Fate Rotes

Eye for Danger (Fate ●/Sensory/Unveiling) A mage using this spell can tell on sight whether someone or something is “dangerous”, though not how or why. A patch of earth might be dangerous because the footing is unstable or a vampire sleeps within, and a man on the street might be dangerous because they’re looking to mug someone or are a trained soldier. It’s rare for experienced mages and other supernatural creatures not to read as dangerous.

Fated Message (Fate ●/Covert/Signifying) This spell sends messages through others’ Fate-related divination attempts, such as by causing tea leaves to clump in symbolic ways or a magic 8-ball to display the note corresponding to the mage’s answer.

Read Destiny (Fate ●/Sensory/Knowing) This spell reveals whether a subject has the Destiny Merit and what sort of outcome that subject’s destiny is building towards. Further scrutiny successes allow the mage to determine the Destiny Merit’s rating, current point reserve, and recent applications.

Chosen One (Fate ●●/Covert/Signifying, Veiling) The subject of this spell gains the apparent destiny of a momentous, world-shaking hero. This is largely unapparent to most observers, although vaguely portentous events might become more common nearby the target, but it can fool a great many supernatural blessings, curses, objects, places, and societies. It can be dangerous to let this spell lapse in the wrong moment.

Enforce Oath (Fate ●●/Vulgar/Perfecting) This spell empowers an oath that the subject has sworn and that the caster knows of, preventing the subject from breaking their word. If this spell overcomes the subject’s Composure + Gnosis, any actions the subject takes that contravene their promise are hindered; with a severe consequence, actions that could be interrupted by bad luck are caused to fail outright.

First Cause (Fate ●●, Time ●●/Covert/Unveiling, Ruling) This spell demands of the fallen world a justification; the Reason for an act. It allows the caster to look through destiny into the past and see that which moves without being moved, the actual impetus for some significant deed or event. ‘Actual’ is as arbitrary as Fate ever requires, but the vision is of some real scene, even if its responsibility is not apparent.

Luck Ward (Fate ●●●/Covert/Perfecting) This spell contests curses against the subject’s ability to succeed. It doesn’t prevent Fate magic from reshaping the subject’s life over the long term, but does ensure that the subject’s immediate, atomic actions succeed or fail on their own merits. Mages particularly concerned about manufactured misfortune often learn a vulgar version of this rote.

No ‘þ’ In ‘Team’ (Fate ●●/Covert/Perfecting) The Staff employed by this spell’s caster synergise their action items, regaining a little of the soul-connections now lost to the fallen world. While the spell is sustained the team is greater than its resources, completing projects or #winning contracts with boosted successes.

Player Skill (Fate ●●/Covert/Ruling) This spell can control any means of randomization that’s used in a game or contest, physical or electronic. The mage simply chooses how coins fall or cards shuffle, allowing them to win some games automatically and at boost their actions in other contests not decided completely arbitrarily.

Entrance In Obscurity (Fate ••/Covert/Ruling) The beneficiary of this spell won’t be discovered while trespassing. Their movements simply happen to take them away from inhabitants of the infiltrated area, avoiding discovery by coincidence. The subject happens to choose corridors opposite to guard patrols, step around corners when the panning security camera is pointed in the other direction, and step onto the floor tiles that aren’t booby-trapped, but finds it no easier to bypass barred gates or other such bottlenecks. Unenchanted characters simply following the beneficiary are incidentally protected from discovery based on their location, but not on their actions – they’ll be in the right place to avoid guards or sleepwalkers, but might still snag tripwires that the spell’s subject thoughtlessly stepped over.

Erode Security (Fate ●●●/Covert/Fraying) This spell weakens those parts of a person’s identity meant to protect them, targeting a Safe Place, Retainer, or similar Merit of the target’s. A normal consequence boosts any attempts to overcome those defenses, and a severe consequence causes the target to lose access to the threatened Merit outright while the spell is sustained and to have difficulty making use of the Merit while its effects linger.

Spell Disaster (Fate ●●●/Vulgar/Weaving) Resisted by Composure plus Gnosis, this spell inflicts direct damage by causing its target to suffer violent and potentially lethal accidents. This spell takes immediate effect if the target is in a car chase, firefight, or other dangerous situation, but might be delayed if the target is currently inactive or out of harm’s way and might fail outright without some present danger to work through.

Tragic Slip (Fate ●●●/Covert/Weaving) Resisted by Composure plus Gnosis, this spell inflicts direct damage by causing its target to turn a corner into crossfire, stumble backwards into an open grave, or otherwise suffer harm by accident. This spell takes immediate effect if the target is in a car chase, firefight, or other dangerous situation, but might be delayed if the target is currently inactive or out of harm’s way and might fail outright without some present danger to work through.

Steal Fortune (Fate ●●●●/Covert/Patterning) This spell transposes one target’s access to wealth with another’s, or with the caster’s. It attacks the Resources Merit of the victim, draining the Merit’s rating if possible and granting the beneficiary a minimum Resources score equal to the number of dots stolen. This new score can be spent on purchases in lieu of the beneficiary’s own. This spell can have lingering effects on the finances of both parties for long afterward.

Trivialize (Fate ●●●●/Vulgar/Unraveling) This spell shreds a target’s narrative relevance. If it inflicts a severe consequence, the target can act normally, but no matter how many successes are rolled for them their efforts can be completely blocked by even a single success on any other character’s part. The Trivialize spell itself doesn’t receive this benefit, so affected characters can still attempt to dispel or escape it.

Forge Destiny (Fate ●●●●●/Covert/Ritual Making) If this ritual scores a serious consequence against the Composure and Destiny (current or intended, whichever is higher) of a resisting target, or just the Destiny of a willing target, it can transform their future, replacing their destiny with a new one of the caster’s choosing. This change is lasting and inevitable; effort can delay it, but only dramatic application of the new destiny’s bane can stop it outright. Spontaneous versions of this rote each specify what kind of destiny they assign.

Step Off the Stage (Fate ●●●●●/Vulgar/Unmaking) This spell withdraws the caster or another target from the flow of events, turning them into a bystanding observer. The spell’s subject falls beneath the notice of most characters and beyond the reach of most phenomena – they become invisible to destiny, going unnoticed and unaffected by anything that would need to specifically acknowledge, interact with, and target them. This effect allows a mage to politely excuse themselves from war-torn battlefields or stroll into guarded compounds without leaving a shred of evidence behind. While the spell is active, however, its subject is helpless to affect other characters or things or even draw their attention – coincidence simply conspires to keep them uninvolved. Unwilling targets must suffer a severe consequence to be fully affected by this spell.

Fate Rotes

The Act of Hubris Ferrinus