Sie sind auf Seite 1von 1

Ars Magica Folio Formularum

Created by: Adi Elkin

Spells
Ritual Spells
Loud Voice: +1

Vis Boost: +2
Vis Limit: Art Score Botch: +1 die per vis No Fatigue: / 5

Concentration Roll
Stamina + Concentration + Stress Die

Certamen!
Initiative Quickness + Finesse + Stress Die Attack Presence + Technique/Form + Stress Die Defense Perception + Technique/Form + Stress Die Weakening Intelligence + Penetration + Attack Advantage if positive (Attack - Defense) Resistance Stamina + Parma Magica

Spontaneous Spells Formulaic Spells

(Technique + Form + Stamina + Aura + Stress Die) / 2 Technique + Form + Stamina + Aura + Die Roll

Penetration Total
Casting Total + Penetration - Spell Level
Arcane Connection Bonus: 1-4 Sympathetic Connection Bonus: 1-2

+Mastery Ability

Aiming Roll Resistance

For Non-Penetration Spells

Technique + Form + Stamina + Aura + Artes Liberales + Philosophiae + Die Roll Casting Time: 15 Minutes per Magnitude Quiet: -5 Silent: -10 Subtle: -2 No Gestures: -5

Perception + Finesse + Die (Parma Magica*5) + Form Score


Bonus For Resisting Damage: Form / 5

Exaggerated Gestures: +1

Determining Form of Magical Effect


Pereception + Awareness vs. 15 - Effect Magnitude

Page 90

Ceremonial Casting Bonus: Artes Liberales+Philosophiae

Spell Guidelines

Pages 111-114

Fast Casting Speed (Spontaneous Spells)


Quickness + Finesse + Stress Die -6 for every additional spell Penality: -10 (before dividing) Botch Dice: +2 Warping Points: +1 for every zero rolled when botched

Twilight Avoidance (2 warping points and up)


Stamina + Concentration + (Vim / 5) + Stress Die vs. Warping Score + Warping Points Gained + Enigmatic Wisdom + Aura + Stress Die (no botch)
More on page 88

Range: Personal -> Touch/Eye -> Voice -> Sight -> Arcane Connection Duration: Momentary -> Concentration /Diameter -> Sun/Ring -> Moon -> Year Target: Individual/Circle -> Part -> Group/Room -> Structure -> Boundary

Laboratory
Lab Total
Technique + Form + Intelligence + Magic Theory + Aura

Combat
Initiative Attack Defense
Quickness + Combat Ability + Weapon Defense Modifier + Stress Die Melee: Page 176 Missile Weapons: Page 177 Armor: Page 176 Quickness + Weapon Initiative - Encumbrance + Stress Die
Page 178

Vis Limit per season: Magic Theory * 2 pawns

Studying From Vis

Creating Magical Items Inventing Spells


Similar Spell Bonus: Spell Magnitude

Dexterity + Combat Ability + Weapon Attack Modifier + Stress Die

XP: Stress Die + Aura (1 Vis per 5 levels) See Pages 95-100

Studying From Books


XP: Quality (and thats it!)
Summae: Limited by level Tractatus: No level limitation, One use only

XP Required: Spell Level * 2

From Text: No multiplication

Damage
Strength + Weapon Damage + Attack Advantage - Targets Soak
Attack - Defense Stamina + Armor

Learning Spells from Teacher


Maximum Total Level: Teachers highest applicable lab total Maximum Levels in One Technique and Form: Teachers lab total Highest Level of Spell: Students lab total

Damage Done Size 0


1-5: Light Wound 6-10: Medium Wound 11-15: Heavy Wound 16-20: Incapacitated
21+: DEAD +1 size -> +1 to wound range -1 size -> -1 to wound range

Recovery Roll
Stamina + Medics Chirurgy/Medicine + Magical Aid + Stress Die Wound Stable Ease Factor Improvement Light 4 10 Medium 6 12 Heavy 9 15 Incapacitated 1 (-1 for next roll) 9

Laboratory Texts

Writing: Latin * 20 Levels per season Creo Vim Lab Total / 10 Copying: Scribe * 60 Levels per season Translating: Same as learning a spell

Vis Extraction

Assistant
Helpers Intelligence + Magic Theory

EXPERIMENTATION
Bonus: Simple Die (+1-3 Risk Modifier) Extraordinary Results: Page 109

Penality
Light Wound: -1 Medium Wound: -3 Heavy Wound: -5

Non-Combat Damage
Damage Bonus (Page 181) + Stress Die - (Targets Soak + Stress Die) Disease/Poison: See page 180

Longevity Ritual Bonus


Creo Corpus Lab Total / 5 +additional vis

Advancement
Exposure Bonus
2 XP per Season Distractions

Writing Books
Communication + 6
Summae Bonus: See Page 165

Confidence
Basic Score: 1 Starting Points: 3 Max. Points Spent: Characters Score You can use your Confidence points even after dice are rolled!

Realms
Regio Sight Roll Spellcasting
Magic Aura: + Aura Divine Aura: - (3 * Aura) Faerie Aura: + 1/2 Aura Infernal Aura: - Aura
More on Page 183

Travel Bonus Practice Training

5-10 XP per Season 3-8 XP per Season, Usually 4


XP: Masters Ability + 3

1 Month Lost: 2/3 XP 2 Months Lost: 1/3 XP 3 Months Lost: no XP


Missed Days at Lab 1-10: No Penality 11: -10 (-2 for every more day missed) 21+: No Lab Activity

Copying Books
1 Tractatus per Season or 6 + Scribe towards a Summae
Fast Copying: Multiple by 3, Quality is 1 lower

Perception + Rellevant Ability + Stress Die

Supernatural Ability
Source Quality - Total Score in All Supernatural Abilities

Reputation
Ease Factor: 0 - Local 6 - Same Town/Tribunal 9 - Country/Order 12 - Worldwide Bad reputation is hard to get rid of!

Teaching
XP: Teachers Communication + Teaching Ability + 3
One Student: +6 Two Students: +3 Three and Up: No Bonus

Aging :-(
Stress Die (no botch) + Age/10 - Living Condition Modifier - Longevity Bonus
Aging Table: Page 170

Creature Penetration
Might Score - (5 * Might Points Spent) + Bonus

Das könnte Ihnen auch gefallen