Spell and Fang:

More Notes on Rotes

by Kurt Miller
Artwork by Brad McDevitt


ROTES FOR VAMPIRE HUNTERS:

Note: Kindred can only be directly harmed through conjunctional Life and Matter magicks, and although such effects cannot be soaked, they are often quite vulgar. vampires are also vulnerable to fire and sunlight, which inflict aggravated wounds upon them; however, such effects require the second rank of Prime as well as the sphere of Forces in order to affect them. Further information on magick and the Undead can be found in the Crossover Rules for Mage and other White Wolf games in The Chaos Effect, pp. 131-135

Resurrection Life 4, Matter 3, Prime 4

This difficult rote is the ultimate blessing (or insult) that a Mage can bestow upon a vampire - it restores them to life, making them human again. Similar in some respects to the Song of Orpheus (listed in Book of Shadows p. 147), the spell does not restore Humanity, and the resurrected human is unfortunately still subject to Frenzy, since it is not a substitute for Golconda, which allows the vampire to deal with the Beast within.

Kindred who have successfully gone through Golconda may also become human with this rote, and since they are no longer subject to Frenzy, they will become normal Sleepers.

Note that the person may still use their Disciplines, but any special abilities which require blood points must instead use Willpower. Unfortunately for those Mages who were Embraced and became vampires, this rote does not restore their Avatar, since it has been shattered and scattered across much of the Tellurian.

Such a difficult operation would require an extended quest through the Umbra; it could even become the basis for an entire story in which the Mage and her companions search the Realms for the fragments of her shattered Avatar. Putting the shattered pieces back together would require Spirit 5, Mind 4, and Prime 4, and in some cases these scattered fragments may have become independent spirits or even parts of other Umbrood.

Spell and Fang


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