Spell Mastery: Difference between revisions

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'''Spell Mastery''' represents a way to focus on the perfection of a particular [[Formulaic Magic|formulaic]] or [[ritual spell]].


==  Synopsis ==
== Spell Mastery Ability ==
In [[ArM5]], [[Spell Mastery]] is a special family of [[Ability|Abilities]]. There is one Ability for each formulaic or ritual [[Spell]].<ref name="ArM5">"Spell Mastery," ''[[Ars Magica Fifth Edition]]'', p. 86</ref> Magi can learn Spell Mastery in the same ways they learn any other Abilities: for example, from [[book]]s.


'''Spell Mastery''' represents a way to focus on the perfection of a particular [[Formulaic Magic|Formulaic spell]].
==  Benefits ==
The Spell Mastery Ability adds to a magus's [[Casting Total]] when he casts that spell, and decreases the number of [[botch dice]] he must roll, possibly decreasing the botch dice to zero.<ref name="ArM5"></ref>
 
In addition, for each level in the Spell Mastery Ability for a particular spell, the magus gains one special ability he may use in casting that spell<ref>"Mastered Spell Special Abilities," ''[[Ars Magica Fifth Edition]]'' p. 87</ref>.
 
== Mastered Spell Special Abilities ==
The following special abilities are available to any caster:
 
* Fast Casting, [[ArM5]] 87
* Imperturbable Casting, [[HoHS]] 33
* Magic Resistance, [[ArM5]] 87
* [[Multiple Casting]], [[ArM5]] 87
* Obfuscated Casting, [[HoHS]] 34
* Penetration, [[ArM5]] 87
* Precise Casting, [[HoHS]] 33
* Quick Casting, [[HoHS]] 34
* Quiet Casting, [[ArM5]] 87
* Still Casting, [[ArM5]] 87
* Apotropaic Mastery, [[RoPI]] 122
* Unraveling, [[HoHS]] 129, used within the [[Line of Pralix]]
* Rebuttal, [[HoHS]] 129, used within the [[Line of Pralix]]


== Benefits ==
=== Cult of Mercury Abilities ===
The [[Cult of Mercury]] teaches certain exclusive spell mastery abilities to its members:
 
* Adaptive Casting, [[HoHTL]] 99, reprinted [[HoHS]] 34
* [[Ceremonial Casting]], [[HoHTL]] 99, reprinted [[TMRE]] 38 and [[HoHS]] 34; note that this ability has escaped the Cult's clutches, and is "spreading quickly through [[House Jerbiton]]" ([[HoHS]] 60).
* Disguised Casting, [[HoHTL]] 99, reprinted [[HoHS]] 34
* Lab Mastery, [[HoHTL]] 100, reprinted [[HoHS]] 34
* Learn From Mistakes, [[HoHTL]] 100, reprinted [[HoHS]] 34
* Stalwart Casting, [[HoHTL]] 100, reprinted [[HoHS]] 34
 
=== Mutantes Abilities ===
The [[Mutantes]] can learn additional spell mastery special abilities that simulate the Virtues of their lineage:
 
* [[Boosted Casting]], [[HoHTL]] 99
* [[Harnessed Casting]], [[HoHTL]] 99
* [[Tethered Casting]], [[HoHTL]] 100
 
=== Quaesitorial ===
Quaesitorial training allows access to a new spell mastery special ability,


[[XP]] are used to buy incremental levels of expertise, much the same as with [[Ability|Abilities]]. Whenever a new level is reached, that is, the [[spell]] mastery reaches the next value, the character may choose one [[mastered spell special ability|special ability]]; these include
* [[Acute Sense]], [[HoHTL]] 71


: Fast Casting : Allows [[Fast Casting]] to mastered [[spell]].
== Spell Mastery in Previous Editions ==
: Magic Resistance : Doubles [[Magic Resistance]] against the mastered or similar [[spell]]s.
Mastered spell special abilities were introduced in ArM5. In previous editions, spell mastery existed, but the rules didn't confer any special variations on the effects of the spell
: Multiple Casting : The mastered [[spell]] can be cast more than once.
: Penetration : Increases the [[Penetration]] of the mastered [[spell]].
: Quiet Casting : The penalty for quiet casting is reduced.
: Still Casting : There is no penalty for casting the mastered [[spell]] without gestures.


==  References ==
==  References ==
<references />
* [[ArM5]], p. 42 ([[Flawless Magic]] [[Virtue]]), 46 ([[Mastered Spells]] [[Virtue]]), '''86'''.


* [[ArM5]], p. 42 ([[Flawless Magic]] [[Virtue]]), 46 ([[Mastered Spells]] [[Virtue]]), '''86'''.
==  Legacy Pages ==
===  Legacy Page ===
This page is derived from two earlier pages:
The history of this page before August 6, 2010 is archived at [[Legacy:spell_mastery]]
* The history of the page "Spell Mastery" before August 6, 2010 is archived at [[Legacy:spell_mastery]]
* The history of "Mastered Spell Special Ability" before August 6, 2010 is archived at [[Legacy:mastered_spell_special_ability]]
[[Category:Rules]]
[[Category:Rules]]
[[Category:Spells]]
[[Category:Hermetic Magic]]

Revision as of 15:37, 13 August 2012

Spell Mastery represents a way to focus on the perfection of a particular formulaic or ritual spell.

Spell Mastery Ability

In ArM5, Spell Mastery is a special family of Abilities. There is one Ability for each formulaic or ritual Spell.[1] Magi can learn Spell Mastery in the same ways they learn any other Abilities: for example, from books.

Benefits

The Spell Mastery Ability adds to a magus's Casting Total when he casts that spell, and decreases the number of botch dice he must roll, possibly decreasing the botch dice to zero.[1]

In addition, for each level in the Spell Mastery Ability for a particular spell, the magus gains one special ability he may use in casting that spell[2].

Mastered Spell Special Abilities

The following special abilities are available to any caster:

Cult of Mercury Abilities

The Cult of Mercury teaches certain exclusive spell mastery abilities to its members:

Mutantes Abilities

The Mutantes can learn additional spell mastery special abilities that simulate the Virtues of their lineage:

Quaesitorial

Quaesitorial training allows access to a new spell mastery special ability,

Spell Mastery in Previous Editions

Mastered spell special abilities were introduced in ArM5. In previous editions, spell mastery existed, but the rules didn't confer any special variations on the effects of the spell

References

  1. 1.0 1.1 "Spell Mastery," Ars Magica Fifth Edition, p. 86
  2. "Mastered Spell Special Abilities," Ars Magica Fifth Edition p. 87

Legacy Pages

This page is derived from two earlier pages: