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


Tezcatlipoca's Rotes

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Spell Table
Spell NamePage #PoolTypeDurationOther Notes
Death     
Death Markspg. 1348CovertConcentration 
Animate Shadowspg. 1367VulgarProlonged 
Life     
Purge the Unbiddenpg. 18011CovertLasting 
Pulse of the Living Worldpg. 18111CovertAdv. Prolonged 
Salve the Wounds of Battlepg. 18311CovertLasting1 mana
Harsh Dutypg. 18712VulgarAdv. Prolonged1 mana
Donning the Beasts Skinpg. 19010VulgarAdv. Prolonged1 mana
The Perfect Warriorpg. 19011CovertAdv. Prolonged1 mana
Matter     
Unlocking the Inner Formcustom9CovertConcentration 
Fortificationpg. 1988CovertLasting 

Order Specialties: Athletics, Intimidation, and Medicine.

Death Rotes

Death Marks (Death *, Knowing); Covert spell.
8 dice = (Intelligence + Medicine + Death + 1)
Forensic Gaze (pg. 134; Adamantine Arrow rote) - Instant Action

The mage uses this spell to ascertain the cause of death of a given set of remains, either a corpse or a pile of bones. The primary aspect of this spell is power, and the spell itself has a duration of Concentration. The need merely stare at a given corpse to use this spell, determining the cause of the death if he makes the spell activation roll. Obscure causes of death assert a -1 to -3 penalty, and each decade since death allocates a -1 penality to the roll as well. This spell can detect Vampires, though the roll is at -3 and the usual per-decade penalty applies.

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(Unamed Rote) (Death **, Ruling); Vulgar spell.
7 dice = (Wits + Occult + Death)
Animate Shadows (pg. 136; Adamantine Arrow rote) - Instant Action

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Life Rotes

Purge the Unbidden (Life *, Compelling); Covert spell.
11 dice = (Stamina + Medicine + Life + 1)
Cleanse the Body (pg. 180; Adamantine Arrow rote) - Instant Action

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(Unamed Rote) (Life *, Unveiling); Covert spell.
11 dice = (Wits + Medicine + Life + 1)
Pulse of the Living World (pg. 181; Adamantine Arrow rote) - Instant Action

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Salve the Wounds of Battle (Life **, Ruling); Covert spell.
11 dice = (Dexterity + Medicine + Life + 1)
Self-Healing (pg. 183; Adamantine Arrow rote) - 1 Mana, Instant Action

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Harsh Duty (Life ***, Weaving); Vulgar spell.
12 dice = (Stamina + Athletics + Life + 1)
Transform Self (pg. 187; Adamantine Arrow rote) - 1 Mana, Instant Action

The mage can change her body, incorporating features from base or median forms of life into her form. This allows him to grow claws or fangs, manifest gills, gain a cats' eyes or a rats digestive system as she wishes. The primary aspect of this spell is Power, with each success allowing the Mage to take on one feature. This spell uses the Advanced Prolongation duration table (one scene/hour default, -2 for one day, -4 for two days, etc.) This spell does not grant any changes beyond the purely biological; a mage with feline claws doesn't automatically know how to use them and particularly strange changes might require some adjustment.
A mage who doesn't have access to an "example specimen" might have to make a roll to get the details right.

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Donning the Beast's Skin (Life ****, Patterning); Vulgar spell.
10 dice = (Stamina + Animal Ken + Life)
Shapechanging (pg. 190; Adamantine Arrow rote) - 1 Mana, Instant Action

The mage can transform her body, adopting the shapes and forms of natural biological life -- anything from a earthworm or black ant to a blue whale or a elephant, though the animal in question must be more advanced than a single-celled organism. Even the forms of plants can be assumed. The primary aspect of this spell is Power, while it uses the Advanced Prolongation duration table (one scene/hour default, -2 for one day, -4 for two days, etc.) The Mage can shift between Size 4-9 without penalty, but takes penalites for more advanced transformations, such as -1 for taking a cat-shaped size or -2 for gaining the size of a Grizzly Bear. The mage assumes the Physical Attributes of the form in question, and can further augment this attributes with other magic, but he cannot add the features of other living things to an assumed shape.
With matter 3, the Mage can cause his clothes to change shape to fit the new form while Matter 4 allows them to be subsumed into the shape. The Mage also runs a risk of losing his mind to the shape, having to roll Resolve + Composure to resist giving in to instincts at various points.

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The Perfect Warrior (Life ****, Perfecting); Covert spell.
11 dice = (Resolve + Athletics + Life + 1)
Supreme Honing (pg. 190; Adamantine Arrow rote) - 1 Mana, Instant Action

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Matter Rotes

Unlocking the Inner Form (Matter *, Unveiling); Covert spell.
9 dice = (Wits + Crafts + Matter)
Inner Eye (custom spell; Adamantine Arrow rote) - Instant Action

The mage can gaze within a given piece of stone or wood, seeing what shapes lay within, letting the magic aid in those hidden shapes emerging from within the raw material and achieving outer expression -- easily turning steel into a sword, stone into a statue, or some other transformation. This spell has Target as its primary aspect, affecting 5 cubic yards of material by defaullt (see the Table on page 118). The duration of this spell is Concentration, and while this spell is underway the Mage is not in complete control of the crafting process, the magic itself somewhat dictating exactly what the Mage will create. If cast successfully however, with sufficient Target Aspect to affect the materials, this spell turns a crafting roll into a Rote Action -- allowing dice that come up as failures to be rerolled.

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Fortification (Matter ***, Perfecting/Fraying); Covert spell.
8 dice = (Intelligence + Crafts + Matter)
Alter Integrity (pg. 198; Adamantine Arrow rote) - Instant Action

The mage can reinforce or degrade an objects overall durabiility, making it stronger or weaker at his will. The primary aspect of this spell is Power, with each success achieved either adding or subtracting 1 from an objects Durability. This spell uses the Prolonged duration table (one scene/one hour default, -2 for two hours; -4 for twelve hours, etc.), and the Target factor chart (defined Volume) listed on page 118, beginning with an area 5 cubic yards in volume. The durability of an item measures how hard it is to destroy, but this spell cannot actually be used to make an item better or worse as a source of Armor - though it can effect the hardness of Cover!
You must touch an item to cast this spell; you can cast it at sensory range at Life 4.

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