These rules are a merge of the armour rules in Ars Magica’s Parma Fabula supplement and on the Insula Maledictus saga website; with additional adjustments and limitations added. The intent is to provide guidelines for enhancements that are achievable for younger magi, and somewhat scalable to power levels.
Weapons
A magus can improve arms and armour with Rego and Muto spells, using either Herbam or Terram forms – or both for some weapons, the other as a requisite.
If the effects use the same arts, they can be added together and instilled as just one effect, adding +5 for constant use.
Melee weapons
Effect | Levels | Notes |
---|---|---|
Increase Damage | +1 per magnitude | if more than +50%, must toughen weapon |
Increase Accuracy | +1 per magnitude | if more than +1, Intellego requisite needed |
Increase Defence | +1 per magnitude | if more than +1, Intellego requisite needed |
Reduce Str required | +1 per magnitude | |
Reduce Load | +0.5 per magnitude | to minimum of 0 |
Effect | Levels | Notes |
---|---|---|
Increase Damage | +1 per magnitude | Max: +6 for edged, +3 for pointed. Max double the base value. Blunt weapons do not benefit from this. |
Increase Toughness | -1 botch die per 2 magnitudes | 10th level requires double botch to break, 20th level requires triple and so on. Used with ReTe-damage increasing-effect above. |
Missile weapons
Effect | Levels | Notes |
---|---|---|
Increase Damage of projectile | +1 per magnitude | |
Increase Damage of weapon | +1 per magnitude | |
Increase Accuracy of projectile | +1 per magnitude | Maximum positive modifier is +1. |
Increase Accuracy of weapon | +1 per magnitude | Maximum positive modifier is +1. |
Reduce Str required | +1 per magnitude |
Armour
Effect | Levels | Notes |
---|---|---|
Reduce load (ReTe) | +1 per magnitude | Minimum loads: Hauberk -1 Half armor -2 Full armor -3 |
Increase Soak (MuTe) | +1 per magnitude | Max double base value. |
Shields
Most shields are wooden, but Terram should be used for metal shields and Animal for leather shields.
Effect | Levels | Notes |
---|---|---|
Reduce load (Rego) | +1 per magnitude | |
Increase Defence (Rego) | +1 per magnitude | Max double base value. |
Strengthen shield (Muto) | -1 per 2 magnitudes | Fewer botch dice, as in toughening weapons above. |
The effects should be applied with a description (like normal) which indicates how the item has been enhanced. All typical enchanted item limitations apply.
So, would such enchanted weapons need to penetrate?
According to RAW? Yes, any effect needs to penetrate Parma.
Many troupes (myself included when I can) use a house rule that effects need to be more than strengthening or effects upon the items themselves. Parma Magica is a can or worms either way it is applied, so I think allowing these to ignore Parma does not break the spirit of the game.