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Spellcasting 101

Step 1: Choose Spell/s o Choose the spell or combination of spells you want to cast. Step 2: Can You Cast? o Do you have the knowhow (single spell)? You need at least as many dots in the related Arcanum as the spells power in order to cast the spell. Sympathetic spells which directly affect a target require that you have at least one more dot than is normally required. o Do you have the knowhow (combined spells)? Combined spells require that you have at least one more dot in each of the related Arcana than is normally required. This stacks with sympathetic casting requirements. Combined spells also have a required Gnosis level. Two spells = 3 Gnosis Three spells = 6 Gnosis Four spells = 9 o Is the spell target within range? Spells are limited to sensory range unless otherwise noted. Spells can be cast sympathetically if you have at least two dots in the Space Arcanum (see sympathetic casting page 114 of Mage: The Awakening). Step 3: Determine Dice Pool o Is the spell being cast using a known rote? Base dice pool = Attribute + Skill + Arcanum magic resistance trait if applicable as listed by the rote. o If not then it is an improvised spell. Base dice pool = Gnosis + Arcanum magic resistance trait if applicable. o Are you combining spells? Base dice pool = Lowest of the dice pools as determined above 2 dice per additional spell added to the first.

o Applying Spell Factors? You can increase specific qualities of spells you cast by applying dice pool penalties as listed on pages 118 120 of Mage: the Awakening. You cannot change the primary factor. Step 4: Paradox o Is the spell covert? No need to roll. o Is the spell vulgar or improbable? Roll for paradox following the rules on pages 123 124 of Mage: the Awakening. Step 5: Determine Costs o Does the spell require mana? Spend the required amount of mana. o Is the spell improvised? Spend one mana point. o Is the spell sympathetic? Spend one mana point. o If your Gnosis level doesnt allow the required mana to be spent then the spell fails. Step 6: Finalize Dice Pool. o Taking the base dice pool determined during Step 3, apply any relevant factors. Every success on a paradox, if one was rolled) subtracts one die from the dice pool. Every spell cast on you that has a duration longer than instant that exceeds your stamina applies a -1 dice pool penalty to any spell casting roll made for you. Enchanted or imbued items count towards this limit though only half-so (rounded up) o Aimed Spells Aimed spells have the drawback of the target getting to apply their armor to your spell casting roll. Cover penalties apply. Being prone applies a -2 penalty. Being close range allows the target to apply their defense as well, however you get a +2 bonus if the target is prone. Aimed spells cannot be cast sympathetically. Aimed spells have a range and applicable penalties. Short-Range (no penalty): Gnosis x 10 Medium-Range (-2): Gnosis x 20

Long-Range (-4): Gnosis x 40

Step 7: Cast Spell: o Roll your dice finalized pool. o Was the roll contested? Compare your successes to the successes of the targets roll. At least one success means the spell has succeeded unless otherwise noted. Additional successes increase the spells effects. o Uncontested? At least one success means the spell has succeeded unless otherwise noted. Additional successes increase the spells effects. o Was the spell being countered? Compare potency of the spell to the counter spell roll. For every success rolled to counter the spell reduce the spells potency by 1. If this reduces spell potency to 0, said spell fails. o Extended Spellcasting Each roll (success or not) consists of an amount of time based on Gnosis. You may only take a break equal to Gnosis x 10 minutes between each roll or the spell fails and you must start over. Gnosis 1-2: 3 hours. Gnosis 3-4: 1 hour. Gnosis 5-6: 30 minutes. Gnosis 7-8: 10 minutes. Gnosis 9-10: 1 minute. Each roll adds successes to the pool. Upon reaching the required successes the spell is completed. You may continue with the Spellcasting to enhance the spell via factors. Instant spells may be cast using the extended Spellcasting rules. Upon completion a point of Willpower must be spent or the spell is lost. You may give up without penalty, other than time wasted.