Ars Magica 5E Standard Edition, Appendix II: Formulae Review

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Appendix II: Formulae Review

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==Chapter Six: Covenants==

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

==Chapter Eight: Laboratory==

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

==Chapter Nine: Spells==

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


==Chapter Eleven: Obstacles==

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.


==Chapter Twelve: Realms==

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 various Ars Magica publications, 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). Ars Magica Open License Logo ©2024 Trident, Inc. The Ars Magica Open License Logo, Ars Magica, and Mythic Europe are trademarks of Trident, Inc., and are used with permission. Order of Hermes, Tremere, Doissetep, and Grimgroth are trademarks of Paradox Interactive AB and are used with permission.