TEXT: Aging Table
  Aging ToTAl: Stress die (no botch) + age/10 (round up) – 
  living cond. mod. – longevity ritual mod.
  Living Conditions 
  Modifier
  Wealthy, or healthy location 
  +2
  Summer or Autumn covenant (magus) 
  +2
  Summer or Autumn covenant (mundane) 
  +1
  Spring or Winter covenant (magus) 
  +1
  Average peasant 
  0
  Poor, or unhealthy location; typical town 
  –2
  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 Aging Points to reach the next level 
  in Decrepitude (any char.), 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 Pre
  18 
  1 Aging Point in Str and Sta
  19 
  1 Aging Point in Dex and Qik
  20 
  1 Aging Point in Com and Pre
  21 
  1 Aging Point in Int and Per
  22+ 
  Gain Aging Points to reach the next level 
  in Decrepitude (any char.), and Crisis
  Crisis ToTAl: Simple die + age/10 (round up) + Decrep.
  Crisis Roll Result
  8 or less 
  Bedridden for a week
  9-14 
  Bedridden for a month.
  15 
  Minor illness. Stamina roll of 3+ or 
  CrCo20 to survive.
  16 
  Serious illness. Stamina roll of 6+ or 
  CrCo25 to survive.
  17 
  Major illness. Stamina roll of 9+ or 
  CrCo30 to survive.
  18 
  Critical illness. Stamina roll of 12+ or 
  CrCo35 to survive.
  19+ 
  Terminal illness. CrCo40 required to 
  survive.
  pp. 168-170
  Warping
  living in sTrong AurAs
  Aura Always 
  Half Time 
  Frequent Visits
  6 
  1/year 
  none 
  none
  7 
  1/year 
  1/2 years 
  none
  8 
  2/year 
  1/year 
  none
  9 
  1/season 
  2/year 
  1/year
  10 
  1/month 
  1/season 
  2/year
  WArping poinTs & ConsTAnT EffECTs
  Designed For/Cast By Subject? Yes 
  No
  Brief effect, ≤5th mag 
  0 
  0
  Brief effect, >5th mag 
  0 
  1
  Constant effect,≤5th mag 1/year 
  1/year
  Constant effect, >5th mag 1/year 
  1 when cast + 1/
  year + 1/season
  WArping EffECTs
  Warping Score Effect
  1 
  Gain a Minor Flaw
  3 
  Gain a second Minor Flaw
  5 
  Gain a Minor Virtue
  6+ 
  Gain a Major Flaw for every advance
  pp. 167-168
  Advancement Table
   
  ArT 
   
  AbiliTy
  Score 
  To Buy To Raise 
  To Buy To Raise
  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
  pp. 31, 164
  Impact Table
  Type of Impact 
  Damage
  Falling 
  +1 per two feet, 
  doubled for hard 
  surfaces, halved for 
  soft
  Jug dropped from 2nd floor 
  +6
  Inside collapsing wood house 
  +15
  Mature tree falls on character 
  +18
  Inside collapsing stone building +21
  Heat and Corrosion Table
  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 Table
  Poison 
  Ease Factor 
  Wound
  Adder Bite 
  6 
  Light
  Asp Bite 
  9 
  Incapacitating
  Monkshood 
  9 
  Heavy
  Arsenic 
  9 
  Medium
  Deprivation Table
  Type of Deprivation Time 
  Fatigue Level Loss
  Air 
  30 seconds Short-term
  Water 
  1 day 
  Long-term
  Food 
  3 days 
  Long-term
  pp. 181
  pp. 181
  pp. 180
  pp. 180
  This work is licensed to the public under the Creative Commons
  Attribution-NonCommercial-ShareAlike License.
  
  Arcane Connections
  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, for 
  example a letter composed and written by the target. An item designed 
  by one person and made by another is an Arcane Connection lasting for 
  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’ in the laboratory chapter, page 94).
  p. 84
  Penetration
  Arcane Connection 
  Bonus to Multiplier
  Lasts hours or days 
  +1
  Lasts weeks or months 
  +2
  Lasts years or decades 
  +3
  Lasts indefinitely 
  +4
  p. 84
  Sympathetic Connections
  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
  * 
  Baptismal names cannot be used in sympathetic magic.
  ** 
  Caster must know the target’s current location, and succeed in an Int + Artes Liberales 
  (Astronomy) roll against an Ease Factor of 9. Casting such a horoscope takes an hour.
  *** Caster must know the target’s place and time of birth, and succeed in an Int + Artes 
  Liberales (Astronomy) roll against an Ease Factor of 9. Casting such a horoscope takes a 
  day’s work.
  **** An illustration or model of some sort. A simple representation, good for one use, takes 
  several hours and a Dex + Craft roll of 9+ to create. A permanent representation takes a 
  month of work and a Dex + Craft roll of 12+. The representation can only be used by the 
  person who made it.
  p. 84
  Ease Factors
  Ease Factor 
  Difficulty
  0 
  Trivial
  3 
  Simple
  6 
  Easy
  9 
  Average
  12 
  Hard
  15 
  Very Hard
  18 
  Impressive
  21 
  Remarkable
  24+ 
  Almost Impossible
  p. 7
  Encumbrance
  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
  p. 178
  Realm Auras
  rEAlm inTErACTion TAblE
   
  Magic 
  Divine 
  Faerie 
  Infernal
   
  Power 
  Power 
  Power 
  Power
  Magic Aura 
  + aura 
  no effect 
  + (½ aura)  
  – aura
  Divine Aura 
  – (3 × aura) 
  + aura 
  – (4 × aura)  
  – (5 × aura)
  Faerie Aura 
  + (½ aura) 
  no effect 
  + aura 
  – aura
  Infernal Aura 
  – aura 
  no effect 
  – (2 × aura)  
  + aura
  supErnATurAl ACTiviTy rolls modifiEd by AurA
  Spellcasting Rolls: The realm interaction modifier modifies the casting score.
  Lab Totals: The aura modifier in the Lab Total is calculated according on the interaction table.
  Ability Rolls: The aura rating affects supernatural Abilities such as Second Sight, or Wilderness 
  Sense. Most such abilities are Magical, although in particular cases they may be Faerie, Infernal, 
  or even Divine.
  Magic Resistance: Magic Resistance is altered by the aura modifier. This includes Hermetic Magic 
  Resistance due to the Parma Magica and Forms, as well as the resistance of creatures with Might.
  Penetration: For magi and characters with mystical abilities, the aura modifies the roll to use the 
  ability, modifying Penetration. The aura modifier does not apply to Penetration twice. Thus, a 
  magus in a Divine aura of 2 takes a –6 penalty to his casting score. This reduces his Penetration, 
  calculated by subtracting the spell level from the casting score. The aura modifier is not subtracted 
  again. For mystical creatures, there is no roll to use the ability (see page 191), so the aura modifies 
  Penetration directly.
  p. 183
  
  Combat Options
  disEngAgE: 
  Defense roll higher than all Attack totals
   
  Repeated attempts are at cumulative +3 after first
  ExErTion: 
  Expend Fatiqgue level; add bonus equal to your Combat 
  Ability to either attack or defense
  mAgiC: 
  Init based on Qik; Fast Casting resolved immediately
  mounTEd CombAT: 
  Add Ride score (to max of +3) to Attack and Defense
  pp. 173-4
  Fatigue Recovery
  Fatigue Level 
  Time to Recover
  Winded 
  2 minutes
  Weary 
  10 minutes
  Tired 
  30 minutes
  Dazed 
  60 minutes
  Unconscious 
  2 hrs. + 1 hr./Fat lvl
  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 +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.
  Wound Table
  Wound Taken 
  Penalty Per Wound
  Light 
  –1
  Medium 
  –3
  Heavy 
  –5
  Incapacitated 
  *
  *Character may not act.
  Wound Recovery Table
  rECovEry ToTAl: 
  Sta + Medic’s Chirurgy or Medicine + magical aid + stress die
  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 
  Sunrise/sunset 
  special* 
  special*
  *Roll ≤ 0, death. Roll of 9+, all Incap. wounds to Heavy. Others mean Rec rolls at –1.
  p. 179
  p. 179
  p. 179
  p. 179
  Combat Scores
  iniTiATivE ToTAl: 
  Qik + weapon initiative mod – Enc + stress die
  ATTACk ToTAl: 
  Dex + combat ability + weapon attack mod + stress die
  dEfEnsE ToTAl: 
  Qik + combat ability + weapon defense mod + stress die
  dAmAgE ToTAl: 
  Strength + weapon damage mod + Attack Advantage
  soAk ToTAl: 
  Stamina + armor Soak bonus
  ATTACk AdvAnTAgE: 
  Attacker’s Attack Total – defender’s Defense Total
  p. 171
  Disease Table
  Disease 
  Excess Humor 
  Symptoms
  Quotidian Fever 
  Blood 
  High temperature, red color, fever 
  constant.
  Flux 
  Phlegm 
  Chill, diarrhea, running nose, wet cough.
  Constriction 
  Black Bile 
  Chill, 
  dark 
  color, 
  dry 
  cough, 
  constipation.
  Quartan Fever 
  Yellow Bile 
  High temperature, yellow color, dry 
  cough, fever strikes in four day bouts.
  p. 180
  Combat Sequence
  1. Roll initiative and calculate initiative order.
  2. Party with highest initiative attacks.
   
  a. Attacker rolls and generates an Attack Total.
   
  b. Defender rolls and generates a Defense Total.
   
  c. Calculate Attack Advantage: Attack Total – Defense Total.
  d. If Attack Advantage is ≤0, attack misses. Go to step 3. If ≥1, calculate Damage Total.
   
  e. Calculate damage taken by defender.
  3. Repeat (2. a. – e.) for next highest initiative. Once all have acted, return to step 2.
  p. 171
  Gaining Confidence Points
  Characters should be awarded one Confidence Point for each of the following:
  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 roleplayed.
  •	
  Bonus. Something that does not fall under the above categories. You should 
  •	
  only award one bonus point per character per session.
  Typical characters should gain two or three Confidence Points per session.
  p. 20
  
   
   
  Partial 
   
  Full
  Material 
  Prot 
  Load 
  Prot 
  Load 
  Cost
  Quilted/Fur 
  1 
  2 
  n/a 
  n/a 
  Inexp.
  Heavy Leather 
  2 
  3 
  n/a 
  n/a 
  Inexp.
  Metal Reinforced 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.
  Melee and Natural Weapons Table
  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.
  Claws 
  Brawl 
  –1 
  +2 
  +3 
  +2 
  n/a 
  n/a 
  n/a
  Claws, Large 
  Brawl 
  0 
  +5 
  +3 
  +4 
  n/a 
  n/a 
  n/a
  Hooves 
  Brawl 
  +2 
  +2 
  +2 
  +1 
  n/a 
  n/a 
  n/a
  Horns/Antlers 
  Brawl 
  +1 
  +3 
  –1 
  +2 
  n/a 
  n/a 
  n/a
  Horns/Antlers, Large Brawl 
  +2 
  +3 
  +2 
  +3 
  n/a 
  n/a 
  n/a
  Teeth 
  Brawl 
  0 
  +3 
  +1 
  +1 
  n/a 
  n/a 
  n/a
  Teeth, Large 
  Brawl 
  0 
  +4 
  +1 
  +3 
  n/a 
  n/a 
  n/a
  Tusks 
  Brawl 
  0 
  +4 
  +2 
  +5 
  n/a 
  n/a 
  n/a
  * 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
  Missile Weapons Table
  Weapon 
  Ability 
  Init 
  Atk 
  Def Dam Range Str Load Cost
  Arrow, A.P.** 
  Bow 
  –1 
  –1 
  0 
  +2 
  –15 
  +1 
  0 
  Exp.
  Arrow, Blunt** 
  Bow 
  –1 
  –1 
  0 
  +2*** 
  0 
  0 
  0 
  Exp.
  Arrow, Flaming** Bow 
  –4 
  –1 
  0 
  +1 
  –15 
  0 
  0 
  Exp.
  Arrow, Signal** Bow 
  –1 
  –1 
  0 
  –3 
  +10 
  0 
  0 
  Exp.
  Axe, Throwing 
  Thrown 
  0 
  +2 
  0 
  +6 
  5 
  0 
  1 
  Std.
  Bow, Composite* Bow 
  –2 
  +4 
  0 
  +7 
  30 
  –1 
  2 
  Exp.
  Bow, Horse* 
  Bow 
  –2 
  +5 
  0 
  +8 
  15 
  –1 
  2 
  Exp.
  Bow, Long* 
  Bow 
  –2 
  +4 
  0 
  +8 
  30 
  +2 
  2 
  Exp.
  Bow, Short* 
  Bow 
  –1 
  +3 
  0 
  +6 
  15 
  –1 
  2 
  Std.
  Crossbow* 
  Crossbow +5 
  +5 
  0 
  +7 
  25 
  1 
  2 
  Exp.
  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.
  * Requires two hands  ** Add values to that of bow  *** Deals non-lethal damage
  p. 176, MC p. 43
  p. 176
  p. 177
  Sample Advantages
  Task 
  Req. Adv.
  Disarm 
  9
  Trip 
  3
  Grab worn item 
  6
  Take weapon from opponent 
  12
  Scuffle Effects
  Wound Level 
  Effect
  Light 
  1 Fatigue level
  Medium 
  2 Fatigue levels
  Heavy 
  2 Fat. lvls, Light wnd
  Incapacitating 
  3 Fat. lvls, Light wnd
  Dead 
  5 Fat. lvls, Med. wnd
  p. 175
  p. 175
  Armor Table
  Non-Lethal Combat
  sCufflE unarmed or with sap, else –3 to Atk total and no weapon Dam bonus.
  grApplE if Atk Adavntage > 0; record this as Grapple Strength. If grappled character’s 
  attack succeeds, subtract his Atk Advantage from Grapple Strength. If <0, character 
  escapes and inflicts Light Wound.
  p. 174
  
  Words & Gestures
  Words 
  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)
  Concentration Table
  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)
  Continuing 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 2nd
  Injured 
  3 × wound penalty to Conc rolls
  p. 82
  Spell Categories
  rAngEs 
  durATions 
  TArgETs
  Personal 
  Momentary 
  Individual/Circle/Taste
  Touch/Eye 
  Concentration/Diameter 
  Part/Touch
  Voice 
  Sun/Ring 
  Group/Room/Smell
  Sight 
  Moon 
  Structure/Hearing
  Arcane Connection 
  Year 
  Boundary/Vision
  pp. 111-114
  Formulaic Magic
  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 – Spell Level 
  Spell Cast? 
  Fatigue Levels Lost
  0 or higher 
  Yes 
  One
  –1 to –5 
  Yes 
  Two
  –6 to –10 
  Yes 
  Three
  –11 to –15 
  No 
  Four
  –16 or more 
  No 
  Five
  p. 83
  p. 81
  p. 81
  Spellcasting Scores and Options
  CAsTing sCorE: 
  Technique + Form + Stamina + Aura
  formulAiC CAsTing ToTAl: 
  Casting score + die roll
  riTuAl CAsTing ToTAl: 
  Casting score + Philosophiae + Artes 
  Liberales + die roll
  fATiguing sponTAnEous CAsTing: 
  (Casting score + stress die)/2
  non-fATiguing sponTAnEous CAsTing: 
  Casting score/5
  pEnETrATion ToTAl: 
  Casting Total + Penetration – spell level
  ConCEnTrATion roll: 
  Stamina + Concentration + stress die
  vis limiT in spEll CAsTing: 
  Maga’s Vim score
  vis boosT To CAsTing sCorE: 
  +2 per pawn of Vis used
  vis boTCh diCE: 
  +1 per pawn of Vis used
  fAsT CAsTing spEEd: 
  Quickness + Finesse + stress die (cumulative 
  –6 per every other fast cast over the 1st)
  fAsT CAsTing pEnAlTy: 
  –10 to casting score
  fAsT CAsTing 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
  spEll mAsTEry AbiliTy: 
  adds to casting score and subtracts from 
  number of botch dice
  mulTiplE CAsTing TArgETing: 
  –1 for every separate target, including the 
  1st
  pp. 81-83, 86-87
  Non-Hermetic Powers
  CrEATurE’s mAgiC rEsisTAnCE: 
  Might
  CrEATurE’s pEnETrATion: 
  Might – (5 × Might points spent) + Penetration
  ChArACTEr pEnETrATion: 
  Effect roll – ease factor + Penetration
  TruE fAiTh mAgiC rEsisTAnCE: 
  Faith points × 10
  pp. 184, 189
  
  Certamen
  iniTiATivE ToTAl: 
  Quickness + Finesse + stress die
  ATTACk ToTAl: 
  Presence + Technique or Form + stress die
  dEfEnsE ToTAl: 
  Perception + Technique or Form + stress die
  ATTACk AdvAnTAgE: 
  Attack Total – Defense Total
  WEAkEning ToTAl: 
  Intelligence + Penetration + Attack Advantage
  rEsisTAnCE ToTAl: 
  Stamina + Parma Magica
  fATiguE lEvEls losT: 
  1 for every 5 points by which Weakening Total exceeds 
  Resistance Total
  p. 90
  Wizard’s Twilight
  TWilighT AvoidAnCE: 
  Stamina + Concentration + Vim form bonus + stress die 
  vs. Warping score + number of Warping points gained + 
  Enigmatic Wisdom + 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 mod: 
  Intelligence + stress die vs. Warping score + stress die
  Warping 
  Base Time in
  Score 
  Twilight
  1 
  Diameter (2 minutes)
  2 
  2 Hours
  3 
  Sun
  4 
  Day (24 hours)
  5 
  Moon
  6 
  Season
  7 
  Year
  8 
  7 Years
  9 
  7 Years + stress die
  10+ 
  Eternal: Final Twilight
  Travel Chart
  Travel 
  Foot 
  Horse Wagon
  Easy 
  25/1 
  30/1 
  15
  Light 
  20/2 
  25/1 
  10
  Medium 
  15/2 
  20/1 
  8
  Hard 
  10/3 
  12/2 
  3
  Very Hard 
  5/3 
  3/2 
  —
  Terrible 
  2/3 
  1/2 
  —
  Numbers are miles traveled per day/
  Fatigue levels lost.
  p. 88
  ArM4 p. 192
  Laboratory Scores and Options
  lAb ToTAl: 
  Tech + Form + Int + Magic Theory + Aura
  vis ExTrACTion in pAWns of vim vis: 1/10 (round up) of Creo Vim Lab Total
  vis limiT: 
  Magic Theory × 2 pawns per season
  mAximum ToTAl lEvEls: 
  Teacher’s highest applicable Lab Total
  mAx lEvEls in TEChniquE And form: Teacher’s Lab Total in that Tech and Form
  highEsT lEvEl of An individuAl spEll: 
  Student’s Lab Total in spell Tech and Form
  similAr spEll bonus: 
  Magnitude of highest-level similar spell 
  known
  longEviTy riTuAl: 
  +1 for every 5 points or fraction of CrCo Lab Total
  longEviTy riTuAl vis CosT: 
  1 pawn for every 5 years of age (rounded up)
  WriTing lAborATory TExTs: 
  Latin × 20 levels per season
  Copying lAborATory TExTs: 
  Profession: Scribe × 60 levels per season
  fAmiliAr bonding lAb ToTAl: 
  Any Tech + any Form + Int + Magic Theory + Aura
  fAmiliAr bonding lEvEl: 
  Familiar’s Magic Might + 25 + (5 × Size)
  fAmiliAr bonding CosT: 
  1 pawn of Vis per 5 levels or fraction (Vis 
  must match Technique or Form)
  pp. 94-104
  Long-Term Events
  inCrEAsE An AbiliTy by onE: 
  (Ability + 1) × 5 experience points
  inCrEAsE An ArT by onE: 
  Art + 1 experience points
  AdvAnCEmEnT ToTAl: 
  Source Quality + Virtues bonus – Flaws Penalty
  ExposurE sourCE quAliTy: 
  2
  AdvEnTurE sourCE quAliTy: 
  5–10
  prACTiCE sourCE quAliTy: 
  3–8, usually 4
  TrAining sourCE quAliTy: 
  Master’s score in Ability + 3
  TrAining gAin limiT: 
  Master’s score in Ability
  TEAChing sourCE quAliTy: 
  Teacher’s Com + Teaching + 3 + bonus
  TEAChing gAin limiT: 
  Teacher’s score in Art or Ability
  summAE sTATisTiCs: 
  Source Quality and Level
  summA sTudy limiT: 
  Summa Level
  TrACTATus sTATisTiCs: 
  Source Quality
  vis sourCE quAliTy: 
  Stress Die + Aura
  summA sourCE quAliTy: 
  Author’s Com + 6 + bonus
  summA gAin limiT: 
  Level of summa
  TrACTATus sourCE quAliTy: 
  Author’s Com + 6
  Copying CArEfully: 
  1 tractatus per season, or 6 + Profession: 
  Scribe points towards a summa
  Copying quiCkly: 
  3× as fast as careful copying; copy Source 
  Quality is 1 lower than copied book
  supErnATurAl AbiliTy sourCE quAliTy: Source Quality – total score in supernatural 
  Abilities
  Regiones
  rEgio sighT roll: 
  Perception + appropriate Ability + stress die
  rEgio sighT EAsE fACTor: 
  5 + (2 × difference between current level’s aura and 
  sought level’s aura)
  p. 189
  Ars Magica Fifth Edition Storyguide Screen by Patrick M. Murphy 11/07
  A Mad Irishman Production • www.mad-irishman.net
  
SOURCE: textdata/thevault/Ars Magica [multi]/5th edition/3rd Party/ArM5StoryguideScreen.pdf