NWoD Fantasy:arcane order

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The Arcane Order[edit]

Every dot in the arcane order grants access to special powers called spells. To gain access to Arcane order spells you must have the Arcane training merit. Buying dots in the Arcane Order costs new dots x 6. A magician can know and freely cast a certain number of spells depending on the her dots in the arcane order. You cannot cast or know spells that exceed your Arcane Order dots. A Magician can, however, change 1 spell she already knows for a different spell whenever she buys a new dot in Arcane Order. For example, upon gaining 2 dots in arcane order, you could choose to unlearn the 'Detect Magic' spell for 'Knock' or any other appropriate spell as long as the spell level doesn't exceed your Arcane dots. Spells known and total XP costs are shown below:

Arcane Order Dots

Spells known

Total XP costs

All “(●)” spells

6

●●

+3 spells

18

●●●

+3 spells

36

●●●●

+4 spells

60

●●●●●

+4 spells

90


A magician may “spontaneously” cast a spell she doesn't know by making an activation roll. This roll is Intelligence + Composure + Arcane Dots – spell dots x 2. Casting spells in this fashion can only be done once per scene. Activation rolls are also used for other reasons such as spell damage or determining effects.


Arcane Implement: Most mages use what is called an 'implement' when casting their spells. It is different for many and could be anything from an old book, a wand, or even a spoken word. The range of implements are nearly endless and limited only by the players imagination (within reason of course).


Defense VS Spells: Like ranged weapon attacks, most ranged spells bypass defense (except at close range). However, armor that protects from bows and crossbows also protects from spells. (unless otherwise noted) Other spells have individually listed resistance pools that are usually rolled against a mage's activation roll.


Spells
Each spell has a few descriptors describing cost, casting time, duration, range, cooldown, and effect. These attributes describe different aspects of the spells, their meaning is described below.


Arcane Dots: Represents the number of dots the magician has in arcane order.

Cantrip: Cantrips are single dot spells that all members of the Arcane order know innately and can cast at will. All single dot spells are considered cantrips.

Casting time: This describes what type of action is required to successfully cast a spell.

Cooldown: This designates how often a spell can be used. At will means the spell can be used freely and frequently. (P) means that each target has their own cooldown. Encounter means the spell can be used once per encounter, same for scene, day and etc. Some spells can be used multiple times per scene or encounter depending on the casters arcane dots.

Cost: Cost describes what resource (if any) must be expended before a spell can be cast.

Duration: This describes how long a spell effect will last until fading. Concentration means that the spell can be maintained indefinitely through sheer force of will. Any attacks or interruptions suffered by the mage requires her to make a activation roll VS damage dealt to maintain the spell.

Range: This is the distance or range of effect for a given spell. Personal means that the spells range is only self-targetable. Touch means the caster must touch the target for it to be affected.


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