(Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening
Chronicle Storyteller: Jerad Sayler))
Venue: Mage: The Awakening
Chronicle Storyteller: Jerad Sayler))
VIII. Reach
Rules (Pushing the Limit)
-
Reach – Reach is
the delta (difference between) your current dots in an Arcanum and the dots you
need to cast the spell you want.
Positive Reach is the number of spell factors or practices beyond your
current understanding/capability you need to cast the spell you want: (Each
aspect you have to reach for is factored and added together).
o
You get +1 Reach for free for every dot in an
Arcanum you meet or exceed the requirement for.
o
You can also get +1 Reach for free by turning an Instant
cast spell into a Ritual cast spell.
This also makes it Covert unless magic is witnessed overtly.
o
Add a point of
Reach if a Practice needed to cast a
spell requires a higher dot then you currently possess. You can only cast
spells as if you are one dot higher than you are by Reaching for it. You cannot
reach more than one dot upward for a practice you need (A mage with Space 3 can
spend a will and cast teleport as if they were Space 4).
o
Lose a point to
upgrade the range of a spell: (can
be done multiple times)
§
-1 Reach to make
spell that can only be cast on the Self
to affect Touch
§
-2 From Touch to Sensory Range
§
-3 From Sensory Range to Sympathetic Casting (Penalties
and restrictions apply)
o
Lose a point of
reach to upgrade the duration of a spell:
§
-1 From a spell that can only last Instant to Transitory
§
-2 from Transitory to Prolonged
§
-3 From Prolonged to Advanced Prolonged
o
Lose a point of
reach to upgrade the AOE for a spell:
§
-1 From Single Targets to AOE Table
§
-2 From
AOE to Advanced AOE Table
o
Lose a point to
upgrade the amount of time it takes to cast the spell:
§
-1 From Extended
Action to Instant Action
§
-2 from Instant Action to Reflexive Action (restrictions
apply)
o
Lose a point of
Reach to upgrade the damage of your spell beyond your capabilities
§
-1 to upgrade
damage from Bashing to Lethal
§
-2 to upgrade
damage from Lethal to Aggravated (also
costs a Mana)
o
Lose a point of
Reach increase your effective Arcana level for purposes of Combining spells
§
-1 increase the
effective Arcana dot by 1 for purposes of combining spells
§
-2 increase two
effective Arcana dots by 1 for purposes of combining spells
o
Lose a point of
Reach to make a Vulgar spell covert
(unless witnessed directly). If you have
a negative balance of Reach the spell will still be Vulgar and a waste of time…
Example One: Bishop needs his
zombie minions fast, but only has Space 3 and can only make portals using a
Ritual casting of the spell. He can burn
a willpower point and extend his Reach 0 to -1 by pushing his limits and making
the Portal spell work instantly. He also
wants the portal to stand open for at least a scene so he also reaches to
upgrade the duration of the spell from Transitory
to Prolonged. He comes up with a
total Reach balance of -2. The spell was
already Vulgar so it’s -3. Since Bishop has Gnosis 3 he now risks
paradox and 2 + 2 + 2 = 6 paradox dice is what he must deal with because of all
the excess supernal magic he pulled down.
The next person to cast a vulgar spell in that area is starting with +7
Paradox dice… things get out of hand quickly.
Example Two: Casstiel is a
Master of the Space Arcanum and needs to Apport many objects to his location or
person. Since he already meets the
practice needed by two dots his starting Reach balance is +2. He spends +1 Reach to make Apportation Covert
and another Reach to make the spell remain active for spell factors on the Prolongation table. This lets him spend a willpower point to
cast a Covert version of Apportion Instantly that lasts for at least a scene
and allows him to pull objects freely from wherever he stores them (total reach
balance = 0). So long as sleepers don’t see him reach into a portal or pull
oversized objects out of his coat the spell remains covert. If he wanted the spell to last longer using
the Advanced Prolongation factors he
could cast the Apportation spell ritually, granting him +1 Reach and spend that
point of Reach to upgrade the duration table further…
• Profaning
the Mysteries - Reaching
in a Demesne can still be Vulgar. Each
soulstone used to create the Demense will cancel out an incident of risking
Paradox using Reach in a given 24 hour period.
So with a complete Demense you could incur five Reaches in a day without
pulling the Abyss into the Demense. Taxing the Demesne by Reaching too much is
a horrible sin against Wisdom. It
desecrates the holy Supernal True by calling down the Abyss to live in the
Demesne for a time, even if paradox doesn’t occur. The intermingling is awful in its
repercussions. For many Mages it may
implicates a Wisdom sin of the highest level (1-2). A Mage, especially those of the Pentacle and
the Guardians of the Veil would regard this in many ways as a violation of the
codes and intents of the Lex Magica and punishable by banishment from the
Concilium, Cabal, and possible death.
Mages who understand what they have done will most likely suffer a
breaking point unless they are Left-Handed mages who have committed worse
transgressions and are callous against harming the Truth of the universe.
• Learning
to Reach - Learned Mages may not even know they can Reach. It goes against Pentacle Orthodoxy and unless
a mage is put in a lot of combat or has been trained by those who have been
forced to face the nasty gritty reality of war.
It is common for Apostates, Banishers, the Left-Handed and the lone
Cabal or mage to employ this act.
• Ultimate
Expression of Hubris - The mystical ramifications should
be considered in Pushing the Limits. It
is an act of desperation that commits the sin of Hubris more often than not. Depending on the circumstances it is very
likely that Reaching could cause a Breaking Point for the Caster. Pushing the limit means that training in the
mystical arts is unimportant, only power is important. It is an ultimate expression of selfish
hubris and a made grab for more power than one has the knowledge and
responsibility to employ. The act says
that the rules and initiations of the Ars Mysterium don’t matter, that they
don’t apply to the Mage. He knows better
and thinks he is responsible enough to call down more than he can handle. In most circumstances the act does not apply
any other penalty than more Paradox and the exertion of willpower. It may save the Mage and his Cabal mates in a
desperate situation but used casually it says a lot about how a Mage views the
sacred nature of the Supernal and the state of his megalomania.
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