All things are connected.A magus who understands the ties between places and things can step across huge distances,move objects from afar,spy through scrying glasses,open portals or shut creatures out.An Esoteric discipline,Connection(Correspondence) allows a sorceror to keep a safe distance between herself and her subjects.
Some Magi supposedly see "threads" holding creation together;to them,magick is simply a matter of plucking the proper strings.Other seers use mirrors,water or flame as bridges for travel or perceptions.The Sages speak of "contagion",the theory that all things that touch retain some tie to each other. To wise magi,there are No distances,only connections.
Many spells couple Correspondence with other sphere's,allowing the magus to tie her enchantments to places,beings or other things.
Sorcerers with a Correspondence affinity seem distracted but precise;although their eyes focus on distant landscapes,they never seem to trip or falter.Correspondence spells often require some "link" to the subject-a mirror,a bit of hair,a handful of dirt,etc;working "Blind" is possible but risky.
Witch's Sense

Distant Vision
The Sorceror may now send any of her five senses across a distance,pull small objects(cat-sized or smaller) through tiny portals,or thicken the Tapestry around her to hinder scrying attempts.All of these workings leave traces on the frabic of creation-traces another skilled magus can spot with Correspondence 1.


Distant Hand



Rend Space/Dancing Shadows
A truly accomplished wizard can tear gates in the tapestry,allowing large groups or objects to pass through.A really successfull "rip"(10 or more successes) might open a permanent gateway.
By Shifting into several places at once,the magus might appear as dancing shadows of herself.Such enternainment is fun,but can be deeply confusing to the caster unless she separates her thoughts as well(mind 1).Each "Shadow" acts like the orignal caster,unles she also weaves Life 2 into the casting,granting each "self" independant movement.




Bending the landscape
By Compressing the connections between places or things,an archmage may stretch,shrink,or otherwise distort her subjects.Mass remains the same,but prportions become like butter in her hands.
A Mighty feat of magick could also transport several places into a single space without harm.Such magicks clearly transcend Gods order,and may be punished harshly.Even so,a magus who's mastered such Arts could expand her perception trait beyond normal human limitations.
The Mage can detect the distortion of space that occurs
when someone is using Correspondence to view an area. With
Correspondence 2, the mage can track the distortion to its
source. Author :
With this, the mage can see distant seens as if they
were closer, without necessarily moving his viewpoint,
simply enlarging distant scenes. Author :
Not really a Rote, but an effect that can be quite
useful nonetheless, this allows a Mage to warp space around
herself so that any attacks that strike her to actually
damage a designated target instead. Can be quite a painful
surprise. With extra successes, the Mage may even possibly
somewhat duplicate the effect of Kick of the Four Winds.
Imagine the surprise that Sabbat experiences when after
clawing you, he feels himself being shredded from all sides
. . . Each success beyond those required allows the Mage to
cause the attack to strike one extra time, or strike an
extra target. Author :
This spell will make any room larger or smaller without
affecting the outside appearance. Author :
The mage will know his position relative another, known place
(Like his home or his starting point). When the mage moves away
from this place he will still know where it is, and feel direction and
distance to it. Author :
Web Page : http://www.student.nada.kth.se/~nv91-asa/mage.html
The Adept opens a window on his screen, showing another place. He
can see and hear what is going on there, and move his vantage
point, zoom in and out, store images and othervise transform the
image. Using a Virtual Reality the mage can even move around in a
virtual copy of the place, seeing, hearing and feeling things (But he
still cannot interact with the place). Author :
Web Page : http://www.student.nada.kth.se/~nv91-asa/mage.html
The Adept wear a virtual-reality gauntlet, and makes a strangling
grip in the air. A victim, who can be anywhere, suddenly feels the
strangling grip around his neck as the mage bilokates the pressure
of the gauntlet. Since there is nothing for the victim to pry loose,
even the most physically weak adept can strangle people. Author :
Web Page : http://www.student.nada.kth.se/~nv91-asa/mage.html
Schnider liked to look good for the babes, but his wallet ruined the smooth
seat of his pants, obscuring the view. So he makes it appear that all that
cash, credit cards, IDs, etc come from this slim wallet.
[The Mage keeps his items in a safe place and reaches to it when needed.
Sometimes he will use this method to pop into other places to get cash. Why use
the ATM when you can access the vault?> Author :
[You throw a knife. A foot from hitting the target you co-locate the knife five
times around the target - the target is now hit by 5 knifes, not one! Or you
spray a target with automatic fire, as above, co-locate the bullets making
several copies that surround the target - so the target can be hit by literally
dozens of bullets. This can be explained by either saying you have incredible
control over automatic weapons, or your shots riccochet (rebound?) and just so
happen to hit the target.] Author :
Also called GOTO, this Rote allows the V-dept to instantly move to a different
locality. Localities must be previously designated by a name (label or line
number) and have a defined 'pointer' to their position in three-space. Short
'hops' to nearby areas are not possible, nor can the mage go to places he has
never seen or heard of.
[This is a straight forward teleportation rote. Between two and four successes
are usually needed since line of sight is disallowed as is the 'anywhere in the
world' range. The Rote only takes the mage to a general area, the exact point
of arrival is random. The mage should keep a listing of her 'directory tree.
This Rote is usually Vulgar> Author :
This Rote allows the mage to move to any location within line of sight. A
skilled caster can 'blink' among multiple locations almost instantly. Remember
that correspondence sensing and co-location sensing provide line of sight. One
common tactic is to use co-location sensing to remain aware of two different
areas and then blink back and forth between them.
[The mage can make a number of blinks each turn equal to the number of
successes scored. The mage controls both when and where she goes. Blinking will
spoil one opponent's attack if the mage times it properly. All opponents trying
to hit the mage have their difficulty raised by one per blink the mage has made
so far that turn. In any turn that she blinks, the mage's own difficulties for
physical actions are raised by one. The Rote lasts a normal duration but only
those locations in line of sight during casting are accessible.]
F/X -
The mage is hidden by smoke or fog and is only intermittently visible; she
leads her opponents into a well known maze like area, hall of mirrors etc,
where her location is hard to determine and she may appear to be in
places she
is not; the mage has previously set up mirrors, dummies, and or disguised
sleepers to mislead her opponents. Author :
This unusual Rote causes the mage to move through space with an apparently
smooth motion through a series of micro-teleports. She can appear to walk,
levitate, or even fly. The main advantage of this kind of movement is that it
can be more easily covered by static effects. Even though she appears to be
moving, the mage has no momentum and causes no damage in a collision.
[One success allows the mage to move at normal human speeds - no more than
about 10 mph, two success allow ground vehicle speeds (under 100 mph), three
grant aircraft-like speeds of hundreds of mph, four success allow super-sonic
flight (no sonic booms though), and five will let the mage move at basically
any speed she wishes.]
F/X -
The mage leaps upon a passing vehicle, is picked up by a helicopter, dons
a
pre-placed jet pack, had a parachute carefully packed in her backpack
when she
jumped from the plane. Author :
Rubberback, a Hollow One mage who spent far too much time in front of the
television, was inspired by an episode of “Animaniacs”. The antagonist would go
to toss the Warners out door, only to find himself mysteriously being thrown
into the street instead. Ha ha! What a great gag! The Man in Black who tried to
push Rubberback off of a building didn’t find it quite so funny. Splat.
[Correspondence is used switch places with the target who threw/pushed the
character. The target finds himself thrown instead of the mage. The difficulty
of this rote may be raised by 1 or 2, depending on the circumstances. (E.g.,
switching places while falling towards the pavement at 20 mph.)] Author :
Before a fight you start making copies of your only bullet, when the
scene is over these extra bullets and casings disappear (which may
turn this effect vulgar) unless combined with Matter 4 and Prime 2. Author :
In theory, a clip with lot of bullets. Could be vulgar if containing
more than twice the usual amount, unless you pretend to put in a new
clip now and then. (I remember I let Kim Vachon of BoC have one of
these in a chronicle I ran.) Author :
This is a bullet that lets you fire your gun in New York and hit someone
in a streetcorner in Paris. Author :
When fired, the bullet co-locates and hit the target several times,
consider this coincidential (ever heard of Duplex or Triplex Ammo?) Author :
Ley Lines fascilitate travel for those who know how to employ
them. They allow the witch to walk almost instanteously from any
point on the line to any other point on it.
(Correspondence 3 transports the witch, while at the 4th level, she
can take others with her. So long as no Sleepers witness the
departure or arrival, the effect is coincidental.) Author :
This rote is widely employed by Sons to prevent rivals from
spying on their research. It creates a zone of fluxed ether which
causes interference on remote viewing and teleportation attempts.
(This is a standard Warding rote.) Author :
This rote was recently pioneered by combat Virtual Adepts using
their HUD displays. The rote lets thait computers track the path of
any projectile back to it's path ( even those too fast for the adept to
see )
Time ** can be used to determine the paths of projectiles that
have already been shot. ( Was the Man in Black behind the grassy knoll or
in the building?)
Using this rote with a video input is coincidental.
Mind * can be used to make the rote track many lines of fire
at once.
[ Each success ceoms closer to pinpointing the source, at 3 or more
successes the sniper's location is known enough to be attacked, even
if he is invisible or concealed. ] Author :
This simple rote illustrates that correspondence magic works on sound, on top
of just objects. Author :
Corr. 4 to create a portal to ANYWHERE that is daytime... Combine with a
dash of forces 4 to magnify the effect into a solar laser... Author :
Mainly a defensive rote often used as a do-loop in VA programs, "It's
all Relative" uses a knowledge of the oneness of position to cancel other
effects. Just as the force of gravity will _in_relation_to_the_observer_
disappear if one is accelerating in the same vector as an observed object,
the speed of light will approach zero or a teleporter arrive in the same
place he left using knowledge of the Correspondence Point.
Simply put, this rote stops unwanted forces. Dead. If every point
along an object's path exists in the Correspondence Point, then there is
no motion. Author :
Destinations T.O.'s biggest Secret. Thomas Black Mann personally acts as
the shipper receiver for Destinations T.O. Throughout Continental
North America, DTO's Thomas Black uses this rote to send the packages
through space (using correspondance), into the back of a waiting
cab which has been sent to the receiving company. He then activates,
"Remember the package!" so the driver will deliver the package accordingly. Author :
To teleport into the dreams of other people is a common trick. Usually the
mage concentrates briefly on the person he want to meet, and if that person
is dreaming the mage will appear in his dream. This is usually
coincidental, as long as the mage starts from his own dream. Author :
Web Page :
http://www.student.nada.kth.se/~nv91-asa/mage.html
Sometimes Dreamers need to get hold of people outside their own dreams. One
way is to literally teleport them into the dream of the Dreamer from their
own. This can be quite an advantage, as they no longer reside in a dream of
their choosing, and the mage is able to run the show instead. Author :
Web Page :
http://www.student.nada.kth.se/~nv91-asa/mage.html
Allows the mage to see really far away, by altering her relative
placement to be closer to the item she wishes to look at. Author :
The Mage has a cross-hair super-imposed on his targetting eye. the
cross-hairs will correspond to whatever the gun is targetting. The cross-hairs
will only be seen if teh gun is targetting in the mage's line of sight. Author :
This rote allows the mage to hear farther away, or closer up. She will hear
the most minute sounds. Author :
This rote fragments a scene, by viewing the 3-dimensional scene as a
2-dimensional scene, and fragmenting it as a shattered mirror would fragment.
THe process is controlled, and the fragments mayt be put together, if the
fragmentation is not too complex.
If the reforming of the reforming of the original scene is incomplete, it is
quite possible that living beings in the scene may suffer due to the
fragmentation. It's a nasty, nasty way to die. Author :
This rote is the cornerstone of most psychotronic processes that
the Sons of the Ether have developed. The scientist projects energy
into the ether in such a manner that it moves instantly to another
location. Note the rote does not itself provide the forces to be transported,
which must come from some natural ot magickal source before the mage can
affect it.
[ The mage must often get a high number of successes to transmit energy
anywhere useful. Some Sons have solved this by using special "reciever"
focwhich they are familiar enough with to project to with few successes. ] Author :
This rote is an improvement on the simpler Hyperspace Transmission.
It is used on an exploding object. The energies of the explosion are
transmitted to more than one distant location. The force of the explosion
at each location is not diminished.
[ The explosion can be projected into as many areas as the mage has
successes. However, any attempt to cause the explosion to be co-located
at more than two spots raises the difficulty to ten. ] Author :
This protective enchantment is cast over a large area. Within that
area, those who walk toward an object quickly lose sight of it, soon finding
themselves back at their starting point--or possibly walk straight into some
extremely dangerous place. On the other hand, walking directly away from
something is guaranteed to bring people straight to it. Thus, avoiding danger
lands you in it more quickly than any other course, and walking to meet danger
immediately sends you to safety.
People within five feet or so of some object move normally with respect
to that object, so it's hard to realize the rote is working at all--mages with
Correspondence 1 will know they've been magicked, but not what exactly has been
done. It takes Correspondence 2 to perceive the rote's effects.
(Penetrating the rote is a magic roll, difficulty 7, that requires
Correspondence 2 to make. 1 success lets the mage realize how to get
somewhere in the area; 3 successes temporarily removes the effect from the
mage, allowing him to reach one place in the ordinary manner; 5 successes
makes the mage immune to the effect until he leaves the area.) Author :
It's always sunny on the planet somewhere. Open a gate there and see what
happens. We had an argument that inert, unintelligent matter from the other
side can't pass through the level 4 portal (it can't, but in the campaign
we were in, we could see through the portal so light had to be coming
through), but it certainly can with level 5! Author :
This rote is used to achieve gnosis. It works just like Co-locality perception; the mage
successively sees more and more of the whole universe. Instead of instantly seeing everything
(which even the Gnostics acknowledge would be disastrous), they start with the things in the
vicinity, slowly expanding their vision outwards. The mage sees more and more, and will
hopefully begin to understand something of the idea of the infinite as they expand their vision.
Many Gnostics meditate using this rote, trying to expand the vision just a little bit more. This
practice is of course dangerous, and countless Gnostics have become insane or died after
accidentally seeing too much. Some Gnostics defend themselves by combining this rote with
Mind 3 and projecting the Infinity into the head of an attacker. [ Many Gnostics combine it with
other spheres, depending on knowledge, to achieve a even more complete vision. ] Author :
Web Page :
http://www.student.nada.kth.se/~nv91-asa/mage.html
Often simple teleportation is too vulgar for a mage's purposes, and more
subtle versions of Correspondence are needed. The most common method is
something Hollow Ones like to call "riding the Synchronicity Highway."
The mage simply uses mundane methods of transportation, but has amazing
luck in their use. Taxi's arrive at the optimal moment, all the stop
lights are green, no one asks the mage for money or passports, all the
doors are unlocked, and so on.
[Divide the travel time by the number of successes gained. In addition,
the mage doesn't have to deal with any of the usual requirements for his
journey, such as paying for anything. With Correspondence 4, the mage
can take others along with him.] Author :
Web Page : http://www.math.unc.edu/Grads/pfstrack/wod.html
A Blader often needs to know what lays just around the next corner.
This rote gives them
the extra "feel" for the terrain and what they may encounter. Author :
Sometimes street traffic gets worse than even a Blader can stand
(pesky pedestrians). This
rote allows them to literally soar above those who travel on foot
or by car or truck. A Blader
will often use the Turn the Corner rote first, to find a necessary
ramp or irregularity in the
area to use as a means of achieving flight. Extraordinary jumps are
possible this way,
crossing entire streets (thus the name), but anything more may be
considered vulgar, as
flying skaters do have a tendency to attract alot of angry attention. Author :
Life on the street can get rough, and sometimes it is necessary to
let the other guy have it.
While most Bladers are physically fit, not all have brawling
skills, and a quick and dirty
advantage is often needed. Related to the Akashic rote Strike of
the Four Winds, this allows
a Blader to strike an opponent with a single blow that comes from
many directions. Author :
Not a rote but a magickal effect,
the Akira Bootleg
allows the person to make stops and bootleg turns at any speed. The
Mage casts the spell,
only braking if he is intending to stop the vehicle (the famous
Akira 70-0 mph skid). The
Correspondence power warps space, causing the bike to loop back
upon itself or increasing
the immediate length of the road to allow more room to slow down.
While not totally
imitating the Akira manoeuvre, the Animagicians think its a first
step into understanding the
principles required in creating Anime-style working technology. Author :
Void Engineers can access a satellite system to instantly
ascertain their exact position on the globe. The GPS is
available to the other Conventions as well and is often put to
unauthorized use by the Virtual Adepts. In the past this was
done by observing stellar positions with an astrolabe or sextant
and consulting tables.
[One success give a position good to within a few miles, two
successes to within meters, and three or more with any desirable
level of accuracy.]
F/X - Conventional activity for the Void Engineers.
Author :
Void Engineers use sophisticated computer simulations to
enter the virtual reality known as the Digital Web.
[This is a version of Hardware Entry (Digital Web p.98).]
F/X - Simulation is a Conventional effect.
Author :
One of the first really valuable effects created by the Void
Seekers, Navigation - originally done by observing the stars -
allows travellers to make the best possible speed to their
destination and to plan for the journey precisely. This includes
avoiding possible delays and dangers along the way.
[A Void Engineer travelling alone can use Navigation to
figure the fastest route between two distant locations given
available transportation. If willing to cast the rote
Coincidentally he can also have the best possible form of
transportation made available. Five successes reduce travel time
to the absolute smallest interval conceivable, one success simply
finds the shortest route. The fourth sphere of Correspondence is
used if passengers are to be taken along. This is effectively a
form of Teleportation 'covered' by an established Static effect.]
F/X - Navigation is a well-established Conventional effect
as long as transportation is at hand. It is Field-Expedient when
transportation is Coincidentally called up.
Author :
Add a 4th axis to three dimensional space and you have
defined hyperspace. Void Engineers have developed a way of
successfully navigating the treacherous vastness of four
dimensional space by using the gravity 'shadows' of stars and
planets references. The Technocracy's Time Table introduces this
technology somewhere in the 22nd century in the form of
monolithic starships. While it remains experimental, the Void
Engineers figure they may as well use it with much smaller foci
instead.
[This is a version of 'The Seven League Stride' MAGE p185.
This rote requires several foci that are well beyond current
science including a pocket gravity-wave detector and a
'dimensional stabilizer' as well as star charts and tables.]
F/X - This rote is Experimental. Coincidental effects can
be used to 'cover' it as with Tradition magick
Author :
The Time Table admits this technology some decades after
Hyperspacial Jumping becomes commonplace. It opens a stable
'gate' between two distant points in space. All comments under
Hyperspace Jump go double for this one.
[This is a version of 'Hermes Portal' MAGE p186.]
F/X - This effect is Experimental unless covered by a
Coincidental Effect.
Author :
The Void Seekers occasionally risked Paradox to use this
rote to travel instantaneously by 'proving' that they were
actually at the new position. This kind of 'upside down science'
is fine for the Sons of Ether, but anathema among the
Conventions. This rote is officially outlawed, however, because
of its simple foci it is often used by desperate Engineers in a
pinch or by those travelling in the Penumbra where the danger of
Paradox (and of detection by the other Conventions) is minimal.
[This is a version of 'The Seven-League Stride' MAGE p185.
The Void Engineer must have an accurate map, star chart, and a
sextant, astrolabe or even a compass & protractor.]
F/X - This rote can be Coincidental (in the Tradition's
sense) if the Engineer really is lost and could have reached his
destination in the time he has been travelling. Otherwise, it is
Vulgar.
Author :
After thoroughly analyzing the forces involved, a Son of
Ether can use his abacus to calculate precise vectors and
trajectories that a certain moving object (or person, vehicle,
etc.) will follow. This can be used to improve the chances of
performing a difficult vehicle maneuver or hitting a target with
a ranged attack.
[Each successes adds an extra die to the skill roll involved
- driving, firearms, etc. In the case of attacks, the Rote is
only useful against immobile or unsuspecting targets - a victim
who dodges eliminates the Rote's effect. The weapon used must be
'calibrated' that is it's muzzle velocity must be measured with
Quantify Energy and the mass of its bullets determined with
Analyze Substance. Any other objects, forces, persons, vehicles,
etc involved in the event being Computed must undergo similar
analysis.]
F/X - The effect of this Rote is so commonly accepted among sleepers
that it can be considered Static magick.
Author :
Careful alignment of widely seperate objects is an essential
element
in Cartographer magick. In a pinch, this Rote can be used to force such
arrangements. Using an effect similer to Hermes' Portal, the Cartographer
can create windows in space to create the illusion of arrangement in a
straight line. Through the use of this rote the mage may wound five
different targets with the same bullet or play a game of tug-of-war in
three cities at once.
[This effect relies on Conjoin Localities to align diverse objects.
Successes determine the range of the effects--refer to the Correspondence
Range Chart--or the number of gates created. Thus, three successes can
align two objects which are "very familiar" to the mage by creating a
single gate and augmenting the effect's range, or align three objects
which are within the mage's field of view by creating two gates. At
least two successes must be scored to successfully cast this rote.] Author :
Web Page :
http://www.io.com/~ksethre/theslin/
This rote comes from MUDs. It recalls the person to the nearest church, but weakens them for a time. Author :
Web Page : http://www.geocities.com/Area51/5237
This protective enchantment is cast over a large area. Within that
area, those who walk toward an object quickly lose sight of it, soon finding
themselves back at their starting point--or possibly walk straight into some
extremely dangerous place. On the other hand, walking directly away from
something is guaranteed to bring people straight to it. Thus, avoiding danger
lands you in it more quickly than any other course, and walking to meet danger
immediately sends you to safety.
People within five feet or so of some object move normally with respect
to that object, so it's hard to realize the rote is working at all--mages with
Correspondence 1 will know they've been magicked, but not what exactly has been
done. It takes Correspondence 2 to perceive the rote's effects.
(Penetrating the rote is a magic roll, difficulty 7, that requires
Correspondence 2 to make. 1 success lets the mage realize how to get
somewhere in the area; 3 successes temporarily removes the effect from the
mage, allowing him to reach one place in the ordinary manner; 5 successes
makes the mage immune to the effect until he leaves the area.) Author :