Glossary

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Art One of the Techniques or Forms. Represents the components into which Hermetic magic was broken by Bonisagus. See ArM p. 64.
Casting Total The roll total generated when casting a spontaneous, formulaic, or ritual spell. This casting total is used to determine spell success and also (combined with Penetration) whether the spell affects a target with magic resistance.
Form Represents one of the classes of magical Arts a magus will learn. Forms are the elements and materials manipulated by magic. See ArM p. 65.
Gift, The The inherent ability of a magus to cast spells and manipulate magical power. Speculation abounds as to the source of this inborn talent. See ArM p. 17.
Magnitude Magnitude of a spell is calculated by dividing its spell level by 10 and rounding down (as is standard in d20). Conveniently, magnitude roughly corresponds to the level the spell would be in D&D. Thus, a magnitude 4 spell would be roughly equivalent to a level 4 spell in D&D.
Mundane A term used for the non-Gifted denizens of Mythic Europe (the ArM default setting).
Pace Unit of measure in ArM. Assume it is equivalent to three feet.
Spell Level As in D&D, represents the overall power of a spell. In this adaptation of ArM magic, the level will vary from 4 all the way up to 150 or more. Spell levels in ArM are calculated using guidelines in the ArM rulebook. For canonical formulaic and ritual spells they are specified in the spell description.
Technique Represents one of the classes of magical Arts a magus will learn. Techniques are the ways of manipulate the targets of magic. See ARM p. 65.
Vim Latin for "power." Represents raw magical power. Metamagic spells in ArM manipulate vim. See ArM p. 66.
Vis A form of magic power found stored in certain physical substances. Used to strengthen spells, learn about magic, or enchant magic items. See ArM p. 67.
 

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