[size=150]Spell Mastery[/size]
[tab][/tab]The following list includes all existing Mastery abilities and a few new ones. Notes indicate Frequency and Origin. Existing Mastery abilities are given a page number reference, and new or modified abilities are given a full description.
Frequency & Origin
Frequency
Frequency refers to how frequently the ability is encountered and how readily available the knowledge is. The scale is as follows:
Common: Automatically available to any magus
Uncommon: Available to most magi with the most tenuous of explanations
Rare: Normally available to a select group, requiring the magus to be part of that group or be taught the ability by one of them
Very Rare: Available to an exclusive group, usually requiring a special Virtue or Mystery or at least an agreement to keep it exclusive within the group
Origin
[tab][/tab]Origin refers to the original development of the Mastery ability. For Common & Uncommon masteries, this may be merely historical reference. For Rare and Very Rare, this indicates the requirements for that mastery.
Mastery Abilities
Acute Sense (1)
True Lineages, p.71
Taken the first time
(Uncommon, Quasitores)
Acute Sense (2)
True Lineages, p.71
This may be taken a second time for improved effect
(Rare, Quasitores)
Adaptive Casting
True Lineages, p.99
(Uncommon, Cult of Mercury)
Apatropaic Mastery
Infernal, p.122
(Uncommon, Demon Hunters & Infernalists)
Aura Mastery
[tab][/tab]You are adept at casting the Mastered Spell in one or more specific areas (you may be attuned to one location per point of Mastery). It may be a famiarity with ley lines or certain conjunctions of the sun-moon-stars reflected in geography, or just about any quasi-mystical excuse. Double the value of any bonus that aura provides, or halve any penalty inflicted. This does not affect botch dice.
(Rare, House Diedne, House Merinita)
Boosted Casting
True Lineages, p.99
(Uncommon, Mutantes)
Ceremonial Casting
True Lineages, p.99
[tab][/tab]Though originally developed by the Cult of Mercury, this is readily available to any magus.
(Common, Cult of Mercury)
Disguised Casting
True Lineages, p.99
(Rare, Cult of Mercury or House Tytalus)
Efficient Casting
[tab][/tab]You are much more efficient at empowering rituals, achieving results while using less vis than normally required. Subtract your Mastery Score from the amount of vis normally required. This reduction may not exceed the strength of the local Magic Aura, and can reduce the amount by no more than half. This was developed in imitation of Mercurian Magic, and if combined with that Virtue this is even more efficient. Reduce the required vis by half for that Virtue first, then apply the effects of Mastery. In any case, the vis cost can be reduced no lower than a single pawn.
Efficient Casting also allows you to add your Mastery Score to the amount of vis you are able to handle when casting the spell, even if it is not a Ritual.
(Rare, Cult of Mercury)
Faerie Attunement
[tab][/tab]Having trained under a Merinitae magus, you may add the full bonus of any Faerie aura you're in to your casting roll. You still don't count as "attuned to faerie", and thus still suffer extra botch dices due to the Aura, although you can subtract your Mastery score to the extra botch dices given by the Aura.
(Uncommon, House Merinita)
Fast Casting
ArM5, p.87
(Common)
Flex-(Parameter)
[tab][/tab]Choose one Parameter of the spell (Range, Duration, or Target/Size). You can alter that parameter by up to one magnitude up or down (or equivalent yet different). How this parameter is flexed is determined when this mastery is chosen. You can take this mastery multiple times to flex different parameters in different ways. You cannot flex two parameters at once unless Flex (specific combination) is chosen as a third separate mastery, and you may not stack two flexings on a single parameter.
This mastery is fully compatible with Flexible Formulaic Magic, and magi with that virtue may freely combine or stack those effects with this mastery.
(Rare, Cult of Mercury/Flexible Formulaic Magic)
Forceful Casting
[tab][/tab]This mastery is applied to spells that have force involved; be it an amount of damage caused, kinetic strength, a volume of energy, or some such. Each time this mastery is chosen, you may opt to add one magnitude of Force to the level of the spell (such as adding +5 to direct damage spells). You may choose this mastery multiple times and vary the amount of increased force, but each magnitude added increases the effective Level of the spell, so you may not take it beyond the tenth magnitude unless the spell is already a ritual.
[tab][/tab]When you employ Forceful Casting, you must always use a Loud Voice and Exaggerated Gestures (or expend a Fatigue Level instead).
(Uncommon, House Flambeau)
Goetic Mastery
Infernal, p.124
(Very Rare, Goat Magic which is banned)
Harnessed Casting
True Lineages, p.99
(Rare, Mutantes)
Hastened Ritual
[tab][/tab]This Mastery is intended for Ritual spells, reducing the time required to cast it. Subtract your Mastery score from the minutes per magnitude (base 15) that it would normally take. That is, it takes (15 - Mastery) minutes to cast the spell. However, casting a ritual in a haste fashion such as this is risky, adding one botch die per minute of reduction you take advantage of (you don't have to go as quickly as your full mastery score indicates). You may take this Mastery multiple times to multiply the effect, so taking it twice means reducing the time to 15 - (twice Mastery) minutes per magnitude, taking it three times takes three times your mastery score minutes of the base 15 per magnitude, etcetera.
[tab][/tab]This Mastery was originally developed by the Cult of Mercury, and is especially useful to those with the Mercurian Magic Virtue as they may employ it without restriction. Other magi must utilize a Casting Space similar to the sort described in HoH-Societates on page 59-60. The speed of casting may not exceed that appropriate for the quality of said space, regardless of Mastery Score and number of times improved upon.
(Rare, Cult of Mercury)
Imperturbable Casting
Societates, p.33
(Common)
Introspective Casting
[tab][/tab]This mastery is used with spells that provide knowledge or information (mainly Intellego spells), allowing you to add your Mastery score to rolls involving the effects of such spells.
(Uncommon, Quasitores)
Lab Mastery
True Lineages, p.100
[tab][/tab]The Bonus from from Mastery is applied to your Magic Theory score. This has the same general effect, adding a bonus to your overall Lab Total. But this may affect other calculations based on Magic Theory, such as how many pawns of vis you can work with or the maximum value of Shape & Material bonuses.
(Uncommon, Cult of Mercury or House Verditius)
Learn From Mistakes
True Lineages, p.100
(Rare, Cult of Mercury)
Life-linked Ritual
[tab][/tab]This Mastery allows the caster to draw upon their internal life energies to fuel the Ritual spell in place of vis. They may spend a number of Long-Term Fatigue Levels up to their Mastery score as if they were actual vis. For some magi, this can result in Rituals powered by pure life energy. Pawns of life energy still contribute to Botch dice however.
[tab][/tab]This is a Rare Mastery, requiring a specific Virtue or Mystery. Normally that would make it Very Rare, but there are several options and different ways that naturally synch with this ability.
(Rare; Mercurian Magic[sup]1[/sup], Life Boost, Leper Magus, Diedne Magic, Imbued with Spirit of (Form)[sup]2[/sup])
[sub]1 Pawns of "life energy" do not count towards Botch dice
2 uses Short Term Fatigue[/sub]
Magic Resistance
ArM5, p.87
(Common)
Multiple Casting
ArM5, p.87
(Common)
Obfuscated Casting
Societates, p.34
(Uncommon, House Tytalus)
Optimized Mastery
[tab][/tab]This requires the Lab Mastery ability, and is generally available to House Verditius (though can be learned from the lab notes of a magus who utilized this mastery in the project). Like Lab Mastery, this only applies when instilling an effect similar to the mastered spell. For the purpose of calculating the amount of vis needed to instill the enchantment, you may subtract your Mastery score from the level. This does not make the enchantment easier, just less expensive. No matter how well the effect is optimized, it requires a minimum of one pawn to enchant.
(Rare, House Verditius)
Penetration
ArM5, p.87
[tab][/tab]You may choose this mastery additional times to add another +1 to Penetration (in addition to your mastery score bonus for choosing it the first time).
(Common)
Precise Casting
Societates, p.34
(Common, House Flambeau)
Quick Casting
Societates, p.34
(Common, House Flambeau)
Quiet Casting
ArM5, p.87
(Common)
Rebuttal
Societates, p. 129
[tab][/tab]Note: the bonus is to the effect level of the spell (or the roll), not the actual level.
(Common, Lineage of Praelix)
Secure Casting
[tab][/tab]You are quite secure and competent with the Mastered spell, and are much less likely to mishandle the magic. Subtract twice your Mastery Score from any botch dice (doubling the normal benefit of mastery). This is especially useful for Ritual Spells that are cast frequently, or spells normally cast in a foreign aura.
(Uncommon, House Bonisagus)
Silent Casting
ArM5, p.87: Requires Quiet Casting (Common)
Stalwart Casting
True Lineages, p.100 (Cult of Mercury, Rare)
Still Casting
ArM5, p.87 (Common)
Soft Magic
[tab][/tab]High Powered magic of the seventh magnitude or more inflict Warping, and with Constant Effects this can result in high levels of accumulation. One point when cast, plus one per season and one per year. The exception is if the magic was Designed for or Cast by the subject, who only receive one per year for constant effects.
[tab][/tab]This Mastery allows you to "soften" the way you cast the Mastered spell upon others, treating it as if it were designed for or cast by them (no Warping for a high level effect and only one point per year if constant). A Softly Cast spell has no Penetration ("Forceless Casting"), and take a full round to cast. For Rituals, the time required is not altered, but may not be reduced by other factors.
(Uncommon, House Bonisagus)
Tethered Casting
True Lineages, p.100
(Mutantes, Rare)
Unraveling
Societates, p. 129
[tab][/tab]Note: the bonus is to the effect level of the spell (or the roll), not the actual level. As per those rules, add three times mastery score to rolls to PeVi spells thus mastered to counter or cancel magic.
(Common, Lineage of Praelix)
Vacillated Casting
[tab][/tab]When you cast a spell, you are able to "hold" it by Concentration, opting to release or decline it later as you choose. When you release the spell, you may choose to do so quickly as if it were Fast Cast. This is inefficient, as the spell had to have been cast and held in a previous round. Concentration is automatic unless something perturbs you. If you fail your Concentration roll, the spell dissipates.
(Uncommon, House Flambeau)
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