Lucent Witness
10/10/12 18:18![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Found Nieve in the park Umbra and she let me make use of the Lucent Witness, which was a beautiful thing. Tried to make use of the Fetish and I found myself a Tween again, studying math problem with my father. Then my dad changed and I didn't clue in at first, but he wasn't my dad. He was my /Father/. Raven himself had come to talk with me... He wasn't happy. He doesn't ask much of his children and I really haven't been a well behaved Raven of late. When Raven himself shows up and tells you to get your act together and start behaving, you stand up and take notice.
Sorry Thomas, Nicodemus, and Charley. I've gotta blab, if only to one or two other Corax - Japan, China, and the Middle East should be far enough away and /one/ Bird doesn't have to get all the info. Can spread it around some, in bits and pieces, so long the information is out there. It can all be collected in one place again, if the need ever comes up. Share What you Know, and all that.
Even if word of Nicodemus gets out eventually, Nicodemus should be okay. The Glass Walkers have fully adopted him and they'll protect him. He has them now... Doesn't need me around the way he used to, to keep him in touch with what the wolves and such are up too.
Managed to properly activate the Fetish properly the second time and ended up in a Library and had a nice chat with a Bastet, a Khan, I believe. I learned a lot about Mages and how they work. In return, I told him some about the Corax. He was extremely civil for a Cat. Would like to talk with him again sometime. Shame that will never happen.
Correspondence
Deals with spatial perceptions. Seeing distances and teleportation.
Entropy
This sphere gives the Mage power over order, chaos, fate and fortune. A mage can sense where elements of chance influence the world and manipulate them to some degree. At simple levels machines can be made to fail, plans to go off without a hitch, and games of chance heavily influenced.
Forces
Forces concerns energies and natural forces and their negative opposites (i.e. light and shadow can both be manipulated independently with this Sphere). Essentially, anything in the material world that can be seen or felt but is not material can be controlled: electricity, gravity, magnetism, friction, heat, motion, fire, etc. The mage can control forces on a small scale, changing their direction, converting one energy into another.
Life
Life deals with understanding and influencing biological systems. Generally speaking, any material object with mostly living cells falls under the influence of this sphere. Simply, this allows the mage to heal herself or transform simple life-forms.
Mind
Dealing with control over one's own mind, the reading and influencing of other minds, and a variety of subtler applications such as Astral Projection and psychometry. Some Mages can create new complete minds or completely rework existing ones.
Matter
Matter deals with all inanimate material. Thus, being alive protects a thing from direct manipulation by the Matter sphere. Stone, dead wood, water, gold, and the corpses of once living things are only the beginning. With this Sphere, matter can be reshaped mentally, transmuted into another substance, or given altered properties.
Prime
This sphere deals directly with the raw material of reality. This sphere allows Quintessence to be channeled and/or funneled in any way and it is necessary if the mage ever wants to conjure something out of thin air. Magic pennies! Tass! Those Popsicles! Heat transferred in to energy for flying, etc.
Spirit
This sphere is an eclectic mixture of abilities relating to dealings with the spirit world or Umbra. It includes stepping into the Umbra, contacting and controlling spirits.
Time
This sphere deals with dilating, slowing, stopping or traveling through time. Time can be used to cause delays in spells, view the past or future.
Verbena are much like witches; herbs and animal sacrifice and the like, they practice Life magic.
Dreamspeakers are shamen, they deal with spirits, and Spirit magic.
The Akashic Brotherhood are like.. crazy kung-fu monks with a mastery of Mind. The Cult of Ecstacy are drug-users and sex addicts, they like getting into altered states, but their real focus is Time magic.
Euthanatos, who kill people - supposedly bad people. They practice Entropy, magic of fate and death.
The Order of Hermes are your traditional merlin types; staffs, books, summoning circles and so on, and they're good with Forces, like fire.
Celestial Chorus, sort of like holy men and women, and they use Prime, which is like manipulating gnosis. Some like templars, some like nuns.
The Sons of Ether, they're all about weird sci-fi technology, like steampunk for real, and they use Matter, which is fairly self-explanatory.
The Virtual Adepts are nuts about computers and digital things, and they have a discipline called Correspondance, which is all about shape and space.
Cult of Ecstasy are all about pleasures of the flesh. Drugs and sex. their Sphere is Time.
Orphans - Ronin
Nephandi - Wyrm tainted. Some serve Malfeas
Marauders - Chaos, Wyld. Insane. Scary dangerous.
Technocracy - Weaver... Probably don't like the Traditions much. Probably find them Wyld tainted.
Paradox - What happens when a Mage does anything that isn't easily explained away.
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