· 8 years ago · Nov 28, 2017, 02:32 AM
1Mage Character Creation Steps
2Note: All newly created mages receive 150 xp to spend on their character. This XP is used for all steps of the process.
3
4Step One: Determine Attributes
5 On this step you will purchase your attributes from those list. All attributes get a free
6 point. The costs for anything higher than one comes out of your pool of 150 points.
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8Step Two: Determine Skills
9 On this step you will pick your skills. Note: Skills do not come with a free point. The cost in parentheses is the total cost of said skill at that level.
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11Step Three: Pick Tradition
12 On this step you will choose the tradition your mage belongs to and as well as make note of the specialty spheres associated with it. You pick ONE specialty sphere and get the first point in it for free.
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14Step Four: Choose Spheres
15 This step you will spend points from the 150 to purchase and upgrade your spheres. No sphere may be higher than your arete which at character creation is two.
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17Step Five: Define Avatar
18 On this step you will define what your avatar or magical soul looks like. This is something that can interact with you when you are in Throne of Ashes.
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20Step Six Record: Arete
21 On this step you record your base Arete of two. Arete is the primary pool for all spell casting. You may raise this to a max of three at character creation by buying the next level with the points from your pool of 150.
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23Step Seven: Merits and Flaws/Background.
24 This step you will define your character's back story and chose and merits and flaws. Merits have to equal flaws on a one to one basis ie: you have 2 merits you must have 2 flaws. You may have more flaws than merits.
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26All Mages have 150 xp points to spend on CharGen as per standard for Thrones of Ashes
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28Primary tradition sphere cost 5/10/15/20/25
29Secondary Tradition 7/14/21/28/35
30Out of tradition Sphere Ranks Cost 10/20/30/40/50
31All Mages Start with a free point in their tradition Sphere
32All Mages start with an Arete of 2. Xp Costs to raise Arete is New rank x 15 Example: Arete 3 is 3 times 15 or 45 points.) Max Arete at Character Generation is 3. Raising Arete past 3 in game will require personal quest for enlightenment set forth by Mage ST.
33Characters begin play knowing 5 common spells that they can cast as long as they meet the requirements. Learning new common spells costs 20 xp per spell.
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35XP cost in ranks in Spheres and Arete are cumulative. Max Ranks for Spheres is 5 and max rank for arete is 6.
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38If you are a human awakening into mage you will go through a rp event with the mage ST. Once the RP event is over you will apply the mage template listed below.
39Arete: 2
40Pick a tradition or go Orphan
41Assign Spheres
42Record Avatar description
43pick common spells.
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45
46Mage Information
47
48• Akashayana/Akashic Brotherhood – Masters of mind, body, and spirit through the Arts of personal discipline.
49Affinity Spheres: Mind or Life
50
51• Celestial Chorus – Sacred singers who give a human Voice to the Divine Song.
52Affinity Spheres: Prime, Forces, or Spirit
53
54• Cult of Ecstasy/ Sahajiya – Visionary seers who transcend limitations through sacred experience.
55Affinity Spheres: Time, Life, or Mind
56
57• Dreamspeakers/ Kha’vadi – Preservers and protectors of both the Spirit Ways and the Earthly cultures that have been looted, abandoned, and oppressed.
58Affinity Spheres: Spirit, Force, Life, or Matter
59
60• Euthanatoi /Chakravanti – Disciples of mortality who purge corruption and bring merciful release from suffering.
61Affinity Spheres: Entropy, Life, or Spirit
62
63• Order of Hermes – Rigorous masters of High Magick and the Elemental Arts.
64Affinity Spheres: Forces
65
66• Society of Ether/Sons of Ether – Graceful saviors of scientific potential.
67Affinity Spheres: Matter, Forces, or Prime
68
69• Verbena – Primal devotees of rough Nature and mystic blood.
70Affinity Spheres: Life or Forces
71
72• Virtual Adepts – Reality-hackers devoted to rebooting their world.
73Affinity Spheres: Correspondence/ Data or Forces
74
75Orphans – Self-Awakened mages surviving in the shadows of other sects.
76Affinity Sphere: Any
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81Sphere Info
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83
84• Correspondence – Understanding of the connections between places, spaces, and things.
85• Entropy – Study of mortality, probability, and chaos.
86• Forces – Command over elemental energies.
87• Life – Influence over organic beings and the physical structures of living bodies.
88• Matter – Control of inert materials, objects, and solid elemental structures.
89• Mind – Influence over emotions and thoughts, including the ability to project consciousness from one’s physical body.
90• Prime – Not used at this time. It is assumed all mages are using it for ease of play
91• Spirit – Contact with Otherworldly spaces and entities; considered an Art by mystics and a Science by Technocrats, though in game terms it’s all the same thing.
92• Time – Perception of, and influence over, temporal states and time-based phenomena.
93
94Avatar
95Then there’s the Awakened Self: your mage’s Avatar. How powerful is it? How does it appear to him, and what does he believe it is? As a mage grows in power so does their avatar. At low levels the Avatar is but a voice in their head but when a mage starts reaching full potential (Arete 3 or higher) the avatar takes stronger and more obvious forms, topping out with spirits so real they seem like separate entities.
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97It’s importantto decide the form and inclinations of that Enlightened Self andto decide how the character wraps his head around its existence. Depending on his concept, affiliations, and beliefs, your mage’s Avatar could be anything from a nagging hunch to a full-blown
98imaginary friend leading him toward challenge and disaster.
99Every Avatar has an Essence that shapes it as well. The following is a description of the four Avatar Essences.
100Dynamic
101The Dynamic Essence embodies Change itself. Manifesting as a mercurial temperament, passionate emotions, restless drive, and fickle spirits, Dynamic Avatars compel their mages toward daring experiences. Such people are never boring company! A Dynamic mage might drag you out for a night on the town that includes hijacking a taxi, skateboarding down a railroad track, and slumping into bed just after dawn with a huge grin (or a terrified grimace) on your face, just to wake up a few hours later and see what trouble you can get into next.
102In more subtle forms, this Essence inspires curiosity, impatience, and sudden flashes of brilliance. Appearing in the form of shadows, whispers, and poor impulse control, it
103goads a mage to treat every day like an adventure. At higher levels, a Dynamic Avatar can nag a person mercilessly, leaving half-finished projects and shattered relationships in the wake
104of a mage who rarely sits still for long.
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111Pattern
112The very opposite of Dynamism, the Pattern Essence provides stability and order. If Dynamism is fire, then Pattern is stone. Pattern mages approach things with deliberate intent, speaking slowly and taking time to consider the potential risks and benefits
113of a task. Manifesting as calm temperament, sound logic, stable emotions, and authority figures (often in dreams, perhaps as people only the mage herself can see), Pattern Avatars settle the capricious whims of reality into solid, dependable forms. Because every war needs fortifications and dependable souls, the Pattern Essence is a valued asset. Such Avatars inspire their mages to be prudent, constructive, and trustworthy – real bricks, to use the British slang. Honor, stability, and good judgment are hallmarks of such people. If they seem stodgy or uninspired, it’s simply because other people are too shortsighted to recognize a true friend when they have one.
114
115Primordial
116Before light and order existed, Primordial Chaos was the Essence of the universe. Even now, that eternal enigma beckons to the human soul in the shape of eerie and often sinister Avatar-forms. Manifesting as shadows; half-heard cries; swirling vortices of pulsating energy; or the disconcerting figures of madmen, ghosts, and squamous things, this Essence reflects
117the depthless reaches of cosmic potential. Mages connected to this Essence tend to be abrupt and secretive, or else seductive in ways that Fallen souls can best appreciate.
118A Primordial mage loves mystery. Like deep water, she seeps into hidden places and defies easy understanding. Whereas Pattern people are bricks or stone, Primordial folks are riptides
119and dark pools. The few Technocrats who favor this Essence understand that no science can penetrate the richest mysteries of the universe; they’ll give lip service to technology, but they always keep a few extra cards up their sleeves for the time when the light fails and order becomes a punch line in the cosmic jest.
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121Questing
122Wherever windmills beckon, you’ll find Questing mages preparing to tilt. Vagabonds and errants, pilgrims, and pioneers, these people prefer the open road and a worthy cause. Epitomizing Balance in the Trinity, this Essence avoids extremes. Questing Avatars tend to manifest as yearning; wanderlust; bright spots on the horizon; and people, beasts, or entities associated with travel. One might look like a stray hound, another like a kaleidoscope,
123and a third like a hitchhiker on the side of the road. Whereas the Primordial mage curls up in the shadows, the Questing mage straps on her backpack, straps on or discards entirely her
124shoes, and heads off to face adventures in the Great Unknown. “Call Me the Breeze†makes a good theme song for such characters. Their Avatars draw them ever onward. Sure, these
125souls might seem friendly and fun enough; in time, however, they’ll disappear into the rising dawn, secure in the knowledge that someone else will follow the trails they’ve blazed.
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127Casting 101
128
129What is Vulgar and Coincedental Magick.
130Vulgar magic is an obviously magical effect caused by "True Magick", the Enlightened effect of will on reality. Vulgar magic incurs paradox.
131For example, hurling a fireball from an open palm is vulgar magic. Tossing a ball of pure flame, would be something pretty unbelievable to the Consensus. Even if no one was around to actively disbelieve, consensual reality would fight such an obviously intrusive event.
132Coincidental magic, by contrast, is an apparently possible effect. A jet of flame shooting out from a nearby pipe would have the same effects on the battle, but would fit into the consensus of reality, and almost no paradox would be incurred.
133Vulgar and coincidental are subjective, and often depend on the perspective of the consensus of the local area or realm
134
135Power level of spells:
136The power or “level†of the spell is not only dependent upon the level of the sphere the mage has but also on the level of their Arete. No mage may have a sphere level higher than their Arete.
137
138Step One -- Effect: What Do You Want to Do, and How?
139* What Effect are you trying to accomplish?
140* Which Spheres are you using?
141Step Two -- Ability: Can You Do It?
142* How does your character focus belief and practice into making it happen?
143* Which tools and/ or rituals are you using?
144* How long does it take?
145* Is what you're doing vulgar or coincidental?
146* Are any allies assisting you?
147Step Three -- Roll: Are You Successful?
148* Roll your Arete versus appropriate difficulty (minimum difficulty is 3):
149* Coincidental: Difficulty = highest Sphere + 3
150* Vulgar Without Witnesses: Difficulty = highest Sphere + 4
151* Vulgar With Witnesses: Difficulty = highest Sphere + 5
152* Add or subtract modifiers (maximum +3/ -3).
153* Check the number of your successes.
154* Repeat for extended rituals
155Step Four -- Results: What Happens?
156* What sorts of results did your magic have? (Damage, Duration, apparent effects, etc.)
157* Did someone dodge, soak, resist, or use countermagic against your Effect? If so, remove the successes they rolled from your own successes.
158* Did you succeed? If so, determine its results. (See Paradox CHart.)
159* Did you fail? If so, Effect fizzles. (Take Paradox per Paradox chart shown below.)
160* Did you botch? If so, take Paradox as listed on the chart below.
161* Did you get more than five points of Paradox? If so, Storyteller may assign backlash.
162
163Modifiers to Difficulty ratings:
164-1 per person helping with spell or ritual (Maximum of -3 to difficulty)
165-1 to difficulty if usi attuned foci
166+3 difficulty for any time magick involving fast forwarding or rewinding time
167Fast Casting: +1 difficulty (Fast casting is unprepared spell casting. Basically shooting from the hip)
168
169Paradox Rules
170
171Magick is a double-bladed instrument. It is a scalpel in the hands of a Mage to reshape reality to their desires. However, it is a blade that cuts both ways. Paradox is the cost of reshaping reality. The scourge of any Mage that reminds them of their true place in creation.
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173Paradox limits the Mage's ability to work without consequences. Vulgar magick is the fastest way of attracting paradox and achieving the Paradox Effect(Backlash). Though coincidence can earn paradox as well, the Mage is better off playing it safe or as safely as possible.
174
175Paradox points can become permanent in certain circumstances but generally will bleed off at the rate of 2 points per every real world 24 hours.
176
177Paradox points will need to be listed on the Mage's meter just like Stamina is.
178Example:
179Stamina 4/4
180Paradox 1/1
181
182Gaining Paradox points:
183
184On a Success
185Coincidental None
186Vulgar One point
187
188On a Failure
189Coincidental: 1 point
190Vulgar: 2 points
191
192On a Botch
193Coincidental One per dot in highest Sphere
194Vulgar Without Witnesses One + one per dot in highest Sphere
195Vulgar With Witnesses Two + two
196
197
198Magick is a double-bladed instrument. It is a scalpel in the hands of a Mage to reshape reality to their desires. However, it is a blade that cuts both ways. Paradox is the cost of reshaping reality. The scourge of any Mage that reminds them of their true place in creation.
199
200Paradox limits the Mage's ability to work without consequences. Vulgar magick is the fastest way of attracting paradox and achieving the Paradox Effect(Backlash). Though coincidence can earn paradox as well, the Mage is better off playing it safe or as safely as possible.
201
202Paradox points can become permanent in certain circumstances but generally will bleed off at the rate of 2 points per every real world 24 hours.
203
204Paradox points will need to be listed on the Mage's meter just like Stamina is.
205Example:
206Stamina 4/4
207Paradox 1/1
208
209Gaining Paradox points:
210
211On a Success
212Coincidental None
213Vulgar One point
214
215On a Failure
216Coincidental: 1 point
217Vulgar: 2 points
218
219On a Botch
220Coincidental One per dot in highest Sphere
221Vulgar Without Witnesses One + one per dot in highest Sphere
222Vulgar With Witnesses Two + two
223
224
225Paradox Backlash:
226Generated by acts of Magick the energies of paradox rise inside a mage's pattern. Over time these energies can gleed off natrually, manifest in strange Paradox Flaws, or explode violently and with adverse effects for the Mage and possibly those around them.
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228
229Effects of Backlash--
230
231Paradox Flaws:
2321-5 points of backlash (Trival Flaws): Such things could be distortion of the body, hair changing color, odd smells that waft from the mage's direction. the wind could be blowing but is perfectly still around the mage. The mage could hear or speak words in reverse or have small short lived hallucinations of the senses, etc. Effects last for around 30 mins.
233
2346-10 points of backlash (Minor Flaws): The effects at this level become more noticeable but it still a minor inconvenience. It could range from an unctronllable sneezing fit, any technology around the mage might malfunction in their presence. Effects last 1-2 hours depending on severity.
235
23611-15 points of backlash (Significant Flaws): The mage now becomes a walking show and tell for reality flux. Useless wings may sprout from the shoulders. They might radiat intense tempratures in waves around them, vomit flies or float several inches off the ground. Lower level Flaws last longer and could have more debilitating effects. Significant Flaws last longer as well. Serveral days perhaps even a week or more.
237
23816-20 points of backlash (Severe Flaws): Paradox energies now warp the Mage's body and the circumstances around them. The mage might lose all facial features. Everything the mage touches could burn or transmute into some other material. Lower level Flaws intensify, lasting longer and hurting more. At this level the Mage suffers in penalties to there dice pool and increased difficulty rolls.
239
24021+ points of backlash (Drastic Flaws): At this point the Paradox energies have ammased and sitored a Mage's pattern so much that they may never regain their normal self they used to know. They might turn into a wooden horror or melt into a vaporeous cloud. Lower level flaws at this point can last for months, years, or perhaps even be permanent. Plaughed by chronic pain, unusable pysique, or all of the above the mage loses dice from their pool and adds +2 to there difficulty roles. It would take massive amounts of work to recover from this level of backlash. It could take several years of meditation in a monastary not using any magic, or an extremely long quest to find a talisman or artifact to remove the paradox from the Mage's pattern.
241
242
243
244Physical Backlash (The Burn):
245
246A simpler yet infinitely more painful consequence of Paradox energies is known as the Burn. It shows itself as intense pain in the lower levels rising to the lieral eplosive levels the more paradox that is amassed. The Burn can show as opened wounds, suddne headaches, brands across the skin that are often forming cryptic symbols or glyphs and all other assorted manner of physical damage to the body.
247
248However, the mage should beware as the Burn might not affect only them. At higher backlash points the Burn radiates outward like explosions inflicting damag upon the surrounds and the Mage's companions or innocent bystandards that happen to be standing to close.
249
2501-5 Backlash points: (Example) An painful migraine as it feels like the synapses in the brain are working in overload mode and are starting to fry. The Mage adds +1 to the difficulty of there rolls.
251
2526-10 Backlash points: (Example) a small wound opens up somewhere on the Mage's body from the internal paradox energy. The Mage takes 1 point of damage.
253
25411-15 Backlash points: (Example) Severe burns start appearing all over the body of the Mage. The Mage takes 2 points of damage.
255
25616-20 Backlash points: (Example) Waves of heat and fire erupt from the mage in an outward circle. Everyone within a 10 ft radius of the mage takes 1 point of damage. The immediate area around the Mage is slightly singed and scorched. Some damage may have happened to any walls that might be nearby.
257
25821+ Backlash points: (Example) An explosion of paradox energy erups through and from the Mage. At this point the very life of the Mage is in grave peril as at this level there is the possibility of the Mage's body disentigrating. Everyone in a 10ft radius of the Mage takes 2 points of damage. Everyone within a 20ft radius takes 1 point of damage. The physical area around the Mage is completely scorched. Any electronics are completely fried out and ruined.
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269
270Backlash Spirits:
271
272As devistating as the Burn is there is one Paradox effect that may be more horrific than the others. That is the manifestion of Paradox Spirits. They can range from mindless phenomena to legendary figures. They are the reality police..they become the judges, juries, and sometimes executioners for Mages that stray to far into Paradox. These spirits rarely manifest for smaller violations, but it has been known to occur.
273
27410-14 Backlash points: The spirits manifest on a per offense basis. These spirits can range from poltergiest style antics to screaming and raving at the Mage.
275
27615+ Backlash points: You have gained the attraction of major paradox spirits. These completely self willed beings known as Scourgelings. These spirits will actively seek to act against you in any way possible. Such entities are immune to Spirit Sphere magicks lower than rank 5 unless those magicks deal damage. Even then the Scourgelings have an uncanny talent for shrugging off such attacks.
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288
289Paradox Backlash:
290Generated by acts of Magick the energies of paradox rise inside a mage's pattern. Over time these energies can gleed off natrually, manifest in strange Paradox Flaws, or explode violently and with adverse effects for the Mage and possibly those around them.
291
292
293Effects of Backlash--
294
295Paradox Flaws:
2961-5 points of backlash (Trival Flaws): Such things could be distortion of the body, hair changing color, odd smells that waft from the mage's direction. the wind could be blowing but is perfectly still around the mage. The mage could hear or speak words in reverse or have small short lived hallucinations of the senses, etc. Effects last for around 30 mins.
297
2986-10 points of backlash (Minor Flaws): The effects at this level become more noticeable but it still a minor inconvenience. It could range from an unctronllable sneezing fit, any technology around the mage might malfunction in their presence. Effects last 1-2 hours depending on severity.
299
30011-15 points of backlash (Significant Flaws): The mage now becomes a walking show and tell for reality flux. Useless wings may sprout from the shoulders. They might radiat intense tempratures in waves around them, vomit flies or float several inches off the ground. Lower level Flaws last longer and could have more debilitating effects. Significant Flaws last longer as well. Serveral days perhaps even a week or more.
301
30216-20 points of backlash (Severe Flaws): Paradox energies now warp the Mage's body and the circumstances around them. The mage might lose all facial features. Everything the mage touches could burn or transmute into some other material. Lower level Flaws intensify, lasting longer and hurting more. At this level the Mage suffers in penalties to there dice pool and increased difficulty rolls.
303
30421+ points of backlash (Drastic Flaws): At this point the Paradox energies have ammased and sitored a Mage's pattern so much that they may never regain their normal self they used to know. They might turn into a wooden horror or melt into a vaporeous cloud. Lower level flaws at this point can last for months, years, or perhaps even be permanent. Plaughed by chronic pain, unusable pysique, or all of the above the mage loses dice from their pool and adds +2 to there difficulty roles. It would take massive amounts of work to recover from this level of backlash. It could take several years of meditation in a monastary not using any magic, or an extremely long quest to find a talisman or artifact to remove the paradox from the Mage's pattern.
305
306
307
308Physical Backlash (The Burn):
309
310A simpler yet infinitely more painful consequence of Paradox energies is known as the Burn. It shows itself as intense pain in the lower levels rising to the lieral eplosive levels the more paradox that is amassed. The Burn can show as opened wounds, suddne headaches, brands across the skin that are often forming cryptic symbols or glyphs and all other assorted manner of physical damage to the body.
311
312However, the mage should beware as the Burn might not affect only them. At higher backlash points the Burn radiates outward like explosions inflicting damag upon the surrounds and the Mage's companions or innocent bystandards that happen to be standing to close.
313
3141-5 Backlash points: (Example) An painful migraine as it feels like the synapses in the brain are working in overload mode and are starting to fry. The Mage adds +1 to the difficulty of there rolls.
315
3166-10 Backlash points: (Example) a small wound opens up somewhere on the Mage's body from the internal paradox energy. The Mage takes 1 point of damage.
317
31811-15 Backlash points: (Example) Severe burns start appearing all over the body of the Mage. The Mage takes 2 points of damage.
319
32016-20 Backlash points: (Example) Waves of heat and fire erupt from the mage in an outward circle. Everyone within a 10 ft radius of the mage takes 1 point of damage. The immediate area around the Mage is slightly singed and scorched. Some damage may have happened to any walls that might be nearby.
321
32221+ Backlash points: (Example) An explosion of paradox energy erups through and from the Mage. At this point the very life of the Mage is in grave peril as at this level there is the possibility of the Mage's body disentigrating. Everyone in a 10ft radius of the Mage takes 2 points of damage. Everyone within a 20ft radius takes 1 point of damage. The physical area around the Mage is completely scorched. Any electronics are completely fried out and ruined.
323
324Backlash Spirits:
325
326As devistating as the Burn is there is one Paradox effect that may be more horrific than the others. That is the manifestion of Paradox Spirits. They can range from mindless phenomena to legendary figures. They are the reality police..they become the judges, juries, and sometimes executioners for Mages that stray to far into Paradox. These spirits rarely manifest for smaller violations, but it has been known to occur.
327
32810-14 Backlash points: The spirits manifest on a per offense basis. These spirits can range from poltergiest style antics to screaming and raving at the Mage.
329
33015+ Backlash points: You have gained the attraction of major paradox spirits. These completely self willed beings known as Scourgelings. These spirits will actively seek to act against you in any way possible. Such entities are immune to Spirit Sphere magicks lower than rank 5 unless those magicks deal damage. Even then the Scourgelings have an uncanny talent for shrugging off such attacks.
331
332
333(LEVEL 1 Common Spells)
334All spheres:
335
336Sense Energy: (Vulgar if witnessed)
337–This allows a mage to see through the lenses of his/her sphere. Correspondence allows for remote viewing. Prime allows quintessence to be visible. Life allows you to see life, Matter lets you see the composition of things. Forces lets you see energy spectra like IR. Spirit allows you to peer into the spirit world. Mind allows you to see thought and emotion, Time allows you the normal flow of time. Entropy allows you to see fate and chance. Additionally, the spheres allow you to see disturbances caused by that spheres magick.
338
339Correspondence
340Where Am I? (Vulgar if witnessed)
341– The mage will know her position relative another, known place within parameter range (Like home or her starting point). When the mage moves away from this place he will still know where it is, and feel direction and distance to it.
342Range Finder (Vulgar if witnessed)
343– The Mage instantly discerns the exact distance to an object. In addition to being useful in golf, this gives him a bonus when trying to do things like leap across a gap or roll with a fall.
344Sense Connection (Vulgar if witnessed)
345– The Mage detects the presence of unusual connections in a person or object – either from other Correspondence magic, or from other sources. For example, this Rote could find which ring in a box of rings had actually been worn as an engagement ring.
346Detect observation: (Vulgar if witnessed)
347–The Mage can detect the distortion of space that occurs when someone is using Correspondence to view an area.
348
349Detect invisibility: (Vulgar if witnessed)
350–Locates distortions of space or manipulations of light to detect those hidden from view in area. (NOTE: This spell does not break the invisibility or allow you to see the actual person. Only detect the presence of invisibility being used.)
351
352Know position: (Vulgar if witnessed)
353–The mage will know his position relative another, known place (Like his home or his starting point). When the mage moves away from this place he will still know where it is, and feel direction and distance to it.
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357
358Entropy
359Sense Entropy (Vulgar)
360– The Mage detects the presence of unusual fate in a person or object – either from other Entropy magic, or from other sources. It could detect loaded dice, or sense if a person had been placed under an Entropy-based blessing or curse.
361The Abyss of the Body (Vulgar)
362(Entropy 1 or Life 1)– The mage feel the entropy in someone’s body. Weak points, age, sickness and wounds will become apparent. The mage will know if the person has long time left to live or is dying in some way. Yet another factor in determining death.
363The Well-Targeted Blow (Vulgar)
364–This expands the Mage’s consciousness and specially intends to cause severe damage by striking the body's weak points. This lowers the difficulty of the Mage’s next attack by 1.
365[ NOTE: Consecutive uses of this spell do not stack or form a “poolâ€. If you cast this again in the following round instead of attacking you have lost the first casting and you still only reduce the difficulty by 1]
366Ring of Truth: (Vulgar)
367–The mage can note the subtle yet telling details in a person's speech and behavior that suggest whether or not she's telling what she believes to be the truth.
368
369Forces
370Detect Transmissions (Vulgar if witnessed)
371– The Mage focuses on detecting outgoing energy signals. This is most useful for detecting electronic bugs planted in a room, and some paranoid Mages won’t say a word until they’ve watched a room for at least an hour with this Rote.
372Thermal Sight (Vulgar if witnessed)
373– The Mage shifts his vision into the infrared spectrum, and has no penalties for blindness, even in total darkness. This sight is based on the Mage’s own sight, so he cannot use this Rote to see through walls or such.
374Ultraviolet vision: (Vulgar if witnessed)
375–Gives the mage the ability to see into the Ultra-Violet range, thus receiving excellent low light/night vision.
376
377Dark vision: (Vulgar)
378–The mage can see in complete darkness. His eyes give of a weird gleam.
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383Quantify Energy (Vulgar if witnessed)
384– The Mage chooses a source of energy, and may ask one question about it to an ST. These questions might include ‘how much energy is going through this wire?’ or ‘where is this radio signal coming from?’ or ‘is this thing radioactive?’
385
386Life
387Sense Life (Vulgar if witnessed)
388– The Mage senses living things all around him, up to a certain distance. He also gains a basic sense of their nature – human, animal, or vegetable. Unless they are magically concealed, he gains a bonus to detect any hidden persons.
389Sense Health (Vulgar if witnessed)
390 – The Mage studies the health and injury of a person or animal. The target must immediately tell the Mage how many Health Level she has remaining.
391True Age (Vulgar if witnessed)
392– The Mage focuses on another person, looking for invisible flaws in their life. The player of that character must tell the Mage how old his character truly is, not just how old he looks. This can be quite interesting
393Call the Blood (Vulgar if witnessed)
394– The LeVay family is known for it’s affinity with blood; the line is drawn back into the deep of Celtic times, when blood was power and it was sacrificed to obtain the Mages desires. Such drastic events are not needed to keeping your toes warm on a cold night; rather you can summon the blood to the surface, and liven up the cold limbs and skin.
395Transcendent Touch (Vulgar if witnessed)
396 (Life 1 or Mind 1) – The Lifeweaver Edwin Stroud once found himself blinded by the muzzle flash of a Hitmark's cannon. Desperate to escape but lacking any knowledge of the Correspondence sphere, he instead relied on his powerfully heightened sense of touch, a sense particularly favored by his Tradition.[The rote makes the witch's sense of touch so strong that it compensates for the lack of sight.]
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404Matter
405 Analyze Substance (Vulgar if witnessed)
406 – The Mage chooses an object, and may ask one question about it to an ST. These questions might include ‘how much weight could this hold?’ or ‘is this really a diamond?’ or ‘what kind of metal is this?’ [Note that a Mage is limited by his own knowledge; he won’t look at a white block and declare it sodium if he has no idea what sodium should look like. (He might declare it to be ‘a block of one solid substance, which will react poorly with water.’)]
407Detect Durability (Vulgar if witnessed)
408 – The Mage touches an object, and immediately knows how much damage it can withstand (its Durability) and if it has taken any damage already.
409Detect Secret Compartment (Vulgar if witnessed)
410– The Mage looks over an object as best he can. He becomes aware of any neat features built into it – for example, a hidden compartment, secret button, or trap. If the object has no secrets, the Mage will know.
411Patternweave (Vulgar if witnessed)
412– The mage can see a disassembled or shattered object in its whole form or as it should be. Subsequently this spell will also strengthen unbroken objects such as doors, walls, even couches.
413Horn of the Unicorn (Vulgar if witnessed)
414(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 sacred symbol over the food with a foci (generally a ‘unicorn horn’ – a formed piece of wood in the shape of a horn, bleached white for 40days and left to bask in the moon for 40 nights), while naming five revealing spirits. If the food is harmful, the plate or cup will shudder, as if they were revealed.
415Chemical Shortcut (Vulgar if witnessed)
416 (Matter 1) – The Sons of Ether employ a different version of the periodic table than do conventional scientists, which can only be expressed with a three dimensional model. This allows them to pay attention to properties that most scientists overlook, thus enabling them to produce surprising results in laboratories.
417[Each success reduces the difficulty on Science, Medicine, Pharmacology ,Chemistry and similar rolls by 1, to a minimum difficulty of 3.]
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423Mind
424Mind Empowerment (Vulgar if witnessed)
425– The Mage enhances his own mind. He gains +1 Trait to any test involving raw mental power and knowledge, such as mathematics, cryptology, or translation. He may contemplate a problem while still remaining fully aware of the world around him.
426Mind Sensing (Vulgar if witnessed)
427– The Mage seeks out the minds of others. He can sense the effects of Mind magic - if there is a mind where there shouldn’t be one (such as a magically-aware brick wall), or if a creature lacks a mind (such as a Sons of Ether robot, which looks human, but has no mind).
428Conscience Alarm (Vulgar if witnessed)
429– The Mage allows himself to feel the presence of minds around him. He gains a bonus on his next challenge to detect someone hiding with Stealth, and generally is very difficult to eavesdrop on or ambush.
430Quick Reading (Vulgar if witnessed)
431– The mage increases his reading speed far over the normal. [One success doubles it, two triples it, three quadruples it, etc. By adding Time 3 the speed can be increased even more.]
432Subprocess (Vulgar if witnessed)
433– This rote was perfected by the Virtual Adepts. The mage allocates a small part of his mind to perform a certain task, like solving a problem or guarding a door. The mage will then forget it until the subprocess is finished and reunites with the main mind. This can be used to hide information from the main mind or plant reminders (Time 1 can be combined, creating a timed subprocess). Some Virtual Adepts have developed recursive subprocesses, which can generate their own subprocesses. Several of them have however fallen victim to runaway subprocesses which have eaten their brain capacity, due to erroneous programming.
434Osmosis (Vulgar if witnessed)
435(Mind 1, Matter 1) – The mage "reads" an object by holding it, and quickly learn all information it holds. This can take different time depending on the amount of information, but afterwards the mage can recite everything out of memory (hopefully he knows the language). Very practical for books, letters or computer disks. The mage doesn't necessarily understand the information, but he can recite it or remember particular parts.[For electronic media, use Forces 1 instead of Matter.]
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441Detect Disinformation (Vulgar if witnessed)
442(Mind 1 or Entropy 1, only gets full use of the spell when also using Correspondence 3 and/or Time 2) – Many Rosicrucians are paranoid about information they receive, and seek to test it to see if it is disinformation or lies. This rote was developed by a group of especially worried mages, who were barraged by subtle disinformation from the Technocracy. They studied the information in the mental image of their show stones, invoking Mikael and other angels of truth to help them to find falsehoods and lies. By seeking internal inconsistencies, they managed to ascertain some of the validity. This method was later developed into a very efficient rote by adding Correspondence and Time. The mage not only studies the internal consistency of the information, he also compares it to the causal chains and actual state of the world. This might take a long time if it is complex information or relates to very specific matters, so the use is somewhat limited. However, even a brief check can reveal some types of disinformation.
443Weightless Walk (Vulgar if witnessed)
444(Mind 1, Correspondence 1, Matter 1) – ChuKwei, an Orange Robe, developed a Light Body technique to walk over surfaces with concealed weak points. Kwei was unable to make himself weightless, but could locate areas with good traction that would support his weight. [Divide the number of successes achieved between multitasking and range of perception. Correspondence and Matter perception detect and determine the structural integrity and traction of surfaces. The mage memorizes the locations of "safe spots" within the range of his senses.]
445Spirit
446Hear Spirit (Vulgar if witnessed)
447– The Mage listens closely to the Penumbra. He may eavesdrop on other characters and spirits who have used Spirit to shift into the Penumbra, although he may not yet make his voice be heard. If he is in the Penumbra, he uses this Rote to listen into normal reality.
448Spirit Sight (Vulgar if witnessed)
449 – The Mage extends his sight into the Penumbra. This allows him to see any characters who have used Spirit to shift into the Penumbra. He may also see spirits, but they pass by quickly, unless one is specifically interested in the Mage or his companions. If he is in the Penumbra, he uses this Rote to see into normal reality.
450Detect Possession (Vulgar if witnessed)
451 – Voodoo and other religions have a long tradition of spirits ‘riding’ humans. This Rote allows a Mage to detect when a person is not himself, and is being manipulated by the spirit world. Unfortunately, the Mage cannot do much about the possession until he learns more Spirit.
452See the Astral World (Vulgar if witnessed)
453(Spirit 1 Mind 1) – To actually project into Astral Space is hard and requires hard training and immense strength of will. However, to just see what's in there requires much less preparations.
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456Track Xenofauna (Vulgar if witnessed)
457(Spirit 1 Life 1) – The renowned xenobiologist Ferris Shu was dedicated to the discovery of previously undocumented life forms, and she employed this rote to help her find such creatures.[This allows the scientist to look through the Gauntlet into the Middle Umbra, thus spotting any Umbral creatures in the vicinity.]
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459Time
460Sense Changes (Vulgar)
461– Powerful Mages can use Time to go back and rewrite the past. By using this Rote, a Mage can discover whether he is living in his original reality, or if things have been changed by Time magic. He may not know exactly what has changed, or be able to fix it, but he will get a disconcerting sense that the world is wrong. This Rote can be as much a curse as a blessing.
462Perfect Time (Vulgar)
463– The Mage instantly knows the current time. This is more useful than a simple watch, however. In the Umbra, time can change rapidly ,and a Mage who goes out without this Rote may be lost forever. With this Rote, a Mage will always make it to his meetings on time, and always be home for supper.
464Time Sense (Vulgar)
465– The Mage detects any unusual effects in time. He may ask a player or ST if there is any Time magic in effect on a person or object, or within about 10 feet of his position. This can be useful for avoid Time-based traps laid by other Mages.
466Scent of the Hounds of Clypsani (Vulgar)
467 (Time 1, Entropy 1) – The mage concentrates himself and try to feel when something happened (or will happen) by imagining it and different times it might have happened at. The mage will feel when he gets closer to the right time as the "scent" gets stronger. This can for example be used to find out when a building was built or when a clock stopped. It cannot tell why or where something happened. This rote is named for the legendary paradox beings the Hounds of Clypsani, which ruthlessly hunt down mages who interfere with Time. They have the ability to find the mage regardless of the time he exists in, and will appear out of nearby corners to destroy him.
468Sense Angled Time (Vulgar)
469 (Time 1 or Entropy 1) – Time does not always flow smoothly, sometimes there are corners and discontinuities in it for unknown reasons. These corners are dangerous times, since the defenses of reality and casualty are briefly removed. Powerful beings of the Deep Umbra and dangerous weirdness may appear, and many momentous events occur at these times. This makes it especially important to know them beforehand.
470The Technocracy calls them "Bifurcation Points", and spend much energy neutralizing them or manipulating events around them.
471Find Connection (Vulgar)
472(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
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474(LEVEL 2 Common Spells)
475Correspondence (NOTE: For many spells past level one more than one sphere is needed for Correspondence as it blends with most of the spheres for greater effects)
476Extend Touch (Vulgar if witnessed)
477 – The physical body is no longer an obstacle to the Mage’s touch. He can touch, manipulate, or attack objects within 10 feet of him as if he were standing there. This Rote uses his normal physical abilities; it does not allow a weak Mage to push down a brick wall (although by transferring his push to the top of the wall, he might stand a much better chance of doing so).
478Ward Area (Vulgar if witnessed)
479– The Mage creates a small field of non-connection around him. This Rote prevents other Mages from using Correspondence to scry on the area and makes it more difficult for others to teleport in and out. The ward lasts only for a short time, however, and sustaining the rote is nearly impossible.
480Scrying (Vulgar if witnessed)
481– The Mage can send his senses to another place, observing as if he were there. Mages usually use elaborate rituals for this Rote – whether using a crystal ball, a magic mirror, or a pair of LCD sunglasses, this spell is a classic. It is also well known, and easy to defend against with other Correspondence Rotes.
482Kiarra’s Multi-Tasking Security Watch (Vulgar if witnessed)
483 – The mage opens a window on her triniary PC, showing another place – or multiple places. She can see and hear what is going on there, and move the vantage point around, zoom in and out, store images and otherwise transform the image. It is possible to hold as many windows as arête rating. Using a Virtual Reality the mage can even move around in a virtual copy of the place, seeing, hearing and feeling things (But he still cannot interact with the place).
484Sense the Land (Vulgar if witnessed)
485(Correspondence 2, Life 2, Mind 1) – First employed by the witch Brangian to keep track of the Saxons who were raiding her land, this rote has become a standard surveillance effect among the Verbena. The Mage extends their senses and merges them with those of the plants and small animals in a given region. [The Life magic allows the witch to blend her perceptions with those lives around her, while the Mind sphere enables her to understand the sensations she receives. Because her awareness is covered by the lives in the area, this effect is very difficult to detect. Every success increases the difficulty of detection by one.]
486Etheric Probe (Vulgar)
487(Correspondence 2 Spirit 1 or 5) – By launching a remote probe into the Near or Deep Umbra , a scientist is able to explore the Umbra without leaving the safety of her laboratory.[This rote combines Correspondence Sensing with Umbral Sight.]
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490Psychotronic Energy Scans (Vulgar if witnessed)
491(Correspondence 2, Forces1,Mind 1) – This rote acts as a magickal early-warning system. It works through a method called psychotonic scanning, siphoning off a miniscule proportion of an area's energy and immediately returning it. Fluctuation in the total energy in the area are 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.]
492Psychotronic Biological Diagnosis (Vulgar if witnessed)
493(Correspondence 2, 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.
494Entropy
495Games of Chance (Vulgar)
496– The Mage gains an advantage in any game where chance has a factor. The player might be allowed to draw two hands and take the better one in poker, pick two horses instead of one in a race, and so on. The effects aren’t perfect, but they’re a good way to make money. Unfortunately, it’s fairly trivial for other Mages to detect this Rote in effect.
497Cluttered Drawer (Vulgar)
498– The Mage can find items in a cluttered environment quickly, by simply trusting luck. For example, he could reach into a toolbox and immediately pull out the proper wrench, or reach into a sock drawer and immediately find the one sock that doesn’t belong.
499Beginner’s Luck (Vulgar)
500– The Mage can gain a bonus when using any Ability that he doesn’t actually possess. Even a beginner has a chance of hitting a 400 yard hole-in-one, and sometimes the less you know about a subject, the easier it is to succeed by chance.
501Mier’ers Message (Vulgar)
502(Entropy 2, Correspondence 2)
503–Often used at a predetermined time to ‘check in’ with one’s cabal or other Euthanatos, the game is simple…each persons trying to communicate must have the same tools (rune stones, for example). Using entropy, the person you are communicating with will ‘happen’ to draw the most effective tool in the set. Successes determine the amount of ‘tools’ that can be successfully altered (2 = 2 rune stones to convey message) … Now, interpretation? That is up entirely to the characters…
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507Flycatcher (Vulgar)
508(Entropy 2, Correspondence 1, Mind 1) – Little Thunder realized that by concentrating on the precision of his body movements and identifying the most effective use of energy and space, he could achieve considerable success in his attacks. [This rote reduces the difficulty of the Mage’s next ranged attack by 1]
509Forces
510Electrical Shutdown (Vulgar if witnessed)
511–Computers and other high-tech machines work with extremely precise flows of electricity. It’s fairly simple to bring that all crashing down. The Mage gains a significant bonus to any attempt to shutdown or crash an electrical machine.
512Kinetic Energy Shield (Vulgar)
513–The Mage surrounds himself with an aura of repulsive force, turning attacks away from him. The Mage reduces the difficulty of their next dodge by 1.
514Invisibility to Light (Vulgar if witnessed)
515– The Mage bends light around him, effectively placing himself in an invisible pocket of space for a short while. Unfortunately, he cannot see out, either, unless he uses another Rote to allow him to see outside the visible spectrum.
516The Fire Within (Vulgar)
517– The mage discharges static electricity around himself ina weak colored glow. The result is quite eerie and impressive. The light isnot very strong, but can illuminate smaller areas; however, it will not light aroom larger than a closet.
518Receptacle for lesser forces (Vulgar if witnessed)
519(Forces 2) – The mage consecrates a container (like a flask, a box or a statue) to be able to contain forces, fill sit with force, and then seals it. When the seal is broken (or the spell fades) the forces will be set free. First the receptacle is consecrated using strengthening and protecting forces ("In the name of Uriel the Shield-Bearer and Michael the Sword-Bearer I bind...") and pentacles and prime-symbols are drawn around it. Then the receptacle is filled, and sealed by the Hebrew letter Resh (which means container) drawn by the Seal of Solomon.
520[Exactly what happens when the seal is broken depends on the nature of the force contained. Light can be emitted slowly from an small opening, oras a flash when a box is opened. Electricity can give the opener a shock.After the binding spells have faded, the force is also set free. ]
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525Light the Elemental Fire (Vulgar if witnessed)
526(Forces 2) – The alchemist use a little lamp of iron filled with consecrated oil for this rote. By pouring some sulphur into the oil, the oil ignites into a pure blue-white flame. This fire is quite normal except its color, and is used to ignite other fires in the lab(Sometimes alchemists use fire ignited by lightning instead). The longer thefire is kept alive, the more pure it will become. Some alchemists have fireswhich have been kept alive for centuries, passing from master to studentcountless times. These fires are almost talismans in themselves, andextremely pure. Their exact powers are not very understood, but they aregenerally sought after.
527Life
528 Alter Plant (Vulgar if witnessed)
529–The Mage can subtly alter the growth of plants, speeding or slowing their growth and dictating how they will grow. The Mage might cause a tree, over the course of a week, to bend over and grow through a window, or cause vines to wind through the machinery of a car in a few hours. The process is slow, but can be very useful if the Mage is creative.
530Heal Self (Vulgar if witnessed)
531–The easiest thing for a Life-user to heal is himself. He quickly recovers a level of Bashing or Lethal damage. However, this Rote is unable to fix the damages caused by Paradox, at least not immediately.
532Heal Minor Animal Wounds (Vulgar if witnessed)
533–The Mage can speed the healing of minorwounds on an animal, causing cuts to close and rashes to fade. He cannot,say, regrow a severed limb, but he can effectively smooth over flaws inanimal Patterns.
534Aura of Death (Vulgar if witnessed)
535(Life 2) – Other traditions have noticed that wherever there is a great disaster, the Euthanatos soon appear. And when the Black Death broke out in the cities of Europe, the Euthanatos came out in droves. Although the Euthanatos could cope with the sight and stench of thousands of rotting corpses, they needed some way to avoid contracting the plague itself. Conducting this ritual creates a kind of Death Field around the mage which kills all minor life forms that come to close, such as fleas, viruses, insects, etcetera. This field is too weak to affect higher organisms but other people do sense a kind of chilling effect around the mage. There may be a way around this but very few Euthanatos actually care.[Life magick kills all simple life forms within two feet of the mage. Three successes are needed to activate the rote and the effects last for one day.]
536Murder of Crows (Vulgar)
537(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 invertibrates, 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.]
538Tongue of the Adders (Vulgar if witnessed)
539 (Life 2 Mind 2) – This simple rote has a history dating back to ancient Greece, but it is still common today.[This spell allows the witch to speak with and understand animals. Most animals, it should be noted, have very simple thoughts, and few have much to say about anything other than food, safety, and procreation.]
540Phosphorescent Marker (Vulgar if witnessed)
541(Life 2 Spirit 1) – To aid hersearch for a mysterious creature living in the sewers of San Francisc, FerrisShu released a large quantity of specially treated spores into the sewersystem. These spores quickly matured into a fungus that produced aultraviolet phosphorescence if they came into contact with any lifeform thatwas not native to the Tellurian, and thus she was able to locate the kappathat had gotten trapped on this side of the Gauntlet. Ferris employed awide variety of effects based around simple lifeforms.[This is one example of the sort of effects that biologist Sons produce on aregular basis. They are generally tailored to one specific circumstance, butthe basic principle is enormously flexible.]
542Matter
543Heal Simple Object (Vulgar if witnessed)
544–The Mage can magically repair an object which has taken damage. The object must be mostly made of a single substance –the Mage could use this Rote to straighten a sword or smooth a dent out of a car door, but not repair a watch.
545Melt Substance (Vulgar if witnessed)
546–The Mage briefly changes the structure of a substance, rendering it soft and pliable. He can overcome a door simply by tearing a hole through it, or open a lock simply by melting it apart. The substance quickly returns to its natural state.
547Transmutation (Vulgar if witnessed)
548–The Mage can change a small, homogenous chunk of one substance into another similar substance. For example, he could turn a glass pendant into a perfect emerald, or turn copper into gold. Paradox slowly returns the object to its original form, but while it lasts, the Mage can make some quick money, or do something else that requires a rare substance. Sons of Ether prize this rote for allowing them to study light, lasers, and gemstones without needing to leave the lab.
549The Better Beer (Vulgar if witnessed)
550– 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.
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554Growing Gold (Vulgar if witnessed)
555– Another gold-creating rote, this oneinvented by Horatio and Kate (The alchemists need much gold to financetheir expensive magick and for use in finding out not only where theywhere, but WHEN they were). Since everything is alive to some extentaccording to alchemical doctrine, metallic gold can be coaxed to grow giventhe right nutrients. The mage places a small amount of gold in a crucibleand adds another metal, preferably mercury. The crucible is heated, andthe result is that the gold absorbs nourishment from the metal and the heatand grows into more gold.
556Sight of Cerberus(Vulgar if witnessed)
557(Mind 2, Entropy 1, Correspondence 1) – The mage expands his mind in all directions. Should it find another mind filled with enmity directed against him personally the mage will immediately know it, and knows the exact position of the enemy. As long as the mage uses this rote he is safe from ambushes.
558Awaken the Blood (Vulgar if witnessed)
559(Life 2, Mind 2) – Some claim that LeVay’s sexual prowess was legendary, more so than other Verbena whom shared his affinity for all pleasures; sex included. This rote instills innate, primal desires for sexual gratification in the target; but not only in the mind, but in the very essence of the body as well. This desire can be targeted from one person, to another. Many claim that Johnny’s Love Life Problems started here… others have no idea. More wonder what the secrets of this Rote entail; as it often fails if others try to replicate. Some claim that it has to do with his Kinain nature…
560Commune with Nature (Vulgar if witnessed)
561(Mind 2, Life 2/3, Correspondence 2) – The mage goes into a state of trance and contact the consciousness of all life around her, and then spread her senses into the surroundings. The mage feels what life around her feels, the consciousness of plants and animals and their positions. With some concentration the mage can find all animals and plants in the vicinity, tell their relation to each other and see through their senses. If something happens to any living being in the area the mage will immediately feel it. This can of course cause unpleasant effects if something dramatic or painful happens. Besides, the mage will have big trouble returning to just having a single consciousness and a single body if the experience have lasted long. And after coming out of her trance the mage is often disoriented and confused for a while, especially if it has taken a long time or her consciousness have been spread out over a large area.
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566
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568
569Spirit
570Spirit Touch (Vulgar if witnessed)
571– The Mage extends his sense of touch into the Penumbra.He can touch spirits and strike them if necessary, using his normal combatabilities. When used from the Penumbra, this Rote allows the Mage to shiftobjects slightly, as a poltergeist might.
572Spirit Voice (Vulgar if witnessed)
573– The Mage can now communicate into the Penumbra, without actually having to cross over. He can communicate with spirits (who are in no way obligated to listen), or send out a general shout for help. If he is in the Penumbra, he can communicate back to reality, his voice drifting as a whisper from the air.
574Spirit Ward (Vulgar)
575– The Mage has learned some basic rituals to prevent spirits from entering an area. By using this Rote, he can make it more difficult for other Mages to cross to or from the Penumbra, and cause spirits to keep their distance from the area.
576Evoke the Spirits of the Forces (Vulgar if witnessed)
577(Spirit 2, Forces 1) – Hermetic mages have always been interested in elementals. This rote is used to communicate with the spirits in different forces like light, darkness, heat or electricity. It will not give the summoner any control over them, but they might obey him if they want to. Hermetics draw a circle, and place some of the force in the Triangle of Art outside (If the mage want to communicate with the spirits of light, a light source is needed. For the spirits of darkness a pool of shadow. For the spirits of radioactivity a piece of uranium). Then the spirit is evoked with a long incantation which names all forces which control and rule the desired type of spirit.
578Song of Life (Vulgar if witnessed)
579(Spirit 2, Life 1) – Mages often contact the spirits of nature. They seek to awaken the spirits around themselves by dancing, drumming and singing ancient songs. Most nature spirits are weak beings, but sometimes they meld together into one powerful spiritus loci, which can have great power. However, most spirits are just conscious of what happens in their own world, and very bad at recognizing other activities. On the other hand nature spirits are very good at revealing where different plants grow, if somebody has passed or forecast the weather. Spirits can tell a variety of things…communicating is a little more difficult. Waking a nature spirit in your garden may help it grow more lively; wakening a spirit in a tree may bring stronger limbs…
580 Awaken the Spirits (Vulgar if witnessed)
581(Spirit 2, Matter 1) – Dreamspeakers sometimes want to communicate with the elementals living in material objects. They tickle the object with their feather and beats their drums to awaken the sleepy spirits. If it succeeds the spirits awaken, and the mage can talk with them.
582The spirits of normal objects are often rather simpleminded and fairly powerless, but generally very knowledgeable about the nature and use of the object. Some objects can have fairly willful and powerful spirits, like certain cars or buildings.
583
584Guardian (Vulgar if witnessed)
585(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. ]
586Haunting (Vulgar if witnessed)
587(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.
588Spirit Messenger (Vulgar if witnessed)
589(Spirit 2 Correspondence 2) – A rote which was often employed during the Middle-Ages by Order of Hermes. The mage summons a minor spirit, which is given a message to deliver. The spirit flies away to the receiver, delivers its message and vanishes (unless ordered to return with an answer). The Order had long tables with the names of suitable messengers, and especially valued spirits who could communicate in several languages and work as interpreters.
590Spirit Fist (Vulgar if witnessed)
591– This rote was created by the Yogis, many of whom use some variant of it in their struggles with hostile Um brood. This spell allows the Mage to attack and damage a spirit with melee.
592Time
593Danger Sense (Vulgar)
594-The Mage uses his preferred method to predict the near future, seeking out danger. For the rest of the night, if he is forced into combat, he gets one free turn to prepare to represent that he saw the conflict coming. This bonus does not apply if he is the one who starts the fight. (This spell for one scene will negate the first attack made against the Mage as long as the Mage was not the one to initiate combat)
595Hindsight (Vulgar)
596–The Mage gazes into a crystal ball or other object, and sees fleeting glimpses of the recent past. He may glean a few details about wh owas there, what was said, and so on. The easiest way to use this Rote is simply to find a player who was there, and ask them what you want to know.
597Time Wards (Vulgar)
598– The Mage muddles the flow of time around him. This makes it more difficult for other Mages to use Time magic to spy on him from the past or the future, using Rotes such as Hindsight.
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600
601Follow the Blood (Vulgar)
602(Time 2, Life 1) – Another trick of the LeVay line of Verbena is blood lineate. Initially to determine the blood of bastard kings, this now holds many more purposes. The mage must possess pure blood inwhich to place over his eyes. The result is that the mage gains physiological knowledge about the owner; his age, condition, appearance, sicknesses, genetic traits, markings and so on. By tracing the blood backwards, the mage can learn about the genetic traits of the owner was when he was younger, or projected ailments in the future. 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.
603Heritage of the Blood (Vulgar)
604(Time 2, Life 1, Prime 1) – This is a slightly different variation, for those ‘special’ critters that we need to track down. In ancient time, the gods travelled the land, and sired the thralls, the bards ,the farmers and men of all kind. These became the prodical children; the Kindred; the Garou; the Changelings …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 deity may have sired that person, or the group someone really belongs to (Eshu, Giovanni, Bu Basti, Bastet, ect).
605Summon Timekeeper (Vulgar)
606(Time 2 Spirit 2) – One of the more unusual kind of elementals is the time-elementals, known as timekeepers. They seems to be the spirits which keep track of everything, making sure things happen at the right time for the right reasons. They seldom manifest physically, preferring to communicate through coincidences and physical phenomena like the sound of a ticking clock. The timekeepers know everything about what has happened and will happen, and may give information to the mage as long as it will not cause any disturbances of time. If the mage disrupts time too much, they might become very dangerous servants of paradox. Persistent rumours tell that they have a lord known as Chronos, the Master Timekeeper. Some mages speculate that Chronos may be Wrinkle.