{"name":"Medicinal Divining","type":"ability","system":{"key":"technique","option":"Medicinal-Divining","description":"<p>The elementalist can recognize when living creatures have imbalanced humors. He can sense illnesses, automatically diagnosing disease and sickness associated with a particular humor (blood, black bile, yellow bile, or phlegm). By regularly ministering to an injured or afflicted target for the whole of the recovery period, the elementalist can mentally communicate with the person’s body, the special insights of which allow him to treat his (Divining Total / 5) as magical aid for the purposes of the target’s recovery roll (see ArM5, page 179).</p>","source":"HMRE","page":25,"indexKey":"medicinal-divining","review_status":"reviewed","reviewer":"xzotl","credits":"","defaultChaAb":"int","speciality":"","accelerated":true,"optionLinked":true,"realm":"mundane","xp":0},"img":"icons/svg/aura.svg","effects":[],"folder":"16LRZFqj4LYYBPK0","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.1.11","createdTime":1767455158194,"modifiedTime":1767455412124,"lastModifiedBy":"6SdI10VpXHcBvx2J","exportSource":null},"_id":"06pYCk9T3hiHMrKk","sort":600000}
{"name":"Alternate technique","type":"ability","system":{"key":"technique","option":"altTech","description":"","source":"custom","page":0,"indexKey":"alternate-technique","review_status":"toReview","reviewer":"","defaultChaAb":"int","speciality":"","xp":0,"accelerated":false,"optionLinked":true,"realm":"mundane"},"img":"systems/arm5e/assets/icons/abilities/infernalLore.svg","effects":[],"folder":"rRQotmsA6p3Clqr5","ownership":{"default":0,"ErQ613O32LNYb71L":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":1746732367506,"modifiedTime":1746732573918,"lastModifiedBy":"ErQ613O32LNYb71L","exportSource":null},"_id":"0I3TO8497phpnid6","sort":0}
{"name":"Craft: Armorer","type":"ability","img":"systems/arm5e/assets/icons/abilities/craft.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_2vp6z8wkvgl","path":"Abilities#/CF_SEP/General, Crafts","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"","xp":0,"key":"craft","option":"armorer","realm":"magic","indexKey":"craft-armorer","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751930,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"18LndyFUrhYUm0nM","sort":100000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"folder":"ZbCET9zUtDWzYD5z","name":"Supernatural ability: Ability's name","type":"ability","_id":"29izX7oItdqKTyUe","img":"systems/arm5e/assets/icons/abilities/infernalLore.svg","system":{"description":"<div class=\"el-p\"><p dir=\"auto\">Characters may only gain Supernatural Abilities during character creation if they have the Virtue granting the Ability. Characters with The Gift who are not magi may learn a single Supernatural Ability during character creation.</p></div><div class=\"el-p\"><p dir=\"auto\">Most of these Supernatural Abilities are granted by the Magic or Faerie realms, and use the relevant column on the realm interaction table (page @@). Most can also be granted by the Infernal realm, but taking such an Ability suggests some sort of deal with Infernal powers. Sense Holiness and Unholiness is the main exception, as a Divine power. If you have no reason to choose otherwise, your Ability is granted by the Magic realm, which makes you immune to warping from powerful Magic auras (see page @@). An Ability granted by another realm makes you immune to warping from powerful auras associated with that realm, instead.</p></div><div class=\"el-p\"><p dir=\"auto\">The Gift allows characters to learn Supernatural Abilities in play (see page @@). However, The Gift is associated with the Realm of Magic, and thus only allows characters to learn Supernatural Abilities associated with that realm.</p></div>","source":"ArM5Def","page":0,"indexKey":"supernatural-generic","defaultChaAb":"int","speciality":"","xp":0,"key":"supernatural","option":"power-name","realm":"magic","reviewer":"xzotl","review_status":"reviewed","optionLinked":true},"effects":[],"sort":700000,"ownership":{"default":0,"CBVr9z58wiLAeuIl":3},"flags":{},"_stats":{"systemId":"arm5e","systemVersion":"2.4.0.4","coreVersion":"13.351","createdTime":1705764964713,"modifiedTime":1750426960153,"lastModifiedBy":"ErQ613O32LNYb71L","compendiumSource":null,"duplicateSource":null,"exportSource":null}}
{"name":"Survival","type":"ability","img":"systems/arm5e/assets/icons/abilities/survival.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Finding food, water, shelter, a direct route, and relative safety in the wilderness (a very dangerous place in Mythic Europe). This Ability covers such mundane tasks as building a fire and cooking food without implements.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> specific locales. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"per","speciality":"","xp":0,"key":"survival","option":"","realm":"magic","indexKey":"survival","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751889,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"2ZxQyH7eX9TxcnWF","sort":200000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"folder":"adQkl7QaQHRah9iT","name":"Carouse","type":"ability","_id":"3q1ftF71uiApHGef","img":"systems/arm5e/assets/icons/abilities/carouse.svg","system":{"description":"<p style=\"text-align: justify;\">The ability to enjoy oneself without suffering adverse effects. A person with this skill can, for example, consume prodigious amounts of alcohol without passing out. The skill also covers a familiarity with acceptable behavior, balancing enjoyment and moderation. With this Skill, a person is able to have fun and gain friends among the lower classes nearly anywhere, even among those of a different culture.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> power drinking, drinking songs, games of chance, staying sober. (General)</p>","source":"ArM5Def","page":0,"indexKey":"carouse","defaultChaAb":"pre","speciality":"","xp":0,"key":"carouse","option":"","realm":"mundane","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"effects":[],"sort":300000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3},"flags":{},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1696158758305,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null}}
{"name":"Language: Latin*","type":"ability","img":"systems/arm5e/assets/icons/abilities/deadLanguage.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_097jrlmaqjp7","path":"Abilities#/CF_SEP/Academic, Languages","color":"#000000"}},"system":{"description":"<p>This skill is similar to all other (Language) Abilities, but it is only available to educated characters. It grants the ability to speak a language which is no longer used as a native language in the areas the character has lived in. The most important example is Latin. All educated characters in the West know Latin, since without it you cannot learn any Academic Knowledges. It is also the common language of the Church and Order of Hermes. In other areas of the world, Arabic, Greek and Hebrew fill similar functions, although of these only Hebrew is a dead language.</p><p><strong>Specialties</strong>: academic usage, Church ceremonies, Hermetic usage. (Academic)</p>","source":"ArM5Def","page":0,"defaultChaAb":"com","speciality":"","xp":0,"key":"deadLanguage","option":"Latin","realm":"magic","indexKey":"language-latin","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751850,"modifiedTime":1731255710937,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"RFwx3qCrd6CJ4GDo","_id":"3y9cx5cEwpdzxzlN","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Medicinal Controlling","type":"ability","system":{"key":"technique","option":"Medicinal-Controlling","description":"<p>The elemental physician can control the emotions of human beings by manipulating the bodily humors, inspiring or suppressing specific emotions associated with the appropriate element. The strength of this emotion depends upon the strength of the Controlling Total, but it is roughly equivalent to a Personality Trait with a positive or negative value of (Controlling Total / 10), rounded</p><p>up. For example, a Controlling Total using Elementalist Water of 25 would inspire a +3 Phlegmatic Trait in the person (see Elemental Traits, above, for a description of how this would cause the person to behave). This effect lasts until the target eats and sleeps, as if that person were recovering from long-term fatigue. If the effect must penetrate Magic Resistance, the elementalist must decide the strength of the Trait he wishes to inspire before his Penetration Total is calculated. Elemental physicians can also issue commands (such as “begone!”) to supernatural creatures that have become part of a human body, such as disease spirits or possessing demons, in the same way that an elemental theurgist can command elemental beings. The physician’s Controlling Total must exceed the Might of the target on the Summoning chart, and he must use his lowest of his scores in the four Elementalist Forms for the formula.</p><p></p>","source":"HMRE","page":25,"indexKey":"medicinal-controlling","review_status":"reviewed","reviewer":"xzotl","credits":"","defaultChaAb":"int","speciality":"","accelerated":true,"optionLinked":true,"realm":"mundane","xp":0},"img":"icons/svg/aura.svg","effects":[],"folder":"16LRZFqj4LYYBPK0","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.1.11","createdTime":1767454758366,"modifiedTime":1767455412124,"lastModifiedBy":"6SdI10VpXHcBvx2J","exportSource":null},"_id":"3zLzNX990dIN26Za","sort":100000}
{"name":"Lore: (Mystery Cult)","type":"ability","img":"systems/arm5e/assets/icons/abilities/cult.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_7bwhgya3q6x","path":"Abilities#/CF_SEP/Arcane","color":"#000000"}},"system":{"description":"","source":"TMRE","page":11,"defaultChaAb":"int","speciality":"","xp":0,"key":"cult","option":"cult","realm":"magic","indexKey":"lore-mystery-cult"},"_stats":{"systemId":"arm5e","systemVersion":"2.2.2.15","coreVersion":"13.351","createdTime":1662235751909,"modifiedTime":1696140814562,"lastModifiedBy":"1JBSgWiiwizu7vru","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"4NPQzHP8VDOZv9fN","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"(Form) Resistance","type":"ability","img":"icons/svg/aura.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_7bwhgya3q6x","path":"Abilities#/CF_SEP/Arcane","color":"#000000"}},"system":{"description":"<p><span class=\"fontstyle2\">Only characters with a Magic Might Score can possess this Ability.</span></p><p><span class=\"fontstyle2\">Through exposure to a particular magical Form, the character has developed a natural resistance to things associated with that Form, in the same way that magi become more resistant by studying the magic of the associated Hermetic Form. You may add the character’s score in this Ability as a bonus to attempts to resist damage from things of that Form (as described in the examples on pages @@ of </span><span class=\"fontstyle0\">ArM5</span><span class=\"fontstyle2\">). For example, you may add your score in Vim Resistance to rolls to resist Agitation and to your soak total against damage inflicted by your own magical powers.</span></p><p><span class=\"fontstyle2\">Like Form bonuses for magi, this also increases a magic character’s Magic Resistance against spells of that Form, but this is only compatible with Magic Might; it does not stack with the Parma Magica.</span></p><p><span class=\"fontstyle0\"><strong>Specialties:</strong> </span><span class=\"fontstyle2\">a single source of damage inflicted by that Form. (Supernatural)</span> <br style=\" font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; \"></p>","source":"RoP:M","page":51,"defaultChaAb":"int","speciality":"","xp":0,"key":"supernatural","option":"formResistance","realm":"magic","indexKey":"form-resistance","reviewer":"xzotl","review_status":"needAE","optionLinked":false,"accelerated":false},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.9","createdTime":1732360247603,"modifiedTime":1732360247603,"lastModifiedBy":"wUH1ww0o0zQEBtKr","exportSource":null},"folder":"ZbCET9zUtDWzYD5z","ownership":{"default":0,"1JBSgWiiwizu7vru":3,"wUH1ww0o0zQEBtKr":3},"_id":"4PBsRYlD37UZaxFz","sort":0}
{"name":"Single Weapon","type":"ability","img":"systems/arm5e/assets/icons/abilities/singleWeapon.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_7d6ngxdzyst","path":"Abilities#/CF_SEP/Martial","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Fighting with a weapon used in one hand, possibly using a shield with the other. This includes lances used as intended from horseback.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> any one weapon or shield, which covers using that weapon with any shield or none, and that shield with any weapon. (Martial)</p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"","xp":0,"key":"singleWeapon","option":"","realm":"magic","indexKey":"single-weapon","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751899,"modifiedTime":1731255710937,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"Uh7ZiHdsWW2PjSJl","_id":"657hP9FCF7c3u9UI","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Elementalist Water","type":"ability","system":{"key":"form","option":"Elementalist-Water","description":"<p>Elementalist Water is the study of the supernatural qualities of water, and how they can be manipulated with elemental magic. It is a Difficult Art. The form of the targets that the elementalist can affect with this Elementalist Form depends upon the type of Technique with which it is paired:</p><p><strong>Medicinal</strong>: Elemental physicians can affect the phlegmatic humors of the human body with their Elementalist Arts. These humors are associated with slow, listless feelings and wet, phlegmatic diseases such as flux. </p><p><strong>Philosophical</strong>: The elemental philosopher affects all sorts of natural liquids with Elementalist Water, and can also affect animals with a phlegmatic temperament, which includes those that swim like fish or creep like reptiles. </p><p><strong>Theurgical</strong>: Elementalist Water allows an elemental theurgist to affect water elementals and other supernatural creatures associated with cold and liquids. Water elementals typically have high scores in Cunning, Perception, Strength, and Stamina.</p><p>The character adds his Phlegmatic trait to his Soak when he is damaged by the element of water, including suffering from thirst, drowning, drinking poisonous liquids, falling against water, or being crushed by powerful waves.</p>","source":"HMRE","page":22,"indexKey":"elementalist-water","review_status":"reviewed","reviewer":"xzotl","credits":"","defaultChaAb":"int","speciality":"","accelerated":false,"optionLinked":true,"realm":"mundane","xp":0},"img":"icons/magic/water/wave-water-blue.webp","effects":[],"folder":"16LRZFqj4LYYBPK0","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.1.11","createdTime":1767453373337,"modifiedTime":1767455412124,"lastModifiedBy":"6SdI10VpXHcBvx2J","exportSource":null},"_id":"7Ad2WmiQOkX5AZCN","sort":1400000}
{"name":"Etiquette","type":"ability","img":"systems/arm5e/assets/icons/abilities/etiquette.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">You know the social graces and how to behave in different situations. Etiquette differs from Charm in that Etiquette covers proper behavior, rather than charming behavior. You cannot seduce someone with Etiquette, but neither can you get through an audience with the bishop on Charm alone.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> nobility, court, peasants, faeries, the Church. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"pre","speciality":"","xp":0,"key":"etiquette","option":"","realm":"magic","indexKey":"etiquette","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751866,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"9BMafwfwWY1sR2eE","sort":400000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Language: Gothic*","type":"ability","img":"systems/arm5e/assets/icons/abilities/deadLanguage.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_097jrlmaqjp7","path":"Abilities#/CF_SEP/Academic, Languages","color":"#000000"}},"system":{"description":"<p>This skill is similar to all other (Language) Abilities, but it is only available to educated characters. It grants the ability to speak a language which is no longer used as a native language in the areas the character has lived in. The most important example is Latin. All educated characters in the West know Latin, since without it you cannot learn any Academic Knowledges. It is also the common language of the Church and Order of Hermes. In other areas of the world, Arabic, Greek and Hebrew fill similar functions, although of these only Hebrew is a dead language.</p><p><strong>Specialties</strong>: academic usage, Church ceremonies, Hermetic usage. (Academic)</p>","source":"ArM5Def","page":0,"defaultChaAb":"com","speciality":"","xp":0,"key":"deadLanguage","option":"gothic","realm":"magic","indexKey":"language-gothic","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.4.0.21","coreVersion":"13.351","createdTime":1662235751935,"modifiedTime":1758519184704,"lastModifiedBy":"xMd6zrGNn4dbQYey","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"RFwx3qCrd6CJ4GDo","_id":"9DH0St7VC4RgHDoX","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Folk Ken","type":"ability","img":"systems/arm5e/assets/icons/abilities/folkKen.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Understanding the background, personality, and motives of another person. Often the storyguide secretly rolls a die when this Ability is used. Thus, you do not know if your character guessed correctly, or even botched.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> peasants, townsfolk, nobles, clergy, magi, the opposite sex. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"com","speciality":"","xp":0,"key":"folkKen","option":"","realm":"magic","indexKey":"folk-ken","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751885,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"9ocsdOchuGNtv9nH","sort":500000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Theurgical Refining","type":"ability","system":{"key":"technique","option":"Theurgical-Refining","description":"<p>Refining allows the elemental theurgist to restore Might to a supernatural being, or else to drain it of its Might in the form of raw vis. If the Refining Total is greater than the affected elemental’s Might Score, note the amount by which it is exceeded. If the Elementalist Form used in the Refining Total corresponds to the Form of the elemental’s Might, this is the number of Might Points restored to it. If the Form used is directly opposed to the Form of the affected elemental (air vs. earth, fire vs. water), this amount is subtracted from its Might Pool. Otherwise, half this many Might Points (rounded down) are either added to or subtracted from its Might Pool over the course of the season. If the being would gain more Might Points than it can have in its Might Pool, or if it loses some of its Might Points, raw vis forms in the material animated by the being, 1 pawn for every 5 Might Points given, but no more than its (Might Score divided by 5). This usually appears as condensation or dust inside of the container in which the being is held, or else manifests as pieces of the being that separate from it during the Refining (i.e. mist, ash, moisture, or dirt). The elemental theurgist adds (Realm) Lore, of the same realm as the target, to his Refining Totals.</p>","source":"HMRE","page":25,"indexKey":"theurgical-refining","review_status":"reviewed","reviewer":"xzotl","credits":"","defaultChaAb":"int","speciality":"","xp":0,"accelerated":true,"optionLinked":true,"realm":"mundane"},"img":"icons/svg/aura.svg","effects":[],"folder":"16LRZFqj4LYYBPK0","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.1.11","createdTime":1767455412062,"modifiedTime":1767455412124,"lastModifiedBy":"6SdI10VpXHcBvx2J","exportSource":null},"_id":"A1kScngk1ecg0QG9","sort":400000}
{"name":"Guile","type":"ability","img":"systems/arm5e/assets/icons/abilities/guile.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Telling convincing lies, as well as feigning emotion, belief, or frame of mind. If you understand the person you are attempting to deceive (roll 9+ on Perception + Folk Ken), you gain a bonus of +1 to your Guile roll. This Ability also covers disguising yourself, and pretending to be something you are not. It is often an opposed roll, against the victim's Perception + Folk Ken or, for disguise, Perception + Awareness.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> particular sorts of deception, lying to authority, fast talk, elaborate lies. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"com","speciality":"","xp":0,"key":"guile","option":"","realm":"magic","indexKey":"guile","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751877,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"A8qb4sXj0FqtLc9S","sort":600000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Craft: Illumination","type":"ability","img":"systems/arm5e/assets/icons/abilities/craft.svg","effects":[],"flags":{"cf":{"id":"temp_2vp6z8wkvgl","path":"Abilities#/CF_SEP/General, Crafts","color":"#000000"},"core":{}},"system":{"description":"<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"","xp":0,"key":"craft","option":"Illumination","realm":"magic","indexKey":"craft-illumination","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751880,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"B0tgOly3UXoUdW5j","sort":800000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Craft: (Type)","type":"ability","img":"systems/arm5e/assets/icons/abilities/craft.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_2vp6z8wkvgl","path":"Abilities#/CF_SEP/General, Crafts","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"","xp":0,"key":"craft","option":"craft","realm":"magic","indexKey":"craft-generic","reviewer":"xzotl","review_status":"reviewed","optionLinked":true},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751900,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"BLiSEiVpJofeHSDq","sort":900000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Faerie Lore*","type":"ability","img":"systems/arm5e/assets/icons/abilities/faerieLore.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_7bwhgya3q6x","path":"Abilities#/CF_SEP/Arcane","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Familiarity with faerie powers, weaknesses, motivations, and areas.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> faerie forests, faerie mounds, specific types of faeries. (Arcane)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"faerieLore","option":"","realm":"magic","indexKey":"faerie-lore","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751847,"modifiedTime":1731255710938,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"Ku86xoVh78FXIgLr","_id":"BQTjRIhZzFalAtOm","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Great Weapon","type":"ability","img":"systems/arm5e/assets/icons/abilities/greatWeapon.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_7d6ngxdzyst","path":"Abilities#/CF_SEP/Martial","color":"#000000"}},"system":{"description":"<p>Fighting with a weapon which requires two hands to use.</p>\n<p>Specialties: any one weapon. (Martial)</p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"","xp":0,"key":"greatWeapon","option":"","realm":"magic","indexKey":"great-weapon","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751879,"modifiedTime":1731255710938,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"Uh7ZiHdsWW2PjSJl","_id":"CkEO2fj99hoahQqe","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"folder":"RFwx3qCrd6CJ4GDo","name":"Theology - Islam","type":"ability","img":"systems/arm5e/assets/icons/abilities/moon.svg","system":{"description":"<p>This is the Islamic equivalent of Theology: Christian. The major sources for Islamic theology are the Qur’an and the Sunna.</p><p><strong>Specialties</strong>: the Qur’an, debates, history, prophets. (Academic)</p>","source":"ArM5Def","page":0,"indexKey":"theology-islam","defaultChaAb":"int","speciality":"","xp":0,"key":"theology","option":"Islam","realm":"mundane","reviewer":"xzotl","review_status":"reviewed","accelerated":false,"optionLinked":false},"effects":[],"ownership":{"default":0,"CBVr9z58wiLAeuIl":3,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.9","createdTime":1731131691160,"modifiedTime":1732349623136,"lastModifiedBy":"wUH1ww0o0zQEBtKr","exportSource":null},"_id":"DC3jC2jvRAwGbq2g","sort":0}
{"name":"Magic Lore*","type":"ability","img":"systems/arm5e/assets/icons/abilities/magicLore.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_7bwhgya3q6x","path":"Abilities#/CF_SEP/Arcane","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Knowledge of magical creatures, areas, and traditions.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> creatures, magical traditions, regiones. (Arcane)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"magicLore","option":"","realm":"magic","indexKey":"magic-lore","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751867,"modifiedTime":1731255710938,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"Ku86xoVh78FXIgLr","_id":"DWZEyyfxbnSJRzZP","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Craft Stonemason","type":"ability","img":"systems/arm5e/assets/icons/abilities/craft.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_2vp6z8wkvgl","path":"Abilities#/CF_SEP/General, Crafts","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"decorations","xp":0,"key":"craft","option":"craft-stonemason","realm":"magic","indexKey":"craft-generic","reviewer":"xzotl","review_status":"reviewed","optionLinked":false,"accelerated":false},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.9","createdTime":1732435236981,"modifiedTime":1732435236981,"lastModifiedBy":"wUH1ww0o0zQEBtKr","exportSource":null},"folder":"adQkl7QaQHRah9iT","ownership":{"default":0,"1JBSgWiiwizu7vru":3,"wUH1ww0o0zQEBtKr":3},"_id":"ETnr4ebSDFKCPKIh","sort":0}
{"name":"Philosophical Controlling","type":"ability","system":{"key":"technique","option":"Philosophical-Controlling","description":"<p>The elemental philosopher conjures natural phenomena (wind, flame) or base matter (earth, water) of the appropriate element(s) from the surrounding area, of an amount no more than the Size indicated by the Summoning Total on the chart earlier, to a place within his immediate reach. Additional magnitudes summon more-dangerous phenomena (increasing air and fire Damage by +5) or more-substantial matter (stone and ice, and then harder or colder materials). These summoned materials are always wild and untreated, and the elementalist has no control over their shape. For example, a Summoning Total of 5 using Elementalist Earth might summon enough silver to make a coin, but it would probably appear as a pile of shavings rather than a single lump. The elemental philosopher can also summon living animals that are native to the area and have a dominant temperament (choleric, melancholic, phlegmatic, or sanguine) appropriate to the element used in the summoning. The character can even summon a group of animals, so long as their collective size does not exceed the Size listed for the Summoning Total on the chart above, and as long as the sum of their Might Scores does not exceed the Might indicated for the level of the effect on the chart. If any of the summoned animals have Magic Resistance, the effect must penetrate.</p><p></p>","source":"HMRE","page":23,"indexKey":"philosophical-controlling","review_status":"reviewed","reviewer":"xzotl","credits":"","defaultChaAb":"int","speciality":"","xp":0,"accelerated":true,"optionLinked":true,"realm":"mundane"},"img":"icons/svg/aura.svg","effects":[],"folder":"16LRZFqj4LYYBPK0","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.1.11","createdTime":1767454880663,"modifiedTime":1767455412124,"lastModifiedBy":"6SdI10VpXHcBvx2J","exportSource":null},"_id":"EXqrLZOlT5PjqLRt","sort":200000}
{"name":"Craft: Glassworking","type":"ability","img":"systems/arm5e/assets/icons/abilities/craft.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_2vp6z8wkvgl","path":"Abilities#/CF_SEP/General, Crafts","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"","xp":0,"key":"craft","option":"Glassworking","realm":"magic","indexKey":"craft-glassworking","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751857,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"EoNwGKFtAgm6QYD4","sort":1000000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Medicinal Summoning","type":"ability","system":{"key":"technique","option":"Medicinal-Summoning","description":"<p>With medicinal magic, the character can use Summoning to alter the humors in a human body, curing diseases and resolving crises. This might be seen as summoning the necessary humors to restore the body to its natural equilibrium, though this has no effect on wounds that were not caused by deprivation, disease, or aging. Summoning can also imbalance the humors enough to cause a disease, drawing the humors out of the body instead. The elemental physician must touch the target, and if you are using the disease rules found in Art & Academe, the Summoning Total determines the strength of the disease that is caused or cured. Otherwise, a Summoning Total that corresponds to the Size of the target (as listed on the chart above) affects a disease that is equivalent to a Light wound or a minor illness; one magnitude more affects a disease equivalent to a Medium wound or a serious illness, two magnitudes more for a Heavy wound or a major illness, and three magnitudes more for an Incapacitating wound or critical illness. The Elementalist Form used in the Summoning Total should be the Form that best corresponds to the type of sickness, and this effect must penetrate the target’s Magic Resistance, if any.</p>","source":"HMRE","page":23,"indexKey":"medicinal-summoning","review_status":"reviewed","reviewer":"xzotl","credits":"","defaultChaAb":"int","speciality":"","xp":0,"accelerated":true,"optionLinked":true,"realm":"mundane"},"img":"icons/svg/aura.svg","effects":[],"folder":"16LRZFqj4LYYBPK0","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.1.11","createdTime":1767453660179,"modifiedTime":1767455412124,"lastModifiedBy":"6SdI10VpXHcBvx2J","exportSource":null},"_id":"EvKqXwCBXb4Hmbv9","sort":1300000}
{"name":"Philosophiae*","type":"ability","img":"systems/arm5e/assets/icons/abilities/philosophy.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_5d6v8nsyfy","path":"Abilities#/CF_SEP/Academic","color":"#000000"}},"system":{"description":"<p>There are three philosophies — natural philosophy, moral philosophy, and metaphysics. Aristotle is the auctor for all of them, in different books. Most scholars study the philosophies after the Arts but before going on to Law, Theology or Medicine. Natural philosophy is the study of the sub-lunar world. It roughly corresponds to today's science. The main texts are the <em>Physica</em>, <em>De Meteorologia</em>, and <em>De historia animalium</em>. Moral philosophy is the study of the proper way of human life. It covers ethics, politics, and economics — the texts are the <em>Ethica</em>, <em>Politica</em>, and <em>Economica</em>. Metaphysics is the philosophy of the fundamental nature of the world. The main text is Aristotle's <em>Metaphysica</em>. The theories of the Philosophiae are all basically correct in Mythic Europe. </p><p><strong>Specialties</strong>: natural philosophy, moral philosophy, metaphysics, Ritual magic, Ceremonial magic. (Academic)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"philosophy","option":"","realm":"magic","indexKey":"philosophiae","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751889,"modifiedTime":1731255710938,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"RFwx3qCrd6CJ4GDo","_id":"ExnyEdZRnOCYWPsB","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Craft: Bowmaking","type":"ability","img":"systems/arm5e/assets/icons/abilities/craft.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_2vp6z8wkvgl","path":"Abilities#/CF_SEP/General, Crafts","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"craft","option":"bowmaking","realm":"magic","indexKey":"craft-bowmaking","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751879,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"FKPIu25MsevaOpSk","sort":1100000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Medicinal Refining","type":"ability","system":{"key":"technique","option":"Medicinal-Refining","description":"<p>The elemental physician can make the longevity potion for other human beings as well as himself, and adds his Medicine to his Refining Totals. In addition, the elemental physician can make a potion that increases the vigor and natural aptitude of a person for a year, using elemental vis. This boosts one of the target’s Characteristics (as shown below) by the elementalist’s (Refining Total / 5), though it cannot increase that Characteristic to a value more than half of the elementalist’s score in the associated Form. This potion costs the same number of pawns of vis as the longevity potion; an elementalist with his lowest Elementalist Form at 4 and a Refining Total of 25 could make a potion that would increase a character’s Strength by five levels, but no higher than +2.</p><p><strong>Element Characteristic Increased:</strong></p><p><strong>Air</strong> Intelligence, Perception, Presence, or Communication </p><p><strong>Earth</strong> Strength, Stamina, Dexterity, or Quickness </p><p><strong>Fire</strong> Presence, Communication, Dexterity, or Quickness </p><p><strong>Water</strong> Intelligence, Perception, Strength, or Stamina</p>","source":"HMRE","page":26,"indexKey":"medicinal-refining","review_status":"reviewed","reviewer":"xzotl","credits":"","defaultChaAb":"int","speciality":"","accelerated":true,"optionLinked":true,"realm":"mundane","xp":0},"img":"icons/svg/aura.svg","effects":[],"folder":"16LRZFqj4LYYBPK0","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.1.11","createdTime":1767455276607,"modifiedTime":1767455479489,"lastModifiedBy":"6SdI10VpXHcBvx2J","exportSource":null},"_id":"G4es07rcMlTRJlUM","sort":800000}
{"name":"Theology (religion)*","type":"ability","img":"systems/arm5e/assets/icons/abilities/theology.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_5d6v8nsyfy","path":"Abilities#/CF_SEP/Academic","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Theology is the study of God and his work in the world. The authorities are the Bible and Peter the Lombard's Sententiae, the Bible having theoretical primacy, being infallible, and the Sentences being most studied. The speculations of theology are very abstruse, and many theologians are accused of heresy. Sometimes those accused recant, and sometimes they convince the Church that they were right after all. Theology can also be purchased (as a separate Ability) for other religions like Islam and Judaism.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> biblical knowledge, heresy, history. (Academic)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"theology","option":"religion","realm":"magic","indexKey":"theology","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.9","coreVersion":"13.351","createdTime":1662235751894,"modifiedTime":1732349627258,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"RFwx3qCrd6CJ4GDo","_id":"GIdz1uYrMpwwAuex","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Artes Liberales*","type":"ability","img":"systems/arm5e/assets/icons/abilities/artesLib.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_5d6v8nsyfy","path":"Abilities#/CF_SEP/Academic","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">The seven artes liberales, or liberal arts, are the basis of medieval higher education. Everyone learns them at the universities before passing on to study other subjects. It would be very rare for a character to have a score in any other Academic Knowledge without a score of at least one in this.</p><p style=\"text-align: justify\">The artes liberales are divided into two groups: the Trivium (grammar, logic, and rhetoric) and the Quadrivium (arithmetic, geometry, astronomy, and music). The emphasis at this period is on the Trivium, but both are taught. (Note that Artes Liberales as a whole is one Skill, not seven separate ones.)</p><p style=\"text-align: justify\">Grammar concerns theoretical questions of the structure of languages, rather than the ability to use a specific language (that is covered by Speak skills). The authorities are Priscian and Donatus. Logic is the study of the syllogism, and other forms of reasoning discussed by Aristotle. It is the most important of the arts at this period. Aristotle is the authority, in his <em>logica vetus </em>and <em>logica nova</em>. Rhetoric is the study of the theory of rhetorical forms: knowledge of the sort of tricks that an orator can use, rather than the ability to use them. The authority is Cicero, especially his <em>De Inventione</em>.</p><p style=\"text-align: justify\">Arithmetic is the ability to add and subtract, multiply and divide. The authority is Boethius, <em>De arithmetica</em>. Geometry is concerned with study of plane and solid figures, and the authority is Euclid, in his <em>Elementa</em>. It also deals with the study of light, and Euclid's <em>Optica</em> is the authority here. Astronomy is concerned with predicting the positions of the stars and planets, and the authority is Ptolemy, in the <em>Libri Almagesti</em>. Music is purely theoretical, the study of proportions and musical theory, not the ability to sing or play an instrument. The authority is Boethius, in <em>De Musica</em>.</p><p style=\"text-align: justify\">Artes Liberales also covers the ability to read and write. For every point in the Ability, the character can read and write one writing system, providing that he knows a language which normally uses that system: the Latin alphabet, the Greek alphabet, the Arabic alphabet, and so on.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> grammar, logic, rhetoric, arithmetic, geometry, astronomy, music, Ritual magic, Ceremonial magic. (Academic)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"testt","xp":0,"key":"artesLib","option":"","realm":"magic","indexKey":"artes-liberales","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751941,"modifiedTime":1731255710938,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"RFwx3qCrd6CJ4GDo","_id":"GhxO6KomdJ7lO7qc","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Chirurgy*","type":"ability","img":"systems/arm5e/assets/icons/abilities/chirurgy.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">This is Middle Ages-style surgery, used to help others recover from physical damage. It encompasses tending and binding wounds of all varieties, and the necessary but brutal skill of cauterization. See page @@ for rules</p><p style=\"text-align: justify\"><strong>Specialties:</strong> cauterization, diagnosis, binding wounds, setting bones. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"","xp":0,"key":"chirurgy","option":"","realm":"magic","indexKey":"chirurgy","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751902,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"GkRpnIogC0KHqWhm","sort":1200000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Intrigue","type":"ability","img":"systems/arm5e/assets/icons/abilities/intrigue.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Dealing and plotting, including subtle use of power in non-confrontational ways to achieve your own ends. Intrigue need not be underhanded or manipulative - it also covers negotiations and knowledge of formal and informal rules of conduct and politeness. In addition, Intrigue also allows a character to pick up important information about those in power, separating fact from useless gossip. Intrigue is a vital talent for those who frequent court or a Hermetic Tribunal.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> gossip, plotting, rumormongering, alliances. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"intrigue","option":"","realm":"magic","indexKey":"intrigue","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751901,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"GkZeM6xhRgKdFQzu","sort":1300000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Induction","type":"ability","img":"systems/arm5e/assets/icons/abilities/telepathy.svg","system":{"description":"<div class=\"el-p\"><p dir=\"auto\">This is the supernatural ability to create illusions in a person’s mind. Only the target can see those illusions. Each attempt at induction requires the inducer to talk with the victim for at least one minute. Characters who cannot hear the inducer are immune to his powers.</p></div><div class=\"el-p\"><p dir=\"auto\">Attempts at induction require a die roll of Communication + Induction. Induction is not made more difficult by the complexity of the illusion: it is made more difficult as the risk the victim takes by believing the illusion increases. On some level the victim is aware of the real world, and can snap out of the induced state if threatened.</p></div><div class=\"el-p\"><p dir=\"auto\">The Ease Factors for Induction are:<br>Innocuous 3<br>Potentially Shaming 6<br>Potentially Dangerous to Others 9<br>Potentially Dangerous to Self 12<br>Potentially Suicidal 15</p></div><div class=\"el-p\"><p dir=\"auto\"><strong>Roll Modifiers (pick only one)</strong><br>Victim is drunk, drugged, exhausted, or critically ill +3<br>Victim knows and trusts the inducer +3<br>Site of induction has been carefully prepared with expensive props, in advance +3.</p></div><div class=\"el-p\"><p dir=\"auto\">If an Inducer has successfully snared a victim, the Inducer may roll again to try and bump the effect up to the next level of risk. This requires at least fifteen minutes, and on the second roll, the Ease Factor is reduced by 3. An inducer can take a great deal of time, and several rolls, to work a victim up through the levels of danger to potentially suicidal.</p></div><div class=\"el-p\"><p dir=\"auto\">A victim of induction realizes afterwards that they have been affected by magic if the roll above does not exceed the Ease Factor by (6 – 1 per factor from the list below).</p></div><div class=\"el-p\"><p dir=\"auto\">This value can be reduced by 1 by each of the following factors: choose no more than 3.</p></div><div class=\"el-ul\"><ul class=\"has-list-bullet\"><li data-line=\"0\" dir=\"auto\">Careful use of props (clothes stained, souvenirs provided)</li><li data-line=\"1\" dir=\"auto\">Illusion includes brush off (character in illusion returns character home, character falls asleep inside illusion and wakes up in bed)</li><li data-line=\"2\" dir=\"auto\">No lost time (character in illusion explains it is all happening in one night, no servants notice the character gone)</li><li data-line=\"3\" dir=\"auto\">Real world effects (character's actions in illusion seem to have altered the real world in verifiable ways)</li><li data-line=\"4\" dir=\"auto\"><p>Follow up (the character has been convinced previous illusions were real, and this one is part of that larger story).<br>Specialties: particular kinds of illusion. (Supernatural)</p></li></ul></div><div class=\"el-table\" style=\"overflow-x: auto;\" dir=\"ltr\"><table><thead><tr><th dir=\"ltr\">Entrancement and Induction</th></tr></thead><tbody><tr><td dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">Entrancement and Induction appear similar, because they have a similar scale of Ease factors, but they differ in practice. Entrancement takes control of a character's will, and dictates their actions, but does not affect what they believe or experience. Induction causes a character to sense things which are not real, and may convince them of things which are not true, but does not force them to act.It is possible for characters to have both Entrancement and Induction, and to use each to bolster the other. For example, \"Speak to me\" is an innocuous Entrancement, which allows Induction to begin. Inductions that convince a character that something is less risky, or more necessary, than it truly is alter the Ease Factors for Entrancement.</span></td></tr></tbody></table></div>","source":"ArM5Def","page":0,"indexKey":"induction","review_status":"reviewed","reviewer":"xzotl","defaultChaAb":"com","speciality":"","xp":0,"accelerated":false,"key":"supernatural","option":"induction","realm":"magic","optionLinked":false},"effects":[],"folder":"ZbCET9zUtDWzYD5z","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.7","createdTime":1731087095472,"modifiedTime":1731255710939,"lastModifiedBy":"tBE5EmoIXLzf3maM","exportSource":null},"_id":"GnTOb2cFLnuIsmHz","sort":200000}
{"name":"Church Lore","type":"ability","img":"systems/arm5e/assets/icons/abilities/organizationLore.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">Knowledge of the legends, history, structure, operation, and goals of the specified organization. Organizations can be as large as the Church, or as small as a local craft guild. The smaller the organization, the more detailed your knowledge. Order of Hermes Lore is particularly important to most magi.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> personalities, history, politics. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"organizationLore","option":"ChurchLore","realm":"magic","indexKey":"church-lore","reviewer":"xzotl","review_status":"reviewed","optionLinked":true,"accelerated":false},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":1732268024866,"modifiedTime":1750426969327,"lastModifiedBy":"ErQ613O32LNYb71L","exportSource":null},"folder":"adQkl7QaQHRah9iT","ownership":{"default":0,"1JBSgWiiwizu7vru":3,"wUH1ww0o0zQEBtKr":3},"_id":"Hovs3rUC0cFlfcEd","sort":700000}
{"folder":"RFwx3qCrd6CJ4GDo","name":"Academic ability (Topic's name)","type":"ability","_id":"ILkcgxGPN6a9HeAp","img":"systems/arm5e/assets/icons/abilities/artesLib.svg","system":{"description":"<div class=\"el-p\"><p dir=\"auto\">Academic Abilities require formal training. Beginning characters may only purchase Academic Abilities if they are specifically permitted to through the purchase of a Virtue, or if they are magi. Magi without a specific Virtue may only buy Academic Abilities during or after apprenticeship. In addition, learning an Academic Knowledge requires a Latin, Greek, Hebrew, or Arabic score of at least 3, depending on the region of Europe you are from. For most characters, Latin 3 is required.</p></div><div class=\"el-p\"><p dir=\"auto\">Medieval study is based on the auctores, or authorities, in each subject. These auctores are not regarded as infallible or as having said all of what there is to be said on a subject. They are, however, supposed to have gotten the essentials right and to have accurately divided the subject into its categories. Thus, a medieval scholar might suggest that Aristotle was wrong about a certain kind of logical fallacy, but he would not suggest that Aristotle was completely wrong about logic or that there were fallacies that did not fall under any of his classifications.</p></div>","source":"ArM5Def","page":0,"indexKey":"academic-ability-topics-name","defaultChaAb":"int","speciality":"","xp":0,"key":"academicAbility","option":"topic-name","realm":"mundane","reviewer":"xzotl","review_status":"reviewed","optionLinked":true},"effects":[],"sort":0,"ownership":{"default":0,"CBVr9z58wiLAeuIl":3},"flags":{},"_stats":{"systemId":"arm5e","systemVersion":"2.4.0.4","coreVersion":"13.351","createdTime":1705764016540,"modifiedTime":1750427135309,"lastModifiedBy":"ErQ613O32LNYb71L","compendiumSource":null,"duplicateSource":null,"exportSource":null}}
{"folder":"RFwx3qCrd6CJ4GDo","name":"Islamic Law","type":"ability","img":"systems/arm5e/assets/icons/abilities/moon.svg","system":{"description":"<div class=\"markdown-preview-view markdown-rendered node-insert-event\"><div class=\"markdown-preview-sizer markdown-preview-section\" style=\"padding-bottom: 0px;\"><div class=\"el-p\"><p dir=\"auto\">This is the Muslim version of Civil & Canon Law. The major sources of Islamic Law are the Qur’an and the Sunna. </p><p dir=\"auto\"><strong>Specialties</strong>: any one of the sources of Islamic Law, particular topics, customs of a particular area. (Academic)</p></div></div></div>","source":"ArM5Def","page":0,"indexKey":"islamic-law","defaultChaAb":"int","speciality":"","xp":0,"key":"law","option":"islamic-law","realm":"mundane","reviewer":"xzotl","review_status":"reviewed","accelerated":false,"optionLinked":false},"effects":[],"ownership":{"default":0,"CBVr9z58wiLAeuIl":3,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.21","createdTime":1731087373501,"modifiedTime":1758519166043,"lastModifiedBy":"xMd6zrGNn4dbQYey","exportSource":null},"_id":"Iv8hub4aAVAZtVV7","sort":0}
{"folder":"RFwx3qCrd6CJ4GDo","name":"Rabbinic Law","type":"ability","img":"systems/arm5e/assets/icons/abilities/starOfDavid.svg","system":{"description":"<p>This is the Jewish version of Civil & Canon Law. The major sources of Rabbinic Law are the Talmud, the Oral Torah, and the Responsa of the Geonim. </p><p><strong>Specialties</strong>: any one of the sources of Rabbinic Law, dietary laws, particular topics, precedents of a given area (Academic)</p>","source":"ArM5Def","page":0,"indexKey":"islamic-law","defaultChaAb":"int","speciality":"","xp":0,"key":"law","option":"RabbinicLaw","realm":"mundane","reviewer":"xzotl","review_status":"reviewed","accelerated":false,"optionLinked":false},"effects":[],"ownership":{"default":0,"CBVr9z58wiLAeuIl":3,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.7","createdTime":1731130309223,"modifiedTime":1731255710939,"lastModifiedBy":"tBE5EmoIXLzf3maM","exportSource":null},"_id":"JmnXcLrpznskPGhN","sort":0}
{"name":"Curse-Throwing","type":"ability","img":"systems/arm5e/assets/icons/abilities/throwing.svg","system":{"description":"<div class=\"el-p\"><p dir=\"auto\">This Supernatural Ability is usually aligned to the Faerie Realm, but could be aligned to any supernatural realm. It enables the character to heal diseases, remove curses, and dispel detrimental magical effects, but only by transferring (or 'throwing') their effects to another person. Curse-Throwing cannot affect Flaws; specifically, someone with the Lesser or Greater Malediction Flaw is beyond the power of Curse-Throwing, unless it is a Flaw imposed by a faerie or magician with a limited duration. However, any other curse laid by a supernatural power is potentially within the remit of this Ability; note that curses laid directly by God (such as leprosy) are normally represented by permanent Flaws, and thus exempt. Only harmful effects can be transferred with this Ability, and the storyguide is the arbiter in cases where spells are not directly detrimental. Barrenness is a common affliction treated by this power; if transferred to a man or male animal then impotence is inflicted instead. Other curses transferred to inappropriate targets are changed in a similar manner.</p></div><div class=\"el-p\"><p dir=\"auto\">To throw a curse, the afflicted person must be physically present, and the recipient of the curse must be represented either in person or by an Arcane Connection. Afflictions can be passed from humans to animals or vice versa, but this is harder than transferring within the same species. Curse-Throwers sometimes transfer the curse to themselves, but such altruism is rare. To throw a curse, the character must perform an elaborate ritual which involves the crafting of a charm which transfers the curse. This charm is a combination of a physical object and a chant. The object is repeatedly touched to the target and the recipient (or the Arcane Connection), whilst the chant is repeated over and over. The ritual typically takes an hour for every 5 points (or fraction) of the Ease Factor (see below). At the end of this time, the character generates a Casting Total, which must equal or exceed the Ease Factor listed below. If either the sufferer or the intended recipient of the curse has Magic Resistance, the Penetration Total must exceed it, else the curse stays where it is. A botched Curse-Throwing roll swaps the recipient of the curse to the caster.</p></div><div class=\"el-p\"><p dir=\"auto\"><strong>Curse-Throwing Casting Total: Presence + Curse-Throwing + Aura + stress die</strong></p></div><div class=\"el-p\"><p dir=\"auto\"><strong>Penetration Total: Casting Total – Ease Factor + Penetration Bonus</strong></p></div><div class=\"el-table\" style=\"overflow-x: auto;\" dir=\"ltr\"><table><thead><tr><th dir=\"ltr\">Curse</th><th dir=\"ltr\">Ease Factor</th></tr></thead><tbody><tr><td dir=\"ltr\">Minor Disease or Affliction*</td><td dir=\"auto\">9</td></tr><tr><td dir=\"ltr\">Serious Disease or Affliction*</td><td dir=\"auto\">12</td></tr><tr><td dir=\"ltr\">Major Disease or Affliction*</td><td dir=\"auto\">15</td></tr><tr><td dir=\"ltr\">Critical Disease *</td><td dir=\"auto\">18</td></tr><tr><td dir=\"ltr\">Spell</td><td dir=\"ltr\">12 + magnitude of spell</td></tr><tr><td dir=\"ltr\">Supernatural Ability</td><td dir=\"ltr\">12 + Ability score</td></tr><tr><td dir=\"ltr\">Power</td><td dir=\"ltr\">12 + Might points spent</td></tr></tbody></table></div><div class=\"el-p\"><p dir=\"auto\">*a Minor disease inflicts a Light wound, a Serious disease inflicts a Medium wound, a Major disease inflicts a Heavy wound, and a Critical disease inflicts an Incapacitating wound. See <em>Art &amp; Academe</em>, Chapter 4: Medicine for more details. Minor Afflictions include boils and warts. Serious Afflictions are equivalent to a Minor Flaw in magnitude, whereas Major Afflictions are as severe as a Major Flaw.</p></div><div class=\"el-table\" style=\"overflow-x: auto;\" dir=\"ltr\"><table><thead><tr><th dir=\"ltr\">Situation</th><th dir=\"ltr\">Modifier to Casting Total</th></tr></thead><tbody><tr><td dir=\"ltr\">Recipient present in person</td><td dir=\"auto\">0</td></tr><tr><td dir=\"ltr\">Recipient represented by Arcane Connection lasting decades or more</td><td dir=\"auto\">–1</td></tr><tr><td dir=\"ltr\">Recipient represented by Arcane Connection lasting months or years</td><td dir=\"auto\">–3</td></tr><tr><td dir=\"ltr\">Recipient represented by Arcane Connection lasting weeks or less</td><td dir=\"auto\">–6</td></tr><tr><td dir=\"ltr\">Recipient is different species to target</td><td dir=\"auto\">–3</td></tr></tbody></table></div><div class=\"el-table\" style=\"overflow-x: auto;\" dir=\"ltr\"><table><thead><tr><th dir=\"ltr\">Example of Curse-Throwing</th></tr></thead><tbody><tr><td dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">A young woman has failed to conceive despite four years of marriage, and she and her mother visit Aelfred, the local faerie doctor. He explains that her barrenness needs to be transferred to another, and the mother volunteers, since she has already had three children. The Ease Factor for this operation is 12, since barrenness is equivalent to a Minor Flaw. The ritual takes three hours, at the end of which, Aelfred generates a Casting Total: 2 (Presence) + 5 (Curse-Throwing) + 5 (stress die) + 2 (Faerie aura of Aelfred's home), for a total of 14. However, unbeknownst to the characters the barrenness was caused by the curse of a local witch. Her Hex Ability score was 5, thus the Ease Factor was actually 17 (12 + Hex 5). Since Aelfred's player succeeds in an Intelligence + Faerie Lore roll, the storyguide informs him that Aelfred suspects that his Curse-Throwing should have worked if the barrenness was natural. Aelfred counsels the mother and daughter to investigate whether they have any enemies with supernatural powers.</span></td></tr></tbody></table></div>","source":"ArM5Def","page":0,"indexKey":"curse-throwing","review_status":"reviewed","reviewer":"xzotl","defaultChaAb":"pre","speciality":"","xp":0,"accelerated":false,"key":"supernatural","option":"curseThrowing","realm":"faeric","optionLinked":false},"effects":[],"folder":"ZbCET9zUtDWzYD5z","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.7","createdTime":1731076706459,"modifiedTime":1731255710939,"lastModifiedBy":"tBE5EmoIXLzf3maM","exportSource":null},"_id":"JvtxP8YYEymmb5IS","sort":400000}
{"name":"Order of Hermes Lore","type":"ability","img":"systems/arm5e/assets/icons/abilities/organizationLore.svg","effects":[],"flags":{"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"},"core":{}},"system":{"description":"<p style=\"text-align: justify\">Knowledge of the legends, history, structure, operation, and goals of the specified organization. Organizations can be as large as the Church, or as small as a local craft guild. The smaller the organization, the more detailed your knowledge. Order of Hermes Lore is particularly important to most magi.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> personalities, history, politics. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"organizationLore","option":"HermesOrder","realm":"magic","indexKey":"order-of-hermes-lore","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.9","coreVersion":"13.351","createdTime":1662235751919,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"K5Bf0PTJEZeBDYA8","sort":1400000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Bows","type":"ability","img":"systems/arm5e/assets/icons/abilities/bows.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_7d6ngxdzyst","path":"Abilities#/CF_SEP/Martial","color":"#000000"}},"system":{"description":"<p>Using bows and arrows.</p><p><strong>Specialties</strong>: any one weapon. (Martial)</p>","source":"ArM5Def","page":0,"defaultChaAb":"per","speciality":"","xp":0,"key":"bows","option":"","realm":"magic","indexKey":"bows","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751923,"modifiedTime":1731255710939,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"Uh7ZiHdsWW2PjSJl","_id":"KsAft552F6K5Q2Fg","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Language: East German*","type":"ability","img":"systems/arm5e/assets/icons/abilities/livingLanguage.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_097jrlmaqjp7","path":"Abilities#/CF_SEP/Academic, Languages","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">This skill is similar to all other (Language) Abilities, but it is only available to educated characters. It grants the ability to speak a language which is no longer used as a native language. The most important example is Latin. All educated characters in the West know Latin, since without it you cannot learn any Academic Knowledges. It is also the common language of the Church and Order of Hermes. In other areas of the world, Arabic, Greek and Hebrew fill similar functions, although of these only Hebrew is a dead language.</p>\n<table style=\"width: 99.1914%; height: 122px;\" border=\"1\">\n<tbody>\n<tr style=\"height: 17px;\">\n<td style=\"width: 7.07427%; height: 17px; text-align: center;\"><strong>Score</strong></td>\n<td style=\"width: 15.6073%; height: 17px; text-align: center;\"><strong>Fluency</strong></td>\n<td style=\"width: 76.5033%; height: 17px; text-align: center;\"><strong>Description</strong></td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 7.07427%; height: 17px; text-align: center;\">0</td>\n<td style=\"width: 15.6073%; height: 17px; text-align: center;\"><em><span style=\"text-align: justify;\">Point and grunt</span></em></td>\n<td style=\"width: 76.5033%; height: 17px; text-align: justify;\">With one or more experience&nbsp;points, you know &ldquo;please&rdquo;,&nbsp;&rdquo;thank you&rdquo;, and a few other words.</td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 7.07427%; height: 17px; text-align: center;\">1</td>\n<td style=\"width: 15.6073%; height: 17px; text-align: center;\"><em><span style=\"text-align: justify;\">Basic questions and answers</span></em></td>\n<td style=\"width: 76.5033%; height: 17px; text-align: justify;\">&ldquo;Where is the&nbsp;church?,&rdquo; &ldquo;Do you sell food?&rdquo; Constant&nbsp;mistakes, and an atrocious accent.&nbsp;People must speak slowly and often&nbsp;repeat themselves, and you cannot&nbsp;string a conversation together.</td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 7.07427%; height: 17px; text-align: center;\">2</td>\n<td style=\"width: 15.6073%; height: 17px; text-align: center;\"><em><span style=\"text-align: justify;\">Basic conversation</span></em></td>\n<td style=\"width: 76.5033%; height: 17px; text-align: justify;\">You can sustain a&nbsp;short conversation on a common&nbsp;topic. You still make many mistakes,&nbsp;and often fail to catch what others say.</td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 7.07427%; height: 17px; text-align: center;\">3</td>\n<td style=\"width: 15.6073%; height: 17px; text-align: center;\"><em><span style=\"text-align: justify;\">Haltingly functional</span></em></td>\n<td style=\"width: 76.5033%; height: 17px; text-align: justify;\">You can hold a conversation&nbsp;on everyday topics, although&nbsp;it takes time, you make many mistakes,&nbsp;and your accent is still bad.</td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 7.07427%; height: 17px; text-align: center;\">4</td>\n<td style=\"width: 15.6073%; height: 17px; text-align: center;\"><em><span style=\"text-align: justify;\">Functional</span></em></td>\n<td style=\"width: 76.5033%; height: 17px; text-align: justify;\">You can hold a conversation&nbsp;on non-technical topics, and make few&nbsp;mistakes. People do not normally need&nbsp;to repeat themselves. This is the minimum&nbsp;level required to study from a&nbsp;book.</td>\n</tr>\n<tr style=\"height: 10px;\">\n<td style=\"width: 7.07427%; height: 10px; text-align: center;\">5</td>\n<td style=\"width: 15.6073%; height: 10px; text-align: center;\"><em><span style=\"text-align: justify;\">Fluent</span></em></td>\n<td style=\"width: 76.5033%; height: 10px; text-align: justify;\">You still have an accent if this is&nbsp;not your native language, but it is&nbsp;weak. You speak as well as most&nbsp;natives. This is the minimum level&nbsp;required to write a book.</td>\n</tr>\n<tr style=\"height: 10px;\">\n<td style=\"width: 7.07427%; height: 10px; text-align: center;\">6</td>\n<td style=\"width: 15.6073%; height: 10px; text-align: center;\"><em><span style=\"text-align: justify;\">Elegant</span></em></td>\n<td style=\"width: 76.5033%; height: 10px; text-align: justify;\">You choose your words well,&nbsp;and have no accent if this is not your&nbsp;native language.<br /><br /></td>\n</tr>\n</tbody>\n</table>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> academic usage, Church ceremonies, Hermetic usage. (Academic)</p>","source":"ArM5Def","page":0,"defaultChaAb":"com","speciality":"","xp":0,"key":"livingLanguage","option":"EastGerman","realm":"magic","indexKey":"language-east-german","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751932,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"LCm8D6uvsPxyNRpe","sort":1500000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Embitterment","type":"ability","img":"systems/arm5e/assets/icons/abilities/angry-eyes.svg","system":{"description":"<div class=\"el-p\"><p dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">Embitterment is a Major Supernatural Ability that allows the speaker to make a listener hostile to a target of the speaker's choice. This hostility can range from simple antagonism to murder. Through simple conversation, the speaker makes the listener dislike, resent, or hate a person formerly considered a friend. The conversation does not have to be long; a round is time enough for this effect to take place.</span></p></div><div class=\"el-p\"><p dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">To embitter a target, the player states the exact specifications of how the target will act against the intended victim. He then rolls the character's Communication + Embitterment + a stress die and compares it to a variable Ease Factor, which depends on the level of aggression he wishes to instill, and the level of loyalty possessed between the target and the former ally. Since this is a Supernatural Ability, the roll always uses a stress die. The Embitterment power of the Nemthengacha is a Magic power for purposes of determining its interaction with the other realms of power; it seems likely that an Infernal version also exists.</span></p></div><div class=\"el-p\"><p dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\"><strong>Embitterment Roll: Communication + Embitterment + stress die</strong></span></p></div><div class=\"el-p\"><p dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">Consult the following chart to determine the Ease Factor.</span></p></div><div class=\"el-table\" style=\"overflow-x: auto;\" dir=\"ltr\"><table><thead><tr><th dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">Ease Factor</span></th><th dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">Desired Effect</span></th></tr></thead><tbody><tr><td dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">6</span></td><td dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">Turn a man against his neighbor, business partner, or co-worker</span></td></tr><tr><td dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">9</span></td><td dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">Turn a man against his wife, friend, or cousin (distant kin)</span></td></tr><tr><td dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">12</span></td><td dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">Turn a man against his kin (father, brother, and nuclear family)</span></td></tr><tr><td dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">15</span></td><td dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">Turn a man against his lord</span></td></tr><tr><td dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">18</span></td><td dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">Turn a man against his king</span></td></tr></tbody></table></div><div class=\"el-p\"><p dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">The base effect makes the victim dislike the target, leading to slander, resentment, and a refusal to cooperate with him. Increasing this animosity to hatred adds +3 to the Ease Factor. Victims made to hate the indicated target desire to do some kind of harm to him, but stop short of killing the person. Such a person would destroy someone's fields, ruin a business opportunity, wreck their marriage, or perhaps wound them in a duel. Increasing hatred to loathing adds another +3 to the Ease Factor (+6 in total), and makes the victim try to slay the intended target. For example, the Ease Factor is 18 to embitter a man to commit patricide (base 12 + 6), and 24 to commit regicide (base 18 + 6).</span></p></div><div class=\"el-p\"><p dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">The Range of embitterment is Voice and the Target is always Individual. The Duration is Sun, although this can be increased to Moon by increasing Ease Factor by +3. Because embitterment acts through conversation, the caster must speak a language that the target comprehends.</span></p></div><div class=\"el-p\"><p dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">A character so embittered cannot disobey the command. He is not allowed a Loyalty roll to see if he can ignore the emotional summons, or other quibbling based on the character's Personality Traits. Hermetic magic can cancel the embitterment with a Perdo Vim spell. Rego Mentem magic can replace the feelings of animosity with feelings of loyalty or compassion, Creo Mentem can create feelings of loyalty that supersede the effect, and Perdo Mentem could erase the feelings of animosity. To determine how powerful a Hermetic spell needs to be, consider the effective level of the embitterment to be equal to the Nemthenga's score in Embitterment times five.</span></p></div>","source":"ArM5Def","page":0,"indexKey":"embitterment","review_status":"reviewed","reviewer":"xzotl","defaultChaAb":"com","speciality":"","xp":0,"accelerated":false,"key":"supernatural","option":"Embitterment","realm":"magic","optionLinked":false},"effects":[],"folder":"ZbCET9zUtDWzYD5z","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.7","createdTime":1731079323467,"modifiedTime":1731255710940,"lastModifiedBy":"tBE5EmoIXLzf3maM","exportSource":null},"_id":"LRjGpTaM9sMoHUoj","sort":500000}
{"folder":"HYeAhCvwMqgUT4xR","name":"Verditius Magic","type":"ability","_id":"LpBx8n7ffzfR67dr","img":"systems/arm5e/assets/icons/abilities/craft.svg","system":{"description":"<div class=\"el-p\"><p dir=\"auto\">This is the (Organization) Lore of a particular cult. It provides knowledge of the legends, history, structure, operation and goals of the Mystery Cult in question.</p></div><div class=\"el-p\"><p dir=\"auto\">It includes knowledge of the magics, rites and secret passwords and symbolism of the cult, how to covertly signal membership, and how to assess another magus's membership or non-membership in your cult. Two magi with a score in this ability for the same Mystery Cult may well be able to hold a seemingly innocuous conversation without outsiders understanding the true significance or meaning of their words. Many Mystery Cult specialty books also require a score in this ability to decode their heavy symbolism; this method is used to prevent un-Initiated outsiders learning secrets of the Mystery.</p></div><div class=\"el-p\"><p dir=\"auto\">Mystery Cult Lore also covers the ceremonies of the cult, frequently enacted whenever the cult gathers formally. It is also a key knowledge for a Mystagogue's performance of the Initiation Rites, to guide the Initiate through the path of Ordeals, ceremony and meditation, to gain new Virtues.</p></div><div class=\"el-p\"><p dir=\"auto\">Cult Lore is passed from Mystagogue to Initiate, from Mystae to Mystae in a chain of living secrets. Some cults also write down their secret lores, as this codifies the Mystery and lets others share the same view of the cult — others prefer the secrecy of the Oral Tradition. Small cults may fade away from lack of members, especially if they are persecuted at some point — but if they committed some of their Lore to writing, the cult may be re-born by those who discover and understand the texts. Some cults risk the loss of secrecy for this very reason — that their secrets and magical rites may not be lost forever. Some magi search for lost texts, containing secret lores of the Ancients, hoping to re-enact the rites and rituals that led the Ancients to power.</p></div><div class=\"el-p\"><p dir=\"auto\">In game terms, Experience points in Cult Lore are acquired like any other knowledge — including Teaching, Books, Practice and Exposure. Learning Cult Lore from another ensures that master and pupil share the same rites; learning by yourself generally implies that you have devised your own variant (even \"deviant\") rites and rituals — from such disagreements schisms arise and cults may break up and fragment.</p></div><div class=\"el-p\"><p dir=\"auto\">A magus may build the knowledge from 0, even without instruction — but this means they have devised their own cult, and should treat their Lore as a new Lore. (General)</p></div>","source":"ArM5Def","page":0,"indexKey":"verditius-magic","defaultChaAb":"int","speciality":"","xp":0,"key":"verditiusMagic","option":"","realm":"mundane","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"effects":[],"sort":0,"ownership":{"default":0,"CBVr9z58wiLAeuIl":3},"flags":{},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1705775579166,"modifiedTime":1731255710940,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null}}
{"folder":"RFwx3qCrd6CJ4GDo","name":"Law (legal forum)","type":"ability","_id":"Lrn6Bqc4zQKOhapP","img":"systems/arm5e/assets/icons/abilities/law.svg","system":{"description":"<p>Any other system of law not covered by Civil and Canon law, Common law or Hermetic code.</p><p><strong>Specialties:</strong> laws and customs of a specific area, specific leader laws. (Academic)</p>","source":"ArM5Def","page":0,"indexKey":"law-generic","defaultChaAb":"int","speciality":"","xp":0,"key":"law","option":"legalForum","realm":"mundane","reviewer":"xzotl","review_status":"reviewed","optionLinked":true},"effects":[],"sort":0,"ownership":{"default":0,"CBVr9z58wiLAeuIl":3},"flags":{},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1705763747137,"modifiedTime":1731255710940,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null}}
{"name":"Craft: Pottery","type":"ability","img":"systems/arm5e/assets/icons/abilities/craft.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_2vp6z8wkvgl","path":"Abilities#/CF_SEP/General, Crafts","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"craft","option":"Pottery","realm":"magic","indexKey":"craft-pottery","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751915,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"MFzjPz65ke27cwqz","sort":1600000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Teaching","type":"ability","img":"systems/arm5e/assets/icons/abilities/teaching.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p>The ability to teach an Ability to someone else.</p>\n<p><strong>Specialties:</strong> a particular Ability, particular kinds of student. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"com","speciality":"","xp":0,"key":"teaching","option":"","realm":"magic","indexKey":"teaching","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751856,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"MPB9a6GIIkO50yOr","sort":1700000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Language: Arabic*","type":"ability","img":"systems/arm5e/assets/icons/abilities/deadLanguage.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_097jrlmaqjp7","path":"Abilities#/CF_SEP/Academic, Languages","color":"#000000"}},"system":{"description":"<p>This skill is similar to all other (Language) Abilities, but it is only available to educated characters. It grants the ability to speak a language which is no longer used as a native language in the areas the character has lived in. The most important example is Latin. All educated characters in the West know Latin, since without it you cannot learn any Academic Knowledges. It is also the common language of the Church and Order of Hermes. In other areas of the world, Arabic, Greek and Hebrew fill similar functions, although of these only Hebrew is a dead language.</p><p><strong>Specialties</strong>: academic usage, Church ceremonies, Hermetic usage. (Academic)</p>","source":"ArM5Def","page":0,"defaultChaAb":"com","speciality":"","xp":0,"key":"deadLanguage","option":"arabic","realm":"magic","indexKey":"language-arabic","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.4.0.21","coreVersion":"13.351","createdTime":1662235751850,"modifiedTime":1758519174400,"lastModifiedBy":"xMd6zrGNn4dbQYey","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"RFwx3qCrd6CJ4GDo","ownership":{"default":0,"1JBSgWiiwizu7vru":3},"_id":"MijqmTmxkCooE5Pc","sort":100000}
{"name":"Profession: Merchant","type":"ability","img":"systems/arm5e/assets/icons/abilities/profession.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_objljw4w1kp","path":"Abilities#/CF_SEP/General, Professions","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">The ability to do a job which does not involve making something. Examples include jongleur, reeve, sailor, steward, teamster, and washerwoman.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> depend on the profession. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"profession","option":"Merchant","realm":"magic","indexKey":"profession-merchant","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751884,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"MlKq5NOn1CuEy1OG","sort":1800000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Dowsing*","type":"ability","img":"systems/arm5e/assets/icons/abilities/dowsing.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_mjq1fx3r06m","path":"Abilities#/CF_SEP/Supernatural","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">You have the ability to find things nearby through the use of a dowsing rod (usually a forked stick) and your own intuitive sense. You concentrate on the thing to be found, hold your dowsing rod out in front of you, and follow its subtle motions to the target. If you're looking for something specific, you must have an appropriate sympathetic connection to the thing sought (such as bottled water from a stream when searching for running water). Before you roll, designate the area in which you are searching — if the item sought is not present in that area, you automatically fail. The time required to search depends on the size of the area, and must be invested whether you succeed or not. It takes about one Diameter (two minutes, or twenty combat rounds) to search for something within 25 paces, and doubling the distance quadruples the time. To find something common, like water, within 25 paces requires a Perception + Dowsing of 9+. Increased distances or dowsing for less common things increases the target number, so that, for example, finding gold within 100 paces would have an Ease Factor of 15.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> searching for a particular kind of thing (water, gold, etc.), searching in a particular kind of place. (Supernatural)</p>","source":"ArM5Def","page":0,"defaultChaAb":"per","speciality":"","xp":0,"key":"dowsing","option":"","realm":"magic","indexKey":"downsing","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751892,"modifiedTime":1731255710941,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"ZbCET9zUtDWzYD5z","_id":"NxIogQlOJFACKdIR","sort":800000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Sense Holiness & Unholiness*","type":"ability","img":"systems/arm5e/assets/icons/abilities/senseHolyAndUnholy.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_mjq1fx3r06m","path":"Abilities#/CF_SEP/Supernatural","color":"#000000"}},"system":{"description":"<p>You are able to feel the presence of good and evil. A Perception + Sense Holiness and Unholiness roll against an Ease Factor of 9 lets you sense holiness or unholiness in a general area; against an Ease Factor of 15, in a person or object. The Ease Factor to detect a demon is 0, but the character must still Penetrate its Magic Resistance. If an angel is hiding its divine nature, which is unusual, the Ease Factor is 15, and the character must Penetrate. If the angel is not hiding its divine nature, the roll automatically succeeds. In auras of particularly strong divine or infernal influence, your sensitivity may overwhelm you. This Ability is granted by the Divine realm, not the Magic or Faerie realms, and thus uses the Divine column of the realm interaction chart (page @@). </p><p><strong>Specialties</strong>: good or evil. (Supernatural)</p>","source":"ArM5Def","page":0,"defaultChaAb":"per","speciality":"","xp":0,"key":"senseHolyAndUnholy","option":"","realm":"magic","indexKey":"sense-holiness-unholiness","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751922,"modifiedTime":1731255710941,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"ZbCET9zUtDWzYD5z","_id":"OHRBhU3P4daWv4EJ","sort":900000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Charm","type":"ability","img":"systems/arm5e/assets/icons/abilities/charm.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Enticing, fascinating, and endearing others to you, but only on a personal basis. It can be used to win someone over emotionally, especially members of the opposite sex.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> courtly love, first impressions, being witty. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"pre","speciality":"","xp":0,"key":"charm","option":"","realm":"magic","indexKey":"charm","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751896,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"QmwVzR3640UQkxfa","sort":1900000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Enigmatic Wisdom*","type":"ability","img":"systems/arm5e/assets/icons/abilities/enigma.svg","effects":[],"flags":{"cf":{"id":"temp_mjq1fx3r06m","path":"Abilities#/CF_SEP/Supernatural","color":"#000000"},"core":{}},"system":{"description":"<p>&nbsp;</p>\n<p class=\"MsoNormal\" style=\"margin-bottom: 0.0001pt; text-align: justify;\"><span lang=\"EN-US\" style=\"mso-ansi-language: EN-US;\">Enigmatic Wisdom lies at the beginning of each path. Criamon apprentices learn to view events and objects in unusual and intuitive ways, usually by meditating on 15 riddles related to the Arts. This training helps them to find connections between concepts, and place this knowledge into the context of the Enigma. This in turn allows Criamon magi to understand the nature of humans, the universe, and the ties between them in ways incomprehensible to other magi. Once a magus has grasped the foundational elements of wisdom, he may develop deeper understanding by considering the insights of others, which can be transmitted through books, discussion, or mystical experiences.</span></p>\n<h2 style=\"margin-top: 6pt; text-align: justify;\"><strong><span lang=\"EN-US\">Symbolic Understanding</span></strong></h2>\n<p><strong> </strong></p>\n<p class=\"MsoNormal\" style=\"margin-bottom: 0.0001pt; text-align: justify;\"><span lang=\"EN-US\" style=\"mso-ansi-language: EN-US;\">A Criamon magus may use his Enigmatic Wisdom score to understand subtle symbols. This allows magi to interpret arcane events, perplexing situations, dreams, and visions.</span></p>\n<p class=\"MsoNormal\" style=\"margin-bottom: 0.0001pt; text-align: justify;\"><span lang=\"EN-US\" style=\"mso-ansi-language: EN-US;\">Criamon magi can understand what kind of life experience lies behind each of another magus&rsquo;s stigmata with a successful Intelligence + Enigmatic Wisdom roll against an Ease Factor of 6. They can tell whether a character has been Warped, and how severely, with a Perception + Enigmatic Wisdom roll against an Ease Factor six or more, and if they beat an Ease Factor of 12, they understand, in general terms, what sort of life experience caused the Warping.</span></p>\n<p class=\"MsoNormal\" style=\"margin-bottom: 0.0001pt; text-align: justify;\"><span lang=\"EN-US\" style=\"mso-ansi-language: EN-US;\">This Ability also assists with interpreting dreams and visions. It does not grant supernatural visions, but many Criamon also have that &mdash; separate &mdash; Flaw.</span></p>\n<h2 style=\"margin-top: 6pt; text-align: justify;\"><strong><span lang=\"EN-US\">Labyrinth Meditations</span></strong></h2>\n<p><strong> </strong></p>\n<p class=\"MsoNormal\" style=\"margin-bottom: 0.0001pt; text-align: justify;\"><span lang=\"EN-US\" style=\"mso-ansi-language: EN-US;\">Criamon magi may improve their concentration by engaging in labyrinth meditations. A labyrinth meditation is a non-magical ritual during which the magus walks slowly through a maze while contemplating a problem. Many contemplation mazes are simple ribbons, with a single path leading to a center, then out again. Simple contemplative labyrinths can be created with low-level spells.</span></p>\n<p class=\"MsoNormal\" style=\"margin-bottom: 0.0001pt; text-align: justify;\"><span lang=\"EN-US\" style=\"mso-ansi-language: EN-US;\">The magus&rsquo;s mental state remains focused for an hour after he completes the labyrinth. This allows a bonus on a single roll. This can be used to untangle a single conundrum (an Enigmatic Wisdom roll), recall a single fact (a Lore roll), or perform a single physical action. Physical actions must take no longer than one minute (ten combat rounds). The bonus is equal to half the magus&rsquo;s Enigmatic Wisdom score.</span></p>\n<p class=\"MsoNormal\" style=\"margin-bottom: 0.0001pt; text-align: justify;\"><span lang=\"EN-US\" style=\"mso-ansi-language: EN-US;\">The magus must have a score of at least one in the required Ability before it can be assisted by labyrinth meditations. Meditations add grace to the magus&rsquo;s thoughts and actions, but do not grant conscious skill. A magus who does not know how to swim, for example, cannot use the clarity of thought and action provided by the meditation to swim.</span></p>\n<p class=\"MsoNormal\" style=\"margin-bottom: 0.0001pt; text-align: justify;\"><span lang=\"EN-US\" style=\"mso-ansi-language: EN-US;\">Characters with an Enigmatic Wisdom score of three or more don&rsquo;t need a physical labyrinth; they can walk in a circle for the same effect. Those with a score of six or more don&rsquo;t even need to walk &mdash; they can imagine the circle. Labyrinth rituals take sixteen hours for characters with a score of one in Enigmatic Wisdom. The time required halves for each level they gain. Characters with brief meditation times cannot, however, perform several meditations and save or stack the bonuses.</span></p>\n<h2 style=\"margin-top: 6pt; text-align: justify;\"><strong><span lang=\"EN-US\">Twilight</span></strong></h2>\n<p><strong> </strong></p>\n<p class=\"MsoNormal\" style=\"text-align: justify;\"><span lang=\"EN-US\" style=\"mso-ansi-language: EN-US;\">Criamon magi understand Twilight better than other magi, and so navigate it more safely. This is reflected in the Twilight rules given in ArM5, pages 88&ndash;89.</span></p>","source":"ArM5","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"enigma","option":"","realm":"magic","indexKey":"enigmatic-wisdom","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751933,"modifiedTime":1731255710941,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"Ku86xoVh78FXIgLr","_id":"QofgLxblKSMirrz2","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"folder":"Ku86xoVh78FXIgLr","name":"Arcane ability (Ability's name)","type":"ability","_id":"Qxjci63FuI9mRBG5","img":"systems/arm5e/assets/icons/abilities/magicTheory.svg","system":{"description":"<p>A character may only take these Abilities during character generation if permitted to by a Virtue, or if he is a magus. Some Virtues allow a character to take a particular Arcane Ability, but not the others, while other Virtues allow a character to take any Arcane Ability. Any Virtue giving a character a Supernatural Ability that may need to Penetrate Magic Resistance also allows the character to take the Penetrate Ability. Magi without a relevant Virtue may only take Arcane Abilities during or after apprenticeship.</p>","source":"ArM5Def","page":0,"indexKey":"arcane-generic","defaultChaAb":"int","speciality":"","xp":0,"key":"arcaneAbility","option":"arcane-name","realm":"mundane","reviewer":"xzotl","review_status":"reviewed","optionLinked":true},"effects":[],"sort":0,"ownership":{"default":0,"CBVr9z58wiLAeuIl":3},"flags":{},"_stats":{"systemId":"arm5e","systemVersion":"2.4.0.4","coreVersion":"13.351","createdTime":1705764610558,"modifiedTime":1750427083095,"lastModifiedBy":"ErQ613O32LNYb71L","compendiumSource":null,"duplicateSource":null,"exportSource":null}}
{"name":"Craft: Bookbinding","type":"ability","img":"systems/arm5e/assets/icons/abilities/craft.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_2vp6z8wkvgl","path":"Abilities#/CF_SEP/General, Crafts","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"craft","option":"Bookbinding","realm":"magic","indexKey":"craft-bookbinding","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751893,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"RcHjyZSPnjJo8tql","sort":2000000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Craft: Metalsmith","type":"ability","img":"systems/arm5e/assets/icons/abilities/craft.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_2vp6z8wkvgl","path":"Abilities#/CF_SEP/General, Crafts","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"craft","option":"Metalsmith","realm":"magic","indexKey":"craft-metalsmith","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751870,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"S9Nt898FlSMWAybG","sort":2100000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Crafter’s Healing","type":"ability","img":"systems/arm5e/assets/icons/abilities/healing.svg","system":{"description":"<p>When using this Ability, each wound can only be treated once, regardless of its severity. Make a Presence + Crafter’s Healing + stress die roll against an Ease Factor equal to the Improvement Ease Factor determined by the Wound Recovery Table (page @@). Healing a wound costs a Long-Term Fatigue level. If successful, the wound is healed one level: heavy wounds become medium, medium wounds light, and light wounds heal totally. If the roll fails, nothing happens besides fatigue loss. If the roll botches, the healer suffers a similar wound immediately. The wounded recipient gains a Warping Point each time this Ability is used on her, regardless of its success. </p><p><strong>Specialties</strong>: particular kinds of wounds. (Supernatural)</p>","source":"ArM5Def","page":0,"indexKey":"crafters-healing","review_status":"reviewed","reviewer":"xzotl","defaultChaAb":"pre","speciality":"","xp":0,"accelerated":false,"key":"supernatural","option":"CraftersHealing","realm":"magic","optionLinked":false},"effects":[],"folder":"ZbCET9zUtDWzYD5z","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.7","createdTime":1731076634715,"modifiedTime":1731255710942,"lastModifiedBy":"tBE5EmoIXLzf3maM","exportSource":null},"_id":"TrFoqfLGHvGF2Jbw","sort":1100000}
{"name":"Craft: Jewelworking","type":"ability","img":"systems/arm5e/assets/icons/abilities/craft.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_2vp6z8wkvgl","path":"Abilities#/CF_SEP/General, Crafts","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"","xp":0,"key":"craft","option":"Jewelworking","realm":"magic","indexKey":"craft-jewelworking","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751872,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"VP1OewTbmowzUdzz","sort":2200000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Summon Animals","type":"ability","img":"systems/arm5e/assets/icons/abilities/pentacle.svg","system":{"description":"<div class=\"el-p\"><p dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">This Ability allows the character to summon mundane animals from potentially long distances away. To use this Ability, the character must be capable of making an audible call to the creatures he wishes to summon, and must be within one day's journey of a habitat where the required species are found. The number of animals which respond to his summons is determined by the score in the character’s Ability; see the table below. He must then make a Communication + Summon Animals roll against an Ease Factor of 9. If successful, the animals arrive within 1 hour of the character making the call, although exceeding the Ease Factor by 3 makes them come in 2 minutes, and exceeding it by 6 summons them in a single round.</span></p></div><div class=\"el-p\"><p dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">The character cannot directly communicate with the animals unless he has another Ability which allows him to do so (such as Animal Ken), and they depart naturally as determined by the storyguide. Even if the character lacks the ability to communicate with the animals, they act as if friendly towards him, and if naturally aggressive, may fight to defend him.</span></p></div><div class=\"el-table\" style=\"overflow-x: auto;\" dir=\"ltr\"><table><thead><tr><th style=\"max-width:80px;\"><span class=\"internal-embed markdown-embed is-loaded\">Ability Score</span></th><th dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">Number of animals arriving</span></th></tr></thead><tbody><tr><td dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">1</span></td><td dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">1 animal of Size –2, or equivalent mass (2 of Size –3, 5 of Size –4, 10 of Size –5, 20 of Size –6, etc.)</span></td></tr><tr><td dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">2</span></td><td dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">2 animals of Size –2, or equivalent mass (1 of Size –1, 5 of Size –3, 10 of Size –4, 20 of Size –5, etc.)</span></td></tr><tr><td dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">3</span></td><td dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">5 animals of Size –2, or equivalent mass (1 of Size 0, 2 of Size –1, 10 of Size –3, 20 of Size –4, etc.)</span></td></tr><tr><td dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">4</span></td><td dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">10 animals of Size –2, or equivalent mass (1 of Size +1, 2 of Size 0, 5 of Size –1, 20 of Size –3, etc.)</span></td></tr><tr><td dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">5</span></td><td dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">20 animals of Size –2, or equivalent mass (1 of Size +2, 2 of Size +1, 5 of Size 0, 10 of Size –1, etc.)</span></td></tr></tbody></table></div><div class=\"el-p\"><p dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\"><strong>Specialities</strong>: a particular type of animal (Supernatural)</span></p></div>","source":"ArM5Def","page":0,"indexKey":"summon-animals","review_status":"reviewed","reviewer":"xzotl","defaultChaAb":"sta","speciality":"","xp":0,"accelerated":false,"key":"supernatural","option":"SummonAnimals","realm":"magic","optionLinked":false},"effects":[],"folder":"ZbCET9zUtDWzYD5z","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.7","createdTime":1731131829073,"modifiedTime":1731255710942,"lastModifiedBy":"tBE5EmoIXLzf3maM","exportSource":null},"_id":"VhcsOBCxQ6bVxKOS","sort":0}
{"name":"Thrown Weapon","type":"ability","img":"systems/arm5e/assets/icons/abilities/trownWeapon.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_7d6ngxdzyst","path":"Abilities#/CF_SEP/Martial","color":"#000000"}},"system":{"description":"<p><span style=\"font-family: bookAntiquaBold\">Fighting at range using weapons which are thrown.</span></p><p style=\"box-sizing: border-box; user-select: text; margin: 0.5em 0px; color: rgb(25, 24, 19); font-family: bookAntiquaBold; font-size: 12px; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; font-weight: 400; letter-spacing: normal; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; text-decoration-thickness: initial; text-decoration-style: initial; text-decoration-color: initial; text-align: start\"><span style=\"font-family: bookAntiquaBold\"><strong style=\"box-sizing: border-box; user-select: text;\">Specialties:</strong> any one weapon. (Martial)</span></p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"","xp":0,"key":"trownWeapon","option":"","realm":"magic","indexKey":"thrown-weapon","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751882,"modifiedTime":1731255710942,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"Uh7ZiHdsWW2PjSJl","_id":"W4xQitpnzyk7vb1o","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Profession: Teamster","type":"ability","img":"systems/arm5e/assets/icons/abilities/profession.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_objljw4w1kp","path":"Abilities#/CF_SEP/General, Professions","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">The ability to do a job which does not involve making something. Examples include jongleur, reeve, sailor, steward, teamster, and washerwoman.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> depend on the profession. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"profession","option":"Teamster","realm":"magic","indexKey":"profession-teamster","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751859,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"Ws9XLweZqXwGQIxs","sort":2300000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Profession: Steward","type":"ability","img":"systems/arm5e/assets/icons/abilities/profession.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_objljw4w1kp","path":"Abilities#/CF_SEP/General, Professions","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">The ability to do a job which does not involve making something. Examples include jongleur, reeve, sailor, steward, teamster, and washerwoman.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> depend on the profession. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"profession","option":"Steward","realm":"magic","indexKey":"profession-steward","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751839,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"XPM7B53n9StEUdGu","sort":2400000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Craft: Leathercraft","type":"ability","img":"systems/arm5e/assets/icons/abilities/craft.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_2vp6z8wkvgl","path":"Abilities#/CF_SEP/General, Crafts","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"craft","option":"Leathercraft","realm":"magic","indexKey":"craft-leathercraft","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751835,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"XWt9AZypXOqtHbfX","sort":2500000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Enchanting (Ability)*","type":"ability","img":"systems/arm5e/assets/icons/abilities/enchantingMusic.svg","system":{"description":"<div class=\"el-p\"><p dir=\"auto\">When you set your mind to it, you can influence others with a particular performance ability. For a specific effect, you must use words that people can understand. You can calm the grieving with tunes alone, but you need lyrics to convince peasants to rise up against the local lord. General effects work on animals, but specific effects only work on creatures that can understand words. When you use Enchanting Ability, roll a die (stress or simple, depending on the situation) and add Communication and Enchanting Ability. An Ease Factor of 9 will calm the upset, 12 will win someone's love, 15 will incite a riot, and a 24 might win back a soul from the Prince of Darkness. If you botch, you inspire an unwanted emotion.</p></div><div class=\"el-p\"><p dir=\"auto\">If the target has Magic Resistance, you must penetrate their resistance; see page @@ for rules.</p></div><div class=\"el-p\"><p dir=\"auto\">You should also roll for the quality of the performance, but the magical effect is independent of this, unless you botch. If you do botch the Ability roll, you have failed to produce any performance for some reason, and so the Supernatural Ability automatically fails. </p><p dir=\"auto\"><strong>Specialties</strong>: a particular emotion, a particular sort of person. (Supernatural)</p></div>","source":"ArM5Def","page":0,"indexKey":"enchanting-ability","review_status":"reviewed","reviewer":"xzotl","defaultChaAb":"com","speciality":"","xp":0,"accelerated":false,"key":"enchantingMusic","option":"","realm":"magic","optionLinked":false},"effects":[],"folder":"ZbCET9zUtDWzYD5z","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.7","createdTime":1731079251149,"modifiedTime":1731255710942,"lastModifiedBy":"tBE5EmoIXLzf3maM","exportSource":null},"_id":"Z9B22tnFgrfb06LB","sort":600000}
{"folder":"ZbCET9zUtDWzYD5z","name":"Corpse Magic","type":"ability","_id":"ZKEguviNxhYS3wLX","img":"systems/arm5e/assets/icons/abilities/shambling-zombie.svg","system":{"description":"<div class=\"el-p\"><p dir=\"auto\">The character can use Corpse Magic to temporarily revive a corpse. The target of this Supernatural Ability cannot have received any burial rites from a Divinely-sanctioned religion, and the corpse must be relatively intact, having as a minimum a spine, a skull, and more than half of its long bones. There need not be any flesh remaining. It takes fifteen minutes to chant the spells sufficiently to awaken the dead.</p></div><div class=\"el-p\"><p dir=\"auto\"><strong>Casting Total: Communication + Corpse Magic + Aura modifier + stress die</strong></p></div><div class=\"el-p\"><p dir=\"auto\"><strong>Commanding roll: Communication + Leadership + stress die; Leadership may be limited by Language Ability</strong></p></div><div class=\"el-p\"><p dir=\"auto\">Compare the result to the following Ease Factors to determine success:</p></div><div class=\"el-table\" style=\"overflow-x: auto;\" dir=\"ltr\"><table><thead><tr><th style=\"min-width:100px;\">Ease Factor Outcome</th><th dir=\"auto\"></th></tr></thead><tbody><tr><td dir=\"auto\">9</td><td dir=\"ltr\">Speak to the dead. The corpse is not compelled to answer truthfully or directly, although it may do so anyway.</td></tr><tr><td dir=\"auto\">12</td><td dir=\"ltr\"><p>Speak to the dead and compel it to speak truly.<br>Protect a corpse from being affected by further Corpse Magic. Any attempt to do so has the Ease Factor increased by the Corpse Magic score of the character.</p></td></tr><tr><td dir=\"auto\">15</td><td dir=\"ltr\"><p>Animate a corpse. Orders are followed to the best of the corpse's abilities, but the character must remain in sight of the corpse else it will cease all movement until he returns<br>Take control of an animated corpse. The Commanding roll must be greater than the original animator's (if any), else the corpse continues to follow its previous orders.</p></td></tr><tr><td dir=\"auto\">18</td><td dir=\"ltr\">Animate a corpse and place it under the direct mental control of the character; if he can see the corpse he can issue it orders. He can leave the presence of the corpse and it will continue to obey its orders, but once they are complete it remains motionless until given another order by its creator.</td></tr></tbody></table></div><div class=\"el-p\"><p dir=\"auto\">The corpse animates and sits up, allowing the character converses with it directly. A character who is particularly skilled can cause the corpse to rise out of the grave and walk abroad. The character asks questions or issues commands by making a Communication + Leadership roll; the corpse does nothing unless commanded to do so using a roll of this type. Single word commands have an Ease Factor of 6, simple questions or commands require a 9, and more complex instructions or questions need a 12 or more. The character must know the language that the corpse spoke in life to ask it questions or issue commands. If the character is not fluent in this language (that is, a score of 5 or higher), then the character's Leadership is limited by his Language Ability. Once the character has failed three commanding rolls, the corpse sinks back into its grave or ceases movement, and cannot be subject to Corpse Magic again until the moon has risen. All corpses are also laid to rest if their heads are removed from their body.</p></div><div class=\"el-p\"><p dir=\"auto\">Walking corpses typically have a Magic Might of 9 (see <em>Realms of Power: Magic</em>, Chapter 6 for more details). The Penetration Total of the Corpse Magic must exceed this Might to cause it to leave its grave, otherwise it is confined to the earth.</p></div><div class=\"el-p\"><p dir=\"auto\"><strong>Specialities</strong>: kings, soldiers, compelling truth, animating the dead. (Supernatural)</p></div>","source":"ArM5Def","page":0,"indexKey":"corpse-magic","review_status":"reviewed","reviewer":"xzotl","defaultChaAb":"com","speciality":"","xp":0,"accelerated":false,"key":"supernatural","option":"CorpseMagic","realm":"mundane","optionLinked":false},"effects":[],"sort":1000000,"ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.7","createdTime":1731074366777,"modifiedTime":1731255710943,"lastModifiedBy":"tBE5EmoIXLzf3maM","exportSource":null}}
{"name":"Whistle Up The Wind","type":"ability","img":"systems/arm5e/assets/icons/abilities/wind-slap.svg","system":{"description":"<div class=\"el-p\"><p dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">A character with this Ability is able to create a wind, duplicating the effects of any wind-based Creo Auram spell at Range Voice, Target Individual; similar Supernatural Abilities exist for other weather phenomena. To invoke the wind, the character literally has to whistle, and makes a Stamina + Whistle Up The Wind roll, against the Ease Factor listed in the table below. If successful, the wind immediately starts to blow as commanded by the character. It will continue to blow in the same manner even if the character stops whistling. A character who summons a wind at a particular strength can change that wind to another type with a similar strength (such as from <em>Circular Winds of Protection</em> to <em>Broom of the Winds</em>), diminish it to a weaker effect (such as <em>Chamber of Spring Breezes</em>), or end it entirely. Each of these changes requires a Communication + Music roll, using the Ease Factors for Maintaining Concentration on a spell (page @@). Whistling a new tune in this manner cannot increase the strength of a wind, or return a diminished wind to its former intensity; instead the character must make a new Whistle Up The Wind roll. All effects of this Ability diminish to the next lowest level of strength once every 24 hours, when the sun sets, until they dwindle to nothing.</span></p></div><div class=\"el-table\" style=\"overflow-x: auto;\" dir=\"ltr\"><table><thead><tr><th dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">Ease Factor</span></th><th dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">Strength of Wind</span></th></tr></thead><tbody><tr><td dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">6</span></td><td dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">Light breeze, strong enough to clear a stench from a room</span></td></tr><tr><td dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">9</span></td><td dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">Moderate wind, strong enough to affect the accuracy of arrows</span></td></tr><tr><td dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">12</span></td><td dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">Strong wind, powerful enough to propel a sailing ship</span></td></tr><tr><td dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">15</span></td><td dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">Gale force wind, strong enough to knock someone over</span></td></tr><tr><td dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\">18</span></td><td dir=\"ltr\"><span class=\"internal-embed markdown-embed is-loaded\">Hurricane force wind, strong enough to uproot trees</span></td></tr></tbody></table></div><div class=\"el-p\"><p dir=\"auto\"><span class=\"internal-embed markdown-embed is-loaded\"><strong>Specialities</strong>: at sea, in mountains, during the winter (Supernatural)</span></p></div>","source":"ArM5Def","page":0,"indexKey":"whistle-up-the-wind","review_status":"reviewed","reviewer":"xzotl","defaultChaAb":"sta","speciality":"","xp":0,"accelerated":false,"key":"supernatural","option":"WhistleUpTheWind","realm":"magic","optionLinked":false},"effects":[],"folder":"ZbCET9zUtDWzYD5z","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.7","createdTime":1731132370296,"modifiedTime":1731255710944,"lastModifiedBy":"tBE5EmoIXLzf3maM","exportSource":null},"_id":"ZeXibGVqQaGGlwRI","sort":0}
{"name":"Craft: Weaponry","type":"ability","img":"systems/arm5e/assets/icons/abilities/craft.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_2vp6z8wkvgl","path":"Abilities#/CF_SEP/General, Crafts","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"craft","option":"Weaponry","realm":"magic","indexKey":"craft-weaponry","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751841,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"Zg7QqFlAsM4p2Dcr","sort":2600000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Shapeshifter*","type":"ability","img":"systems/arm5e/assets/icons/abilities/shapeshifter.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_mjq1fx3r06m","path":"Abilities#/CF_SEP/Supernatural","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">You may change your shape into that of a mundane animal from the size of a robin (-5) to that of a bear (+2). This requires a few seconds' (one round's) concentration, and a roll of Stamina + Shapeshift against an Ease Factor of 9. Changing back to human form requires the same concentration, and the same roll.</p>\n<p style=\"text-align: justify;\">You have a limited repertoire of shapes, one for every point you have in the Shapeshift ability. Every time you raise the Ability by one point, you may choose a new shape.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> One of your shapes, particular conditions for the change. (Supernatural)</p>","source":"ArM5Def","page":0,"defaultChaAb":"sta","speciality":"","xp":0,"key":"shapeshifter","option":"","realm":"magic","indexKey":"shapeshifter","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751936,"modifiedTime":1731255710944,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"ZbCET9zUtDWzYD5z","_id":"aWrOtLR8l1Z4Jz0m","sort":1200000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Profession: Herbalist","type":"ability","img":"systems/arm5e/assets/icons/abilities/profession.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_objljw4w1kp","path":"Abilities#/CF_SEP/General, Professions","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">The ability to do a job which does not involve making something. Examples include jongleur, reeve, sailor, steward, teamster, and washerwoman.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> depend on the profession. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"profession","option":"Herbalist","realm":"magic","indexKey":"profession-herbalist","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751869,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"bE7QMiOKZVdp0NE6","sort":2700000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Craft: Brewer","type":"ability","img":"systems/arm5e/assets/icons/abilities/craft.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_2vp6z8wkvgl","path":"Abilities#/CF_SEP/General, Crafts","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"craft","option":"Brewer","realm":"magic","indexKey":"craft-brewer","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751874,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"bjffy8aNGBeYwwbJ","sort":2800000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Craft: Masonry","type":"ability","img":"systems/arm5e/assets/icons/abilities/craft.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_2vp6z8wkvgl","path":"Abilities#/CF_SEP/General, Crafts","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"craft","option":"Masonry","realm":"magic","indexKey":"craft-masonry","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751931,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"cPml45dq7Otwpxu7","sort":2900000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Bargain","type":"ability","img":"systems/arm5e/assets/icons/abilities/bargain.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">The know-how to get the greatest return for a service or product, while paying the least. It involves reading the person with whom you haggle, a general knowledge of the value of goods, and presenting yourself in certain ways. A good haggler can easily overcome resistance in an inexperienced customer and see through attempts to over-value most merchandise.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> specific types of products, hard sell. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"com","speciality":"","xp":0,"key":"bargain","option":"","realm":"magic","indexKey":"bargain","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751907,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"co7elpVcg5XVi0Yd","sort":3000000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Ride","type":"ability","img":"systems/arm5e/assets/icons/abilities/ride.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Riding and controlling a horse, especially under stress.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> battle, speed, tricks. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"","xp":0,"key":"ride","option":"","realm":"magic","indexKey":"ride","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751939,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"eIORPa1LTkrBst7L","sort":3100000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Philosophical Divining","type":"ability","system":{"key":"technique","option":"Philosophical-Divining","description":"<p>The elementalist can sense natural materials associated with a Form, even recognizing their particular qualities such as weight and shape, as well as locate and communicate with animals of the appropriate temperament. For example, using Elementalist Earth, an elemental philosopher could seek out a large amount of gold or silver in the</p><p>surrounding area, or understand the thoughts and memories of an animal with a melancholic temperament by touching it.</p><p></p>","source":"HMRE","page":26,"indexKey":"philosophical-divining","review_status":"reviewed","reviewer":"xzotl","credits":"","defaultChaAb":"int","speciality":"","xp":0,"accelerated":true,"optionLinked":true,"realm":"mundane"},"img":"icons/svg/aura.svg","effects":[],"folder":"16LRZFqj4LYYBPK0","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.1.11","createdTime":1767455044569,"modifiedTime":1767455412124,"lastModifiedBy":"6SdI10VpXHcBvx2J","exportSource":null},"_id":"equass9ybCKx5ZSr","sort":500000}
{"folder":"RFwx3qCrd6CJ4GDo","name":"Dead language (Language's name)*","type":"ability","_id":"fOPYRyMRVciM3l4o","img":"systems/arm5e/assets/icons/abilities/deadLanguage.svg","system":{"description":"<p>This skill is similar to all other (Language) Abilities, but it is only available to educated characters. It grants the ability to speak a language which is no longer used as a native language in the areas the character has lived in. The most important example is Latin. All educated characters in the West know Latin, since without it you cannot learn any Academic Knowledges. It is also the common language of the Church and Order of Hermes. In other areas of the world, Arabic, Greek and Hebrew fill similar functions, although of these only Hebrew is a dead language.</p><p><strong>Specialties</strong>: academic usage, Church ceremonies, Hermetic usage. (Academic)</p>","source":"ArM5Def","page":0,"indexKey":"dead-language-generic","defaultChaAb":"com","speciality":"","xp":0,"key":"deadLanguage","option":"language-name","realm":"mundane","reviewer":"xzotl","review_status":"reviewed","optionLinked":true},"effects":[],"sort":0,"ownership":{"default":0,"CBVr9z58wiLAeuIl":3},"flags":{},"_stats":{"systemId":"arm5e","systemVersion":"2.4.0.4","coreVersion":"13.351","createdTime":1705763498954,"modifiedTime":1750427152933,"lastModifiedBy":"ErQ613O32LNYb71L","compendiumSource":null,"duplicateSource":null,"exportSource":null}}
{"name":"Premonitions*","type":"ability","img":"systems/arm5e/assets/icons/abilities/premonitions.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_mjq1fx3r06m","path":"Abilities#/CF_SEP/Supernatural","color":"#000000"}},"system":{"description":"<p>You intuitively sense whenever something is wrong, or is likely to go wrong soon. This Ability can be called upon by you or the storyguide, as appropriate, whenever there is a chance to avoid danger. Roll Perception + Premonitions against an Ease Factor depending on the situation. The Ease Factor starts at 3 for imminent, mortal peril, and increases as the distance in time increases and the level of danger decreases. Mortal peril a week in the future would have an Ease Factor of 9, while an imminent minor inconvenience would have an Ease Factor of about 15. If you beat the Ease Factor by 3 or more, you also get some sense of the nature of the danger, with more detail if you roll more highly. </p><p><strong>Specialties</strong>: threats to a particular person or group of people, particular kinds of threats. (Supernatural)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"premonitions","option":"","realm":"magic","indexKey":"premonitions","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751837,"modifiedTime":1731255710945,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"ZbCET9zUtDWzYD5z","_id":"fqDVWjFDVD6N3TnJ","sort":1300000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Brawl","type":"ability","img":"systems/arm5e/assets/icons/abilities/brawl.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Fighting hand-to-hand without weapons, or with the sorts of improvised weapons you just pick up, including knives. Brawl is also the Ability used to dodge attacks if you have no Martial Abilities.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> punches, grapples, knives, dodging. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"","xp":0,"key":"brawl","option":"","realm":"magic","indexKey":"brawl","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751890,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"gDKigulrSOhX1Vh7","sort":3200000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"folder":"RFwx3qCrd6CJ4GDo","name":"Theology - Judaism","type":"ability","img":"systems/arm5e/assets/icons/abilities/starOfDavid.svg","system":{"description":"<p>This is the Jewish equivalent of Theology: Christian. The major sources for Jewish theology are the Torah, the Nevi'im, and the Kutuvim. </p><p><strong>Specialties</strong>: the Torah, creation, history, prophecies (Academic)</p>","source":"ArM5Def","page":0,"indexKey":"theology-judaism","defaultChaAb":"int","speciality":"","xp":0,"key":"law","option":"Judaism","realm":"mundane","reviewer":"xzotl","review_status":"reviewed","accelerated":false,"optionLinked":false},"effects":[],"ownership":{"default":0,"CBVr9z58wiLAeuIl":3,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.9","createdTime":1731131742008,"modifiedTime":1732349621951,"lastModifiedBy":"wUH1ww0o0zQEBtKr","exportSource":null},"_id":"gdORtafWYVOYtiNN","sort":0}
{"name":"Persona","type":"ability","img":"systems/arm5e/assets/icons/abilities/persona.svg","system":{"description":"<div class=\"el-p\"><p dir=\"auto\">The character with this Ability can alter his appearance to adopt a different identity. He can alter any aspect of his appearance: hair and eye color, complexion, shape of nose, build and height (within the limits of his Size), apparent age, and even gender. These changes are total, proof even to the most intimate mundane scrutiny, but do not change the character’s essential nature. Consequently, all Characteristic scores remain unchanged, Virtues and Flaws are transferred to all new forms, and a character who does not normally have a womb cannot become pregnant when adopting the persona of a someone who does.</p></div><div class=\"el-p\"><p dir=\"auto\">Adopting a different identity requires one round of concentration and a roll of Stamina + Persona against an Ease Factor of 9. Changing back to the character’s natural form requires the same concentration and the same roll. Each identity has its own Personality Traits and behavioral quirks, and no Disguise roll is necessary to convince others of the role; this is not a disguise but a whole different person.</p></div><div class=\"el-p\"><p dir=\"auto\">The character gains one identity for every point he has in the Persona Ability. Every time the Ability increases by one point, the character must design a new identity. </p><p dir=\"auto\"><strong>Specialties</strong>: priests, peasants, magi (Supernatural)</p></div>","source":"ArM5Def","page":0,"indexKey":"persona","review_status":"reviewed","reviewer":"xzotl","defaultChaAb":"sta","speciality":"","xp":0,"accelerated":false,"key":"supernatural","option":"Persona","realm":"magic","optionLinked":false},"effects":[],"folder":"ZbCET9zUtDWzYD5z","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.7","createdTime":1731098573364,"modifiedTime":1731255710945,"lastModifiedBy":"tBE5EmoIXLzf3maM","exportSource":null},"_id":"hEwiSa6eobo1vgnn","sort":0}
{"name":"Magic Sensitivity*","type":"ability","img":"systems/arm5e/assets/icons/abilities/magicSensitivity.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_mjq1fx3r06m","path":"Abilities#/CF_SEP/Supernatural","color":"#000000"}},"system":{"description":"<div class=\"el-p\"><p dir=\"auto\">You are often able to identify a place or object as magical. However, your sensitivity makes you more susceptible to magical effects: subtract your Magic Sensitivity score from your Magic Resistance. When attempting to sense the magic nature of a place or object, the storyguide will assign an Ease Factor-simply roll a simple die + Perception + Magic Sensitivity.</p></div><div class=\"el-p\"><p dir=\"auto\">Detecting a Magic aura would normally have an Ease Factor equal to 12 – aura level, so 9 for a level 3 aura and 6 for a level 6 aura.</p></div><div class=\"el-p\"><p dir=\"auto\">For spells and enchanted items, an Ease Factor equal to 21 – magnitude of effect is a good guide. For enchanted items, use the magnitude of the most powerful effect in the item.</p></div><div class=\"el-p\"><p dir=\"auto\">For magical creatures, 15 – one fifth of the creature's Magic Might is appropriate, so for a creature with a Magic Might of 25, the Ease Factor would be 10.</p></div><div class=\"el-p\"><p dir=\"auto\"><strong>Specialties</strong>: auras, magical creatures, enchanted items, active spells. (Supernatural)</p></div>","source":"ArM5Def","page":0,"defaultChaAb":"per","speciality":"","xp":0,"key":"magicSensitivity","option":"","realm":"magic","indexKey":"magic-sensitivity","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751842,"modifiedTime":1731255710945,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"ZbCET9zUtDWzYD5z","_id":"hQeCIi3ymhcn1sld","sort":1400000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Parma Magica*","type":"ability","img":"systems/arm5e/assets/icons/abilities/parma.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_7bwhgya3q6x","path":"Abilities#/CF_SEP/Arcane","color":"#000000"}},"system":{"description":"<div class=\"el-p\"><p dir=\"auto\">Protection from magic. This is a special ritual (not a ritual spell) that takes about two minutes to perform. It lets you add 5 times your Parma Magica score to your Magic Resistance until the next sunrise or sunset, whichever comes first. You may suppress your Parma Magica temporarily by concentrating; this is equivalent to sustaining a Concentration duration spell. (See page @@). Parma Magica does not require concentration while it is active.</p></div><div class=\"el-p\"><p dir=\"auto\">You may also protect one other person for each point in Parma Magica, with their consent. You must touch each person to start the protection, and it lasts as long as at least one character can see the other. The magus may cancel the protection at will, at any distance. While a magus is protecting others, his effective Parma Magica score is reduced by 3 points, both for himself and for the other people he is protecting. If the magus has a Parma Magica score of 3 or lower, his Parma Magica provides each character, including himself, with a Magic Resistance of 0. In the magus's case, this is added to his Form resistance, and a magus protected by another magus's Parma Magica may also add his Form resistance.</p></div><div class=\"el-p\"><p dir=\"auto\">Any character protected by a Parma Magica, whether their own or someone else’s, is unaffected by the social penalties of other people’s Gifts. If a protected character is Gifted, their Gift still imposes social penalties on others, unless those others are also protected by a Parma Magica, or are unaffected by The Gift for some other reason.</p></div><div class=\"el-p\"><p dir=\"auto\">Parma Magica can only be learned by Gifted characters, although they learn it as a normal Arcane Ability, not a Supernatural Ability. It is only known by Hermetic magi, as the Order enforces the 'Join or Die' choice rigorously on anyone who knows it, as well as declaring a Wizard's March on the magus who taught it. Parma Magica is the last thing an apprentice learns, being taught the final key to the Ability after he swears the Oath.</p></div><p style=\"text-align: justify\"><strong>Specialties: </strong>protection from any specific Form. (Arcane)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"parma","option":"","realm":"magic","indexKey":"parma-magica","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751883,"modifiedTime":1731255710945,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"Ku86xoVh78FXIgLr","_id":"hnYbLNljNCRHmoaq","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Second Sight*","type":"ability","img":"systems/arm5e/assets/icons/abilities/secondSight.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_mjq1fx3r06m","path":"Abilities#/CF_SEP/Supernatural","color":"#000000"}},"system":{"description":"<p>You are able to see through illusionary concealment and disguise, including invisibility, and can also see naturally invisible things such as spirits and the boundaries between regio levels (see page @@). The Ease Factor to see through illusionary concealment is normally equal to 6 + the magnitude of the might of the creature responsible for the effect, or 6 + the magnitude of a Hermetic spell. In general, this Virtue allows you to see through Hermetic concealment effected with Imaginem, but not other Forms. The Magic Resistance, if any, of the concealed creature does not interfere with your Second Sight. If something is actually transformed, for example by a MuCo spell, you cannot determine the genuine form. The Ease Factor to see a naturally invisible thing is normally 9, and the Ease Factor for seeing regio levels is specified on page @@. All Second Sight rolls are Perception + Second Sight, and they are almost always simple rolls. </p><p><strong>Specialties</strong>: regiones, invisible things, illusory disguises, faeries, ghosts. (Supernatural)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"secondSight","option":"","realm":"magic","indexKey":"second-sight","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751886,"modifiedTime":1731255710945,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"ZbCET9zUtDWzYD5z","_id":"imqhRUqlxGBHvxw9","sort":1500000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"folder":"HYeAhCvwMqgUT4xR","name":"Mystery Cult (Cult's name) Lore","type":"ability","_id":"j7GfaqI4iPKOr48f","img":"systems/arm5e/assets/icons/abilities/cult.svg","system":{"description":"<div class=\"el-p\"><p dir=\"auto\">This is the (Organization) Lore of a particular cult. It provides knowledge of the legends, history, structure, operation and goals of the Mystery Cult in question.</p></div><div class=\"el-p\"><p dir=\"auto\">It includes knowledge of the magics, rites and secret passwords and symbolism of the cult, how to covertly signal membership, and how to assess another magus's membership or non-membership in your cult. Two magi with a score in this ability for the same Mystery Cult may well be able to hold a seemingly innocuous conversation without outsiders understanding the true significance or meaning of their words. Many Mystery Cult specialty books also require a score in this ability to decode their heavy symbolism; this method is used to prevent un-Initiated outsiders learning secrets of the Mystery.</p></div><div class=\"el-p\"><p dir=\"auto\">Mystery Cult Lore also covers the ceremonies of the cult, frequently enacted whenever the cult gathers formally. It is also a key knowledge for a Mystagogue's performance of the Initiation Rites, to guide the Initiate through the path of Ordeals, ceremony and meditation, to gain new Virtues.</p></div><div class=\"el-p\"><p dir=\"auto\">Cult Lore is passed from Mystagogue to Initiate, from Mystae to Mystae in a chain of living secrets. Some cults also write down their secret lores, as this codifies the Mystery and lets others share the same view of the cult — others prefer the secrecy of the Oral Tradition. Small cults may fade away from lack of members, especially if they are persecuted at some point — but if they committed some of their Lore to writing, the cult may be re-born by those who discover and understand the texts. Some cults risk the loss of secrecy for this very reason — that their secrets and magical rites may not be lost forever. Some magi search for lost texts, containing secret lores of the Ancients, hoping to re-enact the rites and rituals that led the Ancients to power.</p></div><div class=\"el-p\"><p dir=\"auto\">In game terms, Experience points in Cult Lore are acquired like any other knowledge — including Teaching, Books, Practice and Exposure. Learning Cult Lore from another ensures that master and pupil share the same rites; learning by yourself generally implies that you have devised your own variant (even \"deviant\") rites and rituals — from such disagreements schisms arise and cults may break up and fragment.</p></div><div class=\"el-p\"><p dir=\"auto\">A magus may build the knowledge from 0, even without instruction — but this means they have devised their own cult, and should treat their Lore as a new Lore. (General)</p></div>","source":"ArM5Def","page":0,"indexKey":"mystery-cult-generic","defaultChaAb":"int","speciality":"","xp":0,"key":"cult","option":"cult-name","realm":"mundane","reviewer":"xzotl","review_status":"reviewed","optionLinked":true},"effects":[],"sort":0,"ownership":{"default":0,"CBVr9z58wiLAeuIl":3},"flags":{},"_stats":{"systemId":"arm5e","systemVersion":"2.4.0.4","coreVersion":"13.351","createdTime":1705775254439,"modifiedTime":1750427029349,"lastModifiedBy":"ErQ613O32LNYb71L","compendiumSource":null,"duplicateSource":null,"exportSource":null}}
{"name":"Music","type":"ability","img":"systems/arm5e/assets/icons/abilities/music.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">The ability to sing, play musical instruments, and compose new music.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> sing, compose, any one instrument. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"","xp":0,"key":"music","option":"","realm":"magic","indexKey":"music","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751844,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"j9AQkBwlX1feneYk","sort":3300000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Craft: Weaver","type":"ability","img":"systems/arm5e/assets/icons/abilities/craft.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_2vp6z8wkvgl","path":"Abilities#/CF_SEP/General, Crafts","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"craft","option":"Weaver","realm":"magic","indexKey":"craft-weaver","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751898,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"jAFK9BZdHK7QWrC1","sort":3400000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Infernal Lore*","type":"ability","img":"systems/arm5e/assets/icons/abilities/infernalLore.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_7bwhgya3q6x","path":"Abilities#/CF_SEP/Arcane","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">An understanding and familiarity with the sinister side of the world, primarily the Infernal and its agents. Includes knowledge of demons and their habits and weaknesses, undead and their habits and weaknesses, and the power of curses.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> demons, undead, curses. (Arcane)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"infernalLore","option":"","realm":"magic","indexKey":"infernal-lore","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751876,"modifiedTime":1731255710946,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"Ku86xoVh78FXIgLr","_id":"jNc8xBPcrQUJlGkN","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Craft: Carpentry","type":"ability","img":"systems/arm5e/assets/icons/abilities/craft.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_2vp6z8wkvgl","path":"Abilities#/CF_SEP/General, Crafts","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"","xp":0,"key":"craft","option":"Carpentry","realm":"magic","indexKey":"craft-carpentry","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751899,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"jRXNRzS5fHvtwSDS","sort":3500000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"(Area) Lore","type":"ability","img":"systems/arm5e/assets/icons/abilities/areaLore.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">Knowledge of one particular region, covenant, or even a village. It includes knowing where things are in the immediate area, local history and legends, and the centers of power in the region. The smaller the region, the more detailed your knowledge.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> geography, history, legends, politics, personalities. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"areaLore","option":"area-name","realm":"magic","indexKey":"area-lore","reviewer":"xzotl","review_status":"reviewed","optionLinked":true},"_stats":{"systemId":"arm5e","systemVersion":"2.4.0.4","coreVersion":"13.351","createdTime":1662235751888,"modifiedTime":1750426769493,"lastModifiedBy":"ErQ613O32LNYb71L","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"jTQljMRQlD2ubG1N","sort":3600000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Animal Ken*","type":"ability","img":"systems/arm5e/assets/icons/abilities/animalKen.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_mjq1fx3r06m","path":"Abilities#/CF_SEP/Supernatural","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">You can communicate with animals as if they were human beings. Treat your score in Animal Ken as your score in a language that the animal speaks fluently in order to determine how well you can communicate, and you can use Animal Handling as a substitute for any social abilities affecting humans. Beyond this, this Ability has no effect on the attitude of animals to you, or you to animals. Other people cannot understand your communication with the animals.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> a particular type of animal, a particular type of communication. (Supernatural)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"animalKen","option":"","realm":"magic","indexKey":"animal-ken","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751917,"modifiedTime":1731255710946,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"ZbCET9zUtDWzYD5z","_id":"jssc020P3Yy4CD5R","sort":1600000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Athletics","type":"ability","img":"systems/arm5e/assets/icons/abilities/athletics.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">General physical prowess. It includes moving smoothly, confidently, and with grace. Use of Athletics improves most large-muscle coordination.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> acrobatics, contortions, grace, jumping, running. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"","xp":0,"key":"athletics","option":"","realm":"magic","indexKey":"athletics","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751860,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"jzpYUbbL0QValY4U","sort":3700000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Language: Aramaic*","type":"ability","img":"systems/arm5e/assets/icons/abilities/deadLanguage.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_097jrlmaqjp7","path":"Abilities#/CF_SEP/Academic, Languages","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">This skill is similar to all other (Language) Abilities, but it is only available to educated characters. It grants the ability to speak a language which is no longer used as a native language. The most important example is Latin. All educated characters in the West know Latin, since without it you cannot learn any Academic Knowledges. It is also the common language of the Church and Order of Hermes. In other areas of the world, Arabic, Greek and Hebrew fill similar functions, although of these only Hebrew is a dead language.</p>\n<table style=\"width: 99.1914%; height: 122px;\" border=\"1\">\n<tbody>\n<tr style=\"height: 17px;\">\n<td style=\"width: 7.07427%; height: 17px; text-align: center;\"><strong>Score</strong></td>\n<td style=\"width: 15.6073%; height: 17px; text-align: center;\"><strong>Fluency</strong></td>\n<td style=\"width: 76.5033%; height: 17px; text-align: center;\"><strong>Description</strong></td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 7.07427%; height: 17px; text-align: center;\">0</td>\n<td style=\"width: 15.6073%; height: 17px; text-align: center;\"><em><span style=\"text-align: justify;\">Point and grunt</span></em></td>\n<td style=\"width: 76.5033%; height: 17px; text-align: justify;\">With one or more experience&nbsp;points, you know &ldquo;please&rdquo;,&nbsp;&rdquo;thank you&rdquo;, and a few other words.</td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 7.07427%; height: 17px; text-align: center;\">1</td>\n<td style=\"width: 15.6073%; height: 17px; text-align: center;\"><em><span style=\"text-align: justify;\">Basic questions and answers</span></em></td>\n<td style=\"width: 76.5033%; height: 17px; text-align: justify;\">&ldquo;Where is the&nbsp;church?,&rdquo; &ldquo;Do you sell food?&rdquo; Constant&nbsp;mistakes, and an atrocious accent.&nbsp;People must speak slowly and often&nbsp;repeat themselves, and you cannot&nbsp;string a conversation together.</td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 7.07427%; height: 17px; text-align: center;\">2</td>\n<td style=\"width: 15.6073%; height: 17px; text-align: center;\"><em><span style=\"text-align: justify;\">Basic conversation</span></em></td>\n<td style=\"width: 76.5033%; height: 17px; text-align: justify;\">You can sustain a&nbsp;short conversation on a common&nbsp;topic. You still make many mistakes,&nbsp;and often fail to catch what others say.</td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 7.07427%; height: 17px; text-align: center;\">3</td>\n<td style=\"width: 15.6073%; height: 17px; text-align: center;\"><em><span style=\"text-align: justify;\">Haltingly functional</span></em></td>\n<td style=\"width: 76.5033%; height: 17px; text-align: justify;\">You can hold a conversation&nbsp;on everyday topics, although&nbsp;it takes time, you make many mistakes,&nbsp;and your accent is still bad.</td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 7.07427%; height: 17px; text-align: center;\">4</td>\n<td style=\"width: 15.6073%; height: 17px; text-align: center;\"><em><span style=\"text-align: justify;\">Functional</span></em></td>\n<td style=\"width: 76.5033%; height: 17px; text-align: justify;\">You can hold a conversation&nbsp;on non-technical topics, and make few&nbsp;mistakes. People do not normally need&nbsp;to repeat themselves. This is the minimum&nbsp;level required to study from a&nbsp;book.</td>\n</tr>\n<tr style=\"height: 10px;\">\n<td style=\"width: 7.07427%; height: 10px; text-align: center;\">5</td>\n<td style=\"width: 15.6073%; height: 10px; text-align: center;\"><em><span style=\"text-align: justify;\">Fluent</span></em></td>\n<td style=\"width: 76.5033%; height: 10px; text-align: justify;\">You still have an accent if this is&nbsp;not your native language, but it is&nbsp;weak. You speak as well as most&nbsp;natives. This is the minimum level&nbsp;required to write a book.</td>\n</tr>\n<tr style=\"height: 10px;\">\n<td style=\"width: 7.07427%; height: 10px; text-align: center;\">6</td>\n<td style=\"width: 15.6073%; height: 10px; text-align: center;\"><em><span style=\"text-align: justify;\">Elegant</span></em></td>\n<td style=\"width: 76.5033%; height: 10px; text-align: justify;\">You choose your words well,&nbsp;and have no accent if this is not your&nbsp;native language.<br /><br /></td>\n</tr>\n</tbody>\n</table>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> academic usage, Church ceremonies, Hermetic usage. (Academic)</p>","source":"ArM5Def","page":0,"defaultChaAb":"com","speciality":"","xp":0,"key":"deadLanguage","option":"Aramaic","realm":"magic","indexKey":"language-aramaic","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751878,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"kPnTdoynDKxsvtCP","sort":3800000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Heartbeast*","type":"ability","img":"systems/arm5e/assets/icons/abilities/heartbeast.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_mjq1fx3r06m","path":"Abilities#/CF_SEP/Supernatural","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Bjornaer magi can take the form of a single&nbsp;mundane creature. This is usually an animal&nbsp;or bird, but it can be a plant. The heartbeast is&nbsp;always a living thing, and usually a noble creature.&nbsp;No known magus has had an earthworm&nbsp;heartbeast, for example. A maga&rsquo;s heartbeast displays a central aspect of her nature, so that her personality, even in human form, will&nbsp;resemble that of the creature. Initiates of the&nbsp;Bjornaer mystery gain the Ability Heartbeast.&nbsp;This Ability cannot be gained by any character&nbsp;who has not been initiated into the mystery. For initiates of the Outer Mystery, the&nbsp;Heartbeast Ability is only used when something&nbsp;tries to stop the magus changing forms.&nbsp;In that case, a roll of Stamina + Heartbeast&nbsp;against an Ease Factor set by the storyguide&nbsp;allows the character to change anyway.</p>\n<p style=\"text-align: justify;\">A Bjornaer maga can only change into&nbsp;one kind of animal, and that kind cannot be&nbsp;altered by Hermetic magic. The transformed Bjornaer can be changed, by Muto Animal magic, for example, but the kind of animal that&nbsp;her heartbeast is cannot be changed. A Bjornaer maga really is her heartbeast, and so remaining in that form does not count as being&nbsp;under an active mystical effect (see &ldquo;Warping,&ldquo;&nbsp;page 167). Of course, she is really human as&nbsp;well, so remaining human does not cause warping&nbsp;either. Hermetic magic is unable to tell whether an animal is actually a Bjornaer, and&nbsp;the same applies to most other kinds of magic.&nbsp;(This assumes that the maga is trying to hide&nbsp;her nature, of course.) As a result, a Bjornaer in&nbsp;animal form is affected by Animal spells, not&nbsp;Corpus or Mentem spells. Spells already in&nbsp;effect before the transformation remain in&nbsp;effect, however.</p>\n<p style=\"text-align: justify;\">Bjornaer magi can cast spells while in the&nbsp;form of their heartbeast, but they cannot speak&nbsp;or make the appropriate gestures, and thus normally&nbsp;take a &ndash;15 penalty.</p>\n<p style=\"text-align: justify;\">The transformation takes only a moment,&nbsp;and affects only the maga. None of her possessions are transformed. A Bjornaer who has been&nbsp;physically changed by magic may try to assume&nbsp;her normal form or her heartbeast form. She&nbsp;must roll Stamina + Heartbeast against an Ease&nbsp;Factor set by the storyguide. As a rule of&nbsp;thumb, 3 + the magnitude of the transforming magic is a reasonable number. If she does&nbsp;resume one of her natural forms, the other&nbsp;magic is dispelled.</p>\n<p style=\"text-align: justify;\">Bjornaer magi do not treat physical transformations&nbsp;as major magical effects for the purposes&nbsp;of gaining Warping Points. However, a&nbsp;magical transformation which is maintained&nbsp;over time will grant one Warping Point per&nbsp;year, as it is still a continuing mystical effect.</p>\n<p style=\"text-align: justify;\">Finally, Bjornaer magi cannot bind familiars.&nbsp;The reasons for this are debated, but the&nbsp;fact is uncontroversial.</p>","source":"ArM5","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"heartbeast","option":"","realm":"magic","indexKey":"heartbeast","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751918,"modifiedTime":1731255710947,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"Ku86xoVh78FXIgLr","_id":"kbS3M30Ahcmy3KUu","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Civil & Canon Law","type":"ability","img":"systems/arm5e/assets/icons/abilities/law.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_5d6v8nsyfy","path":"Abilities#/CF_SEP/Academic","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">Civil Law is the law of the Roman Empire. Most local legal systems are based upon it (England being the notable exception), and when a law is needed to govern international relations, Civil Law is appealed to. The authority is Justinian's Digest. Canon Law is the law of the Church. It is important to Mythic Europe as it applies in all nations, governing the working of the church and some other areas, such as marriage. It is important to note that members of the clergy are only subject to Canon Law, not customary or Civil Law. Most high churchmen are skilled canonists, not theologians. Canon Law is made by Papal bulls (pronouncements), but the authority is Gratian, in his Decretum. This skill covers the knowledge of both types of law. Other religions, particularly Judaism and Islam, have their own versions of this Ability, which must be learned separately.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> laws and customs of a specific area, papal laws. (Academic)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"law","option":"civil-canon-law","realm":"magic","indexKey":"civil-canon-law","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.4.0.21","coreVersion":"13.351","createdTime":1662235751860,"modifiedTime":1758519146886,"lastModifiedBy":"xMd6zrGNn4dbQYey","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"RFwx3qCrd6CJ4GDo","_id":"kpqiCnq9iu9jueyj","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Philosophical Refining","type":"ability","system":{"key":"technique","option":"Philosophical-Refining","description":"<p>Like magi, an elemental philosopher may extract vis from a magical aura, producing his (Refining Total / 10) in vis associated with the appropriate one of the four elements. He can also affect supernatural animals of the appropriate temperament with his Refining Art, increasing or decreasing their Might in the same way an elemental theurgist affects supernatural beings. This process produces a pawn of vis of the appropriate Form for each five points in the character’s Refining Total, but no more than (the target’s Might Score / 5). An elemental philosopher may also move vis from one object to another. To do this, his Refining Total for the season must equal or exceed (the total number of pawns of vis moved x 5). If the moved vis is not associated with the Form used in the Refining Total, it is transformed into the appropriate Form by this process, but half of it (rounded down) is lost. For example, with a Refining Total of 25 using Elementalist Air, 5 pawns of Vim vis could be moved from one container into another, leaving 2 pawns of Auram vis at the end of the season. Philosophical Refining also allows an elemental philosopher to use vis associated with any Art in his elemental magic, and he adds his Philosophiae to his Refining Totals.</p>","source":"HMRE","page":26,"indexKey":"philosophical-refining","review_status":"reviewed","reviewer":"xzotl","credits":"","defaultChaAb":"int","speciality":"","xp":0,"accelerated":true,"optionLinked":true,"realm":"mundane"},"img":"icons/svg/aura.svg","effects":[],"folder":"16LRZFqj4LYYBPK0","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.1.11","createdTime":1767455316909,"modifiedTime":1767455412124,"lastModifiedBy":"6SdI10VpXHcBvx2J","exportSource":null},"_id":"l1ssD1zVyRCqoGke","sort":700000}
{"name":"Magic Theory*","type":"ability","img":"systems/arm5e/assets/icons/abilities/magicTheory.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_7bwhgya3q6x","path":"Abilities#/CF_SEP/Arcane","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Knowledge of what magic is and how it works, used primarily in the laboratory. Magic Theory deals with the technical details of Hermetic magic; Magic Lore covers knowledge of magical things in general. Anyone can learn Magic Theory, if they have access to a teacher or book (normally represented by a Virtue), but it is little use to those without The Gift.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> inventing spells, enchanting items, a single Art. (Arcane)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"magicTheory","option":"","realm":"magic","indexKey":"magic-theory","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751871,"modifiedTime":1731255710947,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"Ku86xoVh78FXIgLr","_id":"lBij1vTCyPU4w7ql","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Finesse","type":"ability","img":"systems/arm5e/assets/icons/abilities/finesse.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_7bwhgya3q6x","path":"Abilities#/CF_SEP/Arcane","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Manipulating your spells and performing special feats with them. You would use this Ability to position objects delicately or to target spells.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> grace, precision, any one Form. (Arcane)</p>","source":"ArM5Def","page":0,"defaultChaAb":"per","speciality":"","xp":0,"key":"finesse","option":"","realm":"magic","indexKey":"finesse","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751849,"modifiedTime":1731255710947,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"Ku86xoVh78FXIgLr","_id":"lN8yBtThyvZ70dc3","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Penetration","type":"ability","img":"systems/arm5e/assets/icons/abilities/penetration.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_7bwhgya3q6x","path":"Abilities#/CF_SEP/Arcane","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">Getting your spell through the target's Magic Resistance. See page @@ for detailed Penetration rules.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> any one Art. (Arcane)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"penetration","option":"","realm":"magic","indexKey":"penetration","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751863,"modifiedTime":1731255710947,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"Ku86xoVh78FXIgLr","_id":"lSB4VOB00ODXMotb","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Sense Passions","type":"ability","img":"systems/arm5e/assets/icons/abilities/sensePassions.svg","system":{"description":"<div class=\"el-p\"><p dir=\"auto\">The character can sense the personality and desires of an intelligent being by recognizing and identifying the different shades of tarnish on its soul. A Perception + Sense Passions roll against an Ease Factor of 9 lets her sense the most powerful emotion currently being experienced by the person, and a roll against an Ease Factor of 15 allows her to identify the character's most dominant Personality Trait. The effect must penetrate the target's Magic Resistance if it has any kind of supernatural protection, and since this is a Supernatural Ability, it is affected by auras.</p></div><div class=\"el-p\"><p dir=\"auto\"><strong>Sense Passions: stress die + Perception + Sense Passions + Aura</strong></p></div><div class=\"el-p\"><p dir=\"auto\">Through careful examination, the character can also recognize passions in people within the general area, allowing her to hone in on the most powerful source of emotion within sight, usually the character with the highest (or lowest) Personality Trait. This requires a 12 or better on the Sense Passions roll.</p></div><div class=\"el-p\"><p dir=\"auto\">The character can also tell when an aura has a tarnish (se <em>Realms of Power: The Infernal,</em> page 13<em>)</em> or temper (see <em>Realms of Power: The Divine Revised Edition</em>, page 38) and its type or types by overcoming an Ease Factor of 6.</p></div><div class=\"el-p\"><p dir=\"auto\">By sensing passions, the character can often recognize incorporeal spirits. You may treat Sense Passions as Second Sight when attempting to recognize the presence of invisible or bodiless beings. However, this does not allow her to see through illusions, even illusions of strong emotions, and she cannot actually see the spirits, merely sense their proximity.</p></div><div class=\"el-p\"><p dir=\"auto\">In addition, this Ability allows the character to Sense Holiness and Unholiness in a limited fashion, much like the Sense Holiness and Unholiness Ability. She can tell that something is either holy or unholy, but she cannot distinguish between the two. She feels the emotional presence associated with the Divine or the Infernal, but cannot pinpoint its supernatural origin. Thus, she might mistake a demon with a fair shape for an angel, or a fearsome-looking angel for a demon. By identifying the target's primary emotions or desires, however, you can usually get a good idea of which realm the target is associated with, assuming the character can penetrate its Magic Resistance.</p></div><div class=\"el-p\"><p dir=\"auto\">Sense Passions is either a false power (see the False Power Flaw), or is associated with the Infernal. This means that it always appears infernal to divine or infernal detection. The presence of Infernal taint allows the Sense Holiness and Unholiness aspect to work. If the troupe allows Divine powers to be false, this may be the false version of Sense Holiness and Unholiness. </p><p dir=\"auto\"><strong>Specialties</strong>: auras, emotions, Personality Traits, in a general area. (Supernatural)</p></div>","source":"ArM5Def","page":0,"indexKey":"sense-passions","review_status":"reviewed","reviewer":"xzotl","defaultChaAb":"per","speciality":"","xp":0,"accelerated":false,"key":"supernatural","option":"SensePassions","realm":"magic","optionLinked":false},"effects":[],"folder":"ZbCET9zUtDWzYD5z","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.7","createdTime":1731130630076,"modifiedTime":1731255710947,"lastModifiedBy":"tBE5EmoIXLzf3maM","exportSource":null},"_id":"ldm3kOJfnrprzq7s","sort":0}
{"name":"Profession: (Type)","type":"ability","img":"systems/arm5e/assets/icons/abilities/profession.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_objljw4w1kp","path":"Abilities#/CF_SEP/General, Professions","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">The ability to do a job which does not involve making something. Examples include jongleur, reeve, sailor, steward, teamster, and washerwoman.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> depend on the profession. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"profession","option":"profession-name","realm":"magic","indexKey":"profession-generic","reviewer":"xzotl","review_status":"reviewed","optionLinked":true},"_stats":{"systemId":"arm5e","systemVersion":"2.4.0.4","coreVersion":"13.351","createdTime":1662235751862,"modifiedTime":1750426870959,"lastModifiedBy":"ErQ613O32LNYb71L","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"ldxjqOBm2lpUdWzN","sort":3900000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Profession: Sailor","type":"ability","img":"systems/arm5e/assets/icons/abilities/profession.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_objljw4w1kp","path":"Abilities#/CF_SEP/General, Professions","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">The ability to do a job which does not involve making something. Examples include jongleur, reeve, sailor, steward, teamster, and washerwoman.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> depend on the profession. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"","xp":0,"key":"profession","option":"Sailor","realm":"magic","indexKey":"profession-sailor","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751924,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"lhp1dleSjfv7Ywde","sort":4000000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Craft: Architecture","type":"ability","img":"systems/arm5e/assets/icons/abilities/craft.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_2vp6z8wkvgl","path":"Abilities#/CF_SEP/General, Crafts","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"","xp":0,"key":"craft","option":"architect","realm":"magic","indexKey":"craft-architecture","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751940,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"lt83xCLF3LpvIVw5","sort":4100000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Theurgical Summoning","type":"ability","system":{"key":"technique","option":"Theurgical-Summoning","description":"<p>The elemental theurgist can bring an elemental into being from an amount of pure base material, such as unworked stone, fresh water, or a natural breeze. The Summoning Total determines the being’s maximum Might, based on the Size of the materials at hand, as shown on the chart. For example, a Summoning Total of 15 could potentially summon an earth elemental with Magic Might 15 from a man-sized pile of earth. You can use the rules in Realms of Power: Magic to design this elemental, or else simply assign it stats and powers that seem appropriate to its Size and Form — an earth elemental with Might 20 might have two Terram powers and 20 points of physical Characteristics, and an air elemental with Might 15 could have one Auram power and</p><p>15 points of mental Characteristics. Elementals are permanently summoned, but do not recover their Might Points over time unless they consume vis, and revert to their natural form when all of their Might Points have been spent, leaving no vis behind. (See the Summoning Elementals sidebar for more details.)</p>","source":"HMRE","page":23,"indexKey":"theurgical-summoning","review_status":"reviewed","reviewer":"xzotl","credits":"","defaultChaAb":"int","speciality":"","xp":0,"accelerated":true,"optionLinked":true,"realm":"mundane"},"img":"icons/svg/aura.svg","effects":[],"folder":"16LRZFqj4LYYBPK0","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.1.11","createdTime":1767453902407,"modifiedTime":1767455412124,"lastModifiedBy":"6SdI10VpXHcBvx2J","exportSource":null},"_id":"mGKoH1DH8vRKj7O6","sort":1100000}
{"name":"Theurgical Controlling","type":"ability","system":{"key":"technique","option":"Theurgical-Controlling","description":"<p>The elemental theurgist can affect supernatural creatures with Might of the Form appropriate to the element used, assuming he can equal or exceed the being’s Might on his Controlling roll. If he succeeds, the target must carry out a single command to the best of its ability. This can also be used to banish an elemental permanently. If it is held within a container, the elemental may leave while it is about this task, but must immediately return once the command has been fulfilled. According to legend, the earliest elemental theurgists</p><p>would summon elementals into magic jars, and command them to obey the wishes of the person who released them, making them princely gifts. However, to take advantage of this legend, other elementalists would sometimes command the elementals inside such containers to kill the person who freed them instead, to punish thieves and meddlers.</p><p></p>","source":"HMRE","page":25,"indexKey":"theurgical-controlling","review_status":"reviewed","reviewer":"xzotl","credits":"","defaultChaAb":"int","speciality":"","accelerated":true,"optionLinked":true,"realm":"mundane","xp":0},"img":"icons/svg/aura.svg","effects":[],"folder":"16LRZFqj4LYYBPK0","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.1.11","createdTime":1767454592369,"modifiedTime":1767455412124,"lastModifiedBy":"6SdI10VpXHcBvx2J","exportSource":null},"_id":"mpGB7u9TGKECnkJz","sort":1000000}
{"name":"Common Law*","type":"ability","img":"systems/arm5e/assets/icons/abilities/law.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_5d6v8nsyfy","path":"Abilities#/CF_SEP/Academic","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">Knowledge of the laws of England. There is no authority for this Ability, and it is only taught in England.</p><p style=\"text-align: justify\"><strong>Specialties</strong>: local laws, exchequer laws. (Academic)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"law","option":"common","realm":"magic","indexKey":"common-law","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.4.0.21","coreVersion":"13.351","createdTime":1662235751928,"modifiedTime":1758519155922,"lastModifiedBy":"xMd6zrGNn4dbQYey","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"RFwx3qCrd6CJ4GDo","_id":"musZWPKu6zD6ZZ5a","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Legerdemain*","type":"ability","img":"systems/arm5e/assets/icons/abilities/legerdemain.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p>Sleight of hand and knowledge of confidence games requiring sleight of hand. It requires a delicate touch and great hand-eye coordination. Legerdemain includes filching things from market stalls, cutting purses, and picking such locks as there are, as well as the \"magical\" trickery often used to raise money from credulous folk. The target of an attempt rolls Perception + Awareness to detect your actions. If the perceiver has Legerdemain skill, he may substitute that for Awareness if he wishes. On particularly delicate moves such as picking pockets, someone trying to spot the character using Legerdemain receives a +3 bonus. </p><p><strong>Specialties</strong>: filching, picking pockets, \"magic\" tricks. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"","xp":0,"key":"legerdemain","option":"","realm":"magic","indexKey":"legerdemain","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751904,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"myO1pWGrXMg2D3xl","sort":4200000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Theology - Christian","type":"ability","img":"systems/arm5e/assets/icons/abilities/theology.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_5d6v8nsyfy","path":"Abilities#/CF_SEP/Academic","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Theology is the study of God and his work in the world. The authorities are the Bible and Peter the Lombard's Sententiae, the Bible having theoretical primacy, being infallible, and the Sentences being most studied. The speculations of theology are very abstruse, and many theologians are accused of heresy. Sometimes those accused recant, and sometimes they convince the Church that they were right after all. Theology can also be purchased (as a separate Ability) for other religions like Islam and Judaism.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> biblical knowledge, heresy, history. (Academic)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"theology","option":"Christian","realm":"magic","indexKey":"theology","reviewer":"xzotl","review_status":"reviewed","accelerated":false,"optionLinked":true},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.0","createdTime":1731131601388,"modifiedTime":1742110210010,"lastModifiedBy":"ErQ613O32LNYb71L","exportSource":null},"folder":"RFwx3qCrd6CJ4GDo","ownership":{"default":0,"1JBSgWiiwizu7vru":3,"6SdI10VpXHcBvx2J":3},"_id":"nat2d9CHAst349hC","sort":0}
{"name":"Font of Knowledge","type":"ability","img":"systems/arm5e/assets/icons/abilities/fountain.svg","system":{"description":"<p>By succeeding in an Ability check (Intelligence + Font of Knowledge + stress die) against an Ease Factor of (6 plus (3 times number of uses of Font of Knowledge that day)) a creature with this Ability may attempt a task with any untrained ability as if they possessed a score of 2. Failed attempts count towards the number of uses in a given day. </p><p><strong>Specialties</strong>: a particular topic. (Supernatural)</p>","source":"ArM5Def","page":0,"indexKey":"font-of-knowledge","review_status":"reviewed","reviewer":"xzotl","defaultChaAb":"int","speciality":"","xp":0,"accelerated":false,"key":"supernatural","option":"FontofKnowledge","realm":"mundane","optionLinked":false},"effects":[],"folder":"ZbCET9zUtDWzYD5z","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.7","createdTime":1731085774201,"modifiedTime":1731255710948,"lastModifiedBy":"tBE5EmoIXLzf3maM","exportSource":null},"_id":"o1q1upmRJXwHRyTZ","sort":100000}
{"name":"Lore, (Organisation)","type":"ability","img":"systems/arm5e/assets/icons/abilities/organizationLore.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">Knowledge of the legends, history, structure, operation, and goals of the specified organization. Organizations can be as large as the Church, or as small as a local craft guild. The smaller the organization, the more detailed your knowledge. Order of Hermes Lore is particularly important to most magi.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> personalities, history, politics. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"organizationLore","option":"org-name","realm":"magic","indexKey":"lore-organisation","reviewer":"xzotl","review_status":"reviewed","optionLinked":true},"_stats":{"systemId":"arm5e","systemVersion":"2.4.0.4","coreVersion":"13.351","createdTime":1662235751873,"modifiedTime":1750426854708,"lastModifiedBy":"ErQ613O32LNYb71L","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"o6xkgqAVxsDGdPg1","sort":4300000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Swim","type":"ability","img":"systems/arm5e/assets/icons/abilities/swim.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p>The ability to propel yourself through water quickly and efficiently.</p>\n<p><strong>Specialties:</strong> long distances, diving, underwater maneuvering. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"sta","speciality":"","xp":0,"key":"swim","option":"","realm":"magic","indexKey":"swim","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751912,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"o7aNMQpv9Ukd0Htq","sort":4400000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Elementalist Fire","type":"ability","system":{"key":"form","option":"Elementalist-Fire","description":"<p>Elementalist Fire is a Difficult Art, which involves studying the supernatural qualities of fire, and how to manipulate them with the character’s elemental magic. The type of Elementalist Technique with which the character pairs this Form determines what sorts of fire he can affect:</p><p><strong>Medicinal</strong>: With Elementalist Fire, an elemental physician can affect the choleric humors of the human body. These humors tend to inspire anger and impatience, or dry, coughing diseases such as quartan fever. </p><p><strong>Philosophical</strong>: Heat and flame is the province of the elemental philosopher with Elementalist Fire, which includes mundane animals with a choleric temperament — generally those that are fast (such as horses) or fierce (such as predators). </p><p><strong>Theurgical</strong>: Elemental theurgists affect fire elementals and other supernatural creatures associated with heat, light, and flames. Fire elementals typically have high scores in Presence, Communication, Dexterity, and Quickness.</p><p>The character adds his Choleric Trait to his Soak whenever he is damaged by the element of fire, including exposure to extreme temperatures, blinding light, or burning flames.</p>","source":"HMRE","page":22,"indexKey":"elementalist-fire","review_status":"reviewed","reviewer":"xzotl","credits":"","defaultChaAb":"int","speciality":"","accelerated":false,"optionLinked":true,"realm":"mundane","xp":0},"img":"icons/magic/fire/flame-burning-embers-yellow.webp","effects":[],"folder":"16LRZFqj4LYYBPK0","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.1.11","createdTime":1767453240037,"modifiedTime":1767455412124,"lastModifiedBy":"6SdI10VpXHcBvx2J","exportSource":null},"_id":"oGxKteaE5UBqwla9","sort":1500000}
{"name":"Craft: Blacksmith","type":"ability","img":"systems/arm5e/assets/icons/abilities/craft.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_2vp6z8wkvgl","path":"Abilities#/CF_SEP/General, Crafts","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"craft","option":"blacksmith","realm":"magic","indexKey":"craft-blacksmith","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751871,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"ptjQ65MgXwkPtgB1","sort":4500000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"folder":"HYeAhCvwMqgUT4xR","name":"Faerie Magic","type":"ability","_id":"q5AxrJXEJf2TsKcq","img":"systems/arm5e/assets/icons/abilities/faerieMagic.svg","system":{"description":"<p>The connection to the power of the Faerie realm possessed by Merinita magi. It cannot be learned by other characters, even if they have access to Arcane Abilities. It is described in the Hermetic Magic chapter, on page @@. (Arcane)</p>","source":"ArM5Def","page":0,"indexKey":"faerie-magic","defaultChaAb":"int","speciality":"","xp":0,"key":"faerieMagic","option":"","realm":"mundane","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"effects":[],"sort":0,"ownership":{"default":0,"CBVr9z58wiLAeuIl":3},"flags":{},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.9","coreVersion":"13.351","createdTime":1705775655290,"modifiedTime":1732298106530,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null}}
{"name":"Concentration","type":"ability","img":"systems/arm5e/assets/icons/abilities/concentration.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">Focusing your mental faculties on one task, particularly for extended periods of time. If you are attempting a feat that demands your extra attention, or if you have just failed an action and are trying again, the storyguide can call for a Concentration roll before you can make the attempt. This Ability is especially important for magi because it helps them maintain concentration on spells despite distractions.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> spell concentration, reading, lab work. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"concentration","option":"","realm":"magic","indexKey":"concentration","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751855,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"qj0Ngqoc1vuFe1l2","sort":4600000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Elementalist Earth","type":"ability","system":{"key":"form","option":"Elementalist-Earth","description":"<p>Elementalist Earth is the study of the supernatural qualities of the earth, learning how to manipulate them with the Elementalist Techniques. It is a Difficult Art. Exactly what the character can do with Elementalist Earth varies, depending upon the type of Elementalist Technique with which it is paired:</p><p><strong>Medicinal</strong>: Elementalist Earth allows an elemental physician to draw upon his medical knowledge to affect the melancholic humors of the human body. This includes feelings of sadness, or diseases such as constriction. </p><p><strong>Philosophical</strong>: Elemental philosophers can affect the earth and its minerals with their magic, including animals with a melancholic temperament, such as slow-moving animals like cattle or generally docile animals like mice and badgers. </p><p><strong>Theurgical</strong>: Elemental theurgists can use Elementalist Earth to affect earth elementals and other supernatural beings associated with Terram. Earth elementals generally have high physical Characteristics, but low mental Characteristics.</p><p>The character adds his Melancholy Trait to his Soak whenever he is damaged by the element of earth, including suffocation, injuries by metal or stone weapons, crushing blows, or falling onto solid ground.</p>","source":"HMRE","page":22,"indexKey":"elementalist-earth","review_status":"reviewed","reviewer":"xzotl","credits":"","defaultChaAb":"int","speciality":"","accelerated":false,"optionLinked":true,"realm":"mundane","xp":0},"img":"icons/magic/earth/projectile-boulder-debris.webp","effects":[],"folder":"16LRZFqj4LYYBPK0","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.1.11","createdTime":1767453284483,"modifiedTime":1767455412124,"lastModifiedBy":"6SdI10VpXHcBvx2J","exportSource":null},"_id":"qzskJVTxC0SXR5r1","sort":1200000}
{"name":"Code of Hermes*","type":"ability","img":"systems/arm5e/assets/icons/abilities/hermeticCode.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_7bwhgya3q6x","path":"Abilities#/CF_SEP/Arcane","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Judging events according to the Code of Hermes and the Peripheral Code. In addition to memorizing important precedents, this knowledge includes the practical side of enforcing Hermetic law - for example, knowing when to push for a vote or how to present an argument.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> Wizards' Marches, apprentices, mundane relations, Tribunal procedures, political intrigue. (Arcane)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"hermeticCode","option":"","realm":"magic","indexKey":"code-of-hermes","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751937,"modifiedTime":1731255710948,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"Ku86xoVh78FXIgLr","_id":"r4eg7J8YVTH7tSO6","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Entrancement*","type":"ability","img":"systems/arm5e/assets/icons/abilities/entrancement.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_mjq1fx3r06m","path":"Abilities#/CF_SEP/Supernatural","color":"#000000"}},"system":{"description":"<div class=\"el-p\"><p dir=\"auto\">You have the power to control another's will. By staring deeply into someone's eyes for several seconds — generally impossible in combat — you can verbally command the person to perform a certain task. Roll Presence + Entrancement against the target's Stamina roll. The person being controlled may get a bonus to resist at the option of the storyguide, according to the table below. Hermetic magi get their normal Mentem Magic Resistance, and get the normal Stamina roll if the effect penetrates. The blind, and people with their eyes closed, are immune; see page @@ for more guidelines on making eye contact. However, it is not possible to look away while being Entranced unless you win the opposed roll.</p></div><div class=\"el-table\" style=\"overflow-x: auto;\" dir=\"ltr\"><table><thead><tr><th dir=\"ltr\">Command</th><th dir=\"ltr\">Example</th><th dir=\"ltr\">Victim's Bonus</th></tr></thead><tbody><tr><td dir=\"ltr\">Innocuous</td><td dir=\"ltr\">Talk to me</td><td dir=\"auto\">3</td></tr><tr><td dir=\"ltr\">Questionable</td><td dir=\"ltr\">Meet me alone at night</td><td dir=\"auto\">6</td></tr><tr><td dir=\"ltr\">Dangerous</td><td dir=\"ltr\">Put your weapons away</td><td dir=\"auto\">9</td></tr><tr><td dir=\"ltr\">Heinous</td><td dir=\"ltr\">Kill your fellows</td><td dir=\"auto\">12</td></tr><tr><td dir=\"ltr\">Suicidal</td><td dir=\"ltr\">Jump off a cliff</td><td dir=\"auto\">15</td></tr></tbody></table></div>","source":"ArM5Def","page":0,"defaultChaAb":"pre","speciality":"","xp":0,"key":"entrancement","option":"","realm":"magic","indexKey":"entrancement","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751897,"modifiedTime":1731255710948,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"ZbCET9zUtDWzYD5z","_id":"r8i1yVd3OkTHtsjv","sort":1700000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Hex","type":"ability","img":"systems/arm5e/assets/icons/abilities/evil-eyes.svg","system":{"description":"<div class=\"el-p\"><p dir=\"auto\">The character has the power to bring about injury or ruin upon her enemies. There are three ways for her to activate this power: by making eye contact with her victim and proclaiming her purpose loud enough for him to hear, by tracing temporary occult signs and symbols on her target that indicate the dark fate she intends, or by acquiring an Arcane Connection to her target and fashioning a recognizable representation that can channel the effect through sympathetic magic.</p></div><div class=\"el-p\"><p dir=\"auto\">To hex a target, the character must make clear her will for it: she must declare her wishes to the victim aloud, or indicate the specifics of the hex in writing on or very near the target, or do something to the representation that is similar to what she intends to happen to the target. There is always a physical component to the hex (common practices include tying knots in a line, spitting, or giving the target the \"evil eye\").</p></div><div class=\"el-p\"><p dir=\"auto\">You must also state a time frame for the hex, anywhere from an effect that occurs immediately to a hex that will affect the third generation of the victim's descendants. Generally speaking, the sooner the effect manifests, the less potent it will be; and the longer the hex delays, the more powerful it will eventually become. For this reason you must always apply the delay modifier (see the sidebar) to the Hex total.</p></div><div class=\"el-table\" style=\"overflow-x: auto;\" dir=\"ltr\"><table><thead><tr><th dir=\"ltr\">Hex Delay Modifiers</th><th></th></tr></thead><tbody><tr><td dir=\"ltr\">Delay</td><td>Modifier</td></tr><tr><td>moment</td><td>–12</td></tr><tr><td>hour</td><td>–9</td></tr><tr><td>day</td><td>–6</td></tr><tr><td>week</td><td>–3</td></tr><tr><td>month</td><td>0</td></tr><tr><td>season</td><td>3</td></tr><tr><td>year</td><td>6</td></tr><tr><td>generation</td><td>9</td></tr><tr><td>lifetime</td><td>12</td></tr></tbody></table></div><div class=\"el-p\"><p dir=\"auto\">When you have framed the hex appropriately, roll Intelligence + Hex + aura bonus + the delay modifier and compare this to the Ease Factor on the Hex Effects chart. The severity of these effects is comparable to the effects of botching a roll with a specific number of 0s on the botch dice, as noted below. If you should botch the Hex roll, the hex may still happen, but with unpredictable and unintended results, possibly affecting the character or someone close to her instead. Or, she may suffer Warping Points, fatigue loss, or other unfortunate effects.</p></div><div class=\"el-p\"><p dir=\"auto\"><strong>Hex: stress die + Intelligence + Hex + Aura bonus + modifiers</strong></p></div><div class=\"el-table\" style=\"overflow-x: auto;\" dir=\"ltr\"><table><thead><tr><th dir=\"ltr\">Hex Effects</th></tr></thead><tbody><tr><td>Ease Factor</td><td>Severity</td><td>Example</td></tr><tr><td>6+</td><td>Minor(1 botch)</td><td>Automatic failure at an important task</td></tr><tr><td>12+</td><td>Serious (2 botches)</td><td>Struck blind</td></tr><tr><td>18+</td><td>Major (3 botches)</td><td>Debilitating illness</td></tr><tr><td>24+</td><td>Critical (4 botches)</td><td>All Characteristics reduced by 3</td></tr><tr><td>30+</td><td>Terminal (5 botches)</td><td>Sudden death</td></tr></tbody></table></div><div class=\"el-p\"><p dir=\"auto\">A potential victim can avoid the effects of a hex by seeking out supernatural protection of some sort, usually from the Divine. If a character receives absolution in a religious ceremony, all hexes that have targeted him are permanently undone. Characters can also remove hexes with other supernatural effects, such as a Perdo Vim spell, a faerie blessing, or a holy miracle. Treat the hex as having a spell level equal to the number of botch dice it approximates, multiplied by 10, so that a Serious hex is a level 20 effect, and a Critical hex is level 40.</p></div><div class=\"el-p\"><p dir=\"auto\">Hex is often a false power (as the False Power Flaw) associated with the Magical or Faerie realms. That is, it often uses the Magical or Faerie column of the realm interaction chart, but appears as an unholy power when subjected to divine or infernal powers of investigation. Purely Infernal versions of the power also exist, as do Magical or Faerie versions that are not touched by the Infernal. Such \"pure\" versions of Hex are rare, however, as demons love to taint this power. Specialties: A specific duration, one method of hexing, a particular effect. (Supernatural)</p></div>","source":"ArM5Def","page":0,"indexKey":"hex","review_status":"reviewed","reviewer":"xzotl","defaultChaAb":"int","speciality":"","xp":0,"accelerated":false,"key":"supernatural","option":"Hex","realm":"mundane","optionLinked":false},"effects":[],"folder":"ZbCET9zUtDWzYD5z","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.7","createdTime":1731086829015,"modifiedTime":1731255710948,"lastModifiedBy":"tBE5EmoIXLzf3maM","exportSource":null},"_id":"rGyuUYS2OE3YaD02","sort":300000}
{"name":"Animal Handling","type":"ability","img":"systems/arm5e/assets/icons/abilities/animalHandling.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p>Care and use of animals, including raising, tending, grooming, and healing them.</p><p><strong>Specialties:</strong> falconry, specific animals. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"pre","speciality":"","xp":0,"key":"animalHandling","option":"","realm":"magic","indexKey":"animal-handling","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751851,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"rSARzJkstiwYyzMY","sort":4700000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Leadership","type":"ability","img":"systems/arm5e/assets/icons/abilities/leadership.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Getting people to obey your orders and to follow you. Can also be used to inspire fear in others, cowing them into submission.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> intimidation, in combat, inspiration. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"leadership","option":"","realm":"magic","indexKey":"leadership","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751911,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"re2sFksEnpuRQkhf","sort":4800000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Hunt","type":"ability","img":"systems/arm5e/assets/icons/abilities/hunt.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Setting snares, choosing appropriate hunting spots, and following and identifying the spoor of creatures of all varieties. This Ability also lets you cover your tracks or not leave any in the first place.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> tracking, covering tracks, hunting a specific animal. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"per","speciality":"","xp":0,"key":"hunt","option":"","realm":"magic","indexKey":"hunt","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751895,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"rhX83lTzvWUNcPuV","sort":4900000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"folder":"RFwx3qCrd6CJ4GDo","name":"Art of Memory","type":"ability","_id":"u2BimEUVNPv2t6SF","img":"systems/arm5e/assets/icons/abilities/frontal-lobe.svg","system":{"description":"<div class=\"el-p\"><p dir=\"auto\">The Art of Memory deals with the creation of memory palaces, a form of mnemonic, in which one visualizes a number of loci (singular locus), where the scholar commits to memory a symbolic representation of a fact to be remembered.</p></div><div class=\"el-p\"><p dir=\"auto\">To memorize a complex scene, image, or piece of writing (such as a long letter, but not as long as an entire text), the character must succeed in a roll of</p></div><div class=\"el-p\"><p dir=\"auto\"><strong>Stress Die + Intelligence + Art of Memory vs. Ease Factor of 9 (or higher)</strong></p></div><div class=\"el-p\"><p dir=\"auto\">The Ease Factor may be higher depending on the length or complexity of the item to be memorized. If the character succeeds, they remember the item in exact detail, and may recall it at will although it may take time to explore a locus.</p></div><div class=\"el-p\"><p dir=\"auto\">Characters without the Art of Memory may memorize similar items with a Stress Die + Intelligence roll (with 3 extra botch dice) against the same Ease Factors, but must also repeat the roll to recall the memory perfectly. Each roll failed introduces errors in the memory which are repeated each time it is recalled. Those without the Art of Memory also lack the well-defined location system of loci. Specialties: an area of knowledge (Academic)</p></div><p><strong>Memorization Ease Factors</strong></p><table><tbody><tr><th style=\"min-width: 100px;\"><p><span class=\"\">Ease Factor</span></p></th><th><p>Description</p></th></tr><tr><td><p>9 (Average)</p></td><td><p>Memorize a single page letter verbatim, a conversation up to 5 minutes long, or a room as seen from a single vantage point, or the layout (but not contents) of a castle.</p></td></tr><tr><td><p>12 (Hard)</p></td><td><p>Memorize a letter of up to 12 pages, or an hour's conversation, lecture or debate, or a room explored and seen from many vantage points, or a whole manor house seen from a single vantage on each room, or the contents (but not details) of a castle.</p></td></tr><tr><td><p>18 (Impressive)</p></td><td><p>Memorize an extended missive up to 100 pages, or a day's lecture or debate (such as a day at Tribunal), or a whole manor house in detail, or the contents of a castle.</p></td></tr></tbody></table><p>Anything longer must be broken into sections and memorized as separate loci. If the subject matter is highly technical add 3 or even 6 to the Ease Factor. If the subject is technical and falls within an Ability that the scholar possesses, the scholar may use that Ability in place of Art of Memory (but must still roll to recall as well as memorize): for example a Lawyer using Civil & Canon Law to memorize court proceedings, or a magus using Magic Theory to recall a Bonisagus expert's lecture.</p>","source":"ArM5Def","page":0,"indexKey":"art-of-memory","review_status":"reviewed","reviewer":"xzotl","defaultChaAb":"int","speciality":"","xp":0,"accelerated":false,"key":"academicAbility","option":"ArtofMemory","realm":"mundane","optionLinked":false},"effects":[],"sort":0,"ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.7","createdTime":1731062417647,"modifiedTime":1731255710949,"lastModifiedBy":"tBE5EmoIXLzf3maM","exportSource":null}}
{"name":"Alternate form","type":"ability","system":{"key":"form","option":"altForm","description":"","source":"custom","page":0,"indexKey":"alternate-form","review_status":"toReview","reviewer":"","defaultChaAb":"int","speciality":"","xp":0,"accelerated":false,"optionLinked":true,"realm":"mundane"},"img":"systems/arm5e/assets/icons/abilities/pentacle.svg","effects":[],"folder":"rRQotmsA6p3Clqr5","ownership":{"default":0,"ErQ613O32LNYb71L":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":1746732341553,"modifiedTime":1746732555962,"lastModifiedBy":"ErQ613O32LNYb71L","exportSource":null},"_id":"uESjAAnP4bFiaBFh","sort":0}
{"name":"Awareness","type":"ability","img":"systems/arm5e/assets/icons/abilities/awareness.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p>Noticing things, be they things you are looking for or things that you are not expecting. It is also used to see how alert you are in circumstances that require watchfulness. </p><p><strong>Specialties</strong>: bodyguarding, keeping watch, alertness, searching. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"per","speciality":"","xp":0,"key":"awareness","option":"","realm":"magic","indexKey":"awareness","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751887,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"uvboR7qwOzMR5ioK","sort":5000000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Theurgical Divining","type":"ability","system":{"key":"technique","option":"Theurgical-Divining","description":"<p>The elementalist can sense beings with Might associated with the appropriate element in the general region. He can tell the approximate distance and direction to the target, and he can mentally communicate with it by touching it or the container in which it is held. If the being is intelligent, the two of them can converse for as long as the elementalist maintains concentration. If it is not intelligent, the elementalist can perceive past events as the being saw them, or as experienced by the raw materials that the creature animates.</p>","source":"HMRE","page":25,"indexKey":"theurgical-divining","review_status":"reviewed","reviewer":"xzotl","credits":"","defaultChaAb":"int","speciality":"","xp":0,"accelerated":true,"optionLinked":true,"realm":"mundane"},"img":"icons/svg/aura.svg","effects":[],"folder":"16LRZFqj4LYYBPK0","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.1.11","createdTime":1767454975826,"modifiedTime":1767455412124,"lastModifiedBy":"6SdI10VpXHcBvx2J","exportSource":null},"_id":"v3WEJ5paRzQgF34j","sort":300000}
{"name":"Elementalist Air","type":"ability","system":{"key":"form","option":"Elementalist-Air","description":"<p>Elementalist Air is the study of the supernatural qualities of the air, and how these qualities can be manipulated with elemental magic. It is a Difficult Art, as described in the introduction to this book — it increases as an Ability, but is otherwise considered an Art by Virtues and Flaws that affect Arts, and has no applications that are independent of the other Elementalist Arts. The specific applications of Elementalist Air depend upon the type of Elementalist Technique with which it is paired:</p><p><strong>Medicinal</strong>: Elemental physicians can affect the sanguine humors of the human body with Elementalist Air, which are typically associated with lightheadedness and diseases of the blood. An example would be quotidian fever. </p><p><strong>Philosophical</strong>: Elemental philosophers can use Elementalist Air to affect natural weather phenomena with their powers. They can also affect animals that possess a predominantly sanguine temperament, such as birds. </p><p><strong>Theurgical</strong>: Using Elementalist Air, elemental theurgists can affect air elementals and other creatures with Magic Might associated with Auram. Air elementals tend to have high mental Characteristics, but low physical Characteristics.</p><p>The character adds his Sanguine Trait to his Soak whenever he is damaged by the element of air, including suffering asphyxiation, inhaling poisonous gases, or being affected by powerful weather phenomena such as winds, hailstones, or lightning.</p>","source":"HMRE","page":22,"indexKey":"elementalist-air","review_status":"toReview","reviewer":"xzotl","credits":"","defaultChaAb":"int","speciality":"","xp":0,"accelerated":false,"optionLinked":true,"realm":"mundane"},"img":"icons/magic/air/wind-tornado-cyclone-white.webp","effects":[],"folder":"16LRZFqj4LYYBPK0","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.1.11","createdTime":1767453174155,"modifiedTime":1767455412124,"lastModifiedBy":"6SdI10VpXHcBvx2J","exportSource":null},"_id":"v5sEUIs8xhbx3Fqm","sort":1600000}
{"folder":"adQkl7QaQHRah9iT","name":"Judaic Lore","type":"ability","img":"systems/arm5e/assets/icons/abilities/starOfDavid.svg","system":{"description":"<p>Judaic Lore is the knowledge of Jewish cultural practice as opposed to strictly religious details. This includes poetry, folklore, songs, and so on. All Jewish characters are versed in Judaic Lore to some degree and experience points in this Ability at character creation can be part of their childhood abilities.</p><p><strong>Specialties</strong>: folklore, music, poetry, songs (General)</p>","source":"ArM5Def","page":0,"indexKey":"judaic-lore","defaultChaAb":"int","speciality":"","xp":0,"key":"organizationLore","option":"JudaicLore","realm":"mundane","reviewer":"xzotl","review_status":"reviewed","accelerated":false,"optionLinked":true},"effects":[],"ownership":{"default":0,"CBVr9z58wiLAeuIl":3,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":1731087828040,"modifiedTime":1750426974643,"lastModifiedBy":"ErQ613O32LNYb71L","exportSource":null},"_id":"vOfJCKhw3OMNX9zQ","sort":5100000}
{"name":"Dominion Lore*","type":"ability","img":"systems/arm5e/assets/icons/abilities/dominionLore.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_7bwhgya3q6x","path":"Abilities#/CF_SEP/Arcane","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Knowledge of the manifestations of the power of the Divine. Different from Church Lore (a kind of (Organization) Lore)) because it covers miracles rather than politics, and different from Theology because it is concerned with power rather than doctrine.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> angels, saints, Divine creatures. (Arcane)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"angels","xp":0,"key":"dominionLore","option":"","realm":"magic","indexKey":"dominion-lore","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.9","coreVersion":"13.351","createdTime":1662235751887,"modifiedTime":1732268887734,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"Ku86xoVh78FXIgLr","_id":"wR3RZxZUM1Te90vy","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Profession: Scribe","type":"ability","img":"systems/arm5e/assets/icons/abilities/profession.svg","effects":[],"flags":{"cf":{"id":"temp_objljw4w1kp","path":"Abilities#/CF_SEP/General, Professions","color":"#000000"},"core":{}},"system":{"description":"<p style=\"text-align: justify\">The ability to do a job which does not involve making something. Examples include jongleur, reeve, sailor, steward, teamster, and washerwoman.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> depend on the profession. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"profession","option":"Scribe","realm":"magic","indexKey":"profession-scribe","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751928,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"wtGpwQIav8wxt9yv","sort":5200000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Language: Hebrew*","type":"ability","img":"systems/arm5e/assets/icons/abilities/deadLanguage.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_097jrlmaqjp7","path":"Abilities#/CF_SEP/Academic, Languages","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">This skill is similar to all other (Language) Abilities, but it is only available to educated characters. It grants the ability to speak a language which is no longer used as a native language. The most important example is Latin. All educated characters in the West know Latin, since without it you cannot learn any Academic Knowledges. It is also the common language of the Church and Order of Hermes. In other areas of the world, Arabic, Greek and Hebrew fill similar functions, although of these only Hebrew is a dead language.</p>\n<table style=\"width: 99.1914%; height: 122px;\" border=\"1\">\n<tbody>\n<tr style=\"height: 17px;\">\n<td style=\"width: 7.07427%; height: 17px; text-align: center;\"><strong>Score</strong></td>\n<td style=\"width: 15.6073%; height: 17px; text-align: center;\"><strong>Fluency</strong></td>\n<td style=\"width: 76.5033%; height: 17px; text-align: center;\"><strong>Description</strong></td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 7.07427%; height: 17px; text-align: center;\">0</td>\n<td style=\"width: 15.6073%; height: 17px; text-align: center;\"><em><span style=\"text-align: justify;\">Point and grunt</span></em></td>\n<td style=\"width: 76.5033%; height: 17px; text-align: justify;\">With one or more experience&nbsp;points, you know &ldquo;please&rdquo;,&nbsp;&rdquo;thank you&rdquo;, and a few other words.</td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 7.07427%; height: 17px; text-align: center;\">1</td>\n<td style=\"width: 15.6073%; height: 17px; text-align: center;\"><em><span style=\"text-align: justify;\">Basic questions and answers</span></em></td>\n<td style=\"width: 76.5033%; height: 17px; text-align: justify;\">&ldquo;Where is the&nbsp;church?,&rdquo; &ldquo;Do you sell food?&rdquo; Constant&nbsp;mistakes, and an atrocious accent.&nbsp;People must speak slowly and often&nbsp;repeat themselves, and you cannot&nbsp;string a conversation together.</td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 7.07427%; height: 17px; text-align: center;\">2</td>\n<td style=\"width: 15.6073%; height: 17px; text-align: center;\"><em><span style=\"text-align: justify;\">Basic conversation</span></em></td>\n<td style=\"width: 76.5033%; height: 17px; text-align: justify;\">You can sustain a&nbsp;short conversation on a common&nbsp;topic. You still make many mistakes,&nbsp;and often fail to catch what others say.</td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 7.07427%; height: 17px; text-align: center;\">3</td>\n<td style=\"width: 15.6073%; height: 17px; text-align: center;\"><em><span style=\"text-align: justify;\">Haltingly functional</span></em></td>\n<td style=\"width: 76.5033%; height: 17px; text-align: justify;\">You can hold a conversation&nbsp;on everyday topics, although&nbsp;it takes time, you make many mistakes,&nbsp;and your accent is still bad.</td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 7.07427%; height: 17px; text-align: center;\">4</td>\n<td style=\"width: 15.6073%; height: 17px; text-align: center;\"><em><span style=\"text-align: justify;\">Functional</span></em></td>\n<td style=\"width: 76.5033%; height: 17px; text-align: justify;\">You can hold a conversation&nbsp;on non-technical topics, and make few&nbsp;mistakes. People do not normally need&nbsp;to repeat themselves. This is the minimum&nbsp;level required to study from a&nbsp;book.</td>\n</tr>\n<tr style=\"height: 10px;\">\n<td style=\"width: 7.07427%; height: 10px; text-align: center;\">5</td>\n<td style=\"width: 15.6073%; height: 10px; text-align: center;\"><em><span style=\"text-align: justify;\">Fluent</span></em></td>\n<td style=\"width: 76.5033%; height: 10px; text-align: justify;\">You still have an accent if this is&nbsp;not your native language, but it is&nbsp;weak. You speak as well as most&nbsp;natives. This is the minimum level&nbsp;required to write a book.</td>\n</tr>\n<tr style=\"height: 10px;\">\n<td style=\"width: 7.07427%; height: 10px; text-align: center;\">6</td>\n<td style=\"width: 15.6073%; height: 10px; text-align: center;\"><em><span style=\"text-align: justify;\">Elegant</span></em></td>\n<td style=\"width: 76.5033%; height: 10px; text-align: justify;\">You choose your words well,&nbsp;and have no accent if this is not your&nbsp;native language.<br /><br /></td>\n</tr>\n</tbody>\n</table>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> academic usage, Church ceremonies, Hermetic usage. (Academic)</p>","source":"ArM5Def","page":0,"defaultChaAb":"com","speciality":"","xp":0,"key":"deadLanguage","option":"Hebrew","realm":"magic","indexKey":"language-hebrew","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751891,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"xGJtdYCkVcDHeSW8","sort":5300000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Enchanting Music*","type":"ability","img":"systems/arm5e/assets/icons/abilities/enchantingMusic.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_mjq1fx3r06m","path":"Abilities#/CF_SEP/Supernatural","color":"#000000"}},"system":{"description":"<div class=\"el-p\"><p dir=\"auto\">When you set your mind to it, you can influence others with a particular performance ability. For a specific effect, you must use words that people can understand. You can calm the grieving with tunes alone, but you need lyrics to convince peasants to rise up against the local lord. General effects work on animals, but specific effects only work on creatures that can understand words. When you use Enchanting Ability, roll a die (stress or simple, depending on the situation) and add Communication and Enchanting Ability. An Ease Factor of 9 will calm the upset, 12 will win someone's love, 15 will incite a riot, and a 24 might win back a soul from the Prince of Darkness. If you botch, you inspire an unwanted emotion.</p></div><div class=\"el-p\"><p dir=\"auto\">If the target has Magic Resistance, you must penetrate their resistance; see page @@ for rules.</p></div><div class=\"el-p\"><p dir=\"auto\">You should also roll for the quality of the performance, but the magical effect is independent of this, unless you botch. If you do botch the Ability roll, you have failed to produce any performance for some reason, and so the Supernatural Ability automatically fails.</p></div><p style=\"text-align: justify\"><strong>Specialties:</strong> a particular emotion, a particular sort of person. (Supernatural)</p>","source":"ArM5Def","page":0,"defaultChaAb":"com","speciality":"","xp":0,"key":"enchantingMusic","option":"","realm":"magic","indexKey":"enchanting-music","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751875,"modifiedTime":1731255710950,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"ZbCET9zUtDWzYD5z","_id":"xbTG2W8In4qGEGKH","sort":1800000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Medicine*","type":"ability","img":"systems/arm5e/assets/icons/abilities/medicine.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_5d6v8nsyfy","path":"Abilities#/CF_SEP/Academic","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Medicine is the formal study of the body and its diseases. Medical practice is based on the theory of the four humors: blood, phlegm, yellow bile, and black bile. Diseases are believed to be caused by imbalances among them, hence such practices as bloodletting, to restore the balance. Medicine also deals with treating poisons and the results of starvation and the like, but not with treating wounds (see \"Chirurgy,\" above). The authorities are Galen and Hippocrates, in many works.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> anatomy, apothecary, physician. (Academic)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"medicine","option":"","realm":"magic","indexKey":"medicine","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751916,"modifiedTime":1731255710950,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"RFwx3qCrd6CJ4GDo","_id":"xww0Cs8dYQi4Kk5A","sort":0,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Profession: Farmer","type":"ability","img":"systems/arm5e/assets/icons/abilities/profession.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_objljw4w1kp","path":"Abilities#/CF_SEP/General, Professions","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">The ability to do a job which does not involve making something. Examples include jongleur, reeve, sailor, steward, teamster, and washerwoman.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> depend on the profession. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"int","speciality":"","xp":0,"key":"profession","option":"Farmer","realm":"magic","indexKey":"profession-farmer","reviewer":"xzotl","review_status":"reviewed","optionLinked":false,"accelerated":false},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.3.2.9","createdTime":1732268586636,"modifiedTime":1732268586636,"lastModifiedBy":"wUH1ww0o0zQEBtKr","exportSource":null},"folder":"adQkl7QaQHRah9iT","ownership":{"default":0,"1JBSgWiiwizu7vru":3,"wUH1ww0o0zQEBtKr":3},"_id":"yAxQAb4a0fitZmXE","sort":0}
{"folder":"Uh7ZiHdsWW2PjSJl","name":"Martial ability (Weapon's type)","type":"ability","_id":"ysTyxhnhgeT6oVO5","img":"systems/arm5e/assets/icons/abilities/singleWeapon.svg","system":{"description":"<p>Characters may only gain Martial Abilities during character generation if they are permitted to do so by a particular Virtue or Flaw, or if they are magi. Magi without a relevant Virtue or Flaw may only take Martial Abilities during and after apprenticeship.</p>","source":"ArM5Def","page":0,"indexKey":"martial-generic","defaultChaAb":"dex","speciality":"","xp":0,"key":"martialAbility","option":"weapon-type","realm":"mundane","reviewer":"xzotl","review_status":"reviewed","optionLinked":true},"effects":[],"sort":0,"ownership":{"default":0,"CBVr9z58wiLAeuIl":3},"flags":{},"_stats":{"systemId":"arm5e","systemVersion":"2.4.0.4","coreVersion":"13.351","createdTime":1705764784871,"modifiedTime":1750427060055,"lastModifiedBy":"ErQ613O32LNYb71L","compendiumSource":null,"duplicateSource":null,"exportSource":null}}
{"name":"Wilderness Sense*","type":"ability","img":"systems/arm5e/assets/icons/abilities/wildernessSense.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_mjq1fx3r06m","path":"Abilities#/CF_SEP/Supernatural","color":"#000000"}},"system":{"description":"<p>You are mystically attuned to the ways of the wilderness. A Perception + Wilderness Sense roll against an Ease Factor of 9 lets you determine the direction of north, the upcoming weather, or the presence of natural hazards or resources. One roll will only reveal one piece of information. </p><p><strong>Specialties</strong>: direction, weather, hazards, resources. (Supernatural)</p>","source":"ArM5Def","page":0,"defaultChaAb":"per","speciality":"","xp":0,"key":"wildernessSense","option":"","realm":"magic","indexKey":"wilderness-sense","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751926,"modifiedTime":1731255710950,"lastModifiedBy":"tBE5EmoIXLzf3maM","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"ZbCET9zUtDWzYD5z","_id":"zC9EVqIoRfkYsZYr","sort":1900000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Philosophical Summoning","type":"ability","system":{"key":"technique","option":"Philosophical-Summoning","description":"<p>The elemental philosopher conjures natural phenomena (wind, flame) or base matter (earth, water) of the appropriate element(s) from the surrounding area, of an amount no more than the Size indicated by the Summoning Total on the chart earlier, to a place within his immediate reach. Additional magnitudes summon more-dangerous phenomena (increasing air and fire Damage by +5) or more-substantial matter (stone and ice, and then harder or colder materials). These summoned materials are always wild and untreated, and the elementalist has no control over their shape. For example, a Summoning Total of 5 using Elementalist Earth might summon enough silver to make a coin, but it would probably appear as a pile of shavings rather than a single lump. The elemental philosopher can also summon living animals that are native to the area and have a dominant temperament (choleric, melancholic, phlegmatic, or sanguine) appropriate to the element used in the summoning. The character can even summon a group of animals, so long as their collective size does not exceed the Size listed for the Summoning Total on the chart above, and as long as the sum of their Might Scores does not exceed the Might indicated for the level of the effect on the chart. If any of the summoned animals have Magic Resistance, the effect must penetrate.</p><p></p>","source":"HMRE","page":23,"indexKey":"philosophical-summoning","review_status":"reviewed","reviewer":"xzotl","credits":"","defaultChaAb":"int","speciality":"","xp":0,"accelerated":true,"optionLinked":true,"realm":"mundane"},"img":"icons/svg/aura.svg","effects":[],"folder":"16LRZFqj4LYYBPK0","ownership":{"default":0,"6SdI10VpXHcBvx2J":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.1.11","createdTime":1767453761522,"modifiedTime":1767455412124,"lastModifiedBy":"6SdI10VpXHcBvx2J","exportSource":null},"_id":"zEmbMZsPsLsDZg4p","sort":900000}
{"name":"Language: Greek*","type":"ability","img":"systems/arm5e/assets/icons/abilities/deadLanguage.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_097jrlmaqjp7","path":"Abilities#/CF_SEP/Academic, Languages","color":"#000000"}},"system":{"description":"<p>This skill is similar to all other (Language) Abilities, but it is only available to educated characters. It grants the ability to speak a language which is no longer used as a native language in the areas the character has lived in. The most important example is Latin. All educated characters in the West know Latin, since without it you cannot learn any Academic Knowledges. It is also the common language of the Church and Order of Hermes. In other areas of the world, Arabic, Greek and Hebrew fill similar functions, although of these only Hebrew is a dead language.</p><p><strong>Specialties</strong>: academic usage, Church ceremonies, Hermetic usage. (Academic)</p>","source":"ArM5Def","page":0,"defaultChaAb":"com","speciality":"","xp":0,"key":"deadLanguage","option":"greek","realm":"magic","indexKey":"language-greek","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.4.0.21","coreVersion":"13.351","createdTime":1662235751850,"modifiedTime":1758519192481,"lastModifiedBy":"xMd6zrGNn4dbQYey","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"RFwx3qCrd6CJ4GDo","ownership":{"default":0,"1JBSgWiiwizu7vru":3},"_id":"zOSR9S1DGinBsvqV","sort":0}
{"name":"Language: (Type)*","type":"ability","img":"systems/arm5e/assets/icons/abilities/livingLanguage.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_r64qqxkggi","path":"Abilities#/CF_SEP/General, Languages","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify\">Fluency in a particular living language. Rather than a die roll modifier, your score in this Knowledge measures your ability to communicate.</p><table style=\"width: 99.1914%; height: 122px;\" border=\"1\"><tbody><tr style=\"height: 17px;\"><td style=\"width: 7.07427%; height: 17px; text-align: center;\"><p><strong>Score</strong></p></td><td style=\"width: 15.6073%; height: 17px; text-align: center;\"><p><strong>Fluency</strong></p></td><td style=\"width: 76.5033%; height: 17px; text-align: center;\"><p><strong>Description</strong></p></td></tr><tr style=\"height: 17px;\"><td style=\"width: 7.07427%; height: 17px; text-align: center;\"><p>0</p></td><td style=\"width: 15.6073%; height: 17px; text-align: center;\"><p><span style=\"text-align: justify;\"><em>Point and grunt</em></span></p></td><td style=\"width: 76.5033%; height: 17px; text-align: justify;\"><p>With one or more experience points, you know “please”, ”thank you”, and a few other words.</p></td></tr><tr style=\"height: 17px;\"><td style=\"width: 7.07427%; height: 17px; text-align: center;\"><p>1</p></td><td style=\"width: 15.6073%; height: 17px; text-align: center;\"><p><span style=\"text-align: justify;\"><em>Basic questions and answers</em></span></p></td><td style=\"width: 76.5033%; height: 17px; text-align: justify;\"><p>“Where is the church?,” “Do you sell food?” Constant mistakes, and an atrocious accent. People must speak slowly and often repeat themselves, and you cannot string a conversation together.</p></td></tr><tr style=\"height: 17px;\"><td style=\"width: 7.07427%; height: 17px; text-align: center;\"><p>2</p></td><td style=\"width: 15.6073%; height: 17px; text-align: center;\"><p><span style=\"text-align: justify;\"><em>Basic conversation</em></span></p></td><td style=\"width: 76.5033%; height: 17px; text-align: justify;\"><p>You can sustain a short conversation on a common topic. You still make many mistakes, and often fail to catch what others say.</p></td></tr><tr style=\"height: 17px;\"><td style=\"width: 7.07427%; height: 17px; text-align: center;\"><p>3</p></td><td style=\"width: 15.6073%; height: 17px; text-align: center;\"><p><span style=\"text-align: justify;\"><em>Haltingly functional</em></span></p></td><td style=\"width: 76.5033%; height: 17px; text-align: justify;\"><p>You can hold a conversation on everyday topics, although it takes time, you make many mistakes, and your accent is still bad.</p></td></tr><tr style=\"height: 17px;\"><td style=\"width: 7.07427%; height: 17px; text-align: center;\"><p>4</p></td><td style=\"width: 15.6073%; height: 17px; text-align: center;\"><p><span style=\"text-align: justify;\"><em>Functional</em></span></p></td><td style=\"width: 76.5033%; height: 17px; text-align: justify;\"><p>You can hold a conversation on non-technical topics, and make few mistakes. People do not normally need to repeat themselves. This is the minimum level required to study from a book.</p></td></tr><tr style=\"height: 10px;\"><td style=\"width: 7.07427%; height: 10px; text-align: center;\"><p>5</p></td><td style=\"width: 15.6073%; height: 10px; text-align: center;\"><p><span style=\"text-align: justify;\"><em>Fluent</em></span></p></td><td style=\"width: 76.5033%; height: 10px; text-align: justify;\"><p>You still have an accent if this is not your native language, but it is weak. You speak as well as most natives. This is the minimum level required to write a book.</p></td></tr><tr style=\"height: 10px;\"><td style=\"width: 7.07427%; height: 10px; text-align: center;\"><p>6</p></td><td style=\"width: 15.6073%; height: 10px; text-align: center;\"><p><span style=\"text-align: justify;\"><em>Elegant</em></span></p></td><td style=\"width: 76.5033%; height: 10px; text-align: justify;\"><p>You choose your words well, and have no accent if this is not your native language.<br><br></p></td></tr></tbody></table><p style=\"text-align: justify\">Two dialects of the same language generally have a –1 penalty. If your character is not specialized in a dialect, you should specify a dialect without specializing in it, and take the penalty when conversing with people who speak a different dialect. If you speak a \"standard\" version of the language, that is a dialect that differs from all other dialects.</p><p style=\"text-align: justify\">When two people speak to each other, the lower Ability score determines how well they communicate. Characters who speak related languages can communicate at a penalty to their scores (assigned by the storyguide) depending on how closely related the two languages are.</p><p style=\"text-align: justify\">Note that Latin and Hebrew are not living languages in most of Mythic Europe. However, characters who live in places where they are (such as some covenants) may learn this Ability without any special Virtues.</p><p style=\"text-align: justify\">Characters with this Ability are illiterate unless they also have a score in Artes Liberales (page 62).</p><p style=\"text-align: justify\">This Ability also covers artistic compositions in the language, and telling existing tales with verve and passion. Knowledge of stories is covered by the appropriate Lore Abilities.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> poetry, prose, specific dialects, expansive vocabulary, specific technical vocabulary, slang, storytelling. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"com","speciality":"","xp":0,"key":"livingLanguage","option":"language-name","realm":"magic","indexKey":"language-generic","reviewer":"xzotl","review_status":"reviewed","optionLinked":true},"_stats":{"systemId":"arm5e","systemVersion":"2.4.0.4","coreVersion":"13.351","createdTime":1662235751914,"modifiedTime":1750426828119,"lastModifiedBy":"ErQ613O32LNYb71L","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"ziJParWm2b8wSMHX","sort":5400000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
{"name":"Stealth","type":"ability","img":"systems/arm5e/assets/icons/abilities/stealth.svg","effects":[],"flags":{"core":{},"cf":{"id":"temp_buj82p3vtnu","path":"Abilities#/CF_SEP/General","color":"#000000"}},"system":{"description":"<p style=\"text-align: justify;\">Sneaking about without being seen or heard, also hiding in one place. This includes following people without their noticing, which is rolled against the other person's Perception.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> hide, sneak, shadowing, urban areas, natural areas. (General)</p>","source":"ArM5Def","page":0,"defaultChaAb":"dex","speciality":"","xp":0,"key":"stealth","option":"","realm":"magic","indexKey":"stealth","reviewer":"xzotl","review_status":"reviewed","optionLinked":false},"_stats":{"systemId":"arm5e","systemVersion":"2.3.2.7","coreVersion":"13.351","createdTime":1662235751846,"modifiedTime":1732268024898,"lastModifiedBy":"wUH1ww0o0zQEBtKr","compendiumSource":null,"duplicateSource":null,"exportSource":null},"folder":"adQkl7QaQHRah9iT","_id":"zrNQa6Maf1qA0l44","sort":5500000,"ownership":{"default":0,"1JBSgWiiwizu7vru":3}}
