Where Am I? (Correspondence 1)
- 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.
Beacon of Jeron ( Correspondence 1 Prime 2)
- The mage "marks" an object, which he aftarwards will be able to find
(just like the place in "Where Am I?") by creating a small pattern
around it in the correspondence-web. Members of Order of Hermes draw a
pentagram around the object using the Seal, while Virtual Adepts enter
information about the object into their computer, which will keep track
of it.
Summon Demon Process (Correspondence 1 Spirit 2)
- The mage summons one of the spirits of technology and communication
from a network of some kind. The spirits are quick, efficient entities
who know almost everything about their own medium, but unfortunately not
much about anything else (Many spirits deny the existence of anything
outside their network) The spirits can for example tell the mage about
where information has been transmitted or stored, but nothing about what
the information means, since it is incomprehensible to them. Virtual
Adepts summon and talk to these spirits using query-languages or their
own weird dialect of LISP.
Window Manager (Correspondence 2)
- 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).
Aleph (Correspondence 2 Mind 3)
- The Adept points his terminal towards a victim, and makes it flicker
a never ending stream of images into the victims brain. The victim is
forced to see everything in the vicinity, without any order. The victim
experiences everything from every angle, from the inside out. He will be
unable to do much. Prolonged use of this rote can lead to catatonia or
(in rare cases) enlightenment.
Activate Demon Process (Correspondence 3 Spirit 2)
- The adept reaches out into the network, releasing search programs
and invocation routines to activate one of the present elementals. The
spirit can perform small tasks, like debugging, searching, surveillance
or help with programming.
[Each success will give the spirit one dot in a mental attribute or
ability. If the mage got 4 successes, he could summon a spirit with 5
intelligence, or a spirit with computer 4 or any other combination.]
Grip of Darth Vader (Correspondence 4)
- 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.
Curse of Raistlin (Entropy 1 Mind 2)
- The mage opens the mind of the victim to the precense of entropy in
all things. Euthanatos point their bone against the victim, mumbling
something incoherent and mournful. The victim is cursed, forced to see
the entropy present in everything. Nothing the victim feel is free from
the taint of decay. He will feel how everybody is slowly dying and
nothing will remain forever. This curse will make most normal people
very depressed, and if the curse persists long enough many victims
become insane or commit suicide.
Summon the Servitors of Decay (Entropy 1 Spirit 2)
- The mage summons some of the spirits of entropy in an area of
entropy, like a garbage dump, a dying person or a condemned house.
Euthanatos usually do this by asking a question while rattling the
rattle and then throw the bones. The answer is found depending on how
the bones fall. The spirits of entropy are not very good at answering
questions about anything that does not involve entropy and randomness.
They cannot tell if anybody have passed them, but can give detailed
descriptions of the flow of entropy around a murder victim or tell in
what way a glass was broken.
Protection against the Winds of Randomness (Entropy 2)
- The mage surround himself with a field of negative randomness,
giving him some protection against random events (like getting the
poisoned drink on the tray, winning on lottery or being hit by a falling
flower-pot). When the mage uses this rote, he takes some item from the
vicinity, like a four-leaf clower, a napkin or a coin. This object will
become the "lucky thing". This item will partially show how much "luck"
remains or if the rote successfully defends the mage. When the rote
ends, the "lucky thing" will be lost or destroyed.
[Each success protects against one random event. Random events are
events where the different possibilities are about the same probability
and do not depend on somebody or somethings conscious descision. The
rote will protect against all randomness, even beneficial. It will not
work against coincidential magick.]
The Wheel Cannot Hold (Entropy 3)
- The mage quickly rotates a small bone on a string and let it go, or
throw their dices so they drop off the table. The mage channels
randomness into an area (for example a building). The result is that
lots of random and disorderly things start to happen. Sprinklers will
activate, printers will start to print gibberish, computers crasch,
documents are lost, wallpapers come loose and the lettering on doors
fall partially off, revealing new, interesting messages.
This Corrosion (Entropy 3 Prime 2)
- A classic rote of the Hollow Ones. The mage touches an object,
creating a spreading pattern of entropy. While the object appear
unchanged on the surface, it decays inside. The effect spreads inside
the object, and may infect other objects which touch it. The affected
object will break if it is stressed the least. If the mage uses this
rote on the chassi of a car, it will spread to the motor and wheels.
When someone touches or try to use the car, it will desintgerate.Some
mages direct the spread of entropy towards certain objects.
Light of Darkness (Forces 1)
- The mage can see in darkness. His eyes give of a weird gleam.
Hermetic mages usually draw the Hebrew letter Ayin (which means eye) on
their forehead with the seal while slowly chanting its name.
Evoke the Spirits of the Forces (Forces 1 Spirit 2)
- Hermetic mages have always been interested in elementals. This rote
is used to communicate with the spirits in different forces like light,
darkness, heat or electricity. It will not give the summoner any control
over them, but they might obey him if they want to. Hermetics draw a
circle, and place some of the force in the Triangle of Art outside (If
the mage want to communicate with the spirits of light, a light source
is needed. For the spirits of darkness a pool of shadow. For the spirits
of radioactivity a piece of uranium). Then the spirit is evoked with a
long incantation which names all forces which control and rule the
desired type of spirit. If the rote is successful, the mage will be able
to communicate with the spirits of that element during the rote.
Fire of St. Elmo (Forces 2)
- The mage discharges static electricity around himself in a weak
green glow. The result is quite eerie and impressive. The light is not
very strong, and will not light up darkness very well. It can however be
concentrated into a small ball of light, usually playing up and down on
the mages staff or car antenna.
Sphere of Truth (Forces 3 Mind 2 Prime 2)
- This rote is used by Order of Hermes at tribunals and trials to test
if someone tells the truth or talks with true conviction about
something. The user of the rote draw a symbol above the Showstone using
the seal, while chanting the twelve secret names of Truth. From inside
the showstone a small sphere of vibrating, dancing light emerges. It can
be handled, and while held in the palm it will change colour, size and
shape depending on the bearers state of mind and what he says. If he
lies, the sphere will become darker, stained and begin to vibrate with a
eerie sound. If the bearer tells the truth it will become brighter. If
the bearer talks with true conviction and tells the truth it will jump
up and down, glittering with intense colours depending on mood.
Lines of Magnetic Force (Forces 3 Prime 2)
- The mage creates a strong, directed magnetic field which can move
objects made out of magnetic metal. Hermetics usually do this by
inclining the Seal to reflect the light from the sun or a lamp on the
object, and then move the reflected spot. [ Each success will give the
field 1 dot in strength. This rote will only affect magnetic materials,
but some mages also use Matter to make the object magnetic. ]
Arclight (Forces 3 Prime 2)
- The mage creates a small pattern of electricity and light. The
result is an arclightning, which shine with a clear light. Usually the
mage creates it between the thumb and index finger. It can also be sent
away as a small lightning bolt. Hermetics do this rote by drawing the
Hebrew letter shin with the Seal in the air, while chanting the name of
a god of light or thunder (Like Ormus, Indra, Zeus or Thor).
Receptacle for lesser forces (Forces 2 Prime 2)
- The mage consecrates a container (like a flask, a box or a statue)
to be able to contain forces, fills it with force, and then seals it.
When the seal is broken (or the spell fades) the forces will be set
free. First the receptacle is consecrated using strengthening and
protecting forces ("In the name of Uriel the Shield-Bearer and Michael
the Sword-Bearer I bind...") and pentacles and prime- symbols are drawn
around it. Then the receptacle is filled, and sealed by the Hebrew
letter Resh (which means container) drawn by the Seal of Salmon.
[Exactly what happens when the seal is broken depends on the nature
of the force contained. Light can be emitted slowly from an small
opening, or as a flash when a box is opened. Electricity can give the
opener a shock. After the binding spells have faded, the force is also
set free.]
Invocation of Negation (Forces 3)
- The mage negates a force; light becomes darkness, positive current
becomes negative. This often leads to the neutralisation of the force,
and can destroy sensitive machinery. The mage perform the rote by
chanting a invocation of the forces of negativity, and drawing the
Hebrew letter Aleph in the air with the Seal.
Circle of Light (Forces 3 Prime 2)
- The mage builds up a circle of power around himself, which attack
everybody who tries to cross. It often looks like a circle of fire or
electricity. The mage usually draw the circle on the ground using chalk
and the Seal, while chanting divine names in the four directions.
Purification with Solar Fire (Forces 5 Prime 2)
- One of Celestial Chorus most devastating effects. The mage holds up
his fire while singing a strong invocation of the Sun. From the fire a
stream of solar plasma emerges, streaming around the mage towards its
target.. The result is a eruption of light and heat, destroying anything
in its way, which is said to purify everything completely.
[ 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.]