A newly-Awakened mage might feel that their new-found power is limitless, but they soon learn that it is not... but can it be? This work looks at those who push the limits, treat the 'rules' as mere guidelines if not challenges. For some, this may be a step too far, it certainly is for many mages as the opening story tells. Others, though, prefer to pursue this quest. Even if you don't want to take your game that far, your cabal may encounter the odd will-worker who has - as an ally or an enemy - and here you will find the resources to make that happen.
Here we learn of the archmasters, those who have smashed through the rules and forged their own, carved their own parth through the mysteries, understood the Imperial Practices, learned to control the fundamental forces of the fallen and supernal worlds... maybe even ascended... It's not an easy road to tread, it's not just a matter of acquiring more and more knowledge and adding more spells to your grimoire. The transition to archmastery is called the Threshold Seeking, and is so shattering to one's worldview that it is rightly described as a second Awakening. The accomplished mage suddenly realises that all the knowledge they've been gathering so painstakingly since they Awakened doesn't remotely describe what's really going on... and then they set to and begin to find the truth. The theme is that there is no going back, the mood is how dangerous it is to meddle in such matters. Even more dangerous are the others of similar power that are encountered: old gods, deathlords from the underworld and beings only dimly guessed at until they burst forth in contention.
The Introduction explains all this, and comments on how you might link in material from other books in the New World of Darkness (now Chronicles of Darkness) game lines. Then Chapter 1: Threshold talks about how one makes the transition from regular mage to archmaster and provides the rules necessary for developing magic power up to a mind-blowing (and character sheet wrecking) NINE dots, complete with example spells.
Then, Chapter 2: The Invisible Road looks at the world archmasters inhabit, the strange realms open to them to explore and the alliances they might forge - or conflicts they may enter into. This is continued in Chapter 3: The Supernal Ensemble, where we meet example archmasters from a range of factions in the Ascension War that's raging unbeknownst to most ordinary spell-slingers, never mind sleepers... along with plenty of equally-powerful beings that may be their adversaries.
Finally Chapter 4: Ascension looks at what this actually means and an appendix Imperium provides a system for playing archmasters in the Supernal World... where what they get up to can affect the very nature of reality. This super-high-powered stuff isn't for everyone, but if it appeals, there's plenty of Storytelling advice to help you make it happen in your game - whether your mages seek archmastery for themselves or just encounter one - or even the ripples in reality left by one - during a more conventional chronicle.
I'm torn. The academic side of me wants to delve ever deeper, but this whole concept is a bit of a game-changer. Do I want to bend my chronicles quite this much? I'm not sure. But archmasters can make excellent plot devices...
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