Spell Casting Reference

Step 1: Choose Spell

Select spell from examples or use Creative Thaumaturgy (MtA p.125).
The character must have all Arcanum dots used in the spell.

Step 2: Choose Casting Method

Improvised: Costs one Mana if spell includes Common or Inferior Arcana.
Rote: Gains free Reach as though character had five dots in Arcanum. May use Mudra Yantras. If cast out of Grimoire, cannot use instant casting and doubles ritual interval. If cast out of Grimoire or by creator, gains rote action quality (p. 214) on spellcasting roll.
Praxis: Gains exceptional success on three spellcasting roll successes.

Step 3: Assign Reach

Characters gain free Reach according to dots in the spell’s highest Arcanum:
Free Reach = Arcanum Rating of Character - Highest Arcanum dot used in spell + 1
Assign any amount of Reach. Every Reach beyond free amount gains Paradox dice according to Gnosis (MtA p. 86).

Common Reach Effects

Most spells list Reach effects, and several Attainments that modify spellcasting require Reach to use. In addition to these, one Reach may:

  • Change the primary Spell Factor
  • Move a spell factor from Standard to Advanced
  • If at Advanced Duration, allow the spell to reach indefinite Duration (cost: 1 Mana)
  • If at sensory range, allow the mage to cast on a subject she is viewing remotely
  • Cast a spell when the mage has no Spell Control slots remaining (costs an extra Reach per spell already over)

Step 4: Set Spell Factors

All spell factors start at Standard version. Spend Reach to use Advanced version. After taking penalties as desired to advance spell factors that allow it, increase the spell’s primary spell factor by Arcanum dots in primary Arcanum –1.

Casting Time

  • Standard: Character’s ritual interval from Gnosis (MtA p. 86)
  • Advanced: Instant

Range

  • Standard: Touch/Self
  • Advanced: Sensory

Potency

  • Standard: Potency 1, –2 dice per additional level of Potency
  • Advanced: As above, but +2 to Withstand Dispellation

Duration

Standard - Transitory

DurationDice Penalty
1 turnNone (basic success)
2 turns-2
3 turns-4
5 turns-6
10 turns-8
Add an addtional -2 dice penalty per extra +10 turns

Advanced - Prolonged

DurationDice Penalty
One Scene/hourNone (basic success)
One Day-2
One Week-4
One Month-6
One Year-8
indefinite-10 (requires a Reach and 1 Mana)

Scale

Standard

Number of SubjectsSize of largest SubjectArea of EffectDice Penalty
One Subject5Arm’s reach from a central pointNone (basic success)
Two Subjects6A small room–2
Four Subjects7A large room–4
Eight Subjects8Several rooms, or a single floor of a house–6
16 Subjects9A ballroom or small house–8

Advanced

Number of SubjectsSize of largest SubjectArea of EffectDice Penalty
5 Subjects5A large house or buildingNone (basic success)
10 Subjects10A small warehouse or parking lot–2
20 Subjects15A large warehouse or supermarket–4
40 Subjects20A small factory, or a shopping mall–6
80 Subjects25A large factory, or a city block–8
160 Subjects30A campus, or a small neighborhood–10

Add an additional –2 penalty for each extra 2 x subjects or +5 increase in Size of the subject.
For example, a spell targeting 320 subjects, each up to Size 35 subject would levy a –12 penalty. Area of effect cannot be increased further.

Step 5: Determine Yantras

Characters may incorporate Yantras up to limit from Gnosis (MtA p. 86). In instant spellcasting, only one Yantra may be reflexive.
All others become Instant, and extend casting time by one turn.
Maximum bonus is +5 after offsetting spell factor penalties.

YantraDice BonusNotes
Demesne+2-
Environment+1-
Supernal Verge+2-
Concentration+2Taking non-re-lexive action or damage cancels spell.
Mantra+2Cannot be used reflexively
Runes+2Breaking runes cancels spell
Path Tool+1-
Order Tool+1-
Patron ToolSpecialRequires Merit
Sympathy+0–2If casting with Sympathetic Range Attainment, mandatory but provides no bonus
Sacrament+1–2-
PersonaSpecialRequires Merit

Step 6: Check Dice Pool

Ritual casting may extend casting time. +1 die per ritual interval, max. +5.
If dice pool after Yantras is –6 or less, spell is impossible. –5 to 0 becomes a chance die.

Step 7: Pay Mana

Pay Mana required by spell, for improvising Common or Inferior Arcanum spell, for Indefinite Duration, and any intended to mitigate Paradox. Mana costs above characters max. Mana / turn (MtA p. 86) extend casting time in instant spells.

Step 8: Paradox

Determine Paradox Dice Pool

If Paradox pool never gains dice, skip to Step Nine. If Paradox pool is gained then removed by penalties, roll chance die.

Paradox Modifiers

=== “Paradox Modifiers” | Dice Modifier | Situation | | :------------ | :-------- | | Special | The mage has Reached beyond the free Reach granted by Arcanum. This adds the dice amount listed for the character’s Gnosis for every Reach over the limit. | | +2 | Character is Inured to spell (MtA p. 88). | | +1 | Per Paradox roll after the first made for the same caster within the same scene. | | +1 | One or more Sleepers witness an obvious casting of magic. | | –2 | Character uses a Dedicated Magical Tool as a Yantra. | | –1 | Per point of Mana spent on mitigation. |

=== “Spending Mana”

Certain Conditions affecting the mage may also modify the
Paradox dice pool. A mage may reflexively spend Mana to mitigate
the chance of a Paradox, removing one Paradox die per Mana
spent in this manner. The mage cannot spend more Mana than
she is normally allowed to spend per turn — including the amount
of Mana that is spent for the spellcasting itself — though she can
spend the Mana over multiple turns prior to casting the spell.  

=== “Sleeper Witnesses”

Multiple Sleeper witnesses do not add Paradox dice, but
increase the chances of a Paradox occurring. If a few Sleepers
witness the magic casting, the Paradox roll gains the 9-Again
quality, a large group grants the Paradox roll the 8-Again quality,
and a full crowd grants the Paradox roll the rote quality.  

=== “Containg Paradox”

Before the Paradox dice pool is rolled, the mage must decide
whether to contain the Paradox within her own soul or release
it and hope for the best. If she attempts to contain it, she will
potentially suffer pain and injury — or worse effects — as the
Abyss warps her very being. If she does not contain it, she will be
safer, but the Paradox may warp her spell. Containing a Paradox
is completely voluntary, and a mage cannot be forced to do so.

Contain or Release Paradox

Characters contain Paradox within themselves or release it.
Characters with no souls cannot contain Paradox.

Paradox Roll

Dice pool as above.

Roll Results

Dramatic Failure: The mage does not invoke a Paradox, regains a point of Willpower, and the next Paradox roll made for her in the same scene does not suffer the usual, cumulative +1 dice modifier.
Failure: The mage does not invoke a Paradox.
Success: A Paradox occurs, regardless of the spell casting’s success or failure.
Exceptional Success: The mage gains a Paradox Condition and a Paradox occurs.

Released Paradoxes

Spend Paradox Successes to apply Paradox Reach to spell.

Anomalies

ParadoxEffect
1 ReachUndo or apply a single Reach from the Common Reach Effects list on MtA p. 326 except Casting Time.
1 ReachImpose a Condition on the subject of the spell.
2 ReachChange the subject of the spell.
3 ReachCreate an Abyssal environmental effect (Tilt).
5 ReachSummon an Abyssal entity of Rank 2. Further Reach may increase the entities Rank by 1 / Reach

Also apply Paradox successes as dice penalty to spellcasting roll. If spellcasting roll results in dramatic failure, apply Paradox Condition to caster.

Contained Paradoxes

Roll caster’s Wisdom. Successes remove successes from Paradox pool, but inflict one resistant bashing damage to caster each.
If Paradox successes remain, apply Paradox Condition to caster. Do not penalize spellcasting roll.

Step 9: Roll Spellcasting

Take dice pool from Step Six, apply any final penalties due to released Paradox.

Roll Results

Dramatic Failure: The magic does not work. The caster gains a Condition based on the intended outcome of the spell. Failure: The magic does not work, the mage’s imagination is not made real.
Success: The spell’s effect takes place as imagined.
Exceptional Success: The spell’s effect takes place better than imagined. The character regains one spent point of Willpower, and the player may choose one of the following results:

  • A bonus step in the primary spell factor.
  • A Reach in the primary spell factor.
  • A Condition which will give Arcane Beats when resolved, on either the mage or her subject.
  • All Mana spent on the spell is refunded, and the mage receives one more point of Mana.
  • The spell ignores any Withstand levels and takes effect at full Potency.