Mage 5th Edition Homebrew
Mage 5th Edition Homebrew
Mage 5th Edition Homebrew
Please keep in mind, this document is for Homebrew purposes only. It is not intended
for sale, or in any way meant to make a profit. The World of Darkness is owned by Paradox. This is
simply a collation of the tweaking we have done on our own game. We hope you enjoy!
"There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
-Shakespeare, Hamlet
Page 3
Introduction
Hello! And welcome to Mage: The Ascension, 5th Edition Homebrew. We are happy to
have you, whether you are a World of Darkness veteran, or someone new, drawn by the recent hype.
Whatever the reason, you have stepped into a World steeped in lore, in history, in deep and driven
characters. Into a world steeped in horror and intrigue. If you have opened this document, it means you
have stepped through the Door of the Awakened, entered the World of Darkness as one of the most
potent creatures to exist. You are here to create a Mage, a reality bender, one who sees beyond the
But before we begin, there are things that must be discussed. Mage is a free-form, open
experience; imagination and introspection lie at its heart. It is a tabletop that is every bit as
introspective as anything else. You must remember: the journey is more important than the destination.
Mage is not simply a power trip, though god-like abilities do indeed now lie within your grasp. Rather,
Mage is about exploration of the nature of reality. Of the nature of self. Of what it means to be real. It
explores how belief can influence perception, and how that perception helps us build our very
existence.
For these reasons, Mage is by far the most complicated of all of the World of Darkness
intellectual properties. It is more important here than in perhaps any other splat to remember: the rules
are more like guidelines. The structure of the mechanics is immutable, but how you apply them is
extremely variable. We will discuss these mechanics in detail in the following pages, but keep in mind
there is no real limit to what you can do as a Mage, Paradox is your only chain.
The way that a Mage views the world is extremely vital. Some see spirits in all things,
others turn to what they call "enlightened science" and produce gadgets to work their magick. As you
read, try to think about the views your Mage has. Are they a scientist? Do they believe in ritual? Do
Page 4
they work magick through meditation, or inside the confines of a laboratory? Do they use their bodies
to channel the magick, or a device, a talisman? Anything is possible, but it should make at least loose
logical sense to your Mage. It is how they see the world, the ideas upon which they build all else.
Everyone has this type of philosophical structure to their day to day; even Nihilists have to hold to a
belief structure, and this irony speaks to something fundamental about Mage: The Ascension. Our
beliefs push us; use this game as a chance to apply imagination and come up with new belief structures.
A new Paradigm.
If this is confusing, have no fear; as you read things will make more sense. But let your
mind simmer, allow these ideas to shift to the back-burner, and press on, dear reader! There is much to
This homebrew utilizes 5th Edition at its core. Combat, health, all of the rules are the
same, with rare exception. Read on for clarification, but we tried our best to make this fit into the
framework laid down by Vampire: The Masquerade, 5th Edition. If you have played that splat before,
then you should be more than familiar with the basic structure we set out to capture. Part of the purpose
of this homebrew is to make Mage more compatible with Vampire, allowing for more cross-splat
Chronicles. It is, after all, not just Vampire, or Mage, or Werewolf, but the World of Darkness. By using
v5 as a scaffold for this system, we hope to help people more fully integrate the wide, deep lore of the
Whether we have succeeded, well, only time will tell. But thank you for taking the time
This section is dedicated to introductions. We will go over the basic concepts of Mage
here, and then break them down one by one later on.
To make a very complex topic easy to understand, a Mage is someone who can
manipulate reality through sheer willpower. In the World of Darkness, reality is like clay. It is shaped
by belief. The beliefs of the total mass of humanity is known as The Consensus, and this Consensus, to
put it more simply, Is The Way Things Are. If all of humanity believed the world was flat, it would be.
If everyone believed the sky was green, it would be. A Mage is someone who has Awakened, or
become Aware of the malleable nature of reality. Because of this, part of their souls has Woken Up, and
become an Avatar. This Avatar is the enlightened aspect of a Mage, and by communing with it a Mage
may further their understanding of the universe, or Arete. The higher a Mage's Arete, the more
malleable reality becomes to them; after all, the more awareness you have of a thing, the more power
Most Mages organize the way they see reality into a belief structure, as mentioned in the
Intro. These structures are known as Paradigms. A shamanistic Mage might see a spirit in each object,
and because of this, there is a spirit in each object, and he would call out to them when working his
magick. A Son of Aether might see a scientific and reasoned explanation to most things; perhaps they
build a ray gun, capable of collecting the Aether and then projecting it into devastating beams. The way
a Mage works their magick is dependent on their Paradigm, but make no mistake, they are indeed
working magick. Even Technocrats, with their Enlightened Science, work magick with their many
gadgets.
Page 6
Paradigms naturally lead to many factions within the world of Mage. Some Mages
agreed, or their Paradigms come close to each other. Others have wildly differing ideas about the nature
of reality. These Mages grouped together into organizations known as Traditions and, over time, they
came to struggle with one another in a great conflict known as the Ascension Wars. In the end, only one
Paradigm can ever be dominant. Take our modern world, for example; most people believe in science.
They understand that science works, when it comes to understanding reality. They drive cars, talk on
phones, all produced through science. And so the Paradigm of Enlightened Science is dominant. These
are the rules by which reality functions. The varying groups of Mages--which we will get into later--
fight against one another to make their Paradigm, The Consensus. Right now, the Technocrats, those
who hold to Enlightened Science, are winning. Other Traditions are rare, though not non-existent,
Because Enlightened Science is dominant, all of the other Paradigms operate under a
handicap. Often their magick goes against The Consensus, and as such they accrue what is known is
Paradox. Paradox can be deadly for Mages, driving them deep into a type of madness known as Quiet.
Mages can avoid Quiet by finding a way to disguise their magick as Coincidental; for example, a Mage
that summons a gust of wind to blow someone down who is already standing on ice will not gain
Paradox. Any Sleepers who watch would assume the ice contributed to the fall. But if a Mage summons
an elephant out of thin air, the magick is now Vulgar. It goes directly against The Consensus, as science
says elephants do not simply drop from thin air, and as such the Mage would gain Paradox.
If a Mage accrues too much Paradox, they enter a state known as Quiet. Quiet is when
the mind struggles to comes to terms with Paradox; The Consensus is strong, and doing too much
which violates it makes the mind question itself, despite the Mage's Paradigm. This creates a feedback
loop of doubt and confidence within the Mage which, over time, can drive them further from their
humanity, even into madness. A Mage that accrues too much Paradox runs the risk of becoming a
Page 7
Marauder, beings who are completely mad, so convinced of their own Paradigm that they can create
reality bubbles around themselves, areas of mini-Consensus. There are Marauders in New York who
think themselves superheroes, and some elsewhere he believe that they are Jedi. But make no mistake,
being a Marauder is not a good thing. The Mage loses the ability to process emotion as a whole, and
they become slaves to their Paradigm, unable to break free or change their view of the world. Some
Marauders become sociopaths, others collapse into gibbering states of insanity, and still others think
themselves to be trapped within their favorite narrative. But becoming a Marauder is not the only
possible side-effect of Paradox. The Mage's mind can lash out while grappling with Paradox, creating
something called a Paradox Backlash. The effects of a Backlash are often random, but they can range
from the Mage's bones turning into wood, to the Mage being completely erased from existence. This
Zero-summing is the one of the greatest fears of all Mages, and one of the biggest checks on their
power.
You must remember when creating your Mage: your Paradigm can be anything. It does
not have to align with Consensus. Anything is possible with magick, even if it runs the risk of Paradox.
So do not limit yourself, or the scope of your imagination. The Traditions and lore that follows is there
for you to draw inspiration from. The Traditions exist as entities in the World of Darkness, and they
will more than likely be a part of your Chronicle. But your Mage does not have to be a part of that, they
can spring from somewhere wholly new. The limit is only what you can dream. What follows will be a
brief overview of the character creation process. We will then go over each aspect in detail, including
the Traditions.
Page 8
Choose a name, and a Paradigm. If you are aligned with one of the Traditions, choose one now
(page 15)
Distribute Attribute Points. All Attributes start with 1. One Attribute with additional 4, Three
Attributes with additional 3, four Attributes with additional 2, one Attribute with additional 1
Specialist: one Skill at 4, three Skills at 3, three Skills at 2, three Skills at 1; add free
Choose 7 points of Backgrounds or Merits, and 2 points of Flaws (M20 Backgrounds and
Merits)
Experience Costs:
New Specialty: 3
The World of Darkness has a deep, detailed history, and Mages have played a great part
in it. History, as seen from their viewpoint, is an extremely fluid thing. History is in the eye of the
Beholder, after all, but there are some things which can be agreed upon, some few loose facts which
help to form a foundation when exploring the World of Darkness through the lens of a Mage. Keep in
mind when reading this chapter: none of this need be used in your Chronicles. Your explorations with
Mage can lead you anywhere, including far, far from the Ascension War. What follows is merely the
commonality, the foundation of the stage upon which your journey will play out. This chapter will help
to provide context, which you can use to fuel your own writing.
Ascension:
The first thing one must know about Mage is the nature of Ascension. Each Mage, and
each group of Mages, save for the Nephandi, strives to achieve Ascension. Ascension is when a Mage's
understanding of reality reaches such a high degree, that it allows their Paradigm to become dominant,
to Ascend to the status of Consensus. This has never truly been achieved, not even by the Technocracy,
who have managed to reach such a level of dominance they no longer need to worry about Paradox.
True Ascension would allow the Mage, or group of Mages, who achieves it to rewrite reality as they
see fit, to set the rules the way that they want. The collective struggle between Mages for Ascension,
Awakened History:
The universe was born. How this happened is a matter for belief. There are as many
creation myths as there are people and cultures, more even, with most having been long lost to time.
What is certain, is that things began. The planets were made, and life sprang up. Humanity was born
and began to spread. This time is known as the Primordial Age. The details of this time are almost
But then, tragedy struck. Something occurred, again exactly what is unknown, but it
destroyed harmony in the universe. Humanity was cast down, as was most of the natural order. And
they were hunted. Slavering monsters and ravenous beasts hunted humankind, driving them deep into
caves, forcing humans to live as little more than hunted apes. This time was known as the Predatory
Age, and it was one of the lowest moments humanity ever reached.
Eventually, over time, human beings began to turn back the tide. They learned to harness
fire, invented technology, and, of course, some few began to Awaken. True Faith spread through some
others, and eventually the monsters were driven back. Great civilizations arose, from Atlantis to Mu;
they reached astounding heights of power and advancement. But it was not to last forever. Something
occurred, a great Cataclysm which tossed down these mighty kingdoms. The source of this Cataclysm
is lost to the mists of time, and is once again a source of great debate among the Awakened. This
Cataclysm Age was marked by the rise and fall of these civilizations.
A long Tribal Age would begin, with humanity regressing to a more primitive state.
Awakened would move to positions of leadership, using their magick to defend their people, both from
Page 12
nature and the wider world without. It was the Awakened who created the basis for civilization to
regrow. But all was not peaceful. Some few Awakened used their power to become warlords,
conquering all before them. These Awakened would eventually build urban centers, leading to the
rebirth of civilization in the Levant, Egypt, the Indus Valley, and the Yellow River Valley in China.
Even in the Americas and Australia, Awakened helped to steer and shape culture, developing their own
This period would give way the Heroic Age, the time when legends walked the Earth.
Figures like Gilgamesh and Isis, and many, many more. But the details of this time still remain hazy,
the stories that have been passed down having long morphed into a myriad of myths and legends. What
is known for certain is that, eventually, stability would lead into the Classical Era.
The Classical Era was the time of Troy. Of Athens. Of the great civilizations in China,
India, and the Americas. This period is closer in time, and so better understood. History proceeded
much as taught in schools, but behind the curtain were the Awakened. The Awakened had always been
there, across all the time since Primordial Age. They had formed groups, and belief structures,
becoming more and more cemented in their ways. Eventually, this led to conflict, both martial and
All of this would come to a head in The Himalayan Wars. The Thanatoics and
Akashics warred over some misunderstanding, the nature of which has been lost to time. This war
would rage across Asia and Indian for six hundred years, both sides using magick which allowed fallen
Mages to reincarnate, and continue the fight across time. The magickal effects spilled outward from
this conflict, and the entire world seemed to become engulfed in war. From Europe to China, this
period was marked by conquest, brutality, and all out fighting as civilizations--and Awakened--strove
for power. It was during this period that Mages learned the truth of their power; they began to notice if
an Awakened ruled a land and people, reality bent to their whim as well. Certain magicks would only
Page 13
work correctly within certain areas. Beliefs, it turned out, ruled reality. And so Mages began to carve
out their our domains of influence, whispering into the ears of king's messages from the gods, or else
becoming kings and queens themselves. The modern Mage Traditions arose during this time, though
Eventually, as tends to happen, time wore things down. Barbarians appeared on the
borders of Rome, and the Western Empire collapsed. China entered a period of relative decline as well,
though India entered a Golden Age. This period is known as the High Mythic Ages, and it was a time
of great flux, both for society, and for the magickal world of the Awakened. Christianity was born and
spread, snuffing out the Old Gods, driving them into the far corners of the world, only to have them
creep back after the collapse of Rome. Mages struggled with each other across the world, as they
always had.
Enlightened Science, again just another form of magick, continued to progress during
this time as well. On March 25, 1325, Mages that aligned themselves with Paradigms of Reason, Logic,
and Science, came together in The Convention of the White Tower. There, they decided to band
together to create a new group, The Order of Reason. The Order would help to bring about the
Renaissance, spreading knowledge across Europe. They also ruthlessly pursued their goals, stamping
out beliefs in paganism, and kicking starting the Inquisition. This period was known as the Reasoned
Era.
Political machinations in the mundane world affected Mages through all of this, driving
deep divisions between disparate Traditions. The Order of Reason would wage a slow, unstoppable war
of culture against the other Traditions, driving deep into the Americas, bringing Reason with fire and
steel. They battled hard against other Paradigms, but the other Paradigms fought back, indigenous
groups across the world attempting to hold back the tide of Colonialism. There was a resurgence in
spiritualism at the dawn of the 20th century, and more Mystic Orders appeared again.
Page 14
In Response, the Order of Reason fell into a civil war known as The Lightening Purge,
and reorganized into the Technocratic Union. The reigns of power were shifted fully from the old way,
to the new; titles like Mage became replaced with Technocrat. Mages took the early part of the 20th
Century to expand their influence through mass media. And thus began the Technocratic Age.
But all was not well. The Nephandi, a group of Mages dedicated to destruction and
death, had wormed their way into the powers of Europe, and manipulated a great war between the
Traditions, and the Technocracy. World War II would rage for years, with disaster and Paradox
exploding all across the globe. Both sides were utterly ravaged, Axis and Allies alike suffering under
the devastation this conflict brought with it. Eventually, the Nephandi influence in the Thule Society in
The Technocracy and Traditions would call for a meeting, and would sit down to discuss
these revelations. In the end, they would decide to sign a treaty, and to join together to defeat the
Nephandi. The Technocracy, who at first put its might behind the Axis, subtly shifted sides, and
together the two groups would crush the Thule Society, and soon after bring an end to the war.
And yet, once again, this was not the beginning of peace. Tensions would rise between
the Technocracy and the Traditions; a kind of magickal Cold War would break out, each side honoring
the treaty, but only just. Both sides knew at this point that Ascension was the only true way to achieve
victory, for their Paradigm to rise to dominance and become Consensus. If this happens, they will have
the power to mold reality as they see fit, create the worlds they know to be right, regardless of which
version of the world that happens to be. A shadow war rages in the World of Darkness, Technocrat
against Traditionalist, the struggles they engage in trapping humanity in a place of eternal purgatory,
The 1990's would prove to be a time of great transition for Mages. Conflicts broke out
across the globe, sometimes with supernatural creatures such as vampires, and in 1999 this all came to
Page 15
a head with the rising of the Ravnos Antediluvian, Zapathasura. The Technocracy would destroy this
creature by dropping four Quintessence Bombs on the Indian subcontinent. These bombs would have a
devastating effect on the Umbra; Stygia, and much of the rest of the homeland of the Wraiths, was
completely obliterated, tossing spirits into our world, and driving many others insane. The Avatar
Storm broke out, raging violent for weeks on end, killing Mages across the planet and cutting off those
journeying with the Umbra. Eventually, it would subside, but the damage would be done. Mages across
the world are still affected to this day. The Technocracy struck at the Traditions not long after this,
launching a sneak attack against the Council of Nine Traditions, and breaking the long truce. They
managed to catch the Traditionalists unawares, and wiped out the entire Council, kick starting the
Second Inquisition.
The Traditions are currently leaderless, and scattered across the globe. Enlightened
Technology is dominate, and the Traditions feel the weight of Paradox upon their magick. The Union
hunts down anything supernatural they consider to an aberration, showing no mercy, and turning the
Ascension Wars into a desperate battle for survival for the other Mages. Disparate traditions have again
begun to crop up as the Nine Traditions are forced to move underground , vacating positions of power
held for centuries. Reports of Nephandi and Marauders are on the rise as chaos becomes the norm for
the magickal community, the Nephandi even creeping into the Technocratic Union itself.
This is the setting that you will find yourself in, a world on the brink, a World of
Darkness. Some few within the Technocracy work against Nephandi corruption, and the Traditionalists
rally to retake their world. Will you join either side, or perhaps chart your own course, forming a group
of Disparates that holds to their own way of doing things? The choice is up to you; Ascension awaits.
When you think of a Mage, you likely think of flowing robes, wooden staves, lightening
Page 16
called from the sky, and esoteric chanting. Magick, for better or worse, has a stereotype, and Tradition
Mages are stereotypical Mages. They brew potions, have rituals, pray to unknown gods, call upon the
spirits, or channel their chi. The Nine Traditions vary wildly, and indeed were only Eight for most of
their history. Most of them have roots that go back into the mists of time, and they are ruled by a
Council of nine members, each one representing one of the different Traditions. The Council has
always been an eclectic, international group, but it has rarely worked as intended. Many of the
Traditions are naturally at odds with one another, or Sleeper politics and beliefs creep in and drive deep
divides. But throughout it all they have held on, fighting a losing battle against the rise of Enlightened
Science.
In the modern era, they have returned to Nine members, but are in the midst of flux.
The Technocractic Union used the Avatar Storm as a chance to break their treaty with the Traditions,
and they struck many of the Council's strongholds at once, including Horizon. They years immediately
after this were dark for Tradition Mages; with no leadership, they lived hunted lives, tracked down and
destroyed or captured by the Technocracy. Slowly, though, resistance formed. A rogue Council, called
the New Horizon Council of Nine, filled the place of the original Council of Nine Mystick Traditions,
assuming leadership and beginning to strike back against the Union. Today, they have re-established
some few strongholds, and the conflict between the two sides is beginning to heat up. Tradition Mages
adopt new, more modern methods of working magick, and the Technocracy continues to further its goal
The New Council operates much the same as the old. Nine Primi represent each of the
Nine Traditions in the Council; they are the leaders of the Traditions, and some of the most powerful
Mages alive. They meet and make decisions about the direction of the future together, at least, when it
works. Tradition Mages operate out of Chantries and Horizon Realms. These are hidden fortresses,
or pocket dimensions, almost always centered around a focus, or Node, of magickal energy. Some of
Page 17
them are mighty, ancient places, and some of them are in the basement of the local convenience store,
but all are led by a Council or Regent of their own. Cabals are the Mage equivalent of the Coterie; they
are groups of like minded Mages that come together. Each one is often self-organized, but they answer
to the leadership of their local Chantry. The New Horizon Council recognizes the following ranks as
Oracle: A Mage who has approached Ascension, but still struggles with their humanity. They
are not quite a god, but they are no longer fully mortal. Always an Arete 10 Mage. The Oracles
Primus: refers to one of the original Nine Founders of the Traditions, as well as to their living
Arch-Mage/Master Scientist: Powerful Mages who have mastered several Spheres. This rank
can take lifetimes to achieve. Scientific Paradigms use the term "Master Scientist". Almost
Adept/Professor: Skilled Mages who have shown knowledge within their Spheres. Mages
Initiate/Student: Baby Mages, those newly Awakened who are taking their first steps in the
◦ Other Terms:
The Chantries helped to preserve the Traditions after the fall of Horizon; with no
Page 18
leadership, things reverted to local control. Each Chantry ran itself as best it could. The Traditions have
long operated under a series of laws, but during this time they were enforced only intermittent, and
corruption and abuse of power ran rampant. Eventually, it became too much to bear. A New Horizon
Convention was called in 2001, in Los Angeles. There, the New Horizon Council of Nine was formed,
and assumed leadership of the Traditions. Reform has been the name of the game since then, with many
of the Traditions going through a transition period of rebirth, tossing off the shackles of out of date
beliefs, reforming those still useful, and developing new ones more in keeping with a modern age. New
Primi were elected in 2018, and the Traditions now are leaner, meaner, fighting a guerrilla war against
the Technocracy.
The Convention, both in the past and reaffirmed in 2001, agreed to abide by certain
Protocols. These Protocols function as laws for Mages, a code of conduct which helps to constrain the
worst of their behavior, and the abuse which comes when one garners great power. Consequences for
breaking the Protocols can vary, and minor infractions are usually handled by the leadership of the
local Chantry. More serious offenses call for judgment by Tribunal, a jury of powerful, experienced
Mages. Considering the inherent power in many of lawbreakers within the world of Mage, death is
often times the preferred method of punishment. The Protocols of the Traditions are as follows:
1. Respect those of greater Knowledge - Knowledge is power, and intrinsically carries value.
Every Mage knows this. The acquisition of knowledge is so cherished by the Awakened, that
2. A Tutor's debt must be repaid - The Council has heavily influenced by the Hermetic
Tradition. Teachers are expected to be paid in some fashion for their Knowledge and
experience. Any Mage who refuses to pay a Tutor debt risks a sentence of Avatar Branding.
Those who bear the Avatar Brand will never find a teacher again, at least, not among Tradition
Mages.
Page 19
3. A Mage's Word is his Honor; break not a sworn Vow - Mages lie. Mages especially lie. They
will say anything to further their ends. Because of this a special kind of magick was developed.
A Sworn Oath is a serious thing to a Mage. To violate one leaves a mark on one's aura, and is
considered extreme disrespect to the Arts. Oathbreakers are almost always sentenced to the
Avatar Brand.
4. Betray not your Cabal or Chantry - This Protocol is central to the Traditions. For most of
history, the Council operated in small groups, far isolated and often cut off. A Mage's Cabal,
their Chantry, they are a Mage's family, their lifeline. Even in the modern age, it was central to
the Traditions survival, as Mages across the world fell back to their local leadership to avoid the
5. Protect the Sleepers; they know not what they do - This protocol has been part of the
Traditions laws since time immemorial. Many Mages in the Traditions see the Sleepers as
infants, in need of guidance, and it is--at least on the surface--a guiding ideal behind the
Council's decisions. To purposefully harm Sleepers, or mistreat them through magickal means,
is a serious offense, which can result in Branding, or even the feared sentence of Gilgul, the
6. Be subtle with your Arts, lest others know you for what you are - This Protocol was added
during the First Inquisition, when witches pyres burned across Europe. It has become even more
important in the modern era, when the prevalence of cameras and the Internet makes the threat
of discovery--and of Paradox--more real than ever. Breaking this Protocol carries with it the
mystickal sects which have refused to join with the Traditions, and with the Technocracy. For most of
time, they existed on the fringes of society. Hedge mages, or covens of witches with strange rituals.
Over time, many Disparate groups begun to rise, including such famous organizations as the Knights
Templar. The Technocracy would conduct a purge of these groups at the dawn of the 20th century;
some whisper that the Traditions aided with this purge, eager to be rid of those who had refused their
Disparates refer to their own organizations collectively as The Crafts. And after the
purge of the early 20th century, these groups began to learn. They fled back to the edges of society, but
not into isolation. They formed a loose collection, set up a network of communication with one
common goal: survive. This Disparate Alliance, as it has come to be known, has proven to be effective,
helping independent Mages stay one step ahead of both the Technocratic Union, and their Traditionalist
rivals.
The important thing to remember about Disparates: there is no end to their variety.
Human beings are infinitely variable, and as such, so are our beliefs. This fact still stands true for
Mages. There are Mages who believe anything, everything. There is no limit. There are as many
Paradigms as there are stars in the sky. Some of them are confined to the mind of a single Mage, others
have managed to find others of like mind and build groups that span the globe. If you choose to play a
The Nephandi:
The Nephandi are the dark aspect of the magickal world. In the past, they were Infernal
Mages, making deals with devils, demons, and other dark entities in exchange for power. They see the
Page 21
real truth of the universe: that there is no hope. That, in the end, all things will die. Even the stars will
go out, the universe will end cold and empty, devoid of anything, no life, no light. Only the long, black,
darkness that will be Absolute. A Nephandus is hard to spot; they play a very long game, often working
from inside organizations. They are classy, intelligent, and will do anything to achieve their goals. They
are the the personification of Entropy, the slow creep of decay that works towards the end of all.
Many Nephandi do still make dark pacts with horrible and unknowable creatures from
the Deep Umbra. They make pacts with demons, or eldritch gods, but gone are the days of Satanic
rituals that openly spill the blood of the innocent. They watch, silent, from the darkness, working
against the good of all with a smile. A Nephandus knows there is no hope, not even for themselves.
They will happily leap head first into the Abyss, laughing all the way. They bring destruction and
misery for destruction and miseries sake, and with the magick of a Mage on their side, they are forces
to be feared indeed. The Traditions, Technocracy and Disparates would put aside all other troubles--at
least temporarily--if knowledge of Nephandi corruption were to come to light. The Nephandi seek
Descent, not Ascension, and this cannot be allowed under any circumstances.
Page 22
In this chapter, we will talk about the Traditions in a little more detail. Keep in mind,
there is no need to play a Traditionalist Mage. And even if you do, there is no need to fit them directly
into the molds laid out in this document. There is variation even in these organizations, Etherites who
postulate the existence of spirits, or a shaman who uses science to help inform his visions. As always
with Mage, your imagination is the true limiter. You are encouraged to think outside the box, and to
remember that the story is about the journey, not the destination.
The Akashayana: "Our bodies strive to recall the harmony our souls knew
The Akashayana's history, according to them, goes all the way back to the beginning of
creation. In the beginning, there was Mount Meru, and humanity clustered around it. The Dragon, the
Tiger, and the Phoenix came to them, and taught them civilization. But, more important, they taught
humanity the Do, the Way, the first martial art, from which all others have flowed. The Akashayana
believe in harmony, in the balance of all things. They train their bodies so that they can train their
Minds, and are very proficient in the Mind Sphere for this reason. They use the movement and physical
rigor that comes from martial arts as a means to meditate, and to tap into their magick. They seek
Page 23
harmony through conflict, using it to sharpen their discipline to the point where peace and balance are
intrinsic. The Do has influenced aspects of culture, religion, and philosophy across Asia, and its
fingerprints can be found in Hinduism, Buddhism, Shinto, Taoism, and yoga. They helped to build both
meditate, delve their consciousness deep into the currents of Prime, and remember fragments from the
past lives of other Akashanaya. They call the layer of awareness that delve into the view these
memories the shunyata, and all Akashayana leave their imprint in this layer. A follower of the Do can
meditate once a day and view the memories of past lives. They roll Intelligence + Occult vs a difficulty
of 3. The Storyteller creates fragments of memory based on the amount of successes over; a Critical
will result in a profound realization about the player characters own past lives.
Akashayana usually are trained in a master and apprentice relationship, usually one
master training one apprentice, someone who has proven themselves to be both compassionate, a
skilled warrior, and of open mind. They almost always channel their magick through the movement of
their bodies, honing their minds by having the disciplined needed to perform flawless martial
accelerations.
Whether it is a belief in the Oneness of the Universe, or the belief in the God of the
Catholic Church, followers of the Celestial Chorus are those who hold a Paradigm that centers around a
Page 24
monotheistic God or Force that controls the universe. They believe that universe was created, and is
upheld, but a great cosmic Song, set in motion by the One. Any who know the One, in whatever shape
or form, are free to add their voice to the Melody. As with many of the Traditions, the Chorus goes
back to humanity's beginnings, and has taken on as many forms and faces as there are religions. The
Aton, Mithras, Zoroaster, Jesus, Allah, the name of the One has changed many times, always different
based on where the people, and that part of the Song, originates from. But what doesn't change is faith.
The Celestial Chorus has always struggled with fundamentalism within its ranks.
Religion can be a powerful tool, and many Sleepers hold fanatically, even today, to their religious
beliefs. This only makes the Paradigm of the Chorus stronger. But even so, it is a double-edged sword.
Fundamentalist groups can and have started wars throughout history, killing billions in the name of
shifting the Song in one direction or the other. The fanaticism that can be inherent in the Chorus can be
hard to steer, and often comes back to haunt Chorisers. The Technocratic Union was, in part, born out
of the Celestial Chorus, from a group known as the Gabrielites. This would explain the almost religious
fervor that Technocrats can give to science, and the rigor with which they hunt down those who oppose
their view.
Chancellors, the most respected of which is granted the title of Pontifex Maximus. The globe is divided
up into territories belonging to each Chancellor, and the Chancellors rely on agents known as Exarchs
to help them manage the vast domains. Many Exarchs assign local priests known as Presbyters to
manage the day to day. Presbyters are in charge of seeking out religious worshipers who have Awoken
The Sahajiya: "Life's a Gift, but most poor bastards never get past the wrapping
paper."
The Sahajiya, formerly known as The Cult of Ecstasy, is among the most misunderstood
of all the Traditions, and might be the oldest. They indulge in drugs of all kinds, give in to their baser
lusts, have elaborate rituals based on orgies, and all around just like to party. This often gives them a
reputation for being flighty, eccentric, unpredictable. They are often looked down upon as degenerates,
touchy-feely hippy types who can be way, way too intense. But the truth is far more complex.
The truth is that Ecstatics believe in a simple precept: the Mind is All. Consciousness is
the seat of all things, and by expanding it, one can expand reality. The more experiences they have, the
better. The Mind must be altered, for by altering it we come to know an aspect of the truth. Sex, drugs,
intense feelings, and near death experiences, these are the things from which all magick flows for the
Sahajiya. Inhibition must be thrown to the wind in order to touch the Lakashim, the Divine Pulse.
The Sahajiya are extremely loose, and unorganized. There is only one rule: consent must
be given before the Path can be walked; the Sahajiya are forbid from engaging with unwilling partners.
They often live among the Sleepers, enjoying the extreme ends of their society. Some Ecstatics become
daredevils, adrenaline junkies. Others become actual junkies. The Code of Ananda is a set of rules
which helps to steer Sahajiya towards compassion and enlightenment, but everything the Ecstatics do is
3. Open yourself
4. Attune yourself
5. Repeat Step 1
The Kha'vadi: "I'm speaking to the End of Silence. Can you hear the Thunder
yet?"
Formerly known as The Dreamspeakers, the Speakers have reorganized in the wake of
Horizon's fall, taking up their full spirit title as their rightful name. The Kha'vadi are perhaps one of the
most persecuted of the Traditions, and they often find themselves at odds with the Celestial Chorus,
who have slandered and patronized the Speakers for centuries. The Kha'vadi believe in the spirit world;
they believe that our world and it our supposed to touch, to mingle, that the spirits inform our lives.
Often called shamans, the Kha'vadi hail almost exclusively from the indigenous populations of the
globe. They view magick as Medicine, and they strive to work with and become one with reality, the
true reality, the reality of the Tryat and the spirits that have filled the universe since the Gauntlet
The Speakers have ever born the brunt of persecution, whether it be at the hands of
witch-hunters purging the pagan, or when fighting against the inexorable tide of Colonialism, the
Kha'vadi have been battered about for nearly five hundred years. But that has begun to change since
Page 27
Horizon fell. The spirit Tradition took the fall of the Old Council to adapt to the modern era. They have
begun to drift towards technology, and have noticed that the Digital Web is itself alive, with a mind--
and soul--of its own. They have taken to the Internet, and an era of technoshamanism has begun.
The Kha'vadi have no formal organization, instead acting as solitary agents, free to
wander and wonder at their leisure. However, they will often come together in Conclaves to exchange
information in socialize. Incidents of these Conclaves have drastically increased since the creation of
the World Wide Web. Speakers are brought into the Tradition by enduring a ritual (or literal) death,
traveling to the spirit world, and enduring a trial. Should the Awakened succeed, then they will return to
The Euthanatoi, also known as the Chakranvanti, are Mages of Life and of Death. They
have lived before, and they have died before. Traveled beyond to the Great Wheel, ridden around, and
been reborn. Not all those who reincarnate become Euthanatoi; but all Euthanatoi have reincarnated.
These Mages--drawn from a variety of cultures from Greece and Africa, to India and China--
understand the true balance that the universe requires to operate. Life is born, it grows and thrives, it
grows old, and then it dies. This is the Way of things, and the Great Wheel exists to maintain the Cycle.
The Euthanatoi exist to maintain the Wheel. They are perhaps the most ethical of the Traditions, but
this is a symptom of the terrible burden they must bear. The Euthanatoi must maintain the Wheel, and
sometimes that means knowing when a life must end. Sometimes a life brings nothing but pain.
Sometimes one escapes from the Cycle altogether, like the accursed vampires. Whatever the case, the
Page 28
Euthanatoi does not hesitate to deal death in the name of balance. This does not mean they are evil or
unfeeling, however, far from it. Life is at the center of the Euthanatos, Life and helping it to flourish.
Death can be vital to Life, clearing out the old, making room for new growth.
The Tradition rules itself with a strict code, called the Dharmachakra, the Eight-Spoked
There is no over-arching organization to the Euthanatoi, but no matter their walk of life
or form, all of them must hold to the Dharmachakra. Euthanatoi are trained in a Master/Student
relationship. The student, known as the Chatra, swears a life-oath to to the teacher, known as the
Acarya. Each Mage must endure a ritual death known as the Diksha; they die, and must find their way
back from the Shadowlands. Only then may they be apprenticed, and they will then spend years
The Order of Hermes is by far the largest of all the Traditions, the Order goes back far
into time, and it has gone through many incarnations. But one thing has always been true, and that is
that they are the most refined and most knowledgeable of all the Traditions. They are the most
organized Tradition, and by far the most strong willed. They view themselves as superior, and in some
ways they most certainly are; the archives of the Order are without peer. Hermetics know magick
beyond magick. They command their magick, through overpowering will. They use alchemy, High
The Order has a vast, and steeped history, going all the way back to Ancient Egypt. They
have always been extremely hierarchical, pulling recruits from academia, science, or the military. An
initiate must apprentice themselves to a Mater or Pater. The training is unforgivable, rigorous to the
extreme, and an initiate must advance through nine levels to achieve a full Awakening. It is supposed to
be a gradual Awakening, with the mind slowly opening as the student progresses. A Hermetic that
reaches the Ninth Level has achieved true Awareness, and such Mages have become rare since the fall
1. Neophyte
2. Zelator
3. Practicus
4. Initiate
Page 30
5. Initiate Exemptus
6. Adept
7. Adept Major
8. Magister Scholae
9. Magister Mundi
The Society of Ether follows a scientific Paradigm. That's right; scientists on the
Council of Traditions. Even so, the Society goes back to Ancient Troy. The Kitab was the one of the
first attempts at a systematic natural philosophy, and it is this document that caused many within the
Society of Ether to Awaken. The Society in its modern form, however did not come into being until the
19th century, and as such it is often considered by other Traditions to be the youngest facet of the
Council. Despite the fact that the Society reveres science, it is not the science that we know. Instead,
Etherites gravitate towards theories and hypotheses that would be considered disproved by most of the
scientific community. Indeed, the name itself sprang from the Aether, a scientific theory which fell out
of favor at the dawn of the 20th century. The Aether, string theory, flat earth, and more; the Society is
The Society was actually born out of the beginnings of the Technocracy, specifically the
rivalry between Nikola Tesla and Thomas Edison. Tesla was an Etherite, but he butted heads constantly
with Edison. Indeed, many of Edison's inventions were stolen from Tesla's science. Not only that, but
Edison would engage in a slander campaign against Tesla, sabotaging his research, pulling his grants,
Page 31
and outright destroying his laboratories at many points throughout their lives. This conflict would lead
Tesla to break with the Technocracy, and his fellow Etherites followed suit, going with him to join with
The Society is loosely organized, usually only coming together in rare instances to
exchange Knowledge. Instead, it is built of many individuals, all of them going their own way, seeking
their own idea of scientific truth. Etherites are always pulled from scientists, usually when another
member of the Society recognizes the spark of genius in their work. The Etherite then lays out an
unknowing test for the initiate, usually culminating in them finding the Kitab, reading it, and
Awakening as a result.
The Verbenae are old, very old, tracing their roots back to the creation of humanity.
They believe at the beginning of time there was the Wyck, the first fusion of spirit, mind, and flesh.
They were like gods, and they guided humankind into magick, and Awakening. These first teachings,
these Old Ways, are what the Verbenae hold at their heart. They are nature Mages, known for healing,
and for living in the wild. They can often change their shape, or commune with the animals, and they
utilize their magick through a simple belief: pain and pleasure, the feeling of the physical form, is itself
the very essence of Creation. They will carve runes into their skin, fast for long periods of time, or
endure other horrendous ordeals; the Plains Indians, for example, performed the infamous Sun Dance.
The Verbenae philosophy is close to the philosophy of nature itself; they are cold, hard, but also quick
Page 32
and fierce in their passion. Often times they will avoid technology, preferring to live in the wild with
The Verbenae organization themselves into local cells known as Covens, usually of no
more than thirteen members. There are those Verbena who decide to live alone, but this is usually not
preferred. Each Coven is centered around a Grove, and each Grove is centered around a World Tree.
Groves can be anywhere, from the backyard fire escape of a Mage trapped in the confines of a city, to
pocket dimensions in the Umbra that can be walked into, far out in the reaches of the wilderness.
Induction into the Verbenae follows a trial of death and rebirth. An initiate is made to meditate, fasting,
until an Ordeal comes upon them. If the Mage survives, the rest of the Coven Calls the Elements to
The Virtual Adepts: "It's all in the Code. You, me, the world. Everything."
The name might conjure images of computers and the digital realm, but this is actually
misleading. The Virtual Adepts can trace their origins all the way back to Sumeria, to the ancient hero
known as Gilgamesh. Adepts believe that everything, the entire universe, me, you, your dog, all we are
is information. Data, compressed, and operating in a system beyond our understanding. There is a Code
that underlines the whole universe, and those that can crack it can rewrite it to their whim. In ancient
times this Code took the form of words, complex languages beyond the normal mortal ken. But as time
wore on the form of the Code changed. In the modern era, it is literally code, an equivalent to digital
commands. Indeed, most Adepts spend their time within the digital realms.
Modern Virtual Adepts are hackers, the elusive anarchists of the Internet. They come
Page 33
and go as they please through a world that is more interconnected than ever before. But this is just a
shadow when compared to their true power, the ability to manipulate the God Code that underlies all of
Creation. They have no formal structure or organization, instead operating as individuals, or very small
cells. Induction into the Adepts is normally given through cryptic digital signals, which eventually lead
the initiate to strike against some kind of corporate or authoritarian pillar of society. They normally
right some social injustice, or play some kind of prank that involves shaming the elite. They work their
magick at computers, but this is not a prerequisite. Some Adepts hold to the old way of writing to work
their Arts, others still meditate until their mind is filled with the Code. The most advanced Adepts need
only wave their hand, or blink their eyes, able to bend the Code of Reality at will.
Page 34
Chapter 4: Magick
Magick is the collective term for the power Mages wield through their Awareness. Post
Awakening, a Mage can utilize magick to rewrite reality on the fly, making the impossible, possible.
Mages with a scientific Paradigm sometimes call it Enlightened Science, but it is magick all the same.
Even though, at first glance, Awakening might seem rather simple, it is actually a complex process, one
with can happen all at once, or slowly over many years. In this chapter, we will discuss magick, the
Avatar, Paradox, and more. Then, you will finally be ready to create a Mage of your own!
How, when, and where a Mage Awakens is different for each Mage. Some Traditions
have rituals and initiations which are designed to induce Awakening. Some Mages Awaken after
reading a certain book, or a near death experience. Some just...have an epiphany one day. No matter
how a Mage Awakens, what matters is that they do. And once they do, their soul changes.
When a Mage Awakens a part of their soul transforms, becomes something more. This
part of their spirit becomes known as The Avatar, and it is the piece of the Mage that contains their
super Awareness of reality. The Avatar is different for each Mage, usually taking a shape that is aligned
with the Mage's Essence. A Dynamic Mage could have a pillar of flame for an Avatar, for example. A
Mage must meditate and commune with their Avatar in order to increase their understanding within the
Essences:
A Mages Essence can better be described as the flavor of their soul. It is the Aspect of
Page 35
the metaphysical Tryat. There is Dynamism, which represents the Wyld, passionate, vibrant, and
unpredicatable. There is Pattern, which represents the Weaver, ordered, logical, calculating and
emotionless. There is Primordial, which represents the Wyrm, the raw force of Entropy that brings
balance to the universe. And then there is Questing, which aligns with none of these three Aspects,
Dynamism is the first Aspect of the universe. It is change, chaos, unbridled growth. It
never stays the same, instead changing from moment to moment. It is the Wyld, the wild part of the
Tryat. Dynamic Mages are unpredictable, mercurial, shifting in their temperaments as often as the wind
changes direction, and overwhelming in their emotions. They are passionate, full of life, loud and
boisterous. Avatars of Dynamic Mages often take the form of flames, bears, stags, or lightening,
Pattern is the second Aspect of the universe. It is Order, logic, the soul of civilization
itself. It is tied to the Weaver, and as such is most revered by Mages who utilize a scientific Paradigm.
The Pattern does not change. It may shift, and flow, buoyed on the currents of Time and Will, but it
does not every change. The Pattern is Static, and Pattern Mages reflect this in their demeanor. They are
often cold, withdrawn. Not without emotion, but extremely logical. They rely on evidence to build their
worldview, and are firm believers in law and order. Pattern Avatars take the form of ordered structures.
A crystalline spider, a pillar of obsidian stone, or perhaps a piece of code, Pattern Avatars are almost
Primordial is the third Aspect of the universe. It is Decay, and entropy. It is the slow rot
that clears out the overgrown forest, making way for new life. It is the youngest of the three Aspects,
but the most important, for without it there is no true balance. A Primordial Essence Mage can be cold,
Page 36
removed, calculating, but they can also be quick to anger, depraved, utterly lacking in respect for life.
They are inscrutable, Blank, hard to read, and difficult to understand. To them, their is an order to the
universe, and a part of that order is Death, coming for even stars in the end, snuffing out the old so that
the new can flourish in its stead. Their Avatars often reflect this darker Aspect, taking the form of
Questing is the fourth and final type of Essence. This Essence is still untied to any of
the Three Aspects of the Tryat. They are still looking for their truth, and as such are usually still in the
process of growth. They are mercurial, prone to, even eager to change. They are adventurous, willing to
take risks, and extremely driven, usually searching for something, even if they themselves don't know
exactly what yet. They are always searching, always exploring, looking forward towards the horizon.
Questing Avatars are completely random. They can take the form of animals or objects which represent
Arete:
Arete is Greek for Excellence, and it is the term that Mages use to describe the level of
ones Awareness, the amount that one is Awake. The higher a Mage's Arete, the greater their
understanding of reality. The greater the understanding, the more powerful the spells. A Mage's Arete
also determines the max level of their Spheres. For example, an Arete 2 Mage cannot have knowledge
in any of the Spheres that is over 2 Dots. There are 10 levels of Arete; various levels of Arete give
1. Arete 1-3: The Mage must use a Focus to work their magick. These are
explained more in detail below, but they must have some means to work
Rotes.
2. Arete 4-6: The Mage loses a need for a physical Focus, but must still
3. Arete 7-9: The Mage no longer needs a Focus at all. They can now work
magick with Thought and Will alone. A Mage at this level can sit
perfectly still and simply have their magick happen, with not outward or
4. Arete 10: The Mage has reached the level of the Incarnae, and no longer
needs Rotes or Focuses of any kind. They may work their Arts to the
fullest extent of their Spheres at any time, even without any pre-written
Arete will also function akin to Blood Potency in Vampire 5th Edition; the level of Arete
will help to determine a serious of passive bonuses and handicaps. The value of these is determined
directly off the Vampire 5th Edition Companion Blood Potency Chart. For example, a Mage with an
Arete of 10 has an Unreality of 3 , and may reroll spells that are Sphere 5 Dot or lower.
A Mage's Arete sets them apart; often time a high Arete Mage will seem strange, or off.
Oracles can seem truly alien, and wield powers that can be considered godlike. But it also makes them
alien, sets them apart from their fellow human beings. Arete Level will now also determine the
following:
Unreality: The amount a Mage is removed from reality. This will cause them to come
Page 38
off as weird to Sleepers, and other supernaturals. They receive a penalty to social rolls equal to their
Bane Severity, halved, from Vampire 5th Edition Blood Potency. The Bane Severity, halved, will also
be the penalty for any Paradox backlash. For example, should Paradox cause the Mage to perceive time
as slower, then for the duration they will receive Bane Severity, halved, as a negative to Dexterity
checks. Effects will last for a number of days equal to full Severity.
Spell Re-roll: The highest spell level a mage can re-roll immediately. This is equal to
their Reroll Bonus from Vampire 5th Edition Blood Potency. For example, a Mage at Arete 10 can
reroll any failed spell made up of a Sphere 5 Dot or lower. Mages may only reroll once; if a failure is
Connection to the Prime: How much Quintessence a Mage absorbs from Nodes or
other targets. Also the amount of Agg Damage dealt to living targets if Quintessence is absorbed from
there. This is equal to Power Bonus from Vampire 5th Edition Blood Potency. For example, a Mage at
Arete 10 can absorb 5 Quintessence from a Node at once, and if the target is living this will deal 5
Aggravated damage. If out of combat, the Mage may re-roll until the Node or target is out of
Quintessence.
Avatar Level: How much Quintessence the Mage can passively generate up to. Also the
dicepool a Mage rolls to clear Paradox twice per day through meditation. This is equal to Surge Bonus
from Vampire 5th Edition Blood Potency . For example, a Mage at Arete 10 has an Avatar level of 6.
They passively generate up to 6 Quintessence, and their dicepool to remove Paradox through
meditation is 6.
The Spheres:
The Spheres are the metaphysical pillars of reality. They are the fundamental forces that
Page 39
underline everything, from things like gravity, to things like the soul, and the currents of Prime left over
from the days of creation. It is important to remember, while these Spheres are proven and true, they
are likely imperfect. They overlap each other, in many ways they feed into each other. They have been
defined to the best of Awakened abilities, but there are surely beings and forces out in the Deep Umbra
that no Awakened has ever dreamed of. Mastery within the Spheres can give a Mage god-like powers;
at a high enough Arete, they can even create their own universes and life. The precise nature of
Spellcasting is covered a bit later on, but for now know that you must combine the Spheres that you
have knowledge in. Doing this is what creates the effects that Mages are so infamous for. Each Sphere
has a level between 1 and 5 Dots, with 1 being basic awareness and 5 being true Mastery.
Correspondence:
Correspondence is the Sphere of space, of distance. Between point A and point B, there
is area. This is Correspondence. Correspondence heavy Mages have full awareness of their
surroundings, they can detect things or work magick from extreme distance. They can open gateways
in space to allow themselves or others to teleport, and combined with other Spheres can even create
1 Dot: The Mage has basic spatial understanding. They know where everything around
them is, even without seeing it. They intuitively know directions, sense hidden objects or characters, or
sense the effects of Correspondence magick. Combined with other Spheres, such as Matter, allows the
2 Dot: The Mage can now extend their senses across space and perform a Remote
Viewing, sensing the location of objects, and when combined with Life, people or animals while far
away. They can also thicken space, covering their tracks and making it harder to sense them. When
Page 40
combined with Matter 2 or Life 2, allows them to grab small objects or animals and teleport them, like
3 Dot: The Mage can now tear open holes in space, allowing them to teleport one
person--including themselves. They can now also fully view two locations at once, with them
appearing as ghost images that overlap. By combinging with Forces, Matter, or Life the Mage can now
perform Telekinesis.
4 Dot: The Mage can create larger gateways in space, allowing whole groups of people
or large objects to pass through. When combined with Forces, Matter, and Life the Mage can create
pocket dimensions. When combined with Forces, Matter, Life or Prime, the Mage can Ward a location,
preventing the entry of a specific material, Resonance, or Essence. The Mage may also appear in more
than one place at once by combining with Mind 1; if the Mage adds Life 2, then each copy may act
independent.
5 Dot: Distance and space are now playthings for the Mage. They can distort space, and,
by combining with other Spheres such as Matter and Life, they can cause objects to grow or shrink.
They can bind two Patterns together no matter the distance, an effect the Technocracy calls quantum
entanglement. They can even fold space, superimposing two places on top of one another, though this
Entropy:
Entropy is the manifestation of decay. It is the Dark Energy, the force which drives
galaxies and stars ever further apart. It is the rot that comes to bodies, the decline of civilizations, and
the dying of suns. Mages of this Sphere control mortality itself. They can tap into the energy of the
Low Umbra, corrupt or remove Entropic corruption. They can influence the flaws within systems or
objects, shattering the thickest metal with the flick of one finger. Entropy is a subtle Art, and requires
Page 41
1 Dot: A Mage at this level has understanding of the principle of Entropy. They can spot
flaws in systems and materials, tell when someone is lying, or spot the weakness in an argument. A
Mage can use this Dot to enhance other Spheres, combining with Mind to make it easier to break
through mental defenses, or with Time in order to spot the flow of probability and predict the throw of
dice. The Arts at this level are extremely subtle, and as such almost never Vulgar.
2 Dot: The Mage can now influence the factors of decay within systems and objects.
They can break through materials by striking their intrinsic weak point. They can influence traffic to
cause an accident, or effect the outcome of a horse race. Combined with other Spheres, such as Mind or
Time, this allows the Mage to know the precisely perfect argument to use in any given situation, or to
3 Dot: The Mage can now speed up or slow down the decay within simple objects or
lifeforms. Combined with Life and Matter, they can make a flower wilt and die, or rebuild a shattered
door with a wave of their hand. Combined with Mind and Prime, the Mage can now control the
probability of events around people, giving them good or bad luck. Combined with Time they can
influence the Time stream to select for the least, or most, Entropic future in a small area, making a
4 Dot: The Mage can now speed up or slow down the decay within complex life-forms
and objects. Combined with Life, the Mage can heal or deal Aggravated Damage, inflict disease, make
a person much stronger or healthier. Combined with Spirit the Mage can now reanimate dead bodies,
though they cannot yet restore them to the fullest semblance of life, like zombies.
5 Dot: The Mage has total Awareness of the force of Entropy. They can control it to
such a fine degree, they can cause misfiring of neurons in the brain, disrupting a target's thought
patterns and making it hard to think or act. They can also perform an Oath Binding; those who have
Page 42
been Oath Bound must keep their word, otherwise they will suffer eternal bad luck, manifesting as
negatives to all dicerolls. Combined with Time and Matter, the Mage can reconstruct a ruin or burnt
down house with the flick of their fingers. They can raise the dead back to life as if they were only
Forces:
The Mage who focuses in the Sphere of Forces commands the fundamental Forces of
the universe. Fire, water, light, shadow, gravity, electromagnetic waves, all of these are at the command
of the Mage's Will. Mages in this Sphere can summon storms, toss fireballs, fly, or see the in the dark.
1 Dot: The Mage has awareness of Forces, allowing them to see in the dark, see
electromagnetic waves, see sound or radio waves, see in X-Ray or ultraviolet. They can hear beyond
normal human perception, and smell things others should be unable to detect.
2 Dot: The Mage cannot yet conjure Forces, but they can manipulate Forces that already
exist within the environment. They can cause a fire place to flare, or pull electricity from the walls
around them. They can bend sound waves to remain completely silent, or sculpt shadows. Combined
with Life they can increase their own EMF field to make themselves harder to grab. Combined with
Matter or Life, the Mage can make a target attract or repel forces, making them a magnet for shadows,
or for sunlight. They can generate minor force fields when combined with the same. The Mage can
3 Dot: The Mage, when combined with Prime 2, can now conjure the elements,
summoning fire, lightening, gravity, or wind from thin air. Combined with Life 5 they can change
people into electricity, or with Matter 3 they can change water into air, or air into ice. With Entropy 3
they can enhance or erode energy, with Mind 3 they can create blasts of mental energy, and with Spirit
Page 43
4 Dot: The Mage has the area of their effects drastically increased. They can now work
their magick over an area equivalent to a square mile, changing the weather as they see fit, making it
darker or lighter, raising or lower the temperature. The effects of the lower 3 Dots can now be
5 Dot: The Mage has total mastery over Forces. They can conjure tornadoes out of thin
air, calm the tides, conjure blizzards across an area that is countries in size. They can ignite the air to
create a firestorm, and because of this Mages with this level of mastery earn the title "Nukes". Mages
who utilize effects as this scale should keep in mind the long-term effects of bringing imbalance to an
ecosystem.
Life:
The Mage who is drawn to this Sphere is drawn towards one of the closest Spheres to
Creation. Life is fundamental; it is change over time, growing in all places, springing into being as if
from nothing. Mages can use this Sphere to heal or deal Aggravated Damage, they can modify
lifeforms, or their own shape, at will. At higher levels of understanding, and combined with Prime, Life
Mages can even create their own forms of life from thin air.
1 Dot: The Mage understands Life as they understand themselves. At this stage, they
can sense the pulse of life around them, allowing them to detect life-forms. Conversely, this also allows
them to sense Kindred, as they can sense the absence of life within them. They can sense disease, and
can read the status of an organisms physical form. Combined with Prime, they can sense the strings of
Fate that tie an organism to the universe. With Time they can see the past or future states of an
organism.
2 Dot: The Mage can now alter simple life-forms. Anything from a bacteria to a small
Page 44
dog or cat. They can, for example, give a rabbit antlers at this stage, molding their form as they see fit.
They can make diseases more or less virulent and deadly. The Mage can also heal Superficial damage
at this stage. They can make small alterations to their own form, changing eye or hair color, adding
weight, or height. They can help plants to bloom, or wither. Combined with Correspondence they can
3 Dot: The Mage has an advanced understanding of Life. They can now heal
Aggravated damage, but only to themselves. They can alter simple organisms in radical ways, changing
a flower into a snake, for example. Combine with Prime 2, they can conjure life-forms temporarily.
Combined with Time 5 this effect can become permanent. They also completely master their own form,
now able to change it in extreme ways. They can add gills, or wings, thicken their skin to add to their
defense. They must retain the same basic shape, humanoid. Combined with Mind, they can put
organisms to sleep, or control them as if they were extensions of their body. Combined with Spirit the
Mage can become ephemeral, able to pass through objects and avoid harm.
4 Dot: The Mage can make radical changes to all kinds of complex life. They can mold
the forms of anyone or anything at will. When combined with Mind, they can uplift species to become
intelligent. When combined with Prime, Spirit, Mind, and/or Matter, they can conjure life forms up to a
chimpanzee in complexity from thin air. When combined with Time, they can make these life-forms
permanent. Mass no longer has meaning; a Mage at this level can turn into a dog, or a blue whale.
5 Dot: The Mage is a Master over the Sphere. They can adopt any form they wish, at
any time, and do the same to any other organism. When combined with Entropy they have complete
control over aging. When combined with Prime, Mind, Spirit, and Matter, they can create complex,
human-like life out of thin air. When combined with Time, they can make these life-forms permanent.
Matter:
Matter is the raw, physical stuff that makes up the universe. It is any object that is not
alive. Mages who concentrate in this Sphere have the ability to transmute lead into gold, or to conjure
money from thin air. They can alter the state of material things, making them brittle, or turning them
1 Dot: The Mage has understanding in the realm of Matter. They can know what an
object is made of, and in exact quanitites. When combined with Entropy, they can spot the weak-points
in an object. Combined with Life they can detect implants or enhancements in living things. When
combined with Spirit they can sense residual spiritual energy within an object.
2 Dot: The Mage has achieved the ability to transmute simple, homogeneous materials
from one form to another, so long as it does not alter the basic structure or shape. For example, a Mage
at this level cannot change a solid to a gas. But they can turn lead into gold. Or wood into stone, water
into wine. When combined with Life, they could turn water into blood. Complex, refined materials are
still beyond the Mage. For example, a Mage could turn a rock into unprocessed iron ore, but not into
steel. When combined with Prime 2 the Mage gains the ability to summon simple materials from thin
air, such as conjuring dollar bills. When combined with Spirit 3 it allows the Mage to turn objects
ephemeral.
3 Dot: The Mage can now alter the shape of materials at will. They can mold objects
into whatever shape they desire. They can also temporarily transform the state of one material into
another, for example changing air into gold, or water into dirt. They can fuse items together, or tear
them apart. Combined with Life, this allows Mages to fuse living and unliving things. Combined with
4 Dot: The Mage can now perform radical, reality bending transformations. For
Page 46
example, when combined with Life 2 the Mage can turn a pumpkin into a carriage. Combined with
Prime and Forces, they could turn a car into a robot. They could pull feasts from thin air. They can
create elements which contain the heart of Forces, like steel that is charged with electricity.
Complicated machines like cars and computers can now be summoned from thin air with Prime.
5 Dot: The Mage has complete power over the realm of Matter. They can create
completely new, never before heard of materials, conjure things beyond Earthly science or
understanding. Combined with Prime 2 they can summon anything from thin air. Combined with Life 5
they can turn a person into a tree. Combined with Mind 3 they can melt a gun with their mind. At this
level the material world itself becomes as putty before the Mage.
Mind:
1 Dot: The Mage has full control of their mental faculties. They can sense the emotions
or surface level thoughts of others. They can also shield their own thoughts from outside influence. The
Mage can also temporarily raise their Mental Attributes, usually lasting for one scene. Combined with
Matter the Mage can sense the echoes of people on objects. Combined with Life they can read auras.
2 Dot: The Mage can now read unshielded minds, even reading memories. They can
also transmit emotions into others, causing them to feel what the Mage wants them to feel. Combined
with Matter or Spirit they can read memories of a person; combined with Correspondence they can read
3 Dot: The Mage has begun to truly understand the world of Mind. They can now link
minds together, they can influence another's thoughts, pushing them to do what they wish. They can
create illusions, and enter into someone's dreams. Combined with Correspondence allows for
Telekinesis. When combined with Forces allows for psychic blasts of power. When Combined with
Life, the Mage can now inflict Superficial damage with his Mind.
Page 47
4 Dot: The Mage can now directly control another person, puppeting their form, not just
influencing their thoughts. They can alter memories, or drive someone to insanity with a glance. They
can set up post-hypnotic commands. The Mage can also project their Astral form using only their Mind.
5 Dot: The Mage can alter their own, or another's Mental Attributes forever. They can
rewrite a person's personality. The Mage can create consciousness on a whim, creating Minds from
nothing with Prime. They can imbue life or objects with intelligence with Life or Matter. Also with
Life, they can switch the minds of beings around, from one body to another.
Prime:
Prime is the raw essence of Creation. It is the energy that ties most fundamentally to the
heart of what is real. This energy is also known as Quintessence, and it is the energy that fuels all other
Spheres. Prime Mages gain the ability to absorb, and channel, this energy. They can create blades of
pure energy, or infuse someone with energy, turning them into a Living Saint. Prime Mages can conjure
anything, from thin air, and at the most advanced stages can even give birth to their own universes.
1 Dot: The Mage has a basic understanding of Prime. They can sense Nodes, and can
absorb Quintessence from them. When combined with Matter, the Mage can infuse an object with
Quintessence, consecrating said object. If the Mage shape shifts, steps sideways, etc., then the object
will change or travel with them. The object picks up the Mages Essence, and becomes bound to them.
2 Dot: The Mage may now control the energies of Prime, to a degree. They can divert
the energy into new forms. Combined with Spheres such as Forces, Life, Matter, or Mind, this allows
the Mage to conjure objects from thin air. It also allows them to Infuse with Primal Force, making an
object stronger, or making it deal more damage; weapons so infused may hurt spirits, and always cause
Aggravated damage. Combined with Life, a Mage may do this with living things. They may also create
a Body of Light, an idealized form of astral projection that appears as a glowing, holographic display
Page 48
3 Dot: The Mage can now draw Quintessence directly from living things. This always
deals Aggravated Damage equal to the Quintessence absorbed. When combined with other Spheres the
Mages can infuse a person with Quintessence, letting them absorb and deal Aggravated Damage. They
can cause Aggravated damage directly to a target's Pattern with Life or Matter. The Mage can now
create Periapts, an object infused with extra Quintessence the Mage can draw from. The Mage can
conjure energy beams or blades of light; these weapons inflict Aggravated damage, and can effect
spirits. They cost 1 point of Quintessence per turn to maintain in combat. The Mage can also now
Enchant, using Quintessence, Forces, and Matter to apply effects to objects; for example, making a
sword which deals ice damage, or a gun that shoots fire. These effects last for a limited time, or a
4 Dot: The Mage can now enchant items or people permanently, infusing them forever
with the power of their Quintessence. The Mage can also detect and draw from Wellsprings, extra fonts
of Quintessence left behind by exciting events. Combined Matter and Life, this level allows the Mage
to fuse organic and inorganic material. Combined with Matter they can create unbreakable objects.
They can also produce Wonders. Wonders are structures that have been made into Periapts, infused
with Quintessence. Magick creates no Paradox when cast from within a Wonder. Double all your
successes when rolling Effect to determine total Quintessence infused at the Wonder's creation.
5 Dot: The Mage is infused with Prime. They can now pull Quintessence from thin air,
anywhere, at any time. They can create Nodes, and even nullify Paradox. A Mage at this level of Prime
rolls Arete after every spell; the number of successes is the amount of Paradox the Mage has nullified.
Quintessence can be spent to boost this effect. Combined with Life 5, a Mage can create a Soulflower
from a complex organism, making them a living Periapt that passively generates Quintessence that can
be drawn from. The can also combine Prime with Spirit, Life, and Matter to "bless" a living (or
Page 49
supernatural) being, infusing them with energy, and boosting their stats by Effect rolled.
Spirit:
1 Dot: The Mage can sense the spirit world. Mages at this level can read the thickness of
the local Gauntlet. They can also sense auras, and sense the spirits of all kinds. Combined with Matter
they can tell if an item has a spiritual component. Combined with Forces the Mage can sense Awakened
2 Dot: The Mage can now call across the Gauntlet and speak to spirits. The Mage can
thicken, or thin, the local Gauntlet; they may never lower the Gauntlet rating to less than 4. The can
reach through the Gauntlet to the other side for a brief time. Combined with Matter, they can make
objects ephemeral. They can drain Quintessence from spirits with Prime 3. Combined with Life 2 they
3 Dot: The Mage can now Step Sideways, like the Fera do. He can carry over whatever
is on his person at the time. The Mage can also harm spirits now, or heal them. Combined with Matter 3
and Prime 2 the Mage can created objects from spiritual energy. The Mage can put spirits to sleep, and
combined with Correspondence they can do this across an area. Combined with Forces, the Mage can
create blasts of spiritual energy. Combined with Matter, the Mage can now Ward against spirits.
4 Dot: The Mage can now rend the Gauntlet, creating large gateways into the Umbra
that multiple people can travel through. They also can seal up the same kind of breach. The Mage can
now create a Fetish, an object imbued with a spirit that has the spirit's qualities. The Mage themselves
can become a Fetish, losing the ability to use magick for a time, but gaining the spirit's abilities. The
Mage can bind a spirit to a place, person or thing, and can also exorcise them.
5 Dot: The Mage has complete command of ephemera. They can craft Realms, their
own pocket realities inside the Umbra. They can also perform the feared sentence of Gilgul, the
Page 50
extinguishment of the Mage's Avatar. Combined with Life, or Matter, the Mage can instill life or
objects with souls. The Mage can now disconnect themselves from their tether to the "real" world, and
Time:
Time is the most complex of all the Spheres, and Mages who are masters of this Sphere
are, in many ways, beyond reality itself. They can look backward or forwards in time, manipulate
probability, and make magickal effects permanent. They can travel through the Time stream, freeze
things in place, fast forward or rewind the world. Time Mages exist as beings apart, but many of them
prefer it that way. This Sphere generates the most Paradox by far.
1 Dot: The Mage has true Awareness of the perception of Time. They have a perfect
internal clock, always knowing the exact time. They can also spot temporal ripples, knowing when
Time magick has been, or will be, in effect. Combined with Correspondence, the Mage can tell what
happened in an area within the last day. Using Matter, they can tell the last day's history for an object.
2 Dot: The Mage can look forward, or backward in time, though the visions are often
indistinct. They can also only see the Time stream for their local area. By Combining this Sphere with
Entropy the Mage can now predict probability. Their ability to see into the future can give the Mage a
3 Dot: The Mage can speed or slow the passage of time, gaining actions for their turn,
or taking away actions on the turn of their enemy. By combining this Sphere with Correspondence the
Mage can reverse time, turning things back to way they were before turns before.
4 Dot: The Mage can withdraw from the normal flow of Time, essentially becoming
immortal. The Mage can also set effects to be triggered at a later date, for example casting a fireball to
go off at a certain time. Or, freezing a tornado, shunting it into a pocket dimension, and setting it to
Page 51
release at a specific trigger. Combined with Correspondence, Life, Matter, Forces, and/or Spirit they
can capture beings or objects in Time Bubbles, freezing them. The Mage can set a Temporal Anchor for
5 Dot: The Mage exists completely outside Time. They can make the effects of other
Spheres permanent. They can travel backwards or forwards in Time at their leisure, using their created
Time Anchor to help tether them to reality. Combined with Life, Matter, and/or Spirit, they can grant
this effect to others, making them immune to Time as well, and taking them and objects with the Mage
The Seeking:
Mages must level up their Arete and their Spheres in a very specific way. Each Essence
is paired with three of the Spheres, except for Questing. A Mage must spend 10 x the level wanted in
XP to increase their Arete; for example, Arete 10 costs 100 XP. The XP cost for Spheres is tied to
Essence, as stated above. For In Essence Spheres, a Mage must pay 5 x the level wanted in XP. For Out
of Essence Spheres, a Mage must pay 10 x the level wanted for XP. Questing Essences are the
exception to this rule; they spend 8 x the level wanted all on Spheres.
Once the XP has been spent, the Mage must engage in a Seeking. They enter into a
meditative state in same way, and commune with their Avatar. The Avatar gives some sort of quest, or
spiritual ordeal for the Mage to complete or endure. Usually, this quest takes place within the
dreamscape of the Mage's meditative mind, though this is not always the case. Mechanically, the Mage
must roll their current Arete + Willpower. The difficulty is the Arete or Sphere level wanted. For
example, a Mage who wants Arete of 10 must roll against a difficulty of 10. A Mage who wants a
Sphere at 5 must roll against a difficulty of 5. If the Mage rolls more successes than the difficulty, they
pass their Seeking and successfully level-up. If they fail, they must try again the next day.
Page 52
Spellcasting:
And now we get to the bread and butter. Spellcasting in Mage is a varied, and multi-
layered thing, but it is not a complex process. First, the Mage must create Rotes based on their
knowledge in the Spheres. We will go over Rotes in detail below, but to put simply they are the spells
your Mage will use when working their Arts. Each Rote normally centers around a Focus, some means
The Mage's spellcasting dicepool is their Arete + current Willpower. They must roll this
pool against a difficulty which is determined based on Rote. Rotes are made of Spheres; to find
difficulty for casting, take the highest Sphere level used, and add +1. For example, if the Mage is
casting a Rote made of Life 3 and Matter 2, they must pass a difficulty of 3+1. If the Mage rolls more
For certain spells, there will be Effects which require a numeric value. For example, a
fireball requires an amount of damage dealt. For a Ward, a Ward rating will be required. A Mage may
have to roll against a target trying to shield their mind. For all such rolls, the Mage will roll Arete +
current Willpower again after the successful cast. The number of successes determines the value of the
Effect. For example, a Mage who successfully casts a fireball, then rolls 6 afterward, deals 6
Warding:
As mentioned above, Mages can Ward an area or object against spirits or other beings.
The Mage will roll Arete + Willpower after achieving a successful spellcast; the number of successes
determines the Ward Rating. Spirits or Fera who try to push past a Ward must roll their Gnosis vs the
Ward Rating. On success, they may pass, but take 5 Superficial Damage. Living beings or Kindred
Quintessence:
Quintessence is the raw energy of creation. A Mage can store this energy within their
bodies, draw it from Nodes and from the environment around them, and use it to enhance their
spellcasting. A Mage can spend Quintessence in order to add dice to their spellcasting dicepool, on a 1
for 1 basis. The Mage can spend Quintessence to add to the Effect dicepool as well, again on a 1 for 1
basis. For example, a Mage rolls Arete + Willpower for spellcasting a fireball, and spends 2
Quintessence to add +2 dice to that pool. Their spell succeeds, and they roll Arete + Willpower for
damage; they then choose to spend 2 more Quintessence to make their Effect pool Arete + Willpower +
2.
Mages who are proficient in Prime can also infuse Quintessence to enchant, or otherwise
consecrate. Mages passively generates Quintessence at the rate of 1 per day, up to their Avatar Level. A
Mage can have a total of 20 Quintessence, but Paradox can subtract from this total. For each point of
Paradox:
Paradox is the only true limit on most Mages. Except for Technocrats, all Mages are
bound by the Consensus, and as such their magick is afflicted with Paradox. Paradox occurs when
magick goes against the established Consensus. Make an elephant, appear from thin air, and you will
get Paradox. As discussed above, Paradox can be avoided if the Mage can find ways to disguise it as
Coincidental. Vulgar Magick will always generate Paradox, but it will generate more in front of
Sleepers. Magick in front of Supernaturals does not generate Paradox, unless Vulgar, then it only
generates the base amount of Paradox for being Vulgar. The amount of Paradox generated is always
Paradox does strange things to a Mage. Their mind enters a terrible feedback loop,
convinced of the truth of their Awakening, and yet so astonished by their own Arts that their brain
Page 54
begins to refuse to accept the truth. The interplay between these two sides often drives Mages mad. In
this homebrew, Paradox functions much like Hunger for Kindred. There are five Paradox levels, based
on the amount of Paradox the Mage has accrued. The levels are as follows:
Paradox Levels:
Mages that reach 21 Paradox succumb to their madness and become Marauders, losing
For each level the Mage gains, they must roll one "Quiet" dice during each spellcast.
These Quiet dice function equivalent to Hunger dice in Vampire 5th Edition, and like in Vampire,
Mages must worry about Compulsions. On a Messy or Bestial Critical or Failure, the Mage must roll 1
Dice. On a Pass, they enter a state of Compulsion that is tied to their Essence. On a fail, they suffer
Paradox backlash. Paradox backlash can be anything, from seeing the world upside down, to the
Mage's bones turning into wood. The effect is decided by the ST.
If the Mage receives a Compulsion, they must act under its influence until cleared, or
Paradox Compulsions:
Dynamic Compulsion has the Mage do something new, something they never tried
In a social setting: The Mage will have to say something they never told anyone, ever, this can't be a
Page 55
random phrase, but it can be a long held secret, or an insult, or a confession of love, it has to be
In a violent setting: The Mage will have to try unorthodox ways of fighting, perhaps using a broom as
a weapon or shooting the chandelier above them so it falls on the enemy. The Mage engages in battle
In a solitary setting: Mage tries something they never tried before, whether its streaking naked or
Pattern Compulsion has the Mage acting under this Compulsion can be stubborn,
without empathy or emotion. They can be pushy, domineering, often lashing out at those they see as
lesser.
In a social setting: The Mage will not back down from their point of view, they will not be convinced
and will constantly try to convince the person they are talking to of something. The Mage will press
In a violent setting: The Mage looks down their nose at the enemy, seeing them for the lesser beings
they are. They as tactically as possible, in order to show that the Mage has the better mind, preferably
In a solitary setting: The Mage becomes obsessed with an idea or concept. They cannot stop thinking
about it, and take penalties to dice rolls until they spend at least 3 hours thinking about or actively
Page 56
Primordial Compulsion has the Mage see those surrounding them as ugly, as
primordial essence reminds them of the harmony before creation. It makes them loathe existence as it is
In a social setting: The Mage will criticize every single statement. They won't offer anything of their
own, they just will not like anything given to them. The compulsion ends when the person stops trying
In a violent setting: Mage unleashes the true monster, finding ways to kill their opponents as brutal as
possible. The Mage won't accept pleas of mercy or surrender, and the Compulsion won't end until
In a solitary setting: The Mage destroys everything around them, not in a rage, but in a need to be
cleared away from the junk. The will smash furniture to pieces, or destroy their apartment. The
Questing Compulsion is decided randomly from the other three. The Mage rolls a dice.
If the dice is 1-3 the Mage suffers a Dynamic Compulsion. If it is 4-6 the Mage suffers a Pattern
Compulsion. If it is 7-9 the Mage suffers a Primordial Compulsion. If the dice is 10 the Storyteller
Quiet:
Compulsion is not the only side-effect of Paradox. Quiet is the name of the madness that
can descend upon a Mage if their Paradox stacks up too high. Quiet can drive Mages to do truly insane,
inhuman things. When a Mage hits Quiet level of 4, and 5 they must make a roll of Willpower +
Page 57
Quintessence. The difficulty will always be the Mage's current Quiet level. The Mage must also make
When the Mage fails, they enter their version of Frenzy, the state known as Quiet. Each
Mages with Dynamic Essence will enter the type of quiet known as Insanity. While in
this state, mage will begin to perceive things that are not there. This can range from hearing footsteps
while you are all alone to your mage attacking their best friend, hallucinating them to be an enemy. The
exact effect is decided by the ST. The effect ends when the Mage manages to successfully manages to
Mages with Pattern Essence will enter the type of quiet known as Zealotry. While in
this state, the Mage will refuse to accept any other truth but theirs. They will refuse to accept, or
tolerate other viewpoints, and might even react with hostility to the idea of their ideals being wrong.
Zealous mages must act more obsessed with their ideals and willing to take more risks for them. Mages
under the influence of Zealotry must pursue their goals to the absolute exclusion of all else. They must
follow their own agenda, to the point they will walk away from friends in a life or death crisis. The
effect ends when the Mage manages to successfully manages to roll Willpower + Quintessence vs the
Quiet level.
Mages with Primordial Essence will enter the type of quiet known as Morbidity.
While in this state, the Mage will completely lose empathy. They will become like serial killers,
obsessed with death and murder. They might end up as serial killers and plain sociopaths, mages with
morbidity are dangerous to have around. Mages under the influence of this state of Quiet seek death,
and will do absolutely anything to bring death, in elaborate and painful ways, to as many people as
possible. The effect ends when the Mage manages to successfully manages to roll Willpower +
Questing Essence is decided randomly from the other three. The Mage rolls a dice. If
the dice is 1-3 the Mage suffers a Dynamic Compulsion. If it is 4-6 the Mage suffers a Pattern
Compulsion. If it is 7-9 the Mage suffers a Primordial Compulsion. If the dice is 10 the Storyteller
Removing Paradox:
A Mage passively removes Paradox at a rate of 1 per day, so a Mage who is high in
Paradox can simply forgo magick for a time. However, a Mage can also remove Paradox through
meditation. Twice a day, a Mage may meditate and roll their Avatar Level. The number of successes is
equal to the amount of Paradox removed. Mages skilled in Prime can also remove Paradox as they cast
spells.
Page 59
Chapter 5: Rotes
Rotes are the heart of spellcasting for a Mage, and also the place where creativity is
allowed to truly reign free. You must remember, a Mage can do anything. There is nothing that is
beyond their grasp. The rules to create Rotes are loose, but strict. A Mage cannot simply do whatever
they want, they must justify their power with Rotes. For example, if a Mage wishes to create new life
from nothing it would require Life 5, Matter 4, Prime 4. Life because of the living creature, Matter to
summon the raw material needed, and Prime to pluck it from thin air. If the Mage added Mind 5 to this,
they could also make that life intelligent. Mages can do anything, so long as they can justify it logically
When creating Rotes, you must keep in mind your Focus. The Focus is the means by
which a Mage focuses their Will to work their Arts. For lower Arete Mages, this must be a physical
thing and verbal thing, with higher Arete Mages needing only verbal, or mental commands, and
eventually surpassing the need for a Focus all together. For example, a Focus could be a raygun that
collects raw Quintessence and shoots it into beams at the command of a scientist. Or it could be a wave
of the hand, and the uttering of an esoteric phrase. It is up to the individual Mage, and it is almost
always aligned with the Mages Paradigm; technological Mages use gadgets as Foci, shamanistic Mages
use potions and chanting, some use elaborate rituals, etc. Some example Rotes follow to help you get
the idea:
Shadow Mold For 2: The Mage, molds shadows like clay to create constructs and
illusions. May not cause damage, but can distract; a target in combat must engage the construct and
must land 1 hit on a construct to dispel it before focusing attacking others.
Page 60
focus: The Mage snorts a powder made of nightshade, garlic, psilocybin and sunflower
This Rote uses Forces 2 as its basis. The Focus is snorting a homemade powder, which
grants the Mage the ability to mold Shadows. Mechanically, the Mage rolls Arete + Willpower vs a
difficulty of 3 to successfully cast. Narratively, they must snort the powder to make the magick work.
Spirit Heal Spir 2 Life 3 Prim 2: The Mage may cure the target of all diseases, including
those of supernatural origin. They cannot banish spirits, or exorcise, but things such as the Blood
Plague are now putty in their hands.
focus: The Mage lays their hands on a target, and pulls upon the Fabric of the Dream,
bunching it within themselves and pulling the disease out of the target, through their own bodies, and
In this Rote, Spirit is used to sense spiritual ailments within the target, Prime is used to
read the strings of Fate, and Life is used to read the body, allowing the Mage control over all sickness,
including that of supernatural origin. The focus here is mostly mental, though the Mage must
physically lay hands on the target, and expel the metaphysical representation of the disease through the
mouth. The spellcasting difficulty here is 4, as Life 3 is the highest Sphere level used + 1.
Rotes are extremely fluid, and they are where Mage truly comes to life. There is no limit
to the number of Rotes a Mage can have; your mind is the only barrier in your path. Most Mage players
will create a separate Word Document to store their Rotes, and attach it to their Character Sheets. Take
your time when thinking of them. Let your imagination run wild. Truly anything is possible within the
playground of Mage.
That concludes this introduction to Mage 5th Edition Homebrew. Please keep in mind,
this document is for Homebrew purposes only. It is not intended for sale, or in any way meant to make
Page 61
a profit. The World of Darkness is owned by Paradox. This is simply a collation of the tweaking we