Accio Rulebook!

From Namericanpotter

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Wands are magical tools created by various wizards; each country boasts a particular wandmaker as the best, as expected.  Each is made from woods of various types, with a core of one of the materials that resonates with the Watchtower of the user.  If magic is cast while using the wand as a focus, the player adds a number of dice to the roll eqal to the Paradox die pool on the Gnosis chart on page 76 in the Mage corebok.  However, if a wand is NOT used, the player subtracts that number of dice from the roll and loses the 10-again rule to the roll.
Wands are magical tools created by various wizards; each country boasts a particular wandmaker as the best, as expected.  Each is made from woods of various types, with a core of one of the materials that resonates with the Watchtower of the user.  If magic is cast while using the wand as a focus, the player adds a number of dice to the roll eqal to the Paradox die pool on the Gnosis chart on page 76 in the Mage corebok.  However, if a wand is NOT used, the player subtracts that number of dice from the roll and loses the 10-again rule to the roll.
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ALTERNATELY, wands can be ranked as level one to five artifacts which a character may purchase with merit points; more powerful wands exits, of course, but are not attainable at the beginning of game.  Once attuned with a (Gnosis+Wits) roll, the player adds the rating of the artifact in dice to any spell cast while using it.  A wizard can be attuned to only one wand at a time at Gnosis 1, then an additional wand at every odd Gnosis dot; past that point, he or she must break the connection with an old wand before acquiring a new one.  When using a wand that he or she is not attuned to, the player loses the 10-again rule to the spell roll in question.
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ALTERNATELY, wands can be ranked as level one to five artifacts which a character may purchase with merit points; more powerful wands exits, of course, but are not attainable at the beginning of game.  Once attuned with a (Gnosis+Wits) roll, the player adds the rating of the artifact in dice to any spell cast while using it.  A wizard can be attuned to a number of wands at a time equal to their Gnosis; past that point, he or she must break the connection with an old wand before acquiring a new one.  When using a wand that he or she is not attuned to, the player loses the 10-again rule to the spell roll in question.

Revision as of 07:04, 24 July 2007

Paradox

Paradox does not exist in the Potterverse; therefore, it does not exist in this particular version of nMage. However, wizards can still be punished for vulgar spells. Casting a vulgar spell in the presence of Muggles (namely, an incident where Disbelief could occur) sends an alert to the Office of Improper Uses of Magic of the Department of Magical Activities, and the wizard in question will be fined an amount of either wealth or favors owed to the Department depending on the situation in question (in other words, ST fiat applied here)

Wands

Wands are magical tools created by various wizards; each country boasts a particular wandmaker as the best, as expected. Each is made from woods of various types, with a core of one of the materials that resonates with the Watchtower of the user. If magic is cast while using the wand as a focus, the player adds a number of dice to the roll eqal to the Paradox die pool on the Gnosis chart on page 76 in the Mage corebok. However, if a wand is NOT used, the player subtracts that number of dice from the roll and loses the 10-again rule to the roll.

ALTERNATELY, wands can be ranked as level one to five artifacts which a character may purchase with merit points; more powerful wands exits, of course, but are not attainable at the beginning of game. Once attuned with a (Gnosis+Wits) roll, the player adds the rating of the artifact in dice to any spell cast while using it. A wizard can be attuned to a number of wands at a time equal to their Gnosis; past that point, he or she must break the connection with an old wand before acquiring a new one. When using a wand that he or she is not attuned to, the player loses the 10-again rule to the spell roll in question.

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