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The Nine Spheres

Correspondence
Entropy
Forces
Life Matter Mind
Prime Spirit Time

Centuries ago, the Tradition and Convention mages settled on the nine Spheres as a way of describing the elements of the universe. Each Sphere covers a wide area of understanding and control. Even though mages describe magic in terms of their own paradigms, the Spheres form a consistent basis from which to work. Together, the Spheres encompass all (or nearly all) of the facets of the Tellurian. Many mages posit the existence of an additional Sphere or Spheres. Each Tradition has its pet theory as to a " 10th Sphere," and the Technocratic Union seeks a Grand Unification Theory. Still, despite years of study, no one group has been able to find an over-Sphere or a missing element to fill this mythical role. Like some posited Northwest Passage, the "10th Sphere" draws students but never reveals itself.

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Correspondence

Specialties: Conjuration, Distortion, Scrying, Teleportation, Warding

Space, interrelationships and sympathetic links all become clear through the study of Correspondence. By bending Space or bypassing it entirely, a mage can travel rapidly, fly or teleport from place to place. Divining, locations allows the mage to see far-away places or direct magic over distances. With a link between a person and an object, Effects may be targeted through connecting rituals.

Distance forms no barrier to a master of Correspondence. Indeed, distance and even space do not exist to the student of this Sphere. Through the unifying Correspondence Point, mages realize that all things occupy the same space — or no space at all. Virtual Adepts, the most dedicated modern students of Correspondence, theorize that all things coexist in a single All-Space or Correspondence Point, and that bypassing space is simply a matter of realizing this unity. Mathematically, space is just an illusion, a convenient construct of the mind. Objects, people and places don't really take up space, according to such theories. Instead, everything is just a Pattern, and space simply describes the relations of different Patterns to one another.

Mystically inclined mages see Correspondence through the theories of contagion and sympathy. Any two things that have touched share a little trace of that connection, which can be called on through Correspondence. Objects or places that are similar in Pattern can be manipulated through that similitude. Any sort of connection opens the door to the manipulation of Patterns. It's always easier to work with the familiar than the strange, after all.

In and of itself, Correspondence understanding is highly abstract. A mage skilled in Correspondence can measure space, find connections between objects and move Patterns around. Combined with the other Spheres, Corresponding becomes a formidable tool indeed. Proper use of Correspondence lets a mage bypass the limits of his own senses, extending his magic and actions to distant places or object s as long as he can form some connection. Correspondence visualization lets a mage see far-away places, people or things, and perhaps even touch them, go to them or drag them to himself. This door swings both ways, though. Just as a mage forges a connection, that connection can be traced back to the mage.

See the quick reference chart for distances for the sorts of links formed with Correspondence. The more disparate a set of objects, or the greater the perceived distance crossed, the more difficult the Correspondence Effect. Such distances can be combined in conjunction with other Effects. Doing so makes the Effect more difficult to cast but capable of extending to great ranges, possibly even beyond the mage's senses and to places of which he is not aware. Normally, a mage can extend his magic only to areas of his immediate senses, but Correspondence ranges bypass this limitation. The Correspondence Sphere lets the mage perform Effects beyond his line of sight, outside his hearing and otherwise in places beyond his normal reach.

Despite its capacity to bend space and distance, Correspondence functions only on whole Patterns unless combined with the various Pattern Spheres. That is, it's impossible to just teleport away someone's heart with Correspondence alone. In essence, Correspondence does not affect Patterns directly; such manipulations must be done with other magic. Correspondence simply lets those Patterns be affected, whole and complete, in changes of space or distance. If the mage wants to use Pattern Spheres to affect something with Correspondence, she's limited by the Correspondence level (if it's lower than the Pattern Sphere). Thus, a mage can teleport something with just Correspondence, but if she wants to change its Pattern at a distance, her skill with Correspondence is as important as her skill with the other Sphere.

Advanced students of Correspondence seem befuddled or distracted, as if they're not paying attention to their surroundings. In truth, they are constantly aware of their immediate areas to a degree that others can hardly comprehend. In spite of their apparent distraction, these mages exercise absolute precision of motion, a result of their intimate understanding of distances.

• Immediate Spatial Perceptions

Basic understanding of Correspondence allows a mage to develop precise and intuitive judgments of distance or area. A simple Effect enhances the mage's awareness of space to determine exact directions and distances. The mage can cast spells to "feel out" the contours of sp ace around her, using mystical senses to determine the placement of other Patterns even beyond the normal senses. With the proper Effects, a mage can also detect warps in space or the presence of gates, sinks, wormholes and other instabilities or tears in the very fabric of perceived distance.

Combined with various Pattern Spheres, the mage can determine exact sizes and distances to creatures, objects or forces. With more ephemeral  Spheres, the mage could develop a rough idea of the locations of nearby thinking beings, the area of power in a Node or the direction and distance to a peculiarity or strange coincidence.

• • Sense Space, Touch Space

With scrying magic and projection, the mage can cast out her senses to various places beyond her physical form. The mage could touch and feel something physically at a distance or use magic to see a vista at a far-away location. The mage chooses one target and performs an appropriate Effect to scry there. Sensing a distant area forges a sort of connection between the mage and the location — a warp of Correspondence as the mage brings her Pattern in contact with the place — that can be detected with simple Correspondence awareness. This connection also extends the mage's perceptions to allow him to use his magic at such places. Conversely, the mage can make wards that bar scrying, or defend the Patterns that she perceives from conjuration or transportation, by strengthening the hold of space and hedging out such distant perceptions.

Combining Correspondence sensing and touching with Pattern Spheres lets the mage affect small Patterns at a distance. The mage could reach out and touch a stone from a far distance, then use Matter with Correspondence to pull it into his hand, conjuring it from across a field. Similarly, the mage could deposit an animal some distance away with a touch and a conjunctional use of Correspondence and Life. As with all uses of Pattern Spheres with Correspondence, the mage is limited to his lesser understanding in the possible Effects. In conjunction with other Spheres, long-range Correspondence allows the mage to seek someone out in order to establish mental contact or read thoughts, project probability manipulation at a far distance, search for powerful sources of Quintessence to manipulate or even look into distant spirit worlds.

• • • Pierce Space, Seal Gate, Co-locality Perception

Tearing the very fabric of space itself, the mage can open a brief gateway to other places and step through. While the mage could only cast her senses out to distant locations previously, she can now actually travel via teleportation. The mage needs only sense the destination — or even haphazardly cast out to a random place, although doing so is extremely dangerous, then perform an appropriate Effect to change her Pattern's location. Drawing together connections in various Patterns— or severing them — is also possible, and it causes the Patterns affected to build a stronger or weaker bond that can be exploited later through Correspondence.

By strengthening the bonds of space instead of warping them, a mage can seal gateways and block the passage of Correspondence Effects. The mage can actually bar an area from passage, be it mundane or through Correspondence. Such an Effect prevents transportation in an area, and it can be cast over Patterns other than the mage herself.

Finally, moderate comprehension of Correspondence allows a mage to split his perceptions over several locations at once. Although the mage can open a door to only a single place, or manipulate individual Patterns without major effort, she can use her scrying to view multiple places simultaneously. The mage could experience the show in any form appropriate to her paradigm. She might see a set of ghostly superimposed images around her as she spies on multiple locations, or perhaps she has a series of small simultaneous images for different places. With Pattern Spheres, the mage can use Correspondence to teleport Patterns or move objects from a distance. The mage reaches out and bypasses space to touch the object from range. Searching through multiple locations at once lets the mage perform very acute investigations, especially when using other Spheres to look for specific results.

• • • • Rend Space, Co-locate Self

Adepts of Correspondence can not only tear through the Tapestry to create warps or rents in space, they can force such distortions to remain instead of just sliding their own Patterns along brief slips of distance. The mage can create a free-standing wormhole or gate that transports anyone to another place, or he can bend space to remove something from the bounds of the normal Tapestry entirely. Space isn't necessarily mutable at this level, but various points can be connected or Patterns can be placed in new locations or even outside the concept of "space" altogether. Combined with specific wards, the gates through space can be made selective so that only certain types of Patterns may pass through.

By causing her own Pattern to manifest in several perceived spaces, the mage can appear to exist in multiple places at once. Judicious use of other Spheres can let the mage think separately in these places (with Mind magic) or even act differently in each (with Life magic). Pattern magic used by an Adept of Correspondence can not only teleport or move objects, but establish gates that bar or warp certain Patterns. A particular Pattern can even be thrust into its own bubble of non-space, closeted away from the universe. In such a bubble the mage can scry safely or put away an object where it can't be found or manipulated.

• • • • • Mutate Localities, Co-location

Mastery of Correspondence allows a mage not only to pull spaces together or hold them apart, but to bend, twist and flex space itself like taffy. The mage can stretch distances, alter volumes and spin around die very concepts of arcs or angles. A three-foot-long rod might be made to span an apparent 10 feet, or a gun could be folded so that its bullet comes out the apparently curving barrel heading toward the shooter, since the bullet travels along curved space and thus follows a straight line through a curved barrel.

Just as an Adept of Correspondence can stack her perceptions or presence to see and interact with multiple locations, the Master can pull entire chunks of space together so that they can interact freely. Instead of gates through which things pass to travel, the whole areas become superimposed on one another. Objects and creatures can exist in two places simultaneously, because the places are now a single location. Items could be made to overlap without damage; in effect, more than one thing can occupy a single space at one time. Correspondence Masters can use other Spheres to cause Patterns to interact bizarrely in overlapped space, to allow themselves to appear in multiple places with independent bodies and thoughts, to cause an object's spatial warping to also reflect in its physical characteristics or to shield areas from intrusion.

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Entropy

Specialties: Chaos, Dissolution, Fate, Fortune, Order

Luck, fate, chance and chaos are the prime components of the study of Entropy. From this Sphere comes the study of order and randomness, and thus, the study of totally random creation and destruction. All things dissolve eventually into haphazard components, and similarly events form from disjointed, unconnected patterns. Whether in thermodynamic theory or metaphysical metaphor, Entropy describes the simple fact that all things break down, but that new states come from disorder.

For mages interested in coincidence and chance, Entropy affords great possibilities. Mages can sense the flow of probability itself. Determinism and chaos are equal partners, to the student. The mage can spot chance on the move, recognizing points where probability quirks in odd directions. With enough mastery, the mage can even influence probability to cause changes and accidents to happen according to her desires. The mage may not be able to specify the exact outcome, but she can at least cause fair or foul fortune to fall as she wishes.

In practical physical terms, Entropy also relates an understanding of the breakdown, of systems. Although the mage can't affect Patterns directly until he achieves a great mastery of the Sphere, the final steps on the Entropic path allow the mage to literally tear apart Creation by encouraging the natural — or unnatural — spread of chaos. Matter crumbles. Forces fate. Creatures die. This is the lesson of Entropy: Everything falls apart.

Mages who study Entropy often choose the path of either order or chaos. Students of order look into patterns, into the ways that events flow from one to the next and into the means by which new things build on the old. Students of chaos study the dissolution of patterns, the destruction of matter and the random elements that infect happenstance and probability. Either sort of mage has an intuitive understanding of the forces that build and destroy.

By itself, Entropy cannot be used to attack Life Patterns directly until the fourth level (that is, only an Adept or better can inflict damage directly with the Entropy Sphere). However, indirect Entropy — bad luck, collapsing buildings and just rotten strings of happenstance — can inflict damage normally. Unsurprisingly, Entropic masters often have a great deal of Entropy Resonance. Such individuals have a nigh-tangible aura that gives an impression of being in exactly the right place and important — or of being completely out of place. Such mages seem to show up in just the right places at the right (or wrong) times. Sensitives and mages with high Awareness note that Entropy mages have a son of dark, primordial air that belies a swirling, entropic core.

• Sense Fate and Fortune

The rudimentary ability to sense entropy allows a mage to discern the current of destiny. The mage can look into the waves of probability, see places where chance has been altered or nudged, notice nexuses of unlikely events and sense the weaknesses of objects. The mage can determine if something has a particularly lucky characteristic and see if something is on the verge of breaking. Though these senses are far from perfect, they do make the mage a mean gambler and a give him insight into a little bit of luck.

Combined with various Pattern Spheres, the mage can look for weaknesses in a Pattern or see where it will fracture naturally. The mage can also determine if a particular object or creature is lucky. Correspondence with Entropy lets the mage find a place where an unusual event may happen, and Time could let the mage isolate exactly when a manifestation of destiny will appear.

• • Control Probability

After determining the threads of the Tapestry and how they pull on one another, the mage can tug subtly at Fate's loom. Although this ability doesn't necessarily change Patterns directly, it does let the mage alter probability just enough to influence the direction in which the Tapestry unfolds. The Disciple can grab the gross threads of probability where they collect and alter them to suit his whims. Though fine manipulation is still out of reach, the mage can exert a level of control that allows him to determine the outcome of simple events.

By spotting random occurrences, the mage can distinguish predetermined or set patterns from totally chaotic ones. In any pattern where chance and chaos plays a part, the mage can make minor alterations, forcing the randomness to play out as he wishes. Thus, the mage can pull out a good poker hand from a shuffled deck of cards, influence a dice roll subtly or pull out the gone odd sock in the sock drawer. The more complex or the more patterned the event, the harder it is to affect, so the mage is best off dealing with fairly simple and subtle changes. The mage doesn't fay a hand on the Patterns around him directly. Instead, he influences the chance of specific things happening. In conjunction with Pattern Spheres, the mage can sometimes determine how multiple objects, creatures or forces will interact with one another, and which ones will meet. With ephemeral Spheres, the mage can sense patterns in seemingly random fluctuations of the Gauntlet, notice who's likely to come up with a particular idea first or influence an event to happen at a specific time.

• • • Affect Predictable Patterns

The more predictable a Pattern, the more easily a mage can determine how it functions — and how it breaks. Finally able to touch other Patterns with Entropic control directly, the mage can cause chaos in static Patterns, or arrest the onset of decay. Of course, the natural course of things always wins out in the end. It's impossible to dodge Fate and erase chance completely. However, the mage can exercise a great deal of control over random events, forcing them to delay, making them happen much sooner than they would and causing a Pattern to undergo its natural end sooner or later than usual.

At this level of skill, the mage can affect only set, predictable Patterns such as Matter and Forces. Life Patterns, with their constant ebb and flow, are too difficult for the mage to hamper directly. Since the mage can alter set Patterns, he can cause machines and systems to break down or prevent such damage. He can cause a device to fail, to suffer a quirky malfunction or to continue working long after it should've given out. Such blessings and curses do eventually wear off (and the entropy often "catches up" in the end), but they can be a boon in the interim. With Pattern Spheres, the mage can not only affect a Pattern with Entropy directly, but he can control how it will react with other Patterns. Thus, the mage could make a computer that won't break down for years or get overloaded by an electrical surge.

• • • • Affect Life

Living Patterns grow, change and adapt. Because of their constant motion, such Patterns are unpredictable, and they 're difficult to read or affect with Entropy. However, the Adept of Entropy has reached a level where he can finally sort out such massively complex developments and make a good guess at influencing the growth, and change of life. The Adept learns how things grow, mature, change, adapt and die, how they decay, how they feed into the cycle of life and death. By changing the natural course of multiple points in the life cycle, the Adept can guide it subtly in new directions, whereas simpler changes would merely be corrected.

A mage can use Entropy magic of this level to influence Life Patterns and their successive lineages, bestowing long life, good luck and health, or a quick demise and a blighted family line. Although the Life Pattern is not directly touched, the events around it all quietly bent to force it into directions and circumstances of the mage's choice. With the Pattern Spheres, the mage can exert direct effects on living beings, causing them to decay or to recover from injury or illness rapidly. Good fortune may result in the healing of diseases, while a curse could cause the subject to suffer complications.

• • • • • Affect Thought

Just as more physical Patterns are subject to change, so too are the vagaries of thought, space and time itself The Master of Entropy learns to impact the very changes of universal concepts. At this level the mage can influence the interaction of many other Spheres of magic. Though the mage might not have extensive knowledge of the other Spheres, she can let random chance take its course to bring elements together or apart as desired, to tear down old concepts or structures and replace them.

Over time, ideas change, new beliefs take hold; places fall away from public use or grow in prominence; even rime itself goes through long patches of unassuming emptiness followed by periods of extreme change. The Master can see and affect all of these events. Ideas can be changed, evolved, brought to prominence or discarded. Large strings of coincidence can be moved into a single nexus in time or pushed away to leave a period of absolute normalcy. The mage can cause a place nearby to change in importance and nature to people, taking on certain qualities. This intellectual entropy creates a true "meme," an idea so strong and pervasive that it creates change through its very existence. By spreading that idea, the Master can make others change their views and alter their perception of reality. The Master does not grossly recast Patterns into new forms. Rather, he opens the floodgates of possibility and, like a gardener, guides and prunes events to grow into a desirable direction. Naturally, such sublime control of Entropy can be combined with the many Spheres for a multitude of Effects. The mage might always be in the right place at the right time. He can not only change someone's mind, but he can wipe away any previous thoughts, consigning them to the oblivion of Lethe. He can hasten the evolution of living things or the maturity of ideas, or delay them to a later time.

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Forces

Specialties: Motion, Primal Elements (Fire, Lightning, Radiance, Cold, etc.), Physics, Technology, Weather

In the physical universe, science postulates the existence of two disparate states: matter and energy. Hermetic theory purports different levels of energetic states, from fire to frost. Primal religions cast natural and elemental forces into powerful, sometimes divine, roles. Through Forces, the universe manifests impersonal energies. Those energies follow rules, though, and the mage with command of Forces can command the elements, be it through quantum mechanics, electronic devices, mystical dances or chants to the patrons of primal archetypes.

Natural forces manifest through energetic Patterns, constructs of Quintessence in motion. Every force has its own unique properties, but they all share the common root of Prime swirling through a Pattern. By manipulating that Pattern, the mage can turn forces into other forces, negate various forces, increase or decrease their power or even create and banish energy from nothingness. Every magical style has a different means of addressing these forces. Science considers certain forces to be the absence of others, while mystical Traditions usually consider negative and positive forces — heat and cold, light and dark, motion and stillness — to be opposite but independent entities. Regardless, the understanding of Forces lets the mage manipulate all of them equally.

For the mage who indulges in flashy displays and destructive power, Forces presents mastery of the most vibrant magical power. Thunder waits in the hand of the mage of Forces, and flame dances at his command. Naturally, such pyrotechnic displays are often vulgar, but the world is surrounded by forces constantly, and the mage can manipulate them as easily as he can create his own. Apprentices and Disciples can see attacks coming with Forces and defend themselves against all manner of strikes, while Masters can summon up legendary storms, hails of fire and walls of darkness. The unleashed power of agitated Quintessence lets Force Patterns unleash themselves in forms more blatantly destructive than any other Sphere. By itself, study of Forces is not a particularly broad area of influence – Combined with the other Elemental Spheres, Forces allow the mage to master the entirety of the material world. With the ephemeral Spheres, the mage can influence the very concepts of Forces, their release and transmission and their spiritual energies. This Sphere is not subtle, and its effects can be both long-ranging and devastating. Mages who study Forces tend to carry with them an aura of sheer energetic power: a barely felt wave of heat, an electrical flash to the eyes, the clinging of passing shadows. Like Forces Effects themselves, such manifestations are often more noticeable than the results of other Spheres. The precise sort of manifestation often depends upon the wizard's specialty. A magician who toys with kinetic motion may almost look like he hovers off the ground whilst a mage of darkness is constantly enshrouded in shade. Since they are both noticeable and Paradox-prone, other mages respect and fear such wizards. Forces are blatant and destructive, but most mages are not known for using Forces subtly or to many and varied Effects.

• Perceive Forces

A mage must first understand what he wishes to control, and the apprentice of Forces learns to sense different Force Patterns, read their intensity and learn of the distinctions between different variants of Forces. The mage can sense positive and negative Forces, watch them interact, see where they emanate and where they go. He can determine the intensity of a light source as easily as he can determine the presence of radio waves or radiation.

Combined with other Elemental (Pattern) Spheres, Forces senses let the mage see how other Patterns interact with or create Forces. With ephemeral Spheres, the mage can see the Quintessence that flows to form forces, examine the spiritual archetypes of Forces, determine the origin of various forces and figure out where they're going.

• • Control Minor Forces

Energy can always be diverted, and the Disciple who understands Forces can influence its direction and intensity. The mage can affect various Patterns easily, altering their direction, changing their qualities and controlling their dispersio n. The mage cannot yet create forces from nothingness or change forces into different states, but he can manipulate how the forces interact with the rest of the world.

By diverting a force, the mage can cause kinetic energy to change direction, thus changing an object's course. He can make fires dance according to specific images and spread to (or avoid) certain areas. He can lengthen shadows or bend light so that images reach different destinations. He can even reroute the passage of electricity or cause radiation to avoid him. The mage can thus render himself or someone else invisible, cause sound to manifest somewhere other than its origin, and otherwise protect an area from interaction with forces.

A mage can affect only individual Patterns offered at this level, and only on a scale that he can encompass himself. Thus, the mage could render a single individual invisible, but he couldn't cause an entire building to vanish. He could make a flame flicker with a particular image, but he couldn't control the course of a forest fire. Simply directing a force away is much easier than actually taking total control of the force and directing it with precision, but as long as the mage can reasonably influence the minor force, he can take total control of its direction and focus with enough effort.

Combining control of minor forces with other Pattern Spheres, the mage can give a certain item properties that repel or attract forces, make an object or pathway more susceptible to forces or shield part of an individual from interaction with a specific force. With the ephemeral Spheres, the mage can freeze a force in place while allowing it to continue to expend its energy, cause a force to affect a location far distant from its actual position or redirect spiritual energies.

• • • Transmute Minor Forces

Finally able to grasp and twist the Patterns of forces, a skilled mage can convert forces into other types, shift their intensity radically or even create force from nothing (and banish it to oblivion as well). Although he is still able to affect only individual small Patterns of force, the mage can cause the elements to dance at his whim. He can impart motion into an object, make a fire that burns cold or cause shadows to explode into bursts of light. Mages can use this power to fly, hurl lightning, pulse out electronics and perform similarly dramatic feats. The mage cannot create force from nothing without the use of Quintessence, but he can turn minor forces to his own advantage.

In conjunction with Pattern magic, the mage can convert a force into an object or even a creature, or disperse a material into raw energy. He can easily weave telekinetic controls around a creature or object, and he can cause his attacks to pass through objects or creatures harmlessly on their way to the target. Similarly, with the ephemeral Spheres he can transmute a pure idea into a construct of force, lay waste to a distant location or set up a special attack that waits until an appropriate time or event comes to pass.

• • • • Control Major Forces

The Adept of Forces can spread his knowledge to encompass entire groups of force and Patterns that exceed his own scale. With enough effort, he can redirect massive energies, bring disaster crashing down across a great area or shield entire groups of people from outside elements. Anything that is possible with control over minor forces is possible on a large scale now, with the mage able to focus great energy into a single point or disperse massive powers across a wide area. The Adept still cannot transmute large scale forces except a little bit at a time, but he can at least divert major forces to gain time necessary to affect them later. Such massive Effects are usually vulgar, but sometimes there's no choice and you just have to rely on the big guns.

In combination with the other Spheres, Adept understanding of Forces lets the mage do many of the things that he could do with lesser forces on a much broader scale. He can insulate a whole building or area of forest from fire and electricity, divert light into a series of rooms, banish all sound from a huge cavern or render a Chantry invisible to normal sight. He can defend against the storms of power that sweep through the spirit world and redirect massive forces to other places and times.

• • • • • Transmute Major Forces

The Master of Forces is not to be trifled with. Through exertion and will, he can create power on an incredible scale, creating Effects that include storms of fire, massive charges of electricity, shadows that blot out entire city blocks and typhoons even in the midst of a calm day. The mage can disperse such forces as well, dousing a forest fire or bathing an entire area in light at night by transmuting darkness to illumination, Although conjuring or banishing forces from nothingness still requires Quintessence, the mage can easily turn any existing force to his own ends with his knowledge of forces alone. Incredibly Paradoxical, such Master strokes can unleash force on a tremendous scale, capable of laying waste to entire cities. Mystical sorcerers command the hand of nature, ride the winds and rip light and darkness alike from the moment of inspiration.

Technocrats bring forces to heel with containment fields, magnetic bottles and the power of the atom. When a Master of forces combines his power with other Effects, the carnage is unlimited. A Master can create an Effect in a distant place or one that hangs and explodes outward at a later time. He can create the forces from nothingness with Prime energy and set up strokes that befall only specific victims or unfortunates. These mages are the terror of their enemies, for their mighty forces can destroy whole cabals. Few Masters of Forces survive to an old age.

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Life

Specialties: Cloning, Creation, Disease, Evolution, Healing, Improvement, Shapeshifting, Wounding

Those material things that move, grow and change come under the purview of the Sphere of Life. While other Patterns remain stagnant, or are self-contained flows of Quintessential energy, life Patterns are different. They connect to the Tellurian, drawing Quintessence as they live and grow and returning it to the flow with their own contributions and excretions. Only in death does this process cease, the Pattern stultifying to base matter. It is this connection to the cosmos that makes life unique, and it is from this everchanging flow that life adapts and draws its infinite complexity. The power over life is a great one, the power to create and influence all creatures. Mages who study Life learn to heal and alter animals and later themselves and others. As the mage's knowledge grows, he learns to affect more complex Patterns. Eventually, the mage can change shapes, restore youth and health, heal injury. Conversely, he can strike down foes, rend apart the living and spread disease in his wake. Among the Traditions, study of life is a respected discipline. Life mages are the healers, the nurturers and the defenders who bring health and the joy of living with them. Even potent necromancers and the undead cannot stand against the ever-renewing power of life. With the strength drawn of life, the mage can be whole and effectively immortal.

Life magic holds sway over any creature or cell that still moves with the ebb and tide of living breath. Even cells in plucked fruits or severed parts may still be governed by life while there is yet the spark within them. Once the subject finally dies — its Quintessence still and its connection to the universe inert — it returns to Matter.

Masters of Life are without blemish or imperfection, carefully healing away the foibles and flaws of their own bodies. Strong and radiant, they seem to glow with the unending bounty of generous life. The appearance of such a mage reflects her desires and moods, and she eats or drinks, breathes, ages or changes according to her will.

Note that when a mage alters or heals a Pattern, she does so to the limit of her capabilities. If a mage pulls off a Life Effect, she cannot recast the same Effect for more successes until the Pattern has undergone some natural change (that is, a change of scene). Thus, the mage can transform herself and then change differently or change back, but if she heals an injury or causes a wound in a given scene, she cannot use that power on the same subject again — she's done all that she can to the Pattern at that time.

If a mage affects a Pattern and changes it away from its true nature — that is, increasing or decreasing Attributes or adding new characteristics that are not natural to the creature — then the subject suffers the phenomenon of Pattern leakage (or bleeding). Over time (once per day, sometimes more often) the creature suffers injury as its Life Pattern fights the changes, generally taking one health level of lethal damage for each gross change. A mage skilled in Prime can use Quintessence to offset this injury, but when he runs out of Quintessence (or if the victim is not a mage), the problem will set in again. The only way to overcome this Pattern bleeding is to alter the Pattern permanently or to remove the changes.

• Sense Life

The most basic principles of Life magic involve the study of living Patterns and their motions. The mage starts by learning to feel the flow of life energy. From that point, the mage can sense injury or sickness, and he can feel the potency of vibrant health. Given experience, the mage can easily learn to sense nearby living creatures, to determine their nature, health, sex and age, and to sense any tears or imperfections in her own Pattern.

With the other Pattern Spheres, Life senses allow a mage to tell not only if there are people nearby, but what they wear or carry and whether the forces and objects around them cause injury. Entropy with Life tells- whether they will suffer from disease or mischance and what form it will take. Time and Correspondence magic lets the mage sense the living Patterns of far-away individuals or people in the past or future. With Prime, the mage can actually see the stream of Quintessence that bonds all living things to the cosmos.

• • Alter Simple Patterns, Heal Self

A mage's manipulation of living Patterns begins with the most rudimentary ones, and with the ones most familiar to her. The budding Life mage learns to affect sessile Patterns and ones that make up very simple creatures. She also learns to recognize her own innate Pattern's form, to help it in the process of restoring itself. A novice of Life magic can heal herself, restoring her Pattern to its original form and closing wounds or removing alterations. She cannot actually transform herself into new forms or change her Pattern from its original base nature yet, but she can at least defend herself if others do so. She can determine if her Pattern has been affected in some way, sensing disease or imbalance long before any symptoms manifest.

With control over simple Life Patterns, the mage can also influence rudimentary life forms like bacteria and plants. Any plant, invertebrate, algae or fungus is within her purview, and the mage can harm or change them as she desires, perhaps shaping them to grow in certain ways or striking offending creatures dead. The mage can't totally transform them yet. Such Patterns must retain their original nature, but they can be coaxed into moving, growing and changing in certain ways.

In conjunction with other Pattern Spheres, the mage can imbue herself or a living being with resistance to certain objects or forces, or she can cause such other Patterns to influence the growth and development of simple creatures. She can set up Effects to heal herself upon the receipt of injury (with Time magic) or use Correspondence to sense and alter life anywhere in the world.

• • • Alter Self, Transform Simple Patterns

By the time the mage reaches a significant understanding of Life, she unlocks the keys to transformation: the means to turn a life Pattern away from its original nature and into something different. She can change her own Pattern in startling ways, and she can exert mastery over simple living things. To more complex creatures, she can exert change, causing the entity to grow or change as she desires. By working with her own Pattern, the mage can take on new qualities or change old ones, perhaps giving herself unusual features. She can grow claws or suspend briefly her need to breathe. She must remain fundamentally human, but she can stretch the limits of her own capabilities and surpass her normal limits of mortal flesh.

With total mastery of simple Patterns, the mage can transform them into new shapes, turning a crawfish into a cedar tree (albeit a very, very small one) or reweaving a simple bacterium into a deadly killer. Her understanding is sufficient to create and destroy such Patterns utterly, and to cause them to grow, change or die as she sees fit. By using simple Pattern-transformation in conjunction with other Spheres, the mage can create simple living things out of nothingness, or turn nonliving matter or forces into living creatures, although such creations have no minds of their own unless the mage uses the Mind Sphere. She can also alter creatures across a distance or push or pull such beings into other places, even the spirit worlds, with the proper Spheres. She can cause a change that will not affect a creature for some time, such as causing an apple tree to suddenly blossom in the middle of winter some years later, or she can render plants and simple animals safe from disease and injury.

• • • • Alter Complex Patterns, Transform Self

The Patterns of all living things are accessible to the Adept of Life. The mage can not only rewrite her own Pattern as she desires, but she can shift and change the Patterns of nearly any other creature, including sentient beings. She can heal with a touch, gift someone with great strength, cause wounds or make a being manifest robust youth and vitality.

With self-transformation, the mage can reshape her Pattern in any form that she desires. She can take on new characteristics, become an entirely different creature of the same rough size and mass and even bolster her natural capabilities beyond human levels. However, such gross manipulations often lead to difficulties. It may take some time to get used to a new animal form, and the form itself may not have the capacity to  store the mage's human knowledge and intellect. Animal forms often come with instincts as well, and the mage risks losing her identity over time. The Pattern itself usually has a tendency to grow back into its natural shape, too, so a mage who alters her own Pattern too radically may suffer injury as her Pattern fights against the confining magic.

By altering complex Patterns, a mage can heal people or animals and perform small manipulations to them. She cannot yet create duplicates of them or totally change their true nature, but she can guarantee health or instill weakness or injury. In conjunction with other Pattern magic, the Adept of Life can assume various supernatural properties: becoming a fire-breathing dragon or eating metal, for instance. She can make wounds that will not heal or set transformations that will revert at a set time, or even stretch out to heal or harm people that she cannot see.

• • • • • Transform Complex Patterns, Perfect Metamorphosis

All living things become as putty under the sculpting hands of a Master of Life. Her command of life is flawless, bringing her into perfect harmony with the flow of life energy. She can change all life at her whims, and she can heal or harm as needed and desired. The mage can rework a creature into any form as long as the mass and size remain similar, thus turning a man into a tree or raising up a small dog into a human child. Such transformations are difficult, of course, but spectacular. The mage could reduce a group of enemies into large, flopping fish, for instance. She can also smooth out Pattern defects and deformities completely, and she can mutate the Pattern into any sort of natural or unnatural change.

With her total control of her personal Pattern, the mage can immunize herself from the rigors of age, disease, hunger or injury. She can regenerate nearly any damage, although direct Pattern damage may take time and effort. Better still, she can surpass many of the usual limits of Pattern transformation. She no longer needs to worry about the problems of losing her identity to animal instinct, for example. She can even cause her own Life Pattern to grow or shrink as needed, allowing her to change her size.

Most phenomenally, a Master of Life can combine her powers with other Spheres to create complex living creatures from Quintessence or from other Patterns. She can make clones of existing beings, make mythic monsters or let her creative whims take her as far as her resources allow. She can gift such creations with their own minds and spirits by use of the appropriate Spheres, or leave them empty, perhaps as homes for a disembodied spirit. She can even create a new body and move her consciousness into it, or reincarnate into a successive body that will be born in the future. With access to Prime and Correspondence, the mage can open her awareness to the entire vast glory of life and touch any living thing.

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Matter

Specialties: Complex Patterns, Conjuration, Shaping, Transmutations

All non-living Patterns that coalesce into form fall into the Sphere of Matter. Along with Forces and Life, this Sphere complet es the cycle of Pattern Spheres that influence things of the material world. Given the incredible utility and variety of objects all across the Tellurian, this Sphere is highly versatile and useful, and it's often underestimated due to its perceived "base" nature.

Matter Patterns are objects whose flow of Prime has coalesced into a simple, static form. The Quintessence in Forces is still active and energetic, and Life Patterns flow with the universe in a process of give-and-take. Matter, by contrast, is inert. However, manipulating Matter is usually a much simpler affair than manipulating other Patterns.

Magicians who study Matter can create objects (with base elements or Prime energy), transform them and change their properties. Matter can also be made to behave in unusual fashions, flouting scientific law and even, in some cases, the bounds of common sense. At the very advanced levels of study, Masters can blur the lines between matter and energy, creating Matter Patterns that throw off Forces (radiation) or bear a resemblance to Life.

Masters of Matter gift everything they own with vibrancy and solidity. Their clothing and possessions are often exceptional, with special qualities and great durability. Indeed, many take pleasure in bringing artistic forms or changes to materials that they own. Anything can be shaped or created with Mastery of Matter, but true art expresses more than base material.

• Matter Perceptions

The most basic understanding of Matter gives a mage a clear insight into the nature of material objects. By scrutinizing a Pattern, the mage can tell not only how massive something is and what it's made of, but whether it's a composite, whether it's damaged in any way, how it might interact with other objects and what could be hidden inside.

Combining Matter and Entropy lets the magician sense weak points and identify the best means by which to break them, Forces tells what energy to bring to bear against objects. With Life magic, the mage can determine the presence and composition of inert matter in living Patterns, like piercings and implants. The use of more ephemeral Spheres lends itself to scrying at range or determining whether a given object is actually a form of Tass.

• • Basic Transmutation

The mage may transmute one substance into another, without changing its shape, temperature or basic state (solid, liquid, gas). The object simply takes on a new composition, at the mage's whim. Complex creations are mare difficult or in some cases impossible; usually, mages are  limited to creating or t ransmuting homogenous substances — a block of wood into a brick of stone, for instance, but not into an alloy of gold and osmium. Naturally, the sorts of possible transmutations depend heavily on paradigm. A Hermetic mage might turn lead into gold alchemically, a Chorister could duplicate the miracle of turning water into wine but a Technocrat is more likely to convert simple elements like hydrogen to helium. Only simple and inert forms of Matter can be transformed at this level. The mage cannot make radioactive elements. Doing so requires Mastery, as such Patterns shed their essence in the form of Forces. Matter Patterns also tend to have a rigid shape, and this shape cannot be changed with this base understanding. Of course, if the mage turns a rock into butter, he can sculpt or melt it easily. Rare materials are also hard to create. Metaphysically, such matter is a precious substance, not easily found or made, which reflects in the difficulty of magical duplication.

Basic transmutation combines with other Pattern Spheres to let the mage create solid matter from forces or even from living beings. (Of course, anyone can turn a Life Pattern into a Matter Pattern — just kill it). The mage can also conjure a basic object out of Prime energy. With the right understanding of Forces, the mage can impart enough energy to change an item's state while transforming it. He can use Correspondence to pull or push items around and even to reach into them and remove parts. The mage can give a spirit a physical representation or create an object according to a mental image with Quintessence.

• • • Alter Form

Although Matter Patterns are resilient, they are not inviolable, and a mage with enough experience can reshape matter as he desires. This level of skill lets the mage sculpt the object mystically, changing its form or even compressing or expanding certain elements of its material properties. The mage can increase the object's density or disperse it into gas, or he can just make it take on a different silhouette. Broken mat erials can be rejoined and matter made whole once more, or the mage can pull things apart, separate them into components or make mixtures of matter. With the Pattern Spheres, the mage can easily draw energy out of a Matter Pattern or make it mesh with a living creature. More ephemeral Spheres let the object change in response to thought or even cause it shift randomly into a useful (or harmful) shape.

• • • • Complex Transformation

By tearing out the detailed elements of combined Matter Patterns, an Adept of Matter can rebuild complex Patterns that rely on rare and complex material or on multiple independent pieces with different bases. Assuming that he has the appropriate mundane knowledge, the mage can easily make objects with moving parts or do the opposite in order to turn valuable equipment into useless lumps. Whereas a less experienced mage is limited to making simple items or Patterns of a homogenous sort, an Adept can create alloys, combinations of multiple types of matter and other fine details. Both the level of detail and the complexity of the final object determine the difficulty of the Effect.

With Forces or Life magic, the mage can transform creatures or energies directly into complex objects. He can turn a canary into a golden clockwork songbird or a lightning bolt into a silver stylization. Life magic lets the mage blend living and unliving matter, making silk, fresh food and the like. Prime energy can be used to conjure complex matter from nothing — more than one Euthanatos has pulled a gun seemingly out of nowhere.

• • • • • Alter Properties

The highest Matter Arts allow a mage to rebuild individual segments of a Matter Pattern at will. Instead of making base matter or objects of combined materials, the Master can devise entirely new Matter, setting its physical properties as desired. He can transmute normal Matter so that it has a different boiling point, specific gravity or transparency. He can also create an object with a mass, density and viscosity determined at whim independent of any sort of normal physical laws. The Patterns of Matter can be made to interact with other Matter in unique ways, so the Patterns may be explosive, acidic or even immaterial to one another.

With Mastery of Matter, the mage is not limited to the so-called "laws" of the material world. His creations can have whatever strengths and physical characteristics he desires. Matter Patterns can even be made that transform spontaneously, changing state or characteristics or throwing off Forces (radiation). With the other Spheres, a Master of Matter can build invincible armor out of Prime energy, make devices that heal or harm living creatures outside of all normal expectations and develop complex, rare and lethal substances.

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Mind

Specialties: Astral Travel, Communication, Illusions, Mind-Shielding, Self-Empowerment

The enlightened will shapes reality, so it should come as no surprise that the power of the Mind is, indeed, an esoteric ?et highly studied tool of mages. Such study leads to the investigation of thought, the existence of perfect forms, the idea of intelligence and inquiry divorced from mere physical form. The mage who studies Mind delves into all of these subjects and dives to the very root of cognition, the formation of ideas and the power of unfettered will.

By opening the mind and transcending the limits of the body, the mage surpasses any paltry human limitations. His thoughts are pure, and his sensation of comprehension is perfect. The Mind magician can use thought to communicate, control and wipe away the inaccuracies and errors of human misjudgment for the peaceful serenity of total concentration. All thought is open to the mage: from the refined sensibilities of human philosophy to the feral instincts of animals. Any thinking process can be comprehended and manipulated with sufficient skill.

Although Mind magic is not a particularly flashy art, it is a respected one. Unlocking the mysteries of the Mind requires great discipline and study. Furthermore, its subtle uses are many. Mind arts can perform any number of tasks invisibly, since such arts rarely manifest physically. The Mind mage can sense the intent of others, alter their emotions and control their thoughts. He can set his consciousness free to roam invisibly and explore such esoterica as the foundations of linguistic understanding or conceptualization as well.

Mind Masters usually have a concentrated, placid air about them — as if they are in a constant state of meditation. From time to time, they let slip small hints like reading peoples' reactions, guessing the answers to questions intuitively, even forming intricately constructed chains of logic on a moment's notice. Physically, they are rarely imposing. However, their clear communicative skills and depth of intellect are readily apparent. Unlike the orderly Pattern Spheres, Mind magic tends to be a bit more "fuzzy" in its capabilities. An initiate can often perform tasks similar to what a more experience mage could do, but not as well or with as much precision or variety. However, Mind constructs do seem to take on specific "thought objects." In some cases, a Mind magician can influence a particular concept just like a Pattern Sphere might be used to manipulate a material object. Because Mind attacks do not cause direct physical harm, all damage inflicted with Mind magic is bashing damage.

• Read Surface Thoughts, Empower Self

Although Mind magic is not really an elemental Sphere, mental constructs do seem to fall into ephemeral categories. A trained mage becomes sensitive to moods and thoughts around herself, and she learns to recognize the base impulses of other minds while taking control of her own. With a simple look, a mage can get a gut feeling or empathic hunch, determining someone's emotional state or telling whether a particular object has a powerful emotional Resonance attached to it. The mage can't read specifics, like whether an emotion is strongly directed at someone in particular or the intricacies of a plan in someone's mind. However, she can tell if someone is giving off positive or negative emotions and determine if an object, place or piece of Tass has "good vibes" or "bad vibes." She can even read basic, strong emotional contexts attached to such objects, so that she can pick put a knife used for a murder from a group of otherwise identical knives.

Since the Initiate also learns to control and order her own thoughts, she can perform a number of prodigious, but usually coincidental, mental feats. With preparation, she can make a rudimentary defense against mental intrusion. She can also render her aura obscured and unable to be sensed. Furthermore, her discipline allows her to use any number of simple Effects to improve her computational skills, memory and concentration.

• • Read Surface Thoughts, Mental Impulse

As a mage moves beyond the organization of her own thoughts, she learns to reach out to other minds. The mage can read not only surface thoughts, but she can sense memories associated with objects and scan for specific emotions. Her own thoughts are ordered and disciplined enough to defend against most outside intrusion and to mislead those who attempt to plumb her mind. Surface thoughts flit across the consciousness of people in garbled, half-formed images that can be easily picked up by the mage. Indeed, different people have different thinking processes and "flavors" of thought that the mage can understand. The mage cannot yet invade a mind and tear out its secrets, but much can be learned just from the casual thoughts of others.

The mage can also associate thoughts with specific items, determining particular forms of Resonance that a material or place might have and drawing out strong memories attached to it. At this level of skill, such impressions are still vague, but the mage can often sense general events and ideas with a strong content of emotions. If the mage forges a communication with another open mind, she can send emotional impressions. Subjects may get a sudden sense of the mage's emotions, or she may leave the source unspecified, leaving the subject wondering whence a certain impulse came. Subconscious suggestions can lead a subject to perform actions without even knowing or questioning why, although the mage's projections are limited in their strength and strong-willed minds may shake these suggestions off.

With her strong mental control, the mage can not only shield her mind from intrusion, but she can build false fronts, disguises and surface ruses. Mental intruders may not recognize the mage's true skills and powers, or may find her mind completely empty. She can even alter the appearance of her aura, so that onlookers note a different emotional state than would normally be visible. Her discipline allows her to sense most attackers who enter her mind without great skill, and she retains a level of control over her mental processes at nearly all times, even when sleeping or splitting her concentration.

• • • Mental Link, Dreamwalk

The mage's powerful mind cuts through interference and irrelevance to form a strong link to other thoughts. She can indulge in telepathic communication, experience someone else's senses, control her own dreams and pierce the veil of understanding to read the true meaning behind a concept, symbol or idea. It's a simple matter for a skilled mage to set up direct mental communication. She can read ideas directly from the subject's mind, without even the need for language, and send her own thoughts thus. Such communication can make for a silent and perfect exchange of ideas, or it can be used to project illusions, false thoughts and psychic assaults. The mage can also read through the subconscious impulses of the victim, gaining insight to the subject's drives and experiences. Memory is laid bare to the mage's scrutiny, colored as the subject saw it.

Language is, at its heart, just a symbolic way of communicating concepts. At this level, the mage can cut through the symbol to the root concept. Doing so allows the mage to understand nearly any written, spoken or symbolic language that has some human basis. The mage can make her words understood to those who hear her and understand nearly any language. She can translate writings with ease and understand symbols automatically without any cultural context. Things that are outside of the mage's conceptual experience or that are magically defended might still remain mysterious, though.

Regulation of mental power even in the mage's subconscious mind allows the mage to control her thoughts during sleep and dreams, to contact other dream minds and to enter mysterious Dream Realms. She can influence the dreamscapes there, but the strangeness or spirits that reside in some dreams can affect her as well. The mage could enter dreams telepathically while she remains awake, although splitting her consciousness thus is usually more trouble than it's worth. More usefully, the mage's control over her dreams means that unless her psyche is somehow trapped, she can always fall asleep or awaken as desired, immediately.

• • • • Control Conscious Mind, Astral Projection

By the time a mage is an Adept of Mind, her thoughts are so potent that not only can she project them, she can override the processes of other thoughts. She can send her consciousness out to experience distant places or to control minds directly.   At this level of power, the mage can invade a victim's mind and lay it bare, dragging out secrets, taking direct control of the victim's thoughts or even thrashing the victim's psyche into a catatonic state. She can alter memories, erase  experiences, implant suggestions or even make the victim perform any number of unpleasant and potentially harmful tasks. Unless the victim also uses Mind magic or some sort of mental defense, his only resistance is Willpower — and any mind can be eroded, given time.

A mage who wishes to extend her powers can also defend others with her mental strength. She can shield people from mental invasion just like she shields her own mind, or she may conceal or alter the auras of others for a time. From the subconscious Realms, the mage can also extend her perceptions to Realms of pure thought. The mage passes beyond dreams and into the Astral Umbra. There she can flit for a brief period in a plane composed of pure thought, perhaps in search of lost ideas or new concepts. Such travel is dangerous, and the Adept cannot divorce mind and body completely, so the duration of such trips is perforce limited.

• • • • • Control Subconscious, Unether ,Forge Psyche

The penultimate Mind magic has manifold powers. The mage essentially learns to divorce conscious thought from any other constraints. Base emotions and impulses can be separated from intellect, and intellect from body. The mage can create or destroy thought at will. With control over the subconscious, a mage can rewrite a subject's personality and beliefs totally. The victim is irrevocably changed as the mage inserts whatever base-level motives he desires. Such a victim can be turned into an automaton, or given a totally new Nature, in addition to altering memories or controlling actions. The mage can also rework a subject's psyche, improving or destroying mental capabilities as desired. Extended work allows the mage to divorce her mind from her body completely. She can move her thoughts to rake possession of another shell or simply roam the realms of astral space as disembodied thought. Although she must return to the body eventually — during life, the body, mind and soul must remain united — she can make extended forays into the realms of pure imagination. With luck, she may even be able to move her consciousness into other spirit realms, able to travel freely as a disembodied mind, free of the restrictions of physical form.

Since the Master of Mind can separate thought from form, it's possible to actually create consciousness with this knowledge. Although anyone can think of something new, the Master makes a truly unique mind — a thinking entity (process ?) formed whole without a body or shell. The parameters and personality of this immaterial mind are totally defined by the Master's whims. In combination with the Pattern Spheres, sublime Mastery over Mind lets the mage create true, new, real consciousness and place it in a body, creature or machine. Mages can make computers that think, animals with human intelligence or even completely new people.

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Prime

Specialties: Artifice, Channeling, Creation, Destruction, Perceptions, Resonant Effects

Above and beyond the Pattern Spheres sits the Sphere of Prime, the study of raw creation and the energy that fuels the Tellurian. Prime is the study of Quintessence, literally the "Fifth Essence." To every Tradition this is a sacred or valued power, for with Prime the mage can tap into and manipulate the keystones of cosmic forms. Quintessence is also known as ether or Odyllic Force, the underlying nature of the fabric of reality, the First Essence or Prime. Through Prime magic, the mage directs the flow of universal energies to create, destroy and reshape as she sees fit. While the other Spheres influence the actual stuff of creation, Prime controls the power from which they all spring.

According to the united theories of the Traditions and Technocracy alike, Prime energy fuels everything. It is everywhere, flowing through living Patterns, swirling in Forces and coalescing into Matter only to be released again. The cycle of Prime energy never ends. This cycle is the cycle of magic itself. From Prime energy, a mage can create the base materials of the Pattern Spheres, or he can reduce such objects to the sublime constructs of Spirit and Mind. He can convert Quintessence into magical force and draw out the natural power inherent in places or object. He can cast enchantments of permanent power over things, nullify the workings of other mages and use the power of Prime to combat the rebounding force of Paradox itself at the greatest levels of mastery. Such mastery does not come lightly, but it is the foundation of the most powerful and permanent workings in any Tradition and any Sphere. Masters of Prime energy carry in themselves a reflection of that power. Although even mortals can feel the eeriness of mages, Prime Masters surpass that level of energy. They almost glow with radiance, be it divine or profane. The magical power at the hands of a Prime Master lends the mage a definite palpable aura of other worldliness.

• Etheric Senses, Effuse Personal Quintessence

An Initiate of Prime studies learns to sense and see Quintessential energy, be it stored in Tass, welling up from a Node, traveling across a powerful line, swirling through a natural Pattern or shining during a Juncture of power. His Prime senses allow him to detect the use of magic, to  determine when a coincidence was the result of a magical Effect and to see the flow of magic energy as it is shaped and cast forth. Although such perceptions are not necessarily sufficient to determine the exact Effect, they do alert the mage to the bending of the Tapestry. Just as each Tradition has its own view of Prime, each mage has a different sort of Prime sense. Some mages recognize Prime as a brilliant white or blackness, a color that surpasses natural vibrancy. Others hear it as a sort of music or melody. A few ascribe to Prime a different sense entirely, a sort of comprehension that cannot be translated into the natural senses. Regardless of whether it is a pure, crystal matrix or a swirling darkness of the original Void, it represents power.

By sensing the strongest currents of Odyllic Force, a mage may align himself so that they flow into his own Pattern, charging his Avatar. Without the first rank of Prime, the mage cannot store free Quintessence within his own Pattern beyond the amount he receives from his Avatar. Mages without Prime magic cannot gain Quintessence ratings above their Avatar rating. The mage can't necessarily use this power to gain additional Quintessence from meditation, but if someone tries to empower the mage with additional Quintessence, the mage must have at least this rudimentary understanding of Prime to be able to hold the excess energy. In conjunction with the other Spheres, the mage can see Prime energy in various Patterns or recognize specific sorts of Resonance and their strength. The mage can also determine if an area has a strong Prime wellspring (like a Node) or when a Juncture that creates Prime energy might occur.

• • Weave Odyllic Force, Fuel Pattern ,Enchant Patterns , Summon Prime Weapon, Activate Quintessential Matter & Forces

By reaching out and touching Prime energy metaphysically, the mage can create tiny diversions in the energy that fuels the Tapestry. She can twist the power of Quintessence, storing it in an object or turning it to use in specific cases. She can also use this power to cast other magic into stronger forms. The patterns of physical matter and forces may be enchanted, creating magic swords that may damage spirits or etherically charged lasers to burn vampires. Moreover, Odyllic Force itself may be spun into a blow that hammers at Patterns, allowing a mage to launch bolts of pure Quintessential energy or to form a glowing weapon of mystic power.

Base matter and energy that are already infused with Quintessence, the inert but magical forms of Tass, may also be activated, structuring its essence so as to compose potions or temporary Charms. In conjunction with various Spheres, the mage can create materials, forces or creations from the ether. The mage can also spin dreams, nightmares and quasi-real phantasms with Mind magic, or generate new constructs of Spirit energy. Whenever a mage creates a Pattern "from nothing," she uses this power of Prime to divert a small amount of the Tapestry's-energy into that new Pattern. Thus, all Effects that create Matter, Forces or Life out of nothingness rely on the mage also using Prime 2.

• • • Channel Quintessence,Sublimate Quintessential Matter & Forces, Activate Quintessential Life ,Enchant Life

Normally, a mage cannot pull Quintessence directly from the Tellurian itself. Although the flow is immense and consign, it is also tied intimately to the shape of the Tapestry. However, in some special places (Nodes) and times (Junctures), excess Quintessence bubbles up through the Tapestry, there to taken by a mage with command of Prime. Even though the mage cannot steal the Quintessence directly from a Pattern, he can take advantage of the rare opportunities where Quintessence arises unconnected to any Pattern. As the Ahl-i-Batin explain, Quintessence is either free or fixed and it's like water in a desert land — just as common and just as precious. Nodes are like wells and oases, with mage Chantries the caravansaries that are built around them. Periapts are gourds to hold the water, while Junctures are the rare rainy days. There is enough water in the air and sand to let a palm tree grow, if you give it time, just as there is enough free Quintessence around you to spin into the Patterns of the elements or life. The remaining Quintessence, like water, is fixed, giving life to palm trees and camels and women and men, and you can no more drink that Quintessence than you can drink the air or the sand. Yet a mage is a fortunate man, for he has a righteous djinn in the form of his Avatar, pouring cool sweet water when he asks and carrying it as a slave would hold a precious gourd as they travel from oasis to oasis, asking hospitality. But only an unrighteous man or a desperate one would slay his camel for the water it holds.

This poetic analogy holds true. At this level of understanding, a mage skilled in Prime gains the ability to pour water from gourd to gourd or drink blood from his camel. That is to say, free Quintessence may be transferred from Periapt to Periapt, or from a Periapt to a mage's Avatar or back. The mage can pull Quintessence out of inert Tass for personal use, as well.  At this level, inert Tass may be sublimated and forged into permanent Artifacts and Talismans, as the mage forged it into Charms at the previous level, and living Tass may now be activated so as to become a living Charm. Chimerical and ephemeric Tass, such as the substance of dreams and the ectoplasm of ghosts, follows the same rule as physical matter — sentient chimera and living ephemera are treated the same as living beings, while inert dreamstuff and ectoplasm follows the rule of Tass created of base matter and energy. As he enchanted swords and flames before, the mage of this level now gains the ability to enchant living beings, such that hands and claws can now inflict damage directly upon Patterns. In conjunction with other Spheres, the mage can create items of power or fuel them with energy. The mage can not only create items from nothing, he can steal away a small measure of Quintessence from Patterns as they decay. Such energy returns quickly to the flow, and it is more directed than harnessed, but it can offer a small measure of additional power to the mage's workings.

Magic is Green

Hermetic mages commonly use the following color scheme for perception of the magic of each Sphere: 

Correspondence: Purple Life: Red Prime: White
Entropy: Indigo Matter: Brown Spirit: Gold
Forces: Orange Mind: Blue
Time: Green
However, please note that not all mages — and not even all Hermetic mages—perceive magic with this color scheme, or even perceive it in terms of color at all. This construct is simply a way of looking at things as taught by a majority of the Tradition. Spontaneously Awakened mages, and members of sub-Traditions, have different ways of viewing the world.

• • • • Expel Base Energy from Matter & Forces ,Sublimate Quintessential Life, Permanently Enchant Matter & Forces ,Suffuse Matter & Forces ,Create Soulgem ,Tap Wellspring

As Disciples of Prime learned to divert and ripple the flow of ether through the Patterns of existence, Adepts discover how to return the Quintessence to the Tellurian, at least from settled and unconnected Patterns (Matter and Forces). Doing so has the direct and deadly effect of erasing them from mental, physical and spiritual existence. This energy returns immediately to the Tapestry as the object vanishes forever, but with proper use of other Prime magic, the mage can sometimes divert a small measure of the released power into his other Effects. Adepts also learn how to sublimate the Quintessential patterns of living Tass so as to create Artifacts and Talismans, as well as those nonliving wonders meant to be grafted to living creatures, such as cybernetic arms or jeweled slippers that never come off until the wearer is dead. The mage also learns how to take the nonliving Patterns of existence which are not suffused with free Quintessence and infuse them with Quintessential energy from his Avatar, creating Tass, or sublimating that Tass into a Periapt resonating with the power of his own Avatar. Such a Periapt is called a Soulgem.

At places with strong Resonance, the Adepts of Prime also possess the wondrous ability to reach deep into the earth and tap a wellspring of free Quintessence. This act is the metaphysical equivalent of opening a fire hydrant on a hot day — it will soon be shut off, but is very refreshing while it lasts. Doing so may also recharge the Quintessence of Periapts in a controlled Effect. In conjunction with other Spheres, the mage can enchant objects with selective qualities, enhance magical powers and place them into items permanently or disperse all manner of Patterns back into the Ether.

• • • • • Expel Base Energy from Life, Alter Quintessental Flow ,Nullify Paradox , Permanently Enchant Life, ,Suffuse Life, Create Soulflower, Create Node ,Fountains of Paradise

Masters of Prime can blast living beings out of existence — body, mind and spirit — shutting off the flow of Quintessence to their Patterns like cutting off light to an image on a screen. The Celestial Chorus calls this act "erasing a name from the Book of Life." Fortunately, doing so does not affect the Book of History or the Book of Destiny (although Masters of Time and Entropy can do both these deeds). More kindly, Masters of Prime may also increase the flow Of Prime through ? being, refreshing the Quintessence of Avatars instantly. Masters of the Chorus in particular learn how to atone for their sins against reality, channeling Quintessence to nullify Paradox as part of "Penance." Pope Honorius, also a Master of Time, used this Effect to create the fabled "Perpetual Indulgences of Pope Honorius," which forgave not only one's present sins but a measure of one's future sins as well. Dreamspeakers are known to charge special crystals with Prime energy designed specifically to attract and nullify Paradox, while Hermetic mages form elaborate wards and counter-sigils to reinforce their spells with Prime energy.

Masters also know how to enchant any living being or spirit permanently, able to grant them blessings as do the fae and the spirits of the Umbra. Living things may also be suffused with Quintessence to create living Tass, and the Master may also suffuse a living thing with the Quintessence of his own Avatar to create a Soulflower, a living Periapt (though it needn't be an actual flower). The Masters may now also reach into the earth and tap a wellspring of free Quintessence anywhere, not just at spots with strong Resonance, creating pure uncolored magic in an Effect the Ahl-i-Batin call "The Fountains of Paradise." Even more wondrous, where Resonance is strong, Masters of Prime can harness the power of the ley lines and dragon paths to create a new Node, or consecrate a certain cycle of the seasons as a Juncture, though these are mighty rituals that are not lightly attempted. It is theorized that the Oracles of Prime may create a Node or a Juncture wherever they please.

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Spirit

Specialties: Gauntlet Manipulation, Naturalism, Necromancy, Possession, Spirit Dealings, Umbral Travel

Defining the ephemera between Quintessential and material, Spirit marks the creation of such stuff as reflects the world beyond simple human perception. Spirit is a homogenous whole, a sort of conceptual energy given a special form that can mirror or mimic the more mundane Patterns of elements. However, Spirit is much more. It is also the results of emotion, hope and thought — the intangible end product of the Mind's musing and shaping. The mage skilled in Spirit can touch the wall that separates potential from material and reach through to see entire realms formed of maybes, might-haves and never-weres.

Both spirit entities and spiritual landscapes form of a spiritual energy that hovers somewhere between Prime and physical Pattern. Ephemera or plasm, this intangible substance makes up the otherworlds, the far Deep Umbra, the Shard Realms and the myriad other places where mages explore magic in its purest states. Such spirits are responsive to impulses and materials, and so the entities of spirit often reflect human drives, belief systems, even gods or concepts — or is it the other way around? Regardless, most people remain blind to the spirit plane, while mages can reach out to interact with the half-felt dreams of the world itself.

The Umbra — the spirit reaches — is separated from the physical world by an invisible and intangible Gauntlet, a mystic barrier that keeps the dead or the spirits of nature from crossing into and affecting the living world. Other worlds are sometimes isolated from the Umbra by their own Gauntlets, and other times coexist with Spirit. Powerful mages can pierce this Gauntlet to reach different areas of die Umbra, but such a task is not without hazards. Journeying to the lands of the dead or to the far reaches of other dimensions is possible, but it is difficult in the extreme. Worse still, the Gauntlet itself, once merely a barrier through which mages had to exert their magic to cross, is now actually metaphysically dangerous. To traverse the spirit world risks injury, insanity and worse.

There are countless strange creatures and entities in the spirit worlds, many of which follow bizarre rules that bear no resemblance to the laws of Earth. A mage who would traffic in Spirit would do well to learn such rules, to discover the byways of the Umbra and to traffic in the currency of spirits — chiminage, or the bonds of mutual service. Near the Earth, the Mirror Umbra reflects physical reality as colored by Resonance. Deeper in the spirit worlds are the Dream Realms, Epiphamies, Astral space, Horizon Realms (other worlds in their own dimensions) and eventually the Deep Umbra — the great void beyond the stars. It's no wonder that many Spirit mages choose to stay on Earth and simply summon or converse with the spirits that happen to be there! In the Umbra, one can find any Heaven or Hell of mankind's creation... and perhaps be trapped there. Technological students of Spirit magic instead study Dimensional Science, the ways to reach alternate worlds that coexist with this one. Though their means are different, their ends are the same. To such Technocrats, spirits are alien entities or otherdimensional manifestations. Masters of Spirit have an otherworldly sense, a tendency to murmur to the air, focus on things that aren't there and hold to unusual taboos. They often indulge in unusual behaviors and sometimes talk to spiritual allies or enemies that nobody else can see. Technocratic Masters of Dimensional Science often carry specialized trappings to see (and defend against) the spirit world's intrusions. They range from distant psychic sensitives to powerfully rational mathematicians and physicists.

• Spirit Senses

Initiates in the ways of Spirit can sense the Mirror Umbra, the reflection of the material world into spirit energy. The initiate can see anima and ghosts, hear natural spirits and sense places where the Gauntlet between worlds thins or thickens. The mage can determine when an object has a powerful spirit component, like a mystic fetish. The mage's Resonance palls her most closely to objects, spirits and places of similar Resonance, but the mage can open to any spirit perception with effort. Combined with other Spheres, the mage can sense objects that have connections to the spirit world or that have been somehow translocated there. The mage can also either combine her vision of animas with an awareness of emotions and auras, or detect the places most favorable for converse with specific types of spirits or where spirits might gather for energy.

• • Touch Spirit

For a brief moment, the mage can reach out to touch the spirit world. The mage can manipulate spiritual objects and interact with spirit entities, even pushing them around, conversing with or attacking them. The mage can affect t he spirit world while remaining physical, extending his natural reach, voice and form across into the next realm. By casting his control over the Gauntlet directly, the mage can also manipulate the strength of the wall between worlds. This difficult task can make it easier for a spirit to manifest, or the mage could protect an area from ghosts and possessions. Powerful spirit wards can keep out travelers who walk the spirit realms. Adequate preparation can also make it easier for the mage to reach into the spirit realms, if only for a time. Combined with the Pattern Spheres, the mage can make items that can affect the spirit worlds, or give another creature a brief sense of spirit or ability to touch the mirror realms. The mage could also cause an area of the spirit world to suffer chaotic storms of spirit energy or use Correspondence to extend his sight to the many and varied Realms of Spirit.

• • • Pierce Gauntlet

Although it's dangerous to do so, a skilled mage can pierce the Gauntlet between worlds, stepping into the spirit world or back out to the material. The process of stepping sideways, as it's called, often relies on powerful rituals, and it works best at places of natural power. Even then, survival is not guaranteed – the Gauntlet is a dangerous barrier to mages. A mage can translate himself across the Gauntlet, becoming pure ephemera (spirit matter). Bringing possessions takes more work and increases the difficulty of the trip. In either case, the mage risks injury. Mages with strong Avatars are especially susceptible to the storm winds that ride the barrier between worlds. While in the spirit worlds, the mage obeys the laws of those places and interacts with them normally. The mage can deal directly with spirits, but he can also exert his magic directly against them. Once in the spirit world, the mage can travel to other spirit destinations, often by taking pathways known to Traditional lore. The mage might forge out into various near Realms or other worlds, but he cannot pass the Horizon — yet. As the mage can alter the spirit world directly, he can also stir a spirit to wakefulness or lure it into slumber. Most objects and places have associated spirits, but the powerful Gauntlet and lack of connection to the mortal world causes those spirits to sleep, uninterested ingoings-on around them. The mage can stir those that hover on the edge of wakefulness, or briefly cause some to return to sleep. Most spirits are too weak, too far deteriorated and too unconscious to be so roused, but many places or items that hover on the edge of importance or that have strong Resonance have lightly sleeping spirits that can be roused. Similarly, powerful objects or fetishes have spirits that the mage can put to sleep temporarily, perhaps to avoid their wrath or to reach something that they guard. With the Pattern Spheres, the mage can create ephemeral representations of material objects or forces, essentially duplicating the Pattern Spheres in the spirit worlds. With Mind magic, the mage can determine Resonance and roles of various spirits encountered, while Correspondence can ease the rigors of travel in the spirit realms. Prime magic lets the mage determine the boundaries between places of power and feel the flow of natural wellsprings of spirit energy.

• • • • Rend and Repair Gauntlet, Bind Spirits

While lesser mages are limited to slipping themselves through the Gauntlet, a powerful mage can tear the Gauntlet asunder and create a gate between the spirit and material worlds. Spirits and other people can travel through this gate, but they risk the perils inherent in such a journey. The mage can also reinforce the Gauntlet against such breaches and repair or close tears that he or others create. The mage's command over spiritual matter allows him to place powerful bindings and summonings over spirits. The difficulty of such a feat varies with the spirit in question; extremely potent spirits are still beyond the mage's powers. Still, many minor spirits can be useful allies, and can perform a variety of feats. The mage can even bind the spirit to an object to create a fetish, or form a sort of symbiotic link with a spirit. Doing so is similar to possession, but the mage remains somewhat able to direct his actions and call on the spirit's powers. Dealing with the spirit world in a cavalier manner can gamer a mage many enemies, of course, so Adepts must be judicious in their use of power. A mage with this level of power can bring other peopleor objects into the Umbra or out of it easily. With other magic, the mage can empower free-standing gates or doorways that leave one section of the material world to enter a different area in the spirit world. The mage can also create time differentials between spirit and material, or he can take control of a spirit directly and influence its actions and role.

• • • • • Forge Ephemera, Outward Journeys

The most advanced understanding of Spirit allows the mage to shape ephemera as he desires. The mage can alter, destroy or create spirit material, force it to obey his whims or gift it with new powers. He can sense and affect the spirits of living beings and the dead alike, and journey to the farthest reaches of the spirit worlds, defended by his own mastery. A simple spell enables the Master to heal spirits and restore their Power, which is a potent way to garner spirit allies. The mage can also reshape spirits as he desires, although particularly powerful spirits can take a long time to change, and most spirits will object to such treatment. Shaping spirit energy into desired forms lets the mage create new Realms, though such undertakings are massive and require a great deal of Quintessence. The mage can create places in the Umbra where he can shape the spirit world to his liking and even build new Horizon Realms, but most Mast ers consider this feat extraordinarily difficult.

Because the Master can sense and interact with the living soul, the mage can now actually see the Avatar of a living being. The Avatars of Sleepers are little more than dim motes of magical energy, but mages often have powerful and active Avatars — and they may take interest in those who watch them! Most horrifyingly, the Spirit Master can perform the Gilgul rite, the vulgar magic that tears the victim's very Avatar asunder and removes forever his magical power. This last spirit ritual is one of the most guarded and feared powers, used only in extremis and as a punishment for the most hideous of crimes in magical society. Guarded by complete control over the spirit world, the Master can forage at last past the Horizon and beyond to the Deep Umbra. He can explore the Far Realms and go where he pleases, such as other worlds, the many creations of human imagination and the dimensions far removed from his own.

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Time

Specialties: Alternate Timelines, Divination, Temporal Manipulation, Travel

Time, as the philosophers say, is the magic that all men know. The relentless tick of the clock leads down a road to an uncertain future, immutable, undeniable, equally profound to all humanity. Although time may vary with the observer — long moments of passion and profundity, stark seconds of terror or loss, relativity and the spin of quantum mechanics — it's an undeniable part of existence. For mages who delve into the mystical study of Time, of course, matters aren't so cut and dried. Science and magic both agree that the flow of time varies with the observer, that time itself is hardly the constant that it initially seems. Indeed, some students of esoterical question whether time's linear flow is not simply another artifact of consensus, a happenstance result of random creation that's no more constant than a changeable wind. Even those who accept Time's forward march (more or less) still discover that the eddies, currents and branching paths of time are far more manifold and mutable than most people would ever guess.

Mages studying Time magic agree that the world is full of unexpected whorls and vortices of temporal disturbance. Time contracts around some places and dilates at others, though the regimentation of scientific time means that such phenomena are not as common as they once were. In unusual circumstances, time may loop back on itself, make jumps and rifts to past or future, or diverge in multiple streams. A trained mage can sense all such variations, although these phenomena are hardly predictable or safe. Time mages often start with a basic sensitivity to the flow of time and move to comprehend their own subjective sense of it. From there, the mage learns to manipulate her personal perceptions of time, and later to extend that manipulation to others. Truly skilled mages can even warp, halt or accelerate time and step into past or future.

Obviously, a strong understanding of metaphysical ? ime is useful in conjunctional Effects, much like Correspondence. While control of space grants a greater range and sensitivity to Effects, Time magic allows the mage to "hang" Effects until some future time, dilate their duration or change their rates of manifestation. Curiously, once a mage manipulates time in a subjective fashion, it's progressively harder to rework the manipulation. If a mage stretches out a particular few seconds, for instance, she may gain time to perform responsive actions at her convenience, but further time-manipulating magic must contend with the fact that she's already warped her perception of that time. Thus, once a mage has twisted a particular bit of time, she must overcome the momentum other own Effects to change it further. More importantly, once the mage is working with distorted time, her magical energies are already tied up in the feat. (Therefore, the mage can't take six actions in one turn and use all of them for magic.) Masters of Time most often carry a strong sense of deja vu with them. People around the mage find time itself "fuzzed put," as if the past, present and future blend to a single point. The mage may well manifest sudden, unconscious shifts in time, causing a flower to bloom or a book to gather dust.

Specialties: Alternate Timelines, Divination, Temporal Manipulation, Travel

Time, as the philosophers say, is the magic that all men know. The relentless tick of the clock leads down a road to an uncertain future, immutable, undeniable, equally profound to all humanity. Although time may vary with the observer — long moments of passion and profundity, stark seconds of terror or loss, relativity and the spin of quantum mechanics — it's an undeniable part of existence. For mages who delve into the mystical study of Time, of course, matters aren't so cut and dried. Science and magic both agree that the flow of time varies with the observer, that time itself is hardly the constant that it initially seems. Indeed, some students of esoterica question whether time's linear flow is not simply another artifact of consensus, a happenstance result of random creation that's no more constant than a changeable wind. Even those who accept Time's forward march (more or less) still discover that the eddies, currents and branching paths of time are far more manifold and mutable than most people would ever guess.

Mages studying Time magic agree that the world is full of unexpected whorls and vortices of temporal disturbance. Time contracts around some places and dilates at others, though the regimentation of scientific time means that such phenomena are not as common as they once were. In unusual circumstances, time may loop back on itself, make jumps and rifts to past or future, or diverge in multiple streams. A trained mage can sense all such variations, although these phenomena are hardly predictable or safe. Time mages often start with a basic sensitivity to the flow of time and move to comprehend their own subjective sense of it. From there, the mage learns to manipulate her personal perceptions of time, and later to extend that manipulation to others. Truly skilled mages can even warp, halt or accelerate time and step into past or future.

Obviously, a strong understanding of metaphysical ? ime is useful in conjunctional Effects, much like Correspondence. While control of space grants a greater range and sensitivity to Effects, Time magic allows the mage to "hang" Effects until some future time, dilate their duration or change their rates of manifestation. Curiously, once a mage manipulates time in a subjective fashion, it's progressively harder to rework the manipulation. If a mage stretches out a particular few seconds, for instance, she may gain time to perform responsive actions at her convenience, but further time-manipulating magic must contend with the fact that she's already warped her perception of that time. Thus, once a mage has twisted a particular bit of time, she must overcome the momentum other own Effects to change it further. More importantly, once the mage is working with distorted time, her magical energies are already tied up in the feat. (Therefore, the mage can't take six actions in one turn and use all of them for magic.) Masters of Time most often carry a strong sense of deja vu with them. People around the mage find time itself "fuzzed put," as if the past, present and future blend to a single point. The mage may well manifest sudden, unconscious shifts in time, causing a flower to bloom or a book to gather dust.

• Time Sense

As might be expected, a mage's first initiation into the mysteries of Time is an awareness of time's flow. The mage learns to discern subjective time, to keep an accurate track of her own temporal position, to notice anomalies and alterations in time and to track Effects through their temporal "wake," the disturbance that all things leave in the flow of time. Most Time magic leaves some sort of disturbance that's noticeable to a mage who knows what to look for. Although an Initiate can't really do anything about it, the mage can at least tell when Time magic are at work, and may well get the heck out of there! Natural phenomena sometimes cause odd Time distortions, too, and these are apparent to a trained mage. Actually messing around with time instabilities is a dangerous process, and more than one mage has been catapulted into far-distant times, alternate histories or bizarre temporal loops. The Initiate can easily feel such dangers and keep away spot, and he may even be able to determine how the phenomenon in question works.

Although it's impractical to always have a concrete sense of Time, an Initiate can often tell when someone's scrying on her through time, and she can develop a powerfully accurate count of time's passage. Combined with the other Spheres, the basics of Time magic let the mage determine whether a particular Pattern has been affected unnaturally by Time and how it has been changed as a result. Furthermore, they give the mage better accuracy in using pre-existing time distortions in conjunction with other magic.

• • Time Sight

Although both past and future are hypothetically nothing but possibilities, it's possible to scry through time itself to look at the probabilities that tie most closely to the direction of the magician's own timeline. The mage can cast her perceptions into past or future and gather information from other times. The process is not always accurate; the future is mutable and some say that the past, too, changes as people's memories and beliefs of it change. The clo ser the mage looks to her current present time, the more accurate the vision. Distant times and places may be inaccurate, fuzzy arid difficult to comprehend. Some places and times are even protected against such scrying by powerful wards or by natural phenomena that bend the course of time itself.

Simple pre- and retro-cognitive Effects just allow the mage to look into the past or future at her current location. The mage can watch time as if viewing it directly, pausing to skip to different points or glossing over some areas to speed on to others. She can extend her Time senses to such vistas and tell whether there are other temporal distortions at the times that she watches. Mages can build walls of warding with this power, creating a great deal of "temporal static" to blow out Time senses in the same way that Correspondence can be used to repel distant scrying.  In conjunction with other Spheres, Time senses let the mage examine Patterns of the past and future, determine the course of fate and even read the thoughts of people in different eras.

• • • Time Manipulation

By extending personalized perceptions over an area of time, the mage can alter the apparent flow of time at a site. Theories vary over whether this is a true manipulation of the time-stream or just an extension of subjective time properties, but the fact is that such manipulations can create some very unusual — and powerful — Effects.

By dilating or contracting time, the mage can alter the rate at which things happen in comparison to the "normal world." A flow of water could be made to trickle like molasses, a bullet could be slowed to visible speeds or a running man could seem to whiz by with incredible velocity. The subjective time of the target isn't changed: the running man feels himself moving as if at normal speed, while the world around him seems to be moving very slowly; the bullet appears to onlookers to move slowly, but it hits with as much force as ever. Most mages agree that such Effects simply wrap the subject in a bit of slow or fast time, although a few hardcases insist that it's a matter of altering relative universal time-flows or something equally esoteric. In general, the specifics don't matter, since the end results are quite fantastic. A mage wrapped in dilated or contracted time can easily cocoon himself in a protective layer that insulates himself from the outside world, effectively freezing himself in time, or accelerate to the point of performing numerous physical tasks in a few seconds. Different mages all have different ways of approaching this undertaking, of course, but it's still a potent power. With a bit of finesse, a mage can rewind or loop time as well. Doing so is very difficult, however, and it tends to draw down a lot of Paradox. Once time is bent in this fashion, it gets exponentially more difficult to warp it further, and such distortions are easily noticed by other Time magicians (and sometimes by astute sleepers!) as well as causing all sorts of interference that makes time sensitivity in the area go haywire. In short, the mage might be able to rewind a few seconds of time and reconstruct an event differently, but Paradox and destiny tend to conspire to make such undertakings profoundly difficult. Such redirections often result in unforeseen problems later.

• • • • Time Determinism

Instead of stretching or compressing time, the Adept of Time magic can literally stop time in its tracks or drop something into a loop that only releases at a specified time. Magic can be made to wait in place, as can other Patterns, the mage can cast suspension over a target so that it is literally unaffected by the passage of time or build specially keyed Effects that hold off until certain events come to pass. The mage can even freeze a target outside the time-stream, leaving it trapped and unaffected by the outside world while it experiences nothing more than the blink of an eye. Such powerful magic are often vulgar, but they can generate very potent Effects in conjunction with other Spheres. A mage who is temporarily "paused" in time can't be affected by anything else in the normal time-stream, while a dangerous subject or out-of-control experiment can be easily frozen until resources can be assembled to deal with it. Indeed, by joining control over time with a dash of Correspondence, a victim can be trapped completely outside the space-time continuum — warded into a pocket that dissipates only with the cessation of the magic or the intervention of powerful outside forces. Many creatures and entities too powerful for mages to confront directly are said to be trapped in such a fashion. A time-halting Effect combined with a Pattern Sphere can generate a keyed pause: something that doesn't happen until a specific person, creature or item comes into the right position. With Entropy, a bit of Time magic can create an Effect that does not happen until a certain crux of destiny or improbability comes to pass. A princess can be put to sleep until her predestined true love arrives or a dying subject can be placed into cryogenic suspension while doctors search for a cure for his condition. Entire family lines or places of power can have magical Effects granted that wait until they're signaled for activation, though use and the rigors of Paradox slowly erode such Effects until they're gone.

• • • • • Time Travel,Time Immunity

The pages of history are open to the true Master, who can not only immunize places and people from the ravages of history, but who can thrust objects and even individuals through time and connect points through the time-stream. The mage's reach is limited only by her perceptions and by the constraints of her own magic and its concomitant Paradox. By immunizing herself to the effects of time, the mage can essentially evade the passage of time in the rest of the world. To her, the world is a frozen plateau, one in which she may move about freely without ever interacting with her surroundings. The mage would wander about and perhaps pull other objects or people into her pocket of immunity just long enough to use them, then continue on her way. To the outsider, such events would seem to happen instantaneously and without any apparent impetus as the mage accomplishes several things between seconds.

With ?n anchor point to the present, the mage can send herself or other people or things into the near future or past temporarily. Without an anchor, the mage can send someone into other parts of time permanently. Either type of travel is fraught with peril. The future is uncertain, and the mage risks becoming lost in the mists of possibility, while the past is protected by the weight of peoples' memory and their belief in its set forms. Paradox lashes out against mages who push too hard against the walls of time, and it has a nasty habit of undoing the mage's works or shunting her into an alternate timeline — or even outside the bounds of reality  altogether.

Naturally, Masters of Time tread with great caution. Things wait in the time-stream, perhaps more incomprehensible than even the spirits that guard the distant reaches of the universe. Mages who meddle too much with Time have a disturbing tendency to disappear, sometimes replaced by beings that masquerade in their place, other times arriving with full knowledge of a horrific fate that awaits them in some unavoidable time. Travelers can be pulled out of the time-stream by other Master-level Time magic in eras where they did not plan to go. And there are barriers in Time itself, places where even mages can't see or dive, where nobody knows what happens to the magician foolish enough to beat his fists against the universe's laws. In conjunction with other Effects, a Master of Time can fire a spell off into the past or future, although its results may not be immediately apparent or may well catapult the mage into an alternate time. The mage could even send another person or object into a different time and pull it back to his present anchor point later. The mage can also use his Time magic to immunize other Patterns, causing them to exist independent of the clock that ticks for the rest of the world.

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