Magickal Reference Charts

## Base Casting Roll

Base Casting Roll
 Vulgar without Witnesses
 Vulgar with Witnesses

## Paradox Points Generated

Paradox Points Generated
 Vulgar without Witnesses
 Vulgar with Witnesses

## Degrees of Success

• Botch: Character makes a critical mistake, wasting the Effect and all associated efforts. Mage gets Paradox points based upon the Spheres and level of vulgarity involved.

• Total Failure: No successes. Effect falls short. Mage can try again at +1 difficulty.

• Partial Success: Player scores roughly half of the Suggested Successes, giving imperfect results. Mage can keep going, at +1 difficulty.

• Success: Player scores at least 100% of the Suggested Successes. Effect goes as planned.

• Extraordinary Success: Player scores at least three successes above the Suggested Successes. Mage enjoys some bonus – extra Damage or Duration, high-quality item, loyal spirit, etc. – to be decided at Storyteller’s option based upon nature of the Effect.

## Correspondence Sphere Ranges

Correspondence Sphere Ranges
 Two
 Three
 Four
 Five
 Six+

## Base Damage and Duration Chart

Base Damage and Duration Chart
 Two
 Three
 Four
 Five
 Six+

### **Notes**

Damage also reflects the number of health levels healed by the Life Sphere, or the points of Quintessence channeled by the Prime Sphere.

To preserve game balance, the Storyteller may choose to cap damage at 20 health levels (10 successes, or nine successes for Forces Sphere attacks).

### **Magickal Damage**

* Bashing Damage: Mind Sphere Effects
* Lethal Damage: Most other Sphere Effects.
* Aggravated Damage: Any Sphere when charged with Prime 2 and a point of Quintessence. Fire or electrical Forces Effects. Vulgar Entropy-, Life- or Prime-based Effects that directly disrupt the target’s Pattern.

Correspondence and Time inflict no damage unless they’re combined with other Spheres.

The Forces Sphere adds one automatic success to Damage.

Entropy inflicts damage only through indirect attacks until Rank 4; after that, damage is aggravated.

## Teleportation Locations

Teleportation Locations
 Two
 Three
 Four
 Five
 Six+

## "I Disbelieve!"

Only vs. mental illusions. Roll Willpower, five successes or more.

Disbelieving Illusions
 Hard to swallow
 Implausible
 Possible
 Probable
 Likely
 Too damned likely!

To spot flaws in “physical” illusions, roll Perception + Alertness as described above.

## Feats of Illusion

Feats of Illusion
 Two
 Three
 Four
 Five
 Six+

### Notes

#### Types of Illusions

* Mental illusions = Mind 2+ (only in target’s mind; usually coincidental)
* “Physical” illusions = Forces 2+/ Prime 2+ (visible to all witnesses; manipulate elemental forces to manifest sensory components)
* Immersive illusions = Forces 4+/ Prime 4+ (“holodeck” level of apparent reality

#### Damage & Duration

Illusions don’t normally inflict damage unless “damage levels” are purchased as described below. Illusions may indirectly lead witness into dangerous situations, as described under.

#### Environmental Hazards.

* Mind = bashing damage
* Mind 3/ Life 3 = aggravated damage
* Forces = bashing or lethal, depending upon elements involved

Default Duration is one scene. Additional levels of Duration, or “damage levels” of two levels of damage, may be purchased for one additional success, each level, above the Base. One day + two levels of damage, for example, would require two additional successes.

## Gauntlet Ratings

Gauntlet
 Deep Wilderness
 Rural Countryside
 Most Urban Areas
 Downtown
 Technocracy Lab

### Notes

An area’s Gauntlet Difficulty may vary with time and circumstances; a dark alley on Halloween night might have a Gauntlet of 6, whereas a rigidly cultivated garden at noon could have a Gauntlet of 8.

## Time Sphere Timelines

Time Sphere Timelines
 Two
 Three
 Four
 Five
 Six+
 Ten+

### Notes

Timespan limits apply only to looking or reaching through time, not to the duration of a given Effect.

## Feats of Time Magick

Feats of Time Magick
 Four
 Five
 Eight
 10-20
 20+

### Notes

Feats that rewind time add +3 to the difficulty

Feats that affect time beyond personal perceptions (viewing through time, for instance) are almost always vulgar magick.

## Paradox Backlash

Storyteller rolls one die for each point of Paradox in character’s current Paradox pool, against difficulty 6.

Paradox Backlash Rolls
 No Successes
 1-5
 6-10
 11-15
 16-20
 21+

## Quiet

Levels of Quiet
 2
 3
 4
 5
 6

Mindscape Rolls (Difficulty for all is Quiet Level + 3)
 Meditate into Demesne
 Reduce time in mindscape
 Communicate to outside

## Quintessence Amounts

Per body, in points, that can be extracted with Prime Sphere Effects.

Quintessence Amounts
 Large animal (wolf, horse, human)
 Powerful animal (tiger, elephant, whale)
 Changeling
 Mage
 Spirit
 Vampire
 Werecreature

## Common Magickal Effects

Entries reflect whichever Spheres apply to the feat in question. Transforming an object into air or fire would be Forces 3/ Matter 2, whereas liquefying it would simply be Matter 2.

Many Sphere listings feature two Sphere levels. The first lets a mage work on herself, and the second (in parentheses) allows her to work on others. Changing your own shape, for example, requires Life 4, but changing someone else’s shape demands (Life 5).

Other workings begin small but then escalate their effects with higher Sphere levels; these workings have been marked with a “+.”

Entries with [brackets] have several possibilities, which depend upon the Sphere used in the Effect. For example, [appropriate elemental Sphere] could mean Forces, Life, or Matter, depending upon the element the mage is working with.

Given the flexibility of the Spheres, there may be several options when performing a particular feat. The methods listed below are simply the easiest ways to cast a spell, not necessarily the only ways to do it. Common alternatives for the same task are separated by semi-colons.

Fate and Fortune
 Bless/ Curse
 Cause Decay
 Spot Weakness

Crafting Wonders
 Fetish
 Periapt/ Matrix
 Talisman
 Trinket

More info on Wonders and their crafting can be found here

Illusions (see Feats of Illusion chart)
 Mental Illusions That Inflict Damage
 “Physical” Illusions
 Immersive Illusions

\* Turning back time adds +3 difficulty and is always vulgar.

\* Costs one Quintessence per health level inflicted