Tag: magic

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  • Magic Rules

    Magic works slightly differently in _Rust_ than described in the rulebooks. The articles below will help explain things. [[Magic Item Creation]] [[Magic Points and Recharge Time]] [[Making a Magical Character]] [[Modified Spells]] [[New Powers]] …

  • Making a Magical Character

    To make a magical character, follow these steps: h2. Step 1: Choose the element that most fits your character concept Magic in _Rust_ is based upon the four classic elements of air, earth, fire and water. Each element has several key affinities …

  • Magic Points and Recharge Time

    Magic Points are acquired when taking the Arcane Background Edge and whenever the Edge More Points is taken. The acquisition of these points is governed by the rules below: * Upon taking Arcane Background: Arcane, the character receives 5 Magic Points …

  • Magic Item Creation

    Magic Items are cool, but translating wealth into magic items breaks the game (see d20). With that said, here are the rules on making magic items: Magic Items are Made via Edges. Each Edge is available anytime the character Advances and is otherwise …

  • Powers and Trappings by Element

    h1. General Magic Rules h3. Range and Attribute-dependent power effects When a power stat block in the rule book mentions an Attribute (often the case with Range for each power), it tends to refer to the Smarts Attribute. Instead of relying on …

  • Modified Spells

    If a power is listed here, it operates differently than as described in the book. These changes are for balance reasons based upon more than a year of previous play. |*Power*|*Changes*| |Bolt|The Additional Bolts option is not available| "Back …

  • New Powers

    These are new powers added to the campaign. h3. *Create Water* *Rank:* Veteran (_Water_) *Power Points:* 2 (or more) *Range:* Touch *Duration:* Instant *Trappings:* Passing hands over a suitable vessel, touching one or more containers …

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