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Mage: The Ascension vs Swords & Wizardry

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

Mage: The AscensionSwords & Wizardry
GenreFantasy, Modern, HorrorFantasy
TagsFreeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban FantasyClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Hexcrawl, Random Tables, Resource Management, Sandbox, Domain Management, Strong GM Support
Core MechanicRoll an Attribute-plus-Ability pool of d10s and count dice meeting the difficulty, usually 6. Each rolled 1 cancels a success. A roll botches only when no die meets the difficulty and at least one die shows 1. Magick instead rolls Arete, the mage's enlightenment rating, against a difficulty based on the highest Sphere used and whether the effect violates ordinary reality. Successes determine the effect's extent.Roll a d20 with attack modifiers and meet the target number for the chosen Armor Class system. Ascending Armor Class allows a direct roll against AC; descending Armor Class uses attack tables. Saving throws use a single class-based d20 target number with bonuses against particular hazards.
Diced10 dice poold20
ComplexityVery HighMedium
AccessibilityHighMedium
RunnabilityVery HighHigh
LicenseAll Rights ReservedSwords & Wizardry Compatibility-Statement License (CSL)
Third-Party PublishingCommercial publishing allowed — Storytellers VaultCommercial publishing allowed — Swords & Wizardry Compatibility-Statement License
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherOnyx Path PublishingMythmere Games
Year20152023
LanguagesEnglish, French, German, Italian, Russian, SpanishEnglish, German
Best ForGroups who want long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality.Groups seeking dangerous dungeon expeditions and open wilderness campaigns. Higher-level characters can establish strongholds and govern surrounding settlements.
HighlightsNine Spheres combine into improvised magical effects beyond a fixed spell list. A mage's beliefs determine the practices and instruments that make those effects possible. Concealing magick within plausible events reduces the risk of reality's backlash.One class-based saving throw target replaces separate hazard categories. Treasure grants experience points, rewarding successful expeditions even when monsters are avoided. Stronghold construction and settlement taxes support campaigns that grow into territorial rule.
ConsiderationsImprovised magick requires the group to agree on what an effect can accomplish before rolling. Accumulated Paradox can injure a mage or trap them in a distorted reality. Cabals need shared motives to keep incompatible faction loyalties from pulling the campaign apart.Low starting hit points and death below zero make early combat dangerous. Damage during casting interrupts a prepared spell and expends it. Nonhuman ancestry restricts available classes and level advancement.