Rotes by Stephen Johnson
By Stephen Johnson Jun. 1994Awakening the Fitful Sleeper (Life 1, Mind 3, Prime 2)
This Rote supposedly originated by the Celestial Chorus sometime in the dim past, though both the Akashic Brotherhood and the Order of Hermes dispute this. The intention of this Rote is to force the Awakening of a sleeping Avatar when the Sleeper is resisting or suppressing the attempts to Awaken. The mage uses telepathy, guided by the flows of Quintessence through the Sleeper's pattern to contact the Sleeper's Avatar directly. Once contact is established the Awakening of the Sleeper automatically follows, often to the Sleeper's dismay. This Rote was most useful during the Inquisition and the various witch trials which followed as a tool for converting an enemy into a sudden ally. This Rote is not considered vulgar magick. It is not a resisted roll because the Avatar is already struggling to awaken. The mage is simply expediting the process. Note this Rote is totally useless against Garou, vampires or mages as they are already Awakened in one way or another. Orphans about to Awaken are especially vulnerable to this Rote as are Sleepers seeking Awakening or with occasional contact with their Avatars.
The difficulty is the target's Willpower, but is never more then 9. For every success over the first, the mage may determine either the speed of the Awakening or the impact on the Sleeper.
Creating the Magical Mystery Machine (Matter 4, Prime 2, Spirit 4)
This Rote was originally taught within the Order of Hermes as a quick method of creating reliable transport in the Umbra. After leaving the Technocracy, the Sons of Ether used this Rote to create graceful and imaginative ether sailing ships in the Umbra. Then an unknown Cult of Ecstasy member, on a very strange and powerful trip during the 1960's, while listening to the Beetles' Sergeant Pepper's Lonely Hearts Club Band, changed the perceptions of this Rote forever. Since that fateful day, no Tradition mage is ever sure of what this Rote will create. Cult of Ecstasy members claim that being in the midst of a real mellow trip when using this Rote makes the result look, "Really cool, man!"
With one success the mage creates a breech in the Gauntlet, usually manifesting as an invisible doorway, and a small, slow Umbral craft which the mage can use the doorway to gain access to. For each additional success the Umbral craft becomes larger and faster. Unfortunately, the mage has absolutely no control over what the craft looks like or how it propels itself through the Umbra. This is totally in the hands of the Storyteller and is usually very wild. The Cult of Ecstasy thinks this effect is really cool, the comments of other Traditions are unprintable.
Whistle of the Sleeping Animals (Mind 2)
Through the coincidental effect and focus of a whistle a mage may influence an animal. Going from a high pitch to a low pitch, the mage points at the animal (or animals) and then lowers her finger to point straight down. The targeted animal is gently put directly into a deep slumber. Note the targeted animal must be able to see and hear the mage.
For every success beyond the first the mage may put an additional animal to sleep. If the target animal is hostile or attacking the mage, two success are required per animal.
Circle of Summoning with a Snap of the Fingers (Matter 2)
Used mostly by the Order of Hermes, the mage simply draws a ragged circle, visualizes the intended end result, then snaps her fingers and all the details are created around the rough outline created.
For each success after the first the mage may increase the size or complexity of the circle's design.
Multiplying the Loaves & Fishes (Matter 3)
This is quite possibly one of the most controversial Rotes ever blamed on the Celestial Chorus, though they deny that any of their members were the author of this Rote. This is a very vulgar Rote, especially so in these days of strict and powerful Paradox, but it does mirror the more forgiving times when it was supposedly created. Depending on how focused the mage is, enough food can be duplicated to feed a few people up to entire multitudes.
This Rote requires some food to be used as the model pattern. For each success after the first the amount of food created increases geometrically.
Singing in the Rain (Mind 3)
There is some argument between mages as to which came first, the movie or the Rote. Whichever, the effect of this Rote is to alter the emotional state of the target to a state of joyous euphoria. Once in that state the target loses any aggressive feeling towards anyone, including a mortal enemy standing directly in front of her, in favor of singing out loud for the sheer pleasure of singing. The effect is limited both in depth of euphoria and duration, but while under the influence of this Rote the subject will happily sing in the midst of their own execution as if they had not a care in the world.
For every success past the first either the depth of euphoria or its duration is increased. Note that this Rote can be resisted with a simple Wits + Alertness or Willpower roll with a difficulty equal to the mage attempting to enforce the effect.
Turning the Charging Beast (Mind 3)
Shortly after surviving her first encounter with a werewolf, an unknown hermetic mage developed this simple Rote to protect herself. Since that time it has become a known fact within the Traditions that werewolves universally despise, loathe and fear mages simply because of this Rote. Not because of what the mage makes the target do, but because the effect is so embarrassing to the target.
Requires two successes to function, plus one success for every use after the first in the same scene. The target must be either engaged in combat or charging into combat. If the mage rolls the necessary successes the mage may refocus the target's anger and fury against another object or person (not allied to the target.) The target will then blithely charge right by the mage, ignoring her completely in favor of the new focus the mage has placed in the target's mind. (Often a tree, stone, body of water, anything but the mage.) This allows the mage time to remove herself from the scene, usually a very good idea because after the target has slaughtered the new focus they will want to kill the mage in some gruesome manner.
Revenge of the Galloping Bowels (Life 2 or Entropy 3)
Originally developed by a Verbena witch as revenge against an overly amorous suitor. This Rote simply kills off all of the symbiotic microorganisms within the target's gastro-intestinal tract, resulting in days of diarrhea and intense pain and agony. The Euthanatos were so impressed with this Rote after seeing it in action they simply adapted it when using Entropy in place of Life.
For each success after the first the mage may affect either the length of the target's suffering or the amount of pain the target must endure.
Calming the Raging Garou (Mind 4)
This is a rare and ancient Dreamspeaker Rote, though Masters of all the other Traditions are aware of variants of it. Simply put, the mage blocks the connection between the Garou and the Rage which gives the Garou much of their powers and abilities. To the Garou this is extremely vulgar magick and the use of this Rote has caused entire packs of Garou to focus on hunting down the mage and killing them for one simple use. Extreme caution must be exercised when using this Rote.
There is no way to disguise this magick to the target Garou or any observer, it is always vulgar. Requires three successes to function. Once in place this Rote robs a Garou of the ability to change shape and use Rage for the remainder of the scene. For every additional success beyond the first three an additional scene's worth of time may be added.
Potion of Sympathetic Infatuation (Corr. 3, Life 3, Mind 3)
This Verbena potion is the basis for all myths and legends of love potions and the like. It uses an extremely coincidental focus by way of a drop of the target's blood, a drop of blood from the intended focus for the target and what ever mixture of other ingredients the mage prefers. Once the potion has been administered, the Mind and Life patterns of both the target and focus are available to the mage, who then adjusts the target to be sympathetic and mildly infatuated towards the person who is the focus. That is the limit of the Rote. It creates neither instant romantic attachment or overwhelming physical passion. However, nothing requires the Sleeper paying the mage a healthy sum to know that little detail.
Requires one success to become active, each additional success either lengthening the amount of time the sympathetic infatuation will last or deepening the strength of the infatuation. One success will, depending on the tenor of the relationship between the target and the focus, last for between a week to a month.
Calling the Totems (Spirit 2)
This is a Dreamspeaker Rote of such antiquity that the Garou use a much less powerful and versatile version of it that they call the Ritual of Summoning that they originally learned in the dim mists of prehistory from the Dreamspeakers. All other Tradition mages who study the Sphere of Spirit learn a variation of this Rote which simply allows them to quickly summon spirits, or representatives of spirits, who act as, or are worshiped as, Totems.
For each success past the first either the amount of time the mage must spend waiting for the spirit to arrive is decreased or, depending on the power of the Totem, the importance of the representative is increased. If this Rote is performed in the Near Umbra the first success is automatic. Theoretically a mage who called for Mother Gaia and achieved five success could expect Gaia herself to appear in front of her within seconds. However, the mage had better have an extremely good reason for calling Mother Gaia with such force and urgency.
Rousing the Spirits to Spread the Word (Spirit 3)
Another ancient Dreamspeaker Rote that has fallen into disuse and disfavor, it was important during the Impergium and before the rise of the Technocracy but has become less so with the increasing power of the Gauntlet. This Rote calls all the available spirits nearby to allow the spreading of news of potential dangers to all the Awakened.
Each success after the first increases the range and number of spirits called. All spirits called are compelled to pass along whatever message the mage wishes.
Rousing the Sleeping Beast (Life 4, Mind 4, Prime 4, Spirit 4)
This is an obscure Rote both the Verbena and the Order of Hermes claim to have created. It is of vital importance to those Garou kinfolk who become aware of it because it allows the mage to prod the Rage within a Garou kinfolk into full bloom and thus transform a kinfolk into a fully capable Garou shape changer. A handful of ancient Theurges in Caerns scattered throughout the world are aware that mages can perform this Rote, but only the Garou tribe of the Children of Gaia are actively pursuing the implications of this Rote.
If this Rote fails, double the Paradox gained. If it botches a Paradox backlash is automatic. Requires a minimum of four success and will work only with Garou kinfolk who are aware they are the kinfolk of the Garou and have seen a Garou in Crinos form.
Strengthening the Limbs of a Hero (Life 3, Prime 2)
The Celestial Chorus was famous during the Mythic Age for using this Rote on unsuspecting Sleepers. This Rote usually uses a coincidental focus that the target believes in strongly. During the Mythic Age the Celestial Chorus used priestly blessings, dousing with holy water and/or the touch of relics.
For every success past the first the mage may choose to add an extra die per success to either or all of the target's Physical Attributes for the remainder of the scene, or choose to extend the additional dice to the Physical Attributes for an extra scene per success.
Obscuring the Light of Day (Matter 3)
With all of the interest the Euthanatos have in the Kindred (vampires) it was perhaps inevitable that they would be the authors of this particular Rote. Kindred who have frequent contact with mages eventually become aware of this Rote. The Tremere in particular are very interested in it, but usually rely on the Discipline of Fortitude if they are forced into the direct light of the sun.
Requires three successes and can be made coincidental if the vampire takes a single blood point from the mage. Once in place the physical structure of the vampire's body is completely unaffected by sunlight for the remainder of the scene. For each additional success beyond the first three an additional scene of immunity from sunlight is gained.
Breaking the Bonds of Blood (Mind 4)
While any mage with even the most minimal of understanding in the Sphere of Mind is able to resist the effects of vampiric Blood Bonding, those without are as vulnerable as any Sleeper. This Rote was a gift freely given by the Akashic Brotherhood to all of the Traditions shortly before the beginnings of the Twentieth century and is taught to all Adepts of Mind.
Depending on the length of time the subject has been bound, the depth of control the vampire exercises and the raw power the vampire has available, this can be relatively easy or extremely difficult. Divide the generation of the binding vampire by two and round upwards, then subtract the result from ten to find the difficulty. For example, a 5th generation vampire equals 3 (generation of 5 ÷ 2 = 2.5) minus 10 equals a difficulty of 7. This is then modified by the Storyteller to account for the amount of control the vampire exercises over the subject and how long the subject has been Blood Bound. If the subject is a mage then subtract two from the difficulty at the Storyteller's discretion.
Oops! (Matter 2)
It has been rumored that the author of this rote was refused entry into the ranks of the Masters of her Tradition for creating this rote. It is also rumored that the Oracles welcomed her into their ranks mere hours after the Masters of her Tradition refused her. All Traditions teach this rote to Disciples of Matter who are moving past the fundamentals of the Sphere. This is not so much a rote as a state of mind for any mage which puts it to use. Functionally this rote is used to cause minor mishaps and accidents to either the mage or another person by minor alterations of the structures of the matter surrounding the target. The classic example is sprinkled drops of oil on the floor that the target steps in and looses their footing. Another is the misfire of bullets in a gun aimed at the mage. The list is endless.
Requires two successes to function and is normally coincidental, though a very foolish mage could perform this rote in a vulgar manner. For every success beyond the first two, the mage may either increase the amount of effected matter to encompass more people or apply the successes as damage to the target.
Fanning Passion's Flames (Life 3)
This is a rote of relatively recent origins, supposedly inspired by a lonely Verbena one night while she wandered through the romance section of a bookstore. The Cult of Ecstasy swears by this rote and it is often the first rote a Disciple of Life is taught when they begin working with complex lifeforms. Simply put, this rote inspires complete sexual arousal within the target beyond the point of rational thought. The mage performing this rote is often attacked by the target of the rote, who upon its completion, is literally panting in animal heat.
This rote requires only one success as it is a very simple tweaking of the target's Life Pattern, once the mage knows where to perform the manipulation. Sleepers invariably dismissing the extreme reaction as lust at first sight or for some other reason while silently wishing things like that happened to them. For every success beyond the first the mage may increase either the length or depth of the target's passion. Note that the passion generated by this rote is neither directed or discriminating! The target could just as easily focus on an eighty year old as the mage performing the rote.
Rousing the attentions of a Lover (Life 3, Mind 2)
Given the difficulties of the Rote, Fanning Passions Flames, the authoress of that rote created this more discriminating version.
As per Fanning Passions Flames, requires two successes and the mage places an image in the targets mind of the focus of the passion.
