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  • ...not linear but incremental. That way, increasing an [[Ability]] with a low score is much cheaper than improving a value that is already quite high. This ref ...re. The sum of [[XP]] required to raise an [[Ability]] from 0 to any given score is yielded by summing up the incremental raises: ...
    1 KB (207 words) - 05:56, 12 August 2012
  • ...ivate magical powers. The might pool is initially at the size of the Might score, getting lower as points are spent but replenishing with time. ...ht of a creature is associated with its Realm (e.g. "Divine Might", "Magic Might", and so on). ...
    855 bytes (133 words) - 16:24, 12 August 2012
  • ...aracter must have a minimum score of two to teach an Ability and a minimum score of five to teach an Art. ...rom teaching depends on the teacher's [[Communication]] score and Teaching score, among other factors (the formula is given on page 164 of [[ArM5]]). ...
    1 KB (151 words) - 16:28, 12 August 2012
  • ...rience points before multiplication), Affinity provides a higher effective score. In in-game terms, Puissant Ability represents a natural competency, a natu ...rtue, would need (in [[ArM5]]) 25 Experience Points to improve his Ability score to 6 (the same as would a character without Puissant Ability). ...
    2 KB (332 words) - 22:50, 10 January 2014
  • ...h [[ArM5]] rules. It's advisable to create a magus character with a higher score than that bare minimum.<ref>''[[Ars Magica Fifth Edition]]'', p. 32, "Herme ...is in copying books: scribes who copy books on the [[Art]]s need a certain score in Magic Theory or else they will produce corrupted copies.<ref>''[[Ars Mag ...
    4 KB (640 words) - 09:03, 4 August 2022
  • ...umber of additional copies of the spell equal to or less than your Mastery Score." So if your mastery score is 2 and you have the Multiple Casting special ability, you could cast up t ...
    1 KB (163 words) - 06:01, 2 September 2012
  • ...n the master's score. (Note that the limit is the master's Art or Ability score, not his total number of experience points). ...of Virtue]], but the rules are applicable to mundane animals as well. As might be expected, training animals relies on the [[Animal Handling]] Ability. ...
    2 KB (376 words) - 16:28, 12 August 2012
  • ...]) is still limited by the magus's [[Magic Theory (Ability)|Magic Theory]] score. ...would get a total +4 bonus because the bonus can't exceed his Magic Theory score - his Philosophiae wouldn't help. However, he could get the same bonus by u ...
    2 KB (380 words) - 05:42, 28 April 2013
  • ...ic Magic]], an additional bonus in form of a multiplier of the Penetration score. Note that penetration can also be increased by the use of [[raw vis]]. ...reach very high penetrations, much higher than the simple initial formula might suggest. ...
    2 KB (291 words) - 21:44, 20 November 2012
  • ...are not born in an area with a strong [[Aura|aura]], start with a Warping Score of 0. As the Warping Score of a character increases, he accumulates more and more typical traits of th ...
    2 KB (372 words) - 13:36, 7 December 2012
  • * Initiative: Total score is generated once, at the beginning of the duel by adding ...ck: Total score generated when the magus takes action, and is a cumulative score of ...
    2 KB (373 words) - 08:53, 28 March 2019
  • Score 0 represents the human standard for all characteristics. Higher values stan ...l [[Costs|costs]], different scores are not equally probable. For example, score +4 is not as likely as a mere +2, because +2 costs 3 points, while +4 costs ...
    3 KB (368 words) - 07:21, 27 December 2015
  • ...ic|characteristic]], is used for animals to replace their [[Intelligence]] score. Creatures with Cunning are not affected by [[Mentem]] effects, their minds ...
    416 bytes (55 words) - 15:31, 11 August 2012
  • ...the concept of a mystic. Gives +2 to all rolls using the Enigmatic Wisdom score; see ''Puissant (Ability)'' in page 48 of the core rules.'' ''This confers a starting score in the [[Supernatural Ability]], Magic Sensitivity.'' ...
    5 KB (815 words) - 12:35, 9 October 2014
  • ...he local area is as mundane as it can be; at the opposite extreme, an aura score of 10 is as strong as possible and still be connected to the mundane realm: ...may not be able to enter such an aura at all, depending on their [[Might]] score and the level of the aura, respectively. ...
    1 KB (234 words) - 12:47, 16 November 2016
  • ...e Arts]], a Hermetic [[apprentice]] receives a score of 0 in all Arts. The score of an Art can be increased later by acquiring [[experience points]] in it, ...
    2 KB (251 words) - 12:09, 4 July 2020
  • ...ch characters act in [[Combat]] or [[Certamen]]. A character's Initiative score is one of the five combat scores, calculated as per the formula on page 171 == Terminology: Initiative Score and Initiative Total == ...
    4 KB (614 words) - 16:23, 12 August 2012
  • ...tures that are in many respects normal animals, but have a [[Magic Might]] score and are in some senses unusually impressive. They should be distinguished ...
    418 bytes (57 words) - 05:24, 17 September 2014
  • ...A special benefit of this Ability is that the character may use his or her score in [[Animal Handling]] to influence animals, similarly to the way social Ab ...
    557 bytes (84 words) - 18:54, 5 August 2012
  • ...he [[True Name]] of the being along with a hefty [[Penetration (Ability)]] score. ...
    628 bytes (86 words) - 14:24, 12 October 2012
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