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  A Quick Reference for Mage 20th Anniversary Edition 
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Nine 
  Spheres 
  
   
   
   
  Credits 
   
  Written By: Charles Siegel 
  Developed By: Charles Siegel 
  Edited By: Terry Robinson of Mage: the Podcast. 
  Listen at https://magethepodcast.com/ 
  Special Thanks 
  Special thanks to my players, always inspiring me to 
  make new game aids; to Satyr Brucato, for bringing 
  Mage back; and of course, my wife, for all her love and 
  encouragement.  
   
   
   
  © 2019 White Wolf Entertainment AB. All rights reserved. Vam-
  pire: The Masquerade®, World of Darkness®, Storytelling Sys-
  tem™, and Storytellers Vault™ are trademarks and/or registered 
  trademarks of White Wolf Entertainment AB. All rights reserved. 
  For additional information on White Wolf and the World of Dark-
  ness, please, visit: www.white-wolf.com, www.worldofdarkness.com 
  and  www.storytellersvault.com. 
  
   
   
  Correspondence 
  No matter where you go, everyone is always connected. – Lain Iwakura Serial Experiments Lain 
  Specialties: Conjuration, Distortion, Gates, Scrying, Teleportation, Warding, Wayfaring 
  Correspondence mages know one fundamental truth about reality: there is no such thing as separation. All 
  things, always, have some sort of connection. Whether they call it the Law of Contagion or quantum entangle-
  ment, it means that you can affect or understand one thing by manipulating another. 
  Through Correspondence, a mage can reach across distances, travel with impossible speed, tie space in knots 
  reminiscent of M. C. Escher, and be in multiple places at once. When combined with other spheres, however, 
  the Correspondence sphere truly shines, as it allows magick to be worked at a great distance. Normally, a mage is 
  restricted to what their senses can perceive directly, but with Correspondence, space stops being a barrier to mag-
  ick, only an obstacle to overcome. 
  The Correspondence Ranges chart shows how many successes are needed to affect something at a given range, or 
  with a given connection, or to teleport to a given location. 
  Note: The sphere levels of an effect being cast at a distance cannot exceed the mage’s Correspondence rating, a 
  mage with Correspondence 2 cannot use Forces 3 at a distance. 
  • 
  Immediate Spatial Perceptions/Landscape of the Mind 
  With the first steps of understanding Correspondence, a mage can orient themselves, find hidden things in their 
  immediate vicinity, and generally know where they are and how they relate to things that are within their normal 
  sensory range, even if they can’t perceive them directly. 
  •• 
  Sense, Touch, Thicken and Reach Through Space/Correspondence Sensing 
  At this level, the mage can expand their perceptions to locations that aren’t within sensory range. By combining 
  this with other spheres, the mage can interact with other things at a distance, including teleporting small objects 
  and simple lifeforms from one place to another. They can also cover their tracks, making the perceptions of Cor-
  respondence 1 less able to track them. 
  ••• 
  Pierce Space/Open or Close Gates/Co-locality Perceptions 
  The mage is finally capable of using Correspondence to move themselves from location to location. Teleporta-
  tion opens up, as does the ability to open and close existing gates between places. Also, while Correspondence 2 
  allows the mage to view a distant location, at this level, they can view several places at once, though they appear 
  to occupy the same space to the mage. 
  •••• 
  Rend Space/Ward/Co-locate Self 
  An Adept of Correspondence can create gateways, permanently tying two locations together. Similarly, they can 
  create wards to prevent a targeted thing (other spheres are usually necessary) from crossing a given barrier. Final-
  ly, the ability to be in multiple places at once is obtained, though Mind is needed to function and Life to act 
  independently (see Effects). 
  ••••• Spatial Mutilation/Co-Location 
  A Master of Correspondence has few limits when it comes to space. They can stretch and compress anything 
  with the appropriate secondary spheres, perceive multiple locations distinctly at once with the addition of Life 3, 
  but most powerful at all, they can make the perceptions of Correspondence 3 real, causing multiple locations to 
  overlap with each other, allowing anything to cross from one to another effortlessly. 
  
   
   
  Correspondence Effects 
  Affect Distant Object 
  •• Correspondence/•• Matter 
  The mage can alter the basic properties of a nonliving 
  object anywhere they can reach (consult chart below 
  for successes required based on range or connection) 
  Clairvoyance  
  •• Correspondence/optional ••• Mind 
  The mage can view a distant location. With Mind, they 
  can communicate telepathically with anyone who is at 
  that location. 
  Conjure Earthly Being 
  •••• Correspondence/•• Life 
  Summons any living being currently on Earth, directly 
  teleporting it from where it is currently to the mage’s 
  location. 
  Create Multiple Images  
  ••• Correspondence 
  By bending space, the mage can cause an image to 
  appear in multiple places simultaneously. These will all 
  be identical and all will be affected by anything that 
  happens to one of them. 
  Create Multiple Objects  
  ••••• Correspondence/••• Matter/•• Prime 
  With Matter and Prime, a mage can create a single 
  object. Correspondence allows them to create several 
  copies simultaneously. 
  Levitation/Flying  
  ••• Correspondence/•• Life 
  The mage warps space around themselves so that they 
  appear to defy gravity, hovering above the ground or 
  even flying through the air. Though speed is up to the 
  Storyteller’s discretion, a rule of thumb is 20 
  MPH/success. 
  Open Gateway Between Locations  
  •••• Correspondence 
  This creates a gateway between two locations (see chart 
  for requirements to make the connection). This gate-
  way is large enough for a heavily encumbered human 
  to walk through without needing more successes. Ten 
  successes can make it permanent. 
  Ultimate Multitask 
  •••• Correspondence/••• Life/• Mind 
  The mage can be in multiple places at once. Not only 
  are they able to be in these places and interact with 
  them, but they are able to do so in each place inde-
  pendently. Without the Life sphere, they could only 
  do a single thing in all places. 
  Ward/Ban  
  •••• Correspondence/•• Prime/••  [Sphere(s)] 
  This allows the mage to mark off an area and, using 
  appropriate Sphere(s) at the second rank, prevent any-
  thing fitting a given description from entering that 
  area. 
  Correspondence Ranges 
  Successes 
  Range 
  Connection 
  Teleportation Range 
  One 
  Line of sight 
  Body Sample 
  Within immediate perception 
  Two 
  Very familiar 
  Close possession or companion 
  Very familiar place (home, 
  Sanctum, etc.) 
  Three 
  Familiar 
  Possession of casual friend 
  Familiar/Just saw it recently 
  Four 
  Visited once 
  Casual acquaintance or object once used 
  Visited briefly 
  Five 
  Described 
  locations 
  Briefly touched or met the person 
  Heard or saw it described 
  Six+ 
  Anywhere on 
  Earth 
  No connection 
  Teleporting totally blind 
  
   
   
  Entropy 
  Only entropy comes easy. – Anton Chekhov 
  Specialties: Chaos, Decay, Dissolution, Fate, Fortune, Necromancy, Order 
  Contrary to the words of Chekhov, the Entropy Sphere is quite difficult to master. Of all Spheres, it has a repu-
  tation for being the most likely to get away from the mage using it, or worse, to corrupt them directly. These are 
  the risks of manipulating the raw stuff of death and fate. More cautious mages focus on the probability and 
  chance side of the sphere, but chaos is hard to safely harnessed and the butterfly effect remains a constant worry. 
  Entropy is key to a wide range of magicks, but they divide most naturally into three types: death and decay, prob-
  ability and chaos, and fate and destiny. It can be used to cause things to break down and die, starting with ma-
  chines, then living things, and finally concepts and thoughts themselves. Using the sphere in this way risks Mor-
  bidity, however, and many unwary mages have learned that you become what you practice. 
  Marginally safer are probability and chaos, fate and fortune. An Entropy mage is always aware of the fact that a 
  small change in one place can cause huge effects elsewhere, making them among the most subtle of mages when 
  they choose to be. Fate and fortune, on the other hand, lets the mage take a certain amount of control over the 
  narrative of life, detecting lies, finding destinies, and even enforcing binding oaths at the peak of their power. 
  • 
  Sense Flaws, Fate & Fortune/Ring of Truth 
  With a basic understanding of Entropy, a mage can gain insight into  many things. One of the first things many 
  Entropy mages learn is to detect lies. Other applications involve detecting people who have strong fates, such as 
  people with Destiny, Dark Fate, or higher-level Entropy effects associated with them. Many mages also learn how 
  to predict randomness: the next throw of a die or the next card drawn from a deck. But possibly the most popu-
  lar application is the ability to spot the flaws and weak spots in things (often with other spheres for specifics). 
  •• 
  Control Probability 
  Though the first rank of Entropy allows a mage to predict a random event, at this level, they can control the 
  outcome. A dice can be forced to come up on a given number, or the mage can pull a specific card off the top of 
  the deck (assuming there’s one in there, of course), but even larger unlikely events are possible, such as traffic 
  accidents, though they would require more successes. 
  ••• 
  Affect Predictable Patterns 
  The most obvious predictable pattern is a material object. With this level of expertise, the mage can break these 
  patterns down, causing material objects to break and decay. The simpler the object, though, the more difficult 
  (computers break more easily than walls), but they can also be reinforced. Furthermore, luck is a predictable 
  pattern, and at this level the mage can give good and bad luck to others. 
  •••• 
  Affect Living Things 
  Not as predictable as materials, living patterns require this level of Entropy to manipulate. At this level, long 
  term luck can be controlled; and even healing and harming a person directly, causing aggravated damage. 
  ••••• Affect Thought/Shape Memes/Binding Oath 
  A Master of Entropy can manipulate ephemera such as thought. This includes destroying a train of thought, 
  confusing someone, perfecting a logical argument, binding an oath or even altering a belief, with stronger convic-
  tions requiring more successes. 
  Note: Altering thoughts is done with a difficulty of subject’s Willpower or 4, whichever is higher. 
  
   
   
  Entropy Effects 
  Alter Probability  
  ••+ Entropy 
  A mage can change how likely an event is. This ranges 
  wildly, from making dumb luck more likely on some-
  thing they’ve never tried before (called Beginner’s Luck 
  in Mage Revised) to always being able to make a die 
  come up on the desired number. 
  Binding Oath 
  ••••• Entropy 
  Some mages require stronger proofs of loyalty than 
  mundane contracts can manage. They use binding 
  oaths to enforce agreements, where breaking them will 
  immediately have several negative consequences. These 
  include horrible luck, but also often include an Oath-
  breaker Brand (see Book of Secrets page 216-217). 
  Bless/Curse  
  •••+ Entropy/optional ••• Life 
  The mage can grant good and bad luck. This effect is 
  confined to an area unless Life is added to tie it to a 
  person. Entropy 3 allows basic luck manipulation, 
  while 4 allows a much more thorough or specific bless-
  ing or lethally bad luck. 
  Cause Decay  
  •••+ Entropy 
  By channeling the fundamental power of destruction, 
  the mage can cause something to decay. Entropy 3 
  suffices for materials, 4 for living beings and 5 for 
  thoughts. When used against living beings, this causes 
  aggravated damage. 
  Disintegrate an Object 
  ••• Entropy/••• Time 
  All things die and disappear in time, even inanimate 
  objects. With this effect, a mage can accelerate the 
  process, causing virtually anything to turn to dust. 
  Only a few successes are needed for fragile objects that 
  would decay rapidly, but sturdy objects like bricks re-
  quire more. 
   
   
  Harm Ghost 
  ••• Entropy/•• Prime 
  This effect allows a mage to directly harm a ghost, 
  giving them the same power over it that Life 3 grants 
  them over the living. In the terms of Wraith: the 
  Oblivion, this damages the wraith’s corpus, but also 
  gives it points of Angst. If a mage does this, they are 
  likely to find themselves face to face with the wraith’s 
  Shadow or worse, to turn the wraith into a Spectre, a 
  ghost who desires nothing more than to drag every-
  thing around them screaming into Oblivion. 
  Ring of Truth 
  • Entropy 
  One of the most basic Entropy effects, Ring of Truth 
  allows the mage to determine if the target is deliberate-
  ly lying. Of course, this cannot detect someone passing 
  along false information that they believe to be true, 
  nor find the answer to a question that the person be-
  ing asked does not know. 
  Rot Body 
  •••• Entropy 
  Sometimes, you just need to dispose of a body in a 
  hurry, and can’t afford for Sleeper law enforcement to 
  find it. For any mage unfortunate enough to find 
  themselves in this situation, this effect is a godsend, 
  capable of rotted a body away to nothing. Even better 
  for those who need it, it can be used to start the rot-
  ting on a living body, causing aggravated damage, just 
  like Cause Decay does. 
  Spot Weakness  
  • Entropy 
  An extremely versatile effect that is often combined 
  with the first rank of another Sphere for more specific 
  information, it reveals the weaknesses in whatever is 
  targeted. For example, with Matter it is easy to find a 
  structural weakness and destroy a building, with Life 
  you can find someone’s bone that’s been broken be-
  fore and never healed right, and with several other 
  Spheres combined, things like finding weaknesses in 
  defenses and arguments become possible. 
  
   
   
  Forces 
  Those who fear the darkness have never seen what the light can do. – Lightning Blast from Magic: the Gathering 
  Specialties: Alchemy, Motion, Primal Elements (Fire, Lightning, Radiance, Cold, etc.), Physics, Technology, Weaponry, 
  Weather 
  The first Sphere people think of when they think about magickal combat, Forces is about much more than just 
  hurting an enemy, though it is extremely good at that. Many of the most iconic effects of both the Traditions and 
  the Technocracy fall under the purview of Forces, which, despite the theories of modern science, remains quite 
  distinct from the Sphere of Matter. 
  Through Forces, any form of energy can be manipulated, transformed, directed, enhanced or destroyed, whether 
  this means muffling sound to let the mage sneak around unheard, focusing light into a laser in a Void Engineer 
  rifle, superheating the air to burn a Hermetic’s enemies, or calling a hurricane to wipe out an offshore oil rig. 
  Note: Forces gains an additional success when determining damage from a direct attack. 
  • 
  Perceive Forces 
  With the first rank of Forces, a mage opens up an entirely new world of expanded perception. Both vision and 
  hearing rely on things manipulated by forces, so most normal enhancements of these senses are covered. This 
  includes extending the spectrum of light that the mage can see, whether down into radio and the infrared to 
  allow them to track heat signatures in the dark or beyond ultraviolet to gain X-ray vision. They can also render 
  other normally invisible forces visible, including kinetic energy, the frequencies of sound, whether a wire has live 
  electricity running through it, radioactive decay of a material or the pressure fronts from an oncoming storm. 
  •• 
  Manipulate Forces/Elemental Touch 
  The mage can now alter the flow of Forces, not just perceive them. This allows for the mage to enhance or weak-
  en a force in a given area (generally no larger than a single human or at most a small room, larger areas require 
  higher ranks of Forces). This is the key to moving silently or becoming invisible, and can be combined with Mat-
  ter or Life to alter how another object or being interacts with a given Force. 
  ••• 
  Transmute Minor Forces/Telekinetics/The Dragon’s Touch 
  An increase in rank increases the scale, the mage can now affect several people or an area the size of a small 
  house. Not only this, they can also conjure Forces from nothing with the addition of Prime 2.With Life 5, they 
  can transmute a person into energy and with Matter 3 can freely convert between Matter and Forces. 
  •••• 
  Control Major Forces/ Gift of Zeus/Weather-Witching 
  Though few fundamentally new things become available with this rank, the range over which Forces can be used 
  increases dramatically, now allowing the mage to affect a range of miles, making weather manipulation a possibil-
  ity. 
  ••••• Transmute Major Forces/Conjuring Infernos 
  Masters of Forces have few limits of what they can do, and they can do it over wide geographic regions. Torna-
  does on a clear day or a firestorm capable of destroying a city become possibilities at this level, though most Mas-
  ters have more sense than to do these things without carefully considering both the mundane and magickal con-
  sequences of them, after all, unleashing a hurricane is far easier than controlling it. 
   
  
   
   
  Forces Effects 
  Call Storm  
  ••••+ Forces/•• Prime 
  Powerful Forces mages can call up storms covering at 
  least a town, if not a larger geographic area. They ma-
  nipulate the temperature of the air, the speed of the 
  winds, and even bring in more humid air to do this, so 
  these storms don’t come from nowhere nor necessarily 
  appear quickly, but with enough successes, nearly any 
  weather event can be brought on. 
  Conjure Element  
  ••• Forces/•• Prime 
  By combining Prime with Forces, a mage can create 
  forces from nothing (except, of course, Quintessence). 
  For many mages, this is done through the classical 
  elements. With Forces, fire and wind (air) can be con-
  jured, but also light, sound and kinetics. This requires 
  a point of Quintessence. 
  Conjure Physical Illusion  
  ••+ Forces/•• Prime 
  By conjuring up forces directly, including light and 
  sound, and infusing them with Prime, the mage can 
  create illusions that have all of the sense of reality of 
  the truth, but yet aren’t real. See the Mind Sphere for 
  details on disbelieving illusions. 
  Create Multiple Images  
  ••+ Forces/•• Prime 
  By crafting light, the mage can create multiple images 
  of an object. This is similar to the Correspondence 
  effect of the same name, but the copies are illusions. 
  Direct Existing Elements  
  ••+ Forces 
  Forces that already exist can be manipulated by the 
  mage. This covers redirecting those energies as well as 
  enhancing or weakening them. 
  Erode Energies  
  ••• Force/••• Entropy 
  Entropy combines with Forces to allow a mage to de-
  grade and destroy Forces that they come across.  
   
  Immersive Illusions  
  ••••+ Forces/•••• Mind/••••+ Prime 
  At this level, illusions are solid and detailed enough to 
  seem real. These illusions are extremely convincing, 
  and are sometimes referred to as “holodeck” illusions. 
  Invisibility/Silence Field  
  •• Forces 
  With this understanding of the Sphere of Forces, the 
  mage can utterly depress a force in an area. This can 
  result in things such as invisibility and silence when 
  applied to light and sound, though without Corre-
  spondence, the mage will be unable to see or hear. 
  Invisibility on Living Being  
  •• Forces/•• Life 
  Like the Invisibility Field, but by adding Life it will 
  follow along with a living Pattern as it moves. 
  Levitation/Flying  
  ••+ Forces 
  This effect allows the mage to fly, lifting themselves 
  into the air. Forces rank determines how fast and ma-
  neuverable they are once they start flying. 
  Speed/Slow Velocity 
  ••+ Forces 
  With this effect, the mage can increase or decrease the 
  speed of an object, adding or removing damage dice. 
  Transform Forces  
  ••• Forces/•••+ [appropriate Sphere] 
  The mage is capable of transforming a force into some-
  thing else, or vice versa, based on what Sphere they are 
  combining it with. With Matter 3, Spirit 3 or Mind 3, 
  materials, ephemera, and thoughts, respectively, can all 
  be converted to energy. With Life 5, however, a person 
  can be converted into some form of sentient energy. 
  Telekinesis  
  ••+ Forces 
  This effect allows the Mage to move objects around at 
  a distance, as though with Strength and Dexterity 
  equal to their Forces rank. 
  
   
   
  Life 
  Life is really simple, but we insist on making it complicated. - Confucius
  Specialties: Cloning, Creation, Disease, Evolution, Healing, Improvement, Injury, Shapeshifting, Transformation, 
  Wounding 
  The Life Sphere is particularly focused on transformations, because if there’s one thing that Life isn’t, it’s static. 
  Living Patterns are constantly changing, growing, being born and dying, and a Life mage understands this in a 
  way that is difficult for others to fully grasp. 
  Anything that is alive or is still viable enough for transplant is governed by this Sphere. Things that are irrevoca-
  bly dead transition to Matter, but a very recent corpse would still be covered by Life, as would anything that 
  seems inert but actually contains living things, such as yogurt, live-culture cheese, plants, etc. Even vampires re-
  quire that both Life and Matter be used to affect them in any significant way (see below for other Night-Folk). 
  Note: Any creature changed with Life but not changed permanently (see below) suffers from Pattern Bleeding 
  and takes one lethal damage per day unless fed Quintessence via Prime. 
  • 
  Sense Life 
  The most basic level of expertise with Life allows a mage to detect living things. This covers both knowing that 
  they are there and also their general state, including age, physical characteristics, and health. More information 
  can be gained by combining it with other spheres as well. 
  •• 
  Alter Simple Life-Forms/Heal Self 
  Once the mage is able to do more than perception, simple lifeforms (generally invertebrates) can be changed in 
  significant ways, such as grafting features from one species onto another. This includes making flowers bloom or 
  whither, helping trees grow, etc. Of more common use, though, is the ability to heal the mage’s own Pattern, as 
  well as transforming the self in small ways, mostly cosmetic: skin color, hair color and style, height and weight 
  within moderate bounds. 
  ••• 
  Transform Simple Life-Forms/Alter Self/Heal Others 
  Simple living things now bow to the mage’s whims. The mage can warp them in significant ways, including trans-
  forming one into another, creating them from raw Prime energy (with Prime 2), and keeping them alive while 
  changing them in ways that shouldn’t work. Working with humans, the mage can now disguise other people, 
  heal them, harm them directly, and put them to sleep (a technique more commonly associated with Mind). The 
  mage can now transform themselves in more significant ways, like adding gills, wings, or natural armor. 
  •••• 
  Alter Complex Life-Forms/Transform Self 
  Adepts of Life can transform complex life-forms in expansive ways: dogs with wings, cats with tentacles and even 
  stranger things are possible. Other species can be uplifted, giving them things like opposable thumbs and in-
  creased mental capacity by making their brains more complex. The intrinsic nature cannot be changed, though: a 
  cat will still be a cat, just with additional or altered features. Furthermore, the mage can transform themself into 
  another creature of similar mass, though this doesn’t automatically confer any of that creature’s abilities. 
  ••••• Transform & Create Complex Life-Forms/Perfect Metamorphosis 
  Masters of Life can transform into anything they want. With Prime, they can create even complex life like hu-
  mans ex nihilo, though with no mind or spirit without other Spheres. Finally, they can transform others. At this 
  point, the Master can do virtually anything they like with life.  
  
   
   
  Life Effects 
  Adapt to Environment  
  •• or ••• Life 
  A Life mage is capable of adapting their body (and 
  others at a higher rank) to extreme environments on 
  Earth. Additional Spheres and ranks may be needed 
  for supernatural environments, however. 
  Alter Age 
  Life •••••/Entropy •••• or Time ••• 
  This effect allows the mage to change their or someone 
  else’s age. Decreasing age comes with a +3 difficulty 
  (see Time). 
  Animate Corpse or Parts 
  •• Life/•• Prime 
  The remains of the freshly deceased are still covered by 
  the Life Sphere. So as long as the body is in good 
  shape and relatively recently deceased, it and its parts 
  may be animated through infusion with Quintessence 
  and controlled by the mage with this effect. 
  Cause/Cure Disease  
  •• or ••• Life 
  With control over Life comes control over disease. 
  With Life 2, it is possible to cure disease in yourself (or 
  cause it, for that matter) and with Life 3, in others. 
  Conjure Element  
  ••• Life/•• Prime 
  The mage can, as with the Matter and Forces variants, 
  conjure up a pure example of a living element, most 
  commonly wood. This requires a point of Quintes-
  sence. 
  Grow New Limbs or Other Features  
  ••• or •••• Life 
  With Life 3 (for self) or 4 (for others), the mage can 
  make significant changes to humans, adding funda-
  mentally new features, like additional limbs. 
  Heal/Harm Living Being  
  •• or ••• Life 
  This is one of the most common effects for any Life 
  mage. At Life 2, they can heal themselves, at Life 3 
  they can heal others and also cause direct aggravated 
  damage (which is vulgar), also sometimes called “Rip 
  the Man-Body.” 
  Heal/Harm Supernatural Being 
  ••• Life/••• [Sphere] 
  Supernatural beings often have a dual nature. This 
  requires a secondary Sphere in order to affect them as 
  Life can affect normal humans. For the fae, this Sphere 
  is Mind, for vampires it is Matter, and for werecrea-
  tures it is Spirit. 
  Increase Physique/Traits  
  ••• or •••• Life 
  Also known as “Better Body,” the mage can increase 
  their Physical Attributes by one dot per success. With 
  Life 4 they can increase the traits of others. 
  Revive Recently Dead  
  •••• Life/•••• Spirit/••• Prime 
  One of the most powerful and difficult effects available 
  to a Life mage, this allows them to bring the recently 
  dead back to life. Here, recent means a very short time, 
  and is best used within a few minutes of death. 
  Shapeshift  
  •••• or ••••• Life 
  A traditional skill of powerful wizards is the ability to 
  change their shape. With this effect, the mage can do 
  this, preserving size with Life 4 and removing that 
  restriction with Life 5. 
  Soak Aggravated Damage 
  ••• Life 
  With this effect, the mage can soak aggravated damage. 
  It is nearly always vulgar, but when it’s needed, it’s 
  worth it. 
  
   
   
  Matter 
  The nitrogen in our DNA, the calcium in our teeth, the iron in our blood, the carbon in our apple pies were made in the 
  interiors of collapsing stars. We are made of starstuff. – Carl Sagan 
  Specialties: Alchemy, Complex Patterns, Conjuration, Forging, Refinement, Shaping, Transmutation 
  Though mystics would never claim that Matter is truly inert, for quite some time, Matter by itself was considered 
  a somewhat less interesting Sphere. It focuses on objects that have no motivating force of their own, and is main-
  ly considered useful as a metaphor for more advanced studies. 
  This all changed with the advance of technology. Matter is a solid but dynamic Sphere, responsible for many of 
  the wonders of the modern world and much more appreciated by modern mages, scientists, and mystics alike. 
  Matter is capable of transmutation, its most classical technique, but also can create lightweight, nonrestricting 
  armor, weapons that are nigh unbreakable, and machines that look like one thing but are actually another. 
  Thanks to the tight ties with technology and to just how direct the Sphere tends to be, many practitioners use 
  very hands on instruments to manipulate it: forges and tool kits are among the most popular, and many Matter 
  mages also focus in other Spheres to give them the opportunity to build Wonders, as Matter is often essential to 
  creating an object of sufficient quality to hold the magicks involved. 
  • 
  Matter Perceptions 
  The most basic abilities associated with the Matter Sphere are the ability to analyze the composition of objects. 
  The mage can tell what an object is, understand its structure (including hidden parts) and, of course, more 
  knowledge is available when combined with other spheres. 
  •• 
  Basic Transmutation 
  Some of the most sought after secrets of the ancient world become available with the second rank of Matter. The 
  mage can transmute one material to another so long as the two have some basic properties in common (shape, 
  temperature, state, etc.), bringing lead into gold into reach. More complex materials require more successes, 
  though radioactive materials require Forces.  
  ••• 
  Alter Form 
  The mage can now change the fundamental properties of a material during a transmutation, though not perma-
  nently. Several basic properties can be manipulated directly, such as density. At this level, the mage can directly 
  break objects apart or mend them if they have all of the pieces. 
  •••• 
  Complex Transmutation 
  Now, composite materials made up of several “pure” ones can be manipulated. In fact, this level of control allows 
  the mage to just create complex machinery, provided that they understand the principles needed to make it work 
  (for example, Technology and Computers to create a laptop). 
  ••••• Alter Properties 
  Any substance known to man and many that aren’t can be created at this level. Some will still require other 
  Spheres, such as Prime (Primium) or Forces (radioactive materials), but for anything that is purely controlled by 
  Matter, the mage can create or transmute anything. 
   
   
  
   
   
  Matter Effects 
  Animate Bones & Remains  
  •• Matter/•• Prime 
  Once the majority of a corpse has rotted away and all 
  that is left is inanimate matter such as bones, the Mat-
  ter Sphere (along with Prime) is capable of animating 
  them and giving the mage control over their actions. 
  Convert Matter to Ephemera 
  ••• Spirit/•• Matter 
  By combining Spirit with Matter, the mage can convert 
  physical objects into ephemera, pushing them into the 
  Umbra where they can interact with spirits directly. 
  Conjure New Object  
  •••+ Matter/•• Prime 
  Though the level of Matter needed is dependent on 
  the complexity of the object being conjured, the mage 
  can create it from pure Quintessence. Anything that 
  has 
  complex 
  structure 
  requires 
  the 
  mundane 
  knowledge of how it works in order to make it correct-
  ly. This effect will always cost at least one point of 
  Quintessence. 
  Conjure Element  
  ••• Matter/•• Prime (earth, metal, water) 
  Similar to the Life and Forces variants, with Matter 
  and Prime the mage can create material elements, such 
  as earth/stone, water and metal (usually iron). This 
  requires a point of Quintessence. 
  Consecrate/Harden/Perfect an Object  
  •••+ Matter 
  With a sufficient understanding of Matter, a mage can 
  build a perfected version of an object. Higher ranks are 
  needed for more complex objects, but the end result is 
  the same: an object created with no flaws, that is more 
  durable than normal, and which can survive the rigors 
  of being used to create a Wonder. 
  Create or Destroy Material 
  •• Matter/•• Prime 
  For very simple materials, the mage can either create 
  them from raw Quintessence or else draw the Quintes-
  sence from them, destroying them utterly. 
  Create Periapt/Matrix 
  ••••• Matter/••• Prime 
  With Mastery of Matter along with some Prime, the 
  mage can create a class of Wonders called Periapts by 
  the Traditions and Matrices by the Technocracy. These 
  Wonders can store Quintessence (or Paradox, for that 
  matter) but require at least the second rank of Prime to 
  use. 
  Disintegrate an Object  
  ••• Entropy/••• Matter 
  By combining Matter and Entropy, a mage can utterly 
  destroy an object by infusing it with the pure energy of 
  decay. The object will crumble to dust if enough suc-
  cesses are reached, with more durable objects requiring 
  more successes. If enough successes to turn it to dust 
  aren’t reached, the object may still be rendered useless 
  by the damage it takes. 
  Levitation/Flying  
  ••• Correspondence/•• Matter 
  The mage warps space around an object so that it ap-
  pears to defy gravity, hovering above the ground or 
  even flying through the air. 
  Transform Objects  
  ••+ Matter/[appropriate Sphere] 
  This effect converts an object of one sort to an object 
  of another. It only requires Matter to convert between 
  different inert materials, but more complex transfor-
  mations will require other Spheres. For instance, it 
  would only require Matter 2 to convert water to wine, 
  but converting wine into blood would require an addi-
  tion of Life 3. 
   
  
   
   
  Mind 
  It is the nature of the self to manifest itself, in every atom slumbers the might of the self. — Muhammed Iqbal 
  Specialties: Astral Travel, Communication, Dreams, Emotion, Empathy, Illusions, Mind-Shielding, Psychic Combat, 
  Psychodynamics, Self-Empowerment, Social Programming 
  The Mind Sphere is one of the most subtle Spheres in Mage. It allows its users to alter perceptions, thoughts, 
  emotions, and beliefs directly. Given that none of these things has a physical reality outside of the person hold-
  ing them, almost all uses of the Mind Sphere (other than those in conjunction with another Sphere) are coinci-
  dental. 
  Beyond seizing control of other minds, the Mind Sphere gives the mage much more control over their own. 
  From Empower Self allowing them to increase their Mental Attributes to the ability to separate the mind from 
  the body and travel to the Astral Realms in a form that acts as a native to it, near absolute control of their own 
  Mind is one of the benefits Mind mages get. 
  Note: Many Mind effects have difficulty of the target’s Willpower with a minimum difficulty of 4, and +3 
  difficulty for either drastic acts or for use against supernatural beings rather than the usual difficulties of vul-
  gar or coincidental magick. A mental attack may be resisted with a Willpower roll as well. Illusions can be 
  disbelieved with a Willpower roll (purely mental) or a Perception + Alertness roll (physical illusions) as per 
  the chart below. 
  • 
  Sense Thoughts & Emotions/Mind Shield/Empower Self 
  Even a mage with only the most basic knowledge of Mind is capable of significant effects. They can read surface 
  emotions and impulses, including auras and (with Matter) basic psychometry (reading impressions from objects), 
  though specific thoughts are beyond them. Further, they can defend themselves from the mental influences of 
  other supernatural beings. Finally, they have the power to enhance mental attributes directly, albeit temporarily. 
  •• 
  Read Surface Thoughts/Empathic Bond/Create Impressions/Mental Impulse 
  At this point, the mage can read memories from objects and places (with Matter) and can handle simple 
  thoughts directly. Though  telepathy must wait, they can send emotional impulses and sometimes single words. 
  ••• 
  Mental Link/Project Illusions/Dreamwalk/Psychic Blast 
  Finally, the mage can forge direct mind-to-mind connections. This allows the mage to communicate mentally in 
  full sentences and thoughts, alter someone’s perceptions to create illusion, and even enter the dreams of others. 
  At this point, Mind is capable of being used to cause pain directly, which results in bashing damage to the target. 
  •••• 
  Control Conscious Mind/Alter Consciousness/Astral Projection 
  Viewed optimistically, this level of Mind allows a mage to perform psychic surgery, healing mental illness, help-
  ing someone to get past trauma and the like. Less optimistically, it allows a person to do untold damage to a 
  conscious mind, altering memories, and even taking control of their actions. The mage can also leave their body 
  behind and travel the universe through astral projection. 
  ••••• Control Subconscious/Forge Psyche/Untether Consciousness 
  With mastery of Mind comes the ability to permanently change their own mind and that of others. Mental at-
  tributes can be increased (or decreased!) and Nature can be changed, with Life 4 they can swap their mind into 
  another body. The Master can untether others so that they can visit the astral realms, but most of all, they can 
  create intelligence from scratch. 
  
   
   
  Mind Effects 
  Astral Body of Light  
  ••••+ Mind/••• Spirit/•• Prime 
  The mage not only untethers from their body, but 
  combines it with a Body of Light, granting the astral 
  form additional protection. 
  Conceal/Alter Aura  
  • Mind 
  By masking their true thoughts, the mage can alter or 
  hide their aura from Spirit and Mind sight. 
  Conjure Mental Illusions  
  ••+ Mind or ••• Mind optional ••• Life 
  This effect creates mental illusions. To make more 
  complex ones requires a higher rank of Mind, bashing 
  damage requires Mind 3.  Life 3 must be added to do 
  aggravated damage. 
  Influence Mood  
  •• Mind 
  Not the fine control of telepathy, but with this effect 
  the mage can alter the mood of a target. 
  Psychic Pain Blast  
  ••• Mind/optional ••• Life 
  This effect is a direct mental attack and does bashing 
  damage, unless Life is included, which causes aggravat-
  ed damage. 
  Scramble Thoughts  
  ••• Mind 
  This effect causes the target’s train of thought to dis-
  appear, leaving them confused and disoriented. 
  See Auras  
  • Mind 
  This effect allows the mage to read auras (see Mage: 
  the Ascension 20th Anniversary Edition page 507) 
  See Avatar  
  ••• Mind/•• Prime/• Spirit 
  With this Effect, the mage can see another’s Avatar. 
  See Through Mental Illusions  
  •••• Mind 
  When disbelief fails to pierce illusions, this effect al-
  lows the mage to brute-force separate intrusions from 
  reality in their mind. 
  Share Perceptions  
  •• Mind/• [appropriate Sphere] 
  This effect allows the sharing of mystic perceptions. 
  Sleep Spell  
  •• Mind or •••• Mind 
  The weaker version suggests and the stronger compels 
  the target to go to sleep. 
  Telepathy  
  ••• Mind 
  The mage can establish direct mental communication. 
  Translate Languages  
  ••• Mind/optional •• Forces 
  This allows the mage to understand the language of 
  someone they are interacting with. Forces can be add-
  ed to alter the sound waves and bring others into the 
  conversation. 
  Disbelieving Illusions 
  Believability 
  Difficulty 
  No fucking way! 
  3 
  Hard to swallow 
  4 
  Implausible 
  5 
  Possible 
  6 
  Probably 
  7 
  Likely 
  8 
  Too damned likely! 
  9 
  Illusion Complexity 
  Successes 
  Feat 
  One 
  Simple, one sensation 
  Two 
  Simple and moving, one sensation 
  Three 
  Complex and stationary or simple and moving (two sensations) 
  Four 
  Complex and moving (several sensations) 
  Five 
  Complex and reflexive (multiple sensations) 
  Six+ 
  Complex and interactive (full sensation) 
  
   
   
  Prime 
  In the beginning there was nothing, which exploded. – Terry Pratchett 
  Specialties: Artifice, Channeling, Creation, Destruction, Enchantment, Perceptions, Resonant Effects 
  The Prime Sphere deals with manipulating the fundamental stuff of magick. Prime is also the fundamental 
  Sphere when it comes to reinforcing or degrading reality itself, being able to unmake many thing alone, and 
  anything at all with conjunctional Spheres. 
  It should also be considered an essential Sphere for most mages, so that they can use various sources of Quintes-
  sence and potentially even create Wonders. 
  Note: Prime can be used to harden reality and make an enemy’s magick more difficult to cast. The mage rolls 
  their Prime rating at difficulty 8, and each success adds one to the difficulty of an effect being cast. 
  • 
  Etheric Senses/Consecration/Infuse Personal Quintessence 
  With the basics of Prime, the mage can watch the flows of the fundamental energies of magick. This allows them 
  to use Quintessence from Nodes and to hold more Quintessence than their Avatar Background. By watching 
  flows of Quintessence, the mage can read Resonance and Synergy directly. They can also consecrate an item, 
  keying it to their Pattern so that it follows along when they shapeshift, step-sideways or otherwise transform 
  themself or travel magickally. 
  •• 
  Fuel Pattern/Construct Patterns/Enchant Patterns/Body of Light 
  This level of Prime allows the mage to create Patterns (with the appropriate Spheres) out of pure Quintessence. 
  By adding this rank of Prime to an attack or using it on a weapon, the attack will cause aggravated damage by 
  attacking the Pattern directly. They may also consecrate a living being at this point. Finally, they can create a 
  Body of Light as described below. 
  ••• 
  Channel Quintessence/Enchant Life/Energy Weapon/Craft Periapts & Temporary Wonders 
  The mage is now capable of creating the simplest Wonders. With Matter, they can make Periapts, and with 
  whatever Spheres are necessary for their effects, one-use Wonders like Gadgets and Charms. In addition to being 
  able to create these, the mage is now capable of using a Periapt, both filling it and drawing Quintessence from it, 
  as well as being able to directly draw Quintessence from Nodes, Junctures and Tass. They can also enchant living 
  beings to do aggravated damage and create weapons out of pure Quintessence, though at a cost of one Quintes-
  sence per turn/use. 
  •••• 
  Expel of Infuse Energy/Tap Wellspring/Craft Tass & Permanent Wonders 
  An Adept of Prime is capable of destroying objects and energies simply by extracting the Quintessence so that 
  they no longer exist. Similarly, the mage can create unbreakable objects that are almost more real than real. They 
  can also draw Quintessence from a Wellspring, create Soulgems (periapt filled with the mage’s resonance) and 
  even forge permanent Wonders, like Talismans and Artifacts. At this level, it is even possible to distill Quintes-
  sence into Tass. 
  ••••• Infuse or Withdraw Life Force/Create Node & Soulflower/Nullify Paradox 
  Masters of Prime are always able to draw on the ambient Quintessence of the universe. They can also create 
  brand new Nodes at a location of their choice. Just as they could draw the Quintessence from an object or energy 
  (or infuse it) they can now do the same to living beings. With Mastery of Life as well, they can create Soulflowers 
  — living periapts. The Master can even spend Quintessence to cancel Paradox with proper preparation. 
  
   
   
  Prime Effects 
  Bless/Curse  
  ••••• Prime 
  By infusing a person with the raw energy of existence 
  (or drawing it away from them), the mage can confer a 
  blessing or curse onto them. 
  Conceal/Alter Aura  
  •• Prime 
  Through subtle changes to Resonance, the mage can 
  alter or hide their aura from Spirit and Mind sight. 
  Consecrate/Harden/Perfect an Object  
  •• Prime 
  Similar to Bless/Curse, by infusing an object with raw 
  quintessence, it can be made more perfect and capable 
  of being used as a base for a Wonder. 
  Craft Wonder  
  ••••+ Prime [Spheres in Wonder’s Effects] 
  With this effect, the mage can create a permanent 
  Wonder, and if they so choose, can give it its own 
  Arete so that Sleepers can use it (costing a permanent 
  point of Willpower). Without that ability, it is techni-
  cally only an Invention or Artifact. This same effect 
  can be used to create a Fetish when the spirit in ques-
  tion is willing. 
  Create/Destroy New Node  
  •••• or ••••• Prime 
  A Master of Prime can create a Node, though the ritual 
  is difficult and requires a large number of successes (10 
  per level of Node Background). With only four ranks, 
  though, a Node can be drained out of existence. 
  Create Quintessence Weapon  
  ••• Prime 
  The mage can craft a weapon directly from Quintes-
  sence. This is expensive, costing one Quintessence per 
  use. 
  Employ Periapt  
  •• Prime/optional •• Correspondence 
  Though Prime 3 is needed to recharge it or draw the 
  Quintessence into their Pattern, with Prime 2 a mage 
  can make use of a Periapt to power their effects. 
  Enchant Weapon/Armor  
  •• Prime 
  This effect causes the weapon in question to do aggra-
  vated damage, or for the armor to be able to soak ag-
  gravated damage if it couldn’t before. 
  Fuel New Pattern  
  •• Prime/appropriate Sphere 
  This effect gives fine enough control for the mage to 
  create new Patterns with the appropriate Spheres. 
  Nullify Paradox  
  ••••• Prime 
  A Master of Prime is capable of canceling out Paradox 
  by spending quintessence, one for one, limited by suc-
  cesses on this Effect. 
  Refine Tass  
  •••• Prime 
  This effect allows the mage to distill Quintessence 
  from a Node or Wellspring into Tass. 
  Share/Exchange Quintessence  
  ••• Prime 
  The mage can move Quintessence from place to place, 
  using Tass, exchanging it with others, and placing it 
  into a Periapt. 
  Tap Wellspring  
  •••• Prime 
  A Wellspring is a temporary Node, generating Quin-
  tessence from some event with a strong Resonance, 
  and with this Effect, a mage can take advantage of one. 
  Weave Body of Light  
  •• Prime 
  This creates an idealized form of the mage’s body out 
  of Quintessence, protecting them during Astral Travel. 
  
   
   
  Spirit 
  The library is inhabited by spirits that come out of the pages at night. — Isabel Allende 
  Specialties: Celestials, Fetishes, Gauntlet Manipulation, Infernals, Naturalism, Necromancy, Possession, Primal Spirits, 
  Shadow-Walking, Spirit Dealings, Tech Spirits, Umbral Travel 
  Often thought of as the domain of werewolves, the Spirit Sphere gives a mage the ability to explore and interact 
  with Otherworlds and their denizens. These beings range from the Umbral reflections of the animals that live on 
  Earth up to and beyond the gods of mythology and heroes of legend. 
  While strictly speaking, Spirit alone is needed to go to anywhere in the Umbra, it is easier to reach the Astral 
  Realms with conjunctional Mind and easier to reach the Underworld and Shadowlands with conjunctional En-
  tropy and Life. Similarly, those Spheres are particularly useful in dealing with Spirits from those Realms. 
  Spirit is also capable of summoning Otherworldly beings and binding them to the mage’s will. This is only rec-
  ommended for particularly powerful mages, others should at least attempt to negotiate, which leads to Spirit 
  mages having high Social Attributes and related Abilities, such as Subterfuge and Etiquette, to navigate the nigh-
  incomprehensible hierarchies of the Spirit world. 
  Note: Many difficulties for Spirit magick are based on the Gauntlet rating rather than on the usual difficulty 
  scale. This is most often the case for effects that involve seeing or acting past the Gauntlet. 
  • 
  Spirit Sight/Spirit Sense 
  With the ability to perceive the world of spirits, the Mage can see auras, see the strength of the Gauntlet and 
  even peek through it into the Penumbra. They can also see if an object has an awakened spirit or is a Fetish. 
  •• 
  Touch Spirit/Manipulate Gauntlet 
  Once the mage can manipulate Spirit, they can reach across the Gauntlet. This lets them speak to spirits and 
  even fight them if need be. They can also decrease or increase the Gauntlet rating in an area, though to a mini-
  mum rating of 4. With Astral Projection (see Mind 4), this is enough to explore the Umbra in that form. 
  ••• 
  Pierce Gauntlet/Step Sideways/Rouse & Lull Spirit 
  At the third Rank, the Spirit mage can actually enter the Umbra physically, converting their body to ephemera. 
  The mage can interact with spirits as though they were living and the mage had Life 3, so healing and harming 
  spirits directly is possible. The mage can also awaken the spirits of objects or locations (or lull them to sleep). 
  •••• 
  Rend Gauntlet/Seal Breach/Bind Spirit 
  Skilled Spirit mages can actually rip open holes in the Gauntlet so that groups and large objects can enter the 
  Umbra, as well as close holes if they find one. Most powerful, though, they can compel spirits, forcing them to 
  appear and tie them into locations or objects (including making Fetishes). This even includes inviting spirits into 
  their body or exorcising them from others. 
  ••••• Force Ephemera/Gilgul/Break the Dreamshell 
  Masters of Spirit can execute the most horrific punishment that the Traditions offer: Gilgul, the destruction of 
  the offender’s Avatar. But just as they can destroy, these Masters can create anything they want out of spirit stuff, 
  including creating new Realms (though filling them will require other Spheres). These Realms will often serve as 
  bases, because these Masters can finally enter the Deep Umbra. 
   
  
   
   
  Spirit Effects 
  Awaken Object’s Spirit  
  ••• Spirit 
  The mage can awaken the spirit of an object. This gives 
  the object a bit of personality, and it will work better 
  for the owner and worse for others, so long as the 
  mage treats it well. If they don’t, then it might fail 
  them at a critical moment. 
  Bind Spirit to Fetish   
  •••• Spirit 
  With this effect, the mage can force an unwilling spirit 
  into a Fetish (or bind a willing one, for that matter). 
  Command Spirit  
  •••• Mind/•••• Spirit 
  Just as a powerful Mind mage can control a person, 
  someone who is skilled with both Mind and Spirit can 
  force a spirit to do their bidding. 
  Conceal Avatar  
  •• Spirit/• Mind 
  An effect that is essential in rare circumstances but 
  useless most of the time, this allows the mage to hide 
  their Avatar from anyone who searches for it. 
  Conjure Spirit  
  ••• Spirit 
  At this level, the mage can call a spirit to them and 
  reliably compel them to appear. Of course, controlling 
  them once there requires the fourth rank. 
  Drain Spirit’s Essence  
  •••• Prime/•••• Spirit 
  This effect allows the mage to damage a spirit’s exist-
  ence directly and pull Quintessence from them. This is 
  capable of destroying weak spirits entirely. 
  Harm Ghost/Spirit  
  ••• Spirit 
  This effect allows the mage to harm ephemeral beings, 
  such as ghosts and spirits, directly. A spirit or ghost 
  destroyed in this way can reform after a time. 
  Open/Close Gateway  
  •••• Spirit 
  The mage is capable of opening and closing gateways 
  into the Umbra. 
  Read Resonance/Synergy 
  ••• Spirit/•• Mind 
  By combining Mind and Spirit (and appropriate 
  Spheres to affect the target), the mage can read the 
  resonance and synergy of an event, place, object, etc. 
  See Auras  
  • Mind or • Spirit 
  This effect allows the mage to read auras (see Mage: 
  the Ascension 20th Anniversary Edition page 507) 
  Touch Spirit  
  •• Spirit 
  The mage can interact directly with spirits. With this, 
  they can attack the spirit, even if the Gauntlet lies be-
  tween them 
   
   
  Gauntlet Difficulties and Thresholds 
  Area 
  Difficulty 
  Successes Needed 
  Node 
  3 
  One 
  Deep Wilderness 
  5 
  Two 
  Rural Countryside 
  6 
  Three 
  Most Urban Areas 
  7 
  Four 
  Downtown 
  8 
  Five 
  Technocracy Lab 
  9 
  Five 
  
   
  Title of the Chapter 19 
   
  Time 
  Prediction is very difficult, especially if it’s about the future. — Unknown 
  Specialties: Alternate Timelines, Divination, Perceptions, Prophecy, Temporal Manipulation, Time Travel, Triggers 
  Time travel has fascinated humanity since the first imaginings of the topic, but has always been out of reach. 
  Except to Masters of Time, that is. They can not only bend time in all sorts of ways that most people can’t even 
  imagine, but are capable of going backwards as well, albeit at great risk, and that’s on top of the reasons that 
  fiction has given for why it is a bad idea. 
  Other than time travel itself, however, the Time Sphere is an extremely versatile Sphere, and it has many uses 
  that are less dangerous than turning back time.  The Time Sphere, particularly with Entropy to help, is the key to 
  divination, letting the Mage see the future and the past with relatively high accuracy. 
  For the more militantly inclined mage, wrapping themself in a bubble of quick time allows them to move multi-
  ple times per combat turn, to catch and dodge bullets and to otherwise appear to be moving with superhuman 
  speed. 
  Note: Turning back time comes with +3 difficulty and increased Paradox: a multiplicative factor of the num-
  ber of turns reversed or a multiplicative factor of two for each interval on the chart below. 
  • 
  Time Sense 
  The most basic powers of the Time Sphere make sure that the mage can always determine when they are, even 
  under the influence of magick. They can also detect the ripples caused by Time magick, sometimes before they 
  happen. 
  •• 
  Past & Future Sight/Thicken the Walls of Time 
  The mage can now look forward and backwards in time, though without other Spheres, they can only see what a 
  bystander at that time and place would be able to see. They can also make it harder for their own Time magick to 
  be detected. 
  ••• 
  Time Contraction or Dilation/”Bullet Time”/Rewind Time 
  The Time mage can now directly alter the flow of time. This allows them to speed up or slow down themselves 
  and others (see Speed/Slow Time below), but one of the most powerful abilities is that they can Rewind Time, 
  changing their actions retroactively. 
  •••• 
  Time Determinism/Trigger Effect/Time Bubble/Anchor Point 
  Now, the mage can freeze time completely, being able to act while everyone around them is frozen. They can put 
  more specific things “on hold” as well, and with other Spheres can capture things in bubbles of time. Though 
  not especially valuable until they Master Time, the mage can create an Anchor Point in case they attempt to 
  Time Travel. 
  ••••• Temporal Travel/Time Immunity 
  Masters of Time can step completely outside of the flow of time, not experiencing its passage in any ways that 
  they don’t want to. They can protect other things from time as well, pulling them out of the normal flow. Being 
  able to step outside of time, they are capable of proper time travel, should they be willing to risk the consequenc-
  es. 
  
   
   
  Time Effects 
  Aging/Reversing Age  
  •••+ Time/•••• Life (living) or •• Matter (object) 
  The mage can cause living things or objects to become 
  older or younger with this effect. As always, reversing 
  aging is more difficult than causing it, but using this 
  effect regularly is one path towards immortality. 
  Increase/Reduce Speed  
  ••• Time 
  This effect allows the mage to speed something up or 
  slow it down, not by altering its velocity directly (that 
  would be Forces), but rather by altering the flow of 
  time around it. 
  Prophecy/Hindsight 
  •• Time 
  The mage can see forward or backwards in time, gain-
  ing the power of prophecy or hindsight, depending on 
  which they are doing. This is not quite an exact sci-
  ence, and is often best assisted with other Spheres 
  (Mind and Entropy being popular ones) to get more 
  accurate answers. 
  Rewind Time  
  ••• Time 
  This ability allows the mage to turn by time by one 
  turn per two successes. This is quite difficulty, and 
  comes with a +3 difficulty modifier, but is often the 
  only thing standing between victory and defeat in a 
  tense situation where a mistake has been made. 
  Set Time Trigger  
  •••• Time/optional ••• Entropy 
  With this effect added into another, the mage is able 
  to set up a specific trigger, whether it is some event or 
  just an amount of time passing, after which the prima-
  ry effect goes off. Mages who use this effect often set it 
  up as a failsafe, so that if something goes horribly 
  wrong, they can still escape or, for the bold, turn back 
  time to before it happened, even if they can’t react in 
  that moment. Though time-based triggers only require 
  Time, conditional ones require Entropy as well. 
  Speed/Slow Time  
  ••• Time 
  By speeding up time for the mage, they can move in-
  credibly quickly. This grants one extra action in com-
  bat per two successes, though this action cannot be 
  magickal (only one effect per turn is possible). Con-
  versely, the mage can slow someone else down, divid-
  ing their speed by the number of successes rolled (so 
  one success has no effect, two halves, three cuts to one-
  third, etc.) 
  Time Travel 
  ••••• Time 
  The ultimate expression of mastery over Time, the 
  mage is now capable of transporting themself to a dif-
  ferent point in the timeline. Going backwards gets that 
  +3 difficulty, as always, and without creating an anchor 
  point in advance, there’s a solid risk that the mage will 
  never manage to find their way home. 
   
   
  Time Effects Chart 
  Successes 
  Effect Timespan 
  Effect Duration 
  One 
  Within a year 
  One Turn 
  Two 
  Five years 
  One Scene 
  Three 
  20 years 
  One Day 
  Four 
  50 years 
  One Story 
  Five 
  100 years 
  Six Months 
  Six+ 
  500 years 
  Storyteller’s Discretion 
  10+ 
  1000 years or more 
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A set of handouts for use as reference for each of the nine Spheres. They are similar to 
  the ones from Sorcerer’s Crusade, but set for 20th Anniversary Edition rules. Each 
  Sphere has two sheets (and can be printed back-to-back), one with the general 
  information about the Sphere and the other with effects and charts drawn from the 
  Sphere descriptions and the Common Magickal Effects table. 
   
  
SOURCE: textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/Vampire/Vampire (oWoD)/World of Darkness (WoD)/oWoD/Mage (c)/Mage 20th Anniversary/M20 - The Nine Spheres.pdf