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This to me makes a lot of sense to me: the game is about ordinary humans who attain the ability to bend reality to their wills while still essentially being humans – as opposed to Werewolf and Vampire, where you actually turn into a supernatural being. As written, there is a big difference between the magic system and the rest of the system, and the book even devotes a chapter to magic, independently of the other rules. So, a more flexible system that encourages storytelling great spells would be good. Also, with each dot of a sphere being such a big step, it makes little sense that increasing your knowledge of, say, Forces doesn’t always increase your ability to manipulate forces A beginning mage can do almost nothing, and sometimes you want to do a little effect when you realise you can’t, because you haven’t got the right sphere. There’s also an issue with the spheres: they are sometimes quite rigid, to the point when it seems a little silly. You’re supposed to design flashy, showy spells, but the rules seem to encourage precise, inconspicuous spells, and there’s little in the rules to encourage flashy storytelling – that doesn’t mean it won’t happen, but it’s not that well integrated into the rules. I always loved the feeling of the book, but the magic rules always seemed a little too stiff to me. *: In the revised version, there is a tenth tradition, “The Hollow Ones,” but I was never a fan of them. Then you roll your “Arete” (a stat for your magical prowess) to find out if you succeed. So in order to halt a speeding bullet, you’d need Forces 2, throwing lightning bolts or powering your computer without a power source is Forces 3, while Forces 5 would allow you to create a major thunderstorm.Ĭasting a spell involves describing what you want to do, finding out which spheres you need, then describing how you are going to go about casting that spell – what kind of ritual you’ll use, etc.
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Dot 1 usually deals with sensing, dot 2 allows minor manipulations, 3 is minor transmutation (so changing something into something else, or creating from nothing), 4 is major manipulation and 5 is major creation, at least when talking about the spheres that deal with “things”: the spheres of Forces, Matter, Life and Mind (to a certain extent). Each dot allows you to do more things with what that sphere governs. There are nine “Spheres,” each of which you can have up to five Dots in – as per WoD standard. The remaining two factions are the mad Marauders and the devil-dealing Nephandi. Opposing the Traditions are three other factions, chief among them the Technocracy, divided into technical Iteration X, biotech Progenitors, political New World Order, financial Syndicate and space-faring Void Engineers. Player characters will usually join one of the nine traditions,* such as the Order of Hermes, specializing in “classic” magic with spells and symbols, the eastern artial artists of the Akashic Brotherhood or even the mad scientists of Sons of Ether or the Cybermages of the Virtual Adepts. Magic that follows the rules of the current reality will be easier to perform, while magic that breaks it risks incurring “Paradox,” reality’s way of fighting intruders.Įach Mage will quickly find himself a certain style of magic and join a corresponding group that centres around that style of magic. In this world, reality is literally a product of the collective minds of every ordinary human (the “Sleepers”), and so reality changes with the mindset of each new age. If you don’t know Mage, it’s a very post-modern game of ordinary humans who suddenly Awaken to find that they can influence the world with their will. Among these books was Mage: The Ascencion, one of the roleplaying games I liked best, but never really got to play, except in brief, one shot sessions – and this is really a game where you need to have a campaign in which to define your character and, not least, the way you cast spells. And so, my mother brought a big box of old roleplaying books.
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This means that they want to get rid of all the stuff they don’t have room for – including my old stuff. My parents are moving out of the house they’ve lived in for the past 25 years and moving into something significantly smaller.
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