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Optional Dividing Successes Rule

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

  • Targets: One additional target for each success beyond the Base.
  • Damage: Two additional levels of damage for each success beyond the Base.
  • Duration: Add one level of duration for each success beyond the Base.
One success = one scene
Two successes = one day
Three successes = one story
Four successes = six months
Five successes = Storyteller’s option
Six+ successes = permanent (at Storyteller’s option)

Difficulties

Base Casting Rolls
Effect is… Difficulty
Coincidental Highest Sphere + 3
Vulgar Without Witnesses Highest Sphere + 4
Vulgar With Witnesses Highest Sphere + 5

Paradox Points Generated

On a Success
Coincidental None
Vulgar One point
On a Botch
Coincidental One per dot in highest Sphere
Vulgar Without Witnesses One + one per dot in highest Sphere
Vulgar With Witnesses Two + two per dot in highest Sphere

Some circumstances push your magickal difficulty above a 9. As always, such Effects require a threshold for successes. These Effects are so demanding, or cast under such deleterious circumstances, that you need to score multiple successes at a lower difficulty to accomplish anything at all. The threshold counts against your successes. If you have a threshold of one, then you loose the first success from your roll. If the threshold cancels out ALL your successes and you have 1's left on the dice, you botch.

Maximum net modifier +3 or -3.
Minimum difficulty 3, maximum difficulty 10.
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.

Activity Difficulty Modifier Activity Difficulty Modifier
Tools and Rituals
Using a personalized instrument -1 Using a unique instrument -1
Using a unique and specialized instrument -2 (total) Working with unfamiliar instruments +2/ +1
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
Use of Focus ability
ability must be same level as rote
-1 to -3 (roll dependant)
Time and Effort
Spending Quintessence -1 per point, max. -3 Spending extra time (per additional turn each roll; max. -3) -1
Fast-casting +1 Turning time backwards +3
General Circumstances
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 (Rote Strain) +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
Degrees of Success

Botch: Character 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 Failure: No successes. Effect falls short. Mage can try again at +1 difficulty, repeatedly, eventually reaching diff 9 with threshold. Choose to stop or go for EPIC botch! (M20)
Partial Success: Player scores roughly half of the Suggested Successes, giving imperfect results. Mage can keep going, at +1 difficulty.
Success: Player scores at least 100% of the Suggested Successes. Effect goes as planned.
Extraordinary Success: Player 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.

Magickal Feats

Feat Example Feats Suggested Successes
Simple Feat (Enhancing your perceptions, lighting a candle,
changing hair color, shielding your mind)
1
Standard Feat (Healing yourself, conjuring a small fire, altering your shape,
influencing someone’s mood with Mind magick)
2
Difficult Feat (Healing aggravated damage, conjuring a fireball, transforming yourself
into a radically different shape, reading or affecting someone else’s mind)
3
Impressive Feat (Growing or regenerating limbs, conjuring a firestorm,
transforming someone else into a different shape, controlling someone else’s mind)
4
Mighty Feat (Creating simple life-forms, blowing down walls,
conjuring strange entities, commanding a mob)
5- 10
Outlandish Feat (Creating complex life-forms, blowing up buildings, summoning Otherworldly creatures,
turning a mob into your personal zombie squad)
10-20
Godlike Feat (Rewriting your own Pattern permanently, incinerating cities,
conjuring monstrous hordes, enslaving hundreds of people
20 and beyond

Feats Of Illusion

Successes Illusion Successes Illusion
One Simple, one sensation (sight, sound, scent,etc.) Two Simple and moving, one sensation
Three Complex and stationary, or simple and moving (two sensations) Four Complex and moving (several sensations)
Five Complex and reflexive (multiple sensations) Six+ Complex and interactive (full sensations)
>
Notes

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

Damage & Duration
  1. 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.
    1. Mind = bashing damage
    2. Mind 3/ Life 3 = aggravated damage
    3. Forces = bashing or lethal, depending upon 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.

Correspondence Sphere Ranges

Range Connection
One Line of sight Body sample
Two Very familiar Close possession or companion
Three Familiar Possession or casual friend
Four Visited once Casual acquaintance or object used once
Five Described location Briefly touched or met object or person
Six+ Anywhere on Earth No connection
Teleportation Ranges
Successes Range Successes Range
One Within immediate perception Two Very familiar place (home, Sanctum, etc.)
Three Familiar/ Just saw it recently Four Visited briefly
Five Heard or saw it described Six+ Teleporting totally blind

Base Damage and Duration

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 nine successes for Forces Sphere attacks).

Success Damage Duration
One None One turn
Two Two levels One scene
Three Six levels One day
Four Eight levels One story
Five Ten levels Six months
Six+ Number of Successes x 2 Storyteller’s option


Optional Dividing Successes Rule

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

  • Targets: One additional target for each success beyond the Base.
  • Damage: Two additional levels of damage for each success beyond the Base.
  • Duration: Add one level of duration for each success beyond the Base.
    • One success = one scene
    • Two successes = one day
    • Three successes = one story
    • Four successes = six months
    • Five successes = Storyteller’s option
    • Six+ successes = permanent (at Storyteller’s option

I Disbelieve!

Only vs. mental illusions. Roll Willpower, five successes or more.
To spot flaws in “physical” illusions, roll Perception + Alertness vs difficulty described in this chart.

Believability Difficulty
No fucking way! 3
Hard to swallow 4
Implausible 5
Possible 6
Probable 7
Likely 8
Too damned likely! 9

Teleportation Locations

Successes Range Successes Range Successes Range
One Within immediate perception Two Very familiar place (home, Sanctum, etc.) Three Familiar/ Just saw it recently
Four Visited briefly Five Heard or saw it described Six+ Teleporting totally blind

Magickal Damage

• Bashing Damage: Mind Sphere Effects.
• Lethal Damage: Most other Sphere Effects.
• Aggravated Damage: Any 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.
Correspondence and Time inflict no damage unless they’re combined with other Spheres.
The Forces Sphere adds one automatic success to Damage.
Entropy inflicts damage only through indirect attacks until Rank 4; after that, damage is aggravated.


Gauntlet Ratings

Area Difficulty Successes Needed Area Difficulty Successes Needed
Node 3 One Deep Wilderness 5 Two
Rural Countryside 6 Three Most Urban Areas 7 Four
Downtown 8 Five Technocracy Lab #2 9 Five

NOTE Subject to change based upon game setting.


Time Sphere Timelines

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

Successes Effect Timespan
One Within a year
Two Five years
Three 20 years
Four 50 years
Five 100 years
Six + 500 years
10+ 1000 years or more

Paradox Backlash

Paradox Backlash Roll
Successes Effects of Discharge
Storyteller rolls one die for each point of Paradox in character’s current Paradox pool, against difficulty 6.
Botch All Paradox points discharge harmlessly.
No successes No effects, but no Paradox points discharge.
1-5 One point of Paradox discharged per success. Mage also suffers one die’s worth of bashing damage per success and acquires a trivial Paradox Flaw.
6-10 One 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.
11-15 Usual 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.
16-20 Usual 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

Level Paradox Discharged Delusions or Disassociation
1 1-3 Minor quirks or occasional delusions; mage begins to manifest odd behavior and minor disassociation from his baseline reality.
2 4-6 Delusions 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.

3 7-10 Mage’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.
4 11-15 Mage 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.
5 16-20 Mage either drops into total catatonia or takes on many of the characteristics of a Marauder but without immunity to Paradox.
6 21+ Mage goes Marauder and becomes a Storyteller character.

Types of Quiet

Level Denial Madness Morbidity
1 Stubbornness, minor projection Minor hallucinations Attraction to death and decay
2 Selective perceptions, hypocritical behavior Frequent delusions, mood swings Fixation with mortality
3 Irrational behavior, literal blindness to denied subjects Wild hallucinations, sensory overload Bloodlust and macabre behavior
4 Deadly fanaticism Mindscape or constant hobgoblins Violent sociopathy
5 Fanatical drone Catatonia or dementia Sadistic killer
6 Marauder Marauder Marauder


Mindscape Rolls

Attempted Task Dice Pool
Difficulty for all is Quiet Level + 3
Meditate into mindscape Perception + Meditation
Meditate into Demesne Perception + Demesne
Reduce time in mindscape Wits + Enigmas or Perception + Demesne
Communicate to outside Willpower


Quintessence Amounts in Patterns

Per body, in points, that can be extracted with Prime Sphere Effects.

Subject Quintessence Points Subject Quintessence Points
Small animal (bird, cat, fox) 5 Large animal (wolf, horse, human) 10
Powerful animal (tiger, elephant, whale) 15-25 Changeling 20-30
Mage 10-30 (depending on
Quintessence Trait)
Spirit Essence Trait
Vampire 10+ Blood Pool Trait Werecreature 20+ Gnosis Trait