Nocturne V.2
A World of Darkness Sim
MAGES
THE AWAKENED
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VERBENA
(TRADITIONS)
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Life is shit and piss and blood. Pain and pleasure are inevitable birthrights. Our spirits are not some transcendent separate thing but are instead the raw vitality of Life itself. Drawing from among the oldest mystic understandings, the Verbena Tradition views life as a wondrous, implacable cycle – a dance of elements in which a mage calls tunes but cannot herself resist the dance. This view scares the living hell out of most folks, and that’s just how many Verbena like it. If you can’t hang with the truth, they figure, just get the fuck out of the way! Like the herb for which they’re named, the Verbena (or, more correctly, Verbenae) excel at healing, divination, and purgation. No other Tradition understands Life magicks the way they do. Masters of shape-changing, animal affinities, plant craft, and weather work, Verbenae stay close to Nature in her truest forms… and some of those forms can be bloody indeed. Although it’s rare, the Verbenae have been known to practice animal and human sacrifice. More often, they carve runes in their own skins, endure hideous ordeals, subject themselves to painful deprivations, and perform other acts of self-sacrifice in order to avoid harming other beings. Every Verbena grove has a World Tree, the living symbol of Creation as a whole. These trees have been stained red by the rituals performed in those groves; the darker the red, the more powerful the grove. Although the Tradition itself formed in the 1400s, Verbena roots run far deeper. Like many mystic societies, these mages trace their origins to primal humanity’s beginnings… and in their case, they’re probably correct. The primordial Wyck, they say, embodied the first fusions of spirit, mind, and flesh. Essentially gods, they soon guided the first human beings toward wisdom and magick. The Old Ways, say these traditionalists, are the inheritance left by those entities, and the Verbenae – and perhaps the Dreamspeakers – are its truest heirs. These Old Ways are, by most standards, harsh. Blood, sex, passion in its rawest forms – these are the tools most Verbenae prefer. Cold iron, worked wood, fires kindled with your bare hands, natural clothing, organic foods… the simpler it is, the more powerful its effects. Although some Verbenae make concessions to the modern world – cars, guns, perhaps a favorite TV show or two – this Tradition, by and large, remains stubbornly archaic. And though they can be compassionate in their way, Verbenae have no time or patience for weakness. To them, the comforts of a technological world breed sickness and laziness. “Until you spend a month,” they’ll tell you, “in the wild with nothing but the clothes on your back… or better yet, without them… you don’t know jack shit about reality.”
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Organization:
Covens – often numbering 13, nine, seven, or three – make up this group’s foundation. Solitary Verbenae exist, but most members of this Tradition prefer to work in groups. Women probably outnumber men overall, and they’re granted more respect here than in most other groups. Many female mages gravitate toward this Tradition for that reason. Two leaders (taking priest and priestess roles although both might be male, female, or transgender) govern the larger covens, with a single witch in charge of three-person groups. Covens tend to favor older members over younger ones, and old-school covens can be quite autocratic. Although disputes often get resolved through votes, those votes might involve ordeals, tests, or combat. This Tradition respects strong bloodlines. And so, whenever possible, Verbena covens follow family lineage. Each coven has a grove, though that grove might be a garden in the leader’s back yard. Large meetings occur eight times a year, during the two equinoxes, the two solstices, and on Imbolc (Feb. 2), Beltane (May 1), Lammas (Aug. 1), and Samhain (Oct. 31). Plenty of Verbenae also gather at Christmas (Dec. 25) and on July 1, especially as shifts of climate and culture blur the distinction between Nature’s seasonal cycles.
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Initiation:
Verbena newcomers undergo a ritual death and rebirth. An intense period of study, testing, and meditation climaxes in a distressing ordeal – sometimes illusionary, often real. If and when the coven members are satisfied with the initiate’s trustworthiness and dedication, they call the elements as witnesses. As they were during the Burning Times, most Verbenae remain loyal unto death.
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Affinity Spheres: Life; Forces.
Focus:
Verbena Arts concentrate on doing a lot with very little. Their tools are practical as well as symbolic, with uses that reach back to antiquity. “Pagan” in every sense of that word, these magicks hold deep ties to Nature. Shape-changing, transformation, healing and injury, divination, purification, growth and withering, natural cycles, and the tricky ways of Fate are witch-folk specialties. To all Verbenae, Creation’s Divine and Alive. Because Creation, life, and divinity aren’t particularly nice, other common Verbena paradigms include A World of Gods and Monsters, Might is Right, Bring Back the Golden Age, and Everything is Chaos. Witchcraft is the group’s core practice, with certain individuals favoring Voudoun, dominion, weird science, chaos magick, yoga, martial arts, High Ritual, cybernetics, the Art of Desire, craftwork, medicine-work, and even organic hypertech.
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Stereotypes
Fellow Traditions: We’re siblings of the blood – quarreling, dysfunctional, often hating one another’s guts… but we’ll kick anyone else’s ass if they mess with us. One for all, for better and worse.
The Technocracy: Plain and simple, they’re a disease.
The Disparate: In the new Burning Times, I’m afraid they’ve been consumed.
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ROTES
Do Remember allocation of successes and success limitations still applies to rotes
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ADDER'S TONGUE
Prerequisites: Occult ◉◉ Arete ◉◉
MIND ◉◉
The Verbena have long been known for their ability to understand the natural world, in particular the speech of beasts and birds, and to speak to them in return. The language of animals is not overly complex (though some creatures have very refined understanding of certain concepts.) Animals are generally well-disposed to Verbena who choose to speak to them, provided they're not hungry or threatened in any way. Even then, the beast may speak, if only to communicate those feelings. The creature is under no compulsion to obey the caster, though it could be persuaded to help, particularly if offered something it wants.
SUCCESSES REQUIRED ◉◉(however you may need other successes to allocate where appropriate)
A single success is enough to allow the mage to speak with and understand any creature within earshot. The animal's vocalizations don't change, the mage simply understands their meaning.
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ARREST THE FLIGHT OF ARROWS
Prerequisites: Occult ◉◉ Arete ◉◉
FORCES ◉◉
In the Norse Hávamál, the god Odin proclaims, "If I see hurled arrows hard at my horde; though rapid in flight I arrest them in air." Since ancient times, rune-workers have known charms for warding off the flight of arrows and similar such weapons, and they have passed this knowledge on to the Verbena. The spell creates a ward that robs all sorts of missile weapons of their motive force, causing them to hang suspended in mid-air for a moment before dropping harmlessly to the ground. A mage protected by this enchantment is shielded not only from hurled spears and arrows, but modern ballistic weapons as well.
SUCCESSES REQUIRED ◉◉ (however you may need other successes to allocate where appropriate)
Successes scored from the spellcasting are subtracted from successes rolled to hit the subject with a missile weapon, from a thrown rock to an arrow or even a bullet. If the attack roll is reduced to zero or fewer successes, then the missile drops harmlessly to the ground a short distance away from the target, robbed of its momentum. Even if the attack still has one or more successes, the hit is still blunted by the spell (since fewer successes mean fewer damage dice.) The caster must allocate successes to duration to maintain the spell, and he can protect multiple targets by assigning successes to increase the effect's area.
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CIRCE'S ENCHANTMENT
Prerequisites: Occult ◉◉◉◉◉ Arete ◉◉◉◉◉
LIFE ◉◉◉◉◉
The legendary sorceress Circe used her magic to transform men into beasts. The Verbena have long practiced the art of transformation, though it is a difficult one to master. The mage must touch the subject or subjects of the spell with a wand or sprinkle them with an elixir of distilled herbs to begin the process of transforming them into whatever sort of beast is desired. Some particularly infamous uses of this enchantment include turning some targets into predators and others into prey, restoring the former only after they have hunted, killed and eaten the latter. Another is transforming some subjects into male animals and others into females, allowing them to experience mating and childbirth before they are restored.
Verbena do also use this spell as a blessing of sorts, allowing others to experience life in beast form; soaring as an eagle or swimming as a dolphin, for example. It is a rare gift, and not one given lightly.
SUCCESSES REQUIRED ◉◉◉◉◉ (however you may need other successes to allocate where appropriate)
Five successes are required to transform the target completely. Each additional target requires another success, and at least one success must be assigned to duration (for the spell to last more than a moment.) This makes Circe's Enchantment a taxing spell for even a skilled mage.
NOTE: MIND 3 is required for the character not to lose themselves to the beast, mages who transform themselves without applying mind (and the additional 3 successes may not be able to transform back, except when the duration wears off)
NOTE II: Characters and mage transformed into animals, gain all the traits associated with that animal, also note: this is a pattern attack and may be resisted with Composure + Resolve + Essence, vs Mage Arete +15 (each success negating one allocated to target) and as per pattern attacks, targets health must be -fully- transformed into new pattern (1 success per health point required)
CURSE OF MACHA
Prerequisites: Occult ◉◉ Arete ◉◉
LIFE ◉◉
In ancient Ireland, the goddess Macha was forced, while pregnant, to run a footrace against the swiftest horse in the kingdom to prove her prowess. She won, and immediately went into labor thereafter, to be delivered of her child. She laid a curse upon the men of Ulster that when they were in need of their strength, they would feel the pangs of labor upon them, just as she suffered them. This curse allows a Verbena to cause the victim, male or female, to feel labor pains clutching at them. Verbena women most often use it to teach men a lesson about "the weaker sex."
SUCCESSES REQUIRED ◉◉ (however you may need other successes to allocate where appropriate)
Each success on the spell is treated as two points of bashing damage . Targets Incapacitated by the spell are incapable of doing anything other than moaning and writhing in agony. Successes must be assigned to duration as normal, though the mage can also choose to consciously maintain the spell.
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LAY OF THE LAND
Prerequisites: Occult ◉◉ Arete ◉◉
CORRESPONDENCE ◉◉ LIFE ◉◉
Oneness with nature has long been a deeply held Verbena belief, one that this magic makes a reality. The caster weaves a web of enchantment that connects her to all life within a particular area, both plants and animals, allowing the mage to become aware of the nature of a place and everything that is happening there. Generally, the more sophisticated and plentiful the life in an area is, the more the Verbena learns. This spell is more effective in an old-growth forest or a jungle filled with numerous creatures, less effective in a barren desert, and all but useless in a blasted and barren landscape. Information comes filtered through the life of the land, so it might be somewhat distorted by the different perspectives.
SUCCESSES REQUIRED ◉◉◉◉ (however you may need other successes to allocate where appropriate)
One success is needed to create the connection between the caster and the life of the land. Additional successes expand the range of the caster's senses as follows: an area 100 meters in radius with one additional success, up to a mile with two, ten miles with three, 100 miles with four, and 500 miles with five. At greater distances, the information the mage receives becomes increasingly vague simply because there is so much. The Storyteller may require a Perception + Awareness roll (difficulty 1 + total spell successes) to sort out specific information.
MAGIC CIRCLE
Prerequisites: Occult ◉◉ Arete ◉◉
PRIME ◉◉ SPIRIT ◉◉
Verbena often perform their rites within the bounds of a circle that is warded to protect them against all unwanted influences and spirits, intended to keep in the power that they raise until the time is right to release it. Traditionally, they create the circle by walking or tracing its bounds with wand, staff or blade three times. The spirits of the four directions and the four elements are then called upon to consecrate and enforce the circle's boundaries until the Verbena release them.
SUCCESSES REQUIRED ◉◉◉◉ (however you may need other successes to allocate where appropriate)
A Magic Circle can have a radius up to the caster's Arete in meters; each success allocated to the radius increases it by a yard. A circle cast for a specific ritual lasts until that ritual is complete. A circle cast for general purposes must have successes allocated to its duration. The remaining success from the casting provide +1 bonus for countermagic rolls. The countermagic is rolled automatically against any spell cast on a subject within the bounds of the circle. Make a Willpower roll (difficulty 12+) for any spirit attempting to cross the boundaries of the circle. A number of successes equal to the spell's casting are necessary for it to do so. Spirits cannot affect those inside the boundary with their powers.
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SELF SACRIFICE
Prerequisites: Occult â—‰ Arete â—‰
PRIME â—‰
The Norse god Odin hung himself from the branches of the World Tree to gain knowledge of the runes. So must the Verbena sometimes sacrifice for their magic. Rituals of pain and endurance - as simple as cutting runes into flesh or scourging or as complex as hanging in imitation of Odin's sacrifice or the Native American Sun Dance - fuel Verbena magic. Other mages consider such primitive and painful rituals unnecessary, but the Verbena understand that sometimes pain is the best way to know that you are alive, and the willingness to sacrifice is one of the greatest strengths.
SUCCESSES REQUIRED â—‰ (however you may need other successes to allocate where appropriate)
For each point of bashing damage that she suffers, the mage gains a point of Quintessence she can use for a particular spell.
For each point of lethal damage, the mage gains an additional point of Quintessence.
This damage is done directly to the mage's pattern, so it cannot be healed using magic, only time and rest. In essence, the Verbena is drawing upon her own life force, breaking down the Quintessence of her own being, to fuel her magic.
STRAINS OF LAUGHTER,SLEEP AND SORROW
Prerequisites: Occult ◉◉ Arete ◉◉
MIND ◉◉
The Celtic god Dagda was said to possess a magical harp that played certain songs that could enchant all those who heard them. These haunting melodies caused uncontrollable laughter or weeping, or they sent listeners into a deep and peaceful sleep. The bards and skalds of the Verbena have long practiced the art of influencing and enchanting listeners with their music and can produce similar effects. Traditionally it is the melody of a harp, pipe or flute that produces the magic, but some Verbena accompany the instrument with a song or even sing unaccompanied. Some casters have been known to achieve the same effects with modern instruments.
SUCCESSES REQUIRED ◉◉ (however you may need other successes to allocate where appropriate)
The caster weaves a powerful strain of emotion with his music. The successes from casting the spell determine the strength of the emotion. Two or three successes are enough for listeners to feel whatever emotion the caster projects. Four or more cause the subject to feel it intensely, and even act upon it. At this level of success, subjects laugh or weep openly or drop off into a deep and peaceful slumber.
A target can roll Composure + Resolve as per any mind effect to shake off the effect briefly, but as long as the caster plays, it will return. The effects of the spell end within a minute after the caster stops playing or singing, though listeners who have fallen asleep will remain so for at least an hour or two, unless they are awakened before then.
STRENGTH OF THE EARTH
Prerequisites: Occult ◉◉◉ Arete ◉◉◉
LIFE ◉◉◉
For the Verbena, the living Earth is a source of great strength, spiritually and magically. Using this spell, it is also a great source of physical strength, investing the caster with the power that raises mountains and directs the course of mighty rivers. To cast the spell, the Verbena must be in contact with bare rock, soil, sand or dirt. Pavement and wooden floors will not do, though solid stone floors set firmly into the ground might, at the Storyteller's discretion. The caster needn't be barefoot, though some Verbena prefer it when using this magic. The spell also ends if the caster loses touch with the earth for any reason.
SUCCESSES REQUIRED ◉◉◉ (however you may need other successes to allocate where appropriate)
Each success on the spell's casting adds a dot to the mage's Strength.(max 6 extra dots) The caster must also assign successes to duration for the spell to last for more than a moment. The spell is coincidental so long as the mage's strength remains within human bounds (five or fewer dots.) Greater levels of strength require vulgar magic to achieve. A similar rote exists that uses oak trees to augment the mage's Stamina.
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THREEFOLD RETURN
Prerequisites: Occult ◉◉◉◉ Arete ◉◉◉◉
ENTROPY ◉◉◉◉ TIME ◉◉◉◉
Many Verbena believe in the Law of Threefold Return, which says that what you do returns to you threefold in the fullness of time. Some Verbena are not willing to wait for the fullness of time, so they choose to help things along a bit, providing a touch of "instant karma" where others get exactly what they deserve.
The Verbena prepares a suitable charm as a focus for the spell, which must be worn or carried. The most common charm is a small mirror or other reflective item, though metal rings (representing the circular nature of the Law of Three,) symbols connected with fate and woven or knotted cords (particularly of three colors) are also common. The Verbena chooses when to activate the charm, releasing the power of the spell.
SUCCESSES REQUIRED ◉◉◉◉ (however you may need other successes to allocate where appropriate)
When the spell is released, the total number of successes determines its effectiveness. It magnifies the actions of the subject performed for or against the caster and returns that fortune (good or ill.) So someone who did the caster a good turn might gain some small benefit (for one success) to a great windfall (for four or more successes.) Someone who did the caster harm might suffer a similar harm (for one success) to a terrible series of misfortunes (four or more successes.)
Threefold return can only be used once per night
INSTANT Karma is the name of the game. Meaning the subject instantly gains or loses 1 success per spell success on their next action.
The successes can be piled onto the subjects next roll, or next rolls.
EXAMPLE:
The spell scores 8 successes. The subject can either gain/lose 1 success per action for 8 actions, gain/ lose 2 successes per action for the next 4 actions, gain/ lose 8 successes for their next immediate action.
Actions that score zero successes gain only 1 success if karma is kind.
Actions that score zero successes are treated as a botch if karma is cruel.
(Note: While technically not a pattern attack, there is no other defence for the target of this rote, therefore they are allowed to roll STAMINA+COMPOSURE + ESSENCE DIFFICULTY 14+ Mage Arete, Each success cancels 1 success applied to them.)
WATERS OF THE WELL OF LIFE
Prerequisites: Occult ◉◉◉◉◉ Arete ◉◉◉◉◉
LIFE ◉◉◉◉◉
Although the Masters of the Verbena can create life, it is a power they rarely employ. The same is true for the power to restore life to the dead. Therein lay the hubris of Asclepius and Hippocrates, they say, which led to the creation of the Cosian Circle and their modern heirs, the Progenitors. Such power over life and death is necessarily limited, because without death, life has no meaning.
The Verbena do possess mystic secrets for holding death at bay for a time, however. This enchantment has been found (in one form or another,) among many different branches of the Old Faith, from the druids to the witches of Thessaly to the spae-wives of the North. The caster infuses a bath - often in a great cauldron - with sacred herbs and magical power, transforming it into the waters of the Well of Life, which can restore life to the recently deceased.
SUCCESSES REQUIRED ◉◉◉◉◉ (however you may need other successes to allocate where appropriate)
The spell is only possible if the subject has been dead no more than a number of hours equal to the caster's Arete. The deceased is restored to life with a single health level, and she must recover normally from that point (though magical healing can assist in this as well.) This spell is always vulgar, since tampering with the forces of life and death in this way is no small thing.
WILLFUL BINDING
Prerequisites: Occult ◉◉◉◉ Arete ◉◉◉◉
MIND ◉◉◉◉ optional CORRESPONDENCE ◉◉
Although they are believers in the tenet, "An it harm none, do what thou wilt," the Verbena also believe that using magic to enjoin others from doing harm (essentially binding them to the same credo) is entirely fair and just. Sometimes rather than calling down a curse upon a wrongdoer (which could invite similar harm to return to them,) Verbena use this spell to bind that person's will and prevent any further transgressions.
The spell requires that the caster be in the presence of the subject and pronounce the binding upon him, or else have some personal connection to the subject to cast the binding from afar. The subject is thereafter unable to violate the commands that the caster has specified - be it as broad as "do no harm" or as specific as troubling a specific person no more.
SUCCESSES REQUIRED ◉◉◉◉◉ /◉◉ (however you may need other successes to allocate where appropriate)
The caster requires Correspondence 2 and a personal item (picture, lock of hair, etc.) to cast this spell on a target she cannot see. Otherwise the binding must be done in the target's presence. (Target may resist with Composure + Resolve Difficulty 15+ mages arete )
Successes determine how long the binding lasts While under the effects of the Willful Binding, the subject cannot take any action contrary to the mage's prohibitions, though Composure + Resolve difficulty 15+Mage Arete will momentarily overcome the binding for a round.
Countermagic can also undo a Willful Binding.
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CALLING THE WIND LORDS
Prerequisites: Occult ◉◉ Arete ◉◉
FORCES ◉◉ SPIRIT ◉◉
SUCCESSES REQUIRED ◉◉◉◉ (however you may need other successes to allocate where appropriate)
The Verbena summons spirits of the winds, who then influence the weather for them. More successes allow for greater changes to the weather
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DOUSING
Prerequisites: Occult â—‰ Arete â—‰
LIFE â—‰ CORRESPONDENCE â—‰
SYSTEM:
ROLL ARETE +1
DIFFICULTY:
COINCIDENTAL 11+
VULGAR 12+
VULGAR WITNESS 13+
SUCCESSES REQUIRED ◉◉ (however you may need other successes to allocate where appropriate)
The Verbena can attempt to find water using a forked stick (hazel is preferred). They do this by sensing the minute life forms in the water, rather than seeking the water itself.
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BLOODSIGHT
Prerequisites: Occult â—‰ Arete â—‰
LIFE â—‰
SUCCESSES REQUIRED â—‰ (however you may need other successes to allocate where appropriate)
This rote allows a Verbena to sense how healthy a person or animal is, what diseases or injuries they might have, if they are pregnant, how old they are, anything directly tied to their physical state.
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MERLIN'S RIDE
Prerequisites: Occult ◉◉◉/◉ Arete ◉◉◉/◉
CORRESPONDENCE ◉◉◉ or ◉◉◉◉
SUCCESSES REQUIRED ◉◉◉/◉ (however you may need other successes to allocate where appropriate)
The Verbena can cross great distances quickly by riding a horse with this rote. It allows them to move so quickly that the scenery blurs and, sooner than expected, they arrive. Each success causes the travel time to decrease by 20%, to a minimum of 0.Correspondence 4 is needed to take others with the Mage.
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SENSE THE FLEETING MOMENT
Prerequisites: Occult â—‰ Arete â—‰
TIME â—‰
SUCCESSES REQUIRED â—‰ (however you may need other successes to allocate where appropriate)
The Verbena who uses this rote will know exactly the correct moment to act for maximum effectiveness. This decreases the difficulty of a specified mundane task by 1 per success, once.
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SPIRIT WOUNDING
Prerequisites: Occult ◉◉◉◉ Arete ◉◉◉◉
SPIRIT ◉◉◉◉ MATTER ◉◉◉
SUCCESSES REQUIRED ◉◉◉◉◉ ◉◉ (however you may need other successes to allocate where appropriate)
Learned from the Fae, this rote allows a Verbena to push physical objects into the Umbra without entering it themselves. (To push living things swap matter for life 3, however other species requires the relevant pattern spheres)
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CIRCLE WARD
Prerequisites: Occult ◉◉ Arete ◉◉
SPIRIT ◉◉ MIND ◉ PRIME ◉◉
SUCCESSES REQUIRED ◉◉◉◉ (however you may need other successes to allocate where appropriate)
By summoning four separate, powerful spirits, usually forming a symbolic set of four (seasons, directions, elements), the Verbena creates a safe space in which to work.
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MOLD TREE
Prerequisites: Occult ◉◉ Arete ◉◉
LIFE ◉◉
SUCCESSES REQUIRED ◉◉ (however you may need other successes to allocate where appropriate)
Mages, mostly Verbena, use this rote to rework the Patterns of trees, including bending its branches and trunk into new shapes.
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THORN WALL
Prerequisites: Occult ◉◉◉ Arete ◉◉◉
TIME ◉◉◉ LIFE ◉◉ PRIME ◉◉
SUCCESSES REQUIRED ◉◉◉◉◉ (however you may need other successes to allocate where appropriate)
A traditional Verbena rote that is vulgar almost everywhere on Earth, the Verbena clasps a thorn branch as a wand, and lets their blood fall on the ground. Where it falls, dense thorn bushes spring up in a shape dictated by the Mage.
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TALIESIN'S SONG
Prerequisites: Occult ◉◉◉ Arete ◉◉◉
LIFE ◉◉◉ MIND ◉◉
SUCCESSES REQUIRED ◉◉◉◉◉ (however you may need other successes to allocate where appropriate)
By altering their vocal chords to make their singing enchanting, a Verbena can influence others with a song. This adds automatic successes to the Verbena’s social rolls against a target for the duration. (Provided at least one success is rolled)
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BANISHING BLESSING
Prerequisites: Occult ◉◉/◉ Arete ◉◉/◉
ENTROPY ◉◉ MIND ◉◉ optional CORRESPONDENCE ◉◉◉ (To make the fortunate occurrence far away)
Verbena who hold to the tenet "harm none" find other means to deal with problem people in their lives. One such is to "release with love" as some Moon-Seekers say. Using some connection to the target (such as a photo or a lock of hair,) the Verbena sends good fortune, along with the subtle mental suggestion to seize the opportunity, with the intention that the subject's blessings will take him away (preferably far, far away) for some time. For example, the subject might get a new job opportunity on the other side of the continent (or even the other side of the world,) win a trip or vacation, hear from distant relatives she didn't even know she had and so forth.
SUCCESSES REQUIRED ◉◉◉◉/◉ (however you may need other successes to allocate where appropriate)
At least three successes are needed to send the target away for at least a day, with additional successes extending the duration of the subject's absence once the blessing has taken hold. (Generally if successful , the duration must be -agreed-)
Note: Entropy creates the opportunity, Mind implants the suggestion. Characters can resist the suggestion as with any mind effect.
A better use of this Rote is to affect NPC's in order to gain access to their empty home.
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BLOOD OF THE SACRED KING
Prerequisites: Occult ◉◉◉ Arete ◉◉◉
PRIME ◉◉◉
Verbena understand well the power of sacrifice, the energy bound up in living Patterns, that is released at the moment of death, merging back into the weave of the Tapestry. That power can be captured and channeled toward magical ends, particularly if the sacrifice is willing (and even if he is not.) The emotional resonance of a willing sacrifice works in harmony with the magic, whereas the emotions of an unwilling sacrifice may taint the spell with an unexpected or unwanted resonance (of death, fear, pain or vengeance.)
Among the Verbena, the most common sacrifice (apart from Self Sacrifice ) is that of the Sacred King, who gives his life for the land, or the May Queen, who does the same. The health of the land is the duty of its ruler. When the land falters, the ruler must perish to make it grow strong again.
A Sleeper sacrificing himself can release a remarkable amount of Quintessence. A mage who willingly gives up his own life, however, can achieve truly remarkable things through his sacrifice.
SUCCESSES REQUIRED ◉◉◉ (however you may need other successes to allocate where appropriate)
For each of the Sleeper sacrifice's health points the caster gains one point of Quintessence, which the mage may use as desired. If the subject possesses any innate Quintessence, it is added to the above total. The subject's state of mind at the time of death applies a strong Resonance to the harvested Quintessence, which the Storyteller should take into account when it is used.
An Awakened mage who sacrifices himself (or allows himself to be sacrificed,) on the other hand, provides the vital Quintessence, but does far more in addition - he can renew a dying Node by sacrificing his life and his Avatar to open up the Node. If the mage channels his death to this purpose, he increases the rating of the Node by one dot per every two dots of his Arete rating (rounded up )
This rote cannot be fast cast. Furthermore, if more than one mage performs such a sacrifice at a Node in the space of one year, the Node may become unstable and begin behaving erratically (varying drastically in its Quintessence output, for example, or by becoming a shallowing or the like.)
A mage who sacrifices herself in this way cannot be brought back by any means. She does not become a ghost of any sort, nor can she be contacted in any way. Her Avatar and spirit are both invested entirely into the Node she is rekindling. Nothing remains of the mage's personality, except possibly some tendency of the land to manifest her personality traits in some vague, symbolic way.
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