Prime Rotes

Paradox Assessment (Entropy ●, Prime ●)
This Effect analyses problems and determines whether these problems are due to Paradox.
System: In game terms, this rote determines whether certain aspects of reality have been altered by the presence of Paradox. One success will identify whether the current environment has been affected by Paradox. With four or more successes, the caster can detect the amount released as well as any flaws in reality it might have left behind. Six or more successes might offer insight into how to correct these flaws. Note that this Effect does not detect whether a mage currently has any points of Paradox – it only detects the results of Paradox.
Created By: Terrence Pollard.

Who Else Has Been Here? (Prime ●, Spirit ●)
This Effect allows the caster to sense when another mage or supernatural entity has been in the area, by scanning for their Quintessence, Spheres, Resonance or wake in the Gauntlet.
System: A single success will reveal the presence of Quintessence, Prime or Spirit magic in the caster’s immediate surroundings. Each additional success will identify one source of Resonance in the area, with further successes revealing additional details. Additional successes can be spent to make this Effect last longer or cover a larger area.
Created By: Harry Howard.

Node Bond (Life ●●●, Prime ●●●)
Through the use of this Effect, the mage gains a mystical connection with a Node, allowing him to restrict who can harvest Quintessence from it. This process is known as marrying the land.
System: This Effect can only begin at the time of day in which the Node normally produces its allotment of Quintessence. The mage must be present. He needs one success per dot rating of the Node, with additional successes required for duration.
The mage’s Resonance cannot conflict with the Node’s Resonance. For example, if his Resonance is angry, he cannot bond with a peacefully-aspected Node.
A botch at any point during the casting means that the Node has rejected the mage. He cannot continue the Effect and may not try again for at least a month, during which time he suffers a +2 difficulty penalty on all attempts to draw Quintessence from that Node.
If the Effect succeeds, its effects are lasting — so long as the mage properly maintains a relationship with the Node. He must perform at least one oblation per month per dot rating of the Node (i.e., a 3-dot Node needs three oblations per month), based on the Node’s Resonance. A Resonance of pain or fear might require oblations featuring torture, maiming or death. Tranquility Resonance might need meditative oblations or the tending of a garden within the Node’s vicinity. Anxiety might be best served through rushed ceremonies and rituals, taut with emotional conflict. The mage — called the spouse — knows which oblations will appease the Node.
If the mage misses one of these oblations, the Effect’s effects are dampened temporarily, until he can perform the rite. If more than three months pass without an oblation on the mage’s part, the Effect expires. That mage cannot attempt to marry the same Node again for at least the next three months thereafter.
So long as the Effect lasts, the mage can choose who can harvest Quintessence from the Node. Mages without permission cannot forcibly harvest the Node, except Masters of Prime, and even then, they suffer a difficulty penalty equal to the spouse’s Willpower (likely requiring several thresholds for a successful casting.)
With Life ●●●●, this spell can be cast upon a willing target, bonding her to the Node instead of the mage.
Only one mage can be bonded to the same Node at the same time. For another to bond to it, the current spouse must either cancel his spell or die — or else his Node Bond Effect can be dispelled.
Created by: Arnau de Villanova

Primal Power (Forces ●●●, Matter ●●●, Prime ●●●)
This rote allows a mage to tap a Node or ley-line for power and transform that power into electricity (or other power source), using it to fuel mundane devices and systems.
System: Five successes are required to tap the source of power (either a Node or ley-line). In all cases, the source of power must be located in close proximity to the devices to be powered (unless Correspondence magic is also used.) Thereafter, all free Quintessence provided by the Node or ley-line is consumed by the devices connected to it.
The size of location that can be powered by this rote depends on the power of the Node (or nearest Node, in the case of tapping a ley-line.) A one-point Node can power a single device (or one or two small devices.) A two-point Node can power a small room. A three point Node can power a small home, four points for a large home or mansion, and five points for an office building or something of similar size.
Created by: Arnau de Villanova

Tapping the Line (Matter ●●●, Prime ●●●, OR Prime ●●●●)
This rote allows a mage to draw free Quintessence from a ley-line as if tapping a Node.
System: Each success causes the mage to immediately absorb one point of free Quintessence from the ley-line (up to his Avatar or Prime rating). The mage can also redirect this Quintessence into a Periapt or other storage medium without further castings. An extended ritual of the spell causes the mage to gain Quintessence as successes are scored, instead of waiting until the end of the ritual.
The amount of Quintessence that can be siphoned from a ley-line with this rote is limited by how much free Quintessence the nearest Node produces. Once that supply of free Quintessence has been siphoned, no more can be gained until the Node has refreshed its supply. Tapping the Line never risks depleting the nearby Node’s level.
Created by: Arnau de Villanova

Prime Rotes

The Secret Garden logarium