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  • Page 102, Infamous Mentor: Infamous Mentor tells you that you can take "social merits" with it. However, this book does not use a Social Physical Mental categories for merits, so unless you have a copy of Chronicles corebook at hand, you have no idea (other than your gut instincts) what a Social Merit is.

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    • Pg. 99: Creating Demesnes
      There is mention of an Attainment needed to create a Demesne, but no such Attainment exists anymore. Also, what is the minimum Arcana levels, if any, required in order to create a Demesne?

      Once soul stones are gathered together, they must be enchanted to create a Demesne. All soul stones involved must be kept within the Demesne’s premises. They can be kept together or scattered
      throughout. If a soul stone is destroyed, the Demesne’s area drops by one rank. The soul stone’s creator can create a new one to replace the lost one (using the same procedure he used to create the first), restoring the lost area without the need to use the Attainment. If he is unwilling or unable, another mage can provide a soul stone, but the Demesne must be reestablished using the Attainment.
      Last edited by Zooroos; 05-11-2016, 11:04 AM. Reason: Missed quotation marks

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      • I read through each of the example spells with a critical eye and recorded everything that struck me as inconsistent or lacking clarity. I've put the full (LONG) list behind spoilers below.

        EDIT: Oops, I completely misunderstood how Withstand works. I've removed some remarks because of this.

        P128-129: Ectoplasmic Shaping and Ectoplasm. I couldn’t find (ctrl-f) any rules for ectoplasm in either the Mage book or the CofD book. How does ectoplasm interact with normal matter? Can it be made into tools? Weapons? Armor?
        P128: Shadow Sculpting. It’s not clear from the description whether sculpted objects can be 3D.
        P128: Soul Marks: This seems like it should be a Knowing spell.
        P129: Ghost Shield. This spell gains nothing from additional Potency. Perhaps the Primary Factor should be Duration? Also, should this have Reach options for protecting from Disciplines or Death magic as Mental Shield p160-161?
        P130: Cold Snap. The Ice and Extreme Cold tilts appear on pages 321 and 320, respectively. Also, given the example for Fraying on page 123, maybe this should be a Fraying spell?
        P130: Ghost Gate. I’m assuming that those passing through the gate don’t regain corporeality when the spell ends, while those using the +1 Reach option do. This could use clarification, though. This spell’s effect seems inconsistent with both the description of Weaving on page 123 and the Twilit Body spell on page 184.
        P131: Ghost Summons. This doesn’t really seem like a Perfecting spell. The description of Ruling on page 123 would indicate that this should be a Ruling spell.
        P132: Enervation. The spell doesn’t specify that the Arm Wrack/Leg Wrack Tilt expires with the Duration.
        P132: Exorcism. The added effect only requiring Mind 2 seems odd. Presumably this is also an Unravelling effect for Mind.
        P132: Revenant. The added effect only requiring Mind 2 seems odd. Presumably this is also an Patterning effect for Mind.
        P133: Create Anchor. The wording of Revenant on page 132 seems to suggest that Revenant can cause the Anchor Condition at four dots.
        P133: Deny the Reaper. Seems a bit weak for an Unmaking spell, especially when compared with Temporal Summoning on page 189. Maybe it needs an option to be made Lasting?
        P133: Empty Presence. It doesn’t seem like “the subject’s presence in the world” would fall under the purview of the Death Arcanum, so this spell seems to contradict the description of the Unmaking practice on page 124.
        P133: Sever the Awakened Soul. If Sever Soul on page 132 is not Unmaking, I don’t see why this spell should be.
        P135: Quantum Flux. Is there a limit to the number of aimed actions the subject can take during the Duration?
        P135: Reading the Outmost Eddies. As written, the first two effects of this spell seem to last indefinitely until Potency is used up. Is this correct?
        P136: Lucky Number. This spell gains nothing from additional Potency or Duration. Maybe a Reach effect should be added to make one of these useful?
        P136: Shifting the Odds. As written, this spell gains nothing from additional Duration. Are the Merit dots supposed to expire when the Duration does? Also, shouldn’t the Merit dots be determined by Potency rather than Fate dots?
        P136: Warding Gesture. The first effect seems to have extremely broad application as compared to Ghost Shield and Mental Shield.
        P137: Monkey’s Paw. Seems like this should be two different spells, one of which is Fraying and the other of which is Perfecting.
        P137: Sworn Oaths. This seems more like a Weaving spell than a Perfecting spell.
        P138: Chaos Mastery. Should the Potency+Fate be just Potency? Also, why is this Patterning? Causing direct lethal damage is supposed to be an Unravelling spell, for example. Finally, it seems like this is several different spells all in one.
        P138: Divine Intervention. As this spell levies a curse, shouldn’t this be Unravelling? Also, as written, it seems like the goad effect is Lasting. Is that intended?
        P139: Pariah. References Fate dots rather than Potency.
        P141: Kinetic Efficiency. References Forces dots rather than Potency.
        P141: Given how data transmission works (especially digital), this should probably be a Knowing effect.
        P142: Control Gravity. This spell gains nothing from additional Potency. Perhaps the Primary Factor should be Duration?
        P142: Control Light. The more common “incandescence” is probably preferable to “candescence” at the end of the first paragraph.
        P143: Control Weather. The description reads: “Listed below is an example set of Conditions possible…,” but the list consists entirely of Tilts, not Conditions.
        P143: Kinetic Blow. Reading the description, I thought the effect was going to be to convert bashing damage to lethal. “Weapon bonus” should probably be “bonus to weapon damage” for clarity’s sake.
        P144: Call Lightning. This seems like a spell that “directly attack[s] targets using the energy of the Arcanum” (Fraying on page 123), so it’s odd that it’s a Weaving spell.
        P144: Gravitic Supremacy. Should Strength be replaced with Potency here?
        P144: Telekinesis. Speed depending on Gnosis+Forces rather than Potency (or Strength and/or Dexterity of the spell) seems odd.
        P145: Turn Momentum. Is the Potency limit on objects for the whole Duration? Also, the description reads: “Because the spell acts upon an object’s momentum and not the object itself, the weight and speed are irrelevant…” The momentum of an object is defined as the product of its mass and velocity, which are intimately related to its weight and speed, so this statement seems contradictory.
        P145: Velocity Control. If spells can have two Practices, several of the Fate spells should follow this example.
        P145: Levitation. The base effect seems identical to Telekinesis.
        P145: Rend Friction. Not sure why this is Unraveling. Also, maybe the damage should depend on Potency, too?
        P146: Adverse Weather. The Extreme Environment entry on page 224 only details up to level 4.
        P146: Eradicate Energy. How does this spell work with a source of energy? That is, if a mage destroys all the light in a room with a light bulb on, what happens? Also, should volume be replaced with intensity? It seems like it’s referring to the area of effect, but the table contains no information about this.
        P148: Cleanse the Body. Does the next resistance roll have to happen within the spell’s Duration?
        P149: Purge Illness. This doesn’t seem to be a Shielding effect.
        P152: Regeneration. Both this spell and Many Faces on page 150 say that they can cure infertility. What’s the minimum dot level for doing so?
        P153: Create Life. Is the mage limited to creating examples of extant creatures? If not, I don’t understand what the Reach effect adds to the spell.
        P153: Contagion. Are the effects of this spell Lasting?
        P156: Shaping. Are the effects of this spell Lasting?
        P156: Aegis. If multiple practices are allowed (see Alter Integrity on the same page), why is this Weaving instead of Fraying or Perfecting?
        P156: Alter Conductivity. This probably shouldn’t be a Ruling spell.
        P156: Alter Integrity. This spell has two Practices.
        P157: Nigredo and Albedo. This spell has two Practices.
        P159: Know Nature. Does this spell give the specific dot rating of each attribute, or does it function as Analyze Life on page 148? Also, this spell gains nothing from additional Potency. Perhaps the Primary Factor should be Duration?
        P160: Incognito Presence. Grants Clash of Wills even to those not using a supernatural power to detect the subject.
        P160: Memory Hole. Shouldn’t this spell be able to compartmentalize a number of memories equal to Potency? Also, it seems more like a Veiling spell than a Ruling spell.
        P160: Mental Shield. This spell gains nothing from additional Potency. Perhaps the Primary Factor should be Duration?
        P161: Enhance Skill. According to page 126, this should be a two dot effect.
        P163: Befuddle. The equivalent Life spell is at three dots.
        P163: Gain Skill. If Enhance Skill ought to be two dots, should this be three?
        P164: No Exit. While the Practice of this spell is given as Unmaking, the description reads: “..creates a mental thought loop…,” which suggests Making.
        P166: Supernal Vision. This seems more like a Knowing than an Unveiling.
        P168: Wards and Signs. Doesn’t specify whether it affects only Awakened magic.
        P169: Platonic Form. The description mentions swords, but the mechanics don’t say anything about how the tass functions as a weapon.
        P176: Ward. This spell gains nothing from additional Potency. Perhaps the Primary Factor should be Duration?
        P178: Secret Room. The description reads: “...dimension is merely an expression of distance in three dimensions.” That’s not only not what dimension means, it’s non-sensically circular.
        P181: Ephemeral Shield. The first Reach effect seems inconsistent with those offered by the Mental Shield spell.
        P182: Place of Power. Has two practices.
        P182: Banishment. The added effect only requiring Mind 2 seems odd. Presumably this is also an Unravelling effect for Mind.
        P182: Bind Spirit. The added effect only requiring Mind 2 seems odd. Presumably this is also an Patterning effect for Mind.
        P184: Shape Spirit. This seems like several spells combined into one. Comparable effects in Life are split across multiple spells.
        P184: Birth Spirit. This spell gains nothing from additional Potency. Perhaps the Primary Factor should be Duration?
        P189: Temporal Summoning. This spell gains nothing from additional Potency. Perhaps the Primary Factor should be Duration?
        P190: Weight of Years. Practice should probably be Fraying.
        P191: Corridors of Time. This spell gains nothing from additional Potency. Perhaps the Primary Factor should be Duration?

        Last edited by Wologimbat; 05-11-2016, 10:50 AM.

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        • p. 74 Primal Wild: A Supernal Realm where the Ruling Arcana are Life and Spirit. Mages who walk the Tyrsus Path claim a connection to this Realm.

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          • One thing I've noticed is, that while the inclusion of Mind into the Tamers of Fire Legacy might be intentional, I can't shake the feeling that going by their description they should access Prime and Forces, not Mind and Forces. I mean, the capability to detect human potential, the inspirational powers of Words of Truth, or the revelatory insights granted by Stealing Fire and Apocalypse are much more in line with the Obrimos attitude than the manipulating powers of Mind.

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            • Prime's expanded Purview means weird things for Mind-using Legacies like the Tamers of Fire and the Tamers of Wind who used Mind for Truth, Inspiration, Revelation, etc. Prime 5 Forge Purpose is one of the most Tamers-of-Fire spells ever put to page.

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              • Temporal summoning lacks a withstand attribute; presumably stamina (?).

                It is unclear whether Mind, Time and Fate armour are supposed to add to dodge dicepools, like every other defence booster, due to the sentence "If the character Dodges, add the character’s Space rating to the dice pool. " in Space Armour - a specific statement the others lack. Also space armour is the only defence boosting mage armour to specify it does not factor when surprised. But all defence is normally lost when surprised - or is this not the case with Mind, Fate and Time armours?

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                • I feel like "Retain your metaphysical self" type Withstands (Mind control, teleport, temporal summon) should probably be Withstood by Resolve.

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                  • Page 83 is missing the experience cost for specialties.


                    Mage: the Ascension - Redesigned Prime Sphere; Streamlined Wonder Creation
                    Mummy: the Curse - Lightweight 2E Conversion; Disciples of Duat

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                    • pg 144 Transmission (Forces 2): WiFi broadcasts are a type of radio signal. Basically everything you can use Transmission on is a type of radio signal, and for most they're Frequency Modulated, meaning changing the data means changing the frequency. The restriction of "cannot change the type of signal, such as turning a wifi broadcast into a radio signal" makes no sense.


                      proin's Legacy hub

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                      • p. 85 To the Thyrsus’s wisdom, life will out.

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                        • Originally posted by Flux View Post
                          p. 85 To the Thyrsus’s wisdom, life will out.
                          That one's not actually a typo, I'm pretty sure it's a reference to a quote, a very old quote though that specific permutation might be from Jurassic Park.

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                          • p.137, Monkey's Paw could probably use a different name to elaborate that it grants either a bonus or a penalty. Something like Monkey's Paw/Lucky Coin.

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                            • This line:
                              Ghosts always have Influence: Anchors, but may have other Influences as well if they increase in Rank.
                              has slipped back into the ephemeral entities section again after being removed from the Chronicles of Darkness due to the fact that it isn't accurate. There are, in fact, no sample ghosts in any book with Influence: Anchors.


                              Going by Willow now, or Wil for short. She/Her/Hers.

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                              • pg 154 Detect Substance: the Forces 1 Conjunctional should probably just be its own, independent spell, Forces alone should be enough to read the electromagnetic characteristics of a disk, with the possible exception of optical discs (they're physically grooved, but the light refraction should be readable as data).


                                proin's Legacy hub

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