Action-Reaction Formulae Review

REGIO SIGHT ROLL: Perception + Appropriate Ability + Stress Die
EASE FACTOR: 5 + ( 2 x difference between current levels aura and sought level’s aura)

Spell Casting

FORM BONUS: Form score/5 (rounded up) CASTING SCORE (C.S.): Technq + Form + Stamina + Aura Mod.

FORMULAIC CASTING TOTAL: C.S. + Die Roll
RITUAL CASTING TOTAL: C.S. + Liberal Arts + Philosophy + Die Roll
FATIGUING SPONTANEOUS MAGIC CASTING TOTAL: (C.S. + Stress Die) / 2
NON-FATIGUING SPONTANEOUS MAGIC CASTING TOTAL: C.S. / 5

PENETRATION TOTAL: Casting Total + Penetration Bonus – Spell Level

CONCENTRATION ROLL: Stamina + Concentration + Stress Die

LIMIT ON VIS USE IN SPELLCASTING: Maga’s score in art of the vis.
VIS BOOST TO CASTING SCORE: +2 casting score per pawn
VIS BOTCH DICE: +1 botch die per pawn of vis used

FAST CASTING SPEED: Quickness + Finesse + Stress Die
FAST CAST PENALTY: -10 CH DICE: +2 botch dice

DETERMINING FORM OF MAGICAL EFFECT: Perception + Awareness vs. 15 – effect magnitude

CEREMONIAL CASTING BONUS: Add Liberal Arts and Philosophy to C.S.

AIMING ROLL: Perception + Finesse + Die

MASTERY ABILITY: Adds to C.S. and subtracts from number of botch dice

TARGETING: Penalty of one for every separate target, including the first

TWILIGHT AVOIDANCE: Stamina + Concentration + Vim Form Bonus + stress die vs. Warping Score + Number of Warping Points gained + Enigmatic Wisdom + local aura + stress die (no botch)

TWILIGHT COMPREHENSION: IQ + Enigmatic Wisdom + stress die vs. Warping Score + stress die

BOTCH DICE: 1 + 1 per Warping Point gained to trigger the Twilight

TWILIGHT TIME: IQ + stress die vs. Warping Score + stress die

INITIATIVE TOTAL: Quickness + Finesse + Stress Die

ATTACK TOTAL: Presence + Technique or Form + Stress Die
DEFENSE TOTAL: Perception + Form or Technique + Stress Die
ATTACK ADVANTAGE (if Attack Total is higher): Attack Total – Defense Total
WEAKENING TOTAL: IQ + Penetration + Attack Advantage
RESISTANCE TOTAL: Stamina + Parma Magica

NON-MAGICAL OBSTACLES

INITIATIVE TOTAL: Quickness + Weapon Initiative Modifier = Encumbrance + Stress Die
ATTACK TOTAL: Dexterity + Combat Ability + Weapon Attack Modifier + Stress Die
DEFENSE TOTAL: Quickness + Combat Ability + Weapon Defense Modifier + Stress Die
DAMAGE TOTAL: Strength + Weapon Damage Mod. + Attack Advantage
SOAK TOTAL: Stamina + Armor Soak Bonus
ATTACKER ADVANTAGE: Attacker’s Attack Total – Defender’s Defense Total

RECOVERY TOTAL: Stamina + Medic’s Relevant Score (Chirurgy or Medicine) + Magical Aid + Stress Die

NON-COMBAT DAMAGE TOTAL: Damage Bonus + Stress Die
NON-COMBAT SOAK TOTAL: Soak Total + Sress Die

CREATURE MAGIC RESISTANCE: Might Score
CREATURE PENETRATION: Might Score – ( 5 x Might Points spent on power ) + Penetration Bonus
CHARACTER PENETRATION: Effect Roll – Ease Factor + Penetration Bonus

SPELLS

SPELL MAGNITUDE: Level / 5 (Rounded up)

SPELL GUIDELINES: Range: Personal – Duration: Momentary – Target: Individual

INTELLEGO SPELLS: Not affected by Target Size

BASE INDIVIDUAL: Determined by Form
BASE PART: Same as Individual
BASE GROUP: Mass of ten standard Individuals
BASE ROOM: Large enough for 100 standard Individuals
BASE STRUCTURE: Ten base Rooms
BASE BOUNDARY: An area 100 paces in diameter

INCREASING SIZE: Multiply size by ten for each magnitude added to the spell.
REQUISITE NECESSARY FOR SPELL’S EFFECT: +0 magnitudes
REQUISITE ENHANCES SPELL’S EFFECT: +1 magnitude or more
ADDED EFFECT IS PURELY COSMETIC: No requisite

Action-Reaction Formulae Review

Great Lakes Moderna Magicka aboveriver