Mage Clarifications
- Magic is the power to bend reality.
- Magic can affect anything in reality.
- Vulgarity is bounded by normal
understanding.
- Hidden magic can be vulgar.
- Magic is never vulgar because reality
changes its mind.
- From understanding, magic. Hence,
magic is never guesswork or random.
- You need the appropriate spheres
for anything your magic will do.
- Witnessing magic must include methods,
result, and the connection.
- It takes a LOT of sleeper
belief to make a vulgar thing coincidental.
- There's only one reality.
- Paradigm is an interpretation of that
reality.
- OOC, you invent paradigm's weird
stuff and the try to RP convincingly.
- Foci are the necessary concrete expressions
of paradigm.
- Paradigms should explain why not
just anyone can use some foci.
- Spheres are natural segments of
reality, but not obvious.
- Other people's paradigms look
like warped versions of yours.
- Foci are internalized. They aren't
crutches.
- Paradigm never limits magical
ability.
- Magic is natural.
- Paradox is the (potentially dangerous)
reaction to magic's action.
- Mages often won't do things, but
that doesn't mean they can't.
- The things that make magic what it is
can't be changed by magic.
- Mages can concieve of doing a certain
set of things with magic.
- All innovation comes from Mages.
- This is not Vampire or Werewolf.
- Masters are rare.
- The ascension war is the struggle
for the beliefs of mankind.
- Wishcrafting is sorcerery or a gloss
for spirit and entropy.
- Crossing into the Umbra is handled like
any other magic.
- Rotes are the 'legacy' of well-established
traditional paradigms.
- What is magic? back
The word brings many things to mind. Here's my list:
- Power
- Wisdom
- Wonder
- The Archaic
- The Occult
- The Impossible
- Trickery
Mages naturally adopt some of these, and discards others. Trickery and
the impossible are both out, for these purposes. The rest, one hopes,
are all included.
Magic: The ability to control reality through the
understanding and will, necessarily glossed by a "paradigm," (see below) along with that paradigm's
characteristic cultural, philosophical, and personal style and bias.
There're three things to keep in mind about that:
- Magic deals with the whole of reality. Anything that
lacks the potential to control even one small corner of reality
is not magic, in Mage's sense. Other kinds of magic exist, that are
really little bags of tricks, also known as Sorcery or "Hedge Magic."
- All "paradigms" in Mage, require specific, concrete
methods for working magic, which are called "foci" (see
below).
- Most "paradigms" are somewhat or extremely archaic, and
as much as possible, should always be based on real-life, traditional
magical systems, insofar as this doesn't contradict 1 or 2. They're
mostly archaic because there's only room for one or a few "dominant" or
"popular" kinds of magic, and usually the dominant form of magic isn't
thought of as magic by most people. The current example is
Science/Industry/Progress (aka the Technocratic Union).
- Is there any limit to what can be done with
magic? back
No.
But there are practical limits on individual mages. Mages must have
adequate knowledge, access to their paradigmatically correct methods
(foci), and deal with the consequences of doing magic clumsily, which
is called "paradox" (see below), more severe
with some applications of magic than with others-- vuglar, and
witnessed.
Also, magic itself, and the things fundamental to it, cannot be changed
by magic (see below).
- When is magic Vulgar? back
Imagine describing, honestly and accurately, to a sleeper of average
intelligence and education, the theory, methods, and result of a given
effect.
If they would be at least reasaonably certain it was impossible, the
effect is vulgar. Otherwise, it's coincidental.
- Does hiding methods prevent them from being
vulgar? back
No. It causes them not to be 'witnessed' (see below).
- Does reality shift based on what "could be," to
prevent things from being vulgar? back
No. Reality consists of what is, not of what could be. Magic is
itself the process of creating what could be, and reality will not
do it for you.
- Can a mage ask reality to do things for him,
without being specific? back
No. Magic is by nature about understanding through paradigm, from which
understanding derives control.
- Can magic do things outside the scope of the
initiating Mage's sphere knowledge? back
No. As per canon. A taxi-cab is more than a correspndence effect. It
has real mass, a real driver, and a real route.
- When is magic witnessed? back
Magic is witnessed when it is vulgar (see above),
and when the methods, the effect, and the connection between the two is
observed by at least one person who is neither a Mage nor a
supernatural creature.
- Can friendly sleeper witnesses change whether
magic is vulgar? back
In very large numbers (100+), and in the absence of anyone with any
inkling of doubt, yes.
But consider the improbability of finding 100 unawakened perfect true
believers, getting them to one place, and making sure nobody else gets
in. Don't expect to pull this off any time soon. Even the Technocracy
rarely manages it.
- How many versions of reality are there? back
Only one.
- What's a paradigm? back
An interpretation, of which there are many, of the sole reality. A set
of familiar images and analogies that give reality meaning and
coherence for a given Mage, and incorporate a characteristic cultural,
philosophical, and personal style and bias.
Dreamspeaker
Unified Paradigm
- What am I supposed to do with paradigm, as a
player? back
Invent it and roleplay it.
However. You will never understand paradigm as
thoroughly as your character, and you don't have to interpret
everything. There are some things you will want to examine the whys and
meanings of:
- Awakening & the distinction from sleepers
- Paradox
- The Avatar
- "Supernatural" things familiar to your paradigm, but
rarely seen generally.
- The 'purpose' of a person's existence.
- The nature of death.
- Foci (see below)
- Etc.
Don't try to explain very commonplace, scientific, or boring things. In
other words, you do not need, and should not attempt, a mystical
understanding of internal combustions engines, gravity, or earwax.
You may also find it worthwhile to consider what cultures, histories,
and segments of society, the paradigm is common to.
- What are foci? back
According to every paradigm, there are concrete methods used to work
"the Art" (magic). There are no paradigms in which the foci are mostly
or all "in your head." Paradigms can differ radically, but one thing
they all have in common is that they dictate very specific methods, and
therefore foci, to achieve certain effects.
Consciousness,
belief, and willpower are already all necessary to doing
magic. Foci therefore, by definition, impose limitations on doing magic
beyond these.(all basic mage players will be needing their foci. This
was written for the novice mage and their player) There are three
major factors to this; a focus can be
time-consuming, unreliable, or indiscreet. It should usually be some
combination of these, in different degrees. Time-consuming is pretty
self-explanatory. Unreliable foci are foci that, for example, aren't
around on tuesdays, or isn't in the boonies, are hard to take with you,
or require a skill roll. Indiscreet foci are obvious, in use, to
everyone.
The Storyteller may decide that some of your foci are SO much of all
three, that he's going to give you a bonus of -1 or even -2 on all
effects using that focus. For example, a cauldron in which special
substances have to be brewed for an hour or two, is wildly
time-consuming and indiscreet, and fairly unreliable.
On the flip side, some foci, like "The tattoo on the roof of your
mouth," are instantaneous, completely reliable, and pretty da,m
discreet. As are undetectable cybernetic enhancements.
- If it's real that a given Mage can use certain
foci to do certain things, doesn't that mean that anyone should be able
to do so? back
No, and paradigms should account for why other people can't. Usually,
the difference is some factor like exact knowledge, true faith, or the
like.
- What are the Spheres, in-character? back
The spheres are the natural divisions of reality. They were not
created, but merely described, by the Hermetics and other mages, when
the Tradition of Nine was founded.
Their existence is not readily apparent to any given mage who does not
have at least one dot in at least seven or eight different spheres.
Hence, generally students and disciples are unlikely to be able to see
for themselves that there is a finite categorization of reality in the
nine spheres-- and these spheres remain a theoretical abstraction that
only masters talk about.
Though doubtless differently-paradigmed mages can agree on the
reference of any given sphere, the differences among paradigms in
meaning and methods re: each sphere prevents almost any meaningful
conversation about them from taking place except with others with very
similar paradigms and magical education.
- What do Mages think of other Paradigms, IC? back
Without experience and direct observation, mages, upon hearing about an
alien paradigm, will dismiss it as nonsense and hearsay. ("Talking to
the sacred spirits on a radio? Bullshit!")
However, Mages will notice a vital "something" in active Magic, to a
degree matching their Per + Awareness, regardless of the paradigm. And
they will know that this "something" is common to all the practitioners
of their own art they've seen do magic.
Careful observation of an alien paradigm's methods will tend to confuse
and upset almost any mage, but will consistently tend to lead to the
belief that the other guy's paradigm is a corrupt, degenerate,
dangerously undisciplined, etc etc, version of one's own art.
That is to say, Technocrats will watch Verbena healers and recognize
the inklings of science, grossly misapplied. Hermetics will look at
superscience, and recognize degenerate septirothic forms.
Everyone always sees things, even other people's paradigms, in their
own paradigm.
- Do you realize your paradigm and foci are
crutches, as you advance in Arete? back
No, Foci are not a mental crutch. Speaking of "abandoning" foci is
misleading. Use the terms "affinity" and "use internally."
You have an affinity for a new sphere for every point of Arete after
the first (in other words, for every seeking you go through). This is
equally true of Technocrats and other Technomancers.
- Affinity for a sphere gives you -1 on any effect
(legitimately!) requiring that sphere.
- Affinity for a sphere means you can use it
"internalized," as well-- at +1 difficulty (net 0 difficulty), you can
do the effect without the actual presence of the focus at that moment.
NPC Masters do not believe, or wander around saying, that Foci are
mental crutches. Your character can claim to believe they're just a
mental crutch, but if he does, he's either insane, stupid, or a liar.
Magic is always easier with the focus, and no-one ever experiences the
slightest inkling to the contrary, when working with their tools, no
matter how long and hard they tell themselves it's "all in their heads."
<>Does pardigm set limits on what can be done
with
magic? back
No. A paradigm is an interpretation of reality as a whole. To awaken
means to understand, or have the capacity to understand, the entirety
of reality, and every possible magic is part of reality.
Out of Character, it is ideal that, before we roleplay a character
doing a magical effect, we come up with a sufficiently interesting
paradigmatic explanation for it.
In character, however, the limitations on a certain Mage's magic are
strictly the limits of that Mage's current knowledge. A
mage, by definition, can learn how to do anything.
In charcter, this knowledge is convoluted and interesting. Out of
character this knowledge is handled through the game mechanic of the
spheres. The expression of it is the object of roleplay, and it will
not be used as a mechanic for enforcing game balance.
In other words, I will NOT require you to come up with paradigmatic
explanations for every effect. In fact, if you have too much trouble
with a particular effect, I'll simply narrate round it, or fade to
black, so to speak. (Explanation-free effects will default to vulgar,
though.)
However, I WILL require you to meet some arbitrarily demanding
standards re: how flexibly applicable your foci and views are, when you
create your character.
And, if you consistently fail to roleplay paradigm, as far as I'm
concerned, you're failing to do the only thing that makes Mage
interesting.
- Is magic "natural," or "cheating?" back
Magic is natural. Mentors will never tell you to do things the mundane
way, because the magical way is phony, false, or cheating. They WILL
tell you to do things the mundane way because your grasp of your form
of magic isn't sufficient yet. Running is the most natural thing in the
world, but you need to learn how to crawl first.
Paradox, however, is a natural limiter on magic, and paradigm (see above) should always explain what what
paradox (see below) is.
<> What is paradox? back
Every action has a reaction. Ideally, every mage uses his magic well
enough to avoid being stomped on by the reaction when he bends reality.
But often, Mages DO get "bent back." This is called paradox.
Paradox is measured by game mechanics in points, and manifests as
annoying or dangerous effects called "paradox flaws." It manifests
whenever you accumulate new paradox that takes you over five points.
The nature of a paradox flaw will depend on the sphere(s) involved in
the magic attempt that manifested them-- it's like a magical effect
into which the paradox points put successes. Negation, pattern,
correspondence, and entropy magics often manifest as physical trauma,
which is called "backlash." Perceptual magics, Mind, and Spirit often
manifest as various forms of insanity, called "quiets." Creation
magics, especially including prime, entropy, life, and spirit, often
manifest mysterious independent entities called "hobgoblins" or (in
game-speak) "paradox spirits." Ultimately, paradox flaws are
situational, and can manifest as anything the diabolical mind of the ST
invents or approves.
Ironically, paradox flaws manifest in ways suggestive of your own
paradigm, and may themselves seem to violate "normal" reality.
Some kinds of magic, such as vulgar magic (see above)
and vulgar witnessed magic (also see above), are
particularly dangerous, sharp ways to bend reality. They tend to accrue
more paradox.
Under the normal rules, paradox points accrue as follows:
<> - You automatically get one point of paradox if you do
any vulgar (see above) magic.
- In addition, if you botch, you take paradox equal to
the highest sphere rating you were using.
- Finally, if it was both vulgar and a botch, you take
twice the normal paradox.
Our St does, in fact, handle paradox on a case by case basis. So it may
not accrue the same every time. She does not like the current WW system.
You automatically lose one point of paradox at the end of every week.
- Are you trying to tell me, Mages will do
anything with magic at all, that comes to mind? back
No. Mages will OFTEN refrain from doing certain things, because their
paradigm and morals tell them it's a bad idea. Mages DO sometimes do
bad things, things against their better judgement, however.
- Is there any'thing' that can't be affected by
magic? back
Yes. Avatars cannot be created or destroyed, awakening cannot be caused
or reversed, paradigm cannot be altered in an individual or as a
concept, the laws of quintessence do not change, the structure of the
spheres cannot change, whether magic exists, how potent it is, how
paradox reacts to it, cannot change.
Avatars, awakening, paradigm, paradox, quintessence, and spheres are
all axiomatic to magic. They are the unalterable substructure of
reality, have never changed, and never will. Magic could not exist
without all of them, therefore, magic cannot change them.
This includes such canon rotes as Gilgul, certain NWO brainwahsing
techniques, and the notion that characters from Dark Ages Mage were
True Mages. The Prime 5 effect for exchanging quitnessence for paradox
is still permitted.
- Does a Mage think 'Anything is possible with
magic' ? back
Players are free to say their characters "believe" anything they like.
Because people sometimes believe things that are simply wrong, and for
which there's no evidence.
There's a narrow range of things a given Mage can do with magic,
defined by his sphere ratings.
There's a broader range of things that a Mage can realistically
concieve of how to do, but may not be able to carry off himself, yet,
due to insufficiently detailed knowledge. Any given effect will be
conceivable to a mage, so long as: he has at least one dot in all the
spheres necesssary to create the effect, and has an arete at least as
high as the highest sphere necessary to create the effect.
Also, a Mage may witness another Mage of the same paradigm, but with
greater insight (arete) doing a thing. Which is valid evidence, but
they still may not understand the methods fully.
- How many of history's great innovators were
Mages? back
In fact, Mages are responsible for practically all true innovations.
There's certainly a fuzzy line between excellence and innovation. But
big ideas are the very stuff Mages are made of.
HOWEVER. This is not to say that "regular humans are all just stupid."
The thing to remember is that regular humans can all awaken. Hence,
regular humans are all capable of innovation.
- How many living Masters are there? back
I don't use the Avatar Storms, but Masters are rare. Only about a dozen
per tradition exist, perhaps 300 in the world, and only a handfull of
archmages.
- What's the Ascension War? back
As described in the text, it is the whole of the struggle for External
Ascension. There are Mages blowing each other up as part of the
Ascension War, but most sane Mages consider the lives, fates, and
beliefs of sleepers the most direct concern of the Ascension war.
- What about 'wishcrafting?'
Some paradigms feel that there are forces in reality that they can call
upon without explicitly controlling. Paradigms of awakened people, by
definition give you an understanding of how the magic happens, and
methods with which to exactly control it. Abandoning understanding and
control is not, however, a way to make magic, coincidental (see above) or otherwise.
When you hear about a 'paradigm,' whether someone's invention, or based
on real life, in which it's possible to get what you want with little
more than a wish, without the kind of careful knowledge and wholistic
control an awakened Mage has, this can be one of two things, in Mage
terms:
- The very shortsighted, but powerful, magics of
Sorcerers.
- A paradigmatic interpretation of Spirit and Entropy
effects.
- You could be dealing with A True Dreamer.
- How do you get into the umbra? back
Difficulty for crossing the gauntlet is as per normal magic-- IE, 6-8,
depending on whether it's coincidental (unlikely), unwitnessed, or
witnessed. The crossing itself involves no perils other than paradox.
The gauntlet is thicker and thinner in different places. Some
places it takes only one success to cross, some it may take a dozen.
Only by magic can a Mage exist physically in the Umbra itself.
Gauntlet-crossing has a duration like most other effects. When this
duration is up, you must have crossed back into the main physical realm
or some physical Horizon realm, or you will irreversably become a
spirit in a matter of days.
Umbral ships constitute their own miniature physical realms. Hence the
concept of "containment," that translates across paradigms, for long
deep umbral journeys, whether it be airtight spaceships, or carefully
warded Hermetic platforms.
- What are rotes? back
Rotes are long-standing, traditional forms for doing certain magics.
They are precisely, narrowly defined effects with strictly by-the-book
sphere requirements. They cannot be situationally expanded or modified.
Using a rote provides a -1 difficulty bonus.
Rotes can be taught with relative ease between any two people with very
similar paradigms (two house Shaea Hermetics), and with enormous
difficulty between two people of modestly similar paradigms (a Greek vs
a Hindu Thanatotic, a VA vs a Webslinging Son of Ether). Rotes cannot
be taught to people of alien paradigms.
Rotes are often bartered and traded among Mages within a Tradition, but
are rarely given entirely freely.
New rotes can be created, but this is a matter of years of development,
and best handled by roleplay.
You may start play with rotes by buying them for one freebie apiece.
You cannot learn a rote until you have all the requisite spheres. IF
you are a member of one of the nine traditions or 5 conventions, you
get a second, "free" rote for every freebie you spend, up to as many
freebies as you have Mentor + Library.
Yes, out of character, you can invent rotes to your heart's content.
The Storyteller is the final arbiter of whether they can be considered
to already exist, and may also disallow any published rote he deems
inappopriately rated for spheres.
- What are the Traditions? back
There are a couple things I wanted to make sure were clear, about the
Tradtitions.
- Yes, they the most significant single force in the
world of Magic. However, they are not the only game in town,
even forgetting about the Technocratic union. There are many, many,
awakened, talented, idealistic people out there who don't belong to, or
in some cases, who've never even heard of, them.
- They don't have any inherent mystical
significance. Sure, there are nine spheres, and there happen to
currently be nine well-confirmed tradtitions. You don't have to take
any particular spheres to belong to a given tradition.
- The mere fact that there've been a lot of
talented mages who believe in cross-mystic-tradition unity, and
who spent their careers tweaking reality, means that the traditions do
have some strange little forms of magical inertia. But those're up to
the Storyteller.
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