K Mage Form

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MAGE

ARCANA

Space ••••• Prime ••••• Mind ••••• Life ••• Forces ••

Ruling—

       Space: Distance, separation, sympathy, conjuration, scrying, warding
       Prime: Magic, the Supernal World, Nimbus, truth, Yantras, Mana, Hallows, tass, resonance, revelation

Inferior—

       Time: Prophecy, change, postcognition, time travel, time contraction and dilation

Additional—

       Mind: Communication, language, hallucination, Goetia, thought, memory, mental projection, the Astral Realms
       Life: Healing, disease, food, animals, plants, evolution,metamorphosis, physicality, vigor
       Forces: Electricity, gravity, radiation, sound, light, heat, fire, weather, movement


ATTAINMENTS

  • Counterspell
    Knowledge of one Arcanum imparts the understanding of how to unravel it. To cast a spell, the mage forms an Imago; to counter a spell, the mage simply needs to disrupt one. The Counterspell Attainment is actually 10 different Attainments, one for each Arcanum. By learning even the most basic principles of an Arcanum, a mage understands how to counter a spell. By the time a spell takes effect and a mage feels it in Peripheral Mage Sight, though, it’s too late to counter; to use this Attainment, the countering mage must see her rival casting in Active Mage Sight.
    • System: Counterspell is a Clash of Wills (see p. 117), pitting the acting mage’s Gnosis + Arcanum against the countering mage’s Gnosis + Arcanum. A mage can attempt to counter any spell that uses the Arcanum, even if it uses other Arcana as well, but always counters the highest Arcanum of a target spell. The comparative ratings of the two mages’ Arcana are irrelevant; an Initiate can, in theory, counter the spell of a Master. Countering the spell of a mage with a higher rating in the target Arcanum, however, requires that the player spend a point of Mana. Counterspell requires an instant action. If the mage is employing Active Mage Sight (see p. 90), she can attempt to counter a spell of the appropriate Arcanum in combat, regardless of her position in the Initiative order, provided she has not used her action yet.
  • Forces: Precise Force ••
    The mage understands the intricacies of Forces to such a degree that she can optimize their intentional application, perfectly directing her energy when striking an object.
    • System: If the mage has a full turn to calculate her action, she can take the 9-Again quality on the roll. If she’s applying force to a stationary object, she can ignore two points of Durability, and a successful hit automatically causes two additional Structure damage. Against a stationary, armored target, this strike destroys (and ignores) 1/1 armor if successful. This Attainment doesn’t work against anything moving faster than a casual walk.
  • Life: Improved Pattern Restoration ••
    All mages can spend Mana to heal wounds, but an Apprentice of Life can use that Mana more efficiently, healing more or more serious wounds with the same amount of energy. In addition, Scouring her Pattern for Mana becomes easier and less detrimental.
    • System: Instead of each bashing or lethal wound costing three points of Mana, the mage can heal bashing damage at a rate of one wound per point of Mana, and lethal damage at a rate of one wound per two points of Mana. In addition, if the mage Scours a Physical Attribute, any derived traits based on that Attribute are not affected (for instance, the mage can Scour a dot of Strength without losing a point of Speed).
  • Mind: Mind’s Eye ••
    The mage can see Goetia, other Astral entities, and beings using supernatural powers to project out of their bodies in Twilight when using Active Mage Sight with Mind. Her Peripheral Mage Sight reacts to even the passive presence of such entities.
    • System: The mage detects Goetia and Mental Twilight phenomena with her Periphery, and can automatically see Goetia and projecting beings in Twilight with her Mind Sight. If a Goetia is using a power to hide, it provokes a Clash of Wills. With the expenditure of one point of Mana, the mage can interact with Goetia for a scene. She can speak with them, touch them, and even strike them. However, this renders her vulnerable to their attentions, as well.
  • Prime – Universal Counter-spell ••
    An Apprentice of Prime understands the formation of spells and the creation of an Imago well enough to attack it on a direct, metaphysical level, allowing her a great deal more defensive capability.
    • System: The mage may use Counterspell on any Awakened spell. The player rolls Gnosis + Prime when the character does not know the Arcanum used, or when this would be a higher dice pool than the appropriate Arcanum. The mage may also spend a point of Mana to Counter a spell’s lowest Arcanum rather than its primary Arcanum. For example, a mage with this Attainment Countering a Fate 4, Space 2 spell may pay a point of Mana to roll the Clash of Wills against Gnosis + Space instead of Gnosis + Fate.
  • Space: Sympathetic Range ••
    An Apprentice of Space can cast spells using her sympathy to a subject she cannot see. The mage requires a sympathetic connection to the subject, and a Yantra symbolizing that subject to use as a focus for the spell. To use this Attainment, the mage must be casting a spell at sensory range, use a sympathy Yantra, and spend one Mana. The spell is Withstood by the fragility of the sympathetic connection (p.173), between the mage and her subject, but if the mage does not know the sympathetic name of the subject the Withstand level increases by one.
  • Mage Armor ••
    Mage Armor is a set of 10 Attainments, one per Arcanum, that allows a mage to protect herself magically. Mage Armor requires a point of Mana to activate, whereupon it remains active for the scene, even if the mage falls unconscious, unless the mage dies. A mage can only benefit from one form of Mage Armor at a time, but can spend Mana to change between Arcana as a reflexive action.
  • Forces Armor ••
    disperses energy attacks before they can reach the mage, much like a force field. Forces Armor applies the mage’s full Forces rating as general armor, applicable against all damaging physical attacks and the automatic damage from fire and electricity. It has no effect on mental or psychic attacks.
  • Life Armor ••
    heightens the combat instincts of the mage and prepares her body to shrug off injuries. Life Armor adds half the character’s Life rating (round up) as both general armor and a bonus to Defense. Use the higher of the character’s Wits and Dexterity as Defense, rather than the lower.
  • Mind Armor ••
    Mind Armor causes minute doubt and hesitations in the mind of an enemy as to where the mage is and how best to hit him. This allows the mage to be highly effective at dodging incoming attacks, but provides no protection against threats with no cognition to affect (explosions, natural disasters, automatons). Mind Armor adds the character’s Mind Arcanum to her Defense. In addition, if the mage Dodges a target’s attack, the player can spend a point of Mana to cause the target to gain the Beaten Down Tilt (p. 319); the target just doesn’t want to continue the fight. A supernatural being can contest this with a Clash of Wills.
  • Prime Armor ••
    Prime Armor does not protect the mage from mundane attacks. Instead, it protects the mage from incoming magical attacks, including the damaging spells of other Awakened, but also any supernatural effect that deals direct damage. Prime Armor reduces the damage of all wholly supernatural attacks by the character’s Prime dots. For example, it will defend against an Aimed damaging spell or a bolt of energy shot at the character, but not a werewolf’s claws.
  • Space Armor ••
    The mage makes tiny changes in the fabric of space, moving attacks away from her. She shifts slightly to compensate for any incoming attack that she is aware of — if she cannot apply her Defense due to Surprise (p. 217), she cannot apply Space Armor. Space Armor adds character’s Space rating to her Defense. If the character Dodges, add the character’s Space rating to the dice pool. The character also applies her Defense to firearms attacks. In addition, if the character successfully Dodges an attack, the player can spend one point of Mana to redirect the attack to another applicable target. The attack hits with successes equal to the mage’s Space Arcanum rating.
  • Targeted Summoning •••
    With three dots in an Arcanum, a mage can add greater specificity when summoning a Supernal being (p. 94). All Supernal beings have a primary Arcanum, defined by their home Realm and the type of being (manifest or recondite). They can have other Arcana, however, and a mage using this Attainment can narrow her summoning to Supernal beings with particular powers. System: The mage spends one additional Mana during the summoning, and specifies a second Arcanum for the target Supernal being. The primary Arcanum must remain one of the mage’s two Path Ruling Arcana.
  • Mind – Intuitive Leap ••••
    An Adept of Mind possesses a keen understanding of social responses and cues, as well as the ability to think quickly enough to eviscerate opponents in debates or find exactly the right wording to garner support.
  • System: The player can spend a point of Mana whenever she rolls three or more successes on a Social or Mental roll. That roll is considered an exceptional success, meaning that the player can place a Condition on a subject.
  • Prime – Imbue Item ••••
    The mage can infuse an item with magic, creating an Imbued Item. Imbued items are granted a single spell. In effect, whoever wields the imbued item gains the benefits of its spell, even though she did not necessarily cast it. See the Imbued Item Merit, p. 102.
    The mage can imbue an item with any spell she is capable of casting. Imbued items retain their magic indefinitely; a spell cast using an imbued item might run out, but the imbued item itself does not. Attainments may only be included if they modify a spell; for example, mages can imbue items with spells using Sympathetic Range, but may not imbue an item with Mage Armor or the ability to create Rotes.
    The spell imbued into an item remains in the item’s creator’s spell control, even if the item only casts that spell when activated. If an imbued item casts its spell multiple times, however, it still only takes up one spell control “slot.” Most mages relinquish spells after they have imbued them (see p. 118), but if the mage retains control over an item’s spell, she may alter its spell factors when the item casts it, and even cancel it as though she cast it herself. By spending Mana equal to the item’s rating, a mage can destroy an imbued item she retains spell control over, no matter where it is.
  • System: The player must spend Mana equal to the rating of all Arcana used in the spell. For instance, if the mage were to imbue the Death 4 spell Enervation into a ring, it would cost her four points of Mana. If she cast a combined spell to imbue the item, combining Enervation with the Life 2 spell Mend (creating an object that would weaken one living creature and heal the wielder), the Mana cost would be six points.
    • Dice Pool: Gnosis + Prime
    • Action: Extended (required successes = (Arcana dots in all imbued spells) x 2, one hour per roll)
    • Cost: See above
      Roll Results
  • Dramatic Failure: The item is imbued with magical energy, but is cursed. It is unpredictable, baleful, impossible to effectively control and, worst of all, bears the unmistakable mark of the imbuing mage’s Nimbus. The mage is advised to find a way to destroy the item as soon as possible — although sometimes, the item works more or less as intended for a short while.
  • Failure: The player accrues no successes. The character can quit, and possibly attempt to continue the imbuing later (doing so adds successes to the total required; how many is up to the Storyteller).
  • Success: The player adds successes to the total. If she reaches the required number, the imbued item is complete, and the spell is inextricably bound into the object.
  • Exceptional Success: The player adds successes to the total. If she reaches the required number, the imbued item is complete, and the spell is inextricably bound into the object. In addition, the spell is relinquished from the mage’s spell control without requiring Willpower points or dots. The caster decides whether the spell imbued into the item is persistent (always active) or contingent (triggered by a word, gesture, or condition). The item gains the ability to hold a single point of Mana, but the creator can give the item extra capacity by adding successes to the total required, each extra success adding two Mana. The imbuing mage can spend Mana to fill the object’s reserve, but this Mana is on top of any required to imbue the object. A mage with the Prime 3 spell Channel Mana (p. 168) can fill the item later.
  • Space – Space Everywhere ••••
    An Adept of Space can spread the influence of her magic over a large area with very little effort.
  • System: The character may spend one Mana instead of using a Reach to use the Advanced Scale factor of a spell.
  • Create Rote •••••
    Masters of any Arcanum can translate an improvised spell into a Rote (Rotes and the mechanics for using them are described on p. 112). Creating a Rote requires Mastery of the Arcanum in question — the mage needs to know the Arcanum’s most advanced principles before being able to codify a spell into a Rote. Masters often include personal flourishes in their Rotes, and so is it sometimes possible to tell which variant of a spell a mage uses based on how she performs a Rote.
    • In order to create a Rote, the mage needs to have cast the spell in question many times and be familiar with the Imago she will use to make the Rote. She then performs it, slowly and deliberately, infusing every gesture and action with magic, until the Rote is solidified and the Imago fixed and perfect in her mind.
    • System: The mage can create a Rote out of any spell she can cast, provided that she has Mastered all of the Arcana to be included. She needs to choose a Skill to encode and fix the Imago in her mind. Doing so is an extended action (Arcanum + the encoded Skill, each roll equals three hours of study and practice, 5 successes required per dot of Arcana involved in the spell). The mage can devote three hours at a time to this working over a period of weeks — the successes need not be accrued sequentially. The player spends one Mana for each roll. The usual rules for failure apply. If the player fails one of these rolls, the character must either break off the attempt or take a Condition, which cannot resolve until the Rote is complete or the mage gives up. Once the character has mastered the Imago, the player spends a point of Willpower and an Arcane Experience, and the Rote is complete. The character can then teach it to other mages, or use the Prime 1 spell Scribe Grimoire (p. 166) to write it down and allow others to cast it.

NIMBUS / TILT

Smoke and Mirrors—
+2 to Manipulation
+1 to Persuasion, gain 8 again
-1 on Empathy, lose 10 again
-1 on Subterfuge, lose 10 again

instant action, lasts scene, 1 mana
friendlies get bonus, we get bonus, bad guys get negatives
Compare the Nimbus strength to any witness’s Resolve. If a character’s Resolve is equal to or lower than the Nimbus strength, the Tilt takes effect. If for whatever reason a character is aware of the effects, she can willingly submit to the Tilt regardless of her Resolve.


MERITS

  • High Speech
    • Effect: can use High Speech as a Yantra in spellcasting (see p. 120)
  • Adamant Hand ••
    Prerequisite: Brawl •••
    • Effect: Your character has studied extensively in the Adamantine Arrow martial arts. This allows her to use combat techniques as Yantras for instant spells. This Merit allows use of Brawl in combat as a reflexive Order tool Yantra, adding dice to a spell cast on subsequent turns, or to a spell cast reflexively in the same turn as the combat action. You may purchase this Merit multiple times to reflect the other styles.
  • Shadow Name •••
    • Effect: Your character has a particularly developed magical persona, and is almost a different person when acting as a mage than in her mundane life. When purchasing this Merit, determine the Shadow Name and its symbolism. The character may use those symbols as a persona tool in spellcasting, worth this Merit’s dots.
      • Additionally, apply dots in this Merit as a Withstand rating to spells that attempt to identify her or cast on her using the Sympathetic Range Attainment when in her mundane persona, to spells using the Temporal Sympathy Attainment targeting a time when she was in her mundane persona, and as a dice penalty to mundane skill rolls relating to identifying her as the same person as her magical self.
  • Potent Nimbus ••
    • Effect: Your character’s Nimbus has distinct and powerful effects on witnesses. At one dot, add two to your character’s effective Gnosis when determining her Nimbus Tilt (see p. 90). At two dots, add four to her effective Gnosis for that purpose. Additionally, add your dots in this Merit to any rolls to flare your character’s Nimbus.
  • Cabal Theme
    Prerequisites: In a Cabal, all members must have this Merit

K Mage Form

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