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Effects of Soul - Max 1 2 3 4 5 6 7 8 9 10 -

Soul Arcana 3 4 5 5 5 6 7 8 9 10 3 1 3 4 4 4 5 5 6 * *

- Max Mana/Mana per Turn 8/1 10/1 11/2 12/2 13/3 15/3 17/4 20/4 25/5 30/5 4 0 3 3 4 4 4 5 5 6 * 5 0 3 3 3 4 4 4 5 5 6 6 0 2 3 3 3 4 4 4 5 5 7 0 2 2 3 3 3 4 4 4 5 8 0 1 2 2 3 3 3 4 4 4 9 0 1 1 2 2 3 3 3 4 4

Arcana Mastery Soul 1 2 1 - 1 1 2 - 3 3 3 - 4 4 4 - 5 4 5 - 5 5 6 - 6 5 7 - * 6 8 - * * 9 - * * 10 - * *

Mana Pool A quantidade de Mana do conjurador calculada de acordo com a tabela de Soul e re cebe uma quantidade por dia igual ao dobro do seu maior anel. Para conjurar uma magia necessrio gastar 1 ponto de Mana. Ponto de Mana pode ser gasto para ganhar 1 Arcanum Raise para a conjurao da magia. Um ponto de mana pode ser gasto para cur ar o conjurador, o conjurador se cura 2k1 de dano. Magias improvisadas precisam do gasto adicional de 1 de mana. Para conjurar uma magia focada em um alvo fora do seu campo de viso necessrio gastar um de mana adicional. Pode-se gastar um Soul Point para poder utilizar 1 ponto de mana acima do seu mxi mo por turno, naquele turno. Rote Spell Soul + Skill + Arcanums Raises Improvised Spell Soul + Skill The caster gains a number of free raises in the roll casting equal to the Arcanu m used. Theses raises can be used to improve the casting by next tables or cast faster. Potency 1 - 0k2 2 - 3k2 3 - 5k2 4 - 3k3 5 - 5k3 Penalty 0 +5 +10 +15 +20

P.S.: A potencia utilizada da mesma forma que a DR de uma arma, o conjurador som a seu maior anel nessa rolagem de dano. N. Targets 1 2 Penalty 0 +5

4 6 8

+10 +15 +20 Penalty 0 +5 +10 +15 +20 Penalty 0 +5 +10 +15 +20

Size of Largest Target 20 or less 21 - 30 31 - 40 41 - 50 51 - 60 Radius 1-yard radius 2-yard radius 4-yard radius 8-yard radius 16-yard radius

Duration: Lasting - Penalty +0 A lasting spell s effect is a natural part of reality; it has no defined Duration, since it persists as long as it is natural for it to. For example, a spell that sets a target on fire is lasting. The fire is real and continues to burn normal ly until it is put out or there s nothing left to burn. The target s injuries are al so real and must heal normally. Likewise, a spell that heals injuries is lasting . The healing restores the target to its natural state, so wounds do not re-appe ar when the spell ends. Concentration - Penalty +0 A concentration-based spell s Duration is as long as the mage applies mental effor t to keep it going. The mage cannot take any other action, except for simple mov ement (up to his Speed; he cannot run). The mage also receives no Defense agains t attacks, although he can seek cover from ranged attacks. If the mage is attack ed, a reflexive Resolve + Composure roll must be made for him to maintain concen tration. If the mage stops concentrating for any reason, voluntarily or not, the spell ends. The exception is if he decides to add Duration factors as if it wer e a ransitory spell (see below) before the spell is cast, in which ase the spel l lasts for an additional time equal to its assigned Duration, and then lapses. The mage cannot start concentrating on a spell again once he has stopped, even i f the spell hasn t lapsed yet. Transitory Duration 1 turn 2 turns 3 turns 5 turns 10 turns Penalty 0 +5 +10 +15 +20

Prolonged Raises can not be used to cast a spell prolonged faster, you need the full time of casting. Duration Penalty One scene/hour 0 two hours +5 12 hours +10 24 hours +15 two days +20

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