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[Mage: the Awakening] Legacy of the Stone Assembly
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<blockquote data-quote="Hella_Tellah" data-source="post: 4565355" data-attributes="member: 52669"><p>Since you have gnosis 3, you can combine two spells at a given time by increasing the dot requirement of both spells by one. Hence, if you want to combine Supernal Vision with Aura Perception or Third Eye, you could do it with Prime 2/Mind 2. You would use the lower of the two dice pools and take a -2 penalty, so it would be Gnosis (3) + Mind (2) - Combination Penalty (2) = 3.</p><p></p><p>I had the terminology mixed up on Conjunctional spells, as is the ever-present danger in Mage. Conjunctional spells are spells that, by design, use multiple arcana, or that can have an additional element of an arcanum mixed in. The Fate 1 spell Sharpshooter's Eye is a good example: by design, it combines Fate and Space, and you have an option of using Life or Matter to lock on to either a living thing or an object.</p><p></p><p>So my general ruling is this: if it's combining the effects of two existing spells, use the Combined spell rules. When creating a brand new spell with Creative Thaumaturgy, it will be <em>conjunctional </em>if the spell seems to thematically require multiple arcana toward a related effect. If the effects seem totally unrelated, we'll roll them as <em>combined </em>spells. For example, if you'd like to cast a spell that transmutes a spirit into a block of steel, it will be conjunctional Spirit/Matter. If, on the other hand, you want to freeze a spirit in place while liquifying a steel door, I'll rule it as combined.</p><p></p><p>In the specific instance of using two Mage Sight spells at once, I'm going to rule that they need to be cast as <em>combined</em>.</p></blockquote><p></p>
[QUOTE="Hella_Tellah, post: 4565355, member: 52669"] Since you have gnosis 3, you can combine two spells at a given time by increasing the dot requirement of both spells by one. Hence, if you want to combine Supernal Vision with Aura Perception or Third Eye, you could do it with Prime 2/Mind 2. You would use the lower of the two dice pools and take a -2 penalty, so it would be Gnosis (3) + Mind (2) - Combination Penalty (2) = 3. I had the terminology mixed up on Conjunctional spells, as is the ever-present danger in Mage. Conjunctional spells are spells that, by design, use multiple arcana, or that can have an additional element of an arcanum mixed in. The Fate 1 spell Sharpshooter's Eye is a good example: by design, it combines Fate and Space, and you have an option of using Life or Matter to lock on to either a living thing or an object. So my general ruling is this: if it's combining the effects of two existing spells, use the Combined spell rules. When creating a brand new spell with Creative Thaumaturgy, it will be [I]conjunctional [/I]if the spell seems to thematically require multiple arcana toward a related effect. If the effects seem totally unrelated, we'll roll them as [I]combined [/I]spells. For example, if you'd like to cast a spell that transmutes a spirit into a block of steel, it will be conjunctional Spirit/Matter. If, on the other hand, you want to freeze a spirit in place while liquifying a steel door, I'll rule it as combined. In the specific instance of using two Mage Sight spells at once, I'm going to rule that they need to be cast as [I]combined[/I]. [/QUOTE]
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