

All in all, it's a complex, but worthwhile system, and it's better than its predecessor. Once you get the right amount of Yantras, dedicated tools, power and other such aids, you can turn a passive first level spell into a real magic monster, just by roiding it up a little. The flexible and abstract depictions of magic means that you can really do anything with magic and also means that you can imagine how magic looks in your own head, and also means that spells aren't bound to their simple descriptions. That being said, though, once you get used to the layers of complexity and the mechanics of it all, you have quite the comprehensive magic system that allows for some fun adaptation and dickery and still manages to be less complicated than its oWoD counterpart.

Most of your first sessions will be spent adding up and subtracting the numerous amount of dice you'll need in order to cast spells and also buff them so that they can actually DO something, and if you've got a shitty GM, referring to the scattered rules of magic that are found all throughout the book, one which doesn't have a GOD DAMN INDEX!!! Not only that, but it doesn't help that the entire wording of rules in the book goes along the lines of "this doesn't matter and is abstract but also important," while burdening the newbie with additional information that they shouldn't have to worry about just yet.Īll this means you better pray to Tzeentch that he puts you in a really understanding group or one made up of similarly new player with a GM who knows what the fuck is going on and is able to clearly explain the rules and can help you with casting the spell you want to cast. Rules for casting magic can be found in sections about awakening and vice versa. As it goes with White Wolfthe book itself jumps all over the place when it comes to explaining both Fluff and Crunch. This wiki has a template for people who want to host MtA character sheets on this wiki. The second edition has since fixed up the fluff to make things more flavorful, though. Have fun eating Paradox like a chump! Neckbeards hate it so much that they play it more than they did the old one, and people who barely ever played the old one but felt entitled to an endless, non-playing discussion circlejerk feel sad that the expertise they developed arguing about a particular imaginary world has been reduced to its actual, marginal social value. Mages Awaken and find that according to some of the earlier fluff - this gets pushed by the wayside later they're the inheritors to Atlantis. Much more emphasis on the fate of the real world, now that Mages no longer have their own special spirit world to care about LOL Astral Realms. They basically removed all the cool diverse traditions and organizations from the old one and substituted vague, indeterminate, inscrutable new ones.
