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  • #46
    Microscopic Vision - Correspondence 1
    Wanna see microbes with your naked eye? There you have it

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    • #47
      Hey, have any of you ever tough about using Level 1 Spheres for AGRESSIVE purposes? Well, take a look at that:

      Reversed Vision - Correspondence 1
      Make your target see things upside-down. That will make even his toughts harder. All rolls for the target will be at +4 dif, and the target will face extremly disorientation

      Mirror Sight - Spirit 1
      Make the target see the Penumbra or the Shadownlands of the Underworld, or both... Instead of the material world. Things will be very different there, which will cause massive disorientation (basically, many things in material world won't exist in the penumbra and vice versa, making the target bump into objects and walls. What's more, people and living beings in the material world may not be seen there, making those effectively invisible. It's debatable if the Mage, with an awakened avatar and etherial ressonance, could be seen in the penumbra).

      Psychic Noise Mind 1
      Give the target the ability to sense psychic emanations... And, at the same time, amplify your own emanations to make a sort of "psychic scream", causing massive disorientation (that's also pretty unpleasant). Increase all dif up to +3 for the target (so, 5 successes is enough to make that for a scene).

      Energetic Sight - Forces 1
      Make the target see several different energies - thermal vision, ultraviolet vision, radio hearing, x-ray sight, sound waves/vibration sight - all at once, and on top of his regular senses (each success gives the target one aditional sense). The sensorial overflow will cause confusion and disorientation; +1 dif on any rollsrolls for the first additional sense, +1 for every two other senses after that

      All those penalties are cumulative, so a target can be rendered useless by sensorial overflow

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      • #48
        Reversed Vision wouldn't be Corr 1. Arguably you couldn't do it on yourself either.

        It's a mind, life or forces effect, or even a combination of them. F2, L1 (for anchoring) should do it just fine.

        Check this trio (I've used them as an akashic style mage and as a combat cyborg style mage, refluff to taste)
        Kinetic Redistribution (Forces 2 or Forces 3) - Even better than protecting oneself in combat is to repurpose so much aggresiveness to your needs.
        Baseline, this magick gives you soak, and through the course of its effect you may store that energy (damage) for later use in combat.
        Half of the damage soaked may be spent on later damage effects to increase their damage on a 1:1 ratio.
        (to avoid explosiveness we capped how much could be transfered at once by your Forces sphere)
        With Forces 3 you may turn that damage into other types, kinetic into fire or electricity into cold, for example.
        As the effect expires you must dissipate that energy somehow. If you don't, you take the damage then, all at once (though it can be soaked normally).
        Usually just spending an action on the venting will do the trick. With F3 you can easily dissipate in multiple ways at once, being far safer though sometimes vulgar.

        Seven Stars Advance (Forces 2 or Forces 3) - This can be used as a damage spell or as an attack enhancer, I prefer the later.
        To the skilled fighter, being outnumbered is more cosmetic than problematic. Unmatched speed and accuracy allow you to strike multiple enemies with apparent ease.
        Successes determine how many people your attack roll will potentially hit. With Forces 2, damage is divided evenly before soak. With Forces 3 and an added source (a bit of quintessence, or damage stored from Kinetic Redistribution) your normal damage applies in full to each target.
        Restricting yourself to melee range usually makes this effect coincidental.

        Eye of the Storm (Forces 1, Mind 1) - To the skilled fighter, being outnumbered is more cosmetic than problematic!
        Reading your opponent is key to defending yourself. This magick is how you read every opponent at once.
        (Use this for denying outnumbered hindrances and then gain defense bonuses, life is good).
        Mulling on this effect, similar gains it can be made with Corr 1 Mind 1, or Time 2, or Life 2...
        Last edited by Synapse; 02-23-2017, 08:23 AM.

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        • #49
          To deal with Wraiths

          Feel the Chains of the Dead - Mind 3, Spirit 1
          Allows the Mage to see the Passions and Dark Passions of a Wraith (or Specter).

          A Feast of Feelings - Mind 2
          Allows the Mage to generate the emotional influx that feeds of the Pathos (or Angst, as desired) of wraiths (if the Mage knows the emotion using the rote above)

          Purge - Mind 4, Spirit 2
          Removes temporary Angst from the wraith in a very painful way

          Catalyse Psychy - Mind 4, Spirit 2
          Temporarily remove the control of the shadown, if it's a wraith under catharsis or if it's a specter

          Dead Juice - Prime 3, Spirit 2
          Suck the Pathos of wraiths in the form of jhor filled quintessence

          Dark Sinking - Corr 3, Spirit 1
          Throw a wraith into the Tempest

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          • #50
            Mind Over Matter - Mind 1, Correspondence 1, Life 1, Forces 2

            The Mage meditates, and overrides their body's physical functions. Rather than control the physical by moving their body, the caster instead directly manipulates the motive forces created by their arm and directs them manually, overriding the normal restrictions of nerves, muscles and brain impulses and instead skipping directly from thought to result, manipulating their own physical form like a puppet.

            Three successes allows the caster to roll Meditation + Perception to take physical actions (climbing, jumping, combat, etc) instead of the normal Dexterity or Strength based dice pool. This effect lasts for the scene, or until the caster fails a roll, in which case their concentration is broken and the effect ends.

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            • #51
              Mages and The Dreaming. Those effects require some special knowledge of the Mage about Faeries, so he MUST have the minimum amount of dots on the Lore (Faeries) knowledge skill (however, look up for the rote that allows Mages to copy skills to use, or let a spirit that has this knowledge possess you).

              Enchant - Mind 1, Spirit 1, Prime 2
              This rote enchant a person (the Mage himself or another) with the energies of the Glamour, allowing the enchanted person to see chimerical beings and objects and the fae mien of changellings.
              The needed spheres are debatable, and will be up to the ST: if the Dreaming zone is a mental Realm born of the subconscious of all dreamers, Mind 1 could suffice. If, however, the ST determines that it's a spiritual Realm, it would need Spirit 1. But the ST can say that it's a spiritual Realm born of the subconscious, and require both Mind 1 and Spirit 1. And finally, the ST may require that, to enchant someone, you need a point of Glamour, like in Changelling the Dreaming. In that case, the Mage will need Prime 2 and a quintessence point. The ST than may require any combination of Mind 1, Spirit 1, Prime 2, as he sees fit (I myself would require only Mind 1 OR Spirit 1 OR Prime 2 and 1 pt of Quint)
              The Mage must have at least 1 dot on Lore (Faeries) before he can learn this effect

              Create Chimeras - Mind 3, Prime 2
              The Mage can create an "imaginary friend". Using Mind 3, the Mage can shape any Chimera he wishes. To "give life" to the dream however, it's a little more complicated... The Mage will have to spend quintessence to give it permanence... A lot of quintessence.
              If you're using the rules for creating chimeras, each Chimera Point that the Chimera have will need 1 point of quintessence and 1 success in this effect. (One Chimera point can buy 3 attributes, starting from 0, 3 skills, 1 permanent glamour. Willpower costs 3 chimera points, and the Redes, their powers that are similar to spirits charms, each one have a specific cost in chimera points).
              The Mage can create a VERY powerful chimerical spirit-like ally, he can even make it his personal totem or familiar, a spirit that can even manifest in the physical world or that can call the Wyrd (summon the Dreaming), at the cost of a huge amount of Quintessence.
              The best part of this rote is: this chimera is born out of the very ressonance of the Mage; it shares an simpathic link; it will even share the humor of the Mage, therefore it will usually be friendly to the Mage
              Optional rules: If the ST wishes to make this effect a little bit more challenging, he can request that the player use adequate quintessence in the form of Tass to give life to his Chimera; this would mean that he would need the adequate materials from the Dreaming itself. The way to acquire those, is by trading them with a changelling that can gather them, or by visiting the Dreaming itself and collect them. The Mage can just use quintessence in the form of Glamour directly instead, if he can make a Changelling (or another Chimera) to give him, or if the Mage manages to gather Glamour properly (I'll discuss a few options bellow).
              To use this effect, the Mage needs at least 4 dots in Lore (Faerie), and 5 dots if he wants to give his chimera the rare Rede of "call the Wyrd" (the most desired thing for any Mage using this power, as it gives him a mighty ally capable of fighting alongside the Mage in the material world)
              Last edited by Karlgust; 02-25-2017, 02:37 PM.

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              • #52
                Detect Trods - Spirit 1
                The Mage can detect Trods with this effect (gates to the Dreaming)
                Need at least 1 dot in Lore (Faeries)

                Open Trods - Spirit 3
                The Mage can use a Trod to enter the Near Dreaming. Needs at least 2 dots in Lore (Faeries)

                Dream Walk - Mind 3
                The Mage can "wake up in his dreams", jumping from his own dreams inside the Dreaming directly.
                This power allows the Mage to travel in the Dreaming in a pure mental form, similar to a simpler form of Astral travel.
                Theoretically, a Mage with enough knowledge of the Dreaming could find a Trod that leads to other spiritual Umbras, allowing him to travel to other spiritual realities with Mind 3 alone; that however, would be ridiculously hard and ridiculously dangerous to do. But, it can be done...
                The Mage doesn't need ANY knowledge of Faeries to use this effect, but doing this without knowing ANYTHING is a VERY stupid thing to do (unless you are VERY powerful, and even so, it's a risk business).
                If the Mage using this effect enters the Deep Dreaming or the Near Dreaming, it's up to the ST (I myself, would throw the player on the Deep Dreaming directly).
                With Mind 3,Correspondence 3, the Mage can travel in astral form to any place he knows of the Dreaming, if he has at least 3 dots in Lore (Fairie)

                Dream Travel - Spirit 3, Correspondence 3
                Enters the Dreaming directly, without the need of any Trods.
                The Mage can choose a familiar place of the Dreaming to go to, or, if this is the first time visiting this Realm, he will go to the closest area that ressambles his location in the material world in the Near Dreaming
                Need at least 3 dots in Lore (Fairies)

                Note: anyone that enters the Dreaming, becomes automatically enchanted while remains in the Realm
                Last edited by Karlgust; 02-25-2017, 02:35 PM.

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                • #53
                  Remove the Mists - Mind 1
                  Restore any memories numbed by the Mists, and protect against the powers of the Mists to erase the Mage's memories.
                  Requires at least 1 dot in Lore (Fairies)

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                  • #54
                    Lucky Weapon - Entropy 3

                    Bind - Correspondence 3
                    Like a Ban, but inverted: it keeps the entity in place.

                    Constrict - Matter 3
                    Turns an enemy's clothes against them; their sleeves spontaneously weave into their sides or to each other, or something similar with their pants.

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                    • #55
                      Magnetic Overdrive-Kick - Forces 2
                      That one is... Well... See for yourselves...
                      This effect is usually made permanent (because it isn't worthed to use it on the run, and because it can be VERY powerful). Basically, it will turn any mundane gun into a huge punch. If you use the optional rule of maximum amount of successes for ritual cast, which is Arete x Will, that means that most beggining chars will be capped at (3x5) 15 successes.
                      So, take a mundane gun;
                      -Spend 1 success to affect a target not yourself;
                      -Give that gun 6 successes for this effect;
                      -Now, spend 7 more successes to make it permanent (optional rule from Revised to make an effect permanent, double the required successes for duration).

                      Now, your gun have a permanent 6 successes magnetic effect that speeds up ANY bullet that goes by the gun's barrel.

                      RAW, Forces gives (success x2)+1 damage, but since your gun ISNT doing pure Forces damage, but rather just improving the damage it already does, I as an ST would give it 6 extra damage.

                      So, there you have it, a peculiar kind of "magikal" item made without using Prime, but rather, with a permeffect.

                      A simple pistol that could cause 4-7 damage per bullet, now will do 10-13... Pretty neat.

                      Sons of Aether may place a few modifications on the barrel, adding tiny etherial magnetrons, VA could reprogram the ionic flux of the gun, hermetics will place mercurian runes and dreamspeakers would paint wind spirit gliphs in the weapon.

                      Oh yeah, use Prime 2 to enchant your bullets... Who needs Plasma guns anyway right?

                      You may wanna put another permeffect on your gun to silence it... Because it will always be quite a Bang

                      PS: if you can, buy Willpower 6 as soon as you can. That will allow you to place a permanent +8 damage to ANY fireweapon.
                      Last edited by AgentSmith; 03-03-2017, 04:51 PM.

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                      • #56
                        Originally posted by AgentSmith View Post
                        Magnetic Overdrive-Kick - Forces 2
                        That one is... Well... See for yourselves...
                        This effect is usually made permanent (because it isn't worthed to use it on the run, and because it can be VERY powerful). Basically, it will turn any mundane gun into a huge punch. If you use the optional rule of maximum amount of successes for ritual cast, which is Arete x Will, that means that most beggining chars will be capped at (3x5) 15 successes.
                        So, take a mundane gun;
                        -Spend 1 success to affect a target not yourself;
                        -Give that gun 6 successes for this effect;
                        -Now, spend 7 more successes to make it permanent (optional rule from Revised to make an effect permanent, double the required successes for duration).

                        Now, your gun have a permanent 6 successes magnetic effect that speeds up ANY bullet that goes by the gun's barrel.

                        RAW, Forces gives (success x2)+1 damage, but since your gun ISNT doing pure Forces damage, but rather just improving the damage it already does, I as an ST would give it 6 extra damage.

                        So, there you have it, a peculiar kind of "magikal" item made without using Prime, but rather, with a permeffect.

                        A simple pistol that could cause 4-7 damage per bullet, now will do 10-13... Pretty neat.

                        Sons of Aether may place a few modifications on the barrel, adding tiny etherial magnetrons, VA could reprogram the ionic flux of the gun, hermetics will place mercurian runes and dreamspeakers would paint wind spirit gliphs in the weapon.

                        Oh yeah, use Prime 2 to enchant your bullets... Who needs Plasma guns anyway right?

                        You may wanna put another permeffect on your gun to silence it... Because it will always be quite a Bang

                        PS: if you can, buy Willpower 6 as soon as you can. That will allow you to place a permanent +8 damage to ANY fireweapon.
                        Nice rote. I see you're following revised. Would M20 require Matter 2 to "lock it"?

                        And what about adapting this in a sword?

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                        • #57
                          Originally posted by Lord Revan View Post

                          Nice rote. I see you're following revised. Would M20 require Matter 2 to "lock it"?
                          Yes, M20 would require Matter 2, at least according to RAW would seem; I've only bought my M20, Im still reading it, but nevertheless, I dont quite agree with that, so I houserule it out. But RAW according to M20, it would be Forces 2, Matter 2. For Revised, Forces 2 will do.


                          Originally posted by Lord Revan View Post
                          And what about adapting this in a sword?
                          Yes, when I devised that rote, I was thinking A LOT about making it useful for swords too... In theory, its fair game.

                          In practice thou... It may be problematic.

                          This rote implies some kind of kinetic amplification. So... While this is great for bullets... Its not so good for swords... It would be easy to lose your balance if your sword moves much faster than you can control. Still, its not impossible, but probably it would impart some penalties to regain balance after each strike. Well... +2 maybe wouldn't cause trouble, after some practice, but anything beyond that would cause -1 dice to regain balance after each attack. Or, maybe this penalties could be offset with high amounts of strenght... I dont know.

                          As an alternative, adding Entropy 2 to the effect would remove all penalties alltoghether

                          So, here we go:

                          Magnetic Balanced Sword - Forces 2, Entropy 2 (Matter 2, if you go with RAW M20)
                          Each 2 successes beyond the two first gives a meele weapon a permanent bonus of +1 kinetic damage, without adding penalties to use the weapon, up to the maximum of +6 for initial chars (Arete x Willpower = maximum; 3 x 5 = 15; permanence = needed successes x2; 1 success per target, +6 for effect x 2 for permanence = 14)
                          Last edited by AgentSmith; 03-06-2017, 03:47 PM.

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