Ars Magica

House Rules



Arcane Connections
Arts
Auras
Certamen
Distilling Vis
Exceptional Talents
Experimentation
Familiars
Guidelines for Hermetic Magic
Healing
Knowledges
Laboratory
Magic Items
Magic Resistance
Poison
Spells
Spell Casting
Spell Errata
Training
Twilight



Incantation of Inspiration:
Creo ignem et perdo herbam et rego auram
et muto mentem et intellego imagonem.

{from the 1st edition of Ars Magica by Jonathan Tweet and Mark Rein-Hagen}

These rules have been an ongoing process for about 12 years now. They began in an effort to keep the original 1st edition month to month progress of magi, while using the 3rd edition for general reference. We ignore the Laboratory chapter altogether. We have also compiled clarifications and replacements for rules in the Magic and Spells chapters.

The covenant of Occultus Sublimus has adopted the 4th edition Combat chapter. Since combat in this system no longer allows a soak die, we maintain the old soak system for purposes of spell damage. This means that the conversion of spell damage into body levels after soak is rounded up, not down. For example, if Brecus is clubbed for 6 points of damage after his soak, he only takes one body level because in the 4th edition Combat rules you only take a body level for every 5 full points after soak. But if he is hit with a spell that does 6 points of damage after his soak, he takes 2 body levels, reflecting the old system and the fact that he got a die roll.




Arcane Connections

All connections are useful for scrying spells, while more powerful connections (like someone's hand) may give an advantage over the subject with other spells.

An arcane connection cannot be used to extend the range of a spell.

Confound the Connection should be a PeVi spell with an appropriate requisite. By the 3rd edition spell description, the connection must be active in order to sever it. But it is implied that it needn’t be Corporem, and that the caster can do this for someone or something he touches. Again, all this is dependent upon the arcane connection being presently used, but does not require the caster to know exactly what it is.

Connection Theory

Arcane connections take advantage of the first law of magic, the Law of Contagion—once together, always together.

Arcane connections are a distinct part of a whole. A splinter from a table constitutes a connection to the table, a blade of grass a connection to a glade. But natural settings mutate. So having an arcane connection to the glade itself would only work during the season in which the connection was garnered. Most vegetation is seasonal, but there are exceptions such as evergreens which provide a more permanent connection.

Connections to bodies of water are tricky. Lakes and ponds provide the most reliable connections, with the contact usually pretty close to where it was taken. But streams and rivers are difficult to pin down. A connection to these will provide a random point of contact anywhere along its length – up to its headwaters and down to where it joins a more significant run off.

Fire is far too chaotic to provide a connection.

Buildings are more static environments and a chip of stone from the center of the floor would enable a connection to the particular room indefinitely. But a splinter from a table would not gain access to the 'room' as a target, and thus spells would be limited to perspective-specific intellego. This would, for instance, be inadequate for a Seven League Stride spell.

By giving something away you can sever connections that are based on the emotional quality of ownership. Also by 'replacing' something, such as by getting a new set of holy underwear, or a new sigil. This is foremost an emotional event (with magical implications) where the magus no longer considers the connection in question in terms of possession. For instance, a magus may give away his talisman and in doing so he automatically severs the bonds of attunement that he forged. This is permanent. It also frees up the magus to make another talisman, or for the reciever of the gift to make it his own talisman.




Arts

Studying Art Tomes

When studying from an arcane tome the magus gains 3 experience points for each month of study. An Art score may be increased only through study from a tome with a higher score. The score may only be increased up to the level of the tome, with no experience points carrying over.



Studying Vis

A Magus may increase his knowledge in the Arts by studying vis. When studying from vis, the Magus must expend the appropriate type of vis in the learning process. Depending upon the Magus' Art score (at the beginning of each month of study) larger amounts of vis must be expended to gain knowledge.

The formula gives the number of experience points gained in one month. A maximum of 3 xp. in an art score may be gained per month of study, regardless of total.

Magus Art

Vis expended

0-4

1

5-9

2

10-14

3



Scribing Arts

Arts are scribed at a rate of 3 experience points per month. You can only scribe up to half your art score.

Copying Art Tomes

Arts are copied at the rate of 1 month per level of the tome. Copying arcane tomes requires a Magic Theory score of 3 and a Scribe Latin of 3.




Auras

Magic

Magic auras always add to spells rolls and laboratory activities. An aura does not add any botch dice to a wizard’s rolls, but may be added to rolls for twilight.

Dominion

The aura of the church comes in two flavors: popular Christian Dominion, and Consecrated Ground. Virtually all population centers have a Dominion rating extending as an area of Christian 'civilization'—generally wherever there are homes or tended land.

Consecrated ground consists of churches, sanctuaries and cemetaries. It may also include the birthplaces of saints or where a martyr was killed. The Dominion rating for consecrated ground is usually higher, but also more localized. Consecrated ground has the following additional effects on magic:

Dominion and infernal auras cannot be detected through Hermetic magic.

We've tried complicated approaches to detecting magical auras, from special spell suites to an Aura sensing talent to in-the-field laboratory activity. None of which seemed to add anything to the game experience. It shouldn't be easy to pinpoint a magical aura (nor should it be possible with Hermetic magic alone to detect any other kind of aura) or for that matter to detect the gift in someone. Time and observation are best.




Certamen

Duel Score: Tech + Form + Int + Certamen + Stress

If margin then holdover and add to next round's duel roll, or apply any portion of the margin versus opponent's Stamina + Certamen fatigue soak. No roll, take 1 fatigue level for every 5 points or fraction thereof.




Healing

Apply Chirurgy, and the Healer exceptional talent to wounds. With an infirmary, any Medicine knowledge score of a healer may be added to the recovery roll, in addition to the ordinarily called for chirurgist's skill (pg 160 3rd ed.)

Apply the Herbalism exceptional talent as a roll in the field. A roll of 9+ allows the gathering and concoction of a substance that you can apply within the first day (before any magical healing.) Application to a wound will result in adding the Herbalism score to the subsequent recovery roll (back at the covenant.)

Wounded, unhealed characters may be healed by more than one mundane healer if their wounds are Medium or worse. An assistant adds healer skill + Int all divided by 2 (rnd down.)

If the second healer comes after the first, he must have a score greater than that of the first healer, then he can make a roll to heal.

Healing Potions

The Alchemy exceptional talent score and +3 healing bonus can be applied to the lab roll when brewing Creo Corporem or Longevity potions.

A magus with the Herbalism exceptional talent only adds the +5 healing bonus




Distilling Vis

A magus can use his laboratory to extract Vim vis from an Aura. The Magus must have a positive Aura to extract vis from.

Stress Die + Cr + (Vi x 2) + Int + MT + Aura

This total is divided by 5 (rounded down), then subtract 3. This gives the number of pawns of Vim vis distilled in one month.

Though this formula seems awkward, it gives us our desired spread.




Experimentation

This is an opportunity to gain extra points on your lab total. It is, however, a risky proposition. As a magus, you are treading where most don't dare to venture - at least not often. You are throwing out convention and testing the boundaries of magic. The results can be extraordinarily rewarding, and equally disastrous.

The magus may chose to experiment in any month spent brewing potions, instilling effects, making lesser enchanted devices, or inventing spells.

Add an additional simple die to your lab total for the month. Before rolling, you can decide whether or not to push yourself by adding an additional +1 to +3 Risk modifier to your lab total. Any Risk modifier is also added to rolls made on Event Tables.

The simple die roll also applies to the experimentation table below.

A single botch on the lab roll results in a Disaster (roll on table below.) Any further botches translate into a stress die of damage to both the magus and the lab.

Verditius Magi: -1 on any Disaster Table rolls / optional +1 on any Extraordinay Success Table rolls when experimenting while inventing magic devices

Bonisagus Magi: optional +1 on any Extraordinay Success Table rolls when experimenting while inventing spells



Experimentation Simple die roll:

1

Complete Failure: What appeared so promising has turned into a dreadful waste of time. You had no way of knowing, but all along the project was fatally flawed. Lose all invested time and vis.

2

Major Flaw: Complete Lab Roll as under a Success result below, then roll on Table 3.

3

Minor Flaw: Complete Lab Roll as under a Success result below, then roll on Table 2.

4

Lose month. Pick up where you left off.

5

No Benefit: Calculate Lab Total without simple die or risk modifier. Inventive Genius add +3, as usual.

6-8

Success: Add in simple die and risk modifier.

9

Extraordinary Success: Complete Lab Roll as under a Success result above, then roll on Table 4

10

Discovery: Complete Lab Roll as under a Success result above,then roll on Table 5



Table 1 - Disaster Table

You fail miserably, bringing about a disaster. Roll a simple die + Risk Modifier - Perception on the following:

0

Dumb Mistake: You left the pot boiling. Everyone knows it. For example, the covenant smells horrible from the clouds of smoke, and will continue to do so for a long time. You save your creation from any permanent harm.

1-2

Twilight: You save your creation at some risk to yourself. Automatic Wizard's Twilight, add the magnitude of the spell or power to the aura to determine the strength of the supernatural power you must control.

3

Creation Destroyed: Whatever you are working on is completely destroyed. You must start over from scratch. If you are working on an enchanted item of any kind, the entire item is destroyed, not just a single power.

4

Lab Ruined: Your creation is destroyed (see 3 above), taking much of your lab with it. Roll a simple die for everything of value in your laboratory and on your person - on a roll of 1, it is destroyed. You must replace your lab equipment (very expensive and time consuming), and spend 1 month cleaning up the mess and salvaging what you can.

5

Something Valuable Destroyed: Your creation is destroyed (see 3 above), and it takes something else valuable with it (e.g., your Familiar, apprentice, an enchanted item, stores of vis, books.)

6

Explosion: Your creation is destroyed (see 3 above.) Soak magic damage equal to the level of the spell or power + a simple die. This is in addition to any damage accumulated through multiple botches (see above.)

7

Threat to Covenant: Your creation is destroyed (see 3 above.) Your work backfires and threatens the Covenant, calling up a dangerous creature or otherwise causing direct harm.

8

Deterioration: You lose 1 point automatically from a characteristic, or you gain 1 decreptitude point. This isn't real aging, but the effects are similar. This may not be countered with a spell.

9

Fallout: Roll on Bad Effects Chart for twilight.

10

Massive Explosion: Your creation is destroyed (see 3 above), your lab is ruined (see 4 above), something valuable is destroyed (see 5 above). Take a simple die damage plus the level of the spell or power +5. You no longer have a sanctum, and indeed, a portion of the covenant has been destroyed.

11

Overwhelmed: You release too much magic for you to control. Roll a stress die + Stamina - Aura - Risk Modifier. If the result is 6+, you avoid the brunt of the magical tidal wave, but suffer twilight (see 1 above.) Otherwise you are destroyed, though a magical shadow of your former self might remain.

12+

Roll Twice: Roll twice on this table. Ignore and reroll if this is rolled again.



Table 2 Minor Flaw

The effect is modified in a negative way. Roll on the table below and add any Risk Modifier.

1-3

Caster Affected Minorly: Such as a Terram spell that leaves rocks in your shoes; or a Mentem spell that makes you slightly confused.

4-7

Limited Effect: The effect is reduced in range, duration or potency, such as a Mentem spell that allows a generous natural resistance roll or which cannot be mastered.

8-10

Restriction: The effect fails to work in certain circumstances, such as a fire spell that sputters and dies in fog or rain.



Table 3 Major Flaw

The effect is modified in a negative way. Roll on the table below and add any Risk Modifier.

1-3

Major Flaw: Such as a healing spell that causes intense pain in the recipient, or an incomplete transformation spell.

4-7

Major Restriction: The effect only works during special circumstances, such as a healing spell that only works on children, or a fire spell that only works around midday.

8-10

Fatally Flawed: Such as an invisibility spell that makes you glow.



Table 4 - Extraordinary Success

The effect is modified in a positive way. Roll on the table below and add any Risk Modifier. If a result doesn't apply, you may select the next lower result, or roll again with troupe approval.

1-2

Minor Benefit: Such as a wind spell that has a sweet scent and makes flying insects uncomfortable.

3-4

Level Increase: Add +5 to the level of the spell or power. Adjust the effect accordingly.

5-6

Major Benefit: Such as a spell designed to turn you into a wolf that allows you to speak with all beasts while a wolf.

7-8

Enhanced Effect: The range, duration or potency of the spell is increased, such as an attack spell with a high targeting bonus or a power in an enchanted item with enhanced penetration.

9-10

Enhanced Usage: The effect works on a greater than expected range of targets, such as a spell to speak with beasts which only needs casting requisites to speak with birds and fish.

11-13

Roll Twice: Roll twice on this table. Ignore and reroll if this is rolled again.



Table 5 - Discovery

Your work has given you a new insight into the art of magic.

1

Peripheral Discovery: Add 3 xp to either Concentration or Finesse.

2

Minor Discovery: Add 3 xp to your Magic Theory.

3

Educational Experience: Add 3 xp to one of the Arts used.

4

New Understanding: Add +1 to either Concentration or Finesse.

5

Enhanced Understanding: Add +1 to your Magic Theory.

6

Exceptional Understanding: Add +1 to one of the Arts used.

7

Comprehensive Understanding: Add +1 to both Arts used (if requisites are involved they may be chosen instead).

8

Discovery: Develop Affinity with subject of creation (e.g. if inventing a spell to speak with water, gain an Affinity to speak with all 'fluid-like' things, such as air, fire, etc., and if enchanting an item with Gift of the Bear's Fortitude, gain an Affinity with spells that affect Self.

9

Major Discovery: You have unlocked a secret to a magical process. Develop an Affinity with whatever process you are doing (inventing spells, instilling, etc.)

10

Insight: Develop Affinity with Form.

11

Exceptional Insight: Develop Affinity with Technique.

12+

Breakthrough: Your creation is able to seemingly defy the known laws of magic in some useful way, such as a Parma Magica that can last for Moon or be cast on another, a spell that can affect the Lunar Sphere, a Creo spell that does not need vis to be permanent, or a healing spell that can raise the dead. This breakthrough cannot be repeated or communicated (transcribed) in any way. Depends on the activity being performed, and if nothing can be gained, then roll twice and ignore this if rerolled. This result is subject to troupe approval.






Familiars

ReAn Gen. The Wizard's Familiar
R: 100 miles D: Spec.
Ritual

This spell is the backbone for the process of gaining and bonding with an animal for the purpose of making a familiar. As a powerful and unique spell of summoning, it must be invented by the magus who will cast it. It is designed to attract an animal whose personality and quintessential being is in harmony with the caster.

A simple die roll is made when the spell is cast. A 3+ results in success. The animal will be compelled to come to the caster as quickly as it may. The troupe decides what kind of animal responds. The animal will be at least latently magical. After a successful summoning, you have a choice of ways to develop it, described below under Attunements and Spell Effects. To begin with, your familiar has only a magic might.

The ritual may also be used in the future to counter any controlling enchantments placed on the familiar, regardless of strength. This will not heal a familiar or otherwise repair any damage it has suffered, mundane or magical. However, a familiar does benefit from a magus' longevity potion.

If within reach, it may be protected by your parma, if your parma is higher than its magic might.

A familiar is an arcane connection to magus (as long as it is alive.)

The troupe should have a say in what kind of animal responds to the spell. establish a base set of skills, characteristics and personality traits for the animal. If the animal ever dies the magus will be profoundly distraught. The bond is highly personal. Few magi ever have more than one familiar in their lifetime.

The level of the spell determines the overall power of the familiar. As its Magic Might, this number is its magic resistance, and its points for powering spell effects (just like fantastic beasties.)

The level also determines the maximum level of any spell effect that can be instilled into the familiar, and the total capacity of the familiar—derived by multiplying the level by 10 (just like a magic item.)

A familiar may be improved over time by inventing a higher level ritual and casting it on the familiar. This will result in an increased magic might, capacity, and maximum level of spell effect you can instill in it.

We're playing a familiar as a balance between a hermetic invention and an autonomous being. One one hand, they have power only because you grant it to them. They are magically dependant on you. They share personality traits with you. When you die, they die. If you suffer the effects of aging or decrepitude, so does your familiar. Because of this bond; you can magically attune them to your own gift; you can protect them with your parma (within reach); and they are an arcane connection to you. One the other hand, they are independent creatures. They can learn mundane things on their own, but not magic.

Attunements

Each of these magical bondings costs 2 months time. They have a spell level of effect that uses up capacity. However, like talisman attunements, they do not require a lab roll or take any vis.

Develop Intelligence (20th level effect)

Improved intelligence +1 (20th level effect)

Develop a full telepathic/empathic link accessed by concentration, up to ½ mile (20th level effect)

Improved range to 100 miles (20th level effect)

Develop a perceptual link accessed by concentration, up to ½ mile (20th level effect)

Improved range to 100 miles (20th level effect)

On Intelligence: Any magical animal that responds to the summons of a Familiar spell will have a base latent intelligence approximating human intelligence, but at a level appropriate to what kind of animal it is. For example, a smaller non-combative animal will be smarter than a furred wrecking-ball. As a guideline, consider a magical monkey to have a latent intelligence of +2, an owl +1, weasel 0, wolf -1, bear -2...etc. This can be improved at cost, but can never exceed one less than the magus' intelligence score. The animal is granted basic understanding of human symbolism when its intelligence is first developed. But certain concepts remain beyond an animal's ability to understand, especially human social complexities and morality. The animal gets a single language to start, at a score of 0. They can learn knowledges and some skills, as long as they are not physically prevented from doing so. For example, a squirrel familiar could learn to scribe Latin, but a wolf familiar could not. However, the wolf could learn to read it. None should be able to learn magic. They have power only because you granted it to them. Familiars gain experience like companions.

Spell Effects

Beyond these attunements lies a choice in the magical distinctiveness of the familiar. A magus can follow one of two traditions for evoking power, either Latin or Gallic. Some magi may know both traditions, but most have been taught only one, and it is usually in line with their House. Regardless, a magus picks one for his familiar and can never use the other.

Latin tradition: You can instill formulaic-style spell effects that the familiar can use at the cost of magic might points equal to the magnitude of the spell effect. An instilled spell effect cannot have modified effects.

Gallic tradition: You can instill technique-form combinations that the familiar can use to cast spontaneous magic. Each combination allows spontaneous spell casting up to ½ the level of the power purchased, which can be no higher than the level of the familiar. These spells fatigue the familiar, though no die roll is required. A familiar cannot cast spontaneous magics that require requisites. You can raise the power of technique-form combinations by re-instilling the effect, but only need apply the increase to capacity.




Guidelines for Hermetic Magic

Creo Terram: material and size guidelines: small box worth 5, man-sized 10, small room 15, large wall 20, a lot of 25
earth/clay/sand 0, stone 5, metal/glass10, precious metal 25, gemstones 35

Corporem: includes giants, trolls, ogres, goblins and faerie humanoids.

Rego & Creo Displacement: Rego spells which teleport someone or something are restricted in their destination: they cannot appear in mid-air, and require an arcane connection to any destination out of sight. While a botched spell or finesse roll can embed you inside a solid object, this cannot be intentionally achieved with a Rego spell. Rego controls, but does not change.Creo spells cannot be manifested mid-air, with the exception of air phenomena and Imagonem. Creo spells which manifest over obstructions do so by gently displacing anything not rooted, and enveloping anything else. Effectively, created objects manifest 'around' their stable environment. A magically created stone wall will form its underside to fit the ground, creating a much more stable wall. Objects manifest in a generative manner, growing from the focal point of the spell, unless designed otherwise.

Imagonem spells: can simulate tactile sensations, but these are only 'surface deep' and will not stand up to investigation or actual force exerted.

A Parma Magica does not dispell illusions it comes into contact with.

Imagonem spells need all applicable requisites, however, they can exceed the standard 2 requisite limit. For example, Invisibility of the Standing Wizard will likely include requisites for what the magus is carrying and wearing (PeImCoHeAnTe 15.)

Spirits and Mentem:

The soul is immortal. Arguably, all intelligent beings with free will have a soul. The biblical reference to the archangle Uriel says that he will open the gates of Hades and “...bring forth to judgment all the sorrowful forms, yea, of the ghosts of the ancient Titans and of the giants, and all whom the flood overtook...” But in a mythical europe, pagan belief persists and potentially carries paradigmical weight in the same way that wizard's have their twilight to escape eternal damnation.

If a spirit is given church rites, it is beyond reach. Otherwise, it may be claimed by infernal or magical influence. A spirit that has suffered a violent end, and is denied rites of passage, will usually remain where it was killed even if its body is moved. However, this is just a guideline that describes the trauma associated with an unnatural death. Other influences, such as pathos from life, could easily cause the spirit to haunt a different place or even a specific person.

Mentem: governs minds, memories, thoughts, spirits and emotions. Spirits are minds without bodies. Emotion-based Mentem spells won't work on them, because emotions originate in the body. This isn't to say that spirits are bland non-conversationalists; only that what passes for emotion in them is likely warped and no longer targetable with Mentem. Undead, as bodies without minds, cannot be targeted with Mentem spells. The creation of an undead being with Hermetic magic uses Corporem. When a Mentem spell calls for a corpse, the head will usually do.

Whispers through the Black Gate: you can talk to the spirit even if it is haunting a place far away.

Requisites: There is a limit of 2 requisites for any single spell. The only exceptions to this are Imagonem spells, or 'open-ended' and innocuous requisites, such as in 'Weilding the Invisible Sling'. Ritual spells may also in some cases abuse this limit.

Snow: Aquam once fallen, Auram when falling, and a Terram requisite for solid ice.

Space & Time: Space and time are not forms in the paradigm. Spells cannot be invented or cast (at least not by magi) which control or in any way directly affect either. A spell to speed someone up is only possible through a MuCo spell with an An requisite, gifting the subject with the attributes of an appropriate animal. Teleportation doesn't target space, it is centered on the individual. While Hermes Portal does seems to cross this boundary, it is a 75th level Ritual. But it would be impossible to create a 'bag of holding', or slow time, in the paradigm. Space and time do come into the paradigm of Hermetic magic as limiting factors. The laws of contagion and sympathy are concerned with space, and the temporal limits of spells are based upon the lunar and solar cycles.

Wards: Magi cannot cast Rego Corporem wards, as they are primarily Corporem themselves. Nor may they instill such an effect in a device. As a rule, wardings must have a range of either Ring, or Body/Touch. There can be no walls of warding. Warding spells do not displace anything within the ward, they only keep things out. There are no all-purpose force fields. Any formulaic ward is designed for a specific use, so a demon ward will not be effective against fey, regardless of art compatibility. A Ring of Warding placed in an item is tied to the activator of the effect, in addition to the item. If the activator or the device leaves the ring, the spell fails. There are wards against the faerie of a particular element (nature spirits). These are derived from the art of the faerie's environment. More powerful faeries may require an additional requisite such as Vim or a cross-over element. There are wards against 'domestic' and 'court' fey. Their environment can generally be covered by Vim, with exceptions that demand additional requisites. Such as a Forest Princess (He, Vi). Rules on Faeries should remain vague.




Knowledges

Studying Knowledges

3 experience points per month are gained.

Scribing Knowledges

Knowledges may be Scribed at the rate of 1 experience point per month. Up to ½ your score may be scribed.

Copying

Knowledges may be copied by someone with a Scribe score of 3 or higher at the rate of 1 month per level of the tome.




Laboratory

Lab rolls are on Stress dice, except where noted.

Laboratory activities require near constant attention by the magus. For each month spent in the lab, a magus can only afford to be away a total of 5 days. These 5 days may be consecutive, or split up. For each additional day taken, the Lab roll will suffer a –2, and 1 extra botch die.

Magnitude bonus: When learning, instilling, brewing into a potion, or inventing a spell effect that is a similar or variant of a spell you already know, you get a lab bonus equal to the magnitude of the known spell. You must have the spell in your grimoire.

Lab Zeroes and Botches

A failure in the lab will always result, at the least, in the loss of the month. If no botches are forthcoming, the magus can pick up where he left off, losing only his time and a proportional fraction of any vis commited to his current project.

Always roll a base of 2 botch dice for lab zeroes.

Botch dice are increased by one for every extra person working in the Lab.

Activities in the laboratory are strenuous, if only in a mentally exhausting sense. A magus who works in the laboratory while suffering from wounds will incur extra botch dice equal to the wound penalty; which also gets subtracted from the lab roll.

Furthermore, any armor greater than a hard leather cuirass subtracts from the lab roll by 1 point for every .5 of load over 1 (this is not mitigated by strength); and adds 1 botch die for every 'level' of the armor above a hard leather cuirass (apron).




Magic Items

There are three basic kinds of magic items of increasing power and investment of resources. The Potion, the Lesser Device, and the Enchanted Item. You don't have to know a spell to create a magic item that can cast it.



Brewing Potions

A potion is anything ingestable or absorbable through the skin or other membranes. As far as making potions something other than drinkable, check out the poison rules for guidelines.

Potions made for people are mostly limited to the forms of Corporem and Mentem, but can have any requisites. Certain other spell effects that have either Corporem or Mentem as their requisites can also be brewed. However, the spell effect must target the person drinking the potion. For example, Veil of Invisibility (PeImCo*.) Potions must affect the person drinking it, but they can never grant the ability to cast a spell. For example, you can't make a potion of Ball of Abysmal Flame.

Potions do not require any raw vis to make, unless the magus wants the longer duration listed under the spell, such as with Chirurgeon's Healing Touch.

The Alchemy exceptional talent score adds into all potion making, and you also get the listed bonuses where applicable.

A magus may only spend one month working on a particular potion.

By drinking a potion, an individual may choose to bypass his Parma Magica.

Effects that require concentration can only be used by magi unless a +5 modifier is taken to set a one-way effect for a period up to 5 minutes. For example, Rise of the Feathery Body will either lift me or let me decend depending on which I (grog) initiate upon drinking it. The one-way ride will stop when I hit anything substantial, when 5 minutes has passed, or if resist it. Only Rego Corporem potions seem to require this rule.

Stress Die + Tech + Form + MT + Int + Aura

For every 5 full points exceeding the level of the desired spell, 1 extra dose of the potion is gained.



Longevity Potions

Must have an In+Co + Aura + Int + MT score of 20+ minimum.

Two months spent in the field gathering ingredients, followed by 1 month in the lab. Every magus has a unique formula for a longevity potion, and one magus’ potion is of no benefit to another. The standard Hermetic potion requires one pawn of Creo, Corporem or Vim vis per five years of your current age to create. The potion functions to improve your chances of weathering aging rolls unharmed. The potions subtracts 1 from your aging rolls for every 5 full points in your Intellego Corporem Lab total.

Stress Die + In + Co + MT + Int + Aura

For each additional pawn of vis spent, you may add 1 to your lab total. This expenditure of vis is tallied separate from the required investment, subject in itself to the limit your Vim score imposes.

This is the only lab activity in which you can increase your lab total by expending vis.

The longevity potion lasts until you actually suffer the effects of aging, losing a point from a characteristic or gaining a decreptitude point. After this, the potion loses its effectiveness, and a new potion must be brewed from the formula of the first, requiring a new investment of vis (based upon current age), and 1 month in the lab.

Longevity potions made for others require a minimum InCo lab total (not counting roll) of 30. Non-magical people, however, are not as resilient as magi. A potion created for a mundane does not negate accumulated ‘decade’ modifiers. See the 3rd edition aging rules for more detail.

By creating a longevity potion, a magus only begins to accumulate decade-modifiers once he turns forty. Then it starts at +1; being +2 at fifty and so on.



Enchanted Items

The first step in creating a magical construction is the enchantment process. This takes 3 continuous months of work and the expenditure of a quantity of vis deterimined by the form of the item. The vis used in the enchantment process can be of any art.

Enchanted items can come in virtually any non-living form. Refer to the Form Bonuses chart for possibilities.

The amount of vis needed is determined by the tables below which cross reference the base material of the construction by its size. The base points determined by the type of material are multiplied by the size value to get the number of pawns of vis needed. A magus is limited in what he can enchant by the amount of raw vis he can handle in the lab. This is determined by his Magic Theory score plus Vim art score.

The material/size value determines how many spell levels of effects the magus can later instill into the device. The total vis used in enchantment is multiplied by 10 to determine how many levels worth of spells can be invested into it. This total also determines the base magic resistance of the item.

After the Enchantment process is complete the magus can begin instilling effects at his convenience.

Material

Base Points

cloth, glass

1

wood, leather

2

bone, soft stone

3

hard stone

4

base metal

5

silver

8

gold

10

semi-precious gem

12

precious gem

15

priceless gem

20



Size

Example

Multiplier

tiny

ring, bracelet, pendant, all gems

x1

small

wand, dagger, belt, cap

x2

medium

sword, tunic, boots, skull

x3

large

staff, shield, cloak,skeleton

x4

huge

boat, wagon, small room

x5



Composite items have their different materials and relative size calculated separately and then added together for a sum total of needed vis. Such composites cannot normally be separated without destroying the device. A magus can handle 1 material with a magic theory of 5 or less, 6-10=2, 11-15=3…etc. Enchanted constructions are generally a bit more resilient than ordinary material, but they are by no means indestructible.

Form Bonuses

When instilling spell effects into full enchantments or lesser enchanted devices you can get a bonus on your lab total when there is correspondence between the physical form of the item, and the spell effects. See the form bonuses page for a large listing. Troupe approval for bonuses not on the list.

These bonuses have three possible applications. First, they add to the lab roll when instilling a spell effect that is in alignment with the bonus. Second, these bonuses can come into play if the magus makes the magic item a talisman. Last, an item's magic resistance increases when you instill an effect using a form bonus.

For example: jewelry gives a +4 bonus on spells that transform self. If you enchant a piece of jewelry and then instill a spell of transformation into it (such as Shape of the Woodland Prowler), you get a +4 bonus added into your lab total. Also, because the spell is in line with the physical form of the item, you get to add the magnitude of the base spell effect. If you make it your talisman, you can attune a specific bonus to apply to all your spell casting rolls that are in line with the bonus.

Instilling Effects

You have to have a magic item with enough capacity. You don't need to know the spell you want to instill.

The spell level capacity of an enchanted item is 10x the material/size value, not to exceed your Magic Theory + Vim art score. These spell levels are calculated with all modifiers added in.

A spell is instilled by picking a base level of effect, then adding levels for modifiers such as frequency of use, openness to vis boosting, automatic concentration, and restricted use.

If the instilled spell is designed to affect only the device itself, the sum of the level of the spell and any modified effects is always divided by 2 when calculating your lab target number. Hardness of Iron (MuHeTe20) in your staff, constant use, rounds up to a 13th level spell effect.

Frequency of Use

1/day (0)
2/day (+1)
3/day (+2)
6/day (+3)
12/day (+4)
24/day (+5)
50/day (+6)
Unlimited (+10)
Constant Effect (+5) {On all the time; no effects of Instant duration; self-affecting spells only. For example, Hardness of Iron in a staff will not fall at sunset. It's always on. If it's knocked down with a Wind of Mundane Silence, the crafter of the item can reset it with a triggering effect.}

Modified Effects

Automatic Concentration +5

With this modification the device maintains concentration on the effect for you. You still need to concentrate to change how the effect is used. For example, a levitation belt that holds you in the air does not require concentration, but to begin moving up or down you must concentrate. An item may only 'concentrate' on one spell effect at a time.

Openness to Vis Boosting +3

Allows the magus to jack the spell with vis. This is particularly valuable for spells which have a useful extended duration (Chirurgeon's Healing Touch), or for offensive spells that need a higher magic resistance penetration capability.

Restricted Use +3

Restricting the item's use to a specific list of people. The command phrases, words, gestures or whatever will not work for anyone not on this list.

Blood trigger +10

The effect trigger is the successful application of at least one body level of damage to the target, with the device.

You need 1 pawn art-specific vis for every 5 total spell levels of effect.

You can get a bonus on your lab total by using Veriditius runes. There is a rune for each art and you get a +2 for using one, a +3 for using two. These runes must be highly visible and will indicate to a Hermetic observer what possible powers your item holds.

Your lab total is compared to the base level of the spell, before modifications. Each point over this target level accumulates towards a desired total equaling 2 times the base spell level + modified effects (modifiers added in after the multiplication.)

Stress Die + Tech + Form + MT + Int + Aura + Form Bonus (if any)

Activating Spell Effects

All effects in an item that are not self-affecting and continuous, require a trigger command phrase or action. These should not be subtle, but can be ordinary. If a phrase and an action is incorporated, then they may be fairly subtle. Furthermore, the device can only be triggered if it is touched. No remote triggers. Treat as formulaic mastered spells. Simple die except when using vis or when in a dominion aura.

Lesser Enchanted Devices

Stress Die + Tech + Form + Int + MT + Aura + Form Bonus (if any)

This lab total must equal or exceed 3 times the modified level of effect, in 1 month's work. Failure to reach the designated level results in the loss of all vis, and the month.

This procedure allows a magus to both enchant and instill an effect into an item in 1 month. Form bonuses and modified effects; including Verditius Runes and the self-affecting division; are calculated as normal. For every 10 levels of spell effect, 1 pawn of art-specific and 1 pawn of Vim vis must be expended. Lesser devices cannot be made into talismans.

Magic Resistance of Enchanted Items:

Capacity divided by 5 gives an enchanted item's base resistance. If it is a talisman, it gets this resistance separately and in addition to the magus' parma. A lesser enchanted device's capacity is determined by the modified level of effect in the device.

Modified resistance:

1) Each utilization of form/effect bonuses towards instillment of an effect confers the magnitude of the base spell level of effect in additional resistance. Only once per spell effect.

2) Each talisman attunement confers an additional +5 to resistance.

3) An enchanted item gains double its resistance to forms of which it is composed. Lesser devices do not gain this added protection.

4) A simple die roll is made in resistance

Attuning A Talisman:

A magus may have only one talisman at a time. This talisman acts as a focus for certain spells, providing bonuses to casting rolls whenever the magus is touching it; to both formulaic and spontaneous spells.

Nearly any enchanted item can be attuned to be a talisman, with the exception of composite items composed of more than two parts.

For every 2 months spent by a magus attuning his talisman, one form bonus is gained. The bonuses are detailed in the Form Bonus chart.

The talisman acts as an extension of your touch for purposes of spell casting; and also serves as an arcane connection to you.

Investigating A Magical Construction:

Stress Die + In + Vi + Int + MT + Aura

The spell effect of the greatest level equal to or under the lab roll is learned. A talisman attunement is counted as a 20 level power. The power and triggering command are discovered.

Another roll may then be made in the same month to attempt more discoveries. This second, and any subsequent rolls, may be stress or simple, at the magus’ choosing. Rolls may continue to be made as long as they succeed.

Bonuses may be gained through the recognition of Verditius Runes on the item (+2 for one Rune per power; +3 for two).

Draining A Magical Construction:

A device may be juiced for raw vis. This is a somewhat dangerous activity, requiring double the normal botch dice, and two separate lab rolls.

Stress Die + Pe + Vi + Int + 2x MT + Aura

This breaks the enchantment. The total must exceed the magic resistance of item. If successful, the second roll may be made to capture the vis.

Stress Die + Re + Vi + Int + MT + Aura

For every 5 full points of this total, 10% of the total vis invested in the device is captured (round down).




Magic Resistance

There are two basic forms of magic resistance; the Hermetic Parma Magica and the non-Hermetic Magic Might. There is also resistance for enchanted items, and for spells that are the targets of spells. A Parma will protect things you are holding, that are holdable.

Parma and Magic Might resistance rolls are simple die rolls.

Spell Attack

Total spell roll + Penetration talent + 5 per pawn of art-specific vis (total spell roll is after division for spontaneous)

Defense

Magi: Parma Magica spell level + Form score + simple die

Creatures: Magic Might + simple die

Spells: 2x (Tech + Form) of caster (there are exceptions to this in some spell guidelines)

Spells Resisted by Magic Resistance (guidelines)

Spells Not Resisted

Spells Targeted by other Spells

You don’t have to overcome the resistance of your own spells.

Most spells targeted by other spells will have a resistance of 2x (Tech + Form) of the caster.

Vim spells follow their specific guidelines.

Wind of Mundane Silence: Since we use the Parma spell instead of the ability, only double the level of the Parma for the purpose of this spell.




Poison

You must have either Alchemy or Herbalism (or both) to make poisons. It takes one month, but is not a magical process. A spell to magically create a poison would effectively use the same system for designing its parameters. Poison Spell (CrHePe Gen): level divided by 2 in points you spend below for the form of the poison. Finesse roll of 9+ to design the poison as you are casting it if this is a variable-type spell.

Brewing the poison: Int+Alchemy+Herbalism+bonuses+stress die

Base target: 0 + modifiers

1 dose +1 per full 5 points over target

Shelf life: 3 month base

(+1) per 1 extra month shelf life

Exposure: liquid base

(+5) bloodstream exposure (unguent or powder)


(+10) contact exposure

Taste base: perception roll of 3+

(+1) add 1 to perception roll ease factor to detect

Stamina base: roll 6+ each round

(+1) add 1 to stamina roll ease factor

Lethality base: 1 body level

(+2) add 1 body level damage


(+2) force an aging roll

Potency base: 1 body level per round (taken round after exposure)

(+1) add 1 body level per round



Sample Poison (cost): 3 month shelf life(0), bloodstream exposure (5), taste (n/a), stamina 11+ ease factor (5), lethality of 5 body levels (8), force 1 aging roll (2), potency of 3 body levels applied per round (2)=22nd level poison.

To be clear about this: you can put 1 dose of unguent on a blade, and if you succeed in doing at least 1 body level of damage, the target is afflicted by the poison. But the damage doesn't begin to be applied until the end of the next round, after the last missle phase. This means that if you hit a magus, he will have an entire round to get rid of the poison before it hurts or kills him. In all fairness, any victim will begin to feel the malign effects at the beginning of the round after exposure (getting hit.) He'll know he's just been poisoned.




Spells

Learning Spells

In order for a Magus to learn a spell he must have a transcribed copy.

Each month the lab total is compared to the level of the spell the magus is trying to learn. Each point over the spell level accumulates towards a desired total equaling the level of the spell. This accumulation of points may continue over as many months necessary until the spell is learned.

Once the level of the spell is achieved in accumulated points, it is added to the magus' grimoire in note format.

Stress Die + Tech + Form + MT + Int + Aura

Only the first month is a stress die. All subsequent months are simple die rolls.

Inventing Spells

Each month the magus makes a roll, points over the level are accumulated towards a desired total equaling 3 times the level of the spell. It is in note form and must be transcribed in order for anyone else to learn it. A magus may invent any spell listed in the rule book; and may even invent one of his own devising; gauging the relative level by the standards set in the book.

Stress Die + Tech + Form + MT + Int + Aura

Transcribing Spells

A magus transcribes spells from his grimoire at the rate of 20 levels per month. This involves translating notes, diagrams and such into a comprehensible form. Another magus' grimoire may be transcribed by making an Int + MT roll of 12+. This need only be done once for a particular style, and will allow transcription at the rate of 15 levels per month. If the roll fails, the month is wasted. If botched, the scriber will make improper translations, without realizing it. Attempts to learn such improperly translated spells will result in automatic failure, and double botch dice.

Copying

Spells that are already translated into readable format may be copied at a rate of 60 levels per month. Copying spells requires a Magic Theory 3 and Scribe 3.




Spell Casting

Aimed Spells

Rego-based aimed spells can exceed Near range without vis, up to 50 paces, at the sacrifice of any aimed bonus. The Crystal Dart is an example of a spell designed specifically to keep its aiming bonus at this longer range. Other aimed spells (namely Creo-based) cannot exceed their stated ranges except through vis boosting.

Stone of a Hundred Shards: finesse based 'throw' up to near range.

Fast-Casting

Only spontaneous spells may be fast-cast. Fast-cast spells always go off in the 1st phase, unless purposefully delayed.

Mastered Spells

Multiple casts beyond the first spell, and/or the use of vis, incurs the use of a stress die.

Vis

Vis used to power a spell or instill a spell-effect in the laboratory must correspond in type to at least one of the primary arts involved. This correspondence is refered to as art-specific vis.

Requisite aligned vis cannot be used to power or instill a spell effect.

A magus can only handle an amount of vis on a given spell up to his Vim score.




Spell Errata

Most spells that call for a die roll and do not specify what kind of die, require a simple roll.

(InAu) Eyes of the Bat: lets you 'see' invisible people or things.

(ReAu) Circling Winds of Protection: The winds extend upward in a cyclone to a height of 4 paces. A magus could ReCo himself out the top of the cyclone with a concentration roll of 7+.

(CrCo) The Severed Limb Made Whole: a similar but distinct spell would be required to reattach a sense organ. A 25th level would be sufficient for a finger.

(InCo) Sight of the True Form: Inst duration and the form mean that you need to be able to see your target to begin with. Therefore, this spell cannot be used to reveal an invisible person.

(InCo) Whispers through the Black Gate: must have the head.

(PeCo) Confound the Connection: should be a PeVi spell with an appropriate requisite. By the 3rd edition spell description, the connection must be active in order to sever it. But it is implied that it needn’t be Corporem, and that the caster can do this for someone or something he touches. Again, all this is dependent upon the arcane connection being presently used, but does not require the caster to know exactly what it is.

(ReCo) Rise of the Feathery Body & Lifting the Dangling Puppet: smoke rises at a rate of 4 paces per round. In combat, you can still be attacked by longshaft weapons the round after you cast the spell.

(MuHe) Stir the Slumbering Tree: The caster and the tree can understand and talk to each other.

(InIm) Eyes of the Past: a 30th level version is required for audio.

(ReMe) Scent of Peaceful Slumber: victims are simply asleep and can easily be awakened. A 25th level version would probably knock out targets for 2 hours.

(CrTe) Stone of a Hundred Shards: finesse based 'throw' up to near range.

(InTe) See through Stone: imagonem requisite

(MuTe) Statue to Animal: arcane connections must be taken anew on each activation. Commands shouldn't be too complex.

(PeTe) Obliteration of the Metallic Barrier: must be a stationary, fixed barrier of inanimate composition, no more than 1 foot thick. The spell does not work at all if these conditions are not met. An object that is light enough to be moved by a person cannot be affected unless it is somehow fixed in place. The spell further depends upon a free space behind the target into which the target will be dispersed in fragments. This causes +10 damage to anyone behind it within 10 feet. Without this space the spell fails. Requisites appropriate to target.

(InVi) Perceive the Magical Scent: detects vis.

(MuVi) Wizard's Boost: technique requisite. This spell comes in five different forms, one for each technique. It must be re-learned under different technique requisites to utilize with those techniques. This is a volatile spell and requires double the normal botch dice. This penalty is included in both the spell roll and the concentration roll. Wizard's Boost cannot be mastered.

(PeVi) Disenchant spell: spell total goes against the item's magic resistance. If successful, a simple die + the level of the Disenchant spell determines how many spell levels of effect are destroyed in the device. These are determined randomly. Talisman attunements count as 10th level effects.

(PeVi) Wind of Mundane Silence: Since we use the Parma spell instead of the ability, only double the level of the Parma for the purpose of this spell.

(ReVi) Suppressing the Wizard's Handiwork: since we have decided that objects (as opposed to elemental phenomena) created by spells are not magically resisted, by the same logic they should not be suppressible because they are not an 'active' magic.

New Spells

CrAq 15 Brandenburg Stout (R: Reach D: Sun): Creates a large vat of superior ale. When the duration expires, instant sobriety is conveyed to the imbiber, as is the ultimate hangover cure.

InAq 15 Clear Sight Through Murky Waters (R: Self/Touch D: Sun/Year): The caster's vision is unaffected by water, even if murky or polluted.

MuCoAn 15 Nose of the Hunting Hound (R: Touch/Near D: Sun/Moon): The target gains the muzzle of a hound and is able to use his sense of smell to sniff out tracks with a hound's skill. This adds +3 to any tracking or hunting ability, or a score of 2 if no previous ability exists. This bonus is doubled if the subject of the spell has a sample 'scent' of the quarry on hand.

MuCoAnAu 15 Eyes of the Eagle (R: Touch/Near D: Sun/Moon): +5 to perception rolls when scanning, but lose alertness to things immediately around you. Ineffective at close range.

MuCo 20 Wizard's Hide (R: Body/Touch D: Sun/Year): +5 soak.

MuCoHe 30 The Dryad's Vigil (R: Self/Touch D: Sun/Moon): Allows the caster to step into a tree, which must be at least twice their size. This action must be taken immediately after casting the spell. Inside the tree the caster will become aware in a limited sense of their surroundings, to the same extent that the tree is aware. The caster may step out of the tree at any time, but must exit at the point of entry. If the spell expires while still inside, the magus will be gently expelled.

ReCoAq 15 The Prodigal Stride (R: Self/Touch D: Conc/Sun): The caster is able to walk on water. Choppy lake water, rapids or waves take more difficult concentration rolls.

CrHe 40 Conjuration of the Viking Longship (R: Near D: Sun): Creates a seaworthy viking longship with a furled sail, lines in place, and four oars a side, banked.

CrIgCo 10 Warmth of the Southern Sun (R: Self/Touch D: Sun/Moon): The caster is warmed as if by an 80 degree mediterranean sun. The spell automatically compensates as the outside temperature changes. The effects may be mitigated by extreme cold.

CrIg 10 Sparksight (R: Sight D: Inst): Create a spark capable of lighting oil or possibly tinder.

CrIgRe 15 Faerie Fire (R: Reach/Near D: Sun/Moon): Torch brightness compacted in a 1 inch floating ball which the caster controls. Can roam to a distance of Sight. Concentration to move, but will float on its own. Cannot be moved again once concentration is dropped. If struck, it will disappear. Ruby tinge to the light. It is cool to the touch.

CrIm 10 Howl of the Disembodied Voice (R: Near D: Spec.): Creates an incredibly loud sound, as of a voice screaming in agony. The howl lasts for 5 minutes.

InMe 25 Discovering the Hidden Terrors (R: Eye/Sight D: Inst): The caster immediately gets a mental image of what the target fears most in the world (if anything.)

PeTe 5 Wizard's Scrawl (R: Touch D: Conc.): Allows the caster to carve up to ½ inch deep into stone, or engrave metal up to 1/16th of an inch, with a finger or an implement of finer precision. The caster cannot carve any deeper with this spell, regardless of further castings.

ReTe 15 Wizard Glue (R: Reach/Near D: Sun/Perm): This spell locks shut any inanimate thing that can naturally be fastened, making it impossible to open by mundane means. This includes doors, gates, buckles, knots, books, shutters, swords in scabbards, pouches, potion stoppers, chests, etc. It does not confer any magical resistance or supernatural strength to the target as a whole. A door can still be chopped through with axes, but the edges of the door will remain glued to the frame. The key definition lies in the target's natural state encompassing this 'shutable' position. For instance, a wagon brake could arguably be a target to be glued; but it could only be closed or made to lock into an applied position.

InVi Gen. Reveal the Thread of Contagion (R: n/a D: Inst.): Identifies the existence of an active connection (one that is currently being used) and consequently renders it susceptible to the spell Confound the Connection. It will detect an active connection by a spell up to double the level of this spell. If the spell using the connection is a scrying spell, The Invisible Eye Revealed will also work to this end.




Training

For 1 xp You can train in a skill if you have it or if you can justify getting it.

2 xp is gained per month if someone 2 levels better at the ability is instructing you.

1 xp for Finesse and Concentration, the magus must know an appropriate mastered spell to practice with.

A magus may not train in mastering spells.




Twilight

Automatic roll for twilight on any spell-casting or laboratory botch.

Double botches require a modified, automatically stressed-roll for twilight, as though you already rolled a 1.

The roll for twilight points gained is divided in half, after any Enigmatic Wisdom has been subtracted from the total. Minimum of 1 twilight point gained.

It is possible to have a good twilight off of a botch, but the distraction of the experience itself will adversely effect the story. It is still a fuck up.

Length of a twilight should be based upon the number of twilight points gained (1-5).

Enigmatic wisdom can only be increased through experience.