Supernatural Template - Mage

The Pathless Mage

  • Pick two Ruling (Favored) Arcana of your choice
    • Your GM will determine your Inferior Arcanum
    • All other Arcanum are Common
  • Your character does not gain an automatic understanding of Atlantean
    • You can purchase the Merit to speak Atlantean
  • Use your Integrity in place of your Wisdom where appropriate
  • GM still deciding on whether or not Obsessions will be a thing

How do I learn Magic?

  • There are 10 different Arcanum which determine what you can work magic on, a brief overview of their purviews below:
    • Death: Darkness, decay, ectoplasm, ghosts, the Underworld, souls, cold, absence, enervation, endings
    • Fate: Blessings, hexes, probability, fortune, oaths, promises, intentions, destiny
    • Forces: Electricity, gravity, radiation, sound, light, heat, fire, weather, movement
    • LIfe: Healing, disease, food, animals, plants, evolution,metamorphosis, physicality, vigor
    • Matter: Alchemy, gases, solids, liquids, shaping, crafting, transmutation, stasis
    • Mind: Communication, language, hallucination, Goetia, thought, memory, mental projection, the Astral Realms
    • Prime: Magic, the Supernal World, Nimbus, truth, Yantras, Mana, Hallows, tass, resonance, revelation
    • Space: Distance, separation, sympathy, conjuration, scrying, warding
    • Spirit: Essence, spirits, the Shadow, the Gauntlet
    • Time: Prophecy, change, postcognition, time travel, time contraction and dilation
  • These are purchased in order from 1 to 5, like Disciplines
  • For every dot you gain in an Arcanum, you also (potentially) gain an Attainment
    • Attainments are just cool additional abilities you can do because you’ve mastered that level of magic

What is Mana?

  • Mana is the supernatural resource you use to cast spells
  • Mana can be used for the following things:
    • Cast an Improvised Spell
      • Improvised Spells from your Ruling Arcanum do not require this mana cost
      • If you know the Rote to a spell, it also does not require 1 mana to cast
    • Reduce Paradox by 1 per point spent (See How Paradox Works for more info)
    • Some powerful spell effects require Mana
    • Mages can spend 2 Mana to heal 1 bashing or lethal health level or remove one Physical Tilt
    • Flare your Immediate Nimbus (roll Gnosis to determine Turns)
  • You can gain mana a number of ways:
    • Spend an hour at a Hollow, roll Gnosis + Composure, regain the successes in Mana (this is called Oblation)
    • Tass (literally solidified mana) forms at Hollows and stores mana
    • You can “scour your own pattern” (reduce 1 Attribute by 1 or take 1 resistant Lethal damage) for 3 mana
    • Blood sacrifices can produce mana which ignores the mana / turn limit, but is a Breaking Point
      • Animal sacrifice produces 1 mana, Human sacrifice produces mana = Integrity

What’s a Nimbus?

  • Your Nimbus has a Nimbus tilt which is an affect that happens when you flare up your Nimbus
  • The Nimbus tilt levies a bonus or penalty (or both) in dice equal to half your Gnosis (rounded up) to Attributes or Skills
    • Skills to gain the 8-again or lose the 10-again quality
  • You can choose to reflexively flare your Nimbus for free on an exceptional spellcasting roll (see the mage house rules)
  • Each time you increase your Gnosis you can re-design your Nimbus
  • You can use your Nimbus to fight other rolls
    • Use the Resistance Attribute that corresponds to the Power Attribute used by the supernatural creature + your Gnosis
  • There are three different “levels” of Nimbus: Long-Term, Immediate, and Signature
  • Long-Term Nimbus is just weird stuff that happens around your character that you can’t control
    • Depending on your Wisdom (Integrity), your Nimbus can affect stuff that’s tied to you by varying connections
  • Immediate Nimbus is like an anima banner that flares up to Mage Sight when you use Magic
    • Immediate Nimbus causes a Nimbus Tilt
    • If flared due to a spell, the Tilt has a Strength = Potency and lasts for Turns = Reach
    • You can spend 1 mana to flare your Nimbus (roll Gnosis to determine Turns) once per Scene, visible even to sleepers
      • If Sleepers witness and Resolve is <= Nimbus Strength, they suffer your Nimbus Tilt
  • Signature Nimbus is a “residue” you leave on magic you work
    • Unless you have a high Gnosis (6+), this fades after 1 week

What is Mage Sight?

  • There are three levels to Mage Sight: Peripheral, Active, and Focused
  • Peripheral Mage Sight is “always on”
    • Peripheral Mage Sight alerts the Mage to any active, obvious supernatural effects
    • It does not provide details about the event when the Mage is alerted, however
  • Active Mage Sight is a more in depth look and requires an Instant action and 1 Mana to activate and is associated with a single Arcanum
    • Depending on what Arcanum you select, your character gleams different information
    • Depending on which Arcanum you choose, you might be able to pierce an illusion in a Clash of Wills (Gnosis + Arcanum)
    • Active Mage Sight reveals all spells as they’re cast
  • Focused Mage Sight is used when you devote all your attention to scrutinizing something
    • Focused Mage Sight can only be used while Activate Mage Sight is going
    • Casually revealing something is an Instant action using Gnosis + Arcanum - Opacity
    • A casual revealing shows if something was made by magic, arcana involved, how old the effect is, or what practice was used
    • Carefully scrutinizing something requires 1 wp and levies a -3 penalty to all non-magic rolls
    • The Mage rolls Gnosis + Arcanum 1/turn to scrutinize something
    • It requires successes = Opacity and obtaining them lowers the Opacity by 1
    • You can spend 1 mana to gain 1 success on each roll
    • Careful scrutiny can reveal attainment used to cast the spell, spell factors, a phenomenon linked to a different thing the mage scrutinized, the originator’s relative Supernatural Tolerance, and other in depth info depending on the Arcanum used

What are Yantras?

  • Yantras are places, actions or things that give you bonuses to your die pool on spellcasting rolls (basically equipment for spellcasting)
    • After negating penalties, the most you can receive from these is a +5 bonus
    • You can only use 1 Yantra Reflexively per spell
    • Each additional Yantra increases the casting time by 1 Turn for Instant spells
    • Ritual spells can use as many Yantras as you can (Half Gnosis, rounded up, +1)

There are quite a few different types of Yantras:

Yantra NameBonusDescription
Environment+1An appropriate location related to your spell provides a bonus
Tools+1Multiple Magical Tools can be used per spell, Sacraments provide up to a +3 bonus
Demesnes+2Sacred places created by Soul Stones
Supernal Verges+2Places where Supernal Realms touch the Fallen World
Concentration+2Requires you to concentrate for the duration of the spell (longer than Instant)
Mantras+2High Speech which adds 1 turn to the casting time
Runes+2Symbols entwined with the spell, the spell is dispelled if the symbol destroyed
Persona+1-4Use the Shadow Name or Cabal Theme Merit to gain bonus while acting “in character”
Mudras+VariesA Rote, which adds your Rote Skill dice to the roll

What are Rotes?

  • Rotes are spells your character has mastered and are really good at casting
  • You gain 1 free Rote for every dot in Gnosis you have
  • Rotes cost 1 SE points to learn and you can only buy a Rote for a spell you can already cast
  • Any Rote spell you cast gains a number of benefits:
    • Rotes use the associated Skill as a Yantra (add the Skill rating as bonus dice to the spellcasting roll)
    • Rotes do not require 1 mana to cast (although mana costs associated with the spell apply)
    • You’re considered to have an Arcanum of 5 for determining Reach (5 – Required Arcanum + 1)
    • If you Cast a Rote from a Grimoire or one you created, your spellcasting pool gains the Rote quality
    • Your nimbus is indistinct which means your identity cannot be determined without scrutiny
    • Rotes gain an exceptional success on 3 successes instead of 5

How do I cast a spell?

  • Spells are cast using your Gnosis + Highest Arcanum included in the spell
  • Improvised Spells require 1 mana to cast
  • A base spell has the following pieces to it:
    • Spells require an amount of time to be cast based on your Gnosis (called Ritual Casting)
    • Spells grant a 1 die bonus/penalty, deal 1 point of damage, or heal 1 wound
    • Spells last for 1 turn
    • Spells hit a human (Size 5) target or affect an area of 1 square
    • Spells can only be cast on yourself or someone you touch
      • You can choose to “fire” a spell at someone for free instead (without Reach)
      • Ranges are Gnosis x 10 / x20 / x40 (targets benefit from Cover)
      • Spells are fired using Gnosis + (hire of Athletics or Firearms) - Defense
  • Each spell has a Primary Factor which is what you apply successes to on your spellcasting roll
  • With an Exceptional Success on the casting roll, regain 1 willpower and one of the following:
    • A bonus step on the Primary Spell Factor
    • A Reach in the Primary Spell Factor
    • All Mana spent on the spell is refunded and you regain 1 additional Mana
    • Ignore the target’s Withstand (Defense) to the spell
  • You can also combined spells (see the chart allow for limitations) to cast multiple spells at the same time

How do I alter a spell (Use Reach)?

  • Spells are altered with a thing called Reach
  • Every spell you cast has a number of points of Reach equal to (Your Arcanum Rating – the Required Rating + 1)
  • You spend these points in Reach to alter the spell to do different stuff
  • You can spend more Reach than you have, but doing so generates Paradox
  • Here’s a list of what you can do with Reach:
    • Change the casting time of a spell from Ritual to Instant
    • Change the Primary Spell Factor
    • Change the spell from Standard to Advanced Potency or Duration
      • If Advanced Duration, spend an additional Reach make the spell permanent (requires 1 Mana too)
    • Move the spell from touch to sensory range
      • If sensory range, spend an additional Reach to cast the spell on remotely viewed subject
    • Cast another spell if you have no slots remaining

How can I make my spells more powerful?

  • You can make spells more powerful by taking penalties to the spellcasting roll
  • Note that the Primary Factor of the spell benefits from successes on the spellcasting roll
  • Each “step” influences one factor of the spell and levies a -2 penalty
  • Different spell factors have different augmentations per -2 penalty taken:
    • Standard Duration (Transitory) – 2 turns, 3 turns, 5 turns, 10 turns, +10 Turns
    • Advanced Duration (Prolonged) – 1 day, 1 week, 1 month, 1 year, Indefinite (+1 Reach and Mana)
    • Scale (Targets) – 2 targets, 4 targets, 8 targets, 16 targets
    • Scale (Size) – +1 Size per penalty
    • Scale (Area) – a small room, a large room, single floor of a house, a house
    • Advanced Scale (Targets) – x2 Subjects per penalty
    • Advanced Scale (Size) – +5 Size per penalty
    • Advanced Scale (Area) – warehouse/parking lot, large warehouse/supermarket, factory/shopping mall, large factory/city block, campus/small neighborhood
  • If the spell pool is reduced past -5 after all modifiers, you can’t cast the spell (otherwise it’s a chance die)


GnosisMax Mana / Per TurnBase ParadoxExtended Casting TimeYantrasCombined Spells
110/11 die3 hours21
215/21 die3 hours21
320/32 dice1 hour32
425/42 dice1 hour32
530/53 dice30 minutes42
640/63 dice 30 minutes43
750/74 dice10 minutes53
860/84 dice10 minutes53
980/95 dice1 Minute (20 Turns)64
10100/105 dice1 Minute (20 Turns)64

What are my innate Mage Abilities

  • Spend 2 mana to heal 1 bashing or lethal health level
  • Spend 2 mana to heal 1 mental or physical Tilt
  • Your character has a Nimbus
  • Your character has Mage Sight
  • You can summon Supernal Entities
    • Summoning is an Extended Action, uses Gnosis + Arcanum, and requires 1 Mana
    • You can make (Resolve + Composure) rolls
    • Different modifiers apply to the successes needed, but it requires a base of 10 successes
      • +5 successes per Rank past 1
      • +1 success per 30 minutes the creature can stay without taking damage
      • +1 success per additional roll you want to make without Abyssal Intrusion
      • +1 success per Sleeper present
      • +1 success per Mage of a different Path present
      • +1 success if the summoning is taking place in a Demesne oriented with a different Realm than the creature
      • +1 success if you’ve caused Paradox in the last week
      • -3 successes if the demesne is oriented with the Supernal Realm of the creature
      • +Various successes if items and conditions relevant to the Summoning are incorporated

Supernatural Template - Mage

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