Edge of Darkness - Powered by vBulletin
Ended
Watch

A Rote Primer

48655
THREADID
3
POSTS
  1. #1
    Abyssalstar's Avatar

    Twist Scenes

    What is a rote? Simply put, a rote is the perfected version of an Awakened spell. Developed by Master Mages, it is a formula designed to provide the caster with the easiest, most effective and most efficient way to cast that spell. Most rotes were designed in ancient times, but some, mainly spells dealing with modern technology, were created in the past century or so.

    When a Mage improvises a spell, they must create the Imago (the image in their mind of what they want the spell to look like and achieve), putting together the various Spell Factors into a usable pattern, and they must do it from scratch each time. A rote, though, has it's Imago set. The factors are pre-determined. When a Mage casts a rote, they quickly bring up the memory for the Imago from their soul and let her fly. It's the difference between drawing a picture of the Imago each time, to carrying a permanent photograph of it in your pocket.

    "Why should I bother with rotes?" you might ask. "Why spend the experience points when I can just improvise the spell already?"

    Good question. And in a lot of instances, the answer is: You shouldn't. It just isn't feasible to blow all your experience points on rotes for spells you'll almost never cast.

    But in some cases, you absolutely should.

    The key is to buy rotes for the right spells. But how do you determine when choosing a rote over an improvised spell is the smarter decision? There's five main reasons to consider.

    Common Usage

    The first thing to take into account is how often you use a spell. The ones your Mage character casts regularly, or ones that you believe will be of great use on a semi-regular basis (like in combat). Mage Armor and Mage Sight spells are the best examples of this. If you're not making liberal use of these types of spells, your Mage is considerably vulnerable. Thus, having the rotes for them is a wise choice.

    Spells used in combat are a excellent choice, as that is the most important time to ensure your spells don't fizzle. Your Mage's life is on the line, so utilizing a more dependable version of some offensive spells is just good strategy.

    Example: Thirteen knows the rote for Evil Eye, a Fate 2 spell, which is a curse that reduces the target's dice pools for several actions. She doesn't have an every day use for it (unlike her Fortune's Protection rote for Mage Armor, which she casts as a monthly ritual to shield herself) but in a fight, she knows it will be very handy. Limiting an enemy's dice pools helps protect herself and her allies. She'll never regret having that rote up her sleeve.

    Reducing Paradox

    At the time of this writing, the house rule in EoD's Mage venue is all spells from 1 or 2 dot Arcana are always Covert, while all spells of 3 Arcana dots and higher are always Vulgar. There are a few exceptions. Any spell using Sympathy is Vulgar, regardless of Arcana level (looking at you Scrying and Postcognition), but general the house rule holds.

    The advantage of a rote here is it reduces your Paradox dice pool for Vulgar spells by -1. Avoiding Paradox is always a good thing, and that is especially true for Vulgar spells in combat, where Paradox dice pools can grow rapidly. Learning that Life Force Assault spell as a rote will lower the risk of your Mage taking Resistant Bashing damage during a fight, since you already have enemy-inflicted damage to worry about.

    If it's a Vulgar spell you expect to find common use for, buying it as a rote is a smart choice.

    Example: Thirteen is an Acanthus with Fate 3. In combat, she can cast Bestow Exceptional Luck on an ally, to give them the 9-Again advantage on some die rolls. As a 3 dot spell, it is Vulgar. If she takes that spell as a rote, it lowers her Paradox dice pool by -1. By combining this with other reduction methods (such as using her Magical Tool), she helps lower the possibility of exploding with Paradox during a fight, even if she casts it several times.

    Cutting Costs

    Mana is a precious resources for every Mage, and particularly for those lacking access to Hallows. You must keep careful track of your Mana use during plot scenes, so anything that helps save you Mana points is good.

    Spells your Mage casts from outside their Ruling Arcana (the two Arcana associated with your Path), costs a point of Mana in additional to any other Mana costs. It's just more difficult to channel the magic of Arcana your Mage isn't attuned to. This is where rote efficiency kicks in. Buying a rote for a spell from your Common or Inferior Arcana eliminates that extra Mana cost.

    Example: As an Acanthus, Thirteen's Ruling Arcana are Fate and Time. Casting a spell from any other Arcana costs her 1 Mana, in addition to any other listed costs. Say she wants to cast Counterspell Prime, a Prime 2 spell, against a Seer who's casting something nasty. Doing so would cost her 2 Mana each time: One point for being an out-of-Path spell, and another as the standard cost in the spell's description. If she bought Counterspell Prime as a rote, however, she eliminates that extra cost and only has to pay the standard cost. That's a 50% savings on her Mana!

    Larger Dice Pools

    Improvised Spells all have the same dice pool formula: Gnosis + the spell's highest Arcanum. It utilizes two Traits. A rote, however, uses three. Most typically, these are Attribute + Skill + highest Arcanum. As a result, rotes very often have a larger dice pool than the improvised version, even if only by a die or two. A larger dice pool = better chance of success. It's just good math.

    Additionally, rote die pools are easier to expand. Skills are much less costly to buy up than Gnosis and Arcana, and Skills have obvious uses outside of spellcasting.

    Is the spell one you find commonly useful, but your improvised dice pool stinks? Check the rote version and compare the totals.

    Example: Thirteen has Gnosis 2 and Space 1. If she improvises the spell Correspondence, her dice pool is 3. Pretty measly. If she were to take that spell as a rote, however, her dice pool becomes 6 (Wits 3 + Occult 2 + Space 1). That's double the improvised pool!

    Scrutiny

    If a Mage Scrutinizes an existing spell effect, one of the things they can determine is the identity of the caster. When you cast a spell, your Mage leaves their metaphorical "fingerprints" all over it. Any other Awakened who Scrutinizes it will know you were responsible. At least, that's true of improvised spells. A rote works differently. Since it was created by a long-forgotten Master, a rote's spell effect will have that Master's "fingerprints" on it instead, making the caster's identity more difficult to determine (though not impossible). The caster's identity is masked, to some degree.

    Is the spell one you find useful, but you don't want other Mages to be poking into your business if they come across the effect? A rote may be the answer!

    Example: Thirteen has cast Occlude Destiny (a Fate 3 spell) on a Sleeper to hide that they have an important prophecy to fulfill in the next few weeks. There are those who would not want to see that destiny completed. She cast the spell as a ritual for a month long duration, and even used Prime magic to cloak it from Unseen Senses. If she took Occlude Destiny as a rote, she'd be able to hide her identity in the effect, in case it gets noticed by enemy Awakened and they want to know who was protecting this destined Sleeper.

    In Review

    If a spell meets some or even all of these advantages for your Mage, it would be a good idea to purchase the rote. The more factors in your favor, the better. In terms of experience points, rotes are also fairly cheap, so you'll get a lot of bang for your buck. I hope this little guide helps, and I wish you happy casting!

  2. Likes liked this post
  3. #2
    ReubanBrightwood's Avatar


    That is an awesome summary thank you! Abyssalstar

    A few additions of my own:

    Bigger dice pools: (Order specialties)

    Each of the five pentacles orders has three skills marked as rote specialities, when casting a rote that uses one of the three skills to the order you belong you get an extra +1 dice!


    Scrutiny: (The numbers)

    It takes 1 suxx to identify the resonance of a caster from an improvised spell, it takes 5 suxx to identify the resonance of a caster from a rote spell. So yes as stated identification is much harder (but not impossible).

    Rote mudras

    When casting a rote a mage performs a unique series of subtle hand gestures (the more elaborate the spell, the more elaborate the gesture) and a mage can recognise another mage of the same order when they see these motions being performed.

    If a mage cannot perform these motions they can't perform the rote. But they can still cast an improvised version with all the usual drawbacks.

    If a mage is grappled they take -1 to attempts to cast a vulgar rote, or a -2 if they try to cast a vulgar rote while immobilised.

  4. Likes Abyssalstar liked this post
  5. #3
    Abyssalstar's Avatar

    Twist Scenes

    So, I had a thought and I wanted to add an example of a situation where it is advisable to NOT buy a rote!

    Thirteen is an Acanthus, with Gnosis 2 and Fate 3. The Fate 1 spell Synchronicity (Tome of the Mysteries, p60) is a handy spell that gives the player a free hint from the Storyteller if they feel stuck on what to do in game.

    Improvised
    Synchronicity has a dice pool of 5 (Gnosis 2 + Fate 3). Looking at the rote, the dice pool is Wits + Streetwise + Fate. Hmmm, Wits 3 + Fate 3 is 6 dice. Looking good, so we just add the Streetwise and...

    Uh oh...

    Thirteen has no dots in Streetwise! There's nothing to add. Worse, for untrained Skill use, she'd suffer a -1 die penalty to the rote! It's also not a Rote Specialty for Free Councilors. So her dice pool would only be... 5 dice! Same as the improvised version!

    Wait, what about the other factors? Let's look.

    Is this a spell Thirteen would use often? Honestly, no. The spell itself is a bit of a cheat, and I wouldn't use it unless I felt truly lost on how to proceed in a story. It has no combat uses, either.

    Synchronicity, as a 1 dot spell that doesn't use Sympathy, isn't Vulgar. No help there.

    Mana savings? Nope. Fate is a Ruling Arcanum for Thirteen, so she pays no extra Mana, anyway.

    How about Scrutiny? The spell effect is transitory, lasting a single turn, and there's no benefit to extending the duration. There's no lasting effect for other Mages to scrutinize.

    What we have here is a rote that is useless for Thirteen to buy at this time. It's not worth the 2 XP. There's no advantage for having it.

    Couldn't she just buy a dot of Streetwise and fix this? Yes, but then we're at spending 5 XP for a 1 dot rote that, at best, will only give her a 2 dice advantage with no other benefits. And she'd rarely use it, to boot.

    So the
    Synchronicity rote is, as it stands, a No Buy. If I were raise her Streetwise Skill in the future for other reasons, and I might, then maybe I'd give it some thought. But there would still be no other advantages and that will never change.

  6. Likes liked this post
Closed Thread
     

Similar Threads

  1. Primer: Posts
    West
    Important Stuff
    • 1
    • POSTS
    • Dec 7th, 2016
  2. Primer: Primacy
    West
    Important Stuff
    • 7
    • POSTS
    • May 17th, 2016
  3. Primer: Debate
    West
    Important Stuff
    • 1
    • POSTS
    • Jun 1st, 2010
  4. Primer: Status
    West
    Important Stuff
    • 1
    • POSTS
    • Jun 21st, 2009
  5. MtA Primer: Paradox
    West
    Important Stuff
    • 1
    • POSTS
    • Jun 8th, 2009