Thursday, December 31, 2015

[Mage: The Awakening] Arcana 101!

((Out of Character (OOC):

Chronicle: Mage 2: The Dethroned Queen
Venue: Chronicles of Darkness - Mage: The Awakening (Fallen World Chronicle)
Chronicle Storyteller: Jerad Sayler
Borrowed & Edited from Original Posting in 2009 in LIFE AND TIMES OF A PHILIPPINE GAMER: Gaming in the Third World at: https://philgamer.wordpress.com/category/roleplaying-games/world-of-darkness/mage-the-awakening/mage-the-awakening-101/))



THE 13 PRACTICES: 

In Mage: the Awakening, mastery of the 10 Arcana are subdivided among 5 “tiers” of mastery.  Mechanically speaking, having a certain dot rating in an Arcana permits the Mage character access to certain Practices related to that Arcana.  The more dots a Mage character has on a given Arcana, the more the Mage is able to do with it.

This list of Practices highlights the inherent flexibility of Mages.  Rather than having a set ability per dot like in most other powers available to the supernaturals of the World of darkness even just a single dot opens the door to a host of interesting and useful effects.

The following list provides a rough backbone to the next series of articles discussing each of the Arcana in turn, and the kind of spells that a Mage can come up with given each dot rating.  Take note that when a “phenomena” is mentioned, it refers to any number of specific effects that could potentially fall under the purview of a given Arcana.  For example, Forces could control phenomena such as fire, sound, light and other kinds of forces.

1 Dot: Initiate O
-         Gain knowledge and understanding of phenomena. (Practice of Knowing)
-          Elementary manipulation of phenomena, enough to activate and/or impart direction. (Practice of Compelling)
-          Gain sensory perception of phenomena (Practice of Unveiling)

2 Dots: Apprentice OO
-          Exert elementary command and control over phenomena (Practice of Ruling)
-          Conceal, camouflage or hide phenomena from scrutiny (Practice of Veiling)
-          Protect a target against attacks by providing points of Armor. (Practice of Shielding)

3 Dots: Disciple OOO
-          Alter the capabilities or functions of phenomena (Practice of Weaving)
-          Injure a target (Practice of Fraying)
-          Fortify, bolster or improve phenomena (Practice of Perfecting)

4 Dots: Adept OOOO
-          Transform phenomena into a related phenomena or shapes, or replace capabilities or functions with different ones. (Practice of Patterning)
-          Significantly injure a target (Practice of Unraveling)

5 Dots: Master OOOOO
-          Create Phenomena (Practice of Making)
-          Destroy or mutilate a target (Practice of Unmaking)




DEATH: 

Introduction: 

Death is a gruesome and terrible Arcanum. With it, a mage can exert control over that most primal and frightful of mysteries. Ghosts and the dead fall under the purview of this Arcanum, as does the health of the soul.

 Those who delve deeply into the Mysteries of Death are often (though not necessarily) morbid people, given to considerable introspection regarding mortality, decay and endings. Many such individuals had too close a brush with their own mortality at some point. Out of fear (or disdain), they attempt to master the very metaphysical constant responsible for claiming those whose time has passed, seeking to define the limits of their own existence rather than being subject to the whims of a cold and impersonal universe. Like the Arcanum they pursue, such mages tend to be subtle, owing much less (despite what others might think) to bad horror movies and heavy metal than to a pervasive, cold and clinical outlook on Creation, one in which they have already perceived the destiny of everything and flensed away their fear in the crucible that is the knowledge that all things must die in time.

The Death arcana is by far one of the most esoteric, and misunderstood of the ten Arcana.  In order to fully comprehend its scope, it is necessary to understand Death as it is defined in Awakened metaphysics.  To mages, the function of Death is to be an anchor to one’s material existence, while at the same time being the means to release a soul to continue its journey towards the Supernal Realms.  Furthermore, shadows are considered to fall under the Purview of the Death Arcana, instead of being the absence of light as it is understood in mortal physics.  Shadows are the “Element” of death, a material reflection of the weight of inevitability that draws all things to decay.  Another important distinction of Awakened metaphysics regarding Death is that ghosts are not “beings” per se.  Instead, ghosts are mere emotional residuum, hollow imprints of a soul that has passed on.

Arcanum Levels:

Death is a tricky arcanum to get used to, but it can be useful for a number of interesting effects.  Among the phenomena that fall under the purview of the Death arcanum are: Darkness, death, decay, ectoplasm, enervation, ephemera, ghosts, soul handling, soul stealing, Twilight, the undead, the underworld.

Usage & Tips:

At early levels of mastery, the usefulness of the Death Arcana is not immediately apparent.  At the Initiate level of proficiency Death is already a fine choice when it comes to investigative uses.  Being able to accurately determine a corpses cause of death with just a glance will save time, and the ability to call upon the ghost of the departed for an interview are just a few of the ways that a Death mage can get important, firsthand information even before the CSI get to unpack.

Should stealth become necessary, a Death mage can sculpt and modify shadows drawing them close to provide concealment bonuses for both in the approach, and in the event of an unexpected firefight.  Investing in a Death Arcanum Mage Armor spell is always a good idea, and if the Death mage is amiable enough, he might already be able to assemble a small group of allied ghosts to serve as backup.

Moving on towards the Disciple and Adept level, the Death Mage gains the ability to apply more… direct methods.  Raising a few zombies, summoning shadows where there shouldn’t be any, and shattering the enemy’s weapons becomes possible at this point.  Being able to rob an opponent of their tools, vehicles and weapons provides an excellent tactical advantage.  Being able to boost a numerical advantage by hauling a few dead friends is also a good idea.

In terms of direct damage, the Adept level ability to literally rot an opponent’s body is nearly unmatched when it comes to shattering morale.  It’s hard to keep even hardened criminals from panicking when they see someone’s face putrefy in front of them.  While terribly Vulgar, sometimes just one spell is enough to swing the tide of a fight to make the enemy reconsider their assault.

Finally at Master level, the Death Arcana is almost a substitute of Prime in the sense that it can “Kill” any spell that the mage can perceive, as well as traveling into the Twilight realm without the need of a gate.  In Twilight and the Underworld, the Death Mage is practically king, capable of reshaping Ephemeral substances to forms pleasing to him, transforming loyal ghosts into forms only limited by the imagination.

Recommended Rotes:

Speak with the Dead – The Mage’s primary weapon is information, and being able to gain knowledge from the dead is a valuable asset

Destroy Object – Sometimes you just need to break something that belongs to someone else… like a gun pointed to your head, or the car that’s chasing after you.
Summon Shadows – The ability to call up a physical object made out of shadow in a specific shape or form is more useful than it may seem at first glance.  Erecting temporary barriers, solid objects with no complex parts like a shovel, or even a ladder to scale walls are among the number of fun shapes that it can take.

Enervation – The ability to drop an enemy’s strength to next to nothing is a great way to neutralize an opponent without killing them.




FATE:

Introduction:

Understanding the Arcanum of Fate grants its practitioner the ability to manipulate the threads of destiny, creating good or ill fortune, binding oaths, blessings and curses.

Those who study Fate come to understand the intricacies of fortune, seeing with clear sight the interconnection of the threads that bind all cause and effect within Creation. Those with powerful destinies (or none at all) stand out to even the most elementary Fate Arcanum perceptions, while more complicated fortunes sometimes require more of a discerning eye.

Mages who devote themselves to the understanding of the Fate Arcanum are usually the sorts of people who would rather know “why” rather than “how.” Many of them enjoy a good mystery and consider feelings about things to be just as important, if not more so, than so-called “hard facts.” Sometimes mages who wish to discern the vagaries of Fate do so out of an implicit faith in destiny, while others do so out of a blatant distrust in that nebulous constant. Those who submit themselves to fortune are often easygoing and carefree, with the confidence born of knowing, and more importantly accepting that what is meant to be, will be. Those who rail against fortune are usually driven and unhappy people, too concerned with shaping their own role in the future to admire the beautiful complexities of Fate.

The Arcanum of Fate enjoys the reputation of being one of the most difficult to understand.  Perhaps it is because Fate is not the arcanum of absolutes, but rather the arcanum of possibilities, chance and luck.  Fate cannot predict nor perceive the future nor the past, but what it can do is to nudge the probability of something happening to favor a chosen outcome.  Fate is the arcana of conditions, trying certain themes to subjects should they behave a certain manner, a virtuous soul who continues to be so may be blessed with good fortune, while a cruel person will find themselves cursed with ill luck.  To become a practitioner of Fate magics is to manipulate destiny, create good or ill fortune, forge binding oaths and levy blessings and curses.

Arcanum Levels:

Fate is a potent arcana that has a host of effects that can be of use in almost any situation. Among the phenomena that fall under the purview of the Fate arcanum are: blessings, curses, destiny, fortune, oaths and probability. The following is a general list of effects that a mage can pull off with varying degrees of mastery of the Fate Arcana:

Usage & Tips:

The Fate Arcanum is one that requires a mindset of an author coupled with the cunning of a trickster.  At early levels of knowledge, the Fate Arcanum is one of small coincidences, and “meta” knowledge.  With it, the Fate mage can discern who the “players” are of a given situation, such as identifying those who are fated to be involved in a given endeavor.  The Fate mage learns to stack the odds in their favor, ensuring in many little ways that things will go their way.

As the Fate mage gains greater proficiency, they are not no longer mere spectators.  Capable of enforcing conditions, they are now capable of changing the rules of destiny.  Fate might not seem as capable as the other Arcana, but it is one that is fraught with multiple ways to stray from the path of Wisdom.  A vengeful Fate mage can curse his enemies with lives of abject misery that can make the cast of Les Miserables seem like a cheap comedy by comparison.

When used properly however, the Fate Arcana can single-handedly change people’s lives for the better.  A reformed ex-convict might find that his job prospects are suddenly better, or perhaps a children abused by a wicked stepmother find salvation from a seemingly random happenstance that delivers them from their suffering.

Towards the end of the scale of power Fate is truly frightening.  More than any of the Arcana, Fate is one that can run roughshod almost nearly anything.  It lies with the GM to decide if certain uses (or abuses) of Fate should count against a mage’s Wisdom.  Almost everything in the top level also counts as a Vulgar effect, as a Mage does not merely command a given subject, nor harm it, but can single-handedly dictate the very themes that rule over a subject’s life.

Recommended Rotes:

Quantum Flux – Being able to “aim” an action is remarkably beneficial for the daredevil mages that find themselves in tricky situations.

Exceptional / Superlative Luck – The mechanical benefits of the 8- and 9-again rolls can’t be overlooked.

Lucky Coin – Given man’s dependence on tools, having a lucky object can solve many problems without having to resort to Vulgar magic.




FORCES:

Introduction:

This is the Arcanum associated with light, heat, energy and the animation of the universe, the patterns of power that make the worlds to move in their orbits, stars to burn, and the cohesion that binds the cosmos together. It is a primal, powerful Arcanum, well suited to those with assertive overlooks on the world and who are confident of their own preeminent place within it.

Those who master the Arcanum of Forces command storms, droughts, tides and even the power of the atom. Forces is perhaps the most “classical wizardly” of the Arcana. With Forces, a mage can summon fire from his fingertips, overcome the power of gravity to take flight, levitate objects and even people with the power of his will alone, conjure up both darkness and light or cause the very earth to tremble. Those who seek to control this Arcanum are often unsubtle people, energetic and boisterous. They laugh heartily, weep openly and otherwise express themselves with honesty and passion in all things.

The Forces Arcana is usually the first thing that comes to mind whenever the average person is told to think of mages.  Hurling lightning bolts and fire, commanding the very weather… all these are possible, but Forces is an arcanum that goes beyond just flashy displays of power.  To some mages it is this arcanum that is the hallmark of the mage’s place in reality, where even the very forces of nature bow to the superior will.  To others, it is the arcana that ultimately demands the most discipline and wisdom from a mage, a true test of what kind of person they are by virtue of how they exercise its power.

Arcanum Levels:

Of all the Arcana, Forces enjoys the infamy of being one of the most difficult to use without incurring Paradox.  Vulgar effects are easy to come up with, but covert applications of Forces are equally valuable, if more troublesome to conceptualize.  Among the phenomena that fall under the purview of the Forces arcanum are: Electricity, gravity, kinetic energy, light, physics, radiation, sound and weather.  The following is a general list of effects that a mage can pull off with varying degrees of mastery of the Forces Arcana:

Usage &  Tips:

The Forces arcanum is the Really Big Stick of the 10 Arcana.  Therefore, it becomes crucial that the Forces mage exercise his own cunning, and subtlety and milk the Forces arcanum for all it’s worth.  Anyone can fire a gun, but it takes skill to learn how to shoot with any real accuracy.  At the early levels of control over the Forces arcanum, the Forces mage remains at the top of the heap when it comes to information.  Sonar, infrared spectrum and even the ability to sense movement in the wind are all open options for a Forces mage to get a lock on his opponents.  Add the fact that the mage is also able to tune in to certain frequencies, little tricks like listening into someone’s cellphone conversations becomes a trivial matter.

Forces eventually evolves to battlefield control, developing various abilities to render opponents unable to function normally as light, sound and even radio communications are disabled.  A clever forces mage can cause much havoc among his targets by simply screwing around with the electricity of their home or base.  And should all consideration for Paradox fly out the window even a Disciple level Forces mage is a walking bomb, capable of laying down some truly righteous punishment.

This scaling doesn’t get any lighter with the advancement towards Adept and Mastery.  At this point, harming someone becomes trivially easy, and large scale damage via earthquakes, weather disturbances and explosions are all under the purview of a vengeful Forces mage.

Like in any fight, the Forces Mage entering combat is better off setting his own pace.  Depriving the enemy of information, both electronically and through his senses by making sure that the room is completely dark and silent are two ways to start off on the right footing.  Once you’ve established surprise, it’s a simple manner of indulging one’s inner sadist.  Don’t bother with monologues, though, go in quick, do the deed, and embellish the account later.

Recommended Rotes:

Tune In / Transmission – The ability to intercept and (later on) modify electronic transmission is remarkably handy in this information age.  Radio signals, Cellphone conversations and even bluetooth and wi-fi signals are all at the mercy of these rotes.

Call Lightning – One of the few direct damage spells that fall under the category of a Covert spell, Call Lightning is also useful for time swhen you don’t want to be nearby when the target goes down.

Personal Invisibility – It doesn’t take a genius to figure out the countless ways that personal invisibility can come in handy.  Forces can also be improvised to make heat sensors and motion sensors fail to register the presence of a mage.




LIFE:

Introduction:

Life is the Arcanum of vital animation, that elusive spark that separates biological matter from base materials. It encompasses everything from viruses and bacteria to the most complex plants and animals. With the power of Life, a mage can cause or cure sickness, mend grievous injuries, and even create life forms from nothingness. She can bolster her own physical capabilities to levels far beyond those found in nature, or change her appearance (from superficial features to such inherent characteristics as height, weight, build, age and even gender) in whatever way she desires. The processes of life can be halted, accelerated, reversed or otherwise altered.

Mages who endeavor to master the Arcanum of Life are often one of two kinds of people. There are those who embrace the manifold splendors of the living world, who are so enamored with it that they are compelled to pursue its mysteries and thereby grow closer to it. These sorts of mages tend to leap headlong into both the best and the worst that life has to offer, with a fervor usually matched only among those who seek the secrets of Forces. The other kind if mage is driven to control, to impose order upon the great randomness of the living world. Unsatisfied with the existence of patterns she cannot see, this type of willworker wishes to become like a god, so that she need never again be subject to the unpredictable happenstance of sicknesses or pain.

Of all the Arcana, it can be argued that Life is the one that all of us should be intimately familiar with.  After all, it is the very magic by which we exist.  Life is composed of the manifold processes that govern our state that differentiate us from a corpse.  We’re made of the same stuff, but we live, while the corpse is just an object.

However, to understand Life is more than just to comprehend the processes, but also to pay attention to the minutiae.  Life is not just about our bodies and their functions, nor is it just about shapeshifting into various animals, but understanding the biochemical relationships of bodily functions to influence behavior and even emotions.  A master of Life could seduce someone as easily as one with Mind can by appealing to the baser appeal of stimulating the proper release of chemicals that can dull the intellect and override higher thought with sheer primal need.

Arcanum Levels:

Life is a varied arcanum, capable of effects both great and small, but all of which are significant.  Among the phenomena that fall under the purview of the Life arcanum are: Disease, evolution, healing, metamorphosis and vigor.  The following is a general list of effects that a mage can pull off with varying degrees of mastery of the Life Arcana:

Usage & Tips:

Review your biology textbooks.  As simple as that sounds, a refresher course in basic biology and biochemistry can go a long way to developing a greater appreciation for the wonders of this arcanum.

Even as the lowest levels, the Life arcanum is already useful.  Knowing how to identify and cultivate certain strains of bacteria or viruses can be rather helpful if you want to inconvenience or remove a mortal from a situation.  Security guard in the way between you and your target?  Amoeba strains in his sandwich, and a few minutes of waiting until it screws over his digestive system will do the trick.  Say a given corporate drone has information you need?  Give him a fever so that he has to go home from work early and catch him in his commute.  Even just being able to sense where other living beings are in an area can be remarkably useful, especially when sneaking around.

At higher ranks, Life puts aside the kid gloves and the brass knuckles come on.  Growing certain features from animals and insects can come in handy, even if it might be gross to grow antennae or even insect-like pads to crawl up walls.  Taking control of various animals to become your minions is pretty crass, but useful for the right situations.  Heck, just simply causing heart attacks and epileptic seizures is remarkably easy for a focused Life Mage.

Recommended Rotes:

Sense Life – Having your own little life radar is always handy, especially when you’re creeping around or you’re in a firefight.

Self-Healing – Healing damage?  Yes please.

Healing Heart – Healing your teammates?  Definitely.  If anything it’ll make sure that they keep you from the worst of the firefight.




MATTER:


Introduction:

Matter is an Arcanum concerned with lifeless material, the building blocks of the world. Through use of this magic, a mage gains control over raw elements and complex alloys alike. The Matter Arcanum encompasses everything from a simple puddle of water, to a chunk of uranium, to a plank of wood, to the most intricately structure polymer.


Those mages who set out to control the enigmas of Matter are often not what others would consider people-friendly.” Many enjoy the static predictability of base materials, as opposed to the rampant chaos engendered by primal energies or living beings. These individuals are often as reliable as they are routine-oriented and many of them are capable of seeing beauty in places that others simply don’t know to look. They prize solidity, stability and conformity and a good number wish that human beings were as readily pliant as the objects with which they work (a condition they believe would make the whole world a much easier and more rewarding place to live).

As a counterpart to Life, the Matter arcanum deals with the nonliving portion of the world that isn’t classified as an energy, as that falls under the Forces.  All forms of matter, from simple base elements to the most complicated alloys can be created by a sufficiently capable Matter mage.  The Matter mage enjoys having an intimate knowledge of various materials and their compositions, as well as their properties.  With the help of transmutation and alteration of either the composition, state or attributes of a given material, a Matter mage is capable of coming up with a solution to almost any situation.

Of all the Arcana, Matter benefits the most from knowledge of Chemistry and a little bit of engineering.  Knowledge of basic interactions of various chemicals (such as the explosive results of putting pure potassium in water,) can be a lifesaver as a Matter mage begins to make the necessary alterations to change the environment.  While direct damage spells are possible with this Arcana, Matter is better utilized as a tool rather than a weapon.  Battlefield superiority and dominance are the key elements of a Matter mage in combat.

Arcanum Levels:

Much like Life, Matter is an Arcana that is ever present.  Unless a mage is in truly dire circumstances, there’s always a means to get a hold of something that Matter can affect, even if it means plucking out hairs and transmuting them into copper wire.  Among the phenomena that fall under the purview of the Matter arcanum are: Alchemy, Elemental Air, Elemental Water, Elemental Earth, Shaping and Transmutation.  The following is a general list of effects that a mage can pull of with varying degrees of mastery of the Matter Arcana:

Usage & Tips:

As I mentioned earlier, a good grasp of elementary grade chemistry goes a long way to helping a Matter mage.  Furthermore, it’s also always good to remember that almost everything that’s been manufactured these days is made up component parts… which means that disabling them is actually that much easier since you don’t have to stop all of it, just the important stuff.

The earlier levels of Matter are subtle but no less effective.  Alter conductivity alone can short out an entire building’s power, or render electronic devices (like explosive detonators) useless without having to resort to more powerful spells like transmuting the plastic explosive to modeling clay.

Preparation is key for Matter Mages of Disciple level, as they can go in fully geared, with bulletproof clothing, an hyper-accurate guns loaded with armor piercing bullets.  If mankind is defined as a tool-making animal, then the Matter mage is the perfect ideal as all his tools are at peak performance.

Upon hitting Adept level however, the Matter mage can be downright vulgar with it’s effects, transmuting a room’s air  into a flammable mix of oxygen and methane gas, for example, is perfect for taking out a target who likes to have a cigar while reading a good book.

Recommended Rotes:

Alter Conductivity – Stop cellphones, kill car batteries, terminate computer processes, and halt pacemakers… conversely, you can also grant conductivity to wooden floors, car seats or even that kevlar armor that your opponent is wearing while your cabal mate readies his Call Lightning spell.

Alter Accuracy – My tool is better than your tool.  This rote enhances a simple tool or weapon to do it’s job better, whether it’s to repair things, or cut people.  Note: This rote doesn’t work on complex objects, so Alter Accuracy won’t improve your guns.

Transmute Earth – Being able to change a type of solid matter into another common solid is a godsend.  While certain transmutations might be trickier, changing a sheet of metal to glass is a good way to break into places.  Likewise turning a rubber car tire into stone might be just the thing to ruin someone’s potential getaway.




MIND:

Introduction:

This is the Arcanum used to connect with the Universal Consciousness shared by all beings possessed of thought: humans, animals, spirits and anything capable of in any way distinguishing between itself and its environment. This is an Arcanum of thoughts, dreams, emotions, motivations, memories, primal instincts, elevated precepts and ideas. Those who seek to master Mind attempt to grow closer to the unity of thought shared by all intelligent life, turning their mystic will inward, there to discover the simple truth that all Creation exists only in the eye of the beholder.

Mind is an Arcanum for those who are introspective without losing themselves in self-important reverie, and also outgoing, but not to the point of being incapable of useful reflection. Mind Arcanum mages are interactive sorts of people, whether that interaction takes the shape of social dealings or intense contemplation of a rich and vibrant inner life is immaterial. Surprisingly few of these individuals ignore the physical in favor of the cerebral, employing a well-balanced approach to existence. There certainly are no few seemingly half-mad ascetics out there, though, who deny the needs and desires of their “crude terrestrial forms.” Of all the different types of mages, those who pursue the study of Mind are the most apt to change radically as they grow in understanding, becoming open to avenues of thought literally unfathomable to them previously.

The Mind Arcana is at once the most simple yet one of the deepest Arcana that the Awakened command. This is the Arcanum used to connect with the Universal Consciousness shared by all beings possessed of thought: humans, animals, spirits and anything capable of in any way distinguishing between itself and its environment. This is an Arcanum of thoughts, dreams, emotions, motivations, memories, primal instincts, elevated precepts and ideas. Those who seek to master Mind attempt to grow closer to the unity of thought shared by all intelligent life, turning their mystic will inward, there to discover the simple truth that all Creation exists only in the eye of the beholder.

The Arcanum Levels:

The word Toolkit pretty much sums up the Mind Arcana; while Mind might not be as blatantly reality changing as Time or Fate or as flashy as Prime or Forces, canny use of Mind will ensure that one is never bereft of a solution to any given problem. Mind can be a sphere of contradictions that despite its seemingly limited purview it is a sphere that seems to find application in nearly every situation.  Purview: Communication, hallucinations, mental projection, mind control, telepathy.

Usage and Tips:

Mind can best be termed as a two faced Arcana in that, paradoxically, despite thematically being a subtle sphere it is also at once one of the most blatantly powerful even when applied at its crudest form and even far more insidious when employed with care and planning. It grants the wielder both superhuman prowesses while simultaneously the defenses against its avenues of attack are few and far between.

At the Initiate level the Mind grants the Mage capabilities that already put him nearly on par with the world’s greatest thinkers and negotiators, allowing him sense minds in his presence and to read people like an open book, thus shielding him from treachery and deception, as well as accomplishing twice the cognitive output of what most mortals can do at any given time.

Upon reaching the Apprentice and Disciple levels the scope of a Mind Mages power balloons sharply into a wide variety of effects that afford him unparalleled versatility. Aside from being able to manipulate people in subtle and limited ways, such as rendering oneself invisible to others, removing their ability to remember, changing their emotional states or even suppressing their morality or disbelief, the Mage attains the ability to transcend mortal limitations. He may now call upon any skill or attribute he deems needed for any given situation he might face even if he would normally not have such traits. The Mage also gains valuable combat capabilities upon attaining this level of proficiency, allowing him to project bolts of psychic force as well as protecting himself from harm, both physically and psychically, using a variety of capabilities. More or less at this level, the Mage has gained access to his bread and butter spells that would allow him to handle most any situation he comes across.

The Adept and Master expand the mage’s capabilities into the realm of comic book iconic psychics such as Jean Grey and Professor Xavier. The Mage is now able to force his will upon others, compelling them to do anything and everything he desires even to the point of suicide, he is able tear open their memories as well as rewriting their personalities at will, turn them into savants or reduce them to idiots and even send them into a coma. In the truest expression of mastery, a Mage of the Mind can even, out of quintessence and sheer willpower, give genesis to new consciousness shaped at his whim.

Recommended Rotes:

Diplomat’s Protection: Psychically compels others not to attack the mage unless the mage starts the fight or they have enough resolve to overcome the spell’s potency. Even then the spell provides an Armor rating to the Mage that is not capped by any value, allowing the mage to potentially rack up awful levels of protection on an extended cast.

Gain Skill: Allows the player to have or increase ANY skill up to his Mind rating for a scene.

Mental Process: Turns any skill roll for a mental or social skill into a Rote Action (allowing the mage to re-roll any dice that don’t come up successes once).




PRIME:

Introduction:

Prime is the light that burns without heat, the energy that defies description. It is the power that courses through all things in material existence and which serves as the skeleton on which all willworkers hang their magic. Prime is an Arcanum of mystic power, named for the prima materia, the Supernal substance. Thus, it is often practiced by those who would seek to possess mastery over the subtle and otherwise largely unquantifiable substance that serves as mages’ medium.

Awakened who concentrate on Prime tend to be passionate, though they are often driven to loftier ends than the majority of people: self-mastery, understanding of Creation and enlightenment. These sorts usually have an intense drive to understand the “whys” and “wherefores” of reality. Some have their curiosity satisfied merely by learning answers to their questions, while others capitalize on knowledge to control what they understand now. Many Prime willworkers have a particular lust for life, an energy that impels them to be ever active, moving forward toward some objective (which need not be easily quantifiable).

Prime is the Arcanum of manipulating the stuff of magic (and reality) itself.  It is, in many ways, the most difficult of the Arcana to comprehend, as it deals nearly exclusively in phenomena that are alien to mortal experience.  Whereas mortals understand (even at an elementary level) the workings of Matter and Life, and experience the passing of Time and understand the concept of placement in Space, only Mages gain the necessary means to perceive the mystic workings of Prime.

This perception and understanding isn’t limited to magic, as Prime mages also become keenly aware of what makes an object seem more “real.”  With this, they are capable of forming illusions and other effects that mimic reality enough to fool or outsmart their opponents.  Clever Prime mages also find means to disguise their spells, sometimes altering the resonance of a spell to appear to belong to a different Arcana, fouling up any attempts to counter the spell in time.

Arcanum Levels:

Mages come to understand that mastery of Prime is mastery over the very stuff of magic.  By manipulating the source of all energies that other Mages pull on to cast their own spells, a Prime mage can easily nullify spells being woven by other mages, or imbue normal items with magical properties.  Among the phenomena that fall under the purview of the Prime arcanum are: hallows, illusions, magical imbuement, mana, resonance and tass.  The following is a general list of effects that a mage can pull off with varying degrees of mastery of the Prime Arcana:

Usage & Tips:

Prime is a subtle Arcanum, but it can still surprise you now and then.  Majority of Prime’s effects deal directly with phenomena that matter strictly to mages, with the best Mage Sight spell, as well as the best means for a Mage to disguise oneself as an ordinary sleeper.  Prime is not an Arcanum for those who like big flash effects, like growing claws, or hurling fireballs.  A Prime Mage must understand that like in all magic tricks, Prime’s greatest potential lies in two primary actions:  Dispellation and Illusion.

A sufficiently sneaky Prime mage is a horror to most others.  By concealing his resonance, a Prime Mage usually flies under the radar of some of the most paranoid of other mages.  Working swiftly, the Prime mage can also strip other mages of their abilities, getting rid of wards and other spells, making other mages much softer targets.

The ability to create Phantasms are also pretty useful.  Whether it’s just for a diversion, or if you need something right away, being able to pull a weapon or armor out of nowhere (with good durability once you become an Adept) means that Prime Mages are never really caught unarmed.  When combined with the other Arcana, Prime is capable of remarkable feats of enchantment as objects are imbued with other spells.

Recommended Rotes:

Dispel Magic – While this requires that the mage have at least 1 dot in each of the Arcana of the target spell, the ability to undo long duration spells is pretty handy.

Counterspell Prime – I can’t imagine playing a Prime mage without this as a rote.  Counter any spell without the need for having a dot in all the arcana of a spell.  This is a potential lifesaver.

Imbue Item – Being able to bestow an item with a spell that the wielder can use is another good option for those who prefer to be tinkers and craftsmen.




SPACE:

Introduction:

Space is the art of connection, of the ties between things, the illusion of distance and the means by which one traverses all of reality with a single step. It is an Arcanum for travelers, trailblazers, heralds and all those who seek to dispel ignorance and replace it with knowledge, even if only for their own sake. Space illustrates the ties between people and things, an Arcanum of sympathy, contagion, emotional bonds, roads and doorways.

To the mage versed in Space, spatial extension is an illusion; all points are one. The willworker is capable of traveling without moving by navigating the illusion of distance with acumen unknown to mundane human beings. Likewise, he can extend his senses far beyond the range of the natural, listening to what goes on in a home two towns over, watching what unfolds in a particular restaurant in Tokyo while he is in Cleveland. He could even, with the right combination of other Arcana, hold a conversation with a person 10,000 miles away as though he were sitting across a table from her.

Space is a difficult Arcanum to understand and learn. While most people (thanks to books and films) can conceive of magic that allows one to conjure flames from nothingness, to peer into another’s mind or to place a blessing upon a favored child, few have any sense of the kind of power it takes to alter the dimensions of a building to be larger inside than outside, or to weave a small universe of one’s own out of newly spun threads of space. These capabilities are the province of a reality more akin to that envisioned by M.C. Escher or H.P. Lovecraft than the magic commonly attributed to snowy-bearded wizards of yore.

Mages who devote themselves to learning the Arcanum of Space are often curious individuals, those who are not content with what is already known or has already been done. They set out to learn Truth and are not dissuaded by obstacles set in their path. Mages who specialize in Space are often adaptable people, capable of going around, over or even through roadblocks set in the way of their objectives.

One of the earliest relationships that mankind grows to understand is that of the relationship of objects and positioning.  From building blocks, we understand that objects cannot exist in the same space.  Through other childhood toys we discover that square pegs do not fit in round holes.  I imagine then that it must be quite the revelation to a Mage that comes to understand the Space Arcanum that everything he knows is a lie.

To a Mage competent in the use of the Space Arcana, distance, measurements and position are all malleable.  Furthermore relationships and correspondences of an object to another become clear.  Emotional ties, sympathetic connections that bind a person or object to another can be perceived and traced, revealing formerly hidden associations between a man and his secrets.

Arcanum levels:

In a way, Space is most like Matter in the sense that most people have an understanding of it, and can possibly imagine what it must be like to be able to bend, fold or otherwise mangle Space to their ends.  Among the phenomena that fall under the purview of the Space arcanum are: conjuration, scrying, sympathy, teleportation and wards.  The following is a general list of effects that a mage can pull off with varying degrees of mastery of the Space Arcana:

Usage & Tips

Space is a strange Arcanum in the sense that it actually starts off as purely informational at the early levels.  Discovering connections, tracking people and objects, and scrying are all useful, if indirect means of getting the job done.  Space, like Prime, is an Arcana that multiplies in functionality the moment it is combined with the other Arcana.

Long ranged attacks are the Space Arcana’s forte.  Not just limited to gathering information, a Space Mage can take objects, teleport into other people’s homes when their guard is down or immobilize a target by suspending them in Space.

With the use of Mind, a Space mage becomes a true multi-tasker, capable of being in multiple places, performing tasks simultaneously.

Defense is also a forte of Space, as Ban and Ward are among the most reliable means for a mage to secure himself, and in an emergency, a skilled Space mage can jump into a pocket dimension to take a breather, reload, or escape an otherwise terminal situation like an explosion.

Recommended Rotes:

Correspondence: The ability to discern connections between people, places and things is a surprisingly potent tool when it comes to investigations.  A space mage viewing a crime scene, for example, can draw an initial list of suspects based on who is related to the crime scene, and by cross referencing with Time 1 or Mind 1, they can minnow this list down to a window of time, and emotion.

Apportation: Being able to get an object you really need right now is remarkably useful.  A Space mage, is a prepared mage, having an emergency kit hidden away at home, with items which have a strong sympathetic link to him so that he can apport it when he really needs it.

Ban: Disallowing Phenomena from a defined area is a remarkably powerful ability.  With Matter, they can disallow bullets, with Life, creatures or beings, with Death, ghosts.  The list goes on and on.




SPIRIT:

Introduction:

By setting out on the path of the Spirit Arcanum, a mage seeks to become an intermediary between realms. Spirit mages are often thoughtful people, those who consider the consequences of their actions well beyond the immediate — not only forward into time, but also outward, mindful of the ripples their deeds can cause. Many Spirit mages were religious (or at least faithful) people before the Awakening, though some were incapable of articulating what it was they felt, and others believed in nothing before the revelation came that stole their ignorance. Many of those who delve into this Arcanum are willing to admit that there are things beyond the comprehension of man, and they’re comfortable with that notion. They walk into the shadows beyond the firelight, knowing full well that there are things to be afraid of out there, and are perfectly happy with that understanding. Unlike Space mages, they do not blaze a path for others. The road such mages walk is a solitary one undertaken only by those who accept that the world is grander, stranger and more dangerous than humanity can possibly comprehend.

If the Space and Matter Arcana are all about perceivable and (generally) measurable phenomena, Spirit is the Arcanum of intuition.  It is the Arcana that deals with the world of Spirits… neverborn beings that exist alongside us, and yet never really interacting except for the most rare (and most horrifying) moments.  Spirit Mages are Shamans, communicators and diplomats to this hidden world, bargaining with alien intelligences, discerning their motives and either forging alliances with the benevolent or striking against the wicked.

It is little wonder then that Mages of the Spirit Arcanum tend to be rather conscientious individuals.  When you become aware that anything and everything can potentially harbor a spirit, it opens your mind to the understanding that you are but a part of a massive macrocosm of beings.  It’s this kind of sympathy that serves a Spirit Mage well, as dealing with Spirits for favors requires a sense of balance, wisdom and empathy.

Arcanum Levels:

Spirit is the most social of the Arcanum, as a mage with knowledge of even the lowest levels of this art becomes aware of the need to treat Spirits with care and respect.  Most of a Spirit Mage’s repertoire will revolve around contacting spirits, and gaining the necessary social leverage to ask or trade for favors.  Among the phenomena that fall under the purview of the Spirit Arcanum are: exorcism, the shadow realm, spirits and the Gauntlet.  The following is a general list of effects that a mage can pull off with varying degrees of mastery of the Spirit Arcana:

Usage & Tips:

Spirit Mages would do well to start building ties to spirits from the moment they begin their careers.  At the lowest levels, Spirit Mages have to rely on a more crude version of “I scratch your back, you scratch mine”.  It may seem basic, but it’s effective.  With a little work, and a lot of goodwill built up, a Spirit Mage may find himself racking up allies who have all sorts of supernatural abilities and the willingness to use them for the Mage’s benefit.  All without the risk of Paradox.

This tactic only gets better as the Spirit Mage gains further understanding in the Mysteries of the Spirit Arcanum.  The Mage soon becomes able to command Spirits, and his network slowly grows into a personal army of servants.  As long as a Spirit Mage plays his cards right, he’ll gain status beyond that of the material world, pulling strings that make things happen with less effort.

Recommended Rotes:

Spirit Tongue: The ability to speak with the spirits is the first step to achieving incredible things.

Lesser / Greater Spirit Summons: Compelling specific spirits to a Mage’s side is useful when you need backup

Harm Spirit / Restore Corpus: Sometimes a Spirit Mage has to enforce his place in the food chain.  Like a true king, a Mage must learn to make his subjects fear and love him in proper proportion.



TIME:

Introduction:

Time is probably the most complex of the Gross Arcana, since it describes a phenomenon as yet incompletely understood by modern man. With it, a mage can redefine the way in which every other Arcanum interacts with the linear progression of events, and with great mastery can unravel the mysteries of choosing the manner in which things move in that flow. Extraordinarily powerful mages see the way in which an individual participates in Time as a choice, rather than a cosmic absolute.

Those who would deal with the Arcanum of Time are advised to heed the counsel of those who have come before. Though few primers exist on the subject (few that are of much use to those lacking an advanced understanding of Time magics, at any rate), most well versed in the Arcanum’s intricacies agree upon one basic axiom: Nothing within Time is fixed. Events in the past are harder to alter than those in the present and future (only magic allows for the past to be changed), but no event seems to be truly eternal.

Mages who devote themselves to the Arcanum of Time tend to be reflective people, given to careful contemplation of all of an action’s potential consequences. They often look to both the mistakes and great successes of the past and cast their gaze forward with a mind for how things should properly unfold. Such mages learn quickly what sort of damage can be done when actions are taken without exhaustive consideration, and they actually possess the ability to see how history will judge them. With such a weighty burden, it is unsurprising that those who seek to unravel the mysteries of Time do so with a sense of reverence, whether that stems from noblesse oblige, respect for the lessons of the universe, or active devotion to a Divine Plan.

The last of the ten Arcana deals with Time.  A phenomenon that all things experience, the passing of time is the subject of much romanticism and literature.  How often do we find ourselves wishing that we could see back in time to a certain event, or perhaps look forward to see what the future has in store for us?  To Time Mages, such flights of fancy are a reality, and so it falls to them to exercise great wisdom and care in their use of this Arcanum.

If anything, Time is the Arcanum that requires even more care and deliberation as Spirit.    Being able to peer into the past and the future grants one a measure of respect for the importance of ones actions.  Few Time Mages cast spells of this Arcanum carelessly, as they, more than anyone else are fully aware of the repercussions of their actions.

Arcanum Levels:

Time is a powerful Arcana, capable of effecting changes that will echo throughout reality in one way or another.  Certain futures and even history can be averted with enough power, leading the Time Mage to be tempted to try greater and greater acts of Hubris as they gain in power.  After all, no one but you will know how you cheated on your wife, if that event never happened.

Among the phenomena that fall under the purview of the Time arcanum are: divination, prophecy, temporal acceleration / deceleration.  The following is a general list of effects that a mage can pull off with varying degrees of mastery of the Time Arcana:

Usage & Tips:

Time is one of the hardest Arcana to be subtle with.  When paired with Fate, this Arcanum can be pretty powerful, stacking bonus after bonus for a Mage while making sure that no surprises are there to spoil your plans.  That said, Time is also an Arcanum that requires quite a bit of foresight to use as most of the spells in the mid-to-high tiers are Vulgar and will bring paradox down on a careless mage rather quickly.

A good way to use Time magic is to have it reinforce your plans.  Perfect Timing, and Glimpsing the Future are available to starting Mages and are efficient means to bolster your chances of success.  Upon reaching the rank of Disciple in the Time Arcanum, even mistakes can be undone with the ever-popular Shifting Sands, which rewinds the events of a single turn, allowing the Mage to take a different course of action as soon as he sees that he’s painted himself into a corner.

Time also serves as a powerful supplementary Arcanum.  With it, one can “hang” a spell for a period, effectively keeping the spell in stasis until it is time to unleash it.  It is a common practice for Mages expecting trouble to have a few high potency spells that have been prepared earlier in an elaborate time-consuming ritual in their sanctum carried around in a hung state, ready to be unleashed upon whatever poor, unfortunate soul earns their ire.

Recommended Rotes:

Perfect Timing – An extra die to any mundane roll is a useful thing.

Glimpsing the Future – Rolling twice for an action and keeping the better result is extra insurance against failure.

Shifting Sands – The ability to rewind time, even for just a turn is a valuable ability that can mean avoiding an otherwise inevitable circumstance

Sunday, December 27, 2015

[Mage: The Awakening] Oh the Places You Go! (Part 3. Inward Travel)

((In Character (IC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Chronicles of Darkness - Mage: The Awakening (Fallen World Chronicle)
Chronicle Storyteller: Jerad Sayler
Borrowed & Edited from Original Posting in 2014 by Dave Brookshaw of Onyx Path Publishing.))
((Out of Character (OOC) material in (())s ))




Oh the Places You’ll Go… Part III



From: The Earth-Rim Runner by Daduchos Duelmaster Gabrielle 









Inward Travel: The Astral Realms


Mages can turn their gnosis in on itself, meditating to experience the myriad worlds within the human soul. The Astral Realms are not the dream-walking of entering someone’s dreams is a simple Mind spell or wandering the material world as a mental projection in the state of Twilight, but rather the realms within the soul. Mages entering the Astral encounter truths they didn’t consciously know, confront spiritual wounds, and explore the collective soul of humanity and the Fallen World itself.

((In the current edition, entering the Astral required a 5-dot Hallow or Demesne, plus one Mana. We’re changing that to any Hallow or Demesne, costing six minus the Hallow’s rating Mana, one Mana for a Demesne of a different Path or free for a Demense of the correct Path for the traveler))

Mages appear in the Astral as their soul’s self-image, influenced by their shadow lives if they’re particularly devoted to a Shadow Name. Mages often change apparent age or fitness on entering the Astral, and some change gender. Mages with Shadow names deeply associated with a particular people (that they aren’t descended from in the material world) might even change race.


Astral Paths


Entering the Astral requires deep, extended meditation and visualization to reach and travel the Astral Path – an imaginary journey the mage creates, picturing themselves traveling around or down a landscape of their own choosing. As they progress, the Path takes on the aspects of their Path sights, hence the name “Path”; many mages believe they are literally following their connection to their Supernal Watchtower, traces the line of sympathetic association.

Goetia & Goetic Demons: the inhabitants of the Astral Realms. Goetia have no native Manifestations (they don’t need them in the Astral) and have Influence over the concept they embody. Goetia summoned out into the material world with Mind magic exist in the “mental” Twilight of projectors, but can be granted ephemeral bodies and Manifestations using Spirit or Death magic.




The Oneiros

The first layer of the Astral is the realm of the individual soul. The Oneiros contains memories, vices, virtues, and vistas showing what the mage believes about subjects. Most mages meditate to their own Oneiros, but Mind spells can link two souls together to allow group exploration or the invasion of a victim’s soul. Mages enter the Oneiros to gain self-knowledge, literally confront their fears, consult with their Daimons (the goetia representing each soul’s drive to self-improvement) or even edit out traumatic memories. The first realm entered is the soul’s concept of “arrival”, and travel is a matter of emotional association and attempting to focus on the desired destination.  From there they follow the paths of associations to dream scenes which they can witness, interact, study and resolve.



The Temenos

Aliases: The Universal Subconscious,
The next layer of the Astral for mages is the shared soul of the human race. Every concept shared between more than one person exists as a realm somewhere within the Temenos, but may be difficult to find if especially rare. Mages are no exception – the Orders and Legacies all have representative realms in the Astral, and some astrally-oriented Legacies use their own realms as bases and staging areas for soul-voyages. Travel in the Temenos begins at the concept-world matching the Astral Path’s scenery, and proceeds as a game of free-association, finding conceptual links between scenes or seeking out a concept of “transport” or “travel”. Mages enter the Temenos to learn secrets, gather information, and influence Sleeper society – great changes to the Temenos representation of a concept alter how everyone in the material world regards that concept, although the vox populi has a habit of bouncing back hard following attempted subversion.
This place also includes things dreamt of or believed, everything conception man has had, past present and future.  There are realms of certain mental illnesses, prisons mad of dreams, and things more remote than man would believe exists.



Anima Mundi

Aliases: The World Soul,

The final layer of the Astral accessible to mages, the Anima Mundi is the shared soul of the whole Fallen World. Travelers always arrived at the Boundary Stone, which is both the gateway to the Anima Mundi and the Temenos realm of “High Speech,” the thing that separates humanity from the world. This realm is called the Omphalos. Travel in the Anima Mundi isn’t the freeform web of emotions or concepts – when in the world’s soul, mages have to bow to how insignificant they are, and follow the prescribed paths. From the Boundary Stone, travelers enter either the realm of humanity’s devastating impact on the world or the broken, shattered world Axis Mundi, the spine of creation. In the Axis Mundi they see the Spire Perilous and the Swath. From there, they enter the Dreaming Earth, the shared soul of everything in the material world, and finally to the Sidereal Wastes (or Sidereal Redoubts) and the souls of the far planets and stars called the Whorl. Outside the soul of humanity, though, the Astral Realms constantly threaten to consume a traveler – Astral Winds (also called the Ecstatic Winds) pull travelers apart to fatal communion with the universe and one must quickly learn to veil themselves in an armor of their Nimbi, called the Amnion.

The Far Shore

At the very end of the Anima Mundi, in the Sidereal Wastes, explorers find a desolate beach on the shore of a jet-black ocean that only moves when they don’t look at it. The Ocean Oroboros is the Astral reflection of the Abyss, and mages can go no further. Around the ocean, the goetia representing the most fundamental concepts – the Arcana and Paradox – await travelers in citadels that might once have been bridges between the soul and the Supernal Realms. Travelers come to petition for knowledge and make deals with these “Aeons.”


The Abyss

The most terrifying realm of all, the Abyss is an entity as much as a place.  It is a vast and infinite void populated by beings beyond the edges of creation, creatures beyond your darkest nightmares, strange aeons that live but where never alive, dead but never died, anti-reality incarnate.

A hideous and infected wound of unreality the Abyss was created with the Fall of Atlantis and the destruction of the Supernal Ladder.  While the Abyss and its Intruders save most of their ire for the Awakened and Supernal Magic, it hates all that exists, and in its twisted vision sees everything in the world as being inherently WRONG.  It seeks only the corruption and entropy of all matter and life in the universe.  Not all believe that the Abyss was created by man’s hubris but was let in from outside of existence.



The Supernal Realms

Long ago, in a time that no longer exists, the higher reality of the Supernal and the lower world were connected.  Everything changes when the Dragonblooded tried to build a Ladder to the Heavens. The Exarchs betrayed Atlantis, and reality was rent asunder.  Now the Realms Supernal are separated from the Fallen realms by the Abyss.  Are they still connected, deep through the emanations or through travel to inner and outer realms?  Who can say for sure.  No one who has ever made it so deep has ever returned with the tale.  If you make it back to the Supernal, you become part of The Ideal and are absorbed into the one true Source of All Souls.  You will never have existed.   

 


Putting it all together…





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