Acanthus
Initiate
Fate
All Acanthus Can Detect Sympathetic connections of people or places she can see, see the marks of fate, identify those who have violated oaths or geasae, and detect spells with Conditional Durations. (Interconnections).
All Acanthus Can Can know when a specific fate befalls the subject of the spell.
All Acanthus Can Negate environmental penalties on actions, and "Aim" to give bonus to instant actions. (Quantum flux)
All Acanthus Can Give a small blessing or curse, with limited control over it's outcome. (REading the Outermost Eddies)
All Acanthus Can Gain an omen that will guide her closer to her goal (Serendipity).
Time
All Acanthus Can ...
All Acanthus Can Gain generalized knowledge of likely futures. (Divination)
All Acanthus Can Cause cause a person to encounter more or less delays- the elevator arrives when they need it, or the
lights are all red. (Green Light/Red Light).
All Acanthus Can See if a person will be good or bad for her in the future. (Momentary Flux).
All Acanthus Can Know exactly when to act, adding potency to mundane instant actions (Perfect Timing.)
All Acanthus Can Look into the relatively recent past (Postcognition).
With Mage sight, Reveal the presence and Use of a destiny, and detect dramatic failures and exceptional successes. They can
also know when a character is about to act and is ablle to pre-empt it, an and detect time travelers.
Apprentice
Fate
Most Acanthus can Impose a Hex (penalty to mundane actions or impose negative tilts) or a Boon (grant positive
Conditions, grant 9/8 again on mundane dice rolls in general, or grant a dice bonus on a predetermiended narrow type of
roll; a single skill or equivilent).
Most Acanthus can Hide and Falsify fates and destiny, to the point where fate-based conditional triggers are fooled.
(Faricate Fortune).
Most Acanthus can Eliminate Untrained penalties and improve subjects impression in social situations, but only if
operating with no detailed knowledge or preperation. (Fools Rush In).
Most Acanthus can Enable subject to guess phone numbers, passwords, and lock combinations, and make similar absurd
guesses with reliability. (Lucky Number)
Most Acanthus can Allow the subject to find the most available or nearest person or subject matching a broad description-
corrupt cop, carpenter, etc. (Shifting the Odds)
Most Acanthus can Protect a person against fate manipulation or magical compulsions (Warding Gesture).
Most Acanthus can Look into the relatively Distant Past (Postcognition with Attaiment)
Time
Most Acanthus can Roll twice on mundane dice rolls (Choose the Thread)
Most Acanthus can Protects a person's history from being altered due to time travel. (Constant Presence).
Most Acanthus can For Cost, delay their own spells from taking effect. (Hung Spell).
Most Acanthus can Protect a subject from postcognition and precognition (Shield of Chronos).
Most Acanthus can Speed up or slow down time. (Tipping the hourglass).
Most Acanthus can Ward off deletrious effects that worsen with Time (Veil of Moments)
Most Acanthus can also improve a spells duration by setting conditions upon which it will lapse. (Fate attainment)
Most Acanthus can cast a spell on a target's past. (Time attainment)
Most Acanthus can improve their Defense, use it against firearms, and boost their counterattack on a dodge. (Fate Dodge)
Most Acanthus can improve their Defense, use it against firearms, and reduce their enemies initiative. (TIme Dodge
Disciple
Fate
Many Acanthus can Make accidents and injuries worse. (Grave misfortune).
Many Acanthus can increase or decrease the equpiment bonus of an object. (Monkey's paw)
Many Acanthus can cause subjects to share tilts or unwanted conditions).
Many Acanthus can grant the rote quality on a subjects actions.
Many Acanthus can witnesss oaths, which grant a boon and protect against supernatural compulsions, but cause hexes when
broken.
Time
Many Acanthus can speed up a target, or slow them down to combat relevance. (Accleration/Chronos Curse).
Many Acanthus can rewind time a handful of seconds (Shifting Sands).
Many Acanthus can replace a subject with an earlier version of itself emporarailty.
Many Acanthus can use the passage of time to damage structures and creatures.
Mastigos
Under Mage Sight, Instantly judge distances, weapon ranges, and cover, and detect warps, scrying windows, and portals to
other worlds (irisis). Mind sight detects thinking beings, and see a person's state of conciousness, and detect when a
person gains or spends willpower.
Initiate
Space
All Mastigos can Learn of a persons sympatetic links , and their location if present. (Correspondence)
All Mastigos can Cause a subject to cover more or less ground when moving (Ground eater)
All Mastigos can Force a subject to spend willpower and take penalties to interact with others socially (Isolation)
All Mastigos can Locate an object within the spells area (Locate object).
All Mastigos can See and hear from all points in sensory range simultaneously. (Outward and Inward Eye).
Mind
All Mastigos can Learn a person's Virtue, Vice, Mental or social attribute levels, Aspirations and obssessions (Know
Nature).
All Mastigos can Scan surface thoughts of a subject, getting their mood, general intelligence, mental problems, greatest
desire, and if he is supernatural. (Mental Scan)
All Mastigos can have the subject hold two trains of thought at once. (one Mind, Two thoghts)
All Mastigos can Gain perfect recall of target memories. (Perfect Recal)
Apprentice
Space
Most Mastigos Can Give or take sympathetic links from herself to others. (Borrow Sympathy)
Most Mastigos Can Open a window to view and communicate with distant locations. (Scrying)
Most Mastigos Can Ruin subject's sense of direction and ability to navigate (Lying maps).
Most Mastigos Can Conceal doorsways/portals (Secret door) and Sympathetic connections (Veil sympathy)
Mind
Most Mastigos Can Conceal their thoughts and emotions from mundane and supernatural scrutiny. (Alter Mental Pattern)
Most Mastigos Can Enter and share the dreams of a subject (Dream Reaching)
Most Mastigos Can Temporarily cause a subject to forget a memory (Memory Hole).
Most Mastigos Can Alter a subject's impression of another in a social situation, how they will react. (First impressions)
Most Mastigos Can Cause a subject to feel a particular emotion (Emotional Urging).
Most Mastigos Can Send people simple commands through thoughts and emotions (Psychic domination).
Most Mastigos Can Make people forget and not notice the subjeect (Incognitio presence)
Most Mastigos Can Synchronizes the subjects thoughts to let them communicate telepathically. (telepathy)
Most mastigos can see goetic phenomena (Mind Attainment
Most mastigos can cast spells along sympathetic connections (Space Attainment)
Most Mastiogs can make Enemies not want to attack them, adding to their defense and forcing them to spend Willpower. (Mind Armor)
Most Mastigos can warp space to defend themselves, Increasing their Defense, applying it to firearms, and possibly redircting attacks at cost. (Space Armor)
Disciple
Space
Many mastiogs can conceal a space from outside intrusion. (Ban)
Many Mastigos can Co-locate subects, allowing for teleportation. (Co-location)
Improve rolls against strong sympathetic connections (Perfect sympathy)
Mind
Many mastigos can improve their mental or social attriutes (Augment mind).
Supress mental conditions ore tilts. (Clear Thoguhts)
Imrpove their skills of the subject. (Enhance Skills)
Summon Goetic spirits. (Summon Goetia)
Control their own sleep cycle and dreams (Sleep of the just)
Read and modify a person's memories and subconcious) (Read the depths),
Make a subject believe she is someone else (Imposter).
Understand any language (Universal language)
Moros
Initiate
All Moros can, using Mage sight determine the Structure, Durability, value, and quality of all items. It also sees manifested ghosts and anchors, see if
someone has a soul or a body is dead.
Death
All Moros can scuplt ectoplasm (Ectoplasmic shaping)
All Moros can Deepend and change the shape of shadows. (Deepen Shadows, Shadow Sculpting)
All Moros can Determine the helath of another's soul, including supnatural creatures, possesions, and persistant
conditions; which are- Addicted, Amnesia, Blind, Broken, Connected, Disabled, Soul loss Conditiongs, Fugue, Maddness,
Obsession, Mute, Mystery Commands. (Soul Marks)
All Moros can detemine Method and TIme of a corpses Demise (Forenscic gaze)
All Moros can Allow the subject to Sense and communicate with ghosts and sense anchors, and determine a ghosts rank and
number of anchors. (Speak with Dead)
Matter
All Moros can maniuplate mechanical objects to do something they might ordinarily do (Remote control).
All Moros can Detect substances or objects. (Detect Substance)
All Moros can Draw a substance or type of object closer. (Lodestone)
All Moros can Know the properties and composition of an object, and find it's weak points, concealed compartments, and
where it came from. (Discern Composition)
All Moros can Know what an object is intended to do, and how to use it.(Craftmans eye).
Apprentice
Death
Most Moros can Degrade an object's durability and structure (Decay)
Most Moros can Store a soul (Soul Jar)
Most Moros can Create ectoplasm. (Ectoplasm)
Most Moros can Supress a person's aura. (Supress Aura)
Most Moros can Supress a person's life, making them appear dead. (Supress Life.)
Most Moros can Interact with ghosts and deathly twilight items. (Touch of the Grave)
Most Moros can Leave no forensic traces. (Without a Trace)
Matter
Most Moros can Give tool 9/8 again (Find the balance)
Most Moros can Conceal objects from notice (Hidden hoard).
Most Moros can Hide from machines such as cameras or microphones. (Machine invisiblity)
Most Moros can Protect themselves from dangerous substances (Alchemist's Touch)
Most Moros can Shape and control fluids such as air or water. (Shaping)
Most Moros can see Ghosts with Mage Sight. (Death Attainment)
Most Moros can use advanced duration factors in Matter Spells (Matter Attainment)
Most moros can gain physical Armor against physical attacks. (Matter Armor)
Most Moros can take damage like a vampire, degrading at least two wounds from an attack to bashing, and staying concious
with severe injuries. (Death Armor
Disciple
Death
Many Moros can Dissipate heat in the area (Cold Snap)
Many Moros can open gate to twilight as ghost, (Ghost Gate)
Many Moros can Draw power from injurty (Devouring the Slain)
Many Moros can Animate zombies (Quicken Corpse)
Many Moros can sUmmon Ghosts (Summon Ghost)
Many Moros can Sever a sleepers Soul (Sever Soul).
Many Moros can Make Shadows Solid and use them as objects (Shadow Crafting).
Matter
Many Moros can use of Water or Air to clobber people (Windstrike)
Many Moros can Superimpose objects to create a hybrid machine. (Wonderful Machine)
Many Moros can Alter an objects size. (Shrink and Grow)
Many Moros can Repair or destory objects (Nigredo adn Albedo)
Many Moros can Many Moros can Toughen or Weaken Objects (Ageis)
Many Moros can Change a objects phase. (State Change)
Many Moros can Make objects better, improving value or adding 8 again. (Crucible)
Thrysus
Initiate
All Thrysus can, using mage sight, detect life signs, guage injuries witha a glance, and detect Toxins, Disaease, and personal tilts. They
also can judge the strength of the guantlet, detects the presence and nature of Spiritual Resonance, along with sources
of essence, and see manifested Spirits.
Life
All Thrysus can Discen species, age, gender, health (Analyze life).
All Thrysus can Bolster the body's resitance to toxins (Clease the Body
All Thrysus can Speak with Animals (Speaks wtih Beasts)
All Thrysus can Find living objeccts. (Web of LIfe)
Spirit
All Thrysus can Make spirit or phyiscal representation to take a single action in accordance with it's nature. (coaxing
the spirits)
All Thrysus can See spirits. (Exorcists Eye)
All Thrysus can turn an a failure into a Dramatic Failure by targeting an equipment. (Gremlins)
All Thrysus can know a sprit's name, rank, manifestations, numinences, influences, ban or bane. (Know Spirit)
All Thrysus can superchange a spirit's Bane (Invoke Bane)
Apprentice
Life
Most Thrysus can alter a subjects appearance. (Mutable mask)
Most Thrysus can improve their senses, (Heightened Senses)
Most Thrysus can Lure and Repel living creatures or a specific type. (Sure and repel)
Most Thrysus can Protect a person from illness. (Purge illness)
Most Thrysus can Regulate their own body, protecting against suffication, starvation, toxins, tacking by scent, and
improving resources. (Body Control)
Most Thrysus can Trigger instincutal responses regardless of context (Control Instincts)
Spirit
Most Thrysus can Touch Sprirts (Gossamer Touch).
Most Thrysus can Channel Essence between Loci, creatures, or vessels (Channel Essence)
Most Thrysus can Give spirits orders (Command Spirit)
Most Thrysus can cause the open condition, allowing for fetterment, possesion, or materilization, or vice versa (Opener
of the Way)
Most Thryusus can use the higher of their Wits+ deterity to denfense, and add half the aracnum rating as both defense and
armor. (Life Armor)
Most thrysus can degrading lethal damage from kinetic and epherenal attacks to bashing. (Spirit Armor)
Most Thrysus can restore their patterns more easily and scour them more safely. (Life attainment)
Most Thrysus can see Spirits in mage sight (Spirit attainment).
Disciple
Life
Many Thrysus can heal wounds outright (Knit)
Many Thrysus can Improve or Reduce physical attibutes (Honing/Degrading the form)
Many Thrysus can Cause partial transformations across species (Transform Life)
Many Thrysus can Cause functional alterations to the target's phyiscal features (Many Faces)
Sprit
Many Thrysus can Summon Spirits in sensory Range (Spirit Summons)
Many Thrysus can Interact with the Far side of the Gauntlet (Reaching).
Many Thrysus can Alter the Gauntlet's Stregth (Place of Power)
Many Thrysus can Awaken a Hiberneting Spirit Early (Rouse Spirit).
Obirimos
Initiate
All Obrimos can see if a device of power, dtect motion, and environmental tilts. They can also detect Yantras they can
use, the presence of Awakened magic or attainments, and recognize tass and know when they're in a hallow or a node.
Forces
All Obrimos can Turn electic objects on an off, bypassing passowords, key locks, and the like. (Influence electricity)
All Obrimos can Move fire in a direction, at risk. (Influence Fire).
All Obrimos can Move more efficenctly, reducing fatigue, increasing speed and climbing (Kinetic Efficency)
All Obrimos can Control the flow of Heat, preventing damage in extreme environments. (Influence Heat)
All Obrimos can See in the Dark (Nightvision).
All Obrimos can Hear Ultra/innfrasound (Dreciver).
All Obrimos can Hear and intercept all wireless Signalls. (Control Electricity)
Prime
All Obrimos can Detect Objective Truth (or lack therof) of a current statement (Pierce Deception).
All Obrimos can Gain the ability to see if a person is connected to the supernal, spot how much mana she carries, judge
their ability with magic to a rough exent, and know their nimbus. With risk, this can be used on non-supernatural
creatures. (Supernal Vision).
All Obrimos can Bypass conditional triggers. (Word of Command)
All Obrimos can at cost, Write down or Copy Rotes.
Apprentice
Forces
Most Obrimos Can Exert limited Control over Electricity. (Control Electricity)
Most Obrimos Can Increase or decrease the size or heat of a fire. (Control Fire)
Most Obrimos Can Change direction of Gravity (Control Gravity)
Most Obrimos Can Increase or decrease level of heat, creating Extreme Environment (Control Heat)
Most Obrimos Can Dim Light, Intensify it, change it's spectrum, focus in, or disperse it. (Control Light)
Most Obrimos Can Weaken Sound, Amplify it, Alter tone of the sound, and change it's direction and focus. (Control Sound)
Most Obrimos Can Control the whether, creating storms or ending them. (Control Wheather)
Most Obrimos Can Protect a subject environmental dangers (Envronmental Shield)
Most Obrimos Can Turn Invisible (Invisiblity)
Most Obrimos Can Focus kinietic energy gain or improve a weapon bonus on attacks, knock people down, or Stun them.
(kinetic Blow)
Most Obrimos Can Alter the content of existing wireless signals. (Transmission)
Most Obrimos Can Wise magic to magnify her vision like a magnifying glass or telescope. (Zoom in)
Prime
Most Obrimos Can Make a Yantra give 9 or 8 again (As above, SO below)
Most Obrimos Can Conceal their Nimbus (Cloke Nimbus).
Most Obrimos Can Make messages in High Speech (Invisible Runes).
Most Obrimos Can Hide magic and magical creatures from detection.
Most Obrimos Can Protect against Supernal Magic. (Wards and Signs)
Most Obrimos Can, if they believe something to be true, and is objectively correct, can speak it so that people
automatically know what she says is true. (Words of Truth)
Disciple
Forces
Many Obrimos Can Call down Lightning from a stormy sky, for large amounts of Bashing Damage (Call Lightning).
Many Obrimos Can Increase or Decrese the strength of Gravity (Gravitic Supremecy)
Many Obrimos Can Apply Telekinetic force (Telekinesis)
Many Obrimos Can Change a targets momentum- either at touch range or at risk)
Many Obrimos Can Increase or decrease a target's speed dramatically (Velocity Control).
Prime
Many Obrimos Can Channel Mana between vessels (Cannel Mana).
Many Obrimos Can Remove the traces of a Nimbus (Clenase Pattern).
Many Obrimos Can Create Tass (Platonic Form).
Many Obrimos Can Let objects cut Epheranal entities (Ephernal Enchantment).
Many Obrimos Can Temporarily make a sleeper a sleepwalker, delaying effects of Quiescence. (Stealing Fire)
Analysis
To quote Stephen Shepard from rpg.net, "Innate capacity for a task may shape personality, or at least dimensions of confidence. Through analysis of shared competencies we can observe what may be broad personality trends amongst members of the Paths". I think we can also look at how a newly awakened mage will respond when presented with the insights and abilities granted by magic- in short, what it is like to be a newly awakened mage.
Acanthus
An Acanthus is never at a loss of what to do. She always knows if something (or someone) is a good or bad idea, and always has some idea of what to do next. She's always able to find what she needs, often when she needs it. The ability to offset penalties (and apply boosts) means acanthus will induldge in risky behavior, or just try things she has no idea how to do. An Witch's magic makes life a hundered times smoother; she never has to wait in line longer than she has too, she gets nice coicedences whenever she wants them, and can avoid bad luck and surprises. What all this adds up to is that everything seems in reach- no matter what her goal, an Acanthus has some idea of what to do to get there- and much improved ability to ensure she could succeed.
An Acanthus who always wanted to be an artist or musician- could try and do so, and use magic to smooth her way into success- she won't be much better, but the random factors that could shut down-or make- an wannabe's carreer could happen as she wants them. Political goals suddenly seem much more possible, as does distant dreams such as "finding a good husband or wife". To an Acanthus, nothing seems impossible- long dead dreams suddenly become possible again.
On an everyday level, a Witch never has to be uncertain, thanks to her magic- they can take risks, knowing the outcome will be at least good. Good luck is pretty much guaranteed. An newly awakened acanthus probably feels awesome; everything is easy, and those big dreams he or she always had now suddenly seem a lot more possible.
One thing I noticed is that Acanthus get and see results, but not the process. An Acanthus can be reasonably sure she'll find the doctor she needs, that her boss will probably get fired, and that fate will keep her from being spotted by the guards, but not know how or why it will happen. This makes them look bizarre from the outside- to the Acanthus, she's trusting her own skill at magic, but to an outsider, she's trusting blind chance and not even be able to explain how she knew her intended result would come about.
(OneArmedYeti's note: He then goes on to describe roleplaying notes for the other 4 paths, full post
here