Basics
of Magic
Ex
Libris Nocturnis - http://www.nocturnis.net
By: Richard Clayton (email: forty2@earthlink.net)
Summary: A tiny taste of Mage: The Ascension.
What
is magic?
Magic
is a very vague word and not really descriptive of such a vast and complicated
phenomenon. There are probably as many definitions of the word as there are
magicians and mages. For example, ask different practitioners of magic what it
is, and you'll get different answers.
The
Verbena witch tells you, "Magic is the pulse of the world, the heartbeat of
the Mother. It is our salty birth water, and the ash to which we return when we
die."
An
Akashic monk might say, "Magic? Such a typically crude Western concept!
Magic, as you gaijin call it, is nothing more than the application of the inner
will to the world around us. Through inner strength and physical discipline, we
can direct the course of our karma."
The
Virtual Adept hacker winks and says, "It's all information, baby. Ones and
zeroes! Learn to control that, and you can hack the whole frigging world.
Reality is data."
The
Euthanatos seer whispers, "Magic is the flow of fate, from Beginning to End
and back again. By understanding the flow, we can ride the currents, but we
cannot swim upstream."
The
Technocrat super-scientist declares, "There is no such thing as magic. It
is merely a foolish and inane word applied by those too ignorant to understand
Enlightened Science."
And
finally, the self-taught Orphan shrugs and says, "Fuck if I know. It just
works."
Magic,
simply put, is the ability to cause a change in reality in accordance with your
will. That's about all anybody can really agree on- and some will even argue
whether magic is the correct term.
What
is reality?
In
the world of Mage, reality is ultimately subjective. People believe in something
because it's real, but it's also real because people believe it. If enough
people believe something, it becomes true. Every single person, through her own
beliefs, contributes a little to the Consensus, or the general
"reality" of the universe.
A
mage, however, is an exception to this rule. She has the power to override the
belief of six billion human beings and impose her will on the world. Of course,
she is still just one against many; no mage is going to turn the Pacific Ocean
into Bud Lite or reverse gravity throughout the entire solar system. These
changes are simply too big, and would fight the beliefs of far too many people.
However, she might turn a glass of water (or even a whole barrel) into MacClae's
80 Shilling Stout Ale, or reverse gravity in her dorm room. It's all a matter of
the scale, and how much knowledge and power you have.
Most
people are unaware that magic even exists. They believe in a well-ordered,
no-nonsense world in which wizards are only found in trashy fantasy novels and
cyborgs with plasma guns only exist in the movies. They are not conscious of the
deeper nature of reality, so they are called Sleepers by those who are.
A
very, very few, however, are Awake. For a mage, the Awakening is the turning
point in her life when she suddenly becomes aware of the vast potential of the
world around her, and her ability to affect it. It has been compared to a sudden
flash of insight, waking from a long and dream-filled slumber, to oneness with
God, even to dying and being reborn… but no words can truly describe it.
From
the moment of Awakening, a mage's life is different. She sees and experiences
things most Sleepers can't even begin to comprehend. She has vast new
possibilities opened up to her… but some doors also close to her, because she
is now forever set apart from the masses of humanity. She will experience things
she won't be able to describe even to her spouse or best friend- because they
won't understand. And they'll probably think she's insane if she tries to tell
them. Nonetheless, most people will be able to sense a mage's
"otherworldliness" on a subconscious level. This fascinates some
people, but makes most distinctly uncomfortable… although they may not
acknowledge it, they can feel that a mage is Different with a capital
"D."
Is
it any wonder that mages tend to seek shelter and solace among their own?
Societies
of Mages
The
Awakened, like all humans, are social creatures. Even a person who can reshape
the very foundations of the universe needs a friend every now and then. Mages
can be broken down into three basic groups, which in turn break down into
subgroups. And even the subgroups break into subgroups… but we're not going to
worry about that here. I'm just going to give you a quick run-down of the three
"biggies" in the Awakened world, and their major components.
The
Traditions are those who seek to keep magic alive and well in this modern era of
rationalization and disbelief. Until recently, they fought a battle known as the
Ascension War with the Technocracy- and the prize was no less than the future of
humanity itself. However, the Traditions have finally conceded defeat, and no
longer dream of Awakening the whole of humanity. Today, they desperately fight
to continue practicing their arcane crafts in the face of the Technocracy's
persecution.
Following
is a list of the Traditions:
The
Akashic Brotherhood: Eastern mystics who practice a
regimen of physical and mental discipline. Despite the name, women are
considered fully equal members of the Brotherhood. Their skills include powerful
martial arts as well as potent mental abilities.
The Celestial Chorus is a pseudo-religious order that believes all magic comes from the One, the divine being that oversees the whole of the universe and of whom YHWH, Jehovah, and Allah are merely facets. They are masters of creation and energy.
Among the
Traditions Most
of the Traditions don't see entirely eye-to-eye. This is not to say they
are hostile to each other- but they aren't known for a constant state of
perfect cooperation, either. Petty bickering and conflicting ideologies
take their toll, especially at the higher ranks. Some
Traditions are known for getting along especially well or especially
poorly. In particular, the Virtual Adepts and Sons of Ether tend to like
each other very well, even though they have different visions of where
their technology is going. The Dreamspeakers and Verbena also tend to get
along fairly well. On the other hand, there has long been a rivalry
between the Celestial Chorus and the Verbena. (The Choristers consider the
Verbena to be bloody, savage pagans, whereas the Verbena have accused the
Choristers of being "spiritual fascists." This
is not to say that every mage subscribes to the party line. There have
been warm friendships even between members of the Verbena and the Chorus,
and deadly rivalries between Virtual Adepts and Etherites. The Awakened
are individuals first and foremost, not mouthpieces for their Tradition. |
Cult of
Ecstasy:
Cultists believe that enlightenment can be reached by pushing the boundaries of
human experience. Cultists seek to "expand their horizons" through a
variety of extreme experiences- running the gamut from blissful pleasure to
excruciating pain. Sex, music, hallucinogenic drugs, and even ritual torture or
self-mutilation are all considered valid pathways to greater understanding.
Dreamspeakers
are an amalgam of shamanic and animistic magicians from a number of religions,
including Shinto, Native American beliefs, tribal Australian dream-wisdom, and a
variety of other spirit-oriented religions. The Dreamspeakers obviously have a
lot of diversity in their ranks, which is a great asset; on the other hand,
their greatest weakness is that most of their component peoples are dying out in
the modern world.
The
Euthanatos:
"Good Death"- an Eastern order who are closely in tune with the wheel
of fate and karma. They often take responsibility for life and death- either
aiding a person who is not yet scheduled to die, or "returning to the
cycle" a wicked or evil person, to minimize the damage he does to the Wheel
and to give him a chance to be reincarnated as one less disruptive.
The
Order of Hermes
is what you probably think of when you hear the word "wizard." They
have codified a highly regimented, formulaic form of magic.
Sons
of Ether: Your
basic mad scientists. (Yes, women are welcome too, but most of the Etherites
agree that "Children of Ether" or "Daughters AND Sons of
Ether" don't sound quite right.) They were once members of the Technocracy,
but defected to the Traditions during the nineteenth century when their theories
were banned for diverging from the Technocracy's official view of the universe.
(It's hard to prove that nothing can go faster than the speed of light when
those damned Etherites keep doing it.) If you ever see an 80-foot-tall
steam-engine-driven mechanical spider or a plutonium-powered time-traveling
DeLorean, odds are good a Son of Ether built it.
The
Verbena
descends from naturalist mother goddess/fertility beliefs that were held by such
groups as the druids and the Keltoi. Many other traditions find these modern-day
witches and warlocks disturbing, especially because of the prominent use of
blood or sacrifice in their rituals- but the Verbena understand the natural
cycle, and know that blood is not only a symbol of death, but of life, too.
The
newest additions to the Traditions are the Virtual Adepts. The most
modern Tradition, they are masters of the computer and believe that reality
itself is nothing but information- and can therefore be manipulated. Like the
Sons of Ether, Virtual Adepts are self-imposed exiles from the Technocracy;
having seceded in the 1940s when the Technocracy decided the Masses weren't
ready for the Adept's view of an ultra-connected world of instantaneous travel
and data exchange. With a unanimous cry of "Kiss our hairy digital
asses," the Virtual Adepts joined their expatriate brothers in the
Traditions.
The
roots of the Technocracy lie in the medieval Order of Reason, a group of
Awakened who believed that the world could be understood by universal rules that
were essentially understandable to the common man. Their appeal to the average
peasant was undeniable, especially in a dangerous and arcane time when vampires
owned the night, packs of werewolves rampaged across the countryside, and
sorcerer-barons ruled their fiefdoms with iron gauntlets. The Order of Reason
offered Joe Average Peasant a chance to live in a world he could truly
UNDERSTAND- where the driving force behind a bolt of lightning was not an
arbitrary and uncaring nature spirit, but rather a perfectly ordinary buildup of
electrostatic potential and the resulting sudden equalization of said potential.
(Never mind that Joe Peasant didn't understand a whit of this- it was just nice
to know that it wasn't specifically out to get him.)
The
Order's power grew steadily, and so did their hubris. Eventually the Order
declared that their reality was the only reality- in a sense, they turned their
backs on all they were as mages. Convinced that the "supernatural" was
a dangerous and unnecessary threat to human existence, they grew determined to
eradicate the "Reality Deviants", for the good of all humanity.
Don't
think of the Technocracy as the "bad guys." The universe isn't that
simple. Clear-cut, black and white, bad guy vs. good guy situations are rare.
The Technocracy isn't evil inasmuch as it is deluded by its colossal power and
arrogance. While they are responsible for the all-but-total extermination of
magic in the world today, they have also long protected the world from dire
supernatural threats that lurk within our world and outside of it. In the
Technocrats' favor, they have mostly scaled back their systematic program of
wiping out the Traditions (known as the Pogrom) ever since the Ascension War was
declared over. (They no longer send Men in Black to erase the memories of
teenage girls who "got lucky" playing around with Wicca, for example.)
It
was something of a Pyrric victory for the Technocrats, however: The Technocracy,
too, is finding it harder and harder to practice their Enlightened Science these
days. For all their pomp and preening, Enlightened Science is still essentially
magic. (Alternately, it is equally accurate to say that True Magic is
essentially another kind of Enlightened Science. Few people on either side of
the issue will actually admit this.) Just as for all types of magic, belief
dictates reality… and the Masses don't believe in super-science any more.
Nobody gives a fuck about whether or not we'll go back to the Moon. Science
fiction is considered juvenile escapist entertainment- who but a pimply-faced,
no-social-life 15-year-old would read Ray Bradbury or watch Star Trek? Nobody
cares. As long as he has regular meals and cable TV, John Q. Public isn't
interested. The common man's idea of "super science" ends at the
microwave oven.
For centuries, the Technocracy developed new technologies, to be gradually released to the Masses on a carefully drafted schedule. Distressingly, many recently released technologies have inexplicably failed to work in the hands of the Masses. (The Cold Fusion experiments in the 1970s were a classic example of this.) Of course, the Technocrats don't think that what they are doing is magic, so they can't understand (or won't admit) that it doesn't work because nobody wants it to work. Nonetheless, the technocracy keeps trying.
An
Orphan's-Eye View It
had been a long day. Exhausted, Christina sprawled on her bed with her two
dozen stuffed animals. She looked fondly at them and worried for a moment-
after all, she was almost 15 now, maybe the other girls would tell her it
was time to stop playing with dolls? She
put the thought aside. Right now it didn't matter. Taking a deep breath,
she began to sing to her stuffed animals- their favorite song, an old
waltz. Cynthia didn't know the words, so she improvised nonsense syllables
that just seemed to fit the music. One by one, they got to their feet and
began waltzing gracefully around her bed. Cynthia
smiled as William, a tall, dignified teddy bear, solemnly took the lead.
She would have liked to show this to her parents, but she knew that her
friends were too shy to dance for anybody else. |
The
organization of the Order of Reason has evolved constantly throughout the years
since it’s founding. In its modern incarnation, the Technocracy is divided
into five loosely affiliated groups, called Conventions:
Iteration
X
believes that the destiny of mankind is to continually create and refine better
and better tools. Today, they forge powerful material technologies, ranging from
cybernetic implants to ultra-efficient engines to fusion-powered robot servants.
Members
of the New World Order want to create a utopian social system in which
all citizens will be happy- or, at least, content. They have created powerful
psychological and sociological principles that can be used to understand the
people's thoughts, desires and goals- as well as influence or manipulate said
thoughts, desires and goals.
Progenitors
originate with the first farmers and healers. Their biological sciences have
helped to increase the human life expectancy dramatically, and their
agricultural and stockbreeding expertise has helped keep many humans well fed.
Today, Progenitors are genetic engineers and biotechnicians without peer. They
seek to use biotechnology to make humans smarter, more adaptable, and healthier,
and to create super-efficient food plants and yeast vats that will keep the
world strong and well fed.
The
Syndicate believes that humanity can best be served by establishing a
perfect economy, in which all people will have plenty of disposable income and
nobody will ever lack for resources. Their super-science focuses on controlling
the dynamics of fate and the future, as well as the flow of quantifiable
concepts (like money).
Void
Engineers
are both humanity's vanguard and its last line of defense. Ever pushing back the
boundaries of the unknown, they travel through space, time, and even other
dimensions in search of new knowledge and greater understanding. An old running
joke among the Void Engineers is that "We boldly go where no man has gone
before- and sometimes we even come back."
Reality
is a big place, and there are groups that don't easily fall into one category or
another.
Hollow
Ones
are not so much a group of mages as a subculture- a subset of the modern
"Goth" movement. All Hollow Ones at least pretend to be magicians. Few
of them have any idea that magic is really real, and instead consider it a
trendy little addition to their fashion wardrobe. A few of them, however, ARE
truly Awakened, even if they don't realize it.
The
exceedingly rare few who Awaken, but then learn magic on their own, without
subscribing to any particular Tradition- or even knowing that such things exist-
are known as Orphans. Orphans often have radically unconventional
techniques and beliefs, things that just shouldn't work, according to everything
every other Tradition and Convention knows… but, of course, it does anyway.
Sometimes Orphans don't realize they're doing magic- after all, there's no such
thing, right?
Magic
isn't all wine and roses, and Marauders are proof of that. Sometimes a
mage attempts something way beyond his grasp, or he witnesses something no
mortal mind was ever meant to see, and his mental grasp of reality is
annihilated. Unable to tell the difference between the Consensus and their own
insane fantasies, Marauders tear a swath of impossibility and shredded reality
everywhere they go. Fortunately, the threat posed by any single Marauder is
usually short-lived, as they are eventually catapulted out of our reality
altogether into mad worlds of their own, where they can live out their delusions
unfettered for the rest of their (usually brief) lives.
The
Nephandi are truly evil, if anything is. Nephandi are mages who have
entered the service of heinous, ancient beings that existed long before the
universe had shape or form- creatures older and deeper than any Satan or Iblis
or Moloch. The vision of the Nephandi is that of a universe's descent and
devolution into formless chaos once more- a void that cannot even be called
void, for to give it a name would define its existence. Sometimes a Nephandus
(the singular form) deliberately enters the service of these abominable
entities, craving ultimate revenge on the universe, or motivated simply by
twisted hate. An arrogant few think at first that they can turn the power of the
Nameless Ones to their own ends- but they soon come to realize that the yoke of
slavery inevitably falls on all who serve such masters.
The
Spheres
Magic
is divided into nine spheres, or different types of magical effects. This is
actually a classification used primarily by the Order of Hermes, but nearly all
mages break magic down into essentially the same nine groups, even if they use
different words to describe them. Any magician can learn any sphere, but each
Tradition has one sphere that it particularly excels in. Spheres are often
combined to yield still greater effects- such as creating a flame out of nowhere
and making it dance, which would be a combination of the Prime and Forces
sphere. (Prime to create the flame, Forces to control it.)
Correspondence:
The knowledge of spatial effects and travel. A mage skilled in Correspondence
can increase or decrease distances or volumes of space and even teleport himself
or other objects short distances. A master of this skill can even co-locate
himself, allowing him to literally be in two places at once. Virtual Adepts,
with their obsession with instantaneous communication, are often highly skilled
in Correspondence.
Paco's head
spun as he stepped out of the cramped, hot interior of the club. Damn, he
thought, whatever it was I drank in there, I want another. He stumbled down the
street, trying to remember which way was home. Suddenly, a grubby man stepped
out of an alleyway to his right and pointed a snub-nosed .38 revolver at him.
"Okay,
man, you know the drill. Give me your cash quietly and everything will be
cool."
Paco
grinned dizzily at the mugger and concentrated. "Sorry, pal, not
tonight." He casually walked past his assailant and continued his haphazard
progress down the street. A moment later he heard the snick of a hammer falling
on an empty cylinder, and then rapid footsteps as the mugger ran off in the
other direction. Continuing his shuffle down the street, Paco reached into his
jacket pocket and took out six .38 caliber bullets, dropped them in a trash bin,
and burst into hysterical laughter.
Entropy:
The understanding of fate, death, and the eventual breakdown of all things.
Entropy has a large number of subtle uses, such affecting chance outcomes or
foretelling the future… and some not-so-subtle uses, such as causing
spontaneous decay. The Euthanatos are the undisputed masters of Entropy.
The
handsome and outgoing young man had been winning all night, and by now he had
drawn quite a crowd. Currently seated at the blackjack table, he had a jack and
a nine showing, and $25,000 riding. He took a deep breath, paused a moment for
effect, and shouted, "Hit me!"
A murmur of
disapproval ran through the crowd as the dealer reached for the next card. One
onlooker said to the quietly intent girl standing next to him, "Hitting on
a nineteen? He's friggin' nuts."
"Actually,"
muttered the young woman, as she expertly manipulated a pocket-sized calculator,
"his odds of drawing a two are… eight to three, in favor."
"How
do you know…" began the onlooker, but his words were drowned out by the
crowd's exuberant roar as the dealer turned over the two of diamonds.
Forces:
Exactly what it sounds like, this is the ability to perceive and manipulate any
number of natural forces, including gravity, fire, and electricity. The Order of
Hermes' affinity for Forces magic- and particularly its martial aspects- has
contributed to their long hegemony in the Traditions.
The
biting December wind blasted the group of hikers as they trudged up the winding
trail, seeming to seek out gaps in clothing and gnaw its way inward.
"Hiking the Rockies in winter," muttered one camper. "I must have
been smoking crack."
Toward
the tail end of the group, however, Nicholas was grinning like a maniac,
savoring the wintry natural beauty spread out all around him. And the cold
didn't bother him- staying warm required a simple matter of concentrating and
retaining all the heat energy around his body, no more.
Life:
This potent sphere, the favorite of the Verbena, embodies the understanding of
the fundamental forces of life itself. A mage skilled in Life magic can alter
her looks, shape shift into an animal, heal with a touch, and kill with a word.
It
was after seven and the rush of businessmen going home was long over. The only
people at the bus stop were a boy in his early teens; sitting on the curb and
watching cars go by.
A distant
drone grew to a roar as a red sports car drew near and flew past- grinding
against the curb and slamming into the young boy as it flew past. The teen was
knocked meters across the pavement and rolled bonelessly to a stop. The driver
didn't even slow down as he sped off into the evening.
A motherly
young woman in jeans and a t-shirt, perhaps 20 years old, ran to the scene of
the accident from half a block down. She dropped her backpack, knelt by the boy
and touched his forehead, sensed his Pattern. She did not know the boy, but she
could feel his soul preparing to leave its broken vessel.
No, stay, she
bade his spirit, as she checked the empty evening streets and made sure there
were none watching. Do not go yet; this is not your time. She reached into her
backpack and pulled out an athame, then used the ceremonial knife to slit the
tips of the middle and ring fingers on her right hand. She carefully dripped her
blood on the boy's forehead, mixing it with his own, as she silently fed her
energy to the battered body, urging it to repair itself. Stay in this body, do
not leave. She felt the soul sliding back into its accustomed place. Yes. Stay
here. Death is not yet.
Suddenly,
the boy's back arched and he screamed shrilly. His eyes half-opened and regarded
her with blurry incomprehension. Smiling at him, and said firmly,
"Everything is okay. You're going to make it." She reached into her
purse, withdrew a cell phone, and dialed 911.
Matter:
Simply put, this is the sphere affecting material items in the physical world.
(This does not affect living materials, however, as that is the domain of Life
magic.) Its applications range from simply reshaping physical substances to
imbuing them with marvelous new properties. The Sons of Ether are especially
capable with this sphere.
"It's
exquisite!" crooned the museum director.
"Thank
you," replied Michael coolly.
"And you
say it's made entirely of marble?" asked the director, his eyes drinking in
the staggeringly flawless sculpture. It was a magnificent white stallion, carved
of stone, but it somehow gave the appearance of being real. One could almost
swear one could detect the faint quiver of well-trained equine muscle, or the
arrogant flick of the champion's tail.
"Entirely
of marble," answered Michael imperturbably.
"I must
have it," gushed the art collector. "I have never seen its likeness.
Name your price. Would you be insulted if I started by offering you five hundred
thousand?"
A
trace of a smile finally appeared on Michael's face. "I'm sorry, but it's
not for sale. I can offer you any number of my other sculptures, but Bucephalus
here has… great personal value to me." Besides, thought Michael, it would
be like whoring my body to sell something I made with my magic.
Mind:
The ability to master your own thoughts, and then those of others, are found
within the Mind sphere. Its applications include telepathic communication,
sensing the thoughts of others (or shielding your own), or even influencing the
thoughts and memories of another. The Akashic Brotherhood, who are highly
skilled in Mind magic, often use this cloud the minds of their enemies, or to
achieve a perfect state of mental balance in combat.
"Oh,
damn," said Ralph as flashing red and blue lights appeared in his rearview
mirror.
Laura gave
him one of those what-have-you-done-now looks. "What's wrong? You weren't
speeding."
As he spoke,
Ralph pulled the sleek black car off the highway and stopped on the shoulder of
the road. "Well, this car isn't exactly registered. I mean, what am I
supposed to say at the DMV? 'Hi, guys, I built this car myself, and oh,
incidentally it's powered by spatially compressed quark fusion, the chassis is
made of an alloy that doesn't even exist yet and it has a top speed of 570
kilometers per hour'?"
Laura leaned
back and closed her eyes. "Great. Nice job, Ralph. Maybe next time you're
on one of your little mad scientist projects you could actually bother with a
few of the details?"
As the state
trooper approached the car, Ralph popped open the glove box and reached in.
"I've got an idea." He pulled out a boxy, thumb-sized object about the
size of a pack of cigarettes.
Without
opening her eyes, Laura sighed. "Oh, goddess, not another idea."
Ralph lowered
the window as the trooper halted next to the car. "License, registration,
and ID, please," he said in a bored voice.
"Something
wrong, officer?" asked Ralph, sounding as innocent as possible.
"Your
car has a rather distinctive profile which matches an APB put out this morning.
It was reported stolen from OmniTech Advanced Research." The cop didn't
sound bored anymore. "Show me your license, registration, and ID.
Now."
Ralph glanced
at Laura. Her eyes were wide open and staring. Technocrats, she mouthed
soundlessly at Ralph.
"Er,
yes, my registration," mumbled Ralph, "Take a look at this." He
flicked a switch on the little device he had been holding. A blue light on top
begin glowing serenely, and a low, soothing tone emanated from the box.
"I'm sure you see, officer, that my license and registration are perfectly
in order."
The glowing
blue light transfixed the officer’s gaze. "Yes, I see that they are. But
this car has been reported stolen. Where did you get it?"
"Officer,
I'm driving a 1996 Chrysler LHS, emerald green. This car looks nothing like the
car you're looking for."
"No, of
course not," snapped the officer. "I'm not stupid, I can see what kind
of car you're driving. It's a 1996 Chrysler LHS, emerald green."
Ralph
desperately tried not to grin. "I'm a sixty-year-old grandmother from New
Hampshire, and I'm on my way to see my new granddaughter in Eden Prairie,
Minnesota. You pulled me over because my taillight was out… but I think you
can let me off with a warning, can't you, officer?"
The trooper's
voice grew gentle. "Yes, certainly. Ma'am, your taillight is out, but I
think I can let you off with a warning on this one. Just make sure you get it
fixed when you arrive in Minnesota." The cop smiled warmly at Ralph.
"Drive safely, ma'am- and give your new grandbaby a kiss for me."
"I
certainly will, officer," said Ralph, as the state trooper walked back to
his patrol cruiser. He thumbed the switch on the little apparatus, and the light
and tone faded to nothing. He turned to Laura and winked.
"Precisely
what is that?" she asked.
"It's my
psychodynamic behavior modifier. It makes use of little-known principles of
neural response to specific stimuli, in this case a particular wavelength of
visible light and a precise wavelength of audible sound. The neurons in the eye
and ear are triggered in a certain-"
"Enough!
I don't want to hear it, Ralph." Laura looked at the little box curiously.
"Is there anything else I need to know about your new toy?"
Ralph looked
sheepish. "Ah… well… sometimes it explodes."
Laura had
known Ralph for a long time, so she managed to keep her voice level. "It
explodes."
"Yeah."
"Ralph,
you are completely fucking mad."
Ralph
just grinned and started the engine.
Prime:
Prime- also known as Quintessence- is the energy that surrounds and pervades the
whole of reality. If the universe were a tapestry (a metaphor often used by
mages), Quintessence would be the individual threads. The Sphere of Prime is
very potent, as it allows a mage to draw upon this raw power to restore him or
fuel his magics. Any time a mage is creating something new- as opposed to just
shaping pre-existing Patterns- he'll need some ability with Prime. The Celestial
Chorus claims that Prime is actually the manifest will of the One True Divine
that spark of Creation that dwells in all of us. Whether or not they are
correct, their skill in Prime magic is indisputable.
"I
can't believe we've actually found it!" Andrew regarded the underground
pool with wonder and joy, as if it were a Christmas present given to a
seven-year-old. The pool, fed by a nearby hot spring, had thin wisps of steam
rising above it, and the tang of minerals was in the air. The renegade Void
Engineer did a capering victory dance by the water. "It's really
ours!"
"No,"
snapped Laura. "This Node is Gaia's. It's too big- and too old- for humans
to control. If we ask the Mother for permission, we might be able to draw from
it, but don't you ever start thinking you own it. Bad things happen to people
who get greedy with Gaia's gifts."
"Okay,
okay, let's relax. Nobody is trying to demean the Goddess. I'm sure Andrew
didn't mean it that way." Ralph tried to defuse the situation with calm
voice and soothing words. "We're not going to take more than we need- and
I'm sure we can find a way to give something back, right?"
The
Technocrat nodded vigorously "Right. We're just going to take a little- and
we are working for the benefit of the Earth, aren't we?"
Laura
nodded slowly. "Right." The witch knelt by the pool, dipped her
fingers in. She closed her eyes, and asked Great Mother Gaia for permission to
draw energy from this sacred place.
Spirit:
This is the knowledge of how to sense the spirit world, communicate with
spirits, and even touch the spirit world physically. Masters of this
sphere can ask the aid of mighty nature spirits, or even visit the Lands of the
Dead while still wearing their living flesh. Dreamspeakers, with their shamanic
roots, excel at Spirit magic.
Jason
knelt on the ground in front of a carefully drawn circle. Inside the circle was
a collection of seemingly random objects- a package of expensive Dominican
cigars, a compound bow and quiver of arrows, a high-quality U.S. Army utility
knife, a few ears of corn. As the moon rose in the distance ahead of him, Jason
began his invocation.
"Grandfather
of my grandfather, ancestor of my ancestor, I call out to you now to beg your
assistance. Behold, I offer to you gifts to honor your wisdom and strength. I
set before you fine tobacco to smoke. I set before you a mighty bow and arrows,
to aid you in the hunt. I set before you a sharp knife, that you may always
protect yourself and yours. I set before you corn, that you may never know
hunger. Grandfather, I ask you to come and accept these gifts."
A chill wind
blew across the hilltop, and a vague form took shape in the moonlight. Standing
within the circle was a Native American warrior, proud and brave, although Jason
didn't know if anybody else would have been able to see him. The warrior knelt
by the offered tribute for a moment, then stood. His voice whispered thinly on
the wind, but still carried the unmistakable tone of command.
"Grandson
of my grandson, descendant of my descendant, I gratefully accept these fine
gifts. I am proud to look on the youngest scion of my line. Tell me, grandson,
what would you ask of me?"
Time:
The ability to manipulate or traverse time itself. This arcane sphere is
best-used carefully- those who attempt drastic or overt Time effects often
create a grave risk to themselves and those around them. Cultists of Ecstasy are
particularly adept at this art- perhaps due to their familiarity with meditative
states or drugs that seem to alter one's perception of time.
Paco
groaned and rolled over as a ray of sunlight slipped through his curtains and
struck his face. His head felt as though angry midgets in steel-toed
construction boots were performing The Riverdance on his brain, and his mouth
tasted as though he'd been licking old sweaters. That is the absolute last time
I drink four of those… those… uh… whatever it was I drank four of last
night, he thought miserably.
He managed to
peel one gummy eyelid open far enough to catch view of the clock. Bright red
digits silently declared that it was 12:48 PM. Paco thought that the clock was
somehow managing to convey the impression that Paco should get his lazy ass out
of bed and at least pretend to do something productive today.
Speaking of
productive… wasn't there something I was supposed to…?
Then he
remembered: Sunday, lunch with Samantha, 1:00 PM. If he were late (again) she'd
dump him for sure.
Shit.
He scrambled
upright and reached into his bedside drawer and grabbed for the little gold
pocket watch he kept with the tools of his trade. The face read 12:51. Paco
settled into lotus position, closed his eyes, and hummed a mantra he'd dreamed
up one night while tripping on some serious acid. Time is relative, he told
himself as he pushed with his willpower. It's all dependent on the observer.
Even that Einstein guy thought so. Come on, white-haired old dude, don't let me
down now. Paco's mind spun with disorientation spun Paco's mind as he felt his
power at work. He tried to hold on as long as possible… then a wave of vertigo
struck him and he tumbled backwards onto the bedclothes.
When
clarity returned, Paco had a bad case of the stomach heaves, but he knew he'd
succeeded. He looked at the pocket watch still clasped in his hand and grinned.
12:16. Enough time to grab a quick shower, a shave, and maybe grab a bunch of
flowers for Samantha on the way to their meeting.
The
Price
Perhaps
the greatest danger faced by a mage is Paradox. Paradox, in effect, is the
resilience of the Consensus- it's a slap in the face (or worse) from the
combined belief of 6,000,000,000 people who know that what you just did is just
plain impossible. This is why you don't see mages on the Tonight Show turning
people into jars of Cheese Whiz- the risk is just too high.
As
long as a mage keeps her effects subtle and doesn't overtly violate reality,
she's safe. Such effects are known as coincidental- because it can be explained
away as coincidence, luck, happenstance, or similar effects. Good examples of
coincidental magic are using Life to heal a broken bone ("I guess it was
just a sprain!") or a Mind effect disguised as a persuasive speech.
Creative magicians can do quite a lot without openly flaunting their Power- and
smart mages are careful about such things. Coincidental magics have very little
risk of Paradox.
An
obviously magical effect is vulgar. Vulgar magics include throwing fireballs,
flying through the air, turning people into frogs, and other big-time magic like
that. Generally, a magic is considered vulgar if a casual bystander would say
"That's impossible!" Vulgar magic can lead to heaps of Paradox
building up around your mage. Still, if you're careful and don't do vulgar magic
too often, you're safe. Usually. For the most part.
Most
risky of all is a mage performing vulgar magic when Sleepers are watching.
(Other magicians and supernatural creatures like vampires or werewolves don't
count as Sleepers, of course.) Not only are you violating the Consensus, but
also you're doing so in the presence of those who help define the Consensus.
Their collective belief clashes with your belief, and Reality swells and crashes
like a storm-tossed sea. At this point, your mage is pretty much guaranteed to
pick up at least one point of Paradox- often much more. And your magic is likely
to fail altogether. Of course, you still get to keep the Paradox even if you
magic goes completely kaput.
What
are the drawbacks of Paradox? First and foremost, accumulated Paradox reduces
your ability to use further magical affects or store magical energy. Well, if
your mage has built up a little Paradox, reality is slightly wrinkled around
her. Uncontrolled magical energy crackles and swirls around her and will
sometimes cause minor uncontrolled effects. You might discover that your car
keys have somehow teleported into the storm gutters, or every fuse in your house
might suddenly burn out. Paradox backlashes are often related to whatever
magical effect caused the Paradox in the first place. Fortunately, a mage with
only a little Paradox can "get clean" by going "cold
turkey"- for each week you spend without using any magic or supernatural
effect, a point of Paradox dissipates as the tangled Consensus around you slowly
unwinds.
If
your mage has a moderate amount of Paradox, she's going to find a couple of
severely weird things happening in her life. Things might go badly wrong at very
inconvenient times. She might even enter a period of Quiet, a temporary state of
insanity in which a mage loses touch with the Consensual reality. Worse still, a
mage who reaches this state can no longer reduce her Paradox level by abstaining
from magic; the Tapestry around you is too snarled to straighten out without
some kind of backlash. Also, other mages can sense your built-up Paradox and are
likely to be disturbed. After all, the universe owes you some payback, and they
don't want to be around when (when, not if) it comes knocking on the door to
settle the debt.
If
you've got a lot of Paradox built up, you're in trouble. Reality is not merely
bent around you- it's twisted and warped so badly that even ordinary Sleepers
can sense it on a gut level. At this point, almost anything can happen. You
might attract the attention of truly alien entities- things that shouldn't exist
within the Consensus but were somehow drawn in by your reckless tearing of
reality. You might find that your home is no longer there when you come home
from work, and nobody even remembers that you used to live in the area. Extended
periods of Quiet are likely, and even permanent insanity isn't out of the
question. You are literally a ticking time bomb of mangled reality- an accident
waiting to happen. Those who build up truly huge Paradox levels often explode,
disintegrate, self-immolate, or somehow exit this reality in a truly spectacular
fashion. Don't stand too close.
That's
enough to give you a tiny taste of Mage: The Ascension. There's a lot more to
tell you about, but I think I've filled you in on the basics pretty effectively.
If this intrigues you, consider picking up a copy of Truth Until Paradox, an
anthology of stories about Mage from White Wolf Publishing. Also look for a
local storyteller running a Mage chronicle, and give it a shot. It's a wonderful
RPG.
Anyway,
I'm out of time. I hope you enjoyed reading this- I enjoyed writing it.
Ex
Libris Nocturnis has hosted 1 visitors since 3/1/2001 |