What You Need To Know

A Brief Guide to Magick in Mage for First-Time Players


[BRT Home Page | Victorian Garden Intro | Pregen Stats | Adventure Text | NPC's]


Summary

This guide is intended to provide an overview of how magick in Mage: The Ascension works. It does not contain a detailed summary of the actual magick use rules from the game, and does not provide specific information on the powers available at each Sphere rank. It does try to provide some explanation of common terms in Mage, and to give some understanding of the nature of the Static Reality and the important differences between coincidental and vulgar magick. It also touches on the conflict between the Traditions and the Technocracy, and the uses of foci and Quintessence in magick.

Changing Realities

The first thing to recognize about magick in Mage: The Ascension is that you are literally altering the paradigms of reality. Magickal effects aren't so much spells, wherein a fixed procedure gives a fixed result, as acts of will, where the mage holds forth that things just must be so, and forces reality to agree. There may be some ornamentation to go along with this statement (chanting, incense, ritual objects, etc.), but they are all essentially not necessary.

There is a cost associated with this free-flowing view of reality. All the rest of use (the "Sleepers") have grown very accustomed to one reality (the "Static Reality"), and tend to unconsciously resist attempts to change it. If the mage's view of reality is fairly compatible (see Magick vs. Teknology below), this doesn't create too many problems. However, if the mage has a diametrically opposed opinion, and tries to hurl it in reality's face, bad things will happen. These bad things are called Paradox, and should be avoided at all costs.

Coincidental Magick

Coincidental Magick attempts to blend magickal effects with Static Reality, so the Sleepers won't realize what's going on. This is how Technocrats never run out of ammo ("It's caseless"). It's also how Tradition mages get past guards ("The guard forgot to check my ID"). To a mage, it's clear what's going on. To a Sleeper, nothing too unusual (or impossible) happened.

Vulgar Magick

Vulgar Magick just won't fit into the conventional Sleeper's worldview, no matter how hard the mage tries. People just can't summon forth spirits, or throw fireballs, and mages who try to do such things risk getting slapped down hard, especially if there are Sleepers around to witness them (even when there aren't, there is more risk in doing vulgar effects).

How To Evade Static Reality

There are several ways to sidestep the restrictions of Static Reality. The first is to avoid Static Reality completely. The Umbra and the various Horizon Realms that exist within it generally have either much-loosened restrictions upon magick, or none at all. Many mages live in Chantries that support their own private views of reality, enabling them to do anything they wish with no risk at all of Paradox, but still striking down those who subscribe to different worldviews.

Leaving Earth is clearly not a particularly helpful plan if you need to perform magick on Earth. But even in the confines of Earth's worldview, it is still possible to create a number of apparently-vulgar effects without risking Paradox. The opinions of the local Sleeper population are an important variable. A mage acting as a Charismatic faith-healer in Louisiana would be able to get away with some fairly remarkable curative acts, provided both he and his audience believed that it was God that was working through his hands. A medium working amid a group of New Agers could most likely actually call up the spirits of the dead as a coincidental effect. The key is in remaining within the bounds of what the Sleeper population considers plausible.

The Spheres

A mage's ability to affect reality is defined by the Spheres, each of which covers one aspect of the universe. In general, low ratings allow sensory effects only, medium ratings allow minor modifications, and high ratings allow dramatic changes.

Many common effects will require that two or more Spheres be combined. For example, Forces 2 can redirect and control "minor" forces (like electricity or fire), but can only create new force if combined with Prime 2.


Correspondence
The Sphere of Correspondence controls the relative positioning of objects. Initially, this merely gives the mage dramatically improved sensory ability and the ability to detect unusual warpings in space. Higher levels permit apportation and teleportation effects. The highest Correspondence powers allow space to be arbitrarily warped to the mage's pleasure.

Entropy
Entropy controls luck, fate and decay. Entropy 1 allows the mage to find weak points and understand failure patterns. Medium levels allow decay processes and randomness to be controlled (either enhanced or degraded). High levels allow truly dramatic effects: people can be disintegrated, buildings made to stand (practically) forever, and the like.

Forces
The Sphere of Forces allows the sensing, control and creation of the "invisible" forces that run the universe: heat, light, electricity, and gravity. The progression is the standard one: at low levels, the mage can merely sense forces around him, while at high levels he can freely destroy, create, transmute and control forces.

Life
Life rules the processes that maintain living things. A Life mage can sense, repair, change and create living creatures, depending upon his skill. As with most Pattern Spheres, actual creation of anything will also require the Prime sphere. Also, while a mage can freely rebuild himself or others into superhuman creatures using Life magicks, he risks violating the precepts of Static Reality. In minor cases, modified creatures become thaumivores, requiring magickal energy (Quintessence) to survive. In more extreme cases, modified creatures become walking Paradox sinks, unable to survive upon Earth for any length of time (this is the fate of both dragons and advanced cyborgs).

Matter
As Life is to the living, so is Matter to the inert. This Sphere allows a mage to first understand and sense patterns in matter, and then to transform and create Matter.

Mind
Mind is the Sphere that covers the intelligent mind. Mind 1 gives a mage the ability to better control and protect his own mind. Higher levels allow this control to be extended to the minds of others.

Prime
The Prime Sphere is a "theoretical" sphere. Save for understanding complicated Pattern constructs and finding Nodes of Quintessence, it isn't particularly useful in itself. Most of Prime's value comes in conjunction with other Spheres, when it is used to establish the Patterns that creations can be hung upon. Thus, while changing straw to gold would require only the Matter Sphere, creating gold from nothing would require both Matter and Prime.

Spirit
The Spirit Sphere (called Dimensional Science by Technocrats) controls access to the otherworld. Low levels of Spirit allow a mage to read auras, detect the presence of otherworldly creatures, and interact in limited ways with the Umbra. Moderate levels of Spirit allow a mage to "step sideways" and actually enter the Umbra, either with or without companions. High levels of Spirit (especially combined with the Prime Sphere) can allow a mage to create his own Horizon Realms.

Time
The Time sphere allows a mage to sense and manipulate time. Unlike other similar Spheres, Time is somewhat limited. Free-flowing time travel is not possible, though the mage can control the relative rate at which time flows. At high levels, some games with the past and future are possible.

The Conflict: Magick vs. Teknology

The Ascension War is currently raging between the various Traditions (to which the players belong) and the Technocracy. On the surface, the difference between these groups seems very large. Tradition mages are generally individualistic, and practice highly idiosyncratic magicks. Technocracy members are regimented, and work with advanced technology. However, in reality the Technocracy is simply more successful than the Traditions. In the late 1400's, the antecedents of the Technocracy began a continuing effort to promulgate a single worldview among the Sleepers, a worldview compatible with Technocratic Magic, which they choose to refer to as Teknology. There is functionally no difference between Magick and Teknology, save that the latter is far better supported by the current Static Reality. When Technocracy mages produce effects beyond the credulity of the Sleepers (like advanced cyborgs and blaster rifles), they suffer from Paradox effects just like their Tradition brethren do.

Using Foci

Most mages require physical props to help them work their magick. Any magickal effect can be accomplished without the use of foci, given that the mage has a sufficiently developed understanding. As a mage's Arete improves, he becomes able to use more and more Spheres without the foci that he once found indispensable. However, foci are still helpful even when they are not truly necessary. A mage who is not required to use a focus, but does anyway, gains a -1 modifier to the Target number of the effect he is attempting.

Using Quintessence

Quintessence is the essence of the universe trapped in accessible form. Most mages are able to maintain an internal reservoir of Quintessence to help them with their magick. Each point of Quintessence used in an effect reduces the Target number by one. In some cases, this is the only way to make some powerful effects possible. ÿ