Correspondence, Entropy, and Force Rotes

By Anders Sandberg (nv91-asa@hemul.nada.kth.se)


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.]


Mage Rotes Page / Last Updated 12/04/95 / hoyle@dartmouth.edu