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Inspirisles vs Mage: The Ascension

Compare Inspirisles and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.

InspirislesMage: The Ascension
GenreFantasyFantasy, Modern, Horror
TagsCollaborative, Beginner-Friendly, Family-Friendly, Narrative, Rules-Light, Low-PrepFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics
Core MechanicLeader rolls 3d6 against target 11. Party members assist by describing how they use elemental Shaping (sign language-based magic), adding bonuses. Roll 17–18 is automatic success; 3–4 is automatic failure.Build a d10 pool from an Attribute plus an Ability and count each die that meets or exceeds the difficulty, usually 6. Each rolled 1 cancels a success, and a roll with no successes and at least one 1 botches. Magick uses Arete instead: the highest Sphere plus coincidence or vulgarity and witnesses establishes the base difficulty, with situational modifiers applied afterward. Successes determine the Effect, and vulgar casting risks Paradox.
Dice3d6d10 dice pool
ComplexityVery LowVery High
AccessibilityMediumHigh
RunnabilityLowVery High
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherHatchlings GamesOnyx Path Publishing
Year20212015
LanguagesEnglishEnglish, French, German, Italian, Russian, Spanish
Best ForGroups wanting a family-friendly cooperative fantasy RPG that introduces sign language (ASL/BSL) and Deaf awareness through an enchanting Celtic-inspired setting.Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.
HighlightsTeaches real sign language (ASL and BSL) through play, strong safety tools and consent framework, inclusive and family-friendly, unique cooperative focus where every player contributes to testsNine Spheres combine to build open-ended Effects, allowing the same capability to emerge through different paradigms, practices, and instruments. Coincidental and vulgar classifications make subtlety a tactical choice because conspicuous magick raises difficulty and accumulates Paradox. Focus ties belief to procedure, so a mage's worldview determines the tools and rituals used to alter reality.
ConsiderationsVery narrow appeal, minimal mechanical depth beyond the core roll, tightly bound to its specific setting, sign language component may not suit all groupsImprovised Effects place frequent adjudication on the Storyteller, who must apply Sphere permissions, focus, required successes, and consequences consistently. Vulgar magick generates Paradox even on success, so overt power can punish a mage through injury or metaphysical breakdown. Faction choices can make a cabal internally hostile, so character concepts need shared motives before play.