The mage can cast up to three portals (see Mage: The
Awakening, p. 238), each to a different destination. As
with “Portal,” the more familiar the casting mage is with
each location to which he creates a doorway, the easier it is
to successfully cast the spell.
- Practice: Weaving
- Action: Extended (target number is based on the degree of sympathetic
connection with the most diffi cult location chosen)
The target number is determined by the caster’s sympathetic
connection to the most diffi cult destination to connect to.
Connection / Successes
- Intimate = 3
- Known = 5
- Acquainted = 8
- Encountered = 12
This spell is an all-or-nothing proposition, with the total
number of successes determined by the least-known destination.
For example, if the caster is acquainted with two of the
destinations but has only encountered the third, he must accrue
12 successes to cast the spell. If he rolls eight successes,
and is then halted, the spell doesn’t take effect.
Each portal of the “Arcade” spell can accommodate one
person of Size 5 or less per turn (larger people can spend two
turns squeezing through). Each success added to the target
number allows the mage to widen all portals so that one
additional person can pass through per turn.
All “Arcade” doorway entrances and exits can be placed
anywhere that allows a person of Size 5 or less enough
freedom of movement to enter or exit in a single turn. Note
that, without applying the “Portal Key” spell described in
Mage: The Awakening (p. 240), the caster cannot limit
who can use the “Arcade” doorways. Nearby enemies can
attempt to step through, too. Additionally, people can be
forcibly thrown into any of the doorways as long as a hold is
fi rst achieved in a grapple action (see Unarmed Combat,
p. 157 of the World of Darkness Rulebook), after which
the grappler can shove the person through a doorway as an
overpower maneuver.
Mysterium Rote: Hall of Doors
Mysterium mages use this rote to muddle their escape or
divide any pursuers foolish enough to follow. Well-traveled
mages also use this spell when the need for a “divide and
conquer” approach is necessary. Mysterium mages use this rote
to research time-subject matter, while Adamantine Arrow
mages use “Hall of Doors” to set up impromptu ambushes
against their foes.