Mages

Affecting Other Races

Most races are not physically affected by a single sphere , you normally will need a combo as seen below. This also covers healing.

Race

Spheres needed

Fae

Life + Mind

Vampires

Life + Matter

Shifters

Life + Spirit

Mages

Life

Hedge Mages

What ever race they are from.

Wraith

Entropy

Risen

Life + Entropy

Mummys

Life + Entropy

Supernatural Power

All races have a source of their power. Each races power source can be created from Quintessence with the appropriate spheres (at least level 2), or turned into Quintessence with the specified Resonance (spheres at level 3 or higher). In both cases, you must possess a Lore of the race in question at 3 or higher to manipulate their supernatural energies. With Prime 4, you may siphon it from them, if you are willing to face the consequences. You can however use your spheres to work around this. A mage cannot take any power sources that are covered by its willpower. If a mage wants to take blood from a vampire, and the vampire has 5 Willpower, the mage can not take the vampires last 5 blood.

Race

Spheres needed

Conversion

Resonance

Fae

Prime + Mind

1 glamor = 1 quintessence

 Dynamic Resonance

Mage

Prime + Appropriate Sphere
Mind (Dynamic Resonance)
Entropy (Entropic Resonance)
Correspondence (Static)

1 quintessence = 1 quintessence

Per the Spheres used

Vampires

Prime + Life

3 blood = 1 quintessence

Entropic (Jhor) Resonance 

Shifters

Prime + Spirit

1 gnosis = 1 quintessence

Dynamic Resonance 

Wraith

Prime + Entropy

1 pathos = 1 quintessence

Entropic (Jhor) Resonance 

Hedge magic

Prime

1 mana = 1 quintessence

Static Resonance 

Mummy

Prime + Entropy

1 sekhem = 1 quintessence

Entropic (Jhor) Resonance 

Counter Magic 

  • Spheres vs. Spheres - In order to counter magic you must have the same sphere at the level of or higher then your opponent. While they are taking a turn to cast the spell you take your turn to counter the spell. This will come down to an Arete vs Arete (all modification are counted in this) challenge. If you have Prime 1 (apprentice level) and a higher level Arete you may take control of the spell.
  • Antimagic - Mages may spend quintessence to raise the level of the difficulty of another mage’s spell, the reverse of lowering your own difficulty. This does not count as an action just as lowering the difficulty does not. This follows the normal rules of how many quintessence can be spent in a round, limited by your rating in the Avatar background. Note that this will work on Hedge Magic, Vampiric Blood Magic, Mummy Hekau Paths, Shifter Gifts, and Fae Cantrips. For every Quintessence spent, the difficulty to use other supernatural powers will increase by 3, increase the traits (all traits associated with the challenge) needed to use it on a one for one basis, or add to ties on a one for one basis on Banality retests to counter cantrips. An area can be created as an "antimagic field" and these rules will apply within it.
  • Unweaving - Follow the same rules as counter magic but for spells that are already cast and in play.
  • Counter Magic vs Other powers - Prime is the sphere needed to counter magic. This will be an Arete + Lore challenge made against a non-mage at thedifficulty they are casting at or level of power they are using. Knowledge of the appropriate Lore, at a level equal to or greater than the power they are using, is required.