VIEWS: 7 PAGES: 21 POSTED ON: 6/10/2011
Initiate Rotes (Sphere Level 2) Think of magic as a body of water. The Apprentice Rotes allow you to become aware of the water. The Initiate Rotes allow you to interact with it, although in a clumsy fashion. Imagine throwing a rock into a pond. It may have an impressive effect, but you can‟t control exactly where the rock will land, or what the effect will be. Initiate effects are very rewarding, however, because the Mage shifts from being a passive observer to an active participant in the world of magic. Correspondence Extend Touch – The physical body is no longer an obstacle to the Mage‟s touch. He can touch, manipulate, or attack objects within 10 feet of him as if he were standing there. This Rote uses his normal physical abilities; it does not allow a weak Mage to push down a brick wall (although by transferring his push to the top of the wall, he might stand a much better chance of doing so). Ward Area – The Mage creates a small field of non-connection around him. This Rote prevents other Mages from using Correspondence to scry on the area and makes it more difficult for others to teleport in and out. The ward lasts only for a short time, however, and sustaining the rote is nearly impossible. Scrying – The Mage can send his senses to another place, observing as if he were there. Mages usually use elaborate rituals for this Rote – whether using a crystal ball, a magic mirror, or a pair of LCD sunglasses, this spell is a classic. It is also well known, and easy to defend against with other Correspondence Rotes. Kiarra’s Multi-Tasking Security Watch – The mage opens a window on her triniary PC, showing another place – or multiple places. She can see and hear what is going on there, and move the vantage point around, zoom in and out, store images and otherwise transform the image. It is possible to hold as many windows as arête rating. Using a Virtual Reality the mage can even move around in a virtual copy of the place, seeing, hearing and feeling things (But he still cannot interact with the place). 1-800-QUINTESSENCE (Correspondence 2, Prime 1) – Far from home? Have an angry lioness of a familiar wanting quintessence NOW??? Look no further! By using a triniary computer to dial up and call a computer or phone at their home node, the Mage can connect to it and absorb needed quintessence. The connection must be maintained, and a role is still required for quintessential absorption. This rote has been expanded to higher levels, using the networks as conduits for quintessence to their uses. Threads of Ariadne (Correspondence 2 Spirit 1 Mind 1) – One problem most Dreamers have is to find their way through the shifting Chimerae and other dreams. By concentrating on the destination, the mage can find a path leading to it. This path is by no means the easiest or safest, just the shortest possible path. Sense the Land (Verbena) (Correspondence 2, Life 2, Mind 1) – First employed by the witch Brangian to keep track of the Saxons who were raiding her land, this rote has become a standard surveillance effect among the Verbena. The witch extends her senses and merges them with those of the plants and small animals in a given region. [The Life magic allows the witch to blend her perceptions with those lives around her, while the Mind sphere enables her to understand the sensations she receives. Because her awareness is covered by the lives in the area, this effect is very difficult to detect. Every success increases the difficulty of detection by one.] Etheric Probe (Etherites) (Correspondence 2 Spirit 1 or 5) – By launching a remote probe into the Near or Deep Umbra , a scientist is able to explore the Umbra without leaving the safety of her laboratory. [This rote combines Correspondence Sensing with Umbral Sight.] Psychotronic Energy Scans (Etherite) (Correspondence 2, Forces 1,Mind 1) – This rote acts as a magickal early-warning system. It works though a method called psychotonic scanning, siphoning off a miniscule proportion of an area's energy and immediately returning it. Fluctuation in the total energy in the area are reflected in the energy of the sample. When something using energy such as an animal or an operating machine enters, the amount of energy sampled changes, and the mage can observe the change. [The Mind 1 component is needed to keep the subconscious manual monitoring of the scan going. often some kind of expert system or an apprentice is given this duty instead. Many pages also add Prime 1 to detect shifts in quintessence levels as well, this reveals mages, talismans, and other quintessence-related changes in the area.] Psychotronic Biological Diagnosis (Etherite) (Correspondence 2, Forces 1, Life 1) – The mage uses psychotronic sampling on a subject's bio-electro-magnetic aura. The mage can examine the aura in this way and determine if the individual has any form of ailment and identify the nature of such problems. Sons are working on using this to read minds. Entropy Games of Chance – The Mage gains an advantage in any game where chance has a factor. The player might be allowed to draw two hands and take the better one in poker, pick two horses instead of one in a race, and so on. The effects aren‟t perfect, but they‟re a good way to make money. Unfortunately, it‟s fairly trivial for other Mages to detect this Rote in effect. Cluttered Drawer – The Mage can find items in a cluttered environment quickly, by simply trusting luck. For example, he could reach into a toolbox and immediately pull out the proper wrench, or reach into a sock drawer and immediately find the one sock that doesn‟t belong. Beginner’s Luck – The Mage can gain a bonus when using any Ability that he doesn‟t actually possess. Even a beginner has a chance of hitting a 400 yard hole-in-one, and sometimes the less you know about a subject, the easier it is to succeed by chance. The Mier of Entropy (Euthanatos) – The mage surround herself with a field of negative randomness, giving her some protection against random events (like getting the poisoned drink on the tray, winning on lottery or being hit by a falling flower-pot). When the mage uses this rote, she takes some item from the vicinity, like a four-leaf clover, a napkin or a coin. This object will become imbued with entropic resonance to ward of entropy…This item will partially show how much "luck" remains or if the rote successfully defends the mage. When the rote ends, the "lucky thing" will be lost or destroyed. [Each success protects against one random event. Random events are events where the different possibilities are about the same probability and do not depend on somebody or something‟s conscious decision. The rote will protect against all randomness, even beneficial. It will not work against coincidental magick.] Mier’ers Message (Euthanatos) (Entropy 2, Correspondence 2) – Often used at a predetermined time to „check in‟ with one‟s cabal or other Euthanatos, the game is simple…each persons trying to communicate must have the same tools (rune stones, for example). Using entropy, the person you are communicating with will „happen‟ to draw the most effective tool in the set. Successes determine the amount of „tools‟ that can be successfully altered (2 = 2 rune stones to convey message) … Now, interpretation? That is up entirely to the character… Shaking the Bones (Euthanatos) (Entropy 2, Prime 2) or (Entropy 2, Time 4) – The Euthanatos are not usually very open about their activities (which is probably very wise), and thus have developed this rote for secret communication. The only traditions to rival this system are the Akashics and the Virtual Adepts. The Euthanatos often cast bones as a means of divination and have developed a very sophisticated code in the patterns they fall in. A Euthanatos wishing to send a message uses her Entropy magick to influence the way they fall and then locks this pattern into the bones with Prime magick. Alternately the mage can use Time magick to create a `one-shot' only set of bones. This alternate version can also deliver different messages or a number of different messages depending on some pre-chosen circumstance, such as a question asked. These bones are then delivered to the intended receiver. Most mentors teach their disciples this code. [The more magickal successes achieved, the more complex the message may be. Two successes produce a simple message, such as `technocrats are on to us.' Six successes would give details of numbers, locations, battle plans and contingencies.] Flycatcher (Akashic) (Entropy 2, Correspondence 1, Mind 1) – Little Thunder realized that by concentrating on the precision of his body movements and identifying the most effective use of energy and space, he could acchive considerable success in his attacks. [This rote reduces the difficulty of physical actions that require precision by 1 plus 1 per two successes.] Forces Electrical Shutdown – Computers and other high-tech machines work with extremely precise flows of electricity. It‟s fairly simple to bring that all crashing down. The Mage gains a significant bonus to any attempt to shut down or crash an electrical machine. Kinetic Energy Shield – The Mage surrounds himself with an aura of repulsive force, turning attacks away from him. He gains a bonus to his Dodge Ability for a few turns. Invisibility to Light – The Mage bends light around him, effectively placing himself in an invisible pocket of space for a short while. Unfortunately, he cannot see out, either, unless he uses another Rote to allow him to see outside the visible spectrum. The Fire Within – The mage discharges static electricity around himself in a weak colored glow. The result is quite eerie and impressive. The light is not very strong, but can illuminate smaller areas; however, it will not light a room larger than a closet. Receptacle for lesser forces (Forces 2 Prime 2) – The mage consecrates a container (like a flask, a box or a statue) to be able to contain forces, fills it with force, and then seals it. When the seal is broken (or the spell fades) the forces will be set free. First the receptacle is consecrated using strengthening and protecting forces ("In the name of Uriel the Shield-Bearer and Michael the Sword-Bearer I bind...") and pentacles and prime-symbols are drawn around it. Then the receptacle is filled, and sealed by the Hebrew letter Resh (which means container) drawn by the Seal of Solomon. [Exactly what happens when the seal is broken depends on the nature of the force contained. Light can be emitted slowly from an small opening, or as a flash when a box is opened. Electricity can give the opener a shock. After the binding spells have faded, the force is also set free. ] Diverting the Blow (Akashic) (Forces 2 or 3) – This rote has a long history among the Akashic, for whom it forms a basic element of their philosophy. It redirects the energy of an attack, often returning it upon the attacker, who can be made to strike herself. [With Forces 2, the force of the blow is diverted, while with Forces 3, it is returned against the attacker. Each success will counter 2 levels of damage. If the higher level of the rote is used and the damage is completely cancelled, the damage will be done to the attacker.] Yielding Grasp (Akashic) (Forces 2, Prime 2) By utilizing the principle of yielding force, the doist can turn a target's force against him when grappling, thus increasing her own strength in relationship to his. [Each success effectively boosts the doist's Strength by 1 during grapples and throws. This can be used to immobilize, disarm, or throw a target, but not to do damage.] Light the Elemental Fire (Alchemists) (Forces 2) – The alchemist use a little lamp of iron filled with consecrated oil for this rote. By pouring some sulphur into the oil, the oil ignites into a pure blue-white flame. This fire is quite normal except its colour, and is used to ignite other fires in the lab (Sometimes alchemists use fire ignited by lightning instead). The longer the fire is kept alive, the more pure it will become. Some alchemists have fires which have been kept alive for centuries, passing from master to student countless times. These fires are almost talismans in themselves, and extremely pure. Their exact powers are not very understood, but they are generally sought after. Life Alter Plant – The Mage can subtly alter the growth of plants, speeding or slowing their growth and dictating how they will grow. The Mage might cause a tree, over the course of a week, to bend over and grow through a window, or cause vines to wind through the machinery of a car in a few hours. The process is slow, but can be very useful if the Mage is creative. Heal Self – The easiest thing for a Life-user to heal is himself. He quickly recovers a level of Bashing or Lethal damage. However, this Rote is unable to fix the damages caused by Paradox, at least not immediately. Heal Minor Animal Wounds – The Mage can speed the healing of minor wounds on an animal, causing cuts to close and rashes to fade. He cannot, say, regrow a severed limb, but he can effectively smooth over flaws in animal Patterns. Blessings of the Blood – A sprinkle of blood … and all kinds of life in the vicinity of the mage start to grow and multiply faster. Flowers bloom, crops become bountiful, female beings become fertile. A place where this rote has been used often sometimes looks like a jungle, filled with wines and insects and live, wild vegetation. Push the Blood (Life 2, Mind 1 opt. Prime 2 for agg) – Le Vay was a master at controlling the pain that he was feeling. Using this rote the mage feels no pain, regardless of how wounded she is. This is both good and bad, especially since the mage cannot easily tell how hurt she is, which can be rather dangerous. Verbena use to perform this rote by ritually cut themselves in a spiral pattern. At the start of the cut it hurts, but then it feels less and less and in the end nothing at all. [The mage will not suffer wound penalties down to his stamina number of wound boxes (after that the damage is so severe it causes practical hinders for the mage despite the absence of pain). To find out how hurt the mage is if the situation isn't obvious (like with an arrow in the back), use perception + alertness with a difficulty of 6.] Mark the Blood (Life 2, Prime 2) – The mage "marks" the blood of a person. This marking will be passed on to the children, and so on. Sometimes this marking is bound to a special trait that is likened to Primal Markings. The mark can be read by Life 1. Different markings have different meanings, and are used to keep track of certain traits and essential watch the herd as it grows and evolves. Mages have also found that there exist other markings in several bloodlines, which they have not put there. Some believe that there must have been other mages doing the same thing as they in the past. Other explain it away as a "lusus naturae", a strange but useless natural phenomenon. Brew Venomous Blood (Life 2, Prime 2, Entropy 1) – While the some regarded poison as foul, some of the modern age mages use it in the defense of their homes and traditions. By boiling together a foul mixture of blood, salt, yeast, earth, iron, ice and some drops of snake venom under invocations of the powers of death, they create a potent and untraceable poison. The poison can be applied in food or drink, placed on weapons or even on surfaces. The poison will seek out the weakest point of the victim and make him very sick or kill him. [The poison works as an infection or other disease, completely coincidental. Typical effects can be heart attacks, allergic reactions or food poisoning. It will find the weakest point in the body of the victim and then strike. The arête successes are equal to damage caused.] Black Dagger (Euthanatos) (Life 1, Forces 2) – The rote is easily mastered by young Euthantos Disciples. As with most of the traditional rotes, it is simple, effective and created to kill people. Taking a knife suitable for throwing, the mage daubs it in the substance of a bodily organ to prepare it. This is either vitreous humor (eye), semen (genitals) or blood (heart). This knife then acts as a focus for the magick. The mage hurls the dagger at his enemy and it is drawn towards the correct area. Of course it helps if the mage's aim is reasonable but the magick greatly increases his chance of success. There are many very old daggers in use by the Euthanatos, passed down from mentor to disciple. These are often Egyptian throwing knives and use of one of these ritual items can make the magick far more potent. Over the centuries these blades have been stained distinct colours. Yellow blades made of amber are drawn to the eye, white blades of steel fly for the genitals and the obsidean black daggers pierce the heart. It is uncommon, but rumored that Lord Ma‟at, High Priest and Euthanatos Oracle , had a blade wound of all three material… [Life magick identifies the target area, Forces guides the blade towards it. Each success reduces the difficulty of hitting the target area by one. The base difficulties are normally eyes +3, groin +2 and heart +2. Use of a knife with the appropriate resonance will reduce the difficulty of the magickal success roll.] Aura of Death (Euthanatos) (Life 2) – Other traditions have noticed that wherever there is a great disaster, the Euthanatos soon appear. And when the Black Death broke out in the cities of Europe, the Euthanatos came out in droves. Although the Euthanatos could cope with the sight and stench of thousands of rotting corpses, they needed some way to avoid contracting the plague itself. Conducting this ritual creates a kind of Death Field around the mage which kills all minor life forms that come to close, such as fleas, viruses, insects etcetera. This field is too weak to affect higher organisms but other people do sense a kind of chilling effect around the mage. There may be a way around this but very few Euthanatos actually care. [Life magick kills all simple life forms within two feet of the mage. Three successes are needed to activate the rote and the effects last for one day.] Murder of Crows (Verbena) (Life 2 or 4 Mind 2, sometimes Prime 2) – A favored spell of the Twisters of Fate, this enables a witch to conjure a swarm of creatures which will do her bidding, usually by attacking a target, with only a wave of her blood-smeared staff. [This spell will summon, or with Prime 2, create a swarm of animals. With Life 2, it will summon insects or other invertibrates, while with Life 4, it will produce birds, rodents, or other small creatures, up to the size of cats. The control she has is limited, and only simple commands are possible.] Tongue of the Adders (Verbena) (Life 2 Mind 2) – This simple rote has a history dating back to ancient Greece, but it is still common today. [This spell allows the witch to speak with and understand animals. Most animals, it should be noted, have very simple thoughts, and few have much to say about anything other than food, safety, and procreation.] Phosphorescent Marker (Etherites) (Life 2 Spirit 1) – To aid her search for a mysterious creature living in the sewers of San Francisc, Ferris Shu released a large quantity of specially treated spores into the sewer system. These spores quickly matured into a fungus that produced a ultraviolet phosphorescence if they came into contact with any lifeform that was not native to the Tellurian, and thus she was able to locate the kappa that had gotten trapped on this side of the Gauntlet. Ferris employed a wide variety of effects based around simple lifeforms. [This is one example of the sort of effects that biologist Sons produce on a regular basis. They are generally tailored to one specific circumstance, but the basic principle is enormously flexible.] Matter Heal Simple Object – The Mage can magically repair an object which has taken damage. The object must be mostly made of a single substance – the Mage could use this Rote to straighten a sword or smooth a dent out of a car door, but not repair a watch. Melt Substance – The Mage briefly changes the structure of a substance, rendering it soft and pliable. He can overcome a door simply by tearing a hole through it, or open a lock simply by melting it apart. The substance quickly returns to its natural state. Transmutation – The Mage can change a small, homogenous chunk of one substance into another similar substance. For example, he could turn a glass pendant into a perfect emerald, or turn copper into gold. Paradox slowly returns the object to its original form, but while it lasts, the Mage can make some quick money, or do something else that requires a rare substance. Sons of Ether prize this rote for allowing them to study light, lasers, and gemstones without needing to leave the lab. Le Vay’s Faerie Ale (Matter 2, Prime 2, Mind 2) – By adding special herbs and some blood to mead and then brewing it together, the mage can create a mead which will infuse the drinker with the emotions of the her choice. This is used to create the mead drunk during the blot, or a subtle way of influencing people. Only the LeVay know the specifics that go into brewing this ale, for Authentic Taste… others can reproduce lesser variations, but when it comes to Faerie Ale… all others pale in compression by taste. The Better Beer (Matter 2 Prime 2)– This popular rote improves beer. It increases alcoholic content, and gives it a truly heavenly taste. It even seems to last longer. The beer is almost literally enchanted, and tends to make people very happy. Unfortunately it also creates very real hangovers, but that's another problem. Growing Gold (Matter 2 Prime 2) – Another gold-creating rote, this one invented by Horatio and Kate (The alchemists need much gold to finance their expensive magick and for use in finding out not only where they where, but WHEN they were). Since everything is alive to some extent according to alchemical doctrine, metallic gold can be coaxed to grow given the right nutrients. The mage places a small amount of gold in a crucible and adds another metal, preferably mercury. The crucible is heated, and the result is that the gold absorbs nourishment from the metal and the heat and grows into more gold. Diamonds are Forever (Matter 2, Prime 2) – The mage makes crystals grow out of the air around something or someone, to trap or imprison. Many simply direct powerful electric discharges into the air controlled by their meters, forcing the ether to crystallize (I always thought that nothing was forever; when Heylel did a quick little change on the rock that Gazi was going to give Keiryn; well, you should have seen the look on her face! Instead of changing the small pebble into a diamond, crystals started appearing out of thin air and soon she was inside a crystalline prison. By the time that we stopped laughing, the mood was lost. I think she said yes, anyway! –Mm. Fujimiya) Nastyglass (Matter 2 Forces 2 Mind 2 Prime 2) – A weird invention of Daedalus. It is a special type of glass which modulates light in a very strange way, turning it irritating to the human mind. Nothing measurable changes, except that anything viewed through the glass will appear ugly, sickly and slightly nauseating. Light sent through the material will take on a bleak look, and people often get headaches out of it. There are rumours that Daedalus also have developed other types of glass with positive emotions. The Revised Periodic Table (Etherites) (Matter 2) – By following the Revised Periodic Table, a Son can subject any chemical to various processes and produce any other chemical he chooses, so long as he carefully monitors the reaction with his scientific meter. Students learn this as the first step in producing new elements and substances. [This transmutes simple substances into other simple substances. It also allows desperate Sons to make do without the proper chemicals in a pinch.] Crystallize Ether (Etherites) (Matter 2 Prime 2) – This is one of the most basic tricks in the corpus of Etheric science, but it has many uses. By generating an electric current on the proper wave band, the Ether in an area can be crystallized into a hard substance which can be used as a barrier, bridge, or even a prison (crystallized ether is normally gas permeable, but if the bandwidth is correct, the prisoner may have trouble getting oxygen). [Each success gives the crystallized ether 2 'Health' levels and 1 soak die.] Liquid Pleasure (Cultists) (Matter 2 Prime 2 Mind 2/3) – Some cultists want to give others a taste of the pleasures they experience, so they create bottled experiences. This range from the mixing of odd drinks which lets the imbiber experience whatever emotion the cultist wants to drugs which cause visions showing the secrets of the cult. Mind Distraction and Doubt – The Mage hits his target with a wave of negative emotion, causing him to hesitate and stumble. In combat, this throws off the target‟s next few attacks or defenses, as they struggle to overcome the emotional weight placed on them. Powerful Presence – The Mage amplifies his own Presence Attribute. His performances are more stirring, his intimidation more terrifying, and his command more inspiring. He gains a bonus to any Presence-based challenges. Social Embarrassment – The Mage projects a quick impulse, causing his target to slip up socially – laughing in a tense situation, sneezing while shaking the Primus‟s hand, and such. This is a challenge of the caster‟s magical ability versus the target‟s Etiquette Ability. Double Pain – The mage increases the susceptibility to pain of a victim. A small cut will feel like a deep gash, and a greater wound will paralyze the victim in agony. This is sometimes used by mages in the Akashic Brotherhood on themselves to train their resistance to pain and their willpower. They just sit down in Do meditation and concentrate of the pain of existence. [The wound penalties are doubled for the victim. A Hurt or Injured will give a -2 penalty, Wounded -4 and Crippled -10.] Voice of Command – The mage commands somebody with his resounding, commanding voice. The victim feel a strong impulse to obey the order of the mage. The order has to be short and possible to act on directly, since the victim would otherwise start to think for himself. The rote cannot overcome what the person wouldn't do on his own. Curse – The mage curses somebody, often very graphically and often using some material implement (waving a bone or entrails at the victim, or spitting at him). The mage implants a subconscious desire to get hurt. The victim will often become unsettled, nervous or depressed. When an opportunity presents itself, the subconscious mind will try to make the victim hurt himself (or a loved one). Some mages add Entropy to "give fate a hand", creating more opportunities for the curse to work. You’ve Lost That LOVIN Feeling (Mind 2 Matter 2 Prime 2) – The mage focuses on his current emotions and diffuses them through the surrounding area, making tiny modifications to things. People who enter will feel subtle cues towards the same feeling as the mage left. This is often used to create rooms for different purposes in eastern chantries, or by the Cult of Ecstasy to enchant places they like. Dominion – The mage surrounds a room or other place with symbols of himself (for example his coat of arms, his monogram or something else). The mage becomes master of the area, making everybody inside obey him without question as long as they are inside. Everybody feels the presence of the mage intensely. The mage becomes the central point of the room. The Garden of Delight (Mind 2 Life 2) – Originally invented by the Cult of Ecstasy, but later used by the Euthanatos. They turn the doll upside down and sensually stroke it with their weapon. The victim will experience all pain as intense pleasure. A pinprick is a pleasurable tickle, a stabbing knife an orgasm. Some Euthanatos use the rote to make honored persons perform the good death on themselves. Sight of Cerberus (Mind 2, Entropy 1, Correspondence 1) – The mage expands his mind in all directions. Should it find another mind filled with enmity directed against him personally the mage will immediately know it, and knows the exact position of the enemy. As long as the mage uses this rote he is safe from ambushes. Awaken the Blood (Life 2, Mind 2) – Some claim that LeVay‟s sexual prowess was legendary, more so than other Verbena whom shared his affinity for all pleasures; sex included. This rote instills innate, primal desires for sexual gratification in the target; but not only in the mind, but in the very essence of the body as well. This desire can be targeted from one person, to another. Many claim that Johnny‟s Love Life Problems started here… others have no idea. More wonder what the secrets of this Rote entail; as it often fails if others try to replicate. Some claim that it has to do with his Kinain nature… Curse of Mier (Mind 2, Entropy 1) – The mage preens opens the mind of the victim to the presence of entropy in all thing, allowing the wheel to turn in the head of the victim. The victim is cursed, forced to see the entropy present in everything...especially within them selves. Mirrors hold pain and suffering as the victim realizes all that is wrong within themselves. This reflective tool shows every imperfection to the victim. Mier is a relentless Master, and uses this often as a learning tool for her Thanatoic apprentices to ensure that Entropy is fully understood. With understanding, one can steer clear of the Nephandic path. Nothing the victim feels is free from the taint of decay. He will feel how everybody is slowly dying and nothing will remain forever. This curse will make most normal people very depressed, and if the curse is used repetitively and long enough many victims become insane or commit suicide. Chicks Dig Me (Mind 2, Life 2) – Clears up acne and produces a healthy glow that the Ladies find Desirable. It also produces the illusion of Mouse-Wear (inc by Sam) convinces the target that concepts like "RAM" and"K-bytes" are incredibly interesting. Go fig. The Notice (Mind 2, Prime 2) (Maurader) – This hard-to-describe rote creates a 'quintessence sink,' which fools any Awakened beings into thinking that the mage is much more powerful than she appears. [Just has some quality of...power about her.] At the same time, it sends out a sort of 'mental beacon' which causes everyone in range to notice and look at the Mage at the same time. (lights cigarette) “Nobody touches the girl. That's right. The girl‟s mine. And in ten seconds, me, and her, and the dog, are going to walk out of here. You know who I am. Or you ought to. You know my reputation. Now... does anyone here really want to start something?” -Gabriel Michaels Commune with Nature (Mind 2, Life 2/3, Correspondence 2) – The mage goes into a state of trance and contact the consciousness of all life around her, and then spread her senses into the surroundings. The mage feels what life around her feels, the consciousness of plants and animals and their positions. With some concentration the mage can find all animals and plants in the vicinity, tell their relation to each other and see through their senses. If something happens to any living being in the area the mage will immediately feel it. This can of course cause unpleasant effects if something dramatic or painful happens. Besides, the mage will have big trouble returning to just having a single consciousness and a single body if the experience have lasted long. And after coming out of her trance the mage is often disoriented and confused for a while, especially if it has taken a long time or her consciousness have been spread out over a large area. Fishing in the Well of Dreams (Mind 2 Spirit 2) – A rote used by many… They summon their own dreams, fantasies, fears and illusions into the waking world so they can speak with them, hoping to understand them or banish them if needed. The Brother ceremonially washes himself and then starts to meditate on the part of his mind he wants to meet. He brings it slowly closer to the surface, step by step, until it appears clearly to him. This rote is quite hazardous, since it can release dangerous aspects of the mage into the light, and they might not always be content to return to their old places. It has happened that fantasies not only has refused to return, but that they have stayed in the world in physical form (so called Tulpas). [Using Mind 2 or 3 the mage can summon fragments of another present person. Some mages have even sent away their own fragments into the minds of others.] What Time Do YOU think it is? (Mind 2 Time 1) – The mage disturbs the sense of time of a person, so he will think that more or less time have passed. He can make the victim think that it‟s still four or that its already six, until the victim watches his watch (which clever mages can manipulate using Matter). No-Time (Mind 2 Time 2 Entropy 2) – This rote removes the sense of time from the subject. It becomes impossible to plan for the future or remember the past, all that exists is an eternal now. By combining this with entropy it becomes impossible to predict what the subject will do, even with Time. The Cult of Ecstasy usually invoke this by extreme intoxication, loud music and then by placing the ring on a finger; as long as it remains, the rote will be active. Guarding the Tomb (Mind 2) (Euthanatos) – Few people would want to invade the privacy of a Euthanatos mage but this rote was developed by them in order to keep even these few away. During a long ritual in which the Euthanatos sprinkles human ashes over the chosen area, she creates an atmosphere of unsettled fear. The degree of fear she produces is a matter of choice. A subtle impression of unease will deter people without a genuine reason to go there. A much greater effect will create one of those places that have a bad reputation - haunted cottages, dangerous alleys and the areas that you just don't go. A very powerful mage or a cabal can create a place that most sleepers cannot even approach, certainly not without a very good reason. The trick is to gauge the right intensity. Too little and anyone with a few beers inside them wont even notice it; too much and the Men in Black will hear about it. In modern times some people even seek out such places. Coincidences can often be used in graveyards, secluded glens and places of tragedy etcetera. Finally, this rote can be expanded to exclude certain people, those who carry a special seal or any other signal that the mage desires, although this will require additional spheres. Nephandi also use a variation on this rote, although theirs produces a more active sense of evil. [Typically, in addition to successes needed for area affected (which varies according to locale), two successes would be needed for a subtle aura, five successes for a very real sensation of fear and ten or more to drive away determined trespassers.] Keep the Dream Alive (Mind 2, Prime 2) (Dreamer) – This rote gives the Dreamer power to temporarily sustain a dream even after the dreamer has ended dreaming it, preventing it from dissolving or calcifying. It will continue to exist as long as the mage feeds it quintessence (a quite heavy task for greater dreams). The dream will continue as it would, except that the original dreamer is now absent (and thus the rules will remain the same). If the dream is sustained enough it will become completely independent and permanent. More powerful dreamers collect beautiful dreams from people and then store them, or leave them as nice surprises for sleepers. Redirect Emotion (Akashic) – Employing the principle that a straight line attack is best met with a circular defense, and applying that principle to the 'direction' of emotions, the Dragon Scale Minxing Yuan learned to avoid conflicts by redirecting the emotions that cause them onto other targets. [This rote shifts the target of an emotion from one thing to another. For example, if a Progenitor has decided to attack Min for putting an end to his experiments on people, she could shift his anger from herself to his lab partner, causing him to attack his comrade instead of her. Strong, unfocused emotions require fewer successes, perhaps 2 to 3, to redirect while subtle feelings or emotions strongly focused on a particular target require 4, 5 or more.] Belly Talking (Akashic) (Mind 2, Life 1) – Minxing Yuan realized that the principle of devastating one's opponent if one could not avoid combat was facilitated if she had some idea of how dangerous a potential opponent was before she fought him. With this in mind, Min learned how to estimate a person's fighting ability by watching how they moved and how their thoughts flowed, and thus was able to avoid many fights that she could not have won. [This rote gives the doist information on the targets score in Str, Dex, Stam, Do, Brawl, and Melee. A single success tells her if the target has those attributes and abilities. Two successes give the general level [low, medium, high]. Three gives them in terms of the doist's own ratings(lower, higher, the same), while four or more gives the exact level.] Thoughts Like Water (Akashic) – This common rote has existed for millenia, although its origins are unknown. By assuming a relaxed state of mind in which all things flow naturally, the Brother's mind becomes extremely elusive. [This rote makes it harder for others to detect the Brother's thoughts. All attempts to detect, read, or manipulate his thought have their difficulty increased by 1 per success scored by the Brother.] Elude Senses (Akashic) (Mind 2, Entropy 2) – The young Dragon Scale Little Thunder spent a great deal of time watching martial arts movies about ninjas. Although his mentor chided him for such a frivolous pursuit, Little Thunder was inspired to develop rotes that reproduced some of the abilities of the cinematic ninjas. The most useful such rote involves identifying the weak spots in a security system and them using them. Guards are encouraged to overlook the intruder's presence. [Each success adds one to the difficulty of people to spot the Brother, as long as the Brother is attempting to be inconspicuous.] Tree Falling Alone (Akashic) (Matter 2, Prime 2; sometimes Mind 1, Time 2) – The pious Dragon Scale River Willow once needed to search an office of the New World Order but wished to make certain that she left no evidence that she had done so. She employed the principle that an action unobserved has essentially not happened, and thus ensured that they never realized that she had learned their plans. [This rote is activated before a covert action is attempted. If the action is successfully completed without being observed, then no accidental sign of its occurrence will be left. The Akashic will leave no finger or foot prints or any other similar evidence. With Mind 1, the mage will leave no psychic residue, and with Time 2 she will not register on Post cognitive effects. The mage may employ other effects to ensure that she is not detected, such as invisibility or a field of silence. This rote is almost always coincidental.] Love is in the Air (Cultists) (Mind 2 Life 2 Prime 2) – Some cultists enjoy spreading positive emotions around themselves, and this rote was developed as a simple but efficient tool. The mage creates "love germs", which infect people and give them positive feelings. Gradually the happy emotions spread through a crowd, changing the overall mood. The type of emotions are determined by the will and personality of the mage; some mages spread happiness and joy, other hardcore lust. [The "love germs" are completely outside of the realm of technocratic science, they are immaterial beings which spread their emotions to anybody they infect. The number of successes in casting the rote tells how strong and tenacious they are; everyone who interacts with an infected person under the duration of the rote will have a chance to be infected (this is resisted by willpower, modified by nature and mood). These newly infected persons in turn infect others (although now with an infection one success smaller etc). ] Love Potion # 9 (Alchemists) (Mind 2 Prime 2) – While most alchemists think this rote is a bit silly, they can't deny the demand for the potion. Besides, its a classic almost all apprentices want to learn. A typical love potion will work by making the drinker both susceptible for seduction and more amorous. The alchemist mixes mercury salts, rose water, expensive spices and a small amount of gold (preferably from a wedding ring or something like that). The mixture is carefully heated and then distilled. The distillate is added to food or drink. [ Each success will lower the target number with one for all attempts at seduction or other amorous skills for the victim. It will also make the victim see every possible partner as having more in appearance and charisma than they really do. Each success will increase the apparent charisma and appearance with one. ] Elixir of the Sun (Alchemists) (Mind 2 Prime 2) – The mage mixes together mercury and gold into an amalgam. This amalgam is left in the sun during the day, and heated during the night. After several days, the amalgam is pulverised and added to wine. This wine will, if drunk, make the user to appear much more powerful than he really is. The user will, at least for a while, make people around him very impressed and awed. Closing the veil of the temple (Enochian) (Mind 2 Prime 2) – This rote is a often used way to protect the temple. The mage cloaks the temple in a veil of uninterest, and seal this by routing some of the temples quintessence into the veil. A person who don't know about the temple will simply not notice it, or remain uninterested. It will not protect from those who know of the temple, but even those will have some difficulty to find a way in. Prime Quintessence Armor – The Mage enhances his body with a shell of Quintessence, granting him the effects of armor – but only against magical attacks. Normal blades and physical attacks are unaffected by his armor, but spirits are. This Rote requires Quintessence to use. Quintessence Blade – The Mage creates a weapon out of Quintessence, making it resonate into all layers of reality. This weapon can strike spirits (although the Mage would need another Rote to be able to see them), and can attack a person even if they‟re in a form which normally cannot be hit, such as dissolved to mist, shifted into the Umbra, or melded with an oak tree. Quintessence Bolt – The Mage hurls a projectile made of pure Quintessence, which strikes both at the body and the soul of the target, doing a level of both Bashing and Lethal damage. This Rote requires Quintessence to use. Break the Flow – The mage can disturb the flow of quintessence which sustains a magickal effect. This is done by disturbing it so it won't discharge into its target, but into something else or just into reality in general. This will disrupt the magick for a short while (some types of magick may even be dispelled by this). This of course only works on magick which is fuelled by a flow of quintessence or is upheld by a concentrating mage. It will temporarily break down a barrier, make an eternal flame go out or turn a temporarily boosted Life- mage normal. Hermetic mages usually perform this by "cutting off" the power with their seal, while intoning the name of a powerful god or force. [ Each success removes one success from the affected magickal effect. If it is of the type which demands constant influx of quintessence to function and remain in existence, like a flame or ward, it may be completely dispelled if all successes are removed. Matter and Life magick will return to normal function as power returns.] Aura of Power – The mage channels quintessence into himself and his surroundings. He cannot control where it goes or how it manifests, and it will spread. The result will be that the mage will be quite noticeable, and appear more "real" than the background. It gives a definite impression of power. The negative side is that the quintessence attracts lots of "little nasties" and can suddenly ground into patterns, turning them more real too. Cult of Ecstasy perform this rote by watching light reflecting in the surface of a drink and then make a silent toast to themselves. [ Each success will give on extra dice on social rolls. ] Beacon of David (Prime 2, Correspondence 1) – The mage "marks" an object, which he afterwards will be able to find (just like the place in "Where Am I?"). Members of Order of Hermes draw a pentagram around the object using the Seal, while Virtual Adepts enter information about the object into their computer, which will keep track of it. A rather crafty man once fell deeply in love with an deeply absent minded woman; whom he had trouble keeping track of. His greatest fear is that something shiny, or made of cheese, would distract her to her doom while his back was turned. In order to keep his Sam as safe as possible, David embedded her wedding band with the beacon. Airbag (Prime 2, Matter 2, Time 1, Forces 1) – Desperation is the mother of invention, and this rote was invented by a Son of Ether who was falling towards an early death after an early experiment in flying. He managed to calculate the exact instant he would strike the ground, and just before the impact he created a large amount of air between himself and the ground. He survived the fall but was deafened by the bang. Later mages have experimented with creating piles of feathers or coincidental mattresses, but air is still popular. Air can be created during the fall, creating slowing upwinds. By timing things well, a mage can land almost soundlessly and with just a weak breeze. (This one comes in handy for Airships. – Mm. Fujimiya) The Unintentional Paradox Fixation of Jonathan Bonisagus (Prime 2, Matter 2) – A rote invented by the creative and overconfident mage Johnny Bonisagus. His idea was to create a stable pattern of matter and then channel Paradox instead of Prime into it, essentially locking it up in a safe form. However, Paradox turned out to be far more insidious than expected, and managed to pervert the material patterns regardless of type. Johnny was almost killed several times until he gave up. The rote gives Paradox energies a physical form to inhabit, which they usually quickly warp to their own ends and somehow always manages to turn against the mage. In fact, the rote is one of the simplest ways to get nasty paradox beings to manifest. A created crystal ball will shatter into shards forming a hunting spirit, a piece of iron will animate into a pursuing snake and a block of cement may suddenly tip over the mage. Most say that Jon never knew what he was doing…and it was all completely coincidental. [The rote doesn't really channel Paradox into the pattern, it just creates a pattern in the normal way. But the rote also leads to a minor, imperceptible Paradox Backlash into the material form, giving the powers of Paradox control over it. The paradox of the cabal generally end up on the caster… ] See the Briatic Plane (Prime 2 Spirit 2) – Mages from the Order of Hermes have always wanted to understand how reality works, and developed this rote to gain further understanding. In essence, it allows them to see the "Prime Umbra", the aspect of reality which influences quintessence. According to some theories, it is here the great pool of raw quintessence exists. In the Prime Umbra, the forces which shape quintessence are visible. This ranges from the changes around nodes and ley lines to the texture or reality, resonance and paradox warps. Some experimenters have reported that there seems to exist beings there not based on much else than pure quintessence without earthly patterns. Perhaps this is the realm paradox spirits come from? Some adventurous mages have even physically entered the Prime Umbra, with varied results. Several times they have been attacked by powerful paradox spirits, lending credit to the theory. The Middle Pillar Ritual (Prime 2 Spirit 2 Mind 1 Life 1) – This rote will strengthen the body, mind and soul of the mage. The mage stands and visualizes himself as the middle pillar of the Sephirothic Tree. Below him is the material world, and above his head Keter, the source of prime. He feels the energy flowing through him, into the world and from the world back to the source. The mage will feel filled with power, in perfect balance of mind and body. [The mage will pump quintessence into his own pattern for a while. This will temporary strengthen the mages own pattern and hopefully weaken intruding patterns. Each success will remove one success of magick (Both helpful and harmful), like a countermagick roll. The target number for the rote is the highest sphere involved in the effect + 3, or 5, whichever is highest. It will not heal any damage already done nor stop any flaws in the mages own pattern. Prolonged use of this rote have been shown to cause egocentricity, as the mage unconsciously begin to believe he is the centre of the universe. ] Occam's Razor (Prime 2, Entropy 2) (Technocratic) – Static magic functions through the creation of coincidences - things that are unlikely, but possible. For example, it is extremely unlikely that a coin flipped 100 times will land tails up each time. Possible, but extremely unlikely. Occam's Razor states that explanations that are extremely unlikely should be rejected in favor of more logical ones. The rote that shares its name works by lowering the entropy in a system, reducing the random chance that is necessary for coincidences to succeed. This makes performing static magic much more difficult – the coincidences simply don't happen. [Anyone subject to this spell must make an Arete roll (diff 7) each time she performs static magic, the number of successes dependent on the outlandishness of the coincidence desired. Failure means the spell dissipates unaccomplished. A botch means that the spell manifests in the most vulgar manner possible.] Restore Pattern (Prime 2 Life 1/Matter 1/Forces 1) – Many patterns which are disturbed and damaged by magick can be strengthened again if the quintessence lost is replaced before they settle into a new pattern. This rote has many uses. One use is as countermagick against magick seeking to destroy a pattern, by healing the damage and strengthening it before the changes even become real (it wont work on any pattern that has already been changed, since it now is a new, stable, pattern). Empower Dream (Prime 2, Mind 1) (Dreamer) – By infusing an object, a being or a place in a dream with quintessence, it is given independent existence. This will empower it greatly, and give it some permanence. Even if the dream which contains it dissolves, the object will often survive by becoming a permanent part of the subconscious of the dreamer. Temporary Inducement of Detangible State (Etherites) (Prime 2, sometimes Mind 1) –Another basic effect, this involves running an electric current of the proper frequency through any solid object, thus temporarily disrupting the object's tangible matrix, which in laymen's terms means making it desolidified briefly. The most common use of this effect is to allow a Son to escape imprisonment (a distressingly common situation). Thus Doctor Pangaea recommends to all the students in his Practical Science 101 course that they carry a hidden battery on their persons at all times for just such emergencies. [This rote is basically the same effect as Rubbing the Bones, except that it takes advantage of the target's momentary lack of existence. Thus restraints can be slipped out of. Mind 1 is sometimes added to enable to Son to calculate the moment of maximum detangibility, thus allowing him to run through a fluxing door before it reforms. Without Mind, there is a chance that the door would reform as the Son was passing through it, a highly unpleasant experience for all involved.] Spirit Spirit Touch – The Mage extends his sense of touch into the Penumbra. He can touch spirits and strike them if necessary, using his normal combat abilities. When used from the Penumbra, this Rote allows the Mage to shift objects slightly, as a poltergeist might. Spirit Voice – The Mage can now communicate into the Penumbra, without actually having to cross over. He can communicate with spirits (who are in no way obligated to listen), or send out a general shout for help. If he is in the Penumbra, he can communicate back to reality, his voice drifting as a whisper from the air. Spirit Ward – The Mage has learned some basic rituals to prevent spirits from entering an area. By using this Rote, he can make it more difficult for other Mages to cross to or from the Penumbra, and cause spirits to keep their distance from the area. The Invocation of the Four Archangels (Spirit 2) – The mage stand with his arms straight out to the sides, so that his body forms a cross. He invokes the four Archangels: "Before me Raphael. Behind me Gabriel. On my right hand, Michael. On my left hand, Uriel. For around me flames the pentagram, and within me shines the six-rayed star." By using this rote, the mage will scare away most spirits, fearful for the powerful Archangels and the powerful mage. The Rosicrucians have developed their own version, the Lesser Banishing of the Pentagram, which works in almost the same way. [The Archangels will normally not appear in person, but will (if the mage is lucky) send subordinates to the mage. They will not manifest physically, but their presence is often felt. The subordinate angels will scare away lesser beings from the vicinity. After they are done, they will report back to their superiors what happened. It is very unwise to misuse this rote.] Exorcism (Spirit 2) – The mage seeks to exorcise a spirit which has manifested on the physical plane. In practice, the mage is trying to throw it out in the Umbra again. Most spirits are naturally opposed to this, and will use any means necessary to prevent this. Most spirits try to sneak away on the physical plane if they can or the exorcist seems dangerous. Others attack the exorcist physically, mentally or with cunning. [The rite is an extended action, where each success of the mage temporarily decreases the Arete of the spirit during the exorcism. The difficulty is the Arete of the spirit +4. If it reaches zero the spirit is banished. If the mage botches the spirit can possess him if it wants to, or even banish the soul of the mage to the Umbra if it is powerful enough.] Summon Demon Process (Spirit 2, Correspondence 1) (Technocratic) – The mage summons one of the spirits of technology and communication from a network of some kind. The spirits are quick, efficient entities who know almost everything about their own medium, but unfortunately not much about anything else (Many spirits deny the existence of anything outside their network) The spirits can for example tell the mage about where information has been transmitted or stored, but nothing about what the information means, since it is incomprehensible to them. Technomages summon and talk to these spirits using query-languages or their own weird dialect of LISP. Summon the Servitors of Decay (Euthanatos) (Spirit 2, Entropy 1) – The mage summons some of the spirits of entropy in an area of entropy; a place where a dying person lay waiting, or a condemned house. These spirits can tell what has happened at a scene; providing detailed descriptions of the flow of entropy, identification marks that may be entropic in resonance and nature; tell in what way a glass was broken…The answer is found depending on how the bones fall. The spirits of entropy are not very good at answering questions about anything that does not involve entropy and randomness. They cannot tell if anybody have passed them, but can give detailed descriptions of the flow of entropy around a murder victim or tell in what way a glass was broken. These servitors require payment in blood from the Euthanatos summoning them. Evoke the Spirits of the Forces (Spirit 2, Forces 1) – Hermetic mages have always been interested in elementals. This rote is used to communicate with the spirits in different forces like light, darkness, heat or electricity. It will not give the summoner any control over them, but they might obey him if they want to. Hermetics draw a circle, and place some of the force in the Triangle of Art outside (If the mage want to communicate with the spirits of light, a light source is needed. For the spirits of darkness a pool of shadow. For the spirits of radioactivity a piece of uranium). Then the spirit is evoked with a long incantation which names all forces which control and rule the desired type of spirit. Song of Life (Spirit 2, Life 1) – Mages often contact the spirits of nature. They seek to awaken the spirits around themselves by dancing, drumming and singing ancient songs. Most nature spirits are weak beings, but sometimes they meld together into one powerful spiritus loci, which can have great power. However, most spirits are just conscious of what happens in their own world, and very bad at recognizing other activities. On the other hand nature spirits are very good at revealing where different plants grow, if somebody has passed or forecast the weather. Spirits can tell a variety of things…communicating is a little more difficult. Waking a nature spirit in your garden may help it grow more lively; wakening a spirit in a tree may bring stronger limbs… Awaken the Spirits (Spirit 2, Matter 1) – Dreamspeakers sometimes want to communicate with the elementals living in material objects. They tickle the object with their feather and beats their drums to awaken the sleepy spirits. If it succeeds the spirits awaken, and the mage can talk with them. The spirits of normal objects are often rather simpleminded and fairly powerless, but generally very knowledgeable about the nature and use of the object. Some objects can have fairly willful and powerful spirits, like certain cars or buildings. Find the Rift (Spirit 2 Correspondence 2 Time 2 Entropy 1) (Nephandi / Maurader) – This rote is used by Nephandi, Marauders and others of their ilk to learn when and where the Gauntlet or horizon will open enough to let them through. Marauders usually use this rote subconsciously, coincidentally appearing at the opening at the exact right moment. Summon Succubus/Incubus (Spirit 2 Mind 2) – Succubi and Incubi are as much beings of desire as actual spirits. They take their form from the wildest, most repressed desires of their partners, intent on fulfilling all their fantasies. This has made them excellent tools of corruption or spies in the past. Many mages have also fallen for the temptation of using them as lovers, which they are all too willing to become. The longer a succubus/incubus remain physical and the more lovers it has, the more powerful will it become until it is beyond the control of any mage. Feel the Grip of Paradox (Spirit 2 Correspondence 2) (Maurader) – After some paradox backlashes parts of reality vanishes into paradox dimensions, often taking irritating mages and innocent sleepers with them. In these cases it is possible to find the affected places long time afterwards due to the subtle distortions of space left behind and the strains on the Gauntlet. When such an area is found, a careful (as not to invoke more paradox) study using Spirit and Correspondence can often reveal the paradox dimensions and mini-realms which have appeared. See the Dark World (Euthanatos) (Spirit 2 Entropy 2) – By singing and dancing the songs of mourning the dreamspeakers are able to see the worlds of the dead and communicate with the wraiths who live there. To see the dark world, they look through the feather. To speak to the wraiths, they talk through it and hold it to their ears to hear the replies. Guardian (Spirit 2 Matter 2) – The mage summons a lesser spirit, which is left guarding a place or an object. Usually it is connected to a certain object (idols or seals on parchments are popular). If something specified beforehand happens, the spirit contacts the mage and then leaves. [ Each success increases the awareness and alertness of the spirit with 2. It will remain as long as the binding spell lasts. ] Bless the Faithful Servant (Prime 2 Spirit 2) – The mage blesses a spirit, pouring quintessence into its pattern. This is something most spirits desire, as it will make them more powerful in the long run. Besides, at least to a human, they seem to derive pleasure from it. This rote is often used to thank spirits who have helped the mage. The Cabalists bless them in the name of Tetragrammaton and let the quintessence flow from their seal, while dreamspeakers give them crystals and medicine as gifts. Haunting (Spirit 2 Entropy 2) – The mage summons lots of minor spirits into an area to spread an aura of eeriness. The result is a local haunting, where spooky sounds can be heard (or was it just a branch tapping the window?), plates fall from the shelves, small objects mysteriously vanish, lightbulbs suddenly go out and similar eerie happenings. The mood becomes slightly darker, with barely perceived movements in the shadows and noise just below the threshold of hearing. Spirit Messenger (Spirit 2 Correspondence 2) – A rote which was often employed during the Middle Ages by Order of Hermes. The mage summons a minor spirit, which is given a message to deliver. The spirit flies away to the receiver, delivers its message and vanishes (unless ordered to return with an answer). The Order had long tables with the names of suitable messengers, and especially valued spirits who could communicate in several languages and work as interpreters. Summon Being of Change (Euthanatos) – This rote summons one type of spirit, known just as the Beings of Change. They don't have any visible appearance, but can be seen due to their effects. The Beings are roughly shaped like thin surfaces, which sweep through matter as if it wasn't there. As they pass through things, they change them. Weak beings just change small things like orientation and placement, like making things appear in other places or turned upside down. More powerful beings change inanimate objects into new objects, like turning rocks into piles of paper or pencils into glasses of whiskey. After that, the beings can start to change living beings slightly, or add new things. Ants turn into butterflies, electronic components appear. Very powerful beings can twist living and dead things into new shapes, add new beings or truly bizarre dead matter. The most powerful beings twist not only the body, but the mind. They can change personalities and appearances, create completely unreal things and erase things with equal ease. [Each success will summon a more powerful being, or several smaller ones. The number denotes the level of spheres the beings can emulate. However, they cannot change the amount of quintessence in reality, just what structures it is tied into. To create something, something else have to go. The beings will not last very long, since paradox quickly dissolves them. However, they are not influenced by any form of Prime or Pattern magick, which they simply transform into another form.] Communion (Spirit 2) (Euthanatos) – Few have the Euthanatos knack for communicating with the dead; actually none of them want it. Summoning up ghosts is usually easier than getting rid of them. This rote goes back as far as anyone can remember. Ancient Euthanatos would perform a bizarre death dance as part of the funeral rites in order to ease the deceased on their way. The modern followers of the tradition perform the same dance to call the spirits up. Mages can call up a spirit knowing only its name, but it is much easier if some link to the spirit can be provided. This could be a favourite possession of the deceased's, having a close relative or friend of the deceased's present, right up to dancing on his grave (very popular). If forced to the mage can attempt to summon a spirit he does not know, e.g. `whoever died here' but this is hard. Of course if the deceased is an active, haunting spirit then this rote is absurdly easy. Summon Dream-Steed (Dreamer) – To travel in the dreaming many mages employ the services of the Dream-Stead, beings which will happily work for the mage in exchange for Quintessence. They can look like anything, ranging from horses to fantastic creatures only possible in a dream. They are often quite well oriented in the dreaming, and know many secret pathways and odd corners. Some are even intelligent enough to hold a conversation. Over time many become loyal to their mages, and become constant companions. Spirit Fist (Akashic) – This rote was created by the Yogis, many of whom use some variant of it in their struggles with hostile Umbrood. Contact spirit (Enochian) (Spirit 2) – The mage summon the spirit by reading the first enochian key and another key relating to the spirits position in the hierarchy. If successful, the mage may communicate with the spirit through the showstone. This rote is very often used, but the mage must be powerful enough to impress the spirit. Most enochians start out with cacodaemons and the servant angels, and go on with the greater angels. All the following rotes use this method to perform magick. Manifest cacodaemon (Enochian) (Spirit 2 Matter 2 Prime 2) – Allows a cacodaemon to physically manifest. The mage reads one of the 48 keys, and draws the three letters of the demons name in the air while chanting the two secret names who rule over that daemon. Cacodaemons are generally not very intelligent, and somewhat lazy. They do not like to have anybody ordering them around, and would happily escape or hurt the mage if the threat of their superiors keep them in check. The daemons size and physical shape is up to itself, and often quite weird. Time Danger Sense - The Mage uses his preferred method to predict the near future, seeking out danger. For the rest of the night, if he is forced into combat, he gets one free turn to prepare (including using another Rote, if desired) to represent that he saw the conflict coming. This bonus does not apply if he is the one who starts the fight. Hindsight – The Mage gazes into a crystal ball or other object, and sees fleeting glimpses of the recent past. He may glean a few details about who was there, what was said, and so on. The easiest way to use this Rote is simply to find a player who was there, and ask them what you want to know. Time Wards – The Mage muddles the flow of time around him. This makes it more difficult for other Mages to use Time magic to spy on him from the past or the future, using Rotes such as Hindsight. Follow the Blood (Time 2, Life 1) – Another trick of the LeVay line of Verbena is blood lineate. Initially to determine the blood of bastard kings, this now holds many more purposes. The mage must possess pure blood in which to place over his eyes. The result is that the mage gains physiological knowledge about the owner; his age, condition, appearance, sicknesses, genetic traits, markings and so on. By tracing the blood backwards, the mage can learn about the genetic traits of the owner was when he was younger, or projected ailments in the future. The mage may also continue the tracing back to the owners parents, and their parents, and so on. A single trait may be followed back to its source. Heritage of the Blood (Time 2, Life 1, Prime 1) – This is a slightly different variation, for those „special‟ critters that we need to track down. In ancient time, the gods travelled the land, and sired the thralls, the bards, the farmers and men of all kind. These became the prodical children; the Kindred; the Garou; the Changelings …The trace of the god is still upon the people and a priest knowledgeable in the ways of the blood can still see it. By feeling the force in the blood, the mage can follow the lineage back through time to its source, and see which deity may have sired that person, or the group someone really belongs to (Eshu, Giovanni, Bu Basti Bastet, ect). Astrological Prediction (Time 2 Prime 1 Spirit 1) – The Order of Hermes is the master among the traditions in matters of astrology and planning. One major use of astrology has been to find the most suitable time to perform magick, by studying the conjunctions of the planets and stars. The astrologer analyses the act of magick, determines which planets rule it (IE: Prime is ruled by the Sun while Spirit is ruled by the Moon) and then tries to find the best conjunctions. Magick of the right type performed will be more powerful and safe. [The number of successes determine how powerful conjunctions the mage has found (a conjunction with 4 successes will decrease the difficulty for that type of magick with 4). However, the more powerful conjunctions are much more rare, so the mage may have to wait for an inordinate amount of time before the right moment, or use lesser conjunctions (by removing extraneous successes). One success means the astrologer has found a minor event, occurring within a day (generally a suitable planetary hour). 2 successes occur within a week (generally a suitable planetary day). 3 successes occur within a month (often influenced by moon-phase). 4 within a year and 5 within a decade (and so on). ] Summon Timekeeper (Time 2 Spirit 2) – One of the more unusual kind of elementals is the time- elementals, known as timekeepers. They seems to be the spirits which keep track of everything, making sure things happen at the right time for the right reasons. They seldom manifest physically, preferring to communicate through coincidences and physical phenomena like the sound of a ticking clock. The timekeepers know everything about what has happened and will happen, and may give information to the mage as long as it will not cause any disturbances of time. If the mage disrupts time too much, they might become very dangerous servants of paradox. Persistent rumours tell that they have a lord known as Chronos, the Master Timekeeper. Some mages speculate that Chronos may be Wrinkle. Peer into the beyond (Time 2 Entropy 2) (Nephandi) – The Necromancers use this rote in order to see the outcome of very specific actions. What the rote does is allow the caster to look into the future and filter out any random future events, so that he can see one specific outcome. The mage essentially asks a specific question about the future, and gets a yes or no answer. Common questions include, "Oh, mighty spirits, I beseech you, is a page of the Necromicon behind this door?" or "If I get into a fight with this Mage, will I die?" The outcomes always occur, but not necessarily the way the Mage thought. For instance, in the first example, a page may be behind the door, but it could be buried under 3,000 feet of sand, or in the second example, the Mage may not die, but may be teleported in a Paradox dimension. Correspondence Magick must be combined with this rote, in order to ask questions about a place the Necromancer currently is not. [The number of successes on the Magickal effect roll is the number of questions the Mage can ask about a particular scene. The Mage cannot recast the spell to gather any information that might be beneficial to him for that same scene. For instance, before a battle, the Necromancer asks a few questions about it's outcome: will i die, will this particular attack kill him, etc. He cannot later ask "will my friend die," if it's about the same battle. Also, the Mage cannot ask anything that is philosophically vague, such as "is there a God?" This will occur in one aggravated wound per number of successes, plus Paradox.] Track Manipulations (Time 2 Entropy 2) (Technocratic) – This is continuously done by the Technocracy to see if other groups attempt to manipulate the trends. The Forecasters carefully analyse events to see if they have been manipulated by someone, using their computers to search for patterns. The difficulty lies in the fact that most manipulators are very careful, and the results are seldom apparent until years later. Sounds of Pain (Time 2 Life 1) – This little rote allows a mage to mentally hear the sounds of whatever caused a wound. Some truly twisted cultists have used it to play music on sick people. [Adding Forces 3 Prime 2 the sounds can be made audible]. Keening of the Banshee (Time 2 Entropy 1) – This rote (also known as the Sight of the Valkyries) is surprisingly simple, but still very rarely used. By following the threads of fate forward, the mage can feel where they end. This can be used to predict how long anything will remain in existence; inanimate objects, living beings, people and even love itself. Most mages prefer not to use this rote at all. The only exceptions are (of course) the Euthanatos, who simply regard it as a useful tool or a very powerful demonstration of the total power of Entropy. They cast the bones and interpret their patterns. [The rote has some limitations. It cannot predict exactly where something will end, just a time of great entropy. Sometimes people survive just barely, and go on living. Awakened beings also automatically disturb the predictions by their actions, especially if they have Time or Entropy themselves (increase difficulty). If the rote is used on a mage, he will automatically try to subconsciously countermagick it. ] Replay Dream (Time 2, Mind 2) (Dreamer) – By reaching back into time and into the subconscious of a sleeper, a Dreamer can make him remember a forgotten dream and begin to dream it again. This is seldom entirely perfect, since it often decay when not actively dreamed, but is sometimes the only way to restore a destroyed dream. Some dreamers have whole libraries of memories which they can whip up and create new dreams of.
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