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MAGES

THE AWAKENED

                             

The original and complete "Mage The Ascension 20th Edition "  can be purchased by visiting the below link 

MAGE THE ASCENSION PDF PURCHASE LINK 

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A mage is a person with the power to reshape reality through force of will. Awakened to their potential, such people believe so

strongly in what they do that they literally change their world. With that power, though, comes overwhelming pride, fanaticism, and corruption. That same power of belief often pits mages against one another, against their surroundings, and against themselves as well. Their will to power becomes the power to destroy.

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WARNING:

Mage is one of the most difficult splats to get to grips with. It is a complex system and is not comparable to other species as mage magic is flexible and such flexibility necessitates complexity. The same rules do not apply to mage that apply to other species. For example, spell casting is not a simple one off roll versus another player. Its infinitely more complex than that, so mage rolls should not be compared to vampire rolls or werewolf rolls. A mage rolls to acquire successes and then chooses how to spend those successes. A vampire rolls against another player and can only apply those successes in one way. It is a totally different system of magic. A mage can acquire more successes for more powerful effects with a series of rolls, a vampire can only gain a high number of successes by rolling -high- against a -lower- roll on a single roll.

The mechanics of mage is necessarily different from the mechanics of other species, and as such "max roll potential" and "difficulties" should not be compared as ultimately these subjects are irrelevant when it comes to mage. Only the number of successes and how the mage spends them matter. A mage with high arete and high sphere level is very hard to defend against. 

NOTE: 

There are within this ruleset  prohibitions  and  limitations on uses of powers or spells. Mage is the most -flexible- of all the splats in terms of what they can do, but even so there are hard limitations in order to maintain system and setting and sim  integrity. We do not wish to offend the intelligence of our mage player base by stating these obvious limitations, but it would be negligent for us -not- to mention these limitations, and foolhardy to believe we could moderate and police every instance of questionable use without these limitations and prohibitions published.

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NOCTURNE MAGE APPLICATION​

MAGE APPLICATION

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  • Both links open new windows.

  • You will need a google account to access the above applications. Once you have filled out your sheet follow the steps below.

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  1. Click the share button.

  2. Select change under "get link"

  3. Select viewer, commenter, or editor in the drop down box (viewer if posted to a forum, editor if given to staff more discreetly)

  4. Select copy link

  5. You will see a grey box pop up below that says "link copied"

  6. Put said link into the Notecard (edit format) in world and place it into the Character Submission Box at the landing area. 

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                                                              WHAT KIND OF MAGIC SHOULD MY MAGE BE DOING?                                                             

While technically everything is possible, mages are still limited by what kind of mage they are. Mages do not have a -fixed- set of powers, but they do fall under -types-. Some types of  magic are not appropriate for some types of mages. For example. Virtual Adepts are not going to perform wiccan love spells, they they might have a -personality hack- for the same type of effect.

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                                                                                                 PRO TIPS!                                                                                               

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Mages require some level of preparation with their spellwork. Casting a buff mid-fight is generally not a good idea! Spells require focus and concentration, casting something in the middle of a fight is not only incredibly dangerous but in a lot of situations can be considered Vulgar. 

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Spells cast in CHANTRY or a SANCTUM (which can be your home). are always considered coincidental.

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PATTERN BLEED only affects buffs that have a duration greater than a day or week.

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ROTES: 

Rotes are pre-defined spells that are incredibly useful, even with skill in just one sphere. You should be able to do some pretty powerful things even with 2-3 dots in one sphere! 

The have the benefit a lower success threshold at the higher levels. -1 difficulty for being rote foci and generally use your traditions affinity spheres which also lowers difficulty. Rotes are designed to be -quick effects-

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CHEAT SHEETS:

These contain hints for spells that can be cast with low-level spheres in a hurry. The difficulty-lowering mechanics also apply to these, just like all other spells.

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DIFFICULTY:

Do keep in mind the factors that LOWER casting difficulty, as there are many. Some effects have the simple requirement that you have Affinity in a sphere used in the effect to reduce the difficulty. Please make sure you look at these factors.

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