Combo rotes
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Combo Rotes
Combo rotes require that a mage has at least 1 in each of the listed spheres to learn.
Correspondence Combo Rotes
Will Drain(Area Affect)
Spheres: Corr/Entropy
Type: Opposed Paradox: +2 if witnessed Challenge: Mass Mentals(Arete) vs Mentals(willpower) Cost: 1Q Duration: 1 scene
- Short cast: The mage can once per scene make a mentals(arete) vs mentals(willpower) test against a number of targets in the room equal to their (Correspondence) , failure means the targets lose 1 willpower. If any target is drained the mage regains 1 willpower. Masters of entropy and correspondence can cast this spell 2 times in a scene.
- Long cast: You can cast this spell as a long action as bureaucratic condemnation against up to (corr) targets they each lose a bluebook action.
Absorb Force
Spheres: Corr/Forces
Type: Complex Paradox: +2 if witnessed Challenge: N/A Cost: 1Q Duration: 1 scene
- Short cast: After being Cast, a Mage may use Negation, spending a permanent wp to negate an attack made this way negating damage this way gives them a Q back.
- Long cast: This upgrades the effect from negation to Aegis and has it last for the night.
The Faithful Ally
Spheres: Corr/Life
Type: Basic Paradox: +2 if witnessed Challenge: Socials(Arete) vs socials(willpower) or Mentals(arete/medicine) vs diff 4 Cost: 1Q Duration: Permanent
- Short cast: After long casting this spell as a short cast the mage may summon their faithful ally as per summon at any time.
- Long cast: The mage with a complex physicals(arete) check diff 4 carves a sigiled tattoo into themselves and another recipient and each of them spends a permanent willpower. Thereafter at any time they either activate the sigil to teleport the other recipient to their side. Creatures can only be affected by one instance of this spell.
Bigger on the Inside
Spheres: Corr/Matter
Type: Upgrade/Passive Paradox: +1 if witnessed Challenge: N/A Cost: N/A Duration: Instant
- Short cast: A mage with this rote upgrades teleport, allowing them to bring an object no larger than a house with them, or up to 5 people, for both long and short casting.
- Long cast: N/A
We Interrupt this Broadcast
Spheres: Corr/Mind
Type: Basic Paradox: N/A Challenge: Mentals(Arete) vs 10 traits Cost: 1Q Duration: 1 minute
- Short cast: With a successful mentals(arete) check the mage can alert everyone they would like in the city(all the players) with a message no longer than 3 sentences. They can also send a message to everyone in the city(including sleepers) by hijacking radio waves, in which case it appears on televisions and phones all over the city. If the mage is a master of corr and mind, they can send a message to up to only 6 targets in the city.
- Long cast: A mage can long cast this spell as a grow influence action which counts for 5 integrity points.
Pattern Tag
Spheres: Corr/Prime
Type: Opposed Paradox: +1 if witnessed Challenge: Physicals(Arete) vs Physicals(athletics) Cost: 1Q Duration: 1 scene
- Short cast: By making a successful physicals(Arete) check against someone within (corr) steps, you can tag their pattern for the rest of the night, allowing you to know their location and track them. You can track (prime) targets at a time.
- Long cast: You may cast this spell as an action on a willing target allowing you to keep track of (1) more person than your prime score would normally allow.
Infinity Steps
Spheres: Corr/Spirit
Type: Upgrade/Passive Paradox: +2 if witnessed Challenge: N/A Cost: N/A Duration: Permanent
- Short cast: This spell upgrades step sideways allowing the mage to open a gateway for 5 minutes to any of the places in that spell or a known horizon realm and bring up to 5 other people through with them.
- Long cast: N/A
In the nick of time
Spheres: Corr/Time
Type: Basic Paradox: +2 if witnessed Challenge: Mentals(Arete) vs 10 traits Cost: 1Q Duration: 1 action.
- Short cast: With a basic check You can once per night enter a scene or combat you weren’t there for instantly if anyone in the scene alerts you by any means, such as via telepathy or a phone call.
- Long Cast: You can cast this spell as an action after which it remains in effect as long as you maintain the Q. As long as the spell is in effect when your influence is attacked it is automatically defended as the defend action, the defense ends the spell and alerts you to who attacked your influence.