Here is our fix for the main experimentation chart from ArM3, as well as our Major Discovery rules.
| Roll | Result |
|---|---|
| Botch | Disaster! (as per sub-table) |
| 0-3 | No extraordinary effects. |
| 4-5 | No benefit from experimentation. |
| 6-7 | Complete failure. |
| 8 | Side Effect. (as per sub-table) |
| 9-10 | Modified Effect. (as per sub-table) |
| 11 | Side Effect. (as per sub-table) |
| 12-13 | Special/Story effect. (or roll again instead at SG's discretion) |
| 14-29 | Discovery! (as per sub-table) |
| 30+ | Major Discovery!!! (as per sub-table below) |
| Roll | Result | Description | Example(s) |
|---|---|---|---|
| 1-4 | Enhanced 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). |
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| 5-6 | New 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. |
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| 7 | Insight 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. |
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| 8 | Expansion 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. |
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| 9 | Unrelated 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. |
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| 10-13 | Dramatic 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. |
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