Combo rotes

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Combo Rotes

Combo rotes require that a mage has at least 1 in each of the listed spheres to learn.

Correspondence Combo Rotes

Will Drain(Area Affect)

Spheres: Corr/Entropy

Type: Opposed Paradox: +2 if witnessed Challenge: Mass Mentals(Arete) vs Mentals(willpower) Cost: 1Q Duration: 1 scene

  • Short cast: The mage can once per scene make a mentals(arete) vs mentals(willpower) test against a number of targets in the room equal to their (Correspondence) , failure means the targets lose 1 willpower. If any target is drained the mage regains 1 willpower. Masters of entropy and correspondence can cast this spell 2 times in a scene.
  • Long cast: You can cast this spell as a long action as bureaucratic condemnation against up to (corr) targets they each lose a bluebook action.

Absorb Force

Spheres: Corr/Forces

Type: Complex Paradox: +2 if witnessed Challenge: N/A Cost: 1Q Duration: 1 scene

  • Short cast: After being Cast, a Mage may use Negation, spending a permanent wp to negate an attack made this way negating damage this way gives them a Q back.
  • Long cast: This upgrades the effect from negation to Aegis and has it last for the night.

The Faithful Ally

Spheres: Corr/Life

Type: Basic Paradox: +2 if witnessed Challenge: Socials(Arete) vs socials(willpower) or Mentals(arete/medicine) vs diff 4 Cost: 1Q Duration: Permanent

  • Short cast: After long casting this spell as a short cast the mage may summon their faithful ally as per summon at any time.
  • Long cast: The mage with a complex physicals(arete) check diff 4 carves a sigiled tattoo into themselves and another recipient and each of them spends a permanent willpower. Thereafter at any time they either activate the sigil to teleport the other recipient to their side. Creatures can only be affected by one instance of this spell.

Bigger on the Inside

Spheres: Corr/Matter

Type: Upgrade/Passive Paradox: +1 if witnessed Challenge: N/A Cost: N/A Duration: Instant

  • Short cast: A mage with this rote upgrades teleport, allowing them to bring an object no larger than a house with them, or up to 5 people, for both long and short casting.
  • Long cast: N/A

We Interrupt this Broadcast

Spheres: Corr/Mind

Type: Basic Paradox: N/A Challenge: Mentals(Arete) vs 10 traits Cost: 1Q Duration: 1 minute

  • Short cast: With a successful mentals(arete) check the mage can alert everyone they would like in the city(all the players) with a message no longer than 3 sentences. They can also send a message to everyone in the city(including sleepers) by hijacking radio waves, in which case it appears on televisions and phones all over the city. If the mage is a master of corr and mind, they can send a message to up to only 6 targets in the city.
  • Long cast: A mage can long cast this spell as a grow influence action which counts for 5 integrity points.

Pattern Tag

Spheres: Corr/Prime

Type: Opposed Paradox: +1 if witnessed Challenge: Physicals(Arete) vs Physicals(athletics) Cost: 1Q Duration: 1 scene

  • Short cast: By making a successful physicals(Arete) check against someone within (corr) steps, you can tag their pattern for the rest of the night, allowing you to know their location and track them. You can track (prime) targets at a time.
  • Long cast: You may cast this spell as an action on a willing target allowing you to keep track of (1) more person than your prime score would normally allow.

Infinity Steps

Spheres: Corr/Spirit

Type: Upgrade/Passive Paradox: +2 if witnessed Challenge: N/A Cost: N/A Duration: Permanent

  • Short cast: This spell upgrades step sideways allowing the mage to open a gateway for 5 minutes to any of the places in that spell or a known horizon realm and bring up to 5 other people through with them.
  • Long cast: N/A

In the nick of time

Spheres: Corr/Time

Type: Basic Paradox: +2 if witnessed Challenge: Mentals(Arete) vs 10 traits Cost: 1Q Duration: 1 action.

  • Short cast: With a basic check You can once per night enter a scene or combat you weren’t there for instantly if anyone in the scene alerts you by any means, such as via telepathy or a phone call.
  • Long Cast: You can cast this spell as an action after which it remains in effect as long as you maintain the Q. As long as the spell is in effect when your influence is attacked it is automatically defended as the defend action, the defense ends the spell and alerts you to who attacked your influence.

Entropy Combo Rotes

Supernova(OP)

Spheres: Entropy/Forces

Type: Opposed Paradox: +6 if witnessed Challenge: Mentals(Arete) vs Phys(no retests) Cost: 1Q Duration: 2 Rounds

  • Short cast: This power cannot be used in conjunction with extra actions of any sort. On the first turn the Mage must charge the spell and declare a target, On the next turn a Meteor comes flying from the sky. This attack deals damage equal to the Mage’s (Forces + Entropy) x 3. The Mage must have line of sight to the target or the spell is lost, i.e. run.
  • Long cast: N/A

Curse of Death's Hold

Spheres: Entropy/Life

Type: Basic Paradox: +2 if witnessed Challenge: Mentals(Arete) vs 10 traits Cost: 1Q Duration: 1 scene

  • Short cast: This spell affects the scene, any living creature in the scene except up to (life+1) targets the mages chooses take a (entropy+1) physical traits penalty.
  • Long cast: This spell can be cast on a neighboring city or territory as an action, or your city. When cast it applies a -1 integrity penalty to all influence actions of a chosen type in that city that month.

Relic Reforging

Spheres: Entropy/Matter

Type: Complex Paradox: +2 if witnessed Challenge: Mentals(Craft/Arete) vs Craft diff of item Cost: 1Q Duration: 1 Action

  • Short cast: This spell allows the mage to reforge a broken item, or restore a relic from the underworld to the real world. By making a craft check equal to the craft difficulty of the item, it is fully restored and/or returned from the underworld to the real world. Magical items cannot be restored this way. A master of (entropy) and (matter) reduces the diff of this check by 3.
  • Long cast: Cast as a bluebook action this spell can restore even magical items of any kind.

Forgetful Mind

Spheres: Entropy/Mind

Type: Basic/Opposed Paradox: N/A Challenge: Mentals(Arete) vs Mentals(willpower) Cost: 1Q Duration: 1 scene

  • Short cast: This spell causes everyone in the scene to forget the mage was there, supernaturals get a willpower test to avoid forgetting, with no supernaturals present the test is basic. This spell also reduces any paradox the mage already gained in that scene from sleepers by 1.
  • Long cast: Cast with an action this spell can remove 5 points of diff from a dynamic magic craft from vulgarity.

You're not Special

Spheres: Entropy/Prime

Type: Opposed Paradox: +1 if witnessed Challenge: Physicals(Arete) vs Physicals(No retests, Might applies) Cost: 1Q Duration: 1 scene

  • Short cast: The Mage may spend any amount of Q to cast this spell. Everyone in the scene loses energy equal to the number to Q spent -2.
  • Long cast: Wonder: Normalite Bead - The Mage creates a small bauble that, once cracked, causes the wielder to lose one Q from their current and max, but it also drains all the “ Identifying marks of the supernatural” from their aura. Swords, armor, and other wonders can also carry this aura draining affect, causing the Q loss as normal.

Summon Wraith

Spheres: Entropy/Spirit

Type: Upgrade Paradox: +2 if witnessed Challenge: Socials(Arete) vs Socials(willpower) Cost: 1Q Duration: Permanent

  • Short cast: This rote upgrades the rotes Spirit Sight's level 3 Summon spirit, allowing you to summon a wraith of circle 2 or lower with that rote. Wraiths fundamentally want different things than spirits, so negotiating with one isn't always a simple matter of chiminage and respect as it is with spirits.
  • Long cast: The long cast allows you to summon wraiths of circle 3.

Mists of Time

Spheres: Entropy/Time

Type: Basic Paradox: +1 if witnessed Challenge: Mentals(Arete) vs 10 traits Cost: 1Q Duration: 8 hours

  • Short cast: After casting this spell mist seeps out from the casters palm, putting all the sleeper in a room asleep. They stay asleep for 8 hours and awaken fully rested. This spell only works on sleepers.
  • Long cast: Wonder: Swinging Stopwatch: This stopwatch, renders a sleeper asleep after it is swung in front of their eyes three times. One target at a time. This wonder effect can be placed on other objects but must still be swung so armor is a tad difficult.

Forces Combo Rotes