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Mage: The Ascension vs TALES From the Loom

Compare Mage: The Ascension and TALES From the Loom side by side. See differences in complexity, dice, genre, cost, and more.

Mage: The AscensionTALES From the Loom
GenreFantasy, Modern, HorrorFantasy
TagsFreeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban FantasyCharacter Building, Collaborative, Crunchy, Deadly, Exploration, Freeform Magic, Journaling, Narrative, Tactical, Worldbuilding
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.Players roll a pool of d6s and count dice that meet or exceed a success threshold, usually 4+. They compare the successes with a GM-set difficulty rating. Three or more matching results create a WARP on a hit or a WEFT on a miss. The player then describes an extra benefit or a costly success, subject to GM approval.
Diced10 dice poold6 dice pool
ComplexityVery HighHigh
AccessibilityHighVery High
RunnabilityVery HighMedium
LicenseAll Rights ReservedProprietary
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Cost$$Free
PublisherOnyx Path PublishingJarren Magnell
Year20152025
LanguagesEnglish, French, German, Italian, Russian, SpanishEnglish
Best ForGroups who want long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality.Groups that want deep character customization, collaborative worldbuilding, and a GM comfortable adjudicating player-created magic.
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.The Weaving system prices player-created spells by tier and effect, giving each caster a distinct magical toolkit. WARPS and WEFTS turn matching dice into player-described benefits or complications, distributing narrative authority when matching results trigger. Reflections reward between-session character journaling with a bonus die on a later non-combat skill roll.
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.Freeform spell creation requires players and the GM to negotiate effects, costs, and scope. Combat uses abstract range and speed bands, so it does not provide grid-based positioning. Characters die at 0 Wounds by default, although an optional rule permits survival with a permanent reduction.