AD&D Magic in the Ars Magica system

Rolls

Basic Casting Roll
Roll Technique + Form >= Spell Level
lose one Fatigue level if unsuccesful
Spontaneous effect
(Roll Technique + Form)/2 = spell level
lose one Fatigue level
Targeting a spell
Roll Perception + Finesse + modifier >= difficulty
Casting Speed
Roll Quickness + Finesse - Encumbrance
Penetration
casting roll + Penetration
Casting a spell while maintaining another
Roll Intelligence + Concentration = 15+
Recognizing a spell
Roll Perception + Magic Theory = 9+
Multiple Casting
Roll Intelligence + Finesse - # of targets = 9+ to cast
Parma Resistance
Form + 5x Parma Magica

If more than one Technique or Form applies, use the lowest score for each.
If you do not have at least a zero score in a Technique or Form, you may not cast spells that involve it.

Spells:

Spell levels are 10 x AD&D level

example effect levels:

The Hermetic Techniques and Forms:
the hermetic techniques and forms

Wizard Character Creation

Some Wizardly Virtues & Flaws:

+2: Enduring. You have a particularly enduring constitution, and have one extra winded fatigue level. This virtue may be taken more than once.

+2: Aptitude for Magic. You have an aptitude for magic, but have never exploited it. With Proper training you could probably become a competant hedge wizard, or perhaps even a true sorcerer. You may or may not be aware of this aptitude.

+3: Form Specialist. You are a specialist in one of the Hermetic Forms. All rolls involving it are doubled. However, due to your affinity with this Form, you are completely unable to cast spontaneous spells that do not involve it.

+3: Wild Magic. You have access to one of the Hermetic Techniques or Forms, but must spend Experience Points in order to utilize it.

+5: Technique Specialist. You are a specialist in one of the Hermetic Techniques. All rolls involving it are doubled. However, due to your affinity with this Technique, you are completely unable to cast spontaneous spells that do not involve it.

+6: Hedge Wizard. You have learned some of the basics of magical theory and casting. You have access to up to 10 of the Hermetic Techniques and Forms, in which you have an automatic zero score. You may take Arcane Abilities.

+10: Wizard. You are a fully trained sorcerer. You have full access to all Hermetic Techniques and Forms, and have an automatic zero score in all of them. You gain as many levels of known Formulaic spells to start with as you spend Experience Points on the Hermetic Techniques and Forms. You may spend experience points on Arcane abilities.

Suggested Wizardly Abilities


woodelfwritings
created by woodelf@yar.cs.wisc.edu