Rotes
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Rotes are a set of standardized repeatable spells mages have developed. Most rotes can be short cast or long cast, Long Cast requires the user to do a Weave Ritual action and commit a Quint, to have the power active for the game, or get the long cast effect.
In general there is no inherent cost above the expenditure 1Q for a Mage to cast a spell.
General Rotes and Combo Rotes are available to all Mages.
Tradition/Craft/Convention Rotes are unique and come with 3 limiters.
- 1: They must be taught to a mage by a member of the Tradition Craft or Convention. Even if another mage knows the Rote, they cannot teach it.
- 2: A Mage may possess all of their own traditional rotes, but may only possess T/C/C rotes of other factions equal to their Wisdom.
- 3: The First time any rote from another TCC is used in a scene, the Mage must spend a willpower in addition to the other activation costs.
Rotes come in several types with tags noted in their description.
- Basic Requires a simple test vs 10 traits. Retest with Arete.
- Opposed: Targets another character using ( Attribute) Arete v Target’s skills.
- Complex: Has a difficulty and retests set by the Rote or circumstance.
- Passive: This rote applies a passive bonus
- Extra action: This rote gives an extra action or more to the mage, activating any two of these powers makes the mage explode.
- Permanent: Upon gaining a certain level of mastery with a sphere, this rote becomes permanent.