| This spell is changed to Spirit ●●●.
|
Every spirit has a ban that prohibits the spirit from
certain types of behavior or activities (see p. 320 of Mage: The Awakening).
Often the key to dealing with a difficult
spirit is to find out what its ban is; but attempting
to ascertain a spirit’s ban isn’t without drawbacks. Most
spirits are very sensitive about their bans, and are likely
to react negatively if they sense a mage snooping around
trying to ferret out their secrets.
As spirits become more powerful, their bans become
more complex and difficult to read. When a mage
attempts Read Spirit, the Potency of the casting
must exceed the Rank of the spirit in order for any
useful information to be learned. Conversely, the
more Potent the spell, the more likely it is the spirit
will notice the casting. If the spell reaches Potency 3
or more, the spirit is allowed a reflexive Finesse roll,
requiring a simple success to sense the attempt to read
it. A spirit’s reaction to such an intrusive act varies
from spirit to spirit, but is unlikely to be viewed in a
positive manner.
Adamantine Arrow Rote: Sense Ban
Enemies of spirit can rarely be defeated by spell or
blade alone. Simply discorporating a spirit doesn’t guarantee
that it won’t return. The surest weapon against
a spirit is knowledge of its ban. With knowledge of a
ban, the mage gains strength in either combating or
negotiating with the spirit. Members of the Adamantine
Arrow who regularly employ this rote believe it’s
better to bargain with an angry spirit than go unarmed
into a potentially dangerous situation.