Continued from above...
P.187 MAGICAL SERVICES: (paragraph 2) When a spirit performs the 'Aid Sorcery' service, it adds it's Force rating as a modifier to the summoner's roll for any Spellcasting, Ritual Spellcasting, or Counterspelling attempt, regardless of the time required for the test.
(paragraph 3) Spirits can provide a roll modifier to help magicians learn new spells through 'Aid Study'. Doing so costs a service. The spirit adds it's Force as a modifier to the Extended Learning test (see 'Learning Spells', pg 182).
P.188 SUMMONING: (4th sentance) She then makes a Summoning test, rolling 1d20 + Summoning + Magic versus the DC equal to 10 + the spirit's chosen Force level. (Ex: A Force 4 spirit would have a Summoning DC of 14)
(paragraph 2) If the magician rolls equal to or higher than the Summoning DC of the spirit then a minimum of one, but possibly more, services are owed to the summoner by the spirit. If the magician doesn't roll at least equal to the DC, no spirit appears. Whether a spirit comes or not, the magician must resist Drain. For every 3 points that the roll is higher than the DC, one more service is owed to the caster by the spirit.
P.188 SUMMONING DRAIN: The Drain Value DC for Summoning is equal to 10 + (Force x2 of the Spirit).
(paragraph 2) Magicians roll 1d20 + Willpower + (Logic or Charisma) and compare their total roll to the Summoning Drain Value DC for the spirit being summoned. If the roll is higher than the DC, then no drain is suffered. Otherwise, subtract the total roll from the Drain DC and the caster takes 1 Drain Damage for every 3 points that the roll missed the DC by. (See 'Resist Drain', pg 184)
P.188 BANISHING: (3rd sentance) The banisher rolls 1d20 + Banishing + Magic versus a DC equal to 10 + the Spirit's Force if unbound, or 10 + the Spirit's Force + summoners Magic if bound. The banishing magician may use a banishing focus to add modifiers to his roll (see pg 199).
Rolling equal to the Banishing DC reduces the services owed by the targeted spirit by 1. For every 3 that the Banishing roll beats the DC by, one more service is subtracted from those owed by the spirit. If the spirits services are reduced to zero or less, the spirit will seek to depart on it's next action.
Banishing causes Drain with a DC of 10 + Force (or 10 + Force + summoners Magic skill if bound) which is resisted as usual by the Banisher (see pg 184, Step 6).
P.188 BINDING: (paragraph 2) At the end of the ritual, the magician makes an opposed test pitting her 1d20 + Binding + Magic against a DC equal to 10 + the Spirits Force x2. Rolling equal to the DC means that the spirit is bound and owes the caster 1 service. For every 3 above the DC that the caster rolls, 1 more service is owed to the caster by the spirit.
P.189 SUMMONING WATCHERS: ...To summon a watcher, the magician makes a Summoning + Magic test. For every 3 above the DC of 10 which the magician rolls, the watcher gains one hour of lifespan. The summoner must then resist Drain with a DC value equal to 10 + the number of hours in the watcher's lifespan.
P.190 THE FOCUS FORMULA: (paragraph 4) Researching a focus forula is an Arcana + Magic (Force x20, 1 Day) Extended Test... A character can translate a focus formula from one tradition to another with an Arcana + Magic ((Force x4) +10 DC, 1 Day) Extended Test.
P.190 CRAFTING FOCI: (paragraph 2) Crafting a Focus is an Enchanting + Magic [(Object Resistance x5) + 80 DC, 1 Day] Extended Test.
P.191 ASSENSING TABLE: Hits: 1=DC15, 2=DC20, 3=DC25, 4=DC30, 5=DC35+.
P.192 ASTRAL SIGNATURES: (paragraph 2) A character can attempt to read an astral signature with an Assensing test. Meeting or exceeding a DC25 is required to detect the signature... (rest is the same)
P.192 ASTRAL ATTRIBUTES CHART: Astral Initiative = 1d20 + Intuition x2.
P.192 ASTRAL COMBAT CHART: ***fill in later***
P.193 ASTRAL DETECTION: (sentence 2) Make a Perception + Intuition (DC 28) Test; apply a +2 modifier bonus if the character is Awakened.
P.193 ASTRAL TRACKING: (Paragraph 2) Following an astral link requires an Assensing + Intuition (DC 28, 1 hour) Extended Test, modified as noted on the Astral Trakcing Modifiers table (p 192).
P.194 WARDS: (middle of paragrapgh 2) ...At the end of the ritual, make a Magic + Willpower Test (if more than one character is helping to create the ward, use the rules for teamwork, p. 65). Subtract 12 from the total roll and divide the result by 2 and drop any fractions. The remaining whole number is the number of weeks that the ward lasts before dissolving... (the rest of the info is the same.
P.194 PASSING THROUGH BARRIERS: Awakened characters have learned other methods of forcing their way through an astral barrier, however, and may "press through" a barrier with a Magic + Charisma Opposed Test against the DC of the Force of the barrier x2 +10. If the character rolls higher than the DC of the barrier, she forces her way through the barrier to the other side. The character may also bring a number of friends, spirits, active foci, sustained spells, or other astral forms with her through the barrier equal to the character's total roll minus the barriers Force x2, divided by 3. So if the total roll was 18 vs a DC 10 (Force 5 barrier), then the character rolled higher by 8 (18 - 10) and can bring 2 allies with him through the barrier (8 divided by 3 = 2 and 2/3rds). If the character doesn't roll higher than the DC, she fails to break through.
(middle of paragraph 3) In this case, make the same Test described above (vs. DC = Force x2, +10 for spirits, spells, foci, etc.).
P.195 ATTRIBUTE BOOST: (paragraph 2) To gain the boost, make a Magic + (Attribute Boost rating) Test versus DC 10. For every 3 by which the DC is beat, the character gains a bonus to the attribute being boosted. The boost lasts for a number of Combat Turns equal to twice the amount it was boosted by.
(paragraph 3) When the boost runs out, you must resist Drain equal to the Attribute Boost rating using Willpower + Body vs DC10; For every 3 which the character rolls higher than the DC, the Drain Value is reduced by 1.
P.195 COMBAT SENSE: (sentance 2) The character gains +1 per level of Combat Sense for Reaction on Surprise Tests and when defending against ranged and melee attacks.
P.196 MISSLE PARRY:
Cost: .25 per level
You can catch slow-moving missile weapons such as arrows, thrown knives, grenades, or shuriken out of the air. When using this power, the defender declares which of the following Defenses to utilize against the incomming ranged attack:
-Ranged Missle Parry AC = 10 + Reaction Mod + Missle Parry rank
-Ranged Full Defense Missle Parry AC = 10 + Reaction Mod + Dodge + Missle Parry rank
To successfully grab the missle weapon out of the air, the attack roll total must be lower than the Missle Parry AC defined above. Using Missle Parry is a Free Action.
P. 198 MASKING: (2nd paragraph) When someone attempts to assense the aura of an initiate using masking, make an opposed test of 1D20 + Assensing + Intuition against the initiate's 1D20 + Intuition + Magic + initiate grade. If the one assensing has a lower total roll, they see only the false aura. If they roll higher, they will see both the illusory aura she provided and her true aura.
P. 200 MENTOR SPIRIT ARCHETYPES - BEAR - DISADVANTAGES: Bear magicians can go berserk when wounded (taking physical damage) in combat or if someone under their care is badly injured. Roll 1D20 + Willpower + Charisma (wound modifiers apply), and compare the result to the following table to determine result:
Total Roll Effect
15 or less Goes berserk for 3 turns
16-19 Goes berserk for 2 turns
20-23 Goes berserk for 1 turn
24 + Avoids going berserk
P. 203 COMBAT SPELLS - DIRECT COMBAT SPELLS: (1st paragraph) The caster's 1D20 + Spellcasting + Magic Test roll is compared to the targets Physical Spell Defense (for physical spells) or Mana Spell Defense score (for mana spells), plus Counterspelling (if available) to see if he succeeds or not. This opposed Test is done in place of the standard Step 5 - Armor Damage Reduction in the Combat Sequence on p. 149. The caster's roll must be equal to or higher than the Spell Defense score of the target for the spell to take effect. Direct Combat spells affect the target from the inside, so armor does not help with resistance.
P. 204 INDIRECT COMBAT SPELLS: (1st Sentance) Indirect Combat spells are treated like a ranged combat attack; the caster makes a 1D20 roll + Spellcasting + Magic Test versus the targets Ranged Defense or Ranged Full Defense (+ Counterspelling if available) to determine if he/she hits the target.
(2nd paragraph) If the spell reaches the chosen target and hits, the target then subtracts his Body + half of his Impact Armor rating (rouded up) from the Spell DV. If this modified Spell DV does not exceed the modified Armor, then the spells Physical damage is converted to Stun. Note that nonliving objects...
P. 204 Damage Value: The base Damage Value for Combat Spells is based on Force, which is chosen by the magician at the time of casting. For every 3 points by which the Spellcasting test exceeds the Defense score of the target, the caster may increase the DV of the spell by 1. Each spell description notes...
P. 204 Example: (2nd paragraph) Sarai is a hermetic magician with Magic 5 and Spellcasting 4. She rolls 1d20+5+4 and gets a total of 21. Flamethrower is an Indirect Combat spell, so the drones Defense is 10 + its Response score of 1 for a total of 11 Defense. Sarai rolled 10 higher than the drones Defense, so the DV of the spell can be increased from 5 to 8 (rolled 10 higher than Defense. 10 divided by 3 = +3 DV).
(3rd paragraph) The drone has Body 3 and Armor 2, so it subtracts 4 (Body 3 + half of Armor 2) from the spell DV of 8 for a modified Spell DV of 4. The drone takes 4 boxes of damage. Then the spells secondary effects kick in as explosive rounds in it's weapon begin to explode.
(4th paragraph) Now Sarai has to resist the Drain. The Flamethrower's Drain Value is (Force x2 + 6 + base 10) for a total of DC26 for the Drain Resistance Test. She rolls 1d20 + 4 (Willpower) + 3 (Logic) for a total roll of 18. Subtracting that from the Drain Value DC of 26 leaves 8. 8 divided by 3 equals 2 and 2/3 which is rounded down to a total Drain of 2. Sarai suffers 2 boxes of Stun damage (since she wasn't overcasting, damage is Stun and not Physical). She shakes off the headache and turns her attention back to escaping.
P. 204 Spell Drain Value DCs (DV): To convert the original DV's to the new DV DC's, use Force times 2 instead of Force divided by 2, and double the normal modifier (positive or negative), then add a base 10 to get the DC. For example, the DV formula for Death Touch changes from [(Force divided by 2) - 2] to [(Force x2) -4 +10] for a total DC of 6 plus the doubled Force rating.
P. 204 Combat Spell Drain Value DC's:
-Acid Stream [(Force x2) + 6 + base 10]
--Toxic Wave [(Force x2) + 10 + base 10]
-Punch [(Force x2) - 4 + base 10]
--Clout [(Force x2) + base 10]
---Blast [(Force x2) + 4 + base 10]
-Death Touch [(Force x2) - 4 + base 10]
--Mana Bolt [(Force x2) + base 10]
---Manaball [(Force x2) + 4 + base 10]
-Flamethrower [(Force x2) + 6 + base 10]
--Fireball [(Force x2) + 10 + base 10]
-Lightning Bolt [(Force x2) + 6 + base 10]
--Ball Lightning [(Force x2) + 10 + base 10]
-Shatter [(Force x2) - 1 + base 10]
--Powerbolt [(Force x2) + 2 + base 10]
---Powerball [(Force x2) + 6 + base 10]
-Knockout [(Force x2) - 6 + base 10]
--Stunbolt [(Force x2) - 2 + base 10]
---Stunball [(Force x2) + 2 + base 10]
P. 205 Detection Spells: (2nd paragraph, 2nd sentance) Active Detection spells are treated as an Opposed Test, pitting the caster's Spellcasting + Magic against the target's Willpower + base 10 (+ Counterspelling, if available). For every 3 that the caster beats the target's Defense by, it is counted as 1 net hit on the Detection Spell Results table on P. 206. Against objects, handle the spell as a Success Test with a threshold based on the Object Resistance (p. 183). The Detection Spell Results table provides guidelines for how throuroughly the sense works, based on how much the total roll was higher than the DC.
P. 206 Detection Spell Results:
Amount by which the Detection spell test ----- Results:
1-3 ----- Only general knowledge, no details.
4-6 ----- Major details only, no minor details.
7-9 ----- Major and minor details, with some minor details obscured or missing.
10-12 ----- Completely detailed information.
P. 206 Detection Spell Drain Value DC's:
-Analyze Device [(Force x2) + base 10]
-Analyze Truth [(Force x2) + base 10]
-Clairaudience [(Force x2) - 2 + base 10]
-Clairvoyance [(Force x2) - 2 + base 10]
-Combat Sense [(Force x2) + 4 + base 10]
-Detect Enemies [(Force x2) + 2 + base 10]
--Detect Enemies, Extended [(Force x2) + 6 + base 10]
-Detect Individual [(Force x2) - 2 + base 10]
-Detect Life [(Force x2) + base 10]
--Detect Life, Extended [(Force x2) + 4 + base 10]
-Detect [Life Form] [(Force x2) - 2 + base 10]
--Detect [Life Form], Extended [(Force x2) + 2 + base 10]
-Detect Magic [(Force x2) + base 10]
--Detect Magic, Extended [(Force x2) +4 + base 10]
-Detect [Object] [(Force x2) - 2 + base 10]
-Mindlink [(Force x2) + 2 + base 10]
-Mind Probe [(Force x2) + 4 + base 10]
P. 207 Health Spells (2nd paragraph, 3rd sentance): Health Spells are handled as Success Tests (see P. 62), with specified bonuses being provided based on how much the roll beats the listed DC by.
P. 207 Negative Health Spells: Spells that negatively affect a character require a Spellcasting + Magic test versus the target's appropriate Defense (+ Counterspelling, if available).
P. 207 Health Spell Drain Value DC's:
-Antidote [(Toxin DV) - 4 + base 10]
The poisoned character receives a +1 on their Toxin Resistance check for every 3 by which the DC is exceeded.
-Cure Disease [(Disease DV) - 4 + base 10]
The poisoned character receives a +1 on their Disease Resistance check for every 3 by which the DC is exceeded.
-Decrease [Attribute] (Negative) [(Force x2) + 2 + base 10]
(2nd paragraph): The target resists the spell using 1d20 + the attribute modifier which is being attacked. The attribute gets reduced by the number of net hits (every 3 by which the attackers roll beats the defenders roll reduces the attribute by 1).
-Detox [(Toxin DV) - 8 + base 10]
-Heal [(Damage Value) - 4 + base 10]
It heals one box of Physical damage for every 3 by which the roll beats the DC. (WHAT IS THE DC??? DC16???)