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.
Umbral Gateway
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.
Entropy Combo Rotes
Supernova(OP)
Spheres: Entropy/Forces
Type: Opposed Paradox: +6 if witnessed Challenge: Mentals(Arete) vs Phys(no retests) Cost: 1Q Duration: 2 Rounds
- Short cast: This power cannot be used in conjunction with extra actions of any sort. On the first turn the Mage must charge the spell and declare a target, On the next turn a Meteor comes flying from the sky. This attack deals damage equal to the Mage’s (Forces + Entropy) x 3. The Mage must have line of sight to the target or the spell is lost, i.e. run.
- Long cast: N/A
Curse of Death's Hold
Spheres: Entropy/Life
Type: Basic Paradox: +2 if witnessed Challenge: Mentals(Arete) vs 10 traits Cost: 1Q Duration: 1 scene
- Short cast: This spell affects the scene, any living creature in the scene except up to (life+1) targets the mages chooses take a (entropy+1) physical traits penalty.
- Long cast: This spell can be cast on a neighboring city or territory as an action, or your city. When cast it applies a -1 integrity penalty to all influence actions of a chosen type in that city that month.
Relic Reforging
Spheres: Entropy/Matter
Type: Complex Paradox: +2 if witnessed Challenge: Mentals(Craft/Arete) vs Craft diff of item Cost: 1Q Duration: 1 Action
- Short cast: This spell allows the mage to reforge a broken item, or restore a relic from the underworld to the real world. By making a craft check equal to the craft difficulty of the item, it is fully restored and/or returned from the underworld to the real world. Magical items cannot be restored this way. A master of (entropy) and (matter) reduces the diff of this check by 3.
- Long cast: Cast as a bluebook action this spell can restore even magical items of any kind.
Forgetful Mind
Spheres: Entropy/Mind
Type: Basic/Opposed Paradox: N/A Challenge: Mentals(Arete) vs Mentals(willpower) Cost: 1Q Duration: 1 scene
- Short cast: This spell causes everyone in the scene to forget the mage was there, supernaturals get a willpower test to avoid forgetting, with no supernaturals present the test is basic. This spell also reduces any paradox the mage already gained in that scene from sleepers by 1.
- Long cast: Cast with an action this spell can remove 5 points of diff from a dynamic magic craft from vulgarity.
You're Not Special
Spheres: Entropy/Prime
Type: Opposed Paradox: +1 if witnessed Challenge: Physicals(Arete) vs Physicals(No retests, Might applies) Cost: 1Q Duration: 1 scene
- Short cast: The Mage may spend any amount of Q to cast this spell. Everyone in the scene loses energy equal to the number to Q spent -2.
- Long cast: Wonder: Normalite Bead - The Mage creates a small bauble that, once cracked, causes the wielder to lose one Q from their current and max, but it also drains all the “ Identifying marks of the supernatural” from their aura. Swords, armor, and other wonders can also carry this aura draining affect, causing the Q loss as normal.
Summon Wraith
Spheres: Entropy/Spirit
Type: Upgrade Paradox: +2 if witnessed Challenge: Socials(Arete) vs Socials(willpower) Cost: 1Q Duration: Permanent
- Short cast: This rote upgrades the rotes Spirit Sight's level 3 Summon spirit, allowing you to summon a wraith of circle 2 or lower with that rote. Wraiths fundamentally want different things than spirits, so negotiating with one isn't always a simple matter of chiminage and respect as it is with spirits.
- Long cast: The long cast allows you to summon wraiths of circle 3.
Mists of Time
Spheres: Entropy/Time
Type: Basic Paradox: +1 if witnessed Challenge: Mentals(Arete) vs 10 traits Cost: 1Q Duration: 8 hours
- Short cast: After casting this spell mist seeps out from the casters palm, putting all the sleeper in a room asleep. They stay asleep for 8 hours and awaken fully rested. This spell only works on sleepers.
- Long cast: Wonder: Swinging Stopwatch: This stopwatch, renders a sleeper asleep after it is swung in front of their eyes three times. One target at a time. This wonder effect can be placed on other objects but must still be swung so armor is a tad difficult.
Forces Combo Rotes
Fists of Steel
Spheres: Forces/Life
Type: Basic/Permanent Paradox: +1 if witnessed Challenge: Physicals (Arete) vs 10 traits Cost: 1Q Duration: 1 scene
- Short cast: Your firsts harden for the scene and can deal 4L damage or B if you so choose.
- Long cast: If you are master of Forces and life(3), this spell becomes permanent though you can turn it off and on at will if you wish.
Higitus Figitus
Spheres: Forces/Matter
Type: Basic Paradox: +2 if witnessed Challenge: Mentals(Arete) vs 10 traits Cost: 1Q Duration: 1 scene
- Short cast: Cast on a device, it gives you full, and fine motor control over an object. You may manipulate the object as well as you can manipulate your hand. If special passwords are required you have them. For all intents and purposes the device is a part of you. You can manipulate something up to the size of a car, slamming with a car uses drive and does 5B.
- Long cast: You can cast this spell as a long action to bring your haven with you when you take the travel action.
Thought Lightning
Spheres: Forces/Mind
Type: Basic Paradox: +2 if witnessed Challenge: Mentals(Arete) vs 10 traits Cost: 1Q, 2 WP Duration: 1 scene
- Short cast: This Spell refreshes 1 skill of up to (Forces+Mind) targets instantly without needing to spend a willpower and they take 1L. Targets can be affected by this spell only once per scene. You cannot affect yourself. The same skill is restored for everyone in the scene. Casting the spell Costs 2 Willpower.
- Long cast: When you long cast this spell you restore skills more efficiently than others for the night. For every Will spent while this spell is active you restore two skills. You gain this benefit a number of times per scene equal to the higher of your forces and mind.
Power of the Sun in the Palm of Your Hand
Spheres: Forces/Prime
Type: Basic Paradox: +3 if witnessed Challenge: Mentals(Arete) vs 10 traits Cost: 1Q Duration: 1 scene
- Short cast: The raw unrelenting power of the sun is held in the palm of your hand. Everyone, even non vampires feel fear and must make a courage test (dif 4) to not fear frenzy and run from the sun. Vampires are affected as though they are in sunlight, complete with it limiting their powers based on their virtues and triggering a Dif 5 rotshrek test every round. The Sun deals no damage, but is otherwise treated as real sunlight. Each turn the sun is in your hand you may have someone remake the check on your turn, while you do this you cannot benefit from an item in your off-hand and if the sun is stolen or knocked from your hand the spell fades.
- Long cast: Wonder: Sun Grenade: this wonder is a normal grenade but all it’s damage counts as sunlight and it blinds everyone but the caster for 1 round if they fail a diff(prime) self-control check.
Fission
Spheres: Forces/Spirit
Type: Basic Paradox: +2 if witnessed Challenge: Mentals(Arete) vs 10 traits Cost: 1Q Duration: 1 Month
- Short cast: This spell is cast by taking an action and spending a Q to charge a bullet (weapon) or Fist. The mage causes it to deal (Spirit) extra damage. Weapons (even wonders) are destroyed utterly after use, so it's usually used with bullets. Using it with bare hands, causes the user to take half the damage from any successful hit as well. The damage cap of attacks charged with this power is 7 instead of 6. When used against a target with temporary health levels (For instance from Aegis or an equivalent) or against Nodes, This power adds no additional damage. It instead doubles the damage of the weapon and removes the damage cap. A mage can maintain this power on up to (Spirit+Forces) weapons/bullets at any time, but their Q does not recover until the item is spent, and due to their volatile nature the weapons charged this way last only 1 month.
- Long cast: WONDER: Fission Weapon Changes the Type of a Weapon to Fission. Fission Weapons always possess a damage cap of 7 instead of 6. Their base damage is always 1ag, regardless of size. After damage is dealt, the target takes an additional unsoakable Ag from radiation burns.
Speed force
Spheres: Forces/Time
Type: Passive/Upgrade Paradox: N/A Challenge: N/A Cost: N/A Duration: Permanent
- Short cast: This rote upgrades Infinity Steps. For the Long cast it allows both actions to be spells or ballistic attacks. As an added benefit it doubles the speed at which you act from your mastery of the time sphere to a maximum of celerity 6 speeds.
- Long cast: N/A