Mages
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) |