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Specialize in the use of Life.ĭreamspeakers - Magical Native Americans/Negros. Verbena - Wiccans like in Buffy and Charmed. Each is a one-note joke that determines a mage's outlook and personality. Since the MMO is oWoD based, I assume we will see the nine (ten) traditions.
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In Awakening, every mage has a "path" that determines which Arcana they are most gifted at learning. In Ascension, every character has an "avatar essence" that generally has no impact on them. In Ascension, the power of a spell relied on how many dice you rolled, while in Awakening spells are generally balanced against other splat's powers, but more versatile, although non-mages are capable of things that mages are not and never can be able to do. Awakening magic is also structured better: each arcana has a list of spells that can be cast with that arcana, along with rules for designing your own custom spells.
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In Awakening, a single arcana is capable of many different effects within the purview of that arcana. They're also more powerful: in Ascension, what you could do with a given sphere was generally very limited, and nearly all spells required the use of several different spheres. Magic rules in Awakening are generally cleaner compared to those of Ascension. Ascension-specific spheres are Correspondence and Entropy, and Awakening-specific spheres are Space, Death, and Fate. Arcana/Spheres refer to a specific "school" of magic, defined as Forces, Prime, Spirit, Life, Mind, Matter, and Time. Since everyone seems to assume mages are uber-powerful, I'm going to explain the magic system in Mage: The Awakening.