nwod:rules:index
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+ | ====== nWoD: Rules Cheatsheet ====== | ||
+ | [ [[aileen: | ||
+ | |||
+ | ===== nWoD ===== | ||
+ | |||
+ | New World of Darkness (core) | ||
+ | |||
+ | All page references in this section and subsections refer to the **nWoD core book** unless otherwise noted. | ||
+ | |||
+ | ==== Basic Mechanics ==== | ||
+ | |||
+ | **nWoD** basics: | ||
+ | * **Dice**: d10s only (have about 10 of them) | ||
+ | * **Successes** (p125): roll result of 8s or higher (this can change) | ||
+ | * **Exploding** (p125): roll result of 10 allows a reroll for more possible successes (circumstances can change this to 9 "9s again" or even 8 "8s again", | ||
+ | * **Exceptional Success**: 5+ net successes (p131). GM decides what happens if the action you're performing doesn' | ||
+ | * **Dramatic Failure** (p125): rolling a 1 on a " | ||
+ | * **Chance Roll** (p125): when your die pool is reduced to zero, roll 1 die. If it comes up a 10 (you can reroll), success! If it comes up a 1, **Dramatic Failure!** (p125) | ||
+ | * **Teamwork** (p134) aka assistance: pick a primary actor, all assistors roll the same die pool. | ||
+ | * Any successes from assistors' | ||
+ | * A dramatic failure from an assistor levies a -4 penalty to the primary actor | ||
+ | * Primary actors must proceed with their roll regardless of how the assistors' | ||
+ | * One **Turn** is approximately 3 seconds (p121). Enough time for one person to take one action. | ||
+ | * One **Round** is combat-specific, | ||
+ | * One **Scene** (p121) is like a single scene in a movie or tv show, it can be approximated as 1 hour if need be, but scenes can be longer or shorter than that. | ||
+ | |||
+ | ==== Advancement thru XP ==== | ||
+ | (Basic costs nWoD p35, awarding xp nWoD p216)\\ | ||
+ | (Mage-specific costs Mage p69) | ||
+ | |||
+ | ^ Trait ^ XP Cost ^ | ||
+ | | Attribute | ||
+ | | Skill | New dots x 3 | | ||
+ | | Skill Specialty | ||
+ | | Merit | New dots x 2 | | ||
+ | | Morality (aka, Wisdom for Mages) | ||
+ | | Mage: Ruling Arcana | ||
+ | | Mage: Common Arcana | ||
+ | | Mage: Inferior Arcanum | ||
+ | | < | ||
+ | | Mage: Restore lost permanent Willpower Points | ||
+ | |||
+ | ==== Combat ==== | ||
+ | |||
+ | [ [[nwod: | ||
+ | |||
+ | ==== Willpower ==== | ||
+ | |||
+ | Mechanics (p95): | ||
+ | * **Spend** a temporary willpower point to **gain 3 dice** on any roll you want | ||
+ | * **Spend** a temporary willpower point to **gain 2 to STA, RES, COMP, Defense, or Dodge** to resist/ | ||
+ | * **Rate**: You can spend a maximum of 1 temporary willpower per turn no matter how it's used. | ||
+ | * **Timing**: If you've already rolled, it's too late to spend a temporary willpower. | ||
+ | * **Extended Actions**: One expenditure of a temporary Willpower applies to a single roll of an extended action. A point can be spent for each roll. | ||
+ | * Temporary raising of **Resolve** and/or **Composure** during game play will increase your willpower, but goes away when the stat boost goes away | ||
+ | * Temporary willpower is **regained** by (p96) | ||
+ | * 1/scene, fulfill your **vice** to regain **1 spent temporary willpower** (subject to GM approval) | ||
+ | * 1/session, fulfill your **virtue** to regain **all** spent temporary willpower (subject to GM approval) | ||
+ | * 1/day, regain 1 point if you have a good night' | ||
+ | * At any time, GM can choose to allow your character to **regain 1** spent temporary willpower point if your character **achieves a significant goal or does something cool** | ||
+ | * At the **end of a story arc**, regain **all** spent temporary willpower | ||
+ | |||
+ | ===== Mage: The Awakening ===== | ||
+ | |||
+ | **Mage: The Awakening** uses the **nWoD** base rules, and applies a Mage-specific ruleset on top of them as an additional layer. These Mage-specific rules are summarized and occasionally detailed herein. | ||
+ | |||
+ | Page numbers in this section and subsections refer to the Mage book unless otherwise stated. | ||
+ | ==== The Basics ==== | ||
+ | |||
+ | Mage: Spell Casting basics: | ||
+ | * You can attempt to cast a spell listed in the book for any Arcana you have at that level | ||
+ | * You can attempt to cast a non-book spell in-line with any level of Arcana you have (GM approval) | ||
+ | * If you have the spell in your **Rote** list, it is a **Rote** spell. Otherwise it is **Improvised**. | ||
+ | * **Rote** vs **Improvised** spells (casting pool) | ||
+ | * **Rote** spells must be specifically purchased with XP, and are cast with: Attribute + Skill (listed in the spell description) + Arcanum ranks. | ||
+ | * **Improvised** spells are all other spells, and are cast with: Gnosis + Arcanum ranks. (use the highest Arcanum in a **Conjunctional spell**) Improvised spells cast outside of your Path Arcana cost 1 mana to cast. | ||
+ | * **Instant** vs **Extended** spellcasting (casting time) | ||
+ | * **Instant** spell castings are cast on the fly during combat rounds usually, e.g., "fast casting" | ||
+ | * **Extended** spell castings are cast outside of combat as **Rituals**, | ||
+ | * Some spells (noted in their description) can only be cast as **Rituals** (e.g., Extended) | ||
+ | * All Instant spells can be cast as **Rituals** if the caster has the time to do so. | ||
+ | * **Sensory** vs **Sympathetic** spellcasting (casting range) | ||
+ | * Spells cast on targets or areas you can sense in the general area of yourself are **Sensory** spells | ||
+ | * Spells cast on targets or areas not in your general area, but that you have a personal connection to, can be cast **Sympathetically** if: | ||
+ | * You have at least 2 dots in the **Space** Arcanum, and | ||
+ | * At the cost of 1 mana and potential danger to you | ||
+ | * Most spells can be cast either way (**Aimed Spells** cannot be cast Sympathetically) | ||
+ | * **Aimed Spells** (p116 side bar) directly affect the physical form of a target (not their Pattern) | ||
+ | * Only applies to **Instant** action spells | ||
+ | * Cannot be contested or resisted | ||
+ | * **Armor** and **ranged attack modifiers** are applied against the caster' | ||
+ | * **Countermagic** can be used | ||
+ | * **Defense** does not apply unless: 1) at point-blank range, 2) if the spell' | ||
+ | * **Concealment, | ||
+ | * **Range penalties** apply. Short range (Gnosis x 10), Medium range (2x Short range), Long range (2x Medium range) | ||
+ | * **Aimed Spells cannot be cast Sympathetically or thru a Sympathetic Conduit** | ||
+ | * **Spell Factors** may apply, limited by GM | ||
+ | * Failure on the spellcasting roll still manifests the effect. The GM decides what gets hit instead. | ||
+ | * **Conjunctional spells** require dots in more than one Arcanum to cast. Ex: "Fiery Transformation" | ||
+ | * **Duration**: | ||
+ | * **Lasting** spells create a permanent effect (e.g., forever), | ||
+ | * **Concentration** means you have to concentrate to maintain the spell (usually up to one scene), and | ||
+ | * **Transitory** is an instant spell (usually 1 turn). | ||
+ | * **Concentration** on a spell prevents the mage from doing anything else while concentrating on maintaining the spell. | ||
+ | * **Only Reflexive actions and movement** can be taken while Concentrating. | ||
+ | * Roll **RES + COMP** to maintain concentration if distracted by something (taking damage, etc). | ||
+ | * **Dismissing** a spell (p128 buried in a paragraph) | ||
+ | * dismissing a spell is a reflexive action | ||
+ | * **Relinquishing** a spell (p120 sidebar) | ||
+ | * Allow a spell you are maintaining to persist without counting against your active spell limit | ||
+ | * Cost: 1 permanent willpower point (restorable at the cost of 8 xp) | ||
+ | * **Dice Penalties**: | ||
+ | * **Success Levels**: If you roll more than one success for your **Extended** spell, you can apply the extra success to increase the spell effectiveness via **Spell Factors**. (p118) | ||
+ | * **Mana** expenditure is required for some castings: | ||
+ | * Casting a spell that lists Mana in the cost section | ||
+ | * Casting an **Improvised Spell** from an Arcana not in your Path | ||
+ | * Casting a spell that deals **aggravated damage** | ||
+ | * Casting a **Sympathetic Spell** | ||
+ | * Your mana expenditure per round is limited by your Gnosis (table p76). | ||
+ | * **Paradox** must be rolled if: | ||
+ | * The spell you are casting is **vulgar**, or | ||
+ | * If a sleeper sees you casting a **covert** spell, or | ||
+ | * For a non-book spell as deemed to be reality-warping by the GM. | ||
+ | * **Gnosis** limits your max attribute, skill, and Arcanum (as defined in the table below) (p76) | ||
+ | |||
+ | ==== Arcana ==== | ||
+ | Arcana determine what phenomena a mage has control over, and at what level of mastery. | ||
+ | |||
+ | Arcanum ranks learnable are limited by Gnosis for 1st Arcanum thru 10th: | ||
+ | ^ Gnosis | ||
+ | | 1 | 5 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | 1 | | ||
+ | | 2 | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | | ||
+ | | 3 | 5 | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | | ||
+ | |||
+ | Arcanum ranks imply a certain level of mastery of the Arcanum: | ||
+ | ^ Rank ^ Mastery Level ^ | ||
+ | | 1 | // | ||
+ | | 2 | // | ||
+ | | 3 | // | ||
+ | | 4 | //Adept//. Transform, significantly injure (e.g., lethal) a target using the phenomena. | ||
+ | | 5 | //Master//. Create, destroy or mutilate (e.g., aggie) a target using the phenomena. | ||
+ | | 6+ | // | ||
+ | |||
+ | |||
+ | Mages are associated with a **Path** which determines their primary two Arcana and single opposing Arcanum. | ||
+ | |||
+ | ^ Path ^ Primary Arcanum | ||
+ | | Acanthus | ||
+ | | Mastigos | ||
+ | | Moros | Matter | ||
+ | | Obrimos | ||
+ | | Thyrsus | ||
+ | |||
+ | ==== Instant vs Extended Casting ==== | ||
+ | |||
+ | * All spells can be cast as either **Instant** or **Extended**, | ||
+ | * **Instant** spells are cast in combat rounds (in a hurry) | ||
+ | * Take on dice penalties to add [[nwod: | ||
+ | * **Extended** spells are cast as rituals (slowly, with care) | ||
+ | * Spend successes to add [[nwod: | ||
+ | * Can make multiple rolls to accumulate the number of successes desired | ||
+ | * Time spent for each roll is determined by Gnosis (see table below) | ||
+ | |||
+ | ^ Gnosis | ||
+ | | 1 | 3 hrs | | ||
+ | | 2 | 3 hrs | | ||
+ | | 3 | 1 hr | | ||
+ | |||
+ | |||
+ | |||
+ | ==== Mana ==== | ||
+ | Spending Mana | ||
+ | * **Mana**: some spells require mana, some don't | ||
+ | * Improvised spells outside of your Path Arcana require 1 mana to cast (p126) | ||
+ | * Maximum mana spent in a given round is limited by your Gnosis (p76) | ||
+ | * Mana can be spent to increase the effectiveness of your spells | ||
+ | * Add **Sympathetic** to your spell | ||
+ | |||
+ | ^ Gnosis | ||
+ | | 1 | 10 | 1 | | ||
+ | | 2 | 11 | 2 | | ||
+ | | 3 | 12 | 3 | | ||
+ | |||
+ | Regaining Mana | ||
+ | * oblation - meditate for an hour at a Hallow. Roll Gnosis + Composure, each success = 1 regained Mana | ||
+ | * scour - degrade a Physical attribute by 1 to regain 3 Mana, the attribute restores after 24 hours | ||
+ | * blood sacrifice - a living creature, size 2 or more, restores 1 Mana. make a Wisdom degeneration roll. | ||
+ | * death arcana - provides various spells to steal Mana from other beings | ||
+ | * prime arcana - eating solid tass regenerates mana after 1 hour, drinking liquid tass after 10min | ||
+ | ==== Paradox ==== | ||
+ | |||
+ | **Paradox** is a mechanic that comes into play when a mage casts reality-warping spells: | ||
+ | * When casting a **vulgar** spell | ||
+ | * When a sleeper sees the mage casting a **covert** spell | ||
+ | * As determined to be reality-warping by the GM when casting a non-book spell | ||
+ | |||
+ | **Paradox** dice are determined by your **Gnosis** (p123 table) + extenuating factors (p123 other table). **Paradox pool** is modified by certain factors: | ||
+ | * +1 Each Paradox roll after the first for the same caster in the same scene. | ||
+ | * -1 If casting a Rote spell | ||
+ | * -1 When using a magical tool (p89) | ||
+ | * +2 When one or more Sleepers witness the effects of a **vulgar** spell | ||
+ | |||
+ | ^ Gnosis | ||
+ | | 1 | 1 | | ||
+ | | 2 | 1 | | ||
+ | | 3 | 2 | | ||
+ | |||
+ | ^ Paradox Roll Successes | ||
+ | | 1 | ||
+ | | 2 | ||
+ | | 3 | ||
+ | | 4 | ||
+ | | 5+ | Manifestation | ||
+ | |||
+ | Mitigating Paradox: | ||
+ | * **Spend Mana** points at 1 per die subtracted from the Paradox die pool (p123 sidebar). Subject to [[nwod: | ||
+ | * **Backlash** occurs when the mage **chooses** to absorb the Paradox successes into their own body to contain it or reduce it. | ||
+ | * Take 1 bashing damage per Paradox success | ||
+ | * Voluntary and automatic | ||
+ | * All or in part may be absorbed (of the successes) | ||
+ | * Cannot be healed with magic. Must be healed normally (sleeping it off). | ||
+ | |||
+ | Duration of the Paradox is as follows: | ||
+ | ^ Wisdom | ||
+ | | 10 | one scene | one scene | | ||
+ | | 9 | ||
+ | | 8 | ||
+ | | 7 | ||
+ | | 6 | ||
+ | | 5 | ||
+ | | 4 | ||
+ | | 3 | ||
+ | | 2 | ||
+ | | 1 | ||
+ | |||
+ | |||
+ | |||
+ | ==== Sympathy ==== | ||
+ | |||
+ | The **Sympathy** mechanic is a level of familiarity you have with a person, place, or thing in your life, or from your past. | ||
+ | * Allows most spells to be cast on places or targets not in the same area as the caster (e.g., not in Sensory range) | ||
+ | * Sympathy is the domain of the **Space** Arcanum. You must have 2 ranks of Space to be able to cast any spell **Sympathetically**. | ||
+ | * You must spend 1 point of Mana to cast a spell **Sympathetically** | ||
+ | * You gain a dice penalty based on your familiarity with the target or area | ||
+ | * You must have +1 dots in the Arcanum than the spell cast, if the spell impacts the target in a way where they would normally resist (e.g., attack spells) (this does not change the Space 2 requirement for sympathetic casting) | ||
+ | * Creates a Sympathetic conduit between caster and target | ||
+ | * The caster loses their Defense while casting Sympathetically | ||
+ | * **Aimed Spells** cannot be cast Sympathetically | ||
+ | |||
+ | |||
+ | ^ Dice Penalty | ||
+ | | -0 | // | ||
+ | | -2 | // | ||
+ | | -4 | //Known//. You know the target but aren't that close with them (e.g., a coworker you work with occasionally). Or, you have a photo of them, are on the phone with them, or can see them on a live stream. | ||
+ | | -6 | // | ||
+ | | -8 | // | ||
+ | | -10 | // | ||
+ | | N/A | // | ||
+ | |||
+ | Sympathetic Conduits | ||
+ | * Are established between a caster using Space 2 to cast a Sympathetic spell, and their target | ||
+ | * Last for as long as the spell that created it | ||
+ | * Allows the target to cast spells back at the caster without requiring Space 2 (the usual Sympathetic/ | ||
+ | * Does not allow the target to cast spells at anything other than the target (not other people in the room, nor AoEs, etc) | ||
+ | * **Aimed Spells** cannot be cast thru a Sympathetic Conduit | ||
+ | |||
+ | |||
+ | ==== Spell Factors ==== | ||
+ | |||
+ | For **Instant** spells (cast in combat rounds), take on dice penalties when casting in order to increase the spell' | ||
+ | |||
+ | ^ Penalty | ||
+ | | 0 | ||
+ | | -2 | 2 | 2 | 21-30 | 2-yd rad or 10cu yd | 4-yd rad or 20cu yd | 2 turns | 2 hours | | ||
+ | | -4 | 3 | 4 | 31-40 | 4-yd rad or 20cu yd | 16-yd rad or 80cu yd | 3 turns | 12 hours | | ||
+ | | -6 | 4 | 8 | 41-50 | 8-yd rad or 40cu yd | 64-yd rad or 320cu yd | 5 turns | 24 hours | | ||
+ | | -8 | 5 | 16 | 51-60 | 16-yd rad or 80cu yd | 256-yd rad or 1280cu yd | 10 turns | 2 days | | ||
+ | |||
+ | † If your Arcanum rating is at least 1 level higher than the spell being cast, use this column instead. | ||
+ | |||
+ | |||
+ | When casting **Extended** spells aka **Rituals** (cast in non-combat rounds), apply extra successes on the roll in order to increase the spell' | ||
+ | |||
+ | ^ Successes | ||
+ | | +0 | ||
+ | | +1 | 2 | 2 | 21-30 | 2-yd rad or 10cu yd | 4-yd rad or 20cu yd | 2 turns | 2 hours | | ||
+ | | +2 | 3 | 4 | 31-40 | 4-yd rad or 20cu yd | 16-yd rad or 80cu yd | 3 turns | 12 hours | | ||
+ | | +3 | 4 | 8 | 41-50 | 8-yd rad or 40cu yd | 64-yd rad or 320cu yd | 5 turns | 24 hours | | ||
+ | | +4 | 5 | 16 | 51-60 | 16-yd rad or 80cu yd | 256-yd rad or 1280cu yd | 10 turns | 2 days | | ||
+ | | +5 | 6 | 32 | 61-70 | 32-yd rad or 160cu yd | 1024-yd rad or 5120cu yd | 20 turns | Indefinite | ||
+ | |||
+ | |||
+ | ==== Counter Magic ==== | ||
+ | |||
+ | There are 3 options for countering magic: | ||
+ | * Dispel Magic (p220) | ||
+ | * Magic Shield (p222) | ||
+ | * Counterspelling | ||
+ | |||
+ | **Counterspelling** Requirements: | ||
+ | * You must have at least 1 dot in **at least one of** the Arcana used to create the spell or spell effect (p123). | ||
+ | * Generally only **vulgar** spells can be countered, as covert spells require a successful **Scrutinize Roll** (p278) first. | ||
+ | * A spell aimed at multiple targets does not need to be countered for each target. | ||
+ | * A mage with Prime can use " | ||
+ | |||
+ | |||
+ | If you meet the Arcanum requirements, | ||
+ | * Practice: Shielding | ||
+ | * Action: Instant and contested; successes are compared to the spell' | ||
+ | * Duration: Lasting | ||
+ | * Aspect: Covert | ||
+ | * Cost: 1 Mana | ||
+ | * Roll if Rote (must be learned separately for each Arcanum): INT + Occult + Arcanum | ||
+ | * Roll if Improvised: Gnosis + Arcanum | ||
+ | * Mechanic: Counterspell **successes are subtracted from the spell' | ||
+ | |||