Thought I would share the House Rules we are using in my current Saga, since some of them cause notable changes to the game which some forum members might find interesting. I attempted to remove all the non-House Rule interpretations, though might have missed one or two.
The formatting of the source document is wonky, but I have attempted to fix it as much as possible. Our list of Spell Mastery abilities (along with the distribution and learning requirements) borrowed heavily from "Light of Andorra" here. While we modified and tweaked them, we were not the original creators for many (though there are several unique to our group).
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Characters
Confidence Points
Characters begin each story with their full allotment of Confidence points, which equals one plus twice their score. Confidence may be recovered at the same rate as Long Term Fatigue. One nightâs rest recover one point of Confidence or Long Term Fatigue, not both. Confidence may not recover faster than Fatigue, meaning if you are down on both you must recover a Fatigue before recovering a Confidence point. A full day and night will recover one of each though.
Confidence Score & XP
When a Confidence Point would normally be awarded (by RAW), gain a Confidence XP towards increasing your Confidence. Each level requires the total XP cost to buy an Ability of that level. (0 to 1 = 5XP, 1 to 2 = 15XP (20 total), 2 to 3 = 30XP (50 total), etc.) A characters maximum Confidence Score is capped by age as determined on the âMaximum Ability by Ageâ chart, AM5 p. 31.
Automatic (Area) Lore Exposure
In addition to any other experience source, you also gain 2 XP per season in the local âArea Loreâ, such as â(Covenant) Loreâ, until you reach a score of 2 (15 XP) in that lore. After reaching 2 (15 XP) in the local âArea Loreâ, 1 XP per season can be assigned to the local until you reach 3 (30 XP) or a higher tier Area that the local Area is part of up to a score of 2 (15 XP). Higher tiers = Tribunal, Country or Geographic Region.
If the majority of a season is spent traveling, the gain is 2 XP towards a higher tier (normally Country or Region) that the character is traveling through, with the limit still at a rating of 2 (15 XP).
Characters start the game with total XP equal to [Age x2], divided using the above limits. â(Home Village/City) Loreâ and â(Covenant) Loreâ are the normal locals.
(Area) Lore Specializations
With (Area) Lore, you can develop multiple specializations. With a score of 4 or higher, you may spend XP to choose an additional Specialization. They cost [Pyramid x5] XP beyond the first and you can have up to half your (Area) Lore Ability total (5 XP for your second, 10 XP for your third, 15 XP for your fourth, etc).
Automatic Language (Local) Exposure
In addition to any normal XP gain, you also gain 2 XP per season in the locally spoken Language. This is reduced to 1 XP per season when you reach a score of 3 (30 XP) and stops when you reach a score of 4 (50 XP).
If there are two languages spoken, divide the time evenly between them. This can result in only gaining 1 XP every two Seasons, if one language is known at 4+ and the other at 3.
Magi gain 50 XP in Language (Latin) and the Language spoken in their Masterâs Covenant if it is not their native tongue. For Grogs and Companions, work it out with the SG. Generally, it should not exceed [Age x2] XP. For Grogs and Companions who interact regularly with Magi, they can take up to [Age] XP in Latin.
Languages Related to Native Language
Living Languages in the same Language Family as a characters Native Language can be learned from a Virtual Score (Based on the Language understanding tables), once you gain enough XP to increase that score by one point. For example, if your Native Language is French 5, the virtual Occitan score is 3. For 20xp, you gain an actual score of 4 and can write it on the character sheet.
Language Specializations
With Living Languages, you specialize in a Dialect or a Use. With a score of 4 or higher, you may spend XP to choose additional Dialects. They cost [Pyramid x5] XP beyond the first and you can have up to half your Living Language Ability total (5 XP for your second, 10 XP for your third, 15 XP for your fourth, etc). No more than one specialty can be a Use.
For Dead Languages, you choose a single specialization for a Use. There are no Dialects and you cannot gain additional Use specializations when the Ability score increases.
Changing Specializations
Specializations for skills other than Languages and (Area) Lore can be changed whenever the score is increased through some form of practice, training, or study. It can not be changed from expenditure of Adventure XP, unless that expenditure is done in conjunction with practice, training, or study.
Adventure Experience
All adventure XP is cumulative with whatever else the character was doing that season. Time spent adventuring still counts for distraction. (The same as Story XP from prior Editions)
Personality Traits from Virtues/Flaws
Personality Traits granted by Virtues/Flaws/Mysteries require rolls for them when applicable even for Magi and Companions. The Personality Trait gained from a minor Virtue/Flaw is +3 (or -3). The Personality Trait gained from a major Virtue/Flaw is +5 (or -5).
Apparent Aging Rolls
Anyone with a supernatural Aging Roll modifier can start making apparent aging rolls at 20. This roll is a simple die and uses all Aging Roll modifiers. Rolls of 3+ have no effect.
Magi Required Starting Abilities
In addition to the minimum starting Abilities listed in the core book (Artes Liberales 1, Latin 4, Magic Theory 3, Parma Magica 1), Magi must also begin with Order of Hermes Lore 1 and Code of Hermes 1. Thanks to the Language Exposure rule, this still results in 40 XP more for Magi to spend how they choose over the default requirements.
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Books
Extended Book Production Rules
A Summa/Tractus has a Base Source Quality of the author's Communication +6. This is the quality listed in all published sources. In addition, a book's Source Quality is modified by its craftsmanship, and possibly by other factors.
Superior craftsmanship is granted by professional, high quality scribal work (+1), illumination (+1), and binding (+1), for a maximum of +3. Each requires a Laborer Total (Char + Profession + Innovation + Material) of 12+ to obtain. If <6, the result is poor quality (-1) for that category.
All books may be written using resonant materials . This provides a +1 (bought) or +2 (obtained in play) bonus to the source quality. Any book, on any topic, may incorporate resonant materials [unlike what Covenants says]. Crafting a book using resonant materials typically requires the use of minor magics. Clarification can only be performed on Books about Arts (15+), Hermetic Arcane Abilities (5+) or Spell Mastery (Mastered the Spell 5+) by a Magus who meets the minimum ability requirement.
A book may be glossed by its readers if their Com is higher than the author's, with one season of work. Summa require at least half of the book's Level in the Ability/Art, while Tractus require the glosser to possess the Ability/Art. This provides a +1 bonus to quality.
A tractatus may be written as a commentary on a summa, providing a +1 bonus to quality. It can only be read with full benefit by someone who has read the summa for at least a season. For those who have not read the summa, the quality of the tractatus is treated as if it had a -4 penalty (-3 hand to understand, -1 for losing the commentary bonus). After reading the summa they may revisit the tractatus but only gain 4 XP (not improved by Virtues or modifiers).
A book may be quickly copied , for a x3 increase in copying speed. It has the âQuickly Copiedâ flaw, which is -1 to quality. The âQuickly Copiedâ book can serve as a basis for creating a copy without this flaw by someone skilled in the Ability/Art (5+). This takes the same time as writing it normally. If it was read before this, then the produced version can be Glossed . (âEx Librisâ)
Exemplars can also be produced at the same x3 rate as quickly copied books. They have the âExemplarâ flaw, which is -3 to quality. However, a standard copy of the book can be produced from an Exemplar using the normal copying rules (this is what they are designed for). Books in this format are the standard used in trades without restrictions. Selling a book restricted by the âCow & Calf Oathâ in this form is considered poor form, while gifted books are never in this format.
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Spell Mastery
Mastered Spells
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
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
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. Any listed as "Cult of Mercury" can be gained from any of its various incarnations, including research into the original pre OoH Cult.
Mastery Abilities
Acute Sense
True Lineages, p.71
This may be taken a second time for improved effect. The second time is âVery Rareâ.
(Rare, Quasitores)
Adaptive Casting
True Lineages, p.99
Though originally developed by the Cult of Mercury, this is readily available to any magus. This Mastery must be taken on the highest Mastery Ability for a given spell (if you possess more than one) and consolidates the XP of all levels of the spell into one Ability.
Note: Books on Spell Mastery are not listed with level. All books on Spell Mastery for a General Spell are for the same spll, no matter the writer or readers known level.
(Common, Cult of Mercury)
Apatropaic Mastery
Infernal, p.122
Note: the bonus is to the effect level of the spell, not the actual level.
(Uncommon, Demon Hunters & Infernalists)
(Realm) Attunement
You are adept at casting the Mastered Spell in a Foreign Aura (Divine or Infernal; for Faerie Auras see Faerie Attunement). Reduce the penalty to casting roll and additional botch dice in the Foreign Aura by Mastery Score, to no lower than 0. This Mastery only applies to one Foreign Aura type chosen when taken, though a second selection allows it to apply to both.
(Rare, Demon Hunters [Infernal], House Bonisagus, House Jerbiton [Divine])
Boosted Casting
True Lineages, p.99
(Uncommon, Mutantes)
Ceremonial Casting
True Lineages, p.99
Though originally developed by the Cult of Mercury, this is readily available to any magus.
(Common, Cult of Mercury)
Connection Mastery
For spells that target a location by Arcane Connection, you have developed innate Arcane Connections that can be used as the target of the Mastered Spell. You may attune one location per point of Mastery. One attuned location can be swapped each time your Spell Mastery increases, allowing you to change your bond locations. (Normally used with teleport spells, though possible with scrying spells)
(Rare, House Bonisagus)
Disguised Casting
True Lineages, p.99
(Rare, Cult of Mercury or House Jerbiton)
Efficient Casting
You are much more efficient at empowering rituals, achieving results while using less vis than normally required. Subtract the lower of your Mastery Score or local Magic Aura (1/2 Faerie Aura) from the amount of vis normally required. This reduction may not exceed half the required vis. This may be combined with the Virtue Mercurian Magic. 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 below one 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
Having trained under a Merinitae magus, you may add the full bonus of any Faerie aura you're in to your casting roll with the Mastered Spell. 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 from the extra botch dices given by the Faerie Aura. (This reduction is in addition to the standard reduced botch dice from the Spell Mastery Ability.)
(Uncommon, House Merinita)
Fast Casting
ArM5, p.87
(Common)
Flexible (Parameter)
Choose one Parameter of the spell (Range, Duration, or Target/Size). You can alter that parameter by 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 Flex on a single parameter. You may not take the spell beyond tenth magnitude unless it is a ritual.
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
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 Level of the spell, so you may not take it beyond the tenth magnitude unless the spell is already a ritual.
When you employ Forceful Casting, you must always use a Loud Voice and Exaggerated Gestures (or expend a Fatigue Level instead).
(Uncommon, House Flambeau)
Harnessed Casting
True Lineages, p.99
(Rare, Mutantes)
Hastened Casting
This Mastery is intended for Ritual spells, reducing the time required to cast it. Subtract your Mastery score from the minutes per magnitude (base of 15) that it would normally take. This Mastery can be combined with a Casting Space. The fastest is 1 minute per magnitude.
(Rare, Cult of Mercury)
Imperturbable Casting
Societates, p.33
(Common)
Introspective Casting
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
The Bonus from Mastery is applied to your Magic Theory score. This has the same general effect, a bonus to overall Lab Total. It will affect other calculations based on Magic Theory, i.e., how many pawns of vis you can work with or the maximum value of Shape & Material bonuses.
(Uncommon, Cult of Mercury, House Verditius)
Learn From Mistakes
True Lineages, p.100
(Rare, Cult of Mercury)
Life-linked Ritual
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. Must have a below Virtue.
(Rare; Mercurian Magic1, Life Boost, Leper Magus, Diedne Magic, Imbued with Spirit of (Form)2)
1 Pawns of "life energy" do not count towards Botch dice
2 uses Short Term Fatigue
Location Aura Mastery
You are adept at casting the Mastered Spell in specific areas (you may be attuned to one location per point of Mastery). It may be a familiarity 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)
Magic Resistance
ArM5, p.87
(Common)
Multiple Casting
ArM5, p.87
You can multi-cast your mastery score times at once. Mastery score 1 is only 1 casting.
(Common)
Obfuscated Casting
Societates, p.34
(Uncommon, House Flambeau, House Tytalus)
Optimized Mastery
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
You may choose this mastery additional times, adding an additional +1 to Penetration (in addition to your mastery score bonus for choosing it the first time) each 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
Note: the bonus is to the effect level of the spell (or the roll), not the actual level.
(Common, Lineage of Praelix)
Secure Casting
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
(Rare, Cult of Mercury)
Still Casting
ArM5, p.87
(Common)
Soft Magic
This Mastery allows you to "soften" the way you cast the Mastered spell upon others, treating it as if it were designed for 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 is cast at +1 magnitude. The casting time cannot be reduced (full round Formulaic, 15 minutes @ mag Ritual).
(Uncommon, House Bonisagus)
Tethered Casting
True Lineages, p.100
(Rare, Mutantes)
Unraveling
Societates, p. 129
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
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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Hermetic Magic
Wards
All Wards must Penetrate. Wards are made up of a Type and Style. Aegis of the Hearth is not a Ward, but something beyond them.
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Type: General (Realm) Wards
General Wards are Rego Vim, attuned to a specific Realm, and affects all beings of Might from that Realm. General Circular Ward can work in both directs at once (In to Out & Out to In). -
Type: Specific (Realm) Wards
Specific Wards are Rego Form, which must match both Realm and Form. If they only affect a specific category of beings covered by that Form, calculate Penetration without deducting the spell level. If they affect all beings of Might of that Realm and Form, Penetration is as normal. -
Type: Mundane Wards
Mundane Wards are Rego Form, which must match the Form of the subject. They can affect all or a specific category of mundane beings covered by that Form. Specific Wards can only be cast as a one-way barrier of protection. These have no effect against beings with Might. While most mundane things do not have Magic Resistance, penetration is required to affect those that have it (such as a âHuman Wardâ affecting a Magus). -
Type: Protection Wards
A Personal Ward against a mundane substance, such as fire or steel, provides a bonus to soak damage by it. Use the âWard against Heat and Flamesâ as a guideline (base 4 grants a +5 to Soak, and each magnitude grants another +5). The protection only covers part of a Form (such as fire or cold (Ignem), but not both). A Circular Ward against a mundane substance prevents some specific part of a Form from crossing through the Ward. -
Style: Circular Wards
Circular Wards traditionally use the Target of Circle, but those with a Target of Room, Structure or Boundary can fall into this category. They prevent the affect beings from crossing the area of effect and can be cast as one-way or bi-directional barriers. All can use the Ring Duration. -
Style: Binding Wards
Target Circle Wards of General or Specific (Realm) can be used for binding. If of high enough level and penetration, they trap the Being of Might within them. In addition to the normal effects, they prevent the Being of Might from escaping to another Realm unless dismissed by the person who cast the Ward or someone who understands it (requires study). They also prevent the bound entity from interfering with the Ward, ether physically or by powers. They are always uni-directional and prevent âIn to Outâ movement. -
Style: Personal Wards
Personal Wards have a Target of Individual or Group (a number of individuals), and are intended to prevent the subject or substance from harming or affecting the one protected.
Circle/Ring Ward Shapes
Circle/Ring Wards do not have to be drawn in a perfect circle. In addition, acceptable alternates are geometric polygons of simple (Hexagon, Pentagon, etc.) and self-intersecting (Hexagram, Pentagram, etc) design. Lines, Triangles, and Squares/Rectangles are allowed for non-binding Wards.
Aegis of the Hearth
There are three levels of Aegis effect: Active (Took part in Casting, can âInviteâ), Passive (Present during Casting, cannot âInviteâ), and Others (affected by Aegis without âInviteâ/Token).
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External to a Regio
The Aegis of the Hearth does not extend into a Regio if cast outside of said Regio (External Aegis). Despite this, an effect cast into the Regio from a point within the Aegis is affected by the Aegis. Effects cast solely within the Regio are not affected by the Aegis. -
Internal to a Regio
The Aegis of the Hearth does not extend outside of a Regio if cast within a Regio (Internal Aegis). All levels of the Regio are interwoven and can be affected by an Aegis cast over a whole lower level. To achieve this, the diameter of the Aegis must be greater than the diameter of the level it is cast on, plus a fraction of the higher levels. This fraction is half for one step, a quarter for two steps, an eighth for three steps, and so forth. Beings of Might and spells within the mundane level are unaffected by the Aegis, though they must overcome it to gain entry into the Regio. -
Barring against Beings of Might
The Aegis can prevent beings of all four Realms of Might from entry, though it must Penetrate to prevent entry. Beings of Might summoned from within the Aegis by an Active participant are considered invited and do not have to overcome the Aegis. A common technique for potentially hostile summons is to revoke the invitation immediately after the being arrives. Those summoned by someone who did not take part in the casting (Passive or Other, even if Invited/has Token) are blocked the same as if they attempted to enter normally. -
Resistance Effects
The resistance to external spells (including knocking down spells that cross the boundary), and reduction of Casting Totals (or a powers Penetration Total) does not require the Aegis to Penetrate. The Aegis will not knock down the Parma Magica of Magi who cross it. -
Abilities gained by Supernatural Virtues
The Aegis will reduce the rolls to use most Abilities gained by Supernatural Virtues by half its level. This will Prevent the use of most Abilities gained by Supernatural Virtues, unless the user was Present during the casting or was invited/has a token. The only such Abilities not affected by the Aegis are those of a passive sensory kind, such as Second Sight or Sense Holiness/Unholiness.
Hermetic Magic Casting & Magical Activities
Creo Creation Targets - Creo spells to fill up a room/structure with something like light or heat can use Target Room or Structure. It is the same spell level as taking Individual and 2 or 3 points of size required to affect the same number of base individuals. This comes with the default understanding that it fills the room/structure evenly. Light for example cast no shadows.
Props Needed for Ceremonial Casting - Adding Artes Liberales and Philosophiae to a casting score (of a Ritual spell or Ceremonial Casting) requires âelaborate ritualsâ, which is interpreted to imply props are required. These include mundane items such as chalk, candles, colored robes, incense, and perhaps items with appropriate shape and material bonuses. Circumstances may also make the application of such props impractical, denying the magus of the Abilitiesâ bonus to the casting score.
Casting Mastered Ritual Spells - If you have Mastered a ritual spell, it can be cast with a Simple Die (no botch dice) unless the circumstances are considered stressful (SGâs Call). Doing so precludes the use of any Mastery Ability on the Ritual.
Craft/Creation Magic
Finesse Difficulty & Roll - The Finesse target difficulty is the Desired Craft Level (C&G, p 67) + Time Modifier (0, +3, +6, +9) + 3. The Finesse roll is Per + Finesse + Familiarity (-3, 0, +3). Do not attempt to get cute with Faerie Modifiers. If the roll fails to reach the target difficulty, the result is unusable (Rego) or Shoddy (Creo). Creo Rituals can choose to âTake 9â instead of roll. This is a total of 9, no matter what the individuals Per, Finesse, or Familiarity is.
Intricate Creo - Creo can use Intricate modifiers to the spell level to offset the Difficulty time modifiers at 1 Magnitude per +3. They cannot reduce the modifier to lower than 0.
Maximum Item Quality - Calculate a Workshop Total of Per + Finesse + Raw Materials. The requirement is the same as mundane Craftsmen. The Excellent Items +# limit is Finesse /3.
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Laboratory
Labs & Lab Activities
Fixing Arcane Connections - It requires about 1 week of lab work (not 1 season) to fix an arcane connection. This costs 1 Vim Vis. This fixing can be combined with enchantment activity that uses the Arcane Connection, but uses 1 of the potential Vis spent in a season. A season devoted solely to fixing arcane connections can fix a number equal to the Magusâ Magic Theory.
(This is an Original Research change to the world made before play began)
Charged items and lab texts - Make one charge for every 5 points of the effect level, plus one charge for every 2.5 levels (rounded up) that your lab total exceeds the level of the effect. This increases the number of charges that can be produced in a season.
Familiar Assistance - Familiars don't count towards the maximum number of assistants you are allowed in the lab with Leadership greater than 0. However, with Leadership 0, you are limited to 1 assistant or your familiar.
Ceremonial Casting Props & Lab Space - Tiny & Small Props (+1 or +2) take up no effective space in a lab (list as a Free Virtue). Medium Props (+3) take up 1 space (list as a Minor Virtue). Large Props (+4) take up 3 spaces (list as a Major Virtue). Very Large Props (+5) are too large to setup in a lab and require a separate room. Labs always count as 3 minutes per Magnitude.
Lab Text for Enchanted Items - The Basic Triggers, Linked Triggers, and Effect Use of an Enchanted Item Lab Text can be changed. This modifies the Target: change Base Trigger +0, change Linked Trigger/Effect Use +3, add Linked Trigger/Effect Use +6. Lab Text can include Optimized Mastery (note Mastery Level).
Environmental Triggers - An Environmental Trigger can be activated by a defined event that occurs within its Range/Target and is covered by its Forms (main or requisite). An example is a PeIg (T: Room) effect that is activated by a fire in the room.
Level for Warping - When calculating if an enchanted effect causes warping as a powerful effect, only use things that modify the Magnitude (Base, R/D/T, Complex, etc). Modifiers that add a fixed amount to the level (Triggers, Uses, Penetration, Restriction) are not counted.
Refining the Lab - Refinement seasons can also be used to add Lab Virtues, if the Lab Virtue would fit into the free space of the Lab before the Refinement was performed.
Mothballing a Lab - The annual cost of a lab while it is mothballed is 10% its normal cost, rounded to the nearest 0.25 lbs. This will reduce the mothballed cost per year to 0 for labs with an Upkeep score of 0 or less. There is no cost for mothballing a lab, while preparing it for use cost ½ its normal cost (equal to 1 season of activity in a year). It takes one month to mothball or prepare a lab for use (can be combined with lab activity, taking 1/3 the Season total) and requires a Magic Theory of at least 3.
Enchanting Weapons & Armor - The Enchantment Guidelines in Parma Fabula (4th Edition, p. 4~6) can be used when enchanting weapons and armor. Weapons enchanted in this way are not stopped by Parma Magica/Magic Resistance, except for those using the âEnemy Specific Enchantmentâ.
Multiple Lab Activity
Inventing Minor Spells - You can always create spells of the same TeFo with any leftover Lab Total you have, no matter what the base activity was. This includes creating minor spells in the last season of creating a large multi-season spell. These spells are limited to level 5 for any primary activity other than inventing spells. Generally, they should be related to what the primary activity was.
Season Limits - Total Vis is limited as standard (MT x2, possibly modified by Virtues). For Enchanted Items (Invested, Lessor, and Charged) the Total Shape & Material (S&M) is limited to MT, Total Similar Spell (SS) is limited to MT. Calculate your base Lab Total without any S&M or SS bonuses.
Design & Enchant the Effects - When enchanting multiple items, design each effect and calculate the total needed to produce it (Level x2). Multiples of the same item/effect are grouped together. Add appropriate S&M and SS bonuses to each activity. While you can use the same S&M or SS bonus for different activities, each use counts towards your maximum total. No matter if you are producing one or ten of an item, you can only use each bonus once with it.