Differences on Spellcasting Quick Reference (Mage)
**Summary**
• Step One: Choose Spell
• Step Two: Choose Casting Method
• Step Three: Assign Reach
• Step Four: Set Spell Factors
• Step Five: Determine Yantras
• Step Six: Check Dice Pool
• Step Seven: Pay Mana
• Step Eight: Paradox
• Step Nine: Roll Spellcasting
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**Step One: Choose Spell**
Select spell from examples or use Creative Thaumaturgy. The character must have all Arcanum dots used in the spell.
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**Step Two: 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 on spellcasting roll.
* **Praxis**: Gains exceptional success on three spellcasting roll successes.
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**Step Three: Assign Reach**
Characters gain free Reach according to dots in the spell’s highest Arcanum.
Assign any amount of Reach. Every Reach beyond the free amount gains Paradox dice according to Gnosis.
**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)
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**Step Four: 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.
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**Step Five: Determine Yantras**
Characters may incorporate Yantras up to the limit from Gnosis. 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.
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**Step Six: 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.
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**Step Seven: 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 extend casting time in instant spells.
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**Step Eight: 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.
**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 to determine effect.
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.
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**Step Nine: 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.