My comments are in orange...
Sources: Errata provided by Onyx Path for the Mage: The Awakening 2nd Edition.
Character Creation
• Mages do, indeed, have a Virtue and a Vice. This should have been
pointed out in character creation.
• Mages also, like most living beings, regain a point of Willpower
for having a full night's sleep.
• Obsessions are like long-term Aspirations: you earn Arcane Beats
for making progress toward them, not just fully resolving them.
• Rotes, Legacy Attainments, and Praxes are not 1 Experience or
Arcane Experience per dot, they're a flat 1 each.
• Instead of being dot-rated as they were in first edition in
character creation, given that their Experiences cost after charging is flat, we
have changed "six dots of rotes" in character creation to "three
rotes". Since we already converted the active PCs I don't have any intention of converting the current characters, just new ones.
Core Rules
• Unless it says otherwise for a specific use, spending Mana is a
reflexive action
• Pattern Restoration is an instant action (That certainly changes things.)
• Opacity in Mage Sight is separate for each character
• Imbued Items use their user's Gnosis-derived Paradox dice for
Paradox, or 1 die per Reach if used by a Sleeper or Sleepwalker
• Change the second 1 Reach option on the Paradox Anomaly chart to
"Impose a Condition on the subject of the spell"
• Paradox Containment rolls may not be modified by Willpower, magic,
or other means.
• Combined Spells: You get one set of free Reach determined as normal.
If you spend Reach to alter a spell factor, it gets altered for all the spells
within the combined spell, but additional Reach effects in a spell's listing
must be bought separately. Spell stacking applies if the constituent spells
affect the same thing, which even affects instantaneous results like damage -
you can't combine two attack spells to do two sets of damage, but you can
combine two attack spells to do one set of damage and spend reach on two
different secondary effects those attack spells might have.
• Mudra Yantras cap at +5 each. It's still possible to, say, give
yourself Athletics 5 with one spell before casting an Athletics-based rote for
maximum effect, or buy a superhuman skill with a Gnosis above 5, but it won't
benefit rotes. (Suck, being able to do that was the good thing about Rotes)
• Resonant Mana allows the use of a Persona Yantra worth 1 die, it
doesn't increase existing persona yantra sources by 1. (This might not sound
like a big difference, but trust me, it works out!)
• We have changed the creative thaumaturgy rules to reflect direct
attacks not always being Fraying or Unraveling and Healing not always being
Perfecting and Patterning.
Arcana & Spells
ATTAINMENTS
Remove the reference to Hanging spells in the intro
Forces 2: Precise Force: Works on physical attacks or spells that use a projectile
Time 2: Temporal Sympathy: Only works on Time spells that call for it, or other spells Combined with a suitable Time spell.
Mage Armor: Activating Mage Armor is a reflexive action. Mage armors that increase Defense work against surprise attacks.
Death Armor: downgrades all lethal damage from kinetic sources, not just equal to Death dots. It removes the requirement to roll to stay conscious no matter how much damage has been taken.
Fate Armor: the Dodge bonus is for your next physical attack
Space Armor: Works on all attacks, not just ones you're aware of. remove the reference to Dodge dice pools as it's redundant.
Spirit Armor: downgrades all lethal damage from kinetic and ephemeral sources, not just Spirit dots.
Arcana & Spells
Ghost Shield: The spell
also protects from Death spells and the powers of death-based entities (like
cthonians, Strix, maybe vampires, Mummies and Sin-Eaters if your Storyteller
decides so.) for +1 Reach t protects from the physical attacks of ghosts.
Suppress Aura: Primary
factor is Duration
Suppress Life: This is a
veiling spell; it halts the subject's life signs. It doesn't drop people into
comas.
Ghost Gate: Twilight
isn't a place - the spell makes a 2-dimensional plane that converts anything
passing through it into Twilight.
Quicken Corpse: Add 5 to
the zombies' speed - 6 with a regular casting, 8 with the reach effect
Rotting Flesh: Is a
Perfecting spell
Exorcism: The spirit and
mind add ons are four dots, not two
Revenant: The spirit and
mind add ons are four dots, not two
Create Anchor: the reach
option is being deleted. The spell's magically-created anchor is a
"universal" one, usuable by any ghost.
Open Avernian Gate: is
being renamed to "Create Avernian Gate"
Sever the Awakened Soul:
Is having descriptive changes to explain why it's a different spell to Sever
Soul (you're Unmaking the grip the subject's Gnosis has on their soul)
2. FATE
Quantum Flux: The
limitation on only affecting mundane actions is for the whole spell, not just
the bonuses it gives.
Reading the Outmost Eddies:
Replace the three-bullet list entirely with:
"As long as the spell remains active the subject experiences
an event within the next 24 hours, such as finding $20 or dropping his wallet
in a puddle. The mage can exert limited control over the nature of the fortune
(or misfortune), but ultimately fate decides the detail."
Shifting the Odds: The
spell has to still be active when the 24 hours come up. Replace the reference
to Fate Dots with Potency
Atonement: The spell
doesn't "reveal" a means of getting out of a curse, it makmakes one
by Patterning Fate to provide an escape clause for the subject. The casting mage
chooses what the means of atonement is, but it still has to follow the
guidelines for severity in the advance pdf.
Chaos Mastery: Replace this entire spell with
Chaos Mastery (Fate ••••)
Primary Factor: Potency
Suggested Rote Skills: Empathy, Occult, Science
The mage can Pattern Fate to manipulate complex probabilities
within the spell's subject or area of effect. This spell allows the mage to
dictate any physically possible outcome within the bounds of the spell's
subject, no matter how unlikely.
The spell cannot create supernatural effects, but within the
bounds of improbability the mage can cause a number of effects equal to
Potency, such as:
* Create a narrative effect such as controlling how vehicles
behave in a multiple-car crash.
* By directing once-random biochemical changes within a subject,
cause seizures, hallucinations, and physical events, imposing suitable
Conditions such as Blind or Disabled.
* The mage reduces a subject's next action to a chance die.
* Attack a subject by directing chance around them, or protect a
subject from dangerous circumstances; this is not a direct-attack spell, and
should use any rules for the hazard.
Strings of Fate: The
spell has to stay active until the event transpires
Sever Oaths: Remove the
word "unbroken" from the third bullet option. Sever Oaths can
absolutely delete a magical promise you've violated and are now suffering the
consequences therof.
Pariah: Change the
reference to Fate dots to Potency
3. FORCES
Tune In: Is a Knowing
Spell
Control Gravity: Primary
Factor is Duration
Control Weather:
Environmental Tilts, not
Environmental Conditions.
Kinetic Blow: reword so
it affects "the subject" instead of the caster. It was implicit
before (all weapons do lethal damage in Storytelling 2nd edition) but just to
be clear - this spell turns the subject's physical attacks into lethal damage.
Transmission: can change the frequency.
Gravitic Supremacy: Is
Fraying or Perfecting. Change the "distance equal to Strength" to
"distance equal to Potency"
Telekinesis: Instead of
assigning Potency to Strength or Dexterity and having the other be 1 and the
Speed determined by Gnosis, the spell now assigns Potency to Strength,
Dexterity, or Speed and has the other two be 1. The reach effect lets you
divide Potency between two of the three, and you can reach twice to divide
Potency as you like.
Telekinetic Strike: Is a
Weaving spell
Electromagnetic Pulse:
Has a Primary Factor of Potency, and has been reworded so it's clearer what the
spell's doing (unraveling electricty in the subject). If you use it on a living
being, it acts as a direct attack spell.
Levitation: Air speed is
Potency, not Gnosis + Potency. It's still Gnosis + Potency for the +1 Reach
effect, though.
Rend Friction: Is a
Patterning spell. Damage is capped at Potency.
Thunderbolt: Is a
Patterning spell, and has been reworded to make it clear that it works by
Patterning ambient energies to gather and strike at the subject.
Adverse Weather: Extreme
Environments only go up to 4
Create Energy: Fills the
subject or Scale factor.
Eradicate Energy: Removes
energy from a subject or Scale factor
Earthquake: Is a Making
spell. Modern buildings are built to endure earthquakes ("Withstand"
was an unfortunate choice of word here, huh?)
4. LIFE
Analyze Life: Reveals
sex, not gender
Heightened Senses: This
is an Unveiling Spell, and is therefore now moved to Life 1
Purge Illness: This is a
Ruling spell
Knit: Has an extra Reach
effect; "+1 Reach: the spell heals
one lethal damage per Potency instead of two bashing"
Mend: Every level of
Potency heals two lethal damage
Contagion: Life Masters,
not Life Adepts
5. MATTER
Alter Conductivity: Is a
Weaving spell
State Change: Primary
factor is Duration
Windstrike: Is a Weaving
spell
Golem: The death and
spirit options require 4 dots, not 3
Piercing Earth: Is a
Patterning spell
6. MIND
Know Nature: Works like
Analyze Life does: you learn Virtue, Vice, how many dots in Mental Attributes,
and how many dots in Social Attributes, and may Reach to learn a specific
Attribute's rating.
Incognito Presence: Replace this entire spell with:
Incognito Presence (Mind ••)
Practice: Veiling
Primary Factor: Duration
Withstand: Resolve
Cost: 1 Mana
The mage hides the subject's psychic presence, causing onlookers
to ignore her. When people look at her, they want to avert their eyes, or
barely notice her. People cannot remember seeing her when they are no longer
looking her way. Beings using supernatural abilities to concentrate on her,
including Active Mage Sight, provoke a Clash of Wills.
Memory Hole: Is a Veiling
spell, and hides one memory per Potency.
Mental Shield: Primary
factor is Duration. It protects its subject from mental attack not just goetic:
goetia powers, Mind spells, and the mental powers of other supernatural
creatures by default, not just with a reach. The spell has a Reach effect to
affect the physical (or "physical" if you're in the astral) attacks
of goetia.
Psychic Domination: The
spell has to still be active until the subject acts on the compulsion. remove
the third reach effect
Befuddle: This is a
Fraying spell, and has moved to Mind 3
Terrorize: This is a
Patterning spell
No Exit: This is a Making
spell
Possession: This is a
Patterning spell, and has moved to Mind 4
7. PRIME
Aetheric Winds: Is a
Weaving spell
Ephemeral Enchantment:
The +2 Reach option enchants a weapon to act as thePla bane of the specified
entity
Platonic Form: replace
its text with:
Platonic Form (Prime •••)
Practice: Weaving
Primary Factor: Potency
Cost: 1+ Mana
Suggested Rote Skills: Academics, Crafts, Expression
The mage may Pattern Mana into behaving as it does within tass, creating
a magical object formed of pure Mana. The object must be a simple object or
tool (swords and gemstones are allowable, guns and cars are not.) It is
obviously magical, has a default Durability of 1 and consists of one point of
Mana (which the mage must pay as part of the casting).
Potency may be allocated to the following effects:
Potency may be allocated to the following effects:
• Increase Durability by +1
• increase Mana capacity by +1 (the mage may fill this Mana
capacity by spending Mana as part of the casting or leave the object partially
empty)
• If the object can be used as a tool or weapon, add +1 equipment
bonus or weapon damage. Each action using the construct as a tool or weapon
uses up 1 Mana from its supply.
When all Mana is withdrawn from the object, it crumbles to
nothing. A mage may "refill" it with the Channel Mana spell or
similar effects. When the spell's Duration runs out, any unused Mana sublimates
back into the world and is lost.
Add Forces •••: The object is not obviously magical
+1 Reach: If the object is a tool, it is a perfected ideal of that
tool. It grants 8-again
+2 Reach: The mana construct can be a complex device
Celestial Fire: is a
Patterning spell
Eidolon: Replace this
spell with:
Eidolon (Prime •••••)
Practice: Making
Primary Factor: Potency
Cost: 1+ Mana
Suggested Rote Skills: Academics, Crafts, Occult
Where disciples of Prime can create platonic objects by forcing
Mana into the pattern it wears within tass, a master can create the complex
Prime patterns within living beings and the environment. When fuelled with Mana,
this spell creates an obviously-magical construct much like Platonic Form,
except that the construct is not limited to single physical objects. Eidolons
may imitate fire, fog, and even entire environments, but most masters use it to
create "living" constructs. Eidolons are still made of solidified
Mana, have Durability and Structure instead of Health, and when mimiking
environmental hazards do not inflict damage as they do (Eidolon fire does not
burn, for example.) They follow the Potency rules for Platonic Form (p.169) but
Potency may also be allocated to grant dots of the Retainer Merit.
Though animate, the construct is mindless. If used as a Retainer,
the Eidolon’s “field” includes simple physical labor, combat, and other
uncomplicated tasks. The Eidolon can only execute whatever order the caster
gave it last. Orders must be very simple. If attacked, the Eidolon has no
Defense.
Unlike Platonic forms, Eidolons do not crumble when all Mana is
withdrawn. A mage may refill the Eidolon as per Platonic Form. When the spell's
Duration runs out, any unused Mana sublimates back into the world and is lost.
Add Forces ••• The construct is not obviously magical.
Add Mind ••••• The construct may be given a mind of its own. See
p. 165 for details.
Word of Unmaking: The
reach effect destroys "the item" not "the artifact"
8. SPACE
Ward: Primary factor is
Duration
9. SPIRIT
Ephemeral Shield: As with
Ghost Shield and Mental Shield, this works on Spirit spells and the powers of
spiritual monsters like werewolves by default. Remove the mind or death option.
Spirit Summons: affects
spirits, not ghosts
Banishment: change the
Mind option to "Add Death or Mind ••••: The spell’s effects extend to
ghosts or Goetia.
Bind Spirit: change the
Mind option to "Add Death or Mind ••••: The spell’s effects extend to
ghosts or Goetia.
Shadow Scream: Is an
Unraveling spell
Birth Spirit: Primary
factor is Duration
10. TIME
(see important Temporal Sympathy erratum, above)
Temporal Summoning: add
this to the end of the text:
"The spell does have limits, however; it cannot bring the dead back
to life or undo transformation into supernatural beings, though it still changes
the subject physically - a vampire returned to "childhood" becomes a
vampiric child, and a corpse stripped of decades becomes a younger-looking
corpse with no cause of death."
Also remove the references to
bringing people back from the dead earlier in the spell.
Corridors of Time: The
subject inhabits their own past self - there's not two of them running around.
Spell has been reworded to make that clear.
LEGACIES
• Automatic Activation: Attainments gain primary ranks equal to dots
in the Arcanum *minus one*, and secondary factor penalties *up to* the Arcanum
• Add the following to the end of Attainment benefit lists:
Free from the Lie: Legacy
Attainments do not count as obvious magic to Sleepers, are immune to Dissonance
and do not trigger Quiescence or Breaking Points in witnesses.
SLEEPWALKER APPENDIX
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