u/ChartanTheDM

Sphere Mixers 144 - Life 3 and Prime 2

Welcome to part 144 of Sphere Mixers! This where we randomly choose two Spheres and two Ranks and brainstorm ideas for...

  • Conjunctional Effects using both of these Spheres or
  • Two Effects, one of each Rank, that work well together.

This month will be heavy on Life and Prime, by request, so get those ideas ready and make sure you're hitting the Ranks properly.

Life 3

••• Transform Simple Life-Forms / Alter Self / Heal Others

Advanced understanding allows the mage to radically alter simple organisms (turning a tree inside-out); transform one into another (changing fruit into insects); or – with Prime 2 – conjure them from raw energy.

Working with his own Pattern, that mage can work substantial alterations on himself, growing gills, claws, armor and so forth. He remains essentially human, but begins to master the definition of “human.” Meanwhile, he also gains the ability to heal damage to other complex organisms, put them to sleep, or inflict harm upon their living Pattern forms.

Prime 2

•• Fuel Pattern / Construct Patterns / Enchant Patterns / Body of Light

Attaining a degree of control over Prime energies, the mage may divert Quintessence into new or existing forms. Combined with other Spheres, this allows that mage to create new Forces, Life, or Matter Patterns (conjuring them from thin air), and to infuse existing items with Primal Force to strengthen them or enhance their protective or destructive power.

Weapons or attacks infused with Quintessence through Prime 2 Effects may hurt spirits or inflict aggravated damage, and substances infused the same way may protect against such harm. (See Chapter Nine’s Combat section for details.) On a related note, she may also – with Life 2 for simple organisms, or Life 3 for complex ones – consecrate a living thing at this Rank, as if that life-form were an object described above.

Through similar applications of energy, the mage can also conjure a simple Body of Light: an idealized self projected from ephemeral energy. Although this Body of Light has no substance or special properties (unlike the astral form described in Chapter Nine, p. 477), it presents a glowing holograph of the mage herself.

Previous Mixers: Sphere Mixers Summary, feel free to go back and add your new ideas.

reddit.com
u/ChartanTheDM — 4 hours ago

Sphere Mixers 143 - Life 2 and Prime 2

Welcome to part 143 of Sphere Mixers! This where we randomly choose two Spheres and two Ranks and brainstorm ideas for...

  • Conjunctional Effects using both of these Spheres or
  • Two Effects, one of each Rank, that work well together.

This month will be heavy on Life and Prime, by request, so get those ideas ready and make sure you're hitting the Ranks properly.

Life 2

•• Alter Simple Life-Forms / Heal Self

Simple organisms – viruses, mollusks, insects, plants, etc. – become clay in the mage’s hands. He learns to adjust their Patterns (giving a crab wings, for example), and heal or kill them. Although he can’t yet transmute them into other states of being, he can cause flowers to bloom or wither, help trees bear fruit, and so on. Focusing on his own Pattern, he can also heal himself or perform small alterations (hair color, skin tone, height, weight, and so on) to his basic form.

Prime 2

•• Fuel Pattern / Construct Patterns / Enchant Patterns / Body of Light

Attaining a degree of control over Prime energies, the mage may divert Quintessence into new or existing forms. Combined with other Spheres, this allows that mage to create new Forces, Life, or Matter Patterns (conjuring them from thin air), and to infuse existing items with Primal Force to strengthen them or enhance their protective or destructive power.

Weapons or attacks infused with Quintessence through Prime 2 Effects may hurt spirits or inflict aggravated damage, and substances infused the same way may protect against such harm. (See Chapter Nine’s Combat section for details.) On a related note, she may also – with Life 2 for simple organisms, or Life 3 for complex ones – consecrate a living thing at this Rank, as if that life-form were an object described above.

Through similar applications of energy, the mage can also conjure a simple Body of Light: an idealized self projected from ephemeral energy. Although this Body of Light has no substance or special properties (unlike the astral form described in Chapter Nine, p. 477), it presents a glowing holograph of the mage herself.

Previous Mixers: Sphere Mixers Summary, feel free to go back and add your new ideas.

reddit.com
u/ChartanTheDM — 2 days ago

Sphere Mixers 142 - Correspondence 5 and Spirit 1

Welcome to part 142 of Sphere Mixers! This where we randomly choose two Spheres and two Ranks and brainstorm ideas for...

  • Conjunctional Effects using both of these Spheres or
  • Two Effects, one of each Rank, that work well together.

This month will be heavy on Life and Prime, by request, so get those ideas ready and make sure you're hitting the Ranks properly.

Correspondence 5

••••• Spatial Mutation / Co-Location

Distance and dimensions become child’s play to a mage at this Rank. She can distort space; alter sizes and stretch or compress objects (Matter), bodies (Life), or forces (Forces); connect different Patterns to one another across intervening space; or even superimpose places or objects on top of one another (extremely vulgar). Combining this Rank with Life 3, the mage may also expand her senses to perceive many different places at once.

Spirit 1

• Spirit Sight / Spirit Sense

To most of humanity, the spirit world remains invisible. Not to a mage who knows the Spirit Sphere. Although he’ll be most attuned to spirits with Resonance similar to his own, that mage can read the local Gauntlet’s thickness, discern auras, sense spirits of all types, peek into the Penumbra through the Vidare (see Chapters Three and Four), and determine whether or not a material object has a spiritual component (as mystic Fetishes do).

Combined with other Spheres, that mage can spot forces, places, or items with unusual ties to the spirit world, such as Awakened objects, elemental spirits, possessed organisms, Shallowings, Nodes, and so forth.

Previous Mixers: Sphere Mixers Summary, feel free to go back and add your new ideas.

reddit.com
u/ChartanTheDM — 5 days ago

Sphere Mixers 141 - Life 3 and Prime 1

Welcome to part 141 of Sphere Mixers! This where we randomly choose two Spheres and two Ranks and brainstorm ideas for...

  • Conjunctional Effects using both of these Spheres or
  • Two Effects, one of each Rank, that work well together.

This month will be heavy on Life and Prime, by request, so get those ideas ready and make sure you're hitting the Ranks properly.

Life 3

••• Transform Simple Life-Forms / Alter Self / Heal Others

Advanced understanding allows the mage to radically alter simple organisms (turning a tree inside-out); transform one into another (changing fruit into insects); or – with Prime 2 – conjure them from raw energy.

Working with his own Pattern, that mage can work substantial alterations on himself, growing gills, claws, armor and so forth. He remains essentially human, but begins to master the definition of “human.” Meanwhile, he also gains the ability to heal damage to other complex organisms, put them to sleep, or inflict harm upon their living Pattern forms.

Prime 1

• Etheric Senses / Consecration / Infuse Personal Quintessence

A beginning study of Prime allows the mage to perceive and channel Quintessence from Nodes, Tass, Wonders, and magickal Effects. She may spot energetic ebbs and flows, can sense and at least try to read Resonance and Synergy signatures, and could also absorb Quintessence into her personal Pattern. Mages without at least one dot in Prime cannot absorb Quintessence beyond their Avatar Background rating. A Prime-skilled mage, however, may do so.

When infusing her Quintessence into an object, that mage may also consecrate the object with her personal energy. When she shapeshifts, steps sideways, or otherwise alters her Pattern’s metaphysical nature, that consecrated object will then change with her. In the process, it also picks up her personal Resonance… which, because it both identifies her and becomes essentially connected to her, is not always a good thing.

Previous Mixers: Sphere Mixers Summary, feel free to go back and add your new ideas.

reddit.com
u/ChartanTheDM — 7 days ago

Sphere Mixers 140 - Life 2 and Prime 1

Welcome to part 140 of Sphere Mixers! This where we randomly choose two Spheres and two Ranks and brainstorm ideas for...

  • Conjunctional Effects using both of these Spheres or
  • Two Effects, one of each Rank, that work well together.

This month will be heavy on Life and Prime, by request, so get those ideas ready and make sure you're hitting the Ranks properly.

Life 2

•• Alter Simple Life-Forms / Heal Self

Simple organisms – viruses, mollusks, insects, plants, etc. – become clay in the mage’s hands. He learns to adjust their Patterns (giving a crab wings, for example), and heal or kill them. Although he can’t yet transmute them into other states of being, he can cause flowers to bloom or wither, help trees bear fruit, and so on. Focusing on his own Pattern, he can also heal himself or perform small alterations (hair color, skin tone, height, weight, and so on) to his basic form.

Prime 1

• Etheric Senses / Consecration / Infuse Personal Quintessence

A beginning study of Prime allows the mage to perceive and channel Quintessence from Nodes, Tass, Wonders, and magickal Effects. She may spot energetic ebbs and flows, can sense and at least try to read Resonance and Synergy signatures, and could also absorb Quintessence into her personal Pattern. Mages without at least one dot in Prime cannot absorb Quintessence beyond their Avatar Background rating. A Prime-skilled mage, however, may do so.

When infusing her Quintessence into an object, that mage may also consecrate the object with her personal energy. When she shapeshifts, steps sideways, or otherwise alters her Pattern’s metaphysical nature, that consecrated object will then change with her. In the process, it also picks up her personal Resonance… which, because it both identifies her and becomes essentially connected to her, is not always a good thing.

Previous Mixers: Sphere Mixers Summary, feel free to go back and add your new ideas.

reddit.com
u/ChartanTheDM — 9 days ago

Sphere Mixers 139 - Matter 4 and Spirit 1

Welcome to part 139 of Sphere Mixers! This is where we randomly choose two Spheres and two Ranks and brainstorm ideas for...

  • Conjunctional Effects using both of these Spheres or
  • Two Effects, one of each Rank, that work well together.

Matter 4

•••• Complex Transmutation

Complex and radical transformations now become possible, especially with the addition of other Spheres. Pumpkins can be changed into carriages (Life 2), people into thrones (Life 5), cars into robots (combinations of Forces and Prime), or thin air into banquets, so long as the mage doesn’t mind racking up a little (or a lot…) of Paradox. Different principles can be combined in complicated ways, creating cybernetic machines or electrified gold. Complicated devices (guns, cars, computers) may be conjured out of empty space if the mage understands the principles behind such things (in game terms, possesses the proper Abilities). As usual, though, complicated creations demand extended rituals and many successes.

Spirit 1

• Spirit Sight / Spirit Sense

To most of humanity, the spirit world remains invisible. Not to a mage who knows the Spirit Sphere. Although he’ll be most attuned to spirits with Resonance similar to his own, that mage can read the local Gauntlet’s thickness, discern auras, sense spirits of all types, peek into the Penumbra through the Vidare (see Chapters Three and Four), and determine whether or not a material object has a spiritual component (as mystic Fetishes do).

Combined with other Spheres, that mage can spot forces, places, or items with unusual ties to the spirit world, such as Awakened objects, elemental spirits, possessed organisms, Shallowings, Nodes, and so forth.

Previous Mixers: Sphere Mixers Summary, feel free to go back and add your new ideas.

reddit.com
u/ChartanTheDM — 12 days ago

Sphere Mixers 138 - Entropy 4 and Spirit 3

Welcome to part 138 of Sphere Mixers! This is where we randomly choose two Spheres and two Ranks and brainstorm ideas for...

  • Conjunctional Effects using both of these Spheres or
  • Two Effects, one of each Rank, that work well together.

Entropy 4

•••• Affect Living Things

At this Rank, the mage assumes the awesome power of blessing, cursing, and conferring outright health or decay. By influencing the flow of entropy within a living body, that mage can grant outstanding vitality to, or inflict sudden disease upon, his subject. Such influence, as noted above, inflicts or heals aggravated damage and may grant long-term luck or misfortune. (Storyteller’s option as to how this manifests.)

Spirit 3

••• Pierce Gauntlet / Step Sideways / Rouse & Lull Spirit

Now the mage can cross over, transmuting his living tissue to ephemera. He may carry a few material possessions, although transmuting them as well raises both the difficulty of the roll and the number of successes required for the trip. (Normal clothing and items raise both factors by +1; bulky clothing and items raise them by +2.) That traveler must step sideways on his own; bringing large items or other people across demands a higher Spirit Rank. Meanwhile, a combined Spirit 3/ Mind 2 Effect allows the mage to read Resonance, Synergy, and other spiritual energies (Essence, a spirit’s place within a hierarchy, etc.).

At this Rank, a mortal mage can also harm an Umbral entity as if he was using Life 3 against that entity. While Spirit 2 allows the mage to touch that entity, Spirit 3 lets him actually damage its ephemeral Pattern’s integrity the way that Life 3 damages a physical creature’s form.

By combining this Rank with Matter 3 and Prime 2, the mage can also create short-lived objects from ephemera; such creations must be constructed as if they were material things, and they fade away at the end of the Effect’s duration.

Finally, this Rank helps the mage rouse the slumbering spirits within objects or places, or else put active spirits to sleep. (See Awakening Substances in Chapter Nine, p. 443).

Previous Mixers: Sphere Mixers Summary, feel free to go back and add your new ideas.

reddit.com
u/ChartanTheDM — 14 days ago

Sphere Mixers 137 - Entropy 5 and Mind 1

Welcome to part 137 of Sphere Mixers! This is where we randomly choose two Spheres and two Ranks and brainstorm ideas for...

  • Conjunctional Effects using both of these Spheres or
  • Two Effects, one of each Rank, that work well together.

Entropy 5

••••• Affect Thought / Shape Memes / Binding Oath

The most esoteric applications of Entropy allow the mage to alter ideas, strengthening or breaking down concepts. Although he does not affect the actual workings of consciousness, he can cause synapses to misfire (thus confusing perceptions and mental processing, inflicting penalties on an enemy’s dice rolls), bind someone to an oath, or degrade the patterns of thought. By doing so, that Entropic Master can craft, perpetrate, reinforce, and undermine arguments, beliefs, and even memories.

To do such things, the Master merely speaks to, or glances at, the subject of his attention. Chaos Masters can scramble someone’s perceptions with a few weird utterances, and Masters of Order can present arguments with apparently perfect logic. By offering compelling statements, the Master can create or destroy memes (see p. 594), thus influencing whole patterns of belief. An oath, meanwhile, ties the subject’s fate to her loyalty; if she breaks the oath, then her luck goes really, really bad.

In game terms, such feats demand a certain number of successes. Inspiring a whim requires only one or two successes, sparking a fancy takes three, setting or undermining a conviction takes four or five successes, and setting up obsessions demands five successes or more. Such activities are usually coincidental and are typically rolled against a difficulty of the subject’s Willpower, with a minimum difficulty of 4.

Mind 1

• Sense Thoughts & Emotions / Mind Shield / Empower Self

With basic mental magick, the mage learns to sense the emotions and surface impulses of other people. Although he cannot read specific thoughts, he’s able to perceive psychic impressions about a person or (with Matter 1) a place or object. Through this perception, he can guess at the nature of weak Resonance signatures and read the stronger ones outright. Even without Resonance, that mage can scan auras, note mood shifts, discern truth from lies, or grasp someone’s overall state of mind by way of a successful Arete roll.

Meanwhile, the mage also learns to shield his own mind from the thoughts and emotions of other people, constructing mental barriers around his aura, emotions, and consciousness. Each success on a coincidental Arete roll removes one success from any other character’s attempt to read those psychic elements.

On a related note, he also learns how to multitask and absorb data with startling acuity. Each success he rolls allows him to either consider an additional subject or speed the processing time that a normal person might require. For a scene or two, he can even raise one of his Mental Traits by one dot per success, thanks to a Mind Empowerment Effect that concentrates his mental faculties.

Previous Mixers: Sphere Mixers Summary, feel free to go back and add your new ideas.

reddit.com
u/ChartanTheDM — 16 days ago