Template:Focus

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Although a mage creates magic through will, it’s the belief in a focus that shapes such magic. The mage lets a focus determine her spell and give it shape. In turn, she believes that the focus channels her will to empower the magic. Although a focus isn’t really necessary to work magic, most mages only understand their magics in terms of the foci that they use -at least until they master their magic and become enlightened enough to recognize the power of will over reality.

When you shape an Effect, your mage generally needs to use a focus. Doing so takes the form of chanting, brandishing an object of power, mixing a substance and applying it, manipulating energy through song and dance or whatever else the mage believes is necessary to work magic. In game terms, you’ll use various trappings and Abilities to work your spells.

Each Tradition description lists various foci that are appropriate. A mage uses these foci to direct magic. For instance, a Hermetic mage may chant in Enochian, inscribe a complex geometric form or call upon angelic intervention in order to conjure flames. A Verbena could do the same with a paean to ancient gods, an offering of blood to the elements or howling a song that sparks fiery energies. A Virtual Adept might use a computer to manipulate local electrical fields or generate a laser for the same effect.

You can use any focus from your Tradition to shape an Effect. You need to narrate the use of that focus, explaining what you’re doing and how it causes the magic to happen. You’ll probably want to brush up on a little theory just to make it convincing. Read some books on computer science if you’re playing a Virtual Adept, checkout some philosophy and religion for Celestial choristers and so on. Of course, you should never actually act out a dangerous behavior or brandish something like a weapon. Merely describe what you are doing in such a case. However, if you can roleplay the use of a focus (by actually singing, for instance, or making complex gestures with an item card), then you should do so as long as you won’t draw negative attention from people who aren’t playing. (No sense convincing onlookers that you’re engaged in some sort of real world occult conspiracy.)

Note also that using a focus isn’t just a roleplaying tool or a hindrance.It can really boost your capabilities with magic. See Creating Magical Effects

Unique And Specialty Foci

You have a specialty focus for each Sphere, a focus with which you’re particularly good. If you can find a way to work that focus into the magic, then you get a one-Trait bonus on your Arete Trait total for the resolution of such challenges. For instance, if your Hermetic mage uses Enochian chants to summon Forces magic, then you get a one-Trait bonus any time you chant when casting a Forces spell. You could still inscribe a sigil with your staff (say, if you were rendered mute), but you wouldn’t get the bonus, simply because your mage isn’t as good with that combination of Sphere and focus.

In some cases, you’ll have a unique focus. You can decide, for instance, that you don’t just perform your Akashic Spirit magic with your sword, but specifically with the Chinese broadsword you inherited from your grandfather. When using a unique focus, you gain a one-Trait additional bonus on resolving your magical casting. However, if you ever lose , the focus, you’re in trouble. You can’t use that Sphere at all without the unique focus unless you manage to either surpass it, gain enough Arete to no longer need it or gain a new focus to replace it (at a cost of one Experience Trait per level in the Sphere).

Suprassing A Focus

You can perform magic without a focus, but it’s very difficult to do so. Your mage concentrates on the desired Effect, then channels his will with all of his might. If he’s lucky, he may succeed in performing magic without the use of the focus.

You must spend a Willpower Trait immediately. When you do, you make your usual magical test, but you do so at a three-Trait difficulty penalty for Arete purposes, so you’re much more likely to fail. However, this system allows you to perform magic if you are somehow prevented from using any focus (if you’re mentally projecting, or if you are bound and gagged without any possessions, for instance).

See Creating Magical Effects

Abandoning Foci

Eventually, with time and great enlightenment, you overcome the need for foci. You realize that it’s your will, not the objects that you use, that causes reality to change.

When you achieve a total of six Arete Traits, you may abandon all use of foci for two of your Spheres. In those Spheres, you can perform magic without any tools or practices. You simply concentrate for a turn on the desired Effect, and you make a test normally without any focus-related penalties. If you decide to go ahead and use a focus anyway, you gain a one-Trait resolution bonus on the test.

Each time you gain another Arete Trait over six, you abandon foci for two more Spheres.

Example Foci

Of course, the following list isn’t all-inclusive. You can add or change foci according to your game style and needs. Each example includes an Ability that would be useful with the focus.


  • Art: The mage creates a piece of art, often a picture of the desired Effect.
  • Crafts: Painting (or similar).
  • Blood: The mage uses blood - her own or a sacrifice’s - to empower magic. Obviously you shouldn’t actually be spilling blood everywhere. Just pantomime and use your imagination. Medicine.
  • Books: Various tomes and scrolls grant insight or formulae to use and muse upon. Academics: Literature.
  • Bones: Symbolic of death, can be used whole or carved into shapes. Medicine
  • Cauldrons/Chalices: Cups or bowls, often with noxious liquids, used to mix formulas or for scrying. Science for chemical mixutres; Cosmology for scrying.
  • Circles: Mystic shapes of wholeness, warding and containment. Often made with chalk or blood. Craft: Drawing.
  • Computers: Any sort of computational device, especially with attendant useful programs. Computer.
  • Crystals: Channeling energy for healing or the like. Often, different cuts or colors determine the crystals' use. Enigmas.
  • Dancing: Ecstatic or specialized dances to channel energy or create trance states. Performance: Dance.
  • Devices: Various techno-toys to manipulate energy or chemicals. Technology.
  • Do: The lifestyle of the Akashic Brotherhood, used to return the human body to its natural living state. Brawl: Do or Meditation.
  • Drugs: Obviously, you shouldn’t bring drugs into your game, but you might represent the Effects of a shaman with peyote or a visionary with LSD. Science: Chemistry.
  • Elements: Associations to the various cardinal forms and powers like the traditional earth, air, fire, and water or modern things like glass, plastic, and electricity. Occult.
  • Ether Goggles: Special goggles or glasses used to change a mystic’s sight. Especially common with the Sons of Ether, who fill theirs with ether to promote clarity of vision into the Tapestry. Alertness.
  • Feather: Representative of flight, freedom and the life of beasts of the air. Often used in conjunction with spirits, as well. Animal Ken.
  • Fire: A small flame symbolic of destruction or creation, or inspiration. Occult.
  • Formula: A mathematical equation or scientific formula that “proves” the mage’s hypothesis. Science.
  • Herbs: Mixtures of plants, seeds, roots and fruits that grant properties when sprinkled, smoked, eaten or mixed in a poultice or potion. Medicine.
  • Holy Symbol: Arepresentation of higher power, and the cosmic forces that the mage invokes. Cosmology.
  • Incense: Used for smoke, clouding of vision, scent or altering consciousness to see reality as the mage desires instead of as it is. Meditation.
  • Language: The power of symbols and sounds that are given special meaning. Linguistics.
  • Music: For trance, for inspiration or artistic work, either by listening to or creating music. Performance for an appropriate musical instrument or talent.
  • Network: A group of computers set up to share information and processing power. A way of communicating and sharing knowledge. Computer.
  • Ordeal: A painful task that the mage must accomplish, like self-inflicted injury, branding or torture. Survival.
  • Pure Water: To wash away iniquity or to refresh the mage’s mind. Meditation.
  • Purification: Part of a ritual to purify the mage’s spirit, mind and body for the working of miracles. Etiquette.
  • Ritual Sacrifice: The destruction or slaying of something of value in order to gain favor or appease spirits. Occult.
  • Runes: Mystical sigils carved on a surface to attract or ward against certain powers. Occult.
  • Scientific Meters and Probes: Little gadgets that measure various scientific qualities. Science.
  • Song: The message of a song may carry magic, or the sound of the music or even its chorus with others. Expression.
  • Tarot Cards and Ouija Boards: Ubiquitous tools of modem occultists, often used for divination and spirit workings. Occult.
  • Treatments: Body piercings, oils, moxa burning, special baths... stuff that seeps magic into the body. Medicine.
  • Toys: Return to childhood, or symbols that represent more advanced tools. Expression.
  • Vehicles: Specialized automobiles or aircraft, even spaceships, with build in enhancements. Drive.
  • Wands: Pointing tools, standards for focusing energy and (if some pundits are to be believed) symbols of phallic power. Occult.
  • Weapon: A sword, ritual knife or similar device, often used in battle or bloodletting but also as a symbol of authority. Melee for hand weapons, Athletics for thrown weapons, Firearms for guns.