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Mage Rotes

*1-800-Courier
Profile: Correspondence 3 Author: Jason W. Tice

Destinations T.O."s biggest Secret. Thomas Black Mann personally acts as the shipper receiver
for Destinations T.O. Throughout Continental North America, DTO"s Thomas Black uses this
rote to send the packages through space (using correspondance), into the back of a waiting cab
which has been sent to the receiving company. He then activates, "Remember the package!" so
the driver will deliver the package accordingly.

*1-800-Quintessence
Profile: Correspondence 2, Prime 1 Author: The rote library

[This rote was invented by Virtual Adepts having problems with getting Quintessence when they
were far from their nodes. However, by using the ordinary phone-network or internet to call a
computer or phone near their home node, the Adepts can connect to it and absorb needed
quintessence. This rote has been expanded to higher levels, using the networks as conduits for
quintessence to their uses.]

*20/20 sidesight
Profile: Mind 1 Author: Unknown

Uses a facet of multitasking to decrease the difficulty for dodge rolls by 1 per success scored...
Note that it does NOT allow extra actions.

*Administrative Murder
Profile: Correspondence 3, Mind 2 Author: Anders Sandberg

This is one of the nastiest methods of eliminating people the Engineers use. The victim
disappears form every register, computer and administration in the world. Suddenly his passport
is invalid, his bank-account doesn"t exist, his apartment is marked as empty etc. In an
administrative sense the victim has ceased to exist, and have never existed. There is no way he
can prove he is the person he claims to be. Of course, using this rote indiscriminately would be
stupid, since such victims tent to make a fuss about it. It is mostly used by the Engineers on
people they want to eliminate physically too, to prevent too many to notice their absence too
much. They also use it to remove any traces of persons who have "disappeared" or as an
warning (in this case the person "reappears" into the system after a while). The Engineers
perform this rote coincidentally by spreading some misinformation to the relevant registers, form
where it will spread. [ If the Engineer responsible keep the rote up, he can make the memory of
the person start to fade too (or use Mind 4 to remove the memory completely). On the positive
side of this rote is the fact that the victim gains as many dots in Arcane as the number of
successes, on tracking by bureaucratic means. ]

*Alarm Ward
Profile: Correspondence 2, Mind 1, Prime 2 Author: FindRote_2.1

This very simple ward alerts the mage of any attempt to cross or tamper with the ward. Any time
a creature with a mind crosses the ward, the mage is alerted to this fact via Correspondence.

[The number of successes to the magic roll give the duration of the ward. Unfortunately, the
Ward may be easily noticed with Awareness. A "subtle" Alarm Ward can be created using Mind
3. This Alarm is difficult to detect. Any Awareness roll to detect the ward must get at least as
many successes as the mage did when casting the ward.]

*Aleph
Profile: Correspondence 2, Mind 3 Author: Anders Sandberg

The Adept points his terminal towards a victim, and makes it flicker a never ending stream of
images into the victims brain. The victim is forced to see everything in the vicinity, without any
order. The victim experiences everything from every angle, from the inside out. He will be
unable to do much. Prolonged use of this rote can lead to catatonia or (in rare cases)
enlightenment.

*Alter Environment
Profile: Correspondence 3, Prime 1 Author: Jason W. Tice

This rote allows the mage to make specific changes to an environment, by substituting patterns
in the environment for patterns in another environment. This rote activates a correspondence
"Trade". Ie, when Raymond filled a highrise apartment with cold sea-water, somewhere, a
roo-ful of air, etc appears at the bottom of an ocean. The number of successes indicate how
much, and how detailed the environmental changes can be.

*Amplified Hearing
Profile: Correspondence 2 Author: Jason W. Tice

This rote allows the mage to hear farther away, or closer up. She will hear the most minute
sounds.

*Analyze Fighting Style


Profile: Entropy 1, Mind 1 Author: Tim Hensiek

By watching how someone fights, the doist is able to identify weaknesses in the target"s fighting
style, weaknesses which can be used against the target in combat. (Each success can be used
to increase the difficulties of the target"s roll to hit the doist, or to decrease the roll to hit the
target. In order to be able to adequately make use of what he has learned, the doist must have
a do of at least 3)

*Anti Magic Defence System


Profile: Prime 1 Author: Anders Sandberg

This system is used to prevent mages from using magick or transporting quintessence in
restricted areas. They are mostly wired up to alarms, security doors and stun gas delivery
systems, but other (nastier) systems can be connected. The AMDS consists of arrays of
detectors, which detect flows of quintessence. A surge of quintessence is reported to a central
unit, which sound the alarm and immediately activate defence systems.
A classic use is for directing Subsonic Pain Inductors (SPIs), small devices which send a
subsonic beam at a human target and induce agonising pain (Life 4, damage pain only). The
NWO Re-education division uses cells with AMDS-SPI equipment to keep mages under control.
Each use of magick brings instant agony, and the threshold sensitivity is slowly increased,
forcing the mage to stop using magick even at a subconscious level.

*anti magick bullets


Profile: Prime 2 Author: Mathias Bengtsson

Roll Prime difficulty 8 while crafting the bullet and spend successes number of extra
Quintessence, any mage hit by and wounded by these bullets suffer from the rules of
Anti-magick (Mage t:A 2ed) until she get them out or counters this effect (must spend willpower)

*Aura of Power
Profile: Prime 2 Author: Anders Sandberg

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. ]

*Authority
Profile: Mind 2 Author: Unknown

Any person affected by this rote will find themselves seriously affected by symbols of Authority.
A white collar,a police badge, even traffic signs will cause the target to obey unless they spend
willpower,and make a willpower roll against an 8.

*Auto-Sorting
Profile: Mind 1 Author: Jason W. Tice

This rote allows the mage to read any information, and automatically sort the information
perceived into a predefined order, such as alphabetical, numerical, etc. After getting particularly
curt treatment from a publishing house receptionist, Evan decided to return all the books he had
in his personal library from that publishing house. He entered his library, adn viewed the 10,000
odd books. Using this rote, he was able to determine that he needed to return 212 books to the
publishing house, in order to properly protest his treatment.

The answer came so quickly, so easily. It was all in his mind to begin with... it"s just a matter of
manipulating existing data.

*Banishment of the Disgusting Vermin


Profile: Mind 2 Author: ​dickbeck@ix.netcom.com
A Order of Hermes mage was having a great deal of trouble with cockroaches. To get rid of
them, he developed this rote. Using Mind 2, he convinced the cockroaches to go bother the
Progenitor living across the street and two doors down.
.
*Beacon of Jeron
Profile: Correspondence 1, Prime 2 Author: Anders Sandberg

The mage "marks" an object, which he aftarwards 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.

*Blade of the Hydra


Profile: Correspondence 3 Author: The rote library

[You throw a knife. A foot from hitting the target you co-locate the knife five times around the
target - the target is now hit by 5 knifes, not one! Or you spray a target with automatic fire, as
above, co-locate the bullets making several copies that surround the target - so the target can
be hit by literally dozens of bullets. This can be explained by either saying you have incredible
control over automatic weapons, or your shots riccochet (rebound?) and just so happen to hit
the target.]

*Blazing Sword
Profile: Prime 2 Author: Deird"re Brooks

This rote charges the Dancer"s blade with Quintessence, allowing her to spend one point of
Quint each time she strikes, thus causing Aggravated Wounds. It lasts for two rounds per
success.

*Blessing of the gun


Profile: Correspondence 1, Entropy 2 Author: Eric Tolle

This is a rote Eugene came up with when he got tired of missing all those impossible shots. The
entropy affects the probability of random shots hitting targets that have been located with
Correspondance. Action: This only works on shots whose difficulty has been raised to ten via
circumstance: IE a full autofire burst in a dark room...each success versus a difficulty of eight
(fast cast) reduces the target number by one. The target number may not go below the base
difficulty of the gun.

*Bragdegalder
Profile: Mind 2 Author: Anders Sandberg

This is a rousing galder which inspires frenzy and bravery among those who hear it.

*Break the Flow


Profile: Prime 2 Author: Anders Sandberg
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.]

*Break the Language Barrier


Profile: Mind 3, Prime 1 Author: FindRote_2.0

This rote creates an ongoing translation loop between the psyche of an individual who is talking
(the language being spoken does not matter), and the mage (who needs not undetstand the
language being spoken).

The effects of this rote are two-fold.

One: the mage, when speaking, will sound like he is speaking in the same dialect as the target,
with a perfect accent.

Two: The mage will be able to read the pictures behind the words the target is speaking.
FInding that images are more efficient in conveying information than words, this allows the
mage to keep up in understanding what the target is saying.

This rote gives the illusion that the mage speaks the same language as the target. The target
will have to roll a willpower roll to become aware that, although he understands teh mage
perfectly, the mage is not actually speaking in the same manguage.

This rote works on the idea that we actually think in a specific language. Some people think in
french, though they speak both french and english. THe benefit if this rote is that it uses the
target"s internal language to translate the meaning of the mages words.

*Bridge the Rift


Profile: Correspondence 3 Author: Anders Sandberg

To teleport into the dreams of other people is a common trick. Usually the mage concentrates
briefly on the person he want to meet, and if that person is dreaming the mage will appear in his
dream. This is usually coincidental, as long as the mage starts from his own dream.

*Brnningsrunor
Profile: Entropy 2, Prime 3 Author: Anders Sandberg
These runes protect ships at sea from accidents and wreckage. They are inscribed on the bow
and on the helm.

[ The runes will protect from all random accidents and give the helmsman a subconscious ability
to find the best course through storms and reefs. Each success will add to his skill. ]

*Bullet in the head


Profile: Entropy 1 Author: Mathias Bengtsson

lower the damage difficulty of the bullet with one per success, (no lower than EN3)

*CD(Change Directory)
Profile: Correspondence 3 Author: BLAKE 1001

Also called GOTO, this Rote allows the V-dept to instantly move to a different locality. Localities
must be previously designated by a name (label or line number) and have a defined "pointer" to
their position in three-space. Short "hops" to nearby areas are not possible, nor can the mage
go to places he has never seen or heard of.

[This is a straight forward teleportation rote. Between two and four successes are usually
needed since line of sight is disallowed as is the "anywhere in the world" range. The Rote only
takes the mage to a general area, the exact point of arrival is random. The mage should keep a
listing of her "directory tree. This Rote is usually Vulgar>

*Chi Fist
Profile: Prime 2 Author: Kyle Felker

This rote is extremely common among the Akashik brotherhood, although other tradition
variants exist. The Akashiks teach the rote as a deep- breathing technique that allows the
student to focus his Ch"I, or mystical energy, into his fists, causing them to blaze with energy
and cause severe damage to his foes.

(System: as per the Enchant Weapon effect under prime 2)

*Cityscape
Profile: Correspondence 2, Mind 1 Author: Nicholas Rossier

This rote allows Bladers (as some like to be called) to conjure up a map of the city in their
minds. After having studied an actual city chart, Bladers can locate themselves anywhere in the
city, and even discern street conditions, i.e., traffic, road closures, potholes, that may impeded
their travel.

*Closing the veil of the temple


Profile: Mind 2, Prime 2 Author: Anders Sandberg

This rote is a often used way to protect the temple. The mage cloaks the temple in a veil of
disinterest, 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.

*Command the Wearied Mind


Profile: Mind 2 Author: Jason W. Tice

This rote allows a one-word command to be planted into the subconscious mind of the target.
the word must be a word the target will understand, and must be a command. projecting a word
like "piano" will only momentarily confuse the target. Also, be aware that many words have duel
meanings. Thus, saying "Brake!" may induce the driver of a vehicle to stop teh vehicle, or to
break the steering wheel, or, perhaps even to have a mental breakdown (though this last is
unlikely.)

*composite virtual imaging


Profile: Correspondence 1, Mind 1 Author: BLAKE 1001

This Rote integrates a mage"s various senses (as a Disciple of multiple Spheres) into a single
virtual reality (cf Landscape in the Mind). Patterns are represented by "icons" and quintessence
and ley lines are superimposed in glowing gold, while a clock icon measures time to the nearest
nano-second. The mage can "select" patterns for a complete analysis, "switch screens" to view
the Near Umbra or invoke a "diagnostic" to assess the entropy of the area. Skilled Disciples can
also detect the presence of minds and correlate them to the patterns they inhabit. Of course,
magical effects going off near the mage are immediately noted. All this assumes a disciple of
nine spheres - a rare mage indeed, However, any number of spheres may be used.

[Range of this rote is more limited than for other Correspondence effects:
Successes/Radius Perceived
1 6" - mage"s personal space 2 20" - large room 3 20yds - good sized house 4 100yds -
stadium, high rise 5 1/4 mile - city block, industrial park
Furthermore, if more than four spheres are being used, require an additional success.
Remember the mage only gets all the above effects if she casts the Rote conjunctional with all
nine spheres. Also note that all the mage gets for using Mind one is the ability to detect
incoming Mind effects. Few coincidental effects will cover the broad range of senses granted.
Examples include Sherlock Homes-like deduction, a "thorough" briefing of the area, or (for short
durations) lucky guesses or intuition.]

*Controlled Backlash
Profile: Entropy 2, Prime 2 Author: Unknown

A more advanced version of the above rote, the mage has a greater degree of control over how
much Paradox energy is released. For each success beyond the first, the mage can increase or
decrease the strength of the backlash by one point. However, the mage still has no control over
exactly how the Paradox manifests. This rote is also always Vulgar.

*Create Dream
Profile: Mind 3 Author: Anders Sandberg

Any Dreamer can control his own dreams, but actually creating dreams from scratch requires
much skill. The Dreamer first empties his mind of other images, and then focuses it on creating
a dream. Creating a full-scale dream takes a lot of time and concentration, but is usually worth
it. Some mages channel Quintessence into it to make it permanent.

*Create Floating Signifier


Profile: Entropy 2, Mind 2 Author: John Everett Till

Creates an analogous effect to that of Memories/Gasoline, but the specific illusion is attached to
an unrelated referent. "Jesus was way cool." If he wanted too, he could make Tic Tacs taste like
gasoline, or sugar snort like cocaine. The difficulty of this action is lowered when the caster is
presently experiencing synesthesia.

*Create Meme
Profile: Mind 3, Prime 2 Author: Anders Sandberg

Memes are mental viruses which spread from mind to mind, things like rumours, catchy tunes,
good jokes or catch phrases. Virtual Adepts have found them to be excellent weapons to sway
public opinion and to influence people. Generally mages design memes by concentrating on the
message they want to spread, and then let their creative juices flow. Usually they suddenly find
a especially catchy way to convey what they want. It can be anything, ranging from jokes,
catchphrases to pieces of music. When memes are set loose, other people will find them catchy
and repeat them, spreading them quickly. They are powerful weapons, but can turn against their
creators. Just like living beings they can mutate and evolve, sometimes far beyond the wildest
expectations of their creators.

Cross the Language Barrier


Profile: Mind 2, Prime 1 Author: FindRote_2.0
This rote allows the mage to generate a fleeting contact with another mind, and read the
pictures behind the words being spoken by the target. This is particularly useful, if the mage
does not understand the language being spoken by the target. If someone is cackling away in a
dialect you"ve never heard before, you can still get an idea of what they are saying. ("Get out!
Get out of my shop before I shoot you!" would come across as something like the mage leaving
the building, while the target points a gun at him).
This rote is not effective unless there are concrete images involved. If the target is talking about,
say, philisophical entropy, the mage may get images of crumbling old busts of philosophers...
The images related will be only tangentally related to what is being talked about. The more
concrete the discussion, the more solid the images.
With more than three successes, the mage may also infer information not discussed. for
example, Jake listened in on a conversation between two chinese men, about a shooting the
previous night. one of the men talking about it, witnessed it. Jake, who speaks no chinese
whatsoever, was able to learn that the assailant was a woman who dressed in black leather.
Crossing the Street
Profile: Correspondence 3 Author: Nicholas Rossier
Sometimes street traffic gets worse than even a Blader can stand (pesky pedestrians). This rote
allows them to literally soar above those who travel on foot or by car or truck. A Blader will often
use the Turn the Corner rote first, to find a necessary ramp or irregularity in the area to use as a
means of achieving flight. Extraordinary jumps are possible this way, crossing entire streets
(thus the name), but anything more may be considered vulgar, as flying skaters do have a
tendency to attract alot of angry attention.

Crowd Control
Profile: Mind 2 Author: Daniel P. Anderson
This effect can be used to pacify large groups of people and make them effectively ignore the
activities of official looking people. They go about their business and do their best not to notice
what is going on elsewhere. It is, in effect, Somebody Else"s Problem. [Enough successes must
be garnered to effect everyone in the vicinity, otherwise gawkers may still be attracted. If
enough successes are received, magickal effects can be considered to have no witnesses, and
no one will be able to accurately describe anything that just happened. Correspondance may be
required to affect truly large areas.] Foci For this Effect: A crowd of men in black trenchcoats
ordering people to go about their business, a subsonic aversion signal generator, big guys with
guns, lots of yellow tape marked "Government Crime Scene: DO NOT CROSS".

Crowded Entrance
Profile: Correspondence 3, Entropy 1, Mind 3 Author: Jack Dracula
Created as a way of using teleportation coincidentally, the Mage a) uses Mind 1: Multi-Tasking
to scan the minds of the crowd, b) mixes in a little Entropy to find a spot in the crowd no one is
looking at/sensing directly, and c) Correspondence to teleport on in. Great for those quick
get-aways.

Curse
Profile: Mind 2 Author: Anders Sandberg
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
love one). Some mages add Entropy to "give fate a hand", creating more opportunities for the
curse to work.

Curse of Hatred
Profile: Mind 2 Author: Jason W. Tice
The mage is able to voice the hatred in his heart, directing it towards a specific person. THat
person will find himself disheartened by this hatred, and suffer a -1 dice to all rolls for the
duration of the scene. This rote can be used multiple times to wear down the oppoenets dice
pools.

Curse of Kafka
Profile: Mind 2, Prime 2 Author: Anders Sandberg
The Engineer creates a pattern in the aura of somebody which will make bureaucrats and
administrators subconsciously dislike the individual. This will lead to endless problems, as
administration will start to turn against the victim. Documents are lost, important people are in
meetings and secretaries happens to spell the name of the victim wrong. Even to fill in a form
will turn into a kafkaesque adventure. The Engineers prefer to do this rote coincidental by simply
putting some errors into the personal information of the victim.

Curse of Raistlin
Profile: Entropy 1, Mind 2 Author: Anders Sandberg
The mage opens the mind of the victim to the precense of entropy in all things. Euthanatos point
their bone against the victim, mumbling something incoherent and mournful. The victim is
cursed, forced to see the entropy present in everything. Nothing the victim feel 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 persists long enough
many victims become insane or commit suicide.

Deal of the Century


Profile: Mind 3 Author: D.J. Babb
Billy created this rote in order to better persuade potential customers. While this spell is slow in
its effect, it has a large radius, and produces great results.
[The rote works by influencing the emotional patterns of an individual, gradually weakening any
resistance to Billy"s sales pitches, and increasing the desire in a person to spend their money.
This spell doesn"t have any game terms per say, but a person may try to resist by rolling
Willpower at a dificulty of 9, with each success canceling ong of the caster"s (Billy"s had a lot of
time to perfect this rote).]

Defense of the Yielding Mind


Profile: Mind 3 Author: aelarsen@students.wisc.edu
The Orange Robes built this rote off of the principle of the preceding one, and developed a
useful form of mental defense. By falling back from a mental assault, the doist pulls her attacker
mentally off balance and gains the upper hand in the psychic battle. (This is a form of
Countermagic against Mind magics. The defender must score at least one more success than
the attacker on their magic roles, in which case the attacker is overextended and cannot take
another action the next round until the defender has done so.)
Andrew E. Larsen

Delusion Persecution
Profile: Entropy 1, Mind 3, Prime 1 Author: The Complete Guide to Sanity
The character has the belief that another person or persons are trying to inflict harm on the
individual or his family.

Destructive Overwrite
Profile: Correspondence 3, Prime 2 Author: BLAKE 1001
Normally, when a teleporting disciple ends up occupying the same space as another character
or object, the patterns disassociate, passing through each other as if they did not exist.
However, if the mage has sufficient knowledge of Prime, she can disrupt the other pattern while
reinforcing her own. If used vulgarly and fueled by quintessence, the Rote can cause
aggravated damage. If used coincidentally the damage is more mundane. In either case it is
dangerous to use against another mage. [The mage must score an extra success to teleport so
that her pattern partially overlaps the victim"s (two successes if the victim is within line of sight).
Damage caused is 1xSuccesses. If a point of quintessence is spent, the damage is aggravated
and must be resisted with Willpower (difficulty 8) - and the rote is vulgar. If cast coincidentally,
the mage can teleport only a very short distance to the target, no quintessence need be spent,
and damage is normal and can be soaked. A disciple of Correspondence and Prime can defend
against the Rote by spending a point of quintessence and making an Arete roll. The roll works
just like countermagick, but if the defender makes more successes than the attacker, the
attacker takes damage as if the rote had been used against her.] F/X - The mage delivers a
lightning blow or leaps suddenly from concealment to strike his foe. The blow happens to inflict
serious internal injuries.

Detect Curse/Blessing
Profile: Prime 1 Author: Jason W. Tice
With this rote, a mage can tell whether an individual has a curse or a blessing on them. With
three mor more successes, the mage will also be able to tell the nature of the curse/blessing.
With six or more successes, the mage can tell the exact wording of the curse/blessing.

Detect Hatred
Profile: Mind 2, Prime 1 Author: Jason W. Tice
This rote allows the mage to see who, amongst a group of people is filled with hatred. That
person appears to the mage, as being "painted red". With sufficient successes, the mage may
be able to tell where teh hatred is directed. Be warned though, many people carrry hatred in
their hearts, without a specific direction. Sometimes they"re just looking for an outlet...

Detect Holy Presence


Profile: Prime 1, Spirit 1 Author: Jason W. Tice
This rote allows a mage to determine if a spirit of greater power is present in a specific situation.
With greater successes, the mage should also be able to tell if the current situation is a result of
a greater spirirts involvement or direction.

Detect Invisible
Profile: Spirit 1, Mind 1, Forces 1, Correspondence 1 Author: FindRote_2.0
(Correspondence 1 or Forces 1 to detect warpings of space or effect on light, Mind 1 to detect
Untethered or Spirit 1 to find Spirits)
Locates distortions of space or manipulations of light to detect those hidden from view in area.
Mind 2 can also be used to locate people by their minds, and Life 1 can be used to scan for life
force.

Detect Pattern
Profile: Correspondence 3, Entropy 1, Time 2 Author: Anders Sandberg
By comparing events with each other and running sophisticated algorithms, the Forecasters of
the Technocracy can detect patterns which normally would seem random. They can predict how
the patterns will develop, trace their history and often discover who is behind it. Typical
applications are scanning for Tradition activity or crime.

Detect Scrying
Profile: Correspondence 1 Author: Deird"re Brooks
The Mage can detect the distortion of space that occurs when someone is using
Correspondence to view an area. With Correspondence 2, the mage can track the distortion to
its source.

Detect Vortex
Profile: Correspondence 3, Entropy 1, Time 2 Author: Constantine Thomas
This rote is used to scan for Vortices and their related Flows. It scans through the reality that it is
cast in and all its Indistinguishables in an attempt to find the Flowing being itself.
digitise sideways
Profile: Correspondence 3, Spirit 1 Author: The rote library
This rote was first used by Infinity, a.k.a. Juliana of the Virtual Adepts. By allowing a friend to
look to see what she was seeing, in this case the umbra this friend (Tawnos now called Rufus)
was able to step sideways using correspondence. At a later date Juliana tried this herself.
Interesting side effects noted were that you tended to look as if you were a computer graphic,
and that pattern spiders and other creatures of the Weaver tended to ignore you.
[The rote uses spirit sight to see into the umbra, in this use of spirit sight the gauntlet must be
broken. Once a clear connection is made, correspondence is then used to shift to where you"re
looking at. I know that the book of Madness says that Spirit travel can"t be accomplished with
correspondence, but it"s a good rote.]

Dismiss
Profile: Mind 3, Prime 1 Author: Unknown
This rote is a full and complete dismissal. THe target whom this effect is enacted upon will feel
an abrupt ceasing. They will know they have been dismissed. THey will find themselves without
anything further to say to the mage who cast the effect, regardless of what they had planned to
say. If desired, teh mage may tailor this rote to add an emotional resonance to the effect--giving
the sense of dismissal and fear, or dismissal and love. It"s the perfect way to de-fuse the
argument thats coming down the hall...

Dominion
Profile: Mind 2, Prime 2 Author: Unknown
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.

Don't make me angry...


Profile: Mind 3 Author: Timothy Toner
When the Kid is roughed around, he can activate this schtick to terrify those who are attacking
him. Mental illusions are sent out to all those surrounding, one at a time, if neccessary, that the
mage is transforming into something horrifying. The Prop is usually some dramatic physical
change, like fangs, claws, or glowing eyes.

Don't turn around


Profile: Correspondence 3, Mind 2 Author: Timothy Toner
This Sctick enables the mage to suddenly appear where the target _least_ expects it. The Prop
is either a hockey mask, or a vampire"s costume.
Double Pain
Profile: Mind 2 Author: Anders Sandberg
The mage increases the susceptibility to pain of a victim. A small cut will feel like a deep gash,
and a greater wound will paralyse 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.]

Drainers
Profile: Prime 3 Author: Mathias Bengtsson
Any target hit by one of these bullets also lose a number of Quintessence equal to the number
of successes got while crafting it

Earth Observer Satellite Telemetry


Profile: Correspondence 2, Spirit 1 Author: BLAKE 1001
By training her satellite dish on an Earth Observer Satellite, the Void Engineer receives data
about any location on the globe he wishes. These data, collected in the infrared and other
spectra allow her to construct an image of the local penumbra. [This rote combines the effects
of Correspondence Sensing (MAGE p.185) and Spirit Sight (MAGE p.214). The Gauntlet is
effectively pierced at the orbital altitude of the satellite being used so only two success are
necessary, unless the point to be viewed is not well known to the caster] F/X - With the
introduction of the EOS system to the masses, this activity is now Field Expedient
(Coincidental).

Edsrunor
Profile: Prime 3 Author: Anders Sandberg
These runes are used to seal oaths, deals and curses. When finished, they force the parts to
obey to the text. If any part breaks it, he will suffer the effects described. These are usually the
worst possible curses the priest can do, and it is not uncommon to add curses beyond the ability
of the mage just for effect. In the case of pure curses, the victim is forced to obey the caster or
suffer the full curse. These texts are usually inscribed on stone or wooden boards, and then
often placed in sacred places for safekeeping. The only way to remove a curse is to find the
runes and erase them, but some really cunning mages write them on pine-needles and scatter
them in the forest.

Elixir of the Sun


Profile: Mind 2, Prime 2 Author: Anders Sandberg
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.

Elude Senses
Profile: Entropy 2, Mind 2 Author: Tristan Brandhorst
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.)

Empower Dream
Profile: Mind 1, Prime 2 Author: Anders Sandberg
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.

enchant bullet.
Profile: Prime 2 Author: Mathias Bengtsson
By priming bullets with Quintessence they now do aggravated damage, or get the ability to
wound non-materialized spirits.

Encompassing Vision
Profile: Correspondence 3 Author: FindRote_2.0
Gives the Mage 360 degree vision.

Enhance Unlikely Causality


Profile: Mind 3, Prime 1 Author: Jason W. Tice
Johnny blew his head off; Johnny listened to metal. Therefore, metal killed Johnny. That"s
logical, it"s settled. --"Logic", Scatterbrain
Though now a Verbena, Rachel Bouchet once was a Progenitor. Before her initial inception into
the Technocracy, she witnessed a N.W.O. operative convince her parents that she was mad to
follow traditionally "male" pasttimes. The logic the N.W.O. used was inductive, fallacious, and
based on assumptions of a 1950"s style life. Her parents bought it hook, line, and sinker. Rachel
was shipped to a N.W.O private school outside of West Chester, New York.
One of the first things she learned was the power of fallacious logic: say anything with enough
conviction, and people will accept you as an authority, even though you have no idea what
you"re talking about. When she made the switch to the Progenitors convention, the N.W.O. kept
a close watch on her for years.
Bouchet was able to make causal leaps in scientific (re: genetics) studies based on "intuition
and appreciation of form and flow". However, she could never admit her somewhat less that
scientific methods. So she used her N.W.O. training to convince her mentors of the validity of
her approach.
Now, as a Verbena, she has modified one of her earliest rotes (from a lesson before she was
awakened), to enhance the validity of the unlikely in a sleepers mind.
The mage using this rote may enhance any manipulation roll by half the number of successes.

Enlightening Word
Profile: Mind 3 Author: aelarsen@students.wisc.edu
The Akashic Brotherhood normally uses koans, or riddles, to guide Sleepers to Awakening and
the Awakened to Ascension. These koans traditionally take the form of a peculiar question or
statement that the subject ponders and learns spiritual truths from. The most famous, of course,
is "What is the sound of one hand clapping?" but there are many others. The Blue Skin scholar
Li Chao Wu, however, discovered a different use for the koan when he was being stalked by a
Euthanatos assassin. Since Li had vowed never to stain himself with combat, he chose a
different method to defend himself, and when the assassin approached him, he uttered a koan
so powerful that the assassin was forced to ponder it for several minutes, allowing Li to make
his escape. (The monk must have an Enigmas score at least equal to the target"s Meditation
score in order to know a koan of sufficient complexity. If successfully cast, the target is
effectively stunned for a number of turned equal to his Meditation score, as he attempts to work
out the puzzle involved. Note that this rote is most effective against those who are conditioned
to such puzzles, and is virtually useless against thugs with no Meditation skill. The effects
dissapate if the target is attacked.)

Enter the World


Profile: Correspondence 3, Mind 1, Spirit 2 Author: Anders Sandberg
Some of the more mystical Apostles seek greater union with the world than just enjoying it. This
rote is the first step: they expand their awareness more and more to all levels of existence,
seeking to encompass them. Such mages may spend days or even weeks in blissful trance as
they experience a multitude of sensations.

entropic thought
Profile: Entropy 2, Mind 1 Author: The rote library
This rote allows the Mage to jump to startling conclusions about any situation (s)he is in. The
Mage can sometimes appear to have remarkable deductive powers when utilising this rote and
at other times (s)he can appear quite mad as (s)he makes connections which normal people
would consider ludicrous or quite impossible. As a simple example, take the case of a Mage
who has no skill in Matter or Correspondence but who wishes to find a hidden item (maybe the
gun used as a murder weapon.) He paces to room with a thoughtful expression on his face
then, suddenly, he is reminded of a murder/mystery novel in which the weapon was hidden
behind the mantelpiece. Sure enough, the aforementioned weapon is there when he asks the
bewildered policemen to search it. Of course, they may now wonder how he knew it was there
and ask some fairly urgent questions about where he was on a particular night..
[The mage utilises Mind 1 to flash through all her memories and then Entropy 2 (Control
Randomness) to select one. The use of Entropy ensures that the thought selected is somehow
relevant to the situation. The more successes gleaned the more information is gained. A failure
indicates a mental block while a botch means that some completely irrelevant thought has just
implanted itself in the mages consciousness. The mage may spend days (and they should
roleplay this) wondering how such a thought could be relevant - "Pink, fluffy bunnies... what do
pink fluffy bunnies have to do Lord Greesham"s murder...Hmm, maybe I"ll check out the petting
zoo..." [This rote does require a great deal of storyteller/player co-operation (Hah! Don"t make
me laugh!) It can been used to allow player knowledge to become character knowledge but any
storyteller who wishes to allow this should place strict control on what is allowed. The thoughts
should be as vague as possible and have some relevance to the mages background. For
instance, the character above, who clearly reads a lot of Agatha Christie, or the Order of
Hermes Mage who marvels at the way the numbers on the signpost beneath which the
Nephandus has buried a talisman are of occult significance ("See, if you add those two together
you get 13, and if you subtract that number you get 7. Hah, these Nephandi, predictable as
ever...")]

Etheric Flux Jamming


Profile: Correspondence 3 Author: aelarsen@students.wisc.edu
This rote is widely employed by Sons to prevent rivals from spying on their research. It creates a
zone of fluxed ether which causes interference on remote viewing and teleportation attempts.
(This is a standard Warding rote.)
Andrew E. Larsen

Etheric Probe
Profile: Correspondence 2, Spirit 1 Author: aelarsen@students.wisc.edu
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.)
Andrew E. Larsen

extended memory manager


Profile: Mind 1 Author: BLAKE 1001
This Rote allows the mage to remember large amounts of data with perfect clarity. It can be
used to preserve specific memories or to retrieve largely forgotten ones. Mages who store too
much information can experience side effects like confusion as sensory cues cause a flood of
associated memories or an inability to remember without using the Rote. Some mages find it
necessary to "purge" old memories to make way for fresh data. Combined with other senses
and Mind effects, the EMM becomes even more useful. For instance, the mage can flip through
a book, then Multi-Task and have one task carefully read it from memory or "rewind" her
memory of a recent encounter to look for details that her conscious mind overlooked.
[To imprint a photographic memory, the mage rolls her Arete with the number of successes
indicating how long (on the normal duration chart) the memory is retained with perfect clarity.
During this duration the mage can look back just as if she were still experiencing the memory
even to the point of noticing details for the first time. After the duration is up, the memory fades
to normal levels of recall. To retrieve a forgotten experience, the mage rolls with successes read
on the duration chart to indicate how far back she can remember. Clarity is high but she cannot
notice new details - only those which she noted at some point but has forgotten. Photographic
and Eidetic mnemonic abilities are a documented fact, making this Rote static magic.]

Fatal Flaw
Profile: Entropy 1, Mind 3 Author: Christopher L
Euthanatos are feared not only for their ruthlessness but for their uncanny ability to find
people"s weaknesses. This rote is widely used for that very purpose. Many Euthanatos use this
rote on friends as well as enemies.- just in case. To perform the rote the Euthanatos searches
the victim"s mind for psychological weaknesses - phobias, hatreds, ambitions, doubts, anything
that can be used against him. She may have to take time with this rote to get past mental
shields or to perform it coincidentally. "Three magickal successes will reveal a major weakness.
Greater successes will provide more detail."

Feel the Grip of Paradox


Profile: Correspondence 2, Spirit 2 Author: Anders Sandberg
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.

Find Paradox
Profile: Entropy 1, Prime 1 Author: Anders Sandberg
Paradox Energies are subtle and capricious, but often telltale indicators of magickal activity.
Even small acts of vulgar magick leave traces, which can be found by clever mages. Order of
Hermes whisper the seven secret names of Discordia over their seal while the Virtual Adepts
link up with a network and check for disturbances in the information flow to find Paradox.

Fishing in the Well of Dreams


Profile: Mind 1, Spirit 2 Author: Anders Sandberg
A rote the Akashic Brotherhood sometimes use. 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. ]

Flick
Profile: Correspondence 3, Entropy 2 Author: Eric Tolle
Another spectacularily vulgar rote, this flicks the user randomly from place to place in the
immediate area, several times per second. This makes targeting the mage with an attack
extreemly difficult (diff 10 if not using an area effect weapon), and will often disorient the using
mage. For some reason a few young Virtual Adepts have begun calling this the BAMF! rote.

Flycatcher
Profile: Correspondence 1, Entropy 2, Mind 1 Author: Tristan Brandhorst
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 achieve considerable success
in his attacks. (This rote reduces the difficulty of physical actions that require precision by 1 plus
1 per two successes.)

Freeze Frame
Profile: Mind 3 Author: Jason W. Tice
A shorter, less reliable version of the "INDUCE AUTISM" effect. The Freeze Frame effect allows
the mage to cause a nearby *unawakened* individual to remember clearly, the scene
immediately surrounding them. The person carrying the photographic mind image will be
unaware of this memory being particularly important. However, if questioned, the individual will
have a perfect recall. This does not necessarily mean the individual will wish to discuss this with
you....

Gastegalder
Profile: Spirit 2 Author: Anders Sandberg
This galder protects from ghosts and other denizens of the night. By singing it the mage can
scare away most of the lesser unbeings

Gibberish
Profile: Entropy 2, Mind 3 Author: Anders Sandberg
This rote makes a mage (or somebody else) unable to understand anything spoken or written, it
will just sound like gibberish. Its impossible to discern any content of the said, and no type of
verbal magick will work on the person (this rote will immunise against Voice of Command and
memes). It can also be expanded to other senses, to protect against images or gestures, or be
specified to work against certain words or matters. Some versions even replace a certain word
with another, making the victim hear desinformation.

Giljegalder
Profile: Mind 2 Author: Anders Sandberg
This galder evokes loving feelings from a person of the opposite sex.

Global Positioning System


Profile: Correspondence 1 Author: BLAKE 1001
Void Engineers can access a satellite system to instantly ascertain their exact position on the
globe. The GPS is available to the other Conventions as well and is often put to unauthorized
use by the Virtual Adepts. In the past this was done by observing stellar positions with an
astrolabe or sextant and consulting tables. [One success give a position good to within a few
miles, two successes to within meters, and three or more with any desirable level of accuracy.]
F/X - Conventional activity for the Void Engineers.

God Mode
Profile: Correspondence 3, Mind 1 Author: Russel Lowe
(This one"s hard to do, but fun). Using Correspondence 3 to scan your enemies positions, and
to move yourself about, and Mind 1 to coordinate it all, you avoid all of the bad guy"s bullets and
hit every time with your return fire. Toss in Entropy for extra damage, if you can. My VA calls this
one "God Mode".

Greater Wards
Profile: Prime 3 Author: Paul Strack
Greater wards are a more advanced version of the lesser ward. Rather than blocking sphere
magic, greater wards block the substance of the sphere itself. Thus, a Greater Matter Ward
prevents objects from crossing it, acting like a force field. A Greater Prime Ward would block
items or creatures containing free Quintessence, such as mages or talismans. A Greater Mind
Ward will block any being with a mind. Greater Entropy Wards are used to block darker
creatures or spirits, and is known to be sometimes effective against Nephandi.
A Greater Spirit Ward can keep out (or keep in) disembodied spirits. A common practice is to
summon a spirit, and trap it in place with a Spirit Ward. In this way, the spirit may be cajoled or
threatened without fear of it attacking its summoner or escaping. The summoner should take
care to make the ward strong enough, for powerful spirits can break through such wards with
ease. The mage must also be quick, for the ward cannot be set in place until after the spirit has
arrived.
[Greater wards are created and can be destroyed like lesser wards. Greater wards can only be
crossed by creatures of will. If a creature is prevent from crossing a ward, either by its nature, or
by something it is carrying, they must make a Willpower roll, with a difficulty of 8. If they get a
number of successes equal to the strength of the ward, they pass. Otherwise they are blocked.
If the Sphere level used in the Rote is increased to 4, the greater ward will actually damage
things failing to cross it. The creature or object takes one aggravated wound per level of
strength in the ward, reduced by one for each success on the Willpower roll made to cross. This
damage cannot be soaked (having, in effect, already been soaked by the Willpower roll). A Son
of Ether once set up a damaging Matter Ward on the entrance to his lab, so that anyone coming
in would be stripped naked as their apparel was blasted out of existence.
Permanent greater wards require double their strength in Quintessence per day to maintain. If
they inflict damage, they require triple their strength.]

Guarding the Tomb


Profile: Mind 2 Author: Christopher L
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 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."

Guilt
Profile: Mind 2 Author: Jason W. Tice
This rote allows the mage to impress brief moments of extreme guilt onto another person. This
person then takes that guilt, and makes it their own. The mind must make order out of even
alien concepts, so it will integrate the guilt into the person"s unconscious.

Haunting
Profile: Entropy 2, Spirit 2 Author: Anders Sandberg
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.
Haven't I seen you before? Profile: Mind 3, Time 2 Author: Anders Sandberg
This is a trick the Apostles often use to gain the friendship of influential people. By subtly
manipulating memories, emotions and sense of time, they can make other people think they
recognise the mage as a friend, although they don"t remember when they have met. The mage
uses Mind and Time to dredge up plausible bits of information, which are used to "remind"
victims ("Don"t you remember me James? At Lord Winthorphe"s dinner, across the table?").
Although they still won"t be able to remember meeting the mage, most people quickly rationalise
away this and believe he really is an old, if forgotten, friend.
Heal the Primal Wounds Profile: Entropy 1, Prime 4 Author: Anders Sandberg
The Celestial Chorus sees it as their duty to not only serve mankind, but also the rest of reality.
After confrontations with Nephandi, Marauders and other enemy mages the Chorus often have
to try to restore some semblance of normality to the areas which have been warped and
destroyed. By sprinkling purifying water and consecrating with fire, they seek to unravel the
tangles of paradox, destruction and corruption left behind. They might not be able to restore
things as they were, but they can dissolve the worst warpings of reality.
healing bullets Profile: Life 3 Author: Mathias Bengtsson
These bullets dont hurt you, instead they heal you, weird. (just make sure you load the correct
bullet. "We had him, he was almost dead, but now he"s standing up" You: "Uh-oh")

Hex
Profile: Entropy 2 Author: The Wizards Book
An ancient Euthanatos rote, this spell is frequently used both because of it"s elegant simplicity
and effectiveness. By manipulating probabilities around an opponent, the mage can cause bad
fortune to befall him. His aim is off, his hand shakes at that crucial second, he blinks at the
wrong time, etc. The effects last for a short time, but give the mage an edge, especially in a gun
or fist fight.
(System: For each sucess the mage scores on his roll, the target increses the difficulties on all
rolls by +1 for the rest of the scene, up to a maximum of +3.)

Horrors
Profile: Mind 3 Author: The Wizards Book
The Euthanatos Barrabi Anson D"arcangelo created this rote in order to help him wear down
tradition and technocracy mages and make them easier prey. The rote searches out the victim"s
innermost fears, and gradually, over the course of days, warps his perceptions to include all his
inner anxieties until the real world is transformed into a nightmare dreamscape similar to a quiet.
Indeed, many mages are driven into quiet through use of this rote, and it"s hard to tell the
difference.
(System: This is usually an extended ritual, requiring about six successes to set up the effect
completely. For every day the effect continues, the mage and his victim rolls his willpower vs the
mage"s arete. Any successes the mage gets are subtracted from the victim"s willpower. When
willpower reaches zero, the victim usually goes insane. Magi can be driven into quiet, at
storyteller"s option.)

How to cook Vampire for four


Profile: Correspondence 3 Author: Jason Burke
Corr. 3 / 4 to create a portal to ANYWHERE that is daytime... Combine with a dash of forces 4
to magnify the effect into a solar laser...

Hubble Telemetry
Profile: Correspondence 2, Spirit 2 Author: BLAKE 1001
The Hubble Space Telescope is perhaps the most coveted focus in the world. A Void Engineer
who gets time with the Hubble can view any region of the Deep Umbra. The distortions caused
by the HST"s "flawed optics" allow the Void Engineers to draw conclusions about the realms
they view as well the "stellar objects" credited by conventional science. The other Conventions
are not amused. [This is a version of Plumb the Deep Umbra (MAGE p.212) but is not as
restricted in its capabilities as other, similar Void Engineer Effects.] F/X - Use of the Hubble is
Conventional, even when realms are being viewed.

Hyperspace Jump
Profile: Correspondence 3 Author: BLAKE 1001
Add a 4th axis to three dimensional space and you have defined hyperspace. Void Engineers
have developed a way of successfully navigating the treacherous vastness of four dimensional
space by using the gravity "shadows" of stars and planets references. The Technocracy"s Time
Table introduces this technology somewhere in the 22nd century in the form of monolithic
starships. While it remains experimental, the Void Engineers figure they may as well use it with
much smaller foci instead. [This is a version of "The Seven League Stride" MAGE p185. This
rote requires several foci that are well beyond current science including a pocket gravity-wave
detector and a "dimensional stabilizer" as well as star charts and tables.] F/X - This rote is
Experimental. Coincidental effects can be used to "cover" it as with Tradition magick

I'm Outta Here


Profile: Correspondence 3, Time 3 Author: Nicholas Rossier

As dangers on the street increase, especially from attacks by the Men in Black, angry vampires,
or pesky Garou, a Blader may find it necessary to enact a tactical retreat that assures success.
This effect extradites the Bladers from harm in the blink of an eye, and many reach speeds
exceeding 100mph for at least a few moments. Running the very edge of Coincidence, this rote
is used only when real danger, or simple flight will not be enough to escape.

Induce Amnestic Disorder


Profile: Entropy 1, Mind 3, Prime 1 Author: The Complete Guide to Sanity
Psychogenic amnesia is caused by psychological reasons. Amnestic disorder is caused by a
biological reason. There are two forms of this disorder: retrograde amnesia (characterized by
memory loss of events prior to the problem that caused the amnesia), and anterograde
(characterized by inability to learn or remember events taking place after the event). The
problem is chronic and the person is unlikely ever to recover. It is up to the individual GM to
dictate if any experience levels are lost due to amnesia. Some players may find this hard to
take, so GMs should be very careful in implementing level loss. If the GM does so, it is
suggested that the character lose only one level. Another problem, unfortunately, is that
character who suffers from anterograde amnesia cannot advance in level or learn new skills.

Induce Autism
Profile: Mind 1 Author: Jason W. Tice
This effect lets you induce a state of heightened awareness in another indivudual. This effect is
similair to autism, and has similar drawbacks. The period of time this state will be active is
different for each attempt. If you fail to induce this effect in an individual, you will not be able to
affect that individual with this effect for 1D10 days.
The subject is impressed with an activation and deactivation keyword, to start and stop the
heightened awareness state. These words only work once. Afterwards, if questioned, the
subject may be able to describe anything from the activation to deactivation (or fading away) of
the effect, with incredible clarity (as per the merit, "Eidetic Memory"). She can tell you what the
window-washer was wearing a years ago, and what window he was working on, and how many
windows there were, and how many had been washed, and how many were open... etc, etc,
etc).
MI1 to induce the autism immediately, no keywords MI3 to induce the autism upon activiation of
a keyword. CO1/MA1/TI1/FO1 induces a heightened awareness of these areas.

Induce Backlash
Profile: Prime 2 Author: Unknown
Many mages choose not to wait for Paradox to strike, and deliberately induce a Paradox
backlash on themselves, preferably while they are somewhere safe, like their sanctum. The
strength of the backlash is still rolled randomly. No matter what the circumstances, this Rote
always counts as Vulgar, even in the Umbra or in a mage"s Sanctum. Thus, the rote always
adds at least one point of Paradox to the mage"s total pool. Heaven help the mage that botches
this effect.

Induce Boundless Rage


Profile: Mind 3 Author: Jason W. Tice
This rote is a dangerous one. It implants an uncontrollable fury inside the target"s subconscious.
The mind of hte target will fill in teh details, giving a reason for the fury, and will find a suitable
outlet. THe results of this rote can be devastating. Murders, Assualt, etc.

Induce Cheating
Profile: Mind 3 Author: Jason W. Tice
This rote plants the desire to cheat deep into the subconscious mind of a specific target. The
reason for the cheating need not be given. The targets mind will work that out. Greed and
Power need not be the motive.

Induce Delusion of Thought Insertion


Profile: Entropy 1, Mind 3, Prime 1 Author: The Complete Guide to Sanity
The character has the belief that thoughts are being inserted into his mind by outside forces.

Induce Delusion of Thought Withdrawal


Profile: Entropy 1, Mind 3, Prime 1 Author: The Complete Guide to Sanity
The character has the belief that thoughts are being extracted from his mind.
Induce Delusion Thought Broadcasting Profile: Entropy 1, Mind 3, Prime 1 Author: The
Complete Guide to Sanity
The character has the ideas that his thoughts are being broadcast to others. For example, a
man believes everyone in the room can hear what he"s thinking.

Induce Exhibitionism
Profile: Entropy 1, Mind 3, Prime 1 Author: The Complete Guide to Sanity
This insanity causes the victim to have a fascination of being observed while nude or having
sex. The more who witness the person the better. The person must exhibit himself/herself a
minimum of 1d10+4 times a week. A few examples are to have sex in a public places, flash
people, streak, etc..

Induce Homicidal Mania


Profile: Entropy 1, Mind 3, Prime 1 Author: The Complete Guide to Sanity
The character appears absolutely normal. He will behave with what seems to be complete
rationality, and nothing unusual will be noted regarding the individual - except he will
occasionally manifest an unique interest in weapons, poisons, or other lethal devices (but for
adventurers this may seem normal). The insanity causes the character to be obsessed with the
desire to kill. The desire must be fulfilled periodically. Once a week the character must make a
successful Insanity check or go kill. If prevented from killing, the frustrated individual will become
uncontrollably maniacal and attack the first person he encounters, widely seeking to slay. After
a kill, the character will fall into a fit of melancholia (see insanity) for 1d6 days before returning
to a homicidal state once again.

Induce Lying
Profile: Mind 3 Author: Jason W. Tice
This rote implants the desire to tell mistruths. The target impa,lanted with this desire will become
very secretive, perhaps even making up elaborate stories in order to keep even the simplest of
facts from being revealed. This does nothing to make the target a good liar, only makes him lie.
THis rote is particularly useful if combined with a specific topic (like the location of the
chantry-house he broke into the other night).

Induce Nihilism
Profile: Entropy 1, Mind 3, Prime 1 Author: The Complete Guide to Sanity
The character has the feeling that one"s self, others, or the world is nonexistent. Commonly
feelings of unreality or the feeling that one is in a dream.
Induce Proseltyzation
Profile: Mind 2 Author: Jason W. Tice
This rote allows the mage to find out about the target"s innermost views on almost any topic. By
sending out impulses, the mage may coerce the target into talking about things he may not talk
about very often. This works best with world-views on matters such as sex, politics and religion.
However, most topics can be covered. The target is unlikely to talk about secrets, unless over 6
successes are gained.

Induce Psychogenic Fugue


Profile: Entropy 1, Mind 3, Prime 1 Author: The Complete Guide to Sanity
The person becomes confused about personal identity, and suddenly and unexpectedly travels
to another place. The person may assume another identity. Once the fugue has passed the
person can"t recall what happened during the fugue. This is rare and often passes quickly. A
variation could be that the character never recovers from the fugue and travels to a far off land
only to join a certain party of characters. This could easily explain why the oriental is travelling
with the Westerners.

Inner Journey
Profile: Mind 3 Author: Anders Sandberg
The mage enters a deep trance and enters himself mentally, as if he went on an astral journey.
He will enter his own inner world, where all his dreams, memories and thoughts are
represented. He can then wander just as if he was in a normal realm. Mages can find the most
surprising things in the labyrinth of the mind, dreams, memories of forgotten persons, old
hobgoblins and subconscious horrors may appear, speak to him or even attack. There might be
portals from old dreams to the chimerae. To end the journey the mage has to return to his
starting point, where he will awaken. One of the greatest risks with such inner journeys is that
the mage may not find his back again (or that he don"t want to, after finding a place, a dream or
memory so lovely that he will never leave it). Some mages spend much time in their own or
others (Mind 4) minds. With some extra mental magick the mage can bring others into the
trance.

Inspiration
Profile: Prime 1 Author: BLAKE 1001
Members of the Celestial Chorus pray before an alter of lit candles to "receive the light of The
One." Such activity requires the presence of a higher ranking Disciple of Prime to lead the
service, and Channel quintessence to the faithful. [This is a version of "The Rush" (Mage p.210).
Each success allows the caster to store a point of channelled Quintessence.] F/X - The effect of
this Rote is so commonly accepted among sleepers that it can be considered Static magick.

Internal Violation
Profile: Entropy 2, Mind 3 Author: Jason W. Tice
The victim touched by this nasty rote will feel vilified. They will not know how or why, but they wil
feel as if they had been violated. This will affect the victims self-control and his feelings of
self-worth.

Invoke Truth
Profile: Mind 3, Prime 1 Author: Jason W. Tice
This rote allows the mage to invoke the truth from a specified target, or possible (with
Correspondence) an entire area. Anyone infectged by this rote will be unable to speak
mistruths. Half-truths and lies of ommissions however, can still be spoken. If you ask someone
under this effect a direct question, they are under no obligation to answer. However, if they do
answer, you will likely get the truth.

is this your card?


Profile: Correspondence 2, Entropy 2 Author: The rote library
This rote is usually performed with a deck of cards, but can be used with any other means in
which one wants to impress someone into thinking that you"re a prestidigitator.
First, get the victim to choose a cards at random. Correspondence 2 allows you to alter your
viewpoint to behind the victim (and thereby see which cards he"s looking at.)
[Entropy 2 allows you to make the card do what you want it to do, i.e. jump to the top of the
deck, become the 13th card down, or whatever.]

Keep the Dream Alive


Profile: Mind 2, Prime 2 Author: Anders Sandberg
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.

Kiss of the Lamprey


Profile: Prime 3, Spirit 2 Author: grimoire@ix.netcom.com
With the Spirit"s Kiss (Spirit 2) a mage may take the power of a spirit into herself as
Quintessence of the appropriate Resonance. If the spirit is unwilling, however, the mage may
press her suit and forcefully suck the energies out of a spirit, including the Avatar of another
mage. Such power will have the usual Resonance, tinged with that of Violation and Rape, and
all magicks performed with this stolen power will be tinted with the horror of the act--though this
is generally not a problem for the Nephandi.

Laying the Line


Profile: Correspondence 2, Prime 3 Author: aelarsen@students.wisc.edu
This spell requires a complex ritual, in which the druid begins at a Node and walks to another
point, dragging his blood-smeared staff in the dirt all the way. If successful, Quintessence will
begin to flow along the line. Thereafter, by standing on the line, the Node can be tapped, without
having to be present at it.
Andrew E. Larsen

Lesser Ward
Profile: Prime 3 Author: pfstrack@math.unc.edu
This common Rote is used to set up a barrier against a particular sphere"s magic, either around
an individual, or a place. The specific sphere to be blocked is the other sphere required for the
Rote. Any effect involving the warded sphere is blocked. A separate ward is need for each
sphere.
Mages generally only raise wards about themselves when they know they are going into a
dangerous situation. Wards are easily perceived by anyone with magical talent, and thus
advertises the fact that someone is a mage. That, and the fact that wards are invariably Vulgar,
make Mages leary of using them indiscriminately.
Wards around sanctums are more typical. The most common wards are against Spirit, Prime
and Correspondence (to prevent scrying). Only the most powerful of wards are permanent. Most
mages settle for wards of a temporary duration, and renew them periodically. A failed warding
ritual can be dangerous. The ritual cannot be attempted again for a least a day, leaving the
sanctum temporarily without defense.
[The number of successes determine the "strength" of the ward. This strength is added to the
difficulty number of any attempt to cast magic involving the warded sphere across the barrier.
Note that the ward is two way, and will prevent magic from leaving as well as entering.
The number of successes also determine the duration of the Ward. Before the magic is cast, the
mage must indicate the desired duration, off the effects chart on p. 175. At least that many
successes are required, otherwise the ward fails completely. For example, if the mage wants the
ward to last a day, three successes are needed.
Wards are readily visible to the magically aware. Any mage within sight of a ward need only
make an Awareness roll with a difficulty of 3 to notice it. Wards on sanctums are usually cast
just inside the walls, so that the physical building will block the ward from sight.
Additionally, wards never protect themselves. A ward can be attacked directly with Prime 2,
Entropy 3, or the appropriate sphere at a level of 2. Each successes permanently reduces the
ward"s strength by 1, until it is destroyed. Many magely battles begin by stripping away the
opponent"s wards.
Five successes are required to make a ward permanent. Permanent wards are magical entities,
and require a constant flow of Quintessence to maintain. The Quintessence needed equals the
ward"s strength, per day. Wards may be deliberately weakened, to reduce this Quintessence
cost. Permanent wards are rare unless a Node is backing them up. On the positive side,
undestroyed permanent wards slowly regenerate damage, recovering one strength per day.
Most chantries will create permanent Prime, Spirit and Correspondence wards around the
Chantry house and their Nodes, preserving them from magical detection. If a Prime ward is cast
around a Node, the "Node Bonus" that reduces the difficulty of magic rolls will not extend
beyond that ward barrier.]
line interrupt
Profile: Correspondence 3, Entropy 1, Mind 1 Author: The rote library
[V-As use this to simulate the loss of a connection. It runs in the background through
Multi-Tasking. Randomly, the Mage will leave a Grid, thus seemingly loosing a connection to
any Sleeper with whom they are conversing. Its a small matter to return to the location.]
[The three previous Rotes have been known to be used all at the same time by some Mages,
for fun as well as paranoid protection. Usually, one suffices. It is rumored these Rotes were
invented by one of the regulars at the Spy"s Demise for his amusement. It is also rumored that
this same individual is an AI who does such things to see how much trouble Mages will bring on
themselves. It is hard say for certain, as no one has seen this person offline in order to ascertain
the truth. All is known is his online icon is that of a featureless humanoid made entirely of the
static of a television tuned to a dead channel.]

line noise
Profile: Entropy 1, Mind 3 Author: The rote library
[Similar in concept as Lag, this will make a Mage randomly spit out utter garbage, extremely
useful when in Grids. If used on others, it can cause quite a communication problem. Of course,
the Mind Sphere is used to Multi-Task this into the Mage"s background so he needn"t
concentrate on it.]

Love Potion
Profile: Mind 2, Prime 2 Author: Anders Sandberg
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. ]

Lucid Dreaming
Profile: Mind 1 Author: Anders Sandberg
This is the basic ability which makes Dreamers Dreamers. They can control the reality of their
own dreams. They have an almost godlike power in their own dreams if they choose to use it.
They can decide what will happen, how things will look and the "laws of nature". However, while
their dreams are much more vivid than normal dreams they will still dissolve as soon as they are
not dreamed.
Lucretia
Profile: Correspondence 3, Mind 3 Author: Jack Dracula
Allows the caster to communicate with a person by looking in a mirror and concentrating on
them (it would also help the target wa also looking in a mirror.) Two way communication is
possible, but more importantly, it allows the caster to telelocate themselves directly to the
person (by stepping into the mirror.) Created by Stanislaus Silver, who used mirrors for most of
his foci. [Use ranges for Correspondence, but lower difficulty by 1.]

Lustful Glance
Profile: Mind 3 Author: D.J. Babb
This rote allows the Nephandi to force a target to experience a very real and vivid rape.
Nephandi tend to use this on individuals surrounded by crowds, to force them to experience the
rape and the feeling of utter helplessness. Occasionally Life 4 is used as well to create physical
manifestations of the rape as well.
[This vulgar rote allows the caster to force both the target (as a victim) and the caster (as a
rapist) to experience a rape. Such rapings should be role-played as if they were real, only after
the experience has ended is it revealed to have been a momentary illusion. The target can
resist the rote with Willpower, which manifests as struggles against the rapist.]

Make Contact
Profile: Correspondence 1, Entropy 2 Author: Jason W. Tice
"I lost your number...." "I work at the sheriff"s office! You could have dialed 911!" --Lucy and
Dick, Twin Peaks
This rote is a simple means of getting the right telephone number, the right mailing address, the
right e-mail address every time. By applying entropic control to the pathway your
communications take (down a telephone line, postal stations or electronic machines) the mage
using this guarantees that the letter/message/connection gets to the other side, despite a
completely wrong number. Once contact is made though, the true address can be learned.

Mapmaker V. 88
Profile: Correspondence 1, Mind 1 Author: Eric Tolle
A simple rote that"s the basis for a number of other effects. By scanning an area into memory,
the mage memorizes a location well enough that it is considered "very familier" for other
Correspondance effects. THis involves making a clear visual picture in ones head.

Mapping the Track


Profile: Correspondence 1, Prime 1 Author: aelarsen@students.wisc.edu
The Verbena feel that Quintessence flows across the surface of the earth in streams that are
called Ley Lines, also known as the Old Straight Track. Ley Lines come in Minor, Major, and
Great versions, which fasciliatate the casting of Correspondence, Prime, and Spirit magics. For
this reason, many Verbena holy sites are situated on them. (Two successes will locate a Minor
line, 4 successes a Major line, and six successes a Great line. A Minor line reduces the difficulty
of Correspondence, Prime, and Spirit magics cast in its vacinity by 1, a Major line by 2, and a
Great line by 3.)

Mask of Beauty
Profile: Correspondence 2, Mind 3, Prime 2 Author: Jason W. Tice
This rote was developed by Thomas Gradenko, the "Voice" fo the Celestial Chorus in Toronto.
One at least one occasion, Gradenko was forced to seke aid from the local population of
Nosferatu. Rather than be confronted with their hedious visages, Gradenko cast this rote to see
each face as how it would appear at it"s fullest potential. Amazing how many nosferatu could
look attractive with this rote. This is a selfish rote, however, as noone else will see these faces.
The nosferatu became aware of this rote when Gradenko kept following one of their ranks...
continually. He became briefly obsessed, with her potential, failing to see her reality.

Mass Confusion
Profile: Entropy 2, Mind 3 Author: The Wizards Book
This rote was invented on the fly by the cultist of Ecstacy, Mara "teardrop" Covey. At the time,
Mara was being pursued by a disguised HIT mark, and had ducked into a crowded mall. Unable
to shake the tenacious android, she decided to make the crowd work for her. By making surface
contact with the minds of everyone around her and scrambling their surface thoughts, Mara
created a huge diversion that allowed her to escape.
(System: For every success, the mage may affect two people for a single scene. Targets will
either stand confused, or suddenly act out a random, non-destructive impulse, ie, scream at the
top of their lungs at nothing, begin to dance, etc. This inevitably causes more confusion, which
makes great cover.)

math co-processor
Profile: Mind 1 Author: BLAKE 1001
Virtual Adepts view the human brain as nothing more than a tremendously complex, biological
computer. This Rote allows them to tap the brain"s vast, untapped computational power. While it
is in effect, the mage can perform mathematical calculations at a rate rivalling the most powerful
computers.
[Successes indicate the speed at which the mage can perform computations: 1 to 3 grant
normal computer speeds from micro to mainframe, 4 give the mage the power of a
supercomputer, and 5 or more allow virtually impossible computations (the kind it would take a
Cray centuries to solve. Successes can be added directly to appropriate actions like
cryptography. At the level of 1 to 3 successes this can be passed off as skill and mathematical
"tricks," at higher levels it risks Paradox.]

Meme Vector
Profile: Mind 2 Author: Andrew Weitzman
a basic form of memetic engineering. The caster chooses an object or place which has
connections to a particular meme that is to be reinforced. A simple thought or emotion is
imprinted through Mind. Though unsophisticated, this use of Resonance is a powerful tool in the
Memetic Engineer arsenal. Doubly so when the "carrier" object used is crafted via Meme
Sample.

Memories that Smell Like Gasoline


Profile: Mind 2 Author: John Everett Till
The caster concentrates on the image/smell/sound/texture (etc.) of something, and then shares
the illusion that sensation with all present. Note that the caster conjures a single sensory
allusion. Depending on the illusion, this may be very disconcerting to the subject.
For example, by concentrating one"s recall on the smell of gasoline, it is possible to conjure this
smell as a collective illusion. One could also conjure the illusion of a clear fluid that looks like
gasoline by using the smell as a focus. The difficulty of this type of illusion is lowered when a
material representation (such as the photo of a burning flag) or sample of the item (e.g., a
real-life gasoline-soaked rag) is available.

Mental Bomb
Profile: Correspondence 2, Mind 3 Author: Anders Sandberg
This rote is originally a Marauder rote, used to harass the Technocracy. The mage simply
connects all the minds in the vicinity to each other, allowing them to share their thoughts and
feelings. The result is usually total, self- enforcing panic which can turn normal people into a
stampeding mob in seconds. Using Mind 4, the mage can control the mob, and use it as a crude
but very deadly weapon.

Mental Invasion
Profile: Mind 3 Author: Unknown
Take two turns, one to establish a tlelpathic link, and the second to blast the target with an
appropriate image of a great fear or desire or what not. The target makes a willpower roll versus
a target number of 10 minus their willpower rating, and does one wound to himslef per failure.
Note that the damage is psychosomatic, not dealt by the magick itself, so the wounds are NOT
aggravated.

Mental Speech
Profile: Mind 3 Author: Jason W. Tice
Allows internal conferencing.

Mind Assault
Profile: Mind 3 Author: Eric Tolle
"Pain." - Bester, Babylon-5...
Though this rote tends to lose one friends among the traditions, it is still taught as an effective
"non-violent" method of stopping an attacker. This simply puts an illusion of pain into the
defender"s mind, often causing them to losetrack of anyhting else. Use the chart in BoS, with
the "damage", being purely imaginary. However, all wound penalties are cumulative. Also, if
there are more successes then the victem has stamina, they are stunned for one turn per
success over stamina. don"t mess with those littleold masters of Mind....

Mind Meld
Profile: Mind 3 Author: Anders Sandberg
This is the most common type of mental communication inside the Core. The users use the rote
to connect their minds into a greater mind, with larger mental capacity and access to all their
memories and skills. Unfortunately, it will also gain all participants quirks and personalities, often
creating internal conflicts.

Mind Merge
Profile: Mind 3, Prime 3 Author: Jason W. Tice
This rote allows a mage to "become one" with another person"s mind. The mage acts as an
observer, watching how the mind of the taget acts, feeling him out.

Mind over Matter or Tripping the Light Fantastic


Profile: Mind 2 Author: Unknown
Ignore 1 wound penalty per success scored, only for a magickal effect roll, and only for the
following round.

Mindspeech
Profile: Mind 3 Author: Deird"re Brooks
The Mage can speak mind to mind with other people, as determined by number of successes.

Minor bullet Talisman


Profile: Prime 3 Author: Mathias Bengtsson
For the cost of 5 Quintessence you can get a bullet with a special ability depending on which
sphere you combine it with.

Model Structure
Profile: Mind 1, Prime 1 Author: Anders Sandberg
By examining a system, the mathemagician can create a mathematical model of it. Using this
model he can then simulate its behaviour, often in conjunction to other rotes. He can also
monitor the differences between the model and reality (using Entropy 1) to see if there are
unknown factors or manipulation involved.

Mystic Sight
Profile: Correspondence 1, Mind 2 Author: Clayton S. Caddy

Three heads with six eyes can not be surprised. Each head watches a seperate direction, to
prevent an unexpected attack from behind.
System: A form of radar which passively scans all minds in the area. When the sense of hostility
twards the caster is noted, the exact location of the purpetrator is known immediately. This is
primarily ment to prevent surprise attacks in battle, stoping would-be backstabers.

Navigation
Profile: Correspondence 3 Author: BLAKE 1001
One of the first really valuable effects created by the Void Seekers, Navigation - originally done
by observing the stars - allows travellers to make the best possible speed to their destination
and to plan for the journey precisely. This includes avoiding possible delays and dangers along
the way.
[A Void Engineer travelling alone can use Navigation to figure the fastest route between two
distant locations given available transportation. If willing to cast the rote Coincidentally he can
also have the best possible form of transportation made available. Five successes reduce travel
time to the absolute smallest interval conceivable, one success simply finds the shortest route.
The fourth sphere of Correspondence is used if passengers are to be taken along. This is
effectively a form of Teleportation "covered" by an established Static effect.]
F/X - Navigation is a well-established Conventional effect as long as transportation is at hand. It
is Field-Expedient when transportation is Coincidentally called up.

Nuisance
Profile: Entropy 2, Prime 1 Author: Jason W. Tice
This rote is one that generally calls attention to the one bearing its effects. THis is the rote that
could be responsible for that day where you put your shirt on backwards (but didn"t notice til
sometime round noon), dropped a plate at breakfast, forgot your bus pass, forgot to do up your
fly, dragged toilet paper around on the bottom of your shoe, misplaced meoes, forgot meetings,
put a red shirt in with the whites... that kind of day.
Nothing extraordinary happens on it"s own, but all those little nuisance items that make you feel
foolish happen if you"re the recipient of the effects of this rote.

Occam's Razor
Profile: Entropy 2, Prime 2 Author: Psychomachia
Static magic functions through the creation of coincidences - things that are unlikely, but
possible. Fo 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.]

Open the Abyss


Profile: Mind 3 Author: Anders Sandberg
The mage sends the mind of the victim down into the Great Abyss. The body will collapse in
coma. The victim cannot experience anything else but emptiness and cannot do anything other
than think. Most people turn insane after a few days (if time can be said to exist for them). In the
beginning they just fall asleep, but then they start to drift between dream and wakefulness,
unable to tell the difference. Hallucinations and delusions appear, and the personality begin to
dissolve without any sensory impressions. Some advanced members of the Akashic
Brotherhood meditate in the Abyss, sometimes for months and there are rumours of a
monastery where several monks lived for years in the Abyss. [ Each day inside the Abyss the
victim has to succeed with his Willpower against 8 to retain his sanity. If it fails the Willpower is
decreased by one. A botch creates a permanent loss, and when it reaches zero the victim is
incurably insane. ]

Dominion II
Profile: Mind 2, Spirit 2 Author: Anders Sandberg
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.

Orgonne Dilation
Profile: Mind 3 Author: Tristan Brandhorst
The pulp hero Professor Etheric spent much of his scientific energy in the study of the human
body"s vitalizing Orgonne energy. He discovered that by dilating the metacerebelic valves
through which flowed he could siphon the energy out of a person, thus sapping them of the will
to resist. (This effect acts as a Mental command to surrender by devitalizing the target and
making them feel that resistance is pointless.)

Pain bullets
Profile: Mind 2 Author: Mathias Bengtsson
Add successes to the victims wound status, below Inc doesnt kill him, but puts him in a coma for
the duration. These pains could be overcome by spending a willpower.

Pattern Quintessence
Profile: Prime 3 Author: Anders Sandberg
A rote with many uses. By leading the quintessence of a node through patterns, a mage can
pattern it, making it more amenable to turn into patterns of the same type. These patterns may
be physical, mental or spiritual. The result may influence the type of Tass the node produces,
resonance and other phenomena linked to the quintessence; a node charged with the power of
plants will have a very positive effect on plants nearby while subtly discouraging phenomena
hurting or damaging the plants.
[ The necessary spheres depend on the type of pattern; the mage must be able to form a
"template" pattern. Matter 2 is required for matter, Forces 3 or 5 for Forces, Mind 2 or 3 for Mind
(emotional or intellectual patterns), Entropy 3 or 4 for Entropy and Spirit 4 for Spirit. ]

Persuasion
Profile: Mind 2 Author: Jason W. Tice
The mage using this rote can convince others more easily. Adds 1dice/2 successes to any
manipulation roll. It lasts only as long as the scene.

Poetry In Motion
Profile: Prime 3, Spirit 2 Author: grimoire@ix.netcom.com
With the Spirit"s Kiss (Spirit 2) a mage may take the power of a spirit into herself as
Quintessence of the appropriate Resonance. If the spirit is unwilling, however, the mage may
press her suit and forcefully suck the energies out of a spirit, including the Avatar of another
mage. Such power will have the usual Resonance, tinged with that of Violation and Rape, and
all magicks performed with this stolen power will be tinted with the horror of the act--though this
is generally not a problem for the Nephandi.
Poetry In Motion Profile: Correspondence 1, Mind 1, Time 2 Author: grimoire@ix.netcom.com
With the Spirit"s Kiss (Spirit 2) a mage may take the power of a spirit into herself as
Quintessence of the appropriate Resonance. If the spirit is unwilling, however, the mage may
press her suit and forcefully suck the energies out of a spirit, including the Avatar of another
mage. Such power will have the usual Resonance, tinged with that of Violation and Rape, and
all magicks performed with this stolen power will be tinted with the horror of the act--though this
is generally not a problem for the Nephandi.

Point-Node Focusing
Profile: Correspondence 3, Mind 1, Prime 2 Author: theslin@mail.utexas.edu
The Cartographer"s Technocratic masters frown upon this rote; its coincidental nature relies on
truly cutting-edge geometry and physics, studies which are beyond the ken of even the most
insightful members of Iteration X. Careful reversal of the quantum formulae which demonstrate
the formation of a black hole show that in a logical universe point-node focusing is theoretically
possible, yet many doubt the existance of black holes themselves. Use of this rote creates
minute bubbles of geometric area, tiny pin-prick expansions of the time-space continuum. At
present the Cartographers have succeeded in creating space-pockets on the subatomic scale,
though expansion to the molecular level is forseen. These expansions of time-space collapse
almost instantaneously, with no effect on reality as a whole; the ripples created by the mage"s
manipulations carry over an incredible distance, and can be used as a sort of telegraph by those
with Correspondence Sense.
[Prime and Correspondence allow the creation of tiny pockets of mathematical space. Mind 1
grants the mage the ability to send and recieve messages via a three-dimensional analog of
morse code--recieving the messages requires only Correspondence 2. The range at which the
mage"s fluctuations may be detected equals the cube of the caster"s successes, expressed in
miles. Sophisticated computer Talismans can detect such fluctuations over an effectively
unlimited range. The recieving mage must be aware of the sending mage"s "transmissions" to
successfully understand them--the Mind-based encoding used in point-node focusing is quite
alien to normal thought-processes.]

Position Determinism
Profile: Correspondence 3 Author: BLAKE 1001
The Void Seekers occasionally risked Paradox to use this rote to travel instantaneously by
"proving" that they were actually at the new position. This kind of "upside down science" is fine
for the Sons of Ether, but anathema among the Conventions. This rote is officially outlawed,
however, because of its simple foci it is often used by desperate Engineers in a pinch or by
those travelling in the Penumbra where the danger of Paradox (and of detection by the other
Conventions) is minimal.
[This is a version of "The Seven-League Stride" MAGE p185. The Void Engineer must have an
accurate map, star chart, and a sextant, astrolabe or even a compass & protractor.]
F/X - This rote can be Coincidental (in the Tradition"s sense) if the Engineer really is lost and
could have reached his destination in the time he has been travelling. Otherwise, it is Vulgar.

Primal Rush
Profile: Prime 3 Author: Anders Sandberg
This is exactly the same thing as The Rush (Prime 1), but the mage channels quintessence into
another person from a node. The result is a profound, although slightly bizarre, form of pleasure
which can be combined with other pleasures in the composition of ecstasy.

Prison of Beauty
Profile: Mind 3 Author: Anders Sandberg
This defensive rote was apparently inspired by the weakness of the Toreadors. The Apostle
simply floods the mind of the victim with the beauty of something, be it a flower, a person or just
a shadow. The victim becomes entranced and forgets everything he or she was doing.

Probe Telemetry
Profile: Spirit 2 Author: BLAKE 1001
This activity simply accesses the Telemetry of one of many space probes that have been
launched by the Void Engineers. Every "planet" that has been probed is available for
investigation since the probes actually have much longer useful lives than has ever been
revealed to the masses.
[This is a version of Plumb the Deep Umbra (MAGE p.212) note that only those areas of the
Deep Umbra explored by Void Engineer probes (all planets except Pluto & Mercury) are
accessible, but a high level of information can be gleaned.]
F/X - This effect is Static if used to view the "surface" of planets, if used to view the actual realm,
it is Field Expedient.

Protection against the Winds of Randomness


Profile: Entropy 2 Author: Anders Sandberg
The mage surround himself with a field of negative randomness, giving him 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, he takes some item from the vicinity, like
a four-leaf clower, a napkin or a coin. This object will become the "lucky thing". 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 somethings conscious descision. The rote will
protect against all randomness, even beneficial. It will not work against coincidential magick.]

Protection Runes
Profile: Prime 3 Author: Anders Sandberg
These runes are inscribed on the runestones marking and protecting the old nodes and
ley-lines. Usually they consist of nasty and powerful curses (generally the most powerful the
present priests can invoke). If the runes are destroyed, the flow of power through the stone is
disrupted or somebody moves it, the curse will activate. This has given the Technocracy in
Sweden a lot of problems in the past when they have wanted to move the ley-lines. Currently
they simply let the stones stand (and actually protects them, to avoid having any spurious
magick getting loose) and lead new ley-lines around them.

Psycho bullets
Profile: Mind 3 Author: Mathias Bengtsson
The victim hit by one of these starts killing his friends or simply gives up, (hey, he"s wounded,
right?) this effect could be overcome by spending a willpower.

Pulse of the Administrator


Profile: Correspondence 3, Mind 3 Author: Anders Sandberg
The Engineer extend his awareness into his organisation. He is able to see what is going on
everywhere inside it, the state of every project, all information contained inside it and everything
else. In effect, they can influence everything on an extremely subtle level. Many Engineers
subconsciously use this rote daily to keep in touch with their work. They slowly merge their
consciousness, and turn more and more into spokespeople for the organisation itself. This rote
is often coincidental, as the mage seems to be just an exceptionally efficient employee who
knows almost everything needed, and makes the best possible use of the information network
of the organisation.

Quick Reading
Profile: Mind 1 Author: Anders Sandberg
The mage increases his reading speed far over the normal.
[ One success doubles it, two triples it, three quadruples it, etc. By adding Time you can
increase the speed even more ]

Quintessence Drain
Profile: Correspondence 2, Prime 3 Author: Kyle Felker
This rather nasty rote has made the mages who wield it many enemies. The basic effect is
identical to Bond of Blood (page 214), but it can be used on unwilling targets, and at a distance.
(system: The mage will get one point for every success rolled, limited, of course, by how much
quintessence the target has. The defender may resist by rolling his arete, difficulty six.)

random access materiality


Profile: Correspondence 3 Author: BLAKE 1001
This Rote allows the mage to move to any location within line of sight. A skilled caster can
"blink" among multiple locations almost instantly. Remember that correspondence sensing and
co-location sensing provide line of sight. One common tactic is to use co-location sensing to
remain aware of two different areas and then blink back and forth between them.
[The mage can make a number of blinks each turn equal to the number of successes scored.
The mage controls both when and where she goes. Blinking will spoil one opponent"s attack if
the mage times it properly. All opponents trying to hit the mage have their difficulty raised by
one per blink the mage has made so far that turn. In any turn that she blinks, the mage"s own
difficulties for physical actions are raised by one. The Rote lasts a normal duration but only
those locations in line of sight during casting are accessible.]
F/X - The mage is hidden by smoke or fog and is only intermittently visible; she leads her
opponents into a well known maze like area, hall of mirrors etc, where her location is hard to
determine and she may appear to be in places she is not; the mage has previously set up
mirrors, dummies, and or disguised sleepers to mislead her opponents.

Random Message
Profile: Correspondence 2, Entropy 2 Author: Anders Sandberg
Used mainly by the Players and Cultists, but some Virtual Adepts have developed their own
Video-Game version. By reaching out with his mind, a player of a game of chance can contact
another player, if he is playing the game somewhere else. By influencing the game, he can send
messages to the other. These messages are naturally limited to what the game can show and
what the other mage can interpret (for example 9 of Swords, 10 of Swords, the Tower, 9 of
Wands and Death is a quite obvious "GET THE

Rattle
Profile: Entropy 2, Mind 3, Time 2 Author: Unknown
A mage using this rote on an unawakened being can make them greatly uncomfortable by
reading their mind, predicting an event, over and over, or causing something generally odd to
happen. This rote is intensely useful in the art of Awakening a sleeper, or rattling the cage of a
drone working for the Technocracy.

Read the Akashic Records


Profile: Correspondence 3, Mind 3 Author: Anders Sandberg
The mage expands his mind into the Subconscious of the vicinity, seeking the answer on a
specific question or the solution of a problem. The mage can coordinate information from all
minds around himself, and find the solution even if no individual can solve the problem. Masters
of the Akashic Brotherhood sometimes use it on their disciples to gain insight themselves. Some
Choristers expand their minds enormously, so that the encompass millions of minds, as a form
of meditation. This is a bit risky, since they risk loosing themselves in the mass and let horrors
from the Collective Unconscious possess them.
[ Each success will work as one point dream during the scene. ]

Reality Check
Profile: Prime 1 Author: Constantine Thomas
This extremely useful Procedure is often enacted as soon as an Agent enters a Virtual - it allows
the Agent to sense that reality"s Paradigm. This can not only give the user an indication of the
local Sphere Ratings, but can also give him a sense of what can pass for Coincidence and what
is considered Vulgar there. More successes on this roll yield more detailed information - one
success might only indicate whether the Virtual is dominated by a Technomagickal or Mystickal
paradigm, two will yield as much information as described in the "Magick Factor" section of the
Virtual Classification Scheme, while three or more will give the Agent a feel for the exact Sphere
Ratings of the reality. Failure to use this Rote often results in Paradox striking the Agent as he
unwittingly goes against the local Paradigm.

Reality Check
Profile: Mind 3, Prime 2 Author: Unknown
Forces the target mage to check for paradox backlash by filling their concious/subconcious mind
with disbelief. I sort of based this on the way that paradox spirits homed in on the mentor in the
opening story in the Mage rulebook because of the apprentice"s disbelief.

Redirect Emotion
Profile: Mind 2 Author: Tim Hensiek
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.)
Remember the Package!
Profile: Correspondence 2, Mind 3 Author: Jason W. Tice
Generally, This rote allows T. Black Mann to reach through space and implant a memory of
having picked up the package to be delivered. Usually, the pick-up point that the cabbie
remembers is the bus station. The cab company is paid for the delivery of the package.

remote access
Profile: Correspondence 3, Mind 1 Author: BLAKE 1001
Basic Remote Access is just our version of Divided Sight (see MAGE p.186). Hackers add a
twist by conjunctionally Multi- Tasking so that they can keep track of more locations without
"burning out." They then recursively invoke the module at each new location, forming a chain or
mesh of "links" and "nodes" (nodes in the sense of telecommunications, not mystical Nodes
where Tass collects). When angry technarcs try to Stalk the Void (see Mage p.188) to the
offending mage, there"s time to break the connection before they arrive. I only tried this once,
but it worked like a charm.
[The maximum number of "nodes" the mage can maintain is equal to his Perception attribute
times the number of success obtained in Multi-Tasking (not the total number of "Tasks" since
one is used to co-ordinate). The numbr of links established at each casting is one plus one per
success beyond those needed for the most difficult node. For instance, a mage trying to
establish three nodes, two in familiar locations and one that he has only heard of, would need
six successes - four to establish the node in the location described to him and one for each of
the familiar areas. Nodes created in a single casting are in a "star topology" - each one is
connected only to the mage"s location. To create a link between two distant nodes the mage
must cast the spell from one node using the normal range chart instead of the Correspondence
one. Since the node is in line of sight, four successes are required (unless the new node is
totally unfamiliar). Note that this range is from the mage to the node from which the link is to be
established, not the range from the established node the new one. When someone Stalks the
Void from an end node, he simply reaches the next node in the network. If there are several
connections the one found is random. Adepts who are wise to this trick can "trace" the links -
cascading across one link per success. However, in a complex network, it is likely the tracer will
loop as it randomly chooses a path. The only coincidental effect I"ve ever heard of for this Rote
is "Hacking." The mage simply "breaks into" computer systems at each location she wishes to
view, establishing a convoluted path of communications lines that enemies must trace to find
her.]

Remove Guilt
Profile: Mind 2 Author: Jason W. Tice
Desire becomes an illness instead of a joy, And guilt a necessity that"s gotta be destroyed.
--"Infected", The The
This rote is designed to harden the mage to the realities of magical warfare. As a mage, you will
see tyhings, and experience things well beyond the range of normal human experience. This
also means that all the baggage that goes with human experience will be increased in range.
There will be times when you need ot make a decision, or deal with a decision made. This rote
is designed to help make a decision, by allowing you to free yourself from the troublesome
patterns of guilt, and regret.
The central problem with this rote is that it is non-discriminate. If you remove guilt or regfret
altogether, you approach a state of lawlessnes. And that puts the mage that much closer to
becoming a marauder. This rote is recommended for use on specific instances, and decisions. If
taught, it is recommended htat the teacher monitor their student for some time, to assure proper
use. Installing a moral and/or ethical code is also a major plus for anyone who knows these
rotes.

Resist Resonance
Profile: Mind 1, Prime 1 Author: Anders Sandberg
Sometimes mages have to use nodes or realms with strong or unpleasant resonance. Some
mages have developed a mean to counter this insidious effect, by shielding themselves against
the resonant quintessence of the node. This however makes them unable to use or infuse
themselves with the quintessence, but may be worth it for specially nasty nodes.
[ Note that Mind alone cannot prevent Resonance, since its is reality itself that is changed. ]

Reveal The Enlightened


Profile: Prime 1, Spirit 1 Author: Anders Sandberg
This rote was used by some of the more radical fractions of the Celestial Chorus during the war
against Order of Hermes. They had trouble with mages hiding themselves among sleepers and
setting up clever wards against mental scans. But they weren"t able to hide their souls and
magick. By watching people through the light of a pure fire, the choristers could see the strength
of their Avatars and the Quintessence in them.

Ride With the Spirits


Profile: Correspondence 2, Mind 3, Spirit 2 Author: Anders Sandberg
This rote allows a mage to perceive what a spirit perceives, regardless of where it is. By using it
again, the mage can "jump" onto another spirit which the first one perceives. It was used by a
cabal of Cultists who used it to learn the deepest and most frightening secrets of the Deep
Umbra, but one day they were found dead or incurably insane. To use this rote on certain spirits
is very unwise, partly because they might notice it and take objection to it, partially because
certain beings are not wholesome for humans to contact or even see.

Ring of Protection
Profile: Mind 2 Author: Anders Sandberg
This is a practical little rote used to avoid being controlled or influenced by hostile beings or
magick. The mage enchants a ring, making it a symbol of the infinite power and protection of
God. It is then worn as a protection against hostile attacks during summonings, and when the
mage is attacked, he will kiss the ring and hopefully regain his senses. [Each success will give
an extra dice on Willpower rolls to resist temptation, mind control or Mind magick. After all dices
are used up, the ring must be recharged. ]

Runegalder
Profile: Prime 1 Author: Anders Sandberg
This galder makes the runes in the vicinity of the singer to shine with their light, making them
easy to read. By the intensity of the light the mage can see how powerfully they were inscribed.

Runes
Profile: Prime 3 Author: Anders Sandberg
The art of carving runes is one of the best kept secret of Asatru. Even Odin had to pay dearly for
the secret. Once anybody who knew how could carve the magical runes, but today they require
quite powerful magick to create. The physical shape of a rune is no problem, but creating the
secret pattern inside which gives it power is hard today after the activities of the Church and the
Technocracy. Each rune has to be consecrated with a drop of blood by the carver while he
whispers its secret name and concentrates, and the inscription must be charged by tass.
However, when finished, the text of runes will work as a kind of talisman, retaining its powers as
long as it is charged. If they are recharged or placed on a place where they can recharge from
the environment they will last nearly forever. (like on the runestones, which are often placed on
ley-lines or nodes. Many retain their power even today)

S.E.T.I.
Profile: Spirit 2 Author: BLAKE 1001
You, too, can be a part of the Search for Extra-Terrestrial Intelligence. All you need is a radio
telescope and lots of patience. If you are a Void Engineer you will soon find yourself conversing
with the inhabitants of the Umbra and even the Deep Umbra. You may also find yourself
answering many difficult questions posed by Men in Black. [This is virtually the only
Technocracy effect that allows for the use of Call Spirit (MAGE p.214). All warnings about
dealing with spirits go Triple for Void Engineers.] F/X - The use of SETI equipment is
Conventional, actually getting an answer is Field Expedient at best.

scan sideways
Profile: Correspondence 2, Spirit 1 Author: The rote library
[Beats me why this one was never included in the Mage books. Just as any Mage with some
sense "looks" at her destination for her Correspondence 3 effect using Correspondence 2, so
any Mage planning to step Sideways should employ this rote to avoid unnecessary
complications.]

Schniders Buttline
Profile: Correspondence 3 Author: The rote library
Schnider liked to look good for the babes, but his wallet ruined the smooth seat of his pants,
obscuring the view. So he makes it appear that all that cash, credit cards, IDs, etc come from
this slim wallet.
[The Mage keeps his items in a safe place and reaches to it when needed. Sometimes he will
use this method to pop into other places to get cash. Why use the ATM when you can access
the vault?>

Search Out The Path


Profile: Correspondence 2, Entropy 2 Author: Deird"re Brooks
This rote enables the Dancer to find her way nearly any location she can visualize. She simply
walks in the directions which "feel right" according to her vision of the Dance, and arrives in the
proper location.

See the Astral World


Profile: Mind 1, Spirit 1 Author: Anders Sandberg
To actually project into Astral Space is hard and requires hard training and immense strength of
will. However, to just see what"s in there requires much less preparations. Akashic brothers
cleanse themselves and meditate on the mental world, while Dreamspeakers watch how the
contents of the medicine pouch fall.

See the Briatic Plane


Profile: Prime 2, Spirit 2 Author: Anders Sandberg
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.

See the Dark World


Profile: Entropy 2, Spirit 2 Author: Anders Sandberg
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.

See the Infinite


Profile: Correspondence 3 Author: Anders Sandberg
This rote is used to achieve gnosis. It works just like Co-locality perception; the mage
successively sees more and more of the whole universe. Instead of instantly seeing everything
(which even the Gnostics acknowledge would be disastrous), they start with the things in the
vicinity, slowly expanding their vision outwards. The mage sees more and more, and will
hopefully begin to understand something of the idea of the infinite as they expand their vision.
Many Gnostics meditate using this rote, trying to expand the vision just a little bit more. This
practice is of course dangerous, and countless Gnostics have become insane or died after
accidentally seeing too much. Some Gnostics defend themselves by combining this rote with
Mind 3 and projecting the Infinity into the head of an attacker. [ Many Gnostics combine it with
other spheres, depending on knowledge, to achieve a even more complete vision. ]

See through borrowed Eyes


Profile: Correspondence 2, Mind 3 Author: Anders Sandberg
The mage "borrows" the senses of another person. The victim will notice that he experiences
things slightly different, but not how.

seekers V. 1.1
Profile: Entropy 2 Author: Mathias Bengtsson
Raise the difficulty of any dodge by one per success

seekers V. 1.1
Profile: Correspondence 2 Author: Mathias Bengtsson
Raise the difficulty of any dodge by one per success

seekers V. 1.2
Profile: Entropy 2 Author: Mathias Bengtsson
Lower the difficulty to hit with one per success

Seeks Like
Profile: Mind 2 Author: Unknown
The Minister sets up a field of sympathetic vibration around himself or around his church. This
field senses those people who are sympathetic to the aims of the church or individual in
question. The field itself is the main effect. sometimes drawing in people that wouldn"t ordinarily
come into a church. When the field is in sympathy with an individual that individual will feel
drawn in. sensing a "rightness" about the feeling. the field can also cause coincidental effects to
draw people in such as a sudden downpour or a flat tire. the Time element of this rote is solely
for the purpose of giving the minister the ability of making a flawless first impression.( "well I
happen to be through - teaching these children, so I guess I"ve got some time to talk...")

Sense Link
Profile: Mind 3 Author: Deird"re Brooks
Allows the Mage to perceive through another"s senses.
Sense Paradox
Profile: Prime 1 Author: Unknown
The description of prime 5 hints at a positive/negative relationship between Paradox and
Quintessence. Couldn"t you sense paradox just like yousense quintessence?

Sense Unnatural
Profile: Entropy 2 Author: Jason W. Tice
The mage knows when something out of place in ths environment is there.

Sensory Dislocation
Profile: Correspondence 3, Mind 1 Author: Jason W. Tice
This rote allows the mage to subject a target to perceived dislocation. The target will essentially
have his senses "be elsewhere". Each success modifies either the number of senses, or the
range from the target where input is sensed. WIth two successes, Raymond can make that
Man-In-Black hear, as if her were standing 500 metres away. Great for keeping secrets from
someone standign right beside you.

Shaking the Bones


Profile: Entropy 2, Prime 2 Author: Christopher L
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."

Sight of Cerberus
Profile: Correspondence 1, Mind 2 Author: Anders Sandberg
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.

Sign of the Beast


Profile: Entropy 2 Author: Anders Sandberg
Used generally to freak out normal people (especially fundamentalists). When the mage uses it,
strange coincidences start to happen around the mage. The shadow of a sculpture will look like
an inverted pentagram. "Omen" will be shown on television. A swarm of wasps will land on the
Bible. 666 will appear repeatedly around the mage, in card games, on price tags, on car plates
and on calculators. Crucifixes will fall down from the wall, and when a book is opened randomly,
it will tell something relating to Satan. [ Each success will increase the duration and strength of
the rote. The more successes, the more powerful and unsettling coincidences will appear. ]

signal filter
Profile: Mind 1 Author: BLAKE 1001
The V-dept version of a classic Akashic Rote, Signal Filter evaluates incoming neural signals,
intercepting excessive pain messages that might hamper the mages ability to function. Signal
Filter is dangerous because the mage using it cannot tell the severity of her injury without
carefully examining her pattern. She can feel enough to tell she was hurt and where the damage
is but not how dangerous it is. In any case, the Rote in no way reduces the damage taken.
[Each success reduces the penalty and action restrictions on the wound chart by one level. The
mage can even act while Incapacitated for up to one turn per success. Duration is otherwise
normal. If the mage takes particularly strenuous or inappropriate actions, the Storyteller may call
for a Stamina Roll (Difficulty = current wound level + 3) to avoid taking an additional wound.]
F/X - The wound is particularly clean or missed major nerve clusters, the mage"s brain is
flooded with endorphins, her ration to the wound happens to be helpful (you double over and the
next shot whizzes over your head). "This guy"s obviously on PCP," etc.

Simulation
Profile: Correspondence 1 Author: BLAKE 1001
Void Engineers use sophisticated computer simulations to enter the virtual reality known as the
Digital Web. [This is a version of Hardware Entry (Digital Web p.98).] F/X - Simulation is a
Conventional effect.

Singing in the Rain


Profile: Mind 3 Author: Stephen Johnson
There is some argument between mages as to which came first, the movie or the Rote. Which
ever, the effect of this Rote is to alter the emotional state of the target to a state of joyous
euphoria. Once in that state the target loses any aggressive feeling towards anyone, including a
mortal enemy standing directly in front of her, in favor of singing out loud of the sheer pleasure
of singing. The effect is limited both in depth of euphoria and duration, but while under the
influence of this Rote the subject will happily sing in the midst of their own execution as if they
had not a care in the world. [For every success past the first either the depth of euphoria or it"s
duration is increased. Note that this Rote can be resisted with a simple Wits + Alertness or
Willpower roll with a difficulty equal to the mage attempting to enforce the effect.]

site to site transport


Profile: Correspondence 3, Mind 1 Author: BLAKE 1001
This Rote takes the mage to a specific, pre-determined location. Often, a series of locations is
"programmed" ahead of time. All such locations must be personally memorized by the mage
(thus the mind aspect, for eidetic memory). This rote is very simple, often requiring only a single
key stroke like [HOME] or [RETURN].
[Site to Site Transport differs from the classic Seven League Stride primarily in that the target
location is always well known. Two successes are all that is needed to remove the mage to the
next programmed location. Extra successes are required if the mage wishes to "cascade"
through several localities, spending anywhere from a fraction of a second to a few turns in each
intermediate location. As long as her computer is up and running, the V-dept can activate this
Rote with no initiative penalty. This Rote is almost always Vulgar magick.]

Skewer the Gossiping Tongue


Profile: Correspondence 2, Entropy 3, Mind 3 Author: pfstrack@math.unc.edu
This rote is used by Voudoun mages to deal with the spread of unpleasant rumors (true or not).
The mage purchase an ox tongue, ritually enchants it with the names of the persons talking
badly about her, and then drives a nail through the tongue. Thereafter, the gossipers will feel
inclined to leave the mage be. If they ignore that inclination, they will find the gossip rebounding
on them in unpleasant ways, and other mildly unpleasant things happening to them, until they
desist. [The Correspondence is unnecessary if the rote is cast in the presence of the gossipers.]
Paul Strack

Smell the Traitors Heart


Profile: Mind 3 Author: Unknown
The Akashics developed this Rote to alert themselves to hostile minds, and avoid ambushes.
The mages keeps a light telepathic contact with all the minds in her immediate area. If a
sentient being in the Akashic"s sensory range becomes hostile, the Akashics empathic senses
will be alerted, and the mage can defend herself. The Akashic need not even see the ambusher
to "scent" the hostile intent. However, this Rote does nothing to protect the mage from inanimate
threats or accidents.

Snipertrace
Profile: Correspondence 1 Author: FindRote_2.0
This rote was recently pioneered by combat Virtual Adepts using their HUD displays. The rote
lets thait computers track the path of any projectile back to it"s path ( even those too fast for the
adept to see ) Time 2 can be used to determine the paths of projectiles that have already been
shot. ( Was the Man in Black behind the grassy knoll or in the building?) Using this rote with a
video input is coincidental. Mind 1 can be used to make the rote track many lines of fire at once.
[ Each success ceoms closer to pinpointing the source, at 3 or more successes the sniper"s
location is known enough to be attacked, even if he is invisible or concealed. ]

Somebody Else's Problem


Profile: Mind 2/3 Author: Anders Sandberg
The mage dampens the interest of something, for example himself. The victims won"t notice
anything unless its spectacular, includes him or he keeps his eyes in it. A person with SEP can
walk down a street without being noticed or remembered, but a security guard will probably stop
him if he tries to enter a restricted area (the guard is on lookout for any intruder). With three in
mind the mage can erase all perception of himself, which turns him invisible for all practical
purposes as long as he don"t break the illusion by attacking somebody, turn over something or
collide with someone. This type of protection/invisibility is very common. Cabalists use the
Yetziratic Sealing Rite, Rosicrucians the Rose-Cross Ritual, Akashic Brothers special silent
Do-movements and Verbena wear protective amulets carved with the athame.

Sound Editor
Profile: Mind 3 Author: Jason W. Tice
This allows the mage to "edit out" certain sounds from a scene. This is trictly a perceptual thing
for the mage. others will still hear those sounds.

Spectre
Profile: Mind 1, Spirit 3 Author: D.J. Babb
An improvement on IDS, Spectre allows the Gamer to become the proverbial
"Ghost-in-the-Machine" (or Game in this case). [By beating a dificulty of 7, the Gamer enters the
Umbra, while still sensing events on Gaia and the Umbra simultaneously. Mind is used to allow
the Game to process all the information coming into his brain.]

Speed-Read
Profile: Mind 1 Author: Deird"re Brooks
The Mage can read many times faster than normal with this effect. Each success adds 1 to the
multiple for reading times, starting at 1 for 1 success.

Spirit Fist
Profile: Spirit 2 Author: aelarsen@students.wisc.edu This rote was created by the Yogis, many
of whom use some variant of it in their struggles with hostile Umbrood. (This allows the doist to
use do strikes on spirits.)
Andrew E. Larsen

spirit id
Profile: Mind 1, Spirit 1 Author: BLAKE 1001
This rote allows a mage to recognize spirits who contact her, whether through his Umbral Pager
or by attacking her, without constantly scanning the Near Umbra. When contacted by a spirit,
the mage automatically "sees" the spirit, though no other parts of the adjacent umbra or nearby
spirits are perceived.
[The mage should make a Perception + Awareness roll to positively ID the spirit. She can then
tell whether it is a familiar spirit and can recognize it the next time their paths cross. The
information granted is also enough for the mage to Call the spirit later on, though he has no
power over it of course. Umbral effect, no coincidences required.]

Spirit Messenger
Profile: Correspondence 2, Spirit 2 Author: Anders Sandberg
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.

Spirits of Delight
Profile: Spirit 2 Author: Anders Sandberg
The Child summons spirits who will give him some pleasure and entertainment. It may be
spectral music, alluring scents, illusions of beautiful women, caresses and kisses or almost
anything. The more successful the rote is, the more powerful spirits are attracted and the longer
the effect last. Incubi and Succubi are material manifestations of quite powerful spirits, who only
exist to please the mage (at least that is what they are saying...).

Spiritual Ecstasy
Profile: Mind 2, Spirit 2 Author: Anders Sandberg
This enables the mage to stimulate the spiritual aspect of the ascendee as well as his mind and
body. The result is more profound pleasure than any carnal pleasure, and tends to stimulate the
Avatar to become more active in the pursuit of higher forms of ecstasy.

Stance of the Perfect Defender


Profile: Correspondence 1, Entropy 1, Mind 1 Author: aelarsen@students.wisc.edu
This rote is very common among Dragon Scales, who use it to considerable effect when they
are attacked by multiple opponents. By keeping track of the location of all their assailants and
maneuvering accordingly, the Scale can prevent them from using their numerical superiority to
their advantage. (Each success negates 1 pt of a multiple attacker bonus per success. While
this can only be employed when a single mage is being attacked by multiple opponents, if the
mage scores well enough, this rote can actual increase the difficulty for multiple attackers, as
they get in each other"s way.)
Andrew E. Larsen

Subliminals
Profile: Mind 2 Author: Anders Sandberg
A less brutal method is used by the Syndicate, which uses subliminal control on the masses. By
carefully entering hidden messages, the sleepers are made to like or dislike certain things. For
example, its quite easy to make many people feel a bit bored or distracted when confronted with
information the Syndicate doesn"t want them to understand (this is called "spreading fnords" by
the Virtual Adepts).
Subprocess
Profile: Mind 1 Author: Anders Sandberg
This rote was perfected by the Virtual Adepts. The mage allocates a small part of his mind to
perform a certain task, like solving a problem or guarding a door. The mage will then forget it
until the subprocess if finished and reunites with the main mind. This can be used to hide
information from the main mind or plant reminders (Time 1 can be combined, creating a timed
subprocess). Some Virtual Adepts have developed recursive subprocesses, which can generate
their own subprocesses. Several of them have however fallen victim to runaway subprocesses
which have eaten their brain capacity, due to erroneous programming.

Summon Being of Change


Profile: Spirit 2 Author: Anders Sandberg
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.]

Summon Dark Entity


Profile: Prime 2, Spirit 2 Author: Jason W. Tice
The Nephandi often classify spirirts as dark or light, as metaphors for evil or "good". THis
particular rote summons an evil entity, as these vague classifications are perceived by the
mage. IT is virtually guaranteed that if a spirit appears (or a denizen of another umbral
realm--we didn"t specify a spirit), the being will be perceived as evil by the caster, no matter
what his beleif system.

Summon Demon Process


Profile: Correspondence 1, Spirit 2 Author: Anders Sandberg
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. Virtual Adepts summon and talk to these spirits using
query-languages or their own weird dialect of LISP.

Summon Dream-Stead
Profile: Spirit 2 Author: Anders Sandberg 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.

Summon informant
Profile: Mind 3, Spirit 2 Author: Anders Sandberg
The mage summons an angel in order to gain information about somebody. The angel (if it was
correctly summoned and the right angel for the job) will search out the individual, subtly read his
mind and body and return with the requested information. They are also good at finding
information about other things. Many enochians spend a lot of time conversing with these
angels.

Summon Lover
Profile: Mind 2 Author: Anders Sandberg
The Child uses his power over the carnal desires, and try to influence a partner. The victim will
feel a subconscious desire for the Child, and will (at least sexually) be drawn towards him.
Sometimes the Child uses a mass version, increasing his or her own charisma and sex appeal
to arouse everybody in the vicinity. [ Each success will give one automatic success on seduction
attempts. ]

Summon Shades of the Dead


Profile: Entropy 1, Spirit 2 Author: pfstrack@math.unc.edu
This rote calls up ghosts of the departed, so that the mage may ask them questions or
command their service. Typically, the mage takes some item of the deceased (referred to as the
"fetter"), and uses it as a focus of his power, to draw the shade to him. The longer a spirit has
been dead, the more difficult they are to call. Some ghosts become very powerful after death,
and are correspondingly more difficult to summon. The rote does not compel the ghost to
cooperate, nor does it give the shade any more intelligence than they possessed in life. In fact,
long dead spirits are often confused or even insane, and it can be difficult to get useful
information out of them. Most spirits have little in the way of power to effect the living world, but
a few (known as wraiths) have greater strength. Wraiths make useful servants, but are
dangerous to deal with, having talents that could strike back at the mage. The spirit of almost
any dead individual can be summoned by this Rote, seemingly contradicting reincarnation
theories or the existence of some sort of benevolent afterlife, views common to the Euthanatos
and Celestial Chorus, respectively. Both of these traditions claim that most (if not all) of the
shades summoned by this ritual are not actually the spirit of the departed person, but are some
sort of Umbral reflection left by their passing, which can linger for a long period of time. The
actual soul of the departed will have passed on long ago to its proper reward. [If no fetter of the
departed is on hand, the difficulty of the rote is increased by 2. If the fetter is actually a "Fetter",
as defined in the Wraith game, the difficulty is lowered by 2. Use the Time duration chart to
determine how many successes are need based on how long the person has been dead.]
Paul Strack

Summon Succubus/Incubus
Profile: Mind 2/4, Spirit 2 Author: Anders Sandberg 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. However, that haven"t detained many mages from summoning a few.

Summon Sylph
Profile: Mind 3, Spirit 2 Author: Anders Sandberg
The Sylphs usually manifests as scented winds or changing, suggestive shapes barely seen.
They are very fond of illusions, playing games with people and fooling the mage (and due to
their intelligence they are good at it). It is not easy to make them behave seriously, but if the
mage manages to make them behave, they are quite good at everything pertaining to air,
illusions, music, language etc. They are also excellent, if somewhat unreliable, spreaders of
magickal gossip and crafters of illusions, not to mention their spying abilities.

Summon the Servitors of Decay


Profile: Entropy 1, Spirit 2 Author: Anders Sandberg
The mage summons some of the spirits of entropy in an area of entropy, like a garbage dump, a
dying person or a condemned house. Euthanatos usually do this by asking a question while
rattling the rattle and then throw the bones. 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.

Suspicion
Profile: Mind 2 Author: Jason W. Tice
This rote allows the mage to plant a seed of doubt, of suspicion in the target"s mind. This usally
is complimented by a situation, person, or thing for the target to become suspicios of. The target
will then go ahead and create something to be suspicious about.
Sustain the Magick
Profile: Prime 2 Author: pfstrack@math.unc.edu The mage may channel
Quintessence into a magickal effect, so that it will maintain itself rather than taxing the mage"s
concentration. The mage must use some source of Quintessence, which can be the mage"s
own energy, though power from nodes, spirits and special Talismans are also commonly used.
This Rote does not extend the original duration of the spell, but does make it independent of the
original caster. There is an added advantage to this Rote. There are rumors of magick using
effects maintained by a mage as a link to their originator. Sustained effects are independent,
and have no such connection. [An effect requires a number of points of Quintessence equal to
its Level each day to maintain. This Quintessence can be fed in all at once, or spread out over
time. Once the Quintessence runs out, the effect ends, though the mage can use this Rote
again to prevent this from happening. The mage can use the Rote in conjunction with the
original effect if she has a ready resource of Quintessence; the mage may thereby cast and
sustain the Rote simultaneously. This is the Rote Chantries use to maintain their Wards and
Horizon Realms. Note that Rote allows the mage to avoid the distraction penalties for
maintaining too many magickal effects.]
Paul Strack

Synchronicity Highway
Profile: Correspondence 3 Author: pfstrack@math.unc.edu
Often simple teleportation is too vulgar for a mage"s purposes, and more subtle versions of
Correspondence are needed. The most common method is something Hollow Ones like to call
"riding the Synchronicity Highway." The mage simply uses mundane methods of transportation,
but has amazing luck in their use. Taxi"s arrive at the optimal moment, all the stop lights are
green, no one asks the mage for money or passports, all the doors are unlocked, and so on.
[Divide the travel time by the number of successes gained. In addition, the mage doesn"t have
to deal with any of the usual requirements for his journey, such as paying for anything. With
Correspondence 4, the mage can take others along with him.]
Paul Strack

Take Student
Profile: Mind 2, Prime 3 Author: Jason W. Tice
I"ve been watching you for ages You"re like a boat without a mast Struggling with the tide of
destiny Between the future and the past --"Gravitate To Me", The The
This rote is excellent for marking potential students. It requires the mage to make contact
(physical, electronic, whatever) with the subject at some time specified by the mage.
When the student meets the criteria (awakening, reaching level 3 in Life, when his mother dies,
when he suffers great tragedy, whatever), they will feel drawn towards the mage. It could be for
any coincidental reason--such as asking about a foreign country the mage has been to. But
once there, the student will feel like they are gaining a lot of knowledge from the mage.
This is an illusion. The student will lose the illusion of this feeling once they have formalized a
student/teacher relationship.
Targetting Sight
Profile: Correspondence 2 Author: Jason W. Tice The Mage has a cross-hair super-imposed on
his targetting eye. the cross-hairs will correspond to whatever the gun is targetting. The
cross-hairs will only be seen if teh gun is targetting in the mage"s line of sight.

Teleportation
Profile: Correspondence 3 Author: Jason W. Tice
This rote allows the mageto teleport anywhere either line-of-sight or assurance of space. If he
can"t see it, or doesn"t know exactly where everything is, he risks teleporting himself in wall, or
floor. Painful. Teleporting into unexplored complexes is unadvised. You realyl don"t want your
life pattern intermixed with the matter pattern of a table.

Telescopic Observation
Profile: Spirit 2 Author: BLAKE 1001
This is the tried and true way of investigating the Deep Umbra. Telescopic Observation is used
to scan the heavens for evidence of Nephandi and Marauder activity and to provide the Void
Engineers with data for their many experiments. [This is yet another version of Plumb the Deep
Umbra (MAGE p.212). Only areas corresponding the night sky can be investigated and clear
skies are required.] F/X - Telescopic Observation is a Conventional practice.

Telescopic Sight
Profile: Correspondence 2 Author: Deird"re Brooks
With this, the mage can see distant seens as if they were closer, without necessarily moving his
viewpoint, simply enlarging distant scenes.

Temporary Inducement of Detangible State


Profile: Prime 2 Author: aelarsen@students.wisc.edu 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.
Andrew E. Larsen
Test the Traitor
Profile: Entropy 1, Mind 3 Author: Anders Sandberg
This rote is used to test initiates of the Rosicrucians to see if they are possible traitors. It is often
used during the initiation ceremony just as the initiate is shocked or is busy concentrating on
something else, since the psychological defenses will be weaker. The users (often several older
Rosicrucians working together in secret) tries to find weak points in the devotion to the
Rosicrucian ideals and possible treasonous thoughts. They watch the mind of the person with
their showstones, comparing it to the purity of their seals. The mages also use Time if they can,
to see if there is any chance the tested person will become susceptible to such ideas or have
been subjected to them.

The Abyss of the Mind


Profile: Entropy 1, Mind 2 Author: Anders Sandberg The mage feel the entropy in someones
mind. In this way the mage may get an impression of how strong the person really is, and if it
has any weak points, like deep traumas, neuroses or guilt.

The Abyss of the Soul


Profile: Entropy 1, Prime 1 Author: Anders Sandberg The mage feel the entropy in someones
flow of quintessence. Normally this is very small, but in some people the flow is disturbed. This
is often a sign that something is very wrong about the person. It could be that dangerous magick
has hurt him or that his Kia is disturbed in some way. Euthanatos become very interested in
these persons, and will study them as much as possible before deciding what to do.

The Code of Tritheimus


Profile: Mind 1 Author: Anders Sandberg This rote is often used to keep the secrets in the
grimoires from the eyes of unworthy and enemies. By writing using specially prepared inks and
during incantations of angelic names, the mage can write an completely undechyperable text.
To an uninitiated, it will look at sheer gibberish or mad rantings of demoniac names, but if
another mage incants the names and read the text in the light of certain candles, it will become
readable. This is used to hide the Goetic texts, sometimes in plain sight.

The Cursing
Profile: Entropy 2, Mind 3 Author: Christopher L Euthanatos mages do not always kill those who
are wasting their lives. Sometimes they punish them until they mend their ways. This rote is a
simple way of doing just that. Entropic magick is used to produce a "Sod"s Law" effect on the
victim, generated by his own subconscious or conscious fears. If, for example, he is worried
about making a bad impression on his boss then he is far more likely spill hot coffee on her or
find his watch is slow and he is half an hour late for the meeting The effect only ends when the
victim has changed his ways (as defined by the mage to the victim). Bad luck is subjective
however. this rote has failed on HIT Marks because they have no desires or fears as such.
There was also one near legendary failure of this rote when an extremely powerful Euthanatos
cast it on a young Akashic Brother to teach him a lesson. Using simple Mind magick, the
Akashic convinced himself that the worst thing that could possibly happen would be for the
Euthanatos mage to die. An astonishing series of flukes and chance events brought them face
to face one more time where, despite his best efforts, the Akashic accidentally killed the
Euthanatos.

The Devil Protect His Own


Profile: Entropy 2 Author: Anders Sandberg The mage "moves" some randomness to help him.
The rote is done when something is going well for the mage or somebody in the vicinity, turning
the good luck bad. Now the mage has some extra "fortune-capital", which will help him the next
time he is near failure by turning bad luck good. This only works on random events, but
sometimes it can work by creating random but helpful effects (the mage tries to explain his
presence in the wardrobe to an irate husband with a gun, when suddenly the phone rings and
distracts the husband, allowing escape.) The amount of good luck depends upon the amount of
bad luck produced in the first step.

The Devil's Touch


Profile: Entropy 2 Author: pfstrack@math.unc.edu This minor rote is useful in getting petty
revenge at a mage"s enemies. The mage ritually marks a coin or some other small object, and
then somehow gets his target to accept it. So long as the target has the coin, they will suffer
innumerable minor inconveniences and unpleasant coincidences. More powerful versions of this
rote (requiring higher levels of Entropy) can lead to injury or even death.
Paul Strack

The Dirge
Profile: Mind 3 Author: Timothy Toner
When this Schtick plays, everything seems incredibly tragic. Targets must make a willpower roll
(diff 6) to prevent crying.

The Heart's Desire


Profile: Mind 3 Author: pfstrack@math.unc.edu The Hermetic rote requires burning a small
piece of vellum marinated in rose water. The magick clouds the targets mind, so that the mage
appears to be the person that the target most wants to see. Alternately, the mage appears to be
holding the object the person most wants to have. This rote can be extremely helpful for
negotiating with the subject, but requires the mage to be quick on her feet. It is not always
obvious who the target thinks the mage really is. [The magick probes the target"s subconscious
for the desire, and draws it up as an illusion into the target"s mind. Since the target
subconsciously desires the illusion to be true, many targets will not resist the magick. Additional
magick is needed for the mage to know exactly what the illusion is.]
Paul Strack
the hitchhiker's guide to the tellurian
Profile: Correspondence 2, Spirit 2 Author: BLAKE 1001 This Rote allows the mage to spy on
any location in the Umbra or even the Deep Umbra from the safety of his terminal. It takes the
form of a massive database of SF/Fantasy stories, vignettes, illustrations, & animation that just
"coincidentally" happen to perfectly describe the area of the Umbra desired. The Guide does not
allow viewing of the real world; any request for information regarding Gaia"s realm returns the
words Mostly Harmless."
[The Guide combines the effects of Correspondence Perceptions with Spirit Sight and Plumb
the Deep Umbra (see MAGE pps. 185, 212, 214). The Correspondence range chart is used with
respect to the caster"s familiarity with the umbral location to be scanned, not the corresponding
mundane locality in the "real" world. Though a standard coincidental effect is mentioned above,
none is really necessary as this is an umbral effect.]

The Invocation of the Four Archangels.


Profile: Spirit 2 Author: Anders Sandberg 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.]

The Laugh Track


Profile: Mind 3 Author: Timothy Toner
When the Kid activates this Schtick, everything becomes funny. While the effect is in place (the
length of the prop), it is difficult to take anything seriously. THis has a tendency to aggravate
several people.

The Lunatic is on the Grass


Profile: Mind 2 Author: sven@ll.mit.edu
In many ways the opposite of "Be Cool" (see _BoS_), this Rote instills the vague yet certain
surety in observers that everything the target does is odd, awkward, unfashionable, ill-at-ease,
graceless, and similarly inept.
Obviously, the exact effects of this are variable on the individual -- teenyboppers will find the
victim"s choice of clothing/jewelry offensive, while socialites and members of haute couture will
find his/her manners boorish and rude, etc., etc., etc.
Because the lack of fashion/etiquette/manners is perceived in the observers" minds, not in
anything the victim actually wears/says/does, this effect, if successful, is nearly impossible to
resist or shrug off until it has run its course.

YOU FORGOT TO WIPE


A variant of this effect (still Mind oo) can be placed on the victim him/herself, causing him/her to
feel awkward, unfashionable, ill-mannered, and otherwise ill at ease in any social environment,
whether or not he/she really is.

The Middle Pillar Ritual


Profile: Prime 2 Author: Anders Sandberg This rote will strengthen the body, mind and soul of
the mage. The mage stands and visualises 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. ]

The Moon's Pure Light


Profile: Mind 3 Author: aelarsen@students.wisc.edu
River Dancer, a Moon-Seeker, used this rote to penetrate the disguise of a Nosferatu bent on
killing her, and it has become popular since then as a way of detecting those with deceptive
intent. (This spell allows the witch to see the target as he truly is. Successes count as
countermagic against illusions and similar Mind magic. If the caster scores at least 4 successes,
she also learns the target"s Nature.)
Andrew E. Larsen

The Notice
Profile: Mind 2, Prime 2 Author: Jack Dracula
This hard-to-describe rote creates a "quintessence sink," which fools any Awakened bengs 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.

the spirit moved upon himn


Profile: Mind 2 Author: Unknown this simple rote greatly magnifies the natural Oratorical abilities
of the speaker by giving him great presence. ( often accomplished through the use of Subliminal
signals.) Each success on the magick roll decreases the difficulty for any persuasion or oratory
based skill by one.
The Stalking
Profile: Mind 3 Author: Timothy Toner
When this Schtick plays, nerves are placed on edge. Perceptions are +1 die, and Initiatives are
+1, but targets act very irrational.

The Travelling Salesmane Problem


Profile: Correspondence 1 Author: sven@ll.mit.edu
A simple (magickal) application of what computer mathematicians would call a "greedy"
algorithm -- when travelling from point A to point B, the mage, at every intersection along the
way, pauses to sense space, "feeling" (or, for Virtual Adepts, "calling up in cyberspace") the
correct direction to turn.
(Number of successes determine exactly HOW good the shortcut was. Three or more
successes should represent the "greedy algorithm solution," which, if the shortest distance was
chosen at each intersection along the way, is the shortest total distance from A to B. I just did
this proof last night, in fact. ;)

The Voice
Profile: Mind 2 Author: Anders Sandberg
The mage give his voice a tone of authority and power, making it hard to resist orders or
suggestions made. Whatever the mage says, it will be remembered. Many Gnostics use the
Voice in teaching or to gather followers. [ Each success add one dice to social rolls. To resist an
direct order from the mage the victim must succeed in a willpower roll with a target number
equal to the mages willpower (suitably modified. A direct, simple order as "drop it!" will increase
the target number, while a complex or dangerous order will decrease it) ]

The Yetziratic Sealing Rite


Profile: Mind 3 Author: Anders Sandberg Originally from Sepher Yetzirach, this rote is widely
used for protection. The mage draw permutations of the letters Yud, Heh and Vav in the six
directions with an incense stick while praying. Now the mage is protected as long as the rote is
active. People around the mage will ignore him and will not remember him very well, if at all.
They will not think about the mage if he does not attract attention. This rote became very
popular among the Rosicrucians, who called their rote the Rose Cross Ritual (In which the
mage draws crosses instead of letters)
[ The rote will make people overlook the mage. Three successes are enough to be ignored by
all people in the vicinity of the mage. Each success will subtract one die from every perception
roll to spot the mage, as long as he does not attract attention. Since most people ignore each
other anyway, the mage will in effect be almost invisible]

Thoughts Like Water


Profile: Mind 2 Author: aelarsen@students.wisc.edu
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.)

Thread of Ariadne
Profile: Correspondence 2, Mind 1, Spirit 1 Author: Anders Sandberg 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.

Tongues
Profile: Mind 3 Author: Deird"re Brooks The mage can use this effect to understand the
languages others are speaking.

Touch of the Sandman


Profile: Mind 2, Prime 2 Author: Unknown Tweak the pattern of a target with pattern
disturbance, and then weave in some serious mental fatigue with mind 2 (3?). Let the pattern
snap back to its normal state, and watch your target snooze!

touch-type
Profile: Correspondence 2, Mind 1 Author: The rote library [Touch-type allows a mage to type at
a blinding rate (on a typewriter or computer) without really thinking about it; his fingers just "find"
the right key to press. When cast, depending on the degree of success, a mage can type up to
100 x Dexterity words per minute. Please note that after about 200 wrd/min., the effect becomes
increasingly vulgar.]

Traffic Jam
Profile: Correspondence 3, Entropy 2, Prime 2 Author: Anders Sandberg This rote was devised
by Kurt Fjdllstrvm of the Children of Bacchus to disrupt the quintessence flows in the traffic
networks of a city. He quickly downed a rather large amount of whiskey, and then began to drive
through the city in a car he had "borrowed". Needless to say, his drunk driving and absolute
disregard for traffic rules soon caused complete chaos wherever he drove. But through his
intuitive understanding of the ebb and flow of traffic, he also managed to make the disturbances
grow and spread across the entire city. The result was a memorable traffic jam, made even
worse by the summer heat and the presence of other tradition mages subtly affecting the
already irritable mood.
[ The Correspondence part allows the mage to affect a large area, and to avoid getting trapped
himself. Entropy affects traffic flow and prevents random accidents, while the Prime part fuels
the growing chaos and allows the mage (in conjunction with Entropy 1) to find the parts where
the Technocracy would want a traffic jam the least. ]
Trajectory Computation
Profile: Correspondence 1 Author: BLAKE 1001
After thoroughly analyzing the forces involved, a Son of Ether can use his abacus to calculate
precise vectors and trajectories that a certain moving object (or person, vehicle, etc.) will follow.
This can be used to improve the chances of performing a difficult vehicle maneuver or hitting a
target with a ranged attack. [Each successes adds an extra die to the skill roll involved - driving,
firearms, etc. In the case of attacks, the Rote is only useful against immobile or unsuspecting
targets - a victim who dodges eliminates the Rote"s effect. The weapon used must be
"calibrated" that is it"s muzzle velocity must be measured with Quantify Energy and the mass of
its bullets determined with Analyze Substance. Any other objects, forces, persons, vehicles, etc
involved in the event being Computed must undergo similar analysis.] F/X - The effect of this
Rote is so commonly accepted among sleepers that it can be considered Static magick.

Translator
Profile: Mind 3 Author: Constantine Thomas This extremely useful Procedure allows the Agent
to understand any language spoken to him, and at the same time allows anyone else to
understand the language spoken by the Agent himself. This includes any visual component to
the language as well - any extra components such as body movements and tail motions can
therefore be used and understood (assuming the Agent"s body has been modified to allow for
such movements).
[This rote works by reading the minds of anyone speaking or being spoken to and translating
thought patterns directly into languages that can be understood by the individuals involved -
those involved think that the other person is speaking their language. This only translates and
transmits spoken words, and not the thoughts BEHIND those words - however, the intention of
the spoken words is translated accurately (unless the effect Botches...). Thus, an Agent may
talk to an Aegyptian in English, who is fooled into thinking that he is being spoken to in
Aegyptian. When he replies in Aegyptian, the Agent will hear his answer in English. If the Agent
lies to the Aegyptian, his lies will be heard - if he utters an expletive, that will be translated into
an Aegyptian equivalent.
If a visual component is involved (as in the case of the lingua franca on Sauron, which involves
complex body and tail motion), the effect creates an illusion of the required component in the
listener"s mind. However, the "speaker" must be physically capable of using such components
to start with - ie. he has to have been already physically modified (by Life effects) to use them.
This is because the Translator effect cannot create a complete physical illusion around the user
and so (for example) cannot make a human appear as a Saurid].

Transplant Skills
Profile: Correspondence 2, Mind 3 Author: Anders Sandberg In some cases a mage might need
a skill or ability he doesn"t know. To ameliorate this problem, someone invented this rote. The
mage simply reaches into the mind of somebody with the necessary skill, and taps it. The donor
doesn"t notice anything except that he tends to think a lot about the skill for no apparent reason,
and that he gets strange glimpses of the situation of the mage. The mage on the other hand can
use the skill for the duration of the rote, but caution is advised. The minds of people are tied
closely together, and one cannot just grab a single skill without expecting other things to follow.
Mages who use the rote report that their personalities sometimes temporarily change towards
the personalities of the donor, and that they sometimes get strange impulses or memories from
the other person.
[Each success will allow one skill level to be borrowed from a donor. The borrowed skills will
completely replace the mages own, but may be supplemented with Dream for a truly dangerous
and psychedelic effect. However, if the mage gets more than two successes his Demeanour will
change to the Demeanour of the donor of the skill for the duration of the rote. If he gets four
successes, his Nature will change too. Mental quirks and insanity may also be transmitted in this
way. If the mage is searching for a rare ability, Correspondence 3 may be used.]

Turn the Corner


Profile: Correspondence 1 Author: Nicholas Rossier A Blader often needs to know what lays just
around the next corner. This rote gives them the extra "feel" for the terrain and what they may
encounter.

Turning the charging Beast


Profile: Mind 3 Author: Stephen Johnson Shortly after surviving her first encounter with a
werewolf, an unknown Hermetic Mage developed this simple Rote to protect herself from such
dangers. Since that time it has become a known fact within the Traditions that werewolves
universally despise, loathe and fear mages simply because of this Rote. Not because of what
the mage makes the target do, but because the effect is so embarrassing to the target.
[Requires two successes to function, plus one success for every use after the first in the same
scene, and the target must be either engaged in combat or charging into combat. If the mage
rolls the necessary successes the mage may refocus the targets anger and fury against another
object or non-allied person (non-allied to the target.) The target will then blithely charge right by
the mage, ignoring her completely in favor of the new focus the mage has placed in the target"s
mind. (Often a tree, stone, body of water, anything but the mage.) This allows the mage time to
remove herself from the presence of the target, usually a very good idea because after the
target has slaughtered the new focus their rage and anger the target will want to kill the mage in
some bloody, messy and gruesome manner.]

Umbral Eyes
Profile: Mind 1, Spirit 1 Author: jmmcke01@morehead-st.edu The target of this rote is generally
up shit creek. He _cannot_ see the normal world, only the Umbra. In some places, the
correspondence is so great as to make no difference, but in others--yeesh! For a basic view the
lesser sphere level is used. The target can still sense "reality" via touch or sound, just nor see it.
With higher levels of Mind the target becomes more engrossed, eventually appearing insane to
those around him.

umbral pager
Profile: Mind 1, Spirit 2 Author: BLAKE 1001 The mage focuses a tiny portion of her attention on
the umbra. This umbral perception is largely subconscious and does not interfere with normal or
other senses. Spirits familiar with the mage can use a pre-arranged signal to get her attention.
Anything other than the pre-arranged signal goes unnoticed.
[Hostile spirits can fake a signal with a Wits+Enigmas roll, difficulty is the mage"s Wits+5. If the
spirit trying to make contact is distant, the Storyteller may call for a Perception + Alertness roll
from the mage. Umbral effect, no coincidences required.]

Undifined Pointer
Profile: Correspondence 3, Mind 1 Author: BLAKE 1001
This effect allows a Virtual Adept to place a small object in an "Undifined" location, and
remember that location without acutally "knowing" where it is. Such an object is removed from
normal space, much like an Adept of Correspondence can remove himself with Bubble of
Reality (Mage 2nd Ed), effectively being "nowhere." There is no limit to how much material can
ultimately be stored in this way - "nowhere" seems to have unlimited space. [Any object that the
mage can Aport with Correspondence 2 can be affected. It takes 3 successes to place the
object but only 1 to retrieve it. Finding such an object requires at least 6 successes Sifting the
Correspondence Point - it is litterally in the last place anyone could ever look.] F/X - Wow, she
really does have everything in that purse. The mage can simply hide or retrieve an item from
anyplace it could concievably fit to keep the effect Coincidental.

Unlock the Magick


Profile: Mind 3, Prime 1, Time 2 Author: Unknown induce Obsessive/compulsive disorders in
normally sane people, a mage hooks the Prime 1 Rush effect to the performance of some
specific future action. Thus, when someone writes their name, a rush of quintessence is
received. A mage can also make the Compulsion go psychotic by linking it to a thought, such as
- suicide or murder.

vector matrix computation


Profile: Correspondence 3 Author: BLAKE 1001 This unusual Rote causes the mage to move
through space with an apparently smooth motion through a series of micro-teleports. She can
appear to walk, levitate, or even fly. The main advantage of this kind of movement is that it can
be more easily covered by static effects. Even though she appears to be moving, the mage has
no momentum and causes no damage in a collision.
[One success allows the mage to move at normal human speeds - no more than about 10 mph,
two success allow ground vehicle speeds (under 100 mph), three grant aircraft-like speeds of
hundreds of mph, four success allow super-sonic flight (no sonic booms though), and five will let
the mage move at basically any speed she wishes.]
F/X - The mage leaps upon a passing vehicle, is picked up by a helicopter, dons a pre-placed
jet pack, had a parachute carefully packed in her backpack when she jumped from the plane.

Ventriloquism
Profile: Correspondence 2 Author: Jason W. Tice
This simple rote illustrates that correspondence magic works on sound, on top of just objects.
Vibrations
Profile: Mind 3 Author: Unknown Creates a field of psychic static with subliminal messages that
predict failure. While this doesn"t prevent magick,per se, It does make it nearly impossible to
concentrate. For each success on the magick roll, a minister can add 1 to the difficulty of any
task requiring concentration. this includes magick,hedge magick,thaumaturgy, and many other
form of Magick use. Individuals with Concentration or Iron Will as merit can mitigate this
somewhat.

Vigrunor
Profile: Entropy 1, Mind 2, Prime 3 Author: Anders Sandberg These are runes which are
inscribed on a weapon under invocations to Tyr, and will give the wielder success in battle. He
will be able to see the weaknesses of his enemies, become brave and fearsome to his foes.
[ The Entropy effect will make the user notice the weaknesses of his foe, while the two Mind
effects will make him brave and fearless while his foes will become nervous. ]

Vision Quest
Profile: Correspondence 1, Mind 3 Author: Jack Dracula
This rote is often used in conjunction with the initiation of a new member into the Sons. The
Mage taps into the initiate"s mind, completely controlling the mental landscape and occurences.
(See _Exorcist 2_ for a good scene.)

Visionquest
Profile: Mind 3, Spirit 2 Author: Anders Sandberg (Also known as Vision Thing among the
Hollow Ones). The mage puts himself into a state of gnosis by intoxication, fasting, pain or
pleasure. As the mage sinks into a trance, he will begin to see visions of the world around him,
the Umbra and his own mind. The world seems to become fluid in the perception of the mage,
constantly changing and reforming. If the mage concentrates on a problem or a question the
visions will begin to reflect this. Using a visionquest, a mage can understand the secret
connections and symbols he normally wouldn"t understand. Unfortunately the mage seldom
remember anything about what he saw afterwards, and becomes very incoherent during the
quest, which severely limit the use of the rote. Many Gnostics use their acolytes to write down
what they see during their visions, and afterwards try to understand what they discovered. A
mage undergoing a visionquest is in serious danger from his subconscious, which may erupt
into his visions if it contains strong negative emotions, traumas or illnesses. Some spirits may
also seize the opportunity to enter the mages consciousness as his defences are down.
[ During the vision the mages dream, intuition, enigmas, cosmology and occult are increased by
the number of successes. On the other hand, willpower and all social and mental attributes are
halved (round down). This should really be roleplayed. ]

Visualize Ideal/ Worst Case Scenario


Profile: Entropy 2, Mind 3, Prime 2, Spirit 2 Author: Jason W. Tice There are times when you
need to know what the best and worst case scenarios for any given situation are. This effect lets
you visualize the possible outcomes. The mage will slip into a meditative trance, and, using EN2
will display the worst possible outcome of the mages current situation. This *IS* subject specific.
If Dawn and Andrew want to know what the worst case scenario is, when they are trapped in a
metal cage, 50 stories up, Dawn could see herself opening the cage, and plummeting to her
death. she will *NOT* necessarily see Andrew"s outcome. Andrew might see a different
outcome, based on what would be worst for HIM.

Voice of Command
Profile: Mind 2 Author: Anders Sandberg 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 himself.

Walking the Old Straight Track


Profile: Correspondence 3 Author: aelarsen@students.wisc.edu Ley Lines fascilitate travel for
those who know how to employ them. They allow the witch to walk almost instanteously from
any point on the line to any other point on it. (Correspondence 3 transports the witch, while at
the 4th level, she can take others with her. So long as no Sleepers witness the departure or
arrival, the effect is coincidental.)
Andrew E. Larsen

Ward Keys
Profile: Mind 3, Prime 3 Author: FindRote_2.1
(as Greater Ward, plus Mind 3 or a minor Talisman)
Mages usually try to build "doors" through their wards, especially if they are permanent. There
are two common ways to go about doing this. The first is to create some sort of "key word"
allowing passage. Anyone speaking the word may cross automatically. To create a key word,
the Mage must add Mind 3 to all the other requirements for the ward, giving it the "intelligence"
necessary to recognize the word.
Mages without the requisite mind, or paranoid about the password being stolen, may create a
minor talisman known as a ward key. The ward key requires only 5 Quintessence, Prime 3, and
a day to create. The "key" can actually be any object, so long as it is properly enchanted.
The key must be created prior to erecting the ward. If the key is present when the ward is
created, the ward can be "attuned" to the key, so that anyone carrying the key, or a duplicate of
it, may cross freely. Duplicates of the original key may be created later, so long as a proper key
is present to use as a template. The same key can be used for several wards, reducing the
number of talismans that need to be created.

Ward Sensing
Profile: Correspondence 2, Prime 3 Author: FindRote_2.1
(as Greater Ward, plus Correspondence 2)
When a greater ward is created, the mage may open a Correspondence link to it, so that he will
always be aware if anyone attempts to cross it. If the ward has a key, the mage will be able to
tell the difference between a crossing with the key, and a crossing without it. Optionally, the
mage can connect the ward to a Level 2 Correspondence talisman created specifically for that
purpose. Anyone holding the talisman will be alerted to attempts to cross the ward.

Watching the Death Winds


Profile: Entropy 2 Author: pfstrack@math.unc.edu The Euthanatos have perfected one of the
most effective Rotes for detecting danger. The mage watches the currents and eddies of
Entropic energy surrounding him, watching for whorls that indicate the advent of danger and
death. The Rote is extremely effective, but unfortunately a little vague. The Euthanatos can
rarely identify the exact source of the threat, and can on occasion mistake threats to others as
threats to themselves. The number of successes the mage gets is the number of turns of
"warning" she has to prepare herself for the oncoming danger. Preferably, this roll should be
made secretly, so the mage is never certain how effective the Rote was.

Witchy-washy!
Profile: Mind 3 Author: jmmcke01@morehead-st.edu The target of the rote becomes unable to
say a specific word or short phrase. She will evade the subject and speak around the term,
should situations require her to say it. A variant is one wherein the subject is given an aversion
to a concept rather than a phrase. Thus it could be impossible for a person to even conceive of
controlling an indulgence...

Where Am I?
Profile: Correspondence 1 Author: Anders Sandberg The mage will know his position relative
another, known place (Like his home or his starting point). When the mage moves away from
this place he will still know where it is, and feel direction and distance to it.

Whistle of the Sleeping Animals


Profile: Mind 2 Author: Stephen Johnson Through the coincidental effect and focus of a whistle,
going from a high pitch to a low pitch, as the Mage points at the animal (or animals) in question
and then lower her finger to point straight down. The targeted animal is gently put directly into a
deep slumber. Note the targeted animal must be able to see and hear the Mage. (For every
success beyond the first the Mage may put an additional animal to sleep. If the target animal is
hostile or attacking the Mage, two success are required per animal.)

Will no one rid me...


Profile: Mind 2 Author: Unknown Basically, this rotes enables a Minister to manipulate his
parishoners into taking a desired course of action while publicly saying nothing of the sort. The
minister must give a short sermon that might have something to do with the target. all the while
planting subliminal subtext. Later, when people talk about it, they get the bright idea to trash the
Verbena"s forest all by themselves.
Window Manager
Profile: Correspondence 2 Author: Anders Sandberg The Adept opens a window on his screen,
showing another place. He can see and hear what is going on there, and move his vantage
point, zoom in and out, store images and othervise transform the image. 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).

wolf dreams
Profile: Mind 1, Spirit 2 Author: BLAKE 1001 The mage gains a point of Rage per success. For
the duration of the rote, he can act just as a garou with this Rage score, including spending
rage, making rage rolls, and risking Frenzy. If cast as a Mind effect, the mage frenzies and must
spend a total of one Willpower per success to bring himself out. Furthermore, he can"t make
Rage rolls without the spirit"s continued encouragement, so once the Rage is spent, it"s gone. If
repeated in the same story, add at least +2 difficulty. Could be static magic if used among
Garou.

I'm not right handed!


Profile: mind 1, correspondence 1, entropy 1 Author:​ ​Divine_Virus
Description : the mage makes an excuse, or non at all if the combat is starting, for a sudden
increase or decrease in combat ability. The most common is “I’m not right handed!” followed by
a quick switch of hands. The mage simultaneously calculates the weak points of opponents and
best defensive position, as well as an enemy’s exact location. Pooling all this data together with
an empowered mind the mage’s combat ability receives a major boost. System : this is a
particularly tricky feat and as such it recives +1 difficulty. When the power is used each success
can be spent on either duration or bonuses. Each success spend on bonuses reduces the
difficulty to attack, deal damage, and reduces the penalties for being out numbered by one. The
first success spent on duration makes the rote last 3 rounds, and each addition success extend
the duration by 1.

Don’t get me angry!


Profile: mind 2, entropy 1, correspondence 1 Author:​ ​Divine_Virus
Description: the mage “pre-writes” a rational mind of themselves to take over at the given
stimulus. The result is simple; the mage will appear to be in a blind rage, however in reality the
mage is just processing data absorbed through his senses and reacting as the programming
dictates. The “program” is usually “kill as much as you can” System the first success is needed
just to get a program set up with trigger. From there successes can be to add further conditions,
give it duration or give bonuses. Each success put into duration is squared to determine how
long the effect once triggered will last in rounds. So 3 successes is 9 rounds. The program can
lie dormant for any amount of time. Successes put into conditions will allow you to add stuff like
“will not attack people wearing a green hat and a handkerchief on their arm.” Or “will not attack
[insert picture of ally]” each success put into bonus will reduce the difficulty for to hit and
damage by 1. When in the program, the mage will attack X number of time and dodge/parry x
number of attacks per turn (x is stated when the program is written). Also penalties for injury are
reduces by 2. This is because pain is ignored; the remaining penalties are actually the body not
working right.

Poor kid…
Profile: mind 2 Author:​ ​Divine_Virus
Description: A quick probe of a person’s ego allows for the mage to modify it enough to produce
the reaction of pity and charity towards the chosen stimulus, usually the mage begging. Sytem :
2 successes are needed for this rote. The fist allows for the mage to affect the target (any
person who has the necessary resources) and the second grants the mage 1 point of temporary
resources that lasts for one day. Each additional success can be used to increase the rating of
the resources or the duration (in increments of one day). To calculate minimum resources
needed by the target multiply the # of days +1 by the rank in resources –1 and subtract one
from the result. This may seem unnecessary complex but trust me otherwise it doesn’t work
right. So if the mage gets 4 successes he spends 2 on the minimum. That leaves 2 successes.
The mage chooses to get 3 resources all in one day. This means that the target will need at
least resources 3. If the target lacks the resources, the effect fails. Alternatively the mage can
spend a day begging to reap greater rewards. For every 3 hours begging the mage gains one
automatic success and rolls his arête pool +1. At the end of the day the successes are totaled
as detailed above.

Very sneaky…
Profile: Mind 2, correspondence 1 Author:​ ​Divine_Virus
Description: through the use of the mind sphere the mage causes people’s mind to wander,
while at the same time using correspondence to detect any obstacles that could get in his way
well sneaking. System : each success decreases stealth difficulty by 1 or increases the duration
as in the core rulebook. Note that this is only lowered for the mage. Anyone making an opposed
roll uses the unmodified D.C. Mages with ranks in arcane find this rote more easy to cast. A
mage receives a bonus equal to arcane rating divided by 2.

Hacker Wakeup
Profile: Mind 1, Entropy 1 Author:​ ​farblade
Description: : use this to keep to do a minor (or major if you wish) blinding flash when close to
any electrical device.. good for hackers who stay up late. System: this is a relatively easy effect,
requiring only a success or two, with the difficulty to wake up detrimental on how sleepy you are.

Haunting
Profile: Spirit 2, Mind 3 Author:​ ​Temple
The victims thoughts are "spiked" with negative resonance, which attracts malicious spirits and
ghosts to him or her. The resonance angers the spirits, and causes them to hate the victim.
Anything beyond that point is up to the ST..
Divide successes between target, duration and effect, on the following chart:
1 success: The spirits attracted are annoyed with the target. 2 successes: The spirits are
angered by the target. 3 successes: The spirits hate the target, and actively seek to hurt
him\her. 4+ Successes: The target becomes the spirit's mortal enemy, and they will do anything
in their power to destroy him..

Just what I Need to Know


Profile: Correspondence 2, Entropy 2 Author:​ ​Cobalt0
Type the question in Google, hit "I'm feeling lucky" and this rote gives you a load of useful
information.

Burning dawn ammunition


Profile: Prime 3 Author:​ ​1of3
Develloped by a few Singers with a vampire problem, this rote is effective against any
supernatural creature.
The rote enchants the bullet in such a way, that it becomes a magic sinkhole, drawing
Quintessence from the surroundings. Once the bullet hits a target containing enough Quint, it
draws the juice from the target to enchant itself.
System: Basically a combination of the Channel Quintessence, Charm and Enchant Object
effects.

Eyes of the Overworld


Profile: Spirit 1 (possibly also Mind 1 and Prime 1) Author:​ ​Peter_K.
This is one of many excellent rotes conceived by the Marauder Phandaal whose name lives on
in the multiplicity of such works he has left to this dying world:
The focus of this rote is a pair of purple contact lenses (or "cusps") which, when inserted in the
normal fashion, allow the wearer to preceive the world as if he were in a corresponding region of
the Near Dreaming. Sadly they do not actually empower the wearer to interact with said region
of the Dreaming, but merely delude the wearer into interpreting events in the mundane world as
if they were being enacted by some Chimeral counterpart, though fae in the Autumn World are
seen in their normal Mein with it's aid.
Oddly Phandaal never attributed this rote his name (a signature habit of his) leading some to
believe he learned it elsewhere. Other magi of baser constitution and less keen insight have
given unworthy speculation that this was not a conscious rote on Phandaal's part at all but
merely a sub-conscious manipulation of reality's fabric to produce an effect he believed a
normal aspect of existence beyond his own control.
This rote is nearly coincidental and normally considered without witnesses. Paradox generally
only strikes under one of two conditions: Either when a Sleeper wears the lenses, or when a
wearer inserts one lens without the other and then opens both eyes. Brain's attempt to precieve
both worlds at once is so disconcerting that it invariably induces a profound headache requiring
no few moments of recovery (ie. Bashing damage).
Talisman versions of the cusps are also fabled to exist.

HivMnds hypEr hAnd.


Profile: Mind 1 Equipment: 1-2 Power gloves. 1 HUD. Author:​ ​Lordant
Effect: When cast the mage will uncontionaly program when not using the hand. This allow the
made to focus contionaly on another projeckt (like building a Super Computer Command
Center.)

Never there
Profile: Entropy 1, Correspondence 3, (Mind 1) Author:​ ​Jose
Like an asymptote, any object that speeds towards the mage displaces him so he's not in the
way of the object when it occupies the space the mage used to. Since this is not a movement
caused by forces, there is no inertia to hurt the mage. Even so, the sudden movement can be
disorienting, which can be remedied by using mind 1. A favorite of Akashic teachers that want to
teach some humility to their disciples
[If successful, the mage can't be hit with any physical attacks, since they just cause the mage to
move to another place. Acts like a moveable ban if the mage's cornered, although some
versions just cause him to teleport elsewhere. Vulgar (Of course).]

Chakra Rotes
The following rotes were inspired by the Kundalini Gifts in the Nagah Breed Book. Note: the
seven chakras use the same focus - meditation and the recitation of the mantra Om Mani
Padme Hum - which enables the mage to visualize each chakra and to awaken its power. [The
player rolls Perception or Stamina + Meditation, diff. 7. If failed, re-roll until success. Each roll
takes about 10-15 minutes. Alternately, the meditation can be roleplayed.]

Muladhara
(Life 3) The first chakra, at the base of the spine, controls life force and survival instincts. By
opening it, the mage benefits from supernatural endurance. [Each success on the Arete roll
gives an extra Bruised Health Level. Effects last for one scene.]

Swadhishthana
(Mind 2) The second chakra, in the abdomen, relates to emotions and feelings. Its power allows
the mage to subtly influence the emotions of anyone he can see. [Roll Arete with a difficulty of
the target's Willpower. One success is enough to make the target feel the desired emotion for a
short amount of time (typically one turn). Extra successes add to duration.]

Manipura
(Life 2) The third chakra, in the solar plexus, deals with metabolism and personal strength. Once
opened, it supercharges the mage's metabolism ,enabling him to flush poisons and toxins from
his system within minutes. [Each success on the Arete roll heals one Health Level of poison
damage, and immunizes the mage against all toxins for the rest of the scene.]

Anahata
(Life 4, Mind 4, Prime 3) The fourth chakra, in the heart, is the chakra of love and compassion
and of harmony between opposites (yin/yang, mind/body, etc). By using Anahata, the mage can
bring someone to complete physical and mental harmony. [The Spheres of Life and Mind
correct all imbalances in the subject's body and mind, healing diseases, injuries and
psychological affections. Several sessions may be required according to severity.]

Vishuddha
(Mind 3) The fifth chakra, in the throat, is connected to communication and creativity. By
opening it, a mage can forge psychic links between his mind and others'. [The Mind Sphere
creates a mental link between the mage and as many people as successes obtained on the
Arete roll. Once active, the link remains as long as the mages concentrates on it, and allow all
those linked to read the others thoughts freely and with a bit of concentration (roll Wits +
Intuition, diff. 4 + the number of linked minds.]

Ajna
(Time 2, Entropy 2) The sixth chakra, or 'third eye' chakra, rules intuition and clairvoyance. By
calling upon its power, the mage can perceive the threads of Time and Fate, and see the past
and the future. [Same as the Time 2 Effect Precognition. The Entropy Sphere allows the mage
to perceive the most probable possibilities and also garners more precision. One success would
amount to "Something very important will happen tomorrow", while five or more successes
would give the mage a sight of the event, its main protagonists, and a few of the major
consequences. If the mage uses Ajna to see the past, Entropy isn't needed.]

Sahasrara
(Mind 4, Prime 2) The seventh chakra, at the crown, control spiritual connections. When
opening this chakra, the mage can leave his body behind and accomplish astral travel. [Same
as the Mind 4 Effect Astral Travel. The Prime Sphere is used to create a 'body of light' that
serves as a shell for the mage's mind.]
Author:​ ​Phantomstranger

Nekoko's Signature Rotes


by​ ​Rekka_no_Ryo

Hanging Effects
Hanging Effects are semi-permanent spells cast with a definitive length, typically for a month or
so, and recast automatically when the duration ends. In short, it can be assumed that these
spells are always in effect. However, they count in the Simultaneous Effects category of
negative magick modifiers. Too many Hanging Effects will make other magick much too bulky
and unwieldy to cast (particularly due to my House Rules regarding net modifiers). The current
number of Hanging Effects and the resulting penalty is noted below:
Effects: 4 Penalty: +2
Clarity of Sight (* Entropy/* Mind)
This basic sensory magick permits Nekoko's awareness to pierce any illusions in her vicinity. As
this is a hanging Effect, Nekoko automatically becomes aware of any illusions for what they are.
She is able to see through any sort of illusion at all, including holograms, natural optical
illusions, and "invisibility" magicks.
[System: Each success on the initial roll subtracts one from the illusionist's creation roll, making
the illusion that less believable if not downright revealing it for what it is. This spell works on all
sorts of illusions, including holograms, natural optical illusions, and "invisibility" magicks. Nekoko
has hung ten successes for this rote.]
[Roleplay Reality: Unless you're a 4th Generation Ravnos or Assamite, or the equivelent, you
don't have a prayer of pulling the wool over her eyes.]
Prediction (*Entropy/** Mind/** Time)
By attuning to the psychic shells and motivations of the area, while sidestepping her awareness
to the very near future, the mystick is able to forsee the most likely attacks. This includes any
aggressive actions taken towards Nekoko, including "indirect attacks" such as bomb blasts.
Nekoko receives brief visions moments before the event of any intended attack or ambush,
including the venue of that attack. This grants her amazing foresight and combat timing,
allowing her to react very proficiently to assaults. This also makes it impossible to ambush her.
Her perceptions are so improved that she is able to read an enemy's next move in the course of
combat, enabling her to stay ahead of the enemy and react accordingly.
[System: Each success on this rolls adds +1 to the character's base Initiative score and
eliminates any bonuses attackers normally recieve from surprise attacks. Note, however, that a
mystick under this rote's power may become overwhelmed with too much sensory stimulus,
particularly in the course of lengthy combat that lasts more than a turn or two. In cases where
this may be a threat, the Storyteller should have a straight Wits roll (difficulty 8) to see if the
willworker can stay focused. Casting a seperate Multi-Tasking Effect eliminates this problem
entirely, but that adds more bulky magick (c.f., Simultaneous Effects penalty). Enemies may
overcome Prediction with a Mind Shield (** Mind) or Time Shield (** Time) and preferably both.
Overcoming only one of the two primary Spheres of this rote only negates the Initiative bonus;
Nekoko will still be aware of impending danger (just not the precise nature of it). The Mind
element is more easily detected than the Time, but it is still a subtle use of that Sphere.
Characters must genuinely suspect someone may be scanning their very most surface thoughts
before allowed the Willpower roll, just as with the basic Subliminal Impulse Effect. If suspected,
the character's Willpower roll reduces her successes 1-per-1 like countermagick. Nekoko has
hung ten successes for this rote.]
[Roleplaying Reality: Surprise attacks are all but out of the question. The only way to circumvent
this rote is command of one's temporal status and the ability to cloak it -- thus far, the only
magical power in all of White Wolf that can do this is Time 2. No, there isn't even a Temporis
power of this nature. And due to the rarity of its necessity, few mages use temporal cloaks
regularly. That's just a fact. As a side benefit of increasing her Wits to the superhuman rating of
6, no Multi-Tasking Effect or Wits roll is demanded for her use of this magick.]
Shielding the Essence (** Mind/** Prime)
This rote grants a twofold Effect. Firstly, it acts as a basic psychic shield like the * Mind Effect,
Shield, protecting against psychic overstimuli. It also prevents all direct mental invasions such
as aura-reading, mind-reading, and telepathy. It does not stop emotional control or mental
domination nor pierce illusions. Secondly, it dampens the ambient effects her Resonance can
have on the area and on other people; this effect compliments Arcane's effects in this manner.
The social side effects of Resonance can be good and bad, but this effect does not differentiate
and dampens all such effects. The Rule of Shade can be threatened by particularly strong
sources of Resonance, and weaknesses can be determined. Nekoko is a cautious mage.
[System: Each success acts as one die of countermagick against telepathy, aura-reading,
mind-reading, and Primal-scanning (hiding her current Quintessence store). Every two
successes also reduce the Social penalties and bonuses from Resonance scores (this rote does
not affect the magickal penalties and bonuses due to Resonance) by 1; this is cumulative to
Arcane-based reductions. The downside to this magick is that allies' attempts to contact her
telepathically are blocked as well; however, she can normally sense attempts at reading or
contacting her mind, like mental "pings", and can react accordingly by consciously lowering the
shield. The spell must be recast afterwards, however, so Nekoko by far prefers to initiate
telepathy so the shield need not be dropped. She has ten successes hung on this rote.]
[Roleplaying Reality: Trying to read her mind could hurt your head. As for her Resonance, this
rote wholly covers the Social side effects.]
Shrouded Magic (*** Mind/** Prime)
The Go Kamisori Gama recognize the danger of being discovered through the Resonance of
their Arts. This rote was developed as an advanced version of the Hallmark rote (c.f., Book of
Shadows, pp 145). It permits the assassin to not only cloak the lingering energies of his spell,
but to conceal it as it's cast. Thus, the mystick can ensorcel even a fellow shen with little worry
of the incoming spell being detected and possibly deflected. Alternatively, a crafty mage can try
to hide the identifying Resonance of his magick as that of another mage's. This proves quite
useful for framing one's rivals, enemies, or to otherwise mislead detective mages.
[System: Each success on the roll for this coincidental Effect reduces all Perception+Awareness
dicepools used to detect the presence of a normally unseen Effect (c.f., Mage, pp 166) by one.
This Effect also works as countermagick versus the Hallmark rote, canceling the perceiving
mage's successes on a one-for-one basis. Successfully forging another mage's "signature"
requires a Manipulation+Misdirection roll. The difficulty of this roll is equal to the difficulty of the
Effect which is having its "signature" forged. Modifiers based on the mystick's familiarity with the
styles and methods of the mage he wishes to forge may be imposed. For example, forging the
signature of a fellow Go Kamisori Gama of the same clan might knock the difficulty down by two,
while a Go Kamisori Gama attempting to duplicate the Resonance signature of a Verbena might
raise it by 3 or more! Seeing through the forgery requires a Perception+Intuition roll (difficulty 8),
canceling the forgery's success on a one-for-one basis. The forgery attempts are done by
mimicking the casting style of the mage or magical style in question. Nekoko has ten successes
hung on this rote.]
[Roleplaying Reality: Good luck noticing her Prediction magick in use. Good luck noticing
anything she might do magickally; she isn't a "power word: kill" or "eat fireball!" mage. Most of
her magicks are "invisible" in nature and most defenders must rely on that Perception roll to
know they're about to have their throat slit by an "invisible" assassin.]

Trigger Effects
Trigger Effects are similar to Hanging Effects in that they are cast with a definite duration. They
differ from Hanging Effects in two ways, however. Firstly, a Trigger Effect can only be cast by
way of adding an additional **** Time element to the spell; Hanging Effects is merely a matter of
an extended duration. Secondly, Trigger Effects are not always "on". Something must happen
to, as they say, trigger the magickal event. The benefits of Trigger Effects are fairly obvious:
they don't count as Simultaneous Effects because they're cast and the Time element "freezes"
them til future notice. But the casting is done and the magick is out of the mage's hands. That
means vulgar spells can be "triggered" in this fashion and the Paradox accrued and even bled
off (or suffered) "now" instead of "later" -- in the heat of conflict. This may sound powerful, and it
is -- Rank 4 magick is powerful. The danger is that too many Trigger Effects, vulgar or
otherwise, tends to attract attention from anything from the Technocracy to Wrinkle (gulp!).
Nekoko keeps at most a half-dozen spells "triggered"; this is about average and not likely to
merit that much attention (particularly since only one or two at a time is vulgar).
Balance the Scales (*** Entropy/** Life)
Even the best mages can fall victim to a streak of bad luck. But bad luck, or joss, is not a
random factor in Nekoko's belief system. It is a subtle reminder from the Heavens that mages
are only human. However, just because she can recognize that humans are imperfect does not
mean she needn't strive for near-perfection. This rote evens the odds when joss turns against
the mage.
[System: Each success becomes a point in a "luck" pool. This pool is drawn upon as needed,
making things that would go wrong go right. However, the "luck" pool is quite finite. Nekoko
relies on the fact that even the worst bad luck streak doesn't last so long that this magick can't
help one through most if not all of it. In game terms, each point of the "luck" pool can work to
cancel out a botched roll. A minor action costs one point, correcting a mildly important botch can
cost 2 or 3, and fixing a major screw-up would cost 5. The nature of these botches is relevant
only to importance, and can include magickal rolls as well. Taking the wrong turn on a street
would only cost 1, but stopping a spirit portal from backfiring and ripping open a hole straight to
Malfeas would definitely cost 5. Nekoko has ten successes hung on this rote.]
[Trigger: Nekoko has set this trigger for any time she would vocally curse. All she need say is
"dammit!" or "kuso!" and all is well...at least this time. Unlike the other Trigger Effects below, this
spell "turns on" and then "off" til the "luck pool" is depleted. She must recast the spell thereafter.]
[Roleplaying Reality: Nekoko is powerful enough to end most events and encounters with
brevity. She rarely has to draw on much of this spell. Furthermore, due to House Rules
regarding dice-rolling and "skill versus luck", she will rarely need this magick at all.]
Cyclone Blade (**** Forces/*** Life/** Prime/*** Time)
No force of nature is quite so terrifying as a tornado. No force of man is quite so awesome as a
master swordswoman in action. Combining the two makes for one hell of a killing machine. This
magick creates an amalgam of man and twister, taking the most ferocious elements of both to
create a powerful combatant indeed. Nekoko casts this powerful and versatile rote by first
ingesting a special potion that captures the essence of air, then meditating with quickened
breathing regimen. After a few moments at least, she unleashes one of her earth-shaking kiai
and her body moves like this deadly wind in motion. Her sword (or staff/spear -- long weapons
work best with this rote), which spins around with the tornado at impossibly fast and
indeterminable levels during defense and deadly precision and ripping force during attack. In
short, anyone that comes in contact with this mobile whirlwind of steel is julienned. Bullets are
repelled with legendary ease and multiple opponents are flattened or grated in moments. This is
Nekoko's only standard vulgar Trigger Effect.
[System: The spell is powerful and versatile, if vulgar as hell. It makes the warrior Matrix-deadly
and fast, however. When the spell is cast, a minimum of 5 successes must be achieved (the
Forces bonus does apply); it may be cast as a turn-based ritual to gain more successes but only
if appropiate. Two of these successes minimum must go to the Time aspect of the rote and
three to the Forces/Life aspect. Prime draws on worldly energy to fuel the altered Patterns.
Every success thereafter may be used and alternated to different elements of the rote, shifted
as desired per turn. When the spell is cast, the mage becomes a whirling dervish of power and
speed both. At the base 5 success minimum of the spell requirements, the character gains 1
additional action per turn and inflicts 6 additional dice of damage (based on weapon type);
alternatively, those 6 dice may be used as parrying defense. This defense can even be used
against bullets at no extra cost or problem. The mage may even elect to use an Offensive Parry
in this manner if he knows this Melee Manuever, lopping off enemies' hands at the wrists as
they foolishly lunge in range. Finally, the mage can interchangeably use those 6 dice for offense
or defense in the same turn. He must elect at the beginning of the turn (after Initiative is
decided) how many dice will be allotted for offense or defense. Every success after the first 5
may either go to additional actions per turn or more attack/defense power. Use the Damage &
Duration chart to determine the number of bonus dice received. So if the rote is 8 successes
strong and the mage decides to dedicate all 3 extra successes to the Forces/Life element, that's
a total of 6 successes to that aspect of the spell -- and therefore 18 bonus dice! The first 5
successes, however, cannot be touched -- there must always be two successes for the Time
and three for the Forces/Life. Nekoko has ten successes hung for this rote!]
[Trigger: The spell pre-cast, Paradox suffered and bled off, she need only activate this spell with
a resounding kiai uttering the True Name of the tornado cloud -- ju-fang. The rote then lasts up
to a scene long but she will be drained of 1 point of Quintessence per turn due to the heavy
metaphysical cost. She can end the spell at will but it must be recast.]
[Roleplaying Reality: Have you seen Matrix Reloaded yet? Remember the "burly brawl" in the
alley, Neo versus dozens of Smiths? That's a bit what this rote is like.]
Faced with Honor (*** Entropy/** Forces/* Matter)
It has become well-known modern folklore that to pull a firearm on Nekoko is suicidally insane;
shooting at her is just idiotic. This rote may be a reason why. Unlike clumsy energy shields
some mages favor, this magick creates a shield that reacts only to specific variables and
redirects them only the slightest. The variables are bullets, the redirection is a matter of inches.
The result: bullets miss Nekoko's body by mere inches even if she stands still. It's easy to miss
a target in a firefight, even with a scope, even after chewing diazepam, even after years and
years of practice at a firing range or on a battlefield. It's not surprising at all really. On the other
hand, it's particularly disturbing to miss when you know she won't.
[System: This spell subtly redirects bullets fired at the caster mere inches off-course, enough to
miss her body and pelt the walls behind, ground, or perhaps other people behind her (if they
aren't smart enough to be diving for cover). The successes rolled for this spell determine two
things. The successes are multipled by the Damage & Duration chart; this indicates how many
bullets fired at Nekoko may be redirected per turn. Extremely heavy, sustained fire will not be
repelled. Secondly, each success deducts one Accuracy success from any and all shooters
aiming at Nekoko that turn; only those whose firepower exceeds the Rate of Fire limitator (as
above) need not roll. In the case of multiple shooters, this is randomly determined. Due to the
nature of the magick, this rote is catered to bullets and their great speed only. Slower
projectiles, such as tranquillizer dart guns or throwing knives, are not affected. Nekoko has ten
successes hung on this rote.]
[Trigger: Simple -- anytime a bullet is fired at Nekoko, this spell kicks in and protects her for the
rest of the scene. It must be recast thereafter.]
[Roleplaying Reality: Nekoko's will is great enough to repel almost all small arms unless multiple
automatic weapons are fired at her person. With her ten successes, she can repel up to 40
rounds per turn and render most enemies' dicepools flimsy.]
First Word, Last Word (*** Life/**** Time)
Initiative is the key to winning any battle. Hitting the enemy -- or enemies -- before they hit you is
far more important than being able to evade an attack, in fact. The greatest martial artists of all
time could strike a foe five times before he even realized what had happened. This magick
simply plays off that legendry, allowing the shinta to compete with other shen and their
superhuman speeds. This spell does not improve Initiative per se but instead allows the mage
to take extra actions before his opponent gets his first.
[System: This rote has no effect on Initiative at all (she has plenty of magick doing that already).
It does, however, allow Nekoko to take her extra actions, whether gained through splitting one's
dicepool or an Effect like Accelerate Time (*** Time), before everyone else's first action -- this
even supersedes defensive Dodge or Block actions! (Note, however, that whoever beats
Nekoko's Initiative may take their first actions normally -- fat chance of that, however.) For each
success after the second, the mage may take one additional action before everyone else's first.
So with 5 successes, the mage may take a total of three actions before anyone else acts. This
magick is coincidental; it simply looks like the mage is capable of delivering fast and powerful
strikes before an opponent can react.]
[Trigger: Any combat situation triggers this coincidental magick, which then lasts for the rest of
the scene. Thereafter it must be recast.]
[Roleplaying Reality: Like ******* Black Wind, this magick allows Nekoko to bitch-stomp an
opponent or opponents before they can even blink. Not fair? Compare it to a mortal's
experience: three tough and experienced street thugs jump a harmless-looking old Chinese
man who is still in superb physical condition due to 75 years of martial arts training. What do
you think is going to happen when, say, three Devil Tiger Bamboo Prince thugs assault a 500
year old Awakened martial artist? Pretty much the same, unless maybe you have something like
******* Black Wind, too.]
One Step Ahead (*** Entropy/** Mind/**** Time)
Whereas the Prediction rote forsees future attacks on a mystick's person, One Step Ahead
physically propels the mage's counter-attacks and defensive reactions ahead of her opponents.
The mage is capable of reacting so quickly even the fastest opponents, such as vampires and
werewolves, have difficulty keeping up. Combined with Prediction, it is nearly impossible to get
a word in edge-wise on the mage. She knows. She reacts. And all with such perfect, precise
timing it's just ridiculously unfair, isn't it? Rank 4 Time is required to give a precise, subtle nudge
in the mage's temporal status. The rote is consequently borderline vulgar, but remains
coincidental. Although the mage's movement is somewhat disconcerting due to the influence of
Time, it remains in the realm of coincidentality -- acting first is perfectly normal, it just means
someone is faster than another. Entropy is required to trigger the temporal effects towards the
variables of combat situations, while Mind helps keep the rote determined to actual combat.
[System: Every success scored increases the mystick's base Initiative score as per the Damage
& Duration table. Thus, for example, with 3 successes, the mage would gain a +6 Initiative
bonus. Furthermore, this spell's bonus is cumulative to the bonus gained through the Prediction
rote. Indeed, it's wise to use both Effects. One Step Ahead's bonuses only affect combat turns in
which the mage is aware of her attacker. Thus, it grants no bonuses to surprise attacks, as the
rote is incapable of sensing ambushes -- it isn't a sensory Effect at all. However, as
disconcerting in appearance as it can sometimes be for onlookers, it can be more confusing for
the mage. The mage has sped up her own temporal status and it doesn't quite coincide with the
rest of the universe's time flow. Being able to react with a precisely hastened time flow demands
strict concentration. Thus, in a situation involving more than one attacker, or a situation that in
the Storyteller's opinion may otherwise be overwhelming to a normal psyche, a Wits roll
(difficulty 6) should be called for. Failure stuns the mage for one turn (no action), as he "loses
his place". A Multi-Tasking (* Mind) Effect cancels the need for this roll. Nekoko has ten
successes hung on this rote as per usual.]
[Trigger: Any combat situation triggers this coincidental magick, which then lasts for the rest of
the scene. Thereafter it must be recast.]
[Roleplaying Reality: As with Prediction, due to Nekoko's superhuman Wits score, no
multi-tasking check is necessary. It should be noted that with her successes, this would add +40
to her base Initiative. Combined with other factors, this means her standard Initiative base is 61.
This pretty much insures she always wins Initiative by default. And why not? Initiative is a matter
of perception and reaction; mages specialize in perception and reaction (whereas
shapechangers specialize in physical strength and vampires in the simple fact that they're
immortal). Combat-oriented mages tend to specialize and gear their perceptions to (duh)
combat, and Nekoko is an exceptionally powerful specialist.]

"Elusive gaze"
(Entropy 2)
For vampires with Dominate will protect you against it simply by ensuring that no matter which
way you both turn and look you somehow never make eye contact. If he can't lock eyes with
you, he can't work his vampire hoodoo voodoo on your mind.
The best part about it of course being that so long as you're not trapped alone with him, he can't
do anything about it without making himself obvious.

"What the...? Cool!"


Entropy 2, Mind 2 A good general all purpose one: Almost all beings of the supernatural have
one enemy in common: Clueless bystanders. An effect that ensures that some event just
happens to attract the notice of everyone nearby so they'll come to rush will at worst end the
encounter and at best put the mage at the advantage to use more subtle abilities that can be
explained to the crowd.

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