Devil's Advocate

(• • • • • Entropy)                                                         Mage: The Sorcerers Crusade  247

The most esoteric levels of Entropy allow a magus to alter ideas. After all, thoughts rise and fall just as other things do; a touch of influence might simply corrupt or exalt a concept all the faster!

To bespell a thought, the magus addresses it to his subject, either by making a statement or by arguing against one.  Combined with the Logic Trait, this tactic can be especially devastating.  If the enchantment catches hold, the subject fixates on the idea until it warps to the sorcerer's purposes.  Some thoughts can lead to enlightenment, others to insanity.  (In game terms, this Effect demands a certain number of successes before it takes hold; a whim requires only one or two successes; a fancy, three; a conviction, four to five; an obsession, five or more.)