This is a brief overview for those new to or needing a refresher on Mage: the Ascension. You can skip this if you’re already familiar with the game. It’s intended to be more concise than what’s provided in the books. Please see Laws of the Ascension for more detailed synopsis.
Mages are people who have Awakened to understand the true nature of reality. However, one Mage’s “reality” may differ from another’s based on their perception of the world.
An Awakening is the moment that a Mage first becomes aware of the true nature of reality. Sometimes, their Awakenings are like drug-induced visions. Sometimes, they are scientific epiphanies. It varies from Mage to Mage and no Awakening is like another.
True Magic or just Magic is a Mage’s power to alter reality itself on a fundamental level. This power comes with a risk, as reality doesn’t like to be altered. Some magic is subtle. Some magic can never be subtle. Sometimes it’s spelled with a -k on the end.
A Paradox is the result of reality fighting back against the changes that a Mage has made to it. This can come in any form, from physical damage to the Mage, or altering a Mage’s effect, to completely changing a Mage’s very being.
An Avatar is a manifestation of deeper understanding, a spark of genius or divinity, or an inner guide that is entwined with the Mage’s soul. An avatar is older than the Mage itself, typically, but can be new. It’s the font of power through which the Mage has access to magic.
A Mage’s Paradigm is their general philosophy, outlook, explanation, or school of thought on how magic or the various aspects of reality work, and why. Each of the Traditions has a core Paradigm that distinguishes it from the others and affects how they do magic.
The Traditions are differing groups of Mages that follow the same paths, or have the same training and cultural outlook. There are nine different Traditions (or ten, if some Mages are more open minded about the Hollow Ones.)
The Technocracy are the primary antagonists to the Traditions Mages, who believe reality and human society should not be altered by magic, but rather by very tightly-controlled scientific and technological progress. They often respond harshly when Mages have been too visible.
The Protocols are a set of laws held by the Traditions. The most important of these is the Rule of Shade, not to reveal magic to “Sleepers” - regular “un-Awakened” humans.
Arete is a Mage’s level of mystical understanding and enlightenment.
Ascension is the mythical state of enlightenment beyond human comprehension. Many Mages aspire to Ascension.
Consensus or Consensual Reality is the nature of reality as understood intuitively by the vast majority of Sleepers (non-Awakened humans.)
Spheres are the nine categorized elements of reality which can be altered by Mages: Correspondence, Entropy, Forces, Life, Matter, Mind, Prime, Spirit, and Time. A Mage’s ability to manipulate a given Sphere determines their standing among other Mages.
These are the physical elements, ritual components, equipment, abilities and actions that the Mage uses for working magic.
A Pattern is the metaphysical composition or structure of an object, person, place, or idea.
Quintessence is the most basic, raw, concentrated essence of reality. All things are created from Quintessence and all destroyed forms are returned to it. Mages use Quintessence to power their spells and effects. Tass is Quintessence concentrated in a physical object. A Node is a location where Quintessence is generated and flows strongly.
Resonance is a mystical signature, flavor, or aura that is tied to magical actions, emotions, intent, and desire. All magic carries Resonance.
A Mage increases his Arete through a Seeking, or communing with his Avatar. In a Seeking, a Mage grapples with metaphysical symbols, personal issues, problems, and subconscious hopes and fears on the way to greater enlightenment.
A Rote is a prepared and practiced magical effect - one that is already set and is easier for a Mage to perform than casting improvised or dynamic magic.
Here's a link to the Org Bylaws site: http://www.owbn.net/bylaws