Spell damage:  To clarify, a spell does it's listed damage PLUS a 1D10 to the target.
ie the CreTrm spell 'Crystal Dart' does 8 + 1D10 in total damage.

Armour Encumbrance:  Load  = Prot/4, never less than 0.5.  Round load to the nearest whole or half number.  Round down if the armour is Expensive cost. Round up if the armour  is Standard cost.  Round up and add 0.5 if the armour is Inexpensive cost.  ie A suit of half protection Steel Scale Armour would be a load of 7/4=  -2.25 ->  rounded up to -2.5.  Armour can be specially constructed to change the load, shifting the cost and the affect on load ie the suit of half protection Steel Scale Armour could have a load of -2.0 but the cost would move up to the 'expensive' catagory, or it could have load of -3.0 and the cost would move to the 'inexpensive' catagory.
 

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