Night Wizard!:Leveling Up
People grow stronger through battle. Those Wizards who survive slowly grow, physically and mentally. This is how characters improve- through the "Level Up" process.
- 1 Leveling Up
- 2 When to Level Up
- 3 Synth Level Up
- 4 Choosing Combat Attributes
- 5 Class Level Up
- 6 Endurance & Magic Power Increase
- 7 Combat Attributes Increase
- 8 Gaining Special Abilities
- 9 Spending Experience Points
When characters gain experience points and become stronger, this is known as Leveling Up. When they Level Up, characters can increase their HP, MP and Combat Attributes and gain new Special Abilities. Also, if they spend experience points, they can increase Prana and other attributes.
When to Level Up
Leveling Up takes place during After Play. However, characters who have died cannot Level Up. Below are the steps of Leveling up.
Synth Level Up
Increase your Synth Level. Characters which participate in sessions and survive will increase in level.
Choosing Combat Attributes
Combat Attributes receive a boost equal to Synth Level that may be divided among them. Level Up makes a good time to decide this. For instance, if Synth Level is 3, a total of three bonus points may be divided among the Battle Attributes. Record this on the Synth Level row of the Combat Attributes section of your sheet
Class Level Up
Characters possess a Wizard Class Level and a Style Class Level, both of which may increase. Record this on your Character Sheet. The effects of Class Level increase are listed below.
Endurance & Magic Power Increase
Your base Endurance and Magic Power are increased in proportion to the effect that the class you chose to Level Up has on them. Record this in the Combat Attributes section of your Character Sheet.
Combat Attributes Increase
One of your Combat Attributes increases by 1 point. When you have chosen which Combat Attribute to increase, record it in the Class Effect row of the Combat Attributes section of your cheat.
Gaining Special Abilities
You may gain two Special Abilities from the class you Leveled Up. Alternately, if allowed, you may increase the SL of Special Abilities you have already acquired.
Gaining General Special Abilities
5 experience points may spent to gain a single General Special Ability available to any class. Again, if allowed, you may increase the SL of Special Abilities you have already acquired.
Spending Experience Points
With the GM's permission, experience points may be spent to change Classes, increase Prana or Attributes, etc. Additionally, experience points may be spent on the Preservation of items you have inquired. Experience points may only be spent once. At this time, the GM should make note of it in the Experience section of the Record and Session Sheets. Be sure to carefully make record of when and how Experience Points have been used.
For a cost of 10 experience points, a character's Wizard Class may be changed. Their Class Level in the new Wizard Class becomes zero. However, if they have gained experience as that Wizard Class before, that experience remains untouched. They may not choose Special Abilities at this time. The Style Class may never be changed.
Choosing Special Abilities after Class Change
After a Class Change. Special Abilities may be chosen only after the completion of the next Scenario.
Changing Combat Attributes
At the time of a Class Change, record new Combat Attributes in accordance with the newly chosen Class.
Increasing Prana Essence
To increase Prana Essence by a single point, a number of experience points equal to double the desired value plus one must be spent. For example, if your current Prana Essence is 11, you must spend (11+1) x 2 = 24 experience points to increase it to 12.
Increasing Prana Release
To increase Prana Essence by a single point, a number of experience points equal to triple the desired value plus onemust be spent. For example, if your current Prana Essence is 3, you must spend (3+1) x 3 = 12 experience points to increase it to 4.
Increasing Basic Attributes
To increase a Basic Attribute by a single point, a number of experience points equal to triple the desired value plus one must be spent. For example, if your current Strength is 12, you must spend (3+1) x 3 = 39 experience points to increase it to 13. After increasing a Basic Attribute, recalculate all Combat Attributes based on it.
Items acquired during a Session will not last past the end of that Session. However, this may be prevented through Preservation. Preservation is the use of experience points to purchase items. By recording an item among your Character Data, you may keep it past the end of a Session. Even if used, broken, or lost, the Preserved item will be replaced with an identical copy during After Play. The method of Preservation follows. First, spend the experience points. One experience point is equivalent to 200,000 varcas. Several experience points may be spent to acquire a large quantity of varcas, but it will not carry over to the next session. Money cannot be Preserved. The varcas acquired can then be used to Preserve items. For instance, an item that costs 1 million varcas takes 5 experience points to Preserve. Any number of items may be Preserved at the same time. For example, if 4 experience points are spent to gain 800,000 varcas, a 500,000 v. item and a 150,000 item can both be Preserved. Since change cannot be made, it is recommended to purchase additional items with any excess.
When purchasing a spell, converting experience points to varcas is calculated in the same way. Rather than money, this represents the study and practice of a spell. Items and magic can be acquired at the same time, and you may acquire multiple spells with the remaining varcas as well. You can even purchase the same spell multiple times (though its effectiveness will be limited.)