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Classification: Union // Open Ref mage/power/sphere/forces

Forces

Sphere · Mage

Mage

Forces

Raising Storms

Specialties: Alchemy, Motion, Elements (any or all), Technology, Physics, Weather, Weaponry

Although modern physics disputes the old lines between matter and energy, the venerable study of Forces transcends human politics. This Sphere commands the energies of Creation, and its specialists are among the most powerful mages alive.

On a metaphysical level, the Forces Sphere commands energetic Patterns: fire, air, momentum, gravity, radiation, light, sound, and radio waves… the kinetic elements that shape and channel Earthly forces. Quintessence flows within such Patterns, so a mage can conjure new forces simply by adding some Quintessence to “empty space.” Different practices view such powers differently. Are they elemental spirits? Gods? Particles? Waves? Every Master has his or her own pet theory. In practical terms, however, this Sphere controls the Patterns of such forces – directing, transmuting, enhancing, or banishing their effects upon this world.

In game terms, Forces-based attacks inflict an additional success of damage. The nature of that damage depends upon the energies in question – see the Magickal Damage or Duration chart. Simple manifestations and manipulations are limited to the lower Sphere Ranks, whereas large-scale Effects demand higher levels of expertise. Most large Effects also demand plenty of successes and can become Paradox magnets for careless mages. Masters of Forces tend to carry a palpable aura of energetic command, with a Resonance that often alters their environments in uncanny, elemental ways.

● Perceive Forces

Unlocking basic perceptions of the elements, a Forces-savvy mage can sense the flow of forces in her environment. She can boost her perceptions into the infrared or ultraviolet spectrums, notice electrons, see in the dark, view X-rays, discern the flow of sound or radio waves, spot kinetic energies, and hear frequencies beyond the normal human range.

●● Manipulate Forces/ Elemental Touch

Although she cannot conjure energies just yet, the mage may now alter the flow of existing forces. Sound can be muted or amplified; shadows can be gathered, shaped, or dispelled. The mage can warp light to make things invisible, change their colors by altering the spectrum of localized light, or render them silent by bending sound waves in their vicinity. With a wave of her hand, she can disrupt electrical currents; flare flames; or direct the course of winds, momentum, or gravity.

Combining this Rank with other Spheres, that mage could also make an object (Matter) or organism (Life) attract or repel forces. Thus, she could weave minor protection spells or force-fields… or, conversely, turn that target into a magnet (perhaps literally) for the forces in question.

Despite its powers, this Rank is limited in scale. Assume that the mage can command energies around a single human-sized character or within a small area (20’ or less). To affect a larger area, you need a higher Rank in Forces.

●●● Transmute Minor Forces/ Telekinetics/ The Dragon’s Touch

Now the mage can alter and invoke the energies she could only touch before. By adding Prime 2, she may conjure winds, fire, electricity, gravitational wells, and so forth. Combining this Rank with Life or Matter, she can transform people into electricity (Life 5/ Forces 3); change water into air (Forces 3/ Matter 3), or attach elemental force to material forms – making them fly, pinning them to the ground, and having other, similar effects (generally with Life or Matter 3). And by adding an ephemeral Sphere to this Rank, she might erode or enhance energies (Entropy 3); manifest thoughts into energies (Mind 3); transmute spirit-stuff into physical energies (Spirit 3); or set triggers for energy fluctuations at some later interval (Time 4).

At this Rank, the scale of effect grows larger, now encompassing several dozen yards or a handful of characters.

●●●● Control Major Forces/ Gift of Zeus/ Weather-Witching

Larger Effects become possible. Our mage may now use the lower-Rank Effects over larger areas – a mile or more – to change weather patterns; conjure darkness; drop or raise temperatures; protect locations… or destroy them; and otherwise employ the previous levels on a much greater scale. For obvious reasons, such Effects tend to be vulgar and demand many successes to achieve.

●●●●● Transmute Major Forces/ Conjuring Infernos

With godlike power, a Forces Master works her Will upon vast areas. She can conjure tornados on a clear day, calm tides, and ignite the very air into a firestorm. Such mages earn the title “Nuke,” though few of them survive long enough to enjoy it. It’s easier to invoke such forces under the right conditions, of course – a cold snap comes more easily in winter than in summer – and such radical alterations have repercussions that often outlast the original Effect. In game terms, massive Forces spells should disrupt the weather and leave massive Resonance echoes behind.

See also 2

Abilities & Attributes

Paths & Numina

  • Alchemy mage/power/sorcery_path/alchemy
Referenced by 60

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