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.

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 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. |
(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). |
(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. |
|