
Magic Bullet (Forces 4, Correspondence 2):
The rote can be used to "bounce" bullets off walls, floors, ceilings,
but mostly used to hit targets around walls.
[Forces 4 to keep the bullets motions going and the bounce correct after
hitting a wall or floor or whatever. Correspondence 2 to see the target after
the bullet has bounced around the corner.]
Magic Mead (Matter 2 Prime 2 Mind 2): By
adding special herbs and some blood to mead and then brewing it together, the
priestess can create a mead which will infuse the drinker with the emotions of
her choice. This is used to create the mead drunk during the blot, or a subtle
way of influencing people.
MagLev (Forces 3, Matter 3, Prime 2):
This Rote can be used to create flying metallic objects. Only metal that can
hold a magnetic charge may be used. The Matter sphere is used to charge the
metal, while the Forces sphere is used to create and manipulate the magnetic
energy needed to kept it aloft. The floating metal will support other objects
whose weight does not exceed its own. In the past, a "carpet" of
ringed metal (which was easier to make and store that large sheet of metal) were
used for flying devices, especially in the Middle East, where metal was common.
The carpets were generally decorated with pad cloth for comfort. This rote is
also used to propel some of the more improbable flying devices created by the
Sons of Ether
[The number of successes determines how quickly the metal can be moved. One
successes give the speed of a slow walk, three successes that of a car, five
that of a plane.].
Mapmaker V. 88 (Correspondence 1, mind 1):
A simple rote that's the basis for a number of other effects. By scanning an
area into memory, the mage memorizes a location well enough that it is
considered 'very familiar' for other Correspondence effects. This involves
making a clear visual picture in ones head.
Mapping the Track (Correspondence 1 Prime 1):
The Verbena feel that Quintessence flows across the surface of the earth in
streams that are called Ley Lines, also known as the Old Straight Track. Ley
Lines come in Minor, Major, and Great versions, which facilitate the casting of
Correspondence, Prime, and Spirit magic's. For this reason, many Verbena holy
sites are situated on them.
[Two successes will locate a Minor line, 4 successes a Major line, and six
successes a Great line. A Minor line reduces the difficulty of Correspondence,
Prime, and Spirit magic's cast in its area by 1, a Major line by 2 and a Great
line by 3.]
Mapprinter V. 88 (Correspondence 1, Mind 1, Forces
3, Prime 2): After memorizing an image using Mapmaker 88, the mage
can then print out a color laser print of the image if a supply of paper is at
hand. Of course, if one has Matter, a paper supply is not needed....
Marauder/Nephandi Early Warning Scan (Correspondence
2, Time 2, Entropy 1): This program scans data from thousands of
sources, analyzing discrepancies typical of paradox generated by marauders,
Nephandi, or careless tradition magi. This allows strike teams and squads of men
with large weapons to be rapidly deployed for maximum effect.
[Essentially, this is a justification for the Technocracy arriving quickly on
the scene, fully-equipped to deal with any sort of problem. Note that their
information is frequently false, and they get a lot of false alarms, which may
serve as hooks to get characters of any kind interested in what's going on.]
Foci for This Effect: A supercomputer hooked into a vast network, lots of
sweaty informants in phonebooths, entropy sensors scattered throughout a big
city, someone watching the evening news.
Mark the Blood (Life 2 Prime 2): The mage
"marks" the blood of a person. This marking will be passed on to the
children, and so on. Sometimes this marking is bound to a special trait. The
mark can be read by Life 1. Different markings have different meanings, and are
used to keep track of certain traits. Mages have also found that there exist
other markings in several bloodlines, which they have not put there. Some
believe that there must have been other mages doing the same thing as they in
the past. Other explains it away as a "lusus naturae", a strange but
useless natural phenomenon.
Master Ninja Time Rote (Time 3, Mind 1, Entropy 1):
Just the thing for the clever coyote, this Rote can turn anyone into a Master
Ninja. Glen Manning, a Mystery Science Theatre fan, who wanted to fight just
like the ninjas in bad martial arts flicks, first used it.
[Time slows down for the Mage, who then can use the Dim Mak effect to his the
best possible spot on the enemy. Also, absurdly silly but effective dodges are
possible, since the attacker is moving in slow motion; -2 to all dodge target
numbers.]
Math Co-Processor (Mind 1): Virtual
Adepts view the human brain as nothing more than a tremendously complex,
biological computer. This Rote allows them to tap the brain's vast, untapped
computational power. While it is in effect, the mage can perform mathematical
calculations at a rate rivaling the most powerful computers.
[Successes indicate the speed at which the mage can perform computations: 1
to 3 grant normal computer speeds from micro to mainframe, 4 give the mage the
power of a supercomputer, and 5 or more allow virtually impossible computations
(the kind it would take a Cray centuries to solve. Successes can be added
directly to appropriate actions like cryptography. At the level of 1 to 3
successes this can be passed off as skill and mathematical 'tricks,' at higher
levels it risks Paradox.]
Matter Disconglomeration & Transference (Matter
4, Forces 2, Correspondence 2): Faced with the dilemma of shipping
vital and explosive equipment to a new laboratory Holos Erasmus invented this
rote to deal with the problem. This takes any form of matter and turns it into
raw energy that can be sent anywhere over conventional electric lines and/or
phone lines and reconstituted.
[For the 1st pt made by on the skill roll the mage is able to move 10 lbs.
This increases exponentially i.e. 2pts=100lbs 3=1000lbs 4=10000lbs.]
Mead of blood (Life 3 Prime 2): This rote
may have started as a kind of travesty of the Catholic Mass. By pouring mead
into the bowl and adding a few drops of blood, the priest can turn it into
blood. However, it doesn't have to look like blood or taste like it, the priest
can make it appear to be normal mead. Afterwards, the mead can be used instead
of blood as a focus, be imbibed as a source of strength or even used as
sustenance for vampires (although practically no modern kindred know about this.
Only the oldest Scandinavian Methuselah's have tasted such mead).
Media Read (Mind 1, Forces 1 or Matter 1):
When you need information right now, you don't have time to run back and plug a
floppy into your laptop. Thus, a clever Virtual Adept invented this rote, which
allows a mage to read magnetic or optical media without a peripheral reader. All
the mage need do is hold the disk in his hand, pocket, or elsewhere...
[Forces allows the mage to "sense" the data on magnetic media
(floppies, hard drives, cassettes, etc); Matter must be used to "see"
the data on optical media (CD-ROM, Flopticals, etc). Mind is necessary to
translate the information into something understandable, which otherwise would
show up as nothing more than a bunch of ones and zeros. Encrypted information
will translate as gibberish. Some Hollow Ones who couldn't afford a Discman have
used Media Read on standard tapes and CDs; they just put a CD in their pocket
and listen to it. Note: there is no way to "store" this much
information besides the mage's memory without a higher Mind sphere. Touch-type
(q.v.) might be used to spill out hardcopy of the disk.]
Medusa's Glare (Life 4, Matter 3 (possibly 4, it's
up to your ST), Prime 2): A truly vulgar effect, you use this rote to
turn people into, you guessed, stone! Or, if you feel frisky, I recommend
tapioca pudding or perhaps neon-purple plastic. It's a vulgar life attack, so
you get X3 successes in aggravated damage, with the possible (St.'s option)
effect of rendering the wounds basically unhealable until someone either shifts
your pattern back to normal (essentially undoing all damage) or cuts the stone,
pudding, whatever free and rebuilding the pattern (normal Regeneration effects).
Note: this effect even works on Vampires! Of course, the unlucky recipient of
your hostile stare gets a directed dodge against the effect.
Memories that Smell Like Gasoline (Mind 2):
The caster concentrates on the image/smell/sound/texture (etc.) of something,
and then shares the illusion that sensation with all present. Note that the
caster conjures a single sensory allusion. Depending on the illusion, this may
be very disconcerting to the subject. For example, by concentrating one's recall
on the smell of gasoline, it is possible to conjure this smell as a collective
illusion. One could also conjure the illusion of a clear fluid that looks like
gasoline by using the smell as a focus. The difficulty of this type of illusion
is lowered when a material representation (such as the photo of a burning flag)
or sample of the item (e.g., a real-life gasoline-soaked rag) is available.
Micro-Macrocosm or Macro-Microcosm (Correspondence
5): This spell will make any room larger or smaller without affecting
the outside appearance.
Mind Assault (Mind 3): "Pain."
- that Psicorp guy from Bab-5.. Though this rote tends to lose one friend among
the traditions, it is still taught as an effective 'non-violent' method of
stopping an attacker. This simply puts an illusion of pain into the defender's
mind, often causing them to lose track of anything else. Use the chart in BOS,
with the 'damage', being purely imaginary. However, all wound penalties are
cumulative. Also, if there are more successes then the victim has stamina, they
are stunned for one turn per success over stamina. Don't mess with those little
old masters of Mind....
Mind Strike
(Mind 4, Entropy 4 (ST may insist on 5): Use this effect to
essentially drive someone completely insane. By absolutely disarranging their
ability to think coherently, you can plunge someone into a whirlwind of
screaming madness by surging information, replacing perception (hallucinations,
delusions, etc.) and just generally making someone's life hell. Successes
indicate level of disorganization (I recommend -2 dice on all tasks per success
scored by the mage), though this effect is resisted with a Willpower roll
(difficulty somewhere around mage's Arete +3 or just plain 8's a good rule of
thumb, each success killing one of the mage's).
If you don't have Mind, you can also get away with using Life to induce
schizophrenia, etc. or maybe even Spirit for partial possession!
Mindspeech (Mind 3): The Mage can speak
mind to mind with other people, as determined by number of successes.
Modem Of The Gods (Correspondence 3, Forces 2):
This rote was created by a Virtual Adept named Dark Wire who was sick of having
to tie up his phone line to visit the chantry in Omaha.
[This rote utilizes the co-location ability to send the communication data
straight from a terminal to another mainframe without the need for a direct
physical connection. This usually comes off as coincidental ("it's
cellular")]
Monomolecular Weaponry (Matter 5, Prime 2):
Use this rote to create a sword one molecule thick! This weapon can cut through
just about anything, and weighs next to nothing. It's pretty darn coincidental
(unless you take to whittling through battleship plate or cinderblock walls),
and is made even more so if you stamp Ginzu on the side! I recommend difficulty
5, damage is equal to the number of successes rolled to hit as automatic
successes for damage, plus Strength + 2 in dice. Note that there aren't many
things capable of parrying such a weapon, and armor might even be less effective
(rating lowered by one or something along those lines).
The Moon's Pure Light (Mind 3): River
Dancer, a Moon-Seeker, used this rote to penetrate the disguise of a Nosferatu
bent on killing her, and it has become popular since then as a way of detecting
those with deceptive intent.
[This spell allows the witch to see the target as he truly is. Successes
count as countermagic against illusions and similar Mind magic. If the caster
scores at least 4 successes, she also learns the target's Nature.]
More Power, Scotty! (Matter 3, Forces 2 ):
Extremely popular among the Sons of Ether, this rote comes into play during
experiments in which more power is required than the ability of the source to
provide it. (Did anyone understand that sentence?) This quite often allows the
SOE to retry a "failed" experiment. The effect of this rote is
twofold: it increases the power provided from a source (i.e., forwards more
electricity from a city's power grid to mage's experiment (which could have
adverse effects on the rest of the city...)). And doubles the capacity of the
transferring source (the carrier cable) to handle it safely.
This being primarily an SOE rote, there is, of course, a catch... an even
number of successes doubles (x2 for each pair of successes) both the effects, as
outlines above (the effect is exponential). However, an odd success will
increase only the amount of power provided. (Example: Dr. Emerison needs more
power to reanimate the body of his third wife. The experiment is not going as
expected, so he does the natural thing and... adds more power! He casts the
rote, and gets 5 successes. The first pair of successes gives him x2 the amount
of power to the system and x2 the ability of his Omega Life A Tron to handle it,
the second pair gives him a total of x4/x4, but the odd last success gives him
only x8 the power, causing the city to go into a brown-out, and the Omega Life A
Tron to begin a core meltdown . It's fun!
The Mother's Blessing (Life 2/3/4): The
sacred stones were filled with the life-giving power of the Great Mother, and a
priestess could tap it by caressing them and praying to Her. Some of the more
frivolous priestesses invoked her to renew their strength after a night of
lovemaking, or to support their partners. A more common use was to pray to the
mother for fertility, and in some cases She granted it even to virgins after
they had embraced the stone with unusual fervor. Such children were always
regarded as having a great destiny, and were often recruited to the cult.
Mshield (All 1): This Rote solidifies the
mage's personal reality. The effect is limited to her own Pattern and any
patterns of matter that she is carrying when it begins. Mshield has no effects
on spells already affecting the mage, but all magic directed at her while the
Shield is up is opposed, even the mage's own.
[This rote lasts the standard duration. The highest level effect that can be
opposed is equal to the number of success gained. Such an effect loses one
success. For each level below the maximum, an additional success is taken away.
This effect is cumulative with the mage's countermagic and resistance rolls, so
it can render her nearly invulnerable to lesser magic's. However, any magic the
mage casts on herself is also affected. Unlike regular countermagic, Mshield
does not offer any help to others targeted by the same spell as the caster, nor
does it stop indirect effects (those that are not resisted by Willpower). This
rote is static magic.]
Multiplying the loaves and fishes (3 Matter):
This is quite possibly one of the most controversial Rotes ever blamed on the
Celestial Chorus, though the Celestial Chorus hotly denies that any of it's
members were ever the author of this Rote. This is a very vulgar Rote,
especially so in these days of strict and powerful paradox, but it does mirror
the more forgiving times when it was supposedly created. Depending on how
focused the Mage is, enough food can be duplicated to feed a few people up to
entire multitudes.
[This Rote requires some food to be used as the model pattern. For each
success after the first the amount of food created increases geometrically. In
theory an attempt with six successes could provide a solid meal for every living
human on Earth.]
Murder of Crows (Life 2 or 4 Mind 2, sometimes Prime
2): A favored spell of the Twisters of Fate, this enables a witch to
conjure a swarm of creatures which will do her bidding, usually by attacking a
target, with only a wave of her blood-smeared staff.
[This spell will summon, or with Prime 2, create a swarm of animals. With
Life 2, it will summon insects or other invertebrates, while with Life 4, it
will produce birds, rodents, or other small creatures, up to the size of cats.
The control she has is limited, and only simple commands are possible.]
Nastyglass (Matter 2 Forces 2 Mind 2 Prime 2):
A weird invention of Daedalus. It is a special type of glass that modulates
light in a very strange way, turning it irritating to the human mind.
Nothing-measurable changes except that anything viewed through the glass will
appear ugly, sickly and slightly nauseating. Light sent through the material
will take on a bleak look, and people often get headaches out of it. There are
rumors that Daedalus also has developed other types of glass with positive
emotions.
Negative Mass Disruption (Matter 5): One
of the most spectacular (and vulgar) Matter effects developed by the Postulants
of Matter. The mage simply negates the mass of an object. The result is very
strange, as mechanical forces on the object have the opposite effect from
normal. Gravity repels it. Pressure attracts it, while tension repels it.
Normally affected objects fall upwards, only to hit the ceiling. This pressure
causes it to accelerate even more powerfully upwards, breaking through the
blocking ceiling and vanishing with supersonic speed into space. This rote also
provides a very nasty offensive trick: the mage simply throws sand or gravel at
somebody, and negates their mass. The gravel will force its way through the body
of the victim, causing horrendous damage.
Nichtmaterie (Matter 3): By using pattern
disassociation a mage can make a material pattern stop interacting with another
type of pattern. This can be used to create invisible materials, materials
living beings but not air can pass through, weightless matter etc. But by making
*everything* pass through the mage can create "Nichtmaterie " as it
was called by its first inventor, Professor Hans Grieg of Heidelberg.
Nichtmaterie is not affected by anything, and doesn't affect anything. It cannot
be perceived except by using Prime. It can however be handled using Matter.
Professor Grieg found that it was a very efficient way of storing things not
needed or to bulky to move; just turn them into Nichtmaterie and turn them back
when needed. A Son of Ether can bring huge amounts of things with him in
Nichtmaterie -form, and then make them normal when needed. The Professor
developed a Matter/Nichtmaterie -conversion box to do this, creating almost a
literal "bag of holding". He also experimented with turning living
beings into "Nichtleben" and energy into "Nichtkraft",
planning to use it for the creation of a nichtrealm. However, the good professor
recently vanished completely.
No-Time (Time 1 Entropy 2 Mind 1/3): This
bizarre rote removes the sense of time from the subject or the mage. It becomes
impossible to plan for the future or remember the past, all that exists is an
eternal now. By combining this with entropy it becomes impossible to predict
what the subject will do, even with Time. The Cult of Ecstasy usually invokes
this by extreme intoxication, loud music and then by placing the ring on a
finger; as long as it remains, the rote will be active.
The Notice (Mind 2, Prime 2): This
hard-to-describe rote creates a 'quintessence sink,' which fools any Awakened
beings into thinking that the mage is much more powerful than she appears. [Just
has some quality of... power about her.] At the same time, it sends out a sort
of 'mental beacon' that causes everyone in range to notice and look at the Mage
at the same time.
Obscuring the light of Day (3 Matter):
With all of the interest the Euthanatos have in the Kindred (Vampires) it was
perhaps inevitable that they would be the authors of this particular Rote.
Kindred who have frequent contact with Mages eventually become aware of this
Rote, the Tremere in particular are very interested in this Rote, but usually
rely on the Discipline of Fortitude if the are forced into the direct light of
the sun.
[Requires three successes and can be made Coincidental if the Vampire takes a
single blood point from the Mage. Once in place the physical structure of the
Vampire's body is completely unaffected by sunlight for the remainder of the
scene. For each additional success beyond the first three an additional scene of
immunity from sunlight is gained by the Vampire.]
Occam's Razor (Entropy 2, Prime 2):
Static magic functions through the creation of coincidences - things that are
unlikely, but possible. For example, it is extremely unlikely that a coin
flipped 100 times will land tails up each time. Possible, but extremely
unlikely.
Occam's Razor states that explanations that are extremely unlikely should be
rejected in favor of more logical ones. The rote that shares its name works by
lowering the entropy in a system, reducing the random chance that is necessary
for coincidences to succeed. This makes performing static magic much more
difficult - the coincidences simply don't happen.
[Anyone subject to this spell must make an Arete roll (diff 7) each time she
performs static magic, the number of successes dependent on the outlandishness
of the coincidence desired. Failure means the spell dissipates unaccomplished. A
botch means that the spell manifests in the most vulgar manner possible.]
Omfalos (Correspondence 2 Forces 2):
Sometimes the temples of the Mother had to communicate in matters of grave
importance. Many of the holy stones were regarded as the center of creation by
the local believers, and in a way they were all tied together (it was not
uncommon for such stones to be engraved in a net-like pattern). By praying aloud
and beating their fists against the stone in rhythm with the prayer, they could
make their prayers faintly heard in all other temples of the Mother. This was
especially prominent in the sacred caves or wells, in which could sometimes be
heard whispering prayers from other places.
Oops! (2 Matter): It has been rumored
that the author of this rote was refused entry into the ranks of the Masters of
her Tradition for the act of creating this rote. It is also rumored that the
Oracles welcomed her into their ranks mere hours after the Masters of her
Tradition refused her. All Traditions teach this rote to Disciples of Matter who
are moving past the fundamentals of the Sphere. This is not so much rote as a
state of mind for any Mage which puts this rote to use. Functionally this rote
is used to cause minor mishaps and accidents to either the Mage or another
person by minor alterations of the structures of the matter surround the target.
The classic example is the sprinkled drops of oil on the floor that the target
steps in and looses their footing. Another is the misfire of bullets in a gun
aimed at the Mage and the list is endless.
[Requires two successes to function and is normally coincidental, though a
very foolish Mage could perform this rote in a vulgar manner. For every success
beyond the first two the Mage may either increase the amount of effected matter
to encompass more people or apply the successes as damaged to the target.]
Orgonne Dilation (Mind 3): The pulp hero
Professor Etheric spent much of his scientific energy in the study of the human
body's vitalizing Orgonne energy. He discovered that by dilating the
metacerebelic valves through which flowed he could siphon the energy out of a
person, thus sapping them of the will to resist.
[This effect acts as a mental command to surrender by devitalizing the target
and making them feels that resistance is pointless.]
Osmosis (Personal) (Matter 1, Mind 1):
When this rote is used upon an item, it will allow the caster to 'read' the
information contained. Useful for books, and other physical media. For
electronic media, use Forces 1.

