Focus: Paradigms, Practices, & Tools

The following Paradigms were originally provided in Mage: the Ascension 20th Anniversary Edition beginning on page 568. The full writeup of these paradigms will point at related concepts and commonly linked practices, to help give you ideas. Additional paradigms were provided in the M20 Book of Secrets beginning on pg. 188.

Paradigms

  • A Holographic Reality: That which we call “real” is a perception of a greater reality limited by our crude biological tools. By improving ourselves and our understanding, we learn more about what is beyond the window of our senses, and how to manipulate it.
  • A Mechanistic Cosmos: Creation is an elaborate machine. Understanding how that machine works, either mystically or scientifically, allows you to work wonders.
  • A World of Gods and Monsters: The world is rife with beings both radiant and foul. The Awakened both channel and challenge these hidden powers.
  • Aliens Make Us What We Are: What the primitive call “gods” are advanced races and extradimensional beings. By understanding (or stealing) their secrets, the Awakened gain great power.
  • All Power Comes from God(s): The Mage is a vessel for the divine. By petition, ritual, prayer, or even advanced technology(!) the Awakened can unleash the divine into the world.
  • All the World’s a Stage: All beings are acting out a cosmic script. The Awakened are primary players, or have been given room to improvise.
  • Ancient Wisdom is the Key: Lost civilizations and races had knowledge that eclipses our own, but time and cataclysm have buried their secrets. By discovering the shards of this Magick or Technology, the Awakened learn what the ancients knew.
  • Bring Back the Golden Age: The world has fallen and is fundamentally disgraced or broken, but the Awakened can touch that lost ideal and briefly make it real again.
  • Creation Is Innately Divine & Alive: There is a vital, living force behind all things, moving in a cosmic cycle of life, death, and rebirth. The Mage is attuned to the living world.
  • Consciousness is the Only True Reality: Reality is created by our perceptions, but if our perceptions change, what is Real changes as well. Who’s to say what we call a hallucination isn’t real? The Awakened change perception, and so change reality.
  • Divine Order and Earthly Chaos: The Earth is a flawed reflection of a superior order or ideal, which the Awakened can channel or realize.
  • Embrace the Threshold: Mankind is at the doorway of a vast change in consciousness and understanding, which the Mage is realizing before the masses. A belief shared by many New Agers who believe a new celestial Age is at hand and Transhumanists who believe the Singularity is imminent.
  • Everything is Chaos – You Only Think It Makes Sense: There is no meaning to Creation, except that which we create or impose upon it. The Awakened will can dictate what is Real.
  • Everything is Data: All that we call reality is an incredibly elaborate program. “Magick” comes from finding the code that allows you to hack into reality and change its parameters.
  • Everything is an Illusion, Prison or Mistake: Reality is a Lie, a quirk of consciousness or an illusion imposed upon us from without. The Awakened can push back against the Lie (or, more darkly, side with their jailers for power).
  • It’s All Good – Have Faith: The world is dark, but there is a cosmic force or ideal of good. The Awakened has the power to make the world a brighter place.
  • Might is Right: The Awakened have power and knowledge that places them above others, that’s all that matters.
  • One-Way Trip to Oblivion: One day all this shall end, either in a cosmic accounting, a squalid rancidity or a tranquil oblivion. The Mage might be an agent of the forces bringing about this end, or empowered to fight it.
  • Tech Holds All Answers: Technology and Science allow us to understand reality and use that knowledge to achieve incredible things.
  • The Ancestors Watch Over Us: Those who have come before never really leave us, and when they pass on they become more powerful than we can possibly imagine. By communing with the Ancestors, they help and guide us.
  • Transcend Your Limits: The Awakened can transcend human limitations through Will and Skill. Nothing is impossible, with enough knowledge and desire. Don’t dream it, be it.
  • Turning the Keys to Reality: Creator races, the Divine, or someone else left the keys to reality. Or maybe we’re finding them first. By finding the key and the lock, the Awakened can open the gate and bring Wonder into the world… or Horror.
  • We are NOT Men: The human being is simply an advanced animal who foolishly decided that he wasn’t one. By rejecting civilization and embracing the beast within, the Awakened realizes their true potential. Alternately, the seed of a superior lost progenitor race is diffused among base mankind, but expresses itself in the Awakened.
  • We’re All God(s) In Disguise: The divine spark exists within us, not apart from us, and the Awakened know we have the power to bring it out.

Practices

The following Practices are detailed in M20 beginning on pg. 572. Truncated descriptions of them have been provided here. The full listings of each practice will point to commonly associated practices and instruments. Additional practices are provided in M20 Book of Secrets, beginning on page 196.

  • Alchemy: All things, from thought to matter can be transformed from base to purified states of being with the right know-how.
  • Ancestor Worship: The veneration of ancestors to invoke their aid and favor.
  • Animalism: A veneration or embodiment of chosen animals geared to evoke their spiritual or physical aspects. Wolves, cats, dragons… commonly linked to shamanism or witchcraft, though Progenitors and Etherites have been experimenting with animal splicing for ages…
  • Art of Desire/Hypereconomics: By learning what other people want or expect and making it happen, you work your Will.
  • Bardism: The use of art, performance (musical and otherwise) and raw charisma to achieve a mage’s desired ends.
  • Chaos Magick: The classical, fusty symbols of Mystery can be reworked with modern gods, cultural touchstones, and ideas to remix Magick into new, dynamic forms.
  • Craftwork: Magick or Enlightened science can be expressed through the creation of superior tools, equipment, or just plain hard work.
  • Crazy Wisdom: By zigging where the masses zag, transcending or transgressing against convention, or simply asking the uncomfortable questions, the Awakened can effect change.
  • Cybernetics: By synergizing with technology, up to and including becoming part-machine themselves, the Awakened enhance their abilities.
  • Dominion: By dictating what reality is to others and controlling their perceptions and thoughts, the Awakened dictates what reality is, period.
  • Elementalism: The practice of communing with, understanding, and manipulating natural forces.
  • Faith: Belief in and invocation of the intercession of divine powers, often expressed through ritualistic prayer or other meditations.
  • God-Bonding: The practice of carrying the image of one’s god or totem within the self through embodiment, possession, or other means. “Avatarism.”
  • Gum Shoeing – The age-old practice of looking for clues, following leads, and solving mysteries. You use a mix of uncanny insights, attention to details, clues, and most importantly, the facts, just the facts, to unravel the mystery that is Creation.
  • Gutter Magick: If you don’t have expensive tools or elaborate ritual chambers, you’re just fine using colored chalk in an abandoned trainyard at 3 AM using rituals pieced together from New Age books. The opposite of High Ritual Magick.
  • High Ritual Magick: Elaborate, intricate, exacting ritual practice. The opposite of Gutter Magick. Often juxtaposed to Witchcraft. Though nothing actually says a mage can’t do both.
  • Hypertech: Supercomputers, ray guns, neuralizers, robots…
  • Invigoration: The practice of physical and mental enhancement beyond the human norm through vigorous training (and sometimes induced help). Related to Martial Arts and Yoga, if more stripped-down and modern.
  • Legalism: Every part of the cosmos works in a specific fashion so one gains authority (divine or otherwise) by abiding by the laws.
  • Maleficia: The practice of “black magic”, magic emphasizing the harm or destruction of the self or others to achieve an end. Lit. “evil-doing.”
  • Martial Arts: The perfection of the self or others in mind and body, or the ability to use the same knowledge to kick ass.
  • Medicine Work: The practice of healing and enhancement, through Magick or Enlightened science.
  • Mediumship: The spiritualist practice of working Magick by opening oneself up as a vessel to spirits, other esoteric forces or parapsychic entities.
  • Psionics: The practice of the naked power of the mind over the mind and body, or over reality itself, be it achieved through Will alone or through technological assistance.
  • Reality Hacking: Tweaking reality to work toward your benefit through various means.
  • Shamanism: The practice of attuning oneself to the spirit world.
  • Vodoun: The practice of syncretistic beliefs adopted by Afro-Indigenous-Americans. Incorporates elements from numerous other practices to become something distinct. Voodoo, Hoodoo, Santeria, Palo Mayombe, Obeah…
  • Weird Science: Science that pushes past what conventional minds feel is practical or possible. The pursuit of the “Eureka!” moment. The practice of “unconventional” theories, use of “impossible” machines, and achievement of “ridiculous” effects. They told you you couldn’t resurrect the dead, the insipid fools…
  • Witchcraft: Or, in disparaging terms, Low Magick. Practical ritual work using “mundane” tools with an eye toward dealing with everyday problems, often with strong elements of natural communion or veneration and femininity. Derogatively and unfairly but commonly associated with Maleficia.
  • Yoga: Meditative and physical practices geared toward transcending to higher physical and mental states of being.

Instruments

Instruments represent those tools which the Mages use to realize their practices, rooted in their paradigm. See M20 beginning on pg. 586 for full descriptions of instruments.

  • Armor: Note that to be used as an instrument armor must be created or enhanced by Magick or Procedure. Off-the-rack won’t do.
  • Artwork: Think about memes and how they burn through the zeitgeist. Art has power, power mages can use.
  • Blessings or Curses: Possibly the first kind of magick ever done by mankind.
  • Blood and Other Fluids: Connected to both the sacred and the profane, ancient ritual and modern medicine. Blood, semen, sweat, tree sap, dew, pure, clean water…
  • Bodywork: Massage, acupuncture and other techniques. The dark side of bodywork? Torture and misalignment of the body.
  • Bones, Skin, Organs, and Other Remains: The use of the remains of sacrificed or harvested living animals (or the remains of the already dead).
  • Books, Scrolls, and Periodicals: The wizard’s spellbook, a Wiccan’s book of shadows, the Holy Bible, a copy of Guns & Ammo…
  • Brain/Computer Interface: An instrument increasing in popularity with technomancers. Direct interface between technology and the human brain, including the ubiquitous “cyberjack.”
  • Brews, Potions, Powders, and Other Concoctions: A potion of healing, the green mist, ritually prepared wine or beer, a Progenitor’s weird elixirs with names you can’t pronounce.
  • Cards, Dice, and Other Instruments of Chance: That which is random can also be deliberate. A Gutter Magician might divine with dice, a Verbena might use tarot cards or runestones, a Wu Lung uses the I Ching, and so on.
  • Celestial Alignments: While some might object to the link, this instrument covers Astrology, auspicious days and the prediction of celestial alignments to modern Astronomy’s attempts to understand cosmic phenomena.
  • Circles, Pentacles, and other Geometric Designs: The Faerie Ring, the Pentacle, the Pentagram, the Magic Circle, Pyramids, Veves, Sacred Architecture, the Mobius Strip…
  • Computers: What can’t computers do these days?
  • Crossroads and Crossing Days/Moments: Sunrise, sunset, midnight, 3 AM, that spooky intersection where they have all the car wrecks. Papa Legba, the Solstices and Equinoxes, New Year’s…
  • Cups, Chalices, Cauldrons, and Other Vessels: The witch’s cauldron, the Holy Grail, test-tubes and beakers, just for starters.
  • Dances, Gestures, Postures, and Other Movement Practices: Dance is a core component of ecstatic belief and central to the human experience. Precise motion and gesture is a major part of magick and a big part of human perception. Superman doesn’t just put on glasses to become Clark Kent; he changes his whole posture and everything about how he moves.
  • Devices and Machines: Ubiquitous to technomancers, but not unique to them. The Antikythera mechanism, spinning wheels, looms…
  • Drugs and Poisons: The difference between medicine and poison, enlightenment and degradation? It’s all in the dosage.
  • Elements: The building blocks of creation: fire/plasma, air/vapor/gas, earth/matter, water/liquid.
  • Energy: Chi, Quintessence, Mana, Ashe, Ether, or more grounded, less esoteric concepts: Force, electromagnetism, velocity, gravity, inertia…
  • Eye Contact: A wink. The witch stare. The evil eye. A staredown. Bedroom eyes. There’s a lot of power in a gaze.
  • Fashion: How you dress doesn’t just affect how other people see you, it affects how you feel. Put on a tailored suit and you’ll feel different than you would in a t-shirt and jeans. The little black dress. James Bond’s tuxedo. A ninja-yoroi. Or just being butt fucking naked.
  • Food and Drink: Bread and salt. A measure poured out for the dearly departed. An offering to the spirits. Deal with someone who’s hangry. Then feed them and get them good and liquored up. Note the difference.
  • Formulae, Equations, and Sacred or Advanced Mathematics: Mages have known that Math can reveal the nature of the universe since forever. Even today, some modern thinkers believe all human behavior can be predicted and anticipated with math (ex. Psychohistory).
  • Forensic Procedures: Foot prints, crime scene photography, blood spatter patterns, fluid samples, and ritual clues are gathered at the scene and then analyzed at the lab.
  • Gadgets and Inventions: A more esoteric elaboration on Devices and Machines, this usually represents one-use widgets or Personalized and Unique Instruments used by a Technomancer (see above). Less common for a Technocrat, but far from unheard of; Technocrats who get experimental Devices often develop an inordinate attachment to them, and fight like hell not to give them back.
  • Gems, Stones, and Minerals: Related to elements. The secret properties of gems, sacred metals like gold and silver, cold iron, gleaming steel, uranium-powered devices, Primium…
  • Group Rites: Rock concerts. Sacred covens. a Masonic lodge meeting. A tent revival. A union gathering. A business meeting.
  • Herbs, Roots, Seeds, Flowers, and Plants: Purifying sage. Garlic. Roses. Kudzu. Poison ivy. Brambles. The secret meanings of plants – and their effect on others – is studied by kitchen witches and enlightened scientists alike.
  • Household Tools & Implements: A witch in her kitchen, a Virtual Adept working on a souped-up hot rod in his garage.
  • Knots and Ropes: The Gordian knot. A spider’s web. Handfasting. Or just a good sturdy knot tied to hold it all together…
  • Laboratories and Lab Gear: Essential to the work of a research technomancer, but an Alchemist or High Ritualist might use a laboratory or workroom with specialized tools, too…
  • Languages: In the beginning, there was the Word. Linguists know that you might say the same thing in two different languages and express dramatically different ideas. Enochian and Langaj and Tongues, lost languages, ciphers and programming code and encryption…
  • Management & Human Resources: Issue enlightened instruction; have your underlings carry it out. Old idea, modern execution.
  • Mass Media: “A date which will live in infamy.” Man landing on the moon. Fake news and Russian bots.
  • Meditation: Focus, purification, the elimination of distractions.
  • Money & Wealth: Money might be imaginary, but it sure is powerful, and coins have very old arcane significance.
  • Music: Music affects the mood and alters perception, makes men solemn and joyous, soothes angry men or rouses them to war.
  • Nanotech: The masses are still exploring the fringes of Nanotech; the reduction of devices in size without reducing their function – its more extreme applications still lie in the realm of Hypertech and science fiction, such as self-replicating nanobots.
  • Numbers and Numerology: Auspicious numbers and touching on sacred math. Three, five, seven, nine, unlucky 13, pi – call it superstition, but people can’t help but react to numbers or ascribe them secret meanings.
  • Offerings and Sacrifices: To get something, you have to give something. Or make someone else give something for you.
  • Ordeals and Exertion: Trial, tribulation, pain, exhaustion, or just plain hard work.
  • Prayers and Invocations: A part of most mystical paradigms, especially religious or spiritual ones, but technomancers invoke too – “You have the right to remain silent.” “Nothing to see here, move along.”
  • Sacred Iconography: The cross, the swastika (Maleficars know the power of this one well), bones of the saints, holy water, blessed earth, mandalas…
  • Sex and Sensuality: What’s the world’s oldest profession again?
  • Social Domination: A leader inspires others to follow him with the example she sets, for good or for ill.  A Nephandus publishes “Red Pill” alpha male screeds on Reddit that inspire the weak-willed to violence against women. Both are practicing forms of Social Domination.
  • Symbols: Technically anything with meaning behind it, however in a more immediate sense, a symbol can represent the distillation of an idea in a way that can be instantly downloaded into the human mind. A policeman’s badge. A flag. A witch’s broom, a wizard’s staff, a pentacle, a star of David, a Technocrat’s suit and shades. They’re all symbols.
  • Thought-Forms: Memes, gods, egregores, meme-gods… maybe gods period – entities that attain a degree of reality because the masses will them so. Really you could argue about this one all night (money, anyone?), but some Mages use the idea to do magick.
  • Toys & Games: Chess boards, Ouija, corn dolls, teddy bears… creepy Victorian dollies, Chucky, Demonic Toys.
  • Tricks & Illusions: “Oh, that was just a magic trick, I’m not fooled.” Think Zatanna, Mistress of Magic, here…
  • True Name: Know the name, know the thing. Change the name, change the thing. …Erase the name?
  • Vehicles: Harry Dresden’s Blue Beetle. James Bond’s Aston Martin. The Batmobile. Al Bundy’s Dodge.
  • Voice and Vocalizations: Related closely to language, pitch and tone can work considerable effects. Consider the recent popularity of ASMR.
  • Wands, Rods, and Staves: The traditional counterpart to the cup or vessel. Yeah. Think about that the next time you watch or read Harry Potter.
  • Weapons: A ceremonial sword. A witch’s athame. A Man in Black’s gun.
  • Writings, Inscriptions, and Runes: A protective ward, a seal of Solomon, a paper or wax seal, yellow police tape, a NO TRESPASSING sign…
  • Additional instruments can be found in the M20 Book of Secrets beginning on Page 205:
  • Body Modification: Tattooing, cutting, piercing, etc. is grim, but can provide a rush some mages use, combined with the ritualistic use of blood. More advanced versions of this instrument can lead to Cybernetic Implants, see below.
  • Cannibalism: Transubstantiation, consubstantiation, or just eating someone to steal their mojo for yourself.
  • Cybernetic Implants: Where cybernetics just covers the use of/interface with advanced technology and not necessarily prosthetics, those who take it a step further replace body parts with enhanced prosthetics, becoming the machine. Usually practiced by technomancers.
  • Genetic Manipulation: A specialty of the Progenitors, this involves genetically modifying yourself or another to produce post-human effects.
  • Internet Activity: A mage who works through the internet can achieve both subtle things (memetic manipulation, rapid fund-raising) or vulgar things (killing someone by causing their phone to violently explode)
  • Medical Procedures: An elaboration on Medicine Work, this can involve the healing traditions of various cultures, up to and including modern surgical techniques.
  • Transgression: There is power in breaking the rules, as well as danger.

Fallen Foci

The following paradigms are generally only embraced by Nephandi (and Marauders) or those who are all but on the verge of Falling.  They begin on the Book of the Fallen pg. 131 and are included here for completeness’ sake, but are not recommended for players. These “twisted” practices appear in Book of the Fallen beginning on page 128.  They are warped reflections of other practices, favored by Nephandi and other Mages who’ve given in to the temptations of black magick.  They are noted here for completeness’ sake.  Not all practitioners of these practices are Fallen, but staff will scrutinize them closely if you choose them.

  • All Power Comes From Sin: Magick is evil, and Mages are inherently agents of evil.  To embrace your power is to embrace darkness.
  • Alternative Sciences: The twisted reflection of “Weird Science” and other practices, emphasizing junk theory and that which obsfuscates and distorts the nature of the universe, rather than illuminates it, often mixing in degrading methodologies like eugenics and other physically destructive practices.
  • Barbarism is the Truest State of Man: The strong eat, the weak get eaten.  Selfishness is the proper state of nature, and civilization makes men soft and ought to be rejected.
  • Cosmic Horror is the Only Truth: It’s all gibbering mad gods and shit-demons.  Embrace the tentacle.
  • Dark Paganism/Heathenism: The twisted reflection of practices such as Witchcraft, Shamanism, and Faith, focused on domination of and violence against others, often with strong racist overtones.
  • Everyone’s Against Me, So Whatever I Do Is Justified: The dark extreme of Might is Right.  The power a Mage has elevates them above the masses and is all the justification they need for doing whatever they want, consequences be damned.
  • Evil Is Necessary, And So I Am Evil: The darkest form of “trickster” paradigms, this Mage destroys, degrades, and corrupts in the name of testing the morality and firmness of purpose of others.
  • Existence is Unknowable, Irrational and Sublime: Knowledge is meaningless, Truth is a lie.  Madness is the only sane response.
  • Forbidden Wisdom is the Truest Source of Power: Secrets man wasn’t meant to know?  More like secrets you’re too chickenshit to uncover.  Wuss.
  • I Am All: Solipsism in its purest form, the Mage who embraces this paradigm believes they are the only truly conscious thing in the cosmos.
  • I’m A Predator, and the World Is My Prey: The ultimate user’s paradigm, the Mage believes it’s their right to use, abuse and devour others, and Magick is key to and manifestation of that right.
  • Indulgence is Nature’s Only Law: Only the pursuit of personal power and self-gratification matters.  Consequences are someone else’s problem.
  • Lilithianism: An extremist form of Witchcraft and High Ritual Magick dedicated to the worship of “Dark Mother” entities in various forms, be they Lilith, Ishtar, Mother Kali, Echidna, Hecate, with a strong methodology of psychological and mental torment and tribulation leading to enlightenment.
  • Luciferianism: A warped version of Faith, “Luciferianism” centers on worship of the Self and the pursuit of self-advancement and self-aggrandization heedless of the consequences for everyone and everything around you.
  • Palo Mayombe: The dark side of Vodoun and similar afro-Indigenous religions, this is the practice of trafficking with the spirits of the dark side of human nature for selfish and mercenary ends.  Instead of serving their communities, the dark sorcerers (who might go by any number of names, the most infamous among them the Bokors who practice the darker arts of Vodoun) serve only themselves.
  • Prosperity Gospel:  A truly warped reflection of Faith, this practice centers on the manipulation of the devotion of religious followers to attain material wealth and worldly power.
  • Only the Strongest Deserve to Survive: The ultimate extreme of Might is Right, only those who are absolutely ruthless – who’ll betray any trust, cross moral event horizon – will rise to the top.
  • People are Shit:  Humanity is worthless, tear it and all its works down.
  • Rebellion is the Road to Transcendence: Dark gnosticism.  Rules and morals are chains imposed by others to restrain you from achieving your true potential.
  • Satanism: Another dark version of Faith, Satanism specifically involves the embrace of the forces of darkness as a form of rebellion or a route to personal power.  Related to Luciferianism, this connotates a more spiritual or mystical selfishness as opposed to that other practice’s more worldly hedonism.
  • Thugee: An inversion of practices related to Islam, Hinduism and other Asian religions, Thugee centers on the pursuit of power through the erosion of society and the causing of chaos and destruction in order to profit therein.  It often centers on the worship of the Kali-Ma and similar gods, but taken to a destructive and entropic extreme.
  • We Are Stormtroopers of the Abyss: As servants of dark forces, you use your powers to bring about their dominion o’er all the Earth.

In addition, more practices favored by the Fallen appear in Book of the Fallen on page 139.  These practices aren’t warped versions of other practices, they stand on their own.  Be that as it may, those who have the constructive urge generally shun these practices – to put it bluntly, they never did no one no good.  All three of the dominant sects of Mages frown on these practices.

  • Abyssalism: The channeling of the power of the Void; the mystical or scientific evocation of That Which Is Not.
  • The Black Mass: The inversion and egregious violation of the rituals and rules (both religious and secular) of society.
  • Demonism: The veneration and invocation of dark forces, with a wild and emulative aspect.
  • Feralism: The embodiment of beasts both real and mythical… in a twisted sense where their power and savagery is what matters more than anything else.
  • Diabolism/Infernalism: Erroneously labeled as “Goetia” in the Book of the Fallen, this is a dark form of Ceremonial Magick, Chaos Magick or Witchcraft dedicated to elaborate conjuration, binding and pacting with demons and dark gods.  The Ars Goetia and Lesser Key of Solomon are simply two of the most famous texts that Infernalists like to (improperly) use.
  • Infernal Science:  The pursuit of all the awful things science can unleash upon the world.
  • Vanamarga/Aghorism: Not practiced by just Nephandi, this extreme version of Yoga and Tantra can lead one to Falling if mishandled or pursued without extreme discipline.  Often practiced hand-in-hand with Thugeeism by Fallen Mages.

The following tools are listed in Book of the Fallen beginning on page 147.  The vast majority of mages, be they Traditionalist, Technocrat, or Disparate tend to consider them forbidden and will investigate their use, often leading to charges.  Would-be edgelords be warned.  Only Nephandi and Marauders smile on this crap.

  • Atrocity: Acts of mass-murder and other grotesqueries.
  • Perversion: Going beyond the mere violation of conventional morals and taboos, Perversion deliberately seeks to imperil the bodies and minds of others as part of its pursuit of Transgressive power.
  • Mutilation: The reshaping of the self and other living beings with an unwholesome, dehumanizing and disfiguring bent.
  • Torment: The flipside of mutilation, Torment focuses on the mental violation of the self and others.
  • Trolling and Cyberbullying: The use of misinformation and anonymity to work degrading and imperiling acts of Magick against others.
  • Violation: The assertion of Magickal dominance through the destruction of objects… and people.