Magical Reference Chart

Magickal Modifiers

  • Tools & Rituals
    • Using a personalized instrument   -1
    • Using a unique instrument   -1
    • Using a unique and specialized instrument -2
    • Work with unfamiliar instruments +2/+1
    • Working without usual instruments +3
    • Using instruments when you don’t need them  -1
    • Using personal items from target -1 to -3
    • Appropriate Resonance (personal, instrument, ritual, or Tass)  -1
    • Opposed Resonance (personal, instrument, ritual, or Tass) +1
    • Mythic threads/Hypernarratives -1
  • Time & Effort
    • Spending Quintessence -1 per point/max -3
    • Spending extra time (per additional turn) -1 /max -3
    • Fast-Casting +1
    • Turning time backwards +3
  • General Circumstances
    • Research effect or subject ahead of time -1 to -3
    • Near a Node -1 to -3
    • Distant or hidden target +1
    • Juggling several effects at once +1 per two effects
    • Mage distracted +1 to +3
    • In conflict with Avatar +1 to +3
    • Domino Effect + 1 per two coincidences after first
    • Outlandish or God like feat +1 to +3
  • Notes
    • Max net modifier is +3 or -3
    • Minimum difficulty 3, maximum difficulty 10.
      • If you employ the Thresholds option, max difficulty is 9; in the latter case, extra modifiers add to threshold, requiring one additional success per +1 difficulty modifier.
    • Modifiers that would take the difficulty above 10 add additional successes at a one-to-one ratio; a +3 modifier to difficulty 10, for example, would demand at least three successes.
    • If you use both the threshold option and modifiers that take the difficulty above 10, then each additional +1 difficulty over 9 demands an extra success. A +3 modifier to difficulty 9 would require at least three successes.

Correspondence Ranges

  1. Line of sight/body sample
  2. Very familiar/close possession or companion
  3. Familiar/possession or casual friend
  4. Visited once/casual acquaintance or object used
  5. Described location/Briefly touched or met object or person
  6. Anywhere on Earth/No connection
    • Teleportation Ranges
      1. Immediate perception
      2. Very familiar place
      3. Familiar/saw recently
      4. Visited briefly
      5. Heard or saw it described
      6. Blind teleport

Base Damage or Duration

  1. None/One turn
  2. two levels/one scene
  3. six levels/one day
  4. Eight levels/one story
  5. Ten levels/six months
  6. Number of successes x 2/Storyteller’s option
    • Notes
      • Damage also reflects the number of health levels healed by the Life Sphere, or the points of Quintessence channeled by the Prime Sphere.
      • To preserve game balance, the Storyteller may choose to cap damage at 20 health levels (10 successes, or nine successes for Forces Sphere attacks).
    • Magickal Damage
      • Bashing Damage: Mind Sphere Effects.
      • Lethal Damage: Most other Sphere Effects.
      • Aggravated Damage: Any Sphere when charged with Prime 2 and a point of Quintessence.
        • Fire or electrical Forces Effects.
        • Vulgar Entropy-, Life- or Prime-based Effects that directly disrupt the target’s Pattern.
        • Rank 4 Entropy effects
      • Correspondence and Time inflict no damage unless they’re combined with other Spheres.
      • The Forces Sphere adds one automatic success to Damage.
      • Entropy inflicts damage only through indirect attacks until Rank 4.

Dividing Successes

Under this optional rule, each additional success beyond the Base Successes may be spent on one of the following bonuses:

  • Targets: One additional target for each success beyond the Base.
  • Damage: Two additional levels of damage for each success beyond the Base
  • Duration: Add one level of duration for each success beyond the Base.

Disbelief of Illusions

  • Roll Willpower – 5 successes or more.
    • No fucking way 3
    • Hard to swallow 4
    • Implausible 5
    • Plausible 6
    • Probable 7
    • Likely 8
    • Too damned likely 9
      • To spot flaws in “physical” illusions, roll Perception + Alertness as described above.

Feats of Illusion

  1. Simple- one sense/sensation
  2. Simple and moving – one sensation
  3. Complex stationary or simple and moving – two sensations
  4. Complex and moving – several sensations
  5. Complex and reflexive – multiple sensations
  6. Complex and interactive – full sensations
    • Notes
      • Mental Illusions – Mind 2+ – only in the target’s mind;usually coincidental
      • “Physical” illusions = Forces 2+/ Prime 4+ (visible to all witnesses; manipulate elemental forces to manifest sensory components)
      • Immersive illusions = Forces 4+/ Prime 4+ (“holodeck” level of apparent reality)
      • Illusions don’t normally inflict damage unless “damage levels” are purchased as described below. Illusions may indirectly lead witness into dangerous situations, as described under
    • Damage
      • Mind = bashing damage
      • Mind 3/ Life 3 = aggravated damage
      • Forces = bashing or lethal, depending upon elements involved
      • Default Duration is one scene. Additional levels of Duration, or “damage levels” of two dice of damage, may be purchased for one additional success, each level, above the Base. One day + two dice of damage, for example, would require two additional successes.

Gauntlet Rating

  • Area/Diff/Successes
  • Node/3/1
  • Deep Wilderness/5/2
  • Rural Countryside/6/3
  • Mostly Urban Area 7/4
  • Downtown/8/5
  • Technocracy Lab/9/5
    • Notes
      • An area’s Gauntlet Difficulty may vary with time and circumstances; a dark alley on Halloween night might have a Gauntlet of 6, whereas a rigidly cultivated garden at noon could have a Gauntlet of 8.

Time Sphere Timelines

  • 1 – Within a year
  • 2 – 5 years
  • 3- 20 years
  • 4- 50 years
  • 5- 100 years
  • 6+ – 500 years
  • 10+ – 1000 years or more
    • Timespan limits apply only to looking or reaching through time, not to the duration of a given Effect.