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setting:sorcerer_house_rules [2025/Sep/04 03:43] zechstein |
setting:sorcerer_house_rules [2025/Sep/14 15:20] (current) zechstein |
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| ^ **Subpages** | ^ **Subpages** | ||
| - | | **General** | + | | **General** |
| ====== Character Creation ====== | ====== Character Creation ====== | ||
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| Distribute six dots among paths. A character cannot have more than three dots in any path at character creation. The paths listed for each sorcerous society serve as a starting point, but players can choose other paths as long as they fit the style of sorcery practiced by the character (the ST is the final arbiter of this question). | Distribute six dots among paths. A character cannot have more than three dots in any path at character creation. The paths listed for each sorcerous society serve as a starting point, but players can choose other paths as long as they fit the style of sorcery practiced by the character (the ST is the final arbiter of this question). | ||
| - | Assign a practice and a personalized instrument (see M20, page 587) to each path. No two paths can have the same personalized instrument, but they can share the same practice. Any time the sorcerer uses this instrument when casting a spell from the associated path he receives a one-point break on the difficulty. | + | Assign a practice and a personalized instrument (see M20, page 587) to each path. No two paths can have the same personalized instrument, but they can share the same practice. Any time the sorcerer uses this instrument when casting a spell from the associated path he receives a one-point break on the difficulty. If a sorcerer learns a new path during play then he has to assign a practice and a personalized instrument to the new path as well. |
| You may also choose a unique instrument for a path, according to the definitions of the M20 core book, page 588. This instrument conveys a two-point break to the difficulty of casting rolls, with the caveat that accessing the path becomes very difficult if the instrument is lost. | You may also choose a unique instrument for a path, according to the definitions of the M20 core book, page 588. This instrument conveys a two-point break to the difficulty of casting rolls, with the caveat that accessing the path becomes very difficult if the instrument is lost. | ||
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| For the purpose of this game we will use the following cost progression for numina: | For the purpose of this game we will use the following cost progression for numina: | ||
| - | |New Numinum | 7 | | + | ^Trait ^Cost ^ |
| - | |Numinum | current rating x 5 | | + | |New Numinum |7 | |
| - | |New Ritual | level of the ritual | + | |Numinum |current rating x 5 | |
| + | |New Ritual |level of the ritual | | ||
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| + | ====== Counterspells ====== | ||
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| + | The Mage 20 core book offers updated rules for counterspelling for a 20th Anniversary Edition environment on page 546. The rules are similar to what is presented in Sorcerer Revised on page 63, but with some minor changes. | ||
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| + | Your pool to counterspell is either Wits + Occult or your permanent Willpower, whichever is lower. So if you have Wits 4 and Occult 4 but only Willpower 7 then your pool will be seven dice. On the other hand the base difficulty of the counterspelling roll is now seven instead of eight. It may be higher if you face an opponent on the level of a powerful archmage, but such encounters are rare, and the storyteller will announce it if such an increased difficulty is in effect. | ||