TEXT: Parma Fabula
  Parma Fabula
  Ars Magica Storyguide Screen
  Ars Magica Storyguide Screen
  ™
  ™
  
  Development, Editing, and Layout: Jeff Tidball
  Editorial Assistance and Layout: John Nephew
  Contributing Authors: John W. Baichtal, David Chart,
  Peter Hentges, John Nephew, Robin Steeden, Jeff Tidball,
  and Ian Welsh.
  Interior Illustrations: Eric Hotz and John Scotello.
  Playtesting: David Chart, Marc Messner, The Wanderer,
  and Robbie Westmoreland.
  Special Thanks: Bob Brynildson and Jerry Corrick.
  Ars Magica players participate in a thriving fan community by sub-
  scribing to email discussion lists (like the Berkeley list), compiling
  archives of game material (such as Project Redcap), maintaining fan-
  created websites, and running demos through Atlas Games’ Special
  Ops program. To learn more, visit www.Atlas-Games.com/arsmagica.
  You can also participate in discussions of Ars Magica at the offical
  Atlas Games forums located at forum.atlas-games.com.
  Ars Magica, Mythic Europe, Covenants, and Charting New
  Realms of Imagination are trademarks of Trident, Inc. Order
  of Hermes and Tremere are trademarks of White Wolf, Inc.
  and are used with permission.
  Copyright ©1996, 2012 Trident, Inc. d/b/a Atlas Games. All
  rights reserved. Reproduction of this work by any means
  without written permission from the publisher, except short
  excerpts for the purpose of reviews, is expressly prohibited.
  Parma Fabula
  Ars Magica Storyguide Screen
  Parma Fabula
  Ars Magica Storyguide Screen
  ™
  ™
  Table of Contents
  Chapter I: Fabulous Treasures  . . . . . . . . . . . . . . . . . . . . .2
  Chapter II: Library  . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
  Chapter III: Mercenary Grogs  . . . . . . . . . . . . . . . . . . . .27
  Credits
  St. Paul, Minnesota
  www.Atlas-Games.com
  DIGITAL VERSION 1.0
  
  2
  Chapter I
  Fabulous Treasures
  Chapter I
  Fabulous Treasures
  T
  his chapter concerns the wondrous and fabulous
  things that many characters desire and seek.
  While many characters in Mythic Europe have
  little use for coin that has no value in and of itself,
  other objects are quite widely desired. This section
  offers guidelines for creating mythic treasures and
  offers dozens of examples you can use as inspiration
  or include as they are in your own saga.
  Making Treasures
  Mythical
  Most fantasy role-players have participated in
  games where wealth is measured in coins and magic
  is measured in modifiers. But in Mythic Europe, coin
  is largely irrelevant (but is certainly becoming more
  important as time passes) and magic is legendary. It
  only makes sense that the treasures found in Mythic
  Europe should reflect the wealth of the background.
  When creating treasures, ask yourself what
  makes each item special. If you can only quantify
  your creation in terms of hard numbers, you are
  probably not thinking mythically. For example, if
  you say that the stores of a powerful count contain
  15,000 silver coins, you’re not thinking mythically.
  If, on the other hand, you decide that the count’s
  wealth fills seven large chests which overflow with
  gold, silver, gems, and jewelry whose origins span the
  world, you are on the right track.
  The same holds true for magical artifacts. If you
  introduce a quest for a magical sword whose power
  lies in its +10 bonus to damage, you have become
  hung up on mechanics. On the other hand, if the
  weapon in question gleams like the sun and throws
  off fire that destroys opponents, you are thinking
  mythically.
  Of course, there is no reason not to quantify—
  simply be aware that Ars Magica characters will be
  impressed with and inspired by descriptions of myth-
  ical effects rather than with statistics and numbers.
  Characters in Ars Magica cannot recognize and cat-
  egorize items in terms of game statistics like damage
  bonuses and accuracy modifiers. Rather, you should
  begin with mythic flavor and insert rules behind it,
  out of view of the characters in the game world.
  Types of Treasure
  Magical artifacts are highly sought after by
  nobles and magi. Most role-players are also aware of
  the value of magical items. But remember that arti-
  sans and craftsmen also create mundane objects of art
  and quality throughout Mythic Europe. Some are
  better than others, but all serve as status symbols for
  those who possess them. Objects of quality, if they are
  
  functional objects, also usually offer advantages over
  more pedestrian versions.
  Do not neglect these sorts of items. A high qual-
  ity sword that is not magical may be more valuable
  to a swordsman than a poorly-balanced one with a
  magical gem in its pommel. Likewise, a magus of
  Flambeau would covet an ancient book relating the
  secrets of the Art of Ignem over most other magical
  trinkets. Nobles desire items that reflect their sta-
  tion, and so many collect artistic masterworks rather
  than items that might be more practical.
  Spell Guidelines for
  Enchantment
  Although it is important to think mythically
  when designing magical weaponry, Ars Magica is a
  game with statistics. After generating the mythical,
  you must have a way to quantify it. The spell guide-
  lines in Ars Magica provide one way to do this—you
  could create a staff that shoots Balls of Abysmal
  Flame, for example. The guidelines that follow quan-
  tify the ways that the Arts work within the game sys-
  tem to modify the statistics of weapons and armor. In
  effect, they are spell guidelines like the others listed
  in the Spells chapter of the Ars Magica rulebook.
  These guidelines, however, are meant to be used in
  conjunction with the rules for instilling effects into
  magical items that begin on page 82 of the fourth
  edition rulebook.
  General Rules
  When multiple effects are instilled in a single
  item, the effects described must work cooperatively.
  Therefore, when more than one of the effects
  described below are instilled into a single item, they
  combine to form a single effect (provided they share
  the same Form and Technique) whose magnitude is
  the total of all magnitudes required by the effects.
  Note also that the levels listed here are the basic
  effect levels, before modifiers (like those for effect
  frequency) are added in.
  Magic Resistance and
  Enchanted Weapons
  Magic resistance, such as that provided by the
  Parma Magica, offers a special problem when used
  against enchanted weapons. Magic resistance pro-
  tects against spell effects that directly attack the tar-
  get, and against spell effects that magically create a
  medium which attacks the target (see “Spells That
  Can Be Magically Resisted” in ArM4, page 72).
  Because of this definition, it is important to
  know exactly how a given effect operates. Each
  effect described below affects a weapon, projectile,
  shield, or piece or armor, making it more damaging,
  more accurate, or less weighty. The effects them-
  selves do not attack any target, nor do they create a
  medium that attacks. Therefore, Parma Magica and
  other forms of magic resistance do not affect
  weapons enchanted with these effects.
  FABULOUS TREASURES
  3
  
  On the other hand, it is quite possible to instill
  effects that do attack directly, or that create a medi-
  um which attacks. A sword that explodes in a Ball of
  Abysmal Flame (CrIg 35) every time it lands a blow,
  for example, creates a medium that damages a target.
  Thus, the target of such an effect would be allowed to
  use his Magic Resistance against the Ball as normal.
  Enchantment Guidelines
  Enchanting Melee Weapons
  Rego Terram can be used to produce the follow-
  ing effects:
  • Increase the Damage of a weapon by +1 per mag-
  nitude of effect. If the weapon’s Damage is
  increased beyond 50% of the base damage bonus
  (for example, a weapon whose base damage is +4
  is increased to more than +6), the weapon will
  eventually break since it is not designed to with-
  stand the additional stress placed on it. This prob-
  lem can be solved by using Muto Terram to tough-
  en the weapon, requiring an effect of least half of
  the damage-increasing effect’s magnitude. See
  “Increase a Weapon’s Toughness,” below.
  • Increase the accuracy (that is, the Attack bonus)
  of a weapon by +1 per magnitude of effect. Doing
  so requires an Intéllego requisite if the bonus is
  more than +1.
  • Increase the Defense of a weapon by +1 per mag-
  nitude of effect. Doing so requires an Intéllego
  requisite if the bonus is more than +1.
  • Reduce the Strength required to use a weapon by
  1 per magnitude of effect. 
  • Reduce a weapon’s load by 0.5 per magnitude of
  effect (to a minimum of 0, of course).
  Muto Terram can be used to produce the follow-
  ing effects:
  • Increase Damage by +1 per magnitude of effect.
  This is limited to an increase of +6 for edged
  weapons and an increase of +3 for pointed
  weapons, and is further limited to a doubling of
  the weapon’s base Damage bonus. For example, a
  dagger cannot be given a Damage bonus greater
  than +6, because that is double its normal +3.
  Blunt weapons gain nothing from this effect.
  • Increase a weapon’s toughness. Each two magni-
  tudes of effect increase the number of botches
  required to break the weapon. A weapon enchant-
  ed with a 10th level effect requires a double botch
  to break, a weapon enchanted with a 20th level
  effect requires a triple botch to break, and so on. 
  Note: All of these Terram effects should be
  Herbam effects if the weapon being enchanted is
  made entirely from wood. If a given weapon is made
  from a combination of wood and some other sub-
  stance, use your judgment to decide if one is clearly
  more appropriate than the other or if the second
  should be a requisite.
  Enchanting Missile Weapons
  Rego Herbam can produce the following effects.
  • Increase the Damage bonus of a projectile by +1
  per magnitude of spell effect.
  • Increase the accuracy (that is, the Attack bonus)
  of a projectile by +1 per magnitude of spell effect.
  This requires an Intéllego requisite if the bonus is
  more than +1.
  • Increase the Damage bonus of a bow, crossbow, or
  sling by +1 per magnitude of spell effect.
  • Increase that accuracy (that is, the Attack bonus)
  of a bow, crossbow, or sling by +1 per magnitude of
  spell effect. The maximum possible modifier is +1.
  • Reduce the Strength required to use a missile
  weapon by 1 per magnitude of effect. 
  Note: Other Technique/Form combinations
  might be more appropriate than Rego Herbam
  depending on the item being enchanted. For exam-
  ple, it might be better to use Rego Terram for a sling
  stone. As always, the storyguide is the final arbiter.
  Enchanting Armor
  • Rego Terram (or Rego Animál for leather) reduces
  the load by 1 per magnitude of effect. Since armor
  restricts movement as well as weighing a lot,
  4
  PARMA FABULA
  
  FABULOUS TREASURES
  5
  magic cannot reduce the loads beyond these min-
  imums:
  Cuirass (any)
  –1
  Hauberk (any)
  –2
  Full armor (any)
  –3
  • Muto Terram (or Muto Animál for leather)
  increases Soak by +1 per magnitude of effect. 
  Enchanting Shields
  • Rego Herbam can increase Defense by +1 per
  magnitude of effect. This requires an Intéllego
  requisite if the bonus is more than +1. 
  • Rego Herbam can reduce the Load of a shield by 1
  per magnitude of effect.
  • Muto Herbam can strengthen a shield. Every two
  magnitudes of strengthening increases the number
  of botches required to break the shield as
  described under toughening weapons.
  Note: Most shields are wooden, but Rego
  Terram should be used for metal shields and Rego
  Animál used for leather shields. The storyguide
  should make a judgement about which Arts (with or
  without requisites) are appropriate when a combina-
  tion of materials compose a given shield.
  Enemy-Specific Enchantments
  Any of the enchantments described in this sec-
  tion can be enemy-specific. That is, the bonus only
  applies when the item is used against a certain type
  of opponent. This sort of enchantment is quite com-
  mon in tales of the middle ages.
  In order to create enemy-specific enchantments,
  simply double the bonus given against general tar-
  gets. For example, a sword could be given a +3 bonus
  to Attack with a third magnitude effect. Therefore,
  it could be given a +6 bonus to attack giants with a
  third magnitude effect. (Note that such a sword
  would not give any magical bonus to attack creatures
  Example of Weapon
  Enchantment
  Grismentho of Tremere wants to outfit his
  shield grog with some improved arms and armor so
  they will both be safer in combat. He decides to
  create a shield with more defensive capability than
  the mundane tower shields available from the
  covenant stores, and to create a short sword that is
  more effective than usual for defense.
  Grismentho’s player (remember, Grismentho
  himself knows nothing of game statistics) decides
  to instill a +3 bonus to Defense in the shield, and
  to strengthen it so that three botches are required
  to break it. The increased Defense will be a third
  magnitude Rego Herbam effect requiring an
  Intéllego requisite, and the strengthening will be a
  fourth magnitude Muto Herbam effect. Both will
  be of constant use, which further modifies their lev-
  els by +5, producing levels 20 and 25, respectively.
  These effects are instilled as described in the
  Laboratory chapter of the Ars Magica rulebook; see
  “Enchanted Devices” on page 82. All normal rules
  for form and material, preparation, and effect
  investment apply.
  Moving on to the short sword, Grismentho’s
  player decides that he wants to increase the Attack
  by +2, increase the Defense by +4, and reduce the
  load by .5 to zero. Increasing the attack requires a
  Rego Terram effect (Intéllego requisite) of level 10,
  increasing the Defense requires a Rego Terram
  effect (Intéllego requisite) of level 20, and reducing
  the load requires a Rego Terram effect of level 5.
  Since all of these effects are to be instilled in the
  same item, and since they are all Rego Terram
  effects, they combine to form a single effect of level
  35. The Intéllego requisite from the Attack and
  Defense modifications carries over. The combined
  effect will be of constant use, bringing the level to
  40. Grismentho decides that he doesn’t want just
  anyone picking this sword up and using it, so he
  restricts its use to himself and the grog he is making
  it for. This adds another three levels. The final
  effect to be instilled is Rego Terram (Intéllego) 43.
  
  other than giants.) Making a weapon enemy-specif-
  ic adds an appropriate requisite: Corpus for giants,
  Vim for demons, Animál for dragons, and so on.
  The storyguide is the arbiter of exactly what
  constitutes a type of target. Specific types (cats, drag-
  ons, magi, or cattle, for example) are allowable, but
  artificially wide groupings (like humans or faeries)
  should be disallowed.
  Catalog of the
  Fabulous
  Three sections follow. The first contains magical
  artifacts from across the width and breadth of
  Mythic Europe and beyond. The next section,
  “Items of Beauty and Quality” presents items that
  have no inherent magical powers, but are neverthe-
  less treasured above most other mundane things.
  Finally, a selection of scholarly texts is presented—a
  selection of great value to those who read and study.
  Some are more detailed than others, providing a
  greater or lesser opportunity to tailor the artifact in
  question to your saga. In any case, the items
  described below should serve as examples that will
  help you think about the role of treasures.
  Magical Artifacts
  Amber Amulet
  These magical amulets look like large teardrops
  of amber set in gold. There are dozens of them float-
  ing around Mythic Europe, but no one knows who is
  making them—possibly a magus outside the Order of
  Hermes, as Hermetic investigation reveals that the
  effects of an Amber Amulet are not Hermetic. No
  doubt the Quaesitores would be interested to find
  out where these amulets originate.
  If worn, an Amber Amulet grants the wearer a
  bonus of 1 to any roll for resisting the effects of any
  Hermetic spell. This bonus applies to both magical
  resistance rolls and natural resistance rolls. The
  effect should be investigated as if it were level 25. 
  6
  PARMA FABULA
  
  The Ankh of Sakkara
  This is a fabulous jewel looted by robbers from
  the tomb of an Egyptian pharaoh. An ankh is a cross
  with a looped top, which carries a special meaning in
  Egypt. In part, it is the symbol of a king’s divine right
  to rule.
  In addition to being quite valuable, the Ankh of
  Sakkara has a number of magical powers. First, any-
  one holding or wearing the Ankh receives the bene-
  fits of the spell Aura of Rightful Authority (ReMe
  20)—the Ankh actually makes the character more
  kingly. An investigation roll at level 35 is required to
  find this power, as the enchantment is pre-Hermetic
  in origin.
  Second, when the individual holding the Ankh
  issues orders, treat his Communication as if it were
  one point higher than it is. Although the wielder
  will notice no difference, those he speaks to will
  more clearly understand than they might otherwise.
  An investigation roll at level 35 is required to dis-
  cover the details regarding this power.
  Bones of Evil Fate
  These chicken bones may be thrown down to
  predict the future. Unfortunately, they usually tell of
  evil news, which has a tendency to come true.
  Anyone with a score of one or more in Enigmatic
  Wisdom, Occult Lore, Magic Theory, Legend Lore,
  or Divination can understand the Bones of Evil Fate.
  Others can use the bones and suffer the effects, they
  just can’t read the predictions.
  When the bones are thrown down, the sto-
  ryguide rolls a simple die; if a 1-8 is the result, it is a
  harmful prediction. If the roll is a 9 or 10, then it is
  a positive reading. The storyguide must determine
  exactly what result the bones foretell, but maladies
  such as Death, Misfortune, Sadness, Injustice,
  Illness, and Poverty are recommended. Note that the
  Bones only affect the diviner if he did the reading for
  his own benefit. If it was for someone else, that per-
  son suffers the effects. The storyguide determines the
  actual manifestation of the prediction, whether it is
  negative or positive. 
  Finally, it seems that the Bones of Evil Fate can-
  not be scattered. If individual bones are lost, they
  always seem to find their way back to the rest.
  Investigating the Bones with Hermetic magic is
  futile.
  The Cassock of Merlin
  This robe grants two very useful effects that can
  greatly increase the power of a magus. It is supposed-
  ly the property of Merlin himself, though this is
  doubtful, as the powers it bestows are clearly
  Hermetic in origin. The cloth of the robe is old and
  black, with wear showing at the sleeves. Tarnished
  silver embroidery shows at the sleeves and collar.
  The Cassock of Merlin allows a magus casting
  any Intéllego or Rego spell to enhance that spell
  with The Sorcerer’s Fork (MuVi Gen) and/or Wizard’s
  Boost (MuVi Gen). These effects will work on any
  appropriate spell that is of eighth magnitude or
  lower. If a higher level spell is begun, and the powers
  of the Cassock are invoked, the robes grow warm,
  and get hotter as the spell progresses. If the casting
  magus does not cease casting before the spell is fin-
  FABULOUS TREASURES
  7
  
  ished, the robes burst into magical flame, doing +25
  points of damage initially, and +10 points for three
  more rounds before the garment is permanently
  destroyed.
  An investigation roll of at least 60 is required to
  discover the Wizard’s Boost effect, and a 30 is
  required to find the Sorcerer’s Fork effect. An inves-
  tigation roll of 35 or greater will reveal the disastrous
  side effect of casting too high.
  The Coat of Many Colors
  This ornate robe looks like something a royal
  courtier might wear—it is a masterwork of crimson
  and gold, with dragons and suns worked into the
  embroidery. The Coat has a number of powers, all
  improving the ability of the wearer to rule others.
  Unfortunately, it also has a subtle curse. The Coat’s
  origin is unknown. It is likely that whoever made it
  wanted to be able to dispose of the wearer if the need
  arose.
  Anyone wearing the Coat of Many Colors con-
  stantly benefits from effects of Aura of the Ennobled
  Presence (MuIm 10, investigate effect at level 15).
  Furthermore, the wearer may cast Aura of Rightful
  Authority (ReMe 20, investigate effect at level 20)
  once per day by designating a target (which can be
  the wearer) and speaking the words “Obey this man
  as you would obey me.”
  The Coat is cursed in that the wearer is vulner-
  able to betrayal—his Presence is lowered by 2 for the
  purpose of holding the loyalty of long-term retainers,
  especially those with strong wills. Furthermore, any-
  one who realizes he has been dominated by the
  power of the Coat will come to hate the wearer.
  Finally, anyone striking the wearer from behind
  gains a +9 bonus to his attack. Discovering these
  curses requires investigation of a 30th level effect.
  Colmac’s Brush
  This item was the loving work of a magus who
  enjoyed painting. The brush itself has a bone handle
  and black bristles made of the hair of an unknown
  beast.
  Anyone who begins painting with the brush dis-
  covers that he has found an amazing skill at the art.
  If he devotes himself to painting, he can create mas-
  terful paintings at the rate of one per week. If he
  paints only in his spare time, paintings are produced
  at the rate of one per season.
  The catch is that Colmac was slightly mad. His
  brother was beheaded when Colmac was a child, so
  no matter what the subject of a given painting is, or
  how carefully it is painted, a severed head is always
  found somewhere in the piece. As a result, many col-
  lectors refuse to buy paintings made with this brush.
  The magical effects of the brush are investigated
  as single effect, which is level 25 for those purposes.
  The Coronet of Bonisagus
  This golden circlet is obviously a master’s craft,
  inlaid with electrum traceries and studded with tiny
  diamonds. It is rumored that this item was created by
  Bonisagus himself, but there is little evidence sup-
  porting this claim. In any case, it is likely that the
  Primus of House Bonisagus would be interested in
  seeing or gaining possession of the Coronet.
  When worn, this circlet makes the wearer per-
  suasive. Although innate skill at persuasion is
  required of the wearer, he will find that those he
  speaks with are more convinced of the logic of his
  statements than they might otherwise be. This man-
  ifests itself in a +3 to any rolls requiring persuasion,
  but the bonus only applies when the target begins
  with at least indifference to the idea. For purposes of
  investigation, this power is of the fourth magnitude.
  Wearing the Coronet of Bonisagus also affords
  the wearer a +2 increase in his Defense score. For
  purposes of investigation, this power is of the third
  magnitude.
  Cup of the Pearl’s Touch
  This golden cup has the power of the spell Touch
  of the Pearls (InAq 5, investigate effect at level 15).
  The interior of the cup is mother of pearl, and any
  poison beverage poured into the cup will turn this
  8
  PARMA FABULA
  
  material black. It is possible that this item belongs to
  a set of similar cups with the same ability.
  Dragonfang
  Dragonfang is a magical bone knife supposedly
  made from a dragon’s tooth. Legend has it that this
  tooth was stolen out of the mouth of its original
  owner by the most proficient thief in Italy, and that
  the wielder of Dragonfang is destined to eventually
  confront and slay that dragon with its own tooth.
  Dragonfang has the following characteristics:
  Initiative +2, Attack +2, Defense +3, and Damage
  +6. All other statistics are as for a knife. In addition,
  Dragonfang is able to strike at weak spots on an
  opponent’s armor. Armor worn by any target of
  Dragonfang only provides half its normal Protection,
  rounded down. For example, a half suit of heavy
  leather, normally giving a Protection of +3, is only a
  +1 against Dragonfang. Full chain mail is reduced
  from +12 to +6, and so on. 
  Finally, anyone struck by Dragonfang receives a
  special curse—until the next full moon, he or she
  suffers from the Phantom Gift (CrVi 15)—animals
  and common people react to the person as if he were
  a magus. This final power is investigated at level 25.
  The Executioners’ Hood
  This black mask was worn by a succession of
  more than a dozen executioners, each of whom
  beheaded more than 100 people, and each of whom
  in turn sold his soul to the devil. As a consequence,
  the hood is imbued with infernal power.
  Anyone facing the wearer who is bound,
  restrained, or cannot effectively fight back for some
  other reason suffers the effects of Visions of the
  Infernal Terrors (MuIm 30, investigate effect at level
  40). Anyone attacking the wearer does so at a penal-
  ty of –3 to his Initiative and Attack scores.
  Obviously, anyone connected with the Church
  would be pleased to see this foul item destroyed.
  Faeries’ Whetstone
  This whetstone has the power of the spell Edge
  of the Razor (MuTe 5, investigate effect at level 5). If
  an edged weapon is sharpened with this stone at the
  break of dawn, it receives a +2 bonus to Damage
  until natural wear and tear dulls it.
  Because of its faerie nature (which can be
  detected by anyone with the Virtue Faerie Sight)
  this whetstone has a tendency to be stolen. Anyone
  with a Personality Trait involving thievery must
  make a Stamina stress roll of 9+ to avoid pocketing
  the whetstone, regardless of whether he knows of its
  power and use.
  Frejya’s Girdle
  This plain-looking leather belt is designed in a
  ladies’ style, and has the power to transform the
  wearer into a salmon up to three times a day. This
  effect works the same way that the spell Shape of the
  Woodland Prowler (MuCo 25) does, save that no pelt
  is required. This power is investigated at level 27.
  There is a legendary curse associated with the
  Girdle, however. Any time the salmon form is
  assumed, the storyguide rolls a stress die. If the result
  is 15+, the belt slips off while the wearer is deep
  under water; drowning may result if the wearer is not
  a skilled swimmer. In any case, the Girdle is never
  found again.
  Gavin’s Knucklebones
  This distinctive pair of magical die is possessed
  of special powers that can help turn a skilled gambler
  into a very rich man.
  First of all, every fifth roll of the dice is good—
  that is, the roll is exactly what the dicer wants at
  that moment. Unfortunately, every seventh roll is
  bad—the roll is the worst one possible in that situa-
  tion. While this disadvantage might seem to make
  the die useless, the losses caused by the seventh roll
  can be negated by a skilled gambler who knows the
  pattern. 
  FABULOUS TREASURES
  9
  
  There are two other problems with the
  Knucklebones: first, they are very distinctive, being
  large, shiny, and black, with crimson pips. A few
  expert gamblers in some cities have heard stories of
  such dice and have caught on. They avoid playing
  with anyone using black and red dice. The other ill
  effect is that when the dice are rolled for the thirty-
  fifth time in one sitting (35 being a multiple of both
  5 and 7), the dice glow bright red, making their mag-
  ical nature obvious. Violence usually ensues.
  Although investigation reveals that Gavin’s
  Knucklebones are magical, no amount of laboratory
  investigation reveals the pattern of their rolls. The
  only useful technique is to roll the dice over and
  over, and to observe the pattern.
  Heartwood Paddle
  This paddle has magic of a simple but useful
  sort—it propels any small water craft along at a faster
  than normal rate. While the paddler does his work,
  the water itself helps push the boat along with an
  effect equal to the spell Push of the Gentle Wave
  (ReAq 15, investigate effect at level 25). As long as
  he paddles, the paddler never gets tired.
  The Hex of No Hope
  This evil charm appears as a black bone-beaded
  necklace which supports a wooden pendant shaped
  like a feather. If the Hex of No Hope is concealed
  within someone’s house or chambers, it curses the
  victim. As long as the Hex remains, the victim loses
  one Body level each week due to extreme fatigue and
  ill-defined pains. If all Body levels are lost in this
  way, the afflicted character dies. Body levels lost in
  this way do not recover as normal, unless the victim
  spends at least three days and nights away from his
  home. Even if body levels are recovered while away,
  however, the damage begins again once the victim
  returns home.
  The only way to make the effect cease is to
  remove the Hex from the premises (or move perma-
  nently away). If someone actually puts the Hex on,
  he loses one point of Stamina for a year and a day. 
  The Hex can be investigated as a single level 30
  effect.
  The Mask of Sakkara
  This fabulous golden mask was looted from a
  pyramid in Egypt long ago. The mask has the power
  similar to the spell Disguise of the Transformed Image
  (MuIm 15, investigate effect at level 25). However,
  it only creates the image of a noble Egyptian, and
  always the same one. It is a kingly face, shaved bald,
  with a long, oily black beard bound up in ribbons.
  The eyes are glittering black, and the teeth are
  slightly yellow. This magical effect is rarely useful
  (since it attracts a lot of attention in Mythic Europe)
  but the mask itself is quite beautiful and costly.
  Originally, this mask was used by a succession of
  pharaohs who capitalized on an ancestor’s godlike
  reputation and ruled in his name with the help of the
  mask.
  The Oft Misspent Coin of Grismentho
  This coin appears to be a regular silver coin. The
  coin has some nicks and gouges in it, but with edges
  and imprints that are still clearly readable. On the
  front side, it shows a portrait of a kingly-looking fig-
  10
  PARMA FABULA
  
  ure. Although many will claim to recognize the pro-
  file as that of some notable local monarch the actu-
  al face is that of the coin’s creator, Grismentho of
  Tremere. This effect is magical (MuIm[In] 5, investi-
  gate at level 10). The reverse of the coin bears sym-
  bols relating to the Art of Mentem.
  More importantly, anyone who is offered the
  coin will accept it in exchange for anything that he
  has the power to give. Although at the time the sell-
  er will be perfectly happy with the trade, depending
  on his Intelligence (a simple roll + Intelligence of
  6+) he may later become disillusioned and bitter, if
  he was swindled. If the roll does not succeed, he
  remains perfectly content with the arrangement,
  even if others later point out his folly. Of course, the
  coin’s new owner is free to use the coin in the same
  way, provided he realizes its power. This ability
  should be investigated at level 25.
  Grismentho would rely on his grogs to steal this
  coin back after he used it (after all, it took a fair bit
  of work to make), but it was eventually lost in Rome
  after going through several pairs of hands in a single
  afternoon. As it has a way of traveling quickly, it
  could wind up anywhere.
  Picts’ Warpaint
  This blue clay-like substance is imbued with spe-
  cial herbs and magical effects that can invoke a
  berserker frenzy in anyone painted with it.
  Developed by the Picts, this paint is like the spell
  Endurance of the Berserkers (ReCo 15) in that it
  grants the wearer immunity to the effects of fear,
  fatigue and wounds for 1 hour. If dealt a killing blow,
  the recipient immediately dies.
  Salve of the Restored Body
  Legends tell of a senile old hermit who lives in a
  deep wood, creating powerful magical medicines and
  selling them for a pittance. Finding the hermit, on
  the other hand, might only be possible after difficult
  travels and dangerous adventures.
  This salve looks like ordinary white ointment,
  smelling of herbs. If slathered on a wound, it has the
  effect of the spell The Chirurgeon’s Healing Touch
  (CrCo 20), of instant duration. A jar of this salve
  typically contains 1-10 doses. 
  The Sphere of the Sea
  The Sphere of the Sea is a small sphere, one and
  a half inches in diameter, made of colorless crystal
  and water. The upper half of the sphere is of crystal,
  carved with elaborate and finely detailed scenes of
  human figures riding and fighting serpentine
  sea-creatures. The lower half is of water. No matter
  how the sphere is turned, the lower half is always
  FABULOUS TREASURES
  11
  
  water, and the upper half crystal, although rotating it
  does bring different parts of the carved decoration
  into view. The water in the lower half is not con-
  fined by any visible barrier, and it is possible to put a
  finger into it. If the sphere is placed on a surface, it
  rests on the water.
  When found, the sphere is inside a cage of fine
  silver wire, with a chain attached to allow it to be
  worn. This, however, was added to the sphere long
  after it was made, and has no part in its magical abil-
  ities.
  The sphere is intensely magical, showing up as at
  least fifteenth magnitude to Intéllego Vim spells.
  Investigation in the laboratory reveals nothing
  unless the investigator’s Lab total is seventy five or
  higher. If it is, he will learn that the sphere is
  non-Hermetic, and that the effects described below
  are merely side effects. He will not be able to deter-
  mine the primary effect, however.
  A magus carrying or wearing the sphere gets +10
  to all magic totals involving Aquam. Anyone carry-
  ing it, whether magus or not, will know the direction
  to the nearest sea, and will not drown in salt water.
  This does not grant any other protection, or the abil-
  ity to swim, so he may still be eaten by sharks, or die
  of thirst before he can reach land.
  Any mundane fire coming within a few feet of
  the Sphere dies out, and it gives a +10 to magic resis-
  tance against magical fires (which is cumulative with
  any other magic resistance). Finally, a magus wearing
  the Sphere suffers a –10 penalty to all magic totals
  involving Ignem.
  Obviously, this is a powerful item, and the sto-
  ryguide should think carefully about the hidden
  nature of the sphere before introducing it to his saga.
  Starhammer
  This legendary weapon was forged from a fallen
  star, and is essentially a simple two-handed ham-
  mer—except that it weighs twice as much as iron.
  Consequently, the Starhammer is harder to wield
  than most normal weapons, but is much deadlier
  when it actually makes contact. The hammer has the
  following characteristics: Initiative 0, Attack +1,
  Defense 0, Damage +14, Minimum Strength +2,
  Load –2.5.
  Legend also has it that no natural material can
  withstand the Starhammer. Anything that it strikes
  will eventually fall, though it may take up to a day to
  make a hole in something as resilient as a city wall.
  Whether this legend is true is unknown—in any
  case, few objects would be able to withstand its blows
  even if no magic assisted it.
  Whetstone of Unnatural Sharpening
  Knowing that her protective custos depend on
  their weapons just as she depends on her Gift,
  Enhantrix of Verditius created this whetstone to sim-
  plify the job of looking after the weapons of her
  covenant.
  This Whetstone has two effects. The first, a
  Perdo Terram 5 effect which should be investigated
  at level 15, is triggered by stroking the whetstone
  along a blade as you would a normal whetstone.  The
  blade receives +2 bonus to damage, which is abrad-
  ed by normal use. The second, a Muto Terram 10
  effect investigated at level 20, is also triggered by
  stroking the whetstone along the blade. This action
  cleans the blade, leaving it highly polished.
  Items of Beauty and Q, uality
  The Black Viper
  The Black Viper is a huge, opaque, black gem
  the size of a closed fist. Though it is hard as a dia-
  mond, no one has been able to determine what sort
  of gem it is, for no stone like it has ever been seen.
  Even magical means of investigation have not been
  useful. There has been debate about whether this is
  due to the fact that the gem is imbued with anti-
  magic, or whether its investigators were incompe-
  tent.
  According to legend, the Black Viper was cut
  using a strand of a god’s hair; another tale tells of
  condensed viper poison. Though stories abound
  12
  PARMA FABULA
  
  describing the ill luck that follows the Black Viper, it
  possesses no curses or magical powers—it is merely a
  fabulously valuable gem.
  Blood-Edge
  Blood-Edge is a fine longsword, forged in hun-
  dreds of layers by a master craftsman from the East.
  The guard takes the form of an eagle with outspread
  wings, and fine black lizard-skin covers the hilt. 
  Engraved in the blade is the sword’s Latin name:
  Lamina Cruenta (Blood-Edge). While the sword does
  not have any special powers, its fine construction
  affords it the characteristics Initiative +3, Attack
  +3, Defense +6, Damage +7, Minimum Strength 0.
  The Gray Slayer
  Although nondescript, the sword known as the
  Gray Slayer is feared by those who know of its repu-
  tation for driving its wielder to feats of incredible
  bloodshed. Although there is no magical basis for
  this reputation, research does bear it out. 
  It looks like an ordinary longsword, possibly of
  Viking manufacture. The blade is gray steel, the
  cross-hilt is plain, and the hilt is hardwood covered
  with sharkskin. While not a pretty weapon, it is
  effective. The blade is exceptionally sharp, as reflect-
  ed in its characteristics. The sword has Initiative +4,
  Attack +5, Defense +7, and Damage +10.
  The Omega of Charlemagne
  The Omega is about one foot in height from top
  to bottom, and is made of gilded silver plates over a
  wooden frame. It is the shape of a Greek capital
  omega (Ω). The plates themselves are decorated
  with embossing, and at the center of the top of the
  Omega there is a large crystal set into the frame.
  This crystal is in two parts, and a fragment of wood
  is visible, held between them.
  The 
  Omega 
  was 
  originally 
  given 
  by
  Charlemagne to the monastery at Conques, in
  southwestern France. It formed part of a set, with a
  similar Alpha, and a very large cross, from the arms
  of which the Alpha and Omega were to be hung. In
  the chaos of the 9th century, the cross and Omega
  were stolen, although the Alpha remains in the
  abbey.
  The Omega contains a splinter of the True
  Cross, on which Christ was crucified, in the crystal
  at the top. As a result, it is a powerful holy relic, and
  grants four Faith points to any faithful Christian
  touching it. Any magus touching it must subtract
  four from all magic totals, and the room it occupies
  gains a level 2 Dominion aura. This aura will persist
  after the Omega is removed for as long as the Omega
  was kept there, after which time it will fade unless
  maintained in some way (that is, if the Omega were
  kept in a room for a year, the Dominion aura would
  persist for a year after the Omega was removed,
  unless that room was actually consecrated or simi-
  lar).
  The monastery at Conques would like the reli-
  quary back, and any covenant giving it to them vol-
  untarily will earn their favor. If they learn that it is
  held somewhere else, they will use any legal means
  available to force its return.
  The Zweihänder
  This two handed executioner’s sword was forged
  by a master. Not only does it have a strong blade and
  keen edge, it has a hollow blade filled with mercury.
  When the sword is swung, the mercury shifts to the
  business end and adds cutting power. Although this
  makes wielding the sword extremely difficult for
  someone who is not practiced in its use, it can
  become effective after practice.
  The Zweihänder has a blued steel blade with a
  squared end; its handle is hardwood wrapped with
  black leather. The weapon is not magical, but has
  the following exceptional characteristics: Initiative
  +5, Attack +6, Defense +3, Damage +11, Minimum
  Strength +1. These characteristics only apply to
  someone who has spent at least a day practicing with
  the blade. Others use it with these characteristics:
  Initiative +2, Attack +2, Defense 0, Damage +5,
  Minimum Strength +1.
  FABULOUS TREASURES
  13
  
  Tomes of Wisdom
  Each book in this section has a value based on
  what it would cost to include that title in a covenant
  library. For more information, see “Hermetic Books”
  on page 210 of the Covenants chapter of ArM4. For
  reference, these are the forumlae for calculating the
  values of books.
  Hermetic Books
  Value
  Summa
  2 x (Level + Quality)
  Liber Quaestionum
  Target + Quality
  Tractatus
  3 x Quality
  Mundane Books
  Value
  Summa
  2 x [(3 x Level) + Quality]
  Liber Quaestionum
  (3 x Target) + Quality
  Tractatus
  3 x Quality
  The Book of the Flashing Steel
  Written in Greek by a master warrior, this tome
  contains a lifetime’s accumulation of maneuvers,
  attacks, parries, and the like—quite useful to war-
  riors. It is a large and heavy book with a red-painted
  wooden cover and iron hardware.
  On the few first pages are the names of more
  than a hundred warriors who have read the book,
  including some of the most notable swordsmen of
  recent generations. The book takes about three
  months to read and absorb. After finishing, a similar
  amount of practice time is required. After that time,
  the reader is able to make use of his new knowledge.
  A character who previously lacked the skill
  Single Weapon gains it at level 3. A character who
  had the skill gains experience as if he had spent an
  entire year practicing (see ArM4, page 187). In
  either case, the character gains the Single Weapon
  specialization “longsword,” which replaces any spe-
  cialization he had previously. A character may only
  read this book once with benefit.
  Obviously, this book does not conform to the
  standard book rules. Nevertheless, it costs a flat 20
  points to include this book in a covenant library.
  Codex Grandior
  The Codex Grandior (KOH-deks GRAHN-dee-
  ohr: ‘bigger book’) is a very large single book, of
  around 1000 leaves, containing the complete text of
  the Bible, in Latin. This is not the normal Vulgate
  text, 
  but 
  the 
  uetus 
  translatio
  (WEH-tuhs
  trahn-SLAH-tee-oh: ‘old translation’), which was
  made before Jerome’s work, and is both less accurate
  and harder to read.
  The text of the Bible is only sparingly decorated,
  as the holy words should speak for themselves, but
  the book opens with a series of images. First, on two
  opposing pages, there is a picture of the Tabernacle,
  as described in Exodus. Following this, also over two
  pages, is a picture of Solomon’s Temple, showing the
  exterior of the temple itself, and the walls of the
  three courts surrounding it. After a couple of blank
  pages, there is a portrait of Cassiodorus, sitting writ-
  ing, surrounded by the tools of the scribe, with an
  open cupboard behind him which contains nine vol-
  umes. This is followed by a prologue, in which
  Cassiodorus speaks of the glories of Holy Scripture,
  and encourages Christians to study it. Finally, there
  are three divisions of the Bible into books, each list
  headed by a roundel depicting one member of the
  Trinity: a human face for the Father, a lamb for the
  Son, and a dove for the Holy Ghost.
  The Codex Grandior was written under the direc-
  tion of Cassiodorus at Vivarium, some time in the
  late 6th century. Cassiodorus was a late Roman sen-
  ator, and an important Christian. At the end of his
  life, he withdrew to a monastery which he had
  founded at Vivarium, and there he wrote several
  works of Biblical commentary, as well as his
  Institutiones, a text on Christian education.
  By the late 7th century it was at the monastery
  of Jarrow, where Bede knew it well, and it influenced
  the design of the Codex Amiatinus, a large and ornate
  Bible presented to the Pope. Jarrow was sacked by
  the Vikings in the late 8th century, and the Codex
  disappeared.
  Its association with Cassiodorus and Bede makes
  it valuable to the Church, and its plans of the Temple
  and Tabernacle may conceal mystical secrets.
  14
  PARMA FABULA
  
  Theoretically, the Bible is an inexhaustible
  source of information on Theology. In game terms,
  this version might be considered a summa on
  Theology with a level of 20 (or more) and a Quality
  of 5, but the storyguide may wish to dispense with
  statistics in this special case. If those statistics are
  applied, this book has a point value of 130.
  Codex of the Winds
  This heavy volume is divided into three parts: a
  liber quaestionum, a lab text, and a new spell.  All
  are related to the art of Auram, which was the spe-
  cialty of the elementalist Calixtus Ex Miscellanea.
  Calixtus created the original codex as a parting gift
  for his apprentice, Bensozia, to bring to whatever
  covenant she would make her home.  For this rea-
  son, the book does not require the usual translation
  necessary to decipher a wizard’s private magical writ-
  ings.
  The liber quaestionum section has a Quality of
  12 and a target level of 5 (and thus, it is a 17 point
  Hermetic text). Most copies of the book are incom-
  plete, and contain only this first and largest portion
  of the text.
  The lab text describes the creation of a magical
  dust that, tossed in the air away from the user, repli-
  cates the effect of Broom of the Winds (ReAu 15).
  This dust is manufactured like a potion (see ArM4,
  pages 88-89).  When Calixtus assembled the Codex
  for Bensozia his Magic Theory was far beyond hers,
  so he translated an old lab text from when he was a
  young magus and his Magic Theory was just 3. See
  ArM4, page 91, for information on the use of anoth-
  er wizard’s lab text.
  Finally, the original book contains Purse of the
  Captured Breeze, a simple spell created by Calixtus to
  help in the casting of other Auram magics.
  The Confessions of Theophilus the Apostate
  In early seventh century Byzantium, Theophilus
  was a notorious priest-turned-diabolist. Legend says
  that, with the guidance of a sinister Jewish magician,
  he renounced his faith in God and made a pact with
  the devil in exchange for magical powers. This
  unholy tome purports to be a distillation of all the
  dark knowledge of Theophilus the Apostate.
  Whether or not Theophilus penned the original, it is
  undoubtedly wicked. It is said that the book is writ-
  ten on human skin and bound with metal reshaped
  from defiled church fixtures. The evil of the book is
  detectable by the Sense Holiness and Unholiness
  talent; in an infernal aura, it is reported to glow.
  FABULOUS TREASURES
  15
  Purse of the Captured Breeze (ReAu 3)
  R: Reach, D: Momentary, T: Small
  Purse of the Captured Breeze ensnares a small sam-
  ple of air within reach of the magus (such as the
  breath exhaled by a fantastic beast, a gust from a
  great storm, or even the essence of a dying air ele-
  mental) and seals it within a purse, pouch, bag,
  vial, or other small container that can be imme-
  diately sealed.  When the container is opened,
  the air escapes.  This spell is most useful in prepa-
  ration for other incantations that use bits of cap-
  tured air as foci.
  
  The Confessions is a level 6 Summa in Occult
  Lore. Its Quality, however, is not a set number.
  Rather, the book’s contents are so perilous that a
  stress die is used instead of a defined Quality number
  in calculating a Study Total. A botch means the
  reader loses experience points (the number deter-
  mined by a roll of a simple die) in Magic Theory or
  Theology; or, if the reader has neither of those
  Knowledges (or has been reduced already to a score
  of less than 1), he acquires the flaw Tainted with Evil
  (see ArM4, page 48). Other possible flaws (if the for-
  mer is already possessed, or on account of repeated or
  multiple botches) are Terrors (page 49), Sense of
  Doom (page 50), and Plagued by Demon (page 50).
  In the worst imaginable case a foolish reader may
  become plagued by multiple demons. This book has
  a point value of 48.
  The original book is written in Greek. An infe-
  rior Latin translation (a normal summa of level 4,
  Quality 3) was found in the libraries of several
  Tytalus magi exterminated in the 10th century; all
  copies were burned. The book has been banned by
  the Quaesitores; possession by a magus would likely
  be grounds for expulsion from the Order and decla-
  ration a Wizard’s March. Similarly, the Church and
  secular authorities would not look kindly upon the
  owner of a copy. Ironically, the only credible report
  of the Greek original was in the library of Pope
  Sylvester II. It was spotted there by a young cleric
  who would later become a Jerbiton magus.
  On the Silent Symbols
  On the Silent Symbols is an ancient treatise on
  Hermetic theory, copied many times over and dis-
  seminated throughout the tribunals and covenants
  of the Order. Tradition says that Criamon the
  Founder wrote the book, though many Hermetic
  scholars dispute that claim. This is the least of dis-
  putes about the book; the greatest disputes have
  been between Criamon and Bonisagi about just what
  the book says in the first place.
  The book is a gloss of the work of the neopla-
  tonist Iamblichus (c. 3rd century), whose seminal
  work, On the Mysteries of Egypt, discussed the theur-
  gy or “higher magic” of the land of the Nile. Much of
  Iamblichus’ book is copied into the commentary,
  although how much varies from one hand-made
  copy to another. According to Iamblichus, theurgy is
  based on the manipulation of “silent symbols,”
  known entirely to the gods but imperfectly known by
  humans. Criamon explains the writings of
  Iamblichus and relates them to the underpinnings of
  Hermetic theory, in the process revealing many
  insights into the nature of magical forces and their
  manipulation.
  A number of passages, particularly those dealing
  with the immanent qualities of the symbols and the
  allegory of the magus/theurgist as a magical symbol
  incarnate evolving toward perfection, are notorious-
  ly inscrutable and convoluted. In many cases even
  their grammar is nearly incomprehensible as well.
  Most readers ignore these passages altogether, and
  there is no consensus on exactly what the author is
  trying to say. Magi of Criamon regard the obscure
  passages as the most important. To them, the inde-
  terminate meanings and mysterious allusions are
  essential to the occult meaning of the work—to read
  the book is not simply to acquire knowledge, but to
  experience a mysterious transformation.
  On the Silent Symbols is a tractatus worth 33
  points. It has two scores—as though it were two dif-
  ferent books, depending upon the reader. To a read-
  er lacking Enigmatic Wisdom, it amounts to a
  straightforward tractatus on Magic Theory, with a
  Quality of 5; the obscure passages are just so much
  wasted verbiage. Someone with an Enigmatic
  Wisdom score of at least 1, however, will see the
  book in a different way; this reader will gather
  insights from the obscure passages. To such a reader,
  it is a tractatus about Enigmatic Wisdom, with a
  Quality of 6. In this case, the book cannot be read as
  a Magic Theory tractatus, because the Enigmatic
  Reader’s understanding of the entire work is domi-
  nated by the “deeper” discussion.
  Characters who have no Enigmatic Wisdom
  score to begin with cannot treat the book as a tracta-
  tus in that knowledge. However, a reader who returns
  to the book after acquiring Enigmatic Wisdom can
  read it again, as though it were a completely new
  book, and benefit from its insights.
  16
  PARMA FABULA
  
  17
  T
  he contents of this chapter describe a collection
  of texts that a covenant with no positive or neg-
  ative points invested in the Library characteris-
  tic might have. It includes sections on arcane texts
  (450 points worth), mundane texts (300 points
  worth) and spells (1500 levels worth). See page 210
  of ArM4 for more information on how these points
  and levels correspond to covenant characteristics.
  The descriptions of books follow this format:
  Arcane Texts
  Summae
  On the Revealing of Secrets
  by Trutina of House Guernicus
  Intéllego (summa, level 20, quality 10), 60 points
  This summa is one of the finest Intéllego texts
  known to the Order. It has been written on good
  parchment and carefully bound. A full page illustra-
  tion of the author, sitting in her sanctum surrounded
  by the tools of both magic and justice, adorns the
  first page. This is a copy, rather than the original
  text, and there are signs that some sections have
  been edited. As Trutina’s views seem more conven-
  tional here than in her tractatus on the Schism War,
  this may be the result of political censorship. A num-
  ber of marginal comments, in another hand, have
  been scraped off the parchment, leaving only faint
  traces. At least one is a reference to “the original,”
  but no more detail than that can be made out by eye.
  Phantasms and Masks
  by Diddianus of House Criamon
  Imáginem (summa, level 17, quality 6), 46 points
  Chapter II
  Library
  Chapter II
  Library
  Book Description Format
  Motion Swift and Sure 
  by Julius of House Ex Miscellanea
  Corpus (tractatus, quality 7) Seven-
  League Stride, 21 points
  This text is notable for its painstak-
  ing and occasionally gruesome discus-
  sion of the risks of traveling in this
  fashion, although it does give sugges-
  tions for minimizing them.
  1
  2
  3
  4
  1:
  Book Title
  2:
  Author
  3:
  Statistics [subject (type of book, level or
  target, quality) spell if Hermetic tractatus,
  point value]
  4:
  Notes
  
  A note on the first page of this book states that
  the text was once concealed by the illusion of a level
  12 summa, less well written, and that the current
  text was revealed when the illusion was dispelled. It
  also states that the current text is genuine, but gives
  no indication of how this is known. The note is
  unsigned.
  Reason over the Passions
  by Philippus of House Tremere
  Mentem (summa, level 13, quality 9), 44 points
  Conflagrations, Fires and Flames 
  by Crispin of House Flambeau
  Ignem (summa, level 13, quality 4), 34 points
  The words of this text have been scorched onto
  wooden boards, which are bundled together in a
  leather sack. At places they are slightly smudged,
  which contributes to the text’s lack of clarity. The
  boards are various shapes, but all are burnt around
  the edges, as they were recovered from a number of
  fires. The top of each board shows a crude picture of
  the fire from which it came—some of them clearly
  did not take place in the mundane world. There are
  references to specific fires in the text, as well, but it
  is not clear whether these references are to the fires
  shown on the boards, or to others.
  Birth of Mastery 
  by Empedocles of House Tytalus
  Rego (summa, level 7, quality 6), 26 points
  Empedocles peppered his work with references
  to various contests that he won by the use of Rego.
  These accounts often contain enough detail to make
  the identification of the opponent and his weakness-
  es possible.
  Libri Q,uaestionum
  On Changes 
  by Ferris of House Merinita
  Muto (liber quaestionum, target 0, quality 8), 8
  points
  On Transformations 
  by Ferris of House Merinita
  Muto (liber quaestionum, target 3, quality 9), 12
  points
  One of the leaves of this book appears to be
  made of flexible silver, with writing in gold.
  Endings 
  by Gernax of House Verditius
  Perdo (liber quaestionum, target 0, quality 8), 8
  points
  Dissolution and Decay 
  by Gernax of House Verditius
  18
  PARMA FABULA
  
  Perdo (liber quaestionum, target 3, quality 10),
  13 points
  Any binding placed around these pages rots and
  falls off within a season. The pages are currently
  stored in a stone box, which is showing strong signs
  of weathering.
  The Path of Rivers 
  by Scottus of House Mercere
  Aquam (liber quaestionum, target 0, quality 8),
  8 points
  The Breath of Heaven 
  by Scottus of House Mercere
  Auram (liber quaestionum, target 0, quality 8), 8
  points
  The Wrath of Aeolus 
  by Fellidius of House Tytalus
  Auram (liber quaestionum, target 8, quality 8),
  16 points
  The questions in this text are all couched in
  terms of the behavior of ancient Greek deities,
  which makes the text harder to follow than it would
  be otherwise.
  Matter of the Soul 
  by Julius of House Ex Miscellanea
  Corpus (liber quaestionum, target 0, quality 8), 8
  points
  All of Julius’ libri quaestionum on Corpus are
  notable for the fine anatomical illustrations found in
  them.
  Humors and the Heart 
  by Julius of House Ex Miscellanea
  Corpus (liber quaestionum, target 3, quality 9),
  12 points
  The Organs of the Senses 
  by Julius of House Ex Miscellanea
  Corpus (liber quaestionum, target 6, quality 10),
  16 points
  This book originally had several blank leaves at
  the back. These have, since the book was bound,
  been written on, and are now covered with a crabbed
  hand. The scribe obviously had a lot of material to fit
  into the limited space, because the text uses a lot of
  abbreviations, many of which are personal and hard
  to follow. The small size of the text does not help the
  legibility, either. There are several references back to
  the body of the book, to pages that have been
  marked by this author, which suggests that the text
  has something to do with Corpus, and specifically
  with the head. It would, however, take a substantial
  investment of time to translate the scrawls, with no
  guarantee of a useful return.
  Strength of Stone 
  by Gernax of House Verditius
  Terram (liber quaestionum, target 0, quality 8), 8
  points
  This ‘book’ is carved on a series of over a hun-
  dred thin sheets of slate, two of which have broken,
  although all the pieces are present.
  Essence of Magic 
  by Julius of House Ex Miscellanea
  Vim (liber quaestionum, target 0, quality 8), 8
  points
  Gateway to the Enigma 
  by Waylan of House Criamon
  Vim (liber quaestionum, target 10, quality 12),
  22 points
  This text was not actually made by Waylan, but
  is derived from the form in which he chose to pass on
  his knowledge. The Criamon magus made one hun-
  dred small cubes—each about a inch on a side—of
  many different materials. The faces of each are dec-
  orated with patterns. The cubes can be arranged in a
  LIBRARY
  19
  
  square, ten cubes on a side, and the larger pattern
  thusly formed gives information about the Hermetic
  Arts. The text of this liber quaestionum consists of
  written copies of one hundred such patterns, which
  together make up a liber quaestionum on Vim. The
  symbols used are standard Hermetic ones, so no spe-
  cial knowledge is needed to follow the book. There
  are vastly many alternative patterns, however, and
  Waylan may well have hidden other texts in the
  cubes.
  Tractatus
  Counsel from Silent Watchers 
  by Trutina of House Guernicus
  Intéllego (tractatus, quality 9), Calling the
  Council of the Trees, 27 points
  A number of marginal notes, apparently by a
  member of House Merinita, record the responses of
  various trees in a faerie forest to the approaches men-
  tioned. One of the trees gave the magus some
  Herbam vis.
  Motion Swift and Sure 
  by Julius of House Ex Miscellanea
  Corpus (tractatus, quality 7), Seven-League
  Stride, 21 points
  This text is notable for its painstaking and occa-
  sionally gruesome discussion of the risks of traveling
  in this fashion, although it does give suggestions for
  minimizing them.
  The Gift of Integrity 
  by Mendax of House Merinita
  Muto (tractatus, quality 4), Earth that Breaks No
  More, 12 points
  There are many marginal notes in this text, in
  the same hand as the main text. These notes accuse
  the main text of lying and provide corrections.
  Sometimes the main text is right, sometimes the
  note. Fortunately, knowledge of the spell enables a
  magus to tell which.
  Testimony of the Sure Witness 
  by Trutina of House Guernicus
  Intéllego (tractatus, quality 4), Frosty Breath of
  the Spoken Lie, 12 points
  Magic Trapped in Matter 
  by Julius of House Ex Miscellanea
  Vim (tractatus, quality 3), Gather the Essence of
  the Beast, 9 points
  Greater Breath 
  by Scottus of House Mercere
  Auram (tractatus, quality 3), Charge of the Angry
  Winds, 9 points
  Pretty Lights 
  by Crispin of House Flambeau
  Ignem (tractatus, quality 1), Moonbeam, 3 points
  This book is incredibly opulent. The pages are
  dyed scarlet, and the writing is in gold leaf. Six full
  page miniatures illustrate different aspects of Ignem,
  and the binding is encrusted with gold and gems, as
  well as a portrait of Crispin on an ivory panel.
  Mundane Texts
  Summae
  Periphyseon 
  by John Scottus Eriugena
  Philosophiae (summa, level 5, quality 8), 46
  points
  20
  PARMA FABULA
  
  A real book, written around 860.
  Didascalicon 
  by Hugh of St. Victor
  Artes Liberales (summa, level 3, quality 9), 36
  points
  A real book, written around 1130.
  An Introduction to the Peripheral Code 
  by Trutina of House Guernicus
  Hermetic Law (summa, level 4, quality 9), 42
  points
  This text, while accurate, is written from a
  strongly Transitionalist point of view. In particular, it
  emphasizes the inapplicability of the details of many
  ancient judgments.
  Libri Q,uaestionum
  Rules of Church and State 
  by Philo of House Jerbiton
  Civil and Canon Law (liber quaestionum, target
  0, quality 8), 8 points
  Dialogue Concerning Hippocrates 
  by Julius of House Ex Miscellanea
  Medicine (liber quaestionum, target 0, quality
  8), 8 points
  The Dead 
  by Julius of House Ex Miscellanea
  Occult Lore (liber quaestionum, target 0, quality
  8), 8 points
  This text describes a dialogue between a magus
  and a summoned ghost, in the course of which the
  ghost summons several other representatives of the
  dead to illustrate points and inspire further ques-
  tions. At these points, brief descriptions of the
  ghost’s actions are given, and it is obvious that the
  magic used is non-Hermetic. In addition, the ghost
  summons a spirit from Heaven, suggesting that its
  magic can break Hermetic limits. The ghost makes a
  number of comments about its background, which
  contain enough detail to suggest that Julius had a
  real person and a real non-Hermetic tradition in
  mind. These comments provide enough information
  to guide the beginnings of research aimed at finding
  that tradition and learning its secrets.
  The Arrival of Damian 
  by Gernax of House Verditius
  Hermes Lore (liber quaestionum, target 0, quali-
  ty 8), 8 points
  This text is written in the form of a dialogue
  between a master and his new apprentice.
  The Giants’ Council 
  by Cappelaunus, Minstrel
  Legend Lore (liber quaestionum, target 0, quali-
  ty 8), 8 points
  This book purports to be a record of the pro-
  ceedings of a council of giants, and marginal illustra-
  tions depict the council from various angles and dis-
  tances. The background of mountains is consistently
  drawn, suggesting that the place could actually be
  found.
  On the Catechism 
  by Brother John
  Church Lore (liber quaestionum, target 0, quali-
  ty 7), 7 points
  The Sacred City 
  by Basil Theotokos
  Jerusalem Lore (liber quaestionum, target 0,
  quality 8), 8 points
  This book was translated from Greek by Peter
  Amadeus.
  LIBRARY
  21
  
  The Holy City 
  by Peter Amadeus
  Rome Lore (liber quaestionum, target 0, quality
  8), 8 points
  The Consecrated City 
  by Avislanus
  Islamic Lore (liber quaestionum, target 0, quali-
  ty 8), 8 points
  This book was translated from Arabic by Peter
  Amadeus, and the author’s name was, as usual, gar-
  bled in transliteration.
  Tractatus
  Scito teipsum 
  by Peter Abelard
  Philosophiae (tractatus, quality 10), 30 points
  A real book, written around 1140.
  Theologia Summi Boni 
  by Peter Abelard
  Theology (tractatus, quality 6), 18 points
  A real book, written around 1130.
  On the Schism War 
  by Trutina of House Guernicus
  Hermes Lore (tractatus, quality 6), 18 points
  This text is remarkable for the sympathy it shows
  towards House Díedne. The illegitimacy of the con-
  demnation is emphasized, as are the purely political
  motivations of Houses Tremere and Flambeau. The
  Quaesitores are depicted as having been manipulat-
  ed through their rigid adherence to past precedent,
  and the damage wrought by the War is catalogued in
  great detail. House Díedne is condemned, both for
  the excessive secrecy that brought the War about,
  and for the ferocity with which they fought, rather
  than seeking a political solution. The whole book is
  peppered with marginal comments. Most are in
  Latin, and fulminate about Trutina’s obviously dia-
  bolical sympathies, while speculating about the lin-
  eage of her parens. Some, however, are in another
  language, and these mostly annotate the points at
  which atrocities committed by Díedne magi are
  described.
  Liber Pontificalis
  Church Lore (tractatus, quality 5), 15 points
  A real book, compiled over several centuries by
  the Papal Curia, which contains lives of all the
  Popes.
  The Journal of Robert of Mont Ste
  Geneviève, Diabolist
  Occult Lore (tractatus, quality 3), 9 points
  This journal is bound with and written on
  human skin, and displays an unwholesome delight in
  details of torture. It seems to be largely accurate, and
  that is the only reason it is retained.
  The Tree of Temmar 
  by Ferris of House Merinita
  Faerie Lore (tractatus, quality 3), 9 points
  This tractatus includes a description of a warded
  faerie treasure, and next to this description another
  hand has written a couplet, with the notation ‘Ward
  Breaker’. The tractatus does not tell you how to get
  to the treasure, however.
  How to Break the Lunar Sphere
  Enigmatic Wisdom (tractatus, quality 2), 6
  points
  This anonymous text gives insight into the mind
  of a Criamon, but seems to contain no useful magi-
  cal hints.
  22
  PARMA FABULA
  
  Spell Books
  Counsel from Silent Watchers 
  by Trutina of House Guernicus
  Calling the Council of the Trees InHe 45
  Moonbeam CrIg 1
  A copy of Moonbeam, written in a cramped hand
  on a single sheet of scorched parchment, is kept
  loose in this volume.
  Mastery over the Body 
  by Julius of House Ex Miscellanea
  Endurance of the Berserkers ReCo 15
  Lifting the Dangling Puppet ReCo 15
  Seven-League Stride ReCo 35
  LIBRARY
  23
  
  The Body Transformed 
  by Julius of House Ex Miscellanea
  Gift of the Bear’s Fortitude MuCo 25
  Shape of the Woodland Prowler MuCo 25
  Cloak of Black Feathers MuCo 30
  Each spell is accompanied by careful drawings of
  its effects on men and women of varying builds.
  These drawings are notable for their atypical natu-
  ralism.
  The Body Revealed 
  by Julius of House Ex Miscellanea
  Revealed Flaws of Mortal Flesh InCo 10
  The Inexorable Search InCo 20
  The Eye of the Sage InCo 30
  The Body Broken and Remade 
  by Julius of House Ex Miscellanea
  Gentle Touch of the Purified Body CrCo 15
  Chirurgeon’s Healing Touch CrCo 20
  Invocation of Weariness PeCo 10
  The Wound that Weeps PeCo 15
  Someone—not the original scribe—has written a
  poem in this book, with one or two lines in the mar-
  gins of each page. This poem seems, at first glance, to
  be written in very bad Latin, but a more careful read-
  ing shows that it is actually a mixture of Latin and
  words in another language, and that the Latin, at
  least, was written by someone familiar with the
  tongue. As about one third of the words are
  unknown, it is difficult to work out exactly what the
  poem says, but it seems to be a description of some-
  one entering some structure, passing various doors
  and guardians. There is no indication of what or
  where the structure is, although the last lines of the
  poem suggest that there is something very worth-
  while beyond all the barriers.
  Revealing the Guilty 
  by Trutina of House Guernicus
  Whispers through the Black Gate InCo 15
  Eyes of the Past InIm 20
  Frosty Breath of the Spoken Lie InMe 20
  Posing the Silent Question InMe 20
  Each spell is accompanied by very brief marginal
  notes about cases in which it was used. Identification
  of the cases is generally not possible, but some of the
  information given seems important.
  Pathways 
  by Scottus of House Mercere
  Parting the Waves ReAq 30
  Intuition of the Forest InHe 10
  Tracks of the Faerie Glow InTe 25
  There are five ‘maps’ scattered through this
  book, showing routes between major cities or strange
  magical locations. One appears to show the route to
  a temple of Mercury from a magical stone circle, but
  it doesn’t say where the stone circle is.
  Mastery of the Mundanes 
  by Empedocles of House Tytalus
  Aura of Ennobled Presence MuIm 10
  Memory of the Distant Dream CrMe 20
  Scent of Peaceful Slumber ReMe 15
  Aura of Rightful Authority ReMe 20
  Battling the Infernal 
  by James of House Jerbiton
  Dust to Dust PeCo 15
  Demon’s Eternal Oblivion PeVi 30
  Circular Ward Against Demons ReVi 30
  This book is very common in the Order, despite
  rumors that James was ultimately corrupted. There
  are no stories of the spells ever failing.
  Secrets of Silent Sentinels 
  by Kollimas of House Criamon
  24
  PARMA FABULA
  
  Voice of the Lake InAq 25
  Whispering Winds InAu 15
  Words of the Flickering Flame InIg 25
  Stone Tell of the Mind that Sits InTe 30
  Toybox 
  by Crispin of House Flambeau
  Pilum of Fire CrIg 20
  Arc of Fiery Ribbons CrIg 25
  This is not a book: it really is a toybox. The box
  itself is a well-made chest, with bronze clasps going
  slightly green with age. A bronze plate on the lid
  bears the inscription “The Toybox of Crispin of
  Flambeau”. Inside, there are three wooden trays
  which lift out, stacked on top of another. Each tray
  contains holes into which toys fit. There are wooden
  animals, a set of balls and skittles, a top, and a small
  wooden shield. The texts of the spells are carved into
  the sides of the toys. There are also three empty
  spaces: the whip for the top is missing, as are two
  wooden swords. There are indications, in records of
  Crispin’s life, that these may have been enchanted
  devices, not further spell texts.
  Safety and Defense 
  by Gaius of House Bonisagus
  Wall of Living Wood CrHe 25
  Ward Against Heat and Flames ReIg 25
  Aegis of the Hearth ReVi 30
  This book is notable for its heavy leather bind-
  ing, which covers the edges of the pages when the
  book is closed. The straps and clasps which hold it
  shut are also remarkably sturdy.
  Diana’s Blessings 
  by Hincmar of House Bjornaer
  Vision of the Marauding Beast InAn 15
  Hunter’s Sense InAn 30
  Sailor’s Foretaste of the Morrow InAu 25
  Mute Servants 
  by Dardanus of House Tremere
  Steed of Vengeance MuAn 30
  The Gentle Beast ReAn 20
  The Unseen Porter ReTe 10
  Magic Controlled 
  by Julius of House Ex Miscellanea
  Waiting Spell ReVi 30
  Watching Ward ReVi 30
  New Covenants 
  by Remigius of House Verditius
  Conjuring the Mystic Tower CrTe 35
  Wizard’s Communion MuVi 10
  This text is quite common in the Order. The
  intent is that new magi who plan to form a covenant
  learn the Wizard’s Communion, and then cast
  Conjuring the Mystic Tower from the text to create
  the physical structure of their covenant.
  Distant Truths 
  by Trutina of House Guernicus
  Eyes of the Flame InIg 35
  Summoning the Distant Image InIm 25
  Enchantment of the Scrying Pool InAq 30
  Masks and Faces 
  by Diddianus of House Criamon
  Sight of the True Form InCo 30
  Phantasmal Animal CrIm 20
  Phantasm of the Human Form CrIm 25
  Storm Force 
  by Scottus of House Mercere
  Charge of the Angry Winds CrAu 15
  Clouds of Rain and Thunder CrAu 25
  LIBRARY
  25
  
  The final part of this text is badly damaged by
  water, and the pages are practically unreadable.
  There does seem to be a further spell there, but the
  two described above are the only legible ones.
  Seekings 
  by Scottus of House Mercere
  Call of the Rushing Waters InAq 15
  Shriek of the Impending Shafts InHe 15
  Thoughts within Babble InMe 25
  Stone Made, Changed, and Passed 
  by Gernax of House Verditius
  The Crystal Dart MuTe 10
  Earth that Breaks No More MuTe 20
  Stone to Falling Dust PeTe 25
  Magic Revealed 
  by Julius of House Ex Miscellanea
  Scales of the Magical Weight InVi 5
  Sense the Nature of Vis InVi 5
  Sense of the Lingering Magic InVi 30
  Sight of the Active Magics InVi 40
  This large book appears to be slightly magical,
  but so far investigations have not revealed the
  nature of this magic.
  Album Arcane
  Gather the Essence of the Beast MuVi 15
  Wings of the Soaring Wind ReAu 20
  Wind of Mundane Silence PeVi 25
  Each spell in this volume is written on a separate
  gather of parchment, and these have been roughly
  stitched into the binding. Space remains for two fur-
  ther gathers, and there are signs that one has been
  removed at some point.
  26
  PARMA FABULA
  
  B
  y 1220, the armies of Mythic Europe employed
  a large contingent of mercenaries. In fact, many
  of the infantrymen that comprised the bulk of
  the army of the Fifth Crusade were not the penitent
  and faithful, but mercenaries seeking baser goals.
  The Bretons were well known as mercenaries in the
  late 11th century, and Richard employed Italian
  crossbowmen on the Third Crusade in the late 12th
  century. In the 13th century the Low Countries and
  Aragon become known for their mercenaries.
  An Ars Magica covenant can take advantage of
  the growing supply of mercenaries in Mythic Europe.
  The defense of a covenant presents less overt danger
  than travel to distant lands to face hostile forces, so
  such assignments would be sought after by merce-
  naries. Groups of mercenaries can make excellent
  additions to the covenant’s turb of grogs.
  Following is an example band of mercenaries
  from Aragon. Similar mercenaries traveled great dis-
  tances to serve in the crusades, so you could easily
  justify placing them far from their native land. As
  mentioned, these characters could easily be incorpo-
  rated into a player character covenant. Alternatively,
  you could use them as non-player characters—per-
  haps the guard of a visiting magus from another
  covenant. In any case, all of the grogs below were
  created using the rules for grog creation in the fourth
  edition rulebook. Ability specialties have been
  intentionally left out to allow adaption to specific
  uses.
  All of the mercenaries are armed with the long
  spear that characterizes their function as infantry.
  Groups such as these (in larger numbers) were often
  employed in the Crusades to shield the cavalry as it
  regrouped behind them between charges. The short
  sword is a secondary weapon, used if fighting should
  take them to close quarters. The mercenaries are
  armored in chain hauberks for pitched battles but
  favor lighter leather armors when their duty involves
  travelling. (The combat totals reflect the Load and
  Protection of the chain hauberk.)
  27
  Chapter III
  Mercenary Grogs
  Chapter III
  Mercenary Grogs
  
  28
  PARMA FABULA
  Lorenzo
  Characteristics:
  Int
  –1
  Per
  +1
  Pre
  –1
  Com
  0
  Str
  +2
  Sta
  +2
  Dex
  +1
  Qik
  +1
  Size: 0
  Confidence: 3
  Age: 22
  Personality Traits: Brave +2, Spiteful +2,
  Angry +1
  Virtues and Flaws: Standard Grog +0, Good
  Armaments +1, Rapid Convalescence +1,
  Poor Memory (places) –1, Hatred (of the
  Count of Toulouse) –1
  Abilities: Aragon Lore 4, Awareness 3,
  Brawling 3, Carouse 2, Longshaft Weapon 3,
  Sing 2, Single Weapon 3, Speak Own
  Language 4, Swim 2, Wagoneering 2
  Soak: 8
  Encumbrance: –2
  Background: When the kingdom of Aragon sent
  troops to aid its northern neighbor during the
  Albigensian Crusade, Lorenzo’s father was part of
  the peasant levy. He died there and Lorenzo has
  since blamed (perhaps wrongly) the Count of
  Toulouse for his father’s death. He will argue
  against taking jobs with the count or any of his
  kin.
  Attacks
  Init
  Atk
  Dfn
  Dam
  Fat
  Long Spear
  +7
  +8
  +3
  +8
  +3
  Short Sword
  +6
  +4
  +5
  +5
  +3
  Body Levels
  Unhurt
  O
  0
  Hurt
  O
  0
  Light Wounds
  O
  –1
  Medium Wounds
  O
  –3
  Heavy Wounds
  O
  –5
  Incapacitated
  O
  n/a
  Fatigue Levels
  Fresh
  O
  0
  Winded
  O
  0
  Weary
  O
  –1
  Tired
  O
  –3
  Dazed
  O
  –5
  Unconscious
  O
  n/a
  ✔
  ✔
  Domingo
  Characteristics:
  Int
  0
  Per
  –1
  Pre
  0
  Com
  +1
  Str
  0
  Sta
  +2
  Dex
  +1
  Qik
  +2
  Size: 0
  Confidence: 3
  Age: 25
  Personality Traits: Overconfident +3,
  Outspoken +3, Brash +1, Brave +1
  Virtues and Flaws: Standard Grog +0, Clear
  Thinker +1, Good Armaments +1,
  Overconfident –2
  Abilities: Aragon Lore 2, Awareness 3,
  Brawling 3, Carouse 3, Charm 1, Leadership
  2, Longshaft Weapon 4, Single Weapon 3,
  Speak Own Language 5, Swim 3
  Soak: 8
  Encumbrance: –4
  Background: Domingo is a tall and burly man who
  fancies himself the leader of the mercenary band.
  In truth, he ends up leading only because he talks
  loudly and can appeal to the others’ sense of right
  and wrong. If the band should ever revolt against
  their employers, Domingo would lead that revolt.
  Attacks
  Init
  Atk
  Dfn
  Dam
  Fat
  Long Spear
  +7
  +7
  +3
  +6
  +2
  Short Sword
  +5
  +2
  +4
  +3
  +1
  Body Levels
  Unhurt
  O
  0
  Hurt
  O
  0
  Light Wounds
  O
  –1
  Medium Wounds
  O
  –3
  Heavy Wounds
  O
  –5
  Incapacitated
  O
  n/a
  Fatigue Levels
  Fresh
  O
  0
  Winded
  O
  0
  Weary
  O
  –1
  Tired
  O
  –3
  Dazed
  O
  –5
  Unconscious
  O
  n/a
  ✔
  ✔
  
  MERCENARY GROGS
  29
  Juan the Arms
  Characteristics:
  Int
  0
  Per
  0
  Pre
  0
  Com
  –1
  Str
  +4
  Sta
  +1
  Dex
  0
  Qik
  +1
  Size: 0
  Confidence: 3
  Age: 22
  Personality Traits: Friendly +2, Brave +1,
  Compulsive +1
  Virtues and Flaws: Standard Grog +0, Good
  Armaments +1, Great Strength +2,
  Compulsion (lifting heavy things) –1, Deep
  Sleeper –1, Magic Susceptibility –1
  Abilities: Aragon Lore 2, Athletics 3, Brawling
  5, Carouse 3, Longshaft Weapon 4, Single
  Weapon 3, Speak Own Language 4
  Soak: 7
  Encumbrance: 0
  Background: Gifted with mighty thews, Juan has
  earned the nickname “the arms.” He is constant-
  ly testing his own strength by lifting the heaviest
  thing in sight—his own companions if nothing
  else. He is otherwise a pleasant and jovial man.
  Attacks
  Init
  Atk
  Dfn
  Dam
  Fat
  Long Spear
  +10
  +10
  +6
  +10
  +5
  Short Sword
  +8
  +5
  +7
  +7
  +4
  Body Levels
  Unhurt
  O
  0
  Hurt
  O
  0
  Light Wounds
  O
  –1
  Medium Wounds
  O
  –3
  Heavy Wounds
  O
  –5
  Incapacitated
  O
  n/a
  Fatigue Levels
  Fresh
  O
  0
  Winded
  O
  0
  Weary
  O
  –1
  Tired
  O
  –3
  Dazed
  O
  –5
  Unconscious
  O
  n/a
  ✔
  ✔
  Andre’s
  Characteristics:
  Int
  0
  Per
  –1
  Pre
  +2
  Com
  +1
  Str
  +1
  Sta
  +1
  Dex
  +1
  Qik
  +1
  Size: 0
  Confidence: 3
  Age: 24
  Personality Traits: Brave +2, Cheerful +1,
  Honest –1
  Reputation: Womanizer 2 (local area)
  Virtues and Flaws: Standard Grog +0, Good
  Armaments +1, Long Winded +1, Bad
  Reputation –1, Compulsion (sex) –1
  Abilities: Aragon Lore 2, Awareness 3,
  Brawling 2, Carouse 3, Charm 4, Guile 3,
  Longshaft Weapon 4, Single Weapon 3,
  Speak Own Language 4
  Soak: 7
  Encumbrance: –3
  Background: With a winning smile and tales of
  battles in far-off lands, Andrés wins the hearts of
  young women. Their fathers do not often appre-
  ciate his advances; his glib tongue and fleet feet
  have rescued him more than once.
  Attacks
  Init
  Atk
  Dfn
  Dam
  Fat
  Long Spear
  +7
  +8
  +3
  +7
  +5
  Short Sword
  +5
  +3
  +4
  +4
  +4
  Body Levels
  Unhurt
  O
  0
  Hurt
  O
  0
  Light Wounds
  O
  –1
  Medium Wounds
  O
  –3
  Heavy Wounds
  O
  –5
  Incapacitated
  O
  n/a
  Fatigue Levels
  Fresh
  O
  0
  Winded
  O
  0
  Weary
  O
  –1
  Tired
  O
  –3
  Dazed
  O
  –5
  Unconscious
  O
  n/a
  ✔
  ✔
  
  30
  PARMA FABULA
  Basilio
  Characteristics:
  Int
  0
  Per
  +1
  Pre
  +2
  Com
  0
  Str
  0
  Sta
  +1
  Dex
  +1
  Qik
  +1
  Size: 0
  Confidence: 3
  Age: 19
  Personality Traits: Brave +1, Humble +1, 
  Just +2
  Virtues and Flaws: Standard Grog +0, Good
  Armaments +1, Delusion (lost son of the
  king) –1
  Abilities: Aragon Lore 2, Awareness 3,
  Brawling 2, Carouse 2, Longshaft Weapon 4,
  Single Weapon 3, Speak Own Language 4,
  Storytelling 3, Swim 2
  Soak: 7
  Encumbrance: –4
  Background: 
  Throughout his childhood,
  Basilio’s mother and aunts called him “little
  prince.” Somehow this grew in his mind until he
  now believes he is the long-lost son of the king
  and that his father will come to claim him one
  day. Until then, he does his best to learn the arts
  of rulership in the guise of a simple mercenary.
  Attacks
  Init
  Atk
  Dfn
  Dam
  Fat
  Long Spear
  +6
  +7
  +2
  +6
  +1
  Short Sword
  +4
  +2
  +3
  +3
  +0
  Body Levels
  Unhurt
  O
  0
  Hurt
  O
  0
  Light Wounds
  O
  –1
  Medium Wounds
  O
  –3
  Heavy Wounds
  O
  –5
  Incapacitated
  O
  n/a
  Fatigue Levels
  Fresh
  O
  0
  Winded
  O
  0
  Weary
  O
  –1
  Tired
  O
  –3
  Dazed
  O
  –5
  Unconscious
  O
  n/a
  ✔
  ✔
  Diego
  Characteristics:
  Int
  +1
  Per
  +1
  Pre
  0
  Com
  –1
  Str
  +2
  Sta
  +1
  Dex
  +1
  Qik
  +1
  Size: 0
  Confidence: 3
  Age: 20
  Personality Traits: Obsessive +3, Brave +2,
  Boastful +1 
  Virtues and Flaws: Standard Grog +0, Good
  Armaments +1, Knack with Longshaft
  Weapon +2, Common Fear (fire) –2,
  Obsessed (with being the best spearman) –1
  Abilities: Awareness 3, Brawling 2, Carouse 2,
  Climb 3, Hunt 2, Longshaft Weapon 5,
  Single Weapon 3, Speak Own Language 4
  Soak: 7
  Encumbrance: –2
  Background: Diego can be a bit frightening in
  his single-mindedness. Nearly all of his actions
  are gauged by whether or not they improve his
  ability with the spear that is his trade. He is
  proud of his accomplishments and will occasion-
  ally boast of his exploits. Only the haunting
  memory of a house fire as a child keeps him from
  acting and fighting at peak efficiency.
  Attacks
  Init
  Atk
  Dfn
  Dam
  Fat
  Long Spear
  +11
  +12
  +7
  +8
  +6
  Short Sword
  +6
  +4
  +5
  +5
  +2
  Body Levels
  Unhurt
  O
  0
  Hurt
  O
  0
  Light Wounds
  O
  –1
  Medium Wounds
  O
  –3
  Heavy Wounds
  O
  –5
  Incapacitated
  O
  n/a
  Fatigue Levels
  Fresh
  O
  0
  Winded
  O
  0
  Weary
  O
  –1
  Tired
  O
  –3
  Dazed
  O
  –5
  Unconscious
  O
  n/a
  ✔
  ✔
  
  MERCENARY GROGS
  31
  Francisco
  Characteristics:
  Int
  0
  Per
  +2
  Pre
  +1
  Com
  –1
  Str
  0
  Sta
  +2
  Dex
  0
  Qik
  +1
  Size: 0
  Confidence: 3
  Age: 22
  Personality Traits: Protective of animals +2,
  Brave +1, Retiring +1
  Virtues and Flaws: Standard Grog +0, Good
  Armaments +1, Animal Ken +1, Social
  Handicap (smells of animals) –1,
  Uncommon Fear (enclosed spaces) –1
  Abilities: Animal Handling 2, Animal Ken 3,
  Awareness 3, Brawling 2, Carouse 2, Craft
  (Rope) 1, Hunt 2, Longshaft Weapon 3,
  Ride 2, Single Weapon 3, Speak Own
  Language 4, Wagoneering 3
  Soak: 8
  Encumbrance: –4
  Background: Francisco is an uncharacteristically
  quiet grog; he spends most of his time with ani-
  mals rather than people. He finds them more
  peaceful, calming and predictable. Still stalwart
  in battle, he is a welcome addition to the band.
  Attacks
  Init
  Atk
  Dfn
  Dam
  Fat
  Long Spear
  +5
  +5
  +1
  +6
  +1
  Short Sword
  +4
  +1
  +3
  +3
  +1
  Body Levels
  Unhurt
  O
  0
  Hurt
  O
  0
  Light Wounds
  O
  –1
  Medium Wounds
  O
  –3
  Heavy Wounds
  O
  –5
  Incapacitated
  O
  n/a
  Fatigue Levels
  Fresh
  O
  0
  Winded
  O
  0
  Weary
  O
  –1
  Tired
  O
  –3
  Dazed
  O
  –5
  Unconscious
  O
  n/a
  ✔
  ✔
  Julio
  Characteristics:
  Int
  +1
  Per
  0
  Pre
  +2
  Com
  0
  Str
  +1
  Sta
  +1
  Dex
  0
  Qik
  +1
  Size: 0
  Confidence: 3
  Age: 19
  Personality Traits: Brave +2, Pompous +2,
  Awkward +1, 
  Virtues and Flaws: Standard Grog +0, Good
  Armaments +1, Tough +1, Driving goal
  (earn knighthood) –1, Judged Unfairly –1
  Abilities: Aragon Lore 3, Brawling 3, Carouse
  2, Etiquette 2, Hunt 2, Longshaft Weapon
  4, Ride 2, Single Weapon 3, Speak Own
  Language 4
  Soak: 7
  Encumbrance: –3
  Background: Trouble always seems to find its
  way to Julio. Whenever the band has problems,
  Julio seems to be the center of controversy. The
  others tolerate him though he sometimes dis-
  dains their presence. While he hopes to become
  a knight someday, his propensity for difficulties
  will make that task arduous.
  Attacks
  Init
  Atk
  Dfn
  Dam
  Fat
  Long Spear
  +7
  +7
  +3
  +7
  +2
  Short Sword
  +5
  +2
  +4
  +4
  +1
  Body Levels
  Unhurt
  O
  0
  Hurt
  O
  0
  Light Wounds
  O
  –1
  Medium Wounds
  O
  –3
  Heavy Wounds
  O
  –5
  Incapacitated
  O
  n/a
  Fatigue Levels
  Fresh
  O
  0
  Winded
  O
  0
  Weary
  O
  –1
  Tired
  O
  –3
  Dazed
  O
  –5
  Unconscious
  O
  n/a
  ✔
  ✔
  
  32
  PARMA FABULA
  Jaime
  Characteristics:
  Int
  –2
  Per
  +1
  Pre
  0
  Com
  +1
  Str
  +2
  Sta
  +1
  Dex
  +2
  Qik
  +1
  Size: 0
  Confidence: 3
  Age: 19
  Personality Traits: Happy +2, Warmhearted
  +2, Brave +1, 
  Virtues and Flaws: Standard Grog +0, Good
  Armaments +1, Carefree +1, Deep Sleeper
  –1, Poor Memory (names) –1
  Abilities: Awareness 3, Brawling 2, Carouse 3,
  Folk Ken 3, Longshaft Weapon 4, Single
  Weapon 3, Speak Own Language 4, Swim 2
  Soak: 7
  Encumbrance: –2
  Background: While a simple man, Jaime is a
  pleasant and happy one. He never complains
  about his lot and always finds some pleasant way
  to pass the time. His laugh is infectious and he
  often leaves the group chuckling without know-
  ing particularly why.
  Attacks
  Init
  Atk
  Dfn
  Dam
  Fat
  Long Spear
  +8
  +10
  +4
  +8
  +3
  Short Sword
  +6
  +5
  +5
  +5
  +2
  Body Levels
  Unhurt
  O
  0
  Hurt
  O
  0
  Light Wounds
  O
  –1
  Medium Wounds
  O
  –3
  Heavy Wounds
  O
  –5
  Incapacitated
  O
  n/a
  Fatigue Levels
  Fresh
  O
  0
  Winded
  O
  0
  Weary
  O
  –1
  Tired
  O
  –3
  Dazed
  O
  –5
  Unconscious
  O
  n/a
  ✔
  ✔
  Juan the Leech
  Characteristics:
  Int
  +2
  Per
  +1
  Pre
  –2
  Com
  0
  Str
  +1
  Sta
  +1
  Dex
  +2
  Qik
  +1
  Size: 0
  Confidence: 2
  Age: 24
  Personality Traits: Morose +2, Brave +1,
  Grumpy +1
  Virtues and Flaws: Standard Grog +0, Good
  Armaments +1, Knack with Chirurgy +2,
  Terrors (heights) –2, Low Self-Esteem –1
  Abilities: Awareness 3, Brawling 3, Carouse 3,
  Chirurgy 4, Folk Ken 2, Legend Lore 2,
  Longshaft Weapon 4, Single Weapon 3,
  Speak Own Language 4
  Soak: 7
  Encumbrance: –3
  Background: Juan is perhaps the most favored
  member of the mercenary band. If a member does
  not already owe his life to Juan’s nimble fingers,
  he knows that he well might. For all that, Juan is
  convinced that he doesn’t deserve their admira-
  tion. He is given to gloomily assessing the condi-
  tion of his patients and often needs to be encour-
  aged to continue to work on them.
  Attacks
  Init
  Atk
  Dfn
  Dam
  Fat
  Long Spear
  +7
  +9
  +3
  +7
  +2
  Short Sword
  +5
  +4
  +4
  +4
  +1
  Body Levels
  Unhurt
  O
  0
  Hurt
  O
  0
  Light Wounds
  O
  –1
  Medium Wounds
  O
  –3
  Heavy Wounds
  O
  –5
  Incapacitated
  O
  n/a
  Fatigue Levels
  Fresh
  O
  0
  Winded
  O
  0
  Weary
  O
  –1
  Tired
  O
  –3
  Dazed
  O
  –5
  Unconscious
  O
  n/a
  ✔
  ✔
  
  Wound Recovery Chart
  Die Roll + Sta + Chirurgy
  Wounds
  0
  1-2
  3-5
  6-8
  9-11
  12-14
  15-17
  18+
  Light
  X
  14
  10
  7
  6
  5
  4
  3
  Medium
  X
  60
  40
  21
  18
  16
  14
  12
  Heavy
  X
  X
  80
  45
  35
  28
  25
  21
  Incapacitated
  See “Recovery from Incapacitation” (ArM4, page 178)
  Numbers indicate the number of days required to heal to the next lower level. If the result is an X, consult the
  Catastrophe Subchart.
  Catastrophe Subchart
  Roll a stress die + Sta + Chirurgy and consult the following chart.
  Roll
  Result
  0 ...........Death
  1 ...........Coma. Further rolls to determine recovery are at –2, and the time rolled is doubled. You wake up when
  you drop to Light Wounds, at which point you must make two aging rolls. 
  2 ...........You gain the Flaw Enfeebled.
  3-4........You are permanently crippled. Amputation may be necessary. Represent this effect with a 3 point afflic-
  tion (see “Aging” in ArM4, page 180).
  5-6........Your wounds fester. Lose a further Body level.
  7-10......Make an aging roll.
  11-12....Wounds don’t heal correctly—gain 1 Decrepitude point.
  13 .........Nightmares and flashbacks torment you for some time to come. For the next (simple die – Brave
  Personality Trait) seasons, you must make a Stamina roll of 6+ to willingly place yourself in a situation
  where you might be injured.
  14+.......Slow recovery. Recovery times on the Wound Recovery Chart are doubled.
  Fatigue Chart
  Time to recover 
  Fatigue Level
  Penalty
  to next lower level
  Fresh  . . . . . . . . . . . . . .0  . . . . . . . . . . . . . . . . . . . .n/a
  Winded  . . . . . . . . . . . .0  . . . . . . . . . . . . . . .2 minutes
  Weary  . . . . . . . . . . . . .–1 . . . . . . . . . . . . . .10 minutes
  Tired  . . . . . . . . . . . . . .–3 . . . . . . . . . . . . . .30 minutes
  Dazed  . . . . . . . . . . . . .–5 . . . . . . . . . . . . . .60 minutes
  Unconscious  . . . . . . . .n/a  . . . . . . . . . . . . . . . .2 hours
  Wound Penalties
  Wound Level
  Penalty
  Unhurt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0
  Hurt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0
  Light Wounds. . . . . . . . . . . . . . . . . . . . . . . . . . –1
  Medium Wounds . . . . . . . . . . . . . . . . . . . . . . . –3
  Heavy Wounds . . . . . . . . . . . . . . . . . . . . . . . . . –5
  Incapacitated. . . . . . . . . . . . . . . . . . . . . . . . . . n/a
  
  Laboratory Activities Table
  Activity
  Formula (ArM4 page)
  Basic Lab Total
  Int + Magic Theory + Tech + Form (80)
  Maximum Vis Per Season
  Magic Theory + Vim (77)
  To Learn a Spell
  Lab Total must exceed spell’s level. The spell is learned in one season.
  You may get a bonus for knowing a similar spell, or for knowing a lower
  level version of a general spell. (80)
  To Invent a Spell
  One point accumulates per season for every point by which your Lab
  Total + aura exceeds the spell’s level. The spell is invented when your
  point total exceeds spell’s level. You may get a bonus for knowing a simi-
  lar spell. (80)
  Copying Own Spells from Shorthand
  Scribe Latin x 20 levels per season (82)
  Copying Legible Spells
  Scribe Latin x 60 levels per season (82)
  Copy from the Shorthand of Others
  Deciphering another magus’ style requires a simple Int + Scribe Latin roll
  of 6+. If the spell was intentionally obscured by the author, add the
  author’s Int to the ease factor. Translating the spell (which can only be
  done after the spell has been deciphered) requires a stress roll + Lab Total
  that exceeds the spell’s level. Deciphering and translating one copy of a
  single spell takes one season. (82)
  Obscuring Spells
  Scribe Latin x 20 levels per season (82)
  Extracting Vis from a Magical Aura
  [Creo + Vim + Magic Theory + (3 x Aura)]/10 pawns of Vim vis per sea-
  son (82)
  Investigating Enchantments
  When you spend a season investigating an item, roll a stress die +
  Intéllego Vim Lab Total + aura. If this total exceeds the level of the
  smallest effect in the item, it is discovered. Repeat this procedure (in the
  same season) for the next highest level effect, and so on, until a roll fails.
  At that point, the season is over. (91)
  Multiple Laboratory Activities
  All activities must be of the same type (like learning spells or brewing
  potions) and of the same Technique/Form combination. Sum the levels of
  all activities performed, and apply the Lab Total to that sum. (94)
  Laboratory Assistants
  An assistant adds his Magic Theory + Int to your Lab Total for the sea-
  son if you are performing some lab activity that requires Magic Theory.
  An assistant adds +1 to your studying roll if you are studying from vis. The
  assistant may also add any appropriate Virtue, like Inventive Genius, in
  either case. A magus may supervise a number of assistants equal to his
  Leadership score, with a minimum of one. (94)
  Distractions
  Up to ten days may be missed in a season without penalty. Each addi-
  tional day over ten reduces any Lab Total used that season by one. Every
  two days over ten subtracts one from the Quality of any source of study.
  (95)
  
  Selected Weapon Statistics
  Init
  Atk
  Dfn Dam
  Str Load
  Spc
  Range
  Fist/Kick
  +1
  +0
  +0
  +0
  n/a
  0.0
  0
  Touch
  Dagger
  +2
  +1
  +2
  +3
  n/a
  0.0
  0
  Touch
  Shortspear
  +5
  +1
  +2
  +3
  –1
  –0.5
  1
  Reach
  Mace
  +3
  +2
  +3
  +5
  –1
  –0.5
  1
  Reach
  Axe
  +3
  +1
  +2
  +6
  +0
  –0.5
  1
  Reach
  Shortsword
  +4
  +2
  +3
  +3
  –2
  –0.5
  1
  Reach
  Longsword
  +3
  +1
  +4
  +4
  –1
  –0.5
  1
  Reach
  Buckler*
  –1
  +2
  +2
  +0
  –1
  –0.5
  1
  Reach
  Round Shield* –1
  +1
  +3
  +0
  +0
  –0.5
  1
  Reach
  Kite Shield*
  –1
  +1
  +4
  +0
  +0
  –1.0
  1
  Reach
  Tower Shield*
  –3
  –1
  +6
  +0
  +1
  –2.0
  1
  Reach
  *Add Init, Atk, Dfn, Dam, and Load values to values of Single Weapon.
  Quarterstaff
  +6
  +4
  +6
  +3
  +0
  –1.0
  3
  Reach
  Greachtsword
  +6
  +4
  +4
  +8
  +1
  –1.0
  2
  Reach
  Polearm
  +6
  +3
  +5
  +9
  +1
  –1.5
  3
  Reach
  Spear/Lance
  +5
  +6
  +1
  +6
  –1
  –1.0
  3
  Close
  Pike
  +6
  +4
  +1
  +6
  +0
  –1.5
  4
  Close
  Rock
  +4
  +0
  n/a
  +2
  n/a
  0.0
  0
  Near
  Sling
  +2
  +2
  n/a
  +3
  n/a
  0.0
  1
  Middle
  Throwing Knife+1
  +1
  n/a
  +3
  n/a
  0.0
  0
  Near
  Throwing Axe +1
  +1
  +0
  +4
  –1
  –0.5
  1
  Near
  Javelin
  +0
  +2
  +0
  +6
  –1
  –1.0
  2
  Near
  Short Bow
  +0
  +0
  n/a
  +4
  –1
  –0.5
  1
  Far
  Long Bow
  –1
  +1
  n/a
  +10
  +1
  –0.5
  1
  Far
  Light Crossbow –6
  +2
  n/a
  +10
  –2
  –0.5
  1
  Far
  Heavy Crossbow–10
  +2
  n/a
  +12 –2**
  –1.0
  1
  Far
  ** With +2 Str Min and gloves, crossbow can be drawn by hand and
  Init increachsed by 4.
  Armor Table
  Hauberk
  Half
  Full
  Armor Material
  Prot
  Load
  Prot
  Load
  Prot
  Load
  Quilted/Fur
  1
  –0.5
  1
  –0.5
  2
  –1.0
  Heavy Leather
  2
  –1.0
  3
  –1.5
  4
  –2.0
  Metal Reinf Leather
  3
  –1.5
  5
  –2.5
  6
  –3.0
  Leather Scale
  4
  –2.0
  6
  –3.0
  8
  –4.0
  Steel Scale Mail
  5
  –2.5
  7
  –3.5
  10
  –5.0
  Chain Mail
  6
  –3.0
  8
  –4.0
  12
  –6.0
  Lorica Segmentata
  7
  –3.5
  9
  –4.5
  n/a
  n/a
  
  Melee Modifiers Table
  Situation
  Modifier to Attack and Defense Totals
  Engaged at one range inside a weapon’s listed range –6
  Engaged at two ranges inside a weapon’s listed range-12
  Using a single weapon held in off-hand*
  –3
  High ground (including mounted vs. unmounted) +3
  Attacking from surprise**
  No Defense***
  Charging
  +3
  Set for Charge
  +3
  *Or Weapon and Shield held backwards.
  **That is, defender engaged without his knowledge. 
  ***That is, defender may not add his Defense score
  to his die roll.
  Maneuver: Damage Replacement (Soak Replacement)
  Attack: For each Wound level replaced, opponent loses 1
  Fatigue level (Regular Soak)
  Throws: If at least 2 Wound levels are replaced, you
  unbalance and topple your opponent while remaining
  standing yourself. Opponent lands at Close range. (Dex
  + Size)
  Tackling: If at least 1 Wound level is replaced, you knock
  your opponent down while going down yourself. The
  two of you land at Touch range. (Dex + Size)
  Wrestling for an Item: If at least 2 Wound levels are
  replaced, you grab the item from your opponent, or
  knock it to the ground (at your option). (Str)
  Immobilizing: For each Wound level replaced, you have
  your opponent held, putting him at a cumulative –3 to
  Attack and Defense until he breaks free. (Str + Enc)
  Breaking Free: If at least 1 Wound level is replaced, you
  free yourself from your opponent’s hold, winding up at
  Reach range. (Str + Enc)
  Combat Scores
  Initiative (Init) = Qik + Weapon Skill + Weapon Initiative Bonus + Enc
  Attack (Atk) = (Dex or Per) + Weapon Skill +Weapon Attack Bonus + Enc
  Defense (Dfn) = Qik + Weapons Skill + Weapon Defense Bonus – Size + Enc
  Damage (Dam) = (Str + Size) or (Nothing) + Weapon Damage Bonus
  Soak = Sta + Size + Armor Protection
  Combat Fatigue (Fat) = Sta + Weapon Skill + Enc
  Encumbrance (Enc) = Str + Load
  Brawling Maneuvers Table
  Missile Fire Table
  Target Condition
  Ease Factor Adjustment
  Target in Touch or Reach Range. . . . No firing possible
  Target in Close or Near Range . . . . . . . . . . . . . . . . . +3
  Target in Middle Range . . . . . . . . . . . . . . . . . . . . . . . 0
  Target in Far Range . . . . . . . . . . . . . . . . . . . . . . . . . +6
  Target is Obscured (darkness or cover). . . . . . . . . . . +3
  Target is unmoving or walking carefully . . . . . . . . . . . 0
  Target is hustling . . . . . . . . . . . . . . . . . . . . . . . . . . . +3
  Target is sprinting. . . . . . . . . . . . . . . . . . . . . . . . . . . +6
  Target is size 0. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0
  Target is small . . . . . . . . . . . . + (absolute value of Size)
  Target is large . . . . . . . . . . . . . . . . . . . . . . . . . . . – Size
  Target is dodging or defending. . . . . Defender’s Defense
  Shooter aims. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . –3
  Target has a shield . . . . . . . . . . . . + Dfn value of shield
  
  Combat Ranges
  Range
  Distance
  Touch . . . . . . . . . . . . . . . . . . . . . . . . . . . Up to 1 pace
  Reach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1-2 paces
  Close . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-4 paces
  Near . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-15 paces
  Middle. . . . . . . . . . . . . . . . . . . . . . . . . . . . 15-50 paces
  Far . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50-200 paces
  Generic Ease Factor Chart
  Difficulty of Task
  Target Number
  Very Easy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Average . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Difficult . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Very Tough . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Extremely Difficult . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  Combat Sequence
  1. Movement
  2. First Missile
  3. Melee
  4. Second Missile
  5. Magic
  6. Fatigue 
  Dice
  Simple Die: Used when there is little
  chance of spectacular success or failure.
  Read a 0 as 10.
  Quality Die: Used when incredible
  success is possible, but incredible failure is
  not. If a 1 comes up, roll again and double
  the results, unless the second roll is a 1—
  then roll again and quadruple, and so on.
  Read a 0 as 10.
  Stress Die: Used in stressful situations,
  or when incredible success and failure are
  possible. If a 1 comes up, roll again and dou-
  ble the results, unless the second roll is a
  1—then roll again and quadruple, and so
  on. If a 0 is rolled, roll a number of botch
  dice assigned by the storyguide based on the
  difficulty of the task. Each 0 rolled on the
  botch dice makes the botch that much
  worse.
  Initiative Modifiers Table
  Action
  Modifier to Initiative Total
  Character on horseback. . + Ride skill and high ground
  Character routing . . . . . . . . . . . . . . . . . . . . . . . . . . +6
  Character charging . . . . . . . . . . . . . . . . . . . . . . . . . +3
  Character holding high ground . . . . . . . . . . . . . . . . +3
  Distraction Table
  Situation
  Ease Factor
  Walking . . . . . . . . . . . . . . . . . . . . . . . 6+
  Running . . . . . . . . . . . . . . . . . . . . . . 12+
  Dodging . . . . . . . . . . . . . . . . . . . . . . 15+
  Jostled. . . . . . . . . . . . . . . . . . . . . . . . . 9+
  Sudden noise or flash of light . . . . . . . 9+
  Knocked Down . . . . . . . . . . . . . . . . . 12+
  Damaged. . . . . . . . . . . . . . . . . . . . . . 15+
  Using Abilities You
  Don’t Have
  Talents: Roll a stress die and add the
  appropriate Characteristic. Roll three addi-
  tional botch dice if you botch.
  Skills: Roll a stress die, subtract three,
  and add the appropriate Characteristic.
  Roll three additional botch dice if you
  botch.
  Knowledges: You may not normally
  attempt to use a Knowledge that you don’t
  know. The storyguide may choose to make
  an exception for casual Knowledges.
  
  Words and Gestures
  Voice
  Modifier
  Booming. . . . . . . . . . . . . . . . . +1
  Firm . . . . . . . . . . . . . . . . . . . . . 0
  Soft. . . . . . . . . . . . . . . . . . . . . –5
  None . . . . . . . . . . . . . . . . . . –10
  Gesture
  Modifier
  Vigorous. . . . . . . . . . . . . . . . . +1
  Bold . . . . . . . . . . . . . . . . . . . . . 0
  Subtle. . . . . . . . . . . . . . . . . . . –2
  None . . . . . . . . . . . . . . . . . . . –5
  Fast-Cast Defenses
  Attack
  Required Fast-Cast Total
  Spell . . . . . . . . . . . Half penetration total
  One known mundane attack . . . . . . . . 10
  Up to three known mundane attacks. . 15
  All known mundane attacks . . . . . . . . 20
  All mundane attacks . . . . . . . . . . . . . . 25
  Spell Targeting Table
  The basic ease factor for spell targeting
  is a 3+. Modifiers to this ease factor are list-
  ed below. For example, a hustling target at
  far range requires a 9+ to hit.
  Target
  Ease Factor Modifier
  Standing still or moving carefully . . . . . 0
  Hustling . . . . . . . . . . . . . . . . . . . . . . . +3
  Sprinting. . . . . . . . . . . . . . . . . . . . . . . +6
  In plain view . . . . . . . . . . . . . . . . . . . . . 0
  Obscured (darkness or cover) . . . . . . . +3
  Near range. . . . . . . . . . . . . . . . . . . . . . . 0
  Far range . . . . . . . . . . . . . . . . . . . . . . . +3
  Sight range . . . . . . . . . . . . . . . . . . . . . +6
  Large target . . . . . . . . . . . – (target’s Size)
  Small target. . + (opposite of target’s Size)
  Realm Interaction Table
  Power Used
  Aura Type
  Magic
  Divine
  Faerie
  Infernal
  Magic
  + aura
  – aura
  + (1/2 aura) 
  – aura
  Divine
  – aura
  + aura
  – (2 x aura) 
  – (3 x aura)
  Faerie
  + (1/2 aura)
  – (2 x aura)
  + aura
  – (aura)
  Infernal
  – aura
  – (2 x aura)
  – (2 x aura) 
  + aura
  For example, a magus (affiliated with the realm of magic through the virtue of pos-
  sessing the Gift) casts a spontaneous spell in a town which has a divine aura of 3.
  He will be forced to subtract 3 from his roll. If that magi were to cast the same spell
  in an area with a faerie aura of 4, he would add 2 to his roll.
  Travel Chart
  Travel
  Foot Horse Wagon
  Easy
  25/1
  30/1
  15
  Light
  20/2
  25/1
  10
  Medium
  15/2
  20/1
  8
  Hard
  10/3
  12/2
  3
  Very Hard 5/3
  3/2
  —
  Terrible
  2/3
  1/2
  —
  The number before the slash is
  the number of miles traveled in an
  day; the number after is the num-
  ber of fatigue levels lost.
  
  Magical Activities Table
  Task
  Roll
  Target
  Cast a Spontaneous Spell
  Die + Int + Tech + Form + Enc
  Spell Level of desired effect
  (Divide total by 2 if spending fatigue, by 5 if not)
  (Lesser roll may produce lesser effect)
  (You must roll a stress die if fatiguing)
  Cast a Formulaic Spell
  Die + Sta + Tech + Form + Enc
  Spell Level (no fatigue loss)
  Spell Level–10 (lose 1 fatigue level)
  Cast a Ritual Spell
  Die + Sta + Tech + Form + Enc + Concentration
  Spell Level (lose 1 fatigue level)
  Spell Level–10 (lose 2 fatigue levels)
  Penetration
  Spellcasting Total + Penetration
  Target’s Magic Resistance (or Might)
  Targeting
  Die + Per + Finesse + Spell Modifier
  Refer to Spell Targeting Table
  Magic Resistance
  Stress Die + (Parma Magica x 5) + Form
  —
  Concentration Roll
  Stress Die + Int + Concentration Ability
  Refer to Distraction Table
  Fast-Cast Speed
  Stress Die + Qik + Finesse + Enc
  Opponent’s Fast-Cast Speed Total,
  Opponent’s Initiative Total, or
  Storyguide assigned Ease Factor
  Multiple Casting
  Stress Die + Finesse + Int – # of Spells
  9+
  Casting While Maintaining
  Int + Concentration (+3 if both spells are same)
  15+
  Another Spell
  Certámen (Contest)
  Stress Die + Int + Certámen + Tech + Form
  Opponent’s Contest Score
  Certámen (Damage)
  Stress Die + Int + Certámen + Contest Difference Opponent’s Stress Die + Sta + Certámen
  Ranges (from low to high)
  • Personal (caster only)
  • Touch/Eye (caster is touching/has eye
  contact with the target)
  • Reach (roughly two paces)
  • Near (roughly 15 paces)
  • Far (rougly 100 paces)
  • Sight (anything in sight)
  • Arcane Connection
  Durations (from low to high)
  • Momentary (a moment)
  • Concentration/Diameter (as the cast-
  er concentrates/roughly two minutes)
  • Sun (until the sunrise or sunset)
  • Moon/Ring (until new and full moon
  pass/until ring is broken or target
  moves out of ring)
  • Season (until next soltice or equinox)
  • Year (until fourth solstice or equinox)
  • Permanent/Instant (lasts forever, but
  remains magical/effect persists as a
  mundane thing)
  Targets (from low to high)
  • Small (holdable in both hands)
  • Individual (single discrete thing)
  • Group/Room (no more than 12 dis-
  crete things/contents of an enclosed
  area)
  • Circle/Structure (everything in cir-
  cle/a structure and those things in it)
  • Boundary (all withing a natural or
  man-made boundary)
  • Sight (all within sight)
  Standard Ranges, Durations, and Targets
  
SOURCE: textdata/thevault/Ars Magica [multi]/4th edition/Ars Magica 4e - Parma Fabula [digital edition] {AG0251}.pdf