Classification: Union // Open

Rotes & Procedures

308 records

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Name ▲ Kind Source
A Matter of HonorRoteHDYDT
A Matter of PracticeRoteHDYDT
A Matter of SuccessRoteHDYDT
Abilities of the New FormRoteHDYDT
Accessing Tass or Periapt QuintessenceRoteHDYDT
Acclimation to the New FormRoteHDYDT
Adaptive ProstheticsRoteHDYDT
Added Life-Force (Health Levels)RoteHDYDT
Additional AbilitiesRoteHDYDT
AdjustmentsProcedureTR
Aging the Night-FolkRoteHDYDT
Altering CharacteristicsRoteHDYDT
Altering PropertiesRoteHDYDT
Altering the ElementRoteHDYDT
Amount of Quintessence UsedRoteHDYDT
Anchor PointsRoteHDYDT
Are Illusions Coincidental?RoteHDYDT
Area and DurationRoteHDYDT
Aura AlterationRoteHDYDT
Aura Colors and TexturesRoteHDYDT
Awaken the InanimateRoteM20
Awakening SpiritsRoteHDYDT
Backgrounds and InfluenceRoteHDYDT
Banished MisfortuneRoteHDYDT
Banishing the TempestRoteHDYDT
Base Difficulties for LiesRoteHDYDT
Base Successes for TransformationRoteHDYDT
Basic MagickRoteHDYDT
Battle FuryRoteHDYDT
Battlefield SenseRoteHDYDT
Bending Material PhysicsRoteHDYDT
Binding and the Gauntlet CageRoteHDYDT
Blackout!RoteHDYDT
Bond of BloodRoteHDYDT
Breaking ConditioningRoteM20
Bridging Similar LocationsRoteHDYDT
Brief FamiliarityRoteHDYDT
Burnt OfferingsRoteHDYDT
Calming Glance and the Predator’s EyeRoteHDYDT
Can You Go That Fast?RoteHDYDT
Casting Magick to Find “That Perfect Moment”RoteHDYDT
Challenges and BlusterRoteHDYDT
Change of MindRoteHDYDT
Charms;RoteHDYDT
Chemistry Inside Living OrganismsRoteHDYDT
Chi FlightRoteHDYDT
Chi HealingRoteHDYDT
Clearing Crowds, and Getting LostRoteHDYDT
Co-Occupational WardsRoteHDYDT
Coincidental or Vulgar?RoteHDYDT
Comprehensive BiomodsRoteHDYDT
Concocting Chemical CompoundsRoteHDYDT
Conditioning LevelsRoteM20
Conditioning SystemsRoteM20
Conflicting and Compatible NaturesRoteHDYDT
Conjuring Immaterial Mind and Spirit FormsRoteHDYDT
Conjuring Material FormsRoteHDYDT
Conjuring or Purifying NourishmentRoteHDYDT
Conjuring SunlightRoteHDYDT
Consecrating and Energizing ItemsRoteHDYDT
Contingency Trigger EffectsRoteHDYDT
CostsRoteHDYDT
Creating and Using Tass/ CurrencyRoteHDYDT
Creating LightRoteHDYDT
Creating Living ThingsRoteHDYDT
Dangerous Quirks of MisfortuneRoteHDYDT
Deep TechniquesRoteHDYDT
Deflecting MissilesRoteHDYDT
DifficultiesRoteHDYDT
DifficultyRoteHDYDT
Dilating TimeRoteHDYDT
Disintegrating Things/ Liquidating AssetsRoteHDYDT
Disintegration/ Purifying FlamesRoteHDYDT
Disrupting Bodily FunctionsRoteHDYDT
Do Illusions Inflict Damage?RoteHDYDT
Doors, Booths, and WindowsRoteHDYDT
Drawing Upon the WeatherRoteHDYDT
Dude, Do You Even Know What You’re Doing?RoteHDYDT
Duplicating YourselfRoteHDYDT
Duration and ResistanceRoteHDYDT
Elemental ArmorRoteHDYDT
Elemental Fury ChiRoteHDYDT
Elemental ImpactRoteHDYDT
Emotional Surge/ Sudden ChillRoteHDYDT
Employing a Periapt/ MatrixRoteHDYDT
Entropic DispersalRoteHDYDT
Entropic InfluenceRoteHDYDT
Ephemeral MutationRoteHDYDT
Everywhere at OnceRoteHDYDT
Expanse and DistanceRoteHDYDT
Expiration, Conditioning, and InclinationsRoteHDYDT
Failed and Botched RollsRoteHDYDT
False Positives and Slippery TruthRoteHDYDT
Fetters and RemainsRoteHDYDT
Fighting Back Against PossessionRoteHDYDT
Fireballs, Lightning, Windstorms, and so ForthRoteHDYDT
Flight Speed and FatigueRoteHDYDT
Flipping Traffic LightsRoteHDYDT
Fly Like an EagleRoteHDYDT
Forces and WillRoteHDYDT
Forging a TetherRoteHDYDT
Forging MemoriesRoteHDYDT
FrankencrittersRoteHDYDT
Freezing TimeRoteHDYDT
Ghost-DancesRoteHDYDT
Golden GunmanRoteM20
Hands of DeathRoteM20
Harsh Weather and Environments entry of the EnvironmentalRoteHDYDT
Heartbreak SlapRoteHDYDT
Heart’s BloodRoteHDYDT
How Fast Are You Going?RoteHDYDT
How Long Does it Last?RoteHDYDT
How Often Can You Fight Back?RoteHDYDT
I Know Kung Fu!RoteHDYDT
Illusions and HallucinationsRoteHDYDT
Illusions and ParadoxRoteHDYDT
Immediate Perception on the Teleportation LocationsRoteHDYDT
Impersonating Other BeingsRoteHDYDT
Indefinite MutationsRoteHDYDT
Influence From a DistanceRoteHDYDT
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Classification: Union // Open Ref mage/power/rote/promises-made

Promises Made

Rote · Mage

Mage

Assuming that the spirit and summoner come to some agreement, each side will have an obligation to fulfill that Pact. Depending on the nature of the magus and the spirit (as well as the relationship they’ve formed), that obligation may be a shared deal between friends; a mutual understanding; a legalistic contract that both sides strive to exploit; or a tricky compact that one or both sides will break as soon as possible; or a grudging servitude with lasting ill-will. The difference between them relies heavily on who the magus asks, what he asks for, the way that he asks for it, and the terms he sets down and accepts. Asked nicely and rewarded well, a friendly spirit will fulfill a minor duty without trouble; a raging demon compelled into service by a haughty sorcerer, on the other hand, will not, shall we say, be faithful or reliable for long…

And that’s what wards are for.

As mentioned earlier, a would-be summoner prepares herself and lays out the designated area before any summoning occurs. A mage who simply opens a gate and issues orders to whatever steps through it… well, that person isn’t long for this world.

Although traditional Hermetic Arts feature an array of complex pentacles (each with its particular uses and entities), other forms of summoning are less formal than that. Even so, such procedures are never taken lightly… at least not by mages who wish to survive a summoning experience. And so, as the summoner lays out a prepared space as noted above, she ought to set up a few protective wards as well.

Wards come in a wide variety of styles and purposes. As mentioned under the Mystic Travel section, passageways can be warded. Mages could also place wards over areas, objects, and living things. Whether or not she’s invoking spirit-beings, a mage could employ wards against unwanted intruders, impeding or barring certain creatures, materials, energies, or even paradigms.

In game-terms:

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