I can hear it. A chill wind behind the reflection. A tremble in the glass. I'm not mad…
Breaking the Mirror Wall
You may tap the otherworld that lies behind all Mirrors. To do this, you must stand before a mirror that is at least man-sized. A simple reflective surface will not suffice; it must be a glass mirror. You must stand directly before the mirror & concentrate for 3 turns. At the end of the 3rd turn, the mirror explodes, dealing 6 dice Lethal damage to you. At this time you may roll Wits + Occult (Diff: 8 for new mirrors, as low as 4 for truly ancient ones), with each success gaining 1 Mirror Pool up to your normal maximum. If you are wearing any clothing or covering at this time, the Difficulty increases by +1 to +3 depending on how much of you is exposed..
You may hold 10 temporary M.P. at any time. They last until utilized.
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Mirror Magic
The various styles of Mirror Magic cost Current Rating x7 to raise. Each level purchased grants 1 spell. Further spells within your rating may be purchased at a cost equal to the rating of the spell. All mirror magic requires some form of mirror or reflection as mentioned in it's description. Mirror Magic can not be learned or taught, as it is a by-product of the unique curse carried by Stefan De'Vries.
Chain Spells
Truly powerful spells can be purchased once the various techniques are mastered. Chain spells have prerequisites of 2 or more other Mirror Magic techniques at 5. Cost to buy Chain Spells is 5 per technique applied.
Gifts
Spells may be awarded as gifts, as 3 of any level within a certain technique, 2 of differing techniques, or 1 Chain Spell.
Mirror Wall (C. R. x7)
Roll: Wits + Occult (Diff: Level +3)
Level 1
Looking Glass: 1
You can enchant a mirror to provide a real-time view of anyone who has been reflected in it. The image is visual only, but will show the target's current activities anywhere in the world. Target's may roll Per. + Intuition (Diff: Mirror Wall +3) to notice they are being scryed upon. Lasts for the Scene.
Sense Distortion: 0
By sitting before a mirror & entering a light trance, you may become sensitive to disturbances in the astral planes. As long as concentration is maintained, you may roll Per. + Meditation (Diff: Local Gauntlet/Shroud) to become aware of any unusual activity in the area.
Ripples: 0
You can touch a mirror & test the strength of it's connection to the Mirror Wall. Success on the spell will give you an accurate Difficulty number for using the affected mirror to Break the Mirror Wall. Mirrors affected by this spell will "ripple" under your touch, like the surface of a pond.
Level 2
Oracle: 1 per 24 hours the future is to be scryed.
You may enchant a mirror to show a possible future for the person reflected in the mirror. Successes will determine accuracy & significance of the vision, which will always be visual only. Possible futures will tend to focus on major or life threatening events to come.
Distortion: 1
By carrying a mirror acquired locally visibly on your person, you can "reflect" suspicion & appear to belong in the place the mirror is from. While in effect, anyone local to the area must roll Per. + Culture (Diff: Mirror Wall +3) to notice you as unusual, lasting 1 hour per success rolled. This effect only applies to people who are from the locale the mirror was taken.
Flicker: 1
As long as you are currently being reflected in a mirror, you may use this spell to briefly vanish from sight. You disappear for 1 turn per success rolled, & immediately re-appear if you take any hostile action. Mirrors will continue to reflect your location while this spell is in effect.
Level 3
Scry Beyond: 1
You may enchant a mirror to observe the parallel realities that lie invisible beside us. The Difficulty of this spell is normal or the Local Gauntlet, whichever is higher. Successes can be spent to view locations farther or deeper than the immediate area if desired. Lasts as long as concentrated on.
Mirror Maze: 1
Casting this effect requires at least 3 mirrors in a structure no smaller than a living room. All attempts to find, follow, or track you have a number of successes detracted equal to your successes. If the mirrors are removed, or you make yourself apparent in some manner, this effect ends. Lasts for the Scene.
Mirror Vault: 4
You may prepare a mirror to hold physical items. The spell takes 4 hours to cast, after which the mirror will be able to hold a number of items equal to your Willpower (large items may require larger mirrors). You may retrieve these items at any time, & they may remain within the mirror for a number of months equal to your successes. If the mirror is broken or the duration expires with objects still within the Vault, all items are forcibly ejected.
Hidden Reflection: 1
You may leap into a mirror, "hiding" within it up to a number of Minutes equal to your successes. You are visible within the mirror (though you may attempt to hide), & if the mirror is broken you are forcibly ejected & stunned.
Level 4
Mirror Walk: 1
You have begun to master the Mirror Wall, & are able to leap through one mirror & exit another. Upon using this effect you are instantly aware of all mirrors within your range (rough direction). You may exit any mirror large enough to pass through within (Willpower x10 Meters). If no suitable mirror exists, you are shunted from the 1st mirror & stunned. By expending an additional m.p. you may take an additional person with you, provided you hold their hand.
Invisibility: 2
By sprinkling the target with Mirror Dust, you can cause them to fade from view, becoming totally invisible. All attempts to detect the person through sight fail outright. Lasts for a number of rounds equal to your successes, though it may be extended to minutes by expending 1 w.p., or hours by expending an additional m.p & another Willpower (3/2 total).
Warp Gauntlet: 2
By setting up an elaborate arrangement of mirrors you may lower or raise the local Gauntlet/Shroud as desired. Successes raise or lower on a 1 for 1 basis (Min: 3, Max: 10). Duration is your Willpower in hours, though the effect ends if the mirrors are disturbed.
Unending Corridor: 3
You can turn any room into a trap provided it has at least 1 mirror showing a reflection of all exits. Any attempt to leave the room while the mirror is in place will cause the person to simply re-enter the room. Lasts for 1 hour per success.
Level 5
Mirror Trap: 5
You can enchant a mirror to become a kind of trap. For a number of hours after casting, anyone who touches the mirror must roll Willpower (Diff: Mirror Wall +3) or be sucked inside the reflection. Once the mirror has claimed a victim, it will be safe to handle. The target will be trapped within the mirror until the mirror is broken. They will not be subject to hunger/thirst or fatigue while trapped. Unless they have some extra-dimensional movement ability, there is no other escape. If the mirror is broken, they are forcibly ejected & stunned.
Silver Portal: 3
You can enchant a mirror to provide a gateway into the various parallel realities. For a number of hours equal to successes rolled, anyone can walk through the portal & roll Willpower (Diff: Local Gauntlet/Shroud) to enter the designated other world. The portal will be visible in both realities, & is a two way passage.
Bend the Mirrorwall: 5
You can set an elaborate mirror arrangement throughout a structure or area, bending the Mirror Wall to warp space around it. As long as the mirrors are in place, anyone attempting to approach or target anything in the area must roll Willpower (Diff: Your Willpower, requiring a number of successes equal your rating in Mirror Wall). Failure causes them to fail as space bends around them. Lasts as long as the mirrors are maintained.
Silver Smith (C.R. x7)
Roll: Int. + Crafts (Diff: Level +3)
Level 1
Heal Mirror: 0 for small, 1 for medium, 2 for large
Provided all the pieces are there, you can repair broken mirrors with a pass of your hand. Cracks will fuse seamlessly, though for shattered mirrors, the pieces will need to be assembled 1st. Each success repairs 1 structural level to the target mirror.
Shatter: 0
You can cause any mirror in line of sight to break with a glance. The extent the mirror is broken will vary with your successes, but no direct damage can be caused with this spell. Shatter may be used once per turn as a free action.
Warning Mirror: 1
You may enchant a mirror so that it sends a "warning signal" when anyone other than those designated at the time of casting is reflected by it. The mirror will continue working for 1 hour per success rolled.
Sense Mirrors: 0
You can sense the presence of the Mirror Wall in your vicinity, mystically detecting any mirror within (Willpower x10 Meters).
Level 2
Mirror Blast: 1
You may cause any mirror in line of sight to explode violently. Small mirrors deal 4 Lethal Damage dice to anything before them, reduced by -1 per meter. Medium mirrors deal 8 dice, & large mirrors deal 12. Everything in the blast radius is affected equally.
Bad Luck: 1
By reflecting a target in a mirror & then breaking it, you may afflict them with Bad Luck. The target is considered to have rolled an additional "1" on all rolls for 1 hour per success on the casting roll. This spell cannot be cast for cumulative effect.
Safety Glass: 2 for small mirrors, 4 for medium, 6 for large.
You may permanently enhance the survivability of a mirror. This effect takes 1 minute for small mirrors, 10 minutes for medium, or 1 hour for large. Mirrors gain a number of Armor Dice equal to your rating in Silver Smith, & a number of Health Levels equal to your Willpower. Mirror Magic that breaks mirrors ignores this effect. Lasts until the mirror is broken.
Mirror of Narcissus : 1
You may enchant a mirror to enhance the charms of anyone who grooms themselves in it. Target's will gain +2 dice to all Appearance related rolls for the Scene. Mirror remains enchanted for a number of hours equal to your successes. Anyone who uses the mirror more times in a day than their Self-Control must roll Conviction (Diff: Silver Smith +3) or gain an appropriate vanity derangement.
Deadly Shard: 1
You can infuse a mirror shard with energy siphoned from the Mirror Wall, turning it into a deadly weapon. The infused shard is treated like a knife (Diff: 6, Str. +1 Aggravated damage) that will only function in the hands of the Mirror Mage. You will not cut yourself on it while the spell is in effect, & the shard cannot be broken during that time. Lasts for the Scene, or for 12 hours per success if a w.p. point is also spent.
Level 3
Linked Mirrors: 1 per mirror
You may mystically "join" a set of mirrors, allowing you to look through 1 & out another at any time. All mirrors to be enchanted must be present at the time of casting, & they remain linked for a number of hours equal to your successes. This duration may be extended to days by spending 1 w.p, weeks for 2, & months for 3.
Mirror Shades: 6
You may enchant a set of mirrored lenses to provide certain mystical effects. Anyone wearing the Mirror Shades is immune to glare & flash of any kind. Further, any attempt to affect the wearer that requires eye contact gains a resistance roll equal to your rating in Silver Smith (Diff: 6, each success subtracts -1). If the attacker is reduced to negative successes, the effect is "reflected" on the attacker. Mirror Shades remain enchanted until broken.
Ghost Mirror: 4
You can enchant a mirror that is at least 100 years old to reflect the restless dead. The living will not be reflected within it, but the dead will be seen normally. Lasts 1 year per success rolled.
Mirror Dust: 1
You may grind down a mirror to produce a fine sand. After enchanting, this dust may be thrown into the eyes of a victim at melee range (Dex. + Athletics, Diff: 8). The target must roll Sta. + Endurance (Diff: 6, requires a number of successes equal to your rating in Silver Smith) or be rendered permanently blind.
Level 4
Reflect Harm: 1
Provided you are currently being reflected in a medium or large mirror, you can use this spell to channel an attack you would otherwise take into the mirror, likely destroying it. This spell may be cast as a defensive action, & only 1 success is required to channel the single attack.
Bleeding Mirror: 1 for turns, 2 for minutes, 3 for hours, 4 for days
You may "absorb" the wounds of a target into a mirror. Successes on the spell are spent on a variable basis (1=1 Bashing, 2=1 Lethal, 3=1 Agg.), with all damage being "stored" within the mirror. Anyone looking into the mirror will see the wounds absorbed on their own reflection. Anytime within the duration indicated above, you may attempt to "force" the wounds on anyone reflected in the mirror. Spend 1 m.p. & make a contested Willpower check with the target (Diff: 6). Success causes them to suffer the absorbed wounds. If the mirror is broken or the duration expires before the wounds are transferred, you immediately suffer all wounds absorbed. Only 1 target's wounds can be absorbed by a single mirror at a time.
Shatter Storm: 2
Similar to Mirror Blast, Shatter Storm causes ALL mirrors within (Willpower x10 Meters) to explode at once. Damage for multiple mirrors overlapping the same blast radius is cumulative.
Mirror Vessel: 8
Creates a mirror capable of storing Mirror Points. Any mirror may be used, though you may only have 1 Mirror Vessel at a time. To charge it, you must declare how many points you wish the vessel to hold, then make your activation roll. The Vessel absorbs 1 m.p. per success rolled. If you declared a number of points greater than the successes rolled, those points are lost. Mirror Vessels last until broken.
Level 5
Mirrors of Madness: 3
You may cause a mirror to reflect the deepest, most hideous depths of a victim's soul. For every success on your activation roll, the target must make a Conviction check (Diff: Silver Smith +3). Failure carries the usual consequence for Morality rolls, though derangements gained will always include Spectrophobia. This spell may not be utilized on the same target again until a number of Months equal to their Morality score.
Mirror on the Wall: 8
Enchants a mirrors to allow 2-way viewing & communication with anyone who owns a similarly enchanted mirror. Upon activation, the mirror becomes a "window" to any other specified Enchanted Mirror provided you know the "name" of that mirror. Mirrors are activated by a code-phrase specified at the mirrors creation. Enchanted Mirrors remain enchanted indefinitely.
Mirror of Truth: 8
You may permanently enchant a medium to large mirror to force anyone who stands before it to tell the truth. Any attempt to lie before a Mirror of Truth automatically subtracts a number of successes equal to your score in Silver Smith. Lasts until destroyed.
Reflections (C.R. x7)
Roll: Per. + Intuition (Diff: Level +3)
Level 1
Summon Reflection: 0
With a pass of your hand, you can summon the reflection of anyone who has stood before the affected mirror. Your reflection will become the reflection of target. Specific times or people may be targeted, or you may simply "rewind" images. You will not be able to see events that transpired, just reflections of individuals.
Erase Reflection: 1
You may "erase" the reflection of a target in line of sight. Targets may resist with a Willpower roll (Diff: Your score in Reflections +3). Each success you score over them causes their reflection to be erased for 24 hours.
Blinding Flash: 1
You can cause a mirror to produce a blinding flash, temporarily blinding anyone in a radius of (Reflections x10 Meters). Potential victims must roll Sta. + Endurance (Diff: Reflections +3) or be blinded for a number of turns equal to your successes.
Level 2
Reflections of the Past: 1
You may "rewind" the history of a mirror, playing back any image that has transpired before it. Each success allows up to a year to be viewed. Multiple successive castings on the same mirror can be used to accumulate successes.
Consult Reflections: 1
You may speak with a summoned reflection, conversing with it normally as if it were the person presented at the time they stood before the mirror. Reflections will only recall from the point they stood in front of the mirror last, & are not bound to answer.
Mirror Images: 1 per Image
You must be within (Willpower x1 meters) of a reflective surface to use this spell. You create a number of identical illusions that proceed to wander about on their own. Attacks against you are +1 Difficulty/-1 die per image created. When attacking, targets suffer a penalty to defensive actions equal to half the images created (round up). Victims can spend a full round scrutinizing the images & roll Per. + Intuition (Diff: Reflections +3) to reduce the penalty by 1 per success. Lasts for the Scene.
Heliograph: 1
By using a mirror to signal someone, you can transmit a telepathic message, 1 sentence per success rolled. The conditions for using a signal mirror must still be met for this effect to work.
Level 3
True Reflection: 1
You can reveal the true nature of anything caught in your mirror. Successes will give an increasingly detailed & "true" account of the reflected person or object. Certain Powers may resist or block this spell normally.
Smoke & Mirrors: 1 per 10' area
To use this spell, the area to be affected must have at least 2 large mirrors facing off one another. You may create a visual illusion of any kind within the affected area. Successes will create more detailed illusions. Abilities that resist Illusions work normally.
Summon Garb: 2
After summoning a reflection, you may conjure a physical copy of any mundane clothing or item the reflection has on them. These are real creations, gradually "fading" at the rate of 1 day per success rolled. They will be "mirror images", & thus backwards to anyone paying close attention.
Heart's Desire: 1
You may summon an image of what a particular person desires most in the world. You must score more successes than the target's Self-Control, & they must be standing before a medium sized or larger mirror. The image lasts until they move away or you dispel it.
Level 4
Doppelganger: 2
You may cloak yourself in an illusion matching any reflection you can summon. The illusion will affect all senses, but will be backwards as per mirror reflections. Lasts for the scene, or for a number of hours equal to your Willpower with the expenditure of a w.p. point.
Mortal Terror: 1for small/medium mirrors, 2 for large mirrors
You can enchant a mirror to show the most terrifying images imaginable to whoever looks within. Targets may roll Courage (Diff: Reflections +3). Failure causes all targets to run screaming for the Scene. Botches will induce Spectrophobia in all victims.
Reflect Magic: 1
You must have a mirror in your hand & some awareness of the incoming spell. Successes on this effect subtract successes from a spell targeting you. If you score more successes than the Caster, you may "reflect" the spell at any target within the mirrors field.
Force the True Form: 2
You may force a shapechanger to revert to it's true form, & keep it there as long as it remains reflected in your Mirror. Target's may resist with Willpower (Diff: Reflections +3), with successes detracting from your own. The effect lasts as long as you maintain concentration on the target & they remain reflected in the mirror, & for 1 turn per success after they are no longer reflected.
Level 5
Nemesis: 3+1 per day the Nemesis is active.
You may enchant a mirror to produce a "Nemesis", a reflection of a particular person that will attempt to destroy it's counterpart. A Nemesis has identical stats, equipment, & powers of it's counterpart at the time the reflection was cast. It cannot speak, & will not perform any action beyond pursuing & slaying it's counterpart. A Nemesis will ignore all others, not even defending itself if attacked. You may only create 1 Nemesis at a time, & the spell takes 3 rounds to cast.
Simulacrum:5 +1 per month of "Life"
With an hour long ritual, you can conjure a mirror duplicate of yourself. It has identical stats, but cannot use Magic or gain experience. You may share all it's senses, & empathically control it's actions. It will be reversed as is normal for mirror creations, & damage suffered by it will feedback to you (Bashing=None, Lethal=Bashing, Aggravated=Lethal). The Simulacrum will fade over time, as indicated in it's creation cost. You may create a number of Simulacrums equal to your Reflections rating.
Conjure Reflection: 3
You may summon a mirror replica of any mundane item that has been reflected in the mirror targeted. The mirror must be of a size for the desired item to emerge. Conjured items last for 24 hours per success rolled, & will be reversed as per other mirror replicas.
Unrelated Powers, not specifically Mirror Magic.
Winter's Eye (C. R. x6)
(All uses of this Power cause 1 level of Lethal damage in the form of profuse bleeding from the eyes)
1) Vision of Winter
With a swift intake of breath, you become mystically aware of all warm-blooded creatures in your vicinity. When used, your breath plumes from cold as your eyes bleed.
System: Roll Per. + Intuition (Diff: 6 in cold climates, 8 in hot ones). Success brings awareness of all warm blooded creatures in (Willpower x10 Meters). Additional successes will provide a more detailed image of individual creatures.
2) Freezing Gaze
Eye contact allows you to inflict the wrath of the Snow Queen on anyone foolish enough to meet your gaze…
System: Roll Cha. + Occult (Diff: Target's Sta. + Endurance) Each success inflicts a -1 die penalty to all Physical actions taken by the target. Lasts for the Scene, or fades at the rate of -1 per turn if the target can stand before a large fire.
3) Aura of Winter
You can conjure a protective ward around your person, warding off flames & fire magic with the breath of Winter.
System: Spend 1 w.p. to activate. The Aura extends 1 meter per level you have in this Power. Anyone within the area gains an "Armor Soak" against fire damage equal to your rating (Diff: 6 regardless of intensity. Fire based powers activated within your Aura are at +1 Difficulty per level you have in this Power. Lasts for the Scene.
4) Glacial Composure
Your soul has chilled under the Snow Queen's curse; extremes of emotion are all but unknown to you.
System: All attempts to influence your emotions are increased by +3. You may suffer a Lethal level of damage to immediately end any effect that overcomes you.
5) Heart of Ice
The splinter in your eye has provided you a terrible gift: by staring intently at a victim, you may turn their heart to ice!
System: You must be able to stare at the target for 3 turns. Spend 1 w.p. & roll Per. + Occult (Diff: Target's Morality. Each success deals 1 level of Aggravated damage. Creatures without hearts will not be affected, & some undead may take Lethal damage instead, GM's discretion.
Winter's Curse (C. R. x6)
1) Enduring Curse
The curse upon your eyes can never be escaped, not even by gouging them out.
System: Any effect blinding you or damaging your eyes is reduced in duration by your rating in this Power. Your eyes will heal from any injury, even if torn out: treat as Aggravated damage.
2) Cold Flesh
Your flesh has the consistency of frozen meat.
System: You do not radiate heat, & are cold to the touch. You may attempt to soak Lethal damage at Difficulty: 8. Always in effect.
3) Winter Born
You always feel somewhat cold, & even the riggers of the polar circle can't touch your frozen soul.
System: You are impervious to conventional cold of any extreme. Magical cold-based attacks lose a number of successes against you equal to your rating in this Power.
4) Chill of the Early Frost
You may call down a mystical chill from the Snow Queen herself, freezing the surrounding lands and anyone in it.
System: Spend 1 w.p. & take 1 Lethal level from profuse bleeding from the eyes. Roll Int. + Occult (Diff: varies: 4 if already winter, 6 for spring, 9 for summer). Success drops the temperature to a bit below freezing in a five-mile radius, or even further below zero if it was already winter. Anyone without winter gear lose two dice from all pools. This Power wreaks pure havoc in urban environments, as pipes burst and roads freeze. This effect lasts for one hour per success.
5) Frozen in Time
You will have long years to ponder the curse inflicted on you…
System: You divide your aging by your rating in this Power. Always in effect.





