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. ]

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