Servants of the Well
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Servants of the Well Rotes
Blessings of the Well
Type: Passive/Basic Paradox: N/A Challenge: Mentals(arete) vs 10 traits Cost: N/A Duration: Permanent
- Short cast: All servants of the well have taken some bit of corruption into themselves, to better understand the corruption they fight. This manifests as slick oil that strengthens their bones and skeleton, they take half damage from all Bashing damage and take bashing from firearms.
- Long cast: The servants of the well can spread the blessings of the well. With a basic check a target can induct any creature into the service of the well spreading the oil to their body, they gain the benefits of blessings of the well permanently. Targets can only ever be affected by this spell once and they gain one point of permanent Jhor(losing a bluebook action) which cannot be lost, the mage sometimes awakens in strange places in the middle of the night in service to the oil after this spell is cast, and members have been recorded killing poachers, defending coral and cleaning oceans when they sleep. Non mages can be affected by this spell but they also lose a permanent bluebook, and must spend 6 xp to recieve the blessing.
Cleanse Corruption
Type: Complex Paradox: +1 if witnessed Challenge: Mentals(Arete) vs Physicals(Defense) Cost: 1Q Duration: Permanent
- Short cast: The servants of the well can cut infection out at the root, however damaging it may be the patient will survive. Used on an area this spell kills all of a specific species of animal, fungi, bacteria(etc) in an area no bigger than a pond. Used on food or drink it can eliminate all poison or effects on that food or drink but makes it bland. If used on a person with a successful Mentals(Arete) vs Phys(defense), that person takes 1 unsoakable aggravated damage and ends 1 ongoing mental or social power targeting that person.
- Long cast:
=Cherenkov Bullet-
Type: Opposed Paradox: +2 if witnessed Challenge: Mentals(arete) vs Physicals(defense) Cost: 1Q Duration: 1 Action
- Short cast: The mage’s finger glows bright blue with radiation and a single bullet fires instantaneously, killing anything with supernatural potency 1 or below or humans if they fail the check. Aegis effects negate this death. Against targets with potency 2 or higher they take a trait penalty to 1 attribute for the scene equal to the mage’s (entropy+Jhor). Jhor marauders can kill anyone with this spell with potency 2 or lower.
- Long cast: Wonder: demon core: The demon core provides a +5 mental trait bonus to any science check made by a creature with at least one point of jhor in the scene.