Difference between revisions of "Mages"

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===='''Dynamic Magic'''====
 
===='''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.
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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
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'''Craft Modifiers'''
 
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| Spell is Vulgar(ST discretion) || *2
 
| Spell is Vulgar(ST discretion) || *2
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|- Spell is not a one-time use || *2
 
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| Bathed in dragonfire or other special material || -5
 
| Bathed in dragonfire or other special material || -5
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'''Example''' I would like a spell that alerts me whenever a vampire enters my city, the spell's concept is fairly simple and the base spheres required are: entropy(1) and correspondence(3) for a total of diff 20, the spell can detect multiple targets so it doubles to 40, they want it to last forever, so it doubles again to 80, the spell effects a city so the spell multiplies a final time to diff 400. A group of 5 mages with 5 actions/month could complete this spell in 16 months. A smaller version to a building would take them 2 months.
  
 
===='''Paradox'''====
 
===='''Paradox'''====

Revision as of 07:25, 22 May 2023

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)

Example I would like a spell that alerts me whenever a vampire enters my city, the spell's concept is fairly simple and the base spheres required are: entropy(1) and correspondence(3) for a total of diff 20, the spell can detect multiple targets so it doubles to 40, they want it to last forever, so it doubles again to 80, the spell effects a city so the spell multiplies a final time to diff 400. A group of 5 mages with 5 actions/month could complete this spell in 16 months. A smaller version to a building would take them 2 months.

Paradox

Mage backgrounds

Quiet

Wonders

Rotes

Traditions