Forces

Category
Forces is one of the Pattern Magicks. With this sphere, the mage may create, transmute, and alter Forces Patterns -- heat, fire, darkness, sound, cold, motion.
System
Perceive Forces. The mage can discern the movements of energy, perceiving all types of energy flows, sense wavelengths far beyond the limited range of visible light and sonic frequencies upon which normal mortals rely. Control Minor Forces. The mage at this level can control the ebb and flow of both the positive forces (light, sound, heat) and the negative forces (darkness, silence, cold), but cannot fundamentally change either of them. Sound may be sent is different directions, or footfalls may be silenced. Light may be bent and refreacted, allowing the mage to change apparent colors, displace his image, or cloak himself in shadows. Heat and cold may be shuffled from one object to another, as may other forces such as gravity, electricity, magnetism, and all manners of radiation. Transmute Minor Forces. The mage can now change one force into another, flip positive into negative, or destroy forces as she likes, even (with Prime 2) summoning them out of thin air and dissolving them into the same. With conjunctional magick with the spheres of Matter and Life, those things may be transmuted into Forces. Control Major Forces. Similar to Forces 2, but far more potent, Adept of Forces may focus the sun's light into a laser, cloak football stadiums with prismatic illusions, redirect missles mid-flight, send shockwaves the other way, melt glaciers, and freeze lakes. This can also be used to 'immunize' something to that type of Force. Transmute Major Forces. A far more powerful enhancement of Forces 3. The mage may create nuclear explosions, brew storms, conjure firestorms, earthquakes, and tidal waves. Of course, most of those effects are rather vulgar as such.
Freebie Cost
7
Prerequisites
Mage
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