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— Ars Magica Abilities —

TALENTS Shield & Weapon Ride


Two Weapons Survival
Inborn abilities; if character Great Weapon Swim
does not have Talent roll Chain Weapon
stress die + characteristic, Longshaft Weapon Work Skills
with +3 botch dice on failure Thrown Weapon Boating
Bows Chirurgy
Arcane Talents Crossbows Craft (Type)
Finesse Siege Equipment Wagoneering
Penetration
Hermetic Skills KNOWLEDGES
General Talents Certámen
Athletics Parma Magica Learned abilities; if character
Awareness does not have Knowledge
Charm Performance Skills may not roll
Climb Jongeur
Concentration Play (Instrument) Academic Knowledges
Folk Ken Sing Artes Liberales
Guile Storytelling Civil and Canon Law
Medicine
Rogue Skills Philosophiae
SKILLS
Disguise Speak Latin
Forgery Theology
Trained or self-taught abili-
Legerdemain
ties; if character does not
Pick Locks Arcane Knowledges
have Skill roll stress die +
Stealth Enigmatic Wisdom
characteristic -3, with +3
botch dice on failure Faerie Lore
Social Skills Hermetic Law
Bargain Magic Theory
Academic Skills
Carouse Occult Lore
Disputatio
Etiquette
Lectio Intrigue Casual Knowledges
Scribe (Language)
Leadership (Area) Lore
Combat Skills (Organization) Lore
Wilderness Skills Legend Lore
Brawling
Animal Handling Speak (Language)
Single Weapon Hunt

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