Base Casting Roll

Effect is…Difficulty
CoincidentalHighest Sphere + 3
Vulgar Without WitnessesHighest Sphere + 4
Vulgar With WitnessesHighest Sphere + 5

Paradox Points Generated

On a SuccessPoints
CoincidentalNone
VulgarOne point
On a Botch
CoincidentalOne per dot in highest Sphere
Vulgar Without WitnessesOne + One per dot in highest Sphere
Vulgar With WitnessesTwo + Two per dot in highest Sphere

Magickal Feats

FeatSuggested Successes
Simple Feat
(Enhancing your perceptions, lighting a candle, changing hair color, shielding your mind)
One
Standard Feat
(Healing yourself, conjuring a small fire, altering your shape, influencing someone’s mood with Mind magick)
Two
Difficult Feat
(Healing aggravated damage, conjuring a fireball, transforming yourself into a radically different shape, reading or affecting
someone else’s mind)
Three
Impressive Feat
(Growing or regenerating limbs, conjuring a firestorm, transforming someone else into a different shape, controlling someone
else’s mind)
Four
Mighty Feat
(Creating simple life-forms, blowing down walls, conjuring strange entities, commanding a mob)
Five to Ten
Outlandish Feat
(Creating complex life-forms, blowing up buildings, summoning Otherworldly creatures, turning a mob into your personal
zombie squad
Ten to Twenty
Godlike Feat
(Rewriting your own Pattern permanently, incinerating cities, conjuring monstrous hordes, enslaving hundreds of people)
Twenty and beyond

Notes

  • Personal effects generally only require one success.
  • Effects that affect someone or something else generally require at least two successes.
  • World-altering effects tend to require at least five successes.
  • Damage or Duration for these feats (not both at once) are based upon the number of successes rolled, as per the Base Damage and Duration Chart. If you chose Damage, then the Duration is instant. If you choose Duration, then the Damage is zero.
  • Additional Damage, Targets, or Duration may be purchased under the Dividing Successes Rule (Optional).
  • If you wish to add to the Effect’s Damage, Targets, or Duration before you make the roll, figure out how many additional successes you would need, declare them to the Storyteller, and then roll the total amount (that is, the Base + additional successes)

Magickal Difficulty Modifiers

Using a personalized instrumentModifier
Using a personalized instrument-1
Using a unique instrument-1
Using a unique and specialized instrument-2
Working with unfamiliar instruments+1 to +2
Working without usual instruments+3
Using instruments when you don’t need to-1
Using personal item from target (sympathetic magick)-1 to -3
Appropriate Resonance (personal, instrument, ritual, or Tass)-1
Opposed Resonance (personal, instrument, ritual, or Tass)+1
Manipulating Mythic Threads/ hypernarrative-1
Spending Quintessence-1 per point, max. -3
Spending extra time (per additional turn each roll; max. -3)-1
Improvised Casting (Creating a magickal effect for the first time)+1
Turning time backwards+3
Researches lore about subject before using magick-1 to -3
Near a Node-1 to -3
Distant or hidden target or subject+1
Juggling several Effects at once+1 per two Effects
Mage distracted+1 to +3
Mage in conflict with Avatar+1 to +3
Domino Effect+1 per two coincidences after first; see p. 539.
Outlandish to godlike feat+1 to +3

Notes

  • Maximum net modifier of -3 or +3.
  • Minimum difficulty of 3, maximum of 10. If you employ the Thresholds option, max difficulty is 9; in the latter case, extra modifiers add to threshold, requiring one additional success per +1 difficulty modifier.
  • Modifiers that would take the difficulty above 10 add additional successes at a one-to-one ratio; a +3 modifier to difficulty 10, for example, would demand at least three successes
  • If you use both the threshold option and modifiers that take the difficulty above 10, then each additional +1 difficulty over 9 demands an extra success. A +3 modifier to difficulty 9 would require at least three successes.

Degrees of Success

DegreeDescription
BotchCharacter makes a critical mistake, wasting the Effect and all associated efforts. Mage gets Paradox points based upon the Spheres and level of vulgarity involved.
Total FailureNo successes. Effect falls short. Mage can try again at +1 difficulty.
Partial SuccessPlayer scores roughly half of the Suggested Successes, giving imperfect results. Mage can keep going, at +1 difficulty.
SuccessPlayer scores at least 100% of the Suggested Successes. Effect goes as planned.
Extraordinary SuccessPlayer scores at least three successes above the Suggested Successes. Mage enjoys some bonus – extra Damage or Duration, high-quality item, loyal spirit, etc. – to be decided at Storyteller’s option based upon nature of the Effect

Base Damage or Duration

SuccessesDamageDuration
OneNoneOne turn
TwoTwo levelsOne scene
ThreeSix levelsOne day
FourEight levelsOne story
FiveTen levelsSix months
Six+Number of Successes x 2Storyteller’s option

Notes

  • Damage also reflects the number of health levels healed by the Life Sphere, or the points of Quintessence channeled by the Prime sphere.
  • To preserve game balance, the Storyteller may choose to cap damage at 20 health levels (10 successes, or 9 successes for Forces Sphere attacks).
  • The Forces Sphere adds one automatic success to Damage. This is in addition to the normal successes rolled, so an Effect with 3 successes will deal 8 direct damage, as it’s 3 successes + 1 from Forces.

Magickal Damage

Damage TypeOrigin
BashingMind Sphere Effects. Forces effects such as reducing the speed of a bullet.
LethalMost other Sphere Effects.
AggravatedAny sphere when charged with Prime 2 and a point of Quintessence.

Fire or electrical Forces Effects.

Vulgar Entropy, Life, or Prime-based Effects that directly disrupt the target’s Pattern.

Notes

  • Correspondence and Time inflict no damage unless they’re combined with other Spheres.
  • The Forces Sphere adds one automatic success to Damage. This is in addition to the normal successes rolled, so an Effect with 3 successes will deal 8 direct damage, as it’s 3 successes + 1 from Forces.
  • Entropy inflicts damage only through indirect attacks until Rank 4; after that, damage is Aggravated.

Dividing Successes Rule (Optional)

Under this optional rule, each additional success beyond the Base Successes may be spent on one of the following bonuses:

BonusEffect
TargetsOne additional target for each success beyond the Base.
DamageTwo additional levels of damage for each success beyond the Base.
DurationOne additional level of duration for each success beyond the Base.

Correspondence Sphere Ranges

SuccessesRangeConnection
OneLine of sight (Such as a cloaked technocrat)Body sample
TwoVery familiarClose possession or companion
ThreeFamiliarPossession or casual friend
FourVisited onceCasual acquaintance or object used once
FiveDescribed locationBriefly touched or met object or person
Six+Anywhere on EarthNo connection

Notes

  • When casting Magick without the use of Correspondence, the range of an effect is limited to the mage’s immediate non-magical perception. A sound-based effect, for example, would affect any target that hears it, without the use of Correspondence.

Teleportation Locations

SuccessesRange
OneWithin immediate perception.
TwoVery familiar place (home, Sanctum, etc.)
ThreeFamiliar / Just saw it recently.
FourVisited briefly.
FiveHeard or saw it described.
Six+Teleporting totally blind.

Forces and Weight

Forces Sphere LevelWeight
OneNothing
TwoA single human-sized character or roughly equivalent mass, no more than 300 pounds.
ThreeTwo tons or so.
FourSmall buildings.
FiveA side of a mountain.

”I Disbelieve!”

Only vs. mental illusions. Roll Willpower, five successes or more.

BelievabilityDifficulty
No fucking way!3
Hard to swallow4
Implausible5
Possible6
Probable7
Likely8
Too damned likely!9

Feats of Illusion Magick

SuccessesIllusion
OneSimple, one sensation (sight, sound, scent, etc.)
TwoSimple and moving, one sensation.
ThreeComplex and stationary, or simple and
moving (two sensations)
FourComplex and moving (several sensations)
FiveComplex and reflexive (multiple sensations)
Six+Complex and interactive (full sensations)

Types of Illusions

  • Mental - Mind 2+ (only in target’s mind; usually coincidental)
  • “Physical” - Forces 2+ / Prime 2+ visible to all witnesses; manipulate elemental forces to manifest sensory components)
  • Immersive - Forces 4+ / Prime 4+ (“holodeck” level of apparent reality)

Damage and Duration

Illusions don’t normally inflict damage unless “damage levels” are purchased as described below. Illusions may indirectly lead witness into dangerous situations, as described under Environmental Hazards.

  • Mind - Bashing damage
  • Mind 3 / Life 3 - Aggravated damage
  • Forces - Bashing or Lethal, depending on elements involved.

Default Duration is one scene. Additional levels of Duration, or “damage levels” of two levels of damage, may be purchased for one additional success, each level, above the Base. One day + two levels of damage, for example, would require two additional successes.

Feats of Time Magick

SuccessesFeat
ThreeStep out of time / minor aging (Difficult feat)
FourTake one other character out of time / noticeable aging (Impressive feat)
FiveTake several characters, or a roughly 10’ x 10’ area, out of time/ severe aging (Mighty feat)
EightTake larger area (25’ x 25’) out of time/ age to decrepitude (Mighty feat)
10-20Take an even larger area out of time/ age to brink of destruction (Outlandish feat)
20+Freeze or isolate very large and dynamic area or event / age out of existence (Godlike feat)

Notes

  • Feats that rewind time add 3+ to the difficulty.
  • Feats that affect time beyond personal perceptions (viewing through time, for instance) are almost always vulgar magick.

Time Sphere Timelines

SuccessesEffect Timespan
One
Within a year
Two
Five years
Three
Twenty years
FourFifty years
FiveOne hundred years
Six+Five hundred years
10+1000 years or more

Notes

  • Timespan limits apply only to looking or reaching through time, not to the duration of a given Effect.

Paradox Backlash Roll

The Storyteller rolls one die for each point of Paradox in the character’s current Paradox pool, against difficulty 6.

SuccessesEffects of Discharge
BotchAll Paradox points discharge harmlessly.
No successesNo effects, but no Paradox points discharge.
1-5One point of Paradox discharged per success. Mage also suffers one die’s worth of Bashing damage per success and acquires a trivial Paradox Flaw.
6-10One point of Paradox discharged per success. Mage also suffers a Burn of one die of bashing damage per success or acquires a minor Paradox Flaw.
11-15Usual Paradox point-discharge, as well as a Burn of lethal damage or one of the following effects: a significant Paradox Flaw, a Paradox Spirit visitation, or a mild Quiet.
16-20Usual Paradox point-discharge, as well as a Burn of lethal damage and one point of permanent Paradox or two of the following effects: a severe Paradox Flaw; a Paradox Spirit visitation; a moderate Quiet; or banishment to a Paradox Realm.
21+Usual Paradox discharge, plus a Burn of aggravated damage either two points of permanent Paradox, one drastic Paradox Flaw, a Paradox Spirit visitation, a severe Quiet, or banishment to a Paradox Realm.

Levels of Quiet

LevelParadox DischargedDelusions or Disassociation
11-3Minor quirks or occasional delusions; mage begins to manifest odd behavior and minor disassociation from his baseline reality
24-6Delusions and disconnection become more severe; mage perceives things that no one else can see, starts denying the experiences of other people, and begins to behave irrationally even by Awakened standards.
37-10Mage’s senses backfire, creating blindness (real or conceptual), vivid hallucinations, and erratic – perhaps dangerous – behavior. Hobgoblins might appear, manifesting the mage’s delusions in ways that other people can perceive.
411-15Mage either gets trapped in a mindscape of his own design, or else behaves so irrationally that he becomes a danger to himself and everyone nearby.
516-20Mage either drops into total catatonia or takes on many of the characteristics of a Marauder but without immunity to Paradox.
621+Mage goes Marauder and becomes a Storyteller character.

Types of Quiet

LevelDenialMadnessMorbidity
1Stubbornness, minor projectionMinor hallucinationsAttraction to death and decay
2Selective perceptions, hypocritical
behavior
Frequent delusions, mood swingsFixation with mortality
3Irrational behavior, literal blindness to
denied subjects
Wild hallucinations, sensory
overload
Bloodlust and macabre behavior
4Deadly fanaticismMindscape or constant hobgoblinsViolent sociopathy
5Fanatical droneCatatonia or dementiaSadistic killer
6MarauderMarauderMarauder

Mindscape Rolls

Attempted TaskDice Pool
Meditate into mindscapePerception + Meditation
Meditate into DemesnePerception + Demesne
Reduce time in mindscapeWits + Enigmas or Perception + Demesne
Communicate to outsideWillpower

Notes

  • Difficulty for all is Quiet Level + 3

Aura Colors and Textures

Emotional StateColor
BitternessBrown
Calm, DevotionBlue
Change, TransformationViolet
Compassion, AffectionPink
Empathy, SensitivityGreen
Enthusiastic, IdealisticYellow
FearOrange
FuryDark Red
Pain, HatredBlack
Passion, AngerRed
SadnessSilver
Uncertainty, DepressionGray
ConditionTexture
ArousalBright
CorruptionPulsating
Dementia, QuietFlickering
ExcitementCrackling
FaerieRainbow highlights
MarauderHypnotic, swirling
FanaticalIntense colors
GhostWeak, faded
Magic / MageSparkling
NephandusWouldn’t you like to know?
Sickness, DyingFading
Spirituality, AwarenessGold
Truth, Purity, FaithWhite
VampirePale
WerecreatureBright, vibrant

Quintessence Amounts

SubjectQuintessence / Points
Small animal (bird, cat, fox)5
Large animal (wolf, horse, human)10
Powerful animal (tiger, elephant, whale)15–25
Changeling20–30
Mage10–30 (depending on Quintessence Trait)
SpiritEssence Trait
Vampire10+ Blood Pool Trait
Werecreature20+ Gnosis Trait