Prime

Prime Rotes

By Anders Sandberg
Sep. 1994

Resist Resonance (Prime 1, Mind 1)

Sometimes mages have to use nodes or realms with strong or unpleasant resonance. Some mages have developed a means to counter this insidious effect, by shielding themselves against the resonant quintessence of the node. This, however, makes them unable to use or infuse themselves with quintessence but may be worth it for especially nasty nodes.

Note that Mind alone cannot prevent Resonance, since it is reality itself that is changed.

Reveal The Enlightened (Prime 1, Spirit 1)

This rote was used by some of the more radical factions of the Celestial Chorus during the war against the Order of Hermes. They had trouble with mages hiding themselves among Sleepers and setting up clever wards against mental scans. But they weren't able to hide their souls and magick. By watching people through the light of a pure fire, the Choristers could see the strength of their Avatars and the Quintessence in them.

Find Paradox (Prime 1, Entropy 1)

Paradox Energies are subtle and capricious but often telltale indicators of magickal activity. Even small acts of vulgar magick leave traces which can be found by clever mages. Order of Hermes mages whisper the seven secret names of Discordia over their seal while the Virtual Adepts link up with a network and check for disturbances in the information flow to find Paradox.

The Middle Pillar Ritual (Prime 2)

Order of Hermes — This rote will strengthen the body, mind and soul of the mage. The mage stands and visualizes himself as the middle pillar of the Sephirothic Tree. Below him is the material world and above his head Keter, the source of prime. He feels the energy flowing through him, into the world and from the world back to the source. The mage will feel filled with power, in perfect balance of mind and body.

The mage will pump quintessence into his own pattern for a while. This will temporary strengthen the mage's own pattern and hopefully weaken intruding patterns. Each success will remove one success of magick (both helpful and harmful), like a countermagick roll. The target number for the rote is the highest sphere involved in the effect +3 or 5, whichever is highest. It will not heal any damage already done nor stop any flaws in the mage's own pattern. Prolonged use of this rote has been shown to cause egocentricity, as the mage unconsciously begin to believe he is the center of the universe.

Occam's Razor (Entropy 2, Prime 2)

By Psychomachia. Static magick functions through the creation of coincidences — things that are unlikely, but possible. For example, it is extremely unlikely that a coin flipped 100 times will land tails up each time. Possible, but extremely unlikely.

Occam's Razor states that explanations that are extremely 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 she performs 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.

Restore Pattern (Prime 2, Life 1/Matter 1/Forces 1)

Many patterns which are disturbed and damaged by magick can be strengthened again if the quintessence lost is replaced before they settle into a new pattern. This rote has many uses. One use is as countermagick against magick seeking to destroy a pattern, by healing the damage and strengthening it before the changes even become real (it won't work on any pattern that has already been changed, since it now is a new, stable, pattern).

Break the Flow (Prime 2)

The mage can disturb the flow of quintessence which sustains a magickal effect. This is done by disturbing it so it won't discharge into its target but into something else or just into reality in general. This will disrupt the magick for a short while (some types of magick may even be dispelled by this). This of course only works on magick which is fuelled by a flow of quintessence or is upheld by a concentrating mage. It will temporarily break down a barrier, make an eternal flame go out or turn a temporarily boosted Life mage normal. Hermetic mages usually perform this by "cutting off" the power with their seal, while intoning the name of a powerful god or force.

Each success removes one success from the affected magickal effect. If it is of the type which demands constant influx of quintessence to function and remain in existence, like a flame or ward, it may be completely dispelled if all successes are removed. Matter and Life magick will return to normal function as power returns.

Aura of Power (Prime 2)

The mage channels quintessence into himself and his surroundings. He cannot control where it goes or how it manifests and it will spread. The result will be that the mage will be quite noticeable and appear more "real" than the background. It gives a definite impression of power. The negative side is that the quintessence attracts lots of "little nasties" and can suddenly ground into patterns, turning them more real too. Cult of Ecstasy mages perform this rote by watching light reflecting in the surface of a drink and then make a silent toast to themselves.

Each success will give one extra die on social rolls.

Paradox Fixation of Emma von Kellstahl (Prime 2, Matter 2)

A rote invented by the creative and overconfident mage Emma von Kellstahl of the Ordo Rosae Crucis. Her idea was to create a stable pattern of matter and then channel Paradox instead of Prime into it, essentially locking it up in a safe form. However, Paradox turned out to be far more insidious than expected and managed to pervert the material patterns regardless of type. Emma was almost killed several times until she gave up. The rote gives Paradox energies a physical form to inhabit, which they usually quickly warp to their own ends and somehow always manage to turn against the mage. In fact, the rote is one of the simplest ways to get nasty paradox beings to manifest. A created crystal ball will shatter into shards forming a hunting spirit, a piece of iron will animate into a pursuing snake and a block of cement may suddenly tip over the mage.

The rote doesn't really channel Paradox into the pattern, it just creates a pattern in the normal way. But the rote also leads to a minor, imperceptible Paradox Backlash into the material form, giving the powers of Paradox control over it.

See the Briatic Plane (Prime 2, Spirit 2)

Mages from the Order of Hermes have always wanted to understand how reality works and developed this rote to for that purpose. In essence, it allows them to see the "Prime Umbra", the aspect of reality which influences quintessence. According to some theories, it is here the great pool of raw quintessence exists. In the Prime Umbra, the forces which shape quintessence are visible. This ranges from the changes around nodes and ley lines to the texture or reality, resonance and paradox warps. Some experimenters have reported that there seems to exist beings there not based on much else than pure quintessence without earthly patterns. Perhaps this is the realm paradox spirits come from? Some adventurous mages have even physically entered the Prime Umbra, with varied results. Several times they have been attacked by powerful paradox spirits, lending credit to the theory.

Eternal Flame (Forces 2, Prime 3)

This rote is commonly used on the fire burning on the altars of the Chorus. By infusing it with the purity of the One under a long time, the fire becomes fuelled by the quintessence of the world, not its material fuel. It will burn without consuming and by using Prime 4 it can be made to only purify, not burn, flesh. This is the origin of the Eucharist of Fire, wherein the Choristers drink flames of purity.

Pattern Quintessence (Prime 3, Mind 3/Matter 2/Forces 3)

A rote with many uses. By leading the quintessence of a node through patterns, a mage can pattern it, making it more amenable to turn into patterns of the same type. These patterns may be physical, mental or spiritual. The result may influence the type of Tass the node produces, resonance and other phenomena linked to the quintessence. A node charged with the power of plants will have a very positive effect on plants nearby while subtly discouraging phenomena hurting or damaging the plants.

The necessary spheres depend on the type of pattern. The mage must be able to form a "template" pattern. Matter 2 is required for matter, Forces 3 or 5 for Forces, Mind 2 or 3 for Mind (emotional or intellectual patterns), Entropy 3 or 4 for Entropy and Spirit 4 for Spirit.

Crystallise Prime (Prime 3, Entropy 3)

This rote was invented by the Mechanical mages of the Middle Ages, who later became the Sons of Ether and Technocracy. By removing all disorder from the Quintessence making up something, they could make it behave completely according to theory. An affected object will be without any flaws, hardly erode or decay if possible and always behave as it should. This is the source of the super strong alloys Iteration X uses or the room temperature superconductors of the Sons of Ether. A more chilling use is the Progenitor experiments which remove all disorder from the flow of quintessence through living beings, in essence turning them into perfect individuals.

The rote won't change any existing patterns, just their underlying basis. If it is used on an already imperfect object or something too random it just won't work. But if the target is close to perfection, it will remain so and may even slowly become more perfect as long as the prime field retains its order.

Container of Power (Prime 3, Matter 3)

This rote is commonly used by owners of Nodes around the world to store excess quintessence not in the form of Tass. The mage spiritually reshapes a material object to contain Quintessence, giving it the power to store it for a period of time. A well made container can store it indefinitely, while less perfect containers leak their contents. Various Traditions perform this in different ways. Choristers lightly touch the container while drawing the holy symbol above it with fire. Dreamspeakers prepare medicine bags and drum the power into them. Euthanatos simply put bones into the node, letting their emptiness draw quintessence into them. Virtual Adepts connect batteries to their computers and networks and fill them with power.

To charge a container, the mage uses Prime 3. To drain a container of free Quintessence, the handling mage uses Prime 1. The number of successes in creating the container will show how long it can retain Quintessence.

Prime Virus (Prime 3, Life 2, Spirit 2)

This Virtual Adept rote is greatly feared by technocratic system operators, and rightfully so. The Adepts have invented a method to create computer viruses which drain quintessence from nodes and use it to create stronger copies of themselves. Originally intended to use in the Web, they have proven to be a very efficient weapon against nodes and Horizon Realms (the Adepts destroyed a Technocracy outpost in the Web by inserting the virus in its quintessence supply. When it vanished, the realm collapsed). Not only that, but the Adepts have invented a version which works outside the Web too, infiltrating and draining normal nodes too. Fortunately (for the Technocracy) their enemies have reverse-engineered an anti-virus, which kills the first type. However, the war of Prime Viruses is hardly over and many technomancers are quite worried. Some Adepts are experimenting with advanced viruses which channel excess quintessence to their own accounts, giving them the ability to drain nodes from afar. The Internet worm might have been an early experiment.

Each success in creating the virus will give it the ability to drain the node one level (the viruses quickly reaches a steady-state level when they start to feed on each other). A level 4 virus would be able to totally drain nodes with ratings up to four, and turn level 5 nodes into level 1 nodes until they are removed. Anti-viruses decrease the level of viruses. Most viruses will remain in the node they are activated in but some designs follow ley-lines and prime conduits to adjoining nodes.

Heal the Primal Wounds (Prime 4, Entropy 1)

The Celestial Chorus sees it as their duty to not only serve mankind but also the rest of reality. After confrontations with Nephandi, Marauders and other enemy mages the Chorus often has to try to restore some semblance of normality to the areas which have been warped and destroyed. By sprinkling purifying water and consecrating with fire, they seek to unravel the tangles of paradox, destruction and corruption left behind. They might not be able to restore things as they were but they can dissolve the worst warpings of reality.

Cartesian Rending (Prime 4, Mind 3)

This rote is named after Renee Descartes, who claimed the soul could not interact with the material body except through a tiny link in the Pineal gland. A logical conclusion to this is of course that the link between the soul (and hence the rational intellect) and the body can be severed by suitable magick. This was also demonstrated by the Verbena who used this rote to be able to safely subdue enemies without killing them. They simply took a drop of blood (preferably from the victim) and cut it in half with their Athame, symbolizing the severing of the Soul from the Body. The result is that the soul and mind of the victim will be unable to influence or sense what happens to the body. In effect it is locked up in itself while the body goes on living and retains some rudimentary intelligence, not unlike a zombie (this might be the real method to create living zombies used by the Voodoo mages). To restore the link, the mages have to carefully repeat the rote in reverse.

It goes without saying that the effect of the severing on the victims is profound and very unpleasant. In the state of total sensory deprivation they suffer they often develop complex hallucinations and may suffer psychosis and become incurably insane after a few days. Kind Verbena mages use Mind to put them to sleep for the duration of the severing or place them in nice dream realms. Mages are, however, not completely powerless in this state, since they may reach out using their still intact powers of magick. They may not be able to use anything requiring the body (like seeing or speaking) but many Spheres give them excellent ways to interact with reality.

The rote works by removing the Quintessence of the patterns that link the mind and body of the victim. It does not do any physical damage. Normally the soul of the victim will be desperately trying to reach back to the body and this often succeeds if the rote is not sustained or very successful. For some ideas about the effects of sensory deprivation, see the similar Mind rote "Opening the Abyss".

Into the Twilight Zone (Prime 4, Entropy 2, Spirit 2)

This rote is popular among the Hollow Ones and Discordians, who use it on unsuspecting Sleepers. It weakens the link between a person and consensual reality. The result is that the victim is no longer protected by the forces of normality and become vulnerable to all the supernatural forces which normal people never have the bad luck of running into. He will start to run into the weirdness going on behind the scenes, meet people and beings which should not be and generally discover that the world is a much darker and stranger place than he ever thought.

Flaming Spirit Barrier (Prime 4, Spirit 1)

This ward is universally feared among the denizens of the Umbra. The Choristers cleanse and purify an area and then light a fire along the ward. This purifying fire will burn and dissolve spiritual flesh even more readily than mortal flesh. A spirit can pass through it but will suffer agonizing burns and may even be permanently dissolved if the ward is strong enough. Few spirits dare to even approach the barrier. This is often used around the Cathedrals of the Chorus.

Anti-Reality (Prime 4)

This Marauder rote is essentially the exact opposite of anti-magick (see BoS for details). The marauder dissolves the supporting threads of the local Tapestry, allowing reality to flow more freely and adding excess quintessence to it. This creates a local region of dynamic reality, where the normal laws are temporarily suspended. A kind of anti-paradox zone, where vulgar magick may become coincidental. However, the rote itself is very vulgar. It will attract Paradox Spirits as honey attracts bees. If the spirits enter the area, they become influenced by the local paradigm and may begin to behave in unexpected ways. In fact, they might start defending the local rules instead for a short time, in opposition to their unchanged brethren. Very confusing.

Another side-effect is that the dynamic reality and free quintessence make random events occur. This ranges from weak effects like having a glass coincidentally break or insects behaving strangely when the rote hasn't turned reality very dynamic, over more dramatic effects like potential fire coming real or spirits manifesting to truly bizarre and dangerous events like objects changing shape, breaches of the Gauntlet and reality behaving like a surrealist painting.

Each success will make vulgar effects of less or equal levels coincidental. For example, with 3 successes all magick up to level 3 in any sphere is coincidental, while Life 4 would still be vulgar. It will also allow random effects up to this level but they are completely uncontrollable.

Open the Void (Prime 4, Spirit 4)

A feared Nephandi rote. It literally destroys reality, opening a yawning void in its place. It is commonly performed by sacrificing victims around the affected area (or at least completely, needlessly destroying things to create the required waste), often in the form of a destructive symbol. Around the void reality flows and changes in unpleasant ways, sometimes spontaneously rupturing further. There are even reports that frightful beings have appeared from the void, most commonly Pure Forms, but sometimes worse things. Rumors tell that the Avatars of people vanished into the void become food for the Nephandi Lords.

The mage must break through the Gauntlet (like Breach the Gauntlet) to create a true, somewhat stable void. Otherwise it will just become a major Paradox warp instead. Anything inside the void will dissolve into nothingness at a frightening rate (twice the number of successes per turn). To heal an expanding void, the spirit rote "Sustain Existence" has to be used.

The Blazing Light (Prime 5, Forces 3)

This rote was invented by the Celestial Chorus to protect itself from hostile Pattern magick from the Order of Hermes. The mage simply holds his fire aloft and infuses it with divinity from his holy symbol. It will shine with an intense white glow, blinding anyone looking straight at it. Everything seems to be pale and insubstantial in comparison. Much magick become weak and powerless in its harsh glow and vampires, evil mages and other denizens of the dark shy away.

The rote works by channelling almost all free quintessence into the light. This drains pattern magick and makes all attempts to manipulate Prime (except to strengthen the fire) much harder. Each success increases difficulties for magick by one and removes one success from all Pattern or Prime magick. Beings who contain quintessence will feel it slowly drain from them, making them very uncomfortable (each success will drain one point of Quintessence/Blood each turn).

Partial Reconciliation (Prime 5, Corr. 5, Time 5, Entropy 5, Spirit 5)

This utterly powerful ritual is more a legend than a fact. According to the stories, some of the most powerful Choristers and Hermetics attempted this ceremony in 1000 AD, to start the Reconciliation they expected would happen by the Millennium. Obviously they failed, and vanished themselves. The purpose of the ritual is to meld together all quintessence, all patterns, all time and space as one, purifying it from all imperfections and returning it to the primal state before creation. Although the Partial Reconciliation may not work on all of the universe (except maybe when performed by the whole of mankind together), it can certainly affect a small part. It is not an offensive rote but the supreme purification. In essence it returns a part of creation back to the One before its time. The horrendous paradox backlashes which have struck participants are cited as signs of the extreme hubris of this use.