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Useful Mage Charts

Magick Difficulties

Taken from Mage: the Ascension 2nd Edition, pg 171

Activity

Difficulty modifier

Researches lore before using magick

-1 to -3

Has item resonating with target’s essence (sympathetic magick)

-1 to -3

Near a node

-1 to -3

Uses unique focus

 -1

Uses focus without needing it

 -1

Extra time spent on magick

 -1

Spending a point of Quintessence

 -1 per point spent (max 3/turn)

Using Tass with appropriate resonance

 -1

Using Tass with opposed resonance

 +1

Fast-casting

+1

Distant or hidden subject

 +1

Mage distracted

 +1 to +3

Mage in conflict with Avatar

 +1 to +3

Domino effect

 +1 to +3

Monumental feat (pulling Moon from orbit)

 +1 to +3

(Maximum modifiers +/-3. Minimum difficulty 3, maximum 10)

Experience Costs

From Mage: the Ascension 2nd Edition, pp 139

Trait

Cost

New Ability

3

New Sphere

10

Willpower

current rating

Knowledges

current rating

Talents and Skills

current rating x 2

Attributes

current rating x 4

Tradition Specialty Spheres

current rating x 7

Sphere

current rating x 8

Arete

current rating x 8

Casting Magick

From Mage: the Ascension 2nd Edition, pp 169

Coincidental

 highest Sphere + 3

Vulgar without Witness

 highest Sphere + 4

Vulgar with Witness

 highest Sphere + 5

Coincidental Botch

 1 per dot in highest Sphere

Vulgar Botch

 1 + 1 per dot in highest Sphere

Vulgar Witness Botch

 2 + 2 per dot in highest Sphere

Degrees of Success

From Mage: the Ascension 2nd Edition, pg 171

Botch

The mystic makes a critical mistake. Gain Paradox or spend Willpower to counter the botch.

Total failure

No successes but no botch. Can continue at +1 difficulty.

Partial success

50% of the successes required. Accomplished what he set out to do but not as well as he would have liked. May continue at +1 difficulty.

Success

100% of the successes required. Accomplished exactly what he set out to do.

Extraordinary success

150% of the successes required. Does more than intended.

Magickal Feats

From Mage: the Ascension 2nd Edition, pg 170

Feat

Successes
Required

Example

Simple

1

changing the color of your eyes, lighting a candle, using Mind magick to sense someone nearby, conjuring a business card

Standard

2

changing your own shape, causing oil lamp to explode, influencing someone’s mood with Mind magick, conjuring a ball of flame

Difficult

3

transforming into something bigger/smaller than yourself, igniting a gas main, deep-reading someone’s mind, conjuring a chainsaw

Impressive

4

changing someone else’s shape, blowing up a house, taking over someone’s mind, conjuring a car, making yourself disappear

Mighty

5-10

turning someone into sludge, incinerating an armored tank, obliterating someone’s mind, conjuring a mythic beast, making all furniture on a room disappear

Outlandish

10-20

turning a roomful of people into sludge, igniting a warship’s weaponry, Mind-controlling a horde of madmen, conjuring a demon, making a mansion disappear

Godlike

20 or more

making a skyscraper disappear, finding one particular person in New York using Mind magick, summoning a horror from the Deep Umbra, levitating a mountain, creating a Horizon Realm

Damage and Duration, Time, and Correspondence Ranges

From Mage: the Ascension 2nd Edition, pp 170-171

Successes

Damage

Duration

Time Effect

Correspondence Range

 One

None

 One Turn

1 year 

Line of sight/blood relation; body sample

 Two

x1

 One Scene

5 years 

Very familiar(home/office)/friend; prized possession

 Three

x2

 One Day

20 years 

Familiar (local mall)/co-Worker; possession

 Four

x2

 One Story

50 years 

Visited once/acquaintance; anything used once

 Five

x2

 Six Months

100 years 

Saw or heard about it/stranger; touched casually

 Six +

x3

 Storyteller

500 years 

Anywhere on Earth/no connection

 Ten +

N/A

 N/A

1000 years 

N/A

Forces adds one success when used for damage; Mind subtracts one success

Spirit Gauntlet

From Mage: the Ascension 2nd Edition, pg 170

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*

9

Five

*Technocratic dimensional science treats these like nodes.

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