Mage Cheat Sheet
Mage Cheat Sheet
Mage Cheat Sheet
Some spells allow a contested roll to be made for a target to avoid the magical
effects. This is a reflexive roll, made right after the roll for the spellcaster
. If successes equal or exceed those for the caster, the spell does not affect t
he target. The spell description lists which Resistance Attribute is rolled for
the target. Composure might be used to contest emotion-affecting spells and any
spell intended to confuse his perception. Resolve might be used to contest menta
l effects, such as mind control or anything that diminishes his volition. For sp
ells that affect him physically, such as a Death enervation spell, Stamina might
be used to contest. A mages Gnosis is added to such a contested dice pool, givin
g her more potent defense against magic than a Sleeper gets. Contested Roll: Res
istance Attribute + Gnosis If a target is aware that he is being magically attac
ked, a point of Willpower can be spent for a +3 dice bonus to his contesting dic
e pool. Roll Results Dramatic Failure: The target succumbs completely to the spe
ll. Its factors are the same, but their effects are more intense pain is more pa
inful, hypnosis more complete. At the Storytellers discretion, the target might l
ose his action in this turn or the next as he is completely distracted by the sp
ell. Failure: The spells effects are applied against the target. Success: If the
successes equal or exceed the casters successes, the spell does not affect the ta
rget (or if the spell is an extended casting, the caster does not accumulate suc
cesses this roll). Extraordinary Success: If the successes equal or exceed the c
asters successes, the spell does not affect the target (or if the spell is an ext
ended casting, the caster does not accumulate successes this roll).
Automated Resistance
The targets Resistance Attribute is subtracted from the spellcasting dice pool. T
he spell description lists the Attribute to use. If a spell affects multiple tar
gets, the highest Resistance Attribute of all affected targets modifies the dice
pool. Therefore, a mind-affecting spell that applies to three targets with Reso
lve scores of 2, 3 and 5 suffers a 5 penalty (the highest Resistance trait of the
group). For extended-action castings, subtract the Resistance Attribute from ea
ch dice roll. If a target is aware that he is being magically attacked, a point
of Willpower can be spent for a +2 bonus to his Resistance trait.
Countermagic
Mages have the ability to counter many uses of magic, particularly magic directe
d at them. Countermagic is in addition to any form of resistance against magic t
hat a character already receives, as described above. Countermagic is applied be
fore any roll is made to contest an incoming spell. A mage has three different o
ptions for countermagic: Dispel Magic (see p. 220), whereby the he cancels existin
g spells; Magic Shield (see p. 222), whereby he shields himself against other spel
ls; and Counterspell (see below), whereby the mage blocks an attacking spell with
a special countering spell. The first two methods require the Prime Arcanum. Coun
terspell requires one dot in one of the Arcana used by the attacking spell.
Counterspell
(Any one of the attacking spells Arcana at ) The mage creates Pattern interference
that can weaken or even cancel a spell. Practice: Shielding Action: Instant and
contested; successes are compared to the target spells Potency Duration: Lasting
Aspect: Covert Cost: 1 Mana When someone directs a vulgar spell at the mage or
other targets whom the mage wishes to protect, he can cast a countering spell th
at creates a form of magical interference, weakening or even canceling the attac
king spell, similar to how an obstacle can act as cover against a ranged attack.
He must first have Mage Sight to be able to perceive the attacking spell. Like
a dodge action, he can cast Counterspell against vulgar spells cast by another m
age with a higher Initiative. (He cannot counter attacks with lower Initiatives
if he has already performed an action in the turn. See Dodge, p. 156 of the World
of Darkness Rulebook, for rules on how this circumvents the normal Initiative or
der for the turn.) A mage can even counter sympathetic spells cast directly at h
im (but not those cast at other targets), by sensing the sympathetic conduit bei
ng forged by the spell (again, he must have Mage Sight for this). Successes are
subtracted from the target spells Potency. If the target spell is left with no Po
tency, it is canceled entirely. If even a single point of Potency remains, the s
pell is applied against its target (at its reduced Potency). A covert spell cann
ot normally be countered, since the defending mage must first identify its Arcan
um components using the normal rules for doing so (see Scrutinizing Spells, p. 278
). Such investigation is not normally possible within the same turn in which the
spell is cast, although some Time magic might give a mage the extra time needed
or clue him in on what spell the caster will cast before he casts it. Vulgar sp
ells do not need this kind of scrutiny; they are obvious enough to counter withi
n the same turn of casting. A spell aimed at more than one target does not need
to be countered for each target; a successful countering diminishes or prevents
its effects against all targets. A countering mage must have at least one dot in
one of the Arcana used by the attacking spell. For example, to counter a conjun
ctional Mind 3 + Life 2 spell, a mage needs either Mind 1 or Life 1, but not bot
h. If he does not have a proper Arcanum lore, he cannot counter the spell. Count
erspell can be learned as a rote (use Occult Skill), but it must be learned sepa
rately for each Arcanum to which it applies. A mage with two dots of Prime can i
nstead use the Counterspell Prime spell, p. 222, to counter any spell, regardless
of Arcanum. In addition, Counterspell Prime allows him to counter covert spells
(assuming he has active Mage Sight) without first needing to identify them.
Invoking a Paradox
Once a mage begins casting an instant spell (i.e., after the player has figured
out all of the above elements for his characters spell), but before the spellcast
ing roll is actually made, the Storyteller checks for the possibility of a Parad
ox occurring. If the casting is an extended spell, the Paradox roll is made afte
r the casting, and only if the casting was successful. A Paradox might occur in
the following situations: The mage casts a vulgar spell The mage casts a covert
spell that a Sleeper witness believes is improbable In any of these cases, the S
toryteller makes a Paradox roll to see if the casting character has invoked a Pa
radox. The Paradox rolls base dice pool is determined by the casters Gnosis. The b
ase dice pool is also modified by various conditions, including successive Parad
ox rolls. The more rolls made for Paradoxes, the higher your next dice pool beco
mes. Roll Results Dramatic Failure: The mage does not invoke a Paradox and the n
ext Paradox roll made for him in the same scene (for an instant casting) or with
in the same day (for an extended casting) does not suffer the usual, cumulative
+1 dice modifier. Failure: The mage does not invoke a Paradox. Success: A Parado
x occurs, regardless of the castings success or failure (see Casting the Spell belo
w). The number of successes on the Paradox roll determines its severity. For mor
e details on each type, see Paradoxes, p. 268-273. In addition, the casters player
subtracts one die per Paradox success from his casting roll. The worse the Parad
ox, the greater the chance that the spell doesnt succeed, or at least doesnt succe
ed as well as it otherwise would have. Either way, the Paradox still takes effec
t.
General Modifiers +1 -1 -1 +2
Situation
Each Paradox roll after the first made for the same caster within the same scene
. This bonus accumulates with each roll, so the third roll made for a mage withi
n a scene has a +2 modifier. In the case of an extended casting, this modifier a
pplies to successive Paradox rolls made within the same day. The mage is casting
a rote -2 The mage uses a magical tool during casting. One or more Sleepers wit
nesses the magic (vulgar magic only)
Successes 1 2 3 4 5+
Severity Havoc Bedlam Anomaly Branding Manifestation
Page # 268 268 271 272 273
Backlash
After the Paradox roll is made and the number of successes are revealed by the S
toryteller, a caster can attempt to contain the Paradox in part or in full with
his own flesh. He can choose to convert Paradox successes to bashing damage on a
one-for-one basis. This is called a backlash. A backlash is voluntary. If the m
age is willing to suffer, he can eliminate any portion of the successes he wants
to, or eliminate them all, as long as he has enough Health to withstand the dam
age. A selfsacrificing mage could even choose to use his last Health, thereby pr
obably rendering himself unconscious. Backlash damage is Resistant; it cannot be
healed with Awakened magic, such as with the Life 2 Self Healing (p. 183) or Life
3 Healing Heart spells (p. 186), or with Pattern Restoration (see p. 77). Armor a
nd magic do not protect against backlash damage.
CreatIve ThaumaturgY
Instant Spellcasting (Mage pg. 117)
The spells description lists which factor is primary. Successes rolled in the spe
llcasting are applied to this factor. A single success gives a spell the followi
ng factors: Potency: 1 point Target: One (of Size 20 or smaller), or a circular
radius of one yard or a defined area of five square yards. Duration: One turn (t
hree seconds) for transitory spells, and one hour or scene for prolonged spells.
Extra successes enhance the primary factor only. To enhance the other factors,
you must assign dice penalties before the roll is made. Note that only successes
can increase the primary factor. Number of Targets Dice Penalty One None (basic
success) Two -2 Four -4 Eight -6 Sixteen -8* * Impose an additional 2 die penalt
y per x2 targets. For example, 32 targets would levy a 10 dice penalty.
Aimed Spells
The Tapestry is made up of Patterns. A mage directs his spells against one or mo
re Patterns, and his magic rends, bolsters, rearranges or transforms that Patter
n. Physical obstacles between the mage and his target dont matter. As long as the
mage can perceive the Pattern at all, he can target it. The only thing his magi
c might normally contend with, besides possible perception modifiers, is the tar
gets resistance (as described in Resistance Against Magic, p. 121). Some spells, ho
wever, create a magical effect the caster directs physically at a target, such a
s a dart or bolt of magical power for an attack. These spells are called aimed s
pells. Only instant-action spells can be aimed spells. Conditions change too rap
idly to target extended action spells this way. The spell descriptions list spel
ls that are aimed. Since an aimed spell is a physical phenomenon directed agains
t a targets physical body rather than his Pattern, the target does not get to con
test or resist the magic, although countermagic can still be effective. For the
same reason, the targets armor and other ranged attack modifiers are applied to t
he mages spellcasting pool, since the target benefits from armor, cover and going
prone, just like avoiding a gunshot or similar ranged attack. Targets do not no
rmally get their Defense against aimed spells (unless the spells description stat
es otherwise), except at point-blank range. Armor is useful only against spells
it could conceivably protect against. A bulletproof vest might help stop a stone
projectile, but it doesnt stop electrical or fire damage.
Potency
Potency describes a spells raw power. It is also the measure of a spells resilienc
y, how hard it is to counter or dispel. Even if a spell requires only one point
of Potency, the caster might still wish to increase its Potency if he suspects a
target will try to counter or dispel it. A spell with Target or Duration as its
primary factor (i.e., successes are applied to one of those factors), has a def
ault Potency of one point, making it easy to counter or dispel even if the casti
ng resulted in an exceptional success. (The spell affects many targets or lasts
a long time, but has little resilience against countering or dispelling attempts
). Potency is the primary factor for the majority of spells listed later in this
chapter. If a spell description does not call for successes to be devoted to nu
mber of targets (or area affected) or Duration, assume that its successes apply
to Potency. Potency Dice Penalty 1 None (basic success) 2 -2 3 -4 4 -6 5 -8* * I
mpose an additional 2 die penalty per extra point of Potency. For example, Potenc
y 6 would levy a 10 dice penalty.
Aimed Spell Drawbacks
Targets defend as against any ranged attack: cover and/or armor apply, and being
prone levies a 2 penalty on the casters roll. (If the caster is within close-comb
at range, the target receives his Defense, but the caster gets a +2 dice bonus a
gainst prone targets.) The mage suffers range penalties when attacking distant t
argets. The short-range distance for his aimed spells is equal to his Gnosis x 1
0. Medium range is twice that, and long range is twice medium range. For example
, Arctos Gnosis is 3, giving his aimed spells a short range of 30 yards, a medium
range of 60 yards and a long range of 120 yards (the equivalent accuracy of a h
eavy pistol). Depending on a spells effect, the caster might be able to alter the
Target factors of an aimed spell to affect multiple targets. Doing so involves
creating a large effect, like a giant ball
Target
Spells are targeted against one or more creatures or objects. The magic is woven
directly into that targets Pattern, bypassing any intervening obstacles. Two que
stions to consider are: How many targets are to be affected, and how big is each
target?
r when the spell ends. Concentration-based, transitory and prolonged spells all
create an unnatural effect, such as transforming someones shape. Their effects en
d once the spells Duration expires. That is, reality restores things to normal. S
pells with a lasting Duration do not count against the maximum number of spells
a mage can maintain (based on his Gnosis).
Concentration
A concentration-based spells Duration is as long as the mage applies mental effor
t to keep it going. The mage cannot take any other action, except for simple mov
ement (up to his Speed; he cannot run). The mage also receives no Defense agains
t attacks, although he can seek cover from ranged attacks. If the mage is attack
ed, a reflexive Resolve + Composure roll must be made for him to maintain concen
tration. If the mage stops concentrating for any reason, voluntarily or not, the
spell ends. The exception is if he decides to add Duration factors as if it wer
e a transitory spell (see below) before the spell is cast, in which case the spe
ll lasts for an additional time equal to its assigned Duration, and then lapses.
The mage cannot start concentrating on a spell again once he has stopped, even
if the spell hasnt lapsed yet. Note: A mage cannot use a concentration-based Dura
tion when casting aimed spells (see Aimed Spells, p. 116).
Prolonged Spells
A prolonged spells default Duration is one scene or one hour. Duration Dice Penal
ty One Scene / 1 Hour None (basic success) Two Hours -2 Twelve Hours -4 24 Hours
-6 Two Days -8* * Impose an additional 2 dice penalty per extra +2 days. For exa
mple, a four-day prolonged Duration would levy a 10 dice penalty. Advanced Prolon
gation: If a mage has dots in the spells primary Arcanum that are one or more hig
her than normally required to cast the spell, he can increase the Duration by ev
en more dramatic steps. Advanced Duration Dice Penalty 24 Hours -2 Two Days -4 O
ne Week -6 One Month -8 Indefinite -10* * The spell is permanent until cancelled
or dispelled. Living targets, however, grow, change and heal. Spells with an in
definite Duration cannot be cast upon a living creature. A vulgar spell with Dur
ation longer than one hour or scene might suffer from the corrosive effects of D
isbelief whenever a Sleeper witnesses the magic. See Disbelief, p. 274.
Transitory Spells
A transitory spells
ne (basic success) 2
onal 2 dice penalty
on would levy a 10