The mage must also have a constant source of force. The 2nd edition Mage: The Ascension core rulebook has a handy one-page Magick Cheat Sheet listing all nine Spheres with exemplary effects for each level. Forces is one of nine Spheres of magic in Mage: The Ascension. A mage must first understand what he wishes to control, and the apprentice of Forces learns to sense different Force Patterns, read their intensity and learn of the distinctions between different variants of Forces. With enough effort, he can redirect massive energies, bring disaster crashing down across a great area or shield entire groups of people from outside elements. Every force has its own unique properties, but they all share the common root of Prime swirling through a Pattern. The game s titular Ascension arrived in 2004, bringing the game line to a close until new books arrived in 2012. The mage cannot create force from nothing without the use of Quintessence, but he can turn minor forces to his own advantage. https://dusk.fandom.com/wiki/Mage:_Forces_Sphere?oldid=9008. A Master can create an Effect in a distant place or one that hangs and explodes outward at a later time. Natural forces manifest through energetic Patterns, constructs of Quintessence in motion. Science considers certain forces to be the absence of others, while mystical Traditions usually consider negative and positive forces — heat and cold, light and dark, motion and stillness — to be opposite but independent entities. A magician who toys with kinetic motion may almost look like he hovers off the ground whilst a mage of darkness is constantly enshrouded in shade. The Order of Hermes has occupied the Seat of Forces in the Council of Nine Mystic Traditions since its founding. By manipulating that Pattern, the mage can turn forces into other forces, negate various forces, increase or decrease their power or even create and banish energy from nothingness. This effect manifests differently for different mages. The mage cannot yet create forces from nothingness or change forces into different states, but he can manipulate how the forces interact with the rest of the world. (That's about a 165 pound man to an 825 pound man, for all you English weight system users.) In most cases it was because he realised that he wanted more classical fireball things. The Master of Forces is not to be trifled with. as well as negative energy (silence, darkness, etc.). He can defend against the storms of power that sweep through the spirit world and redirect massive forces to other places and times. By redirecting wind forces and heat patterns, the mage can bring rapid change to the weather. Entropy 2, Forces 2 This rote can create a cover of darkness around the streets a mage currently occupies, helping her to avoid others or to keep her features ambiguous. The Shard Realm of Forces maps physically to Mars. In many cases, mages find it easier to telekinetically manipulate the subject if they can act out the motion, but that action isn't always necessary. This is definitely one of the best tradition books, if not one of the best Mage: the Ascension source books, that I've ever read. Just because a mage can sense and quantify energy doesn't necessarily let her understand it. Like Forces Effects themselves, such manifestations are often more noticeable than the results of other Spheres. Such an Effect is a damaging attack, striking against a living opponent or a device susceptible to electrical damage. The Adept of Forces can spread his knowledge to encompass entire groups of force and Patterns that exceed his own scale. Because of their magical nature, they sometimes escape the notice of Sleepers. By TheOnyxPath. Just, uhhh, don't try to temporarily store said energy, uhhh, in you. In Mage, Forces covers both positive forces (heat, kinetic energy, light, etc.) Mage: The Ascension is a role-playing game based in the World of Darkness, and was published by White Wolf Game Studio.The characters portrayed in the game are referred to as mages, and are capable of feats of magic. Virtual Adepts in need of a quick diversion often sabotage Technocratic equipment with a sudden electrical pulse. With the ephemeral Spheres, the mage can influence the very concepts of Forces, their release and transmission and their spiritual energies. By diverting a force, the mage can cause kinetic energy to change direction, thus changing an object's course. Mages who dabble in Forces often carry a palpable aura of energetic command, with a Resonance that often alters their environments in uncanny, elemental ways. Combining control of minor forces with other Pattern Spheres, the mage can give a certain item properties that repel or attract forces, make an object or pathway more susceptible to forces or shield part of an individual from interaction with a specific force. The Celestial Chorus, or Chœur Céleste, have occupied the Seat of Prime in the Council of Nine Mystic Traditions since its founding. The Adept still cannot transm ute large scale forces except a little bit at a time, but he can at least divert major forces to gain time necessary to affect them later. The precise sort of manifestation often depends upon the wizard's specialty. The Verbena of England claim that the storm that wrecked the Spanish Armada was their doing. 1 Creating your mage's paradigm 2 Paradigm Depth 3 Paradigm Style 4 Hooks 5 Foci (singular: Focus) 5.1 Specialty (or Personal) Foci 5.2 Unique foci 6 Resonance Paradigm is the single most important aspect of creating a Mage character. Thousands of Mage The Ascension women's t-shirts designed and sold by independent artists around the world. 2 Mind 2 Time 2 Spirit Call Lightning Mage: The Ascension 195 2 Forces Call Lightning Mage: The Ascension, 2nd Ed. Although modern physics disputes the old lines between matter and energy, the venerable study of Forces transcends human politics. Or your avatar. Few Masters of Forces survive to an old age. A few games later he got a little disappointed. The Technocratic Union calls Forces the study of Force-based Paraphysics. This Sphere is not subtle, and its effects can be both long-ranging and devastating. Energy can always be diverted, and the Disciple who understands Forces can influence its direction and intensity. If no outside force influences the subject, there's nothing to transform into kinetic control. Take your favorite fandoms with you and never miss a beat. Naturally, this Effect is vulgar as all hell, but it still scores damage normally. By diverting a force, the mage can cause kinetic energy to change direction, thus changing an object's course. Naturally, such pyrotechnic displays are often vulgar, but the world is surrounded by forces constantly, and the mage can manipulate them as easily as he can create his own. Spread through all five Conventions, Forces is derived from the common mathematics of $21.55. I thought I described everything about magic, asked him if he sure he wanted those Spheres. The mage can sense positive and negative Forces, watch them interact, see where they emanate and where they go. Difficulty cannot be lowered below 4. There is no way for a Mage to create an effect of a Sphere rank that the Mage doesn't know. Energy cannot be created or destroyed, but with the science of Forces, it can be constructed from existing elements, transformed into something else or returned to Primal Essence. Those energies follow rules, though, and the mage with command of Forces can command the elements, be it through quantum mechanics, electronic devices, mystical dances or chants to the patrons of primal archetypes. The Earth Mother sleeps only fitfully, and the Dreamspeakers can cause Her to stir in Her slumber with their drums and calls. Below is a short representation how the Sphere of Forces is interpreted by the various magickal factions within the World of Darkness. Euthanatos sometimes freeze their targets in place with the "weight of terror.". ), Physics, Technology, Weather. Better still, since the target can't move, he is hard-pressed to dodge the ensuing eruption of fire or cold. MAGE: The Ascension™ Expanded Background _____ _____ _____ _____ Contacts, Sleeper (With Prime magic the mage could create telekinetic force from nothing.) Mages walk the edge of what normal people consider reality. Now Onyx Path produces both games side by side. The precise sort of manifestation often depends upon the wizard's specialty. Combined with other Elemental (Pattern) Spheres, Forces senses let the mage see how other Patterns interact with or create Forces. White olWf released Mage: The Ascension in 9193 as the third game in the classic World of Darkness setting. In conjunction with Pattern magic, the mage can convert a force into an object or even a creature, or disperse a material into raw energy. Forces is the Sphere of energetic Patterns, among them heat, light, vibration, radiation and gravity. The character can probably stand in g forces up to his strength rating. This Effect essentially turns the subject's movement into damage, so faster objects are more susceptible. However, I decided to try to get it back to something more usable. Mages can use this power to fly, hurl lightning, pulse out electronics and perform similarly dramatic feats. Profile: Forces 2, Prime 1 Author: The rote library [The Mage moves her hands about the air, fingers lightly spread while speaking the correct magickal words to congeal the light. It's nearly impossible to make a shield that hedges out all incoming forces. Beyond that, he's reduced to hugging the ground, and if the forces exceed twice his Strength rating, he starts taking damage from his own body weight — excess levels of gravity score damage on the damage chart normally. Mages are fighting a war for Ascension, and you've got their backs. She can easily translate her perceptions into accurate measurement units such as volts, amps and teslas. He said yes. It takes on a cob-webby texture and begins collecting in the Magi"s hand as if it were indeed cob-webs the Mage … Simply directing a force away is much easier than actually taking total control of the force and directing it with precision, but as long as the mage can reasonably influence the minor force, he can take total control of its direction and focus with enough effort. A good guideline is that each success beyond the initial casting requirements increases gravity around the subject by one g (Earth gravity), so with four extra successes a subject would feel five g's (normal gravity plus four). Extended sizes from XS-5XL. Take your favorite fandoms with you and never miss a beat. ... forces, sphere, mage the ascension, mage, classic world of darkness. Hermetic theory purports different levels of energetic states, from fire to frost. Belief is central to Awakened magic. The Union can control all forms of energy, recognizing them as springing from the same essential sources. with hundreds of reality-altering feats – puppetry and possession, elemental command, martial arts prowess, illusions, and far, far more – all presented in simple, casual, … Such a shield could also be helpful in repelling radiation or other esoteric sorts of rays.Note that most mages only maintain a shield against one or two types of forces at a time. Mystical sorcerers command the hand of nature, ride the winds and rip light and darkness alike from the moment of inspiration. Pushing away sound renders the mage completely silent; the mage could also concentrate sound into an area, drawing in sound from around her and keeping it from being heard elsewhere. Successes scored on such a result focus the force of gravity around the target, making the victim seem to weigh more. By bulwarking against certain forces, it's possible to not only defend against many attacks, but also to create a variety of interesting exceptions to "natural law." Altering the direction of incoming kinetic energy allows the mage to stop or deflect bullets. Apprentices and Disciples can see attacks coming with Forces and defend themselves against all manner of strikes, while Masters can summon up legendary storms, hails of fire and walls of darkness. With two successes, a mage could perhaps stir up a light breeze or cool off a hot day, while with 10 successes, the mage could generate a heat wave or bring in rapidly moving clouds over a small area. Entropy/Forces: Reroute the flow of electricity in a building to overload the circuit path most likely to fail. With the ephemeral Spheres, the mage can freeze a force in place while allowing it to continue to expend its energy, cause a force to affect a location far distant from its actual position or redirect spiritual energies. Every force has its own unique properties, but they all share the common root of Prime swirling through a Pattern. Prime is one of nine Spheres of magic in Mage: The Ascension. He can easily weave telekinetic controls around a creature or object, and he can cause his attacks to pass through objects or creatures harmlessly on their way to the target. On the other hand, since people generate all manner of forces, it's usually a simple matter to hinder an enemy's movements. Although he is still able to affect only individual small Patterns of force, the mage can cause the elements to dance at his whim. Hey subreddit. It made way for Mage: The Awakening, the third game in a new World of Darkness. He can create the forces from nothingness with Prime energy and set up strokes that befall only specific victims or unfortunates. Turning a subject's motion into heat energy, the mage not only renders the subject unable to move, but causes the victim to heat up until he bursts into flame! The stormwives of the Verbena use this magic to harness the pull of the moon and the flow of the tides and brew a tempest, using a small copper kettle inscribed with runes and a length of cord as their foci. How do you do that specifies (page 34) that a mage could become invisible by using a Forces 2 effect. In the physical universe, science postulates the existence of two disparate states: matter and energy. The mage can banish wind, bring up or disperse clouds and cause the surroundings to become hotter or colder. Range of styles in up to 16 colors. The weight of Gaia's attention draws around the target, focusing gravity about him. Finally able to grasp and twist the Patterns of forces, a skilled mage can convert forces into other types, shift their intensity radically or even create force from nothing (and banish it to oblivion as well). Note that this quantification includes kinetic energy, which allows a mage to determine an object's speed in relation to her if she knows the object's mass. Every mage is a force of change set against a world that resists them, and this is allows for stories of titanic struggles and unchecked ambitions. A mage could note the presence of radio waves, but he might not be able to translate and hear them immediately. Or even weave light to … With the ability to transmute forces, though, the mage can easily turn body heat, a shout, even ambient light into a push that controls or moves an object. Even if you use a powerful energy generator to move the juice, it's still forces 4. Through exertion and will, he can create power on an incredible scale, creating Effects that include storms of fire, massive charges of electricity, shadows that blot out entire city blocks and typhoons even in the midst of a calm day. The mage can disperse such forces as well, dousing a forest fire or bathing an entire area in light at night by transmuting darkness to illumination, Although conjuring or banishing forces from nothingness still requires Quintessence, the mage can easily turn any existing force to his own ends with his knowledge of forces alone. With forces 5 you could generate the energy necessary just by blotting out the sun for a few hours (in about a mile radius, of course), or via a falling meteorite. Whether kinetic or potential, all such energy can be manifested in any of the states desired.. When a Master of forces combines his power with other Effects, the carnage is unlimited. Multiple witches may act in concert, dancing around a larger cauldron. Primal religions cast natural and elemental forces into powerful, sometimes divine, roles. 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