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- Forces Sphere:
- Forces 1:
- -Detect Forces
- -Cantrips
- Forces 2:
- -Control Existing Forces
- Forces 3:
- -Create Forces
- -Flight
- Forces 4:
- -Generate New Forces
- Forces 5:
- -Enhanced Scale
- -Esoteric Forces [Black Holes, Etc]
- Matter Sphere:
- Matter 1:
- -Detect Matter [Specific Type]
- -Detect Matter [Determine Characteristics]
- -Cantrips
- Matter 2:
- -Same State of Matter
- -Lethal Damage
- Matter 3:
- -Other States of Matter
- Matter 4:
- -Complex Machinery/Many Moving Parts
- -Aggravated Damage
- Matter 5:
- -Enhanced Scale
- -Esoteric Materials [Antimatter, Etc]
- Coorespondance Sphere:
- Coorespondance 1:
- -Detect Space [Measure, Magical Modifications, Subspaces, Etc]
- -Cantrips
- Coorespondance 2:
- -Noncombat Telekinesis
- -Flight
- -Scrying
- -Spacial Windows
- Coorespondance 3:
- -Combat Telekinesis
- -Teleportation
- -Long Range Casting
- Coorespondance 4:
- -Permament Portals
- -Multiple Places at once
- Coorespondance 5:
- -Enhanced Scale
- -Combine Locations
- Time Sphere:
- Time 1:
- -Detect Time
- -Cantrips
- Time 2:
- -Precognition
- -Postcognition
- Time 3:
- -Stop Time
- -Reverse Time/Fast Forward Time
- -Haste/Slow
- -Lethal Damage
- -Hang Effects
- Time 4:
- -Forward Time Travel [Anchor or Freefloating Anchor]
- -Swiftly change object's age
- -Aggravated Damage
- Time 5:
- -Enhanced Scale
- -Backwards Time Travel
- Life Sphere:
- Life 1:
- -Detect Life [Presence, Type, Etc]
- -Specialized Senses [Infrared, Echolocation, Etc]
- Life 2:
- -Improve Attributes/Abilities
- -Improve Secondary Traits [Lifting Strength, Movement Speed, Etc]
- -Heal Lethal Damage
- -Deal Lethal Damage
- Life 3:
- -Modify Life [Usually limited to general body plan]
- -Heal Aggravated [Self Only]
- Life 4:
- -Modify Life
- -Heal Aggravated [All]
- -Aggravated Damage
- Life 5:
- -Enhanced Scale
- Mind Sphere:
- Mind 1:
- -Detect Minds
- Mind 2:
- -Telepathy
- -Alter Mood
- -Improve Attribute/Ability
- Mind 3:
- -Read Minds
- -Control Mind
- -Alter Mind [Limited]
- -Dreamwalk
- -Bashing Damage
- Mind 4:
- -Alter Mind
- -Lethal Damage
- Mind 5:
- -Enhanced Scale
- -Aggravated Damage
- Spirit Sphere:
- Spirit 1:
- -See/Hear Spirits
- Spirit 2:
- -Interact with Spirits
- -Lethal Damage to Spirits
- Spirit 3:
- -Summon Spirits
- -Step Sideways
- -Modify Spirit [As Life 3, no Healing]
- -Store Spirit [Some Spirits cannot be stored]
- -Banish Spirit [Return Spirit to Umbra]
- Spirit 4:
- -Portals to Umbra
- -Bind Spirit
- -Aggravated Damage to Spirits
- -Modify Spirit [As Life 4, Heal Lethal]
- Spirit 5:
- -Enhanced Scale
- -Modify Spirit [As Life 5, Heal Aggravated]
- Prime 1:
- -Detect Magic [Presence Only]
- -Quintessance is 20-Current Paradox
- Prime 2:
- -Deal/Soak Aggravated Damage
- -Aggravated Damage
- -Detect Magic [Degree]
- -Create Sphere [When Combined with Sphere]
- Prime 3:
- -Universal Countermagick
- -Move Quintessance
- -Hang Effect
- Prime 4:
- -Create Wonders
- Prime 5:
- -Enhanced Scale
- -Create Node
- -Draw Quintessance
- -Negate Paradox
- -Create Avatars
- -Awaken Others
- -Raise Avatar Rating
- Entropy Sphere:
- Entropy 1:
- -Determine Probability
- Entropy 2:
- -Modify Probability [Matter]
- -Lethal Damage
- -Improve Ability [Almost Any]
- Entropy 3:
- -Modify Probability [Life]
- -Aggravated Damage
- Entropy 4:
- -Modify Probability [Mind]
- Entropy 5:
- -Enhanced Scale
- Average Magic DC:
- -3+Highest Sphere used
- Number of Witnesses:
- 1-10 +1
- 10-99 +2
- 100+ +4
- -DC can't be lower then 3
- -Up to Avatar in Quintessance can be spent at once.
- Damage/Healing: 2d10 per success
- -Forces is usually Aggravated and deals +1 DMG
- -Prime deals Aggravated
- -Most other magic is Lethal
- -Except Mind which is Bashing
- Duration:
- -Turn [Free, Every higher rank required another Success]
- -Scene
- -Day
- -Month
- -Permament
- Targets:
- -First target is zero successes, 1 success per 2 additional targets
- Scale:
- -Individual [Free, Every higher rank required another Success]
- -Small Room
- -Large Room
- -Building
- -Large Building/Football Field
- Enhanced Scale:
- -Large Room [or a few dozen targets] [Free, Every higher rank required another Success]
- -Large Building
- -City Block
- -Several City Blocks
- -City [and surrounding area]
- Common Modifications:
- -Raise/Lower Attribute [1 per success plus duration]
- -Raise/Lower Ability [2 per success plus duration]
- -Modify Secondary Trait [Double or Half for 1 success, then 2 for each after]
- -Shield [-1d10 incoming attacks per success plus duration]
- Manipulate Minds: DC is Willpower
- -1 success to forbid simple action
- -2 successes for simple command/modification
- -3 successes for total control for 1 turn
- -4 successes for total control for 1 scene
- Umbra Rules:
- DC 3 one success at a Node
- DC 5 two success deep wilderness
- DC 6 two successes countryside
- DC 8 three successes urban area
- Summoning Spirits
- -DC is set by the Umbra rules
- -Successes is set by the power of the spirit not by the area
- -Area rules however set minimum successes
- Bind Spirits:
- -Successes required is set per Manipulate Minds rules
- Time-Scrying Past:
- 2: See 95%+ accurate view of any event in past century
- 3: See 95%+ accurate view of any event in the past thousand years.
- 4: See 95%+ accurate view of any event in recorded history
- 5+: See 95%+ accurate view of any event NOT recorded in history, either because it happened in prehistory or because it happened in a 'mythic' time period.
- Time-Scrying Future:
- -The more successes the more plot hints I give
- Teleportation:
- -2 successes, requires direct perception or a strong connection
- -4 successes, teleport an unwilling target, requires direct perception or strong connection
- Paradox:
- 0-10: Minor Hallucinations, Bashing Damage, Small Debuffs
- 11-20: Lethal Damage, Quiet, Etc
- 21+: Aggravated Damage, Death, Etc
- -If an Effect rolls 0 successes or is seen by Sleepers you gain Paradox equal to the highest Sphere used in the Effect
- -If the only 'witness' to a Mind Effect is the victim of the effect, Paradox is gained only on a failure.
- -Rituals cause Paradox per roll
- Counter-Magic:
- -You can roll your Arete score as a Dodge roll to counter a spell used on you. This takes your next action just like Dodging would. To do so you must know the highest Sphere involved in the Effect [or have Prime 3].
- Quintessance:
- -Perception+Meditation points per day, usually in one sitting [usually meditation, prayer, or study]. This takes at least one hour.
- -Node has Rating x10 per week to absorb across all Mages.
- Successes:
- 1 [Sphere Rank 1 effect for a scene, cantrips, most effects for 1 turn]
- 2 [Average Effect]
- 3+ [Modifications from Variables]
- 4-5 [Defeat Enemy]
- 6-12 [Average Ritual]
- 13-20 [Powerful Ritual]
- General Explanations for Anon:
- -Spellcasting is just rolling Arete
- -You can't roll more successes in a Ritual then Arete+Max WP
- -Prime 2 allows you to create any Sphere out of nothing, not just Pattern spheres. For instance Spirit 3/Prime 2 would be sufficient to create a spirit and Coorespondance 3/Prime 2 would allow you to stretch hallways or create bags of holding or Whovian geometries.
- -All rules about needing spheres for targeting are ignored. Most effects only need one Sphere, no effect should ever require more then three.
- -There is no such thing as Vulgar with Witnesses in my game, the question is purely whether anyone can see you, and whether the magic performed is clearly impossible [as opposed to merely unlikely]. If someone sees you perform something impossible, Paradox. If no one sees you, or its excusable, no Paradox.
- -If the damage seems low, since its in dice not levels, I should clarify that in my campaign "Minions" die automatically if they suffer 3 or more Health levels at once meaning the average skilled marksman or well-thrown fireball is going to kill a non-supernatural most of the time.
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