List of problems and Solutions 1) Preventitive, 2) Active Avoidance Repetitive Actions Large Spirit Blasts 1) Spirit Companion or Item

to give Kinetic Shield 2) Time Spell to Counter/Friction’s Curse 1) Item that gives Spirit Shield to strip damage levels to self 2) Counterspell Blast/Remove Blasting Charm 1) Coor spell to keep up evasive dodging 2) Coor spell to teleport to other realm 1) Spirit/Mind Shield to give retests 2) Mind spell to give retetest or unweave gift 1) Spell to specifically avoid falling touch or other movement imparing things 1) Item that makes self and gear immune to electrictiy 1) Spirit Companion or Item to give Kinetic Shield 2) Cast Ban against bullets/arrows/whatever 1) Item to prevent being surprised and give spirit of the fray equivilent

Becoming Grappled Social/Mental Incapacatation Falling Touch Call the Storm/Electroshock Sniping/Autofire/Bullets Suprise Mob Jump

) Duration: One Scene or Hour Description: Remove the first two levels of damage from any spirit charm trying to injure the target.Items and Trinkets Big Gun Armor Immune to movement impairing effects. Mage and his equipment registers as human infallibly all detection methods unless he uses a vulgar effect. Spirit of the Fray (Can spend a Quintessence to emulate ‘spending a Gnosis).) Prime: Adept (int.50) Perephat (Dynamic: Passonate .40) Turtle Necklace Black Jewell Red Jewell Sword Hidden Arm Plasma Repeater Silver Jewell Chain Up 5 Traits for dodging or escaping a grapple. reduce all kinetic damage (damage from impact of any type) by three levels to a minimum of one) Identifies Gifts and Charms. Spend a Quintessence for a supernatural retest against a mental or mind influancing power. Spend a Quintessence to get a supernatural dodge retest or test to evade grapple Immune to Electricity.) Spirit: Adept (int. Jem-Set Ring Charm Shield Level 3 Forces: Disciple (int. or a sphere above basic levels.) . This spell may be cast on others Grades of Success: Remove an additional level of damage or Include another target (RETEST:OCCULT/COSMOLOGY/ MEDICINE) Destroy the Self Replicating Program Level 4 Duration: One Minute or Conflict Life: Disciple (int.) Spirit: Disciple (int. Umbra Sight and detects umbral entities within 60 yards (mental challenge for those using gifts or charms to hide). Retest for Charms/Gifts that affect self or immediate area (if allows for test) or removes up to 4 levels of damage). Perephat (Entropic: Ruthless . Reusable Dodge Retest.

Grades of Success: None (RETEST: COSMOLOGY/LORE:SPIRIT) Noise in the System Level 4 Life: Disciple (int. This causes the spirit(s) to enter slumber and this also prevents the spirit from being awoken for the duration of the spell. Grades of Success: Extended duration or additional target (RETEST: MEDICINE) Form Lock Level 3 Life: Disciple (int. Grades of Success: Extended Duration or One Additional Target (RETEST: WILLPOWER) Primal Tie Lockdown Level 3 Correspondence: Initiate (basic) Spirit: Disciple (int. Ban. and Double all Wound Penalies.) Mind: Disciple (int. Grades of Success: Extend duration by one grade or affect one additional pattern. the target is unable to access anything regarding that temper for one turn. Charms and Essence. Identify Spirit Level 4 Correspondence: Initiate (basic) Spirit: Adept (int. Bruised is Wounded and so on).) Duration: One Turn Description: Engage the target in a social challenge. he target may not heal his pattern using any power or charm for the duration. This spell may be performed on any spirit within sensory range or is currently detected. Grades of Success: Extend duration by one grade or include an additional target (RETEST:rage(brawl)gnosis(meditation) will(subterfuge/leadership) Painting the Target Red Level 3 Life: Disciple (int. Choose one temper the target possesses. In addition.) Prime: Apprentice (basic) Duration: One Scene or Hour Description: Make a social challenge against the Gnosis of the targeted spirit (or fetish).) Prime: Adept (int. Grades of Success: One additional target or additional duration.) Spirit: Disciple (int. the frenzy test can overbid) or direct a frenzying target to a new 'provication'. and any natural or unnatural regeneration is turned off. (RETEST: INTIMIDATION) . If the target is incapeable of feeling wound penalties (frenzy or gift) then the target simply receives normal wound penalties as normal.) Duration: One Turn Description: Make a Social Challenge.) Duration: Instantaneous Description: Identify the target Spirit's Tempers.) Spirit: Disciple (int.) Duration: One Turn Description: For one turn the targeted shapechanger is forced into a shape natural to their creature type and may not change from that form due to any means.Description: Make a social challenge. If successful. The subject is not immediatly aware of the source of his frenzy so will lash out at the first 'enemy' he sees. Force a target to immeidatly test for frenzy in which his rage is considered double (If his rage is double his willpower. The target is considered to be one ‘level’ of damage worse for purposes of wound penalties (Healthy is Bruised.) Spirit: Disciple (int.

In addition .) Spirit: Disciple (int. all of the target's fetishes are deactivated. If successful. Emotions and supernatural powers that influance. If the target of this spell resists.) Spirit: Adept (int. Gnosis or Will. the target makes decisions totally based on intelect. Grades of Success: (RETEST: DODGE/ATHLETICS) ====================== Uncommon Backgrounds: ====================== . the caster wins on ties on all defensive agility. all pack benifits are removed. This can be used to remove a target from frenzy. make him consider you an ally. Make a social challenge against the pack totem's gnosis. it is a ‘glancing blow’ only dealing one damage of whatever type the initial blow was. Grades of Success: Extended duration (RETEST: INTIMIDATION/SUBTERFUGE) Spirtual Static Level 2 Prime: Apprentice (basic) Spirit: Initiate (basic) Duration: One Scene or Hour Description: Increase the difficulty to affect the target with spirit charms or gifts by a number of traits equal to his Prime spheres. Grades of Success: One Additional Target (RETEST: WILLPOWER) Thermal Brain Cooling Level 3 Mind: Disciple (int.) Spirit: Adept (int. and dodge-related challenges and recives a free supernatural dodge retest. alter or create any emotion utterlly fail at this time. it now has to succed in a simple test to affect the caster Grades of Success: Extend the Duration System Reboot Level 4 Prime: Adept (int. You give the spirit a charm he does not already possess.) Duration: One Minute or Conflict Description: Make a social challenge against a target.) Duration: One Minute or Conflict Description: Make a social challenge against the spirit in question.Reprogram Spirtual Makeup Level 4 Prime: Adept (int. for the duration of the spell.) Duration: One Minute or Conflict Description: You must be in sight of a member of the pack.) Life: Initiate (basic) Duration: One Minute or Conflict Description: For the duration of this spell.) Spirit: Adept (int. If successful. This effect is entirely coiencedental. or add or subtract up to your Spheres in Spirit in Rage. (RETEST:MEDIATION/LEADERSHIP) Grades of Success: None Wachowski Brothers’ Style Level 5 Correspondence: Master (adv.) Duration: One Minute or Conflict Description: For the duration of this spell. Those effected also suffer a two trait penalty to challenges due to the disorentation and spiritual disruption.any time a dodge challenge is lost. Grades of Success: Additional Target or Extend Duration (RETEST: SUBTERFUGE) Sever Totem Ties Level 4 Correspondence: Disciple (int. it is a social challenge. If a charm does not require a challenge.

Your Avatar Background has two main important effects. spend more and repeat the cycle. You need only win a Mental Challenge using the Meditation Ability each game hour in order to refresh one Quintessence Trait until you reach an amount equal to the Arete Trait total. supernatural monsters. A strong Avatar (many Traits in the Background) will almost certainly guide a Seeking more strongly and personally. Firstly. all appropriate records of your character just vanish from that scene. With the Destiny Background.or terrible failures. but it doesn't cover your actions.) You must do so immediately upon concluding the scene. your mage can refresh Quintessence Traits equal to the Avatar rating automatically by spending time at a Node. (You may spend two Arcane traits to make them forget both. The power of that Avatar impacts your mage's ability to channel Quintessence. If you have one Avatar Trait. replacing your normal Ability. or to use it from Tass. you could replace that one Melee level with a number of Melee Abilities equal to your Dream Traits. you may make a Simple Test (win only). and this knowledge helps you persevere even when the chips are down. When you spend your Arcane Trait thus. He can also determine that some terrible battle is the culmination of your destiny and deny the use of the Background at that time. the interviewer just couldent remember your name and forgot to jot it down. but others have a prenatural ability to avoid detection. racial memories or universal subconscious. a guardian angel or some otherwise mysterious force that ties him to the cosmos. your mage's Avatar rating may affect his Seekings. You may use your levels in Dream as levels in any one normal Ability of your choice. a victim will certainly remember your spells. So. you do . Even subjects with benefits like Mind magic or a photographic memory lose track of your characters personal information inexplicably. Avatar -----------------------------------Every mage has a spirit. the IRS) this background proves extremely useful. and you usually know of it in the vaguest sense. If you succed you regain one willpower trait. you can spend only one Quintessence Trait each turn. You can't for instance decide how Arcane will wipe out your records and decide to use it in a fashion that would hit other people's records or other important information. and mages refer to this force as the Avatar. With the Dream Background. gifted with the capability of slipping through the cracks and skating through existence unidentified. you have some trial or famous circumstance in your future. Destiny -----------------------------------Some people are fated for great callings . recoup it with Destiny. However. At the Storyteller's discretion. Dream -----------------------------------Be it past lives. a Storyteller can conversely declare that you have fulfilled your destiny if you accomplish some great (or ignominious) deed. A mage with the Arcane background is one of the latter. You can still be killed or captured (since someone else might fulfill the terms of the destiny or that fate might be an interpretation of your own destiny). but you are almost sure to take part in some great event and to last long enough to get there. Quintessence gained in this fashion is considered personal Quintessence. after running from a location or having just finished a meeting) you may expend one of your Arcane traits to cause everyone involved to forget and lose all record of either your name or your face. whatever it takes. If you do not have the Avatar Background. However. the most primal force of energy in the cosmos. you dive into this wisdom and draw forth useful information that may help in dire straits. However. Arcane may hide your identity. Any time you complete a scene (say at the conclusion of a fight. the computer crashed. and he may remove the Background. . You can't spend Willpower. However. so beware… Once per game session per Trait of Destiny. an appointment for which you are almost sure to be present. There's no guarantee that your destiny is a good thing. your attacks. a soul. Even if someone can't remember who you are. your crazed behavior or the dangerous information you passed along. Secondly. for example. an inner voice. This background has no game effect other than removing records of your character. though. you might have one level of Melee but realize that you're fighting a master swordsman. you can still use Prime to transfer it to other people or sources. which causes his Avatar to stir and become a force for change on the Tellurian. you don't have to use up all of your Destiny Traits at once. and it cannot be stolen from you by anything short of an Archmage of Prime. many mages theorize that every single human being has an Avatar. The camera that should have recorded you had a technical problem. It works only on you. you can use your Dream Background to gather useful information from the universal subconscious. or what you look like. you're destined for some fate. not gain anything if you already have equal or more Quintessence Traits than Avatar Traits. However. you cannot spend personal Quintessence at all. Indeed. you can spend Quintessence only up to a limit of your Avatar Trait rating each turn. Once per game session. Calling upon Dream. Regaining Willpower Traits with Destiny is done at the beginning of your turn before you act. Accessing Dream requires at least one full turn of uninterrupted concentration.Arcane -----------------------------------Some mages are merely sneaky. Since many mages run afoul of all manner of enemies (the Technocracy. These Abilities last for one scene or hour (whichever comes first) or until you use them up. the mage's strength lies in the Awakening. some mages have the ability to tap into a wellspring of knowledge that hails from the cosmos itself.

personal insight. or you have gained access to Quintessence in the course of play. to create new things or to reinforce their magics. Mages believe that all reality springs from Patterns of Quintessence. As your Arete increases. Most mages recognize three broad categories of Resonance. Your number of Arete Traits cannot exceed your permanent Willpower Traits. Each additional Trait you accrue allows you to discard foci for another two Spheres. you cannot have more levels in any Sphere than you have Traits of Arete. Once you gain your sixth Arete Trait. The Awakening causes a mage to gain an inkling of the possibilities of the cosmos. the mage's Arete Traits remain a constant measure of the mage's steps toward knowledge. Quintessence is highly valuable among mages. enlightenment. which correspond to the forces of the Tapestry: Dynamism. thereby giving them reality. until you don't need foci at all to perform magic. Such energy is stored in your Pattern. you lower the casting difficulty of a spell by one Trait. the Fifth Element. You don't need to use any foci to do magic with that Sphere at all. However.Quintessence is all this and more. you may discard the use of foci from one Sphere. However. Arete ranges from zero (an un-Awakened human) or one (a neophyte mage) to 10 Traits Your Arete has a few profound effects: You use your Arete Traits to determine the success or failure of your magical endeavors. From these emotions spring Resonance. the flavors and alterations that color every piece of magic and make it personal. You can hold Quintessence Traits up to your number of Avatar Background Traits. So. You could theoretically be ranked a Disciple in every Sphere. For one Quintessence Trait. Therefore. the mage must seek out further enlightenment and understanding in order to increase his Arete and develop his supernatural wisdom. If you have even the Initiate level of Prime. you become aware that it's the magician's will alone that creates magic. Entropy . and thus blossoms the first spark of Arete. the raw energy of the Tapestry. However. however. enlightened mage. you usually don't gain any additional Quintessence since it's such a rare and precious substance. Quintessence can do the following: For one Quintessence Trait. You must use Quintessence to power certain spell Effects.====================== Important Spellcasting Traits And Their Explanation: ====================== Arete -----------------------------------A mage's mystic understanding. you can't use them or count them toward casting Effects until your Willpower is restored. A more powerful spell can be cast reliably only by a wise. representing his overall enlightenment. which record their Resonance and can be turned in to a Storyteller once you use them. place and object has some sort of Resonance. The more Traits the mage has. When you enter a game session. Rather. the power of the Tellurian . You can use Quintessence Traits to counter an opponent's magic (see p. you can never channel more Quintessence per turn into a magical Effect than your number of Avatar Traits. 164). As such a potent commodity. a mage simply has a number of Arete Traits. For instance. Your knowledge of individual Spheres cannot exceed your overall wisdom. you remove a penalty Trait from a spell. Rather. You can stack this use of Quintessence with lowering the difficulty if you have enough Traits. not some dependence upon props and tools. as noted in their individual descriptions. Just about every magical spell. Note especially that your Arete is limited by your permanent Willpower Traits. drives and desires. Objects or creatures exist because their Patterns are suffused with Quintessence. you pit your Arete against the spell's difficulty. you might gain additional Traits from a Storyteller. you cannot exceed Disciple level Spheres. the more potent his mystical abilities are and (theoretically) the greater his understanding of the cosmos is.136). If you have only three Arete Traits. you can spend a Trait of Quintessence to overcome this difficulty. You can lower the base difficulty by up to three Traits (subject to your normal Quintessence spending limits). From there. the excess Arete Traits are not permanently lost. you can channel up to three Quintessence Traits per turn. If your permanent Willpower falls below your Arete. Therefore. Proficient willworkers can take this very energy in its pure state and channel it to fuel their workings. if you have the Node Background. then you can exceed this limit and go up to 20 Quintessence Traits. connection to the Tellurian and magical will are all part and parcel of Arete. if you have Avatar x3. When you enter a magical challenge (trying to cast a spell). Your mage literally carries crackling. but further improvement would require an advancement of Arete. Arete Traits are not spent or temporarily used up like many other Traits. Your starting Quintessence equals your rating in the Avatar Background. if you are fast-casting a spell (normally a one-Trait penalty). or they can be flavorless. Resonance -----------------------------------Every mage has human goals. Track your Quintessence Traits with temporary Traits. You might have small cards for your Quintessence Traits. Arete Traits do not have adjectives. Quintessesnce -----------------------------------The building block of the universe. You can use Quintessence for a variety of tasks. You can use Quintessence Traits to nullify Paradox if you are a Master of Prime (see p. fundamental energy of creation inside his body. Quintessence Traits can have a Resonance adjective.

" and he makes it so. Instructive. because it's a mighty change to the world and a small example of the mage's hubris in reshaping Creation. The static reality. For instance. Mages who rely on vulgar magic often find themselves shunned by other mages who consider them dangerous. The mage literally bends or reweaves the Tapestry to his desires. People don't just hurl lighting. he gains the bonus Mental Trait Rational but the negative Mental Trait Predictable. alter it or tell who cast a given spell. describing how your emotions cause your spells to manifest unique qualities. ====================== Rules for Spellcasting ====================== Vulgar Magic -----------------------------------When a mage calls upon his greatest powers and invokes a display of stunning mystical forces. that Resonance cancels your magic and makes it harder for you to work spells (see the magical modifiers chart on p. the mage's increasing Arete takes him farther and farther from his simple human roots. if you lose a Simple Test: Going into Quiet Finishing a Seeking (whether passing or failing) Losing a permanent Willpower Trait Learning a Master-level Sphere Undergoing a strong magical or emotional event (Storyteller's discretion) You don't typically lose Resonance flies in the face of what people believe to be possible. Eventually your Resonance will increase in strength. the act violates the consensus . As you gain experience and strengthen your magic. You may also discover that your Resonance opposes the Resonance of a place or piece of Tass. If you have the Dynamic Resonance of Fiery. You start with one Resonance Trait in one category. To claim this bonus. 3-4 Fearsome/Ghastly. 5 Disciplined/Shortsighted Example: Isla has the Resonance Traits of Entropy: Lethal x3 and Static: Patterned. In such cases. into the realm of the truly supernatural. more-than human figures as they increase in enlightenment. He does not do so without cost. Through his enlightened will. you can choose to allow mages an opportunity to exceed human limitations as they grow in enlightenment. Reinforcing. and the titanic forces he unleashes are often beyond human control. As your Resonance increases. From his Static Resonance. you must use the Resonance adjective in your spell description. you take a penalty on all ice-based magic. 3-4 Rational/Predictable. Entropic Resonance is like the Primordial Essence. then your spells should have contrails of flame and washes of heat. For every Arete Trait add one to his Trait maximums in all Attributes. Simply pick an adjective that may be appropriate for one type of Resonance. and they succumb to the forces of Paradox. 5 Intimidating/Repugnant Static. So say the laws of the world. your personal style and feelings come through more strongly. Dynamic Resonance is like the Dynamic Essence. This adjective influences your magic's appearance. Vulgar magic is difficult and often uncontrollable. You would have to elaborate on how fiery your spell is.and Stasis. as shown here: Traits Dynamic. fly through the air or shrug off bullets -reality doesn't work that way. When the mage does something that's clearly impossible. If you have multiple Traits. the mage -I says "By my will. Many vulgar workings go awry. 1-2 No modifiers (yet) . mages remain human. he gains the bonus Social Trait Fearsome but the Negative Social Trait Ghastly. he will also get the Social Trait Intimidating and the Negative Social Trait Repugnant on top of these. Your personality traits shine through. However. 1-2 No modifiers (yet). If he gains two more Entropic Resonance Traits. and the world snaps back at the mage through the force of Paradox. When a mage performs some feat that breaks the expectations of normalcy. and Static Resonance is like the Pattern Essence. you become noticeably more magical. 1-2 No modifiers (yet). Your character's Resonance has a few noteworthy effects: You gain a one-Trait Arete resolution bonus on all spell Effects that match up with your highest Resonance level. For the most part. follows laws and rules that say that such things aren't possible. You gain a one-Trait Arete resolution penalty on all spells that oppose your highest Resonance. this is possible. With certain Mind and Prime magics. potentially alerting your adversaries to your Resonance and style. They still have their human frailties and foibles. he commits a vulgar display of magic. . From his Entropic Resonance. depending on your Resonance totals. or mundane world. You gain cumulative bonus Attribute Traits (which can exceed your normal human limits) and Negative Traits. 134) Beyond Human Limits -----------------------------------This rule works only if you want mages to become Legendary. he creates a Paradox. 3-4 Energetic/Clumsy. in which case. you start to become more inhuman and magical. You're encouraged to describe your spells so that they show off your Resonance. Each type of Resonance tends to be similar to a specific Avatar Essence. if you have the Dynamic Resonance Trait Fiery. You can gain a new Resonance Trait from the following circumstances. and so it is difficult for mages to gainsay these rules. quirky and different. you can sense Resonance. Vulgar magic is also called vain or dynamic magic. for instance. 5 Vigorous/Delicate Entropic. however.

and all subsequent coincidental Effects are now vulgar until you spend a turn without casting any magic. they stretch the bounds of possibility. it may be harder to cast each following Effect than it would be to cast vulgar magic. As more and more events favor a mage. it's not. the Apprentice and Initiate levels are Basic powers. Master . Of course. but some good guidelines include: If the average person off the street wouldn’t believe it. Each time you cast a coincidental Effect. but he nudges a few Patterns here and there to gain a desirable result. You still won't gamer Paradox if you succeed. then letting the spell go so that it nudges the Tellurian in a favorable way. and they stack up until they're just too implausible. When many coincidences string together in a row. you chart your mastery of each Sphere as: Apprentice. individual mages rarely categorize magic so simply. but your mage may not realize it. In game terms. The Coincidence Rule of Thumb -----------------------------------Because of the benefits in terms of difficulty and (lack of) resultant Paradox."I want him to be harmed by lightning. Creating Magical Effects -----------------------------------When you decide to work magic (or whatever your mage calls it). the run of good luck becomes improbable. then it stays at that level. If it takes more than a minute to come up with an explanation that fits into one sentence for why it's a coincedence. general competence in a given Sphere. The spell simply carries the mage's need . You rationalize it by saying.knock down too many coincidences in a row. In some parts of the world. In this case. she seemed to be better. you decrease the likelihood of another favorable coincidence. Adept-One who's uncovered significant secrets and practiced with the Sphere.A mage with a broad. the wound seems to be not nearly as bad. Ultimately a storyteller has the final call. "Wow. and the Master level is an Advanced power." and indeed. Note that. Your mage. working coincidental magic is a matter of channeling desire into an Effect. Eventually. The Levels of Spheres -----------------------------------Mages have a rough idea of what's possible with the Spheres. Therefore. "The wound wasn't as severe as it looked at first. this scale follows the levels of power for the Spheres. Mages refer to this complication as the Domino Effect . it's not a coincidence If it takes more than a sentence to explain why it's a coincedence. you need to go through a simple process to determine the results. the Disciple and Adept levels are Intermediate powers. but a general scale of competence exists. Mages rarely give direct shape to coincidental magic. Then it drops back to a +2 modifier and dissipates at the standard rate. belief in mysticism makes certain magical feats accepted occurrences so they remain coincidental. when people would say. though. they become increasingly implausible until they become vulgar.A mage who's just started studying the rudiments of the Sphere. The modifier drops by one for each turn that you don't perform a coincidental Effect. She let the magic form the coincidence without directing it. though. If your domino modifier reaches +3 Traits. For instance. simply chanted and invoked a charm to help with healing." it's coincidental magic. even though you (as a player) decided on what coincidental form it might take. but their scope is too great to be detailed here. when casting coincidental magic in play. Rather. Such magic is called coincidental magic because it seems like little more than a lucky coincidence. it rarely suffers the burden of Paradox. many of the charms and spells used by mages don't have to violate the sanctity of the consensus. Inieiate-One who has been initiated into the true mysteries and leamed the basics. For crossover purposes. players will argue long and loud about how their effects are plausibly coincidental. your mage could cast an Effect designed to help heal a wound. Since this magic flows with the Tapestry instead of tearing it apart. Beyond such power levels are Archmages. when someone checks.Coincidental Magic -----------------------------------Of course." or. so you take a +3 Trait difficulty to your next Effect after three successive turns of coincidental Effects.A mage who has command over both fundamental and complex aspects of the Sphere and who has a great level of skill and experience. You add a + 1 Trait difficulty to the casting of subsequent coincidental Effects. Coincidence can be mutable. Disciple . The mage may not control it directly. "I want to win this game of chance" . and lo and behold. A long studying Hermetic Master is far beyond the capabilities of a newly Awakened Apprentice. it's not. When it's something that could reasonably happen in the real world. . the likelihood of other good luck becomes smaller. but I guess it could happen.and the end result comes about in a way that could have plausibly happened anyway. that's unusual and lucky. Feats that seem rational in one time or place may be coincidental in another. and Effects that would've been coincidental become vulgar instead. A mage can weave a subtle spell that takes off and nudges little bits of reality here and there to work to his advantage. This modifier stacks. The Domino Effect -----------------------------------When too many coincidences happen in one place. it's customary for you (the player) to describe the nature of the coincidence.

At best. if you actually take the time to speak some mystical words. Typically. 178. You simply make the challenge against anyone handy. If you're a Hermetic mage. which you picked when you decided upon your method. you can over bid with your Arete if you have twice as many Arete Traits as the Effect's Trait difficulty. Each Trait of Quintessence that you channel. plus another one if it happens in view of Sleepers who wouldn't believe that it's possible. and you're certainly putting that knowledge to work. the names of powerful angels and spirits. Generally. lowers the difficulty of the Effect by one Trait. Paradox causes a small amount of damage. Figure out how your mage justifies the Effect in order to determine what focus and what Ability you use with the spell. plus one if it's vulgar. Also. However. Perform the Effect: You cast the Effect by making a Static Challenge. causing people around you to fail to notice your presence or making dice fall as you dictate. However. Using Quintessence -----------------------------------As noted on the difficulty chart. If you have the appropriate rote. you can retest with an appropriate Ability for your focus (see the list of foci and Abilities on p. you probably use Enochian chants. The base assumption is that you cannot perform a given spell unless your Spheres and rotes explicitly list the ability to do so. your Effect fails. you can try to build an Effect that does what you want. you can't perform the magic. Wound modifiers do not affect your Static Arete Challenge. no Narrator is required as long as your Effect conforms to the rules presented here. If you lose. using Quintessence allows you to make difficult Effects much easier. you can have a net . If not. See the section on Paradox later in this chapter. you may well represent your mage's use of Linguistics: Enohian. but the Paradox Judge may decide upon another Effect as well. your opponent can overbid if the reverse is true. you may not be able to work the Effect. For instance. that focus' Ability helps with the result. If you use the optional rule for fast-casting. They work. you will take Paradox. you do not come into the challenge Traits down or lose on ties automatically simply for being wounded. If you tie.) If you win the challenge. You win if you have more Traits or equal Traits. you can try to cast the rote even if you don't know it. whether it's hurling a ball of flame. Work out the result as described for your rote or Sphere and continue. geometric sigils or glyphs.his means of looking at magic . Therefore. chant. which you computed before. Decide Upon Your Method: Each mage's paradigm. Note that if you lose the test. Suffer Paradox: Once you've finished the Effect. limited by your ability to spend Quintessence) Domino Effect: +1 per Effect up to +3 Assisting Resonance Trait -1 Using Specialty Focus: -1 Using Unique Focus: -1 (cumulative with specialty focus) Using a Focus that isn't required: -1 Spending Extra Time: -1 In or near a node: -1 Surpassing a necessary focus: +3 Conjunctional Effect: +1 per additional sphere beyond the highest Fast Casting: +1 Mage Distracted: +1 (use this modifier only if you have set criteria for what constitutes a distraction) Abilities Enhancing Magic -----------------------------------When you roleplay a focus properly. Mages don't just crank out spells. you cannot perform an Effect if you are unconscious and have not somehow maintained your thinking process magically. you might reprogram a computer to project energy or re-code the surrounding universe itself. The list of sample foci gives some ideas for appropriate Abilities for each focus. If you spend a full turn on the roleplaying of your focus before you cast an Effect. your Effect succeeds. you must check your Arete Traits against the Effect's static difficulty. If you use the optional rule for dynamic magic.Follow these steps: Determine the Effect: Figure out what you want to do. pray and invoke to make the magic happen. Casting Difficulty Trait Modifiers -----------------------------------Already Maintaining an effect: +1 per two effects maintained Spending Quintessence: -1 per Quintessence trait spent (you may cancel opposing modifiers and/or gain a trait modifier bonus to a maximum of -3 from the base difficulty of the effect. When you meet this requirement. (Just be sure to tell the other person what you're doing so that she doesn't get the wrong idea. you're fine. you can use that Ability for one retest on the Arete Challenge as long as you have any levels left. flourish your hands and grasp your mystic amulet. even if there is no rote for it. Check Your Knowledge: Do you know how to accomplish what you want to do? Look at your character's Spheres and determine what knowledge will help complete the feat. However. as shown in the following chart. If you're a Virtual Adept.influences the casting of an Effect. up to a maximum of your Avatar rating. you can claim its benefits to your character. Add modifiers based on the circumstances. if you don't have the necessary Sphere requirements. Calculate Difficulty: The base difficulty for a magical Effect is the Effect's Sphere level in Traits if it's coincidental.

you negate the chance to botch. if you are trying to gain the 1 Ability bonus and casting an Effect. You pit your Arete against the enemy's. you can decide to release the Effect without penalty but without gaining the retest. at the same difficulty as the opponent (although you take your modifiers for distractions and Resonance into effect). but it's not too taxing. If you win. Unweaving can degrade the duration of a spell. Spending Extra Time -----------------------------------Should you choose to spend extra time. If you have Apprentice-level (or better) Prime and your Arete is higher than the opponent's.difficulty of three Traits lower than the base difficulty. if your game uses that optional rule. you are limited to channeling only so much magical energy. You make a challenge against the difficulty of the original spell (although your difficulty might still be modified by distractions or Resonance) you must have the Spheres necessary to have cast the Effect. you add one grade of success to the Effect at no additional cost. as usual. but you are wounded later in the same turn. Even if the Effect difficulty is twice your Arete trait or more. Even with Mind multi-tasking. If the spell has no grades of effect left (i. which would cancel the distraction penalty. Rituals and Extended Magic . precludes you from doing anything else. so you can't do it if you've already acted. your Arete total equals or exceeds twice the difficulty of the effect). the spell loses one grade of success. Countermagic -----------------------------------Sometimes you just can't let the enemy get the drop on you. Therefore. you can't divert your magical will to another feat. you gain a one-grade bonus to the Effect. to a minimum difficulty of two Traits. then an unweaving destroys it. then you'll suffer a one-Trait penalty to all additional Effects that you weave Using Willpower -----------------------------------If you spend a willpower trait before you begin an effect.e. Therefore. and you must have at least the Apprentice-level Prime Sphere. Similarly. You spend Quintessence to raise the difficulty of the opponent's Effect. it takes some of your concentration and makes casting other Effects difficult. Doing so counts as your action for the turn. You can spend Quintessence up to the limit of your Avatar Background. That's where countermagic comes in. the spell is canceled. you might keep up a Forces shield without difficulty. If you have an Effect running already. Any other Effect typically requires a little magical will to sustain. one turn for the focus. you can cast with a +1 Trait bonus and an Ability retest. so he might be hit by his own fire bolt or wounding spell Anti-Magic uses Quintessence to strengthen the Patterns of reality against an Effect. If you with the overbid as well. if you take three turns total (one turn for extra time. Overbidding for Success -----------------------------------If you win your Arete Challenge you may choose to overbid if you have the required Traits (i. Simultaneous Effects -----------------------------------You can cast only one Effect in a turn. you take a one-Trait penalty on all new casting challenges. If you fail the overbid.e. In such a case. the Effect can be reflected back upon him. because you're slightly distracted. it's down to a simple Effect). especially if you use the grades of success mechanic from performing rituals or using Willpower (see the optional rules on p. You can stack this modifier with the use of a focus Ability. Unweaving tries to tear apart an existing spell. you're wounded while you're working your focus .. 138). and you have to find a way to fight or cancel his spell. If you succeed. the worst you can do is fail. but if you also add on the Better Body rote. All of your attention is occupied on the spell. you can help to guarantee success in casting Effects. some Effects have a duration. If you want to do multiple things at once. Taking a full extra turn to cast gives you a + 1 Trait modifier on the resolution of the Arete Test. you will probably have to build a conjunctional Effect. you make an Arete Test. For every two full Effects of this sort that you have running. You can either cast the Effect immediately and lose any bonuses from the extended casting. like controlling weather with constant changes. Even with Time have two choices. Performing any Effect that requires full concentration. or you can take the penalty for being distracted and continue. you could continue to cast the Effect and gain a bonus for taking extra time. Sphere Countermagic occurs when you have the Spheres necessary to know what the opponent is doing. anti-magic and unweaving. Therefore. one for the base Effect). A mage works countermagic by using his own powers to cancel to wash out his enemy's Effect. you fail the Effect. The three basic types of countermagic are sphere countermagic. However. If you win.say. Interruptions -----------------------------------If you're interrupted while casting an Effect .

The rotes all list ideas on the changes to the power grade. including retests for Focus abilities) Each time-part you spend requires one test. Rituals on the other hand. the initiate level of Forces allows a mage to channel enough power to inflict one health level of damage. then after the first hour. You can claim a focus retest though. therefore limiting typical rituals to a day of work at most. When you use a ritual. the mage must have a magical means of prolonging his endurance (typically through an already ritually extended Life or Mind effect to banish or ignore fatigue). so it's possible. Add one to the difficulty. or on a subject for a scene. but the casting becomes more risky. Each time extension adds a grade of success to an Effect. a mage can use magic to boost her capabilities and then perform a superhuman ritual. +1 for an extra minute. you spend extra time to generate a stronger Effect. not the whole time spent already. then after the first minute. You might cancel a ritual so that you can react to an attacker before the ritual is interrupted. Making a dynamic effect is considered fast-casting of course. a extra hour. If a given day's work is interrupted or failed. but it can shake the world. Although there may not be a specific rote for such a change. Fast-Casting -----------------------------------It's possible to cast a rote you don't know. You pick a rote for which you have the necessary spheres. For instance. If you fail any test.etc). Superhuman Rituals -----------------------------------Although most humans can concentrate for only so long. It's very. However. To perform a superhuman ritual. this effect is possible. Dynamic Magic -----------------------------------Skilled mages realize that rotes are just a teaching tool. and you must recast that time part. but that time-part is considered a failure. For instance. If you're interrupted the ritual typically botches. Conjunctional Effects ------------------------------------ . but you don't suffer any other penalties.therefor if you spend a hour on the ritual. You can cancel a ritual at any time. and you not only garner paradox for a botched effect. It's upon the storyteller to determine what's appropriate and to disallow abusive nonsense. The spell fails. so you test after the first turn of casting. the Sense Forces rote normally lasts on yourself for a scene or on another subject for a turn. he does so by performing a ritual. or one that inflicts a huge amount of damage (four or more health levels) in a single strike. Adept-level life magic allows major changes to life Patterns such as shapeshifting. Therefore. Generally rotes don't list progressions for superhuman ritual." If the mage wants to not just improve his chances to get a spell right. you make a succession of Arete traits and you must succeed in all of them (win or tie with more traits. the difficulty goes up by one and you must take another minute before testing again. The mage might instead decide to channel electricity to jump-start a car. The difficulty can continue to increase until it reaches double your Arete Trait total. With true dynamic magic. the effect becomes more powerful. Since this amount of energy seems to be approximately equivalent. If you fail after the first minute. Since it's not something you've practiced. may take a extra minute. At that point the ritual botches utterly. a mage can cause his spell to work far more Effectivly. . Each day you add extends a ritual by one grade. a superhuman ritual might be capable of casting a spell that lasts for a year. or use up two willpower traits for each additional day of casting. but that your character hasn't learned. the mage can create an Effect from scratch and customize it to do what he wants. as long as he knows the proper spheres. Of course. or a extra day (the limit of human endurance. the difficulty goes up by one. Each sphere has a listing of general guides for each level. It's up to the storyteller to determine the exact Effect. and finally for the end of a full day. This addition requires the additional test and bears the risk of increased paradox on the botch. A 'simple Effect" is one listed with the normal Spheres and takes only a turn to cast. but to actually facilitate a more potent spell. very risky. and start that time part over again. The mage could decide to give a target gills. You don't get the bonus of taking extra time on the Arete test unless you actually double your ritual time . by improvising based on your knowledge of the sphere in question. a mage can accomplish anything. it's within the descriptive effect of the sphere. you cast the effect normally. Add one trait to the casting difficulty. you must spend a extra hour to get such a bonus. the mage needs to make up one additional day. as the weight of Paradox is truly phenomenal. You can spend a Willpower trait to keep going. and you must take another turn. Similarly.) When you cast the ritual. Failure usually obliterates the caster. it lasts on yourself for a session. The more time you spend.-----------------------------------By extending the time it takes to cast a spell and taking extra care. the difficulty goes up one trait. So if you fail on the first turn. The real flexibility of Spheres lies in endless variety. As long as an effect dosen't exceed that level. you gain an additional paradox trait for each time part you spent on the ritual (+1 for a extra turn. you're limited to coming up with the effect on the fly. Other than that. Many rotes have a entry for 'Grades of Success. This trick is called fast-casting. such effects can be mightily unbalancing. or so you can avoid a horrible botch as described previously. If cast as a one-minute ritual. many rotes have a sample progression.

It doesn't play favorites or hunt mages down. halve (rounded up) and suffer that many levels of lethal damage (again. but it's perhaps one of the most feared (and most common) problems mages suffer. subtract 20. Your storyteller arbitrates the equivalent Sphere levels and you add one to the difficulty for each Sphere added past the highest Sphere ===================== Paradox ===================== Paradox is not well understood. So if you're sitting on a lot of Paradox. As you accumulate paradox. you could be in trouble. halve (rounded up) and suffer that many levels of aggravated damage. Any Effect that relies on multiple Spheres is called a conjunctional Effect. or you may actually be injured from a wash of uncontrolled forces. The difficulty is based on the highest Sphere plus one for each Sphere added on. If you cast and fail an Effect that has a base difficulty of twice or more of your Arete Traits. Backlash -----------------------------------Usually when you garner Paradox. the Tapestry is so complex that no mortal could ever anticipate its response to manipulations completely. you botch it. The force of the mage striving to overcome static reality causes a Backlash or warping of magic. You might. or you could launch a fire bolt while scrying at a distance. it may destroy your Quintessence Traits. If you've suffered 21 or more Traits of Paradox (what were you doing?!?). . However.. it's the backlash of universal forces against the meddling and manipulation of the Awakened. If you've suffered one to 10 Traits of Paradox. to a limit of Mortally Wounded). it stays with your Pattern and simmers. Make a Simple Test each time you gain Paradox Traits. subtract 10. A mage can add two existing rotes together to make a conjunctional affect if you allow fast casting. Rather. If you win or tie. If you've suffered 11 to 20 Traits of Paradox. It simply strikes . and one more for fast-casting You can also make a conjunctional Effect with dynamic magic. When a mage exerts the force of magic to change the world in spectacular ways. for instance. a Backlash fires off all of your accumulated Paradox Traits. However. This list covers many special effects that Mages might try. The damage of a backlash depends on the amount of Paradox you've garnered. If you lose. it can kill you . And this time. A botched vulgar effect with Sleeper witnesses gives a mage two Paradox Traits per level of the highest Sphere plus two more on top of that. it backlashes immediately. plus one for each extra Sphere added on. although it's by no means exhaustive. you slung together some of the powers of Spheres to arrive at a new combination. Paradox can result as the mage fails spectacularly at some enchantment. In this case. whichever comes first. the result ranges from inconvenient side-effects to disaster. then replace Quintessence with Paradox so the total never exceeds 20 Staving Off Disaster -----------------------------------Usually Paradox strikes immediately. With some difficult spells. In rare cases. If your Paradox / Quintessence total exceeds 20 traits. All Paradox you have gained in that time adds up. you get an extra Paradox Trait.often in some form of fatigue or injury as the mage's spell goes awry . A botched Vulgar Effect gains that amount plus one more. Paradox isn't a sentient force that's out to get mages. casting a vulgar Desciplelevel Effect garners three Paradox If sleepers watched your vulgar Effect. You may become fatigued as a result of your spell (suffering bashing damage). take half that many levels (rounded up) of bashing damage (to a limit of Mortally Wounded). you could grant someone heightened senses while healing him.people can't really tum invisible or change lead into gold! -and a Paradox results. A list of conjunctional rotes appears at the end of the Sphere's descriptions. Typically. the Paradox holds off until the end of the scene or hour. for now. For instance. If you do so. decide to combine Mind and Forces to create a free-standing effect that reads a subjects mind and projects light pictures of his thoughts. Therefore.By combining Spheres. Often. you can delay this accumulation by spending a Trait of Willpower. After all. Paradox Accumulation -----------------------------------You garner Paradox when you work a vulgar Effect or when you fail an Effect miserably If you cast a vulgar Effect. Calculate the Effect difficulty as the highest Sphere level. it snaps and injures you. the mage might really screw up and be damned. you gain one Paradox Trait for the highest Sphere level invoked. Paradox most often strikes when a mage performs vulgar magic. he violates the accepted nature of reality .when a mage tries to rewrite the Tapestry. a mage can often perform a greater Effect that overlaps different areas and thus performs a substantial transmutation. Doing so causes the two rotes to both happen. you suffer the Backlash of all the accumulated Paradox at the end of that time. A mage can learn and use conjunctional rotes like any other rotes. causing discomfort or injury to the mage. A botched coincidental Effect gains one Paradox Trait per highest Sphere level. this damage might even kill the caster.

or . activating the power. A mage who creates a fetish is automatically attuned to it. Gnosis denotes the number of dice that can be rolled for the Fetish's Effects as well as the player's target number when attuning the fetish.(Forged by Dragon's Fire pg 31-32) . in addition to a point raiting.Fetish Attunement Fetishes differ from other wonders that. later. Mages roll their willpower to both attune a fetish and activate it's effects. they have a Gnosis rating.

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