Rules reference
Combat in Mage: The Ascension 20th Anniversary
Turn flow, actions, and common combat rules. Mage: The Ascension 20th Anniversary Edition is a tabletop RPG where you play as Awakened mages who can bend reality through the Spheres. As a mage, you belong to a Tradition (like the Order of Hermes, Verbena, or Virtual Adepts) and use your understanding of reality to cast magic, all while managing Paradox and Consensus.
Key points
Combat rules matter most when they keep scenes moving. This page focuses on decision points and the system’s core resolution loop.
- 9 Spheres: Correspondence, Entropy, Forces, Life, Matter, Mind, Prime, Spirit, Time
- 9 Traditions: Order of Hermes, Verbena, Virtual Adepts, Akashic Brotherhood, Celestial Chorus, Cult of Ecstasy, Dreamspeakers, Euthanatos, Sons of Ether
- Arete system: Determines maximum Sphere dots usable in effects
- Paradox mechanics: Accumulates from Vulgar magic
- Coincidental vs Vulgar magic: Coincidental generates less Paradox
- Quintessence: Fuels magical effects
Mage (M20) is a dice pool game where your magical capability is expressed through Arete and Spheres. Coincidental vs Vulgar magic changes risk (Paradox).
- Decide the effect and which Spheres apply.
- Roll your pool (often Arete with modifiers) and interpret successes as effect/scale.
- Track risk: Vulgar effects can generate Paradox and consequences.
Instead of “I attack,” state the goal: “I push them back from the door” or “I buy time for the escape.” This makes outcomes clearer.
Once the winner is clear, wrap it. Don’t grind out the last 10% if it doesn’t change the story.
- Mistake: Unclear turns and slow decisions. Fix: State intent, pick one action, resolve fast, and move on.
- Mistake: Grinding after the outcome is obvious. Fix: End scenes early and narrate the final advantage.