
1-800-QUINTESSENCE (Correspondence 2 Prime 1):
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.
1000 Paper Cranes (Life 2, Prime 2):
Japanese folklore tells that if 1000 paper cranes are made for a person, his
life will be saved in return. One clever Akashic Brother expanded on this idea.
Well-wishers who visit a person are asked to make a paper crane for their sake,
often being told of the legend.
[This rote causes the cranes (actually minor talismans)to heal the patient.
As a rule, each crane heals one level of damage (1/2 level aggravated), though
degenerative diseases like AIDS and cancer continually eat away and diminish
health levels. 1000 cranes or more will cure any mortal, no matter how sick.
Because the effect is rooted in faith and folklore, it is still considered
coincidental, no matter how miraculous a recovery. (The Technocracy will just
chalk it up to "superior medical technology") Euthanatos, though,
despise this rote (Cheating the Good Death--the very idea!) and may even drain
the origami of their power (there is a tiny amount of tass in each crane).]
The Abyss of the Mind (Entropy 1 Mind 2):
The mage feel the entropy in someone's 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 Body (Entropy 1 Life 1):
The mage feel the entropy in someone's body. Weak points, age, sickness and
wounds will become apparent. The mage will know if the person has long time left
to live or is dying in some way.
The Abyss of the Soul (Entropy 1 Prime 1):
The mage feel the entropy in someone's 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 magic has
hurt him or that his kA 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.
Achilles' Bane (Entropy 1, Forces 2): Ten
out of ten for style, minus a thousand for Coincidence. This not-so-subtle rote
draws from ambient energy (usually static electricity) to form a glowing
"bull's-eye" on the target's weakest or most vulnerable point, if any.
Remember, a picture is worth a thousand words...
[Every success allows the indicator to remain another round. The indicator
will shift at the beginning of each round to the target's weakest point, and
highlight it. The standard is a brightly glowing bull's-eye with arrows pointing
to it. The "weak point" judgement is up to the ST; mine has allowed
people hitting it an additional die of damage most of the time, and occasionally
allowed it to uncover a "fatal flaw"...]
Activate Demon Process (Correspondence 3 Spirit 2):
The adept reaches out into the network, releasing search programs and invocation
routines to activate one of the present elemental. The spirit can perform small
tasks, like debugging, searching, surveillance or help with programming.
[ Each success will give the spirit one dot in a mental attribute or ability.
If the mage got 4 successes, he could summon a spirit with 5 intelligence, or a
spirit with computer 4 or any other combination.]
Advanced Information Gathering (Forces 2, Entropy 1,
Mind 1, Correspondence 2): This effect allows people to monitor a
vast amount of information and sift it quickly and thoroughly for relevant data.
Newspapers can be fed into scanning machines that dump the data into a computer,
circuits can listen in on radio and telephone conversations, informants supply
information, etc. The search parameters are proscribed, and the effect begins.
[Correspondence allows the search to be virtually worldwide, Entropy shifts
you towards more relevant stuff, Mind allows quick search of multiple documents,
and forces lets you listen to just about any kind of communication. With Mind 3,
this can include people's thoughts. Each success on the test should be
considered like a research roll, evaluating trends, triangulating on victims,
etc.]
Foci For the Effect: Newspaper clipping service, a trip to the local library,
a CD-ROM network, a supercomputer hooked into telecommunications relays, bugs on
communication satellites, sweaty guys in phone booths.
Age (Matter 3 Entropy 3): By carefully
applying entropy to the pattern of an object, the mage can make it age exactly
like it would naturally. Its impossible to tell the difference between the real
thing and the result. This rote is a popular way earn some quick cash for mages
with roomy consciences, who use it to create "antiques".
Airbag (Time 1 Forces 1 Matter 2 Prime 2):
Desperation is the mother of invention, and this rote was invented by a Son of
Ether who was falling towards an early death after an early experiment in
flying. He managed to calculate the exact instant he would strike the ground,
and just before the impact he created a large amount of air between himself and
the ground. He survived the fall but was deafened by the bang. Later mages have
experimented with creating piles of feathers or coincidental mattresses, but air
is still popular. Air can be created during the fall, creating slowing upwind.
By timing things well, a mage can land almost soundlessly and with just a weak
breeze.
Alarm Ward (Correspondence 2, Mind 1, Prime 2):
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 gives 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 (Correspondence 2 Mind 3): 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 Ego (Life 5 (you might even finagle a 3),
Spirit 4, Prime 2): Use this rote to create another you! Yes, you
actually create a full clone of yourself (to clone yourself might only require a
3 Life, after all, it is your pattern, but, of course, that's up the almighty
ST) and put the favorite spirit of your choice into the body.
Why the hell would I wanna do that? You ask! Well, it is an instant alibi and
possible ally, allows you to be, quite literally, in two places at once and
doing different things, and can make your life complicated to no end (it's like
the Mistaken Identity Flaw, only better!) You and your ST could have hours of
fun designing the spirit you stick in your twin. Want to avoid paradox!
"Hey, meet my identical twin!"
Analyze Composition (Matter 1): The
subject knows the chemical composition of any item she chooses to analyze.
Analyze DNA (Life 1): Maps and analyzes
the DNA of any living being the mage uses this effect upon. Pinpoints harmful
genes, whether recessive, dominant, single or paired.
Arclight (Forces 3 Prime 2): The mage
creates a small pattern of electricity and light. The result is an arclightning,
which shine with a clear light. Usually the mage creates it between the thumb
and index finger. It can also be sent away as a small lightning bolt. Hermetic
do this rote by drawing the Hebrew letter shin with the Seal in the air, while
chanting the name of a god of light or thunder (Like Ormus, Indra, Zeus or
Thor).
Astrological Prediction (Time 2 Prime 1 Spirit 1):
The Order of Hermes is the master among the traditions in matters of astrology
and planning. One major use of astrology has been to find the most suitable time
to perform magic, by studying the conjunctions of the planets and stars. The
astrologer analyses the act of magic, determines which planets rule it (for
example, Prime is ruled by the Sun while Spirit is ruled by the Moon) and then
tries to find the best conjunctions. Magic of the right type performed then will
be more powerful and safe.
[ The number of successes determine how powerful conjunctions the mage has
found (a conjunction with 4 successes will decrease the difficulty for that type
of magic with 4). However, the more powerful conjunctions are much more rare, so
the mage may have to wait for an inordinate amount of time before the right
moment, or use lesser conjunctions (by removing extraneous successes). One
success means the astrologer has found a minor event, occurring within a day
(generally a suitable planetary hour). 2 successes occur within a week
(generally a suitable planetary day). 3 successes occur within a month (often
influenced by moon-phase). 4 within a year and 5 within a decade (and so on). ]
AT&T's Third Eye Plan (Spirit 2):
Ethereal Telepathy and Telempath along with US Spirit's 'The Ghost' and
Metaphysical Communications Discorporated's 'Fiends and Family' offer
easy-to-use versions of the standard Call Spirit effect, MAGE p 214. Umbral
effect, no coincidences required.
Aura of Death (Life 2): Other traditions
have noticed that wherever there is a great disaster, the Euthanatos soon
appear. And when the Black Death broke out in the cities of Europe, the
Euthanatos came out in droves. Although the Euthanatos could cope with the sight
and stench of thousands of rotting corpses, they needed some way to avoid
contracting the plague itself. Conducting this ritual creates a kind of Death
Field around the mage which kills all minor life forms that come to close, such
as fleas, viruses, insects etceteras.
This field is too weak to affect higher organisms but other people do sense a
kind of chilling effect around the mage. There may be a way around this but very
few Euthanatos actually care.
"Life magic kills all simple life forms within two feet of the mage.
Three successes are needed to activate the rote and the effects last for one
day."
Awakening the fitful Sleeper (3 Mind, 2 Prime, 1
Life): Supposedly originated by the Celestial Chorus sometime in the
dim past, though both the Akashic Brotherhood and the Order of Hermes hotly
disputed this. The intention of this Rote is to force the Awakening of a
sleeping Avatar when the sleeper is resisting or suppressing the attempts of the
Avatar to Awaken. The Mage uses Telepathy, guided by the flows of Quintessence
through the sleeper's Life pattern to contact the sleeper's Avatar directly.
Once contact is established the Awakening of the Sleeper automatically follows,
often to the sleepers total dismay. This Rote was most useful during the
Inquisition and the various witch trials that followed as a tool for converting
an enemy into a sudden ally. This Rote is not considered Vulgar Magic, or be
resisted, because the Avatar is already struggling to awaken, the Mage is simply
expediting the process. Note that this Rote is totally useless against fully
Awaken creatures such as Garou, Vampires or Mages as they are already Awakened
in one way or another. Though Orphans about to Awaken are especially vulnerable
to this Rote as are sleepers seeking Awakening or with occasional contact with
their Avatars.
[The difficulty is the target's Willpower, but is never more then a 9. For
every success over the first the Mage may determine either the speed of the
Awakening, the impact on the sleeper or resistance by the sleeper to the
Awakening.]
Awaken the Spirits of matter (Matter 1 Spirit 2):
Dreamspeakers sometimes want to communicate with the elemental living in
material objects. They tickle the object with their feather and beat their drums
to awaken the sleepy spirits. If it succeeds the spirits awaken, and the mage
can talk with them. The spirits of normal objects are often rather simpleminded
and fairly powerless, but generally very knowledgeable about the nature and use
of the object. Some objects can have fairly willful and powerful spirits, like
certain cars or buildings.
