Difference between revisions of "Mages"

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== Mages ==
 
== Mages ==
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Mages have a Tradition, Craft, Technocratic Group or Nephandic '''Focus'''. ( All called Tradition for ease of use.) This gives the mage a lower cost for one Sphere  and access to specific Rotes of their tradition.
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They also have an '''Avatar Aspect'''. The Avatar aspect lowers the exp cost of a single Sphere and associated Rotes. It can be the same or different from the tradition one.  Avatar aspect lowers the cost of the sphere rote by 1 xp.
  
  
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| 5 || 17 || 14  
 
| 5 || 17 || 14  
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===='''Dynamic Magic'''====
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Dynamic Magic is mage's ability to bend the world to their will for size of effect. Fundamentally this is a craft check, the mage constructs a miracle shell that has a specific effect once unleashed onto the world. This can reach truly astronomical difficulties. Difficulty can be decreased by time, Making a science check, breaking a Wonder etc. The ST will set a difficulty based on the spheres they determine are required for the effect and the player will make the Arete Check when they feel they're ready. Failing the check will cause a paradox backlash equal to the initial diff. The bluebook action to craft a dynamic magic check is called Weaving and each action reduces the initial difficulty . Aside from these large miracle effects mages can make smaller edits to scenes. Players can only maintain 1 standing dynamic effect on their haven, city etc.
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Craft Modifiers
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{| class="wikitable sortable"
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|-
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! Method !! difficulty Modifier
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|-
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| Spheres required for spell || (total spheres*5)
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|-
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| Spell effects multiple targets || *2
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|-
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| Spell effects area larger than a block || *2
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|-
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| Spell effects a city|| *5
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|-
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| Spell is Vulgar(ST discretion) || *2
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|-
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| Bathed in dragonfire or other special material || -5
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| Help from a spirit || -[Essence of spirit]
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| Science check || -2 per successful science check diff set by ST
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| Funnels energy from a node || - node rating
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| More time || -1 per action
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| Money || -1 per $100k (max 5)
 
|}
 
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Revision as of 06:19, 22 May 2023

Mages

Mages have a Tradition, Craft, Technocratic Group or Nephandic Focus. ( All called Tradition for ease of use.) This gives the mage a lower cost for one Sphere and access to specific Rotes of their tradition.

They also have an Avatar Aspect. The Avatar aspect lowers the exp cost of a single Sphere and associated Rotes. It can be the same or different from the tradition one. Avatar aspect lowers the cost of the sphere rote by 1 xp.


Traits

Wisdom(spheres mastered) Max Traits Max Will
0 12 10
1 13 10
2 14 11
3 15 12
4 16 13
5 17 14


Dynamic Magic

Dynamic Magic is mage's ability to bend the world to their will for size of effect. Fundamentally this is a craft check, the mage constructs a miracle shell that has a specific effect once unleashed onto the world. This can reach truly astronomical difficulties. Difficulty can be decreased by time, Making a science check, breaking a Wonder etc. The ST will set a difficulty based on the spheres they determine are required for the effect and the player will make the Arete Check when they feel they're ready. Failing the check will cause a paradox backlash equal to the initial diff. The bluebook action to craft a dynamic magic check is called Weaving and each action reduces the initial difficulty . Aside from these large miracle effects mages can make smaller edits to scenes. Players can only maintain 1 standing dynamic effect on their haven, city etc.

Craft Modifiers

Method difficulty Modifier
Spheres required for spell (total spheres*5)
Spell effects multiple targets *2
Spell effects area larger than a block *2
Spell effects a city *5
Spell is Vulgar(ST discretion) *2
Bathed in dragonfire or other special material -5
Help from a spirit -[Essence of spirit]
Science check -2 per successful science check diff set by ST
Funnels energy from a node - node rating
More time -1 per action
Money -1 per $100k (max 5)


Paradox

Mage backgrounds

Quiet

Wonders

Rotes

Traditions