
Faint (Life 2 Time 3): The Cult of
Ecstasy doesn't like to hurt people, but sometimes they have to. A Lady de Joen
perfected this rote during the 18th century, which sometimes had the problem of
being surprised in embarrassing circumstances by the appearance of the wives of
her lovers. However, by slowing down the blood supply to their brains, she could
easily make them coincidentally faint. And people often forget what the saw just
before fainting...
Fan-shaped Destiny (Time 5 Correspondence 3):
This rote is reputed to have been invented by the Dealy Lama many millennia ago,
although the venerable sage of course only jokes about it when questioned. The
mage sits in his temple, breathing incense doped with hashish. Gradually his
vision of time and space broadens, until he can see all the different futures in
their totality. He can then pick and choose what futures will come to be, by
seeing exactly what events are needed to bring them about, or how to avoid them.
One of the main problems with this rote is that once the mage begins to see
existence at this level, he quickly begins to realize how insignificant most
events truly are. Instead of caring about the obvious problems, he will begin to
explore the far futures in search for ever better solutions, which often are
extremely long-range plans.
[The number of successes denotes how far into the future the mage can see and
comprehend. He then has to roll more successes with his willpower with a
difficulty of 8, or become lost in contemplation. ]
Fanning Passions flames (3 Life): This is
a rote of relatively recent origins, supposedly inspired by a lonely Verbena one
night while she wandered through the romance section of a bookstore. The Cult of
Ecstasy swears by this rote and it is often the first rote a Disciple if Life is
taught in the Tradition when they begin working with complex life forms. Simply
put, this rote inspires complete sexual arousal within the target beyond the
point of rational thought. The Mage performing this rote is often attacked by
the target of the rote, who upon it's completion, is literally panting in animal
heat.
[This rote requires only one success, as it is a very simple tweaking of the
target's Life Pattern, once the Mage knows where to perform the manipulation.
Interestingly this rote only becomes vulgar if witnessed by the Awakened,
sleepers invariably dismissing the extreme reaction as lust at first sight or
for some other reason while silently wishing things like that happened to them.
For every success beyond the first the Mage may increase either the length or
depth of the target's passion. Note that the passion generated by this rote is
either directed or discriminating! The target could just as easily focus on an
eighty-year-old as the Mage performing the rote.]
Fatal Flaw (Entropy 1, Mind 3):
Euthanatos are feared not only for their ruthlessness but also 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 magical successes will reveal a major weakness. Greater successes
will provide more detail."
Feel the Grip of Paradox (Spirit 2 Correspondence 2):
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.
The Fermata (Mind 1, Time 3, Prime 2, Forces 2):
Used with a focus. It stops time until the action triggering the rote is redone.
Examples: snapping the fingers, removing glasses, or switching on a vibrator.
Vulgar without witnesses, Diff. 6. For each time period over 15 min the mage
rerolls vs. Diff. 6.
Fertility (Life 4): Causes an infertile
person to be Fertile, immediately. Fertility is such that for the duration,
pregnancy is guaranteed if measures aren't taken.
Find Connection (Time 1 Correspondence 1):
This rote is used by mages to find the secret links between seemingly disparate
events. A mage can read a newspaper, and realize that the current conflicts on
Balkan are linked to the disappearance of several prominent engineers in
England, or that the fluctuations of the stock market have been strongly
influenced by the person in the border of that picture. He might not know how or
why, but he will see the links.
Find the Rift (Spirit 1/2 Correspondence 2 Time 2
Entropy 1): This rote is used by Nephandi, Marauders and others of
their ilk to learn when and where the Gauntlet or Horizon will open enough to
let them through. Marauders usually use this rote subconsciously, coincidentally
appearing at the opening at the exact right moment.
Fire of St. Elmo (Forces 2): The mage
discharges static electricity around himself in a weak green glow. The result is
quite eerie and impressive. The light is not very strong, and will not light up
darkness very well. It can however be concentrated into a small ball of light,
usually playing up and down on the mages staff or car antenna.
Firing Squad (Correspondence 4 Mind 1):
Dominic Clyborn, a one time Virtual Adept now turned Nephandi, was pressed into
a rock and a hard place situation. Confronted by a Hit Mark, on his own, all
alone, had only a Sawed Off Shotgun in one hand, and an Uzi on the other.
Thinking quickly, he applied his knowledge of Co-Location with his Empowering
Mind, and created 4 different copies of himself. Using his mind to enable his
hands to work independently, and fired at the Hit Mark, hitting it from 4
different angles at once, causing the Hit Mark to be stricken with the fire from
a Full Auto Uzi and a Shotgun.
[Using Mind 1, the mage rids himself of using penalties from using his
non-usual hand. With Correspondence 4, he then co-locates to as many positions
as possible, and fires, splitting his dice pool evenly between the guns in each
hand, hitting his opponent from differing locations at once. Damage is rolled as
normal for each gun, and then multiplied by as many different locations at the
mage have attained. Example: Bob rolls a 5, a 7,a 7, and an 8 on his roll. He
co-locates to 3 different places, making 4 copies of himself. He splits his dice
pool of 7 between his hands, 4 in one, 3 in the other. Both guns are at
difficulty six, and he rolls 6, 6, 7, 8, and 4, 6, 7 on the firing attack, then
rolls damage, and multiplies it by 4 (The number of total copies). Bloody, very
bloody.]
Flick! Flick! Flick! (Correspondence 3, Entropy 2):
Another spectacularly 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 extremely 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.
Floodland (Mind 3, Entropy 3): A great
delaying tactics, Yomphana (yoyo) invented this rote, one of the Sons
diametrically opposed to the Euthanatos. It floods the target's mind with all
sorts of random thoughts from everyone in the area. This makes it virtually
impossible to concentrate on anything.
[For every success the Mage makes in the roll, take away one dice from the
targets dice pools.]
Follow Blood (Life 1 Time 2): The mage
touches some blood from someone. The result is that the mage gains physiological
knowledge about the owner, his age, condition, appearance, sicknesses, markings
and so on. By tracing the blood backwards, the mage can learn how the owner was
when he was younger. The mage may also continue the tracing back to the owners'
parents, and their parents, and so on. A single trait may be followed back to
its source.
Fools Gold (Matter 2, Prime 2): This
ancient ritual allows the Mage to create precious metals out of nothing. Because
the magic is rarely powerful enough to be permanent, the mage usually rids
himself of the metal quickly, and then leaves the area. This commonness of this
ancient magic lead to the practice of coining, mixing and marking precious
metal, something difficult to duplicate without more advanced magic (Matter 4).
With the advent of the Technocracy, this magic became rarer, and people are less
suspicious of "raw" metal (though they are more likely to think it
stolen). The Syndicate rabidly hunts mages believed to use this effect. Modern
mages use a number of interesting coincidences to "find" the precious
metal: from lucky mining, to finding many gold fillings on recently killed
victims.
[The number of successes is the duration of the metals existence, as given on
the duration chart on p. 175. It takes 5 successes to make the metal permanent.]
Force Field (Correspondence 3, Forces 3, Life 3,
Matter 3): This is the realization of the classic science fiction
idea. This creates a barrier through which Force, Life, and Matter patterns
cannot pass. Since it is resistant to Forces, it manifests as a pale gray region
that feels solid to the touch. Sound, vibrations, and wave phenomena cannot pass
it either.
[Each success in creating the field offers 1 die of countermagic against
attempts to breach the field magically. This effect is vulgar.]
Fountain of Blood (Life 3 Prime 2): The
mage creates blood. This can be done inside the mage, inside someone else or
even in the environment (rather vulgar). The amount of blood and the quality
varies depending on how well the mage did. Some Verbena with a sense of drama
use this to multiply blood: they pour a small amount of blood into the cauldron,
and then makes it rise until it pours over the edges.
Fountain of Youth (Life 5): This spell
reduces the person's age by an amount determined by the caster. Note this does
not affect mental maturity, simply physical age.
Freeze Ray (Forces 4): By use of this
rote, a mage can suck the heat out of objects, quickly freezing just about
anything. While this will usually be vulgar, you can occasionally get away with
"Hey, a freon can burst!" or "Hey, he's standing under a tank of
liquid nitrogen!" Essentially, this rote will do nasty damage to living
creatures (Successes X 3 for damage) and render them extremely fragile. Clever
folks will be quick to realize that just about anything becomes brittle if you
drop its temperature far enough. So it's great for defeating armor (I recommend
blow off one point of armor per success on the magic test) and can blow out car
tires, shatter hot objects when their temperate drops so suddenly, etc. For the
fully Mr. Freeze effect, combine this with Matter 2, Prime 2, and you can
actually make ice with your freeze ray. Great for trapping HIT Marks, covering
doors, burying pesky Nephandi, etc.
Frostegalder (Life 1): By singing this
song, the mage is protected from cold and freezing. The mage sings the galder to
his flesh and limbs, making them liven up and get warm again.
Full Rest (Life 3, Time 3): Upon
successful casting, the subject (Which may be the caster) may then sleep. The
number of successes multiplies the time spent asleep over 2 to determine how
many effective hours were spent asleep.
Fury of the Fields (Forces 3 Life 2 Prime 2):
This is another old spell that summons the power of the land to the witch's aid.
It animates plants and causes them to attack a target.
[Each success gives the plants 1 pt of Dexterity to attack with and 2 pts. of
Strength for purposes of damage. With 2 successes the witch can animate grasses
and flowers, 3 will animate vines and bushes, and 4 or more will enliven whole
trees. The effect is inevitably vulgar, but it terrifies most opponents.]
Genegineer Lab-in-a-Pocket (Life 5): This
is specifically a catchall Genetic Engineering spell. With it, the Mage can
alter her own or another's genetic code, and thusly her appearance, or even
biological capabilities. The limits are the mage's understanding of genetics and
imagination.
Getting in Touch with Your Feminine Side (Life 3,
Prime 2): Need a foolproof disguise! Try transforming into a woman
(or man, if you're already a woman, whatever works for you). It's pretty simple
matter of just switching your systems over (simple, ha!) but the effect if
spectacular. Just like Better Body, this effect can be hazardous to you from
pattern leakage, so don't keep it up for too long. However, by fiddling with
your chromosome patterns, you might talk your storyteller into letting you make
it permanent (if you for some reason, really wanted too...) Note that with Life
4, you can do this to other people! Fool your friends, fun at parties!
Gratzium (Matter 5, Prime 2): Doctor
Wilhelm Gratz became tired of creating a different new substance every time he
needed a different property, and thus he invented Gratzium, a substance capable
of demonstrating multiple properties simultaneously as need arises. Thus when
his lab was raided by a group of Akashic monks who disliked his research
methods, they first had to break down a Gratzium door with the tensile strength
of diamond, and then had to contend with the soporific effects of gaseous
Gratzium. He was able to escape by distracting them with an explosion caused
when he irradiated a small lump of powdered Gratzium.
[Each success on the initial role to create the Gratzium allows it to take on
a single property specified by the Son at a later moment. Since these properties
are revealed with statements like "Did I mention that liquid Gratzium is
highly corrosive?", the effect is normally coincidental.]
Greater Wards (Prime 3, other Sphere 3):
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. Creatures
of will can only cross Greater wards. 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 his or her 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.]
Grip of Darth Vader (Correspondence 4):
The Adept wears a virtual-reality gauntlet, and makes a strangling grip in the
air. A victim, who can be anywhere, suddenly feels the strangling grip around
his neck as the mage bilokates the pressure of the gauntlet. Since there is
nothing for the victim to pry loose, even the most physically weak adept can
strangle people.
Growing Gold (Matter 2 Prime 2): Another
gold-creating rote, this one invented by Nicolas Flannel (The alchemists need
much gold to finance their expensive magic and for use in Prime). Since
everything is alive to some extent according to alchemical doctrine, metallic
gold can be coaxed to grow given the right nutrients. The mage places a small
amount of gold in a crucible and adds another metal, preferably mercury. The
crucible is heated, and the result is that the gold absorbs nourishment from the
metal and the heat and grows into more gold.
Guardian (Spirit 2 Matter 2): The mage
summons a lesser spirit, which is left guarding a place or an object. Usually it
is connected to a certain object (idols or seals on parchments are popular). If
something specified beforehand happens, the spirit contacts the mage and then
leaves.
[Each success increases the awareness and alertness of the spirit with 2. It
will remain as long as the binding spell lasts. ]
Guarding the Tomb (Mind 2): 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 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 etceteras. 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."
Hand of the Crone (Entropy 4 Time 4): The
Danish witch Gunnhild invented this rote to enable her to destroy the
Progenitors who slew the members of her coven, and the more bloody-minded
members of the Tradition continue to employ it to bring sudden death to their
enemies.
[The witch employing this effect must make physical contact with her target
after ritually anointing her body with a potion brewed in her cauldron and
stirred with her wand. This set the effect in motion, and the Time sphere causes
the rote to hang for period of time until the Entropy sphere suddenly causes
catastrophic damage to the victim.]
Haunting (Spirit 2 Entropy 2): 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.
Heart Attack (Life 4): Causes Successes *
3 Health Levels to the person targeted as his heart immediately stops
catastrophically.
Herbal Remedy (Life 1 Mind 1): Many of
the priests and priestesses were great healers. Their secret was to first study
the patient, and then almost instinctively know the right herbs or methods to
heal the disease. They often wandered the countryside or parks, studying the
plants (and animals) of the Mother, seeing which would work best for which
disease.
Heritage of the Blood (Life 1 Time 2): In
ancient time, the god Heimdallr traveled the land, and sired the thralls, the
bards, the farmers and the jarls (the leaders). The trace of the god is still
upon the people, and a priest knowledgeable in the ways of the blood can still
see it. By feeling the force in the blood, the mage can follow the lineage back
through time to its source, and see which group someone really belongs to. This
is also used to trace the lineage, and find those special bloodlines that
contain the life of the people.
Hey! Look At Me! (Forces 2): The Men in
Black never knew what hit them. The last transmission said something about
"Device malfunction... Paradox outside of acceptable parameters..."
[This rote is designed to draw the attention of Paradox upon an antagonist.
It amplifies sound and light emissions from any magical object: Magic guns fire
at 1000 dB in a burst of rainbow light. The idea is to attract the attention of
surrounding sleepers, and thus stir up paradox in the area. As a rule, Magic
becomes increasingly vulgar with each success. As a downside, the rote affects
anyone in the area, and may trigger a domino effect in the area. (See: Book of
Shadows)]
The Hitchhiker's Guide to The Tellurian
(Correspondence 2, Spirit 2): 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 pp. 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.]
Horn of the Unicorn (Matter 1 Life 1): An
old hermetic rote to find out if food or drink would be harmful (poisoned,
spoiled or very unhealthy). The mage draws a pentagram over the food, while
naming five revealing spirits. If the food is harmful, the plate or cup will
shudder, as if they were revealed.
Homunculus (Life 3 Spirit 2 Prime 2 Time 3):
Paracelsus developed this famous rote. The mage takes some of his bodily fluids,
adds silver and gold salts, and pour the result into a vessel. The vessel is
kept at a constant body temperature for nine months (In the Middle Ages, a heap
of dung was used). After the time, a small, fully-grown man has developed in the
vessel. This homunculus is intelligent, has a will of his own and will grow at
the normal rate after he have left the vessel. Some mages keep their homunculus
inside it for safekeeping, feeding them of their own blood. Homunculi are often
used as advisors, familiars or servants. But if the mage treat them bad, they
may rise up against him.
Hunting Horror (Life 3 Prime 3 Mind 2):
The mage creates a living being and imprints hate against someone in its mind.
Now the being will relentlessly seek to destroy the victim using all available
means until it is killed or the target is killed. This rote can be used on
normal animals too, turning them into killing weapons. With Life 4 the animal
can be given extra weapons like sharper claws, poison or fangs.
Hyperspace Electromagnetic Pulse (Correspondence 4,
Forces 4, Prime 2. - that's Forces 5): This psychotronic rote
generates and projects a general energy surge in an incoherent, despecialized
form. The energy is sent directly into the patterns of the target area and has
various destructive effects. The energy arrives as a blast of heat, light,
magnetism, electricity, and other forms of radiation. The energy has the unusual
property of arriving within the targets' patterns, bypassing any conventional
armor including the notable anti-magic premium coatings of many Iteration X
combat machines. Such energy projections can be set into shell-like ward fields
to protect those within from incoming attacks.
[The rote causes successes x4 damage. Additionally, the energy stuns the
nervous system, causing the victims to be incapacitated for one round per
success unless Willpower is spent or countermagic is used. Electrical systems
are useless for a similar period, and computers must be rebooted (Many Virtual
Adept, Iteration X, and Void Engineer computers are magically hardened and
"surge protected" from this unless they are the sole target of the
rote.) Finally, molecular motion is increased to a point where chemical and
plastic explosives detonate and highly combustible materials are ignited. ]
Hyperspace Tracking by Time Reversed Waves
(Correspondence 3, Time 2): This unusual psychotronic method allows
the Sons of Ether to locate persons they wish to strike quickly. The rote
requires as a focus some objet, which has been touched to the victim, or some
type of recording of the victim's presence. The movement of special
"Time-Reversed " or " TR " waves is tracked. The mage
follows them backward in time with the help of correspondence 2 effects until
the target is in view through the TR spectrum. The point of sensing is then
rapidly shifted into the present, using the TR trace to reduce the area of a
Sift through All Space effect to a very small search.
[This is like Filter through All Space, but the added time component shortens
how long the search takes dramatically. Searches are seldom longer than a day. ]
Hyperspace Transmission (Correspondence 4):
This rote is the cornerstone of most psychotronic processes that the Sons of the
Ether have developed. The scientist projects energy into the ether in such a
manner that it moves instantly to another location. Note the rote does not
itself provide the forces to be transported, which must come from some natural
to magical source before the mage can affect it.
[The mage must often get a high number of successes to transmit energy
anywhere useful. Some Sons have solved this by using special
"receiver" force that they are familiar enough with to project to with
few successes. ]
