Mages are to magick what physicists are to science, the ones who study the basic properties of the universe. Mages however can manipulate these and even suspend them entirely. Magery is one of the most potent fields of magick but also one of the most cerebral and mages are often seen as overly analytical by magick users whose magick is more instinctive.
Power List:
Deflect
different mages use different natural laws to do this but the base ability is the same, to be able to deflect projectiles and even bullets.
With more practice, they can reflect them back at the original attacker and defend others.
Disintegration
the ability to remove the bonds between molecules and thus convert anything into nothingness; this is one of the most lethal of combat powers and also has a range of more useful applications in areas such as mining and even archaeology.
It does aggravated damage equal to magick + successes (Dex + Power).
Enhanced Version: The High Mage Harry Howlem is notorious among those among the guild who play the off world game D&D for having learnt to use his Disintegration with the MIRV, Ranged and Homing powers to create an immensely powerful ability he calls Magick Missile that creates glowing tearshaped missiles that split the damage of his disintegration among multiple ranges opponents and is almost unavoidable.
Entropy Control
a broad power that grants the ability to summon and control entropy; unfortunately no mage has managed greater control than to direct it, the ability to actually control probability so far eludes them.
Fly
Some mages have developed the ability to overcome gravity and fly without having mastered other techniques. Similar to telekinesis, mages with this power have specialised in controlling only their own motion.
Force Field
whether summoning pure force or controlling gravity, some mages have learnt how to protect themselves from almost any attack. Many mages see this power as related to a broad power of some sort but which can be different.
Gravity Control
a broad power that allows the mage to control gravity and perform a large number of techniques with it.
Magnetic Mastery
a broad power that allows the mage to control magnetism and perform a large number of techniques with it.
Molecular Manipulation
a broad power that allows the mage to control inorganic and unliving organic molecules and perform a large number of techniques, this has an immense range of abilities although it does not work on living beings.
Spatial Manipulation
a broad power that allows the mage to control space and distance itself and perform a large number of techniques with it.
N.B.: the Cross-Time Travel extra can be learnt as a technique of this power allowing the mage to become a world-walker. The powers of Warp and Teleport can also be learnt as techniques.
Telekinesis
the ability to telekinetically move things through the manipulation of either the underlying laws that affect it (e.g. gravity or space) or by creating constructs of pure force to lift them.
Can lift huge amounts depending on successes on dexterity + power roll (+ magick in bonus successes). 1 success allows 50kg, 10 successes allows 50,000kg.
Teleport
Allows the mage to teleport instantaneously from one place to another. If they don’t know the destination they are teleporting blind and must make a perception + teleport roll (difficulty increases the further the attempted teleport).
Travel is always instantaneous but takes a full round to use and the distance travelled depends on successes of roll (1 success = 2 km, 5 successes = 20,000km)
Can be used quickly in combat but only allows 100m per success of travel.
Extras: Cross-Time Travel, Combat Teleport.
Temporal Manipulation
a broad power that allows the mage to control space and distance itself and perform a large number of techniques with it.
N.B.: the Cross-Time Travel extra can be learnt as a technique of this power allowing the mage to become a world-walker. The Warp power can also be learnt as a technique.
Warp
Can be used quickly in combat but only allows 100m per success of travel.
Can be used as an attack by opening a portal in front of somone (dex + warp) who can make an athletics roll to resist. This can only transport them as per the rules for combat warps.
Extras: Cross-Time Travel
Frequent Prices Paid:
Mental:
Mages frequently find it hard to relate to normal beings and this can be due to mental prices that lead them to arrogance, a feeling of distance from normal or even sociopathic tendencies.
Magickal
Magickal prices are the most common ones for mages to pay and often involve them having an unusual relationship with the normal physical laws which begin to affect them less or differently.
Society
Mages tend to get on well and frequently meet and correspond. They tend to be inquisitive about the nature of magick and there are a number of famous conferences that only mages get invited to.
Relevant Organisations:
The Guild – see separate entry.
Notable Example Characters:
Archmage Girion – The Chancellor of The Guild. Girion might be the most powerful mages in the world although he puts on few airs about it. He likes comfort and has properties around the world although he mostly bases himself in Argentina. – Powers: Warp (cross time travel), Disintegrate, Molecular Manipulation, Entropy Control, Spatial Manipulation, Telekinesis. Magick: 6, Resonance 3, Prices: Unaligned Step (feet never quite align to the floor), Backwards Vision (his vision starts from a point about 5m behind his head, allowing him to look over his own shoulders), Long Reach (his normal reach is 1m longer than his arms).
High Mage Hank Campanile, Nobel Prize Winner: The son of two scientists; an astronomer and a physicist, Hank was already something of a prodigy when the Spark hit and he became a Mage. They encouraged him to understand both his powers and the scientific laws that his magick allowed him to manipulate. He followed in their footsteps, taking a scholarship to Harvard, and at the age of 28 has become one of the foremost physicists of the USA as well as a very powerful mage. Magick: 4, Resonance: 1, Prices: Light Step (Gravity has a slightly lower effect on Hank which means he tends to bounce when he walks and drifts slightly when he jumps. Powers: Gravity Control, Magnetic Mastery
High Mage Colonel Harry Howlem, Partner in the Guild and Head of Training and Recruitment for them. The Retrieval Squads also report to him via his trusted subordinate, Marie-Helene Du Pont. A Colonel in the French Foreign Legion, he is tall, dark and has a jaw like an anvil. He is best known for his Magic Missile power (Disintegration + MIRV, Distance and Homing Extras) and he also knows Force Field and Teleport. Magick 5, Resonance 2, Prices: Aura of Pressure (people feel very faint pressure pushing them away from him if they are within touching distance).
High Mage Marie-Helene Du Pont, small, dark and dapper, MH, as she prefers to be known, is a lethal weapon in a decorative sheath. She loves her job and leads all the most difficult and potentially dangerous retrievals personally. Powers: Temporal Manipulation, Force Field, Telekinesis, Flight. Magick 5, Resonance 1, Prices: Adrenaline Junkie (mental), Déjà vu (people around MH are more susceptible to déjà vu).