{
  "name": "Criamon",
  "type": "player",
  "system": {
    "version": "2.0.2",
    "virtues": [],
    "flaws": [],
    "diaryEntries": [],
    "resource": {
      "fatigue": {
        "value": 0,
        "max": 5
      }
    },
    "description": {
      "born": {
        "value": 935
      },
      "apprentice": {
        "value": "10"
      },
      "birthname": {
        "value": ""
      },
      "birthplace": {
        "value": ""
      },
      "nationality": {
        "value": ""
      },
      "religion": {
        "value": ""
      },
      "height": {
        "value": ""
      },
      "weight": {
        "value": ""
      },
      "gender": {
        "value": ""
      },
      "hair": {
        "value": ""
      },
      "eyes": {
        "value": ""
      },
      "title": {
        "value": ""
      },
      "handed": {
        "value": ""
      }
    },
    "secrets": "",
    "source": "ArM5Def",
    "page": 0,
    "indexKey": "criamon",
    "review_status": "reviewed",
    "reviewer": "xzotl",
    "age": {
      "value": 25
    },
    "apparent": {
      "dtype": "Number",
      "value": 25
    },
    "con": {
      "label": "Confidence ",
      "score": 1,
      "points": 3
    },
    "covenant": {
      "value": "Covenant Name",
      "actorId": null
    },
    "realms": {
      "magic": {
        "aligned": false,
        "susceptible": false
      },
      "faeric": {
        "aligned": false,
        "susceptible": false
      },
      "divine": {
        "aligned": false,
        "susceptible": false
      },
      "infernal": {
        "aligned": false,
        "susceptible": false
      }
    },
    "states": {
      "pendingCrisis": false,
      "creationMode": true,
      "confidencePrompt": false,
      "pendingDamage": false
    },
    "combatPreps": {
      "current": "custom",
      "list": {
        "custom": {
          "ids": []
        }
      }
    },
    "biography": "The Criamon does not have her maximum allowance of Flaws, so could take an additional Major Flaw or three Minor Flaws, with corresponding Virtues, if desired. Her Charm and Folk Ken scores could be moved into other Abilities available in the first five years of life (see the Detailed Character Creation rules, page @@), possibly also moving her good Presence score as well.",
    "characteristics": {
      "int": {
        "value": 3,
        "aging": 0
      },
      "per": {
        "value": 0,
        "aging": 0
      },
      "str": {
        "value": 0,
        "aging": 0
      },
      "sta": {
        "value": 2,
        "aging": 0
      },
      "pre": {
        "value": 2,
        "aging": 0
      },
      "com": {
        "value": -3,
        "aging": 0
      },
      "dex": {
        "value": 0,
        "aging": 0
      },
      "qik": {
        "value": 1,
        "aging": 0
      }
    },
    "twilight": {
      "stage": 0,
      "pointsGained": 0,
      "strength": 0,
      "complexity": 0,
      "enigmaSpec": false,
      "concentrationSpec": false,
      "control": null,
      "year": null,
      "season": null
    },
    "vitals": {
      "siz": {
        "value": 0
      },
      "soa": {
        "value": 2
      },
      "enc": {
        "value": 0
      }
    },
    "abilities": [],
    "weapons": [],
    "armor": [],
    "vis": [],
    "items": [],
    "spells": [],
    "magicalEffects": [],
    "laboratoryTexts": [],
    "reputations": [],
    "decrepitude": {
      "points": 0,
      "effects": "Decrepitude effects",
      "finalScore": 0
    },
    "warping": {
      "points": 2,
      "effects": "Warping effects",
      "finalScore": 0
    },
    "fatigueTotal": 0,
    "fatigueCurrent": 0,
    "longTermFatigue": 0,
    "fatigue": {
      "fresh": {
        "amount": 0,
        "number": 0
      },
      "winded": {
        "amount": 1,
        "number": 0
      },
      "weary": {
        "amount": 1,
        "number": -1
      },
      "tired": {
        "amount": 1,
        "number": -3
      },
      "dazed": {
        "amount": 1,
        "number": -5
      },
      "unconscious": {
        "amount": 1,
        "number": 0
      }
    },
    "stances": {
      "voiceStance": "firm",
      "gesturesStance": "bold"
    },
    "arts": {
      "techniques": {
        "cr": {
          "label": "Creo",
          "xp": 10,
          "finalScore": 4
        },
        "in": {
          "label": "Intellego",
          "xp": 21,
          "finalScore": 6
        },
        "mu": {
          "label": "Muto",
          "xp": 10,
          "finalScore": 4
        },
        "pe": {
          "label": "Perdo",
          "xp": 10,
          "finalScore": 4
        },
        "re": {
          "label": "Rego",
          "xp": 10,
          "finalScore": 4
        }
      },
      "forms": {
        "an": {
          "label": "Animal",
          "xp": 0,
          "finalScore": 0
        },
        "aq": {
          "label": "Aquam",
          "xp": 0,
          "finalScore": 0
        },
        "au": {
          "label": "Auram",
          "xp": 0,
          "finalScore": 0
        },
        "co": {
          "label": "Corpus",
          "xp": 0,
          "finalScore": 0
        },
        "he": {
          "label": "Herbam",
          "xp": 0,
          "finalScore": 0
        },
        "ig": {
          "label": "Ignem",
          "xp": 0,
          "finalScore": 0
        },
        "im": {
          "label": "Imaginem",
          "xp": 3,
          "finalScore": 2
        },
        "me": {
          "label": "Mentem",
          "xp": 1,
          "finalScore": 1
        },
        "te": {
          "label": "Terram",
          "xp": 0,
          "finalScore": 0
        },
        "vi": {
          "label": "Vim",
          "xp": 55,
          "finalScore": 10
        }
      }
    },
    "familiar": {
      "nameFam": "",
      "specieFam": "",
      "techniqueFam": {
        "value": "cr"
      },
      "formFam": {
        "value": "an"
      },
      "cordFam": {
        "bronze": 0,
        "silver": 0,
        "gold": 0
      },
      "characteristicsFam": {
        "int": {
          "value": 0
        },
        "per": {
          "value": 0
        },
        "str": {
          "value": 0
        },
        "sta": {
          "value": 0
        },
        "pre": {
          "value": 0
        },
        "com": {
          "value": 0
        },
        "dex": {
          "value": 0
        },
        "qik": {
          "value": 0
        }
      },
      "vitalsFam": {
        "size": {
          "value": 0
        },
        "might": {
          "value": 0
        },
        "soak": {
          "value": 0
        },
        "fatigue": {
          "value": 0
        },
        "initiative": {
          "value": 0
        },
        "attack": {
          "value": 0
        },
        "defense": {
          "value": 0
        },
        "damage": {
          "value": 0
        }
      },
      "abilitiesFam": [],
      "powersFam": []
    },
    "sanctum": {
      "value": "",
      "actorId": null
    },
    "laboratory": {
      "longevityRitual": {
        "labTotal": 0,
        "modifier": 0,
        "twilightScars": "None (yet)"
      },
      "abilitiesSelected": {
        "finesse": {
          "abilityID": "",
          "value": 0,
          "label": ""
        },
        "awareness": {
          "abilityID": "",
          "value": 0,
          "label": ""
        },
        "concentration": {
          "abilityID": "",
          "value": 0,
          "label": ""
        },
        "artesLib": {
          "abilityID": "",
          "value": 0,
          "label": ""
        },
        "philosophy": {
          "abilityID": "",
          "value": 0,
          "label": ""
        },
        "parma": {
          "abilityID": "",
          "value": 0,
          "label": "",
          "speciality": ""
        },
        "magicTheory": {
          "abilityID": "",
          "value": 0,
          "label": ""
        },
        "penetration": {
          "abilityID": "",
          "value": 0,
          "label": ""
        }
      },
      "fastCastingSpeed": {
        "value": 0,
        "sumary": "Qik + Finesse + stress die"
      },
      "determiningEffect": {
        "value": 0,
        "sumary": "Per + Awareness + die VS 15-magnitude"
      },
      "targeting": {
        "value": 0,
        "sumary": "Per + Finesse + die"
      },
      "concentration": {
        "value": 0,
        "sumary": "Sta + Concentration + die"
      },
      "magicResistance": {
        "value": 0,
        "sumary": "Parma * 5 + Form"
      },
      "multipleCasting": {
        "value": 0,
        "sumary": "Int + Finesse + stress die - no of spells VS 9"
      },
      "basicLabTotal": {
        "value": 0,
        "sumary": "Int + Magic theory + Aura (+ Technique + Form)"
      },
      "totalPenetration": {
        "value": 0,
        "sumary": "Penetration + (Active effects penetration like Arcane connection or Sympathetic Connection)"
      },
      "visLimit": {
        "value": 0,
        "sumary": "Magic theory * 2"
      }
    },
    "apprentice": {
      "name": "",
      "age": 0,
      "years": 0,
      "int": 0,
      "magicTheory": 0
    },
    "magicSystem": {
      "name": "",
      "adjective": "",
      "practitioner": "",
      "effects": "",
      "laboratory": "",
      "realm": "mundane"
    },
    "features": {
      "magicSystem": false,
      "powers": false
    },
    "charType": {
      "value": "magus",
      "label": "Char. Type"
    },
    "playername": "",
    "house": {
      "value": "cri",
      "label": "House"
    },
    "dom-mag": {
      "label": "Domus Magna",
      "dtype": "String",
      "value": ""
    },
    "primus": {
      "label": "Primus",
      "dtype": "String",
      "value": ""
    },
    "parens": {
      "label": "Parens",
      "dtype": "String",
      "value": ""
    },
    "apprenticeship": {
      "label": "Covenant of Apprenticeship",
      "dtype": "String",
      "value": ""
    },
    "sigil": {
      "label": "Wizard's Sigil",
      "dtype": "String",
      "value": "A flash of blue light."
    },
    "creationMode": true,
    "pendingCrisis": false,
    "personalities": {
      "0": {
        "name": "Enthusiastic",
        "score": 3
      },
      "1": {
        "name": "Friendly",
        "score": 2
      },
      "2": {
        "name": "Practical",
        "score": 2
      }
    },
    "bonuses": {
      "traits": {
        "aging": 0
      }
    },
    "combat": {
      "overload": [
        0,
        0
      ]
    },
    "castingtotal": {
      "applyFocus": false,
      "aura": 0,
      "divider": "1",
      "modifier": 0
    },
    "labTotal": {
      "applyFocus": false,
      "aura": 0,
      "quality": 0,
      "modifier": 0
    },
    "pendingXps": 0
  },
  "items": [
    {
      "type": "spell",
      "name": "Piercing the Faerie Veil",
      "system": {
        "technique": {
          "value": "in"
        },
        "form": {
          "value": "vi"
        },
        "baseLevel": 3,
        "range": {
          "value": "personal"
        },
        "duration": {
          "value": "conc"
        },
        "target": {
          "value": "sight"
        },
        "complexity": 0,
        "ritual": false,
        "technique-req": {
          "cr": false,
          "in": false,
          "mu": false,
          "pe": false,
          "re": false
        },
        "form-req": {
          "an": false,
          "aq": false,
          "au": false,
          "co": false,
          "he": false,
          "ig": false,
          "im": false,
          "me": false,
          "te": false,
          "vi": false
        },
        "description": "This spell allows the caster to see through the boundaries of regiones, and therefore divine the path to the next level (more details about regiones are given on page 189). There are separate but related spells for Divine, Magical and Infernal regiones.",
        "source": "ArM5",
        "page": 158,
        "indexKey": "piercing-the-faerie-veil",
        "targetSize": 0,
        "enhancingRequisite": 0,
        "general": false,
        "levelOffset": 0,
        "baseEffectDescription": "",
        "applyFocus": false,
        "bonus": 0,
        "bonusDesc": "",
        "xp": 0,
        "masteryAbilities": "",
        "review_status": "toReview",
        "reviewer": ""
      },
      "img": "systems/arm5e/assets/magic/vi.png",
      "effects": [],
      "flags": {},
      "_stats": {
        "compendiumSource": null,
        "duplicateSource": null,
        "coreVersion": "13.351",
        "systemId": "arm5e",
        "systemVersion": "2.3.2.11",
        "createdTime": null,
        "modifiedTime": null,
        "lastModifiedBy": null,
        "exportSource": null
      },
      "_id": "fQhMhvTWQ4lbxN0m",
      "folder": "FLOveJlX4MXFkepb",
      "sort": 7500000,
      "ownership": {
        "default": 0,
        "6SdI10VpXHcBvx2J": 3,
        "wUH1ww0o0zQEBtKr": 3
      },
      "_key": "!actors.items!YITSZqRYv1LVWovf.fQhMhvTWQ4lbxN0m"
    },
    {
      "type": "spell",
      "name": "Piercing the Magical Veil",
      "system": {
        "technique": {
          "value": "in"
        },
        "form": {
          "value": "vi"
        },
        "baseLevel": 3,
        "range": {
          "value": "personal"
        },
        "duration": {
          "value": "conc"
        },
        "target": {
          "value": "sight"
        },
        "complexity": 0,
        "ritual": false,
        "technique-req": {
          "cr": false,
          "in": false,
          "mu": false,
          "pe": false,
          "re": false
        },
        "form-req": {
          "an": false,
          "aq": false,
          "au": false,
          "co": false,
          "he": false,
          "ig": false,
          "im": false,
          "me": false,
          "te": false,
          "vi": false
        },
        "description": "This spell allows the caster to see through the boundaries of regiones, and therefore divine the path to the next level (more details about regiones are given on page 189). There are separate but related spells for Divine, Magical and Infernal regiones.",
        "source": "ArM5",
        "page": 158,
        "indexKey": "piercing-the-magical-veil",
        "targetSize": 0,
        "enhancingRequisite": 0,
        "general": false,
        "levelOffset": 0,
        "baseEffectDescription": "",
        "applyFocus": false,
        "bonus": 0,
        "bonusDesc": "",
        "xp": 0,
        "masteryAbilities": "",
        "review_status": "toReview",
        "reviewer": ""
      },
      "img": "systems/arm5e/assets/magic/vi.png",
      "effects": [],
      "flags": {},
      "_stats": {
        "compendiumSource": null,
        "duplicateSource": null,
        "coreVersion": "13.351",
        "systemId": "arm5e",
        "systemVersion": "2.3.2.11",
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      },
      "folder": "FLOveJlX4MXFkepb",
      "ownership": {
        "default": 0,
        "6SdI10VpXHcBvx2J": 3,
        "wUH1ww0o0zQEBtKr": 3
      },
      "_id": "f8MyxX3bAxNEZKUl",
      "sort": 14300000,
      "_key": "!actors.items!YITSZqRYv1LVWovf.f8MyxX3bAxNEZKUl"
    },
    {
      "type": "spell",
      "name": "Unraveling the Fabric of Imaginem",
      "system": {
        "technique": {
          "value": "pe"
        },
        "form": {
          "value": "vi"
        },
        "baseLevel": 1,
        "range": {
          "value": "voice"
        },
        "duration": {
          "value": "moment"
        },
        "target": {
          "value": "ind"
        },
        "complexity": 0,
        "ritual": false,
        "technique-req": {
          "cr": false,
          "in": false,
          "mu": false,
          "pe": false,
          "re": false
        },
        "form-req": {
          "an": false,
          "aq": false,
          "au": false,
          "co": false,
          "he": false,
          "ig": false,
          "im": false,
          "me": false,
          "te": false,
          "vi": false
        },
        "description": "This spell will cancel the effects of any one spell of a specified Form whose level is less than or equal to (spell level + 10 + stress die (no botch)). There are 10 variants that cover each Hermetic Form, and a number of much rarer variants for different kinds of non- Hermetic magic.",
        "source": "ArM5",
        "page": 161,
        "indexKey": "unravelling-the-fabric-of-form",
        "targetSize": 0,
        "enhancingRequisite": 0,
        "general": false,
        "levelOffset": 0,
        "baseEffectDescription": "",
        "applyFocus": false,
        "bonus": 0,
        "bonusDesc": "",
        "xp": 0,
        "masteryAbilities": "",
        "review_status": "toReview",
        "reviewer": ""
      },
      "img": "systems/arm5e/assets/magic/vi.png",
      "effects": [],
      "flags": {},
      "_stats": {
        "compendiumSource": null,
        "duplicateSource": null,
        "coreVersion": "13.351",
        "systemId": "arm5e",
        "systemVersion": "2.3.2.11",
        "createdTime": null,
        "modifiedTime": null,
        "lastModifiedBy": null,
        "exportSource": null
      },
      "_id": "fXNPW56qoYQRuROa",
      "folder": "FLOveJlX4MXFkepb",
      "sort": 13800000,
      "ownership": {
        "default": 0,
        "6SdI10VpXHcBvx2J": 3,
        "wUH1ww0o0zQEBtKr": 3
      },
      "_key": "!actors.items!YITSZqRYv1LVWovf.fXNPW56qoYQRuROa"
    },
    {
      "type": "spell",
      "name": "Aura of Ennobled Presence",
      "system": {
        "technique": {
          "value": "mu"
        },
        "form": {
          "value": "im"
        },
        "baseLevel": 3,
        "range": {
          "value": "touch"
        },
        "duration": {
          "value": "sun"
        },
        "target": {
          "value": "ind"
        },
        "complexity": 0,
        "ritual": false,
        "technique-req": {
          "cr": false,
          "in": false,
          "mu": false,
          "pe": false,
          "re": false
        },
        "form-req": {
          "an": false,
          "aq": false,
          "au": false,
          "co": false,
          "he": false,
          "ig": false,
          "im": false,
          "me": false,
          "te": false,
          "vi": false
        },
        "description": "The target appears more forceful, authoritative, and believable. Numerous subtle changes in appearance bring about this change, including a slight supernatural illumination of the face, a more erect posture, and a louder and smoother voice. The character gets a +3 on rolls to influence, lead, or convince others.",
        "source": "ArM5",
        "page": 145,
        "indexKey": "aura-of-ennobled-presence",
        "targetSize": 0,
        "enhancingRequisite": 0,
        "general": false,
        "levelOffset": 0,
        "baseEffectDescription": "",
        "applyFocus": false,
        "bonus": 0,
        "bonusDesc": "",
        "xp": 0,
        "masteryAbilities": "",
        "review_status": "toReview",
        "reviewer": ""
      },
      "img": "systems/arm5e/assets/magic/im.png",
      "effects": [],
      "flags": {},
      "_stats": {
        "compendiumSource": null,
        "duplicateSource": null,
        "coreVersion": "13.351",
        "systemId": "arm5e",
        "systemVersion": "2.3.2.11",
        "createdTime": null,
        "modifiedTime": null,
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        "exportSource": null
      },
      "_id": "Qul5Sr5l7tIGoa0K",
      "folder": "6dbqyhZVkNHEsIEk",
      "sort": 0,
      "ownership": {
        "default": 0,
        "6SdI10VpXHcBvx2J": 3,
        "wUH1ww0o0zQEBtKr": 3
      },
      "_key": "!actors.items!YITSZqRYv1LVWovf.Qul5Sr5l7tIGoa0K"
    },
    {
      "name": "Artes Liberales",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/artesLib.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_5d6v8nsyfy",
          "path": "Abilities#/CF_SEP/Academic",
          "color": "#000000"
        }
      },
      "system": {
        "description": "<p style=\"text-align: justify\">The seven artes liberales, or liberal arts, are the basis of medieval higher education. Everyone learns them at the universities before passing on to study other subjects. It would be very rare for a character to have a score in any other Academic Knowledge without a score of at least one in this.</p><p style=\"text-align: justify\">The artes liberales are divided into two groups: the Trivium (grammar, logic, and rhetoric) and the Quadrivium (arithmetic, geometry, astronomy, and music). The emphasis at this period is on the Trivium, but both are taught. (Note that Artes Liberales as a whole is one Skill, not seven separate ones.)</p><p style=\"text-align: justify\">Grammar concerns theoretical questions of the structure of languages, rather than the ability to use a specific language (that is covered by Speak skills). The authorities are Priscian and Donatus. Logic is the study of the syllogism, and other forms of reasoning discussed by Aristotle. It is the most important of the arts at this period. Aristotle is the authority, in his <em>logica vetus </em>and <em>logica nova</em>. Rhetoric is the study of the theory of rhetorical forms: knowledge of the sort of tricks that an orator can use, rather than the ability to use them. The authority is Cicero, especially his <em>De Inventione</em>.</p><p style=\"text-align: justify\">Arithmetic is the ability to add and subtract, multiply and divide. The authority is Boethius, <em>De arithmetica</em>. Geometry is concerned with study of plane and solid figures, and the authority is Euclid, in his <em>Elementa</em>. It also deals with the study of light, and Euclid's <em>Optica</em> is the authority here. Astronomy is concerned with predicting the positions of the stars and planets, and the authority is Ptolemy, in the <em>Libri Almagesti</em>. Music is purely theoretical, the study of proportions and musical theory, not the ability to sing or play an instrument. The authority is Boethius, in <em>De Musica</em>.</p><p style=\"text-align: justify\">Artes Liberales also covers the ability to read and write. For every point in the Ability, the character can read and write one writing system, providing that he knows a language which normally uses that system: the Latin alphabet, the Greek alphabet, the Arabic alphabet, and so on.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> grammar, logic, rhetoric, arithmetic, geometry, astronomy, music, Ritual magic, Ceremonial magic. (Academic)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "rhetoric",
        "xp": 5,
        "key": "artesLib",
        "option": "",
        "realm": "magic",
        "indexKey": "artes-liberales",
        "reviewer": "xzotl",
        "review_status": "reviewed",
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    {
      "type": "spell",
      "name": "Phantasm of the Talking Head",
      "system": {
        "technique": {
          "value": "cr"
        },
        "form": {
          "value": "im"
        },
        "baseLevel": 2,
        "range": {
          "value": "voice"
        },
        "duration": {
          "value": "diam"
        },
        "target": {
          "value": "ind"
        },
        "complexity": 1,
        "ritual": false,
        "technique-req": {
          "cr": false,
          "in": false,
          "mu": false,
          "pe": false,
          "re": false
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        "form-req": {
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          "aq": false,
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          "co": false,
          "he": false,
          "ig": false,
          "im": false,
          "me": false,
          "te": false,
          "vi": false
        },
        "description": "Creates an illusory face on a wall or other flat object. The visage can speak during the spell’s duration. Individual wizards’ sigils can produce very interesting differences in how the voice sounds, how the face looks, and so on.",
        "source": "ArM5",
        "page": 144,
        "indexKey": "phantasm-of-the-talking-head",
        "targetSize": 0,
        "enhancingRequisite": 0,
        "general": false,
        "levelOffset": 0,
        "baseEffectDescription": "",
        "applyFocus": false,
        "bonus": 0,
        "bonusDesc": "",
        "xp": 0,
        "masteryAbilities": "",
        "review_status": "toReview",
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      "img": "systems/arm5e/assets/magic/im.png",
      "effects": [],
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    {
      "name": "Concentration",
      "type": "ability",
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      "effects": [],
      "flags": {
        "core": {},
        "cf": {
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          "path": "Abilities#/CF_SEP/General",
          "color": "#000000"
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      "system": {
        "description": "<p style=\"text-align: justify\">Focusing your mental faculties on one task, particularly for extended periods of time. If you are attempting a feat that demands your extra attention, or if you have just failed an action and are trying again, the storyguide can call for a Concentration roll before you can make the attempt. This Ability is especially important for magi because it helps them maintain concentration on spells despite distractions.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> spell concentration, reading, lab work. (General)</p>",
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        "page": 0,
        "defaultChaAb": "int",
        "speciality": "spell casting",
        "xp": 30,
        "key": "concentration",
        "option": "",
        "realm": "magic",
        "indexKey": "concentration",
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    {
      "type": "spell",
      "name": "Wind of Mundane Silence",
      "system": {
        "technique": {
          "value": "pe"
        },
        "form": {
          "value": "vi"
        },
        "baseLevel": 1,
        "range": {
          "value": "voice"
        },
        "duration": {
          "value": "moment"
        },
        "target": {
          "value": "room"
        },
        "complexity": 0,
        "ritual": false,
        "technique-req": {
          "cr": false,
          "in": false,
          "mu": false,
          "pe": false,
          "re": false
        },
        "form-req": {
          "an": false,
          "aq": false,
          "au": false,
          "co": false,
          "he": false,
          "ig": false,
          "im": false,
          "me": false,
          "te": false,
          "vi": false
        },
        "description": "You raise a metaphorical “breeze” that blows the magic away from an area, canceling the effects of any spell there. You can cancel the effects of any spell if, with this spell, you can double the level of the spell on a stress die + the level of your spell. The spell must penetrate to affect effects on a creature with Magic Resistance, including Parma Magica. If the spell penetrates, and its level + the stress die is double Parma Magica x 5, then this spell dispels the Parma Magica. Wind of Mundane Silence does not affect spells of Momentary duration. Magical things near the area of the Wind wave slightly from the “breeze.”",
        "source": "ArM5",
        "page": 161,
        "indexKey": "wind-of-mundane-silence",
        "targetSize": 0,
        "enhancingRequisite": 0,
        "general": false,
        "levelOffset": 0,
        "baseEffectDescription": "",
        "applyFocus": false,
        "bonus": 0,
        "bonusDesc": "",
        "xp": 0,
        "masteryAbilities": "",
        "review_status": "toReview",
        "reviewer": ""
      },
      "img": "systems/arm5e/assets/magic/vi.png",
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    {
      "name": "Enigmatic Wisdom",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/enigma.svg",
      "effects": [],
      "flags": {
        "cf": {
          "id": "temp_mjq1fx3r06m",
          "path": "Abilities#/CF_SEP/Supernatural",
          "color": "#000000"
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      },
      "system": {
        "description": "<p>&nbsp;</p>\n<p class=\"MsoNormal\" style=\"margin-bottom: 0.0001pt; text-align: justify;\"><span lang=\"EN-US\" style=\"mso-ansi-language: EN-US;\">Enigmatic Wisdom lies at the beginning of each path. Criamon apprentices learn to view events and objects in unusual and intuitive ways, usually by meditating on 15 riddles related to the Arts. This training helps them to find connections between concepts, and place this knowledge into the context of the Enigma. This in turn allows Criamon magi to understand the nature of humans, the universe, and the ties between them in ways incomprehensible to other magi. Once a magus has grasped the foundational elements of wisdom, he may develop deeper understanding by considering the insights of others, which can be transmitted through books, discussion, or mystical experiences.</span></p>\n<h2 style=\"margin-top: 6pt; text-align: justify;\"><strong><span lang=\"EN-US\">Symbolic Understanding</span></strong></h2>\n<p><strong> </strong></p>\n<p class=\"MsoNormal\" style=\"margin-bottom: 0.0001pt; text-align: justify;\"><span lang=\"EN-US\" style=\"mso-ansi-language: EN-US;\">A Criamon magus may use his Enigmatic Wisdom score to understand subtle symbols. This allows magi to interpret arcane events, perplexing situations, dreams, and visions.</span></p>\n<p class=\"MsoNormal\" style=\"margin-bottom: 0.0001pt; text-align: justify;\"><span lang=\"EN-US\" style=\"mso-ansi-language: EN-US;\">Criamon magi can understand what kind of life experience lies behind each of another magus&rsquo;s stigmata with a successful Intelligence + Enigmatic Wisdom roll against an Ease Factor of 6. They can tell whether a character has been Warped, and how severely, with a Perception + Enigmatic Wisdom roll against an Ease Factor six or more, and if they beat an Ease Factor of 12, they understand, in general terms, what sort of life experience caused the Warping.</span></p>\n<p class=\"MsoNormal\" style=\"margin-bottom: 0.0001pt; text-align: justify;\"><span lang=\"EN-US\" style=\"mso-ansi-language: EN-US;\">This Ability also assists with interpreting dreams and visions. It does not grant supernatural visions, but many Criamon also have that &mdash; separate &mdash; Flaw.</span></p>\n<h2 style=\"margin-top: 6pt; text-align: justify;\"><strong><span lang=\"EN-US\">Labyrinth Meditations</span></strong></h2>\n<p><strong> </strong></p>\n<p class=\"MsoNormal\" style=\"margin-bottom: 0.0001pt; text-align: justify;\"><span lang=\"EN-US\" style=\"mso-ansi-language: EN-US;\">Criamon magi may improve their concentration by engaging in labyrinth meditations. A labyrinth meditation is a non-magical ritual during which the magus walks slowly through a maze while contemplating a problem. Many contemplation mazes are simple ribbons, with a single path leading to a center, then out again. Simple contemplative labyrinths can be created with low-level spells.</span></p>\n<p class=\"MsoNormal\" style=\"margin-bottom: 0.0001pt; text-align: justify;\"><span lang=\"EN-US\" style=\"mso-ansi-language: EN-US;\">The magus&rsquo;s mental state remains focused for an hour after he completes the labyrinth. This allows a bonus on a single roll. This can be used to untangle a single conundrum (an Enigmatic Wisdom roll), recall a single fact (a Lore roll), or perform a single physical action. Physical actions must take no longer than one minute (ten combat rounds). The bonus is equal to half the magus&rsquo;s Enigmatic Wisdom score.</span></p>\n<p class=\"MsoNormal\" style=\"margin-bottom: 0.0001pt; text-align: justify;\"><span lang=\"EN-US\" style=\"mso-ansi-language: EN-US;\">The magus must have a score of at least one in the required Ability before it can be assisted by labyrinth meditations. Meditations add grace to the magus&rsquo;s thoughts and actions, but do not grant conscious skill. A magus who does not know how to swim, for example, cannot use the clarity of thought and action provided by the meditation to swim.</span></p>\n<p class=\"MsoNormal\" style=\"margin-bottom: 0.0001pt; text-align: justify;\"><span lang=\"EN-US\" style=\"mso-ansi-language: EN-US;\">Characters with an Enigmatic Wisdom score of three or more don&rsquo;t need a physical labyrinth; they can walk in a circle for the same effect. Those with a score of six or more don&rsquo;t even need to walk &mdash; they can imagine the circle. Labyrinth rituals take sixteen hours for characters with a score of one in Enigmatic Wisdom. The time required halves for each level they gain. Characters with brief meditation times cannot, however, perform several meditations and save or stack the bonuses.</span></p>\n<h2 style=\"margin-top: 6pt; text-align: justify;\"><strong><span lang=\"EN-US\">Twilight</span></strong></h2>\n<p><strong> </strong></p>\n<p class=\"MsoNormal\" style=\"text-align: justify;\"><span lang=\"EN-US\" style=\"mso-ansi-language: EN-US;\">Criamon magi understand Twilight better than other magi, and so navigate it more safely. This is reflected in the Twilight rules given in ArM5, pages 88&ndash;89.</span></p>",
        "source": "ArM5",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "riddles",
        "xp": 30,
        "key": "enigma",
        "option": "",
        "realm": "magic",
        "indexKey": "enigmatic-wisdom",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
        "accelerated": false
      },
      "_stats": {
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    {
      "name": "Charm",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/charm.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_buj82p3vtnu",
          "path": "Abilities#/CF_SEP/General",
          "color": "#000000"
        }
      },
      "system": {
        "description": "<p style=\"text-align: justify;\">Enticing, fascinating, and endearing others to you, but only on a personal basis. It can be used to win someone over emotionally, especially members of the opposite sex.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> courtly love, first impressions, being witty. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "pre",
        "speciality": "educated people",
        "xp": 75,
        "key": "charm",
        "option": "",
        "realm": "magic",
        "indexKey": "charm",
        "reviewer": "xzotl",
        "review_status": "reviewed",
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      "_id": "mhPvUMGvHK4IRsYD",
      "sort": 1900000,
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    {
      "type": "spell",
      "name": "Circular Ward Against Demons",
      "system": {
        "technique": {
          "value": "re"
        },
        "form": {
          "value": "vi"
        },
        "baseLevel": 1,
        "range": {
          "value": "touch"
        },
        "duration": {
          "value": "ring"
        },
        "target": {
          "value": "circle"
        },
        "complexity": 0,
        "ritual": false,
        "technique-req": {
          "cr": false,
          "in": false,
          "mu": false,
          "pe": false,
          "re": false
        },
        "form-req": {
          "an": false,
          "aq": false,
          "au": false,
          "co": false,
          "he": false,
          "ig": false,
          "im": false,
          "me": false,
          "te": false,
          "vi": false
        },
        "description": "All creatures with Infernal Might equal to or less than the level of the spell are unable to enter the circle or harm those within it. If you cast the spell again, the stronger ring dispels the weaker, regardless of the order of casting. Some magi cast this spell before going to sleep at night. At night, from certain angles, the ring may be seen as a silver-hued dome.",
        "source": "ArM5",
        "page": 162,
        "indexKey": "circular-ward-against-demons",
        "targetSize": 0,
        "enhancingRequisite": 0,
        "general": false,
        "levelOffset": 0,
        "baseEffectDescription": "",
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        "bonus": 0,
        "bonusDesc": "",
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        "masteryAbilities": "",
        "review_status": "toReview",
        "reviewer": ""
      },
      "img": "systems/arm5e/assets/magic/vi.png",
      "effects": [],
      "flags": {},
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      "_id": "CrSgZ0rHdKV7ziDI",
      "folder": "FLOveJlX4MXFkepb",
      "sort": 10100000,
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    },
    {
      "name": "Magic Theory",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/magicTheory.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_7bwhgya3q6x",
          "path": "Abilities#/CF_SEP/Arcane",
          "color": "#000000"
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      },
      "system": {
        "description": "<p style=\"text-align: justify;\">Knowledge of what magic is and how it works, used primarily in the laboratory. Magic Theory deals with the technical details of Hermetic magic; Magic Lore covers knowledge of magical things in general. Anyone can learn Magic Theory, if they have access to a teacher or book (normally represented by a Virtue), but it is little use to those without The Gift.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> inventing spells, enchanting items, a single Art. (Arcane)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "Vim",
        "xp": 30,
        "key": "magicTheory",
        "option": "",
        "realm": "magic",
        "indexKey": "magic-theory",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
        "accelerated": false
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    },
    {
      "name": "Magic Sensitivity",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/magicSensitivity.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_mjq1fx3r06m",
          "path": "Abilities#/CF_SEP/Supernatural",
          "color": "#000000"
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      },
      "system": {
        "description": "<div class=\"el-p\"><p dir=\"auto\">You are often able to identify a place or object as magical. However, your sensitivity makes you more susceptible to magical effects: subtract your Magic Sensitivity score from your Magic Resistance. When attempting to sense the magic nature of a place or object, the storyguide will assign an Ease Factor-simply roll a simple die + Perception + Magic Sensitivity.</p></div><div class=\"el-p\"><p dir=\"auto\">Detecting a Magic aura would normally have an Ease Factor equal to 12 – aura level, so 9 for a level 3 aura and 6 for a level 6 aura.</p></div><div class=\"el-p\"><p dir=\"auto\">For spells and enchanted items, an Ease Factor equal to 21 – magnitude of effect is a good guide. For enchanted items, use the magnitude of the most powerful effect in the item.</p></div><div class=\"el-p\"><p dir=\"auto\">For magical creatures, 15 – one fifth of the creature's Magic Might is appropriate, so for a creature with a Magic Might of 25, the Ease Factor would be 10.</p></div><div class=\"el-p\"><p dir=\"auto\"><strong>Specialties</strong>: auras, magical creatures, enchanted items, active spells. (Supernatural)</p></div>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "per",
        "speciality": "auras",
        "xp": 10,
        "key": "magicSensitivity",
        "option": "",
        "realm": "magic",
        "indexKey": "magic-sensitivity",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
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      "folder": "ZbCET9zUtDWzYD5z",
      "_id": "Mr8ZkiXZWbA1K7xu",
      "sort": 1400000,
      "ownership": {
        "default": 0,
        "1JBSgWiiwizu7vru": 3,
        "wUH1ww0o0zQEBtKr": 3
      },
      "_key": "!actors.items!YITSZqRYv1LVWovf.Mr8ZkiXZWbA1K7xu"
    },
    {
      "name": "Order of Hermes Lore",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/organizationLore.svg",
      "effects": [],
      "flags": {
        "cf": {
          "id": "temp_buj82p3vtnu",
          "path": "Abilities#/CF_SEP/General",
          "color": "#000000"
        },
        "core": {}
      },
      "system": {
        "description": "<p style=\"text-align: justify\">Knowledge of the legends, history, structure, operation, and goals of the specified organization. Organizations can be as large as the Church, or as small as a local craft guild. The smaller the organization, the more detailed your knowledge. Order of Hermes Lore is particularly important to most magi.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> personalities, history, politics. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "mysteries",
        "xp": 5,
        "key": "organizationLore",
        "option": "order-of-hermes-lore",
        "realm": "magic",
        "indexKey": "order-of-hermes-lore",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
        "accelerated": false
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    },
    {
      "name": "Parma Magica",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/parma.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_7bwhgya3q6x",
          "path": "Abilities#/CF_SEP/Arcane",
          "color": "#000000"
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      },
      "system": {
        "description": "<div class=\"el-p\"><p dir=\"auto\">Protection from magic. This is a special ritual (not a ritual spell) that takes about two minutes to perform. It lets you add 5 times your Parma Magica score to your Magic Resistance until the next sunrise or sunset, whichever comes first. You may suppress your Parma Magica temporarily by concentrating; this is equivalent to sustaining a Concentration duration spell. (See page @@). Parma Magica does not require concentration while it is active.</p></div><div class=\"el-p\"><p dir=\"auto\">You may also protect one other person for each point in Parma Magica, with their consent. You must touch each person to start the protection, and it lasts as long as at least one character can see the other. The magus may cancel the protection at will, at any distance. While a magus is protecting others, his effective Parma Magica score is reduced by 3 points, both for himself and for the other people he is protecting. If the magus has a Parma Magica score of 3 or lower, his Parma Magica provides each character, including himself, with a Magic Resistance of 0. In the magus's case, this is added to his Form resistance, and a magus protected by another magus's Parma Magica may also add his Form resistance.</p></div><div class=\"el-p\"><p dir=\"auto\">Any character protected by a Parma Magica, whether their own or someone else’s, is unaffected by the social penalties of other people’s Gifts. If a protected character is Gifted, their Gift still imposes social penalties on others, unless those others are also protected by a Parma Magica, or are unaffected by The Gift for some other reason.</p></div><div class=\"el-p\"><p dir=\"auto\">Parma Magica can only be learned by Gifted characters, although they learn it as a normal Arcane Ability, not a Supernatural Ability. It is only known by Hermetic magi, as the Order enforces the 'Join or Die' choice rigorously on anyone who knows it, as well as declaring a Wizard's March on the magus who taught it. Parma Magica is the last thing an apprentice learns, being taught the final key to the Ability after he swears the Oath.</p></div><p style=\"text-align: justify\"><strong>Specialties: </strong>protection from any specific Form. (Arcane)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "Mentem",
        "xp": 5,
        "key": "parma",
        "option": "",
        "realm": "magic",
        "indexKey": "parma-magica",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
        "accelerated": false
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    },
    {
      "name": "Folk Ken",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/folkKen.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_buj82p3vtnu",
          "path": "Abilities#/CF_SEP/General",
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      },
      "system": {
        "description": "<p style=\"text-align: justify;\">Understanding the background, personality, and motives of another person. Often the storyguide secretly rolls a die when this Ability is used. Thus, you do not know if your character guessed correctly, or even botched.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> peasants, townsfolk, nobles, clergy, magi, the opposite sex. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "com",
        "speciality": "educated people",
        "xp": 5,
        "key": "folkKen",
        "option": "",
        "realm": "magic",
        "indexKey": "folk-ken",
        "reviewer": "xzotl",
        "review_status": "reviewed",
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        "accelerated": false
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      "folder": "adQkl7QaQHRah9iT",
      "_id": "FCef0CuwK33w4l55",
      "sort": 500000,
      "ownership": {
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        "1JBSgWiiwizu7vru": 3,
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    },
    {
      "name": "Latin",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/deadLanguage.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_097jrlmaqjp7",
          "path": "Abilities#/CF_SEP/Academic, Languages",
          "color": "#000000"
        }
      },
      "system": {
        "description": "<p>This skill is similar to all other (Language) Abilities, but it is only available to educated characters. It grants the ability to speak a language which is no longer used as a native language in the areas the character has lived in. The most important example is Latin. All educated characters in the West know Latin, since without it you cannot learn any Academic Knowledges. It is also the common language of the Church and Order of Hermes. In other areas of the world, Arabic, Greek and Hebrew fill similar functions, although of these only Hebrew is a dead language.</p><p><strong>Specialties</strong>: academic usage, Church ceremonies, Hermetic usage. (Academic)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "com",
        "speciality": "Enigmatic terms",
        "xp": 50,
        "key": "deadLanguage",
        "option": "latin",
        "realm": "magic",
        "indexKey": "language-latin",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
        "accelerated": false
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    },
    {
      "name": "Native Language",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/livingLanguage.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_r64qqxkggi",
          "path": "Abilities#/CF_SEP/General, Languages",
          "color": "#000000"
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      },
      "system": {
        "description": "<p style=\"text-align: justify\">Fluency in a particular living language. Rather than a die roll modifier, your score in this Knowledge measures your ability to communicate.</p><table style=\"width: 99.1914%; height: 122px;\" border=\"1\"><tbody><tr style=\"height: 17px;\"><td style=\"width: 7.07427%; height: 17px; text-align: center;\"><p><strong>Score</strong></p></td><td style=\"width: 15.6073%; height: 17px; text-align: center;\"><p><strong>Fluency</strong></p></td><td style=\"width: 76.5033%; height: 17px; text-align: center;\"><p><strong>Description</strong></p></td></tr><tr style=\"height: 17px;\"><td style=\"width: 7.07427%; height: 17px; text-align: center;\"><p>0</p></td><td style=\"width: 15.6073%; height: 17px; text-align: center;\"><p><span style=\"text-align: justify;\"><em>Point and grunt</em></span></p></td><td style=\"width: 76.5033%; height: 17px; text-align: justify;\"><p>With one or more experience points, you know “please”, ”thank you”, and a few other words.</p></td></tr><tr style=\"height: 17px;\"><td style=\"width: 7.07427%; height: 17px; text-align: center;\"><p>1</p></td><td style=\"width: 15.6073%; height: 17px; text-align: center;\"><p><span style=\"text-align: justify;\"><em>Basic questions and answers</em></span></p></td><td style=\"width: 76.5033%; height: 17px; text-align: justify;\"><p>“Where is the church?,” “Do you sell food?” Constant mistakes, and an atrocious accent. People must speak slowly and often repeat themselves, and you cannot string a conversation together.</p></td></tr><tr style=\"height: 17px;\"><td style=\"width: 7.07427%; height: 17px; text-align: center;\"><p>2</p></td><td style=\"width: 15.6073%; height: 17px; text-align: center;\"><p><span style=\"text-align: justify;\"><em>Basic conversation</em></span></p></td><td style=\"width: 76.5033%; height: 17px; text-align: justify;\"><p>You can sustain a short conversation on a common topic. You still make many mistakes, and often fail to catch what others say.</p></td></tr><tr style=\"height: 17px;\"><td style=\"width: 7.07427%; height: 17px; text-align: center;\"><p>3</p></td><td style=\"width: 15.6073%; height: 17px; text-align: center;\"><p><span style=\"text-align: justify;\"><em>Haltingly functional</em></span></p></td><td style=\"width: 76.5033%; height: 17px; text-align: justify;\"><p>You can hold a conversation on everyday topics, although it takes time, you make many mistakes, and your accent is still bad.</p></td></tr><tr style=\"height: 17px;\"><td style=\"width: 7.07427%; height: 17px; text-align: center;\"><p>4</p></td><td style=\"width: 15.6073%; height: 17px; text-align: center;\"><p><span style=\"text-align: justify;\"><em>Functional</em></span></p></td><td style=\"width: 76.5033%; height: 17px; text-align: justify;\"><p>You can hold a conversation on non-technical topics, and make few mistakes. People do not normally need to repeat themselves. This is the minimum level required to study from a book.</p></td></tr><tr style=\"height: 10px;\"><td style=\"width: 7.07427%; height: 10px; text-align: center;\"><p>5</p></td><td style=\"width: 15.6073%; height: 10px; text-align: center;\"><p><span style=\"text-align: justify;\"><em>Fluent</em></span></p></td><td style=\"width: 76.5033%; height: 10px; text-align: justify;\"><p>You still have an accent if this is not your native language, but it is weak. You speak as well as most natives. This is the minimum level required to write a book.</p></td></tr><tr style=\"height: 10px;\"><td style=\"width: 7.07427%; height: 10px; text-align: center;\"><p>6</p></td><td style=\"width: 15.6073%; height: 10px; text-align: center;\"><p><span style=\"text-align: justify;\"><em>Elegant</em></span></p></td><td style=\"width: 76.5033%; height: 10px; text-align: justify;\"><p>You choose your words well, and have no accent if this is not your native language.<br><br></p></td></tr></tbody></table><p style=\"text-align: justify\">Two dialects of the same language generally have a –1 penalty. If your character is not specialized in a dialect, you should specify a dialect without specializing in it, and take the penalty when conversing with people who speak a different dialect. If you speak a \"standard\" version of the language, that is a dialect that differs from all other dialects.</p><p style=\"text-align: justify\">When two people speak to each other, the lower Ability score determines how well they communicate. Characters who speak related languages can communicate at a penalty to their scores (assigned by the storyguide) depending on how closely related the two languages are.</p><p style=\"text-align: justify\">Note that Latin and Hebrew are not living languages in most of Mythic Europe. However, characters who live in places where they are (such as some covenants) may learn this Ability without any special Virtues.</p><p style=\"text-align: justify\">Characters with this Ability are illiterate unless they also have a score in Artes Liberales (page 62).</p><p style=\"text-align: justify\">This Ability also covers artistic compositions in the language, and telling existing tales with verve and passion. Knowledge of stories is covered by the appropriate Lore Abilities.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> poetry, prose, specific dialects, expansive vocabulary, specific technical vocabulary, slang, storytelling. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "com",
        "speciality": "long words",
        "xp": 75,
        "key": "livingLanguage",
        "option": "native-language",
        "realm": "magic",
        "indexKey": "language-generic",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": true,
        "accelerated": false
      },
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    },
    {
      "name": "The Gift",
      "type": "virtue",
      "img": "systems/arm5e/assets/icons/VF/hermetic.svg",
      "effects": [
        {
          "_id": "yK4GGIeDpUr5wA3E",
          "changes": [
            {
              "key": "system.realms.magic.aligned",
              "value": "true",
              "mode": 5,
              "priority": null
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          ],
          "disabled": false,
          "duration": {
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            "startRound": null,
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          },
          "origin": "Compendium.arm5e.virtues.5906ZrzYdesEtJH3",
          "tint": "#000000",
          "transfer": true,
          "flags": {
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              "type": [
                "realm"
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              "subtype": [
                "magic"
              ],
              "option": [
                null
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          },
          "name": "Magic aligned",
          "description": "",
          "statuses": [],
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          "img": "icons/svg/aura.svg",
          "type": "base",
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      "flags": {
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        "cf": {
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      "system": {
        "description": "<p>The Gift is a special Virtue, because it has no cost. The character suffers all the penalties of The Gift, just as magi do (see page @@), but can be taught Supernatural Abilities without having to take the corresponding Virtues (see page @@ for rules). Most importantly, the character can be taught Hermetic Magic, so all magi must have this Virtue. A character with The Gift, even if he is not a magus, may take Hermetic Virtues and Flaws which relate to intrinsic ability rather than background or training. Characters may take Virtues that grant Supernatural Abilities without taking The Gift, and such characters do not suffer the penalties imposed by The Gift. However, such characters may not learn new Supernatural Abilities in the course of the saga, although they may improve the ones they already have. It is possible for unGifted characters to Initiate new Supernatural Abilities through a Mystery Cult, but even this is harder for them than for the Gifted.</p><p>Characters who have The Gift may start play with a single Supernatural Ability, without having to take any other Virtue, but if they wish to learn others they must find opportunities to do so in the course of the saga. They may also take Virtues granting Supernatural Abilities if they wish to have more Abilities at character creation. Note that it is harder for a character with Supernatural Abilities to become a Hermetic magus (see Training Your Apprentice on page @@), so you may not wish to take any such abilities if you plan for the character to become an apprentice. The ability to cast Hermetic magic is the single supernatural ability possessed by Hermetic magi in virtue of The Gift again, they may take more Supernatural Ability Virtues if they wish.</p><p>Grogs can never have The Gift, as a character with The Gift is too important to be a grog. As a rule, companions should only have The Gift if they are intended to become magi, or if they are members of one of the other magical traditions described in <strong>Ars Magica 5</strong><sup><strong>th</strong></sup><strong> Edition</strong> supplements. Troupes should not allow any other Gifted characters unless they are absolutely sure that they want them.</p>",
        "source": "ArM5Def",
        "page": 43,
        "type": "hermetic",
        "impact": {
          "value": "free"
        },
        "indexKey": "the-gift",
        "review_status": "definitiveReady",
        "reviewer": "Xzotl",
        "hidden": false,
        "tainted": false
      },
      "_stats": {
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      "folder": "umvpyTZt5f5tEdND",
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        "6SdI10VpXHcBvx2J": 3,
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      "_key": "!actors.items!YITSZqRYv1LVWovf.wgUEaDPLZgVpoTUp"
    },
    {
      "name": "Hermetic Magus",
      "type": "virtue",
      "img": "systems/arm5e/assets/icons/VF/social.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_kuhc1tso94g",
          "path": "Virtues#/CF_SEP/Social Status",
          "color": "#000000"
        }
      },
      "system": {
        "description": "<p>You are a member of the Order of Hermes. All magi must take this as their Social Status, and only magi may take it.</p><p>&nbsp;</p>",
        "source": "ArM5Def",
        "page": 0,
        "type": "social",
        "impact": {
          "value": "free"
        },
        "indexKey": "hermetic-magus",
        "review_status": "reviewed",
        "reviewer": "xzotl",
        "hidden": false,
        "tainted": false
      },
      "_stats": {
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      },
      "folder": "CoxB6DSMq2bRMl47",
      "_id": "KxulReimJTgEwYf0",
      "sort": 1500000,
      "ownership": {
        "default": 0,
        "6SdI10VpXHcBvx2J": 3,
        "wUH1ww0o0zQEBtKr": 3
      },
      "_key": "!actors.items!YITSZqRYv1LVWovf.KxulReimJTgEwYf0"
    },
    {
      "name": "Flexible Formulaic Magic",
      "type": "virtue",
      "img": "systems/arm5e/assets/icons/VF/hermetic.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_nxctmjlqqdb",
          "path": "Virtues#/CF_SEP/Hermetic",
          "color": "#000000"
        }
      },
      "system": {
        "description": "<p>You can vary the effects of Formulaic spells to a slight degree, while still getting the benefits of casting known magic. You may raise or lower the casting level of the spell by one magnitude to raise or lower one (only) of Range, Duration, Target category and Target size by one step, as long as this does not violate any of the normal limits on Formulaic magic. You may instead change one (only) of those parameters to another parameter at the same level, without modifying the casting level, as long as this does not violate any of the normal limits on Formulaic magic. Casting success, Fatigue loss, and Penetration are all calculated based on the final modified level of the spell. You cannot manipulate Ritual magic in this way.</p><p> </p>",
        "source": "ArM5Def",
        "page": 0,
        "type": "hermetic",
        "impact": {
          "value": "major"
        },
        "indexKey": "flexible-formulaic-magic",
        "review_status": "reviewed",
        "reviewer": "xzotl",
        "hidden": false,
        "tainted": false
      },
      "_stats": {
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      "folder": "ryEkrZYbf9tQGIrO",
      "_id": "sksfCKQJE1lPsITe",
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        "6SdI10VpXHcBvx2J": 3,
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      "_key": "!actors.items!YITSZqRYv1LVWovf.sksfCKQJE1lPsITe"
    },
    {
      "name": "Magic Sensitivity",
      "type": "virtue",
      "img": "systems/arm5e/assets/icons/VF/supernatural.svg",
      "effects": [
        {
          "origin": "Item.FlfjKSCeCKnOqjIa",
          "duration": {
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                null
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          },
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        "description": "<p>You are often able to identify a place or object as magical. However, your sensitivity makes you more susceptible to magical effects: subtract your Magic Sensitivity score from your Magic Resistance. Choosing this Virtue confers the Ability Magic Sensitivity 1 (page @@).</p>",
        "source": "ArM5Def",
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    {
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        "description": "<p>Your magic has some incidental feature that is generally useful, though occasionally annoying. The intensity of the side effect increases with the le vel of the spell. Examples include a commanding presence when casting that translates into a temporary +1 Presence bonus for a short time after casting, or a calm state of mind derived from casting which allows a bonus on Concentration rolls for a short time after casting.</p><p> </p>",
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      "system": {
        "description": "<p>You crave the rush of casting and holding power over magic. Whenever you cast a spell, you have a difficult time stopping yourself from casting again and again until you drop from exhaustion. Whenever you use a stress die in spellcasting, you must, whether or not the spell succeeds, make an Intelligence + Concentration stress roll, against an Ease Factor of half the level of the spell (or, if you botched, the level you were attempting). If you fail, as your next action you must either cast a Formulaic spell of at least the same level as the previous spell, or cast any spontaneous spell, expending Fatigue and not reserving levels for Penetration. You must roll again to control your addiction, based on the level of the spell you just cast, but you get a +3 bonus to the roll for every spell you cast after the first. If you botch, you continue casting spells until you fall unconscious.</p>",
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    {
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        "description": "<div class=\"el-p\"><p dir=\"auto\">You either enjoy or cannot help running excessive amounts of magic through you when you cast spells. You must roll to resist Twilight on a single magical botch, rather than on a double botch like most magi.</p></div>",
        "source": "ArM5Def",
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    {
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        "description": "<p>You have been initiated into the Outer Mystery of The Enigma (see page @@), and thus are a member of House Criamon. You have a score of 1 in Enigmatic Wisdom. Note that all Criamon magi get this Virtue free at character creation.</p><p> </p>",
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        "type": "hermetic",
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    {
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        "description": "<p>When gi</p><p>ven the opportunity to study an Art from books or raw vis in the presence of the Form or Technique, your surroundings give you new insights into your studies. Add two to die rolls to study from vis, or two to the Quality of any text you study from. Your current Art score determines the magnitude of the surroundings you require to get the bonus. See the table for some guidelines.</p><p><strong>Study Bonus Examples</strong></p><p>&nbsp;</p><p>Art Score</p><p> </p><p>Minimum Presence of Art</p><p>&nbsp;</p><p>0</p><p> </p><p>A candle flame (Ignem), a magic aura (Vim), a dying insect (Perdo)</p><p>&nbsp;</p><p>5</p><p> </p><p>A pond (Aquam), a painting (Imaginem), a caterpillar and butterfly (Muto)</p><p>&nbsp;</p><p>10</p><p> </p><p>A breezy place in the open air (Auram), a live animal at least the size of a cat (Animal), half a dozen plants at different stages of growth (Creo)</p><p>&nbsp;</p><p>15</p><p> </p><p>An area of bare natural rock, such as a mountainside (Terram), a human corpse to dissect (Corpus), at least one book on each of a dozen mundane subjects (Intellego)</p><p>&nbsp;</p><p>20</p><p> </p><p>In a forest (Herbam), at a gathering of scholars (Mentem), at a law court (Rego)</p><p>&nbsp;</p><p>25</p><p> </p><p>In a boat on a large body of water (Aquam), in a strong (6+) magic aura (Vim), in a hospital full of people dying of pestilence (Perdo)</p><p>&nbsp;</p><p>30</p><p> </p><p>In the middle of a large fire (Ignem), in a building covered with elaborate figured decoration in many media, where music is constantly played (Imaginem), in the presence of a magical shapeshifter whose transformations you can control (Muto).</p><p>&nbsp;</p><p>35</p><p> </p><p>Flying in the middle of a hurricane (Auram), while dissecting several magical animals (Animal), while surrounded by scrying devices showing every detail of the country for miles around (Intellego)</p><p>&nbsp;</p><p>&nbsp;</p>",
        "source": "ArM5Def",
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        "type": "hermetic",
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    {
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        "description": "<p>You are particularly adept with one Ability, and add 2 to its value whenever you use it. Note that you do not, in general, use an Ability when learning it, writing about it, or helping someone else to improve it. You may only take this Virtue once for a given Ability, but may take it more than once for different Abilities.</p><p> </p>",
        "source": "ArM5Def",
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        "type": "general",
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    {
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      "name": "Wizardly robes.",
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        "description": "<p><span>A robe made from a durable yet soft fabric. It feels comfortable against the skin, providing warmth without being too heavy.</span></p><p><span><strong>Hood:</strong> A large hood that can easily cover the head, adding to the mystique of the wearer. When not in use, it drapes elegantly over the back.</span></p><p><span><strong>Sleeves:</strong> The sleeves are wide and billowing, perfect for wide gestures and spellcasting.</span></p><p><span><strong>Fastening:</strong> The robe is secured with a simple belt or sash, usually made from the same material.</span></p>",
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    {
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      "type": "flaw",
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        "description": "<p>You are almost completely unable to convey the knowledge and understanding that you have. Anyone trying to learn from you or from a book you have written must halve their Advancement Total (or Lab Total, if you are a magus and have written Lab Texts on some spells or enchanted items). If you are a magus teaching spells, halve all applicable Lab Totals, both yours and the student’s.</p>",
        "source": "ArM5Def",
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        "type": "general",
        "impact": {
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    {
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  ],
  "img": "icons/svg/mystery-man.svg",
  "prototypeToken": {
    "name": "Criamon",
    "displayName": 0,
    "actorLink": false,
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    "prependAdjective": false,
    "width": 1,
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