< Itz Sheet | Itzpapalotl Page | Itz Extra? >
Rotes: Tezcatlipoca, Huehueteotl, Mixcoatl, Itzpapalotl, Tlaloc?


Itzpapalotl's Rotes

Edit Itzpapalotl's Rotes

Spell Table
Spell NamePage #PoolTypeDurationOther Notes
Forces     
Owl's Visionpg. 1637CovertAdv. Prolonged 
Tune Inpg. 1645CovertAdv. Prolonged 
Killing Touchpg. 1669VulgarProlonged 
Prime     
Eye of the Maguspg. 22110CovertAdv. Prolonged 
Unweavingpg. 2229CovertLasting1 mana
Aegis Magicapg. 22212CovertAdv. Prolonged 
Ghost Stickpg. 22512VulgarProlonged 
Spirit     
Uncovering Shadowspg. 24512CovertConcentration 
Fleshless Speechpg. 2467CovertAdv. Prolonged 
Shadow Veilpg. 2468CovertProlonged1 mana (opt.)
Harmoxinizingcustom14VulgarProlonged1 mana

Order Specialties: Investigation, Occult, and Survival.

Forces Rotes

Owl's Vision (Forces *, Unveiling); Covert spell.
7 dice = (Wits + Composure + Forces)
Nightsight (pg. 163; Mysterium rote) - Instant Action

The mage using this rote attunes his perceptions to pick up minute amounts of ambient light, supplemented with an intuitive feel for vibration, heat and so forth -- allowing vastly improved Night Vision. The primary aspect of the spell is Power, and the spell uses the Advanced Prolongation duration table (one scene/hour default, -2 for one day, -4 for two days, etc.) While under the effect of this spell, subtract the spells Power from any penalities for operating under the cover of darkness. However, sudden bursts of light can be quite painful and bright light itself imposes penalties similar the normal penalties for seeing in the dark. Sudden motion can also temporarily impose penalties until the Mage adjusts to them, due to his vibration sense.
A dramatic failure with this spell screws up the mages night vision and his normal vision. A failure simply causes the spell to fail.

^

(Unnamed Rote) (Forces *, Knowing); Covert spell.
5 dice = (Intelligence + Science + Forces)
Tune In (pg. 164; Mysterium rote) - Instant Action

^

Killing Touch (Forces **, Ruling); Vulgar spell.
9 dice = (Strength + Brawl + Forces)
Kinetic Blow (pg. 166; Mysterium rote) - Instant Action

^

Prime Rotes

Eye of the Magus (Prime *, Unveiling); Covert spell.
10 dice = (Intelligence + Occult + Prime + 1)
Supernal Vision (pg. 221; Mysterium rote) - Instant Action

^

Unweaving (Prime **, Shielding); Covert spell.
9 dice = (Composure + Occult + Prime + 1)
Counterspell Prime (pg. 222; Mysterium rote) - 1 Mana, Instant Action

The mage can cast an Unweaving spell in responce to vulgar spells, or covert spells if the Mage has active Mage Sight such as that provided by Eye of the Magus. This spell can be cast abortively, like a Dodge action, and does not require the Mage to have any additional knowledge of the arcana beyond his Apprentice-level mastery of Prime. Each success on the casting roll reduces the Potency of the spell by one, countering it entirely if the Potency is reduced to 0, as if it hadn't been cast at all. The mage need not be the target of the spell, and any given spell only needs to be countered once regardless of how many it might potentially affect.

^

Aegis Magica (Prime **, Shielding); Covert spell.
12 dice = (Resolve + Occult + Prime + 1)
Magic Shield (pg. 222; Mysterium rote) - Special, Instant action.

This spell creates a shield which protects the Mage from hostile magics of any kind. The primary aspect of this spell is Potency, and the spell uses the Advanced Prolongation tables (one scene/hour default, -2 for one day, -4 for two days, etc.). The mage must spend 1 mana to use this shield against a given spell targeted at her, subtracting her Prime from the dice pool of the spell in question. This effected spell can be a direct attack spell, or a more indirect spell such as an attempt at magical mind control or similar activity. You may spend the mana for this spell ahead of time for "charges", or when you choose to actually use the defense.

^

Ghost Stick (Prime ***, Weaving); Vulgar spell.
12 dice = (Resolve + Occult + Prime + 1)
Ephemeral Enchantment (pg. 225, Mysteirum rote) - Instant Action

^

Spirit Rotes

Uncovering Shadows (Spirit *, Unveiling); Covert spell.
12 dice = (Wits + Occult + Spirit + 4)
Exorcist's Eye (pg. 245, Mysterium rote) - Instant Action

^

Fleshless Speech (Spirit *, Knowing); Covert spell.
7 dice pool = (Manipulation + Intimidation + Spirit); resisted by Spirit's Resistance trait
Spirit Tongue (pg. 246; Mysterium rote) - Instant Action

The mage negotiates with a spirit, gaining the ability to see, hear and communicate with all Twilight spirits in the immediate vicinity. The primary aspect of the spell is Power, and the spell uses the Advanced Prolongation duration table (one scene/hour default, -2 for one day, -4 for two days, etc.) While under the effects of this spell, the Mage can converse or interact with spirits in all ways except physically, provided the spirit is in the material world. If the Mage has some means of peering across the Gauntlet, he can also interact with spirits in the Shadow.
This spell also allows you to see ghosts as hazy indistinct forms, but does not allow you to hear them without adding Death 1 to the spell. You cannot percieve mental projections without adding Mind 1.

^

Shadow Veil (Spirit **, Shield); Covert spell.
8 dice = (Stamina + Occult + Spirit)
Ephemeral Shield (pg. 246; Mysterium rote) - 1 Mana (optional), Instant Action

^

Harmoxinizing (Spirit **, Prime **, Mind *), Vulgar spell
14 dice pool = (Resolve + Occult + Spirit + 4); resisted by the spirit's Power
Spirit Mount (Custom spell; Legacy rote) - 1 Mana, Instant Action

The mage prepares his body to accept a Spirit Rider, inviting a given spirit to possess him (but not focing the matter at all). The primary aspect of the spell is Power, which must exceed the successes the spirit recieves on his Resistance roll to provide any protection. This spell uses the Advanced Prolongation duration table (one scene/hour default, -2 for one day, -4 for two days, etc.) While under the effects of this spell, the Mage is mostly in control of his body, the spirit simply a recognized presence in the Mage's body with the ability to use some of its powers as it wishes and according to any pacts it might have made with the Mage. In particular, this spell protects the Mage against any influence the spirit might attempt to gain and prevents it from using its powers on the Mage itself. The Mage can force the Spirit to leave at any time during the duration, or automatically expel it when the spell ends.
The "Veteran Horse" merit adds +3 to the dice pool of this rote. If the spirit recieves more successes on the Resistance roll, the Mage may spend one willpower point to prevent the spirit from taking his body. A dramatic failure on the spellcasting roll provides no such protection.

^