A group of mystics, traditional sorcerers, and shamanic practitioners trying to preserve magic and wonder in the world.
In Mage , reality is not fixed; it is a consensus shaped by the unconscious beliefs of seven billion people, known as "Sleepers". Mages are the rare few whose avatars have "Awakened," allowing them to recognize that reality is mutable and to impose their own will upon it. World of Darkness: Mage - The Ascension
The game revolves around a conflict over the future of human belief, primarily between two major factions. A group of mystics, traditional sorcerers, and shamanic
Mage: The Ascension is a tabletop RPG from White Wolf Publishing where players take on the roles of real wizards—Mages—who possess the ability to alter reality to suit their whims. Unlike other World of Darkness games that focus on street-level horror, Mage deals with complex themes of cosmology, belief, and the war for what is considered "real". The Core Concept: Reality and Belief The game revolves around a conflict over the
Mages use "spheres" (nine areas of influence) and a focus (personalized rituals, tools, or technology) to produce magical effects. Key Factions: The War for Truth
The 9 areas of magical influence (Forces, Life, Matter, Mind, Prime, Entropy, Correspondence, Spirit, Time). Themes and Style Mage defenses - Onyx Path Forums
Character creation focuses on defining a mage's worldview and magical style over just physical attributes.