Arete and Abilities
Arete provides raw magical
power, the capacity of a willworker to directly manipulate reality. What it does
not do as well is reflect how much the mage understands of what hes doing.
Spheres also reflect the steps of a mages potential to change the world.
A Sphere provides the framework for what the mage can do. At level 1, he can sense
a part of reality, at level 3 he can make significant changes to that reality.
However, Spheres show the scope, and the limits of a mages power, but they are a poor way to measure a willworkers understanding of the universe. They cannot be a measure of that understanding, because that is what Abilities are for. An Ability shows the training, the knowledge, and the skill developed by a willworker in dealing with the world already.
Knowledge and skill is just as important to the working of ones will as raw might. In fact, a case could be made that these things are more important, simply because if a mage does something poorly, or without an understanding of what hes doing, then reality itself will punish him for his failure.
All true magic is rolled using Arete + Ability, where the Ability in question applies to the effect being cast. If a mage wants to heal someone, Medicine is an appropriate Ability, as is Lore (Herbalism). If a mage wants to create a magical ward, Mystic Defenses is an appropriate Ability, as is Shape of Space. Difficulties for these rolls are calculated as usual, with highest Sphere + 3 for coincidental magics, +4 for Vulgar without Witnesses or Edge of Coincidence magics, and +5 for Vulgar with Witnesses effects.
No more than one Ability can be applied at a time to any one effect. The ST makes the final decision on which Ability is most appropriate, although the players are welcome to make suggestions. A modifier for an Ability applies to magic as well, so if the ST asks for a skill in a class Ability, the willworker may try another skill in that Ability with the appropiate modifier.
So long as the mage has the proper Spheres, any effect can be attempted, even if the mage does not have an appropriate Ability. He then just rolls his Arete score normally.
A player should note some of the Abilities required for the effects he wishes to use the most often.
Successes from the Arete + Ability roll are spent in the effects Parameters, of either Range, Area, Duration, or Effect. No more than twice the mages Arete score in successes from a single may be placed into any one Parameter. Therefore a mage with Arete 3 can only put 6 successes in one Parameter during a roll. He may add more if he extends the effect.
Rotes have some advantages over an off-the-cuff effect. First, a rote never incurs a fastcast penalty. Second, if a rote is cast successfully, it gives an additional +1 success to apply to one of the Parameters.
Every character can start with up to 5 rotes if they wish, and others may be learned in the course of play.
Example rotes:
All-Around Awareness
Spheres: Corr 1 Required Parameters: 1 succ. for Area,1 succ. for Effect
This rote allows the mage to expand his normal senses in a 360º area around his body. Additional successes can go into Area; this is the maximum distance that the 360º range applies. Successes can also be spent in Duration, to keep the rote from having to be maintained.
Heal Plants
Spheres: Life 2 Required Parameters: 1 succ for Effect
With a gentle touch, the mage can breathe life back into a plant. Successes can go either into Range or Effect. Each success in Effect allows the plant to recover 1 level of damage or overcome three days worth of drought, disease or parasites.
Telepathy
Spheres: Mind 3 (Corr 2 may be added) Required Parameters: 1 success in Range, 2 successes in Effect
Using this rote allows a mage to set up a mental communication with another person. Additional successes in Range allow the mage to maintain the communication over a distance, and Corr 2 may be used to increase this range dramatically. More people may be brought into the communication for one more success in Effect per person. The initiating mage is the center of this communication, and if he is rendered unconscious or drops the effect, all others lose contact.
Any mage starting an effect meant to take place in the same round is considered "fastcasting" and suffers a +1 difficulty to the effect. He may avoid this by spending a round building the effect, which takes place in the next round. He may take other physical actions (at no penalty if he is multitasked) in both rounds.
A young student of the martial arts may shatter cinderblocks with his fist if given time to prepare himself, find his center of focus, and build up the necessary chi. A master has practiced this process so many times that it is instinctive, and he can shatter a cinderblock with a second of concentration. In this way, a mage who has practiced an effect until it becomes a Rote can execute it quickly and surely. A rote never suffers a fastcast penalty.
And that is what makes them so frightening. They can work over time, work together, and reshape reality to a degree to an unbelievable degree.
The limit of number of successes which may be placed in a Parameter only applies to each single roll. Over the course of several rolls, even an Arete 3 mage can accumulate 20 successes in a single Parameter. His only limitation is that he cannot place more than 6 successes per roll into that Parameter.
Every roll after the first has a cumulative +1 difficulty penalty. This may be countered with Quintessence or other difficulty-reducing modifiers, to a maximum effect of the initial base difficulty 3. For example, a coincidental Correspondence 2 scry has a difficulty of 5 for the first roll. Minimum difficulty for any magical effect is 3. After focus and extra time, the mage gains this 2 to diff. A second roll in a ritual is diff 6, a third roll is diff 7, and a fourth roll is diff 8. A mage with Avatar 4 could spend up to 4 Quintessence to keep the difficulty down to three for the initial three roll, and 4 for the fourth.
In a combat situation, it is possible but difficult to extend some effects. The ST may decide that certain effects simply cannot happen in the space of a combat round. If the effect may be extended, it takes 1 WP or 3 Quintessence for each extension. The normal costs for extended effects still apply.
No ritual may be extended more than one roll per point of Temporary Willpower. If the Temporary Willpower is reduced below the number of rolls already taken (for example, a point of Willpower is spent to avoid Paradox), then the ritual ends immediately.
Any time a ritual lasts more than 30 minutes, the participants must roll Stamina + Endurance, difficulty 7. They need one success per extended roll, or be exhausted and at 3 dice penalty to any action. It takes three hours of rest to overcome this exhaustion. Life 3 can be used to overcome the strain, but it imposes a +1 difficulty penalty to any magic actions until real rest can be had.
Clashing paradigms add +3 difficulty to any ritual attempt. Different but not opposed paradigms add +2 difficulty. Similar (but not closely connected) paradigms add +1 difficulty. These penalties are cumulative. It is possible to roll Charisma + Rituals, difficulty equal to that of the rituals first casting (with all penalties), to counter paradigm differences. Each success reduces paradigm differences by 1. This does not stop the leader from using Intelligence + Rituals to reduce the rituals time.
In truly large rituals, every five willworkers above the leaders Arete limit, and every ten non-mage participants will add +1 success to the first roll.
The rituals leader determines the Abilty being used. Participants without this Ability may still roll Arete, but are usually of different paradigms. The mage may only distribute as many successes in one Parameter as the the combined Arete scores of the participants times 2. That means a ritual with three mages, Arete 3, Arete 2, and Arete 2, may only place 14 successes from one roll in any Parameter.
A group ritual is almost impossible to organize during a combat. If the group was assembled in anticipation of a battle, then they may work together for one effect roll. Extensions in combat work as above, with every participant paying the price of 1 WP or 3 Quintessence per roll.
If any member of a group ritual botches, then all will suffer the Paradox, and each must pay the Willpower to avoid it individually. A single members failure, even the leaders, does not matter so long as the others still gain at least one success between them.
The only difference in this system is that now the player decides how much of each of these his character is doing.
The mages Sphere level determines the limits of his magic. The mages successes determines just what the magic does within those limits.
After making the Arete + Ability roll, the mage then chooses where to put divide the successes. Remember that a rote gives a mage one bonus successes to go into a Parameter.
With no successes, range
is anywhere from touch to 1 meters per dot of Arete. 1 success allows a range of 10 meters per dot of Arete. 2 successes
allows a range of 20 meters per dot of Arete, 3 successes allows a range of
30 meters per dot, and so on..
If Correspondence 2 is being used, then one success is spent per level of range
on the Correspondence chart. Therefore, an effect using Corr 2 and with three
successes in Range can reach 50 kilometers away.
No successes in this Parameter means area of
effect is always one person or one object, no larger than 100 lbs. per dot of Arete.
For sensory magics, including scrying, 1 success equals a 10 meter radius per
dot of Arete that can be sensed. 2 successes equals a 40 meter radius, 3 successes
equals a 30 meter radius, and so on. Correspondence 2 multiples sensory radius x 10. This requires one success in Correspondence Effect. Some wards and other protections may block sensory magics in this area, creating a blind spot. The rest of the area is unaffected.
Direct Effect magics are those which affect patterns in living or sentient beings. This can include many Life, harmful Mind, Spirit and Time magics. When in doubt, if the effect is meant to change the state of being of something alive or sentient, then assume it is a Direct Effect. Sphere Level 2 Direct Effects can only have one target. Level 3 magics can affect one additonal person per 5 successes. Level 4 magics can affect one additional person per success. Level 5 magics can affect five additional people per success.
Indrect Effect magics are those which affect unliving or insentient objects. This normally will include Entropy, Forces and some Prime magics. When in doubt, if the effect is meant to change the state of materials, dead materials, energy or raw ephemera, then assume it is an Indirect Effect. Sphere Level 2 Indirect Effects can only have one target. Level 3 magics can affect five meters per dot of Arete. Level 4 magics can affect ten meters per dot of Arete. Level 5 magics can affect 20 meters per dot of Arete. Note that damaging magics will deal its full damage to all within the target area (minus soak, if any) equally. No successes in Duration means that the effect is instant. The magic dissipates after it produces its results.
Enchantment applies to magics implanted into objects or areas, always with a ritual, that tie their effects to those specific patterns. This category applies to Correspondence or Spirit Wards and Bans, the creation of Talismans, and other such effects. Without the use of the Prime Sphere, such effects last one week per success. Prime can greatly increase these durations: for one success put into Effect for Prime, the duration increases according to the level of Prime being used. Prime 2 gives one month per success, Prime 3 gives three months per success, Prime 4 gives six months per success and Prime 5 gives one year per success.
Direct, or Combat, Effects are those which are meant to cause rapid changes to a target or targets during a conflict. These kinds of effects are normally damaging or healing magics, such as Forces attacks or Life healings. Successes in Duration here means the effect will carry over for another round at full power; so that if a mage uses Mind 3 to create a lasting psychic attack and puts one success into Duration, then the attack strikes again in the next round. Higher-level Spheres are easier to give durations than lower levels. Sphere Level 2 effects gain one additional round per two successes. Level 3 effects gain one additional round per success. Level 4 effects gain two additional rounds per success. Level 5 effects gain three additional rounds per success. With one success put into Effect for Prime, this Sphere can multiply the overall duration.
Dynamic Effects are those which makes an alteration of an object or being that is making active use of what has been altered. Growing new muscles with Life 3 is such a change, as is improving one's reflexes or making ammunition cause more damage before it is fired. Many Correspondence, Entropic and Forces effects fall under this category, as do some Life effects such as Better Body or adding new limbs such as wings. Sphere Level 2 effects last one minute per dot of Arete per success. Level 3 effects last ten minutes per dot of Arete per success. Level 4 effects last one hundred minutes (one hour and forty minutes) per dot of Arete per success. Level 5 effects last one thousand minutes (sixteen hours, forty minutes) per success. With one success put into Effect for Prime, this Sphere can multiply the overall duration.
Static Effects are those which make alterations in objects or beings that do not actively use these alterations. Altering one's skin color is one such change, as is creating a simple object or transmuting one metal into another or increasing one's senses. This category can be tricky, so ask the ST before deciding whether an Effect is Dynamic or Static. Most forms of subtle magics, especially using Life, Matter, Prime or Spirit, fall under this category. Sphere Level 1 magics last five minutes per dot of Arete per success. Level 2 magics last ten minutes per dot of Arete per success. Level 3 magics last one hundred minutes (one hour, forty minutes) per dot of Arete per success. Level 4 magics last one thousand minutes (sixteen hours, forty minutes) per dot of Arete per success. Level 5 magics last ten thousand minutes (one hundred sixty six hours, forty minutes) per success. With one success put into Effect for Prime, this Sphere can multiply the overall duration.Range
Area
Duration
Effect
This is where all the magic
really happens. Most of what follows are general guidelines for how to use successes
in these areas, it is not intended to be comprehensive. In general, it takes at
least one success to initiate any effect.
Any use of magickal senses requires at least one success in Effect, additional successes can be used to defeat protective defenses or to increase level of detail.
The player is encouraged to suggest their own effects, using these guidelines. The Storyteller will make the final decision for how many successes will be required to perform the effect.
Note that the Spheres may have different effect charts. These supersede the ones found in the Mage book.
Correspondence
* No one has effectively gone
farther than this distance; extra successes would apply to defeating wards, fulfilling
relationship requirements, or precise coordinates.
Scries
Apportation/Teleportation
Altering Space
Parallaxing
A Correspondence 4 ward can have more than 20 successes of protection.
d) Correspondence 5 fields can block any object that tries to cause harm to a person or in an area. Only the casting mage can cause damage to someone inside the field. All other successes work as a ban.
Entropy
Dim MakThe mage can use Entropy 1 to know when hes most vulnerable. Each success gives him one die to his next defensive action.
Luck
Decay
Fate
Forces
Life
Injury
Alterations
Improvements
c) Life 4 allows the mage to Better Body another person, with the same successes as above. At this level, if he consistently uses Better Body every day he trains for a new Attribute, he may either halve the required training time or the experience cost.
Creation
Matter
Matter 2 may only affect an object no bigger than 100 lbs. Matter 3 can affect objects from 100 to 1000 lbs. Matter 4 can affect objects larger than 1000 lbs.
Damage and Repair
Transformations
Shaping
Creation
b) With Matter 3, he may create a simple substance that lasts according to the Duration parameter.
Mind
Many direct commands can be resisted by Willpower, difficulty equal to the willworkers base difficulty. Therefore, a mage using Mind 5 to issue a sudden order to a target (diff. 9 after fastcast) must be resisted at difficulty 9.
Reading and Sending Thoughts
Controlling Minds
Improving
Damage
Prime Absorbing and Channeling
Manipulations
Damage
Reality and Paradox
Spirit Gauntlet
Dealing with Spirits
Damage and healing
Time Sensing Past or Future
Shifting Time
Travelling
Examples
There is no way to list all
the possible ways Abilities can be used in this way, so here are two examples.
Al is an Akashic Brother, with Corr 2, Forces 2, Mind 3, Life 2, Arete 3. He has Awareness 3, Martial Arts 4, Melee 4, Rapport 3 and Shape of Space 2.
Al wishes to scan for his enemy Bob. He performs his mind-cleansing breathing exercises and opens his senses to the chi of the world. He is using Corr 2, difficulty 5 (reduced to 4 for using a focus), and will roll Arete 3 + Awareness 3. He gets 4 successes on his first rolls, and puts 1 success into opening the portal, and 3 successes into covering the relationship between himself and Bob (which is Familiar). He automatically covers the first step on the Corr chart, which is 5 kilometers. He extends the rolls once, getting 3 successes this time. He puts 3 successes into the distance, and finds Bob up to 100 kilometers away.
Next, Al wishes to send Bob a mental challenge. He will use the open portal, and send the challenge with Corr 2 Mind 3, difficulty 6. The ST determines this to be an Arete + Rapport roll. Al gets 3 successes. He puts one into tying this into the scrying portal, and spend 2 more to initiate the mental link briefly.
When Bob finally shows up to fight Al, the two trade blows for a few moments to gauge each others skills. Al finally sees an opening and decides to use his Bear Slaps the Water rote. This rote is marked as needing Forces 2, and is tied to his Martial Arts. A special note says that he must successfully strike the target, and then place 1 success in Duration and all other successes in Effect. The difficulty of his effect is 5 (he takes no penalty for fastcasting, because this is a rote), and he rolls Arete 3 + Martial Arts 4. Al spends a WP point and has an incredible result of 8 successes. He places the one into Duration so that the slap will stun Bob for two rounds. He can only place 6 successes in effect (double his Arete), so he puts another success in Duration. The rote permits him to reduce the targets dice pool while stunned as well as cause damage. He puts 3 successes into damage (Forces means this causes 4 levels of damage) and 3 into dice pool reduction. For two full rounds, Bob is 3 to all dice pools.
After Al is victorious, he has taken a few levels of damage. He goes into a deep meditation and focuses his chi into healing. The ST decides that none of Als Abilities work with this, but allows the use of his focus. Al uses Life 2, diff 5, and rolls Arete 3, getting 2 successes, both of which he puts into Effect to heal two levels of damage.
Carrie is an Iteration X hacker, with Corr 3, Forces 3, Mind 3, Arete 3. She has Computers 4, Engineering (Computers) 3, Hypertopography 2, Stealth 3, Science (Electronics) 3 and Psyche 2.
Carrie spots Dave, a VA friend, racing through the Web. He challenges her to race him to the Playground. She decides shes going to cheat and fold virtual space to make her trip quicker. She wants to use Corr 3 Forces 3 to speed up data transfer and to put her Icon through at full bandwidth. Carrie wishes to use Computers, but the ST determines this to be an Engineering (Computers) roll, difficulty 6. She rolls Arete 3 Engineering 3 and gets 4 successes. She puts two into Range so that she can reach the virtual distance, and 2 into Effect. The ST decides that she will move twice as fast as she would have before. She extends the casting, and gets 3 more successes. One goes to extend the roll, the other 2 go into effect so that shes not traveling 4 times as fast as normal. She beats Dave easily.
Once there, Dave tries to startle her by sending her a rude mental picture. He puts one success into Range so that it will reach her, and has 2 left over for the image. Rather than counter the attack, she wants to misdirect it so it reaches a different target. She wants it to reach someone nearby, so this is pure Mind 3. Shes rolling Mind 3, diff 7 (for fastcast), Arete 3 + Psyche 2. She spends Quintessence to lower difficulty and gets 3 successes. This matches Daves 2 plus 1 more to send it to another person.
This horsing around annoys some of the local Elites, so Carrie decides to hide until things blow over. She uses Forces 3 to make herself look like part of the background. The ST agrees this matches with Stealth, and so she rolls Arete 3 + Stealth 3, getting only 2 successes. This only needs to go into Effect, so for 3 minutes she has 2 automatic successes in hiding from the Elites.