Prime

Rotes from the mage-l Mailing List

By Jack Dracula and Psychomachia
Oct. 1993

Sons of Jupiter Rotes

Ignore Pain (Life 2, Mind 1)

Allows the mage, through mastery of his own mind, to completely remove all pain. This means no penalties to actions due to damage. However, this also means that the mage has only a vague idea of how hurt they really are.

The Storyteller should keep track of the player's actual damage, only letting the player know in vague terms if the player specifically states he is looking.

Double Pain (Mind 2)

This extremely pleasant rote was developed by Jack Corinth, one of the stronger disciples among the Sons of Jupiter today. It locks on the target's mind and doubles all pain felt by them.

Double the penalties for wounds. If the total penalties go over five, the target can no longer act, but can only curl up in pain.

Master Ninja Time Rote (Entropy 1, Mind 1, Time 3)

This Rote can turn anyone into a master ninja. It was first used by Glen Manning, who wanted to fight just like the ninjas in martial arts flicks.

Time slows down for the mage, who then can use the Dim Mak effect to the best possible spot on the enemy. Also, absurdly silly but effective dodges are possible, since the attacker is moving in slow motion. -2 to all dodge difficulties.

Kindred Spirits (Prime 3, Spirit 3)

This impolite rote is a dangerous way to get Quintessence from smaller spirits. The mage uses Spirit to call a smaller spirit (trust me, go for a small one). The mage then attacks and drains the Quintessence from the spirit. Also note how dangerous this can be, as many spirits are servants of more powerful beings you may not want to piss off.

Floodland (Entropy 3, Mind 3)

A great delaying tactics, this rote was invented by Yomphana (Yoyo), one of the Sons opposed to the Euthanatos. It floods the target's mind with all sorts of random thoughts from everyone in the area. This makes it virtually impossible to concentrate.

For every success the mage makes in the roll, take away one die from the target's dice pools.

The Notice (Mind 2, Prime 2)

This rote creates an illusion that is more effective against Awakened beings than Sleepers (but fools both). All who can perceive the mage are stunned by his power and authority. They will believe, for whatever reason, the mage is more powerful than he is even if they know the mage's abilities. At the same time, it sends out a sort of mental beacon which causes everyone in range to notice and look at the mage. Editor's Note: This rote is inspired by a scene in chapter 2 of The Books of Magic by Neil Gaiman.

The Dream Time (Mind 3, Spirit 3)

This allows the Sons of Jupiter to enter the Chimarae through a sleeping person's dreams.

A sleeping person is required. Please note that the user will have to leave the person's dream and enter another dream, but this is usually not too much of a problem. Also note how useful that Dream background becomes.

Allows the caster to communicate with a person by looking in a mirror and concentrating on them (if the target is also looking in a mirror it should be easier). Two way communication is possible, but more importantly, it allows the caster to locate themselves directly with the person (by stepping into the mirror.) Created by Stanislaus Silver, who used mirrors for most of his foci.

Use ranges for Correspondence, but lower difficulty by 1.

Other Rotes

Occam's Razor (Entropy 2, Prime 2)

Occam's Razor states that explanations that are unlikely should be rejected in favor of more logical ones. The rote that shares its name works by lowering the entropy in a system, reducing the random chance that is necessary for coincidences to succeed. This makes performing static magic much more difficult. The coincidences simply don't happen.

Anyone subject to this spell must make an Arete roll (diff 7) each time they perform static magic, the number of successes dependent on the outlandishness of the coincidence desired. Failure means the spell dissipates unaccomplished. A botch means that the spell manifests in the most vulgar manner possible.