Но тут следует еще учесть - многое ушло в ненаписанную пока Signs of Sorcery
Signs breaks its Mysteries down into six chapters, most of which are then subdivided within their theme. We’ll hop around them over the course of this Open Development process, so please leave detailed questions until I show you the section in question (though expressions of which parts you’d like me to ramble on about soon are welcome!);
Chapter One: The Supernal World covers the five Supernal Worlds, breaking each one down by how each of the ten Arcana appear to mages of that Path using their Sight. It expands on the 2nd ed corebook’s rules for Mage Sight, including a page discussing how they interface with the Investigation subsystem in Chronicles of Darkness. It expands the rules for Supernal Entities and how mages summon them, giving them unique dread powers called boons on top of their Arcana. Finally, it discusses Aedes, phenomena like Arcadia’s Thorns or The Primal Wild’s Singing Paths that affect mages of that Path using their Sight but don’t otherwise break into the Fallen World.
Chapter Two: The Mage’s Tools is, put simply, “Yantras, volume two.” Stew Wilson returns to the subject he wrote in Mage‘s new core with an advanced class on magical tools, ritual spells, and the mystical uses of time, place, sacrament, and tool. Want to use a Mudra without knowing a rote, risk calling on the Exarchs as a Pentacle mage, attempt to dedicate more than one tool, or get advice on how to Storytell massive rituals? Stew has you covered. This chapter reintroduces the concept from Tome of the Watchtowers of taking on a taboo or vow of deprivation for magical purposes, which we’ve renamed obligations.
Chapter Three: The Crafter’s Trade covers the persistent magical effects created by magic within the known Practices (as compared to Chapter Five, below). We cover all of the perfected metals and their uses, only partially listed in first edition, and do a victory lap through other perfected materials, too (perfected fire! Perfected water!). Thaumium is back, along with a few other alloy spells. Enhanced Items are next, the largest set of spells in the book, covering everything from endless ammo clips to Forces spells to make devices function without power. The chapter then expands on the rules for Imbued Items, including spells allowing mages who don’t yet have Prime 4 to store spells temporarily in items as “charges”, spells to allow mages to Imbue living beings, spells that alter how relinquishing spell control works and cursed items (a fan-favourite topic in Tome of the Mysteries.) Finally, the chapter discusses the social aspects of magical item creation among the Awakened, and gives Merits so your character can tote any of the goodies described herein.
Chapter Four: The Wealth of Knowledge is about the vast legacy of Obsessions past a modern member of an Order inherits; rotes and advanced rotecraft, Grimoires (including Daimononika, palimpests, ephemeral Grimoires, living Grimoires and more), and soul stones (including such things as what happens if you try to use a Mad One’s soul stone, merging an astral version of a soul stone’s creator into your Oneiros as an Astral Mentor, and creating “anti-Demesnes” called annulities that suppress an Inferior Arcanum). It moves on through an expansion of the Nimbus mechanics including lots of spells to affect it, and finishes off with a detailed expansion of 2e’s rules for requisitioning items from a mage’s Order, covering communal resources like Lorehouses and Aethenea, and guiding the Storyteller through what an Order should have available.
Chapter Five: The Manifest Supernal is about those Supernal Mysteries that do, in defiance of beginning mage’s lessons, sit in the Fallen World. Artifacts, eidoforms (platonic objects; the knife that is the symbol for “knife” and so forth), Sariras (the left-behind chrysalis of an Ascension), Hallows, Verges, Emanation Realms, symbolic places called Manteions like the Nevada test range or the ruins of Troy that are themselves magical symbols usable by mages, the creations of archmages, ruins of the Time Before, living expressions of magic like Ochemata, Ananke, and the Aeons, and secret people like Rmhoals and their cryptid animal equivalents.
Finally, Chapter Six: Awakening is about just that; the great Mystery all mages have experienced. We look at the majority of Awakenings adding to the descriptions in the 2e core, then examine metamorphic Awakenings, those where the new Mage returns to a world that is not… Exactly… like the one they left. A lucky few return to the Fallen World bearing Artifacts, the most unfortunate come unstuck in space or time. We look at the lore surrounding Awakenings, how mages might observe and follow an Awakening in progress, attempts to trigger or discourage them, the terrible consequences for one gone wrong, and finish the book off with advice for Awakening existing Sleeper or Sleepwalker characters in play, rather than leave it in the prelude as in most chronicles.