Professional Documents
Culture Documents
1
Based on Mage the Awakening
by u/CritianCaceorte
Introduction
In the World of Darkness, there exists certain manipulators of reality, those who with but
a thought can change the world around them to suit their desires. They are known to the
populace of the moonlit world as “Mages,” those who have witnessed Supernal Truth. It
is a potent power, and a responsibility, for one wrong move can bring the fell energies of
the Abyss, known as “Paradox,” into reality to make a total mess of things. But so long
as these entities practice their art responsibly (or at least with some caution), they need
not fear that evil, and can enjoy their lives with supreme power at their fingertips.
Under the command of the greater mage groups are a number of families, bloodlines
enchanted with Truth by greater powers to be able to wield magic as a native ability.
This enchantment is sadly limited, only permitting them to cast a few spells. All the
while, their bodies are burdened with unique Curses, the price for their bloodline’s
abilities. Thankfully, they do benefit from two factors: First, the rate of them becoming
Mages compared to the average person is substantially higher, orders of magnitude,
and so many are “cultivated” in a sense in the hopes that they too might Awaken to the
Truth. Second, they can pass their powers onto their children, and though the legacy is
not guaranteed to be passed down, it’s still well within coin-flip range, especially when
breeding within the bloodline (Magic can overcome some of the issues with inbreeding,
but the more distant the relation the better.) Still, their curse and their limited spell pool
means that compared to actual Mages, they are simply inferior in every way.
There is a rare phenomenon, wherein a Proximi gets the opportunity to Awaken, and yet
fails the tasks required. While an ordinary human wouldn’t get any sort of consolation
prize, Proximi are different, and with their failure they still gain a greater taste of the
Supernal. You are one of these failures, and while the chances of you truly Awakening
at this point are quite low, you have still accrued enough Truth in yourself to gain a
degree of flexibility in your powers. While you might suffer the stares of disappointment
from others, you can still take solace in the fact that your status among your kind has
still been elevated… somewhat.
Select Your Path:
All Mages find themselves Awakened thanks to the assistance of five different
“Watchtowers.” These Watchtowers flavor their powers as “Paths,” permitting them to
cast certain types of spells with impunity, but denying them the advantage of a single
aspect of reality. Proximi are also aligned to one of the five Paths, able to cast spells
from its Arcana as well as 1 other. As a Greater Proximus, you instead gain access to 3
other Arcana in addition to those provided by your Path.
A Path provides access to 2 Arcana, categories of reality that Mages and Proximi can
manipulate. It unfortunately also prevents them from choosing 1 specific Arcana, known
as the “Inferior” Arcana, though Mages can overcome this somewhat. Choose your
Path, note it’s Path Arcana and it’s Inferior Arcana (which you cannot select). Then,
choose 3 more Arcana to unlock.
Acanthus
Life is easy, if you know the score. Most people just haven’t realized the options that are
available to them. Associated with fairies and thorns, the Acanthus Witches gain access
to the Arcana of Fate and Time, able to manipulate destiny and the flow of time as they
see fit. This combination makes easy living for the Witch a true possibility, as they are
free from the tides of ill fortune. Unfortunately, they are subtle creatures, and so
something forthright such as the Arcana of Forces does not fit their repertoire.
Mastigos
We are not a singular edifice, thinks the Mastigos Warlock. We are interconnected
threads of thought and sympathy, held together by walls of flesh and Lie. After gaining
this perspective on the World, Warlocks find it easy to manipulate the Arcanas of Mind
and Space, for distance is just as much a Lie as singularity. However, a chair has no
more mind than the void, and so Warlocks cannot change the Arcana of Matter with
much ease.
Moros
Nothing we own can last forever. These possessions we hold in our hands will
eventually be ground down to dust by universal entropy, just as we too much be
reduced to ash. The Moros Alchemist accepts this Truth, and demonstrates its
implications on their foes. Wielding the Arcana of Death and Matter, they bring the living
world closer to its inevitable end through ghosts and pillars of stone. Their materialist
worldview blinds them to other factors sadly, their oversight denies them the subtlety of
the Spirit Arcana.
Obrimos
Thyrsus
The world is alive, as are we. We are all animals and plants, animated by spirits that
drive our instincts and abilities. Thyrsus Shamans see that beneath our shells of skin
lies the beating heart and the resonating soul, tied together by electric pulses directed
from our skulls. Life to them is a tangible thing, as are the spirits that dwell beside it, and
so they persuade the Arcana of Life and Spirit to help their cause. Being as tied to
instinct as they are impacts their aptitude for higher thoughts, and so Shamans cannot
touch the Arcana of Mind.
Now that you have chosen your Path, you must choose your 3 remaining Arcana.
Remember, you cannot select the Inferior Arcana as one of your 3 choices.
Every Arcana lists their designation, their native Path, and a list of example spells that
can be made by combining the Arcana with the listed practices. This is NOT an
exhaustive list of spells, far more can be created than can be accurately described, let
alone listed, here.
“Designation” comes in two varieties, Subtle and Overt. “Subtle” Arcana tend to be
more, well, subtle and less likely to catch Sleeper attention. “Overt” Arcana are more
likely to catch Sleeper attention, thus causing more Paradox. This is not a definitive
divide: It can be pretty easy to be subtle with Overt Arcana spells, or be flashy with
Subtle Arcana spells.
Death
Designation: Subtle
Path: Moros
Example Spells:
Deepen Shadows (Compelling)
Forensic Gaze (Knowing)
Speak with the Dead (Unveiling)
Ectoplasm (Ruling)
Soul Armor (Shielding)
Suppress Aura (Veiling)
Devouring the Slain (Fraying)
Ghost Summons (Perfecting)
Cold Snap (Weaving)
Fate
Designation: Subtle
Path: Acanthus
Example Spells:
Quantum Flux (Compelling)
Oaths Fulfilled (Knowing)
Interconnections (Unveiling)
Exceptional Luck (Ruling)
Warding Gesture (Shielding)
Fabricate Fortune (Veiling)
Grave Misfortune (Fraying)
Sworn Oaths (Perfecting)
Shared Fate (Weaving)
Forces
Designation: Overt
Path: Obrimos
Example Spells:
Influence Electricity (Compelling)
Sense Vibrations (Knowing)*
Tune In (Unveiling)
Control Heat (Ruling)
Environmental Shield (Shielding)
Invisibility (Veiling)
Telekinetic Strike (Fraying)
Velocity Control (Perfecting)
Gravitic Supremacy (Weaving)
Life
Designation: Overt
Path: Thyrsus
Example Spells:
Cleanse the Body (Compelling)
Web of Life (Knowing)
Speak with Beasts (Unveiling)
Body Control (Ruling)
Purge Illness (Shielding)
Mutable Mask (Veiling)
Bruise Flesh (Fraying)
Honing the Form (Perfecting)
Transform Life (Weaving)
Matter
Designation: Overt
Path: Moros
Example Spells:
Remote Control (Compelling)
Craftsman’s Eye (Knowing)
Detect Substance (Unveiling)
Shaping (Ruling)
Alchemist’s Touch (Shielding)
Hidden Hoard (Veiling)
Windstrike (Fraying)
Crucible (Perfecting)
State Change (Weaving)
Mind
Designation: Subtle
Path: Mastigos
Example Spells:
One Mind, Two Thoughts (Compelling)
Know Nature (Knowing)
Perfect Recall (Unveiling)
Memory Hole (Ruling)
Mental Shield (Shielding)
Incognito Presence (Veiling)
Psychic Assault (Fraying)
Enhance Skill (Perfecting)
Universal Language (Weaving)
Prime
Designation: Subtle
Path: Obrimos
Example Spells:
Dispel Magic (Compelling)
Sense Magic (Knowing)*
Sacred Geometry (Unveiling)
As Above, So Below (Ruling)
Wards and Signs (Shielding)
Supernal Veil (Veiling)
Aetheric Winds (Fraying)
Stealing Fire (Perfecting)
Channel Mana (Weaving)
Space
Designation: Overt
Path: Mastigos
Example Spells:
Ground-Eater (Compelling)
Correspondence (Knowing)
The Outward and Inward Eye (Unveiling)
Scrying (Ruling)
Ward (Shielding)
Lying Maps (Veiling)
Co-Location (Fraying)
Web-Weaver (Perfecting)
Ban (Weaving)
Spirit
Designation: Subtle
Path: Thyrsus
Example Spells:
Gremlins (Compelling)
Know Spirit (Knowing)
Exorcist’s Eye (Unveiling)
Opener of the Way (Ruling)
Cap the Well (Shielding)
Shadow Walk (Veiling)
Erode Resonance (Fraying)
Spirit Summons (Perfecting)
Reaching (Weaving)
Time
Designation: Overt
Path: Acanthus
Example Spells:
Red Light, Green Light (Compelling)
Divination (Knowing)
Perfect Timing (Unveiling)
Hung Spell (Ruling)
Constant Presence (Shielding)
Shield of Chronos (Veiling)
Shifting Sands (Fraying)
Acceleration (Perfecting)
Temporal Summoning (Weaving)
*: Not an official printed spell, but used for ease of explanation.
The final step, or close to it. Unlike your less fortunate brethren, you are able to create
and cast spells by combining a given Arcana with what is known as a “Practice,” or a
method of magic. The Practice is the thing which tells the spell what to do, while the
Arcana tells it what to target/affect. Sadly, unlike Mages, you will have to learn each
Practice for each Arcana individually, rather than in chunks as they do. Perhaps this will
prove to be enough incentive to push yourself further, or maybe it will serve to be the
thing which humbles you in the end.
First, you gain the first 3 Practices of your Path Arcana for free, due to your
strengthened connection to the Watchtowers. You then gain 18 points to put into the
rest of your Arcana.
Every practice has a different cost associated with them. You can purchase the 1-point
Practices (Compelling, Knowing, Unveiling) as you see fit. In order to purchase the
2-point Practices in an Arcana, you must purchase every 1-point Practice before them in
that Arcana, and the same goes with 3-point Practices. So, for example, you could
purchase every available Practice in a non-Path Arcana, or you could spread them out,
and then have a few points remaining for some 2-point Practices.
Certain spells can also use Reach in more creative ways, so many that they cannot be
listed here. And did you notice how I said that Dots give you “free” Reach? What’s paid
Reach then, some sort of DLC?
Not really. When casting a spell, if you Reach beyond the “free” points you already
have, you bring Paradox into the world, which if handled poorly can infect the spell,
infect you, or summon some monster that man was not meant to know. While you might
not bring as much Paradox into the world as a Mage could, you can still risk enough to
cause serious consequences. You can prevent Paradox by spending Mana, but that
stuff is precious and not easy to recover.
Now that digression is over, let’s go back to the main point: Divide your 18 points among
the Practices below. Remember, you're purchasing the combination of the Practice with
its Arcana, not just by itself. Examples listed correlate to the Example Spells listed in the
Arcana descriptions.
Knowing (1)
Unveiling (1)
Shielding (2)
Veiling (2)
Perfecting (3)
Weaving (3)
Curses
And now, for the true last step. As a Proximus, you suffer from a curse inherited through
your bloodline, the price for your power. As “only” a Greater Proximus, you still suffer
from its effects, which can become aggravated when exposed to Paradox.
Choose 1 Curse to be your own, and note its persistent and aggravated effects.
● Abyss Sense
○ Persistent: When near an Abyssal entity or a subject/location coated in
Abyssal energies, your mind gets muddled and you become more
confused the closer you get to the source.
○ Aggravated: You become so doused in Paradox that you become
immersed in the Lie, being treated as a Sleeper for the purposes of
Paradox for other spellcasters. In addition, whenever your spell falls apart
due to Paradox, you suffer injuries.
● Plant Body
○ Persistent: Your body has a high percentage of plant matter mixed in,
which gives you a permanent injury that will never heal. It won’t hamper
your movement, but it is somewhat painful to move.
○ Aggravated: You must sleep the night away directly on a patch of soil,
otherwise your injury will worsen until you eventually die.
● Clouded Eyes
○ Persistent: Your eyes aren’t the best, making your vision much worse than
normal.
○ Aggravated: You become totally blind for 24 hours.
● Third Eye
○ Persistent: You have a working, very prominent third eye on your
forehead. It gets irritated by dust and the like just like your other two.
○ Aggravated: The third eye becomes so irritated that it starts leaking blood
down your face, which is quite painful.
● Oath-Tongue
○ Persistent: All Mages have access to a special language which helps them
cast spells. You are vulnerable to a specific dialect of that language, and
are forced to obey all commands given in it.
○ Aggravated: You become vulnerable to any magical language, and must
obey any commands given in those tongues.
● Soul Consumer
○ Persistent: Your soul is slowly being devoured over time, and must be
replaced somewhat frequently, either through Death magic or the
assistance of a Mage. Having a different soul in you besides the one you
had from birth doesn’t change your magic in any sort of way, but it might
change your personality.
○ Aggravated: Your current soul is consumed utterly, and you are left
soulless. Without a soul you have no will or personality of your own, and
must have it replaced quickly to prevent ego death.
● Make Your Own?
○ You can make your own Curse as you see fit, so long as it’s a noticeable
affliction even at the Persistent level. Curses can never provide any
benefit unless the benefit is heavily outweighed by the downsides, like
with Third Eye.
Goals?
This is but an optional section, but you can decide for yourself what you want to do with
your life now that you have the power that you do. Choose as many as you’d like.
● Avoid Mages: For some, this is a given. Mages tend to gather favors from your
kind at best, and exploit them for resources and labor at worst. Perhaps it’s just
best to avoid them altogether, as best you can.
● Networking and Schmoozing: …Or you can go in the opposite direction and
make some connections! As a Greater Proximus, you have a higher sort of rank
in Mage society, giving you valuable opportunities to form some new bonds and
business deals.
● Second Chance: Ah, you still hold to the hope that you can become a Mage
yourself someday? Well, I wish you good luck, because if you weren’t able to cut
it the first time, it’s going to be very difficult to get a second opportunity to
Awaken.
● Start a family: At least, that’s the PG name for it. Turns out that one of the
benefits of being a Greater Proximi is that they are absolutely guaranteed to pass
down their bloodline to their children, even if the other partner isn’t related to the
family at all, making them a valuable source of new members of the family.
● Exploit your Lessers: Whether that be the other Proximi, or even the Sleepers
who don’t realize that magic is real, you are going to lord your power over them,
at least in a subtle manner. Might put you on a magic watchlist.
● Help those below: The opposite of the above. With your greater ability to wield
magic, you have a better chance of helping others with their issues, even if you
cannot do so overtly.
● Make money: There are so many ways to exploit magic for moolah, some of
which are even legal!
● Whatever you want: Ultimately, your goals are your own, and you can come up
with whatever projects or missions that you so desire.
Of course, that’s not the extent of your choices, at least, it doesn’t have to be. You can
grasp for more, more power, more power than you can ever conceive…
Paradox is the energy of the Abyss, pure anti-reality that is brought into the world when
a mage pushes their Reach too far, or when they utilize obvious magic in the sight of
normal people, known as “Sleepers,” whose minds break and bring in the Abyss when
witnessing such actions. As a non-mage, the amount of Paradox you can bring in is
fairly limited, at most enough to aggravate your curse, but if you want… further power is
yours, if you’re willing to risk the cost.
You can take on points of Paradox for more power. More options for Paradox points are
shown down below, but at its most basic you can always take on a point of Paradox in
order to increase the number of points you can spend on Practices by 6.
Such arrogance has its downsides, of course. For every point of Paradox you take on,
you increase the risk of Abyssal interference in your magic. Compare the table below to
the amount of Paradox you’ve grabbed. When you reach certain thresholds, the twisted
manifestation associated with that threshold becomes possible when you cast your
magic in front of Sleepers or use more Reach than you have available. The chance is
initially low, but if you acquire points in excess of a given threshold, that manifestation’s
probability of occurring increases. By the time you get to 5 points above the threshold,
that manifestation is practically guaranteed to happen.
In addition, having additional Sleeper witnesses beyond just the first increases the
amount of Paradox points you are considered to have. In front of a small group, your
Paradox rating is considered to be 1 higher. In front of a large group, its 2 higher. When
witnessed by a large crowd, it increases to 3 points higher than normal. This rule does
not apply if you don’t take any points of Paradox, but if you take even 1, these rules
apply.
Finally, repeated calling upon the Abyss makes it easier to draw it in further. Every
Paradox-incurring spell within the last hour increases your Paradox rating by 1.
Thankfully, Paradox does not occur in every circumstance. If a spell is not-obvious and
can be explained away, then Sleepers will pay it no mind. If you cast a spell within the
free Reach you have available, then none of the Abyss is conjured. But hubris affects
every mage, and the same with you. How long can you put off reaching for just that
extra drop of power? How long can you stop an emergency in front of a crowd? That’s
the risk of Paradox, the risk of power.
Paradox Rating Abyssal Manifestation
Examples Include:
Examples Include:
Examples Include:
Examples Include:
You can acquire points of Paradox for other things as well. Some of these are listed
down below:
Enhanced Rituals
For the price of 1 Paradox point, you can speed up your ritual times to become equal to
a starting Mage’s. This reduces the amount of time your Rituals take from 5 Hours to 3
Hours. Further Paradox reduces this further: from 3 hours to 1, from 1 hour to half an
hour, from half an hour to 10 minutes, and from 10 minutes to a minimum of 1. By
multiplying the amount of time that your Ritual takes from this new time requirement,
you can increase the power of your spells slightly per time interval, to a maximum of 5
extra intervals.
Magical Tools
For the price of 1 Paradox point, you can add ordinary objects and actions as “tools” for
casting spells, making them easier to cast. A tool has to be something that thematically
fits with the type of spell you are casting, or synchronizes with your Path in some way.
Certain magical environments can also be used as a tool if they meet these
requirements. Sacrificing precious objects, or even lives, can also help, though the latter
is highly looked down upon even if you are only using a gallon-bag’s worth of mice.
You can use up to 2 tools for casting. For an extra point of Paradox, you can increase
this limit by 1, up to 6 for a total of 5 Paradox points.
For an additional point of Paradox, you can learn High Speech, the language of the
Universe and Truth Itself. High Speech is a fantastic tool for casting spells, though only
Mages can understand it. Using High Speech in front of Sleepers makes them think you
are speaking gibberish and causes Paradox. Finally, High Speech is Truth, you cannot
use it to lie or embellish.
Paradox Protection
Yes, it’s ironic, that in order to protect yourself from Paradox you need to draw upon it in
the first place. For the price of 1 point of Paradox, you can internalize the Paradox that
you cause, injuring yourself, but preventing the Abyssal energy from roaming free. This
ability to trap Paradox is based on mental stability, those who are at peace with
themselves can contain more energy than someone who is barely functional. However,
even the most enlightened man on Earth cannot contain massive amounts of Paradox
equaling a rating of 6 or more, and believe me you can hold a lot less of that. The
average person, if they have the ability to contain Paradox, can reliably contain 2 points
worth of Paradox, reducing the rating by that amount. Sometimes you can contain more,
but assume that 2 point reduction to be the standard.
This containment, of course, isn’t painless. For every point of Paradox contained, you
suffer internal injuries that only time can heal, using magical healing only makes things
worse. The more points you contain, the longer it takes to fully heal, you can probably
contain about 6 points total in a given hour before you risk death.
Additional Arcana
Even five Arcana at your disposal simply isn’t enough. For the price of 1 Paradox point,
you can add an additional Arcana which you can purchase Practices from. This does
not include your Inferior Arcana, which you can never acquire. This benefit stacks up to
4 times, for the remaining 4 non-Inferior Arcana.
Higher Practices
By paying 1 point of Paradox, you can acquire 1 of the four Practices listed below for a
given Arcana. Those listed below have ratings just as the prior ones did, though you
don’t need to pay for them with Practice points, the Paradox covers that. They simply
determine what you have access to: In order to purchase a 4-point Practice for an
Arcana, you need all of the 3-point Practices for it, and so on for the 5-point stuff.
Because of how much you are reaching beyond your grasp here, you cannot form Dots
by purchasing all of the practices of a given level, it's simply beyond your ability. There
is no limit in how much Paradox you can spend here, so long as you follow the above
rules and realize just how much Paradox you’re taking on in the pursuit of greater
power.
Patterning (4)
Unraveling (4)
Making (5)
Unmaking (5)