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• Note que essas adaptações foram fortemente inspiradas em M20, Idade das Trevas: Mago (Edição Revisada) e Guia da Mão
Negra para Tal’Mahe’Ra (V20). Em nenhum momento, o objetivo é desconsiderar o que foi escrito pela editora, mas revisar e
adaptar conceitos de forma que os universos possam trabalhar juntos. Todas as Esferas foram convertidas em Pilares, que podem
fazer exatamente as mesmas coisas, em escalas levemente menores do que um mago realmente poderia fazer no cenário original.
Seu Arete foi transformado em Fundação, mas o mago não possuí um único e sim uma linha ao qual ele domina mais. A ideia é
diversificar, equilibrar e tornar o jogo divertido.
Simple life forms like crustaceans, insects, plants, etc. become other species with new limbs, opposable thumbs, increased brain
“clay” in the magician’s hands, as if he could make small changes capacity, etc., as long as it doesn’t change its nature.
to these creatures. He learns to adjust their traits (investing ••••• Complex Life / Longevity: By molding his own body
successes in Molding), giving wings to a crab, for example) and the bodies of others, the mage can transform into other
without killing them. Although he cannot yet transmute them life forms of similar size and mass. Thinking about it, he could
into other states of being, he can make flowers bloom or wither, become a dog, for example, but not a hummingbird. Special
help trees to bear fruit, and so on, however subtly. abilities of this form (flight, water breathing and the like) are
•••• Advanced Healing / Radical Changes: A mage’s Life not carried, however, unless he builds them into this new form
domain is now vastly increased. He also gains the ability to heal with additional Health effects, and the new body may require a
Aggravated damage to himself and other complex organisms, put period of adjustment before the mind and the reflections reflect
them to sleep, or inflict Aggravated damage to their life forms. It the new features.
should be noted that healing for Aggravated damage requires 5 Additionally, the mage can increase their longevity, being able
successes and still requires eight hours of rest, although it does to stay alive for centuries or even a millennium. It is unknown
not spend Willpower on the mage’s part, but on the target’s how long the mage is able to rejuvenate himself so that he begins
part. A mage with this Health level could heal even lost limbs to age. However, he cannot live eternal life! At some point, his
if he wanted to. magic will no longer have any effect and he will have to depart
The magician can also make radical changes in any complex for the underworld.
organism like people, dogs, horses, and so on. It can elevate
Magickal Guide
Difficulty of Magic Points of Paradox
Classification Pillar Level +3 Min Successes What is the Pillar Level? Amount
• Difficulty 4 +1 Success • +0
•• Difficulty 5 +2 Successes •• +0 or +1
••• Dif. 6 +3 Successes ••• +1 or +2
•••• Dif. 7 +4 Successes •••• +2 or +3
••••• Dif. 8 +5 Successes ••••• +3 or Pillar x2
Feats of Magick
Classification Minimum Suggested Successes
Simple 1 Success: lighting a candle, improving your perceptions, changing your hair color and so on.
Common 2 Successes: heal yourself, light a torch, change your shape, protect your mind, and so on.
Difficult 3 Successes: affect someone’s mind, change their appearance drastically, cast a fireball, and so
on.
Impressive 4 Successes: heal aggravated damage, regenerate lost limbs, cast a storm, control someone’s
mind, and so on.
Powerful 5-15 Successes: Conjure entities, blow up structures, possess someone’s body, jump to the
Land of the Dead or other realms, and so on.
Unreal 15-25 Successes: blowing up entire buildings, incinerating someone’s mind, creating complex
new life forms, and so on.
Divine 30+ Successes: incinerate cities, enslave hundreds of people, conjure hordes of spirits, teleport
a realm, and so on.
• Personal effects require at least one success, while effects that hit others require two or more successes.
• Always divide successes gained on the spell between the spell’s effects (Targets, Intensity, Damage, Mold, Area, or Duration).
• Effects that change the setting and world in some way require at least 4 Successes!
• Damage or Duration for these feats (not both at the same time) is based on the number of successes rolled, according to the
Base Damage or Duration graph. If you chose Damage, Duration is instant. If you choose the duration, the damage is zero.
• If you want to add to Damage, Targets or Effect Duration before making the check, find out how many additional successes you
would need, declare them to Storyteller, then roll considering the total amount (ie Base + additional successes ).
Magic Difficulty Modifiers
Feats Condition
Cast more than one spell at the same time +1 of difficulty, per spell
Keeping one spell active while casting another +1 of difficulty, per spell
Circumstantial Modifiers
Feat Condition
General Modifiers
Feat Condition
Note: the Pillar of Evros further extends the distance in Area of magical investments, beyond the “common” limits.
This score also reflects the number of Health levels healed Pillar of the Life Stamina + Fortitude
by the Pillar of Life or Quintessence points channeled by
the Pillar of Quintessence. Counter Magick Blood Sorcery or Founda-
Assume that the maximum damage dealt by any Pillar is tion vs Foundation.
equivalent to 20 Vitality points (10 successes or nine for
Pillar of Energies).
• Concussion Damage: Pillar of Reason. • Effects created by the Pillar of Reason can only be defended by
• Lethal Damage: Most Pillars. Willpower (difficulty 9), however Mind Barrier or Sensory Shield
has the difficulty reduced by -2. The target can only defend using
• Aggravated Damage: Any Pillar charged with the energies one of the options! Never both.
of the Pillar of Quintessence, with an extra Quintessence
point spent for the turn. Electricity and Fire Effects. Decay • Effects created by the Pillar of the Soul can be defended by
through the Pillar of Destiny, Life or Pillar of Quintessence. Willpower (difficulty 9) or Auspex (difficulty8).
The Pillar of Évros and Kronos are unable to deal damage, • All damage considered Blasting and Lethal to a non-lethal target’s
although it can be combined with other Pillars that do. physical body can be soaked with Stamina + Fortitude.
The Pillar of Energies adds an automatic hit to damage. • Aggravated Damage can only be absorbed with Fortitude.
The Pillar of Fate always deals Aggravated damage from • Counter Magic Defenses only work if the opponent knows some
fourth level onwards. Blood Sorcery or Necromancy that can assist him in such an act.
• Awakened roll their Foundation levels to try to defend themselves.
Teleport
Successes Range
One Familiar perceptions.
Two A familiar place (refuge, home, etc).
Three A family member or someone you’ve met recently.
Four Visited briefly.
Five Heard some brief description.
Six or more Teleport even without knowing anything about the location.
Illusion
Successes Illusion
One Only one sense (smell, sight, taste, etc.).
Two A simple, one-way illusion that moves.
Three Complex illusion, which affects two directions or simple, which moves (affecting two direc-
tions).
Four Complex and moving (various sensations)
Five Complex and reflective (various sensations)
Six or more Complex and interactive (multiple sensations).
• Mental Illusions = Pillar of Reason 4+ (only the target sees, the more investments in Intensity, the stronger the illusion)
• Physical Illusions = Pillar of Energy 3+/Quintessence 2+ (visible to a number of victims equivalent to Area level x10, can
manipulate elemental forces to manifest sensory components, but requires successes invested in Intensity).
• Interactive Illusions = Pillar of 4+/Quintessence 4+ Energies (intense reality level, requires at least one success in Intensity,
Area, and Duration).
• Ilusions usually do no damage! Unless successes are invested in damage, for the illusion. However, victims can be directed to
situations where they risk their lives.
• Pillar of Reason = bashing damage (absorbed with Willpower, dif 9 or Fortitude, dif 7).
• Pillar of Reason 4/ Life 4 = aggravated damage
• Pillar of Energies = Breaching or Lethal, depending on the energies involved during the spell.
The common Duration of an illusion is one scene. However, Duration or Damage levels can be added with additional successes.
An extra scene + two damage levels would need three more successes, for example.
• Visualizing through illusions follows the same rules as “Seeing the Invisible”, from Auspex vs Chimerstry. Levels of Chimerstry
can try to dispel illusions created by a mage, as long as they distrust it.
• All successes and descriptions shown in these tables are demonstrations of the minimum successes for a wizard to do as he
pleases with his powers. However, they do not rule out the need for extra investment in magical aspects. A mage can cast a
five-success illusion, but without Intensity, it’s easily resisted. The same goes for other effects! A Teleport may require successes
on Targets if the wizard wants to carry someone else, or on Intensity to go faster or on Area if the wizard wants to transport
more objects. No type of magic discards this feature.
Time and Distance Temporal Range
Affect Distant Object or Person Pillar of Evros 3 Min. Successes Temporal Range
Aging / Rejuvenating Pillar of Kronos 3 + Life 4 One Up to one year.
(living beings) or/+ Elements
3 (objects) Two Up to five year.
Summon an Animal Pillar of Evros 2 + Life 3
Three 20 years
Create multiple images Pillar of Evros 2 + Life 3
Four 50 yeras
Create passage between locations Pillar of Evros 4 or 5
Five 100 years
Create multiple objects Pillar of Evros 5 + Quintessence
Six or more 500 years
2 + Elements 3
Fall back a few turns Pillar of Kronos 4 10+ 1000 years
Time Magick
Min. Successes Feats of Time
Four Take another creature outside the Time Bubble (Target) / Common aging
Five Take multiple targets out of the time stream (Targets), or an area of approximately 3x3m (Area), out of
time / Powerful aging
Eight Take a larger area of 6x6m of time / Aging to decrepitude
10-20 Take an even larger area out of time 12x12m / Aging on the brink of destruction
20+ Freeze or isolate a very large area (24x24m or more) or Event / Destruction by aging (Intensity x Damage)
Heal / Hurt Fairy Pilar da Vida 3 + Pilar da Razão 2 Talk to spirits Pillar of Soul 2
Heal / Hurt Vampire Pilar da Vida 3 + Pilar do Jump to Umbra Pillar of Soul 3
Elemento 2
Touch spirit Pillar of Soul 2
Heal / Hurt Werewolf Pillar of Life 3 + Pillar of Spirit 2