Kind of like how most effective Sorcerers do Enchantment?
With a mere two dots in Enchantment Path and a bit of crafting time. . .
Your handgun is enchanted with extra accuracy.
Loaded with enchanted bullets that are filled with alchemy enhanced gunpowder and enchanted to more likely hit.
Used by somebody wearing amulets enhancing firearms skill *and* dexterity.

Meanwhile poor Aegis Kai Doru bastards cry in a corner because a week or three of Sorcerer's effort. . .
. . . vastly outclasses any of their (street level combat) comparatively pitiful relics.

Enchantment + Alchemy for more fun.
With 2 dots in each you wield ultra durable lightweight enchanted handgun loaded with enchanted alchemy gunpowder bullets.

Why bother spending XP becoming master of gun slinging when Enchantment closes your skill gap?
It does need to be said that every specific sort of Enchanted Item type is going to cost XP as of Sorcerer Revised, since it specifically consists entirely of rituals.
 
Mummies also have spells based on Astrology, called Celestial Magic. These tend to be huge but subtle effects. Changing the temperature by up to 10 degrees F is a first dot Celestial spell, so Mummies are an effective way to fight global warming. Higher level Weather control gets crazy, and makes them Storm from the X-Men. The Five Dot Weather Control example is a massive week-long hurricane. They also get a counterspell that lets them pick the target of an enemy spell. So if a mummy Astrologer gets into a fight with a combat specced Temere, said Tremere is going to find himself the target of his own Lure of Flames. "Stop setting yourself on fire. Stop setting yourself on fire. "
 
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And a single Mage with Forces 4-5 with a boring day.

(Unless we play NMage 2e, in which case it requires Forces 2.)
If you're attempting off season powerful massive week-long hurricane in area traditionally lacking the storms certainly effecting millions of sleepers. . .
. . . the paradox is pushing back incredibly hard?

If you're attempting to kill an enemy in Saint Petersburg comfortably from London with a week's long Category 5 Hurricane
Positive that you're not doing it with Forces 2.
Fairly certain Forces 4 is really stretching it?
What kind of Paradox do you receive for something like this?
Aren't you risking tens of millions involved sleepers disbelieving it away?
 
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In NMage, you can Rule Forces to control the weather, Ruling is an Apprentice-level Practice, thus I can control the weather at Forces 2, though the later Weaving and Patterning will provide greater control.

As for Paradox, you just have to slowly change it over a few weeks, so that it sloooowly becomes a hurricane and seems like it's just a freak storm.

Or, if you play OMage, you spend a point of Willpower to delay the backlash until the end of the scene so you can go "WITNESS ME!"
 
That being said you shouldn't do city busting over a single cup of coffee.
Usually best making such important decisions over multiple cups of coffee.

Technically, mummies have to worry about the balance of Ma'at, since maintaining it is their entire purpose. Therefore city busting is generally a no-no without very good justification. There is no actual mechanical penalty for it, but socially it's the mummy equivalent of a Garou inviting a pack of BSDs back to his Cairn for beer. This is explicitly spelled out in the description of the spell Arousing Apophis, which causes an 8.0+ earthquake centered on the mummy by summoning the giant sun-eating serpent-god that sleeps beneath the earth. Which is one of those things that will piss off everybody, including the Judges of Ma'at.

Pissing off the Judges of Ma'at is a bad idea because the biggest advantages the mummies have is that they can't die, at all. No matter how much damage they take, they'll come back. Soulforged into an ashtry? They'll eventually come back from that. However, the Judges can do all sorts of nasty things to a mummy to punish him for transgressions against the balance, like stripping you of knowledge and forcing you to buy all of your spells again with XP. Though, you only meet them when you die, and can probably talk them into agreeing with you if you're social specced.
 
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That being said you shouldn't do city busting over a single cup of coffee.
Usually best making such important decisions over multiple cups of coffee.

Actually, let me provide you with this:

Sequester yourself within your house so you are safe, but can still look at the sky, speak words of High Speech for a +2 bonus while you perform your Order's Mudras for a +(Skill rating, I'll assume 5), this results in +7 dice but Yantras cannot grant any more than +5, now spend a point of Willpower and gain +8 dice in total.

Since I assume that you're Gnosis 1, you'll spend 15 additional hours on the ritual to add +5.

So, you'll end up with +13 to your dice pool of Gnosis 1, Forces 3.

So a final of 19 dice.

Now the fun begins.

Now you spend one free Reach on switching to Advanced Scale, one free Reach to move it to sensory range, one free Reach to make Duration advanced and one free Reach on making the weather change gradually so it seems natural.

Now, for Spell Factors, we'll choose Duration for the primary factor and thus move the duration to a day. Then we'll take a -4 penalty to move it to a week, and add on a -4 penalty to make it cover the size of a large warehouse or supermarket. Then we'll add a -6 penalty for Potency 3.

Now I roll for Paradox, except I don't because no Sleeper witnessed any obvious casting of magic, so I can just skip this step and move along.

This leaves us with five dice for the actual spell. Since that we'll get approximately one success per three dice, this means we'll probably succeed the spell and create a week long storm, covering a radius of a large warehouse.

The end result is a Heavy Winds tilt that applies to the entire area we just cast it on, this does 3B to everyone caught in the storm every turn unless avoided with a Dexterity + Athletics roll and applies a -3 penalty on all physical actions within while also taking a -3 penalty to all perception rolls.

And this is only the setup for making more destructive magic later.

Such as abusing Call Lightning for example.
 
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This leaves us with five dice for the actual spell. Since that we'll get approximately one success per three dice, this means we'll probably succeed the spell and create a week long storm, covering a radius of a large warehouse.

I don't know. A week long storm the size of just a market square it's something really weird.

It would be probably disbelieved pretty quick.
 
Actually, let me provide you with this:

Sequester yourself within your house so you are safe, but can still look at the sky, speak words of High Speech for a +2 bonus while you perform your Order's Mudras for a +(Skill rating, I'll assume 5), this results in +7 dice but Yantras cannot grant any more than +5, now spend a point of Willpower and gain +8 dice in total.

Since I assume that you're Gnosis 1, you'll spend 15 additional hours on the ritual to add +5.

So, you'll end up with +13 to your dice pool of Gnosis 1, Forces 3.

So a final of 19 dice.

Now the fun begins.

Now you spend one free Reach on switching to Advanced Scale, one free Reach to move it to sensory range, one free Reach to make Duration advanced and one free Reach on making the weather change gradually so it seems natural.

Now, for Spell Factors, we'll choose Duration for the primary factor and thus move the duration to a day. Then we'll take a -4 penalty to move it to a week, and add on a -4 penalty to make it cover the size of a large warehouse or supermarket. Then we'll add a -6 penalty for Potency 3.

Now I roll for Paradox, except I don't because no Sleeper witnessed any obvious casting of magic, so I can just skip this step and move along.

This leaves us with five dice for the actual spell. Since that we'll get approximately one success per three dice, this means we'll probably succeed the spell and create a week long storm, covering a radius of a large warehouse.

The end result is a Heavy Winds tilt that applies to the entire area we just cast it on, this does 3B to everyone caught in the storm every turn unless avoided with a Dexterity + Athletics roll and applies a -3 penalty on all physical actions within while also taking a -3 penalty to all perception rolls.

And this is only the setup for making more destructive magic later.

Such as abusing Call Lightning for example.

A major hurricane is less the size of a warehouse and more the size of Florida.
 
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This leaves us with five dice for the actual spell. Since that we'll get approximately one success per three dice, this means we'll probably succeed the spell and create a week long storm, covering a radius of a large warehouse.
A Major hurricane is less the size of a warehouse and more the size of Florida.

Radius of a large warehouse isn't a Hurricane as we're discussing stuff on this magnitude of scale.
If you're not making week's long powerhouse storm over a thousand kilometers diameter at over 100 miles an hour it simply isn't worth mentioning.
 
A major hurricane is less the size of a warehouse and more the size of Florida.

Well, yeah the relevant part of this thing is more the fact that this storm allows me to easily do 10-12 points of automatic lethal damage to everyone within and cheese my way to victory rather than pretend that a Mage that is not an Archmaster can actually make a storm like that.

Though if I'd want to measure e-peen I'd mention that my NWoD Mummy character can rain literal meteors over an area the size of a city while also causing an earthquake whenever he feels like it.
 
Clearly the Great Red Spot was the result of a bored (Arch)Mage seeing what he could do with way too much time on his hands. Probably that Hugh Bris guy I keep hearing about, seems like one of his acts. Although I think Fate is likely better than Forces when you're doing huge scale weather manipulation.
Well, yeah the relevant part of this thing is more the fact that this storm allows me to easily do 10-12 points of automatic lethal damage to everyone within and cheese my way to victory rather than pretend that a Mage that is not an Archmaster can actually make a storm like that.

Though if I'd want to measure e-peen I'd mention that my NWoD Mummy character can rain literal meteors over an area the size of a city while also causing an earthquake whenever he feels like it.
Doesn't the earthquake require a day or two of ritual or dying?
 
Doesn't the earthquake require a day or two of ritual or dying?

It admittedly does take three days of rituals yes.

Meteor shower is something I can pull out of my ass whenever I feel like it though.

EDIT: I'll also point out that my "pathetic little trick" can be performed by any two-bit Mage with two dots of Forces and a Rote, and is actually way more destructive than the major hurricane provided by Potent Weather Magic.
 
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Is the Left Handed Path book any good? Trying to decide whether to buy it or not.

Yes, with the exception of the Tremere section.

In essence, because the Tremere liches have the legacy Tremere name, they need to be super-special and have special double-legacy powers and they need to shut down on the number of actually-more-interesting Reaper legacies because they're so special.

Fuck the Tremere. All kinds. (apart from Ars Magica ones - they're still cool)

On the other hand, the Sclestus, the "weird legacies" and the Nameless Order stuff is all cool, and the Mad rules are pretty damn good. It's just the fucking Tremere and their super-specialness that gets on my tits.
 
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