
Pain (Life 4):
This causes the person targeted to experience pain as if successes * 3 wound
boxes were filled in, maximum 6 for a -5 penalty to all actions. Very painful,
naturally. Once the duration is over, the pain vanishes. This pain can be
anything the mage desires - broken glass, ripping guts, whatever.
Parthenogenesis (Correspondence 4, Life 5):
Not technically parthenogenesis in all cases. This Rote allows a woman to be
fertilized by another person, male or female, or even herself. This spell
corrects for possible birth defects and insures they will not be present during
gestation.
Pattern Lock (Correspondence 2, Life or Matter 1):
This Rote traces a designated pattern (life or matter) anywhere within range.
The effect lasts until it wares of, is dispelled, or the pattern being followed
changes. While in effect the caster knows the relative location (direction and
distance) of the pattern regardless of how it moves. The Mage plants a bug on
the target, target inadvertently leaves an obvious trial (mud on his shoes,
distinctive scent), bystanders point out the target, mage dusts the target with
an invisible radioactive powder, mage tracks target using spy satellite, mage
brilliantly deduces target's destination.
[The number of success rolled determines how long and at what distance (using
the Correspondence range chart) the Lock can be maintained. Note that patterns
of life change slowly over time, so a living creature could be traced for no
more than a few days regardless of the number of success obtained. The caster
knows the locked pattern's location well enough for it to be considered within
line of sight. The spatial distortion caused by a Pattern Lock is much less
obtrusive than normal Correspondence Perceptions, unless specifically searched
for, it can be detected only by disciples of both correspondence and pattern
magic, specifically looking for it, who make a Perception + Awareness roll
(difficulty 8).]
Patternweave (Matter 1): The mage can
perceive a broken or disassembled item as its whole or unassembled parts as the
assembled device. Adds one die per success to any attempts to repair or build.
Peer into the beyond (Time 2 Entropy 2):
The Necromancers use this rote in order to see the outcome of very specific
actions. What the rote does is allow the caster to look into the future, but be
able to filter out any unnecessary random future events, so that he can see one
specific outcome. The Necromancer essentially asks a specific question about the
future, and gets a yes or no answer. Common questions include, "Oh, mighty
spirits, I beseech you, is a page of the Necromicon behind this door?" or
"If I get into a fight with this Mage, will I die?" The outcomes
always occur, but not necessarily the way the Mage thought. For instance, in the
first example, a page may be behind the door, but it could be buried under 3,000
feet of sand, or in the second example, the Mage may not die, but may be
teleported in a Paradox dimension. Correspondence Magic must be combined with
this rote, in order to ask questions about a place the Necromancer currently is
not, like "will I die if I go to Egypt tomorrow?"
[The number of successes on the magical effect roll is the number of
questions the Mage can ask about a particular scene. The Mage cannot recast the
spell to gather any information that might be beneficial to him for that same
scene. For instance, before a battle, the Necromancer asks a few questions about
its outcome: will I die, will this particular attack kill him, etc. He cannot
later ask "will my friend die," if it's about the same battle. Also,
the Mage cannot ask anything that is philosophically vague, such as "is
there a God?" This will occur in one aggravated wound per number of
successes, plus Paradox.]
Petrify (Time 4 Life 4 Matter 2): This is
the classic petrifaction rote, a staple of the Verbena and also rather popular
among some of the more drastic Cultists. The victim is literally turned into
stone, lasting forever (or at least a long time). Some Sons of Ether have stasis
rote, based on Forces instead, locking victims inside fields of no time, but the
function is the same. These rotes can be supplied with conditions that will
dispel them, as a kiss from prince charming or a pre-set time.
[The rote can be used without Time, but then it won't last as long as when
the Avatar of the victim is frozen into stasis. ]
Phosphorescent Marker (Life 2 Spirit 1):
To aid her search for a mysterious creature living in the sewers of San Francisc,
Ferris Shu released a large quantity of specially treated spores into the sewer
system. These spores quickly matured into a fungus that produced a ultraviolet
phosphorescence if they came into contact with any life form that was not native
to the Tellurian, and thus she was able to locate the kappa that had gotten
trapped on this side of the Gauntlet. Ferris employed a wide variety of effects
based around simple life forms.
[This is one example of the sort of effects that biologist Sons produce on a
regular basis. They are generally tailored to one specific circumstance, but the
basic principle is enormously flexible.]
Physical Form Extrapolation In Solid Media (Life 1,
Matter 3, sometimes Prime 2): Presented with the severed finger of an
unknown murder victim, Tony King set about attempting to discover the full
physical appearance of the deceased. By using a number of carefully calibrated
electrical fields, he extrapolated the full physical form of the victim's
etheric pattern in three-dimensional space. Then carefully sculpted a large
block of soft clay using strong electromagnetic fields in order to produce a
life-size model of the victim's body, in quite superb detail.
[The mage must have some part of the corpse from which to extrapolate the
physical form, and a fair amount of some kind of modeling media (Clay, wet sand
whatever). Difficulty is a base of 6, but would be harder for older corpses (+1
to difficulty for 1 month since death, +2 for a year, +3 for a decade and so
on). Similarly, the amount of cadaver the mage has to work on would affect
difficulty - extrapolating a decapitated head from a whole body would be fairly
easy, but a whole body from a couple of hairs is close to impossible.
The level of detail available depends on the number of successes the mage
gets, and the time the mage is willing to put into the project. Subtract 1 from
the difficulty for every extra day the mage puts into the extrapolation. [1
success will give a rough shape (build, proportion) and a hint at facial
features. Two successes will give enough detail for the subject to be
recognizable. Three successes will give something which looks almost exactly
like the subject; 4 or 5 successes will give things like birthmarks, moles, the
finer structure of hair, and dissection of the clay model can yield information
about the state of internal organs and such like.
Poseidon's Wrath (Forces 5, sometimes Correspondence
2): Yet another ancient spell (the Verbena have a strong appreciation
for traditional things, and this includes time-honored rotes), this one creates
an earthquake.
[The intensity of the earthquake is determined by the number of successes,
with each success rising one step on the Richter scale. A magnitude of 1 or 2 is
barely even perceptible, while the most severe earthquakes ever recorded had a
magnitude of 8.7 and killed several hundred thousand people. For a sense of
scale, in 1988 a earthquake of 6.9 killed 28,000 people in Armenia. The
earthquake that hit San Francisco a year later had the same magnitude but killed
only 65 people because of quake-proof architectural standards. The 1906
earthquake in San Francisco was an estimated 8.3. Adding Correspondence to the
effect will increase the area of the quake. Since earthquakes do not always
produce fore and aftershocks, this effect is usually coincidental, but highly
discouraged.]
Potion of Sympathetic Infatuation (3 Life, 3 Mind, 3
Correspondence): This Verbena potion is the basis for all myths and
legends of love potions and the like. It uses an extremely coincidental focus by
way of a drop of the target's blood, a drop of blood from the intended focus for
the target and whatever mixture of other ingredients the Mage prefers. Once the
potion has been administered the Mind and Life patterns of both the target and
focus are available to the Mage, who then tweaks the Life pattern and Mind of
the target to be sympathetic and mildly infatuated towards the person who is the
focus. That is the limit of the Rote, it creates neither instant romantic
attachment nor overwhelming physical passion. But nothing requires that the
sleeper paying the Mage a healthy sum of coin to know that little detail.
[Requires one success to become active, each additional success either
lengthening the amount of time the sympathetic infatuation will last or
deepening the strength of the infatuation. One success will, depending on the
tenor of the relationship between the target and the focus, last for between a
week to a month.]
Praising the Ammunition (Entropy 3, Forces 1):
This dangerous rote increases the effectiveness with which the gasses that
propel a bullet burn, increasing the muzzle velocity of the bullet and hence the
damage.
[For each success at a difficulty of 8, the damage dice is increased by one.
Needless to say, this is not good for the gun. A botch means the gun blows up in
your hands. Likewise, increasing the damage of the gun beyond four dice also
causes the gun to blow up. In any case the lifetime of the gun will be
considerably shortened. There is also a different variation of this using Forces
3 Prime 2.]
Premonitions of Danger (Time 2): The Time
mage keeps alert by continually looking briefly forward into the time stream
(usually a few seconds is enough) and keeping an eye out for bad things about to
happen. Cultists in particular use their vice to raise themselves into a higher
state of awareness to make this possible. Unfortunately, to the young disciple
of time, this can be a little distracting (the mage suffers +1 to the difficulty
of all rolls that he makes). There are two ways around this. A conjunctional
Mind 1 effect allows the mage to compartmentalize part of his mind to do nothing
but watch for danger, leaving the rest of his mind free. Alternately, by the
time the mage reaches Adept status (Time 4), he is so comfortable with temporal
perception that this minor Rote no longer distracts him.
Preserve (Time 3 Entropy 3 Prime 2 Matter 1/Life 1):
A recurring problem for pattern-mages is that many of their creations don't last
well or begin to dissolve. This is especially the problem with the creation of
living beings. One solution is to seek to restore their patterns and slow down
their aging. Some mages have even begun using it on all their creation to
perfect them once they are created.
[The successes of this rote will be added to the original successes to
determine the new duration of the pattern, if there are more than five the
pattern will exist indefinitely. The rote must involve the relevant sphere to 1
to work.]
Prevent Labor (Life 4): Stops an overly
premature labor, returning the mother to her pre-labor condition, even restoring
a broken placenta and filling it with amniotic fluid.
Program Expert System (Spirit 4 Mind 3/4 Prime 2):
The Virtual Adepts are very interested in the possibility of creating their own
customized expert systems and AI's. This is by no means a simple feat, and the
Adepts regard AI-programmers as very Elite. To create a simple expert system,
the programmer must first create a system that can hold information and act on
its own. Then it must be programmed with the necessary skills, behaviors and
personality to become functional. Having the programmed download part of his
memories and skills into the system, and then modifying them to fit in usually
does this. The result is an autonomous system, which exhibits personality traits
and behaviors almost like a real being, although it is not really intelligent or
self-aware. The expert system is not truly intelligent, its just a crude
simulation (true AI is much harder), but its often hard to tell a cleverly
designed Expert from true intelligence.
[ Each success lets the mage download one skill-point into the system (its
often a good idea to slowly build the system under a long time as an extended
action). The skills and memories must come from the mage self, or be downloaded
with Mind 4 from another person. Personality is up to the designer to determine,
but often elements from himself sneaks in. If the mage doesn't succeed in making
the magic permanent, the expert will crash after a while and have to be
rebooted. ]
Prolong Life (Life 3 Time 3): By
selectively slowing down the processes of aging, many Cultists remain young and
healthy despite their hectic lives. In fact, most users of this rote perform it
by simply living as pleasurably as possible.
Proofread (?? Matter, ?? Mind): Created
by an SoE who couldn't be bothered to use a word processor, this theoretical
rote was found among his notes and would translate, into correct grammar, any
writing. This rote is "theoretical" because the mage was consumed by
paradox before completing his documentation on the subject. Only a smoking pile
of White Wolf rulebooks were left as a testament to his work (and if I screwed
up the spelling of anything in this post, am I in trouble...)
Prophylactic (Time 2 Life 3/4): Some
mages know they are going to get hurt in the future, and take steps to limit the
damage. By reaching into the potential futures and choosing one where the damage
isnąt that bad, they can avoid the worst possibilities. This is usually
coincidental; a wound turns out to be much less severe than expected or a weapon
just makes a glancing blow. The rote will just protect against the next wound.
Among the Cult of Ecstasy, this rote is usually done by dressing imagined
wounds, followed by a period of intoxication where the mage removes the bandages
happily proclaiming It doesnąt look that bad!˛.
Protection against the Winds of Randomness (Entropy
2): The mage surround himself with a field of negative randomness,
giving him some protection against random events (like getting the poisoned
drink on the tray, winning on lottery or being hit by a falling flower-pot).
When the mage uses this rote, he takes some item from the vicinity, like a
four-leaf clover, a napkin or a coin. This object will become the "lucky
thing". This item will partially show how much "luck" remains or
if the rote successfully defends the mage. When the rote ends, the "lucky
thing" will be lost or destroyed.
[Each success protects against one random event. Random events are events
where the different possibilities are about the same probability and do not
depend on somebody or something's conscious decision. The rote will protect
against all randomness, even beneficial. It will not work against coincidental
magic.]
Psychotronic Biological Diagnosis (Correspondence 3,
Forces 1, Life 1): The mage uses psychotronic sampling on a subject's
bio-Electro-magnetic aura. The mage can examine the aura in this way and
determine if the individual has any form of ailment and identify the nature of
such problems. Sons are working on using this to read minds.
Psychotronic Biostimulation (Correspondence 4, Life
2 or 4): This rote uses psychotronic devices to alter the
electromagnetic fields a living thing creates. Alteration of this field can
cause the body to react tot he psychotronic stimuli in manners identical to
those of having a physical disease or injury. Such ailments have no detectable
physical cause.
This can also be used to re-balance an aura to promote health and causing the
body to respond similarly. A final option is alter the person's aura so that it
is generally more or less unbalanced than natural. This increases or decreases
the resistance of a person to disease or poison. Careful work can change a
person's aural balance with respect to a single substance or disease only.
Psychotronic Disintegration (Correspondence 4, Prime
4): This psychoteonic method is accomplished by establishing a loop
which projets energy into an object and starts causing it's pattern to break
down. Quintessence that would normally except from the pattern breakdown are
sucked into Hyperspace and re-introduced an instant later as more destructive
energy. After a critical point is reached the pattern collapses entirely, and
the quintessence that composed it is dispersed into Hyperspace and
unrecoverable.
[This is similar to the Celestial Chorus effect Flames of Purification. other
than being performed at a distance, the rote's only real difference is that is
has no statically visible effect until the object disappears. The Sons of the
Ether have many other versions of this type of magic, and many have their own
per type of "disintigrator ray", revealing in the cliche. ]
Psychotronic Energy Scans (Correspondence 2, Forces
1, Mind 1): This rote acts as a magical early-warning system. It
works though a method called psychotronic sampling, siphoning off a miniscule
proportion of an area's energy and immediately returning it. Fluctuation in the
total energy in the area is reflected in the energy of the sample. When
something using energy such as an animal or an operating machine enters, the
amount of energy sampled changes, and the mage can observe the change.
[The Mind 1 component is needed to keep the subconscious manual monitoring of
the scan going. often some kind of expert system or an apprentice is given this
duty instead. Many mages also add Prime 1 to detect shifts in quintessence
levels as well, this reveals mages, talismans, and other quintessence-related
changes in the area.
Psychotronic Mood Projection (Correspondence 4, Mind
2): The use of Psychotronic methods to alter a person's brainwave
patterns is a very new science. To date, mages have only developed firm theories
of sensing an projecting general emotional states through these methods.
The Sons are close to having a firm theory for mind reading.
Rumors persist of an Afghanistan Son of the Ether Barrabi that has combined
psychotronic technology and Extra-Low Frequency radio transmission devices to
develop a means of long-range Possession.
Pull Over (Mind 2, Forces 4, Prime 2):
This rote is often used by the New World Order to prevent the enemies of the
pogrom from escaping. It is derived from the fact that most NWO operatives pose
as official agents of some wordily power (i.e. as government agents or Police
Officers.) It is thus easy for them to set up this rote as a coincidence. The
effect involves causing a moving vehicle to slow down and stop. This is achieved
by two methods. The first is the manipulation of the driver's mind - causing
him/her to believe that it would be a good idea to stop. The second, which is
sometimes included as a precaution against the first method not working,
involves manipulating kinetic forces so that the car can no longer move. A
coincidental effect is easily maintained if the NWO mage is acting as a police
officer as passers-by (and the 'paradox police') simply see an obvious
law-breaker being pulled over by the police. It is very easy for a good NWO
operative to dream up a charge to bring against an enemy of the pogrom.
[Mind 2 is first employed to cause the driver of the car to believe that he
should slow down and stop. This is often reinforced by the presence of an
obvious police presence as the agent masquerades as an official officer of the
law. For those victims who are reluctant to stop the Forces 4, Prime 2 effect is
activated in order to create an opposing force to the kinetic energy powering
the vehicle - the vehicle is thus forced to a stop whether the occupants want it
to or not...]
Purification with Solar Fire (Forces 5 Prime 2):
One of Celestial Chorus most devastating effects. The mage holds up his fire
while singing a strong invocation of the Sun. From the fire a stream of solar
plasma emerges, streaming around the mage towards its target.. The result is a
eruption of light and heat, destroying anything in its way, which is said to
purify everything completely.
[Note that the mage must have protected himself before casting this rote,
unless he wants to be killed by the plasma. To strike the right target(s), the
mage need at least 3 successes. Otherwise the plasma will just erupt anywhere.
Everybody hit will take successes * 4 damage (aggravated), everything flammable
will ignite or explode and everybody is temporarily blinded by the light.
Kindred will have a *hard* time, as they are hurt by the light in addition to
the plasma.]
Purify Paradigm (Spirit 4 Entropy 3 Prime 3):
This rote is coincidentally used by Technomancers when they build their central
laboratories and other installations. By making sure that everything inside is
perfectly ordered and that nobody questions the paradigm in any way, and then
channels some quintessence (funding) into it, they can fix the paradigm to
become "hyper-static". The Gauntlet is quite impermeable. Randomness
and decay is banished. Experiments will be completely repeatable, and follow
theory exactly. The whole area follows their paradigm and actively dampens all
forms of magic not compatible with it. A weaker version of this rote is used
around important people or in the homes of Technomancers.
[Each success will increase the Gauntlet rating one step, and give the area
and anything within a extra dice of countermagic against everything not
consistent with the paradigm. ]
