February 25th, 2012, 11:06 PM
Usually off topic
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Join Date: Jul 2010
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To use offensive magic you declare how many of your uses per day you are using. If you declare one and hit on the attack roll your damage is between 1 and 10 plus your related skill, if you declare 2 your damage is between 11 and 20 plus your related skill and so on. You can use as many as you wish in any turn. Healing magic is the same way where you declare how many uses you are using and the healing goes up in increments of 10.
Support and noncombat related uses of magic are done the same as a normal skill or attribute check where the GM sets a difficulty and you roll against it.
Any magic user may also take the potion or wand skill where you can create these items at the cost of your charges and you must spend 10 PP on each charge you infuse with the potion or wand.
Potions created for healing are drank and the character who drinks it get the full benefit from all charges put into the potion i.e. a potion of healing 3 would provide 30 HP. Potions must be drank in full to have an effect so they can not be split between party members and you can not drink part of one now and part of it later. Other potions are applied using depending on the spell they are infused with. If you infuse a potion with a Conjuring (fire) spell you would need to throw it at the target and hit for it to have an effect. It would provide the full damage possible for the charges infused.
Wands can only be dispelled 1 charge at a time and their damage/healing is subject to random chance.
So you would roll for damage/healing. Neither potions nor wands are affected by the creators related attribute and the skill succeeds on any roll other than an epic fail
Full rules for game updated https://docs.google.com/document/d/17_yqeyzTQy4U9Hcz6vRbnAFzSThH54jtDohSPxyi_E4/edit