Pattern Spheres

Many entries refer to “the Pattern Spheres” – that is, Spheres that govern physical elements and materials. When a mage creates a physical force, object, or body from “nothing,” that spell combines a Pattern Sphere with the raw creative energy of the Prime Sphere. The Pattern Sphere crafts the form, and the Prime Sphere supplies the energy that makes that form “real.”

As noted elsewhere, those physical Pattern Spheres are Forces (for energies), Life (organic bodies), and Matter (inorganic materials). Spirit is sort of an honorary Pattern Sphere that deals only with the metaphysical essence called ephemera. And so, when your mage conjures fire (Forces), butterflies (Life), stones (Matter), or ephemeral weaponry (Spirit), you combine the appropriate Sphere with the Prime Sphere in order to bring such things into existence.

Conjunctional Sphere-Effects

Magickal Effects are often limited when using one sphere, either directly in capability, or their vulgarity. Using multiple spheres to produce a single Effect opens up Effects that no single Sphere could accomplish on it’s own.

As an example, let’s say that Malcolm wants to influence someone’s mood. Mind 2 alone will do that. If he wants to alter a person’s body chemistry in order to induce euphoria, however, he’d need to use Life 3 / Mind 2… and if he wanted to set things up so that the body chemistry changed several hours from now, he’d need to add Time 4 to that Effect.

The Common Magickal Effects charts show you how different Spheres and their Effects can be combined to create even greater or more expansive Effects.

Locking an Effect

Normally, a lasting magickal Effect remains in the location where it was originally cast. Certain Effects, of course, travel because of the nature of the things they do; rumors circulate, winds and fires move, a shape-shifted character can run around, a gate leads to some other location, and so forth.

If, however, you want to cast a lingering, mobile Effect that has been integrated into a specific Pattern and which involves a Sphere that is not normally related to that sort of Pattern, then the Effect must be “locked” into the target’s Pattern by a Sphere that does apply to that Pattern.

It’s very simple: if you want to alter someone’s mind, use the Mind Sphere; if you want to alter her physical body, use the Life Sphere. But if you want to use magick to build inorganic material into her body’s Pattern, then you must use both Life and Matter; if you want to make her Pattern invisible by warping light around her body, then you must lock the Effect by using both Life and Forces.

Correspondence

Corr 1

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“Sense”
- Determine/measure current location, distance and compass direction

- Detect spatial anomalies (gates, tears, wormholes, etc)

- Detect things out of line of sight?
Corr 2

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“Interact”
- Scry (Sense at a distance)

- Thicken space/seal gate (Warding against Correspondence Magick)

- Move/Teleport Small (whole pattern only, MAY require additional spheres unless physically grabbing/holding)

- Trace connections (links/relationships, detect scrying)
Corr 3

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“Teleport”
- Pierce Space/Teleport Self

- Move/Teleport Self

- Colocate Perceptions (scry multiple places)

- Create multiple images (multiple places see you or target)
Corr 4

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“Bridge”
- Move/Teleport Large (Requires additional spheres)

- Create Gate/Portal

- Chain / Adjust Sympathetic Connection

- Invisibility (shifting perceivable space around you)

- Create Pocket Dimensions (requires additional spheres)

- Colocate self (requires additional spheres)
Corr 5

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“Control”
- Distort space

- Connect/Link Patterns

- Simultaneous overlap (items, locations, etc)

- Stretch/Compress Object/Creature/Force (with additional spheres)

Entropy

Entropy 1

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“Sense”
- Sense Probability/Detect Luck & Fate (broadly, specifics requires additional spheres)

- Detect Pattern Flaws/Weaknesses (broadly, specifics requires additional spheres)

- Detect Lies/Replicas/Imitation

- Detect Entropy Anomaly
Entropy 2

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“Nudge”
- Adjust Probability Currents - Simple Patterns

- Beginners Luck (auto succ on first attempt)
Entropy 3

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“Decay Patterns”
- Adjust Decay/Failure Rate - Complex Patterns (requires additional spheres to target)

- Minor Fate/Luck Control (requires additional spheres to target)

- Harm Ghost (requiring Prime or Spirit)
Entropy 4

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“Bless/Curse Life”
- Restore/Decay Living Patterns (Aggravated Damage, requires extra spheres for target)

- Major Fate/Luck Control, Bless/Curse (requires additional spheres to target)
Entropy 5

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“Control”
- Adjust Decay/Failure Rate - Concepts/Ideas/Places/Time/Ephemera (requires additional spheres to target)

- Create Concepts/Ideas/Memes

- Binding Oath

- Evolve/Destroy (requires additional spheres to target)

Forces

Forces 1

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“Sense”
- Sense/View Forces

- Enhance Perception

- Detect/Measure Forces
Forces 2

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“Manipulate”
Typically limited in scale, no more than human size or 20ft/6m.

- Increase/Decrease Force Intensity

- Alter Minor Forces Flow/Direction/Dispersion


- Telekinesis/Levitation

- Shields

- Illusions/Invisibility/Colour Change/Darkness


- Attract/Repel Forces (requires additional spheres to target)

- Tangible Illusions (requires Prime 2+)
Forces 3

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“Transmute”
Limited in size to a handful of individuals or several dozen yards.

- Transmute/Transform Minor Forces


- Negation through transformation to harmless energy


- Greatly Increase/Decrease Force Intensity


- Fast flight

- Fireball/Lightning Bolt/Magic Missile/Damage spells


- Conjure Forces (requires Prime 2+, requires additional spheres to target or at range)
Forces 4

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“Envelop”
Limited in size to 1 mile/ 1.6km.

- Control Major Forces Flow/Direction/Dispersion


- Alter Temperature/Gravity/Weather Patterns


- Ward/Protect against Forces

- Disperse/Nullify Major Force
Forces 5

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“Control”
Covers “vast areas” without any clarity. May leave resonance echos.

- Transmute/Transform Major Forces

- Control Major Forces Intensity


- Tornados/Tsunami/Earthquake

Life

Life 1

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“Sense”
- Detect/Sense Life Patterns


- Read Life Patterns (detect poison, illness, etc with Perception)
Life 2

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“Self”
- Minor alteration to Simple Life Patterns (small animals, plants, insects)

- Minor alteration to Self (Cosmetic, Adaptation to Mild environment)

- Heal/Harm Self (Bashing/Lethal)

- Heal/Harm Simple Life (Bashing/Lethal)

- Ward/Protect against Pattern Transformation
Life 3

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“Others”
- Major alteration to Simple Life Patterns (small animals, plants, insects).


- Transform into non-like pattern (e.g. Fish to Tree, similar size/mass)

- Conjure Simple Life (with Prime 2)


- Major alteration to Self (additional limbs, gills, armour, soak aggravated)


- Increase Physical Traits, Self (Appearance, Dex, Str, Stamina)


- Heal/Harm Complex Life (Bashing/Lethal)


- Force Bodily Functions (Sleep)

- Heal/Harm Supernatural Life (with additional Spheres)
Life 4

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“Transform”
- Major alteration to Complex Life Patterns (additional limbs, gills, armour, brain capacity. Must keep “intrinsic nature”, akin to mutations/deformities).

- Major alteration to Self (additional limbs, gills, armour, soak aggravated)


- Increase Physical Traits, Other (Appearance, Dex, Str, Stamina)


- Transform Self (similar size/mass, may require acclimation time and additional successes as special abilities do not carry over)

- Revive Recently Dead (requires Prime 3, Spirit 4)
Life 5

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“Control”
- Perfect Metamorphosis


- Transform Complex Life into non-like pattern (e.g. Human to Tree, similar size/mass)

- Grant/Transfer Consciousness (requires Mind or Spirit)


- Perfect Health & Negate Aging


- Age/de-age (requires Entropy/Time)


- Regenerate Damage (Restore aggravated without quintessence)

Matter

Matter 1

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“Sense”
- Detect Object Damage/Properties/Composition

- Locate Hidden Compartments


- Detect Implants (requires Life)


- Identify Weak Points (requires Entropy for specific details)
Matter 2

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“Transmute”
- Transmute Substance (must retain shape, physics properties such as temperature and state)

- Target Simple/Small Objects (use other spheres to move/heal/teleport/age)
Matter 3

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“Alter”
- Shape Simple Substance/Object


- Repair/Rend/Deconstruct Simple Object

- Harden/Refine Simple Object


- Perfect Object

- Create Implant (requires Life 2)


- Change State (temporary)


- Adjust Density (weight remains constant)

- Conjure Simple Object (requires Prime 2)
Matter 4

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“Transform”
- Shape Complex Object/Machine


- Repair/Rend/Deconstruct Complex Object

- Transform Machine (add features, capabilities, hidden weapons, etc.)


- Conjure Complex Object (requires Prime 2)

- Create Alloy
Matter 5

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“Control”
- Alter Interactive Properties (Creating impossible substances e.g. anti-gravity, boiling point, viscosity, transparent steel, etc).


- Create Radioactive Matter


- Alter Pattern Interactions (Ward against Materials, make immaterial)

- Create Periapt/Matrix (requires Prime 3)

Mind

Mind 1

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“Sense”
- Sense Emotional Auras and Resonance (Colours and textures)


- Sense Truth/Lie/Hostility

- Sense Object History (Tied to strong emotional resonance e.g. find murder weapon, haunted house, etc.)


- Sense Minds/Mental Energy

- Raise Mental Attribute (Limited to Perception, Intelligence, Wits)

- Speed Mental Processing/Multi-Tasking

- Control Emotion/Mind-Over-Body

- Shield Mind Self (Surface Thoughts, Aura, Emotions)

- Conceal/Hide Avatar (requires Spirit 2)
Mind 2

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“Read”
- Read Surface Thoughts/Emotions


- Read (emotionally charged) resonance on objects


- Project Simple Thought (Emotion, Single Word, Static Image)

- Project Mental Illusions/Blur Perceptions

- Shield Mind Others

- Alter Own Aura/False Emotional Insight

- Sense Mental Attacks/Defences
Mind 3

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“Link”
- Telepathic Communication/Linked Minds

- Read Others Thoughts (3+ successes, subconscious and memories)


- Understand Languages (mentally, audible requires Forces 2)


- Share/View Others Senses

- Psychic Attacks (Bashing only, Lethal requires Life 3+)


- Project Damaging Mental Illusion 


- Enter/Control/Traverse Dreams/Demesne


- Control Own Sleep/Waking/Dreams


- Break Social Conditioning
Mind 4

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“Control”
- Control Others Actions (Contested Willpower)

- Control Other’s Thoughts/Memories


- Post-Hypnotic Suggestions

- Force Sleep


- Alter/Hide Other’s Perceptions/Emotions/Aura

- Astral Projection/Disembody Mind

- Detect/Ignore Mental Illusions

- Heal Quiet (requires Prime 4 with quintessence each roll)
Mind 5

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“Reform”
- Enhance another’s mental attributes (unlimited, includes Nature, Demeanor, Essence, etc.)

- Alter Self & Others Personality and Subconscious/Nature

- Cut “Silver Cord” (Link to body when Astral Projecting)

- Untethered Mind (Enhanced Astral Projection/Disembody Mind)

Prime

Prime 1

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“Sense”
- Detect/Sense All Resonance/Synergy


- Detect Magick


- Detect/Sense Quintessence


- Sense Tass/Nodes/Junctures/Ley Lines

- Sense Excess/Free/Charged Patterns (holding excess Quintessence)

- Measure Quintessence Value Self


- Consecrate Object/Place (to allow shapeshifting/teleportation)

- Increase Personal Quintessence Limit (beyond Avatar value)

- Sacrifice Personal Quintessence (Aggravated Damage to Quintessence)
Prime 2

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“Fuel”
- Conjuration and Creation (requires relevant spheres, no Quintessence for temporary effects/objects, requires Quintessence for permanence)


- “Body of Light” - Holographic projection of Mage’s idealised self (requires additional spheres for using for Astral projection/travel)


- Enchant Object temporarily to deal or prevent Aggravated damage

- Create Simple Charm/Gadget

- Consecrate Life


- Establish Familiar Bond
Prime 3

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“Channel/  Enchant”
- Conjure Pure Prime Weapon - Ranged or melee, 1 Quintessence per turn to summon/maintain, deals Aggravated damage.

- Drain/Absorb, Transfer and Share Excess/Free/Charged Quintessence (From: Node, Juncture, Tass. To: Periapt, personal Pattern, willing person.)


- Pull/Energy Vampire Willing Living Pattern (requires Life) or Object (requires Matter)


- Enchant/Harm Living Pattern (requires Life 3+)


- Deal or heal Aggravated Damage

- Attacks deal Aggravated Damage, or ability to soak Aggravated 


- Create Charm/Gadget, Talisman
Prime 4

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“Siphon/ Forge”
- Create Tass

- Create Wonders and Perm. Enchantments

- Convert Strong Resonance to Wellspring

- Drain/Destroy Node

- Refine Tass (removing Resonance)

- Sacrifice Object Quintessence Instantly (Aggravated Damage to Quintessence, requires relevant Spheres)
Prime 5

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“Control”
- Destroy Pattern 

- Recharge Pattern (successes refill Quintessence up to Avatar rating)

- Nullify/Cancel Paradox

- Create Node/Juncture/Living Wonders

- Sacrifice Unwilling Living Quintessence Instantly (Aggravated Damage to Quintessence, requires relevant Spheres, bad resonance)

Spirit

Spirit 1

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“Sense”
- Detect/See Spirit


- View Penumbra (or Mirror Umbra)

- Sense Spirit Mental State (requires Mind)


- Detect Possession

- Determine Gauntlet Rating

- Sense Spiritual Auras


- Detect Supernatural Aura
Spirit 2

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“Touch/ Speak”
- Raise/Lower Gauntlet Rating

- Speak/Call across Gauntlet (Request Spirit)


- View Deep Umbra


- Touch/Speak with Spirit

- Conceal Avatar (requires Mind)
Spirit 3

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“Pierce/ Influence”
- Alter Spirit World

- Conjure Spirit 

- Harm Ghost/Spirit

- Step Sideways (Self, move into Spirit World)


- Fast Otherworld Travel (requires Correspondence 3)
Spirit 4

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“Rend/ Bind”
- Bind Spirit


- To Fetish (Unwilling requires Spirit 4, Willing requires Prime 4)

- To Location (Gauntlet Prison/Ward)

- To Self/Others (Includes forced possession)


- Compel Spirit Manifestation

- Exorcise Spirit


- Command Spirit (requires Mind 4)

- Drain Spirit Essence (requires Prime 4)


- Rend/Repair Gauntlet

- Step Sideways (Others and Objects, move into Spirit World)


- Immediate Otherworld Location (requires Correspondence 3+)
Spirit 5

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“Control”
- Alter Spirit Matter/Ephemera


- Create/Destroy Spirit Matter

- Challenge/Command Spirit

- Heal Spirit (restoring or granting new Power)


- See/Destroy Mage Avatar (aka Gilgul)

- Craft/Shape Domains & Horizon Realms (may require additional spheres for habitation and stream of Quintessence from a Node)

- Travel beyond Horizon


- Peirce/Portal Horizon (Infinite Umbral Travel)

Time

Time 1

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“Sense”
- Detect Temporal Anomaly (such as speed, skips, pauses or loops in time)

- Time Sense/Determine Temporal Position (when is it?) 

- Track Time Passage
Time 2

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“View”
- Temporal Divination (Past and Future Sight, Scrying, paired with additional spheres for target or distance)

- Temporal Sync (“perfect timing”)

- Thicken Time (Warding against time Magick)

- Detect Contingent Effects (delayed or time-triggered traps)
Time 3

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“Manipulate”
- Rewind Time (+3 difficulty and always Vulgar)

- Targeted Time Manipulation (Slow/Dilate or Speed/Contract time)

- Aging (with additional spheres)
Time 4

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“Suspend/ Bypass”
- Time bubble (Time manipulation in an area)

- Suspend/hold Effect (delay trigger of an Effect, with additional spheres)

- Temporal Anchor Point (Time Travel Precaution)
Time 5

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“Control”
- Step out of Time (Pause time with full mobility)

- Time Immunity

- Time Travel