Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
0
Profile: Spirit 2
Author: Mage The Ascension - Second Edition
The mage seeks to exorcise a spirit which has manifested on the
physical plane. In practice, the mage is trying to throw it out
in the Umbra again. Most spirits are naturally opposed to
this, and will use any means necessary to prevent this. Most
spirits try to sneak away on the physical plane if they can or
the exorcist seems dangerous. Others attack the exorcist
physically, mentally or with cunning.
[The rite is an extended action, where each success of the mage
temporarily decreases the Arete of the spirit during the
exorcism. The difficulty is the Arete of the spirit +4. If it
reaches zero the spirit is banished. If the mage botches the
spirit can possess him if it wants to, or even banish the soul
of the mage to the Umbra if it is powerful enough.]
‐=‐=‐
0
Profile: Spirit 2
Author: Mage The Ascension - Second Edition
Please refer to Mta‐2:p.219
MARKER
‐=‐=‐
0
Profile: Mind 1
Author: Anders Sandberg
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. ]
‐=‐=‐
0
Profile: Entropy 1, Life 1
Author: Jason W. Tice
Straight forward. Scanning a target person, the mage gets an idea of
how and where exactly the injury lies. for less dramatic wounds, this works
just as well. If the mage has any medicine or first‐aid skills, this will
often point out the necessary treatment. (this adds the number of successes
to the dice pool of any immediate medical treatment to this target person.)
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: The rote library
Waking up to find herself being examined in the emergency ward of a hospital, a
young Verbena decided to freak out the medical staff for the hell of it. A
pinprick‐wound in her thumb pumped out narrow spurts of blood to up to six feet
away, whilst she sat there nonchalantly watching the horrified looks on the
nurse"s face. To top it all off, Chloe sneezed a three‐pound blood‐clot onto
the curtain used to cordon her off from the rest of the ward. Splat.
[Prime 2 fuels the creation of a few pints of the mage"s own blood. This is, of
course, somewhat vulgar. But fun.]
‐=‐=‐
0
Profile: Spirit 3
Author: Mage The Ascension - Second Edition
Please refer to Mta‐2:p.218
‐=‐=‐
0
Profile: Life 3
Author: aelarsen@students.wisc.edu
The entire army of Ulster was brought to its knees by the use
of this Verbena rote in the fifth century. While it has never again
been used on such a scale, it remains a potent spell, as many of the
Tradition"s enemies have discovered to their discomfort. It transfers
physical pain from one target, usually the caster, to another. In the
case of the Irish army, they were forced to experience labor pains,
but the pains of battle injuries are the most common sensation.
(If successful, the target will suffer all the pain and wound penalties
experienced by the person he is connected to, although the wounds
themselves are not transferred. Hollow Ones have developed a
similar spell they call the Corsican Game.)
Andrew E. Larsen
‐=‐=‐
0
Profile: Prime 1
Author: Mage The Ascension - Second Edition
Please refer to Mta‐2:p.214
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Anders Sandberg
The alchemist burns a dead (or alive) plant or animal.
The hot ashes is mixed with exotic chemicals and salts.
Finally gold solved in aqua regia is added, and the
mixture is allowed to crystallise. By performing the
necessary incantation and slowly heating the resulting
salts, the mage will restore the being to life. If the
mage succeed well enough, the being will be completely
normal in all aspects. A less successful experiment
would give a being which would die after a while,
turning into salts again. And really bad results create
"nothing but ye liveliest Awfullness". Some alchemists
experiment with turning people to dust, and trying to
raise them again. If anyone have succeeded, they have
not told anybody.
‐=‐=‐
0
Profile: Mind 1, Prime 1
Author: Anders Sandberg
Sometimes mages have to use nodes or realms with strong or
unpleasant resonance. Some mages have developed a mean to
counter this insidious effect, by shielding themselves
against the resonant quintessence of the node. This
however makes them unable to use or infuse themselves with
the quintessence, but may be worth it for specially nasty
nodes.
[ Note that Mind alone cannot prevent Resonance, since its
is reality itself that is changed. ]
‐=‐=‐
0
Profile: Life 1, Mind 1, Prime 2
Author: The rote library
This rote was created by a VA who was humiliated at being Dominated by a
vampire. It functions like the Encrypt Thoughts rote from the VA, with the
added benefit of protecting against all non‐magickal attempts to control the
user"s thoughts or emotions. (The Entropy component provides a scrambling
effect.)
[Each success removes two success from any Discipline, Gift, or Arcanos roll to
influence the protected mind. If Entropy 2 is used, it provides protection
against attacks that are ranked less than or equal to the user"s Arete. If
Entropy 5 is used, it shields against all levels. (Encrypt Thoughts can provide
some protection, but only against attacks ranked equal to or lower than the
user"s Sphere level.) Forces 3 or Mind 3,4 or 5 may be added toautomatically
attack any would‐be controller, but this usually makes the rote vulgar.]
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: aelarsen@students.wisc.edu
Dr Goldburg specialized in Umbral exploration and discovered
many fascinating phenomena and strange lifeforms, until his ill‐fated
journey to Rigel 3, when a particularly strange lifeform discovered
him. But his legacy lives on in the form of his many inventions to
make planetary exploration easier. This tiny blue pill provides its
user with complete nourishment for 1 day.
Andrew E. Larsen
‐=‐=‐
0
Profile: Life 1, Prime 2
Author: Anders Sandberg
Many patterns which are disturbed and damaged by magick
can be strengthened again if the quintessence lost is
replaced before they settle into a new pattern. This rote
has many uses. One use is as countermagick against magick
seeking to destroy a pattern, by healing the damage and
strengthening it before the changes even become real (it
wont work on any pattern that has already been changed,
since it now is a new, stable, pattern).
‐=‐=‐
0
Profile: Entropy 1
Author: Mage The Ascension - Second Edition
Please refer to MtA‐2:p.193
‐=‐=‐
0
Profile: Life 3
Author: aelarsen@students.wisc.edu
As the Verbena like to say, "Blood calls to blood", and this brutal
rote is an application of that idea. The witch bleeds herself and then
uses the blood to draw blood out from the target. If the target
already has injuries, they will bleed copiously. If they don"t, they
spontaneously start hemorrhaging from various orifaces. Repeated
use of this effect is generally fatal to the target, but that"s the point.
(This rote does a level of damage for each success, and cannot be
soaked. Exactly how the bleeding occurs determines whether the
rote is vulgar or not.)
Andrew E. Larsen
‐=‐=‐
0
Profile: Mind 1
Author: Mage The Ascension - Second Edition
Please refer to Mta‐2:p.210
‐=‐=‐
0
Profile: Prime 1, Spirit 1
Author: Anders Sandberg
This rote was used by some of the more radical fractions
of the Celestial Chorus during the war against Order of
Hermes. They had trouble with mages hiding themselves
among sleepers and setting up clever wards against mental
scans. But they weren"t able to hide their souls and
magick. By watching people through the light of a pure
fire, the choristers could see the strength of their
Avatars and the Quintessence in them.
‐=‐=‐
0
Profile: Life 3
Author: Deird"re Brooks
Provides 1 extra dot of Perception in any one sense per
success rolled in the test.
‐=‐=‐
0
Profile: Life 3
Author: Deird"re Brooks
Each success adds one wound level, which has a wound modifier of
0. This effect will not last longer than a scene or Quintessence
Leakage will occur. As such, this can be a dangerous effect to
use unless the Mage can be healed before the duration expires.
‐=‐=‐
0
Profile: Spirit 2
Author: Mage The Ascension - Second Edition
Please refer to Mta‐2:p.218
‐=‐=‐
0
Profile: Prime 1
Author: Anders Sandberg
This galder makes the runes in the vicinity of the singer to shine with
their light, making them easy to read. By the intensity of the light the mage can se how
powerfully they were inscribed.
‐=‐=‐
0
Profile: Life 2, Spirit 1
Author: aelarsen@students.wisc.edu
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 lifeform 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 lifeforms.
(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.)
Andrew E. Larsen
‐=‐=‐
0
Profile: Mind 1, Spirit 1
Author: Anders Sandberg
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. Akashic
brothers cleanse themselves and meditate on the mental world,
while Dreamspeakers watch how the contents of the medicine
pouch fall.
‐=‐=‐
0
Profile: Prime 2, Spirit 2
Author: Anders Sandberg
Mages from the Order of Hermes have always wanted to
understand how reality works, and developed this rote to
gain further understanding. In essence, it allows them to
see the "Prime Umbra", the aspect of reality which
influences quintessence. According to some theories, it
is here the great pool of raw quintessence exists. In the
Prime Umbra, the forces which shape quintessence are
visible. This ranges from the changes around nodes and ley
lines to the texture or reality, resonance and paradox
warps. Some experimenters have reported that there seems
to exist beings there not based on much else than pure
quintessence without earthly patterns. Perhaps this is the
realm paradox spirits come from? Some adventurous mages
have even physically entered the Prime Umbra, with varied
results. Several times they have been attacked by powerful
paradox spirits, lending credit to the theory.
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Jason W. Tice
This rote allows the mageto heal up to successes/2 wound levels.
‐=‐=‐
0
Profile: Entropy 1, Mind 1, Spirit 3
Author: Jason W. Tice
The rote allows the nmage to know the name, and basic stats of any spirirt in
the vicinity. (Gnosis, SPirit rating, etc)
‐=‐=‐
0
Profile: Life 3
Author: Mage The Ascension Books
Please refer to MtA‐1:p199
Please refer to MtA‐2:p.202
‐=‐=‐
0
Profile: Spirit 2
Author: aelarsen@students.wisc.edu
This rote was created by the Yogis, many of whom use some
variant of it in their struggles with hostile Umbrood.
(This allows the doist to use do strikes on spirits.)
Andrew E. Larsen
‐=‐=‐
0
Profile: Life 3
Author: aelarsen@students.wisc.edu
Another old Greek rote, this one is employed mostly by the
Twisters of Fate, who like the way it reminds the caster of her
dependence upon the earth by allowing her to tap the earth"s
strength.
(Each success give the witch 2 points of Strength as long as she is in
direct contact with the earth. If she breaks contact with the soil, the
strength immediately fades, but returns when contact is re‐
established. If someone attempts to lift or otherwise move her off
the soil, she resists with her full strength, regardless of whether she
has leverage or not.)
Andrew E. Larsen
‐=‐=‐
0
Profile: Life 2, Mind 1
Author: Jason W. Tice
Sometimes pain is an inconvenience. This rote allows you to ignore pain. You
still suffer the health levels, but you can ignore up to two wound levels for
the purpose of actions. (You are still at incapacitated, but you act like
you"re only at Mauled).
‐=‐=‐
0
Profile: Spirit 2
Author: Mage The Ascension Books
Please refer to MtA‐1:p214
Please refer to Mta‐2:p.217
‐=‐=‐
0
Profile: Prime 2
Author: aelarsen@students.wisc.edu
Another basic effect, this involves running an electric current
of the proper frequency through any solid object, thus temporarily
disrupting the object"s tangible matrix, which in laymen"s terms
means making it desolidified briefly. The most common use of this
effect is to allow a Son to escape imprisonment (a distressingly
common situation). Thus Doctor Pangaea recommends to all the
students in his Practical Science 101 course that they carry a hidden
battery on their persons at all times for just such emergencies.
(This rote is basically the same effect as Rubbing the Bones, except
that it takes advantage of the target"s momentary lack of existence.
Thus restraints can be slipped out of. Mind 1 is sometimes added to
enable to Son to calculate the moment of maximum detangibility,
thus allowing him to run through a fluxing door before it reforms.
Without Mind, there is a chance that the door would reform as the
Son was passing through it, a highly unpleasant experience for all
involved.
Andrew E. Larsen
‐=‐=‐
0
Profile: Life 3
Author: Anders Sandberg
Sometimes mages have to appear more hurt than they are,
for example during medical examinations. Using this rote
the mage can simulate all kinds of diseases and wounds,
or make wounds appear healed. Verbena usually wash
themselves with blood and paint their new appearance
using it and special herbs. The results look like the
real thing, but are no real wounds (if the mage doesn"t
want to be *too* realistic, of course). By adding Mind 1
the mage can imprint the correct responses too, like
appearing in pain or shivering when touched in certain
spots.
‐=‐=‐
0
Profile: Life 1, Spirit 2
Author: Anders Sandberg
Dreamspeakers often contact the spirits of nature. They
seek to awaken the spirits around themselves by dancing,
drumming and singing ancient songs. If they are lucky
they might contact the spirits around them. 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
recognising 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.
‐=‐=‐
0
Profile: Life 3, Spirit 3
Author: The rote library
This rote alows the mage to attempt to suppress or "bind" the form of a Garou.
It attemps to both physically and spiritually bind the Lupine. [Diff
= Rage
of Target, cumulative successes must = or > Gnosis. If successful the Garou
will either revert to lupus, homid, or the individaul"s natral form (making
this a bad thing to use against metis.)
‐=‐=‐
0
Profile: Entropy 1, Life 3
Author: aelarsen@students.wisc.edu
Many Blue Skins employ this rote to defend themselves
without harming their attackers. By striking the target"s nerve
centers, she can be paralyzed and thus rendered less dangerous.
(Each success will physically immobilize the target for 1 turn.)
Andrew E. Larsen
‐=‐=‐
0
Profile: Entropy 1, Life 1
Author: aelarsen@students.wisc.edu
Another common rote of the Dragon Scales, this expands the
concept of Dim Mak and specially intends to cause severe damage by
striking the body"s weak points.
(Each success lowers the difficulty of the damage role by 1, although
it can never drop below 3.)
Andrew E. Larsen
‐=‐=‐
0
Profile: Mind 1
Author: Deird"re Brooks
The Mage can read many times faster than normal with
this effect. Each success adds 1 to the multiple for
reading times, starting at 1 for 1 success.
‐=‐=‐
0
Profile: Life 2, Prime 1
Author: Jason W. Tice
adds 1 dice per three successes to initiative rolls during one scene.
‐=‐=‐
0
Profile: Entropy 1
Author: Mage The Ascension Books
Please refer to MtA‐1:p191
Please refer to MtA‐2:p.193
‐=‐=‐
0
Profile: Spirit 2
Author: Anders Sandberg
The Child summons spirits who will
give him some pleasure and entertainment. It may be spectral music,
alluring scents, illusions of beautiful women, caresses and kisses or
almost anything. The more successful the rote is, the more powerful
spirits are attracted and the longer the effect last. Incubi and Succubi
are material manifestations of quite powerful spirits, who only exist to
please the mage (at least that is what they are saying...).
‐=‐=‐
0
Profile: Entropy 1, Life 1
Author: The Wizards Book
Both the Verbena and the Euthanatos claim credit for inventing this ancient
rote. Commonly used by both traditions, the spell allows a mage to sense
wether or not a person is fated to be important to them. For instance, the
person in question might know a secret that the mage desires to know, or he
may have an object the mage needs to complete his goals. The rote tells the
mage that the person is important, but not why. This rote can also be used
to detect wether or not a person has a great destiny (via the destiny
background).
(System: Many successes on the roll might, at the storyteller"s option,
reveal hints about how the person is important.)
‐=‐=‐
0
Profile: Life 1, Spirit 1
Author: aelarsen@students.wisc.edu
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.)
Andrew E. Larsen
‐=‐=‐
0
Profile: Entropy 1, Spirit 3
Author: The Wizards Book
Sole providence of the euthanatos and a few dreamspeakers, the Dance of
Orpheus was created by the mage Orpheus in mythic greece to enable him to
retreive his dead love. The ritual involves a strange intense dance, in
which the mage mimes an elaborate struggle leading to a symbolic "death".
The mage is then transported to the area of the shadowlands corresponding to
his physical location. This is incredibly dangerous, since the dead can
sense a living visitor instantly, and his life‐energy draws them like bees
to honey. You have been warned.
(System: Knowledge of entropy is vital to entering the underworld. I"m
personaly of the opinion that only Euthanatos and dreamspeakers be allowed
to use this rote, other traditions do not have the right resonance or
mindset. YMMV.)
‐=‐=‐
0
Profile: Life 1, Mind 1
Author: aelarsen@students.wisc.edu
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.)
Andrew E. Larsen
‐=‐=‐
0
Profile: Life 2, Prime 2
Author: Jason W. Tice
This simple rote allows the mage to bring a simple form of beauty to the
otherwise harsh environment. Frustrated with the inability to grow a
garden in her new apartment in downtown Toronto, Larissa Iozzo decided to
do something about it after listening to the concrete blonde song, "Roses
Grow". She added some of her own garbage to the growing pile between
buildings (on which her window overlooked), which contained some of her
own bloodm having been ritualizedand impregnated with spells. After the
next rainfall, small, extremely resilient tendrils pushed their way to the
surface. within a week from their surfacing, bright red, vibrant roses
bloomed from the garbage heap.
‐=‐=‐
0
Profile: Mind 1
Author: Anders Sandberg
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 if 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.
‐=‐=‐
0
Profile: Life 2, Prime 2
Author: Jason W. Tice
Create blood within the kindred. Area of effect is touch. dangerous
if the kindred is frenzying, but will aid in their battle to regain
themselves.
‐=‐=‐
0
Profile: Life 1
Author: Mage The Ascension Books
Please refer to MtA‐1:p198
Please refer to MtA‐2:p.201
‐=‐=‐
0
Profile: Spirit 2
Author: Anders Sandberg
This rote summons one type of spirit,
known just as the Beings of Change. They don"t have any visible appearance,
but can be seen due to their effects. The Beings are roughly shaped like
thin surfaces, which sweep through matter as if it wasn"t there. As they
pass through things, they change them. Weak beings just change small things
like orientation and placement, like making things appear in other places
or turned upside down. More powerful beings change inanimate objects into
new objects, like turning rocks into piles of paper or pencils into glasses
of whiskey. After that, the beings can start to change living beings
slightly, or add new things. Ants turn into butterflies, electronic
components appear. Very powerful beings can twist living and dead things
into new shapes, add new beings or truly bizarre dead matter. The most
powerful beings twist not only the body, but the mind. They can change
personalities and appearances, create completely unreal things and erase
things with equal ease.
[Each success will summon a more powerful being, or several smaller ones.
The number denotes the level of spheres the beings can emulate. However,
they cannot change the amount of quintessence in reality, just what
structures it is tied into. To create something, something else have to go.
The beings will not last very long, since paradox quickly dissolves them.
However, they are not influenced by any form of Prime or Pattern magick,
which they simply transform into another form.]
‐=‐=‐
0
Profile: Life 2, Prime 2
Author: Jason W. Tice
This rote allows the mage to mask his scent completely. He cannot be tracked
by scent, even by a werewolf, if this is used.
‐=‐=‐
0
Profile: Life 2
Author: Mage The Ascension Books
Please refer to MtA‐1:p199
Please refer to MtA‐2:p.202
‐=‐=‐
0
Profile: Spirit 2
Author: Anders Sandberg
To travel in the dreaming many mages employ the services of the
Dream‐Stead, beings which will happily work for the mage in exchange for
Quintessence. They can look like anything, ranging from horses to fantastic
creatures only possible in a dream. They are often quite well oriented in
the dreaming, and know many secret pathways and odd corners. Some are even
intelligent enough to hold a conversation. Over time many become loyal to
their mages, and become constant companions.
‐=‐=‐
0
Profile: Life 1, Mind 1
Author: Jason W. Tice
This rote will tell the mage what kind of creatures he is dealing with.
Vampires, magi, Werewolves, etc all appear slightly different when this rote
is performed.
‐=‐=‐
0
Profile: Life 2
Author: Mage The Ascension Books
Please refer to MtA‐1:p199
Please refer to MtA‐2:p.202
‐=‐=‐
0
Profile: Life 3
Author: Mage The Ascension Books
Please refer to MtA‐1:p199
Please refer to MtA‐2:p.202
‐=‐=‐
0
Profile: Life 2
Author: Mage The Ascension Books
Please refer to MtA‐1:p198
Please refer to MtA‐2:p.202
‐=‐=‐
0
Profile: Entropy 1, Mind 1
Author: Tim Hensiek
By watching how someone fights, the doist is able to identify
weaknesses in the target"s fighting style, weaknesses which can be
used against the target in combat.
(Each success can be used to increase the difficulties of the target"s
roll to hit the doist, or to decrease the roll to hit the target. In order
to be able to adequately make use of what he has learned, the doist
must have a do of at least 3)
‐=‐=‐
0
Profile: Entropy 1
Author: Mage The Ascension Books
Please refer to MtA‐1:p191
Please refer to MtA‐2:p.193
‐=‐=‐
0
Profile: Life 3, Mind 1, Prime 2
Author: Emrey Barnes
The Dragon Scale Master Li T"eih practiced many forms of body strengthening
and weapon deflection. Early in his Awakened state, Li learned how to avoid
damage from attacks by angling his body and tensing certain muscles. Li
trained for years before the ultimate state of this form was achieved.
[The Doist increases the density of her skin while concentrating on and
reacting to the actions of her attackers. Specify the number of successes
for duration of Bronze Body before rolling for the magick Effect itself.
Remember that such improvement (i.e., the duration of the Effect) is only
temporary. Bronze Body increases the difficulty of a single opponent"s
attack rolls by one per success. The Doist can apply this effect against
multiple targets by dividing the successes between each attacker (two
against the first and one against the second, for example).]
‐=‐=‐
0
Profile: Entropy 1, Life 3
Author: Tim Hensiek
This rote employs the Dragon Scale principle of defeating your
enemies as quickly as possible, in this case by disabling the target"s
limbs.
(Entropy determines the target"s weak points, such as joints, nerve
clusters, and so on, and allows the doist to strike to disable. It does
one level of damage per success. 1 success will temporarily disable a
digit or sensory organ, 2 to 3 successes will render an arm, leg, or
internal organ useless, and 4 to 5 successes will paralyze the target
or leave them dazed.)
‐=‐=‐
0
Profile: Prime 1
Author: Anders Sandberg
This system is used to prevent mages from using magick or
transporting quintessence in restricted areas. They are mostly
wired up to alarms, security doors and stun gas delivery systems,
but other (nastier) systems can be connected. The AMDS consists of
arrays of detectors, which detect flows of quintessence. A surge of
quintessence is reported to a central unit, which sound the alarm
and immediately activate defence systems.
A classic use is for directing Subsonic Pain Inductors (SPIs), small
devices which send a subsonic beam at a human target and induce
agonising pain (Life 4, damage pain only). The NWO Re‐education
division uses cells with AMDS‐SPI equipment to keep mages under
control. Each use of magick brings instant agony, and the threshold
sensitivity is slowly increased, forcing the mage to stop using
magick even at a subconscious level.
‐=‐=‐
0
Profile: Life 3, Mind 1
Author: Tim Hensiek
By unifying the process by mind and body operate, the doist
becomes capable of reacting without conscious thought.
(All reflexive actions, including initiative rolls, have their difficulties
reduced by 1 by each success after the first. Difficulties may never
drop below 3.)
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Jason W. Tice
This rote allows the mage to remove mass from her frame, decreasing her size.
Each success up to 5 removes 20% of her body weight, equally throughout her
body, while every success beyond five removes 50%. A botch would see mass
being added to the mage"s body. If the mage has more successes than desired,
she may limit how far she will shrink. For every two successes above 2, she
loses an extra health level (bruised). (ie, 4 successes = 1 lost level, 6
successes = 2 health levels lost).
‐=‐=‐
0
Profile: Life 2
Author: Mage The Ascension Books
Please refer to MtA‐1:p199
Please refer to MtA‐2:p.202
‐=‐=‐
0
Profile: Prime 2
Author: Anders Sandberg
The mage channels quintessence into himself and his
surroundings. He cannot control where it goes or how it
manifests, and it will spread. The result will be that the
mage will be quite noticeable, and appear more "real" than
the background. It gives a definite impression of power.
The negative side is that the quintessence attracts lots
of "little nasties" and can suddenly ground into patterns,
turning them more real too. Cult of Ecstasy perform this
rote by watching light reflecting in the surface of a
drink and then make a silent toast to themselves.
[ Each success will give on extra dice on social rolls. ]
‐=‐=‐
0
Profile: Mind 1
Author: Mage The Ascension Books
Please refer to MtA‐1:p205
Please refer to MtA‐2:p.209
‐=‐=‐
0
Profile: Entropy 1, Spirit 2
Author: Anders Sandberg
The mage summons some of the spirits of entropy in an area of
entropy, like a garbage dump, a dying person or a condemned
house. Euthanatos usually do this by asking a question while
rattling the rattle and then throw the bones. The answer is found
depending on how the bones fall. The spirits of entropy are not
very good at answering questions about anything that does not
involve entropy and randomness. They cannot tell if anybody have
passed them, but can give detailed descriptions of the flow of
entropy around a murder victim or tell in what way a glass was
broken.
‐=‐=‐
0
Profile: Life 2, Mind 1
Author: Jason W. Tice
A Tatoo of an LCD (or analog, I guess) display showing the time. Could be
anywhere on the body.
‐=‐=‐
0
Profile: Life 3
Author: Anders Sandberg
The Verbena have never underestimated the power of youth
and beauty, and have developed this rote. The mage fills
the cauldron with blood, which is consecrated. Then the
mage washes himself from head to feet in the blood while
invoking the powers of youth and life.
[ Each success triples the number of years the mage
rejuvenates (1 success 1 year, 2 3 years, 3 9 years, 4
27 years...). If the mage wants to continue rejuvenating
another bath is required, and so on. These changes have
the same weakness as Improve Self, they suffer from
Pattern Bleeding.]
‐=‐=‐
0
Profile: Life 2
Author: Jason W. Tice
The mage may enhance his natural smell, scaring off animals.
‐=‐=‐
0
Profile: Life 3, Spirit 2
Author: Anders Sandberg
To summon the undines, the mage places water inside the Triangle and chants
the prayer to the Undines. They tend to manifest as ripples in the water, a
dampness in the air and if the mage forces them to manifest more clearly,
as beautiful, seductive women made of water or ugly fishlike things. They
are a bit treacherous, but also very emotional beings. They have a strong
affinity for life and growth, and knows much about the living world not to
mention everything in water. They can influence the emotions of others,
cause fertility or infertility and control water in its different forms.
‐=‐=‐
0
Profile: Life 2
Author: Anders Sandberg
This is the most common rote ever used by the priestesses. By reciting the
names of the plants, animals and people while making love to Dumuzi, they
make them grow faster and become more fertile. The power of this rote is
increased if it is performed with either the King (who is the
personification of the land) or with a priest of Dumuzi.
‐=‐=‐
0
Profile: Prime 2, Spirit 2
Author: Anders Sandberg
The mage blesses a spirit, pouring quintessence into its
pattern. This is something most spirits desire, as it will make
them more powerful in the long run. Besides, at least to a
human, they seem to derive pleasure from it. This rote is often
used to thank spirits who have helped the mage. The Cabalists
bless them in the name of Tetragrammaton and let the
quintessence flow from their seal, while dreamspeakers give
them crystals and medicine as gifts.
‐=‐=‐
0
Profile: Life 2
Author: Anders Sandberg
All kinds of life in the vicinity of the mage start to
grow and multiply faster. Flowers bloom, crops become
bountiful, all female beings become fertile. A place
where this rote has been used often sometimes looks like
a jungle, filled with wines and insects.
‐=‐=‐
0
Profile: Life 1
Author: Mage The Ascension Books
Please refer to MtA‐1:p198
Please refer to MtA‐2:p.201
‐=‐=‐
0
Profile: Entropy 1, Life 1
Author: Anders Sandberg
The mage feel the entropy in someones 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.
‐=‐=‐
0
Profile: Prime 2
Author: Anders Sandberg
The mage can disturb the flow of quintessence which
sustains a magickal effect. This is done by disturbing it
so it won"t discharge into its target, but into something
else or just into reality in general. This will disrupt
the magick for a short while (some types of magick may
even be dispelled by this). This of course only works on
magick which is fuelled by a flow of quintessence or is
upheld by a concentrating mage. It will temporarily break
down a barrier, make an eternal flame go out or turn a
temporarily boosted Life‐ mage normal. Hermetic mages
usually perform this by "cutting off" the power with their
seal, while intoning the name of a powerful god or force.
[ Each success removes one success from the affected
magickal effect. If it is of the type which demands
constant influx of quintessence to function and remain in
existence, like a flame or ward, it may be completely
dispelled if all successes are removed. Matter and Life
magick will return to normal function as power returns.]
‐=‐=‐
0
Profile: Entropy 1, Prime 1
Author: Anders Sandberg
The mage feel the entropy in someones flow of quintessence.
Normally this is very small, but in some people the flow is
disturbed. This is often a sign that something is very wrong about
the person. It could be that dangerous magick has hurt him or that
his Kia is disturbed in some way. Euthanatos become very
interested in these persons, and will study them as much as
possible before deciding what to do.
‐=‐=‐
0
Profile: Prime 2, Spirit 2
Author: Jason W. Tice
The Nephandi often classify spirirts as dark or light, as metaphors for evil
or "good". THis particular rote summons an evil entity, as these vague
classifications are perceived by the mage. IT is virtually guaranteed that if
a spirit appears (or a denizen of another umbral realm‐‐we didn"t specify a
spirit), the being will be perceived as evil by the caster, no matter what his
beleif system.
‐=‐
0
Profile: Entropy 1, Life 2, Prime 2
Author: FindRote_2.0
(Life 2 Prime 2 Entropy 1)
While the Vikings regarded poison as foul, some of the
modern asa‐mages use it in the defence of their homes
and traditions. By boiling together a foul mixture of
blood, salt, yeast, earth, iron, ice and some drops of
snake venom under invocations of the powers of death,
they create a potent and untraceable poison. The poison
can be applied in food or drink, placed on weapons or
even on surfaces. The poison will seek out the weakest
point of the victim and make him very sick or kill him.
[ The poison works as an infection or other disease,
completely coincidental. Typical effects can be heart
attacks, allergic reactions or food poisoning. It will
find the weakest point in the body of the victim using
an effect like Dim Mak and then strike. It does three
times the number of successes damage levels. ]
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Unknown
It says you can conjure simple life forms (i.e. invertebrates), but it does
not say how big you can make them...thus, observe folks, the Scorpion the
size of a Bear! Or a sea urchin as big as a barrel (which appears about
twelve feet above someone"s head), or your friendly neighborhood hornet as
long as a "57 Chevy! If they argue that you can"t conjure something larger
than it"s original shape, try pointing out that level 2 life let"s you
alter simple patterns! You might need forces or matter to allow the
creature a feasible chance to survive being crushed under it"s own weight
or letting said giant hornet still fly, but that up to your ST. (Ever see a
black widow as big as a Winnebago? Trust me, folks, it ain"t pretty.) This
also acts as a lovely diversion, but is nearly impossible to make
coincidental.
‐=‐=‐
0
Profile: Prime 2
Author: Mage The Ascension Books
Please refer to MtA‐1:p211
Please refer to Mta‐2:p.214
‐=‐=‐
0
Profile: Life 3, Spirit 2
Author: Anders Sandberg
The mage summons a healing angel in order to heal himself or another. If the
angel choose to help depends upon the situation, the power of the summoner
and if it was the correct angel for that type of wound or sickness. Each
angel has its own speciality.
‐=‐=‐
0
Profile: Mind 1
Author: Anders Sandberg
This rote is often used to keep the secrets in the grimoires from the eyes
of unworthy and enemies. By writing using specially prepared inks and
during incantations of angelic names, the mage can write an completely
undechyperable text. To an uninitiated, it will look at sheer gibberish or
mad rantings of demoniac names, but if another mage incants the names and
read the text in the light of certain candles, it will become readable.
This is used to hide the Goetic texts, sometimes in plain sight.
‐=‐=‐
0
Profile: Prime 1
Author: Mage The Ascension Books
Please refer to MtA‐1:p210
Please refer to Mta‐2:p.214
‐=‐=‐
0
Profile: Life 2, Mind 1
Author: Jason W. Tice
Increases the likelihood of discovering things through the sense of touch.
Add 1 dice per 3 successes to perception rolls using touch.
‐=‐=‐
0
Profile: Spirit 2
Author: Anders Sandberg
The mage stand with his arms straight out to the sides, so that
his body forms a cross. He invokes the four Archangels: "Before
me Raphael. Behind me Gabriel. On my right hand, Michael. On my
left hand, Uriel. For around me flames the pentagram, and
within me shines the six‐rayed star." By using this rote, the
mage will scare away most spirits, fearful for the powerful
Archangels and the powerful mage. The Rosicrucians have
developed their own version, the Lesser Banishing of the
Pentagram, which works in almost the same way.
[ The Archangels will normally not appear in person, but will
(if the mage is lucky) send subordinates to the mage. They will
not manifest physically, but their presence is often felt. The
subordinate angels will scare away lesser beings from the
vicinity. After they are done, they will report back to their
superiors what happened. It is very unwise to misuse this
rote.]
‐=‐=‐
0
Profile: Spirit 1
Author: FindRote_2.0
(Correspondence 1 or Forces 1 to detect warpings of space or
effect on light, Mind 1 to detect Untethered or Spirit 1 to
find Spirits)
Locates distortions of space or manipulations of light
to detect those hidden from view in area. Mind 2 can also
be used to locate people by their minds, and Life 1 can be
used to scan for life force.
‐=‐=‐
0
Profile: Life 2
Author: Jason W. Tice
This rote allows the mage to alter an existing physical virus, and reweave
its patterns into another virus. SHe cannot make it disappear, but she can
turn a virus into a mutated version, or even change a harmful virus into a
benign one.
‐=‐=‐
0
Profile: Prime 2
Author: Anders Sandberg
This rote will strengthen the body, mind and soul of the
mage. The mage stands and visualises himself as the middle
pillar of the Sephirothic Tree. Below him is the material
world, and above his head Keter, the source of prime. He
feels the energy flowing through him, into the world and
from the world back to the source. The mage will feel
filled with power, in perfect balance of mind and body.
[ The mage will pump quintessence into his own pattern for
a while. This will temporary strengthen the mages own
pattern and hopefully weaken intruding patterns. Each
success will remove one success of magick (Both helpful
and harmful), like a countermagick roll. The target number
for the rote is the highest sphere involved in the effect
+ 3, or 5, whichever is highest. It will not heal any
damage already done nor stop any flaws in the mages own
pattern. Prolonged use of this rote have been shown to
cause egocentricity, as the mage unconsciously begin to
believe he is the centre of the universe. ]
‐=‐=‐
0
Profile: Mind 1
Author: FindRote_2.0
(Correspondence 1 or Forces 1 to detect warpings of space or
effect on light, Mind 1 to detect Untethered or Spirit 1 to
find Spirits)
Locates distortions of space or manipulations of light
to detect those hidden from view in area. Mind 2 can also
be used to locate people by their minds, and Life 1 can be
used to scan for life force.
‐=‐=‐
0
Profile: Spirit 1
Author: Mage The Ascension Books
Please refer to MtA‐1:p214
Please refer to Mta‐2:p.217
‐=‐=‐
0
Profile: Spirit 3
Author: Mage The Ascension Books
Please refer to MtA‐1:p214
Please refer to Mta‐2:p.218
‐=‐=‐
0
Profile: Spirit 2
Author: Anders Sandberg
The mage summon the spirit by reading the first enochian key and another
key relating to the spirits position in the hierarchy. If successful, the
mage may communicate with the spirit through the showstone. This rote is
very often used, but the mage must be powerful enough to impress the spirit.
Most enochians start out with cacodaemons and the servant angels, and go on
with the greater angels. All the following rotes use this method to perform
magick.
‐=‐=‐
0
Profile: Life 2, Prime 2
Author: FindRote_2.0
(Life 2 Prime 2)
The mage "marks" the blood of a person. This marking
will be passed on to the children, and so on. Sometimes
this marking is bound to a special trait. The mark can
be read by Life 1. Different markings have different
meanings, and are used to keep track of certain traits.
Mages have also found that there exist other markings in
several bloodlines, which they have not put there. Some
believe that there must have been other mages doing the
same thing as they in the past. Other explain it away as
a "lusus naturae", a strange but useless natural
phenomenon.
‐=‐=‐
0
Profile: Prime 2
Author: Unknown
Many mages choose not to wait for Paradox to strike, and deliberately
induce a Paradox backlash on themselves, preferably while they are
somewhere safe, like their sanctum. The strength of the backlash is
still rolled randomly. No matter what the circumstances, this Rote
always counts as Vulgar, even in the Umbra or in a mage"s Sanctum.
Thus, the rote always adds at least one point of Paradox to the mage"s
total pool. Heaven help the mage that botches this effect.
‐=‐=‐
0
Profile: Life 3, Mind 1, Prime 2
Author: FindRote_2.0
Using his knowledge of physics and biology Mitchell designed this
viral primarily to deal with annoying "pit bulls" (aka‐ werewolves), however
it can affect anything with a genetic code (even vampires because they still
have a genetic code...) and as long as the target has moisture in their
system. This nasty viral checks for a specific genetic code on an ongoing
basis (assume every 15 seconds) in it"s host"s DNA. If it doesn"t find that
code then it begins to reproduce at a phenomenal rate. It will split into 2
virals every 15 seconds achieving a groth rate equal to (Number of initial
virals)*(2^n) where n equals the number of 15 second intervals. The virus is
designed to be extremely resistant and to survive even in a werewolf"s immune
system. The virus continues to reproduce until it either encounters the
correct code again or it reaches the saturation level for the host.
Saturation will usually occur within 10 minutes even assuming that only 1
virus survives in the initial infection. Assume that 10 virals per success
have infected the victim who will receive a stamina roll(difficulty 10 for
normals, difficulty 8 for supernaturals). Each success indicates that 10
virals were destroyed by the victim"s immune system. If the Virus is created
inside the victim then they also receive a willpower roll to resist with the
difficulty equal to the caster"s willpower. Each success the victim receives subtracts 1 from the caster"s successes. However if the caster uses a mundaneme
Assuming only 1 viral survived here are some results with time:
after 1st min 16 virals
2nd min 256 virals
3rd min 4,096 virals
4th min 65,536 virals and so on until...
10th min 1.09951 * 10^2 (about a trillion)
12th min 281.48 trillion.. (assume saturation at about 1 trillion)
Once saturation is achieved the virus begins to electrolyze the water in the
victim"s body into hydrogen and oxygen. It separates the elements until it is"full" and then it combines the two elements and introduces a bioelectric
"spark" to the mixture.
Result= Spontaneous combustion of the virus and the host...
Damage= ???(ST choice) (I use 1 per 100 billion virals) and since it is fire
damage it is aggravated.
*NOTE* The viral must first be designed or studied and committed to
memory before the mage can create it! Mind 1 is required for memorizing the
pattern. Designing it requires an extended roll. Roll biology + intelligenceonce per day until you receive the 40 successes required for such a specific
and detailed virus.
Greg Cook‐Aka Mitchell
‐=‐=‐
0
Profile: Mind 1
Author: FindRote_2.0
All 1
This Rote solidifies the mage"s personal reality. The effect is limited to
her own Pattern and any patterns of matter that she is carrying when it
begins. MShield has no effects on spells already affecting the mage, but
all magic directed at her while the Shield is up is opposed, even the
mage"s own.
[This rote lasts the standard duration. The highest level effect that can
be opposed is equal to the number of success gained. Such an effect loses
one success. For each level below the maximum, an additional success is
taken away. This effect is cumulative with the mage"s countermagick and
resistance rolls, so it can render her nearly invulnerable to lesser
magicks. However, any magic the mage casts on herself is also affected.
Unlike regular countermagick, MShield does not offer any help to others
targeted by the same spell as the caster, nor does it stop indirect effects
(those that are not resisted by Willpower). This rote is static magic.]
‐=‐=‐
0
Profile: Prime 1
Author: Mage The Ascension Books
Please refer to MtA‐1:p210
Please refer to Mta‐2:p.214
‐=‐=‐
0
Profile: Entropy 1, Life 1, Mind 1
Author: Jason W. Tice
This rote allows the mage to tell if another person is lying.
‐=‐=‐
0
Profile: Life 2
Author: FindRote_2.0
The sacred stones were filled with the lifegiving power of the Great
Mother, and a priestess could tap it by caressing them and praying to Her.
Some of the more frivolous priestesses invoked her to renew their strength
after a night of lovemaking, or to support their partners. A more common
use was to pray to the mother for fertility, and in some cases She granted
it even to virgins after they had embraced the stone with unusual fervour.
Such children were always regarded as having a great destiny, and were
often recruited to the cult.
‐=‐=‐
0
Profile: Life 3
Author: FindRote_2.0
The sacred stones were filled with the lifegiving power of the Great
Mother, and a priestess could tap it by caressing them and praying to Her.
Some of the more frivolous priestesses invoked her to renew their strength
after a night of lovemaking, or to support their partners. A more common
use was to pray to the mother for fertility, and in some cases She granted
it even to virgins after they had embraced the stone with unusual fervour.
Such children were always regarded as having a great destiny, and were
often recruited to the cult.
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Jason W. Tice
grows the incisors.
‐=‐=‐
0
Profile: Life 2
Author: Unknown
This rote permits the mage to create a small hollow space inside a
living organism(as long as it is large enough) in which to hide. The mage
enters the hollow space and the opening closes behind afterward as though it
was never there. Three successes permits a man sized hollow inside the
organism.
‐=‐=‐
0
Profile: Spirit 2
Author: Anders Sandberg
This is the classic type of Goetic magick, the ritual summoning of demons
to do the mages bidding. In its classic form, as described in Clavicula
Salomonis and other grimoires, all the instruments and clothes used must be
carefully consecrated and the ritual performed at an astrologically
suitable moment. The seal of the spirit the mage wants to summon must be
inscribed in the Triangle or a parchment, suitable incenses lighted and
incantations read. The mage invokes the powers of the Almighty to force the
spirit to emerge and obey the mage. Below are some typical demons (their
seals have been omitted, see "The Book of Black Magic" by Waite). When the
being first appear, it will appear in its "true" form as required by the
ritual, but the mage can command it to appear in a more pleasing form (and
often the spirits change voluntarily to avoid paradox).
[The more powerful the summoned being, the harder it is to summon. The base
difficulty is 5, but this is increased by the power and rank of the demon
(se below). As a rule, weak or rather powerless beings increase the
difficulty with about 0‐1, presidents and marquises 2‐3, princes and dukes
4‐5 and more powerful beings 6+. To decrease the difficulty, goetic mages
use quintessence, sacrifices and often try to do their summonings at
astrologically favourable times and at places which fit the summoned being
(see below).
The number of successes needed to force a being to appear varies, but are normally about the
same number as the difficulty increase. To summon a duke 4 or five successes are needed, while
a lesser spirit will appear after just one. If the being doesn"t appear, all is not lost. It will probably
have noticed the summoning attempt, and will often either come itself or send a subordinate being
(if its powerful and/or busy). As a rule of thumb, if the mage manages to get half as much
successes as needed, the being will contact him. However, the general disposition can vary,
especially if the being felt that the summoning was sloppy or impolite. ]
Belial is one of the most powerful demons, a mighty king. He looks like a
beautiful angel with a pleasant voice and seated in a chariot of fire. He is very
powerful, especially in areas of politics, friends and favours. He also controls
lots of other spirits. To summon him, the mage has to perform sacrifices. [ +7 ]
Khil are involved with great earthquakes. He can predict when they will happen,
and maybe cause them, if the mage is prepared to pay the price. The being has no
visible form other than a great rumble in the ground. [ +6]
Azazel, the Demon of the Scapegoat, will appear as a bearded man with horns and
leading a black crowned goat. He can take all things away and dispose of them so
that nobody will ever find them. He has great powers over entropy and corruption,
and want a goat to be given him in his honour to obey. Mages who have crossed
him have disappeared. [+6]
Focalor, a strong Duke, appears as a man with the wings of a griffin. He has
power over the dangers of the sea, and can control the winds and the sea, sink
ships or make people drown (or save them). [+5]
Seere, a mighty prince directly under Amaymon, King of the East looks like a
beautiful man on a strong winged horse. He have total control over Time and
Correspondence (he is very good at finding lost things, teleportation and
changing the flow of time). [+4]
Belphegor will manifest today as an hoary old man in a wheelchair. He is very
knowledgeable in technological matters, and in the activities of the Technocracy
(which he seems to support for some unknown reason). [+4]
Shax, a great marquis, comes in the form of a stockdove, speaking with a hoarse
voice. He can destroy the sight, hearing or understanding of anybody. He can
also "borrow" money from the king (not as useful as it once was). He is quite
fond of deceiving the mage as long as he is outside the Triangle. [+3]
Lerajie, a powerful marquis, looks like an archer clad in green and bearing a bow
and quiver. He can cause fights and can make arrow‐ wounds putrefy. [+3]
Zagan, a great king and president, appears first as a bull with griffin wings,
and then in human shape. He can turn things around, turning fools wise, slow
persons witty, water into wine, blood into oil, oil into water and turn metal
intocoins. [+3]
Amy, a great President, will appear first as a roaring fire and then as a man. He
is a good teacher of astrology, the liberal sciences. He can also provide the
mage with familiars and treasures. [+2]
Fruccissiere can animate dead bodies, turning them into quite lifelike zombies.
[+2]
Valac, a great president, looks like a little boy with angel wings riding on a
two headed dragon. He knows everything about snakes, and can provide the mage
with as much snakes he wants. [+1]
Guland can perform all kind of mundane services for the mage, as long he is
given burnt bread. [+0]
Segal will show the mage amazing sights from both the physical world and the
Umbra. [+0]
‐=‐=‐
0
Profile: Spirit 3
Author: Anders Sandberg
It is possible for a dreamer to cross over from the dream realms into the
waking world by breaking through the gauntlet of the realms into reality.
The mage appears physically in the world, and now has to follow its laws.
At the same time his real body lies asleep somewhere, and cannot awake
until the dreamer returns into its dreams. However, there is a risk that
Paradox can sever the link between the dreamer and his body in this state,
and then the body will awaken. Apparently the body is possessed by a
paradox being with exactly the same abilities and powers as the mage, bent
on making sure its the only one. More than one ambitious Dreamer has fallen
victim to himself in this fashion.
‐=‐=‐
0
Profile: Life 3, Mind 1
Author: Jason W. Tice
This rote allows a mage to communicate both vocally and subvocally.
Thomas Gradenko, the noted Chorister was under a death threat from an
anonymous source. Nonetheless, he went on with his weekly sunday show.
Luckily, he had a few body guards on staff with headsets.
During his sermon, Gradenko noticed a gun in the jacket of one of the men
in the third row. Gradenko, using this rote, and converting the
subvocalizations into radio frequencies that his bodyguards would receive
on their radios, had the man with the gun removed before a situation occurred.
The amazing thing was that none of the congregation were aware that anything
had happened, except that the bodyguards were escorting a man from the room.
Gradenko was never brought directly into the picture.
‐=‐=‐
0
Profile: Life 3
Author: Mathias Bengtsson
These bullets continue to do damage even afterwards, roll Stamina
difficulty 8 to avoid taking one health level of damage. Goes on for
Successes number of turns.
‐=‐=‐
0
Profile: Prime 2
Author: Mathias Bengtsson
Roll Prime difficulty 8 while crafting the bullet and spend successes
number of extra Quintessence, any mage hit by and wounded by these
bullets suffer from the rules of Anti‐magick (Mage t:A 2ed) until she
get them out or counters this effect (must spend willpower)
‐=‐=‐
0
Profile: Entropy 1
Author: Mathias Bengtsson
lower the damage difficulty of the bullet with one per success, (no
lower than EN3)
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Unknown
This rote causes a path to become overgrown with briars, thorn bushes
and even small treees to impede travel.
‐=‐=‐
0
Profile: Life 2, Prime 2
Author: Mathias Bengtsson
For the cost of 1 quintessence, this rote creates a small amount of sedatives
in the targets body. The target must recieve at least as many successes as the
magick with Stamina difficulty 7. A botch or a failure makes the victim fall
unconscious. less successes than the magick gives a ‐1 to all dice pools
(except arete) until the poisions are purged from the body.
Combined with Mind or Matter the difficulty raises to 8 and with both to 9.
‐=‐=‐
0
Profile: Spirit 2
Author: BLAKE 1001
[Aethereal Telepathy and Telempath along with US Spirit"s "The Ghost" and
Metaphysical Communications Discorporated"s "Fiends and Family" offer
easy‐to‐use versions of the standard Call Spirit effect, MAGE p 214. Umbral
effect, no coincidences required.]
‐=‐=‐
0
Profile: Prime 2
Author: Mathias Bengtsson
By priming bullets with Quintessence they now do aggravated damage, or
get the ability to wound non‐materialized spirits.
‐=‐=‐
0
Profile: Life 3, Mind 1
Author: BLAKE 1001
This is a lesser version of the terrible "Warp Spasm" and
"Hero Light" of the ancient Celts. It allows a Verbena to
harness the inner, animal rage that human beings carry within
their minds and bodies. Typically, the caster cuts himself with
his Athame (dagger focus) and lets the pain and sight of the
blood drive him to frenzy. Those who no longer need the dagger
simply bite their tongues to taste their own blood. A berserker
is immune to pain and can exert terrible strength. Powerful
Verbena can evoke Berserkergang in their followers as well.
[Berserkergang increases the subjects physical Attributes by
one per success. Successes must be used on Strength until it is
either doubled or increased to 5, remaining successes may be used
as desired. The sphere of Mind is used to incite rage and inure
the character to pain. Higher sphere levels can be used to
incite Berserkergang in willing allies. Inciting Berserkergang
in unwilling subjects requires the use of Coincidental or Vulgar
magick.]
F/X ‐ The effect of this Rote is so commonly accepted among sleepers
that it can be considered Static magick.
‐=‐=‐
0
Profile: Life 3
Author: jmmcke01@morehead-st.edu
The Pattern of the subject"s body is twisted in such a manner that his
skeleton rips its way through his skin. Only coincidental in the case of
a bone breaking.
In a broad way can duplicate Vampiric Vicissitude. i.e. Variations
effect flesh.
‐=‐=‐
0
Profile: Mind 1, Spirit 1
Author: jmmcke01@morehead-st.edu
The target of this rote is generally up shit creek. He _cannot_ see
the normal world, only the Umbra. In some places, the correspondence is
so great as to make no difference, but in others‐‐yeesh!
For a basic view the lesser sphere level is used. The target can still
sense "reality" via touch or sound, just nor see it. With higher levels of
Mind the target becomes more engrossed, eventually appearing insane to those
around him.
‐=‐=‐
0
Profile: Life 3
Author: Mathias Bengtsson
These bullets dont hurt you, instead they heal you, weird. (just make
sure you load the correct bullet.
"We had him, he was almost dead, but now he"s standing up"
You "Uh‐oh")
‐=‐=‐
0
Profile: Life 3
Author: Anders Sandberg
Another classic rote, invented in countless variations. The alchemist
distils some of his blood, add expensive spices and salts, and drinks the
final product. This elixir will halt the ageing of the mage for a time, but
not rejuvenate him (there are lots of competing rejuvenation elixirs
around).
‐=‐=‐
0
Profile: Mind 1
Author: BLAKE 1001
This Rote allows the mage to remember large amounts of data with perfect
clarity. It can be used to preserve specific memories or to retrieve largely
forgotten ones. Mages who store too much information can experience side
effects like confusion as sensory cues cause a flood of associated memories or
an inability to remember without using the Rote. Some mages find it necessary
to "purge" old memories to make way for fresh data. Combined with other senses
and Mind effects, the EMM becomes even more useful. For instance, the mage can
flip through a book, then Multi‐Task and have one task carefully read it from
memory or "rewind" her memory of a recent encounter to look for details that
her conscious mind overlooked.
[To imprint a photographic memory, the mage rolls her Arete with the number of
successes indicating how long (on the normal duration chart) the memory is
retained with perfect clarity. During this duration the mage can look back just
as if she were still experiencing the memory even to the point of noticing
details for the first time. After the duration is up, the memory fades to
normal levels of recall. To retrieve a forgotten experience, the mage rolls
with successes read on the duration chart to indicate how far back she can
remember. Clarity is high but she cannot notice new details ‐ only those which
she noted at some point but has forgotten. Photographic and Eidetic mnemonic
abilities are a documented fact, making this Rote static magic.]
‐=‐=‐
0
Profile: Prime 1
Author: Unknown
The description of prime 5 hints at a positive/negative
relationship between Paradox and Quintessence. Couldn"t you sense paradox
just like yousense quintessence?
‐=‐=‐
0
Profile: Mind 1, Prime 2
Author: Anders Sandberg
By infusing an object, a being or a place in a dream with quintessence, it
is given independent existence. This will empower it greatly, and give it
some permanence. Even if the dream which contains it dissolves, the object
will often survive by becoming a permanent part of the subconscious of the
dreamer.
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Jack Dracula
Created by Arctus, this simulated the Vampiric Blood Bond
by ladening the mage"s blood with his own quintessence.
[The person still needs to taste the Blood three times
for it to be effective, and the mage will have to sacrifice
a point of blood, along with the accompanying injury.]
‐=‐=‐
0
Profile: Life 3
Author: Anders Sandberg
The mage gives himself the sight of the Eagle, the smell
of the Dog, the taste of the Rat and the hearing of the
Cat. Verbena use to do this by anointing eyes, ears,
fingers, nose and tongue with blood while visualising
the power and sounds of the different animals.
‐=‐=‐
0
Profile: Life 1
Author: Mathias Bengtsson
Add any effect previously mentioned, but it only works against a certain
kind of target. Like Creatures (Vampires, Werewolves), people with a
certain faith (I"m not going to go into on this one) or a specific
person (Samuel Haight)
A good way to avoid Accidents (so you dont kill your cabal members by
mistake)
‐=‐=‐
0
Profile: Prime 1
Author: BLAKE 1001
Members of the Celestial Chorus pray before an alter of lit
candles to "receive the light of The One." Such activity
requires the presence of a higher ranking Disciple of Prime to
lead the service, and Channel quintessence to the faithful.
[This is a version of "The Rush" (Mage p.210). Each success
allows the caster to store a point of channelled Quintessence.]
F/X ‐ The effect of this Rote is so commonly accepted among sleepers
that it can be considered Static magick.
‐=‐=‐
0
Profile: Life 3
Author: Anders Sandberg
The mage simply stops ageing. This requires almost
constant low‐ level concentration, but is often
coincidentally explained using a healthy diet involving
certain herbs and blood.
‐=‐=‐
0
Profile: Mind 1
Author: BLAKE 1001
Virtual Adepts view the human brain as nothing more than a tremendously
complex, biological computer. This Rote allows them to tap the brain"s vast,
untapped computational power. While it is in effect, the mage can perform
mathematical calculations at a rate rivalling the most powerful computers.
[Successes indicate the speed at which the mage can perform computations: 1 to
3 grant normal computer speeds from micro to mainframe, 4 give the mage the
power of a supercomputer, and 5 or more allow virtually impossible computations
(the kind it would take a Cray centuries to solve. Successes can be added
directly to appropriate actions like cryptography. At the level of 1 to 3
successes this can be passed off as skill and mathematical "tricks," at higher
levels it risks Paradox.]
‐=‐=‐
0
Profile: Life 3, Mind 1
Author: BLAKE 1001
This Static Rote allows the "Brother to enhance a physical
Attribute. The effect is limited in duration, so pattern leaking
does not occur. Normally, a Weapon focus is employed, but if
this is no longer needed meditative Do can be substituted.
[This is a version of the "Better Body" effect (Mage p.199).
However, maximum duration is one scene. And, no characteristic
can be increased beyond five, nor can the total number of points
added to Attributes exceed the user"s dots in Meditation or Do.]
F/X ‐ The effect of this Rote is so commonly accepted among sleepers
that it can be considered Static magick.
‐=‐=‐
0
Profile: Spirit 2
Author: Anders Sandberg
The mage seeks to exorcise a spirit which has manifested on the
physical plane. In practice, the mage is trying to throw it out
in the Umbra again. Most spirits are naturally opposed to
this, and will use any means necessary to prevent this. Most
spirits try to sneak away on the physical plane if they can or
the exorcist seems dangerous. Others attack the exorcist
physically, mentally or with cunning.
[The rite is an extended action, where each success of the mage
temporarily decreases the Arete of the spirit during the
exorcism. The difficulty is the Arete of the spirit +4. If it
reaches zero the spirit is banished. If the mage botches the
spirit can possess him if it wants to, or even banish the soul
of the mage to the Umbra if it is powerful enough.]
‐=‐=‐
0
Profile: Spirit 2
Author: Anders Sandberg
Please refer to Mta‐2:p.219
MARKER
‐=‐=‐
0
Profile: Life 1, Mind 1
Author: BLAKE 1001
A classic Akashic Rote that builds a serene haven for the
Brother"s mind, neutralizing excessive amounts of pain that might
hamper the mage"s ability to function. Pain Resistance is
dangerous because the mage using it cannot tell the severity of
her injury without carefully examining her pattern. She can feel
enough to tell she was hurt and where the damage is but not how
dangerous it is. In any case, the Rote in no way reduces the
damage taken.
[Each success reduces the penalty and action restrictions on
the wound chart by one level. The mage can even act while
Incapacitated for up to one turn per success. Duration is
otherwise normal. If the mage takes particularly strenuous or
inappropriate actions, the Storyteller may call for a Stamina
Roll (Difficulty = current wound level + 3) to avoid taking an
additional wound.]
F/X ‐ The effect of this Rote is so commonly accepted among sleepers
that it can be considered Static magick.
‐=‐=‐
0
Profile: Spirit 3
Author: Mathias Bengtsson
A bullet that can fire into umbra and hit spirits there (remember,
non‐materialized spirits gets no soak unless they got Armor charm)
‐=‐=‐
0
Profile: Spirit 2
Author: BLAKE 1001
This activity simply accesses the Telemetry of one of many
space probes that have been launched by the Void Engineers.
Every "planet" that has been probed is available for
investigation since the probes actually have much longer useful
lives than has ever been revealed to the masses.
[This is a version of Plumb the Deep Umbra (MAGE p.212) note
that only those areas of the Deep Umbra explored by Void Engineer
probes (all planets except Pluto & Mercury) are accessible, but a
high level of information can be gleaned.]
F/X ‐ This effect is Static if used to view the "surface" of
planets, if used to view the actual realm, it is Field Expedient.
‐=‐=‐
0
Profile: Prime 2
Author: Kyle Felker
This rote is extremely common among the Akashik brotherhood, although
other tradition variants exist. The Akashiks teach the rote as a deep‐
breathing technique that allows the student to focus his Ch"I, or
mystical energy, into his fists, causing them to blaze with energy and
cause severe damage to his foes.
(System: as per the Enchant Weapon effect under prime 2)
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Jason W. Tice
Adds 1 dice/3 successes to initiative and any physical activity rolls during
the scene, or, if used in combat, until the combat ends). The mage will then
feel a corresponding low after the adrenaline surge.
‐=‐=‐
0
Profile: Life 3, Mind 1
Author: Mathias Bengtsson
This quicke rote lets you become ambidextrous (as per the merit) for a period
of time (as per better body)
‐=‐=‐
0
Profile: Life 1, Mind 1
Author: BLAKE 1001
Many V‐depts are classic "computer nerds" with limited social skills. Sure, you
can countermagick Thought Probes in your sleep, but the wily Toreador can tell
almost as much from the way your eyelid"s flutter when she asks you a question.
This is what we call a non‐trivial problem. The answer is Riker"s Island, a
Module that edits out unconscious reactions and body language ‐ even controls
respiration and galvanic skin response. With it you have the ultimate poker
face and can even beat lie detectors. Iteration X uses this Rote under the name
"Machine Interface" and the Men In Black seem to have it hardwired into their
brains.
[For the duration of the magick, all attempts to read the mage using skills
like Subterfuge as well as non‐magical lie detectors automatically fail. Users
of subterfuge will note that the character is concealing something (even if he
isn"t) but can"t tell what.]
F/X ‐
No man is an island ‐ except for this guy. The mage is a sociopath,
completely
cut off from normal human interaction, or has been trained using
bio‐feedback
or self hypnosis, or just has the perfect poker face (like a certain
1st
Officer in a popular SF series).
‐=‐=‐
0
Profile: Life 3
Author: Kyle Felker
This rote is an old classic for the discriminating Euthanatos who wants
to kill in a subtle fashion. The mage infuses his body with a highly
deadly contact poison. He breathes it, sweats it, and bleeds it. Shaking
hands with the mage becomes a deadly proposition.
(System: The rote allows the mage to do full, non‐aggravated damage to
anyone he touches for the duration of the spell. In fact, he becomes so
toxic that people standing next to him often take half‐damage. The mage
must be *very* careful, the slightest unexpected touch can mean death
to an innocent bystander!)
‐=‐=‐
0
Profile: Entropy 1, Prime 1
Author: Anders Sandberg
Paradox Energies are subtle and capricious, but often
telltale indicators of magickal activity. Even small acts
of vulgar magick leave traces, which can be found by
clever mages. Order of Hermes whisper the seven secret
names of Discordia over their seal while the Virtual
Adepts link up with a network and check for disturbances
in the information flow to find Paradox.
‐=‐=‐
0
Profile: Spirit 2
Author: BLAKE 1001
You, too, can be a part of the Search for Extra‐Terrestrial
Intelligence. All you need is a radio telescope and lots of
patience. If you are a Void Engineer you will soon find yourself
conversing with the inhabitants of the Umbra and even the Deep
Umbra. You may also find yourself answering many difficult
questions posed by Men in Black.
[This is virtually the only Technocracy effect that allows
for the use of Call Spirit (MAGE p.214). All warnings about
dealing with spirits go Triple for Void Engineers.]
F/X ‐ The use of SETI equipment is Conventional, actually
getting an answer is Field Expedient at best.
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Jason W. Tice
This rote adds or alters a persons" distinct pheremonal signature.
Pheremone"s are often thought to be the key to animal attraction. So,
changing a person"s pheremones will change the nature of the people he
attracts... and distracts.
‐=‐=‐
0
Profile: Mind 1
Author: BLAKE 1001
The V‐dept version of a classic Akashic Rote, Signal Filter evaluates incoming
neural signals, intercepting excessive pain messages that might hamper the
mages ability to function. Signal Filter is dangerous because the mage using it
cannot tell the severity of her injury without carefully examining her pattern.
She can feel enough to tell she was hurt and where the damage is but not how
dangerous it is. In any case, the Rote in no way reduces the damage taken.
[Each success reduces the penalty and action restrictions on the wound chart by
one level. The mage can even act while Incapacitated for up to one turn per
success. Duration is otherwise normal. If the mage takes particularly strenuous
or inappropriate actions, the Storyteller may call for a Stamina Roll
(Difficulty = current wound level + 3) to avoid taking an additional wound.]
F/X ‐
The wound is particularly clean or missed major nerve clusters, the mage"s
brain is flooded with endorphins, her ration to the wound happens to be helpful
(you double over and the next shot whizzes over your head). "This guy"s
obviously on PCP," etc.
‐=‐=‐
0
Profile: Life 3
Author: Jason W. Tice
This rote allows the mage to deaden the nerves in any area he touches. While
the applications for use in a combat situation are obvious, this rote is most
often used as an aid to healing. By deadening the nerves in a specifc area,
the patient need not feel the pain or discomfort of surgery.
‐=‐
0
Profile: Mind 1, Spirit 2
Author: Anders Sandberg
A rote the Akashic Brotherhood sometimes use. They summon
their own dreams, fantasies, fears and illusions into the
waking world so they can speak with them, hoping to
understand them or banish them if needed. The Brother
ceremonially washes himself and then starts to meditate on
the part of his mind he wants to meet. He brings it slowly
closer to the surface, step by step, until it appears
clearly to him. This rote is quite hazardous, since it can
release dangerous aspects of the mage into the light, and
they might not always be content to return to their old
places. It has happened that fantasies not only has refused
to return, but that they have stayed in the world in
physical form (so called Tulpas).
[ Using Mind 2 or 3 the mage can summon fragments of
another present person. Some mages have even sent away
their own fragments into the minds of others. ]
‐=‐=‐
0
Profile: Mind 1, Spirit 1
Author: BLAKE 1001
This rote allows a mage to recognize spirits who contact her, whether through
his Umbral Pager or by attacking her, without constantly scanning the Near
Umbra. When contacted by a spirit, the mage automatically "sees" the spirit,
though no other parts of the adjacent umbra or nearby spirits are perceived.
[The mage should make a Perception + Awareness roll to positively ID the
spirit. She can then tell whether it is a familiar spirit and can recognize it
the next time their paths cross. The information granted is also enough for the
mage to Call the spirit later on, though he has no power over it of course.
Umbral effect, no coincidences required.]
‐=‐=‐
0
Profile: Mind 1
Author: Jason W. Tice
This rote allows the mage to read any information, and automatically
sort the information perceived into a predefined order, such as
alphabetical, numerical, etc.
After getting particularly curt treatment from a publishing house
receptionist, Evan decided to return all the books he had in his personal
library from that publishing house. He entered his library, adn viewed the
10,000 odd books. Using this rote, he was able to determine that he needed
to return 212 books to the publishing house, in order to properly protest
his treatment.
The answer came so quickly, so easily. It was all in his mind to begin
with... it"s just a matter of manipulating existing data.
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Mage -- The Book of Shadows
Please refer to tBoS:p143
‐=‐=‐
0
Profile: Spirit 3
Author: BLAKE 1001
Void Engineers can only enter the Penumbra at high altitudes
where the gauntlet is fairly weak. The required equipment for
Extra‐Vehicular Activities include a space suit and umbilical.
The effect is used to repair umbral satellites and reach space
stations (anchorheads to horizon realms).
[This effect allows Void Engineers to Step Sideways (MAGE
p.214) into Gaia"s Near Umbra and back. It also allows stepping
from the Near Umbra of some other realm to it"s physical
manifestation if that realm has a gauntlet. The Gauntlet at sub‐
orbital altitudes requires only two successes to pierce.]
F/X ‐ EVA is Conventional in orbit. In the atmosphere it is
always Experimental (Vulgar).
‐=‐=‐
0
Profile: Spirit 2
Author: BLAKE 1001
This is the tried and true way of investigating the Deep
Umbra. Telescopic Observation is used to scan the heavens for
evidence of Nephandi and Marauder activity and to provide the
Void Engineers with data for their many experiments.
[This is yet another version of Plumb the Deep Umbra (MAGE
p.212). Only areas corresponding the night sky can be
investigated and clear skies are required.]
F/X ‐ Telescopic Observation is a Conventional practice.
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Anders Sandberg
The mage creates blood. This can be done inside the
mage, inside someone else or even in the environment
(rather vulgar). The amount of blood and the quality
varies depending on how well the mage did. Some Verbena
with a sense of drama use this to multiply blood: they
pour a small amount of blood into the cauldron, and then
makes it rise until it pours over the edges.
‐=‐=‐
0
Profile: Life 1
Author: Anders Sandberg
By singing this song, the mage is protected from cold
and freezing. The mage sings the galder to his flesh and
limbs, making them liven up and get warm again.
‐=‐=‐
0
Profile: Spirit 2
Author: Anders Sandberg
This galder protects from ghosts and other denizens of the night. By
singing it the mage can scare away most of the lesser unbeings.
‐=‐=‐
0
Profile: Life 2, Mind 1
Author: Jason W. Tice
This rote produces a tattoo of a (number of) pie graph(s), on the mages
forearm, that indicate the state of health of the body. This is particularly
useful when trying to resist torture or any other physically demanding activity that requires constant surveillance of the body.
‐=‐=‐
0
Profile: Mind 1, Spirit 2
Author: BLAKE 1001
The mage focuses a tiny portion of her attention on the umbra. This umbral
perception is largely subconscious and does not interfere with normal or other
senses. Spirits familiar with the mage can use a pre‐arranged signal to get her
attention. Anything other than the pre‐arranged signal goes unnoticed.
[Hostile spirits can fake a signal with a Wits+Enigmas roll, difficulty is the
mage"s Wits+5. If the spirit trying to make contact is distant, the Storyteller
may call for a Perception + Alertness roll from the mage. Umbral effect, no
coincidences required.]
‐=‐=‐
0
Profile: Life 2
Author: Jason W. Tice
When she was very young, Larissa Iozzo, a Verbena, was really frightened
because she had just been bitten by a vampire. Luckily, her fairly cool
head prevailed. She had the sense to direct all the alien blood in her
system to her arms, where she hesitantly opened her arm up with a knife.
She was able to ensure that only the vampire"s blood was extracted,
essentially allowing her to avoid a portion of a blood‐bond.
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Mage -- The Book of Shadows
Please refer to tBoS:p147
‐=‐=‐
0
Profile: Spirit 3
Author: BLAKE 1001
This is a highly experimental way of "Stepping Sideways"
while on the surface. It conceptualizes the Penumbra as a
separate but co‐existent "vibratory reality" ‐ an alternate
universe whose sub‐atomic oscillations make it invisible and
insubstantial with respect to our own. There are a number of
other, equally weird explanations as well. None have been
accepted at a symposium yet.
[A version of "Stepping Sideways" Mage p214. The focus is a
"phase discriminator" that ranges from booth‐sized to hand held.]
F/X ‐ This rote is always Experimental unless covered by
some Coincidental effect.
‐=‐=‐
0
Profile: Mind 1, Spirit 2
Author: BLAKE 1001
[The mage gains a point of Rage per success. For the duration of the rote, he
can act just as a garou with this Rage score, including spending rage, making
rage rolls, and risking Frenzy. If cast as a Mind effect, the mage frenzies and
must spend a total of one Willpower per success to bring himself out.
Furthermore, he can"t make Rage rolls without the spirit"s continued
encouragement, so once the Rage is spent, it"s gone. If repeated in the same
story, add at least +2 difficulty. Could be static magic if used among Garou.]
F/X ‐
?He must be a psycho or on PCP; either way, that"s one angry bastard.? The mage
calls a Garou spirit to help him find the Beast within himself. If successful,
he can Rage like a Garou. Serial use of the Rote would be difficult since each
use would tend to "cleanse" the mage of anger. If done without the aid of a
spirit (as a Mind effect) the duration would be lessened and the mage would be
in greater danger of frenzy.
‐=‐=‐
0
Profile: Prime 2, Spirit 2
Author: Jason W. Tice
Not an easy, nor very controllable effect. This does exactly what
it"s title suggests. The caster may call a spirit of Justice to the
location. The greater the successes, the more likely one will appear.
The spirit that will appear will most likely be one who has some sort of
affiliation with the caster or an individual in the area who has a strong
spiritual side.
Dr. Dylan Darkedge, in a last ditch attempt to jump‐start the
weakened ley‐lines in Winnipeg, called a spirit of Justice to
influence the city spirit. Helping him was a Black Fury, named
"Hela"s Embrace." Hela"s Embrace knew this was the moment she
had been spared from death for. Hela"s Embrace poured her entire
gnosis pool into helping Dylan"s call. Hela"s Embrace sacrificed
a dogs spirit, and Hela appeared. Hela met with her daughter,
ripped the fur from her body, and the blood from Hela"s Embrace
recharged the spirit of the city, revitalising the ley‐lines.
The results of this rote can rarely be foreseen, even with the use of magick.
the justice that is meted out may not only be one for which the mage wants
redress, but another, or perhaps many or all injustices in the area/party.
‐=‐=‐
0
Profile: Prime 2, Spirit 2
Author: Jason W. Tice
This rote sends out a call into the umbra and asks for a spirit which would
act as a familiar. If successful, a spirit will appear (more from curiosity,
than control). THen the mage must bargain with the spirit for the terms of
the spirits familiarship. At any time either or both the mage and teh spirirt
may withdraw from the negotiations.
‐=‐
0
Profile: Life 1, Mind 1
Author: Anders Sandberg
Many of the priests and priestesses were great healers. Their secret was to
first study the patient, and then almost instinctively know the right herbs
or methods to heal the disease. They often wandered the countryside or
parks, studying the plants (and animals) of the Mother, seeing which would
work best for which disease.
‐=‐=‐
0
Profile: Life 2
Author: Christopher L
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 etcete ra.
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."
‐=‐=‐
0
Profile: Life 2, Mind 1
Author: Anders Sandberg
Verbena sometimes turn off their own pain. Using this
rote the mage feels no pain, regardless of how wounded
she is. This is both good and bad , especially since the
mage cannot easily tell how hurt she is, which can be
rather dangerous. Verbena use to perform this rote by
ritually cut themselves in a spiral pattern. At the
start of the cut it hurts, but then it feels less and
less and in the end nothing at all.
[The mage will not get any penalties for wounds down to
his stamina number of wound boxes (after that the damage
is so severe it causes practical hinders for the mage
despite the absence of pain). To find out how hurt the
mage is if the situation isn"t obvious (like with an
arrow in the back), use perception + alertness with a
difficulty of 6.]
‐=‐=‐
0
Profile: Spirit 2
Author: Christopher L
None of the tradition have the Euthanatos knack for communicating with
the dead; actually none of them want it. Summoning up ghosts is usually
easier than getting rid of them. This rote goes back as far as anyone
can remember. Ancient Euthanatos would perform a bizarre death dance as
part of the funeral rites in order to ease the deceased on their way.
The modern followers of the tradition perform the same dance to call the
spirits up.
Mages can call up a spirit knowing only its name, but it is much easier
if some link to the spirit can be provided. This could be a favourite
possession of the deceased"s, having a close relative or friend of the
deceased"s present, right up to dancing on his grave (very popular). If
forced to the mage can attempt to summon a spirit he does not know, e.g.
"whoever died here" but this is hard.
Of course if the deceased is an active, haunting spirit then this rote
is absurdly easy.
‐=‐=‐
0
Profile: Life 2
Author: Jason W. Tice
This rote changes the adhesiveness of the targets flesh, allowing him to cling
to walls, objects, etc. It takes a STRENGTH + ATHLETICS roll with a difficulty
of 6 for the target to pul themselves from a surface they are clinging to. It
takes others a STRENGTH + ATHLETICS roll against a target of 7.
‐=‐=‐
0
Profile: Life 2
Author: Jason W. Tice
If the mage doesn"t want to be pregnant she won"t be. Similarly,
this could work on a male mage, and sterilize his sperm before it ever
enters her body.
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Anders Sandberg
The mage infects somebody with disease by touching him.
The disease can range from hay fever to anthrax. If the
disease is contagious the victim can himself spread it.
Verbena, who first used this rote, usually take the
blood of a sick animal, and during a long ceremony
concentrate the disease into the blood. Then (for
example) the hand of the mage is coated with the blood,
and used to touch the victim. Sons of Ether use to place
organic material in a vessel, which they then send
electricity through a few hours to cause disrupting
morphogenetic fields to develop. Fragments of the matter
is then placed on the victim.
[ The mage must succeed on a number of successes
dependent on how serious or complex the disease is. One
success is enough for common, fairly benign diseases
like colds or warts. Two successes gives more serious
diseases like mumps, gonorrhoea or glaucoma. Three
gives life threatening diseases like Multiple Sclerosis
or Pestilence. Four successes can create practically
incurable diseases like AIDS or severe Cancer. With five
successes the mage can create all known diseases and a
few unknown. ]
‐=‐=‐
0
Profile: Life 2, Prime 2
Author: Jason W. Tice
This rote prevents pregnancy, but also prevents the transferance of
any disease organisms. All foreign patterns (with the exception of
the individual the mage is mating with) is kept away from the body.
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Jason W. Tice
This rote allow the creation of a virus. Given the nature of the virus, it
is quite possible that the virus could be customized to interact with a
specific life pattern. If the virus is customized to wrk on a specific
individual life pattern there is a +1 modifier to the difficulty. This rote
requires a five‐minute session (or an expenditure of a quintessence point)
to meditate on the nature of the virus, then it can be created.
‐=‐=‐
0
Profile: Entropy 1, Spirit 1
Author: Mage -- The Book of Shadows
Please refer to tBoS:p139
‐=‐=‐
0
Profile: Entropy 1, Spirit 2
Author: pfstrack@math.unc.edu
This rote calls up ghosts of the departed, so that the mage may ask them
questions or command their service. Typically, the mage takes some item
of the deceased (referred to as the "fetter"), and uses it as a focus of
his power, to draw the shade to him. The longer a spirit has been dead,
the more difficult they are to call. Some ghosts become very powerful
after death, and are correspondingly more difficult to summon.
The rote does not compel the ghost to cooperate, nor does it give the
shade any more intelligence than they possessed in life. In fact, long
dead spirits are often confused or even insane, and it can be difficult
to get useful information out of them. Most spirits have little in the
way of power to effect the living world, but a few (known as wraiths)
have greater strength. Wraiths make useful servants, but are dangerous
to deal with, having talents that could strike back at the mage.
The spirit of almost any dead individual can be summoned by this Rote,
seemingly contradicting reincarnation theories or the existence of some
sort of benevolent afterlife, views common to the Euthanatos and
Celestial Chorus, respectively. Both of these traditions claim that most
(if not all) of the shades summoned by this ritual are not actually the
spirit of the departed person, but are some sort of Umbral reflection
left by their passing, which can linger for a long period of time. The
actual soul of the departed will have passed on long ago to its proper
reward.
[If no fetter of the departed is on hand, the difficulty of the rote is
increased by 2. If the fetter is actually a "Fetter", as defined in the
Wraith game, the difficulty is lowered by 2. Use the Time duration chart
to determine how many successes are need based on how long the person has
been dead.]
Paul Strack
‐=‐=‐
0
Profile: Prime 2
Author: pfstrack@math.unc.edu
The mage may channel Quintessence into a magickal effect, so that it will
maintain itself rather than taxing the mage"s concentration. The mage
must use some source of Quintessence, which can be the mage"s own energy,
though power from nodes, spirits and special Talismans are also commonly
used. This Rote does not extend the original duration of the spell, but
does make it independent of the original caster. There is an added
advantage to this Rote. There are rumors of magick using effects
maintained by a mage as a link to their originator. Sustained effects
are independent, and have no such connection.
[An effect requires a number of points of Quintessence equal to its Level
each day to maintain. This Quintessence can be fed in all at once, or
spread out over time. Once the Quintessence runs out, the effect ends,
though the mage can use this Rote again to prevent this from happening.
The mage can use the Rote in conjunction with the original effect if she
has a ready resource of Quintessence; the mage may thereby cast and
sustain the Rote simultaneously. This is the Rote Chantries use to
maintain their Wards and Horizon Realms.
Note that Rote allows the mage to avoid the distraction penalties for
maintaining too many magickal effects.]
Paul Strack
‐=‐=‐
0
Profile: Prime 1
Author: Jason W. Tice
With this rote, a mage can tell whether an individual has a curse or a
blessing on them. With three mor more successes, the mage will also be able
to tell the nature of the curse/blessing. With six or more successes, the mage
can tell the exact wording of the curse/blessing.
‐=‐
‐=‐=‐
0
Profile: Prime 1, Spirit 1
Author: Jason W. Tice
This rote allows a mage to determine if a spirit of greater power is present
in a specific situation. With greater successes, the mage should also be able
to tell if the current situation is a result of a greater spirirts involvement
or direction.
‐=‐
0
Profile: Life 1, Prime 1
Author: Jason W. Tice
This rote allows the mage to tell if there are kindred in the area. Kindred
are notable because their auras are particularly pale. It is possible,
however, for some normal humans to come across as a kindred ,when this rote is
used.
‐=‐
‐=‐=‐
0
Profile: Prime 1
Author: Constantine Thomas
This extremely useful Procedure is often enacted as soon as an Agent enters
a Virtual ‐ it allows the Agent to sense that reality"s Paradigm. This can
not only give the user an indication of the local Sphere Ratings, but can
also give him a sense of what can pass for Coincidence and what is
considered Vulgar there. More successes on this roll yield more detailed
information ‐ one success might only indicate whether the Virtual is
dominated by a Technomagickal or Mystickal paradigm, two will yield as much
information as described in the "Magick Factor" section of the Virtual
Classification Scheme, while three or more will give the Agent a feel for
the exact Sphere Ratings of the reality. Failure to use this Rote often
results in Paradox striking the Agent as he unwittingly goes against the
local Paradigm.
‐=‐=‐
0
Profile: Life 1
Author: Jason W. Tice
With this rote, a mage can tell when other life‐forms are around.
‐=‐
‐=‐=‐
0
Profile: Life 2, Spirit 1
Author: Jason W. Tice
This rote allows a mage to tell if there are any were‐creatures in the area.
This rote does not specify which type of were‐creature.
‐=‐
‐=‐=‐
0
Profile: Mind 1
Author: Anders Sandberg
This is the basic ability which makes Dreamers Dreamers. They can control
the reality of their own dreams. They have an almost godlike power in their
own dreams if they choose to use it. They can decide what will happen, how
things will look and the "laws of nature". However, while their dreams are
much more vivid than normal dreams they will still dissolve as soon as they
are not dreamed.
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Jason W. Tice
This rote allows the mage to detoxify a target of all contaminants. This rote
requires physical contact to make it work. (and it"s not particularly pleasant
for the target).
‐=‐
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Mage the Ascension - First Edition
Please refer to MtA‐1:p224
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Anders Sandberg
This rote may have started as a kind of travesty of the
Catholic Mass. By pouring mead into the bowl and adding
a few drops of blood, the priest can turn it into blood.
However, it doesn"t have to look like blood or taste
like it, the priest can make it appear to be normal
mead. Afterwards, the mead can be used instead of blood
as a foci, be imbibed as a source of strength or even
used as sustenance for vampires (although practically no
modern kindred know about this. Only the oldest
Scandinavian Methuselahs have tasted such mead).
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Jason W. Tice
This rote allows the mage to extract any unecessary moisture from their own
lungs. this rote is usually used in conjunction with "Water rebreather"
‐=‐
0
Profile: Life 3
Author: D.J. Babb
Gamers like to use this rote when in need of a quick physical
boost.
When activated, the Gamer chooses either increased strength, endurance,
or
agility and his body cahnges to adapt to the power boost. While the
basic
effect is a simple physical change, many Gamers will add Forces effects
to
create a glowing aura around themselves (despite the massive amounts of
Paradox it generates).
[For every success scored against a target number of 6, the Gamer
may add an additional dot to his Strength, Dexterity, or Stamina for the
duration of the Rote. This rote is usually coincidental (explained as an
adrenaline boost), but when Gamers add an aura it becomes vulgar.
Also note that the aura has no effect other to create a dim light
around the Gamer (and make him a more visible target).]
‐=‐=‐
0
Profile: Life 2, Spirit 2
Author: Mage the Ascension - First Edition
Please refer to MtA‐1:p224
‐=‐=‐
0
Profile: Spirit 2
Author: Stephen Johnson
This is an ancient Dreamspeaker Rote of such antiquity that the Garou
use a much less powerful and versatile version of it that they call the Ritual
of Summoning that they originally learned in the dim mists of prehistory from
the Dreamspeakers. All other Tradition Mages who study the Sphere of Spirit
learn a variation of this Rote which simply allows the Mage to quickly summon
spirits, or representatives of spirits, who act as, or are worshiped as,
Totems.
[For each success past the first either the amount of time the Mage
must spend waiting for the spirit to arrive is decreased or, depending on the
power of the Totem, the importance of the representative is increased. If this
Rote is performed in the Near Umbra the first success is automatic.
Theoretically a Mage who called for Mother Gaia and achieved five success could
expect Gaia herself to appear in front of her within seconds. However the Mage
had better have an extremely good reason for calling Mother Gaia with such
force and urgency.]
‐=‐=‐
0
Profile: Mind 1, Spirit 3
Author: D.J. Babb
An improvement on IDS, Spectre allows the Gamer to become the
proverbial "Ghost‐in‐the‐Machine" (or Game in this case).
[By beating a dificulty of 7, the Gamer enters the Umbra, while
still sensing events on Gaia and the Umbra simultaneously. Mind is used
to allow the Game to process all the information coming into his brain.]
‐=‐=‐
0
Profile: Mind 1, Prime 1
Author: Anders Sandberg
By examining a system, the mathemagician can create a mathematical model of
it. Using this model he can then simulate its behaviour, often in
conjunction to other rotes. He can also monitor the differences between the
model and reality (using Entropy 1) to see if there are unknown factors or
manipulation involved.
‐=‐=‐
0
Profile: Life 3
Author: D.J. Babb
Identical in all regards to Power Up!, except that super Power
Up! affects ALL functions of the Gamer"s body.
[For every success scored against a dificulty of 8, the Gamer
adds one die to his Strength AND Dexterity AND Stamina for the duration
of the spell. This rote is still viewed as a coincidental adrenalin
surge unless the aura is created as well by the Gamer.]
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Jason W. Tice
Change the liver so it can more efficiently handle the poisons that
flow through the body.
‐=‐=‐
0
Profile: Life 3
Author: Stephen Johnson
This is a rote of relatively recent origins, supposedly inspired by a
lonely Verbena one night while she wandered through the romance section of a
bookstore. The Cult of Ecstasy swears by this rote and it is often the first
rote a Disciple if Life is taught in the Tradition when they begin working with
complex lifeforms. Simply put, this rote inspires complete sexual arousal
within the target beyond the point of rational thought. The Mage performing
this rote is often attacked by the target of the rote, who upon it"s
completion, is literally panting in animal heat.
[This rote requires only one success as it is a very simple tweaking of
the target"s Life Pattern, once the Mage knows where to perform the
manipulation. Interestingly this rote only becomes vulgar if witnessed by the
Awakened, sleepers invariably dismissing the extreme reaction as lust at first
sight or for some other reason while silently wishing things like that happened
to them. For every success beyond the first the Mage may increase either the
length or depth of the target"s passion. Note that the passion generated by
this rote is neither directed or discriminating! The target could just as
easily focus on an eighty year old as the Mage performing the rote.]
‐=‐=‐
0
Profile: Life 2
Author: Stephen Johnson
Originally developed by a Verbena witch as revenge for against an
overly amorous suitor. This Rote simply kills off all of the sybiotic
microorganisms within the target"s gastro‐intestinal tract, result of days of
diarrhea and intense pain and agony. The Euthanatos were so impressed with
this Rote after seeing it in action they simply adapted it when using Entropy
in place of Life.
[For each success after the first the mage may either the length of the
target"s suffering or the amount of pain the target must endure.]
‐=‐=‐
0
Profile: Spirit 3
Author: Stephen Johnson
Another ancient Dreamspeaker Rote that has fallen into disuse and
disfavor, it was important during the Impergium and before the rise of the
Technocracy but has become less so with the increasing power of the Gauntlet.
This Rote calls all the available spirits near the Mage to allow the spreading
of news of potential dangers to all the Awakened.
[Each success after the first increases the range and number of spirits
called. All spirits called are compelled to pass along whatever message the
Mage wishes to spread.]
‐=‐=‐
0
Profile: Life 2
Author: Jason W. Tice
This rote increases the acrobatic ability of the target. for every three
successes, add one dice to any roll requiring dexterity.
‐=‐=‐
0
Profile: Spirit 3
Author: Stephen Johnson
This is the basic Rote taught to all Akashic Brothers to master the art
of stepping through the Gauntlet into the Near Umbra. Other Traditions teach
variations on this Rote to their members of course and without the use of some
misdirection it is extremely vulgar. The usual method to turn this into
Coincidental Magick is to use a door, often one letting into a closet or other
area where sleeper witness are not present.
[Number of successes required varies depending on the area in which the
attempt is made. Concentrated urban areas are the most difficult, primeval or
pristine wilderness the easiest. What sets this Rote apart from those of other
Traditions is that if an Akashic Brother has left behind the need to use the Do
as a foci for this rote, performing the do as part of the rote effectively
allows the Akashic Brother to use Arete rather that the Sphere of Spirit.]
‐=‐=‐
0
Profile: Life 1, Mind 1
Author: Mage the Ascension - First Edition
Please refer to MtA‐1:p226
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Stephen Johnson
The Celestial Chorus was famous during the Mythic Age for using this
Rote on unsuspecting sleepers. This Rote usually uses a Coincidental focus
that the target believes in strongly, during the Mythic Age the Celestial
Chorus used priestly blessings, dousing with holy water and/or the touch of
relics.
[For every success past the first the Mage may choose to add an extra
die per success to either or all of the target"s Physical Attributes for the
remainder of the scene, or choose to extend the additional dice to the Physical
Attributes for an extra scene per success.]
‐=‐=‐
0
Profile: Life 3
Author: Daniel P. Anderson
Need a foolproof disguise! Try transforming into a woman (or
man, if you"re already a woman, whatever works for you). It"s pretty
simple matter of just switching your systems over (simple, ha!) but the
effect if spectacular. Just like Better Body, this effect can be
hazardous to you from pattern leakage, so don"t keep it up for too long.
However, by fiddling with your chromosone patterns, you might talk your
storyteller into letting you make it permanent (if you for some reason,
really wanted too...)
Note that with Life 4, you can do this to other people! Fool
your friends, fun at parties!
‐=‐=‐
0
Profile: Life 1, Mind 1
Author: sven@ll.mit.edu
...spelled like it sounds. If more than one sense is augmented
at a time with this effect, successes should be split between
the two/three/however many senses ‐‐
1 success musician/refined human (+1 Perception)
2 successes upper limits of human senses (+2 Perception)
3 successes potentially vulgar extremes (+3 Perception)
4 successes clearly superhuman senses (+4 Perception)
5 successes rivals advanced technology (+5 Perception)
Extreme augmentation that lasts more than a few scenes should be
subject to Pattern Bleed in a manner similar to Better Body, at
the Storyteller"s discretion.
Note that, unless some explanation can be concocted, acting on
preternaturally heightened senses could result in Paradox. (Yes,
there are supposedly a few people whose senses naturally extend
outside the human norm, although only they know for sure ‐‐ I"ve
been able to hear the high‐pitched KHz "whine" most US television
sets give off, for instance, since I was a kid, but have only
just learned that most people can"t. So maybe, once in a while,
the mage might get away with something of the sort.)
‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐
0
Profile: Life 3, Prime 2
Author: Jason W. Tice
Allows the mage to breathe underwater.
‐=‐=‐
0
Profile: Life 3, Prime 2
Author: Jason W. Tice
This rote allows the mage to add mass to her frame, increasing her size. Each
success up to 5 adds another 20% of her body weight equally throughout her
body, while every success beyond five adds 50%. A botch would see mass being
removed from the mage"s body. If the mage has more successes than desired,
she may limit how far she will grow. For every two successes above 2, she
gains an extra health level (bruised). (ie, 4 successes = 1 extra level, 6
successes = 2 health levels).
‐=‐=‐
0
Profile: Life 3, Mind 1
Author: Mage the Ascension - First Edition
Please refer to MtA‐1:p224
‐=‐=‐
0
Profile: Life 3, Mind 1, Spirit 1
Author: Jason W. Tice
He imagined that this was an ability he shared with most other
people....They had also molded their faced according to some
ideal....Maybe they imagined that their new face would better
suit their personality....Or maybe they imagined that their
personality would be forced to change to fit the new appear‐
ance....
‐‐"Seen and Not Seen", Talking Heads
The rote, created by a Hollow One in Toronto, was designed as an experiment.
The idea behind the rote is to change your own apearance to reflect your
internal self (a la "SWAMP THING"). While the transformation may be
partiuclarly painful, the results are sometimes startling. Some people become
huge, intelligent beasts, others become midget pig‐men. It is not a
relfection of how you see yourself, but rather a reflection of who you truly
are.
If you are blessed by a specific totem, the chances are greater that you will
become something approximating a half‐way form between your previous form and
your totem. (Kina like a Crinos form).
‐=‐=‐
0
Profile: Life 1
Author: Deird"re Brooks
Maps and analyzes the DNA of any living being the mage
uses this effect upon. Pinpoints harmful genes, whether
recessive, dominant, single or paired.
‐=‐=‐
0
Profile: Spirit 3
Author: Mage The Ascension - Second Edition
Please refer to Mta‐2:p.218
‐=‐=‐
0
Profile: Prime 2
Author: Deird"re Brooks
This rote charges the Dancer"s blade with
Quintessence, allowing her to spend one point of Quint each time she
strikes, thus causing Aggravated Wounds. It lasts for two rounds per
success.
‐=‐=‐
0
Profile: Mind 1
Author: Jason W. Tice
This effect lets you induce a state of heightened awareness in another
indivudual. This effect is similair to autism, and has similar drawbacks.
The period of time this state will be active is different for each attempt.
If you fail to induce this effect in an individual, you will not be able to
affect that individual with this effect for 1D10 days.
The subject is impressed with an activation and deactivation keyword, to
start and stop the heightened awareness state. These words only work once.
Afterwards, if questioned, the subject may be able to describe anything from
the activation to deactivation (or fading away) of the effect, with incredible
clarity (as per the merit, "Eidetic Memory"). She can tell you what the
window‐washer was wearing a years ago, and what window he was working on, and
how many windows there were, and how many had been washed, and how many were
open... etc, etc, etc).
MI1 to induce the autism immediately, no keywords
MI3 to induce the autism upon activiation of a keyword.
CO1/MA1/TI1/FO1 induces a heightened awareness of these areas.
‐=‐=‐
0
Profile: Spirit 1
Author: Mage The Ascension - Second Edition
Please refer to Mta‐2:p.217
‐=‐=‐
0
Profile: Prime 2
Author: Mage The Ascension - Second Edition
Please refer to Mta‐2:p.214
‐=‐=‐
20
Profile: Mind 1
Author: Unknown
Uses a facet of multitasking to decrease the difficulty for dodge
rolls by 1 per success scored... Note that it does NOT allow extra actions.
‐=‐=‐
1000
Profile: Life 2, Prime 2
Author: The rote library
Japanese folklore tells that if 1000 paper cranes are made for a person, his
life will be saved in return. One clever Akashic Brother expanded on this idea.
Well‐wishers who visit a person are asked to make a paper crane for their sake,
often being told of the legend.
[This rote causes the cranes (actually minor talismans)to heal the patient. As
a rule, each crane heals one level of damage (1/2 level aggravated), though
degenerative diseases like AIDS and cancer continually eat away and diminish
health levels. 1000 cranes or more will cure any mortal, no matter how sick.
Because the effect is rooted in faith and folklore, it is still considered
coincidental, no matter how miraculous a recovery. (The Technocracy will just
chalk it up to "superior medical technology") Euthanatos, though, despise this
rote (Cheating the Good Death‐‐the very idea!) and may even drain the origami
of their power (there is a tiny amount of tass in each crane).]
‐=‐=‐