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Mage: The Awakening
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===Practices=== Practices are the codification of magic. They simply define the effects of spells rather than having mechanical benefits- to make a spell, you pick the Arcana and Practices it would use, figure out how they combine with each other (e.g. if you want to see into the infrared spectrum, you'd combine Forces and Unveiling, and turning a person into a frog would require Life and Patterning; more complex spells may require more complex combinations of Arcana and Practices), and set up relevant spell factors to define other effects such as potency and duration- more potent changes, such as making a spell's effects indefinite or allowing it to be cast from further away, require Mana, Reach (which may increase Paradox risk depending on your Gnosis), or both. You don't need any levels in these to use them (although it helps with actually pulling them off): having a high enough Gnosis and Arcanum rating lets you use them. There are thirteen of them for regular Mages, five for Archmages and an Ascended one. The base Practices are: *'''β’ Compelling:''' Urge a phenomena to do something that is within its normal nature. *'''β’ Knowing:''' Figure something out about a phenomena that falls within an Arcanum. *'''β’ Unveiling:''' Discover information about a phenomena that the Mage cannot otherwise see. *'''β’β’ Ruling:''' Control a phenomenon and make it act in ways that it wouldn't be capable of normally, but not to the degree that it would alter the phenomenon on a fundamental level. *'''β’β’ Shielding:''' Protect an object or person from something under the Arcanum's purview. It doesn't work against general damage- that's what the Mage Armor attainment is for. *'''β’β’ Veiling:''' Hide something under the Arcanum from detection, or make it undetectable to a concrete phenomenon covered by the Arcanum (e.g. Veiling with the Death Arcanum could hide someone from a ghost, but not death itself). *'''β’β’β’ Fraying:''' Damage a target with a phenomenon or damage the phenomenon itself. *'''β’β’β’ Perfecting:''' Refine and repair phenomena within an Arcanum. *'''β’β’β’ Weaving:''' Alter the properties of a phenomenon without transforming it into something totally different. *'''β’β’β’β’ Patterning:''' Transform a phenomenon into just about anything as long as it falls within an Arcanum. *'''β’β’β’β’ Unraveling:''' Negatively alter a phenomenon that falls within an Arcanum, or greatly damage something with a phenomenon. *'''β’β’β’β’β’ Making:''' Create a phenomenon that falls within an Arcanum out of nothing. *'''β’β’β’β’β’ Unmaking:''' Destroy a phenomenon within an Arcanum or destroy something using a phenomenon within the Arcanum. The Imperial Practices are: *'''β’β’β’β’β’ β’ Dynamics:''' Create phenomena that change and adapts to conditions they encounter without requiring the mage's input. *'''β’β’β’β’β’ β’β’ Entities:''' Permanently graft Arcanum to a target's pattern, usually to grant it supernatural abilities. *'''β’β’β’β’β’ β’β’ Excision:''' Permanently strip a target's pattern of Arcanum, usually to remove certain capacities from it. *'''β’β’β’β’β’ β’β’β’ Dominions:''' Create Chantries and split the Archmage's soul into multiple entities. *'''β’β’β’β’β’ β’β’β’β’ Transfiguration:''' Only has one spell: temporarily merge with the Arcanum so that any feat is possible. And finally: *'''β’β’β’β’β’ β’β’β’β’β’ Assumption:''' Purely theoretical, speculated to allow a permanent merging with the Arcanum. The only thing the rules confirm about it is that it exists.
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