Advertisement
Guest User

Mage the Ascension Adhoc

a guest
Dec 18th, 2017
213
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.67 KB | None | 0 0
  1. Forces Sphere:
  2. Forces 1:
  3. -Detect Forces
  4. -Cantrips
  5.  
  6. Forces 2:
  7. -Control Existing Forces
  8.  
  9. Forces 3:
  10. -Create Forces
  11. -Flight
  12.  
  13. Forces 4:
  14. -Generate New Forces
  15.  
  16. Forces 5:
  17. -Enhanced Scale
  18. -Esoteric Forces [Black Holes, Etc]
  19.  
  20.  
  21. Matter Sphere:
  22. Matter 1:
  23. -Detect Matter [Specific Type]
  24. -Detect Matter [Determine Characteristics]
  25. -Cantrips
  26.  
  27. Matter 2:
  28. -Same State of Matter
  29. -Lethal Damage
  30.  
  31. Matter 3:
  32. -Other States of Matter
  33.  
  34. Matter 4:
  35. -Complex Machinery/Many Moving Parts
  36. -Aggravated Damage
  37.  
  38. Matter 5:
  39. -Enhanced Scale
  40. -Esoteric Materials [Antimatter, Etc]
  41.  
  42.  
  43. Coorespondance Sphere:
  44. Coorespondance 1:
  45. -Detect Space [Measure, Magical Modifications, Subspaces, Etc]
  46. -Cantrips
  47.  
  48. Coorespondance 2:
  49. -Noncombat Telekinesis
  50. -Flight
  51. -Scrying
  52. -Spacial Windows
  53.  
  54. Coorespondance 3:
  55. -Combat Telekinesis
  56. -Teleportation
  57. -Long Range Casting
  58.  
  59. Coorespondance 4:
  60. -Permament Portals
  61. -Multiple Places at once
  62.  
  63. Coorespondance 5:
  64. -Enhanced Scale
  65. -Combine Locations
  66.  
  67.  
  68. Time Sphere:
  69. Time 1:
  70. -Detect Time
  71. -Cantrips
  72.  
  73. Time 2:
  74. -Precognition
  75. -Postcognition
  76.  
  77. Time 3:
  78. -Stop Time
  79. -Reverse Time/Fast Forward Time
  80. -Haste/Slow
  81. -Lethal Damage
  82. -Hang Effects
  83.  
  84. Time 4:
  85. -Forward Time Travel [Anchor or Freefloating Anchor]
  86. -Swiftly change object's age
  87. -Aggravated Damage
  88.  
  89. Time 5:
  90. -Enhanced Scale
  91. -Backwards Time Travel
  92.  
  93.  
  94. Life Sphere:
  95. Life 1:
  96. -Detect Life [Presence, Type, Etc]
  97. -Specialized Senses [Infrared, Echolocation, Etc]
  98.  
  99. Life 2:
  100. -Improve Attributes/Abilities
  101. -Improve Secondary Traits [Lifting Strength, Movement Speed, Etc]
  102. -Heal Lethal Damage
  103. -Deal Lethal Damage
  104.  
  105. Life 3:
  106. -Modify Life [Usually limited to general body plan]
  107. -Heal Aggravated [Self Only]
  108.  
  109. Life 4:
  110. -Modify Life
  111. -Heal Aggravated [All]
  112. -Aggravated Damage
  113.  
  114. Life 5:
  115. -Enhanced Scale
  116.  
  117.  
  118. Mind Sphere:
  119. Mind 1:
  120. -Detect Minds
  121.  
  122. Mind 2:
  123. -Telepathy
  124. -Alter Mood
  125. -Improve Attribute/Ability
  126.  
  127. Mind 3:
  128. -Read Minds
  129. -Control Mind
  130. -Alter Mind [Limited]
  131. -Dreamwalk
  132. -Bashing Damage
  133.  
  134. Mind 4:
  135. -Alter Mind
  136. -Lethal Damage
  137.  
  138. Mind 5:
  139. -Enhanced Scale
  140. -Aggravated Damage
  141.  
  142.  
  143. Spirit Sphere:
  144. Spirit 1:
  145. -See/Hear Spirits
  146.  
  147. Spirit 2:
  148. -Interact with Spirits
  149. -Lethal Damage to Spirits
  150.  
  151. Spirit 3:
  152. -Summon Spirits
  153. -Step Sideways
  154. -Modify Spirit [As Life 3, no Healing]
  155. -Store Spirit [Some Spirits cannot be stored]
  156. -Banish Spirit [Return Spirit to Umbra]
  157.  
  158. Spirit 4:
  159. -Portals to Umbra
  160. -Bind Spirit
  161. -Aggravated Damage to Spirits
  162. -Modify Spirit [As Life 4, Heal Lethal]
  163.  
  164. Spirit 5:
  165. -Enhanced Scale
  166. -Modify Spirit [As Life 5, Heal Aggravated]
  167.  
  168.  
  169. Prime 1:
  170. -Detect Magic [Presence Only]
  171. -Quintessance is 20-Current Paradox
  172.  
  173. Prime 2:
  174. -Deal/Soak Aggravated Damage
  175. -Aggravated Damage
  176. -Detect Magic [Degree]
  177. -Create Sphere [When Combined with Sphere]
  178.  
  179. Prime 3:
  180. -Universal Countermagick
  181. -Move Quintessance
  182. -Hang Effect
  183.  
  184. Prime 4:
  185. -Create Wonders
  186.  
  187. Prime 5:
  188. -Enhanced Scale
  189. -Create Node
  190. -Draw Quintessance
  191. -Negate Paradox
  192. -Create Avatars
  193. -Awaken Others
  194. -Raise Avatar Rating
  195.  
  196. Entropy Sphere:
  197. Entropy 1:
  198. -Determine Probability
  199.  
  200. Entropy 2:
  201. -Modify Probability [Matter]
  202. -Lethal Damage
  203. -Improve Ability [Almost Any]
  204.  
  205. Entropy 3:
  206. -Modify Probability [Life]
  207. -Aggravated Damage
  208.  
  209. Entropy 4:
  210. -Modify Probability [Mind]
  211.  
  212. Entropy 5:
  213. -Enhanced Scale
  214.  
  215.  
  216.  
  217. Average Magic DC:
  218. -3+Highest Sphere used
  219.  
  220. Number of Witnesses:
  221. 1-10 +1
  222. 10-99 +2
  223. 100+ +4
  224.  
  225. -DC can't be lower then 3
  226. -Up to Avatar in Quintessance can be spent at once.
  227.  
  228. Damage/Healing: 2d10 per success
  229. -Forces is usually Aggravated and deals +1 DMG
  230. -Prime deals Aggravated
  231. -Most other magic is Lethal
  232. -Except Mind which is Bashing
  233.  
  234. Duration:
  235. -Turn [Free, Every higher rank required another Success]
  236. -Scene
  237. -Day
  238. -Month
  239. -Permament
  240.  
  241. Targets:
  242. -First target is zero successes, 1 success per 2 additional targets
  243.  
  244. Scale:
  245. -Individual [Free, Every higher rank required another Success]
  246. -Small Room
  247. -Large Room
  248. -Building
  249. -Large Building/Football Field
  250.  
  251. Enhanced Scale:
  252. -Large Room [or a few dozen targets] [Free, Every higher rank required another Success]
  253. -Large Building
  254. -City Block
  255. -Several City Blocks
  256. -City [and surrounding area]
  257.  
  258.  
  259. Common Modifications:
  260. -Raise/Lower Attribute [1 per success plus duration]
  261. -Raise/Lower Ability [2 per success plus duration]
  262. -Modify Secondary Trait [Double or Half for 1 success, then 2 for each after]
  263. -Shield [-1d10 incoming attacks per success plus duration]
  264.  
  265. Manipulate Minds: DC is Willpower
  266. -1 success to forbid simple action
  267. -2 successes for simple command/modification
  268. -3 successes for total control for 1 turn
  269. -4 successes for total control for 1 scene
  270.  
  271. Umbra Rules:
  272. DC 3 one success at a Node
  273. DC 5 two success deep wilderness
  274. DC 6 two successes countryside
  275. DC 8 three successes urban area
  276.  
  277. Summoning Spirits
  278. -DC is set by the Umbra rules
  279. -Successes is set by the power of the spirit not by the area
  280. -Area rules however set minimum successes
  281.  
  282. Bind Spirits:
  283. -Successes required is set per Manipulate Minds rules
  284.  
  285. Time-Scrying Past:
  286. 2: See 95%+ accurate view of any event in past century
  287. 3: See 95%+ accurate view of any event in the past thousand years.
  288. 4: See 95%+ accurate view of any event in recorded history
  289. 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.
  290.  
  291. Time-Scrying Future:
  292. -The more successes the more plot hints I give
  293.  
  294. Teleportation:
  295. -2 successes, requires direct perception or a strong connection
  296. -4 successes, teleport an unwilling target, requires direct perception or strong connection
  297.  
  298. Paradox:
  299. 0-10: Minor Hallucinations, Bashing Damage, Small Debuffs
  300. 11-20: Lethal Damage, Quiet, Etc
  301. 21+: Aggravated Damage, Death, Etc
  302. -If an Effect rolls 0 successes or is seen by Sleepers you gain Paradox equal to the highest Sphere used in the Effect
  303. -If the only 'witness' to a Mind Effect is the victim of the effect, Paradox is gained only on a failure.
  304. -Rituals cause Paradox per roll
  305.  
  306. Counter-Magic:
  307. -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].
  308.  
  309. Quintessance:
  310. -Perception+Meditation points per day, usually in one sitting [usually meditation, prayer, or study]. This takes at least one hour.
  311. -Node has Rating x10 per week to absorb across all Mages.
  312.  
  313. Successes:
  314. 1 [Sphere Rank 1 effect for a scene, cantrips, most effects for 1 turn]
  315. 2 [Average Effect]
  316. 3+ [Modifications from Variables]
  317. 4-5 [Defeat Enemy]
  318. 6-12 [Average Ritual]
  319. 13-20 [Powerful Ritual]
  320.  
  321.  
  322.  
  323. General Explanations for Anon:
  324. -Spellcasting is just rolling Arete
  325. -You can't roll more successes in a Ritual then Arete+Max WP
  326. -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.
  327. -All rules about needing spheres for targeting are ignored. Most effects only need one Sphere, no effect should ever require more then three.
  328. -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.
  329. -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.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement