Initiation
As Awakened characters grow in power, they find that
their initial explorations into magic and the astral plane
can only take them so far in understanding and increasing
their abilities. Rare books such as the Picatrix, Book of Raziel,
and Sword of Moses talk about paths to higher magics,
but in order to take a step down one of those paths, one
must undergo initiation into the mysteries of magic and
the metaplanes in hopes of increasing the connection
with the Awakened world.
Initiation allows you to wield greater magical abilities known as metamagics and raise your Magic attribute beyond the natural maximum of 6. Only characters with a Magic attribute can initiate. Initiation is a serious process that requires a great deal of mental and spiritual preparation, rituals, and study appropriate to your tradition. A mage might spend months in research on a particular point of magic, writing a scholarly thesis in order to prepare. A shaman might undergo a vision quest and seek guidance from her mentor spirit. The time it takes to complete initiation is determined by an Arcana + Intuition [Astral] (initiate grade, 1 month) Extended Test.
Initiation is measured in grades, beginning with Grade 1 and increasing from there. At the end of a character’s first initiation, she is a Grade 1 initiate. When she completes her second initiation, she is a Grade 2 initiate, and so on. The numerical system is for tracking initiation levels in game terms: each tradition refers to grades of initiation with its own system (generally not with numbers).
The cost to initiate is 10 + (Grade x 3) Karma. After you’ve finished your preparations, spend the appropriate Karma and you’ve got yourself a shiny new initiative grade and all of its benefits.
Your initiate grade can never exceed your Magic attribute. If your Magic is reduced below your initiate grade, you lose an initiate grade right along with it.
Initiation allows you to wield greater magical abilities known as metamagics and raise your Magic attribute beyond the natural maximum of 6. Only characters with a Magic attribute can initiate. Initiation is a serious process that requires a great deal of mental and spiritual preparation, rituals, and study appropriate to your tradition. A mage might spend months in research on a particular point of magic, writing a scholarly thesis in order to prepare. A shaman might undergo a vision quest and seek guidance from her mentor spirit. The time it takes to complete initiation is determined by an Arcana + Intuition [Astral] (initiate grade, 1 month) Extended Test.
Initiation is measured in grades, beginning with Grade 1 and increasing from there. At the end of a character’s first initiation, she is a Grade 1 initiate. When she completes her second initiation, she is a Grade 2 initiate, and so on. The numerical system is for tracking initiation levels in game terms: each tradition refers to grades of initiation with its own system (generally not with numbers).
The cost to initiate is 10 + (Grade x 3) Karma. After you’ve finished your preparations, spend the appropriate Karma and you’ve got yourself a shiny new initiative grade and all of its benefits.
Your initiate grade can never exceed your Magic attribute. If your Magic is reduced below your initiate grade, you lose an initiate grade right along with it.