With the removal of rituals we are introducing some important tweaks to the spells as well.
If a spell is removed it will be marked as removed, otherwise slight tweaks to the spells themselves are noted here. Otherwise they function as listed in the players guide.
It is noted that all rituals in this book can be recreated with the new ritual system.
Novice Spells:
Follow the Smoke: This spell only requires clean smoke from burning wood or any form of unprocessed tobacco. Cigarettes do not work, but a clean burning stick would.
Name of the Fountain: In regions where water is abundant this spell will find potable water, not just water.
Neutral Scent: Unchanged
Plants of Power: Removed, effects may be recreated via ritual system.
Apprentice Spells:
Gaze into the bowl: This spell consumes all Ayahuasca in the user's system to produce it's effect, leaving them sober after the spell completes.
Incense Ward: Unchanged
Pitcher of Illapa:
Craft + Alitu difficulty 7
Lifeforce: 1+
This spell now allows the user to bottle lightning created with the strike keyword ritual. Each clay pot must be prepared ahead of time and this spell cast on a group of pots. Each pot past the first increases the cost of this spell by 1 lifeforce. The caster may then perform a ritual to fill each pot. This ritual requires an additional Stamina + Alitu at difficulty 6 for each pot prepared with each ritual costing the normal 1 lifeforce. When a jar is filled the rolls made are recorded with the jar on the character's sheet.
At any time the character may throw a jar as an action, using the recorded successes on the jar as the magic of the spell causes it to home in on a target to one degree or another. The attack is then resolved as if the thrower had used the strike ritual.
Journeyman Spells:
Cat's Anointing: Requires simple cat urine not Balaam fluids.
Fire Sway: Removed, effects folded into ritual system.
Master Spells:
Straddle the Wave: This spell can be cast on any body of water, not just the ocean.
Grandmaster Spells:
None:
Novice Spells:
Fodder of the Hunin Pacha: Unchanged
Plant the Soul: Unchanged
Wrap the Mantle: This spell also grants the user a single dot of arcane for it's duration.
Apprentice Spells:
Drinking the Dust: For ease of use this spell is quickened, dealing it's damage once per turn instead of once per scene. Or once every 6 seconds outside of initiative.
Seal's Breath: Removed, this spells effects are duplicatable with rituals.
Journeyman Spells:
Mold the Body: This spell is an obvious veil breach, use with caution.
Master Spells:
Call the Cold Sea: Altered due to setting. This spell is an automatic veil breach if humans see it. Water does not flood in from the ocean, but instead seeps up from the aquafer below the land, flooding a small area rapidly. Otherwise it functions as described.
Grandmaster Spells:
Lord Landslide: Modified for setting, as landslides are not possible in a place that is almost entirely flat, this spell causes a sinkhole accompanied by a localized earthquake.
Swallowed by the Mother: Modified. This spell includes a memory fogging effect that prevents it from being a veil violation so long as no human that witnesses it, is not likewise affected by it. If all humans in the area are swallowed by the spell, none will remember what happened to them.
Novice Spells:
Chase Powder: Changed to Occult + Saudade
Curse of the False Eunuch: Unchanged
Slingshots of the Moon's Feast: Unchanged
Strength of the Ayno: Sexual aspects of this spell removed to preserve PG13 rating of the game
Unsight: Unchanged
Apprentice Spells:
Eggs of Cursing: This spell is considered mental influence
Snare the Name: This spell creates an entropy curse totally under the control of the ST, with wildly unpredictable results. Use at own risk
Throw the Power: If this spell succeeds all effects of the spell or ritual are 'thrown' to the target.
Journeyman Spells:
None:
Master Spells:
Change of the Guard: Removed for Cannon lore reasons
Walking the Light: This spell does not harm Vampires, but does allow an Intimallki to function as though it were daylight for the purpose of their house liability.
Ward of Sky-Metal: Removed, effect is re-creatable by wards available in the ritual rules.
Grandmaster Spells:
Command the Lord's Fire: This spell is considered as restricted as Calling the Stars is for the Amenti. It is a last resort spell and should be treated as such.
Novice Spells:
Cleansing Touch: Unchanged, ST's determine toxin/disease strength.
Climb the Sky: Modified, the effects of altitude sickness are nausea and difficulty breathing. Each round the victim must repeat their stamina roll. If this roll is failed the subject suffers a -2 dice penalty on all actions for that round. If the roll is passed they do not suffer the effect of the spell that round. This effect lasts for a number of rounds equal to the users Respiro Path + the user's manipulation. This does not affect the undead.
Shelter the Chosen: This spell also protects from high winds and heavy rain.
Vision of Winter: Unchanged
Apprentice Spells:
Cleansed of Impurity: Removed, effects can be recreated by rituals.
Whispers from the mountain: Unchanged.
Journeyman Spells:
Aura of Purity: Unchanged
Pilgrim's Rest: Unchanged
Master Spells:
Crown of Lucochulpec: Unchanged
Curse of the South: This spell does not affect Vampires, but does count as them being 'staked' by wood for it's duration, which is a number of rounds equal to the user's Respiro path.
Summon forth the frigid soul: Unchanged.
Grandmaster Spells:
Entombment: Roll is Dexterity + Athletics instead of Dodge, and may be substituted by Martial arts at the ST's discretion.\
Freezing the Essence: Unchanged, but what can be frozen is ultimately at the decision of the ST.
Shattering the Shell of Impurity: Unchanged.