Mage Skills:

Focus is what allows a mage to direct his or her will. Without focus, even the most learned mage's spells will sputter and die. Focus determines how effective one's spells are and how long they last. With a higher focus, spells are more permanent and their effects more powerful. An average score in Focus is 5, while the highest possible score is 10.

For instance, Mage A and Mage B both have the ability to transmute stone into mud. However, Mage A has a high focus, while Mage B has a low focus. Mage A's transmutation will have a greater effect than Mage B's. More stone may be transmuted, the effect may last longer, or a greater portion of the transmutation may be permanent. Note: Before Roleplaying spells that would permanently affect the description of a room or allow you as a player access to something you do not normally have access to, get the permission of a GM.

Mage Spheres:

Each sphere is associated with different abilities. Some have been coded (indicated in blue), and may be learned and cast within the coded game system. Others are examples of what may be role-played if you wish to role-play combat or casting other spells. Remember, however, that magic is capricious at times and that spells may backlash or fail to do as you wish, even in roleplay. This can lead to some marvellous fun.

Energy is the sphere of forces and energy. A mage who masters Energy has control of heat, light, electricity and other, more subtle forces such as friction and atomic forces. Spells that deal with any type of forces or energy, both active and passive, fall into the sphere of Energy.

Matter is the sphere of material things. A mage who masters Matter has control of his own body but also other matter , the elements of earth and water obeying his command. Spells that deal with material things, both altering and creating them, fall into the sphere of Matter.

Meta is the sphere of mind and magic. A mage who masters Meta has control of those things that men find difficult to understand; he understands his own mind and that of others...or at least how to manipulate them. Spells that deal with mind and magical energy fall into the sphere of Meta. Note: High levels of Meta grant a mage some control over the minds of others. This must be a Role-played effect, and should not be assumed to be total. Non-coded mind-affecting spells should be consensual between players.