Entropy
Apprentice *
Sense Fate & Fortune - The beginning of all teaching concerning Entropy starts with being able to identify Entropy as a distinct phenomenon in reality. Apprentices of entropy can intuitively discern the weakness in any system, be it a person, or a group, or a concept. As well, the mage may also intuitively discern the strengths of a system, which parts are more favored or lucky. The mage ascertains where entropy would manifest naturally in the target and how much, or how little, the target has been subjected to the forces of Entropy already. The mage can identify any weak spots in anything, as well as the amount of decay, degeneracy, or corruption the target has been subject to. Conversely, the mage may also sense which aspects of the target will be favored in the future, where entropy does not manifest itself as strongly. In game terms, the mage will be have the option to re-test a failed challenge IF that challenge is of a nature being sensed by the effect, for the duration of the effect (this is not cumulative). The nature of the challenge and target must be known at the time of casting.Ring of Truth - The mage may use their sense of Destiny and entropy to discern if something being said to them is prophetic in some way, or is a falsehood. In the case of prophetic words, every level of the effect result rating will grant the mage a little more of a sense of understanding concerning the words that were spoken. For discerning the truth, the mage must achieve an effect result rating equal to or greater than the potential liar's total Subterfuge abilities.
Initiate **
Control Probability - By starting small, the Initiate of entropy can affect very small events by manipulating random chance. The mage can affect who the waiter will serve first in a restaurant, which chamber houses the bullet in Russian Roulette, which cards are dealt where in a game of cards. Note, however, that the Mage cannot nullify or supersaturate an event with randomness - that would require the creation of entropic energy, or the immunization from the self-same energy, something even the Masters of Entropy cannot do. The mage can merely affect the probabilities involved with a single event that is only controlled by one instance of random chance. It can seem that this level of knowledge is pretty lame, but control over random chance can be very handy at times, and this level of knowledge can be used conjunctionally with other spheres to inject randomness and chaos into a system over and above what normally occurs. Every two effect result ratings allows the mage a re-test in any non-magical effect test in which the mage has 2 or fewer Ability traits (See "Beginner's Luck"). The mage can also dictate what the outcome of a single random event will be, as in all of the above examples. The event must be controlled by random chance. This is a coincidental effect, as all things are possible within a random system, but repeated uses of this in the same situation will eventually start pushing the boundaries of acceptable probability, and paradox may take notice. (See "The Domino Effect")Disciple
Affect Predictable Patterns - At the disciple level, the mage learns how rates of decay are controlled and with this knowledge can exert their will upon reality to either speed up or slow down the natural entropic processes that degrade matter patterns. The Mage can increase or decease the rate at which metals rust, woods decay, fabric rots, etc. With any number of effect result ratings, the mage may make a complex piece of machinery break down. With 2 or more effect result ratings, an amount of physical matter as determined by the area of effect can be eroded. Conversely, any number of effect result ratings can cause a complex machine to function without flaw for the duration of the effect. With 2 or more effect result ratings, the rate of decay on a mass of matter as determined by the area of effect can be slowed considerably, with the physical matter not being affected from the natural entropic processes for the duration of the effect.Adept
Affect Life - The Adept of Entropy has progressed beyond the scope of inorganic objects to the complex realm of Life. The Adept studies the multitudes of ways that living things wither and die as their bodies eventually break down and cease to function, as well as the many facets of heredity, and how it affects evolution and growth. From these processes, the Adept learns to control these random, degenerative processes, giving them immense powers to destroy life and control growth. They can age targets 5 years for every magical effect result rating, or reduce the probability for deformity and disease, with a effect result rating of 3 making a child insulated from any sort of disease, short of a massive plague, for life. Note that this only affects probability, not vitality or beauty. Note that direct and vulgar entropy attacks cause aggravated damage.Master
Affect Thought - The Masters of Entropy expand their control over the forces of Entropy by studying the ways in which entropy affects ideas and thoughts. Unlike the physical aspects of Entropy, in which the outcomes are pretty straight forward, the effects of entropy upon the mind can lead to some pretty far-fetched ideas. Entropy's reach is very far, even to the Ivory towers of intelligence. Forgetfulness, Distractions, Short attention spans, even Deranged and damaged minds fall under this category. Some call dynamic growth of ideas the inverse of Entropy, that old ideas are cast aside to make way for the new, but the fact that ideas are cast away makes even progress the result of Entropy, of old concepts withering away and dying. The limit of the Master of Entropy is the individual - the Master can destroy the thought of an individual, not the base concept upon which the thought was formed. They cannot erode entire philosophies on a societal level, but it is rumored that the Oracles of Entropy can perform such feats as erasing entire towns from the collective conscious. The Effect Result rating necessary to destroy mental structures is thusly listed:Thought Idea Train of Thought Concept - 1 Ability Add a derangement - 2 Mental Trait Rote/Ritual - 3 Philosophy - 4 Arete Trait - 5 Sphere ratings Apprentice - 6 Initiate - 7 Disciple - 8 Adept - 9 Master - 10Binding Oath - When cast, this effect ensures that a pact or promise is carried through. The mage administering or giving that oath may call down the force of Destiny to witness the proceedings and punish anyone who breaks the oath. Read the effect description on page 195 of 2nd Edition Mage:The Ascension for a full description of the effect.