The Holy Grail War
Paradox is the collective force of the Collective Unconsciousness fighting back against the enlightened will of the mage.
Paradox is difficult to predict and almost always bad for the mage. The most common consequences of paradox include physical damage directly to the Mage’s body, and paradox flaws, magic-like effects which can for example turn the mage’s hair green, make him mute, make him incapable of leaving a certain location, and so on.
Types of Paradox
Depending on the power, Wisdom, and external elements surrounding a mage, a paradox can appear in a number of ways.
Backlash — Rather than allow a “true paradox” to occur, a mage can endure the pain of what is called backlash, sacrificing their health to mitigate the potential hazards a paradox can induce, while still allowing their spell to go into effect.
Havoc — The spell changes from its intended target to something similar but different, eg. If the target was a human, than another nearby human may be at risk of taking the effects of the spell.
Bedlam — Instead of affecting the area around the willworker, the mage suffers a derangement which increases in severity depending on their rank in the arcanum they were using.
Anomaly — Reality tears itself apart to allow the unbelievable and unpredictable to occur. Each anomaly is relevant to elements found in the mage’s path. Thus, an anomaly summoned by a warlock would have aspects of Pandemonium.
Manifestation — Worst of all possibilities, the paradox manifests as an acamoth, with power equal to and rivaling that of the mage who summoned it, ranging from mindless gremlins, to unbelievable horrors beyond time and space. To get rid of such entities usually requires intense research, or the death of the mage who called it in the first place.