Post by Justin on Apr 29, 2010 15:34:06 GMT -8
You gain one rote automatically for each level that you learn in a sphere. Therefore, you have an apprentice-level rote for the apprentice level of a sphere, an initiate level rote when you learn the initiate level of the sphere and so on. You can learn additional rotes with experience, although you can usually learn only one rote per game session. You should have a card for each rote you know, with a description of its Effect. Such a card is not only a helpful rules reminder, but it also serves as proof you know the rote in question.
You can cast any rote you know, as shown on the casting chart of page 134. If you want to cast a rote you don't know, you must fast-cast. If you want to do an Effect for which no rote exists, you must either use dynamic magic and fast cast the Effect or else approach your ST and work out a new rote and have it approved for play.
Note: Instead of referring to page 134 of Laws of Ascension, we will use page 208 of the Mage mainbook for tabletop, a chart many of you are already familiar with for the use of determining difficulties of Effects.
Note: These 'comes with your sphere' rotes are only to be taken from the Mage: The Ascension mainbook, and your Tradition book.
Note: Experience cost for additional rotes is 1x the highest sphere in the rote in xp.
Note: How this works for Hollow Ones? Their 'default' rotes also come from the mage main book, and they can also pick rotes from the Hollow One book.
Note: How does this work for Orphans? 'Default' rotes come from the main book. That's it. Hey, Orphans aren't called magically $#@!*& for nothing.
Note: If they are combined rotes (rotes involving more than one sphere) you only use the highest sphere level as your consideration (i.e. if the highest sphere is Corr 3, it would be your Corr 3 rote.)
Note: For the sake of all our sanities, Ban is a single rote, regardless of which spheres you throw into it.
((Thank you Lily for all your hard work. ))
You can cast any rote you know, as shown on the casting chart of page 134. If you want to cast a rote you don't know, you must fast-cast. If you want to do an Effect for which no rote exists, you must either use dynamic magic and fast cast the Effect or else approach your ST and work out a new rote and have it approved for play.
Note: Instead of referring to page 134 of Laws of Ascension, we will use page 208 of the Mage mainbook for tabletop, a chart many of you are already familiar with for the use of determining difficulties of Effects.
Note: These 'comes with your sphere' rotes are only to be taken from the Mage: The Ascension mainbook, and your Tradition book.
Note: Experience cost for additional rotes is 1x the highest sphere in the rote in xp.
Note: How this works for Hollow Ones? Their 'default' rotes also come from the mage main book, and they can also pick rotes from the Hollow One book.
Note: How does this work for Orphans? 'Default' rotes come from the main book. That's it. Hey, Orphans aren't called magically $#@!*& for nothing.
Note: If they are combined rotes (rotes involving more than one sphere) you only use the highest sphere level as your consideration (i.e. if the highest sphere is Corr 3, it would be your Corr 3 rote.)
Note: For the sake of all our sanities, Ban is a single rote, regardless of which spheres you throw into it.
((Thank you Lily for all your hard work. ))