Mage Spheres: Difference between revisions

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<br>'''Specialties:''' Conjuration, Scrying, Gates, Warding, Teleportation
<br>'''Specialties:''' Conjuration, Scrying, Gates, Warding, Teleportation
<br>'''Source(s):''' Mage 20th Anniversary p. 513<br>
 
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<br>'''Specialties:'''  Fate, Fortune, Decay, Order, Chaos, Necromancy
<br>'''Specialties:'''  Fate, Fortune, Decay, Order, Chaos, Necromancy
<br>'''Source(s):''' Mage 20th Anniversary p. 514<br>


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<br>'''Specialties:''' Alchemy, Motion, Elements (any or all), Technology, Physics, Weather, Weaponry
<br>'''Specialties:''' Alchemy, Motion, Elements (any or all), Technology, Physics, Weather, Weaponry
<br>'''Source(s):''' Mage 20th Anniversary p. 515<br>


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[[Category:Mage]]
[[Category:Mage]]

Revision as of 05:59, 7 August 2024

Traditional Spheres

Description: Correspondence is a sphere that works with space, relationships, and tethers between whatever exists in the Tellurian and Umbra. Correspondence allows a Mage to see ties between others, to understand and comprehend distances at a glance, and to know what strings may be pulled at what time. At higher levels, Correspondence allows a Mage to reach across distances, to the extent that the Mage may be able to colocate themselves or create permanent gates between two locations (paradox warning). Masters of the Art are able to exist in multiple places at the same time.

Correspondence's main shining point is its use with other Spheres. If you wanted to cause a forest fire in a distant location, you could use Correspondence 3/Forces 3/Prime 2. Performing mind control at a distance would be Correspondence 4/Mind 4 for the most egregious forms of mental domination. One thing to keep in mind is that your ability to utilize magick over space and distance is limited by your level of Correspondence. If you only have Correspondence 2, for example, you can only use Spheres at level 2 or lower.

Primary Resonance Examples: Distance, geometry, spatial (warping)

Appearance: Mages who specialize in Correspondence tend to have a faraway look. To them, the separations of space and form are meaningless illusions that disappear when you understand how the universe truly fits together.


Specialties: Conjuration, Scrying, Gates, Warding, Teleportation


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Source(s): Mage 20th Anniversary p. 513

"Do you hear that, Mister Anderson? That is the sound of inevitability!" - Agent Smith, The Matrix

Description: Entropy is the Sphere of probability and decay. The Entropist can manipulate random chance, observe how probability might impact a given system, tap into the Low Umbra/Underworld, corrupt or cleanse. Eventually, the Mage is able to harm others, which attacks the actual Pattern of their adversary. All damage done with Entropy is Aggravated.

Primary Resonance Examples: Decay, death, chance, probability

Appearance: For obvious reasons, Entropy-schooled mages tend to be fatalistic, disassociated, or uncannily cheerful. To them, the saying “all things must pass” is no simple sentiment but an intrinsic fact of life.


Specialties: Fate, Fortune, Decay, Order, Chaos, Necromancy


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Source(s): Mage 20th Anniversary p. 514

Description: Probably the most straightforward of the Spheres, Forces allows Mages to affect energetic patterns (fire, air, momentum, gravity, radiation, light, sound, radio waves, etc.). With a little Prime 2, a Mage can create any of these patterns "from nothing" (though who knows if there's actually something there – something that Mages love to argue about).

Forces is also the most combat-focused of the Spheres, allowing Mages to utilize magickal energies to destroy their foes. At lower levels, they can manipulate and move existing forces, create protection spells against certain forces (protection from flame, for example), or create bulletproof vests (Forces 2/Matter 2, creating matter that repels momentum).

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Specialties: Alchemy, Motion, Elements (any or all), Technology, Physics, Weather, Weaponry


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Source(s): Mage 20th Anniversary p. 515

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Technocratic Spheres

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