Quote:
Originally Posted by C.W.Richeson
Sure, what would you like to know? The Arcana here are just as conceptually broad as the Spheres from Ascension. I would say that the biggest difference is that Spirit is much more desirable since spirits are a big part of the nWoD and a lot of examples of useful Spirit magic are presented. The great thing about the Arcana is that all Arcana have "shield" spells to defend a Mage, "sight" spells to help a mage investigate, and attack spells and other general abilities such that a mage specializing in one Arcana still has many options.
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I guess I am curious as to their general structure. MtA had a general pattern of
1 dot - sensory abilities
2 dots - minor abilities
3 dots - creation abilities (where relevant)
4 dots - major abilities
5 dots - super duper abilities
And each Arcana had its own definition of those abilities. Is the layout the same, or can you do attack/defense spells with 1 dot?
Do most of the rotes require more than 1 Arcana? If so, how many dice do you get to use?
How linked are the rotes to the various "Classes" and "Races?"
How does it play? If a mage is about to get shot how hard is it to avoid damage? How hard is it to inflict damage?