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Dancing Toaster (Matter 3): Virtual Adepts and Sons of Ether manipulate machines using their computers and instruments. The mage can make machines and objects to move themselves as if they were alive. Usually the mage uses the joints and movements the machine already has, like the joints of a showroom-dummy, a tape recorder throws out the tapes or a hose slithers forward. With enough successes the mage can make toasters to dance and statues to move. Note that the objects will only move as the mage wills it to move, as soon as the mage ends concentration the effect will end. Some hermetic trap spirits inside objects to work as guards and sentinels.

[The number of successes increases the dexterity and strength of the object. This will of course be modified depending on the nature of the affected object. A lift probably has a good lifting-strength, which the mage only need to increase. ]

Darklight Projection (Forces 3 Prime 2): Professor Prion discovered that by mixing different frequencies of the electromagnetic spectrum in the proper ratio, she was able to generate fields of darkness that propagate the way light does. Sadly, the rote is not attributed to her, because her rival Professor Klaxon saw her notes and published the effect before she did. But Prion had the last laugh when she realized that he had failed to read her note about the necessity of using Spectrumnal Imaging Goggles within the projection field.

[The darkness produced by the rote is complete if more than 1 success is scored. Since the effect cancels out all other light waves, viewing on infrared or ultraviolet cannot penetrate it. But if the scientist thinks to view along the wavelength of darkness, he will be able to see normally.]

Data/Subject Compression (Forces 3, Matter 3, Life 4, Prime 2, Correspondence 4): This sophisticated effect is useful for transmitting objects from one place to another. You can either transform existing patterns into patterns of electronic information or store it on disks, or actually transmit it to other locations. This is simply a sloppier, dirtier, and more annoyingly complex method of teleporting through a portal, but it also serves to make unwilling participants into readily transportable forms. A reverse-type scenario allows you to travel to places through phone lines, modem hook-ups, and satellite dish reception.

[Three successes are required to transform an existing pattern into data, and the amount of successes needed to transmit them somewhere are based on distance.]

Foci for this Effect: Super-sophisticated laser-scanner with molecular disassembly feature and telepod link-up (see the re-make of the Fly for an idea of this), supercomputer, an unusual looking phone booth.

Death Mask (Life 3, Matter 3): This old rote recently became popular again after the film Silence of the Lambs. Correctly used it is very effective for infiltration. The Euthanatos carefully cuts apart a fresh corpse and select the parts that he needs - this always includes the face. He then places these over his own body parts where they merge with his own flesh, bonding into one entity. This rote makes him into a perfect simulacrum of the victim - face, fingerprints, hair, as close as he desires. One variation on this rote even enables him to speak like the deceased by consuming the tongue. This melding also affects his life pattern, sometimes enabling him to pass magical detection.

All of the attached parts are infused with his own blood and actually become part of him. Therefore they do not appear dead but the removal of the disguise is very messy. It is even more bizarre if the mage was larger than the victim was because he appears to split out of the smaller body (and like a snake, leaving the `skin' behind). Quite frankly, it's rotes like this that get the Euthanatos a bad name.

"Life and Matter magic enable the blending of mage and corpse. Minor cuts and abrasions that the corpse sustained may be repaired but tissue damage e.g. burns will increase the difficulty. Only two successes are needed for a scene, but three will last for a day, four indefinitely."

The Deconstructive Turn (Entropy 5, Mind 4): A powerful form of Chaos Magic in which the mage disrupts the Work of a Technocracy or Hermetic mage. Essentially, the caster causes the targets thought processes to fragment. Metaphors used in casting become mixed, muddled, or unclear. The Art of Memory is unhinged or disrupted. Magic based on formal logic is impeded. The difficulty for this action is lowered when the caster has used the Art of Memory to recall a long passage of gibberish from a postmodern critical text.

Default Form (Mind 2, Forces 2): This rote forces an icon to reflect a character's self image for its duration. A great deal can be learned by examining how someone thinks they look, especially by those with psychological skill. It is interesting that many propel think they look like their mirror image, since that's how they most often see themselves.

Rumors persist that Life Hackers have a Mind 2 Life 4 rote that forces Garou into a particular form and holds them there.

Delay Paradox (Time 3/4 Prime 2): Paradox Backlashes are so great disturbances in reality that any mage with Prime and Time will feel them approaching well in advance. So far nobody has ever been able to avert them, but they can be delayed, giving the mage a chance at least to prepare himself. He simply twists the time around the approaching backlash, delaying it. This is of course utterly vulgar, and will fuel it even more. Powerful mages have experimented with Time 4 to freeze Paradox completely, but it will inevitably escape and become a Time-backlash of almost mythical strength. [Botches are *very* nasty. Handling Paradox is inherently paradoxical, and this rote may even disturb the flow of Time. Caution is advised. The number of turns the mage can delay the Paradox is equal to his successes if he uses Time 3. If Time 4 is used, double the strength of the Backlash and use the normal duration table. ]

Deprogramming/Reprogramming (Mind 4, Entropy 5): This is an extensive process of torture, drug therapy, and VR indoctrination designed to strip away a victim's belief system and restructure it according to a more correct way of thinking. The process takes days or weeks and is quite brutal.

[This is an extended contest between the subject and his reprogrammers. Each day of reprogramming, the subject rolls a willpower test (difficulty 8) and the brain scrubbing crew rolls their Arete with a difficulty of 8. Each week of captivity subtracts one cumulative die from the subject's tests. A botch on a test by either side blows all their accumulated successes and they must start over. The first ones to twenty-five successes win. If the subject loses, his mind is shattered and can then be manipulated easily into accepting new things (There are five lights!). If the subject wins, he is deemed too strong to be effectively deprogrammed and is probably just killed instead.]

Foci for this Effect: Guys in white coats with rubber gloves and lots of needles and/or helmets full of rats, VR torture/information station, a big muscular guy with the rubber hoses, hot irons, textbooks on tax laws.

Descent into the Underworld (Spirit 3, Correspondence 3, Matter 2): This rote allows the mage to corporeal enter the Underworld. The advantage of this method is that he can bring along any items that he pleases and brings his avatar with him. Unfortunately, he takes real damage and can really die if attacked. All goods that are brought in disappear when the mage exits, except for talismans which can exist in the Shadowlands (and are often lost here).

The rote begins with a purification of the self (method varies) and meditation. The mage begins to travel and finds paths not normally in the real world. Eventually these descend into the Shadowlands (and from there to Stygia). Some mages have reported border guards, such as Cerebus, but reports conflict. The mage needs #successes = shroud rating, but this can be an extended roll. The journey can take minutes/hours/ weeks...ex) Manfred prepares himself in his apartment sanctum. He then leaves, heading down the hallway. He enters a door that is not normally there. It's an elevator that descends. It opens in a dead alleyway. Manfred opens up a sewer grate and climbs down...

Detect Invisible (Correspondence 1 or Forces 1 to detect warping 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 Luck (Entropy 1 Matter 1): The mage can detect objects containing good or bad luck. These could range from a four-leaf clover to a chair that happens to give good luck. It also detects objects, which have been affected by strong luck, such as a deck of cards, which has recently dealt a royal flush, or a marker which belonged to someone who was shot. Most players look at the subtle signs of luck or misfortune, like the patterns of smoke in the room, cracks in the floor or the way the cards move.

Detect Pattern (Correspondence 3 Entropy 1 Time 2): 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 Poison (Matter 1, Life 1): Allows the Mage to analyze food or drink and determine if ingestion would be harmful.

Detect Radiation (Forces 1): When this is used, the mage can determine what level and kind of radiation is present in the area.

Detect Scrying (Correspondence 1): 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 Undead (Matter 1, Mind 3): Locates Vampires, Zombies, etc. Can also determine state of mind, if a mind is present.

Diagnosis (Life 1, Mind 3): The mage can use this rote to determine physical and mental health of an individual.

Diamonds are Forever (Matter 2 Prime 2): The mage makes crystals grow out of the air around something or someone, to trap or imprison. Hermetic mages use to draw the Hebrew letters yod and ceth with the seal while chanting the names of the spirits of earth and matter. Sons of Ether simply direct powerful electric discharges into the air controlled by their meters, forcing the ether to crystallize.

Digitize Sideways (Spirit 1, Correspondence 3): 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.]

Disintegration Ray (Prime 4): A favorite of the Sons of Ether during the 1950s, this device annihilates an object by draining it of all Quintessence.

[This is identical to the Flames of Purification rote used by the Celestial Chorus. When it is complete, all that is left is a fine layer of granular matter.]

Dissolve (Life 4): A nasty rote invented by a desperate and hateful Euthanatos against her master. The mage dissolves the tissues of her victim. Bones become flexible, muscles turn into jelly and the blood become almost etheric. Usually the victim just collapses and burst open, in a gross and very vulgar display.

Dissolve Spirit (Spirit 4 Entropy 4): To actually destroy a spirit is often extremely hard, but it is possible. This rote dissolves the spiritual essence of the spirit and scatters it for the winds. This will destroy lesser spirits, but really powerful spirits can sometimes reappear after a considerable time, often both weakened and desperate for revenge. To make sure the spirit is destroyed, either the True Name of the spirit has to be used or Prime 4 can be used to unravel the remaining patterns into nothingness (but even then, extraordinary powerful spirits may return sometime in the far future).

[ The rote does aggravated damage against Spirits. If they are reduced below Incapacitated, they are destroyed or banished for a very long time if they are powerful enough. ]

Divine Sacrifice (Prime 4 Life 4 (opt. Entropy 4 to make easier)): In my chronicle Prime 4 is not sufficient to destroy a life pattern due to its amazing complexity when compared to inanimate matter. However, this does not mean that a life pattern is immune to such effects. This combination allows a mage to burn the quintessence from a life pattern and recycle it into the cosmic flow. The effect is that the mage must get a mere 3 successes and touch his target on the forehead at which time the target is frozen and begins to glow and fade and finally explode as a flash of light leaving ... nothing. The only ways to counter this effect it though counter magic or antimagic. The optional Entropy 4 is put in for the storyteller's option to allow this rote to happen. The rote in my chronicle needs this sphere to work but it may not be needed depending on the storyteller.

Do Not Suffer Today What You Can Suffer Tomorrow (Life 3 Time 4): This rote is commonly used to avoid the nasty after-effects of partying for some time; the cultists simply push them further into the future. It can also be used to move pain, hunger or other negative experiences ahead, and even move wounds into the far future. They will still be felt, but (hopefully) at a time of the cultists choosing.

[When the displeasure appears (as determined how far into time that it has been pushed) it will give the usual penalties, in addition to the penalties the mage may have had before. Moving wounds is very dangerous, since the mage may suddenly find himself mortally wounded].

Don't Even Blink (Forces 3, Life 4, Prime 2): This nasty rote energizes the neurons of the nervous system, so that anytime a muscle twitches, it shocks the owner. Degree of damage varies with how much the victim tries to move, and is continuous. There is also a non-lethal version of this rote where the shocks do only stunning damage. Normally this only affects voluntary muscles, but at times Rose has been pissed enough to cast this on the autonomic muscles too...including the lungs.

Dorian Gray (Life 5, Mind 5, Entropy 4, Prime 4): Here is the real story of the Portrait of Dorian Gray: It wasn't just a picture that gave Dorian Gray of the Euthanatos seemingly endless youth. The portrait was magically tied to his body. (This is similar to Setite vampires who hide their hearts.) When the Technocrats found and destroyed the picture, the accumulated Paradox and crushing force of age destroyed him.

This rote allows a mage to adopt an icon (portrait, doll, book) to which she is tethered. As long as the icon remains intact, the mage will remain the same age as when the rote was cast. She is not immortal; the magical icon simply holds back the forces that age the body. When it is time to die, she will indeed die (though she will leave a lovely corpse). The danger of this rote lie in the consequences of destroying the icon: the shock of aging 50 years is enough to kill most people.

[Life and Mind tie the mage magically to the icon; prime "seals the deed". Entropy forces the entropy of aging to age the icon instead of the mage. Should the icon be destroyed, the mage must make a stamina roll, difficulty 5+1 for every ten years since the rote was cast. Failure indicates the mage dies of shock. The icon also gains a point of Paradox for every ten years it has been used; if the mage survives, he absorbs the Paradox as well.]

Double Pain (Mind 2): This extremely pleasant rote was developed by Jack Corinth, one of the stronger disciples among the Sons of Jupiter today. It locks on the target's mind, and doubles all pain felt by them. Especially fun for fighting those Lupines down the street...

[Double the penalties for wounds. If the total penalties go over five, the target can no longer act, but can only curl up in pain.]

Download Spirit (Spirit 4, Matter 2, Prime 2): This rote allows the mage to create a fetish (of sorts) out of a computer disc. The caster uses Matter 2 and Prime 2 to make the disc trinary, and Spirit 4 to make the fetish. The disc can then be loaded into a trinary deck for use in the Digital Web. As long as the disc is in the deck, the trapped spirit can be used as a standard fetish. However, the fetishes will not operate in the real world.

Doxy's All Around Turn-Around Kamikaze Killer (Correspondence 5): Not really a Rote, but an effect that can be quite useful nonetheless, this allows a Mage to warp space around herself so that any attacks that strike her to actually damage a designated target instead. Can be quite a painful surprise. With extra successes, the Mage may even possibly somewhat duplicate the effect of Kick of the Four Winds. Imagine the surprise that Sabbat experiences when after clawing you, he feels himself being shredded from all sides . . . Each success beyond those required allows the Mage to cause the attack to strike one extra time, or strike an extra target.

Doxy's Cheops (Forces 3, Prime 2, Correspondence 4): This causes a laser, originating at the target point, to fire straight upwards, thus causing an incredible amount of electricity to cascade down to the target through the air ionized by the laser's passage. Damage is successes x 2. Sometimes she gets impatient however, and just blasts her opponent with the laser.

Sometimes she just uses Forces 2 with no Prime to call the electricity down. This is also known as a lightning strike.

Doxy's Feast 'Midst the Famine (Matter 5): Turns anything into suitable, healthy, tasty fare for the caster or anyone else without changing its appearance. It also neutralizes any poisons. Yes, this means you can use this to make rocks edible.

Doxy's Fire Finger (Forces 5, Prime 2): This causes the mage's hands to be wreathed in flames, adding successes x4 to her base damage level.

Doxy's Multiversal Singing Telegram (Correspondence 4, Forces 4, Spirit 5): As above, but will go anywhere, in the Umbra or beyond.

Doxy's No-Moon Coat of Fur (Life 5): Doxy uses this effect to assume the form of a Silent Strider Ragabash. While in this form she has a 'special' character sheet listing her Garou abilities. The actual creation of this effect causes Paradox, but the use of her Garou shapeshifting abilities and Gifts do *not.

Doxy's Singing Harp (Forces 5, Prime 2): This causes any instrument to play itself, or rather, be telekinetically played, generally accompanying the mage who caused the effect.

Doxy's Singing Telegram (Correspondence 4, Forces 4): When cast, a small canary appears. The caster tells it what her message is and whom to take it to. The canary then flits off to find the target, provided she is on the same plane. Once arriving at its target point, the canary sings the message and disappears.

Doxy's Uisgbaugh (Forces 3, Life 3, Matter 2, Prime 2): Creates a one gallon jug of hot, fresh blood. This blood will remain hot and fresh for the duration of the spell.

Doxy's Witchfire (Forces 3, Prime 2): The mage is surrounded by a nimbus of electricity that causes successes x 1 damage to any who touch her. She can also discharge a number of lightning bolts each action, each of which does successes x 2 damage. This one requires 5 Successes for full effect - allows her to discharge lightning at all within her vicinity.

Doxy's Woeful Glow (Entropy 4): When cast, the beings affected are illuminated with a sickly green light. All those affected lose any benefits of healing, regeneration or other curative effects. If anyone wishes to use healing magic, she must exceed the caster's successes with Woeful Glow before gaining any effect.

Doxy's Xerox (Correspondence 2, Matter 4, Prime 2, Time 2): This allows a Mage to look forward or backward to any time and/or place, analyze an item's pattern, and re-create the item in her own time and location. A Mage using this Rote would rarely have to buy or acquire most items since she can simply locate the item she needs and create an exact duplicate.

Dr Goldberg's Fabulous Aerating Pill (Matter 3 Prime 2): This tiny white pill, usually sold alongside the Survival Pill in the Galactic Explorer's Survival Kit, provides oxygen in hostile atmospheres.

[The pill provides a 24-hour supply of oxygen to the user, time-released inside the lungs, while simultaneously transforming toxic gases into harmless compounds released through exhalation.)

Dr Goldberg's Wonderful Pan-Sufficient Survival Pill (Life 3 Prime 2): Dr Goldberg specialized in Umbral exploration and discovered many fascinating phenomena and strange life forms, until his ill-fated journey to Rigel 3, when a particularly strange life form discovered him. But his legacy lives on in the form of his many inventions to make planetary exploration easier. This tiny blue pill provides its user with complete nourishment for 1 day.

Drawing Out Blood (Life 3): As the Verbena like to say, 'Blood calls to blood', and this brutal rote is an application of that idea. The witch bleeds herself and then uses the blood to draw blood out from the target. If the target already has injuries, they will bleed copiously. If they don't, they spontaneously start hemorrhaging from various orifices. Repeated use of this effect is generally fatal to the target, but that's the point.

[This rote does a level of damage for each success, and cannot be soaked. Exactly how the bleeding occurs determines whether the rote is vulgar or not.]

Dream Quest of Orpheus (Spirit 3, Mind 3, Correspondence 2, [Prime 3]): This rote allows the mage to send his consciousness across the shroud, while safely leaving his body behind. Traditionally, the mage consumes a full meal, lights incense, and then falls asleep (often Mind 2). An acolyte then presses a penny on top of each of the mage's eyes. The difficulty of this rote is 6 or the Shroud rating (whatever is higher).

The mage then awakens in the Shadowlands, effectively as a wraith. She has as many corpus levels as the mage has temporary willpower (the connection is tenuous). While not having any Arcanos, the mage does have full access to her Spheres, within the parameters of the Shadowlands. Unfortunately, as the avatar of the mage still rests within the quicklands, the mage cannot use any quintessence. This problem can be corrected by a Prime 3 component to the rote, but this can cause other problems (q.v.). The mage has two pennies as relics (these disappear when the mage returns to the lands of the quick).

Wraiths will only notice that the mage does not belong on a Per + Awareness roll of 9 (2 successes), or if the mage uses any obvious magic's. Healing is a real problem for the mage, so she should tread lightly. If the mage loses all her corpus, then she is flung back into the living. She then must immediately make a willpower roll (difficulty 8, number of successes=1+excess damage) or permanently lose a willpower point.

The Dream Time (Spirit 3, Mind 3): This allows the Sons of Jupiter to enter the Chimera through a sleeping person's dreams [yes, you need a sleeping person to do it. Please note that the user will have to leave the person's dream and enter another dream, but this is usually not too much of a problem. Also note how useful that Dream background becomes.]

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