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Mage: The Ascension vs Spore Friends

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

Mage: The AscensionSpore Friends
GenreFantasy, Modern, HorrorFantasy
TagsFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress MechanicsCozy, Collaborative, GM-Less, Rules-Light, Beginner-Friendly, Family-Friendly, Experimental
Core MechanicBuild 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.Players drop 10 confetti spores onto a printed target; at least one spore inside or touching the circle succeeds. Being Good At or Really Good At the task adds four or eight spores, while a complication halves the pool. The group agrees on the pool before the drop and chooses a fictional setback after failure.
Diced10 dice poolDiceless
ComplexityVery HighVery Low
AccessibilityHighMedium
RunnabilityVery HighHigh
LicenseAll Rights ReservedProprietary
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherOnyx Path PublishingUltimate Hyper Games
Year20152026
Best ForGroups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.Mixed-age groups seeking gentle collaborative adventures built around a tactile resolution ritual.
HighlightsNine 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.Spore Challenges turn resolution into a physical target drop, making uncertain actions a shared table event. Open-ended Good At traits reward players for explaining how an unusual strength applies to the current problem. Adventure prompt sheets convert scattered spores into scene ingredients, allowing play to continue without a prepared scenario.
ConsiderationsImprovised 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.Physical setup is required: confetti, a target, and enough room to drop spores from 50 centimeters. Core judgments depend on consensus, and the rules give no numerical fallback for unresolved disagreements. Setbacks can remove a Good At trait, but the rules provide no advancement procedure for gaining new abilities during a campaign.