| 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. |