Elldren Presents - Notes on Rotes

<ell>: So rotes are useful for a couple broad categories of spell effects:
<ell>: First, spells in weak arcana that you need to go off right the first time
<ell>: so if you have only 1 dot in the arcanum, but it would be necessary to cast the spell in high stress or combat situations a rote is great
<ell>: or 2 dots
<ell>: Second: spells that have good rewards for multiple successes
<ell>: an example is the Fate 2 spell Exceptional Luck. Each success on the casting roll gives you the 9-again rule on a subsequent roll, so throwing a ton of dice into that spell makes for good times.
<ell>: Third: spells from non-ruling arcana that you expect to cast often
<ell>: Casting an improvised spell effect from an arcanum that isn’t ruling in your path carries a 1 mana surcharge
<ell>: casting a rote, however, eliminates the surcharge
<ell>: some things to watch out for: make sure that the rote actually increases your die pool for the spell. If it uses an attribute you are weak in and a skill you are untrained in you could be rolling fewer dice than improvising, even at 1 gnosis
<ell>: also, your order has a set of rote specialties
<ell>: a rote with a specialty for your order gets a +1 die in your pool
<ell>: so stuff that’s bad for rotes includes things like magic armor, which you usually cast once a day, out of combat
<ell>: and stuff like mage sight spells, which only require a simple success and have no other costs

Elldren Presents - Notes on Rotes

At the Edge of All Things jacobkosh