{
  "name": "Verditius",
  "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": "verditius",
    "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 Verditius can take another three Minor Flaws, or one Major, and balancing Virtues. In addition, her Craft Abilities can be changed for different crafts without changing the concept much. Finally, not everyone descended from dwarfs is as small as they are, so that Flaw could be swapped for others without affecting the character on a fundamental level.",
    "characteristics": {
      "int": {
        "value": 3,
        "aging": 0
      },
      "per": {
        "value": 0,
        "aging": 0
      },
      "str": {
        "value": -2,
        "aging": 0
      },
      "sta": {
        "value": 2,
        "aging": 0
      },
      "pre": {
        "value": 0,
        "aging": 0
      },
      "com": {
        "value": 0,
        "aging": 0
      },
      "dex": {
        "value": 1,
        "aging": 0
      },
      "qik": {
        "value": 0,
        "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": 0,
      "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": 28,
          "finalScore": 7
        },
        "in": {
          "label": "Intellego",
          "xp": 6,
          "finalScore": 3
        },
        "mu": {
          "label": "Muto",
          "xp": 15,
          "finalScore": 5
        },
        "pe": {
          "label": "Perdo",
          "xp": 6,
          "finalScore": 3
        },
        "re": {
          "label": "Rego",
          "xp": 15,
          "finalScore": 5
        }
      },
      "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": 0,
          "finalScore": 0
        },
        "me": {
          "label": "Mentem",
          "xp": 0,
          "finalScore": 0
        },
        "te": {
          "label": "Terram",
          "xp": 52,
          "finalScore": 15
        },
        "vi": {
          "label": "Vim",
          "xp": 0,
          "finalScore": 0
        }
      }
    },
    "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"
      },
      "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": "ver",
      "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": "Disciplined",
        "score": 3
      },
      "1": {
        "name": "Perfectionist",
        "score": 3
      },
      "2": {
        "name": "Spontaneous",
        "score": 1
      }
    },
    "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": "Seal the Earth",
      "system": {
        "technique": {
          "value": "cr"
        },
        "form": {
          "value": "te"
        },
        "baseLevel": 1,
        "range": {
          "value": "voice"
        },
        "duration": {
          "value": "sun"
        },
        "target": {
          "value": "group"
        },
        "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": "Creates enough dirt to fill in a pit of up to 6 paces across and 3 paces deep.",
        "source": "ArM5",
        "page": 152,
        "indexKey": "seal-the-earth",
        "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/te.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": "1A7zIMCmyRYb7miG",
      "folder": "Cy6JvysNx2CNSwuF",
      "sort": 0,
      "ownership": {
        "default": 0,
        "6SdI10VpXHcBvx2J": 3,
        "wUH1ww0o0zQEBtKr": 3
      },
      "_key": "!actors.items!tvkhpCYvyzqrrb7g.1A7zIMCmyRYb7miG"
    },
    {
      "type": "spell",
      "name": "Wall of Protecting Stone",
      "system": {
        "technique": {
          "value": "cr"
        },
        "form": {
          "value": "te"
        },
        "baseLevel": 3,
        "range": {
          "value": "voice"
        },
        "duration": {
          "value": "sun"
        },
        "target": {
          "value": "ind"
        },
        "targetSize": 2,
        "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": "Makes a wall of granite up to 25 paces wide, 4 paces high, and 1 pace thick. One needs miner’s tools to break through it, though it can be toppled if it is not connected to a support on its side or top.",
        "source": "ArM5",
        "page": 153,
        "indexKey": "wall-of-protecting-stone",
        "enhancingRequisite": 0,
        "general": false,
        "levelOffset": 0,
        "baseEffectDescription": "",
        "applyFocus": false,
        "bonus": 0,
        "bonusDesc": "",
        "xp": 0,
        "masteryAbilities": "",
        "review_status": "toReview",
        "reviewer": ""
      },
      "img": "systems/arm5e/assets/magic/te.png",
      "effects": [],
      "flags": {},
      "_stats": {
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        "coreVersion": "13.351",
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      },
      "_id": "jd9pEGDVDEueJim1",
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      },
      "_key": "!actors.items!tvkhpCYvyzqrrb7g.jd9pEGDVDEueJim1"
    },
    {
      "type": "spell",
      "name": "The Crystal Dart",
      "system": {
        "technique": {
          "value": "mu"
        },
        "form": {
          "value": "te"
        },
        "baseLevel": 3,
        "range": {
          "value": "voice"
        },
        "duration": {
          "value": "moment"
        },
        "target": {
          "value": "ind"
        },
        "complexity": 0,
        "enhancingRequisite": 1,
        "ritual": false,
        "technique-req": {
          "cr": false,
          "in": false,
          "mu": false,
          "pe": false,
          "re": true
        },
        "form-req": {
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          "aq": false,
          "au": false,
          "co": false,
          "he": false,
          "ig": false,
          "im": false,
          "me": false,
          "te": false,
          "vi": false
        },
        "description": "A 10-inch crystal dart rises from the ground at your feet, floats into the air, and speeds off like an arrow at a target that is within Voice range. It does +10 damage, and always hits its target, although it must penetrate Magic Resistance to have any real effect.",
        "source": "ArM5",
        "page": 154,
        "indexKey": "the-crystal-dart",
        "targetSize": 0,
        "general": false,
        "levelOffset": 0,
        "baseEffectDescription": "",
        "applyFocus": false,
        "bonus": 0,
        "bonusDesc": "",
        "xp": 0,
        "masteryAbilities": "",
        "review_status": "toReview",
        "reviewer": ""
      },
      "img": "systems/arm5e/assets/magic/te.png",
      "effects": [],
      "flags": {},
      "_stats": {
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      },
      "_id": "m2elwh59DVZKgdbP",
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      },
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    },
    {
      "type": "spell",
      "name": "Edge of the Razor",
      "system": {
        "technique": {
          "value": "mu"
        },
        "form": {
          "value": "te"
        },
        "baseLevel": 3,
        "range": {
          "value": "touch"
        },
        "duration": {
          "value": "sun"
        },
        "target": {
          "value": "ind"
        },
        "complexity": 2,
        "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": "Sharpens any metal edge to a degree unequaled by manual methods. An edged or pointed weapon gains a +2 bonus to Damage. Good-natured magi reward grogs by enchanting their weapons in this way, although since the resulting sword is resisted by Magic Resistance they rarely do this for all their grogs.",
        "source": "ArM5",
        "page": 154,
        "indexKey": "edge-of-the-razor",
        "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/te.png",
      "effects": [],
      "flags": {},
      "_stats": {
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        "coreVersion": "13.351",
        "systemId": "arm5e",
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      },
      "_id": "c5MZi3rPtrwUPZLc",
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      "sort": 0,
      "ownership": {
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        "6SdI10VpXHcBvx2J": 3,
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      },
      "_key": "!actors.items!tvkhpCYvyzqrrb7g.c5MZi3rPtrwUPZLc"
    },
    {
      "type": "spell",
      "name": "Touch of Midas",
      "system": {
        "technique": {
          "value": "cr"
        },
        "form": {
          "value": "te"
        },
        "baseLevel": 15,
        "range": {
          "value": "touch"
        },
        "duration": {
          "value": "moment"
        },
        "target": {
          "value": "ind"
        },
        "complexity": 0,
        "ritual": true,
        "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 creates a roughly spherical lump of gold about six inches across. This weighs about 80 pounds, and is enough money to keep a peasant family in comfort for about 300 years.",
        "source": "ArM5",
        "page": 153,
        "indexKey": "touch-of-midas",
        "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/te.png",
      "effects": [],
      "flags": {},
      "_stats": {
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        "duplicateSource": null,
        "coreVersion": "13.351",
        "systemId": "arm5e",
        "systemVersion": "2.3.2.11",
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      },
      "_id": "HxudsKsDfggGBVJ3",
      "folder": "Cy6JvysNx2CNSwuF",
      "sort": 0,
      "ownership": {
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        "6SdI10VpXHcBvx2J": 3,
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      },
      "_key": "!actors.items!tvkhpCYvyzqrrb7g.HxudsKsDfggGBVJ3"
    },
    {
      "type": "spell",
      "name": "Hands of the Grasping Earth",
      "system": {
        "technique": {
          "value": "re"
        },
        "form": {
          "value": "te"
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        "baseLevel": 3,
        "range": {
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        },
        "duration": {
          "value": "diam"
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        "target": {
          "value": "part"
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        "complexity": 0,
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        "technique-req": {
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          "mu": true,
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        "form-req": {
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        "description": "Earthen hands from beneath the target rise out of the ground, and grasp the target’s ankles. To break free requires a Strength stress roll of 15+. (One attempt is allowed per round, and each requires a Fatigue roll.) Each hand can be destroyed by beating its +25 Soak roll (hacking weapons do double normal damage) and inflicting a Light Wound.",
        "source": "ArM5",
        "page": 156,
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      "img": "systems/arm5e/assets/magic/te.png",
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    {
      "name": "Artes Liberales",
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      "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>",
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    {
      "type": "spell",
      "name": "Pit of the Gaping Earth",
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        "baseLevel": 3,
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        },
        "description": "The dirt in a circle 6 paces across recedes into the ground, leaving a pit 9 feet deep. If the target area contains material other than dirt, that material is not affected.",
        "source": "ArM5",
        "page": 155,
        "indexKey": "pit-of-the-gaping-earth",
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      "img": "systems/arm5e/assets/magic/te.png",
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    {
      "name": "Awareness",
      "type": "ability",
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      "effects": [],
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        "cf": {
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      "system": {
        "description": "<p>Noticing things, be they things you are looking for or things that you are not expecting. It is also used to see how alert you are in circumstances that require watchfulness. </p><p><strong>Specialties</strong>: bodyguarding, keeping watch, alertness, searching. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "per",
        "speciality": "flaws in stone and metal work",
        "xp": 30,
        "key": "awareness",
        "option": "",
        "realm": "magic",
        "indexKey": "awareness",
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        "review_status": "reviewed",
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    {
      "name": "Athletics",
      "type": "ability",
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      "effects": [],
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      "system": {
        "description": "<p style=\"text-align: justify;\">General physical prowess. It includes moving smoothly, confidently, and with grace. Use of Athletics improves most large-muscle coordination.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> acrobatics, contortions, grace, jumping, running. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "dex",
        "speciality": "endurance",
        "xp": 15,
        "key": "athletics",
        "option": "",
        "realm": "magic",
        "indexKey": "athletics",
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    {
      "name": "Craft (metalsmith)",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/craft.svg",
      "effects": [],
      "flags": {
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        "cf": {
          "id": "temp_2vp6z8wkvgl",
          "path": "Abilities#/CF_SEP/General, Crafts",
          "color": "#000000"
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      },
      "system": {
        "description": "<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "iron",
        "xp": 75,
        "key": "craft",
        "option": "Metalsmith",
        "realm": "magic",
        "indexKey": "craft-metalsmith",
        "reviewer": "xzotl",
        "review_status": "reviewed",
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    {
      "name": "Latin",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/deadLanguage.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
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          "path": "Abilities#/CF_SEP/Academic, Languages",
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      },
      "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": "Hermetic terms",
        "xp": 50,
        "key": "deadLanguage",
        "option": "latin",
        "realm": "magic",
        "indexKey": "language-latin",
        "reviewer": "xzotl",
        "review_status": "reviewed",
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    {
      "name": "Craft (stonemason)",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/craft.svg",
      "effects": [],
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        "cf": {
          "id": "temp_2vp6z8wkvgl",
          "path": "Abilities#/CF_SEP/General, Crafts",
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      },
      "system": {
        "description": "<p style=\"text-align: justify\">A general term for countless Abilities, all dealing with handiwork of some type. In general, Craft Abilities are distinguished by the material they work with, although you may also take a Craft Ability that allows the character to work with several materials in one specific way. You may purchase Craft more than once, choosing a different one each time. Skill in one Craft does not imply skill in any others. <em>City and</em> Guild contains more detailed information about Craft Abilities and their use, in Chapter 4. <br><strong>Specialties</strong>: as appropriate to the craft. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "dex",
        "speciality": "decorations",
        "xp": 50,
        "key": "craft",
        "option": "Stonemason",
        "realm": "magic",
        "indexKey": "craft-generic",
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    {
      "name": "Magic Theory",
      "type": "ability",
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      "effects": [],
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          "path": "Abilities#/CF_SEP/Arcane",
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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": "Terram",
        "xp": 30,
        "key": "magicTheory",
        "option": "",
        "realm": "magic",
        "indexKey": "magic-theory",
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      "name": "Native Language",
      "type": "ability",
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      "effects": [],
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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",
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        "description": "<p style=\"text-align: justify;\">Familiarity with faerie powers, weaknesses, motivations, and areas.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> faerie forests, faerie mounds, specific types of faeries. (Arcane)</p>",
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        "description": "<p>There are three philosophies — natural philosophy, moral philosophy, and metaphysics. Aristotle is the auctor for all of them, in different books. Most scholars study the philosophies after the Arts but before going on to Law, Theology or Medicine. Natural philosophy is the study of the sub-lunar world. It roughly corresponds to today's science. The main texts are the <em>Physica</em>, <em>De Meteorologia</em>, and <em>De historia animalium</em>. Moral philosophy is the study of the proper way of human life. It covers ethics, politics, and economics — the texts are the <em>Ethica</em>, <em>Politica</em>, and <em>Economica</em>. Metaphysics is the philosophy of the fundamental nature of the world. The main text is Aristotle's <em>Metaphysica</em>. The theories of the Philosophiae are all basically correct in Mythic Europe. </p><p><strong>Specialties</strong>: natural philosophy, moral philosophy, metaphysics, Ritual magic, Ceremonial magic. (Academic)</p>",
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        "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>",
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        "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>",
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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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        "description": "<p>All Advancement Totals for one Ability are increased by half, rounded up, as are any experience points you put in that Ability at character creation. You may only take this Virtue once for a given Ability, but may take it again for different Abilities. If you take this Virtue for an Ability, you may exceed the normal age-based cap during character generation (see page @@) by two points for that Ability.</p><p> </p>",
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          "name": "Puissant Terram",
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        "description": "<p>You add 3 to the value of one Art whenever you use it. This means all totals in which the score of the Art is part of the total. It does not apply when learning, teaching, or writing about the Art. You may take this Virtue twice, for two different Arts. If a spell has requisites, include the bonus from Puissant Art with that Art when calculating which Art is higher. If the Puissant Art is higher, the bonus does not apply to the requisite.</p><p> </p>",
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    {
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        "description": "<p>You have been initiated into the Outer Mystery of Verditius Magic (see page @@), and thus are a member of House Verditius. Note that all Verditius magi gain this Virtue for free at character creation.</p><p> </p>",
        "source": "ArM5Def",
        "page": 0,
        "type": "hermetic",
        "impact": {
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    {
      "name": "Faerie Blood (Dwarf)",
      "type": "virtue",
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      "effects": [
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          "tint": "#000000",
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          "flags": {
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                null,
                null
              ]
            }
          },
          "name": "Faerie blood (to configure)",
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      },
      "system": {
        "description": "<p>Somewhere in your ancestry there is a faerie, and this relation gives you an intuitive grasp of the motivations and personalities of those supernatural folk. Faeries are more comfortable around you than around other humans, and given time, may even forget the mortal blood in your veins.</p><p> You are resistant to aging, and get –1 to all aging rolls.</p><p> Type of Faerie Blood (pick one, or create a similar one):</p><p> <strong>Blood of the Bee King</strong>: The descendants of Bee Kings may give simple instructions to bees they touch, and may understand the thoughts dominating hives of bees. They are unable to give bees instructions that will kill them, except to command warrior bees to attack, since warrior bees are so willing to die. (Penetration 25)</p><p> <strong>Dwarf Blood</strong>: You are descended from the master craftsmen of the fay, and get a +1 bonus to any total including a Craft Ability.</p><p> <strong>Goblin Blood</strong>: Your ancestors were the sneaky inhabitants of the shadows underground, and you get a +1 bonus on all totals involving stealth.</p><p> <strong>Satyr Blood:</strong> The satyrs are notoriously lecherous. You get a +1 bonus to Communication and Presence totals when dealing with sexually compatible characters.</p><p> <strong>Sidhe Blood:</strong> You are descended from one of the noble fay who rule the lands of Summer and sunlight. Because of the striking and unusual qualities of your nature add +1 to your Presence, but not to more than +3. Many mortals may consider you fascinating or alluring.</p><p> <strong>Spinnen Blood</strong>: A character who has Spinnen Blood can convert his or her own body weight of fiber into cloth per day, simply by touching it. Old cloth, or products made of cloth fibers, can be unwoven using the same ability, but this counts toward the maximum weight of cloth a character can alter per day. Some Spinnen, particularly those who have served as companions to magi, create other useful objects, like tents, ropes, or sails in lieu of the same weight of cloth. These characters are from a single family line that originated near Ghent; see <em>The Lion and the Lily,</em> page 97, for details of how most of the family live.</p><p> <strong>Undine Blood</strong>: The undines are the faeries of the water, and you get a +2 bonus to any action taken underwater, which will partially offset any penalty applied.</p><p> Characters with Faerie Blood can learn Faerie Lore at character generation.</p>",
        "source": "ArM5Def",
        "page": 0,
        "type": "supernatural",
        "impact": {
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        "reviewer": "xzotl",
        "hidden": false,
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    {
      "name": "Dwarf",
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      "effects": [
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          "name": "Dwarf",
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        "description": "<p>You are the size of a child. Your comfortable walking speed is two-thirds that of a normal person. Your Size is –2, so the severity of wounds you take increases in three point increments rather than five point increments (see page @@). You take a –1 penalty to each of Strength and Stamina, which may reduce each Characteristic as low as –6. You cannot take this Flaw and Giant Blood (page @@), Large (page @@), or Small Frame (page @@).</p>",
        "source": "ArM5Def",
        "page": 0,
        "type": "general",
        "impact": {
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        "indexKey": "dwarf",
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    {
      "name": "Puissant Craft (metalsmith)",
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              "value": "3",
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          ],
          "disabled": false,
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              "option": [
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          },
          "name": "Puissant Craft (metalsmith)",
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      },
      "system": {
        "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",
        "page": 0,
        "type": "general",
        "impact": {
          "value": "minor"
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        "indexKey": "puissant-ability",
        "review_status": "reviewed",
        "reviewer": "xzotl",
        "hidden": false,
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      "_stats": {
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    },
    {
      "name": "Weak Spontaneous Magic",
      "type": "flaw",
      "img": "systems/arm5e/assets/icons/VF/hermetic.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_zctzc5h7p5",
          "path": "Flaws#/CF_SEP/Hermetic",
          "color": "#000000"
        }
      },
      "system": {
        "description": "<div class=\"el-p\"><p dir=\"auto\">You may not exert yourself when casting spontaneous magic, so you always divide your Casting Score by five. In stressful conditions you must still roll a stress die to see if you botch, but the die roll does not add to your casting total. You may still use ceremonial casting.</p></div><div class=\"el-p\"><p dir=\"auto\">This Flaw may be combined with Difficult Spontaneous Magic (page @@) to create a magus who cannot cast spontaneous magic at all.</p></div>",
        "source": "ArM5Def",
        "page": 0,
        "type": "hermetic",
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