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nWoD: Rules Cheatsheet

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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:

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
Mage: Gnosis (Houserule: awarded by GM; not purchased) New dots x 8
Mage: Restore lost permanent Willpower Points 8 per (up to your max of RES + COMP)

Combat

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Willpower

Mechanics (p95):

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:

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

Gnosis Time per Extended Spellcasting Roll
1 3 hrs
2 3 hrs
3 1 hr

Mana

Spending Mana

Gnosis Max Mana Max Mana per Turn
1 10 1
2 11 2
3 12 3

Regaining Mana

Paradox

Paradox is a mechanic that comes into play when a mage casts reality-warping spells:

Paradox dice are determined by your Gnosis (p123 table) + extenuating factors (p123 other table). Paradox pool is modified by certain factors:

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:

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.

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

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:

Counterspelling Requirements:

If you meet the Arcanum requirements, you can Counterspell using these statistics: