Ars Magica Digital Codex

Results for “abilities 1”

80 reference · 80 passages · 57 spells

Between Sand & Sea - Mythic Africa ·

Ars Magica — Definitive Edition (Core Rules) · Chapter 5: Abilities

ReferenceMartial Abilities

Ars Magica — Definitive Edition (Core Rules)

Bows Great Weapon Single Weapon Thrown Weapon

ReferenceArcane Abilities

Ars Magica — Definitive Edition (Core Rules)

Code of Hermes\ Dominion Lore\ Enigmatic Wisdom\ Faerie Lore\ Faerie Magic\ Finesse…

ReferenceAcademic Abilities

Ars Magica — Definitive Edition (Core Rules)

Art of Memory\ Artes Liberales\ Civil and Canon Law\ Common Law\ (Dead…

ReferenceSupernatural Abilities

Ars Magica — Definitive Edition (Core Rules)

…Curse-Throwing\ Dowsing\ Embitterment\ Enchanting (Ability)\ Entrancement\ Font of Knowledge\ Hex\ Induction…

ReferenceGeneral Abilities

Ars Magica — Definitive Edition (Core Rules)

Animal Handling (Area) Lore\ Athletics Awareness Bargain Brawl Carouse Charm Chirurgy\ Concentration…

ReferenceEnchanting (Ability)

Ars Magica — Definitive Edition (Core Rules)

…When you use Enchanting Ability, roll a die (stress or simple, depending…

ReferenceTeaching

Ars Magica — Definitive Edition (Core Rules)

The ability to teach an Ability to someone else. Specialties: a particular…

Ability Types

Ars Magica — Definitive Edition (Core Rules)

There are six types of Ability: General Abilities, Academic Abilities, Arcane Abilities

Abilities With No Score

Ars Magica — Definitive Edition (Core Rules)

If a character has no score in an Ability, she may or…

Arcane Abilities

Ars Magica — Definitive Edition (Core Rules)

A character may only take these Abilities during character generation if permitted…

Supernatural Abilities

Ars Magica — Definitive Edition (Core Rules)

Characters may only gain Supernatural Abilities during character creation if they have…

Abilities by Type

Ars Magica — Definitive Edition (Core Rules)

#### General Abilities [Animal Handling](#animal-handling)<br> [(Area) Lore\*](#area-lore)<br…

General Abilities

Ars Magica — Definitive Edition (Core Rules)

Almost anyone in Mythic Europe has the opportunity to learn these Abilities

Martial Abilities

Ars Magica — Definitive Edition (Core Rules)

Characters may only gain Martial Abilities during character generation if they are…

Specializations

Ars Magica — Definitive Edition (Core Rules)

Each Ability you select for your character, except Spell Mastery, should be…

Spell Mastery Abilities

Ars Magica — Definitive Edition (Core Rules)

Spell Mastery Abilities can only be taken by magi, as they concern…

The Mysteries (Revised) · Appendix B: Conversion

Through the Aegis - Developed Covenants · Collem Leonis

Ars Magica — Definitive Edition (Core Rules) · Chapter 4: Virtues and Flaws

ReferenceAffinity with Ability

Ars Magica — Definitive Edition (Core Rules)

Minor, General All Advancement Totals for one Ability are increased by half…

ReferenceEnchanting (Ability)

Ars Magica — Definitive Edition (Core Rules)

…Choosing this Virtue confers the Ability Enchanting (Ability) 1 (page 164).

ReferencePuissant Ability

Ars Magica — Definitive Edition (Core Rules)

Minor, General You are particularly adept with one Ability, and add 2…

ReferenceCautious with (Ability)

Ars Magica — Definitive Edition (Core Rules)

Minor, General You are very careful with a specific Ability, and are…

ReferenceLearn (Ability) From Mistakes

Ars Magica — Definitive Edition (Core Rules)

Minor, General You are able to improve a particular Ability through the…

ReferenceCareless with (Ability)

Ars Magica — Definitive Edition (Core Rules)

…This Ability should be one that is important to the character, or…

ReferenceCorrupted Abilities

Ars Magica — Definitive Edition (Core Rules)

Minor, Supernatural, Tainted One or more of the character's Abilities was…

ReferenceAbility Block

Ars Magica — Definitive Edition (Core Rules)

…This may be Martial Abilities, or a more limited set of the…

ReferenceLatent Magic Ability

Ars Magica — Definitive Edition (Core Rules)

…This is not The Gift, and the latent ability is more limited…

ReferenceNecessary (Realm) Aura for (Ability)

Ars Magica — Definitive Edition (Core Rules)

…A character may take this Flaw once for any particular Ability. The…

ReferenceRestricted Learning

Ars Magica — Definitive Edition (Core Rules)

…Pick five Abilities at character creation; you can only apply experience points…

ReferenceJack-of-All-Trades

Ars Magica — Definitive Edition (Core Rules)

…He suffers no additional botch dice for attempting an Ability roll for…

The Gift

Ars Magica — Definitive Edition (Core Rules)

…The ability to cast Hermetic magic is the single supernatural ability possessed…

Ars Magica — Definitive Edition (Core Rules) · Chapter 13: Bestiary

Magic - Rival Magic · Muspelli

Magic - Hedge Magic (Revised) · Chapter One: Introduction

Magic - Ancient Magic · The Fertility Ritual

Houses of Hermes - Mystery Cults · Chapter Three: House Merinita

Realms of Power - Magic · Chapter Seven : Magic Spirits

Through the Aegis - Developed Covenants · The Covenant of Longmist

Realms of Power - Magic · Chapter Five : Magic Animals

Realms of Power - The Infernal · Chapter 9 : Infernal Characters

Magic - Rival Magic · Augustan Brotherhood

Realms of Power - Magic · Chapter Eight : Magic Things

Houses of Hermes - Societates · The Lineage of Pralix

Magic - Hedge Magic (Revised) · Chapter Five: Learned Magicians

Houses of Hermes - Societates · Chapter Four: House Ex Miscellanea

The Mysteries (Revised) · Appendix A: Immortal Magi

Realms of Power - Magic · Chapter Six : Magic Humans

Through the Aegis - Developed Covenants · The Oracles of Didyma

Ars Magica — Definitive Edition (Core Rules) · Chapter 10: Long Term Events

Magic - Hermetic Projects · Darius as a Living Corpse

Magic - Hedge Magic (Revised) · Chapter Four: Gruagachan

Houses of Hermes - Societates · Chapter One: House Flambeau

Ars Magica — Definitive Edition (Core Rules) · Chapter 3: Characters

Houses of Hermes - True Lineages · Chapter Three: House Mercere

Ars Magica — Definitive Edition (Core Rules) · Chapter 7: Hermetic Magic

Magic - Ancient Magic · Hyperborean Choirs

The Mysteries (Revised) · Chapter 4: Curious Common Magics

Realms of Power - The Divine (Revised) · Chapter Six: Mythic Judaism

Lands of the Nile - Egypt, Ethiopia & Nubia · An Ethiopian Bestiary

Realms of Power - Faerie · Chapter Three : Faerie Characters

Realms of Power - Magic · Chapter Two : Magic Auras

Magic - Hedge Magic (Revised) · Chapter Three: Folk Witches

Magic - Apprentices · Chapter Four: Pueritia: Ages 8 to 14

Magic - Rival Magic · Introduction

Social - Grogs · Misguided Mystic

Social - Grogs · Abilities

Ars Magica — Definitive Edition (Core Rules) · Reference Guide

Social - Grogs · New Flaws

Magic - Rival Magic · Amazons

Houses of Hermes - Mystery Cults · Chapter One: House Bjornaer

Antagonists · Baron Geoffroi D'Arques

Ars Magica — Definitive Edition (Core Rules) · Chapter 6: Covenants

Realms of Power - Faerie · Chapter Five : Touches of Faerie

Art & Academe · Chapter Eight: Artists

Social - Grogs · The Corpse-Thief

Realms of Power - The Divine (Revised) · Chapter Three: Blessed By God

Houses of Hermes - Societates · Chapter Two: House Jerbiton

Magic - The Cradle & the Crescent · The Mobeds: Princes of Magic

Magic - Ancient Magic · Puissant hymns and hymn Affinities

Social - Grogs · The Role-Bound Ferryman

Magic - Hermetic Projects · Suggested Shipwright Virtues and Abilities

Antagonists · The Divine Abbot

Social - Grogs · New Virtues

Ars Magica — Definitive Edition (Core Rules) · Chapter 9: Spells

Magic - Ancient Magic · Integrating Fertility Magic into Hermetic Theory

Faith & Flame - The Provencal Tribunal · Sorginak Magic

Magic - Apprentices · Chapter Two: Creating Young Characters

Social - Grogs · The Almogavars

Social - Grogs · Horses & Hounds

Social - Grogs · The Farrier

Houses of Hermes - Societates · Vim Spells

Magic - Apprentices · Corpus Spells

Magi of Hermes · Corpus Spells

Ars Magica — Definitive Edition (Core Rules) · Corpus Spells

Tales of Power · Mentem Spells

The Mysteries (Revised) · Terram Spells

Magic - Hermetic Projects · Imaginem Spells

Through the Aegis - Developed Covenants · Corpus Spells

Houses of Hermes - Societates · Animal Spells

Magic - Hermetic Projects · Animal Spells

Magi of Hermes · Mentem Spells

Magi of Hermes · Vim Spells

Houses of Hermes - True Lineages · Mentem Spells

Houses of Hermes - True Lineages · Terram Spells

Tales of Power · Terram Spells

Ars Magica — Definitive Edition (Core Rules) · Animal Spells

Legends of Hermes · Corpus Spells

Magic - Hermetic Projects · Terram Spells

Mythic Locations · Animal Spells

Through the Aegis - Developed Covenants · Vim Spells

The Mysteries (Revised) · Corpus Spells

Antagonists · Imaginem Spells

Transforming Mythic Europe · Terram Spells

Dies Irae - A Book of Wrathful Days · Imaginem Spells

Magi of Hermes · Imaginem Spells

Covenants · Animal Spells

Dies Irae - A Book of Wrathful Days · Mentem Spells

Magi of Hermes · Animal Spells

Magic - Hermetic Projects · Herbam Spells

Houses of Hermes - True Lineages · Imaginem Spells

Through the Aegis - Developed Covenants · Mentem Spells

Transforming Mythic Europe · Corpus Spells

Dies Irae - A Book of Wrathful Days · Ignem Spells

Mythic Locations · Vim Spells

Magic - Hermetic Projects · Aquam Spells

Realms of Power - The Infernal · Vim Spells

Transforming Mythic Europe · Imaginem Spells

Living Covenant · Corpus Spells

Legends of Hermes · Vim Spells

Legends of Hermes · Mentem Spells

Tales of Mythic Europe · Vim Spells

Living Covenant · Terram Spells