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~MAGE : Ascension : - Printable Version +- tapatalk (https://tapatalk.sorcerytime.com) +-- Forum: ALL (https://tapatalk.sorcerytime.com/forum-4.html) +--- Forum: Tonal (https://tapatalk.sorcerytime.com/forum-24.html) +--- Thread: ~MAGE : Ascension : (/thread-21786.html) |
~MAGE : Ascension : - Guest - 11-08-2010 Reality is not fixed, but rather a set of agreed upon assumptions enforced by the collective will of humanity AKA Sleepers. The 'Subtle Ones' Paradigm The Paradigm Unity- Life is Unity. The drive of Unity is what has not only brought together the Traditions but holds the One's structures as well. Without Unity, everything would fall apart. While the Sleepers may believe in Unity within their small perceptions, our *** and *** see Unity for all that it is. Magick Will and Flow: Unity may travel on the predetermined paths granted by the One, but our Will has the power to shape Unity on a much smaller scale. Spheres Correspondence, Distance and Locality: By studying and feeling the Correspondence Point, we can know the Distance and Locality within and out of Unity. The Web of Faith flowed from our deep knowledge of the Correspondence Point, and our powers of the Mind. Forces, Dynamic Flow: The Dynamic flow of Unity through the elements are not self energized by themselves, but by the flow of Unity itself. While they may seem to take on powers of their own, they are ultimately animated by Unity. Life, Vibrant Flow: Unlike the structured flow of Matter or the dynamism of Forces, the Vibrant Flow of Life is self invigorating. While they may seem to feed on power from Unity, the strengths of Life have become more self-contained and creative. Matter, Structured Flow: Structure may be the divisions of Stasis, but most Matter is in a stasis of sorts. While it may flow with Unity and take on forms much like the Forces or Life, the Structured forms of Matter are not self-empowering or dynamic in nature. They feed of the binds of Unity and move in a predictable flow. This is truly a sphere epitomizing the Technocracy. Mind: Being the source of Life's direction and the focus of Will, the Mind is a powerful entity. ... our current understanding is power enough. We perceive that the Mind is not only self-containing (much like Life), but it also contains the directions known to itself (conscious), and the directions unknown to itself (subconscious). Prime, Binds of Unity: The true Unity lives in the forces of energy it creates for itself. These creations are the binds of Unity that hold all things into the One's creation of existence. Any Will may work if it sufficiently powered by the binds of Unity. Spirit, Body of Dreams: From the land of the Umbrae and Dreams, the ethereal appear beyond our comprehension. Forming the body of things otherwise intangible, most spirits and other dwellers of the Otherworlds bring Dynamism and Vibrancy to all they contact. Time, Flux of Unity: This sphere may be explained with mathematical equations and such, but it hardly does it justice. Time is not just the relative passing of things throughout, it is all things caught in the flux and flow of the Unity. The Unity shifts through Time like grains of sand fly in a desert storm. Some things make sense, others are incomprehensible. Arete Understanding: The level of Understanding attained through study and experiences grows and allows the Magus to reach new heights of willing Unity's flow. Quintessence Binds of Unity: This raw force of pure energy is what drives the flow of Unity as well as what forms all things. By harnessing it and hoarding it, one may fuel her will-working by easier means. Without the binds of Unity, one may will Unity at his whim, but if he also holds the power of Unity in his hands, it is easier to force his will upon the Flow. Paradox Consequence: Consequence occurs when the Unity rejects the will of a Magus. This may happen because the mage did not understand Unity full enough or that he did not wield the raw forces of Unity to the needed extent. Awakening Comprehension: When one finally comprehends the Unity of all things, she has Awakened. With comprehension also comes understanding, and the fear of consequence. Mage Specific Backgrounds Arcane, Shadow: The shadow of the One may fall favorably upon a particular Magus. This cloak defends him from the prying eyes of others Avatar, Faith: The force of one's faith can allow for the accumulation of the forces of Unity. Such power can be used to fuel the Magus' pattern. Destiny, Will of the One: Since the One is to many, such will is sacred. When the One wills it that a mage may live an eventful and glorious life, respect is due. Dream, Remembrance: When one remembers events from a past existence, the remembrance is divine. Any information gained is the lore of the past and carries valuable details. Node, Oasis: Access to a source of energy is just as precious as an oasis in the desert. A well of the forces that fuel Unity is not only coveted by many magi, but the things wars are fought over. by(Natamo 0000) Why do you not want that the part is reunited with the whole, the beam of light with the Light? In my heart I hold the universe, around me the world holds me. Djalal al-Din al-Rumi "Resonance : Power is a tangible thing in this realm. Not mere mundane power, but power over reality at its deepest levels. Everything is filled with it, and it is clearly visible; it is impossible to hide who is greater and who is lesser. Hierarchy isn't that important, only power itself (but remember that knowledge is power too). When a mage rises in power, he will also rise in the hierarchy automatically (this requires no outside recognition, reality itself advances the mage). ... (A)dvancement at any price is not the goal, the true goal is ultimate power and knowledge, something everybody within the realm seek or feel the urge to seek." -- "One aspect of the Technocracy that is stressed much in Mage is their control of technology, it have even given them their name. But is this enough? Technology and science have changed the perceptions of reality enormously the last centuries. But they are not alone. Politics, economy and culture have also had a enormous influence on how people in general perceive reality. They have of course been somewhat changed by the new technology, but in my opinion they have also been deliberately changed by the Technocracy to suit its needs. The art and science of reality engineering have a long tradition among mages, but it was probably first consciously formulated by the Technomancers. Earlier mages had tried to influence reality in many ways, mostly on the local scale in response to local problems. The Technomancers realized that it could be used on a global scale. They probably did a few tests of their theories and formulated the guiding principles (it might very possibly have been a technomancer who realized that "Belief =3D Reality" even among sleepers). Then they went to work on their grand plan towards ascension." Practical Paradigm Engineering (Realitybending 101)-Anders S. Subject: The Laws of Magick To: mage-l@wizards.com The Laws of Bonewits in Mage Bonewits Laws of Magick are a set of very general "laws" of magick which recur in most cultures. They can be used to flavour the magick of Mage and make it more "real". Some parts already exist in the system, while others can be added to create the right feel. Different traditions will of course emphasise different laws, which adds to the feeling. Magick conforming to the laws will be easier to work and more powerful, since it follows the way humans think more closely. The descriptions of the laws below is taken from an old posting by Michael Barlow in an Australian newsgroup, which have since then spread across the net. The Law of Knowledge [Major Law] -------------------------------- The most basic of laws. "Understanding brings control." Key phrase is: "knowledge is power.". If you know all there is to know about something then you have complete and total control over it. This mirrors the idea of spheres: if you understand a sphere, you can control what it represents. A mage with Entropy 2 knows everything about randomness and weaknesses, and can thus control them. The Law of Self-Knowledge [Sub-law of Law of Knowledge] ------------------------------------------------------- The most important kind of knowledge is knowledge of oneself [aside: this attitude is true for martial arts]. Key phrase is "Know thyself". This important, and tied to Arete. Many mages (especially extrovert mages like the Sons of Ether and Hermetics) tend to overlook this, and become masters of the external world while missing the internal world. True Ascension can only be achieved by total knowledge of yourself and the world (the same thing really). This is the main difference between mystics and mages. Mages generally turn outwards, learning how to control the world and seeking to understand it. Mystics turn inwards, and regard external pursuits as a waste of time. Bonewits says of the above 2 laws: "All the other laws depend upon these two; it is wise to keep that in mind at all times. I don't think these need any more explanation or defence,...,we can go on to others." The Law of Names [Sub-law of Law of Knowledge & Law of Association] ------------------------------------------------------------------- Knowing the *complete* and *total* true name of a phenomenon or entity gives you control over it. Key-phrase: "What's in a name? - everything!". Example is Ursula Le Guin's Wizard of Earthsea, traditional demonology etc. This is the main tenet of classic hermetic magick, and much of shamanism. If a mage knows the true name of something, it will be in his control. Knowing the true name of something would reduce the difficulty of a magickal operations quite a bit, and may be the only way to truly control (or destroy) certain beings or phenomena (like mummies, spirits and very powerful artefacts). Finding true names is of course quite hard, and different traditions have different methods. Dreamspeakes make journeys into the Umbra to seek out the spirits and ask them to reveal the name. Hermetic mages delve into ancient tomes, trying to find the true name recorded somewhere. The Law of Words of Power [Sub-law of Law of Names] --------------------------------------------------- There are certain words that are able to change and influence the inner and outer reality of those saying them. The power is said to lie in the sounds that compose the words. Related to mantras, magic spells (in the typical say those words sense etc.). Key phrase is: "A word to the wise is sufficient". Another hermetic thought, and also used by the Nephandi. "Barbarian Invocations" is often used in magick. The mage chants ancient or incomprehensible formulas, which by their incomprehensibility and alienness gain power. Such invocations can be found in many libraries or passed down the tradition. Some are tied into special rotes, making them more powerful. Others are more general, and can be added into magickal invocations. Such general barbarian invocations are quite useful, empowering the magick, but also specialised a bit in their uses. A barbarian invocation may call upon some almost forgotten gods, beings or references, and thus color the magick with their personalities and connotations. This may or may not be a good thing, depending on the use of the magick. A Babylonian invocation to Marduk may empower magick strengthening law and order, but would seriously disrupt any entropy magick. A barbarian invocation of Gnostic deities (like "Abracadabra", a distortion of the deity Abraxas) would not be suitable for magick involving beings from Christian mythology. The Law of Association [Major Law] ---------------------------------- If two "things" have something in common then that common thing can be used to control both. Also, the two things have a mutual influence on each other, the degree of influence depending upon the "size" of the thing shared (commonalty). Examples are hunters eating the liver or heart of their prey to take their strength; the bread and wine of Christian services as blood and flesh of Christ. Not used very often in its "pure" form. Has two sub-laws which are heavily used; often by so called "primitive" cultures. The Law of Similarity [Sub-law of Law of Association] ----------------------------------------------------- The basis of "sympathetic magic"; effects resemble causes. Birds feathers stuck to your broom might make it fly etc. Key phrase is "Lookalikes are alike!" This can be used to empower magick and encourage roleplaying. Just waving a pentagram in the air to summon lightening is not as efficient as throwing it to the ground, and a mage wishing to hurt someone using Life may stab his footprint. The Law of Contagion [Sub-law of Law of Association; overlap with Law of Similarity] ---------------------------------------------------------------------- Things once in contact continue to interact after separation. Emphasis is on objects or people that have been in physical contact. An example of the combination of the above 2 laws would be a voodoo curse of someone. Make a doll to resemble them (Law of Similarity), stick bits of hair, toe nail clippings etc. from the victim to it (Law of Contagion) then away you go. Association can be used in reverse to render an enemy powerless (e.g., Black Masses--> Christian pray in reverse, inverted cross etc.). Bonewits states that the Laws of Association are the most commonly used. Key phrase for Law of Contagion is: "Power is contagious." Quite obviously applicable to mage. The Law of Identification [Sub-law of Knowledge, Association, and Personification] ----------------------------------------------------------------- By maximum association between your created pattern and that of an entity being "imitated" you can actually *become* that entity and wield its power. An example of this in a FRP context is avatars, priests etc. of a god. Bonewits states that the problem with this is that you can become lost in the personality being "assumed". When it is only a temporary identification this is possession. This can be used in interesting ways, not only for spiritual invocation as opposed to evocation, which summons spirits into the outside world. It is easier for the mage to *become* the being invoked, and thus draw it inside himself than force it to appear outside. A common practice among the Dreamspeakers and Verbena (Order of Hermes would never dream about using this method!) This can also work for other effects. A mage calling upon fire would become fire, dress in bright red, dance like the flames and aggressively destroy things in the vicinity like the devouring fire. This would make the magick much more powerful and efficient, and maybe the mage partially immune to its effect since he after all is fire too. The Law of Synthesis [ Independent Law?] ---------------------------------------- The Law of Union of Opposites. The combination of 2 opposites leads to a 3'rd "thing" that is stronger/truer etc. than either of the 2 originals (sounds like a buddhist middle path to me :-() ). The new idea/object etc. is not a compromise but something brand new. Key phrase is "Synthesis reconciles." Magick combining two opposites can become more powerful. A rather mundane effect would be to make the head of someone positive and the feet negative, causing a major electric discharge. A more deep use would be to transmute the elements of magick by combining them with their opposites to release their quintessence or the spirits imprisoned inside. Another example would be to create a protective ward by combining the four elements into a unity, which would be impervious to anything made of the elements. The Law of Polarity [Independent; but related to Synthesis?] ------------------------------------------------------------ Anything can be split into 2 opposite parts; and these 2 opposites contain the essence (potentiality) of the other. Bonewits makes statements such as "the blackness of white", "the whiteness of black", "as above so below" (pretty famous that one :-) etc. Other parallels are the microcosm through the macrocosm, macrocosm through the microcosm etc. The key phrase is: "Everything contains its opposite." A magickal effect can divide itself into two complementary parts, which remain in metaphysical contact after they have separated. A simple use is to enchant an object, and break it apart. The two halves will affect each other, and if one is changed the other will change too. This can be used to increase the power of Correspondence (which after all deals more in relationships than space). The Law of Balance [Related to Polarity and Synthesis] ------------------------------------------------------ To survive and become powerful you must keep all aspects of your world/self etc. balanced. Dynamic balance. Extremes are bad. key phrase is: "Strike a balance.". Something many mages forget. Technomancers, Marauders and Nephandi are clearly unbalanced, and hurt themselves and others by their imbalance. But Tradition mages also often forget it. Some traditions place much emphasis on balance, especially the Akashic Brotherhood, Dreamspeakers, Order of Hermes and Celestial Chorus. But most of them seek only to balance the aspect of reality they find most important; the Akashic brothers seek to balance their minds, Order of Hermes the cosmic forces and Dreamspeakers the spiritual and material world. The Law of Infinite Data [I'm not going to even try!] ----------------------------------------------------- Impossible to know everything. There is an infinite amount of knowledge/data. Key phrase is: "There's always something new." The Virtual Adepts and Void Engineers want to abolish this law in their Ascension/Singularity. The Law of Finite Senses [Related to Infinite Data and others] -------------------------------------------------------------- Our senses are only capable of showing part of the total reality. There is/could be a heap more out there. Goes hand-in-hand with infinite data. Key phrase is: "We can't see everything." In Mage this is an extremely useful law. There is always something out there which could be brought forth to fit a coincidental magick effect. Trying to see and understand everything around you will make reality more stable and less amenable to coincidences. The Law of Infinite Universes [The above 2 and more...] ------------------------------------------------------- There's an infinite number of ways to view the universe and by the Law of Pragmatism [its coming, don't panic] an infinite number of universes. Hindu and Buddhist perceptions of the universe. Everyone lives in their own universe (e.g., blind, deaf etc. people live in a different world). Key phrase is: "Infinite universes exist.". Bonewits states that "The Incomplete Enchanter" series is based on the premise of altering perceptions and hence realities. This is the basic premise of Mage. The Law of Pragmatism [a whole heap of inter-relations] ------------------------------------------------------- If it works then do it/its right/true. Key-phrase is: "If it works - its true." Combined with Law of Infinite Universe leads to the statement "truth can be defined as a function of belief". Now we are back on our Believing is Seeing discussion of last year... Rotes are a classic example of this. In many cases nobody knows why a certain rote demands that the mage should throw maple-leaves to the South or similar odd acts, but the rote works better that way. And "truth is a function of belief" is another statement of the Metaphysics of Magick. The Law of true Falsehoods [sub-law of Pragmatism, related to synthesis etc] ----------------------------------------------------------------------- Contradictions, paradoxes. Techniques etc. that "shouldn't work", but somehow do. key phrase is: "If its a paradox, its probably true." There are loopholes and bugs in reality, giving mages (and sometimes sleepers) the chance to "sneak through" and get away with things. There are small holes in Technocratic Reality which clever inventors can use, certain Traditions allow their mages to do things other mages wouldn't be able to do (A Virtual Adept sees gamma-rays as electromagnetism, hence a lesser force which can be created by Forces 3. A hermetic mage regards it as a high force, which must be created by Forces 5). The downside of this is of course that there are things which shouldn't exist and yet do, like Paradox and Marauder magick. The Law of Personification [Major law] -------------------------------------- Any phenomenon can be considered alive and to have a personality (be an entity) and therefore (by pragmatism etc.) its true (and often quite useful). Elementals, spirits of various phenomenon etc. Key phrase is: "Anything can be a person." How do you like that for equality? The Law of Invocation and Evocation [Sub-law(s) of Personification] ------------------------------------------------------------------- You can summon (conjure) entities from the "inside" or "outside" of any "pattern" that you have set up. Hence (I interpret) we can summon entities which are personifications of anything we desire/design etc. Key phrase is: "Beings within, beings without." These laws opens up fun possibilities. A mage may contact Forces, Matter or other spheres in an personal way. Instead of throwing a brick using magick, he asks the brick to jump at the target. Instead of making the water of a stream divide, he asks its spirit to let him across. A classic part of Dreamspeaker magick. Any comments? ----------------------------------------------------------------------- Towards Ascension! ~MAGE : Ascension : - Guest - 08-21-2019 |