Magic (MTAw)

Magic- the Ars Mysteriorum, as it is called by Awakened scholars- is the act of imposing the laws of the Supernal Realms within the Fallen World. It defies the laws of the universe as Sleepers know them — granting access to hidden worlds, allowing a consciousness to move among bodies or creating sunlight in the middle of the night. Not all feats of mystic prowess are quite so grandiose, of course, but all are, in one way or another, miraculous and awe-inspiring. The Ars Mysteriorum is not a natural law so much as a rule of thumb — it tends to follow certain guidelines, but can often follow its own mysterious course, regardless of the mage’s desires. Sometimes, feelings and instinct drive magic more readily than intellect. At the same time, magic is no random thing. It has rules that are in force if the mage knows this or not. While the theories are many and fluid, the rules are numbered and fixed. The individual mage may not understand all the rules, or the many nuances found within, but from a systems perspective, the rules are defined.

Students of magic have several disciplines within the field of magic that are all based on the Atlantean teachings that have survived the fall of the Ocean Spire. Other magical traditions from the Barbarian Kingdoms also flourished in the time before the Fall, but are incomplete in their approach to the Supernal, cloaking the truth from the practitioners by binding them to Phenomenal World (at least, the Atlantean Orders say they do).

Thaumatology
Thaumatology describes the study of raw magic, something that is more difficult in the modern ages than it was back in the time of Atlantis. Magic springs from the Supernal Realms, the origins of all what is in existence. Supposedly immutable laws govern this realm and reflections of these laws are cast in the Phenomenal World that would later become the Fallen World. The Atlanteans, the mages that first codified the Ars Mysteriorum into a unified body, believed that the practice of magic was the purposeful incarnation by a mage of the Supernal — the heavenly or celestial — into the Phenomenal - the lower, prosaic realms of matter, including the subtle realms of spiritual matter called ephemera - and thus smoothing the imperfections of the Phenomenal by applying the Truth upon it. The mage, by virtue of his soul’s attainment to the higher realms, could bring the rulership of those realms down into the common world through sympathy, the principle that like can affect like regardless of distance. The Abyss has diminished these laws, but it cannot extinguish them.

The Supernal works through symbolism, as few mortals can fathom the truth without any filters. The Atlantean worldview knows that ideas are more real than matter. What is merely a metaphorical idea in the Fallen World might well be a literal reality in the Supernal World. In other words, the things of the higher world can sometimes be known in the lower world through symbols. Symbols are images or ideas with meanings that can’t be exhausted through study or reduced to a single, simple concept through logic. Mystical symbols speak to the soul, reminding it of its heritage, even if this remembering never rises to conscious awareness for most people. The Supernal macrocosm reflects itself in the soul of each human being through symbols and thus, each human has the potential to Awaken.

Prima Materia and Hallows
The Quiescence did not manage to obliterate every trace of the Supernal. Vestiges of the prima materia, the substance of the Supernal Realm, remain in the form of Hallows and manifest as Mana or Tass. While Mana is insubstantial and can only be perceived with the use of Mage Sight, Tass is accumulated Supernal energy that has imbued material objects within a Hallow. Both are tremendous assets to mages.

Imaginology
Imaginonology is the study of Imagos, the core of creating Spells. Each Imago is the blueprint of what the Spell is supposed to do (e.g. shooting Lightning out of one’s fingertips). The process of forming an Imago depends on the mages creativity and his knowledge of the Supernal Laws he intends to call down. To do so, the mage needs enough expertise to use the associate Practice (in the case of the lightning blast, Unraveling) and the associated Arcanum (in the case of the lightning blast; Forces). He must also decide if the Spell should begin instantly or after certain period of time (again in the case of Lightning blast, instant). After these primary instructions, he further devises the duration, potency, target (with special consideration to size and area-effects) and the primary effect of the Imago. The simpler the imago in question is, the quicker the mage can complete the process. When the Imago is ready, he uses the connection of his Path to draw the needed Arcanum towards his Imago and releases it into the Fallen World via his will.

By spending Mana, the Imago can be made more resilient to Paradoxes or strengthened in other regards (like duration, potency etc.) After a spell is cast, the mage has only a limited ability to redefine the spell’s parameters, like restricting targets or reducing the potency of the spell. Enhancing an already cast spell is nearly impossible. Furthermore, Imagos can be strengthened if many mages work in concert, providing the Arcana, power etc.

Imagos can further divided into improvised Imagos (spontaneous created imagos that the mage has done ad libitum) and Rotes (which are practiced over and over again, so that the Imago becomes linked to a certain action).

A mage’s pattern can tolerate only a certain number of spells cast on it before the resonance’s signal-to-noise ratio interferes with his ability to conduct supernal power into an imago. This effect is called “contagion,” and mages can only withstand by using their own Spell resistance, which in turn is derived from their physical fitness. Due to this reason, mages are careful with using enchanted items and artifacts and even more careful with allowing others to cast magic on them.

Practices
The Atlanteans codified magic into 13 Common practices, 5 Imperial practices and one Apocryphal practice. Each practice defines what the spell is going to do and how he affects patterns. Each Practice is only available to a certain degree of arcane mastery (expressed by the dots). Furthermore, a mage can only use the associated practice if his Arcanum rating for the wanted spell is equal or higher. (In order to learn more about possible effects, visit the respective Arcanum sites)

Initiate

 * Compelling- The Practice of Compelling is concerned with influencing simple phenomena in the purview of the used Arcanum (for example, making a candle burn hotter). The mage can activate and/or direct these phenomena, but usually not enough to become vulgar.
 * Knowing – The Practice of Knowing is concerned with perceiving the mysteries in an Arcanum’s purview and deciphering phenomena. Mages do not have to interpret these informations, as they are not sensual, but pure intellectual.
 * Unveiling- The Practice of Unveiling is concerned with the impartation of sensory informations to the casting mage within the chosen Arcanum’s purview
 * Unveiling- The Practice of Unveiling is concerned with the impartation of sensory informations to the casting mage within the chosen Arcanum’s purview

Apprentice

 * Ruling- The Practice of Ruling allows a mage to exert control over phenomena within the purview of his chosen Arcanum. It mainly concerns itself with cosmetic changes and suggestions, rather than brute force.
 * Shielding- The Practice of Shielding allows a mage to make an object or himself more resistant by using the associated Arcanum to bolster his defense.
 * Veiling - The Practice of Veiling allows a mage to conceal, camouflage or hide phenomena within his chosen Arcanum’s purview from scrutiny.
 * Veiling - The Practice of Veiling allows a mage to conceal, camouflage or hide phenomena within his chosen Arcanum’s purview from scrutiny.

Disciple

 * Fraying - The Practice of Fraying allows a mage to directly injure his target (via Bashing damage). Often, they find use when death is not the attempted goal.
 * Perfecting - The Practice of Perfecting allows a mage to refine and repair objects within an Arcanum’s purview
 * Weaving - The Practice of Weaving allows a mage to alter the capabilities and otherwise influence an object without changing its inherent nature.
 * Weaving - The Practice of Weaving allows a mage to alter the capabilities and otherwise influence an object without changing its inherent nature.

Adept

 * Patterning - The practice of Patterning allows a mage to transform phenomena within an Arcanum’s purview into related phenomena or shapes, or replace their capabilities or functions with different ones.
 * Unraveling - The Practice of Unraveling allows a mage to significantly injure a target, degrade its capabilities or negatively transform it
 * Unraveling - The Practice of Unraveling allows a mage to significantly injure a target, degrade its capabilities or negatively transform it

Master

 * Making - The Practice of Making allows a mage to conjure phenomena within the Arcanum’s purview ex nihilo.
 * Unmaking - The practice of Unmaking is concerned with outright destruction and annihilation of a target.
 * Unmaking - The practice of Unmaking is concerned with outright destruction and annihilation of a target.

Archmaster

 * Dynamics - The Practice of Dynamics allows archmages to create phenomena that change according to conditions without the caster’s conscious direction or complex “programmed” effects. Instead, the imago “updates” itself in order to maintain the Spell.
 * Entities - The Practice of Entities allows archmages to imprint supernatural abilities to a target, incorporating the nature of an Arcanum into the target’s pattern and even altering the laws of realms as the Hedge or the Underworld. The use of entities often harms the Pax Arcanum.
 * Excision – The Practice of Excision allows archmages to remove a pattern’s properties in accord the chosen Arcanum.
 * Dominions – The Practice of Dominions allows an archmage to create sub-souls of him, making him able to form Chantries, create Ochemata, Ananke, Overseers or similar beings and even infusing their own Gnosis into matter, forming Talismans
 * Transfiguration- The Practice of Transfiguration allows an archmage to reverse the relationship between his soul and the Arcanum that is now so well-incorporated into it, in effect allowing the archmage to achieve any desired effect that falls into the purview of the Arcanum.
 * Dominions – The Practice of Dominions allows an archmage to create sub-souls of him, making him able to form Chantries, create Ochemata, Ananke, Overseers or similar beings and even infusing their own Gnosis into matter, forming Talismans
 * Transfiguration- The Practice of Transfiguration allows an archmage to reverse the relationship between his soul and the Arcanum that is now so well-incorporated into it, in effect allowing the archmage to achieve any desired effect that falls into the purview of the Arcanum.
 * Transfiguration- The Practice of Transfiguration allows an archmage to reverse the relationship between his soul and the Arcanum that is now so well-incorporated into it, in effect allowing the archmage to achieve any desired effect that falls into the purview of the Arcanum.
 * Transfiguration- The Practice of Transfiguration allows an archmage to reverse the relationship between his soul and the Arcanum that is now so well-incorporated into it, in effect allowing the archmage to achieve any desired effect that falls into the purview of the Arcanum.

Ascended

 * Assumption – The Final Practice, Assumption is searched by the Siddha Entente of archmages. They believe that this is the Practice the Exarchs used to enthrone themselves in the realms of the Arcana. Assumption is, according to them, the key that enables Ascension.
 * Assumption – The Final Practice, Assumption is searched by the Siddha Entente of archmages. They believe that this is the Practice the Exarchs used to enthrone themselves in the realms of the Arcana. Assumption is, according to them, the key that enables Ascension.

Arcana
The Arcana are the threads of the Tapestry that comprises existence. They originate in the Realms Supernal, stretch downwards towards the Fallen World and eventually fray and disperse within the Lower Depths. While the Arcana still represent reality after the dawning of the Abyss, their true power only faintly manifests in the Fallen World in the most fundamental and static ways, recognized as the common, unyielding laws of physics. These laws are, however, mere shadows of the true Supernal Laws that a mage can impose on the Fallen World via the connection to his Watchtower.

Difficulty to draw upon an Arcana is determined by the Path a mage treads. Each path has two ruling Arcana: one subtle, one gross, that make up the Supernal Realm he Awakened to. Other Arcana are called common Arcana and can be learned normal up to mastery, when the mage has to search for a tutor from the path that incorporates the Arcanum into its structure (saying a Mastigos, who wants to master the Life Arcanum, has to search for a Thyrsus teacher). Each Path is impaired by an inferior Arcanum, whose notions have only a minor sympathy to the Supernal Realm he is connected to.

Some mages (usually Left-handed ones) claim that there are more Arcana to utilize. The Scelesti speak of the Elder Diadem, the Lone Watchtower of Paradox, which apparently allows mages to channel Paradox as an Arcanum. Likewise, the Suspire, the holy book of the Tremere liches, speaks of the Fallen Dragon of Blood (implying a connection to vampiric Blood Sorcery) and other dragons that were cast down by the jealous dragons that impersonated the five common Supernal Realms. The same book speaks of the coming of the Final Watchtower, who will combine the subtle Arcana into one supreme Art- the Arcanum of the Soul.

The Arcana are paired into one gross and one subtle. Gross Arcana are connected to the material world, while subtle Arcana are connected to the more obscure aspects of reality. Other Supernal pairings are possible, for example, some mages who awakened in recent times claim to have awakened to a tower with Forces and Spirit as ruling Arcana.
 * Acanthus- Time (gross) and Fate (subtle)
 * Mastigos- Space (gross) and Mind (subtle)
 * Moros – Matter (gross) and Death (subtle)
 * Obrimos – Forces (gross) and Prime (subtle)
 * Thyrsus – Life (gross) and Spirit (subtle)

Arcane Experience
As they are tuned into a higher reality, the things mages encounter can promote a greater understanding of the Mysteries surrounding that reality. When uncovering, solving, or realizing supernatural phenomena and secrets, mages can gain a special type of experience called Arcane Experience. These symbolize the mage's growing understanding of magic and allows him to raise his Gnosis.

Implementology
Implementology is the study of tools that aid a mage in channeling Supernal Truths. Each tool is personal for each mage, drawing on his personal understanding of the Ars Mysteriorum as transferred during his original Awakening. This is called Praxis by the Atlantean Orders, how the mage works his magic in accordance with the Supernal Realms.

Common Implements are path tools, objects that resonate with a specified Supernal Realm despite their Fallen origin and bridge the gap between the two Realms. Objects with a pointed end (a wand, a sword etc.) allow it more easily for a spell to be aimed, while reflective objects (like mirrors) are more useful for defensive spells. The effect can further be strengthened if other objects are used that link to the Path of the mage (brass, for example, for a Mastigos). If a tool is used, it is worked into the imago (saying, a spell that enables a staff that shoots lightning should incorporate the staff into the Imago). Tool have to undergo a dedication before they can be used as a part of Supernal magic.

Other ways to further improve and stabilize magic are High Speech and its associated Glyphs, the magical tongue and scripture of lost Atlantis, that gained supernal connotations because it was the native tongue and script of the Ascended Exarchs, and Rote Mudras, that are often associated with the Spell.

Mudras
Mudras are associated with certain Imagos, maintaining the Spell, but also rendering it static. Each mage has utilized different Rotes, depending on his cultural background, Path and Order. The Mudra symbolizes the concept of the rote and as such, the associated Imago. Various Rotes have been used:
 * Asana: Static body postures, like yoga positions or poses of statues, often used for extended spellcasting
 * Darshana: Facial gazes and expressions
 * Mudra: Hand-gestures and finger signs, the most commonly used among the Awakened
 * Nata: Ritualized body movements, like katas or dances
 * Pranayama: Breath-techniques that focus on internal contemplation

Immanence theory
The Immanence Theory is the study of spell aspects. There are two Aspects; covert and vulgar. Not two mages have same theory on why some spells are vulgar and others covert, but certain tendencies can be applied. Any spell that blatantly violates the template of the Fallen World that the Exarchs applied to it after they stormed the heavens is vulgar (like, for example, shooting lightning out of his fingertips), while any spell that seems to conform the laws of the phenomenal reality or that is not wildly improbable within the context of when and where it is cast is considered covert (like calling lightning down from a clouded sky). If the covert spell, however, is stressed enough (multiple lightning hitting multiple targets in a row), the covert spell runs risk to become improbable, also called domino-effect by some mages. The usage of covert spells is seen as a mark of Wisdom and many Consilii are favorable to those who manage to keep a low profile.

Additionally, Awakened magic has resonant effects — a mage casting a spell finds himself surrounded with his signature Nimbus of leathery wings, or a luminescent vapor, or the sound of whispering book pages forever turning. Spells have their own resonant signatures, often appearing as glowing auras that contain subtle traces of information about the effect. These effects are only perceivable via Mage Sight, but especially potent magic can made them manifest within the Fallen World and even grow in intensity, inviting Disbelief from watching Sleepers and thus rendering the Spell vulgar.

Antinomian Magic
also see Antinomian Magic for more details

The Abyss offers his own powers to mages willing to pursue it. The Antinomian Path allows mage to accept Contradiction instead of Truth, follow his own desires regardless of higher laws, in exchange for pledging himself to the limitless Void. Antinomian Sorcery is seen as a crime by many mages, and Seers and Pentacle alike hunt the Accursed who have pledged themselves to the cause of unbeing.