{
  "name": "Edwin Locke, the Elementalist",
  "type": "npc",
  "system": {
    "version": "2.0.2",
    "virtues": [],
    "flaws": [],
    "diaryEntries": [],
    "resource": {
      "fatigue": {
        "value": 0,
        "max": 5
      }
    },
    "description": {
      "born": {
        "value": 1180
      },
      "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": "<p><strong>Vis</strong>: 4 pawns each of Aquam, Auram, Ignem, and Terram vis in the form of glass-like crystals. They are kept within small bottles of a preservative oil and contained within a custommade wooden case. </p>",
    "source": "Ant",
    "page": 0,
    "indexKey": "edwin-locke-the-elementalist",
    "review_status": "toReview",
    "reviewer": "xzotl",
    "age": {
      "value": 40
    },
    "apparent": {
      "dtype": "Number",
      "value": 40
    },
    "con": {
      "label": "Confidence ",
      "score": 1,
      "points": 3
    },
    "covenant": {
      "value": "Covenant Name",
      "actorId": null,
      "name": "Covenant Name"
    },
    "realms": {
      "magic": {
        "aligned": true,
        "susceptible": false
      },
      "faeric": {
        "aligned": false,
        "susceptible": false
      },
      "divine": {
        "aligned": false,
        "susceptible": false
      },
      "infernal": {
        "aligned": false,
        "susceptible": false
      },
      "undefined": {
        "aligned": false
      }
    },
    "states": {
      "pendingCrisis": false,
      "creationMode": true,
      "confidencePrompt": false,
      "pendingDamage": false
    },
    "combatPreps": {
      "current": "custom",
      "list": {
        "custom": {
          "ids": [],
          "name": "Custom"
        }
      }
    },
    "biography": "<p><strong>Appearance:</strong> Locke is a man well into his middle age, with thinning gray hair. He has the look of a confident and determined man, and carries himself with the bearing of one constantly left unamused by the antics of errant students.Locke doesn't so much hide his magical knowledge from his colleagues and students as simply not discuss it. He is sure that some know or suspect, but he is content to live two lives: one within the cathedral sphere, and one in the world of spirits and supernatural beasts. It is fair to say that he knows little of the supernatural realms themselves, but does understand that there are other magical traditions. He has heard of the Order of Hermes, and recognizes their prominence. He views the chance to meet other practitioners of magic as an intellectual challenge.</p>",
    "characteristics": {
      "int": {
        "value": 1,
        "aging": 0
      },
      "per": {
        "value": 0,
        "aging": 0
      },
      "str": {
        "value": 0,
        "aging": 0
      },
      "sta": {
        "value": 2,
        "aging": 0
      },
      "pre": {
        "value": 2,
        "aging": 0
      },
      "com": {
        "value": 0,
        "aging": 0
      },
      "dex": {
        "value": 0,
        "aging": 0
      },
      "qik": {
        "value": 0,
        "aging": 0
      }
    },
    "twilight": {
      "stage": 0,
      "pointsGained": 0,
      "strength": 0,
      "complexity": 0,
      "enigmaSpec": false,
      "concentrationSpec": false,
      "control": null,
      "year": null,
      "season": null
    },
    "vitals": {
      "siz": {
        "value": 0
      },
      "soa": {
        "value": 2
      },
      "enc": {
        "value": 0
      }
    },
    "abilities": [],
    "weapons": [],
    "armor": [],
    "vis": [],
    "items": [],
    "spells": [],
    "magicalEffects": [],
    "laboratoryTexts": [],
    "reputations": {
      "0": {
        "name": "Tutor at York Cathedral School"
      }
    },
    "decrepitude": {
      "points": 0,
      "effects": "Decrepitude effects",
      "finalScore": 0
    },
    "warping": {
      "points": 13,
      "effects": "Warping effects",
      "label": "Warping ",
      "score": 0,
      "finalScore": 1
    },
    "familiar": {
      "nameFam": "",
      "specieFam": "",
      "techniqueFam": {
        "value": ""
      },
      "formFam": {
        "value": ""
      },
      "cordFam": {
        "bronze": 0,
        "silver": 0,
        "gold": 0
      },
      "characteristicsFam": {
        "int": {
          "value": 0
        },
        "per": {
          "value": 0
        },
        "str": {
          "value": 0
        },
        "sta": {
          "value": 0
        },
        "pre": {
          "value": 0
        },
        "com": {
          "value": 0
        },
        "dex": {
          "value": 0
        },
        "qik": {
          "value": 0
        }
      },
      "vitalsFam": {
        "size": {
          "value": 0
        },
        "might": {
          "value": 0
        },
        "soak": {
          "value": 0
        },
        "fatigue": {
          "value": 0
        },
        "initiative": {
          "value": 0
        },
        "attack": {
          "value": 0
        },
        "defense": {
          "value": 0
        },
        "damage": {
          "value": 0
        }
      },
      "abilitiesFam": [],
      "powersFam": []
    },
    "sanctum": {
      "value": "",
      "actorId": null
    },
    "laboratory": {
      "longevityRitual": {
        "labTotal": 0,
        "modifier": 0,
        "twilightScars": ""
      },
      "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"
      }
    },
    "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": 0
        },
        "in": {
          "label": "Intellego",
          "xp": 0
        },
        "mu": {
          "label": "Muto",
          "xp": 0
        },
        "pe": {
          "label": "Perdo",
          "xp": 0
        },
        "re": {
          "label": "Rego",
          "xp": 0
        }
      },
      "forms": {
        "an": {
          "label": "Animal",
          "xp": 0
        },
        "aq": {
          "label": "Aquam",
          "xp": 0
        },
        "au": {
          "label": "Auram",
          "xp": 0
        },
        "co": {
          "label": "Corpus",
          "xp": 0
        },
        "he": {
          "label": "Herbam",
          "xp": 0
        },
        "ig": {
          "label": "Ignem",
          "xp": 0
        },
        "im": {
          "label": "Imaginem",
          "xp": 0
        },
        "me": {
          "label": "Mentem",
          "xp": 0
        },
        "te": {
          "label": "Terram",
          "xp": 0
        },
        "vi": {
          "label": "Vim",
          "xp": 0
        }
      }
    },
    "apprentice": {
      "name": "",
      "age": 0,
      "years": 0,
      "int": 0,
      "magicTheory": 0
    },
    "charType": {
      "value": "mundane",
      "label": "Char. Type"
    },
    "house": {
      "value": "gen",
      "label": "House"
    },
    "might": {
      "label": "Might",
      "form": "",
      "value": 0,
      "points": 0
    },
    "powers": [],
    "bonuses": {
      "traits": {
        "aging": 0
      }
    },
    "personalities": {
      "0": {
        "name": "Authoritative",
        "score": 2
      },
      "1": {
        "name": "Ordered",
        "score": 1
      },
      "2": {
        "name": "Choleric",
        "score": 2
      },
      "3": {
        "name": "Melancholic",
        "score": 2
      },
      "4": {
        "name": "Phlegmatic",
        "score": 2
      },
      "5": {
        "name": "Sanguine",
        "score": 2
      }
    },
    "reputation": {
      "0": {
        "system": {
          "score": 1
        }
      }
    },
    "combat": {
      "overload": [
        0,
        0
      ]
    },
    "magicSystem": {
      "name": "Elementalism",
      "adjective": "",
      "practitioner": "Elementalist",
      "effects": "Effects",
      "laboratory": "",
      "realm": "magic",
      "templates": {
        "rckQtJKyLJJpZYxz": {
          "name": "Summoning",
          "useFatigue": true,
          "components": [
            {
              "type": "char",
              "characteristic": "sta",
              "compIdx": 0,
              "partial": "systems/arm5e/templates/actor/parts/template-item-char.hbs",
              "selection": {
                "int": "Intelligence (1)",
                "per": "Perception (0)",
                "str": "Strength (0)",
                "sta": "Stamina (2)",
                "pre": "Presence (2)",
                "com": "Communication (0)",
                "dex": "Dexterity (0)",
                "qik": "Quickness (0)"
              }
            },
            {
              "type": "verb",
              "option": "Theological-Summoning",
              "key": "technique",
              "extendedKey": "technique_Theological-Summoning",
              "compIdx": 1,
              "selection": {
                "any": "Any",
                "Theological-Summoning": "Theological Summoning (0)",
                "Theurgical-Controlling": "Theurgical Controlling (0)"
              },
              "partial": "systems/arm5e/templates/actor/parts/template-item-tech.hbs"
            },
            {
              "type": "noun",
              "option": "any",
              "key": "form"
            }
          ],
          "rollType": "1",
          "description": "<p>Summoning is the art of drawing elements from the surrounding area, often drawing them into a prepared shape or medium. Some elementalists might call this an incorrect description of their powers, since it may seem to them that they create these elements from nothing rather than bringing them to the caster from somewhere else. However, the basic principle is that the four elements are all part of nature, and so may always be found nearby and used to produce a supernatural effect. Summoning relies upon the character’s Stamina, his score in Summoning added to the appropriate Elementalist Form, plus the local aura and a stress die roll. This procedure always <strong>costs the elementalist a long-term Fatigue level</strong>, and takes anywhere from a few minutes to several hours, depending on the proximity of the summoned target. If successful, the target will appear directly beside the elementalist, within his immediate reach.</p><p><strong>Summoning Total: Stress Die + Stamina + Summoning + (Form) + Aura</strong></p><p>This is compared to the following chart to determine the maximum Size and Might of the target. The Total must always be great enough to affect both the Size and Might of the target. For example, a target of Size –6 and Might 20 would need a Summoning Total of 20 because of its Might, while another the size of a warhorse (+3) with only Might 5 would still require a Summoning Total of 20 because of its Size. A Summoning Total of 10 can only affect a target as large as a cat (–3) with a Might Score of 10 or less, for instance.</p><p><strong>Total Might Size  Note</strong></p><p>0       0    –21  nonexistent<br>1       1    –18  too small to perceive<br>2       2    –15  insect, kernel of grain<br>3       3    –12  baby mouse, 10 insects<br>4       4    –9   bat, frog 5 5 –6 lizard, stoat<br>10     10    –3   badger, cat<br>15     15     0   adult, ten cats<br>20     20    +3   war horse, ten adults<br>25     25    +6   killer whale, 100 adults<br>30     30    +9   humpbacked whale, 100 horses<br>35     35    +12  tower, castle<br>40     40    +15  village, storm<br>45     45    +18  city, river<br>50     50    +21  mountain, sea</p><p>Summoning may be used in one of three different ways, depending upon the type of elemental magic the character learned: Medicinal, Philosophical, or Theurgical (see later). The elementalist may attempt to include multiple elements when Summoning, as long as he possesses all of the Forms used in the formula. For example, an elemental philosopher with Elementalist Air and Elementalist Fire might want to summon an animal with either or both a sanguine or choleric temperament. Use the lower of his two Form scores (Elementalist Air or Elementalist Fire in this case) to determine if he is successful. If this would summon one of several different targets that fit both criteria (for example, there are both sanguine and choleric animals nearby, but no animals that are both sanguine and choleric), the results should favor the element in which he has a higher score. The elementalist may prepare a magical container for his target, if he wishes, by tracing the perimeter of the area in which the target will be held. Summoning circles drawn into the floor are very common containers, though jars and bottles are also used often as they are more transportable. Like a magus drawing a ring (see ArM5 page 112), a magical container may require the elementalist to maintain concentration while performing the summoning, but doing so ensures that the summoned target cannot leave the area for as long as the boundary is undisturbed. If the seal is broken, either by opening the container or breaking the circle, the target of the summoning is free to go wherever it desires. However, as long as the elementalist has a bound captive, he does not recover the long-term Fatigue levels spent to summon it. Thus, elementalists rarely bind more than two or three targets at a time. A summoning container also makes it easier for the elementalist to affect a summoned</p><p>supernatural being with his other Elementalist Techniques, since it lessens the difficulty of penetrating its resistance with those powers as long as the target is held within the container into which it was summoned. If the target has been summoned and successfully bound into a ring or container using the Summoning Art, treat the level of successive effects with the Elementalist Arts as if they were 0, and apply the entire casting total toward the Penetration Total. It is as if the later effect is incorporated into the original Summoning effect, so that the elementalist only needs to penetrate the target’s resistance once. Botching the summoning roll means the elementalist has lost control of his power. The summoned being may appear but without any safeguards, or a different sort of being (such as an angel or demon) is attracted instead. Or, perhaps the elementalist simply channeled too much elemental power through himself, and his bodily humors become imbalanced, making him sick or injured.</p><p></p>"
        },
        "LvKCMpkfzsHUw01u": {
          "name": "Controlling",
          "useFatigue": true,
          "components": [
            {
              "type": "char",
              "characteristic": "pre",
              "compIdx": 0,
              "partial": "systems/arm5e/templates/actor/parts/template-item-char.hbs",
              "selection": {
                "int": "Intelligence (1)",
                "per": "Perception (0)",
                "str": "Strength (0)",
                "sta": "Stamina (2)",
                "pre": "Presence (2)",
                "com": "Communication (0)",
                "dex": "Dexterity (0)",
                "qik": "Quickness (0)"
              }
            },
            {
              "type": "verb",
              "option": "Theurgical-Controlling",
              "key": "technique",
              "extendedKey": "technique_Theurgical-Controlling",
              "compIdx": 1,
              "selection": {
                "any": "Any",
                "Theological-Summoning": "Theological Summoning (0)",
                "Theurgical-Controlling": "Theurgical Controlling (0)"
              },
              "partial": "systems/arm5e/templates/actor/parts/template-item-tech.hbs"
            },
            {
              "type": "noun",
              "option": "any",
              "key": "form"
            }
          ],
          "rollType": "1"
        }
      }
    },
    "realm": "magic"
  },
  "items": [
    {
      "name": "Tutor at York Cathedral School",
      "type": "reputation",
      "img": "icons/svg/angel.svg",
      "system": {
        "xp": 5,
        "type": "academic",
        "description": "",
        "source": "custom",
        "page": 0,
        "indexKey": "",
        "review_status": "toReview",
        "reviewer": "",
        "credits": ""
      },
      "_id": "TNWrJLf6jytRaZi7",
      "effects": [],
      "folder": null,
      "sort": 0,
      "ownership": {
        "default": 0,
        "6SdI10VpXHcBvx2J": 3
      },
      "flags": {},
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      "_key": "!actors.items!fTwBRaJPqmyM6Qwv.TNWrJLf6jytRaZi7"
    },
    {
      "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": 75,
        "key": "artesLib",
        "option": "",
        "realm": "magic",
        "indexKey": "artes-liberales",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
        "credits": "",
        "accelerated": false
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      "folder": "RFwx3qCrd6CJ4GDo",
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        "1JBSgWiiwizu7vru": 3,
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    {
      "folder": "adQkl7QaQHRah9iT",
      "name": "Carouse",
      "type": "ability",
      "_id": "wmAkcgL91u9uy9s5",
      "img": "systems/arm5e/assets/icons/abilities/carouse.svg",
      "system": {
        "description": "<p style=\"text-align: justify;\">The ability to enjoy oneself without suffering adverse effects. A person with this skill can, for example, consume prodigious amounts of alcohol without passing out. The skill also covers a familiarity with acceptable behavior, balancing enjoyment and moderation. With this Skill, a person is able to have fun and gain friends among the lower classes nearly anywhere, even among those of a different culture.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> power drinking, drinking songs, games of chance, staying sober. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "indexKey": "carouse",
        "defaultChaAb": "pre",
        "speciality": "games of chance",
        "xp": 15,
        "key": "carouse",
        "option": "",
        "realm": "mundane",
        "reviewer": "xzotl",
        "review_status": "reviewed",
        "optionLinked": false,
        "credits": "",
        "accelerated": false
      },
      "effects": [],
      "sort": 300000,
      "ownership": {
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        "1JBSgWiiwizu7vru": 3,
        "6SdI10VpXHcBvx2J": 3
      },
      "flags": {},
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      "name": "Charm",
      "type": "ability",
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      "effects": [],
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      "system": {
        "description": "<p style=\"text-align: justify;\">Enticing, fascinating, and endearing others to you, but only on a personal basis. It can be used to win someone over emotionally, especially members of the opposite sex.</p>\n<p style=\"text-align: justify;\"><strong>Specialties:</strong> courtly love, first impressions, being witty. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "pre",
        "speciality": "being witty",
        "xp": 30,
        "key": "charm",
        "option": "",
        "realm": "magic",
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      "name": "Etiquette",
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      "system": {
        "description": "<p style=\"text-align: justify\">You know the social graces and how to behave in different situations. Etiquette differs from Charm in that Etiquette covers proper behavior, rather than charming behavior. You cannot seduce someone with Etiquette, but neither can you get through an audience with the bishop on Charm alone.</p><p style=\"text-align: justify\"><strong>Specialties:</strong> nobility, court, peasants, faeries, the Church. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "pre",
        "speciality": "the Church",
        "xp": 5,
        "key": "etiquette",
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    {
      "name": "Folk Ken",
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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": "townsfolk",
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        "key": "folkKen",
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        "realm": "magic",
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    {
      "name": "Greek",
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      "effects": [],
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          "path": "Abilities#/CF_SEP/Academic, Languages",
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      "system": {
        "description": "<p>This skill is similar to all other (Language) Abilities, but it is only available to educated characters. It grants the ability to speak a language which is no longer used as a native language in the areas the character has lived in. The most important example is Latin. All educated characters in the West know Latin, since without it you cannot learn any Academic Knowledges. It is also the common language of the Church and Order of Hermes. In other areas of the world, Arabic, Greek and Hebrew fill similar functions, although of these only Hebrew is a dead language.</p><p><strong>Specialties</strong>: academic usage, Church ceremonies, Hermetic usage. (Academic)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "com",
        "speciality": "prose",
        "xp": 30,
        "key": "deadLanguage",
        "option": "greek",
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      "name": "Latin",
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      "system": {
        "description": "<p>This skill is similar to all other (Language) Abilities, but it is only available to educated characters. It grants the ability to speak a language which is no longer used as a native language in the areas the character has lived in. The most important example is Latin. All educated characters in the West know Latin, since without it you cannot learn any Academic Knowledges. It is also the common language of the Church and Order of Hermes. In other areas of the world, Arabic, Greek and Hebrew fill similar functions, although of these only Hebrew is a dead language.</p><p><strong>Specialties</strong>: academic usage, Church ceremonies, Hermetic usage. (Academic)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "com",
        "speciality": "academic usage",
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        "key": "deadLanguage",
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      "name": "Leadership",
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        "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": "students",
        "xp": 15,
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      "name": "Magic Lore",
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      "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": "spirits",
        "xp": 15,
        "key": "magicLore",
        "option": "",
        "realm": "magic",
        "indexKey": "magic-lore",
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    {
      "name": "Order of Hermes Lore",
      "type": "ability",
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      "effects": [],
      "flags": {
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      "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": "history",
        "xp": 5,
        "key": "organizationLore",
        "option": "order-of-hermes-lore",
        "realm": "magic",
        "indexKey": "order-of-hermes-lore",
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      "name": "Philosophiae",
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      "effects": [],
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        "cf": {
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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": "natural philosophy",
        "xp": 75,
        "key": "philosophy",
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        "realm": "magic",
        "indexKey": "philosophiae",
        "reviewer": "xzotl",
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      "name": "Teaching",
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      "system": {
        "description": "<p>The ability to teach an Ability to someone else.</p>\n<p><strong>Specialties:</strong> a particular Ability, particular kinds of student. (General)</p>",
        "source": "ArM5Def",
        "page": 0,
        "defaultChaAb": "com",
        "speciality": "Philosophiae",
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        "realm": "magic",
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      "name": "Area Lore: York",
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        "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": 5,
        "key": "areaLore",
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        "realm": "magic",
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    {
      "name": "Magister In Artibus",
      "type": "virtue",
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      "effects": [],
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        "cf": {
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          "path": "Virtues#/CF_SEP/Social Status",
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      },
      "system": {
        "description": "<p>You have incepted Master of Arts in one of the universities of Europe (Paris, Bologna, Oxford, Cambridge, Montpellier, </p><p>Arezzo or Salamanca) and completed your two years’ regency of compulsory teaching. You are entitled to be addressed as Magister, are subject only to canon law, and may teach anywhere in Europe.</p><p>&nbsp;</p><p>You are at least (25 – Int) years old, and must have scores of at least 5 in Latin and Artes Liberales. You have, however, spent eight years in a university, and gain an additional 30 experience points in each of those years, for a total of 240 additional experience points over and above your allowance based on age. You may buy Academic Abilities during character generation, and must spend your additional experience points on Academic Abilities or Teaching. You have an Academic Reputation of 2.</p><p>&nbsp;</p><p>You must spend two seasons teaching to maintain yourself and your reputation as a dependable instructor. These two seasons are spread between September and June, so you are genuinely free in the summer. </p><p>If you take the Poor Flaw, you are still genuinely free in the summer. If you take the Wealthy Virtue, you can maintain your reputation with a single season’s teaching.</p><p>&nbsp;</p><p>This Virtue is only available to male characters, and is compatible with the Hermetic Magus, Mendicant Friar, and Priest Virtues.</p><p>&nbsp;</p>",
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        "page": 0,
        "type": "socialWestern",
        "impact": {
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        "indexKey": "magister-in-artibus",
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        "hidden": false,
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    {
      "name": "(Theurgical) Summoning",
      "type": "virtue",
      "img": "systems/arm5e/assets/icons/VF/supernatural.svg",
      "system": {
        "description": "<p><span class=\"fontstyle0\">Summoning is an Elementalist Art that allows the character to use his knowledge of the Elementalist Forms to summon a target associated with that element to him. This target is somehow appropriate to his background — a disease, an aspect of nature, or an elemental being, as determined by the type of Summoning he learns (Medicinal, Philosophical, or Theurgical). This is described in more detail under Elementalist Techniques, later in this chapter. Selecting this Virtue gives the character a score of 0 in Summoning.</span></p><p><span class=\"fontstyle0\">This Virtue may be taken up to three times, to indicate that the character can summon more than one type of elemental target. The first type chosen requires a Major Virtue, the others are Minor Virtues. Each type of Summoning must be learned separately, but all three types use the same Art score, so that a character that takes this Virtue three times would only have one Summoning Art, not (Medicinal) Summoning, (Philosophical) Summoning, and (Theurgical) Summoning.</span></p>",
        "source": "HMRE",
        "page": 20,
        "indexKey": "summoning",
        "review_status": "toReview",
        "reviewer": "",
        "credits": "",
        "type": "supernatural",
        "impact": {
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        "hidden": false,
        "tainted": false
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      "system": {
        "description": "<p><span class=\"fontstyle0\">Controlling is an Elementalist Art that can be combined with mastery of the four elements to control the behavior of different types of beings, as described under Elementalist Techniques, later in this chapter. Taking this Virtue gives the character a score of 0 in Controlling.</span></p><p><span class=\"fontstyle0\">This Virtue may be taken up to three times, to indicate that the character can control multiple types of elemental targets (Medicinal, Philosophical, or Theurgical). The first type chosen requires a Major Virtue, the others are Minor. Each type of Controlling must be learned separately, but all three use the same Art score, so that a character who takes this Virtue three times would have only one Controlling Art, not (Medicinal) Controlling, (Philosophical) Controlling, and (Theurgical) Controlling.</span></p>",
        "source": "HMRE",
        "page": 19,
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      "name": "Clear Thinker",
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        "description": "<p>You think logically and rationally. You get a +3 bonus on all rolls to resist lies, confusion, befuddlement, and subterfuge — whether magical or mundane.</p>",
        "source": "ArM5Def",
        "page": 0,
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      "name": "Elementalist Air",
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      "system": {
        "description": "<p><span class=\"fontstyle0\">This power combines with the Elementalist Techniques to affect the element of air. Taking this Virtue gives the character an initial score of 0 in Elementalist Air (see Elementalist Forms, below), and a Sanguine Personality Trait (see Elemental Warping, below) equal to his Warping Score + (Elementalist Air / 5)</span> </p>",
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        "type": "supernatural",
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    {
      "name": "Elementalist Earth",
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      "system": {
        "description": "<p><span class=\"fontstyle0\">This power combines with the Elementalist Techniques to affect the element of earth. Taking this Virtue gives the character an initial score of 0 in Elementalist Earth (see Elementalist Forms, below), and a Melancholic Personality Trait (see Elemental Warping, below) equal to his Warping Score + (Elementalist Earth / 5).</span> </p>",
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    {
      "name": "Elementalist Fire",
      "type": "virtue",
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      "system": {
        "description": "<p><span class=\"fontstyle0\">This power combines with the Elementalist Techniques to affect the element of fire. Taking this Virtue gives the character an initial score of 0 in Elementalist Fire (see Elementalist Forms, below), and a Choleric Personality Trait (see Elemental Warping, below) equal to his Warping Score + (Elementalist Fire / 5).</span> </p>",
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        "type": "supernatural",
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    {
      "name": "Luck",
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        "description": "<p>You perform well in situations where luck is more of a factor than skill or talent. You get +1 to +3 (storyguide’s discretion) on rolls in such situations, depending upon how much luck is involved. You do well at games of chance, but may be labeled a cheater if you play them too often.</p><p> </p>",
        "source": "ArM5Def",
        "page": 0,
        "type": "general",
        "impact": {
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        "indexKey": "luck",
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    {
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        "description": "<p>You have a completely unshakable faith in your own abilities. You believe that you will always perform at, or slightly above, the peak of your abilities, and cannot imagine failure. If you actually botch, you come up with some rationalization as to what 'really' happened.</p>",
        "source": "ArM5Def",
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        "type": "personality",
        "impact": {
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    {
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        "description": "<p>You are particularly adept with one Ability, and add 2 to its value whenever you use it. Note that you do not, in general, use an Ability when learning it, writing about it, or helping someone else to improve it. You may only take this Virtue once for a given Ability, but may take it more than once for different Abilities.</p><p> </p>",
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    {
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        "source": "HMRE",
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        "description": "<p>You are completely unable to learn a certain class of Abilities, for some reason. This may be Martial Abilities, or a more limited set of the others. A profound inability to master logic would rule out Artes Liberales, Philosophiae, any Law, Medicine, and Theology. Alternatively, you might be unable to learn any languages other than your native tongue. It must be possible for your character to learn the abilities in question in the absence of this Flaw, but she need have no intention of doing so. You may only take this Flaw once.</p>",
        "source": "ArM5Def",
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    {
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    {
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        "source": "custom",
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    {
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        "description": "<p>Simply getting out of the way of opponents, without trying to do damage.</p>",
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        "description": "<p>This could be a sap (a leather bag filled with lead shot) or any heavy object like a stone or a small hammer</p>",
        "source": "ArM5Def",
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        "description": "<p><span class=\"fontstyle0\">This power combines with the Elementalist Techniques to affect the element of water. Taking this Virtue gives the character an initial score of 0 in Elementalist Water (see Elementalist Forms, below), and a Phlegmatic Personality Trait (see Elemental Warping, below) equal to his Warping Score + (Elementalist Water / 5).</span> </p>",
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    {
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        "description": "<p>The elemental theurgist can bring an elemental into being from an amount of pure base material, such as unworked stone, fresh water, or a natural breeze. The Summoning Total determines the being’s maximum Might, based on the Size of the materials at hand, as shown on the chart. For example, a Summoning Total of 15 could potentially summon an earth elemental with Magic Might 15 from a man-sized pile of earth. You can use the rules in Realms of Power: Magic to design this elemental, or else simply assign it stats and powers that seem appropriate to its Size and Form — an earth elemental with Might 20 might have two Terram powers and 20 points of physical Characteristics, and an air elemental with Might 15 could have one Auram power and</p><p>15 points of mental Characteristics. Elementals are permanently summoned, but do not recover their Might Points over time unless they consume vis, and revert to their natural form when all of their Might Points have been spent, leaving no vis behind. (See the Summoning Elementals sidebar for more details.)</p>",
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        "option": "Elementalist-Air",
        "description": "<p>Elementalist Air is the study of the supernatural qualities of the air, and how these qualities can be manipulated with elemental magic. It is a Difficult Art, as described in the introduction to this book — it increases as an Ability, but is otherwise considered an Art by Virtues and Flaws that affect Arts, and has no applications that are independent of the other Elementalist Arts. The specific applications of Elementalist Air depend upon the type of Elementalist Technique with which it is paired:</p><p><strong>Medicinal</strong>: Elemental physicians can affect the sanguine humors of the human body with Elementalist Air, which are typically associated with lightheadedness and diseases of the blood. An example would be quotidian fever. </p><p><strong>Philosophical</strong>: Elemental philosophers can use Elementalist Air to affect natural weather phenomena with their powers. They can also affect animals that possess a predominantly sanguine temperament, such as birds. </p><p><strong>Theurgical</strong>: Using Elementalist Air, elemental theurgists can affect air elementals and other creatures with Magic Might associated with Auram. Air elementals tend to have high mental Characteristics, but low physical Characteristics.</p><p>The character adds his Sanguine Trait to his Soak whenever he is damaged by the element of air, including suffering asphyxiation, inhaling poisonous gases, or being affected by powerful weather phenomena such as winds, hailstones, or lightning.</p>",
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      "system": {
        "key": "form",
        "option": "Elementalist-Fire",
        "description": "<p>Elementalist Fire is a Difficult Art, which involves studying the supernatural qualities of fire, and how to manipulate them with the character’s elemental magic. The type of Elementalist Technique with which the character pairs this Form determines what sorts of fire he can affect:</p><p><strong>Medicinal</strong>: With Elementalist Fire, an elemental physician can affect the choleric humors of the human body. These humors tend to inspire anger and impatience, or dry, coughing diseases such as quartan fever. </p><p><strong>Philosophical</strong>: Heat and flame is the province of the elemental philosopher with Elementalist Fire, which includes mundane animals with a choleric temperament — generally those that are fast (such as horses) or fierce (such as predators). </p><p><strong>Theurgical</strong>: Elemental theurgists affect fire elementals and other supernatural creatures associated with heat, light, and flames. Fire elementals typically have high scores in Presence, Communication, Dexterity, and Quickness.</p><p>The character adds his Choleric Trait to his Soak whenever he is damaged by the element of fire, including exposure to extreme temperatures, blinding light, or burning flames.</p>",
        "source": "HMRE",
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      "name": "Elementalist Earth",
      "type": "ability",
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        "key": "form",
        "option": "Elementalist-Earth",
        "description": "<p>Elementalist Earth is the study of the supernatural qualities of the earth, learning how to manipulate them with the Elementalist Techniques. It is a Difficult Art. Exactly what the character can do with Elementalist Earth varies, depending upon the type of Elementalist Technique with which it is paired:</p><p><strong>Medicinal</strong>: Elementalist Earth allows an elemental physician to draw upon his medical knowledge to affect the melancholic humors of the human body. This includes feelings of sadness, or diseases such as constriction. </p><p><strong>Philosophical</strong>: Elemental philosophers can affect the earth and its minerals with their magic, including animals with a melancholic temperament, such as slow-moving animals like cattle or generally docile animals like mice and badgers. </p><p><strong>Theurgical</strong>: Elemental theurgists can use Elementalist Earth to affect earth elementals and other supernatural beings associated with Terram. Earth elementals generally have high physical Characteristics, but low mental Characteristics.</p><p>The character adds his Melancholy Trait to his Soak whenever he is damaged by the element of earth, including suffocation, injuries by metal or stone weapons, crushing blows, or falling onto solid ground.</p>",
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      "name": "Elementalist Water",
      "type": "ability",
      "system": {
        "key": "form",
        "option": "Elementalist-Water",
        "description": "<p>Elementalist Water is the study of the supernatural qualities of water, and how they can be manipulated with elemental magic. It is a Difficult Art. The form of the targets that the elementalist can affect with this Elementalist Form depends upon the type of Technique with which it is paired:</p><p><strong>Medicinal</strong>: Elemental physicians can affect the phlegmatic humors of the human body with their Elementalist Arts. These humors are associated with slow, listless feelings and wet, phlegmatic diseases such as flux. </p><p><strong>Philosophical</strong>: The elemental philosopher affects all sorts of natural liquids with Elementalist Water, and can also affect animals with a phlegmatic temperament, which includes those that swim like fish or creep like reptiles. </p><p><strong>Theurgical</strong>: Elementalist Water allows an elemental theurgist to affect water elementals and other supernatural creatures associated with cold and liquids. Water elementals typically have high scores in Cunning, Perception, Strength, and Stamina.</p><p>The character adds his Phlegmatic trait to his Soak when he is damaged by the element of water, including suffering from thirst, drowning, drinking poisonous liquids, falling against water, or being crushed by powerful waves.</p>",
        "source": "HMRE",
        "page": 22,
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      "name": "Theurgical Controlling",
      "type": "ability",
      "system": {
        "key": "technique",
        "option": "Theurgical-Controlling",
        "description": "<p>The elemental theurgist can affect supernatural creatures with Might of the Form appropriate to the element used, assuming he can equal or exceed the being’s Might on his Controlling roll. If he succeeds, the target must carry out a single command to the best of its ability. This can also be used to banish an elemental permanently. If it is held within a container, the elemental may leave while it is about this task, but must immediately return once the command has been fulfilled. According to legend, the earliest elemental theurgists</p><p>would summon elementals into magic jars, and command them to obey the wishes of the person who released them, making them princely gifts. However, to take advantage of this legend, other elementalists would sometimes command the elementals inside such containers to kill the person who freed them instead, to punish thieves and meddlers.</p><p></p>",
        "source": "HMRE",
        "page": 25,
        "indexKey": "theurgical-controlling",
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        "defaultChaAb": "int",
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        "xp": 120
      },
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    {
      "name": "New SupernaturalEffect",
      "type": "supernaturalEffect",
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