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194 results for 'S'


Tradition: Marauder

Life : 4

Simply convert someones insides so that they produce cacti instead of the usual waste product. Very Painful!...


Tradition: Cult of Ecstasy

Entropy : 2
Spirit : 2

Fortune is by definition capricious, and all attempts to placate the goddess of chance are of course quite useless. But some gamblers are risking it anyway, hoping that the attention from the power...


Tradition: Void Engineers

Spirit : 4

This effect 'shields' a small container or even a room. Samples from extra-terrestrial sources can be kept within such Containers without fear of contamination (in either direction). [This is ...


Tradition: Any

Life : 2
Prime : 2

Create blood within the kindred. Area of effect is touch. dangerous if the kindred is frenzying, but will aid in their battle to regain themselves....


Tradition: Virtual Adepts

Forces : 3
Mind : 3

Satellite, oh, satellite
Who sits upon our skies
How deep do you see when you spy into our lives?
                --"Good Morning Beautiful", The The
For those who don't have corres...


Tradition: Any

Correspondence : 2
Spirit : 1

[Beats me why this one was never included in the Mage books. Just as any Mage with some sense "looks" at her destination for her Correspondence 3 effect using Correspondence 2, so any Mage planning ...


Tradition: Dreamspeaker

Prime : 5
Spirit : 4

this rote combinds the gauntlet prision of spirit 4 with the alter flow of prime 5. In effect the rote traps the attacking spirit in a gauntlet of 11(?) within the umbra, then the mage draws the qui...


Tradition: Dreamspeaker

Prime : 5
Spirit : 4

This rote combinds the gauntlet prision of spirit 4 with the alter flow of prime 5. In effect the rote traps the attacking spirit in a gauntlet of 11(?) within the umbra, then the mage draws the qui...


Tradition: Any

Life : 2
Prime : 2

This rote allows the mage to mask his scent completely. He cannot be tracked by scent, even by a werewolf, if this is used....


Tradition: Any

Life : 2
Mind : 2
Prime : 2

This rote allows the mage to cross-wire the senses. Essentially allowing the mage to See sounds, Hear scents, Feel Tastes, taste sights, and smell textures. Or any variation thereof....


Tradition: Any

Time : 1

The mage concentrates himself and try to feel when something happened (or will happen) by imagining it and different times it might have happened at. The mage will feel when he gets closer to the r...


Tradition: Any

Life : 1
Mind : 1

This rote will tell the mage what kind of creatures he is dealing with. Vampires, magi, Werewolves, etc all appear slightly different when this rote is performed....


Tradition: Marauder

Forces : 2
Life : 5
Mind : 3
Prime : 2

Invented by Mackgnash I and Lily, the Schizo-Virus is the ì means by which the Marauders plan to gain control over Proteusì

[the caster of this rote, causes a being to be ì transformed into a ...


Tradition: Any

Correspondence : 3

Schnider liked to look good for the babes, but his wallet ruined the smooth seat of his pants, obscuring the view. So he makes it appear that all that cash, credit cards, IDs, etc come from this sli...


Tradition: Any

Entropy : 3
Mind : 3

This rote takes the emotional and memory links a subject has, and scrambles them completely. THe rote itself does not add new links, only changes existing links. Thus, while Senada's favorite flow...


Tradition: Akashic

Forces : 2

The perfect rote for the student who is plagued with itches every time he sits to meditate. THis rote can either catch the itch before it starts, allowing peace of mind and peace of body for medita...


Tradition: Dreamspeaker

Correspondence : 2
Spirit : 1

Please refer to tBoS:p140...


Tradition: Cult of Ecstasy

Matter : 3

Please refer to MtA-1:p203
Please refer to MtA-2:p.206...


Tradition: Any

Prime : 5

This is one of the few symbols both the Traditions, Umbrood and Nephandi all respect. They have to. It is a symbol, which will seal a pact or an oath with an unbreakable seal. This is literal, the ...


Tradition: Dancers

Correspondence : 2
Entropy : 2

This rote enables the Dancer to find her way nearly any location she can visualize. She simply walks in the directions which "feel right" according to her vision of the Dance, and arrives in the pr...


Tradition: Verbena

Correspondence : 2
Life : 5
Mind : 5
Prime : 2

While most Traditions use Co-location if someone needs to be in more than one place at a time, the Verbena prefer to create a duplicate of the person out of their own blood. This person shares the...


Tradition: Akashic

Mind : 1
Spirit : 1

To actually project into Astral Space is hard and requires hard training and immense strength of will. However, to just see what's in there requires much less preparations. Akashic brothers cleanse ...


Tradition: Order of Hermes

Prime : 2
Spirit : 2

Mages from the Order of Hermes have always wanted to understand how reality works, and developed this rote to gain further understanding. In essence, it allows them to see the "Prime Umbra", the as...


Tradition: Dreamspeaker

Entropy : 2
Spirit : 2

By singing and dancing the songs of mourning the dreamspeakers are able to see the worlds of the dead and communicate with the wraiths who live there. To see the dark world, they look through the f...


Tradition: Gnostics

Correspondence : 3

This rote is used to achieve gnosis. It works just like Co-locality perception; the mage successively sees more and more of the whole universe. Instead of instantly seeing everything (which even the...


Tradition: Any

Correspondence : 2
Mind : 3

The mage "borrows" the senses of another person. The victim will notice that he experiences things slightly different, but not how....


Tradition: Verbena

Life : 3
Mind : 3

The mage touches an animal (or a plant), draws a circle on its brow or similar area, and contacts its consciousness. Now the mage can experience what the animal feels and see through its senses. He...


Tradition: Celestial Chorus

Entropy : 5

By simply speaking to someone the Minister may cause them to doubt everything they've ever been told. while this can eventually cause a coma (and in some rare cases elightenment) among sleepers, it ...


Tradition: Any

Entropy : 2

Raise the difficulty of any dodge by one per success...


Tradition: Any

Time : 2

Raise the difficulty of any dodge by one per success...


Tradition: Any

Forces : 2

Raise the difficulty of any dodge by one per success...


Tradition: Any

Entropy : 2

Lower the difficulty to hit with one per success...


Tradition: Any

Time : 2

Lower the difficulty to hit with one per success...


Tradition: Any

Forces : 2

Lower the difficulty to hit with one per success...


Tradition: Celestial Chorus

Mind : 2

The Minister sets up a field of sympathetic vibration around himself or around his church. This field senses those people who are sympathetic to the aims of the church or individual in question. The...


Tradition: Virtual Adepts

Correspondence : 5
Matter : 3

Please refer to MtA-1:p221...


Tradition: Any

Entropy : 1
Time : 1

Time does not always flow smoothly, sometimes there are corners and discontinuities in it for unknown reasons. These corners are dangerous times, since the defences of reality and casualty are brie...


Tradition: Celestial Chorus

Entropy : 1
Spirit : 1

Please refer to tBoS:p139...


Tradition: Any

Mind : 3

Allows the Mage to perceive through another's senses....


Tradition: Any

Correspondence : 1
Forces : 1
Prime : 1

Roll perception+awareness difficulty 7, success ì indicates that a mage may see the quintessential pattern of his area, he may ì attack behind him and dodge attacks he would otherwise ...


Tradition: Any

Prime : 1

The description of prime 5 hints at a positive/negative relationship between Paradox and Quintessence. Couldn't you sense paradox just like yousense quintessence?...


Tradition: Any

Prime : 1

Please refer to MtA-1:p210
Please refer to Mta-2:p.214...


Tradition: Any

Entropy : 1
Matter : 1
Mind : 1

The mage will be able to sense the presence of silver (or, truthfully, any basic element--wood, iron, plastic, gold)....


Tradition: Akashic

Mind : 3
Time : 2

Please refer to MtA-1:p226...


Tradition: Verbena

Correspondence : 2
Life : 2
Mind : 1

First employed by the witch Brangian to keep track of the Saxons who were raiding her land, this rote has become a standard survaillence effect among the Verbena. The witch extends her senses and ...


Tradition: Continuum

Matter : 1
Time : 1

Timestone is a strange and rare material unique to Nexus, found only in a few rare exposures in the more rugged regions of the realm - it is believed to be raw Space-Time, given physical form. One k...


Tradition: Any

Entropy : 2

The mage knows when something out of place in ths environment is there....


Tradition: Any

Correspondence : 3
Mind : 1

This rote allows the mage to subject a target to perceived dislocation. The target will essentially have his senses "be elsewhere". Each success modifies either the number of senses, or the range fr...


Tradition: Any

Mind : 5

Lets you create sentient bullets. Cool, but not the kind of "smart" bullet you wanted....


Tradition: Akashic

Life : 1
Mind : 1

Please refer to MtA-1:p226...


Tradition: Void Engineers

Spirit : 2

You, too, can be a part of the Search for Extra-Terrestrial Intelligence. All you need is a radio telescope and lots of patience. If you are a Void Engineer you will soon find yourself conversing...


Tradition: Any

Life : 4

[Cuts the links between the left and right Cortex in the subject, thus creating total chaos within the target--his left hand and right hand will fight for control. In essence, his body will argue wi...


Tradition: Verbena

Forces : 2
Spirit : 1

Please refer to tBoS:p143...


Tradition: Any

Forces : 3
Matter : 1
Prime : 2

The shadows are the absence of light. As such, they can be solidified to represent the absence of not only light, but matter. And since the absence of matter acts as a vacuum (nature abhors a vacuum...


Tradition: Euthanatos

Entropy : 2
Prime : 2

The Euthanatos are not usually very open about their activities (which is probably very wise), and thus have developed this rote for secret communication. The only traditions to rival this system ar...


Tradition: Any

Life : 4
Matter : 2
Prime : 2

This rote allows the mage to change her body's flesh into whatever substance she desires. She must be able to visualize the desired pattern, then she must rip off her outer layer of skin, to expose...


Tradition: Any

Mind : 1

Please refer to Mta-2:p.210...


Tradition: Any

Forces : 3
Prime : 2

[This is a VULGAR effect that sets up a forcefield that works within the electromagnetic spectrum (i.e. light and magnetism). Higher levels of Forces and Prime can affect other attack forms. Damage ...


Tradition: Progenitors

Life : 3

A Progenitor mage was having a great deal of trouble with cockroaches. So, he used Life to make them all go and bother the Order of Hermes mage across the street and two door up....


Tradition: Any

Correspondence : 4

When fired, the bullet co-locates and hit the target several times, consider this coincidential (ever heard of Duplex or Triplex Ammo?)...


Tradition: Any

Life : 3
Prime : 2

This rote allows the mage to remove mass from her frame, decreasing her size. Each success up to 5 removes 20% of her body weight, equally throughout her body, while every success beyond five remove...


Tradition: Any

Life : 5
Prime : 2

THe sabbat raids gave Rose Embolism a _lot_ of blood to fool around with. One of her 'experiments' involved irrigating her prized garden of Single- Thorn Roses with vitae. The result were semi-...


Tradition: Cult of Ecstasy

Life : 3
Mind : 3

Many drunk people think they know that they are doing, or that they are capable of doing things they normally would avoid. Some Cultists have taken this to heart, and get completely drunk before und...


Tradition: Any

Time : 5

Please refer to MtA-1:p219
Please refer to Mta-2:p.223...


Tradition: Any

Correspondence : 1
Mind : 2

The mage expands his mind in all directions. Should it find another mind filled with enmity directed against him personally the mage will immediately know it, and knows the exact position of the en...


Tradition: Nephandi

Spirit : 4

This sign is the opposite of the Brand of Evil, it shows that the bearer is under the protection of the Forces from Beyond. Anybody harming him risks retribution from Them. Most beings simply avoid...


Tradition: Children of Antichrist

Entropy : 2

Used generally to freak out normal people (especially fundamentalists). When the mage uses it, strange coincidences start to happen around the mage. The shadow of a sculpture will look like an inve...


Tradition: Virtual Adepts

Mind : 1

The V-dept version of a classic Akashic Rote, Signal Filter evaluates incoming neural signals, intercepting excessive pain messages that might hamper the mages ability to function. Signal Filter is ...


Tradition: Cult of Ecstasy

Correspondence : 2
Entropy : 2
Matter : 3

The mage identifies himself with a card, a playing piece or a number on a slot machine, and thus gains control over it. He will be able to feel what happens to it, where it is and control what it w...


Tradition: Verbena

Life : 3

Sometimes mages have to appear more hurt than they are, for example during medical examinations. Using this rote the mage can simulate all kinds of diseases and wounds, or make wounds appear healed...


Tradition: Void Engineers

Correspondence : 1

Void Engineers use sophisticated computer simulations to enter the virtual reality known as the Digital Web. [This is a version of Hardware Entry (Digital Web p.98).] F/X - Simulation is ...


Tradition: Any

Mind : 3

There is some argument between mages as to which came first, the movie or the Rote. Which ever, the effect of this Rote is to alter the emotional state of the target to a state of joyous euphoria. ...


Tradition: Virtual Adepts

Correspondence : 3
Mind : 1

This Rote takes the mage to a specific, pre-determined location. Often, a series of locations is 'programmed' ahead of time. All such locations must be personally memorized by the mage (thus the min...


Tradition: Any

Correspondence : 2
Entropy : 3
Mind : 3

This rote is used by Voudoun mages to deal with the spread of unpleasant rumors (true or not). The mage purchase an ox tongue, ritually enchants it with the names of the persons talking badly about...


Tradition: Any

Correspondence : 4
Life : 3
Mind : 1
Prime : 2

A strange encounter to be sure,
He was wicked, he was pure
Hear him calling, he's calling for you.

                --Robbie Robertson, Skinwalker
This rote was created by the mage...


Tradition: Virtual Adepts

Life : 2
Mind : 1

A Tatoo of an LCD (or analog, I guess) display showing the time. Could be anywhere on the body....


Tradition: Euthanatos

Entropy : 3

Please refer to MtA-1:p192
Please refer to MtA-2:p.194...


Tradition: Any

Life : 4
Time : 3

Use this effect to put someone to sleep for a long, long time. Either using the Dilate/Constrict Time effect, or "sending" the victim into the future. For each success on the effect, you dump somon...


Tradition: Hollow Ones

Mind : 2

Emily will use this when her "Shadow" gets her to listen to it. She implants ideas into sleepers heads so that they will do things. Usually, nothing that she does will go against her Caregiver natur...


Tradition: Verbena

Life : 3
Mind : 2
Prime : 2

This rote was invented by the Verbena during the Inquisition. Some of them could not allow themselves one minute of rest, for fear that they could be discovered by the witch-hunters during their slee...


Tradition: NWO

Correspondence : 3
Mind : 4

Another spooky technomancer idea, developed in a joint project between the Progenitors and Iteration X for use by New World Order. Using small Remote Control Chips (RCCs) inserted into the brain of...


Tradition: Any

Time : 3

Please refer to MtA-1:p219
Please refer to Mta-2:p.223...


Tradition: Any

Life : 2

The mage may enhance his natural smell, scaring off animals....


Tradition: Akashic

Mind : 3

The Akashics developed this Rote to alert themselves to hostile minds, and avoid ambushes. The mages keeps a light telepathic contact with all the minds in her immediate area. If a sentient being ...


Tradition: Akashic

Mind : 3

The Akashics developed this Rote to alert themselves to hostile minds, and avoid ambushes. The mages keeps a light telepathic contact with all the minds in her immediate area. If a sentient being ...


Tradition: Any

Matter : 2

The mages car emits smoke and/or oil from the back making that all important escape from the technocracy HQ that he just blew up even easier!...


Tradition: Euthanatos

Entropy : 3
Forces : 5
Matter : 2
Prime : 2

Please refer to MtA-1:p222...


Tradition: Euthanatos

Entropy : 3
Life : 4

One of my Euthanatos players made a technique based on a ì song by Prong. Using Entropy (level 3 I think) and life, he does a ì variation on Bone withering palm he calls "Snap Your Fingers, Snap Yo...


Tradition: Ahl-i-Batin

Forces : 2
Mind : 2

Please refer to tBoS:p139...


Tradition: Virtual Adepts

Correspondence : 1

This rote was recently pioneered by combat Virtual Adepts using their HUD displays. The rote lets thait computers track the path of any projectile back to it's path ( even those too fast for the ad...


Tradition: Any

Forces : 2

This rote allows the mage to focus all the sound in a given area to channel towards himself. Thus, a hushed conversation in a graveyard across the street could be easily listened in upon. However,...


Tradition: Any

Forces : 5
Prime : 2

This creates a stream of solar temperature fire anywhere within range and spreading outward away from the mage in a cone shape. Requires at least three successes to work properly, but it does succe...


Tradition: Sons of Ether

Forces : 2
Life : 3
Prime : 2

This rote allows the mage to heal non-aggravated wounds by soaking in sunlight. The light of the sun will be transformed into bio-energy, which can be used to heal most regular wounds. Supernatural ...


Tradition: Any

Mind : 3

The mage dampens the interest of something, for example himself. The victims won't notice anything unless its spectacular, includes him or he keeps his eyes in it. A person with SEP can walk down a...


Tradition: Dreamspeaker

Life : 1
Spirit : 2

Dreamspeakers often contact the spirits of nature. They seek to awaken the spirits around themselves by dancing, drumming and singing ancient songs. If they are lucky they might contact the spirits...


Tradition: Dreamspeaker

Life : 4
Matter : 2
Prime : 2
Spirit : 2
Time : 2

Please refer to tBoS:p147...


Tradition: Any

Mind : 5
Prime : 3
Spirit : 4

What do you do for a living
Are you forgiving, giving shelter
Follow your heart, love will find you
Truth will unbind you
                --"Song of the Soul", Cris Williamson
This...


Tradition: Celestial Chorus

Time : 2

Please refer to MtA-1:p218
Please refer to Mta-2:p.223...


Tradition: Euthanatos

Entropy : 4
Mind : 2

Another mythic age rote, this spell was created by a talented Euthanatos working during the close of the age. The spell allows the mage to weave fate around a living creature in such a way that he...


Tradition: Guild of Artificers and Alchemists

Life : 3
Matter : 5
Prime : 2

The blade created will not only do normal damage for its type but when the blade scans a target using its Life it will reconfigure the blade so that it is toxic to the organism or...


Tradition: Nephandi

Forces : 3
Life : 3
Mind : 2
Prime : 2

The origins of this nasty rote are lost to antiquity, but it is still widely employed by the nephandi and the Euthanatos. Soulfyre manifests as a bolt of oddly-colored flame-often orange or green-...


Tradition: Any

Mind : 3

This allows the mage to "edit out" certain sounds from a scene. This is trictly a perceptual thing for the mage. others will still hear those sounds....


Tradition: Any

Life : 1
Time : 2

This little rote allows a mage to mentally hear the sounds of whatever caused a wound. Some truly twisted cultists have used it to play music on sick people. [Adding Forces 3 Prime 2 the sounds c...


Tradition: Any

Forces : 1
Mind : 1

This rote allows the mage to work without any disadvantages in no-light situations. He is always aware of where everything is in the room. Mixed with COrrespondence 1 and Matter 1, he will also know...


Tradition: Any

Correspondence : 5

Please refer to MtA-1:p188
Please refer to MtA-2:p.191...


Tradition: Guild of Artificers and Alchemists

Life : 1
Matter : 3
Prime : 2

The name is misleading as the blade actually has very little to do with the Umbra. Rather the blade is sequentially substantial and insubstantial and keyed to a Life pattern so th...


Tradition: Gamers

Mind : 1
Spirit : 3

An improvement on IDS, Spectre allows the Gamer to become the proverbial "Ghost-in-the-Machine" (or Game in this case). [By beating a dificulty of 7, the Gamer enters the Umbra, while still...


Tradition: Any

Mind : 1

The Mage can read many times faster than normal with this effect. Each success adds 1 to the multiple for reading times, starting at 1 for 1 success....


Tradition: Rosicrucians

Forces : 3
Mind : 2
Prime : 2

This rote is used by the Rosicrucians at tribunals and trials to test if someone tells the truth or talks with true conviction about something. The user of the rote draw a symbol above the Showston...


Tradition: Any

Spirit : 3

A bullet that can fire into umbra and hit spirits there (remember, non-materialized spirits gets no soak unless they got Armor charm)...


Tradition: Akashic

Spirit : 2

This rote was created by the Yogis, many of whom use some variant of it in their struggles with hostile Umbrood. (This allows the doist to use do strikes on spirits.)...


Tradition: Any

Matter : 3
Spirit : 4

Another classic rote. By making a material container impervious to spirits, they can be trapped inside and only escape if somebody opens it. The trick is to get them inside......


Tradition: Virtual Adepts

Mind : 1
Spirit : 1

This rote allows a mage to recognize spirits who contact her, whether through his Umbral Pager or by attacking her, without constantly scanning the Near Umbra. When contacted by a spirit, the mage a...


Tradition: Order of Hermes

Correspondence : 2
Spirit : 2

A rote which was often employed during the Middle Ages by Order of Hermes. The mage summons a minor spirit, which is given a message to deliver. The spirit flies away to the receiver, delivers its...


Tradition: Celestial Chorus

Life : 3
Prime : 5

Please refer to MtA-1:p226...


Tradition: Any

Entropy : 2
Life : 2
Prime : 2
Spirit : 3

This is useful for subverting a spirirt to your needs. Each use of this rote temporarily depletes the spirit of successes/2 levels of gnosis, giving them to the mage as quintessence, instead....


Tradition: Any

Spirit : 1

Please refer to MtA-1:p214
Please refer to Mta-2:p.217...


Tradition: Any

Mind : 2
Spirit : 3

The mage may converse with the spirits around him....


Tradition: Verbena

Matter : 3
Spirit : 4

Please refer to tBoS:p143...


Tradition: Any

Spirit : 3

Many Dreamspeakers cultivate a relationship with the shadowy spirit emanations of primitive warriors who serve as protectors or guides. Though not excessively powerful, this sort of spirit ally is...


Tradition: Children of Antichrist

Spirit : 2

The Child summons spirits who will give him some pleasure and entertainment. It may be spectral music, alluring scents, illusions of beautiful women, caresses and kisses or almost anything. The mor...


Tradition: Children of Indra's Lightening

Mind : 2
Spirit : 2

This enables the mage to stimulate the spiritual aspect of the ascendee as well as his mind and body. The result is more profound pleasure than any carnal pleasure, and tends to stimulate the Avata...


Tradition: Sons of Ether

Matter : 2
Prime : 2

Etheric science has succeeded in creating unusual forms of matter composed of raw Quintessence. This 'non-terrene' (not natural on earth) matter is highly unstable. Weapons formed of non-terrene ...


Tradition: Sons of Ether

Matter : 2
Prime : 2

Please refer to MtA-1:p225...


Tradition: NWO

Correspondence : 2
Time : 2

This allows spies to monitor targets, ignoring barriers coincidentally (the old laser on the window trick, or the infinity transmitter hooked up to the phone, or "good thing they picked the suite w...


Tradition: Euthanatos

Correspondence : 4

Please refer to MtA-1:p188
Please refer to MtA-2:p.190...


Tradition: Euthanatos

Correspondence : 3

Please refer to MtA-2:p.190...


Tradition: Akashic

Correspondence : 1
Entropy : 1
Mind : 1

This rote is very common among Dragon Scales, who use it to considerable effect when they are attacked by multiple opponents. By keeping track of the location of all their assailants and maneuverin...


Tradition: Void Engineers

Correspondence : 4

The Time Table admits this technology some decades after Hyperspacial Jumping becomes commonplace. It opens a stable 'gate' between two distant points in space. All comments under Hyperspace Jump...


Tradition: Any

Time : 4

Target hit gets stopped in place for duration...


Tradition: Any

Time : 4

Target hit gets stopped in place for duration...


Tradition: Euthanatos

Entropy : 4
Life : 4
Spirit : 2

This strange and powerful rote lets a Euthanatos mage simultaneously heal and harm. With powerful magick, the Euthanatos can "steal" the death of someone just before their life would pass from thei...


Tradition: Dreamers

Mind : 4

This rote allows a Dreamer to try to sever the link between the person dreaming a dream and the dream itself. If it succeeds the dream will become free, hopefully without damage. [The number of s...


Tradition: Nephandi

Prime : 5

This horrid rote was developed independently by verbena Barrabi eaons ago. It is the base for stories of wizards performing human and animal sacrifice, and any mage caught using it today will be s...


Tradition: Any

Spirit : 3

Please refer to MtA-1:p214
Please refer to Mta-2:p.218...


Tradition: Akashic

Spirit : 3

This is the basic Rote taught to all Akashic Brothers to master the art of stepping through the Gauntlet into the Near Umbra. Other Traditions teach variations on this Rote to their members of cour...


Tradition: Euthanatos

Entropy : 3
Mind : 3

Knowing well that mages use their power to warn themselves of danger, the Euthanatos developed this Rote to counter this. The Euthanatos uses Mind to project feelings of calm and safetly, while clo...


Tradition: Any

Life : 3
Matter : 3
Prime : 2

This rote allows a mage to "swim through stone". He can only go as far as he may hold his breath, however. (this is a form of matter/pattern disassociation)....


Tradition: Any

Life : 3
Mind : 3
Spirit : 2

This rote allows the mage to converse with the spirit of the stone, by talking to it in it's own language. Like "Plant Tongues" Stone Tongues will take a long time to get any useful information. Muc...


Tradition: Verbena

Life : 5

Prevents milk production in a lactating woman....


Tradition: Any

Matter : 2

Please refer to MtA-2:p.206...


Tradition: Verbena

Life : 3

Another old Greek rote, this one is employed mostly by the Twisters of Fate, who like the way it reminds the caster of her dependence upon the earth by allowing her to tap the earth's strength. (E...


Tradition: Any

Matter : 5

This gives any material a net strength many times greater than it had before. With this effect, balsa wood could be stronger than the toughest steel alloys....


Tradition: Sons of Ether

Matter : 3

The mage can make something hard as steel without changing other material properties. This rote can turn a curtain into a barrier, a piece of string into a cable or a paper-plane a deadly killing i...


Tradition: Any

Correspondence : 2
Entropy : 2
Prime : 2
Time : 5

Some of the most powerful cultists are not content merely to watch the flow of history, they want to direct it. When they see a tendency they like, they perform elaborate ecstatic rituals to fuel t...


Tradition: Celestial Chorus

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 Myth...


Tradition: Void Engineers

Spirit : 3

Void Engineers can only enter the Penumbra at high altitudes where the gauntlet is fairly weak. The required equipment for Extra-Vehicular Activities include a space suit and umbilical. The effect...


Tradition: Any

Life : 3
Matter : 2
Prime : 2

Creates a small 4 inch by 6 inch pocket on the body, where small things can be stored. The items stored may still pull the body out of shape, though. Stomach is best, because the sto...


Tradition: Any

Mind : 2

Please refer to MtA-1:p206
Please refer to Mta-2:p.210...


Tradition: NWO

Mind : 2

This is, without a doubt, the favorite effect of the Men in Black and the New World Order in general. In fact, it has even come into common use among the Traditions. The Technarchs use a sophisti...


Tradition: Syndicate

Mind : 2

A less brutal method is used by the Syndicate, which uses subliminal control on the masses. By carefully entering hidden messages, the sleepers are made to like or dislike certain things. For examp...


Tradition: Virtual Adepts

Mind : 1

This rote was perfected by the Virtual Adepts. The mage allocates a small part of his mind to perform a certain task, like solving a problem or guarding a door. The mage will then forget it until t...


Tradition: Dreamspeaker

Forces : 4
Prime : 2
Spirit : 4

Please refer to tBoS:p141...


Tradition: Cult of Ecstasy

Mind : 2
Time : 4

Please refer to MtA-1:p228...


Tradition: Any

Forces : 5

After hitting its initial target the bullet continues with undiminished power and hits up to successes number of extra targets, considered coincidential if shot from a fully automati...


Tradition: Marauder

Spirit : 2

This rote summons one type of spirit, known just as the Beings of Change. They don't have any visible appearance, but can be seen due to their effects. The Beings are roughly shaped like thin surfa...


Tradition: Any

Prime : 2
Spirit : 2

The Nephandi often classify spirirts as dark or light, as metaphors for evil or "good". THis particular rote summons an evil entity, as these vague classifications are perceived by the mage. IT is v...


Tradition: Virtual Adepts

Correspondence : 1
Spirit : 2

The mage summons one of the spirits of technology and communication from a network of some kind. The spirits are quick, efficient entities who know almost everything about their own medium, but unf...


Tradition: Dreamers

Spirit : 2

To travel in the dreaming many mages employ the services of the Dream-Stead, beings which will happily work for the mage in exchange for Quintessence. They can look like anything, ranging from horse...


Tradition: Any

Entropy : 1
Life : 3
Prime : 2
Spirit : 2

This is a left over Rote from the Mythic Ages, originally designed to summon the fae known as kobolds. The spell required very few changes for modern uses. The Magick wielder puts out the ma...


Tradition: Goetia

Matter : 3
Spirit : 2

This ritual is used to summon one or more of the elementals of Earth, the gnomes. The mage fills the Triangle with sand, mud and stones and chants one of the elemental prayers in addition to the nor...


Tradition: Any

Correspondence : 2
Life : 1
Mind : 3

This rote allows the mage to call a person, or, with enough successes, an animal to him from wherever they are in the world. The person so summoned will feel an irrestistable urge to find the summon...


Tradition: Any

Correspondence : 2
Life : 1
Mind : 3
Spirit : 2

This rote allows the mage to call a person, or, with enough successes, an animal, or even a spirit to him from wherever they are. This is not limited to this plane. The person so summoned will feel ...


Tradition: Any

Correspondence : 4
Life : 1
Mind : 3

This rote allows the mage to call a person, or, with enough successes, an animal, to him from wherever they are. This is not limited to this plane. The person, animal or spirirt will be taken from w...


Tradition: Children of Antichrist

Mind : 2

The Child uses his power over the carnal desires, and try to influence a partner. The victim will feel a subconscious desire for the Child, and will (at least sexually) be drawn towards him. Sometim...


Tradition: Enochians

Mind : 3
Spirit : 2

The mage summons an angel in order to gain information about somebody. The angel (if it was correctly summoned and the right angel for the job) will search out the individual, subtly read his mind a...


Tradition: Enochians

Correspondence : 3
Spirit : 2

The mage summons an angel who will transport him or somebody else to a desired place. Each angel is specialised in one kind of transport. For example, Tdim will perform transports over seas and wate...


Tradition: Enochians

Life : 3
Spirit : 2

The mage summons a healing angel in order to heal himself or another. If the angel choose to help depends upon the situation, the power of the summoner and if it was the correct angel for that type ...


Tradition: Dreamers

Correspondence : 4

Sometimes Dreamers need to get hold of people outside their own dreams. One way is to literally teleport them into the dream of the Dreamer from their own. This can be quite an advantage, as they no...


Tradition: Goetia

Forces : 3
Spirit : 2

The mage places source of fire inside the triangle, like a brazier, and chants the prayer of the Salamanders. The spirit will manifest half physically inside the flames, as odd movements and suggest...


Tradition: Any

Entropy : 1
Spirit : 2

This rote calls up ghosts of the departed, so that the mage may ask them questions or command their service. Typically, the mage takes some item of the deceased (referred to as the "fetter"), and u...


Tradition: Any

Mind : 2
Spirit : 2

Succubi and Incubi are as much beings of desire as actual spirits. They take their form from the wildest, most repressed desires of their partners, intent on fulfilling all their fantasies. This ha...


Tradition: Goetia

Mind : 3
Spirit : 2

The Sylphs usually manifests as scented winds or changing, suggestive shapes barely seen. They are very fond of illusions, playing games with people and fooling the mage (and due to their intelligen...


Tradition: Enochians

Mind : 4
Spirit : 2

The mage summons one of the archangels of pure air. The archangel tend to manifest mentally, speaking directly into the mages mind. Air-angels are quick, highly intelligent and curious, but have a s...


Tradition: Enochians

Forces : 3
Spirit : 2

The mage summons one of the archangels of pure fire. The archangel prefer not to manifest physically, but may perform services using its static magick. The mage should not summon Pziza lightly, sinc...


Tradition: Enochians

Entropy : 3
Forces : 4
Spirit : 2

The mage summons one of the Lords of Fire. If the Lord chooses to help the mage it can destroy almost anything or anyone, using its own considerable power or its servitors. This often happen using s...


Tradition: Enochians

Entropy : 2
Forces : 5
Prime : 2
Spirit : 2

The mage summons one of the most powerful spirits in the hierarchy to protect him. Arinnap will, if the mage has a good reason, protect him from any harm. Anybody who tries to harm the mage in any w...


Tradition: Euthanatos

Entropy : 1
Spirit : 2

The mage summons some of the spirits of entropy in an area of entropy, like a garbage dump, a dying person or a condemned house. Euthanatos usually do this by asking a question while rattling the r...


Tradition: Cult of Ecstasy

Spirit : 2
Time : 2

One of the more unusual kind of elementals is the time-elementals, known in the Cult of Ecstasy as timekeepers. They seems to be the spirits which keep track of everything, making sure things happe...


Tradition: Goetia

Life : 3
Spirit : 2

To summon the undines, the mage places water inside the Triangle and chants the prayer to the Undines. They tend to manifest as ripples in the water, a dampness in the air and if the mage forces the...


Tradition: Akashic

Prime : 5

While crossing the forested mountains of Tibet for days without food or water, Blue Skin Brother Chang Ming came upon an Oracle performing a walking meditation. Silently, Ming stepped behind the Ora...


Tradition: Gamers

Life : 3

Identical in all regards to Power Up!, except that super Power Up! affects ALL functions of the Gamer's body. [For every success scored against a dificulty of 8, the Gamer adds one die to h...


Tradition: Sons of Ether

Life : 4
Matter : 2
Mind : 2
Prime : 2

Please refer to tBoS:p143...


Tradition: NWO

Correspondence : 2
Entropy : 5

Every once and a while, something gets into the Paradigm which the technocracy wants to supress. This is done through eliminating the evidence of it and using this rote. Correspondence two allows th...


Tradition: Any

Mind : 2

This rote allows the mage to plant a seed of doubt, of suspicion in the target's mind. This usally is complimented by a situation, person, or thing for the target to become suspicios of. The target ...


Tradition: Any

Prime : 2
Spirit : 4

A great but fortunately uncommon danger is the risk in being trapped in a decaying reality. This problem is most often encountered under the creation of Horizon realms, since many early attempts of...


Tradition: Any

Life : 3
Prime : 3

This rote allows the mage to sustain himself where food and water may not be available. The number of successes indicate the length of time for which teh mage can sustain himself through one applica...


Tradition: Any

Prime : 2

The mage may channel Quintessence into a magickal effect, so that it will maintain itself rather than taxing the mage's concentration. The mage must use some source of Quintessence, which can be th...


Tradition: Any

Correspondence : 3
Mind : 5
Prime : 2

This rote allows the mage to swap their personality into the body of the target. All knowledges, and some skills (Storytellers discretion) go with the mind to the new body. All Talents are purely th...


Tradition: Verbena

Life : 5
Mind : 2

This rote is a good example of the skill at shapechanging attained by some Lifeweavers. With it, the witch transforms not into a single creature, but into an entire mass of them, usually insects or...


Tradition: Any

Forces : 1
Mind : 4

This rote is a complement to any rote that switches the targets gender. CHanging yourself from a male to a femal, or vice versa can be a traumatic event. And, although you may think it's the perfect...


Tradition: Time Lords

Entropy : 4
Mind : 3

Upon making contact with a major nerve center on the body, the Time Lord can overload the target's nerves, causing them to fall unconcious. [Contact is required for this to work - a reccommended ...


Tradition: Any

Correspondence : 3

Often simple teleportation is too vulgar for a mage's purposes, and more subtle versions of Correspondence are needed. The most common method is something Hollow Ones like to call "riding the Synch...


Tradition: Virtual Adepts

Forces : 2

Please refer to MtA-1:p195
Please refer to MtA-2:p.198...


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