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Mage: The Ascension vs VI·VIII·X

Compare Mage: The Ascension and VI·VIII·X side by side. See differences in complexity, dice, genre, cost, and more.

Mage: The AscensionVI·VIII·X
GenreFantasy, Modern, HorrorFantasy
TagsFreeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban FantasySkill-Based, Career-Based, Freeform Magic, Roll to Cast, Deadly, Gritty, Experimental
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.Action Resolution Check (ARC): roll the die set by your Exclusive Skill score (d4 at skill 1–2 up to d12 at skill 9–10); rolling at or under the skill adds that result while rolling over subtracts the difference. Add the governing Character Stat and your Morality Index, then beat a hidden GM threshold (ARCT) or an opponent's roll (ARCO), with ties going to the defender. Because the Morality Index feeds every check, how closely a character follows their chosen moral Path constantly raises or lowers all their rolls.
Diced10 dice poold4–d12
ComplexityVery HighMedium
AccessibilityHighVery High
RunnabilityVery HighLow
LicenseAll Rights ReservedVI·VIII·X Third Party License
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$Free
PublisherOnyx Path PublishingKnight of the Lake Games
Year20152025
LanguagesEnglish, French, German, Italian, Russian, SpanishEnglish
Best ForGroups who want long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality.Experienced GMs running morally grounded fantasy who want player choices to carry hidden mechanical weight, and tables that prefer immersion and information asymmetry over full rules transparency.
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.A character's Morality Index adds to every check, so holding to a chosen moral Path lifts all rolls while drifting from it imposes a growing penalty until the character returns, and the GM tracks the grid position in secret so players feel the swing without seeing its cause. Secret Sorcery, the arcane tradition, pairs one element word with one principle word from twelve Magic Circles to declare any effect the GM prices by scope, removing spell lists and preparation and pushing magic toward improvised problem-solving. Characters have no hit points, so damage lowers the relevant Character Stat, and a stat reduced to zero starts a countdown of stat-plus-level turns during which healing can still reverse it before death locks in.
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.The Keep Uneducated Paradigm places the morality grid, hidden thresholds, growth points, and State of Mind tracking entirely on the GM, a parallel bookkeeping load that grows with the party. Resting recovers only one or two stat points per day and any real activity reverses healing, while magical healing ages the character a week per point restored, forcing long downtime between fights. Social interaction has no mechanical subsystem and defaults to the player's own roleplaying, so persuasion, intimidation, and negotiation rely on the generic check rather than any dedicated social rules.