User Tools

Site Tools


farne:rules:data

Arcana

Arcana List

Rotes

Mind Rote Level Target Action Duration Aspect Cost Roll Book Page
Gain Skill 2 Self Instant Prolonged Covert 1 Mana WITS + Science + Mind The Free Council ???
Bestow Skill 3 Other Instant Prolonged Vulgar 1 Mana WITS + Persuasion + Mind The Free Council 111
Skill Mastery 4 Self Instant Prolonged Covert 1 Mana WITS + Persuasion + Mind The Free Council ???

Spell Level Guidelines

By Arcanum Level

  1. Initiate: Sense, Influence
  2. Apprentice: Conceal, Shield
  3. Disciple: Attack
  4. Adept: Transmute
  5. Master: Create, Destroy

By Effect; Successes

Base Values

  • Sense 1: Detect or analyze; Level of detail (abstract effect or +1 per)
  • Influence 1: Alter parameters; Die modifier (abstract effect or +/-1 per)
  • Conceal 2: Obscure from relevant detection methods; Die penalty (-1 per)
  • Shield 2: Defend against; Armor rating (+1 per)
  • Attack 3: Invoke harm; Damage (1 per)
  • Transform 4: Change from one form to another; Degree of effect (abstract effect or +/-1 per)
  • Create 5: Spontaneously manifest; Amount (abstract)
  • Destroy 5: Annihilate; Amount (abstract)

General Modifiers

  • Damage: Bashing +0, Lethal +1, Aggravated +2
  • Range: Self/Touch +0, Sensory +1, Area +2
  • Target: Object -1, Ghost +0, Base Life +0, Median Life +1, Advanced/Sentient Life +2, Novel Life +3
  • Duration: Concentration -1, Turn +0, Scene +1, Permanent +2

Specific Modifiers

  • Attributes: Affect One +0, Affect Multiple +1
  • Forces: Light/Heat/Sound -1, Fire/Electricity +0, Radiation/Sunlight +1, Gravity +2
  • Life: Transform Life -2
  • Matter: Transform Common Solid -1, Destroy Mundane Matter -1, Create Gross Material -2

Metamagics

Conjunctional Spell

MtA, pg 111

A spell that requires the use of two or more Arcana to achieve its effect is called a conjunctional spell1). If the effect can be achieved without the use of one or more additional Arcana, it is not a conjunctional spell. The spell descriptions for the various Arcana contain a number of examples of conjunctional spells.

  • Obviously conjunctional: Verminous Metamorphosis (Matter 3 + Life 3): turns a staff into a snake
  • Not conjunctional: Soul Jar (Death 2 or Soul 2, not both): makes receptacle to hold a soul
  • Situationally conjunctional: Speak with the Dead (Death 1): Lets mage see, hear, and speak with ghosts in Twilight. Adding Spirit 1 lets him also see spirits, Mind 1 lets him also see astral projections. Conjunctional if 2+ arcana are used
  • Maybe conjunctional: Any non-Space sympathetic spell, since it requires Space 2 in addition to whatever other Arcanum is used? Also any non-Fate conditional duration spell, since Fate 2 must be added?

Spell Tolerance

MtA, pg 128

Each spell cast upon the mage (by himself or others) in excess of his Stamina levies a -1 dice penalty to any spellcasting roll made from him. He suffers this penalty for as long as the total number of spells exceeds his Spell Tolerance. The exception to this rule is a spell that lasts for only an instant (one turn); its effect is too fleeting to interfere, so it doesn't count toward the mage's Spell Tolerance.

Enchanted or imbued items that a mage wears or carries count toward his Spell Tolerance, but not as strongly. An item counts as only one spell toward Spell Tolerance for every two spells (or fraction thereof) that are enchanted or imbued.

In addition, multiple spells with the same effect or same target do not 'stack' or accumulate. Only the highest Potency takes place. Example: if space armor (Untouchable) and time armor (Temporal Dodge) were cast on a target, only the higher potency spell takes effect.

There's some confusion here in the book. Potency (page 118): spells have default potency of 1. Spells have have increased effects with additional successes (i.e. affect more targets, a larger area, or have a longer duration) keep default potency of 1 unless the mage witholds dice to improve potency (-2 dice per +1 potency). For spells that don't benefit from additional successes, like mage armor, each extra success increase potency by 1.

From the description, it sounds like a potency 2 rank 2 Temporal Dodge (granting 2 dots of armor) trumps a potency 1 rank 5 Untouchable (providing 5 dots of armor). Makes sense, but rank 5 spell is rolling more dice, so should (presumably) have more successes and thus higher potency.

These spells do not cancel. Both spells are in effect. Only the higher potency spell is used in calculation. Both armor spells would only count as 1 active spell toward spell tolerance. If the stronger potency spell is dispelled, the weaker spell is still in effect.

Combined Spell

MtA, pg 128

The Arcanum descriptions explain discrete spells and their effects. Sometimes, however, a mage wants more than one of these spells to take place with a single casting. This result is called a combined spell.

At gnosis 3, a mage can combine 2 spells; gnosis 6, 3; gnosis 9, 4. The mage must have 1 pip of arcana more than the greatest arcana to cast each spell. I.e. combining a Forces 3 and Mind 2 spell requires Forces 4 and Mind 3. The mage casts the spell by calculating the dice pool for each spell, then rolling the lowest dice pool, -2 dice for each spell combined beyond the first.

Spell Factors

Item Creation Rules

Magical Merits

  • High Speech: modified/house-ruled. See page for rule data.

Non-Magical Excerpts

Merits

Personality

Feats of Strength

Strength Feat Lift (lbs)
0 Lift a tiny taco 3.5
1 Lift a chair 40
2 Lift a large dog 100
3 Lift a public mailbox 250
4 Lift a wooden crate 400
5 Lift a coffin 650
6 Lift a refrigerator 800
7 Overturn a small car 900
8 Lift a motorcycle 1000
9 Overturn a mid-sized car 1200
10 Lift a large tree trunk 1500
11 Overturn a full-sized car 2000
12 Lift a wrecking ball 3000
13 Overturn a station wagon 4000
14 Overturn a van 5000
15 Overturn a truck 6000
1)
italics are book's emphasis
farne/rules/data.txt · Last modified: 2010/02/02 22:47 by tara