Ars Magica Digital Codex

Results for “ability roll”

80 reference · 80 passages · 17 spells

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

ReferenceCautious with (Ability)

Ars Magica — Definitive Edition (Core Rules)

roll botch dice for that Ability. This may mean that you roll

ReferenceCorrupted Abilities

Ars Magica — Definitive Edition (Core Rules)

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

ReferenceJack-of-All-Trades

Ars Magica — Definitive Edition (Core Rules)

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

ReferenceLearn (Ability) From Mistakes

Ars Magica — Definitive Edition (Core Rules)

…experience points in the Ability. The roll must have come up naturally…

ReferenceBroken Vessel

Ars Magica — Definitive Edition (Core Rules)

…Stress Roll (not Simple Roll) for any of her Supernatural Abilities, Powers…

ReferenceCareless with (Ability)

Ars Magica — Definitive Edition (Core Rules)

…Whenever she rolls a zero when using the Ability, that zero is…

ReferenceStuck in Your Ways

Ars Magica — Definitive Edition (Core Rules)

…When making Stress Rolls against his Profession Abilities or any Ability concerning…

ReferencePerformance Magic

Ars Magica — Definitive Edition (Core Rules)

…perform the Ability, but no Concentration or Ability rolls are needed to…

ReferenceKeen Sense of Smell

Ars Magica — Definitive Edition (Core Rules)

…He gets a +3 bonus to all rolls involving his sense of…

ReferenceTroupe Upbringing

Ars Magica — Definitive Edition (Core Rules)

Rolls involving Abilities in a selected area (which you should have approved…

ReferenceBerserk

Ars Magica — Definitive Edition (Core Rules)

…Any time you take a wound or wound an enemy, roll a…

ReferenceUninspirational

Ars Magica — Definitive Edition (Core Rules)

…Any use of Abilities like Leadership, Charm, Intrigue, Etiquette or similar — as…

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

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

Houses of Hermes - Societates · Chapter One: House Flambeau

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

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

Between Sand & Sea - Mythic Africa ·

The Contested Isle - The Hibernian Tribunal · The Magical Landscape

Faith & Flame - The Provencal Tribunal · Sorginak Magic

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

Ars Magica — Definitive Edition (Core Rules) · Chapter 11: Obstacles

Faith & Flame - The Provencal Tribunal · Cults & Factions of Provence

Against the Dark - The Transylvanian Tribunal · Chapter Nine: Hedge Traditions

Antagonists · Baron Geoffroi D'Arques

Houses of Hermes - Societates · The Lineage of Pralix

The Contested Isle - The Hibernian Tribunal · The Province of Ulster

ReferenceCorpchless, or Body Feat

The Contested Isle - The Hibernian Tribunal

Ability Roll: Dexterity + Concentration Ease Factor: 6, 9, or 12 A feat…

ReferenceÍch-n-Erred, or Hero's Salmon Leap

The Contested Isle - The Hibernian Tribunal

Ability Roll: Strength + Athletics Ease Factor: 9 The feat roll permits a…

ReferenceSiaburchles, or Phantom Feat

The Contested Isle - The Hibernian Tribunal

Ability Roll: Quickness + Concentration Ease Factor: 9 This dangerous feat requires the…

ReferenceUbullchless, or Apple Feat

The Contested Isle - The Hibernian Tribunal

Ability Roll: Dexterity + Thrown Weapon Ease Factor: 3 + 2 per missile This…

ReferenceForamchles, or Swooping Feat

The Contested Isle - The Hibernian Tribunal

Ability Roll: Stamina + Single Weapon Ease Factor: 3 + armor's original Protection…

ReferenceTétchless, or Rope Feat

The Contested Isle - The Hibernian Tribunal

Ability Roll: Dexterity + Athletics Ease Factor: 3 + modifiers The character is capable…

Torannchless, or Thunder Feat

The Contested Isle - The Hibernian Tribunal

**Ability Roll:** Strength + Thrown Weapon **Ease Factor:** 6 + Brawl Defense Total of…

Designing Clesa

The Contested Isle - The Hibernian Tribunal

roll. *Athletics Clesa* **Baí Brasse, or the Profit of Speed** **Ability Roll

Cless For Análaib, or Breath Feat

The Contested Isle - The Hibernian Tribunal

**Ability Roll:** Stamina + Concentration **Ease Factor:** 9 This feat confers the ability

Fáenchless, or Sloped Shield Feat

The Contested Isle - The Hibernian Tribunal

**Ability Roll:** Strength + Single Weapon **Ease Factor:** 9 Using this feat requires…

Sáebchless Díberge, or Wild Feat of Contortion

The Contested Isle - The Hibernian Tribunal

**Ability Roll:** Quickness + Concentration **Ease Factor:** 9 A feat roll permits the…

Ochtarchless, or Eight-Men Feat

The Contested Isle - The Hibernian Tribunal

**Ability Roll:** Stamina + Athletics **Ease Factor:** 9 A feat roll grants the…

Tsing Clesa

The Contested Isle - The Hibernian Tribunal

…Each cles requires an Ability roll to perform successfully. All rolls are…

Cless Nónbair, or Nine-Men Feat

The Contested Isle - The Hibernian Tribunal

**Ability Roll:** Strength + Thrown Weapon **Ease Factor:** 6 + 1 / javelin after the…

Lords of Men · Chapter Nine: Optional Combat Rules

Ars Magica — Definitive Edition (Core Rules) · Chapter 12: Realms

Realms of Power - Magic · Chapter Five : Magic Animals

Through the Aegis - Developed Covenants · Collem Leonis

Art & Academe · Chapter Four: Medicine

Antagonists · The Infatuated Diabolist

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

Houses of Hermes - Societates · Chapter Three: House Tytalus

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

Realms of Power - Faerie · Chapter Three : Faerie Characters

Magic - Ancient Magic · The Hyperborean Hymns of Apollo

Houses of Hermes - Societates · Chapter Two: House Jerbiton

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

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

Houses of Hermes - True Lineages · Chapter Two: House Guernicus

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

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

Houses of Hermes - Mystery Cults · Chapter Two: House Criamon

The Mysteries (Revised) · Chapter 6: Hermetic Astrology

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

Realms of Power - The Divine (Revised) · Chapter Four: Mythic Christianity

Realms of Power - Magic · Chapter Seven : Magic Spirits

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

Magic - Hedge Magic (Revised) · Chapter Six: Nightwalkers

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

Thrice-Told Tales · The Spider War

Magic - Hermetic Projects · Rate of Decomposition

Against the Dark - The Transylvanian Tribunal · Chapter Eight: Creatures

Ars Magica — Definitive Edition (Core Rules) · Chapter 1: Introduction

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

Mythic Locations · Chapter One: Introduction

Social - Grogs · New Flaws

Art & Academe · Chapter Eight: Artists

Social - Grogs · Horses & Hounds

Social - Grogs · New Virtues

Magic - Rival Magic · Sorcerers of Soqotra

Art & Academe · Chapter Five: Experimental Philosophy

Lords of Men · Supplement: Arms & Armor

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

Tales of Mythic Europe · A Musical Murder Mystery

Magic - Apprentices · Chapter Three: Infantia: Birth to Age 7

Social - Grogs · Types of Grogs

Magic - Ancient Magic · Canaanite Necromancy

Lands of the Nile - Egypt, Ethiopia & Nubia · New Supernatural Ability: Corpse Magic

Hooks · Small Game

City & Guild · Chapter Four: Crafts

Magic - Rival Magic · Muspelli

Social - Grogs · Roles in Stories

Art & Academe · Chapter Seven: Universities

City & Guild · Chapter Five: Travel

The Mysteries (Revised) · Chapter 9: Hermetic Theurgy

Magic - Rival Magic · Introduction

Art & Academe · Chapter Six: Institutional Education

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

Houses of Hermes - Societates · Columbae

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

Magic - Hedge Magic (Revised) · Chapter Seven: Vitkir

Lands of the Nile - Egypt, Ethiopia & Nubia · Story Seed: The Far-Away Tree

Magic - Apprentices · Corpus Spells

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

Magi of Hermes · Mentem Spells

Houses of Hermes - Societates · Animal Spells

The Mysteries (Revised) · Terram Spells

Transforming Mythic Europe · Terram Spells

Legends of Hermes · Corpus Spells

Dies Irae - A Book of Wrathful Days · Ignem Spells

Magi of Hermes · Corpus Spells

Transforming Mythic Europe · Corpus Spells

Through the Aegis - Developed Covenants · Mentem Spells

Mythic Locations · Vim Spells

Transforming Mythic Europe · Imaginem Spells

Living Covenant · Corpus Spells

Tales of Mythic Europe · Vim Spells

Living Covenant · Terram Spells