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* SupernaturalHotspotTown: {{Invoked|Trope}} by one {{Cult}} that worships the Prince of Ten Thousand Leaves, an EldritchAbomination in the form of a living AlternateHistory. By collecting enough of the Prince's artifacts, its [[RealityBleed reality has bled into the Cult's hometown]] of Savior's Rock, creating an EldritchLocation where unnatural powers and creatures can slip into the universe from the Abyss beyond.

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* SupernaturalHotspotTown: {{Invoked|Trope}} by one {{Cult}} that worships the Prince of Ten Thousand Leaves, an EldritchAbomination in the form of a living AlternateHistory. AlternateHistory from the Abyss. By collecting enough of the Prince's artifacts, its [[RealityBleed reality has bled into the Cult's hometown]] of Savior's Rock, creating an EldritchLocation where unnatural Abyssal powers and creatures can slip into the universe from the Abyss beyond. universe.
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Dash cleanup


* '''Acanthus:''' Enchanters on the Path of Thistle, who Awakened to the Watchtower of the Lunargent Thorn in the Realm of Arcadia, Acanthus mages tend to be easygoing, sometimes to the point of carelessness, due to their grasp of Fate and Time magic – it’s hard to be worried when you’ve seen what’s going to happen and you can tweak the dice so you know it’s going to work. However, the magic to which they’re born is subtle, and they have little ability when working with overt Forces. Associated with the Fool (0 or XXII) Tarot.

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* '''Acanthus:''' Enchanters on the Path of Thistle, who Awakened to the Watchtower of the Lunargent Thorn in the Realm of Arcadia, Acanthus mages tend to be easygoing, sometimes to the point of carelessness, due to their grasp of Fate and Time magic -- it’s hard to be worried when you’ve seen what’s going to happen and you can tweak the dice so you know it’s going to work. However, the magic to which they’re born is subtle, and they have little ability when working with overt Forces. Associated with the Fool (0 or XXII) Tarot.



** '''The Mysterium:''' Descended from the ''Alae Draconis'' (or the “The Wing of the Dragon”), the Mysterium believe that the collection and gathering of knowledge is the highest calling a Mage can seek. They seek out artifacts and tomes from ancient Atlantis, gather them safely, and sometimes share what they have learned – for a cost. They serve as a Consilium’s teachers, loremasters, scientists, and archeologists.

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** '''The Mysterium:''' Descended from the ''Alae Draconis'' (or the “The Wing of the Dragon”), the Mysterium believe that the collection and gathering of knowledge is the highest calling a Mage can seek. They seek out artifacts and tomes from ancient Atlantis, gather them safely, and sometimes share what they have learned -- for a cost. They serve as a Consilium’s teachers, loremasters, scientists, and archeologists.



** [[MagicAIsMagicA Shapeshifting spells]] belong to the Life Arcanum which is represented by the Primal Wild, the platonic ideal of nature unbound, so most mages with an affinity for them - that is to say, Thyrsus - tend to be more in tune with the natural world than the trappings of modern society. [[ZigZaggingTrope Zigzagged]] in that it's not a hard and fast rule - one of the example Thyrsus in the second edition book is very Literature/MissMarple-y (the prey-predator symbolism comes in via representing British colonialism, in her case), and that there's nothing preventing mages from other paths from learning enough Life to access those spells.

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** [[MagicAIsMagicA Shapeshifting spells]] belong to the Life Arcanum which is represented by the Primal Wild, the platonic ideal of nature unbound, so most mages with an affinity for them - -- that is to say, Thyrsus - -- tend to be more in tune with the natural world than the trappings of modern society. [[ZigZaggingTrope Zigzagged]] in that it's not a hard and fast rule - -- one of the example Thyrsus in the second edition book is very Literature/MissMarple-y (the prey-predator symbolism comes in via representing British colonialism, in her case), and that there's nothing preventing mages from other paths from learning enough Life to access those spells.
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* TakenFromADream: Many WrongContextMagic artifacts and memories of lost treasures are found in the [[DreamLand Astral Realms]], and an advanced combination of [[MagicAIsMagicA Mind and Matter magics]] can temporarily copy one into the physical world. A more powerful spell can permanently transform one into a physical object, but the long-term consequences of tearing out part of humanity's collective unconscious are unknown.
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* DyingToWakeUp: Travelers in the [[DreamLand Astral Realms]] take damage to their Willpower points instead of Health. If they "die" of willpower loss, they wake up [[AbilityDepletionPenalty mentally exhausted]] but physically sound.
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''Mage: The Awakening'' is a tabletop RPG made by Creator/WhiteWolf as part of the ''TabletopGame/ChroniclesOfDarkness'' line. The story goes that long ago, people all over the world had dreams that brought them to Atlantis. Once there, they undertook a spirit quest that enlightened their souls and gave them magic powers. Thus the [[TitleDrop Mages Awakened]]. Unfortunately, the good times soon ended: Mages wanted to get to the Supernal World, the source of all magic. To achieve their plan they built an enormous ladder that let them travel the gap between worlds. This ended badly, as these god-like Mages abused their newfound power, forcing others of their order to climb the ladder and fight them. This war broke the ladder-- destroying the connection between earth and the Supernal, and thus magic-- and replacing it with an evil, magic-destroying, realm called the Abyss. Atlantis fell, and the rest is history. Literally.

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''Mage: The Awakening'' is a tabletop RPG made by Creator/WhiteWolf as part of the ''TabletopGame/ChroniclesOfDarkness'' line. The story goes that long ago, people all over the world had dreams that brought them to Atlantis. Once there, they undertook a spirit quest that enlightened their souls and gave them magic powers. Thus the [[TitleDrop Mages Awakened]]. Unfortunately, the good times soon ended: Mages wanted to get to the Supernal World, the source of all magic. To achieve their plan they built an enormous ladder that let them travel the gap between worlds. This ended badly, as these god-like Mages abused their newfound power, forcing others of their order to climb the ladder and fight them. This war broke the ladder-- ladder, destroying the connection between earth and the Supernal, and thus magic-- and replacing it with an evil, magic-destroying, magic-destroying realm called the Abyss. Atlantis fell, and the rest is history. Literally.
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Cross-wicked Combat Clairvoyance example.

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* CombatClairvoyance: The four-dot Time spell "Past as Present" is basically this: it lets the mage casting it read the immediate future of all of the spell's subjects, and act to hinder or help them as she pleases.
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* SharedFateUltimatum: The three-dot Fate spell "Shared Fate" can enforce this, since it links two subjects together and causes each to take any harm the other suffers. It's [[PlayingWithATrope played with]], though, since the spell can also be cast in such a way that makes only one subject take all the harm that befalls another, or make a single subject also suffer any harm she inflicts on others.
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* SupernaturalHotspotTown: {{Invoked|Trope}} by one {{Cult}} that worships the Prince of Ten Thousand Leaves, an EldritchAbomination in the form of a living AlternateHistory. By collecting enough of the Prince's artifacts, its [[RealityBleed reality has bled into the Cult's hometown]] of Savior's Rock, creating an EldritchLocation where unnatural powers and creatures can slip into the universe from the Abyss beyond.

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Crosswicking - tropes that start with A. Except the ones that are wrong and or are ZCE.


* AChatWithSatan:Imperium requires you to overcome your inner sin. The relevant splatbook gives a wizardly mentor as an example: the mentor's Satan is his stubborn refusal to acknowledge that other people's methods are probably as good as his, which has cost the life of at least one prospective mage.
* AbstractApotheosis: {{Subverted|Trope}}. In ''Imperial Mysteries'', it's explained that a Mage can go to the Supernal and merge with it, subsumed into one of the many Symbols that define the world. The challenge for a Mage seeking Imperium is going to the Supernal, gaining the ability to [[RealityWarper manipulate Symbols]], all while still being herself. And the [[GreaterScopeVillain Exarchs]] did it before you.
* AcidTripDimension:
** The Supernal Realms are "not locations ... but a near-infinite collection of platonic truths". Concepts like linear time, spatial dimensions, cause and effect, and whatnot don't apply, because the Realms are where reality as mortals understand it is generated. Consequently, only the most powerful beings can visit even temporarily: it's necessary to filter the Realms through a [[AFormYouAreComfortableWith personalized set of metaphors and symbols]], and even then, prolonged exposure will [[BrownNote break the mind]], [[ThingsManWasNotMeantToKnow overwhelm the soul]], and [[RetGone delete the poor bastard from reality]]. It's mentioned that a sufficiently talented archmaster can make a gateway to the Supernal Realms [[SchmuckBait for anyone to pass through]], but they have easier ways to kill people.
** The Abyss is a gangrenous [[EldritchLocation non-reality]] filled with everything that could have been but is not. Intruders from the Abyss pervert or outright ignore natural laws, because the Abyss has ''none''. The rule book notes that a thrown rock might accelerate endlessly, hover in place and suck the heat away from the area, or ignite in a cloud of venomous worms. The only places in the Abyss where there are consistent (if unrecognizable) rules are, themselves, immeasurably powerful and completely incomprehensible [[GeniusLoci entities]]. One example given is the Blasphemous Scribe, a [[DarkWorld dark alternate history]] of Earth that becomes more real the more extensively its phenomena are documented in the real world. Too much, and Earth and the Scribe will switch places...
** The Lower Depths are just as weird. For all that the above realms are weird, they at least carry a reflection of all ten Arcana, the principles that make up existing and define Awakened spellcasting. The Lower Depths? Each one lacks at least ''one''. Which could be such things as Matter, or Life, or Space, or Time, or Mind...
** [[SpiritWorld The Shadow]] is comparatively sane, being the animistic reflection of the physical world. Any particular natural feature might be alive, though. Is that particular lake the spirit of a benevolent oasis that provides life and sustenance to a region, or the incarnation of dark water and the terror of drowning? Better find out before you fill your canteen.
* AdvancedAncientHumans: The ancient sorcerer-kings of Atlantis ruled with wisdom and compassion until the Supernal War that tore Atlantis, and reality, asunder. Of course, this is the story told by [[UnreliableNarrator the people who have a soft spot for Atlantis.]]



* AerithAndBob: ''Grimoire of Grimoires'' has a grimoire take the form of a black metal/industrial album put together by a band called Schattenbahn. The band's lineup is Blixa Dark, Hellson, Regenfeuer, Doktor Kultur... and Andy.
%% * Aesoptinum: souls are a viable power source, as are demons from "the void". You can probably figure out what the issues with tapping either tend to be. On the plus side: immortality!



* AkashicRecords: The Daksha Legacy can consult the Records with their third eyes. Initially, they can only read the past; at their highest levels of power, they can read what is yet to come as well.
* AlchemyIsMagic: Awakened magic can look like or behave like alchemy: Any mage with a good knowledge of Matter can roll a spell into a salve or ointment for later use, and it's possible to perfect any one of the seven planetary metals.



* AllMythsAreTrue: {{Subverted|Trope}}; part of being a mage is sorting through which myths are true and which are not. Note that, in this case, "true" probably means "contains a tiny kernel of actual supernatural, historical or cosmic insight which was either implanted or leaked through into the human consciousness", while "not true" probably means "was deliberately fabricated by other mages in order to mislead those who would seek the truth, was deliberately fabricated by other mages in order to manipulate the course of human culture, or was just a myth that people came up with".
* AllPartOfTheShow: The third Attainment of the Blank Badges [[PrestigeClass Legacy]] is this: it lets them explain away [[WeirdnessCensor Paradox]], with explanations ranging from "We're filming a movie" to "We're doing a pyrotechnics demo" to [[CassandraTruth the utterly blatant]] "We're calling down magic from the Supernal Realms."



%%* AncientConspiracy: Up here, we have the Seers of the Throne, in four different flavors!

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%%* * AmbiguousGender: The Daksha are a Legacy of Mages who seek to ascend to a higher evolutionary stage. That higher form happens to be three-eyed and hermaphroditic, which apparently extends to personality and gender identity. To confuse matters further, they are able to shift to a biologically male or female form at will.
* AnatomyOfTheSoul: The importance of the soul means it gets a fair bit of attention. Besides describing what the soul is (the source of inspiration, will to live, curiosity, empathy for others, and sense of connection to the world) and the effects of its loss, the soul is also the basis of magic, and manipulation of the soul can be used to gain powers. The soul is also the basis for an individual's Mental World, which contains worlds which personify their personality, experiences, and dreams, and is inhabited by beings such as their daimon (personification of their desire for self-improvement, and personal criticism) and goetic demons (personifications of vices and flaws). Individual souls are also connected to the soul of humanity as a whole, and the earth itself.
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AncientConspiracy: Up here, we have the The Seers of the Throne, Throne are devoted to ensuring that humanity remains ignorant of the Gnostic truths of the universe by keeping as much control of human culture as possible, and directing it away from any supernatural insights whenever possible and necessary, a goal they have been pursuing since the time of Alexander the Great. The Seers are organized in four different flavors!the manner of an extremely convoluted bureaucracy, with none of the members knowing the entire structure of it, and with the potential for members to be appointed to offices which are ultimately meaningless, but which can be taken so seriously that they eventually 'evolve' a meaning, based on the importance attributed to them. The Guardians of the Veil and the Silver Ladder are also arguably ancient conspiracies, albeit with arguably more altruistic goals (the former seeks to prevent humanity from finding truths they are not ready for, the latter seeks to help all of humanity to Awaken). It's [[PlayingWithATrope Played With]] in the sense that their potential power is limited by their secrecy (as in, RightHandVersusLeftHand) and that they spend so much of their time fighting amongst themselves that their own schemes have a tendency to turn against them due to lack of supervision.


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* AngelicAbomination: Angels of the Supernal Realm of Aether are close to the Biblical version of angels. Their manifestations are uniformly striking, beautiful, and alien. Whirlwinds of fire or peacock fans of burning eyes are as common as winged humanoids, androgynous and unearthly.


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* AnimateDead: the Death Arcanum lets you do this as well as give commands to ghosts, and the like.
* {{Animorphism}}: The Life Arcanum lets you shapechange into animals, change animals into other animals, or change other people into animals.
* AnthropomorphicPersonification: The Astral Realms are seen as the home of the anthropomorphic personifications of individual, human, and universal concepts. Includes beings such as the daimons (the personification of an individual's desire for self improvement), the goetic demons (personifications of dark, repressed feelings and desires), every god ever worshipped, and the most powerful beings in the Realms, the Aeons (the personifications of the fundamental magical facets of reality). Among the most memorable personifications are Anubis, Death (most popularly taking the form of a scythe-wielding skeleton, a faceless cloaked and hooded figure, or an attractive woman dressed in black (possibly inspired by Death of the Endless)), Martians, typhonides (personifications of humanity's self-destructive tendencies) and the personification of teenage rebellion (often appearing as James Dean).
* AntiMagic: The entity Madame [=LaTourre=] has innate anti-magic to such an extent she functions as a ManOfKryptonite. She can permanently destroy both enchanted items and Hallows[[note]]places that naturally produce supplies of {{Mana}}[[/note]], nullify spells, erase wards, drain mana from other beings, and generally screw shit up for casters. To highlight how she defies all the known laws, she's equally capable of affecting ''all'' supernatural beings, not just mages, letting her mess with vampire BloodMagic, changeling glamours, werewolf rites, promethean alchemy, whatever she pleases.


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* AntiRegeneration: the Abyss has the power to deal "resistant damage" that can't be [[HealingHands magically healed]]. This is most often caused by absorbing the backlash from a MagicMisfire, but BlackMagic practitioners can draw on the Abyss to inflict it as well.
* ApocalypticLog: The Hildebrand Recording from ''Grimoire of Grimoires'' describes an attempt at capturing a seance with a ghost on tape. The poor researcher got an EldritchAbomination instead, which proceeded to toy with his psyche before ripping him to shreds.


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* ArmiesAreEvil: The Praetorian Ministry of the Seers of the Throne [[InvokedTrope invokes]] this: when war becomes atrocity, enlightenment (and thus, Awakening) is the last thing on anyone's mind.
* ArmorPiercingQuestion: {{Invoked|Trope}} by the first-edition spell "The Inescapable Question", which causes any question to cause the hearer to stop and ponder its meaning and answer (it is noted that particularly savvy mages can get the effect by simply asking "Why?"). In effect, the spell adds a distracting veneer of profundity to a question that can be a completely inane IceCreamKoan.
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Crosswicking Digital Abomination.

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* DigitalAbomination: The Shard is an Abyssal Intruder that takes the form of a free-to-play MMORPG. It works by luring in dedicated players who are willing to give their lives over to the grind for bigger and better loot, then promising them true endgame content if they collect the right items and perform a ritual to open a gate to another realm. This digital ritual actually ends up opening another gate to the Abyss, allowing more of its influence to spread and causing terrible things to happen to the players. Once that's done, the game shuts down... until another wave of invites for the hot new MMO go out.
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* WordsDoNotMakeTheMagic: People gain magic by having their souls joined to one of the Supernal Realms. The [[LanguageOfMagic High Speech]] is a handy PowerCrutch to make spells a bit more reliable, but without that connection, it can't be used or even reliably perceived.

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* WizardDuel: The Duel Arcane, a highly formal method of combat, in which two mages choose Arcana to act as their Sword and Shield, enter a magically created ring, and pit their magical will against one another in the form of elaborate illusions. It is said to be the preferred method of resolving disputes, as it is quick, generally non-life threatening (attacks start off harming willpower before going to actual physical damage, unless the combatants agree to a DuelToTheDeath, which are rarely permitted) and has no collateral damage.
** Take note the ring for the Duel Arcane requires a mage with the Prime Arcanum to create; usually this is a third party nominated by the challenger but sometimes the challenger or rarely the respondent will forge the ring. It's acceptable to reject the challenge if the mage responsible for the ring is accused of not being impartial, no loss of face or honour is incurred and it's generally considered rude to coerce someone into accepting a challenge to duel or to choose a person that is biased to either party.

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* WizardDuel: The Duel Arcane, a highly formal method of combat, in which two mages choose Arcana to act as their Sword and Shield, enter a magically created ring, and pit their magical will against one another in the form of elaborate illusions. It is said to be the preferred method of resolving disputes, as it is quick, generally non-life threatening (attacks start off harming willpower before going to actual physical damage, unless the combatants agree to a DuelToTheDeath, which are rarely permitted) and has no collateral damage. \n** \\
Take note the ring for the Duel Arcane requires a mage with the Prime Arcanum to create; usually this is a third party nominated by the challenger but sometimes the challenger or rarely the respondent will forge the ring. It's acceptable to reject the challenge if the mage responsible for the ring is accused of not being impartial, no loss of face or honour is incurred and it's generally considered rude to coerce someone into accepting a challenge to duel or to choose a person that is biased to either party.



* WizardWorkshop: Given the setting's PostModernMagik, a [[HomeBase Sanctum]] can be anything from a penthouse to a motor home. Mages can [[RenovatingThePlayerHeadquarters outfit them]] with useful features like a reference library, premade [[SummoningRitual summoning circles]], {{Haunted Fetter}}s, and a personal PlaceOfPower.



* YourSoulIsMine: An entire classification exists for Left-Handed Mages who steal souls-- Reapers. The [[OurLichesAreDifferent Tremere Liches]] ''eat'' them to [[ImmortalityImmorality prolong their lives]]. ''Silver Ladder'' features a non-immortality seeking version, the [[ConMan Carnival Melancholy]], who burn souls they swipe for luck, while ''Left-Hand Path'' features Cloud Infinite, who use souls to augment their own mental abilities, and (Legion), who use the souls as a perfect disguise.

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* YourSoulIsMine: An entire classification exists for Left-Handed Mages who steal souls-- souls -- Reapers. The [[OurLichesAreDifferent Tremere Liches]] ''eat'' them to [[ImmortalityImmorality prolong their lives]]. ''Silver Ladder'' features a non-immortality seeking version, the [[ConMan Carnival Melancholy]], who burn souls they swipe for luck, while ''Left-Hand Path'' features Cloud Infinite, who use souls to augment their own mental abilities, and (Legion), who use the souls as a perfect disguise.
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* ObfuscatingPostmortemWounds: {{Exaggerated|Trope}} -- [[MagicAIsMagicA Death magic]] can alter a corpse to display a different cause of death under any non-magical scrutiny, even to the extent of making an incinerated burn victim look like they'd only had a heart attack. Given the {{Masquerade}} and the CrapsackWorld, the spell is often used to cover up monster victims and paranormal killings.
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crosswicking a new trope



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* TestOfPain: As embodiments of strength through adversity, [[DarkIsNotEvil demons of Pandemonium]] require their {{summon|ingRitual}}ers to overcome a painful physical or mental ordeal. One demon, The Thousandth Cut, slowly [[DeathOfAThousandCuts lives up to its name]] until the summoner either imposes their will on it or passes out from blood loss.
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* EveryoneHasStandards: The Fallen Pillars are a Legacy of extreme ascetics, calling for a mage to abandon every material trapping, want, and need. They forbid the use of almost any tool or magical item... save one: they ''fully'' allow the mages who join them to use a dedicated magical tool (which gives bonus die when spellcasting), so long as it's handmade (most fashion and dedicate crude knives). This is because the Fallen Pillars view spellcasting as a means of crafting and testing one's soul, and blowing a test of one's very soul because you won't use a magical tool is ''vanity'', not enlightenment.
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* BlackLikeMe: 2e includes a list of Vows mages can undertake as long-term Oblations to gain Mana. In addition to the classics such as abstinence and poverty, there's the Vow of Assumption, where a mage (usually a straight white cis male) uses Life magic to live as a member of a disadvantaged group in order to understand the burdens they carry. Of course, this has fallen out of favor in the present day, as younger mages tend to view it somewhere between cultural appropriation and blackface.
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Added some nuance to the Primal Polymorphs example.


** [[MagicAIsMagicA Shapeshifting spells]] are powered by the Primal Wild, the platonic ideal of nature unbound, so mages with an affinity for it tend to be more in tune with the natural world than the trappings of modern society.

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** [[MagicAIsMagicA Shapeshifting spells]] are powered belong to the Life Arcanum which is represented by the Primal Wild, the platonic ideal of nature unbound, so most mages with an affinity for it them - that is to say, Thyrsus - tend to be more in tune with the natural world than the trappings of modern society.society. [[ZigZaggingTrope Zigzagged]] in that it's not a hard and fast rule - one of the example Thyrsus in the second edition book is very Literature/MissMarple-y (the prey-predator symbolism comes in via representing British colonialism, in her case), and that there's nothing preventing mages from other paths from learning enough Life to access those spells.
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* PrimalPolymorphs:
** [[MagicAIsMagicA Shapeshifting spells]] are powered by the Primal Wild, the platonic ideal of nature unbound, so mages with an affinity for it tend to be more in tune with the natural world than the trappings of modern society.
** The Orphans of Proteus [[PrestigeClass legacy]] take it a step further: they can innately take animal (or plant or mineral) forms and communicate with [[SpeaksFluentAnimal animals]] and {{Nature Spirit}}s, and almost all of them take to the wilderness, sometimes abandoning human speech entirely.
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** As of Second Edition, these mages work mostly the same, but have been renamed to ''the Rapt'', reflecting how they are beholden to the obsessions born from what broke their souls.
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* NeutralityBacklash: Both the Pentacle Orders and the Seers of the Throne consider mages who won't join up with some order to be [[TheDarkArts Left-Handed]]. While in principle, an "apostate" is someone who left a sect they once joined, in practice most mages consider them exactly the same as TheOathbreaker. If you don't pick a side, then there must be something ''wrong'' with you.

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* AGodAmI:
** Anyone with Gnosis 10 and anything less then saintly Wisdom will practically say these exact words. To an extent, it's the goal of every single Mage to say these words and have the magic to back it up.
** And the archmasters have achieved it. That's when the ''real'' work starts.

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* AGodAmI:
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AGodAmI: Anyone with Gnosis 10 and anything less then saintly Wisdom will practically say these exact words. To an extent, it's the goal of every single Mage to say these words and have the magic to back it up.
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up. And the archmasters have achieved it. That's when the ''real'' work starts.
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** Second Edition gives them the sobriquet of "Thaumaturges", drawing on their nature as those who impose order and scientific structure on their magic, same as the order and structure of the Aether, and as seekers of fundamental truth and wonder. Obrimos on the Seers' side often call themselves "Reckoners" too. Their keywords are Power and Command. Unlike their brethren, they actually have three Tarot cards associated with them; [[ForceVersusDiscipline the Hierophant (V), who codifies divine patterns into mortal laws and scripture to give order and discipline to the world, and the High Priestess (II), who uses intuition and self-knowledge to rule the invisible realms of thought]]. Both are perfectly valid ways of seeking Strength, both power over knowledge and the wisdom to use it gently and productively.

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** Second Edition gives them the sobriquet of "Thaumaturges", drawing on their nature as those who impose order and scientific structure on their magic, same as the order and structure of the Aether, and as seekers of fundamental truth and wonder. Obrimos on the Seers' side often call themselves "Reckoners" too. Their keywords are Power and Command. Unlike their brethren, they actually have three Tarot cards associated with them; [[ForceVersusDiscipline [[HarmonyVersusDiscipline the Hierophant (V), who codifies divine patterns into mortal laws and scripture to give order and discipline to the world, and the High Priestess (II), who uses intuition and self-knowledge to rule the invisible realms of thought]]. Both are perfectly valid ways of seeking Strength, both power over knowledge and the wisdom to use it gently and productively.
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* InhumanEyeConcealers: Mages in the [[ApocalypseCult Cult of the Doomsday Clock]] commonly gain time-themed Paradox brands from abusing magic. SinisterShades are the Cult's standard uniform anyway, but for many members, they hide eyes that have become clock faces or digital watch readouts -- a dead giveaway to both Sleepers and enemy mages.
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* ReducedResourceCost:
** "Platonic exemplars" are rare, perfect versions of ordinary objects that are highly prized for ItemCrafting. Rather than a permanent Willpower dot, it costs only a bit of Mana to imbue a spell into one, so long as the spell aligns with the object's function.
** Mages with access to a Scriptorium, a specialized MagicalLibrary, can learn rote spells from it at half the usual XP cost.

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Crosswicking Translator Microbes example.


* TranslatorMicrobes: the 3-dot Mind spell "Universal Language" lets its subject understand and translate any language, broadly construed, with the exception of not letting Sleepers understand High Speech.
* TrickBomb: {{Alchemy|IsMagic}} can imbue any AreaOfEffect spell into a grenade, so you can have bad-luck bombs, time-slowing bombs, anti-gravity grenades, or almost anything else the alchemist can imagine.



* TrickBomb: {{Alchemy|IsMagic}} can imbue any AreaOfEffect spell into a grenade, so you can have bad-luck bombs, time-slowing bombs, anti-gravity grenades, or almost anything else the alchemist can imagine.
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Cross-wicking example for new trope.

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* SummonBinding: In 1[[superscript:st]] edition, the spells to control a ghost or spirit are separate from the spells to summon one, so the mage needs to act quickly after the entity arrives. In 2[[superscript:nd]] edition, the summoning can be cast at a more advanced [[SpellLevels level]] to build a command into the spell.
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* AxisMundi: In Astral Space, the Spire Perilous is a zone [[AppearanceIsInTheEyeOfTheBeholder of no fixed form]] that links humanity's collective subconscious to the World Soul. Legend holds that it ''was'' the true Axis Mundi, bridging all realms of existence for {{Dimensional Traveler}}s, but it shattered when [[AndManGrewProud Man Grew Proud]] and abused it to [[TakingOverHeaven invade the Supernal Realms]].
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Crosswicking Occult Detective example.

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* OccultDetective: The game is explicitly inspired by ''ComicBook/{{Hellblazer}}'' and ''Literature/TheDresdenFiles'', and a big part of Mages' shtick is "shoving their noses into Mysteries where they really, really don't belong".

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Moving Evil Versus Evil, Mythology Gag, Necessarily Evil, Power Copying, Red Right Hand, and Soul Eating to character page for Tremere liches.


* DarkIsNotEvil: The Moros "Necromancer" mages, who have the capacity to be as good or evil as any other mage. That said, there's a Moros-only Legacy of [[BlackMagic Black Magicians]] (Tremere Liches), but that's because of what they do to sustain their immortality -- they eat souls. Yes, you read that right, ''they eat souls''. If that doesn't fall under ImmortalityImmorality, nothing will.

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* DarkIsNotEvil: DarkIsNotEvil:
**
The Moros "Necromancer" mages, who have the capacity to be as good or evil as any other mage. That said, there's a Moros-only Legacy of [[BlackMagic Black Magicians]] (Tremere Liches), but that's because of what they do to sustain their immortality -- they eat souls. Yes, you read that right, ''they eat souls''. If that doesn't fall under ImmortalityImmorality, nothing will.



* DisintegrationChamber: The Translators are a cell of rogue mages who believe they're rooting out alien infiltrators and teleporting them back to their home planet in a jury-rigged {{Magitek}} "Translation Chamber". They're delusional. The "aliens" are fellow mages; the Translation Chamber disintegrates its victims with a Mana overload and scatters their remains across the Multiverse.

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* DisintegrationChamber: The Translators are a Banisher cell of rogue mages who believe they're rooting out alien infiltrators and teleporting them back to their home planet in a jury-rigged {{Magitek}} "Translation Chamber". They're delusional. The "aliens" are fellow mages; the Translation Chamber disintegrates its victims with a Mana mana overload and scatters their remains across the Multiverse.TheMultiverse.



** When most mages see [[YourSoulIsMine Reaper Legacies]], they see the worst sort of person imaginable. When Tremere Liches see another Reaper Legacy, they see rivals... [[PowerCopying and loot]].



** Whether the Arcadia of ''Mage'' has any connection to the Arcadia and/or the Hedge of ''TabletopGame/ChangelingTheLost'' is ShrugOfGod -- that is, individual [=StoryTeller=] prerogrative. ''Imperial Mysteries'' suggests that the Gentry are gods whose peculiar relationship to time means they come from every Arcadia ''but'' the one the Exarchs rule (past, future, alternate, etc.)
*** As of second edition ''Changeling'', the two Arcadias are explicitly separate realms.

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** Whether the Arcadia of ''Mage'' has any connection to the Arcadia and/or the Hedge of ''TabletopGame/ChangelingTheLost'' is ShrugOfGod -- that is, individual [=StoryTeller=] prerogrative. ''Imperial Mysteries'' suggests that the Gentry are gods whose peculiar relationship to time means they come from every Arcadia ''but'' the one the Exarchs rule (past, future, alternate, etc.)
***
). As of second edition ''Changeling'', the two Arcadias are explicitly separate realms.



** The Tremere Liches, a Moros Legacy, are based on [[TabletopGame/VampireTheMasquerade Clan Tremere]], a former House of the Order of Hermes. The Tremere's House Nagaraja take their name from Masquerade's Nagaraja bloodline, former death-mages who turned themselves into vampires.
%%** The Dreamspeakers are obvious.%%Explain.



* NecessarilyEvil:
** The Guardians of the Veil know perfectly well what they do is morally suspect and based on rationalizations, and none of them like themselves very much for it.
** How the [[YourSoulIsMine Tremere Liches]] justify their existence. It is their mission to merge the five "soul" (ie Subtle) Arcana back into one, thus bringing about a GoldenAge of magic. And since the only way to do that is to merge souls with the Final Watchtower (which they become living portals to), [[YourSoulIsMine munch away]].

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* NecessarilyEvil:
**
%%** The Guardians of the Veil know perfectly well what they do is morally suspect and based on rationalizations, and none of them like themselves very much for it.
** How the [[YourSoulIsMine Tremere Liches]] justify their existence. It is their mission to merge the five "soul" (ie Subtle) Arcana back into one, thus bringing about a GoldenAge of magic. And since the only way to do that is to merge souls with the Final Watchtower (which they become living portals to), [[YourSoulIsMine munch away]].
Dreamspeakers are obvious.%%Explain.



* PowerCopying: When the Tremere Liches destroy another Reaper Legacy, they internalize that particular variety of soul magic as one of their Houses.



* RedRightHand: The Seo Hel Tremere House (basically a group of liches who have multiclassed into a new variety of soul magic) have this as their weakness-much like their [[Myth/NorseMythology patron goddess]], half of their bodies look dead.



* SoulEating: Tremere liches sustain their [[TheAgeless unaging]] existence with a steady supply of souls -- one per year at minimum, escalating to one per two weeks for the oldest and most powerful. They can perform the theft either with Death magic or with the innate power of their Legacy.



* YourSoulIsMine: An entire classification exists for Left-Handed Mages who steal souls-- Reapers. The [[OurLichesAreDifferent Tremere]] [[ImmortalityImmorality Liches]] of the core book are the first that come to mind. ''Silver Ladder'' features a non-immortality seeking version, the [[ConMan Carnival Melancholy]], who burn souls they swipe for luck, while ''Left-Hand Path'' features Cloud Infinite, who use souls to augment their own mental abilities, and (Legion), who use the souls as a perfect disguise.

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* YourSoulIsMine: An entire classification exists for Left-Handed Mages who steal souls-- Reapers. The [[OurLichesAreDifferent Tremere]] Tremere Liches]] ''eat'' them to [[ImmortalityImmorality Liches]] of the core book are the first that come to mind.prolong their lives]]. ''Silver Ladder'' features a non-immortality seeking version, the [[ConMan Carnival Melancholy]], who burn souls they swipe for luck, while ''Left-Hand Path'' features Cloud Infinite, who use souls to augment their own mental abilities, and (Legion), who use the souls as a perfect disguise.
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Added Contrived Coincidence.

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* ContrivedCoincidence: Fate magic specialises in this. Low-level spells can give you small strokes good luck (like finding a 20$ bill) or bad luck (dropping your wallet in a puddle), mid-level spells can find you that thing you need in a haystack, and high-level spells can outright cause any physically possible non-supernatural event in their area, no matter how improbable. Young person getting a heart attack? Check. Finding a winning lottery ticket? Check. [[Literature/BloodRites Having a frozen turkey fall from a passing plane and stake the vampire you're fighting?]] Put enough oomph into the spell and you get it.

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