Animism/Druids

Battle Dance (•••)
Tradition: Animist (Brawl only), Visionary
Prerequisites: Combat ability at ••
Dice Pool: Wits + combat ability to be affected
Cost: 1 Bashing Damage
Duration: Willpower in turns
Casting Time: Instant
Concentration: Yes
Range: Self
Effect: Battle Dance allows you to improve your combat
ability by sensing the flow of battle around you. For
every success on the roll, you gain a pool of dice which
you may allocate between your Defense and your
attacks. The pool must be allocated at the beginning of
the round, but may freely be changed from round to
round.

Beast Link (•••)
Tradition: Animist
Prerequisites: Beast Speech
Dice Pool: Manipulation + Animal Ken
Cost: 1 Bashing Damage
Duration: Concentration
Casting Time: One turn
Concentration: Yes
Range: Limited by familiarity
Effect: Beast Link allows you to forge a connection with
an animal, perceive through its senses and
communicate with it mentally. The animal is under no
obligation to go anywhere or do what you say, however.

Beast Messenger (•)
Tradition: Animist
Prerequisites: Beast Speech
Dice Pool: Presence + Animal Ken – Resolve
Cost: 1 Bashing Damage
Duration: Special
Casting Time: Five minutes
Concentration: No
Range: Line of sight
Effect: Using Beast Messenger causes an animal to
approach you and await your bidding. You may impress
on it an image of a place or obvious landmark and then
the animal will wait while you tie a message or small
item to it. Afterward, it will travel towards the place you
specific as fast as it can, and will wait there one day per
success you gain on the roll. If desired, you can specific a
recipient as well and the animal will try to avoid
allowing anyone else to take the message or item (to
the best of its ability).

Beast Reading (••)
Tradition: Animist
Prerequisites: None
Dice Pool: Wits + Animal Ken
Cost: 1 Bashing Damage
Duration: Concentration
Casting Time: Instant
Concentration: Yes
Range: Limited by familiarity
Effect: This arcanum works exactly like Heart Reading,
but it can be used on animals.

Beast Speech (•)
Tradition: Animist
Prerequisites: Beast Speech
Dice Pool: Intelligence + Animal Ken
Cost: None
Duration: Concentration
Casting Time: Instant
Concentration: Yes
Range: Line of Sight Effect: Beast Speech allows you to communicate with
animals. It does not make them friendly or change their
disposition.

Beast Summoning (••••)
Tradition: Animist
Prerequisites: Beast Link
Dice Pool: Presence + Animal Ken
Cost: 1 Willpower
Duration: Special
Casting Time: One minute
Concentration: Total
Range: Special or Limited by familiarity
Effect: Animal Summoning can be used to summon
nearby animals to your location. You may specify all
animals, only a certain type (wolves, eagles, all birds,
etc.). The range is one mile per success rolled. If you
have a specific animal to summon (your horse, for
example), the range is unlimited and is instead limited
by familiarity. The animals are not under your control
when they arrive.

Beast Trance (•••)
Tradition: Animist
Prerequisites: Beast Speech
Dice Pool: Presence + Animal Ken – Composure
Cost: 1 Bashing Damage
Duration: Concentration
Casting Time: Instant
Concentration: Yes
Range: Line of Sight
Effect: You may place animals into a trance. While the
arcanum is maintained, the affected animals will do
nothing but watch the caster for as long as the caster
concentrates on maintaining it. If the targets take any
damage at all, the effect immediately breaks.

Countermagic (• – •••••)
Tradition: All
Prerequisites: Second Sight, Occult •••
Dice Pool: Wits + Occult
Cost: 1 Bashing Damage
Duration: Concentration
Casting Time: Instant
Concentration: Total
Range: Line of Sight
Effect: You can dispel arcana as they are being used, but
only reactively: i.e., you choose a target or targets to
shield and can then roll Wits + Occult to resist any
arcana cast on those targets, and your successes are
added to the successes of any resistance roll by the
target to determine the final result. Countermagic does
not function against the powers of the Nobility, Uratha,
or spirits. You receive a -2 penalty if you’re trying to
counter the magic of a tradition other than your own.

Cure (•)
Tradition: Animism (animals only), Healing
Prerequisites: Empathy •
Dice Pool: Wits + Medicine (or Animal Ken for animals)
– Wound Penalties
Cost: 1 Bashing Damage
Duration: Special
Casting Time: Five minutes
Concentration: Yes
Range: Touch
Effect: You can heal wounds by touch. You can heal one
point of Bashing per success or convert one point of
Lethal to Bashing per two successes. Each set of injuries
(injuries sustained in the same scene are a “set”) may
only be healed once using Cure or related powers
(Imbue Life, Mending, etc.). You may also stabilize a
dying character or cure simple diseases (cold, food
poisoning, etc.). Cure cannot heal Bashing Damage
caused by the use of thaumaturgy.

Dominate Beast (•••••)
Tradition: Animism, Sorcery
Prerequisites: Intimidate •••
Dice Pool: Manipulation + Animal Ken – Composure
Cost: 1 Willpower and 1 Bashing Damage
Duration: Concentration
Casting Time: One turn
Concentration: Total
Range: Line of Sight
Effect: This power is similar to Dominate, except it only
works on animals.

Elemental Weapon (•••)
Tradition: Animism (wood only), Necromancy (shadow
only), Shaping
Prerequisites: Shaping arcana for the element
Dice Pool: Wits + Occult
Cost: 1 Bashing Damage Duration: One Scene
Casting Time: One turn
Concentration: Yes
Range: Line of Sight
Effect: You may enshroud a weapon in elemental force.
This has a different effect depending on the weapon.
 Earth – Your weapon is powerful and capable
of blocking heavy blows. You gain a +2 bonus to
Defense.
 Fire – On a successful hit, your weapon sets the
target on fire with a torch flame of candle size.
 Light – On a successful hit, the target is
illuminated in a thin glow for your Willpower in
rounds, removing all penalties for attacking due
to darkness.
 Metal – Your weapon cleaves through
protections, ignoring one point of Armor.
 Shadow – Your weapon blinds the target for
one turn after a successful hit.
 Water – Your weapon flows around obstacles.
The enemy receives a -2 Penalty to Defense.
 Wind – Your weapon knocks the enemy back
one yard per Level of damage done.
 Wood – Your weapon gleams with poison. The
turn after a successful hit, roll two more dice.
Each success does one level of Bashing Damage.

Enhance Senses (••)
Tradition: Animism, Visionary
Prerequisites: Wits ••
Dice Pool: Wits + Composure
Cost: 1 Bashing Damage
Duration: Concentration Casting Time: Instant
Concentration: Yes
Range: Self
Effect: Successes on Enhance Senses apply as a dice
bonus to Perception rolls. It otherwise functions the
same as the Vampire Discipline Auspex •.

Final Strike (•••)
Tradition: All
Prerequisites: Willpower ••••• •
Dice Pool: Wits + Occult + Willpower vs. Defense
Cost: All remaining Willpower and Health Levels
Duration: Instant
Casting Time: Instant
Concentration: No
Range: Willpower Dots * 2 yards
Effect: When Final Strike is invoked, the thaumaturge
spends all remaining Willpower points and health levels.
The damage cannot be prevented by any means or the
ritual simply fails. If the ritual is successful, the number
of health levels spent is immediately inflicted as levels
(not dice) of lethal damage against everyone in range.
Additional successes on the ritual roll increase the
damage dealt as normal. Defense applies first against
the automatic health levels of damage.

Gate (•••••)
Tradition: Animism, Sorcery
Prerequisites: Wood Shaping ••• (Animism), Scrying
(Sorcery)
Dice Pool: Intelligence + Occult
Cost: 2 Willpower and + 2 Bashing Damage
Duration: Instant
Casting Time: 15 minutes
Concentration: Total
Range: Limited by familiarity
Effect: You can travel between two different places in
an instant, up to 10 miles per dot of Willpower, either
by riding a ley line between two magical nexi (sorcerers)
or by stepping into a tree and stepping out of another
one (druids). You can bring along anyone in physical
contact with you. With an Exceptional Success, you may
hold the Gate open for at least one minute to allow
anyone to pass through.

Gentle Beast (••)
Tradition: Animism
Prerequisites: None Dice Pool: Manipulation + Animal Ken
Cost: 1 Bashing Damage
Duration: One scene
Casting Time: Instant
Concentration: Yes
Range: Line of Sight
Effect: This arcanum works like Calm, but it only affects
animals.

Geomancy (•••)
Tradition: Animism, Shaping
Prerequisites: Intelligence ••, Crafts •
Dice Pool: Intelligence + Crafts
Cost: 1 Willpower
Duration: Indefinite
Casting Time: 4+ hours
Concentration: No
Range: Self
Effect: You can design the plans for a building or garden
that provides a bonus to certain actions performed
there. Designate a skill. If you are successful, the first
use of that skill in every scene in that location gains the
9-again effect for that roll. Larger areas require more
successes to design and more time to build.

Invocation (••••)
Tradition: Animism (spirits only), Necromancy (ghosts
only), Visionary
Prerequisites: Occult ••
Dice Pool: Presence + Persuasion
Cost: 1 Willpower and 1 Bashing Damage
Duration: Special Casting Time: One hour
Concentration: Yes
Range: Special
Effect: You can call to an ephemera and ask it to
perform tasks for you. The exact type of ephemera
varies. Druids summon spirits of the trees and waters,
whereas necromancers seek aid from their ancestors.
Note that Invocation does not force the ephemera to do
anything, and the caster must rely on their own powers
of persuasion or bargaining.

Nature Reading (•)
Tradition: Animism
Prerequisites: None
Dice Pool: Wits + Survival
Cost: None
Duration: Instant
Casting Time: Five minutes
Concentration: No
Range: Line of Sight or Special
Effect: Nature Reading gives you a keen insight into the
workings of the natural world. With a successful roll,
you can flawlessly tell if an animal, plant or water source
is safe to eat or drink. You can predict the weather for
one day per success rolled, and finally, you can learn
one fact about local flora, fauna, bodies of water,
minerals, clusters of civilization, terrain, and so on. You
may split your successes between facts learned (one
fact per success) and range (one mile radius per success).

Psychic Shield (• – •••••)
Tradition: All
Prerequisites: Willpower •••+
Dice Pool: None or Intelligence + Occult
Cost: None or 1 Bashing Damage
Duration: Indefinite or Concentration
Casting Time: Always on or Instant
Concentration: N/A or Yes
Range: Self or Limited by familiarity
Effect: Psychic Shield protects you from mental
influences or powers. Its level applies as a dice penalty
to any attempt to influence you mentally, for good or ill.
It is always on unless you deliberately choose or lower it
or are unconscious. In addition, thaumaturges can
extend their Psychic Shield to others with a successful
roll, though doing so leaves their own shields weaker
(effectively, you can grant others your merit dots
temporarily). They may also use their shields to filter
their powers through, making them harder to detect
(see Second Sight). Psychic Shield may be bought by
non-thaumaturges. It functions at half effectiveness
(rounded down) against the powers of the Nobility,
Uratha, or spirits.

Sacrifice (•)
Tradition: Animism (spirits only), Necromancy (ghosts
only), Sorcery, Visionary
Prerequisites: None
Dice Pool: Presence + Occult
Cost: None
Duration: Instant
Casting Time: 10 minutes
Concentration: Total
Range: Self
Effect: You know the proper rites to transfer spiritual
energy to the Umbra or Shadowlands (choose spirits or
ghosts when buying this Merit) after the destruction of
an object or the death of a creature. After a sacrifice,
the recipient receives either a point of Essence or a
point of Willpower. On an Exceptional Success, it
receives one of each.

Second Sight (• – •••••)
Tradition: All
Prerequisites: None
Dice Pool: None or Wits + Composure
Cost: None
Duration: Indefinite
Casting Time: N/A
Concentration: No
Range: Self
Effect: You can sense the active or lingering use of
arcana. You can roll reflexively every time a power is
used in your vicinity—if you know the power, you can
identify it, otherwise you simply know that the target is using magic. Anyone using Psychic Shield to conceal
their arcana use applies a penalty to this roll equal to
their level of Psychic Shield. Secondly, if an arcana was
used within the last scene, you can detect traces of its
use and, if you are familiar with the caster, identify the
user. Second Sight does not work on the powers of the
Nobility, Uratha, or spirits.

Sense Ephemera (••)
Tradition: Animism (spirits only), Necromancy (ghosts only), Sorcery, Visionary
Prerequisites: None
Dice Pool: None
Cost: None
Duration: Concentration
Casting Time: One turn
Concentration: Yes
Range: Self
Effect: You can see any nearby ephemera in Twilight.
When you take this power, you must specify whether it
applies to spirits or ghosts. You may buy both versions
of this arcanum if your tradition allows it. Ephemera are
automatically aware that you can see them unless you
use Psychic Shield.

Weather Control (••• or •••••)
Tradition: Animism, Shaping
Prerequisites: Nature Reading, Sense Spirits,
Survival ••• (druid); Wind Shaping •••, Water Shaping
••• (Elementalist)
Dice Pool: Wits + Occult
Cost: 1 Willpower and 1 Bashing Damage + 1 Bashing
Damage for catastrophic weather
Duration: 12 hours
Casting Time: 10 minutes
Concentration: Yes
Range: Line of Sight
Effect: You can change the weather. With the •••
version, this is limited to changes that could be natural
for the area and nothing catastrophic or damaging. The
weather slowly forms over the next hour (greater
changes take longer) and will last at least 12 hours
before dissipating, though minor changes can last longer.
With the ••••• version, you can create unnatural or
catastrophic weather, including lightning storms (roll
Wits + Occult to direct the lightning), hail, gale-force
winds, and so on. On an Exceptional Success, your
changes last for a day instead of 12 hours.

Wood Shaping (••• or •••••)
Tradition: Animism, Shaping
Prerequisites: None
Dice Pool: Wits + Brawl (+ Occult for druids)
Cost: 1 Bashing Damage
Duration: One scene
Casting Time: One turn
Concentration: Yes
Range: Line of Sight
Effect: You can shape and direct wood and plants. Wood
Shaping does work on the fungal forests of the lower
reach.
 Plant Growth – You can increase the bounty of
a harvest and prevent diseases or pests from
ruining crops. If used multiple times on the
same plant, you can cause it to grow anywhere
from 50% to 100% larger than it normally
would.
 Plant Healing – You can heal injured plants. The
size of the plant and damage it has sustained
determines the number of successes needed,
but one is enough to restore anything other
than a tree to full health.
 Warp Wood – You can shatter bows and split
doors and walls asunder. You may use Wood
Shaping to attack a wooden object’s Structure.
 Wildwalk – You can pass through a dense forest
as easily as a stroll along a well-made road and
leave no trail in your wake.
 Woodcrafting – With a Wits + Crafts roll, you
can use Wood Shaping to create objects out of
living wood in minutes instead of hours or days.
With enough time, this can even shape trees
into living homes or fortifications.
 Wrath of the Forest (Wood Shaping •••••, 1
Bashing Damage) – You can cause plants in an
diameter of 10 feet x your Willpower to come
to life and attack anyone inside. Use your
Resolve + Manipulation as the dice pool. The
plants will attempt to grab and hold anyone in
the area for as long as the power is maintained,
or may do Bashing Damage to all within. Their
Damage bonus depends on the amount of
growth. Alfar gain a +2 bonus to all uses of Wood Shaping, and
may buy the ••• version as a ••••• Merit even if they
are not a thaumaturge

Animism/Druids

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