The Way of Magic.
The middle orb gives of a multitude of emotions, with fantastic and strange feelings of power. If a person goes beyond the first rank on the Path of Power, they will not see this orb unless they have achieved a rank of at least one lower than the rank at which they now stand in at least one aspect. The emotions given off at these higher levels will only be appropriate for the powers for which they have achieved at least a rank of one lower than this one.
Touching the orb, the player is asked by the storyteller what the character is feeling, choosing one of the following schools based on that, and then an aspect of that school. The specific power granted may also be based on what the character is interested in. The cost of these powers is listed in the format A/xB, where A is the cost to gain the first dot, and B is the multiplier of the current rank for additional dots in that aspect.
The price of power: Each aspect has a 'bane,' a negative effect of learing it's ways. Most banes will grow with the rank of the power. Most banes are not teribly debiltating, but can make someone think twice before grabbing large amounts of power.
If a player wishes to use a split action to activate a power for which no roll is required (and would thus suffer no penalty from being split,) they must divide (round up) their willpower by the number of actions they are splitting it into and roll that number of dice. If a net success is achieved, they may activate the power, if a net failure is scored, they do nothing that action (but dice from it may still be used to dodge,) if a net botch is scored, the karma (if any) is spent with no effect.
Each power also involves a primary attribute. All rolls for which an ability is only listed are that attribute plus the given ability. Difficulty 6 is assumed unless otherwise noted.
Activation notation: a listing with 'xk', where x is a number, means that x positive karma must be spent to activate the power. If (xk) appears, it means that the power does not need karma to be used, but an extended form of it does require an expenditure. This notation requires one action to do, unless otherwise noted.
If a roll is required to use the power, the associated ability is listed at the top, along with the difficulty, which is S if a special difficulty is defined in the description. A '++' at the end indicates an extended roll.
Aspect Emotion: each power is primally connected with or more emotions and one of their powers is to temporarily (until end of scene) instill this emotion in another. There are some systems associated with this, but all attempts should be made to roleplay some change in attitude and possibly behavior. A willpower point may be spent to ignore all effects from such a power, if you do so, the same such power may not affect you again this scene.
Each effect also has an Aspect Enhance effect which increases it's patrons attribute. These increases last for one scene, may only be used once per scene, and are not taken into account when making magic rolls that depend on that attribute.
If more than one power is listed at the same rank under the same Aspect, both are gained at that rank of the Aspect.
Some effects are idenfied as enchants. This is to clear up any possible cofusion about what something that affects 'enchantments' affects. Mostly, being an enchanment means that it may be countered after it is has been cast. This also specifies what the power may effect. Those that specify person may also effect animals or other beings.
An underlined word indicates the name of a power, the full description of which may be found elsewhere. Unless otherwise specified, the power is in the same school as the mention.