Ars Magica 5E Standard Edition, Appendix II: Formulae Review
Appendix II: Formulae Review
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ART SUMMA COST: Level + Quality
ART SUMMA LEVEL LIMIT: 20
ART SUMMA QUALITY LIMIT: 11 + (20 – Level), or 22, whichever is lower
ABILITY SUMMA COST: Quality + 3 x Level
ABILITY SUMMA LEVEL LIMIT: 8
ABILITY SUMMA QUALITY LIMIT: 11 + 3 x (8 – level), or 22, whichever is lower
TRACTATUS COST: Quality
TRACTATUS QUALITY LIMIT: 11
LAB TEXT COST: 1 Build Point per five levels
VIS SOURCES COST: 5 Build Points per pawn of vis per year
VIS STOCKS COST: 1 Build Point per 5 pawns of vis
ENCHANTED ITEM COST: 2 Build Points per five levels of effect
TEACHER COST: Communication + Teaching + Highest Ability Score
SCORE LIMITS: By age (see page 31)
SPECIALIST COST: Highest Ability Score
SCORE LIMIT: By age (see page 31)
==Chapter Seven: Hermetic Magic==
FORM BONUS: Form score/5 (rounded up)
CASTING SCORE: Technique + Form + Stamina + Aura Modifier
FORMULAIC CASTING TOTAL: Casting Score + Die Roll
RITUAL CASTING TOTAL: Casting Score + Artes Liberales + Philosophiae + Die Roll
FATIGUING SPONTANEOUS MAGIC CASTING TOTAL: (Casting Score + Stress Die)/2
NON-FATIGUING SPONTANEOUS MAGIC CASTING TOTAL: Casting Score/5
PENETRATION TOTAL: Casting Total + Penetration Bonus – Spell Level
CONCENTRATION ROLL: Stamina + Concentration + Stress Die
LIMIT ON VIS USE IN SPELLCASTING: The maga's score in the Art of the vis
VIS BOOST TO CASTING SCORE: +2 casting score per pawn
VIS BOTCH DICE: +1 botch die per pawn of vis used
FAST CASTING SPEED: Quickness + Finesse + Stress Die
FAST CAST PENALTY: –10 to Casting Score
FAST CAST BOTCH DICE: +2 botch dice
DETERMINING FORM OF MAGICAL EFFECT: Perception + Awareness vs. 15 – effect magnitude
CEREMONIAL CASTING BONUS: Add Artes Liberales and Philosophiae to Casting Score
AIMING ROLL: Perception + Finesse + Die
MASTERY ABILITY: Adds to casting score and subtracts from number of botch dice
TARGETING: Penalty of one for every separate target, including the first
TWILIGHT AVOIDANCE: Stamina + Concentration + Vim Form Bonus + stress die vs. Warping Score + Number of Warping Points gained + Enigmatic Wisdom + local aura + stress die (no botch)
TWILIGHT COMPREHENSION: Intelligence + Enigmatic Wisdom + stress die vs. Warping Score + stress die
BOTCH DICE: 1 + 1 per Warping Point gained to trigger the Twilight
TWILIGHT TIME: Intelligence + stress die vs. Warping Score + stress die
INITIATIVE TOTAL: Quickness + Finesse + Stress Die
ATTACK TOTAL: Presence + Technique or Form + Stress Die
DEFENSE TOTAL: Perception + Form or Technique + Stress Die
ATTACK ADVANTAGE: Attack Total – Defense Total (if Attack Total is higher)
WEAKENING TOTAL: Intelligence + Penetration + Attack Advantage
RESISTANCE TOTAL: Stamina + Parma Magica
LAB TOTAL: Technique + Form + Intelligence + Magic Theory + Aura Modifier
VIS EXTRACTION: One tenth (round up) of Creo Vim Lab Total pawns of Vim vis
VIS LIMIT: Magic Theory x 2 pawns per season
MAXIMUM TOTAL LEVELS: Teacher’s highest applicable Lab Total
MAXIMUM LEVELS IN ONE TECHNIQUE AND FORM: Teacher’s Lab Total in that Technique and Form
HIGHEST LEVEL OF AN INDIVIDUAL SPELL: Student’s Lab Total in the Technique and Form of the Spell
SIMILAR SPELL BONUS: Magnitude of highest-level similar spell known
LONGEVITY RITUAL: +1 bonus for every five points or fraction of Creo Corpus Lab Total
LONGEVITY RITUAL VIS COST: 1 pawn for every five years of age (rounded up)
WRITING LABORATORY TEXTS: Latin x 20 levels per season
COPYING LABORATORY TEXTS: Profession: Scribe x 60 levels per season
FAMILIAR BONDING LAB TOTAL: Any Technique + any Form + Intelligence + Magic Theory + Aura Modifier
FAMILIAR BONDING LEVEL: Familiar's Magic Might + 25 + (5 x Size)
FAMILIAR BONDING COST: 1 pawn of vis per five levels or fraction. Vis must match Technique or Form
SPELL MAGNITUDE: Level/5 (rounded up)
SPELL GUIDELINES: Range: Personal; Duration: Momentary; Target: Individual
INTELLEGO SPELLS: Not affected by Target size
BASE INDIVIDUAL: Determined by Form
BASE PART: Same as Individual
BASE GROUP: Mass of ten standard Individuals
BASE ROOM: Large enough for 100 standard Individuals
BASE STRUCTURE: Ten base Rooms
BASE BOUNDARY: An area 100 paces in diameter
INCREASING SIZE: Multiply size by ten for each magnitude added to the spell.
REQUISITE NECESSARY FOR SPELL’S EFFECT: +0 magnitudes
REQUISITE ENHANCES SPELL’S EFFECT: +1 magnitude or more
ADDED EFFECT IS PURELY COSMETIC: No requisite
==Chapter Ten: Long-Term Events==
INCREASE AN ABILITY BY ONE: (Ability + 1) x 5 experience points
INCREASE AN ART BY ONE: Art + 1 experience points
ADVANCEMENT TOTAL: Source Quality + Bonus from Virtues – Penalty from Flaws
EXPOSURE SOURCE QUALITY: Two
ADVENTURE SOURCE QUALITY: 5–10
PRACTICE SOURCE QUALITY: 3–8, usually 4
TRAINING SOURCE QUALITY: Master’s score in Ability being taught + 3
TRAINING GAIN LIMIT: Master’s score in Ability being taught
TEACHING SOURCE QUALITY: Teacher’s Communication + Teaching + 3 + bonus
TEACHING GAIN LIMIT: The teacher’s score in the Art or Ability
SUMMA STATISTICS: Source Quality and Level
SUMMA GAIN LIMIT: Summa Level
TRACTATUS STATISTICS: Source Quality
VIS SOURCE QUALITY: Stress Die + Aura Bonus
SUMMA SOURCE QUALITY: Author’s Communication + 6 + bonus
SUMMA GAIN LIMIT: Level of summa
TRACTATUS SOURCE QUALITY: Author’s Communication + 6
COPYING CAREFULLY: 1 tractatus per season, or 6 + Profession (Scribe) points towards a summa.
COPYING QUICKLY: Three times as fast as careful copying, copy Source Quality is 1 lower than copied book.
SUPERNATURAL ABILITY SOURCE QUALITY: Normal Source Quality – Total Score in Supernatural Abilities
AGING TOTAL: Stress die (no botch) + age/10 (round up) – Living Conditions modifier – Longevity Ritual modifier
CRISIS TOTAL: Simple die + age/10 (round up) + Decrepitude Points
INITIATIVE TOTAL: Quickness + Weapon Initiative Modifier – Encumbrance + Stress Die
ATTACK TOTAL: Dexterity + Combat Ability + Weapon Attack Modifier + Stress Die
DEFENSE TOTAL: Quickness + Combat Ability + Weapon Defense Modifier + Stress Die
DAMAGE TOTAL: Strength + Weapon Damage Modifier + Attack Advantage
SOAK TOTAL: Stamina + Armor Soak Bonus
ATTACK ADVANTAGE: Attacker’s Attack Total – Defender’s Defense Total
RECOVERY TOTAL: Stamina + Medic’s Chirurgy or Medicine score + Magical Aid + Stress Die
NON-COMBAT DAMAGE TOTAL: Damage Bonus + Stress Die
NON-COMBAT SOAK TOTAL: Soak Total + Stress Die.
CREATURE MAGIC RESISTANCE: Might Score
CREATURE PENETRATION: Might Score – (5 x Might Points spent on power) + Penetration Bonus
CHARACTER PENETRATION: Effect Roll – Ease Factor + Penetration Bonus
REGIO SIGHT ROLL: Perception + Appropriate Ability + Stress Die
EASE FACTOR: 5 + (2 x difference between current level’s aura and sought level’s aura)
====Chapter Thirteen: Bestiary==
CREATURE MAGIC RESISTANCE: Might Score
CREATURE POWER PENETRATION: Might Score – (5 x Might Point cost of the power) + Penetration Bonus
CREATURE POWER LEVEL FOR DISPELLING: Creature’s Might Score
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Attribution
Content originally published in Ars Magica: Fifth Edition, ©2011, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 ("CC-BY-SA 4.0"). Order of Hermes, Tremere, Doissetep, and Grimgroth are trademarks of Paradox Interactive AB and are used with permission.