Rules reference
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.
Combat rules matter most when they keep scenes moving. This page focuses on decision points and the system’s core resolution loop.
Mage (M20) is a dice pool game where your magical capability is expressed through Arete and Spheres. Coincidental vs Vulgar magic changes risk (Paradox).
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.