Mage Cheat Sheet

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Mages can cast spells drawing from their Arcana abilities. More powerful spells require higher Gnosis and Arcana ratings, and may have risks of Paradox. Spells can be modified through factors like potency, targets, duration and range.

A Mage's Gnosis determines how many active spells they can safely maintain at once. Higher Gnosis also allows more Yantras in spellcasting and better Mage Sight abilities. Gnosis recovery requires sleep or willpower.

Spell factors include potency, targets, duration, range, which are modified based on the Arcanum and through penalties. Higher factors make spells more powerful but riskier. Reach can modify factors but also risks Paradox.

Mage Cheat Sheet

Gnosis

Max Mana / per turn

Base Paradox Pool

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;

Basic Spell Factors

Potency: one point


o Each Potency after the first incurs a penalty of -2;
Target (choose)
o One target up to Size 20;

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

(-2 per 2x the targets)

Extra size

(-2 per 10 size)

Extra targets

o An area of 5 square feet;


o A circular radius of 1 meter ;
Radius

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

(-2 per 10 turns)

Extra days

(-2 per 2 days)

Indefinite

-10

Gnosis

Gnosis is the degree of Raw Ability of a Mage;


A Mage can only safely have so many active Spells as his Gnosis rating;
Each Spell maintained above his Gnosis rating requires one Reach;
Spending Willpower allows Spells to continue to exist without counting against
the limit of Spells for the Mage;
At Gnosis 1 the Mage can use two Yantras on his Spells, adding one more for
every two points of Gnosis thereafter;

Willpower

Spending Willpower adds +3 to dice pools or +2 to a Resistance trait;


One night of sleep recovers 1 Willpower point;
Fulfilling Virtue restores all spent Willpower if risky up to twice per session;
Fulfilling either Virtue or Vice restores 1 spent Willpower point;
Spend one Willpower Point to release a Spell in a way that will slowly fade;
Spend one Willpower Dot to release a Spell to remain in effect for as long as it
lasts without assistance from the Mage;

Mana uses

Casting an Improvised Spell from an Arcana that is not your Ruling;


Casting a Sympathetic Spell;
Using Mage Sight not related to your Ruling Arcana;
Dealing direct Aggravated Damage with a Spell;
Casting a Combined Spell;
Pattern Restoration: 3 points of Mana restores 1 Bashing or Lethal damage;
Reduce Paradox dice on a one-to-one basis;
Counterspell (must have one dot of any of the Arcana of the countered Spell);
Imprinting an object with Signature Nimbus.

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.

Health and Healing

Bashing Damage is always the rightmost wound, marked with /


o Takes 15 minutes to heal one point of Bashing Damage
Lethal Damage is always marked left to Bashing, marked with X
o Takes two days to heal one point of Lethal Damage
Aggravated Damage is always the leftmost wound, marked with
o Takes one week to heal one point of Aggravated damage
Resistant Damage cant be healed except by waiting the required time;

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

Counterspell: one dot in the Spells Arcanum;


o As long as you have Active Mage Sight active you can counter a Spell
being cast by another Mage;
o A Spell cast by a Mage with a higher Arcanum rating than yours requires
one Mana to counter;
Mage Armor: two dots in an Arcanum;
o Spend one Mana to activate for one Scene;
o Different Arcanum provides different benefits;
Targeted Summoning: three dots in an Arcanum;
o Summon a Supernal Entity from your Path;
o If used with a Common or Inferior Arcana, the being must still be of the
Mages Path with a Secondary Arcanum equal to the one used by the
Summoner;
Create Rote: five dots in an Arcanum;

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;

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