Spell Practices

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Spell Practices
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In Mage: The Awakening, mastery of the 10 Arcana are subdivided among 5 “tiers” of mastery. Mechanically speaking, having a certain dot rating in an Arcana permits the Mage character access to certain Practices related to that Arcana. The more dots a Mage character has on a given Arcana, the more the Mage is able to do with it.

This list of Practices highlights the inherent flexibility of Mages. Rather than having a set ability per dot like in most other powers available to the supernaturals of the World of darkness even just a single dot opens the door to a host of interesting and useful effects.

The following list provides a rough backbone to the next series of articles discussing each of the Arcana in turn, and the kind of spells that a Mage can come up with given each dot rating. Take note that when a “phenomena” is mentioned, it refers to any number of specific effects that could potentially fall under the purview of a given Arcana. For example, Forces could control phenomena such as fire, sound, light and other kinds of forces.


Contents

Initiate (●)

  • Compelling: Elementary manipulation of phenomena, enough to activate and/or impart direction.
  • Knowing: Gain knowledge and understanding of phenomena.
  • Unveiling: Gain sensory perception of phenomena.


Apprentice (●●)

  • Ruling: Exert elementary command and control over phenomena.
  • Shielding: Protect a target against attacks by providing points of Armor.
  • Veiling: Conceal, camouflage or hide phenomena from scrutiny.


Disciple (●●●)

  • Fraying: Injure a target
  • Perfecting: Fortify, bolster or improve phenomena
  • Weaving: Alter the capabilities or functions of phenomena


Adept (●●●●)

  • Patterning: Transform phenomena into a related phenomena or shapes, or replace capabilities or functions with different ones.
  • Unraveling: Significantly injure a target.


Master (●●●●●)

  • Making: Create Phenomena
  • Unmaking: Destroy or mutilate a target


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