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NWoD Combined: The Accord Addendum for MAGE: THE AWAKENING

Effective Date: 2/3/2014


Last Updated: 1/1/2014
This addendum is organized into the following sections:

1. ADDITIONAL BOOKS
2. CHARACTERS
3. ORGANIZATIONS
4. MERITS
5. ARCANA and SPELLCASTING
6. SPECIFIC SPELLS
7. PLACES, REALMS, AND DENIZENS
8. STORYTELLER RULES AND CLARIFICATIONS
Text in red indicates new or changed items in the last major revision.
Text in blue indicates new or changed items since the last major revision.
All Accord information can be found on the Accord Website: https://sites.google.com/site/mesaccord/
Some materials are copyright 2013 and trademarked by CCP hf. All rights reserved.

1. ADDITIONAL BOOKS
1. Adamantine Arrow (WW40103)
2. Astral Realms (WW40202)
a.
Grant Influence Numina [Astral Realms]: Not Sanctioned
3. Banishers (WW40104)
a.
All mechanics (including spells, Merits, and Legacies) given in this book are
considered Banisher-specific, and therefore unavailable to non-Banisher characters, unless noted
otherwise.
b.
None of the spells which require a Banishers death to activate may be cast by an
unwilling or coerced victim with any power less than Archmastery.
c.
John Maverick [Ban pg. 109] and the Panography Movement [Ban pg. 105] are
commonly known in mundane circles, but their links to Banishers are not.
d.
Atonements [Ban pg. 150] may only be used by Banishers.
4. Boston Unveiled (WW40200)
a.
While sanctioned, the history and setting in this book may not be that of the chronicle.
5. Free Council (WW40308)
6. Guardians of the Veil (WW40305)
a.
Blood Rings [GotV pg. 210] are completely mundane items, and so are not restricted
to Guardians of the Veil
7. Grimoire of Grimoires (WW40203)
a.
All new rotes, legacies and merits in this book: Not Sanctioned.
b.
Casting these unique effects improvisationally: Not Sanctioned
c.
Mundane copies of the Ancient Lands Pentalogy [GoG pg. 16] and Dark
Revolution [GoG pg. 52] may be obtained at Low Approval.
8. Imperial Mysteries
a.
Knowledge of material regarding Archmasters, their activities and abilities, or other
truths from this book: Not Sanctioned.
9. Intruders: Encounters With the Abyss (WW40307)
10. Keys to the Supernal Tarot (WW40312)

a.

Third Eye Candy [Keys to the Supernal Tarot]: Not Sanctioned

11. Left-Handed Path

12.
13.
14.
15.

16.

17.
18.

19.
20.
21.
22.
23.
24.

25.

26.

27.

a.
Knowledge of Order-specific sections: Low Approval for members of that Order,
otherwise High Approval.
b.
Knowledge of the Lower Depths beyond that referred to as common knowledge: Not
Sanctioned.
c.
Knowledge of other material from Chapter 1: Low Approval
d.
Knowledge of any other material: as knowledge of antagonist factions.
e.
Mechanics: Not Sanctioned.
Legacies: The Ancient (WW40101)
Legacies: The Sublime (WW40100)
Lines of Power (WW40908)
Mage: the Awakening (WW40000)
a.
This book is used for flavor material and legacies not covered by Minds Eye Theatre:
Awakening.
b.
Alternate Rote Dice pools from this book are Low Approval for characters with True
Order Membership in the listed Order and Not Sanctioned otherwise
Mage Noir
a.
Players and Storytellers writing backgrounds that include the covered period are
encouraged to draw from the themes and settings of this book.
b.
While sanctioned, the history and setting in this book may not necessarily be that of
the chronicle.
c.
Mechanics from this book are Not Sanctioned.
Magical Traditions (WW40309)
Mysterium (WW40102)
a.
The Academy Chronicle guidelines [Myst pg. 63] are not used for play, with the
exception of:
i. References in character background material.
b.
Miscellany Not Sanctioned.
Night Horrors: the Unbidden (WW40324): Not Sanctioned.
Reign of the Exarchs (WW40306)
Sanctum and Sigil (WW40201)
Secrets of the Ruined Temple (WW40310)
Seers of the Throne (WW40321)
Silver Ladder (WW40105)
a.
Altering Gold Law: Not Sanctioned.
b.
Convocations: Not Sanctioned.
Summoners (WW40322)
a.
The following Numina [Summ pg. 221-223] are restricted to the spirit types listed:
i. Accelerate: Arcadian Supernal
ii. Create Anomaly: Acamoth & Gulmoth
iii. Essence Conversion: Aether Supernal, Acamoth & Gulmoth
iv. Spirit Crown: Primal Wild Supernal
v. Trial: All Supernal
vi. Underworld Gate: Stygian Supernal, Underworld, Gulmoth
vii. Versatile Energies: Outsiders
Tome of the Mysteries (WW40302)
a.
Weaving a Factor Bonus [TotM pg. 76] into a new custom or book rote is Not
Sanctioned.
b.
Knowledge of the general (and incorrect or incomplete) details of Archmasters and
Archmastery from this book [TotM pg. 175-181]: Low Approval.
c.
The First Abyssal Path does not allow for upgrading damage to Aggravated.
Tome of the Watchtowers (WW40301)

2. CHARACTERS
1. Background
a.
Youth
It is High approval for a character to have Awakened prior to age 16. It is not possible for a
character to have Awakened prior to age 3.
b.
Character Types
i. Pentacle Orders: Mages with Status in one of the Pentacle Orders or uninitiated apprentices of
Pentacle Order Mages.
1. Low Approval.
ii. Apostates: Mages outside of other categories.
1. Low Approval.
iii. Banishers: Mages who seek to destroy all magic, magicians, and/or Awakened society.
1. Past or present Banishers are not available as PCs.
iv. Seers of the Throne: Mages with Status (Seers of the Throne) +
1. Low Approval as PCs.
v. The Mad [MET:A pg. 415]: Mages with Wisdom 0.
1. Past or present Mad are not available as PCs.
vi. Scelesti [MtA pg. 361]: Mages who serve the Abyss.
1. Not available as PCs.
2. To have been a Scelesti in character history is Top Approval.
3. This category does not include those that make deals with acamoth or other Abyssal
creatures, or who employ the first three paths of Abyssal Magic from Tome of the
Mysteries [TotM pg. 181], provided such dealings do not become a regular occurrence
and are not part of a deliberate devotion to the Abyss.
4. This is not intended to constrain characters IC perceptions of those who engage in such
practices.
vii. Soul-reapers, aka Liches or Tremere [MtA pg. 363]: Mages that attempt to benefit from using or
consuming the souls of others.
1. Low Approval.
2. Does not include those that engage in occasional soul-handling or soul manipulation (IE,
enforcing a sentence of spiritual scourging or oblivion).
3. This does not constrain characters IC perceptions of those who engage in such
practices.
2. Storyteller Characters
a.
The following NPCs are reserved for the use of the NST office: Aeons, Ananke,
Bound, Morpheans (as described in Astral Realms), and Vouivre
i.

3. ORGANIZATIONS
1. Order:
a.
Order Status Dots
i. to : Low Approval
b.
Gaining and Losing Status:
i. PCs may only gain mechanical benefits (including Rote specialties) from a single Order at a time.
Switching this Order requires Top approval.
ii. Having Status in more than one Order: Not Sanctioned
iii. Order Expulsion: High Notification. Expelling a character from an Order requires the support of 4x
their current Order Status dots after the Order Status of any blocking characters are subtracted.
This survey should be managed by the characters DST, who retains normal approval privileges
over the expulsion.

c.
Seers of the Throne [Seers of the Throne]:
i. Prelacies [SotT pg. 72] are Low Approval for Seers, and Not Sanctioned for Order mages.
ii. It requires five downtime actions spread across at least a month to install a Temple stone [SotT
pg. 72] in a location and activate it.
2. Legacy
i.

ii.

i.
ii.

i.
ii.
iii.

iv.
i.

i.

i.

ii.
iii.

a.
Approval Levels
All Legacies are Low approval. Non-Seers may join any Seer legacy except for the Secret Order
of the Gate [SotT pg. 178] (which is Seer only and not Scelesti) as long as they meet the Path
requirement.
NPC Only: Cult of the Doomsday Clock [LtS pg. 128], The Legion [Summ pg. 204], Scelesti [MtA
pg. 361]
b.
All Legacies from Order-specific books are considered to be native to that Order.
The Legacies from Seers of the Throne pg 147 are considered to also be native to the Seers of
the Throne.
While it is preferable to stick to the primary Path or Order, VSTs may allow membership in a
legacy for a non-standard Path or Order if the themes of the legacy fit the themes of the Order
(for example, an 11th Question Seer).
c.
Joining a Legacy
In order to join a Legacy, a character must possess the prerequisites for the first Attainment of
that Legacy.
If a Legacy's primary Arcana is already Ruling for the inducted PC, it becomes an "Imperial
Arcana." The Arcana can now be purchased at x5 experience per dot instead of x6.
When a character joins a legacy the cost for one Arcana is reduced and the character is refunded
xp for that Arcana as if they had always been a member of that legacy. Note, Arcana purchased
with Creation Points are not refunded.
A mentor does not need to spend a Willpower Dot to induct a student into a Legacy.
d.
Legacy Membership
Characters must demonstrate beliefs and behaviors appropriate to the themes and background
of their Legacy. While lies or subterfuge are acceptable, they must be made clear to the presiding
Storyteller upon request. If the Low Storyteller of a game believes a character is acting contrary
to the themes of their Legacy, they may deny the character the benefits of that Legacy until their
behavior is rectified.
e.
Leaving a Legacy [Grimoire of Grimoires] / [Astral Realms]: Not Sanctioned.
f.
Custom Legacies: Not Sanctioned.
g.
Legacy Experience
Each Attainment of a Legacy costs 8 XP and needs to be actively learned. No Legacy Experience
is paid. Optional Attainments are free once the prerequisites are acquired.
h.
Legacy Rules clarifications
Attainments
1. While it is not possible to counterspell an Attainment, they otherwise interact with spells
as normal. For example: non-visible alterations to space and time can be detected by the
relevant spells; Attainments involving Space must still contend with Wards and Bans as
would any other spell; attack spells are still resisted by the relevant magical shields; etc.
2. If a Legacy Attainment does not specify its potency for an effect, the characters rating in
the relevant Arcana or Gnosis (whichever higher) is the effects potency. If an attainment
already lists the Arcana as the potency, Gnosis (if higher) can be substituted.
Austere [Guardians of the Veil]: [GotV pg. 172] The Primary Arcanum for this Legacy is Matter.
Awakening Gambit [Adamantine Arrow]: [AA pg. 151]
1. Spells hung with En Passant may only be instant cast, not ritual cast.
2. The Second Optional Attainment works as per Shifting Sands including activation,
retained damage and detection; but the Mana cost is as per the Attainment write-up.
3. The Third Optional Attainment works as follows: The PC can inquire what their dice pool
would be for an action instead of taking a number of different actions once they fail a

Resolve + Composure draw or inquiry a number times equal to their Time dots they must
take the last action, unless they successfully use the Second Optional Attainment as per
the Attainment write up.
iv. The Blank Badges [Free Council]: Not Sanctioned
v. Clavicularius: [LtS pg. 13] The variants upon this Legacy as described in Keys to the Supernal
Tarot are Not Sanctioned.
vi. Cryptologos [Free Council]: [FC pg. 97] The Attainments of the Cryptologos do not allow the
use of Atlantean as a fully formed spoken or written language.
vii. Perfected Adept [Mage: the Awakening]: [MtA pg. 349] The Attainments Chi Force and Perfect
Body add the characters Life dots to their attributes, not Mind dots.
viii. Princes of the Many Masks [Seers of the Throne]: [SotT pg. 175] A character scrutinizing the
disguises of a Prince needs to acquire more successes than the Prince has in their dots in the
Life Arcana to be aware that the Prince is using a disguise with their Life attainments. However,
their "Imposter" spell is contested as per the book.
ix. Roses of Eden: The third attainment is limited in damage reduction by the Accord Universal
Addendum section on Direct Damage Adjustments. Damage may not be transferred to or divided
amongst different targets.
x. Sphinx [Legacies: The Ancient]: [LtA pg. 91] The attainment Off the Path does not allow a
character to become "Unknown," but adds additional "Described" levels equal to the characters
dots in Space that must be removed if the Sphinx is the target of a spell to improve a caster's
connection to the Sphinx, before the caster can allocate successes to improving the connection.
xi. Threnodists [Legacies: The Sublime]: [LtS pg. 107] The first Attainment of the Threnodists
requires Investigation 2 rather than "Awareness 2."
xii. Uncrowned King [Mage: the Awakening]: [MtA pg. 355] The Attainment Albedo requires
Gnosis 5, Mind 3. The Attainment Rubedo requires Gnosis 7 and Mind 4.
xiii. Unforgotten Scions [Mysterium]: [Myst pg. 176] Spirits created by Eternal Dreams grow per
chapter. The Spirit grows to the rank of the casters Mind Arcanum minus 1 and is affected by
Spells to Employ Spirits as normal. Eternal Dreams can not be used more than once every
three months.
xiv. The Wraiths of Epochs [Mysterium]: [Myst pg. 180] Note that the Wraiths attainments do not
bypass Shield of Chronos. Like any other Postcognition effect, they must exceed the Shields
Potency to view the events it covers.
3. Magical Traditions [Magical Traditions]:
a.
Joining a Magical Tradition is Low Approval.
b.
Custom Magical Traditions without mechanical benefits are Low Approval.
c.
Custom Magical Traditions with mechanical benefits are Not Sanctioned.
4. Proximi [Silver Ladder]: See the Proximi section of the Accord Combined Addendum.

4. MERITS
1. Artifact: See the Magic Items section of the Accord Combined Addendum.
2. Astral Adept [Magical Traditions]: [MT pg. 57] If your VSS is not using the Exceptional Success/Dramatic
Failure Aberration, replace "Exceptional success" with "5 or more successes in a single draw".
3. Athenaeum [Mysterium]: Not Sanctioned.
4. Cartomancer [Keys to the Supernal Tarot]: [KST pg. 13] Uses the "Interpretative Draw" system only - does not
use Wits+Occult draws.
5. Claws of the Abyss [Banishers]: [Ban pg. 40] The effects of this merit last a scene.
6. Cryptopoly [Silver Ladder]: Not Sanctioned.
7. Daimon [Tome of the Watchtowers]: [TotW pg. 66] Low approval for mages of all Paths
8. Enhanced Item: See the Magic Items section of the Accord Combined Addendum.
9. Fetish: See the Magic Items section of the Accord Combined Addendum.
10. Fighting Style: Adamantine Hand [Adamantine Arrow]: [AA pg. 53]
a.
This fighting style is available to Adamantine Arrow as written at Low Approval.

11.
12.
13.
14.
15.
16.
17.
18.

19.
20.
21.

22.
23.
24.

25.
26.
27.
28.

29.
30.
31.
32.
33.
34.
35.

b.
Star: The total damage inflicted by both actions cannot exceed the damage cap. The
spell must be damaging and both actions must have the same target.
Graduate of Otranto [Mysterium]: Not Sanctioned
High Speech [MET: Awakening]: For PCs with Order Status 0: Not Sanctioned.
High Speech Extended [Secrets of the Ruined Temple]: Not Sanctioned
Illuminate Retainer [Silver Ladder]: Not Sanctioned.
Imbued Item: See the Magic Items section of the Accord Combined Addendum.
Language: Atlantean [Astral Realms]: Not Sanctioned
Mysteriorum Focus: [Myst pg. 115] requires Mystery Initiation 5, not 1.
Mystery Initiation [Mysterium]: [Myst pg. 102] Low Approval
a.
Mystery Initiation (The Mysteriorum Focus) only functions for the city/area in
which the Mithraeum is located; the Mage does not gain any special connection to Mages farther afield.
b.
To purchase Mystery Initiation, a Mage must have gained the requisite levels of
Order Status. If he ever loses those levels of Status, he loses access to Mystery Initiation until he gains
them back.
Oathbound [Adamantine Arrow]: [AA pg. 63] Player Characters recover spent Oath Binding Points on the first
day of a calendar month, not at the beginning of each game session.
Otherworldly Lore [Summoners]: [Summ pg. 184] Top Approval when specialized in any type of Supernal
creatures, Abyssal creatures or creatures of the Underworld.
Perfected Metals [Legacies: the Ancient]: [LtA pg. 76] Perfected Metals are created by repeated use of Ghostly
Object plus Touch of the Grave. Draw a card and add ten for the number of times this process must be repeated
before a metal becomes perfected.
Predators Innocence [Tome of the Watchtowers]: Not Sanctioned.
Ractin Strain [Intruders: Encounters With the Abyss]: Not Sanctioned.
Ritual Synergy [Tome of the Mysteries]: [TotM pg. 74]
a.
: Low Approval
b.
: Not Sanctioned
c.
In addition to the other requirements of this merit, Ritual Synergy may only be
purchased by PCs who are members of the same, stable, long-term cabal, having a strong symbolic
theme. It may only be used for rituals cast entirely by members of that cabal, and is lost without refund in
the event that the PC leaves that cabal.
d.
Cabals with the Ritual Synergy merit may pool their pre-cast successes when casting
spells on each other. With Ritual Synergy , at least 50% of a pre-cast spell's total successes must
come from the lead caster. Normal success limits and assistant limits still apply; see the section on
Extended Spellcasting.
Sanctum [MET: Awakening]: See the Citadel section of the Accord Combined Addendum.
Sanctum: Portable [Mysterium]: Not Sanctioned..
Scriptorium [Mysterium]: Not Sanctioned.
Slayer [Summoners]: [Summ pg. 185] Only provides a bonus against creatures not native to the world: Spirits,
Ghosts, Supernal creatures, Abyssal creatures and Otherworldly being. It has no effect on creatures of the
Material Realm.
Status (Consilium): [MET:A pg. 79] Maximum one Consilium per VSS. Characters may only hold Status in the
Consilium for the VSS they are attached to.
Supernal Echoes [Summoners]: Not Sanctioned.
Tabletop Supplement Mana Costs: Merits that require a cost of Mana at a daily rate from a tabletop book
instead require the same cost per chapter.
Talisman of Universal Safety [Silver Ladder]: Not Sanctioned
Techne to [New Merit] Not Sanctioned.
Thyrsus Merits [Tome of the Watchtower]: [TotW pg. 153] Low Approval for all mage PCs.
Whispers [Mysterium]: Not Sanctioned.

5. ARCANA and SPELLCASTING


1. Arcana
a.
Arcana through 5 dots are available at the following Approval levels:
Ruling or Legacy Arcana: to : Low Approval
1. Two of a characters three highest Arcana must always be their Ruling or Legacy Arcana.
ii. Common Arcana:
1. to : Low Approval
2. : Low Approval (From a PC Teacher with Arcana as Ruling/Legacy)
iii. Inferior Arcana:
1. to : Low Approval
2. to : Low Approval (From a PC Teacher with Arcana as Ruling/Legacy)
b.
Arcana at levels 6 and above:
i. Available for NPCs at Top Approval.
1. NPC Tetrarchs: Not Sanctioned.
ii. Use of any spell requiring 6+ Arcana dots: Not Sanctioned. This includes any application of
factors that increases a spells required Arcana dots over 6.
iii. Acquiring Quintessence: Not Sanctioned.
iv. PC Archmasters: Not Sanctioned.
v. PC pursuit of Archmastery: Not Sanctioned.
c.
The table for the number of targets affected by a spell on page 162 is incorrect, refer
to page 149 of MET: the Awakening.
d.
All modifications of a spell that require advanced arcana knowledge are cumulative.
Thus a Celestial Fire (Prime 3) upgraded to aggravated damage (Prime 5) cast with the Advanced Area
of Effect table (+2 higher level of Arcana required) would require Prime 7.
e.
Resistant damage [MES:A pg. 159] may only be caused by mages by pattern
scourging and absorbing paradox. No effect can involuntarily cause resistant damage in others. Any spell
or merit that is listed as causing resistant damage to others instead causes normal damage, but remains
in play.
f.
Area effect spells with durations only continue to affect targets while they remain
within the area of effect, and are indiscriminate unless filtered with Target Exemption (Fate ) [MES:A
pg.154] . New targets entering the area of effect are affected by the spell as per usual spell targeting.
g.
To cast an area effect counterspell or dispel, the caster must spend mana for all the
spells within the area of effect, or the spell fails.
2. Spells to Employ Spirits
a.
Spirits of Rank 3: Cannot be called, bound or otherwise controlled using Advanced
Prolonged Duration factors. Use Prolonged Duration factors instead.
b.
Spirits of Rank 4: Cannot be called, bound or otherwise controlled using Prolonged
Duration factors. Use Transitory Duration Factors instead.
c.
These restrictions dont apply if a spell is used simply to justify the purchase of a
Merit such as a Fetish, Familiar or Guardian Spirit. They do not apply to spells that just awaken spirits or
make them more favorably disposed to the caster, e.g. Rouse Spirit.
d.
Spirits and Essence
i. If a character seeks to convert Mana from the Essence of a spirit in downtime, they may only
convert a single point.
ii. If a character is converting Essence to Mana from a locus, they may only convert a number of
points of Mana equal to the level of the locus per chapter.
iii. In total, a character may only convert a number of points to Mana equal to their levels in the Spirit
Arcanum per chapter in downtime.
3. Spells to target supernaturals
a.
When conjoining arcana to affect non-standard targets, such as Vampires, the user
must have at least the same number of dots in the conjoining arcana as the spell they are casting. If there
is question as to if something is a non-standard target, use VST discretion. For example, casting a Life
i.

healing spell on a vampire would require as many dots in Death as the Life spell calls for.
4. Spells that produce Mana or Tass
a.
A number of spells allow a character to gain Mana. With the exception of Prime
spells used to remove Mana from Hallows purchased by characters with XP (but including the temporary
creation of Hallows), a character may only gain a number of points of Mana or Tass equal to their levels
in the arcanum being used per month.
5. Spell Lists & Rotes
a.
Order Rote Specializations apply to all rotes that utilize a Rote Skill of an Order,
even if said Rote is not a secret of said Order or was taught by a mage of a different Order. Order Rote
Specializations only ever apply in this manner. They cannot be taught outside the Order, even if a Mage
teaches a Rote that uses one of these specializations to an outsider.
b.
When undertaking a Paradox Test [MES:A pg. 158] to determine if the caster has
incurred a paradox from a vulgar spell cast using a rote, the player may draw twice and take the higher of
the two results.
c.
Rotes may be designated as "Secrets for a group, as given below. It is Not
Sanctioned to learn a rote that is a Secret of a group to which the caster does not belong.
i. Rotes printed in Order-specific books are Secrets of that Order. These spells may be cast using
improvised casting by anyone; only the Rotes are restricted.
ii. Alternate Rote test pools for a given Order are Secrets for that Order.
iii. Spells that include the name of a Legacy, Tradition, faction or other non-Order group are Secrets
of that group, and may not be cast using any method by those outside the group. Tradition spells
are also subject to further restrictions on casting as given in Magical Traditions.
iv. Rotes from Legacies that include more than one Arcanum are Secrets of that Legacy and are Not
Sanctioned to learn outside of that Legacy. As with Rotes printed in Order-specific books, these
spells may be cast using improvised casting by anyone, unless restricted as above.
v. Spells for antagonistic groups such as Banishers, Seers of the Throne, etc. are Secrets. These
secret spells are Not Sanctioned to learn or cast if the character is not a member of the relevant
group. These rotes do not have a Common Version.
vi. The following spells from Banishers and Seers of the Throne are not Secrets, and may be
learned/cast by any Mage at Low approval:
1. Aim for the Dead [Banishers] [Ban pg. 56]
2. Activate Police Band [Banishers] [Ban pg. 56]
3. Call Eidolon [Banishers] [Ban pg. 59]
4. Duplicate Sympathy [Seers of the Throne] [SotT pg. 194]
5. Enhance Toxin [Seers of the Throne] [SotT pg. 192]
6. Falsify Temporal Presence [Seers of the Throne] [SotT pg. 195]
7. Improve Quality [Seers of the Throne] [SotT pg. 192]
8. Insulate [Seers of the Throne] [SotT pg. 191]
9. Manipulate Contingent Trigger [Seers of the Throne] [SotT pg. 194]
10. Merge Mind [Banishers] [Ban pg. 59]
11. Nullify Shadow Resonance [Seers of the Throne] [SotT pg. 195]
12. Simulate Basic Needs [Banishers] [Ban pg. 57]
13. Sense Poisons and Drugs [Banishers] [Ban pg. 58]
14. Secret Compartment [Banishers] [Ban pg. 58]
d.
The following bullet point from MET: the Awakening p 198 is not used in the
chronicle: Spells with multiple effects require each effect to be learned as a separate rote. For
example, Telekinetic Strike can be cast in Forces 3, 4, and 5 versions; each version is a separate
rote. Characters that purchase the base Rote gain access to additional effects as their Arcana mastery
increases.
e.
Rotes from the book Guardians of the Veil which call upon the "Perception" Attribute
use Wits instead.
f.
Custom Rotes:
i. Top Approval.

ii.
iii.
iv.
v.

6.

7.

8.

9.

The requirement to have an Arcana at 5 to make a rote is removed.


The requirement to cast a spell 10 times to be able to create the rote is removed.
Creating a Rote requires the mage to have a Demesne.
New Rotes must be new spells; creating a rote that duplicates an existing effect with a different
draw pool is not sanctioned.
Instant Spellcasting
a.
Modified spell factors may not be employed when using the Modifying Spell Factors
optional rule [MES:A pg. 147] if the resulting penalties would reduce the casters draw pool below 1.
b.
Spell factor penalties are applied separately, after negative modifiers and the
sympathy penalty. If the casters pool is already zero, modified spell factors may not be employed.
Extended Spellcasting
a.
Note the Damage Cap and Extended Action limitations in the Accord Universal
Addendum.
b.
For purposes of the Damage and Success Limits rules from MET: Awakening pg
148, the only bonuses to the casters base spell casting pool that count are those from assistants (as
below) and an appropriate Demesne.
c.
Spells with an action listed as Extended may increase this further with assistants
following the Group Rituals rules (p 168); assistants may raise this by one per assistant, up to 5.
Assistants do not increase the success limit if converting Instant Spells to Extended Spells.
Spells at Chapter Start
a.
The Spells at Chapter Start sidebar MET: A p.166 is to be used to determine the
pre-cast spells for all PCs. No other system including the expenditure of Downtime actions to cast other
spells may augment this.
b.
Pre-cast spells must still respect the normal success limits; see Extended
Spellcasting, immediately above, for details.
c.
Pre-Cast spells are those that affect a PC or Merit-based NPC. Long-running spells
on places (such as the Wards on a cabals Sanctum) or other NPCs do not need to be bought using the
Pre-Cast system; their Duration is determined normally.
d.
In order to benefit from team-cast pre-cast spells, all members of the team casting
must either be present at a given game or the team must have a pre-cast setup approved in the
Approvals DB at Low. If the latter system is used, then that system cannot be changed unless/until the
approval is removed.
e.
No Mage may benefit from pre-cast spells from members of more than one cabal.
f.
All alchemical creations [TotM pg. 145-152] have an Intimate link to their creator, and
no more alchemical creations can be in play at any given time than the creator's dots in Matter.
g.
The mana cost of pre-cast spells must be paid out of the characters starting mana
pool at the beginning of a game. Spells pre-cast using Common or Inferior Arcana without a Rote require
1 mana per 3 successes allocated.
Limitations to Bonuses and Traits
a.
No single Trait or bonus created by a spell can exceed the level of the Casters
relevant Arcanum. This only applies to Traits or bonuses that are variable based on successes. It is not
applicable to summoned creatures.
b.
Spells and attainments cannot alter attributes, skills, or equipment for the purposes
of calculating the base pool. All benefits or alterations to these values from magic count as modifiers.
Magically produced Armor ratings count as usual.
c.
If a Mage activates a Prepared spell [MES:A pg. 154] against a living target the target
can resist the spell as per the following:
i. If the spell is Resisted then it becomes Aimed. When activated, the caster must gain at least
1 success on an activation roll with the same dice pool used to cast the spell, modified by the
targets defenses (See Awakening rules on Aimed spells). If the activation succeeds then the
spell takes full effect. If it fails then the spell disappears.

ii. If the spell is Contested then the caster must gain 1 more success than the target on an activation
roll with the same dice pool used to cast the spell, modified by the targets defenses. If the
activation succeeds then the spell takes full effect. If it fails then the spell disappears.
d.
In addition to other prohibitions, the following effects may not be stacked under any
circumstances:
i. Spells that add to a characters base Speed or set it to a higher value (IE, Flight [MET:
Awakening]) are all a single effect regardless of any other benefits they may offer.
ii. Spells that multiply a characters base Speed (IE, Acceleration, Velocity Mastery [MET:
Awakening]) are all a single effect regardless of any other benefits they may offer.
e.
Spells that are explicitly upgraded or improved versions of other spells preserve any
stacking restrictions from the spells they reference and count as the same spell for the purposes of those
restrictions.
i. If an upgraded spell explicitly modifies its base spells stacking restrictions, use the modifications
as described but continue to treat the two spells as the same spell unless otherwise specified.
ii. Attainments are not ever upgrades of spells for the purposes of this rule, though they may define
their own stacking restrictions.
iii. Example: Honing the Form [MES:A pg. 277] cannot stack with Supreme Honing [MES:A pg.
283] or Hone Another's Form [MES: A pg. 282]. It does still stack with the Perfected Adept
attainment Chi Force [MtA pg. 351], but this drops all Honing spells targeting the same attribute
to a Transitory duration. The same applies to Augment the Mind [MES: A pg. 310] and Supreme
Augmentation [MES: A pg. 319] or Gain Skill [FC pg. 111] and Skill Mastery. [FC pg. 112]
f.
When multiple spells with a stacking restriction apply to a character (IE, Gain Skill
and Skill Mastery or Acceleration [MES:A pg. 379] and Velocity Mastery [MES:A pg. 268]) only the spell
with the highest Potency is active. All other spells are inactive and provide no benefits unless explicitly
specified in the spells description. A character may always contest an otherwise uncontested and
unresisted beneficial spell by rolling (their choice of Resolve, Stamina, or Composure) + Gnosis.
10. Failed Social and Mental Tests
a.
To determine failed tests not repeatable in the same scene, consider spells to be
social if they are resisted/contested by Composure or Resolve (see Minds Eye Theatre p162).
11. Sympathetic Magic [MES:A pg. 143]
a.
Any physical object used for sympathy loses its link after it is used in one spell.
b.
Any spell affecting multiple targets always uses the weakest sympathetic connection
of those targets, unless all targets are within sensory range.
c.
The Sympathetic Spell penalty is applied as a separate modifier, after other negative
modifiers but before spell factor modifiers. This penalty may reduce a spell-casting pool to zero. Provided
the target is not Unknown, the spell may still be cast regardless of the total pool post-Sympathy penalty.
d.
For spells that are subject to both a Sympathetic Spell penalty and a Temporal
Sympathy [MES:A pg. 144] penalty, use the higher of the two.
e.
Occultation [MES:A pg. 76] and other Sympathy-related modifiers are not part of the
Sympathetic Spell penalty; they are applied along with other ordinary negative modifiers.
f.
It is not possible to bypass the need for sympathetic magic when casting against a
target outside sensory range. Spells which claim they do so (IE, Dialing the Lucky Number [Free Council]
[FC pg. 105] or Circuit Television [Free Council]) [FC pg. 108] should follow normal sympathetic targeting.
The actual target of a spell is decided at the discretion of the presiding Storyteller.
12. Relinquishing Control of Spells
a.
The following spells are considered equivalent to the sacrifice of a Willpower dot
under the Relinquishing Control of Spells rule and may only be used to relinquish the spells Alter
Integrity, Alter Efficiency, Alter Size, and Imbue Item.
i. Payment in Power [Tome of Mysteries] [TotM pg. 129]
ii. Spirit Pact [Tome of Mysteries] [TotM pg. 129]
iii. Instill Mortality [Tome of Mysteries] [TotM pg. 130]
iv. Pain Harvest [Tome of Mysteries] [TotM pg. 131]
v. Time Limit [Tome of Mysteries] [TotM pg. 132]

10

13. Grimoires [MES:A pg. 325]: Low Approval when created by PCs, Not Sanctioned when created by NPCs.
Grimoire possession must be tracked in a characters XP log, with notes including who a Grimoire was traded to
and who it was traded from, or when it was destroyed.
14. Soul Stones [MES:A pg. 181]: Any of the effects listed under "The Soul of Another" or "Soul Stones of the Dead"
are limited to three uses overall, as per the Thrall [MES:A pg. 81] limitations - and anyone may use Fate on a
Soul Stone to determine how many "charges" it has left. Once all three are used, then it remains an Intimate
connection to its creator, but may not be used by another again unless it has spent a year and a day in the
possession of its creator.
15. Spell Tolerance [MES:A pg. 166]
a.
Mages have a spell tolerance equal to the higher of their natural, unmodified Stamina
or Gnosis.
b.
Proximi have a spell tolerance equal to their natural, unmodified Stamina.
c.
All other targets have a spell tolerance of 1.
d.
Spell tolerance is now a hard cap that cannot be exceeded.
e.
Only supernal magic counts towards Spell Tolerance.
f.
Only beneficial spells count towards Spell Tolerance.
g.
AoE beneficial spells do count towards Spell Tolerance. VSTs should not allow tricky
loopholes to work around these limitations.
h.
When a spell is cast on a target that would take a Spell Tolerance slot, but one is not
available, the target may choose to end one of the spells currently taking up one of their tolerance slots
so the new spell can take effect. Otherwise the spell fails with no effect.
i.
Active spells on equipment that is not an imbued or enhanced item the PC has
purchased as a merit do count towards that PCs Spell Tolerance. If a character uses such equipment
and exceeds their Spell Tolerance, the extra effects go dormant.
16. Vulgar Magic
a.
Vulgar magic performed in an appropriate Demesne is still considered Vulgar, it just
doesnt produce any Paradox. It does, however, still produce the ARQ for casting a Vulgar spell.
17. Combined Spells: Not Sanctioned.
18. Fraying/Unraveling Spells: The option to spend Mana to upgrade the damage to aggravated is removed from all
such spells.
19. Improvised Spellcasting:
a.
Rotes or spells that are not sanctioned may not be cast via Improvised Spellcasting.
b.
Rotes on the Accord Custom Rote List on the Accord website may be cast as
Improvised in the usual way.

6. SPECIFIC SPELLS
1. The following spells are Not Sanctioned at this time:
a.
Acidic Spatter [Adamantine Arrow]
b.
Bolster Virtue [Keys to the Supernal Tarot]
c.
Climbing the Tree [Magical Traditions]
d.
Diplomats Protection [Silver Ladder]
e.
Dragons Call [Keys to the Supernal Tarot]
f.
Elleguas Notice [Magical Traditions]
g.
Erase History [Legacies: the Sublime]
h.
Five-Cycle Spell Theft [Magical Traditions]
i.
Know Virtue [Keys to the Supernal Tarot]
j.
Manifold Presence [MET:A p.242]
k.
No Exit [Banishers]
l.
Rapid Fire [Adamantine Arrow]
m.
Read Spirit [Adamantine Arrow]
n.
Sacrifice Fortune [Tome of the Mysteries]
o.
Scour Others Pattern [Tome of the Mysteries]
p.
Shared Fate [FC p.107]

11

2.
3.

4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.

22.
23.
24.

25.
26.
27.

28.
29.

q.
Spirit Highway [Banishers]
r.
Temporal Lifeline [Free Council]
Annihilate Spells [Banishers]: Requires the caster to beat the target spells potency, but can be used to target
hung spells. [Ban pg. 63]
Astral Journey [Astral Realms]: The Space 5 version can only be cast somewhere the Mage would normally be
capable of entering the Astral. It does not transport them physically into the Astral Plane, but allow them to enter
the correct form of meditation quicker.
Atonement (or any other similar spell/rote/means) [Legacies: The Ancient]: Not Sanctioned.
Bestow Skill [Free Council]: This spell is an upgrade of Gain Skill; see its entry, below. [FC pg. 111]
Bodyguard's Blessing [Adamantine Arrow]: May only change the target of an Aimed spell. [AA pg. 184]
Call Eidolon [Banishers]: Advanced Targeting uses Mind and Spirit, not Prime. [Ban pg. 59]
Copy Grimoire [Mysterium]: This spell requires the allocation of two points of Potency per dot of Rotes copied.
The characters success limit applies per Downtime action spent copying. [Myst pg. 48]
Create Ghost [Mysterium]: It is Not Sanctioned to return the ghost of a player character. [Myst pg. 193]
Create Potentiality [Summoners]: The character effectively redraws his action, but with solely the successes of
this spell as their draw pool. [Summ pg. 212]
Defer Conscience [Adamantine Arrow]: May not be used in conjunction with "Suppress Wisdom". [AA pg. 183]
Desiccate [Banishers] is resisted with Resolve + Composure. [Ban pg. 65]
Duplicate [Adamantine Arrow]: Actions doubled using this spell count as one source of damage for damage limits
(MET WoD p 211). [AA pg. 189]
Enhance Toxin [Seers of the Throne]: Toxicity increase is limited to the caster's dots in Matter. If used with Life,
the increase is limited to the lower of the caster's Matter or Life. [SotT pg. 192]
Ephemeral Co-Location [Summoners]: A character can only shift between planes once a round. [Summ pg.
211]
Ephemeral Postcognition [Summoners]: Requires approval to cast where it would lead to interaction with or
viewing of a realm that is otherwise approval to interact with. [Summ pg. 210]
Faerie Glade [MET: Awakening]: When cast in downtime, this spell provides a benefit identical to that of
Temporal Pocket, with the exception that the benefit may be extended to others. [MET:A pg. 384]
False Signature [Adamantine Arrow]: When adding "False Signature" to a spell, the spell counts as a Combined
Spell (see p167-168 of MET: the Awakening). [AA pg. 184]
Fortify Oath [Adamantine Arrow]: Bonus Potency from this metamagic may boost the spell's successes above
the normal imago limit, up to a maximum in additional successes equal to the caster's dots in Fate. [AA pg. 176]
Fortune's Fool [Adamantine Arrow]: May only affect a target once a scene. [AA pg. 177]
Gain Skill [Free Council]: Note that the maximum skill rating plus modifier that may be attained with this spell is
5. IE, a character with Larceny 3 and Mind 5 may add a bonus of 2 or less to their Larceny. The same spell cast
to boost a different skill does not combine with the first spell - only the highest Potency spell takes effect. [FC pg.
111]
The Golem [Magical Traditions]: This Kabbalah rote may not create a Golem with a Size greater than the casters
Gnosis. [MT pg. 41]
Grant Familiar (Spirit) [MET Awakening]: This spells Duration is Lasting (the Familiar Merit does not disappear
at the spells end.) [MET:A pg. 369]
Healing Heart [MET Awakening]: Healing Heart is altered as follows. The Primary factor is now Target. Levels
of damage healed is now equal to Potency. If Aggravated damage is healed, the spell becomes Vulgar. You can
heal a number of damage equal to the potency of the spell divided among the targets of the spell.
Imbue Item [MET Awakening]: See the Magic Items section of the Accord Combined Addendum.
Induce Vertigo [Banishers] does not permit an attacker to perform a Killing Blow. A character affected does not
lose their defense. [Ban pg. 58]
Inscribe Grimoire [MET Awakening]: Characters may re-learn rotes from a Grimoire they created without
spending XP with a number of downtime actions equal to the dot rating of the rote. These must be included in
their XP log. [MET:A pg. 325]
Luck Blessing [Magical Traditions] [MT pg. 53]: The Taoist rote is an alternative draw pool but the mechanics
function as per Reading the Outmost Eddies in MET: the Awakening. [MET:A pg. 231]
Maintained Sympathy [Astral Realms]: Uses real-world sympathy, not Astral sympathy. [AR pg. 28]

12

30. Magic Shield [MET: Awakening]: This spell provides a negative modifier to the casting pool of magic targeting the
mage when activated. [MET:A pg. 327]
31. Numinous Shield [MET: Awakening]: This spell provides a penalty to the activation pool of spirit numina or
Forsaken Gifts targeting the mage when activated. [MET:A pg. 364]
32. Past Life Regression [Magical Traditions]: A subject under the effects of this spell is not denied their surprise
test if attacked. [MT pg. 105]
33. Phased Strike [Adamantine Arrow]: May not be combined with "Ranged Blow". [AA pg. 187]
34. Possession [MET Awakening]: Cannot be used to possess magical constructs, including (but not limited to)
homunculi, golems, zombies, creatures and human bodies created with the Life arcane or phantasms. The use of
other spells or powers to replicate this effect is similarly prohibited. [MET:A pg. 320]
35. Primal Transfer [Legacies: The Ancient]: Willpower costs for releasing a spell may not be placed onto a
storyteller character. [LtA pg. 78]
36. Rewrite History (Time) [MET Awakening]: Dots cannot be shifted into anything requiring an approval higher than
Low. Consilium Status, Order Status, and Sanctum Merits are not mundane traits. This spell may not alter nonmechanical elements of a characters background. Characters with a major template who are made aware of the
changes remember both the real and altered timelines and know which is real. Other characters are unaware of
the changes, and will treat the altered timeline as natural during the spells Duration. Once the spell expires, they
lose memories of the altered timeline, but not of any actions they took; this may lead to complications. [MET:A
pg. 385]
37. Scorched Earth [Banishers] [Ban pg. 66]
a.
May be cast on a Dead Zone. It does not alter the spells Imago, but introduces
additional effects.
b.
A category 5 Scorched Earth uses the Double Trouble rule from Minds Eye
Theatre (pg. 181-182) with regards to Paradox draws.
38. Scrying [MET Awakening]: The basic duration of this spell is Concentration; Transitory factors may be added to
the end as per MET: Awakening pg 151. This duration still upgrades as described. [MET:A pg.345]
39. Shadow Forged [Adamantine Arrow]: Items created using this spell may not be further enhanced using other
Arcana. [AA pg. 174]
40. Shape Spirit: [MET:A p.373]: May not target Purified.
41. Shifting Sands [MET Awakening]: All subsequent attempts to cast this spell by the same character during a
scene in which they have cast it successfully automatically fail. Note the Time section of the Accord Universal
Addendum limits to Time-rewriting effects. [MET:A pg. 380]
42. Skeptic [Adamantine Arrow]: Instead of 9-again on Paradox Draws, this spell provides a -1 to the initial card draw
for paradox. [AA pg. 184]
43. Skill Mastery [Free Council]: Note that the maximum skill rating plus modifier that may be attained with this
spell is 5 or the characters Gnosis, whichever is higher. IE, a character with Larceny 4, Mind 5 and Gnosis 4 may
add at most one dot to their Larceny, while with Gnosis 6 they could add only two. There is no version of this spell
that can be cast on another character. This spell is an upgrade of Gain Skill. [FC pg. 112]
44. Spell Cloaks: This Special Spell Factor requires Prime . [TotM pg. 70] To see a cloaked spell:
a.
When any mage first comes into contact with a cloaked spell, they automatically
receive a reflexive roll of their Wits+Occult - [Potency of Cloaked spell] regardless of the potency of their
mage sight. They need 1 success in order to see the spell. Analyzing the spell further requires scrutiny as
normal.
b.
If a character who failed the reflexive roll has reason to believe a spell exists,
they may use the scrutiny rules [Int + Occult + tools] at a rate of 10 minutes per draw. This draw is not
penalized by the potency of the cloaked spell, but the mage attempting to scrutinize must gain twice the
potency of the cloaked spell in successes to see through the cloak.
45. Steal Body [Free Council]: Using this spell instantly and permanently drops the caster to Wisdom 0, making them
a Servant of the Truth. (And, thus, an NPC) This spell may not be cast upon PCs. The target is not killed; instead,
their soul becomes unmoored (MET: the Awakening pp 180-181), and may later be reunited with their body using
appropriate magics if the thiefs soul is severed. Characters cannot cast this spell while under magical compulsion
of any kind. [FC pg. 105]

13

46. Summon Royal Avatar [Summoners]: Each casting requires an approval of the level of the spirit summoned.
[Summ pg. 27]
47. Suppress Wisdom [Tome of the Mysteries]: This spell is Vulgar, must be Ritually cast, and requires a Potency of
15 - the targets current Wisdom. Note that the exact act to be excused must be specified when the spell is cast,
and casting it more than once per month immediately reduces the casters Wisdom by 1. For example, simply
suppressing murder or mass murder is too vague. One must suppress murdering Miles Gloriosus or killing
the Cabal of Faded Gold. [TotM pg. 68]
48. Supreme Augmentation (Mind) [MET Awakening]: The rote pool for Supreme Augmentation (p 319) uses the
Mind Arcanum, not Life. [MET:A pg. 319]
49. Tendrils [Intruders]: A given spirit or fetish can sprout tendrils equal to it's Rank or merit cost at the cost of a WP.
Each tendril provides a +1 bonus to brawl or weaponry if used offensively. If used defensively, the bonus adds
defense against brawl or weaponry attacks. all trait bonuses are subject to the +15 rule. [IEwtA pg. ???]
50. Transfer Will [Tome of Mysteries]: Player characters cannot gain Willpower dots from NPCs. Willpower gains
from other player characters must be entered in the characters experience log. [TotM pg. 66]
51. Trigger Autonomic Function [Mysterium]: This spell is Transitory against Supernatural targets, and is resisted
by Stamina + Gnosis. This spell does not cause targets to lose their defense. [Myst pg. 196]
52. Unfettered: The Unfettered effect is essentially a Counterspell. It may be purchased as a 4 dot Rote with a pool
of Composure + Occult + Fate. [MET:A pg. 157]
53. Wards and Bans (Space) [MET Awakening] [MET:A pg. 346-347]
a.
When cast as a targeted rather than area-affecting spell Ward only protects the
target(s) of the spell, but moves with them. Targeted Wards cannot be augmented with Bans.
b.
Once a banned phenomenon is within a Bans area of effect, it is unaffected by the
Ban (i.e. spells can be freely cast within a Prime-based Ban area, and are only affected when crossing
the threshold of the Ban.)
c.
Gnosis and Arcana Wards [Secrets of the Ruined Temple] require the Imperial
Mysteries to create.
54. Weaponize Object [Adamantine Arrow]: The maximum weapon bonus achievable from use of this spell is equal
to the caster's Matter dots. [AA pg. 181]
55. Worst Moment [Banishers] does not use the fluid suggestion for greatest tactical advantage, but instead
confers a mechanical bonus as suggested in the sentence ... if the Storyteller would like something more
objective... [Ban pg. 68]
56. Zone of Extremity [Tome of Mysteries]: The spell is changed, so that all actions taken within the zone are subject
to the rules 9 again and Double Trouble (p 181-182 of Minds Eye Threatre.) Ignore any reference to Exceptional
Successes or Dramatic Failures in this power. [TotM pg. 60]

7. PLACES, REALMS, AND DENIZENS


1. Supernal Realms and Atlantis
a.
With the exception of a single Awakening per Mage, player characters cannot access
the Supernal Realms.
b.
Summoning Supernal Creatures [Summ pg. 73] is Top Approval.
c.
Revealing "hard facts" about Atlantean society, language and/or magic requires Top
Approval.
d.
Objects from Atlantis or the time before the fall of the Celestial Ladder, including
ruins, spirits, knowledge, artifacts or imbued items, mundane objects, and ghosts are Not Sanctioned.
e.
Acamoth Investments: Not Sanctioned.
2. The Abyss
a.
Characters accessing the Abyss: Top Approval
i. First path from the Tome of the Mysteries: Low Approval [TotM pg. 181]
ii. Second path from the Tome of the Mysteries: High Approval [TotM pg. 183]
iii. Third Path from chapter five of Tome of the Mysteries is Not Sanctioned.
iv. The fourth Path chapter five of Tome of the Mysteries is Not Sanctioned.

14

b.
Researching Abyssal entities uses the mechanics on page 15 of Intruders:
Encounters with the Abyss, including Capping Skills and Appropriate Libraries.
c.
All Abyssal entities in Intruders: Not Sanctioned.
d.
For every Skill or Merit specialty covering an Abyssal topic that a character acquires,
they must also take a derangement. The first such derangement must be Fixation (Abyssal Knowledge),
indicating an unhealthy fascination with and desire to acquire more knowledge of the Abyss. The second
such derangement (or the first, if the character already has any other Derangement) must be Abyssal
Compulsion (Summoners, p. 183).
e.
Paradox Manifestations [MES:A pg. 172] require Notification according to their
Rank. Summoned creatures appear normally and stay active for up to the rest of the game in which they
are summoned, requiring a Notification only after that game has concluded. This is an exception to the
normal rule for Notifications.
3. Astral Realms
a.
Archetypes and Walkers [AR pg. 59] (and other Astral Entities) are subject to the
same approval levels as normal Spirits of their Rank.
b.
Altering the beliefs of the waking world affecting more than 500,000 people is
considered a paradigm change per the Accord Universal Addendum. Efforts greater than this become
subject to the Don't Point That Thing at My Planet optional rule from MET: the Awakening.
c.
Characters accessing the Deep Astral, defined as the Dreamtime and beyond: as
per national toolkits.
d.
Each of the realms in chapter five in the book Astral Realms are unique and available
for use as per the Astral Realms toolkit. Storytellers may use these as examples to craft their own Astral
Realms.
4. The Underworld
a.
Accessing the Underworld follows the approval levels and guidelines given in the
Accord Universal Addendum.
5. Places of Power
a.
The places of power from Secrets of the Ruined Temple are not available for use in
Sanctums. PCs cannot regularly take advantage of the magical mechanics of the areas for themselves.
b.
Special building materials (Adamas) should be too difficult for player characters to
transport and rearrange for their own use.
c.
A Shadow Gate [Astral Realms] [AR pg. 137] is considered a Place of Power,
requiring Top approval.

8. STORYTELLER RULES AND CLARIFICATIONS


1. Pacts: Not Sanctioned.
2. Optional Rules
If an Optional Rule is not listed below as being sanctioned, that rule cannot be used within the Sanctioned
Chronicle.
a.
Minds Eye Theatre Awakening
i. How Much Mana Do I Start With (p 64); the method used must be specified in the venues VSS.
1. Under this rule, VSTs may tweak exact Hallow mana generation rates. Style and
consistency trumps strict modeling.
2. VSTs also have absolute control over mana brought into their game, whether in personal
mana pools or tass.
ii. Mana Bleed (p 64)
iii. Order Expulsion (p 123)
iv. Tie to the Land (p 133)
v. Modifying Spell Factors (p 147)
vi. Dont Point That Thing at My Planet (p 150)
vii. Relinquishing Control of Spells (p 151)
viii. Special Spell Factors (p 152-155)

15

ix.
x.
xi.
xii.

Paradox Mitigation (p 158)


Creative Thaumaturgy (p 194-198): Not Sanctioned
Permanently Altering Fates (p 229)
Influences Numina and The Forsaken (p 419)
b.
Tome of the Mysteries
i. The optional rules for Duel Arcane (page 122) may be used, but must be codified in a properlyapproved Venue Style Sheet.
c.
Magical Traditions
i. Alternative Magic is an optional rule and not used unless specifically noted.
ii. Divination Works: Low Approval for non-supernatural characters. Not available otherwise. [MT pg.
79]
iii. Off the Grid: Low Approval for non-supernatural characters. Not available otherwise. [MT pg.
145]
3. Seers of the Throne
a.
The Optional Rule: Blind Control is not used, but should be noted for flavor with
regards low ranking Seer of the Throne NPCs
b.
Seer Status: May only be used to gain Allies, Contacts or Status. These are limited
to mundane, mortal society. Changing what is being provided by Seer Status, takes one Downtime Action
and a week of real time as the hierarchy responds to your request.

16

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