Ars Magica Digital Codex

Reference Guide

General Rules

Using Abilities

ABILITY ROLL: Characteristic + Ability + die roll, meet or exceed the Ease Factor to succeed

Ability of 0 can be used if not asterisked, adding 3 botch dice.
Add +1 when using an Ability's specialization.

Ease Factors

Fifth Edition p7, Definitive Edition p8

Ease Factor Difficulty Description
0 Trivial Severely hindered characters may still fail. Almost never worth rolling for.
3 Simple Average untrained character succeeds ~70% of the time. Only roll if failure is very significant.
6 Easy Average character with some skill succeeds ~70% of the time. Talented or skilled characters almost never fail.
9 Average Talented or skilled characters succeed ~70% of the time. Moderately skilled have ~50% chance; unskilled have little chance.
12 Hard Unskilled characters always fail. Moderately skilled normally fail unless very talented. Skilled characters fail ~half the time.
15 Very Hard Moderate skill gives almost no chance of success. Skilled and talented fail ~half the time; very skilled and highly talented succeed ~70% of the time.
18 Impressive Top-skilled characters succeed ~half the time. Lesser abilities have next to no chance.
21 Remarkable Very skilled, highly talented characters only succeed occasionally.
24+ Almost Impossible The greatest masters of a skill succeed only when lucky.

General Botch Dice

Botch Dice Chance of Botch Example Situation
1 1% Good conditions; the default number of botch dice.
2 1.9% Running through undergrowth.
3 2.7% Climbing a crumbling cliff in a high wind.
4 3.4% Fighting in driving rain while in running water up to your ankles.
5 4.1% Translating negotiations between the Pope, a Faerie Lord who speaks only ancient Egyptian, and a powerful elemental spirit who speaks no human languages.
6 4.7% Fighting exact faerie copies of yourself and your companions on a crumbling ice floe in a blizzard.
7 5.2% Climbing a sheer wall of ice in a blizzard. (The Ease Factor for this would be very high as well, about 21.)
8 5.7% Fighting exact faerie copies of yourself and your companions in a faerie forest where the plants are actively interfering with you.
9 6.1% Juggling five full cups of wine while four dancing bears cavort around you.
10 6.5% Casting a spell in the church of the Holy Sepulcher in Jerusalem.

Travel Distance

City and Guild p80, Definitive Edition p408

Mode Speed
On foot* 20 miles/day
Mounted courier* 30 miles/day
Mounted courier, urgent* 50 miles/day
Mounted courier, fresh horses* 100 miles/day
Ship at sea* 30 miles/day

*Large groups are slower.

Encumbrance

p20, p403

ENCUMBRANCE FOR CHARACTER STRENGTH 0 OR NEGATIVE = Burden

ENCUMBRANCE FOR CHARACTER STRENGTH +1 OR HIGHER = Burden – Strength, minimum 0

*Subtract from athletic activities and spell casting.

*Do not subtract from combat totals if mostly due to weapons and armor.

Total Load Burden
0 0
1 1
3 2
6 3
10 4
15 5
21 6
28 7
36 8
45 9
55 10

Confidence

p19, p29

Spending Confidence

  1. Decide after making the roll and learning what the result would be.
  2. You may not spend Confidence on a botched roll.
  3. Spend any number of points from 1 to your total Confidence Score.
  4. Add +3 to the total per point spent.

Gaining Confidence Points

Award one point at the end of a session for each of the following that a character achieved.

  • Achieve a personal goal.
  • Contribute to achievement of a group goal, even if it wasn't a personal goal.
  • Success in a difficult task. (Only one award per character per session.)
  • Entertainingly well roleplayed. This means that the player portrayed the character well, and in a way that entertained and enhanced the fun of the other players.
  • Bonus. This point is awarded if the storyguide thinks that the character or player did something that deserves a reward, but which does not fall under the above categories. You should only award one bonus point per character per session.

Reputation

p19, p28-29, p386

Changing Reputations

  • Gain a Reputation of 1 by performing a noteworthy action.
  • Increase Reputations by treating them as Abilities, and each noteworthy action as an experience point.
  • Reduce a Reputation by creating a new Reputation (see Definitive Edition, page 28).

Reputation Ease Factors

Ease Factor Local Ecclesiastical Hermetic Comments
0 Same village Same parish/monastery Same covenant Everyone in these groups has heard of everyone else in them.
6 Same town Same diocese Same Tribunal On average, people have heard of about half the people in this area, and of most people who have any sort of reputation.
9 Same county Same province Entire Order In general, only people with a reputation are known in this group, but everyone knows a few other people.
12 Same country Whole Church N/A Most people in this wider world are unknown, but those with outstanding reputations may be.

Supernatural Perception

Magic Sensitivity

p45, p168

Sensing Ease Factor
Magic aura 12 – aura level
Spells 21 – magnitude of effect
Enchanted items 21 – magnitude of most powerful effect
Magical creatures 15 – one fifth of Magic Might

Second Sight

p67, p170

REGIO SIGHT ROLL: Perception + Appropriate Ability + Stress Die

EASE FACTOR: 5 + (2 x difference between current level's aura and sought level's aura)

Sense Holiness/Unholiness

p67, p189, p170

Does Not Need to Penetrate Magic Resistance

Sensing Ease Factor
Illusion 6 + magnitude of illusion
Natural invisibility 9
Regio boundary 5 + (2 × difference between current level's aura and sought level's aura)

Must Penetrate Magic Resistance. Granted by Divine Realm

Sensing Ease Factor
General area 9
Person/object 15
Demon 0
Angel 15 if hiding nature, automatic success otherwise.

Non-Combat Damage

Non-Combat Damage Rolls

NON-COMBAT DAMAGE TOTAL: Damage Bonus + Stress Die

NON-COMBAT SOAK TOTAL: Soak Total + Stress Die.

Damage Table

Size Light Medium Heavy Incapacitating Dead
–4 or less 1 2 3 4 5+
–3 1–2 3–4 5–6 7–8 9+
–2 1–3 4–6 7–9 10–12 13+
–1 1–4 5–8 9–12 13–16 17+
0 1–5 6–10 11–15 16–20 21+
+1 1–6 7–12 13–18 19–24 25+
+2 1–7 8–14 15–21 22–28 29+
+3 1–8 9–16 17–24 25–32 33+

Each further +1 size adds +1 to each wound range.

For every 5 + size points by which the Damage Total exceeds the Soak Total, the wound level increases by one.

Heat and Corrosion

Covered Area Damage Bonus
Small part (hand/foot) ×1
Entire limb ×2
Half of body ×3
Full immersion ×4
Source Intensity
Wood Fire +5
Boiling Water +3
Boiling Oil +6
Molten Lead +9
Molten Iron +12
Ice +1
Lye +3
Quicklime +6
Vitriol +9

Poison

Stamina check against Ease Factor, take indicated wound on a failure

Poison Ease Factor Wound
Adder Bite 6 Light
Asp Bite 9 Incapacitating
Monkshood 9 Heavy
Arsenic 9 Medium

Impact

Type of Impact Damage
Falling +1 per two feet, doubled for hard surfaces, halved for soft.
Jug dropped from second floor +6
Inside collapsing wooden house +15
Mature tree felled onto character +18
Inside collapsing stone building +21

Deprivation Page

  1. Stamina check every interval.
  2. Ease Factor starts at 3, and increases by 1 for each further interval.
  3. Lose a Fatigue level on a failed check.
  4. Once unconscious, suffer a Light Wound on first failed check, Medium Wound on second failure, and so on.
Type of Deprivation Time
Air 30 seconds
Water 1 day
Food 3 days
Minor Cold (40ºF/4ºC) 3 hours
Serious Cold (0ºF/–18ºC) 1 hour
Major Cold (–20ºF/–29ºC) 30 minutes
Critical Cold (–40ºF/–40ºC) 15 minutes

* Cold is in Rival Magic, page 105.

Combat Rules

Combat Sequence

All combat rolls use stress dice.

  1. Everyone roll and calculate Initiative Totals. Compare them to find turn order, highest first.
  2. When an attack is declared ...
  • a. Attacker rolls and generates an Attack Total.
  • b. Defender rolls and generates a Defense Total.
  • c. Subtract them to find Attack Advantage. If it's...
    • i. 0 or less, the attack missed. Move on to step 3.
    • ii. 1 or greater, calculate your Damage Total and target's Soak Total.
  • e. Subtract them, then refer to the Damage Table. Find target's size, then your result on that row. That column's header shows the wound delt.
  1. Repeat step 2 for the next highest initiative if they attack.
  2. Once all parties have acted once, return to step 2 for the first party again. Initiative is not re-rolled.

Combat & Damage Totals

INITIATIVE TOTAL: Quickness + Weapon Initiative Modifier - Encumbrance + Stress Die

INITIATIVE TOTAL (SPELLS): Quickness - 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

ATTACK ADVANTAGE: Attacker's Attack Total - Defender's Defense Total

SOAK TOTAL: Stamina + Armor Protection (+ Form Bonus, for magi)

Wound Recovery

RECOVERY TOTAL: Stamina + Medic's Chirurgy or Medicine score + Magical Aid + Stress Die

Roll interval determined by wound severity.

EQUAL OR EXCEED IMPROVEMENT EASE FACTOR: Wound improves by one level

EQUAL OR EXCEED STABLE EASE FACTOR: Wound remains at same level, +3 bonus to future rolls

BELOW STABLE EASE FACTOR: Wound becomes one level worse

Wound Level Interval STABLE EASE FACTOR IMPROVEMENT EASE FACTOR
Light One week 4 10
Medium One month 6 12
Heavy One season 9 15
Incapacitated See below

Characters recover from all their wounds at the same time. Thus, a character with three Light and one Medium Wounds would make three Recovery rolls every week until the Light Wounds heal, and one every month until the Medium Wound became a Light Wound, at which point he would start making rolls every week for that wound.

Missile Weapon Statistics

Weapon Ability Init Atk Def Dam Range Str Load Cost
Axe, Throwing Thrown 0 +2 0 +6 5 0 1 Std.
Javelin Thrown 0 +2 0 +5 10 0 1 Std.
Knife Thrown 0 +1 0 +2 5 –2 0 Inexp.
Sling* Thrown –3 +1 0 +4 20 –3 0 Inexp.
Stone Thrown 0 +1 0 +2 5 –1 1 Inexp.
Bow, Long* Bow –2 +4 0 +8 30 +2 2 Exp.
Bow, Short* Bow –1 +3 0 +6 15 –1 2 Std.

* Requires two free bands to load and fire.

Ability: The Weapon Ability needed to use this weapon.
Init: The Weapon Initiative Modifier.
Atk: The Weapon Attack Modifier.
Dfn: The Weapon Defense Modifier.
Dam: The Weapon Damage Modifier.
Range: The range increment for the weapon, in paces.
Str: The minimum strength score needed to use the weapon. The minimum strength requirements for a weapon and a shield must be met separately.
Load: The contribution that the weapon makes to Encumbrance (p20/p403). For bows and the sling, this includes the load of appropriate ammunition.
Cost: A general indication of the cost of the weapon. More expensive weapons are better.

Armor Table

Material Partial Prot Partial Load Full Prot Full Load Cost
Quilted/Fur 1 2 n/a n/a Inexp.
Heavy Leather 2 3 n/a n/a Inexp.
Metal Reinf. Leather 2 2 4 4 Std.
Leather Scale 3 3 5 5 Std.
Metal Scale 4 4 7 7 Std.
Chain Mail 6 4 9 6 Exp.

Prot: Protection is the bonus the armor grants to the character's Soak score.
Load: The amount the armor adds to the character's Burden.
Cost: A general indication of the expense of the armor. More expensive armor is better.

Melee Weapon Statistics

Weapon Ability Init Atk Dfn Dam Str Load Cost
Dodge Brawl 0 n/a 0 n/a n/a 0 n/a
Fist Brawl 0 0 0 0 n/a 0 n/a
Kick Brawl –1 0 –1 +3 n/a 0 n/a
Gauntlet Brawl 0 0 +1 +2 –3 0 Inexp.
Bludgeon* Brawl 0 +2 0 +2 –2 1 Inexp.
Dagger Brawl 0 +2 0 +3 –3 0 Inexp.
Knife Brawl 0 +1 0 +2 –6 0 Inexp.
Axe Single +1 +4 0 +6 0 1 Std.
Club Single +1 +2 +1 +3 –2 1 Inexp.
Hatchet Single 0 +3 0 +4 –2 1 Inexp.
Lance Single +2 +4 0 +5 0 2 Std.
Mace** Single +1 +3 0 +8 0 2 Std.
Mace and Chain Single +2 +3 0 +7 0 2 Std.
Spear, Short Single +2 +2 0 +5 –1 1 Inexp.
Sword, Short Single +1 +3 +1 +5 –1 1 Std.
Sword, Long Single +2 +4 +1 +6 0 1 Exp.
Shield, Buckler Single 0 0 +1 0 –2 1 Std.
Shield, Round Single 0 0 +2 0 –1 2 Inexp.
Shield, Heater Single 0 0 +3 0 0 2 Std.
Cudgel Great +1 +4 +1 +7 +1 2 Inexp.
Farm Implement Great +1 +3 +1 +5 0 2 Inexp.
Flail Great +1 +3 +1 +8 0 2 Inexp.
Pole Arm Great +3 +4 +1 +8 0 2 Std.
Pole Axe Great +1 +5 0 +11 +1 2 Std.
Spear, Long*** Great +3 +3 +1 +7 0 3 Inexp.
Sword, Great Great +2 +5 +2 +9 +1 2 Exp.
Staff Great +2 +3 +3 +2 –1 2 Inexp.
Warhammer Great 0 +6 0 +12 +2 3 Std.

* Any improvised bashing weapon such as a rock or hand tool
** Includes spiked clubs, military hammers, and other bashing weapons
*** Includes the lance, if used dismounted.

Ability: The Weapon Ability needed to use this weapon.
Init: The Weapon Initiative Modifier.
Atk: The Weapon Attack Modifier.
Dfn: The Weapon Defense Modifier.
Dam: The Weapon Damage Modifier.
Str: The minimum strength score needed to use the weapon. The minimum strength requirements for a weapon and a shield must be met separately.
Load: The contribution that the weapon makes to Encumbrance (p20/p403).
Cost: A general indication of the cost of the weapon. More expensive weapons are better.

Magic Rules

Casting Spells

CASTING SCORE: Technique + Form + Stamina – Encumbrance+ Aura Modifier

Formulaic Spellcasting Sequence

If you already know the spell …

  1. Determine your Formulaic Casting Total, by rolling and adding your Casting Score. Roll a …
    • a. simple die if there's no pressure.
    • b. stress die in a stressful situation.
    • c. stress die if your spell is mastered (but no botch dice in calm situations).
  2. Compare that Casting Total to the spell level. If your Casting Total is …
    • a. higher or equal, the spell is cast and you suffer no ill-effects.
    • b. short by 10 or less, the spell is cast and you lose 1 Fatigue level.
    • c. short by more than 10, the spell fails and you lose 1 Fatigue level.
  3. Determine your Penetration Total, and compare it to the target's Magic Resistance. If yours is …
    • a. higher, your spell affects the target.
    • b. equal or falls short, your spell is ineffective.

Ritual Spellcasting Sequence

If you spend 15 min and 1 pawn of vis per spell magnitude …

  1. Determine your Ritual Casting Total, by rolling and adding your Casting Score, Artes Liberales, and Philosophiae.
    • a. Always use a stress die.
    • b. If your spell is mastered, don't use botch dice in calm situations.
  2. Compare that Casting Total to the spell level. If your Casting Total is …
    • a. higher or equal, the spell is cast but you lose 1 long-term Fatigue level.
    • b. short by 1 to 5, the spell is cast but lose 2 Fatigue.
    • c. short by 6 to 10, the spell is cast but lose 3 Fatigue.
    • d. short by 11 to 15, the spell fails and lose 4 Fatigue.
    • e. short by 16 or more, the spell fails and lose 5 Fatigue.
  3. If you run out of Fatigue levels, you take wounds. If it would have been …
    • a. 1 more Fatigue level, take a Light Wound.
    • b. 2 more, take a Medium Wound.
    • c. 3 more, take a Heavy Wound.
    • d. 4 more, take an Incapacitating Wound.
  4. Determine your Penetration Total, and compare it to the target's Magic Resistance. If yours is …
    • a. higher, your spell affects the target.
    • b. equal or falls short, your spell is ineffective.

Spontaneous Spellcasting Sequence

If you're making up a new spell …

  1. Decide on the effect you'll create.
  2. Decide if you'll fatigue yourself …
    • a. If yes, determine your Spontaneous Casting Total by rolling a stress die and adding your Casting Score, then dividing that by 2. You lose 1 Fatigue level.
    • b. If no, determine your Spontaneous Casting Total by dividing your Casting Score by 5.
  3. Compare that Casting Total to the effect you're creating. If your Casting Total is …
    • a. higher than or equal to the effect, the spell is cast. For open-ended effects, a greater total creates a greater effect.
    • b. too low for an effect, the spell fails.
  4. Determine your Penetration Total, and compare it to the target's Magic Resistance. If yours is …
    • a. higher, your spell affects the target.
    • b. equal or falls short, your spell is ineffective.

Formulaic Magic

CASTING TOTAL: Casting Score + Die Roll

Casting Total – Spell Level Spell Cast? Fatigue Levels Lost
0 or higher Yes 0
–1 to –10 Yes 1
–11 or lower No 1

Ritual Magic

CASTING TOTAL: Casting Score + Artes Liberales + Philosophiae + Stress Die

Casting Total – Spell Level Spell Cast? Fatigue Levels Lost
0 or higher Yes 1
–1 to –5 Yes 2
–6 to –10 Yes 3
–11 to –15 No 4
–16 or more No 5

Words and Gestures

Word Modifier Gestures Modifier Voice Range
Loud +1 Exaggerated +1 50 paces
Firm 0 Bold 0 15 paces
Quiet –5 Subtle –2 5 paces
None –10 None –5 0 paces (caster only)

Spontaneous Magic

FATIGUING CASTING TOTAL: (Casting Score + Stress Die)/2

NON-FATIGUING CASTING TOTAL: Casting Score/5

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 + Philosophiae to Casting Score

CEREMONIAL CASTING TIME: 15 minutes per magnitude

See Definitive Edition page 218 for Ceremonial props and ritual spaces.

Spellcasting Botch Dice

USING VIS WHILE CASTING: +1 botch die per pawn of vis used

CASTING IN A SUPERNATURAL AURA OTHER THAN MAGIC: +1 botch die per level of the aura

CASTING IN A REGIO OTHER THAN MAGIC: +2 botch dice per level of the aura

FAST CASTING: +2 botch dice

GOLDEN CORD TO A FAMILIAR: -1 botch die per level

SPELL MASTERY: -1 botch die per level

Penetration

HERMETIC PENETRATION TOTAL: Casting Total + Penetration Bonus — Spell Level + Aura Modifier

CREATURE POWER PENETRATION TOTAL: Might Score – (5 x Might Point cost of the power) + Penetration Bonus + Aura Modifier

CHARACTER PENETRATION TOTAL: Effect Roll – Ease Factor + Penetration Bonus + Aura Modifier

PENETRATION BONUS: Penetration Ability × Penetration Multiplier

BASE PENETRATION MULTIPLIER: 1

If Penetration exceeds Magic Resistance, that target is affected.

Sympathetic Connection Bonus to Multiplier
Caster is blood relative of target +1
Signature of target +1
Target's nickname
or birth name
+1
Name target uses in secret magic rituals +1
Target's horoscope
for today
+1
Target's nativity horoscope +2
Symbolic representation of target +2
Arcane Connection Bonus to Multiplier
Lasts hours or days +1
Lasts weeks or months +2
Lasts years or decades +3
Lasts indefinitely +4

Realm Interaction Table

Aura Type Magic Power Divine Power Faerie Power Infernal Power
Magic +aura no effect +(½ aura) –aura
Divine –(3 × aura) +aura –(4 × aura) –(5 × aura)
Faerie +(½ aura) no effect +aura –aura
Infernal –aura no effect –(2 × aura) +aura

+1 botch die per aura rating in foreign aura (not multiplied).

+2 botch dice per aura rating in a foreign regio.

Magic Resistance

HERMETIC MAGUS: Form + (Parma Magica × 5) + Aura Modifier

SUPERNATURAL CREATURE: Might Score + Aura Modifier

Typical Might Scores

Score Example
1–10 An ordinary creature of a realm.
11–20 Moderately powerful. Comparable, at least, to a starting magus.
21–30 Fairly powerful.
31–40 Very powerful. Faerie lords, minor dragons, and the like.
41–50 Extremely powerful. Pagan deities, major dragons, etc.
51–60 Earth-shakingly important figures. Great dragons, Jove himself.

Fatigue

Fatigue Level Penalty Time to Recover to Next Lower Level
Winded 0 2 minutes
Weary –1 10 minutes
Tired –3 30 minutes
Dazed –5 60 minutes
Unconscious n/a 2 hours + 1 hour per extra Fatigue level

Concentration

Situation Ease Factor
Still Trivial (0)
Walking Simple (3)
Running Average (9)
Dodging Hard (12)
Jostled Average (9)
Sudden noise or flash of light Average (9)
Knocked Down Hard (12)
Damaged this round Very Hard (15)

For spells maintained as long as the maga concentrates, Ease Factors above are reduced by three points each.

Situation Ease Factor
Answering a single easy yes/no question Hard (12)
Conversation Very Hard (15)
Casting another spell Very Hard (15)
Maintaining another spell Hard (12), +3 for each spell beyond the second
Injured 3 times wound penalty to Concentration rolls (instead of the normal penalty)

Spell Sizes

Intellego spells are 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 to accommodate 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.

Volumes and Targets Parts

Each increase in size on this list indicates a ten-fold increase in volume, and thus a 1 magnitude increase in spell level.

50 CUBIC IN = 2 PINTS = 4-INCH SPHERE 1000 CUBIC CM = 1 L = 12-CM SPHERE Five base Individuals of Aquam (poison), a Small object on the Material and Size table (p97/p255).

500 CUBIC IN = 2 GAL = 1-FT SPHERE 10,000 CUBIC CM = 10 L = 30-CM SPHERE Three base Individuals of Terram (precious metal), a Medium object on the Material and Size table.

3 CUBIC FT = 20 GAL = 2-FT SPHERE 0.1 CUBIC M = 100 L = 60-CM SPHERE Three base Individuals of Terram (base metal), five base Individuals of Aquam (corrosive), a Large object on the Material and Size table.

1 CUBIC PACE = 200 GAL = 4-FT SPHERE 1 CUBIC M = 1000 L = 1.2-M SPHERE Base Individual of Ignem, base Individual of Terram (stone), five base Individuals of Aquam (processed liquid), a Huge object on the Material and Size table.

10 CUBIC PACES = 2000 GAL = 8-FT SPHERE 10 CUBIC M = 10,000 L = 3-M SPHERE Base Individual of Terram (dirt), five base Individuals of Aquam (natural liquid).

100 CUBIC PACES = 6-PACE SPHERE Five base Individuals of Aquam (water).

1000 CUBIC PACES = 12-PACE SPHERE Cylinder 20 paces high and half as wide, cylinder 8 paces high and twice as wide, pool 16 paces in diameter and half as deep.

Base Individuals

Animal: a pony-sized animal, Size +1 or lower.

Aquam:

Water: a pool five paces across, two paces deep.

Naturally-occurring liquids: a pool two paces across, one pace deep.

Processed liquids a pool one pace across, half a pace deep.

Dangerous liquids: a puddle half a pace across, a fifth of a pace deep.

Poisons: a single dose.

Auram: a weather phenomenon the

Corpus: an adult human being, up to Size +1.

Herbam: a plant one pace in each direction.

Ignem: a large campfire or the hearthfire of a great hall.

Imaginem: an adult human being is the standard, an illusion that size, producing that much noise, etc.

Mentem: Size modifiers don't apply to Mentem effects with Individual targets. Group size is determined by the number of minds. Container sizes are determined as normal.

Terram:

Sand, dirt, mud, clay: ten cubic paces.

Stone: one cubic pace.

Base metals: one cubic foot area inside a standard Boundary.

Precious metals: one tenth of a cubic foot.

Gemstones: one cubic inch.

Vim: Size modifiers don't apply direction to Vim effects with Individual targets. Group size is determined by the number of effects. Container sizes are determined as normal.

Ranges, Durations, and Targets

Additional Magnitudes Range Duration Object Container Sense
0 Personal Momentary Individual Circle Taste
1 Touch/Eye Concentration/Diameter Part Touch
2 Voice Sun/Ring Group Room Smell
3 Sight Moon Structure Hearing
4 Arcane Connection Year Boundary Vision

Arcane Connection Durations

Duration Example Connections
Hours Air from a specific place, shed skin from a human being, water from a moving body of water.
Days A frequently used tool or item of clothing, water from a still body of water, something mundane made by the target, excrement.
Weeks Lesser enchanted device, an item designed and made by the target (e.g. a letter composed and written by the target). An item designed by one person and made by another is an Arcane Connection lasting days to the person who made it.
Months Strand of hair, favorite tool or item of clothing, wood shard from a specific place, feather from a bird, scale from a reptile.
Years Invested device, rock or metal from a specific place, blood, lock of hair, group of feathers from a bird, group of scales from a reptile.
Decades Body part.
Indefinite Hermetic familiar (link to master), Hermetic magus (link to familiar), Hermetic talisman (link to creator), fixed Arcane Connections (see 'Fixing Arcane Connections' p94/p250).

Certamen

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

Weakening Total – Resistance Total Fatigue Levels Lost
0 None
1–5 1
6–10 2
11–15 3
16–20 4
21–25 5
26–30 6
etc. etc.

Wizard's Twilight

Roll when gaining 2 or more Warping Points from a single event.

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

Warping Score Base Time in Twilight
1 Diameter (2 minutes)
2 Two Hours
3 Sun
4 Day (24 hours)
5 Moon
6 Season
7 Year
8 Seven Years
9 Seven plus a Stress Die Years (no botch)
10+ Eternal: Final Twilight

Note: The die rolls are the rolls already made to comprehend the Twilight

Reduce duration by one step for every point by which the maga's total exceeds the Twilight's.

A comprehended Twilight has good effects, otherwise the effects are bad. See p89/p229.

Laboratory Rules

Laboratory Rolls

LAB TOTAL: Technique + Form + Intelligence + Magic Theory + Aura Modifier

VIS LIMIT: Magic Theory × 2 pawns per season

Laboratory Activities

p94-102, p249-263

FIXING AN ARCANE CONNECTION: 1 season + 1 pawn of Vim vis

VIS EXTRACTION: One tenth (round up) of Creo Vim Lab Total pawns of Vim vis

VIS TRANSFER: One day (sunrise to sunrise), can be combined with other activities

INVENTING SPELLS: Gain Lab Total – Spell Level levels per season, invented when total levels gained equal or exceed spell level.

PREPARING ITEM FOR ENCHANTMENT AS AN INVESTED DEVICE: 1 season + pawns of Vim vis as determined by material and size.

INSTILLING AN EFFECT IN AN INVESTED DEVICE: Gain Lab Total – Effect Level levels per season, invested when total levels gained equal or exceed effect level. Expend 1 pawn of vis matching the Technique or Form for every 10 levels or fraction thereof.

LIMIT ON INVESTMENT: Pawns of vis expended to invest effects may not exceed pawns of vis used to prepare the item.

LESSER ENCHANTED DEVICE: Need not be prepared, effect must be instilled in a single season.

CHARGED ITEMS: No vis needed, 1 charge for every five points, or fraction, by which Lab Total exceeds level of effect (1 charge if Lab Total equals level).

INVESTIGATE ENCHANTMENTS: Intellego Vim Lab Total + stress die

TALISMAN ATTUNEMENT: 1 season

LONGEVITY RITUAL: 1 season, +1 bonus for every five points or fraction of Creo Corpus Lab Total, 1 pawn of vis for every five years of age (rounded up), vis use limited by Arts, not Magic Theory

LABORATORY TEXTS: 1 season if Lab Total equals or exceeds level of effects. May create multiple spells or effects in one season if they are all of the same Technique and Form, and the total level does not exceed Lab Total

Learning Spells from a Teacher

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

Binding a Familiar

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 vis per five levels or fraction of the binding Lab Total. Vis must match Technique or Form.

Training an Apprentice

  • Use standard teaching rules.
  • At least 1 season per year, must extend Parma Magica to cover the apprentice.
  • Opening the Arts takes 1 season, must have a score of 5 or higher in every Art or the apprentice gains a Deficiency in the Art.
  • If the apprentice has a Supernatural Ability, must have Intellego Vim Lab Total at least 5 × score in the Ability, minimum 10 for a Minor Virtue, 30 for Major (10 for a Minor Virtue with no Ability, 10 for a Major). For multiple abilities, add all the scores together. If Lab Total is at least double this level, the ability may be retained or converted into a Hermetic Virtue, otherwise, it is lost.

Teaching Hermetic Virtues Property

TEACHING SOURCE QUALITY: Communication + Teaching + 3 + bonus

BONUSES: +6 one-on-one, +3 Minor Hermetic Flaw, +9 Major Hermetic Flaw

TARGET LEVEL: Minor 15, Major 21

LEVEL MODIFIERS: +3 for each Minor Hermetic Virtue, +9 for each Major Hermetic Virtue

Enchanted Items

Material and Size Tables

Material Base Points
Cloth, glass 1
Wood, leather 2
Bone, soft stone 3
Hard stone 4
Base metal 5
Silver 6
Gold 10
Semi-precious gem 12
Precious gem 15
Priceless gem 20
Size Example Multiplier
Tiny Gem, ring, bracelet, pendant, any gem ×1
Small Wand, dagger, belt, cap ×2
Medium Sword, tunic, boots, skull ×3
Large Staff, shield, cloak, skeleton ×4
Huge Boat, wagon, human body, small room ×5

Effect Modifiers

Penetration: +2 Penetration per added level

Maintain concentration: +5 levels

Restricted use: +3 levels

Environmental trigger: +3 levels

Fast trigger: +5 levels, effect gets +3 Initiative

Linked trigger: +3 levels

Number of Uses

Frequency Modifier
1 use per day 0
2 uses per day +1
3 uses per day +2
6 uses per day +3
12 uses per day +4
24 uses per day +5
50 uses per day +6
Unlimited +10

Effect Expiry

Item Lasts Excess Modifier
1 year x10
7 years x5
70 years x2

Experimentation

p107-109

  • Roll stress die + risk modifier on the Extraordinary Results Chart.
  • Botch Dice = 1 + aura + risk modifier
  • Add simple die + risk modifier (up to +3) to Lab Total

Extraordinary Results Chart

Roll Result
Botch Disaster
0-4 No extraordinary effects
5–6 Side effect
7 No benefit
8 Complete failure
9 Special or story event
10 Discovery
11 Modified effect
12+ Roll twice more on this chart.

Disaster: You fail miserably. Consult the following table for the result, depending on the number of zeroes rolled on the botch dice. Suffer the effect for the number you roll and for all lower numbers, unless explicitly told otherwise. For example, an explosion (3) also destroys the creation and inflicts Warping Points on the magus.

Zeroes Result
1 Everyone in the lab gains Warping Points equal to the number of zeroes on the botch roll. Hermetic magi (and anyone else opened to the Hermetic Arts) must roll for Twilight if they gain two or more. The season is completely wasted. If magi choose not to resist Twilight, they enter Twilight before the effects occur and avoid any personal damage.
2 Your creation is destroyed. If it is a single-season project, this is the same as a Complete Failure.
3 Your laboratory gains the Damaged Flaw.
4 Explosion! Your laboratory gains the Wrecked Flaw (instead of Damaged), and anyone in the laboratory takes two Heavy Wounds.
5+ The storyguide picks one: (1) A story event threatens the whole covenant, arising immediately or as a lingering after-effect of uncontrolled magic. (2) The explosion completely destroys the laboratory — the structure gains the Deformed and Unstable Flaws, must be rebuilt from nothing, and anyone inside takes an additional Incapacitating Wound.

No Extraordinary Effects: Your experiment works without producing any unintended effects.

Side Effect: Your magical creation acquires a side effect. Roll a simple die, and work out the specifics with the storyguide.

Roll Result
1 Your sigil is exaggerated to many times its normal strength, becoming a significant portion of the effect.
2–3 The effect has a minor flaw. For example, a spell that allows you to communicate with animals causes you to retain some of the animal's speech patterns for a time after the spell ends.
4–5 The spell has a minor side effect. For example, a spell that controls an animal causes grass to grow under its feet.
6 The spell has a minor side benefit. For example, a wind spell has a pleasant smell and makes flying insects uncomfortable.
7 The spell has a major flaw. For example, a healing spell causes its targets great pain.
8 The spell has a major side effect. For example, a plant control spell attracts all birds in 100 paces.
9 The spell has a major side benefit. For example, a spell that transforms you into a wolf also lets you speak to all beasts while a wolf.
10 The spell has a fatal flaw. For example, an invisibility spell makes you glow.

No Benefit: Your experimentation produces no results. You lose the benefit of the extra die and risk modifier — recalculate your Lab Total without those modifiers. If your new Lab Total is too low to succeed in the project, it must be abandoned.

Complete Failure: You get nothing from your efforts, and your season is wasted. If you were working on a familiar or enchanted item, roll a simple die. On a 0, it is destroyed.

Special or Story Event: The storyguide picks one of the following.

  • The creation requires additional raw vis. The magus must spend a number of additional pawns of vis that match the Technique or Form of the project equal to the magnitude of the effect (including modifications) plus the risk modifier. If he is unable to do so, either because he does not have the vis, or because he cannot handle enough vis in a single season, treat as a Complete Failure.
  • The magus also creates a spell, with the same Technique and Form as the project, of any level that he could create in a single season. The spell is designed by the storyguide or troupe, and need not have an obvious connection to the project. The magus knows it, and can write up the Laboratory Text as normal, allowing other magi to create it as well. It is simpler if this spell does follow all the rules of Hermetic Magic, but that is not essential if the troupe is happy with the complications. Treat this as No Extraordinary Effects for the main project.
  • The creation is modified in some way that does not necessarily fall under the categories of Side Effect or Modified Effect, although it may if desired. This allows the storyguide to introduce any sort of supernatural effect — the creation could even be strongly affected by a different realm. The result may be positive or negative from the magus's perspective, but should be interesting for the troupe.
  • A story event happens. This can be anything, it could be used as an opportunity to introduce a major plot line, or as a brief and amusing distraction. It does not need to happen immediately, the uncontrolled magic might set something in motion, or it might be a result of using the creation in a particular context, some time later. The story event may be basically positive the magus might attract the attention of a potential familiar, for example. Unless the story event requires otherwise, treat this as No Extraordinary Effects for the project itself.

Discovery: Roll a simple die and add your risk modifier. If you are engaged in Arcane Discovery (See ArMD p277), you make a discovery that advances your project, and ignore this table.

Roll Result
1–4 You gain 15 experience points in Magic Theory.
5–6 You gain 15 experience points in some Ability related to the experiment.
7–8 You gain three experience points in one of the Arts used in the experiment.
9 You gain enough experience points to bring one of the Arts used in the experiment to the next level (or three experience points, whichever is greater).
10+ Roll twice, and reroll this result if it is generated again.

Modified Effect: Roll a simple die and add your risk modifier. If you were investigating a magic item, you have changed one or more of its powers.

Roll Result
1–3 The spell or effect is reduced in range, duration, target, or potency.
4–6 The spell or effect's range, duration, target, or potency is increased.
7–8 The use of the spell or effect is restricted. For example, it fails to work in certain circumstances, like when it is raining.
9–10 The actual effect of your experiment is modified. For example, a spell like Curse of Circe turns the target into a goat instead of a pig.
11+ The actual effect of your experiment is changed completely, save that the relevant Technique and Form remain unchanged and the level remains similar.

Ease Factors for Creating and Crafting Objects

The Ease Factors in the table below include the +3 adjustment for magic use, and assume that a mundane craftsman could complete the work in no more than a day.

Crafting Task Ease Factor Example
Trivial 3 Almost never worth rolling for.
Simple 6 Work regularly done by untrained people, like whitewashing a house.
Easy 9 The daily work of semiskilled craftsmen.
Average 12 The daily work of skilled craftsmen.
Hard 15 Daily work of highly skilled craftsmen; exceptional work by average craftsmen.
Very Hard 18 Daily work of exceptionally skilled craftsmen; exceptional work by highly skilled craftsmen.
Impressive 21 Exceptional work done by grandmasters of a craft.
Remarkable 24 The finest work done by grandmasters of a craft.
Almost Impossible 27 The epitomes of skill in a craft.

Magical Craft

REGO CRAFT MAGIC ROLL: Perception + Finesse

CREO CRAFT MAGIC ROLL: Intelligence + Finesse

FIX A SINGLE PROPERTY: Ease Factor 0

FIX TWO OR THREE PROPERTIES, OR FIX ONE PRECISELY: Ease Factor 3

ELABORATE MODIFICATIONS: Same Ease Factor as Rego Craft Magic

BASE EASE FACTOR: Highest Ease Factor for a Mundane Craftsman + 3

One day’s work for one craftsman is +0

One month’s work for one craftsman is +3

One season’s work for one craftsman is +6

One year’s work for one craftsman is +9

Aging Rolls

p168-170 p391

Roll every year after turning 35.

AGING TOTAL: Stress die (no botch) + age/10 (round up) - Living Conditions modifier - Longevity Ritual modifier

Aging

p168-170 p391

Living Conditions Modifier
Wealthy, or healthy location +2
Typical Summer or Autumn covenant (magus) +2
Typical Summer or Autumn covenant (mundane) +1
Typical Spring or Winter covenant (magus) +1
Average peasant 0
Live in a leper colony* –1
Work in a bad air trade* –1
Work in a mine* –1
Poor, or unhealthy location; typical town* –2
Leper* –2

* Modifiers marked with an asterisk are cumulative with each other.

Aging Roll Result
2 or less No apparent aging.
3 or more Apparent age increases by one year.
10–12 1 Aging Point in any Characteristic.
13 Gain sufficient Aging Points (in any Characteristics) to reach the next level in Decrepitude, and Crisis.
14 1 Aging Point in Qik.
15 1 Aging Point in Sta.
16 1 Aging Point in Per.
17 1 Aging Point in Prs.
18 1 Aging Point in Str and Sta.
19 1 Aging Point in Dex and Qik.
20 1 Aging Point in Com and Prs.
21 1 Aging Point in Int and Per.
22+ Gain sufficient Aging Points (in any Characteristics) to reach the next level in Decrepitude, and Crisis.

Seasonal Activities

Advancement Tables

Score Art to Buy Art to Raise to Ability to Buy Ability to Raise to
1 1 1 5 5
2 3 2 15 10
3 6 3 30 15
4 10 4 50 20
5 15 5 75 25
6 21 6 105 30
7 28 7 140 35
8 36 8 180 40
9 45 9 225 45
10 55 10 275 50
11 66 11 330 55
12 78 12 390 60
13 91 13 455 65
14 105 14 525 70
15 120 15 600 75
16 136 16 680 80
17 153 17 765 85
18 171 18 855 90
19 190 19 950 95
20 210 20 1050 100

To buy: The number of experience points required to raise a score from zero to that number.

To raise to: The number of experience points required to raise a score by one point to that number.

Writing Books

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.

Advancement Source Qualities Dvancement

Exposure Source Quality: 2

Adventure Source Quality: 5–10

Practice Source Quality: 4–8, usually 4

Training Source Quality: Master's score in Ability being taught + 3

Training Gain Limit: Master's score in Ability being taught

Worship Source Quality: Divine aura of the church

Teaching Source Quality: Teacher's Communication + Teaching + 3 + bonus

Teaching Gain Limit: The teacher's score in the Art or Ability

Summae: Source Quality and Level

Summa Gain Limit: Summa Level

Tractatus: Source Quality

Vis Source Quality: Stress Die + Aura Bonus

Supernatural Ability Source Quality (New Ability Only): Normal Source Quality – Total Score in Supernatural Abilities

Distractions

Months Lost Total Example
None Full 15
One 2/3 10
Two 1/3 5
Three None 0

Spells Index

Spell Name Arts Level Page
Aegis Of The Hearth ReVi General 370
Agony Of The Beast PeAn 15 318
Air's Ghostly Form CrAu 5 325
Arc Of Fiery Ribbons CrIg 25 344
Arm Of The Infant MuCo 20 334
Aura Of Ennobled Presence MuIm 10 350
Aura Of Rightful Authority ReMe 20 357
Awaken The Slumbering Corpse ReCo 25 338
Ball Of Abysmal Flame CrIg 35 344
Bane Of The Decrepit Body PeCo 25 336
Beast Of Minuscule Proportions MuAn 20 318
Beast Of Outlandish Size MuAn 15 317
Beast Remade, The MuAn 25 318
Bind Wound CrCo 10 332
Black Whisper PeMe 40 356
Blade Of The Virulent Flame CrIg 15 344
Blessing Of Childlike Bliss PeMe 25 356
Blunt The Viper's Fangs PeAn 20 319
Bountiful Feast, The CrHe 35 339
Break The Oncoming Wave ReAq 10 324
Breath Of The Open Sky CrAu 40 327
Breath Of Winter ReAq 15 324
Bridge Of Frost ReAq 30 324
Bridge Of Wood CrHe 20 339
Broom Of The Winds CrAu 15 326
Burst Of The Sweeping Flames ReIg 25 347
Call Of The Rushing Waters InAq 15 322
Call To Slumber, The ReMe 10 357
Calling The Council Of The Trees ReHe 45 343
Calling The Odious Drought PeAq 50 323
Calm The Motion Of The Heart PeMe 15 356
Captive Voice, The ReIm 30 352
Cascade Of Rocks PeTe 40 362
Chamber Of Invisibility PeIm 25 351
Chamber Of Spring Breezes CrAu 5 325
Chaos Of The Angry Waves ReAq 30 324
Charge Of The Angry Winds CrAu 15 326
Charm Against Putrefaction CrCo 10 332
Cheating The Reaper CrCo 30 332
Chirurgeon's Healing Touch, The CrCo 20 332
Circle Of Beast Warding ReAn 5 319
Circle Of Encompassing Flames CrIg 35 344
Circling Winds Of Protection CrAu 20 326
Circular Ward Against Demons ReVi General 371
Clear Sight Of The Naiad InAq 5 321
Clenching Grasp Of The Crushed Heart PeCo 40 336
Cloak Of Black Feathers MuCo 30 334
Cloak Of Mist MuCo 40 335
Cloak Of The Duck's Feathers ReAq 5 323
Closing The Earth's Gate PeAq 25 323
Cloudless Sky Returned, The PeAu 45 329
Clouds Of Rain And Thunder CrAu 25 326
Clouds Of Summer Snow CrAu 25 326
Clouds Of Thunderous Might ReAu 30 330
Coat Of Flame CrIg 25 344
Coerce The Spirits Of The Night ReMe 20 357
Coils Of The Entangling Plants ReHe 20 342
Comfort Of The Drenched Traveler PeAq 5 323
Commanding The Harnessed Beast ReAn 30 320
Confusion Of The Insane Vibrations ReIm 30 352
Confusion Of The Numbed Will ReMe 15 357
Conjuration Of The Indubitable Cold PeIg 25 346
Conjure The Sturdy Vine CrHe 5 339
Conjuring The Mystic Tower CrTe 35 359
Converse With Plant And Tree InHe 25 340
Creeping Chasm ReTe 30 363
Creeping Oil CrAq 15 321
Crest Of The Earth Wave ReTe 20 363
Cripple The Howling Wolf PeAn 25 319
Crystal Dart, The MuTe 10 360
Curse Of Circe MuCo 30 334
Curse Of The Desert PeAq 25 323
Curse Of The Haunted Forest MuHe 60 341
Curse Of The Leprous Flesh PeCo 25 336
Curse Of The Ravenous Swarm CrAn 50 316
Curse Of The Rotted Wood PeHe 5 341
Curse Of The Unportended Plague PeCo 55 337
Curse Of The Unruly Tongue ReCo 5 337
Dance Of The Staves ReHe 5 342
Decay Fur And Hide PeAn 10 318
Deluge Of Rushing And Dashing CrAq 40 321
Demon's Eternal Oblivion PeVi General 370
Despair Of The Quivering Manacles ReCo 15 337
Discern Own Illusions InIm 15 349
Discern The Images Of Truth And Falsehood InIm General 349
Disenchant PeVi General 370
Disguise Of The New Visage MuCo 15 333
Disguise Of The Putrid Aroma ReAn 5 319
Disguise Of The Transformed Image MuIm 15 350
Dispel The Phantom Image PeIm General 351
Doublet Of Impenetrable Silk MuAn 15 318
Dream Of The Mind That Sits InTe 50 360
Dust To Dust PeCo 15 335
Ear For Distant Voices, The InIm 20 349
Earth Shock ReTe 30 363
Earth Split Asunder, The ReTe 30 364
Earth That Breaks No More MuTe 20 361
Earth's Carbuncle, The ReTe 15 363
Edge Of The Razor MuTe 20 361
Enchantment Of Detachment PeMe 15 356
Enchantment Of The Scrying Pool InAq 30 322
End Of The Mighty Castle PeTe 25 362
Endurance Of The Berserkers ReCo 15 338
Enigma's Gift, The CrVi 30 365
Enslave The Mortal Mind ReMe 40 358
Exchange Of The Two Minds ReMe 55 358
Eye Of The Sage, The InCo 30 333
Eyes Of The Bat InAu 25 327
Eyes Of The Cat MuCo 5 333
Eyes Of The Eagle InIm 25 349
Eyes Of The Eons InTe 10 359
Eyes Of The Flame InIg 35 345
Eyes Of The Treacherous Terrain InTe 15 359
Falcon's Hood, The PeAn 25 319
Fist Of Shattering PeTe 10 361
Flames Of Sculpted Ice MuIg 35 346
Flash Of The Scarlet Flames CrIg 15 344
Fog Of Confusion MuAu 45 328
Footsteps Of Slippery Oil CrAq 5 320
Forgiving Earth, The ReTe 10 363
Freeing The Striding Tree ReHe 30 343
Frosty Breath Of The Spoken Lie InMe 20 354
Gather The Essence Of The Beast ReVi 15 372
Gathering Of The Stormy Might ReAu 40 330
Gentle Beast, The ReAn 25 320
Gentle Touch Of The Purified Body CrCo 20 332
Gift Of Reason CrMe 35 354
Gift Of The Bear's Fortitude MuCo 25 334
Gift Of The Frog's Legs ReCo 15 338
Gift Of Vigor, The ReCo 20 338
Gloom Of Evening PeIg 10 346
Great Rot, The PeHe 25 341
Grip Of The Choking Hand PeCo 25 336
Growth Of The Creeping Things MuAn 15 318
Hands Of The Grasping Earth ReTe 15 363
Haunt Of The Living Ghost CrIm 35 348
Heat Of The Searing Forge CrIg 10 343
Hermes' Portal ReTe 75 364
Hornet Fire MuIg 10 345
Hunt For The Wild Herb InHe 5 340
Hunter's Sense InAn 30 317
Ice Of Drowning ReAq 35 324
Illusion Of Cool Flames PeIm 10 351
Illusion Of The Misplaced Castle ReIm 50 352
Illusion Of The Shifted Image ReIm 10 352
Image From The Wizard Torn ReIm 35 352
Image Of The Beast InAn 5 316
Image Phantom MuIm 20 350
Incantation Of Lightning, The CrAu 35 327
Incantation Of Putrid Wine MuAq 15 322
Incantation Of Summoning The Dead ReMe 40 358
Incantation Of The Body Made Whole CrCo 40 332
Incantation Of The Milky Eyes PeCo 30 336
Inexorable Search, The InCo 20 333
Infernal Smoke Of Death MuAu 40 328
Inmost Companion MuMe 40 355
Intuition Of The Forest InHe 10 340
Invisibility Of The Standing Wizard PeIm 15 351
Invisible Eye Revealed, The InVi General 366
Invisible Sling Of Vilano ReTe 10 363
Invocation Of Weariness PeCo 20 336
Jupiter's Resounding Blow CrAu 10 326
Kiss Of Death, The PeCo 45 336
Lamp Without Flame CrIg 10 344
Lay To Rest The Haunting Spirit PeMe General 355
Leap Of Homecoming, The ReCo 35 338
Leap Of The Fire ReIg 10 347
Lifting The Dangling Puppet ReCo 15 338
Light Shaft Of The Night ReIg 20 347
Lord Of The Trees ReHe 25 343
Loss Of But A Moment's Memory PeMe 15 356
Lungs Of The Fish MuAq 20 323
Maintaining The Demanding Spell ReVi General 372
Many-Hued Conflagration, The MuIg 5 345
Masking The Odor Of Magic PeVi General 369
Mastering The Unruly Beast ReAn 25 320
Memory Of The Distant Dream CrMe 20 353
Mighty Torrent Of Water CrAq 20 321
Mind Of The Beast MuMe 30 355
Miner's Keen Eye, The InTe 20 359
Mirror Of Opposition (Form) MuVi General 368
Mists Of Change MuCo 60 335
Moonbeam CrIg 3 343
Neptune's Wrath ReAq 40 325
Notes Of A Delightful Sound MuIm 10 350
Object Of Increased Size MuTe 20 361
Obliteration Of The Metallic Barrier PeTe 20 361
Opening The Intangible Tunnel ReVi General 372
Opening The Tome Of The Animal's Mind InAn 25 317
Pains Of The Perpetual Worry CrMe 20 353
Palm Of Flame CrIg 5 343
Panic Of The Elephant's Mouse ReAn 15 319
Panic Of The Trembling Heart CrMe 15 353
Parching Wind PeAq 20 323
Parting The Waves ReAq 30 324
Pass The Unyielding Portal MuHe 5 340
Passion's Lost Feeling PeMe 25 356
Past Of Another MuMe 35 355
Peering Into The Mortal Mind InMe 30 354
Perception Of The Conflicting Motives InMe 15 354
Phantasm Of The Human Form CrIm 25 348
Phantasm Of The Talking Head CrIm 10 348
Phantasmal Animal CrIm 20 348
Phantasmal Fire CrIm 20 348
Phantom Gift, The CrVi 15 365
Physician's Eye InCo 5 333
Piercing Shaft Of Wood MuHe 10 341
Piercing The Faerie Veil InVi 20 367
Pilum Of Fire CrIg 20 344
Pit Of The Gaping Earth PeTe 15 361
Plant's Withering Bane PeHe 20 341
Poisoning The Will PeMe 65 356
Posing The Silent Question InMe 20 354
Preternatural Growth And Shrinking MuCo 15 333
Prison Of Flames MuIg 20 345
Probe For Pure Silver InTe 4 359
Probe Nature's Hidden Lore InHe 4 340
Prying Eyes InIm 5 349
Pull Of The Skybound Winds CrAu 30 326
Pull Of The Watery Grave ReAq 35 325
Purification Of The Festering Wounds CrCo 20 332
Push Of The Gentle Wave ReAq 15 324
Quiet The Raging Winds PeAu 20 329
Rain Of Oil MuAu 50 329
Rain Of Stones MuAu 20 328
Recollection Of Memories Never Quite Lived MuMe 4 355
Removal Of The Conspicuous Sigil PeIm 20 351
Repel The Wooden Shafts ReHe 10 342
Restoration Of The Defiled Body CrCo 25 332
Restore The Faded Threads CrVi General 365
Restore The Moved Image ReIm General 352
Revealed Flaws Of Mortal Flesh InCo 10 333
Ring Of Warding Against Spirits ReMe General 357
Rise Of The Feathery Body ReCo 10 337
Rising Ire CrMe 15 353
Rock Of Viscid Clay MuTe 15 361
Room Of Stale Air PeAu 15 329
Rope Of Bronze MuHe 15 341
Rusted Decay Of Ten-Score Years PeTe 10 361
Sailor's Foretaste Of The Morrow InAu 15 327
Scales Of The Magical Weight InVi 5 366
Scent Of Peaceful Slumber ReMe 20 357
Seal The Earth CrTe 15 359
Sense Of Magical Power InVi 2 366
Sense Of The Lingering Magic InVi 30 367
Sense The Feet That Tread The Earth InTe 30 360
Sense The Nature Of Vis InVi 5 367
Seven-League Stride ReCo 30 338
Severed Limb Made Whole, The CrCo 25 332
Shadow Of Human Life, The CrIm 40 349
Shadow Of Life Renewed, The CrCo 75 332
Shadows Of The Fires Past InIg 15 345
Shape Of The Woodland Prowler MuCo 25 334
Shell Of False Determinations CrVi General 365
Shell Of Opaque Mysteries CrVi General 365
Shiver Of The Lycanthrope InAn 10 317
Show Of The Flames And Smoke MuIg 10 345
Shriek Of The Impending Shafts InHe 15 340
Shroud Magic MuVi General 368
Shrouded Glen, The ReMe 40 358
Sight Of The Active Magics InVi 40 367
Sight Of The Transparent Motive InMe 10 354
Sight Of The True Form InCo General 333
Silence Of The Smothered Sound PeIm 20 351
Silent Vigil, The MuCo 45 335
Snap Of Awakening ReMe 10 357
Soothe Pains Of The Beast CrAn 20 316
Soothe The Ferocious Bear ReAn 10 319
Soothe The Raging Flames PeIg 20 346
Sorcerer's Fork, The MuVi General 368
Spasms Of The Uncontrolled Hand ReCo 5 337
Stance Of The Patient Tree MuCo 35 335
Steed Of Vengeance MuAn 35 318
Stench Of The Twenty Corpses CrAu 10 326
Stir The Slumbering Tree MuHe 25 341
Stone Tell Of The Mind That Sits InTe 30 360
Stone To Falling Dust PeTe 20 362
Strike Of The Angered Branch ReHe 15 342
Strings Of The Unwilling Marionette ReCo 25 338
Subtle Taste Of Poison And Purity InAq 5 321
Summoning The Distant Image InIm 25 350
Supple Iron And Rigid Rope MuTe 10 361
Suppressing The Wizard's Handiwork ReVi General 372
Tales Of The Ashes InIg 5 345
Talons Of The Winds MuAu 20 328
Tangle Of Wood And Thorns ReHe 15 342
Taste Of The Dulled Tongue PeIm 5 351
Taste Of The Spices And Herbs MuIm 5 350
Teeth Of The Earth Mother MuTe 35 361
Thaumaturgical Transformation Of Plants To Iron MuHe 20 341
Thoughts Within Babble InMe 25 354
Tip Of The Tongue PeMe 5 355
Touch Of Midas CrTe 20 359
Touch Of The Goose Feather PeCo 5 335
Touch Of The Pearls InAq 5 322
Tower Of Whirling Water ReAq 35 325
Trackless Step ReTe 10 363
Tracks Of The Faerie Glow InTe 25 359
Transform To Water MuCo 40 335
Transformation Of The Ravenous Beast To The Torpid Toad MuAn 25 318
Transformation Of The Thorny Staff MuHe 10 341
Trap Of The Entwining Vines CrHe 15 339
Trapping The Fire MuIg 25 346
Treacherous Spear, The ReHe 25 343
Treading The Ashen Path PeHe 30 342
Tremulous Vault Of The Torch's Flame ReIg 5 347
True Rest Of The Injured Brute CrAn 20 316
True Sight Of The Air InAu 15 327
Trust Of Childlike Faith PeMe 10 356
Twist Of The Tongue PeCo 30 336
Twist The Living Tree ReHe 25 343
Unraveling The Fabric Of (Form) PeVi General 370
Unseen Arm ReTe 5 362
Unseen Porter, The ReTe 10 363
Unyielding Earth ReTe 10 363
Veil Of Invisibility PeIm 20 351
Vile Water Of Sterility MuAq 45 323
Viper's Gaze ReAn 15 320
Vision Of Heat's Light InIg 20 345
Vision Of The Haunting Spirits MuMe 40 355
Visions Of The Infernal Terrors ReMe 30 357
Voice Of The Lake InAq 25 322
Walking Corpse, The ReCo 35 339
Wall Of Living Wood CrHe 25 339
Wall Of Protecting Stone CrTe 25 359
Wall Of Thorns CrHe 20 339
Ward Against Faeries Of The Air ReAu General 329
Ward Against Faeries Of The Mountain ReTe General 362
Ward Against Faeries Of The Waters ReAq General 323
Ward Against Faeries Of The Wood ReHe General 342
Ward Against Heat And Flames ReIg 25 347
Ward Against Rain ReAu 10 330
Ward Against The Beasts Of Legend ReAn General 319
Ward Against Wood ReHe 25 343
Watching Ward ReVi General 372
Waves Of Drowning And Smashing ReAq 30 324
Weaver's Trap Of Webs CrAn 35 316
Weight Of A Thousand Hells CrMe 25 353
Well Without Light PeIg 25 346
Whispering Winds InAu 15 327
Whispers Through The Black Gate InCo 15 333
Wielding The Invisible Sling ReTe 10 363
Wind At The Back ReAu 5 329
Wind Of Mundane Silence PeVi General 370
Wings Of The Soaring Wind CrAu 30 326
Winter's Icy Touch PeIg 10 346
Wizard's Autumn PeHe 15 341
Wizard's Boost (Form) MuVi General 368
Wizard's Communion MuVi General 369
Wizard's Eclipse PeIg 35 346
Wizard's Icy Grip PeIg 30 346
Wizard's Mount, The CrAn 35 316
Wizard's Reach (Form) MuVi General 369
Wizard's Sidestep ReIm 10 352
Wizard's Vigil MuVi General 370
Words Of The Flickering Flame InIg 35 345
Words Of The Unbroken Silence CrMe 10 353
Wound That Weeps, The PeCo 15 335
Wrath Of Whirling Winds And Water CrAu 65 327
Wreaths Of Foul Smoke CrAu 10 326

Spell Guidelines Index

Form Technique Page
Animal Creo 315
Animal Intellego 316
Animal Muto 317
Animal Perdo 318
Animal Rego 319
Aquam Creo 320
Aquam Intellego 321
Aquam Muto 322
Aquam Perdo 323
Aquam Rego 324
Auram Creo 325
Auram Intellego 327
Auram Muto 328
Auram Perdo 329
Auram Rego 329
Corpus Creo 331
Corpus Intellego 333
Corpus Muto 334
Corpus Perdo 336
Corpus Rego 337
Herbam Creo 339
Herbam Intellego 340
Herbam Muto 340
Herbam Perdo 341
Herbam Rego 342
Ignem Creo 344
Ignem Intellego 345
Ignem Muto 345
Ignem Perdo 346
Ignem Rego 347
Imaginem Creo 348
Imaginem Intellego 349
Imaginem Muto 350
Imaginem Perdo 351
Imaginem Rego 352
Mentem Creo 353
Mentem Intellego 354
Mentem Muto 355
Mentem Perdo 356
Mentem Rego 357
Terram Creo 359
Terram Intellego 359
Terram Muto 360
Terram Perdo 361
Terram Rego 362
Vim Creo 365
Vim Intellego 366
Vim Muto 368
Vim Perdo 370
Vim Rego 370

Bestiary Index

Name Realm Form Might Page
Adder (Viperis) Beast 429
Adranus, the Spirit of Mount Etna Magic Ignem 50 460
Air Elemental, An Magic Auram 15 455
Aneirin the Bard Magic Imaginem 15 445
Baal-Peor, Lord of Filth Infernal Corpus 30 479
Baghl, an Earth Jinni Magic Terram 15 442
Bartholomew Infernal Mentem 50 480
Bear (Ursus) Beast 429
Boar, Wild (Aper) Beast 430
Bomburkhan Infernal Vim 5 481
Bordelon, a Personal Tormentor Infernal Corpus 15 482
Bull (Taurus) Beast 431
Buran of Yenghissar, The Infernal Auram 25 483
Caladrius Magic Animal 14 443
Cat (Felis) Beast 431
Chnoubis the Serpent Magic Mentem 30 446
Demonic Steed Infernal Animal 7 487
Dietrich von Bern Magic Corpus 35 446
Earth Elemental, An Magic Terram 15 452
Faerie Hounds Faerie Animal 5 467
Faerie Knight Faerie Corpus 10 468
Falcon (Falco) Beast 432
Fimus, Warrior Demon Infernal Terram 10 484
Fire Elemental, A Magic Ignem 15 456
Gabriel, the Archangel of Prophecy Divine Mentem 100 455
Ghostly Warder Magic Mentem 10 489
Great Lezi Faerie Herbam 40 473
Gydryty-kom the Giant Magic Auram 40 447
Hipta the Nurse Magic Animal 15 447
Honos Magic Corpus 30 448
Horse, Courser (Equus) Beast 432
Horse, Destrier (Equus) Beast 433
Hound (Canis) Beast 433
Jumayl, A Jinni Guide Faerie Vim 15 470
Kolazonta, the Chastiser Divine Ignem 30 490
Lion (Leo) Beast 434
Lord Marsyne Faerie Aquam 50 474
Lupersus Divine Animal 20 491
Magical Wolf, A Magic Animal 20 459
Mateos, the Faerie Butler Faerie Herbam 10 469
Michael Infernal Corpus 10 485
Nasir, the Helper Divine Corpus 25 491
Polandrus Infernal Animal 20 485
Południca Faerie Auram 10 469
Portunes, Spirit of Safe Harbor Magic Auram 25 448
Pukis, Dragon of the Hearth Magic Ignem 10 449
Revenant, Corpse-Like Form Magic Corpus 9 462
Revenant, Skeletal Form Magic Corpus 6 463
Scitalis Magic Animal 5 463
Seferiel Divine Corpus 50 492
Sir Giles, a Ghostly Knight Magic Mentem 16 458
Stag (Cervus) Beast 435
Stag of Virtue Magic Animal 17 464
Stellatus, the Dragon Magic Ignem 50 465
Tarlan the Wolf Faerie Animal 20 471
Two-Headed Hound Infernal Animal 10 488
Typical Giant, A Magic Corpus 12 457
Valkyrie Faerie Corpus 20 472
Water Elemental, A Magic Aquam 15 453
Wolf (Lupus) Beast 435
Wolf Mount Faerie 472
Zwergenstimme Magic Imaginem 15 466

Traditional Index

Entry Page
Abandoned Apprentice (Flaw) 119
Abilities 27, 48, 157-159
  Types 158-159
Ability Block (Flaw) 119
Ability Roll 158
Academic Abilities 158
Academic Concentration (Subject) (Virtue) 69
Accessible Power Level 179
Action-Adventure Saga 533
Adam 498
Adaptive Casting 225
Adept Laboratory Student (Virtue) 69
Advancement 375-379
  see also Experience
Advancement Table 49, 375
Adventure Experience 376
Aegis of the Hearth 173
Aestas 175
Affinity with (Ability) (Virtue) 69
Affinity with (Art) (Virtue) 69
Afflicted Tongue (Flaw) 119
After Apprenticeship 50
Age 30, 43, 391
Age Quickly (Flaw) 119
Aging 391
  Crisis 392
  Limit of 211
  Points 391
  Rolls 392
  see also Longevity Ritual
Aiming Spells 223
Air Deprivation 407
Alim (Virtue) 69
All According to Plan (Virtue) 69
Alluring to (Beings) (Virtue) 69
Almogaten (Virtue) 69
Almogavar (Virtue) 69
Alpha Storyguides 530
Alternative Characters 529
Ambitious (Flaw) 119
Amorphous (Virtue) 70
Anachronisms 514
Anchored to the (Land) (Flaw) 119
Angels 489-492
  see also Creatures of the Divine
Animating Corpses 462
Animals 428-436
Animal (Art) 208, 314
Animal Characters 77
Animal Companion (Flaw) 119
Animal Handling (Ability) 159
Animal Ken (Ability) 159
Animal Ken (Virtue) 70, 386
Apostate (Flaw) 119
Apostles 501
Apparent Age 30, 391
Apprentice (Virtue) 70
Apprentices 13, 21, 269
Apprentice's Gauntlet 6, 273
Apprenticeship 49
Apt Student (Virtue) 70
Aptitude for (Sin) (Virtue) 70
Aquam (Art) 208, 320
Arcadia 417
Arcane Abilities 158
Arcane Connections 219
  Limit of 211
  Fixing 250
Arcane Experimentation 274
Arcane Lore (Virtue) 70
Arcane Studies 250
Archangels see Angels
Archieunuch (Virtue) 70
(Area) Lore (Ability) 159
Aristotelian Training (Virtue) 70
Aristotle 158
Armor 399
Armor Table 400
Athletic Childhood 48
Art of Memory (Ability) 159
Artes Liberales (Ability) 160
Arthritis (Flaw) 119
Arts 206
Athletics (Ability) 161
Atlantean Magic (Virtue) 70
Attack Advantage 394
Attack Total 393
Auctores 158
Auram (Art) 209, 325
Auras 410, 413
Autumn 175
Autumn Power 177
Autumnus 176
Avarice 499
Avaricious (Flaw) 119
Awareness (Ability) 161
Axe 401
Baccalaureus (Virtue) 71
Baneful Circumstances (Flaw) 119
Baptism 499
Bard (Virtue) 71
Bargain (Ability) 161
Beadle (Virtue) 71
Beast Masters 243
Beasts, Mundane 428-442
  Aging 440
  Creating 436
  Non-Standard Size 437
  Mental Characteristics 436
  Natural Weapons Table 440
  Physical Characteristics 437
  see also Animals
Beasts of Virtue 413
Bee King (Virtue) 72
Beholden (Hook) 182
Beloved Rival (Flaw) 120
Berserk (Virtue) 72
Berserker (Template) 31
Beta Storyguides 530
Bigamist (Flaw) 120
Binding Wounds (Chirurgy) 161
Bishop 502-504
Bjornaer — The Heartbeast 233-234
Bjornaer (Template) 37
Bjornaer, House 13
Black Sheep (Flaw) 120
Blackmail (Flaw) 120
Blatant Gift (Flaw) 120
Blatant Magical Air (Flaw) 120
Blind (Flaw) 120
Bloodline (Target) 238
Blood of the Nephilim (Virtue) 72
Bludgeon 401
Body-of-Water (Target) 71
Bonisagus 6, 9-10
Bonisagus (Template) 37
Bonisagus, House 13, 37
Book Learner (Virtue) 72
Books 379–383
  Copying 380
  Prices 382
  Summae 379–380
  Tractatus 380
  Writing 379–380
Boons 183–184
Boosted Magic (Virtue) 72
Botch 7
  see also Combat Botches
Botch Dice 7–8
Bound Casting Tools (Flaw) 120
Bound Magic (Flaw) 120
Bound to (Realm) (Flaw) 120
Bound to (Role) Role (Flaw) 121
Bows (Ability) 161
Branded Criminal (Flaw) 121
Brave (Personality Trait) 28
Brawl (Ability) 161
Brawling Weapons 401
Breakthrough 277
Broken Vessel (Flaw) 121
Bronze Cord 267
Brother Chaplain (Virtue) 73
Brother Knight (Virtue) 73
Brother Sergeant (Virtue) 73
Brutal Artist (Flaw) 121
Buckler Shield 401
Bureaucrat (Virtue) 73
Busybody (Flaw) 121
Canon Law 161, 504
Capo (Virtue) 73
Carefree (Flaw) 122
Careless Sorcerer (Flaw) 122
Careless with (Ability) (Flaw) 122
Carouse (Ability) 161
Casting Requisites 311–312
Casting Spells 213–220
Casting Tablet 180, 263
Casting Tools 242
Castratus (Flaw) 122
Cathedral 502
Cathedral School Master (Virtue) 73
Cauterization (Chirurgy) 161
Cautious Sorcerer (Virtue) 73
Cautious with (Ability) (Virtue) 73
Ceremonial Casting 217–218, 225
Ceremonial Spontaneous Magic (Flaw) 122
Certamen 16, 230–233
Chain Mail 399
Changing Reputations 28
Chaotic Magic (Flaw) 122
Character Creation 25–55
  Child Characters 44
  Detailed 43–55
  Templates 30–43
Characteristics 27, 48
Charged Items 253
Charlemagne 11
Charm (Ability) 161
Charms 238
Child Characters 44
Chirurgy (Ability) 161
Christ 498
Church Militant 501
Church Triumphant 501
Church, The 6, 23, 497–506, 525
  see also Divine, The
Church Upbringing (Flaw) 122
Circle (Target) 305
Cities 24
Civil and Canon Law (Ability) 161
Clan Ilfetu (Virtue) 73
Clear Thinker (Virtue) 74
Clergy 502
Clerk (Virtue) 74
Climaxes 517
Close Family Ties (Flaw) 122
Club 401
Clumsy (Flaw) 122
Clumsy Magic (Flaw) 122
Code of Hermes 6, 18–19
Code of Hermes (Ability) 161
Coif 399
Combat 393–398
  Moving 395
  Options 397–398
  Sequence 394
  see also Wizard's War
Combat Botches 393
Command Animals (Virtue) 74
Commanding Aura (Virtue) 74
Common Law (Ability) 162
Common Sense (Virtue) 74
Communication 27
Companion Animal (Flaw) 122
Companions 6, 25
  Templates 33–35
Compassionate (Flaw) 122
Compulsion (Flaw) 122
Compulsive Lying (Flaw) 122
Concentration (Ability) 162
Concentration (Duration) 215, 304
Confidence 29, 52
Confirmation 500
Constant Effect Devices 258
Constant Expression (Flaw) 123
Constantinople 15
Consumed Casting Tools (Flaw) 123
Container Targets 309
Contested Resource (Hook) 181
Continence (Flaw) 123
Convents 505
Convoluted Mind (Virtue) 74
Corpse, Animating 462
Corpse Magic (Ability) 162
Corpse Magic (Virtue) 74
Corpus (Art) 209, 332–339
Corrosion 407
Corrupt Beasts 486
Corrupted Abilities (Flaw) 123
Corrupted Arts (Flaw) 123
Corrupted Copies 380
Corrupted Spells (Flaw) 123
Court Wizards 21
Covenant Upbringing (Flaw) 124
Covenants 6, 18, 173–199
  Baseline 179
  Customized Creation 178–184
  Finances 188–189
  Guilds 198
  Hierarchy 197
  Loyalty 185–187
  Nations 197
  Organization 197–198
  Resources 179
  Seasons 174–176
  Situations 177
Covenfolk 190, 197
Covenfolk (Virtue) 74
Craft (Type) (Ability) 162
Craft Guild Training (Virtue) 75
Crafter's Healing (Ability) 162
Crafter's Healing (Virtue) 75
Crafting Magical Objects 306–308
Craftsman (Virtue) 75
Craving for Travel (Flaw) 124
Creation, Limit of 211
Creation Saga 533
Creative Block (Flaw) 124
Creatures 425–428
  Beasts, Mundane 428–442
  Creating 428
  Format 426–427
  Might 425
  of the Divine 488–492
  of Faerie 466–475
  of the Infernal 475–488
  of Magic 442–466
  Powers 426
  Size Examples 427
Creo (Art) 207
Criamon – The Enigma 235–236
Criamon (Template) 38
Criamon, House 13
Crippled (Flaw) 124
Crises 521
  see also Aging Crises
Crucifixion 498
Cudgel 402
Cult of Mercury 9–10
Curate 504
Curse of Slander (Flaw) 124
Curse of Venus (Flaw) 124
Curse-Throwing (Ability) 163–164
Curse-Throwing (Virtue) 75
Cursed Guile (Flaw) 124
Custos (Virtue) 75
Cyclic Magic (Negative) (Flaw) 124
Cyclic Magic (Positive) (Virtue) 75
Dagger 401
Daimons 444
Damage Table 404
Damage Total 394
Damhan-Allaidh 11
Dangers 227–233
Darius of Flambeau (example character) 45, 47–54
Dark Secret (Flaw) 124
Deacon 500
(Dead Language) (Ability) 164
Deadly Sins 499
Deaf (Flaw) 125
Deal with the Devil (Flaw) 125
Death Prophecy (Virtue) 75
Debilitation 406
Decrepitude 30, 392
Deficient Technique (Flaw) 125
Deft Form (Virtue) 75
Deleterious Circumstances (Flaw) 125
Delusion (Flaw) 125
Demons 21
  see also Creatures of the Infernal
Demonic Blood (Virtue) 75
Demonic Familiar (Flaw) 125
Demonic Might (Virtue) 76
Demonic Powers (Virtue) 76
Dependent (Flaw) 125
Depraved (Flaw) 125
Depressed (Flaw) 125
Deprivation 407
Depriving of Magical Power 21
Detailed Character Creation 25–55
Deteriorating Power (Flaw) 126
Devil Child 56
Devil Child (Virtue) 76
Devoted Parent/Child (Flaw) 126
Dexterity 27
Dhimmi (Flaw) 126
Diabolic Past (Flaw) 126
Diameter (Duration) 304
Die Rolls 7
Diedne, House 10–11
Diedne Magic (Virtue) 76
Difficult Longevity Ritual (Flaw) 126
Difficult Spontaneous Magic (Flaw) 126
Difficult Underlings (Flaw) 126
Diocese 504
Disease 406
Disengaging (From Combat) 397
Disfigured (Flaw) 126
Disjointed Magic (Flaw) 126
Disorientating Magic (Flaw) 126
Distractions 379
  From Lab Work 265
Divine Aura 418
  see also Auras
Divine Creatures 488–492
  Powers 489
Divine Might 425
Divine, Limit of the 210
Divine, The 6, 418–420
  see also Church, The
Doctor in (Faculty) (Virtue) 76
Doctrine 498
Dodge 401
Domestic Animal (Virtue) 77
Dominion 418
  see also Auras
Dominion Lore (Ability) 164
Doorkeeper 500
Dowsing (Ability) 164
Dowsing (Virtue) 77
Driven (Flaw) 126
Durations 304
Durenmar 22
Dust Devil (Virtue) 77
Dutybound (Flaw) 126
Dwarf (Flaw) 126
Early Childhood 48
Ease Factor 8
Ecclesiastical Reputation 28
Educated (Virtue) 77
  (Bardic) 77
  (Islamic) 77
  (Hebrew) 77
  (Vernacular) 77
Effect Frequency Table 256
Elemental Forms 210
Elemental Magic (Virtue) 77
Elementals 449–456
  Air 454
  Earth 451
  Fire 455
  Size, Might, & Characteristics 450
  Water 453
Embitterment 245
Embitterment (Ability) 164
Embitterment (Virtue) 78
Emir (Virtue) 78
Employed by Company (Flaw) 126
Enchanted Items 180
Enchanting (Ability) (Ability) 164
Enchanting (Ability) (Virtue) 78
Encumbrance 403
Enduring Constitution (Virtue) 78
Enduring Magic (Virtue) 78
Enemies (Flaw) 127
Energy, Limit of 211
Enfeebled (Flaw) 127
Enigma, The 13, 235
Enigma, The (Virtue) 78
Enigmatic Wisdom (Ability) 164, 236
Entertainments, Noble 508
Enticer of Multitudes (Virtue) 78
Entrancement (Ability) 164, 167
Entrancement (Virtue) 78
Envied Beauty (Flaw) 127
Envious (Flaw) 127
Environmental Temperatures 152
Environmental Magic Condition (Flaw) 127
Environmental Sensitivity (Flaw) 127
Environmental Trigger 257
Envy 499
Equipment 52
Errors 514
Essential Nature, Limit of 210
Etiquette (Ability) 165
Eunuch (Virtue) 78
Eve 498
Evil Destiny (Flaw) 127
Evil Eye (Flaw) 127
Ex Miscellanea (Template) 38
Ex Miscellanea, House 14, 243–244
Exciting Experimentation (Flaw) 127
Excommunicate (Flaw) 128
Exertion 397
Exiled Atlantean (Flaw) 128
Exorcist 500
Exotic Casting (Virtue) 78
Expenditure 189, 195–196
Experience 375–376
  Adventure 376
Exposure 376
  see also Advancement
Experimentation 274–276
Exploration 520
Exploring Childhood 48
Extractor of (Form) Vis (Virtue) 78
Extraordinary Results Chart 275
Extreme-Research Saga 532
Eye (Range) 303
Eye of Hephaestus (Virtue) 78
Fabric Ripper (Virtue) 79
Factor (Virtue) 79
Faerie 6, 416–418
Faerie Aura 416
  see also Auras
Faerie Blood (Virtue) 79
Faerie Creatures 466–475
  Virtues & Flaws 466
Faerie Doctor (Virtue) 79
Faerie Doctors 56–57
Faerie Friend (Flaw) 128
Faerie Lore (Ability) 165
Faerie Magic 236–238
Faerie Magic (Ability) 165
Faerie Magic (Virtue) 79
Faerie-Raised Magic (Virtue) 79
Faerie Upbringing (Flaw) 128
Failed Apprentice (Virtue) 80
Failed Journeyman (Flaw) 128
Failed Master (Flaw) 128
Failed Monk (Flaw) 128
Failed Student (Flaw) 128
Fairs 509
Faith 499
  see also True Faith
Falconer (Virtue) 80
Falling 407
Falling Evil (Flaw) 128
Falls Like a Cat (Virtue) 80
False Power (Flaw) 128
Familiar Powers 267–268
Familiars 265–268
  Suggested Familiars by Art 266
Familiar with the Fae (Virtue) 80
Famous (Virtue) 80
Farm Implement 402
Fast Caster (Virtue) 80
Fast Casting 217, 225
Fast Saga 528
Fate of Magic 526
Fatigue 403–404
  Levels 30, 403
  Recovery Chart 404
Favors (Flaw) 129
Fealty 506
Fear (Flaw) 129
Feather Messenger (Virtue) 80
Female Scholar (Template) 33
Feral Scent (Flaw) 129
Feral Upbringing (Flaw) 129
Ferocity (Virtue) 80
Fettered Magic (Flaw) 130
Feud (Flaw) 130
Feudalism 506
Fickle Nature (Flaw) 130
Fida'i (Virtue) 81
Fief 506
Filius/Filia 6
Final Twilight 228
Finding Hidden Loot (Virtue) 81
Finesse (Ability) 165, 208
Fire 407
Fish Out of Water (Terrain) (Flaw) 130
Fist 401
Flail 402
Flambeau (Template) 39
Flambeau, House 14
Flashbacks (Flaw) 130
Flawed Parma Magica (Flaw) 130
Flawed Powers (Flaw) 130
Flawless Magic (Virtue) 81
Flaws 26, 45, 47, 61–154
  see also Virtues and Flaws
Flexible Formulaic Magic (Virtue) 81
Fluctuating Fortune (Flaw) 130
Focus Power (Virtue) 81
Folk Ken (Ability) 165
Folk Magic (Virtue) 81
Follower (Flaw) 131
Font of Knowledge (Ability) 165
Font of Knowledge (Virtue) 82
Food Deprivation 407
Forceless Casting 220
Foreign Upbringing (Flaw) 131
Forge-Companion (Virtue) 82
Forgettable Face (Virtue) 82
Form 206, 208–209
(Form) Monstrosity (Flaw) 131
Formulaic Magic 6, 213
Founders, The 6, 9–10
Fragile Constitution (Flaw) 131
Frail (Flaw) 131
Franciscans 505
Free Expression (Virtue) 82
Free Study (Virtue) 82
Friars 505
Frightful Presence (Virtue) 82
Full Armor 399
Fury (Flaw) 131
Gabai (Flaw) 131
Galen 168
Gambeson 399
Garden of Eden 498
Gauntlet (Weapon) 401
Gender Nonconforming (Flaw) 131
Gender Shift (Virtue) 82
Generous (Flaw) 132
Gentle Gift (Virtue) 82
Gentleman/Woman (Virtue) 82
Ghostly Warder (Virtue) 83
Giant Blood (Virtue) 83
Giants 457
Gift, The 6, 63–64, 203–205
Gift, The (Virtue) 83
God 9, 418–420, 498–502
Golden Cord 267
Good Teacher (Virtue) 83
Gorgiastic (Virtue) 83
Gossip (Virtue) 83
Grace 499
Grammar 160
Grand Tribunal 22
Grappling 398
Great (Characteristic) (Virtue) 83
Great Sword 402
Great Weapon (Ability) 165
Great Weapons 402
Greater Benediction (Virtue) 83
Greater Immunity (Virtue) 83
Greater Malediction (Flaw) 132
Greater Power (Virtue) 84
Greater Purifying Touch (Virtue) 84
Greed 499
Greedy (Flaw) 132
Greek 158
Grizzled Veteran (Template) 31
Grogs 6, 26
Group (Target) 305
Groups, Combat 395–397
Grudge (Flaw) 132
Guardian Angel (Virtue) 84
Guernicus (Template) 40
Guernicus, House 14
  see also Quaesitor
Guest of House Criamon (Virtue) 84
Guest Storyguiding 529
Guild Apprentice (Virtue) 84
Guild Dean (Virtue) 85
Guild Master (Virtue) 84
Guile (Ability) 165
Gullible (Flaw) 132
Hallucinations (Flaw) 132
Harmless Magic (Flaw) 132
Harnessed Magic (Virtue) 85
Hatchet 401
Hatred (Flaw) 132
Hauberk 399
Healing Miracle 505–506
Healing Spells 406
Heartbeast 233
Heartbeast (Ability) 165
Heartbeast (Virtue) 85
Heat 407
Heater Shield 401
Heaven 498–500
Heavy Leather Armor 399
Hebrew 158
Hedge Magic 6
Hedge Wizard (Flaw) 132
Heir (Flaw) 132
Hell 415, 499
Help in the Laboratory 264
Herbam (Art) 209, 339–343
Heresy 171, 504
Hermetic Arts 206–209
Hermetic Breakthrough 277
Hermetic Experience (Virtue) 85
Hermetic Houses 10–17, 46
Hermetic Life 533
Hermetic Magi 6, 25
  see also Order of Hermes
Hermetic Magic 6, 203–246
Hermetic Magus (Virtue) 85
Hermetic Oath 6, 18–19
Hermetic Patron (Flaw) 132
Hermetic Prestige (Virtue) 85
Hermetic Reputation 28
Hermetic Virtues and Flaws 45
Hex (Ability) 165–166
Hex (Virtue) 85
Hiems 176
High Fantasy 532
High Vis 526
High-Research Saga 532
Higher Purpose (Flaw) 133
Hippocrates 168
Historical Accuracy 495
History 523–524
Hobbled (Flaw) 133
Holy Grail 522
Holy Orders 74, 500
Homing Instinct (Virtue) 85
Hooks 181–182, 516
Hope 499
Horoscope 220
Horrifying Appearance – Snake Legs (Flaw) 133
Hospitallers 73
Host, The 500
House Rules 524
Houses of Hermes 10–17, 46
Hubris 241
Humble (Flaw) 133
Humors 168, 497
Hunchback (Flaw) 133
Hunger for (Form) Magic (Flaw) 133
Hunt (Ability) 166
Hunter (Template) 32
Ice 407
Ignem (Art) 209, 343–347
Imagined Folk Tradition Vulnerability (Flaw) 133
Imaginem (Art) 209, 347–352
Imbued with the Spirit of (Form) (Virtue) 85
Immune to Disease (Virtue) 86
Immunity to Cold (Virtue) 86
Impact 407
Imperturbable Casting 225
Impious Friend (Flaw) 133
Improved Characteristics (Virtue) 86
Incapacitation 404
Incarnation 498
Income 188
Incompatible Arts (Flaw) 134
Incomprehensible (Flaw) 134
Inconstant Magic (Flaw) 134
Indescribable Face (Virtue) 86
Independent Craftsman (Flaw) 134
Independent Study (Virtue) 86
Indiscreet (Flaw) 134
Individual (Target) 305
Induction (Ability) 166–167
Induction (Virtue) 86
Ineslemen (Virtue) 86
Infamous (Flaw) 134
Infamous Master (Flaw) 134
Infernal Aura 415
  see also Auras
Infernal Creatures 475–488
  Auras & Regiones 479
  Corrupt Beasts 486
  Free Will 478
  Horrifying Appearance 487
  and Magic 477
  Powers 475
  Religious Limitations 478
  Weaknesses 477
Infernal Heirloom (Virtue) 86
Infernal Lore (Ability) 167
Infernal, Limit of The 211
Infernal, The 6, 414–416
  see also Demons
Inheritance 508
Initiative Ties 394
Initiative Total 393
Injuries 407
Ink of Hermes 281
Inoffensive to (Beings) (Virtue) 86
Inscribed Shadow (Flaw) 134
Inspirational (Virtue) 87
Instilling Effects 256–258
Intellego (Art) 207
Intelligence 27
Interfering with Mundanes 21
Intrigue (Ability) 167
Intuition (Virtue) 87
Inventing Spells 251
Inventive Genius (Virtue) 87
Invested Items 253
Investigating Enchantments 260
Investigation Saga 533
Iron, Molten 407
Islam 77, 110–111, 172
Islamic Law (Ability) 167
  see also Muslims
Jack-of-All-Trades (Virtue) 87
Javelin 402
Jerbiton (Template) 40
Jerbiton, House 15
Jerusalem 419
Jesus Christ 498
Jews 499, 504
Jinn 442
Jinxed (Flaw) 134
Journeyman (Virtue) 87
Judaic Lore (Ability) 167
Judged Unfairly (Flaw) 134
Judges 14, 504
Jumping 161
Jurist (Virtue) 87
Just an Instant (Virtue) 87
Justinian 161
Kassalan Dust 87
Kassalan Exorcism (Virtue) 87
Keen Sense of Smell (Virtue) 88
Keen Vision (Virtue) 88
Kick 401
Kinesis 457
Knife 401
Knight (Template) 34
Knight (Virtue) 88
Knights Templar 111
Knows People (Virtue) 88
Lab Total 249
Laboratory 249–298
  Characteristics 286–291
  Features 296–297
  Personalization 286–298
  Texts 180, 262
  Virtues and Flaws 292–296
  Work 249
Laborer (Virtue) 88
Lame (Flaw) 135
Lance 401
(Land) Regio Network (Virtue) 88
Landed Noble (Virtue) 89
Large (Virtue) 89
Lasiq (Virtue) 89
Latent Magic Ability (Virtue) 89
Later Life 49
Latin 164
Law 161, 504
  see also Canon Law, and Civil and Canon Law
Leadership (Ability) 167
Learn (Ability) From Mistakes (Virtue) 89
Learning Supernatural Abilities 383
Leather Ripper (Virtue) 90
Leather Scale Armor 399
Lecherous (Flaw) 135
Lector 500
Legerdemain (Ability) 167
Leper Magus (Virtue) 90
Leprosy (Flaw) 135
Lesser Benediction (Virtue) 90
Lesser Enchantments 253
Lesser Immunity (Virtue) 90
Lesser Limits 211
Lesser Malediction (Flaw) 135
Lesser Power (Virtue) 90
Lesser Purifying Touch (Virtue) 91
Levels, Spell 301
Levels of Regiones 420
Lex Hermae 20
Library 179
License of Absence (Virtue) 91
Life Boost (Virtue) 91
Life-Linked Spontaneous Magic (Virtue) 91
Light Touch (Virtue) 91
Lightning Reflexes (Virtue) 91
Limited Magic Resistance (Flaw) 135
Limits of Magic 210–212
Lingering Injury (Flaw) 135
Linguist (Virtue) 91
Linked Trigger 258
(Living Language) (Ability) 167
Load 403
Local Reputation 28
Logic (Artes Liberales) 160
Lone Redcap (Virtue) 91
Long Spear 402
Long Sword 401
Long-Term Fatigue 404
Long-Winded (Virtue) 92
Longbow 402
Longevity Rituals 261
Loose Magic (Flaw) 135
Lord 506
Lost Love (Flaw) 135
Love 499
Low Self-Esteem (Flaw) 135
Low Tolerance (Flaw) 135
Low Vis 526
Low-Research Saga 532
Loyal (Personality Trait) 28
Luck (Virtue) 92
Lunar Sphere, Limit of the 211, 497
Lupus (the Wolf) (Virtue) 92
Lycanthrope (Flaw) 135
Lye 407
Mace 401
Mace and Chain 401
Maga 6, 25
  see also Order of Hermes
Magi 6, 25
  see also Order of Hermes
Magian Lineage (Virtue) 92
Magic 6
Magic Addiction (Flaw) 135
Magic and Sin 499
Magic Aura 413–414
  see also Auras
Magic Creatures 442–466
  Jinn 442
  Daimons 444
  Elementals 449
  Animated Corpses 462
Magic Items (Virtue) 92
Magic Lore (Ability) 168
Magic Might 425
Magic Realm 413–414
Magic Resistance 221–223, 225
  Limit of 212
Magic Sensitivity (Ability) 168
Magic Sensitivity (Virtue) 92
Magic Theory (Ability) 168
Magical Air (Flaw) 136
Magical (Being) Companion (Flaw) 136
Magical Blood (Virtue) 93
Magical Craft 306
Magical Creatures 21, 413
Magical Enchantments 252
Magical Fascination (Flaw) 136
Magical Foci 94, 98
Magical Items 24
Magical Memory (Virtue) 92
Magical Mount (Virtue) 93
Magical Senses 305
Magical Wards 306
Magical Warder (Virtue) 93
Magister in Artibus (Virtue) 93
Magister in Medicina (Virtue) 94
Magnitudes 301
Magus 6, 25
  see also Order of Hermes
Magus Templates 37–43
Major Breakthrough 277
Major Magical Focus (Virtue) 94
Major Personality Flaws 64, 66
Major Story Flaws 66
Maker of Textured Vessels (Virtue) 94
Maker of Water Vessels (Virtue) 94
Male Guild Sponsor (Virtue) 95
Mamluk (Virtue) 95
Manifest Sin (Flaw) 136
Manufactured Ignorance (Flaw) 136
Many Marriageable Daughters (Flaw) 136
Markets 509
Marriage 500
Marshal (Virtue) 95
Martial Abilities 158
Martyrdom 419
Mass 500
Master Bard (Virtue) 96
Master of (Form) Creatures (Virtue) 96
Master of Kennels (Virtue) 96
Master of None (Flaw) 136
Mastered Spells (Virtue) 96
Masterpiece (Virtue) 97
Mastery 27, 225–226
Mazdean Priest (Virtue) 97
Meddler (Flaw) 137
Medical Attention 405
Medicine 163
Medicine (Ability) 168
Medieval Paradigm 251
Medieval Physics 497
Medium Covenant 178
Medium Saga 527
Medium-Research Saga 532
Melee Weapon Statistics 400
Mendicant Friar (Virtue) 97
Mendicant Friars 505
Mentem (Art) 209, 353–358
Mentor (Flaw) 137
Mentored by Demons (Virtue) 98
Mercenary Captain (Virtue) 98
Mercere (Template) 41
Mercere, House 15
  see also Redcaps
Merchant (Virtue) 98
Merchant Adventurer (Virtue) 98
Mercurian Magic (Virtue) 98
Mercury 9
Merinita – Faerie Magic 236–238
Merinita (Template) 41
Merinita, House 16
Metal Reinforced Leather Armor 399
Metal Scale Armor 399
Method Caster (Virtue) 98
Might 425
Mild Aging (Virtue) 98
Minor Breakthrough 277
Minor Enchantments (Virtue) 98
Minor Magical Focus (Virtue) 98
Minor Orders 500
Minor Personality Flaws 66
Minor Story Flaws 66
Miracles 420, 505–506
Mischievous Childhood 48
Missile Combat 395
Missile Weapons 402
Missile Weapon Statistics 401
Missing Ear (Flaw) 136
Missing Eye (Flaw) 136
Missing Hand (Flaw) 136
Mistaken Identity (Flaw) 136
Moderate Vis 526
Momentary (Duration) 304
Monasteries 505
Monastic Offices 505
Monastic Rule 505
Monastic Vows (Flaw) 138
Monster (Hook) 181–182
Monstrous Blood (Flaw) 138
Moon (Duration) 304
Moses 502
Motion Sickness (Flaw) 138
Mounted Combat 397
Multiple Casting 225
Mundane, The 420
Mundane Interactions 21, 518
Mundane Lord (covenant situation) 177
Mundanes 21
Muqta' (Virtue) 99
Mundane Beasts 428–442
Muse (Virtue) 99
Music (Ability) 168
Muslims 99, 111
Mute (Flaw) 138
Muto (Art) 207
Mysteries 233–243
Mystery Cults 12
(Mystery Cult) Lore (Ability) 168
Mystery Initiation 387–389
Mystical Choreography (Virtue) 99
Mythic Blood (Virtue) 99
Mythic Companions 25, 55
Mythic Europe 6, 495–514
  Map 493–494
Mythic Pound 187
Natural Leader (Virtue) 99
Necessary Condition (Flaw) 138
Necessary (Realm) Aura for (Ability) (Flaw) 138
Nemthengacha, The 244
Nephilim 57
Nephilim (Virtue) 99
Night Terrors (Flaw) 138
No Hands (Flaw) 139
No Sense of Direction (Flaw) 139
No-Research Saga 532
Nobles 24, 506–509
Nocturnal (Flaw) 139
Non-lethal Combat 397
Noncombatant (Flaw) 139
Notary (Virtue) 99
Nuntius (Virtue) 100
Nuns 513
Oath of Fealty (Flaw) 139
Obese (Flaw) 139
Obfuscated Casting 226
Obsessed (Flaw) 139
Offensive to (Beings) (Flaw) 139
Optimistic (Flaw) 139
Order of Hermes 6, 9–24, 497
  Crises 11
  Foundation 9
  History 9
Ordination 500
Ordo Miscellanea 11
(Organization) Lore (Ability) 169
Original Sin 498
Outcast (Flaw) 139
Outlaw (Flaw) 140
Outlaw Leader (Flaw) 140
Outsider (Flaw) 140
Overconfident (Flaw) 140
Oversensitive (Flaw) 140
Pace 395
Pagan (Flaw) 140
Paid Rights (Virtue) 100
Painful Magic (Flaw) 140
Palsied Hands (Flaw) 140
Parens 6
Parish 504
Parma Magica 6, 221
Parma Magica (Ability) 169
Part (Target) 305
Partner (Virtue) 100
Peasant 23, 511
Peasant (Virtue) 100
Penance 500
Penetration 215, 219, 226
Penetration (Ability) 169
Perception 27
Perdo (Art) 208
Perfect Balance (Virtue) 100
Perfect Eye for (Commodity) (Virtue) 100
Perfectus (Virtue) 100
Performance (Duration) 101
Performance Magic (Virtue) 101–102
Peripheral Code 18
Persona (Ability) 169
Persona (Virtue) 101
Personal (Range) 303
Personal Power (Virtue) 102
Personal Vis Source (Virtue) 103
Personality 52
Personality Flaws 45, 61, 66
Personality Rolls 28
Personality Traits 28
Pessimistic (Flaw) 140
Philosophiae (Ability) 169
Physician of Salerno (Virtue) 103
Piercing Gaze (Virtue) 103
Pilgrimage 496, 502
Pious (Flaw) 140
Plagued by Supernatural Entity (Flaw) 141
Platonic Philosophy 409
Plots 515
Poisons 406
Pole Arm 402
Pole Axe 402
Politics 522
Politics Saga 533
Pooled Characters 529
Poor (Flaw) 141
Poor (Characteristic) (Flaw) 141
Poor Concentration (Flaw) 141
Poor Eyesight (Flaw) 141
Poor Formulaic Magic (Flaw) 141
Poor Hearing (Flaw) 141
Poor Living Conditions (Flaw) 141
Poor Memory (Flaw) 141
Poor Student (Flaw) 141
Pope 502
Potent Magic (Virtue) 103–104
Powerful Covenant 178
Powerful Location (covenant situation) 177
Powerful Relic (Virtue) 104
Practice Experience 377
Praeco 22
Pralix 11
Precise Casting 226
Premonitions (Ability) 170
Premonitions (Virtue) 104
Presence 27
Prestigious Student (Virtue) 104
Priest (Template) 34
Priest (Virtue) 104
Primitive Equipment (Flaw) 141
Primogeniture Lineage (Flaw) 141
Privileged Upbringing (Virtue) 104
Proactive Stories 517
Profession (Type) (Ability) 170
Prohibition (Flaw) 142
Protection (Virtue) 105
Protector (Hook) 181
Proud (Flaw) 142
Puissant Ability (Virtue) 105
Puissant Art (Virtue) 105
Pulsed Saga 528
Pure Fantasy Saga 530
Pure Troupe Style 530
Purgatory 499
Quaesitor 6, 14
  *see also Guernicus, House*
Quick Casting 226
Quickness 27
Quiet Casting 226
Quiet Magic (Virtue) 105
Quilted Armor 399
Quests 522
Rabbi (Virtue) 105
Rabbinic Law (Ability) 170
Raised from the Dead (Flaw) 142
Raised in the Gutter (Flaw) 142
Ranges 303–304
Rapid Convalescence (Virtue) 105
Rat Up a Drainpipe (Virtue) 105
Reactive Stories 517
(Realm) Stigmatic (Flaw) 142
Rebellious (Flaw) 142
Rebuttal 226
Reckless (Flaw) 142
Reclusive (Flaw) 142
Recovery from Fatigue 403–404
Recovery from Wounds 405–406
Rector/Proctor (Flaw) 142
Recurring Spells 240
Redcap (Virtue) 105
  see also Mercere, House
Redcaps 6, 15
Refinement (laboratory) 287
Regio 181–182, 420
Rego (Art) 208
Regular (Flaw) 143
Relic (Virtue) 105
Relics 419
Religious (Virtue) 106
Renouncing 18
Repellent (Flaw) 143
Reputations 28, 52
  Ease Factors 29
Requests for Assistance 521
Requisites 311–312
Researching a Setting 531–532
Reserves of Strength (Virtue) 106
Resources 179–181, 504, 527
Restricted Learning (Flaw) 143
Restricted Power (Flaw) 143
Restriction (Flaw) 143
Resurrection 498
Revenants 461–463
  Corpse-Like Form 462
  Skeletal Form 463
Rhetoric (Artes Liberales) 160
Ride (Ability) 170
Rigid Magic (Flaw) 143
Ring (Duration) 304
Ripper (Virtue) 106
Ritual Magic 6, 213
Ritual Power (Virtue) 106
Ritual Spells 311
Rival (Hook) 181–182
Road (Hook) 181–182
Road (Range) 236–237
Rogue (Template) 35
Rolling Stone (Flaw) 143
Room (Target) 305
Rosh Beth Din (Virtue) 106
Round Shield 401
Rounding 6
Sacraments 499–501
Sagas 523–533
  Priorities 533
  Speed 527
  Styles 532–533
Saints 501–502
Satan 21
  see also Creatures of the Infernal
Savantism (Flaw) 143
Schism War 6, 11
Schooled in Crime (Virtue) 106
Scuffle Effects 398
Scrying 21
Seasons 174–176, 376
Secretive (Flaw) 144
Second Sight (Ability) 170
Second Sight (Virtue) 106
Secondary Insight (Virtue) 106
Secular Clergy 505
See in Darkness (Virtue) 107
Seeker (Flaw) 144
Self-Confident (Virtue) 107
Senior Bard (Virtue) 107
Senior Clergy (Virtue) 107
Senior Master (Virtue) 107
Sense Holiness and Unholiness (Ability) 170
Sense Holiness and Unholiness (Virtue) 107
Sense Passions (Ability) 107
Sense Passions (Virtue) 107
Servant of the (Land) (Flaw) 144
Seven Deadly Sins 499
Shadchan (Virtue) 107
Shamash (Virtue) 107
Shape and Material Bonuses Table 282–285
Shapechanger Statistics 441
Shapeshifter (Ability) 171
Shapeshifter (Virtue) 107
Sharp Ears (Virtue) 108
Sheltered Upbringing (Flaw) 144
Short Attention Span (Flaw) 144
Short Spear 401
Short Sword 401
Shortbow 402
Short-Lived Magic (Flaw) 144
Short of Breath (Flaw) 144
Short-Ranged Magic (Flaw) 144
Short-Term Fatigue 403
Side Effect (Virtue) 108
Sigils 224, 314
Similar Spells 260
Simple Die 7
Simple-Minded (Flaw) 144
Simple Student (Virtue) 108
Sin-Eating 57
Single Weapon (Ability) 171
Single Weapons 401
Size 26, 427
Skilled Parens (Virtue) 108
Skilled Smuggler (Virtue) 108
Skinchanger (Virtue) 108
  (Dove) 108
Sleep Disorder (Flaw) 144
Sling 402
Sloth 499
Slothful (Flaw) 145
Slow Caster (Flaw) 145
Slow Power (Flaw) 145
Slow Reflexes (Flaw) 145
Small Frame (Flaw) 145
Soak 30, 394
Soap Opera 518
Social Childhood 48
Social Contacts (Virtue) 108
Social Handicap (Flaw) 145
Social Status 45, 62, 64
  By Culture 65
Sodalis 6
Sofer (Virtue) 109
Soft-Hearted (Flaw) 145
Soul, Limit of the 211
Special Circumstances (Virtue) 109
Special Effects (combat) 398
Specialist (Template) 32
Specialists 180
Specializations 157
Spell Damage 314, 394
Spell Format 313–314
Spell Improvisation (Virtue) 109
Spell Mastery 27, 225–226
Spell Mastery Abilities 158
Spells 6, 301–372
  Casting 213–218
  Design 301–308
  Inventing 251–252
  Level Guidelines 301
Spirits 444
Spirit Votary 58
Spirit Votary (Virtue) 109
Spiritual Pact (Virtue) 109
Splitting Groups 398
Spontaneous Casting Tools (Flaw) 145
Spontaneous Magic 6, 214
Spring 174
Stabilizing The Unknown 279
Staff 402
Stamina 27
Standard Soldier (Template) 32
Stealth (Ability) 171
Stigmatic Catalyst (Flaw) 145
Still Casting 226
Stockade Parma Magica (Flaw) 145
Storm (Duration) 71
Story Flaws 45, 61, 66
Story Ideas 520–522
Story Types 517–518
Stone 402
Strength 27
Stress Die 7
Strong Angelic Heritage (Virtue) 109
Strong Faerie Blood (Virtue) 110
Strong-Willed (Virtue) 110
Structure (Target) 305
Structures (The Church) 502–503
Struggling (covenant situation) 177
Stuck in Your Ways (Flaw) 145
Student of (Realm) (Virtue) 110
Study Bonus (Virtue) 110
Study Requirement (Flaw) 145
Sub-Deacon 500
Subtle Magic (Virtue) 110
Sufi (Virtue) 111
Summae 179, 379
Summer 175
Summon Animals (Ability) 171, 243
Summon Animals (Virtue) 111
Summoning Spirits 308
Sun (Duration) 304
Sundering, The 11
Superiors (Hook) 181–182
Supernatural Abilities 159
  Learning 383
Supernatural Beauty (Virtue) 111
Supernatural Nuisance (Flaw) 145
Supernatural Virtues and Flaws 64
Suppressed Gift (Flaw) 146
Surgical Empiricus (Flaw) 146
Survival (Ability) 171
Susceptibility to Divine Power (Flaw) 146
Susceptibility to Faerie Power (Flaw) 146
Susceptibility to Infernal Power (Flaw) 146
Susceptibility to Sunlight (Flaw) 146
Susceptibility to Warping (Flaw) 146
Swim (Ability) 171
Sympathetic Connections 220
Tainted Offspring (Flaw) 146
Tainted Treasure (Virtue) 111
Tainted Vis 422
Tainted with Evil (Flaw) 146
Talisman 259
Targets 305, 309–311
  Size 310
  Volume 311
Teaching 378
Teaching (Ability) 171
Technique 207–208
Temperate (Flaw) 146
Tempestaria (Weather Witch) 245
Templar Administrator (Virtue) 111
Templar Commander (Virtue) 111
Templar Confrere or Consoeur (Virtue) 112
Templar Office Holder (Virtue) 112
Templar Prestige (Virtue) 112
Templar Servant (Virtue) 113
Templar Specialist (Virtue) 113
Temporal Influence (Virtue) 113
Terram (Art) 209, 359–364
Tethered Magic (Virtue) 113
Theology (Ability) 171–172
  Christian 171
  Islam 172
  Judaism 172
Theological Virtues 499
Through the Aegis 173
Thrown Weapon (Ability) 172
Time, Limit of 212
Tithe 504
Tonsure 500
Tormenting Master (Flaw) 146
Touch (Range) 303
Tough (Virtue) 113
Tough Guy (Template) 33
Towns 510–511
Town Magistrate (Virtue) 113
Tractatus 179, 380
Trade 509
Trained Assassin (Virtue) 113
Trained Group 385, 396
Training 377
Training Apprentices 270–272
Training Creatures 384–386
Tragic Life (Flaw) 147
Travel 408, 507–508
Traveling Childhood 48
Treasure Hunting 519–520
Tremere (Template) 42
Tremere, House 11, 16
Trianoma 6, 10
Tribunals 6, 21–23
  Grand 21
  Regional 23
Trivium 160
Troubadour/Trobairitz (Virtue) 113
Troupe-Style Roleplaying 4, 528–530
Troupe Upbringing (Virtue) 113
True Faith 419
True Faith (Virtue) 113
True Feeling, Limit of 212
True Love (Flaw) 147
True Love (PC) (Virtue) 113
True Names 445
Turb Trained (Virtue) 114
Twilight 228–230
  Scars 30, 229
Twilight Prone (Flaw) 148
Tytalus (Template) 42
Tytalus, House 11, 17
Tzadik Nistar (Flaw) 148
Unaffected by The Gift (Virtue) 114
Unaging (Virtue) 114
Unbaptized (Flaw) 148
Unbearable to (Beings) (Flaw) 148
Unbound Tongue (Virtue) 114
Uncertain Faith (Flaw) 148
Uncontrollable Strength (Flaw) 148
Un-Fun History 496
Unhappily Married (Flaw) 148
Unimaginative Learner (Flaw) 148
Uninspirational (Flaw) 148
University Dean (Flaw) 149
University Grammar Teacher (Virtue) 114
Unlucky (Flaw) 149
Unnatural Magic (Flaw) 149
Unpredictable Magic (Flaw) 149
Unraveling 226
Unruly Air (Flaw) 149
Unspecialized (Flaw) 149
Unstructured Caster (Flaw) 149
Until (Condition) (Duration) 237
Untrained Group 396
Urban (Covenant Situation) 177
Urban (Hook) 181–182
Using Enchanted Devices 259
Usurer (Flaw) 149
Variable Outcomes 516
Variable Power (Virtue) 114
Vassal 506
Venditor (Virtue) 114
Venus' Blessing (Virtue) 114
Verditius (Template) 43
Verditius, House 17
Verditius Magic 240–243
Verditius Magic (Virtue) 114
Vendetta (Flaw) 149
Vengeful Powers (Flaw) 150
Vernus 175
Viaticarus (Flaw) 150
Viea 10
Vim (Art) 209, 364–372
Virtues and Flaws 26, 45, 47, 61–154
  List of Virtues 67–68
  List of Flaws 117–118
Vis 6, 180, 212, 250
  Sources 422
  Limit of 212
Vision 306
Visions (Flaw) 150
Voice (Range) 303
Voice of the (Land) (Virtue) 115
Vow (Flaw) 150
Vulnerable Casting (Flaw) 150
Vulnerable Magic (Flaw) 151
Vulnerable to Folk Tradition (Flaw) 151
Wanderer (Virtue) 115
Wanderlust (Flaw) 151
Wards 306
Warhammer 402
Warped by Magic (Flaw) 151
Warped Magic (Flaw) 151
Warped Senses (Flaw) 151
Warping 389–391
  Points 389
  Score 30
  Limit of 212
Warrior (Virtue) 115
Waster of Vis (Flaw) 152
Water-Way (Range) 70
Ways of the (Land) (Virtue) 115
Weak Characteristics (Flaw) 152
Weak Enchanter (Flaw) 152
Weak Magic (Flaw) 152
Weak Magic Resistance (Flaw) 152
Weak Parens (Flaw) 152
Weak Personality (Flaw) 153
Weak Scholar (Flaw) 153
Weak Spontaneous Magic (Flaw) 153
Weakness (Flaw) 154
Weak-Willed (Flaw) 154
Wealthy (Virtue) 115
Weapons 400–402
Weird Magic (Flaw) 154
Well-Traveled (Virtue) 116
Whistle Up The Wind (Ability) 172
Whistle Up The Wind (Virtue) 116
Wilderness Sense (Ability) 172
Wilderness Sense (Virtue) 116
Winter 176
Winter Ruins 178
Wisdom from Ignorance (Virtue) 116
Wise One (Virtue) 116
Witch (Template) 35
Witch Marks (Flaw) 154
Withstand Casting (Virtue) 116
Wizard's March 18
Wizard's Sigils 224, 314
Wizard's Twilight 228–230
Wizard's War 21
Women in Mythic Europe 511–514
Words and Gestures 216–217
Wound Penalties 30, 404
Wounds 404–406
Wrath 499
Wrathful (Flaw) 154
Writing Books 379–380
Year (Duration) 305
Year + 1 (Duration) 237