Rules reference
Conditions in Mage: The Ascension 20th Anniversary
Status effects and how they impact characters and play. 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
Conditions define mechanical states that alter what a character can do. Use this page to quickly understand the most common effects and how to resolve them.
- 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
When a condition is applied, note the source and duration. At the start of each turn (or scene), check which conditions expire or escalate.
Some systems let conditions stack; others replace. Check your system’s rules for which takes precedence when multiple effects overlap.
- Mistake: Forgetting to clear expired conditions. Fix: Check condition durations at the start of each turn or scene.
- Mistake: Treating conditions as flavor only. Fix: Apply the mechanical penalty or restriction every time it's relevant.