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- ...k, "Chapter 1 - Introduction - Stress Die", p. 6</ref> The number of botch dice that have to be cast is usually not set in stone, but is assigned by the [[ == Reading the Botch Dice == ...3 KB (448 words) - 18:39, 8 September 2014
- .... Certain [[Virtue|virtues]] and [[Flaw|flaws]] modify the number of botch dice, as do some talents, such as [[Spell Mastery]]. To determine whether a character botches, the assigned number of ten-sided dice is cast. If one or more zeros (or tens) come up, the character has botched. ...3 KB (491 words) - 18:38, 4 August 2012
- ...n. Instead, in Fifth Edition, one would use a [[stress die]] with no botch dice.<ref>''[[Ars Magica Fifth Edition]]'', p. 6, "Stress Die"</ref> ...lure was not.<ref>''[[Ars Magica Fourth Edition]]'', p. 14, "Mechanics and Dice Rolling"</ref> ...1 KB (168 words) - 09:05, 10 December 2012
- ...ss die]]. The [[storyguide]] then assigns the player a number of '''botch dice''' to roll. If any of those come up zero, a botch has occurred. == Number of Botch Dice == ...2 KB (317 words) - 11:52, 11 August 2012
- ...hings that are useful during play apart from [[products|rule books]] and [[dice]]: things like character sheets or computer software. ...5 members (0 subcategories, 0 files) - 15:38, 29 December 2015
- ...e the character will [[Botch]], and the player must roll [[Botch Die|botch dice]] to see whether that happens. Even if no botch occurs, the roll is treate .... The result is 0, and you must roll a certain number of [[Botch die|botch dice]] determined by the [[Storyguide]] to see if you [[botch]]. ...3 KB (443 words) - 10:23, 12 December 2012
- ...is special in that it usually means that the rolling of [[Botch Die|botch dice]] is called for. A 1, on the other hand, allows the player to roll again, t ...: You roll 0. This usually calls for a certain number of [[Botch Die|botch dice]]. ...6 KB (970 words) - 18:40, 4 August 2012
- ...en-sided die, and read the unmodified number as the result of the roll. On dice labeled 0�9 instead of 1�10, a zero counts as 10. ...en-sided die, and read the unmodified number as the result of the roll. On dice labeled 0�9 instead of 1�10, a zero counts as 10. ...1 KB (204 words) - 18:40, 4 August 2012
- ...zero on a Guile [[Stress Die]], the Storyguide may want to roll the botch dice in secret, so the player won't immediately know whether he botched or not. ...zero on a Guile [[Stress Die]], the Storyguide may want to roll the botch dice in secret, so the player won't immediately know whether he botched or not. ...3 KB (478 words) - 18:39, 4 August 2012
- ...en-sided die, and read the unmodified number as the result of the roll. On dice labeled 0-9 instead of 1-10, a zero counts as 10. ...626 bytes (107 words) - 09:06, 3 June 2013
- * Do not roll extra botch dice for magic conducted in a Faerie Aura. * Do not roll extra botch dice for magic conducted in a Faerie Aura. ...6 KB (843 words) - 18:39, 4 August 2012
- ...zero on a Guile [[Stress Die]], the Storyguide may want to roll the botch dice in secret, so the player won't immediately know whether he botched or not. ...1 KB (176 words) - 16:22, 12 August 2012
- ...s the number of [[botch dice]] he must roll, possibly decreasing the botch dice to zero.<ref name="ArM5"></ref> ...a specific spell adds to the Casting Total and reduces the number of both dice applied, potentially removing them entirely. In other words, Mastered Spel ...7 KB (1,010 words) - 19:31, 19 March 2019
- ...between him or herself and the players so they can't see the storyguide's dice, notes, and other secrets. ...2 KB (247 words) - 05:55, 21 January 2013
- ...y reading directly from a grimoire. This was risky, entailing extra botch dice. ''Maintainer's note: More details needed. What about ArM2?'' ...2 KB (245 words) - 18:38, 4 August 2012
- * Do not roll extra botch dice for magic conducted in a Faerie Aura. ...2 KB (284 words) - 11:37, 20 October 2013
- ...l]] due to fast-casting, and fast-cast spells incur extra [[Both Die|botch dice]] ([[ArM5]], page 83). ...l]] due to fast-casting, and fast-cast spells incur extra [[Both Die|botch dice]] ([[ArM5]], page 83). ...6 KB (1,011 words) - 18:39, 4 August 2012
- ...casting rolls in foreign [[aura|auras]] or using [[raw vis]]. As two botch dice are needed to risk twilight, it is not a risk for normal spell casting - ev ...the character to be removed from the game for seven years just because the dice say so; this can significantly wreck your group's storylines and mutual enj ...5 KB (914 words) - 08:47, 3 June 2013
- ...can stand up between the players and himself so the players can't see his dice and notes; it is printed with useful tables from the rulebook as a convenie ...3 KB (387 words) - 20:56, 15 July 2013
- ...ontributing|contribute]] to this site by explaining how fatigue and stress dice were used in spontaneous casting in earlier editions.] ...ontributing|contribute]] to this site by explaining how fatigue and stress dice were used in spontaneous casting in earlier editions.] ...36 KB (5,841 words) - 18:40, 4 August 2012