
Call Forth the Servants of the Mother (Life 2 Mind
2): Cybele had always a strong affinity for the great cats, and her
priestesses retain it to some extent. By praying to the Mother they can make all
great cats look upon them as their friends, and also obey them (a no mean feat
for cats). However, the link is two-way, a priestess would never consciously
harm any of the animals or put them in unnecessary danger as long as the
friendship granted by the prayer is active. Reputedly the priestesses could call
forth the fauns and satyrs by playing the pipes in the same fashion.
Calling the Totems (2 Spirit): This is an
ancient Dreamspeakers Rote of such antiquity that the Garou use a much less
powerful and versatile version of it that they call the Ritual of Summoning that
they originally learned in the dim mists of prehistory from the Dreamspeakers.
All other Tradition Mages who study the Sphere of Spirit learn a variation of
this Rote which simply allows the Mage to quickly summon spirits, or
representatives of spirits, who act as, or are worshiped as, Totems.
[For each success past the first either the amount of time the Mage must
spend waiting for the spirit to arrive is decreased or, depending on the power
of the Totem, the importance of the representative is increased. If this Rote is
performed in the Near Umbra the first success is automatic. Theoretically a Mage
who called for Mother Gaia and achieved five success could expect Gaia herself
to appear in front of her within seconds. However the Mage had better have an
extremely good reason for calling Mother Gaia with such force and urgency.]
Calming the Raging Garou (4 Mind): This
is a rare and ancient Dreamspeakers Rote, though Masters of all the other
Traditions is aware of variants of it. Simply put, the Mage blocks the
connection between the Garou and the Rage that gives the Garou much of their
powers and abilities. To the Garou this is extremely vulgar magic and the use of
this Rote has caused entire packs of Garou to focus on hunting down the Mage and
killing her for one simple use. Extreme caution must be exercised when using
this Rote.
[There is no way to disguise this magic to the target Garou or any observer;
it is always vulgar magic. Requires three successes to function, once in place
this Rote robs a Garou of the ability to change shape and use rage for the
remainder of the scene. For every additional success beyond the first three an
additional scene's worth of time may be added.]
Candace's Divination of Personal Facts (Life 1, Mind
3): Allows the mage to divine personal info about a person height,
age, real hair color, number of children, etc. One question answered per
success.
Candy's Cure for the Walking Dead (Life 5, Matter 4,
Mind 4<?>): Returns Vampires to their human state, although
with their Vampiric abilities at least partially intact.
Cavorite (Forces 4 Matter 5): This weird
material is created by a chantry of Sons of Ether in orbit around the moon. It
is named after their founder Cavor, who also invented it (he is now rumored to
be stranded in Arcadia after some of his early experiments). It is a material
that is impregnable to gravity; essentially isolating whatever is above it from
gravity. Anything above a Cavorite shield will be weightless. This has some
problems, as the atmosphere above tends to blow into space if it is placed on
earth. Fortunately it can be easily handled, and as long as it is tilted
vertical it's fairly harmless. It's quite useful for building spaceships and
other aerospace vehicles. Its exact composition is a well-guarded secret, but it
is known to contain helium in some way.
CD (Change Directory) (Correspondence 3):
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 straightforward 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]
Chain Letter (Time 2, Mind 2, and Correspondence 2):
Dr. Teeth had always suspected that the New World Order had its hand in the US
Postal Service . (Actually, he was right--Don't you think it was a coincidence
how all those "disgruntled" postal workers suddenly snapped?) Thus,
the good doctor devised a simple way of sending information. Random mental
couriers subliminally passed the message until it reached the correct person.
Unfortunately, the Technocracy got hold of some of the information, and
destroyed Dr. Teeth. It seems FedEx would have been cheaper in the long run.
[This rote subliminally plants a message in a person's head. By the course of
everyday speaking, the message is "passed on". Correspondence insures
that the message will reach its final destination. The more successes on the
Magic roll, the less time it takes in transit. The inherent danger is that the
Mage cannot control what channels it goes through; if a courier inadvertently
talks to a Technocrat, that Technocrat may be able to "decode" the
message and even determine who sent it.]
Channel Luck (Entropy 3): Some Players
gather lucky objects and the channel their luck into something else, like their
cards or markers. In the same way they can dissipate the luck in something, and
make it normal again. This is commonly done using complex gestures, where luck
is visualized as something that could be poured or gathered like sand into
objects.
Charge Gauntlet (Spirit 4, Forces 3,Prime 2):
Many Void Engineers have to spend at least some of their time on "border
patrol", guarding and maintaining the Gauntlet. They often think of their
gauntlet as a fence between the spiritual and physical worlds.
There are things out there that can break and practical fence. The Void
Engineers do just what sleepers do when a fence has to hold something really big
back, they Electrify it!
They use the gauntlet as a non-conductive material, and separate a charge
into the material and spiritual worlds. The charges stick together due to
electrostatic attraction, but can't normally touch.
Whenever something tries to cross the gauntlet, it becomes a conduit between
these worlds. ZZZaaaap! Mucho voltage. The discharge is quite spectacular (one
of the rewards of the often thankless job of a border guard).
[The discharge causes successes x2 damage. In addition, each level not soaked
also removes one success from any attempt to cross the gauntlet. One use of the
rote can create a number of discharges no greater than the number of successes.
]
Chelate Radiation (Entropy 3 or Forces 2, Life 3):
Chelates any and all radiation in the subject's system.
Chemical Shortcut (Matter 1): The Sons of
Ether employ a different version of the periodic table than do conventional
scientists, which can only be expressed with a three dimensional model. This
allows them to pay attention to properties that most scientists overlook, thus
enabling them to produce surprising results in laboratories.
[Each success reduces the difficulty on Science, Medicine, Pharmacology,
Chemistry and similar rolls by 1, to a minimum difficulty of 3.]
Chicks Dig Me. (Life 2, Mind 2): Clears
up acne, and convinces the target that concepts like "RAM" and
"K-bytes" are incredibly interesting. Go fig.
Chloe's Sick Trick (Life 3, Prime 2):
Waking up to find herself being examined in the emergency ward of a hospital, a
young Verbena decided to freak out the medical staff for the hell of it. A
pinprick-wound in her thumb pumped out narrow spurts of blood to up to six feet
away, whilst she sat there nonchalantly watching the horrified looks on the
nurse's face. To top it all off, Chloe sneezed a three-pound blood clot onto the
curtain used to cordon her off from the rest of the ward. Splat.
[Prime 2 fuels the creation of a few pints of the mage's own blood. This is,
of course, somewhat vulgar. But fun.]
Chronal Energy Generator (Time 4):
Professor Reflux is justly pleased with this invention, which has enabled him to
finish his experiments when his wife was demanding that he sit down to dinner
immediately, as well as saving his life a few times. The Chronal Energy
Generator literally creates time. He has also perfected a small, hand-held
version that provides a similar, but less powerful effect.
[The Chronal Energy Generator generates extra time within the field of its
effect. Each success creates 1 hour of time for the scientist to use as he
pleases. It is possible to cross into or out of the field, but doing so will
cause damage equal to the number of successes. The Portable Chronal Energy
Generator acts as the Time 3 effect "Time Dilation".]
Circle of Light (Forces 3 Prime 2): The
mage builds up a circle of power around himself, which attack everybody who
tries to cross. It often looks like a circle of fire or electricity. The mage
usually draw the circle on the ground using chalk and the Seal, while chanting
divine names in the four directions.
Circle Ward (Entropy 2, Prime 2, Spirit 3):
This rote enables the user to subtly alter the Umbral area around him to set up
a protective shield.
[Entropy/Prime causes the incoming effect to "leak" quintessence
and thus lose its reality. Prime/Spirit sets up the Spirit field and supplies it
w/ quintessence. Successes = # of automatic countermagic dice the mage gets.
Unfortunately, the area is immobile. Normal "non-magical" effects
would get through normally.]
Classical Quantum Particle (Matter 3, Entropy 3(4),
Forces 4, (Life 3/4): The Sons of Ether have out done themselves with
this rote. It will actually turn a classical particle (anything you can
perceive) to have the properties of a quantum particle (weird quantum physics).
This does a few major things. First of all - you are now a particle and a wave.
You do not exist here, but rather over a continuum within set boundary
conditions (like walls). The visual effect is that you appear in many places at
once (your most probability dense zones) and you are actually at all of them
(without Correspondence 4!!!). You can also exhibit quantum-tunneling effects.
You can go through walls if they are not sufficient barriers to stop your
wavefunction. The disadvantages are that being a quantum particle the
uncertainty principle effects you allot. When the effect is dropped, you can end
up being anywhere your wavefunction existed. You are also disorientated by this
experience. But can anyone hide something in an area better than thin rote.
Total randomness and limited invulnerability to the wavefunctions from standard
means of attack. Note area effects are the most effective against quantum
particles but there are times when they don't work. A clever rote needs a clever
counter rote. I also recommend people at least being familiar with basic quantum
mechanics before they go whole hog on this rote. (I have a guy in my chronicle
who is a physics grad student going for his Ph.D. in real life).
Clean Without Water (Matter 3): This rote
will efficiently clean the mage (or anything else). Dust and dirt just vanish,
leaving everything spotless. It also adjusts the hair and makes it shiny,
adjusts make-up and does manicure. It of course includes perfume and deodorant.
Co-Locate Detonation (Correspondence 5):
This rote is an improvement on the simpler Hyperspace Transmission. It is used
on an exploding object. The energies of the explosion are transmitted to more
than one distant location. The force of the explosion at each location is not
diminished.
[The explosion can be projected into as many areas as the mage has successes.
However, any attempt to cause the explosion to be co-located at more than two
spots raises the difficulty to ten. ]
Commune with Nature (Life 2/3, Mind 2 Correspondence
2): The mage goes into a state of trance and contact the
consciousness of all life around her, and then spread her senses into the
surroundings. The mage feels what life around her feels, the consciousness of
plants and animals and their positions. With some concentration the mage can
find all animals and plants in the vicinity, tell their relation to each other
and see through their senses. If something happens to any living being in the
area the mage will immediately feel it. This can of course cause unpleasant
effects if something dramatic or painful happens. Besides, the mage will have
big trouble returning to just having a single consciousness and a single body if
the experience have lasted long. And after coming out of her trance the mage is
often disoriented and confused for a while, especially if it has taken a long
time or her consciousnesses have been spread out over a large area.
Communion (Spirit 2): None of the
tradition have the Euthanatos knack for communicating with the dead; actually
none of them want it. Summoning up ghosts is usually easier than getting rid of
them. This rote goes back as far as anyone can remember. Ancient Euthanatos
would perform a bizarre death dance as part of the funeral rites in order to
ease the deceased on their way. The modern followers of the tradition perform
the same dance to call the spirits up.
Mages can call up a spirit knowing only its name, but it is much easier if
some link to the spirit can be provided. This could be a favorite possession of
the deceased's, having a close relative or friend of the deceased's present,
right up to dancing on his grave (very popular). If forced to the mage can
attempt to summon a spirit he does not know, e.g. `whoever died here' but this
is hard.
Of course if the deceased is an active, haunting spirit then this rote is
absurdly easy.
Compile Virtual Computer (Time 4 Correspondence 2
Prime 2, Forces 1): The Virtual Adepts have always been interested in
applying the ideas of technology and science to magic. One early development was
the discovery that magical effects could be delayed until certain conditions had
been fulfilled. Since this is essentially the same principle as the transistor,
they began to develop magical electronics. By joining together many separate
"transistors" and using magical events instead of electricity, they
were able to first build immaterial digital devices and finally the virtual
computers. These computers are built out of magical patterns, which interact in
complex ways. They require no electricity, since they use causality itself as
their building material (some Adepts claim that space-time really is built out
of a network of information processing units, and the virtual computers just are
man-made imitations).
They have no limitations on speed, size or processing power except paradox
and the skill of their creators. This turned out to be the greatest obstacle,
since the creation of the ultracomplex patterns requires extremely skilled
programmers. It was however somewhat simplified when a team of Adepts developed
the first compiler, which could compile sourcecode in electronic form into a
running virtual program-pattern. These compilers are major feats of magic and
programming, and still require extremely skilled adepts, but its no longer a
feat worthy an AI to create a virtual computer.
[Virtual computers are compiled into extremely complex patterns of causal
connections, which interface with the normal world through the Digital Web. The
patterns has to be very exact, otherwise the system will quickly unravel.
Interfacing with the physical world has proven to be too prone to paradox, which
wrecks the intricate patterns in a matter of minutes. However, one elegant
application that works is expanding the capacity of a normal Adept computer,
which is often coincidental or at least doesn't attract attention. Virtual
memory can hold unlimited information and virtual processors can process nearly
infinite amounts of data. There are persistent rumors that several experimental
virtual computers have achieved consciousness and Ascended. ]
Composite Virtual Imaging (Correspondence 1, Mind 1
or 2, Any other spheres 1): This Rote integrates a mage's various
senses (as a Disciple of multiple Spheres) into a single virtual reality (CF
Landscape in the Mind). 'Icons' and quintessence and Ley lines are superimposed
in glowing gold, while a clock icon measures time to the nearest nano-second
represent patterns. 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
conjunction 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
duration's) lucky guesses or intuition.]
Concentrate Luck (Entropy 2 Prime 2): The
mage concentrates luck (or misfortune) into something. If done well, the object
will retain its luck for a while. Surrounding the object with symbols for good
luck, like dices with sixes up, money and flowers often does this.
[The object will be favorably biased for the duration of the rote.]
Consecrate Circle (Spirit 4 Prime 3):
This hermetic ritual is used to consecrate a Circle and/or Triangle to make it
easier to summon spirits into it, and strengthen its protective properties.
Usually it is done by sacrifices to the invisible rulers of the spirit world,
and long incantation of god- names.
[Each success will decrease the gauntlet inside the Circle and/or Triangle
with 1 and increase it along the circumference.]
Constrict Gene Generation (Entropy 4, and either
Correspondence 4, Life 3, or Life 4): This rote is, as Life Hacking,
a closely guarded secret of the Reality Hackers. They will use it for others
(for a sufficient favor) but will never divulge it's secret to anyone not of
their small order.
The Traditions continual seek ways to foil the threat of Progenitor Cloning.
This rote is one such means of anti-cloning methods.
Its use causes small errors in the recipient's gene structure to be produces,
seeds for a chaotic process of cellular degradation. This degradation causes the
cell to begin making "suicidal" enzymes and structural components.
Progenitors trying to use such a cell for cloning will find the cells untenable;
they die out in less than ten divisions.
The rote has three specific sub-versions. All require the adept to make a
computer model of the recipient's DNA.
The first works along with Correspondence **** and can take up to a week to
run. It causes all cells that the recipient has already shed to undergo the
entropic genetic change. It takes so long because the computer must sort Through
All-Space to find every little cell. This affects cells with the recipient's DNA
even if they are dead.
The second works on the mage himself, involves life 3, and causes the cells
he sheds to develop the entropic gene sequences.
The third and final version uses Life four and is the same as the adept on
another uses the second version except it.
[Each success removes two successes from any attempt to clone/grow the
effected cells. The second and third versions will cause pattern bleeding if
maintained beyond their normal duration, so Life Hackers often run this rote
regularly to ensure pattern integrity.
Life hackers insist their apprentices submit to versions one and three of
this rote before sharing any of the secrets of the Life Hacking rote itself.
Paradox rote can cause the early expression of the gene errors or strike a
close relative with them (similar codons). I don't really want to think what
version 1 would do if someone had a clone made or to an identical twin. ]
Controlled Reaction (Forces 3, sometimes Prime 2):
By limiting, canceling, or directing the release of energy during chemical
reactions, the Son can effectively negate or expand any reaction she chooses.
The practical applications of this rote are endless, as the Sons are fond of
demonstrating.
[Forces 3 is necessary to limit or negate a reaction, while Prime 2 can be
added to increase a reaction. Each success halves or doubles the energy in the
reaction. 3 successes will prevent a reaction entirely. The exact effects are up
to the storyteller, but greatly increasing the energy in a reaction will of
course produce an explosion.]
Cook-Off And Die (Matter 3): Faced with a
number of violent-minded fellows with sub-machine-guns, Tony King used his own
warped theories on resonating microscopic structures to artificially lower the
melting point of the main body of the guns by a significant amount, although not
so much that the guns themselves would melt. As a result, after a few shots the
firing chamber of the gun exploded, thus neutralizing the threat posed by its
wielder.
[A largely coincidental effect, as the gun just appears to misfire badly. The
mage lowers the melting point of the gun so that the high temperatures in the
gun's chamber cause it to deform or explode, with catastrophic results]
This Corrosion (Entropy 3 Prime 2): A
classic rote of the Hollow Ones. The mage touches an object, creating a
spreading pattern of entropy. While the object appears unchanged on the surface,
it decays inside. The effect spreads inside the object, and may infect other
objects that touch it. The affected object will break if it is stressed the
least. If the mage uses this rote on the chaise of a car, it will spread to the
motor and wheels. When someone touches or try to use the car, it will
disintegrate. Some mages direct the spread of entropy towards certain objects.
Couvade (Life 3, sometimes Correspondence 2):
The entire army of Ulster was brought to its knees by the use of this Verbena
rote in the fifth century. While it has never again been used on such a scale,
it remains a potent spell, as many of the Tradition's enemies have discovered to
their discomfort. It transfers physical pain from one target, usually the
caster, to another. In the case of the Irish army, they were forced to
experience labor pains, but the pains of battle injuries are the most common
sensation.
[If successful, the target will suffer all the pain and wound penalties
experienced by the person he is connected to, although the wounds themselves are
not transferred. Hollow Ones have developed a similar spell they call the
Corsican Game.]
Create Deconstruction Flake I (Mind 3, Spirit 2):
The caster creates a multisensory illusion of a single object or entity drawn
from the collective unconscious or popular cultures (i.e., the Deep Umbra). The
difficulty of this type of illusion is lowered when a material representation or
sample of the item is available. For example, a plastic Godzilla toy would be a
quite useful focus for conjuring an illusion of Godzilla.
Create Deconstruction Flake II (Correspondence 1,
Mind 4, Spirit 2): The caster creates a landscape or immediate scene
involving a complex illusion drawn from the universal unconscious or pop culture
(e.g., the illusion of Godzilla trashing the surrounding city blocks). The
difficulty for this type of illusion is lowered when the caster has a
representation of the scene being conjured (e.g., a picture postcard of the
area, with a cut out picture of Godzilla pasted on), or has used the Art of
Memory (Mind 2, Correspondence 1) to recall a similar scene (e.g., the caster
watched Godzilla trash Tokyo last night on video).
Create Deconstruction Flake III (Forces N, Life N,
Matter N, Prime 2, Spirit 2-4): The caster summons a simulacrum from
the near or High Umbra. The simulacrum will generally act in a manner consistent
with its cultural referent (e.g., Godzilla once summoned starts to trash the
city). However, if the mage has accumulated paradox, the behavior of the
simulacrum may be unpredictable (e.g., Godzilla holds up a box of Kellogg's
Frosted Flakes and shouts "They'rrre Grrreat!" just like Tony the
Tiger).
Create Virtual Duplicate (Forces 3, Matter 1, Prime
2): This lets a mage make a virtual duplicate a physical item. The
duplicate acts like the item, but is limited to the effects of forces three.
Creating the Circle of Summoning with a snap of the fingers (2 Matter): Used
mostly by the Order of Hermes, the Mage simply draws a ragged circle, visualizes
the intended end result, then snaps her fingers and all the details are created
around the rough outline the Mage created.
[For each success after the first the Mage may increase the size or
complexity of the circle's design.]
Creating the Magical Mystery Machine (4 Matter, 4
Spirit, 2 Prime): This Rote was originally taught within the Order of
Hermes as a quick method of creating reliable transport in the Umbra. After
leaving the Technocracy the Sons of Ether used this Rote to create graceful and
imaginative Ether sailing ships in the Umbra. Then an unknown Cult of Ecstasy
member, on a very strange and powerful trip during the nineteen sixties, while
listening to the Beetles Sergeant Pepper's Lonely Hearts Club Band record,
changed the perceptions of this Rote forever. Since that fateful day no
Tradition Mage is ever sure of what this Rote will create, Cult of Ecstasy
members claim that being in the midst of a real mellow trip when using this Rote
makes the result look, "Really COOL man!"
[With one success the Mage creates a breech in the gauntlet, usually
manifesting as an invisible doorway, and a small slow Umbral craft which the
Mage can use the doorway to gain access to. For each additional success the
Umbral craft created becomes larger and faster. Unfortunately the Mage has
absolutely no control over what the Umbral craft looks like or how it propels
itself through the Umbra. This totally in the hands of the Storyteller and is
usually very wild. The Cult of Ecstasy thinks this effect is really cool, the
comments of other Traditions are unprintable.]
Crystallize Ether (Matter 2 Prime 2):
This is one of the most basic tricks in the corpus of Etheric science, but it
has many uses. By generating an electric current on the proper wave band, the
Ether in an area can be crystallized into a hard substance which can be used as
a barrier, bridge, or even a prison (crystallized ether is normally gas
permeable, but if the bandwidth is correct, the prisoner may have trouble
getting oxygen).
[Each success gives the crystallized ether 2 'Health' levels and 1 soak die.]
Crowd Control (Mind 2): 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,
magical 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 (Correspondence 3, Mind 3, Entropy
1): 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 of Raistlin (Entropy 1 Mind 2): 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.
Curse of the Chimera (Life 5, Prime 2, Mind 2,
Entropy 2): A truly viscous spell, this plumbs the mind of the victem
to find the primal animal forms in the hindbrain. Then, as these are referenced
by other parts of the brain, random body parts change to conform to them.
Littleraly, asyou subconciously think of an animal form you become it. A persons
eyes may change to an insects, an arm may turn into a wing, gills may
form....completely at random. Needless to say, this is increadibly vulger.
The Cursing (Entropy 2, Mind 3):
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 magic 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 magic, 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 Cutting Edge (Matter 3): By combining
two matter effects on a bladed weapon, one can obtain the useful ability to cut
through solid objects. The first effect uses Matter 3: Sculpture to hone the
blades' edge to a mono-molecular point and makes the surface of the blade almost
frictionless, thereby allowing the blade itself to cut through just about
anything easily. The second effect uses Matter 3: Destroy Structure to rend the
pattern of the object just ahead of the blade's edge. Without this second
effect, the monomolecular blade would dull almost instantly and become useless.
This effect is vulgar or coincidental depending on the substance being cut. Most
people would not believe granite can be cut by mere metal, but haven't we all
heard about the legendary sharpness of the old samurai swords?
