- 1 Aegis of the Hearth, Wards, and Penetration
- 2 Approaching the Boundary of an Aegis of the Hearth
- 3 Casting Requisites for Apparition Spells
- 4 Casting Tablets
- 5 Inventive Genius
- 6 Language Scores and the Reading and Writing of Books
- 7 Lore and Knowledge Abilities
- 8 Ritual Spells and Botch Dice
- 9 Rounding
Aegis of the Hearth, Wards, and Penetration
Aegis of the Hearth, as well as all Wards, must (per the rules as written) penetrate a being's Magic Resistance to keep them out (or in). Thus, in order to keep out a demon with Infernal Might of 10, the Covenant's Level 30 Aegis must have at least 11 points of Penetration.
Approaching the Boundary of an Aegis of the Hearth
The description of Aegis of the Hearth says that "when approaching the border of an Aegis, a...Hermetic magus feels a slight tingle in the extremities." This is most commonly interpreted to mean when you touch the border, cross into an Aegis, or are in an area protected by an Aegis.
In this saga, the maga feels the tingle when she's approaching the border. When she approaches within (the square root of the Magnitude) paces, she feels a tingle. Once she crosses into the Aegis, she doesn't.
For example, when approaching the weakest possible Aegis (level 20), she feels the tingle at two paces. The Aegis in the Insula Canaria library (level 25) is two paces. The Aegis that Eilid casts (level 30) is also two paces. If a covenant had a Level 45 Aegis, a magus would feel the tingle at three paces.
Casting Requisites for Apparition Spells
Spells that use the Arts of Rego and Corpus (or Animal) to apparate from one place to another do not necessarily require casting requisites. As a rule of thumb, anything that would be covered under the casting magus's Parma Magica does not need requisites. This is typically the magus, anything he's wearing, and his Talisman.
Anything that is carried (aside from his Talisman) invokes Casting Requisites if it has a Load value or is a separate Corpus or Animal Individual (or Group). Thus, a cat or a very small child requires a Requisite (although, in truth, carrying a small child would actually require a T: Group version of the appropriate spell.)
A sword requires a Requisite if it is held, but does not if it's sheathed and worn on the hip (since it's being worn and not carried). Armor that is worn does not require a Requisite, but a shield does.
Casting Tablets (Covenants, pp. 89-90) do not exist in this saga.
Inventive Genius applies to more than just inventing new spells, crafting magic items, and making potions (e.g. Charged Items). It applies to most Lab Activities that involve a Lab Total.
Activities that receive the +3/+6 Bonus from Inventive Genius include:
- Inventing a spell (including using a Lab Text).
- Enchanting an item (whether Invested Device, Lesser Device, Charged Item, or Talisman).
- Inventing a Longevity Ritual.
Activities that do not receive the Inventive Genius Bonus:
- Learning a spell from another magus.
- Preparing an item for enchantment.
- Attuning or increasing the vis capacity of a Talisman.
- Create Figurine (using Figurine Magic).
- Binding or empowering a familiar.
- Vis extraction.
- Setting up or improving a Laboratory.
Language Scores and the Reading and Writing of Books
You need to have a Language Score of 4 and an Artes Liberales Score (with literacy in the script in question) to be able to read a book in a given language and benefit (i.e. get xp from it); with a Language of 3 or less, you can still read it (as long as you have the Language and the Artes Liberales), but you don't understand it well enough to get the benefit. Most books in the Order are in Latin, but there are likely to be a few books floating around the Tribunal in Gaelic.
You must have a Language Ability score of 5 to be able to write anything with a Source Quality (such as summae and tractatus). To simply write letters or whatever, you simply need the Artes Liberales and literacy in the appropriate script. Note, however, that with a Language of 1, it's going to wind up looking like the letter I just got from my six-year-old cousin.
- An appropriate Specialization in the Language in question does apply when figuring the Ability Score. For example, if you have Latin 4, with a Specialization in Hermetic Terminology, that gives you a de facto score of 5 and can write a book.
This is a change from the original interpretation of the Reading and Writing rules. This stems, in part, from the Storyguide's observation that practically none of the published characters (including members of House Bonisagus) would be able to write books if this were not the case, and at least a couple are of an age and description that indicated that they had done so.
Lore and Knowledge Abilities
Attempts to use a Lore (Area Lore, Organization Lore, etc) and Knowledge Abilities always use a Stress Die. This is because the character typically does not have time to try again if the first attempt goes badly.
Ritual Spells and Botch Dice
Ritual Spells are like Formulaic spells, except for the differences noted in the Main Rulebook (p. 81). One of the differences is that Ritual Spells are always cast with a Stress Die. However, a Stress Die does not necessarily mean that it is cast under stress. For example, a Formulaic Mastered spell states that "in a calm situation there are no botch dice."
A Ritual Spell always uses a Stress Die, as explicitly stated in the rules. In a calm situation, there are no botch dice. In a stressful situation, you roll botch dice if the initial die comes up 0, with modifiers to the number of botch dice as normal: -1 per level of mastery, -1 per level of Gold Cord with your familiar, etc.
The vast majority of the time, Ritual Spells will be cast in a "calm situation." Aegis of the Hearth (under normal circumstances), CrCo Healing rituals, etc. There are times, however, that even Rituals may be cast in Stressful Situations. If it looks like a Ritual may be going to be cast in a situation that may potentially result in Botch Dice, the Storyguide will let the player(s) know.
Any time that a result is divided (such as halving when casting spontaneous spells) or multiplied (such as experience subject to Affinity), round to the nearest whole number. If the remainder is exactly ½, then round away from zero (for example, 3½ rounds to 4, and -6½ rounds to -7).