By Harmonious Bob (Nipoez@hotmail.com)
Matter 4, Prime 2, Correspondence 3
Bob was (and is) convinced that the universe began when a rubber ducky squeaked. Naturally, when he became a Mage, his paradigm was centered around squeaky toys. Equally naturally, when he became a Master in the sphere of Matter, he decided to forge his favorite rotes into a talisman.
Squeak of Doom: So named because its use often came right before the recipient realized his/her doom was imminent. This effect uses Matter 4 to change a weapon (gun, bazooka, missile launcher, bat, rubber chicken) into a squeaky toy of the same mass and dimensions. The look on the MIBs face when they pull the trigger and hear a squeak is simply superb. Cost: 3 Quintessence
Squeaking Switcheroo: This effect's name is rather self-explanatory: using Prime 1 to locate any items charged with Quintessence, and whisk them away to a location of the Mage's choice. At the same time, Prime 2 and Matter 4 are used to create a squeaky toy of the same mass and dimensions in exactly the same place. So, unless the opponent was somehow monitoring their items, they won't notice until it is too late. Cost: 2 Quintessence
Squeak and Tell: Rather straightforward, this effect uses Prime 1, Corr 1 to locate exactly were on an opponent's body magical items are stored. Cost: 1 Quintessence
This talisman is highly susceptible to the Domino Effect. When a one or two of a persons possessions turn out to be squeaky toys, people will think it's strange, but not impossible. However, turning everything the person is carrying will get the Mage some major Raradox.
The Squeak of Doom works mostly against Technocracy acolytes, since having a squeaky plasma rifle won't matter much to the HIT Mark about to fry you. For that matter, neither would a squeaky wand.