Mage Cheat Sheet
Mage Cheat Sheet
Mage Cheat Sheet
Gnosis
Ritual Time
10/1
1 dice
3 hours
11/2
1 dice
3 hours
12/3
2 dice
1 hour
13/4
2 dice
1 hour
15/5
3 dice
30 minutes
Arcana
Gnosis
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Spells
All Spells start casting in Ritual time, with Target being Self or something the
Mage is holding/touching with basic Spell Factors (upgrading these cost Reach);
Spell Factors modify the Spell effects;
Improvised Spells: Gnosis + Arcanum
o Primary Factor starts with as many levels as Arcanum Dots;
Rote Spells: Gnosis + Arcanum + Skill + Order Specialty
o Reduces the Paradox chance by one dice;
o Grants Reach as if casting the Spell with 5 Dots on the Arcanum;
Praxis Spells: Gnosis + Arcanum
o Spells that have been repeated until perfected by the caster;
o One free Praxis per level of Gnosis;
o Exceptional Success on three successes;
Reach
Gain one free Reach per dot in the Primary Arcanum of the spell you meet or
exceed the spells Practice by;
Every additional Reach used beyond the free ones incur the risk of Paradox,
adding dice according to Gnosis;
Using a Reach changes the Primary Factor for a Spell;
Using a Reach changes a Spell Factor into an Advanced Spell Factor;
Spell Factors
Primary Factor for a Spell starts at the level of the Arcanum used;
Other Factors start as Basic Spell Factors;
Raising the level of a Factor can only be done by accruing penalties;
Number of
Size of
Penalty
Targets
Penalty
Targets
None
1-20
None
-2
21-30
-2
-4
31-40
-4
-6
41-50
-6
16
-8
51-60
-8
Extra size
Extra targets
Volume
1 meter
5 m3
Penalty
Advanced
Advanced
Radius
Volume
Penalty
None
1 meter
5 m3
2 meters
10 m
-2
4 meter
20 m
4 meters
20 m3
-4
16 meter
80 m3
8 meters
40 m
-6
64 meter
320 m
16 meters
80 m
-8
256 meter
1280 m
-8
Extra
Extra
(-2 per 2x
Extra
Extra
(-2 per 4x
volume
volume)
Radius
volume
volume)
radius
None
-2
-4
-6
3
3
Duration
o One turn for Transitory Spells;
o One hour for Prolonged Spells;
o Indefinite for Lasting Spells;
o Until concentration is dismissed;
Transitory
Penalty
Duration
Prolonged
Penalty
Duration
Advanced
Prolonged Duration
Penalty
1 turn
None
1 hour
None
1 hour
None
2 turns
-2
2 hours
-2
1 day
-2
3 turns
-4
12 hours
-4
2 days
-4
5 turns
-6
1 day
-6
1 week
-6
10 turns
-8
2 days
-8
1 month
-8
Extra turns
Extra days
Indefinite
-10
Gnosis
Willpower
Mana uses
Recovering Mana
Pattern Scouring: reduce a physical attribute by one or gain one Lethal Damage
to gain 3 points of Mana. The damage is resistant and cannot be healed by any
kind of magic. Reduced physical attributes recover at a rate of one per day.
Hallow: performing an Oblation allows for a Mage to remove as much as the
Hallows rating in Mana per day. Oblations take one hour.
Tass: restores as much Mana as it has stored. Tass is destroyed after it is used.
Paradox
Inuring a Spell against Wisdom loss adds 2 automatic Paradox dice every time
the spell is used;
Casting obviously magical effects in front of Sleepers adds one die;
Each Paradox roll in a scene adds another die to subsequent Paradox rolls;
A handful of Sleepers add the 9-again quality to Paradox rolls, Light traffic adds
the 8-again and a crowd adds the rote quality to Paradox rolls;
Casting in the Shadow Realm or the Underworld reduces Paradox by two dice;
Casting in the Astral Realms, Demenses or Supernal Verges cause no Paradox;
Casting in Abyssal Verges cause dice of Paradox to be automatic successes;
Every success in a Paradox Roll removes one dice from the Spellcasting Pool;
Each success in a Paradox Roll becomes one Reach against the Mage;
Witnessing magic makes Sleepers suffer an Integrity Breaking Point, which may
cause Mages to suffer a Wisdom Breaking Point.
You can contain the Paradox by rolling Wisdom, cancelling Paradox successes
on a one-by-one basis and gaining Resistant Bashing Damage. Excess successes
inflict Paradox Conditions until removed through Pattern Scouring.
Nimbus
Long-Term Nimbus: influences the world around the Mage with subtle
coincidences related to the Supernal Path the Mage walks.
Immediate Nimbus: can be seen through Mage Sight when the Mage casts a
Spell.
o When a Mage fulfills its Virtue or Vice, or chooses to flare it, Sleepers
can perceive it causing a Nimbus-Tilt on onlookers.
o Flaring up your Nimbus affords a means of protection against Vampires
and Werewolfs auras (Resistance Attribute + Gnosis)
Signature Nimbus: residual effect from Nimbus that serves as signature on a
magic effect, alerting other Mages to the identity of the caster.
Mage Sight
Peripheral Mage Sight: sense the presence of any supernatural effect that is not
masked. The activation of a power will be felt, the presence of a Vampire will
not;
Active Mage Sight: sense the Supernal World as hallucinations and sensory
effects. Nimbi become visible when a Mage casts a Spell. Can see active Spells,
the presence of Supernatural entities, inactive items and Merits under the
purview of the used Arcana, even if in Twilight;
o Imposes a -2 penalty on attribute and skill rolls;
o Requires expenditure of 1 Willpower per scene kept active after the first.
Focused Mage Sight: Mana and other sources of magical power are now visible,
as well as the Nimbi of Mages. Supernatural powers including attainments are
visible, instead of just the effects;
o Cash of Will rolls to defeat concealment have the rote quality;
o Mana can be spent to give extra successes to a Scrutiny roll;
o Imposes a -3 penalty on attribute and skill rolls;
o Requires expenditure of 1 Willpower point per turn after the Mages
Gnosis in turns have passed;
o Might make Supernal Entities able to interact with the Mage.
Attainments
Yantra
You can combine Yantras for more bonuses in a casting, limited by your
(Gnosis/2)+1 rounded down;
Places:
o Demense +1
o Environment +1
o Supernal Verge +2
Actions:
o Concentration +2 (must keep concentration on effect, cannot take any
other instant action)
o Mantra +2 (any other Yantra added, including this one, adds one turn to
the Casting Time)
o Mudras add the Skill to the casting, +1 dice if Order specialized skill
(can only be used for Rote Spells)
o Runes +2 while the Rune is intact (must be created within 1 hour of
casting the Spell
Tools:
o Each Tool adds +1
o Path Tools:
Coins (Construction, Repair, Manipulation, Money, Resources)
Cups (Healing, Intuition, Perception, Gathering)
Mirrors (Sight, Soul, the Self)
Wands (Control, Rulership, Command)
Weapons (Action, Harm, Will)
Acanthus: Reflective materials, precision weapons;
Mastigos: Worked materials, cruel weapons;
Moros: Buried materials, crushing weapons;
Obrimos: Perfected materials, noble weapons;
Thyrsus: Natural materials, hunting weapons.
o Order Tools:
Adamantine Arrow: Martial tools;
Guardians of the Veil: Veiling tools;
Mysterium: Knowledge tools;
Silver Ladder: Authority tools;
Free Council: Eclectic tools.
o Sympathy:
Required to cast at Sympathetic Range;
Still gives bonus if used at Sensory Range;
o Sacraments:
Must be destroyed during the casting;
Rare or otherworldly Sacraments increase the bonus to +2 or +3;
o Dedicated Tools:
Reduces Paradox dice pool by two dice;