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  • 8/14/2019 Mage Rules House Rules

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    House Rules | Mage Rules

    Version 1.2 (effective 1/20/2009)

    Magical ToolsA magical tool no longer helps a mage decrease the

    chance of Paradox when imposing impossible or

    improbable phenomena onto mundane reality.

    By default, Mages are required to utilize a magical tool. A mage may select ONE Arcana for

    each level of Gnosis he possesses, which can be used without the application of a magical tool,or focus of some kind. This is called "Abandoning foci"

    All other Arcana require a magical tool appropriate to the Mage's Path and/or order, or the spellsimply cannot be cast.

    If the mage uses a magical tool while casting a spell using ONLY ARCANA for which he hasabandoned foci, one

    die is added to his casting dice pool

    The types of magical toolsfrom which a mage can choose are determined by

    his Path and order. He can choose them from

    either or both categories.

    Rote Spell

    When a mage casts a rote spell, the player rolls a pool based

    on Attribute + Skill + Arcanum, using the traits listed in therotes description.

    Rote Spellcasting Dice Pool = Attribute + Skill +

    Arcanum

    If the spell is covert and the rote is known, the player takes no dice pool penalty.If the spell is vulgar, but there are no witnesses, and the rote is known, the mage takes a -2

    penalty to his casting pool.

    If the spell is vulgar, there are witnesses, and the rote is known, the mage takes a -3 penalty to

    his casting pool.

    Skill Specialties do not apply to rote casting.

    Improvised Spell

    Improvised Spellcasting Dice Pool = Gnosis + Arcanum

    When casting a conjunctional spell, the mages highest applicable Arcanum

    is used for the spellcasting pool.

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    If the spell is covert and improvised, the player takes a -1 dice pool penalty.

    If the spell is vulgar and improvised, but there are no witnesses, the mage takes a -2 penalty to

    his casting pool.

    If the spell is vulgar and improvised, there are witnesses, the mage takes a -3 penalty to hiscasting pool.

    Spending Mana

    Mana expenditures will receive the following modifications:

    Paradox Mitigation

    Paradox may no longer be mitigated through the use of Mana.

    Instead, a player may make their spells easier to cast by spending

    Mana to ease the passage of the spell into the

    world. One Mana is spent per die the player

    wants to add to his casting dice pool. This

    is a reflexive action. Points cannot exceed theamount of Mana the mage is normally allowed to

    spend per turn, based on his Gnosis (see p. 76),including the amount of Mana that must be spent

    for the spellcasting itself. This may assist in reducing dice pool penalties associated with casting

    vulgar or improvised magic.

    The following rules will apply to ALL spells (particularly the third rule):

    Most spells do not require Mana, but the following conditions levy a cost: The spell inflicts aggravated damage

    The spell uses sympathetic range (requires Space 2)

    If the Storyteller feels that casting a spell multiple timeswithin the same scene might provide undue advantage, or ifit risks derailing the story in an inappropriate way, he can

    levy a cost as a means of discouraging multiple castings.

    Paradox:

    Here's Paradox, made as simple as possible for everyone:

    Paradox is incurred at the following rate, regardless if the casting is rote or improvised.

    Covert: No automatic Paradox is gained on successful casting. If a covert spell is botched, the

    mage incurs 1 point of paradox for every dot in the highest arcana involved in the spell.

    Vulgar without witnesses: 1 point of automatic paradox upon casting. If botched, add 1 point of

    paradox for every dot in the highest arcana involved in the spell.

    Vulgar with witnesses: 2 points of automatic paradox upon casting. If botched, add 2 point of

    paradox for every dot in EACH arcana involved in the spell.

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    Paradox backlash:

    Whenever Paradox is incurred, or a mage enters physical reality from inside of another realm,roll Paradox target number (15-current Paradox, minimum target number =2)

    If the roll fails, there is no backlash, and the mage retains the Paradox.

    If the roll succeeds, subtract the roll result from the target number and reduce Paradox by theresult.

    If the roll botches add one point to the Mage's current Paradox, and roll again.

    As noted above, Paradox is reduced with a successful roll. The number of points that paradox is

    reduced by determines the nature of the backlash. Duration of the Paradox is determined by themage's Wisdom. The description of the effects of the backlash is determined by the storyteller,

    though for now, the description of the effects shall remain unaltered from the book.

    Number of Paradox Points released Effect

    1-2 Havoc

    3-5 Bedlam6-10 Anomaly

    11-16 Branding

    17-24 Manifestation25+ (What did you DO?!?) Storyteller's discretion up to and including permanent

    paradox, new realm creation, or anything else the storyteller chooses

    Paradox Duration

    Paradoxsduration is not altered from the book, except as noted above.

    ADDENDUM:

    Reducing the Paradox Pool and Avoiding Backlash:

    Familiars and Paradox:

    A Mage's familiar can consume one point of paradox per rating, per week.

    Paradox Fasting:

    For each week that a Mage casts NO vulgar magic, he may make a Wisdom check. Successesreduce Paradox on a one for one basis.

    Soul StonesFunction exactly as described in Mage: The Awakening with the following exception:

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    Carrying a soul stone gives a +1 bonus to all casting rolls. This bonus cannot be gained by

    carrying more than 3 soul stones. This bonus DOES stack with other bonuses to casting pools,

    such as spending mana.