{
  "name": "Darius",
  "type": "player",
  "system": {
    "version": "2.0.2",
    "virtues": [],
    "flaws": [],
    "diaryEntries": [],
    "resource": {
      "fatigue": {
        "value": 0,
        "max": 5
      }
    },
    "description": {
      "born": {
        "value": 1137
      },
      "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": "darius",
    "review_status": "definitiveReady",
    "reviewer": "xzotl",
    "age": {
      "value": 87
    },
    "apparent": {
      "dtype": "Number",
      "value": 64
    },
    "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": [],
          "name": "Custom"
        }
      }
    },
    "biography": "<p>Darius is a frightening individual. A bony figure swathed in a black, all-encompassing robe and carrying a black-hafted spear, he is reminiscent of medieval perceptions of the physical embodiment of death. This image is further emphasized if his hood falls away from his face, for Darius is bald, with a mass of scar tissue for a face and no eyes.</p><div class=\"el-p\"><p dir=\"auto\">Darius is content to cultivate his sinister image; he is a hoplite and an expert with Perdo magic, dedicated to the discovery and execution of traitors within the Order. However, it was not always thus; Uwe, the boy who would eventually become Darius, was born into a merchant family living in Bavaria. He enjoyed a comfortable life in a moderately prosperous household. However, shortly after Uwe reached puberty strange things began to happen. His books would fall apart, furniture he sat on would break, and the family cat died in his arms. His family became aware that there was something unsettling about the boy and were only too happy to see him taken away as an apprentice by the mysterious scholar who visited them soon after.</p></div><div class=\"el-p\"><p dir=\"auto\">Thus Uwe became the apprentice of the hoplite Xerxes, who indoctrinated his filius to become a hunter of evils within the Order of Hermes. A lab accident early during apprenticeship burned away Uwe’s eyes and the flesh on his head, but Xerxes restored Uwe’s sight, although he refused to do anything about his filius’ appearance. Fifteen years later Uwe became a magus of the Order of Hermes named Darius and joined the ranks of the hoplites, its guardians. He has continued to maintain contact with his (aging) pater, but they only see each other on rare occasions when they can share information; Xerxes is now too frail to take part in combat.</p></div><div class=\"el-p\"><p dir=\"auto\">Darius travelled to the covenant to establish a base from which he could seek out and destroy its enemies. He pursued this vocation with an enthusiasm that impressed his colleagues, and when the previous leader of the covenant recently passed into Final Twilight he accepted the position of head, seeing in this an opportunity to instill his values into the new, younger members swelling its ranks. Darius has been too busy to train an apprentice, but now he feels the need to pass on his legacy soon, as he suspects that he may have encountered his bane; he recently fought a powerful Renounced magus and his followers and was nearly killed, only “escaping” when a magical maelstrom sent him physically into Twilight. The traitor is still at large; Darius intends to kill him in the next confrontation and is even prepared to sacrifice himself to achieve this aim.</p></div>",
    "characteristics": {
      "int": {
        "value": 3,
        "aging": 0
      },
      "per": {
        "value": 1,
        "aging": 0
      },
      "str": {
        "value": 2,
        "aging": 0
      },
      "sta": {
        "value": 0,
        "aging": 0
      },
      "pre": {
        "value": -3,
        "aging": 3
      },
      "com": {
        "value": -1,
        "aging": 0
      },
      "dex": {
        "value": 1,
        "aging": 0
      },
      "qik": {
        "value": 2,
        "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": 0
      },
      "enc": {
        "value": 0
      }
    },
    "abilities": [],
    "weapons": [],
    "armor": [],
    "vis": [],
    "items": [],
    "spells": [],
    "magicalEffects": [],
    "laboratoryTexts": [],
    "reputations": {
      "0": {
        "name": "Dedicated Hoplite"
      }
    },
    "decrepitude": {
      "points": 2,
      "effects": "Decrepitude effects",
      "finalScore": 0
    },
    "warping": {
      "points": 124,
      "effects": "Warping effects",
      "finalScore": 6
    },
    "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": 55,
          "finalScore": 10
        },
        "in": {
          "label": "Intellego",
          "xp": 21,
          "finalScore": 6
        },
        "mu": {
          "label": "Muto",
          "xp": 10,
          "finalScore": 4
        },
        "pe": {
          "label": "Perdo",
          "xp": 124,
          "finalScore": 21
        },
        "re": {
          "label": "Rego",
          "xp": 45,
          "finalScore": 9
        }
      },
      "forms": {
        "an": {
          "label": "Animal",
          "xp": 15,
          "finalScore": 5
        },
        "aq": {
          "label": "Aquam",
          "xp": 21,
          "finalScore": 6
        },
        "au": {
          "label": "Auram",
          "xp": 21,
          "finalScore": 6
        },
        "co": {
          "label": "Corpus",
          "xp": 120,
          "finalScore": 15
        },
        "he": {
          "label": "Herbam",
          "xp": 21,
          "finalScore": 6
        },
        "ig": {
          "label": "Ignem",
          "xp": 21,
          "finalScore": 6
        },
        "im": {
          "label": "Imaginem",
          "xp": 15,
          "finalScore": 5
        },
        "me": {
          "label": "Mentem",
          "xp": 21,
          "finalScore": 6
        },
        "te": {
          "label": "Terram",
          "xp": 25,
          "finalScore": 6
        },
        "vi": {
          "label": "Vim",
          "xp": 36,
          "finalScore": 8
        }
      }
    },
    "familiar": {
      "nameFam": "",
      "specieFam": "",
      "techniqueFam": {
        "value": "cr"
      },
      "formFam": {
        "value": "an"
      },
      "cordFam": {
        "bronze": null,
        "silver": null,
        "gold": null
      },
      "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": "The shadows in Darius' hood are unusually deep, hiding his face; Nearby, non-magical items decay when Darius uses magic (as the Warped Magic Flaw)."
      },
      "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": "fla",
      "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": "Dedicated to Cause",
        "score": 3
      },
      "1": {
        "name": "Efficient",
        "score": 3
      },
      "2": {
        "name": "Brave",
        "score": 3
      }
    },
    "reputation": {
      "0": {
        "system": {
          "score": 3
        }
      }
    },
    "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": "Curse of the Desert",
      "system": {
        "technique": {
          "value": "pe"
        },
        "form": {
          "value": "aq"
        },
        "baseLevel": 10,
        "range": {
          "value": "voice"
        },
        "duration": {
          "value": "moment"
        },
        "target": {
          "value": "part"
        },
        "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": "<p>Removes virtually all the fluid from the target's body, doing +15 damage, which armor does not protect against. The target must drink within a few minutes of being struck with this spell, or it dies. Casting requisites are Animal for beasts, and Corpus for humans.</p>",
        "source": "ArM5Def",
        "page": 0,
        "indexKey": "curse-of-the-desert",
        "targetSize": 0,
        "enhancingRequisite": 0,
        "general": false,
        "levelOffset": 0,
        "baseEffectDescription": "",
        "applyFocus": false,
        "bonus": 0,
        "bonusDesc": "",
        "xp": 15,
        "masteryAbilities": "Penetration, Magic resistance",
        "review_status": "reviewed",
        "reviewer": "KelpTheShark",
        "credits": "",
        "level": 1
      },
      "img": "systems/arm5e/assets/magic/aq.png",
      "effects": [],
      "flags": {},
      "_stats": {
        "compendiumSource": "Compendium.world.spells-aquam.Item.SfgYqZO7J7x2t6Lb",
        "duplicateSource": null,
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      "sort": 6100000,
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    },
    {
      "name": "Dedicated Hoplite",
      "type": "reputation",
      "img": "icons/svg/angel.svg",
      "system": {
        "xp": 30,
        "type": "hermetic",
        "description": "",
        "source": "custom",
        "page": 0,
        "indexKey": "",
        "review_status": "toReview",
        "reviewer": "",
        "credits": ""
      },
      "_id": "t1dmXUDpaGF3YbJ1",
      "effects": [],
      "folder": null,
      "sort": 0,
      "ownership": {
        "default": 0,
        "wUH1ww0o0zQEBtKr": 3
      },
      "flags": {},
      "_stats": {
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        "coreVersion": "13.351",
        "systemId": "arm5e",
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      },
      "_key": "!actors.items!H7kr7SdT5j6srT8f.t1dmXUDpaGF3YbJ1"
    },
    {
      "type": "spell",
      "name": "The Inexorable Search",
      "system": {
        "technique": {
          "value": "in"
        },
        "form": {
          "value": "co"
        },
        "baseLevel": 3,
        "range": {
          "value": "arc"
        },
        "duration": {
          "value": "conc"
        },
        "target": {
          "value": "ind"
        },
        "complexity": 0,
        "ritual": false,
        "technique-req": {
          "cr": false,
          "in": false,
          "mu": false,
          "pe": false,
          "re": false
        },
        "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": "Determines the location of a specific person. To cast the spell you need a map and an Arcane Connection. After casting the spell, you can move your finger over the map at the rate of one hour per square foot of map. When your finger passes over the person’s location as represented on the map, you sense the person’s presence. (If the person is not in the area covered by the map, no sensations result.) You can locate the person to within a thumb’s width on the map. A similar spell allows you to search for a dead body (Tracing the Trail of Death’s Stench).",
        "source": "ArM5",
        "page": 131,
        "indexKey": "the-inexorable-search",
        "targetSize": 0,
        "enhancingRequisite": 0,
        "general": false,
        "levelOffset": 0,
        "baseEffectDescription": "",
        "applyFocus": false,
        "bonus": 0,
        "bonusDesc": "",
        "xp": 5,
        "masteryAbilities": "Penetration",
        "review_status": "toReview",
        "reviewer": "",
        "credits": "",
        "level": 1
      },
      "img": "systems/arm5e/assets/magic/co.png",
      "effects": [],
      "flags": {},
      "_stats": {
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        "coreVersion": "13.351",
        "systemId": "arm5e",
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      },
      "_id": "WAWmntKvtWZrZKZG",
      "folder": "G2cgv5WjMszSYrBJ",
      "sort": 0,
      "ownership": {
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      },
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    },
    {
      "type": "spell",
      "name": "Gift of the Bear’s Fortitude",
      "system": {
        "technique": {
          "value": "mu"
        },
        "form": {
          "value": "co"
        },
        "baseLevel": 15,
        "range": {
          "value": "personal"
        },
        "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": "Your flesh becomes resistant to physical damage. You get +3 to your Soak. Your flesh is tough and insensitive; any rolls that involve a sensitive touch (such as for picking a lock) are at -1.",
        "source": "ArM5",
        "page": 131,
        "indexKey": "gift-of-the-bears-fortitude",
        "targetSize": 0,
        "enhancingRequisite": 0,
        "general": false,
        "levelOffset": 0,
        "baseEffectDescription": "",
        "applyFocus": false,
        "bonus": 0,
        "bonusDesc": "",
        "xp": 5,
        "masteryAbilities": "Fast Casting",
        "review_status": "toReview",
        "reviewer": "",
        "credits": "",
        "level": 1
      },
      "img": "systems/arm5e/assets/magic/co.png",
      "effects": [],
      "flags": {},
      "_stats": {
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        "coreVersion": "13.351",
        "systemId": "arm5e",
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      },
      "_id": "NcumKlQqRnMVMpr6",
      "folder": "G2cgv5WjMszSYrBJ",
      "sort": 0,
      "ownership": {
        "default": 0,
        "6SdI10VpXHcBvx2J": 3,
        "wUH1ww0o0zQEBtKr": 3
      },
      "_key": "!actors.items!H7kr7SdT5j6srT8f.NcumKlQqRnMVMpr6"
    },
    {
      "type": "spell",
      "name": "Parching Wind",
      "system": {
        "technique": {
          "value": "pe"
        },
        "form": {
          "value": "aq"
        },
        "baseLevel": 5,
        "range": {
          "value": "voice"
        },
        "duration": {
          "value": "moment"
        },
        "target": {
          "value": "part"
        },
        "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,
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          "im": false,
          "me": false,
          "te": false,
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        },
        "description": "<p>Removes most of the water from any object, including plants (with a Herbam requisite), possibly making the object brittle and fragile. With a Corpus or Animal requisite, the spell can affect humans or animals. This causes +10 damage, against which armor is no defense, and makes the target extremely thirsty.</p>",
        "source": "ArM5Def",
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    {
      "type": "spell",
      "name": "Cripple the Howling Wolf",
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        "range": {
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        "ritual": false,
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        "description": "<p lang=\"en-US\" style=\"line-height: 100%; margin-top: 0.21cm; margin-bottom: 0cm\">When casting this spell, you commonly make an abrupt snapping motion with your hands. One of the target's legs breaks cleanly. The animal cannot walk on that leg, but the damage heals as a Medium Wound. Note that the target need not be a wolf, and that you cannot choose which leg.</p>",
        "source": "ArM5Def",
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      "name": "The Chirurgeon’s Healing Touch",
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        "range": {
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        "description": "This spell heals a single Light Wound suffered by the person touched. This spell does not heal damage from poison or disease.",
        "source": "ArM5",
        "page": 129,
        "indexKey": "the-chirurgeons-healing-touch",
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      "name": "The Wound that Weeps",
      "system": {
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        "range": {
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        },
        "description": "When casting this spell, you point at the victim and a large wound opens on his or her body. The wound is not a deep one, but it bleeds profusely. This is only a Light Wound, but it looks bad.",
        "source": "ArM5",
        "page": 133,
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        "description": "Blinds a target, leaving the eyes milky with cataracts. This heals as a Heavy Wound.",
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        "page": 133,
        "indexKey": "incantation-of-the-milky-eyes",
        "targetSize": 0,
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    {
      "type": "spell",
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      "system": {
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        "range": {
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        },
        "description": "Turns a dead body or mindless undead body to dust in two rounds. The spell doesn’t affect those undead possessed by spirits. To do this to an animal corpse requires a Perdo Animal spell.",
        "source": "ArM5",
        "page": 132,
        "indexKey": "dust-to-dust",
        "targetSize": 0,
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    {
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      "name": "Endurance of the Berserkers",
      "system": {
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        "baseLevel": 10,
        "range": {
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        "description": "Your body acts as though it were unwounded and unfatigued for as long as you concentrate. Keep track of the actual Fatigue levels that the body loses while “berserk,” because as soon as the spell wears off, you lose those levels. If you run out of Fatigue levels, the spell terminates immediately and you fall unconscious. A character under the influence of this spell does risk worsening wounds, but he may not notice. Consecutive castings delay the end of the spell — that is, put off the time when accumulated wounds take effect — but a body can only take a number of consecutive castings equal to its Size + 2.",
        "source": "ArM5",
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    {
      "type": "spell",
      "name": "Lifting the Dangling Puppet",
      "system": {
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        "baseLevel": 4,
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        },
        "description": "Lifts a person of Size +1 or less vertically into the air. Generally, you can make the target rise or descend as fast as smoke rises, but a heavier person rises more slowly and falls more quickly.",
        "source": "ArM5",
        "page": 134,
        "indexKey": "lifting-the-dangling-puppet",
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    {
      "type": "spell",
      "name": "Seven-League Stride",
      "system": {
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        },
        "form": {
          "value": "co"
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        "baseLevel": 30,
        "range": {
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        "target": {
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        },
        "description": "Transports you to any place within seven leagues either that you can see or that you have an Arcane Connection with. If you fail an Intelligence + Finesse stress roll of 9+, your arrival goes slightly awry. For instance, you might fall when you appear, or just be facing the wrong way. A botch means you appear in the wrong place, perhaps even in a wall.\nPraefactus of Bonisagus’s version of this spell always allows him to appear in a safe, unembarrassing place (assuming he doesn’t fail his Finesse roll). All Praefactus’s spells make him seem as dignified as possible — manifesting his wizard’s sigil.",
        "source": "ArM5",
        "page": 135,
        "indexKey": "seven-league-stride",
        "targetSize": 0,
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        "masteryAbilities": "",
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      },
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    {
      "type": "spell",
      "name": "Clenching Grasp of the Crushed Heart",
      "system": {
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        "form": {
          "value": "co"
        },
        "baseLevel": 30,
        "range": {
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        "duration": {
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        "target": {
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        },
        "description": "When casting this spell, you make a clenching motion with your hand. The victim doubles over and dies at once.",
        "source": "ArM5",
        "page": 133,
        "indexKey": "clenching-grasp-of-the-crushed-heart",
        "targetSize": 0,
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      "img": "systems/arm5e/assets/magic/co.png",
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        "description": "Removes up to five continuous minutes from a target’s memory, leaving a blank. You target the loss of memory to a specific event or time. With an Intelligence stress roll of 9+, the target realizes that memories of a certain period are missing. This Ease Factor can change, depending on how important the missing memory is and what sort of circumstances surrounded the event. Careful introspection over a period of time can allow reconstruction of much of memory, but some details are lost forever.",
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        "description": "Reduces an adult mind to a child’s level. The target solves problems, reasons, and expresses emotions as would a three-year-old. Magi affected cannot cast spells. At first, anyway, the target is likely to be happy at having lost a world of cares and troubles that are no longer imaginable.",
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    {
      "type": "spell",
      "name": "Tip of the Tongue",
      "system": {
        "technique": {
          "value": "pe"
        },
        "form": {
          "value": "me"
        },
        "baseLevel": 3,
        "range": {
          "value": "eye"
        },
        "duration": {
          "value": "diam"
        },
        "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": "Causes the target to forget one word of your choosing. The target cannot remember that word for the spell’s duration, but afterwards he can come up with the word without assistance by making an Intelligence + Concentration stress roll of 9+. If the target fails he may try again, but each additional roll adds +1 to the difficulty.",
        "source": "ArM5",
        "page": 150,
        "indexKey": "tip-of-the-tongue",
        "targetSize": 0,
        "enhancingRequisite": 0,
        "general": false,
        "levelOffset": 0,
        "baseEffectDescription": "",
        "applyFocus": false,
        "bonus": 0,
        "bonusDesc": "",
        "xp": 0,
        "masteryAbilities": "",
        "review_status": "toReview",
        "reviewer": "",
        "credits": "",
        "level": 1
      },
      "img": "systems/arm5e/assets/magic/me.png",
      "effects": [],
      "flags": {},
      "_stats": {
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    {
      "type": "spell",
      "name": "Demon’s Eternal Oblivion",
      "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": "Weakens and possibly destroys a demon. If the spell penetrates the demon’s Magic Resistance, the demon loses Might Score equal to the spell’s level.",
        "source": "ArM5",
        "page": 160,
        "indexKey": "demons-eternal-oblivion",
        "targetSize": 0,
        "enhancingRequisite": 0,
        "general": false,
        "levelOffset": 0,
        "baseEffectDescription": "",
        "applyFocus": false,
        "bonus": 0,
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        "xp": 0,
        "masteryAbilities": "",
        "review_status": "toReview",
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        "credits": "",
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      "img": "systems/arm5e/assets/magic/vi.png",
      "effects": [],
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      "_id": "7Ueh5Kf6SqxDyGB1",
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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
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        "form-req": {
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          "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,
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        "xp": 0,
        "masteryAbilities": "",
        "review_status": "toReview",
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        "credits": "",
        "level": 1
      },
      "img": "systems/arm5e/assets/magic/vi.png",
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      "flags": {},
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    {
      "name": "Awareness",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/awareness.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_buj82p3vtnu",
          "path": "Abilities#/CF_SEP/General",
          "color": "#000000"
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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": "Alertness",
        "xp": 30,
        "key": "awareness",
        "option": "",
        "realm": "magic",
        "indexKey": "awareness",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
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        "credits": ""
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      "_id": "MMH8XiXLEaIcHj9I",
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    },
    {
      "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": "Grammar",
        "xp": 50,
        "key": "artesLib",
        "option": "",
        "realm": "magic",
        "indexKey": "artes-liberales",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
        "accelerated": false,
        "credits": ""
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    {
      "name": "Athletics",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/athletics.svg",
      "effects": [],
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        "cf": {
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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": "Running",
        "xp": 15,
        "key": "athletics",
        "option": "",
        "realm": "magic",
        "indexKey": "athletics",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
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      "_id": "GRa5zyykt4QKKXzj",
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    {
      "name": "Bavaria Lore",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/areaLore.svg",
      "effects": [],
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        "cf": {
          "id": "temp_buj82p3vtnu",
          "path": "Abilities#/CF_SEP/General",
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      "system": {
        "description": "<p style=\"text-align: justify\">Knowledge of one particular region, covenant, or even a village. It includes knowing where things are in the immediate area, local history and legends, and the centers of power in the region. The smaller the region, the more detailed your knowledge.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> geography, history, legends, politics, personalities. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "Geography",
        "xp": 15,
        "key": "areaLore",
        "option": "bavaria-lore",
        "realm": "magic",
        "indexKey": "area-lore",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": true,
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    {
      "name": "Brawl",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/brawl.svg",
      "effects": [],
      "flags": {
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        "cf": {
          "id": "temp_buj82p3vtnu",
          "path": "Abilities#/CF_SEP/General",
          "color": "#000000"
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      },
      "system": {
        "description": "<p style=\"text-align: justify;\">Fighting hand-to-hand without weapons, or with the sorts of improvised weapons you just pick up, including knives. Brawl is also the Ability used to dodge attacks if you have no Martial Abilities.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> punches, grapples, knives, dodging. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "dex",
        "speciality": "Punching",
        "xp": 30,
        "key": "brawl",
        "option": "",
        "realm": "magic",
        "indexKey": "brawl",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
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        "credits": ""
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      "_id": "bnPywxNigxomMvzo",
      "sort": 3200000,
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    {
      "name": "Bargain",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/bargain.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_buj82p3vtnu",
          "path": "Abilities#/CF_SEP/General",
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      },
      "system": {
        "description": "<p style=\"text-align: justify\">The know-how to get the greatest return for a service or product, while paying the least. It involves reading the person with whom you haggle, a general knowledge of the value of goods, and presenting yourself in certain ways. A good haggler can easily overcome resistance in an inexperienced customer and see through attempts to over-value most merchandise.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> specific types of products, hard sell. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "com",
        "speciality": "Books",
        "xp": 15,
        "key": "bargain",
        "option": "",
        "realm": "magic",
        "indexKey": "bargain",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
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        "credits": ""
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    {
      "name": "Chirurgy",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/chirurgy.svg",
      "effects": [],
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        "cf": {
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      "system": {
        "description": "<p style=\"text-align: justify\">This is Middle Ages-style surgery, used to help others recover from physical damage. It encompasses tending and binding wounds of all varieties, and the necessary but brutal skill of cauterization. See page @@ for rules</p><p style=\"text-align: justify\"><strong>Specialties:</strong> cauterization, diagnosis, binding wounds, setting bones. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "dex",
        "speciality": "Bind Wounds",
        "xp": 15,
        "key": "chirurgy",
        "option": "",
        "realm": "magic",
        "indexKey": "chirurgy",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
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      "_id": "zslspub9GO48X7EN",
      "sort": 1200000,
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    {
      "name": "Civil and Canon Law",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/law.svg",
      "effects": [],
      "flags": {
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        "cf": {
          "id": "temp_5d6v8nsyfy",
          "path": "Abilities#/CF_SEP/Academic",
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      },
      "system": {
        "description": "<p style=\"text-align: justify\">Civil Law is the law of the Roman Empire. Most local legal systems are based upon it (England being the notable exception), and when a law is needed to govern international relations, Civil Law is appealed to. The authority is Justinian's Digest. Canon Law is the law of the Church. It is important to Mythic Europe as it applies in all nations, governing the working of the church and some other areas, such as marriage. It is important to note that members of the clergy are only subject to Canon Law, not customary or Civil Law. Most high churchmen are skilled canonists, not theologians. Canon Law is made by Papal bulls (pronouncements), but the authority is Gratian, in his Decretum. This skill covers the knowledge of both types of law. Other religions, particularly Judaism and Islam, have their own versions of this Ability, which must be learned separately.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> laws and customs of a specific area, papal laws. (Academic)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "Local Customs",
        "xp": 5,
        "key": "law",
        "option": "civil-and-canon-law",
        "realm": "magic",
        "indexKey": "civil-canon-law",
        "reviewer": "xzotl",
        "review_status": "reviewed",
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      "name": "Concentration",
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      "flags": {
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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>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "Spells",
        "xp": 30,
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        "source": "ArM5Def",
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        "defaultChaAb": "pre",
        "speciality": "Merchants",
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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>",
        "source": "ArM5Def",
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        "defaultChaAb": "int",
        "speciality": "Faerie Forests",
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        "key": "faerieLore",
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      "system": {
        "description": "<p style=\"text-align: justify;\">Judging events according to the Code of Hermes and the Peripheral Code. In addition to memorizing important precedents, this knowledge includes the practical side of enforcing Hermetic law - for example, knowing when to push for a vote or how to present an argument.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> Wizards' Marches, apprentices, mundane relations, Tribunal procedures, political intrigue. (Arcane)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "Wizards' Marches",
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        "key": "hermeticCode",
        "option": "",
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        "indexKey": "code-of-hermes",
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      "name": "Dominion Lore",
      "type": "ability",
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      "effects": [],
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      "system": {
        "description": "<p style=\"text-align: justify;\">Knowledge of the manifestations of the power of the Divine. Different from Church Lore (a kind of (Organization) Lore)) because it covers miracles rather than politics, and different from Theology because it is concerned with power rather than doctrine.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> angels, saints, Divine creatures. (Arcane)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "Divine Creatures",
        "xp": 15,
        "key": "dominionLore",
        "option": "",
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    {
      "name": "Folk Ken",
      "type": "ability",
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      "effects": [],
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        "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": "Peasants",
        "xp": 15,
        "key": "folkKen",
        "option": "",
        "realm": "magic",
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    {
      "name": "Great Weapon",
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      "effects": [],
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      },
      "system": {
        "description": "<p>Fighting with a weapon which requires two hands to use.</p>\n<p>Specialties: any one weapon. (Martial)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "dex",
        "speciality": "Long Spear",
        "xp": 50,
        "key": "greatWeapon",
        "option": "",
        "realm": "magic",
        "indexKey": "great-weapon",
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    {
      "name": "Guile",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/guile.svg",
      "effects": [],
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        "cf": {
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          "path": "Abilities#/CF_SEP/General",
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      "system": {
        "description": "<p style=\"text-align: justify;\">Telling convincing lies, as well as feigning emotion, belief, or frame of mind. If you understand the person you are attempting to deceive (roll 9+ on Perception + Folk Ken), you gain a bonus of +1 to your Guile roll. This Ability also covers disguising yourself, and pretending to be something you are not. It is often an opposed roll, against the victim's Perception + Folk Ken or, for disguise, Perception + Awareness.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> particular sorts of deception, lying to authority, fast talk, elaborate lies. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "com",
        "speciality": "Fast talk",
        "xp": 30,
        "key": "guile",
        "option": "",
        "realm": "magic",
        "indexKey": "guile",
        "reviewer": "xzotl",
        "review_status": "reviewed",
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    {
      "name": "Hunt",
      "type": "ability",
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      "effects": [],
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        "cf": {
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      "system": {
        "description": "<p style=\"text-align: justify;\">Setting snares, choosing appropriate hunting spots, and following and identifying the spoor of creatures of all varieties. This Ability also lets you cover your tracks or not leave any in the first place.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> tracking, covering tracks, hunting a specific animal. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "per",
        "speciality": "Tracking",
        "xp": 15,
        "key": "hunt",
        "option": "",
        "realm": "magic",
        "indexKey": "hunt",
        "reviewer": "xzotl",
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          "path": "Abilities#/CF_SEP/Arcane",
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        "description": "<p style=\"text-align: justify;\">An understanding and familiarity with the sinister side of the world, primarily the Infernal and its agents. Includes knowledge of demons and their habits and weaknesses, undead and their habits and weaknesses, and the power of curses.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> demons, undead, curses. (Arcane)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "Demons",
        "xp": 15,
        "key": "infernalLore",
        "option": "",
        "realm": "magic",
        "indexKey": "infernal-lore",
        "reviewer": "xzotl",
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    {
      "name": "Intrigue",
      "type": "ability",
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      "system": {
        "description": "<p style=\"text-align: justify;\">Dealing and plotting, including subtle use of power in non-confrontational ways to achieve your own ends. Intrigue need not be underhanded or manipulative - it also covers negotiations and knowledge of formal and informal rules of conduct and politeness. In addition, Intrigue also allows a character to pick up important information about those in power, separating fact from useless gossip. Intrigue is a vital talent for those who frequent court or a Hermetic Tribunal.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> gossip, plotting, rumormongering, alliances. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "Plotting",
        "xp": 30,
        "key": "intrigue",
        "option": "",
        "realm": "magic",
        "indexKey": "intrigue",
        "reviewer": "xzotl",
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    {
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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": "Merchant Slang",
        "xp": 75,
        "key": "livingLanguage",
        "option": "german",
        "realm": "magic",
        "indexKey": "language-generic",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": true,
        "accelerated": false,
        "credits": ""
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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": "Hermetic",
        "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": "Leadership",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/leadership.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_buj82p3vtnu",
          "path": "Abilities#/CF_SEP/General",
          "color": "#000000"
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      "system": {
        "description": "<p style=\"text-align: justify;\">Getting people to obey your orders and to follow you. Can also be used to inspire fear in others, cowing them into submission.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> intimidation, in combat, inspiration. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "Intimidation",
        "xp": 30,
        "key": "leadership",
        "option": "",
        "realm": "magic",
        "indexKey": "leadership",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
        "accelerated": false,
        "credits": ""
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      "_id": "QdjLyZmVJQea73zI",
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    {
      "name": "Finesse",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/finesse.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_7bwhgya3q6x",
          "path": "Abilities#/CF_SEP/Arcane",
          "color": "#000000"
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      },
      "system": {
        "description": "<p style=\"text-align: justify;\">Manipulating your spells and performing special feats with them. You would use this Ability to position objects delicately or to target spells.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> grace, precision, any one Form. (Arcane)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "per",
        "speciality": "Precision",
        "xp": 50,
        "key": "finesse",
        "option": "",
        "realm": "magic",
        "indexKey": "finesse",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
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      "folder": "Ku86xoVh78FXIgLr",
      "_id": "tiNwIaXSC9xulC1E",
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    },
    {
      "name": "(Local Area) Lore",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/areaLore.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_buj82p3vtnu",
          "path": "Abilities#/CF_SEP/General",
          "color": "#000000"
        }
      },
      "system": {
        "description": "<p style=\"text-align: justify\">Knowledge of one particular region, covenant, or even a village. It includes knowing where things are in the immediate area, local history and legends, and the centers of power in the region. The smaller the region, the more detailed your knowledge.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> geography, history, legends, politics, personalities. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "Personalities",
        "xp": 30,
        "key": "areaLore",
        "option": "local-area-lore",
        "realm": "magic",
        "indexKey": "area-lore",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": true,
        "accelerated": false,
        "credits": ""
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      "folder": "adQkl7QaQHRah9iT",
      "_id": "la9p1qg4LRUmv3dD",
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      "_key": "!actors.items!H7kr7SdT5j6srT8f.la9p1qg4LRUmv3dD"
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    {
      "name": "Magic Lore",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/magicLore.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_7bwhgya3q6x",
          "path": "Abilities#/CF_SEP/Arcane",
          "color": "#000000"
        }
      },
      "system": {
        "description": "<p style=\"text-align: justify;\">Knowledge of magical creatures, areas, and traditions.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> creatures, magical traditions, regiones. (Arcane)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "Creatures",
        "xp": 15,
        "key": "magicLore",
        "option": "",
        "realm": "magic",
        "indexKey": "magic-lore",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
        "accelerated": false,
        "credits": ""
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      "_stats": {
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      "folder": "Ku86xoVh78FXIgLr",
      "_id": "kI5MWxiTHoiYpWB5",
      "sort": 0,
      "ownership": {
        "default": 0,
        "1JBSgWiiwizu7vru": 3,
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      "_key": "!actors.items!H7kr7SdT5j6srT8f.kI5MWxiTHoiYpWB5"
    },
    {
      "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": "Inventing Spells",
        "xp": 75,
        "key": "magicTheory",
        "option": "",
        "realm": "magic",
        "indexKey": "magic-theory",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
        "accelerated": false,
        "credits": ""
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      "_stats": {
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      "folder": "Ku86xoVh78FXIgLr",
      "_id": "Lm50DQL6AJk5SiI7",
      "sort": 0,
      "ownership": {
        "default": 0,
        "1JBSgWiiwizu7vru": 3,
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      "_key": "!actors.items!H7kr7SdT5j6srT8f.Lm50DQL6AJk5SiI7"
    },
    {
      "name": "Parma Magica",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/parma.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_7bwhgya3q6x",
          "path": "Abilities#/CF_SEP/Arcane",
          "color": "#000000"
        }
      },
      "system": {
        "description": "<div class=\"el-p\"><p dir=\"auto\">Protection from magic. This is a special ritual (not a ritual spell) that takes about two minutes to perform. It lets you add 5 times your Parma Magica score to your Magic Resistance until the next sunrise or sunset, whichever comes first. You may suppress your Parma Magica temporarily by concentrating; this is equivalent to sustaining a Concentration duration spell. (See page @@). Parma Magica does not require concentration while it is active.</p></div><div class=\"el-p\"><p dir=\"auto\">You may also protect one other person for each point in Parma Magica, with their consent. You must touch each person to start the protection, and it lasts as long as at least one character can see the other. The magus may cancel the protection at will, at any distance. While a magus is protecting others, his effective Parma Magica score is reduced by 3 points, both for himself and for the other people he is protecting. If the magus has a Parma Magica score of 3 or lower, his Parma Magica provides each character, including himself, with a Magic Resistance of 0. In the magus's case, this is added to his Form resistance, and a magus protected by another magus's Parma Magica may also add his Form resistance.</p></div><div class=\"el-p\"><p dir=\"auto\">Any character protected by a Parma Magica, whether their own or someone else’s, is unaffected by the social penalties of other people’s Gifts. If a protected character is Gifted, their Gift still imposes social penalties on others, unless those others are also protected by a Parma Magica, or are unaffected by The Gift for some other reason.</p></div><div class=\"el-p\"><p dir=\"auto\">Parma Magica can only be learned by Gifted characters, although they learn it as a normal Arcane Ability, not a Supernatural Ability. It is only known by Hermetic magi, as the Order enforces the 'Join or Die' choice rigorously on anyone who knows it, as well as declaring a Wizard's March on the magus who taught it. Parma Magica is the last thing an apprentice learns, being taught the final key to the Ability after he swears the Oath.</p></div><p style=\"text-align: justify\"><strong>Specialties: </strong>protection from any specific Form. (Arcane)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "Corpus",
        "xp": 75,
        "key": "parma",
        "option": "",
        "realm": "magic",
        "indexKey": "parma-magica",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
        "accelerated": false,
        "credits": ""
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      "_id": "e3ReYiT1gFK9iY19",
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    {
      "name": "Penetration",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/penetration.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_7bwhgya3q6x",
          "path": "Abilities#/CF_SEP/Arcane",
          "color": "#000000"
        }
      },
      "system": {
        "description": "<p style=\"text-align: justify\">Getting your spell through the target's Magic Resistance. See page @@ for detailed Penetration rules.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> any one Art. (Arcane)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "Perdo",
        "xp": 105,
        "key": "penetration",
        "option": "",
        "realm": "magic",
        "indexKey": "penetration",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
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        "credits": ""
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      "_id": "RcGiiIbQUuzJVSh2",
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      "_key": "!actors.items!H7kr7SdT5j6srT8f.RcGiiIbQUuzJVSh2"
    },
    {
      "name": "Philosophiae",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/philosophy.svg",
      "effects": [],
      "flags": {
        "core": {},
        "cf": {
          "id": "temp_5d6v8nsyfy",
          "path": "Abilities#/CF_SEP/Academic",
          "color": "#000000"
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      },
      "system": {
        "description": "<p>There are three philosophies — natural philosophy, moral philosophy, and metaphysics. Aristotle is the auctor for all of them, in different books. Most scholars study the philosophies after the Arts but before going on to Law, Theology or Medicine. Natural philosophy is the study of the sub-lunar world. It roughly corresponds to today's science. The main texts are the <em>Physica</em>, <em>De Meteorologia</em>, and <em>De historia animalium</em>. Moral philosophy is the study of the proper way of human life. It covers ethics, politics, and economics — the texts are the <em>Ethica</em>, <em>Politica</em>, and <em>Economica</em>. Metaphysics is the philosophy of the fundamental nature of the world. The main text is Aristotle's <em>Metaphysica</em>. The theories of the Philosophiae are all basically correct in Mythic Europe. </p><p><strong>Specialties</strong>: natural philosophy, moral philosophy, metaphysics, Ritual magic, Ceremonial magic. (Academic)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "Moral Philosophy",
        "xp": 15,
        "key": "philosophy",
        "option": "",
        "realm": "magic",
        "indexKey": "philosophiae",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
        "accelerated": false,
        "credits": ""
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      "sort": 0,
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    },
    {
      "name": "Order of Hermes Lore",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/organizationLore.svg",
      "effects": [],
      "flags": {
        "cf": {
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          "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": "Criminals",
        "xp": 50,
        "key": "organizationLore",
        "option": "order-of-hermes-lore",
        "realm": "magic",
        "indexKey": "order-of-hermes-lore",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
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    {
      "name": "Premonitions",
      "type": "ability",
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      "effects": [],
      "flags": {
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        "cf": {
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      },
      "system": {
        "description": "<p>You intuitively sense whenever something is wrong, or is likely to go wrong soon. This Ability can be called upon by you or the storyguide, as appropriate, whenever there is a chance to avoid danger. Roll Perception + Premonitions against an Ease Factor depending on the situation. The Ease Factor starts at 3 for imminent, mortal peril, and increases as the distance in time increases and the level of danger decreases. Mortal peril a week in the future would have an Ease Factor of 9, while an imminent minor inconvenience would have an Ease Factor of about 15. If you beat the Ease Factor by 3 or more, you also get some sense of the nature of the danger, with more detail if you roll more highly. </p><p><strong>Specialties</strong>: threats to a particular person or group of people, particular kinds of threats. (Supernatural)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "Enemy Magi",
        "xp": 30,
        "key": "premonitions",
        "option": "",
        "realm": "magic",
        "indexKey": "premonitions",
        "reviewer": "xzotl",
        "review_status": "reviewed",
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    {
      "name": "Second Sight",
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      "effects": [],
      "flags": {
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      "system": {
        "description": "<p>You are able to see through illusionary concealment and disguise, including invisibility, and can also see naturally invisible things such as spirits and the boundaries between regio levels (see page @@). The Ease Factor to see through illusionary concealment is normally equal to 6 + the magnitude of the might of the creature responsible for the effect, or 6 + the magnitude of a Hermetic spell. In general, this Virtue allows you to see through Hermetic concealment effected with Imaginem, but not other Forms. The Magic Resistance, if any, of the concealed creature does not interfere with your Second Sight. If something is actually transformed, for example by a MuCo spell, you cannot determine the genuine form. The Ease Factor to see a naturally invisible thing is normally 9, and the Ease Factor for seeing regio levels is specified on page @@. All Second Sight rolls are Perception + Second Sight, and they are almost always simple rolls. </p><p><strong>Specialties</strong>: regiones, invisible things, illusory disguises, faeries, ghosts. (Supernatural)</p>",
        "source": "ArM5Def",
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        "defaultChaAb": "int",
        "speciality": "Invisibility",
        "xp": 30,
        "key": "secondSight",
        "option": "",
        "realm": "magic",
        "indexKey": "second-sight",
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    {
      "name": "Stealth",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/stealth.svg",
      "effects": [],
      "flags": {
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        "cf": {
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      "system": {
        "description": "<p style=\"text-align: justify;\">Sneaking about without being seen or heard, also hiding in one place. This includes following people without their noticing, which is rolled against the other person's Perception.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> hide, sneak, shadowing, urban areas, natural areas. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "dex",
        "speciality": "Shadowing",
        "xp": 15,
        "key": "stealth",
        "option": "",
        "realm": "magic",
        "indexKey": "stealth",
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    },
    {
      "name": "Profession - Scribe",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/profession.svg",
      "effects": [],
      "flags": {
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        },
        "core": {}
      },
      "system": {
        "description": "<p style=\"text-align: justify\">The ability to do a job which does not involve making something. Examples include jongleur, reeve, sailor, steward, teamster, and washerwoman.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> depend on the profession. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "int",
        "speciality": "Speed",
        "xp": 15,
        "key": "profession",
        "option": "profession-scribe",
        "realm": "magic",
        "indexKey": "profession-scribe",
        "reviewer": "xzotl",
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    {
      "name": "Swim",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/swim.svg",
      "effects": [],
      "flags": {
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      },
      "system": {
        "description": "<p>The ability to propel yourself through water quickly and efficiently.</p>\n<p><strong>Specialties:</strong> long distances, diving, underwater maneuvering. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "sta",
        "speciality": "Rough Water",
        "xp": 15,
        "key": "swim",
        "option": "",
        "realm": "magic",
        "indexKey": "swim",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
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    {
      "name": "The Gift",
      "type": "virtue",
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          ],
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          },
          "origin": "Compendium.arm5e.virtues.5906ZrzYdesEtJH3",
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          "transfer": true,
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          },
          "name": "Magic aligned",
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          "img": "icons/svg/aura.svg",
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          "_key": "!actors.items.effects!H7kr7SdT5j6srT8f.fxCapUh3s0gyOVgk.yK4GGIeDpUr5wA3E"
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      ],
      "flags": {
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          "path": "Virtues#/CF_SEP/Special",
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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,
        "credits": ""
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    {
      "name": "Hermetic Magus",
      "type": "virtue",
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      "effects": [],
      "flags": {
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        "cf": {
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          "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,
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      "folder": "CoxB6DSMq2bRMl47",
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    },
    {
      "name": "Survival",
      "type": "ability",
      "img": "systems/arm5e/assets/icons/abilities/survival.svg",
      "effects": [],
      "flags": {
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        "cf": {
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          "path": "Abilities#/CF_SEP/General",
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      },
      "system": {
        "description": "<p style=\"text-align: justify;\">Finding food, water, shelter, a direct route, and relative safety in the wilderness (a very dangerous place in Mythic Europe). This Ability covers such mundane tasks as building a fire and cooking food without implements.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> specific locales. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "per",
        "speciality": "Forests",
        "xp": 15,
        "key": "survival",
        "option": "",
        "realm": "magic",
        "indexKey": "survival",
        "reviewer": "xzotl",
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    },
    {
      "name": "Puissant Art (Perdo) (free Virtue)",
      "type": "virtue",
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        {
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            {
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              "mode": 2,
              "value": "3",
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          ],
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              "type": [
                "art"
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              "subtype": [
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                null
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          },
          "name": "Puissant Art (Perdo) (free Virtue)",
          "description": "",
          "statuses": [],
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      "flags": {
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          "path": "Virtues#/CF_SEP/Hermetic",
          "color": "#000000"
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      },
      "system": {
        "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>",
        "source": "ArM5Def",
        "page": 0,
        "type": "hermetic",
        "impact": {
          "value": "minor"
        },
        "indexKey": "puissant-art",
        "review_status": "reviewed",
        "reviewer": "xzotl",
        "hidden": false,
        "tainted": false,
        "credits": ""
      },
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      "folder": "C8jqPqfblXk6hGCE",
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    {
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