By Heather Grove, Conrad Hubbard, Scott Taylor
Complement for Mage: the Ascension.
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Extra info for Sorcerer, Revised Edition (Mage: The Ascension)
It can be a prosperous position for many young men, for with the founding of new towns all over Europe and the constant expansion of current settlements, trained workers are much in demand across the continent. In addition to the offers of work, the journeyman also gains the opportunity to work with others in his guild, and train further alongside masters of the craft. This can only help when he too seeks to become a master, recognized by the guild and paid a premium for his efforts. The path from journeyman to guild master is one that frequently lasts several years, and there really is no average duration with which to compare.
Phase-shift: caster teleported to random location. Black hole effect: caster and any individuals within 20 feet are drawn into another dimension. Temporal rift: caster falls backwards (or forwards) in time. Random spell effect (Gamemaster’s choice). COUNTERSPELLS Any spell or magical effect can be dispelled by casting a counterspell of the same Mode. If the counterspell is of a different Order than the original spell, the spellcaster takes an additional -5 penalty to his casting roll. Counterspells have the same range and duration as regular spells of the same Mode.
This information describes how magic works for members of that Order, and how such spell casters view the practice of Magic. MODES A Mode is a general type of spell-effect, such as Illusion, Conjuration, etc. There are twelve different Modes that together describe all the powers and abilities of High Medieval spellcasters, described in detail in the Chapter 6 - Magic. Players should be familiar with the Modes that 3. GM determines bonuses or penalties (based on the character’s Mode rating, spell level, and other factors); 4.