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nwod:rules:index [2021/07/03 00:49] – [Mage: Spell Casting] taranwod:rules:index [2021/12/05 02:49] (current) – [Spending Mana] tara
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 +====== nWoD: Rules Cheatsheet ======
 +[ [[aileen:start|Back]] ]
 +
 +===== 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", p134)
 +  * **Exceptional Success**: 5+ net successes (p131). GM decides what happens if the action you're performing doesn't have a specific effect as listed in whichever book.
 +  * **Dramatic Failure** (p125): rolling a 1 on a "Chance Roll" (p125). GM decides what happens.
 +  * **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' rolls are added as bonus dice to the primary actor's pool
 +    * 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' rolls turn out.
 +  * One **Turn** is approximately 3 seconds (p121). Enough time for one person to take one action.
 +  * One **Round** is combat-specific, and allows everyone involved in the combat to get 1 turn in.
 +  * 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  | New dots x 5  |
 +| Skill  | New dots x 3  |
 +| Skill Specialty  | 3 points  |
 +| Merit  | New dots x 2  |
 +| Morality (aka, Wisdom for Mages)  | New dots x 3  |
 +| Mage: Ruling Arcana  | New dots x 6  |
 +| Mage: Common Arcana  | New dots x 7  |
 +| Mage: Inferior Arcanum  | New dots x 8  |
 +| <del>Mage: Gnosis</del> (Houserule: awarded by GM; not purchased)  | <del>New dots x 8</del>  |
 +| Mage: Restore lost permanent Willpower Points  | 8 per (up to your max of RES + COMP)  |
 +
 +==== Combat ====
 +
 +[ [[nwod:rules:combat|Go Here]] ]
 +
 +==== 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/avoid things
 +  * **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's rest
 +    * 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**, and can take as long as minutes, hours, or days. Time length is usually determined by Gnosis and how many successes are desired.
 +    * 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's spellcasting pool
 +    * **Countermagic** can be used
 +    * **Defense** does not apply unless: 1) at point-blank range, 2) if the spell's descriptions says it does
 +    * **Concealment, Cover, and Prone** apply as usual
 +    * **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" (p172) requires Forces 4, Life 4, and (optionally) Matter 4.
 +  * **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**: If you take on dice penalties for your **Instant** spell, you can increase the spell's effectiveness via **Spell Factors**.
 +  * **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  ^  Max Attr/Skill/Arcana  ^  1st  ^  2nd  ^  3rd  ^  4th  ^  5th  ^  6th  ^  7th  ^  8th  ^  9th  ^  10th  ^
 +|  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  | //Initiate// Knowledge about, elementary manipulation of, perception of the phenomena.  |
 +|  2  | //Apprentice//. Elementary command of, concealment of, protect against the phenomena.  |
 +|  3  | //Disciple//. Alter capabilities or functions of, injure (e.g., bashing) a target using, fortify, bolster, or improve manifestations of the phenomena.  |
 +|  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+  | //Archmaster//. Do things from earlier ranks but at greater effect. E.g., Forces 5 allows you to create radiation, Forces 6 would be required to create a nuclear blast.  |
 +
 +
 +Mages are associated with a **Path** which determines their primary two Arcana and single opposing Arcanum.
 +
 +^ Path  ^ Primary Arcanum  ^ Primary Arcanum  ^ Inferior Arcanum  ^
 +| Acanthus  | Time  | Fate  | Forces  |
 +| Mastigos  | Space  | Mind  | Matter  |
 +| Moros  | Matter  | Death  | Spirit  |
 +| Obrimos  | Forces  | Prime  | Death  |
 +| Thyrsus  | Life  | Spirit  | Mind  |
 +
 +==== Instant vs Extended Casting ====
 +
 +  * All spells can be cast as either **Instant** or **Extended**, unless otherwise stated in the spell description
 +  * **Instant** spells are cast in combat rounds (in a hurry)
 +    * Take on dice penalties to add [[nwod:rules:index#Spell Factors]] to your spell
 +  * **Extended** spells are cast as rituals (slowly, with care)
 +    * Spend successes to add [[nwod:rules:index#Spell Factors]] to your spell
 +    * Can make multiple rolls to accumulate the number of successes desired
 +    * Time spent for each roll is determined by Gnosis (see table below)
 +
 +^  Gnosis  ^  Time per Extended Spellcasting Roll  ^
 +|  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  ^  Max Mana  ^  Max Mana per Turn  ^
 +|  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  ^  Base Paradox Pool  ^
 +|  1  |  1  |
 +|  2  |  1  |
 +|  3  |  2  |
 +
 +^  Paradox Roll Successes  ^  Severity  ^ Description  ^
 +|  1    Havoc  | Spell is out of control and targets a random person, etc.  |
 +|  2    Bedlam  | Mage gains a derangement (p269) at the level of the Mage's Arcanum ranks for the duration of the Paradox. No roll RES + COMP roll to resist. Mage's Arcanum ranks 1-3 "mild", Mage's Arcanum ranks 4-5 "severe" |
 +|  3    Anomaly  | Reality breaks and something impossible takes place for the duration in a radius around the caster of 20 yards x Mage's Arcanum ranks used (p271).  |
 +|  4    Branding  | The mage's body is afflicted for the duration by a physical brand of severity determined by the Mage's Arcanum ranks   |
 +|  5+  |  Manifestation  | An entity from the Abyss manifests somewhere around the mage who invoked it, usually no farther than 10 yards x Gnosis, for the duration. It may not be within sight. Mage's Arcanum ranks determine the power-level of the entity summoned. p273  |
 +
 +Mitigating Paradox:
 +  * **Spend Mana** points at 1 per die subtracted from the Paradox die pool (p123 sidebar). Subject to [[nwod:rules:index#spending_mana|mana expenditure rate limits]] based on Gnosis.
 +  * **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  ^  Beldam  ^  Anomaly/Branding/Manifestation  ^
 +|  10  |  one scene  |  one scene  |
 +|  9    one scene  |  one scene  |
 +|  8    one scene  |  one scene  |
 +|  7    one scene  |  one scene  |
 +|  6    one scene  |  one scene  |
 +|  5    one scene  |  one scene  |
 +|  4    two hours  |  24 hours  |
 +|  3    12 hours    two days  |
 +|  2    24 hours    one week  |
 +|  1    two days    one month or indefinite  |
 +
 +
 +
 +==== 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  ^  Sympathetic Connection  ^
 +|  -0   | //Sensory//. You can see, hear, smell, etc the target or area when casting.  |
 +|  -2   | //Intimate//. Your spouse or your child, etc. Or, you have a piece of their hair, fingernail clippings, etc.  |
 +|  -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   | //Acquainted//. Passing familiarity. You've run across them a couple of times; a friend-of-a-friend. An object you've held or used a couple of times. |
 +|  -8   | //Encountered//. You have only encountered the target briefly (e.g., passed them on the street). Or, an item you've touched once.  |
 +|  -10  | //Described//. You've never encountered the area, object, or person, but you can describe it. You might know their name.  |
 +|  N/A  | //Unknown//. If you know nothing about the target and/or have never come into contact with them, you can't cast a spell Sympathetically. You must at least know their name, description, or location to cast Sympathetically.  |
 +
 +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/familiarity penalties still apply though)
 +  * 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's effectiveness (p118).
 +
 +^  Penalty  ^  Potency  ^  Num Targets  ^  Target Size  ^  Area  ^  Adv Area†  ^  Trans Duration  ^  Prolonged Duration  ^
 +|  0    1  |  1  |  20 or less  |  1-yd rad or 5cu yd  |  1-yd rad or 5cu yd  |  1 turn  |  1 scene/hr  |
 +|  -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's effectiveness (p120).
 +
 +^  Successes  ^  Potency  ^  Num Targets  ^  Target Size  ^  Area  ^  Adv Area†  ^  Trans Duration  ^  Prolonged Duration  ^
 +|  +0    1  |  1  |  20 or less  |  1-yd rad or 5cu yd  |  1-yd rad or 5cu yd  |  1 turn  |  1 scene/hr  |
 +|  +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 "Counterspell Prime" (p222) to counter any spell regardless of Arcanum, and can use this spell to counter **covert** spells as well.
 +
 +
 +If you meet the Arcanum requirements, you can **Counterspell** using these statistics:
 +  * Practice: Shielding
 +  * Action: Instant and contested; successes are compared to the spell's **Potency**
 +  * 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's Potency**. If the spell is left with no potency, it is canceled entirely.
 +