{"name":"Covenant","folder":"1YMZoBULfx2GNHSx","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"1Q07wiJzQyHJHddg","pages":[{"name":"Covenant","text":{"markdown":"","format":2},"_id":"jZBH2Fsr8VgX3Jou","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
{"name":"Books","pages":[{"sort":600000,"name":"Definition of Categories of Value","type":"text","_id":"EMmCrPVpxyB5ldoV","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p>It is, theoretically, possible for a peerlessly capable Hermetic teacher, writing in the best of circumstances, to create a summa with a Quality score of approximately (41 – Level).</p><p>In the history of the Order, this has never happened, but it might during your saga.</p><p>A very few summae, those most prized in the Order, are those that have been created by exceptionally powerful magi, with excellent Reputations, later in life. These books can have a Quality of (35 – level), particularly when techniques described in Covenants are used to enhance a particular copy.</p><p>Most of the summae traded within the Order are written by specialists in an Art, with no particular skill in teaching. These summae have a Quality somewhere between (31 – Level) and (28 – Level).</p><p>A few books are written by magi with weaker skills than these authors. These books are called \"vain summae\", because immodest people do not understand why their book, poor and weak as it is, should not sit alongside better work. These Summae have a Quality of (25 – Level) or below.</p><p>Discarded summae are usually damaged versions of the books above. They are stripped of their resonant materials before sale and usually have a Quality of between (18 – Level) and (15 – Level).</p><p>A tractatus written by a legendary teacher could, theoretically, have a Quality of around 17, but generally an excellent tractatus will have a Quality of around 14, a sound tractatus approximately 11, and a vain tractatus around 6. Damaged tractatus may have Quality scores as low as 1.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"flags":{"simple-quest":{"lastUpdated":1772959902036}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.0","lastModifiedBy":null},"ownership":{"default":-1}},{"sort":650000,"name":"Standard Texts","type":"text","_id":"zo07LyIn0pIAInCF","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p>For nine of the Arts, there is a basic text that, over time, has come to be accepted as the preferred primer for a magus seeking the competence necessary to train an apprentice. These texts, called the Roots of the Arts, are widely and cheaply available. A Redcap can arrange the delivery of any of these texts, for a very small consideration. These texts vary, but all have a Level of at least 7, and a Quality of at least 21.</p><p>Each troupe should decide which Arts have Roots based on the needs of their saga.</p><p>In eight of the Arts, there are summae that are widely accepted as the finest works yet produced. These works, called the Branches of the Arts, can be purchased by young covenants from those with established libraries, but this is unusual.</p><p>In the ritual of the Order it is accepted that these, purest, expressions of the Art should be given as gifts, because the information they contain is of such great value that they cannot be met in kind. It is, however, a delicate matter for a younger covenant to convince an older one to patronize them with such a valuable gift and, surreptitiously, they often offer payments and services in exchange for the gift of one of the summae.</p><p>Many magi seek to pen a standard text, but fail to produce a work that gains this highest level of acclaim. Many libraries contain these informative, but non-definitive, works. Some are excellent but lack the historical romance that has made foundational texts definitive in the minds of magi.</p><p>Two Roots of the Arts have been superseded, each time by a magus of renown and intelligence. The Branches of the Arts have changed over time, as Hermetic magic gradually increases its reach. For example, the Branch of Terram in 1220 is De Lapii, by Jeremias filius Guernicus, a Summa on Terram, Level 17, Quality 14.</p><p>Some of these titles hold such awe, however, that the works that replace them retain their titles and nominal authors. There are no standard tractatus, but dedicated students of various subjects consider certain texts worthy of particular note. These books are far rarer than the Roots and Branches, but can be accessed in libraries that specialize in the book‘s theme.</p><p>Certain magi consider the root and branch symbolism employed in the advertising of standard texts to be a vestigial druidical practice, and they refer to the Foundations and Pillars of the Arts.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"flags":{"simple-quest":{"lastUpdated":1772959905598}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.0","lastModifiedBy":null},"ownership":{"default":-1}},{"sort":300000,"name":"Writing Books Basics","type":"text","_id":"FrPEBWRwACb5ii8H","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p>A character must have a score of at least five in an Art, or at least two in an Ability, before she can write a useful book. She must also have a score of at least five in the language she wants to write the book in.</p><p>Books may be written about any Ability, including the Mastery Ability of an individual spell. Learning from books about practical Abilities requires the reader to practice as well as read.</p><hr /><p><strong>Summae</strong></p><p>Each summa is described by two factors: its Level, which represents how much knowledge is contained in it, and its Quality, representing how well it is written.</p><p>When a summa is started, the Level of the finished book is determined. The Level may be chosen freely by the author, up to half of her score in the appropriate Art or Ability. The quality of the summa is equal to the author's Communication + 6.</p><p>If the author chooses to set the Level of the summa below half her score, there is a bonus to the Quality. For an Art, the bonus is one point for every Level by which the summa is dropped. For an Ability, the bonus is three points for every Level. This bonus cannot exceed the base Quality of the summa, so the final Quality cannot be more than twice the sum of the author's Communication + bonuses from Virtues + 6.</p><p>Once the level is determined, writing commences. For every season spent writing, the character accumulates a number of points equal to his Communication + Language. When the total of points equals or exceeds the Level of the summa, for Arts, or five times the Level of the summa, for Abilities, the summa is complete. The Level of the book may not be changed midway through the writing (if the character improves the Art or Ability, for example). Once begun, the book must be finished at the initial Level or not finished at all.</p><hr /><p><strong>Tractatus</strong></p><p>It takes one season to write a tractatus. The Quality of a tractatus is equal to the author's Communication + 6.</p><p>A character may only write a total number of tractatus equal to half her score in an Ability or one fifth of her score in an Art, rounded up in both cases.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"flags":{"simple-quest":{"lastUpdated":1772959843793}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.0","lastModifiedBy":null},"ownership":{"default":-1}},{"sort":362500,"name":"Copying Texts","type":"text","_id":"bJ668l1E4zzueA6t","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p>A character may copy books carefully or quickly.</p><hr /><p><strong>Careful Copies</strong></p><p>Copying a tractatus carefully takes one season.</p><p>Every season that a character spends copying a summa carefully, she accumulates points equal to 6 + her Profession: Scribe score. When she has accumulated points equal to the level of an Art summa, or five times the level of an Ability summa, it has been copied.</p><p>A careful copy has the same quality as the original book.</p><hr /><p><strong>Quick Copying</strong></p><p>A character may copy books quickly at three times the rate. That is, she may make three copies of a tractatus (or one copy of each of three tractatus, and so on) in a season, or she gains 18 + 3 times her Profession: Scribe score points towards copying a summa.</p><p>Books copied quickly have a quality one lower than the book copied.</p><hr /><p><strong>COPYING CAREFULLY:</strong></p><p>1 tractatus per season, or 6 + Profession (Scribe) points towards a summa.</p><p><strong>COPYING QUICKLY:</strong></p><p>Three times as fast as careful copying, copy Source Quality is 1 lower than copied book.</p><hr /><p><strong>Corrupted Copies and How to Avoid Them</strong></p><p>Books copied by people lacking particular skills become corrupted. In the simplest case, the scribe omits small marks that are a vital part of the meaning because he thinks they are merely ink blots. In more complex cases, he 'corrects' parts of the text, creating gibberish. A corrupted text is useless.</p><p>A character must be able to read and write the language in which the book is written to copy it without corrupting it. However, a score of 3 in the language is sufficient to allow accurate copying.</p><p>A character must have a score of at least 1 in the relevant Realm Lore, or the appropriate Ability, to copy a text about a Supernatural Ability without corrupting it.</p><p>A character must have a score of at least 1 in Magic Theory in order to copy a book about the Hermetic Arts or Parma Magica without corrupting it. Scores in the Ability in question are no substitute in this case.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"flags":{"simple-quest":{"lastUpdated":1772959851963}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.0","lastModifiedBy":null},"ownership":{"default":-1}},{"sort":500000,"name":"The Book Trade","type":"text","_id":"ri5Ldh09gDwqVVkb","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The Order of Hermes supports a vibrant book trade with two main branches: sale of finished books, and scribal hospitality. Sale of books occurs through the Redcap system, supplemented by exchanges that occur at Tribunal meetings. The use of magic to support the Redcap network is considered more fully in Houses of Hermes: True Lineages, page 101.</p><p>Scribal hospitality occurs when a magus is allowed to copy from the library of a covenant to which he does not belong. Hospitality is usually offered in exchange for a payment or service.</p><hr /><p>Many Hermetic books are sold through exchanges of letters, carried by Redcaps. Some Redcaps provide ancillary services to the book trade. Some assess goods for sale on behalf of distant clients, or act as neutral parties between a pair of interested vendors. A few act as procurers, finding desired materials for a small fee. House Mercere’s covenants also sometimes act as scribal centers. There are four main methods of postal sale.</p><hr /><p><strong>Sale by public offer</strong> occurs when covenants make known the catalog of books they have available, and invite buyers. Public offers often persist over lengthy periods. Some covenants, for example, provide their sodales with a list at each Tribunal meeting. Some public offers specify the price the seller requires, others invite negotiation.</p><hr /><p><strong>Sale by tender</strong> occurs when a covenant circulates the desire to possess a certain work, or books of a particular type, and invites contact by potential suppliers. These offers are usually accompanied by an indication of the price the covenant would consider fair, but it is not unusual for a potential seller to contact the tendering covenant and suggest an alternative method of payment.</p><p>Negotiation for sales by tender can be complex and protracted. It is common for several covenants to answer each call, and the tendering covenant may hold a glacial auction by mail, pressuring the sellers to reduce their price.</p><p>Covenants who do not wish to advertise their requirements can usually hire a Redcap to discreetly ask nearby covenants if they have a suitable book available.</p><hr /><p><strong>Sale by exchange</strong> occurs when a covenant advertises that it wishes to trade one class of text for a second class of text. This sort of barter can lead to extended negotiations, on delivery dates and confirmation of the quality of the copies to be traded by a third party trusted by both vendors. Even the choice of quality assessor is often a matter of haggling.</p><hr /><p><strong>Sale by subscription</strong> occurs when a magus announces his intention to create a spell or device and invites magi to pay, in advance, for access to a Lab Text when it becomes available. Some magi seeking subscriptions offer a flat price: for example, a pawn of vis per subscriber.</p><p>Other magi, performing more difficult and expensive research, sometimes encourage the formation of purchasing consortia by offering proportional payments. For example, a magus might agree to release his new Ritual in exchange for twenty-five pawns of vis.</p><p>Covenants spread across Europe may form a buying cartel, splitting the costs in various ways. These consortia are maintained by side agreements. For example a vis rich covenant may pay a large proportion of the price, in exchange for a series of political concessions, acts of assistance with vexing problems, and payments in kind. This allows poor, Spring covenants to join purchasing consortia.</p><hr /><p><strong>Books are often sold at Tribunal.</strong> Many of these sales are pre-arranged, by the methods that are described earlier, and completed at the Tribunal meeting, when each party has the opportunity to inspect the goods of their correspondent. Other covenants bring surplus copies to sell to whoever desires to buy. Many covenants, not wanting the possible expense of unsold stock, create exemplars and take orders during Tribunal for later delivery.</p><p>These books are prepared to a series of informal standards, with the finer books, intended to be used for study, commanding higher prices than those intended as originals, from which working copies are to be made.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"flags":{"simple-quest":{"lastUpdated":1772959023838}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.0","lastModifiedBy":null},"ownership":{"default":-1}},{"sort":700000,"name":"Pricing","type":"text","_id":"sdKQbVHo11nM3nQH","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p>Many Hermetic books are sold under a condition called the Cow and Calf Oath. This refers to a ruling from the Hibernia Tribunal that has not been ratified by the Grand Tribunal. It is an agreement that the purchaser of the book will not sell, or freely give, copies without the seller's permission. Some magi approve of the Cow and Calf Oath, while others despise it.</p><p>The prices given later, aside from that for mundane books, assume the characters have sworn the Oath. Prices may be far higher for books that will rival their parents, and reduce the income of the original covenant.</p><hr /><p><strong>Mundane Books</strong></p><p>The mundane book market is a cash market. Any magus with a spare pound can obtain any standard text from a stationer in a large city. Less common books still cost a pound, but it takes a season for the stationer to arrange for a copy to be produced and delivered.</p><p>Cheaper versions, unbound and written on paper, are also available, for half a pound.</p><p>Commissioning books takes longer for covenants remarkably distant from civilization, or poorly served by the Redcaps.</p><hr /><p><strong>Books Concerning the Arts and Arcane Abilities</strong></p><p>The Hermetic book trade is essentially a barter market. Most covenants can create so much mortal money that it isn't valuable enough for them to use as a medium of exchange for rare items. This makes pricing books an art, subject to a lot of haggling.</p><p>The value of the book for sale, and of the things that might be traded for it, can be disturbed by events. A second magus might offer a similar book at any time, lowering the first book's value. A covenant might decide it has too much vis for one Art, and seek to trade it for others. This lowers the value of all vis of that Art, which would make a book's seller ask for more.</p><hr /><p><strong>Least Expensive Books</strong></p><p>The cheapest books available are damaged and discarded surplus books from major libraries. Inexpensive Hermetic books are not systematically produced for sale. Any established covenant could theoretically make them, but no established covenant needs them. There are few buyers for cheap books, and no covenant wastes the effort of creating a book on something that might not sell for years.</p><p>Characters wanting damaged and discarded books can often arrange for them to be added to other trades as sweeteners.</p><p>A covenant wanting to purchase damaged summae with vis can usually find a seller for about a pawn of vis per book, but could arrange other services instead.</p><p>It is unusual for a seller to have a pile of damaged tractatus to sell for a pawn of vis, but after a library flood or some similar calamity, a buyer might get somewhere between three and nine to the pawn, depending on the degree of damage.</p><hr /><p><strong>Vain Books</strong></p><p>Books of the second-lowest level of Quality exist because their authors chose to publish them, despite their comparative lack of worth. Such authors are usually proud of their books, and some give them as gifts to their friends and allies.</p><p>Characters can usually purchase vain summae for half their level in pawns of vis, less if the author is particularly susceptible to flattery. Vain tractatus cost about a pawn each.</p><p>Characters attempting to acquire a vanity book from someone other than its author often find that they must pay for it as if it were sound. The amount of labor and material involved in copying a book does not change simply because the buyer insists on a poor title, and the time taken to copy the poor book could instead be used to copy a good one for another buyer.</p><hr /><p><strong>Sound Books</strong></p><p>Books of the level of Quality that make up most Hermetic libraries are the most difficult to price. There are many possible sellers, so buyers have some opportunity to compare prices and force competition.</p><p>Generally, the lowest prices can be found at covenants that have staff permanently copying books. These charge a number of pawns of vis equal to the book's level, if the purchaser is willing to wait a season for the copy to be produced. A surcharge of up to 20% is added if there is a spare copy available for the impatient.</p><p>Sound tractatus cost around 2 pawns to order, or 3 for the impatient, but trade of equivalent, sound tractatus remains very common.</p><hr /><p><strong>Excellent Books</strong></p><p>Most books of the highest Quality cannot be purchased. Covenants receive them as gifts in exchange for exceptional service, and on the condition that the book will never be copied without the permission of the originating covenant, or magus.</p><p>The Cow and Calf Oath limits the distribution of some material, but is difficult to enforce.</p><p>House Bonisagus does allow magi to copy books of exceptional Quality, as part of its members' obligation under the Oath of Hermes. Durenmar does not sell copies of these texts, but does limit copying to one magus at a time, selected by the Primus's representative.</p><p>Durenmar uses a version of the Cow and Calf Oath to insist that copies of these finest works not be sold, because it is an insult to the authors of the book to value their work against mundane possessions. They may only be given, and with ceremony. There is little the Bonisagus magi can do to prevent the gift being a reciprocation, beyond social pressure.</p><p>House Tremere is eager to sell, or buy, copies of excellent books. A difficulty is that Coeris is an extraordinarily rich covenant, so simple offers of vis do not interest the Prima. In the past, she has accepted transfer of ownership over valuable vis sources in exchange for books. House Tremere takes the Cow and Calf Oath very seriously and sometimes champions it at the request of others.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"flags":{"simple-quest":{"lastUpdated":1772959910338}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.0","lastModifiedBy":null},"ownership":{"default":-1}},{"sort":350000,"name":"Writing Books Extended","type":"text","_id":"PVr4rNXg0EKesArh","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p>Maximum Summa Quality: Author’s Communication + 3 +1 for skilled scribe +1 for skilled binder + 1 for skilled illuminator + 3 (or less) due to mystical resonance + bonuses due to Virtues + bonus for writing to level less than half of Art score + 3 for non-magical subjects.</p><p>A summa may instruct a magus until his Art equals the book’s level. The effective maximum quality for Art summae is (35 – level), and most books have scores below this.</p><p>The quality bonus due to reducing a book’s level may not exceed 2 x (Communication + Virtue bonuses + bonuses due to skilled artisans + 3).</p><hr /><p>Maximum Tractatus Quality: Author’s Communication + 1 for skilled scribe +1 for skilled binder + 1 for skilled illuminator + 3 (or less) due to mystical resonance + bonuses due to Virtues + 3 for non-magical subjects.</p><p>The effective maximum quality for Art tractatus is 17, and most books have scores below this. A professional is considered to be skilled if she has a Profession score of 6 or more.</p><hr /><p>Mystically resonant materials add to quality in books on Arcane Abilities or Arts. A material is resonant if it appears on the Shape and Material Bonus Table (see ArM5, page 110) with a bonus appropriate to the text. Troupes may also judge other materials to be resonant.</p><p>Resonant materials add +1 to quality if they are purchased items, +2 if they are rare items only to be gained from stories. Clarification of a book using resonant materials (see below) adds a further +1, for a maximum possible bonus of +3.</p><hr /><p>Books about non-magical subjects (that is, subjects other than Arcane Abilities and Arts) are easier to make than mystical books, so they have an automatic +3 quality bonus. They may not have resonant materials.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"flags":{"simple-quest":{"lastUpdated":1772959847756}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.0","lastModifiedBy":null},"ownership":{"default":-1}},{"sort":411719,"name":"Modified Books","type":"text","_id":"5BvfMGP6Vhq7q32P","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p>Many Hermetic books have their quality compromised by a consideration, other than their use as a course of instruction, which influenced their author or construction.</p><hr /><p><strong>Damaged books</strong> are used because the covenant chooses not to accept the expense of repairing or replacing them. There are many sorts of damage that a book might suffer, most of which can be repaired by a skilled binder and scribe.</p><p>Magic is sometimes used to repair minor book damage. All books age over time, but the rate at which a book ages can be slowed by storage at constant temperature, with moderate humidity, in darkness.</p><p>A book that has deteriorated so far that it is no longer a codex, in a mystical sense, loses its quality bonus due to magical resonances. It also ceases to be a legitimate target for spells designed to affect books.</p><p>The statistical adjustments for damage vary enormously.</p><hr /><p><strong>Editions de luxe</strong> are usually created as gifts, particularly for nobles and churchmen.</p><p>These versions of books are decorated ostentatiously and are larger than usual. This makes them heavy, fragile, and unpleasant to study from, although they are beautiful expressions of the scribal arts.</p><p>The text is complete and other artisans can make working copies from these gorgeous books. An edition de luxe has its quality reduced by up to (Profession: Scribe + Profession: Binder + Profession: Illuminator) / 2, but the greater the reduction the more sumptuous, and suitable as a gift, the book becomes.</p><p>A related type is the treasure-bound book. This has the external features of an edition de luxe, but does not have the unusual internal decoration. Many Hermetic books that incorporate resonant materials are, to mundane scholars, treasure-bound editions.</p><hr /><p>An <strong>epitome</strong> was originally the finest, and final, work on a subject by a Hermetic author. In the modern Order, it refers to books that have been enchanted as magical items.</p><p>For the purposes of enchantment, a book has a material level of 2 and a size multiplier of 4. Books have many shape bonuses: some of these are +6 for changing thoughts, +6 for changing images within the book, +4 for numerology, and +3 for divination.</p><p>The resonant materials of an epitome are the only ones that may be used to assist in its enchantment as an item. Books on mundane subjects do not suffer this restriction.</p><hr /><p><strong>Ex libris</strong> books are cheap copies created by those libraries that allow large numbers of visitors or copyists. Ex libris versions lack resonant materials, as they are considered likely to be stolen, worn, or abused by readers.</p><p>Many are damaged, which reduces their quality, and those that require complicated repairs are often instead sold or given to young covenants.</p><hr /><p><strong>Exemplars</strong> are miniature books created as templates for distant scribes and illuminators. Exemplars are extremely cheap to make, and very easy to transport, compared to full-sized books. An exemplar has a –3 modification to quality.</p><hr /><p><strong>Flap-bound books</strong> have leather flaps instead of boards as their covers. They are usually smaller than books with board covers.</p><p>Their pages develop waves, since they lack a firm cover to provide pressure. Their covers are tied closed to prevent gaping.</p><p>Flap-bound books were popularized by Redcaps, are created in surprising numbers within the Order, and are sometimes used in lieu of exemplars.</p><p>A flap book has a quality modifier of –1 and cannot have resonant materials incorporated as cover ornamentation. As they age, flap books usually buckle, which damages them, further reducing their quality.</p><hr /><p><strong>Holographical books</strong> are those scribed by the author. These are usually poorly prepared, compared to those completed by a professional scribe.</p><p>Holographic books retain an arcane connection to their author for a year, although this is severed if the magus’s opinion, encapsulated in the book, changes. A season of study on the book’s subject, for example, destroys this connection.</p><hr /><p><strong>Huge codices</strong> are physically immense. Each contains vast amounts of information, often many books, but requires magic or assistants to turn the pages. The biggest codex in the Durenmar Library is a treatise on Mercurian rituals.</p><p>It is so large that its diagram for Wizard’s Communion, to be performed by between three and 12 magi, is life-sized, with the participants standing in designated circles upon the surface of the book.</p><p>A huge codex extremely expensive to create, but can be read normally if the wizard has magical methods or servants to compensate for its vastness. Scribes and illuminators prepare huge codices normally, provide they have assistants to turn the pages. Many huge books are epitomes.</p><p>Some huge works, called congregationals , are designed to be read by several magi simultaneously. A congregational has text commensurate with the book’s size — the reverse of an exemplar. Scribes and illuminators find these extremely easy to create, although the coloring is time-consuming. Several magi of similar Intelligence and talent can study from a congregational simultaneously, but these books are used, more often, as collections of communal casting tablets (see below).</p><hr /><p>Some covenants permit departing apprentices to make copies of minor works from their libraries. These copies, called <strong>Juvenilia</strong>, are poor study aids: they are transcribed swiftly as models for later, working copies of books.</p><p>Juvenile copies are scribed by apprentices (their typical lack of a Profession: Scribe score resulting in a –3 quality penalty), are not illuminated, and are usually not bound (no Profession: Binder bonus, no resonances).</p><p>A literate person may make 15 levels of juvenile copy in a season.</p><hr /><p><strong>Palimpsests</strong> are books that have had their original text scraped away so that their vellum can be reused. Hermetic palimpsests retain applicable resonances, and the +1 binding bonus, unless rebound.</p><p>The scraped text of a palimpsest often re-emerges, as the ink on the pages continues to darken. This creates a codex containing two texts, which overlap each other.</p><p>A reader may study either text, but the re-emergent text loses its +1 scribal bonus and has a quality penalty of –3. The newer text also has a quality penalty of –3.</p><hr /><p><strong>Unbound books</strong> are simply a series of sheets that have not been bound. Many copyists deliver books in this form to their clients, who then pay a binder to complete the work in the dress of their library. Unbound books lack resonances and are very easily damaged.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"flags":{"simple-quest":{"lastUpdated":1772959875842}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.0","lastModifiedBy":null},"ownership":{"default":-1}},{"sort":368750,"name":"Book Types","type":"text","_id":"Jmi9Cl2KyX6svkq7","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>An opus is, literally, any work by an author. An opus’s type defines the style of book it is. The core rules detail summae and tractatus, which are expanded below.</p><hr /><p><strong>Commentaries</strong> are books about other books. A student may not study a commentary until he has studied the summa to which it relates for at least a season. Commentaries are written in the same way as tractatus, and purchased in the same way during covenant creation, but have a +1 quality bonus which does not affect their Build Point cost.</p><hr /><p><strong>Correspondences</strong> are collections of letters that focus on a subject, bound together in chronological sequence. A magus can participate in many correspondences, but can only gain benefit from one per season, which must be on a theme that is associated with the magus’s research or reading. Each magus must read the previous letter in the sequence, from his or her correspondent, before responding, and must receive at least one letter in a season to claim experience. A magus gains an extra experience point in each season in which he is engaged in useful correspondence.</p><p>Bound correspondences contain at least 24 topical letters from each magus, representing around two years’ worth of correspondence. These are read — and purchased at covenant creation — as tractatus with a quality equal to the sum of the two participants’ Communication scores.</p><p>Lengthy bound correspondences are useful as research materials, described below. If both correspondents were experts on a topic, and the collection contains at least one hundred and twenty letters from each, the collection’s value as a research aid increases one level. See the research rules.</p><hr /><p><strong>Florilegia</strong> (singular florilegium) are anthologies on a topic created by binding together tractatus on Arcane Abilities and Arts. Each tractatus is still read separately, but each gains a quality bonus to reflect its mystical interaction with surrounding texts.</p><p>The bonus depends on the editor who assembles the collection, and the materials with which he can work. An editor can only collect as many tractatus into a single florilegium as he could write on that subject (half his score in an Ability, one fifth of his score in an Art).</p><p>He must have access to a collection containing at least twice as many tractatus on the subject as he plans to include in the florilegium, and a score of at least six in the relevant Ability, or 20 in the relevant Art. If these minima are met, the tractatus all gain a +1 bonus to quality. The bonus increases to +2 if the editor is an insightful authority on the subject of the florilegium (has a score of at least 10 in the Ability, or 35 in the Art) and is working from a library with a peerless collection on a subject (having at least five times as many tractatus as the editor plans to include).</p><p>An editor may create as many florilegia as he wishes, but each assemblage takes a season. Florilegia express resonance, so their qualities cannot — yet — be improved with resonant materials or clarification, although young Bonisagus magi sometimes study this problem.</p><p>Florilegia are purchased, at covenant creation, as copies of the included tractatus, including quality bonuses for scribing, binding, and illumination.</p><hr /><p><strong>Folios</strong>: Every seven years, one society within House Bonisagus issues a publication, called a folio, that contains the best laboratory texts and tractatus presented for possible inclusion. More details can be found in the Folios section.</p><hr /><p><strong>Glossed books</strong> are those that have been written upon by a reader. Some glossers are skilled magi whose incisive observations make the book a superior study aid. The majority of glossers are simply vandals: their opinionated commentary, little jokes, and personal notes obscure and crowd the text.</p><p>Glossing, by a reader at least half as skilled as the book’s level and with a superior Communication score to the author, adds 1 to the quality of a book. It is performed during a season of reading.</p><p>Although books may be glossed many times, this does not improve their quality beyond the first point. Glossed texts are bought as books of equivalent quality during covenant creation.</p><hr /><p>An <strong>inspeximus</strong> is literally a book that has been re-read by its author to ensure accurate transcription, but in the Order the term is used for a book which the author has revisited after developing greater experience, and annotated to increase its study level.</p><p>A magus who annotates his summa takes one season to reread and gloss his work, which increases the level of his book by one-third of the difference between his current Art score and the Art score he had when he wrote the summa.</p><p>Many books lack sufficient page space to be annotated in this way, so the magus makes notes which a scribe then inculcates, usually in red ink, or offset from the page’s edge in a new codex. Inspeximuses are purchased at covenant creation as summae of their quality and level.</p><hr /><p><strong>Pictorial works</strong> are designed primarily for reference. A pictorial work requires at least a year’s work from an illustrator who is also a specialist in the skill that the work concerns, represented by scores of at least six in two appropriate Abilities. Pictorial works are purchased in batches, at covenant creation. A group of pictorial works raises the collection’s usefulness for research, in the rules given below, by one level. This costs ten points per Ability.</p><hr /><p><strong>Pamphlets</strong> are brief works, circulated unbound. They are not usually used as study aids. Hermetic magi sometimes dispatch them to encourage their sodales to support them in Tribunal.</p><hr /><p><strong>Primers</strong> are summae written for students of little skill, like apprentices. Calling a magus’s opus a primer is a deep insult, except if the work really was intended for inexperienced students.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"flags":{"simple-quest":{"lastUpdated":1772959765420}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.0","lastModifiedBy":null},"ownership":{"default":-1}},{"sort":371875,"name":"Book Types: Casting Tablets","type":"text","_id":"pobVNP8eFF0M6tcq","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p><strong>A casting tablet</strong> contains a simple series of instructions for casting a particular spell. Magi who have not learned the spell’s intricacies through laboratory research may use a casting tablet instead.</p><p>Casting from tablets is dangerous, because the magus is calling on power that he cannot control accurately. Casting from tablets is also an inflexible style of spellcasting.</p><p>A magus casting from a tablet does not understand the spell’s workings, and so may not tinker with decisions made by the author. The Range, Duration, and Target of the spell; the exact amount and Art of raw vis consumed; and any single type of arcane connection to be used, are specified by the author at writing.</p><p>The author either designs the spell for ceremonial casting or for non-ceremonial casting. Spells cast from tablets do not have Penetration bonuses unless they are built into the spell’s level by the author.</p><p>Rituals may be cast from tablets. It is possible, but dangerous, for a magus with a tablet to lead a Wizard’s Communion. A botch by any member of the group causes the leader also to botch. An odd effect of casting from a tablet is that the sigil of the writer is preserved in the spell, and is visible along with the sigil of the caster.</p><p>When casting from a tablet, a magus determines his casting total according to the following formula, then subtracts the spell level from the casting total and looks up the result on the table that follows.</p><p>Casting Total: Stamina + Form + Technique + Aura + stress die (modified by Virtues, Flaws and requisites)</p><hr /><p>Casting Total – Spell Level Result</p><p>0 or more Spell cast, lose one Fatigue level.</p><p>–1 to –10 Spell cast, lose two Fatigue levels.</p><p>–11 o –20 Spell cast, lose three Fatigue levels.</p><p>–21 to –30 Spell cast, gain one Warping Point, lose four Fatigue levels.</p><p>–31 or less Spell not cast, gain Warping Points equal to the magnitude of the spell, lose five Fatigue levels. If the caster gains two or more Warping Points he must check for Twilight. (A magus with scores of zero in the Arts, negative Stamina, casting in a strong Divine aura, could have a penalty of more than 30 to his stress die.)</p><hr /><p>Magi can only author casting tablets for spells they have mastered, although magi can copy tablets written by others. A character spending a season as an author or copyist may create laboratory texts and/or tablets from the same pool of levels. Many options concerning casting, like range or vis use, are foreclosed by the author while writing the casting tablet. Casting tablets do not aid magi to learn spells the way laboratory texts do. Casting tablets purchased at covenant creation cost two Build points per five levels of spells.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"flags":{"simple-quest":{"lastUpdated":1772959798455}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.0","lastModifiedBy":null},"ownership":{"default":-1}},{"sort":373438,"name":"Book Types: Folios","type":"text","_id":"OmouhM5esaxJ7t2K","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p>Folios are collections of Laboratory Texts and tractatus compiled by the Colentes Arcanorum the season after the close of the Colloquium Delectorum. They are thick volumes containing many pages of parchment, and at a glace can be confused with a weighty summa. Rather than an encyclopedic examination of a single topic however, folios contain information about a variety of topics. </p><p>Having received submitted texts from other magi Bonisagi during the last seven years, the Colentes select the best submissions to include in the folio. Folios also include a smattering of information about the various authors, as well as the Colentes’s insights and opinions. Coveted by magi throughout the Order, folios provide a wealth of information in a single binding.</p><p>Once the Colentes have decided on the exact material to be included in a folio, they spend the next season compiling it, staying on at the covenant that held the Colloquium Delectorum. Folios are titled by the year in which they were made, ‘The Folio of 1123’, for example. Once completed the folio is taken to Durenmar, where it is copied three times. </p><p>The first copy is made for House Guernicus and sent to Magvillus in an overt display of House Bonisagus sharing its research. The second copy goes to the covenant that housed the Colentes during their season spent compiling, as reimbursement for their hospitality. The third copy is sent to Harco, domus magna of House Mercere. This copy circulates throughout the Order, carried from covenant to covenant by the Redcaps, along a predetermined route. Each covenant negotiates with House Mercere for their position on this waiting list, as well as for the length of time the folio stays. Naturally, the Redcaps charge for this service.</p><hr /><p><strong>Creating a Folio</strong></p><p>It takes a season to create a folio. The Colentes Arcanorum’s combined Magic Theory scores are the maximum total of Lab Text magnitudes and tractatus Qualities that can be included in a single volume. For example, if the 5 Colentes have a Magic Theory score of 7 each (including their Puissant Magic Theory Ability), the folio can have a total of 35 magnitudes of Lab Texts or tractatus Qualities.</p><p><em>Folios: Colentes combined Magic Theory = Sum of Lab Text magnitudes and/or tractatus Qualities</em></p><p>Once the total number of allowable items has been determined, individual texts are copied to the folio. The regular rules for copying Lab Texts and tractatus apply. Lab Texts are always submitted to the Colentes with the author’s abbreviations and shortcuts omitted, so that they are written understandably. </p><p>An individual Colens may either copy Lab Texts or tractatus. A Colens may copy 12 magnitudes of Lab Texts per point in Profession: Scribe into a folio. A Colens copying tractatus may copy them carefully or quickly, depending on the number of tractatus included. Since quick copying reduces the tractatus’ Quality by one, this is rarely done. </p><p>The Colentes Arcanorum receive Exposure experience for the season spent creating the folio, which can be placed in Magic Theory or Profession: Scribe.</p><hr /><p><strong>Reading Folios</strong></p><p>Essentially, a folio is nothing more than a collection of Lab Texts and tractatus, and the same rules used to read those materials still apply. Having a folio provides you with a handful of choices for your personal study. Each individual Lab Text or tractatus must be read for an entire season, just as if it was a stand alone text. </p><p>The Colentes Arcanorum include biographical data on the author as well as brief accounts of their opinion of the text. Once you have finished a particular item included in a folio, you receive one experience point in Order of Hermes Lore.</p><hr /><p><strong>Copying Folios</strong></p><p>Folios are combined copies of Lab Texts and tractatus, organized and edited by the Colentes. Once combined, they are easier to copy than their individual parts. Copying a folio is very much like copying a summa, and can be done carefully or quickly. </p><p>If a scribe is copying a folio carefully, he accumulates points equal to 6 + his Profession: Scribe score in a season. Once his accumulated  points equal the combined Magic Theory score of the Colentes Arcanorum who created the folio, the folio is copied. </p><p>If he copies the folio quickly, he gains 18 + 3 times his Profession: Scribe score in accumulated points per season. Quickly copying a folio will reduce the Quality of every included tractatus by 1 and delete the additional Order of Hermes Lore experience points. It will not affect the Lab Texts.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"flags":{"simple-quest":{"lastUpdated":1772961038102}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.0","lastModifiedBy":null},"ownership":{"default":-1}},{"sort":200000,"name":"Writing and Copying","type":"text","_id":"L768SgvYJGKJQGPi","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.0","lastModifiedBy":null},"ownership":{"default":-1}},{"sort":800000,"name":"Libraries","type":"text","_id":"oSzdMnsyqir9HKs2","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Hermetic scholars cannot be sure when the first magical library was founded. The Primus Fenicil of Guernicus, the Order’s most famous historian, claimed that the tradition of magic was eternal.</p><p>He confirmed that the Temple of Imhotep in ancient Egypt contained a library. Hermetic scholars are sure, however, that there is no collection with an unbroken history older than Durenmar.</p><p>The preceding traditions of the Order — the Cult of Mercury, druidism, and shapeshifting — did not have libraries in a style similar to that of Hermetic covenants, but nevertheless, their writings still interest Hermetic magi.</p><hr /><p><strong>Ancient Libraries</strong></p><p>The Cult of Mercury used religious ceremonies to cast magic. Legend records that Plentarch, Pontifex of the Pompeii Temple, collected these rituals in the second century and carved them into 38 golden tablets, which have been lost.</p><p>Two of these rituals have been adapted for use by the Hermetic magi, becoming the spells Vision of the Scrying Pool and Aegis of the Hearth. The rest were lost, although House Guernicus claims Fenicil rediscovered some of these rituals, which they retain to assist in the dispensation of Hermetic justice.</p><p>Hermetic magi scour Europe for traces of the Order of Mercury. They are certain that the other rituals would easily convert to Hermetic practice.</p><p>The druids did not have an equivalent to formulaic spellcasting, although they did cast great rituals. The Schism War obscured the druidical origin of Hermetic rituals. Many magi suggest that Calling the Council of Trees is a druidical spell, but Merinita magi claim it for their Founder. Some magi believe the pre-Hermetic druids did keep libraries, carved in Ogham at sacred sites, daubed on the walls of initiatory caves, and reflected in the songs of the faeries.</p><p>The magi of the Order cannot agree whether they should seek these spells.</p><p>Bjornaer learned magic orally. Her stories pass intact between generations in her House. Some of the Order’s weather and transformation rituals derive from ideas she gave to Bonisagus. A few of her descendants seek détente with the Pomeranian tradition, which still exists.</p><p>They fear their Founder rebelled against her tradition before she learned all of its rites.</p><p>Many magi search for the remains of other ancient libraries. The libraries of Trajan in Rome, Cleopatra in Egypt, and Eumenes at Pergamum might have contained magical rolls. Even if they lacked useful magical writing, they would still contain invaluable texts.</p><p>House Mercere, for example, has offered any magus five pawns of vis every year for 20 years in exchange for a complete copy of the lost Geographica by Ptolemy, whichgives the exact longitude and latitude for hundreds of legendary sites, many of which contain vis. Some magi feel that 100 pawns of vis is a paltry payment for such a treasure, but the Mercere point out that the finder could copy if first, then give it to them. When the race for the vis sources in Geographica begins, they want to start out at least an equal second.</p><hr /><p><strong>About Hermetic Libraries</strong></p><p>The earliest Hermetic libraries followed models provided by mundane society. Many Hermetic collections, however, were larger and more diverse than any mundane equivalent. The rise of the book trade in the 13th century, however, has given birth to mundane libraries that are similar in size to the larger Hermetic collections.</p><p>These libraries look similar to the Hermetic collections they postdate because they face similar problems with similar resources. Furthermore, some transmission of Hermetic methods of librarianship has occurred, possibly to the Church and nobility through interaction with House Jerbiton.</p><hr /><p><strong>Small Hermetic Libraries</strong></p><p>Small covenant libraries are similar to those of small monasteries. Such libraries usually contain only sufficient books for each magus to have something instructive to read. The library is shelved in a common room, for example the council chamber, or is stored in a book closet.</p><p>The amarius, or book closet, holds books flat and keeps the air around them dry, insulated, and dustless. Armarii can be locked, and usually have a list of their contents pasted upon them, to aid magi searching for particular books. Armarii are usually double-doored to limit the amount of floor space that must be kept free about them.</p><p>Mundane armarii each hold only a score of books, shelved with their front covers showing, but Hermetic magi shelve their books differently, which saves space. Small collections, or those which are regularly transported, are kept in chests instead.</p><p>The library of a small covenant is often near the council chamber for a second reason: it is the room most likely to have glazed windows. Magi have the ability to create smokeless, heatless light, but visitors to covenants usually lack this ability because of the Aegis of the Hearth.</p><p>It is convenient to place libraries where natural light is available. Librarians for collections of this size are usually responsible for a more important task to which the library is relevant, and take care of the books in the quiet moments of their primary profession.</p><p>Many monastic librarians, as an example, are precentors — choirmasters — who care for hymnals and by extension all other books. In small Hermetic covenants, the librarian is often the autocrat, the body servant of a senior magus, or an apprentice. They air the books occasionally, and fetch them for magi who do not wish to collect them personally.</p><p>If the library is kept in a room rather than a series of armarii, the librarian must also stoke the fire that warms the room, and dust.</p><p>In libraries large enough that a single row of armarii does not suffice, it becomes inconvenient to require the librarian to unlock each case before using a book. Mundane libraries of this size, which may be thought of as having between 100 and 500 books, use an architecture where each book is chained to a rod that runs across the top of a series of lecterns. The lecterns are sometimes arranged like the pews of a church, so that the back of each row of seats forms the lectern for the row behind it.</p><p>Other libraries save space by having their lecterns back to back, with a row of shared pews running between each lectern pair. This shape of furniture makes libraries obvious to those observing buildings, because each lectern pair is usually perpendicular to a window, so libraries have more, and narrower, windows than other rooms. Hermetic libraries use this system occasionally, but many covenants prefer an alcove system.</p><p>A book alcove is created by building a small room or corridor lined with shelves that are made by carving niches into the walls, then placing boards across the niches. Book alcoves can be kept warm with small fires or minor enchantments, which prevents the books from being damaged by the cold weather experienced in much of Europe. Some covenants use freestanding shelves instead of niches in the walls. These look bizarre to mundane people. The books in small libraries are usually fundamental or intermediate works in the subjects covered. The owners of small libraries are usually keen to expand their collections by trade, purchase, or less scrupulous methods of acquisition. Small libraries often have many more books on mundane subjects than magical ones.</p><hr /><p><strong>Medium Covenant Libraries</strong></p><p>The libraries of Summer covenants are similar to those of minor nobility. The library has its own room, which is well-ventilated but warm. The room has a series of niches around the walls, each containing books on a particular subject. These niches may have doors, which might lock, or might depend instead on the room being locked. The room is kept warm by fires, magic, or hypocausts.</p><p>The center of the room is sometimes a scriptorium or bindery. Some covenants, alternately, use the center of the room for their councils, or to keep mementos of their battles. Mundane theft is deterred by several methods, including locking the room, chaining the books to the shelves, placing curses over the doorways, and keeping a staff member permanently busy in the room.</p><p>The books in Summer covenants are usually informative texts on a broad range of Arts and mundane topics, surrounding a few treasures that are pride of the collection. These key holdings are rarely the result of trade. Many are the opuses of the founders of the covenant.</p><p>Others are riches seized from dangerous locations, or were constructed with materials obtained with great daring. Libraries of this size sometimes also contain voluminous lab notes written by the members of the covenant during years of research.</p><p>The covenant pays a person to care for the library. Her tasks include dusting, airing the books, and making minor repairs. This person may have a second responsibility that accompanies her role as librarian, but as the collection increases in size, it holds less of her attention.</p><p>Larger Summer libraries may have several staff, in multiple roles: bookbinder, copyist, illuminator, tanner, and apothecary.</p><hr /><p><strong>Large Hermetic Libraries</strong></p><p>The libraries of powerful Summer, many Autumn, and some Winter covenants are similar to those of cathedral schools or universities. Libraries that follow this model have the following characteristics, but some large libraries remain similar to those of Summer covenants.</p><p>The library is physically divided into smaller collections, by topic. These collections may share a single building, but more commonly are distributed around the covenant, close to the sancta of their most frequent users. The library has a central office, which stores the library’s catalog Large Hermetic libraries contain books whose subjects overlap.</p><p>Their materials include works of graduated complexity on many Arts. The books also include notes on obscure areas of magical practice. Autumn libraries contain the collected papers of famous magi that have passed away.</p><p>The collection appears disjointed because it serves many roles. The library is a teaching aid, with material suitable for apprentices and young magi. It is a research tool, with material suitable for senior magi. The collection is a source of income, with copying of mediocre texts by outsiders permitted, perhaps encouraged.</p><p>The library is an historical repository, a source of pride, and a display of power. Access to the library is a pawn in internal political struggles, and a way of showing favor to outsiders.</p><p>Libraries of this size have many staff. They perform all of the functions of the staff of smaller libraries, but the complexity of their collection requires an extra set of duties involving finding and retrieving materials for those who request them.</p><p>To do this, they catalog and shelve the library’s collection with a degree of precision not found elsewhere.</p><hr /><p><strong>Unique Hermetic Collections</strong></p><p>Many of the domus magnae have excellent libraries, focused on areas that fascinate their Houses.</p><p>The greatest collection of magical lore in Europe is housed at Durenmar in the Rhine Tribunal. It contains copies of most of the books written by Bonisagus magi, and many written by magi of other Houses.</p><p>The Library of Valnastium holds a vast collection concerning mundane arts, sciences, and theology.</p><p>The Library of Harco contains a useful melange of facts from across Europe, which assists House Mercere’s commercial efforts.</p><p>Many older covenants have libraries which, in their own particular fields, surpass all other collections.</p><hr /><p><strong>The Greater Collection</strong></p><p>The librarians who manage the Order’s largest libraries are aware that no single covenant can own every book. Only Durenmar tries. Most of the great libraries of the Order have mediocre materials on a broad range of subjects, but specialize in a single theme.</p><p>These libraries then grant each others’ researchers hospitality, under a variety of payment arrangements.</p><p>Young magi may benefit from this, because this coalition of powerful libraries sometimes gives aid to new covenants, in exchange for their promise to specialize in an area of weakness within the Greater Collection, as they call the sum of all Hermetic libraries.</p><p>Durenmar aids the efforts to build the Greater Collection. Its librarians see the Greater Collection as a spare copy of the, as yet incomplete, Durenmar Collection, from which damaged materials are recoverable.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"flags":{"simple-quest":{"lastUpdated":1772960664846}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.0","lastModifiedBy":null},"ownership":{"default":-1}}],"folder":null,"categories":[],"ownership":{"default":0,"Pw1GmsDOB9LWYsTh":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.0","createdTime":1772967109563,"modifiedTime":1772967109563,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"},"_id":"2RU3N9p7Fd7RSoAb","sort":0}
{"name":"Twilight","folder":"1YMZoBULfx2GNHSx","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"3OYUPghbY5vtHGjn","pages":[{"name":"Twilight","text":{"markdown":"Clicking a second time, after the roll opens another popup to embrace Twilight or avoid it. A third time opens the roll for Twilight strength. A fourth opens the popup to detail the Twilight episode and roll to try and understand it. A description will then be added to the character's Diary.","format":2,"content":"<p>Clicking a second time, after the roll opens another popup to embrace Twilight or avoid it. A third time opens the roll for Twilight strength. A fourth opens the popup to detail the Twilight episode and roll to try and understand it. A description will then be added to the character's Diary.</p>"},"_id":"lDwAnfnft757Yksu","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
{"name":"Creating a character","folder":"1YMZoBULfx2GNHSx","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"3qj6OjtSkpwKF8U8","pages":[{"name":"Creating a character","text":{"markdown":"","format":2},"_id":"3rK35qYwGeCFLw35","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
{"name":"Introduction","folder":"1YMZoBULfx2GNHSx","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"4SKQ0xYOxFir2mPB","pages":[{"name":"Introduction","text":{"markdown":"Salve, sodalis!\r\n\r\nWelcome to the user guide for the Ars Magica system in Foundry VTT.\r\n\r\nPlease note this document is in no way intended as a substitute for the core rules book or any of the supplements published by Atlas Games, and no rules of the system will be explained here - it will focus on how to navigate and use this specific system to help manage your game sessions.\r\n\r\nThis system makes use of the new Open License Atlas Games has adopted, and so official content can also be found here.\r\n\r\nThis document is always being updated as the system is developed, so be sure to check back often. New additions or changes will be marked under the session @UUID[JournalEntry.JlbIybSnM28DK2A2.JournalEntryPage.v9L7gXhLVHcmXPLx]{News and Modifications}.\r\n\r\nThis document assumes that:\r\n\r\n-   You have some basic knowledge of the Ars Magica 5th edition RPG;\r\n    \r\n-   You have some basic understanding of Foundry VTT concepts, such as Actors, Items, Scenes, and Compendium;\r\n    \r\n-   You are able to navigate the Foundry VTT GUI.\r\n    \r\n\r\n### Conventions\r\n\r\n- **Actor** (capital A) = Foundry VTT concept;\r\n- **character** = any player character or NPC Actor;\r\n- **core** = the Foundry VTT API and engine;\r\n- **GM** = used instead of Storyguide since that is what Foundry calls it;\r\n- **Item** (capital I) = Foundry VTT concept;\r\n- **system** = the Foundry VTT system for Ars Magica 5th edition.\r\n\r\nMost Actor and Item sheets have tabs and subtabs to help keep information on the sheets organized. The following convention is used to specify where a subtab is:\r\n**<p style=\"text-align:center;\">\r\nActorName.TabName.SubtabName</p>\r\n\r\nFor example: **Character.Abilities.Virtues&Flaws** indicates the subtab *Virtues&Flaws* in the tab *Abilities* of the *Character sheet* (in this case, Magnus's). Please look at the image below, where we navigated to that subtab:\r\n\r\n![](modules/arm5e-compendia/doc/images/CharacterSheet01.webp)\r\n*Abilities.Virtues&Flaws*\r\n\r\nThe way the **system** organizes information, much like a character sheet on paper, is through lists. If you take a quick look at the above image, you will see some of Magnus's Virtues and Flaws listed and a few extra icons to help us manage that. Those icons are common throughout the **system** and are explained below:\r\n\r\n![ListIcons 1.webp]()\r\n\r\n- You can use the little plus sign to add something new that will be exclusive to this sheet. It will follow the type of whatever part of the sheet you're adding it to (so, clicking on it here will add a new Virtue). In general, it's much better to add something from a compendium or item list than through this. See also @UUID[JournalEntry.3qj6OjtSkpwKF8U8.JournalEntryPage.3rK35qYwGeCFLw35]{Creating a character} and @UUID[JournalEntry.4SKQ0xYOxFir2mPB.JournalEntryPage.QkdBE6EroandNcn6]{Introduction};\r\n- The parchment and quill icon will open a new window to edit the item;\r\n- The black hand (the Perdo sign) will delete this item. A pop up will confirm the deletion. Please be aware there's no going back if you confirm the deletion.\r\n\r\n### *Everything* is drag and drop\r\n\r\nThe **system** was designed in such a way that almost everything can be dragged from somewhere onto somewhere else, saving a lot of typing. It may not do anything, but please try it all - you can't break anything this way.\r\n\r\nHere are a few examples of what can be done:\r\n\r\n#### Drag and drop Items (such as Virtues, Flaws, Abilities, Spells and Equipment)\r\n\r\n- From a compendium to a character sheet;\r\n\r\n- From a character sheet to another;\r\n\r\n- From the Codex to a character sheet and vice versa;\r\n\r\n- A spell from a character sheet to a Covenant will create a lab text for it;\r\n\r\n- You can also drag and drop a folder full of items!\r\n\r\n#### Drag and drop Actors on other Actors\r\n\r\n- A character on a covenant will assign that character as an inhabitant of that covenant;\r\n\r\n- A covenant on an Actor will do the same as above;\r\n\r\n- A laboratory on a character will do the same as above.\r\n\r\n    \r\n![](modules/arm5e-compendia/doc/images/ChainLink.webp)\r\n\r\nA chain link symbol near a field often indicates it is possible to link the appropriate document by dropping it on the sheet. Clicking on the chain will generally open the linked document sheet.\r\n\r\n\r\nIf you're done reading all this, we recommend you check out the @UUID[JournalEntry.dgVShv0uiX6ao86v.JournalEntryPage.Z2pxlPecstZnNaTE]{Settings} next.","format":2,"content":"<p>Salve, sodalis!</p>\n<p>Welcome to the user guide for the Ars Magica system in Foundry VTT.</p>\n<p>Please note this document is in no way intended as a substitute for the core rules book or any of the supplements published by Atlas Games, and no rules of the system will be explained here - it will focus on how to navigate and use this specific system to help manage your game sessions.</p>\n<p>This system makes use of the new Open License Atlas Games has adopted, and so official content can also be found here.</p>\n<p>This document is always being updated as the system is developed, so be sure to check back often. New additions or changes will be marked under the session @UUID[JournalEntry.JlbIybSnM28DK2A2.JournalEntryPage.v9L7gXhLVHcmXPLx]{News and Modifications}.</p>\n<p>This document assumes that:</p>\n<ul>\n<li><p>You have some basic knowledge of the Ars Magica 5th edition RPG;</p></li>\n<li><p>You have some basic understanding of Foundry VTT concepts, such as Actors, Items, Scenes, and Compendium;</p></li>\n<li><p>You are able to navigate the Foundry VTT GUI.</p></li>\n</ul>\n<h3>Conventions</h3>\n<ul>\n<li><strong>Actor</strong> (capital A) = Foundry VTT concept;</li>\n<li><strong>character</strong> = any player character or NPC Actor;</li>\n<li><strong>core</strong> = the Foundry VTT API and engine;</li>\n<li><strong>GM</strong> = used instead of Storyguide since that is what Foundry calls it;</li>\n<li><strong>Item</strong> (capital I) = Foundry VTT concept;</li>\n<li><strong>system</strong> = the Foundry VTT system for Ars Magica 5th edition.</li>\n</ul>\n<p>Most Actor and Item sheets have tabs and subtabs to help keep information on the sheets organized. The following convention is used to specify where a subtab is:\n**</p><p style=\"text-align:center\">\nActorName.TabName.SubtabName</p><p></p>\n<p>For example: <strong>Character.Abilities.Virtues&amp;Flaws</strong> indicates the subtab <em>Virtues&amp;Flaws</em> in the tab <em>Abilities</em> of the <em>Character sheet</em> (in this case, Magnus's). Please look at the image below, where we navigated to that subtab:</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/CharacterSheet01.webp\" alt=\"\" />\n<em>Abilities.Virtues&amp;Flaws</em></p>\n<p>The way the <strong>system</strong> organizes information, much like a character sheet on paper, is through lists. If you take a quick look at the above image, you will see some of Magnus's Virtues and Flaws listed and a few extra icons to help us manage that. Those icons are common throughout the <strong>system</strong> and are explained below:</p>\n<p>![ListIcons 1.webp]()</p>\n<ul>\n<li>You can use the little plus sign to add something new that will be exclusive to this sheet. It will follow the type of whatever part of the sheet you're adding it to (so, clicking on it here will add a new Virtue). In general, it's much better to add something from a compendium or item list than through this. See also @UUID[JournalEntry.3qj6OjtSkpwKF8U8.JournalEntryPage.3rK35qYwGeCFLw35]{Creating a character} and @UUID[JournalEntry.4SKQ0xYOxFir2mPB.JournalEntryPage.QkdBE6EroandNcn6]{Introduction};</li>\n<li>The parchment and quill icon will open a new window to edit the item;</li>\n<li>The black hand (the Perdo sign) will delete this item. A pop up will confirm the deletion. Please be aware there's no going back if you confirm the deletion.</li>\n</ul>\n<h3><em>Everything</em> is drag and drop</h3>\n<p>The <strong>system</strong> was designed in such a way that almost everything can be dragged from somewhere onto somewhere else, saving a lot of typing. It may not do anything, but please try it all - you can't break anything this way.</p>\n<p>Here are a few examples of what can be done:</p>\n<h4>Drag and drop Items (such as Virtues, Flaws, Abilities, Spells and Equipment)</h4>\n<ul>\n<li><p>From a compendium to a character sheet;</p></li>\n<li><p>From a character sheet to another;</p></li>\n<li><p>From the Codex to a character sheet and vice versa;</p></li>\n<li><p>A spell from a character sheet to a Covenant will create a lab text for it;</p></li>\n<li><p>You can also drag and drop a folder full of items!</p></li>\n</ul>\n<h4>Drag and drop Actors on other Actors</h4>\n<ul>\n<li><p>A character on a covenant will assign that character as an inhabitant of that covenant;</p></li>\n<li><p>A covenant on an Actor will do the same as above;</p></li>\n<li><p>A laboratory on a character will do the same as above.</p></li>\n</ul>\n<p><img src=\"modules/arm5e-compendia/doc/images/ChainLink.webp\" alt=\"\" /></p>\n<p>A chain link symbol near a field often indicates it is possible to link the appropriate document by dropping it on the sheet. Clicking on the chain will generally open the linked document sheet.</p>\n<p>If you're done reading all this, we recommend you check out the @UUID[JournalEntry.dgVShv0uiX6ao86v.JournalEntryPage.Z2pxlPecstZnNaTE]{Settings} next.</p>"},"_id":"QkdBE6EroandNcn6","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
{"name":"Active effects","folder":"1YMZoBULfx2GNHSx","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"6IQ8RULAQqwg8QhA","pages":[{"name":"Active effects","text":{"markdown":"# Active Effects\n\n## Introduction\n\nActive Effects are a powerful mechanism in Foundry VTT that modify document data dynamically from the state it is stored in the system. They allow for real-time modifications without permanently changing the underlying data.\n\n### Key Concepts\n\n- Active Effects can be added to **Items** or **Actors** directly\n- Effects on Items can be configured to be transmitted to their owner (transfer property)\n- In Ars Magica 5e, this mechanism is primarily used for:\n  - **Virtues and Flaws** (most have preconfigured Active Effects in the compendia)\n  - **Laboratory virtues and flaws**\n  - **Covenant boons and hooks**\n  - **Temporary effects** from spells and powers (in development)\n\n### Important Notes\n\n- Active effects can be **disabled temporarily** in the Effects tab without removing them\n- Only the **GM** can enable/disable effects\n- Effects are applied in a specific order based on their priority\n- Multiple effects of the same type may combine or override depending on the Change Mode\n\n## Configuring Active Effects\n\nActive Effects are configured through two tabs in the item/actor sheet:\n\n### Details Tab\n\nThe **Details** tab is only used for display purposes in the Actor's or Item's Effects tab. It shows the name, icon, and description of the effect.\n\n### Effects Tab\n\nThe **Effects tab** is where active effects are configured and managed\n\n### Effects Tab\n\nThe **Effects tab** is where active effects are configured and managed\n\n![Active Effect Configuration](modules/arm5e-compendia/doc/images/ActiveEffectConfig.webp)\n\n#### Managing Effects\n\n- Click the **plus sign** (+) to add a new effect to the list\n- Click the **Perdo hand gesture** to destroy an effect\n- Use the **cog icon** to access advanced options for certain effect types\n\n#### Effect Parameters\n\nEach effect has the following key parameters:\n\n**Type**: The category of effect (see below for full list)\n\n**Attribute**: The specific attribute or property being changed\n\n**Change Mode**: Determines how the effect value is applied:\n\n- **Add**: Adds the value to the attribute (use negative values to subtract)\n- **Multiply**: Multiplies the attribute by a factor (use values < 1 to divide)\n- **Override**: Replaces the existing attribute value completely\n- **Upgrade**: Sets the value to the maximum between current and effect value\n- **Downgrade**: Sets the value to the minimum between current and effect value\n- **Custom**: Special handling by the system\n\n**Effect value**: The numerical or boolean value to apply (some effect types may have predefined choices)\n\n**Advanced Options** (cog icon): Some effects require additional information:\n\n- Generic abilities need the specific ability option specified\n- Optional roll bonuses need a label and condition description\n\n---\n\n## Effect Types Reference\n\nThe following sections describe all available Active Effect types in detail.\n\n## Character Effects\n\n### Null Effect\n\nA placeholder effect with no actual impact. Used as a default when creating a new effect before selecting the proper type.\n\n- **Use case**: Temporary placeholder\n- **Change mode**: Custom\n- **Value**: N/A\n\n---\n\n### Spellcasting\n\nEffects that modify spellcasting mechanics and parameters.\n\n#### Spellcasting Stances\n\nOverride the modifiers applied to casting totals for voice and gesture stances:\n\n**Voice Stances:**\n\n- **Loud**: +1 modifier (default)\n- **Firm**: 0 modifier (default)\n- **Quiet**: -5 modifier (requires Quiet Magic virtue)\n- **Silent**: -10 modifier (requires Silent Magic virtue)\n\n**Gesture Stances:**\n\n- **Exaggerated**: +1 modifier\n- **Bold**: 0 modifier (default)\n- **Subtle**: -2 modifier (requires Subtle Magic virtue)\n- **Motionless**: -5 modifier (requires Still Magic virtue)\n\n**⚠️ Important**: Since these are override effects, having multiple of the same stance type will only apply the last one processed. Do not stack the same virtue multiple times.\n\n#### Other Spellcasting Effects\n\n- **Warping Threshold**: Overrides the warping score threshold (default: 2)\n- **Spell Fatigue Threshold**: Changes when spontaneous spells cause fatigue (default: 10)\n- **Ritual Fatigue Cancelled**: Set to true to negate fatigue from rituals\n\n**Examples:**\n\n- _Cyclic Magic_ virtue: Use optional roll bonuses\n- _Diedne Magic_ flaw: Modify spellcasting stances\n- _Minor Magical Focus_: Use optional roll bonuses\n\n---\n\n### Realm Alignment\n\nSets the character's alignment to a specific supernatural realm. Characters aligned to a realm are affected by auras of that realm when using magic or powers.\n\n**Available Realms:**\n\n- **Magic**: Default for all Magi\n- **Faerie**\n- **Divine**\n- **Infernal**\n\n**Change Mode**: Override (sets alignment to true/false)\n\n**⚠️ Note**: The Gift automatically aligns a character to the Magic realm. Multiple realm alignments are possible (though rare).\n\n---\n\n### Realm Susceptibility\n\nSets whether a character is susceptible to the negative effects of a realm's aura.\n\n**Available Realms:**\n\n- **Magic**\n- **Faerie**\n- **Divine**\n- **Infernal**\n\n**Change Mode**: Override\n**Default**: Varies by character type\n\n---\n\n### Seasonal Activities\n\nModifies the source quality for long-term advancement activities. These effects directly impact experience point gains.\n\n**Activity Types:**\n\n- **Adventuring**: Base quality for adventure experience (default: 3 XP)\n- **Practice**: Self-study quality (default: 3 XP)\n- **Training**: Being trained by someone without a teacher (default: 5 XP)\n- **Teaching**: Being taught in a formal lesson (default: 5 XP + teacher bonus)\n- **Teacher**: Bonus the character provides when teaching others (default: 5)\n- **Reading**: Book quality bonus\n- **Reading Arts**: Bonus for reading Arts specifically\n- **Writing**: Book quality bonus for authored books\n- **Vis Study**: Quality for studying raw vis\n\n**Examples:**\n\n- _Good Teacher_ virtue: +3 to Teacher bonus\n- _Book Learner_ virtue: +3 to Reading bonus\n- _Study Bonus_ virtue: +3 to Practice bonus\n\n---\n\n### Arts\n\nFlat bonus to a specific Hermetic Art score.\n\n**Available Arts:**\n\n- **Techniques**: Creo (Cr), Intellego (In), Muto (Mu), Perdo (Pe), Rego (Re)\n- **Forms**: Animal (An), Aquam (Aq), Auram (Au), Corpus (Co), Herbam (He), Ignem (Ig), Imaginem (Im), Mentem (Me), Terram (Te), Vim (Vi)\n\n**Change Mode**: Add\n**Default**: +2 (standard for Puissant Art virtue)\n\n**Examples:**\n\n- _Puissant Vim_ virtue: +3 to Vim score\n- _Special Circumstances_: +1 to specific Art under certain conditions\n\n**⚠️ Dev Note**: This is a flat bonus to the Art score itself, not to casting totals or lab totals.\n\n---\n\n### Art Affinity\n\nMultiplies the total experience points in a specific Art, effectively increasing the score.\n\n**Available Arts**: All Techniques and Forms (same as above)\n\n**Change Mode**: Multiply\n**Default**: 1.5x (standard affinity multiplier)\n\n**⚠️ Important Implementation Note**: For simplicity, the multiplier is applied to the **total XP pool**, not just XP gained after acquiring the affinity. This means:\n\n- An affinity gained during Twilight will apply retroactively to all previous XP\n- This is intentional to keep the system manageable\n- The multiplication happens on the XP pool, then the score is recalculated\n\n**Examples:**\n\n- _Affinity with Ignem_: All Ignem XP × 1.5\n- If a character has 50 XP in Ignem (score 7), with affinity this becomes 75 XP (score 8)\n\n---\n\n### Art Deficiency\n\nRepresents a severe limitation in an Art, halving both casting totals and laboratory totals involving that Art.\n\n**Available Arts**: All Techniques and Forms\n\n**Change Mode**: Custom (internally divides totals by 2)\n\n**Important Rules:**\n\n- Deficiencies in both a Technique and a Form are **cumulative** (totals divided by 4)\n- Multiple deficiencies in only Forms or only Techniques are **not cumulative**\n- This is an \"exists\" effect - the presence of the effect is what matters, not the value\n\n**Examples:**\n\n- _Deficient Technique (Creo)_: All Creo-related totals halved\n- _Deficient Form (Corpus)_: All Corpus-related totals halved\n- Both together for a Creo Corpus spell: Totals divided by 4\n\n---\n\n### Form Resistance\n\nNatural resistance or vulnerability to magical effects of a specific Form. This appears as an additional field in Soak dialogs.\n\n**Available Forms**: All 10 Forms\n\n**Change Mode**: Add\n**Default**: Can be positive (resistance) or negative (vulnerability)\n\n**Examples:**\n\n- _Magic Resistance (Ignem)_: +15 to soak against Ignem effects\n- _Vulnerability to Fire_: -5 to soak against Ignem effects\n\n---\n\n### Form Magic Resistance\n\nBonus or penalty to Magic Resistance specifically against spells of a particular Form.\n\n**Available Forms**: All 10 Forms, plus general \"Magic Resistance\"\n\n**Change Mode**: Add\n\n**Examples:**\n\n- _Minor Magical Defenses_: +5 magic resistance\n- _Piercing Magic_: Reduces target's magic resistance\n\n---\n\n### Spell Mastery\n\nModifies experience gain or score for all spell mastery abilities.\n\n**Subtypes:**\n\n- **XP Coefficient**: Multiplies all mastery XP (default: 2.0 for affinity)\n- **XP Modifier**: Flat bonus to all mastery XP (default: 5)\n\n**Examples:**\n\n- _Mastery Path_ virtue: 1.5x multiplier to mastery XP\n- _Special Circumstance_: +5 XP bonus to mastery study\n\n---\n\n### Vitals\n\nModifies core character vital statistics.\n\n**Available Attributes:**\n\n- **Size**: Character size (default: +1 for Large, -1 for Small Frame)\n- **Soak**: Natural soak bonus (e.g., +3 for Tough virtue)\n- **Age**: Direct modifier to age value (rarely used)\n- **Aging**: Bonus to aging rolls (e.g., +1 per point of Faerie Blood)\n- **Aging Start**: Offset when character starts making aging rolls (default: 35 years)\n- **Recovery**: Bonus to recovery rolls\n- **Might**: Modifier to creature Might score\n\n**Examples:**\n\n- _Large_ virtue: +1 Size\n- _Tough_ virtue: +3 Soak\n- _Faerie Blood_ virtue: Aging bonus based on score\n- _Longevity Ritual_: Aging bonus based on Lab Total ÷ 10\n\n---\n\n### Characteristics\n\nFlat modifier to one of the character's Characteristics.\n\n**Available Characteristics:**\n\n- Intelligence (Int), Perception (Per), Strength (Str), Stamina (Sta)\n- Presence (Pre), Communication (Com), Dexterity (Dex), Quickness (Qik)\n- Cunning (Cun) - for magical creatures\n\n**Change Mode**: Add\n**Default**: Varies by virtue/flaw\n\n**⚠️ Important**: While an active effect is modifying a Characteristic, you cannot manually edit that Characteristic's value unless you disable/remove the effect first.\n\n**Examples:**\n\n- _Improved Characteristics_ virtue: +1 to chosen characteristic\n- _Poor Characteristic_ flaw: -3 to chosen characteristic\n\n---\n\n### Characteristic Boost\n\nSimilar to Characteristics, but uses Upgrade mode to set a minimum value.\n\n**Change Mode**: Upgrade (takes maximum of current value and effect value)\n\n**Use Cases:**\n\n- Effects that temporarily boost characteristics\n- Ensuring a minimum characteristic value\n\n---\n\n### Fatigue\n\nModifies fatigue-related mechanics.\n\n**Available Modifiers:**\n\n**Fatigue Penalties:**\n\n- **Total**: Flat modifier to all fatigue penalties\n- **Fatigue Rolls**: Bonus to rolls to avoid gaining fatigue\n- **Winded Level**: Modifier to the penalty from Winded fatigue (-1 default)\n- **Weary Level**: Modifier to the penalty from Weary fatigue (-3 default)\n- **Tired Level**: Modifier to the penalty from Tired fatigue (-5 default)\n- **Dazed Level**: Modifier to the penalty from Dazed fatigue (-10 default)\n\n**Fatigue Capacity:**\n\n- **Winded**: Number of Winded levels (see @UUID[JournalEntry.oDQsTk1akJApj1if.JournalEntryPage.SBzrbU0km9C5iqof]{Vitals and Combat})\n- **Weary**: Number of Weary levels\n- **Tired**: Number of Tired levels\n- **Dazed**: Number of Dazed levels\n\n**Examples:**\n\n- _Enduring Constitution_ virtue: +3 to all fatigue levels\n- _Extra Fatigue Level_: +1 to specific fatigue level\n\n---\n\n### Wounds\n\nModifies wound penalties.\n\n**Available Modifiers:**\n\n- **Total**: Flat modifier to all wound penalties combined\n- **Light**: Modifier to Light wound penalty (-1 default)\n- **Medium**: Modifier to Medium wound penalty (-3 default)\n- **Heavy**: Modifier to Heavy wound penalty (-5 default)\n\n**Examples:**\n\n- _Great Stamina_ virtue: Reduce all wound penalties by 1\n- _Weak Willed_ flaw: Increase wound penalties\n\n---\n\n### Character Features\n\nSpecial flags that enable or disable character features.\n\n**Available Features:**\n\n- **Magic System**: Enables Hermetic Magic system (Arts, spells, etc.)\n- **Intelligent Beast**: Marks creature as intelligent\n\n**Change Mode**: Override (boolean)\n\n---\n\n## Abilities Effects\n\n### Ability Bonus (by category)\n\nFlat bonus to specific ability scores. Available for all ability categories:\n\n- **General Abilities** (Athletics, Awareness, Brawl, etc.)\n- **Academic Abilities** (Artes Liberales, Civil & Canon Law, etc.)\n- **Arcane Abilities** (Magic Theory, Parma Magica, Finesse, etc.)\n- **Martial Abilities** (Single Weapon, Great Weapon, Bow, etc.)\n- **Mystery Abilities** (House-specific abilities)\n- **Supernatural Abilities** (Second Sight, Sense Holiness, etc.)\n- **Alternate Arts** (Non-Hermetic magical traditions)\n\n**Change Mode**: Add\n**Default**: +2 (standard for Puissant Ability)\n\n**For Generic Abilities**: Use the cog icon to specify the exact ability option. The option name must **exactly match** the option of the owned ability.\n\n**Examples:**\n\n- _Puissant Awareness_: +2 to Awareness\n- _Puissant Area Lore (Rome)_: +2 to Area Lore, option must be \"Rome\"\n\n---\n\n### Ability XP Bonus (by category)\n\nFlat experience bonus added to ability XP totals. Available for all ability categories (same as above).\n\n**Change Mode**: Add\n**Default**: +5 to +15 depending on virtue\n\n**Use Cases:**\n\n- Representing initial score from virtues (e.g., +15 XP for score 1)\n- Bonus XP from training or special circumstances\n\n---\n\n### Ability Affinity (by category)\n\nMultiplies total experience points in a specific ability. Available for all ability categories.\n\n**Change Mode**: Multiply\n**Default**: 1.5x (standard affinity)\n\n**⚠️ Same Implementation Note as Arts**: The multiplier applies to the total XP pool retroactively.\n\n**For Generic Abilities**: Use the cog icon to specify the exact ability option that must **exactly match** the owned ability's option.\n\n**Examples:**\n\n- _Affinity with Philosophiae_: All Philosophiae XP × 1.5\n- _Affinity with Area Lore (Alps)_: That specific Area Lore XP × 1.5\n\n---\n\n### Quality Ability Boost\n\nUses upgrade mode to set a minimum quality for certain frequently-used abilities.\n\n**Available Abilities:**\n\n- Athletics, Awareness, Brawl, Hunt, Leadership, Music, Stealth, Survival, Swim\n\n**Change Mode**: Upgrade\n**Default**: +3 to +5\n\n---\n\n### Supernatural Ability XP Bonus\n\nSpecial XP bonus for Supernatural Abilities, typically used to represent the initial score of 1 when the virtue is first taken (15 XP).\n\n**Change Mode**: Add\n**Default**: 15 (for score 1)\n\n---\n\n## Laboratory Effects\n\n### Laboratory Activities\n\nFlat modifiers to specific laboratory activities (for characters, not laboratories).\n\n**Available Activities:**\n\n- **Learn Spell**: Bonus to Lab Total when learning spells\n- **Invent Spell**: Bonus to Lab Total when inventing spells\n\n**Change Mode**: Add\n**Default**: Varies by virtue\n\n**Examples:**\n\n- _Inventive Genius_ virtue: +3 to Invent Spell\n- _Fast Learner_: +3 to Learn Spell\n\n---\n\n### Laboratory (Attributes)\n\nModifies the physical attributes of a laboratory structure. Applied to **laboratory/sanctum documents**, not characters.\n\n**Available Attributes:**\n\n- **Size**: Laboratory size\n- **General Quality**: Overall quality bonus\n- **Safety**: Safety rating\n- **Health**: Healthiness of environment\n- **Refinement**: Level of refinement\n- **Upkeep**: Yearly upkeep cost\n- **Warping**: Warping effect on inhabitants\n- **Aesthetics**: Aesthetic value\n- **Aesthetics Cap**: Maximum aesthetic value (uses Downgrade mode)\n- **Aura Modifier**: Bonus to aura strength in lab\n\n**Change Mode**: Add (Downgrade for cap)\n**Default**: Varies by virtue/flaw\n\n**Examples:**\n\n- _Spacious_ virtue: +1 Size\n- _Missing Equipment_ flaw: -3 General Quality\n- _Haunted_ flaw: +2 Warping\n\n---\n\n### Laboratory Speciality\n\nBonus to laboratory totals for specific Arts or activities. Applied to **laboratory documents**.\n\n**Available Specialties:**\n\n**Activity-based:**\n\n- Texts, Spells, Experimentation, Familiar, Items, Longevity Rituals, Vis Extraction\n\n**Art-based:**\n\n- All 5 Techniques (Cr, In, Mu, Pe, Re)\n- All 10 Forms (An, Aq, Au, Co, He, Ig, Im, Me, Te, Vi)\n\n**Change Mode**: Add\n**Default**: +1 to +3\n\n**Examples:**\n\n- Laboratory specialty in Ignem: +3 to all Ignem-related lab work\n- Laboratory specialty in Longevity Rituals: +2 to longevity ritual creation\n\n---\n\n## Combat & Roll Effects\n\n### Optional Roll Bonuses\n\nCreates additional optional modifiers for specific types of rolls. These appear as choices when making the relevant roll.\n\n**Available Roll Types:**\n\n- **Formulaic Magic**: Bonus to formulaic spell casting\n- **Spontaneous Magic**: Bonus to spontaneous spell casting\n- **Initiative**: Bonus to initiative rolls\n- **Attack**: Bonus to attack rolls\n- **Defense**: Bonus to defense rolls\n\n**Change Mode**: Add\n**Default**: Varies (typically +3 to +5)\n\n**Configuration**: Click the cog icon to provide:\n\n- **Label**: Name of the bonus (shown in roll dialog)\n- **Description**: Conditions or circumstances when it applies\n\n**Examples:**\n\n- _Cyclic Magic (Astrological)_: +3 to casting when stars are favorable\n- _Special Circumstances (Forest)_: +3 to Herbam casting in forests\n- _Talisman Attunement (Fire)_: +5 to Ignem casting through talisman\n- _Improved Initiative_: +3 to initiative in combat\n\n**⚠️ Note**: Optional bonuses must be manually selected during rolls - they are not automatically applied.\n\n---\n\n## Covenant Effects\n\nThese effects apply to Covenant documents rather than characters.\n\n### Covenant Build Points\n\nModifies the build points available for various covenant resources during creation.\n\n**Available Categories:**\n\n- Library, Lab Texts, Vis, Magic Items, Specialists, Laboratories, Money\n\n**Change Mode**: Add\n**Default**: +10 points\n\n**Examples:**\n\n- _Extensive Library_ boon: +30 Library points\n- _Impoverished_ hook: -20 Money points\n\n---\n\n### Covenant Expenses\n\nAdds or reduces yearly expense costs for covenant maintenance.\n\n**Available Expense Types:**\n\n- **Inhabitant Points**: Cost per inhabitant\n- **Buildings**: Building maintenance\n- **Consumables**: Consumable goods\n- **Provisions**: Food and supplies\n- **Wages**: Wages for employees\n- **Laboratories**: Lab maintenance\n- **Books**: Writing materials and book costs\n- **Weapons**: Weapon and armor maintenance\n\n**Change Mode**: Add\n**Default**: Varies by boon/hook\n\n---\n\n### Covenant Cost Savings (Mundane)\n\nReduces expenses through mundane means (better management, local resources, etc.).\n\n**Available Categories**: Same as Covenant Expenses\n\n**Change Mode**: Add (positive value reduces costs)\n\n---\n\n### Covenant Cost Savings (Magic)\n\nReduces expenses through magical means (enchanted items, spells, etc.).\n\n**Available Categories**: Same as Covenant Expenses\n\n**Change Mode**: Add (positive value reduces costs)\n\n**⚠️ Note**: Magic and mundane savings stack, but there may be limits on total reduction.\n\n---\n\n### Covenant Modifiers\n\nVarious modifiers affecting covenant mechanics.\n\n**Available Modifiers:**\n\n- **Magi Aging**: Modifier to aging rolls for Magi in covenant\n- **Mundane Aging**: Modifier to aging rolls for mundane inhabitants\n\n**Examples:**\n\n- _Healthy Climate_ boon: +1 to all aging rolls\n- _Unhealthy Climate_ hook: -1 to all aging rolls\n\n---\n\n### Covenant Inhabitants\n\nModifies the number of inhabitants in various categories.\n\n**Available Categories:**\n\n- **Turbula**: General population\n- **Laborers**: Manual workers\n- **Teamsters**: Transport workers\n- **Servants**: Household servants\n\n**Change Mode**: Add\n\n---\n\n## Advanced Topics\n\n### Effect Priority and Ordering\n\nActive Effects are applied in a specific order:\n\n1. Add effects are applied first\n2. Multiply effects are applied second\n3. Override effects are applied last\n4. Custom effects have special handling\n\n### Stacking Effects\n\n- **Add effects**: Always stack with each other\n- **Multiply effects**: Are applied multiplicatively (1.5 × 1.5 = 2.25)\n- **Override effects**: Only the last one processed takes effect\n- **Upgrade/Downgrade**: Take the maximum/minimum value\n\n### Temporary vs. Permanent Effects\n\n- **Permanent**: Virtues, flaws, and inherent traits\n- **Temporary**: Can be toggled on/off by GM\n- **Duration**: Currently, the system does not automatically expire effects based on time\n\n### Transfer Property\n\nWhen an effect is on an Item:\n\n- **Transfer ON**: Effect applies to the character owning the item\n- **Transfer OFF**: Effect only applies to the item itself (rarely used)\n\nMost virtue and flaw effects have transfer enabled by default.\n\n### Creating Custom Effects\n\nTo create a custom effect:\n\n1. Open the item/actor sheet\n2. Go to the Effects tab\n3. Click the + icon\n4. Select the effect Type\n5. Choose the specific Attribute\n6. Enter the Effect Value\n7. Configure advanced options if needed (cog icon)\n8. Test the effect to ensure it works as expected\n\n### Common Pitfalls\n\n1. **Generic Abilities**: Forgetting to set the option, or mistyping it\n2. **Override Mode**: Stacking virtues with override effects (only the last applies)\n3. **Transfer**: Forgetting to enable transfer on item effects\n4. **Editing Characteristics**: Can't edit while an active effect is modifying it\n5. **Optional Bonuses**: Must be manually selected during rolls\n\n---\n\n## Examples of Common Effects\n\n### Virtue: Puissant Art (Ignem)\n\n- **Type**: Art\n- **Attribute**: Ignem (ig)\n- **Mode**: Add\n- **Value**: 3\n\n### Virtue: Affinity with Magic Theory\n\n- **Type**: Affinity Arcane Ability\n- **Attribute**: Magic Theory\n- **Mode**: Multiply\n- **Value**: 1.5\n\n### Virtue: Large\n\n- **Type**: Vitals\n- **Attribute**: Size\n- **Mode**: Add\n- **Value**: 1\n\n### Virtue: Cyclic Magic (Positive)\n\n- **Type**: Optional Roll Bonus\n- **Attribute**: Formulaic Magic or Spontaneous Magic\n- **Mode**: Add\n- **Value**: 3\n- **Advanced**: Label \"Cyclic Magic (Night)\", condition description\n\n### Flaw: Deficient Technique (Perdo)\n\n- **Type**: Deficiency\n- **Attribute**: Perdo (pe)\n- **Mode**: Custom\n- **Value**: (existence of effect is what matters)\n\n### Longevity Ritual\n\n- **Type**: Vitals\n- **Attribute**: Aging\n- **Mode**: Add\n- **Value**: (Lab Total ÷ 10)\n\n---\n\n## Troubleshooting\n\n### Effect Not Working\n\n1. **Check transfer**: Is transfer enabled on the item?\n2. **Check disabled**: Is the effect accidentally disabled?\n3. **Check type/attribute**: Is the correct type and attribute selected?\n4. **Check ownership**: Does the character own the item?\n5. **Check change mode**: Is the correct change mode selected?\n\n### Can't Edit Characteristic\n\nAn active effect is modifying it. Disable/remove the effect temporarily to edit manually.\n\n### Generic Ability Effect Not Working\n\nThe option name in the effect must **exactly match** the option in the owned ability (case-sensitive, spaces, etc.).\n\n### Optional Bonus Not Appearing\n\n1. Ensure effect type is \"Optional Roll Bonus\"\n2. Check that the roll type matches (Formulaic/Spontaneous/etc.)\n3. Manually look for it in the roll dialog's optional section\n\n---\n\n## Future Development\n\n**Planned enhancements:**\n\n- Spell effects with automatic duration tracking\n- Temporary magical effect management\n- Power effects for creatures\n- More sophisticated condition tracking\n- Automatic seasonal activity tracking\n\n---\n\n## Summary\n\nActive Effects are a powerful tool for automating the mechanical effects of virtues, flaws, and other modifiers in Ars Magica 5e. Understanding the different types, change modes, and when to use each will greatly enhance your gameplay experience and reduce manual calculations.\n\nFor most cases, the preconfigured effects in the compendia will work out of the box. However, understanding how to create and modify effects allows you to customize for house rules, new virtues, or special circumstances in your saga.","format":2,"content":"<h1>Active Effects</h1>\n<h2>Introduction</h2>\n<p>Active Effects are a powerful mechanism in Foundry VTT that modify document data dynamically from the state it is stored in the system. They allow for real-time modifications without permanently changing the underlying data.</p>\n<h3>Key Concepts</h3>\n<ul>\n<li>Active Effects can be added to <strong>Items</strong> or <strong>Actors</strong> directly</li>\n<li>Effects on Items can be configured to be transmitted to their owner (transfer property)</li>\n<li>In Ars Magica 5e, this mechanism is primarily used for:<ul>\n<li><strong>Virtues and Flaws</strong> (most have preconfigured Active Effects in the compendia)</li>\n<li><strong>Laboratory virtues and flaws</strong></li>\n<li><strong>Covenant boons and hooks</strong></li>\n<li><strong>Temporary effects</strong> from spells and powers (in development)</li></ul></li>\n</ul>\n<h3>Important Notes</h3>\n<ul>\n<li>Active effects can be <strong>disabled temporarily</strong> in the Effects tab without removing them</li>\n<li>Only the <strong>GM</strong> can enable/disable effects</li>\n<li>Effects are applied in a specific order based on their priority</li>\n<li>Multiple effects of the same type may combine or override depending on the Change Mode</li>\n</ul>\n<h2>Configuring Active Effects</h2>\n<p>Active Effects are configured through two tabs in the item/actor sheet:</p>\n<h3>Details Tab</h3>\n<p>The <strong>Details</strong> tab is only used for display purposes in the Actor's or Item's Effects tab. It shows the name, icon, and description of the effect.</p>\n<h3>Effects Tab</h3>\n<p>The <strong>Effects tab</strong> is where active effects are configured and managed</p>\n<h3>Effects Tab</h3>\n<p>The <strong>Effects tab</strong> is where active effects are configured and managed</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/ActiveEffectConfig.webp\" alt=\"Active Effect Configuration\" /></p>\n<h4>Managing Effects</h4>\n<ul>\n<li>Click the <strong>plus sign</strong> (+) to add a new effect to the list</li>\n<li>Click the <strong>Perdo hand gesture</strong> to destroy an effect</li>\n<li>Use the <strong>cog icon</strong> to access advanced options for certain effect types</li>\n</ul>\n<h4>Effect Parameters</h4>\n<p>Each effect has the following key parameters:</p>\n<p><strong>Type</strong>: The category of effect (see below for full list)</p>\n<p><strong>Attribute</strong>: The specific attribute or property being changed</p>\n<p><strong>Change Mode</strong>: Determines how the effect value is applied:</p>\n<ul>\n<li><strong>Add</strong>: Adds the value to the attribute (use negative values to subtract)</li>\n<li><strong>Multiply</strong>: Multiplies the attribute by a factor (use values &lt; 1 to divide)</li>\n<li><strong>Override</strong>: Replaces the existing attribute value completely</li>\n<li><strong>Upgrade</strong>: Sets the value to the maximum between current and effect value</li>\n<li><strong>Downgrade</strong>: Sets the value to the minimum between current and effect value</li>\n<li><strong>Custom</strong>: Special handling by the system</li>\n</ul>\n<p><strong>Effect value</strong>: The numerical or boolean value to apply (some effect types may have predefined choices)</p>\n<p><strong>Advanced Options</strong> (cog icon): Some effects require additional information:</p>\n<ul>\n<li>Generic abilities need the specific ability option specified</li>\n<li>Optional roll bonuses need a label and condition description</li>\n</ul>\n<hr />\n<h2>Effect Types Reference</h2>\n<p>The following sections describe all available Active Effect types in detail.</p>\n<h2>Character Effects</h2>\n<h3>Null Effect</h3>\n<p>A placeholder effect with no actual impact. Used as a default when creating a new effect before selecting the proper type.</p>\n<ul>\n<li><strong>Use case</strong>: Temporary placeholder</li>\n<li><strong>Change mode</strong>: Custom</li>\n<li><strong>Value</strong>: N/A</li>\n</ul>\n<hr />\n<h3>Spellcasting</h3>\n<p>Effects that modify spellcasting mechanics and parameters.</p>\n<h4>Spellcasting Stances</h4>\n<p>Override the modifiers applied to casting totals for voice and gesture stances:</p>\n<p><strong>Voice Stances:</strong></p>\n<ul>\n<li><strong>Loud</strong>: +1 modifier (default)</li>\n<li><strong>Firm</strong>: 0 modifier (default)</li>\n<li><strong>Quiet</strong>: -5 modifier (requires Quiet Magic virtue)</li>\n<li><strong>Silent</strong>: -10 modifier (requires Silent Magic virtue)</li>\n</ul>\n<p><strong>Gesture Stances:</strong></p>\n<ul>\n<li><strong>Exaggerated</strong>: +1 modifier</li>\n<li><strong>Bold</strong>: 0 modifier (default)</li>\n<li><strong>Subtle</strong>: -2 modifier (requires Subtle Magic virtue)</li>\n<li><strong>Motionless</strong>: -5 modifier (requires Still Magic virtue)</li>\n</ul>\n<p><strong>⚠️ Important</strong>: Since these are override effects, having multiple of the same stance type will only apply the last one processed. Do not stack the same virtue multiple times.</p>\n<h4>Other Spellcasting Effects</h4>\n<ul>\n<li><strong>Warping Threshold</strong>: Overrides the warping score threshold (default: 2)</li>\n<li><strong>Spell Fatigue Threshold</strong>: Changes when spontaneous spells cause fatigue (default: 10)</li>\n<li><strong>Ritual Fatigue Cancelled</strong>: Set to true to negate fatigue from rituals</li>\n</ul>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Cyclic Magic</em> virtue: Use optional roll bonuses</li>\n<li><em>Diedne Magic</em> flaw: Modify spellcasting stances</li>\n<li><em>Minor Magical Focus</em>: Use optional roll bonuses</li>\n</ul>\n<hr />\n<h3>Realm Alignment</h3>\n<p>Sets the character's alignment to a specific supernatural realm. Characters aligned to a realm are affected by auras of that realm when using magic or powers.</p>\n<p><strong>Available Realms:</strong></p>\n<ul>\n<li><strong>Magic</strong>: Default for all Magi</li>\n<li><strong>Faerie</strong></li>\n<li><strong>Divine</strong></li>\n<li><strong>Infernal</strong></li>\n</ul>\n<p><strong>Change Mode</strong>: Override (sets alignment to true/false)</p>\n<p><strong>⚠️ Note</strong>: The Gift automatically aligns a character to the Magic realm. Multiple realm alignments are possible (though rare).</p>\n<hr />\n<h3>Realm Susceptibility</h3>\n<p>Sets whether a character is susceptible to the negative effects of a realm's aura.</p>\n<p><strong>Available Realms:</strong></p>\n<ul>\n<li><strong>Magic</strong></li>\n<li><strong>Faerie</strong></li>\n<li><strong>Divine</strong></li>\n<li><strong>Infernal</strong></li>\n</ul>\n<p><strong>Change Mode</strong>: Override\n<strong>Default</strong>: Varies by character type</p>\n<hr />\n<h3>Seasonal Activities</h3>\n<p>Modifies the source quality for long-term advancement activities. These effects directly impact experience point gains.</p>\n<p><strong>Activity Types:</strong></p>\n<ul>\n<li><strong>Adventuring</strong>: Base quality for adventure experience (default: 3 XP)</li>\n<li><strong>Practice</strong>: Self-study quality (default: 3 XP)</li>\n<li><strong>Training</strong>: Being trained by someone without a teacher (default: 5 XP)</li>\n<li><strong>Teaching</strong>: Being taught in a formal lesson (default: 5 XP + teacher bonus)</li>\n<li><strong>Teacher</strong>: Bonus the character provides when teaching others (default: 5)</li>\n<li><strong>Reading</strong>: Book quality bonus</li>\n<li><strong>Reading Arts</strong>: Bonus for reading Arts specifically</li>\n<li><strong>Writing</strong>: Book quality bonus for authored books</li>\n<li><strong>Vis Study</strong>: Quality for studying raw vis</li>\n</ul>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Good Teacher</em> virtue: +3 to Teacher bonus</li>\n<li><em>Book Learner</em> virtue: +3 to Reading bonus</li>\n<li><em>Study Bonus</em> virtue: +3 to Practice bonus</li>\n</ul>\n<hr />\n<h3>Arts</h3>\n<p>Flat bonus to a specific Hermetic Art score.</p>\n<p><strong>Available Arts:</strong></p>\n<ul>\n<li><strong>Techniques</strong>: Creo (Cr), Intellego (In), Muto (Mu), Perdo (Pe), Rego (Re)</li>\n<li><strong>Forms</strong>: Animal (An), Aquam (Aq), Auram (Au), Corpus (Co), Herbam (He), Ignem (Ig), Imaginem (Im), Mentem (Me), Terram (Te), Vim (Vi)</li>\n</ul>\n<p><strong>Change Mode</strong>: Add\n<strong>Default</strong>: +2 (standard for Puissant Art virtue)</p>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Puissant Vim</em> virtue: +3 to Vim score</li>\n<li><em>Special Circumstances</em>: +1 to specific Art under certain conditions</li>\n</ul>\n<p><strong>⚠️ Dev Note</strong>: This is a flat bonus to the Art score itself, not to casting totals or lab totals.</p>\n<hr />\n<h3>Art Affinity</h3>\n<p>Multiplies the total experience points in a specific Art, effectively increasing the score.</p>\n<p><strong>Available Arts</strong>: All Techniques and Forms (same as above)</p>\n<p><strong>Change Mode</strong>: Multiply\n<strong>Default</strong>: 1.5x (standard affinity multiplier)</p>\n<p><strong>⚠️ Important Implementation Note</strong>: For simplicity, the multiplier is applied to the <strong>total XP pool</strong>, not just XP gained after acquiring the affinity. This means:</p>\n<ul>\n<li>An affinity gained during Twilight will apply retroactively to all previous XP</li>\n<li>This is intentional to keep the system manageable</li>\n<li>The multiplication happens on the XP pool, then the score is recalculated</li>\n</ul>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Affinity with Ignem</em>: All Ignem XP × 1.5</li>\n<li>If a character has 50 XP in Ignem (score 7), with affinity this becomes 75 XP (score 8)</li>\n</ul>\n<hr />\n<h3>Art Deficiency</h3>\n<p>Represents a severe limitation in an Art, halving both casting totals and laboratory totals involving that Art.</p>\n<p><strong>Available Arts</strong>: All Techniques and Forms</p>\n<p><strong>Change Mode</strong>: Custom (internally divides totals by 2)</p>\n<p><strong>Important Rules:</strong></p>\n<ul>\n<li>Deficiencies in both a Technique and a Form are <strong>cumulative</strong> (totals divided by 4)</li>\n<li>Multiple deficiencies in only Forms or only Techniques are <strong>not cumulative</strong></li>\n<li>This is an \"exists\" effect - the presence of the effect is what matters, not the value</li>\n</ul>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Deficient Technique (Creo)</em>: All Creo-related totals halved</li>\n<li><em>Deficient Form (Corpus)</em>: All Corpus-related totals halved</li>\n<li>Both together for a Creo Corpus spell: Totals divided by 4</li>\n</ul>\n<hr />\n<h3>Form Resistance</h3>\n<p>Natural resistance or vulnerability to magical effects of a specific Form. This appears as an additional field in Soak dialogs.</p>\n<p><strong>Available Forms</strong>: All 10 Forms</p>\n<p><strong>Change Mode</strong>: Add\n<strong>Default</strong>: Can be positive (resistance) or negative (vulnerability)</p>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Magic Resistance (Ignem)</em>: +15 to soak against Ignem effects</li>\n<li><em>Vulnerability to Fire</em>: -5 to soak against Ignem effects</li>\n</ul>\n<hr />\n<h3>Form Magic Resistance</h3>\n<p>Bonus or penalty to Magic Resistance specifically against spells of a particular Form.</p>\n<p><strong>Available Forms</strong>: All 10 Forms, plus general \"Magic Resistance\"</p>\n<p><strong>Change Mode</strong>: Add</p>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Minor Magical Defenses</em>: +5 magic resistance</li>\n<li><em>Piercing Magic</em>: Reduces target's magic resistance</li>\n</ul>\n<hr />\n<h3>Spell Mastery</h3>\n<p>Modifies experience gain or score for all spell mastery abilities.</p>\n<p><strong>Subtypes:</strong></p>\n<ul>\n<li><strong>XP Coefficient</strong>: Multiplies all mastery XP (default: 2.0 for affinity)</li>\n<li><strong>XP Modifier</strong>: Flat bonus to all mastery XP (default: 5)</li>\n</ul>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Mastery Path</em> virtue: 1.5x multiplier to mastery XP</li>\n<li><em>Special Circumstance</em>: +5 XP bonus to mastery study</li>\n</ul>\n<hr />\n<h3>Vitals</h3>\n<p>Modifies core character vital statistics.</p>\n<p><strong>Available Attributes:</strong></p>\n<ul>\n<li><strong>Size</strong>: Character size (default: +1 for Large, -1 for Small Frame)</li>\n<li><strong>Soak</strong>: Natural soak bonus (e.g., +3 for Tough virtue)</li>\n<li><strong>Age</strong>: Direct modifier to age value (rarely used)</li>\n<li><strong>Aging</strong>: Bonus to aging rolls (e.g., +1 per point of Faerie Blood)</li>\n<li><strong>Aging Start</strong>: Offset when character starts making aging rolls (default: 35 years)</li>\n<li><strong>Recovery</strong>: Bonus to recovery rolls</li>\n<li><strong>Might</strong>: Modifier to creature Might score</li>\n</ul>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Large</em> virtue: +1 Size</li>\n<li><em>Tough</em> virtue: +3 Soak</li>\n<li><em>Faerie Blood</em> virtue: Aging bonus based on score</li>\n<li><em>Longevity Ritual</em>: Aging bonus based on Lab Total ÷ 10</li>\n</ul>\n<hr />\n<h3>Characteristics</h3>\n<p>Flat modifier to one of the character's Characteristics.</p>\n<p><strong>Available Characteristics:</strong></p>\n<ul>\n<li>Intelligence (Int), Perception (Per), Strength (Str), Stamina (Sta)</li>\n<li>Presence (Pre), Communication (Com), Dexterity (Dex), Quickness (Qik)</li>\n<li>Cunning (Cun) - for magical creatures</li>\n</ul>\n<p><strong>Change Mode</strong>: Add\n<strong>Default</strong>: Varies by virtue/flaw</p>\n<p><strong>⚠️ Important</strong>: While an active effect is modifying a Characteristic, you cannot manually edit that Characteristic's value unless you disable/remove the effect first.</p>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Improved Characteristics</em> virtue: +1 to chosen characteristic</li>\n<li><em>Poor Characteristic</em> flaw: -3 to chosen characteristic</li>\n</ul>\n<hr />\n<h3>Characteristic Boost</h3>\n<p>Similar to Characteristics, but uses Upgrade mode to set a minimum value.</p>\n<p><strong>Change Mode</strong>: Upgrade (takes maximum of current value and effect value)</p>\n<p><strong>Use Cases:</strong></p>\n<ul>\n<li>Effects that temporarily boost characteristics</li>\n<li>Ensuring a minimum characteristic value</li>\n</ul>\n<hr />\n<h3>Fatigue</h3>\n<p>Modifies fatigue-related mechanics.</p>\n<p><strong>Available Modifiers:</strong></p>\n<p><strong>Fatigue Penalties:</strong></p>\n<ul>\n<li><strong>Total</strong>: Flat modifier to all fatigue penalties</li>\n<li><strong>Fatigue Rolls</strong>: Bonus to rolls to avoid gaining fatigue</li>\n<li><strong>Winded Level</strong>: Modifier to the penalty from Winded fatigue (-1 default)</li>\n<li><strong>Weary Level</strong>: Modifier to the penalty from Weary fatigue (-3 default)</li>\n<li><strong>Tired Level</strong>: Modifier to the penalty from Tired fatigue (-5 default)</li>\n<li><strong>Dazed Level</strong>: Modifier to the penalty from Dazed fatigue (-10 default)</li>\n</ul>\n<p><strong>Fatigue Capacity:</strong></p>\n<ul>\n<li><strong>Winded</strong>: Number of Winded levels (see @UUID[JournalEntry.oDQsTk1akJApj1if.JournalEntryPage.SBzrbU0km9C5iqof]{Vitals and Combat})</li>\n<li><strong>Weary</strong>: Number of Weary levels</li>\n<li><strong>Tired</strong>: Number of Tired levels</li>\n<li><strong>Dazed</strong>: Number of Dazed levels</li>\n</ul>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Enduring Constitution</em> virtue: +3 to all fatigue levels</li>\n<li><em>Extra Fatigue Level</em>: +1 to specific fatigue level</li>\n</ul>\n<hr />\n<h3>Wounds</h3>\n<p>Modifies wound penalties.</p>\n<p><strong>Available Modifiers:</strong></p>\n<ul>\n<li><strong>Total</strong>: Flat modifier to all wound penalties combined</li>\n<li><strong>Light</strong>: Modifier to Light wound penalty (-1 default)</li>\n<li><strong>Medium</strong>: Modifier to Medium wound penalty (-3 default)</li>\n<li><strong>Heavy</strong>: Modifier to Heavy wound penalty (-5 default)</li>\n</ul>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Great Stamina</em> virtue: Reduce all wound penalties by 1</li>\n<li><em>Weak Willed</em> flaw: Increase wound penalties</li>\n</ul>\n<hr />\n<h3>Character Features</h3>\n<p>Special flags that enable or disable character features.</p>\n<p><strong>Available Features:</strong></p>\n<ul>\n<li><strong>Magic System</strong>: Enables Hermetic Magic system (Arts, spells, etc.)</li>\n<li><strong>Intelligent Beast</strong>: Marks creature as intelligent</li>\n</ul>\n<p><strong>Change Mode</strong>: Override (boolean)</p>\n<hr />\n<h2>Abilities Effects</h2>\n<h3>Ability Bonus (by category)</h3>\n<p>Flat bonus to specific ability scores. Available for all ability categories:</p>\n<ul>\n<li><strong>General Abilities</strong> (Athletics, Awareness, Brawl, etc.)</li>\n<li><strong>Academic Abilities</strong> (Artes Liberales, Civil &amp; Canon Law, etc.)</li>\n<li><strong>Arcane Abilities</strong> (Magic Theory, Parma Magica, Finesse, etc.)</li>\n<li><strong>Martial Abilities</strong> (Single Weapon, Great Weapon, Bow, etc.)</li>\n<li><strong>Mystery Abilities</strong> (House-specific abilities)</li>\n<li><strong>Supernatural Abilities</strong> (Second Sight, Sense Holiness, etc.)</li>\n<li><strong>Alternate Arts</strong> (Non-Hermetic magical traditions)</li>\n</ul>\n<p><strong>Change Mode</strong>: Add\n<strong>Default</strong>: +2 (standard for Puissant Ability)</p>\n<p><strong>For Generic Abilities</strong>: Use the cog icon to specify the exact ability option. The option name must <strong>exactly match</strong> the option of the owned ability.</p>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Puissant Awareness</em>: +2 to Awareness</li>\n<li><em>Puissant Area Lore (Rome)</em>: +2 to Area Lore, option must be \"Rome\"</li>\n</ul>\n<hr />\n<h3>Ability XP Bonus (by category)</h3>\n<p>Flat experience bonus added to ability XP totals. Available for all ability categories (same as above).</p>\n<p><strong>Change Mode</strong>: Add\n<strong>Default</strong>: +5 to +15 depending on virtue</p>\n<p><strong>Use Cases:</strong></p>\n<ul>\n<li>Representing initial score from virtues (e.g., +15 XP for score 1)</li>\n<li>Bonus XP from training or special circumstances</li>\n</ul>\n<hr />\n<h3>Ability Affinity (by category)</h3>\n<p>Multiplies total experience points in a specific ability. Available for all ability categories.</p>\n<p><strong>Change Mode</strong>: Multiply\n<strong>Default</strong>: 1.5x (standard affinity)</p>\n<p><strong>⚠️ Same Implementation Note as Arts</strong>: The multiplier applies to the total XP pool retroactively.</p>\n<p><strong>For Generic Abilities</strong>: Use the cog icon to specify the exact ability option that must <strong>exactly match</strong> the owned ability's option.</p>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Affinity with Philosophiae</em>: All Philosophiae XP × 1.5</li>\n<li><em>Affinity with Area Lore (Alps)</em>: That specific Area Lore XP × 1.5</li>\n</ul>\n<hr />\n<h3>Quality Ability Boost</h3>\n<p>Uses upgrade mode to set a minimum quality for certain frequently-used abilities.</p>\n<p><strong>Available Abilities:</strong></p>\n<ul>\n<li>Athletics, Awareness, Brawl, Hunt, Leadership, Music, Stealth, Survival, Swim</li>\n</ul>\n<p><strong>Change Mode</strong>: Upgrade\n<strong>Default</strong>: +3 to +5</p>\n<hr />\n<h3>Supernatural Ability XP Bonus</h3>\n<p>Special XP bonus for Supernatural Abilities, typically used to represent the initial score of 1 when the virtue is first taken (15 XP).</p>\n<p><strong>Change Mode</strong>: Add\n<strong>Default</strong>: 15 (for score 1)</p>\n<hr />\n<h2>Laboratory Effects</h2>\n<h3>Laboratory Activities</h3>\n<p>Flat modifiers to specific laboratory activities (for characters, not laboratories).</p>\n<p><strong>Available Activities:</strong></p>\n<ul>\n<li><strong>Learn Spell</strong>: Bonus to Lab Total when learning spells</li>\n<li><strong>Invent Spell</strong>: Bonus to Lab Total when inventing spells</li>\n</ul>\n<p><strong>Change Mode</strong>: Add\n<strong>Default</strong>: Varies by virtue</p>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Inventive Genius</em> virtue: +3 to Invent Spell</li>\n<li><em>Fast Learner</em>: +3 to Learn Spell</li>\n</ul>\n<hr />\n<h3>Laboratory (Attributes)</h3>\n<p>Modifies the physical attributes of a laboratory structure. Applied to <strong>laboratory/sanctum documents</strong>, not characters.</p>\n<p><strong>Available Attributes:</strong></p>\n<ul>\n<li><strong>Size</strong>: Laboratory size</li>\n<li><strong>General Quality</strong>: Overall quality bonus</li>\n<li><strong>Safety</strong>: Safety rating</li>\n<li><strong>Health</strong>: Healthiness of environment</li>\n<li><strong>Refinement</strong>: Level of refinement</li>\n<li><strong>Upkeep</strong>: Yearly upkeep cost</li>\n<li><strong>Warping</strong>: Warping effect on inhabitants</li>\n<li><strong>Aesthetics</strong>: Aesthetic value</li>\n<li><strong>Aesthetics Cap</strong>: Maximum aesthetic value (uses Downgrade mode)</li>\n<li><strong>Aura Modifier</strong>: Bonus to aura strength in lab</li>\n</ul>\n<p><strong>Change Mode</strong>: Add (Downgrade for cap)\n<strong>Default</strong>: Varies by virtue/flaw</p>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Spacious</em> virtue: +1 Size</li>\n<li><em>Missing Equipment</em> flaw: -3 General Quality</li>\n<li><em>Haunted</em> flaw: +2 Warping</li>\n</ul>\n<hr />\n<h3>Laboratory Speciality</h3>\n<p>Bonus to laboratory totals for specific Arts or activities. Applied to <strong>laboratory documents</strong>.</p>\n<p><strong>Available Specialties:</strong></p>\n<p><strong>Activity-based:</strong></p>\n<ul>\n<li>Texts, Spells, Experimentation, Familiar, Items, Longevity Rituals, Vis Extraction</li>\n</ul>\n<p><strong>Art-based:</strong></p>\n<ul>\n<li>All 5 Techniques (Cr, In, Mu, Pe, Re)</li>\n<li>All 10 Forms (An, Aq, Au, Co, He, Ig, Im, Me, Te, Vi)</li>\n</ul>\n<p><strong>Change Mode</strong>: Add\n<strong>Default</strong>: +1 to +3</p>\n<p><strong>Examples:</strong></p>\n<ul>\n<li>Laboratory specialty in Ignem: +3 to all Ignem-related lab work</li>\n<li>Laboratory specialty in Longevity Rituals: +2 to longevity ritual creation</li>\n</ul>\n<hr />\n<h2>Combat &amp; Roll Effects</h2>\n<h3>Optional Roll Bonuses</h3>\n<p>Creates additional optional modifiers for specific types of rolls. These appear as choices when making the relevant roll.</p>\n<p><strong>Available Roll Types:</strong></p>\n<ul>\n<li><strong>Formulaic Magic</strong>: Bonus to formulaic spell casting</li>\n<li><strong>Spontaneous Magic</strong>: Bonus to spontaneous spell casting</li>\n<li><strong>Initiative</strong>: Bonus to initiative rolls</li>\n<li><strong>Attack</strong>: Bonus to attack rolls</li>\n<li><strong>Defense</strong>: Bonus to defense rolls</li>\n</ul>\n<p><strong>Change Mode</strong>: Add\n<strong>Default</strong>: Varies (typically +3 to +5)</p>\n<p><strong>Configuration</strong>: Click the cog icon to provide:</p>\n<ul>\n<li><strong>Label</strong>: Name of the bonus (shown in roll dialog)</li>\n<li><strong>Description</strong>: Conditions or circumstances when it applies</li>\n</ul>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Cyclic Magic (Astrological)</em>: +3 to casting when stars are favorable</li>\n<li><em>Special Circumstances (Forest)</em>: +3 to Herbam casting in forests</li>\n<li><em>Talisman Attunement (Fire)</em>: +5 to Ignem casting through talisman</li>\n<li><em>Improved Initiative</em>: +3 to initiative in combat</li>\n</ul>\n<p><strong>⚠️ Note</strong>: Optional bonuses must be manually selected during rolls - they are not automatically applied.</p>\n<hr />\n<h2>Covenant Effects</h2>\n<p>These effects apply to Covenant documents rather than characters.</p>\n<h3>Covenant Build Points</h3>\n<p>Modifies the build points available for various covenant resources during creation.</p>\n<p><strong>Available Categories:</strong></p>\n<ul>\n<li>Library, Lab Texts, Vis, Magic Items, Specialists, Laboratories, Money</li>\n</ul>\n<p><strong>Change Mode</strong>: Add\n<strong>Default</strong>: +10 points</p>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Extensive Library</em> boon: +30 Library points</li>\n<li><em>Impoverished</em> hook: -20 Money points</li>\n</ul>\n<hr />\n<h3>Covenant Expenses</h3>\n<p>Adds or reduces yearly expense costs for covenant maintenance.</p>\n<p><strong>Available Expense Types:</strong></p>\n<ul>\n<li><strong>Inhabitant Points</strong>: Cost per inhabitant</li>\n<li><strong>Buildings</strong>: Building maintenance</li>\n<li><strong>Consumables</strong>: Consumable goods</li>\n<li><strong>Provisions</strong>: Food and supplies</li>\n<li><strong>Wages</strong>: Wages for employees</li>\n<li><strong>Laboratories</strong>: Lab maintenance</li>\n<li><strong>Books</strong>: Writing materials and book costs</li>\n<li><strong>Weapons</strong>: Weapon and armor maintenance</li>\n</ul>\n<p><strong>Change Mode</strong>: Add\n<strong>Default</strong>: Varies by boon/hook</p>\n<hr />\n<h3>Covenant Cost Savings (Mundane)</h3>\n<p>Reduces expenses through mundane means (better management, local resources, etc.).</p>\n<p><strong>Available Categories</strong>: Same as Covenant Expenses</p>\n<p><strong>Change Mode</strong>: Add (positive value reduces costs)</p>\n<hr />\n<h3>Covenant Cost Savings (Magic)</h3>\n<p>Reduces expenses through magical means (enchanted items, spells, etc.).</p>\n<p><strong>Available Categories</strong>: Same as Covenant Expenses</p>\n<p><strong>Change Mode</strong>: Add (positive value reduces costs)</p>\n<p><strong>⚠️ Note</strong>: Magic and mundane savings stack, but there may be limits on total reduction.</p>\n<hr />\n<h3>Covenant Modifiers</h3>\n<p>Various modifiers affecting covenant mechanics.</p>\n<p><strong>Available Modifiers:</strong></p>\n<ul>\n<li><strong>Magi Aging</strong>: Modifier to aging rolls for Magi in covenant</li>\n<li><strong>Mundane Aging</strong>: Modifier to aging rolls for mundane inhabitants</li>\n</ul>\n<p><strong>Examples:</strong></p>\n<ul>\n<li><em>Healthy Climate</em> boon: +1 to all aging rolls</li>\n<li><em>Unhealthy Climate</em> hook: -1 to all aging rolls</li>\n</ul>\n<hr />\n<h3>Covenant Inhabitants</h3>\n<p>Modifies the number of inhabitants in various categories.</p>\n<p><strong>Available Categories:</strong></p>\n<ul>\n<li><strong>Turbula</strong>: General population</li>\n<li><strong>Laborers</strong>: Manual workers</li>\n<li><strong>Teamsters</strong>: Transport workers</li>\n<li><strong>Servants</strong>: Household servants</li>\n</ul>\n<p><strong>Change Mode</strong>: Add</p>\n<hr />\n<h2>Advanced Topics</h2>\n<h3>Effect Priority and Ordering</h3>\n<p>Active Effects are applied in a specific order:</p>\n<ol>\n<li>Add effects are applied first</li>\n<li>Multiply effects are applied second</li>\n<li>Override effects are applied last</li>\n<li>Custom effects have special handling</li>\n</ol>\n<h3>Stacking Effects</h3>\n<ul>\n<li><strong>Add effects</strong>: Always stack with each other</li>\n<li><strong>Multiply effects</strong>: Are applied multiplicatively (1.5 × 1.5 = 2.25)</li>\n<li><strong>Override effects</strong>: Only the last one processed takes effect</li>\n<li><strong>Upgrade/Downgrade</strong>: Take the maximum/minimum value</li>\n</ul>\n<h3>Temporary vs. Permanent Effects</h3>\n<ul>\n<li><strong>Permanent</strong>: Virtues, flaws, and inherent traits</li>\n<li><strong>Temporary</strong>: Can be toggled on/off by GM</li>\n<li><strong>Duration</strong>: Currently, the system does not automatically expire effects based on time</li>\n</ul>\n<h3>Transfer Property</h3>\n<p>When an effect is on an Item:</p>\n<ul>\n<li><strong>Transfer ON</strong>: Effect applies to the character owning the item</li>\n<li><strong>Transfer OFF</strong>: Effect only applies to the item itself (rarely used)</li>\n</ul>\n<p>Most virtue and flaw effects have transfer enabled by default.</p>\n<h3>Creating Custom Effects</h3>\n<p>To create a custom effect:</p>\n<ol>\n<li>Open the item/actor sheet</li>\n<li>Go to the Effects tab</li>\n<li>Click the + icon</li>\n<li>Select the effect Type</li>\n<li>Choose the specific Attribute</li>\n<li>Enter the Effect Value</li>\n<li>Configure advanced options if needed (cog icon)</li>\n<li>Test the effect to ensure it works as expected</li>\n</ol>\n<h3>Common Pitfalls</h3>\n<ol>\n<li><strong>Generic Abilities</strong>: Forgetting to set the option, or mistyping it</li>\n<li><strong>Override Mode</strong>: Stacking virtues with override effects (only the last applies)</li>\n<li><strong>Transfer</strong>: Forgetting to enable transfer on item effects</li>\n<li><strong>Editing Characteristics</strong>: Can't edit while an active effect is modifying it</li>\n<li><strong>Optional Bonuses</strong>: Must be manually selected during rolls</li>\n</ol>\n<hr />\n<h2>Examples of Common Effects</h2>\n<h3>Virtue: Puissant Art (Ignem)</h3>\n<ul>\n<li><strong>Type</strong>: Art</li>\n<li><strong>Attribute</strong>: Ignem (ig)</li>\n<li><strong>Mode</strong>: Add</li>\n<li><strong>Value</strong>: 3</li>\n</ul>\n<h3>Virtue: Affinity with Magic Theory</h3>\n<ul>\n<li><strong>Type</strong>: Affinity Arcane Ability</li>\n<li><strong>Attribute</strong>: Magic Theory</li>\n<li><strong>Mode</strong>: Multiply</li>\n<li><strong>Value</strong>: 1.5</li>\n</ul>\n<h3>Virtue: Large</h3>\n<ul>\n<li><strong>Type</strong>: Vitals</li>\n<li><strong>Attribute</strong>: Size</li>\n<li><strong>Mode</strong>: Add</li>\n<li><strong>Value</strong>: 1</li>\n</ul>\n<h3>Virtue: Cyclic Magic (Positive)</h3>\n<ul>\n<li><strong>Type</strong>: Optional Roll Bonus</li>\n<li><strong>Attribute</strong>: Formulaic Magic or Spontaneous Magic</li>\n<li><strong>Mode</strong>: Add</li>\n<li><strong>Value</strong>: 3</li>\n<li><strong>Advanced</strong>: Label \"Cyclic Magic (Night)\", condition description</li>\n</ul>\n<h3>Flaw: Deficient Technique (Perdo)</h3>\n<ul>\n<li><strong>Type</strong>: Deficiency</li>\n<li><strong>Attribute</strong>: Perdo (pe)</li>\n<li><strong>Mode</strong>: Custom</li>\n<li><strong>Value</strong>: (existence of effect is what matters)</li>\n</ul>\n<h3>Longevity Ritual</h3>\n<ul>\n<li><strong>Type</strong>: Vitals</li>\n<li><strong>Attribute</strong>: Aging</li>\n<li><strong>Mode</strong>: Add</li>\n<li><strong>Value</strong>: (Lab Total ÷ 10)</li>\n</ul>\n<hr />\n<h2>Troubleshooting</h2>\n<h3>Effect Not Working</h3>\n<ol>\n<li><strong>Check transfer</strong>: Is transfer enabled on the item?</li>\n<li><strong>Check disabled</strong>: Is the effect accidentally disabled?</li>\n<li><strong>Check type/attribute</strong>: Is the correct type and attribute selected?</li>\n<li><strong>Check ownership</strong>: Does the character own the item?</li>\n<li><strong>Check change mode</strong>: Is the correct change mode selected?</li>\n</ol>\n<h3>Can't Edit Characteristic</h3>\n<p>An active effect is modifying it. Disable/remove the effect temporarily to edit manually.</p>\n<h3>Generic Ability Effect Not Working</h3>\n<p>The option name in the effect must <strong>exactly match</strong> the option in the owned ability (case-sensitive, spaces, etc.).</p>\n<h3>Optional Bonus Not Appearing</h3>\n<ol>\n<li>Ensure effect type is \"Optional Roll Bonus\"</li>\n<li>Check that the roll type matches (Formulaic/Spontaneous/etc.)</li>\n<li>Manually look for it in the roll dialog's optional section</li>\n</ol>\n<hr />\n<h2>Future Development</h2>\n<p><strong>Planned enhancements:</strong></p>\n<ul>\n<li>Spell effects with automatic duration tracking</li>\n<li>Temporary magical effect management</li>\n<li>Power effects for creatures</li>\n<li>More sophisticated condition tracking</li>\n<li>Automatic seasonal activity tracking</li>\n</ul>\n<hr />\n<h2>Summary</h2>\n<p>Active Effects are a powerful tool for automating the mechanical effects of virtues, flaws, and other modifiers in Ars Magica 5e. Understanding the different types, change modes, and when to use each will greatly enhance your gameplay experience and reduce manual calculations.</p>\n<p>For most cases, the preconfigured effects in the compendia will work out of the box. However, understanding how to create and modify effects allows you to customize for house rules, new virtues, or special circumstances in your saga.</p>"},"_id":"UTLyPky6bwF4Mgjx","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
{"name":"Combat workflow","folder":"kOnOXY4dxFkDgwpv","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"DKJZ02yPZ6vro8BM","pages":[{"name":"Combat workflow","text":{"markdown":"## New combat workflow\r\n\r\nImportant: this system was built on top of the existing one. People who want to continue to use the previous system can do it transparently as before\r\n\r\n### Combat preparation\r\n\r\n### Attack roll\r\n\r\nAttack chat message","format":2,"content":"<h2>New combat workflow</h2>\n<p>Important: this system was built on top of the existing one. People who want to continue to use the previous system can do it transparently as before</p>\n<h3>Combat preparation</h3>\n<h3>Attack roll</h3>\n<p>Attack chat message</p>"},"_id":"Kz5M3ZZtQ65TAeR8","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
{"name":"News and Modifications","folder":"1YMZoBULfx2GNHSx","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"JlbIybSnM28DK2A2","pages":[{"name":"News and Modifications","text":{"markdown":"## Version 2.4.1\r\n\r\nNew format","format":2,"content":"<h2>Version 2.4.1</h2>\n<p>New format</p>"},"_id":"v9L7gXhLVHcmXPLx","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
{"name":"FAQ","folder":"1YMZoBULfx2GNHSx","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"JnJIfDHypDPykRrU","pages":[{"name":"FAQ","text":{"markdown":"# General\r\n\r\n#### I cannot edit a character's Characteristic.\r\n\r\nYou probably have an active effect giving a modifier to this Characteristic. Here's a workaround: in the \"Effects\" tab, suspend the effect in question for the time being in order to edit the Characteristic.\r\n\r\n# Abilities\r\n\r\n#### What are the fields \"Ability key\" and \"Option\" for?\r\n\r\nThe Ability Key field is used by the system to know which Ability it is. That way you can name it as you wish and in the language you prefer (the **system** doesn't care about what you name it, as long as the Ability Key is kept). The option field is read-only most of the time, but it is used for generic abilities (eg: Area Lore, Crafting , Languages,... ) to distinguish between them. For example, a character may know leatherwork and forging, both crafting abilities: the option field will allow differentiating between the two.\r\n\r\nThis is useful when you need to tell the system which ability you are talking about, such as the Affinity or Puissant Ability virtues for example.\r\n\r\n# Covenant\r\n\r\n### How do I set an Aura to my covenant?\r\n\r\nAuras are linked to Scene. You need to create a scene for the covenant (either a map or an image) and set an Aura for it in the canvas menu. Then, in the covenant sheet, select the scene above and the aura will be applied.\r\n\r\n# Diary\r\n\r\n#### I cannot select the Ability I want to progress into.\r\n\r\nA character must possess an Ability in order to progress in it. Add the Ability from a compendium with a score of 0 or drag and drop it on the diary sheet's Abilities tab (the latter doesn't work with training and teaching). Update: this limitation was removed in Ophelio version (2.2.3).\r\n\r\n# Rolls\r\n\r\n#### How do I know where the roll total comes from?\r\n\r\nThere is an un-foldable section if you click \"details\" in the chat message you get in the message window.\r\n\r\n#### How do I use confidence points?\r\n\r\nThere is a little button in the chat message which will allow that if the character has enough confidence points left.\r\n\r\n# Combat\r\n\r\n#### How do I apply damage to a character?\r\n\r\nClick on the \"Soak\" link in the Combat tab and set a value. If a combat is ongoing, it will automatically compute the correct amount to Soak. The Actor size is taken into account for the calculation.","format":2,"content":"<h1>General</h1>\n<h4>I cannot edit a character's Characteristic.</h4>\n<p>You probably have an active effect giving a modifier to this Characteristic. Here's a workaround: in the \"Effects\" tab, suspend the effect in question for the time being in order to edit the Characteristic.</p>\n<h1>Abilities</h1>\n<h4>What are the fields \"Ability key\" and \"Option\" for?</h4>\n<p>The Ability Key field is used by the system to know which Ability it is. That way you can name it as you wish and in the language you prefer (the <strong>system</strong> doesn't care about what you name it, as long as the Ability Key is kept). The option field is read-only most of the time, but it is used for generic abilities (eg: Area Lore, Crafting , Languages,… ) to distinguish between them. For example, a character may know leatherwork and forging, both crafting abilities: the option field will allow differentiating between the two.</p>\n<p>This is useful when you need to tell the system which ability you are talking about, such as the Affinity or Puissant Ability virtues for example.</p>\n<h1>Covenant</h1>\n<h3>How do I set an Aura to my covenant?</h3>\n<p>Auras are linked to Scene. You need to create a scene for the covenant (either a map or an image) and set an Aura for it in the canvas menu. Then, in the covenant sheet, select the scene above and the aura will be applied.</p>\n<h1>Diary</h1>\n<h4>I cannot select the Ability I want to progress into.</h4>\n<p>A character must possess an Ability in order to progress in it. Add the Ability from a compendium with a score of 0 or drag and drop it on the diary sheet's Abilities tab (the latter doesn't work with training and teaching). Update: this limitation was removed in Ophelio version (2.2.3).</p>\n<h1>Rolls</h1>\n<h4>How do I know where the roll total comes from?</h4>\n<p>There is an un-foldable section if you click \"details\" in the chat message you get in the message window.</p>\n<h4>How do I use confidence points?</h4>\n<p>There is a little button in the chat message which will allow that if the character has enough confidence points left.</p>\n<h1>Combat</h1>\n<h4>How do I apply damage to a character?</h4>\n<p>Click on the \"Soak\" link in the Combat tab and set a value. If a combat is ongoing, it will automatically compute the correct amount to Soak. The Actor size is taken into account for the calculation.</p>"},"_id":"xR75JYjdUlw8WUiN","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
{"name":"Alternate magic system","folder":"kOnOXY4dxFkDgwpv","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"Q69LXWbycz1HkEct","pages":[{"name":"Alternate magic system","text":{"markdown":"## Disclaimer: EXPERIMENTAL. \nThis is an experimental feature, it is usable and functional but it may drastically change under the hood in the future. Until the experimental flag is removed and even if I will try to avoid it, I won't guarantee backward compatibility in future versions.\n\n## Hedge magic user guide\n\n### To enable it on a character:\nAdd an active effect:\nCharacter features => Alternate magic system\n\nIt will add a new tab, go to the configuration subtab to customize your magic system:\n\n![](modules/arm5e-compendia/doc/images/AlternateMagicSystemConfig.webp)\n\nNot everything is used yet, but you can see that it impacts the name of some of the new tabs.\n\n### Alternate arts\n\nIn the next section you can define alternate verbs and nouns (ie: techniques and forms). Those are like abilities but have no specialty and are usually not used independently (eg: you don't roll Sta + Creo or Dex + Ignem). If accelerated they progress like hermetic arts\n![](modules/arm5e-compendia/doc/images/AlternateArts.webp)\n\n![](modules/arm5e-compendia/doc/images/AlternateArt.webp)\n\nIt is an important distinction as some traditions don't use alternate arts but abilities (usually supernatural) with specialities etc.\n\n### Template definitions\n\nHedge magic traditions often have a different set of magic rolls where rules differ slightly (Hermetic analogy would be: formulaic, ritual, spontaneous). \nYou define those in templates:\n\nIn order of apparition:\n\n- **Template name**: a new section of this name will appear in the effect sub-tab for alternate magic system\n- **Target type** Only simple type for now. (ie: only a simple target number to reach for the supernatural effect to succeed, instead of a spell-like form with ranges, duration, etc...)\n- **Roll type** the kind of roll allowed for casting the effect (simple, stress, both, no roll)\n- **Use fatigue**: Whether it uses fatigue on cast.\n  - **Characteristic** to use for casting total (none is possible).\n- **Verb** can be:\n   - Alternate technique defined above, with the option to leave open all existing ones for the effects of this template.\n   - An ability, which doesn't need to be owned by the caster, yet. see below\n- **Noun** same as verb\n- **Others** \n  - Multiplier : no implemented yet\n  - Modifier : flat modifier to the casting total, it can be named to reflect its source\n  - **Bonus ability:** some tradition have a bonus ability to add to the verb and noun.","format":2,"content":"<h2>Disclaimer: EXPERIMENTAL.</h2>\n<p>This is an experimental feature, it is usable and functional but it may drastically change under the hood in the future. Until the experimental flag is removed and even if I will try to avoid it, I won't guarantee backward compatibility in future versions.</p>\n<h2>Hedge magic user guide</h2>\n<h3>To enable it on a character:</h3>\n<p>Add an active effect:\nCharacter features =&gt; Alternate magic system</p>\n<p>It will add a new tab, go to the configuration subtab to customize your magic system:</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/AlternateMagicSystemConfig.webp\" alt=\"\" /></p>\n<p>Not everything is used yet, but you can see that it impacts the name of some of the new tabs.</p>\n<h3>Alternate arts</h3>\n<p>In the next section you can define alternate verbs and nouns (ie: techniques and forms). Those are like abilities but have no specialty and are usually not used independently (eg: you don't roll Sta + Creo or Dex + Ignem). If accelerated they progress like hermetic arts\n<img src=\"modules/arm5e-compendia/doc/images/AlternateArts.webp\" alt=\"\" /></p>\n<p><img src=\"modules/arm5e-compendia/doc/images/AlternateArt.webp\" alt=\"\" /></p>\n<p>It is an important distinction as some traditions don't use alternate arts but abilities (usually supernatural) with specialities etc.</p>\n<h3>Template definitions</h3>\n<p>Hedge magic traditions often have a different set of magic rolls where rules differ slightly (Hermetic analogy would be: formulaic, ritual, spontaneous). \nYou define those in templates:</p>\n<p>In order of apparition:</p>\n<ul>\n<li><strong>Template name</strong>: a new section of this name will appear in the effect sub-tab for alternate magic system</li>\n<li><strong>Target type</strong> Only simple type for now. (ie: only a simple target number to reach for the supernatural effect to succeed, instead of a spell-like form with ranges, duration, etc…)</li>\n<li><strong>Roll type</strong> the kind of roll allowed for casting the effect (simple, stress, both, no roll)</li>\n<li><strong>Use fatigue</strong>: Whether it uses fatigue on cast.<ul>\n<li><strong>Characteristic</strong> to use for casting total (none is possible).</li></ul></li>\n<li><strong>Verb</strong> can be:<ul>\n<li>Alternate technique defined above, with the option to leave open all existing ones for the effects of this template.</li>\n<li>An ability, which doesn't need to be owned by the caster, yet. see below</li></ul></li>\n<li><strong>Noun</strong> same as verb</li>\n<li><strong>Others</strong> <ul>\n<li>Multiplier : no implemented yet</li>\n<li>Modifier : flat modifier to the casting total, it can be named to reflect its source</li>\n<li><strong>Bonus ability:</strong> some tradition have a bonus ability to add to the verb and noun.</li></ul></li>\n</ul>"},"_id":"IQNOeX3ShgcvuTEU","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
{"name":"Laboratories","folder":"1YMZoBULfx2GNHSx","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"QnDSWZeNTROvmMQg","pages":[{"name":"Laboratories","text":{"markdown":"### Interface\r\n\r\n![Lab planning tab](modules/arm5e-compendia/doc/images/Lab-planning-spell.webp)\r\n\r\n-   At the top left is the current magus using it, just as a reminder and to avoid mistakes. It is also a quick access to the magus sheet if you click on it.\r\n    \r\n-   The left column lists all modifiers related to the lab's owner. The last one (\"Other\") is for rules and special cases not (yet) covered by the system.\r\n    \r\n-   The right column lists external parameters\r\n    \r\n-   In the middle:\r\n    \r\n    -   Activity selection\r\n        \r\n    -   Selected activity information (see below)\r\n        \r\n    -   Options that may modify the lab total (eg: does the magic theory specialty apply?)\r\n        \r\n-   A the bottom are possible actions:\r\n    \r\n    -   **Schedule**: trigger the creation of a diary entry a the date entered\r\n        \r\n    -   **Refresh**: When changing the covenant or the owner stats, the lab sheet is not automatically updated unless you click that button.\r\n        \r\n    -   **Reset**: clear out the central area for something else\r\n        \r\n\r\n### Invent a spell\r\n\r\nEvery field can be edited as you would for designing a spell, but it is recommended to do the design in the Codex or the sidebar, that way you won't lose you work if the magus is not yet powerful enough to invent it.\r\n\r\nInstead it is recommended to drag and drop spells, magic effects or lab text on the central area to fill all the blanks and maybe do some finetuning.\r\n\r\n### Learn spell from lab text\r\n\r\n-   This is the activity displayed when you attempt to read from a book or lab text (See @UUID[JournalEntry.ULIO8vkQRVhSZtOF.JournalEntryPage.M6B2Eh1Dp1wAfptz]{Books})\r\n    \r\n-   All the fields are read-only as per the rules, but you can still switch to \"Invent spell\" activity for a few minutes without losing the content to edit some fields if needed.\r\n\r\n\r\n### Vis extraction\r\n\r\nThis activity will create an amount of Vim vis based on the aura and the magus CrVi lab total\r\n\r\n### Lesser enchantment","format":2,"content":"<h3>Interface</h3>\n<p><img src=\"modules/arm5e-compendia/doc/images/Lab-planning-spell.webp\" alt=\"Lab planning tab\" /></p>\n<ul>\n<li><p>At the top left is the current magus using it, just as a reminder and to avoid mistakes. It is also a quick access to the magus sheet if you click on it.</p></li>\n<li><p>The left column lists all modifiers related to the lab's owner. The last one (\"Other\") is for rules and special cases not (yet) covered by the system.</p></li>\n<li><p>The right column lists external parameters</p></li>\n<li><p>In the middle:</p>\n<ul>\n<li><p>Activity selection</p></li>\n<li><p>Selected activity information (see below)</p></li>\n<li><p>Options that may modify the lab total (eg: does the magic theory specialty apply?)</p></li></ul></li>\n<li><p>A the bottom are possible actions:</p>\n<ul>\n<li><p><strong>Schedule</strong>: trigger the creation of a diary entry a the date entered</p></li>\n<li><p><strong>Refresh</strong>: When changing the covenant or the owner stats, the lab sheet is not automatically updated unless you click that button.</p></li>\n<li><p><strong>Reset</strong>: clear out the central area for something else</p></li></ul></li>\n</ul>\n<h3>Invent a spell</h3>\n<p>Every field can be edited as you would for designing a spell, but it is recommended to do the design in the Codex or the sidebar, that way you won't lose you work if the magus is not yet powerful enough to invent it.</p>\n<p>Instead it is recommended to drag and drop spells, magic effects or lab text on the central area to fill all the blanks and maybe do some finetuning.</p>\n<h3>Learn spell from lab text</h3>\n<ul>\n<li><p>This is the activity displayed when you attempt to read from a book or lab text (See @UUID[JournalEntry.ULIO8vkQRVhSZtOF.JournalEntryPage.M6B2Eh1Dp1wAfptz]{Books})</p></li>\n<li><p>All the fields are read-only as per the rules, but you can still switch to \"Invent spell\" activity for a few minutes without losing the content to edit some fields if needed.</p></li>\n</ul>\n<h3>Vis extraction</h3>\n<p>This activity will create an amount of Vim vis based on the aura and the magus CrVi lab total</p>\n<h3>Lesser enchantment</h3>"},"_id":"nVkFy9BqnWHlq8xa","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
{"name":"Items","folder":"1YMZoBULfx2GNHSx","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"ULIO8vkQRVhSZtOF","pages":[{"name":"Items","text":{"markdown":"The following Items are available for creation.\r\n\r\n  \r\n**Reminder**: You can create folder of Items in the sidebar or in a Compendium to be then dragged and dropped on an Actor (eg: Magus package, Grog package). Easy way to add a bunch of abilities, virtues and flaws to a character at creation. \r\n\r\n**Game metadata:** Since the description cannot be made available for copyright reasons, most Item types available in the system Compendium are provided with the name of the sourcebook they are coming from and the page they can be found (English edition). Their display is managed by a setting (see @UUID[JournalEntry.4SKQ0xYOxFir2mPB.JournalEntryPage.QkdBE6EroandNcn6]{Settings})\r\n\r\nA some of Item's types don't make sense for some Actor types (eg:Ability on a Covenant), they will be filtered and ignored.\r\n\r\n## Abilities\r\n\r\nBeside the name, speciality and description, the following fields are available. A * indicates this field is only visible when it is owned.\r\n\r\n  \r\n**Name:** A note of the name: it can be whatever you want, in the language you want. The system doesn't care about it. (see Ability key below).\r\n\r\n**Score**: it can either be adjusted using the plus and minus signs or by directly inputting the experience amount.\r\n\r\n**Default characteristic:** This selects the characteristic used by default when you roll that ability\r\n\r\n**Ability key:** This is an **important** information for the system. It allows it to know which ability it is independently of its name. This permits the system to do a lot of things:\r\n\r\n-   Check if a character has a specific ability and its score\r\n    \r\n-   Automatically use an ability's score to implement some rules or compute some value (eg: Parma Magica, penetration).\r\n    \r\n-   Know which ability to progress during a long term activity\r\n    \r\n-   And more as the system evolves\r\n    \r\n\r\n**In short, if you don't configure it properly, some features won't work.**  \r\n\r\n**Ability option:** This field is greyed out most of the time, except for generic abilities. See below\r\n\r\n**Active effects on abilities**\r\n\r\nAbilities modified by an active effect have a coloured halo\r\n\r\n![](modules/arm5e-compendia/doc/images/EffectsOnAbilities.webp)\r\n\r\nPuissant ability\r\n\r\n  \r\n\r\n  \r\n\r\nAffinity with ability\r\n\r\n  \r\n\r\n  \r\n\r\nAffinity with ability and puissant ability\r\n\r\n  \r\n\r\n### Generic abilities\r\n\r\n-   Area lore, Organization lore, Languages (Dead or not), Craft, Profession, Mystery cult lore and supernatural power are generic abilities. They require an additional parameter to be recognized by the system, because there could be any number of them. Otherwise, it wouldn't be possible to differentiate them.\r\n    \r\n-   Each generic ability with a different Ability option is totally independent of the others. It has its own speciality an default characteristic on rolls.\r\n    \r\n-   Generic abilities in Compendia should already have their option set (eg: Dead language (Latin) has \"Latin\" in its ability option).\r\n    \r\n-   The ability option is particularly useful when you want to add an affinity or puissant ability virtue. If you have multiple instance of an ability (eg: leatherwork and glassblowing, both craft abilities), using the option will allow to pick the correct one.\r\n    \r\n-   **Important**: only alphanumeric characters are allowed for an ability option. The system will automatically remove other characters. Use CamelCase if you want to put multiple words.\r\n    \r\n\r\n## Virtues and Flaws\r\n\r\n**Type**: Some Actors will only accept virtues and flaws of a certain type.\r\n\r\n**Impact**: only used to keep track of how many points are used at character creation.\r\n\r\n**Description:** Usually empty (see FAQ), but in some cases there are active effects (see below) that need \"to be configured\". Look for that text before adding it.\r\n\r\n### Effects:\r\n\r\nVirtues and flaws can have active effects which will be transmitted to their owner (see @UUID[JournalEntry.6IQ8RULAQqwg8QhA.JournalEntryPage.UTLyPky6bwF4Mgjx]{Active effects}). Whenever possible, those are already configured in the system Compendia (eg: the Large virtue will give +1 size).\r\n\r\n**Important:** Before V11, due to a Foundry core's limitation, it is not possible to edit active effects of an owned Item. You must edit it first in the sidebar. It is particularly relevant for effects that need configuration like Affinity, Puissant art, etc.\r\n\r\n### Personality traits and reputations\r\n\r\nYou can add as many reputations and personality traits as you wish. They can progress as abilities.\r\n\r\n## Base effects\r\n\r\nThe base effect is the root of any magical effect, spell or powers. They are intended to be used in the @UUID[JournalEntry.oDQsTk1akJApj1if.JournalEntryPage.SBzrbU0km9C5iqof]{Codex}.\r\n\r\n**Requisites**:\r\n\r\nYou can select additional arts as requisites by clicking on the hammer icon:\r\n\r\n![](modules/arm5e-compendia/doc/images/Requisites.webp)\r\n\r\nThe **base level** is the level of a spell with this effect with minimal attributes (Range: self, Duration: Momentary, Target : individual). It is the same number found in the book for the spell guidelines.\r\n\r\n## Magical effects\r\n\r\nA magical effect is like a spell and is designed like it.  \r\nThe concept doesn't exist in the official rules, but it is used in the system to keep a collection of commonly used spontaneous effects for a character. Instead of designing it every time in play, it is ready to use.\r\n\r\nSee **Spells** below for more details about the fields\r\n\r\n## Spells\r\n\r\n**Level:** The level field is read only. It is computed from the base level and all the other attributes as per the rules.\r\n\r\n**Spells attributes (Range, Duration, Target):** By default, the list of available attributes is limited to those of the core book. However, using the **sourcebook filter** setting, you can expand the list to those present in other books (note that most of them have restriction for their use). The number in parenthesis is the amount of magnitudes the spell level will increase.\r\n\r\n**Apply magical focus (owned):** This is to indicate if the spell effect falls into the scope of any magical focus the character possesses. Casting total will be computed accordingly.\r\n\r\n**Bonus and bonus description (owned):** These fields are here to cover any specific bonus not covered by the system (yet). Examples: specialities of abilities like Artes liberales for rituals, Talisman bonuses,…\r\n\r\n**Mastery (owned):** Like abilities, you can change the score by using the plus and minus signs or directly put the total experience.\r\n\r\n**Mastery abilities (owned)**: Just a free form text field for now, but expect it to change in the future…\r\n\r\n**General:** If checked, it will display the field named **Level Adjustment**\r\n\r\n**Level Adjustment:** this field allows to slightly adjust the level of a general spell so it is possible to have a value which is not a multiple of 5 (also useful for Aegis spell which doesn't follow the normal hermetic rules).\r\n\r\n**Target size:** Give information on what an Individual target is for each form.\r\n\r\n## Powers\r\n\r\n**Form**: used for magic resistance\r\n\r\n**Cost**: used to compute penetration based on the owner might score.\r\n\r\n## Enchantments\r\n\r\nEnchantments can be created from a magical effect or a spell using the @UUID[JournalEntry.oDQsTk1akJApj1if.JournalEntryPage.SBzrbU0km9C5iqof]{Codex}.  \r\nThere is an additional tab with new attributes specific to enchanting.\r\n\r\n  \r\n**Dev notes**: Enchanting as an activity is not fully implemented in the system (only lesser enchantments)\r\n\r\n## Diary entry\r\n\r\nThis item can be used as a standard diary for the character but also to create @UUID[JournalEntry.yzjq1eOACMHtr9Po.JournalEntryPage.vr0ZY74LXfGjN7Rh]{Long term activities} during down time between game sessions.\r\n\r\n**Dev notes**: the standard diary is still there for legacy reasons for people who used it as such in the past. I would recommend using a Foundry core JournalEntry for regular diaries as it is much easier to share between players or to do collaborative editing.\r\n\r\n## Books\r\n\r\n  \r\nTable of contents: Once you have finished defining all the topics of your book, you can generate the table of contents automatically by clicking the icon below the title (it will not erase anything in the description but append to it).\r\n\r\nThere two versions that can be generated:\r\n\r\n-   a concise one with just one click (1st one in the image below)\r\n    \r\n-   a verbose one by shift-click (2nd one in the image below)\r\n    \r\n    ![A book](modules/arm5e-compendia/doc/images/book1.webp)\r\n    \r\n-   A book can have multiple topics of different types, you can browse them using the arrows, adding one more with the + icon, delete the current one with the Perdo hand gesture.\r\n    \r\n-   The last icon will open a @UUID[JournalEntry.m0OdebC7i0R85M7G.JournalEntryPage.fX1SnagiZUUa70AZ]{Scriptorium} with all the book fields preset. If the book is owned, it will also preset the reader.\r\n    \r\n    (For lab texts, the book needs to be in the inventory of the character or its sanctum\r\n    \r\n    ![](modules/arm5e-compendia/doc/images/book2.webp)\r\n    \r\n-   Topic: You can select whether the book is about an Art, an ability, a spell mastery or a laboratory text\r\n    \r\n\r\n-   See [[#Generic abilities]] for more explanations about the ability option field\r\n    \r\n\r\n## Physical items\r\n\r\nA physical item is something that exists in game as opposed to a virtue Item for example \r\n(books, weapons, armors, vis,...).\r\nWhen you drag and drop a physical item from an actor sheet to another, it will transfer it instead of creating a copy. If there more than one exemplar (ie: quantity field), it will ask how many should be moved. \r\nIt is possible to copy instead by pressing the SHIFT key (DevNote: due to a Foundry VTT limitation planned to be fixed in V12, you will have to press SHIFT after starting to drag the item)\r\n\r\n### Weapon\r\n\r\n**Ability:** The ability to apply when using the weapon.\r\n\r\n**Weapon expert:** Indicate the ability's specialty matches the weapon.\r\n\r\n### Enchanted items\r\n\r\nSome physical items are enchantable (items, weapons, armor,...), to access the enchantment attributes, click on the golden book in the sheet. Clicking again will destroy them, after confirmation.\r\n\r\n\r\n## Others\r\n\r\nThere are more types of Items but they don't have any particular feature yet beside pure data.","format":2,"content":"<p>The following Items are available for creation.</p>\n<p><strong>Reminder</strong>: You can create folder of Items in the sidebar or in a Compendium to be then dragged and dropped on an Actor (eg: Magus package, Grog package). Easy way to add a bunch of abilities, virtues and flaws to a character at creation. </p>\n<p><strong>Game metadata:</strong> Since the description cannot be made available for copyright reasons, most Item types available in the system Compendium are provided with the name of the sourcebook they are coming from and the page they can be found (English edition). Their display is managed by a setting (see @UUID[JournalEntry.4SKQ0xYOxFir2mPB.JournalEntryPage.QkdBE6EroandNcn6]{Settings})</p>\n<p>A some of Item's types don't make sense for some Actor types (eg:Ability on a Covenant), they will be filtered and ignored.</p>\n<h2>Abilities</h2>\n<p>Beside the name, speciality and description, the following fields are available. A * indicates this field is only visible when it is owned.</p>\n<p><strong>Name:</strong> A note of the name: it can be whatever you want, in the language you want. The system doesn't care about it. (see Ability key below).</p>\n<p><strong>Score</strong>: it can either be adjusted using the plus and minus signs or by directly inputting the experience amount.</p>\n<p><strong>Default characteristic:</strong> This selects the characteristic used by default when you roll that ability</p>\n<p><strong>Ability key:</strong> This is an <strong>important</strong> information for the system. It allows it to know which ability it is independently of its name. This permits the system to do a lot of things:</p>\n<ul>\n<li><p>Check if a character has a specific ability and its score</p></li>\n<li><p>Automatically use an ability's score to implement some rules or compute some value (eg: Parma Magica, penetration).</p></li>\n<li><p>Know which ability to progress during a long term activity</p></li>\n<li><p>And more as the system evolves</p></li>\n</ul>\n<p><strong>In short, if you don't configure it properly, some features won't work.</strong>  </p>\n<p><strong>Ability option:</strong> This field is greyed out most of the time, except for generic abilities. See below</p>\n<p><strong>Active effects on abilities</strong></p>\n<p>Abilities modified by an active effect have a coloured halo</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/EffectsOnAbilities.webp\" alt=\"\" /></p>\n<p>Puissant ability</p>\n<p>Affinity with ability</p>\n<p>Affinity with ability and puissant ability</p>\n<h3>Generic abilities</h3>\n<ul>\n<li><p>Area lore, Organization lore, Languages (Dead or not), Craft, Profession, Mystery cult lore and supernatural power are generic abilities. They require an additional parameter to be recognized by the system, because there could be any number of them. Otherwise, it wouldn't be possible to differentiate them.</p></li>\n<li><p>Each generic ability with a different Ability option is totally independent of the others. It has its own speciality an default characteristic on rolls.</p></li>\n<li><p>Generic abilities in Compendia should already have their option set (eg: Dead language (Latin) has \"Latin\" in its ability option).</p></li>\n<li><p>The ability option is particularly useful when you want to add an affinity or puissant ability virtue. If you have multiple instance of an ability (eg: leatherwork and glassblowing, both craft abilities), using the option will allow to pick the correct one.</p></li>\n<li><p><strong>Important</strong>: only alphanumeric characters are allowed for an ability option. The system will automatically remove other characters. Use CamelCase if you want to put multiple words.</p></li>\n</ul>\n<h2>Virtues and Flaws</h2>\n<p><strong>Type</strong>: Some Actors will only accept virtues and flaws of a certain type.</p>\n<p><strong>Impact</strong>: only used to keep track of how many points are used at character creation.</p>\n<p><strong>Description:</strong> Usually empty (see FAQ), but in some cases there are active effects (see below) that need \"to be configured\". Look for that text before adding it.</p>\n<h3>Effects:</h3>\n<p>Virtues and flaws can have active effects which will be transmitted to their owner (see @UUID[JournalEntry.6IQ8RULAQqwg8QhA.JournalEntryPage.UTLyPky6bwF4Mgjx]{Active effects}). Whenever possible, those are already configured in the system Compendia (eg: the Large virtue will give +1 size).</p>\n<p><strong>Important:</strong> Before V11, due to a Foundry core's limitation, it is not possible to edit active effects of an owned Item. You must edit it first in the sidebar. It is particularly relevant for effects that need configuration like Affinity, Puissant art, etc.</p>\n<h3>Personality traits and reputations</h3>\n<p>You can add as many reputations and personality traits as you wish. They can progress as abilities.</p>\n<h2>Base effects</h2>\n<p>The base effect is the root of any magical effect, spell or powers. They are intended to be used in the @UUID[JournalEntry.oDQsTk1akJApj1if.JournalEntryPage.SBzrbU0km9C5iqof]{Codex}.</p>\n<p><strong>Requisites</strong>:</p>\n<p>You can select additional arts as requisites by clicking on the hammer icon:</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/Requisites.webp\" alt=\"\" /></p>\n<p>The <strong>base level</strong> is the level of a spell with this effect with minimal attributes (Range: self, Duration: Momentary, Target : individual). It is the same number found in the book for the spell guidelines.</p>\n<h2>Magical effects</h2>\n<p>A magical effect is like a spell and is designed like it.<br />\nThe concept doesn't exist in the official rules, but it is used in the system to keep a collection of commonly used spontaneous effects for a character. Instead of designing it every time in play, it is ready to use.</p>\n<p>See <strong>Spells</strong> below for more details about the fields</p>\n<h2>Spells</h2>\n<p><strong>Level:</strong> The level field is read only. It is computed from the base level and all the other attributes as per the rules.</p>\n<p><strong>Spells attributes (Range, Duration, Target):</strong> By default, the list of available attributes is limited to those of the core book. However, using the <strong>sourcebook filter</strong> setting, you can expand the list to those present in other books (note that most of them have restriction for their use). The number in parenthesis is the amount of magnitudes the spell level will increase.</p>\n<p><strong>Apply magical focus (owned):</strong> This is to indicate if the spell effect falls into the scope of any magical focus the character possesses. Casting total will be computed accordingly.</p>\n<p><strong>Bonus and bonus description (owned):</strong> These fields are here to cover any specific bonus not covered by the system (yet). Examples: specialities of abilities like Artes liberales for rituals, Talisman bonuses,…</p>\n<p><strong>Mastery (owned):</strong> Like abilities, you can change the score by using the plus and minus signs or directly put the total experience.</p>\n<p><strong>Mastery abilities (owned)</strong>: Just a free form text field for now, but expect it to change in the future…</p>\n<p><strong>General:</strong> If checked, it will display the field named <strong>Level Adjustment</strong></p>\n<p><strong>Level Adjustment:</strong> this field allows to slightly adjust the level of a general spell so it is possible to have a value which is not a multiple of 5 (also useful for Aegis spell which doesn't follow the normal hermetic rules).</p>\n<p><strong>Target size:</strong> Give information on what an Individual target is for each form.</p>\n<h2>Powers</h2>\n<p><strong>Form</strong>: used for magic resistance</p>\n<p><strong>Cost</strong>: used to compute penetration based on the owner might score.</p>\n<h2>Enchantments</h2>\n<p>Enchantments can be created from a magical effect or a spell using the @UUID[JournalEntry.oDQsTk1akJApj1if.JournalEntryPage.SBzrbU0km9C5iqof]{Codex}.<br />\nThere is an additional tab with new attributes specific to enchanting.</p>\n<p><strong>Dev notes</strong>: Enchanting as an activity is not fully implemented in the system (only lesser enchantments)</p>\n<h2>Diary entry</h2>\n<p>This item can be used as a standard diary for the character but also to create @UUID[JournalEntry.yzjq1eOACMHtr9Po.JournalEntryPage.vr0ZY74LXfGjN7Rh]{Long term activities} during down time between game sessions.</p>\n<p><strong>Dev notes</strong>: the standard diary is still there for legacy reasons for people who used it as such in the past. I would recommend using a Foundry core JournalEntry for regular diaries as it is much easier to share between players or to do collaborative editing.</p>\n<h2>Books</h2>\n<p>Table of contents: Once you have finished defining all the topics of your book, you can generate the table of contents automatically by clicking the icon below the title (it will not erase anything in the description but append to it).</p>\n<p>There two versions that can be generated:</p>\n<ul>\n<li><p>a concise one with just one click (1st one in the image below)</p></li>\n<li><p>a verbose one by shift-click (2nd one in the image below)</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/book1.webp\" alt=\"A book\" /></p></li>\n<li><p>A book can have multiple topics of different types, you can browse them using the arrows, adding one more with the + icon, delete the current one with the Perdo hand gesture.</p></li>\n<li><p>The last icon will open a @UUID[JournalEntry.m0OdebC7i0R85M7G.JournalEntryPage.fX1SnagiZUUa70AZ]{Scriptorium} with all the book fields preset. If the book is owned, it will also preset the reader.</p>\n<p>(For lab texts, the book needs to be in the inventory of the character or its sanctum</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/book2.webp\" alt=\"\" /></p></li>\n<li><p>Topic: You can select whether the book is about an Art, an ability, a spell mastery or a laboratory text</p></li>\n<li><p>See [[#Generic abilities]] for more explanations about the ability option field</p></li>\n</ul>\n<h2>Physical items</h2>\n<p>A physical item is something that exists in game as opposed to a virtue Item for example \n(books, weapons, armors, vis,…).\nWhen you drag and drop a physical item from an actor sheet to another, it will transfer it instead of creating a copy. If there more than one exemplar (ie: quantity field), it will ask how many should be moved. \nIt is possible to copy instead by pressing the SHIFT key (DevNote: due to a Foundry VTT limitation planned to be fixed in V12, you will have to press SHIFT after starting to drag the item)</p>\n<h3>Weapon</h3>\n<p><strong>Ability:</strong> The ability to apply when using the weapon.</p>\n<p><strong>Weapon expert:</strong> Indicate the ability's specialty matches the weapon.</p>\n<h3>Enchanted items</h3>\n<p>Some physical items are enchantable (items, weapons, armor,…), to access the enchantment attributes, click on the golden book in the sheet. Clicking again will destroy them, after confirmation.</p>\n<h2>Others</h2>\n<p>There are more types of Items but they don't have any particular feature yet beside pure data.</p>"},"_id":"M6B2Eh1Dp1wAfptz","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
{"name":"Settings","folder":"1YMZoBULfx2GNHSx","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"dgVShv0uiX6ao86v","pages":[{"name":"Settings","text":{"markdown":"# System Settings\r\n\r\nThis page covers the settings specific to the Ars Magica 5e system in Foundry VTT. For general Foundry VTT settings, please refer to the official Foundry documentation.\r\n\r\n## Table of Contents\r\n\r\n- [World Configuration](#world-configuration)\r\n- [Visual & Display Settings](#visual--display-settings)\r\n- [Gameplay Mechanics](#gameplay-mechanics)\r\n- [Dice & Rolling](#dice--rolling)\r\n- [Calendar & Time](#calendar--time)\r\n- [Economy & Resources](#economy--resources)\r\n- [User Interface](#user-interface)\r\n- [Advanced Settings](#advanced-settings)\r\n\r\n---\r\n\r\n## World Configuration\r\n\r\nThese settings affect the entire world and are typically configured once during initial setup.\r\n\r\n### Sourcebooks Filter\r\n\r\n**Menu Dialog** | **World Setting** | **GM Only**\r\n\r\nAllows you to choose which sourcebooks to include in your current world. This helps prevent overwhelming players with choices and lets you customize what content is allowed in your game.\r\n\r\n**How to access**: Click the button to open the configuration menu where you can enable/disable individual sourcebooks.\r\n\r\n**Current functionality**: Filters spell attributes and other content based on sourcebook selection.\r\n\r\n**Use cases**:\r\n\r\n- Running a core-books-only saga\r\n- Excluding experimental or house-ruled content\r\n- Gradually introducing supplements as your saga progresses\r\n- Custom campaign with specific source restrictions\r\n\r\n---\r\n\r\n### Compendia Reference\r\n\r\n**Menu Dialog** | **World Setting** | **GM Only**\r\n\r\nSelects which module will be the reference for this world's compendia content.\r\n\r\n**Use case**: If you're playing in two different Tribunals with separate compendium modules containing different information, you can set the appropriate reference for each world to prevent mixing content.\r\n\r\n**Default**: `arm5e-compendia`\r\n\r\n**Note**: This setting ensures that when the system looks for reference content (like virtues, flaws, or spells), it pulls from the correct module.\r\n\r\n---\r\n\r\n### System Migration Version\r\n\r\n**Text Field** | **World Setting** | **GM Only**\r\n\r\nAllows you to reset the system version to trigger a data migration from that version forward.\r\n\r\n**Use case**: Useful when importing documents from old compendia that need to be migrated to the current system version's data structure.\r\n\r\n**⚠️ Warning**: Only use this if you understand data migrations. Incorrect use may require restoring from backup.\r\n\r\n**Example**: If you import actors from a compendium created with version 2.0.0, set this to `2.0.0` and reload to trigger the migration process.\r\n\r\n---\r\n\r\n## Visual & Display Settings\r\n\r\nCosmetic preferences that affect how information is displayed.\r\n\r\n### Default Icon Style\r\n\r\n**Dropdown** | **World Setting** | **GM Only**\r\n\r\nChoose between monochrome (black & white) or color versions of default icons for newly created documents.\r\n\r\n**Options**:\r\n\r\n- **Monochrome**: Classic black & white style\r\n- **Color**: Full color icons\r\n\r\n**Important**:\r\n\r\n- Only applies to **brand new** documents\r\n- Existing documents keep their original icons\r\n- Copied documents retain the icon from the source\r\n- Purely cosmetic - no mechanical effect\r\n\r\n---\r\n\r\n### Icon Style for Arts\r\n\r\n**Dropdown** | **Client Setting**\r\n\r\nChoose the visual representation for Hermetic Arts throughout the system.\r\n\r\n**Options**:\r\n\r\n- **Hermetic Symbols**: Traditional Hermetic Art symbols\r\n- **Hand Gestures**: Medieval hand gesture illustrations\r\n\r\n**Important**:\r\n\r\n- This is a per-user preference (client setting)\r\n- Purely cosmetic - no mechanical effect\r\n- Affects display in character sheets, spell lists, and lab totals\r\n\r\n---\r\n\r\n### Header Font\r\n\r\n**Dropdown** | **Client Setting**\r\n\r\nChoose the font used for headers in sheets and dialogs.\r\n\r\n**Options**: Various medieval-style fonts\r\n**Default**: Blackmoor\r\n\r\n**Note**: This is a client-side preference, so each player can choose their preferred font style.\r\n\r\n---\r\n\r\n### Show Metagame Information\r\n\r\n**Checkbox** | **World Setting** | **GM Only**\r\n\r\nWhether to display the sourcebook reference and page number where an Item originates.\r\n\r\n**When enabled**: Shows information like \"Core Rulebook, p. 45\" on item sheets\r\n**When disabled**: Hides sourcebook references for a more immersive experience\r\n\r\n**Use cases**:\r\n\r\n- Enable for easy rulebook reference during play\r\n- Disable for players who prefer not to see metagame information\r\n- Useful for GMs who want to cite sources quickly\r\n\r\n---\r\n\r\n## Gameplay Mechanics\r\n\r\nSettings that affect game rules and character progression.\r\n\r\n### Enforce Schedule Constraints\r\n\r\n**Checkbox** | **World Setting** | **GM Only**\r\n**Default**: Enabled\r\n\r\nWhether to prevent users from scheduling or applying seasonal activities that violate system constraints.\r\n\r\n**Constraints enforced**:\r\n\r\n- Cannot read the same book twice in one season\r\n- Cannot perform incompatible activities simultaneously\r\n- Must meet prerequisites for certain activities\r\n- Book availability conflicts\r\n\r\n**When disabled**: Players can schedule any activities (useful for special circumstances or house rules)\r\n\r\n**Recommendation**: Keep enabled for standard play to prevent accidental rule violations.\r\n\r\n---\r\n\r\n### Track Resources\r\n\r\n**Checkbox** | **World Setting** | **GM Only**\r\n**Default**: Enabled\r\n\r\nAutomatically creates diary entries whenever resources are added or removed from Actor sheets.\r\n\r\n**Tracked resources**:\r\n\r\n- Vis (all Arts)\r\n- Books and lab texts\r\n- Magic items\r\n- Laboratory changes\r\n- Covenant finances\r\n\r\n**Use cases**:\r\n\r\n- **Disable during character creation**: Prevent cluttering the diary with initial resource allocation\r\n- **Enable during play**: Maintain accurate records of resource transactions\r\n- Historical tracking of vis expenditure and item acquisition\r\n\r\n**Also available in**: The Astrolabium (calendar interface)\r\n\r\n**Tip**: Disable temporarily when doing bulk resource management, then re-enable.\r\n\r\n---\r\n\r\n### Automatic Confidence Prompt\r\n\r\n**Checkbox** | **Client Setting**\r\n**Default**: Enabled\r\n\r\nWhen making consecutive rolls, automatically skips the confidence prompt and proceeds with the roll.\r\n\r\n**Behavior**:\r\n\r\n- Any pending fatigue levels are applied automatically\r\n- Any pending wounds are applied automatically\r\n- If conditions prevent the roll (e.g., unconscious), it will fail appropriately\r\n\r\n**When disabled**: Each roll will prompt for confidence use, fatigue application, etc.\r\n\r\n**Use case**: Speeds up play by reducing clicks for routine rolls.\r\n\r\n---\r\n\r\n## Dice & Rolling\r\n\r\nSettings related to dice rolling, visibility, and special effects.\r\n\r\n### Show Rolls\r\n\r\n**Dropdown** | **World Setting** | **GM Only**\r\n**Default**: Players only\r\n\r\nControls who can see whose roll results in chat.\r\n\r\n**Options**:\r\n\r\n- **Give me all details!**: Everyone sees all rolls\r\n- **Only players rolls**: All players see each other's rolls, GM rolls are hidden\r\n- **Only the rolls of owned characters**: Players only see rolls from their owned characters\r\n\r\n**Use case**: Maintain mystery by hiding NPC rolls and keeping player rolls separate.\r\n\r\n---\r\n\r\n### Show Roll Formulas\r\n\r\n**Dropdown** | **World Setting** | **GM Only**\r\n**Default**: Players only\r\n\r\nControls who can see the formula breakdown of rolls (e.g., \"1d10 + 5 (Characteristic) + 3 (Skill)\").\r\n\r\n**Options**:\r\n\r\n- **Give me all details!**: Everyone sees all roll formulas\r\n- **Only players rolls**: Only player roll formulas are visible\r\n- **Only the formula for owned characters**: Players only see formulas for their characters\r\n\r\n**Use case**: Hide NPC capabilities by concealing their roll formulas.\r\n\r\n---\r\n\r\n### Show NPC Magic Details\r\n\r\n**Dropdown** | **World Setting** | **GM Only**\r\n**Default**: Only results\r\n\r\nDuring magic contests against NPCs, controls how much information is revealed.\r\n\r\n**Options**:\r\n\r\n- **Give me all details!**: Shows exact casting total, penetration, and magic resistance values\r\n- **Show me only the result**: Only reveals success or failure without numerical details\r\n\r\n**Use case**:\r\n\r\n- **Only results**: Maintains mystery about NPC capabilities\r\n- **All details**: Useful for teaching players or transparent gameplay\r\n\r\n---\r\n\r\n### Fun Stress Dice\r\n\r\n**Dropdown** | **World Setting** | **GM Only**\r\n**Default**: Players only\r\n\r\nShows a special dialog when rolling a 1 on a stress die (before checking for explosion or botch).\r\n\r\n**Options**:\r\n\r\n- **Nobody**: No fun dialog, proceed immediately\r\n- **Players only**: Show dialog for player rolls; GM rolls explode automatically\r\n- **Everyone**: Show dialog for all rolls\r\n\r\n**Fun dialog features**:\r\n\r\n- Dramatic announcement\r\n- Sound effects (if configured)\r\n- Roll animation pause\r\n\r\n**Note**: If enabled, GM stress dice that explode are rolled automatically to speed up play.\r\n\r\n---\r\n\r\n### Dramatic Pause After Rolling a One\r\n\r\n**Slider** | **World Setting** | **GM Only**\r\n**Default**: 2000 milliseconds\r\n**Range**: 0-5000 ms\r\n\r\n**[Dice So Nice Integration]**\r\n\r\nWhen the \"Fun Stress Die\" setting is disabled, adds a dramatic pause (in milliseconds) after rolling a 1 on a stress die.\r\n\r\n**Requirements**: Dice So Nice module must be installed and enabled\r\n\r\n**Use case**: Adds tension before revealing whether the roll explodes or botches, without the full fun dialog.\r\n\r\n---\r\n\r\n### Use Alternate Stress Die\r\n\r\n**Checkbox** | **World Setting** | **GM Only**\r\n**Default**: Disabled\r\n\r\nInverts the stress die mechanics to use an alternate system.\r\n\r\n**Standard rules**:\r\n\r\n- 1 = Potentially explode (multiply die)\r\n- 0 = Check for botch\r\n\r\n**Alternate rules**:\r\n\r\n- 0 = Potentially explode (add +10 to roll)\r\n- 1 = Check for botch\r\n\r\n**When exploding**: Adds +10 instead of doubling the roll.\r\n\r\n**Use case**: Some house rules or non-standard campaigns use this alternative stress die system.\r\n\r\n**⚠️ Warning**: This fundamentally changes the probability distribution. Only use if you understand the mathematical implications.\r\n\r\n---\r\n\r\n## Calendar & Time\r\n\r\nSettings related to the saga's calendar and time tracking.\r\n\r\n### Winter First\r\n\r\n**Checkbox** | **World Setting** | **GM Only**\r\n**Default**: Disabled (Spring is first)\r\n\r\nDetermines whether the first season of the year is Winter or Spring.\r\n\r\n**Options**:\r\n\r\n- **Disabled** (default): Year starts with Spring (March), as per core rules\r\n- **Enabled**: Year starts with Winter (December/January)\r\n\r\n**Season order when disabled**: Spring → Summer → Autumn → Winter\r\n**Season order when enabled**: Winter → Spring → Summer → Autumn\r\n\r\n**⚠️ Important**: Do **not** change this setting in the middle of a saga. It can cause confusion with existing seasonal activity records and dates.\r\n\r\n**Use case**: Some sagas prefer Winter as the first season to align with calendar year.\r\n\r\n---\r\n\r\n### Current Date\r\n\r\n**Hidden Setting** | **World Setting**\r\n\r\nStores the current date in the saga (year, season, month, day).\r\n\r\n**Default**: Year 1220, Spring, March 20\r\n\r\n**Not directly configurable**: Use the Astrolabium (calendar tool) to change the date.\r\n\r\n**Note**: If Simple Calendar module is active, it may take precedence over this setting.\r\n\r\n---\r\n\r\n## Economy & Resources\r\n\r\nSettings for managing money and economic complexity.\r\n\r\n### Money Management Level\r\n\r\n**Dropdown** | **World Setting** | **GM Only**\r\n**Default**: Don't bother with it\r\n\r\nControls the level of detail for item prices and economic tracking.\r\n\r\n**Options**:\r\n\r\n- **Don't bother with it**: No prices tracked, narrative economics\r\n- **Only a qualifier**: Items marked as cheap, standard, or expensive\r\n- **Everything priced to the coin**: Full economic simulation with exact prices\r\n\r\n**Use cases**:\r\n\r\n- **Don't bother**: Story-focused sagas without economic constraints\r\n- **Qualifier**: Abstract wealth without detailed bookkeeping\r\n- **To the coin**: Realistic economic simulation for merchant/covenant-focused sagas\r\n\r\n---\r\n\r\n### Currency Name\r\n\r\n**Text Field** | **World Setting** | **GM Only**\r\n**Default**: \"Silver coins\"\r\n\r\nName of the local currency used in your saga.\r\n\r\n**Examples**:\r\n\r\n- \"Denarii\" (Latin)\r\n- \"Pennies\" (English)\r\n- \"Sous\" (French)\r\n- \"Pfennige\" (German)\r\n- \"Dinero\" (Spanish)\r\n\r\n**Note**: This is cosmetic and affects how currency is displayed.\r\n\r\n---\r\n\r\n### Currency Coefficient\r\n\r\n**Number Field** | **World Setting** | **GM Only**\r\n**Default**: 240\r\n\r\nHow many units of the local currency equal one Mythic Pound (the standard unit in Ars Magica).\r\n\r\n**Standard conversions**:\r\n\r\n- **240**: Silver pennies to 1 Mythic Pound (core rules)\r\n- **20**: Gold coins to 1 Mythic Pound\r\n- **1**: If using Mythic Pounds directly\r\n\r\n**Formula**: Local currency amount ÷ Coefficient = Mythic Pounds\r\n\r\n**Use case**: Allows you to work in local currency while the system tracks values in the standard Mythic Pound.\r\n\r\n---\r\n\r\n## User Interface\r\n\r\nSettings that affect the user interface and interaction experience.\r\n\r\n### Quick Delete\r\n\r\n**Checkbox** | **Client Setting**\r\n**Default**: Enabled (asks for confirmation)\r\n\r\nControls whether deletion of owned items requires confirmation.\r\n\r\n**When enabled**: Shows a confirmation dialog before deleting items from character sheets\r\n**When disabled**: Items delete immediately without confirmation\r\n\r\n**Recommendation**: Keep enabled to prevent accidental deletions.\r\n\r\n---\r\n\r\n## Advanced Settings\r\n\r\n### Notify Missing Reference\r\n\r\n**Hidden Checkbox** | **World Setting**\r\n**Default**: Enabled\r\n\r\nWhether to display notifications when the system can't find referenced compendium content.\r\n\r\n**Not user-configurable**: This is typically managed automatically by the system.\r\n\r\n**When enabled**: Shows warnings if a document references a compendium entry that doesn't exist (useful for troubleshooting).\r\n\r\n---\r\n\r\n### Clear User Cache\r\n\r\n**Checkbox** | **Client Setting**\r\n**Default**: Enabled\r\n\r\nResets the browser session data on the next refresh.\r\n\r\n**Cached data includes**:\r\n\r\n- Filter criteria for all actors\r\n- Folding state of all expandable sections\r\n- UI preferences and view states\r\n- Scroll positions\r\n\r\n**When to use**:\r\n\r\n- UI behaving strangely or showing old data\r\n- After a system update if things seem wrong\r\n- Cache has grown too large (happens over long campaigns)\r\n\r\n**Effect**: On next page refresh, all filters and folded sections reset to defaults. This is normal and clears the cache.\r\n\r\n**Note**: This setting automatically resets to enabled after clearing.\r\n\r\n---\r\n\r\n## Recommendations by Play Style\r\n\r\n### New Saga Starting at 1220\r\n\r\n- **Winter First**: Disabled (Spring first is standard)\r\n- **Enforce Schedule Constraints**: Enabled\r\n- **Track Resources**: Disabled during character creation, enable after\r\n- **Show NPC Magic Details**: Only results (mystery!)\r\n- **Money Management**: Don't bother, or qualifier\r\n- **Sourcebook Filter**: Core + desired supplements\r\n\r\n### Established Saga\r\n\r\n- **Track Resources**: Enabled (keep good records)\r\n- **Enforce Schedule Constraints**: Enabled (prevent accidents)\r\n- **Show Rolls**: Only players or owned characters\r\n- **Fun Stress Die**: Players only or Everyone\r\n- **Quick Delete**: Enabled (prevent accidents)\r\n\r\n### Teaching/Learning Saga\r\n\r\n- **Show NPC Magic Details**: Give me all details!\r\n- **Show Roll Formulas**: Give me all details!\r\n- **Show Metagame Information**: Enabled\r\n- **Fun Stress Die**: Everyone\r\n- **Enforce Schedule Constraints**: Enabled (learn proper rules)\r\n\r\n### House Rules / Experimental\r\n\r\n- **Enforce Schedule Constraints**: Possibly disabled\r\n- **Alternate Stress Die**: As per house rules\r\n- **Winter First**: As per preference\r\n- **Sourcebook Filter**: Custom selections\r\n\r\n---\r\n\r\n## Troubleshooting\r\n\r\n### Setting Not Saving\r\n\r\n- Check if you have permission (some settings are GM-only)\r\n- Try refreshing the page after changing\r\n- Check browser console for errors\r\n\r\n### UI Acting Strange\r\n\r\n- Enable \"Clear User Cache\" and refresh\r\n- Clear browser cache\r\n- Check for module conflicts\r\n\r\n### Dates Not Working\r\n\r\n- Check if Simple Calendar module is active (may override)\r\n- Use the Astrolabium to manage dates\r\n- Verify \"Current Date\" setting via console if needed\r\n\r\n### Icons Not Changing\r\n\r\n- \"Default Icon Style\" only affects **new** documents\r\n- Existing documents keep their icons\r\n- Manually change individual document icons if needed\r\n\r\n---\r\n\r\n## Next Steps\r\n\r\nIf you're following our recommended reading order, please move on to @UUID[JournalEntry.oDQsTk1akJApj1if.JournalEntryPage.SBzrbU0km9C5iqof]{Actors}\r\n\r\nFor information about using the calendar system, see the **Astrolabium** section.\r\n\r\nFor Active Effects and how they interact with settings, see @UUID[JournalEntry.6IQ8RULAQqwg8QhA.JournalEntryPage.UTLyPky6bwF4Mgjx]{Active effects}","format":2,"content":"<h1>System Settings</h1>\n<p>This page covers the settings specific to the Ars Magica 5e system in Foundry VTT. For general Foundry VTT settings, please refer to the official Foundry documentation.</p>\n<h2>Table of Contents</h2>\n<ul>\n<li><a href=\"#world-configuration\">World Configuration</a></li>\n<li><a href=\"#visual--display-settings\">Visual &amp; Display Settings</a></li>\n<li><a href=\"#gameplay-mechanics\">Gameplay Mechanics</a></li>\n<li><a href=\"#dice--rolling\">Dice &amp; Rolling</a></li>\n<li><a href=\"#calendar--time\">Calendar &amp; Time</a></li>\n<li><a href=\"#economy--resources\">Economy &amp; Resources</a></li>\n<li><a href=\"#user-interface\">User Interface</a></li>\n<li><a href=\"#advanced-settings\">Advanced Settings</a></li>\n</ul>\n<hr />\n<h2>World Configuration</h2>\n<p>These settings affect the entire world and are typically configured once during initial setup.</p>\n<h3>Sourcebooks Filter</h3>\n<p><strong>Menu Dialog</strong> | <strong>World Setting</strong> | <strong>GM Only</strong></p>\n<p>Allows you to choose which sourcebooks to include in your current world. This helps prevent overwhelming players with choices and lets you customize what content is allowed in your game.</p>\n<p><strong>How to access</strong>: Click the button to open the configuration menu where you can enable/disable individual sourcebooks.</p>\n<p><strong>Current functionality</strong>: Filters spell attributes and other content based on sourcebook selection.</p>\n<p><strong>Use cases</strong>:</p>\n<ul>\n<li>Running a core-books-only saga</li>\n<li>Excluding experimental or house-ruled content</li>\n<li>Gradually introducing supplements as your saga progresses</li>\n<li>Custom campaign with specific source restrictions</li>\n</ul>\n<hr />\n<h3>Compendia Reference</h3>\n<p><strong>Menu Dialog</strong> | <strong>World Setting</strong> | <strong>GM Only</strong></p>\n<p>Selects which module will be the reference for this world's compendia content.</p>\n<p><strong>Use case</strong>: If you're playing in two different Tribunals with separate compendium modules containing different information, you can set the appropriate reference for each world to prevent mixing content.</p>\n<p><strong>Default</strong>: <code>arm5e-compendia</code></p>\n<p><strong>Note</strong>: This setting ensures that when the system looks for reference content (like virtues, flaws, or spells), it pulls from the correct module.</p>\n<hr />\n<h3>System Migration Version</h3>\n<p><strong>Text Field</strong> | <strong>World Setting</strong> | <strong>GM Only</strong></p>\n<p>Allows you to reset the system version to trigger a data migration from that version forward.</p>\n<p><strong>Use case</strong>: Useful when importing documents from old compendia that need to be migrated to the current system version's data structure.</p>\n<p><strong>⚠️ Warning</strong>: Only use this if you understand data migrations. Incorrect use may require restoring from backup.</p>\n<p><strong>Example</strong>: If you import actors from a compendium created with version 2.0.0, set this to <code>2.0.0</code> and reload to trigger the migration process.</p>\n<hr />\n<h2>Visual &amp; Display Settings</h2>\n<p>Cosmetic preferences that affect how information is displayed.</p>\n<h3>Default Icon Style</h3>\n<p><strong>Dropdown</strong> | <strong>World Setting</strong> | <strong>GM Only</strong></p>\n<p>Choose between monochrome (black &amp; white) or color versions of default icons for newly created documents.</p>\n<p><strong>Options</strong>:</p>\n<ul>\n<li><strong>Monochrome</strong>: Classic black &amp; white style</li>\n<li><strong>Color</strong>: Full color icons</li>\n</ul>\n<p><strong>Important</strong>:</p>\n<ul>\n<li>Only applies to <strong>brand new</strong> documents</li>\n<li>Existing documents keep their original icons</li>\n<li>Copied documents retain the icon from the source</li>\n<li>Purely cosmetic - no mechanical effect</li>\n</ul>\n<hr />\n<h3>Icon Style for Arts</h3>\n<p><strong>Dropdown</strong> | <strong>Client Setting</strong></p>\n<p>Choose the visual representation for Hermetic Arts throughout the system.</p>\n<p><strong>Options</strong>:</p>\n<ul>\n<li><strong>Hermetic Symbols</strong>: Traditional Hermetic Art symbols</li>\n<li><strong>Hand Gestures</strong>: Medieval hand gesture illustrations</li>\n</ul>\n<p><strong>Important</strong>:</p>\n<ul>\n<li>This is a per-user preference (client setting)</li>\n<li>Purely cosmetic - no mechanical effect</li>\n<li>Affects display in character sheets, spell lists, and lab totals</li>\n</ul>\n<hr />\n<h3>Header Font</h3>\n<p><strong>Dropdown</strong> | <strong>Client Setting</strong></p>\n<p>Choose the font used for headers in sheets and dialogs.</p>\n<p><strong>Options</strong>: Various medieval-style fonts\n<strong>Default</strong>: Blackmoor</p>\n<p><strong>Note</strong>: This is a client-side preference, so each player can choose their preferred font style.</p>\n<hr />\n<h3>Show Metagame Information</h3>\n<p><strong>Checkbox</strong> | <strong>World Setting</strong> | <strong>GM Only</strong></p>\n<p>Whether to display the sourcebook reference and page number where an Item originates.</p>\n<p><strong>When enabled</strong>: Shows information like \"Core Rulebook, p. 45\" on item sheets\n<strong>When disabled</strong>: Hides sourcebook references for a more immersive experience</p>\n<p><strong>Use cases</strong>:</p>\n<ul>\n<li>Enable for easy rulebook reference during play</li>\n<li>Disable for players who prefer not to see metagame information</li>\n<li>Useful for GMs who want to cite sources quickly</li>\n</ul>\n<hr />\n<h2>Gameplay Mechanics</h2>\n<p>Settings that affect game rules and character progression.</p>\n<h3>Enforce Schedule Constraints</h3>\n<p><strong>Checkbox</strong> | <strong>World Setting</strong> | <strong>GM Only</strong>\n<strong>Default</strong>: Enabled</p>\n<p>Whether to prevent users from scheduling or applying seasonal activities that violate system constraints.</p>\n<p><strong>Constraints enforced</strong>:</p>\n<ul>\n<li>Cannot read the same book twice in one season</li>\n<li>Cannot perform incompatible activities simultaneously</li>\n<li>Must meet prerequisites for certain activities</li>\n<li>Book availability conflicts</li>\n</ul>\n<p><strong>When disabled</strong>: Players can schedule any activities (useful for special circumstances or house rules)</p>\n<p><strong>Recommendation</strong>: Keep enabled for standard play to prevent accidental rule violations.</p>\n<hr />\n<h3>Track Resources</h3>\n<p><strong>Checkbox</strong> | <strong>World Setting</strong> | <strong>GM Only</strong>\n<strong>Default</strong>: Enabled</p>\n<p>Automatically creates diary entries whenever resources are added or removed from Actor sheets.</p>\n<p><strong>Tracked resources</strong>:</p>\n<ul>\n<li>Vis (all Arts)</li>\n<li>Books and lab texts</li>\n<li>Magic items</li>\n<li>Laboratory changes</li>\n<li>Covenant finances</li>\n</ul>\n<p><strong>Use cases</strong>:</p>\n<ul>\n<li><strong>Disable during character creation</strong>: Prevent cluttering the diary with initial resource allocation</li>\n<li><strong>Enable during play</strong>: Maintain accurate records of resource transactions</li>\n<li>Historical tracking of vis expenditure and item acquisition</li>\n</ul>\n<p><strong>Also available in</strong>: The Astrolabium (calendar interface)</p>\n<p><strong>Tip</strong>: Disable temporarily when doing bulk resource management, then re-enable.</p>\n<hr />\n<h3>Automatic Confidence Prompt</h3>\n<p><strong>Checkbox</strong> | <strong>Client Setting</strong>\n<strong>Default</strong>: Enabled</p>\n<p>When making consecutive rolls, automatically skips the confidence prompt and proceeds with the roll.</p>\n<p><strong>Behavior</strong>:</p>\n<ul>\n<li>Any pending fatigue levels are applied automatically</li>\n<li>Any pending wounds are applied automatically</li>\n<li>If conditions prevent the roll (e.g., unconscious), it will fail appropriately</li>\n</ul>\n<p><strong>When disabled</strong>: Each roll will prompt for confidence use, fatigue application, etc.</p>\n<p><strong>Use case</strong>: Speeds up play by reducing clicks for routine rolls.</p>\n<hr />\n<h2>Dice &amp; Rolling</h2>\n<p>Settings related to dice rolling, visibility, and special effects.</p>\n<h3>Show Rolls</h3>\n<p><strong>Dropdown</strong> | <strong>World Setting</strong> | <strong>GM Only</strong>\n<strong>Default</strong>: Players only</p>\n<p>Controls who can see whose roll results in chat.</p>\n<p><strong>Options</strong>:</p>\n<ul>\n<li><strong>Give me all details!</strong>: Everyone sees all rolls</li>\n<li><strong>Only players rolls</strong>: All players see each other's rolls, GM rolls are hidden</li>\n<li><strong>Only the rolls of owned characters</strong>: Players only see rolls from their owned characters</li>\n</ul>\n<p><strong>Use case</strong>: Maintain mystery by hiding NPC rolls and keeping player rolls separate.</p>\n<hr />\n<h3>Show Roll Formulas</h3>\n<p><strong>Dropdown</strong> | <strong>World Setting</strong> | <strong>GM Only</strong>\n<strong>Default</strong>: Players only</p>\n<p>Controls who can see the formula breakdown of rolls (e.g., \"1d10 + 5 (Characteristic) + 3 (Skill)\").</p>\n<p><strong>Options</strong>:</p>\n<ul>\n<li><strong>Give me all details!</strong>: Everyone sees all roll formulas</li>\n<li><strong>Only players rolls</strong>: Only player roll formulas are visible</li>\n<li><strong>Only the formula for owned characters</strong>: Players only see formulas for their characters</li>\n</ul>\n<p><strong>Use case</strong>: Hide NPC capabilities by concealing their roll formulas.</p>\n<hr />\n<h3>Show NPC Magic Details</h3>\n<p><strong>Dropdown</strong> | <strong>World Setting</strong> | <strong>GM Only</strong>\n<strong>Default</strong>: Only results</p>\n<p>During magic contests against NPCs, controls how much information is revealed.</p>\n<p><strong>Options</strong>:</p>\n<ul>\n<li><strong>Give me all details!</strong>: Shows exact casting total, penetration, and magic resistance values</li>\n<li><strong>Show me only the result</strong>: Only reveals success or failure without numerical details</li>\n</ul>\n<p><strong>Use case</strong>:</p>\n<ul>\n<li><strong>Only results</strong>: Maintains mystery about NPC capabilities</li>\n<li><strong>All details</strong>: Useful for teaching players or transparent gameplay</li>\n</ul>\n<hr />\n<h3>Fun Stress Dice</h3>\n<p><strong>Dropdown</strong> | <strong>World Setting</strong> | <strong>GM Only</strong>\n<strong>Default</strong>: Players only</p>\n<p>Shows a special dialog when rolling a 1 on a stress die (before checking for explosion or botch).</p>\n<p><strong>Options</strong>:</p>\n<ul>\n<li><strong>Nobody</strong>: No fun dialog, proceed immediately</li>\n<li><strong>Players only</strong>: Show dialog for player rolls; GM rolls explode automatically</li>\n<li><strong>Everyone</strong>: Show dialog for all rolls</li>\n</ul>\n<p><strong>Fun dialog features</strong>:</p>\n<ul>\n<li>Dramatic announcement</li>\n<li>Sound effects (if configured)</li>\n<li>Roll animation pause</li>\n</ul>\n<p><strong>Note</strong>: If enabled, GM stress dice that explode are rolled automatically to speed up play.</p>\n<hr />\n<h3>Dramatic Pause After Rolling a One</h3>\n<p><strong>Slider</strong> | <strong>World Setting</strong> | <strong>GM Only</strong>\n<strong>Default</strong>: 2000 milliseconds\n<strong>Range</strong>: 0-5000 ms</p>\n<p><strong>[Dice So Nice Integration]</strong></p>\n<p>When the \"Fun Stress Die\" setting is disabled, adds a dramatic pause (in milliseconds) after rolling a 1 on a stress die.</p>\n<p><strong>Requirements</strong>: Dice So Nice module must be installed and enabled</p>\n<p><strong>Use case</strong>: Adds tension before revealing whether the roll explodes or botches, without the full fun dialog.</p>\n<hr />\n<h3>Use Alternate Stress Die</h3>\n<p><strong>Checkbox</strong> | <strong>World Setting</strong> | <strong>GM Only</strong>\n<strong>Default</strong>: Disabled</p>\n<p>Inverts the stress die mechanics to use an alternate system.</p>\n<p><strong>Standard rules</strong>:</p>\n<ul>\n<li>1 = Potentially explode (multiply die)</li>\n<li>0 = Check for botch</li>\n</ul>\n<p><strong>Alternate rules</strong>:</p>\n<ul>\n<li>0 = Potentially explode (add +10 to roll)</li>\n<li>1 = Check for botch</li>\n</ul>\n<p><strong>When exploding</strong>: Adds +10 instead of doubling the roll.</p>\n<p><strong>Use case</strong>: Some house rules or non-standard campaigns use this alternative stress die system.</p>\n<p><strong>⚠️ Warning</strong>: This fundamentally changes the probability distribution. Only use if you understand the mathematical implications.</p>\n<hr />\n<h2>Calendar &amp; Time</h2>\n<p>Settings related to the saga's calendar and time tracking.</p>\n<h3>Winter First</h3>\n<p><strong>Checkbox</strong> | <strong>World Setting</strong> | <strong>GM Only</strong>\n<strong>Default</strong>: Disabled (Spring is first)</p>\n<p>Determines whether the first season of the year is Winter or Spring.</p>\n<p><strong>Options</strong>:</p>\n<ul>\n<li><strong>Disabled</strong> (default): Year starts with Spring (March), as per core rules</li>\n<li><strong>Enabled</strong>: Year starts with Winter (December/January)</li>\n</ul>\n<p><strong>Season order when disabled</strong>: Spring → Summer → Autumn → Winter\n<strong>Season order when enabled</strong>: Winter → Spring → Summer → Autumn</p>\n<p><strong>⚠️ Important</strong>: Do <strong>not</strong> change this setting in the middle of a saga. It can cause confusion with existing seasonal activity records and dates.</p>\n<p><strong>Use case</strong>: Some sagas prefer Winter as the first season to align with calendar year.</p>\n<hr />\n<h3>Current Date</h3>\n<p><strong>Hidden Setting</strong> | <strong>World Setting</strong></p>\n<p>Stores the current date in the saga (year, season, month, day).</p>\n<p><strong>Default</strong>: Year 1220, Spring, March 20</p>\n<p><strong>Not directly configurable</strong>: Use the Astrolabium (calendar tool) to change the date.</p>\n<p><strong>Note</strong>: If Simple Calendar module is active, it may take precedence over this setting.</p>\n<hr />\n<h2>Economy &amp; Resources</h2>\n<p>Settings for managing money and economic complexity.</p>\n<h3>Money Management Level</h3>\n<p><strong>Dropdown</strong> | <strong>World Setting</strong> | <strong>GM Only</strong>\n<strong>Default</strong>: Don't bother with it</p>\n<p>Controls the level of detail for item prices and economic tracking.</p>\n<p><strong>Options</strong>:</p>\n<ul>\n<li><strong>Don't bother with it</strong>: No prices tracked, narrative economics</li>\n<li><strong>Only a qualifier</strong>: Items marked as cheap, standard, or expensive</li>\n<li><strong>Everything priced to the coin</strong>: Full economic simulation with exact prices</li>\n</ul>\n<p><strong>Use cases</strong>:</p>\n<ul>\n<li><strong>Don't bother</strong>: Story-focused sagas without economic constraints</li>\n<li><strong>Qualifier</strong>: Abstract wealth without detailed bookkeeping</li>\n<li><strong>To the coin</strong>: Realistic economic simulation for merchant/covenant-focused sagas</li>\n</ul>\n<hr />\n<h3>Currency Name</h3>\n<p><strong>Text Field</strong> | <strong>World Setting</strong> | <strong>GM Only</strong>\n<strong>Default</strong>: \"Silver coins\"</p>\n<p>Name of the local currency used in your saga.</p>\n<p><strong>Examples</strong>:</p>\n<ul>\n<li>\"Denarii\" (Latin)</li>\n<li>\"Pennies\" (English)</li>\n<li>\"Sous\" (French)</li>\n<li>\"Pfennige\" (German)</li>\n<li>\"Dinero\" (Spanish)</li>\n</ul>\n<p><strong>Note</strong>: This is cosmetic and affects how currency is displayed.</p>\n<hr />\n<h3>Currency Coefficient</h3>\n<p><strong>Number Field</strong> | <strong>World Setting</strong> | <strong>GM Only</strong>\n<strong>Default</strong>: 240</p>\n<p>How many units of the local currency equal one Mythic Pound (the standard unit in Ars Magica).</p>\n<p><strong>Standard conversions</strong>:</p>\n<ul>\n<li><strong>240</strong>: Silver pennies to 1 Mythic Pound (core rules)</li>\n<li><strong>20</strong>: Gold coins to 1 Mythic Pound</li>\n<li><strong>1</strong>: If using Mythic Pounds directly</li>\n</ul>\n<p><strong>Formula</strong>: Local currency amount ÷ Coefficient = Mythic Pounds</p>\n<p><strong>Use case</strong>: Allows you to work in local currency while the system tracks values in the standard Mythic Pound.</p>\n<hr />\n<h2>User Interface</h2>\n<p>Settings that affect the user interface and interaction experience.</p>\n<h3>Quick Delete</h3>\n<p><strong>Checkbox</strong> | <strong>Client Setting</strong>\n<strong>Default</strong>: Enabled (asks for confirmation)</p>\n<p>Controls whether deletion of owned items requires confirmation.</p>\n<p><strong>When enabled</strong>: Shows a confirmation dialog before deleting items from character sheets\n<strong>When disabled</strong>: Items delete immediately without confirmation</p>\n<p><strong>Recommendation</strong>: Keep enabled to prevent accidental deletions.</p>\n<hr />\n<h2>Advanced Settings</h2>\n<h3>Notify Missing Reference</h3>\n<p><strong>Hidden Checkbox</strong> | <strong>World Setting</strong>\n<strong>Default</strong>: Enabled</p>\n<p>Whether to display notifications when the system can't find referenced compendium content.</p>\n<p><strong>Not user-configurable</strong>: This is typically managed automatically by the system.</p>\n<p><strong>When enabled</strong>: Shows warnings if a document references a compendium entry that doesn't exist (useful for troubleshooting).</p>\n<hr />\n<h3>Clear User Cache</h3>\n<p><strong>Checkbox</strong> | <strong>Client Setting</strong>\n<strong>Default</strong>: Enabled</p>\n<p>Resets the browser session data on the next refresh.</p>\n<p><strong>Cached data includes</strong>:</p>\n<ul>\n<li>Filter criteria for all actors</li>\n<li>Folding state of all expandable sections</li>\n<li>UI preferences and view states</li>\n<li>Scroll positions</li>\n</ul>\n<p><strong>When to use</strong>:</p>\n<ul>\n<li>UI behaving strangely or showing old data</li>\n<li>After a system update if things seem wrong</li>\n<li>Cache has grown too large (happens over long campaigns)</li>\n</ul>\n<p><strong>Effect</strong>: On next page refresh, all filters and folded sections reset to defaults. This is normal and clears the cache.</p>\n<p><strong>Note</strong>: This setting automatically resets to enabled after clearing.</p>\n<hr />\n<h2>Recommendations by Play Style</h2>\n<h3>New Saga Starting at 1220</h3>\n<ul>\n<li><strong>Winter First</strong>: Disabled (Spring first is standard)</li>\n<li><strong>Enforce Schedule Constraints</strong>: Enabled</li>\n<li><strong>Track Resources</strong>: Disabled during character creation, enable after</li>\n<li><strong>Show NPC Magic Details</strong>: Only results (mystery!)</li>\n<li><strong>Money Management</strong>: Don't bother, or qualifier</li>\n<li><strong>Sourcebook Filter</strong>: Core + desired supplements</li>\n</ul>\n<h3>Established Saga</h3>\n<ul>\n<li><strong>Track Resources</strong>: Enabled (keep good records)</li>\n<li><strong>Enforce Schedule Constraints</strong>: Enabled (prevent accidents)</li>\n<li><strong>Show Rolls</strong>: Only players or owned characters</li>\n<li><strong>Fun Stress Die</strong>: Players only or Everyone</li>\n<li><strong>Quick Delete</strong>: Enabled (prevent accidents)</li>\n</ul>\n<h3>Teaching/Learning Saga</h3>\n<ul>\n<li><strong>Show NPC Magic Details</strong>: Give me all details!</li>\n<li><strong>Show Roll Formulas</strong>: Give me all details!</li>\n<li><strong>Show Metagame Information</strong>: Enabled</li>\n<li><strong>Fun Stress Die</strong>: Everyone</li>\n<li><strong>Enforce Schedule Constraints</strong>: Enabled (learn proper rules)</li>\n</ul>\n<h3>House Rules / Experimental</h3>\n<ul>\n<li><strong>Enforce Schedule Constraints</strong>: Possibly disabled</li>\n<li><strong>Alternate Stress Die</strong>: As per house rules</li>\n<li><strong>Winter First</strong>: As per preference</li>\n<li><strong>Sourcebook Filter</strong>: Custom selections</li>\n</ul>\n<hr />\n<h2>Troubleshooting</h2>\n<h3>Setting Not Saving</h3>\n<ul>\n<li>Check if you have permission (some settings are GM-only)</li>\n<li>Try refreshing the page after changing</li>\n<li>Check browser console for errors</li>\n</ul>\n<h3>UI Acting Strange</h3>\n<ul>\n<li>Enable \"Clear User Cache\" and refresh</li>\n<li>Clear browser cache</li>\n<li>Check for module conflicts</li>\n</ul>\n<h3>Dates Not Working</h3>\n<ul>\n<li>Check if Simple Calendar module is active (may override)</li>\n<li>Use the Astrolabium to manage dates</li>\n<li>Verify \"Current Date\" setting via console if needed</li>\n</ul>\n<h3>Icons Not Changing</h3>\n<ul>\n<li>\"Default Icon Style\" only affects <strong>new</strong> documents</li>\n<li>Existing documents keep their icons</li>\n<li>Manually change individual document icons if needed</li>\n</ul>\n<hr />\n<h2>Next Steps</h2>\n<p>If you're following our recommended reading order, please move on to @UUID[JournalEntry.oDQsTk1akJApj1if.JournalEntryPage.SBzrbU0km9C5iqof]{Actors}</p>\n<p>For information about using the calendar system, see the <strong>Astrolabium</strong> section.</p>\n<p>For Active Effects and how they interact with settings, see @UUID[JournalEntry.6IQ8RULAQqwg8QhA.JournalEntryPage.UTLyPky6bwF4Mgjx]{Active effects}</p>"},"_id":"Z2pxlPecstZnNaTE","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
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{"name":"Spell Guidelines","pages":[{"sort":-100000,"name":"Range/Duration/Target Info","type":"text","_id":"lNR0xO4hToCIdFoN","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p></p><table><tbody><tr><td><p style=\"text-align:center\">Magnitudes</p></td><td><p style=\"text-align:center\"><strong>Ranges</strong></p></td><td><p style=\"text-align:center\"><strong>Durations</strong></p></td><td><p style=\"text-align:center\"><strong>Targets</strong></p></td></tr><tr><td><p style=\"text-align:center\">0</p></td><td><p style=\"text-align:center\">Personal</p></td><td><p style=\"text-align:center\">Momentary</p></td><td><p style=\"text-align:center\">Individual / Circle / Taste*</p></td></tr><tr><td><p style=\"text-align:center\">1</p></td><td><p style=\"text-align:center\">Eye / Touch</p></td><td><p style=\"text-align:center\">Diameter / Concentration</p></td><td><p style=\"text-align:center\">Part / Touch*</p></td></tr><tr><td><p style=\"text-align:center\">2</p></td><td><p style=\"text-align:center\">Voice / Road**</p></td><td><p style=\"text-align:center\">Sun / Ring</p></td><td><p style=\"text-align:center\">Group / Room / Smell*</p></td></tr><tr><td><p style=\"text-align:center\">3</p></td><td><p style=\"text-align:center\">Sight</p></td><td><p style=\"text-align:center\">Moon / Fire**</p></td><td><p style=\"text-align:center\">Structure / Hearing* / Bloodline**</p></td></tr><tr><td><p style=\"text-align:center\">4</p></td><td><p style=\"text-align:center\">Arcane Connection</p></td><td><p style=\"text-align:center\">Year / Until (condition)** / Year+1**</p></td><td><p style=\"text-align:center\">Boundary / Vision*</p></td></tr><tr><td><p style=\"text-align:center\">+3 magnitudes</p></td><td><p style=\"text-align:center\"></p></td><td><p style=\"text-align:center\">Bargain**</p></td><td><p style=\"text-align:center\"></p></td></tr></tbody></table><p>*: Magical Sense only for Intellego spells.</p><p>**: Paramaters only available for Magi with Faerie Magic (i.e. House Merenita Magi)</p><hr /><p style=\"text-align:center\"><strong>Ranges Description:</strong></p><p><br /><strong>Personal:</strong> Self and things worn or carried. Target can never be larger than Individual. Can not be used with 'container' Target (ie Circle, Room, Structure, Boundary)</p><p><strong>Eye:</strong> Any target the Mage can establish eye contact with. Eye contact can be avoided by target if they have cause to do so.</p><p><strong>Touch:</strong> Anything the Mage touches.</p><p><strong>Voice:</strong> As far as the Mage's voice carries. A firm voice is (about) 15 paces, a shout is (about) 50 paces. Based on the distance the Mage's voice carries, not whether the target can hear it.</p><p><strong>Road**:</strong> Anything on the same road or path as the Mage.</p><p><strong>Sight:</strong> Anything the Mage can see.</p><p><strong>Arcane Connection:</strong> Any target the Mage possesses an Arcane Connection to.</p><hr /><p style=\"text-align:center\"><strong>Durations Description:</strong></p><p></p><p><strong>Momentary:</strong> No notable duration. The effects of a spell may persist beyond the magic itself.</p><p><strong>Diameter:</strong> 2 minutes.</p><p><strong>Concentration:</strong> As long as the Mage can focus on it. Usually, 15 minutes per point in the Concentration ability.</p><p><strong>Sun:</strong> Until the next sun rise or sun set.</p><p><strong>Ring:</strong> Until the target leaves the physical ring drawn as part of the spell, or until the ring is broken.</p><p><strong>Moon:</strong> Until both the new and full moon have set.</p><p><strong>Fire**:</strong> Must be cast on a fire. Lasts until it extinguishes.</p><p><strong>Year:</strong> Until sunrise on the fourth equinox or solstice after casting. Must be a ritual.</p><p><strong>Until (condition)**:</strong> Until some condition is met, the caster passes into Twilight, or the caster or target dies. Cannot be dispelled unless part of the condition. Must be a ritual.</p><p><strong>Year+1**:</strong> 366 days. +1 day on a leap year. Must be a ritual.</p><p><strong>Bargain**:</strong> Must be cast on someone who has just concluded a bargain or agreement with the caster. Penetration Total is doubled. If the target breaks the agreement of the Bargain, the spell instantly takes effect. Bargain spells have a second duration to determine how long the spell lasts after it takes effect. The Bargain lasts up to a year.</p><hr /><p style=\"text-align:center\"><strong>Targets Description:</strong></p><p></p><p><strong>Individual:</strong> Single person or object.</p><p><strong>Circle:</strong> Everything within a physical ring drawn as part of the spell.</p><p><strong>Taste*:</strong> Information comes through the sense of taste.</p><p><strong>Part:</strong> A specific part of a person or object. Something is only part of something else while it is still attached. If it is not attached, use Individual.</p><p><strong>Touch*:</strong> Information comes through the sense of touch.</p><p><strong>Group:</strong> A group of people or things. Components of a group must be close together, and the group must be separated from any other things of the same type.</p><p><strong>Room:</strong> Everything within a chamber. The room can be very large, but must be enclosed and have definite boundaries. A courtyard would count, a valley would not.</p><p><strong>Smell*:</strong> Information comes through the sense of smell.</p><p><strong>Structure:</strong> Single structure and everything within.</p><p><strong>Hearing*:</strong> Information comes through the sense of hearing.</p><p><strong>Bloodline**:</strong> Affects one person and everyone descended from them. Spouses do not count.</p><p><strong>Boundary:</strong> Everything within a well-defined natural or man-made boundary. Must be a ritual.</p><p><strong>Vision*:</strong> Information comes through the sense of sight.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"wD6Uw4304RYImeGf":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null},"category":null},{"sort":0,"name":"Animal Spells","type":"text","_id":"cBUq4543SRVUNbDC","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>To tell if a spell affects the mind of a creature, determine from the animal's Characteristics if it has Cunning or Intelligence. If the creature has Intelligence, a Mentem spell must be used; if it has Cunning an Animal spell must be used. If a Creature with Intelligence is shapechanged into animal form, Animal spells will only affect its body, while Mentem spells must be used for its mind. If a human body has animal parts (e.g. wings), only those parts are affected by Animal spells. A Bjornaer magus in animal form is truly an animal, and so is affected in mind and body by Animal, however spells with continuing effect casted on one form continue to affect the other. A basic Individual for Animal is an animal of about the same size as a pony, Size +1, or lower.<br /></p><hr /><p style=\"text-align:center\"><strong>CREO</strong></p><p>When creating a magical creature, the Magical Might of the creature cannot exceed the level of the spell, and requisites must be included for any special powers. A Vim requisite, for the magical nature, is always required. To create treated animal products add one magnitude to the level necessary to create the equivalent amount of dead animal. To create treated and processed animal products, add two magnitude to the level necessary to create the equivalent amount of dead animal.<br />To influence the behavior of created animals, a Rego requisite is required and as this is an additional effect add at least one magnitude to the spell level. Otherwise they just do what comes naturally.<br />Creo Animal botches often produce the wrong sort of animal, or produce an animal enraged with the caster.<br /><strong><br />Level 1:</strong> Give an animal a +1 bonus to Recovery rolls.</p><p><strong>Level 2:</strong> Give an animal a +3 bonus to Recovery rolls.</p><p><strong>Level 3:</strong> Give an animal a +6 bonus to Recovery rolls.</p><p><strong>Level 4:</strong> Give an animal a +9 bonus to Recovery rolls.</p><p><strong>Level 5:</strong> Give an animal a +12 bonus to Recovery rolls.</p><ul><li><p>Create an animal product.</p></li></ul><ul><li><p>Create an insect or similar bug.</p></li></ul><p><strong>Level 10:</strong> Give an animal a +15 bonus to Recovery rolls.</p><ul><li><p>Create a corpse of an animal.</p></li><li><p>Create a bird, reptile, fish or amphibian.</p></li></ul><p><strong>Level 15:</strong> Give an animal a +18 bonus to Recovery rolls.</p><ul><li><p>Heal a Light Wound.</p></li></ul><ul><li><p>Create a mammal.</p></li><li><p>Cause an animal to reach full maturity over the course of a single day or night. This accelerated maturation only applies during the spell's duration, and thus full effect requires a Sun spell cast early in the day or the night.</p></li></ul><p><strong>Level 20:</strong> Give an animal a +21 bonus to Recovery rolls.</p><ul><li><p>Heal a Medium Wound</p></li><li><p>Cause an animal to reach full maturity over the course of two hours.</p></li></ul><p><strong>Level 25:</strong> Stop the progress of a disease.</p><ul><li><p>Heal a Heavy Wound.</p></li><li><p>Restore a lost sense.</p></li><li><p>Restore a lost limb.</p></li><li><p>Cure a disease counteracting the its effect (a Momentary ritual or it only stops the progress of the disease).</p></li><li><p>Cause an animal to reach full maturity over the course of a ten Diameters (20 minutes).</p></li></ul><p><strong>Level 30:</strong> Heal a Incapacitating Wound.</p><ul><li><p>Increase one of an animal Characteristics by one point, to no more than the average score for that kind of animal.</p></li><li><p>Cause an animal to reach full maturity over the course of a single Diameter.</p></li></ul><p><strong>Level 35:</strong> Heal all Wounds.</p><ul><li><p>Increase one of an animal Characteristics by one point, to no more the higher than the average score for that kind of animal.</p></li></ul><p><strong>Level 40:</strong> Increase one of an animal Characteristics by one point, to no more than two higher than the average score for that kind of animal.</p><ul><li><p>Cause an animal to reach full maturity in a moment.</p></li></ul><p><strong>Level 45:</strong> Increase one of an animal Characteristics by one point, to no more than three higher than the average score for that kind of animal.</p><p><strong>Level 50:</strong> Create a magical beast. Such spell always have Vim requisite, for the beast's magic, and normally have other requisites for its powers.</p><ul><li><p>Increase one of an animal Characteristics by one point, to no more than four higher than the average score for that kind of animal.</p></li></ul><p><strong>Level 55:</strong> Increase one of an animal Characteristics by one point, to no more than five higher than the average score for that kind of animal. A greater increase is not within the natural range for the animal and thus cannot be affected by Creo magic.</p><p><strong>Level 75:</strong> Raise an animal from the dead.</p><hr /><p style=\"text-align:center\"><strong>INTELLEGO</strong></p><p>When you try to get information from an animal, remember that its memories are gathered through its particular senses, with their particular strengths and weakness. Animals cannot remember human words, but might remember tone of voice and such. You may not get the exact information you are looking for.<br />To communicate with an animal, you must bring yourself to the animal's mental state – a process that might have strange, though temporary, effects on you. Additional ideas can be seen in Intellego Corpus and Intellego Mentem guidelines.<br />Intellego Animal botches normally result in false information.</p><p><strong><br />Level 1:</strong> Get a mental image of an animal.</p><p><strong>Level 3:</strong> Sense the state of consciousness of a beast.</p><ul><li><p>Get general information about its body.</p></li></ul><p><strong>Level 4:</strong> Sense the dominant drive of a beast.</p><ul><li><p>Learn a specific fact about its body.</p></li></ul><p><strong>Level 5:</strong> Learn the origin, age, and hystory of something made of animal products.</p><p><strong>Level 10:</strong> Speak with an animal.</p><ul><li><p>Read an animal surface thoughts.</p></li></ul><p><strong>Level 15:</strong> Read the recent memories of a beast.</p><p><strong>Level 20:</strong> Throroughly probe the mind of a beast.</p><hr /><p style=\"text-align:center\"><strong>MUTO</strong></p><p>Animal's granted new abilities, such as wings, need a few minutes to get used to them. When transforming things, you can transform things that they are carrying with appropriate requisites.<br />Animals are not infinitely mutable, and using too many of these spells for too long on an animal can warp its natural constitution and even destroy it. Additional ideas can be seen in Muto Corpus guidelines.<br />Muto Animal botches often change the caster instead of the target, or change the target in a way very different from that intended.<strong><br /><br />Level 1:</strong> Make a superficial change to something made of animal products (changing the color).</p><p><strong>Level 2:</strong> Make a major change to something made of animal products that preserve the substance (turn a leather jerkin into saddle).</p><ul><li><p>Gradually turn meat into vermin.</p></li><li><p>Make a superficial change to a beast.</p></li></ul><p><strong>Level 3:</strong> Change an animal's limb.</p><ul><li><p>Change something made of animal products into a different animal product.</p></li></ul><p><strong>Level 4:</strong> Make a major change in a beast, while leaving it recognizably the same sort of animal (make a horse bigger and change its color).</p><ul><li><p>Change something made of animal products in a minor unnatural way.</p></li></ul><p><strong>Level 5:</strong> Change an animal into a different animal.</p><ul><li><p>Change an animal in a minor way so that it is no longer natural (change the color of an horse's coat to match the covenant's coat of arm).</p></li></ul><p><strong>Level 10:</strong> Change an animal into human. It retains its animal's mentality and does not gain soul. Require a Corpus requisite.</p><ul><li><p>Change an animal into a plant. (Require a Herbam requisite.)</p></li></ul><p><strong>Level 15:</strong> Change an animal in a major unnatural way (give an horse claws fangs and scaly armoured skin).</p><ul><li><p>Change an animal into a non living item. Appropriate requisite required.</p></li></ul><p><strong>Level 25:</strong> Radically change an animal into an unnatural way (give a horse wings).</p><ul><li><p>Give an animal a “magical” ability (fire breathing). Appropriate requisite required.</p></li></ul><hr /><p style=\"text-align:center\"><strong>PERDO</strong></p><p>There is normally no Soak against Perdo Animal – the magic does not create something that causes damage, it just causes damage. Magic Resistance is the only way to withstand it. Additional ideas can be seen in Perdo Corpus guidelines.<br />Perdo Animal botches might affect the caster, or the wrong animal.<strong><br /><br />Level 2:</strong> Damage something made of animal products.</p><p><strong>Level 3:</strong> Do superficial damage to a beast (removes its hairs).</p><p><strong>Level 4:</strong> Destroy something made of animal products.</p><ul><li><p>Cause a beast pain, but do not real damage.</p></li><li><p>Make a beast lose one Fatigue level.</p></li></ul><p><strong>Level 5:</strong> Injure an animal so that is hampered, but not damaged (make a horse lame, a bird lose its voice). This roughly half the effectiveness of the targeted thing.</p><ul><li><p>Recovery like a Light Wound.</p></li><li><p>Destroy an animal corpse.</p></li><li><p>Inflict a Light Wound.</p></li></ul><p><strong>Level 10:</strong> Inflict a Medium Wound.</p><p><strong>Level 15:</strong> Destroy one of a beast's minor senses.</p><ul><li><p>Inflict a Heavy Wound.</p></li><li><p>Cripple a beast's limb, so that it is unusable, but could heal.</p></li><li><p>Age a beast by one twelfth of its natural lifespan. Only affectsbeasts that have already reached maturity.</p></li></ul><p><strong>Level 20:</strong> Inflict an Incapacitating Wound.</p><ul><li><p>Destroy or sever a beast's limb, so that it cannot naturally regain it.</p></li><li><p>Destroy one beast's major senses.</p></li></ul><p><strong>Level 30:</strong> Kill an animal.</p><p><strong>Level 40:</strong> Destroy one property of an animal (its weight or aggression).</p><hr /><p style=\"text-align:center\"><strong>REGO</strong></p><p>Additional ideas can be seen in Rego Corpus and Rego Mentem guidelines.<br />Rego Animal botches could put the caster under the control of the animal, make the animal act in a way opposite to that intended, or appear to work but suddenly reverse at an inconvenient moment.<strong><br /><br />General:</strong> Create a circle of warding against animals from one Realm (Divine, Magic, Faerie or Infernal) with Might score less than the level of the spell. (Base Ward Spells Guideline applies)</p><p><strong>Level 1:</strong> Manipulate items made of animal products.</p><p><strong>Level 2:</strong> Plant a single suggestion in an animal mind.</p><ul><li><p>Protect the target from animal attacks. Only affect animal without mystical abilities.</p></li></ul><p><strong>Level 4:</strong> Calm an animal.</p><p><strong>Level 5:</strong> Manipulate animal emotions.</p><ul><li><p>Paralyze an animal.</p></li></ul><p><strong>Level 10:</strong> Make an animal completely passive.</p><p><strong>Level 15:</strong> Completely control an animal.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"wD6Uw4304RYImeGf":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null},"category":null},{"sort":300000,"name":"Design Your Own Spells (On The Fly)","type":"text","_id":"dUEVDLBKQzuMvKXT","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p><strong>First:</strong> Choose a base effect, using its level.</p><p>Then, choose a Range, Duration and Target.</p><p>Calculate the level by combining magnitudes: Starting from level 1, the magnitudes go up by one level up to level 5, then go up by increments of 5 (i.e. 10, 15, 20)</p><p>For example: A spell which changes the colour of animal products at Voice range, Sun duration and Group targeting.</p><p>The base effect of changing the colours of animal products is level 1.</p><p>The Voice range increases this by 2 magnitudes to level 3.</p><p>The Sun duration increases this by an aditional 2 magnitudes to level 5.</p><p>The Group targeting increases this by a further 2 magnitudes to level 15.<br /><br />(A spell with a base effect of <strong>General</strong> can fall outside of the 5-level increments, resulting in for example a spell level of 13 or 27, etc.)</p><p></p><p>If your spell dips into the territory of another Form or Technique of magic for its base effect, this requires a Requisite. A Requisite which only allows the spell to function (i.e. turning a person into a bird) does not increase its magnitude. If you want to add an additional effect that falls under that other Form or Technique however, such as the newly-coloured objects shedding light (a property of Ignem), this will increase the magnitude based on the added effect.</p><p>In either case, a spell with a Requisite requires you to roll the lowest of the Forms and/or Techniques that make up the spell. For example: If you have 10 Muto, 10 Animal, and 0 Ignem and try to cast a MuAn(Ig) spell, you must use your Muto and Ignem scores.</p><hr /><p><br />Formulaic and Spontaneous spells can not go over level 50, this requires a Ritual Spell.</p><p>A Ritual Spell can not have a level below 20.</p><p>Note that while <strong>magnitudes</strong> affect the casting level of a spell, the final spell itself also has a 'Spell Magnitude' which may be relevant for some effects (Such as a Sixth Magnitude or higher spell causing Warping). Spell Magnitudes start at Level 1-5 for First Magnitude, Level 6-10 for Second, etc.</p><hr /><p></p><p>And remember! Spontaneous Magic can do (almost, with few exceptions) anything Formulaic Magic can do, you will simply have lower casting scores. (A spontaneous spell can not mimic a ritual spell, however)</p><p>The only thing that can be accomplished by Formulaic Spells but not Spontaneous, are non-standard Ranges, Durations and Targets.</p><p>Under normal circumstances, no spell can last indefinitely, any transformative effect will always be temporary. However, Ritual Creo spells with a Momentary duration can <strong>create</strong> something that persists permanently. This also applies to ritual healing spells.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"wD6Uw4304RYImeGf":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null},"category":null},{"sort":200000,"name":"Aquam Spells","type":"text","_id":"Go77lF4MF4XbvkKh","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Aquam spells affect water and all other liquids. They cannot affect liquids in a body, such as blood, that requires a Corpus spell.<br />The application of the Target category to Aquam magic is not as obvious as it is for some other Forms, so furter guidelines are give here. If the standard target do apply, they may also used.</p><p><strong>Individual:</strong> A stretch of water with the same composition and current. A small pond, part of a stream, or a spring.</p><p><strong>Part:</strong> A part of an Individual. This category applies easily.</p><p><strong>Group:</strong> A number of Individuals. Can include a large river, where there are several different currents, a number of rivers flowing together, or a lake.</p><p><strong>Room, Structure and Boundary:</strong> As for the other Forms, the spell affects all the liquid within the targeted area.</p><p>A base Individual for Aquam is a pool of water about 5 paces across, and 2 paces deep at the centre. Naturally occurring liquids, such as fruit juice or olive oil, have a base Individual 1/10 the size, about 2 paces across and about 1 pace deep. Processed liquids, such as wine or beer, have a base Individual 1/100 the size, a pool 1 pace across and half a pace deep. Corrosive and other dangerous liquids have a base Individual ten times smaller again, a puddle about 1 foot across and about 6 inches deep. Poisons have a base Individual of a single dose.</p><hr /><p style=\"text-align:center\"><strong>CREO</strong></p><p>Water created temporarily quenches thirst, but provides no lasting benefits to the drinker. It can be used to wash, and the things washed stay clean. Slightly unnatural liquids are one magnitude harder than water, very unnatural liquids are two magnitudes harder. Poison created at the guideline level have an Ease Factor of 3; each magnitude added to the level of the spell adds 3 to the Ease Factor.<br />Creo Aquam botches might create far too much water or the wrong kind of liquid.<br /><br /><strong>General:</strong> Create a corrosive substance doing +(Level) damage. (Increasing the Range to more than Touch is a really good idea)</p><p><strong>Level 2:</strong> Fill a containe with water, or som other natural liquid (with</p><p>appropriate requisite).</p><p><strong>Level 3:</strong> Create water (or some other natural liquid) that is not contained (spread over a surface).</p><p><strong>Level 4:</strong> Create water (or some other natural liquid) in an unnatural shape (in a sphere), but water so created will behave naturally.</p><ul><li><p>Create a spring with a low rate of flow.</p></li></ul><p><strong>Level 5:</strong> Create a poison that cause a Light Wound.</p><ul><li><p>Create a spring with a highe rate of flow.</p></li></ul><p><strong>Level 10:</strong> Create a geyser with a very high rate of flow.</p><ul><li><p>Create a poison that cause a Medium Wound.</p></li></ul><p><strong>Level 15:</strong> Create a poison that cause a Heavy Wound.</p><p><strong>Level 20:</strong> Create a poison that cause a Incapacitating Wound.</p><p><strong>Level 25:</strong> Create a poison that cause a Fatal Wound.</p><hr /><p style=\"text-align:center\"><strong>INTELLEGO</strong></p><p>Note that Intellego Aquam spells do not normally require requisites depending on the type of liquid targeted.<br />Intellego Aquam spells generally provide false information.</p><p></p><p><strong>Level 1:</strong> Make a sense unaffected by water.</p><p><strong>Level 2:</strong> Get an image of water within range.</p><p><strong>Level 3:</strong> Get an image of water and its sorrounding within range.</p><ul><li><p>Learn all the natural properties of a liquid.</p></li></ul><p><strong>Level 4:</strong> Learn all the natural properties of a mixture of liquids.</p><p><strong>Level 5:</strong> Learn all the magical properties of a liquid.</p><p><strong>Level 10:</strong> Learn all the magical properties of a mixture of liquids.</p><p><strong>Level 15:</strong> Speak with a natural body of water.</p><p><strong>Level 20:</strong> Speak with an artificial body of water (a fountain).</p><hr /><p style=\"text-align:center\"><strong>MUTO</strong></p><p>You cannot transform liquids within someone's body unless the spell is designed that way and has a Corpus or Animal requisite. Poison created at the guideline level have an Ease Factor of 3; each magnitude added to the level of the spell adds 3 to the Ease Factor.<br />Muto Aquam botches might change the liquids inside the caster, the wrong liquid outside him, or change the liquid in the wrong way.</p><p><br /><strong>General:</strong> Change a liquid into another liquid that does +(Level) points of damage on contact.</p><p><strong>Level 2:</strong> Change a natural liquid into another natural liquid.</p><ul><li><p>Change a liquid into a poison causing a Light Wound.</p></li></ul><p><strong>Level 3:</strong> Change a natural liquid into a slightly unnatural liquid (make blue water) or vice versa.</p><ul><li><p>Change a liquid into a poison causing a Medium Wound.</p></li></ul><p><strong>Level 4:</strong> Change a liquid into an unrelated solid, with Terram requisite, or gas with Auram requisite.</p><ul><li><p>Change a natural liquid into two or more different natural liquids, with the types separate. Althrough they will mix again normally.</p></li><li><p>Change a liquid into a poison causing a Heavy Wound.</p></li><li><p>Change a liquid into a very unnatural liquid, requisites will often be required. (a shocking pink liquid that cause allucination)</p></li></ul><p><strong>Level 5:</strong> Change a liquid into a mixture of any liquid, solid, with Terram requisite, or gas, with Auram requisite.</p><ul><li><p>Change a liquid into a slightly unnatural solid, with Terram requisite, or gas, with Auram requisite.</p></li><li><p>Change a liquid into a poison causing a Incapacitating Wound.</p></li></ul><p><strong>Level 10:</strong> Change a liquid into a very unnatural solid, with Terram requisite, or gas, with Auram requisite.</p><ul><li><p>Change a liquid into a poison causing a Fatal Wound.</p></li></ul><hr /><p style=\"text-align:center\"><strong>PERDO</strong></p><p>As magnitudes in these spells rise, the destruction caused becomes more subtle, or more pervasive. Destroying water that is part of something, such as the fluid in a human being, requires a target of Part. Destroying water that is merely on someone, such as the water making a person wet, only needs a target of Individual.<br />Perdo Aquam botches might destroy all water in the caster or create water instead.</p><p></p><p><strong>Level 4:</strong> Completely dry something, up to the size of a small house, that is wet.</p><p><strong>Level 5:</strong> Greatly reduce the amount of a liquid without destroying it completely.</p><p><strong>Level 10:</strong> Destroy a liquid; requisites may be required.</p><p><strong>Level 15:</strong> Destroy one properties of a liquid (alcohol's ability to intoxicate, or sea water's saltiness)</p><p><strong>Level 20:</strong> Destroy a small spring, so that it never flows again.</p><hr /><p style=\"text-align:center\"><strong>REGO</strong></p><p>Rego Aquam can change water into ice or steam, because these are both states that water can have naturally. Add one magnitude if the controlled movement is slightly unnatural, two magnitudes if it is very unnatural.<br />Rego Aquam botches generally involve spectacular or dangerous loss of control of the water.</p><p></p><p><strong>General:</strong> Ward against creatures of water belonging to one Realm (Divine, Magic, Faerie or Infernal) whose Might isless than or equal the level of the spell. (Base Ward Spells Guideline applies)</p><p><strong>Level 1:</strong> Control a liquid in an extremely gentle way</p><p><strong>Level 3:</strong> Change a liquid into ice or steam. This does not require requisites.</p><p><strong>Level 4:</strong> Control a liquid in a forceful but calm way, such as a fast but constant current.</p><p><strong>Level 5:</strong> Ward against mundane water.</p><ul><li><p>Control a liquid in a violent way.</p></li></ul><p><strong>Level 10:</strong> Control a liquid in an extremely violent way.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"wD6Uw4304RYImeGf":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null},"category":null},{"sort":250000,"name":"Auram Spells","type":"text","_id":"7bKS4s2yt5zOo246","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Auram spells usually affect air as phenomena (winds, odors) rather than as gases, which is a modern concept. Some target categories for Auram requires some clarification; if the normal descriptions apply, they can, of course, be used.</p><p><strong>Individual:</strong> A single phenomenon, such as one cloud, one wind, one bolt of lightning.</p><p><strong>Group:</strong> Several related phenomenon, such as the clouds, winds, and rain in a storm.</p><p>A base Individual for Auram is a weather phenomenon that affects the area within a standard Boundary – an area 100 paces across.</p><hr /><p style=\"text-align:center\"><strong>CREO</strong></p><p>Weather phenomena are normally created at Sight range. This is because most weather phenomena naturally begin in the upper air, and so spells to create weather must have enough Range to reach this area. It is possible to create weather phenomena that start at the ground, but they are very unnatural, and the increase in level for that precisely offsets the decrease from reducing Range to Touch. A flying magus could, of course, use Touch range to create natural weather phenomena, but such spells are not very popular in the Order.<br />Creo Auram botches may create the wrong sort of weather, or create it targeted at the caster or some other ally.</p><p></p><p><strong>Level 1:</strong> Create a minor weather phenomenon: a breeze, a mist, a light drizzle.</p><p><strong>Level 2:</strong> Create a normal weather phenomenon: a cloud, wind, fog, rain from a cloud that already exist.</p><p><strong>Level 3:</strong> Create a severe weather phenomenon: deafening thunder, monsoon rain, impenetrable fog, gale force wind.</p><ul><li><p>Create a debilitating kind of air: noxious stench, mild poison</p></li></ul><p><strong>Level 5:</strong> Create a very severe weather phenomenon: hurricane force wind, lightning strike, tornado.</p><ul><li><p>Create a phenomenon in a slightly unusual fashion: +1 magnitude (indoors)</p></li><li><p>Create a phenomenon in a very unnatural fashion: +2 magnitudes.</p></li><li><p>Create a phenomenon wholly divorced from its normal context (lightning bolt speading from the caster's hands): +4 magnitudes.</p></li></ul><hr /><p style=\"text-align:center\"><strong>INTELLEGO</strong></p><p>Intellego Auram botches normally reveal false information.</p><p></p><p><strong>Level 1:</strong> Make a your senses unhindered by the air (you can hear over a howling wind).</p><p><strong>Level 2:</strong> Sense one property of the air, such as if is is safe to breath.</p><p><strong>Level 4:</strong> Learn all the mundane properties of the air.</p><ul><li><p>Have an intuition about some fact regarding the air.</p></li></ul><p><strong>Level 15:</strong> Speak with air.</p><hr /><p style=\"text-align:center\"><strong>MUTO</strong></p><p>Transforming only one property of air generally lowers the level by one magnitude.<br />Muto Auram botches could change the caster temporarily into air, or change the air in an undesirable way.</p><p></p><p><strong>General:</strong> Transform air into a gas doing + Level damage.</p><p><strong>Level 3:</strong> Transform an amount of air into another form of air.</p><p><strong>Level 4:</strong> Transform an amount of air into another element (fire, earth, water), using the appropriate requisite.</p><p><strong>Level 5:</strong> Transform an amount of air into a mixture of elements.</p><ul><li><p>Transform an amount of air into something slightly unnatural.</p></li></ul><p><strong>Level 10:</strong> Transform an amount of air into something wholly unnatural.</p><hr /><p style=\"text-align:center\"><strong>PERDO</strong></p><p>Causing the destruction of air with great precision raise the order ofmagnitude by at least one level.<br />Perdo Auram botches may create a phenomenon, or destroy the wrong part of the air, or the wrong location.</p><p></p><p><strong>Level 3:</strong> Make air stuffy and poor for breathing.</p><p><strong>Level 4:</strong> Destroy still air.</p><ul><li><p>Destroy a minor weather phenomenon: a breeze, a mist, a light drizzle.</p></li><li><p>Reduce the intensity of a weather phenomenon by one step.</p></li><li><p>The steps are Very Severe, Severe, Normal, Minor.</p></li></ul><p><strong>Level 5:</strong> Destroy a normal weather phenomenon: a cloud, wind, fog, rain from a cloud that already exist.</p><p><strong>Level 10:</strong> Destroy a severe weather phenomenon: deafening thunder, monsoon rain, impenetrable fog, gale force wind.</p><ul><li><p>Destroy a debilitating kind of air: noxious stench, mild poison</p></li></ul><p><strong>Level 15:</strong> Destroy a very severe weather phenomenon: hurricane force wind, lightning strike, tornado.</p><hr /><p style=\"text-align:center\"><strong>REGO</strong></p><p>Rego Auram allows the magus to control existing weather phenomena. It is not possible create a breeze with Rego Auram, but it is possible to direct the course of a storm. This includes starting and stopping the rain at the magus' command. Controlling an amount of air with great strength or great precision raises the magnitude of the spell by one level.<br />Rego Auram botches may result in a spectacular loss of control of the weather phenomenon.</p><p></p><p><strong>General:</strong> Ward against creatures of the air from one Realm (Divine, Magic, Faerie or Infernal) whose Might is less than or equal the level of the spell. (Base Ward Spells Guideline applies)</p><p><strong>Level 2:</strong> Control a minor weather phenomenon.</p><p><strong>Level 3:</strong> Control a normal weather phenomenon.</p><ul><li><p>Ward someone against a type of minor weather phenomenon.</p></li></ul><p><strong>Level 4:</strong> Control a severe weather phenomenon.</p><ul><li><p>Ward someone against a type of normal weather phenomenon.</p></li></ul><p><strong>Level 5:</strong> Control a very severe weather phenomenon.</p><ul><li><p>Ward someone against a type of severe weather phenomenon.</p></li></ul><p><strong>Level 10:</strong> Ward someone against a type of very severe weather phenomenon.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"wD6Uw4304RYImeGf":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null},"category":null},{"sort":275000,"name":"Corpus Spells","type":"text","_id":"HBUPVR74u9gWC3lD","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>A base Individual for Corpus is an adult human being up to Size +1.</p><hr /><p style=\"text-align:center\"><strong>CREO</strong></p><p>Many Creo Corpus spells are most useful as ritual spells. Unless otherwise noted, a healing spell cast other than as a Momentary duration ritual actually suspends the healing process so that upon the spell's expiration, wound are as fresh as they were when the spell was cast. No Hermetic spell can restore Fatigue levels.<br />A spell that can heal something can also heal less serious versions of the same thing (a spell that can heal Medium Wounds can also heal Light Wounds). However, a spell to heal wounds cannot cure diseases, no matter how high its level, and vice versa.<br />The physical Characteristics are Strength, Stamina, Dexterity and Quickness, and they can be affected and improved by Corpus magic.<br />Creo Corpus botches often inflict damage instead of healing it.</p><p></p><p><strong>Level 1:</strong> Give an character a +1 bonus to Recovery rolls.</p><p><strong>Level 2:</strong> Give an character a +3 bonus to Recovery rolls.</p><ul><li><p>Preserve a corpse from decay.</p></li></ul><p><strong>Level 3:</strong> Give an character a +6 bonus to Recovery rolls.</p><p>Prevent all of a tartget's wounds from getting any worse.</p><p><strong>Level 4:</strong> Give an character a +9 bonus to Recovery rolls.</p><p><strong>Level 5:</strong> Give an character a +12 bonus to Recovery rolls.</p><ul><li><p>Create an entire human corpse.</p></li></ul><p><strong>Level 10:</strong> Give an character a +15 bonus to Recovery rolls.</p><p><strong>Level 15:</strong> Heal a Light Wound.</p><ul><li><p>Give an character a +18 bonus to Recovery rolls.</p></li><li><p>Resolve a minor aging crisis.</p></li></ul><p><strong>Level 20:</strong> Heal a Medium Wound.</p><ul><li><p>Heal the debilitating after-effect of a disease, poison or injury.</p></li><li><p>Resolve a serious aging crisis.</p></li></ul><p><strong>Level 25:</strong> Heal a Heavy Wound.</p><ul><li><p>Restore a lost limb.</p></li><li><p>Resolve a major aging crisis.</p></li></ul><p><strong>Level 30:</strong> Heal a Incapacitating Wound.</p><ul><li><p>Increase one of a person's physical Characteristics by one point, to no more than 0.</p></li><li><p>Cause a person to reach full maturity over the course of a single day or night. This accellerated maturation only applies during the spell's duration, and thus full effect requires a Sun spell cast early in the day or the night. People do not learn under the influence of this spell, and for these purpose full maturity is reached around the age of 20.</p></li></ul><p><strong>Level 35:</strong> Heal all wounds.</p><ul><li><p>Resolve a terminal aging crisis.</p></li><li><p>Increase one of a person's physical Characteristics by one point, to no more than +1.</p></li></ul><p><strong>Level 40:</strong> Increase one of a person's physical Characteristics by one point, to no more than +2.</p><p><strong>Level 45:</strong> Increase one of a person's physical Characteristics by one point, to no more than +3.</p><p><strong>Level 50:</strong> Increase one of a person's physical Characteristics by one point, to no more than +4.</p><p><strong>Level 55:</strong> Increase one of a person's physical Characteristics by one point, to no more than +5. Further increase are not natural to human being and thus cannot be affected by Creo magic.</p><p><strong>Level 70:</strong> Raise the dead, to a point. See <em>The Shadow of Life Renewed.</em></p><hr /><p style=\"text-align:center\"><strong>INTELLEGO</strong></p><p>Intellego Corpus botches normally provide false information.</p><p></p><p><strong>Level 3:</strong> Locate a person to whom you have an Arcane Connection.</p><p><strong>Level 4:</strong> Sense very general information about a body.</p><p><strong>Level 5:</strong> Sense a specific piece of information about a body.</p><ul><li><p>Speak with a dead body.</p></li></ul><p><strong>Level 10:</strong> Sense all useful information about a body.</p><hr /><p style=\"text-align:center\"><strong>MUTO</strong></p><p>Transformations do not completely eradicate the original form, something of the original remains (turning a fat lame man into a wolf results in a fat lame male wolf).<br />Transformation can have subtle, and sometimes dramatic, permanent effects. Someone who spends a month or more as an animal begins to act and think like that animal. Eventually, weak-willed individuals might lose their human identity altogether. When transformed back into a human, the target might temporarily or permanently retain some feature of the other shape.<br />Muto Corpus spells cannot alter a person's mind, so they leave the transformed person's intelligence and knowledge intact. Magi can cast spells while in animal form, but suffer the normal -15 penalty for casting without hands or voice. The transformed person gains any abilities the animal form has though it may take a day or so of experience to get used to using them.<br />To change accoutrements along with the body involves requisites (Animal for the leather armor and so on). Accoutements are transformed only if they are actually being worn, not if they are just carried in the hand, or if the storyguide rules that the equipment is not sufficiently part of the target's worn equipment. This untransformed equipment falls to the ground.<br />Certain shapechanging spells allow the target to change back by concentrating, but doing so ends the spell. While concentrating, you symbolically remove some item to break the spell (a wolfskin cloak, some water in your hands). If you cast a spell without these foci, you can not break the spell this way and must dispel the magic with Perdo Vim, or wait for the duration to expire.<br />Muto Corpus botches may lead to the wrong transformation effects, or the spell lasting indefinitely and proving hard to dispel</p><p></p><p><strong>Level 2:</strong> Change someone to give them a minor ability.</p><p><strong>Level 3:</strong> Utterly change the appearence or size of a person (though they must still remain human in form).</p><p><strong>Level 5:</strong> Make a body resistant to damage (+1 Soak)</p><p><strong>Level 10:</strong> Turn a human into a land animal. Requires Animal requisite.</p><ul><li><p>Make a body resistant to damage (+2 Soak).</p></li></ul><p><strong>Level 15:</strong> Make a body resistant to damage (+3 Soak).</p><p><strong>Level 20:</strong> Turn a human into a bird or fish. Requires Animal requisite.</p><ul><li><p>Make a body resistant to damage (+4 Soak).</p></li></ul><p><strong>Level 25:</strong> Turn a human into a solid inanimate object. Requires Terram requisite.</p><ul><li><p>Make a body resistant to damage (+5 Soak).</p></li><li><p>Turn a human into a plant (with Herbam requisite).</p></li></ul><p><strong>Level 30:</strong> Turn a human into an insubstantial object. Requires Aquam, Auram or Mentem requisite.</p><hr /><p style=\"text-align:center\"><strong>PERDO</strong></p><p>These spells harm people directly, often permanently, unless outside magics are used to repair the damage.<br />Diseases caused by magic have an Ease Factor of 6. For every magnitude by which the spell level increases, the Ease increases by 1. It is not possible to reduce the level of the spell by reducing the Ease Factor. (See page 180 for more on diseases)<br />Perdo Corpus botches may heal people instead of harming them, or harm the wrong person.</p><p></p><p><strong>Level 3:</strong> Do superficial damage to a body (removes its hairs).</p><p><strong>Level 4:</strong> Cause pain, but do not real damage.</p><p><strong>Level 5:</strong> Hampered a person, without actually injuring them (make them lame, blur their eyesight). Recovery like a Light Wound.</p><ul><li><p>Destroy a corpse.</p></li><li><p>Inflict a Light Wound.</p></li></ul><p><strong>Level 10:</strong> Inflict a Medium Wound.</p><ul><li><p>Cause the loss of one Fatigue level.</p></li></ul><p><strong>Level 15:</strong> Destroy one of a person's minor senses.</p><ul><li><p>Inflict a Heavy Wound.</p></li><li><p>Cripple a limb, making it unusable, but still capable of healing. The damage heals as a Medium Wound.</p></li><li><p>Age someone five years.</p></li></ul><p><strong>Level 20:</strong> Inflict an Incapacitating Wound.</p><ul><li><p>Destroy or sever a limb, so that it cannot heal naturally.</p></li><li><p>Destroy one person's major senses. The damage heals as a Heavy Wound.</p></li><li><p>Inflict a major disease.</p></li></ul><p><strong>Level 30:</strong> Kill a person.</p><p><strong>Level 40:</strong> Destroy one property of person (its weight or solidity).</p><hr /><p style=\"text-align:center\"><strong>REGO</strong></p><p>Rego Corpus botches often take control of the caster's body and move it in ways they would not want.</p><p></p><p><strong>General:</strong> Ward against creatures of the Corpus from one Realm (Divine, Magic, Faerie or Infernal) whose Might is less than the level of the spell. Hermetic Magi have no Might, and so are not affected by this spell. (Base Ward Spells Guideline applies)</p><p><strong>Level 2:</strong> Make a target lose control of one body part.</p><p><strong>Level 3:</strong> Move a target slowly in one direction, as long as the surface can support its weight.</p><p><strong>Level 4:</strong> Control the large-scale pysical movement of the target.</p><ul><li><p>Move the target slowly in any diection you please.</p></li><li><p>Move the target slowly straight up or in one direction over surfaces tha cannot support it.</p></li></ul><p><strong>Level 5:</strong> Hold the target's body motionless.</p><ul><li><p>Move the target slowly in any direction, even if the target is unsupported.</p></li></ul><p><strong>Level 10:</strong> Control target's motions.</p><ul><li><p>Eliminate penalties of Fatige and wounds.</p></li><li><p>Animate a corpse.</p></li><li><p>Transport the target instantly up to 5 paces.</p></li></ul><p><strong>Level 15:</strong> Direct the flow of bodily energy.</p><ul><li><p>Move a target in a ny direction you please.</p></li><li><p>Transport the target instantly up to 50 paces.</p></li><li><p>Ward a target against another human being. To ward off a Hermetic Magus, the ward must penetrate his Magic Resistance.</p></li></ul><p><strong>Level 20:</strong> Transport the target instantly up to 500 paces .</p><p><strong>Level 25:</strong> Transport the target instantly up to one league(5,6km).</p><p><strong>Level 30:</strong> Transport the target instantly up to seven league (39,2km).</p><p><strong>Level 35:</strong> Transport the target instantly up to a place to which you have an Arcane Connection.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"wD6Uw4304RYImeGf":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null},"category":null},{"sort":287500,"name":"Herbam Spells","type":"text","_id":"4JwvfflyMjHJEbfN","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>A base Individual for Herbam is a plant roughly one pace in each direction.</p><hr /><p style=\"text-align:center\"><strong>CREO</strong></p><p>Any food created is nutritious only if it is created by a Ritual Spell. The guideline levels given below are generally for conjuring the leafy part of plants.<br />Plants may be created living or dead with equal ease. To create treated Herbam products (cut timber, a vegetarian meal, linen cloth) add one magnitude to the level necessary to create the equivalent amount of unworked living or dead plants. To create treated and processed Herbam products (clothes or furniture) add two magnitudes.<br />Creo Herbam botches may create plants in the wrong place, or create the wrong kind of plant.</p><p></p><p><strong>Level 1:</strong> Ensure that a plant grows well for the duration of the spell. The guideline can affect a plant up to 10 paces in any direction, a large tree. That is, this guideline includes a +3 Size enhancement.</p><ul><li><p>Create a plant product (leaf, fruit...).</p></li><li><p>Create a plant.</p></li><li><p>Prevent a plant frm becoming sick.</p></li></ul><p><strong>Level 2:</strong> Create a processed plant product (finished plank of wood...).</p><p><strong>Level 3:</strong> Create wood in an unnatural shape (a living wall of wood).</p><p><strong>Level 15:</strong> Bring a plant to maturity over the course of a single day or night. Accellerated maturation only applies during the spell's duration, and thus full effect requires a Sun spell cast early in the day or the night.</p><p><strong>Level 20:</strong> Bring a plant to maturity over the course of two hours.</p><p><strong>Level 25:</strong> Bring a plant to maturity over the course of a ten Diameters (20 minutes).</p><p><strong>Level 30:</strong> Bring a plant to maturity over the course of a single Diameter.</p><p><strong>Level 40:</strong> Bring a plant to maturity in a moment.</p><hr /><p style=\"text-align:center\"><strong>INTELLEGO</strong></p><p>Intellego Herbam botches generally provide false information.</p><p></p><p><strong>Level 1:</strong> Gain an intuitive knowledgeof a plant (know whether a given action would harm a plant).</p><p><strong>Level 2:</strong> Locate a plant.</p><p><strong>Level 3:</strong> Learn general information, or a single specific fact about a plant or an item made from plant product.</p><p><strong>Level 4:</strong> Learn all mundane properties of a plant, or an item made from plant product.</p><p><strong>Level 15:</strong> Speak with a plant.</p><hr /><p style=\"text-align:center\"><strong>MUTO</strong></p><p>Changing a plant into something else usually involves a spell of one magnitude higher than the guideline most appropriate to the action. To change plants into treated or finished material (wooden furniture, a vegetarian meal, linen cloth) add one magnitude to the level necessary to change plants into natural, unworked plants.<br />Muto Herbam botches may turn the caster into a plant, or animate the target so that it is hostile to the caster.<br /></p><p><strong>Level 3:</strong> Change a plant or item made from plant product.</p><p><strong>Level 4:</strong> Change a plant or item made from plant product into metal or stone. Require a Terram requisite.</p><p>Awaken the consciousness of a plant. Require a Mentem requisite.</p><p><strong>Level 5:</strong> Cause a plant to bend and twist rapidly in place.</p><hr /><p style=\"text-align:center\"><strong>PERDO</strong></p><p>The guidelines given here are for destroying dead wood. Destroying live wood usually adds one magnitude to the level of the spell.<br />Perdo Herbam botches normally destroy the wrong thing.</p><p></p><p><strong>Level 2:</strong> Cause the leaves to fall off the plant.</p><p><strong>Level 3:</strong> Spoil an amount of food.</p><p><strong>Level 4:</strong> Destroy an amount of dead wood.</p><p><strong>Level 5:</strong> Destroy a plant.</p><hr /><p style=\"text-align:center\"><strong>REGO</strong></p><p>It is equally easy to control living or dead wood.<br />Rego Herbam botches normally result in the wood doing something contrary to what the caster wants.</p><p></p><p><strong>General:</strong> Ward against creatures associated with wood from one Realm (Divine, Magic, Faerie or Infernal) with Might less than the level of the spell. (Base Ward Spells Guideline applies)</p><p><strong>Level 3:</strong> Control an amount of wood.</p><p><strong>Level 4:</strong> Deflect a single attack by a wooden weapon.</p><ul><li><p>Control an entire plant, moving it around as you direct, although it remains rooted.</p></li></ul><p><strong>Level 5:</strong> Control an entire plant, moving it around as you direct, and it need not remain rooted.</p><ul><li><p>Summon a mobile plant.</p></li></ul><p><strong>Level 10:</strong> Make a plant or thing made of plant products move with purpose and intelligence, without requiring your constant control.</p><p><strong>Level 15:</strong> Ward someone against mundane plant products.</p><ul><li><p>Make a tree blossom out of season, in a moment.</p></li><li><p>Weave thread into a tunic.</p></li></ul>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"wD6Uw4304RYImeGf":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null},"category":null},{"sort":293750,"name":"Ignem Spells","type":"text","_id":"jDGJVcYDEy0MxKZD","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Light and heat fall within the domain of this Form. It's important to remember that heat also includes relative absence of heat, so spells that result in cold temperatures are possible though Ignem. The base Individual for Ignem is a large campfire or a fire in the hearth of a great hall. Fire damage is explained on page 181.</p><hr /><p style=\"text-align:center\"><strong>CREO</strong></p><p>Creo Ignem botches may create the wrong thing, or create them in an out-of-control manner.</p><p></p><p><strong>Level 1:</strong> Create a light equivalent to moonlight.</p><p><strong>Level 2:</strong> Create a light equivalent to candlelight.</p><ul><li><p>Heat an object to be warm to the touch.</p></li><li><p>Ignite something extremely flammable (oil, wick...).</p></li></ul><p><strong>Level 3:</strong> Create a light equivalent to torchlight.</p><ul><li><p>Heat an object to be hot to the touch.</p></li><li><p>Ignite something very flammable (parchment).</p></li></ul><p><strong>Level 4:</strong> Create a fire doing +5 damage.</p><ul><li><p>Create light as bright as a cloudy day.</p></li><li><p>Heat an object enough to boil water.</p></li><li><p>Ignite something flammable (dry wood, charcoal).</p></li></ul><p><strong>Level 5:</strong> Create a fire doing +10 damage.</p><ul><li><p>Create a fire doing +5 damagein an unnatural shape (ring, sheet) or covering an object. Purely cosmetic shapes are free.</p></li><li><p>Create light as bright as a cloudy day.</p></li><li><p>Heat an object enough to to make it glow red hot.</p></li><li><p>Ignite something slightly flammable (leather, damp wood).</p></li></ul><p><strong>Level 10:</strong> Create a fire doing +15 damage.</p><ul><li><p>Create a fire doing +10 damage in an unnatural shape.</p></li><li><p>Heat an object enough to tmelt down.</p></li><li><p>Ignite something barely flammable (human body).</p></li></ul><p><strong>Level 15:</strong> Create a fire doing +20 damage.</p><p><strong>Level 20:</strong> Create a fire doing +25 damage.</p><ul><li><p>Create a fire doing +20 damage in an unnatural shape.</p></li></ul><p><strong>Level 25:</strong> Create a fire doing +30 damage.</p><hr /><p style=\"text-align:center\"><strong>INTELLEGO</strong></p><p>Intellego Ignem botches normally provide false information or deprive them of the ability to sense heat or flames for a time.</p><p></p><p><strong>Level 1:</strong> Sense one property of a fire.</p><ul><li><p>Locate a fire.</p></li></ul><p><strong>Level 2:</strong> Sense all mundane properties of a fire.</p><ul><li><p>Become aware of all fires within the target area.</p></li><li><p>See a fire which you have an Arcane Connection.</p></li></ul><p><strong>Level 3:</strong> Sense all mundane properies of ash.</p><ul><li><p>Detect the traces of fires which burned within the last lunar month.</p></li></ul><p><strong>Level 4:</strong> See clearly through raging fire. Auram requisite may be necessary if smoke is present as well.</p><ul><li><p>Learn the magical properties of a fire.</p></li></ul><p><strong>Level 10:</strong> See a fire you have an Arcane Connection to and all things it illuminates (a campfire and everything within its circle of light).</p><p><strong>Level 20:</strong> Speak with a fire.</p><hr /><p style=\"text-align:center\"><strong>MUTO</strong></p><p>The intensity of a fire also affects the difficulty of changing it. For every 5 points by which the fire's damage exceeds +5 add one magnitude to the spell's level.</p><p>Muto Ignem botches may transform the wrong aspect of the fire.</p><p></p><p><strong>Level 1:</strong> Change one characteristic of a fire within the target area</p><p>(make a fire burn more lightly).</p><p><strong>Level 2:</strong> Totally change a fire into another fire by changing any or all of its characteristics.</p><p><strong>Level 3:</strong> Change a fire so that it is slightly unnatural (make the flame colored, make the smoke smell of roses). May require requisites.</p><p><strong>Level 4:</strong> Change a fire so that it is completely unnatural (multicolored flames forming images ). May require requisites.</p><p><strong>Level 5:</strong> Change a fire into a natural example of another element. Requires the appropriate requisite.</p><p><strong>Level 10:</strong> Change a fire into an unnatural example of another element. Requires the appropriate requisite.</p><hr /><p style=\"text-align:center\"><strong>PERDO</strong></p><p>The intensity of a fire also affects the difficulty of destrying it. For every 5 points by which the fire's damage exceeds +5 add one magnitude to the spell's level.</p><p>Perdo Ignem botches may create fire instead of destroying it, or freeze the wrong thing.</p><p></p><p><strong>Level 2:</strong> Greatly reduce the amount of light in an area.</p><p><strong>Level 3:</strong> Completely extinguish all light in an area.</p><ul><li><p>Reduce the size of a fire without destroying it.</p></li></ul><p><strong>Level 4:</strong> Extinguish a fire, cooling the ashes to merely warm.</p><ul><li><p>Chill an object.</p></li><li><p>Chill a person so that they lose a Fatigue Level.</p></li></ul><p><strong>Level 5:</strong> Strongly chill an object (freeze water)</p><ul><li><p>Chill a person so that they take +5 damage.</p></li></ul><p><strong>Level 10:</strong> Destroy one aspect of a fire (heat or light).</p><ul><li><p>Chill a person so strongly that they take +10 damage.</p></li></ul><hr /><p style=\"text-align:center\"><strong>REGO</strong></p><p>The intensity of a fire also affects the difficulty of controlling it. For every 5 points by which the fire's damage exceeds +5 add one magnitude to the spell's level. Rego Ignem spells can control heat and light as well as fire.<br />Rego Ignem botches may result in the fire, heat or light doing exactly what the caster does not want.</p><p></p><p><strong>General:</strong> Ward against creatures of fire belonging to one Realm (Divine, Magic, Faerie or Infernal) whose Might is less than or equal the level of the spell. (Base Ward Spells Guideline applies)</p><p><strong>Level 3:</strong> Control fire in a natural fashion (control its direction of spread).</p><ul><li><p>Move a fire quickly through space while leaving it burning naturally.</p></li></ul><p><strong>Level 4:</strong> Control fire in a slightly unnatural fashion (stop it from burning a person).</p><p><strong>Level 10:</strong> Control fire in a very unnatural fashion (fashion into a dancing humanoid shape).</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"wD6Uw4304RYImeGf":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null},"category":null},{"sort":296875,"name":"Imaginem Spells","type":"text","_id":"UbM575vOjGLnYtrm","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Imaginem allows one to alter \"images,\" not \"illusions\", thus one can create, perceive, transform, destroy, and control images. Imaginem canot affect light, as this is part of Ignem, but it can affect the things that light allows you to see.<br />Stenches and perfumes, tints and stains, color and shadow, melody and cacophony, sweet and sour, all these are perceptions, and so can be manipulated by the Art of Imaginem. An image works on the senses, not on the mind, so an unthinking beast is as likely to believe an image as an imaginative human. Similarly, everyone can sense an illusion created by Imaginem magic. Nevertheless, Imaginem spells are still most effective at fouling the communication on which human society depends. Beasts are likely to be fooled by illusions, as are the simpler undead. Demons are very hard to deceive, while faeries often see through illusions and manipulate them to fool you in turn. Certain members of the Church have proven remarkably adept at discerning truth from illusion, though the talent is not dependable.<br />It is more difficult to mimic a specific object or person using an Imaginem spell than it is to mimic a general image, and requires a Perception + Finesse stress roll: the higher roll, the better you can fool people. You get a a bonus to your roll for familiarity with what you are mimicking (-3 for an unfamiliar object, +3 for highly familiar object or for having the subject available for modeling). For mimicking people, a roll of 6+ lets you fool acquietances of the person, 9+ lets you fool friends, and 12+ lets you fool close friends and relatives. Use a similar scale for mimicking objects. If you botch the Finesse roll, you may think the image is satisfactory, but it's immediately seen through once in use. A base Individual for Imaginem is the equivalent of an adult human being; whether a visual image of about that size, an auditory illusion making that much noise, or whatever.</p><hr /><p style=\"text-align:center\"><strong>CREO</strong></p><p>It is importatant to note that Creo Imaginem only creates the images of things, not the things themselves. This is the first (and most important) clue that image is just an illusion. On the other hand, the illusion of a wall may feel solid, but will present no resistance if someone pushes a hand through it.<br />Increasing the complexity of a sensory perception, such as making a moving visual image or making clear words instead of noise, adds an additional level of magnitude. Making an image or noise at your direction as you concentrate adds two level of magnitude. In addition, very intricate images (an intricately ornated bridge) are generally one level of magnitude higher as well.<br />Creo Imaginem botches may create the wrong illusion, or obvious ones clearly linked back to the caster.</p><p></p><p><strong>Level 1:</strong> Create an image that affects a single sense.</p><p><strong>Level 2:</strong> Create an image that affects two senses.</p><p><strong>Level 3:</strong> Create an image that affects three senses.</p><p><strong>Level 4:</strong> Create an image that affects four senses.</p><p><strong>Level 5:</strong> Create an image that affects five senses.</p><hr /><p style=\"text-align:center\"><strong>INTELLEGO</strong></p><p>These spells improve upon your senses by bringing in images, usually sounds and images, not normally available. Note that seeing or hearing into another room or a hundred miles away does you no good if there is no light or sound there. As in CrIm spells, each additional sense you wish to perceive increases the level of the spell by one magnitude.<br />Intellego Imaginem botches normally provide false information.</p><p></p><p><strong>General:</strong> Discern an illusion caused by spells of equal or lower level than the level of this spell (Vision target).</p><p><strong>Level 1:</strong> Use one sense at a distance.</p><ul><li><p>Memorize or perfect your memory about an image you have encountered.</p></li><li><p>Be able to discern your own illusions.</p></li></ul><p><strong>Level 2:</strong> Use two senses at a distance.</p><p><strong>Level 3:</strong> Use three senses at a distance.</p><ul><li><p>Enhance one of your senses in one way (to see clearly at distance, to see small things, to see in the dark...)</p></li></ul><p><strong>Level 4:</strong> Use four senses at a distance.</p><p><strong>Level 5:</strong> Use five senses at a distance.</p><hr /><p style=\"text-align:center\"><strong>MUTO</strong></p><p>The accuracy of duplication depends on your knowledge of the subject.<br />Muto Imaginem, or indeed other Imaginem magic, cannot overcome the effects of The Gift, although it might offset them a little.<br />Muto Imaginem botches often change the illusions in dangerous or embarrassing ways.</p><p></p><p><strong>Level 1:</strong> Change one sensation of an object (make a leaf look like a coin), but not its type (not from sight to sound).</p><p><strong>Level 2:</strong> Change two sensations of an object.</p><p><strong>Level 3:</strong> Change three sensations of an object.</p><p><strong>Level 4:</strong> Change four sensations of an object.</p><p><strong>Level 5:</strong> Change five sensations of an object.</p><hr /><p style=\"text-align:center\"><strong>PERDO</strong></p><p>Destroying changing images is more difficult – add one level of magnitude to spells that do so.<br />Note that images are naturally generated constantly, so a Momentary duration spell merely makes an object seem to flicker for a moment.<br />Note also that shadows are due to the physical body blocking the light, thus destroying something's shadow is Creo Ignem, or possibly Rego Ignem, and not Perdo Imaginem. Mirror images, however, are caused by the species bounching off the mirror, so aspell destroying (or changing) the species also changes mirror images.<br />Perdo Imaginem botches might make the image more intense, or destroy the wrong image.</p><p></p><p><strong>Level 2:</strong> Destroy an object ability to affect taste or touch.</p><p><strong>Level 3:</strong> Destroy an object ability to affect smell or hearing.</p><ul><li><p>Destroy an object ability to affect taste and touch.</p></li></ul><p><strong>Level 4:</strong> Destroy an object ability to affect sight.</p><ul><li><p>Destroy an object ability to affect any three of taste, touch, smell or hearing.</p></li></ul><p><strong>Level 5:</strong> Destroy an object ability to affect any of four senses.</p><p><strong>Level 10:</strong> Destroy an object ability to affect all five senses.</p><hr /><p style=\"text-align:center\"><strong>REGO</strong></p><p>As with CrIm and PeIm, it is slightly harder to affect changing images. Add one level of magnitude to spells that do so. Add a futher level of magnitude if the image is to change along with the object. Add one level of magnitude to the guidelines for each additional sense to be affected.<br />Rego Imaginem botches may control the wrong image, or affect the image in the wrong way.</p><p></p><p><strong>Level 2:</strong> Make an object appear (to one sense) to be up to one pace away from its actual position.</p><p><strong>Level 3:</strong> Make an object appear (to one sense) to be up to 5 paces away from its actual position.</p><ul><li><p>Make objects appear to move rapidly in a disorienting way..</p></li></ul><p><strong>Level 4:</strong> Make an object appear (to one sense) to be up to 15 paces away from its actual position.</p><ul><li><p>Make an object appear (to one sense) to be contained or be attached to another object defined at the time of casting (someone's voice appear to came from a bag).</p></li></ul><p><strong>Level 5:</strong> Make an object appear (to one sense) to be up to 100 paces away from its actual position.</p><p><strong>Level 10:</strong> Make an object appear (to one sense) to be up to in Sight of its actual position.</p><p><strong>Level 15:</strong> Make an object appear (to one sense) to be up to in a location to which the caster as an Arcane Connection.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"wD6Uw4304RYImeGf":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null},"category":null},{"sort":298438,"name":"Mentem Spells","type":"text","_id":"kGMf7V8qYTZdfKl0","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Intelligent minds are affected by Mentem spells while the minds of beasts are affected only by Animal spells. The mental Characteristics are Intelligence, Perception, Presence, and Communication, and they can be affected by Mentem spells.<br />Minds do not have a size, so size modifiers do not apply to Mentem effects with individual targets. However, minds can be counted, so for Groups you still need to boost the size to affect more people. Similarly Mentem spells affecting everyone in a Room,Structure, or Boundary have size modifiers in the normal way.</p><hr /><p style=\"text-align:center\"><strong>CREO</strong></p><p>In addition to healing minds, these spells can also create thoughts, emotions and memories in another person's mind. These creations interact normally with the target's other thoughts, and may be changed in the process.<br />Creo Mentem may create the wrong thoughts, emotions or memories, or affect the wrong target.</p><p></p><p><strong>Level 3:</strong> Form words in another's mind.</p><p><strong>Level 4:</strong> Put a thought or emotion into another mind.</p><p><strong>Level 5:</strong> Create a memory in another's mind.</p><p><strong>Level 30:</strong> Increase one of a person's mental Characteristics by one point, to no more than 0.</p><p><strong>Level 35:</strong> Increase one of a person's mental Characteristics by one point, to no more than +1.</p><p><strong>Level 40:</strong> Increase one of a person's mental Characteristics by one point, to no more than +2.</p><p><strong>Level 45:</strong> Increase one of a person's mental Characteristics by one point, to no more than +3.</p><p><strong>Level 50:</strong> Increase one of a person's mental Characteristics by one point, to no more than +4.</p><p><strong>Level 55:</strong> Increase one of a person's mental Characteristics by one point, to no more than +5.</p><hr /><p style=\"text-align:center\"><strong>INTELLEGO</strong></p><p>Additional ideas can be seen in Intellego Animal guidelines, for spell that affects the mind.<br />Note that writing does not contain any information of itself, and is generally materials Animal, Herbam, or Terram for the materials, not Mentem. To translate writings, you need someone who can read it, although you could read the translation from their mind.<br />A Momentary Mentem spell can answer a single question, although it's not necessary that the answer be expressible in a brief form. Finding out a lot of information takes time.<br />Intellego Mentem botches normally provide false information.</p><p></p><p><strong>Level 4:</strong> Sense the state of consciousness of one intelligent being (asleep, awake, meditating, dead, drugged, insane, or comatose).</p><p><strong>Level 5:</strong> Sense a single emotion in a being.</p><ul><li><p>Understand the meaning behind spoken sounds.</p></li></ul><p><strong>Level 10:</strong> Sense all of the emotions in a being.</p><ul><li><p>Discover the truth of a statement.</p></li></ul><p><strong>Level 15:</strong> Speak with any one human.</p><ul><li><p>Read a person's surface thoughts.</p></li><li><p>Pick a single answer from the mind of the target.</p></li></ul><p><strong>Level 20:</strong> Read the last day's memories from one person.</p><p><strong>Level 25:</strong> Learn all the information you wish from a person's mind.</p><hr /><p style=\"text-align:center\"><strong>MUTO</strong></p><p>Muto Mentem spells give a mind properties it could not naturally acquire. These fall into three main categories.<br />First, changing memories: while memories may decay over time, they do not naturally change radically, so making them so do is Muto.<br />Second, emotions and thoughts that people cannot normally feel, including the thoughts of an animal and similar.<br />Third, non-mental properties: this covers making a mind physical and is very difficult.<br />Granting a magical sense to other people has a base level one magnitude higher than granting it to yourself using Intellego. The necessary increase to range, and possibly, target increase the level further.<br />Muto Mentem botches often alter the mind in the wrong way, or target the wrong mind.</p><p></p><p><strong>Level 1:</strong> Make a minor change in person's memory of an event.</p><p><strong>Level 2:</strong> Make a major change in person's memory of an event.</p><p><strong>Level 3:</strong> Make a major change in person's memory of a series of events.</p><ul><li><p>Make a major change to a person's emotion.</p></li></ul><p><strong>Level 4:</strong> Make a major change in person's memory of a period of their</p><p>life.</p><ul><li><p>Completely change to a person's emotion.</p></li></ul><p><strong>Level 10:</strong> Completely rewrite a person's memories</p><p><strong>Level 15:</strong> Make a mind or spirit visible (requires Imaginem requisite).</p><ul><li><p>Utterly change a person' mind.</p></li></ul><p><strong>Level 25:</strong> Make a mind or spirit solid. Requires the appropriate requisite to the Form of the shape.</p><hr /><p style=\"text-align:center\"><strong>PERDO</strong></p><p>Emotions naturally reappear in a person, so spells that destroy them must have a contunuing duration to ensure that they do not come back. Memories do not naturally return, so Momentary duration spells remove them forever, although a person could be told what he had forgotten, or reconstruct the memory from things he does remember. A continuing spell would prevent a person from relearning that information, however.<br />Perdo Mentem botches may destroy more or less than intended, or target the wrong mind.</p><p></p><p><strong>Level 3:</strong> Remove a minor detail from the person's memory.</p><p><strong>Level 4:</strong> Remove an important detail from the person's memory.</p><ul><li><p>Diminish a single mental capability in a person.</p></li><li><p>Reduce the intensity of all of a person's emotions.</p></li></ul><p><strong>Level 5:</strong> Quell an emotion in a person.</p><p><strong>Level 10:</strong> Remove a minor or short memory from a person's mind.</p><ul><li><p>Reduce all of a person's mental capabilities.</p></li></ul><p><strong>Level 15:</strong> Remove a major or long memory from a person's mind.</p><ul><li><p>Remove all emotions from a person.</p></li><li><p>Drive a person insane.</p></li></ul><p><strong>Level 25:</strong> Leave a person a mindless husk.</p><hr /><p style=\"text-align:center\"><strong>REGO</strong></p><p>Additional ideas can be seen in Rego Animal guidelines, for spell thataffects the mind. Many changes to the mind are Rego effects, because the mind could naturally assume that state.<br />Rego Mentem botches may change the target's mental state in the wrong way, or target the wrong mind.</p><p></p><p><strong>General:</strong> Ward against spirits belonging to one Realm (Divine, Magic, Faerie or Infernal) whose Might is less than the level of the spell. (Base Ward Spells Guideline applies)</p><p><strong>Level 3:</strong> Make a subtle difference to the target mental state.</p><p><strong>Level 4:</strong> Control a target 's mental state (awake, asleep, confused...)</p><p><strong>Level 5:</strong> Control a natural emotion (calm, fear...). That target must feel the emotion before you can control it.</p><ul><li><p>Control a disembodied spirit.</p></li><li><p>Incline a person to a particular sort of response.</p></li></ul><p><strong>Level 10:</strong> Control an unnatural emotion (cultivate a person's feeling of bravery where he is usually cowardly).</p><ul><li><p>Imbue all of a person's response with a particular emotion.</p></li></ul><p><strong>Level 15:</strong> Control a human being as long as you can see him.</p><ul><li><p>Summon a ghost. (Ritual)</p></li></ul><p><strong>Level 20:</strong> Give a person one complex command, which he tries to carry out to the best of his ability.</p><p><strong>Level 30:</strong> Completely control a person's mind and emotions.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"wD6Uw4304RYImeGf":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null},"category":null},{"sort":299219,"name":"Terram Spells","type":"text","_id":"PE6iliwB9WxRkO0t","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Through Terram spells affect all manner of solid objects, though it is harder to affect certain materials. Here, in increasing order of difficulty are the materials: earth (sand, dirt, mud), clay, stone, glass, metal, gemstones. Each level of difficulty does not necesarily represent an increase in one level of magnitude. The base Individual for Terram depends on the material involved. For earth, clay and other similar substances, it is about 10 cubic paces of stuff; for stone it is a single cubic pace; for base metals it is a cubic foot, while for precious metals it is 1/10 of cubic foot; and forgemstones the base individual is one cubic inch in size.</p><hr /><p style=\"text-align:center\"><strong>CREO</strong></p><p>Creating earth in an elaborate shape or with some unnatural properties is one level of magnitude higher than the listed guidelines.<br />Creo Terram botches may entomb the caster in earth or stone, create the wrong material or create it in the wrong place.</p><p></p><p><strong>Level 1:</strong> Create sand, dirt, mud, or clay.</p><p><strong>Level 3:</strong> Create stone or glass.</p><p><strong>Level 5:</strong> Create base metal.</p><p><strong>Level 15:</strong> Create precious metal.</p><p><strong>Level 25:</strong> Create gemstone.</p><hr /><p style=\"text-align:center\"><strong>INTELLEGO</strong></p><p>Intellego Terram spells level are not affected by the material of the thing affected.<br />Intellego Terram botches normally provide false information.</p><p></p><p><strong>Level 2:</strong> Learn one visible property of an object. A property that someone with the appropriate skill could determine just by looking.</p><p><strong>Level 4:</strong> Learn one mundane properties of an object.</p><ul><li><p>See an object and its sorroundings.</p></li></ul><p><strong>Level 5:</strong> Learn all component of a mixture or alloy.</p><p><strong>Level 10:</strong> Learn all the antural properties of an object.</p><p><strong>Level 15:</strong> Sense all the mundane properties of a composite object.</p><p><strong>Level 20:</strong> Learn all the magical properties of an object.</p><ul><li><p>Make your sense unhindered by earth.</p></li><li><p>Speak with a natural rock (a boulder).</p></li></ul><p><strong>Level 25:</strong> Speak with an artificial rock (a statue).</p><hr /><p style=\"text-align:center\"><strong>MUTO</strong></p><p>The targets below are for changing earth (dirt, sand, mud, clay). To change to or from stone or glass, add one level of magnitude. To change to or from metal or gemstone add two level of magnitudes. These adjustment only apply once, so that changing metal to metal is only two magnitudes higher. The amount of material you can change is limited by the guidelines for each end. Thus, you can turn a cubic pace of stone into a cubic inch of gemstone with a base Individual.<br />Muto Terram botches may transform the wrong thing in the wrong way, or turn other things nearby into stone or metal.</p><p></p><p><strong>Level 1:</strong> Change one property of earth.</p><p><strong>Level 2:</strong> Change earth to another type of natural earth (sand, mud, loam...) .</p><p><strong>Level 3:</strong> Change earth so that is slightly unnatural. Requisites may be required.</p><ul><li><p>Change earth into a liquid or gas. Requisites may be required.</p></li><li><p>Change earth to stone, or vice versa.</p></li></ul><p><strong>Level 4:</strong> Change earth so that is highly unnatural. Requisites are often required.</p><ul><li><p>Change earth into a mixture of liquid, solid and gases.</p></li><li><p>Require the appropriate requisites.</p></li><li><p>Change earth into a plant. Require Herbam requisite.</p></li><li><p>Make something grow to eight time its previous volume.</p></li></ul><p><strong>Level 5:</strong> Change earth into slightly unnatural liquid or gas. Require the appropriate requisite.</p><ul><li><p>Change earth into an animal. Require Animal requisite.</p></li></ul><p><strong>Level 10:</strong> Change earth into highly unnatural liquid or gas. Requires appropriate requisite.</p><hr /><p style=\"text-align:center\"><strong>PERDO</strong></p><p>Earth includes dirt, sand, mud, clay and other similar type of earth. To destroy stone or glass, add one level of magnitude. To destroy metal or gemstone add two level of magnitudes.<br />Perdo Terram botches may destroy the wrong thing, including the ground beneath any creatures or objects, or things they are holding.</p><p></p><p><strong>Level 2:</strong> Weaken earth.</p><p><strong>Level 3:</strong> Destroy earth.</p><hr /><p style=\"text-align:center\"><strong>REGO</strong></p><p>Earth includes dirt, sand, mud, clay and other similar type of earth. To control stone or glass, add one level of magnitude. To control metal or gemstone add two levels of magnitude. Manipulating objects with great precision may also be higher, depending on the level of precision.<br />Rego Terram botches may result in earth moving in unwanted ways, or bystanders being struck by large amounts of flying stone.</p><p></p><p><strong>General:</strong> Ward against stone creatures belonging to one Realm (Divine, Magic, Faerie or Infernal) whose Might isless than the level of the spell. (Base Ward Spells Guideline applies)</p><p><strong>Level 1:</strong> Control or move earth in a natural fashion.</p><p><strong>Level 2:</strong> Control or move earth in a slightly unnatural fashion.</p><ul><li><p>Keep earth away from you, under your conscious control (you must be aware of its presence).</p></li></ul><p><strong>Level 3:</strong> Control aor move earth in a very unnatural fashion.</p><p><strong>Level 5:</strong> Keep all earth away from your body, or ward a target against earth.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"wD6Uw4304RYImeGf":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null},"category":null},{"sort":299610,"name":"Vim Spells","type":"text","_id":"hxRet4qNFzukfA6C","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Vim spells help you use your spells to better effect. Many Vim spells are meant to be cast along with other spells, and modify or change their effects.<br />Vim magic also encompasses summoning and dealing with Demons. This pactice is prohibited within the Order, but fighting Demons is allowed.<br />Magi often use Vim spells to counteract magical phenomena: in these cases Storyguides should assign spell levels for all magical phenomena that those using Vim counterspells will have to match.<br />Most example Vim spells are of General level, and the guidelines provided for Vim spells take account of this, and rather than giving an absolute level for a corresponding effect, they give the relationship that the level of the Vim spell must bear to the level of the target.<br />When you change parameters of a General spell, you should take account of these changes in level before multiplying or dividing the the spell's level to get the real effect.<br />The Individual target for a Vim spell can refer to either an individual spell, or an individual object or person, and similarly for Group. If the target is an object or person, the Vim spell will affect any suitable magic affecting that person, not just one spell. Most such spells can only be cast on either other spells or individuals, but, if the description suggests that they could be cast on either, then they can.<br />Spells and magical effect do not have sizes, so size modifications do not apply to the levels of Individual Target Vim spells. However Vim spells affecting areas, or number of spells, must be increased in level for large areas or large numbers, as normal.<br />The guidelines below refer mainly to spells: this is for the sake of brevity, as Vim spells can affect magical effects proceeding from magical items, magical creatures, or demons. However unless specifically stated otherwise, the spells do not affect magical items, only the effects that they produce.<br />It should be noted that Hermetic magi, and some non-Hermetic wizards, do not have Might scores, and thus are not affected by wardings or other spells that act against Might scores.</p><hr /><p style=\"text-align:center\"><strong>CREO</strong></p><p>Creo Vim botches often give the caster additional Warping Points.</p><p></p><p><strong>General:</strong> Create a magical shell which looks real to Intellego spells with alevel less than twice its level plus one magnitude. This aura is generic “magic” only – no misleading information can be supplied.</p><ul><li><p>Create a magical shell which prevents Intellego spells with a level less than its level plus one magnitude from learning any details about the magic on the target.</p></li><li><p>Create a magical shell which gives false information about the target to Intellego spells with level less than half its (level plus one magnitude).</p></li></ul><p><strong>Level 3:</strong> Taint something with magic.</p><p><strong>Level 5:</strong> Create a burst of magic that gives the target 1 Warping point. Spell that grant Warping cannot have a duration of greater than Momentary. Note that doing this to a magus is an attack, and clearly against the Code.</p><p><strong>Level 10:</strong> Give the target 2 Warping points.</p><p><strong>Level 15:</strong> Give the target 3 Warping points.</p><p><strong>Level 20:</strong> Give the target 4 Warping points.</p><hr /><p style=\"text-align:center\"><strong>INTELLEGO</strong></p><p>Demons cannot be detected by Intellego spells unless they wish to be (at least to the common knowledge of the Order), thus there are no demon-locating spells. Magic items cannot be investigated with simple spells, but require a season spent in the laboratory to discover what magic an enchanted item contains and how to use them (see the Laboratory chapter). A spell can only tell you that an item is magical, and and perhaps give some hint of its powers, but never how to use it.<br />Further increases in level will give increased sensivity to residues. The base level of a spell also gives a fairly good idea of the strength of a spell (within a magnitude). The addition of one magnitude will say whether the effect is Hermetic, and a magus familiar with other types of magic will be able to identify them as well. The addition of two magnitudes will give information about Technique and Form, or nearest equivalent for other types of magic. Furthere increases in the level will yeld further information, depending on the design of the specific spell.<br />Different spells may be invented to detect Faerie, Divine, or Infernal effects. Each spell affects only one realm, and Storyguides may disallow spells that detect the Divine or Infernal.<br />As a general rule, the residues of magic decline as follows: as soon as the magic finishes, the magnitude halves, it then drops by one for every duration of the spell that passes. Storyguides should employ this as a guideline, not a rigid formula, and may if they wish, allow high level detection spells to pick up residues with “negative magnitude”.<br />Magical items can have an effective residue magnitude equal to the number of pawns of vis used to open the enchantment (or the total pawns used for lesser enchanted devices). Magnitudes for non-Hermetic items must be setted by the Storyguide. A spell that detect items will not also detect effects or creatures, and vice versa. Variants will detect items enchanted by different Realms, as above.<br />Magical creatures can also be detected: treat their Might as the level of the effect; for Hermetic magi, use their highest Art. Divide Might (or the Art) by five (rounding up) to get the effective residue magnitude. Again this requires a different spells and variants may detect Faerie and possibly Divine creatures (not Demons). Storyguides may allow spells that detect other Infernal creatures, such as diabolists and undead.<br />Raw vis will show up as magical, simply as raw vis, under any magical detection. The level of the detecting spell is irrilevant as is the the realm of power that it was designed to detect. However, only specially designed spells will yeld any information other than that it is raw vis.<br />Intellego Vim botches generally provide false information.</p><p></p><p><strong>Level 1:</strong> Detect magic of 10° magnitude or higher</p><ul><li><p>Detect the presence of a mystical aura.</p></li><li><p>Detect the presence of raw vis.</p></li></ul><p><strong>Level 2:</strong> Detect magic of 8° magnitude or higher.</p><ul><li><p>Determine the power of a mystical aura.</p></li></ul><p><strong>Level 3:</strong> Detect magic of 6° magnitude or higher.</p><ul><li><p>Detect regio boundaries. If cast with a Vision target, this provides enough information to find a way between levels, for regiones that allow that sort of entrance. Otherwise, it reveals the presence of a regio, and possibly its rough shape.</p></li></ul><p><strong>Level 4:</strong> Detect magic of 3° magnitude or higher.</p><ul><li><p>Judge the amount of vis present.</p></li><li><p>Discern the Art of vis.</p></li></ul><p><strong>Level 5:</strong> Detect any active magic.</p><p><strong>Level 10:</strong> Detect the traces of powerful magic.</p><ul><li><p>Detect the recent presence of weak magic.</p></li></ul><hr /><p style=\"text-align:center\"><strong>MUTO</strong></p><p>Most MuVi spells last as long as the spell that they have altered, with a nominal duration of Momentary. It is not normally possible to have a MuVi spell that lasts longer than the target spell.<br />These meta-magical spells have certain restrictions, which apply to all MuVi spells invented according to Hermetic theory. First of all, they cannot be cast on spontaneous spells: such magic is being manipulated at whim – any attempt to alter it further would make the caster lose control.<br />Second, you must make an Intelligence + Concentration roll of 9+ if you are casting both spells: if this fails, the spells do not go off. If it botches, they botch.<br />If you wish to cast one of these spells on a spell being cast by another magus you must either be cooperating, or you must fast cast the MuVi spell. There is no other way to get the timing right. In addition your Penetration total for the MuVi spell must beat the other magus's Penetration total for the spell to be changed, unless you are cooperating.<br />Touch range is sufficient to affect your own spells, but Voice range at least, is needed to affect another magus's casting. You cannot touch the spell itself.<br />These spells can only be used on Hermetic magic, as they depend on a good understanding of the process involved. You may only put a MuVi effect into a magical item if it is to work with another effect in that item. All MuVi spells require some tailoring to the specific use, and a magical item effect cannot be so tailored.<br />Note that a spell invented according to one of the guidelines below will change another spell in a specific way; it is not possible to invent a single spell which changes another spell however the caster wants. See the example spells for ideas on how specific this should be.<br />It is not possible to use MuVi to affect another spell after it has been cast.<br />A Muto Vim botch will generally affect the target spell in an undesirable way.</p><p></p><p><strong>General:</strong> Superficially change a spell of less than twice the (level +1 magnitude) of the MuVi spell. This may not change the primary effect of the spell or its power.</p><ul><li><p>Significantly change a spell of less than the (level +1 magnitude) of the MuVi spell. This may not change either the Tecnique or Form of the target spell. A change in power of plus or minus one magnitude is a significant change, as is change of target, if the target was possible for the original spell.</p></li><li><p>Totally change a spell of less than half the (level +1 magnitude) of the MuVi spell.This may change the Technique, Form, or both of the target spell, and needs no requisites for those Arts. The MuVi spell affect the structure of the spell, not the things that the spell targets. A change in power up to two magnitudes is a total change. Any grater change requires either Creo or Perdo to create more magical energy or destroy some.</p></li></ul><hr /><p style=\"text-align:center\"><strong>PERDO</strong></p><p>If you want to cast a PeVi spell on a character who has Magic Resistance, you must overcome the Magic Resistance.<br />Perdo Vim botches may dispel the wrong spells or effects, damage an aura, deplete vis or harm resistances or might scores.</p><p></p><p><strong>General:</strong> Make something, including a magical item, seem non-magical to any Intellego spell of less than twice the (level –2 magnitudes) of this spell.</p><ul><li><p>Dispel effects of a specific type with a level less than the (level +4 magnitudes) of the Vim spell + stress die(no botch). A specific type could be Hermetic Terram magic, or Shamanic spirit control magic. A magus must have some knowledge of a type of magic although not necessarily ability to use it) to invent a spell to affect it. All Hermetic magi have some knowledge of all Hermetic magic.</p></li><li><p>Reduce the target Might by the level of a spell +10, as long as the spell penetrates the creature's resistance.</p></li><li><p>Dispel any magical effect with a casting total less than half the (level +4 magnitudes) of the Vim spell + a stress die (no botch).</p></li><li><p>Reduce the casting total for all magic cast by the target by half the (level +2 magnitudes) of the spell. If 2 or more spells affect one target, only the highest has any effect: the penalties do not add. The spell mustpenetrate the target's Magic Resistance in order to have any effect.</p></li></ul><p><strong>Level 5:</strong> Reduce the duration of an Arcane Connection by one step on the table on page 84. If this reduces the duration below Hours, the connection expires immediately. Does not work on connections that naturally have Indefinite duration, but can make an Arcane Connection that was fixed in laboratory expire. Note that the Range is the range to the Arcane Connection, and you must know what you are targeting, just as for any other spell.</p><p><strong>Level 10:</strong> Reduce the duration of an Arcane Connection by 2 steps on the table on page 84, as above.</p><p><strong>Level 15:</strong> Reduce the duration of an Arcane Connection by 3 steps on the table on page 84, as above.</p><p><strong>Level 20:</strong> Reduce the duration of an Arcane Connection by 4 steps on the table on page 84, as above.</p><p><strong>Level 25:</strong> Reduce the duration of an Arcane Connection by 5 steps on the table on page 84, as above.</p><p><strong>Level 30:</strong> Reduce the duration of an Arcane Connection by 6 steps on the table on page 84, as above.</p><hr /><p style=\"text-align:center\"><strong>REGO</strong></p><p>Theoretically is possible to conjure and control demons through ReVi spells, but this knowledge and its use are forbidden by the Hermetic Code. Any who find and dare to use this knowledge face dangers from both the beings they deal with and those in the Order of Hermes who strongly object to such practices.<br />ReVi would also be the combination of Arts that granted Magic Resistance, but not even Bonisagus was able to turn Parma Magica into a spell. Aegis of the Hearth is the best that has been managed, and that spell is not fully integrated into Hermetic theory.<br />Rego Vim botches may have the opposite desired effects on targeted spells or tamper with resistances or might scores.</p><p></p><p><strong>General:</strong> Ward the target against creature with a Might less than the level of the spell. A creature warded against cannotdirectly affect the target physically or by magical means. A spell of this nature will only ward against creatures of one Realm (Divine, Magic, Faerie or Infernal). (Base Ward Spells Guideline applies)</p><ul><li><p>Sustain or suppress a spell you have cast whose level is less than the (level + 2 magnitudes) of the Vim spell.</p></li><li><p>Create a conduit or container for spells with a level lesser than the (level +5 magnitudes) of the Vim spell. A conduit puts you in mystical contact with the target (effective Touch range), while a container will hold a spell for a specific length of time before releasing it.</p></li><li><p>Sustain or suppress a spell cast by another with level less than the half the (level +5 magnitudes) of the Vim spell.</p></li></ul><p><strong>Level 10:</strong> Move raw vis from one physical object to another, without needing a laboratory.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"wD6Uw4304RYImeGf":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null},"category":null},{"sort":400000,"name":"Casting Spells and Score Modifiers","type":"text","_id":"F4iWxFnO5tzzKubX","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Your base Casting Score is <strong>Technique + Form + Stamina + Aura Modifier</strong>. Your target number to hit is the level of the spell you are attempting to cast. If a stress die is used, a botch is possible, and botching treats your Casting Total as zero. In the event a spell is successfully cast but the Fatigue would knock the caster unconscious, the spell fires first.</p><p></p><p><strong>Formulaic Magic</strong> is your <strong>Casting Score + Die Roll</strong>. Failing to meet the target number by 10 or less means the spell still works, but the caster loses a Fatigue level. If more than 10, a Fatigue level is still lost but the spell fails. Formulaic spells take only a few seconds to cast.</p><p><strong>Ritual Magic</strong> is your <strong>Casting Score + Artes Liberales + Philosophiae + Stress Die</strong>. Ritual spells take fifteen minutes to cast per magnitude and have an additional cost of one pawn of vis per magnitude of the spell, and the types of vis must match one of the Forms or Techniques used. Multiple types of vis can be used for the same spell. Failing to meet the target number by 10 or less means the spell still works, similar to Formulaic spells. Ritual spells cause Long-Term Fatigue:</p><table><tbody><tr><td><p style=\"text-align:center\"><strong>Casting Total - Spell Level</strong></p></td><td><p style=\"text-align:center\"><strong>Fatigue Levels Lost</strong></p></td></tr><tr><td><p style=\"text-align:center\">0 or higher</p></td><td><p style=\"text-align:center\">1</p></td></tr><tr><td><p style=\"text-align:center\">-1 to -5</p></td><td><p style=\"text-align:center\">2</p></td></tr><tr><td><p style=\"text-align:center\">-6 to -10</p></td><td><p style=\"text-align:center\">3</p></td></tr><tr><td><p style=\"text-align:center\">-11 to -15</p></td><td><p style=\"text-align:center\">4</p></td></tr><tr><td><p style=\"text-align:center\">-16 or more</p></td><td><p style=\"text-align:center\">5</p></td></tr></tbody></table><p><strong>Spontaneous Magic</strong> is either your <strong>(Casting Score + Stress Die) ÷ 2</strong> when exerting, or <strong>Casting Score ÷ 5</strong> when not exerting. When casting a Spontaneous spell, the caster must decide on the effect they are trying to create, including Range, Duration and Target. The effect can be open ended, in which case a higher total means a stronger effect. Unlike Formulaic and Ritual spells, the caster MUST have the Casting Score reach the Target Total to successfully cast the spell. Failure does not cause extra fatigue.</p><hr /><p><strong>Fast Casting</strong> can be done with any Spontaneous spell, however Formulaic spells must be Mastered with the Fast Casting special ability. Fast Casting is done in reaction to an attack or surprising event, multiple spells can be fast-cast in succession, and they function the same:</p><p>Firstly, <strong>Quickness + Finesse + Stress Die</strong>, adding a <strong>cumulative -6 for each fast-cast spell after the first</strong>. This roll must beat the opponent's Initiative Total to fire off before. A failure to do so means the Mage <em>may</em> still cast the spell, it will simply fire off afterwards, and they can no longer attempt to fast-cast more spells that round.</p><p>In either case, the fast-cast spell will be rolled as normal for Spontaneous or Formulaic rules, but will add a <strong>-10 penalty to the Casting Score and +2 botch dice</strong>.</p><p>In order to defend against Magic specifically, the Mage must know the Hermetic Form of the incoming spell. This can be determined automatically if the Mage can see and hear the caster's words and gestures or has other prior knowledge. Otherwise, it can be determined with <strong>Perception + Awareness + Die Roll vs. 15 - effect magnitude</strong>.</p><p>A fast-cast defense with half the level of the attacking spell is enough to deflect the spell, protecting the Mage and one other individual or small area, so that the spell lands elsewhere. A fast-cast defense that matches or exceeds the level of the attacking spell can completely neutralize it.</p><hr /><p><strong>Ceremonial Casting</strong> can be done with any Spontaneous spell, however Formulaic spells must be Mastered with the Ceremonial Casting special ability. <strong>Ceremonial spells require the Mage to have experience points in either Artes Liberales or Philosophae to use.</strong> They are cast the same way as ordinary Spontaneous or Formulaic spells, except that they take fifteen minutes per magnitude to cast and add <strong>Artes Liberales + Philosophae</strong> to the Casting Score.</p><hr /><p>There are several other things that can add bonuses or penalties to Casting Spells.<br /></p><ul><li><p><strong>Virtues and Flaws</strong> are the biggest things that can modify Casting Scores and Totals, and there are plenty.</p></li><li><p><strong>Words &amp; Gestures</strong> can be used at the Mage's discretion to add either a bonus or penalty to the <strong>Casting Score</strong> depending what is used:</p><ul><li><p><strong>+1</strong> for Loud Words, <strong>0</strong> for Firm Words, <strong>-5</strong> for Quiet Words, <strong>-10</strong> for No Words</p></li><li><p><strong>+1</strong> for Exaggerated Gestures, <strong>0</strong> for Bold Gestures, <strong>-2</strong> for Subtle Gestures, <strong>-5</strong> for No Gestures<br />(Spells with Voice range will be subject to the volume of the words, and can not be cast in silence)</p></li></ul></li><li><p><strong>Auras</strong> will add bonuses or penalties to the <strong>Casting Score</strong> based on the type and level of aura. (Note that in many circumstances, you may not know the effect until you attempt to cast.)</p><ul><li><p><strong>+1</strong> per level of Magic Aura, and no botch dice (for ordinary magic).</p></li><li><p><strong>+1</strong> per 2 levels of Faerie Aura, and <strong>+1</strong> botch dice per level.</p></li><li><p><strong>-3</strong> per level of Divine Aura, and <strong>+1</strong> botch dice per level.</p></li><li><p><strong>-1</strong> per level of Infernal Aura, and <strong>+1</strong> botch dice per level.<br />(Powers associated with realms other than magic interact with each aura differently)</p></li></ul></li><li><p><strong>Raw Vis</strong> can be expended to give <strong>+2 bonus to Casting Score</strong> per pawn. This also adds <strong>+1 botch die</strong> per pawn. A Mage can only use as much Vis for a single spell up to their score in the Art of the vis.</p></li><li><p><strong>Enchanted Items</strong> grant <strong>Shape and Material bonuses to the Casting Score of specific spells</strong>, depending on the specific shapes and materials making up the item.*</p></li><li><p><strong>Spell Mastery</strong> will add a <strong>+1 bonus per level of the Mastery Ability to the Casting Score</strong> for Formulaic spells.</p></li><li><p><strong>Charm Magic</strong> (HoH:MC) may grant +<strong>1 per charm</strong> and <strong>+1 per category</strong> represented to the Casting Totals of specific spells.</p><p></p></li></ul><p>*Shape and Material lists are detailed across the following books:</p><p><span style=\"font-family:'gg sans', 'Noto Sans', 'Helvetica Neue', Helvetica, Arial, sans-serif, 'Apple Symbols'\">ArM5 p110<br />HoH Mystery Cults p137<br />HoH True Lineages p139<br />Hermetic Projects p26<br />Cradle &amp; Crescent p176<br />Mysteries Revised p33<br />RoP Infernal p123<br />Guardians of the Forests p33<br />Ancient Magic p116<br />Art and Academe p63<br />The Sundered Eagle p45<br />Transylvanian Tribunal p131</span></p><p><sub>An extended (but incomplete) list of most of these can be found on the Atlas Games website.</sub></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"wD6Uw4304RYImeGf":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null},"category":null},{"sort":500000,"name":"Penetration and Resistance","type":"text","_id":"pJuuOSl8qSu7f2Ve","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>To get through Magic Resistance directly, which all Hermetic Magi and anything with a Might Score have, you need to beat it with Penetration.</p><p>The calculation for Penetration is <strong>Casting Total + (Penetration Ability × Multiplier) - Spell Level</strong>. The Penetration Multiplier starts at <strong>1</strong>, however it may be increased through several means.</p><ul><li><p>Firstly, <strong>Arcane Connections</strong> can improve the Multiplier (Only one can be used for a single spell):</p><ul><li><p><strong>+1</strong> if it lasts hours or days</p></li><li><p><strong>+2</strong> if it lasts weeks or months</p></li><li><p><strong>+3</strong> if it lasts years or decades</p></li><li><p><strong>+4</strong> if it lasts indefinitely</p></li></ul></li><li><p>Secondly, <strong>Sympathetic Connections</strong> can improve the Multiplier (Any number of separate ones may be used for a single spell, and their bonuses stack):</p><ul><li><p><strong>+1</strong> if the caster is a blood relative of the target</p></li><li><p><strong>+1</strong> if possessing a signature of the target</p></li><li><p><strong>+1</strong> if possessing the target's nickname, birth name or secret name (never baptismal name)</p></li><li><p><strong>+1</strong> If knowing target's location and daily horoscope</p></li><li><p><strong>+2</strong> if knowing target's place and time of birth, and nativity horoscope</p></li><li><p><strong>+2 </strong>if possessing a symbolic representation of the target</p></li></ul></li></ul><p>(These are all only examples, and the SG or even entire troupe should decide what sympathetic connections may apply. The bonus can never go higher than +2)</p><ul><li><p><strong>Virtues and Flaws</strong> may affect your Penetration values at any step.</p></li><li><p>The <strong>Penetration Spell Mastery Ability</strong> improves your <strong>Penetration Ability</strong> for that spell only.</p></li></ul><p>Please note that although Magic Resistance can be very hard to overcome in some cases, it only applies to direct effects against the resistant target. There are plenty of indirect ways to affect something with Magic Resistance. e.g. \"Rock Directly To Your Face\" will be deflected harmlessly, but \"Rock Directly Into The Air\" may fall on their head if it's aimed well.</p><hr /><p>Supernatural powers and powers granted by Might scores function much like spells, and have to penetrate Magic Resistance just like spells do in order to directly effect resistant targets. Supernatural powers' penetration calculations vary by power. The Might power calculation is <strong>Might Score + (Penetration Ability × Multiplier) - ( 5 × Might Point cost of the power)</strong> and they can increase their penetration in all the same ways that Hermetic Magi can.</p><hr /><p>Because most of the world is Mundane, most things in the world have no Magic Resistance at all, and so spells that target them simply work.</p><p>All Hermetic Magi have a <strong>Magic Resistance</strong> equal to <strong>Parma Magica × 5</strong> (while the Parma Magica is active, of course), plus an additional resistance in each individual Form equal to the level of the Arts.*</p><p>In addition, a Mage with a Familiar adds their <strong>Silver Cord Score</strong> as a bonus to all rolls against mental effects, including magic. A Mage may also choose to use their Familiar's Magic Resistance score instead of their Parma Magica without dropping Parma.</p><p>No other forms of Magic Resistance stack with the Parma Magica, and it is very difficult for anything that is not a Hermetic Mage or a creature with a Might Score to acquire Magic Resistance, though some Virtues like True Faith do.</p><p>Magic Resistance keeps magic away from the Mage, their clothing and other items close to them, but it does not dispel magic. A spell targeting an area or moving an object may still affect other things in the vicinity, at the Storyguide's discretion.</p><p>When a mystical effect fails to Penetrate a target's magic resistance, they are aware that their resistance stopped something, but have no knowledge of what was stopped. In some cases it is very obvious, but in others they may be left very confused.</p><p>Any being with Magic Resistance can choose to suppress it, for instance to benefit from the beneficial effects of an ally.</p><p>*On top of giving additional resistance to magical effects within their category, Form resistances also give Soak and resistance bonuses to certain mundane effects at a rate of <strong>Form score ÷ 5 (rounded up)</strong>:</p><ul><li><p>Animal gives Soak against animal attacks and rolls to resist animal poisons.</p></li><li><p>Aquam gives Soak against water jets and rolls to resist drowning and thirst.</p></li><li><p>Auram gives Soak against weather phenomena and rolls to resist suffocation.</p></li><li><p>Corpus gives Soak against unarmed humans and rolls to resist disease. (Not aging)</p></li><li><p>Herbam gives Soak against wood and rolls to resist herbal poisons and starvation.</p></li><li><p>Ignem gives Soak against fire and cold and rolls to withstand extreme temperatures.</p></li><li><p>Imaginem boosts rolls to resist confusion, deafening and nausea due to the senses.</p></li><li><p>Mentem boosts rolls to resist mundane persuasion, deception and temptation.</p></li><li><p>Terram gives Soak against metal/stone weapons and rolls to resist mineral poisons.</p></li><li><p>Vim gives Soak against your own spellcasting and rolls to resist Twilight. (Not Comprehend)</p></li></ul>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"wD6Uw4304RYImeGf":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null},"category":null}],"folder":null,"ownership":{"default":0,"ErQ613O32LNYb71L":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"2.4.0.4","createdTime":1752387249222,"modifiedTime":1752387249314,"lastModifiedBy":"ErQ613O32LNYb71L","exportSource":{"worldId":"nigrasaxa","uuid":null,"coreVersion":"12.331","systemId":"arm5e","systemVersion":"2.3.0.12"}},"_id":"ivGwbRPHUX61irDn","sort":200000,"categories":[]}
{"name":"Player Characters","folder":"1YMZoBULfx2GNHSx","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"kdxYMT5hkWcvtuhj","pages":[{"name":"Player Characters","text":{"markdown":"The traditional troupe members of a Saga. The character sheets should be familiar to Ars Magica players as most fields are self explanatory and their sheets are very similar. They increase in complexity from grog to companion to magus. Please see below for a more in-depth explanation of each feature of the sheet.\r\n\r\nWhenever you see a die icon, click it to roll. A pop up will open to confirm some details and actually roll.\r\n\r\nFor brevity, we will limit ourselves to describing only items that need some sort of explanation or that function differently than a simple \"type your info here\".\r\n\r\n\r\n# **Magi, Companions and Grogs**    \r\n\r\n\r\n#### *Please note: for most of the sheet, right-clicking on an item will show its full description in the sheet without opening an extra window*\r\n\r\n\r\n## Header\r\n\r\n![](modules/arm5e-compendia/doc/images/CreationModeIcon.webp)\r\n**Creation mode icon:** Indicates this **Actor** is in creation mode. Right now, it has only the following effects (with more to come):\r\n\t- Normal mode: You can change the **Year born** field and have the system set the **Actor's** age;\r\n\t- Creation mode: You set the age of the **Actor** and the system sets the birth year based on the current time\r\n\r\nThis setting can be changed in the @UUID[JournalEntry.kdxYMT5hkWcvtuhj.JournalEntryPage.lIoi1prdxUDdmLqo]{Player Characters}, below.\r\n\r\n**Covenant field:** Set it to an existing covenant name in the world to link it to that character - the character will automatically become a member in the covenant sheet. Or you can click on the link symbol to open the covenant sheet. You can also drag and drop a covenant actor on the character sheet for the same effect. A covenant needs to be created as an Actor, that is, just like a Player Character. Please see @UUID[JournalEntry.1Q07wiJzQyHJHddg.JournalEntryPage.jZBH2Fsr8VgX3Jou]{Covenant}.\r\n\r\n**Season** and **Year** cannot be changed by hand - they're automatically set by the system. Changing your character's age will also changed their year of birth, further down the sheet.\r\n\r\n**Characteristics:** \r\nClick on a characteristic label to open a roll dialog. Mousing over the score will also tell you the number of aging points in that characteristic - the more aging points, the larger a shadow will appear around the field. To edit the aging points, shift+click the label of the characteristic.\r\n  \r\n## Description\r\n\r\nSome fields like **size**, **soak** and **encumbrance** are read only because they are automatically computed by the system and can only be changed through @UUID[JournalEntry.6IQ8RULAQqwg8QhA.JournalEntryPage.UTLyPky6bwF4Mgjx]{Active effects};\r\n\r\n**Warping**: Clicking on the Twilight icon will trigger a Twilight episode, as will getting two or more points of Warping when casting a spell (though the threshold can be adjusted with @UUID[JournalEntry.6IQ8RULAQqwg8QhA.JournalEntryPage.UTLyPky6bwF4Mgjx]{Active effects}). See @UUID[JournalEntry.3OYUPghbY5vtHGjn.JournalEntryPage.lDwAnfnft757Yksu]{Twilight};\r\n\r\n**Aging and decrepitude**: Click on the little hourglass icon to do an aging roll (see @UUID[JournalEntry.yzjq1eOACMHtr9Po.JournalEntryPage.vr0ZY74LXfGjN7Rh]{Aging});\r\n\r\n**Personaliy traits:** Click on the + sign to add a Personality Trait. Click on the die icon to roll for it;\r\n\r\n**Reputation**: Click on the + sign to add a Reputation. Click on the die icon to roll for it.\r\n\r\n### Vitals and Combat\r\n\r\n**Fatigue**: Use the + and - signs to increase your fatigue or the rest button to reset it all. Spell casting will automatically add fatigue levels as well, which is taken into account for all necessary rolls.\r\n\r\nIt is also possible to increase or decrease your fatigue levels and the associated penalty using @UUID[JournalEntry.6IQ8RULAQqwg8QhA.JournalEntryPage.UTLyPky6bwF4Mgjx]{Active effects}.\r\n\r\n**Wounds:** You can manually add wounds to a character here. Each wound is individually represented by an icon and fresh wounds have a red aura around them.\r\n\r\n![](modules/arm5e-compendia/doc/images/Wounds.webp)\r\n*Wounds*\r\n\r\nClicking the wound icon opens a pop up where you can add more information about the wound, such as location, for instance. It will also allow you to delete the wound. Deleting the wound is *not* the same as recovering from it and will just remove it altogether!\r\n\r\n![](modules/arm5e-compendia/doc/images/WoundWindow.webp)\r\n*Wound window*\r\n\r\nClicking the bandaged hand opens the @UUID[JournalEntry.lDiXkETDplt8gmEP.JournalEntryPage.jd4Z2tDxNuxKVqii]{Sanatorium} window. In this window not only can you roll for recovery, it will also keep a record of the rolls and effects. Please see the corresponding page for more details on how it works.\r\n\r\nThe penalties for wounds and fatigue are automatically taken into account for rolls - remember that if you're casting a lot of spells and rest for a while you need to come back here and remove those fatigue levels.\r\n\r\n**Combat section:** You can roll for initiative, attack, defense etc here (See @UUID[JournalEntry.zLLJrCulo468CILn.JournalEntryPage.nq5a7Q6hbAExF8d6]{Combat} for more detail). Please note you can't change any numbers here - they're derived from other places, such as your stats, items and so on.\r\n\r\n**Weapons and Armor**: A duplicate from the Inventory tab put here for convenience. Click on the check box to equip or unequip. Dragging and dropping items here will also work, of course, as will adding them manually by clicking on the + icon. You can edit them here, like you can in the [[Inventory]] tab.\r\n\r\n## Abilities\r\n\r\nThis section lists all the abilities possessed by the character. As mentioned in the Introduction, you can add preconfigured abilities by dragging and dropping from the sidebar, from a Compendium or even from another character sheet.\r\n\r\n![](modules/arm5e-compendia/doc/images/AbilitiesActor.webp)\r\n\r\nYou can also click the little + icon to add an ability that will be specific to this character only. Creating it here and then dragging and dropping it back into the Items tab will add that new ability to the Items available.\r\n\r\nSimply click on the Ability label to roll for it. A pop up window will ask for the specific conditions to the roll (like Characteristic to be used, simple/stress die etc).\r\n\r\n![](modules/arm5e-compendia/doc/images/AbilityRoll.webp)\r\n*Ability roll window*\r\n\r\nThe abilities are arranged alphabetically in different sections corresponding to their category in the Core book (General, Academic etc).\r\n\r\nA category will appear only if the character has an ability in it, however. Clicking on a category will collapse or expand the corresponding list of abilities.\r\n\r\nActive effects are represented by colors:\r\n\r\n* Blue: Puissant\r\n\r\n* Red: Affinity\r\n\r\n* Violet: Puissant and affinity\r\n\r\n* Dark grey blue: Deficiency\r\n\r\n![](modules/arm5e-compendia/doc/images/AbilitiesActorEffects.webp)\r\n*Active effects*\r\n\r\n### Virtues and Flaws\r\n\r\nAs with abilities, you can drag and drop Virtues and Flaws, as well as create new ones here and drag them back to the Items tab. A label in _italic_ means it has an Active Effect, that is, it affects something else in the sheet (like an Ability, for instance).\r\n\r\n## Arts\r\n\r\nThis tab is only available to magic users.\r\n\r\n![](modules/arm5e-compendia/doc/images/HermeticArts.webp)\r\n\r\nEach of the Arts is represented in this section:\r\n\r\n-   The Art symbol or its hand gesture (see @UUID[JournalEntry.4SKQ0xYOxFir2mPB.JournalEntryPage.QkdBE6EroandNcn6]{Settings});\r\n\r\n-   Its name - click on it to roll for spontaneous magic and follow the prompts in the pop up window;\r\n   \r\n-   The amount of XP spent in it and the total needed for the next level. You can directly edit the amount of XP here;\r\n\r\n-   The score, read only but adjustable with the plus and minus icons. Please note changing the score will also change the amount of XP in the previous box to the amount necessary for the level, ignoring whatever you added before. Changing it back will not remember the last number set there;\r\n\r\n-   The forms have an additional number between braces: this is the magic resistance for this form (ie: 5x Parma Magica + score);\r\n\r\n-   The same colored shadow codes as abilities are used to indicate an active effect:\r\n\r\n   -   Blue: Puissant\r\n\r\n   -   Red: Affinity\r\n\r\n   -   Violet: Puissant and affinity\r\n   \r\n   -   Dark grey blue: Deficiency\r\n\r\n![](modules/arm5e-compendia/doc/images/SpontaneousCasting.webp)\r\n  *Spontaneous casting window*\r\n\r\n#### Voice and gestures\r\n\r\n![](modules/arm5e-compendia/doc/images/VoiceGestures.webp)\r\n\r\nYou can configure the default casting modifiers here. Whenever you cast a spell, whether formulaic or through a spontaneous casting effect, these settings will affect that roll.\r\n\r\n#### Magic totals\r\n\r\n![](modules/arm5e-compendia/doc/images/MagicTotals.webp)\r\n\r\nA list of totals used for magic computed with characteristics and abilities. None of these are directly editable, being derived numbers.\r\n\r\nYou can, however, directly roll fast-casting and targeting by clicking on the corresponding labels.\r\n\r\n#### Spells\r\n\r\n![](modules/arm5e-compendia/doc/images/SpellList.webp)\r\n\r\nAs it is for abilities, a list of the spells known by the magus. And just as with abilities, these can be created here, added through drag and drop from the Items tab, or created here and then dragged back to the Item tab, adding them to the general item list.\r\n\r\nPlease see [[Creating new spells and effects]] for more details on how to create these.\r\n\r\nAlso note the little icon next to the spell name - that icon denotes a specific Mastery for that spell - Fast Casting, in this example. Hovering the mouse over the icon will bring up what it means.\r\n\r\nClick on a spell to roll for casting. That will open a pop up window asking for more details. Remember the Voice and Gestures choices *will* affect this roll (and do show up under \"Bonuses\" in the new window and in the result dialogue).\r\n\r\nClicking on the up-down arrow icon will display a special filter area:\r\n\r\n![](modules/arm5e-compendia/doc/images/SpellFilter.webp)\r\n*Spell filter*\r\n\r\nYou can filter by technique, form and level and then close it. A red aura around the word \"Filter\" will indicate the list is filtered.\r\n\r\nPlease note the filter parameters are stored in the browser on a per user and character basis so two different users can have their own specific view of the same sheet at the same time. As long as you keep using the same tab they will be preserved.\r\n\r\n#### Spontaneous magical effects\r\n\r\nSame as spell list, but for frequently used spontaneous effects. Please [[Creating new spells and effects]] for more details on adding these.\r\n\r\n### Casting totals\r\n\r\nThis table gives you a quick overview of the magical capabilities of a character and is only for reference.\r\nApplying a magical focus, changing the aura level, changing the Divider or the Modifier here will only show you the effects such an actual change would have and do not affect actual casting or lab totals at all.\r\n\r\n## Laboratory\r\n\r\nA laboratory or sanctum needs to be created as an Actor, just like a Player Character. Please see [[Laboratory]].\r\n\r\nJust below that line, you have the same totals you had in Arts, and, like in Arts, they're for reference mostly, though you can click on Fast Casting Speed and Targeting to roll them from here.\r\n\r\n**Twilight Scars**: This is an editable field that is pretty self explanatory, but will also be modified in the future.\r\n\r\n**Familiar**: For now, the Familiar tab is very simple, though, and mostly for reference. It will be expanded in the future.\r\n\r\n### Lab totals\r\n\r\nSimilar to casting totals, this table gives an overview of the lab capabilities of a character. The table is not directly editable, being calculated from other fields in the sheet.\r\n\r\nPlease be aware **Laboratory quality** is a read-only field if there's a sanctum linked to the character, and the same for the aura. **Modifier** and **Apply magical focus** can be changed, however.\r\n\r\n##### Laboratory help\r\n\r\nSimply enter the stats of the magus's assistant here. This part will also be expanded later.\r\n\r\n## Inventory\r\n\r\nPretty self explanatory in general. A lot of it is drag and drop already, and new items can be created following the same rules already explained.\r\n\r\nPlease remember to equip or unequip whatever armor or weapon the character is using so these values are used for combat! To equip or unequip something, simply click on the \"Equipped:\" checkbox.\r\n\r\n### Library\r\n\r\nThis section reflects the character's library and not the covenant's one. Books are split into the following types:\r\n\r\n- Hermetic Arts\r\n- Abilities\r\n- Spell Masteries\r\n- Lab Texts\r\n- Physical Books\r\n\r\nFor more information on adding books, please see [[Libraries]].\r\n  \r\n### Diary\r\n\r\nThe diary tab lists all diary entries in ante-chronological order and will be populated from different sources. Adding equipment, for instance, twilight episodes, recovery in the sanatorium and others create entries here automatically, which can also be edited.\r\n\r\nTo add an activity here that is not controlled by another section, click the *+ Create* button and see @UUID[JournalEntry.yzjq1eOACMHtr9Po.JournalEntryPage.vr0ZY74LXfGjN7Rh]{Long term activities}. \r\n\r\nDepending on the activity, XP must be applied. If that is the case, but the activity and its XP hasn't been finalized yet, the entry will be in *italics*.\r\n\r\n- The *Pending Experience* field shows how much total experience hasn't been applied to the character yet\r\n\r\n- The Astrolabe icon opens up the calendar with the seasons and the years showing a complete list of past diary entries. Clicking on an activity will open its full entry. New activities can also be added through here, by clicking on the appropriate square for the season and year. Please see @UUID[JournalEntry.yzjq1eOACMHtr9Po.JournalEntryPage.vr0ZY74LXfGjN7Rh]{Long term activities}.\r\n\r\n![](modules/arm5e-compendia/doc/images/Diary.webp)\r\n*Diary tab*\r\n\r\n### Effects\r\n\r\nThis tab lists all the effects currently affecting this **Actor** (including covenants) and is read-only for players.\r\n\r\n- Hovering the mouse pointer over the icon will bring up its description;\r\n\r\n- Items can be turned on and off (that is, made active or inactive) by clicking on the little X to its right. Once it's moved to the **Inactive effects** zone, it can be turned back on by clicking on the little check mark;\r\n\r\n- Some effects are brought in automatically as certain characteristics are added, like Virtues and Flaws, for example, but others must be added manually;\r\n\t- Please note not all Virtues, Flaws etc are adding all the effects at this time (2025/03/08). These are still being added. Please check if all the effects you need are here.\r\n\r\n- Temporary effects caused by spells will eventually also be listed here;\r\n\r\n- The **Source** field lists where the effect is coming from, of course. If the source is the name of the **Actor**, this means it was added manually to this Actor only;\r\n\r\n- To add a new effect, click the *+ Create* icon and see @UUID[JournalEntry.6IQ8RULAQqwg8QhA.JournalEntryPage.UTLyPky6bwF4Mgjx]{Active effects} for more details on each kind of effect available.\r\n\r\n- **Dev note:** In Foundry core, the name for this feature is Active effects but they can be Active, Passive or Inactive which can make things confusing.\r\n\r\n![](modules/arm5e-compendia/doc/images/ActorEffects.webp)\r\n*Actor effects tab*\r\n\r\n### Actor settings, or the gear icon\r\n\r\nIn this tab you can change between Creation and Normal modes by clicking on the **Creation mode** checkbox. Right now, Creation mode only has the following effects, but will be expanded later:\r\n\r\n- Normal mode: You can change the **Year born** field and have the system set the **Actor's** age, in the Description.Description tab;\r\n- Creation mode: You can set the age of the **Actor** (in the Header section) and the system sets the birth year based on the current time\r\n\r\nThis is also a good spot to quickly add \"packages\" of stats. Please see below for details on each \"package\". \r\n\r\nPlease be aware the buttons will only add the stats, not remove them, and that adding one more package doesn't exclude the previous one. Shift+Click, however, will add 5 XP to all the related abilities (nifty for quick creation):\r\n\r\n- Add basic abilities: (Area) Lore 1, Language 5\r\n- Martial: Awareness 0, Brawl 0, Bows 0, Great Weapon 0, Single Weapon 0, Thrown Weapon 0\r\n- Social: Carouse 0, Charm 0, Etiquette 0, Folk Ken 0, Leadership 0, Bows 0\r\n- Rogue: Awareness 0, Charm 0, Folk Ken 0, Guile 0, Intrigue 0, Legerdemain 0\r\n- Mundane scholar: (no effect for now)\r\n- Arcane scholar: Profession: Scribe 0, Artes LIberales 0, Language: Latin 0, Philosophiae 0, Dominion Lore 0, Faerie Lore 0, Infernal Lore 0, Magic Lore 0\r\n- Magus: *The Gift*, Awareness 0, Concentration 0, Artes Liberales 1, Language: Latin 4, Philosophiae 0, Code of Hermes 0, Finesse 0, Magic Theory 3, Parma Magica 1, Penetration 0\r\n- Arts mastery: Adds 5 XP to each Art the Actor has\r\n\r\n\r\n\r\nFrom here, perhaps @UUID[JournalEntry.zLLJrCulo468CILn.JournalEntryPage.nq5a7Q6hbAExF8d6]{Gameplay} would be a good idea.","format":2,"content":"<p>The traditional troupe members of a Saga. The character sheets should be familiar to Ars Magica players as most fields are self explanatory and their sheets are very similar. They increase in complexity from grog to companion to magus. Please see below for a more in-depth explanation of each feature of the sheet.</p>\n<p>Whenever you see a die icon, click it to roll. A pop up will open to confirm some details and actually roll.</p>\n<p>For brevity, we will limit ourselves to describing only items that need some sort of explanation or that function differently than a simple \"type your info here\".</p>\n<h1><strong>Magi, Companions and Grogs</strong></h1>\n<h4><em>Please note: for most of the sheet, right-clicking on an item will show its full description in the sheet without opening an extra window</em></h4>\n<h2>Header</h2>\n<p><img src=\"modules/arm5e-compendia/doc/images/CreationModeIcon.webp\" alt=\"\" />\n<strong>Creation mode icon:</strong> Indicates this <strong>Actor</strong> is in creation mode. Right now, it has only the following effects (with more to come):\n    - Normal mode: You can change the <strong>Year born</strong> field and have the system set the <strong>Actor's</strong> age;\n    - Creation mode: You set the age of the <strong>Actor</strong> and the system sets the birth year based on the current time</p>\n<p>This setting can be changed in the @UUID[JournalEntry.kdxYMT5hkWcvtuhj.JournalEntryPage.lIoi1prdxUDdmLqo]{Player Characters}, below.</p>\n<p><strong>Covenant field:</strong> Set it to an existing covenant name in the world to link it to that character - the character will automatically become a member in the covenant sheet. Or you can click on the link symbol to open the covenant sheet. You can also drag and drop a covenant actor on the character sheet for the same effect. A covenant needs to be created as an Actor, that is, just like a Player Character. Please see @UUID[JournalEntry.1Q07wiJzQyHJHddg.JournalEntryPage.jZBH2Fsr8VgX3Jou]{Covenant}.</p>\n<p><strong>Season</strong> and <strong>Year</strong> cannot be changed by hand - they're automatically set by the system. Changing your character's age will also changed their year of birth, further down the sheet.</p>\n<p><strong>Characteristics:</strong> \nClick on a characteristic label to open a roll dialog. Mousing over the score will also tell you the number of aging points in that characteristic - the more aging points, the larger a shadow will appear around the field. To edit the aging points, shift+click the label of the characteristic.</p>\n<h2>Description</h2>\n<p>Some fields like <strong>size</strong>, <strong>soak</strong> and <strong>encumbrance</strong> are read only because they are automatically computed by the system and can only be changed through @UUID[JournalEntry.6IQ8RULAQqwg8QhA.JournalEntryPage.UTLyPky6bwF4Mgjx]{Active effects};</p>\n<p><strong>Warping</strong>: Clicking on the Twilight icon will trigger a Twilight episode, as will getting two or more points of Warping when casting a spell (though the threshold can be adjusted with @UUID[JournalEntry.6IQ8RULAQqwg8QhA.JournalEntryPage.UTLyPky6bwF4Mgjx]{Active effects}). See @UUID[JournalEntry.3OYUPghbY5vtHGjn.JournalEntryPage.lDwAnfnft757Yksu]{Twilight};</p>\n<p><strong>Aging and decrepitude</strong>: Click on the little hourglass icon to do an aging roll (see @UUID[JournalEntry.yzjq1eOACMHtr9Po.JournalEntryPage.vr0ZY74LXfGjN7Rh]{Aging});</p>\n<p><strong>Personaliy traits:</strong> Click on the + sign to add a Personality Trait. Click on the die icon to roll for it;</p>\n<p><strong>Reputation</strong>: Click on the + sign to add a Reputation. Click on the die icon to roll for it.</p>\n<h3>Vitals and Combat</h3>\n<p><strong>Fatigue</strong>: Use the + and - signs to increase your fatigue or the rest button to reset it all. Spell casting will automatically add fatigue levels as well, which is taken into account for all necessary rolls.</p>\n<p>It is also possible to increase or decrease your fatigue levels and the associated penalty using @UUID[JournalEntry.6IQ8RULAQqwg8QhA.JournalEntryPage.UTLyPky6bwF4Mgjx]{Active effects}.</p>\n<p><strong>Wounds:</strong> You can manually add wounds to a character here. Each wound is individually represented by an icon and fresh wounds have a red aura around them.</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/Wounds.webp\" alt=\"\" />\n<em>Wounds</em></p>\n<p>Clicking the wound icon opens a pop up where you can add more information about the wound, such as location, for instance. It will also allow you to delete the wound. Deleting the wound is <em>not</em> the same as recovering from it and will just remove it altogether!</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/WoundWindow.webp\" alt=\"\" />\n<em>Wound window</em></p>\n<p>Clicking the bandaged hand opens the @UUID[JournalEntry.lDiXkETDplt8gmEP.JournalEntryPage.jd4Z2tDxNuxKVqii]{Sanatorium} window. In this window not only can you roll for recovery, it will also keep a record of the rolls and effects. Please see the corresponding page for more details on how it works.</p>\n<p>The penalties for wounds and fatigue are automatically taken into account for rolls - remember that if you're casting a lot of spells and rest for a while you need to come back here and remove those fatigue levels.</p>\n<p><strong>Combat section:</strong> You can roll for initiative, attack, defense etc here (See @UUID[JournalEntry.zLLJrCulo468CILn.JournalEntryPage.nq5a7Q6hbAExF8d6]{Combat} for more detail). Please note you can't change any numbers here - they're derived from other places, such as your stats, items and so on.</p>\n<p><strong>Weapons and Armor</strong>: A duplicate from the Inventory tab put here for convenience. Click on the check box to equip or unequip. Dragging and dropping items here will also work, of course, as will adding them manually by clicking on the + icon. You can edit them here, like you can in the [[Inventory]] tab.</p>\n<h2>Abilities</h2>\n<p>This section lists all the abilities possessed by the character. As mentioned in the Introduction, you can add preconfigured abilities by dragging and dropping from the sidebar, from a Compendium or even from another character sheet.</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/AbilitiesActor.webp\" alt=\"\" /></p>\n<p>You can also click the little + icon to add an ability that will be specific to this character only. Creating it here and then dragging and dropping it back into the Items tab will add that new ability to the Items available.</p>\n<p>Simply click on the Ability label to roll for it. A pop up window will ask for the specific conditions to the roll (like Characteristic to be used, simple/stress die etc).</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/AbilityRoll.webp\" alt=\"\" />\n<em>Ability roll window</em></p>\n<p>The abilities are arranged alphabetically in different sections corresponding to their category in the Core book (General, Academic etc).</p>\n<p>A category will appear only if the character has an ability in it, however. Clicking on a category will collapse or expand the corresponding list of abilities.</p>\n<p>Active effects are represented by colors:</p>\n<ul>\n<li><p>Blue: Puissant</p></li>\n<li><p>Red: Affinity</p></li>\n<li><p>Violet: Puissant and affinity</p></li>\n<li><p>Dark grey blue: Deficiency</p></li>\n</ul>\n<p><img src=\"modules/arm5e-compendia/doc/images/AbilitiesActorEffects.webp\" alt=\"\" />\n<em>Active effects</em></p>\n<h3>Virtues and Flaws</h3>\n<p>As with abilities, you can drag and drop Virtues and Flaws, as well as create new ones here and drag them back to the Items tab. A label in <em>italic</em> means it has an Active Effect, that is, it affects something else in the sheet (like an Ability, for instance).</p>\n<h2>Arts</h2>\n<p>This tab is only available to magic users.</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/HermeticArts.webp\" alt=\"\" /></p>\n<p>Each of the Arts is represented in this section:</p>\n<ul>\n<li><p>The Art symbol or its hand gesture (see @UUID[JournalEntry.4SKQ0xYOxFir2mPB.JournalEntryPage.QkdBE6EroandNcn6]{Settings});</p></li>\n<li><p>Its name - click on it to roll for spontaneous magic and follow the prompts in the pop up window;</p></li>\n<li><p>The amount of XP spent in it and the total needed for the next level. You can directly edit the amount of XP here;</p></li>\n<li><p>The score, read only but adjustable with the plus and minus icons. Please note changing the score will also change the amount of XP in the previous box to the amount necessary for the level, ignoring whatever you added before. Changing it back will not remember the last number set there;</p></li>\n<li><p>The forms have an additional number between braces: this is the magic resistance for this form (ie: 5x Parma Magica + score);</p></li>\n<li><p>The same colored shadow codes as abilities are used to indicate an active effect:</p>\n<ul>\n<li><p>Blue: Puissant</p></li>\n<li><p>Red: Affinity</p></li>\n<li><p>Violet: Puissant and affinity</p></li>\n<li><p>Dark grey blue: Deficiency</p></li></ul></li>\n</ul>\n<p><img src=\"modules/arm5e-compendia/doc/images/SpontaneousCasting.webp\" alt=\"\" />\n  <em>Spontaneous casting window</em></p>\n<h4>Voice and gestures</h4>\n<p><img src=\"modules/arm5e-compendia/doc/images/VoiceGestures.webp\" alt=\"\" /></p>\n<p>You can configure the default casting modifiers here. Whenever you cast a spell, whether formulaic or through a spontaneous casting effect, these settings will affect that roll.</p>\n<h4>Magic totals</h4>\n<p><img src=\"modules/arm5e-compendia/doc/images/MagicTotals.webp\" alt=\"\" /></p>\n<p>A list of totals used for magic computed with characteristics and abilities. None of these are directly editable, being derived numbers.</p>\n<p>You can, however, directly roll fast-casting and targeting by clicking on the corresponding labels.</p>\n<h4>Spells</h4>\n<p><img src=\"modules/arm5e-compendia/doc/images/SpellList.webp\" alt=\"\" /></p>\n<p>As it is for abilities, a list of the spells known by the magus. And just as with abilities, these can be created here, added through drag and drop from the Items tab, or created here and then dragged back to the Item tab, adding them to the general item list.</p>\n<p>Please see [[Creating new spells and effects]] for more details on how to create these.</p>\n<p>Also note the little icon next to the spell name - that icon denotes a specific Mastery for that spell - Fast Casting, in this example. Hovering the mouse over the icon will bring up what it means.</p>\n<p>Click on a spell to roll for casting. That will open a pop up window asking for more details. Remember the Voice and Gestures choices <em>will</em> affect this roll (and do show up under \"Bonuses\" in the new window and in the result dialogue).</p>\n<p>Clicking on the up-down arrow icon will display a special filter area:</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/SpellFilter.webp\" alt=\"\" />\n<em>Spell filter</em></p>\n<p>You can filter by technique, form and level and then close it. A red aura around the word \"Filter\" will indicate the list is filtered.</p>\n<p>Please note the filter parameters are stored in the browser on a per user and character basis so two different users can have their own specific view of the same sheet at the same time. As long as you keep using the same tab they will be preserved.</p>\n<h4>Spontaneous magical effects</h4>\n<p>Same as spell list, but for frequently used spontaneous effects. Please [[Creating new spells and effects]] for more details on adding these.</p>\n<h3>Casting totals</h3>\n<p>This table gives you a quick overview of the magical capabilities of a character and is only for reference.\nApplying a magical focus, changing the aura level, changing the Divider or the Modifier here will only show you the effects such an actual change would have and do not affect actual casting or lab totals at all.</p>\n<h2>Laboratory</h2>\n<p>A laboratory or sanctum needs to be created as an Actor, just like a Player Character. Please see [[Laboratory]].</p>\n<p>Just below that line, you have the same totals you had in Arts, and, like in Arts, they're for reference mostly, though you can click on Fast Casting Speed and Targeting to roll them from here.</p>\n<p><strong>Twilight Scars</strong>: This is an editable field that is pretty self explanatory, but will also be modified in the future.</p>\n<p><strong>Familiar</strong>: For now, the Familiar tab is very simple, though, and mostly for reference. It will be expanded in the future.</p>\n<h3>Lab totals</h3>\n<p>Similar to casting totals, this table gives an overview of the lab capabilities of a character. The table is not directly editable, being calculated from other fields in the sheet.</p>\n<p>Please be aware <strong>Laboratory quality</strong> is a read-only field if there's a sanctum linked to the character, and the same for the aura. <strong>Modifier</strong> and <strong>Apply magical focus</strong> can be changed, however.</p>\n<h5>Laboratory help</h5>\n<p>Simply enter the stats of the magus's assistant here. This part will also be expanded later.</p>\n<h2>Inventory</h2>\n<p>Pretty self explanatory in general. A lot of it is drag and drop already, and new items can be created following the same rules already explained.</p>\n<p>Please remember to equip or unequip whatever armor or weapon the character is using so these values are used for combat! To equip or unequip something, simply click on the \"Equipped:\" checkbox.</p>\n<h3>Library</h3>\n<p>This section reflects the character's library and not the covenant's one. Books are split into the following types:</p>\n<ul>\n<li>Hermetic Arts</li>\n<li>Abilities</li>\n<li>Spell Masteries</li>\n<li>Lab Texts</li>\n<li>Physical Books</li>\n</ul>\n<p>For more information on adding books, please see [[Libraries]].</p>\n<h3>Diary</h3>\n<p>The diary tab lists all diary entries in ante-chronological order and will be populated from different sources. Adding equipment, for instance, twilight episodes, recovery in the sanatorium and others create entries here automatically, which can also be edited.</p>\n<p>To add an activity here that is not controlled by another section, click the <em>+ Create</em> button and see @UUID[JournalEntry.yzjq1eOACMHtr9Po.JournalEntryPage.vr0ZY74LXfGjN7Rh]{Long term activities}. </p>\n<p>Depending on the activity, XP must be applied. If that is the case, but the activity and its XP hasn't been finalized yet, the entry will be in <em>italics</em>.</p>\n<ul>\n<li><p>The <em>Pending Experience</em> field shows how much total experience hasn't been applied to the character yet</p></li>\n<li><p>The Astrolabe icon opens up the calendar with the seasons and the years showing a complete list of past diary entries. Clicking on an activity will open its full entry. New activities can also be added through here, by clicking on the appropriate square for the season and year. Please see @UUID[JournalEntry.yzjq1eOACMHtr9Po.JournalEntryPage.vr0ZY74LXfGjN7Rh]{Long term activities}.</p></li>\n</ul>\n<p><img src=\"modules/arm5e-compendia/doc/images/Diary.webp\" alt=\"\" />\n<em>Diary tab</em></p>\n<h3>Effects</h3>\n<p>This tab lists all the effects currently affecting this <strong>Actor</strong> (including covenants) and is read-only for players.</p>\n<ul>\n<li><p>Hovering the mouse pointer over the icon will bring up its description;</p></li>\n<li><p>Items can be turned on and off (that is, made active or inactive) by clicking on the little X to its right. Once it's moved to the <strong>Inactive effects</strong> zone, it can be turned back on by clicking on the little check mark;</p></li>\n<li><p>Some effects are brought in automatically as certain characteristics are added, like Virtues and Flaws, for example, but others must be added manually;</p>\n<ul>\n<li>Please note not all Virtues, Flaws etc are adding all the effects at this time (2025/03/08). These are still being added. Please check if all the effects you need are here.</li></ul></li>\n<li><p>Temporary effects caused by spells will eventually also be listed here;</p></li>\n<li><p>The <strong>Source</strong> field lists where the effect is coming from, of course. If the source is the name of the <strong>Actor</strong>, this means it was added manually to this Actor only;</p></li>\n<li><p>To add a new effect, click the <em>+ Create</em> icon and see @UUID[JournalEntry.6IQ8RULAQqwg8QhA.JournalEntryPage.UTLyPky6bwF4Mgjx]{Active effects} for more details on each kind of effect available.</p></li>\n<li><p><strong>Dev note:</strong> In Foundry core, the name for this feature is Active effects but they can be Active, Passive or Inactive which can make things confusing.</p></li>\n</ul>\n<p><img src=\"modules/arm5e-compendia/doc/images/ActorEffects.webp\" alt=\"\" />\n<em>Actor effects tab</em></p>\n<h3>Actor settings, or the gear icon</h3>\n<p>In this tab you can change between Creation and Normal modes by clicking on the <strong>Creation mode</strong> checkbox. Right now, Creation mode only has the following effects, but will be expanded later:</p>\n<ul>\n<li>Normal mode: You can change the <strong>Year born</strong> field and have the system set the <strong>Actor's</strong> age, in the Description.Description tab;</li>\n<li>Creation mode: You can set the age of the <strong>Actor</strong> (in the Header section) and the system sets the birth year based on the current time</li>\n</ul>\n<p>This is also a good spot to quickly add \"packages\" of stats. Please see below for details on each \"package\". </p>\n<p>Please be aware the buttons will only add the stats, not remove them, and that adding one more package doesn't exclude the previous one. Shift+Click, however, will add 5 XP to all the related abilities (nifty for quick creation):</p>\n<ul>\n<li>Add basic abilities: (Area) Lore 1, Language 5</li>\n<li>Martial: Awareness 0, Brawl 0, Bows 0, Great Weapon 0, Single Weapon 0, Thrown Weapon 0</li>\n<li>Social: Carouse 0, Charm 0, Etiquette 0, Folk Ken 0, Leadership 0, Bows 0</li>\n<li>Rogue: Awareness 0, Charm 0, Folk Ken 0, Guile 0, Intrigue 0, Legerdemain 0</li>\n<li>Mundane scholar: (no effect for now)</li>\n<li>Arcane scholar: Profession: Scribe 0, Artes LIberales 0, Language: Latin 0, Philosophiae 0, Dominion Lore 0, Faerie Lore 0, Infernal Lore 0, Magic Lore 0</li>\n<li>Magus: <em>The Gift</em>, Awareness 0, Concentration 0, Artes Liberales 1, Language: Latin 4, Philosophiae 0, Code of Hermes 0, Finesse 0, Magic Theory 3, Parma Magica 1, Penetration 0</li>\n<li>Arts mastery: Adds 5 XP to each Art the Actor has</li>\n</ul>\n<p>From here, perhaps @UUID[JournalEntry.zLLJrCulo468CILn.JournalEntryPage.nq5a7Q6hbAExF8d6]{Gameplay} would be a good idea.</p>"},"_id":"lIoi1prdxUDdmLqo","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
{"name":"Sanatorium","folder":"1YMZoBULfx2GNHSx","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"lDiXkETDplt8gmEP","pages":[{"name":"Sanatorium","text":{"markdown":"The sanatorium is a dialog to manage the recovery of wounds during a season. It is accessible in Description.Vitals&Combat by clicking the bandaged icon.\n\nNote: this page is partially deprecated, see @UUID[JournalEntry.OHKaMsqqko9nY7rz.JournalEntryPage.HUlOK86sql9cT0t1]{Sanatorium user guide} for a more detailed guide.\n\n![](modules/arm5e-compendia/doc/images/Health.webp)\n\nFor the sake of simplicity or until a deeper integration with Simple Calendar is done:\n\nSeason lengths (medieval conventional equinox/solstice dates):\n\n| Season | Days |\n| ------ | ---- |\n| Spring | 92   |\n| Summer | 92   |\n| Autumn | 91   |\n| Winter | 90   |\n\n- Heavy wound recovery is 90 days\n- Medium wound recovery is 30 days\n- Light wound recovery is 7 days\n\n### Interface\n\n![](modules/arm5e-compendia/doc/images/sanatorium.webp)\n\nFrom top to bottom:\n\n- A small vignette to show who is the patient\n- The patient stamina (read only)\n- **Recovery bonus**: Any modifier to recovery given by active effect (read only)\n- **Mundane help**: Used for the chirurgy or medicine score of the physician\n- **Magical help**: Used for Creo Corpus effects on the patient\n- **Sanctum help**: Health modifier provided by the sanctum if any (read only).\n\nAll of the above can be changed in the middle of the season between recovery rolls (eg: if the physician is no longer available and/or a Corpus effect is cast afterward)\n\n- The date is computed automatically using the oldest untreated wound not in the future. This will permit the recovery of wound inflicted during recovery.\n  _For example: While recovering from a medium wound, Thibault fell badly in the stairs while trying to reach the latrines. Opening the sanatorium will allow the recovery of the new wound on the same season_\n\n- The current wounds are displayed by increased gravity. A green aura means that the wound will improve at the end of the recovery period and a red aura indicates that it will get worse.\n- If there is not enough days to do a recovery roll for this season or if the wound is fully healed, the wound icon will get a small lock icon on the top right corner.\n- Hovering with the mouse on a wound will show the modifier to the next roll.\n- For wounds inflicted mid-season, it is possible to adjust the number of days remaining before the first recovery roll.\n- Button \"Roll for recovery\" : click until there is no more days available or wounds to recover from\n- Button \"End of season\" : Clickable only when it is not possible to roll anymore. It will create a new diary entry in the patient calendar containing the medical log for the season.\n\n### Patient's file\n\n- A log of all the rolls made for the season is created. It shows for each wound whether a roll has succeeded or failed and the wound penalty at the end of the period.\n  Note: The RAW states that if more than a month is spent at a given wound penalty it can impact the seasonal activities for the season:\n- -6 or greater : no other activity possible\n- -3 to -5 : No lab activity or crafting possible\n- -1 to -2 : No spells that cost fatigue (important if you intent to cast spontaneous CrCo spells for further recovery)\n- Dev note: Unfortunately, between wound getting worse and better during a season and multiple recovery activities the same season, it has become too complex to compute reliably if the penalty lasted a month during the season (not that it is impossible to do, but it is simpler to do the math... for now)\n\n### Medical history\n\nAll healed wounds are kept in the medical history next to the bandaged hand in the Vitals&Combat tab. You can clear it all using the Perdo hand gesture on the top-right.\n\n![](modules/arm5e-compendia/doc/images/MedicalHistory.webp)","format":2,"content":"<p>The sanatorium is a dialog to manage the recovery of wounds during a season. It is accessible in Description.Vitals&amp;Combat by clicking the bandaged icon.</p>\n<p>Note: this page is partially deprecated, see @UUID[JournalEntry.OHKaMsqqko9nY7rz.JournalEntryPage.HUlOK86sql9cT0t1]{Sanatorium user guide} for a more detailed guide.</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/Health.webp\" alt=\"\" /></p>\n<p>For the sake of simplicity or until a deeper integration with Simple Calendar is done:</p>\n<p>Season lengths (medieval conventional equinox/solstice dates):</p>\n<table>\n<thead>\n<tr>\n<th id=\"season\">Season</th>\n<th id=\"days\">Days</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Spring</td>\n<td>92</td>\n</tr>\n<tr>\n<td>Summer</td>\n<td>92</td>\n</tr>\n<tr>\n<td>Autumn</td>\n<td>91</td>\n</tr>\n<tr>\n<td>Winter</td>\n<td>90</td>\n</tr>\n</tbody>\n</table>\n<ul>\n<li>Heavy wound recovery is 90 days</li>\n<li>Medium wound recovery is 30 days</li>\n<li>Light wound recovery is 7 days</li>\n</ul>\n<h3>Interface</h3>\n<p><img src=\"modules/arm5e-compendia/doc/images/sanatorium.webp\" alt=\"\" /></p>\n<p>From top to bottom:</p>\n<ul>\n<li>A small vignette to show who is the patient</li>\n<li>The patient stamina (read only)</li>\n<li><strong>Recovery bonus</strong>: Any modifier to recovery given by active effect (read only)</li>\n<li><strong>Mundane help</strong>: Used for the chirurgy or medicine score of the physician</li>\n<li><strong>Magical help</strong>: Used for Creo Corpus effects on the patient</li>\n<li><strong>Sanctum help</strong>: Health modifier provided by the sanctum if any (read only).</li>\n</ul>\n<p>All of the above can be changed in the middle of the season between recovery rolls (eg: if the physician is no longer available and/or a Corpus effect is cast afterward)</p>\n<ul>\n<li><p>The date is computed automatically using the oldest untreated wound not in the future. This will permit the recovery of wound inflicted during recovery.\n<em>For example: While recovering from a medium wound, Thibault fell badly in the stairs while trying to reach the latrines. Opening the sanatorium will allow the recovery of the new wound on the same season</em></p></li>\n<li><p>The current wounds are displayed by increased gravity. A green aura means that the wound will improve at the end of the recovery period and a red aura indicates that it will get worse.</p></li>\n<li><p>If there is not enough days to do a recovery roll for this season or if the wound is fully healed, the wound icon will get a small lock icon on the top right corner.</p></li>\n<li><p>Hovering with the mouse on a wound will show the modifier to the next roll.</p></li>\n<li><p>For wounds inflicted mid-season, it is possible to adjust the number of days remaining before the first recovery roll.</p></li>\n<li><p>Button \"Roll for recovery\" : click until there is no more days available or wounds to recover from</p></li>\n<li><p>Button \"End of season\" : Clickable only when it is not possible to roll anymore. It will create a new diary entry in the patient calendar containing the medical log for the season.</p></li>\n</ul>\n<h3>Patient's file</h3>\n<ul>\n<li>A log of all the rolls made for the season is created. It shows for each wound whether a roll has succeeded or failed and the wound penalty at the end of the period.\nNote: The RAW states that if more than a month is spent at a given wound penalty it can impact the seasonal activities for the season:</li>\n<li>-6 or greater : no other activity possible</li>\n<li>-3 to -5 : No lab activity or crafting possible</li>\n<li>-1 to -2 : No spells that cost fatigue (important if you intent to cast spontaneous CrCo spells for further recovery)</li>\n<li>Dev note: Unfortunately, between wound getting worse and better during a season and multiple recovery activities the same season, it has become too complex to compute reliably if the penalty lasted a month during the season (not that it is impossible to do, but it is simpler to do the math… for now)</li>\n</ul>\n<h3>Medical history</h3>\n<p>All healed wounds are kept in the medical history next to the bandaged hand in the Vitals&amp;Combat tab. You can clear it all using the Perdo hand gesture on the top-right.</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/MedicalHistory.webp\" alt=\"\" /></p>"},"_id":"jd4Z2tDxNuxKVqii","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
{"name":"Canvas menu","folder":"1YMZoBULfx2GNHSx","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"m0OdebC7i0R85M7G","pages":[{"name":"Canvas menu","text":{"markdown":"![](modules/arm5e-compendia/doc/images/CanvasMenu.webp)\r\n\r\nThe Ars Magica system has its own set of tools available in the canvas menu on the left.\r\n\r\n- The Aura management tool\r\n- A button to quickly clear auras from the current scene\r\n- The Astrolabium to manage everything time related.\r\n- The Scriptorium to manage everything book related.\r\n- More to come as needed\r\n\r\nThe above will be detailed below.\r\n\r\n## Aura management (GM only)\r\n\r\nThis dialog allows to define an aura for the current scene. The type of aura will impact the use of magic, supernatural abilities (soon) and powers as the realm interaction table in the core book.\r\n\r\n- To be impacted by an aura, a character must be a magus, a NPC entity with a might in a specific realm or have the realm alignment active effect (see @UUID[JournalEntry.6IQ8RULAQqwg8QhA.JournalEntryPage.UTLyPky6bwF4Mgjx]{Active effects})\r\n- **Important:** An aura is only effective in the current _active_ scene. You can have multiple scenes with their own aura but only the active scene will be effective.\r\n- **Limitation:** It is not possible at the moment to have multiple supernatural abilities aligned with different realms.\r\n\r\n## The Astrolabium (GM only)\r\n\r\nManage everything time related**Dev note:** This dialog is still rough at the angles and its design is still unfinished, but I needed to put some preliminary useful tools in. It will be rearranged in the future, when time related features like spell effects are in place. Also expect some basic \"Simple Calendar\" module integration in the future.\r\n\r\n- **Set world date** button will the set the configured date to be the world current date. All new actors will have it at creation.\r\n- **Update actors:** Update all world actors to the current date.\r\n\r\n## The Scriptorium\r\n\r\nThis dialog is managing all things book related.\r\n\r\n**Dev note:** Only reading is implemented for now, but expect writing and book crafting tabs in the future.\r\n\r\n![](modules/arm5e-compendia/doc/images/Scriptorium1.webp)\r\n\r\nThe instructions are pretty clear: drop a character to act as a reader, optionally you can drop a book to fill all the fields automatically or invent a virtual book on the spot.\r\n\r\n- After dropping a book, the fields become read only. If you wanted to use the book as a template, you can unlink it by clicking on the chain link icon and edit it again.\r\n- You can reset the reader by clicking on the chain link icon.\r\n- A faster and more convenient way to open the Scriptorium is from the book sheet (eye icon). The book will automatically be selected and if it is owned by a character, the reader too.\r\n- A number of checks are made before before being able to read a book:\r\n\r\n  - The \"reader\" must be able to read (ie: Artes Liberales 1+)\r\n  - It must know a language at level 4. (It is too complex/impossible for the system to check whether it is the right language. Subject to GM approval)\r\n  - The book level (for summa) must be greater than the reader skill in the topic.\r\n\r\n- The quality increase will be capped to the level of the book. You will be warned and any excess will be discarded.\r\n\r\n![](modules/arm5e-compendia/doc/images/Scriptorium2.webp)\r\n\r\n- For spell masteries and generic abilities, it is difficult to have an exact match of the name of the spell (eg: translation) or ability option. The choice is given to pick the correct one with GM approval.\r\n- Once everything is set up properly, the \"Create activity\" button will be enabled to create a new diary entry. The latter can then be applied and rollbacked if needed (see @UUID[JournalEntry.yzjq1eOACMHtr9Po.JournalEntryPage.vr0ZY74LXfGjN7Rh]{Long term activities} )","format":2,"content":"<p><img src=\"modules/arm5e-compendia/doc/images/CanvasMenu.webp\" alt=\"\" /></p>\n<p>The Ars Magica system has its own set of tools available in the canvas menu on the left.</p>\n<ul>\n<li>The Aura management tool</li>\n<li>A button to quickly clear auras from the current scene</li>\n<li>The Astrolabium to manage everything time related.</li>\n<li>The Scriptorium to manage everything book related.</li>\n<li>More to come as needed</li>\n</ul>\n<p>The above will be detailed below.</p>\n<h2>Aura management (GM only)</h2>\n<p>This dialog allows to define an aura for the current scene. The type of aura will impact the use of magic, supernatural abilities (soon) and powers as the realm interaction table in the core book.</p>\n<ul>\n<li>To be impacted by an aura, a character must be a magus, a NPC entity with a might in a specific realm or have the realm alignment active effect (see @UUID[JournalEntry.6IQ8RULAQqwg8QhA.JournalEntryPage.UTLyPky6bwF4Mgjx]{Active effects})</li>\n<li><strong>Important:</strong> An aura is only effective in the current <em>active</em> scene. You can have multiple scenes with their own aura but only the active scene will be effective.</li>\n<li><strong>Limitation:</strong> It is not possible at the moment to have multiple supernatural abilities aligned with different realms.</li>\n</ul>\n<h2>The Astrolabium (GM only)</h2>\n<p>Manage everything time related<strong>Dev note:</strong> This dialog is still rough at the angles and its design is still unfinished, but I needed to put some preliminary useful tools in. It will be rearranged in the future, when time related features like spell effects are in place. Also expect some basic \"Simple Calendar\" module integration in the future.</p>\n<ul>\n<li><strong>Set world date</strong> button will the set the configured date to be the world current date. All new actors will have it at creation.</li>\n<li><strong>Update actors:</strong> Update all world actors to the current date.</li>\n</ul>\n<h2>The Scriptorium</h2>\n<p>This dialog is managing all things book related.</p>\n<p><strong>Dev note:</strong> Only reading is implemented for now, but expect writing and book crafting tabs in the future.</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/Scriptorium1.webp\" alt=\"\" /></p>\n<p>The instructions are pretty clear: drop a character to act as a reader, optionally you can drop a book to fill all the fields automatically or invent a virtual book on the spot.</p>\n<ul>\n<li><p>After dropping a book, the fields become read only. If you wanted to use the book as a template, you can unlink it by clicking on the chain link icon and edit it again.</p></li>\n<li><p>You can reset the reader by clicking on the chain link icon.</p></li>\n<li><p>A faster and more convenient way to open the Scriptorium is from the book sheet (eye icon). The book will automatically be selected and if it is owned by a character, the reader too.</p></li>\n<li><p>A number of checks are made before before being able to read a book:</p>\n<ul>\n<li>The \"reader\" must be able to read (ie: Artes Liberales 1+)</li>\n<li>It must know a language at level 4. (It is too complex/impossible for the system to check whether it is the right language. Subject to GM approval)</li>\n<li>The book level (for summa) must be greater than the reader skill in the topic.</li></ul></li>\n<li><p>The quality increase will be capped to the level of the book. You will be warned and any excess will be discarded.</p></li>\n</ul>\n<p><img src=\"modules/arm5e-compendia/doc/images/Scriptorium2.webp\" alt=\"\" /></p>\n<ul>\n<li>For spell masteries and generic abilities, it is difficult to have an exact match of the name of the spell (eg: translation) or ability option. The choice is given to pick the correct one with GM approval.</li>\n<li>Once everything is set up properly, the \"Create activity\" button will be enabled to create a new diary entry. The latter can then be applied and rollbacked if needed (see @UUID[JournalEntry.yzjq1eOACMHtr9Po.JournalEntryPage.vr0ZY74LXfGjN7Rh]{Long term activities} )</li>\n</ul>"},"_id":"fX1SnagiZUUa70AZ","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
{"name":"Actors","folder":"1YMZoBULfx2GNHSx","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"oDQsTk1akJApj1if","pages":[{"name":"Actors","text":{"markdown":"There are different types of **Actors** that can be created:\r\n\r\n\r\n![](modules/arm5e-compendia/doc/images/NewActor.webp)\r\n\r\nTheir sheets have been color coded for convenience, as well, so you can tell at a glance what they are.\r\n\r\n- @UUID[JournalEntry.eDo2zgwIGN2rQvni.JournalEntryPage.ZAaP2uSDkmzPVoWM]{Beast}: a beast, whether magical or mundane, coded in brown. Their sheets are very similar to a Player Character's one, for now;\r\n- [[Covenants:]] the \"extra character\" of the saga, where the PCs and many NPCs live, coded in red;\r\n- @UUID[JournalEntry.QnDSWZeNTROvmMQg.JournalEntryPage.nVkFy9BqnWHlq8xa]{Laboratories}: for a magus to work, they need a laboratory, of course. These are coded in green;\r\n- [[Magic Codex:]] a place where you can find a lot of information, such as base levels for spells, shape and material bonuses, for instance, as well as somewhere to experiment with creating and saving effects for later use, coded in violet;\r\n- NPCs: the Non-Player Characters, that is, everybody else, basically, which are coded in brown. The fields in their sheets are pretty much like the Player Character's so they're not explained twice. This Actor will also undergo an overhaul in the future;\r\n- @UUID[JournalEntry.kdxYMT5hkWcvtuhj.JournalEntryPage.lIoi1prdxUDdmLqo]{Player Characters}: the PCs, belonging to the players, which are coded in blue.\r\n\r\nIf you're still following, we recommend you check @UUID[JournalEntry.kdxYMT5hkWcvtuhj.JournalEntryPage.lIoi1prdxUDdmLqo]{Player Characters} next.","format":2,"content":"<p>There are different types of <strong>Actors</strong> that can be created:</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/NewActor.webp\" alt=\"\" /></p>\n<p>Their sheets have been color coded for convenience, as well, so you can tell at a glance what they are.</p>\n<ul>\n<li>@UUID[JournalEntry.eDo2zgwIGN2rQvni.JournalEntryPage.ZAaP2uSDkmzPVoWM]{Beast}: a beast, whether magical or mundane, coded in brown. Their sheets are very similar to a Player Character's one, for now;</li>\n<li>[[Covenants:]] the \"extra character\" of the saga, where the PCs and many NPCs live, coded in red;</li>\n<li>@UUID[JournalEntry.QnDSWZeNTROvmMQg.JournalEntryPage.nVkFy9BqnWHlq8xa]{Laboratories}: for a magus to work, they need a laboratory, of course. These are coded in green;</li>\n<li>[[Magic Codex:]] a place where you can find a lot of information, such as base levels for spells, shape and material bonuses, for instance, as well as somewhere to experiment with creating and saving effects for later use, coded in violet;</li>\n<li>NPCs: the Non-Player Characters, that is, everybody else, basically, which are coded in brown. The fields in their sheets are pretty much like the Player Character's so they're not explained twice. This Actor will also undergo an overhaul in the future;</li>\n<li>@UUID[JournalEntry.kdxYMT5hkWcvtuhj.JournalEntryPage.lIoi1prdxUDdmLqo]{Player Characters}: the PCs, belonging to the players, which are coded in blue.</li>\n</ul>\n<p>If you're still following, we recommend you check @UUID[JournalEntry.kdxYMT5hkWcvtuhj.JournalEntryPage.lIoi1prdxUDdmLqo]{Player Characters} next.</p>"},"_id":"SBzrbU0km9C5iqof","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
{"name":"Fatigue management","folder":"kOnOXY4dxFkDgwpv","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"sfox4KpAuwSoEIpQ","pages":[{"name":"Fatigue management","text":{"markdown":"### Plus / Minus signs\n\n- Add / Remove a short term fatigue level\n- Long term fatigue levels are not impacted.\n\n### Plus / Minus signs with SHIFT key\n\n- Add / Remove a long term fatigue level\n- Short term fatigue levels are not impacted\n\n### Rest button\n\n- Remove all short term fatigue levels\n- If no short term fatigue exists, remove **one** long term fatigue level.\n\n### Rest button + SHIFT\n\n- Remove all fatigue, long or short.\n\n![](modules/arm5e-compendia/doc/images/LongTermFatigue.webp)","format":2,"content":"<h3>Plus / Minus signs</h3>\n<ul>\n<li>Add / Remove a short term fatigue level</li>\n<li>Long term fatigue levels are not impacted.</li>\n</ul>\n<h3>Plus / Minus signs with SHIFT key</h3>\n<ul>\n<li>Add / Remove a long term fatigue level</li>\n<li>Short term fatigue levels are not impacted</li>\n</ul>\n<h3>Rest button</h3>\n<ul>\n<li>Remove all short term fatigue levels</li>\n<li>If no short term fatigue exists, remove <strong>one</strong> long term fatigue level.</li>\n</ul>\n<h3>Rest button + SHIFT</h3>\n<ul>\n<li>Remove all fatigue, long or short.</li>\n</ul>\n<p><img src=\"modules/arm5e-compendia/doc/images/LongTermFatigue.webp\" alt=\"\" /></p>"},"_id":"ALN8y1IWIY0a3qfa","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
{"name":"Guía de uso","pages":[{"sort":0,"name":"Actores","type":"text","_id":"X4B31bvwKOCJefPn","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Se pueden crear diferentes tipos de Actores:</p><h2>Personajes</h2><p>Los miembros tradicionales de una troupe en una saga. Las hojas de personaje deberían resultar familiares a cualquier jugador de Ars Magica, y casi todos los campos son autoexplicativos. Aquí nos centraremos más en las características específicas dentro de Foundry.</p><p>Las hojas y los objetos en propiedad están codificados por color. Los Objetos sin propietario aparecen en negro.</p><h3>Miembros de troupe (azul)</h3><h4><strong>Magus, compañero y grog</strong></h4><h3>Personajes No Jugadores (PNJ) (marrón)</h3><h4><strong>Magus, mundanos o entidad</strong></h4><p></p><h2>Características de la hoja</h2><p>A continuación hay una descripción de las características de la hoja, pestaña por pestaña:</p><ul><li><p>Un magus tiene un pestaña más para las Artes Herméticas y el laboratorio.</p></li><li><p>Una entidad está alineada con un reino, tiene una puntuación de Poder y puede tener poderes. También se ve afectada por las auras.</p></li></ul><h3>Cabecera</h3><h4><strong>Características: </strong>Haz clic en la etiqueta de una característica para abrir una ventana de tirada. Pasa el ratón por encima de su puntuación para ver cuántos puntos de envejecimiento tiene acumulados esa característica; cuanto más puntos de envejecimiento, más grande será la sombra negra que aparecerá alrededor de esa casilla. <strong><br /><br />Campo de alianza field:</strong> Escribe el nombre de una alianza que exista en el mundo de juego para enlazarla con el personaje. El personaje también aparecerá como miembro en la hoja de esa alianza. Haz clic en el icono del clip para abrir la hoja de la alianza. También puedes arrastrar y soltar una hoja de alianza sobre esta hoja para obtener el mismo efecto.</h4><h3>Descripción</h3><p>Algunos campos como el Tamaño, el Aguante y la Carga son solo de lectura porque se calculan y /o solo pueden cambiarse mediante @UUID[.Gm3bQXMrk6WUTBaJ]{Efectos activos}</p><p><strong>Informidad</strong>: WIP, el Crepúsculo y sus efectos aún no están implementados.</p><p><strong>Envejecimiento y Decrepitud</strong>: Haz clic en el icono del reloj de arena para hacer una tirada de envejecimiento (ver @UUID[.x3UWNVGwHqQSh3sF#envejecimiento-(especial)]{Envejecimiento})</p><p><strong>Rasgos de Personalidad:</strong> Haz clic en el icono del dado para hacer una tirada por un Rasgo de Personalidad.</p><p><strong>Reputación</strong>: Haz clic en el icono del dado para hacer una tirada de reputación.</p><p></p><h3>Estadísticas vitales y combate</h3><p></p><p><strong>Fatiga</strong>: Usa los signos + y - para aumentar o reducir tu fatiga, o el boton \"descansar\" para reducirla a cero.<br />Como verás más abajo, es posible ganar o perder niveles de fatiga, con su penalización correspondiente, usando los @UUID[.Gm3bQXMrk6WUTBaJ]{Efectos activos}:</p><img src=\"systems/arm5e/assets/userguide/Fatigue.png\" /><p><strong>Heridas: </strong>Aquí puedes añadir heridas manualmente a un personaje.</p><p>Las penalizaciones por heridas y fatiga se incluyen automáticamente en las tiradas.</p><p></p><p><strong>Sección de combate: </strong>Aquí puedes tirar por iniciativa, ataque y defensa. (Ver @UUID[.yO7HSRsB4M21ykuk#combate]{Combate}</p><ul><li><p>Haz clic en la etiqueta de Aguante para aplicar una cantidad de daño específica. Si hay un combate en marcha, aquí también se calculará automáticamente la cantidad correcta de daño que hay que aguantar. El Tamaño, la vitalidad, la armadura y demás factores también se tienen en cuenta automáticamente para calcular el tipo de herida correcta.</p></li></ul><p><strong>Armas</strong>: Esto es un duplicado de la pestaña de inventario, para facilidad de acceso. Haz clic en la casilla correspondiente para equipar o dejar de equipar un arma.</p><p></p><h3>Habilidades</h3><p>Esta sección muestra todas las habilidades que conoce el personaje. Como se ha mencionado en la introducción, se pueden añadir habilidades preconfiguradas arrastrándolas y soltándolas desde la barra lateral, un compendio o incluso otra hoja de personaje.</p><p></p><img src=\"systems/arm5e/assets/userguide/AbilitiesActor.png\" /><ul><li><p>Haz clic sobre la etiqueta de la habilidad para hacer una tirada por ella.</p></li><li><p>Las habilidades están listadas por orden alfabético dentro de las respectivas categorías de habilidades.</p></li><li><p>Una categoría solo aparecerá si el personaje tiene alguna categoría habilidad en ella. Si haces clic en la categoría, su lista de habilidades correspondiente se comprimirá o se expandirá.</p></li></ul><p></p><h3>Virtudes y Defectos</h3><p>Al igual que con las habilidades, puedes arrastrar y soltar Virtudes y Defectos. La etiqueta aparecerá en <em>cursiva </em>si este tiene un Efecto Activo.</p><p></p><h3>Artes</h3><p>Esta pestaña solo aparece en el caso de magi.</p><img src=\"systems/arm5e/assets/userguide/HermeticArts.png\" /><p>En esta sección se incluye toda la información sobre las Artes :</p><ul><li><p>El símbolo del Arte o su gesto manual (ver @UUID[.pbpZGXKxANcTpr8R#settings]{Ajustes}</p></li><li><p>Su nombre. Haz clic en él para lanzar un hechizo espontáneo.</p></li><li><p>La cantidad de PX invertidos en el Arte y el total necesario para alcanzar el siguiente nivel. Puedes editar manualmente la cantidad.</p></li><li><p>La puntuación, que es de solo lectura pero se puede ajustar con los símbolos de + y -.</p></li><li><p>Las Formas tienen además un número entre paréntesis que indica la Resistencia Mágica para esta Forma (es decir, Parma Magica x5 + puntuación).</p></li><li><p>Las casillas con la puntuación pueden tener las mismas sombras de colores usadas con las habilidades para indicar un efecto activo:</p><ul><li><p>Azul: Maña</p></li><li><p>Rojo: Afinidad</p></li><li><p>Violeta: Maña y Afinidad</p></li><li><p>Azul oscuro grisáceo: Deficiencia</p></li></ul></li></ul><h3>Voz y gestos</h3><p>Aquí puedes configurar los modificadores de lanzamiento por defecto.</p><h3>Totales de magia</h3><p>Una lista de los totales utilizados para diferentes maniobras mágicas en base a las diferentes características y habilidades.</p><ul><li><p>Puedes tirar para hacer un lanzamiento rápido y para apuntar haciendo clic en las etiquetas correspondientes.</p></li></ul><p></p><h3>Hechizos</h3><p>Al igual que las habilidades, una lista de los hechizos que conoce el magus.</p><ul><li><p>Haz clic en un hechizo para lanzarlo.</p></li><li><p>Haciendo clic en la flecha de arriba-abajo aparecerá un menú especial de filtrado:</p></li></ul><img src=\"systems/arm5e/assets/userguide/SpellsFilter.png\" /><ul><li><p>Puedes filtrar por Técnica, Forma y nivel, y luego cerrar el menú. Un leve halo indica que hay un filtro activo en la lista.</p></li><li><p>Los parámetros de filtro se guardan en el navegador para cada usuario y personaje, de manera que dos usuarios diferentes pueden tener su propia vista específica de la misma hoja al mismo tiempo. Siempre que se siga usando la misma pestaña base, las vistas se conservarán.</p></li></ul><h3>Efectos mágicos espontáneos</h3><p>Igual que la lista de hechizos, pero para los efectos espontáneos que se usen con más frecuencia.</p><h3>Habilidades mágicas</h3><ul><li><p>Esta sección es un remanente de la hoja antigua, antes de que se usaran las claves para habilidades. Probablemente será eliminada en el futuro. <strong>No es necesario indicar las habilidades correspondientes aquí a menos que su clave de habilidad no esté configurada debidamente.</strong></p></li><li><p>Aún se puede crear para crear rápidamente las habilidades correspondientes haciendo clic en el icono del engranaje pequeño (usará las que vienen en el compendio del sistema).</p></li></ul><h3>Totales de lanzamiento</h3><p>Esta tabla te permite ver de un vistazo las capacidades mágicas del personaje. Los campos son autoexplicativos.</p><h3>Laboratorio</h3><p><strong>Nota del desarrollador:</strong> Esta pestaña aún está en <em>work in progress</em> y cambiará mucho a medida que se vayan implementando las actividades de laboratorio. Por ahora, se puede usar para guardar la información manualmente, sin más.</p><ul><li><p><strong>Sanctum</strong>: Puedes enlazar un laboratorio con tu personaje, de manera que su Calidad y sus especializaciones de Arte serán incluidas en la subpestaña del Total de Laboratorio de tu personaje.</p></li><li><p><strong>Modificador al ritual de longevidad:</strong> El modificador que recibe el personaje para su ritual de longevidad. (<strong>Nota del desarrollador:</strong> Podría cambiar en el futuro, cuadno esté implementada la creación de rituales de longevidad).</p></li><li><p><strong>Lazos del familiar:</strong> Se aplican en algunos casos (la de bronce para Aguante y Envejecimiento).</p></li></ul><p></p><h3>Totales de laboratorio</h3><p>Similar a los totales de lanzamiento, pero dan una panorámica de las capacidades del personaje en un laboratorio.</p><ul><li><p><strong>Calidad del laboratorio </strong>es solo lectura si el personaje tiene enlazado un sanctum.</p></li><li><p><strong>Aprendiz:</strong> Incluye aquí las características más relevantes del aprendiz que afecten al total de laboratorio.</p></li></ul><h3>Inventario</h3><p>Autoexplicativo, nótese que Mundano y Libro mágico pronto se fusionarán.<br /><br />Puedes equipar o desequipar armas y armaduras haciendo clic en la casilla correspondiente.</p><h3>Diario</h3><ul><li><p>Indica todas las entradas de diario en orden ante-cronológico. (Ver @UUID[.x3UWNVGwHqQSh3sF]{Actividades estacionales}.</p></li><li><p>Las entradas de diario con una actividad que aún no se ha aplicado aparecerán en <em>cursiva.</em></p></li><li><p><strong>PX pendientes: </strong>Este campo muestra la cantidad de PX generados por actividades que aún no han sido aplicados o distribuidos.<em><br /></em></p></li></ul><h3>Efectos</h3><img src=\"systems/arm5e/assets/userguide/ActiveEffects.png\" /><ul><li><p>Ver@UUID[.Gm3bQXMrk6WUTBaJ]{Efectos activos} para más información sobre cada tipo de efecto disponible.</p></li><li><p>Esta pestaña es solo lectura para los jugadores, pero pasar el puntero del ratón sobre el icono dará una descripción de su efecto.</p></li><li><p>Indica los efectos activos sobre el personaje.</p></li><li><p>Haciendo clic sobre el icono + lo desactivará temporalmente hasta que se vuelva a hacer clic en la marca de check.</p></li><li><p>Algunos efectos son solo lectura incluso para el DJ, ya que forman parte de un Objeto propiedad del personaje (por ejemplo, una Virtud). El campo <strong>fuente</strong> indica de dónde procede el efecto.</p></li><li><p><strong>Nota del desarrollador:</strong> En Foundry básico, el nombre de esta característica es Efectos Activos pero pueden estar activos, pasivos o inactivos, lo que resulta un tanto confuso.</p></li></ul><h2>Bestias (marrón)</h2><p>Las bestias tienen su propia hoja de perosnaje pero no es muy diferente a la de personaje. Esto cambiará más adelante.</p><p></p><h2>Estructuras</h2><p>Esta sección es un <em>work in progress.</em></p><h3>Alianza (rojo)</h3><p></p><h3>Laboratorio (verde)</h3><p></p><h2>Especial</h2><p></p><h3>Codex Hermeticum (violeta)</h3><p>Por lo general solo suele haber un Actor de este tipo en un mundo. Se usa para diseñar rápidamente efectos usando la base de datos de guías de efecto.</p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":"13.351","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"compendiumSource":null,"duplicateSource":null,"exportSource":null},"category":null},{"sort":200000,"name":"Objetos","type":"text","_id":"5Jj2WDHaVKZPXOBV","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>A continuación se indica qué Objetos se pueden crear en el sistema.</p><p><br /><strong>Nota</strong>: Se pueden crear carpetas de Objetos en el menú lateral o en un compendio, que luego se pueden arrastrar y soltar en un Actor (por ejemplo, para crear paquetes de magus o de grogs). Es una forma sencilla de añadir un puñado de habilidades, Virtudes o Defectos a un personaje en la fase de creación.</p><p><strong>Metadatos de juego:</strong> Como no se pueden incluir descripciones por motivos de derechos, la mayoría de tipos de Objeto disponibles en el Compendio del sistema incluyen el nombre del suplemento en el que aparecen y la página con su descripción (en la edición inglesa). Se puede configurar su activación en @UUID[.pbpZGXKxANcTpr8R#settings]{Ajustes}</p><p>Algunos de los tipos de Objeto no tienen sentido con algunos tipos de Actor (por ejemplo, una habilidad en una alianza), en cuyo caso serán debidamente filtrados e ignorados.</p><h2>Habilidades</h2><p>Además del nombre, la especialización y la descripción, se incluyen los siguientes campos. Un \"*\" indica que este campo solo es visible cuando se es propietario.</p><p><br /><strong>Nombre: </strong>Nota sobre el nombre: puede ser cualquier cosa y estar en cualquier lenguaje. Al sistema eso le resulta indiferente (pero ver \"Claves de habilidades\" más abajo).</p><p><strong>Puntuación</strong>: Puede ajustarse bien usando los signos + y -, o bien introduciendo directamente una cantidad de experiencia.</p><p><strong>Característica por defecto:</strong> Elige la característica que se usará por defecto cuando tires por esta habilidad</p><p><strong>Clave de habilidad:</strong> Esta sí es una información <strong>importante</strong> para el sitema. Permite saber a qué habilidad hace referencia, independientemente de su nombre. Esto permite al sistema hacer muchas cosas:</p><ul><li><p>Comprobar si un personaje tiene una habilidad en concreto y su puntuación.</p></li><li><p>Usar automáticamente la puntuación en una habilidad para implementar alguna regla o computar algún valor (como la Parma Magica o la penetración).</p></li><li><p>Saber a qué habilidad recurrir durante una actividad estacional.</p></li><li><p>Y más cosas, a medida que el sistema evolucione.</p></li></ul><p><strong>En resumidas cuentas, si no lo configuras bien, algunas características del sistema no funcionarán.</strong><br /></p><p><strong>Opciones de habilidad:</strong> Este campo está desactivado en la mayoría de los casos, salvo con las habilidades genéricas. Ver más abajo.</p><p><strong>Efectos activos en las habilidades</strong></p><p>Las habilidades afectadas por un efecto activo tienen un halo de color:</p><div class=\"grid-2col\"><div><img src=\"systems/arm5e/assets/userguide/EffectsOnAbilities.png\" /></div><div><p></p><p>Habilidad con Maña</p><p><br /></p><p>Habilidad con Afinidad</p><p><br /></p><p>Habilidad con Afinidad y Maña</p><p><br /></p></div></div><h3>Habilidades genéricas</h3><ul><li><p>Conocimiento de Área, Conocimiento de Organización, Lengua (Muerta o no), Oficio, Manufactura, Conocimiento de Culto Mistérico y algunas otras son habilidades genéricas. Necesitan un parámetro adicional para ser reconocidas por el sistema, porque podría haber una variedad infinita de ellas. De lo contrario, sería imposible diferenciarlas.</p></li><li><p>Cada habilidad genérica con una opción de habilidad diferente es totalmente independiente de las demás. Tiene su propia especialización y su característica por defecto en las tiradas.</p></li><li><p>Las habilidades genéricas de los compendios deberían tener ya fijada su opción (por ejemplo: \"Lengua muerta: Latín\") tiene \"Latín\" como opción de habilidad).</p></li><li><p>La opción de habilidad es especialmente útil cuando quieres añadir una afinidad o una maña. Si tienes varios casos de una habilidad (por ejemplo, Trabajar el cuero y Cristalería, ambos casos de Manufactura), el uso de la opción permitirá que el sistema elija la habilidad correcta.</p></li><li><p><strong>Importante</strong>: Solo se pueden usar caracteres alfanuméricos con la opción de habilidad. El sistema eliminará automáticamente cualquier otro caracter. Usa CamelCase si quieres incluir más de una palabra.</p><p></p></li></ul><h2>Virtudes y Defectos</h2><p></p><p><strong>Tipo</strong>: Algunos Actores solo aceptarán Virtudes y Defectos de ciertos tipos.</p><p><strong>Impacto</strong>: Solo se usa para calcular cuántos puntos se han gastado durante la creación de personaje.</p><h3>Efectos:</h3><p>Las Virtudes y Defectos pueden tener efectos activos que afectarán a su propietario (Ver @UUID[.Gm3bQXMrk6WUTBaJ]{Efectos activos}. Siempre que sea posible, estos ya estarán configurados en el compendio de sistema (por ejemplo, la Virtud Grande ya aumenta el Tamaño en +1).</p><p><strong>Importante: </strong>Debido a una limitación de Foundry básico, no es posible editar efectos activos en un objeto que ya es propiedad de un Actor. Hay que editarlo antes en el menú lateral. Esto es especialmente relevante para efectos que requieren configuración como Afinidad, Maña, etc.</p><p></p><h2>Efecto base</h2><p>El efecto base es el cimiento de cualquier efecto, hechizo o poder mágico. Está pensado para que se use con el @UUID[.X4B31bvwKOCJefPn#codex-hermeticum-(violeta)]{Codex Hermeticum (violeta)}</p><p><strong>Requisitos</strong>:</p><p>Puedes elegir Artes adicionales como requisitos haciendo clic sobre el icono del martillo:</p><img src=\"systems/arm5e/assets/userguide/Requisites.png\" /><p>El <strong>nivel base</strong> es el nivel del hechizo con este efecto y los parámetros mínimos (Alcance: Personal, Duración: Momentánea y Objetivo: Individual). Tiene el mismo número que se puede encontrar en las guías de nivel que aparecen en el manual.</p><h2>Efectos mágicos</h2><p>Un efecto mágico es como un hechizo y se diseña igual. <br />El concepto no existe en las reglas oficiales, pero el sistema lo usa para mantener una lista de los efectos espontáneos más comunes para un personaje. En lugar de diseñarlo cada vez en juego, aquí está listo para su uso.</p><p>Ver <strong>Hechizos</strong>, a continuación, para más detalles sobre los campos.</p><h2>Hechizos</h2><p><strong>Nivel: </strong>El campo de nivel es solo lectura. Se calcula a partir del nivel base y todo el resto de atributos indicados en las reglas.</p><p><strong>Parámetros de hechizos (Alcance, Duración, Objetivo): </strong>Por defecto, la lista de parámetros disponibles está limitada a los que aparecen en el manual básico. Sin embargo, usando el <strong>filtro por suplemento</strong> se puede expandir la lista para que incluya los que aparecen en otros libros (nótese que la mayoría tienen restricciones para su uso). El número entre paréntsis indica la cantidad de magnitudes que aumentará el nivel de base.</p><p><strong>Aplicar focus mágico (propietario): </strong>Esta casilla indica que el efecto de hechizo entra dentro del alcance de cualquier focus mágico que pueda poseer el personaje. El total de lanzamiento se calculará de manera acorde.</p><p><strong>Bonificación y descripción de la bonificación (propietario): </strong>Estos campos se incluyen para cubrir cualquier bonificación específica que no esté cubierta (aún) por el sistema. Ejemplos: especializaciones de habilidades como Artes Liberales para rituales, bonificacoines por talismanes, etc.</p><p><strong>Dominio (propietario): </strong>Al igual que las habilidades, puedes cambiar la puntuación usando el + o el - o introduciendo directamente la experiencia total.</p><p><strong>Habilidades de dominio (propietario): </strong>Ahora mismo es un campo de texto normal, pero en el futuro probablemente cambiará…</p><p><strong>General: </strong>Si se marca, mostrará el campo llamado <strong>Ajuste de nivel.</strong></p><p><strong>Ajuste de nivel: </strong>Este campo permite ajustar ligeramente el nivel de un hechizo general de manera que sea posible tener un valor que no sea múltiplo de cinco.</p><p><strong>Tamaño del objetivo: </strong>Proporciona información sobre el tamaño de un objetivo Individual para cada Forma.</p><p></p><h2>Poderes</h2><p><strong>Forma</strong>: Se usa para la resistencia mágica.</p><p><strong>Coste</strong>: Se usa para calcular la penetración en función de la puntuación de Poder del propietario.</p><h2>Encantamientos</h2><p>Se pueden crear encantamientos a partir de un efecto mágico o un hechizo usando el @UUID[.X4B31bvwKOCJefPn#codex-hermeticum-(violeta)]{Codex Hermeticum (violeta)}.<br />Hay una pestaña adicional con nuevos atributos específicos de esta actividad.</p><p><br /><strong>Nota del desarrollador</strong>: El encantamiento de objetos como actividad aún no está implementado en el sistema, pero la hoja se puede usar para diseñarlos, puesto que el nivel se computa igualmente de manera automática.</p><h2>Entrada de diario</h2><p>Este Objeto puede usarse como una entrada de diario normal para el personaje, pero también para crear @UUID[.x3UWNVGwHqQSh3sF]{Actividades estacionales} durante el tiempo entre sesión y sesión de juego.</p><p><strong>Nota del desarrollador: </strong>La entrada de diario normal sigue existiendo en consideración a la gente que la usó como era en el pasado. Recomendaría usar una entrada de Journal normal de Foundry para los diarios convencionales, pues es mucho más fácil compartirlos entre jugadores o editarlos de manera colectiva.</p><p></p><h2>Libros</h2><p>Tema: Puedes elegir si el libro trata sobre un Arte, una habilidad o un dominio de hechizos.</p><img src=\"systems/arm5e/assets/userguide/book_icons.png\" /><ul><li><p>Junto al campo de \"tema\" hay un icono de un ojo. Si se hace clic se abrirá @UUID[.xpdDPJUjChabvRof#el-scriptorium]{el Scriptorium} con todos los campos del libro configurados. Si el libro es propiedad del Actor, también se preconfigurará el lector.</p></li><li><p>Ver @UUID[.5Jj2WDHaVKZPXOBV#habilidades-genericas]{Habilidades genéricas} para una mayor explicación del campo de opción de habilidad.</p></li></ul><p><strong>Nota del desarrollador: </strong>En breves estarán disponibles los libros que traten más de un tema.</p><p></p><h2>Arma</h2><p><strong>Habilidad:</strong> La habilidad que se aplica al usar el arma.</p><p><strong>Especialización:</strong> Indica que la especialización de la habilidad coincide con el arma.</p><h2><br />Otros</h2><p>Hay más tipos de objetos pero no tienen ningún uso específico más allá de la introducción de datos.</p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":"13.351","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"compendiumSource":null,"duplicateSource":null,"exportSource":null},"category":null},{"sort":-100000,"name":"Introducción","type":"text","_id":"pbpZGXKxANcTpr8R","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Esta es la largamente esparada guía para usuarios del sistema de Ars Magica para Foundry VTT.</p><p>Este documento no pretende reemplazar el libro de reglas sino que se centra en las características del sistema para ser una ayuda a la hora de preparar tu sesión de juego. </p><p>Estatus: <em>Borrador eterno</em><br /><br /><br />Este documento asume que:</p><ul><li><p>Tienes ciertos conocimientos básicos sobre la quinta edición del juego de rol Ars Magica.</p></li><li><p>Tienes ciertos conocimientos básicos sobre conceptos relativos a Foundry VTT como actores, objetos, escenas y compendios.</p></li><li><p>Sabes moverte por la interfaz de FoundryVTT.</p></li></ul><p></p><h3>Convenciones</h3><p>En esta guía, la palabra <strong>sistema</strong> hace referencia al sistema de Ars Magica 5ª Edición para Foundry VTT. La palabra <strong>base </strong>hace referencia a la API y el motor de Foundry VTT.</p><p>Un <strong>personaje </strong>incluye cualquier actor que corresponda a un personaje o un PNJ.</p><p>La mayoría de hojas de actores y objetos tienen pestañas y subpestañas. Para ayudarte a moverte por las hojas, se usan las siguientes convenciones a lo largo de esta guía: NombreActor.NombrePestaña.NombreSubpestaña</p><img src=\"systems/arm5e/assets/userguide/CharacterTabs.png\" /><p>Por ejemplo: Personaje.Habilidades.VirtudesyDefectos hace referencia a la subpestaña Virtudes y Defectos de la pestaña Habilidades de la hoja de personaje.</p><p><strong>Actor</strong> con A mayúscula <strong>Objeto</strong> con O mayúscula hacen referencia a los conceptos de Foundry VTT.</p><p>Encontrarás una lista de objetos en las listas, a continuación hay una descripción de los iconos:</p><div class=\"flexrow\"><div class=\"flex01\"><img src=\"systems/arm5e/assets/userguide/ListIcons.png\" style=\"width:60px\" /></div><div><ul><li><p>El símbolo \"+\" permite añadir un nuevo objeto a la lista.</p></li><li><p>El pergamino y la pluma permiten editar el objeto.</p></li><li><p>La mano con el símbolo de Perdo permite borrarlo.</p></li></ul></div></div><p><strong>A lo largo de este documento se usa DJ </strong>(Director de Juego) en lugar de narrador pues es así como lo denomina Foundry.</p><h3>Todo es \"arrastra y suelta\"</h3><p>El concepto clave es que todo se puede arrastrar y soltar en cualquier otro sitio. Puede que en algunos casos no tenga ningún efecto, pero no pierdes nada por probarlo.</p><p></p><p>Arrastra y suelta Objetos (Virtudes, Defectos, habilidades, hechizos, equipo) a una hoja de Actor:</p><ul><li><p>De un compendio a una hoja de personaje</p></li><li><p>De una hoja de personaje a otra</p></li><li><p>Del Codex a una hoja de personaje (y viceversa)</p></li><li><p>Un hechizo de un personaje a una alianza creará un texto de laboratorio para dicho hechizo.</p></li><li><p>También puedes arrastrar y soltar una carpeta llena de Objetos.</p></li></ul><p></p><p>Arrastra y suelta Actores sobre otros Actores</p><ul><li><p>Un personaje en una alianza</p></li><li><p>Una alianza en un actor</p></li><li><p>Un laboratorio en un personaje</p></li></ul><p></p><p>Un símbolo de cadena cerca de un campo a menudo indica que es posible enlazar el documento adecuado soltándolo sobre la hoja. Por lo general, al hacer clic en la cadena, se abrirá la hoja del documento enlazado.</p><p></p><h2>Ajustes</h2><p></p><p><strong>Filtro de manuales:</strong> Este ajuste permite reducir el número de opciones disponibles en función de los manuales seleccionados. De esta forma un nuevo usuario no se verá abrumado por la cantidad de objetos con los que pueda no estar familiarizado. (<em>Por el momento solo filtra atributos de hechizos).</em></p><p><strong>Versión de sistema de migración</strong>: Este ajuste permite hacer volver al sistema a una versión más antigua para poder activar una migración a partir de esa versión. Es útil para migrar rápidamente documentos que hayan sido recién importados desde compendios más antiguos.</p><p><strong>Estlo de icono por defecto:</strong> Si se usarán versiones en blanco y negro o a color de los iconos por defecto a la hora de crear documentos. Solo se aplica a documentos nuevos, se guardará una copia con el icono original.</p><p><strong>Estilo de icono para las Artes: </strong>Escoge entre los símbolos de las Artes herméticas o los gestos de las manos para representar las Artes.</p><p><strong>Mostrar información de metajuego:</strong> Permite elegir si se mostrará o no la información del manual y la página a la que pertenece la descripción de un objeto.</p><p><strong>Mostrar detalles de magia de los PNJ: </strong>Durante los enfrentamientos mágicos contra un PNJ, puedes escoger entre:</p><ul><li><p>Indicar solo si ha habido éxito o fracaso</p></li><li><p>Indicar claramente el grado del éxito o fracaso que se ha alcanzado</p></li></ul><p><strong>Dado de estrés divertido:</strong> Muestra una ventana cuando se saca un 1 en una tirada de estrés (Todos, Nadie o solo los jugadores).</p><p><strong>Borrado rápido: </strong>Determina si se pide confirmación o no a la hora de borrar un objeto que sea propiedad tuya.</p><p><strong>Pausa dramática al sacar un 1: </strong>[Integración con Dice so Nice] Si tienes activado el módulo Dice so Nice y el ajuste de \"Dado de estrés divertido\" desactivado, esto añadirá una pausa dramática (ms) tras sacar un 1.</p><p></p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":"13.351","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"compendiumSource":null,"duplicateSource":null,"exportSource":null},"category":null},{"sort":300000,"name":"Efectos activos","type":"text","_id":"Gm3bQXMrk6WUTBaJ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<ul><li><p>Los efectos activos modifican los datos de un documento respecto al estado en el que están almacenados en el sistema. .</p></li><li><p>Pueden añadirse directamente a Actores u Objetos. El efecto de un Objeto también puede configurarse para transmitirlo a su propietario.</p></li><li><p>En Ars Magica, este mecanismo se usa para Virtudes y Defectos. Por ejemplo, la Virtud \"Grande\", al pasar a formar parte de un personaje, aumentará su Tamaño en +1. La mayoría de Virtudes y Defectos de los compendios tienen un efecto activo preconfigurado en los casos en que es aplicable.</p></li><li><p>Los efectos activos pueden desactivarse temporalmente desde la pestaña de efectos (solo DJ). .</p></li><li><p><strong>Nota del desarrollador</strong>: En el futuro, los efectos activos se usarán también para simular los efectos de los hechizos.</p></li><li><p><span style=\"text-decoration:underline\"><strong><span style=\"text-decoration:underline\">Importante</span></strong></span>: Los efectos activos de un Objeto propiedad de alguien no se pueden editar (es una limitación actual de Foundry)(. Hay que pasarlos antes al menú lateral para editarlos debidamente.</p></li><li><p>La pestaña <strong>Detalles</strong> solo se usa para indicar cómo aparece el efecto en la pestaña de efectos del Actor o el Objeto</p></li><li><p>La pestaña <strong>Efectos,</strong> como su nombre indica, es el lugar donde se configura un efecto.</p></li></ul><img src=\"systems/arm5e/assets/userguide/ActiveEffectConfig.png\" width=\"550\" /><ul><li><p>Haz clic en el signo + para añadir un efecto a la lista.</p></li><li><p>Haz clic en la mano con el gesto de Perdo para eliminar un efecto.</p></li></ul><p><strong>Tipo</strong>: A continuación se indica la lista de tipos disponibles.</p><p><strong>Atributo</strong>: Qué se cambia</p><p><strong>Modo de cambio</strong>: Un efecto puede:</p><ul><li><p><strong>Sumar</strong> el valor al atributo (asigna un valor negativo para que reste).</p></li><li><p><strong>Multiplicar</strong> el atributo por un factor (asigna un valor inferior a 1 para indicar una división)</p></li><li><p><strong>Anular </strong>el atributo en cuestión (por ejemplo, la alineación con un Reino)</p></li><li><p><strong>Estar ahí, </strong>y si el efecto existe, se aplicará (como por ejemplo con Arte Deficiente).</p></li></ul><p><strong>Valor del efecto:</strong> algunos tipos de efecto podrían no tener un valor, o solo una serie de valores específicos.</p><ul><li><p>Algunos efectos podrían necesitar informacíón adicional, que se puede añadir haciendo clic sobre el icono de la rueda (por ejemplo, las habilidades genéricas).</p></li></ul><h2>Tipos de efectos</h2><p>A continuación se indican los tipos de efectos disponibles ahora mismo:</p><h3>Sin efecto</h3><p>Este es un comodín que existe hasta que se elija un nombre mejor. No tiene ningún efecto.</p><h3>Lanzamiento de hechizos</h3><p>La mayoría los usa el sistema de forma interna.</p><ul><li><p>Voz: Bonificación por la fuerza de la voz durante el lanzamiento de un hechizo (ver (see Character.Arts)</p></li><li><p>Gestos: Bonificación por los gestos que se realizan durante el lanzamiento de un hechizo (ver Character.Ars).</p></li><li><p>Aura: Bonificación en función del aura (ver @UUID[.xpdDPJUjChabvRof#aura-management-(gm-only)]{Gestión de auras} <br /></p></li></ul><h3>Alineamiento con Reinos</h3><p>Aquí se indica si el personaje está alineado con algún reino sobrenatural en concreto. Un personaje con este efecto se verá afectado por las auras cuando use la magia o los poderes mágicos.</p><ul><li><p>Todos los magi están alineados con el Reino Mágico por defecto.</p></li><li><p>Algunas Virtudes asignan un alineamiento por defecto (como por ejemplo el Don).</p></li></ul><h3>Actividades estacionales</h3><p>Este efecto afectará a la calidad de la fuente de la actividad estacional correspondiente:</p><ul><li><p><strong>Práctica</strong></p></li><li><p><strong>Entrenamiento</strong></p></li><li><p><strong>Enseñanza</strong>: Término que se usa en las reglas, aunque en realidad hace referencia a los casos en los alguien <em>recibe enseñanza</em></p></li><li><p><strong>Profesor</strong>: La bonificación que recibirá un alumno al que se da clase.</p></li><li><p><strong>Lectura:</strong> Bonifcación a la calidad de un libro</p></li><li><p><strong>Escritura</strong>: Bonificación a la calidad de un libro (aún no implementado).</p></li></ul><h3>Artes</h3><p>Una bonificación directa a un Arte hermética específica (como la que da la Virtud Maña en Arte).</p><h3>Afinidad con Arte</h3><p>Un multiplicador al número total de puntos de experiencia en un Arte.</p><ul><li><p><strong>Nota del desarrollador: </strong>Para simplificar las cosas, el multiplicador se aplica a la cantidad total de PX, no a partir del momento en que se aplicó el efecto (es decir, una afinidad obtenida gracias a un Crepúsculo tendrá una bonificación muy superior).</p></li></ul><h3>Deficiencia en Arte</h3><p>Tal y como indican las reglas, reducen a la mitad los totales de lanzamiento y de laboratorio.</p><ul><li><p>Las Deficiencias por una Técnica y una forma son acumulativas (es decir, los totales se dividen entre 4).</p></li><li><p>Las Deficiencias en múltiples Formas o Técnicas no son acumulativas (en lo que respecta a los efectos con requisitos)</p></li></ul><h3>Vitales</h3><p>Un modificador directo a las siguientes características:</p><ul><li><p><strong>Tamaño </strong>(por ejemplo Grande o Pequeño)</p></li><li><p><strong>Aguante: </strong>(por ejemplo, Duro)</p></li><li><p><strong>Envejecimiento</strong>: para las tiradas de Envejecimiento (por ejemplo, Sangre Feérica)</p></li></ul><h3>Características</h3><p>Un modificador directo a una característica</p><ul><li><p><strong>Nota del desarrollador:</strong> A menos que se suspenda o se elimine el efecto, no se podrá editar la característica afectada mientras siga activo.</p></li></ul><h3>Fatiga</h3><p>Un modificador directo a lo siguiente:</p><ul><li><p><strong>El penalizador total por Fatiga</strong></p></li><li><p><strong>Un penalizador a un nivel de Fatiga específico</strong></p></li><li><p><strong>Un número de niveles de Fatiga específicos</strong> (ver @UUID[.X4B31bvwKOCJefPn#estadisticas-vitales-y-combate]{Estadísticas vitales y combate} para un ejemplo visual).</p></li></ul><h3>Heridas</h3><p>Un modificador directo a lo siguiente:</p><ul><li><p>La penalización total por heridas</p></li><li><p>Una penalización por un tipo de herida específico</p></li></ul><h3>Bonificación a categoría de habilidades</h3><p>Un bonificador directo a la puntuación de una habilidad.</p><ul><li><p>Para las habilidades genéricas, usa el icono de la ruedecita para especificar la opción de habilidad. El nombre debe coincidir exactamente con la opción que aparece en la habilidad genérica en cuestión (ver @UUID[.5Jj2WDHaVKZPXOBV#habilidades-genericas]{Habilidades genéricas} para más explicaciones)</p></li></ul><h3>Afinidad con categoría de habilidades</h3><p>Un multiplicador al total de puntos de experiencia de una habilidad.</p><ul><li><p>Para las habilidades genéricas, usa el icono de la ruedecita para especificar la opción de habilidad. El nombre debe coincidir exactamente con la opción que aparece en la habilidad genérica en cuestión (ver @UUID[.5Jj2WDHaVKZPXOBV#habilidades-genericas]{Habilidades genéricas} para más explicaciones)</p></li></ul><h3>Laboratorio</h3><p>Un modificador directo a un atributo de laboratorio:</p><ul><li><p>Tamaño</p></li><li><p>Calidad General</p></li><li><p>Seguridad</p></li><li><p>Salubridad</p></li><li><p>Refinamiento</p></li><li><p>Mantenimiento</p></li><li><p>Informidad</p></li><li><p>Estética</p></li></ul><p></p><h3>Especialidad de laboratorio</h3><p>Un bonificador directo a los totale sde laboratorio de un Arte en concreto.</p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":"13.351","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"compendiumSource":null,"duplicateSource":null,"exportSource":null},"category":null},{"sort":400000,"name":"Actividades estacionales","type":"text","_id":"x3UWNVGwHqQSh3sF","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Las actividades estacionales se crean mediante entradas de diario (Personaje &gt; pestaña de Diario)</p><p></p><p>Crea una nueva entrada de diario y elige el tipo de actividad:</p><img src=\"systems/arm5e/assets/userguide/ActivitiesList.png\" /><ul><li><p>Un diario es, como su nombre implica, un texto típico que describe los hechos desde la perspectiva del personaje.</p></li><li><p>Aventura, exposición, práctica, entrenamiento y enseñanza corresponden a esas mismas actividades descritas en el capítulo \"El paso del tiempo\" del maunal básico.</p></li><li><p>Las opciones de aprendizaje, infancia temprana, vida posterior y años después del aprendizaje se incluyen para permitir una creación de personaje más estructurada.</p></li></ul><p>La pestaña de avances tendrá un aspecto parecido a este:</p><img src=\"systems/arm5e/assets/userguide/Adventuring.png\" /><p></p><ul><li><p>La Calidad de la fuente se puede editar o no en función del tipo de actividad.</p></li><li><p>Hay subpestañas para habilidades, Artes y dominios de hechizos, denominados atributosde avance.</p></li><li><p>Haciendo clic en el signo + se añadirá automáticamente a la lista una habilidad/hechizo que ya exista en la hoja de personaje. Luego puedes repartir los puntos de experiencia entre todos los atributos de avance hasta que la suma coincida con la Calidad de la fuente.</p></li><li><p>Cuando hayas terminado, haz clic en el botón \"Aplicar\" para añadir los PX a los atributos seleccionados. En la descripción de esa entrada de diario aparecerá un texto corto descriptivo que incluye los detalles técnicos del avance. La mayoría de campos son solo lectura.</p></li><li><p>Una actividad en la que no se ha aplicado el reparto aparecerá en <em>cursiva</em> en la lista de entradas de diario. La Calidad de la fuente se añadirá al campo de Experiencia pendiente.</p></li><li><p><strong>Importante</strong>: Debes tener la habilidad en cuestión para poder aplicarle experiencia. Opcionalmente, puedes arrastrar y soltar una habilidad en la subpestaña para añadirla al mismo tiempo a tu personaje.</p></li><li><p>Algunos tipos de actividad podrían tener restricciones de manera que no puedas hacer clic en el botón \"Aplicar\". Un mensaje en rojo junto a dicho botón te explicará cuál es la causa del problema.</p></li><li><p>Algunos tipos de actividades pueden tener opciones de bonificaciones con restricciones específicas.</p></li><li><p>Para casi todos los tipos de actividad existen efectos activos que modifican la Calidad de la fuente (ver @UUID[.Gm3bQXMrk6WUTBaJ]{Efectos activos}).</p></li><li><p>Una vez hayas aplicado la experiencia a una actividad, es posible anular sus efectos usando el botón \"Retroceder\" <strong>Importante</strong>: Esta característica está implementada para arreglar erratas y otros errores, pero si han ocurrido demasiados cambios después de aplicar la experiencia podrían surgir porblemas: <br />- Si se ha borrado un atributo de avance<br />- Si el nivel del atributo de avance era demasiado alto será imposible volver a aplicarlo (por ejemplo, en el caso de un libro o de la habilidad de un profesor)</p></li><li><p>Si tienes que retroceder varias actividades, es mejor hacerlo en el orden inverso para evitar problemas.</p></li><li><p>Algunas actividades introducen el concepto de un profesor/entrenador donde la Calidad de la fuente dependerá de las habilidades de ese personaje. Esta información se puede introducir manualmente o bien se puede arrastrar un Actor real a la pestaña del profesor.</p></li><li><p>La ganancia de experiencia de un entrenador no puede superar la habilidad de dicho entrenador. Recibirás un aviso cuando ocurra algo así, y la experiencia sobrante será ignorada.</p></li></ul><p></p><p>A continuación hay un listado de las actividades actuales con sus especificaciones.</p><h3>Adventuras</h3><ul><li><p>Calidad de la fuente editable: sí</p></li><li><p>Atributos de avance disponibles: habilidades, Artes, dominio de hechizos</p></li><li><p>Opciones: no</p></li><li><p>Profesor: no</p></li></ul><h3>Exposición</h3><ul><li><p>Calidad de la fuente editable: sí</p></li><li><p>Atributos de avance disponibles: habilidades, Artes, dominio de hechizos</p></li><li><p>Opciones: no</p></li><li><p>Profesor: no</p></li></ul><h3>Práctica</h3><ul><li><p>Calidad de la fuente editable: no</p></li><li><p>Atributos de avance disponibles: habilidades, dominio de hechizos</p></li><li><p>Opciones: sí. Idiomas, exploración de área, dominio de hechizos, práctica forzosa</p></li><li><p>Profesor: no</p></li></ul><h3>Entrenamiento</h3><ul><li><p>Calidad de la fuente editable: no</p></li><li><p>Atributos de avance disponibles: habilidades, dominio de hechizos</p></li><li><p>Opciones: no</p></li><li><p>Profesor: sí</p></li></ul><h3>Enseñanza</h3><ul><li><p>Calidad de la fuente editable: no</p></li><li><p>Atributos de avance disponibles: habilidades, Artes, dominio de hechizos</p></li><li><p>Opciones: sí. Número de estudiantes</p></li><li><p>Profesor: sí</p></li></ul><h3>Lectura (especial)</h3><p>Esta actividad no se genera de la manera convencional, sino mediante un libro o desde la ventana del Scriptorium (ver @UUID[.xpdDPJUjChabvRof#el-scriptorium]{el Scriptorium}</p><h3>Envejecimiento (especial)</h3><p>Puedes hacer una tirada de envejecimiento haciendo clic en el icono del reloj de arena de la pestaña de Descripción de la hoja de personaje.</p><ul><li><p>La edad del personaje, las condiciones de vida de la alianza y la bonificación por el ritual de longevidad se incluyen automáticamente en la tirada.</p></li><li><p>El resultado será aplicado automáticamente al personaje (edad, edad aparente, puntos de envejecimiento y decrepitud) y se creará una entrada de diario.</p></li><li><p>Si tienes mala suerte o eres muy viejo, podrías sufrir una crisis de envejecimiento. El personaje no podrá hacer ninguna tirada que no sea de característica hasta que no haya resuelto la crisis.</p></li><li><p>Para resolver una crisis, haz clic en el icono de la calavera que ha aparecido junto al nombre del personaje.</p></li><li><p>Es posible hacer retroceder los efectos de una tirada de envejecimiento, pero se recomiendo hacerlo de inmediato y en el orden inverso o bien el sistema podría no resolverlo de la manera correcta.</p></li></ul><p><strong>Nota del desarrollador: </strong>Este proceso en dos pasos está pensado para que el personaje pueda intervenir y tirar por Medicina o lanzar un hechizo de Creo Corpus.</p><h3><span style=\"font-family:bookAntiqua\">Otros</span></h3><p><span style=\"font-family:bookAntiqua\">Aprendizaje, infancia temprana, vida posterior y años después del aprendizaje.</span></p><ul><li><p>Calidad de la fuente editable: sí</p></li><li><p>Atributos de avance disponibles: habilidades, Artes, dominio de hechizos</p></li><li><p>Opciones: no</p></li><li><p>Profesor: no</p></li></ul>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{"core":{}},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":"13.351","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"compendiumSource":"JournalEntry.n6NvbzYtCVl34MvZ.JournalEntryPage.x3UWNVGwHqQSh3sF","duplicateSource":null,"exportSource":null},"category":null},{"sort":500000,"name":"FAQ","type":"text","_id":"NALapvtAe2hIt2jh","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<div><div><h1>General</h1></div><p></p><div><h2>Recibo un aviso al crear un nuevo mundo: \"No tienes un Actor del tipo 'magicCodex' en tu mundo, habrá algunas funcionalidades desactivadas hasta que lo tengas. Puedes importar el que aparece en el compendio de magi\".</h2></div><p>Nada de lo que preocuparse. Simplemente sigue las instrucciones e importa el Codex del compendio de magi o crear uno desde cero. El mensaje desaparecerá la próxima vez que cargues el mundo.</p><p></p><div><h2>No puedo editar una característica de un personaje.</h2></div><p>Es probable que tengas un efecto activo que modifica ese característica. probable you have an active effect giving a modifier to this characteristic. Solución alternativa: En la pestaña \"Efectos\", desactiva el efecto en cuestión mientras tengas que editar la característica. </p><p></p><div><h1>Habilidades</h1></div><p></p><h2>¿Para qué son los campos \"Clave de habilidad\" y \"Opción de habilidad\"?</h2><p>El campo de clave de habilidad se usa para que el sistema sepa a qué habilidad corresponde cada una. De esta forma podrás ponerle el nombre que quieras y en el idioma que prefieras. El campo de opción es solo lectura en casi todos los casos, pero se usa para habilidades genéricas (como Conocimiento de Área, Manufactura, lenguas,... ) para distinguirlas. Por ejemplo, un personaje podría conocer Trabajar el Cuero y Forjar, ambas habilidades de Manufactura, y el campo de opción le permitirá diferenciar ambas. </p><div><p>Esto resulta útil cuando necesitas decirle al sistema a qué habilidad te refieres. Por ejemplo, con las Afinidades o las Mañas.</p></div><p><br /></p><div><h1>Diario</h1></div><p></p><div><h2>No puedo elegir la habilidad a la que quiero asignar experiencia.</h2></div><p>Un personaje debe tener una habilidad para poder asignarle experiencia. Añade la habilidad desde un compendio y asígnale una puntuación de 0, o bien suéltala en la pestaña de habilidades de la hoja de diario en cuestión (esto último no funciona con entrenamiento ni enseñanza).</p><p></p><div><h1>Tiradas</h1></div><h2>¿Cómo sé cómo se ha calculado el total de una tirada?</h2><div><p>Hay un desplegable con todos los cálculos en el mensaje de chat, puedes hacer clic en \"Detalles\" para verlo.</p></div><p></p><h2>¿Cómo uso los puntos de Confianza?</h2><div><p>Hay un botoncito en la esquina inferior derecha del mensaje de chat que te permitirá usarlos si a tu personajes le quedan puntos.</p></div><p></p><div><h1>Combate</h1></div><p></p><h2>¿Cómo aplico el daño a un personaje?</h2><div><p>Ha clic en la etiqueta de \"Aguante\" en la pestaña de combate de la hoja de personaje e introduce un valor. Si hay un combate en marcha, la ventana calculará automáticamente la cantidad de daño que hay que aguantar. El Tamaño también se tiene en cuenta.</p></div></div>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":"13.351","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"compendiumSource":null,"duplicateSource":null,"exportSource":null},"category":null},{"sort":250000,"name":"Uso en juego","type":"text","_id":"yO7HSRsB4M21ykuk","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<h2>Tiradas</h2><p>Se puede realizar una tirada haciendo clic en el Objeto correspondiente</p><ul><li><p>Haz clic en la etiqueta de una característica para hacer una tirada solo de una característica</p></li><li><p>Haz clic en el nombre de un habilidad en la hoja de personaje</p></li><li><p>Haz clic en la etiqueta de un Arte para lanzar un hechizo espontáneo</p></li><li><p>Haz clic en el nombre de un hechizo para lanzarlo</p></li><li><p>Haz clic en el icono de dado junto a una etiqueta para tirar por ella (por ejemplo ataque, defensa, Rasgo de Personalidad, etc.)</p></li></ul><p>El tipo de tirada (pública, privada, etc.) indicada en la barra del chat es aplicable a todas las tiradas mencionadas.</p><p><strong>Nota del desarrollador:</strong> Aún no hay una forma de lanzar simplemente un dado de estrés desde la hoja de personaje (hay quien usa un Rasgo de Personalidad creado ex profeso para ello). Se incluye una macro para hacerlo, disponible en los compendios del sistema.</p><p><strong>Experimental</strong>: usa \"/r Xds\" para tirar un dado que explote. X es el número de dados de pifia.</p><ul><li><p>Todas las tiradas indicadas anteriormente pueden arrastrarse y soltarse en la barra de macros para poder acceder rápidamente a ellas.</p></li><li><p>Además, también se pueden poner armas en la barra de macros para hacer una tirada de combate.</p></li><li><p>También hay un campo de <strong>modificador </strong>en todas las tiradas para incluir los efectos de cualquier regla que no esté implementada aún o cualquier modificador especial asignado por el DJ.</p></li></ul><h3>Tiradas de característica y de habilidad</h3><img src=\"systems/arm5e/assets/userguide/RollAbility.png\" /><ul><li><p>Esta ventana es igual tanto para características como para habilidades-.Los campos se rellenan automáticamente basándose en el objeto en el que se ha hecho clic originalmente.</p><ul><li><p>Etiqueta de característica: Hay que elegir la característica correspondiente y marcar \"Ninguna\" en habilidad.</p></li><li><p>Nombre de habilidad: La característica pasa a ser la elegida por defecto indicada en la habilidad.</p></li></ul></li><li><p>El campo <strong>especialización</strong> permite indicar si la especialización de la habilidad se aplica a la tirada o no.</p></li><li><p>Siempre es posible cambiar los valores antes de tirar.</p></li></ul><h3>Tiradas de magia</h3><ul><li><p>Haz clic en un hechizo o efecto mágico para lanzarlo.</p></li><li><p>Para la magia espontánea general, haz clic en la etiqueta del Arte.</p></li></ul><p></p><img src=\"systems/arm5e/assets/userguide/RollSpontMagic.png\" /><ul><li><p>El campo \"aplicar focus mágico\" indicará por defecto lo que se indica en el hechizo original, pero puede activarse si hace falta para el caso de la magia espontánea.</p></li></ul><p>Las tiradas de magia tienen dos secciones adicoinales que se pueden expandir o contraer según sea necesario:</p><p>La sección de bonificaciones indicará cualquier modificador especial que vaya a aplicarse a la tirada:</p><ul><li><p>El aura, si hay alguna</p></li><li><p>Los modificadores por voz y gestos</p></li><li><p>Los bonificadores especiales indicados en la hoja del hechizo</p></li><li><p>Cualquier bonificador especial como el de Circunstancias Especiales aparecerá aquí en el futuro</p></li></ul><img src=\"systems/arm5e/assets/userguide/SpellBonuses.png\" /><p>Las opciones de penetración afectarán al total final de lanzamiento si el hechizo se lanza con éxito.</p><ul><li><p>Dominio en penetración incluye el efecto correspondiente por dominio del hechizo si está presente en la hoja</p></li></ul><img src=\"systems/arm5e/assets/userguide/PenetrationOptions.png\" /><p></p><h3>Tiradas de combate</h3><p></p><p>Se puede tirar todo desde la pestaña Descripción, subpestaña Vitales y combate:</p><img src=\"systems/arm5e/assets/userguide/CombatStats.png\" /><p>Ver @UUID[.yO7HSRsB4M21ykuk#combate]{Combate} más adelante para saber más detalles.</p><p>También es posible hacer una tirada de ataque soltando un arma en la barra de macros.</p><p></p><h3>Otras tiradas</h3><p>La mayoría de tiradas se pueden ejecutar haciendo clic sobre la etiqueta correspondiente.</p><h2>Magia</h2><p>Una vez lances un hechizo, uses la magia espontánea o utilices un poder, el resultado de la tirada aparecerá en el chat con la siguiente información:<br /></p><img src=\"systems/arm5e/assets/userguide/SpellChatResult.png\" /><ul><li><p>El icono de la ficha. Si se hace clic en él abrirá la hoja correspondiente.</p></li><li><p>El nombre del hechizo/efecto mágico y su nivel</p></li><li><p>El icono del hechizo, si lo tiene</p></li><li><p>Los detalles y modificadores de la tirada, incluido el cálculo de la penetración</p></li><li><p>La fórmula de la tirada</p></li><li><p>El total de lanzamiento sin penetración</p></li><li><p>El total de penetracíon entre paréntesis</p></li><li><p>El pequeño icono en la esquina inferior derecha permite gastar un punto de Confianza si existe esa posibilidad</p></li></ul><p>Si se lanza un hechizo cuando se tiene seleccionado un objetivo, aparecerá un mensaje adicional en el chat indicando si el hechizo ha logrado superar la resistencia mágica:</p><img src=\"systems/arm5e/assets/userguide/MagicContest.png\" /><p>Nótese que con los @UUID[.pbpZGXKxANcTpr8R#settings]{Ajustes} específicos, un jugador solo verá si el hechizo ha tenido éxito o no, y el resto de detalles solo estarán a la vista del DJ.</p><p></p><h2>Combate</h2><p></p><p><strong>Nota del desarrollador</strong>: Dado que el combate en Ars Magica suele ser rápido y mortal, por ahora no se ha integrado plenamente en la estructura de Foundry. Ahora mismo se puede tirar por iniciativa para determinar el orden de actuación, pero es una versión simplificada de las reglas (es decir, no se hace una nueva tirada en caso de empate).</p><ul><li><p>En las tiradas de <strong>Ataque</strong> o <strong>Defensa</strong>, es posible realizar un sobreesfuerzo (es decir, gastar un nivel de fatiga) para doblar la puntuación de la habilidad.</p></li><li><p>La tirada de <strong>daño</strong> incluirá automáticamente la ventaja basada en los mensajes anteriores mensajes de ataque y defensa del chat. Por ese motivo, el DJ deberá asegurarse de que los jugadores solo tiren cuando sea su turno, pues de lo contrario habrá que computar la ventaja de forma \"manual\".</p></li><li><p>La tirada de <strong>Aguante</strong> recuperará el resultado de la última tirada de <strong>Daño </strong>para aplicarla al objetivo, o bien usará un valor de 0 si no encuentra ninguna.</p><ul><li><p>El Tamaño se tiene en cuenta a la hora de calcular la gravedad de las heridas.</p></li><li><p>De esta forma se puede resolver también el daño procedente de factores ajenos al combate (como fuego, caídas, etc.).</p></li><li><p><strong>Nota del desarrollador: </strong>El daño por hechizos se aplicará de forma diferente en el futuro. Además, pronto habrá un campo adicional para seleccionar una Forma hermética para mejorar la resistencia.</p></li></ul></li></ul><p></p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{"core":{}},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":"13.351","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"compendiumSource":"JournalEntry.n6NvbzYtCVl34MvZ.JournalEntryPage.yO7HSRsB4M21ykuk","duplicateSource":null,"exportSource":null},"category":null},{"sort":600000,"name":"Historial de cambios","type":"text","_id":"XpBuLiu6JhH4tI5C","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Esta página está dirigida a traductores, para que sepan qué parte revisar o actualizar con las nuevas versiones del sistema.</p><p></p><h2>Versión 2.0.3 (Jerbiton)</h2><ul><li><p>Primera versión de este documento.</p></li></ul>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":"13.351","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"compendiumSource":null,"duplicateSource":null,"exportSource":null},"category":null},{"sort":450000,"name":"Menú del lienzo","type":"text","_id":"xpdDPJUjChabvRof","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<div class=\"flexrow\"><div class=\"flex02\" style=\"margin:5px\"><img src=\"systems/arm5e/assets/userguide/CanvasMenu.png\" width=\"200\" /><p></p></div><div><p>El sistema de Ars Magica tiene sus propias herramientas disponibles en el menú de la parte izquierda del lienzo.</p><ul><li><p>La herramienta de gestión de auras</p></li><li><p>Un botón para despejar rápidamente el aura de la escena actual</p></li><li><p>El Astrolabium, para gestionar todo lo relacionado con el paso del tiempo</p></li><li><p>El Scriptorium, para gestionar todo lo relacionado con los libros</p></li><li><p>Más herramientas futuras, según sean necesarias</p></li></ul><p>A continuación se explican las herramientas mencionadas.</p></div></div><h2>Gestión de auras (solo DJ)</h2><p>Esta ventana permite definir el aura de una escena en concreto. El tipo de aura afectará al uso de magia, las habilidades sobrenaturales (en un futuro cercano) y los poderes tal y como se indica en la tabla de interacción de reinos.</p><ul><li><p>Para que se vea afectado por un aura, un personaje debe ser un magus, un PNJ entidad con un Poder alineado con un reino específico o tener un efecto activo específico de un reino (ver @UUID[.Gm3bQXMrk6WUTBaJ]{Efectos activos})</p></li><li><p><strong>Importante: </strong>Un aura solo es efectiva en la escena actual <em>activa</em>. Puedes tener múltiples escenas con su propia aura, pero solo la escena activa será efectiva. </p></li><li><p><strong>Limitación: </strong> Ahora mismo no es posible tener múltiples habilidades sobrenaturales alineadas con diferentes reinos. </p></li></ul><p></p><h2>El Astrolabium (solo DJ)</h2><p>Gestiona todo lo relacionado con el paso del tiempo.<strong><br /></strong></p><p><strong>Nota del desarrollador: </strong>Esta ventana sigue siendo un tanto tosca y su diseño es provisional, pero necesitaba implementar algún tipo de herramienta preliminar para esto. Será actualizada en el futuro, cuando las cuestiones relativas al paso del tiempo, como los efectos de los hechizos, estén implementadas. En el futuro también es posible que haya algún tipo de integración básica con el módulo \"Simple Calendar\". </p><ul><li><p><strong>Establecer fecha del mundo</strong> asignará la fecha seleccionada como fecha actual del mundo. Todos los nuevos actores tendrán esa fecha en el momento de su creación. </p></li><li><p><strong>Actualizar actores: </strong>Actualiza la fecha de todos los actores para que coincida con la fecha actual del mundo.</p></li></ul><p></p><h2>El Scriptorium</h2><p>Desde esta ventana se gestiona todo lo relacionado con los libros. </p><p><strong>Nota del desarrollador: </strong>Por ahora está implementado como solo lectura, pero en el futuro habrá pestañas para escribir y fabricar libros. </p><img src=\"systems/arm5e/assets/userguide/Scriptorium1.png\" /><p>Las instrucciones son bastante sencillas: arrastra al personaje que vaya a leer el libro, y opcionalmente puedes arrastrar también un libro para que se rellenen automáticamente todos los campos, o bien puedes crear un libro virtual <em>ad hoc</em>.</p><ul><li><p>Tras soltar el libro, los campos pasan a ser solo lectura. Si querías usar el libro como plantilla, puedes desvincularlo haciendo clic en el icono del clip y volver a editarlo. </p></li><li><p>Puedes resetear el lector haciendo clic en el icono del clip. </p></li><li><p>Una forma más rápida y conveniente de abrir el Scriptorium es desde la propia hoja del libro, haciendo clic en el icono del ojo. El libro será elegido automáticamente y si es propiedad de un personaje, este será asignado como lector por defecto. </p></li><li><p>Se hacen una serie de comprobaciones antes para comprobar que el personaje es capaz de leer el libro:</p><ul><li><p>El \"lector\" debe saber leer (debe tener Artes Liberales a 1+)</p></li><li><p>Debe conocer un idioma a nivel 4. (Es demasiado complejo/imposible para el sistema comprobar si es el lenguaje adecuado. Sujeto a la aprobación del DJ).</p></li><li><p>El Nivel del libro (en caso de una summa) debe ser superior a la habilidad del lector en el tema en cuestión.</p></li></ul></li><li><p>La ganancia por Calidad estará limitada por el nivel del libro. Aparecerá un aviso indicando que cualquier experiencia sobrante será ignorada.</p></li></ul><img src=\"systems/arm5e/assets/userguide/Scriptorium2.png\" /><ul><li><p>Para dominios de hechizos y habilidades genéricas, es complicado lograr que coincida exactamente con el nombre del hechizo (incluidas traducciones) o la opción de habilidad. Se ofrece la opción de elegir el atributo correcto bajo la aprobación del DJ.</p></li><li><p>Una vez todo está debidamente configurado, se activará el botón \"Crear actividad\" y se podrá crear una nueva entrada de diario, que a su vez puede ser aplicada (y anulada si fuese necesario). (Ver @UUID[.x3UWNVGwHqQSh3sF]{Actividades estacionales}).</p></li></ul>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{"core":{}},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":"13.351","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"compendiumSource":"JournalEntry.n6NvbzYtCVl34MvZ.JournalEntryPage.xpdDPJUjChabvRof","duplicateSource":null,"exportSource":null},"category":null}],"flags":{"core":{}},"_stats":{"systemId":"arm5e","systemVersion":"2.2.4.0","coreVersion":"13.351","createdTime":1664630413050,"modifiedTime":1752387249314,"lastModifiedBy":"ErQ613O32LNYb71L","compendiumSource":null,"duplicateSource":null,"exportSource":{"worldId":"ars","uuid":null,"coreVersion":"10.288","systemId":"arm5e","systemVersion":"2.0.3.13"}},"ownership":{"default":0,"vqjAB1GXZwFSsktg":3,"ErQ613O32LNYb71L":3},"folder":null,"_id":"xlwcsZSwWGeNv1iG","sort":300000,"categories":[]}
{"name":"Long term activities","folder":"1YMZoBULfx2GNHSx","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"yzjq1eOACMHtr9Po","pages":[{"name":"Long term activities","text":{"markdown":"Long term activities are created through diary entries (Character-> Diary tab)\r\n\r\nCreate a new diary entry and select the activity type:\r\n\r\n![](modules/arm5e-compendia/doc/images/ActivitiesList.webp)\r\n\r\n-   A diary is, as its name implies, a classical text describing events from the character perspective.\r\n    \r\n-   Adventuring, exposure, practice, training and teaching are the same activities described in the long term events of the corebook.\r\n    \r\n-   Apprenticeship, Early childhood, Later life and Year after apprenticeship are for more structured character creation.\r\n    \r\n\r\nThe advanced tab will look something like this:\r\n\r\n![](modules/arm5e-compendia/doc/images/Adventuring.webp)\r\n\r\n-   A source quality that may be editable or not depending on the type of activity\r\n    \r\n-   Subtabs for Abilities, Arts, Spell masteries and Spell learning also called progress items.\r\n    \r\n-   By clicking the + sign it will automatically add an existing ability/spell of the character to the list. You can then allocate the experience between all progress items until the sum match the source quality.\r\n    \r\n-   Once done click on the Apply button to add the XP to the selected progress items. A small technical blurb will be appended to the diary description detailing the effects and most fields will become read only.\r\n    \r\n-   An unapplied activity will appear in italic in the list. Its source quality will be added to the field Pending Experience.\r\n    \r\n-   **Important**: You must possess the ability in order to progress in it. Alternatively, you can drag and drop an ability on the subtab to add it to your character at the same time.\r\n    \r\n-   Some activity types may have some restrictions that may prevent you to click on the Apply button. A message in red next to the Apply button will explain what the problem is.\r\n    \r\n-   Some activities types may have bonus options with specific restrictions\r\n    \r\n-   There are active effects for most types of activities to modify the source quality (see @UUID[JournalEntry.6IQ8RULAQqwg8QhA.JournalEntryPage.UTLyPky6bwF4Mgjx]{Active effects})\r\n    \r\n-   Once an activity is applied, it is possible to rollback the effects using the Rollback button. **Disclaimer**: This feature is intended to fix typos and errors, if too many changes happened after applying you may encounter problems:  \r\n    - A progress item was deleted  \r\n    - The level of the progress item became too high and it will be impossible to reapply (eg: level of a book or skill of a teacher)\r\n    \r\n-   If you have to rollback a set of activities , it is better to do it in the inverse order to avoid any problem.\r\n    \r\n-   Some activities introduce the concept of a teacher/trainer where the source quality will depend on the third party skills. It can either be a free form input or a real Actor by dropping it on the teacher tab.\r\n    \r\n-   The experience gain from a trainer or teacher cannot go beyond the teacher skill. You will be warned and any excess will be discarded.\r\n    \r\n-   For spell learning, you can drop any spell or lab text from the sidebar. This feature is not available outside character creation and advanced creation rules (See @UUID[JournalEntry.QnDSWZeNTROvmMQg.JournalEntryPage.nVkFy9BqnWHlq8xa]{Laboratories} for learning spells during play)\r\n    \r\n\r\nFind below the list of current activities and their specificities\r\n\r\n### Adventuring\r\n\r\n-   Editable source quality: yes\r\n    \r\n-   Progress items available: Abilities, Arts, Spell masteries\r\n    \r\n-   Options: no\r\n    \r\n-   Teacher: no\r\n    \r\n\r\n### Exposure\r\n\r\n-   Editable source quality: yes\r\n    \r\n-   Progress items available: Abilities, Arts, Spell masteries\r\n    \r\n-   Options: no\r\n    \r\n-   Teacher: no\r\n    \r\n\r\n### Practice\r\n\r\n-   Editable source quality: no\r\n    \r\n-   Progress items available: Abilities, Spell masteries\r\n    \r\n-   Options: yes: Languages, Area exploration, Spell mastery, Forced practice\r\n    \r\n-   Teacher: no\r\n    \r\n\r\n### Training\r\n\r\n-   Editable source quality: no\r\n    \r\n-   Progress items available: Abilities, Spell masteries\r\n    \r\n-   Options: no\r\n    \r\n-   Teacher: yes\r\n    \r\n\r\n### Teaching\r\n\r\n-   Editable source quality: no\r\n    \r\n-   Progress items available: Abilities, Arts, Spell masteries\r\n    \r\n-   Options: yes. Number of students\r\n    \r\n-   Teacher: yes\r\n    \r\n### Vis Study\r\n\r\nThis activity is created by clicking on a special icon present in the vis sheet if it is in the inventory of a Magus. After confirmation, the Vis needed will be removed from the inventory.\r\n\r\n-   Editable source quality: no\r\n    \r\n-   Progress items available: Arts\r\n    \r\n-   Options: no\r\n    \r\n-   Teacher: no\r\n\r\n### Reading (special)\r\n\r\nThis activity is not created the usual way but rather through a book or the Scriptorium dialog (see @UUID[JournalEntry.m0OdebC7i0R85M7G.JournalEntryPage.fX1SnagiZUUa70AZ]{Scriptorium})\r\n\r\n### Aging (special)\r\n\r\nYou can roll for aging by clicking the hourglass icon in Description tab.\r\n\r\n-   The age of the character, its covenant's living conditions and the bonus of a longevity potion are automatically taken into account\r\n    \r\n-   The results are automatically applied to the character (age, apparent age, aging points, decrepitude) and a diary entry created.\r\n    \r\n-   If you are unlucky or very old, you can trigger an aging crisis. The character will be unable to roll for anything but characteristics until the crisis is resolved.\r\n    \r\n-   To resolve a crisis, click on the skull icon that appeared next to the character name.\r\n    \r\n-   It is possible to rollback the effects of an aging roll but it is advised to do it right away and in the inverse order or the system may not be able to do it properly.\r\n    \r\n\r\n**Dev note:** This two steps process is to allow another character to step in and roll for medicine or cast a Creo Corpus spell.\r\n\r\n### Spell learning and spell invention\r\n\r\nThose activities are not available directly, you must schedule them from a laboratory. See @UUID[JournalEntry.QnDSWZeNTROvmMQg.JournalEntryPage.nVkFy9BqnWHlq8xa]{Laboratories}\r\n\r\n-   Editable source quality: no\r\n    \r\n-   Progress items available: Spells\r\n    \r\n-   Options: no\r\n    \r\n-   Teacher: no (not yet for spell learning)\r\n    \r\n\r\n### Enchanting\r\n\r\nAs spell invention, this activity is not available directly and is created from a laboratory See @UUID[JournalEntry.QnDSWZeNTROvmMQg.JournalEntryPage.nVkFy9BqnWHlq8xa]{Laboratories} Applying will create the designed magic item and remove any vis cost.\r\n\r\n-   Editable source quality: no\r\n    \r\n-   Progress items available: none\r\n    \r\n-   Options: no\r\n    \r\n-   Teacher: no (not yet for spell learning)\r\n\r\n### Others\r\n\r\nApprenticeship, Early childhood, Later life and Year after apprenticeship\r\n\r\n-   Editable source quality: yes\r\n\r\n-   Editable duration: yes\r\n    \r\n-   Progress items available: Abilities, Arts, Spell masteries\r\n    \r\n-   Options: no\r\n    \r\n-   Teacher: no\r\n\r\n### Placeholders\r\n\r\nSome activities are reserved for laboratories and are not editable. It is to track whether the lab is in use or not (for yearly cost, shared lab,...)","format":2,"content":"<p>Long term activities are created through diary entries (Character-&gt; Diary tab)</p>\n<p>Create a new diary entry and select the activity type:</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/ActivitiesList.webp\" alt=\"\" /></p>\n<ul>\n<li><p>A diary is, as its name implies, a classical text describing events from the character perspective.</p></li>\n<li><p>Adventuring, exposure, practice, training and teaching are the same activities described in the long term events of the corebook.</p></li>\n<li><p>Apprenticeship, Early childhood, Later life and Year after apprenticeship are for more structured character creation.</p></li>\n</ul>\n<p>The advanced tab will look something like this:</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/Adventuring.webp\" alt=\"\" /></p>\n<ul>\n<li><p>A source quality that may be editable or not depending on the type of activity</p></li>\n<li><p>Subtabs for Abilities, Arts, Spell masteries and Spell learning also called progress items.</p></li>\n<li><p>By clicking the + sign it will automatically add an existing ability/spell of the character to the list. You can then allocate the experience between all progress items until the sum match the source quality.</p></li>\n<li><p>Once done click on the Apply button to add the XP to the selected progress items. A small technical blurb will be appended to the diary description detailing the effects and most fields will become read only.</p></li>\n<li><p>An unapplied activity will appear in italic in the list. Its source quality will be added to the field Pending Experience.</p></li>\n<li><p><strong>Important</strong>: You must possess the ability in order to progress in it. Alternatively, you can drag and drop an ability on the subtab to add it to your character at the same time.</p></li>\n<li><p>Some activity types may have some restrictions that may prevent you to click on the Apply button. A message in red next to the Apply button will explain what the problem is.</p></li>\n<li><p>Some activities types may have bonus options with specific restrictions</p></li>\n<li><p>There are active effects for most types of activities to modify the source quality (see @UUID[JournalEntry.6IQ8RULAQqwg8QhA.JournalEntryPage.UTLyPky6bwF4Mgjx]{Active effects})</p></li>\n<li><p>Once an activity is applied, it is possible to rollback the effects using the Rollback button. <strong>Disclaimer</strong>: This feature is intended to fix typos and errors, if too many changes happened after applying you may encounter problems:  </p>\n<ul>\n<li>A progress item was deleted  </li>\n<li>The level of the progress item became too high and it will be impossible to reapply (eg: level of a book or skill of a teacher)</li></ul></li>\n<li><p>If you have to rollback a set of activities , it is better to do it in the inverse order to avoid any problem.</p></li>\n<li><p>Some activities introduce the concept of a teacher/trainer where the source quality will depend on the third party skills. It can either be a free form input or a real Actor by dropping it on the teacher tab.</p></li>\n<li><p>The experience gain from a trainer or teacher cannot go beyond the teacher skill. You will be warned and any excess will be discarded.</p></li>\n<li><p>For spell learning, you can drop any spell or lab text from the sidebar. This feature is not available outside character creation and advanced creation rules (See @UUID[JournalEntry.QnDSWZeNTROvmMQg.JournalEntryPage.nVkFy9BqnWHlq8xa]{Laboratories} for learning spells during play)</p></li>\n</ul>\n<p>Find below the list of current activities and their specificities</p>\n<h3>Adventuring</h3>\n<ul>\n<li><p>Editable source quality: yes</p></li>\n<li><p>Progress items available: Abilities, Arts, Spell masteries</p></li>\n<li><p>Options: no</p></li>\n<li><p>Teacher: no</p></li>\n</ul>\n<h3>Exposure</h3>\n<ul>\n<li><p>Editable source quality: yes</p></li>\n<li><p>Progress items available: Abilities, Arts, Spell masteries</p></li>\n<li><p>Options: no</p></li>\n<li><p>Teacher: no</p></li>\n</ul>\n<h3>Practice</h3>\n<ul>\n<li><p>Editable source quality: no</p></li>\n<li><p>Progress items available: Abilities, Spell masteries</p></li>\n<li><p>Options: yes: Languages, Area exploration, Spell mastery, Forced practice</p></li>\n<li><p>Teacher: no</p></li>\n</ul>\n<h3>Training</h3>\n<ul>\n<li><p>Editable source quality: no</p></li>\n<li><p>Progress items available: Abilities, Spell masteries</p></li>\n<li><p>Options: no</p></li>\n<li><p>Teacher: yes</p></li>\n</ul>\n<h3>Teaching</h3>\n<ul>\n<li><p>Editable source quality: no</p></li>\n<li><p>Progress items available: Abilities, Arts, Spell masteries</p></li>\n<li><p>Options: yes. Number of students</p></li>\n<li><p>Teacher: yes</p></li>\n</ul>\n<h3>Vis Study</h3>\n<p>This activity is created by clicking on a special icon present in the vis sheet if it is in the inventory of a Magus. After confirmation, the Vis needed will be removed from the inventory.</p>\n<ul>\n<li><p>Editable source quality: no</p></li>\n<li><p>Progress items available: Arts</p></li>\n<li><p>Options: no</p></li>\n<li><p>Teacher: no</p></li>\n</ul>\n<h3>Reading (special)</h3>\n<p>This activity is not created the usual way but rather through a book or the Scriptorium dialog (see @UUID[JournalEntry.m0OdebC7i0R85M7G.JournalEntryPage.fX1SnagiZUUa70AZ]{Scriptorium})</p>\n<h3>Aging (special)</h3>\n<p>You can roll for aging by clicking the hourglass icon in Description tab.</p>\n<ul>\n<li><p>The age of the character, its covenant's living conditions and the bonus of a longevity potion are automatically taken into account</p></li>\n<li><p>The results are automatically applied to the character (age, apparent age, aging points, decrepitude) and a diary entry created.</p></li>\n<li><p>If you are unlucky or very old, you can trigger an aging crisis. The character will be unable to roll for anything but characteristics until the crisis is resolved.</p></li>\n<li><p>To resolve a crisis, click on the skull icon that appeared next to the character name.</p></li>\n<li><p>It is possible to rollback the effects of an aging roll but it is advised to do it right away and in the inverse order or the system may not be able to do it properly.</p></li>\n</ul>\n<p><strong>Dev note:</strong> This two steps process is to allow another character to step in and roll for medicine or cast a Creo Corpus spell.</p>\n<h3>Spell learning and spell invention</h3>\n<p>Those activities are not available directly, you must schedule them from a laboratory. See @UUID[JournalEntry.QnDSWZeNTROvmMQg.JournalEntryPage.nVkFy9BqnWHlq8xa]{Laboratories}</p>\n<ul>\n<li><p>Editable source quality: no</p></li>\n<li><p>Progress items available: Spells</p></li>\n<li><p>Options: no</p></li>\n<li><p>Teacher: no (not yet for spell learning)</p></li>\n</ul>\n<h3>Enchanting</h3>\n<p>As spell invention, this activity is not available directly and is created from a laboratory See @UUID[JournalEntry.QnDSWZeNTROvmMQg.JournalEntryPage.nVkFy9BqnWHlq8xa]{Laboratories} Applying will create the designed magic item and remove any vis cost.</p>\n<ul>\n<li><p>Editable source quality: no</p></li>\n<li><p>Progress items available: none</p></li>\n<li><p>Options: no</p></li>\n<li><p>Teacher: no (not yet for spell learning)</p></li>\n</ul>\n<h3>Others</h3>\n<p>Apprenticeship, Early childhood, Later life and Year after apprenticeship</p>\n<ul>\n<li><p>Editable source quality: yes</p></li>\n<li><p>Editable duration: yes</p></li>\n<li><p>Progress items available: Abilities, Arts, Spell masteries</p></li>\n<li><p>Options: no</p></li>\n<li><p>Teacher: no</p></li>\n</ul>\n<h3>Placeholders</h3>\n<p>Some activities are reserved for laboratories and are not editable. It is to track whether the lab is in use or not (for yearly cost, shared lab,…)</p>"},"_id":"vr0ZY74LXfGjN7Rh","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
{"name":"Gameplay","folder":"1YMZoBULfx2GNHSx","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"zLLJrCulo468CILn","pages":[{"name":"Gameplay","text":{"markdown":"## Rolls\r\n\r\nYou can trigger a roll by clicking on the relevant item you want to roll or, occasionally, on the die icon next to the item. In all cases, a pop up window will open so you can enter more details. Please see below for more detailed explanations of these windows.\r\n\r\n- Click on a characteristic label to roll a pure characteristic;\r\n\r\n- Click on an ability name in the character sheet;\r\n\r\n- Click on an Art label for spontaneous magic;\r\n\r\n- Click on a spell name to cast it;\r\n\r\n- Click on the dice icon next to a label to roll for it (eg: attack, defense, personality trait).\r\n\r\n\r\n**All the items above can be dragged and dropped on the macro bar for quick access to rolls.**\r\n\r\n- In addition, weapons can be put on the macro bar too for a combat roll.\r\n\r\n- To take into account any rule not implemented yet or any special modifier granted by the GM, a **modifier** field is available for all rolls.\r\n\r\n\r\n**Please be aware all the rolls will be affected by the Default Roll Mode!**\r\n\r\n![](modules/arm5e-compendia/doc/images/ChatRollMode.webp)\r\n*Chat Roll Mode, found at the bottom right of the Foundry screen*\r\n\r\n**Dev note:** There is not yet a way to just roll a stress die using the character sheet, that is, not involving any characteristic, ability etc. Some people are rolling a dummy personality trait for that. A macro has been provided to do it, and it is available in the system compendia.\r\n\r\n**Experimental**: use \"/r Xds\" to roll an exploding die. X is the number of botch dice\r\n\r\n\r\n### Characteristic and ability rolls\r\n\r\n![](modules/arm5e-compendia/doc/images/RollAbility.webp)\r\n\r\n- This dialog is the exact same for both characteristics and abilities. All the fields are filled from the character sheet;\r\n\r\n- Clicking on a characteristic label (and therefore rolling for it) sets the Characteristic field to whatever was clicked on and the Abilities field to None;\r\n\r\n- Clicking on an ability label will set the Characteristic field to the default one for the ability, though this can be changed before the roll;\r\n\r\n- Clicking the **Specialty** checkbox allows the bonus of the specialty to be used. Note the system is showing you what the specialty was described as;\r\n\r\n- The system also adds in the penalties for Fatigue and Wounds - remember to check these before rolling.\r\n\r\n### Magic rolls\r\n\r\n- Click on a spell name or spontaneous magic effect label to cast it;\r\n\r\n- For generic spontaneous magic, click on the Art label. It is possible to set a target level in order to compute penetration - leaving it at zero disables this calculation.\r\n\r\n![](modules/arm5e-compendia/doc/images/SpellRoll.webp)\r\n\r\n- Here you can change Voice and Gestures from the default set in the sheet;\r\n\r\n- Clicking the hammer icon will allow you to add Art requisites to the effect;\r\n\r\n- The **Aura Level** field will be set to \"???\" if the aura is not known, as set by the GM for the scene. See [[GM settings]].\r\n\r\n- The **Apply magical focus** checkbox will be set automatically to the value set in the spell when it was saved to the sheet, but can be enabled or disabled as appropriate - this is especially important for spontaneous spell effects;\r\n\r\n- Each botch on a magic roll will automatically increase the warping of the caster and may prompt a Twilight episode. See @UUID[JournalEntry.3OYUPghbY5vtHGjn.JournalEntryPage.lDwAnfnft757Yksu]{Twilight}.\r\n\r\nMagic rolls have one additional section for Penetration, which can be expanded or collapsed as needed.\r\n\r\n- Penetration mastery relate to the spell mastery effect if it exists\r\n\r\n- Both the **Arcane Link** and **Sympathic Link** fields are drop fields which can be set as appropriate at the time of casting.\r\n@@@\r\n### Combat rolls\r\n\r\nYou can roll everything in Description.Vitals&Combat:\r\n\r\n![](modules/arm5e-compendia/doc/images/CombatStats.webp)\r\n\r\nSee [[#Combat|Combat]] below for more details.  \r\nIt is also possible to roll for attack by dropping a weapon in the hotbar.\r\n\r\n- If your specialty is with the shield, mark it on the shield and not on the weapon. If you don't have the shield equipped, the specialty bonus doesn't apply.\r\n\r\n- Create a 'mounted' item with the ability to 'mount' and mark on its attributes that it is a horse. When you equip it, the calculations will be applied.\r\n\r\n### Other rolls\r\n\r\nMost rolls are triggered by clicking on the appropriate label.\r\n\r\n## Magic\r\n\r\nOnce you cast a spell, do spontaneous magic or use a power, the result of the roll will appear in chat:\r\n\r\n![](modules/arm5e-compendia/doc/images/SpellChatResult.webp)\r\n\r\n- Icon of the token. Clicking on it will open its sheet.\r\n\r\n- The name of the spell/magical effect and its level\r\n\r\n- Icon of the spell if applicable.\r\n\r\n- Details of the roll modifiers including penetration computation\r\n\r\n- Roll formula\r\n\r\n- Casting total without penetration\r\n\r\n- Penetration total in parentheses\r\n\r\n- The small icon is to use a confidence point if available.\r\n\r\nIf the spell is cast while one or more tokens are selected, additional message per target will appear in the chat indicating whether the spell successfully overcame magic resistance:\r\n\r\n![](modules/arm5e-compendia/doc/images/MagicContest.webp)\r\n\r\nNote that with the right @UUID[JournalEntry.4SKQ0xYOxFir2mPB.JournalEntryPage.QkdBE6EroandNcn6]{Settings}, a player will only see whether if the spell was a success or not, the details are reserved for the GM.\r\n\r\n## Combat\r\n\r\n**Dev note**: Combat being usually short and deadly in Ars Magica, it hasn't been properly integrated in the Foundry framework yet. At the moment, you can roll for initiative with it to have an action order, but it is a simplified version of the rules (ie: no reroll is made in case of tie).\r\n\r\n- On **Attack** or **Defense** rolls, it is possible to exert self (ie: lose a fatigue level) to double the ability score.\r\n\r\n- **Damage** roll will automatically compute the advantage based on the previous attack and defence chat messages. That's why the GM should pay attention that players only roll when it is their turn, otherwise the Advantage must be computed \"manually\".\r\n\r\n- **Soak** roll will retrieve the result of the latest **Damage** roll to be applied to the target or zero if none are found.\r\n\r\n  - Size is taken into account for the computation of wounds\r\n\r\n  - This is also the way to apply damage from external events (fire, fall, etc)\r\n\r\n  - Select your Form resistance bonus if you are a Magus (eg: Ignem for fire damage) or if you have an active effect which applies\r\n\r\n  - Natural resistance: Some virtues and flaws may give modifiers to soak rolls (eg: Fire resistance or vulnerability) through Active effects. You can select it here.\r\n\r\n  - **Dev note:** Spell damage will be applied differently in the future.\r\n\r\n Click on the Soak label to apply a given amount of damage. If a combat is ongoing, it will automatically compute the correct amount to soak. Size, stamina, armor, etc are automatically taken in account to compute the correct wound type.\r\n## Macro dialogs\r\n\r\nIt is sometimes cumbersome to change stats or roll a specific test in the heat of the action (even more as a GM who has to manage a bunch of NPCs). If the hotbar can help for abilities or spells, it is not possible for some others. That's why the following macros were created.\r\n\r\nTo use them, select a token on the scene and execute them.\r\n\r\n- **Quick combat** Attack, defense, damage, soak, all the combat rolls are accessible in a small dialog\r\n- **Quick vitals** Manage fatigue and wounds as well as resting\r\n- **Quick magic** Quick access to spellcasting stances (voice and gestures), spontaneous magic and standard rolls like fastcasting speed and targeting.","format":2,"content":"<h2>Rolls</h2>\n<p>You can trigger a roll by clicking on the relevant item you want to roll or, occasionally, on the die icon next to the item. In all cases, a pop up window will open so you can enter more details. Please see below for more detailed explanations of these windows.</p>\n<ul>\n<li><p>Click on a characteristic label to roll a pure characteristic;</p></li>\n<li><p>Click on an ability name in the character sheet;</p></li>\n<li><p>Click on an Art label for spontaneous magic;</p></li>\n<li><p>Click on a spell name to cast it;</p></li>\n<li><p>Click on the dice icon next to a label to roll for it (eg: attack, defense, personality trait).</p></li>\n</ul>\n<p><strong>All the items above can be dragged and dropped on the macro bar for quick access to rolls.</strong></p>\n<ul>\n<li><p>In addition, weapons can be put on the macro bar too for a combat roll.</p></li>\n<li><p>To take into account any rule not implemented yet or any special modifier granted by the GM, a <strong>modifier</strong> field is available for all rolls.</p></li>\n</ul>\n<p><strong>Please be aware all the rolls will be affected by the Default Roll Mode!</strong></p>\n<p><img src=\"modules/arm5e-compendia/doc/images/ChatRollMode.webp\" alt=\"\" />\n<em>Chat Roll Mode, found at the bottom right of the Foundry screen</em></p>\n<p><strong>Dev note:</strong> There is not yet a way to just roll a stress die using the character sheet, that is, not involving any characteristic, ability etc. Some people are rolling a dummy personality trait for that. A macro has been provided to do it, and it is available in the system compendia.</p>\n<p><strong>Experimental</strong>: use \"/r Xds\" to roll an exploding die. X is the number of botch dice</p>\n<h3>Characteristic and ability rolls</h3>\n<p><img src=\"modules/arm5e-compendia/doc/images/RollAbility.webp\" alt=\"\" /></p>\n<ul>\n<li><p>This dialog is the exact same for both characteristics and abilities. All the fields are filled from the character sheet;</p></li>\n<li><p>Clicking on a characteristic label (and therefore rolling for it) sets the Characteristic field to whatever was clicked on and the Abilities field to None;</p></li>\n<li><p>Clicking on an ability label will set the Characteristic field to the default one for the ability, though this can be changed before the roll;</p></li>\n<li><p>Clicking the <strong>Specialty</strong> checkbox allows the bonus of the specialty to be used. Note the system is showing you what the specialty was described as;</p></li>\n<li><p>The system also adds in the penalties for Fatigue and Wounds - remember to check these before rolling.</p></li>\n</ul>\n<h3>Magic rolls</h3>\n<ul>\n<li><p>Click on a spell name or spontaneous magic effect label to cast it;</p></li>\n<li><p>For generic spontaneous magic, click on the Art label. It is possible to set a target level in order to compute penetration - leaving it at zero disables this calculation.</p></li>\n</ul>\n<p><img src=\"modules/arm5e-compendia/doc/images/SpellRoll.webp\" alt=\"\" /></p>\n<ul>\n<li><p>Here you can change Voice and Gestures from the default set in the sheet;</p></li>\n<li><p>Clicking the hammer icon will allow you to add Art requisites to the effect;</p></li>\n<li><p>The <strong>Aura Level</strong> field will be set to \"???\" if the aura is not known, as set by the GM for the scene. See [[GM settings]].</p></li>\n<li><p>The <strong>Apply magical focus</strong> checkbox will be set automatically to the value set in the spell when it was saved to the sheet, but can be enabled or disabled as appropriate - this is especially important for spontaneous spell effects;</p></li>\n<li><p>Each botch on a magic roll will automatically increase the warping of the caster and may prompt a Twilight episode. See @UUID[JournalEntry.3OYUPghbY5vtHGjn.JournalEntryPage.lDwAnfnft757Yksu]{Twilight}.</p></li>\n</ul>\n<p>Magic rolls have one additional section for Penetration, which can be expanded or collapsed as needed.</p>\n<ul>\n<li><p>Penetration mastery relate to the spell mastery effect if it exists</p></li>\n<li><p>Both the <strong>Arcane Link</strong> and <strong>Sympathic Link</strong> fields are drop fields which can be set as appropriate at the time of casting.\n@@@</p></li>\n</ul>\n<h3>Combat rolls</h3>\n<p>You can roll everything in Description.Vitals&amp;Combat:</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/CombatStats.webp\" alt=\"\" /></p>\n<p>See [[#Combat|Combat]] below for more details.<br />\nIt is also possible to roll for attack by dropping a weapon in the hotbar.</p>\n<ul>\n<li><p>If your specialty is with the shield, mark it on the shield and not on the weapon. If you don't have the shield equipped, the specialty bonus doesn't apply.</p></li>\n<li><p>Create a 'mounted' item with the ability to 'mount' and mark on its attributes that it is a horse. When you equip it, the calculations will be applied.</p></li>\n</ul>\n<h3>Other rolls</h3>\n<p>Most rolls are triggered by clicking on the appropriate label.</p>\n<h2>Magic</h2>\n<p>Once you cast a spell, do spontaneous magic or use a power, the result of the roll will appear in chat:</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/SpellChatResult.webp\" alt=\"\" /></p>\n<ul>\n<li><p>Icon of the token. Clicking on it will open its sheet.</p></li>\n<li><p>The name of the spell/magical effect and its level</p></li>\n<li><p>Icon of the spell if applicable.</p></li>\n<li><p>Details of the roll modifiers including penetration computation</p></li>\n<li><p>Roll formula</p></li>\n<li><p>Casting total without penetration</p></li>\n<li><p>Penetration total in parentheses</p></li>\n<li><p>The small icon is to use a confidence point if available.</p></li>\n</ul>\n<p>If the spell is cast while one or more tokens are selected, additional message per target will appear in the chat indicating whether the spell successfully overcame magic resistance:</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/MagicContest.webp\" alt=\"\" /></p>\n<p>Note that with the right @UUID[JournalEntry.4SKQ0xYOxFir2mPB.JournalEntryPage.QkdBE6EroandNcn6]{Settings}, a player will only see whether if the spell was a success or not, the details are reserved for the GM.</p>\n<h2>Combat</h2>\n<p><strong>Dev note</strong>: Combat being usually short and deadly in Ars Magica, it hasn't been properly integrated in the Foundry framework yet. At the moment, you can roll for initiative with it to have an action order, but it is a simplified version of the rules (ie: no reroll is made in case of tie).</p>\n<ul>\n<li><p>On <strong>Attack</strong> or <strong>Defense</strong> rolls, it is possible to exert self (ie: lose a fatigue level) to double the ability score.</p></li>\n<li><p><strong>Damage</strong> roll will automatically compute the advantage based on the previous attack and defence chat messages. That's why the GM should pay attention that players only roll when it is their turn, otherwise the Advantage must be computed \"manually\".</p></li>\n<li><p><strong>Soak</strong> roll will retrieve the result of the latest <strong>Damage</strong> roll to be applied to the target or zero if none are found.</p>\n<ul>\n<li><p>Size is taken into account for the computation of wounds</p></li>\n<li><p>This is also the way to apply damage from external events (fire, fall, etc)</p></li>\n<li><p>Select your Form resistance bonus if you are a Magus (eg: Ignem for fire damage) or if you have an active effect which applies</p></li>\n<li><p>Natural resistance: Some virtues and flaws may give modifiers to soak rolls (eg: Fire resistance or vulnerability) through Active effects. You can select it here.</p></li>\n<li><p><strong>Dev note:</strong> Spell damage will be applied differently in the future.</p></li></ul>\n<p>Click on the Soak label to apply a given amount of damage. If a combat is ongoing, it will automatically compute the correct amount to soak. Size, stamina, armor, etc are automatically taken in account to compute the correct wound type.</p></li>\n</ul>\n<h2>Macro dialogs</h2>\n<p>It is sometimes cumbersome to change stats or roll a specific test in the heat of the action (even more as a GM who has to manage a bunch of NPCs). If the hotbar can help for abilities or spells, it is not possible for some others. That's why the following macros were created.</p>\n<p>To use them, select a token on the scene and execute them.</p>\n<ul>\n<li><strong>Quick combat</strong> Attack, defense, damage, soak, all the combat rolls are accessible in a small dialog</li>\n<li><strong>Quick vitals</strong> Manage fatigue and wounds as well as resting</li>\n<li><strong>Quick magic</strong> Quick access to spellcasting stances (voice and gestures), spontaneous magic and standard rolls like fastcasting speed and targeting.</li>\n</ul>"},"_id":"nq5a7Q6hbAExF8d6","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
{"name":"Activity scheduling","folder":"1YMZoBULfx2GNHSx","ownership":{"default":2,"Pw1GmsDOB9LWYsTh":3},"_id":"zyAn85M0b37Ho2hE","pages":[{"name":"Activity scheduling","text":{"markdown":"This section explains how to manage the seasonal activities of the troupe through years, including activities spanning multiple seasons.\r\n\r\n**Important note**: All the constraints described below can be temporary or permanently ignored by disabling the new setting: *Enforce schedule constraints*\r\n\r\nThe scheduling of activities can be managed from 3 similar dialogs with different goals, there are all accessible through the astrolab icon: ![](modules/arm5e-compendia/doc/images/astrolab.webp)\r\n## Workflow\r\n\r\nThe workflow is supposed to go like this:\r\n\r\n- The GM is setting the current date in the future when the next game session is supposed to happen, \"giving\" seasons to the players\r\n- The players can plan and apply their activities up to that date. \r\n\r\n## Constraints\r\n\r\n- You can not apply an activity if another prior activity (ie: in the past) is still unapplied.\r\n- It is not possible to apply an activity that ends in the future but it is ok to schedule it and apply when the time has come.\r\n- A per RAW, some types of activity are exclusive and other can coexists. One exception to RAW is adventuring which is often house-ruled as not conflicting\r\n\r\n## Character calendar\r\n\r\nThis dialog is accessible from the Actor.Diary tab, it lists all the planned activities for this actor.\r\n\r\n![](modules/arm5e-compendia/doc/images/characterCalendar.webp)\r\n\r\n- Each rectangle of the table represent a season, a dotted line indicates it is in the future\r\n- The blue color indicates that some activity is planned for the season\r\n- A red color indicates that a conflict exists between two or more activities (eg: reading 2 books the same season)\r\n- Each icon represents an activity, hovering will display its title, clicking will display its sheet.\r\n- A red aura around an activity indicates that it is not yet applied.\r\n\r\n## Activity scheduling\r\n\r\nThis dialog is accessed from the diary entry sheet\r\n\r\n![](modules/arm5e-compendia/doc/images/activitySchedule.webp)\r\n\r\nAll of the above applies but additionally it allows to move the activity to another season (or seasons).\r\n- To be able to schedule the activity:\r\n\t- There must be no conflict\r\n\t- A number of seasons based on the duration must be ticked.\r\n- If the activity spans multiple seasons, changing the start date will reassign all seasons in a sequence.\r\n## Troupe scheduling\r\n\r\nAccessed through the Astrolabium, this dialog allows the GM to have a general view year by year of the activities of each character. It is possible to filter the type of actor displayed\r\n\r\n![](modules/arm5e-compendia/doc/images/troupeSchedule.webp)","format":2,"content":"<p>This section explains how to manage the seasonal activities of the troupe through years, including activities spanning multiple seasons.</p>\n<p><strong>Important note</strong>: All the constraints described below can be temporary or permanently ignored by disabling the new setting: <em>Enforce schedule constraints</em></p>\n<p>The scheduling of activities can be managed from 3 similar dialogs with different goals, there are all accessible through the astrolab icon: <img src=\"modules/arm5e-compendia/doc/images/astrolab.webp\" alt=\"\" /></p>\n<h2>Workflow</h2>\n<p>The workflow is supposed to go like this:</p>\n<ul>\n<li>The GM is setting the current date in the future when the next game session is supposed to happen, \"giving\" seasons to the players</li>\n<li>The players can plan and apply their activities up to that date. </li>\n</ul>\n<h2>Constraints</h2>\n<ul>\n<li>You can not apply an activity if another prior activity (ie: in the past) is still unapplied.</li>\n<li>It is not possible to apply an activity that ends in the future but it is ok to schedule it and apply when the time has come.</li>\n<li>A per RAW, some types of activity are exclusive and other can coexists. One exception to RAW is adventuring which is often house-ruled as not conflicting</li>\n</ul>\n<h2>Character calendar</h2>\n<p>This dialog is accessible from the Actor.Diary tab, it lists all the planned activities for this actor.</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/characterCalendar.webp\" alt=\"\" /></p>\n<ul>\n<li>Each rectangle of the table represent a season, a dotted line indicates it is in the future</li>\n<li>The blue color indicates that some activity is planned for the season</li>\n<li>A red color indicates that a conflict exists between two or more activities (eg: reading 2 books the same season)</li>\n<li>Each icon represents an activity, hovering will display its title, clicking will display its sheet.</li>\n<li>A red aura around an activity indicates that it is not yet applied.</li>\n</ul>\n<h2>Activity scheduling</h2>\n<p>This dialog is accessed from the diary entry sheet</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/activitySchedule.webp\" alt=\"\" /></p>\n<p>All of the above applies but additionally it allows to move the activity to another season (or seasons).</p>\n<ul>\n<li>To be able to schedule the activity:<ul>\n<li>There must be no conflict</li>\n<li>A number of seasons based on the duration must be ticked.</li></ul></li>\n<li>If the activity spans multiple seasons, changing the start date will reassign all seasons in a sequence.</li>\n</ul>\n<h2>Troupe scheduling</h2>\n<p>Accessed through the Astrolabium, this dialog allows the GM to have a general view year by year of the activities of each character. It is possible to filter the type of actor displayed</p>\n<p><img src=\"modules/arm5e-compendia/doc/images/troupeSchedule.webp\" alt=\"\" /></p>"},"_id":"ndqRoWkY6UORUMuB","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"video":{"controls":true,"volume":0.5},"src":null,"category":null,"sort":0,"ownership":{"default":-1,"Pw1GmsDOB9LWYsTh":3},"flags":{"core":{"sheetClass":"core.MarkdownJournalPageSheet"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","lastModifiedBy":null}}],"categories":[],"sort":0,"flags":{"world":{"lavaFlowJournalEntry":true}},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.351","systemId":"arm5e","systemVersion":"3.0.0.4","createdTime":1773409164079,"modifiedTime":1773409164079,"lastModifiedBy":"Pw1GmsDOB9LWYsTh"}}
