Magickal Feats

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Mage Information
Feat Suggested Successes
Simple Feat 1 (Enhancing your perceptions, lighting a candle,
changing hair color, shielding your mind)
Standard Feat 2 (Healing yourself, conjuring a small fire, altering your shape,
influencing someone’s mood with Mind magick)
Difficult Feat 3 (Healing aggravated damage, conjuring a fireball, transforming yourself
into a radically different shape, reading or affecting someone else’s mind)
Impressive Feat 4 (Growing or regenerating limbs, conjuring a firestorm, transforming someone
else into a different shape, controlling someone else’s mind)
Mighty Feat 5 to 10 (Creating simple life-forms, blowing down
walls, conjuring strange entities, commanding a mob)
Outlandish Feat 10 to 20 (Creating complex life-forms, blowing up buildings,
summoning Otherworldly creatures, turning a mob into your personal zombie squad)
Godlike Feat 20 and beyond (Rewriting your own Pattern permanently,
incinerating cities, conjuring monstrous hordes, enslaving hundreds of people)


Notes
Personal Effects typically require only one success.
Effects that affect someone or something else require at least two successes.
World-altering Effects tend to require at least five successes and go upward from there.
Damage or Duration for these feats (not both at once) are based upon the number of successes rolled, as per the Base Damage or Duration chart. If you chose Damage, then Duration is instant. If you choose Duration, then Damage is zero.
Additional Damage, Targets, or Duration may be purchased under the Optional Dividing Successes Rule, below.
If you wish to add to the Effect’s Damage, Targets, or Duration before you make the roll, figure out how many additional successes you would need, declare them to the Storyteller, and then roll the total amount (that is, the Base + additional successes).