Spell Mastery
Spell Mastery represents a way to focus on the perfection of a particular Formulaic spell.
Mastering Spells
A magus can spend experience points to gain mastery of a particular spell. In ArM5, spell mastery works like an Ability for each spell. So for example if a magus wants to master the spell Pilum of Fire, the player would put experience points into an Ability called Spell Mastery: Pilum of Fire. Although this is not mentioned in the rules, the many different Spell Mastery Abilities should be considered Arcane Abilities.
Benefits
The benefits of spell mastery are listed on page 86 of ArM5. To summarize:
- The character's score in spell mastery increases his casting score as explained on page 86 of ArM5
- Spell mastery reduces the number of botch dice for casting the spell, and can bring the number of botch dice to zero.
- The caster always rolls a stress die to cast a mastered spell. In relaxed situations there are zero botch dice, so this is a benefit. (It is possible to attain a higher Casting Total using a stress die than a simple die.
In addition, for each rank in the Spell Mastery Ability for a given spell, the magus may choose one of the following special abilities.
Spell Mastery Special Abilities
The following special abilities are available to any caster:
- Apotropaic Mastery
- see RoPI 122
- Fast Casting
- Allows the magus to use the Fast Casting option for the mastered spell: ArM5 87
- Imperturbable Casting
- Improves the caster's concentration rolls when casting or maintaining the mastered spell: HoHS 33
- Magic Resistance
- Improves the caster's Magic Resistance against the mastered spell: ArM5 87
- Multiple Casting
- Enables the caster to use the Multiple Casting option for the mastered spell: ArM5 87
- Obfuscated Casting
- Makes it harder for an opponent to use a fast-cast defense: HoHS 34
- Penetration
- Improves the caster's Penetration Bonus for the mastered spell: ArM5 87
- Precise Casting
- Improves the caster's Aiming rolls with the spell: HoHS 33
- Quick Casting
- Improves the caster's Initiative Total when casting the spell: HoHS 34
- Quiet Casting
- Reduces the penalty for casting the spell using a softer voice: ArM5 87
- Still Casting
- Reduces the penalty for casting the spell subtle gestures or without gestures: ArM5 87
Cult of Mercury Abilities
The Cult of Mercury teaches certain exclusive spell mastery abilities to its members:
- Adaptive Casting, HoHTL 99, reprinted HoHS 34
- Ceremonial Casting, HoHTL 99, reprinted TMRE 38 and HoHS 34; note that this ability has escaped the Cult's clutches, and is "spreading quickly through House Jerbiton" (HoHS 60).
- Disguised Casting, HoHTL 99, reprinted HoHS 34
- Lab Mastery, HoHTL 100, reprinted HoHS 34
- Learn From Mistakes, HoHTL 100, reprinted HoHS 34
- Stalwart Casting, HoHTL 100, reprinted HoHS 34
Line of Pralix Abilities
The Line of Pralix has a couple of its own unique spell mastery abilities:
Mutantes Abilities
The Mutantes can learn additional spell mastery abilities that simulate the Virtues of their lineage:
- Boosted Casting, HoHTL 99
- Harnessed Casting, HoHTL 99
- Tethered Casting, HoHTL 100
Quaesitorial
Quaesitorial training allows access to a new spell mastery special ability,
- Acute Sense, HoHTL 71
Previous Editions
Mastered spell special abilities were introduced in ArM5. In previous editions, spell mastery existed, but the rules didn't confer any special variations on the effects of the spell.
References
- ArM5, page 86
See Also
- Flawless Magic Virtue
- Mastered Spells Virtue