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Rotes: Tezcatlipoca, Huehueteotl, Mixcoatl, Itzpapalotl, Tlaloc?


Mixcoatl's Rotes

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Spell Table
Spell NamePage #PoolTypeDurationOther Notes
Mind     
Secret Sincustom8CovertConcentration 
Tempter's Voicecustom9CovertAdv. Prolonged 
Inner Masterypg. 2109CovertProlonged1 mana
Unleashing Demonscustom9CovertProlonged1 mana
Forces     
Fording the Riverpg. 1636CovertProlonged+ 
Space     
Scryingpg. 2358CovertTransitory 
Unseen Guardpg. 2359CovertAdv. Prolonged 
Door to Everywherepg. 2389VulgarTransitory1 mana; Extended

Order Specialties: Expression, Persuasion, and Subterfuge.

Mind Rotes

Secret Sin (Mind *, Knowing), Covert spell.
8 dice = (Wits + Empathy + Mind)
Reveal Vice (custom spell; Silver Ladder rote) - Instant Action

The mage using this rote forces his way past the surface, gazing deep into someone's soul, examining a persons core and laying their inner nature plain to his perceptions. The primary aspect of this spell is Power, and the spell has a duration of Concentration, only lasting as long as the Mage maintains active concentration upon the spell. While under the effects of this spell, the Mage can scrutinize a single individual as an action, making a Composure + Investigation (7) roll to try to divine their Vice, subtracting the subjects Resolve as a passive defense. Even a single success reveals the subjects Vice, while an Exceptional success will also reveal the subjects Virtue.
While this spell is active, others tend to be slightly uncomfortable around the Mage, and he recieves a -1 penalty to most social interactions not based on causing distress or active intimidation.

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Tempter's Voice (Mind **, Ruling), Covert spell.
9 dice = (Manipulation + Persuasion + Mind + 1); resisted by Subject's Composure + Gnosis
Influence Vice (custom spell; Silver Ladder rote) - Instant Action

The mage using this rote can adjust the balance between a subjects Virtue and his Vice, encouraging him to either embrace or turn away from his Vice for the duration of the spell. The primary aspect of this 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.) When cast, the Mage must choose to either inflame the Vice or to douse it. Someone whose Vice is inflamed should induldge it whenever possible (and gains willpower as normal); if he somehow manages to resist, he must pay 2 willpower to represent the mental conflict. Someone whose Vice is doused is not overly tempted by it, and gains no willpower if he indulges it for whatever reason. This spell has no direct effect on Virtue.
The use of this spell to inflame a Vice is a act of Hubris, and requires a degeneration roll if the Mage has a wisdom of 8 or higher.

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Inner Mastery (Mind ***, Perfecting), Covert spell.
9 dice = (Resolve + Academics + Mind)
Augment the Mind (pg. 210; Silver Ladder rote) - 1 Mana, Instant Action

The mage using this rote reigns in his inner demons, harnesses his subconscious and applies his entire mental capacity in whole to whatever task he chooses with perfect control. The primary aspect of this spell is Power, with each success allowing the Mage to raise a single Mental or Social Attribute for the duration of the spell (to a maximum bonus equal to your dots in the Mind arcana). This spell uses the Prolonged duration table (one scene/one hour default, -2 for two hours; -4 for twelve hours, etc.) This spell can be used to raise attributes over 5. If used to raise Resolve or Composure, this spell will only provide additional willpower capacity -- actual temporary points of willpower must be gained normally. Willpower cannot go above 10, even with this spell, regardless of the mages Resolve + Composure total.
You can cast this spell more than once to boost more than once, but only the highest Potency spell applies.

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Unleashing Demons (Mind ***, Weaving), Covert spell.
9 dice = (Manipulation + Subterfuge + Mind + 1); resisted by Subject's Resolve + Gnosis
Goetic Inversion (custom spell; Goetic rote) - 1 Mana, Instant Action

The mage using this rote rewrites portions of the characters mind, unleashing and possibly rewriting the subjects Vice. The primary aspect of this spell is Power, and this spell uses the Prolonged duration table (one scene/one hour default, -2 for two hours; -4 for twelve hours, etc.) The primary function of this spell is to unleash a subjects Vice, such that for the duration of the spell his personality and behavior changes to more perfectly embody that Vice. In most cases, the Vice so unleashed is the subjects own -- however, by taking a penality to the casting roll, the Mage can release other aspects of the subjects inner being. This is -1 to -3 for another Vice (the size of the penalty depending on how strong the Vice is in subject; ST's decision), and -4 to unleash the subjects Key Virtue, and -5 to unleash a related Virtue.
The exact effects of this rote are not up to the Mage; the Vice or Virtue acts as a lense through which the characters inner nature manifests. Unleashing Vices/Virtues that are particularly alien to a given subject makes this spell Vulgar. The casting of this spell is an act of Hubris, requiring a Degeneration roll for a Mage with a wisdom of 6 (for unleashing a Vice) or 8 (for unleashing a Virtue).

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Forces Rotes

Fording the River (Forces *, Compelling); Covert spell.
6 dice = (Intelligence + Occult + Forces)
Influence Sound (pg. 163, Silver Ladder rote) - Instant Action

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Space Rotes

(Unamed Rote) (Space **, Ruling); Covert spell.
8 dice = (Intelligence + Investigation + Space)
Scrying (pg. 235; Silver Ladder rote) - Instant Action

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Unseen Guard (Space **, Ruling); Covert spell.
9 dice = (Resolve + Occult + Space)
Ward (pg. 236, Silver Ladder/Adamantine Arrow rote) - Instant Action

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Door to Everywhere (Space ***, Weaving); Vulgar spell.
9 dice = (Man + Investigation + Space)
Portal (pg. 238; Silver Ladder rote) - 1 Mana, Extended Action

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