Correspondence

All things are related; space is an illusion; all thigs exist in one place, all tied together by the fibers of a single concept. You can call that concept what you will, but I know, and I can prove to you, that three-dimensional separation is a lie.

See that corner? Where am I? There or here? I think I'm there. See, I am! Did you see me walk across the room. Didn't think so. So how did I get from here to there? Transporter beams? Wrong answer! And even if it was, how did they work?

Feel that tap on your shoulder? I did that. But I'm over here, right, which is over there to you. But yet I could touch you over there while I'm over here. There, I did it again! Get it? Space is an illusion!

If that hurts your brain, you're not cut out for this routine. Before school's out in my workshop, kid, you'll either crack or clock Euclid a good one upside the head!


Specialties: Conjuration, Scrying, Warding, Teleportation

The Sphere of Correspondence involves an understanding of locations, spatial relativity and the interrelation between people and objects. This allows mages to teleport, pull rabbits out of hats, create magickal barriers and levitate or fly through the air. Correspondence is also commonly mixed with other Spheres to allow mages to work magick on subjects hundreds of miles away as easily as if they were right in front of them.

Since Correspondence deals with space and relationships, its range differs from the other eight Spheres. The theory popular among the Virtual Adepts, the most recent Masters of Correspondence, is that space is ultimately an illusion. All points in existence are "stacked" in one "place," which the computer wizards refer to as the Correspondence Point or All-SPace. "Here," "there" and "somewhere else" are all artificial labels. The shortest distance between two points is not a straight line; space is merely a mathematical construct.

The "Correspondence Point" hypothesis falls flat, however, when confronted with certain aspects of metaphysics. You can't, for example, teleport someone's heart out of his body or cut a coin in half without also using the Sphere of Life or Matter.

More traditional mages explain Correspondence by the ancient doctrine of contagion: "Once together, always together." In other words, the part always retains a connection to the whole, and it is simpler to perform any working when there is a connection — physical, mental, or spiritual — between them. It's generally easier for a mage to teleport to the place where she grew up than it is to go somewhere she only saw once.

While most mages need to touch their subject to work their Arts, those skilled in Correspondence may skirt barriers or distance by forming links through space or related objects. The chart shows the successes needed to forge a link between two points. To get around this, many mages plant items they know well on persons or at locations they wish to affect from afar. This can be risky; contagion is a rope which thugs both ways, and those who can discover a planted object may use it in their own spells against the mage who placed it as if they had Correspondence Arts themselves.

Mages who advance in Correspondence ahead of other Spheres appear to be "spaced out." Their eyes are unfocused, as they now rely on their spatial sense over sight. Nevertheless, their physical movements are very precise; these mages never trip or stub their toes.

Immediate Spatial Perceptions
At this stage, the mage gains a keen understanding of how objects and space relate. She can intuitively sense distances between objects, find true north (or any other direction) and sense things in her immediate vicinity without using the normal five senses. This new sense also allows her to also detect spacial instabilities, warps and wormholes.

•• Sense Space, Touch Space
The mage may now extend her senses beyond her immediate vicinity to distant or hidden locations. Any of the five senses can expand this way. However, most mages feel that such magickal perceptions thin the barriers between the two points in space, creating a weakness in the Tapestry (like those a rank one Effect can spot). Luckily, the age may also re-work the fabric of space, reinforcing the Tapestry and creating a barrier to hinder scrying or the opening of actual rifts. This works like countermagick, deducting successes for each success.

In conjunction with Life 2 or Matter 2, the mage may also grasp small items — house cat-sized or smaller — and pull them through the Tapestry, conjuring them from "nowhere."

••• Pierce Space, Seal Gate, Co-Locality Perception
The mage now gains the strength to make a small rent in the Tapestry, so small that only the mage herself — and whatever she holds or carries — may slip through before it seals. She may also seal such rifts or prevent them from opening, though the greater the rift, the more difficult the feat.

At this level, a mage learns to sense multiple locations at once, perceiving the various scenes as several ghostly landscapes overlapping one another. Working with the other Spheres, a mage may also grasp items governed by the Pattern Magicks and slide them through space, performing levitation and telekinesis.

•••• Rend Space, Co-locate Self
The Adept may now create larger rents in the Tapestry to transport other beings and large objects and forces. With enough successes (10+), she may even force the rent wide enough to make a permanent Gateway.

The mage may now manifest physically in multiple locations at once, though she should also use Mind 1 if she wants to think effectively in all of them, and Life 2 if she wants her multiple selves to perform separate actions.

••••• Mutate Localities, Co-location
A Master of Correspondence learns how to distort space. She can affect distances and sizes around her, stretching them and shrinking them to fit her needs. In scientific terms, the mass of objects cannot be changed, but their volumes and dimensions are like potter's clay.

She may also stack locations on top of one another in a bizarre landscape of multiple forms or connect a variety of items together. At this point, the Master's perceptions are so wildly expanded that her mundane Perception may be enhanced beyond the human maximum, as with Better Body (See Life).

Correspondence Effects

Landscape of the Mind – This Effect, available to all Correspondence Disciples, allows a mage to sense the objects which fill the space around her. She can extend the area of perception, but this requires more and more active concentration. After the area reaches the diameter of a city block, the sensory input becomes too much to bear.

Whereami? – The mage can sense where she is in relation to everything else. Virtual Adepts call this Effect “whereami?” When used conjunctionally with the first rank of Spirit, it can help establish which world or Shard Realm (and where in it) the mage is in, while a conjunctional Effect with Mind 1 allows the mage to establish whether she is hallucinating or dreaming.

•• Open/Close Window (Correspondence Sensing) – Through the ancient technique of scrying, a mage may open a window in space and extend her senses through it to observe events at a remote location. This is often combined with Time or Spirit so as to search other times or worlds.

Scrying may also examine snags in the Tapestry, like those left by a teleporting mage or previous scrying, and trace it back to the other side. Combined with Spirit, a mage may scan to another Realm. Such spying may be detected, however, by a target rolling Perception + Awareness (or Alertness, for other mystick creatures), difficulty 7.

A mage may also reverse this Effect so as to shut a window or prevent one from opening, such as when a mage senses that someone is attempting to scry her. This works like countermagick against the spy.

•• Apportation – By pressing against the fabric of space, a mage may create a pinprick in the Tapestry. While too small to step through, such rifts allow the mage to grasp a distant item and pull it through – or send it away – using Life or Matter. This only works on very small, simple objects.

A third rank variation allows the mystick to forge a connection to some simple object – again with Life or Matter – which allows it to levitate or fly for the Effect’s duration.

•• Ward – While windows in space are the most popular method of magickal spying, wards are the most popular prevention. The mage reaches out with the threads of her magick and the fabric of space, creating a ward.

Wards vary in strength, ranging from mere “window blinds” to “iron shutters.” Each success subtracts from attempts to scry, apport or teleport either way. Indeed, some areas are so heavily warded that breaking through would take years – which, of course, is only fair, as the wards were build up over a span of years as well. Attempts to break down a ward will leave traces unless the mage chooses to repair it and cover her tracks.

Many wards, especially ancient and powerful ones, have keys or back doors; mages who possess these (or discover them through Enigmas or Computers rolls) may bypass them. With Life or Matter, wards may also be placed on people or objects, making it more difficult to scry or otherwise access them via Correspondence.

A level 3 variation, Ban, can actually stop objects or beings which have been warded against. Only one specific thing – knives, lightning, vampires – can be so banished. This requires an item with some connection to the banned thing, a conjunctional Effect with Life, Matter or Spirit 3 and five or more successes to erect. Only unweaving (see “Countermagick”) can destroy a ban, though objects not banned – bullets, or items or spells thrown by the banned party – pass right through unless they too have been banned. Oddly, this does not work against True Magick or Paradox spirits. This lasts for the spell’s duration.

••• Chain – A chain is a magical bond which links two objects or creatures to each other through sympathetic Resonance. Such bonds often already exist, but a mage with Correspondence can strengthen them or create one where none was before. For each success with this Effect, a mage may take an object or creature up (or down) a level on the Correspondence Range Chart.

••• The Seven-League Stride – The name of this Effect harkens back to medieval times and the mages of the Order of Hermes who commonly made use of “seven league” boots as foci for this Effect, each stride taking the wearer precisely seven leagues forward.

This magick creates a small, extremely transitory rip in the fabric of space, allowing a mystick to slip through to reach any other location on Earth. Depending on the precise magick used, she may see all the intervening space moving by in a blur, or she may simply click her heels together, disappear and reappear.

This Effect does not immunize a mage to her new surroundings; if she shifted to the ocean depths expecting a submarine to be there, she would be crushed by the intense water pressure. Scrying one’s intended destination beforehand is advisable – “Look before you leap” as the proverb goes. Consequently many mages favor magic mirrors as their foci, as these may both be looked and stepped through.

Level 4 variations of this Effect exist, involving teleportation machines, cabinets and secret doors. These higher-level Effects transport larger or more numerous subjects. Misdirection is essential; a subject hidden from sight when it disappears is less likely to arouse suspicion – and Paradox.

••• Divided Sight – Cultists of Ecstasy love this Effect, which multiplies their sensory input. A mage merely extends her senses to multiple locations at once; visions stack atop one another like photographic multiple exposure, and sounds mix like several radios tuned to different stations.

There is no limit to the number of locations a mage can sense, but a Wits roll is needed to distinguish which objects are in which location. The difficulty number is equal to twice the number of scenes being viewed. Going above one’s Perception or Wits rating is dangerous; such overload can push a mystick into Quiet.

••• Filter All-Space – Given certain knowledge about any person or object, the mage can search through reality to find where the object exists in three-dimensional space. The less the mystick knows, the longer such searches take, and there are no guarantees. There are many heavily warded areas in three-dimensional space, not to mention portals to other worlds and times, so such searches are lengthy and uncertain.

••• Stalking the Void – This advanced version of Open Window allows a mage skilled in Correspondence to trace a snag in the Tapestry back to its point of origin. While the second rank of Correspondence allows a mage to reopen a window, this Effect allows a mage to break through personally to confront the spy.

This Effect is particularly popular among the Euthanatos. However, Correspondence only deals with space; some disturbances extend to other times and dimensions. To be absolutely certain of your prey, older mages advise that trackers add Time and Spirit perceptions to scout ahead. Some mages who have used this Effect have never been heard from again, for many disturbances are not what they seem…

•••• Bubble of Reality – Using this magick, the mage warps space around her body or some other thing, taking it into its own pocket universe. In this state, she is completely invisible and intangible to everything around her. The walls of the world outside are thin, however, and the mage may scry out (or in) from her bubble of reality. Moving bubbles and large bubbles (such as would contain a motorcycle or building) require four successes or more.

•••• Hermes Portal – The Order of Hermes claims to have created this Correspondence Effect, cutting a permanent Gate in the Tapestry, then sealing the breach with a powerful ban to prevent the passage of everything but sentient, willing creatures.

The resulting magick creates an apparent window which can connect a drawing room to the deep ocean while preventing water and fish from pouring through the breach. The alternative is of course highly vulgar and extremely dangerous, though not unknown, especially as a terrorist measure by Marauders.

Many of these portals may be placed in the same location, giving the effect of a hall of mirrors, each opening onto a new location, with an area of null-space in between.

••••• Co-location – With this bizarre magick, a mage may stack multiple locations, allowing them to freely interact. No damage occurs to objects that superimpose themselves on one another during co-location, yet they are solid to one another, and, once separated, will not superimpose again.

Stacking two locations is possible, but highly vulgar (raise difficulty to 10), and generally speaking, only done by Marauders.

••••• Polyappearance – The mage may appear in multiple locations at once. This Effect parallels Divided Sight but in addition to sensing locations, the mage’s physical form actually appears in each location as well. Observers in each location will see the mage and can interact with her normally. The willworker, however, must simultaneously interact with each location into which she has projected herself. Anything she says or does will be heard and seen by observers at all locations.

This interaction is one-way from the mage’s perspective. Items in one location do not affect observers who are in a different location, but all objects in all locations affect the mystick equally. The walls closest to her will block her sight, and she will suffer from assaults directed at any of her co-located body positions.

A mage can use this phenomenon to her advantage. The Akashic art of Do contains an advanced movement called the Kick of Four Winds. The attacker executes a flying spin kick at an opponent, and while in midair, co-locates to four positions directly around the opponent, so that the force of one kick impacts the opponent from four sides instead of one (Add four additional Health Levels of damage to the blow).

Mages who truly wish to occupy several places at once can use a conjunctional Effect with Mind, Prime and Life, creating a new body and train of thought for each additional location. While this magick allows for multiple mundane tasks, it does not duplicate the Avatar; only the original may perform magick.

••••• Spatial Mutations – With this magick, the mage can stretch distances, change the size of objects and warp space around her. A short hallway could be made to stretch on for miles, while a HIT Mark could be shrunk to the size of an ant.

Mass, however, does not change, unless the mage uses a conjunctional Effect with Life or Matter, and while an ant-sized HIT Mark would be easy to run away from, it would be almost impossible to crush.