C***@gmail.com
2006-10-22 15:58:36 UTC
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If anyone could read the article I'm attatching to this message, and
get back to me on ways I could improve the story and rule system for
this game, that is based on Mage: The Awakening, please give me some
constructive criticism about it. I'm trying to create an authentic
coincidence only magic system, and I don't see that style out in the
RPG world right now.
A Guide To Playing Virtual Thelemite's
In The Games Mage The Awakening
& Mage The Ascenscion
By Corey White
Look for it on the White Wolf Wiki
Contents:
*Virtual Thelemites
*Coincidence Only Magick
* 1 Pentagrams
* 2 Philosophy
* 3 Rules
*Egyptian Words Of Power
* 1 Magick
* 2 Pyramid
o 2.1 Blue
o 2.2 Green
o 2.3 Red
o 2.4 White
o 2.5 Black
o 2.6 Yellow
* 3 Music
* 4 Instructions
* 6 External Links
*Spells
*Rituals - (To Be Completed)
Virtual Thelemite
------------------------
Path: Acanthus
Order: The Silver Ladder
Primary Path/Order Tool: Light & Sound Machines, Bio-feedback, Candles,
Hypnosis Recordings, Sacred Space, Aromatherapy, & Tarot
Obligation Ritual: Egyptian words of power
Worldview: Virtual Thelemites are Crowley followers of a new
generation. They incorporate all of the latest new age technologies
into their rituals including computers. Sometimes they take this too
far by experimenting with the latest alternative therapy without
considering all of the side effects or possible dangers. One mage
installed an oxygen bar in his appartment, which exploded after another
Thelemite in the room lit a cigarette. Ironically he died, and his
friend walked out of the appartment without injury.
Virtual Thelemeites need sacred space and nature, and spend much of
their time traveling, studying other cultures, and learning new
languages (including computer programing). Primarily their interest is
Egyptian in origin and they worship the Egyptian gods. To them the
watch towers are the Pyramids in Egypt. They travel to Egypt at least
once during their awakening to meditate inside of the pyramids and
create a sympathetic link in astral space. Often returning home only to
visit museums with egyptian artificats on display.
Their sympathetic link to the pyramids is what allows them to
communicate to the Gods through a sacred language that Thoth has handed
down to the Thelemites within the tradition. But the Thelemites have
taken vows not to practice any kind of vulgar magic and many disbelieve
in it. In fact other mages working vulgar magick around a Virtual
Thelemite are effected by rules for Paradox. Virtual Thelemites
practice Coincidence Only magick. That's with a K(tm).
Coincidence Only
-------------------------
There exists a shadow side to everything in life. We have our waking
life, and we have our dreams. We have the reality and we have a
potential mirrored version of that reality as seen in a reflection.
This "Coincidence Only" system of magick is based on these ideas, which
are already in Mage. Stage magicians say a great way to tap into your
natural intuition is to ask yourself the question of what you would
imagine predicting if you had a real psychic insight. The idea is
borrowed from automatic writing, and we role play using these house
rules by keeping online journals of our imagined psychic experiences,
which we compare to what is really happening in our life. Much like a
dream diary that we keep while we are awake, of our fantasies and
sometimes paranoid impressions of the world around us.
Playing mage with coincidence only has a certain style to it that is
more realistic than the rules for vulgar magic. Coincidence only magic
is practiced by members of the Virtual Thelemites. As a focus the
tradition uses the Egyptian words of power system, which was given to
them by the Toth so that they could communicate with the gods.
Contents
* 1 Pentagrams
* 2 Philosophy
* 3 Rules
[edit]
Pentagrams
Just image two pentagrams, one is pointed up, and a reversed pentagram
pointing down. This is the shadow pentagram of magick. The shadow
pentagram represents the occult aspects of reality, which we
acknowledge but are only aware of in the back of our minds. The other
pentagram represents mysticism, and science. It is the pentagram of
religion, and scholarly philosophy. It is the source of magic, and one
needs to invoke it as well when casting spells.
Lets outline the two pentagrams
------------------------------------------------.
.
. Prime
.
. Life Space
.
.
. Mind Matter
.
Prime: Culture & Religions
Space: Nations & Infrastructure
Matter Corporations & Money
Mind: Research & Education
Life: Medicine & Social Systems
. Spirit Forces
.
.
. Death Time
.
. Fate
Fate: Luck & Fortune
Death: Curses & Misfortune
Spirit: Others & Communication
Forces: Protections & Empowerments
Time: Events & Circumstance
You can also draw out the Kabbalistic Tree Of Life with these 10 types
of magic, found in the 2 pentacles. It looks like a cross below a
pentagram, with the upper level being the cultural pentagram, and the
lower cross forming the shadow.
Philosophy
The upper pentagram runs clockwise beginning with Prime, or what you
decide to call the source of creation, which infuses itself into the
fabric of space and existence. The mirrored counterpart to this in our
shadow pentagram is fate. Perhaps God didn't create reality, and it is
only random circumstance acting as the creator of destiny. And the
shadow pentagram runs counter clock wise to its mirrored pentacle, so
all of our fates are moving towards death. The mirrored aspect of death
in the upper pentagram is Life, which is the last point on the pentacle
before returning back to prime.
So what can these two pentagrams do? Well it is only a philosophy. We
all repress the shadow pentagram and only focus on the pentagram of
light. But if we meditate and are self aware of both pentagrams it
helps our lives incredibly. It helps us because we are externally
focused on the environment. This can lead to many problems, including
insanity. Insane people really aren't crazy, they are just externally
focused on their own inner experience, and can't control themselves.
The shadow pentagram is about inner focus, and dreams. But in dreams we
are still not focused enough on our own self awareness. We focus on the
outside world, and when it isn't there we perceive one that doesn't
really exist. This is the root source of magic. It is the realization
that the duality of the external world and the inner self is part of an
illusion, that causes our minds to focus externally, without enough
time spent on the self, and the spirit.
In the shadow pentagram, Fate moves forward through death and change,
which result in spirit. And spirit creates the forces, and the forces
create time. Scientists want to understand the physical forces, and
their occurrences in time. But no one has detected these forces, and no
one can percieve time. Aside from their clock on the wall.
We only see the occurrences of forces interacting in the world of
matter and space. But even in this every day existence we cannot fully
comprehend how the environment has given rise to the mind, how life was
created, or where the root source of reality origonated. But these
seeming facts are all accepted as common sense.
A newly awakened mage can't do anything about the static cycle of the
upper pentagram. But the reversed pentagram causes real change in the
world. All our characters needs to do is mediate on the illusion of
reality presented in the upper pentagram. As beautiful as it seems,
eternal, unchanging, alive and omnipresent, with a supernatural source
presiding above. This may be the true reality. But looking closer there
is another reality, which is enitrely inside our characters. Repressed
deep in their subconscious minds.
By spending time looking inward at this shadow side, and by focusing on
the duality of the mind, mages can create that magic. And from there
they can project their own understanding of the pentagrams, and their
own beliefs in magick.
Rules
In the first pentagram Prime is representative of the worlds culture
and religions. Its the source of the rest of the mundane powers. The
culture naturally builds an infrastructure around itself and turns into
a nation in its own right. The governments pass the power down to
corporations who control the economy, and circulate the transfer of
prime over in the form of money to our scientific researchers. These
researches then educate individuals, while providing technologies that
the corporations want. Such as television and computers. Doctors and
technicians personally take care of families, who then become part of
the culture within the melting pot of the pentacle. So as individuals
in the cycle we have very little power.
But in the reversed pentagram, the source of power comes from Luck and
Fortune. A person can through whatever metaphysical means, gain control
over their own fortune, and direct their destiny. The natural direction
of this process is towards destruction, and it is very easy to put
curses on your neighbors. We see tragedy every day, and read about it
in the news. because our lives are fragile & temporary.
But from the knowledge of death and destruction, people bond together.
And the occult knowledge of psychology and communication gives rise to
the powers of spirit. Occultists are aware of the spirit in everything,
and can enhance their own aura, to attract other people in certain
ways. They always seem to say just the right thing at just the right
time, and this aura extends throughout the universe. Mages can speak
with the spirits of their ancestors, and feel the energetic feedback
coming from the natural environment.
The relationships they create, and their ability to transform their own
spirit into something that is magical within itself, allows them to
master powerful forces in their lives. These forces offer them
protection from otherworldly entities, and enhancement to their
abillities. It's possible some of our mentors and heroes growing up
were actually working magic to rise above everyone else around us, and
we never knew it.
With these new powers that extend beyond simply controlling luck and
fortune, mages finally gain control over the events that shape the
course of our world's history. They can see the circumstances leading
up to the future, and predict what our world will be like years from
now. As masters of the art they can shape events because they are heros
in their own right. But they can shape circumstance with magick too.
And having mastered time, the awakened influence the mundane pentagram,
transforming civilization, and changing history forever.
Still, it isn't hard for a beginner at magick to learn how to
anticipate and direct some of these forces on a smaller scale.
Sometimes we are all focused enough that we reach a peak at what we do.
And to an extent we all have an idea of where our lives, and the world
is headed.
Egyptian words of power
-----------------------------------
Thoth handed down to the magical tradition of the Virtual Thelemites
the language of the Gods, which can only be spoken in Egyptian. It is a
coded system of meditation that uses chanting, color, and numerology to
communicate through the watchtowers of the egyptian pyramids.
He gave it to the tradition as a way to help visualize and energize
spells, and communicate within the order in the most subtle of ways.
They call it the language of the birds, or the language of angels. It
is the same as the language that Thoth origonally gave to the Pharos,
but is universal enough to be translated effortlessly into almost any
language. Thoth gave it to the tradition after Crowley tooks vows
during mediation in the pyramids never to use vulgar magic. It was
after that he founded the tradition of Thelema.
The egyptian words of power are to be only used within the alternate
Coincidence Only magic system. And all members of the Virtual
Thelemites have also sworn this oath in order to learn this magical
language, which greatly enhances their magic and protects them from
other more vulgar spells.
Contents
* 1 Magick
* 2 Pyramid
o 2.1 Blue
o 2.2 Green
o 2.3 Red
o 2.4 White
o 2.5 Black
o 2.6 Yellow
* 3 Music
* 4 Instructions
* 5 External Links
Magick
The system has 6 types of magick that form a pyramid, each type is
known as a block of the pyramid, and has a color, direction, and god
associated with it. The 6th type has a numerical value, which forms the
power and height of the pyramid.
The egyptians had 6 colors, red, green, blue, yellow, and black &
white. Each has been attributed to a God before. A mix of black and
white makes a true color, while you can also have dark shades and very
briliaint light shades.
The numerical value of a spell says something of its difficulty, as
well as finding its harmonies in numerology. Egyptian numbers are all
written with a series of 1s that look like straight lines. They didn't
have unique symbols for their numbers except for the number 10, 100,
1000 and so on. But we don't count up to 10 in this system, only to 6.
Each block in the pyramid has words that are its Subject, and Its Goal.
Each spell can have any number of subjects that relate to it, and
before building a pyramid one needs to consider which words relate to
the spell. There are fewer goals to choose from, but a person should
focus on only one Goal from any of the blocks.
Pyramid
Blue
* Color: Blue (khesbedj and irtiu)
* Direction: West (imenet)
* God: Thoth, Amon
* Arcana: Spirit / Mind
* Subject:
* People (remech)
* Spirit (bah)
* Goals:
* To be together with (henah)
* To unite with (khenem)
Green
* Color: green (wadj)
* Direction: East (yahbee)
* God: Osiris
* Arcana: Time / Space
* Subject:
* Nature (ked)
* Reality (wen-mahah)
* Goals:
* To grow and prosper (wejah or oojah)
Red
* Color: Red (desher)
* Direction: South (resy)
* God: Isis
* Arcana: Forces / Matter
* Subject:
* Self (jes)
* Mind (eeb)
* Soul (kah)
* Goals:
* To have power (sekhm)
* To have strength (pecktee)
White
* Color: White, (shesep and hedj)
* Direction: North (mehet)
* God: Ra
* Arcana: Fate / Prime
* Subject:
* Good (nefer)
* Goals:
* To go forth (peree)
* To come into being (kheper)
* To approach (khen)
Black
* Color: Black (Khem or kem)
* Direction: Down (Hahey)
* God: Anubis, Set
* Arcana: Death / Life
* Subject:
* Evil (boo-been)
* Goals:
* To depart (shem)
* To go away (rooy)
* To cease (ahb)
Yellow
* Color: Yellow (kenit and khenet)
* Direction: Up, (Pery)
* God: Thoth
* Arcana: All
* Numerology:
* Spell has a cause (redy) +1
* Spell's without a cause (nen redy) 0
* Spell's important (wer) +1
* Spell's not important (nen wer) 0
* Spell's already abundant (ashah) +1
* Spell is unique (wah) 0
* Spell's an ongoing process (seshem) +1
* Spell's not part of process (nen seshem) 0
* Spell's very general (nen mety) +1
* Spell has precise requirements (mety) 0
Music
Music is also part of this system and mages can use tonality to
communicate with spirits, and to secretly convey messages with others
in the tradition. But it is always used when chanting the words of
power.
The higher the pitch, the more they are talking about themselves, and
what has to do with the color red. Like a question mark in a sentence
asks if another person agrees with you.
The lower the pitch the more deeply they are talking about the external
world, and the color green. Like the way drum beats and bass evoke
primal forces in music.
A medium pitch generally conveys blue communication, as used in every
day conversation with other people.
Volume denotes positive and negative energy. Similar to how someone
might raise their voice when they are upset or angry.
Rythm conveys the completion of a spell. The faster the rythm the
closer it is to reality.
The length of each word when a mage is chanting should be held longer
for higher values in numerology.
Instructions
To use this system, find the egyptian words that best describe the
spell within the pieces of the pyramid.
* Determine the goal of the spell, and the subject.
* Associate it with the egyptian gods, which rule over those words.
* Finds its primary color, and direction.
* If one color or god is dominant you should use that. But if you
need to find a balance, then you can use two.
* Find the amount of Gold in the spell using numerology.
* Face the direction of your spell.
* Visualize your pyramid as being your primary color from the
direction you are facing.
* Surround the pyramid in golden light harmonized with numerology.
* Chant the name of the specific God while you visualize.
* If you have the capacity imagine hieroglyphs on the outside of
the pyramid using the egyptian words of power.
* Put your spell inside the pyramid and imagine it as the light
that is shining out into the astral plane.
* Finish by chanting the other egyptian words that you found
correspondences with to complete the spell.
* Infuse your chanting with tonality, and rythm. Hold each chant
for the length of your number. But as the spell finishes, speed up the
chanting to broadcast its completion.
* Complete any other rituals, and write down your spell in a
journal, keeping notes on whether or not it comes true.
External Links
* [Egyptian Heiroglyphs]
* [Language Of The Birds]
Spells
------
* Luck & Fortune
* Notice Synchronicity
Fate 1
Practice: Knowing
Action: Instant
Duration: Concentration
Aspect: Covert
Cost: 0 Mana
Allows a wizard to notice patterns of good luck or ill fortune,
allowing him a chance to take an opportunity or avoid a potential pit
fall.
* Charge Luck
Fate 2
Practice: Compelling
Action: Extended
Duration: Concentration
Aspect: Covert
Cost: 0 Mana
Allows a mage to charge his luck, which increases the number of
opportunities in his life. It does not help any of his die rolls, but
doors open for him in the directions he is moving.
* Influence Fortune
Fate 3
Practice: Perfecting
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 1 Mana
Increases the chance of something specific happening in the general
vicinity of the mage.
* Bestow Blessings
Fate 4
Practice: Patterning
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 1 Mana
This spell allows a mage to cast Charge Luck on someone else.
* Hands Of Fate
Fate 5
Practice: Making
Action: Extended
Duration: Concentration
Aspect: Covert
Cost: 1 Mana
With this spell mages can increase the probability of success at
anything they do, by a small margin.
* Curses & Misfortune
* Unusually Bad Day
Death 1
Practice: Compelling
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 1 Mana
This spell causes someone to have a really bad day.
* Cause Crisis
Death 2
Practice: Fraying
Action: Instant
Duration: Concentration
Aspect: Covert
Cost: 1 Mana
A spell that will create a crisis in another persons life, causing them
to drop everything and deal with it.
* Illness or Injury
Death 3
Practice: Fraying
Action: Extended
Duration: Lasting
Aspect: Covert
Cost: 2 Mana
This spell will actually injure another person, or lead to some form of
illness. But thier doctors will be able to help them recover, unless
they already have a weakened immune system.
* Speedy Death
Death 4
Practice: Unraveling
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 2 Mana
This moves circumstances around a person in the worst of ways. Speeding
up the chances of a person dying before it is there time. But doesn't
effect actual combat.
* Total Disaster
Death 5
Practice: Unmaking
Action: Extended
Duration: Concentration
Aspect: Covert
Cost: 2 Mana
This spell causes a total disaster, and will often make its way to the
nightly news. It can't always be controlled, and has a chance of
misfiring, which could hurt other people than who the mage intends.
* Others & Communication
* Smooth Talking
Spirit 1
Practice: Compelling
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 2 Mana
This spell gives a mage an advantage in all social situations, or when
doing any public speaking. He surounds himself with an aura of
authority and compassion.
* Two Steps Ahead
Spirit 2
Practice: Knowing
Action: Instant
Duration: Concentration
Aspect: Covert
Cost: 2 Mana
This spell gives a mage insight into the life of another person, and
gives them an idea of what may be happening in their not to distant
future.
* Percieve Energies
Spirit 3
Practice: Unveiling
Action: Instant
Duration: Concentration
Aspect: Covert
Cost: 2 Mana
This spell lets a mage sense the energies present in the environment
and situations, which may be happening around them that they cannot
see.
* Speaking With Spirit
Spirit 4
Practice: Ruling
Action: Extended
Duration: Lasting
Aspect: Covert
Cost: 3 Mana
This spell allows a mage to communicate with spirits, including
animals, the dead, and those within the natural environment. If a
spirit has any power a mage can influence them to work towards certain
goals.
* Unity With All
Spirit 5
Practice: Perfecting
Action: Extended
Duration: Concentration
Aspect: Covert
Cost: 3 Mana
A mage becomes possesed for a time by the spirits of the universe, and
can channel knowledge about anything & everything.
* Protection & Empowerment
* Strong Will
Forces 1
Practice: Compelling
Action: Extended
Duration: Lasting
Aspect: Covert
Cost: 3 Mana
A mage can use this spell to set out and improve themselves or
accomplish a task. The game is put on hold, while a mage takes time to
study and perfect whatever they decide on while earning character
points. A mage can spend these earned character points on themselves,
at the sacrifice of removing their player from the game.
* Dispell Magic
Forces 2
Practice: Shielding
Action: Instant
Duration: Concentration
Aspect: Covert
Cost: 3 Mana
Until this point a mage hasn't been able to defend himself from magic.
But now a mage is able to protect himself from evil spirits, demonic
forces, and black magic. Which are often the source of common problems
in life.
* Peak Performance
Forces 3
Practice: Perfecting
Action: Instant
Duration: Concentration
Aspect: Covert
Cost: 3 Mana
A mage can use this skill to reach his or her peak performance. All of
their natural talents, and skills are increased for the time of the
spell, and they able to accomplish almost anything. Unless the task is
near impossible the mage automatically succeeds at her skill rolls for
a scene.
* Aura of Peace
Forces 4
Practice: Ruling
Action: Extended
Duration: Lasting
Aspect: Covert
Cost: 4 Mana
The mage surrounds himself with an aura of peace effecting everyone
around him. If there is anger or hostility in the air it will break up,
and fights will immediately come to an end. This can be explained away
by the mages abillity to resist the conflict without harming anyone.
* Circle Of Power
Forces 5
Practice: Weaving
Action: Extended
Duration: Lasting
Aspect: Covert
Cost: 4 Mana
This allows the mage to enchant an area or a person, allowing him to
cast any of these rotes temporarily on the target.
* Events & Circumstance
* Percieve Time
Time 1
Practice: Unveiling
Action: Extended
Duration: Concentration
Aspect: Covert
Cost: 4 Mana
A mage can look ahead in the future and know exactly what will happen,
even years from now.
* The Butterfly Effect
Time 2
Practice: Ruling
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 4 Mana
By preforming just a simple task a mage can potentialy change the
course of future history.
* Glimpse Of Truth
Time 3
Practice: Compelling
Action: Instant
Duration: Concentration
Aspect: Covert
Cost: 4 Mana
A mage can broadcast a message throughout the world, giving people the
subtle impressions of ideas or feelings. Its like a spontaneous holiday
the mage creates.
* Forward Momentum
Time 4
Practice: Ruling
Action: Extended
Duration: Lasting
Aspect: Covert
Cost: 4 Mana
The mage can start political campaigns, and sway new movements within
our world.
* Initiate Awakened
Time 5
Practice: Weaving
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 4 Mana
This allows the mage to preform a real miracle that the target cannot
explain. When this spell is cast on a person, there is no way to
explain what happens with trickery or coincidence. What happens appears
to be real magick, and that individuals life is forever altered. They
in effect awaken.
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If anyone could read the article I'm attatching to this message, and
get back to me on ways I could improve the story and rule system for
this game, that is based on Mage: The Awakening, please give me some
constructive criticism about it. I'm trying to create an authentic
coincidence only magic system, and I don't see that style out in the
RPG world right now.
A Guide To Playing Virtual Thelemite's
In The Games Mage The Awakening
& Mage The Ascenscion
By Corey White
Look for it on the White Wolf Wiki
Contents:
*Virtual Thelemites
*Coincidence Only Magick
* 1 Pentagrams
* 2 Philosophy
* 3 Rules
*Egyptian Words Of Power
* 1 Magick
* 2 Pyramid
o 2.1 Blue
o 2.2 Green
o 2.3 Red
o 2.4 White
o 2.5 Black
o 2.6 Yellow
* 3 Music
* 4 Instructions
* 6 External Links
*Spells
*Rituals - (To Be Completed)
Virtual Thelemite
------------------------
Path: Acanthus
Order: The Silver Ladder
Primary Path/Order Tool: Light & Sound Machines, Bio-feedback, Candles,
Hypnosis Recordings, Sacred Space, Aromatherapy, & Tarot
Obligation Ritual: Egyptian words of power
Worldview: Virtual Thelemites are Crowley followers of a new
generation. They incorporate all of the latest new age technologies
into their rituals including computers. Sometimes they take this too
far by experimenting with the latest alternative therapy without
considering all of the side effects or possible dangers. One mage
installed an oxygen bar in his appartment, which exploded after another
Thelemite in the room lit a cigarette. Ironically he died, and his
friend walked out of the appartment without injury.
Virtual Thelemeites need sacred space and nature, and spend much of
their time traveling, studying other cultures, and learning new
languages (including computer programing). Primarily their interest is
Egyptian in origin and they worship the Egyptian gods. To them the
watch towers are the Pyramids in Egypt. They travel to Egypt at least
once during their awakening to meditate inside of the pyramids and
create a sympathetic link in astral space. Often returning home only to
visit museums with egyptian artificats on display.
Their sympathetic link to the pyramids is what allows them to
communicate to the Gods through a sacred language that Thoth has handed
down to the Thelemites within the tradition. But the Thelemites have
taken vows not to practice any kind of vulgar magic and many disbelieve
in it. In fact other mages working vulgar magick around a Virtual
Thelemite are effected by rules for Paradox. Virtual Thelemites
practice Coincidence Only magick. That's with a K(tm).
Coincidence Only
-------------------------
There exists a shadow side to everything in life. We have our waking
life, and we have our dreams. We have the reality and we have a
potential mirrored version of that reality as seen in a reflection.
This "Coincidence Only" system of magick is based on these ideas, which
are already in Mage. Stage magicians say a great way to tap into your
natural intuition is to ask yourself the question of what you would
imagine predicting if you had a real psychic insight. The idea is
borrowed from automatic writing, and we role play using these house
rules by keeping online journals of our imagined psychic experiences,
which we compare to what is really happening in our life. Much like a
dream diary that we keep while we are awake, of our fantasies and
sometimes paranoid impressions of the world around us.
Playing mage with coincidence only has a certain style to it that is
more realistic than the rules for vulgar magic. Coincidence only magic
is practiced by members of the Virtual Thelemites. As a focus the
tradition uses the Egyptian words of power system, which was given to
them by the Toth so that they could communicate with the gods.
Contents
* 1 Pentagrams
* 2 Philosophy
* 3 Rules
[edit]
Pentagrams
Just image two pentagrams, one is pointed up, and a reversed pentagram
pointing down. This is the shadow pentagram of magick. The shadow
pentagram represents the occult aspects of reality, which we
acknowledge but are only aware of in the back of our minds. The other
pentagram represents mysticism, and science. It is the pentagram of
religion, and scholarly philosophy. It is the source of magic, and one
needs to invoke it as well when casting spells.
Lets outline the two pentagrams
------------------------------------------------.
.
. Prime
.
. Life Space
.
.
. Mind Matter
.
Prime: Culture & Religions
Space: Nations & Infrastructure
Matter Corporations & Money
Mind: Research & Education
Life: Medicine & Social Systems
. Spirit Forces
.
.
. Death Time
.
. Fate
Fate: Luck & Fortune
Death: Curses & Misfortune
Spirit: Others & Communication
Forces: Protections & Empowerments
Time: Events & Circumstance
You can also draw out the Kabbalistic Tree Of Life with these 10 types
of magic, found in the 2 pentacles. It looks like a cross below a
pentagram, with the upper level being the cultural pentagram, and the
lower cross forming the shadow.
Philosophy
The upper pentagram runs clockwise beginning with Prime, or what you
decide to call the source of creation, which infuses itself into the
fabric of space and existence. The mirrored counterpart to this in our
shadow pentagram is fate. Perhaps God didn't create reality, and it is
only random circumstance acting as the creator of destiny. And the
shadow pentagram runs counter clock wise to its mirrored pentacle, so
all of our fates are moving towards death. The mirrored aspect of death
in the upper pentagram is Life, which is the last point on the pentacle
before returning back to prime.
So what can these two pentagrams do? Well it is only a philosophy. We
all repress the shadow pentagram and only focus on the pentagram of
light. But if we meditate and are self aware of both pentagrams it
helps our lives incredibly. It helps us because we are externally
focused on the environment. This can lead to many problems, including
insanity. Insane people really aren't crazy, they are just externally
focused on their own inner experience, and can't control themselves.
The shadow pentagram is about inner focus, and dreams. But in dreams we
are still not focused enough on our own self awareness. We focus on the
outside world, and when it isn't there we perceive one that doesn't
really exist. This is the root source of magic. It is the realization
that the duality of the external world and the inner self is part of an
illusion, that causes our minds to focus externally, without enough
time spent on the self, and the spirit.
In the shadow pentagram, Fate moves forward through death and change,
which result in spirit. And spirit creates the forces, and the forces
create time. Scientists want to understand the physical forces, and
their occurrences in time. But no one has detected these forces, and no
one can percieve time. Aside from their clock on the wall.
We only see the occurrences of forces interacting in the world of
matter and space. But even in this every day existence we cannot fully
comprehend how the environment has given rise to the mind, how life was
created, or where the root source of reality origonated. But these
seeming facts are all accepted as common sense.
A newly awakened mage can't do anything about the static cycle of the
upper pentagram. But the reversed pentagram causes real change in the
world. All our characters needs to do is mediate on the illusion of
reality presented in the upper pentagram. As beautiful as it seems,
eternal, unchanging, alive and omnipresent, with a supernatural source
presiding above. This may be the true reality. But looking closer there
is another reality, which is enitrely inside our characters. Repressed
deep in their subconscious minds.
By spending time looking inward at this shadow side, and by focusing on
the duality of the mind, mages can create that magic. And from there
they can project their own understanding of the pentagrams, and their
own beliefs in magick.
Rules
In the first pentagram Prime is representative of the worlds culture
and religions. Its the source of the rest of the mundane powers. The
culture naturally builds an infrastructure around itself and turns into
a nation in its own right. The governments pass the power down to
corporations who control the economy, and circulate the transfer of
prime over in the form of money to our scientific researchers. These
researches then educate individuals, while providing technologies that
the corporations want. Such as television and computers. Doctors and
technicians personally take care of families, who then become part of
the culture within the melting pot of the pentacle. So as individuals
in the cycle we have very little power.
But in the reversed pentagram, the source of power comes from Luck and
Fortune. A person can through whatever metaphysical means, gain control
over their own fortune, and direct their destiny. The natural direction
of this process is towards destruction, and it is very easy to put
curses on your neighbors. We see tragedy every day, and read about it
in the news. because our lives are fragile & temporary.
But from the knowledge of death and destruction, people bond together.
And the occult knowledge of psychology and communication gives rise to
the powers of spirit. Occultists are aware of the spirit in everything,
and can enhance their own aura, to attract other people in certain
ways. They always seem to say just the right thing at just the right
time, and this aura extends throughout the universe. Mages can speak
with the spirits of their ancestors, and feel the energetic feedback
coming from the natural environment.
The relationships they create, and their ability to transform their own
spirit into something that is magical within itself, allows them to
master powerful forces in their lives. These forces offer them
protection from otherworldly entities, and enhancement to their
abillities. It's possible some of our mentors and heroes growing up
were actually working magic to rise above everyone else around us, and
we never knew it.
With these new powers that extend beyond simply controlling luck and
fortune, mages finally gain control over the events that shape the
course of our world's history. They can see the circumstances leading
up to the future, and predict what our world will be like years from
now. As masters of the art they can shape events because they are heros
in their own right. But they can shape circumstance with magick too.
And having mastered time, the awakened influence the mundane pentagram,
transforming civilization, and changing history forever.
Still, it isn't hard for a beginner at magick to learn how to
anticipate and direct some of these forces on a smaller scale.
Sometimes we are all focused enough that we reach a peak at what we do.
And to an extent we all have an idea of where our lives, and the world
is headed.
Egyptian words of power
-----------------------------------
Thoth handed down to the magical tradition of the Virtual Thelemites
the language of the Gods, which can only be spoken in Egyptian. It is a
coded system of meditation that uses chanting, color, and numerology to
communicate through the watchtowers of the egyptian pyramids.
He gave it to the tradition as a way to help visualize and energize
spells, and communicate within the order in the most subtle of ways.
They call it the language of the birds, or the language of angels. It
is the same as the language that Thoth origonally gave to the Pharos,
but is universal enough to be translated effortlessly into almost any
language. Thoth gave it to the tradition after Crowley tooks vows
during mediation in the pyramids never to use vulgar magic. It was
after that he founded the tradition of Thelema.
The egyptian words of power are to be only used within the alternate
Coincidence Only magic system. And all members of the Virtual
Thelemites have also sworn this oath in order to learn this magical
language, which greatly enhances their magic and protects them from
other more vulgar spells.
Contents
* 1 Magick
* 2 Pyramid
o 2.1 Blue
o 2.2 Green
o 2.3 Red
o 2.4 White
o 2.5 Black
o 2.6 Yellow
* 3 Music
* 4 Instructions
* 5 External Links
Magick
The system has 6 types of magick that form a pyramid, each type is
known as a block of the pyramid, and has a color, direction, and god
associated with it. The 6th type has a numerical value, which forms the
power and height of the pyramid.
The egyptians had 6 colors, red, green, blue, yellow, and black &
white. Each has been attributed to a God before. A mix of black and
white makes a true color, while you can also have dark shades and very
briliaint light shades.
The numerical value of a spell says something of its difficulty, as
well as finding its harmonies in numerology. Egyptian numbers are all
written with a series of 1s that look like straight lines. They didn't
have unique symbols for their numbers except for the number 10, 100,
1000 and so on. But we don't count up to 10 in this system, only to 6.
Each block in the pyramid has words that are its Subject, and Its Goal.
Each spell can have any number of subjects that relate to it, and
before building a pyramid one needs to consider which words relate to
the spell. There are fewer goals to choose from, but a person should
focus on only one Goal from any of the blocks.
Pyramid
Blue
* Color: Blue (khesbedj and irtiu)
* Direction: West (imenet)
* God: Thoth, Amon
* Arcana: Spirit / Mind
* Subject:
* People (remech)
* Spirit (bah)
* Goals:
* To be together with (henah)
* To unite with (khenem)
Green
* Color: green (wadj)
* Direction: East (yahbee)
* God: Osiris
* Arcana: Time / Space
* Subject:
* Nature (ked)
* Reality (wen-mahah)
* Goals:
* To grow and prosper (wejah or oojah)
Red
* Color: Red (desher)
* Direction: South (resy)
* God: Isis
* Arcana: Forces / Matter
* Subject:
* Self (jes)
* Mind (eeb)
* Soul (kah)
* Goals:
* To have power (sekhm)
* To have strength (pecktee)
White
* Color: White, (shesep and hedj)
* Direction: North (mehet)
* God: Ra
* Arcana: Fate / Prime
* Subject:
* Good (nefer)
* Goals:
* To go forth (peree)
* To come into being (kheper)
* To approach (khen)
Black
* Color: Black (Khem or kem)
* Direction: Down (Hahey)
* God: Anubis, Set
* Arcana: Death / Life
* Subject:
* Evil (boo-been)
* Goals:
* To depart (shem)
* To go away (rooy)
* To cease (ahb)
Yellow
* Color: Yellow (kenit and khenet)
* Direction: Up, (Pery)
* God: Thoth
* Arcana: All
* Numerology:
* Spell has a cause (redy) +1
* Spell's without a cause (nen redy) 0
* Spell's important (wer) +1
* Spell's not important (nen wer) 0
* Spell's already abundant (ashah) +1
* Spell is unique (wah) 0
* Spell's an ongoing process (seshem) +1
* Spell's not part of process (nen seshem) 0
* Spell's very general (nen mety) +1
* Spell has precise requirements (mety) 0
Music
Music is also part of this system and mages can use tonality to
communicate with spirits, and to secretly convey messages with others
in the tradition. But it is always used when chanting the words of
power.
The higher the pitch, the more they are talking about themselves, and
what has to do with the color red. Like a question mark in a sentence
asks if another person agrees with you.
The lower the pitch the more deeply they are talking about the external
world, and the color green. Like the way drum beats and bass evoke
primal forces in music.
A medium pitch generally conveys blue communication, as used in every
day conversation with other people.
Volume denotes positive and negative energy. Similar to how someone
might raise their voice when they are upset or angry.
Rythm conveys the completion of a spell. The faster the rythm the
closer it is to reality.
The length of each word when a mage is chanting should be held longer
for higher values in numerology.
Instructions
To use this system, find the egyptian words that best describe the
spell within the pieces of the pyramid.
* Determine the goal of the spell, and the subject.
* Associate it with the egyptian gods, which rule over those words.
* Finds its primary color, and direction.
* If one color or god is dominant you should use that. But if you
need to find a balance, then you can use two.
* Find the amount of Gold in the spell using numerology.
* Face the direction of your spell.
* Visualize your pyramid as being your primary color from the
direction you are facing.
* Surround the pyramid in golden light harmonized with numerology.
* Chant the name of the specific God while you visualize.
* If you have the capacity imagine hieroglyphs on the outside of
the pyramid using the egyptian words of power.
* Put your spell inside the pyramid and imagine it as the light
that is shining out into the astral plane.
* Finish by chanting the other egyptian words that you found
correspondences with to complete the spell.
* Infuse your chanting with tonality, and rythm. Hold each chant
for the length of your number. But as the spell finishes, speed up the
chanting to broadcast its completion.
* Complete any other rituals, and write down your spell in a
journal, keeping notes on whether or not it comes true.
External Links
* [Egyptian Heiroglyphs]
* [Language Of The Birds]
Spells
------
* Luck & Fortune
* Notice Synchronicity
Fate 1
Practice: Knowing
Action: Instant
Duration: Concentration
Aspect: Covert
Cost: 0 Mana
Allows a wizard to notice patterns of good luck or ill fortune,
allowing him a chance to take an opportunity or avoid a potential pit
fall.
* Charge Luck
Fate 2
Practice: Compelling
Action: Extended
Duration: Concentration
Aspect: Covert
Cost: 0 Mana
Allows a mage to charge his luck, which increases the number of
opportunities in his life. It does not help any of his die rolls, but
doors open for him in the directions he is moving.
* Influence Fortune
Fate 3
Practice: Perfecting
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 1 Mana
Increases the chance of something specific happening in the general
vicinity of the mage.
* Bestow Blessings
Fate 4
Practice: Patterning
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 1 Mana
This spell allows a mage to cast Charge Luck on someone else.
* Hands Of Fate
Fate 5
Practice: Making
Action: Extended
Duration: Concentration
Aspect: Covert
Cost: 1 Mana
With this spell mages can increase the probability of success at
anything they do, by a small margin.
* Curses & Misfortune
* Unusually Bad Day
Death 1
Practice: Compelling
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 1 Mana
This spell causes someone to have a really bad day.
* Cause Crisis
Death 2
Practice: Fraying
Action: Instant
Duration: Concentration
Aspect: Covert
Cost: 1 Mana
A spell that will create a crisis in another persons life, causing them
to drop everything and deal with it.
* Illness or Injury
Death 3
Practice: Fraying
Action: Extended
Duration: Lasting
Aspect: Covert
Cost: 2 Mana
This spell will actually injure another person, or lead to some form of
illness. But thier doctors will be able to help them recover, unless
they already have a weakened immune system.
* Speedy Death
Death 4
Practice: Unraveling
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 2 Mana
This moves circumstances around a person in the worst of ways. Speeding
up the chances of a person dying before it is there time. But doesn't
effect actual combat.
* Total Disaster
Death 5
Practice: Unmaking
Action: Extended
Duration: Concentration
Aspect: Covert
Cost: 2 Mana
This spell causes a total disaster, and will often make its way to the
nightly news. It can't always be controlled, and has a chance of
misfiring, which could hurt other people than who the mage intends.
* Others & Communication
* Smooth Talking
Spirit 1
Practice: Compelling
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 2 Mana
This spell gives a mage an advantage in all social situations, or when
doing any public speaking. He surounds himself with an aura of
authority and compassion.
* Two Steps Ahead
Spirit 2
Practice: Knowing
Action: Instant
Duration: Concentration
Aspect: Covert
Cost: 2 Mana
This spell gives a mage insight into the life of another person, and
gives them an idea of what may be happening in their not to distant
future.
* Percieve Energies
Spirit 3
Practice: Unveiling
Action: Instant
Duration: Concentration
Aspect: Covert
Cost: 2 Mana
This spell lets a mage sense the energies present in the environment
and situations, which may be happening around them that they cannot
see.
* Speaking With Spirit
Spirit 4
Practice: Ruling
Action: Extended
Duration: Lasting
Aspect: Covert
Cost: 3 Mana
This spell allows a mage to communicate with spirits, including
animals, the dead, and those within the natural environment. If a
spirit has any power a mage can influence them to work towards certain
goals.
* Unity With All
Spirit 5
Practice: Perfecting
Action: Extended
Duration: Concentration
Aspect: Covert
Cost: 3 Mana
A mage becomes possesed for a time by the spirits of the universe, and
can channel knowledge about anything & everything.
* Protection & Empowerment
* Strong Will
Forces 1
Practice: Compelling
Action: Extended
Duration: Lasting
Aspect: Covert
Cost: 3 Mana
A mage can use this spell to set out and improve themselves or
accomplish a task. The game is put on hold, while a mage takes time to
study and perfect whatever they decide on while earning character
points. A mage can spend these earned character points on themselves,
at the sacrifice of removing their player from the game.
* Dispell Magic
Forces 2
Practice: Shielding
Action: Instant
Duration: Concentration
Aspect: Covert
Cost: 3 Mana
Until this point a mage hasn't been able to defend himself from magic.
But now a mage is able to protect himself from evil spirits, demonic
forces, and black magic. Which are often the source of common problems
in life.
* Peak Performance
Forces 3
Practice: Perfecting
Action: Instant
Duration: Concentration
Aspect: Covert
Cost: 3 Mana
A mage can use this skill to reach his or her peak performance. All of
their natural talents, and skills are increased for the time of the
spell, and they able to accomplish almost anything. Unless the task is
near impossible the mage automatically succeeds at her skill rolls for
a scene.
* Aura of Peace
Forces 4
Practice: Ruling
Action: Extended
Duration: Lasting
Aspect: Covert
Cost: 4 Mana
The mage surrounds himself with an aura of peace effecting everyone
around him. If there is anger or hostility in the air it will break up,
and fights will immediately come to an end. This can be explained away
by the mages abillity to resist the conflict without harming anyone.
* Circle Of Power
Forces 5
Practice: Weaving
Action: Extended
Duration: Lasting
Aspect: Covert
Cost: 4 Mana
This allows the mage to enchant an area or a person, allowing him to
cast any of these rotes temporarily on the target.
* Events & Circumstance
* Percieve Time
Time 1
Practice: Unveiling
Action: Extended
Duration: Concentration
Aspect: Covert
Cost: 4 Mana
A mage can look ahead in the future and know exactly what will happen,
even years from now.
* The Butterfly Effect
Time 2
Practice: Ruling
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 4 Mana
By preforming just a simple task a mage can potentialy change the
course of future history.
* Glimpse Of Truth
Time 3
Practice: Compelling
Action: Instant
Duration: Concentration
Aspect: Covert
Cost: 4 Mana
A mage can broadcast a message throughout the world, giving people the
subtle impressions of ideas or feelings. Its like a spontaneous holiday
the mage creates.
* Forward Momentum
Time 4
Practice: Ruling
Action: Extended
Duration: Lasting
Aspect: Covert
Cost: 4 Mana
The mage can start political campaigns, and sway new movements within
our world.
* Initiate Awakened
Time 5
Practice: Weaving
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 4 Mana
This allows the mage to preform a real miracle that the target cannot
explain. When this spell is cast on a person, there is no way to
explain what happens with trickery or coincidence. What happens appears
to be real magick, and that individuals life is forever altered. They
in effect awaken.