By Paul Beakley (adpyb@acvax.inre.asu.edu)
Correspondence: The Place. One of the best ways to expand one's Experience is to change one's Place, or view another Place from afar, or merge many places into one more convenient location.
Entropy: The Wild. One of the best ways to improve the Experience, introduce a little Wild into something and watch the fireworks fly!
Mind: The Lie. This is where the perceptions of the Experience are filtered and made palatable -- until the Cultist's Experience allows him to fully understand the Truth. The Doors of Perception must be Cleansed.
Prime: The Whim, or The Will (old form: Kia, Fiat). Through force of will, or sufficient Whimsy, the Cultist can accumulate Experience for later Whimsies, or transfer his Whim into material Whimsies.
Spirit: The Truth. This is where the Truth behind all things lies, the primal source of The Experience.
Pattern Magick: The Art
Life: The Flesh. The Experience of living things can be altered, but the Flesh holds the greatest promise.
Forces: The Image, the Music, the Light and the Heat. The Cultist can control the insubstantial as well as the substantial. Some modern Cultists also call this sight and sound, or audio-visual.
Avatar: Passion. Extremely passionate Cultists seem to absorb and pass on greater Experience than others.
Destiny: Destiny (as per the book). Some are even destined to have really Bad Experiences. That's cool. It inspires lesser Cultists to have courage and cleanse themselves of the good/bad distinction.
Dream: Plumb the Passage. All experiences are recorded in the Passage, and some Cultists can search it for "borrowed experiences" needed at a moment.
Node: Diversion. This is a place a Cultist can go to receive additional Experience that he can parlay into future Whims.