Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum
Chimerical Items are only mentioned in the Astral Realms book starting on page 116
I'd say that pulling a Chimerical item from Astral Space would require Matter 4 + Mind 4 (and depending on what it is may take Prime 2 or Spirit 2 or whatever thrown in).
I'd also say that to walk BODILY into the Astral (which is not mentioned anywhere in the new or old books outside of using an Iris to get there) would require Space 5 + Mind 4 (Life 2)
It's easier to transfer an item INTO Astral space than to pull one out.
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum
Magic: Chimerical Objects
As seen in Mage: The Awakening 2nd Edition: The Fallen World Chronicle Anthology. Buy it here. Of all the Mage stories I have read, this one resonates the strongest. What is the antagonist? A powerful shadow spirit? An Abyssal Intruder? Are the mages moral or horrible?Chimerical Items are only mentioned in the Astral Realms book starting on page 116
I'd say that pulling a Chimerical item from Astral Space would require Matter 4 + Mind 4 (and depending on what it is may take Prime 2 or Spirit 2 or whatever thrown in).
I'd also say that to walk BODILY into the Astral (which is not mentioned anywhere in the new or old books outside of using an Iris to get there) would require Space 5 + Mind 4 (Life 2)
It's easier to transfer an item INTO Astral space than to pull one out.
Chimerical Items Many mages dream — literally or metaphorically
— of bringing treasures from Astral Space back to
the Fallen World. Mages see relics of great power,
machines never invented by humans and icons embodying
abstract concepts, and imagine what could
be done with such items if they were real. Sleepers,
too, dream these dreams — they grasp wealth, hope
or the Holy Grail at night, and they wake up in the
morning with empty hands.
To bring an item back from Astral Space is an
exceptional thing, and can only be accomplished
through exceptional means. Such items are generally
referred to as “chimerical” and are usually recovered
in one of three ways: inspired creation, manifestation
or conjuration.
Of course, the world is a mysterious place, and other
means of recovering chimerical items may exist. In
particular, it’s hard for mages to dismiss stories where
people wake up and find that they really do clutch an
item that they touched in dreams. Perhaps it’s just a
Sleeper fantasy, or perhaps it’s something more.
Inspired Creation After encountering an item in Astral Space
— whether accidentally or as part of a great quest
— a person may be inspired to try to re-create that
archetypal item in the real world. This is particularly
true of items with a simple application: swords, staffs,
books and sculptures are common examples.
Most often, the inspired individual slaves away for
weeks, months or years, sometimes visiting the dream
of the object repeatedly and other times working
from a single, half-remembered vision. Mages may act
knowingly, understanding why they do what they do
(even without understanding the mechanics of the
craft). Sleepers may become obsessed or half-mad as
they produce work far beyond their own natural skills.
At last, when the crafting is complete, the need to
create drains away.
Such inspired creations frequently have no magical
significance. They are works of art or invention that,
however incredible in their own right, have no greater
relevance to mages. At best, such creations qualify as
enhanced items. At other times, these creations possess
a clear mystical quality. Mages and Sleepers can
craft imbued items and Artifacts in this way without
the need for spells. A chimerical item’s Mana must
still come from an outside source, but Sleepers often
find that their dreams show them the way to a Hallow
before they begin the real work.
Not every act of creation is literal. Sometimes, a
person re-creates an astral object by re-creating the
imagery that surrounds the object. Consider a ham-
Astral Artifacts
By definition, an Artifact is an object directly
connected to (and most often originating in)
the Supernal Realms — not one tied to Astral
Space. When it comes to chimerical items,
however, Storytellers may wish to mix and
match some of the rules of Artifacts and
imbued items. In particular, chimerical items
may have a higher Durability than normal,
grant a degree of Status to their owners and
even allow mages to use their Mana pools to
power their own spells — just as Artifacts do.
So although chimerical items may not be
tied to the Supernal Realms, these items are
still connected to something beyond the Fallen
World and qualify as something special. It’s
the degree of this connection that determines
whether a chimerical item is considered an
Artifact, an imbued or enhanced item, or just
an ordinary object with a strange and mysterious
story.
archetypal item in the real world. This is particularly
true of items with a simple application: swords, staffs,
books and sculptures are common examples.
Most often, the inspired individual slaves away for
weeks, months or years, sometimes visiting the dream
of the object repeatedly and other times working
from a single, half-remembered vision. Mages may act
knowingly, understanding why they do what they do
(even without understanding the mechanics of the
craft). Sleepers may become obsessed or half-mad as
they produce work far beyond their own natural skills.
At last, when the crafting is complete, the need to
create drains away.
Such inspired creations frequently have no magical
significance. They are works of art or invention that,
however incredible in their own right, have no greater
relevance to mages. At best, such creations qualify as
enhanced items. At other times, these creations possess
a clear mystical quality. Mages and Sleepers can
craft imbued items and Artifacts in this way without
the need for spells. A chimerical item’s Mana must
still come from an outside source, but Sleepers often
find that their dreams show them the way to a Hallow
before they begin the real work.
Not every act of creation is literal. Sometimes, a
person re-creates an astral object by re-creating the
imagery that surrounds the object. Consider a ham-
mer that, in dreams, kills frost giants and channels
lightning; such a hammer could be re-created by a
mechanic who uses a crowbar as a lightning rod and
wields it in a fight against gangsters on a winter night.
Often, the elements of a mystery play factor into the
creation of an inspired chimerical item, and this should
be no surprise — although mystery plays occur as part
of an Awakening, they are as tied to Astral Space as
they are to the Supernal Realms.
The astral objects that inspire mortals are almost
always found in the Temenos, and some have been
re-created in the Fallen World again and again over
generations. Each generation of dreamers returns to
the same archetypes, and each attempts to bring the
same objects to life. When the material objects are
destroyed or lose their meaning, they are made anew
— while their inspirational archetypes are eternal.
Manifestation Not all astral objects can be reconstructed in the
Fallen World. There are items of such power and symbolic
weight that they can exist only in the realm of
thought and dreams — items of archetypal purity and
ineffable nature. But although these items can never
be carried to the mortal realm, their shadows can
manifest briefly with the help of powerful magic.
In much the same way goetic mages manifest their
inner demons, certain mages have learned how to
manifest chimerical items. Such an item appears to be
simultaneously in Astral Space and the Fallen World,
but in fact, the Fallen World manifestation is a sort of
illusion. It’s the astral archetype given material form,
matter attempting to reflect a higher truth. Such a
chimerical item is typically an object of great power
— the keystone to a whole realm, the thunderbolts
of an astral god or the symbolic representation of a
powerful concept such as love, healing or death.
Conjuration Truly powerful mages take manifestation a step
further. Instead of summoning the shadow of an astral
object in the Fallen World, they tear away a piece of
Astral Space itself and give it physical form. They
sacrifice the ideal in the name of materiality, and
cannibalize the subtle soul for gross resources. Some
mages compare the conjuration of a chimerical item
to the creation of a soul stone. Needless to say, this is
powerful and dangerous magic — but the chimerical
items such magic creates are potentially unequaled.
As with the consequences of any alteration to Astral
Space, the consequences of removing a chimerical item
from the astral landscape are ultimately unknown.
There are those who believe that such an act would
cause the item to become unique in the physical
world — that by removing the archetypal book from
the Temenos, human beings would find themselves
unable to write new books over the coming years,
decades or centuries. Without templates in dreams,
the theory suggests, nothing new can be made. This
is a worst-case scenario, but nonetheless, many mages
tread cautiously when it comes to vandalizing the
collective unconscious.
In addition to natural magical properties, conjured
chimerical items also maintain a special link
to Astral Space — by focusing on such an item, a
mage can travel to its home realm relatively easily.
Any mage can meditate on a chimerical item and
enter its native plane in Astral Space, even outside a
Demesne or Hallow; in addition, reduce the normal
number of successes required on the extended Wits
+ Composure roll by the chimerical item’s imbued
item or Artifact rating
Chimerical Manifestation
(Matter •••• + Mind ••••;
optional Prime •••)
The mage manifests an object from Astral
Space in the real world, giving the object form
and power.
Practice: Making
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar
Cost: 1 Mana
The mage must focus on a particular object
in Astral Space; his sympathetic connection
to the object modifies the casting roll. (Consider
any object the mage has encountered in
his own Oneiros — including objects brought
from other realms of Astral Space — to be
intimately connected to him.) When the object
manifests, it appears identical to the astral
object in every way.
If the object qualifies as an imbued item or
an Artifact, the mage must also have Prime
4 and supply Mana for the object’s Mana
pool. However, the mage does not need to
be capable of casting any spells the item
may contain.
Chimerical Conjuration
(Matter ••••• + Mind ••••
+ Spirit ••••)
The mage tears an object from Astral Space
into the Fallen World.
Practice: Patterning
Action: Extended
Duration: Lasting
Aspect: Vulgar
Cost: 1 Mana
This spell functions similarly to “Chimerical
Manifestation,” but the effect is permanent.
The spell’s target number is equal to the chimerical
item’s imbued item or Artifact rating
(minimum 3).
Casting this spell is an act of hubris, requiring
a mage with a Wisdom higher than four
dots to make a degeneration roll
Chimerical Items and the Oneiros Most chimerical items described in this chapter
— along with most chimerical items likely to be
found in a chronicle — originate in the Temenos. The
Temenos houses the majority of the great archetypal
treasures, along with the majority of astral objects
crafted by mages. In the Dreamtime, very few “crafted”
items exist at all, and claiming chimerical items from
its realms is a fairly unusual occurrence.
Items appear in Oneiroi, too — memories of real
items, fantasies, subconscious symbols and more.
There’s nothing that prevents a mage from trying to
bring these items back into the Fallen World, and
although it’s rare that such a chimerical item possesses
magic — few imbued items or Artifacts are found in
Oneiroi — these objects have uses of their own.
A chimerical object taken from a person’s Oneiros
is intimately linked to that individual. The object
can be used to create a sympathetic connection to
that person, or to take advantage of that person’s
vulnerabilities; depending on the exact nature of the
object and the person involved, an individual may
suffer a penalty on all rolls of one to three dice when
confronting an opponent wielding a manifestation of
his psyche. (This is similar to the effect of a bane on
a character possessing the Destiny Merit.)
A chimerical item from one’s own Oneiros can
also prove useful. If a mage draws an object from his
mind, he can sacrifice one dot of Willpower to give
the chimerical item Willpower of its own equal to the
mage’s (newly adjusted) Willpower score. From that
point forward, the mage can spend the Willpower
invested in the object instead of his own. Once that
Willpower is depleted, however, the chimerical item
fades away forever.
Astral Treasures What follows are examples of items that originate in
Astral Space. Some are chimerical items that can be
found in the Fallen World, while others exist purely
in the Inner Realms.
Astral Bubble (Artifact ••••••) One of the most terrifying astral artifacts is the Astral
Bubble. Existing only in Astral Space, this Artifact
can only be acquired from an astral archetype of at
least Rank 5, but the only way to acquire one is to
do a significant favor for one of these potent beings.
Astral Bubbles always takes the form of transparent
sphere about the size of a plum that looks much like
small but heavy glass Christmas ornaments. To use
this item, the owner must spend a point of Mana and
physically throw the bubble at the target, who cannot
be a native of Astral Space. This Artifact can be used
on spirits and ghosts as well as on the astral bodies of
mortal visitors. If this Artifact strikes the target, the
target is allowed a single Composure + Wits + Gnosis
or Finesse + Resistance roll. If the subject rolls five or
more successes, the Astral Bubble bounces off them
and reappears instantly in its owner’s hand. If the
subject rolls fewer success, the bubble slides seamlessly
and painlessly inside the target, coming to rest
in the center of the target’s body. The bubble causes
no discomfort and has no affect on the target until
she attempts to leave Astral Space. Any human, spirit
or ghost that has been affected by an Astral Bubble
cannot leave Astral Space by any means. As a result,
mages and other living humans in Astral Space who
have been struck by one of these items cannot wake
up — their bodies remain in a coma until they are
released or someone uses a spirit or other being to
possess their bodies. The subject can act normally in
Astral Space, but cannot leave.
The only ways to remove this bubble and leave
Astral Space are for the target to obtain the aid of an
archetype of Rank 5 or higher. Such beings can easily
remove the bubble, and may be convinced to give it
to subject. Alternately, the subject can convince the
bubble’s owner to remove it. In both cases, doing so
requires that the archetype or owner touch the subject
and roll a single success on a Composure + Wits (or
Power + Finesse) roll. If this roll succeeds, the bubble
appears in the being’s hand, and the subject is free
to leave Astral Space normally. Although Astral
Bubbles exist only in Astral Space, unless in use, they
automatically return to the owner’s Oneiros, where
the owner can automatically retrieve the bubble if
she travels through her Oneiros on the way to the
deeper portions of Astral Space. If the owner travels
into an Astral Space without first going through
her Oneiros, she can call the Astral Bubble into her
hand by making an extended meditation roll with a
target number equal to the difference between the
meditation target number for her Oneiros (12) and the
target number of the plane of dreams she currently
occupies. The owner can make one roll per turn on
this task. Becoming the owner of one of these items
involves first acquiring it, and then making a successful
meditation roll and spending a point of Mana
and a point of Willpower. If someone wrests an Astral
Bubble from the grip of the bubble’s owner, the new
owner can gain control of it by making a contested
meditation roll and spending a point of Willpower and
a point of Mana. The owner must also make this roll
but need not spend either Willpower or Mana. If the
prospective thief succeeds, he is the Astral Bubble’s
new owner. If he fails, he is automatically affected by
the bubble, without the need for the current owner
to spend a point of Mana
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