New Skills

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Skill Rules

Standard Skill Rolls

ArM makes use of standard skill difficulties. The following table converts these skill difficulties to d20 difficulty classes (DCs). [Note 9]

Task Difficulty

ArM Roll

d20 DC

Very Easy

3

5

Average

6

10

Difficult

9

15

Very Tough

12

25

Extremely Difficult

15

30

Skill Conversions

The following outlines how skills and talents from ArM convert to d20 System skills. Italics indicate new d20 skills (stat in parenthesis indicates basis for skill) found in the New Skills section.

Mapped Skills

These skills have an equivalent in d20, and are thus mapped to that skill. In future editions of these conversion rules I may elaborate on changes to these d20 skills needed to accommodate ArM mechanics.

This ability or talent in ArM…

…converts to this in d20 rules

Alchemy

Alchemy

Animal Handling

Handle Animal

Animal Ken

Animal Empathy (exlusive)

Athletics

Balance, Escape Artist, Jump, Tumble

Awareness

Search, Spot

Bargain

Diplomacy

Boating

Profession (boater)

Brawling/Xxx Weapon

(Weapon proficiency or weapon focus feats as appropriate)

Charm

Bluff

Chirurgy

Heal

Climb

Climb

Concentration

Concentration

Contortions

Escape Artist

Craft (type)

Craft (type)

Direction Sense

Intuit Direction

Disguise

Disguise

Empathy

Sense Motive

Etiquette

Diplomacy

Folk Ken

Sense Motive

Forgery

Forgery

Guile

Bluff

Healer

Heal

Herbalism

Profession (Herbalist)

Hunt

Wilderness Lore

Intrigue

Diplomacy

Jongleur

Perform (juggling), Tumbling, Perform (comedy)

Knowledge (Theology)

Knowledge (Religion)

Knowledge (Area Lore)

Knowledge (Local or Geography)

Leadership

Intimidate

Legerdemain

Pick Pocket

Pick Locks

Open Lock

Play (instrument)

Perform (instrument)

Read Lips

Read Lips

Ride

Ride

Sing

Perform (ballad/chant/melody)

Speak Latin

Speak Language (Latin)

Stealth

Move Silently, Hide

Storytelling

Perform (storytelling)

Survival

Wilderness Lore

Swim

Swim

Wagoneering

Profession (teamster)

Weather Sense

Knowledge (weather)

New Skills


Name

Key Ability


Untrained


Exclusive

Source


Description

Affinity (subject)

None

No

No ArM

Add the skill ranking as a bonus to casting or resisting magic related to (subject). Gain this as result of taking the Magical Affinity feat.

Certámen

Int

No

Yes ArM

Used when conducting magical duels.

Craft (bane) Int Feat No HM Granted as a result of taking the Craft Bane feat.
Craft (charm) Int Feat No HM Granted as a result of taking the Craft Charm feat.
Craft (scribework) Int No No ArM  
Divination Int Feat No ArM  
Dousing Wis Feat No ArM  
Enchanting Music Cha Feat No ArM  
Entrancement Cha Feat No ArM  

Faerie Magic

None

Feat

No ArM

Used to as a bonus to cast or resist faerie magic or spells. Gain this as a result of taking the Faerie Magic feat.

Faerie Sight

Wis

Feat

No HM Granted as a result of taking the feat Faerie Sight. Can better perceive all things fey.

Finesse

Wis*

No

Yes ArM

Used to manipulate spell effects in order to perform special feats. Used as a bonus for aimed (ranged touch attack) spells.

Form (type)

None

No

Yes ArM

Forms represents an understanding of the types of magic to manipulate. Choose from animál, aquam, auram, corpus, herbam, ignem, imáginem, mentem, terram, vim. [Note 2]

Knowledge (artes liberals)

Int

No

No ArM

 

Knowledge (church lore) Int No No ArM  

Knowledge (civil and cannon law)

Int

No

No ArM

 

Knowledge (disputatio)   No No ArM  

Knowledge (enigmatic wisdom)

Int

No

No ArM

As a GM, you may want to base this roll on Wis.

Knowledge (faerie lore)

Int

No

No ArM

 

Knowledge (folk magic)

Int

Feat

No ArM Used by hedge wizards; analogous to Knowledge (magic theory). Only available to those with The Gift, or Minor Gift. Allows recognition, collection, and use of wild vis. Source: Hedge Magic.

Knowledge (hermetic law)

Int

No

No ArM

 

Knoeledge (lectio) Int No No ArM  
Knowledge (legend lore) Int No No ArM  

Knowledge (magic theory)