Difference between revisions of "House Rules/Sorcerer-Psychic"
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* Healing / Psychic Healing: Can target yourself as long as you're awake and not incapacitated, but wound penalties apply as usual. | * Healing / Psychic Healing: Can target yourself as long as you're awake and not incapacitated, but wound penalties apply as usual. | ||
* Mana Manipulation 4 to store extra Mana: Immediately before meditation, cast MM4 to reset your cap to (Mana background + MM4 successes), replacing any previous casting. | * Mana Manipulation 4 to store extra Mana: Immediately before meditation, cast MM4 to reset your cap to (Mana background + MM4 successes), replacing any previous casting. | ||
+ | * Summon/Bind/Ward: Creating a Warding Circle requires S/B/W 3+, but only counts as aspect level 1. | ||
=Reduced difficulties and such= | =Reduced difficulties and such= | ||
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* Time is reduced to 1 turn per 2 levels of effect. | * Time is reduced to 1 turn per 2 levels of effect. | ||
** Extended rolls (Sorc Rev 60): Each additional roll doubles total casting time. Can't exceed a single day. | ** Extended rolls (Sorc Rev 60): Each additional roll doubles total casting time. Can't exceed a single day. | ||
− | ** | + | ** Rituals usually take 10+ minutes (Sorc Rev 61); Alchemy and Enchantment are slower as in canon. Extending rituals is limited as specified below. |
* Spending Willpower is not required for sorcerer paths and quick casting. | * Spending Willpower is not required for sorcerer paths and quick casting. | ||
* Hanging effects only increase the difficulty of social/mental attributes when they're included in another magic effect's pool, not for mundane actions. (Psychic powers cannot be hung, but do become more difficult due to hanging effects when otherwise relevant.) | * Hanging effects only increase the difficulty of social/mental attributes when they're included in another magic effect's pool, not for mundane actions. (Psychic powers cannot be hung, but do become more difficult due to hanging effects when otherwise relevant.) | ||
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** Example: Ward vs Simple Spirit (level 1 S/B/W ritual) to Ward vs Ghosts (level 2 S/B/W ritual) requires Lore Spirit 1+ and Lore Wraith 2+ | ** Example: Ward vs Simple Spirit (level 1 S/B/W ritual) to Ward vs Ghosts (level 2 S/B/W ritual) requires Lore Spirit 1+ and Lore Wraith 2+ | ||
* Extended rolls (Sorc Rev 60): Specifies "spells", thus rituals can't be extended unless the individual ritual explicitly says so. | * Extended rolls (Sorc Rev 60): Specifies "spells", thus rituals can't be extended unless the individual ritual explicitly says so. | ||
+ | ** Exception: Summon/Bind/Ward rituals can be extended. | ||
* Hanging effects (Sorc Rev 62) applies to both spells and rituals. (It doesn't consistently mention rituals, but e.g. Get Me The Heck Outta Here! on page 69 is a ritual that says it's often hung.) | * Hanging effects (Sorc Rev 62) applies to both spells and rituals. (It doesn't consistently mention rituals, but e.g. Get Me The Heck Outta Here! on page 69 is a ritual that says it's often hung.) | ||
Revision as of 19:10, 25 January 2020
"You can't process me with a normal brain."
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Aspects (only applies to sorcery)
Merits/flaws
Miscellaneous
Numina
Reduced difficulties and such
Rituals
Sorcerers vs. psychics
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