Laboratory Mechanics

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In Ars Magica, no special feats are needed for a Magus to brew a potion, craft a talisman, or forge that magic item of great power.

Lab Totals
Potions
Minor Potions
Banes and Charms

 

Lab Totals

For a Hermetic mage:

lab total = Int + Technique + Form +Knowledge (magic theory) + BLB

For those with Greater Herbalism:

lab total = Wis + Profession (herbalist) + Knowledge (folk magic) + BLB

BLB Base lab bonus from class level chart.
Technique, Form, Knowledge (magic theory), Profession (herbalist), Knowledge (folk magic) Ranks in the appropriate skill.

 

Aura: Add the greater of any magical (or faerie, in the case of cunning-folk) aura present.

Vis: +10 for every pawn of vis used

Special Effects: if form is appropriate for effect (GM choice)

Potions

(Potions may be made by Hermitic magi and cunning-folk)

Calculate potion level as with any other Hermetic spell. Convert spell level as usual (d20 level = ArM level × 2 + 3).

Other bonuses:

Herbalism: Apply Herbalism bonus: poisons, +10; antidotes, +10; healing,+10; hallucinogens, +6 [This seems excessive, use a feat?]

Results:

One extra dose for every 10 points your lab total exceeds the effect level.

Minor Potions

(Available to anyone with the feat Greater Herbalism.)

Example target skills:

Animal Empathy – given to animal
Bonuses to Fort saves – to resist drugs and poisons
Concentration
Diplomacy – given to target
Faerie Sight
Handle Animal – given to animal
Heal – applied to victim; modifies healer's roll
Intuit Direction
Search
Second Sight
Sense Motive
Spot

The DC is always 15. To make the roll, make a Profession (Herbalist) check (using a botchable d20 roll).

Results:

If successful, add half (or subtract all) of the maker's Profession (Herbalist) ranks to (or from) the appropriate target skill or save.
Botches result in a Con drain (that automatically recovers in 24 hours) equal to the maker's Profession (Herbalist) ranks × 2.
Two potions taken to affect the same skill/roll result in a 6 Con drain (that automatically recovers in 24 hours).

Banes and Charms

(Available to those with the Bane Maker and Charm Maker feats.)

Charms and Banes can be minor or major. 

Add the appropriate modifiers:

Increase a characteristic: + (3.5 × increase)
Increase a skill: + (1.5 × increase)
Add a feat effect: +14
Longevity charm (for self): + (1.5 × modifier to aging rolls)
Longevity charm (for others): + (2.5 × modifier to aging rolls)
Cap a skill at its current level: +6
Rolls in a single skill are always zero: +28
Rolls in a single skill always fail critically: +42
Reduce a characteristic: + (3.5 × decrease)
Remove the effect of a feat: +14

For a lesser charm divide the modifier by 2. Then apply the appropriate modifier for duration and number of uses:

Duration DC modifier
Day +0
Week +2
Month +4
Uses DC modifier
One -2
Three 0
Continuous +2

To craft the charm or bane, make a Craft (charm) roll (a botchable one) against a base DC of 25 with the following modifiers:

ranks in Knowledge (folk magic)
character's BLB
ranks in Profession (herbalist)
Aura: Add the greater of any magical or faerie aura present.

 

 

 

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