Товарищ Механист, снизь накал тона. Ты не прокурор, а я не подсудимый.
The Tenth Sphere
Multilayering
Multilayering is the last brick in the stairway which can ascend humanity to godhood. This Sphere is unknown to majority of characters, it is completely unknown until 2003 year - no practicioners at all, period. Even in 2003 year only a few individuals experienced such strange conditions to find a way to comprehend this sphere. These conditions always do include Fallen in some way, not exactly in direct confrontation or even in dialogue, of course.
Understanding of Multilayering comes easier to youngest mages, inexperienced ones. Older, more powerful and enlightened mages tend to have too firm grasp on reality, they are too deeply entrenched in their paradigms. Archmages cannot learn Multilayering at all without losing all their Arch-Spheres and dropping their Arete down to five, beginning their quest to Arch-Magery again from the middle - probably second time it will be easier, though.
For those folks who aren't familiar with Demon: The Fallen and explanation of layers given there, here comes short explanation.
Reality in its virgin state wasn't like this piece of shit we dwell in today. It was Paradise, Eden - all the universe was Paradise. Most distinguishing quality of this Paradise is multilayering of reality, instead of our case, where for most part we have to be content with single reality layer. Here goes quote:
"Can an omnipotent being create a boulder so big he can't lift it? If God can create the boulder so big He can't lift it, then His power isn't infinite: It's not sufficient to lift the boulder. But if He can't make a boulder too big to lift, then His power isn't infinite: It's not sufficient to create the boulder. That's the kind of problems you run into in the singular world. But the multiple world resolves those paradoxes."
And here goes another one, if previous was difficult to understand:
"But they [first people] were also multitude of ape descendents [not only Adam and Eve, created with God personally]. The universe was made in seven days, on one level, but that same span of time was billions of years on another level." Hope that's enough meat for your creative brain. If it isn't, then you should consider to read Demon: The Fallen corebook, at least it's first chapter where multilayered reality is discussed among other things. Okay, here goes last quote from there:
"Hell has no layers?"
Gaviel nodded.
Multilayering is like playing with fire - it can bring warmth, but it can incinerate in a blink of the eye. Sure, it gives a mage virtually unfair advantage - easy enough way around Paradox. But if mage using Multilayering tries to push too heavy weight, or to solve too difficult puzzle - and fails - he catches so much pain in the process that no one will envy him. There aren't any exact systems here, but if you need one - okay, in failed Multilayering effect multiply Paradox by 2, in botched - by 3. And remember, failing or botching Multilayering effect is not just bad dice rolling - it is carelessness from character or player side, that's all; simply bad rolls when all other factors of spellcasting are okay should be treated as usual. Of course, all depends on situation - that's because rule of multiplying Paradox should not be your Bible, it serves as a guideline for Storyteller - and even then, it is completely optional and unnecessary.
It is recommended to give no more than 1 or at maximum 2 dots in this Sphere to beginning characters, no matter what, especially if you use this Sphere in you chronicle for the first time and you aren't 100% sure in your players' ability to evade powergaming and twinkism.
Mages advanced in understanding of Multilayering tend to be more calm and content than most. After all, from their perspective all problems seems solvable and there are no impenetrable borders at all, so why bother? They are either deeply drowned in their hubris (and probably doomed), or lack hubris at all, showing compassion and understanding for other beings (which not automatically shields them from being doomed).
Gaze Through Layers
Mage can project his senses and consciousness beyond the borders of singular reality. By viewing from other point, he can find ways to avoid singular reality obstacles.
Usually usage of this ability makes otherwise vulgar Effect coincindental, probably by expending time and/or Quintessence to lay spell without harming reality. Highly vulgar Effects, especially fast-casting ones (ergo, most of destructive magics) can not be affected at least without high-level Time Sphere involvement - it's just not enough time to find long and curved paths around Paradox.
Affect Another Layers
Mage can affect any layers of reality. He can launch complicated Effects, directly influencing on some levels and practically insignificant on others. On this level of ability, mage can affect something with such precision which is unavailable to any other mage except most masterful, and he may cast spell so powerful (and to survive it) that only masters of the art can be compared with him. Of course, he need to know additional Spheres to do something useful. Physical laws won't bend without questions unless the mage know Forces, and he can't revive dead being if he don't know Life and Spirit secrets.
In game terms, smart using of this ability shields mage from Paradox, but only if effect is well-thought and accurately built. Again, no hasty spell-slinging - if a mage is careless with multireality, then he could get all he deserves for his stupid hubris.
Storyteller should think about Effect explanation in terms of multireality, and watch for holes in logic and analyzis. If such holes are found, generous Storytellers can allow Intelligence + relevant Ability checks to emulate additional thought process. Of course, cruel Storytellers can always hoax and find some "overlooked" obstacles... and loose all hell on poor mage's head. Sometimes it is even morally correct, but not always. Remember the Golden Rule.
Manipulate Another Layers
Mage can touch another layers to bind them as he wish. He can twist reality as he wants, provided he know what to twist and how to twist. This is different from lesser powers because of possible permanent effects, Patterns became more plastic and soft when such enlightened power is applied to them. For example, revolver which always automatically teleports bullets into its slots or simply creates them from air and heat just after that slots are freed by shooting is possible only on this level of ability. While mage certainly can make something like this never-emptying gun without knowing this power, variations will be far from perfection - they will eat Quintessence to function, only be usable by mage or something like that.
On this level of ability, mage still cannot architect any huge, global changes of reality - he is limited to smaller Patterns, generally not larger than a human body. Of course, there can be and should be exeptions to this rule, if story needs so and/or it seems logical to Storyteller.
This is first notable step to Godhood. It - and hubris which came with it - should be treated accordingly. Be careful not to drop your game into vulgar rules/reality-bending show. If mage shifts the world due to his wishes carelessly, he may be punished. Not with just Paradox - passive defence of reality, but maybe by more active aspects of it. Like Elohim.
Step Into Another Layers
On this level of ability, mage can expand himself on other layers, change his state to compatibility with chosen layers and erase his presence on other ones. For example, with knowledge of correct Spheres, he can erase his material body, while still remaining live and thinking being. Just physically untouchable, like ghost. This is not the same thing as being ghost, because ghosts dwell beyond the Shroud, and mage is still on this side. Another interesting possibility is to erase all factors of existence except pure thought - something similar to legendary ability of Arch-Mages of Mind Sphere. Or anything else you can imagine.
Mage can execute such drastical manipulations with his Pattern only with such precise understanding of Multilayering, not earlier, because it is hard to survive such traumatic manipulations. Storytellers can allow changing of mage's Pattern by Multilayering on earlier levels of the Sphere, if they wish, but mage is most likely will lost himself in the process if manipulations will be too complicated and/or powerful. Characters, by the way, instinctively know it and fear it.
"Losing self" in this case could be not just plain death. After especially strong manipulation with own Pattern, mage can lose those threads which holded him in our reality and drift somewhere else, in other layers and other complex realities for a long time, if not forever. It's not always an end for mage as a player character, because (probably) he still retains his consciousness on some level, but game could became strange indeed from this point, stranger than any umbral travelling or mindscape. One of variations of this "losing self" concept is more merciful than most, it just drops mage's "self" into virtual reality, crafted by his own consciousness or subconsciousness, erasing him from World of Darkness for good. Game can still continue in this brave new world of mage's mind, where he can become true God and no one will comply. Disturbing fact is that mage could even not notice "losing himself" that way, because his inner world very possibly could be quite accurate reflection of mage's usual reality, with all personas, places and patterns unchanged. This is just another fate which awaits those who will misstep on the way to Godhood. Although it isn't sounds as very bad thing, all depends on mage personally. For someone, false mirror of reality could be worse than oblivion.
Merge Layers
Masters of Multilayering can change the world to their needs by applying elements which they found beyond its borders to mundane reality. Mages of this power level can bring their own vision of reality to our world, to rebuilt Paradise if they have wish to do so and are equipped with creativity and knowledge enough to craft such ultimative complicated effect. With crafty application of Mind Sphere no one will even be surprised, but it could happen nevertheless.
Effects of this power tend to lower level of Gauntlet even when mage doesn't wished to do so. Of course, if he decides to lower it consciously, effect if much greater - up to complete erasing of border between worlds, with all complications and troubles which sprung up after such act. Other passive effect of continuous usage of this power is lowering of Paradox, if power has been used to make reality more full and complicated - more previously Paradoxal things became appropriate in such world.
Everything becomes possible with this level of ability. Mage becomes equal to God in terms of possibilities... but not in terms of raw power. Still, mage needs to know other Spheres to make changes as he wish to, and Storyteller needs to consider what strongest inhabitants of World of Darkness thinks about such indeed powerful, but still young and upstart competitor. Especially if his hubris gets in their way. Remember, until mage is gained mastery in all ten Spheres and, realistically, even after that hypothetical achievment, there could be some way to find his weaker point.
Qlippothic Multilayering
Currently only barrabi who had normal Multilayering before Cauls can grasp loathsome power of Qlippothic Multilayering. This sphere is absolutely unnatural, its basic understanding cannot come otherwise than by twisting fundamental knowledge of reality, so "generic" Nephandi without knowledge of Qlippothic Multilayering cannot get it, ever. There aren't any widderslainte with Qlippothic Multilayering yet, because there were no reincarnated corrupted Avatars with this forbidden lore.
Same restrictions as with normal Multilayering are applied on characters with Qlippothic Multilayering - no Multilayering before 2003, at all. Chances are that characters with Qlippothic Multilayering can begin to emerge only in second half of 2003, because they need to come a hard way - to gain knowledge of normal Multilayering with all the disturbing and strange conditions required to learn this Sphere, and to pass Cauls of Nephandi later. Note that person who had understanding of Multilayering - of unlimited possibilities of reality - and still went barrabus - he is rare person indeed in his insanity, because he changed limitless potential on potential of limits, which is really weird, if not to say worse. So, storytellers should think really good before introducing such terrifying power in their chronicle, because it's easy to defy game logic, but usually it is bad idea.
While Multilayering in general exerts beneficial effect on reality, Qlippothic Multilayering is its complete opposite. While reality usually does not generate Paradox due to careful and thoughtful applications of normal Multilayering, it surely emits a lot of it when struck by the most brutal weapon in Nephandus' arsenal. There are no coincindental Effects with Qlippothic Multilayering. It doesn't matter how exactly, but this Sphere bites reality real hard - and realty always pays back. So, no coincindental Effects at all, they all are either just vulgar or vulgar with witnesses. More than that, reality tends to kick it's worst oppressors meaner than it kicks other mages. So, vulgar Effects of Qlippothic Multilayering grant the Nephandus with one point of Paradox per level of the highest Sphere used, plus two. If there were witnesses - add another point of Paradox.
Botches of Qlippothic Multilayering aren't more evil than botches of other Sphere Effects, because if Nephandus botched his disgusting Effect, then reality wasn't harmed as brutally as it could be.
Empower Simplicity
There are a lot of static magic practicioners in this World of Darkness, and they aren't affected by Paradox. If Nephandus find this situation unfair, he can turn it to his advantage by simplifying reality around his adversaries, so that even Static Effects became something too big and complex for it. Thus, they began to generate Paradox.
To do this, Nephandus needs to know additional Spheres which, at least theoretically, at least in their pure state, probably even on their higher levels, but could emulate static Effect to be affected, because he need at least to touch slightly that layers of reality which are affected by static Effect to degenerate their complexity.
Ward Stasis
When Nephandus' grip on reality becomes stronger, he can try even more sinister actions, pressing possibilities in so thin line that even non-magical actions became impossible. Victim of this power can find reality resisting to anything he does - or, worse, anything he is. For example, combined with Correspondence, it can struck chosen Pattern with Paradox whenever it changes its location.
Again, Nephandus needs to have at least rudimentary knowledge of Spheres he wish to affect.
Freeze Reality
More powerful Nephandi can just deny chosen actions to its victim, for good. Affected Pattern doesn't gain Paradox for doing somethind warded by Nephandus - it just can't do this, action becames totally impossible in simplified reality. This sounds as good news and as more "humane" approach, with no Paradox strikes on victim's head, but this quickly ceases to be fun and humane when Nephandus forbids victim to live with use of Life Sphere. Or to think - with Mind Sphere. What he could do with help of Spirit of Prime Spheres, you can try to figure by yourself.
Crush Layers
Practically, on this level of ability Nephandus can do just the same what normal Multilayering practicioner can achieve with much less effort. Nephandus can crush, erase, kill, destroy chosen layers of reality in chosen Pattern or Patterns. When normal Multilayering grants ability to change (and to erase and crush, just with more gentle approach, of course) layers on third level of mastery, Qlippothic Multilayering can do it more brutal and with much louder noise, generating a lot of Paradox for all parties involved.
As always, Nephandus need to have access to chosen layer with his Spheres to be able to affect it.
Destroy Reality
Ultimate atrocity, this power brings complete destruction of reality in form of raw Oblivion. Nothing can withstand to direct application of this power - if needed, in game terms it deals unsoakable aggravated damage, which can still be soaked by armor only up to all dices of armor's protection has been used succesfully once, after which armor is destroyed, but not by supernatural abilities, except several armor-like ones, which dissolves as well as non-magical armor after exposure to it.
Of course, Nephandus still needs to know other Spheres to act freely.
Among others, there is especially terrifying application of this power - in conjunction with Spirit, it can rend the Shroud and bring Neverborn themselves in sunlit world. Really big chances that Nephandus will die first after such move, but this isn't seems to be soothing fact for other victims of summoned Neverborn. Nevertheless, Nephandus will die with feeling of completed duty - which means that someone really could try this trick.