Rote ListAdamantine Arrow Rote: Mind ArrowsDice Pool: Presence + Athletics + ForcesTelekinetic Strike (Forces •••)
The mage creates a ball of telekinetic force that he hurls at his intended target.
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Practice: Fraying
Action: Instant and aimed
Duration: Lasting
Aspect: Vulgar
Cost: None
Each success inflicts one point of bashing damage.
With Forces 4, this damage can be lethal. With Forces 5, one Mana can be spent to make the damage aggravated, by tearing apart the target’s cellular structure. This version of Telekinetic Strike actually causes air to ripple in an unnatural fashion, warning a target about the threat. The target is allowed his Defense against the caster’s aiming roll.
Guardians of the Veil Rote: Remote ViewingDice Pool: Intelligence + Investigation + Space
Scrying (Space ••)
The mage can view a location remotely. She can employ all of her senses through these “perceptual windows,” allowing her to see, hear, smell and even touch things on the far side. This spell can be used for a variety of purposes, from checking up on a loved one to spying on a hated enemy. Mages through time have doubtlessly used it for virtually every possible reason.
Practice: Ruling
Action: Instant
Duration: Transitory (one turn)
Aspect: Covert
Cost: None
The spellcasting roll is modified by the mage’s sympathetic connection to the location (see p. 114). The Duration at this level is transitory (once the mage ceases concentration), but with Space 3 the mage can cast the spell with a prolonged Duration (and Space 4 allows him to use advanced prolonged Duration factors; p. 118).
If he touches someone through the scrying window, a reflexive Wits + Composure roll is made for that person to notice. If it succeeds, he knows that something just touched him, but unless he has magical senses, he doesn’t know who or what it was. This sensation is enough to invoke Sleeper Disbelief (see p. 274). The caster cannot actually affect anything with his touch unless he combines this spell with another Space spell such as “Apportation,” p. 234.
Cast conjunctionally with Spirit 2, the caster can scry across the Gauntlet.
Sympathetic Spells
By adding Space 2 to a spell, a mage can affect targets at far distances through a sympathetic connection. See “Sympathetic Spells,” pp. 114-116.
Guardians of the Veil Rote: Rend the WeaveDice Pool: Composure + Occult + Prime
Counterspell Prime (Prime ••)
The mage can counter spells from any Arcanum, and he can counter covert spells without first identifying their components.
Practice: Shielding
Action: Instant; successes subtract from the target spell’s Potency
Duration: Lasting
Aspect: Covert
Cost: 1 Mana
As the rules for “Counterspell,” p. 123, but the mage can now counter spells from any Arcanum (he does not need one dot in at least one of the spell’s Arcana) and he can counter covert spells even if he has not had time to identify their components.
Guardians of the Veil Rote: Scales of ThoughtDice Pool: Wits + Empathy + Mind
Third Eye (Mind •)
The mage gains the Mage Sight (see “Mage Sight,” p. 110). He senses when others nearby use exceptional mental powers, such as telepathy, psychometry or ESP, reading the telltale ripples left by the movements of exceptionally advanced thought.
The mage can also read resonance, discerning the emotional and psychic qualities of it: the particular nuances of will, conscious or otherwise that went into creating it. He can feel the mental processes that went into creating the resonance (such as strong emotional states or a powerful exercise of will), effectively detecting its context within reality, the “why” behind the resonance.
Practice: Unveiling
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: None
See “Resonance,” pp. 227-280, for rules on scrutinizing magic with this spell.
Adamantine Arrow Rote: SuccorDice Pool: Presence + Persuasion + Prime
Imbue Mana (Prime •••)
The mage can imbue a living creature with Mana.
Practice: Weaving
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: None
The mage gives a living creature one of his Mana points per success. The caster must touch the target during casting (with Prime 4, he can affect the subject at sensory range). If combined with “Channel Mana,” p. 224, or “Siphon Mana,” p. 231, the mage can take Mana from one source (other than himself) to give to another.
Channeling Mana into a living being usually does nothing to it (save perhaps for a feeling of being energetic or edgy) unless the subject is Awakened, in which case she adds the Mana to her total.
If the number of points of Mana invested in a Sleeper’s Pattern exceeds her Size, the subject suffers one Health wound of bashing damage per point of Mana by which her Size is exceeded, as the celestial fire literally tears her Pattern apart like an over-inflated balloon rupturing. In this case, the target can resist the spell by subtracting her Stamina from the caster’s roll.
Mysterium Rote: SwitchboxDice Pool: Wits + Science + Forces
Control Electricity (Forces •••)
The mage can diminish an electrical current and/or alter its direction of flow. He could cut the power to a certain outlet, redirect all the electricity in the building to a single outlet, or send the power coursing through one outlet to multiple outlets (assuming the physical wiring exists or there is some other way to control conductivity). He cannot increase the current at this level, since that involves generating new electricity. He can work with only existing electricity at this level.
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Practice: Weaving
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: None
Each success can send a single line of power in a new direction, or divert it elsewhere. If the mage attempts to diminish the power, each success brings it down by one degree. For example, one success reduces a main line to a junction box. Two successes takes a junction box down to an industrial socket. Three successes reduces an industrial socket to a regular wall socket.
Mysterium Rote: The Electric InvisibleDice Pool: Wits + Occult or Science + Forces
[Read Matrices (Forces •)
The mage gains the Mage Sight (see “Mage Sight,” p. 110). He can perceive energy and magical resonance, detecting the presence of all of the universe’s various forms of energy: heat, gravity, electromagnetism and the like, including the presence or absence of different sorts of radiation, such as x-rays or cosmic radiation, either visually or through tactile perception.
An undiscerning mage might be fairly blinded by the overwhelming variety and sheer quantity of energy that moves around her at all times, unable to process the ever-shifting tapestry of power that is all but invisible to the untrained eye.
The mage is also especially aware of resonance’s energetic aspects and flow, its vibratory frequency and movement.
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Practice: Unveiling
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: None
See “Resonance,” pp. 277-280, for rules on scrutinizing magic with this spell. When scrutinizing energetic phenomena (like the electromagnetic spectrum), the more invisible that energy is to the naked eye, the more dice penalties the mage suffers.
Spectrum | Dice Penalties
Gamma rays –3
X-rays –2
Ultraviolet rays –1
Visible light 0
Infrared rays –1
Radar –2
Radio, TV –3
Free Council Rote: Undo the ArtDice Pool: Resolve + Occult + Prime vs. target spell’s Potency
Supernal Dispellation ( Prime ••••)
The mage can dispel magic. He can attack the Pattern of a spell, destroying it by pulling apart the threads that comprise it. At this level, the mage does not need to have any dots in the Arcana used in the magic to be dispelled. His Prime lore is enough to unweave any spell.
Practice: Unraveling
Action: Instant and contested; successes are compared to the target spell’s Potency
Duration: Lasting
Aspect: Covert
Cost: None
This effect works like “Dispel Magic,” p. 220, but the mage does not need to posses all the Arcana involved.