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ArM 5 Layout E 163-235 10/7/04 1:46 PM Page 225

Appendix II

Formulae Review
Chapter Six:
Covenants ABILITY SUMMA QUALITY LIMIT:
11 + 3 x (8 – level), or 22, ENCHANTED ITEM COST:
whichever is lower 2 Build Points per five levels of effect

ART SUMMA COST: TRACTATUS COST: Quality TEACHER COST:


Level + Quality Communication + Teaching +
TRACTATUS QUALITY LIMIT: 11 Highest Ability Score
ART SUMMA LEVEL LIMIT: 20
LAB TEXT COST: SCORE LIMITS:
ART SUMMA QUALITY LIMIT: 1 Build Point per five levels By age (see page 31)
11 + (20 – Level), or 22, whichever is lower
VIS SOURCES COST: SPECIALIST COST:
ABILITY SUMMA COST: 5 Build Points per pawn of vis per year Highest Ability Score
Quality + 3 x Level
VIS STOCKS COST: SCORE LIMIT:
ABILITY SUMMA LEVEL LIMIT: 8 1 Build Point per 5 pawns of vis By age (see page 31)

Chapter Seven: CONCENTRATION ROLL:


AIMING ROLL:
Perception + Finesse + Die
Hermetic Magic Stamina + Concentration + Stress Die
MASTERY ABILITY:
LIMIT ON VIS USE IN SPELLCASTING: Adds to casting score
FORM BONUS: The maga's score in the Art of the vis and subtracts from number of botch dice
Form score/5 (rounded up)
VIS BOOST TO CASTING SCORE: TARGETING:
CASTING SCORE: +2 casting score per pawn Penalty of one for every
Technique + Form + Stamina separate target, including the first
+ Aura Modifier VIS BOTCH DICE:
+1 botch die per pawn of vis used TWILIGHT AVOIDANCE:
FORMULAIC CASTING TOTAL: Stamina + Concentration + Vim Form Bonus
Casting Score + Die Roll FAST CASTING SPEED: + stress die vs. Warping Score
Quickness + Finesse + Stress Die + Number of Warping Points gained
RITUAL CASTING TOTAL: + Enigmatic Wisdom + local aura
Casting Score + Artes Liberales FAST CAST PENALTY: + stress die (no botch)
+ Philosophiae + Die Roll –10 to Casting Score
TWILIGHT COMPREHENSION:
FATIGUING SPONTANEOUS MAGIC FAST CAST BOTCH DICE: Intelligence + Enigmatic Wisdom + stress die
CASTING TOTAL: +2 botch dice vs. Warping Score + stress die
(Casting Score + Stress Die)/2
DETERMINING FORM OF MAGICAL EFFECT: BOTCH DICE:
NON-FATIGUING SPONTANEOUS MAGIC Perception + Awareness 1 + 1 per Warping Point gained
CASTING TOTAL: vs. 15 – effect magnitude to trigger the Twilight
Casting Score/5
CEREMONIAL CASTING BONUS: TWILIGHT TIME:
PENETRATION TOTAL: Add Artes Liberales and Philosophiae Intelligence + stress die
Casting Total + Penetration Bonus – Spell Level to Casting Score vs. Warping Score + stress die

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Ars Magica Fifth Edition

Chapter Seven: ATTACK TOTAL:


Presence + Technique or Form + Stress Die
Hermetic Magic DEFENSE TOTAL:
Continued Perception + Form or Technique
+ Stress Die
WEAKENING TOTAL:
Intelligence + Penetration
+ Attack Advantage
ATTACK ADVANTAGE:
INITIATIVE TOTAL: Attack Total – Defense Total RESISTANCE TOTAL:
Quickness + Finesse + Stress Die (if Attack Total is higher) Stamina + Parma Magica

MAXIMUM LEVELS IN ONE


Chapter Eight: TECHNIQUE AND FORM:

Laboratory Teacher’s Lab Total in that Technique and Form


WRITING LABORATORY TEXTS:
HIGHEST LEVEL OF AN INDIVIDUAL SPELL: Latin x 20 levels per season
Student’s Lab Total in the Technique and
LAB TOTAL: Form of the Spell COPYING LABORATORY TEXTS:
Technique + Form + Intelligence Profession: Scribe x 60 levels per season
+ Magic Theory + Aura Modifier SIMILAR SPELL BONUS:
Magnitude of highest-level FAMILIAR BONDING LAB TOTAL:
VIS EXTRACTION: similar spell known Any Technique + any Form + Intelligence
One tenth (round up) of Creo Vim + Magic Theory + Aura Modifier
Lab Total pawns of Vim vis LONGEVITY RITUAL:
+1 bonus for every five points FAMILIAR BONDING LEVEL:
VIS LIMIT: or fraction of Creo Corpus Lab Total Familiar's Magic Might + 25 + (5 x Size)
Magic Theory x 2 pawns per season
LONGEVITY RITUAL VIS COST: FAMILIAR BONDING COST:
MAXIMUM TOTAL LEVELS: 1 pawn for every five years of age 1 pawn of vis per five levels or fraction.
Teacher’s highest applicable Lab Total (rounded up) Vis must match Technique or Form

Chapter Nine: BASE INDIVIDUAL:


BASE BOUNDARY:
An area 100 paces in diameter
Spells Determined by Form
INCREASING SIZE:
BASE PART: Multiply size by ten for each magnitude
SPELL MAGNITUDE: Same as Individual added to the spell.
Level/5 (rounded up)
BASE GROUP: REQUISITE NECESSARY FOR SPELL’S EFFECT:
SPELL GUIDELINES: Mass of ten standard Individuals +0 magnitudes
Range: Personal;
Duration: Momentary; BASE ROOM: REQUISITE ENHANCES SPELL’S EFFECT:
Target: Individual Large enough for 100 standard Individuals +1 magnitude or more

INTELLEGO SPELLS: BASE STRUCTURE: ADDED EFFECT IS PURELY COSMETIC:


Not affected by Target size Ten base Rooms No requisite

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Chapter Ten: TRAINING GAIN LIMIT:
Master’s score in Ability being taught
Long-Term Events TEACHING SOURCE QUALITY: TRACTATUS SOURCE QUALITY:
Teacher’s Communication Author’s Communication + 6
+ Teaching + 3 + bonus
COPYING CAREFULLY:
INCREASE AN ABILITY BY ONE: TEACHING GAIN LIMIT: 1 tractatus per season, or 6 + Profession
(Ability + 1) x 5 experience points The teacher’s score in the Art or Ability (Scribe) points towards a summa.

INCREASE AN ART BY ONE: SUMMAE: SOURCE COPYING QUICKLY:


Art + 1 experience points Quality and Level Three times as fast as careful copying, copy
Source Quality is 1 lower than copied book.
ADVANCEMENT TOTAL: SUMMA STUDY LIMIT:
Source Quality + Bonus from Virtues – Summa Level SUPERNATURAL ABILITY SOURCE QUALITY:
Penalty from Flaws Normal Source Quality – Total Score in
TRACTATUS: SOURCE Supernatural Abilities
EXPOSURE SOURCE QUALITY: Two Quality
AGING TOTAL:
ADVENTURE SOURCE QUALITY: 5–10 VIS SOURCE QUALITY: Stress die (no botch) + age/10 (round up)
Stress Die + Aura Bonus – Living Conditions modifier
PRACTICE SOURCE QUALITY: – Longevity Ritual modifier
3–8, usually 4 SUMMA SOURCE QUALITY:
Author’s Communication + 6 + bonus CRISIS TOTAL:
TRAINING SOURCE QUALITY: Simple die + age/10 (round up)
Master’s score in Ability being taught + 3 SUMMA GAIN LIMIT: Level of summa + Decrepitude Points

DEFENSE TOTAL:
Chapter Eleven: Quickness + Combat Ability

Obstacles + Weapon Defense Modifier + Stress Die

DAMAGE TOTAL:
Strength + Weapon Damage Modifier RECOVERY TOTAL:
+ Attack Advantage Stamina + Medic’s Chirurgy or Medicine score
INITIATIVE TOTAL: + Magical Aid + Stress Die
Quickness + Weapon Initiative Modifier SOAK TOTAL:
– Encumbrance + Stress Die Stamina + Armor Soak Bonus NON-COMBAT DAMAGE TOTAL:
Damage Bonus + Stress Die
ATTACK TOTAL: ATTACK ADVANTAGE:
Dexterity + Combat Ability Attacker’s Attack Total NON-COMBAT SOAK TOTAL:
+ Weapon Attack Modifier + Stress Die – Defender’s Defense Total Soak Total + Stress Die.

Chapter Twelve: CREATURE PENETRATION: REGIO SIGHT ROLL:


Realms Might Score – (5 x Might Points spent
on power) + Penetration Bonus
Perception + Appropriate Ability
+ Stress Die

CHARACTER PENETRATION: EASE FACTOR:


CREATURE MAGIC RESISTANCE: Effect Roll – Ease Factor 5 + (2 x difference between current level’s
Might Score + Penetration Bonus aura and sought level’s aura)

Chapter Thirteen:
Bestiary CREATURE POWER PENETRATION:
CREATURE MAGIC RESISTANCE: Might Score – (5 x Might Point cost of CREATURE POWER LEVEL FOR DISPELLING:
Might Score the power) + Penetration Bonus Creature’s Might Score

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