Coorrespondence:Creation's Weave Specialties:Conjuration,Gates,Scrying,Warding,Wayfaring.





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
At this level,a Magus can sense nearby things in all directions;discern the four corners without using the sun or a chart;guess the distance between two points or objects;or spot warps or rips in the tapestry(like those caused by a gate or scrying spell)

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
With this level of skill,the magus may step across great distances,or prevent others from doing the same.This difficult feat opens a gate just large enough for a single person,person-sized object,or several smaller ones to enter.
The caster can also,if he/she wishes,see several places at once.Each new landscape blends over the others,creating a ghostly vision or overlapping vistas(which might make keeping track of things difficult;a mage can see clearly in one scene for every point of wits he/she possesses;after that he's courting sensory overload and madness)
Working other spheres into the spell,our Magus could also "slide" things from afar,levitate people or manipluate objects wiithout being near them.

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.



Spheres : Correspondence : 1
Tradition : Any
Rote : Detect Scrying

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 : Deird'Re Brooks


Spheres : Correspondence : 2
Tradition : Any
Rote : Telescopic Sight

With this, the mage can see distant seens as if they were closer, without necessarily moving his viewpoint, simply enlarging distant scenes.

Author : Deird'Re Brooks


Spheres : Correspondence : 5
Tradition : Any
Rote : Doxy's All Around Turn-Around Kamikaze Killer

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 : Deird'Re Brooks


Spheres : Correspondence : 5
Tradition : Any
Rote : Micro-Macrocosm or Macro-Microcosm

This spell will make any room larger or smaller without affecting the outside appearance.

Author : Deird'Re Brooks


Spheres : Correspondence : 1
Tradition : Any
Rote : Where Am I?

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 : Anders Sandberg
Web Page : http://www.student.nada.kth.se/~nv91-asa/mage.html


Spheres : Correspondence : 2
Tradition : Virtual Adepts
Rote : Window Manager

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 : Anders Sandberg
Web Page : http://www.student.nada.kth.se/~nv91-asa/mage.html


Spheres : Correspondence : 4
Tradition : Virtual Adepts
Rote : Grip of Darth Vader

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 : Anders Sandberg
Web Page : http://www.student.nada.kth.se/~nv91-asa/mage.html


Spheres : Correspondence : 3
Tradition : Any
Rote : SCHNIDER’S BUTTLINE

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 : The rote library


Spheres : Correspondence : 3
Tradition : Akashic
Rote : BLADE OF THE HYDRA

[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 : The rote library


Spheres : Correspondence : 3
Tradition : Virtual Adepts
Rote : CD (CHANGE DIRECTORY)

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 : BLAKE 1001


Spheres : Correspondence : 3
Tradition : Virtual Adepts
Rote : RANDOM ACCESS MATERIALITY

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 : BLAKE 1001


Spheres : Correspondence : 3
Tradition : Virtual Adepts
Rote : VECTOR MATRIX COMPUTATION

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 : BLAKE 1001


Spheres : Correspondence : 4
Tradition : Hollow Ones
Rote : WARNERSPONDENCE

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 : The rote library


Spheres : Correspondence : 4
Tradition : Any
Rote : The everlasting bullet.

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 : Mathias Bengtsson


Spheres : Correspondence : 5
Tradition : Any
Rote : Limitless ammo.

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 : Mathias Bengtsson


Spheres : Correspondence : 4
Tradition : Any
Rote : Oswalds bullet.

This is a bullet that lets you fire your gun in New York and hit someone in a streetcorner in Paris.

Author : Mathias Bengtsson


Spheres : Correspondence : 4
Tradition : Any
Rote : "shotgun"

When fired, the bullet co-locates and hit the target several times, consider this coincidential (ever heard of Duplex or Triplex Ammo?)

Author : Mathias Bengtsson


Spheres : Correspondence : 3
Tradition : Verbena
Rote : Walking the Old Straight Track

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 : Andrew E. Larsen


Spheres : Correspondence : 3
Tradition : Sons of Ether
Rote : Etheric Flux Jamming

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 : Andrew E. Larsen


Spheres : Correspondence : 1
Tradition : Virtual Adepts
Rote : Snipertrace

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 : Michael M. Moolick


Spheres : Correspondence : 2
Tradition : Any
Rote : Ventriloquism

This simple rote illustrates that correspondence magic works on sound, on top of just objects.

Author : Jason W. Tice


Spheres : Correspondence : 4
Tradition : Any
Rote : How to cook Vampire for four

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 : Jason Burke


Spheres : Correspondence : 4
Tradition : Virtual Adepts
Rote : It's all Relative

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 : jmmcke01@morehead-st.edu


Spheres : Correspondence : 3
Tradition : Any
Rote : 1-800-Courier

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 : Jason W. Tice


Spheres : Correspondence : 3
Tradition : Dreamers
Rote : Bridge the Rift

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 : Anders Sandberg
Web Page : http://www.student.nada.kth.se/~nv91-asa/mage.html


Spheres : Correspondence : 4
Tradition : Dreamers
Rote : Summon Person

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 : Anders Sandberg
Web Page : http://www.student.nada.kth.se/~nv91-asa/mage.html


Spheres : Correspondence : 2
Tradition : Any
Rote : Telescopic Sight

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 : Jason W. Tice


Spheres : Correspondence : 2
Tradition : Virtual Adepts
Rote : Targetting Sight

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 : Jason W. Tice


Spheres : Correspondence : 2
Tradition : Any
Rote : Amplified Hearing

This rote allows the mage to hear farther away, or closer up. She will hear the most minute sounds.

Author : Jason W. Tice


Spheres : Correspondence : 4
Tradition : Any
Rote : Fragment Location

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 : Jason W. Tice


Spheres : Correspondence : 4
Tradition : Sons of Ether
Rote : Hyperspace Transmission

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 : Michael M. Moolick


Spheres : Correspondence : 5
Tradition : Sons of Ether
Rote : Co-Locate Detination

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 : Michael M. Moolick


Spheres : Correspondence : 5
Tradition : Any
Rote : Looking-Glass Garden

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 : Michael Brazier


Spheres : Correspondence : 4
Tradition : Any
Rote : Vampire Killer Mark II

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 : Unknown


Spheres : Correspondence : 3
Tradition : Gnostics
Rote : See the Infinite

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 : Anders Sandberg
Web Page : http://www.student.nada.kth.se/~nv91-asa/mage.html


Spheres : Correspondence : 3
Tradition : Any
Rote : Synchronicity Highway

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 : Paul Strack
Web Page : http://www.math.unc.edu/Grads/pfstrack/wod.html


Spheres : Correspondence : 1
Tradition : Blades of Mercury
Rote : Turn the Corner

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 : Nicholas Rossier


Spheres : Correspondence : 3
Tradition : Blades of Mercury
Rote : Crossing the Street

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 : Nicholas Rossier


Spheres : Correspondence : 4
Tradition : Blades of Mercury
Rote : The Punch

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 : Nicholas Rossier


Spheres : Correspondence : 5
Tradition : Animagicians
Rote : Akira Bootleg

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 : Stephen Esdale


Spheres : Correspondence : 1
Tradition : Void Engineers
Rote : Global Positioning System

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 : BLAKE 1001


Spheres : Correspondence : 1
Tradition : Void Engineers
Rote : Simulation

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 : BLAKE 1001


Spheres : Correspondence : 3
Tradition : Void Engineers
Rote : Navigation

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 : BLAKE 1001


Spheres : Correspondence : 3
Tradition : Void Engineers
Rote : Hyperspace Jump

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 : BLAKE 1001


Spheres : Correspondence : 4
Tradition : Void Engineers
Rote : StarGate

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 : BLAKE 1001


Spheres : Correspondence : 3
Tradition : Void Engineers
Rote : Position Determinism

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 : BLAKE 1001


Spheres : Correspondence : 1
Tradition : Sons of Ether
Rote : Trajectory Computation

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 : BLAKE 1001


Spheres : Correspondence : 4
Tradition : League of Cartographers
Rote : Conjunction

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 : Theslin
Web Page : http://www.io.com/~ksethre/theslin/


Spheres : Correspondence : 3
Tradition : Celestial Chorus
Rote : Recall

This rote comes from MUDs. It recalls the person to the nearest church, but weakens them for a time.

Author : Sam Erwin
Web Page : http://www.geocities.com/Area51/5237


Spheres : Correspondence : 5
Tradition : Any
Rote : Looking-Glass Garden

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 : Michael Brazier