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House Rules | Mage Rules

Version 1.2 (effective 1/20/2009) Magical Tools A 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 spell simply cannot be cast. If the mage uses a magical tool while casting a spell using ONLY ARCANA for which he has abandoned foci, one die is added to his casting dice pool The types of magical tools from 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 the rotes 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.

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 his casting 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 the amount 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 times within the same scene might provide undue advantage, or if it 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.

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 the result. 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 the mage'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 Bedlam 6-10 Anomaly 11-16 Branding 17-24 Manifestation 25+ (What did you DO?!?) Storyteller's discretion up to and including permanent paradox, new realm creation, or anything else the storyteller chooses Paradox Duration Paradoxs duration 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. Successes reduce Paradox on a one for one basis. Soul Stones Function exactly as described in Mage: The Awakening with the following exception:

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.

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