Situational Difficulty Modifiers for Effects


Situation Modifier Situation Modifier
Subject Lore -1 to -3 Resonance Harmony -1
Sympathetic Magic -1 to -3 Resonance Conflict +1
Proximity to Node -1 to -3 Distant or Hidden Subject +1
Specialty Focus -1 Fast-Casting +1
Unique Focus -1 Distractions +1 to +3
Unnecessary Focus -1 Avatar Conflict +1 to +3
Ritual Magic -1 Outlandish or Greater Feat +1 to +3
Quintessence Use -1 to -3 Surpassing a Necessary Focus +1 to +3

Subject Lore:
Amount of Lore Modifier
Knows full name, brief history, M.O., etc... (acquaintance)
-1
Knows subject as well as a friend or family member might
-2
Knows intimately (best friend or mate)
-3

For example, studying a person's wallet and asking around about the individual would confer a -1 bonus. Spending a large amount of time with the target or reading personal correspondence in bulk would yield a -2 bonus. If the subject would willingly answer any question the caster put to him or her out of long-standing trust, the mage would qualify for a -3 bonus.

Sympathetic Magic:
Item Used for Sympathetic Magic Modifier
A close personal possession (item of symbolic or sympathetic value to the subject)
-1
A bit of hair, dead skin, tears, spit, mucus, fingernail clippings, or a few drops of blood
-2
More than a pint of blood, a pound of flesh, or an organ
-3

Proximity to Node: This only applies if the mage is within the Nexus's radius of awareness.

Strength of Node Modifier
1 to 3 Points
-1
4 to 6 Points
-2
7+ Points
-3

If the Resonance of the mage is different from that of the Nexus, this bonus is reduced by one.
If the Resonance of the mage is different from that of the Nexus and the Node is Awakened, the Nexus instead imposes a penalty to that mage's Effects equal to its bonus.
For example, a mage with a Dynamic Resonance standing within the radius of awareness of a 5-point Static Nexus would receive a +2 penalty to all his or her Effects, not a -2 bonus.

Specialty Focus: Mages declare a specialty focus for each Sphere. To receive this bonus, the mage must use the specialty focus of each Sphere employed in the Effect.

Unique Focus: This bonus is cumulative with Specialty Focus.

Unnecessary Focus: This bonus only applies if the mage's Effect employs only Spheres for which he or she does not require (but employs) a focus.

Ritual Magic: This should always take a significant amount of thought, as well as a substantial period of time. Unusual materials (foci) might be called for, specially prepared locations, or acts of purification (small, personal quests). The time taken should never be less than one hour, and many will take a day or more. Don't give out this bonus unless the player comes up with a creative and paradigmatically appropriate ritual concept. A Chorister might say a Mass (which requires certain materials) before attempting an exorcism. A Virtual Adept might write a complex program, consuming snacks and caffinated drinks to focus his or her mind on the task. A Maker might compose a poem, but only after struggling to invoke the Muse by whatever means seems appropriate (favorite writing desk, candles, time of day). A Traveller might actually go on a physical journey, embracing danger and overcoming material obstacles to reflect the journey within.

Quintessence Use: Each point of Quintessence spent for this purpose reduces the difficulty of the Effect by 1. No more than three Quintessence may be used to lower the difficulty of an Effect, and no mage may use more Quintessence in a turn than his or her Avatar rating.

Resonance Harmony: An Effect that precisely follows the mage's specific Resonance (not merely Dynamic, Static, or Entropic) receives this bonus.

Resonance Conflict: An Effect that does not harmonize with the mage's general Resonance (Dynamic, Static, or Entropic) receives this penalty.

Distant or Hidden Subject: If the mage cannot see his or her subject due to blindness, cover, or invisibility, this penalty is imposed. Also, ensorceling subjects from a distance by means of Correspondence magic incur this penalty.

Fast-Casting: Any Effect that is attempted without a ritual and which is neither a rote nor a regularly used Effect is considered fast-cast. The GM might rule that most or all of a mage's non-ritual Effects are considered fast-casting until he or she uses the Effect three, five, or seven times, in order to reflect the importance of practice and experience on a mage's magical skill.

Distractions: Mages are generally not at their best on the battlefield. Dangerous conditions and stressful situations can interfere with concentration. By expending a point of temporary Willpower, a mage can ignore concentration-related penalties for the duration of the scene. The easiest place to work one's magic is in one's Sanctum, free of interference and distractions.

When a mage's friend or loved one is in significant danger, when the mage is under the influence of minor illness or Mind magic, or when he or she is under moderate pressure to perform, the distraction results in a +1 penalty.

When the mage is in significant personal danger, has severe illness or Mind magic affecting his or her judgement, is under significant pressure to perform, or is moving in haste, this penalty rises to +2.

If a companion is incapacitated or killed, illness or Mind magic severely impairs thought, the mage is fleeing at best speed, or if it is a do or die situation, the penalty is +3.

Avatar Conflict: Each time the mage's magic is contrary to the Essence of his or her Avatar (change, order, wisdom, or the quest), the difficulty of the Effect rises according to the mage's Avatar rating:

0 to 1+1 penalty2 to 3+2 penalty4++3 penalty

Outlandish or Greater Feat: This is the GM discretion modifier. If the ST determines an Effect is pushing the bounds of what is possible, he or she will often simply require more successes. If it is the GM's opinion that the PC ought to be punished for even attempting such an Effect, raising the difficulty can be the answer. A severe enough penalty can almost assure failure, and the increased possibility of a Botch makes it more likely a Backlash will soon punish the mage for his or her hubris.

Surpassing a Necessary Focus: In order to accomplish this, the mage must also expend a point of temporary Willpower.



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© 2002 by Eric Zawadzki
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