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ROTES

COMPENDIUM

Reno Rocha
Index

Guide to the Traditions Rotes …......................... 1

Traditions’ Rotes …............................................. 3


Akashic Brotherhood …................................. 3
Celestial Chorus …......................................... 7
Cult of Ecstasy …............................................ 9
Dreamspeaker …............................................. 11
Euthanatos ….................................................. 16
Order of Hermes …........................................ 21
Verbena …....................................................... 26
Virtual Adepts …............................................ 31
Hollow Ones …............................................... 35

Dead Magic …...................................................... 40


Sub-Saharan Africa …...................................... 40
Mesopotamia …............................................... 46
Enuma Anu Enlil …......................................... 47
Babylon’s Magic …........................................... 50
Greece and Rome …........................................ 56
The Arctic Circle ….......................................... 63
Guide to the Traditions Node Raider
Prime 3
Sometimes, there's just not enough time to wait for
At Ease
a Node to refresh a mage's Avatar, or to generate
Mind 2
Tass, or to refuel a chantry... sometimes a mage
Resonance and mystical quirkiness tend to set
needs Quintessence right now, and there's no
mundane humans on edge around mages. While
choice but to rip that energy straight from the Node
some unscrupulous mages might directly take
at hand. Node raiding is a long-established
control of other peoples' emotions to circumvent
practice, once used commonly to steal enemy
this problem, most subtle Traditionalists prefer to
Quintessence while simultaneously denying the foe
give off "harmless" vibes. With this rote, the
the Node's resources. In this modern age of dying
Traditionalist seems more like an eccentric but
magic, it's regarded as a much more criminal act,
otherwise harmless individual, instead of a strange
but occasionally mages don't have much choice...
and potentially threatening outsider.
The mage need only arrive at the site of the Node,
System: The mage applies this rote to himself.
as usual, and fire off the rote to steal its
Successes allow the mage to send off a weave of
Quintessence. Ripping Quintessence in this fashion
harmlessness and calm along with his normal
is quite deleterious to the Node, but it's a nigh-
resonance. This negates interpersonal relationship
addictive rush of power to the mage - the mage
penalties for resonance on a one-success-for-one-
can feel the pulsing, raw energy of creation course
die basis. Note that the mage must also generate a
through his Pattern in a surge of magical might. Of
duration from the successes scored. Also, this
course, any guardians that the Node may have - be
effect does not require constant concentration, but
they Technocrats, spirits or shapeshifters - are
does count as a running effect.
likely to be quite incensed by this sort of behavior.
System: The mage reseats his Pattern with respect
Smoker's Timing
to the Node's Quintessence stream, then calls on
Time 2
this rote to tear its power out in a tremendous
A fair number of Tradition mages are smokers -
stream. Each success causes the mage to
probably a by-product of the stress of the lifestyle.
immediately absorb one Quintessence from the
Smokers have their own library of small tricks and
Node. The mage can also redirect this
amusements relating to their particular vice. As
Quintessence into a Periapt or other storage
such, this rote relies more on the superstitions
medium without further casting. An extended ritual
surrounding smoking than upon any sort of
of the spell causes the mage to gain quintessence
Tradition paradigm.
as successes are scored, instead of waiting until the
The smoker's timing relies upon the well-
end of the ritual.
established urban legend that any time a smoker
On the down side, the Node is suppressed for a
waits for something, he need only start a new
number of days equal to the successes scored - it
cigarette and it'll arrive. The smoker can be waiting
won't generate any Quintessence or Tass in this
for traffic to move, for a meal to arrive, for a bus to
time. Worse still, every ten successes causes the
show up - all he has to do is pull out a smoke, light
Node to permanently lose one level of power. If a
it and take a drag. The phenomenon almost always
Node drops to a rating of zero, it's destroyed and
takes place nigh-immediately thereafter.
no more power can be drained.
System: This rote is very simple; the smoker
doesn't so much force an event to happen as garner
Fate Mark
a precognitive timing and happen to light up a
Entropy 4
cigarette at just the right (or wrong) time. A more
While some Traditions rely on a Binding
powerful version of the rote might actually cause
Oath (Mage p. 164), especially before
the smoker to alter time and circumstance in
acknowledging the responsibilities of a Master,
accord with lighting up a cigarette, though! Use the
many rely on simple Fate Marks for recognition.
usual Arete roll successes to determine how close
The caster places a simple mark on the patterns of
the smoker cuts his prediction. With only one
destiny around the mage, a sort of metaphysical
success, the smoker probably makes it through one
bend that's recognizable to anyone with Entropy
drag before having to crush out his cigarette and
senses. A mage can customize this bend, so a true
deal with the attendant problem (damnit!) With
Tradition Herald may have a mark, a messenger
four or five successes, the event probably
may have a special mark, or a traitor might have a
happens just as the smoker finishes a cigarette.
mark. It's customary to place a Fate Mark on a
newly founded chantry, and some cabals also Fate

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Mark all of their membership. Of course, with a
dearth of Masters of Entropy, Fate Marks aren't
Traditions' Rotes
easy to come by - but that also makes them more
difficult to counterfeit. Akashic Brotherhood
System: A Fate Mark is essentially a metaphysical
"tag." It carries the Resonance of the individual Internal Obligation
who cast it (so an onlooker can tell who made the Mind 4, Prime 3, Time 4 or Life 3, Prime 3, Time 4
mark if he recognizes the Resonance,) and can take The Shi-Ren use this rote to ensure dedication in
on a unique sigil so that it's distinguishable from their bodyguards. The Jnani use it as a therapeutic
other marks. Such a Fate Mark is rarely permanent. technique to prevent emotional excesses in the
Usually it's renewed if the subject takes on a job undisciplined. Using advanced acupuncture
and continues to carry it out over time. Removing a techniques, a Brother alters a subject's Chi flow to
Fate Mark is also possible with this level of engender a certain response whenever a certain
Entropy. A Fate Mark may additionally mark an event occurs. Shi-Ren often incorporate a trigger
area or chantry - so a specific mark might indicate phrase while they're intensifying the fire energy of
"This Chantry is property of the Northern Wind duty, while Jnani merely describe a condition that
cabal" or "This Node is a place of danger." might arise while provoking the equanimity of the
Metal soul.
Node Spike When the condition arises, the subject does
Prime 3, Mind 2 whatever the conditions require, from having a
The Node Spike rote is one of the more fearsome certain set of emotions to committing murder.
modern magics - it serves as a response to the Variants alter the subject's Chi balance to give him
Technocracy's recent trend of "tagging" Nodes certain strengths or weaknesses when the event
with Resonance and then tracking down people arises.
who've used the Node and thus become carriers of System: The threshold for this rote is five
that Resonance. The Traditionalist performs a successes plus the duration according to the
symbolically painful or poisonous act - self guidelines listed in Mage: the Ascension pg. 209.
mutilation, drinking something mildly acidic Because of the use of Prime, the mage need not
(painfully so) or otherwise generating a strong aura concentrate on the effect once cast. The Mind
of anguish. Then, the mage casts that concentrated version can control memories, actions and
hate and pain into the Node itself. The next time emotional states, which the subject experiences as
the Node's accessed with Prime magic, this psychic if they are his own. The Life based version simply
spike lashes out at the hapless Node user. moves the subject's body like a marionette. He
System: Successes scored on a Node Spike might shoot someone or fall unconscious when the
translate into duration, telling how long the Node stimulus occurs. Combining both versions, the
remains tainted, and into effect dice like a mental mage can weave a contingent Better Body effect
impulse used as an empathic attack. The Node or reduce a physical attribute. Extra successes must
Spike generally causes pain, nausea and be spent on these variations, however. The rote is
disorientation, although its effect level is resisted usually coincidental on the sorts of people that it's
by the victim's Willpower roll. If the Node Spike typically used on, but for the average person, it's
manages to best the victim's Willpower, the hapless vulgar.
mage is overcome with wracking agony and
stunned for a number of turns equal to the net Auspicious Dialogues
successes of the effect. A more powerful variant Mind 3 or Entropy 2, Mind 2
uses Mind 3 to actually make the Resonance so Originally created by the Kannagara, the Li-Hai
strong that it's telepathically damaging; treat as a perfected this rote in their work to modernize the
Mind attack. Once fired off, the Node Spike is brotherhood. Auspicious Dialogue translates slang,
discharged. Since this relies on tainting the Node's body language and emotional nuances for a
Resonance, it doesn't require Time to hang an Brother and allows him to replicate them in return.
effect; the Node itself is altered, just as if the Mage By concentrating and holding her hand in the
had turned a dull chunk of metal into an effective mudra for Compassion, she learns the real meaning
blade. More esoteric versions of this rote might use behind street slang, vocal embellishments and
Time 4 to hang an effect (usually Forces) so that corporate hermes key rings newspeak and can use
when the Node's accessed, it fires off an actual the same gestures in reply. She opens her mind to
physical attack. other perspectives and the knowledge arises
spontaneously.
System: While this rote doesn't translate directly,

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the character can understand and use any slang and while Mind 3 creates a mental one, the former can
dialect from a language that she speaks and use it effect several people at once while the latter
in return. Thus, the character can get her point requires concentration to effect multiple minds, but
across - and look good doing it - to a Syndicate deceives all five senses.
board meeting or a house full of Scottish heroin The most advanced version is used by Euthanatoi
addicts who constantly refer to Sean Connery's killers - called "Closing Shiva's Eyes," it destroys
Bond films (or both at the same time, if necessary.) the idea of the mage's presence, as such, it cannot
Each success lowers Social difficulties by one for be resisted with mental defenses or extrasensory
one specific subculture or speaking style, to a powers such as a Vampire's Discipline's or a
maximum of three. The rote is coincidental. A Garou's Gifts. Only careful Prime and Entropy
Paradox backlash usually signals some horrific magic stand a chance. Even then, the mage can
gaffe or misunderstanding. spend successes to penalize the attempt.

Drahma Protector Tumo


Mind 4, Spirit 4 Life 2, optional Forces 2
The Jnani use this rote to convert spirits to the Tumo is a form of yoga where the practitioner
Drahma. These beings guard Bodhimandalas and learns to master her body temperature. The magical
assist the Brotherhood because of their sincere variety of this skill was developed by Chabnagpa
belief in the truth of Akashic teachings. At heart, and Karmachakra Brothers as a tool to withstand
that is the ideal situation in which Drahma Tibet's fierce winters. Through this special
Protectors are enlisted. In fact, many spirits are practice, they can endure ascetic hardships or reach
bound to the Akashic way whether or not they sacred places normally barred to mystics by
voice an obvious need for salvation through the subzero temperatures. In Southern climes, Brothers
Sangha. use a variant to resist the effects of high
Drahma Protector convinces a spirit to see the temperatures, preventing sunstroke and
Akashayana as the true path to inner peace. Such a dehydration. Pushing the limits of body control,
spirit protects Akashic Brothers wherever they may Awakened Tumo can also stand against fire and
be found. Unwilling protectors may rebel, but that temperatures that freeze flesh stiff.
is merely a sign of its own struggle with the truth. Taoist Akashics use gentle movements, while other
A Jnani chants wisdom from the Akashic sutras Brothers concentrate on mastering a complex
after purifying herself, so that the spirit may know breathing pattern. Whatever the method, it takes
the will of the All. only a moment to yoke the body to the mind.
System: This rote has a Threshold equal to the System: With Life alone, a Brother can withstand
Spirit's Gnosis + Willpower. The rote turns the cold or heat that does no immediate tissue damage.
affected being into a loyal servant of the Her body regulates its temperature perfectly. With
Akashayana for as long as successes are spent on Forces, antarctic temperatures and bonfires have
duration. The spirit will do anything in its power to little effect; each success reduces the damage of a
assist the Brotherhood, as long as that assistance temperature-based attack by two heath levels.
doesn't violate Akashic ideals or the spirit's Meditating on a mountain on a clear day or
essential nature. Such spirits guard a number of walking on coals is coincidental; shrugging off a
Jnani controlled Bodhimandalas. flamethrower or immersion in liquid nitrogen most
certainly isn't.
Shinobijustu
Correspondence 3 or Entropy 5 or Forces Balancing the Furies
3 or Mind 3 Prime 3 or Prime 5
Many Akashics know the art of invisibility, from This dangerous rote allows an Akashic Brother to
the subtle Lin Shen to the graceful Sulsa. The rotes temporarily overcome his Resonance or impart it
vary greatly from sect to sect. Some use special upon another being. Yin, Yang and Heaven all
walking techniques, others bizarre mudra, and still flavor a being's Chi. Through a variety of methods,
others feel that visibility is selfishness and that an Akashayana can adjust the balance between the
formlessness can be cultivated with an enlightened three forces. For example, a Brother with excessive
mind. Yang (Dynamic) Resonance may impose Heavenly
System: All of these rotes use different methods to (Static) Resonance upon it by meditating in a
make the user unseen. Correspondence 3 warps a Confucian library, or retire to a dank cave to erode
pocket space around the mage, so that light travels it with the Yin (Entropic) essence. Herbs, diet and
around him. Forces 3 creates a physical illusion, exercises may all be used to adjust his Chi balance.

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The rote can also forcibly adjust another being's from akashakarma itself.
Chi balance by striking at vital points, chanting System: This rote is essentially rapid telepathy.
special mantras or using certain Do postures. This After one success is spent making contact, each
can cause a mortal to rapidly sicken. This rote also success thereafter multiplies the speed at which
imparts the powers of other supernatural beings. information arises in the target's mind. The
This is a dangerous practice. Internal harmony is information is immediately understandable.
meant to come from enlightenment, not magical
control, and it is inauspicious to alter the furies in Ishin Den Shin
another without their permission. Still, it happens; Correspondence 2, Mind 2
in fact, there is said to be a secret technique that "From my mind to your mind." This rote allows an
allows the balance to be adjusted permanently. Akashic Brother to sense the current emotions of
However, Masters are few and far between these local Sangha, including any physical sensations
days. For now, it remains a legend. such as pain or excitement. The Brother breathes
System: This rote is always penalized for opposing deeply and visualizes a sphere of awareness
a mage's Resonance. It can be used to temporarily expanding to encompass his comrades.
shift personal Resonance; this requires two System: After spending successes to effect another
successes for every Resonance trait altered. These target, and for Correspondence range on each
traits can never be eliminated, but three Entropic person sensed, the character must spend one
traits could be shifted into two Entropic and one success on each subject to successfully sense them.
Dynamic, or one of each kind. This has a number
of uses: it can keep the mage from being Turning the Wheel of Ages
recognized by Prime senses or reduce the difficulty Mind 2 or 3, Spirit 1, Time 2
of a subsequent effect. Euthanatoi, who call it Shruti and use it outside of
Used against other mages, it can warp an enemy's the record, also use this rote. By reading ancient
magic, make him appear to be an imposter to texts in conjunction with meditation, an Akashic
friends using Prime senses and break his bond with Brother experiences the past of another member of
anything he has linked to his own Pattern. Used the Sangha, even to the extent of recalling their
therapeutically, it can serve as a last stand against past lives. Some events, such as the Himalayan
Quiet, Jhor or Clarity by distributing dangerously War and the moments of Samadhi, cannot be
high Resonance through the three furies. accessed in this fashion.
Kuei-jin, Shih and other beings with questionable System: Mind plumbs the subject's thoughts, Spirit
levels of Yin and Yang Chi have their temporary allows her Avatar to be tracked through many lives,
Chi balance altered by one per success (after one and Time pushes those perceptions into the past.
success is spent to effect another target.) Other This rote typically has a threshold of five
creatures are effected at the storyteller's discretion. successes, plus those spent to explore the Avatar's
While being infused with Yin may have little effect past. Mind 2 is used on a willing subject or a
on a Vampire, a Werewolf might be crippled by an member of the Akashayana. Mind 3 is required if
Entropic infection, which his friends might take for the Brother is studying an unwilling subject, unless
an unhealthy taint. she is also a Brother. The Akashic Awareness merit
The Prime 5 version of this rote can permanently does not grant any benefit when the character
alter a subject's Resonance and temporarily adds explores the Avatars of outsiders.
Resonance traits to the subject's total. There is no
known way to eliminate Resonance without Do Rotes
destroying the part of an Avatar it's attached to. [Note: the following rotes all require the use of Do
as a focus. In this case, Do is used simultaneously
Flower Gesture while casting the effect.]
Mind 3, Time 3
The Buddha Sakyamuni lifted a flower at the Purifying Step
conclusion of his final sermon. With a gesture he Forces 2 or Spirit 2
imparted the essence of his teachings to Japanese Tao-shih developed this technique to
Mahakasypa. harness the stomping movements now found in
With this Rote, a Brother can transfer her ideas in modern sumo and Shinto ritual. A focused blow to
an instant. Like Mahakasypa's enlightenment, it the floor can have its power channeled to a foe,
comes as a sudden burst of inspiration. Kannagara upsetting her balance or causing injury.
elders and Shi-Ren scholars use mudras and brief The movement can also draw the attention of local
phrases to transmit a burst of thought, said to arise spirits who respond to the shaking of the earth and

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air. In an area where the Akashic is likely to attrack unarmed or weapon attack. Envenomed tools or
sympathetic spirits this can be a blessing. body parts last for as long as successes are spent to
Clapping and vigorous chanting can also have the retain the toxin, but they cannot be made
same effect. permanent. Really exotic or artificial substances
System: With Forces, this rote transmits the energy cannot be created with this rote, which is usually
created by stomping through the ground to a target. vulgar.
This can either cause direct injury (standard
damage, less one success for affecting another Iron Snake
target) or push the target three feet per success in Correspondence 2, Forces 2, Mind 3
any direction, where she will most likely lose her Developed by the kusarigama master Shishido
footing. The target may roll Dexterity + Athletics, Baiken, this rote gives a flexible weapon such as a
Martial Arts or Do (difficulty 7) to keep her chain, rope or even a length of cloth the power to
footing. Each success reduces the displacement by entrance an enemy and strike from many directions
a foot, three successes allow her to remain at once. Twirling the weapon in special patterns
standing.) enhances its force and speed. It can create optical
As a Spirit effect, the rote is a quick version illusions, appearing distant when it is just about to
of Call Spirit (Mage: the Ascension, pg 187.) strike.
This is most often used when a Brother is System: A Tao-shih needs to have at least six dice
defending a Bodhimandala, and she can easily in her melee dice pool to use this rote, and must
attract friendly spirits where the Gauntlet is weak. spend a turn weaving the pattern of rope, chain or
As an attack, this rote - while usually vulgar - can cloth. If successful, the rote reduces the opponent's
be made coincidental with the application of a little unarmed and melee dice pools by one per success
creativity. The Spirit version may be coincidental (after a success is spent to affect the target.) The
or vulgar depending on what the summoned spirits target's ability to sense the distance and position of
do. the weapon is effectively scrambled by Mind and
Correspondence magic. Forces magic allows it to
Rolling Hands strike at full force at angled that wouldn't normally
Forces 1 allow the Brother to land a hard blow. By spending
Also known as Sticking Hands, Push Hands, or an additional success, a sash or piece of cloth can
Trapping, this technique becomes even more be turned into an effective weapon (inflicting
potent in the hands of an Awakened Tao-shih. bashing damage) through the precise channeling of
Making contact with an opponent's body (usually kinetic energy. In addition, the rote is often
by touching his guard at the forearm or elbow,) a combined with Time, allowing multiple attacks to
martial artist can react to an enemy by sensing and strike a relatively defenseless opponent. This rote
redirecting force. With Forces senses, this practice is usually coincidental, except for creating iron-
becomes easier and more effective. hard lengths of cloth.
System: Each success reduces the difficulty of a
parry or block by one, to a maximum of -3. If the Righteous Fist
Tao-shih strikes in the same turn, he can divide Life 3, Mind 4, Time 4
successes between both an attack and a parry or By striking a Metal Element pressure point while
block. This effect is coincidental. chanting portions of the Drahma Sutra, members of
the Hsien Chuan and Lohan Chuan schools can key
Cinnabar Tears the injury of the blow to the target's thoughts and
Life 3, Matter 2 actions. If the victim performs a proscribed act or
This vicious form of internal alchemy transforms a thinks a dangerous thought, his meridians channel
Brother's bodily fluids into dangerous toxins. By destructive forces throughout his body.
ingesting a small amount of the substance to be System: Three successes must be spent to affect
created and moving into a series of special the target, contact his mind and bind the conditions
postures, an Akashayana can distill and release this with Time magic before spending successes on
substance without harming herself. An Akashic can damage and the duration of the effect. This allows
sweat cyanide, cry acid or envenom a knife with the Brother to stipulate a single thought or action
cinnabar (mercury sulfide) "blood" by drawing it that injures the target. Successes may be spent to
along her arm. add further conditions. Damage is an aggravated
System: Akashayana are immune to the poisons Pattern attack, which takes the form of sudden
they create with this rote. Generally, a toxin does illness. Successes can be used to spread the injury
one health level of damage per success on top of an out over time, making it coincidental.

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Arashi-Waza any person see new materials spontaneously
Correspondence 2, Forces 2, Time 3 generate. Rather, the canteen simply never runs out
The Japanese Vajrapani invented the "Storm of water, and no matter how many loaves of bread
Technique" rote during the Kamikaze War. A fast- one makes, the level of flour in the canister doesn't
spinning kata gathers internal power and then seem to go down. Using Forces, variations on this
releases it in a circle of lacerating fists, feet and rote have allowed simply energy sources to last far
weapons. When the whirlwind comes to a halt, a beyond their normal duration. Batteries don't run
tired Warring Fist may have several slain enemies down, for instance, and flames consume their fuel
at his feet. very slowly while still burning just as bright.
System: This rote increases an Akashic Brother's System: By using Matter and Prime together, the
speed, and then channels his movements to affect Chorister allows simple material forms (not
any target in his line of sight. Each success spent complex or mechanical forms without a very high
either adds to his effective combat dice, or allows a number of successes) to replicate slowly and
target that normally would be out of range to be replace what is used. One success should replicate
affected. The Brother uses multiple actions as per one standard unit of the item replicated (a pint of
the standard combat rules but benefits from the water, a cup of coffee, a half pound of grain, an
increased dice pool. Weapons can be used with this arm's length of string,) based on what would be
rote. It is usually vulgar. believable in a given circumstance. Continued use
of this rote will provoke a Domino Effect unless
The Final Blow the caster spaces it out over believable intervals.
Entropy 4, Life 3, Mind 5, Prime 3 Any attempt to use this rote while performing
This famous Do rote allows a warrior to hold onto actions that would normally deplete the source
life long enough to fight for a few seconds more. (emptying a thermos of coffee) would make the
The rote is brief, requiring only that the Brother effect vulgar.
steady her breathing and focus on the task at hand
with every iota of her concentration, so that she Find the Lost
literally doesn't realize that her life has ended until Correspondence 1 or 2 and Entropy 2 or Mind 2
the battle is done. The twists and turns of fate and prophecy often
System: Entropy holds back physical and lead Choristers into situations in which they know
metaphysical decay, Life allows the body to keep that a troubled or disturbed person is present, but
operating, Mind allows the Brother's consciousness they do not know who it is. Some Choristers use
to thrive in a dead brain and Prime provides the this rote to locate those with specific destinies or
energy to maintain the Brother without the natural callings. Others might use it to locate the owners of
supply of Quintessence that permeates a living a valuable lost item or the author of a suicide note.
thing. Each success adds an extra health level, By using this rote - which usually requires some
called "Dead," which, when used in conjunction form of simple divination rite - the caster is able to
with a Willpower point, allows the Brother to fight locate the troubled person before desperate actions
on after physical death. Additional successes must are taken.
be spent on duration. If the magic ends, and the System: Correspondence searches the area while
character is wounded down to "Dead," she Mind or Entropy locate the specific individual in
perishes. Any magic used to heal "Dead" health question. Players may divide successes between
levels must be vulgar Life/Matter effects. range and duration if they are waiting for the
particular person to appear in a given space.
Celestial Chorus Locating individuals who are not in the line of
sight requires the use of Correspondence 2.
Abundance or "Loaves and Fishes" Individuals who are trying to avoid notice or
Matter 2, Prime 2 detection may resist with Willpower at the
In times of hardship, the suffering often look at Storyteller's discretion. The Entropy version may
their supplies and wonder how much longer their also be used to find lost items.
stocks of lights, candles, food or water will hold
out. However, Choristers are aware that the One, Hope's Birth
author of compassion and hospitality, does not Mind 2, optional Prime 2
wish for anything to go hungry. The rites for this For the embattled guardian orders, many are the
Effect usually involve a blessing or prayer of times when neither the mage nor anyone around
thanks, and they may also require sharing parts of her can find any sense of hope in the ongoing war
the abundance with those in need. In no case does with evil. At such times, many of the leaders must

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call on the One to lift their hopes and sustain them. Correspondence version affect the degree of detail
When one uses this rote, hope comes where there that the character learns.
was only fear and discouragement. The caster may
engage in some inspirational speech, lead the Penance for the Siccari
group in prayer or share some type of sacramental Correspondence 3, Prime 4, optional Time 4
rite with those who have gathered. The result is the The legendary White Monks are said to take the
same. Spirits lift, hope increases, and energy rises. castigation of Paradox for their brethren, the Red
Some Choristers have used a similar rote, Primal Monks, so that the latter order may bring justice
Dread, to instill terror in otherwise fearless and and righteousness without fear. The ability to do so
confidant enemies. is lost to the Chorus at this time, but if the White
System: When a character performs this rote, he and the Red Monks are real, they would almost
converts sheer primal energy into a new human certainly use a rote built something like this.
emotion. Range and duration are determined as The Prime component allows the monk to redirect
per Mage: the Ascension. If the mage is merely the Paradox energies involved. This capability is
intensifying or transferring an emotion that is normally outside the Tradition framework, and it is
already present, Prime is not required. Each probably beyond the grasp of anyone but a
targeted character within the range of the spell Chorister, given the way that the rote is built. The
regains one dot of temporary Willpower for the Correspondence component establishes a link to
duration. (The mage may choose not to target a the Red Monk in question so as to be able to
character who would otherwise be in range.) redirect his Paradox energies. With the optional
Additional successes beyond those used for range Time component, the rote can be cast ahead of
and duration may either increase the difficulty of time so that a Red Monk doesn't have to send any
Intimidation rolls, or it may be used to reduce sort of message back to tell the White Monks to
damage modifiers by one health level per cast this ritual on his behalf. It will simply activate
success. Primal Dread has the opposite effect, when the Red Monk gains Paradox.
reducing the foe's temporary Willpower and Each success scored on this rote will allow the
enhancing attempts at Intimidation or increasing transfer of one point of Paradox from the Red
damage modifiers. Monk to the White Monk.

Lighting the Path Time's Tongue


Correspondence 2 or Entropy 2 Mind 3, Time 2
Wanderers, mendicants and pilgrims often find The Earth and the realms that surround it have a
themselves venturing into new territory, unsure of long history, and many languages, tongues and
where to go to find what they seek. Others simply dialects have come and vanished over the years.
wander in any given direction, hoping that the One Often, though, Choristers and their Tradition allies
will take them to a destination they cannot yet are forced to deal with manuscripts in languages
know. But the Chorister never forgets that the One that they have long-since forgotten. But the One
watches over his steps, revealing the path a little never forgets. By communing with the One and the
bit at a time. Choristers who get lost while on a One's servants in the past, the Chorister may
pilgrimage, mission or guest often ask the One, the understand printed or spoken fragments of a dead
saints and the angels to guide them. Those who language or idiom for a time.
seek with more vague goals pray that the One will System: The Storyteller determines how
lead them to where they may do some act of effectively the character may translate or
kindness, justice or compassion. comprehend the text based on the number of
System: Choristers who seek a specific item, successes minus those used for duration. While a
person or place use the Correspondence version of single success would be enough to allow the reader
this rote. The greater the number of successes is to understand Latin or Classical Greek, the
(and the closer the object is,) the greater the detail Storyteller may increase the difficulty or the
the character will gain about the road, the number of successes required for those looking for
challenges and the traveling conditions involved. especially obscure languages. Note that translation
The Entropy version helps with more vague is rarely perfect or complete. The Chorister may
requests such as "Where should I go next?" Players gain a sense of the meaning, but he probably won't
may use successes to affect the range of the be able to just pick up a book and read it like a
Entropy version ("What's the most important act of native would. Subtexts and cultural angles may be
kindness I can do in this immediate area?") or the lost on the reader, since they may refer to totally
duration ("What's the most important just act I can unfamiliar events or idioms. Imagine the Chorister
do in the next hour?") Successes on the

-7-
who reads the phrase "break a leg" without any the target to feel the sensation again, as if it had
knowledge of Western theater traditions, for just happened, which makes the experience a very
instance. personal one. This effect is useful for a number of
reasons. First off, the effect ofNostalgia is not
Cult of Ecstasy some random sensation, its roots lie in the target's
memory. One tends to respond more to, say, a
True Form spanking given as a child, than to a random
Entropy 1, Mind 1, Spirit 1, optional Life 1 application of pain. Secondly, the mage can use
Practitioners of the Ecstatic arts often claim that these associations and tie them to something
chemically induced hallucinations reveal the truth unrelated. For instance, if an Ecstatic wishes to
of things. By their reasoning, this altered state teach a hard-hearted corporate executive some
allows them to see past the mundane and obvious, compassion, she could tie the joy of his wedding
into the realm of pure truth. By taking a hit of acid, night to the act of donating money. Therefor,
the Ecstatic can see people as they truly are. Those whenever the corporate executive is generous, he
who are wicked are revealed to be wicked, those feels the elation of just being married.
who are victims are shown to be the weak, wispy System: The Ecstatic has no control over what
things they are, and powerful men appear like sensations are conjured when she uses Nostalgia,
beaming behemoths. How the mage actually sees but she may set it as either "positive" (pleasure) or
the true form of others largely depends on the "negative" (pain) stimulus. Doing so generates
mage's perceptions. A staunchly anti-establishment memories of stimuli, it does not engender full
Cultist might see a police officer as a Gestapo activation of the nervous system. However, using
enforcer. If the cop was corrupt, perhaps the Cultist Life 2, the mystic could conjure not only the
would see money falling out of his pockets. memory of the stimulus, but the actual stimulus
Sometimes, the images are deeply personal. A itself. In conjunction with Mind 3, the mystic can
Cultist might pick out the hidden Technocracy "tie" the stimulus to a trigger. By doing so, the
agent, thinking that he is, in actuality, a large bully mage can encourage or discourage certain
from her childhood. behavior.
System: The mage can get small bits of
information about those around herself, although Grand Style
this information is somewhat shrouded in metaphor Mind 2, optional Matter 1, Prime 2 [Editor's Note:
and layers of symbolism. The sort of information I believe this rote had a printed error. In the book it
generally involved the target's Nature. These says "Mind 2, Matter 1, optional Prime 2," but
images should be very archetypal and tailored to after reading the system description I fixed it to
the mage's outlook. Two people using this rote at what it's supposed to say.]
once rarely agree on what they see. To the mage A variation of a Mind 2 effect known as Mood
sensing True Forms, it is as if he is participating in Swing, Grand Style allows the Ecstatic to use
a filming of Frank Zappa's 2000 Motels, with nuns, mass communication on an intuitive level. To do
djinns, strippers, black shrouded executioners and so, the Ecstatic must use some form of art.
adult sized children interacting with one another. Although live music is the most common vessel for
Adding Life 1 to this rote allows the mage to tell this effect, it can also be placed on visual art
the physical state of those she perceives. This pieces. This effect causes those who perceive the
perception could manifest as a physical tumor, a artistic display to feel a certain way.
missing limb or, if the target is very close to death, Predominantly, this rote is used to bring about
as a feebly animate corpse. feelings of well being, joy, pride, contentment and
reverence, although other factions use it for less
Nostalgia altruistic purposes. The militant Hagalaz faction
Mind 2 or Mind 3, Time 3, optional Life 1 uses Grand Style to create riots, militant vigilante
The Dissonance Society, a faction of the Cult activism and good old-fashioned chaos. The occult
devoted to creation of an utopia based around the Acharne use it to fuse brotherhood among its
ideal of self mastery and enlightenment, is said to members and create feelings of having been raped
use magically induced stimuli as negative and for those unlucky enough to learn of their
positive reinforcement. However, the use existence. Klubwerks DJs excel at its use and use it
of Nostalgia is far more effective and sophisticated to create an atmosphere of pure human impulse.
than a mere waking of a few nerves. The Cultist Even the Dissonance Society ties emotions into its
actually conjures up her target's memory of some pamphlets.
overwhelming stimulus he felt in the past, forcing

-8-
System: The Grand Style effect is generally Cultist must also gain a success to project this
achieved through music. By using Prime 2 and moment empathically to the subject. If successful,
Matter 1, the mystic may "tie" the effect to a visual the subject experiences all of the frustration and
work of art. Obviously the type of art that the remorse of this badly chosen course of action as a
effect is based on decides the emotion it conjures. series of flashes of anger and disappointment, with
A Lords of Acid fast pumping dance track would premonitions of things to come. For instance, a
be ideal for increasing people's libidos, but the drug abuser might feel his body contracting in
medieval painter Hieronymous Bosch's spasms, then see himself from the outside as he's
"Temptation of Saint Anthony" triptych would not dying and convulsing. A careless sex-hound might
be able to get a similar effect. But, whereas the feel the pain of labor and sense the terrible burden
dance track would not put the fear of damnation of unassisted, life-crushing poverty for a victim he
into its listeners, those beholding the triptych plans to love and leave. Often, such a flash is
would be left shaken and questioning their place in enough to at least give pause to the target. This
God's Kingdom. doesn't necessarily give concrete flashes of the true
future; it simply provides concentrated glimpses at
Tolerance things that could go horribly wrong due to
Life 2, Mind 1 someone's bad judgment or lack of responsibility.
Cultists have an amazing survival record in spite of
their brushes with overindulgence, and luck's only Zeitgeist
part of it. Those who dabble too much in damaging Mind 2, Spirit 2, Time 2
habits - drugs, sleep deprivation, asceticism, Sometimes, an element of an age carries
whatever - generally learn to use meditative Resonance so powerful that it ripples through time
techniques and chakra-channeling to focus in a memory carried by a huge mass of humanity.
themselves and overcome the after-effects of their People establish pictures of an era so vivid that just
foci. Simple methods to prevent overdosing, flush a simple phrase conjures bright pictures and strong
body toxins and focus the mind all help to keep the emotions - "The Summer of Love," "The Burning
Cultist alive. Often, this requires a specific Times," "Black Tuesday." As the masters of time
regimen combining yoga or meditation with and passion, Cultists can call forth these spirits of
a lot of water and the occasional herbal additive. ages, these zeitgeists, to make manifest all of the
System: Use of the Tolerance rote mitigates some wonder - or terror - of a given point in time.
of the potential problems of nasty drugs or other The Cultist simply associates an ecstatic practice
habits. A Cultist might suffer bashing or even lethal with trappings that call forth the spirit of the age
damage from a particularly foul overdose; this itself. This might mean listening to certain music,
rote's successes grant extra soak dice against that putting on specific clothes, burning incenses or
damage, if the rote's prepared in advance. This isn't smoke of a particular type, maybe even playing a
a sure defense, but it'll probably help avoid using movie or going to a specific place. The more the
the adrenaline plunger. Cultist does to make the mundane surroundings
match up with the zeitgeist, the more powerful the
Crime and Consequence manifestation. At the completion of the rite, the
Mind 2, Time 2 Cultist unleashes the spirit's Resonance to touch
As modern Cultists have learned, responsibility for everyone's emotions in the area. Anyone in the
the aftereffects of ecstasy are just as important as right place, who can see the Cultist and recognize
the ecstatic experience themselves. Some people the things she does, feels a sudden surge of that
refuse to recognize the consequences of their era.
actions, though, and foolishly endanger themselves System: Successes apply to the range and to the
and others. Cultists use this rote as a sort of strength of the effect. The Cultist doesn't
warning, to engender a sense of responsibility in necessarily need successes to affect other people;
others. The Cultist projects ahead the possible in this case, the Cultist calls forth a spirit, which
outcome of an ill-conceived decision and then then does the work of generating the spirit of the
sends the emotional impulse of everything that age, and the Cultist simply uses magic to help
goes wrong into the mind of the subject. project that spirit. This could provoke actual
System: The Player must score enough successes memories or just passive emotions regarding a
to see forward in time to the point of consequences specific scene, so a character might feel the
(this might be only a few minutes ahead for a drug unbounded sense of love and heedless joy from the
overdose, or months ahead for an ill-considered Summer of Love, or the soaring pride and wonder
pregnancy or other life-changing event.) The of the the Age of Reason. It helps if the Cultist was

-9-
personally there (as per arcane connections,) but Affecting a doorway is made at normal difficulty.
it's not absolutely necessary. The mage must allocate successes to area in order
to determine the size of the alteration. Duration is
Dreamspeakers calculated normally, but if the mage scores two or
more successes above those necessary to alter the
The Curse of Consequences Gauntlet by the desired amount, the Dreamspeaker
Mind 3, Spirit 1 can tie the ritual to a set of physical objects, like
The Red Spears developed this rote early on as a carved wooden poles or specifically decorated
tool of psychological warfare, refining many mirrors that mark the boundary of the altered
traditions' legacy of curses for a particular sharp Gauntlet. If this technique is used, the ritual
effect. The shaman forces open the "inner eye" of remains in effect until the boundary markers are
the victim, letting the target see and hear all the disturbed.
spirits who suffer because of the target's actions.
Close up, this includes the tiny spirits of dust Walking the Open Path
motes and air currents crushed or shoved aside, the Spirit 2, Prime 1
spirits of molds and insects crushed underfoot, the This ritual is a version of Moving the World
spirits of animals and plants raised and harvested Walls that is specifically designed to lower the
cruelly and without proper sacrifice to provide Gauntlet at a Node to zero. At this point, a
food. The victim can also hear, far away, the Shallowing is created, and the mage and anyone
anguished groans of earth and water spirits around with her are all able to freely and safely walk into
landfills and anywhere else the victim's society the Umbra. Since the Gauntlet is not being ripped
marks the world. or torn, but rather locally removed, no one entering
Most Red Spear rotes remain closely-guarded the Umbra through a Shallowing takes any damage
secrets, on the grounds that only proven warriors from the Avatar Storms.
deserve them. This one the society teaches far and System: Every success on this ritual reduces the
wide, regarding every spirit magician as deserving Gauntlet by two points. Two successes are
of the power to make the soul-blind suffer. sufficient to penetrate the Gauntlet at any Node. At
System: The victim must make a Willpower roll, midnight or at other especially auspicious times, a
difficulty 5 + the shaman's Arete, to do anything single success will reduce the Gauntlet to zero.
but suffer the misery of increased awareness each Because Shallowings are natural occurrences this
turn the curse remains in effect. Even on turns ritual is coincidental. However, since the Gauntlet
when this roll succeeds, the victim experiences a continues to thicken, an artificial Shallowing can
strong flood of unhappy emotions. On a botch, the never be made larger than the wall of a small room.
victim develops a suitable Derangement. Standard Also, created Shallowings never last longer than a
duration, area and other restrictions apply; the day, regardless of the number of successes rolled.
curse is vulgar without witnesses in cultures that Fortunately, this ritual can be used on both sides of
don't accept shamanism, coincidental elsewhere. the Gauntlet.
After a number of turns equal to the shaman's
Arete, the subject will at least be capable of acting Lesser Binding of Spirits
in some manner regardless of Willpower, but will Prime 2, Spirit 2
still take a two-Trait penalty on all actions (not While Adepts of Spirit can forge unbreakable
reflexives) for the rest of the spell's duration. Umbral chains around spirits, less skilled
Dreamspeakers must rely upon other means of
Moving the World Walls convincing Umbrood to do their bidding. This rote
Spirit 2 summons a single spirit and immediately surrounds
This ancient ritual involved specially marking and this umbra visitor with a shining corona of fiery
preparing a region so that the Gauntlet can be quintessence. With the merest thought, the
locally raised or lowered. This ritual can be used to summoner can cause this unnatural fire to harm the
protect a house or even an entire apartment spirit. While the damage caused is often not
building against spiritual attack, or to lower the terribly severe, it is always quite painful. Also, the
Gauntlet sufficiently that even weak spirits and target cannot determine the amount of damage they
low-powered mages can leave or enter the umbra. will suffer beforehand. Most spirits, like most
System: Every successes raises or lowers the local people, are loathe to suffer any harm.
Gauntlet rating by one point. Since the Gauntlet is While powerful and lordly spirits will often ignore
not normally perceptible to Sleepers, affecting it the risk and attack the summoner for daring to cast
almost always counts as coincidental magic. such a spell on them, most weak and moderately

- 10 -
powerful spirits will agree to perform minor successes on this roll reduces the difficulty of all
services in exchange for the Dreamspeaker's suggestions the summoner makes to the spirit
promise not to harm them. Also, when bargaining during the next full scene by the number of
with a difficult but not overwhelmingly powerful successes rolled.
spirit, this ritual is a useful way to indicate that the
summoner is not to be ignored or trifled with. Umbral Visions
System: A single success on this roll will summon Correspondence 2 or 3, Mind 1, Spirit 2
the spirit; additional successes empower the Prime While actually piercing the gauntlet is now fraught
energy that surrounds the spirit. One additional with risk, extending one's senses through it is
success surrounds the spirit with energy that will relatively safe. Using this spell, Dreamspeakers
cause two levels of aggravated damage. This can perceive any point in the Umbra that they are
magical corona will last one scene before it familiar with, and can even communicate with the
harmlessly dissipates. Two additional successes spirits there. This spell is almost always performed
cause the energy to last for a full day and can deal as a lengthy ritual where the caster goes into a deep
up to four levels of aggravated damage to the trance and shuts off her mundane senses as she
spirit. In either case, this damage can be inflicted at shifts her perceptions into the Umbra. In the most
any time during the duration that the mage basic version of this spell, the caster can see and
chooses. This damage can only be inflicted once, hear Umbral events at whatever locations she
however, unless the spell is cast a second time. As desires. While this spell does not allow the caster
with most summoning spells, knowing the name of to form an Umbral body, she can use this spell to
the spirit being summoned reduces the difficulty of allow her to cast other spells at targets she can
this spell by two. perceive within the Umbra. Doing so risks sending
Some mages also incorporate a Mind 2 effect into her magical essence across the Gauntlet, however,
this ritual to produce a magical suggestion of the and thus attracts the damage of the Storm.
caster's power and of the uselessness of resistance. System: Using Correspondence magic, the caster
This rote can also be used on a spirit that is already can either send her perceptions to an already
present. In that case, all successes go towards known location (using Correspondence 2,) or she
energizing the magical corona of Quintessence can use Correspondence 3 to search for objects or
surrounding the spirit. people within the Umbra. Mind 1 is necessary to
allow her mind to deal with the unusual input. With
Spiritual Persuasion the addition of Forces 2, the caster can even form
Mind 2, Spirit 2 an intangible, ghostlike Umbral body. The number
While compelling spirits with threats of of successes on this spell primarily determines how
imprisonment or harm can obtain their unfamiliar the caster can be with the location or
cooperation, such tactics can also breed resentment individual within the Umbra that she desires to
and hatred. Many Dreamspeakers avoid force and perceive. The same number of successes, however,
coercion and instead rely upon bargaining, also determines the maximum level of spell that
alliances and friendship as a way to obtain various caster can use on spirits or other targets that she
services from spirits. In addition, the most can perceive using this spell. If the caster only
powerful spirits are far too strong for any but the scored one success, then she could only use first
mightiest Dreamspeakers to control. Therefor, rank Sphere effects on targets perceived using this
Dreamspeakers who need the services of Incarna spell. As with all other spells designed to allow the
or Celestines must use means other than force to caster to perceive the Umbra, this spell is normally
obtain their cooperation. While payment in Tass, Coincidental. Effects projected into the Umbra will
help defeating their enemies or pacts of mutual aid either suffer heavy Storm damage that degrades
can all be used to pay for a spirit's aid, bargaining and warps the effect, or else cause Storm damage
with spirits - especially with powerful spirits - to the caster, as usual.
requires great skill. To aid them in their
negotiations, many Dreamspeakers use magical aid Shaman's Craft
to help convince the spirit to accept their offer. Matter 3, Spirit 3
System: Success on this roll both summons the The link between smiths and shamans is extremely
desired spirit and helps to place it in the desired ancient. This rote is one of the primary magics
frame of mind for accepting the Dreamspeaker's used by the Spirit Smiths. This spell allows them to
offer. Each success on this roll (including the first) repair broken items of all sorts. In addition, Spirit
reduces the difficulty of rolls to convince the spirit Smiths use it to improve items so that they will
of the summoner's wishes by -1. Two or more function better than they did before. This spell also

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(temporarily or permanently) awakens the items the caster must already know the target's location
the Spirit Smith is working on. In some cases, the or use Correspondence magics to locate the target.
caster will temporarily awaken the item so that its Once the target is located, additional rolls are
spirit can help the caster figure out both what is needed for any attacks.
wrong and the best way of repairing it. If there is All damage using the Forces effects are made
sufficient time, however, almost all Spirit Smiths normally, and such damage will look like it was
use this spell to permanently awaken any item they caused by a wild animal. Careful examination of
are working on. Doing so is almost always a the victim, however, will reveal no evidence of
lengthy and extensive process. Awakening items in animal fur or other traces that always appear
this fashion both improves their function (as long during real animal attacks. If desired, the caster can
as their owner treats them well) and is part of the spend a point of Quintessence and make all
Spirit Smiths' plan to reawaken the world and damage done by this spell aggravated. Unless care
reconnect the mundane world with the Umbra. is taken, this ritual is vulgar if used against targets
System: A single success will repair minor damage in the mortal world. All attacks on Umbral targets,
and gives the caster a clear idea of both any hidden however, are fully coincidental. Because you must
defects and how its owner has treated the item. send your spirit out across the Umbra, you do risk
More successes provide greater levels of repair. the vagaries of the Avatar Storm if you're not at a
Three successes will repair all but the most severe Shallowing, but you do so only once.
damage. Even a single success also temporarily
awakens the spirit within the item; use the duration Spirit Slaying
chart in Mage to determine how long it remains Prime 2, Spirit 2
awake. This rote is commonly used by Dreamspeakers to
Prime 2 must be added to this spell if it is being slay or drive off malevolent spirits. With it, the
used to repair objects or devices that have been so Dreamspeaker infuses a weapon with raw prime
badly damaged that they now have large missing energy and then strikes through the Gauntlet to
pieces. To make this spell coincidental, most inflict deadly damage on nearby spirits. This spell
casters actually perform some form of physical is most commonly used to empower swords,
repair on the item. Some of the more dedicated knives, clubs and guns with the energy necessary
Spirit Smiths use this spell only as an aid to such to slay hostile spirits. It can also be performed
mundane efforts. Used in this fashion, each success using symbolic weapons like blunt swords or even
provides a -2 modifier to the difficulty of any crystals and rattles, to allow the Dreamspeaker to
repairs. attack possessing spirits without harming the host.
System: Like all spells that channel prime energy,
Night Battle this spell does aggravated damage to the target. If
Mind 4, Forces 3, Prime 2, Spirit 2 this spell is used on a spirit possessing a living
This ritual is one of the most powerful and deadly host, a single damage roll is made for the attack.
attacks known to the Dreamspeakers. It allows the The physical weapon damages the target, but all of
mage to separate his spirit from his body and to the aggravated damage affects only the spirit.
prowl both the astral planes and the mundane Depending on the weapon being used, the weapon
world hunting for victims. Traditionally, the mage's may do lethal, bashing or even no damage to the
spirit takes on the appearance of a large and target, but the spirit will bear the full brunt of the
dangerous predator. While only mages using spirit attack. To perform this spell, the caster must
senses or individuals and creatures with similar always expend a point of Quintessence. Since this
supernatural perceptions can directly perceive this spell only affects spirits, it is almost always
astral form, its effects can be seen and felt by coincidental.
everyone. Using her magic, the Dreamspeaker
ventures forth to kill her enemies and destroy Spirit Eating
objects, while her body remains elsewhere in a Mind 3, Prime 3, Spirit 2
deep trance. When the ritual is complete, the target Instead of merely slaying or driving off spirits,
will appear to have been the subject of an attack by some Dreamspeakers seek to take the spirit's
a savage animal. No one without powerful magic knowledge and power by consuming the spirit.
can even trace this event back to the caster. Like the Spirit Slaying spell, the caster empowers
System: The caster must roll at least two successes a weapon and uses it to attack the spirit. In addition
when casting this ritual, since it is not useful if it to harming or killing the target, the caster drains
does not last at least a scene. Also, while the both Prime energy and knowledge from it. Killing
caster's spirit can move with the speed of thought, a spirit with this spell destroys it forever and gives

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the caster considerable power. Reading the Umbral Skein
Despite the temptation of power offered by this Mind 1, Spirit 2, Time 2, sometimes
spell, many Dreamspeakers consider it to be too Correspondence 2 or 3
horrific to use. It is normally only used in This spell is a favorite for many Baruti. In addition
desperation, or by Dreamspeakers who desire to to now being the only safe way that most of them
command and rule spirits rather than working can gain access to their Umbral library of lost tales
equitably with them. Dreamspeakers who regularly and ancient memories, this rote also allows them to
use this spell can intimidate spirits into working for probe the history of the Umbra itself. According to
them, but will rarely have spiritual allies or friends Baruti doctrine, the world has undergone numerous
- the rare exceptions being a few highly predatory drastic changes. Whole lands and peoples have
spirits that engage in similar tactics. Regular use of suddenly ceased to exist, the rules governing magic
this spell will cause most Dreamspeakers to regard have changed, and even the shape and basic
the caster as a violent individual who they would geography of the world has not been constant. In
rather avoid. most cases, these changes have been so sweeping
System:The damage caused by this spell is that they eliminated almost all traces of the
identical to that caused by Spirit Slaying. Every previous world and replaced it with histories and
success rolled on damage also gives the caster one artifacts that seem to consistently and inevitably
point of Quintessence. Each point of Quintessence lead to the new present.
drained from the spirit also reduces the spirit's The Umbra, however, is both more flexible and
power by 5 points. Reducing a spirit's power to more enduring than the mortal world. Significant
zero using this spell destroys it forever. Spirits traces of these prior realities can sometimes remain
cannot provide more Quintessence than one-fifth in neglected corners of the Umbra. Curious Baruti
their power. use this spell to cast their consciousness into the
Successes on this ritual also allow the caster to Umbra and read its history.
steal knowledge and memories from the spirit. A While the validity of the truths gained using this
single success on any attack will gain the attacker a rote are often questionable and impossible to
few random memories. Two successes on one prove, on a number of occasions Baruti using this
attack give the caster access to most of the spirit's spell have used the knowledge gained to lead them
recent memories. Three successes give most of the to strange physical artifacts in the Umbra or in the
spirit's memories to the caster, and four or more mundane world. They claim that these curious
successes give the caster access to the spirit's most relics support the stories they have learned. Most
carefully guarded secrets. other Tradition historians dismiss theories that
Casters who roll two or more successes on an artifacts like the Mayan crystal skull are proof of
attack must also make a Willpower roll. Rolling a the existence of a vastly different world, but the
number of successes on this Willpower roll equal Baruti rarely care about the opinions of others.
to the number of successes rolled on the attack Some Baruti also use this spell to attempt to divine
results in the caster experiencing no problems. A the future of the Umbra, but their results are even
successful Willpower roll that scores fewer more confusing and inconsistent than ordinary
successes than were rolled for the attack divinations. A few Baruti claim that the odd results
temporarily gives the caster some Mental Flaw or obtained using these divinations are further proof
other personality trait possessed by the spirit. This that the entire structure of the world will change in
trait remains until the caster next sleeps. A failed the near future and that the Umbra and the
Willpower roll results in this trait remaining for the mundane world will soon be reunited.
next week, and a botched Willpower roll makes System: This spell is functionally identical to
this new trait permanent or can result in the caster ordinary Time magic divinations, except that it
believing he is actually the spirit for the next week. provides information about the past or the future of
An additional Willpower roll must be made for the portion of the Umbra that corresponds to the
every attack that does significant damage to the caster's location. Because all magic is easier in the
spirit. A series of failed Willpower rolls can easily Umbra, the amount by which the caster can look
result in the caster gaining a large number of into the past (but not the future) is 21 times that
severe mental problems. obtained by corresponding divinations in the
mundane world (see the table in Mage: the
Ascension page 209.) If Correspondence effects
are added, the mage can determine the history of
any portion of the Umbra that she is familiar with.
The Mind portion of this rote allows the caster to

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clearly remember every detail of the odd and to enhance coordination (adding an additional two
confusing information that was gained. dice to armed and unarmed combat dice pools per
success.) Three successes are spent adding an aura
Euthanatos of supernatural terror to the mage's already
fearsome appearance. This causes most Sleepers to
View the Scattered Lotus Petals flee from the field. All others must make a
Entropy 1, Time 2, optional Correspondence 2 Willpower roll (difficulty 6, three successes
This rote is a more sophisticated version of the required) to maintain their composure. Finally, the
prophetic magic common to many Traditions. The mage must spend four successes to create the
mage follows fate's threads along several paths at weapons that she can handle effectively in her new
once and learns about the many possibilities the form (one for each arm) and expend one success
future might hold. Some Wheel-turners use dice or and three points of Quintessence to power the
lots. Others prefer elaborate computer simulations entire effect. The weapons are usually swords, but
and meditation. variations on Holy Stroke (see Mage: the
System: Entropy allows the mage to read along Ascension pg. 183) are sometimes used as well.
several different time lines instead of the single The weapons inflict aggravated wounds due to
thread allowed by conventional prediction. After Prime enchantments.
spending successes on the target (the subject of Since this rote is time consuming, Euthanatoi often
inquiry) and the length of time into the future she combine it with the Sphere of Time so that it can
wishes to look, each success reveals one be called upon as a hanging effect when the mage
possibility. These are usually fairly vague, but is in need. The most dangerous variant of the rote
spending additional successes for each possible involves the Spirit Sphere, where the caster invited
future affords visions of greater clarity and detail. a spirit of destruction to enter her body. The mage
Adding Correspondence allows the mage to use gains full use of the spirit's Charms, but anything
this rote at a distance. less than complete success opens her to possession.
Few Euthanatoi have the ability to reliably cast this
Iron Avatar spell by themselves, so it is often a group working
Life 3, Matter 3, Mind 2, Prime 2, optional Spirit that enhances the fighting ability of a Marabout's
4, Time 4 protector. Needless to say, it's vulgar magic.
The Shivasakti Ayavatara was once considered to
be one of the rotes that defined the Euthanatos. An Gift of Prana
homage to the appearance of the holy Avatara on Life 2 or 3, Prime 3
the final night of the Himalayan War, its meaning Euthanatoi are healers as well as killers. By
has since been corrupted by its most ardent user, meditating on the Great Wheel and its effects on
Voormas of Helekar. The rote is still occasionally the ebb and flow of prana (life energy,) a Wheel-
used by the Natatapas; the Aided are known to turner can transfer extra vitality to an ally. This is
employ a variant that calls on the power of the bound into the subject's chakras until he's injured.
Morrigu. When the body's energetic balance changes in
The rote turns the caster into a four-armed killer response to the wound, the extra life energy flows
with a wrathful divine visage formed from the into the proper place and repairs the damage.
combined attributes of Kali and Shiva. She sprouts Chanting, herbal treatments and bloodletting are all
up to 10 feet in height and her skin turns the color common ritual tools in the creation of this effect.
of wrought-iron, while menacing weapons appear System: After spending successes on duration and
in each of her four taloned hands. These are targeting, and spending a point of Quintessence
usually swords, although different manifestations (effectively "enchanting" the target) each success
have conjured nooses, lotus blossoms that burn creates a "healing pool" of two health levels. If the
with divine fire and skulls that devour the Ojas of subject is injured before the end of the rote's
the mage-god's foes. duration, these health levels automatically heal the
System: Aside from duration, the caster must also injury as much as possible. Healing bashing
devote successes to increasing Strength (to a damage is coincidental, healing lethal wounds is
minimum of 6,) at least three successes to soak usually vulgar (minor injuries are an exception)
lethal and aggravated wounds (at soak dice per and healing aggravated wounds is always vulgar.
success) and two to sprout extra arms capable of The mage must decide what kinds of injuries the
being used in combat. These arms add four spell will heal and whether or not it works around
additional dice to the mage's Unarmed and Melee witnesses as she is casting it. This determines the
dice pools, though each extra success can be used rote's difficulty. The Life 2 version affects only the

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caster, while the Life 3 Effect can be used on System: Each success adds two dice of damage to
others. a single bow shot. Arrows of Rudra deliver
aggravated damage (using Life 3) as disease tears
Magic Bullet through the target's body. They require twice as
Entropy 2, Forces 2 many successes per shot as well as a single success
An intersection between technological and mystic to affect the target. Other divine arrows burn their
mythologies, this rote is cast a number of ways by enemies, fill them with terror or otherwise
Euthanatoi who are comfortable with incorporating inconvenience them. Additional Spheres are
modern technology into their magic. Lhaksmists needed to activate these effects.
work mathematical formulae into the stocks of
their rifles. Irony-minded members of the Golden Geasa
Chalice inscribe "to the fairest" on their bullets in Entropy 5
archaic Greek. The Aided know the importance of ritual taboos.
The end result is a bullet that, once it strikes a Even though they're a hindrance at times, they can
target, takes advantage of improbable - but also grant extraordinary power, such as in the case
possible - permutations of physics to travel in of Cu Chulainn's battle-might.
unusual directions, ricocheting into secondary Typically, a Wheel-turner lays one or
targets and baffling investigators. A skilled death more Geasa after examining the weave of Destiny
mage can dispatch a group of scattered targets with around the subject; Astrology and Omens are
a single shot. typical foci. The mage then asks fate to give the
System: Forces and Entropy direct the kinetic spell's subject its attention. Geasa are often laid at
energy of the bullet in potent and highly birth, but it isn't unprecedented to acquire them or
improbable ways, allowing the mage to strike even seek them out in exchange for a special
multiple targets with a single shot - even if, in a blessing, or Buada.
sane world, the secondary targets would never be The rite of laying Geasa also includes the granting
in the bullet's trajectory. of Buada. The Wheel-turner doesn't have to
Each success allows one additional target to be magically create the Buada; Destiny reacts to the
struck by the same bullet. The player must split his fundamental change brought about by accepting
character's Firearms dice pool to take advantage of the taboo and the new blessing compliments it.
the ability to shoot multiple targets, although the System: Every success allows the mage to place
mage isn't restricted by the gun's normal rate of one level of the Geasa flaw (see Mage: the
fire. This rote is often combined with Time magic Ascension pg. 298-299. Use an inverse value to
to enhance the shooter's accuracy. Using the point cost listed in the book. Unlike the
Correspondence allows "indirect fire," as the bullet standard Flaw you may use it to get a Merit or
rebounds into a target that the mage can't see (but Trait "for nothing") upon a willing subject.
can perceive with Correspondence.) Believe it or Spending five additional successes makes the
not, this rote is usually coincidental. taboo permanent. Interestingly, the mage has no
control over what sort of Geasa manifest, although
Rudra's Bow she knows what they are upon releasing the spell.
Life 3, Forces 2, optionally Other Spheres For every point of Geasa, the character gains an
Natatapas emulate the power of the archer-god additional Freebie Trait. This is the Buada. The
Rudra as well as the legends of the Kshatriya caster chooses the general nature of the Buada but
(warrior caste) archers of ancient India. Other cannot determine specifics. For example, he can
Euthanatoi draw power from their own legends, cast the rite to foster Buada that make the subject a
such as Pomegranate Deme warriors who better warrior, but he can't specifically grant
concentrate upon Artemis' ways. In doing so, the improved swordsmanship. The player and
Euthanatos makes his bow supernaturally powerful Storyteller should discuss what the Buada are.
and grants himself the strength to pull it. This rote These benefit the character for the duration of the
retains a surprising degree of popularity because of Effect.
the availability and silence of the weapon it Multiple Geasa (and attendant Buada) can be laid
enhances. on a subject, but these have a tendency to go awry,
Depending on the divine attribute the caster resulting in contradictory Geasa that can't be
invokes, the arrows have additional effects. Rudra properly obeyed. Since the casting mage doesn't
was the plague-bringer of Vedic India, so his know what the Geasa will be until the rote is
arrows typically pass on a potent disease. completed, the only thing she can do to prevent the
subject from being entangled by them is to refuse
to grant them.

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Breaking a single Geasa dooms the subject to pattern of a spray of blood, or the paths that
Flaws or negative Freebie Traits (spend those to corpse-flies flitter to learn how someone died.
reduce character traits) equal to twice the value Death mages use this rote to hunt down murderers
of all the Geasathat she's accumulated. Instant and investigate questionable deaths. It's common to
Gilgul and a Dark Fate are two examples of what use this rote to examine the victims of neophyte
can befall a Geasa-breaker. Ethanatoi; their seniors can determine whether a
Good Death was skillful or merciful enough.
Persephone's Nectar System: The Mind/Prime version of this rote is
Correspondence 3, Life 3, Matter 2 used to examine the scene of a death for psychic
The signature rote of the infamous Golden Chalice, impressions and magical Resonance. The
Persephone's Nectar turns an ordinary liquid into a Matter/Time version is used on a subject's corpse,
poison that is keyed to a single target's humors. as the mage looks back through time to discover
The Euthanatoi use alchemy (substances that what killed the victim. The first version of the rote
mirror the target's mystical "chemistry") or cannot directly identify a murderer, though it can
sympathetic magic (blending hair or bodily point out the emotional state of any nearby parties
secretions) to create a poison that will only affect a and their specific Resonance Traits. Clever mages
single, predefined victim. This is usually added to can use these facts to find a killer or bystander.
a beverage; anyone who drinks it will notice This version requires 3 successes.
something unusual about the taste. Depending on The second version requires 2 successes as well as
the victim's alchemical balance, the brew might enough successes to look back in time to the
taste a tad sweet, bitter or salty, but not to any moment of the victim's death. it provides
degree that's out of the ordinary. straightforward information, but it can be blocked
Variants of Persephone's Nectar are used with by Time wards.
foodstuffs, household cleaning supplies and gasses.
Some versions also mystically age their targets, put Necrourgy
them to sleep or induce visions. Some Euthanatoi
create artifacts that have the power to create Reanimation
Persephone's Nectar at will. The Golden Chalice Spirit 2, or Forces 2, Matter 2 and Prime 2
was well-known for their eponymous devices, but A dance. A shake of the rattle. A rhythmic chant.
golden goblets have fallen out of fashion; most All of these carry their vibrations into the earth and
Sleepers don't use them and many of the Awakened sky and remind the world of the secret motion that
don't trust them. floods all creation. In those sacred moments the
System: To create the nectar, the player must score still hidden things - the dead things - shake off the
enough successes to connect the target to the toxin inertia of ages and dance to the hidden music of the
(as per the Correspondence Range Chart on pg. Iron Wheel.
209 of Mage: the Ascension) plus successes to Reanimation imbues human remains with the
inflict injury (2 unsoakable aggravated wounds per power to move in the semblance of life. There are
success spent) and duration (after which the poison two generally accepted ways to do this. The first is
loses its potency.) to call a spirit (not necessarily the former owner of
Correspondence prevents the substance from the corpse) to rouse the old flesh and bones. The
injuring anyone else (as a Ban) and Life and second is to rekindle the fire of Ojas in the bones
Matter compose the supernaturally potent toxin. themselves so that they rise under their own
The presence of the nectar's magic can be detected spiritual power. In ancient times the Pomegranate
with Awareness or the appropriate mystical senses; Deme and Natatapas both used permanently
most Euthanatoi use additional magic to mask it if animated skeletons, but the Paradox-prone nature
the target is a mage. of the rite makes it a rarely used one.
System: If a mage knows an appropriate spirit
Necromancy (through the use of an appropriate Knowledge or
in-game experience) then he can use the first
The Song of Flies version of this rote to call it to the body and
Mind 2, Prime 1 or Matter 1, Time 2 bargain it inside. Note that there are a few spirits
No death is ever truly forgotten. Some Euthanatoi who get a kick out of animating corpses: spirits of
can pluck the vibrations of an event from the fear and the wraiths who used to wear the bodies in
cosmos by chanting the Om and opening their question tend to be enthusiastic volunteers, though
minds to the sudden whispers of death that remain. the mage may be getting more than he bargains for
Others examine the pallor of the deceased, the in both cases. The second version rouses the latent

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Quintessence in a body and uses it to impart System: This rote requires three successes plus
motion. As a rough guide, a corpse (or parts successes spent on duration. For the duration of the
thereof) has as many health levels as the Storyteller rote, the mage becomes something very much like
sees fit for it to have and has a Strength of 2 per a walking corpse; he can soak lethal damage
success spent (up to the maximum amount of force (difficulty 6,) halves all bashing damage before
the body to bring to bear without breaking or soaking, and suffers no wound penalties. The
tearing.) The caster must score three successes, mage's Life Pattern becomes indistinct, Life effects
plus one per animated target. targeted at the mage have their difficulty increased
by 1.
Salt on the Earth This strength has a price. The mage's body is
Correspondence 3, Entropy 1 insensitive to tactile stimulus and he automatically
Indian and Greek traditions recognize the purity of fails most applicable Perception-based tests. His
salt. Necrourgists use it to ward off the predation withered, pale visage reduces his Appearance to
of ghosts. Some do so to defend the innocent from zero. Finally, the mage possesses an additional
a terrifying haunting, while others simple evade the Entropic Resonance Trait for the duration of the
due that meddling with the Underworld earns rote.
them. The mage casts a circle of salt and calls to
the gods of the living and the dead to keep their Dukhamarana Moksa
territories separate and sovereign. In turn, the ("Release of Agonizing Death")
circle marks this strengthened boundary; those Entropy 4, Life 3
within it are warded from the powers of the This form of the Good Death is used on
Underworld. particularly sinful or destructive candidates. Some
System: This variation on a Ban prevents Entropic Euthanatoi believe that sometimes the Good Death
energies from crossing a boundary of the mage's alone isn't enough to dissuade an evil-doer; his
choosing (typically a circle of salt.) Since ghostly death must be a lesson in of itself. The intense pain
powers (such as Arcanoi) carry the flavor of decay, that Dukhamarana Moksa creates as it kills is said
they may not pass the barrier. This only applies to to discourage a victim from committing evil acts in
supernatural powers that manifest in the lands of his next life. Since the spell corrodes victims to
the living; the ghost may use its powers or pass dust, it also counters the unnatural hardiness of
freely through the affected area as long as she some supernatural creatures.
remains in the Shadowlands. A wraith can't simply By chanting the Dukhamarana mantra and
walk across the barrier from the Shadowlands and declaring the victim's sins, the Euthanatoi
wreak havoc from the inside; the magic permeates concentrates all of the target's destructive karma
the affected area, not just the circle. and channels it into his body. The dark karma takes
After spending two successes and any successes on form as spontaneous lesions, rotting, and
duration and/or the number of additional Patterns disintegration.
protected, the rote typically subtracts one success System: After spending a success to affect the
from the use of an Arcanos (or Gift, if you treat target and a success to collect his tainted karma,
ghosts like spirits) per success spent on the ban's each success inflicts 2 unsoakable aggravated
potency. At the Storyteller's discretion, very wounds. Furthermore, any injuries created by this
devious or powerful ghosts may be able to evade rote will not heal without special intervention; the
this. The rote has no effect on the bodies of the target's ability to replenish its Pattern with
Walking Dead (and similarly animated bodies,) Quintessence has been destroyed. A Prime 3 effect
who can shamble into the area at will. will allow the target to heal naturally for as long as
its duration lasts, and a vulgar Life 3 / Prime 3
Necrosynthesis conjunctional effect will heal a target just like a
standard healing rote. Finally, anyone killed with
Jivitamarana ("Death in Life") Yoga Dukhamarana Moksa is turned into lifeless dust.
Entropy 4 or Matter 4, Life 4 The victim's body cannot be recreated by any
The Knights of Radamanthys and the Devasu make means short of the resurrection power of a mummy
use of this rote when they are forced into direct or by using the dust's Resonance as a blueprint to
combat. Special breathing and ingesting a near- create life out of nothingness (requiring Mastery of
fatal dose of barbiturate brings the mage to the Life and Prime.) Creatures normally immune to
Coumantha between life and death. In this in- Life Pattern magic are similarly unaffected by this
between state, their corpse-like bodies feel no pain rote, though variations that affect them might exist.
and they can shrug off horrific injuries. If the Euthanatos uses this rote to kill a victim, she

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automatically gains one Trait of Entropic mage's Avatar often takes the role of a victim or
Resonance. Thus, most death mages use this rote to companion, but it has no influence over the events
wound a particularly evil supernatural target and of the Harrowing. Instead, malefic forces attempt
mundane means to finish it off. to separate the mage from her Avatar, inspire her to
betray it, or cause her to reject the possibility of
Agama ReSojourn / Agama TeSojourn Ascension.
Entropy 4, Life 2, Spirit 3 / Entropy 4, Life 2, If the mage keeps to the ideals of Ascension and
Spirit 4 stays true to her Avatar, she returns to her mortal
This famous rote used to be cast upon almost every body. The spell is finished, regardless of its
new Euthanatos as part of the near-death initiation. duration. If Agama Te was used, any companions
As the Maelstrom rages in the lands of the dead, under the effect return as well.
however, many consider the old method too If the mage fails (betrays or rejects her Avatar or
dangerous and use other means to initiate denies Ascension,) the player must make a
apprentices into death. Willpower roll (difficulty 9.) If the roll is
The effect puts the subject at the cusp of death, successful, the mage returns to her body just as if
"tricking" the Underworld into accepting his she'd succeeded. If the roll is a failure, the mage
passage over the shroud. The traveler becomes a returns to her body and loses a level of Arete. (She
wraith of sorts, clothed in the spiritual body of a has, after all, denied Ascension and/or her Avatar.)
ghost while his mortal flesh lies in the stillness of If the mage botches, Oblivion consumes her soul
(hopefully) temporary death. Agama Re carries the and she becomes an evil ghost, or Spectre.
mage. Agama Te allows a mage to bring
companions or send another mage across. Order of Hermes
System: This rote has a threshold of seven
successes, in addition to any successes dedicated to Betrayal of the Burning Arrow
the spell's duration or extra "targets." Entropy and Correspondence 1, Forces 3
Life imbue the mage with the physical and The Technocracy's supremacy on the physical
mystical attributes of death, while Spirit allows the battles of the Ascension War is due to one thing
mage to traverse the Shroud (the Gauntlet of dread alone: guns. Even the most powerful Master can be
that separates consensual reality from the laid low by a well-placed bullet. The Order has
Shadowlands.) No magic is needed to create the never been inclined to take such punishment lying
subject's wraithly body; the natural laws of the down, but most Technocracy agents are intelligent
Underworld clothe dead souls. enough to ward their guns against mystic
The subject's spiritual body (called a corpus) tampering. Thus, some of House Flambeau's more
resembles his self-image. A mage's corpus will devious thinkers have hatched the Betrayal of the
often manifest features of his Avatar's Essence and Burning Arrow, which transforms the bullet in a
appearance as well. The subject now has 10 health weapon's chamber into a deathtrap.
levels and doesn't take wound penalties. Since she Breaking a glass or crystal arrowhead inscribed
is no longer housed in a living Pattern, she can no with the Enochian glyph for the number eight (an
longer be affected by Life magic. She must use the ill-omened number,) the mage uses basic
Spirit Sphere to heal any injuries sustained to the Correspondence sensing to latch onto the bullet
corpus. Ghosts can sense that the mage still carries currently in the chamber of a gun in his line of
the spark of life with a Perception + Awareness (or sight. Forces arts transform any kinetic energy
a Gnosis) roll, difficulty 6. Like a ghost, the about to act on that bullet into heat, generally
subject can walk through walls or ignore anything causing the weapon to erupt into flame when the
from the living world that would harm her by trigger is pulled and often causing any other bullets
expending a single health level per barrier or left in the gun to explode, detonating the weapon in
hazard. its wielder's hand.
If a mage loses all of her health levels, two things System: Betrayal of the Burning Arrow inflicts
happen. First of all, she immediately gains a new, damage as a normal Forces attack and, in the
permanent Entropic Resonance Trait. Secondly, the process, destroys the gun used to fire the targeted
mage is drawn into a Harrowing. bullet. A Storyteller might rule, however, that a
In Mage terms, a Harrowing is a kind of anti- weapon on its last shot inflicts less damage, while
Seeking. The mage undertakes a symbolic a machine gun with a full clip may inflict
visionquest, but instead of spurring her personal significantly more. This rote is usually
growth it seeks to torment her to the point where coincidental.
she loses hope and takes refuge in Oblivion. The

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Ceasar's Due Occlude the Seal of Power
Correspondence 3, Entropy 2, Prime 2 Matter 2, Mind 2, Prime 4
The mages of the Order of Hermes rank among the Mages of the Order of Hermes rank among those
busiest and most pressed-for-time people in the Awakened most likely to acquire potent and
world. Fewer than 50 percent of all Hermetics can disconcerting forms of Resonance quickly.
even entertain the notion of holding a day job. Naturally, this phenomenon can be detrimental to a
How, then, do they pay for necessities like gas and Hermetic's ability to socially interact with
electricity? Ceasar's Due, a relatively recent Sleepers. The Order, however, derives a great deal
innovation from the great minds of House of its strength from its connections in Sleeping
Fortunae, is certainly one solution to the problem. society. To combat the difficulties posed by these
The rote, most often focused through a circle of two mutually exclusive circumstances, the astute
seven bank cards (which need not be the mage's, or wizards of House Bonisagus dedicated a bit of time
even active,) scribed with Enochian sigils and and research to learning how to Occlude the Seal
arranged around a stack of the mage's monthly of Power.
bills, creates an aetheric matrix with Prime arts, To enact this rote, the mage chooses a receptacle
through which a purely conceptual force for his Resonance (often the object will be a
(electronic money) will move. Next, Entropy, container of some sort, such as an urn or chalice.)
through the principle of contagion (assisted in this This receptacle, whatever its nature, must be of the
by Correspondence,) sifts through bank records most precious materials obtainable: gold, ivory,
and ongoing fiscal calculations, "latching onto" rare woods or gemstones, for example. The mage
tens of thousands of the fractions of a cent that are then sits in a meditative posture, surrounded by
normally discarded by electronic transactions. four lit pieces of frankincense (four for the four
Correspondence then shuffles all of this "phantom elements, four directions, four archangels and four
money" into the Prime Pattern within the circle, Avatar Essences,) and breathes deeply 10 times,
dispersing it from there to the institutions to which each time exhaling onto (or, in the case of
the mage owes money. As most Hermetics who use containers, into) the chosen object. With each
this rote see it, no one is hurt, nothing that actually exhaled breath, the mage gently whispers the
exists is stolen and none of this would even be Enochian name for each of the Ten Spheres
possible was the Technocracy not so sloppy in its (including Unity) in turn. When this is done, the
application of basic mathematics. mage invests the object with a point of
Ceasar's Due may also be enacted, albeit much Quintessence, enabling it to hold the psychic
more crudely, through the use of Correspondence impression of his Resonance until the effect's
3, Forces 3, Prime 2, by simply adding the new duration expires or he again makes physical
data (through the creation of the electric impulses contact with the receptacle with the intention of
that say the bills in question are paid) to the reclaiming that Resonance.
various computers that track the mage's accounts. This rote may be enacted in a much simpler form,
This approach tends to leave a traceable trail back using only Mind 2 to conceal the psychic aura of a
to the mage, though, and often leaves the same mage's Resonance as regards other living creatures,
sorts of signs as simply hacking the systems which but the mage's Sphere Effects will still carry a
house the accounts would. mystic impression that colors them, and by which
System: This rote pays the bills, plain and simple. he might be recognized. This same rote, with
Success results in the mage's heat and cable slightly different implementation and intent, can
staying on for another month and her accounts alter the Resonance of a source of most varieties of
remaining flush. One success may leave some bills Tass (an effect called Sculpt the Fifth Essence.)
a few dollars in arrears, while many successes may Likewise, the mage can use Occlude the Seal of
result in credit for a month or more. Some mages Power (upon himself only) to take on a
have modified the use of this rote to transfer temporarily different Resonance than he normally
money directly into a personal bank account, but possesses.
this is a much riskier proposition (since the System: This effect, in its primary form, negates
Correspondence facet of Ceasar's Dueleaves a the interaction of the mage's Resonance with the
trail to follow) and its use for such base and world in any metaphysical sense. With one
avaricious ends is frowned upon by many Order success, this rote might not be fully successful
mages. While the enacting of this effect may (especially when used by mages with powerful
certainly look weird, it produces no effects that any Resonance of one sort or another,) allowing
Sleeper can register and so it is almost always occasional "glimpses" of the mage's Resonance in
coincidental. his workings and when in proximity to others,

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while many successes make the mage seem as Wildfire
normal as any Sleeper (at least, until the vulgar Entropy 2, Forces 2
effects start flying....) Since this effect actually Another innovation from the militant willworkers
smooths the Tapestry, it is nearly always of House Flambeau, Wildfire allows a mage to
coincidental. begin with a spark and quickly end up with a
conflagration. Lighting a fire at the intersection of
Vulcan's Hammer two interlocked pentacles, one of Mars and one of
Forces 3, Life 4, Matter 3 Pluto, the mage compels the flame to travel on the
There are times when subtlety is called particular strands of fate that cause it to grow most
for. Vulcan's Hammer is not a rote for those quickly and efficiently: the wind is blowing in the
times. This enchantment transforms a mage into a right direction, a spark hops to the most flammable
living weapon of iron and flame. The effect is most material at hand, a splash of water simply throws
often focused on a statuette of the mage in burning embers in every direction, etc.
question, sculpted from iron-rich clay and For exceedingly powerful mages, the option exists
hardened under intense heat. Over the course of of simply using Matter 5 (often focused through
working the clay, the mage scribes and then kneads some manner of alchemically prepared oil or a
her True Name into it 10 separate times, thus pentacle of Jupiter) to increase the flammability of
concealing the truth of her identity within it and all materials in the vicinity to the point of
making the statuette a conduit through which her explosive combustion to achieve this same effect.
own living pattern may be affected. Those of less grandiose means can use similar foci
(Understandable, an Order mage does well to to transform basic materials (such as tile floors,
carefully protect the focus for this effect, as it does glass and stone,) using Matter 2, Forces 2, into
contain information about her innermost being, more readily combustible substances whenever
through which all manner of deleterious magics they are touched by flames.
might be worked against her.) System: Only one success is required to make this
While in the (grossly vulgar) shape of Vulcan's effect work, but large numbers of successes can
Hammer, the average mage weighs in at just about cause even a lighter flame to result in a towering
a ton, and is wreathed in flames of up to 1000 inferno within five or so turns (or fewer if one
degrees in temperature. Needless to say, there is happens to be in a fuel depot, lumber yard or paper
not much that can stand before the assault, or even mill, for example.) In fact, this rote is
the close passing, of such a juggernaut (therefore, occasionally so effective that it doesn't leave its
beware before using this rote on wooden floors, caster enough time to escape. Ah, life as a
near gas stations or in a mine shaft, among many Flambeau....
other places....) Unless enacted in a grandiose and attention-
System: Vulcan's Hammer grants the following grabbing fashion, little about this rote immediately
changes to Attributes: +3 Strength, -2 Dexterity (to suggests supernatural tampering, making it usually
a minimum of 1,) +4 Stamina. The mage coincidental.
automatically fails all Social Attribute rolls, except
those involving intimidation, against any Sleeper Sons of Ether
who is not aware and accepting of the mage's
Awakened nature. She inflicts normal Forces Death Ray
damage on those who come in physical contact Entropy 4 or Forces 3, Prime 2, optional Time 3
with her while in this state. By adding Prime 2 to A mainstay of Mad Scientists everywhere, the
the rote, the mage can deal aggravated damage death ray comes in two generally recognized
with hand-to-hand attacks, soak aggravated forms. The first is a standard laser or particle beam,
damage normally and inflict aggravated damage on easily jury-rigged from available materials. Most
any who come in physical contact with her. While of these weapons emit invisible beams, but most
in this shape, she is immune to phenomena that Sons of Ether refit them to spray brilliant red, blue
specifically target organic beings, is subject to or green, as tradition demands.
phenomena that affect normal iron (save for Prime The second, called the "chaos beam" or "black
4 Flames of Purification, as she is still a living ray," projects random-frequency microwaves, anti-
thing) and is a walking Paradox magnet. Naturally, Etheric particles or contra-Reichian orgone fields
this effect is always vulgar. (depending on who you ask,) disrupting bodily
functions. These death rays take the form of black,
jagged bolts, a rippling in the air or a noticeable
chill, and they are favored by Etherite psychics as

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well as weapons engineers. required an esoteric command of Forces as well,
Recent designs also include repetitive mental but the general acceptance of antimatter among
techniques or fast crystal-cycling mechanisms to Sleeper scientists has simplified the process
allow an automatic weapon's rate of fire. considerably. Of course, rather than laboring with
If sufficiently bulky (requiring at least 50 an unwieldy conventional particle accelerator for
kilograms of equipment) and made of precision the sake of a few measly positrons, Etherites use
parts, a laser or particle beam is coincidental. The their own shortcuts.
other versions are vulgar. Unlike standard matter, antimatter is composed of
System: Both versions inflict aggravated wounds particles with an opposing spin: positrons,
after a success is spent to acquire the target, and antineutrons and antiprotons. When it meets
each requires a successful Dexterity + Firearms (or normal matter, each particle annihilates its
Wits + Enigmas, for mental versions) to strike. The opposites and releases their combined energy.
Time 3 version gives the death ray the Unless kept in a vacuum, antimatter and normal
characteristics of a fully automatic weapon matter meet... explosively. In game terms,
(see Mage: the Ascension pg. 241) for four successes measure both how much is created and
additional successes, plus additional successes how much it can annihilate, inflicting three
spent on the duration. Most death rays inflict aggravated wounds (unsoakable by any material
aggravated damage through extreme heat or entity or object) per success in a radius of
Entropy disruptions. approximately 100 yards per success. (Successes
are not divided in this case.) Etherites may
Etheric Shielding measure out small amounts of antimatter for
Matter 2, Spirit 2, optional Prime 2 experiments (in the three-to-six-wounds/100-to-
Ordinary materials can be converted to resist 200-yard range) or simply use it to blow something
energies from alien dimensions, to provide both up. Magnetic containment fields and the ability to
physical and mental protection against the horrors evacuate the area are recommended.
of the unknown. Imbuing standard clothing with Antimatter requires at least 20 successes to prepare
extra-dimensional material (such as materialized before spending successes on the
ephemera) or using matter with proven anti-Etheric amount/damage/area of effect. Creating antimatter
properties (such as lead or polyester) in precise in these amounts is vulgar, even though the amount
amounts creates a garment or enclosure that is is microscopic.
resistant to alien meddling. Sophisticated versions
of this rote actually align extra-dimensional Primium
energies to protect against physical alien attack. Matter 5, Prime 3
System: After successes are spent on duration as Along with Iteration X, the Sons of Ether are
well as the clothing or enclosure (based on how among the few who still know how to create this
many people it could reasonably contain,) each alchemically perfect gold/silver alloy. Some
success increases the Gauntlet around the wearer scientists consider the metal to be the perfect
or dweller by one. This barrier must first be earthly reflection of the universal Ether. Expensive
breached by any spirit wishing to possess the alchemy and/or nuclear furnaces (as well as a
character. Using Prime, the scientist can also king's ransom of base materials) go into its
provide two additional soak dice against attacks in creation. Characters need access to a Resources 5
or from the Umbra. rating to afford it.
Furthermore, Quintessence is needed. In game
Exotic Matter terms, each success used to create Primium needs
Matter 5 or Matter 5, Prime 3 to be backed by one point of Quintessence. After
A few Sons of Ether have reached the pinnacle of 15 successes are spent on the threshold to create it,
their Craft, and no longer feel constrained by such successes are spent on its relative mass and
paltry limitations as the periodic table. Mastery of potency.
Matter has limitless possibilities, exemplified by Finished Primium has a near perfect sheen and
such materials as antimatter and Primium. The excellent material strength, but its real benefits
guidelines for creating them and their in-game come from its perfect antipathy to supernatural
effects are detailed as follows: energies (representative, it is said, of its perfected
Antimatter (requires Matter 5): Using garage- structure refusing to yield to such influences.) A
built particle accelerators, stolen research time at Primium weapon's striking surface inflicts
CERN and postmodern alchemy are all known aggravated wounds. It also provides permanent
ways to create antimatter. Previously, this material countermagic commensurate with its mass: two

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dice per success spent past the threshold, though Quantum Temporal Travel
no amount of Primium can provide more than 10 Correspondence 3 or 4, Entropy 4, Time 3 or 5
dice to resist any single magical effect. Etherites The introduction of quantum mechanics has solved
may divide successes spent to create multiple many of the lethal problems of time travel. By
masses of Primium. The countermagic affects tunneling through to alternate universes, Sons of
magic within a rough two-yard radius of the mass. Ether can travel into the past without suffering an
If the Primium has been made into a weapon, this instant visit from an annoying Paradox pest. It's
effect is rolled to weaken the strength of any still vulgar and less potentially useful than
supernatural defense, allowing Primium blades and traveling to the "true" past, present and future.
bullets to punch through defensive Forces effects Going to an alternate past cannot change the true
and weaken enhanced soak capabilities. present, and fantastic technology retrieved from
alternate futures tends to fail to Unbelief. Still,
Orgone Accumulator visiting an alternate universe has its uses. Utopians
Prime 3 or 5 visit the grand futures and idyllic pasts that might
Inspired by the work of Doctor Wilhelm Reich, have been, or sneak into dystopias to learn harsh
many Sons of Ether use his theories to store and lessons about the price of failure. Ethernauts
use a unique variation of the Odyllic Force. Orgone explore these universes out of sheer curiosity,
theory states that the universal essence is dividing their time between strange alternate
emotional as well as physical. By harnessing it, universes and those barely different from the
Etherites may imbue Scientific workings with "baseline" World of Darkness.
either their own Resonance or that of another Controlled wormholes in the space-time continuum
subject, item or place. Particularly advanced are created with high-energy particle beams,
accumulators can attract and store ambient special electromagnetic fields, locating twists in
Quintessence as well as Resonance. the Odyllic flow and, in some cases, psychedelic
Orgone Accumulators take many forms (and, in drugs.
fact, many of them are turned into full fledged System: Correspondence 3 transports one person,
Wonders.) The classic Reichian design is a while Correspondence 4 creates a tunnel into an
chamber built of alternating layers of conductive alternate universe that can accommodate one
metals and organic materials, but the Sons of Ether traveler per success spent. Further successes can
have experimented with many alternate designs, move characters through space as well as time, as a
including accumulator jumpsuits, handheld units normal Correspondence effect. Time 4 allows a
and even wood and metal buildings designed to short hop (one turn/success) forward or backward
focus orgone energy upon a laboratory. compared to the baseline time, before being pulled
Orgone Accumulators are also used as foci for Life back to the point of departure. Time 5 allows for
and Forces effects, relying on the ability to store extended journeys into the alternate past or future
Resonance in order to make precise changes. (using the standard chart for Time effects.) Time
Healing and weather control are the most common and Entropy are used together to isolate the
additional functions of Orgone Accumulators. travelers from the time stream and move them to a
System: For the Prime 3 version, each success new "branch" of the continuum. The Time 5
allows the Etherite's focus to hold two Resonance version of the rote must be used to return as well,
Traits for as long as the Etherite chooses to commit or it's a one-way trip. Return trips use the
successes to duration. These Traits may be applied Consensus of the alternate universe to determine
to any other effect the character casts, but doing so vulgarity.
expends those Traits. By default, an accumulator Other successes are spent on the dissimilarity
absorbs the strongest ambient Resonance in an between the alternate reality and the traveler's. One
area, but the effect can be used to take a Resonance success indicates a near clone of the "real"
sample from a specific person, place or thing by timeline, while five successes allow passage to the
spending additional successes on targeting. The most bizarre alternate worlds, such as worlds
target does not lose any Resonance. where the Order of Hermes controls the paradigm
The Prime 5 version also acts as the Prime or sentient dinosaurs coexist with humanity.
effect Fount of Paradise, as listed in Mage: the Traveling into an alternate past cannot affect the
Ascension. Additional successes must be spent to "real" present, except through any knowledge or
activate this use of the accumulator. artifacts that the traveler brings with her. Objects
that have a specific duplicate in the baseline
present eventually erode or fade, while objects
from the future do so if they can perform any feat

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of magic or science unknown to the present day. harmlessly to the ground a short distance away
Still, the low-level version of this rote allows from the target, robbed of its momentum. Even if
characters to hop into an alternate past and grab a the attack still has one or more successes, the hit is
temporal duplicate of an object that you still blunted by the spell (since fewer successes
desperately need (or need more of) for a brief mean fewer damage dice.) The caster must allocate
period to use in the baseline present. successes to duration to maintain the spell, and he
A word of warning: Alternate universes are just can protect multiple targets by assigning successes
that - alternate. Even the most familiar-looking one to increase the effect's area.
might have subtle, dangerous differences. Some
Sons of Ether note similarities with the Mirror Banishing Blessing
Zone of the Umbra and posit that this rote actually Entropy 2, Mind 2, possibly with
takes them there. Correspondence 3
Verbena who hold to the tenet "harm none" find
Verbena other means to deal with problem people in their
lives. One such is to "release with love" as some
Adder's Tongue Moon-Seekers say. Using some connection to the
Mind 2 target (such as a photo or a lock of hair,) the
The Verbena have long been known for their Verbena sends good fortune, along with the subtle
ability to understand the natural world, in mental suggestion to seize the opportunity, with the
particular the speech of beasts and birds, and to intention that the subject's blessings will take him
speak to them in return. The language of animals is away (preferably far, far away) for some time. For
not overly complex (though some creatures have example, the subject might get a new job
very refined understanding of certain concepts.) opportunity on the other side of the continent (or
Animals are generally well-disposed to Verbena even the other side of the world,) win a trip or
who choose to speak to them, provided they're not vacation, hear from distant relatives she didn't even
hungry or threatened in any way. Even then, the know she had and so forth.
beast may speak, if only to communicate those System: At least three successes are needed to
feelings. The creature is under no compulsion to send the target away for at least a day, with
obey the caster, though it could be persuaded to additional successes extending the duration of the
help, particularly if offered something it wants. subject's absence once the blessing has taken hold.
System: A single success is enough to allow the Four successes suffice for a month or so, five
mage to speak with and understand any creature successes for six months, and six or more
within earshot. The animal's vocalizations don't successes can cause the subject to be gone for a
change, the mage simply understands their year or more (perhaps even permanently, at the
meaning. Storyteller's discretion.)

Arrest the Flight of Arrows Blood of the Sacred King


Forces 2 Prime 3
In the Norse Hávamál, the god Odin proclaims, "If Verbena understand well the power of sacrifice, the
I see hurled arrows hard at my horde; though rapid energy bound up in living Patterns, that is released
in flight I arrest them in air." Since ancient times, at the moment of death, merging back into the
rune-workers have known charms for warding off weave of the Tapestry. That power can be captured
the flight of arrows and similar such weapons, and and channeled toward magical ends, particularly if
they have passed this knowledge on to the Verbena. the sacrifice is willing (and even if he is not.) The
The spell creates a ward that robs all sorts of emotional resonance of a willing sacrifice works in
missile weapons of their motive force, causing harmony with the magic, whereas the emotions of
them to hang suspended in mid-air for a moment an unwilling sacrifice may taint the spell with an
before dropping harmlessly to the ground. A mage unexpected or unwanted resonance (of death, fear,
protected by this enchantment is shielded not only pain or vengeance.)
from hurled spears and arrows, but modern Among the Verbena, the most common sacrifice
ballistic weapons as well. (apart from Self Sacrifice) is that of the Sacred
System: Successes scored from the spellcasting are King, who gives his life for the land, or the May
subtracted from successes rolled to hit the subject Queen, who does the same. The health of the land
with a missile weapon, from a thrown rock to an is the duty of its ruler. When the land falters, the
arrow or even a bullet. If the attack roll is reduced ruler must perish to make it grow strong again.
to zero or fewer successes, then the missile drops A Sleeper sacrificing himself can release a

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remarkable amount of Quintessence. A mage who childbirth before they are restored.
willingly gives up his own life, however, can Verbena do also use this spell as a blessing of sorts,
achieve truly remarkable things through his allowing others to experience life in beast form;
sacrifice. soaring as an eagle or swimming as a dolphin, for
System: For each of the Sleeper sacrifice's health example. It is a rare gift, and not one given lightly.
levels (bashing and lethal) the caster gains one System: Five successes are required to transform
point of Quintessence, so a human sacrifice yields the target completely. Fewer successes might result
14 points of Quintessence, which the mage may in only a partial transformation (such as giving the
use as desired. If the subject possesses any innate target the head of a donkey or the lower body of a
Quintessence, it is added to the above total. The horse.) Each additional target requires another
subject's state of mind at the time of death applies success, and at least one success must be assigned
a strong Resonance to the harvested Quintessence, to duration (for the spell to last more than a
which the Storyteller should take into account moment.) This makes Circe's Enchantment a
when it is used. taxing spell for even a skilled mage.
An Awakened mage who sacrifices himself (or
allows himself to be sacrificed,) on the other hand, Curse of Macha
provides the vital Quintessence, but does far more Life 2
in addition - he can renew a dying Node by In ancient Ireland, the goddess Macha was forced,
sacrificing his life and his Avatar to open up the while pregnant, to run a footrace against the
Node. If the mage channels his death to this swiftest horse in the kingdom to prove her
purpose, he increases the rating of the Node by one prowess. She won, and immediately went into
dot per every two dots of his Arete rating (rounded labor thereafter, to be delivered of her child. She
up if the player rolls any 10s; rounded down laid a curse upon the men of Ulster that when they
otherwise.) were in need of their strength, they would feel the
This rote cannot be fast cast. Furthermore, if more pangs of labor upon them, just as she suffered
than one mage performs such a sacrifice at a Node them. This curse allows a Verbena to cause the
in the space of one year, the Node may become victim, male or female, to feel labor pains
unstable and begin behaving erratically (varying clutching at them. Verbena women most often use
drastically in its Quintessence output, for example, it to teach men a lesson about "the weaker sex."
or by becoming a shallowing or the like.) System: Each success on the spell is treated as two
A mage who sacrifices herself in this way cannot levels of bashing damage for purposes of
be brought back by any means. She does not determining dice pool penalties due to the terrible
become a ghost of any sort, nor can she be pain. Targets Incapacitated by the spell are
contacted in any way. Her Avatar and spirit are incapable of doing anything other than moaning
both invested entirely into the Node she is and writhing in agony. Successes must be assigned
rekindling. Nothing remains of the mage's to duration as normal, though the mage can also
personality, except possibly some tendency of the choose to consciously maintain the spell.
land to manifest her personality traits in some
vague, symbolic way. Lay of the Land
Correspondence 2, Life 2
Circe's Enchantment Oneness with nature has long been a deeply held
Life 5 Verbena belief, one that this magic makes a reality.
The legendary sorceress Circe used her magic to The caster weaves a web of enchantment that
transform men into beasts. The Verbena have long connects her to all life within a particular area,
practiced the art of transformation, though it is a both plants and animals, allowing the mage to
difficult one to master. The mage must touch the become aware of the nature of a place and
subject or subjects of the spell with a wand or everything that is happening there. Generally, the
sprinkle them with an elixir of distilled herbs to more sophisticated and plentiful the life in an area
begin the process of transforming them into is, the more the Verbena learns. This spell is more
whatever sort of beast is desired. Some particularly effective in an old-growth forest or a jungle filled
infamous uses of this enchantment include turning with numerous creatures, less effective in a barren
some targets into predators and others into prey, desert, and all but useless in a blasted and barren
restoring the former only after they have hunted, landscape. Information comes filtered through the
killed and eaten the latter. Another is transforming life of the land, so it might be somewhat distorted
some subjects into male animals and others into by the different perspectives.
females, allowing them to experience mating and

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System: One success is needed to create the suffers, the mage gains a point of Quintessence she
connection between the caster and the life of the can use for a particular spell. For each level of
land. Additional successes expand the range of the lethal damage, the mage gains an additional point
caster's senses as follows: an area 100 yards in of Quintessence. This damage is done directly to
radius with one additional success, up to a mile the mage's pattern, so it cannot be healed using
with two, ten miles with three, 100 miles with four, magic, only time and rest. In essence, the Verbena
and 500 miles with five. At greater distances, the is drawing upon her own life force, breaking down
information the mage receives becomes the Quintessence of her own being, to fuel her
increasingly vague simply because there is so magic.
much. The Storyteller may require a Perception +
Awareness roll (difficulty 1 + total spell successes) Strains of Laughter, Sleep and Sorrow
to sort out specific information. Mind 2
The Celtic god Dagda was said to possess a
Magic Circle magical harp that played certain songs that could
Prime 2, Spirit 2 enchant all those who heard them. These haunting
Verbena often perform their rites within the bounds melodies caused uncontrollable laughter or
of a circle that is warded to protect them against all weeping, or they sent listeners into a deep and
unwanted influences and spirits, intended to keep peaceful sleep. The bards and skalds of the
in the power that they raise until the time is right to Verbena have long practiced the art of influencing
release it. Traditionally, they create the circle by and enchanting listeners with their music and can
walking or tracing its bounds with wand, staff or produce similar effects. Traditionally it is the
blade three times. The spirits of the four directions melody of a harp, pipe or flute that produces the
and the four elements are then called upon to magic, but some Verbena accompany the
consecrate and enforce the circle's boundaries until instrument with a song or even sing
the Verbena release them. unaccompanied. Some casters have been known to
System: A Magic Circle can have a radius up to achieve the same effects with modern instruments.
the caster's Arete in yards; each success allocated System: The caster weaves a powerful strain of
to the radius increases it by a yard. A circle cast for emotion with his music. The successes from
a specific ritual lasts until that ritual is complete. A casting the spell determine the strength of the
circle cast for general purposes must have emotion. Two or three successes are enough for
successes allocated to its duration. The remaining listeners to feel whatever emotion the caster
success from the casting provide dice for projects. Four or more cause the subject to feel it
countermagic. These dice are rolled automatically intensely, and even act upon it. At this level of
against any spell cast on a subject within the success, subjects laugh or weep openly or drop off
bounds of the circle. Make a Willpower roll into a deep and peaceful slumber. A target can
(difficulty 6) for any spirit attempting to cross the spend a point of temporary Willpower to shake off
boundaries of the circle. A number of successes the effect briefly, but as long as the caster plays, it
equal to the spell's casting are necessary for it to do will return. The effects of the spell end within a
so. Spirits cannot affect those inside the boundary minute after the caster stops playing or singing,
with their powers. though listeners who have fallen asleep will remain
so for at least an hour or two, unless they are
Self Sacrifice awakened before then.
Prime 1
The Norse god Odin hung himself from the Strength of the Earth
branches of the World Tree to gain knowledge of Life 3
the runes. So must the Verbena sometimes sacrifice For the Verbena, the living Earth is a source of
for their magic. Rituals of pain and endurance - as great strength, spiritually and magically. Using this
simple as cutting runes into flesh or scourging or as spell, it is also a great source of physical strength,
complex as hanging in imitation of Odin's sacrifice investing the caster with the power that raises
or the Native American Sun Dance - fuel Verbena mountains and directs the course of mighty rivers.
magic. Other mages consider such primitive and To cast the spell, the Verbena must be in contact
painful rituals unnecessary, but the Verbena with bare rock, soil, sand or dirt. Pavement and
understand that sometimes pain is the best way to wooden floors will not do, though solid stone
know that you are alive, and the willingness to floors set firmly into the ground might, at the
sacrifice is one of the greatest strengths. Storyteller's discretion. The caster needn't be
System: For each level of bashing damage that she barefoot, though some Verbena prefer it when

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using this magic. The spell also ends if the caster has been found (in one form or another,) among
loses touch with the earth for any reason. many different branches of the Old Faith, from the
System: Each success on the spell's casting adds a druids to the witches of Thessaly to the spae-wives
dot to the mage's Strength. The caster must also of the North. The caster infuses a bath - often in a
assign successes to duration for the spell to last for great cauldron - with sacred herbs and magical
more than a moment. The spell is coincidental so power, transforming it into the waters of the Well
long as the mage's strength remains within human of Life, which can restore life to the recently
bounds (five or fewer dots.) Greater levels of deceased.
strength require vulgar magic to achieve. A similar System: A minimum of four successes are needed
rote exists that uses oak trees to augment the to effect the spell, which is only possible if the
mage's Stamina. subject has been dead no more than a number of
hours equal to the caster's Arete. The deceased is
Threefold Return restored to life with a single health level, and she
Entropy 4, Time 4 must recover normally from that point (though
Many Verbena believe in the Law of Threefold magical healing can assist in this as well.) This
Return, which says that what you do returns to you spell is always vulgar, since tampering with the
threefold in the fullness of time. Some Verbena are forces of life and death in this way is no small
not willing to wait for the fullness of time, so they thing.
choose to help things along a bit, providing a touch
of "instant karma" where others get exactly what Willful Binding
they deserve. Mind 4
The Verbena prepares a suitable charm as a focus Although they are believers in the tenet, "An it
for the spell, which must be worn or carried. The harm none, do what thou wilt," the Verbena also
most common charm is a small mirror or other believe that using magic to enjoin others from
reflective item, though metal rings (representing doing harm (essentially binding them to the same
the circular nature of the Law of Three,) symbols credo) is entirely fair and just. Sometimes rather
connected with fate and woven or knotted cords than calling down a curse upon a wrongdoer
(particularly of three colors) are also common. The (which could invite similar harm to return to
Verbena chooses when to activate the charm, them,) Verbena use this spell to bind that person's
releasing the power of the spell. will and prevent any further transgressions.
System: The caster must achieve at least one The spell requires that the caster be in the presence
success to prepare the charm. When the spell is of the subject and pronounce the binding upon
released, the total number of successes determines him, or else have some personal connection to the
its effectiveness. It magnifies the actions of the subject to cast the binding from afar. The subject is
subject performed for or against the caster and thereafter unable to violate the commands that the
returns that fortune (good or ill.) So someone who caster has specified - be it as broad as "do no
did the caster a good turn might gain some small harm" or as specific as troubling a specific person
benefit (for one success) to a great windfall (for no more.
four or more successes.) Someone who did the System: The caster requires Correspondence 2 and
caster harm might suffer a similar harm (for one a personal item (picture, lock of hair, etc.) to cast
success) to a terrible series of misfortunes (four or this spell on a target she cannot see. Otherwise the
more successes.) binding must be done in the target's presence.
Successes determine how long the binding lasts (as
Waters of the Well of Life given on pg. 209 of Mage.) While under the effects
Life 5 of theWillful Binding, the subject cannot take any
Although the Masters of the Verbena can create action contrary to the mage's prohibitions, though
life, it is a power they rarely employ. The same is the Storyteller may permit the subject to spend a
true for the power to restore life to the dead. point of Willpower to momentarily overcome the
Therein lay the hubris of Asclepius and binding for a round. Countermagic can also undo
Hippocrates, they say, which led to the creation of a Willful Binding.
the Cosian Circle and their modern heirs, the
Progenitors. Such power over life and death is
necessarily limited, because without death, life has
no meaning.
The Verbena do possess mystic secrets for holding
death at bay for a time, however. This enchantment

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Virtual Adepts sight and hearing. This works best in larger,
chaotic combats and not in one-on-one battles. For
Here Kitty, Kitty each success on the casting, subtract one from the
Correspondence 3, Mind 3, Time 3 target's attack roll. Any previous targeting is also
Straight up - this is an insane rote and lost, and the target must choose who he wants to
recommended only for the desperate. Basically, it's fire at (the Storyteller must decide in advance
used in a firefight to bring in someone/something which one is the Adept and which one is the person
that hates your opponent. The catch is that the he copied.)
critter you call up may not like you either. The
original creator of this rote, an Adept named Zer0 Learn-It
Effect, snagged a werewolf with it on his first try Correspondence 2, Entropy 2, Prime 3, Time 2
and ended up in a hospital for the better part of a Learn-It is a nasty rote that highlights evolution in
year. Still, his opponent ended up in a very small action. Once activated, it attaches itself to the
pine box so the situation did have an upside. You target's Essence and blends right in. Then, it starts
can find this rote in the Adept data storage under a calling up enemies and challenges appropriate to
"Tweety Bird" icon. Zer0 said this cartoon, in the target's current power level. It's like wearing a
which a "helpless little bird" lures a cat into worse big, red Kick-Me sign with flashing neon lights
and worse danger, inspired him. One day he and an alarm. Do or die, baby - that's the lesson
pictured the cat as the big, bad Technocracy and of Learn-It. Some bitter graduates of the Learn-
knew he had to create this rote. It program have claimed a better name would be
System: The Mind Sphere draws out something "Cannon Fodder," but if we called it that, the
that the target fears (Occult Lore helps as well,) Technocracy would stop downloading Learn-It to
while Correspondence and Time ensure that the "discover Adept secrets."
object of that opponent's fear shows up. Please System: For every success on the casting, the
note that this is NOT a teleport rote (though some target becomes a magnet for one skill-appropriate
Hacker geeks did devise something called challenge per session. This could mean anything
"Summon Critter" that uses Life 4 or Matter 4 to from a pain-threatening situation (a piano dropping
port monsters in.) To reduce Paradox and get on your head, falling scaffolding, etc.) to enemies
around some anti-magic wards, Zer0 decided to coincidentally showing up. The number of
draw critters in using incidental means. challenges can be modified by the original caster,
Correspondence opens up a coincidental "path" for assuming the original caster can be found (Learn-
the creature to follow; Time makes sure it shows It is available in a number of Wonders, both on and
up before the combat ends. A safer variant on this off the Digi-Web.) It can also be modified, but not
rote uses Forces instead of Time to make a negated, by those with Prime 2, to reduce the effect
hologram appear instead of a real creature. down to a minimum of one challenge per session.
To negate the rote completely, you need an Elite
IFF with Prime 3, Entropy 3, so once it's activated,
Correspondence 2, Forces 2 you're usually stuck with it until you progress to
According to some Cyberpunks, this is a surefire that level.
way to mess with It-X agents. IFF is a combat
rote, designed to confuse enemies so that they do Search Engine
not recognize friend from foe. It works by altering Correspondence 2, Entropy 1, Prime 1
the stream of information entering a target's Also known as "Telephone," use this rote when
perception rather than the target itself. <Rumor you are looking for a Hacker or a Kibo to fit your
has it the name "IFF" comes from a couple of needs. It either puts you in touch with someone
sources. In mathematics, IFF is a Boolean who matches your request or someone who knows
expression meaning "if and only if." In this case, them. It should be noted that you can't find a
"if and only if you are outnumbered 10 to one, use specific person with this rote (though more
this rote." Video game junkies probably recognize advanced versions do exist to perform that
the other meaning - "Identify Friend or Foe," function,) just people who fit a general need.
referring to technology used by jet fighters to mark System: Correspondence is used to cast a wide net
them as "friendly" to their allies.> to search for your target. Prime is used to locate the
System: The Adept uses Correspondence to locate target via his or her Essence (see the section
and "copy" the image of a suitable enemy. Through onNames, pp. 43-44, for more information on why
Forces, the Adept and the person he copied now this is important.) Entropy makes sure that this
appear indistinguishable to the target's senses of person fits your needs. Each success gives you a

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20% chance of locating the target or someone System: For each success, the target is unable to
connected to that person. Be careful with this rote! initiate an action for three turns. If the number of
There have been rare occasions when the best successes equal the target's current Willpower,
teacher for the situation turned out to be a member computers shut down and the target lapses into a
of the Technocracy - much to the Adept's (and the temporary coma (from which he emerges after
Technocrat's) surprise. making a successful Willpower roll once a day.)
After a coma/shutdown, some general loss of
Hacker Rote memory is to be expected, though the victim may
remember some of the contents of the core dump.
Nick of Time
Correspondence 3, Entropy 2, Time 2 Chaotician Rotes
This allows a Hacker to arrive in a timely fashion
to a number of situations. For the most part, this is Don't Cross the Streams
used to gain jobs. With the use of this rote, the Correspondence 2, Time 2
Hacker just happens to be online at the same time, This rote is used to warn mages of potential
at an adjoining table, or any other coincidental danger. Correspondence is used to scry in on a
means of connecting with a prospective client. specific location and then Time gives an
Other Hackers use this to be the proverbial impression of what might go wrong. Sometimes
"cavalry," arriving at a desperate situation with the warnings are very specific ("Don't cross that
guns blazing. The problem with this is that power line with any Forces magic,") and
the Nick of Time rote only ensures that the mage sometimes they're cryptic ("The red may kill.") A
arrives somewhere on time - it doesn't ensure mage may use this rote multiple times from
survival. A number of Adepts using this rote's different vantage points to further pinpoint where
"cavalry" option have ended up facing enormous and what the danger may be.
odds and receiving great kudos... posthumously. System: On a simple success, the Storyteller
System: Correspondence and Time are used to provides a vague clue as to something that could
identify the location in question and make sure that go wrong. More successes should give more and
the mage arrives there in time for the favorable more clues. Five or more successes will give the
event to occur. Entropy is used to ensure that the exact danger that the mage may have to face.
mage enters in the best way possible (usually
appearing coincidentally and when just the right Tag
questions are asked.) It does not ensure the success Correspondence 2, Prime 3
of the mission, only that the Hacker has the This rote is designed to alter the Essence of a
potential to maximize benefit from the situation. person so that he is identifiable as a criminal to
The Hacker casting the rote must first have some other Adepts. The marking is invisible to the one
working knowledge of what's going on, even if it's effected and has no effect except for its stated
vague ("There's a meeting at the docks tonight" purpose. Properly done tags include a "signature"
would be enough for this rote.) Once the Hacker of the tagging mage so that no one can mistake it
casts this rote, on a single success, he or his virtual for anything other than an official condemnation.
Avatar will arrive on the scene in time for the System: Each casting success subtracts one from
situation to unfold. If some sort of countermagic is the difficulty for other Adepts to notice the tag.
involved (wards or sometimes even a magical This mark is invisible to other mages, but may be
battle,) then it becomes a contested roll, even if the noticed by mages well versed in Prime.
countering mage doesn't know what he's fighting
against. Cyberpunk Rotes
Kibo Rote Arc
Correspondence 2, Forces 2
Core Dump One of the most basic Cyberpunk rotes, Arc allows
Correspondence 2, Time 2 and Forces 3 or Mind 3 an Adept to pull an electrical discharge from any
This rote enables a load of useless data to be nearby power source. This lightning bolt then arcs
directly dumped to a computer (Forces) or a person around the room hitting everything within a broad
(Mind.) The effect is intended to be overwhelming category set by the caster (for example, all
and normally prevents the target from acting while machines in the room, all people, all plants, etc.)
he tries to process the information. System: The Adept uses Correspondence to target,
and then unleashes an attack with Forces. She has a

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chance to hit every target within visual range, up to becomes meaningless binary data. The reverse of
an amount equal to her Wits + Shoot rating, even if this rote, Decrypt, will reveal text or thoughts
one or more targets are hidden or behind cover. obscured by magic, and is often used for exposing
Damage is based on the power source the Adept is NWO propaganda for what it is.
drawing from, inflicting harm as per the System: For each success in the casting, the
electrocution rules (pg. 248 of the Mage rulebook.) opponent's Interrogation or Investigation skills are
The damage only lasts a single turn, and will not reduced by one. Decrypt increases these same
affect grounded targets. skills by one for every success.

Encode Worm
Correspondence 2, Life 2 or Matter 2, Prime 2 Mind 4, optional Entropy 2 or Time 2
This is a variant on the Apportation effect (see This neurolinguistic rote is used to erase mental
the Mage rulebook, pg. 159) and allows the mage secrets and codes vital to the Adept Tradition's
to store something in virtual space to pull out later. survival. It was originally adapted and upgraded
There's nothing more frightening than seeing a from a New World Order rote known as the T-
giggling Cyberpunk use this rote to manifest a Virus. It does not change the Adept's personality or
chunk of C-4 into her hand. alter any of his knowledge of the Spheres or
This rote is done on only very simple patterns general skills.
(small plants, simple creatures, homogenous System: Mind is used to locate and erase
materials) until higher levels of the required memories. Entropy and Time, which are both
Spheres are reached. Theoretically, a near infinite optional, ensure that the memories removed are
amount of items could be stored in virtual space, only those relating to Adept secrets and not ones
but realistically, the amount that is stored is limited the ex-Adept will need later on. This is not
to what the Adept can access using her Virtual necessary to the casting, but most Adepts use it out
Space Knowledge ability (generally, two times the of respect for their fellow members. On a single
number of dots in items.) Because it removes success, most overt memories of Adept secrets will
something completely from realspace, this rote is be erased. Multiple successes will erase more
always considered vulgar. subtle memories. A critical success will erase all
System: On a successful casting, an item is sent to conscious and subconscious traces of the Adepts,
or retrieved from virtual space. A botch means the leaving only an Awakened mage who is eager to
item is permanently lost. The Prime Sphere is used embrace a new Tradition (whatever that may be.)
to subtly channel the target's pattern into virtual
space or back to realspace. Please note that items Nexplorer Rote
in virtual space do not age or decay but may be
found there by Adepts or other similar explorers at Webcrawlers
any time. Living creatures may not walk away Correspondence 3, Forces 3, Prime 2
(since space and time don't exist in virtual space) This rote enables Nexplorers to create small
unless they are put into a specific digital realm by energy-based, arachnid-like creatures in virtual
the caster. space that follow very simple commands.
Generally, they search out information (or its
Cypherpunk Rotes location) for their creator or protect the mage by
weaving a suffocating web of force around an
Encrypt enemy. Dreamspeakers who have seen this rote in
Mind 3, Time 3 action claim that the Nexplorers are luring spirit
This rote, also known as Babel, prevents creatures from another plane into virtual space
information from being pried out of someone's (there is an alternate version of this rote that uses
head. Whenever coercion occurs, the person will Spirit instead of Prime, further blurring the
speak solely in gibberish, composed of all the question.) The Nexplorers could care less as long
thoughts in their memory, randomly scrambled so as the rote works.
that they make no sense. Telepathy or truth serums System: On a success, a Webcrawler is created
will not work, as this rote fundamentally changes with 3 health and the ability to follow simple
the way people remember things. When the Mind commands. Multiple successes create multiple
component is swapped out for Forces, it makes an webcrawlers. These last for about a scene and will
equally effective protection for digital information perform one or two general tasks for their creator:
and has been used to hide vital Adept data by find or protect. A find command will set them
scrambling all of the coding on the computer so it loose to locate one piece of information that they

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will retrieve if possible (this only applies if the Hollow Ones
information is unguarded and not warded.)
Otherwise, they will simply log the location and Alley Vanish
report it to the creator. A protect command will let Correspondence 3, Mind 2
them use the Correspondence part of the rote to bar The downtown urban sprawls of the World of
an area from passage. Multiple webcrawlers can Darkness are dark, twisted mazes of graffiti and the
use this to "box" an enemy in with webbed strands dim glow of neon. A Hollower on her own turf
of pure Correspondence. Victims of this attack can who knows this little trick can fake out, misdirect
defeat the webcrawlers before they are trapped, use and shake anyone that may be pursuing her. A
countermagic, or wait until the webcrawlers vanish combination of twisting space and confusing the
at the end of the scene. pursuer's sense of direction, this rote makes back
alleyways seem to swallow the Hollow One,
Reality Coder Rotes throwing off any pursuit.
This rote is coincidental if it is accomplished out of
Information Overload the direct sight of a pursuer and if the pursuer can
Correspondence 2, Mind 2 perceive some manner in which the mage may
This is also known as the "Usher Syndrome" and have escaped ("Damn, he must have jumped onto
has been used in the past as both a means for that dumpster, grabbed the fire escape and vaulted
enlightenment and torture. The IO rote affects the over that fence. I'll never catch him now.") If a
target's mind, tuning perception way up. Used character vanishes in a dead-end alley with no
positively, it can attune an Adept to her computer conceivable means of physical escape, the Effect is
and virtual space, making VR experiences as vulgar.
intense as real ones. On the flip side, this rote can
inflict horrible trauma on someone by stripping Antiquing
away the normal filters people use to deal with Entropy 3, Matter 4, Prime 2
sensory input. Under the effect of this rote, a light One may ponder, after exposure to Hollow Ones,
shining into someone's eyes would seem as bright how these usually unemployed vagabonds always
as the sun. A little sandpaper dragged lightly across manage to have the coolest goth stuff. The insides
his skin would feel to the victim as if his flesh of their downtown crash pads / studio apartments
were being ripped off. seem covered with trinkets and decorations that
System: As Mind magic opens the person's came straight out of a Hollywood monster-movie
perception, Correspondence makes the target set. Just how these street kids afford all the antique
intimately aware of the space around her. Each candelabras and hearses with black-tinted windows
success on the cast grants plus one die to while sleeping all day and not playing the
Perception. A critical success grants supernatural Syndicate's paycheck game is a Hollow One secret.
awareness as well (as per the Awareness Ability.) A Antiquing allows Hollow Ones to find things in
botch will rob the caster of all sensation until the thrift shops, yard sales and junk yards that may be
end of the session. The rote only works for a scene completely nonfunctional, broken down and/or
(this may be extended for extra scenes with the forgotten. The junk, acquired through trade or
expenditure of Quintessence.) minimal cash, is then transformed via magic, thus
turning someone else's trash into a Hollow One's
TWACI magical treasures.
Correspondence 3, Forces 3, Mind 2 System: The magic itself is a complex
Pronounced "th-whacky," this is short for "The combination of restoring Matter patterns, turning
Walls are Closing In," and it's a paranoid's back the clock on decay and channeling
nightmare. The caster warps gravity, manipulates Quintessence to create something from nothing.
space, and adds in a creeping sense of doom to The result is Gothic-style extravagance on a
slow down opponents and ultimately crush them. budget. Not all items require all Spheres, but the
System: Correspondence and Mind magics warp more used, the more extravagant the items created
the target's perception, making it appear as if the or restored.
walls (or other surrounding terrain) are closing in The Effect is coincidental if performed over time
on the target. Then, minor manipulation of gravity and out of sight of others. If objects are restored
causes cumulative damage (one die of bashing instantly, or within someone's view, it is vulgar.
damage, increasing each turn up to 10 dice) as
Mind magic keeps the target paralyzed with fear
for a turn.

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Being Invisible thoughts. With the cresting waves of emotion and
Forces 3, Mind 3 inner voices, intention and inhibition rise and fall
The ability to remain unseen is crucial for any in the ocean of minds. The Hollow Mind adept
Hollow One on a stakeout or who finds herself in merely walks around the scene, mentally divining
situations she would rather not be caught in. This and analyzing the local who's who, discovering
rote manipulates the light of the surroundings to who is with whom and who really feels what for
cloak the mage's presence. Additionally, the whom. His mind steers an astral surfboard, cutting
Hollow One enacting the rote projects a mental through the tides of thought, allowing the crowd
impulse for anyone nearby to look in other surfer to conquer any social scene.
directions. Part trick of the light, part
misdirections, Being Invisible is subtle. However, Cup of Joe
if the mage moves - takes a full step or more - the Prime 3
Effect is nullified, and others may glance in her One of the most common forms of Quintessence
direction and see her. transference, distribution and consumption for
Hollow Ones comes in the guise of this coffee
Bum a Dollar from the Universe ritual. Coffee is a very common focus for Prime,
Entropy 2, Matter 2 and more than a few Hollow One nodes exist in the
On general principle, Hollow Ones hate to play the form of coffeehouses.
Technocracy's money game. Yet, they cannot deny System: A number of points of Quintessence equal
that such a trade medium is often their only means to the character's Arete can be invested into a
for survival. Hence, the creation of this rote. caffeinated beverage (even cola, for those who've
Hollow Ones using it can find money - rarely large just gotta be different.) When consumed, the
amounts of moola, just enough to get by on. It is an "liquid-bean-of-life" is treated like Tass being
effective and mostly coincidental survival transferred straight into the mage.
technique. People drop money all the time; the
Hollow One mage just happens to be the guy who Dark Streets
finds these lost bills and coins. Whether the found Entropy 2, Forces 2
greenback is just a fiver to eat on or a twenty to This rote can create a cover of darkness around the
catch a ride with, street survival is something streets a mage currently occupies, helping her to
Hollowers can summon at will. avoid others or to keep her features ambiguous.
This rote tends to be coincidental if the mage
Cool Glamor merely causes a flicker or a dimming of street
Mind 2 lamps when he walks past - lights flicker on and
This Hollow One rote accompanies getting dressed off in the urban landscape all the time.
and made-up. It is a ritual where the Hollow One System: The successes rolled equals the extra dice
puts a lot more effort than normal into the way she the Hollow One can add to his subterfuge rolls for
looks. Cool Glamor sets up a particular mental the scene in which the lights are dimmed.
impulse broadcasting to onlookers, creating a sense
of respect and awe. Riding the Railroad
System: While this rote is active, the Hollow One's Correspondence 3 or 4
player can roll Intimidation + Appearance (the This ability was developed by Hollow One
difficulty is the target's Willpower) for her teleporters to "hop" from Tradition chantries and
character to come across as one cool, self- safehouses the world over. Unfortunately this type
confident and powerful person. The affected of transportation is always vulgar, but the less
parties will feel the impulse to treat the Hollow witnesses, the less Paradox incurred. The Paradox
One with respect while acknowledging her aura of usually takes the form of physical exhaustion,
impressive mystery. severe jet lag and the need to sleep for long stints
after multiple transports.
Crowd Surfing Railroad Riders can carry luggage with them.
Mind 4 Knapsacks, backpacks and fanny packs filled with
At concerts, parties or any circumstance where mail are not uncommon. Often, the Railroader
there is a large group of people in one place spends a few days at a location, bringing his clique
interacting with one another, the vibes are perfect hosts up to speed via normal means and magic.
for crowd surfing. Erecting a cool facade of finely Hollow Railroad Riders are on a perpetual surf,
chiseled coolness, cigarette hanging out of the lip, and many learn Mind and Spirit secondary Spheres
the surfer closes his eyes and sees the plane of to further enable them to carry, receive and deliver
the bulk of Hollow Railroad "mail."

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System: With three levels of Correspondence, the and CDs serve as the complex system by which
mage can transport himself. With four, he can take Hollow One knowledge is passed around. Things
more people or large things, although this also hidden in music serve as the Hollow One
requires the Life or Matter Spheres (whichever is grapevine. This Effect is considered coincidental
appropriate.) ("We understand what this music is saying.")

Rooftop Leap Spot the Man


Forces 3, Life 3 Correspondence 1, Life 1, Matter 1, Prime 1
A common pastime of young, street-punk This rote is used by Hollow Ones on the street to
Hollowers is to leap from rooftop to rooftop. Punk- recognize the enemy. It is usually used on anyone
combat Hollowers consider this rote a test of who looks out of place. Those wearing full black
bravery and a rite of passage. Over time, through suits are often checked, as are most black sedans.
such workouts, the cliques of punks who regularly System: With a successful roll, this rote will reveal
patrol the streets build up extra muscle in their legs the existence of any Technomagic implants in a
to give them spring. This muscle mass, along with target, as well as identify the presence of the
the very subtle manipulation of momentum, can substance known as primium. This rote is
give these street troops leaping routines that rival considered coincidental.
those of any martial arts movie.
Summon Fog
Scent of Control Matter 3
Life 3, Mind 2 This rote conjures ever-creepy and mysterious fog
Some Hollow Ones (particularly club-goers) can to embellish the Hollow One's rituals or conceal
produce certain behaviorally stimulating scents his presence. The Fog can provide safety, cover
from their sweat glands. All kinds of subtle and privacy from others.
messages from "desire me" to "leave me alone" to System: The full effects of the fog are up to the
"protect me," are released through scent-induced Storyteller. It might raise difficulties on Perception
hormones to convey and create conscious rolls and/or lower the difficulty on Stealth rolls,
obedience in others. It takes working up a rather depending on the success of the Effect.
large sweat to be totally effective, but intense The Effect can be vulgar or coincidental depending
dancing, long running and even sex can be on circumstance or location. In early morning San
pheromone-inducing activities. Francisco, the Smokey Mountains or predawn
Circumstances help determine whether the Effect London, fog is most certainly a normal occurrence.
is coincidental or vulgar - although the target is In the deserts of the American Southwest or an
usually unaware that scent is affecting his afternoon in the city, however, fog is an
emotions, strange and unbidden emotions will not improbable occurrence. The slower the fog takes to
go unnoticed. Projecting "protect me" to a cop who set, the more coincidental it can seem.
is chasing you down is somewhat vulgar. On the
other hand, projecting "desire me" during sexual Traffic Pulse
intercourse is quite coincidental. Entropy 2, Forces 2
For those who choose to listen to the music of the
Sound/Thought Transfer city, there is an underlying pattern, a rhythm, if you
Forces 2, Mind 3 will, to all the rumbling and revving of the engines.
Certain sounds evoke certain thoughts and With mastery of the Traffic Pulse, a mage can
emotions. The Hollow Ones perfect this concept effect the time it takes traffic lights to turn, cause
and apply it in several ways. A package of traffic to be heavy or sparse, even direct and
information - be it a story, and encoded message or prevent minor accidents. For a mage who literally
a secret piece of gossip - can be invested and lives on the streets, Traffic Pulse can be a useful
concealed within a certain pattern of sound waves, magical tool.
usually music or a spoken voice. The sound waves
are recorded in any number of ways. Later, when Vext
the sounds are played back, the sound evokes Entropy 2, Time 3
mental images of the invested information. Perhaps the most useful of all Hollow One curses
Sound/Thought Transfer is the Hollow One method is the mighty Vext. The Vext is only evoked on
of choice for communicating to each other what enemies of the Hollow Ones, never on a rival
they do not want others to hear. Raves, night clubs, Hollower. The target suffers a series of minor
pirate radio and even the exchanging of mix tapes setbacks and annoyances - nothing goes right or

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according to plan for someone who has been Vext. Hollow Necromancy
When Hollow Ones are compelled to warfare
(magical or otherwise,) it is common to evoke a Blood from a Stone
Vext on the enemy a few days before a calculated Life 3, Mind 4, Spirit 4
strike. Gaunts soon realize that their deceased allies are
System: This rote makes its recipient the target of oftentimes at odds with themselves. Every now and
Murphy's Law for a number of days equal to the then, a poor soul freaks out and becomes extremely
successes gained on the Arete roll. Since streaks of self-destructive in one way or another. This means
bad luck are not out of the norm, this rote is lashing out at everything he's usually passionate
coincidental. about - including the mage. Blood from a Stone
helps ease the buildup of pain-laden angst that
We'll Get There befalls a ghost. When the signs of a great catharsis
Correspondence 1, Entropy 2 fit are imminent - an observation that only comes
This trick is a way to keep from getting lost in the from intimately knowing what makes the ghost
surreal urban landscape that is a Hollow One's tick - this rote is typically enacted.
habitat. Combining a keen sense of direction with a The mage takes a needle to the wax Fetter Ball (see
good set of odds, the mage can usually stumble to below.) The wraith will usually make a big stink
where she wants to be or needs to be. and not be happy about it. It's like trying to give a
System: As long as the mage has a good idea of little kid a shot; there's going to be a lot of
where she's going ("I need to get to Tadd's moaning and screaming. Once the first few layers
apartment...") a single success is enough to point of wax are pierced, the rote transforms the ghost's
her in the right direction and keep her on track. pure negative emotion into a stigmata of blood
More successes clue the mage into short cuts that streaming from the wax ball. The mage catches the
get her there faster. This rote is coincidental magic; blood in a cup. As the pure psychic pain, in the
the name of the rote itself is a good enough way to form of ectoplasmic blood, collects, the ghost
subtly pass off this effect. begins to regain its composure. After the last of the
blood has dripped out and the wraith seems as
Writing on the Wall psychologically stable as anyone dead can be, the
Matter 1, Mind 3 bloody angst is burned in the metal cup it was
Graffiti is one of the Hollow Ones' hidden collected in, along with a good amount of sulfur.
languages. All that multicolored scrawl and those The burning smells awful in a clinging kind of
odd, letter-like symbols decorating the dark corners way, but despite the stench, it helps keep ghostly
are often really cryptic Writings on the Wall. This companions grounded and stable. The wraiths
technique is similar to the old hobo language. themselves call this trick a "castigation" and are
Hollow Ones use this language to give others in usually pretty thankful for the treatment after the
the Tradition quick clues as to the lay of the land - ritual.
whose territory is whose, what people to watch out This rote is always vulgar, and it is therefor usually
for, where to meet. The writing may mark the lairs performed in private.
of supernatural creatures. All sorts of information
about an area is plain to those who know the Fetter Ball
symbolic language of the spray-paint signs. Prime 2, Spirit 4
System: A single success conveys the simple gist This process creates a permanent link between a
of a message to any Hollow one who views it ghost and a Hollow One Gaunt (a free 1-point
("Beware: werewolf lair.") More successes add fetter for the wraith.) The ghost must be a willing
more nuance or complexity ("Beware: the sewer participant and voluntarily "sign" a pact. This
under the bridge is a Bone Gnawer hangout.") This binding process cannot be taken lightly. Once this
rote is coincidental, although often illegal. pact is sealed and the written agreement is
crumpled into a ball, the mage encases it in candle
wax. The wraith's ghostly powers cannot affect the
Fetter Ball, and the sphere of wax becomes a focus
for further necromantic Effects.
If this rote is performed without onlookers, it is
coincidental. If mundanes watch the wax and paper
ritual, the rote is vulgar.

- 33 -
Shadow Sight Oneiromancy
Correspondence 1, Entropy 1, Mind 1, Spirit 1
The ability to see the Underworld is one of the first Dream Play
rotes learned by those Initiates who desire to Mind 3, Prime 2, Time 2
commune with the dead. Not only does this rote Some see these strange forms of magical
allow a Gaunt to see dead people, he can also performance art as a bold new frontier of
perceive the Shadowlands as ghosts see it. The creativity. The dream artist takes time meditating
surreal and morbid black-and-white environment and visualizing a scenario. Like the loose script of
that the dead see allows them - and mages using a "choose your own adventure" book or the outline
this rote - to perceive weak points in buildings and of a video game, details are invested into the feel
objects, as well as to perceive the "aura" of life and mood of the piece. After long hours of
essence in all living things. By concentrating on a meditating and mentally holding an intricate,
particular ghost, a Hollow Gaunt can also see the mental construct in memory, the dream artist
inky-black, evil shadow that is ever present behind approaches a clique to be the audience of the piece.
each restless soul. A sleepover is an easy way to conduct this rote,
once all the attendees fall asleep. The creator is in
Shelter from the Storm the position of director and the audience members
Entropy 1, Prime 4, Spirit 4 are the actors or players. Like a participatory,
Just as there is a great Avatar Storm in the Umbra, subjectively experienced movie, the dream drama
there is a great maelstrom in the Underworld. The plays out. When the gossamer curtain closes, the
evocation of this rote allows a Gaunt to turn a players and director wake up, with full memories
room or a small building into a temporary shelter of the experience, no worse for the wear, the drama
from this maelstrom. having only been a dream.
System: One success creates a level-one Haunt.
Each additional success adds to the levels. The Running Scenarios
Effect lasts for one scene. Since the mundane eye Entropy 2, Mind 4, Time 2; requires at least one
cannot even perceive a maelstrom, this rote is level in the Dream Background
always coincidental. While sleeping normal hours, a Hollow One
narcoleptic can extend his REM state to last for
Voice Across the Void hours instead of minutes, effectively giving the
Correspondence 2, Mind 3, Spirit 3 dreaming mage weeks of subjective time to work
Using a Fetter Ball as a focus, the mage may with inside the dream. By exerting control over the
communicate with the ball's partnered ghost no dream, the narcoleptic conjures whatever
matter where it is in the spirit world. The environment she needs for research. Accessing the
communication is sent through the Fetter vast quantities of information available with the
connection as a psychic impulse. This way, the Dream Background, countless simulations of
Hollow necromancer does not have to formally possibilities are watched and pondered. When the
summon and interrupt a ghost ally to consult him. narcoleptic awakens from her nap, she should have
System: One success provides two-way an accurate synopsis of the probability of certain
communication between the mage and the Fetter actions and some temporary skills (via the Dream
Ball's wraith, no matter the distance between them. Background) to represent this research.
However, the wraith does not have to answer any System: The mage receives a relevant ability
of the mage's queries and may remain silent, associated with the dream, its levels equal to his
although he cannot shut out the voice from afar. number of successes or his Dream Background,
The Effect is coincidental when the conversation whichever is lower.
happens in private.

- 34 -
Dead Magic The Prime magic already invested allows the mage
to discriminate between magic with a friendly,
positive Resonance or an evil, malignant one, so
The Lands of Nod - Sub-Saharan Africa the Effect does not inconvenience a sorcerer who
has no ill intent. With Time magic, the caster can
Coffin for a Fisher cause this Effect to "wait" on the target and then
Matter 2, Spirit 3 use successes to unweave a later evil spell or Effect
Old Ghana tradition tells that a fisherman once that the subject might try to cast - Effect successes
asked his son to make a special coffin that looked counter the supernatural powers of the subject.
like a fish, so that when he died, the fisherman Thus, an evil sorcerer dunked in water several
could continue his fishing in the spirit world. The times (with an extended use of this Effect) might
son honored the father's wish, and the practice find his next few spells fizzling.
became common among those who so loved their
work that they wanted to bring it with them even in Counter-Irritant
death. Life 2
System: The mage must enchant a special coffin In addition to mundane surgery, some healers in
that's built specifically for this purpose. The coffin Somalia used a counter-irritant, a heated nail or
should somehow symbolize the job that the metal rod. The rod was heated, then applied to an
decedent wishes to take into the afterlife. injury. Obviously, such a practice cauterized the
The player must defeat the local Gauntlet and roll wound. Medicine men believed that the scream of
enough successes to affect all the items desired, the patient also allowed the pain to escape from the
though each one could be enchanted separately if body, and that the patient's recovery subsequently
the mage is not sure of his skill. When the coffins quickened with less chance of infection.
and trappings are buried with the corpse, they System: The mage applies a cauterizing instrument
appear in the spirit world as well. Thus, a ghost to a wound. (Hopefully, the character has at least
could be outfitted with royal jewels, weapons, or rudimentary medical knowledge; cauterizing a
just the relics of a favored pastime. Even if your wound improperly can lead to shock or even
chronicle's mages rarely interact with ghosts, this death.) The subject must be allowed to scream -
is an ideal way to satisfy the deceased and keep with that scream comes out all of the pain from the
them occupied, so that they don't cause problems injury. A full turn after the Effect is completed, the
by haunting the living. subject no longer suffers penalties from that
The Avatar Storm (if you use it) and the Sixth particular wound for the duration of the Effect. The
Maelstrom (if it happened in your chronicle) tend caster can also choose to use some of the successes
to distort this Effect, and sometimes relics are to speed the healing of the wound - each success
destroyed before they can manifest in the cuts mundane healing time into a fraction: with
Shadowlands, though that is solely at the two successes for healing speed, the subject heals
Storyteller's discretion. in half the normal time; with three successes, a
third of the normal time and so on. Since most
Cold Water's Blessing people believe in the efficiency of cauterization
Matter 2, Prime 2 and sterilization, this Effect is usually coincidental.
As water gives life, it holds the power to protect.
Evil magic can be dispersed by cold water, and Dogon Divination
villainous sorcerers rendered powerless. Even Entropy 1, Time 2
vicious naglopers lose their powers temporarily if Dogon and Yoruba priests use a ceremonial tray in
dipped in water. conjunction with 16 kola nuts in order to divine the
System: The mage must somehow hit the target future. The priest holds the tray in his lap while he
with cold water - whether by tricking it into a river quickly passes the nuts from hand to hand. As he
or throwing a bucket of water at it. The mage passes the nuts back and forth, some fall out and
channels the water's power to heal, promote life make marks on the tray's flour-dusted surface.
and wash away evils. The water soaks into the Once he is finished, the priest reads the pattern left
target and its power becomes primal energy that in the dust and uses it to contrive a sacred poem.
washes off evil magic (that is, its Pattern is That poem offers insight into the future or into the
dissociated with Matter and turned into cleansing actions that a subject should take.
energy with Prime.) Successes scored on the effect System: Like the more traditional forms of Time
are used to unweave whatever magic that the Sight, this rote allows the caster to glimpse
subject might have, be it a malign enchantment or indirectly into the future. The mage does not
a special power.

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actually see what will happen; rather, he gets an the African tribes that used (and still use) this
idea of what patterns are emerging and how ritual, everyone understands its purpose after a
actions now can help to avert a bad fate later. death; if it's used among people who did not
Though the ritual always gives some result, the understand it, the ritual carries no weight and thus
successes on the Effect give an idea of how does not function - though the caster could explain
accurate and clear the advice is. With only one or the nature of the ritual beforehand.
two successes, the Mage may get a poem that Note that this ritual normally is only used with
seems cryptic or only peripherally related to events men. Tradition holds that women must not look
at hand, while with more successes, the reading upon the mask.
inspires a poem that eerily parallels current events System: Though this spell does not actually call
or shows an obvious and clear threat looming in upon the spirit of the deceased, it lets the caster
the future. Interested Storytellers might want to pull on the emotional strings of those around him.
actually look up some Yoruba poetry to find a Since everyone involved knows what's happening,
passage appropriate to their chronicles. their thoughts and memories regarding the
If the Storyteller feels a little overworked by deceased are fresh in their minds. Even if
having to fit a mystical African poem into his individuals try to bury such thoughts, the caster's
chronicle, he can simply advise the players as to a magic can sense and pull out the general feeling;
specific course of action - if the characters follow once the caster stops his dance in front of a guilty
through, then the Effect's successes can be used to survivor, he can proceed with normal or magical
enhance a later use of an Ability, in the usual questioning to figure out why such feelings were
fashion of Magic Enhancing Abilities (see Mage there.
Revised, pg. 155.) Such successes are not Roll the Effect as usual; the mage need only score
cumulative; one divination must be fulfilled before enough Mind successes to sense the mental
another can give insight into the future. impulses of guilt or resentment harbored by one of
the ritual's onlookers, and his magic draws his
Find the Guilty dance to that person. This is often done as an
Mind 2 extended Effect: While the mage dances, he lets his
In Gabon, death is often attributed to malign mind wander out and sense each person separately,
influences or evil spells. The power of a person's ill rather than trying to grasp the entire group at once.
will toward someone else figures prominently in In game terms, the player rolls for the Effect
some other societies, too. Though it's too late to do separately against each onlooker, with the mage
much after someone has died, a priest can still find moving on with his dance until he finds a guilty
the killer - or at least someone who harbored party or fails to find anything.
resentment or hate toward the victim. This can Naturally, appropriate Mind techniques can defend
open the door to finding out why and how against this Effect. However, a guilty party who
someone was killed, or whether there are hidden, wishes to shield his thoughts deliberately must use
malign feelings seething beneath the surface of an the normal mental defense rules - for a Sleeper,
otherwise proprietary occasion. Should a dark that means spending a point of Willpower to gain a
secret come out in this fashion, the priest might resistance roll.
well learn of some impropriety on the part of the
deceased. Such a ritual is good for closure: Those Sense the Nagloper
who harbored hatred toward the deceased can let it Life 2, Matter 1, Time 2
out, while the priest can also uncover and resolve The malign influence of naglopers can cause
problems that the deceased may have left behind. illness, fatigue and even death. Since the nagloper's
To find the guilty, the priest dons a ceremonial mystic powers enable it to keep its victims in
headdress, complete with ritual scars, paintings and slumber, Bantu witch doctors devised a powder
hairs. The priest then dances among a group of that, rubbed into a shallow wound, would burn
villagers until his feet cause him to stop. Since the when a nagloper neared and thus awaken the
headdress may not include holes for the eyes, the victim.
priest stops only when the magic prompts him to System: The magician makes a shallow cut in the
do so. The person in front of whom he stops is the living flesh of the subject, then rubs in his magical
one whose grudge or disaffection figures somehow powder while murmuring protective words. Time
in the deceased's demise. magic holds the Effect in place until a nagloper
Because this ritual relies upon dance, mask and approaches, its presence revealed by its unnatural
other cultural icons, the caster must work with a connection of living and unliving (with Matter and
group that understands the ritual's purpose. Among Life.) At that point, the powder begins to burn and

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itch, awakening the subject or at least alerting him unleashes some of its power. The successes stored
to the nagloper's presence (with Life magic.) allow the figurine to heal people just like a simple
Successes can be diverted to duration (so that the Life Effect, though generally healing takes a full
powder keeps itching longer, possibly to wake up a day of rest for each health level (it's neither instant
deep sleeper) and to distance (so that a nagloper nor wholly vulgar.) If the figure runs out of
can be detected before it gets within reach.) successes, its power is exhausted.
This formula sometimes alerts the subject to the With enough successes, a mage can permanently
presence of vampires other than naglopers, if render a figurine a healing Artifact. Such a figurine
indeed naglopers are a sort of vampire at all.... causes everyone in its vicinity to heal at the
accelerated rate of one health level per day
Halt the Nagloper (excepting aggravated wounds.) Such a creation is
Life 2, Matter 2, Time 2 very potent and requires a great many successes.
The dread nagloper often sneaks into tents and huts
to feed upon the energies of the occupant, but it Masquerade to Adulthood
can be halted by a proper enchantment. A Correspondence 2 or Spirit 3
false kerrie(club) placed in the doorway serves as a Coming-of-age rituals are common to many
focal point for the spell; when the nagloper tries to cultures - from body piercings to midnight stories
cross the threshold (walking backwards to conceal that pass on the knowledge of manhood to drunken
its approach,) it freezes over the club, unable to revels with sports buddies, every culture has its
move so long as no one speaks within its hearing. own way of acknowledging the transition from
System: The Time magic hangs this Effect in place child to adult. In some African cultures, the
on its focal point, the club placed in the doorway. transition is as symbolic as it is physical: The
Once the nagloper steps over the club, the Effect supplicant dons a specially carved mask and
paralyzes it. So long as nobody speaks within its perhaps even a costume or voluminous robe. The
earshot, the nagloper cannot move for the Effect's outfit protects against eavesdropping or malign
duration. An Effect cast with only a few successes spirits during the ceremony and also serves as a
lasts only a few turns, and might merely transition - a child dons the mask, but it is an adult
inconvenience a nagloper; with mutliple successes, who removes it. Since many cultures include secret
the creature could be entirely paralyzed for some societies, the masked supplicant can listen to the
time. Traditionally, an individual inside is also words of the elders and learn the secrets of his
protected by the rote Sense the Nagloper, and that family or tribe then push the dangerous knowledge
individual wakes up and goes to fetch the head of to the back of his psyche as the mask removes
the village, who decides what to do with the beast. accountability.
This rote sometimes works on vampires as well, System: This rite serves as a part of a coming-of-
though not reliably. age ritual but, when performed with the help of a
mage, actually defends against spirits that
Healing Figurine eavesdrop on secret societies or interfere with the
Life 3 rite. Masquerade to Adulthood also works as a
Figurines of animals or people, especially those change to the supplicant's mind. The mage
associated with benevolent intent, can help in the overseeing the rite performs this ritual over the
healing process. A carved figure with a magical ceremonial mask and costume. Effect successes
container at its center can hold healing energies; with Spirit can be used to make a ward against
placed in a room, that figure's energy helps to heal spirits. Once the mask is removed, the ward ends
the occupant. Also, an individual can insert and (if it lasted through the whole rite at all, depending
remove a nail from the figure so that its power on the Effect's duration.)
flows over him. A mage can prepare such a Successes used to mute the supplicant's Pattern ties
figurine and give it to a friend, or even make one (with Correspondence) reduce the intensity of
that permanently gives off healing power so that anything connected to the supplicant's childhood.
anyone near it benefits. The ritual turns boy into man; things that had an
System: People in the area of a healing figurine arcane connection to the child have little or no ties
just naturally seem to recover quickly - they sleep to the adult. Thus, a favored toy that counted as a
well, their wounds heal without difficulty and they moderate arcane connection could be reduced to
fight off sickness. The mage "plants" his successes having no special ties if the mage casting this
on the Effect into the figurine; when it is in a room Effect scored enough successes. This doesn't stop
with injured people, or when someone thrusts a the newly released adult from building new arcane
nail into it then pulls the nail out, the figurine connections with old things, of course.

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Painting the War Dance subject. If Life is added, the figurine or mirror also
Matter 2 with Mind 2 or Time 2 speeds the subject's healing.
Bushmen painters carry small gourds with their
own special mixes of color and use brushes teased Sing Down the Rain
out from feathers or sticks to make the strikingly Matter 3, Forces 2
vivid rock paintings for which they are famed. Chanting old prayers or hymns to the dead, the
They are so skilled that they need not hunt; instead, magician can coax ghosts into riding their clouds
they travel from gathering to gathering, telling closer to a desired location. As the dead shepherd
tales and making paintings in exchange for food the clouds along, the magician convinces them to
and shelter. The most skilled among the Bushmen send down some life-giving rain. Shamans used
painters, it is said, could evoke motion and a this Effect to guarantee good crops; modern
semblance of life from their pictures. Simple magicians might use the rain for cover, to slow
figures danced, moved and performed the stories pursuit or just as a show of power.
that the Bushman painted. System: The magician croons a short poem or
System: With paints mixed by hand from various song that calls to the clouds and their ghostly
natural sources, the magician draws and colors an riders. The magic nudges the clouds to a desired
image of a story. Then, the mage channels his own destination with Forces while causing them to give
thoughts and images (with Mind magic) or past up some of their moisture with Matter. The
events and history (with Time magic) into the resulting saturation varies with the mage's
image, and the paintings move and take on their successes: One or two successes bring a brief
own semblance of life. The picture shows the scene sprinkling, while five or six successes send down a
that the mage paints, playing out history or the reasonable quantity of rain over a small area. An
tales of painters choice for the duration scored on extended ritual that scores 10 or 20 successes could
the Effect roll. Most painters use an extended deluge an entire village. The difficulty might vary
Effect, spending a great deal of time on the by one or two points if it's cloudless or particularly
painting. With Time magic, such paintings can humid on a given day.
show old battles, hunts and scenes from life; with
Mind magic, the mage can create whimsical and Soothe the Dead
fanciful tales. The Matter magic allows the paints Spirit 3
to move and spread across the rock after they are In Nigeria, priests warn that the remains of the
applied. dead must not be disturbed lest their ghosts return
Once this Effect ends, the figures stop moving and to haunt the living and cause catastrophe's like
become normal paintings. poor crops and droughts. To warn the people and to
avoid drawing attention from malignant spirits,
Reflecting Bane priests use a voice disguiser - a long, decorated
Mind 1 or Spirit 3; optional Life 3 tube that causes the priest's voice to take on a
Though evil spirits and thoughts can cause harm to booming, dissonant quality. Not only is this
people, those malign influences can be reflected distinctive to living listeners, but it reminds the
with a proper mirror or a polished, reflective dead that they are remembered.
statue. Sometimes the spirit sees its reflection and System: The mage must use a ritual trapping of
is frightened; in the case of evil thoughts, the some sort, often an actual voice-disguising tube, in
whispers of malice are reflected away from the order to make his voice known to both the living
target and dispersed into nothingness. Shamans and the dead. As a mundane reminder to the living,
often place a mirror or reflective statue next to a the speeches of the mage hopefully prevent
sick individual to protect him from the evil Sleepers from digging into things that they
influences that caused the sickness. shouldn't - though in a place where this sort of
System: A reflecting mirror or statue wards against thing is unknown, it may well draw curiosity from
the evil influences of spirits or mental attacks, onlookers.
depending upon how it's enchanted. One designed To the dead, the voice of a mage when it comes
to reflect malignant thoughts uses Mind magic, of through this device becomes resonant,
course, while one built with Spirit magic defends commanding and soothing. Knowing that they are
against evil spirits. Such an Effect has the usual remembered, ghosts continue their slumber without
shielding/warding defenses, though naturally disturbing the living. The mage's Effect roll
mages most often employ this rote for someone soothes ghostly passions, causing them to sleep; if
else's benefit. The statue defends against ghosts or the mage manages to best the ghost's Willpower in
other supernatural powers that might harm the an extended roll, the ghost falls into a torpor and

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does not bother the living for at least eight hours, wraith: The ghost enters the afterlife shrouded
or until some object of significance to it is from harm and near a hospitable place in the
disturbed. (In Wraith terms, the mage can force a Tempest, probably somewhere in the Dark
wraith into Slumber; the wraith Slumbers for a full Kingdom of Ivory (see Wraith for information
eight hours unless its Fetters are disturbed. An about the Underworld.) In short, the spirit is
unwilling wraith can use Pathos to fight off the unlikely to remain as a haunt, and even if magic is
Effect with the power of its passions, or spend used to communicate with it, it arrives safely in a
Willpower to resist in the same fashion that a comfortable afterlife instead of the torturous hells
living individual might resist a Mind Effect.) that dot the Underworld.

Warding Heads The Cradle of Civilization -


Spirit 3 Mesopotamia
Carved heads are used in western Africa to ward
off the influence of malefic spirits. Placed in Animal Shift
shrines or at the edges of villages, the heads can be Life 4
designed to frighten, and thus dissuade hostile Long ago, the ancient gods chose animals to
spirits, or they can be made pleasant so as to represent them on earth. This ritual allowed a
mollify. Sometimes the heads are actual masks that follower to assume the shape of an animal that was
are used in masquerade rituals; other times, they sacred to his chosen deity. The change was
are simple figurines placed in tiny shelters where temporary, allowing the priest to exact revenge on
they stand watch over the village. his enemies or to spy on those who claimed to
System: The mage carves and paints a wooden support him. However, the shifters were careful not
head, possibly as a hollow mask. The process of to let others know of their ability, for they were
building the head imbues it with the mage's power, unable to use their magics while they wore the
so that it acts as a ward against spirits. With form of an animal.
enough time and effort, the mage could actually In a private ceremony, the priest lit a handful of
make it permanent; in such a case, the head is incense and recited a prayer to the Anunnaku. He
treated as an Artifact and its ward works as long as then requested the aid of his patron and burned a
the head remains intact and the ward unpenetrated. hair, a scale, a feather or other small token from the
animal he had chosen.
Walk to Too'ga System: As with more common Verbena magics,
Spirit 3 this rote enables a mage to shift into the form of an
This disturbing ritual is thought to protect the mage animal. However, it's limited by the strictures of
after death on his journey to the afterlife. The belief placed on its effectiveness: The mage can
magician cuts off his own small finger (taking two only assume the form of an animal sacred to a
health levels of lethal damage) and focuses his Mesopotamian god, and she cannot use her
power through that sacrifice. Once the magician magical powers while in that form. For these
dies, be it of age or through mischance, his soul reasons, the rote is not a common one; other
moves on to the afterlife unhindered by evil spirits shapeshifting powers tend to be more efficacious
or hazards. Obviously, since the lands of the living for Adepts and Masters. However, it's a good,
and the dead are now separate, this ritual does not quick solution if the mage only needs an animal
help the mage in a physical walk to the Deadlands form for a short time.
- rather, it defends his soul after death in the
Underworld. Mershakushtu Qurdu
In earlier days, Walk to Too'ga allowed the Entropy 3
subject to walk easily to the afterlife along the Mesopotamians had an uncanny understanding of
Orange River, but that land of the dead is no longer the mutable nature of reality. They realized that
present in the world of the living. Indeed, this history was not set in stone; something could be
ritual was once so simple that anyone could uncreated more easily than it was created. This was
perform it, but now it requires the use of magic. the reasoning behind the
System: In game terms, a subject protected by Mershakushtu Qurdu (Victorious Marduk) ritual.
the Walk to Too'ga is unlikely to become a ghost - At the beginning of each year, the temple priests
instead, his spirit moves on to its final rest, declared a period of renewal, complete with
unhindered by material concerns. If some driving feasting, song, companionship and other festivities.
need forces the spirit to remain as a wraith, The highlight of the holiday was a ritual
the Walk to Too'ga protects and shields that reenactment of the legendary battle between

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Tiamat and Marduk. grateful to be well.
Since Tiamat could not be killed, it was reasoned Performed as a pair, these rotes allow a mage to
that she was gathering forces and waiting discover the cause for a lingering malady and
in Arallu for a time when she could rise from the attempt to treat it accurately. The mage lights an
abyss and wreak her vengeance on the world, offering of incense and recites an appropriate
returning the universe to a bitter sea of chaotic invocation. Then she puts one hand on the victim's
nothingness. The only defense humans had against forehead and meditates for about half an hour,
such a powerful entity was their knowledge of her during which time she empties her mind.
former defeat. The Babylonians thought that if Eventually, an idea starts to form, and as the last
Tiamat's chains were not strengthened by this embers of incense die out, the mage can identify
ritual, her power would slowly eat away at history, the cause of the suffering. To treat the illness, the
until Marduk's victory was undone and she could mage must request a favor from a higher power, in
finally break loose. return for a small service. This "higher power" can
This rote strengthens a Pattern's placement in the be anything or anyone - from a spirit to a
consensus. By casting this rote and then reenacting policeman to the mage's boss. If the favor is
an event in front of a group of Sleeper witnesses, a granted, the answer comes to the mage in the form
mage may slowly alter their perceptions of reality of a dream or vision. However, if the mage then
and, over time, shift reality to accommodate small fails to perform the promised service, she's stricken
magical Effects. The more witnesses who believe with the same symptoms she removed from the
the performance, the more effective it is. Likewise, victim.
the more times the ritual is performed, the stronger System: Either one of these rotes is useless if
the Pattern becomes. performed alone. Without knowing the source of
System: This rote is not intended as a panacea for the problem, it is impossible to cure it. Likewise,
mages who are dependent on vulgar magic. Reality understanding the problem doesn't help if the mage
can be changed, but not easily or quickly. A mage does nothing about it. The caster's understanding of
who uses it might not see results in a single it is limited by his paradigm; what might be an
lifetime. However, the rote has short-term as well imbalance in the cycle of life and death to a
as long-term uses. A mage who works as a tour Euthanatos is perceived as a discordant voice in the
guide in a museum that has a fascinating Civil War universal Song by a Chorister. The difficulty
display can strengthen the importance of a specific depends on what the actual problem is; pneumonia
battle, garnering more tourist money for the or other "natural" causes are more easily detected
museum and the site of the battle. A mage who than vampiric possession, for example. The normal
drives an ancient Ford pickup but brags about its difficulty of the treatment is 8, lower if the mage
durability and takes friends on camping trips to agrees to perform some exceptional service for her
show them how well it holds up probably won't higher power. The cure should fit both the disease
have his car break down for months - or years. and the mage's paradigm, and therefor offer a clue
Magic rolls involving the object of the casting gain to the root of the problem.
one die for every three successes the caster
accumulates on this ritual. A botch removes Weeping for Tammuz
successes but does not necessarily negate the entire Entropy 3
Effect. Tammuz was a mortal shepherd, beloved by the
goddess Istar. When he died, Istar went to the
Stay the God's Hand domain of her sister Ereshkigal, goddess of the
Entropy 1, Life 1 or 3 Underworld, and demanded that he be returned to
The Mesopotamian gods were unpredictable in the the living. Ereshkigal agreed, but according to
best circumstances, and at their worst their divine law, a soul could not leave unless there was
capriciousness could be deadly. The most common another to take its place. Istar was trapped, and the
sign of having fallen into disfavor was an illness. earth began to wither and die. The gods declared
Often the victim had actually offended a temple that Tammuz must be taken back to the
ritual and was suffering from a curse as a result. Underworld so that Istar could leave and the land
Ailing individuals requested the aid of a temple would prosper. Upon her return, Istar worked out a
physician to diagnose which god was causing the bargain with the gods: Tammuz would be returned
sickness. The doctors removed the curse, to her, though only for half the year. In addition,
demanded payment, and divided the money with his sister Gestihanna would be taken to the land of
the official who had invoked the curse in the first the dead in his place.
place, leaving them both the richer and the dupe Every year at the beginning of the planting season,

- 40 -
Sumerian cities held re-enactments of the return of governors and mayors are all hidden in the sky.
Tammuz to the Underworld. Each city took its The omina in this Enuma sequence tend to be
most beloved young man and buried him alive. The highly metaphorical, but predict broad changes.
entire population dressed in black for eight days, System: Assuming that the mage can interpret the
and the priests and priestesses of Istar dressed in metaphors of Istar (in which an Intelligence +
black for a month, mourning the symbolic death of Academics roll may be useful,) he can divine the
the god. general fates of an entire nation and its ruler. This
This rote works best for Choristers, Hermetics, divination is very general and is not specifically
Verbena and other mages whose paradigm stresses tied to events: The mage probably won't learn that
selflessness. By giving up something that is the ruler has cholera or that the nation will suffer
important to her, the mage may ensure good an earthquake shattering its most prominent city,
fortune in a certain endeavor. but could get a general sense that malaise hovers
System: The mage doesn't have to bury someone about the ruler or that a terrible disaster will soon
alive but can bury an object of great personal come to the land.
significance instead. If the rote is cast successfully,
the mage may add a number of automatic Samas
successes to a specified task in the future. The Correspondence 2, Forces 2
Storyteller chooses the number of successes Samas, the sun, doesn't actually move. But because
(generally one to five,) depending on how the Earth revolves around it, the sun seems to
important the item was to the character. This travel across the sky. The ancients understood that
sacrifice is permanent. the sun's path changed a little every day, a fact less
known in our ignorant modern times. The
Enuma Anu Enlil variations are small, and the corresponding omens
are vague but frequently come to pass. The omens
[Note: The Rotes in this section make use of discerned from Samas don't fall into any neat
particular divination techniques detailed in Dead category; a mage might learn the fate of crops, the
Magic, page 53.] economy, the weather, diplomacy or anything else.
System: The omina of Samas are the easiest to
Adad read; only the path of the sun and the stars and
Correspondence 2, Entropy 2, Spirit 1 planets visible at sunrise or sunset are relevant.
The omina contained in the Adad relate to When using Samas, the mage lowers the usual
meteorological phenomena. The amount of rain, divination difficulty: successes gained from Samas
the direction of the winds, the pattern of lightning can subsequently be used to improve the accuracy
or the sounds of thunder all carry significance. The of other divinations, by lowering the difficulty as
omens discerned from this Effect usually involve much as 3. Extra days spent in observation don't
the fates of a people or their homeland. When lower the difficulty of this effect.
scouting locations for new Chantries, modern
Hermetics sometimes use this ritual to track the Sin
fates of cities. A vague reading might reveal a Entropy 2, Prime 1, Spirit 2 or Entropy 4, Prime 4,
general trend in the near future ("prosperity") while Spirit 4
an especially thorough reading might foreshadow a All the complexity of the heavens pales next to that
specific event ("a breach in the walls.") of the moon. Its phases, color, brightness and path
System: The divination of Adad ties in to the through the sky are all significant. Eclipses are
spiritual aspect of a location, as well as its future particularly meaningful. The omens told by the
fate. Successful divination tends to reveal emotive moon are as broad as those by Samas but tend to
and economic trends. A mage is unlikely to be straightforward. The more powerful version of
discover details about a specific building, but this Effect allows the mage to see truly great
might learn that the city is going into decline or changes or calamities.
that a celebration will bring an influx of money. System: The divination difficulty for a reading of
an eclipse is high - increase the magical difficulty
Istar by 2 or 3, just because the Effect is presumed to be
Correspondence 3, Entropy 4, Spirit 3 taxing - but even a few successes could reveal
The motions of the stars and the planets hold something momentous. Entire chronicles might
secrets for those familiar with the omina of Istar, in turn on one such reading. Additional nights of
particular the fates of nations and their leaders. The observation do not lower this difficulty.
futures of kings, advisors, princes or presidents,

- 41 -
Anunnaku System: The mage casting the ritual rolls the
Entropy 3, Prime 3, Spirit 3 Effect normally, but can be assisted by other
The abundance of Paradox, Quintessence or Tass mages. For every five successes, the realization of
along with the actual Patterns of the heavens reveal an omen diminishes in some way. A riot might
the fates of the Awakened in the broadest sense of instead be a few scattered violent crimes. The
the term: mages, vampires, demons or anything murder of a king might be an extended illness
else that haunts the World of Darkness. The Bau of instead. Most omina are so vague that the actual
Babylon read the pattern of the stars nightly to effects of this ritual are hard to determine. This
learn the fates of the city's demon summoners. ritual may only be used once for any given omina.
Although this sequence of the Enuma Anu Enlil is Storytellers must take care that this ritual doesn't
disseminating slowly, and mostly among the become a substitute for other preventative action.
Hermetics, this Effect has proven critical in several
recent Tradition victories over the Nephandi. The Babylon and Hermes
will of the Void reveals itself in the stars; a
successful reading exposes the quality, if not the Zisurru
specifics, of Nephandic activity to come. Because Correspondence 2, Spirit 2
the stars are different from every viewpoint (a The prototypical ward against demons. By
phenomenon known as "parallax,") an spreading flour in a circle and lining the
accomplished astrologer can determine the future circumference with the statues of protective
of local events involving the Nephandi. deities, the mage creates a boundary that cannot be
System: This divination is specifically useful in crossed by Umbral spirits. Anyone within the circle
foreseeing the fates of supernatural beings. With a who is inflicted by an Infernal ailment gains a
few successes, a mage might gather a sense of temporary reprieve until the circle's effects
vague foreboding. Multiple successes could dissipate.
indicate an illuminating insight into the warped System: When creating the circle, the player rolls
plans of some potent malefic entity: an ancient for the Effect as normal; the Correspondence
vampire, Earth-bound demon, or a Nephandus and component allows it to cover a large space all at
its colleagues. As with all such divinations, the once. Any Umbral spirit who wishes to enter the
results are not wholly detailed or accurate, but can area must roll its Willpower against a difficulty of
provide a picture of things to come: Whether an 5 + the number of successes the mage scored on
enemy plans to attack, retreat or hide; whether a the zisurru's creation roll. The circle temporarily
specific type of supernatural influence is involved; ameliorates the effect of a demonic curse or illness;
whether the mage's current actions will lead toward the symptoms are suppressed unless the rating of
victory or defeat. This divination can also be used the power that caused the ailment exceeds the
to observe the ebb and flow of Paradox, mage's successes on the circle creation roll. The
Quintessence, Entropy and so on, and reveal the Effect fades at sunrise, and the area must be
significance of such fluctuations. rededicated if it is to offer any protection.

Namburbu Surpu
Correspondence 2, Entropy 4, Life 2, Prime 2, Life 3, Spirit 2
Spirit 3 Babylonian sorcerers had purification rituals for
What the sky has foretold must come to pass, but every type of ailment. But if the cause of some
the ritual of Namburu can make the results of sickness or curse could not be determined, healers
predicted events less severe. This Effect is not a used a catch-all ritual called Surpu, or "the
divination at all, but rather a defense against grim burning." Developed to remove the curses of
portents. demons that healers initially knew little about, this
The ritual involved five steps. First, those involved ritual treats the symptoms when the disease cannot
must seclude themselves from the rest of the be named.
world, either literally in a hut or symbolically The ritual begins with an exhaustive listing of all
within a circle. The participants shave and wash possible sins, enumerating any potential cause for
themselves while tamarisk incense purifies the the subject's affliction. Then some item is slowly
area. After the mage in charge of the ritual dismantled and cast piece by piece into a fire.
sacrifices a goat, he rings a copper bell to draw Usually, this means peeling an inion or stripping
divine attention. Finally, the participants offer food dates from a branch. The flames symbolically
and incense to the gods as they beseech the purify the patient.
heavens to prevent the omen from coming true.

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System: While this ritual does not actually cure unscathed. Life magic can optionally fortify a
diseases or remove curses, the symptoms subside living subject against such injury.
for a number of days equal to the mage's duration
on the Effect roll. The severity of the symptoms Audience of Inanna
determines the amount of Effect successes that Correspondence 2, Matter 2, Time 1
must be generated to suppress the symptoms. After Say goodbye to obsolescence. Originally an Effect
the ritual expires, the symptoms return with full to prevent impotence by placing a figure of Inanna
intensity. The ritual takes most of one evening to on the head of the bed, the Virtual Adepts have
cast successfully. adapted this ancient ritual into an Effect that allows
The Life magic used in Surpu alleviates older computer hardware to exceed the limitations
symptoms. The Spirit component counters curses imposed by cutting-edge software. With this
and demons that may afflict the victim - or, at least, Effect, a 286 can run Windows 98 at peak
allows the mage to soothe pain caused by performance or a Pentium III can execute
malevolent forces. algorithms meant for Crays. Software can function
regardless of operating system. Usually vulgar,
Adaptations of Babylon's Magic although one Virtual Adept supposedly funds his
research entirely with this Effect.
Ansu Ishten System: The Audience of Inanna rote enhances all
Entropy 3, Matter 3, optional Life 3 manner of computability - the Effect simply
This traditional warding incantation draws its name requires that Inanna be invoked into the system
from the first phrase uttered by the caster: "Ansu (often with special desktop wallpaper, a figurine on
Ishten," meaning God is All. The rote designates a the tower case and some convoluted lists of charms
specific object or person who will be kept safe and incantations stored in high memory.) Success
from various sorts of harm. It is useless against speeds the processor, boosts its connectivity and
magical attacks, but provides a nominal measure of improves its performance standards; generally,
protection from various accidents, attacks, diseases each Effect success increases the computer's
or other unfortunate events. performance by a factor for the duration - one
The caster invokes a protective deity with a brief success helps a 286 to limp along, but with 10
preliminary chant, then recites the types of harm successes on an extended Effect, that same 286
that will not affect the object of the rote, in a rather could become the equivalent of a Pentium for a
Seussian fashion ("It won't be crushed beneath a day or more.
train, it won't be left out in the rain, it won't be
dropped in boiling fat, it won't be eaten by a cat.") Berate the Demon
While the sing-song rhyming technique is useless Matter 3, Spirit 3
for most paradigms, a pattern must be established In Babylon, everything was thought to be the
for the incantation to work. A Virtual Adept might potential home of a demon, including materials
use a repeating string of code, while a Hermetic used in ritual magic. Some Babylonian mages
might place the object within a runic circle and prepared their foci by yelling at the demons inside.
walk around it, adding a measure of protection The mage declared himself a representative of the
each time he reaches a certain point on the circle. gods and informed his tools that they had better
System: The player wishing to use this rote must obey him. Vague threats seemed to work best.
detail every form of misfortune from which the While this Effect is not yet in wide circulation,
object of the spell will be protected. Storytellers, many Traditions are developing permutations to
by all means, exercise creativity! In the above suit their paradigms. Sons of Ether seem
example, the object might be dropped in boiling particularly fond of berating their equipment, but
acid rather than fat - a fate that is within the so far it has only been effective on tools the berater
confines of the ward, yet still unpleasant. Each created himself.
success on the roll adds 1 to the difficulty of an System: If the Effect is successful, the difficulty of
attack in that medium. Since the ward does not the next extended ritual involving the berated foci
provide absolute protection, the Effect is is lowered by 1. Consider this a specific form of
coincidental. As always, the Effect only lasts as Magic Affecting Abilities (Mage Revised, pg.
long as the duration garnered by the mage's 155.) The Effect improves the spirit/material tie of
successes; this rite is not a way to gain permanent the focus in question. Some speculate that
immunities. The Entropy component defends egotistical willworkers have the most success with
against mischance while the Matter magic specifies this rote.
the exact types of harm that leave the object The mage need not reach into the actual Gauntlet

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to perform this Effect, so it does not suffer from successes for even a marginal result; a mage who
problems like the Avatar Storm. scores fewer successes might succeed in getting
some unpleasant burbling and maybe a single
Kispu stream of lava from a volcano, but no spectacular
Correspondence 3, Entropy 3 eruption. Don't botch.
Originally a ritual to secure a soul easy passage to
the land of the dead, modern Euthanatoi have Heart for Huitzilopochtli
adapted Kispu for a more specific purpose. By Life 5, Prime 5, Spirit 5
sacrificing a large animal and reciting the names of The Aztec practice of human sacrifice is well
the gods of the dead, the ritual protects a recently known. Scholars of the occult theorize that they
deceased person from becoming a wraith, and her used such rites to feed bloody, demanding gods,
existence proceeds to whatever awaits afterward. perhaps even vampire priests. What is conclusively
The Hollow Ones call this an "Enfant Abortion." known to mages today is that the power of human
System: The corpse need not be present, but the suffering can be channeled through rites of human
subject of the ritual must have died less than 24 sacrifice - but the price in terrible Resonance is
hours before the ritual is begun. The mage must high indeed.
acquire more successes in an extended ritual than The Aztecs considered themselves the chosen
twice the subject's Willpower. The subject goes people of Huitzilopochtli, and to him and their
peacefully into the great beyond, with no lingering other hungry gods they sacrificed a regular train of
traces or attachments. If the subject already human hearts. The Aztec creation myths even state
became a wraith, he can still be dispersed into that the monster from which the world was formed
nothingness with this rite, but the ritual fails if the demanded human hearts in exchange for the
wraith has gained awareness of its new state growth of crops.
already (that is, if the wraith's Caul has been A hideous and terrible rite, this power requires the
removed.) mage to cut open the chest of a victim and tear out
his heart. The blood of the victim is drained into a
Fire in the Jungle - Mesoamerica fire, spattered across the altar or sometimes even
swallowed by the demented magician. As the mage
Cuicuilco's Demise pulls the heart from the struggling, screaming
Forces 5, Matter 4 victim, he tears out the subject's life force and
Cuicuilco was a great city in the Mexican central devours it for magical power. Aztec magicians
highlands, until its destruction in A.D. 150 by an probably offered up that power to their gods, but
erupting volcano. Teotihuacan went on to become greedy and psychotic mages of the modern era
the most powerful remaining city of the region. might well try to capture such power for
Some mages speculate that Cuicuilco's demise was themselves.
planned in a fiery disaster to end its potential System: The mage must literally kill her victim
threat, while others attribute its end to the act of and tear out his heart. Nothing less suffices for this
angry gods or unfortunate tectonics. Whatever the rite. The subject must die, typically on the wrong
case, some sort of ritual has been handed down that end of a ceremonial knife. Once the subject
points to magical influence. expires, the Effect captures the victim's life essence
The mage must sacrifice a human victim, as might and spirit, then shatters them into power for the
be expected for magic of the Mesoamerican sort, in mage. The mage starts casting this Effect as she
order to awaken the power of the volcano (fire plunges the knife into the victim's flesh and
gods and what-have-you, after all.) In some finishes it as she tears out the heart; each success
versions, the victim might actually be thrown into scored on the Effect channelsthree points of
the volcano; in others, the subject is merely Quintessence directly into the mage or into any
slaughtered near the volcano's base. Either way, the entity or receptacle prepared and waiting (the
ritual is dangerous, since it is unlikely that the Quintessence can be split up, if desired.) If the
mage will get out in time. Effect generates five or more successes, the
System: Effect successes generate tremendous victim's very Avatar is sundered - Gilgul - in the
tectonic forces and pressurization of material in the process. Quintessence generated by this Effect
heart of a chosen volcano. With enough successes typically has the Entropic Resonance of Death,
on such a ritual, the mage could theoretically cause though in some very special cases of sacrifices to
a volcano to erupt, perhaps destroying an area just fertility or agricultural gods it might have the
as Cuicuilco was destroyed. Such an Effect is a Entropic Resonance of Renewal.
phenomenal feat, easily requiring twenty or more Every time a mage uses this Effect, he gains a point
of Entropic Resonance. Aztec priests were

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terrifying figures with distorted, sunken Our Enemies are Delicious
countenances and a maniacal obsession with Life 3, Spirit 3
gathering victims for their gods. Any mage who The Aztecs had something like the neighborhood
delves into this rite risks following their path. backyard barbeque, but the meat was particularly
Furthermore, using magic of this sort is certain to rare. The Aztecs conquered new people constantly
bring down the ire of any other mage who not only for sacrifices, but because they were an
discovers it: The Aztec empire had many enemies empire of cannibals and their delicacy was
among its neighbors, because the constant demand captured warriors. After the priests sacrificed
for bodies sent the Aztecs to war with so many hundreds of prisoners, the corpses were returned to
surrounding cultures. the warriors who had captured them. The corpse
A botch on this rite is hideous indeed: Some was then served at a banquet thrown by the warrior
ancient power decides that the mage's sacrifice is and attended by his friends, neighbors and
insufficient or incorrectly performed. The exact relatives.
effect is, as always, left up to the Storyteller, but a Aztec cookouts demanded the proper decorum.
horrendous and lingering death is not a bad start. Exotic foods garnished the dead, and the warrior's
friends were expected to compliment the host on
Blood for the Gods the quality of the meal.
Life 2, Prime 1, Spirit 3 If an Awakened priest performed the sacrifice,
The Aztec priests had dozens of sacrifices however, the flesh imbued the cannibal with
addressed to specific gods. In the sacrifice to strength. Entire armies cannibalized their prisoners
Huehueteotl, for example, captives were drugged, to give their warriors that bit of the departed soul
thrown into a pit of fire and dragged out of the that lingered. The priests only used this rote before
blaze with hooks. Then their hearts - still beating - critical battles, to prevent addiction among the
were pulled out and thrown back into the fire. The ranks.
Aztec gods rewarded such sacrifices with power. A System: If a person eats a corpse prepared by this
few modern paradigms, usually bleak and rote, raise all of his Physical Attributes by 1 but
demonic, address this ritual to different gods. lower his Social Attributes by 1 as well. The corpse
System: Successes on the Effect roll determine the must be eaten the day it's prepared. (In some
duration of the gifts granted by the gods. The paradigms, the cook - not the priest - performs this
specific gift depends on the deity to whom the rote on the corpse.) Each day after, the cannibal
ritual is addressed. Spirit magic attracts divine loses a dot on one of his Physical Attributes and
notice, while Life incorporates the god's boon into regains one on his Socials, until they all return to
the mage's Pattern. A modicum of Prime is their original ratings.
required so that the Pattern can assimilate the The rote has two dangers. First, ritual sacrifice and
powerful influx; one mage who performed this rote cannibalism risk a strong Entropic Resonance.
without the requisite Prime acquired a disturbing Second, a cannibal can become addicted to the
Resonance noticeable even to Sleepers a few days powerful delicacy. Each time a character eats meat
before he spontaneously exploded in a bloody prepared with this rote, roll the character's
spray. Willpower (difficulty 5, but quickly rises if he
This Effect increases one Attribute or Talent by 2, cannibalizes such corpses regularly.) If the roll fails,
or grants some minor special characteristic, and the character's got a corpse habit; lower his Physical
earns the mage a frightening Entropic Resonance. Attributes by 1 of he doesn't indulge at least once a
The Storyteller determines both, based on the week. A month of cannibalism-free living and
nature of the deity who received the sacrifice. A plenty of spent Willpower cures the addiction, if not
botch means the god was not pleased. the Resonance. Of course, the Effect is usually built
Note that this rite is not quite the same as the to last at least a day. A shorter version can be cast if
rote Heart for Huitzilopochtli and is marginally the mage simply can't score enough successes, but
easier to cast; the intervention of the gods the amelioration of social decay doesn't speed up.
doubtless smooths matters. However, it does not
grant the mage the same level of raw power. The Ball Game
Rather, it gifts the mage with some benefit from Life 2
the gods - perhaps making him phenomenally Sometimes a sacrifice just has to go off without a
quick for the duration if the sacrifice goes to hitch; that's when you start pulling hearts out of
Tezcatlipoca, who often appears as a jaguar, or athletes. The Aztecs and Mayas made their slaves
giving him a fearsome visage and the ability to play a soccer-like game with a huge rubber ball;
breath water, if sacrificed to Tlaloc the rain god. both teams were ultimately sacrificed, but the

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winners were pampered first. Perhaps the game chronicle.)
amused the gods, or just worked up the While experiencing the hallucination, the mage is
competitive juices, but the players made worthy unaware of his surroundings and may be
sacrifices. vulnerable. Although the mage may be awakened
In modern nights, several groups have adapted this from his vision, the effect is ruined if something
ritual to their paradigm. The Caballeros Aguila, a snaps the mage from his reverie. Typically, the
Tijuana street gang, holds victims at gunpoint and blood loss and piercing inflicts two levels of lethal
forces them to play football in an alley before they damage; since the mage is deliberately injuring
sacrifice them to Tezcatlipoca, the Aztec god of himself, this damage cannot be soaked, even
war and death. magically.
System: If the successes rolled on this extended Barring certain uses of Life magic, a mage can
ritual exceed the difficulty of the subsequent only use this rote every other week or so. Copious
sacrifice, lower the difficulty of that sacrifice by 1 amounts of blood lost on a regular basis make a
if it involves a participant in the game. The man lightheaded, to say the least.
sacrifice is rolled separately. A botch raises the In some paradigms, Visionary Bloodletting leads
difficulty of the sacrifice, or means that the gods to a seeking.
didn't enjoy the game....
Cup of Itz
Visionary Bloodletting Life 2, Prime 1
Mind 1, Spirit 2 One Mayan fresco shows a priest sacrificing his
Sometimes when you lose lots of blood, you start own blood that he might hold the power of the
to see things. The Aztecs and Mayas did, anyway. gods. A large decorated bowl with a paper in it is
They used lancelets to pierce spiritually significant used to catch the blood, and the paper is then
body parts like ears, genitalia and tongues. burned; smoke from the paper travels through a
Sometimes they ran knotted string through the hole above the altar into the sky with the gods. In
punctures to really get the blood flowing. The return, the gods grant the supplicant a bit of their
dizzy hallucinations that such bloodletting inspired divine energy, which similarly comes down from
were thought to be important messages from the the sky and into the priest. The rite is clearly
gods. similar to other forms of sacrifice used by some
System: The nature of the vision varies with the Tradition mages (see Heart's Blood, Mage
number of successes rolled on the Effect. With one Revised, pg. 182,) but this version is a bit more
success, the mage might see a momentary and fearsome - the typical Mayan form of the ritual
incomprehensible image. With four or more required the mage to pierce his genitalia with a
successes, a Mesoamerican god (or one from a long needle and squeeze out the blood for the
different pantheon depending on the mage's enchantment.
paradigm) appears to the mage, offering cryptic System: Successes generated on this effect allow
advice or revealing its message through a the mage to bleed out his own life and turn it into
particularly vivid hallucination. Typically, the Prime energy, as with the Heart's Blood rote.
sacrifice of blood causes the spirit to be favorably However, the addition of the Life magic gives the
disposed toward the mage, so it usually gives mage an opportunity to minimize the worst effects
useful advice. of the damage; although it can't prevent the injury,
While the mage's vision may present useful at least the mage needn't suffer overmuch from the
information, sincere worshippers use the rote pain of the rite. Mayan priests probably indulged in
simply to commune with the divine. Spirit magic some hallucinogens or narcotics along with the
contacts the gods (or accessible Umbrood, if the ritual - or, at least, that's what Technocratic
mage's paradigm excludes deities,) while Mind historians posit.
draws upon the deepest symbols and associations
within the caster's brain to translate the spirit's Waiting to Exhale
message into a meaningful hallucination. The mage Entropy 3, Spirit 2, optional Correspondence 1+
regains one or two Willpower points at the end of a This rote is like the Cup of Itz, but a group of
successful casting, more if the effect was women - usually relatives or close friends -
particularly successful or the hallucination contributes blood to the ritual. The smoke from the
particularly enlightening. (Storyteller's can, of bloody paper wafts up to the gods, who in return
course, give significant information through such protect the women's homes, neighborhoods or even
visions, though a Storyteller should not be cities from unfortunate accidents. With modern
compelled to try to predict the exact future of a adaptations of this ritual, this rote reduces the

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likelihood of anything from fires and heart attacks Jaguar Cloak
to skateboarding injuries and burned TV dinners. Life 5, Matter 3, Prime 3, Spirit 2
System: Spirit magic ensures that the offering Fierce warriors showed off their battle skills with
reaches the gods, while Entropy allows changes of grisly trophies. Some dressed in the skins of
fortune. Each success on the effect extends the jaguars or other dangerous animals. Just as the
duration of this rote or raises the difficulty of any Norse berserkers wore bear skins and gained the
harmful coincidental Entropic effect in the area by bear's ferocity, Mesoamerican warriors drew upon
1. If Correspondence is used, successes can also the jaguar's speed and hunting prowess. A few
contribute to the range of the effect beyond the could even transform themselves into jaguars and
place where the ritual was performed. The ritual run through the jungles at great speed or slay their
takes one night to cast. Use the Acting in Concert opponents with claws.
rules (Mage Revised, pg. 154) if more than one Of course, few warriors had the magical skills to
mage contributes blood to the ritual. actually transform themselves, but their priests
knew rituals to enchant jaguar skin cloaks and
Obsidian Steel armor so that the warrior could transform when he
Matter 4 wore them. Warriors met with the priests
A razor-sharp and knappable rock, obsidian was periodically to renew their cloaks, undertake secret
the staple material for Mesoamerican tools and tasks and maintain the power of their jaguar skins.
weapons. Though crafting the obsidian pieces into Kills in battle also maintained the magic of the
shape required careful work, a well-sculpted piece cloaks.
could serve as a short knife, a scraping tool or a System: A jaguar cloak or skin enchanted with this
tooth on a piercing weapon. Even modern science rote is attuned to a specific wearer. Through Life
recognizes obsidian's incredibly fine edges, useable magic, the skin recognizes only its owner and
even for surgery. grants him the power to assume the form of the
As a weapon, then, obsidian was deadly. The only jaguar. A strong-willed and fierce warrior can even
drawback was its fragility; pieces larger than an control the transformation, briefly gaining claws or
arrowhead shattered when striking with any force a nasty bite without fully turning into a beast.
and broke against stone or metal. A powerful When the wearer transforms, the Matter magic
priest, however, could make obsidian durable. By causes the cloak to become part of the wearer - in
bathing the finished weapon in blood, hardening it effect, it becomes his skin, and turns back into a
in fire and sharpening it against stone, the mage cloak when the wearer reverts to his normal form.
can give the obsidian strength to pierce nearly any A mage enchanting a jaguar cloak must score
armor. enough successes for the item to have a worthwhile
Obsidian Steel seems like a simple Matter duration and empower the cloak to affect its owner.
transmutation, giving obsidian the durability of The wearer risks the normal problems of
hard stone or metal. Pieces treated in this fashion transformation: His mind may become feral if he
do not crack or shatter, and their edges can remains too long in the shape of a jaguar. Thus, the
penetrate even hide, wood or, in some cases, metal. secret warrior societies that used such cloaks often
The rote's effects are often coincidental: If a lucky accepted only the most strong-willed and brutal
piece of obsidian doesn't shatter when it hits warriors - those with the presence of mind to retain
something, who can tell? their intellect and with enough animal cunning that
System: Successes scored for Obsidian they already seem like a jaguar (thus having a good
Steel cause the treated pieces - generally, nothing Resonance to work with the spell.)
over the size of an arrowhead unless the magic is The jaguar cloak renews its power through its
vulgar - to become more resilient. Pieces could be warrior's deeds in combat. As the wearer slays his
placed in a club so that it can pierce and slash enemies, the enchantment channels the anguish of
armored opponents with ease. It can also be used to departing spirits into magical energy (with Prime
make piecemeal armor. Of course, the mage must and Spirit magic.) The spirit energy floods into the
score enough successes to make the effect last long warrior in a wash of ecstasy that feeds the cloak.
enough to be useful. A permanent pattern change Each person killed by the wearer in heated battle
(with Prime added) could make an Artifact; it's adds another day to the cloak's enchantment.
rumored that there are still a few rare clubs out Eventually, the warrior becomes blood hungry and
there so enchanted. seeks out battle both to further the cloak's power
and to sate his own increasingly animalistic
appetites - some warriors even gorge themselves
on the organs of their foes, as if the mere rush of

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souls is not enough to satiate them. Schedule of Heaven
Few dare to use these cloaks in this day and age, Spirit 3, Time 1
but rumor has it that, in the Amazon, there are men The divine patterns of the Mayan Long Count
who run as jaguars. governed not just the earth, but the many Mayan
spirit worlds as well. During certain periods of
Quahuitl time, minutes to millennia, the planes of existence
Correspondence 2 came closer together. Modern Dreamspeakers who
When the Spaniards first encountered the Aztecs, still observe the Mayan ways read the Long Count
the precision of Tenochtitlan far outstripped that of to determine the best times to step sideways into
any Spanish city. Spanish land measurement varied the Umbra.
from province to province, while the Aztecs had System: A student just learning the intricacies of
developed a rigorous understanding of land the Long Count might know enough to locate one
measurement. or two times a certain Near Umbral Realm that is
System: Anyone could use a quahuitl - a cord cut most accessible; a Master, however, can discern
to a specific length - for measuring distance. more propitious times even for Realms in the Deep
However, a mage can empower a quahuitl with Umbra. Successes on this rote lower the difficulty
specific properties - sort of like the Aztec version of crossing the Gauntlet. Successes can also
of zoning. An area cordoned off with lengths of increase the usefulness of the reading, revealing
quahuitl, probably over several turns as the mage the best times and Realms to the mage. The
sets and resets the length of cord, can be warded Storyteller can also decide how accessible certain
against improper intrusion or exit. Functionally Realms are depending on the needs of the story or
similar to the Ward effect in Mage Revised (pg. the date of her chronicle's Long Count.
159,) this rote demonstrates how a mage might do A botch could mean missed opportunities or
a common effect under a specific paradigm. useless frustration. On the first night in two
hundred years that it's been easy to travel to the
Patterns of the Long Count Deep Umbra, for example, the mage believes it
Prime 1, Spirit 1 impossible.
As the sidebar The Exact Date of the End of the Note that the Schedule of Heaven doesn't
World (pg. 65) explains, the Mayas thought that necessarily sidestep other travel problems like
the earth and the spirit realms were governed by artificial Gauntlet strengthening or the Avatar
cyclical patterns of time. Depending on the god Storm; it does, however, help the mage in sensing
who carried a particular span of time, certain useful Junctures, times when the Umbra gains
occurrences were more likely. And the Awakened strength within a certain area. This can also be
who could perceive patterns saw tendencies in the useful in determining when a close correspondence
passage of time and the motions of the spirit between spirit and material worlds might result in a
realms. surplus of Quintessence that can be harvested by
System: The mage reads the Long Count, also someone with the appropriate knowledge of Prime.
perceiving the patterns that exist among the dates
of the calendar. For the duration of the effect, Pillars of Philosophy - Greece and Rome
lower the difficulty of effects involving one Sphere
by 1. This is just one pattern that can be found in Epiphany of the Muse
the Long Count. Troupes might devise their own, Mind 2, with Entropy 1, Prime 1 or Spirit 3
perhaps making Paradox backlashes more severe The nine Muses, daughters of Zeus, are said to
on a certain night or increasing the rate at which inspire new ideas in the minds of men. This rote is
Quintessence can be drawn from Nodes. Just keep a formalized prayer to call upon their inspiration
the bonuses low and be sure that the prevailing for some insight or new thought. The mage
cosmic tendency fits the story. sacrifices to the Muses something of value -
The patterns discerned by the reading only apply to distinctive cuisine, expensive jewelry, a magical
effects cast by mages who believe in the cycles of artifact. The Muses, in turn, gift the mage with
the Long Count (ultimately, the caster perceives their insight.
the tendency, but that doesn't make it real to System: The Storyteller can use this rote as an
others.) At the Storyteller's discretion, this rote excuse to give the players some information that
might also give the character insight into the state they're not getting from their current situation's
of reality given the current Long Count. A botch clues. This should not replace roleplaying,
means that the mage has misconstrued the pattern; obviously, and even if successfully cast does not
let the lying about difficulty numbers begin. have to be answered in the way that the players

- 48 -
necessarily desire. A Muse of poetry could hear the Maze of the Minotaur
prayer and inspire the character to some great work Mind 3, optional Correspondence 4
of rhyme to bemoan his current situation of being Through Sacred Geometry, early craftsmen formed
locked in a room, but give him no insight into how mazes that confounded an individual's sense of
to escape his confines. Muses are fickle things and direction. Daedalus in particular built for King
most often give artistic inspiration; cryptic clues Minos a tremendous and nigh-inescapable maze, in
are not guaranteed but they are possible. The Mind which dwelt the Minotaur. Through the confusing
effect opens the mage's perceptions while the magics of the maze, Daedalus insured that anyone
secondary Sphere looks for patterns or literally wandering within became utterly lost until
calls to the Muses: Prime or Entropy seeks out discovered and devoured by the Minotaur.
ebbs in the currents of magic and probability System: A craftsman can lay an enchantment into
around the mage while Spirit actually summons a a maze or complex during its construction; indeed,
Muse. the Order of Reason used such techniques in some
of its early fortresses and the New World Order
Legion's Life almost certainly uses a variant for its offices. Cast
Life 2, Prime 3 over an area, the enchantment befuddles the sense
Somehow, the Cult of Mercury managed to pull off of direction. Objects are arranged just so to
an Effect that the modern Traditions consider confuse the traveler, and the area proper is
impossible. The underlying trick hasn't been prepared during construction so that interlopers
figured out, but the rote apparently works. When become disoriented ("You are in a maze of twisty
the Romans put together a legion of soldiers, they little passages, all alike"). Laying the Effect over
formed a tightly knit group of warriors who fought, an area requires the use of Mind to place a mental
loved and died together. That closeness made their "fuzz" in the locale. The Storyteller might also
Patterns so tied to one another that the legion require Correspondence if the mage is trying to
magicians - who likewise worked in groups - could ward areas that he hasn't personally visited, but
draw from the whole of the legion for their Effects. since a maze of this sort is typically enchanted by
Somehow, the Mercuric magicians discovered a the mage as he builds it, Correspondence isn't a
way to bleed off just a little energy from everyone strict requirement. (A mage could theoretically use
in the legion and convert it into Quintessence - Correspondence to distort space, but that's a much
something that should be impossible, since different proposition from distorting a subject's
Quintessence freed from a Pattern normally goes sense of space.)
straight back into the universal pool. Sure, Focusing this Effect on an individual causes the
experienced mages could "skim off the top," but victim to doubt his path, and can even make the
these Roman mages drew upon great stores of subject question a map or set of explicit steps. This
energy and used them to fuel their battlefield is not amnesia but a subconscious loss of sense of
magics. direction and memory: "Did we take a left or right
System: This rote only works on a set of "bonded" the first time we came through here?" Such an
Life Patterns; they must be human, and there must Effect relies solely on playing with the victim's
he at least twenty. For the purposes of this rote, perceptions and thus only requires Mind 2 (plus the
"bonded" Patterns are those that have gone through appropriate Correspondence if the mage is using
significant shared adversity and triumph. The the Effect from a distance). Individuals may find
Roman legions probably got their strong mystic their way out of the maze by accumulating more
ties from their discipline, martial experience and successes on a Wits + Enigmas roll than magical
homosexual bonds. For every twenty Patterns Effect successes scored by the mage who laid the
involved, the mage can eke out a single point of trap. Since most mazes are constructed over years,
Quintessence without causing any actual injury. this could take some time.
Successes scored on the Effect determine the Manipulating an area to become confusing could
maximum amount of Quintessence a mage can be anything from moving a potted plant in front of
harness. For a really large army, several mages the door to entirely rearranging the furniture and
must work together. Such a draw can only be done repainting the walls bright orange. Most often, this
once per day, as Life Patterns must have time to Effect can be considered coincidental - anyone can
stabilize their Quintessential flow. lose her way.

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Mind of the Ant Hill Stoicism
Mind 4 Matter 1, Mind 1
Based upon the tactics of the Roman phalanx, this The Greek philosopher Zeno believed that human
rote allows for subliminal group tactics. Naturally, beings should remain calm and free from passions
the New World Order developed similar group so that they could accept the unavoidable events of
tactics, but their roots can he traced ultimately to fate and nature rather than struggle needlessly
organized combat as established by Rome and its against them. Greek mages such as the
predecessors. Pomegranate Deme looked upon this evolution of
System: For every success on the Effect roll, the thought with interest. Using his refined senses to
group has a die that any member can call upon in interpret and emulate the indifference of an
combat. This die, once used (successfully or not) is observed stone, the mage escapes all sense of pain,
exhausted from the pool that the group can call grief, joy or pleasure. In effect, the mage invites
upon. War machines can be used as foci to lower the stone into his mind, and becomes like a rock:
the difficulty, and if cast as an extended rite over implacable, unfeeling.
the course of time preparing for the battle, the System: With a single success, the mage has
group may have a huge pool to draw upon. A group locked his mind away from the world and can
waiting during the casting of this rote may only observe it dispassionately. If he chooses to remain
prepare for the upcoming battle or engage in stationary and achieves more than one success, his
combat - the rote must be used immediately mind becomes as a stone. Torture becomes useless
beforehand. Note that Correspondence may be and thoughts fade away to nothing. Alternately,
necessary to spread the coordination over an with at least three successes, the mage can act in a
extremely large gathering. deliberate fashion. His thoughts are cold and
without empathy, but allow an eerily calm
Phlogiston Phlux continuance of motion. Some Pomegranate Deme
Matter 2 use this detachment to perform necessary killing
The ancients believed that fire was the release of unpolluted by personal feelings. Reading emotions
phlogiston from burning substances. As a from the mage becomes impossible, as he has
substance burned, it released its phlogiston, which none. Of course, this freedom from lesser drives is
served as a viscous tie; when the phlogiston had all not without cost; the mage cannot expend
been released, nothing remained but ash. Thus, fire Willpower points for the duration of
was a tangible elemental form and not a force of the Stoicism Effect. All difficulties to Dodge and
nature, nor was it a release of energy any more social rolls are penalized by three while the rote is
than the other elements of air, earth and water. in use.
Phlogiston Phlux allows the practitioner to
increase or decrease the amount of phlogiston in an Protection of the Golden Race
object, thus causing it to burn longer or shorter Prime 2, Spirit 5
depending on the mage's desire. It also allows the By several accounts, the people of the golden age
mage to add phlogiston to an element, thus making are still out there protecting humanity from
fireproof objects burn like paper. The mage can monsters and unnatural things in the night. The
also take away phlogiston, so that brittle wood caster calls upon the closest member of the golden
does not even catch fire from a burning coal. Of race to protect them from an opponent. A blinding
course, modern science "proves" that phlogiston is flash of golden light appears, wounding if not
not real and that fire stems from other sources - killing the attacker.
isn't magic great? System: This rote can only be used upon
System: Depending on the severity of the Effect, supernatural entities and is always considered
the rote could he coincidental or vulgar. A torch extremely vulgar. What actually happens to the
burning for an extended period can be coincidental creature is left to the Storyteller; the caster literally
while causing a house to remain unscathed despite unleashes the guardian power of the golden race.
direct application of a flamethrower is certainly Note that this rite does not actually empower the
vulgar. Successes garnered on this Effect alter a mage - rather, it summons the golden ones
subject's soak dice against fire - the mage can give themselves. The reactions of the golden ones are
or remove fire susceptibility. Since this is a Matter unpredictable; as protectors of humanity, though,
Effect, it doesn't work on living things. A mage they are likely to incinerate most supernatural
could try to make a version that adds phlogiston to predators so long as the summoning mage is not
living things, of course... but thus far nobody has also a threat! After all, a mage's powers can be just
(successfully, anyway). as dangerous to humanity as any vampire's

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unnatural hungers. System: At least three successes are necessary for
Summoning the golden ones is a difficult this rote to work. Otherwise, the winds in the
undertaking. The ancients have long since left the surrounding area simply aren't strong enough to
Realms in which most mages operate. Calling them provide lift. Assuming that the mage manages to
through the Gauntlet and across the Umbra is a catch (or create) a convenient wind, she can fly
difficult task. Casting this rote is vulgar (difficulty clumsily for the Effect's duration. It's probably a
10), and the Storyteller is the final arbiter of how good idea for the mage to spend some preparation
many successes are necessary to successfully call time strengthening the wings, checking for a good
the golden ones. A mage should never be certain of wind and so on (that is, using an extended ritual).
his ability to call on these saviors for intervention. Strong winds modify the Effect: A brisk breeze
Note also that a mage must know about the golden might lower the difficulty by 1, a strong tailwind
ones to be able to call them; learning this rote by 2. Of course, in modern times, this Effect is
requires extensive study into Greek legend and vulgar. Don't botch. Icarus botched.
culture (best represented by an extended
Intelligence + Academics or Investigation roll and Lichedom
a great deal of roleplaying). Entropy 4, Life 4, Matter 4, Mind 1, Prime 3,
Spirit 4
Spontaneous Generation Nature ensures that living patterns eventually
Life 3 or Matter 3, Prime 2 degrade and die. Age consumes the body, rot
In olden days, philosophers believed that animals overtakes the flesh and the soul moves on or fades
and most matter could spontaneously generate out away. And perhaps humanity's greatest curse is the
of nothing. Maggots came from meat and horses knowledge of its own mortality. Among mages,
sprang from the mist of waterfalls. This rote who have some inkling of the spiritual fates that
duplicates such spontaneous generation. The mage wait beyond life, such terrors can become
can't pull a gun or a sword out of thin air, but he or obsessions. Those determined to hang around after
she can turn one thing into something that it is not, their mortal days seek cryptic formulae designed to
even something radically different. The mage skirt nature, restore youth, halt decrepitude and
simply reaches into an appropriate source and the cheat death itself. Some mages end up inviting
object or creature spontaneously generates. death, but on their own terms; they use the rite of
Spontaneous generation happens only from certain lichedom.
sources - one can spontaneously generate maggots While the Order of Hermes commonly used
from meat, mud or corpses, but not from glass or potions and rituals to prolong life (and other
plastic. Horses may spring from waterfalls or great Traditions created similar Effects within their own
blazes of fire, but not out of wooden doorways or paradigms), only within the Order did the dread of
earthen mounds. The player should research a few mortality and the drive to master magic become so
theories of spontaneous generation. A modem great that a mage risked life and soul for a spell to
mage must certainly alter this rote; a Virtual Adept ward off the reaper. The formula for lichedom,
might pull a computer chip out of a pile of circuit though buried by time and suppressed as heresy,
boards, while an Akashic could grab a spear from a promised a way out. Still, the offer of perpetual
thicket of reeds. existence remains a tantalizing shadow to those
System: The number of successes determines the mages whose fear of death, desire to finish some
accuracy and the quantity of material generated great deed, or drive to Master their Art pushes
(three successes might mean a newborn foal comes them beyond rational measures.
out of the mist of a waterfall while ten or more Ironically, the formula for lichedom is marginally
might generate four grown stallions leaping forth easier to cast than most comparable immortality
at full charge). A mage must alter this rote to make spells. Indeed, a mage need not even be a Master to
it suitable for modem materials like plastics and use this magic. The temptations of the dark road,
alloys, of course. perhaps.
While some mages cheat mortality with age-
Wings of Icarus defying spells, lichedom relies on a means to
Forces 4 welcome it. The mage surrounds himself with the
This rote mimics the legendary flight of Daedalus' trappings of his magic and ego. Through the
doomed son Icarus. The mage straps on a pair of strength of his dedication, he severs his Avatar
delicate feathered wings held together by wax - a from the changing, living world about him. At the
noticeable prop indeed. This Effect uses the natural end of the rite, he kills himself and invokes the
potency of the wind to lift the user into the air. final step, which causes his Pattern to linger

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perpetually on the cusp of life and death. No longer obsessed with their magical development that they
truly alive, yet not wholly dead, the mage lives the spend the time to further refine their techniques.
half-existence of a liche. Already straddling the Cloistered away and empowered by his own spirit,
threshold of death, the liche need no longer fear its the mage finally takes the last plummet down the
ultimate demise. precipice of mortality - he must quaff a specialized
The Order's records of lichedom are far from potion, which requires components harvested from
complete, and many Hermetics consider lichedom Bygones and materials renowned for their
an abominable state. Thus, the rite is rarely copied longevity and power (dragon's blood, demonic
or archived; some mages even destroy any records ichor, mercury, grave dust and other foul, rare and
that they find regarding lichedom. Chroniclers and poisonous materials). With the weapons previously
theorists of the Order might keep fragmentary created, the mage kills himself and removes the
ruminations on the process, but it is certain that no seat of his life - this may mean severing his
whole and complete copy exists except, perhaps, arteries, piercing his chakra points, or even
among the tomes of a liche who still exists today. stabbing his own heart. The fluid of the potion
Because Order records are so fragmentary, the rite sustains him and halts the death of his body. At this
of lichedom is poorly understood, and the steps are point, if the mage's rite is successful, he becomes
often personalized by the few mages who pursue it. an undead corpse and hovers on the boundary
The mage starts by building a special edged or between life and death. The rite cements his Avatar
piercing weapon (or weapons) with which he kills and soul to his corpse-like frame, while his Pattern
himself. This weapon is made first because it becomes mutated into something between Life and
accompanies the mage through the remainder of Matter. If he fails...
the rite. The traditional Hermetic paradigm Clearly, the rite of lichedom is so dangerous that it
prescribes that the item be made of silver, though suits only the rare mage who's desperate enough to
other materials might also function. try it. Worse still, there is no concrete way for the
Once the weapon is complete, the mage must mage to know whether his formula is successful or
reclaim every piece of his Avatar and sever all correct except to kill himself in the attempt. No
external ties to it. This means that the mage must two liches have ever used the same formula. It's
capture and destroy every Talisman he has possible that some steps might be omitted, while
empowered and every sympathetic link that he has it's almost certain that most liches have undertaken
tied to his soul. He must even murder his own unnecessarily terrible steps simply because there is
familiar, if he has one. A mage with a fragmentary no way to know what the formula requires. For
Avatar must track down and reclaim the lost someone willing to undertake this hideous
pieces; one with a phylactery must somehow transformation, nearly any abominable sacrifice
manage to keep it on his person for the duration of seems reasonable. Mages who lack the skill to use
the rite. Brands and damaged pieces of an Avatar some of the required magics might well seek out
do not hinder this portion of the rite, but if some alternate steps to make the rite easier. It's said that
piece of the whole Avatar has somehow been split crazed wizards hoping to become liches have
from the mage, it must be recovered. slaughtered their entire families, undertaken
Once the mage has severed ties to his magical self, personal mutilations and sucked out the very souls
he must purge his Pattern of any external magic. of other mages in order to fuel their
Only his own willpower can keep him alive transformations.
beyond the shadow of death. The mage must Once a mage has paid the terrible price and taken
isolate himself, with no magic but his own nearby - the steps that cannot be undone, he becomes one of
no magical items, no spells placed by others, no the undead. His body no longer heals or grows, and
intruding supernatural forces. Surrounded by his indeed may suffer the ravages of time, but it never
magic, he allows it to suffuse his Pattern. Some dies unless slain by magic. If the rite is not
mages supplement this step by ingesting potions, performed properly, the mage simply dies; if it is
often laced with their own flesh and blood, thereby only partially successful, the mage may survive a
internalizing and concentrating the magical short time, but decompose and die within a few
energies that they carry. Other mages focus on days or weeks. A successful liche can, barring
meditation, sensory deprivation or other mental excessive Paradox or magical injury, expect to
techniques to hone their personal energies. For a "live" forever.
year and a day the mage must wait in solitude, with System: Despite its terrible costs, lichedom is
no other magical spells or beings disturbing his fairly straightforward. The mage in question needs
concentration, as he steeps himself solely in his to do some heavy research, many rolls of
own magical will. Most mages at this step are so Intelligence + Occult or Investigation, many visits

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to libraries and mentors, and so on. Such research powerless walking corpse, with no magical
is best roleplayed. A mage who openly looks into capabilities (and no ability to learn other
such materials risks the censure of his peers and supernatural powers, since he is not truly a
the possibility of seized records, madness-inducing vampire or one of the Risen). Without sufficient
tomes and righteous hunters who hope to stamp out Entropy, the body's death processes do not come
even the study of such abominations. under control in the transformation to Matter, and
The research process is part of the rite. The mage the mage becomes hideously decrepit (losing one
makes his Arete rolls based upon his research and point from each Physical Attribute, his Bruised
execution of the proper steps. If the mage has done health level and all Appearance).
only sketchy research (one or two successes), he If a mage fails to complete the rite successfully, he
may only get to roll one or two dice. Similarly, if simply dies, and the potion has no effect except
he executes the steps shoddily or imperfectly, he perhaps to make the corpse twitch, choke and burn
may suffer a difficulty penalty, while extreme spasmodically. If the mage botches the ritual, he
attention to detail may give a bonus as described manages to kill himself, shred his Avatar
under Abilities Affecting Magic (Mage Revised, p. (permanently destroying it, perhaps) and generate
155). sufficient Paradox to level his laboratory and
The final casting of the rite occurs as the mage bestow an Entropic Resonance on the area. The
prepares the potion for the infusion of lichedom. remnants of the mage's corpse may well become
Successes accumulate to generate the duration and Quintessence-laden chunks of Tass (though a mage
degree of success. To finish the rite, the mage must would have to eat the pieces to gain the
invest one point of Quintessence for each health Quintessence) or become inhabited by
level that he has and must score enough successes something else out there.
to perform a phenomenal Effect (10 or more Once a mage becomes a liche, his body stops being
successes). The rite is naturally vulgar, so the base a pure Life Pattern and becomes something else.
difficulty is 9. A permanent duration is, of course, Sustained by his formidable will and magical
desirable, but if the mage doesn't score enough prowess, the mage puts off death by keeping it in a
successes, the spell may not let him exist long as sort of holding pattern between Life and Matter.
one of the undead. The mage generates successes This has several consequences:
as he makes the elixir, drinks it and kills himself. • Once dead, the mage's body becomes cadaverous,
Naturally, wound penalties apply to the task of gaunt and slightly bluish, like one would expect of
finishing off the potion while the mage stabs or a corpse. This raises all Appearance-related
slashes himself to death, so the mage is advised to difficulties by 2.
also use a rite to resist pain. • The liche does not heal naturally. Only magic can
The final task can be done as an extended ritual, to heal his wounds. Each health level healed requires
the usual limits of casting time based on the mage's the expenditure of a point of Quintessence, so the
Arete and Willpower. Note that the mage can only liche is essentially a thaumivore.
cast the rite himself. This rite cannot be performed • A liche cannot die from lethal damage, only
for someone else. Since the mage must surround aggravated wounds - Pattern damage - can destroy
himself with only the trappings of his own magic, him permanently. Since the liche's body is dead, he
the rite also cannot be cast with the aid of any takes only half damage (rounded down after soak)
Talismans. The mage must finish the spell using from bashing attacks, and gets a full soak roll
his own knowledge. (difficulty 6) against lethal damage. Lethal or
With the mage's inward concentration of personal bashing damage may incapacitate a liche and cause
magic and awareness, and the use of Mind and his body to become nonfunctional for a time, but
Spirit magic, he manages to shackle his Avatar, eventually the liche overcomes the hindrance.
soul and consciousness to his body so that they Remember, wound penalties do not affect magical
remain even as he dies. The Life, Matter and casting difficulties, so the liche can easily use
Entropy Spheres halt his body along the path to Mind or Spirit magic to send his astral form to
death and transform his Pattern into something on gather Quintessence and return to heal the body.
the cusp between. • The liche's body may continue to decay. Many
Various omissions or mistakes are possible, and liches use some Entropy magic to sustain them, but
they can have many detrimental effects on the over time they become unconcerned with such
process. Without Mind magic, the mage's trivialities. Without special preservative magic, the
consciousness departs as he dies; his body liche's body rots at the speed of natural healing:
becomes a shell without volition. Without Spirit, After a day the liche loses his Bruised health level;
his Avatar flees and he becomes a self-willed but 3 days later the Hurt level rots away and so on.

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This rotting is visible and causes the mage to lose find themselves completely unable to relate to the
Appearance (one dot per health level) as he decays, "normal" world.
until the rotting is healed. • The process of lichedom so greatly changes the
• Liches are sterile, of course. No amount of magic individual's Pattern that his True Name is distorted.
can fix that problem. A liche might simulate The subject's old True Name no longer applies.
sexuality, like a vampire, but ultimately is a half- The rite warps its name; someone familiar with the
dead thing with other ways to spend eternity. A old name and the liche formula might be able to
liche can eat and drink, and its body metabolizes puzzle out the corrupted name (Intelligence +
food, but it no longer requires sustenance. Occult, difficulty 9). There is a True Name for
• Since a liche is dependent solely upon his own "liche" but each liche also has an individual True
magic to sustain him, the rite burns out Name that is necessary to affect the individual with
connections with any external magical processes. True Name bindings, banishments and so on.
The liche cannot have True Faith, Fae Blood or • Liches are, of course, Paradoxical, and the rite
similar Merits. Any such existing ties are gives the caster permanent Paradox. The exact
destroyed. A liche can't become a ghoul, vampire amount is up to the Storyteller. Certainly in a low-
or other supernatural creature. fantasy game, a liche suffers from a great deal of
• Upon completing the rite, a liche gains one dot of Paradox.
both Static and Entropic Resonance. Furthermore,
the liche's Resonance is disconcerting not merely The Top of the World - The Arctic Circle
to mortals, but also to supernatural creatures.
Vampires, changelings, even spirits and the like all Atitsiak
recognize the liche as some sort of unnatural Life 4, Spirit 3
abomination. The smart ones flee. Even other Before Christianity replaced many Inuit practices,
mages are affected, and have a tendency to hunt children were commonly named after the most
down and destroy liches. recently deceased person in the community. The
• As a static creature, the liche can never gain child was thought to inherit characteristics from
additional Arete - ever. He can continue to improve that namesake, or atitsiak.
his Spheres but his enlightenment is frozen along System: The atitsiak ritual lets an individual take
with his body and soul. Ascension has been traded on the characteristics of one of the deceased. Cast
for the chance to exist beyond mortal limits in the on young children, the ritual may cause the child to
quest for magical power. A liche can suffer Gilgul; grow up with better abilities or talents like those of
many do, shortly before they are permanently its namesake. Scoring several successes on this rite
slain. Still, the liche has eternity in which to study, might ensure that the child develops the positive
improve and expand his knowledge of the Spheres, characteristics of the decedent.
and he's damnably hard to kill, too. Also, a mage can briefly adopt the name of a dead
• Liches cannot have familiars. (You killed yours person by means of this ritual. This version is a
as part of the rite, remember?) This is true even if recent Tradition adaptation. The mage's successes
the liche never had one in life. The liche's unliving allow him to channel into himself the physical
Pattern cannot properly bind familiars. characteristics of a deceased person whose name
• The liche rite cannot be undone with simple he knows. The Life magic augments natural
countermagic. Most liches also add other capabilities while the Spirit magic draws on the
protections to prevent unweaving. Should the rite spiritual remnants of the deceased for power and a
be undone, the liche finishes the process of dying Pattern.
and becomes a corpse. Thus, reversing the rite also Note that the name borrowed from a deceased
requires some way to raise the dead - good luck person by means of this ritual must come from
with that one. someone truly dead - a name cannot be borrowed
• A liche can place its Avatar in a phylactery (see from a ghost or vampire.
the Phylactery Flaw in Mage Revised, p. 300). Of course, the atitsiak ritual doesn't allow a mage
This is a necessity if the liche does not have to easily borrow a subject's phenomenal prowess
sufficient Spirit to hold on to his Avatar and soul with just a simple success or two. A good rule of
during the rite itself; the liche can bind the thumb is that each dot gained requires one success
phylactery with Spirit 3. on the Effect. Additional successes are allocated to
• Liches have a tendency toward duration. An Effect of this sort can't be made
insanity. Nobody goes through the rite without permanent, but it can he useful as a tendency - that
gaining at least one Derangement. Over time, most is, if a child is given the atitsiak of someone very
liches become increasingly eccentric, until they strong, then the child may also grow up to become

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strong. This is a good justification for a character Qayaq's Fish
to improve with experience points. Life 3, Matter 3
The hero Qayaq is a staple of many Inuit legends.
Confusing Apishtiss In one legend, Qayaq seeks to cross the sea so that
Forces 2 or Mind 2 he can be reunited with his family. A friendly spirit
Innu hunters often favored the flesh of the brant, a creates a magical giant fish out of wood, which
migratory goose, which they called apishtiss. Qayaq rides across the waves.
Unfortunately, the brant no longer fly over the Innu System: The mage carves an animal out of pieces
homes, but people still tell of the magic. Entire of wood and puts them together. Through the
villages of Innu once shouted as the geese passed enchantment, the animal comes to life and
overhead, and thereby confused the birds and becomes real, at least for a small time. Successes
caused them to fall from the sky. Hunters gathered on the Effect determine how long it lasts and how
them up for later feasting. Often, a good harvest of large an animal the mage can create. Obviously,
apishtiss was call for a makusham, or large feast, this Effect is highly vulgar.
and many groups met to share the goose's flavorful
meat. Sedna's Blessing
Confusing Apishtiss allows a shaman to Correspondence 2, Mind 2
tremendously magnify his shouts at a target, thus Once a vain mortal woman, Sedna was given in
disorienting the enemy. The mage jumps up and marriage to a lone hunter because her family could
down, hollers and slaps his hands together to make not afford to feed her. Much to her dismay, her new
as much noise as possible. husband turned out to be Tulugaak in disguise;
System: Successes on this Effect disorient an Sedna shouted for her father to rescue her but in
enemy, causing him to suffer from distractions, the process fell into the icy sea. The Inuit attribute
raising all his difficulties for the duration of the seals and whales to her creation and say that she
Effect by up to 3. If the mage scores more lies at the bottom of the ocean.
successes than the target's Willpower, then the Inuit shamans dive into the sea to comb Sedna's
subject is actually stunned and unable to act for a hair - to wade through the brambles and kelp of the
full turn. ocean - in order to soothe her vanity and give her
company. In return, Sedna sends her creations to
Mukashuan the supplicant. Then the shaman and his friends
Life 3, optional Spirit 3 can hunt seals and whales for survival, with her
According to legend, Caribou Master was once a blessing.
human, but he lived so long with the caribou that Modern mages have naturally found many uses for
he became like one of them. He ruled over them this simple summoning: A few tweaks can let it
and allowed people to hunt caribou without fear of call other sorts of animals, and most mages capable
reprisals from the spirit world. The caribou were of this spell can also soothe the creatures and
important not only to food and clothing, but to perhaps rely upon them as allies, not simply as
medicine as well. Caribou Master made sure that food.
there were herds for the people to hunt, and that System: With enough successes, the
they used the caribou's many parts. Caribou Correspondence of this Effect allows the mage to
marrow is seen by the Innu as having healing send his calming impulses over a wide area. Mind
power. Combined with the intervention of Caribou magic calls to the animals - seals and whales, in
Master or a shaman's helper, the marrow can halt Inuit magic, but possibly others for a modern
the onset of death or disease and heal grave magician who alters the Effect. Successes are used
wounds. A feast of marrow, or mukashuan, soothes primarily to expand the affected area, since the
both injury and depression. caster usually only needs to call one or two
System: Successes on this Effect heal the subject. animals.
Like many other coincidental healing Effects, this
speeds the rate of the subject's healing instead of Shaking Tent
miraculously curing all wounds and symptoms at Spirit 3
once. With the aid of Spirit, a helper spirit can be The dangerous communion ritual of the
induced to help, or Caribou Master himself may Innu, Shaking Tent is a spectacular display of
intervene - this vulgar form of the rote heals spirit communication. The shaman enters the
instantly. cylindrical tent and calls to the spirits through
his mishtapeu. Because the spirits live in
tshishtashkamuku, it is not always safe for them to

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come here; indeed, giants and spirits in that land and Athletics rolls, as per Magic Enhancing
are said to have slain and driven out humans from Abilities (Mage Revised, p. 155), and is almost
those places. The animal spirits often come and guaranteed a successful hunt when stalking game.
communicate by knocking, rattling and making The hunter seems to know where to go to find the
other such sounds, which the mishtapeu interprets animals, and easily tracks and traps them. Modern
for the shaman. In return, the shaman sings to the mages have modified the rote a little the key is to
spirits, and the mishtapeu interprets the song for draw on the favor of the hunted subject in some
the spirit. People outside the tent can sometimes fashion. Animal spirits of various kinds can be
hear the wailing and rattling, but they never appeased through the song and dance
understand it. accompanying a proper feast, where the animal is
Spirits called by Shaking Tent negotiate with the given appropriate station. Hunting people is a little
shaman, who may try to garner information from tougher, and might require cannibalism....
them or persuade them to help in some task. There
is always the risk that a spirit will exert its power Sing to the Whales
to punish the shaman or decide to play a little trick Mind 2
on the hapless mortal. For some potent spirits, a Through ululating songs, some Inuit fishermen
little trick may mean dragging the shaman off to sang to the whales to draw them near. Arctic
tshishtashkamuku, flaying his skin off or telling peoples used the whales for blubber, meat, oil and
him secrets that leave him a gibbering fool. other sundry necessities. Through various ascetic
Once in the tent, a shaman opens himself to practices, the fishermen lent power to the
communion with the spirits by drumming and shaman's torngak (another type of helper spirit),
singing. Instead of letting the spirit possess him, he which in turn gave him the power to draw the
calls the spirit into the tent itself. Often, the spirit whales closer.
does not waste its power to materialize, but simply System: The caster of this ritual must observe one
makes its presence known by manipulating objects sort of taboo for at least a week, as must anyone
and rattling the tent. The shaman speaks with a who assists in the casting to the Inuit fisher cults,
lesser helpful spirit to intercede. The longer the common taboos were no use of fire, no sewing or
shaman drums and sings, the more powerful a no eating berries. Modern mages might make
spirit he can summon; but this also increases the similarly harsh taboos, such as abstaining from the
risk that a dangerous spirit will decide to play with use of electricity. With ululating chants, perhaps
him. something resembling whale songs, the mage
It is dangerous in the extreme to open the tent draws them closer; similar animal noises might
during the ritual, as the spirit may escape to wreak draw forth other creatures as well. The successes
havoc across the living lands. generated give the animals an impulse to approach
System: Successes generated for this ritual are the caster.
used as for Call Spirit, as described in Mage
Revised (p. 187). However, instead of directly Tulugaak's Harpoon
calling a greater spirit, the shaman calls a Forces 3, Matter 3, Prime 2
mishtapeu and asks it to intercede on his behalf. One Inuit legend tells of how the waters of a great
flood threatened to cover everything. Though many
Shishipat's Favor people tried to stop the flood, none could succeed.
Life 1 Tulugaak, unsure of his skills, nevertheless hurled
At a makusham, after a successful hunt, an elder his harpoon at a Hound of soil, which exploded
brought a container of stored caribou fat and outward to push away the water.
rubbed it into the meat of the shishipat. Hunters ate System: The mage hurls an object - traditionally a
as much of the fat-covered boiled waterfowl as harpoon - at a target, which strikes with great force
they could, and the hunter who ate the most had and causes the object to explode outward. The
good luck hunting in the following season. magic causes the fragments to multiply and scatter
System: A mage calls upon Shishipat's over a wide area. The successes on this Effect can
Favor through the old tradition: A feast of boiled be used both to create the force with which the
goose with caribou fat. The subject of the magic object explodes and to multiply its size as it covers
must actually eat the goose. This rote is a form of the area.
hunting magic, in which the subject draws favor by
properly respecting the value of the goose. Done
correctly, this Effect helps in later hunting: The
rote allows the mage to gain bonuses to Survival

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Dead Magic II: Once the fire spirit has burned its target to death,
the fire fizzles and the spirit returns whence it
Secrets and Survivors came.
The optional Correspondence Effect is only
Sad Islands in Strange Seas – Polynesia necessary if the akua kumu haka is going to
operate outside the kahuna's line of sight.
Ahiu Nalu (Rogue Wave)
Entropy 2, Forces 2 or Entropy 3 or Ala Wai (Short Waters)
Correspondence 2, Matter 2, Prime 2 Correspondence 3
Battles between kahunas were common in the high Anthropologists have no idea how Polynesian
age of Polynesian magic, and these often took culture spread so far over the small and widely
place on the ocean. A common tactic in these spread islands of the South Pacific. The answer is
battles was to summon a rogue wave to knock an easy: They used magic.
opponent out of his boat (or off his feet, if he was By chanting and willing the waters to be smaller
standing near, in or on the water). Polynesian than they seemed, a kahuna could go five miles
mages used rogue waves primarily as distractions with every stroke of his paddle in the waves. With
or harrying tactics. the aid of this rote, a competent mage can cross the
System: The wave summoned is three feet high Pacific in a remarkably short period of time.
plus one additional foot for each success on the System: This rote is one more version of The
Arete roll. If the target sees the wave coming, he Seven League Stride (Mage, pg. 159.)
can roll Dexterity + Dodge at a difficulty of 8 to
get out of the way; if he doesn't see it, he can roll Ana'ana (The Death Prayer)
Stamina + Survival to avoid being knocked over. A Correspondence 3, Life 3 or Correspondence 3,
wave will stun its target momentarily and knock Spirit 3
him into the water, but little more than that. A The wizard wars of Polynesia have left modern
wave six feet or higher will cause one level of kahunas with a large repertoire of deadly rotes;
bashing damage to the target. among the most popular of these is the death
Since the Rogue Wave was such a common tactic, prayer. The kahuna casts this rote in her sanctum
there were several ways of creating the Effect. The by beating out a martial rhythm on a drum and
mage could tamper with probability a little (with chanting the reasons why she wants her target to
Entropy 2) and augment the resultant wave (with die. The target, meanwhile, begins to sicken almost
Forces 2), tamper with probability a lot (and forego immediately, and has only a limited time to seek
the Forces Effect) or, in a pinch, he could actually out the kahuna she offended.
create the water out of thin air (Matter 2, Prime 2) System: If the kahuna is using Life magic, the
and shape it with Correspondence. The first two target will sicken and die over the course of three
methods can only be used on the ocean or in very days following the completion of the rote. While
large lakes, but they are always coincidental. The this rote is similar to (if slower than) Effects used
last method can be used in any body of water, but by many Tradition mages (Rip the Man Body , et
can easily be vulgar, at the Storyteller's discretion. al.), it has the advantage of being coincidental, as
the target simply seems to catch something horrible
Akua Kumu Haka (Guided Fireball) and die. The disease need not be anything dramatic
Forces 3, Prime 2, Spirit 3, optionally with (and suspicious) like Ebola - anthrax, pneumonia,
Correspondence 2 influenza, appendicitis and systemic strep
Hawaiian kahunas were known for calling flame infections are all quite capable of killing a target in
spirits to hunt down their enemies. Those who ran three days.
afoul of a kahuna were often known to stay near If the kahuna is using the Spirit version of this
the ocean just in case one of these terrifying spell, Banes or disease spirits might afflict the
creatures was sent to dispatch them. target to death in the same time frame and in much
System: The kahuna creates a fireball using a the same way. Alternatively, the spirits could
conjunctional Forces/Prime Effect and then calls simply cause a freak accident to befall the target:
upon a vengeful fire spirit to come inhabit the He might, for instance, trip over a piece of litter
conflagration and hunt down the mage's enemies. and fall into traffic or the pilot light on his stove
The akua kumu haka moves very fast and can might go out, filling his apartment with gas that
easily outrun a human on foot; a target in a fast- then explodes, or he might be pulled under the
moving outrigger canoe or a car, on the other hand, water by a riptide. In any case, spirits can be pretty
might be able to escape the akua kuma haka. creative.

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Heenalu (Wave Walking) circumstance - the mage suffers no repercussions.
Forces 2 or Matter 2 That said, if the kahuna's work benefits many
Polynesian islanders are surrounded by water. It people, some trusting soul approaching the end of
surrounds them at all times and it is, undoubtedly, his life might volunteer to be the kahuna's
among the most limiting factors in their existence. sacrifice.
While canoes mitigate some of the water's Performing this kind of magic can easily result in
limitations, even a novice kahuna can walk across the kahuna's accrual of Jhor, and those who
the tops of the waves without difficulty, making practice it often are likely to develop a profoundly
brief forays from shore or even traveling from Entropic resonance.
island to island with relative ease.
System: Only one success is required; extra Kuoha (The Passion Prayer)
successes are best spent on duration, especially for Correspondence 3, Life 2, Mind 2
traversing long distances. This rote is coincidental Wearing only leis of the most fragrant flowers, the
if a shallow reef or string of small atolls is nearby - kahuna sits (generally in his sanctum or a similar
onlookers will assume the mage is walking in locale) and beats a primal heartbeat rhythm on his
shallow water rather than on the water itself. drum to incite passion in one target of his
Otherwise, the rote is vulgar. Movement speed is choosing.
normal for both walking and running, as if the System: Roll Arete after each full hour of
mage were walking on grass. If complex actions - drumming; this rote is, obviously, best performed
such as combat - are performed soon after casting, as an extended action. Once the mage has
the Storyteller may require a Stamina + Athletics accumulated a number of successes greater than
roll to avoid seasickness; losing the roll causes the target's Willpower, the target is overcome by
nausea and a -2 penalty to all dice pools until the pure, unadulterated lust for the mage and does
character can get to stable ground. everything possible to be with the mage sexually.
The Storyteller should roll the target's Wits +
Kaumaha (Sacrifice) Awareness every time the mage's player rolls Arete
Prime 3, Spirit 2 to determine if he or she intuits what the mage is
Sacrifice plays a key role in Hawaiian magic. up to; if the target catches on and interrupts the
Placating spirits through one means or another is a passion prayer before the kahuna rolls enough
common theme throughout the history and successes, the rote is ruined.
mythology of Polynesia. The sacrifice of living The effects last for one hour per success and affect
beings to volcanoes was not common, but neither the target regardless of sex or orientation. Using
was it unheard of. By performing the proper rituals this rote on anyone whom one is not already
and tossing a living creature into the lava of a sexually connected to is tantamount to rape. It's
volcano (the volcano is the focus of the rote,) the also a good way to provoke the target and his or
kahuna is able to harvest the escaping mana freed her every friend and family member into war onto
by the death. While this has many drawbacks, there the mage if used inappropriately.
are times when a kahuna is willing to risk almost
anything for extra fuel for his magical work. Mahu (Steam)
System: The kahuna throws his sacrifice into the Forces 2, Prime 2
volcano and uses Spirit to catch the departing ghost This rote turns a large volume of water into steam,
and Prime to reap its Quintessence. A chicken will sending billowing white clouds skyward - and
yield a point or two, a goat or a pig up to five and a scalding anyone caught in the area of effect. This
human being will yield a full 10 points of sudden, scalding blast is a potent (and popular)
Quintessence. Certain other creatures (Rokea, old form of battle magic among the Polynesians.
vampires) may provide even more Quintessence, System: This rote affects 100 square feet (10 x 10
and if they were preying on the kahuna's people, he and square-ish unless the player states otherwise)
doesn't even have to worry about the spiritual of the surface of the water per success. Not only
backlash. does it obscure vision, effectively creating a smoke
Giving thanks to the spirits of the non-sentient screen, but it is also a devastatingly lethal attack,
animals is generally enough to keep a mage safe inflicting standard Forces damage on anyone
from the potentially negative effects of sacrificing caught in the scalding vapors.
a living being for power, but in the case of human Some kahunas willing to use vulgar Effects have
beings, however, things get much more complex. used this rote to flash-cook opponents floating on
If, and only if, the sacrifice is giving up his life the surface of the water (or in their bath tubs.)
freely and of his own will - a relatively rare Used on the open ocean or on a lake, this rote only

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affects the top few inches of the water's surface. animals; otherwise, they would deplete all
This rote affects nothing a foot or deeper under the nutrients from the water in the space of seconds.
water in any way. The difficulty of this rote increases by one if the
kahuna is performing it at night or at a depth
Maikai (The Seaward Pull) greater than 80 feet (the depth at which coral
Mind 3 normally grows.) Clever kahunas will create
The target of this spell becomes obsessed with islands in deep water by using this rote repeatedly
reaching the ocean, diving in and swimming out as to create coral boulders that accrete around a
far as possible. It was one of the simple ways the floating core. Once the boulder has grown to a
mages of Polynesia had of eliminating their significant size (a thousand feet, say,) the mage
enemies. Obviously, if others detain the target and will let the boulder sink into the depths. He will
prevent him from reaching the water for the send these down, one after another, until he has
duration of the Effect, he won't drown (growing created a suitable island foundation.
gills or putting on scuba gear also help) but any Note: Coral islands are largely sterile and don't
determined kahuna will wait to strike at the right erode into fertile soil the way volcanic islands do.
time (and have surprises waiting in the water for Most kahunas (who want trees and crops on their
his target as well.) islands) will use this rote only if they have no
System: The kahuna uses potent Mind magic to means of creating a volcanic island.
implant a deep and overriding obsession in the
target's psyche. Pele Wai'ula (Pele's Blood)
Correspondence 3, Forces 3 or 4, Matter 2
Mano Kahea'ai (Shark Call) The forces of volcanism were instrumental in
Correspondence 3, Mind 2 shaping all of the Polynesian Islands and its effects
Sharks were (and, to a degree, still are) constant are still felt in a variety of very real ways, like
companions to the early Polynesians. More revered regular volcanic eruptions on Hawai'i. This rote
than feared, the shark was considered taboo to grants the kahuna a degree of control over those
women, but a powerful totem for fishermen. This elemental forces of creation, allowing her to
rote summons sharks from the surrounding waters summon the lifeblood of the planet itself.
to the kahuna (or as close to him as they can System: The lesser form of this rote uses Forces
swim.) and Matter magic to open up a volcanic fissure
System: The kahuna uses Correspondence magic somewhere within the mage's line of sight, reaches
to transmit his mental call to all sharks in the local deep into the planet and brings lava pouring out
water. If the mage wills it, he can also incorporate while the Forces 4 variant causes a full-scale
the illusion of the smell of blood in their minds, volcanic eruption. Not only is the former version
bringing them into a full-on feeding frenzy. The easier to perform, it's easier to control.
sharks will not attack the kahuna who summoned The lava brought about by the lesser version is
them if he uses the former version of this rote, but relatively slow moving and unlikely to catch any
if he uses the latter version, all bets are off. but the slowest or most accident-prone enemies,
Because of the shark taboo, female mages cannot upon whom it inflicts aggravated Forces damage
use this rote. (that is to say, three dice of aggravated damage per
Variants of this rote can call other kinds of success rolled by the kahuna's player.) In the case
creatures: Octopi, whales or any other marine life of a full volcanic eruption, the Storyteller is the
available. final arbiter of the mayhem caused by such an
enormous and violent feat.
Mokupuni Palahalaha Wiki Amazingly, these rotes are coincidental throughout
(Coral Island Bloom) most of Polynesia (as well as the Philippines,
Life 2, Prime 3, Time 3 Japan and Iceland) and a handful of other places in
Under most circumstances, coral islands take the "Ring of Fire," the volcanically active zone
centuries to grow. Mages who like to have islands circling most of the Pacific ocean. Elsewhere they
to themselves often don't have that much patience, are grossly vulgar.
and so they put the coral into fast forward, causing
a reef to bloom upward toward the sun like a Rokea'ole
crystalline cloud. Life 3, Spirit 3
System: The conjunctional Life/Time Effect The mages of Polynesia are more familiar with the
causes the tiny coral organisms to build up the reef Rokea, the shark-changers, than any other
at high speed. Prime is used to fuel the tiny changing breed (and far more familiar than they

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would like to be.) Whereas the true shark is die for every five of these non-mage helpers
considered good luck, kahunas consider Rokea participating. The non-mages actually form living
brutish, lethal pains in the ass (even if they are anchors for the initial points of construction for the
considered semi-divine.) This rote forces a Rokea Sleeping Land. The rote uses the Mind sphere to
out of its large battle-forms, forcing it into its connect the assistants with the principle ritualist, so
natural form (usually a shark.) that they all work together simultaneously.
System: Using magic to shape both the body and Each extended dice roll represents one hour of
spirit of the target, the kahuna forces the Rokea to ceremonial dancing and chanting. The magic flows
revert to its Breed form and prevents it from from mind to mind in the pattern, which is
changing again for 10 minutes per success. If the essentially a twisting, curling, snake-like hoop.
player is willing to accept a +1 difficulty modifier, Each participant in the ritual must be within sight
he can choose which form (human or shark) the of the other: close enough to see the pupils of each
target reverts to. Since the shark-changers detest other's eyes. The number of successes required is
their human form (except when mating) forcing determined by the number of people involved, and
them into that form really pisses them off. Rokea thus the number of points on the looping curve.
will remember the face of any mage who uses this Assistants Area Inscribed Successes 5 A bedroom
rote and mark him for a quick and messy death. 10 15 A suburban house 15 25 A football field or
similar large area 20 50 A small town 30 200 A city
Waipuilani (Waterspout) 40 10,000 A continent the size of Australia 50 The
Forces 3 mage must also have at least one Node available to
A tornado over water produces a waterspout, a him to supply the necessary Quintessence to
funnel-shaped pillar of water sometimes hundreds maintain the Sleeping Land against the crushing
of feet wide extending from the water's surface up weight of Reason. Think of the Sleeping Land as a
to the clouds. While such a sight is truly awesome, giant hot air balloon of Spirit: the raw, free
its uses are relatively limited and the few kahunas Quintessence from the Node, channeled by Prime,
who even remember this rote use it primarily to will be the warm air that causes the envelope to
enthrall or entertain. It has been noted by a few rise and attain shape. Finally, using Mind 5 in the
mages, however, that waterspouts are a great way rote aids the initial casting and makes the envelope
to deal with Technocracy helicopters. semi-aware and able to discern who should and
System: Forces magic can generate the waterspout who should not have access within.
in either of two ways: If there are reasonable Casting: Either a single mage or a small core
clouds in the area, Forces magic manipulates the group of mages will begin the rite, which will
local weather patterns to create the necessary introduce them and then call the People to respond.
funnel activity to create the spout. This version can One by one, the other participants filter through the
be coincidental if the mage is careful. group or past the initiator. They touch hands with
Alternatively, the mage can use the sheer power of this mage and then begin to walk. When they have
the Forces Sphere to cause the whirling spout of gone far enough, they will turn and wait for the rite
water to shoot up from the water's surface, even on to continue. Each person participates by walking
a perfectly clear day. This version is always vulgar. along the boundaries of the future Sleeping Land
with their apprentices.
Wide Awake in the Dreamtime - Native (Note: See page 54 of Dead Magic II for further
Australia rules on Sleeping Lands and Shallow Realms.)

Sing the Dreaming Earth Call the Dreamborn Sibling


Mind 3 or 5, Prime 5, Spirit 5 Spirit 2
This rote allows a mage to create an area of This summons a spirit of the Dreamtime, usually
Shallowing called a Sleeping Land. The area of the one affiliated with the surrounding area. Because
Shallowing is directly related to the successes on of the flexibility of time in the Dreamtime, spirits
the roll. When performed in ceremony, this rite is rarely arrive on time. It takes persistence to get one
not considered vulgar. of the Dreamborn to come when you call: the
System: In order to properly Sing the Dreaming People have learned to simply send the Call and
Earth, the mage must have a group of ceremonial wait patiently for Dreamborn to arrive.
assistants willing to help the mage with this rite. During casting, the People will sit for hours
Non-mages are considered properly trained if they meditating and humming a Dreamtime drone,
have Occult 4 or Enigmas 4, or Dreamtime Lore of either standing on one foot in the sand or sitting
2 or better. Note that the mage receives one extra cross-legged. They will become stone-like, looking

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unseeing into the middle distance. They will seemingly random way and the rite ends with the
breathe so infrequently that they appear petrified. principle practitioner driving a stone shard through
Finally, after several hours of this, they will clap his hand and into the body of the Dreamborn itself.
their hands and welcome the spirit they called. System: The ritual successes generated by this rote
Usually there is no visible sign the spirit is near, are in direct opposition to the rote called Ensure
but those with the sense to see the Dreamtime can the Endless Sleep . Successes on the roll must go
see the spirit easily. The shaman will converse with towards first eroding successes generated by that
the spirit as if the spirit were as plain as day, and rote, and then are actively opposed by the spirit's
will complain bitterly to anyone standing nearby if Willpower. When the Dreamborn awakens, it will
they do not see or do not respect the spirit they've be ravenously hungry for Quintessence. Treat it as
called. a Totem Avatar spirit. It will drain every source of
System: The only difference between this rote and Quintessence nearby and, if there is none, people
the standard Call Spirit Effect is that it facilitates will start to look really juicy and interesting to it.
speech across the thin veil that is the Dreamtime,
whereas Call Spirit does not. Also, it taps into the Ensure the Endless Sleep
Dreamtime, not the Umbra; thus, there is no Matter 2, Mind 3, Spirit 2
reaching across the Gauntlet. Note that mages who One of the jobs of the People is to ensure that that
are the kin of a specific Dreamborn can call which sleeps remains so. The People travel from
siblings of that Dreamborn at a -2 bonus on the place to place in their territory performing this
difficulty. rote. Anthropologists have done studies of these
complex ceremonies and believe them to be merely
Dingo's Touch worship of nature spirits. However, if the People
Entropy 1, Forces 2 failed to perform their duty, the Dreamborn would
Dingoes are known for their ability to get into and slowly begin to rouse and waken. Then, entities
out of situations they shouldn't be in. This rote is that have been slumbering for centuries would
known for its ability to find a way. Simple locks rouse, hungry, and begin to take their sustenance
spring open. Doors are unlocked. Windows slide any way they could.
open. The Dingo gets by, and so do the People. Some of the weaker Dreamborn succumb over the
When casting, the mage walks circuitously this course of centuries because the last bit of their
way and that near the area he wishes to target, spirit essence is leached away by the tides of the
keeping an eye on his shadow. When Dingo's Tapestry. The most powerful (and thus, the most
shadow emerges from his own shadow, he knows hungry) sleeping Dreamborn are rarely destroyed
in which direction to look for Dingo's Touch. in this manner.
System: Entropy helps the mage see the weakness Generations of Aborigines have created
in the system, while Forces releases potential specifically tailored ceremonies for each of the
kinetic energy to jostle, rattle and otherwise jiggle People's sleeping Dreamborn. Each one is
security systems. The obvious nature of the way different, incorporating a story about the
out or in is more apparent depending on the Dreamborn, dire warnings if the Dreamborn should
number of successes rolled. The Storyteller can awaken, and honoring and revering the Dreamborn
choose to ask for a Perception + Awareness or as it sleeps. Many times, the People will leave a
Perception + Security roll if the assistance isn't token to the Dreamborn spirit should their
very obvious. In no event is this rote vulgar: every ceremony not be accepted and the Dreamborn
assistance Dingo gives is purely coincidental. awakens later, when they are far away.
System: Ritual successes on this rote ensure that a
Dreamborn Rousing quiescent Dreamborn remains asleep. Even one
Life 4, Matter 4, Mind 3, Spirit 2 success is enough to ensnare another moontime of
This forbidden rite is used to rouse a quiescent sleep, while many successes ensure the sleep for
Dreamborn spirit. Only the most powerful countless generations to come. This rote opposes
Dreamborn spirits can even potentially be roused: the dangerous Dreamborn Rousing rote, and has
the rest have succumbed to reality long ago. When been used in the past to thwart the plans of insane
they awaken, they're ravenous for magical power or unwise People who attempt to waken those
and life force and they have totally lost all sense of Dreamborn who are best left asleep.
who or what they are. The Spirit aspect of this ritual opens a portal to the
The beginning of this ceremony looks a lot like the Dreamtime, Mind first confirms the identity of the
common beginning to all the Endless Sleep rituals, Dreamborn in question and then begins to lull and
except that the ceremony stops and starts in a soothe the spirit. Finally, Matter is added to

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strengthen the calcified spirit-body against the can find. Then, if he doesn't pass out, he attempts
ravages of time and erosion. to gather the attention of the Dreamtime either by
playing the yidaki or rattling the bullroarer while
Goanna's Hiding weaving slowly around in a drunken circle. During
Matter 2 this trance state, it is as if the user is on tribal land,
This rote causes the clothing worn by the mage to in tribal ceremony.
take on a color, hue and visual texture close to that System: The Mind sphere helps the mage to focus
of the surrounding area. It was originally designed while intoxicated and the Spirit sphere calls the
to take advantage of the heavy patterns of ochre Dreamtime down to suffuse the mage wherever he
that the People sometimes wear. This coincidental is. This rote provides a -3 to all difficulties
magic can be explained away by the People's involving Dreamtime Lore, in addition to a -3 to all
preference for wearing loincloths and such that difficulties for crossing into the Dreamtime.
match their natural surroundings, and for their The difficulty for this rote increases by two every
tendency to wear different colors of ochre paint in time it is used in a seven-day period. The numbers
ceremonies. of successes determine how long the state remains.
When casting, the mage must stand very still near The mage must roll Stamina + Survival to avoid
the texture she wishes to mimic, and then brushes a throwing up and ruining the preparation of this
bit of ochre on her fingers, then on the texture, and rote. A botch on this roll means the mage passes
then on forehead. As soon as the ochre touches her out.
forehead, that which touches her skin changes
color and texture. Lull the Waking Dreamborn
System: Successes add dice to any Dexterity + Mind 3, Spirit 2
Stealth roll. The droning call of the yidaki, the singing and
chanting of the People, can be turned to many
Guncotton's Blessing purposes. This rote is most often used to calm a
Matter 3 potentially violent or dangerous spirit who has
This rote allows an initiated mage to change the caused damage to the People.
nature of any organic substance to cause it to be a In the early Dreamtime, when there was no
fairly potent explosive. Because of the relative membrane separating the reality of the People from
availability of explosives in heavy mining areas, the Dreamtime, Dreamborn who were put to sleep
this rote is coincidental in those areas. this way became part of the natural environment of
The mage goes walkabout with the organic matter the world. The end of the Mythic Age caused them
in his pockets. After several days, when the matter to calcify into solid material, creating rock
begins to truly stink, it will dry and then - and only formations of wonderful beauty.
then - is it ready to be detonated. When casting, the People whisper to the wind with
System: The mage needs carbon-rich matter verbal caresses akin to calming or quieting a child.
(which can be as base as feces or as complex as Then they play their yidaki, sending waves of
fried chips.) The successes indicate the lethal calming sound all over the area. Some of the
damage that the explosive will deliver when People in attendance must pinch their thighs or bite
detonated. The mage must then roll Wits + their cheeks to avoid also going to sleep. The
Technology to properly set the explosive and shaman must keep his breath clean and even when
detonate it. The substance proves to be a crude lulling his Dreamborn brother or sister. There is a
explosive if examined scientifically, which has led saying, "Nothing can be hurried about the
many authorities to believe there are explosive Dreamtime." This process takes as long as it takes -
laboratories hidden somewhere in the Aboriginal which is to say hours, on occasion.
slums of the cities. System: The ritual successes generated by this rote
are opposed by a spirit's Willpower roll. Mages
Liquor's Calling who are children to a specific Dreamborn receive a
Mind 1, Spirit 2 bonus of -2 to the roll's difficulty. If the spirit fails,
There are those who say that alcohol replaces the it experiences a wave of sleepiness and spiritual
feeling of the Dreamtime for urban Aborigines fatigue that results in its calming down, relaxing
who have walked clear of the pathway of their and slowly falling into Slumber. A botch on the
ancestors. This rote causes a remote and distant mage's part will enrage the spirit, while a failure
connection with the Dreamtime that soon fades. It may not be noticed if the Dreamborn is not
requires enough alcohol to make the caster drunk, particularly intelligent or perceptive. The spirit
preferably with the most revolting liquor that he being lulled cannot be under attack or in any

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danger. The Spirit sphere aspect opens the path to Songline Soaring
the fractious spirit and begins to appease and slow Spirit 3
the spirit while Mind encourages the slumber. This enables the mage literally to merge with a
Songline and emerge from it at another point along
Presentation of the Passage Stick its length. Using this rote, one of the People can
Spirit 3 cross huge distances across Australia at a fraction
This sends a kind of spiritual call out into the of the time it would take anyone else to walk it.
Dreamtime of the land around the mage, This rote utilizes the Dreamtime's spatial distortion
introducing her to all who are aware of such things. to good effect: essentially, the mage does most of
Such a rote requires a Passage Stick focus to work his traveling in the Dreamtime.
properly, and there are Passage Stick Wonders Humming the Songline to himself, the mage walks
which perform this rote automatically upon into the distance. Thermal haze pelting him, he is
crossing into a new territory. This rote does not soon a vision on the horizon, a dot, and then he's
allow two-way communication: the visitor gone. Coming into focus on the other side of his
announces herself and then waits to see what walk, he moves into sight slowly - indistinct,
response she'll get, if any. Note that it is considered sometimes surrounded in a dust storm. Unless you
extremely inappropriate to traverse the territory of had timed him, you would never know that he
another family group if you haven't performed this crossed miles and miles of Outback in the same
rote. time it took for him to walk a mile.
When casting, the mage whistles into the air while System: After properly identifying a Songline with
holding the Passage Stick in her hand. On the the rote Songline Walking , the mage can
receiving end, the initiated catches a glimmer of a effectively mimic the Correspondence Seven
feeling of an encroaching presence on his territory. League Stride Effect . The only difference is that
System: All those in the area who are initiated and the mage must walk for a period of time before and
possess Dreamtime Lore 3 or better can sense the after the transition to properly utilize the Songline's
presentation with a successful Perception + power, and the mage cannot step off the path of the
Awareness or Dreamtime Lore roll. Songline.

Sense the Dreamsong Songline Walking


Correspondence 1, Spirit 1 Spirit 1
This rote allows a mage who is familiar with the This enables the mage to follow the path of a
Dreamtime Song to listen to it and examine it for Songline, if she has been introduced to it.
special qualities. Essentially, it allows a mage the When casting, the mage keeps her eyes open and
opportunity to discern the boundaries and strength moistened with drops of life-giving natural water
of the Dreamtime in the area, what Dreamtime as she walks, humming the Songline that is keyed
spirits may or may not be nearby, and whether the to the path she seeks.
Sleeping Lands are on the wax or the wane. System: Successes add to the Perception +
The willworker enters into a light trance state by Dreamtime Lore roll to sense the path of a
either humming, moving silently in special Songline.
ceremonial patterns, or by painting himself. The
lines of his fingers as he dances, or the lines of Wurnan Blessing
paint on his face, soon begin to reverberate silently Entropy 2, Spirit 2
within the music of the Dreamtime. Then, and only The Law Woman of the tribe comes to a new baby
then, does the Dreamtime become clear. and speaks to the other women about the destiny of
System: Simple Perception + Awareness rolls the child, giving advice to the women of the tribe
might give the mage a basic idea of the presence of as to the child's guidance. This briefly connects the
the Dreamtime, but it doesn't give much child's spirit into the Wurnan Law, the inter-
information. Sense the Dreamsong will allow a relationship between all members of the tribe. The
willworker who knows it to see the flows of the Entropy facet of this rote helps to ensure that
Dreamtime as he makes his way through the world, minor accidents to not befall the baby in its first
and catch glimpses of the events occurring within days.
the Dreamtime. With Mind 2 added, it could be This rote is of particular use to non-native mages,
used as a scan to detect whether someone has ever if they can get a native Law Woman to use it on
been affiliated with the Dreamtime. Note: This rote them, as it will grant them a brief connection to the
can be used to sense other Shallow Realms outside Dreamtime.
of Australia. When casting, the Law Woman cradles the infant

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in her arms and sings a history Songline of her religious display and may spur a renewal in the
people, explaining to the child his place in the god's religion or cult.
great chain of life. Eventually, she bathes the System: When first cast, the mage feels fantastic,
child's head and then paints his forehead with a dot suffused with power. It gives him a number of
of white ochre, symbolizing purity. Effects at once:Friction Curse (Mage Revised, p.
System: Cast on an Aboriginal infant, this 166) or Telekinesis (p. 167) to represent the deity's
introduces the child's spirit to the Ancestors and to raw power, Better Body (p. 171) to boost
the Dreamtime. Because of the non-traditional Attributes, Mutate Form (p. 171) to take on the
education given to all the children of the tribe as aspect of the deity (multiple arms for
they grow, this is just the first step upon the road Kali,)Wellspring (p. 185) to replenish power, Spirit
for the new person. The connection to the 2 to call the deity, and, optionally, Entropy 5, to
Dreamtime is fleeting, but important, an ember that renew the deity's worship in the modern world -
can be fanned for the future. Cast on a non- reinvigorating the very idea of that deity among
Aborigine, the successes reduce the difficulty for those who witness its avatar.
him to sense the Dreamtime (up to -3.) It requires a minimum of 10 successes to achieve
the Effect, which lasts for one scene. Additional
And the Beat Goes On - Shakti and successes can extend the effects and damage of the
Shiva various powers listed above.
The downside of this rote is that it is extremely
Chakra Influence vulgar.
Life 3 or Mind 3 or Prime 3 Karmic Inversion
In Tantric practices there are seven Chakras, or Prime 4, Life 3
power points, on the body. One in the genitals, one This rote represents one of the possible ways that
in the stomach, one in the sternum or solar plexus, mages in India have found around Kali's dance of
one in the heart, one in the throat, one in the third destruction. It allows a mage to take the damage he
eye and one at the crown of the head. These seven would normally suffer from an encounter with the
power points are like small engines that fuel the Avatar Storm and shuffle it off on another mage.
life of a person, coming down from the Heavens This usually ends up killing the recipient of the
through the body and exiting in the form of shuffled damage.
exertion. This rote allows a mage to control his It first requires the mage victim to be linked to the
Chakras and those of others to his own ends. caster's Pattern through a gruesome ceremony of
System: This multipurpose rote is designed to be a torture, bloodletting and abuse.
way of controlling a body via a certain paradigm. System: The mage uses Prime and Life to tie his
You could easily enhance someone's sexual arousal Pattern to that of another person. This requires an
via the Bottom Chakra (Mind 3,) or you could extended casting during which the mage must elicit
silence someone's voice with the Chakra in the pain from the victim to be linked to him. He must
throat (Life 3,) dull their emotions by using the also mix his blood with that of the victim (he may
Heart Chakra (Mind 3,) or even close off their want to first be sure that the victim doesn't carry
Pattern's Quintessence flow by closing the Chakra any diseases.) The number of successes required is
at the top of the head (Prime 3.) This rote is equal to the Arete + Willpower of the victim - it is
multipurpose and could be used for any variety of much harder to link to a highly enlightened Master
means to control someone. It is sometimes Vulgar, then to a newly Awakened apprentice. Once linked,
depending on its use. Body Placement Color whenever the mage steps sideways and suffers
Spheres Genitals Red Life 3 or Mind 3 Stomach Storm damage, it is delivered onto the rote's victim
Orange Life 3 or Mind 3 Sternum Yellow Life 3 instead. This rote only works on those with
Heart Green Life 3 or Mind 3 Throat Blue Life 3 Awakened Avatars - in other words, only a mage
Third Eye Purple Life 3 Top of Head Gold Prime 3 can act as victim.
The very act of casting this rote on another mage
Deity Form causes the caster to gain one dot of Entropic Cruel
Forces 3, Life 4, Prime 4, Spirit 2, optional resonance. If the rote causes the victim to die from
Entropy 5 the damage suffered, the Resonance becomes a
The mage can actually become an Earthly avatar of level of Jhor. The caster reeks of blood magic and
a god. The mage has phenomenal cosmic power - is on the slow decline to corruption. This rote is
for a while. Paradox eventually catches up with almost Nephandic in nature and could be
her, bringing her back down to Earth - hard. considered the gateway to corruption. Player and
Nonetheless, this makes for a most impressive Storyteller be warned.

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Love Me, Love Me temporary Willpower is at two points lower than
Life 3, Mind 2 when he began. At higher levels of power, the
The perfect seduction is more than important to a character may add the rune Thurisaz (for defense
cult that sacrifices people. There is no easier way and primal force) in order to arm himself (as
to get someone to the altar block than making him the Holy Stroke effect on page 183 of Mage) or
think that he wants to go there. And there is no even channel raw destructive energy at his foes.
better way to lead him than his libido. This rote is
usually cast by the mage upon himself in relation Healer Rune
to a certain person. A guy would cast it on himself Life 1 or 2 or 4, or Mind 3 or 4
to make himself more attractive to a female. The At its most basic, this rune-song simply increases
physical body takes on small changes to make the user's effectiveness as a healer by enabling him
itself more attractive to another ideal. Nothing to better diagnose injury and illness and to
major occurs, like complete rearrangement of cells eliminate infections. More powerful rune-singers
or change in hair color; just small changes, such as are able to use this song to directly re-knit
a clearing up of acne or a slight change in vocal damaged bones and flesh. This rune song may be
tone. used to provide emotional and psychological
System: This is a cumulative effect. It starts with a healing as well.
basic meeting where the first Mind Sphere scan is System: The character sings the runes of Wunjo
done on the subject and Life magic adjusts to (for well-being) and Laguz (for primal life energy)
appeal to him. Slowly over time, the person who it while performing the actions of a mundane healer
is cast upon changes to be more liked by the person (Perception + Medicine for diagnosis; Intelligence
who it is connected to. In game terms, this means + Medicine for treatment.) Acts of diagnosis and
that the mage gains more dice over time for sanitation (Life 1 and 2) are coincidental, while
Appearance and Charisma-based rolls. direct healing (Life 4) is vulgar.
A first encounter provides +1 to Appearance, the To perform psychological healing (Mind 3,) the
second gives +1 to Charisma, and further rune-singer must sing the runes of Gebo (for the
encounters each add one more bonus, alternating subconscious mind) and Wunjo (for well-being) as
between the two traits depending on the nature of he meditates over the sleeping target of the spell.
the encounters. The total bonus provided between The mage then projects his own mind into the
both traits is equal to the number of successes subject's dreams in order to better understand and
rolled on the casting. to deal with the other person's inner demons (roll
Just like with any other social interaction, the Perception + Enigmas for diagnosis, Intelligence +
difficulties can go higher depending on how the Enigmas to attempt to influence the sleeping
last encounter went. If a character is completely subject's dreams.) At higher levels of power (Mind
unattractive to a person, then his difficulty is going 4,) the rune-singer may alter, erase or deal with
to be considerably higher. memories or mental conditionings that negatively
This rote is coincidental. influence the subject's conscious actions.

In the Shadows of the World Ash - The Swordbreaker Rune


Norse Forces 2, optional Matter 3
With this rune, the user may render an opponent's
weapons useless or even disarm him altogether.
Galdr Rotes System: The character sings the runes of Uruz (for
defense) and Kenaz (to attune to the forged
(Note: See page 95 and 98 in Dead Magic II for
weapons,) calling upon its power to defend him
further information on Rune Magic.)
from harm. The most basic form of this rune song
creates a field around the character, deflecting the
Help Rune
kinetic energy of attacking weapons. More
Mind 1, Prime 1 or 2 or 5
powerful runesingers may add the Thurisaz rune to
With this rune, the user may fortify his soul in
the song, causing an opponent's weapons to
times of hardship.
transform to much more brittle materials which
System: The character sings the runes of Naudhiz
then shatter at the sound of the caster's voice. Both
(for self-reliance) and Sowilo (for hope and
uses of this rune are vulgar.
salvation.) For each success on his magic role, the
character gains one temporary Willpower point for
the remainder of the scene. At the end of the scene,
the additional Willpower fades and the character's

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Chainbreaker Rune Peace Rune
Entropy 1, Matter 1 or Entropy 2, Matter 2 or Mind 2 or 4, or Entropy 5
Entropy 3, Matter 3 With this rune, the user may calm hearts and
With this rune, the user may free himself from any minds, allowing cooler heads to prevail in delicate
physical forms of bondage. and critical situations.
System: The character sings the runes of Perthro System: The character sings the runes of Wunjo
(for luck) and Naudhiz (for problem solving.) For a (for harmony and friendship) and Tiwaz (for order
beginning runesinger, this enables him to locate and good judgment.) At basic levels, this runesong
weaknesses within his bonds and more easily free projects a sense of calm and peacefulness to those
himself (roll Perception + Enigmas, difficulty 7, who hear it. More powerful runesingers may
and add the number of successes to the character's outright force listeners to cease conflicts, or even
roll to escape his bonds.) As the character temporarily eliminate the entire concept of conflict
progresses in mystical skill, he will be able to from the minds of listeners.
unlock and ultimately destroy bonds with his
voice. The first level of this rote is coincidental. Storm Rune
The second level is vulgar unless the character is Entropy 3, Forces 3
able to successfully bluff witnesses into believing With this rune, the user may calm the storms and
he has performed a mundane act of escape artistry. waves which threaten any nautical vessel.
The final level is always vulgar. System: The character sings the runes of Isa (for
control) and Ingwaz (for stability and rest,) and for
Spearcatcher Rune the remainder of the scene, the excess kinetic
Correspondence 1, Time 3, optional Forces 3 energy is removed from the air and water, and
With this rune, the user may catch arrows, knives, changes in the local weather patterns are
spears and even bullets. temporarily eliminated. Each success on the
System: The character sings the runes of Kenaz character's Arete roll extends the radius of the
(for craftwork to attune to the weapons and for Effect by 50 feet.
applied energy) and Eihwas (for protection.) Time
seems to slow as the runesinger becomes acutely Ward Rune
aware of the position of each projectile coming Correspondence 3, Mind 3, optional Spirit 2
towards him. For each success on his Arete roll, With this rune, the user may prevent those who
the character is able to safely pluck one projectile seek to harm him from finding their way to his
from the air around him. In order to safely pluck location.
bullets from the air, the character must employ System: The character sings the runes of Hagalaz
Forces magic to dissipate the heat generated by the (for chaos) and Othala (for protection and home.)
bullets' kinetic energy, or else use gloves capable A barrier is created around the character's location
of resisting such heat. (for each success on the character's Arete roll,
extend the radius of the Ward by 10 feet) that
Counterspell Rune confuses and disorients anyone who comes across
[Special] it. Victims quickly lose their sense of direction,
With this rune, the user may reflect harmful becoming lost for the remainder of the scene. With
magical effects back against their caster. the addition of spirit magic, this barrier becomes
System: The character sings the runes of Raidho effective against ghosts and other spirits as well.
(for justice) and Othalo (for protection) to serve as
a means of performing Countermagic (see page Battle Rune
154 of Mage.) Correspondence 3, Life 4, Mind 3
With this rune, the user may turn a number of his
Fire Rune comrades into a powerful fighting force.
Forces 3 or Matter 5 System: The character sings the runes of Ehwas
With this rune, the user may douse fires which (for teamwork) and Laguz (for vitality and virtue.)
threaten homes and other buildings. For each success on his Arete roll, the runesinger
System: The character sings the runes for Isa (for may enchant one person other than himself for an
cold) and Othala (for home,) and is able to suck the entire scene. The magic of the rune song is spread
energy out of any fire that threatens a house, throughout the group, bringing each member to the
building or other dwelling. At more powerful peak of physical health. All Bashing damage is
levels, the character may temporarily render the healed at the end of each turn, and all wound
materials of the dwelling unable to burn at all. penalties for Lethal damage are halved for the
Both uses of this rune song are vulgar.

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entire scene. In addition, all members of the group Lore Rune
are inspired by the runesinger's confidence, Correspondence 1, Life 1, Matter 1, Mind 1, Prime
becoming highly motivated and in turn, feed off 1, Spirit 1
each other's confidence. Everyone affected by the With this rune, the user may identify any non-
rote has their temporary Willpower fully human supernatural being within his sight.
replenished until the end of the scene, at which System: The character sings the runes of Eihwas
time they return to one lower than their previous (for enlightenment) and Mannaz (for
level. understanding the differences between the
mundane and the supernatural.) With a single
Ghost Rune success, the character is able to see all spirits
Entropy 1, Spirit 2, optional Correspondence 2 within his line of sight, as well as recognize any
and/or Time 2 non-human supernatural being. This includes the
With this rune, the user may summon forth the undead, werebeasts, changelings and demons. With
spirit of a völva (a woman gifted in the arts of two successes, the character is able to differentiate
prophecy) and question her about the threads of between broad types (telling the difference
wyrd. This way, the summoner can gain knowledge between drones and abstracts, or between a
of the past, present or future. vampire and a werewolf, for example.) With three
System: This works just as the Call Spirit Effect successes, he is able to differentiate between
on page 187 of Mage, with a few minor categories within each type (different breeds of
differences. The character must paint the runes of changeling or bloodlines of vampires.) With four
Perthro (for divination,) Eihwas (for enlightenment successes, the character has a basic understanding
and bridging the worlds of life and death) and of each supernatural creature's general powers
Elhaz (for calling upon spirits) upon the corpse, the (which Charms a spirit might possess, or a type of
skull or the grave marker of the spirit he wishes to Changeling's ability to transform into an animal.)
call upon and then sings the same set of runes. By With five successes, the character understands
focusing on the forces of wyrd (using Entropy,) the what each creature is capable of (a vampire's
caster summons forth a female ghost capable of power to work black magic and craft illusions.)
reading the threads of fate. For players familiar For players familiar with White Wolf's other World
with Wraith: the Oblivion, this means of Darkness game lines, this does not grant the
summoning a ghost skilled in the art of Fatalism. character any knowledge of those game lines'
Otherwise, the ghost serves as a vehicle for the character types or their ways. The mage will
caster's own Correspondence and/or Time magic. understand related bloodlines rather than such
The use of Time enables the character to view the things as Clans or Tribes, and only a general
past and futures, as the Divinations Effect on page understanding of what a power is able to
192 of Mage. Correspondence enables the accomplish rather than specific Disciplines or Arts.
character to view events in the present, as
the Correspondence Sensing Effect on page 159 Chiminage Rune
of Mage. Prime 3 or 4, Spirit 2
With this rune, the user may offer power to spirits
Baptism Rune in exchange for information and other items of
Entropy 4 barter.
With this rune, the user may bless a new-born System: The character sings the runes of Elhaz (to
child, ensuring that he will never die as a result of communicate with spirits,) Mannaz (to forge a link
combat. between himself and the spirit) and Ansuz (for
System: The character sings the runes of Berkano power and inspiration.) The rote transfers
(for birth rites,) Perthro (for luck,) Othala (for Quintessence from the runesinger's Quintessence
protection) and Sowilo (for guidance and pool (or if the need is great enough, from his own
salvation) while tracing these same runes on the Pattern) into the spirit's power reserves. Each point
baby's forehead with pure water. By gently of Quintessence is transformed into a number of
manipulating the child's wyrd, it ensures that he Power points equal to the number of successes on
will never in his life fall in battle (or is at least the character's magic roll. More powerful
unlikely to do so.) However, this blessing does runesingers are able to add the rune of Ingwaz (for
nothing to protect the child from illness, poisoning, the power of the earth) to the song, drawing
drowning or any other form of death, nor does it Quintessence directly from the earth itself rather
guarantee any success in war. than from his own reserves.
This rote only enables the mage to offer Chiminage

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to the spirit. Negotiating the deal depends entirely Curse, Dark Fate, Echoes. Level Six and Above:
on the character's natural abilities. Degeneration, Paraplegic, Mayfly Curse.

Mind Rune Spá-kona Rotes


Mind 4
With this rune, the user may take control of (Note: See page 95 and 102 in Dead Magic II for
another person's mind and manipulate it toward his further information on weaving magic.)
own ends.
System: The character sings the runes of Fehu (for Laying on of Hands
social advancement) and Isa (for control,) and with Entropy 1, Life 1, Time 2
the power of his voice seizes control over the Before a battle, a Norse woman would touch her
conscious mind of another individual. Further son all over his body, and through her
singing will allow the character to manipulate the understanding of ørlög would know in advance
target's memories, in effect brainwashing her. This which wounds he would receive. Although used
works just as the Possession andManipulate primarily upon one's blood relatives, it will also
Memory Effects on page 178 of Mage. work on others. This advance knowledge makes it
possible to prepare necessary healing materials
Charm Rune (ancient or modern) in advance.
Mind 2 System: The user must touch the subject over the
With this rune, the user may surround himself with majority of his body while concentrating upon her
an aura of charm and friendliness. natural understanding of ørlög. Entropy and Life
System: The character sings the runes of Ansuz enable her to sense where the threads of fate touch
(for social interaction) and Wunjo (for harmony.) the person's body, while Time gives a clearer
For the remainder of the scene, he radiates feelings picture of future events which center upon those
of trust, friendliness and charm. While under the threads. The greater the number of successes, the
effect of this rune song, the character gains a greater the details she knows about the future
number of additional dice equal to his Arete rating injuries.
in all Social rolls that are non-confrontational in While this rote can be used to try and prevent
nature (including fast-talking, seduction, fitting in foretold wounds from occurring (through the use
and performing for a crowd.) of armor, protective magics or other means,) one
should be wary when attempting such tactics. Not
Secret Rune even the gods can escape their fated deaths, and the
Entropy 5 Norns will sometimes frown on those who dare try
With this rune, the user may ensure that (i.e. Paradox.)
information he shares with someone he trusts will
be kept secret. Gørningstakkr
System: The character must be alone with a Entropy 2, Life 2, Matter 2, Prime 2 or Matter 5,
second individual whom he trusts implicitly, either Prime 2 or Life 3, Matter 2, Prime 2
a family member, a blood-brother or a lover. The One of the most famous creations of the spá-kona's
character speaks the information to be kept secret, art is the gørningstakkr, or wound-proof shirt. By
and as the secret keeper swears to keep the working her magic through her spindle and loom,
character's trust, the character sings the runes of the spá-kona weaves spells of protection into the
Ehwas (for loyalty,) Gebo (for union,) Perthro (for very fabric of a shirt meant for her brother,
calling upon the wyrd) and Tiwaz (for husband or son.
oathmaking.) If the secret keeper should ever break System: Creating the gørningstakkr is always an
the oath and tell anyone else the secret, she will extended ritual. The spá-kona must speak spells of
develop a single Flaw, the magnitude of which is healing and protection while spinning the thread
decided by the number of successes the caster and weaving the cloth to be used in the shirt. The
gains while performing the rune song. Each two shirt is then embroidered with runes of healing and
successes raises the Flaw level by one. Suitable protection (Wunjo, Sowilo and Othala are the most
Flaws include (but are not limited to) the common, as well as Kenaz to represent the
following: Level One: Nightmares, Speech craftwork involved.) The most basic version of the
Impediment, Echoes. Level Two: Amnesia, wound-proof shirt weaves Entropy magic into the
Deranged, Phobia, Echoes. Level Three: shirt to bring luck, and Life magic to heal wounds
Degeneration, Permanent Wound, Echoes. Level that are received (the nature of these shirts allow
Four: Deaf, Mute, Echoes. Level Five: Mayfly self-healing magic to be applied to the wearer

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rather than the user, similarly to the way modern Sei r Rotes
Technocracy medical patches can be used even by
those not trained in the arts of Enlightened (Note: See page 94 and 102 in Dead Magic II for
Medicine.) The amount of damage the shirt can further information on sei r magic.)
heal is dependent upon the number of successes the
spá-kona garners while weaving the shirt. Summon Völva
More skilled spá-kona are able to weave shirts that Entropy 1, Spirit 2, optional Correspondence 2
are literally proof against the effects of blades, and/or Time 2
spears and arrows. Such shirts count as Class 4 One of the most basic practices of the sei r worker
Armor (providing four additional soak dice,) but is to summon and question the spirits of the dead.
do not hinder mobility. In addition, the shirt She will summon the ghost of a woman (usually a
converts lethal attacks from stabbing or cutting spá-kona) gifted in the arts of prophecy and
weapons into bashing damage, as the blades are question her about the workings of the wyrd.
unable to penetrate the cloth. System: This rote works identically to the Ghost
The art of weaving may also be used to harm as Rune rote above. However, instead of singing
well as heal. If the spá-kona speaks spells of death runes, the sei r worker sits on her hen-feather
and vengeance while spinning and weaving, and cushion and rhythmically taps her staff while
soaks the threads in poison, she may create a chanting the var lokur. Often, the mage will be
cursed shirt that will kill the wearer. The shirt is assisted by one or more unawakened female
embroidered with baleful and destructive runes assistants who chant the var lokur with her.
(Thurisaz, Hagalaz and Isa, as well as Tiwaz if the
vengeance is just.) The wearer of the shirt is Going Under the Cloak
affected as if subject to the Rip the Man- Life 2, Mind 4
Body effect (page 171 of Mage.) By wrapping herself in her cloak and entering a
trance, the sei r worker is able to suspend herself
Wyrd Visions between the worlds of life and death, projecting
Correspondence 2, Entropy 1, Time 2 her soul into the lands of the dead.
At the heart of the spá-kona's craft is the art of System: The mage places her cat-skin hood over
knowing. The spá-kona is intrinsically tuned to the her head like a shroud and covers herself entirely
threads of fate and can understand the wyrd of within her blue cloak, symbolically becoming one
many things if needed. By attuning herself to the of the dead. She begins to chant the gand, slowing
ways of wyrd, a her body's natural functions to a crawl until her
spá-kona may divine understanding of the past, soul comes forth from her mouth and enters the
present or future simply through personal intuition. Underworld. Traditionally, this will be performed
System: The mage must meditate upon the flow of while sitting atop a barrow or grave, where the
wyrd. Most spá-kona do this while spinning thread. boundaries between life and death are thinner. The
In addition to the sympathetic link between their mage astrally projects herself into the
thread and the threads of fate, the spinning of a Shadowlands, where she may move about as if she
multi-faceted spindle whorl creates a strobe of were a ghost. As with all uses of astral projection,
flashing light that aids in meditation (effectively a this ability is unaffected by the Avatar Storm.
form of self-hypnosis.) By doing this, the mage is At present, travel in the Shadowlands is a
able to gain knowledge of people, places or events dangerous undertaking. Storms rage among the
in the past or present that will influence present lands of the dead, often with a force comparable to
and future events. Entropy magic is used to find hurricanes. These storms tend to spew forth
those things on which destiny hinges. shrapnel, caustic chemicals and even worse. Enter
Correspondence magic is used to skry the present. at your own risk.
Time magic is used to divine the past and hint at
possible futures. Sjónhverfing ("Deceiving of the Sight")
Mind 2 or 4, or Entropy 5, or Forces 2
One of the hallmarks of the sei r art in the sagas is
the power to cloud the minds of men. With her
magic, the sei r worker is able to engulf others in
illusion, forgetfulness, fear or even real fog.
System: The art of sjónhverfing draws upon the
"evil eye." By chanting the gand, the sei r worker
weaves a spell of illusion over all those within

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eyesight. At the most basic level, the mage may Weather Working
strike all of those in her presence with feelings of Forces 4
fear and dread. Each success from the spell adds By calling upon the spirits of storm and sea, the sei
one automatic success to any Intimidation rolls. At r worker can unleash and disperse powerful storm
more powerful levels of skill, she may place winds, summon or banish blizzards, and enrage or
illusions within men's minds, causing them to calm the ocean waves.
perceive people and objects as something else, or System: The mage sits atop her sei-hjallr and
even make people believe that she has summoned chants the var lokur to summon the powers of the
storms or even turned the world upside down Vanir. With the blessings of the ancient gods of
(completely distorting the victim's ability to tell up earth, sea and sky, she is able to alter the weather
from down, or even to be able to properly process in a manner of her choosing. This rote works as
the sensory information his brain takes in.) In the Storm Watch effect on page 167 of Mage.
addition, some sei r workers also know how to
physically blind men's sight by summoning thick Other Magics
fog and mist.
Wearing the Bear Shirt
Huli Shjálmr ("Helmet of Hiding") Life 3, Mind 1, Spirit 4
Prime 2 or 3, with Forces 2 or Mind 4, Perhaps the most famous signature magic of the
or Entropy 5 Norse, the wearing of the bear shirt (also known as
In addition to the powers of illusion, the sei r berserking) enables the user to become a terror on
worker also knows the arts of invisibility. Although the battle field. By channeling the spirit of the bear,
it is easiest for the mage to make herself invisible the warrior is able to call upon the creature's
(by pulling her cat-skin hood over her head,) she strength and stamina, as well as its ferocity. Such
may also use several methods to render another magic may be among the most universal, as
person invisible as well. variations of the berserker warrior are found in the
System: To make herself invisible, the sei r worker cultures of India, Africa and North America as well
uses her own ritual cat-skin hood, enchanted with as among the ancient Germanic and Celtic peoples.
the powers of her magic. The magic takes effect System: To perform the ritual, the user must have
instantly as the hood is pulled down. At basic a shirt made of bear skin, preferably from a bear he
levels, the sei r worker bends light around herself has hunted and killed himself. Offerings must be
(and can only see in the IR and UV spectrums.) As made to appease the bear's spirit so that it will
her power grows, she becomes able to force others agree to lend the berserker its power. By drawing
to ignore her presence or be unable to even upon the natural connection between the bear-shirt
recognize the very concept of her presence. and the bear's spirit, the mage is able to channel the
The mage can make others invisible as well, either spirit into himself. The bear's power then serves to
by placing her hands on the person's head and increase the mage's physical strength and
chanting, or through the application of herbal endurance, as well as help steel his mind against
powders. the pain of wounds, injury and exhaustion.
Gand-rei ("Chant Riding")
Mind 4
Singing by Moonlight - European
With the power of the gand chant, the sei r worker Shamanism
is able to project her soul out into the world,
entering the dreams of sleeping men, possessing Irish Rotes
the bodies of animals or even taking the form of a
bodiless shade. With the power of the gand-rei, she Fatherless Birth
is able to spy upon others, torment enemies with Entropy 5, Life 5, Prime 5, Spirit 5
night terrors or even cause animals to attack. Long before the Virgin Mary, women were giving
System: The mage sits upon her hen-feather birth without the touch of a man. Great men such
cushion, wrapped in her blue cloak while chanting as Väinämöinen and gods such as Raven were born
the gand. Her soul then exits her body, traveling from women who had not conceived them in the
out towards her intended target. As an astral spirit, normal way. These conceptions were forced, using
the sei r worker may enter the minds of those who magic in the form of having the unsuspecting
are asleep, or she may possess the body of an mothers swallowing tainted water, a wortleberry, or
animal. In the sagas, sei r workers are shown a pine needle. Väinämöinen's mother was thought
taking the forms of cats, wolves, ravens, horses, to have been impregnated by the wind itself.
walrus and other animals. Despite this rote's name, these babies who are

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conceived through unusual means do actually have Minor Geas
fathers -- of a sort. Spirits are responsible for the Entropy 2, Mind 2
majority; the only ones without an obvious father The geasa -- an oath bond magical in nature --
spirit are Raven and Taliesin, who fathered were commonly used in Ireland. They were oaths
themselves. The rote's name refers to the fact that or promises that had magical weight behind them,
insemination was accomplished by means other outweighing any and all personal morals. Bearers
than sexual. would often take the Minor Geas voluntarily,
To create the Fatherless Birth, it takes exquisite considering it a supplement to their already
control of all involved Spheres. The target doesn't significant honor code.
have to be a virgin, but cannot be someone who In today's age, a Minor Geas can be used for
has conceived a child before or thinks that she anything as trivial as helping someone lose weight
might (i.e. she has a regular sexual partner.) There to forcing them to be polite in a tense diplomatic
are other things to consider -- how the mother will situation. A mage must always take on a Minor
react in this day and age of several options for Geas voluntarily, as the Effect is not strong enough
unwanted pregnancies, whether the caster can (or to force a will upon someone.
wants to) control the mother and/or child, etc. System: Mind forces the target's honor code to be
System: The target of the Effect must be of bound by rules he has agreed to follow. Entropy
childbearing age. The mage uses Spirit to call the punishes any who break the geas with bad luck.
child's father, then adds Life and Prime to create Casting successes dictate not only how strong the
the "seed" of the magical child (a berry, a special compulsion is, but how badly things go for
draught of water, or other innocuous but natural whoever breaks the geas. This rote is coincidental.
object which must be ingested by the target,) and
finally Entropy to place a destiny upon the child Shapechange Curse
(and the ensure that the seed causes a pregnancy.) Life 5, Mind 4
Three successes are required on a single roll (no p.121 de Dead Magic II
extended Effects;) extra successes strengthen the
destiny. This rote is coincidental -- nobody really Salmon of Wisdom
believes you can get pregnant from a magical Mind 3, Time 2, optional Spirit 2
berry, so others simply assume the mother simply p.121 de Dead Magic II
doesn't want to identify the father.
Warp-Spasm
Major Geas Forces 3, Life 4, Prime 3
Entropy 5, Mind 4 p.121 de Dead Magic II
A more powerful and doom-ridden version of
the Minor Geas (see below.) The Major Geas is not
chosen voluntarily -- it is imposed on a target by [PS: More on Dead Magic II… Britain, Finland,
the mage. Germanic Tribes and Etruscan magick.]
System: Similar to the Binding Oath Entropy
Effect, except that Mind allows the Mage to force
the compulsion upon a target. If he breaks the rule
imposed, willingly or not, he suffers the terrible
effects of ill fate. Successes determine how long
the Effect lasts. This rote is coincidental.

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