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=Resonance=
We now use the Book of Secrets 20th Anniversary's Resonance/Flavor/Synergy rules. Every mage should have a resonance trait (see pools) of 1. You can raise it ONLY via RP justification.
What does this trait do? It allows for bonuses on appropriate backgrounds and arete (YES ARETE) on things RELATED TO YOUR resonance description. In the end, the ST is the final arbiter if your resonance trait adds dice to your roll.  There are many bonuses to this, but also realize the following: The higher the resonance, the more detectable your magick is as your magickal signature becomes more discernable and concrete instead of just impressions and general things.
Also: Once you reach ADEPT level (Rank 4 in a Sphere), you start manifesting your highest sphere in everyday life.
# Forces - You might have extra static cling and start to zap people with light electrical charges; you might always run hot
# Life - You always seem in perfect health
# Prime - You seem more... REAL.  Like you're more there.  You may shine brightly, you may have an aura of authority, or you may come across as the archetypical example of some known concept.
# Correspondence/Spirit/Mind - You're kinda spaced out seeing/feeling something else. You might talk to the air (spirit). You might finish another person's sentence (mind). You might be one of those people who can just walk around, not paying attention and never stub their toe/fall/trip (correspondence).
# Entropy - You're either a center of calmness and order in the middle of chaos or shit breaks around you all the time.
# Time - You're always punctual/late/early. Time seems to just go by faster when you're around (having fun?)
Those are some examples, and RP should sort of reflect that. Vampires have their hunger. Shifters have rage.  Mages have weirdness in the form of Resonance.
=Rotes=
=Rotes=
Rotes! They're spells that you have practiced over and over again, to the point that you can nearly do them in your sleep (figuratively).  For mechanical benefits, see the [[Mage#Rules|Rules]] tab.  
Rotes! They're spells that you have practiced over and over again, to the point that you can nearly do them in your sleep (figuratively).  For mechanical benefits, see the Casting section of the [[Mage#Rules|Rules]] tab.  


What do you need in the rote?
What do you need in the rote?
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Rotes listed in Dead Magic I, Dead Magic II, Book of Crafts, and Lost Paths cannot be purchased without heavy justification (IC research and likely a PRP).
Rotes listed in Dead Magic I, Dead Magic II, Book of Crafts, and Lost Paths cannot be purchased without heavy justification (IC research and likely a PRP).


=Seekings and Epiphanies=
=Seekings and Epiphanies=
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* Seekings at Arete 5 and above have the potential to be lethal.
* Seekings at Arete 5 and above have the potential to be lethal.
* Gaining the 4th dot in a Sphere requires an Epiphany.  Epiphanies of this nature will be much more related to the Sphere itself, and are not quite so in-depth and transformative as a Seeking.
* Gaining the 4th dot in a Sphere requires an Epiphany.  Epiphanies of this nature will be much more related to the Sphere itself, and are not quite so in-depth and transformative as a Seeking.


=Wards (and Bans)=
=Wards (and Bans)=
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So your Ward that sets all Vampires who step within it on fire is Corr 2 (for the ward), Life 2, Matter 2 (to set it for Vampires), and Forces 2 or Forces 3/Prime 2.
So your Ward that sets all Vampires who step within it on fire is Corr 2 (for the ward), Life 2, Matter 2 (to set it for Vampires), and Forces 2 or Forces 3/Prime 2.
=Wonders (Inventions/Fetishes/Artifacts/Talismans)=
For Mages and Sorcerers who want to make fetishes and talens, we use the ruleset from FORGED BY THE DRAGON'S FIRE. If you don't know or have that book, it's fine, we'll walk you through the process.

Latest revision as of 17:19, 16 June 2025

Resonance

We now use the Book of Secrets 20th Anniversary's Resonance/Flavor/Synergy rules. Every mage should have a resonance trait (see pools) of 1. You can raise it ONLY via RP justification.

What does this trait do? It allows for bonuses on appropriate backgrounds and arete (YES ARETE) on things RELATED TO YOUR resonance description. In the end, the ST is the final arbiter if your resonance trait adds dice to your roll. There are many bonuses to this, but also realize the following: The higher the resonance, the more detectable your magick is as your magickal signature becomes more discernable and concrete instead of just impressions and general things.

Also: Once you reach ADEPT level (Rank 4 in a Sphere), you start manifesting your highest sphere in everyday life.

  1. Forces - You might have extra static cling and start to zap people with light electrical charges; you might always run hot
  2. Life - You always seem in perfect health
  3. Prime - You seem more... REAL. Like you're more there. You may shine brightly, you may have an aura of authority, or you may come across as the archetypical example of some known concept.
  4. Correspondence/Spirit/Mind - You're kinda spaced out seeing/feeling something else. You might talk to the air (spirit). You might finish another person's sentence (mind). You might be one of those people who can just walk around, not paying attention and never stub their toe/fall/trip (correspondence).
  5. Entropy - You're either a center of calmness and order in the middle of chaos or shit breaks around you all the time.
  6. Time - You're always punctual/late/early. Time seems to just go by faster when you're around (having fun?)

Those are some examples, and RP should sort of reflect that. Vampires have their hunger. Shifters have rage. Mages have weirdness in the form of Resonance.

Rotes

Rotes! They're spells that you have practiced over and over again, to the point that you can nearly do them in your sleep (figuratively). For mechanical benefits, see the Casting section of the Rules tab.

What do you need in the rote?

Name
Obvi
Effect
What the rote does in layman's terms (as if your character were describing it to someone else). How it's cast. Be as precise as you can be with this. Once you've formalized a rote being done in ONE WAY, then that is the way you do it if you want the rote bonus.
Spheres
What Spheres are necessary for the Effect.
System
What the spell does, in system mechanics. This includes a minimum number of successes required for the base Effect.

For example:

Name
Furtum Parma Magica
Effect
By inscribing the common sigil of magical protection upon their person (A triangle surrounded by a circle), the Magus creates a funnel through which magickal power is viewed, drawn, and occasionally shaken loose when cast upon the target. Those who have a keen understanding of Resonances are able to filter for specific ones and allow them through.

This 'stealing magickal shield' serves three purposes. First, it provides the caster with the ability to see magicks anywhere within their sight (this functions identical to the Watch the Weaving rote). The second purpose is as a set of general all-purpose passive countermagick, automatically attempting to counter any Effect (harmful or benign) which targets the caster. The third purpose enables the caster to 'drain' magickal power from effects that they actively attempt to counterspell or unweave.

Spheres
Prime 3 (optionally Mind 2)
System
2 successes are necessary for this effect, with additional Base Successes allocated to the passive Countermagick dice. If Mind is added to allow Resonances through, each Resonance (including the caster's) requires an additional success. Whenever the caster attempts to actively counterspell or unweave, and gain at least one success, the caster gains a single point of Quintessence.

Please setup each rote as its own note, and then submit a request when you want your rotes reviewed. Rotes that exist in the various source books my be purchased so long as you have the Spheres to cast them. Small non-mechanical changes can be made to properly fit a character's paradigm. (ex: Wonka's Golden Ticket from Tradition Book: Euthanatos may be purchased by a Cultist, and redescribed to fit the Cultist's paradigm, so long as the Spheres required and the Effect itself are unchanged.) Creating entirely new Rotes that exist in no books requires that your character have the highest Sphere in the Effect at 4 (and still costs XP). Creating new Rotes, particularly ones that other Mages use, is a mark of honor in Traditions society.

Rotes listed in Dead Magic I, Dead Magic II, Book of Crafts, and Lost Paths cannot be purchased without heavy justification (IC research and likely a PRP).

Seekings and Epiphanies

Seekings are always a subject with a lot of variance between Storytellers, so we want to be upfront about what we want to see with Seekings.

The game of Mage: the Ascension is not about firing cool looking laser guns, having tea with spirits, or about sticking it to the Technocracy. Mage: the Ascension is about reflection, enlightenment, and discovery, and a Seeking is a brief flash of that ultimate truth (rather than a training session where your Avatar shows you how Rank 4 Spheres work). With this in mind, there are a few things that we look for in a Seeking, and expect players to have answers to the below questions in mind before asking for a Seeking.

What new magickal understanding do you expect to reach?
A Seeking is a measure of achieving enlightenment, but achieving enlightenment means changing, enhancing, or expanding your world view. Your Paradigm note will change in some way with each Seeking. General ideas are better than specifics.
What 'truth' is demolished or created?
A Mage is a belief machine. They eat, breathe, and live their paradigm, which only works because, for the Mage, their Paradigm is Truthtm. A Seeking will make some Truths suddenly not so truthy, or make completely new Truths for you to tangle with.
If you are surpassing Instruments for a Sphere, which ones?
Understanding of those Spheres should play into the Seeking itself.
What about your character will change?
All of the items above lead to this main question. How has your newly expanded horizon, which has changed what you believe (and with belief being so central to a Mage), how has that made who you are different? This can (but is not required to) make alterations to your sheet. For example:
  • Nature
    • eg. The Stodgy Hermetic who realized that their emotional distance from people meant that they had few allies, and allies would be necessary to achieve their goals, so part of their Seeking led them to be much more outgoing and welcoming to people. Nature changed from Sage to Benefactor
  • Shifting Attributes
    • eg. The Akashayana who used to practice for hours and hours, but the Seeking teaches them that practice doesn't truly prepare you for using your skills, and so he goes out into the world to learn through experience. Drop a dot in Stamina, gain a dot in Perception
  • Merits and Flaws
    • The examples here are numerous, but with as transformative as Seekings are, there are a lot of possible options.
  • Resonance
    • Resonances can shift wildly with a Seeking as well.

As with the above, there are a few notes and expectations that players should have:

  • Seekings at Arete 5 and above have the potential to be lethal.
  • Gaining the 4th dot in a Sphere requires an Epiphany. Epiphanies of this nature will be much more related to the Sphere itself, and are not quite so in-depth and transformative as a Seeking.

Wards (and Bans)

By default Correspondence 2 can set Wards that inhibit or enhance the actions of targets within the ward (difficulty modifiers, slowing the ability to cross a distance, etc) and Correspondence 4 can actually Bar (completely disallow) entry or exit. Because this does affect the relevant patterns it requires the Spheres at the appropriate level to cast the effect being added to the ward. SEP fields (Somebody Else's Problem) require Mind 2, for instance, and fire attacks require Forces 2 and an appropriate source of fire, or Forces 3, Prime 2.

Wards and their Triggers can be confusing because the concept of a 'Trigger' isn't really used elsewhere in Mage. Trigger spells need to be able to determine when the trigger conditions for the Ward/Ban happen. Your ward needs to understand what a Vampire is before it knows to Ward the space against them.

This always takes the relevant spheres at rank 2. Setting triggers does not involve transmuting, altering, or in any way affecting a pattern so the rank doesn't vary with the target. Instead it functions like sensory magic (although it requires Rank 2 of the Pattern Sphere). Setting triggers against iron is Matter 2, against cats is Life 2, and against Vampires is Life 2, Matter 2.

So your Ward that sets all Vampires who step within it on fire is Corr 2 (for the ward), Life 2, Matter 2 (to set it for Vampires), and Forces 2 or Forces 3/Prime 2.

Wonders (Inventions/Fetishes/Artifacts/Talismans)

For Mages and Sorcerers who want to make fetishes and talens, we use the ruleset from FORGED BY THE DRAGON'S FIRE. If you don't know or have that book, it's fine, we'll walk you through the process.