Spell Aspect

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Spell Aspect
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How a spell alters reality determines whether or not reality will accept that spell without complaint. Spells are described as either covert or vulgar. Covert magic works secretly or fools onlookers into believing that the effect is mere coincidence rather than intentional magic. Vulgar magic works outside of those limits, potentially invoking a Paradox.


This is a Mage House Rule Spell Aspect (whether a Spell is Covert or Vulgar) will now be solely determined by it's Proficiency level (dot rating). The actual effect of the spell is completely irrelevant -- it's going to be how much and how hard you push against the Lie that gives the Abyss a chance to seep through.
● Spells: Covert
●● Spells: Covert
●●● Spells: Vulgar -1 Paradox die
●●●● Spells: Vulgar
●●●●● Spells: Vulgar +1 Paradox die


Contents

Covert Magic

Covert magic works within the bounds of reality. Any spell that could occur through the normal laws of physics or that is not wildly improbable within the context of when and where it is cast is considered covert. Its casting and effect seems like coincidence, synchronicity or some other believable happenstance, anything other than the forcible re-shaping of reality through individual will. Covert magic slips between the boundaries of reality, creating as little disruption as possible. It flows like water, seeking the lowest level, the path of least resistance.

Mages favor covert magic because it is subtle, concealing the work of the mage. While the Awakened almost always know when magic is at work, Sleepers witnessing covert magic see it as natural rather than supernatural. Covert casting does not cause a Paradox, unless it is cast before a Sleeper in such a way as to obviously be magic. See Improbable Magic.


Covert Magic Examples

The following are all examples of covert spells:

  • After the mage examines an injury, it’s clear to all that it isn’t nearly as bad as it first appeared. In fact, the mage used a Healing Heart Life spell to help undo the damage.
  • “How did you know I’d be here?” The mage replies, “Lucky guess,” when it was actually a Divination Time spell.
  • Outside on a stormy night, a thug menacing the mage is hit by lightning. What are the odds? Pretty good with a Call Lightning Forces spell.
  • With a kick, the dead-bolted door flies open. As a Sleeper companion looks at the remains of the lock, it seems it was of cheaper manufacture than its appearance originally suggested — thanks to the mage’s Alter Integrity Matter spell used to weaken it.
  • A city councilman has a heart attack in a restaurant and dies on the way to the hospital. There’s no evidence of heart disease, but the death is chalked up to “natural causes” rather than a Suppress Others Life Death spell.
  • An otherwise lethal bullet hits the mage’s belt buckle, hip flask, pocket Bible or some such protection courtesy of a Fortunes Protection Fate spell.


Vulgar Magic

Vulgar magic works outside the bounds of reality. Vulgar magic produces an effect that could not possibly occur through the normal laws of physics, or whose probability of occurrence is so high as to be unthinkable. Vulgar magic is by definition showy, accomplishing the impossible right before one’s eyes. Using vulgar spells, mages can fly through the air, transform into creatures out of legend, throw fire and lightning, and literally turn the world upside down. But reality rebels against such magic, so mages pay a price for vulgar spells. That price is a Paradox.

Vulgar magic does not necessarily reveal the spellcaster as the source of the magic, unless the effect obviously comes from him (such as an electrical charge shot forth from his fingertips). The Storyteller decides whether onlookers can trace a spell back to its caster based on the circumstances.

This is information about the mechanic. Casting Vulgar Magic reveals the mage's Nimbus[1].

This is a drawback of the mechanic. Casting Vulgar Magic requires a Paradox roll prior to the spellcasting roll.


Vulgar Magic Examples

The following are all examples of vulgar spells:

  • The mage opens a shimmering gateway in the air, stepping through it and disappearing, or simply vanishes in a puff of smoke. He has cast a Teleportation Space spell.
  • With a laying of hands and a golden light, the mage heals a dying man and restores him to perfect health. He has cast the covert Healing Heart Life spell, but when used to heal aggravated wounds, the spell is vulgar.
  • In a dark mirror, the mage displays images of events happening halfway around the world. He casts a Scrying Space spell.
  • Pointing an oaken staff and speaking a word of power, the mage causes lighting to leap from the staff to strike an opponent. He casts a Thunderbolt Forces spell.
  • The mage hovers in midair in the lotus position, without any visible means of support. He has cast a Flight Forces spell.
  • The mage transforms from a human being into an animal or a fantastic creature. He casts a Shapechanging Life spell.
  • A spirit materializes out of thin air to do the mage’s bidding. The mage casts a Materialize Spirit spell.


Improbable Magic

While covert magic uses secrecy or the cloak of happenstance to hide its true nature, ordinary suspension of disbelief only stretches so far before it snaps and turns into incredulity and disbelief. Basically, the more often mages perform covert magic in a particular place and time, especially the same covert magic, the more likely their magic crosses the line and risks a Paradox. Covert spells can become improbable. Some mages call this the “domino effect,” since it’s like tipping over a line of dominoes.


For example, it’s not hard to believe lightning might strike someone from a cloudy sky, particularly if there’s a storm brewing and the target is standing out in the open. Lightning striking the same target twice, however, is much harder to believe, and lightning striking multiple targets multiple times in the same area over a short period is almost impossible to dismiss as coincidence. One lightning strike is coincidental. A dozen is highly improbable. (See the Forces Call Lightning spell).


There’s a fine line between the two, and ultimately it’s up to the Storyteller to decide when a mage is about to cross it. Generally, if the reaction of Sleeper witnesses is likely to be “Wow, what are the odds?” then there’s no chance of a Paradox. If it’s more likely to be “No way, that’s impossible!” then the spell risks a Paradox.

Mages know when the jig is up. They can sense when coincidence is stretched too far to be pushed any further, so the Storyteller should always warn players when their characters are about to step over the line, telling them before they roll the dice something like, “That spell will exceed the threshold of credibility and risks a Paradox.”

This article has additional House Rules. Please click the House Rules tab above for details.
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