Arcane Experimentation

(Last update: 15/8/96)

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Here is our fix for the main experimentation chart from ArM3, as well as our Major Discovery rules.


Arcane Experimentation Chart

Roll a stress die and add risk modifier (plus risk modifier of lab). There are additional botch dice for risk modifiers (triangular system: r.m. +1 = 1 extra dice, r.m. +2 = 3 extra dice, r.m. +3 = 6 extra dice), number of pawns of vis used, and Aura strength.

RollResult
BotchDisaster! (as per sub-table)
0-3No extraordinary effects.
4-5No benefit from experimentation.
6-7Complete failure.
8Side Effect. (as per sub-table)
9-10Modified Effect. (as per sub-table)
11Side Effect. (as per sub-table)
12-13Special/Story effect. (or roll again instead at SG's discretion)
14-29Discovery! (as per sub-table)
30+Major Discovery!!! (as per sub-table below)

Major Discovery Chart

Roll a simple die and add risk modifier.

RollResultDescriptionExample(s)
1-4Enhanced Ability You receive a major insight into the workings of magic. Roll on the Good Effects chart as if you had undergone twilight. Some results may not be appropriate (eg. Enigmatic Wisdom).
  • Increased Understanding
  • Gain Affinity
5-6New Theory You formulate a new theory relating to the experiment. Gain a new Arcane Ability, with 3 starting xps, which adds as a bonus for that specific type of magic. This may expand previously unresearched areas of Hermetic magic.
  • Gain an Aura Theory ability
7Insight into Personal Magic You gain a major insight into the way your personal magic operates, allowing you to adapt your method. You may exchange any one Virtue or Flaw for another whose cost is no more than 2 points higher.
  • Id discovers why his magic is so unpredictable, and learns how to be more cautious. He swaps Unpredictable Magic for Slow Caster.
  • A Gold Affinity expands to become a more general Terram Affinity.
8Expansion of Hermetic Theory Your experiment manages to achieve something that is not normally possible with Hermetic magic. This is normally fairly minor, although can be spectacular in very rare cases (some kind of severity roll may be called for). It may not be possible to duplicate the experiment.
  • Your "lifting the spirits" CrMe spell also restores a Fatigue level to the target.
9Unrelated Discovery You discover something totally unrelated to your project, which may be good, bad or neutral. Gain a new spell or ability to reflect this.
  • While researching an InVi spell, you manage to turn yourself invisible.
  • While researching an InVi spell (to examine regiones), you learn how to summon a particular demon.
10-13Dramatic Discovery Roll again on the chart (ignoring this result if it reoccurs) but this time the discovery is achieved in a very dramatic fashion. This can be either good or bad.
  • You gain Elemental Theory, but instead of learning it yourself, a fantastic elemental arrives at the covenant and offers to teach you.
  • You gain an Ignem Affinity, but this comes about by your lab being destroyed in a giant fireball.


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