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I Find Your Lack of Faith...Disturbs Me (Mind 2/3/4, Life 1): The classic 'your choking' spells. Life is needed to localize the impression and give it realism. At Mind 2, the impression is subconscious, and the person may not be aware at first why he can't breath (his lower mind is reacting, then he becomes aware). At Mind three, an illusion is given of choking: The person perceives the choking. At Mind four, the mage simply is telling the person, 'Do not breath'.

Ice (Mind 1, Life 1, Prime 2, Entropy 2 or 5): This rote was created by a VA who was humiliated at being Dominated by a vampire. It functions like the Encrypt Thoughts rote from the VA, with the added benefit of protecting against all non-magical attempts to control the user's thoughts or emotions. (The Entropy component provides a scrambling effect.)

[Each success removes two successes from any Discipline, Gift, or Arcanos roll to influence the protected mind. If Entropy 2 is used, it provides protection against attacks that are ranked less than or equal to the user's Arete. If Entropy 5 is used, it shields against all levels. (Encrypt Thoughts can provide some protection, but only against attacks ranked equal to or lower than the user's Sphere level.) Forces 3 or Mind 3,4 or 5 may be added to automatically attack any would-be controller, but this usually makes the rote vulgar.]

Ignore Pain (Mind 1, Life 2): Allows the mage, through mastery of her own mind, to completely remove all pain. [This means no minuses to actions due to damage.] However, this also means that the Mage has only a vague idea of how hurt they really are.

[The ST should keep track of the player's actual damage, only letting the player know in vague terms if the player specifically states he is looking, "Wahlll, you gots a big gash on yer chest, and yer left arm is missing. But yew don't feel it, so's it's okee."]

The Immaculate Beer (Matter 2 Prime 2): This popular rote improves beer. It increases alcoholic content, and gives it a truly heavenly taste. It even seems to last longer. The beer is almost literally enchanted, and tends to make people very happy. Unfortunately it also creates very real hangovers, but that's another problem.

Immunization (Life 5): This Rote gives the person it is cast upon immunity to any disease for the duration of the effect.

In the Hand of the Beholder (Matter 3 Correspondence 1): By altering the material pattern, a mage can change the color of an object. This has been used to paint many chantries, but can also be used for artistic endeavors. This rote is very popular among artistically inclined mages. The mage reaches out with her senses in the surroundings, and alter the surface of an object to match them. The result is a painting of the surroundings, perhaps altered by the mage. This can of course easily be turned coincidental by simply painting the object. The image reflects how the mage sees things, and may be rather subjective or very objective depending on what the mage sought to effect. It is also dependent on mood, personality and tradition. Images created by Order of Hermes tend towards the baroque, while Technomancers create images of photographic clarity and Akashic Brothers create works with a definite Asian style.

Induce Easy Labor (Life 4): Causes a difficult labor to become easy or a late labor to begin with ease. With the aid of this spell, complications are unheard of.

Induce Lactation (Life 4): Causes the subject to begin lactating, as if she has a child. Useful for wet nurses and women who have dried up for various reasons.

Induce Menses (Life 4): Causes a woman to begin menstruating, with a commensurate change in cycle.

The Inertia Bomb (Forces 3): Yet another creation of Professor Prion, this device converts motive energy into inertia, thus making movement impossible within the bomb's area for the duration of the effect. Among the bomb's various peculiar effects, falling objects are frozen in place.

[Each success gives the region 2 dice of Strength for the purpose of immobilizing those within it. Anything attempting to move must overcome the effect's Strength with its own. This is generally vulgar.]

Infection (Life 3, Prime 2): Creates the microbes/bacteria/vireo of a virulent disease upon the targeted person, infecting him with the disease in question. Candy created this as a means to test her immunization Rote.

Infertility (Life 4): Causes fertile targets to become infertile. Great birth control method.

Instant Reaction (Time 1 Mind 1): When the mage expects a certain event, he can focus his attention on it to be able to respond reflexively at the same time. For example, if a thug threatens him with a gun, he can program his body to dodge at the exact moment the thug pulls the trigger or respond with magic. A standoff between two mages both using this rote can be quite deadly, since they will both react at the exact same time.

[If the rote succeeds the mage will act just before the event, as long as the condition predates it slightly (like the act of pulling a trigger). The number of successes denotes how long the mage can concentrate himself. He has to be completely concentrated on the condition to act, and cannot do anything else (unless he uses multitasking, of course).]

Inter-Vitro Adoption (Correspondence 4, Life 5): This Rote allows the caster to move the fetus, placenta etc from one woman's womb to another. Also prepares the receiving woman's body to accept this fetus and eventually give birth. Offered as an alternative to abortion.

Invisible Icon (Forces 2): Common knowledge among Virtual Adepts, this rote was created early in the web's existence as a modification of the Order of Hermes rote Veil of Invisibility. With this rote, the mage alters the pattern of the energies of an icon so that it no longer has a visual existence. This can be used on Icons both in the Digital Web and the ones Virtual Adepts project into the real one. System is as with Veil of Invisibility.

Invocation of Negation (Forces 3): The mage negates a force; light becomes darkness, positive current becomes negative. This often leads to the neutralization of the force, and can destroy sensitive machinery. The mage perform the rote by chanting a invocation of the forces of negativity, and drawing the Hebrew letter Aleph in the air with the Seal.

The Invocation of the Four Archangels. (Spirit 2): The mage stand with his arms straight out to the sides, so that his body forms a cross. He invokes the four Archangels: "Before me Raphael. Behind me Gabriel. On my right hand, Michael. On my left hand, Uriel. For around me flames the pentagram, and within me shines the six-rayed star." By using this rote, the mage will scare away most spirits, fearful for the powerful Archangels and the powerful mage. The Rosicrucians have developed their own version, the Lesser Banishing of the Pentagram, which works in almost the same way.

[The Archangels will normally not appear in person, but will (if the mage is lucky) send subordinates to the mage. They will not manifest physically, but their presence is often felt. The subordinate angels will scare away lesser beings from the vicinity. After they are done, they will report back to their superiors what happened. It is very unwise to misuse this rote.]

Irradiate (Forces 3, Prime 2): The Mage using Forces creates a burst of Gamma-Ray radiation. This radiation is invisible to the naked eye, but may be detected by any mage with Forces 1, or a radiation detector. The target will soon fall ill, and perhaps die. Temporary or permanent blindness may also be caused.

[The mage does two wounds per success with this attack. The wounds can be soaked normally. The wounds inflicted do not take effect immediately; they appear at the rate of one per hour. If at least 4 wounds are inflicted (after soaking), the target is temporarily blinded. With 6 wounds, this blindness is permanent. This level of damage will also cause permanent infertility.

Note: The wounds caused by this Rote are aggravated to Werewolves. When this rote is used on vampires, the damage is inflicted immediately, but is not aggravated.]

Is This Your Card? (Entropy 2, Correspondence 2): This rote is usually performed with a deck of cards, but can be used with any other means in which one wants to impress someone into thinking that you're a prestidigitator. First, get the victim to choose a cards at random. Correspondence 2 allows you to alter your viewpoint to behind the victim (and thereby see which cards he's looking at.)

[Entropy 2 allows you to make the card do what you want it to do, i.e. jump to the top of the deck, become the 13th card down, or whatever.]

Jacqueline's Pseudo Predator (Forces 3, Prime 2, Mind 2): A typical misdirective ploy. Basically, the mage programs a shimmering man-sized field to run away from the area of attention, as though the mage has employed faulty invisibility rote and is attempting to flee. Most enemies will chortle and pursue. The Mind effect ensures that the image will stay ahead of the pursuers regardless of their tactics, including dodging shots, etc, but will always remain tantalizingly in sight, no matter how inept the chasers are. Dynamic, of course.

Keening of the Banshee (Time 2 Entropy 1): This rote (also known as the Sight of the Valkyries) is surprisingly simple, but still very rarely used. By following the threads of fate forward, the mage can feel where they end. This can be used to predict how long anything will remain in existence; inanimate objects, living beings, people and even love itself. Most mages prefer not to use this rote at all. The only exceptions are (of course) the Euthanatos, who simply regard it as a useful tool or a very powerful demonstration of the total power of Entropy. They cast the bones and interpret their patterns.

[The rote has some limitations. It cannot predict exactly where something will end, just a time of great entropy. Sometimes people survive just barely, and go on living. Awakened beings also automatically disturb the predictions by their actions, especially if they have Time or Entropy themselves (increase difficulty). If the rote is used on a mage, he will automatically try to subconsciously countermagic it. ]

"Kindred" Spirits (Prime 3, Spirit 3): This impolite rote is a dangerous way to get Quintessence from smaller spirits. The mage uses Spirit to call a smaller spirit [trust me, go for a small one.] which the mage then attacks, and drains the Quintessence from. Also note how dangerous this be, as many spirits are but servants of more powerful beings you don't want to piss off.

Lag (Time 3, Entropy 1, Mind 1): With this Rote in effect, at random intervals, the V-A will freeze up for an undetermined period of time.. It sometimes comes in handy on others as well. Usually, this is used before going into a Grid to talk to a sleeper, so as to avoid possible Technocracy spies pretending to be ignorant to find Awakened beings on the Web by their inability to have processing lag. Multitasking uses mind to make it run in the background of the Mage.

Laser Light (Entropy 3, Forces 2, optionally Forces 3 and Prime 2): This Rote enables the Mage to focus light energy into a laser beam. A strong light source is needed. A torch, good flashlight, light bulb or sunlight will do; candle flames are too weak. The Forces effect is used to intensify the light, and Entropy is used to polarize and focus it on the target. If the optional requirements are used, no light source is needed, as the mage creates light out of raw Quintessence.

[The laser does 1 wound per success to its target. Higher levels of Force can be used to get a more intense beam, and higher levels of damage, as per the Forces chart, but this generally require the use of Prime 2 as well. Because of the heat effects, half the damage caused by the laser count as aggravated to vampires and werewolves. Because of the speed of the effect, it cannot be dodged.]

Laying the Line (Correspondence 2 Prime 3): This spell requires a complex ritual, in which the druid begins at a Node and walks to another point, dragging his blood-smeared staff in the dirt all the way. If successful, Quintessence will begin to flow along the line. Thereafter, by standing on the line, the Node can be tapped, without having to be present at it.

Lesser Ward (Prime 3, other Sphere 1): This common Rote is used to set up a barrier against a particular sphere's magic, either around an individual, or a place. The specific sphere to be blocked is the other sphere required for the Rote. Any effect involving the warded sphere is blocked. A separate ward is need for each sphere. Mages generally only raise wards about themselves when they know they are going into a dangerous situation. Wards are easily perceived by anyone with magical talent, and thus advertises the fact that someone is a mage. That, and the fact that wards are invariably Vulgar, make Mages leery of using them indiscriminately. Wards around sanctums are more typical. The most common wards are against Spirit, Prime and Correspondence (to prevent Scrying). Only the most powerful of wards are permanent. Most mages settle for wards of a temporary duration, and renew them periodically. A failed warding ritual can be dangerous. The ritual cannot be attempted again for a least a day, leaving the sanctum temporarily without defense.

[The number of successes determine the "strength" of the ward. This strength is added to the difficulty number of any attempt to cast magic involving the warded sphere across the barrier. Note that the ward is two ways, and will prevent magic from leaving as well as entering. The number of successes also determines the duration of the Ward. Before the magic is cast, the mage must indicate the desired duration, off the effect chart on p. 175. At least that many successes are required, otherwise the ward fails completely. For example, if the mage wants the ward to last a day, three successes are needed. Wards are readily visible to the magically aware. Any mage within sight of a ward need only make an Awareness roll with a difficulty of 3 to notice it. Wards on sanctums are usually cast just inside the walls, so that the physical building will block the ward from sight. Additionally, wards never protect themselves. A ward can be attacked directly with Prime 2, Entropy 3, or the appropriate sphere at a level of 2. Each success permanently reduces the ward's strength by 1, until it is destroyed. Many magely battles begin by stripping away the opponent's wards. Five successes are required to make a ward permanent. Permanent wards are magical entities, and require a constant flow of Quintessence to maintain. The Quintessence needed equals the ward's strength, per day. Wards may be deliberately weakened, to reduce this Quintessence cost. Permanent wards are rare unless a Node is backing them up. On the positive side, undestroyed permanent wards slowly regenerate damage, recovering one strength per day. Most chantries will create permanent Prime, Spirit and Correspondence wards around the Chantry house and their Nodes, preserving them from magical detection. If a Prime ward is cast around a Node, the "Node Bonus" that reduces the difficulty of magic rolls will not extend beyond that ward barrier.]

Light of Darkness (Forces 1): The mage can see in darkness. His eyes give of a weird gleam. Hermetic mages usually draw the Hebrew letter Ayin (which means eye) on their forehead with the seal while slowly chanting its name.

Line Interrupt (Correspondence 3, Entropy 1, Mind 1): V-As use this to simulate the loss of a connection. It runs in the background through Multi-Tasking. Randomly, the Mage will leave a Grid, thus seemingly loosing a connection to any Sleeper with whom they are conversing. Its a small matter to return to the location.

Line Noise (Mind 3, Entropy 1): Similar in concept as Lag, this will make a Mage randomly spit out utter garbage, extremely useful when in Grids. If used on others, it can cause quite a communication problem. Of course, the Mind Sphere is used to Multi-Task this into the Mage's background so he needn't concentrate on it.

Lines of Magnetic Force (Forces 3 Prime 2): The mage creates a strong, directed magnetic field which can move objects made out of magnetic metal. Hermetic usually do this by inclining the Seal to reflect the light from the sun or a lamp on the object, and then move the reflected spot.

[Each success will give the field 1 dot in strength. This rote will only affect magnetic materials, but some mages also use Matter to make the object magnetic. ]

Liquid Pleasure (Matter 2 Prime 2 Mind 2/3): Some cultists want to give others a taste of the pleasures they experience, so they create bottled experiences. This range from the mixing of odd drinks which lets the imbiber experience whatever emotion the cultist wants to drugs which cause visions showing the secrets of the cult.

Longevity (Life 5): This spell deactivates the aging 'clock,' thus granting immortality to those who do not possess it.

Love is in the Air (Mind 2 Life 2 Prime 2): Some cultists enjoy spreading positive emotions around themselves, and this rote was developed as a simple but efficient tool. The mage creates "love germs", which infect people and give them positive feelings. Gradually the happy emotions spread through a crowd, changing the overall mood. The will and personality of the mage; some mages spread happiness and joy, other hardcore lust determine the types of emotions.

[The "love germs" are completely outside of the realm of technocratic science, they are immaterial beings which spread their emotions to anybody they infect. The number of successes in casting the rote tells how strong and tenacious they are; everyone who interacts with an infected person under the duration of the rote will have a chance to be infected (this is resisted by willpower, modified by nature and mood). These newly infected persons in turn infect others (although now with an infection one success smaller etc). ]

Lucretia My Reflection (Correspondence 3, Mind 3): Allows the caster to communicate with a person by looking in a mirror and concentrating on them (it would also help the target was also looking in a mirror.) Two way communication is possible, but more importantly, it allows the caster to telelocate themselves directly to the person (by stepping into the mirror.) Created by Stanislaus Silver, who used mirrors for most of his foci. [Use ranges for Correspondence, but lower difficulty by 1.]

Lust (Mind 2 Life 2): This rote is used by the Verbena to fill their victims with unquenchable sexual desires, either directed at the mage or somebody else.

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