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Mage M20 Combat cheat sheet

Turn order, actions, and reminders. At-the-table reference for Mage: The Ascension 20th Anniversary.

Mage M20 combat: d10 dice pools, difficulty-based rolls, soak, and the ever-present risk of Paradox when magic enters the fight.

Initiative
Roll
1d10 + Dexterity + Wits
Ties
Higher Wits, then Dexterity
  • Re-roll initiative each round.
Action economy
  • 1 action per turn (attack, cast a rote, dodge, use an item).
  • Split actions: divide your dice pool across multiple actions (each gets fewer dice).
  • Declare all actions at the start of the turn.
Attack roll
Melee
Dexterity + Melee (or Brawl), difficulty 6
Ranged
Dexterity + Firearms, difficulty 6 (modifiers for range/cover)
Success
Each die ≥ difficulty = 1 success
Botch
No successes AND any 1s = botch (bad outcome)
Damage and soak
  • Damage pool = weapon damage + extra successes (net hits above 1).
  • Roll damage pool vs difficulty 6; each success = 1 health level of damage.
  • Soak: defender rolls Stamina (+ armor) vs difficulty 6; each success removes 1 damage.
  • Damage types: bashing (fists, blunt), lethal (blades, bullets), aggravated (fire, magic, supernatural).
Health levels
Bruised
No penalty
Hurt
-1 die
Injured
-1 die
Wounded
-2 dice
Mauled
-2 dice
Crippled
-5 dice
Incapacitated
Can't act; one more hit = death
Magic in combat (Arete rolls)
  • Roll Arete vs difficulty: highest Sphere used + 3 for a coincidental effect, + 4 for a vulgar one.
  • Sphere level determines what is possible.
  • Coincidental magic: no Paradox, blends into reality.
  • Vulgar magic (no witnesses): small Paradox risk.
  • Vulgar magic (with witnesses): full Paradox pool accumulation.
  • Paradox backlash can happen mid-fight: burns, reality glitches, Quiet.
Paradox
  • Accumulated from vulgar magic. Stored as a Paradox pool.
  • Backlash: ST triggers when pool is high or on a botched Arete roll.
  • Effects: physical damage, being flung to a Paradox Realm, permanent Flaws.
  • The more witnesses, the worse the Paradox.
Common mistakes
  • Difficulty is not the number of successes needed: difficulty is the target number per die (usually 6). You need at least 1 success.
  • Botch = zero successes AND at least one 1. If you have any successes, 1s just cancel one success each.
  • Vulgar magic in front of Sleepers is the fastest way to accumulate Paradox.
  • Split actions divide the WHOLE pool: 3 actions from a 6-die pool = 2 dice each.
  • Soak does not apply to aggravated damage unless the character has supernatural protection.

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