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To make a terrible pun of it, Mage’s Spheres reflect To find out what you can do with those Spheres, especially
a well-rounded knowledge of nine different yet when you combine them, see the Common Magickal Effects
interrelated elements of reality. In story terms, chart in the previous section.
these nine constructs represent a sort of “unified-
field theory” of Earthly metaphysics. In game The Pattern Spheres
terms, they measure what your characters do Many entries refer to “the Pattern Spheres” – that is, Spheres
and cannot do, based upon their understanding that govern physical elements and materials. When a mage
of theoretical knowledge and practical results. creates a physical force, object, or body from “nothing,” that
Each Sphere features five different levels spell combines a Pattern Sphere with the raw creative energy of
of progress and result. That progression is the Prime Sphere. The Pattern Sphere crafts the form, and the
represented by the number of dots in your Sphere Prime Sphere supplies the energy that makes that form “real.”
Trait. As detailed in Chapter Two, within the sidebar Levels of As noted elsewhere, those physical Pattern Spheres are
Sphere Progress and Expertise (see p. 68), each successive level Forces (for energies), Life (organic bodies), and Matter (inorganic
allows your mage to understand a bit more about the principles materials). Spirit is sort of an honorary Pattern Sphere that
of that Sphere. As a result, he can do more things with it, adding deals only with the metaphysical essence called ephemera. And
a new level of abilities onto the previous levels of accomplishment: so, when your mage conjures fire (Forces), butterflies (Life),
• Rank 1: Perception – the ability to perceive stones (Matter), or ephemeral weaponry (Spirit), you combine
and observe the forces in question. With such the appropriate Sphere with the Prime Sphere in order to bring
basic (yet useful) understanding, a character can such things into existence.
sense things that few mortals ever recognize. For details, see the entries for each Sphere in question.
•• Rank 2: Manipulation – the ability to do small
things with those forces. At this point, the Conjunctional (Combined)
mage begins to exert minor control over the Sphere-Effects
phenomena she sees, and may use it to work As mentioned earlier, Mage’s various Effects come from
small changes upon herself. Spheres; some employ a single Sphere, and others use a
••• Rank 3: Control – the ability to alter reality combination of Spheres. Sometimes referred to as conjunctional
in noticeable ways, though these are usually Effects, these combinations expand the potential of a single
restricted to the mage’s self. In most cases, Sphere into Effects that no single Sphere could accomplish
the Sphere begins inflicting damage at this on its own.
level, and allows the character to work small As an example, let’s say that Malcolm wants to influence
alterations on other characters. someone’s mood. Mind 2 alone will do that. If he wants to
•••• Rank 4: Command – the ability to perform alter a person’s body chemistry in order to induce euphoria,
major acts of alteration through the principles however, he’d need to use Life 3/ Mind 2… and if he wanted to
of that Sphere. Generally, this level allows set things up so that the body chemistry changed several hours
the mage to make significant changes to the from now, he’d need to add Time 4 to that Effect.
Patterns of other characters. Again, the Common Magickal Effects chart shows you
••••• Rank 5: Mastery – the ability to command how different Spheres and their Effects can be combined to
vast forces in connection with that element create even greater or more expansive Effects.
of reality. By now, the mage knows almost
everything there is to know about the principles
of that Sphere and can perform godlike deeds
Locking an Effect
Normally, a lasting magickal Effect remains in the location
with them. where it was originally cast. The mage has essentially transformed
(Higher degrees of Sphere mastery might exist, but those that localized reality to suit his desires. Certain Effects, of course,
are rare and optional so we’re not exploring them in this book.) travel because of the nature of the things they do; rumors
The metaphysical principles behind those Spheres can circulate, winds and fires move, a shape-shifted character can
be found in Chapter Two, under A Brief Overview of the run around, a gate leads to some other location, and so forth.
Spheres and Their Properties, (pp. 67-71). Here, we’ll deal If, however, you want to cast a lingering, mobile Effect that
strictly with the levels of progress and the things you can do has been integrated into a specific Pattern and which involves a
with each level of expertise. Sphere that is not normally related to that sort of Pattern, then the
For easy in-game reference, each Sphere has been given Effect must be “locked” into the target’s Pattern by a Sphere
an entry that details the expanding powers of that Sphere. that does apply to that Pattern.
Matter
Shaping the Materials
Specialties: Transmutation, Shaping,
Conjuration, Refinement, Complex Patterns
To a mystic, nothing is truly inert. Still, the Sphere of
Matter deals with substances that possess no active agency
of their own – materials, not life-forms or energies. The
third aspect of the Pattern Trinity, Matter works best
when combined with other Spheres. Prime and Matter
create solid forms from energy; Correspondence and
Matter connect objects across space; Entropy erodes
or reinforces Matter; Forces transmutes inert elements
into active ones. Life plus Matter bridges the gap between
living and dead materials – an essential combination when
dealing with vampires – and Spirit plus Matter renders ephemera
into matter or matter into ephemera. Time alters the temporal state
of Matter, and high-Rank Mind Effects (Rank 5) imbue inanimate
materials with consciousness. Although Forces, Prime, and Spirit
reflect primal energies and Life addresses organic animation, Matter
represents the base of the physical world.
• Matter Perceptions
A Primary understanding of Matter allows the initiate
to perceive the intrinsic properties of base materials – their
underlying structure, innate properties, and integral stability
or lack thereof. With that knowledge, she can view the
material composition of an object, note its less-obvious
structures, find its hidden layers or – when combining this
perception with Entropy – spot its weak points. Combined
with Life, this Sphere detects implants, enhancements, and
other integrations of living tissue and inert materials.
•• Basic Transmutation
With advanced knowledge, the mage can transmute
one substance into another, so long as she doesn’t alter its
essential shape, temperature, or basic state (gas, liquid, solid).
Depending upon that mage’s practice, she might reshape
lead into gold through alchemy, wood into stone through a
hyperpetrification process, or water into wine (and, with Life
3, wine into blood) through a sacred miracle. Rare and/ or
complex materials are more difficult to fabricate than simple
ones; it’s easier to turn stone into iron, for example, than
into gold. To reflect that challenge, such refinement requires
a greater number of successes than a transmutation into a
common material.
(On a related note, the mage cannot yet fabricate
radioactive materials. Such elements merge their essence
into the Sphere of Forces, and thus demand a greater level
of expertise.)
When combined with other Spheres, this basic level
of understanding allows a mage to conjure base materials
from energy or dissolve them into Quintessence (Prime 2),
transmute matter into living tissue (Life 4 or higher), move
an object through space (Correspondence 2 or higher) or
time (Time 3 or higher), change ephemera into matter and
matter into ephemera, or awaken the slumbering spirit within
material objects (Spirit 3 or higher). In all cases, Matter 2
allows the mage to work with simple, homogenous, non-living
substances. Complex mixtures of various elements usually
require Rank 3 or higher, although simple combinations
(like those found in bread, milk, paper, or gunpowder) are
possible if the player rolls plenty of successes.