NWoD Mage the Awakening Spell Acceleration

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Acceleration: Time 3 (MtA p.262)

Practice: Perfecting

Action: Instant

Duration: Prolonged (one scene).

Aspect: Vulgar

Cost: None during casting, 1 Mana per turn after casting

Rote Pools: Adamantine Arrow Rote: Stamina + Athletics + Time

Description: The mage accelerates his personal temporal motion, enabling her to move and act quicker than is normally possible.

This spell boosts the mage’s ability to avoid attacks, her Initiative and Speed. Although the spell’s Duration lasts for one hour, the mage gains its benefits only in those turns in which she spends one Mana reflexively, and the benefits last for that turn. (Once the Duration has expired, Mana can no longer be spent to gain the benefits.)

The benefits are as follows:

• For each Time dot the mage possesses, one die is subtracted from any and all attackers’ dice pools (including ranged attacks), as the mage moves much more quickly than normal and is harder to hit. This penalty to attackers’ pools applies in addition to any armor the mage may have, as well as to Defense (though note, like armor, Acceleration’s benefits do not diminish based on how many attacks the character faces). For example, if the mage has Time 4, four dice are subtracted from any assailants’ dice pools.

• Adds one to the mage’s Initiative per dot of Time. This allows her to move up the initiative roster for that turn by one point for each bonus. In the following turn, she drops back down to her original position in the roster.

• Finally, each dot of Time allows the caster’s Speed to be added again to his total Speed rating. Thus, Time 3 enables a mage with Speed 9 to move at Speed 36 (9 + 9 + 9 = 27 + base Speed of 9 = 36). With Time 4, the mage can cast this spell on others.

GMC Rules

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House Rules

Chronicle 1

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Navigation

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