]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Velocity_Mastery</id>
		<title>Velocity Mastery</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Velocity_Mastery"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Velocity Mastery to Velocity Mastery over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Velocity Mastery&lt;br /&gt;
|Source = Mage The Awakening Sourcebook&lt;br /&gt;
|Pages  = p.179&lt;br /&gt;
|Forces =  5&lt;br /&gt;
|SL=Motion Control&lt;br /&gt;
}} &lt;br /&gt;
The mage can completely control an object or even a living creature’s velocity, causing the subject to speed up or slow down beyond personal control. The mage can even halt bullets in midair.&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Unmaking]] or Masking&lt;br /&gt;
* [[Action]]: [[Action::Instant]] and contested; target rolls composure + Gnosis reflexively&lt;br /&gt;
* [[Duration]]: Lasting (vs. projectiles) or transitory (vs. creatures and objects)&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Vulgar]]&lt;br /&gt;
* Cost:  [[Cost::None]]&lt;br /&gt;
&lt;br /&gt;
Although the casting is an instant action, the mage can use this spell at any point in the Initiative roster, even before he could normally act, although doing so is his action for the turn.&lt;br /&gt;
&lt;br /&gt;
This spell acts just like [[Control Velocity]], except that the mage can now cast it on living creatures or even on portions of objects (such as a truck tire, but not necessarily the rest of the truck, which surely causes the rig to jackknife unless the driver is very, very good). When the spell is cast on a living creature, its Speed trait is doubled or halved per success, but it is not in full control and reflexive [[Pool::Dexterity]] + [[Pool::Athletics Skill|Athletics]] rolls must be made each turn it moves or the subject suffers a knockdown effect&amp;lt;ref&amp;gt;p. 168 of the [b]World of Darkness Rulebook[/b]&amp;lt;/ref&amp;gt;. The creature’s Speed is modified for the spell’s [[Duration]] (default of one turn).&lt;br /&gt;
&lt;br /&gt;
In the case of projectiles, one success is enough to completely halt a projectile halfway in its path (or as close between there and its target as the mage desires). Additional successes can halt it closer and closer to its origin point, and an exceptional success can halt a bullet in the barrel of a gun. For instance, with two successes, a bullet is stopped after it travels only one-quarter the way from the barrel to its intended target (one success stops it halfway, while the second success halves that distance again).&lt;br /&gt;
&lt;br /&gt;
The mage can affect multiple projectiles by adding extra Target factors&amp;lt;ref&amp;gt;See “Target,” p. 118&amp;lt;/ref&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Note===&lt;br /&gt;
In the case of halting multiple bullets from the same gun (such as stopping machinegun fire), use the following special Target factors chart:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|'''Autofire Targeted'''&lt;br /&gt;
|'''Dice Penalty'''&lt;br /&gt;
|-&lt;br /&gt;
|Short burst&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
|Medium burst&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
|Long burst&lt;br /&gt;
| -6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Silver Ladder]] Rote: Motion Control&lt;br /&gt;
* Dice Pool: [[Pool::Resolve]] + [[Pool::Athletics Skill|Athletics]] + [[Pool::Forces]] &lt;br /&gt;
A Silver Ladder mage can ensure that no one whom he calls before him can delay arrival. Although this rote does not make a Silver Ladder mage bulletproof, it can make it seem that way.&lt;br /&gt;
{{references}}&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Uplift_the_Species</id>
		<title>:Uplift the Species</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Uplift_the_Species"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Uplift the Species to Uplift the Species over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Uplift the Species]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Uplift_the_Species</id>
		<title>Uplift the Species</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Uplift_the_Species"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Uplift the Species to Uplift the Species over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Uplift the Species&lt;br /&gt;
|Source = Mage The Awakening Sourcebook&lt;br /&gt;
|Pages  = p.191&lt;br /&gt;
|Death  =&lt;br /&gt;
|Fate   =&lt;br /&gt;
|Forces = &lt;br /&gt;
|Life   = 4&lt;br /&gt;
|Matter =&lt;br /&gt;
|Mind   =&lt;br /&gt;
|Prime  =&lt;br /&gt;
|Space  =&lt;br /&gt;
|Spirit =&lt;br /&gt;
|Time   =&lt;br /&gt;
}}&lt;br /&gt;
The mage can change a form of base&lt;br /&gt;
life into a form of median life.&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Patterning]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]] and contested; target get rolls Stamina reflexively&lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]] (one turn)&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Vulgar]]&lt;br /&gt;
* Cost: [[Cost::None]]&lt;br /&gt;
&lt;br /&gt;
This rote enables the elevation of a&lt;br /&gt;
base life form into a higher evolutionary&lt;br /&gt;
state. Without other magics, such&lt;br /&gt;
altered creatures have only the most&lt;br /&gt;
basic instinctual programming of the&lt;br /&gt;
life forms into which they’re changed.&lt;br /&gt;
A planarian changed into a cat does&lt;br /&gt;
not possess the cat’s superior intelligence,&lt;br /&gt;
and a patch of moss transformed&lt;br /&gt;
into a snake is apt to lie exactly where&lt;br /&gt;
it is altered and act only if harmed or&lt;br /&gt;
otherwise forced to react.&lt;br /&gt;
At this level, the mage must touch&lt;br /&gt;
the target. With Life 5, he can cast this&lt;br /&gt;
spell at sensory range.&lt;br /&gt;
&lt;br /&gt;
[[Free Council]] Rote: Genetic Tampering&lt;br /&gt;
* Dice Pool: [[Pool::Intelligence]] + [[Pool::Medicine Skill|Medicine]] + [[Pool::Life]] vs Stamina&lt;br /&gt;
Free Council mages sometimes use&lt;br /&gt;
this rote to create strange pets with the&lt;br /&gt;
docility of lower life forms but the&lt;br /&gt;
bodies of dogs or cats.&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Untouchable</id>
		<title>:Untouchable</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Untouchable"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Untouchable to Untouchable over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Untouchable]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Untouchable</id>
		<title>Untouchable</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Untouchable"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Untouchable to Untouchable over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Untouchable&lt;br /&gt;
|Source = Mage The Awakening Sourcebook&lt;br /&gt;
|Pages  = p.235&lt;br /&gt;
|Space = 2&lt;br /&gt;
|SL = Twisting Threads&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The best policy for avoiding harm in a fight is to not be where attacks are directed. This spell enables a mage to perform slight intuitive “tweaks” on the local fabric of space to slip away from hostile attention. Generally speaking, this exceptional avoidance looks coincidental, something plausible for the individual in question. Thus, a seemingly clumsy mage blunders his way out of harm’s way, while a lithe, graceful martial artist flows like water, managing to avoid her enemy’s path at the last possible moment.&lt;br /&gt;
* Practice: [[Spell Practice::Shielding]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]]&lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]] (one scene)&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Covert]]&lt;br /&gt;
* Cost: 1 [[Cost::Mana]] (optional)&lt;br /&gt;
The mage gains one point of armor per dot he possesses in the Space Arcanum. By spending one Mana, the [[Duration]] can be made to last for one day. Most mages cast such a shielding spell at the beginning of the day, as part of their morning rituals. Successes are used to combat attempts to dispel the shield. &lt;br /&gt;
&lt;br /&gt;
Note that this magical armor applies against attempts to grapple the caster (both his Defense and Untouchable armor are subtracted from the grappler’s dice pool when he attempts to achieve a hold on the mage), but it does not protect against attempts by an opponent to overpower and/or inflict damage once he has managed to grapple the mage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Silver Ladder]] Rote: Twisting Threads&lt;br /&gt;
* Dice Pool: [[Pool::Wits]] + [[Pool::Occult Skill|Occult]] + [[Pool::Space]]&lt;br /&gt;
By bending the weave of Space, a Ladder willworker can evade harm at the hands of enemies, as well as avoid injuries stemming from simple happenstance. Naturally, mages of all orders make use of similar rotes.&lt;br /&gt;
&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Unseen_Spy</id>
		<title>:Unseen Spy</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Unseen_Spy"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Unseen Spy to Unseen Spy over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Unseen Spy]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Unseen_Spy</id>
		<title>Unseen Spy</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Unseen_Spy"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Unseen Spy to Unseen Spy over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Unseen Spy&lt;br /&gt;
|Source = Mage The Awakening Sourcebook&lt;br /&gt;
|Pages  = p.223&lt;br /&gt;
|Prime  = 2&lt;br /&gt;
|FC = Innocuous Presence&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The mage can hide himself from other willworkers’ magical senses when he attempts to scrutinize or dispel their magic.&lt;br /&gt;
* Practice: [[Spell Practice::Veiling]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]]&lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]] (one scene)&lt;br /&gt;
* Method: Covert&lt;br /&gt;
* Cost: [[Cost::None]]&lt;br /&gt;
Normally, mages cannot sense if their spells are being tampered with, but the [[Sense the Threads]] ability, allows a mage to monitor the status of his spells. With Unseen Spy, a mage can attempt to hide from such a mage’s magical senses.&lt;br /&gt;
&lt;br /&gt;
Whenever a spy scrutinizes a vigilant caster’s spells or tries to dispel them, a reflexive [[Pool::Intelligence]] + [[Pool::Subterfuge Skill|Subterfuge]] roll is made for the spy, contested by the subject’s reflexive [[Pool::Wits]] + [[Pool::Occult Skill|Occult]] roll. If the Unseen Spy exceeds the caster’s successes, his spying goes undetected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Free Council]] Rote: Innocuous Presence&lt;br /&gt;
* Dice Pool: [[Pool::Composure]] + [[Pool::Subterfuge Skill|Subterfuge]] + [[Pool::Prime]]&lt;br /&gt;
Free Council mages have always liked to study the spells of the Atlantean orders, but those societies usually don’t like upstarts meddling in their business. Hence, councilors resort to this spell to hide their surreptitious observations or even manipulations. Other orders also find use for this spell, such as the Guardians of the Veil in their ongoing efforts to police the practice of magic.&lt;br /&gt;
&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Unseen_Shield</id>
		<title>:Unseen Shield</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Unseen_Shield"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Unseen Shield to Unseen Shield over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Unseen Shield]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Unseen_Shield</id>
		<title>Unseen Shield</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Unseen_Shield"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Unseen Shield to Unseen Shield over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Unseen Shield&lt;br /&gt;
|Source = Mage The Awakening Sourcebook&lt;br /&gt;
|Pages  = p.167&lt;br /&gt;
|Forces = 2&lt;br /&gt;
|FC = Force Field&lt;br /&gt;
}}&lt;br /&gt;
Through the use of this spell, the mage deflects incoming attacks with an energy shield, dispersing their force along its invisible contours and causing a punch to land harmlessly. Kinetic attacks (like fists and bullets) are as surely turned aside as energy-based ones (like a gout of flame or a laser), their momentum stolen or power leeched away.&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Shielding]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]]&lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]] (one scene)&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Covert]]&lt;br /&gt;
* Cost: 1 [[Cost::Mana]] (optional)&lt;br /&gt;
&lt;br /&gt;
The mage gains one point of armor per dot he possesses in the [[Forces]] [[Arcana]]. By spending one Mana, the [[Duration]] can be made to last for one day.  Most mages cast such a shielding spell at the beginning of the day as part of their morning rituals. Successes are used to combat attempts to dispel the shield. &lt;br /&gt;
&lt;br /&gt;
===Note===&lt;br /&gt;
This magical armor does not apply against an opponent’s attempts to achieve a grappling hold on the mage (the [[Fate]], [[Mind]], [[Space]] and [[Time]] Arcana provide shielding spells to do that). Nor does it apply against a grappling opponent’s attempts to overpower the mage. The spell does, however, protect against attempts to inflict damage upon the caster (subtract the armor points from any overpower roll that intends to damage the mage or attack him with a drawn weapon). In addition, the mage gains +1 die per Forces dot on rolls to resist being knocked down from applications of kinetic force, such as a hurtling wrestler or a stiff wind along a canyon edge (including attacks that cause the knockdown effect&amp;lt;ref&amp;gt;see p. 168 of the World of Darkness Rulebook&amp;lt;/ref&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Free Council]] Rote: Force Field&lt;br /&gt;
* Dice Pool: [[Pool::Stamina]] + [[Pool::Occult Skill|Occult]] or Science + [[Pool::Forces]] &lt;br /&gt;
This Free Council rote generates a weave of simple energies designed to blunt any incoming attack. Adamantine Arrow willworkers use a similar rote to guard against such assaults.&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Unseen_Hand</id>
		<title>:Unseen Hand</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Unseen_Hand"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Unseen Hand to Unseen Hand over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Unseen Hand]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Unseen_Hand</id>
		<title>Unseen Hand</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Unseen_Hand"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Unseen Hand to Unseen Hand over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Unseen Hand&lt;br /&gt;
|Source = Mage The Awakening Sourcebook&lt;br /&gt;
|Pages  = p.174&lt;br /&gt;
|Forces = 4&lt;br /&gt;
|AA=Unyielding Grasp&lt;br /&gt;
}}&lt;br /&gt;
The mage can telekinetically lift a living creature remotely.&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Weaving]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]] and contested; target rolls [[Pool::Composure]] + Gnosis reflexively&lt;br /&gt;
* [[Duration]]: Contentration&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Vulgar]]&lt;br /&gt;
* Cost: 1 [[Cost::Mana]]&lt;br /&gt;
&lt;br /&gt;
A simple success lifts the target into the air. The spell’s Strength is equal to its successes. The mage can move the living creature at a Speed per turn equal to his Gnosis plus any successes allocated for this purpose. The target cannot be moved beyond the mage’s sight (unless he uses [[Space]] {{dot2}} to scry it).&lt;br /&gt;
&lt;br /&gt;
Each turn, the victim can attempt to struggle free from the telekinetic grip. It takes an instant action and a [[Pool::Strength]] + [[Pool::Athletics Skill|Athletics]] or Brawl roll, penalized by the spell’s assigned Strength. &lt;br /&gt;
&lt;br /&gt;
With [[Forces]] {{dot5}}, this spell can have a default [[Duration]] of prolonged (one scene), in which case when the caster is not actively manipulating the target, the target stays where the caster left him, even if he levitates in the air (although the target can try to break the hold as described above).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Adamantine Arrow]] Rote: Unyielding Grasp&lt;br /&gt;
* Dice Pool: [[Pool::Wits]] + [[Pool::Brawl Skill]] + [[Pool::Forces]] vs [[Pool::Composure]] + Gnosis &lt;br /&gt;
The Adamantine Arrow often uses this rote to freeze enemies in place, or to lift them high and then drop them &amp;lt;ref&amp;gt;see “Falling,” p. 179 of the World of Darkness Rulebook&amp;lt;/ref&amp;gt;. It lacks honor, but so do many Arrow enemies.&lt;br /&gt;
{{references}}&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Unseen_Aegis</id>
		<title>:Unseen Aegis</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Unseen_Aegis"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Unseen Aegis to Unseen Aegis over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Unseen Aegis]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Unseen_Aegis</id>
		<title>Unseen Aegis</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Unseen_Aegis"/>
				<updated>2016-06-08T13:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Unseen Aegis to Unseen Aegis over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Unseen Aegis&lt;br /&gt;
|Source = Mage The Awakening Sourcebook&lt;br /&gt;
|Pages  = p.197&lt;br /&gt;
|Matter =2&lt;br /&gt;
|FC=Hard Air&lt;br /&gt;
|TM=Alchemical Shield&lt;br /&gt;
}}&lt;br /&gt;
This spell acts subtly upon inert material in the mage’s immediate vicinity, which defends her from harm.&lt;br /&gt;
&lt;br /&gt;
Air forms a “cushion” that blunts the inertia of an incoming fist. Ambient moisture acts to douse a hurled bolt of flame. A bullet temporarily becomes a bit softer in mid-flight, blunting its impact. The exact method of protection varies from mage to mage and attack to attack. The effect is the same, though: a general protection from almost all sorts of physical harm.&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Ruling]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]]&lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]] (one scene) &lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Covert]]&lt;br /&gt;
* Cost: [[Cost::None]]&lt;br /&gt;
&lt;br /&gt;
The mage gains one point of armor per dot he possesses in the Matter Arcanum.&lt;br /&gt;
&lt;br /&gt;
By spending one [[Cost::Mana]], the [[Duration]] can be made to last for one day. Most mages cast such a shielding spell at the beginning of the day, as part of their morning rituals.  Successes are used to combat attempts to dispel the shield.&lt;br /&gt;
&lt;br /&gt;
===Note=== &lt;br /&gt;
This magical armor does not apply against an opponent’s attempts to achieve a grappling hold on the mage (the [[Fate]], [[Mind]], [[Space]] and [[Time]] Arcana provide shielding spells to do that). Nor does the spell apply against a grappling opponent’s attempts to overpower the mage. It does, however, protect against attempts to inflict damage upon him (subtract armor points from any overpower roll that intends to damage the mage or attack him with a drawn weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Free Council]] Rote: Hard Air&lt;br /&gt;
* Dice Pool: [[Pool::Intelligence]] + [[Pool::Occult Skill|Occult]] or Science + [[Pool::Matter]]&lt;br /&gt;
This rote defends a Free Council mage behind a shield of lifeless elements:&lt;br /&gt;
air, water and whatever else is nearby. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mysterium]] Rote: Alchemical Shield&lt;br /&gt;
* Dice Pool: [[Pool::Intelligence]] + [[Pool::Occult Skill|Occult]] + [[Pool::Matter]]&lt;br /&gt;
Many Mysterium mages use a similar rote that owes more to alchemy than chemistry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ancient Lands Pentalogy Rote: Steelweave &amp;lt;ref&amp;gt;[[Grimoire of Grimoires]] p27&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Dice Pool: [[Pool::Dexterity]] + [[Pool::Crafts Skill]] + [[Pool::Matter]]&lt;br /&gt;
In his sudden conflict with the Storm&lt;br /&gt;
Outlaw, Soter utilizes a spell that reweaves the cloth of his&lt;br /&gt;
garments into the weave-patterns of steel.&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Universal_Language</id>
		<title>:Universal Language</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Universal_Language"/>
				<updated>2016-06-08T13:38:39Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Universal Language to Universal Language over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Universal Language]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Universal_Language</id>
		<title>Universal Language</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Universal_Language"/>
				<updated>2016-06-08T13:38:39Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Universal Language to Universal Language over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Universal Language&lt;br /&gt;
|Source = Mage The Awakening Sourcebook&lt;br /&gt;
|Pages  = p.213&lt;br /&gt;
|Mind   = 3&lt;br /&gt;
|TM=Bricks of Babel&lt;br /&gt;
}} &lt;br /&gt;
The mage can translate any idea into or out of any language based upon root concepts. This spell works for spoken words, written words, encoded signals and concepts that exist only as thought. The mage must be able to perceive the medium in which the idea exists (meaning telepathy for thoughts in another’s mind, for example) and may be limited in his ability to express a concept he can translate (like trying to tell something to a hyper-intelligent insectoid life form while lacking the appropriate mouth parts to speak its language).&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Weaving]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]]&lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]] (one scene)&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Covert]]&lt;br /&gt;
* Cost: [[Cost::None]] &lt;br /&gt;
&lt;br /&gt;
The obscurity of the language, or sheer alien-ness of the concepts might levy dice penalties from –1 to –3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mysterium Rote: Bricks of Babel&lt;br /&gt;
* Dice Pool: [[Pool::Intelligence]] + [[Pool::Academics Skill|Academics]] + [[Pool::Mind]]&lt;br /&gt;
Mages of the Mysterium reduce all languages to their root concepts, ideals potentially shared by all forms of communication, in all times, in all places, and indeed among all forms of consciousness. In so doing, they decipher long-dead tongues, converse with beings that have never before set eyes on a human, and never need to ask someone to translate a road sign in a foreign country. Calling upon the Universal Unconscious, [[Free Council]] willworkers make use of the same rote, delving into ideas shared by all minds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Theosophy''' Tradition Rote: Thought Forms&amp;lt;ref&amp;gt;[[Magical Traditions Sourcebook]] p107&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Dice Pool: [[Pool::Wits]] + [[Pool::Expression Skill|Expression]] + [[Pool::Mind]] (instant)&lt;br /&gt;
Annie Besant and CW Leadbeater pioneered the use of thought-forms: pictorial representations of shapes and emotions, encoded in any music, language or work of art. The mage holds his pen tightly and meditates on the thing he wishes to translate for a moment. Then sketches the shape of the thoughts he sees in his mind's eye on a piece of paper. The resulting series of abstract shapes can be understood by anyone who sees them, at least for a little while.&lt;br /&gt;
&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Universal_Bane</id>
		<title>:Universal Bane</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Universal_Bane"/>
				<updated>2016-06-08T13:38:39Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Universal Bane to Universal Bane over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Universal Bane]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Universal_Bane</id>
		<title>Universal Bane</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Universal_Bane"/>
				<updated>2016-06-08T13:38:39Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Universal Bane to Universal Bane over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name   = Universal Bane&lt;br /&gt;
|Source = Banishers&lt;br /&gt;
|Pages  = p.67&lt;br /&gt;
|Prime  = 5&lt;br /&gt;
|B      = Vajra Dagger&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell temporarily enchants a weapon or a single magazine of ammunition (the clip can be no larger than Size 1) so that it inflicts [[aggravated]] damage. &lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Patterning]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]]&lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]]&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Vulgar]]&lt;br /&gt;
* '''Cost''': 1 [[Cost::Mana]]&lt;br /&gt;
&lt;br /&gt;
The spell “supercharges” the weapon or ammunition’s Pattern, giving the weapon or ammunition the intense reality of a Supernal form. Fallen objects can’t endure this for long, however.  The weapon or ammunition burns, melts or disintegrates once the spell’s Duration expires. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Banishers]] Rote: Vajra Dagger&lt;br /&gt;
* Dice Pool: [[Pool::Intelligence]] + [[Pool::Occult Skill|Occult]] + [[Pool::Prime]]&lt;br /&gt;
&lt;br /&gt;
Dorjee talked about demons all the time because they plagued his dreams. After a near-death experience, he was trapped in a bardo or psychic “gap,” constantly confronting the Wrathful Deities that monks told him about when he was young. For years now, those same monks came to him, sharing their alms in exchange for his insights about spiritual realms.&lt;br /&gt;
&lt;br /&gt;
Every night, Dorjee screamed in his dreams, but every dream taught him something new. So when the demon came disguised as a newly arrived monk Dorjee knew what to do. He stole a vajra — a knife that represented the “thunderbolt” of enlightenment — and stabbed the monster, calling on the absolute reality of the dharmakaya to dismiss its incarnation.&lt;br /&gt;
&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Undying_Zeal</id>
		<title>:Undying Zeal</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Undying_Zeal"/>
				<updated>2016-06-08T13:38:39Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Undying Zeal to Undying Zeal over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Undying Zeal]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Undying_Zeal</id>
		<title>Undying Zeal</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Undying_Zeal"/>
				<updated>2016-06-08T13:38:39Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Undying Zeal to Undying Zeal over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Undying Zeal&lt;br /&gt;
|Source = Banishers&lt;br /&gt;
|Pages  = p.55&lt;br /&gt;
|Death  = 4&lt;br /&gt;
|CTime   =2&lt;br /&gt;
|B = Die Today&lt;br /&gt;
}} {{MHR|Only Banishers may know this spell.|Banned}}&lt;br /&gt;
&lt;br /&gt;
This spell reflects a Banisher’s intense dedication. If he casts this spell, he will become a revenant at the moment he wills himself to die. As soon as his heart stops, he continues his crusade — he might not even have time to hit the floor before his new incarnation soldiers on. As one of the walking dead, his actions depend on inflexible passions instead of genuine human feelings.&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Patterning]]&lt;br /&gt;
* [[Action]]: [[Action::Extended]]&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Vulgar]]&lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]] (1 Scene)&lt;br /&gt;
* Cost: 1 [[Cost::Mana]]&lt;br /&gt;
&lt;br /&gt;
This spell is a prepared version of the [[Revenant]] spell &amp;lt;ref&amp;gt;see Mage: The Awakening, pp. 143–144&amp;lt;/ref&amp;gt;. The mage must cast the spell ahead of time &amp;lt;ref&amp;gt;see pp. 260–261 of Mage: The Awakening for prepared spell systems&amp;lt;/ref&amp;gt;. Once cast, the spell can be activated with an instant action. At that point, the spell kills the mage instantly (using a voluntarily permanent version of [[Suppress Own Life]] that painlessly causes physical and spiritual death) and turns him into a revenant. Determine the revenant’s Passions and other traits at the time of casting, not activation.&lt;br /&gt;
&lt;br /&gt;
This spell doesn’t work if the mage isn’t willing to die; the component that slays the mage isn’t strong enough to overcome the psychic resistance he might muster by having second thoughts (though a [[Death]] {{dot5}} variant allows this). The character suffers real (and barring the intervention of an archmaster) irrevocable death. The spell is essentially a form of suicide, used when a mage is cornered, wounded and will not prevail in his current state. Storytellers and players should ensure that the character ''really'' is ready to die. If there’s any question about this, a [[Pool::Resolve]] + Composure roll might help determine whether his will could really trump his survival instincts. Alternately, he might have to fail a [[Wisdom]] check.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Banisher]] Rote: Die Today&lt;br /&gt;
* Dice Pool: [[Pool::Composure]] + [[Pool::Medicine Skill|Medicine]] + [[Pool::Death]]&lt;br /&gt;
Erik “Shugyosha” Osterberg is a martial arts fanatic who fancies himself a “modern-day samurai.” After he Awakened as a Banisher, he took his long-time interests in jujutsu and [[Iaido]] to the point of obnoxious Orientalism and delusion. It was a defense mechanism; the [[Moros]] Awakening taught him that honing his body, meditating and studying another culture meant nothing. He’d be food for worms in the end. With his penchant for wearing ''tabi'' and carrying around a sword bag, he’d be a figure of mockery, if not for the fact that sword in the bag is real and he’s used it to behead two mages and one woman he mistook for one. &lt;br /&gt;
&lt;br /&gt;
Erik based his spell on the philosophies of ''Hagakure'', a Japanese text that extols the virtues of suicide for one’s lord. He believes that he’s serving Sleepers as a whole and should be ready to lay down his life at any time, so he casts this spell periodically so that, in the event of being critically wounded or trapped, he can die and will his remains to continue. His rote Imago consists of visualizing, in as exact a fashion as possible, various ways he might die.&lt;br /&gt;
&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Uncover_Final_Name</id>
		<title>:Uncover Final Name</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Uncover_Final_Name"/>
				<updated>2016-06-08T13:38:39Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Uncover Final Name to Uncover Final Name over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Uncover Final Name]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Uncover_Final_Name</id>
		<title>Uncover Final Name</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Uncover_Final_Name"/>
				<updated>2016-06-08T13:38:39Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Uncover Final Name to Uncover Final Name over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Uncover Final Name&lt;br /&gt;
|Source = Legacies the Sublime&lt;br /&gt;
|Pages  = p. 102&lt;br /&gt;
|CDeath  =2&lt;br /&gt;
|Fate   =  3&lt;br /&gt;
|TM = Rebuild the Shattered Tombstone&lt;br /&gt;
}} {{MHR|This Rote can only be Learned or Taught by [[Stone Scribes|Stone Scribe]]}}&lt;br /&gt;
&lt;br /&gt;
If a person dies without a Namer present to record his Final Name, that name is lost. But “lost” is not the same as “destroyed.” With the right knowledge of sympathetic connections, what was lost may be found again.&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Perfecting]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]] &lt;br /&gt;
* [[Duration]]: Lasting&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Covert]]&lt;br /&gt;
* Cost:  [[Cost::None]]&lt;br /&gt;
&lt;br /&gt;
By casting this spell, a mage can reconstruct the Final Name of someone already dead. In order to properly reconstruct the Name, the mage must acquire Known or better sympathetic connections to at least 10 objects or individuals who had sympathetic connections to the deceased. Possessing the objects in question or the Final Names of the individuals is also adequate. For every connection less than ten, the mage suffers a –1 penalty to her casting pool. If she has no connections at all, she cannot cast the spell.&lt;br /&gt;
&lt;br /&gt;
Successes rolled on the spellcasting pool determine the maximum “age” (that is, time since death) of the Final Name the mage can restore, using the Prolonged [[Duration]] chart. If the mage attempts to recreate the Final Name of someone who has been dead longer than the indicated [[Duration]], the spell fails.&lt;br /&gt;
&lt;br /&gt;
If the mage has [[Death]] •••, she may use the Advanced Prolongation chart to determine the maximum age of the Final Name. “Indefinite” [[Duration]] means that the mage can restore the Final Name of ''any'' deceased individual, as long as the mage has the appropriate sympathetic resonances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mysterium]] Rote: Rebuild the Shattered Tombstone&lt;br /&gt;
* Dice Pool: [[Pool::Resolve]] + [[Pool::Occult Skill|Occult]] + [[Pool::Fate]]&lt;br /&gt;
&lt;br /&gt;
The [[Stone Scribes]] consider the loss of any true name a tragedy, and take steps to recover those lost to time.&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/:Ultimate_Honing</id>
		<title>:Ultimate Honing</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/:Ultimate_Honing"/>
				<updated>2016-06-08T13:38:39Z</updated>
		
		<summary type="html">&lt;p&gt;Move page script: moved RAW:Ultimate Honing to Ultimate Honing over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ultimate Honing]]&lt;/div&gt;</summary>
		<author><name>Move page script</name></author>	</entry>

	</feed>