
Ball Of Gathered Flame (Forces 2, Prime 1):
The Mage moves her hands about the air, fingers lightly spread while speaking
the correct magickal words to congeal the light. It takes on a cob-webby texture
and begins collecting in the Magi's hand as if it were indeed cob-webs the Mage
was raking her hand through. As the Mage collects this light, she leaves behind
darkness, which commonly appears as shadows hanging in mid air. After several
swipes, enough light is collected in the hand to form a ball that just fits in
the hand. Charging this with 1 point of Quintessence (which makes it glow
brightly). The Mage then hurls this at her target, rolling Dex + Athletics diff
6. The ball itself can travel until it comes in contact with something, and will
continue in exactly the same direction it was going when it was released. Upon
impact, it bursts into an area of intense light twice its diameter, doing
Magickal Successes in aggravated damage.
The Ball is Round (Matter 3 Entropy 2 Mind
2): This rote is used by some of the more sports oriented mages to
make sure their team is going to win. Most mages consider this cheating, but
everybody agree that a match between two teams with supporting mages is a sight
to behold: random coincidences occur, the weather changes, the ball bounces in
unlikely angles, the players give their outmost and the public just goes wild.
Some of the Virtual Adepts have used Correspondence to affect the game from
their own living rooms (although this is risky since the Technocracy monitors
all major events).
Bath of Beauty (Life 3): The Verbena have
never underestimated the power of youth and beauty, and have developed this
rote. The mage fills the cauldron with blood, which is consecrated. Then the
mage washes himself from head to feet in the blood while invoking the powers of
youth and life.
[ Each success triples the number of years the mage rejuvenates (1 success 1
year, 2 3 years, 3 9 years, 4 27 years...). If the mage wants to continue
rejuvenating another bath is required, and so on. These changes have the same
weakness as Improve Self, they suffer from Pattern Bleeding.]
Beacon of Jeron ( Correspondence 1 Prime 2):
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.
Bind Servitor (Spirit 2 Matter 3): This
ritual allows a summoned being to inhabit a material object, like a knife, a
statue or a fire. The being will gain the power to use the object as a body; a
statue will be able to move, a knife will be able to stab or slip away, a fire
will be able to choose whether it will burn somebody or not. The ritual must be
done during the creation or reshaping of the object, to make the link to the
spirit the strongest. Sometimes mages divide the ritual process into parts, and
perform certain stages on the right days.
Black Dagger (Life 1, Forces 2): Named by
the straightforward Euthanatos after its most common focus, this rote is easily
mastered by young Disciples. As with most of the traditional rotes, it is
simple, effective and created to kill people. Taking a knife suitable for
throwing, the mage daubs it in the substance of a bodily organ to prepare it.
This is either vitreous humour (eye), semen (genitals) or blood (heart). This
knife then acts as a focus for the magick. The mage hurls the dagger at his
enemy and it is drawn towards the correct area. Of course it helps if the mage's
aim is reasonable but the magick greatly increases his chance of success.
There are many very old daggers in use by the Euthanatos, passed down from
mentor to disciple. These are often African throwing knives and use of one of
these ritual items can make the magick far more potent. Over the centuries these
blades have been stained distinct colours. Yellow blades are drawn to the eye,
white blades fly for the genitals and the most common black daggers pierce the
heart.
"Life magick identifies the target area, Forces guides the blade towards
it. Each success reduces the difficulty of hitting the target area by one. The
base difficulties are normally eyes +3, groin +2 and heart +2. Use of a knife
with the appropriate resonance will reduce the difficulty of the magickal
success roll."
Blade Of The Hydra (Correspondence 3):
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.
The Blasting Rod (Spirit 3 Forces 3 or 5, Prime 2):
This rote uses a hazel staff, which is used to punish disobedient or aggressive
spirits. The mage releases flashes of force against beings in the umbra while he
is still in the physical world, damaging or driving away spirits. It is very
effective way to force spirits summoned into the Triangle to obey, as many
cannot leave until given permission and the mage may beat them to submission.
Bless the Faithful Servant (Prime 2 Spirit 2):
The mage blesses a spirit, pouring quintessence into its pattern. This is
something most spirits desire, as it will make them more powerful in the long
run. Besides, at least to a human, they seem to derive pleasure from it. This
rote is often used to thank spirits who have helped the mage. The Cabalists
bless them in the name of Tetragrammaton and let the quintessence flow from
their seal, while dreamspeakers give them crystals and medicine as gifts.
Blessing of Baphomet (Life 2): All kinds
of life in the vicinity of the mage start to grow and multiply faster. Flowers
bloom, crops become bountiful, all female beings become fertile. A place where
this rote has been used often sometimes looks like a jungle, filled with wines
and insects.
Blessing of the Gun (Entropy 2, Correspondance 1):
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 Correspondence.
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.
Blood Bond (Prime 2, Life 3): Created by
Arctus, this simulated the Vampiric Blood Bond by loading the mage's blood with
his own quintessence.
[The person still needs to taste the Blood three times for it to be
effective, and the mage will have to sacrifice a point of blood, along with the
accompanying injury.]
Bond of Blood (Life 3 Prime 3 Correspondence 2):
Arctus developed this rote. By charging his blood with quintessence linked to
him by drinking liquid Tass, he can give his blood the power of blood bond.
Anyone drinking it three times will be blood bound to the mage (although this
bond doesn't last as long as a Vampiric blood bond).
The Brand of Evil (Spirit 4): This sign
is used by the Nephandi to brand people that has angered them. It is a violent,
radical rune which is drawn in the air against them, painted on objects which
are given to them or actually branded into their skins. It makes all Umbrood to
recognize that the bearer has angered the Forces from Beyond, and most beings
either try to make his life as miserable as possible, or avoid him. The taint of
the Nephandi can be felt around him, and it is rumored that if the Avatar is
branded, it will be sucked out into the Outside after the bearer's death...
Break Through the Veil of Dream (Spirit 3 Mind 2):
The mage breaks down the Gauntlet into the dreams of a sleeping person. In this
way the mage can visit other people in their dreams and influence their dreams.
There are often links to the chimera from these dreams, which makes this rote
useful to get there. Some mages even open portals others can pass into the
dreams, but this has of course the added risk that beings and things from the
dreamworld can escape. The dreams of people who are awake can also be visited,
since they often persist a short while after the sleep. Many such dreams have
been linked stronger to the chimera or started to dissolve. To remain inside a
dream which dissolves is naturally extremely dangerous.
[Using Correspondence the mage can visit dreams of people far away, and
Spirit 4 can open a physical portal. Inside the dream, the paradigm is largely
decided by the subconscious of the sleeper, and normally quite loose. Most magic
is coincidental, but some very inhibited sleepers may react negatively to it at
a subconscious level, turning the dream into a nightmare.]
Breaking the Bonds of Blood (4 Mind):
While any Mage with even the most minimal of understanding in the Sphere of Mind
is able to resist the effects of Vampiric Blood Bonding. Mages without an
understanding of the Sphere of Mind are as vulnerable as any sleeper to Vampiric
Blood Bonding. This Rote was a gift freely given by the Akashic Brotherhood to
all of the Traditions shortly before the beginnings of the Twentieth century and
is taught to all Adepts of Mind.
[Depending on the length of time which the subject has been Bound, the depth
of control the Vampire exercises and the raw power the Vampire has available to
her, this can be relatively easy or extremely difficult. Divide the generation
of the binding Vampire by two and round upwards, then subtract the result from
ten to find the difficulty. {For example a fifth generation Vampire equals 3
(generation of 5 divided by 2 equals 2.5) minus ten equals a difficulty of
seven.} This is then modified by the Storyteller to account for the amount of
control the Vampire exercises over the subject and how long the subject has been
Blood Bound to the Vampire. If the subject is a Mage then subtract two from the
difficulty at the Storyteller's discretion.]
Brew Venom (Life 2 Prime 2 Entropy 1):
While the Vikings regarded poison as foul, some of the modern mages use it in
the defense of their homes and traditions. By boiling together a foul mixture of
blood, salt, yeast, earth, iron, ice and some drops of snake venom under
invocations of the powers of death, they create a potent and untraceable poison.
The poison can be applied in food or drink, placed on weapons or even on
surfaces. The poison will seek out the weakest point of the victim and make him
very sick or kill him.
[The poison works as an infection or other disease, completely coincidental.
Typical effects can be heart attacks, allergic reactions or food poisoning. It
will find the weakest point in the body of the victim using an effect like Dim
Mak and then strike. It does three times the number of successes damage levels.
]
Bride of Flowers (Life 2 Forces 3 Prime 2, sometimes
Mind 5): The Tradition is divided over the morality of this rote, and
its use is not as common as it once was. It originated in first century Gaul,
when a Roman commander demanded that a group of Verbena provides him with a
bride or be destroyed. Loathe submitting to him, the circle created a wife for
him from a mass of flowers and he remained in ignorance of her true nature until
she killed him. The people created from this spell have been used as servants,
travelling companions, decoys and assassins.
[If successful, the rote transforms a mass of living plant matter into the
semblance of a human. In its basic form, the 'bride' is little better than a
zombie, capable of following only the simplest orders. With the application of
the Mind sphere, the 'bride' gains full sentience and at least one Bride
eventually Awoke.]
Burnt offering (Spirit 3 Prime 3): Many
spirits are extremely interested in the material world and its pleasures,
especially those who for different reasons cannot manifest there. This is
sometimes very useful for mages seeking their aid, as they can be placated with
gifts of food and liquor (some spirits even prefer such gifts before
Quintessence). A common method of sending gifts to the spirit plane is to
ceremonially burn them, and thus let their essence appear by the spirits.
