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Quintessence, willpower, and paradoxThe point of this game is dramatic entertainment, a sense of fairness, and a good story. There is a price for spellcasting (and also mundane actions) but anything that advance these three points are firmly encouraged. Anything that doesn't, is tolerated if minor – and will exact a high price from the character or player if it continues. Quintessence, willpower, and paradox have a direct bearing on what feats the characters can accomplish. The act of using magic doesn't actually use any mystical "energy" unless quintessence is expended to make the casting easier. Of course, like anything that takes intense concentration, the use of powerful magic will be fatiguing. For example, staying up most of the night doing ritual magic is especially tiring, but rest and food will relieve those symptoms. Another side effect of magic
use is paradox, which is accumulated in a mage's body when he/she
attempts to warp reality too much or too often.
Eventually, when enough paradox builds up, something bad happens to the
mage. This is also why Mind,
Spirit, and Entropy magic isn't as 'dangerous' as Forces, Correspondence, Life,
or Matter. The effects of Mind magic, even gonzo rank 5 Mind Magic, are
difficult to prove or disprove using empirical evidence.
Spirit magic deals with a world that can't be perceived by sleepers and
their technology. Entropy affects
probability, so unless it's used to destroy an object, it's so subtle that it's
virtually impossible to prove with
casual observation. That's the price that
Mages with Life and Forces have to pay: you get the Hollywood special effects
explosions and shapeshifting, but it's a lot less subtle and darned difficult to
disguise. Quintessence
can be used to reduce the difficulty of casting magic (1 point of quintessence
reduces the difficulty by 1). Quintessence
can be restored by meditating in a Node (up to your Avatar rating).
You can actually get more quintessence stored in your pattern by using
Prime magic at a Node (each success on the magic roll gets you 1 quintessence). Willpower,
too, comes into play. You can spent a point of willpower to get an automatic
success at doing something (including magic).
Willpower is restored at the end of a story or by completing certain
personal goals. MtA is interesting in
that Arete is never affected by wound penalties.
Technically, you could be an armless bleeding cripple and still toss off
a spell using your entire Arete pool. Some
GMs might think this is bunk, but others might like this concept just fine. Foci
are a mixed blessing. According to
Mage 2.0 rules, all Mages (regardless of school) start with a focus for each
sphere. No focus, no spellcasting-
and a focus can be anything from your favorite teddy bear to Middle Egyptian
Heiroglyphs, with GM approval. However,
as your Arete and comprehension increases, you can discard 1 sphere-related
focus for each dot of Arete you gain past the first.
Should you choose to use a Focus anyway, you gain the benefit of -1 from
your target number, as if you had spent a point of Quintessence. Once the characters are away
from a Node and casting in front of sleepers, the difficulty level
of casting magick rises a lot. Fast-casting
is also a factor in the difficulty of magic.
The use of circles, candles, ritual components, and assorted cool
mumbo-jumbo are not just ceremonial
trappings- these actions are like following a blueprint to build a house. To
continue the metaphor, you can build a shelter out of sticks and straw with no
master plan, but don't expect to get similar results to a log cabin.
Slow and steady is less demanding than fast, furious, and frantic. Example:
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