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Part II: The Spheres

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.

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What does that mean? It’s very simple: if you want to alter For more about the use of Spheres and the way in which
someone’s mind, use the Mind Sphere; if you want to alter they fit into the step-by-step process of casting magick, see
her physical body, use the Life Sphere. But if you want to use Spheres: The Foundation of Each Effect, (pp. 528-529).
magick to build inorganic material into her body’s Pattern,
then you must use both Life and Matter; if you want to make Optional Rule:
her Pattern invisible by warping light around her body, then Technocratic Alternative Spheres
you must lock the Effect by using both Life and Forces. Three optional Spheres at the end of this section reflect the
Locking the Effect combines the necessary Spheres so that Technocratic refinements of three of the nine mystic Spheres,
the magick is essentially integrated into a Pattern. And as noted as presented in the Revised Convention Books for the New
earlier, the Patten Spheres are Forces, Life, and Matter. Spirit is World Order (the Data Sphere, an analog of Correspondence),
sort of an honorary Pattern Sphere because although it deals in the Syndicate (Primal Utility, the hypereconomic applications
non-physical elements, those elements have their own kind of of Prime), and the Void Engineers (Dimensional Science, the
Pattern when they become ephemera. (See Chapter Nine, p. 475.) scientific perspective on Spirit).
Unless the subject of a locked Effect has been turned into For the most part, these optional Spheres may be purchased
a Wonder (see Crafting Wonders, pp. 652-653, and the rules ONLY by Technocratic operatives, as these disciplines reflect
given in Appendix II), that Effect still expires when the Duration the training, research, and conditioning of the Technocratic
runs out. The lock in itself does not make an Effect permanent. Union. The exception, Data, is based on innovations by the
Virtual Adepts and has since been adopted by technomancers
Sphere Specialties from all over the spectrum.
Each of the following entries also features a selection of In most respects, a Technocratic Sphere functions like a mystic
specialties. You can choose a Sphere specialty when your mage one. These three variants, however, have a few noticeable bonuses
accumulates four dots in that Sphere. As with the specialties and limitations, which get covered in the individual entries.
granted to Attributes and Abilities, a Sphere specialty allows
A character cannot possess both a Technocratic Sphere and
you to count each 10 you roll as two successes, not just one.
the corresponding mystic Sphere. Doing so would essentially
(For details, see Chapter Six, p. 274.)
reflect a divided perspective on Reality – believing two related
At four dots, a player gets to choose one specialty, based yet opposed beliefs about the same thing.
upon the things the mage does most often with the Sphere
That said, a character may transition from one to the other
in question. At the Storyteller’s discretion, additional specialties
if the story supports that transition. In such cases, the character
can be purchased for four experience points each, assuming
temporarily loses a dot in that Sphere until she has a chance to
that the character has spent time and effort training herself in that
add one point of Arete, essentially experiencing a revelation that
specialty. You can’t suddenly specialize in Shapeshifting, after
allows her to adapt her old expertise to her new understanding.
all, if your character hasn’t spent lots of time learning how to
At that point, the Sphere returns to its previous rating. The
change her shape.
player does not have to spend extra experience points to return
that Sphere to its old level, although raising it, of course, costs
Spheres By Rote the usual amount of experience points.
Longtime Mage fans know that the previous Sphere entries
ran on for four to six pages per Sphere, covering 36 pages or The other Spheres – Entropy, Forces, Life, Matter, Mind,
more. During games, those long entries could get very hard to and Time – follow the same rules, regardless of a mage’s
follow, and they featured an array of Effects that were essentially affiliation. A NWO Black Suit would refer to his approach
one-Sphere rotes. Those Effects, in turn, proved difficult to to the Mind Sphere as Psychodynamics, but Psychodynamics
track down, especially in the heat of a game. And so, in the still functions, in system terms, the same way that the Mind
interest of clarity, we’re sticking to basic functionality in this Sphere does.
20th Anniversary Edition.
A full presentation of the Spheres and their Effects and Correspondence
permutations would be far larger than any other chapter in this
book. Most folks won’t need such an extensive catalog of spells,
Connections
especially given this book’s Common Magickal Effects chart. and Dimensions
For a detailed breakdown of the many potential applications of Specialties: Conjuration, Scrying,
the Spheres see the Mage 20th Anniversary Edition sourcebook Gates, Warding, Teleportation
How Do You DO That? A Practical Guide to Sphere Magick,
which presents a comprehensive look at the Spheres and their By manipulating the ties between places, objects, and
associated Effects, rotes, Procedures, and so forth. people, the Correspondence Sphere allows a mage to sidestep
A small selection of rotes and Effects can be found in distances, sense things that would normally be out of range, pull
this chapter, in Section VIII: Adjustments, Procedures, and objects out of thin air, levitate or fly, or connect an Effect to
Rotes, (pp. 601-611). some other place or character. Some mages proclaim this Sphere

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is proof that distance is an illusion, whereas others view it as Rank 1 Correspondence. Fortunately, she can also thicken space
the Art of pulling strings between different places and people. to cover her tracks; each success used in doing so deducts one
Because this Sphere deals with space and relationships, success from the roll of a character who’s trying to spy on her
its Effects use a special Correspondence Sphere Ranges chart, or notice her sensory Effects.
found on (p. 504). Most Effects require touch or close contact, By adding Life or Matter to Rank 2 Correspondence, the
but Correspondence lets the mage reach across distances and mage can grasp small items or organisms (housecat-sized or
affect hidden or faraway targets. When adding Correspondence smaller) and then pull them through tiny holes in space. This
to an Effect, use that Correspondence Sphere Ranges chart to lets her snatch business cards, guns, rabbits, and such from
find the connection and then exploit it. Tenuous connections another location, apparently pulling them out of nowhere.
require several successes, but spanning close connections is easy
for a mage who understands this Art. ••• Pierce Space/ Open or Close Gates/
On its own, Correspondence allows the mage to reach Co-locality Perceptions
across distances, even to places she cannot see or touch. At Now the mage can tear holes in space, large enough for her
Rank 2 or higher, she can grasp items and work with them to step through. These minor gates are small and temporary, but
from a distance. To manipulate other objects or beings in ways they allow that character to step from one place to another, so
other than physical contact, however, that mage must combine long as she’s alone and lightly encumbered. (Teleporting large
Correspondence with another Sphere – typically a Pattern items, or while carrying heavy loads, demands Correspondence
Sphere (Forces, Life, or Matter). 4.) Scoping out the new location is a good idea, of course.
A close, familiar destination requires fewer successes than a
When combining Correspondence with other Spheres,
distant, unfamiliar one.
however, the Effect is limited – in game terms – to the mage’s
Rank in the Correspondence Sphere, not to the Rank of the other Spheres Using the Co-locality Perceptions Effect, the mage can
involved. A mage, for instance, who has only Correspondence 2 also perceive several places at once. Those locations all appear
tries to use a Forces 3/ Correspondence 2/ Prime 2 Effect to try as ghosts overlapping each other, as if they’d been layered on
to start fires at a distance… except that she is limited to Forces 2, top of the closest location.
a Rank that’s too low to conjure fire. In order to boost that Also, by combining Correspondence 3 with Forces, Life,
effect, she’d need to raise her Correspondence to at least 3. or Matter, the mage can move things around from a distance,
Despite its ability to warp space and distance, levitating, manipulating or teleporting them without physical
Correspondence deals only with whole Patterns, unless a target contact.
has been altered by another Pattern Sphere; Correspondence
•••• Rend Space/ Ward/ Co-locate Self
alone, for example, cannot teleport someone’s head off – the
mage would need to use Life magick to separate the head from Creating larger holes in space, the mage can now open
its body. A gun, on the other hand, could be snatched away by permanent gates between locations (10 or more successes);
a Correspondence/ Matter Effect. isolate forces, spaces, objects, or people into their own tiny
realms (by combining Correspondence 4 with Forces, Life,
Mages who specialize in Correspondence tend to have a Mind, or Matter); and ward certain locations against specific
faraway look. To them, the separations of space and form are Patterns (again, combining Forces, Life, Mind, or Matter with
meaningless illusions that disappear when you understand how Correspondence) or Resonance energies (combining this Sphere
the universe truly fits together. with Prime 4). This warding effect can impede or even block the
For an optional Technocratic approach to Correspondence, forbidden elements from crossing into, or out of, the protected
see Data, (pp. 524-525). space. (For extensive details about wards, see the sourcebook
How Do You DO That?)
• Immediate Spatial Perceptions/
Using the Co-location Effect, that mage can also appear
Landscape of the Mind
in several different places at once. To function, however, she
Basic spatial understanding allows a mage to sense things must add Mind 1 to that Effect. Each self mirrors the original’s
in her immediate vicinity even if she can’t perceive them with actions unless she also adds Life 2 to that Effect, granting
her normal senses. Using that perception, she can estimate the independence to every self.
distances between objects; intuitively find a direction (North,
South, East, West); notice hidden objects or characters; and ••••• Spatial Mutation / Co-Location
spot spatial instabilities – warps, anomalies, wormholes, etc. Distance and dimensions become child’s play to a mage
– especially the ones caused by other Correspondence Effects. at this Rank. She can distort space; alter sizes and stretch or
compress objects (Matter), bodies (Life), or forces (Forces);
•• Sense, Touch, Thicken & Reach
connect different Patterns to one another across intervening
Through Space/ Correspondence Sensing
space; or even superimpose places or objects on top of one
That mage can now extend her senses across intervening another (extremely vulgar). Combining this Rank with Life 3,
space, sensing things in other locations. Such extensions, the mage may also expand her senses to perceive many different
however, leave minor ripples in space… the kind noticed by places at once.

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Entropy as it breaks down the very Patterns of existence. Up until
that point, Entropy helps a mage exploit or defer the effects
of decay and probability… a gift that helps him use an
Chance and Mortality opponent’s surroundings against her even when he doesn’t
Specialties: Fate, Fortune, attack directly.
Decay, Order, Chaos, Necromancy For obvious reasons, Entropy-schooled mages tend to be
Everything is mortal. Objects, people, even concepts decay fatalistic, disassociated, or uncannily cheerful. To them, the
over time. When you truly understand that principle – and saying “all things must pass” is no simple sentiment but an
more, when you can influence it yourself – such knowledge intrinsic fact of life.
brings with it a sense of liberation… a bit of sadness, of course, • Sense Flaws, Fate & Fortune/
but also the comfort of letting go. Ring of Truth
Controlling the energies of probability and decay, an Basic Entropic understanding allows a mage to see the
Entropy-schooled mage can manipulate random factors, observe currents of probability, spot flaws in Patterns, and note the
and influence flaws within a system, tap into the energies of subtle yet telling details in a person’s speech and behavior that
the Low Umbra, induce or remove corruption, and otherwise suggest whether or not she’s telling what she believes to be
exert his Will through the inexorable process of mortality. the truth. Although he cannot yet control such phenomena,
This is no easy discipline. The Entropic mage assumes the mage can predict dice throws, card draws, and other
some of the Resonance of decay within his own Pattern, and apparently random events; spot weak spots in objects, people,
bears the weight of mortality within his mind and soul. Still, or arguments; and use those imperfect yet profound insights
the powers of this Sphere – though less obviously destructive to his advantage.
than those of other Arts – give that mage subtle but pervasive
control over Creation as a whole. •• Control Probability
Unlike most other Spheres, Entropy spells don’t inflict Now the mage can control the factors he could only
damage until Rank 4; after that, such damage is aggravated, sense before. Pulling the strings of apparently random events,

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he can influence activities and results – directing the fall of
dice or cards, repeatedly hitting weak spots, and directing Forces
people and things toward a conclusion of his choice. Of
course, it’s easier to control small events (the winner of
Raising Storms
a horse race) than large ones (causing a six-car pileup). In Specialties: Alchemy, Motion, Elements
game terms, large alterations demand more successes than (any or all), Technology, Physics, Weather, Weaponry
small ones do.
Although modern physics disputes the old lines between
••• Affect Predictable Patterns matter and energy, the venerable study of Forces transcends
Things eventually break down. At this Rank, the mage can human politics. This Sphere commands the energies of Creation,
control the speed at which material objects fail or decay. That’s and its specialists are among the most powerful mages alive.
easier to do with complex machines (cars, computers) than it On a metaphysical level, the Forces Sphere commands
is with simple ones (walls, stones) – after all, more things can energetic Patterns: fire, air, momentum, gravity, radiation,
go wrong with complicated things. light, sound, and radio waves… the kinetic elements that shape
At this Rank, the mage can also start controlling the fate and channel Earthly forces. Quintessence flows within such
and fortune of objects and people, giving them good or bad Patterns, so a mage can conjure new forces simply by adding
luck by controlling the probability of events around them. some Quintessence to “empty space.” Different practices view
Again, large feats demand more successes than smaller ones. such powers differently. Are they elemental spirits? Gods?
Particles? Waves? Every Master has his or her own pet theory.
•••• Affect Living Things In practical terms, however, this Sphere controls the Patterns of
At this Rank, the mage assumes the awesome power of such forces – directing, transmuting, enhancing, or banishing
blessing, cursing, and conferring outright health or decay. By their effects upon this world.
influencing the flow of entropy within a living body, that mage In game terms, Forces-based attacks inflict an additional
can grant outstanding vitality to, or inflict sudden disease upon, success of damage. The nature of that damage depends upon
his subject. Such influence, as noted above, inflicts or heals the energies in question – see the Magickal Damage chart.
aggravated damage and may grant long-term luck or misfortune. Simple manifestations and manipulations are limited to the
(Storyteller’s option as to how this manifests.) lower Sphere Ranks, whereas large-scale Effects demand higher
levels of expertise. Most large Effects also demand plenty of
••••• Affect Thought/ Shape Memes/ successes and can become Paradox magnets for careless mages.
Binding Oath Masters of Forces tend to carry a palpable aura of energetic
The most esoteric applications of Entropy allow command, with a Resonance that often alters their environments
the mage to alter ideas, strengthening or breaking down in uncanny, elemental ways.
concepts. Although he does not affect the actual workings of
consciousness, he can cause synapses to misfire (thus confusing • Perceive Forces
perceptions and mental processing, inflicting penalties on Unlocking basic perceptions of the elements, a Forces-
an enemy’s dice rolls), bind someone to an oath, or degrade savvy mage can sense the flow of forces in her environment.
the patterns of thought. By doing so, that Entropic Master She can boost her perceptions into the infrared or ultraviolet
can craft, perpetrate, reinforce, and undermine arguments, spectrums, notice electrons, see in the dark, view X-rays, discern
beliefs, and even memories. the flow of sound or radio waves, spot kinetic energies, and
To do such things, the Master merely speaks to, or glances hear frequencies beyond the normal human range.
at, the subject of his attention. Chaos Masters can scramble
someone’s perceptions with a few weird utterances, and Masters •• Manipulate Forces/ Elemental Touch
of Order can present arguments with apparently perfect logic. Although she cannot conjure energies just yet, the mage
By offering compelling statements, the Master can create or may now alter the flow of existing forces. Sound can be muted
destroy memes (see p. 594), thus influencing whole patterns of or amplified; shadows can be gathered, shaped, or dispelled.
belief. An oath, meanwhile, ties the subject’s fate to her loyalty; The mage can warp light to make things invisible, change their
if she breaks the oath, then her luck goes really, really bad. colors by altering the spectrum of localized light, or render them
silent by bending sound waves in their vicinity. With a wave of
In game terms, such feats demand a certain number of
her hand, she can disrupt electrical currents; flare flames; or
successes. Inspiring a whim requires only one or two successes,
direct the course of winds, momentum, or gravity.
sparking a fancy takes three, setting or undermining a conviction
takes four or five successes, and setting up obsessions demands Combining this Rank with other Spheres, that mage
five successes or more. Such activities are usually coincidental could also make an object (Matter) or organism (Life) attract
and are typically rolled against a difficulty of the subject’s or repel forces. Thus, she could weave minor protection spells
Willpower +3 (threshold rules apply for Willpowers of 8, 9, or force-fields… or, conversely, turn that target into a magnet
or 10) if that character tries to resist the Master’s influence. (perhaps literally) for the forces in question.

Chapter Ten: The Book of Magick 515


Despite its powers, this Rank is limited in scale. Assume therefore, may end life, but he may also create it from pure
that the mage can command energies around a single human- energy (that is, from Quintessence) or turn it, literally, to dust.
sized character or within a small area (20’ or less). To affect a Whereas other Spheres grapple with abstract theories,
larger area, you need a higher Rank in Forces. Life focuses on literally bone-deep facts. As a Life mage
knows, however, those facts remain susceptible to change. In
••• Transmute Minor Forces/ Telekinetics/
conjunction with other Pattern Spheres (Forces, Matter), life-
The Dragon’s Touch forms can be changed into elements, turned to stone or metal,
Now the mage can alter and invoke the energies she could or else created from such substances. Even without additional
only touch before. By adding Prime 2, she may conjure winds, Spheres, however, Life allows a mage to transmute those life-
fire, electricity, gravitational wells, and so forth. Combining forms in startling, even apparently impossible ways.
this Rank with Life or Matter, she can transform people into
As a whole, this Sphere embraces everything that has living
electricity (Life 5/ Forces 3); change water into air (Forces 3/
cells within itself, even if that object is technically dead. As a
Matter 3), or attach elemental force to material forms – making
general rule, assume that anything that’s still alive enough to
them fly, pinning them to the ground, and having other, similar
transplant, preserve, or cultivate is governed by Life Arts. If
effects (generally with Life or Matter 3). And by adding an
it’s inert enough to be irrevocably dead, then it’s governed by
ephemeral Sphere to this Rank, she might erode or enhance
Matter. Thus, preserved blood and organs, still-living plants,
energies (Entropy 3); manifest thoughts into energies (Mind 3);
live-culture cheese, and so forth contain Life, but corpses,
transmute spirit-stuff into physical energies (Spirit 3); or set
cotton fibers, withered organs, or cut wood become Matter.
triggers for energy fluctuations at some later interval (Time 4).
When used to inflict or repair damage, Life deals out
At this Rank, the scale of effect grows larger, now
aggravated damage because it works directly upon the Patterns
encompassing several dozen yards or a handful of characters.
of living things. As a result, an organism that has been radically
•••• Control Major Forces/ Gift of Zeus/ altered by Life magick (given new limbs or other characteristics
Weather-Witching that are not part of the creature’s original Pattern) suffers Pattern
Larger Effects become possible. Our mage may now use the bleeding: an inexorable Quintessence leak that inflicts one level
lower-Rank Effects over larger areas – a mile or more – to change of lethal damage per day. Unless the caster uses Prime magick
weather patterns; conjure darkness; drop or raise temperatures; to refill that Pattern with fresh energy, or alters that Pattern
protect locations… or destroy them; and otherwise employ the permanently, the damage continues until the subject dies.
previous levels on a much greater scale. For obvious reasons, Given their ability to heal illness, age, and harm, Life-skilled
such Effects tend to be vulgar and demand many successes to mages enjoy great health and vibrant beauty. Truly accomplished
achieve. ones understand the mutable potential of organic existence and
work to correct – or exploit – its ever-changing states.
••••• Transmute Major Forces/
Conjuring Infernos • Sense Life
With godlike power, a Forces Master works her Will upon Basic Life knowledge allows a person to read the presence
vast areas. She can conjure tornados on a clear day, calm tides, and health of nearby life-forms. With such knowledge, the
and ignite the very air into a firestorm. Such mages earn the mage can discern a living being’s age, sex, and overall health.
title “Nuke,” though few of them survive long enough to enjoy By combining those perceptions with other Spheres, he can
it. It’s easier to invoke such forces under the right conditions, also sense distant organisms (Correspondence 2), guess their
of course – a cold snap comes more easily in winter than in potential for sickness or misfortune (Entropy 1), perceive them
summer – and such radical alterations have repercussions that through past or future states (Time 2), or read the streams of
often outlast the original Effect. In game terms, massive Forces Quintessence that bind them to the universe (Prime 1).
spells should disrupt the weather and leave massive Resonance
echoes behind. •• Alter Simple Life-Forms/ Heal Self
Simple organisms – viruses, mollusks, insects, plants, etc.
Life – become clay in the mage’s hands. He learns to adjust their
Patterns (giving a crab wings, for example), and heal or kill
them. Although he can’t yet transmute them into other states
The Living Form
of being, he can cause flowers to bloom or wither, help trees
Specialties: Transformation, Shapeshifting, Healing, bear fruit, and so on. Focusing on his own Pattern, he can also
Improvement, Creation, Cloning, Evolution, Injury heal himself or perform small alterations (hair color, skin tone,
height, weight, and so on) to his basic form.
Life grows, transforming over time until some final
incident renders it into inert matter. Mages who specialize ••• Transform Simple Life-Forms/
in Life, therefore, master the complex principles of organic Alter Self/ Heal Others
transformation. Beginning with the simplest Patterns, he Advanced understanding allows the mage to radically
evolves his understanding toward godlike ends. A true Master, alter simple organisms (turning a tree inside-out); transform

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one into another (changing fruit into insects); or – with Prime 2 – conjure
them from raw energy.
Working with his own Pattern, that mage can work substantial alterations
on himself, growing gills, claws, armor and so forth. He remains essentially
human, but begins to master the definition of “human.” Meanwhile, he
also gains the ability to heal damage to other complex organisms, put
them to sleep, or inflict harm upon their living Pattern forms.

•••• Alter Complex Life-Forms/ Transform Self


At this Rank, the mage may enact radical changes on any complex
organism – people, dogs, horses, and so forth. He can uplift other
species with new limbs, opposable thumbs, increased brain capacity,
etc., so long as he doesn’t change their intrinsic nature.
Working with his own Pattern, that mage can transform himself
into other life-forms of similar size and mass; he could become a Great
Dane, for example, but not a hummingbird. Special abilities of that
form (flight, water breathing, and the like) do not carry over, however,
unless he builds them into that new form with additional Life Effects,
and the new body might require an adjustment period before the mind
and reflexes reflect the new form.

••••• Transform & Create Complex Life-Forms/


Perfect Metamorphosis
Now the Master of Life may adopt any form he wishes to achieve
and may transform other complex organisms the same way. His
expertise allows him to make permanent changes to life-Patterns, create
complex life-forms from energy (with Prime 2), give them consciousness
(with Mind 5), transmute them into other elements (Forces or Matter 3)
or raw energy (Prime 5), radically age or de-age them (Entropy
4 or Time 3), or instill them with spirits (Spirit 3 or 5).
Without such measures, however, his creations remain
mindless, soulless sacks of life – alive, but nothing
more.

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.

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Matter-wise mages tend to share a literally hands-on
approach to their Art. Solid workers of their practice,
they favor practical results with even the most theoretical
applications. Sometimes regarded as dull and simple by more
esoteric peers, these artisans merge quality and integrity with
surprising levels of ingenuity.

• 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.

••• Alter Form


At this Rank, the mage can alter the shape of materials in
whatever ways she desires, and she can temporarily transform
their essential state into a different one – steel, for example,
into fog or water into glass. (Permanent changes require
Matter 5.) That crafter may change an item’s density, fuse
broken pieces together, or rip solid ones apart.

518 Mage: The Ascension 20th Anniversary Edition


By mixing Matter 3 with other Spheres, the mage can like a mental dodge maneuver. And so, though weak-willed
join inert matter with living tissue, disintegrate it into dust, people may be influenced easily, determined folks can shrug
shift objects with the power of thought, or otherwise perform aside the influence of all but the most dedicated Will-workers.
amazing transformations upon apparently solid materials. (For details, see Resisting Psychic Assaults, pp. 544-545.)
For attacks against multiple targets, the difficulty for a
•••• Complex Transmutation
Mind-based Effect depends upon the usual coincidental, vulgar,
Complex and radical transformations now become possible, or vulgar with witnesses situations. Such Mind-based Effects are
especially with the addition of other Spheres. Pumpkins can generally coincidental, although especially flamboyant feats
be changed into carriages (Life 2), people into thrones (Life 5), might be vulgar instead.
cars into robots (combinations of Forces and Prime), or thin
air into banquets, so long as the mage doesn’t mind racking Literally “thought-full,” Mind-savvy mages possess mental
up a little (or a lot…) of Paradox. Different principles can be clarity and unnerving perceptiveness. Some appear to drift in
combined in complicated ways, creating cybernetic machines a sea of distractions, but the majority of them view the world
or electrified gold. Complicated devices (guns, cars, computers) with laser-focus intensity that penetrates illusions to reach
may be conjured out of empty space if the mage understands their deeper truth.
the principles behind such things (in game terms, possesses • Sense Thoughts & Emotions/
the proper Abilities). As usual, though, complicated creations Mind Shield/ Empower Self
demand extended rituals and many successes.
With basic mental magick, the mage learns to sense the
••••• Alter Properties emotions and surface impulses of other people. Although he
With Mastery, the crafter can create substances that cannot read specific thoughts, he’s able to perceive psychic
transcend the limitations of scientific possibility, conjure impressions about a person or (with Matter 1) a place or object.
materials unknown to Earthly reality, or share the deadly legacies Through this perception, he can guess at the nature of weak
of radioactive matter. Such Masters can shape armor out of air Resonance signatures and read the stronger ones outright.
(with Prime 2), turn vampires into lawn furniture (Life 5), or Even without Resonance, that mage can scan auras, note mood
melt steel with a thought (Mind 3). Again, such deeds remain shifts, discern truth from lies, or grasp someone’s overall state
incredibly vulgar, but they recall the godlike feats of legendry. of mind by way of a successful Arete roll.
Meanwhile, the mage also learns to shield his own mind
Mind from the thoughts and emotions of other people, constructing
mental barriers around his aura, emotions, and consciousness.
Art of Consciousness Each success on a coincidental Arete roll removes one success
from any other character’s attempt to read those psychic
Specialties: Communication, Illusion, elements.
Emotion, Social Programming, Self-Empowerment,
On a related note, he also learns how to multitask and
Astral Travel, Mind-Shielding, Psychodynamics, absorb data with startling acuity. Each success he rolls allows him
Psychic Combat to either consider an additional subject or speed the processing
Human beings perceive reality through complex interplays time that a normal person might require. For scene or two, he
of consciousness. The Mind-mage, therefore, alters the realities can even raise one of his Mental Traits by one dot per success,
of his fellow beings. Skillfully applied, such Arts can make a thanks to a Mind Empowerment Effect that concentrates his
sane man mad, soothe demented minds, or even shuck the mental faculties.
boundaries of flesh. •• Read Surface Thoughts/ Empathic Bond/
Though limited in its physical capacities (Mind Sphere Create Impressions/ Mental Impulse
attacks inflict bashing damage unless otherwise noted), Mind Now the mage begins to skim the contents of unshielded
is the ultimate coincidental Art. Its Effects remain essentially minds, discern emotional states, read memories that have been
invisible unless they’re combined with other Spheres. And left behind on objects or places, and project single words or
although Mind Adepts can leave their physical bodies behind, emotional impulses to other people. The simpler the emotional
such abilities remain unseen by mortal eyes. content, the easier it is to send or read; a flash of rage, for
In many cases, offensive Mind effects – that is, ones that instance, is easy to project or receive, but the complex stew of
read or influence another character’s mental state – base their reflective melancholy presents a challenge to inexperienced
difficulties on the target’s Willpower Trait rather than against the Mind-mages. (Game-wise, such complex feats demand more
usual coincidental/ vulgar spectrum. (If the target’s Willpower successes than a simple feat does.)
is less than 4, the base difficulty is 4.) Drastic acts of mind
control (suicide, for instance) go against the Willpower +3, as ••• Mental Link/ Project Illusions/
do Mind-based attacks against Night-Folk or other mages with Dreamwalk/ Psychic Blast
the Mind Sphere. An unwilling character can also try to oppose With increasing skill, the mage learns to link minds,
such Effects with a resisted Willpower roll, using her successes forge telepathic communications, read or influence another

Chapter Ten: The Book of Magick 519


person’s thoughts, craft mental illusions, enter someone’s embodies the primal Otherness that most mages possess – the
dreams and explore dream Realms, and blast psychic assaults sense of being something more than most people ever dream
into an unwilling rival’s consciousness. At this stage, Mind of being.
attacks can inflict painful – though rarely fatal – damage. For an optional Technocratic approach to Prime, see
Combined with Correspondence, Forces, Matter, or Life, he Primal Utility, (pp. 526-527).
is able to employ telekinesis, pyrokinetics, and psychophysical
assault, influencing objects, elements, or people with the power • Etheric Senses/ Consecration/
of his mind. Unlike most other Effects, this sort of thing is Infuse Personal Quintessence
not coincidental, although such talents do have a place within A beginning study of Prime allows the mage to perceive and
popular culture. channel Quintessence from Nodes, Tass, Wonders, and magickal
Effects. She may spot energetic ebbs and flows, can sense and at
•••• Control Conscious Mind/ least try to read Resonance and Synergy signatures, and could
Alter Consciousness/ Astral Projection also absorb Quintessence into her personal Pattern. Mages
The fearsome power of Black Suits and psychic assailants without at least one dot in Prime cannot absorb Quintessence
allows the mage to command another person’s actions as well as beyond their Avatar Background rating. A Prime-skilled mage,
her thoughts, alter her perceptions or mental state, and project however, may do so.
his own mind from his physical form. At this Rank, a mage can
When infusing her Quintessence into an object, that
change someone’s memories, drive her crazy (or sane), overlay
mage may also consecrate the object with her personal energy.
her aura with a desired impression, and set up posthypnotic
When she shapeshifts, steps sideways, or otherwise alters her
suggestions and commands. (See Social Conditioning and
Pattern’s metaphysical nature, that consecrated object will then
Reprogramming, pp. 605-607.) And by using internal rather
change with her. In the process, it also picks up her personal
than external powers, he can also project his astral form, as
Resonance… which, because it both identifies her and becomes
detailed in Chapter Nine, pp. 476-478.
essentially connected to her, is not always a good thing.
••••• Control Subconscious/ Forge Psyche/
•• Fuel Pattern/ Construct Patterns/
Untether Consciousness
Enchant Patterns/ Body of Light
A true Mind Master commands not only his own conscious
Attaining a degree of control over Prime energies, the mage
but other minds as well. He may alter someone’s mind forever,
may divert Quintessence into new or existing forms. Combined
raising (or lowering) her Traits, rewriting her personality,
with other Spheres, this allows that mage to create new Forces,
changing her Nature Trait, or (with Life 4) switching her mind
Life, or Matter Patterns (conjuring them from thin air), and to
into another body. He can do the same things to his own mind
infuse existing items with Primal Force to strengthen them or
as well, and he can untether that mind to explore the deeper
enhance their protective or destructive power.
reaches of astral space for hours or even days at a time. His greatest
power, though, is the ability to fabricate entire consciousnesses, Weapons or attacks infused with Quintessence through
creating minds where no mind had been before. Prime 2 Effects may hurt spirits or inflict aggravated damage,
and substances infused the same way may protect against such
Prime harm. (See Chapter Nine’s Combat section for details.) On a
related note, she may also – with Life 2 for simple organisms,
Essence of all Things or Life 3 for complex ones – consecrate a living thing at this
Rank, as if that life-form were an object described above.
Specialties: Resonance, Artifice,
Through similar applications of energy, the mage can also
Perceptions, Channeling, Creation, Destruction conjure a simple Body of Light: an idealized self projected
By studying the raw energy of Creation, a student of the from ephemeral energy. Although this Body of Light has no
Prime Sphere learns to understand, manipulate, and absorb substance or special properties (unlike the astral form described
the Fifth Essence within all things. Also known as Odyllic Force, in Chapter Nine, p. 477), it presents a glowing holograph of
Primal Energy, and Quintessence, this baseline energy fuels the the mage herself.
Patterns of other forms – Forces, Life, Matter – and flows
••• Channel Quintessence/ Enchant Life/
through the sublime essence of Spirit. A Prime-skilled mage,
Energy Weapon/ Craft Periapts &
therefore, can create and destroy things at their essential level,
power items of enchanted or Enlightened creation, and sustain Temporary Wonders
her own life essence through her understanding of Primal Force. By tapping into the flow of Quintessence around her, the
Prime-skilled mage can draw both free and raw Quintessence
Ripe with such energies, a Prime Sphere specialist pulsates
from Nodes, Junctures (special times), and Tass (solidified
with Primal Force. Unless she’s working to suppress it (or has
Quintessence)… and she may also channel that energy into new
wiped her aura clean with high-Rank magicks), her Resonance
and existing Patterns as well. With such powers, she could (with
bears strong signatures from her deeds. (See Resonance and
Life 3) enchant a living thing so that it could inflict or endure
Synergy, (pp. 560-561). For better and worse, such a person
aggravated damage; inflict aggravated damage by shaking up

520 Mage: The Ascension 20th Anniversary Edition


that organism’s life force; pull small amounts of life force from primal forms of the mystic Arts, Spirit Sphere magick traffics
a living sacrifice or (with Matter 2) from inert objects; instill in the hidden side of the natural realm. As a result, its Effects
Quintessence into a vessel called a Periapt; or – with other typically use the Gauntlet Ratings chart to determine the
Spheres – craft temporary Talismans or Devices by infusing difficulty of their associated rolls.
them with Primal Force. (Permanent enchantments require Often affiliated with the shaman, Spirit magick is more
Prime 4 – see Crafting Wonders on p. 508, and Quintessence eclectic than it often appears. A mage who specializes in this
Amounts on p. 507.) Sphere could be a primal devotee, a sophisticated theologian,
In desperate circumstances, a Prime-schooled mage can also a medicine-worker deeply versed in cultural traditions, an
create temporary weapons out of pure concentrated energy – eclectic metaphysician, a modern Pagan, or anyone else who
blasts of Quintessence or swords of light. Such weapons inflict comprehends the rich world beyond material physics. Almost
aggravated damage (as per the Base Damage or Duration chart) inevitably, he’ll look deeper than most modern people do,
and cost one point of Quintessence per use… or, for weapons grasping for the spiritual forces behind apparently mundane
that last for a length of time, one point per turn. When the events.
mage runs of out Quintessence, the weapon disappears. Unless For an optional Technocratic approach to Spirit, see
channeled through energy-guns or conjured as miracles among Dimensional Science, pp. 525-526.
the faithful, such attacks are inevitably vulgar.
• Spirit Sight/ Spirit Sense
•••• Expel or Infuse Energy/ Tap Wellspring/ To most of humanity, the spirit world remains invisible.
Craft Tass & Permanent Wonders Not to a mage who knows the Spirit Sphere. Although he’ll be
The terrible power of draining Quintessence from objects most attuned to spirits with Resonance similar to his own, that
or forces (though not yet from living things) can disintegrate mage can read the local Gauntlet’s thickness, discern auras,
those targets, consume them in Primal flames, or decay them sense spirits of all types, peek into the Penumbra through the
almost instantly. Reversing that flow, the mage can craft objects Vidare (see Chapters Three and Four), and determine whether
that cannot be broken, or bond organic and inorganic materials or not a material object has a spiritual component (as mystic
together to create cybernetic implants, nanotech, and other Fetishes do).
Wonders. At this stage, she is able to enchant items permanently
Combined with other Spheres, that mage can spot forces,
and draw Quintessence from the energetic Wellsprings of exciting
places, or items with unusual ties to the spirit world, such as
events. By infusing her personal Quintessence into a Periapt,
Awakened objects, elemental spirits, possessed organisms,
the mage might use Matter 4 to craft a Soulgem: a portable vessel
Shallowings, Nodes, and so forth.
that’s filled with her own Resonance and energy.
•• Touch Spirit/ Manipulate Gauntlet
••••• Infuse or Withdraw Life Force/
Perception moves to contact. The Spirit-savvy mage can
Create Node & Soulflower/
now reach through the Gauntlet for a turn or two; call across
Nullify Paradox
the Gauntlet; speak to spirit entities, or touch them for a brief
A Prime Master can draw Quintessence from anywhere, moment; and thin or thicken the local Gauntlet. In the latter
at any time, and channel it into other vessels as well. A dark, case, each success lowers or raises the Gauntlet rating by +1
vulgar aspect of that power allows her to obliterate a living for each success rolled. (Four successes would raise or lower it
being by consuming all of his life force, whereas the reverse by four levels, for example.) That said, a human mage cannot
of that power infuses him with life force so strong that he’s lower the Gauntlet to less than 4 within the mortal world.
essentially blessed. Combining that ability with Life 5, she
may turn complex organisms into Soulflowers: living Periapts By adding other Spheres, that mage could project thoughts
who become walking batteries of boosted Quintessence. Such across the barrier (Mind 4 or 5); stir up elemental disturbances
Mastery also allows the mage to create Nodes in significant within the Otherworlds (Forces 2 or higher); imbue material
places, and to nullify Paradox as described under Nullifying objects with ephemeral power (Matter 2); drain Essence from a
Paradox, p. 549. spirit (Prime 3); or help other living creatures sense or contact
the spirit realms (Life 2).
Spirit ••• Pierce Gauntlet/ Step Sideways/
Rouse & Lull Spirit
Art of the Otherworlds Now the mage can cross over, transmuting his living
Specialties: Umbral Travel, Spirit Dealings, tissue to ephemera. He may carry a few material possessions,
Gauntlet Manipulation, Primal Spirits, Tech Spirits, although transmuting them as well raises both the difficulty
Celestials, Infernals, Possession of the roll and the number of successes required for the trip.
(Normal clothing and items raise both factors by +1; bulky
Reaching into the essence beyond Earthly life and matter, clothing and items raise them by +2.) That traveler must step
the Spirit mage explores the Otherworlds and deals with sideways on his own; bringing large items or other people
creatures beyond mortal understanding. One of the most across demands a higher Spirit Rank. Meanwhile, a combined

Chapter Ten: The Book of Magick 521


Spirit 3/ Mind 2 Effect allows the mage to read Resonance, aspect of reality: time itself. And yet, initiates of this Sphere
Synergy, and other spiritual energies (Essence, a spirit’s place understand that time is fluid… difficult to manipulate, but not
within a hierarchy, etc.). as rigid as it might appear.
At this Rank, a mortal mage can also harm an Umbral In conjunction with other Spheres, Time allows a mage
entity as if he was using Life 3 against that entity. While Spirit to set triggers on other Effects, stretch out their duration, see
2 allows the mage to touch that entity, Spirit 3 lets him actually into other times and places, or otherwise warp the threads
damage its ephemeral Pattern’s integrity the way that Life 3 of time. When employing the Time Sphere to look or reach
damages a physical creature’s form. through time, a player checks the Time Sphere Timelines chart;
By combining this Rank with Matter 3 and Prime 2, the when prolonging an Effect, she could either spend successes
mage can also create short-lived objects from ephemera; such on increased Duration (see the Optional Dividing Successes
creations must be constructed as if they were material things, Rule chart), or else add Entropy 3 in order to hold the Effect
and they fade away at the end of the Effect’s duration. until a certain circumstance occurs.
Finally, this Rank helps the mage rouse the slumbering It’s been said that time travel is impossible; however, that’s
spirits within objects or places, or else put active spirits to not entirely true… it’s just extremely difficult. Effects that involve
sleep. (See Awakening Substances in Chapter Nine, p. 443). going backwards in time add +3 to their difficulty, are always
vulgar, and stack the effects of Paradox. A character who rewinds
•••• Rend Gauntlet/ Seal Breach/ Bind Spirit time by turns adds one layer of Paradox per turn; going back
As the mage approaches Mastery, he can tear Gateways in three turns, for instance, incurs three times the usual Paradox
the Gauntlet, allowing groups or large objects to pass through… – three points for each point that might otherwise be earned
or close such breaches, too. Both applications, of course, are by an Effect at that Rank. And a mage who travels backward
deeply vulgar. according to the Time Sphere Timelines chart gets two layers
At this Rank, the mage may also compel spirits to appear, bind of Paradox for each interval on that chart; going back 50 years
them into Fetish objects, or tie them to certain spots or prisons. (or four intervals), for example, nets eight times the usual amount
For obvious reasons, such bondage is risky, especially if the spirit of Paradox – eight points for each point normally earned. No
is powerful. A brave or foolish Spirit mage can even turn himself wonder people who go back in time rarely return to speak of it!
into a temporary Fetish, channeling a spirit entity into his mortal As one might expect, a mage who manipulates the Time
body; in such cases, he loses his ability to use true magick, but Sphere tends to appear distant from the moment at hand.
he may employ the capabilities of the spirit inside him. On the Although she might have excellent timing, her sense of the
flipside, he can also exorcise a spirit that has possessed a mortal importance of past/ present/ future events seems to be a bit
host. In all cases, the mage enters a series of resisted rolls against more… fluid than usual for a person living by the clock in
the spirit, pitting his Willpower against that spirit’s own. today’s world.

••••• Forge Ephemera/ Gilgul/ • Time Sense


Break the Dreamshell Temporal understanding begins with the mage’s own
The Spirit Master is now able to command ephemera itself, perceptions of time. At this stage, she develops a precise
creating, challenging, and destroying spirit matter as he Wills. internal clock and can spot the temporal ripples left behind
With such power, he may craft Realms, imbue or drain a spirit by (or, in many cases, developing ahead of) Time Effects. Other
of Essence, instill a soul within an empty shell of Life or Matter, phenomena, too, leave disturbances in the time-stream, and
and bestow the awful sentence of Gilgul – the destruction of the mage can notice them as well. Combined with additional
a mage’s Avatar. Such powers are always vulgar and feature Spheres, this Rank allows the mage to detect the influence of
devastating consequences even when the mage succeeds. the Time Sphere on other spells or Patterns too.
This power also allows the mage to break the Dreamshell •• Past & Future Sight
and venture beyond the Horizons, wandering into the Deepest Thicken the Walls of Time
of Umbrae. Such tasks demand at least 10 successes, but a
Now the mage can look forward or backward through
courageous Master can travel as far as his soul wants to go.
time. Although those impressions are fleeting, hazy, not entirely
accurate, and bound by the limitations of that time and place
Time (that is, what a bystander in that specific time and location
could sense under the circumstances), they allow the Time-seer
Tricking the Flow to catch glimpses of the past or future.
Specialties: Perceptions, Prophecy, Triggers, By itself, this Effect allows the mage to see in her present
Time Travel, Temporal Control location only. By combining Past/ Future Sight with other
Spheres, however, she could read the probable past or future
The esoteric Arts of Time demand a flexible mindset.
impressions of objects or places (Matter), living things (Life),
Possibly the most confounding Sphere, Time involves dizzying
and alternate locations (Correspondence). Entropy 2 even
temporal metaphysics that defy the most apparently determined

522 Mage: The Ascension 20th Anniversary Edition


allows her to glimpse multiple futures and pick out the one time while recalling events from the future she just left (Life 3/
most likely to occur. Mind 1), or even invoke multiple probabilities (Entropy 3).
Reversing her powers of perception, that same mage can Again, such attempts are Paradox magnets with awful long-
thicken the walls of time, which makes other Time Effects more term consequences.
difficult. Each success she rolls deducts one success from the
•••• Time Determinism/ Trigger Effect/
attempts of other Time-savvy characters.
Time Bubble/ Anchor Point
••• Time Contraction or Dilation/ Now the mage learns to withdraw herself from the normal
“Bullet Time”/ Rewind Time flow of time, hold Effects until they get triggered by events,
Speeding or slowing her relationship with time, the or – by adding in Correspondence, Forces, Life, Matter, and/
mage can now gain multiple actions, slow other characters or or Spirit – capture other beings or phenomena in bubbles of
phenomena, or rewind small snatches of time. In game terms, time. Thus, a mighty (vulgar) Time/ Forces/ Entropy Effect
every two successes allow the character to take one additional could capture a tornado and shunt it off into no-time space
action that does not involve casting magick (only one Arete roll until some trigger sets it free. At this level of expertise, the mage
may be made per turn); or else slow another character, object, can also set a temporal anchor point for herself for when she
or even herself down by one increment per success. (Four dares to travel through time at Rank 5.
successes, for example, would slow a person down to a quarter
••••• Temporal Travel/ Time Immunity
of his normal speed.)
The “Dr. Who Effect” allows the mage to exist outside of
By rewinding time, the mage can also move her immdiate time; immunize people, places or things from time’s passage;
surroundings back one turn for every two successes – an Effect or travel forward or backward through time. Such godlike
that pulls her out of the normal flow of time and allows her feats… feats that often cause a mage to become forever lost
to retcon an action or two. (See above.) to history… are often best left to the Storyteller’s discretion.
Combining this Rank with other Spheres, the mage can Even for Masters, Time travel is a mysterious and maddeningly
affect other Patterns (Forces, Life, or Matter 2), cast Effects imprecise art. For extensive details about such things, see the
across distance and time (Correspondence 3), move back in sourcebook How Do You DO That?

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