ECC Game TerminologyEdit

The following are terms that players (but not necessarily characters) should know. 

Affinity Sphere: The sphere that a character feels the deepest connection to and interest in. Choices are based on the character's sect.

Avatar Storm: An event featured in Mage Revised and the Week of Nightmares cWoD metaplot that made it perilous for mages to cross the Guantlet. 

Coincidental Magick: Dynamic magick that, if seens by a mundane witness, could be accepted as a natural and normal event.

The Consensus: The collective power of human belief.

The Digital Web: The magickal side of the Internet which can be considered one of the zones in the Otherworlds.

Doissetep: The legendary Order of Hermes stronghold destroyed as part of the MtA Metaplot.

Dynamic Magick: The open-ended magick that mages can channel into Effects.

The Horizon: The boundary between the Otherworlds and the Void beyond.

Hubris: excessive (and sometimes fatal) pride or overconfidence.

Enlightened Science: The view that the Spheres are not mystic concepts but defineable through advanced science divided into fields of specialized knowledge.

Ephemera: The elemental spirit matter that composes everything in the Middle Umbra.

Extraordinary Citizens: People who's personal beliefs are open-minded and allow for supernatural phenomenon or "fringe" science.

Focus: The combination of a mage's beliefs about magick and the style of his/her practice as an extension of those beliefs.

Future Fates: references to places, characters, and events covered in the MtA metaplot which provide suggestions to Storytellers on how to handle them in their own chronicle.

Jhor: a kind of resonance that is associated with the Lower Umbra and death.

Lexicons: dictionaries included in MtA books that provide terminology common to the characters themselves.

Magick: The suggested way to spell magic in M20, based on an explanation provided on p. 41 of the core M20 book.

Metaphysical: an idea, doctrine, or posited reality outside of normal human sensory perception.

Mythic Age: The historical era in which the existence of magical phenomena was still ingrained into human belief.

Mythic Threads:  Symbols used in magic(k) that have deep ties to the Collective Unconscious.

The Otherworlds: Planes of reality beyond the terrestrial, human world. 

Paradox Effect:

Resonance: a minor manifesttion of the Paradox Effect that "ripples" reality around a mage without causing additional Paradox.

Sorcerer: An UnAwakened hedge mage who relies on static magic.

Sphere Progression: The advancing steps of Sphere expertise: Perception (rank 1), Manipulation (rank 2), Control (rank 3), Command (rank 4), Mastery (rank 5).  

Static Magic: The non-paradox producing magic possessed by sorcerers and Night-Folk.

Technomagic (or Technomagick): Dynamic magic that usually involves technological instruments and procedures.

Technomancer: Any mage who relies on Technomagic; they are not necessarily a member of the Technocracy. 

The Three Worlds: The High, Middle and Low Umbra that lay beyond the Penumbra.

Transhumanism: The ideology in which human consciousness transcends the limitations of the human body.


Vulgar Magick:

Wild Talent: A mage who's magick has not been trained or refined, causing them to have little or no control over what they do. 

Will: The determination of your character to make things happen exactly as they desire.