Beginner quickstart

How to play Mage: The Ascension 20th Anniversary

A fast, practical overview. 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.

Quick answer

What you do in play

You describe actions, the table uses the system’s core resolution mechanic when the outcome is uncertain, and the GM applies outcomes to keep the story moving.

Beginner checklist
  • Say what you do and what you want to happen (intent).
  • Use the system’s core roll mechanic to resolve uncertainty.
  • Apply consequences quickly to keep scenes moving.
  • Between sessions, record advancement so changes are consistent.
How rolls work (fast)

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.
Example: A coincidental effect is explainable; a vulgar effect is obviously impossible and carries higher risk.
Copyable facts
  • 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
  • Derived stats in this system: Essence, AreteRolls

Examples (success, failure, edge cases)

Example: Coincidental vs Vulgar

A coincidental effect can be explained away; a vulgar effect is obviously impossible. The more vulgar the effect, the more risk you take on (Paradox).

Example: Pick Spheres from intent

Start from the result you want, then pick which Spheres must be true for that result. If you can’t justify it, the effect probably needs different Spheres or a different approach.

Common mistakes (and the smallest fix)

  • Mistake: Starting from rules before intent. Fix: Start from the effect you want, then map it to Spheres and risk.
  • Mistake: Casting vulgar magic casually. Fix: Prefer coincidental approaches when possible; save vulgar for pivotal moments.
More mistakes for Mage

Character creation (what to decide)

Creation order (from this project’s system data)
  1. Choose concept, tradition/faction, nature, demeanor, essence, cabal affiliation if any.
  2. Assign Attributes: 7/5/3 across Physical, Social, Mental. Max 4 at creation (5 with Freebies).
  3. Assign Abilities (Skills): 13/9/5 across Talents, Skills, Knowledges. Max 3 at creation (4 with Freebies).
  4. Assign Advantages: 7 Background dots (max 3 per Background at creation).
  5. Select Spheres: 6 dots total (max 3 in any one Sphere at creation).
  6. Set Arete: 1 dot at creation (may raise to 3 with Freebies).
  7. Determine Willpower = highest of Courage + modifications (often 5+).
  8. Determine Quintessence and Paradox pool.
  9. Record Resonance traits if any.
  10. Spend Freebie Points (15 by default): Attributes (5), Abilities (2), Backgrounds (1), Spheres (7), Arete (4), Willpower (1).
Attributes
PhysicalSocialMentalDistribution
Skills

See skills in the rules topics.

Open skills topic

What to track during play

Keep these visible
  • Arete/Spheres for what you can attempt
  • Paradox risk and consequences
  • Willpower/Quintessence (if used at your table)

FAQ

What are Spheres in Mage M20?

Spheres are the fundamental forces of reality that mages manipulate. The nine Spheres are: Correspondence (space and distance), Entropy (chance and decay), Forces (energy), Life (living things), Matter (inanimate objects), Mind (thoughts and mental powers), Prime (quintessence and raw magic), Spirit (spirit world), and Time (temporal manipulation). Each Sphere ranges from 1-5 dots, with higher dots allowing more powerful effects.

How does Paradox work in Mage?

Paradox accumulates when you perform magic that violates Consensus—the shared belief about what's possible. Vulgar magic (obviously impossible, like shooting fire from your hands) generates more Paradox than Coincidental magic (could be explained away, like a gun jamming). Too much Paradox can cause backlash, from minor effects (burns, headaches) to dangerous Paradox Spirits that hunt you.

What's Arete in Mage?

Arete represents your character's understanding of reality and ability to work magic. It ranges from 1-10 and determines the maximum Sphere dots you can use in a single effect. Higher Arete allows for more powerful and complex magic. You roll Arete dice when casting magic, and need successes to power your effects.

What's the difference between Coincidental and Vulgar magic?

Coincidental magic can be explained away by coincidence or normal means—a gun jamming, a computer crashing, a lucky break. Vulgar magic is obviously impossible—shooting fire from your hands, flying, teleporting. Coincidental magic generates less Paradox and is safer, while Vulgar magic is more powerful but dangerous.

What are Traditions?

Traditions are different approaches to magic and reality. Each Tradition has favored Spheres and a unique worldview. Order of Hermes uses hermetic rituals, Verbena works with nature, Virtual Adepts use technology, Akashic Brotherhood combines magic with martial arts, and so on. Your Tradition affects your starting Spheres and how you approach magic.

Start playing with RPG Stack

Create a character, keep rules handy, and roll fast without leaving the table.