Spell Mastery

From Project: Redcap

Spell Mastery represents a way to focus on the perfection of a particular formulaic or ritual spell.

Spell Mastery Ability

In ArM5, Spell Mastery is a special family of Abilities. There is one Ability for each formulaic or ritual Spell.[1] Magi can learn Spell Mastery in the same ways they learn any other Abilities: for example, from books.[2]

Benefits

The Spell Mastery Ability adds to a magus's Casting Total when he casts that spell, and decreases the number of botch dice he must roll, possibly decreasing the botch dice to zero.[1]

In addition, for each level in the Spell Mastery Ability for a particular spell, the magus gains one special ability he may use in casting that spell, making its casting easier, more powerful or more convenient in some significant way.[3]

Mastered Spell Special Abilities

The following special abilities are available to any caster:

Cult of Mercury Abilities

The Cult of Mercury teaches certain exclusive spell mastery abilities to its members:

Mutantes Abilities

The Mutantes can learn additional spell mastery special abilities that simulate the Virtues of their lineage:

Quaesitorial

Quaesitorial training allows access to a new spell mastery special ability,

Goetic

Magi who have studied the Goetic Arts may use the following spell mastery special ability,

Spell Mastery in Previous Editions

Mastered spell special abilities were introduced in ArM5. In previous editions, spell mastery existed, but the rules didn't confer any special variations on the effects of the spell

References

  1. 1.0 1.1 "Spell Mastery," Ars Magica Fifth Edition, p. 86
  2. Ars Magica Fifth Edition, "Spell Mastery - Books on Spell Mastery", p. 87
  3. Ars Magica Fifth Edition, "Mastered Spell Special Abilities", p. 87

Legacy Pages

This page is derived from two earlier pages: