Saturday, October 31, 2015

[Mage: The Awakening v1.9] Yantras & Thaumaturgy Part 5/5

 ((Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening
Chronicle Storyteller: Jerad Sayler))



-          Sympathy Tools (aka Correspondences) (+1 Each) - Rather than defining the “what” of a spell, sympathetic tools define the “who” — the person, place, creature, or institution upon which the mage forces her will. She may have a person’s real name or a lock of her hair, a ghost’s anchor, a chunk of concrete taken from a building, or a company’s articles of incorporation. Whatever the case, sympathetic tools give her a much easier time working her subject into the spell’s imago. As such, a sympathetic link is always suitable as a Yantra against the specific individual.

1.       Each Tool that provides a Sympathetic link to the subject counts as a Yantra.

2.       While a mage must Sympathetic link to cast a spell on someone at Sympathetic Range, a mage does not need to have an understanding of the Space Arcanum in order to cast magic sympathetically.  If the caster has two dots higher than the requirement for a touch range spell or one dot higher than the requirement for a sensory range spell they can cast the spell sympathetically without Space. Sympathy Yantras can be used in these circumstances.

3.       Even if the spell cannot be cast Sympathetically, a Sympathetic Tool can still act as a Yantra for targets within sensory range.

4.       Sympathy Tools tend to be limited because they usually are only focused on a specific subject.  One can make a case that Sympathetic Tools can be used to create a Yantra for anything the mage can make a connection with.  A voodoo doll can be anyone the mage needs it to be for example.  For these reasons Sympathy tools don’t tend to last long and sometimes pull double duty as Sacraments.

-          Sacrament Tools - A sacrament is any magical tool symbolic of the spell in question that the mage destroys during casting. Many times — though by no means always — it also provides a sympathetic link to the subject of her spell. She may infuse bread with herbs and spices to make those who share the loaf work together smoothly. She may burn a man’s driving license and passport for a spell that removes him from government records. She may fire a male figure out of clay then crush it to powder when changing her body to match her gender. If she can find one of her enemy’s magical tools, she has both a sympathetic link and a sacrament for any spell that would hurt him. Some mages go further than finding or creating things to sacrifice during casting. Some engage on quests into the other realms of the Fallen World, leaving the flesh behind to uncover items with magical properties of their own. Destroying them during casting can make a spell flare with power. Particularly twisted mages kill animals and murder humans for the magical power. The surest way to kill a powerful enemy with magic is to sacrifice something close to him — a beloved pet, or a family member.

1.       Most sacraments grant a single die bonus. If the mage has to spend significant effort to find the right item or component, the bonus increases from +1 to +2, or +3 if the item comes from a realm other than the physical world.

2.       Using a blood sacrifice as a Yantra gives bonus dice equal to the amount of mana otherwise gained.

3.       Drugs and altered states of consciousness could be used as a Sacrament, a trip to get in tune with the mysteries.

4.       Extended Cast Spells requires some sort of a Sacrament Tool or the casting rolls all suffer a -1 penalty.

5.       Spell Components (Supernatural Merit: •••, ••••, or •••••) You are a member of an Order and carry pouches of spell components in the form of herbs and substances to act as Sacrament Tools.  You always have what you need on hand to maximize the effectiveness of your workings.  Once per story you can spend your dots in Spell Components, and gain a +1, +2, or +3 on a single extended cast spell. This can stack with other correspondences worked into a spell but cannot exceed a +3 total.  These dots recover at the end of a story.

-          Correspondence Tools (+1 Each) – This is a category for tools used similar to Sympathy Tools but are broader than a specific target, representing ideas within the imago itself.  They are also similar to Sacrament Tools but they do not need to be consumed as part of the spell.  It is a catch all for the miscellaneous things that provide no additional benefit other than the Tool Yantra bonus and may have special rules involved.

1.       Arcana Tools – A subcategory of Correspondence Tools, these tools are attuned to each of the 10 Arcana.  They are mostly used to fill in gaps in a mage’s tool-set in Arcana that are not part of his Path or don’t represent aspects of their order.  Beyond that they carry no additional benefits.

2.       Magical Components (Supernatural Merit: • to •••••) An Apostate mages create components: symbols and occult techniques they can use to enhance their spells. This compensates for their lack of formal magical training, but learning to use them requires some tutelage — usually, rough and tumble tips from other indie mages.  Effect: The mage can perform special actions to add power to an improvised spell. The mage’s total Merit dots govern the maximum strength she can gather from the combined effect of multiple components, measured in component points. These components are limited to the number of Yantras that can be used by the mage.  Once gathered, component points can be expended in a number of ways different from regular Sympathy Tools:

a.       Base Components:

                                                                                                                                       i.      Art (+1-2 CPs) - The mage creates a work of art that acts as a physical extension of the spell’s imago. This can be a drawing, painting, sculpture, song, poem — any original work (though it can be a remix or cutup of somebody else’s art). It doesn’t need to be particularly good for a one-point bonus, but a two-point bonus requires exceptional success (5 or more) on the applicable Attribute + Skill roll.

                                                                                                                                     ii.      Arcane Beats (+3 CPs) - The mage draws on his experience with the supernatural for inspiration instead of investing it through study and contemplation. Accordingly, the player spends one Arcane Beat to empower the spell.

                                                                                                                                   iii.      Ecstasy or Torment (+1-3 CPs) - The mage undergoes an intense mind-altering experience. She might experience significant (and perhaps impairing) effects from a drug, complete the spell at the moment of orgasm, or cast while suspended from hooks piercing her skin. At one point, the ecstatic experience is mild enough that it won’t seriously inconvenience the mage. At two points, it’s enough to inflict a mild disadvantage, such as a momentary –2 penalty to mundane dice pools. At three points, the ecstatic experience makes it difficult to perform any action other than spellcasting. It imposes a –4 penalty to mundane dice pools or an equivalent drawback.

                                                                                                                                   iv.      Performance (+1-3 CPs) - At one point, the mage dresses in a way that ritually invokes the spell’s power, or slaps together prefab artistic elements for display. At two points, the mage actually weaves the spell’s Imago into a performance. At three points, this performance must involve multiple participants or an audience of uninvolved bystanders.

                                                                                                                                     v.      Commitment (Mandatory) (+1 or -1 CP) - If the spell supports the mage’s stated ideology or other creed, add one to the total component points.

                                                                                                                                   vi.      Passion (Mandatory) (+1 or -1 CP) - If the spell would satisfy the character’s Sub-virtue Virtue or Sub-Vice.  If it does the opposite then subtract a CP.

                                                                                                                                 vii.      Repetition (Mandatory) (-1 CP for each) - If any of the spell’s components are reused in roughly the same form as before during the same chapter, reduce the total components gathered by one point for each reused component.

b.       Expending Component Points

                                                                                                                                       i.      Arcane Inspiration (-4-5 CPs): The mage can spend four component points to cast the spell as if he possessed one dot in an Arcanum he doesn’t possess — one dot higher than usual, or one dot in an Arcanum he doesn’t know at all. This cannot be used on the mage’s inferior Arcana. Five components for five dot or higher Arcana stuff. This cannot extend into Archmastery with regards to capabilities but could feasibly provide advanced spell factors.

                                                                                                                                     ii.      Factor Bonuses (-1-5 CPs): If the spell succeeds, the mage can spend components to add additional spell factors after the fact, even if these were not originally entrenched in the spell’s Imago, on a one-for-one basis.

                                                                                                                                   iii.      Mitigate Combinations (-1-5 CPs): Reduces the mana cost for Combined Spells by 1 Mana per point spent.

•              Abstract Yantras – Stranger things, aligned with the way you think and the construction of your mind and how it is organized than anything physical.
-          Persona (+1-2) (Aka Magical Style) - Some mages invest in their shadow name, coming up with a whole new persona as a willworker, independent — or at least, significantly divergent — from who they were as a Sleeper. A persona binds her magical style, her personal mysteries, and her Shadow Name into an identity that, over time, leaves its mark on the Fallen World. By playing to this fictional persona, she can tap in to a level of Supernal sympathy. Her actions must play in to her personal story, her theme or concept.  Trying to cast a spell at odds with this Persona won’t work as a Yantra.

1.       Provides +1 to spellcasting works of magic aligned with your Shadow Named Persona and their personal story.

2.       Provides an additional +1 if your spell or intent is aligned with your Sub-Virtue or Sub-Vice.

3.       Additionally, if a spell meets ONE of the following criteria:

a.       Spell in caster’s Ruling Arcana

b.       Spell is a Rote

c.        Spell exploits use of the caster’s Merits (ie using Eidetic Memory to make a better memory altering spell)

4.       Then the spell may receive one of the following benefits after spending a turn incorporating the Persona Yantra.

a.       -1 to Mana Cost

b.       Receive a casting bonus equating to the Merit’s benefit of +1-3

c.        Reduce paradox by 1

d.       Remove a paradox dice trick for Sleeper Witnesses

e.         Applies a -2 to the paradox pool that has Sleeper Witnesses involved.

-          Cabal Symbolism (+1-5) – Same as Persona only this one draws upon your identity and role in your Cabal.  This may be the same or fundamentally different than their Persona.  The benefits are the same so long as you act within that role or within the symbolism of what your Cabal represents.

1.       Requires Cabal membership and the Ritual Synergy Merit for that Cabal at any level.

2.       Grants +1 to spellcasting that pulls upon your Cabal Role identity

3.       Grants an additional +1 for each additional Cabalmate present and also acting in their role.  This only works if the Cabal has fewer than 6 core members.

-          Magical Tradition (Supernatural Merit: ••) (See Magical Traditions sourcebook or Second Sight sourcebook) - Your character has studied a particular Sleeper occult tradition, its body of beliefs and spellcraft, and can glean special magical benefit from working within that tradition. Knowledge of a tradition itself is represented by the Academics or Occult Skill Specialty, while this Merit represents a special kind of knowledge available only to the Awakened that allows a mage to learn the rote spells of that tradition. Whereas Sleepers cannot evoke magical results from these rotes (although they might erroneously believe the spells do work in some unseen fashion), mages with this Merit can divine the Supernal echoes reverberating in the tradition’s myths and symbols, and so gain special magical benefit from them.

1.       Requirements: Occult 2, Specialty Skill in Occult of Academics for that magical tradition.  The merit can be bought multiple times for different traditions but can only be bought once for each point of Gnosis.

2.       Benefits:

a.       Sleeper Acceptance: When casting a MT Rote Sleeper witnesses do not add +2 or additional dice tricks for risking Paradox.

b.       Conditional Duration: Tradition rotes benefit from the Fate 2 “Conditional Duration” modifier. Even if the casting mage does not know Fate 2, he can incorporate a conditional duration into the tradition rote casting.

c.        Spell Tolerance Mitigation: Tradition rotes seem more tightly woven into the fabric of the Fallen World; they don’t cause as much mystical interference as other spells or rotes. The first tradition rote cast upon someone does not count toward that person’s Spell Tolerance. Any successive tradition rotes cast upon him will count normally — until the first spell expires, and then the next active tradition rote in line inherits its Spell Tolerance mitigation effect, and so. So, the first one is free, the rest levy a cost as normal.

3.       Drawbacks:

a.       Foci: The mage must use a culturally appropriate focus to cast the tradition rote.

b.       Environment: Some rotes require that the spell be cast at a particular time (midnight) and/or in a particular type of place (cemetery).

c.        Traditional Combinations: Tradition rotes cannot be cast as a combined casting with non-tradition rotes.

d.       Group Casting: All those participating in a group casting ritual must know the relevant Magical Tradition Merit (in addition to the usual Arcana requirements), although only the group leader must know the rote.

Friday, October 30, 2015

[Mage: The Awakening v1.9] Yantras & Thaumaturgy Part 4/5

 ((Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening
Chronicle Storyteller: Jerad Sayler))


-          Path Tools (+1 Each) - Each Supernal Realm has its reflections in the Fallen World, and a mage knows the tools of magic that align closely to her Path. While mages with a background in Sleeper occultism recognize that the Path tools show up in several traditions, their direct elemental or Tarot symbolism is the Lie’s corruption of the Supernal Realms’ truth.  Each path has five tools, each of which has a specific magical function:

1.       Coins/Pentacles/Disks (The World, Cycles of Power) – Coins or other symbols of material wealth, which represent construction, repair, and inanimate or intangible things that last beyond mere human lifespans. It is the tool closest to the Fallen World, and so is often used to manipulate it directly, for money or other resources.  Pentacles represent all forces of the cosmos in alignment, they can be changed geometrically with different magic circle.  Coins are the most common disks and represent time and the sun, jewelry can also be used.

a.       Acanthus: Defaced US silver dollars, arcade tokens, glass beads, CDs

b.       Mastigos: Old Soviet coinage, pennies pressed with images of Alcatraz or other famous prisons

c.        Moros: Coins buried with the dead, small gemstones, spent bullets (especially those that killed someone)

d.       Obrimos: Computer processors, gold currency from various nations, pentacle-shaped circuit boards

e.        Thrysus: Bottle caps, commemorative coins, dog tags

2.       Cups/Chalices (Life, Female Power) - Cups or other drinking vessels can involve healing, intuition, perceptual magic, and gathering together. Drinking from a shared cup is a common way to spread a spell between a group. It’s often seen as a symbol of female sexuality, though what that means depends on the mage.    Eggs, distaff (forked stick), spheres, ovals and orbs also represent the cup.

a.       Acanthus: Plastic novelty cups, whiskey glasses, pewter mugs

b.       Mastigos: Tin cups like those used in prisons, iron cauldrons, any simple, unadorned cup of iron, brass, or leather

c.        Moros: The cup from which a person took his last drink, china coffee mugs, crystal wine glasses

d.       Obrimos: Fonts, chalices used in religious ceremonies, souvenir mugs from the Petrified Forest

e.        Thrysus: Survival canteens, homemade cups, copper sinks

3.       Mirrors (Reflections) - may be actual mirrors, polished plates, crystal balls, polished metal or stone, or reflecting pools held in containers of the appropriate material. They represent sight (the senses, scrying), soul, and the self (looking inwards), and are the magical tool most commonly used when the mage would work a spell upon herself. 

a.       Acanthus: Make-up compacts, silver hand mirrors

b.       Mastigos: Polished brass, two-way mirrors

c.        Moros: Reflective surgical light fixtures, polished grave marker plaques

d.       Obrimos: Steel shaving mirrors, electrical transformers

e.        Thrysus: Reflective glass, polished copper plates

4.       Rods/Staves/Wands (Aiming, Male Power, Towers, Rulership) – Rods staves are symbols of control — the ability to point and have a thing happen. Pointing a rod is a way of singling out a specific victim, while holding one is a symbol of rulership and command. It’s also used as a symbol of male sexuality. These tools can easily be built into more practical tools or into the flesh itself.  Sometimes they represent monuments like obelisks, spires, towers,

a.       Acanthus: The minute-hand of a clock, an aluminum baseball bat, a lava lamp, a halogen flashlight

b.       Mastigos: A bar from a jail cell, a brass trumpet, a set of scales, a flag pole

c.        Moros: A shovel used to bury the dead, an ivory-headed cane, a diamond stickpin

d.       Obrimos: A radio antenna, a steel trumpet, depleted uranium

e.        Thrysus: A wooden bat, a length of copper piping, a wooden staff decorated with bottle caps, slivers of glass and other urban detritus

5.       Swords/Weapons (Command, Control) - most normally knives, are symbols of thought made action — any spell that takes direct, decisive action on the world (or a person) can benefit from a weapon. While often used to harm, weapons also represent the mastery of intellect and will over the world.  They protect life and deal out death, Weapons usually cannot be too modern unless a member of the Adamantine Arrow or Free Council since they are the only ones who have devised ways to Dedicate weapons of the modern age.  Modern weapons are in Red.

a.       Acanthus Weapons (Precision) – Especially rely on hand-eye coordination. They tend to be light impaling tools. Western Acanthus prefer rapiers, small swords and bows. Members of the Path have been known to favor darts, atlatls, light spears, crossbows and Chinese straight swords. Examples: Rapier, bow, rifles, pistols, Switchblades, blackjacks

b.       Mastigos Weapons (Agony) – Weapons that leave ragged, open wounds or packs a sting that bruises deeper than it seems. Mastigos blades are either curved, as a saber, or wavy, as an Indonesian kris. Thorns and spikes often enhance the mage’s chosen weapon. The Path adopts various forms of the lash as well: the thorny branch, the chain and the whip. Examples: Curved sword, whip, daggers, cruel weapons such as scourges or a Cat of Nine Tails, hooks, torture tools, tasers. Brass knuckles, machetes

c.        Moros Weapons (Breaking & Uniting) – Weapons that are usually blunt. They symbolize the twin crafts of creation and destruction. A warrior-alchemist uses a smith’s maul or mortar. Hammers are also associated with the lands of the dead. Other maces and clubs also find favor, but there is no small number of Moros who find the symbolism of Breaking and Uniting in simple stones, and sharp adzes and axes. Examples: Hammer, mace, crushing weapons, short swords, blowtorch or welder, scalpels, weapons of opportunity (claw hammers, screwdrivers, lead pipes, etc.)

d.       Obrimos Weapons (Legion) – Weapons are military arms, including long and straight swords, spears, tridents, bladed shields, crossbows and longbows. All of these weapons are expressions of military power, implying that the mage is one small part of a great crusade or secret order of warriors. Examples: Double-edged sword, spear, noble weapons such as a Katana, explosives, tasers

e.        Thyrsus Weapons (Hunt & Hearth) – Always practical. Killing human beings is not their primary use. The Thyrsus bow is a hunting tool, and his ax splits wood. The Path’s weapons are designed as if the Thyrsus lived in the Primal Wild. They are tools that a hunter might use to survive in the wild. Implements include the sling, atlatl, hunting spear and club. Examples: Axe, sling, hunting weapons, staff, survival knives, poison,

6.       Other Path Tools Tools made from these items also serve well as Path Tools

a.       Acanthus Materials – Glass, crystal, silver, reflective materials, Lunargent (Perfected Silver), Emeralds, Cedar, Wool, Fruit, Bramble, Birds,

b.       Mastigos Materials – Iron, Wrought Iron, brass, leather, worked materials, Siderite (Perfected Iron), Volcanic Rock, snakes, nightshade, sulfur, brimstone, silk, meat,

c.        Moros Materials – Lead, bone, gems, buried materials, Gold, Stygium (Perfected Lead), diamonds, yew, moths, cinnamon, linen, vegetables,  

d.       Obrimos Materials – Steel, petrified wood, gold, diamonds, Orihelculm (Perfected Gold), copper, conductors, electronics, rubies, oak, dogs, saffron, fleece, bread

e.        Thyrsus Materials - Wood, copper, stone, natural materials, mercury, Hermium (Perfected Quicksilver), sapphires, vines, cats, musk, fur, wine

-          Order Tools (+1 Each) - An Order’s magical tools draw upon that Order’s symbols rather than those of the Supernal world directly, focusing a willworker’s magic in a way that matches her teachings. The formal magical style of the Diamond Orders and the Seers of the Throne all resonate through the same tools.

1.       The Adamantine Arrow (Attack & Defend) – The Arrow use martial tools as symbols of conflict and martial weapons, as well as declaring the self a weapon with body modifications, scarring, or tattoos. They are very pragmatic in their use of modern technology.

a.       Weapons

b.       The Adamant Hand – see Fighting Style Merit

2.       The Guardians of the Veil (Disguise & Conceal) - The Guardians use cloaks, masks, and veils as symbols of things hidden and revealed.  Some use make-up kits, camouflage clothing and unassuming uniforms or generic outfits can also be dedicated.  Prefer modern technology in its ability to conceal, encryption, etc.

a.       Masques – See Order Merit

3.       The Mysterium (Knowledge) - Books, scrolls, codes, writing, media and language as tools of knowledge and communication of that knowledge. These tools are all about preservation and transfer of information.  Monuments, mysterious occulted puzzles, Illuminated ruins or art.

4.       The Silver Ladder (Authority) - uses signs of authority to as tools of status and persuasion. Crowns, mantles, cards, signets, scepters and seals make excellent marks of power.

5.       The Seers of the Throne (The Word) – Called Patron Tools each choose a sigil or word that they must display to use it as a tool.  The Seers of the Throne do not work their magic alone. Ascending through the priesthood of the lie drives a Seer to serve her patron Exarch. Once she gains its notice, it tests her. If she succeeds, she becomes a Prelate, and she can use her patron Exarch’s symbols to draw on its power. Each Exarch has its own symbols — its own strings that it uses to puppet the Fallen World like a broken marionette. A prelate can use his Exarch’s strings as Yantras for his own magic, but each individual Exarch has her own symbolic resonance that limit what its prelates can do with its blessing as a tool.

a.       The Panopticon – Sigils and Words of Sight, Eyes, and Observation.  Space Magic.

b.       The Paternoster – Sigils and Words of faith, organized religion, Prime Magic.

c.        The Hegemony – Sigils and Words of unity, oneness, singularity of purpose, socialism, nationalism.  Mind Magic.

d.       The Praetorian – Sigils and Words of war, weapons, combat, the military might. Forces Magic.

e.        Mammon – Sigils and words of greed, corporatization, capitalism, wealth, banking, secular power.  Matter Magic.

f.        There are 5 other minor Exarchs for the other Arcana.

6.       The Free Council (Techne) - are an oddity among all the other Orders. Each Libertine learns a style of magic that draws from Sleeper occult beliefs, and their magical tools demonstrate that eclectic learning. A Libertine raised in Wiccan beliefs may use the trappings of that religion, while one who studies sacred architecture may use geometric tools.

a.       Techne – See Merit

b.       Modern technology – computers, phones, sciences/math/physics used displayed or tools.

c.        Ancient technology – ancient clocks, fantastical devices, platonic tools, ancient batteries.

Recent Posts

[Mage 2: The Dethroned Queen] New Legacy: Dancers of the Masquerade

Out of Character (OOC): Chronicle: Mage 2: The Dethroned Queen Venue: Mage: The Awakening 2nd Edition Chronicle Storyteller: Jerad S...

Most Popular Posts