Yes, nearly all of these Rotes will royally screw up the game. When any Mages reach the Master level of a Sphere, its probably about time that we start thinking about how to conclude this game and start a new one. These Mages can conjure nuclear explosions with a snap of their fingers, slip forward and backward in time, be in multiple locations at once, and create new things body, mind, and soul from nothingness. A Master level Rote can potentially unmake the entire game. Fun for the whole family.
Correspondence
Co-Locate Detonation (Etherite) (Correspondence 5) 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 colocated at more than two spots raises the difficulty to ten.]
Forces
Baptized in the Fire of The One (Forces 5 Prime 2) Fire has a
purifying source and is often used to purge and burn away impurities.
That is the basis of this rote, as the mage directs solar energy towards a target. The resulting stream of solar plasma emerges, rushing around the mage towards its target. The result is an eruption of light and heat, destroying anything in its way, which is said to purify everything completely. It is said that this can be altered in a variety of ways, to target the Taint of Corruption; the Taint of Nephandi; the Taint of Madness but those whom have tried, have not pennd the tale [ Note that the mage must have protected himself before casting this rote, unless he wants to be killed by the plasma. To strike the right target(s), the mage need at least 3 successes. Otherwise the plasma will just erupt anywhere. Everybody hit will take successes * 4 damage (aggravated), everything flammable will ignite or explode and everybody is temporarily blinded by the light. Kindred will have a *hard* time, as they are hurt by the light in addition to the plasma.]
Poseidon's
Wrath (Verbena) (Forces 5, sometimes Correspondence 2) Yet another ancient spell (the Verbena have a strong appreciation for traditional things, and this includes timehonored rotes), this one creates an earthquake.
[The intensity of the earthquake is determined by the number of successes, with each success rising one step on the Richter scale. A magnitude of 1 or 2 is barely even perceptible, while the most severe earthquakes ever recorded had a magnitude of 8.7 and killed several hundred thousand people. For a sense of scale, in 1988 a earthquake of 6.9 killed 28,000 people in Armenia. The earthquake that hit San Francisco a year later had the same magnitude but killed only 65 people because of quake-proof architectural standards. The 1906 earthquake in San Francisco was an estimated 8.3. Adding Correspondence to the effect will increase the area of the quake. Since earthquakes do not always produce fore and aftershocks, this effect is usually coincidental, but highly discouraged.]
Summon the Senior Lord of Saturn in Fire, Arinnap, He who Protects with a Sword. (Enochian) (Forces 5 Spirit 2 Prime 2
Entropy 2) The mage summons one of the most powerful spirits in the hierarchy to protect him. Arinnap will, if the mage has a good reason, protect him from any harm. Anybody who tries to harm the mage in any way, even unintentional, will be slain by the Lord. This Lord is not to trifle with, and can be as dangerous for the mages friends as for his enemies.
Hyperspace
(Etherite) (Forces 5, Correspondence 4, Prime 2) This psychotronic rote generates and projects a general energy surge in an incoherent, despecialized form.
Electromagnetic
Pulse
The energy is sent directly into the patterns of the target area and has various destructive effects. The energy arrives as a blast of heat, light, magnetism, electricity, and other forms of radiation. The energy has the unusual property of arriving within the targets' patterns, bypassing any conventional armor including the notable anti-magick primium coatings of many Iteration X combat machines. Such energy projections can be set into shell-like ward fields to protect those within from incoming attacks. [The rote causes successes x4 damage. Additionally, the energy stuns the nervous system, causing the victims to be incapacitated for one round per success unless Willpower is spent or countermagick is used. Electrical systems are useless for a similar period, and computers must be rebooted ( Many Virtual Adept, Iteration X, and Void Engineer computers are magickally hardened and "surge protected" from this unless they are the sole target of the rote. ) Finally, molecular motion is increased to a point where chemical and plastic explosives detonate and highly combustible materials are ignited. ]
Life
Call Forth the Forgotten (Life 5, Prime 2, Spirit 2) Book of
Shadows, page 147. Summons a mythical being into the present. Dragons, unicorns, manticore
Correspondence 2) While most Traditions use Co-location if someone needs to be in more than one place at a time, the Verbena prefer to create a duplicate of the person out of their own blood. This person shares the awareness of the original and they are usually mentally linked, but the second body is physically independant of the first and can suffer harm or even death without serious effect to the original.
[The duplicate is physically identical, but it lacks a true spirit or avatar, and so cannot perform magic. The Mind component is necessary to fill the body with a functional personality. If it is left out, the duplicate will be a simple programmed robot. The Correspondence component allows mental contact and can be omitted if not desired. The duplicate will die when the spell expires.]
Matter
Negative Mass Disruption One of the most spectacular (and
vulgar) Matter effects developed by Ms. Fujimiya. The mage simply negates the mass of an object. The result is very strange, as mechanical forces on the object have the opposite effect from normal. Gravity repels it. Pressure attracts it, while tension repels it. Normally affected objects fall upwards, only to hit the ceiling. This pressure causes it to accelerate even more powerfully upwards, breaking through the blocking ceiling and vanishing with supersonic speed into space. This rote also provides a very nasty offensive trick: the mage
simply throws sand or gravel at somebody, and negates their mass. The gravel will force its way through the body of the victim, causing horrendous damage.
(Theres a story to this one dont believe everything that the old hermetic writes! So I was able to create ONE negative Mass disruption generator Mm. Fujimiya)
Mind
Prime
The Blazing Light (Prime 5 Forces 3) This rote was invented by the
Celestial Chorus to protect itself from hostile Pattern-magick from
Order of Hermes. The mage simply holds his fire aloft and infuses it with divinity from his holy symbol. It will shine with an intense white glow, blinding anybody looking straight at it. Everything seems to be pale and insubstantial in comparison. Much magick become weak and powerless in its harsh glow and vampires, evil mages and other denizens of the dark shun away. [The rote works by channelling almost all free quintessence into the light. This drains pattern magick and makes all attempts to manipulate Prime (except to strengthen the fire) much harder. Each success increases difficulties for magick with one and removes one success from all Pattern or Prime magick. Beings who contain quintessence will feel it slowly drain from them, making them very uncomfortable (each success will drain one point of Quintessence/Blood each turn). ]
[The Doist's Avatar fills with Quintessence, recharging his supply. The mage gains Quintessence at a rate of one per success.]
Tapping the Ley Line (Verbena) This rote allows the witch to drain
off some of the Quintessence that flows along Ley lines. [Each success gives the caster 1 pt of Quintessence]
Spirit
Rain of Fire and Brimstone (Spirit 5 Forces 2) This rote is a
classic, and like all classic rotes it is practically never used. The mage simply opens a gate to the Realm of Fire (close to the Shard Realm of Forces) and lets the destructive power descend upon his enemies, buildings or whole cities. Of course, the gate must be big enough to let through the almost liquid fire. When the rote is used on a large scale, storming clouds will appear around the opening portal, and then a huge rain of destruction will fall on anything beneath. Lesser openings often appear as erupting craters or explosions. [Note that the mage has absolutely no control of what passes through the gate, and often extremely powerful and malevolent elementals or djinns escape. The destruction caused is untold, and is in no way dependent on the power of the mage, who only serves as gatekeeper.]
rite is performed at certain occasions by Nephandi mages who want to gain deeper insight into the Void. The participants dance around a pool of shadow, and the mage finally dances into the darkness. When performed, the mage immerses himself into the total Void which underlies all things and sees beyond. This experience invariably drives sleepers insane, and most mages become more or less unhinged by what they see or surmise of the truth.
tradition's magick draws its energy from the dead. That is why Euthanatos cabals like to perform rituals in cemeteries and on burial mounds. No rote illustrates this better than the creation of a Reaper. Requiring a master of Spirit and a disciple of Prime to perform and preferably with many acolytes and disciples, the Reaper is not an easy rote and is done very rarely. Firstly the mages gather together in an area dominated by dead spirits, such as a very large graveyard, a battle-field or the site of some terrible disaster. (the most recent site
was a large field in China where hundreds of prisoners are regularly executed). The mages then begin to draw up the forgotten spirits of the dead. These pitiful, barely conscious things are gathered by the mages who slowly begin to weave them together. Slowly, over the course of the night, a patchwork monster of lost souls takes form. It is the essence of death and can produce only death. Using whatever magick they can to control it, the mages send it out to kill their enemies. In the past it has been sent after some powerful enemy or let loose to destroy whole villages or towns. It is important to understand that the Reaper is a near unstoppable force for death. It has, in historical times, decimated entire chantries. Physical barriers cannot stop it and only the most powerful or ancient of wards can keep it at bay. Nothing can fly faster than it. The strength of the Reaper depends upon the skill of the mages who created it and on where they performed the rote. Its strength is invariably vast however. The Reaper is a monstrosity and the spirits of which it is composed gradually fall away. Yet beyond a certain point, the Reaper begins to feed upon the spirits of those it murders, binding them into its own being. At this `critical mass' point it is best to simply give up attempts at restraining the monster and head for the nearest horizon realm. [Many successes are required to create a Reaper. More successes create a stronger Reaper provided the spirits are available), but too few successes simply cause the entity to fall apart into hundreds of separate spirits.]
Time
Strengthen Destiny (Time 5 Prime 2 Entropy 2 Correspondence 2)
Some of the most powerful cultists are not content merely to watch the flow of history, they want to direct it. When they see a tendency they like, they perform elaborate ecstatic rituals to fuel the causal chains supporting it and increase the chance it will grow. This will help the development through random events and "the flow of history". Some cultists claim that woodstock was such and ritual to fuel the whole of the 60's. Others whisper that the Technocracy is doing the same thing on a global scale, to ensure their total victory.
[This rote raises the Gauntlet of a target Realm to 10, essentially cutting it off from the Umbra. There is presently no way to actually destroy]