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File:Correspondence sigil.jpg

Correspondence sigil.

Correspondence (previously known as Connection) is one of nine Spheres of magic in Mage: The Ascension. The Ahl-i-Batin occupied the Seat of Correspondence in the original Council of Nine Mystic Traditions, but it is currently held by the Virtual Adepts. The Shard Realm of Correspondence maps physically to Mercury.

Deals with spatial relations, giving the Mage power over space and distances. Correspondence magic allows powers such as teleportation, seeing into distant areas, levitation and flying. At higher levels the Mage may also co-locate himself or even stack different spaces within each-other. Correspondence can be combined with almost any other sphere to create effects that span distances.

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 allowsthe 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 its own senses, extending its magic and actions to distant places or objects 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 itself. This door swings both ways, though. Just as a mage forges a connection, that connection can be traced back to the mage.

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 its magic only to areas of its immediate senses, but Correspondence ranges bypass this limitation. The Correspondence Sphere lets the mage perform Effects beyond its line of sight, outside its hearing and otherwise in places beyond its 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, its skill with Correspondence is as important as its 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.[1]

Standard Powers

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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 space around him, 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. [2]

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Sense Space
Touch Space
With scrying magic and projection, the mage can cast out its senses to various places beyond its 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 its 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 its 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 its 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 its 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.[3]

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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 its 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 its 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 itself.

Finally, moderate comprehension of Correspondence allows a mage to split its 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 its scrying to view multiple places simultaneously. The mage could experience the show in any form appropriate to its paradigm. She might see a set of ghostly superimposed images around its 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.[4]

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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 its 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.[5]

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Mutate Localities
Co-Locate Space
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 the 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 its 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. [6]

Archspheres

Correspendence Masters of Correspondence generally use two major  theories in their work. The first is the mystic doctrine of  contagion. The second, more recent theory is that of the  Correspondence Point. 

For all Arch-Spheres, there is a step the mage takes to move  beyond Mastery. For Correspondence, the mage must figure out  how to be in the same space as himself; the Correspondence Point lets Masters exist in many places simultaneously. Next,  the mage must resolve the paradox of coexisting in space with  himself as more than one simultaneous awareness of singular  space. Confused? Nobody said it was easy.

••••• • Fold Space/Create Space Rarely used inside the Horizon, this power allows the  Archmage to reduce or increase the distance between any two  objects. If the Archmage is not working in empty space, then he  must use other Spheres to manipulate the intervening Patterns  (or Spirit, in the Umbra). Successes can be used to remove or  add to the space in an area. The mage could create a strip or  bubble of additional distance in an area, pulling Patterns like  taffy with conjunctional magic in order to make them occupy  the new distance. Conversely, the mage could collapse an area  of space to a pinpoint, easily letting anyone cross it. At this level of Archmastery, the mage can effectively  create space, generating a zone of emptiness that pushes exist-ing space outward around it. With the right Pattern magics,  this space can be filled with other matter or made to look like  part of the preexisting landscape. Note that space is not a  Pattern per se; it is just, as one Archmage jokingly put it, “the place where the Tellurian keeps all its stuff.” Thus, creating  space does not require the use of Quintessence. A mage can folding a preexisting Pattern to warp its 

interaction with space. The mage can take a person and twist 

him into the shape of a pretzel; subjectively, the person still 

seems to exist according to his normal proportions, but the 

world around him is horribly bent. Naturally, this can lead 

to all sorts of complications, though it does not actually 

cause direct harm.

[Folding or creating space is almost always a very complex 

(10+ successes) action. Folding a Pattern is a conjunctional 

Effect, and is also a complex action.]

••••• •• No Warding

As the name of this power implies, the mage realizes that 

wards are something to be practically brushed aside, as the 

region inside the ward is space that can be reached.

Normally, a mage can use Correspondence to bypass warded 

areas, teleporting directly into or out of an area with Correspon-dence gates or folding. Wards, however, are tied to the Patterns of 

the Tellurian itself, so that even a mage who doesn’t necessarily 

cross intervening space can be hindered, harmed or hedged out. 

With this understanding, the mage no longer relies on Tellurian 

Patterns for guidance. Instead of using the Correspondence Point 

as an external gateway to all space, then, the mage becomes a 

sort of Correspondence Point, existing everywhere at once, 

bypassing the effects of wards that are keyed to concepts of 

“inside,” “outside” and “touching.”

A mage can also temporarily negate the powers of a 

ward so that others can evade it. The process is similar, but 

the mage himself becomes the Correspondence gate through 

which others access the warded space or object. Since the 

mage can easily co-locate aspects of himself, though, the 

subjects don’t necessarily need to see or touch him or even 

be aware of the Effect.

[Bypassing a ward in this fashion typically adds the ward’s 

strength to the required success total on other Correspondence 

functions. Naturally, the mage need not even step completely 

into a warded area; she could simply reach inside or even grab 

a warded object, with no trouble whatsoever. Temporarily 

breaking a ward requires defeating the ward’s strength, as with 

usual contested magic, and additional successes allow others 

to bypass the ward with the mage’s help.]

••••• ••• Limits of Spirit

At this level of Archmastery, the mage can travel 

anywhere, as with normal Correspondence teleportation or 

co-location, but still takes material (or spiritual) reality with 

him. The mage carries some of the characteristics of Earthly 

space with him when he travels. Even though he does not 

technically co-locate with Earth, he need not suffer from the 

harsh environment of his physical location(s).

If an Archmage with this mastery of Correspondence goes 

from the Earth to anywhere within the Horizon, he must still 

cross the Gauntlet or suffer the effects of space. The mage brings 

the material aspect of the Earth with him; he does not create 

it wherever he goes. The extreme cold and radiation of space 

are still deadly. If he travels outside the Horizon, he does not 

carry this material aspect with him, as that region rejects the 

separation of spiritual and material. Mastery of Spirit is required 

to survive here. Thus, this power does not protect against the 

invasion of outside environmental forces, but allows the mage 

to draw upon safe Earthly reserves, breathing normally, walk 

on (non-existent) ground and so on.

Since the mage can easily create bubbles of space 

that share characteristics with other space — essentially 

co-locating spatial features instead of just objects — it’s 

a simple matter to section off a pocket of space to which 

only the mage and others with this level of Archmastery 

have any access.

[The mage must score enough successes to maintain the 

field for the duration of her trip into hostile territory. Build-ing a pocket of bounded space requires an extended ritual 

of moderate complexity (generally ten to fifteen successes) 

depending upon the area built and the duration that the space 

is supposed to exist.]

••••• •••• No Limits

At this level, any movement is possible. Mages of supreme 

Correspondence Archmastery can break through any barrier, 

even the Gauntlet and the Horizon. To the mage, all space 

is one space.

[To reach any place on Earth requires only one success, 

two if the place is warded. Traveling within the Horizon from 

the material side of the Earth’s Gauntlet takes two to five 

successes and travel from the Earth to any place outside the 

Horizon takes seven to ten successes. Survival beyond the 

Horizon still requires a Mastery of Spirit, however.]

entropy

Archmastery of Entropy is both easy and impossible. The 

mage must realize that his fate is his fault. He goes where he 

goes because of the choices he has already made. He must 

also realize that he cannot change this fate without changing 

who he is. This is much deeper than simply saying “Great, I 

accept that I make my own fate.” It’s an understanding that 

every action the mage has taken has colored his future, and 

that he cannot escape the consequences of his existence. 

The mage may be able to bend the universe to his whim, but 

ultimately he must live with himself.

••••• • Stultifying Order/Utter Chaos

At this level of understanding, the mage gains total 

determinism over chance. The Archmage can deny any 

change, or call upon Entropy to reduce an object or being to 

its component parts. Whereas lesser levels of Entropy allow 

the mage to affect the outcome of chance as long as some 

element of chance exists, this power lets the mage generate 

raw chaos or completely remove probability. A wave of the 

hand can disperse an object into randomly moving molecules, 

or assemble a form from scattered elements.[Although a mage can build or destroy Patterns with this 

level of Entropy, such Effects are usually conjunctional with 

other Pattern magic if they’re to be lasting. Creatures and 

objects can be reduced to their component parts (suffering 

Entropy damage) or they can be turned into totally static 

automata for the duration of an Effect, rendered unable to 

learn, grow or change.]

••••• •• Destiny of the Species

At this stage of Entropy, the mage can control the 

evolution of a species. While the lesser mage sees the work 

of Entropy in single Patterns, chaotic probabilities and intel-lectual constructs, the Archmaster understands Entropy on a 

meta-Pattern scale. He sees Entropy not just in Patterns, but 

in the interactions between them. He can make a species more 

suited to its environment, making it more prolific. He can 

also do the opposite, causing its extinction. Without access 

to Correspondence magic, this may take several generations, 

as the mage blesses or curses nearby members of a species. For 

a migratory species, or for a species spread across the Earth, 

Mastery of Correspondence may be necessary for any real effect 

to take place. Still, this potent Effect is, essentially, infectious 

Entropy. The mage touches Patterns in a way that causes the 

cascading Effect to spread.

[Naturally, affecting a number of creatures is a huge 

undertaking. The mage should cast the Effect consistently 

several times as an extended ritual in order to affect enough 

creatures. This use of Entropy is a bit more gradual than 

lesser levels; the inertia stored in so many Patterns takes 

some effort to change. Used conjunctionally with Time and 

Correspondence, a mage could theoretically reduce a spe-cies to extinction in a day or hyper-evolve it, though such 

incredibly vulgar actions are best left for pocket universes 

and personal experiments.]

••••• ••• Breach Shroud/Deny the End

The Archmage literally opens the Shroud, or closes it off! 

Tied closely to the Underworld, the mage’s control of Entropy 

breaks the barriers of death. With but a step, the mage can walk 

into the Underworld like the Masters of Spirit. However, the 

mage can also reorder the powers of death to her liking. Though 

manipulating the Underworld is a hazardous undertaking (see 

Chapter Three), the mage is fully empowered to reassemble life 

from the swirling nihilistic energy of death or halt Oblivion’s 

hold on an object or creature.

[By twisting the progress of Oblivion, the mage can slow 

or halt the processes of death, disease and injury. Archmasters 

with this level of Entropy can keep spirits of the dead from 

dissolving into the nothingness of the afterlife or channel 

the storms of the Underworld in different directions. Such 

Effects are fairly trivial, though a botch can be disastrous.

Actually stepping into the Underworld or raising the 

dead is, of course, a feat worthy of Orpheus. The mage 

must undertake a quest to perform the appropriate Effect, 

literally piecing the subject back together by tearing the 

barrier between life and death, thus destroying the distinc-tions between chaos and order. Such feats are tasks of great 

complexity (20+ successes) and difficulty.]

••••• •••• True Destiny

The universe is an open book to the greatest students 

of Entropy. Chance and fate are writ large, and the supreme 

Archmaster recognizes no contradiction in luck, choice and 

predestination. Instead of simply manipulating the outcomes 

of probability, the mage can see the course of the Tellurian’s 

every facet. He can watch the lines that influence all Patterns 

and the eventual end of being.

[The mage can alter the Destiny Background freely, rais-ing or lowering it, or even change the actual destiny. Scrying 

with this level of Entropy lets a mage determine a creature’s 

Destiny as well, and only the most potent magics can bar 

such perceptions. Although the mage does not necessarily 

see through time, he immediately understands all possible 

outcomes, and comprehends the ones that will come to pass 

unless phenomenal forces are brought to bear. Changing Destiny 

is a complex (10+ successes) action, while modifying a mage’s 

Destiny rating means rebuilding the interaction of chance and 

fate within her Pattern, requiring five successes and ten points 

of Quintessence per dot changed.]

forces

As with all Pattern magics, Archmastery of Forces requires 

that the mage understand Forces on an interconnected level 

instead of an individual Pattern level. The mage must tap into 

the universal Pattern of Forces. By questing in the appropriate 

Shard Realm, the mage gains a glimpse of the unified Force, the 

Pattern that describes the sum of all forces in the universe. Since 

this Pattern (theoretically) expresses every possible force, this 

means that the mage experiences just about every combination 

of Force Patterns possible. This is typically lethal.

••••• • Economy of Force/Sense Universal Force

Opening himself to the universal force, a mage can see 

the interactions of Force Patterns and their natural begin-nings and endings. Though normal Force perceptions allow 

a mage to spot interactions of such Patterns, this level of 

Archmastery lets a mage draw connections between a Pattern 

and its origins, its interactions with other Patterns and its 

eventual destination. Such a broad view allows the mage to 

determine where and how to apply force for maximum effect 

with minimum effort.

[With the ability to sense universal forces, the mage’s other 

Forces Effects become much more efficient. Perceiving Forces lets 

the mage trace a Force Pattern back to its origin or extrapolate 

its likely results. The mage can also direct other manifestations 

of Forces with half the usual required successes, as long as the 

mage has already activated universal perception.]

••••• •• Plate Tectonics

By manipulating entire strings of Force Patterns at 

once, the mage can drop portions of a continent into the 

ocean, or raise parts of the sea floor. Without Correspon-dence or Time magic, though, he is sure to be caught in the devastation. By the way, does anybody in the class 

remember our discussion of Fleck’s Folly?

[Simply put, the mage can move entire continents with 

Forces. Instead of grabbing or creating individual Forces, the 

mage collects all forces acting on an object into a single vector 

and modifies them at whim. Though the consequences of this 

manipulation are phenomenally devastating, the mage can 

extend her Force Patterns to affect as much area as she can 

score successes for on her Effect. The vulgar consequences 

are best not contemplated.]

••••• ••• Toss Around Realms

Normally, a mage’s command of Forces is limited to the 

interaction of forces that deal with other Patterns. With 

supreme concentration, though, it’s possible to make forces 

that interact with Tellurian space, designed specifically to 

push the boundaries of reality itself.

The mage can now move Realms. Mage-made Realms 

are fairly easy to move, while the larger and more static 

Realms take a bit more effort. Under the proper circum-stances, a mage could alter the apparent positions of various 

locations in the Umbra, even shoving normally separate 

Realms into brief contact. Realms are generally too large 

to be pushed through the Gauntlet, though; the resistance 

would be phenomenal.

[Use your imagination — the mage at this level of power 

can move Umbral Realms, making access easier or harder. Small 

pocket Realms and Steadings may only take 10 or 15 successes 

to move, while a full-sized Shard Realm would require the 

work of several mages acting together for 30 or more successes. 

Remember, too, that historical inertia means that Realms tend 

to move back to their original states if unattended.]

••••• •••• Alter Universal Forces

At this level of Archmastery, the mage can alter forces that 

affect the whole Tellurian. He can manipulate the interaction 

of the Shenti, moving them closer to one another or separat-ing them. The mage can briefly change how a universal force 

functions, or even invent an entirely new force (“This is the 

Force of Thon, which removes the distinctions of gender!”).

Some Euthanatoi have wondered if Oblivion itself is an 

aspect of an Exemplar of Forces. Could it be that every force 

is just an emanation of the will of some ancient mage who 

imagined the cosmos into being?

[By making a phenomenal Effect roll, a mage can 

transmute the nature of a universal force — altering how 

magnetism works, for instance, or changing the strong nuclear 

force. This sort of Effect rapidly cascades out of the mage’s 

control, as historical inertia resists; such a change lasts only a 

few turns at most. Still, changing the gravitational constantof the universe has its uses. Also, a mage can briefly create 

a new universal force and then use more mundane Forces 

magic to conjure or modify forces of that new type. Either 

is a very complex (15+ successes) task, though once added 

to the Tellurian, a universal force may last for some time.]

Life

To become attuned to the universal Pattern of Life, the 

mage must flow through a great many smaller Life Patterns, 

understanding the flow between predator and prey, between rot 

and rebirth. Life forms the Patterns that are intimately tied to 

the Tellurian by change. Though other Patterns change as well, 

only Life Patterns naturally dovetail into the flow of universal 

energy, taking and giving Quintessence from the cosmic pool. 

The mage must experience this flow of Quintessence, the Life 

force itself, by traveling through many and varied Life Patterns. 

The quickest way to do this is probably to become a plague.

••••• • Perfect Transformation of Others/New Life

While an Archmaster of Life has previously been able 

to mutate her Life Pattern at will, now she can transform 

others into forms of life she has studied before with no loss of 

the subject’s intelligence. Even Masters of Life cannot create 

completely new forms of life, but with this understanding, an 

Archmage can create a Pattern that has no relation to any 

creature she has ever seen before. The Archmaster can also 

make Life Patterns that have unique properties not normally 

found in natural life — Patterns that subsist on base matter, 

that are unaffected by certain Forces or Matter Effects, or that 

interact with other life in strange and unpredictable ways.

[Strange new Patterns of Life can be created just like 

other life forms are made with lesser Life magic, and the mage 

can specify how they interact with other Patterns. Similarly, 

the mage can transform other life forms just as she could 

transform herself with her own Life Mastery, into nearly any 

form of creature with no loss of native intellect.

Furthermore, massive Pattern manipulations are easier. 

The mage can affect whole groups of Patterns without dif-ficulty, attaching a single Effect to all of them — healing 

everyone in an area or transforming a group of animals — just 

as easily as she could change a single creature. For such mass 

manipulation, the mage need only affect the desired area, 

without worrying about the number of subjects.]

••••• •• Scale of Life/Infection

Though individual Life Patterns each carry their own 

Quintessential flows, they are all joined by their primordial con-nection to the Prime. With this understanding of Life, a mage 

is no longer limited to shifting individual Patterns or creating 

changes in groups of Patterns; instead, he can cause a change 

to the underlying flows of Life, altering all Patterns of a certain 

type within the area of the Effect. This is not simple Pattern 

manipulation, but rather a change to the Quintessential flow 

itself, which in turn causes the Pattern to shift accordingly. 

The mage could cause all mammals in the area to become able 

to subsist on air alone, or change just the human in an area to 

make them unable to walk. Doing so is as easy as affecting any 

single Life Pattern. In effect, the mage changes a meta-Pattern 

of Life so that all life around it responds.

With control over meta-Patterning, the mage can also 

make effects that jump from one Life Pattern to another. As 

they interact, Life Patterns alter eachother and trade Quin-tessence. The mage can place an Effect on a Life Pattern so 

that it jumps to any other Patterns, either duplicating itself or 

shifting in entirety. Thus, a Pattern could be infected with a 

debilitating or helpful “disease” that spreads to others, or such 

an alteration could be made to simply jump from individual 

to individual without copying itself.

[When performing a meta-Pattern alteration to Life, 

the mage causes all Patterns of a specified sort to undergo 

the same general alteration. Instead of requiring a specific 

change, though, this change can be generalized according to 

the general Pattern properties involved. “Cause all people in 

the area to sprout wings” is possible without rewriting each 

individual Pattern, as is “cause all fish to become able to 

breathe air, regardless of other differences in their physical 

structures.” The player need only roll as if affecting a single 

Pattern — in this case, the underlying fundamentals of the 

Life Patterns involved and their Quintessential ties.

Furthermore, the mage can build an Effect that jumps 

from Pattern to Pattern as creatures interact. This Effect lasts 

according to the duration scored by the mage; permanent Ef-fects are theoretically possible, but Life Patterns have a way of 

adapting to changes over time. Still, this is an insidious way 

to deal with enemies, assist allies or even spread a message.]

••••• ••• Create Shifter/Virus

A mage at this level of Life can now grant others the 

ability to alter their own forms. He can essentially merge two 

Patterns, allowing the shift between them, and even add forms

that combine aspects of the two. He can also create Patterns 

that pretend to be components of other Patterns, at the very 

limit between Life and Matter.

[By mutating a Life Pattern to contain flexible elements, 

the mage can give it the ability to change its own nature — 

whether through a series of static shapeshifting forms or in 

a random sequence of bizarre transformations. This follows 

the normal guidelines for transforming Life Patterns. Note 

that such a creature is not a true spiritual shifter like a were-wolf, but rather a physical mutant. This does not, therefore, 

grant any of the special spiritual abilities that supernatural 

shifters possess.

Furthermore, the mage can build Life Patterns that only 

develop Quintessential flow in contact with other active Life 

Patterns. Otherwise, these Patterns are inert, their Quint-essential flow locked into an inward spiral. Such Patterns 

straddle the edge of Life and Matter; a viral Pattern like this 

is barely detectable with Life magics, and may interact with 

other Life Patterns as a combination of Life and Matter. It 

is thought that the beginnings of Technocratic cybernetics 

came from such Patterns.]

••••• •••• Perfect Immortality

The penultimate understanding of Life renders a mage’s 

own Pattern immutable. Only through the mage’s will can 

her Life Pattern be affected. Age and disease are no threats, 

as with lesser Life mages, but now even physical injury causes 

no real harm. The mage’s Pattern sustains itself regardless of 

perceived damage. Indeed, the Pattern that was once the 

mage’s life force is now extraneous. The mage simply expands 

her Life Pattern to tie directly to the Tellurian. No amount 

of damage can destroy that connection.

[A mage who reaches this level of perfection is function-ally immortal. She can suffer the complete discorporation of 

her physical form; her Life Pattern itself is no longer tied to 

the simplicity of her gross physical mass. Of course, surviving 

extreme injury or age is quite Paradoxical on Earth, but in 

the Tellurian the mage is essentially immortal in the face of 

anything less than another Exemplar or a god.]

Matter

Understanding the universality of Matter may seem the 

safest and easiest of the Pattern magics, but it is actually the 

quickest way to lose oneself. Like advanced Forces, Matter 

Archmastery comes with comprehension of the relationships 

between Matter Patterns throughout the Tellurian. The 

mage must delve into the nature of matter, its existence as 

a solidified state of Quintessence, and ultimately learn the 

most basic properties of Matter through its differences from 

the mage’s own Life Pattern.

••••• • Alter State

Although alteration of matter may seem similar to earlier 

levels of skill, at this level the mage can easily shift matter 

through various states.

[All necessary properties are altered to induce a change in 

state (solid, liquid, gas, plasma, ether), requiring one success 

per state shift. A change to plasma technically requires Forces 

3, and ether (or Quintessence) requires Prime 2. This change 

can be accomplished with any Matter Pattern in the mage’s 

sensory range. It is important to note that plasma created in 

this manner is not hot. Rather, it is more a state between a 

Matter and a Forces Pattern.]

••••• •• Transform Pattern

The Archmage of Matter can turn anything (or ev-erything) in sight into whatever he wants. Again, this is a 

function of scale. While earlier Mastery of Matter allows a 

mage to transform Patterns on a small scale, this level of 

Archmastery lets a mage grasp multiple disparate Patterns 

and alter them simultaneously en masse.

[Generally, every change in property requires a single suc-cess. Thus, each success lets the mage alter one fundamental 

property — hardness, density, weight, light absorption and 

so on. Instead of working with individual bricks in a wall, 

the mage just grabs the meta-Pattern of the wall and twists 

it appropriately. A castle turned into butter with one success 

is still hard as stone, but tastier.]

••••• ••• Create Pattern

Archmastery of meta-Patterns allows an Archmage to 

exceed the normal bounds of scale that lesser magics enforce. 

Instead of creating individual Patterns, the mage creates a form 

that holds multiple replicating Patterns. Individual changes 

to specific pieces can be done later. Moving multiple-element 

components poses no difficulty. The mage doesn’t bother with 

weaving each piece of the Pattern from the inside out and 

instead just makes an outline of the Pattern, letting it fill in 

according to its needs.

[The Archmage can, within sensory range, weave as large 

and intricate a Pattern as he likes, assuming, of course, that 

he has both the Prime knowledge and the Quintessence to 

fuel it. For instance, instead of just creating a brick, the mage 

builds a Pattern for a Pattern, using a template of a castle and 

recursively filling it with bricks. The difficulty is no greater 

than creating any other sort of Matter, so although it’s harder 

to cast this Effect correctly, it allows the mage build larger, 

more complex objects.]

••••• •••• Subjective Reality

At this Sphere’s pinnacle, the mage creates Matter Patterns 

that respond not to other physical Pattern forms but to etheric 

Patterns such as Mind. These Patterns alter their properties 

according to their pre-programmed responses to Mind or Spirit 

impulses. Thus, the mage can make Patterns that have certain 

properties to one person and different properties to another.

[The supreme Archmaster’s command of Matter is so 

great that her creations appear differently to those who view 

them. She can have material properties, for instance, that 

are poisonous to specific Natures or Essences. The Matter 

Patterns can be keyed to respond to certain Spirit Effects or 

emanations of Prime, as desired.]

Mind

Early students of Mind magic perfect the no-mind 

technique, emptying their thoughts. Masters delve into the 

complexities of mental Patterns and independent thought 

constructs. Archmasters do both at once: thinking, not 

thinking, mind and no-mind. To the Archmaster, thought 

and its absence are just like shadow and light.

••••• • Relive Past Lives/Sense the Universal Mind

The Archmage can delve into her past lives, find amazing 

insights and remember ancient trials and even more ancient 

wisdom. She can understand herself more fully, and sometimes 

learn useful information about friends or enemies. By reach-ing into the web of all minds, she taps the pieces of wisdom 

contained in all waking Avatars.

[With a simple Effect, a mage can easily delve into the 

recesses of Dream, even beyond her normal reserves. By spend-ing a point of Quintessence, the mage can fuel her mind to 

traverse the limitless thoughts mirrored in her Avatar, pulling 

out bits of former lives or reflections of wisdom from other 

Avatars. Each success on such a roll allows the mage to tap 

into an extra dot of Past Life for a single roll. Such an Effectcannot be extended and is not cumulative — whatever the 

mage scores on the Arete roll is what she gets.]

••••• •• Universal Subconscious/Reprogram Avatar

At this stage, the Archmage understands the Sleeper 

world as well as he understands the waking one. With 

care, he can guide his Avatar to repair his faults for tests 

in his next life.

[Just as a mage could sense the Avatar’s past thoughts 

through the earliest applications of Mind, this power enables a 

mage to imprint thoughts, memories and impulses specifically 

onto his Avatar. The Avatar carries these images, playing them 

out in later lives and Seekings. Though this would seem to be 

of limited utility, it is perhaps the last hope for an Archmage 

who has realized the futility of attempting to reach Ascension 

through Mastery of the Spheres alone.]

••••• ••• Self-Awareness

The mage who progresses this far understands the true 

insignificance of mental achievement in attaining Ascension. 

The process of thinking is not nearly so important as the 

state of being. As the saying goes, “Try to be a human being 

instead of a human doing.” At this level, the mage gains 

precise control over his actions and emotions.

[Once a mage achieves this total self-awareness, she is 

no longer subject to states of emotional turbulence. Though 

she cannot necessarily force enlightenment, she can cast 

aside any remaining mental barriers and weaknesses with 

ease. An extended ritual can remove specific mental Flaws 

from the mage or a specific subject. Similarly, the mage can 

expend Quintessence to refresh her Willpower by fortifying 

her mental Pattern on a one-for-one basis limited by the 

number of successes scored on the Effect roll.]

••••• •••• One Mind

The province of the extremely rare mental Archmasters 

(or the extremely power hungry), One Mind gives access to 

all minds. The mage understands the inner workings of all 

the minds around him. He sees the reflection of every thought 

in the Quintessential flow of the Tellurian, opening his con-sciousness to a realm of total intuition. His Mind Pattern, 

no longer fettered to his Life Pattern, exists independently 

in the flow of the universal Mind.

[The mage at this level of Archmastery no longer requires 

a body. Even if his physical form is killed or his body destroyed, 

his Mind Pattern remains intact and able to float through any 

realm of consciousness. The mage can sense the emotions, intents 

and thoughts of nearly any creature, as with the lesser levels of 

Mind magic, but can also determine the general flow of multiple 

Mind Patterns. Thus, with a simple Effect bounded by an area, 

the mage can identify the tide of emotion over an entire group, 

the “gestalt mind” of a mob, species or collective.]

Prime

Prime is the fundamental component of the Tellurian. It’s 

no surprise that the ability to manipulate the greatest Prime 

energies also grants the power to repair the warps and tears 

of reality, smoothing out the pain of Paradox.

Because Paradox is, in many ways, simply a reaction to 

unrestrained change, the power to repair Paradox is the power 

to regulate one’s own flaws. Paradox warns the mage when 

his power is out of his control — Archmastery of Prime lets 

the mage recognize that flaw and deal with it.

••••• • Paradox senses

Although at first this may seem of limited use, Archmages 

of Prime realize the ability to see Paradox manifest, not only in 

themselves and others but in reality as both disbelief and the 

domino effect. Their view of the interaction of Prime energy 

and Paradox also allows them to see when mages have entered 

Quiet. Furthermore, the Archmage can channel Quintessence 

into this Paradox, canceling both. This last effect is coincidental.

[With a simple sensory roll, the Archmage can determine 

the source and nature of Paradox energies. Channeling Quintes-sence can only be done once on any given source of Paradox, 

and the number of successes scored limits the Quintessence 

that may be used to negate Paradox energy. Paradox nullified 

in this way has a tendency to explode, doing aggravated dam-age, so it’s a dangerous way to help other mages. Note that 

permanent Paradox is beyond the ministrations of this power.]

••••• •• Weave Odyllic Paradox/Violate Pattern

By understanding the true nature of Prime, an Archmaster 

can access supposedly “inviolate” Quintessence. The Archmage 

can tap directly into another person’s Avatar and harness the 

stored Quintessence. The mage can even direct Paradox at 

his enemies, increasing the severity of reality backlashes and 

creating disturbances that nullify magic.

[An Archmage can access another mage’s stores of Quintes-sence by making a Prime attack. He need only use his Prime as a 

directed Effect. Each success that isn’t dodged or countered steals 

one point of Quintessence. Furthermore, the mage can amplify 

the severity of Paradox backlashes, using a fast (non-cumulative, 

non-extended) Effect to add his successes to the Paradox Pool 

of a backlash. The mage can even cause Paradox to turn and 

strike a different target, using the guidelines for altering Forces. 

Of course, if the mage screws up the Effect, the Paradox is likely 

to strike him instead. Do not botch.]

••••• ••• Channel Paradox

The ridiculously vulgar Effect of giving someone else your 

store of Paradox rarely breaks even. Taking another’s load of 

Paradox is also possible, though hardly desirable. Still, mov-ing around Paradox — shifting the blame, so to speak — is 

possible with enough esoteric knowledge.

[For each success scored on an Effect roll, the Archmage 

can channel one point of Paradox away from someone else, 

causing it to immediately burst into a backlash or even throw-ing it at a victim who fails to dodge or counter the Effect. 

Every two successes scored can be used to move a point of 

Paradox from the Archmage’s pool to someone else or cause 

it to immediately backlash.]

••••• •••• Expel Base Paradox/Create Universe

An overachieving Archmage can toss his Paradox off 

into the ether. Those few who know of this power theorize 

that this is what creates Paradox spirits.

An Archmage at the pinnacle of Prime can also use 

Quintessence to create a pocket universe. The internal di-mensions of this universe, and all other properties, are at the 

Archmage’s discretion; his knowledge of Patterns is the only 

factor limiting the universe’s internal properties. This pocket 

universe is a small piece of folded space where the Tellurian 

naturally balls itself off in a sort of protective shell. Naturally, 

watching this universe evolve can provide all sorts of insights 

for less-experienced fledgling mages, and it may even be an 

interesting place to visit for the Archmage creator. The mage 

simply gives the tiny Pattern a spark of creative force, and 

lets it run. Perhaps this is the way our own universe started.…

[By scoring three successes per point of Paradox, the 

mage can expel his Paradox energy into the void. This is an 

all-or-nothing affair — the mage must score enough successes 

to eliminate all of his Paradox, or the Effect fails (with the 

consequential gain of additional Paradox).

Creating a universe is best left to the Storyteller’s imagina-tion. Due to the differences in primal Patterns, objects from 

a created universe cannot survive in the parent universe (the 

Tellurian of the creating mage). They are, at best, insubstantial 

shadows of that higher reality. The reverse is not true; the 

creating mage (and other creatures or objects of his reality) 

are quite functional in such a pocket universe, unless the 

creating mage specifically builds its Pattern otherwise. This 

can be a unique way to explore some very bizarre stories.]

spirit

To achieve the greatest understanding of Spirit, one must 

be subsumed by it. An Archmaster of Spirit undergoes the sha-man’s journey, becoming possessed by the spirits, symbolically 

(or literally) dying and returning with their wisdom.

••••• • Awaken Ephemera

While awakening Ephemera may seem a minor trick, its 

effects can be devastating. Ephemera are the sleeping spirits 

of objects, trees and places. When awakened, they sometimes 

posses incredible power to affect the real world. Most mages in 

their home turf are on friendly grounds with nearby spirits. As 

a result, an Archmage can call upon all manner of spirits to aid 

him and may be able to summon spirits in other places as well.

[Just about any sort of Pattern object or creature can have 

its own Ephemera spirit. Rousing such a spirit is a fairly simple 

task (5 successes or so) — a testament to the powers of Spirit 

over the complexity of the other Spheres. Once awakened, 

such a spirit can often exert control over its physical host, and 

may have powers associated with its mythical properties. The 

spirit is not automatically friendly to the Archmage, but an 

Archmaster of Spirit is probably no stranger to dealing with 

spirits. This power does not function on intelligent beings.]

••••• •• Create Realm

The Archmage is now adept enough to weave spirit stuff 

in almost non-spiritual ways. He can create a “pericarp”— a 

wall similar to the Gauntlet, through which one must step 

with Spirit. The pericarp walls off an area, turning it into a 

tiny Realm of sorts.

[Although the mage does not actually shift the locale 

into the spirit world, he does create a membrane of spirit 

around it. People wishing to cross into the delineated area 

must pass through the pericarp in some fashion. Each success 

scored translates into a level of effective Gauntlet rating 

for the pericarp, or can be used to extend duration and 

range as usual. Creatures with no ability to enter the spirit 

world find the pericarp to be an impassable, hazy, slightly 

reflective barrier.]

••••• ••• Remember the One

Although some Choristers hearing of this power consider 

it rather blasphemous, this is only because they are completely 

wrong about what it does. This power allows the Archmage 

to bring overlapping Realms together, with no Gauntlet 

between. It is named for the mythical First Age, when all 

Realms were one.

[By scoring three successes for each point of the Gauntlet, 

the mage can pull together overlapping Realms. Additional 

successes add to the duration at one-third the usual rate. Realms 

pulled together this way are not harmed and are treated as whole 

and complete locations where their inhabitants may interact. 

Typically, this functions only over a small area — use the range 

chart with one-third the normal values. When the Realms split 

apart again, creatures return to their native planes, even if they 

had somehow crossed over beforehand.]

••••• •••• Awaken Avatar

Yes, it is possible to force the Awakening of another. It 

is rarely a good idea. Awakening needs to come when the 

mage is ready for it. Very few people Awakened this way re-main useful to their awakeners. The Awakening is traumatic 

enough; a forced Awakening can kill the victim with shock 

or leave the Avatar damaged and deranged.

Some rare and powerful Umbrood posses this power. 

These Umbrood are generally known as demons. Infernal 

mages have to get their powers somehow, after all.

[Awakening a mortal’s Avatar is no mean feat; it typi-cally counts as an extraordinarily difficult (20+ successes) 

task. The subject immediately loses a permanent point of 

Willpower from the trauma, and must then make a Willpower 

roll. Failure indicates that the subject gains a derangement 

and suffers some sort of damage to her Avatar (manifested 

as Sphere Incompetence, no Avatar rating or a similar 

handicap), while a botch kills the target. This power has 

no effect on supernatural or already-Awakened creatures. 

Even if the Awakening is successful, the individual might 

not be friendly to the mage or even able to act after the 

sudden, terrifying experience.]

time

Frankly, altering the past is a power that the Storyteller 

needs to keep out of the hands of the players. There is no rule 

system that describes time travel because a story is a linear 

progression of events. Realize that if the Archmage can affect 

the past, then the past can also be affected by the Consensus 

of those living in the present. People who write history can 

literally change history. This explains the Technocracy’s efforts 

to change perception and historical documentation.

A character that finds ways around this should see time 

changed to suit his vision of it. Also, a mage trying to affect 

a different age finds his rating in the Time Sphere reduced by 

one per age removed. If the mage improves his Sphere rating 

in another age, his rating can be increased to his normal rat-ing at a cost of 2x new rating in experience points. This also 

means that a mage cannot travel to even the High Mythic 

Age (the most recent previous age) until his Time Sphere 

rating is eight. Once he achieves such a Sphere rating in more 

than one age, doorways in time can pass the age barrier. Also, 

a mage cannot exceed his highest rating in Time in an age 

other than his own.

In order to surpass Mastery, the potential Archmage of 

Time must enter a temporal loop and realize a way out of it. 

It’s almost like getting stuck in a Paradox Realm from a Time 

backlash. However, the mage deliberately triggers paradoxi-cal Time circumstances, and then forces a resolution. The 

trick is returning the Archmage to his original time stream.

••••• • Aid the Past

This power allows an Archmage to send objects, or even 

Quintessence, back in time. When an Archmage changes the 

past, the alteration is greatest at the moment of interference. 

Thus, Paradox may backlash on the Archmage not only when 

he sends the materials back, but also at the receiving end. 

Naturally, Time Sense picks up all sorts of weird vibes from 

this interference.

[Prime, Matter, or Life are generally required to send 

items back through time. Successes must be spent for both 

the size of the item and the degree of alteration to the present. 

The object sent to the past literally shunts the mage into a 

new time stream; the more divergent the time line, the more 

successes required for the Effect to take hold.]

••••• •• Go to the Past

At this stage, the mage’s abilities to alter the past are 

vastly improved. She becomes a dynamic force in the time 

stream, and can follow the course of time, greatly altering 

the present. She can easily step back further than any of 

her former Time abilities allowed her to see or alter. The 

drawback, however, is in Paradox. The mage must be careful 

to step only briefly into the time stream and affect minor 

changes without calling upon additional magic. Magic 

displaced through time causes great strain on the Tellurian, 

reflected by extreme Paradox.

[Any magic used in the past draws Paradox as if the mage 

were using Arch-Spheres, even if she is only doing subtle, 

simple Effects. Paradox that would normally be gained from 

the Effect is gained as normal, but all other Paradox becomes 

stacked in the “present.” If the backlash in the “present” is 

large enough (20+ points), then ALL of the changes made 

by the mage revert to normal upon the cessation of her time 

trip. This is in addition to whatever damage the backlash 

causes her. If the backlash hits 30+, it’s time to retroactively 

write the mage out of the chronicle.]

••••• ••• Time Door

Doorways in time can move forward or backward through 

time or not at all. When an Archmage at this power level 

steps forward or backward in time, he no longer exists as a 

traveling Effect along the way. He cannot actually be affected, 

even by those who understand the Sphere of Time. Effectively, 

he jumps from one point in time to another.

Often, however, a mage may create a moving door in the 

present. Observers see merely an open doorway. Such a doorway 

is often created to go to a specific point in the time stream, so 

the other end is non-moving — it always exits at the same point 

in time in the past or future. The door in the present moves 

forward with the time stream, remaining open and available 

for use (a non-moving doorway would just exist for a moment, 

and then as the present moved on, it would continue to exist 

in that static moment in the past). Theoretically, a mage may 

even make a door that moves backwards through time; stepping 

through the doorway at an early point in its creation takes one 

back only a short time in the past, while stepping in later takes 

the individual back a great deal of time.

All doors with a non-moving end — like those used to 

visit a specific point in time — collapse as soon as somebody 

steps through. If the two ends of the doors move in different 

directions through time, they can either converge or diverge. 

Converging doors collapse when they meet. Diverging doors 

and doors with both ends going in the same direction exist 

until collapsed at either end.

For example, if a mage creates a door with a static end in 

the past and a forward-moving end in the present, the door 

continues to exist with the present (it moves forward with 

the present). The static end in the past always exits to the 

same time, regardless of when someone uses the door. If the 

past end is moving backwards, then stepping into the door 

at the moment of its creation places someone at the original 

destination of the door’s exit, but waiting to use the door later 

catapults the user further into the past, since the door’s exit 

has retrogressed into history.

[Time Doors could be better named Plot Doors. The meta-physics of Time Doors can be staggering in their complexity, 

so it’s best just to leave them as portals built to fulfill a specific 

role in the story. Remember, if a mage builds a Time Door and 

alters his past, he winds up in an alternative time line where 

his actions have spawned the appropriate changes.]

••••• •••• Exist Apart from Time

It is the privilege of the very few to view the time line as 

a whole from beginning to end. The annoying problem with 

such perceptions is that they do not truly span the ages. While 

all but a few warded times in this age are clear to the mage, the 

previous and upcoming ages are difficult to view with any detail. 

Archmages speaking of this perception of time over the past few 

years have called it “watching the Armageddon clock.”

[After achieving this Archmastery of Time, the mage no 

longer exists as a static moment in the present. Instead, his Pat-tern’s entire span of existence is fused into a single “moment” 

that encompasses the whole age. The mage can “coalesce” to a 

second and decide to work within the time line at any point. As 

usual, modifying the time line places the mage in an alternate 

time stream. This is annoying, since determinism is pretty much 

meaningless and the mage finds himself constantly in time flux if 

he takes any actions at all. About the only thing that the mage 

can do at this point is create Time Doors for others.]

Effects

  1. Mage: The Ascension Revised Pg. 156-157
  2. Mage: The Ascension Revised Pg. 157
  3. Mage: The Ascension Revised Pg. 157-158
  4. Mage: The Ascension Revised Pg. 158
  5. Mage: The Ascension Revised Pg. 158
  6. Mage: The Ascension Revised Pg. 158
Mage: The Ascension Spheres
Traditional: Correspondence · Entropy · Forces · Life · Matter · Mind · Prime · Spirit · Time
Variations: Data · Dimensional Science · Primal Utility · Void Correspondence · Qlippothic Spheres
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