House Rules: Mage
Mage: The Ascension is in 20th Anniversary edition! Fun story though: after more than doubling the size of the core book and exporting much of the practical knowledge of how to do magical effects to a second book (aptly named How Do You Do That?), the rules got significantly less clear in a number of respects coming from Mage: Revised.
Contents
Sphere Level Clarifications
Correspondence | Life | Prime |
Entropy | Matter | Spirit |
Forces | Mind | Time |
Durations
These are successes specifically dedicated to duration above the successes required to cast an effect at all.
Zero successes | Immediate effect/one turn* |
One success | One scene |
Two successes | One day |
Three successes | ~ One month * |
Four successes | ~ Three months * |
Five successes | ~ One year * |
Six successes | Discuss semi-permanent and permanent changes with wiz |
For each *, consider paradigmatically how your character would envision the effort expended to extend duration effects and also the limitations. A Son of Ether might grapple with battery limitations, a Virtual Adept might have to work around annual solar flare radio interference, a Verbena might contain effects to seasons - whatever forms natural divisions of time within your character's paradigm might shift the durations per success slightly.
Optional Rules
Daily Rituals
Specific Rote Clarifications
Clarifications for handling particular rotes (usually from How Do You Do That?) will go here.
Crafting Wonders
- See Charms & Gadgets
- Permanent Wonders coming at some point