By Scott Hillman (symmes@sfsu.edu)
However, it wasn't until the thirteen hundreds that the magical implications and power of humor was discovered, even though it is thought that earlier, and unstudied, groups of Orphan magicians had developed proficiency in this sphere. In particular it is believed that use of this magic, was responsible, for the strange mysterious pie that hit Hannibal in the face at the battle of Zuma, helping his defeat.
The earliest known attempt to study and classify this sphere was attempted in this thirteenth century by a group of highly warped Verbena who were trying to understand why during humans sacrifices they invariably started laughing uncontrollably. They were the first ones to bring this sphere of magic of to the attention of the mage community.
What they discovered would surprise many people. Comedy is not simply Harpo hitting Zeppo with a rubber chicken but a mystical force that can be measured and controlled. They discovered that the Humor "force"( Or as the Hermetic mages call it Y.U.C.K.S. Yourick's Unified Comedial Kinetic Source) is a highly specialized form of tass, but in a form that is unlike other forms of quintessence. It can directly warp the physical world through high enough power levels, by itself. It follows a strange set of rules that dictate what it can and can't effect, and how it can effect them, based on the concept of what is "funny." These rules can change quickly and once changed are applicable not only to the mage, but to all those even peripherally effected. Thus the mage can use it to almost infinite power, but only if the result can be classified as funny. Any attempts to use this sphere for non-humorous results simply fail so a sense of humor is vital in its use.
Mages have divided it further into fields of Greater and Lesser Comedy. Lesser comedy or as it is called "Joking," is comedy that can only effect the user on mentally and then only briefly (even though some whisper at much more powerful jokes being possible). It cannot affect the physical plane. Greater comedy (or "humor"), is much more powerful; it can effect the physical world in strange and mysterious ways, bending the laws of physics and of matter, energy, time and space, to makes things well . . . funny.
Some have theorized that comedy comes from a dimension similar to the deep umbra, separated by its own "sense of humor" gauntlet that was put in place in an unknown manner. Some have theorized that Nephandi are responsible for this gauntlet, as Humor can give people respite from thier problems. The true power of comedy without this barrier is unknown. They say when mages craft their humorous results (and when people laugh at them) the gauntlet is weakened, letting comedy energy into the world. Some have further theorized that comedy is the force of pure ascension that leaks through to universe, and to ascend the mage must first "get the joke."
This sphere has always been popular with orphans, and some have even advanced to oracle stages. Some of these beings still remain on the physical plane but stay aloof, tending to work in major motion pictures or talk show extras. Some delve into the umbra where they discuss facial contortions with Jerry Lewis.
This sphere is open to any mage of either technocratic, traditional, or Marauder persuasion. Nephandi have so far been unable to harness its effect. Strangely this sphere is most popular with the Technocracy, who see it as a way of controlling the masses. Traditional mages have been slow to understand it, but it is strongly believe that soon the Ascension war will be fought using the force of comedy.
Akashic brotherhood: Squirting flowers. To use the sphere the mage must first somehow douse the subject with some amount of water or another fluid. The squirting flower is only the most obvious of these. Reasoning: "To use Magick you must purify, grasshopper, But humor comes from the unexpected..." Celestial Chorus: Religious joke. To use the sphere the mage must first in some way attempt to tell some form of verbal witticism having to do with a religious matter. It has to be of the same religious background of the same mage, so telling a nun joke will only work for Catholic Choristers, and Yiddish humor will only Work for Jews. It is not necessary for the subject of the spell to be of the same religious background, but it helps. Reasoning: "God grants us our powers; thus to invoke it we must evoke him in our blessings")
Cult of Ecstasy: Pie. To use this sphere the Cultist must in some way involve pie or pie related products. Coconut cream pie is generally preferred, but any pie will do. Reasoning: "Come on . . . Pie . . . it works on so many levels."
Dreamspeakers: Feather. Tthis has to be the Dreamspeaker's magic feather: used in tickling, dusting, waving in a humorous manner etc. Reasoning: "Humor has many uses my son, but it comes from the magic pathways of the cosmos, so to use it use must invoke the magic of the umbra."
Euthanatos: Dead Babies. To use this sphere the Euthanatos must bring out a dead baby, and generally make fun of it, chuckle at it or otherwise seem amused by it: note Euthanatos are not known for their sense of humor. Reasoning: "Death is the greatest joke of all, well the second greatest . . . The Miss America pageant is of course the greatest joke of all.
Order of Hermes: Explanation. To use this sphere the Hermetic sage must first explain out loud to no one in particular the complete and utter meaning of the humorous effect to whomever is listening. Latin is preferred. Reasoning: "To control the Y.U.C.K.S, you must understand the Y.U.C.K.S"
Sons of Ether: Exploding objects. "To use this sphere, the Mage must first make an item that will somehow explode in a non-harmful and hopefully, unexpected way. Gift boxes are preferred. Reasoning: "You must understand freulien, the release of energy in exploding objects, can cause a short term epileptic motion in a humans facial area. This is colloquially called laughing.'"
Verbena: Chickens. To use this magick the Verbena must first invoke the Humor potential of the chicken, and do some type of humorous effect with it. Reasoning: "Whyeth doesth the chicken crosseth the road? To Getith to the other side. We must follow the ways of the chicken."
Virtual Adepts: Computer Shorthand. To use this sphere the adept must some how [typically through a computer] make common internet short hand such as :), ;), rolf, etc. etc. This must be written and can not be orally used. Reasoning: "On the internet it is difficult to communicate emotions, therefore, it is necessary to create a system to communicate these for use. This system works wonderfully."
Note this is accomplished coincidentally by scowling, laughing appropriately or inappropriately or making the subject remember that he already has heard that one.
Impress (diff:6): You can subtract as many successes as you get on any manipulation or seduction, political or Etiquette difficulty levels. This is accomplished by a witty line, jokes and other guffaws.
Roll on the Floor Laughing (diff:6): The numbers of successes you get on this roll are the number of turns your opponent is incapacitated by laughter, and can do nothing, but laugh, squeal and be of generally no use to anyone. Note that by making a willpower roll he can counter this effect, but even if he does so, he is still at minus three for the duration of the effect. Note that this instantly ends if he is attacked in any way. Knock, Knock (diff:9): By achieving a much allow anything in the universe. A single success on this roll, you can cause the person your effecting to stop and scratch her head for (10 - her own wits) rounds. As with all of effects of this power, if the victim is attacked she can instantly get out the effect. Wokka Wokka (diff: var): The mage at this level, can for a brief period, make himself immune to attacks unless the attacker wins a Manipulation challenge with the mage. During this time the mage can do no hostile activity of any kind. This is in fact simply because every one wants the mage to finish the joke. This lasts a number of turns the mage set the difficulty at. This can only be used once every scene.
Note that the second level of power of control humor works on any of these rolls. If this leads to a botch the mage is to reduced to roll laughing hysterically for one dice rule number of turns. If it results in negative results, the person who it would hurt the mage most get benefit of the effect. Comedy is funny that way.
The second and more powerful way is to literally make an action more funny by making a Comedy+wits roll, before any action place at whatever difficulty the storyteller assigns (note the more funny the effect the easier it should be). The new action is decided normally with every normal challenge and at the exact same difficulty roll. For example, if it would be more funny for a gun to hit a water main instead of a character, getting everyone wet as opposed to simply killing her, she can use this effect to do so. Be creative. But remember paradox strikes this one ruthlessly, so you better come up with a good reason for this.