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The Mechanics of Casting
To cast an effect, roll Arete. Calculating successes works as follows:
Number of Targets (excludes self-targeting and sensory magic) + Desired Duration + additional Threshold (if there is any) + at least 1 success applied to the Effect itself
Threshold
Threshold is the minimum number of successes needed to cast an effect. Some types of effects require additional threshold beyond the standard. Especially difficult or outlandish feats should call for more successes. Any attempts to pierce the gauntlet or to cast across time or space will increase the effect's threshold. In such cases, players will need to make use of the Time, Correspondence and Gauntlet charts listed below. Combo effects, or those that attempt to do multiple things at once, may also increase the threshold, at ST (or player) discretion.
Willpower
Spending a point of WP on an effect will give an automatic success. Only 1 point of WP may be spent in this way per roll.
Multiple Targets
When an Effect is successfully cast against multiple targets, the full force of the effect hits each one (it is not split between them.)
Duration Chart
Correspondence Ranges
Successes | Range | Connection |
1 | Line of sight | Body sample |
2 | Very familiar | Close possession or companion |
3 | Familiar | Possession or casual friend |
4 | Visited once | Casual acquaintance or object used once |
5 | Described location | Briefly touched or met object or person |
6+ | Anywhere on Earth | No connection |
Time Lines
Successes | Effect Time-Span |
1 | Within a year |
2 | Five years |
3 | 20 years |
4 | 50 years |
5 | 100 years |
6+ | 500 years |
10+ | 1000 years or more |
Gauntlet
Area | Difficulty | Successes Needed |
Node | 3 | One |
Deep Wilderness | 5 | Two |
Rural Countryside | 6 | Three |
Most Urban Areas | 7 | Four |
Downtown | 8 | Five |
Technocratic Lab | 9 | Five |
Feats of Illusion
Successes | Illusion |
1 | Simple, one sensation (sight, sound, scent, etc.) |
2 | Simple and moving, one sensation |
3 | Complex and stationary, or simple and moving (two sensations) |
4 | Complex and moving (several sensations) |
5 | Complex and reflexive (multiple sensations) |
6+ | Complex and interactive (full sensations) |
Determining Difficulty
Note that modifiers to base difficulty may not exceed +3 or -3, total, and that the minimum difficulty for casting an effect is 3.
Example of Casting
Mark wishes to calm a crying child through the use of Mind magic, so he casts Empathic Projection (Mind 2). His roll happens as follows:
[Arete 2, diff 5 (Mind 2 + 3 for a coincidental effect) -1 for using his personal focus, -1 for taking his time = diff 3, spending WP]
The number of successes he needs to calm the girl for the rest of the scene would be:
1 (target) + 1 (duration) + 1 = 3
He rolls 2 successes, plus the automatic success gained from WP, totaling to 3 successes. If he had not gained the required number of successes, then he could have extended the effect at +1 difficulty and rolled again.
Direct Damage Effects
Direct damage effects are direct attacks on an opponent that translate into immediate damage in the form of health levels. These effects do not require any successes to be spent on duration, as they are considered "instant" effects. Scoring damage from these attacks works as follows:
All successes beyond those required to target = 2 health levels of damage.
Note: Some magical attacks can be dodged, just as a character would dodge a blow from a sword. Successes scored on evasion rolls subtract from those scored on the effect.
Subtle Effects
Additional successes scored on an effect may be used to make the effect less noticeable. Successes applied toward subtlety will counter successes used to detect the effect one-for-one.
Sharing Sensory Perceptions
A mage may share their sensory magic with others. To do so, they need Mind 2 + whatever sensory Sphere(s) they wish to share.
Extended Effects
Casting can be extended over multiple turns if needed. To extend an effect, simply roll the effect again at +1 difficulty the following turn. One may continue in this way (the difficulty modifier is not cumulative) for as many turns as the mage is capable of extending, theoretically.
Note that there is a cap to how many dice rolls are allowed for a single effect. That cap is the Mage's Willpower + Arete. Also note that the more successes an extended effect requires, the longer each roll is going to take. Many standard effects can be extended at a rate of one roll per turn, but lengthy and/or complicated rituals will take more time to work through. As an option, an ST may require that extended rituals needing more than 5 successes take an hour per roll, and that those requiring more than 10 will take 5 hours per roll.
Countermagic
Countermagic can be used to weaken or undo another mage's effect. Countermagic is considered a defensive tactic, so any mage may default to countermagic by aborting their current action, at no penalty.
Standard Countermagick
Protective or Offensive Countermagick
Anti-Magick
Unweaving
Acting in Concert
(aka: Group Casting)
Paradox
Depending on a number of different variables, your character may garner paradox when they cast an effect. Paradox is basically what happens when the laws of established reality get offended and slap you in the face.
Note: When calculating Paradox for extended effects, add +1 per additional roll if any of these rolls botched. This rule only applies to botches. Otherwise, calculate as normal.
Paradox accumulates on the Paradox wheel until it either backfires or bleeds off over time.
Backlash
During a backlash, the mage rolls a number of dice equal to the total amount of Paradox that has accumulated, at difficulty 6. Successes achieved on this roll will either inflict (soakable) bashing damage or a Paradox Flaw. In extreme cases, it may instead summon a Paradox spirit and/or send the mage to a Paradox Realm. At higher levels, Paradox can also send a Mage into Quiet.
Successes | Effects of Discharge |
Botch | All Paradox points discharge harmlessly. |
No Success | No effects, but no Paradox points discharge. |
1-5 | 1 point of Paradox discharged per success. Mage also suffers 1 level of bashing damage per success or acquires a trivial Paradox Flaw. |
6-10 | 1 point of Paradox discharged per success. Mage also suffers 1 level of bashing damage per success or acquires a minor Paradox Flaw. |
11-15 | Usual Paradox point-discharge, as well as a burn of [bashing] 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 [bashing] damage and 1 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 [bashing] damage AND one of the following effects: 2 points of permanent Paradox, one drastic Paradox Flaw, a Paradox Spirit visitation, a severe Quiet or banishment to a Paradox Realm. |
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