Magic is the recognition of the fire burning behind us
when all else see only their own shadow on the wall.
― Margaret Weis, Elven Star
Starting Vitality
8
Starting Anima
4
Starting Skill Points
15
Type
Human
Senses
Precise: Vision (Normal), Mage Sight (Close Range)
Imprecise: Hearing
Mages are humans who have discovered how to channel and reshape anima through rituals and spells. The path of a mage requires a great deal of study, as apprentices learn how certain symbols or phrases carry with them occult sympathies, which plants or crystals enhance which types of magic, how to identify ley lines and tap into the raw anima of sacred places, and more. There are dozens of traditions of mages across the globe. Some are ancient, having arisen from indigenous cultures across the globe, shaped by the world that surrounded them, such as the sha’ir of Arabia, the wu of China, the druids of Europe and the angakkuq of the Inuit. Others magical traditions arose from the study of the supernatural world, and the realms of existence, such as necromancers who draw their power from the Underworld, shamans who call upon the Spirit World, enchanters who tap into the fickle magics of Faerie, and nethermancers who emulate the horrors of Shadow. There are traditions which blend magic with technology, such as classical artificers, medieval alchemists and modern technomancers. And there are countless other traditions beyond, including witches, diviners, illusionists, augers, chronomancers and more.
But the most popular tradition in the world, by far, is Hermeticism. Based on the works of the Egyptian archmage Hermes Trismegistus, Hermeticism uses seals and sigils with supernatural resonance to craft and adapt complex spells on the fly. In the past, these sigils were drawn into dirt, or painted onto surfaces with blood or ink. Today, many mages use simple light spells to trace the symbols into the air, allowing them to cast Hermetic spells in mere seconds. Hermeticism became the most popular form of magic in the mid 1600s, replacing earlier traditions of witchcraft and alchemy, and, thanks to the efforts of colonialism, spread across the globe.
Of course, mages are not restricted to one tradition. Magic is, after all, the work of one’s own soul, and as such is a reflection of who the caster is as a person. Some individuals arise from magical bloodlines, and thus have a predisposition to one type of magic or another, be it necromancy, pyromancy or illusion. Others find their own personal philosophies blend with a certain tradition’s outlook. And still others want to forge their own paths, and try to discover their own unique way of accessing the arcane. Ultimately, it is up to each mage to find the expression of magic that works best for them.
The most widespread magical tradition in the modern world, the Hermetics practice a form of magic first passed down to the settlers of Atlantis by the draconic rulers of that island. Hermeticism focuses on the sympathetic connection between the myriad occult symbols present in the world, and the metaphysical truths these symbols connect to. Hermeticism is most commonly associated with complex runic circles and sigils, though modern Hermetic mages often use a simple light spell to quickly draw the seals needed for their spellcraft. Hermetics are generally talented in all the "general" spheres of magic, but lack the connection to certain spheres that other traditions may hold.
Hermetic magic involves ritual circles and seals, the use of gestures and magical words, and, occasionally, other tools such as wands, staves, amulets, crystal balls, ritual daggers, and the like. Hermetic magic is a highly academic tradition, and most mages who follow the path of Hermes bury themselves in ancient tomes, researching occult resonances and developing new ways to shape anima into spells.
Hermetic mages have access to the widest selection of arcane spells, and can choose to either master a single path of magic, or develop a breadth of knowledge across various paths.
Mesmers are mind-mages, tapping into the magics of illusion and enchantment to twist others’ perceptions of reality. While their powers over the physical realm might be lacking, a skilled mesmer can inspire fear or devotion with a single word, or lock a foe in a daze with a glance.
Mesmers utilize the magic of the fey, and so their spells often appear illusory or half-real, almost dreamlike, with scintillating rainbows of colour around their fringes. Mesmers tend to dress flamboyantly, decked out in jewellery and wielding "elegant" foci, such as conductors' batons, crystal balls, watches on chains, or rapiers. Most mesmers will also don a mask when spellcasting, be it a simple domino mask or a complex affair that belongs at a French masquerade ball.
Mesmers excel at mental magic, such as charms, illusions, deceptions, phantasms, and trickery. However, their associations with Faerie do weaken their connections to the powers of Shadow and the Underworld--most notably necromancy and destruction-magics.
Nethermancers are shadow-mages who have learnt to emulate the dark powers of the horrors. In addition to anima, nethermancers can use fears to fuel their spells, granting them an additional font from which to draw power. In addition, a nethermancer can emulate the various nightmares of horrors, allowing them to reshape their bodies in all sorts of terrifying ways. There is a trade-off for these powers, however: a nethermancer awakens the darkest portion of their soul, their shadow, transforming it into a being not unlike a horror’s beast or a vampire’s hunger. Many nethermancers give off a "Victorian noble vibe," with dark suits, canes, top hats, and the like to better integrate themselves into the society of the Netherworld.
Spheres commonly associated with nethermancy include entropy, shadows, shapeshifting, nightmares, curses, loss, and space. However, most nethermancers find it difficult to access the magics of creation and life, putting sphere such as healing, charms, animals, plants and the elemental powers beyond them.
Shamans are spirit-binders. Unlike mediums, who are tied to a specific spirit, shamans form short-term pacts with spirits, calling upon them to perform tasks when needed. This allows a shaman to draw upon the manifestations of spirits. While a shaman might have a few spirits they have formed a long-term pact with, they are typically reliant on whatever spirits are in an area to provide them with aide.
Shamans channel spirits, and so their spells often involve ritualistic invocations of aid, alongside dancing and the use of fetishes associated with those spirits. In full ritual gear, shamans can be rather flamboyant, decked out in clothing that has a particular significance to their people and the spirits they're trying to connect with. Old leathers bedecked with feathers, warpaint, hand drums and the like are common among shamans--but not universal, as the traditions of shamanism have evolved in unique ways across the globe.
Shamans are most commonly associated with the spheres of summoning and spirit, but they also quite often have experience with spheres including animal, plant, charm, curse, healing, warding and prophecy. However, shamans are bound to the world of the living, and so subtle spells such as illusions, phantasms, and souls are beyond them, as are the raw powers of elemental magics.
The youngest tradition of magic, technomancers have only emerged over the past five decades in response to the development of computers and the digital world. Most technomancers use computers, smartphones, and other devices to calculate complex occult equations, and much of their spellcraft appears like coding--at least until the spell's actually being executed. Most technomancers are young, and fully embrace a "punk" aesthetic, even if the idea of "cyber punks" is a bit dated by now.
Technomancers, being focused on the here-and-now, are masters of the sphere of technology, as well as other spheres related to the modern world, such as elemental lightning and metal, scrying, warding, artifice, space and creation. However, natural elements, such as animals, plants, and healing tend to be beyond them--as does prophecy.