Spheres
Specialty Sphere Levels cost 7 x the new level in XP.
Other Sphere Levels cost 8 x the new level in XP.
Your highest Sphere Level cannot exceed your Arete.
With each new Sphere Level you buy, you will receive one
Rote for free under that Sphere Level, chosen from the Standard Rotes page. This is non-negotiable; your first Rote is
always a standard Rote. You can begin
creating custom Rotes with XP after that.
Magic is as limitless and uncategorized as the universe
itself. However, hundreds of years ago,
Tradition Mages decided that they needed some way to categorize and teach the
various realms of Magic. The Order of
Hermes proposed general terminology for the Spheres, a way to get many groups
to communicate about the same ideas.
Thus, the nine Spheres were born.
All things come from the Prime. They are conceived in
the Mind, focused in the Spirit, then given form through Forces, Matter, and Life. They are perceived through Correspondence and Time. They break down through Entropy, and eventually return to the Prime.
Note that each Tradition thinks of each Sphere
differently. An Akashic Brother might
lump Forces, Matter, and Life into just studying the magic of the world. He might call the Mind sphere Zen, even
though he uses it the same way.
Nevertheless, the Traditions have agreed that when they gather together,
they will use the names of the Spheres referring to magic that affects living
things as Life, no matter how strange that might feel.
Correspondence: All points in space are
one. Command of this Sphere allows a
Mage to transcend the constraints of space and distance.
Specialty:
Virtual Adepts
1 Immediate Spatial Perceptions
2 Sense Space, Touch Space
3 Pierce Space, Seal Gate, Co-Locality Perception
4 Rend Space, Co-Locate Self
5 Mutate Localities, Co-Location
Entropy: Things
fall apart. The Wheel turns on its
inexorable course, destroying what exists to make way for new growth. This Sphere encompasses both fortune and
destruction.
Specialty: Euthanatos
1 Sense Fate and Fortune
2 Nudge Fate
3 Affect Predictable Patterns
4 Affect Life
5 Affect Thought
Forces:
This Sphere provides its students command over the fundamental forces of
the universe. Electromagnetism, fire,
gravity, kinetic energy and nuclear power are all within its purview.
Specialty:
Order of Hermes
1 Perceive Forces
2 Control Minor Forces
3 Transmute Minor Forces
4 Control Major Forces
5 Transmute Major Forces
Life:
The biology of all life forms (from simple viruses to the complexity of the
human body) fall under this Spheres control.
Biological functions may be sped up, slowed down or even completely
rewritten at the whim of the Mage who masters this Sphere.
Specialty:
Verbena
1 Sense Life
2 Alter Simple Patterns, Heal Self
3 Alter Self, Transform Simple Patterns
4 Alter Complex Patterns, Transform Self
5 Transform Complex Patterns, Perfect Metamorphosis
Matter: This
Sphere encompasses the study of material, inorganic patterns. Everything from simple analyses of chemical
composition to the transmutation of base metals into gold is possible using the
magic of Matter.
Specialty: Sons of Ether
1 Matter Perceptions
2 Basic Transmutation
3 Alter Form
4 Complex Transformation
5 Alter Properties
Mind:
The study of sentience, perhaps even separate from the biological brain, is the
goal of this Sphere. It allows the Mage
to plumb the depths of his own consciousness and unlock the powers within.
Specialty:
Akashic Brotherhood
1 Sense Thoughts and Emotions, Empower Self
2 Read Surface Thoughts, Mental Impulse
3 Mental Link, Dreamwalk
4 Control Conscious Mind, Astral Projection
5 Control Subconscious, Untether, Forge Psyche
Prime: This Sphere
covers the study of Quintessence, the raw stuff of Awakened Magic. Mages trained in this Sphere understand and
manipulate creation at its most basic, learning to detect, absorb and alter
this mysterious Fifth Essence.
Specialty: Celestial Chorus
1 Etheric Senses, Effuse Personal Quintessence
2 Weave Odyllic Force, Fuel Pattern, Enchant Patterns
3 Channel Quintessence, Enchant Life
4 Sublimate Quintessence, Permanently Enchant Matter &
Forces, Tap Wellspring
5 Alter Quintessential Flow, Nullify Paradox, Permanently
Enchant Life, Create Node
Spirit: Knowledge
of the Umbra and its inhabitants comes from studying this Sphere. The Mage who commands its power may converse
with spirits and travel to their realms (albeit with difficulty).
Specialty: Dreamspeakers
1 Spirit Senses
2 Touch Spirit
3 Pierce Gauntlet
4 Rend and Repair Gauntlet, Bind Spirits
5 Forge Ephemera, Outward Journeys
Time: This
Sphere promulgates the subjectivity of time.
Using it, a Mage may manipulate the perception and passage of time for
himself and others.
Specialty: Cult of Ecstasy
1 Time Sense
2 Time Sight
3 Time Manipulation
4 Time Determinism
5 Time Travel, Time Immunity
Sphere Levels
1 Apprentice:
Your Mage is just beginning to understand that there are greater forces at work
around him. He has learned to see the
Sphere to watch it and understand how it works but lacks the skill to
interact with it and shape it to his will.
An Apprentice in a Sphere is entirely a passive observer, with little
more power than a Sleeper.
2 Initiate:
Youve learned to interact with magic, but only in clumsy and unfocused
ways. You manipulate the Sphere through
brute force of will, often creating interesting effects but lacking in finesse
or precision. Any effect that works
through skillful or subtle manipulation of the Sphere is far beyond your
abilities.
3 Disciple: You
can now interact with the Sphere with natural ease, creating and controlling magic
with a thought. However, you are still
limited to the surface level of the Spheres possibilities, and you cannot yet
conceive of grand, Master-level effects.
This is generally the point at which a Sphere becomes really useful,
although commonly the Spheres best effects only apply to the Mage himself.
4 Adept: Youve
begun to plunge deeper into the Sphere, removing barriers in your abilities and
in your mind. Youre now easily capable
of working your powerful magic on other people, on groups of things, or even on
reality itself. There are still some
limits for you although you may have mastered many of the uses of the Sphere,
you still must learn the significance of those uses in the grand scheme of magic.
5 Master: Very
few limits remain for you. You can
change the very essence of the things within your Sphere, achieving effects
which are even considered impossible to Mages.
With a little preparation, you can do almost anything you can conceive
of within your Sphere of mastery. There
are still greater levels to strive for, Archmage powers you cant even dream
of, but on Earth you are a force to be reckoned with.
Resonance: Each time a Mage purchases
a Sphere, or a point of Arete, the ST will determine if his study has caused an
increase in Resonance. This is a simple
d10 roll. If the d10 roll is less than
or equal to the level of the Sphere or Arete being bought, the Mage gains
Resonance. For example, if learning an
Apprentice Level Sphere, the ST needs to roll above 1 on a d10 to avoid
Resonance. If learning a Master Level
Sphere, the ST would need to roll above 5 on a d10. (You dont need to worry anyway the ST will
handle the rolls.)
The Mage
always gains the type of Resonance specific to his Avatar Essence. Lusting greatly for power can very quickly
make a character unplayable one of the necessary balances that a Mage must
master.
Resonance
will also be gained through bad rolls on the Paradox tables, as well as by
traumatic in-game events.