[b][u]List of Mage the Ascension Spheres (Adapted to BCG)[/u][/b] [b][i]House Rule:[/i][/b] You cannot buy specializations on a Sphere/Miracle Skill; you can only buy them with Generalist Mastery. However, in order to preserve the Mage-y feeling, you get three free Spheres; anything more has to be bought for 20 Character Points. [b][i]Correspondence:[/i][/b] Correspondence combines the Phasing (BCG) and Portal (BCG - Z) Miracle Skills, and along with Time, allows you some applications of Sight (BCG), namely being able to see long distances or scry on an enemy. You are also allowed to teleport to a place you know well. And lastly, you can ward a place against scrying, as well as create a dimensional pocket for items. [i]Difficulty Numbers:[/i] 5 for basic communications and scrying, 10 for hiding yourself in a dimensional pocket or equivalent, and 15 for anything that lasts an entire Episode Arc (Portals and Wards) or anything that extends across continents. [b][i]Entropy:[/i][/b] Entropy, being the magic of fate and death, comprises the Fortune Miracle Skill (BCG), as well as a few Custom Effects, such as being able to raise the dead as ghosts to ask for information from. And finally, you can inflict direct Plot Armor damage on the enemy with this Sphere. [b]Note:[/b] Entropy can also allow you to 'buy' corporeal undead, such as zombies, powerful wraiths who can act in the physical world, revenants, and even a Lich, with the 'Comrade' trait. You spend Character Points per normal to get said ally; the only difference is that Entropy is a pre-requisite to get these new 'special' comrades. [b]Note 2:[/B] Comrades bought through Entropy can be built as Grunts as well as Rivals, and there is an advantage to doing the former; the latter will not be automatically subversivent to the person to raised them, especially if their previous personality prohibits such. Also, dead Rivals cannot be turned into Grunts when raised as undead; they must always be the Power Level they were in life, for story and plot purposes. [b]Note 3:[/b] Entropy can be [i]split[/i] into Fate and Death if you want to play Mage: The Awakening instead of Mage: The Ascension. Use common sense when deciding what miracles belong to what. [i]Difficulty Numbers:[/i] 5 for raising Grunt Enemies from the Dead as Zombies for a scene and raising Rival Enemies as Ghosts to ask for information from, 10 for raising Grunts as Zombies for an entire episode, and raising Boss enemies as Ghosts to ask information from, and 15 for raising Grunts as Zombies for an Episode Arc, as well as breaking Complex Machines or Structures (But only Proxies, not Grunt Mecha). 5, 10, and 15 DN for adding Advantages to Resources tests as with the Fortune Skill. [b][i]Forces:[/i][/b] Forces is the easiest Sphere to translate to BCG rules, as it comprises Force, Electricity, and Temperature (BCG). Basically, it is the ability to control the various natural energies of the Physical world, Heat, Light, Gravity, and Magnetism, and is both powerful, blantant, and versatile. It can be used to burn things, to make things glow, to remotely move objects, and even to call forth storms and earthquakes. [i]Difficulty Numbers:[/i] 5 for featherfall, ball lightning, or redirecting fire that already exists. 10 for flying at full force at normal speed and making people uncomfortably hot or cold, and 15 for melting a steel door. Attacking someone with heat, force, or electricity is an Offensive Test with the Target's Defense as their DN. [b][i]Life:[/i][/b] Life is the ability to sense and control life, giving it the power of the Life (BCG - Z) Miracle Skill, Somatics (BCG), and some applications of Sight (BCG). It can also grant the benefits of the Animal Person Trait for a limited period of time, as well as gives one the ability to control the local flora. Basically, if it affects still-living organic matter, it can be affected by Life. [i]Difficulty Numbers:[/i] 5 for detecting humans, animals, and plants in a 100 meter radius. 10 for widening the range to 1 kilometer. Attacks and attempts to aid are conducted as Offensive Tests, Help Tests, and Healing Tests, although as part of a break from the original lore, [i]you cannot heal yourself using Life[/i]. Again, this breaks with the original Lore. [b][i]Matter:[/i][/b] Matter is identical to the Matter Miracle Skill from BCG...only you [i]can[/i] transmute lead to gold for 1 extra Plot Armor damage. [i]Difficulty Numbers:[/i] 5 for granting any one item an Advantage to all tests made with it for a Scene, 10 for transmutation for extra Plot Armor Damage. 15 for breaking down reinforced steel. Anything that you could use Craftsmanship for. [b][i]Mind:[/i][/b] Mind is the equivalent of the Probing, Phantasm, and Sight Miracle Skills from the BCG rules, and is the easiest Sphere to explain. Mind Control? It's Mind versus Willpower. Mind Reading? Mind versus Willpower. Illusions? Mind versus Defense. [i]Difficulty Numbers:[/i] DN versus Defense for illusions, Special Maneuver Tests (as per Phantasm) for decoys, and DN Contested Willpower for mental attacks and mind control. [b][i]Prime:[/i][/b] Prime is basically how to control Raw Mana, make Magic Permanent, affecting people's 'magical circuits', and adding the effects of other Spheres into objects. Aka enchanted items and Magitech. Prime can create bolts of silvery-white fire that inflict damage that give Medicine Tests to heal them a Disadvantage, [i]manufacture Ether Drives[/i], and see all Magic and Magical effects. [b][i]You can also use it defensively against Magic and Magic alone[/i], this way you take a Maneuver Action (using Willpower) that inflicts an additional Disadvantage to anyone who attacks you for each multiple of 5 met with the result. Again, this only affects Magical attacks.[/b] [i]Difficulty Numbers:[/i] 5 for seeing Magic in a 100m area, 10 for making an Ether Drive for an Episode. Magical attacks have the Target's Defense as their DN, and protecting against magic is a Special Maneuver Test as said above. [b][i]Spirit:[/i][/b] Spirit is the ability to see and commune with Nature Spirits, Angels (if they exist), Demons (if they exist), and other extradimensional entities. There are few to no BCG miracle skills that are analogous to it, so I will explain this myself; in various games, there is an otherworld where the beings of nature and higher concepts live, and said otherworld sometimes crosses over with [i]our[/i] world. The beings who live there can be communicated with because of that, and one can travel to said otherworld as well (Alternative Phasing or Portals), although this is not recommended. [i]Difficulty Numbers:[/i] 5 for seeing Nature Spirits, Angels, and Demons, as well as gates to other worlds. 10 for compelling a Nature Spirit to do a single action. 15 for summoning an Archangel, Archdemon, or a Major Nature Spirit into this world for information only; you cannot control them without a literal plot device or devices. [b][i]Time:[/i][/b] Time is the ability to slow down or speed up time, as well as predict the future or see the past. It has been nerfed for this reason as BCG rules themselves limit time manipulation. Time now only adds 2 Advantages to Investigation and Fitness, and increases the Disadvantages enemies get from Maneuver by 2. [i]Difficulty Numbers:[/i] As Investigation and Offensive Tests.