WoD/Mage

All Traditions have a primary Sphere and a second, Favorite Sphere. These Spheres gain the Advantage: Enhance or Advantage:Resist. You may buy the second advantage with experience for 5 points each.

Akashic Brotherhood / Akashayana Sangha / The Order of the Vehicle of Akasha
Mind Mystical Martial Artists.

Dragon / Lung
Forces

Phoenix / Fenghuang
Spirit

Tiger / Hu
Life

Enlightenment / Wind-Horse / Lung-ta
Prime

Celestial Chorus / Chœur Céleste
Prime Religious believers in something greater than themselves.

Orders
Multititude of Orders, teaching Forces, Matter, Mind or Spirit.

Cult of Ecstasy / Seers of Chronos / Sahajiya
Time

Lakashim
Life

Dharma
Fate

Ojas
Spirit

Ananda
Prime

Dreamspeakers
Spirit. [wiki]

Contrary
Fate

Keepers of the Sacred Fire
Prime

Solitaire
Life

Spirit Smith
Matter

Euthanatos / Chakravanti
Fate

Dynamism
Life

Stasis
Matter

Entropy
Death

Ascension
Prime

Hollow Ones
Choose any one Favored Sphere.

al-Hajj (Mastery of Space)
Space (Correspondence)

al-Anbiya (Mastery of Fate)
Fate

al-Fatihah (Mastery over Minds)
Mind

al-Layl (Mastery of Secrecy)
Time

al-Ikhlas (Awareness of Unity)
Unique combined-Sphere abilities.

Order of Hermes
Vires (command of elemental forces)

Anima (command of life)
Life

Corona (command of the mind)
Mind

Primus (command of Quintessence)
Prime

Materia (command of Matter)
Matter

Solificati / Crowned Ones / Children of Knowledge / Alchemists
Matter

Children of the Ether /
Matter

Child of Golo
Forces

Child of de Laurent
Life

Child of Vargo
Spirit

Child of Aretus
Prime

Vaeldermaen
Spirit

Fara, Mysteries of Travel
Forces

Forlog, Mysteries of Luck of Fortune
Fate

Galdrar, Mysteries of Magic and Secrets
Prime

Hjaldar, Mysteries of Battle
Life

Craftmasons / Order of Reason
Arrow Guild: The Arrow Guild focused on direct problems. They traveled to area where the common people were devastated either by plague, famine or war and sought to aid them to the best of their abilities. Coin Guild: The task of the Coin Guild was to act as a counterpoint to the High Guild and their grand financial actions. Coinsmen focused on keeping the money close to the people, often investing in modest projects. Hemlock Guild: The Hemlock Guild were the Craftmason's spies, often insituating themselves in other Conventions to keep a close watch over them. They often clashed with the Ksirafai. Level Guild: The Level Guild involved themselves in politics, both within the wider Order of Reason and among mortals. Their penchant was to inspire revolution against unjust lords. Scroll Guild: The Scroll Guild worked to educate their fellow Craftmasons, teaching them various arts and sciences in various subjects like history or the beliefs of their enemies amidst the Traditions. Stone Guild: The Stone Guil was the most iconic guild of the Convention. Under their direction, monumental edifices were erected, which were intended to serve the greater population. Sword Guild: The Sword Guild's purpose was to defend the Convention's designs. In their task, they often took up causes others believed to be lost, with a tendency of turning certain defeats into narrowly won victories.