This is a list of formulae which it is useful to have precalculated for your characters. Combat calculations incorporate Ordo Nobilis' changes to combat encumbrance and combat fatigue.

When calculating totals, don't forget to add or subtract any modifications given to you by your Virtues and Flaws!


Casting Rolls

Prealculate these totals for each combination of Technique + Form. If you feel confident that you can remember your Intelligence and Stamina, you need only calculate Technique + Form. Since Encumbrance may change with what you carry, it's probably not wise to include it in your calculations. (Don't bother calculating for ritual spells either way; they are far too infrequent.)

Spontaneous Spellcasting
Technique + Form + Intelligence + Encumbrance
Your final score will also add Aura effects and a die roll, simple or stress as appropriate. If you spend Fatigue, the roll is always a stress roll. See AM4 pg. 69 for a discussion of bonuses for sponting a spell that is similar to one of your known formulaic spells. (The bonus is not given there, but another discussion of similar spells on AM4 pg. 82 says +1 per five levels of similar spell.)
You must decide before you roll whether or not you choose to spend a Fatigue level. If so, divide the total by 2; if not, divide by 5.
Formulaic Spellcasting
Technique + Form + Stamina + Encumbrace
Your final score will also add a die roll, simple or stress as appropriate. Mastered spells always use a simple die, unless boosting with vis, in which case one less botch die is rolled.
Ritual Spellcasting
Technique + Form + Stamina + Encumbrance + Concentration
Ritual spells also demand time, vis, and Fatigue. See AM4 pg. 70.

You will also want to precalculate your casting total for each formulaic spell you know. Remember to calculate it based on requisites if necessary. Bear in mind that some of your formulaic spells have spell foci which provide a bonus. If you possess the relevant spell focus, it may be helpful to include the bonus in your casting total for that spell. Alternately, note the casting total as Formulaic Score + Bonus; if you lose or use up the spell focus, you will not have to remember to recalculate the casting total.

Special Circumstances — only precalculate these if you intend to use them often:

  • Encumbrance is not added if the spell is cast without gestures; see AM4 pg. 76 for the Words and Gestures Table.
  • If you take time to prepare the spell with care as described on AM4 pg. 76-77, you add your Concentration score to your roll and roll one less botch dice (down to one). Of course, this is already taken into account for ritual spells.

Targeting Roll

Precalculate your Targeting Roll for each known formulaic spell that is Aimed.

Spell Targeting
Perception + Finesse + Aimed
Your final score adds a die roll, simple or stress as appropriate.
For ease factors (the number your Spell Targeting roll must meet or exceed to hit), see the Spell Targeting Table on AM4 pg. 71. The base ease factor is +3.

Magic Resistance Roll

Precalculate your Magic Resistance for each Form.

Magic Resistance
Might + Parma Magica x 5 + Form
You final score adds a stress die roll.
You probably don't have a Might!

Concentration Roll

Confusingly, your Concentration roll is not dependent only on your Concentration score. Precalculate it.

Concentration + Intelligence
Your final score adds a stress die roll. You also gain +1 if the spell is Mastered.
See the list of ease factors on AM4 pg. 74 for the ease factor table. If two situations apply, use the greater ease factor — don't add them.

Fast-Casting Rolls

Precalculate your Fast-Cast Speed, but not your Fast-Cast Spellcasting Roll.

Fast-Cast Speed
Quickness + Finesse + Encumbrance
Your final score adds a stress die roll.
Your score is compared to (as relevant):
  • Quickness + Finesse + Encumbrance + stress die of another spell caster
  • the Initiative Totals of those attacking you physically
  • an ease factor set by the Storyguide

If your enemy beats your speed roll, you must make a normal Concentration roll before you can fast-cast your own spell (if you still want to do it).

Fast-Cast Spellcasting
Technique + Form + Intelligence - 5
Your final score adds a stress die roll. (See AM4 pg. 75; while a stress die is not actually specified for the spellcasting roll, it's hard to imagine that you'd be fast-casting in a non-stressful situation. I suppose the Storyguide could allow you a simple die in some odd situation.)
This is a spontaneous spell; divide by 2 or 5 appropriately.

See AM4 pg. 75 for the effects of fast-cast spells.

Certamen Rolls

There's no need for us to precalculate our Certamen rolls until we actually start using it.

Technique + Form + Intelligence + Certamen
A stress die is added to your roll. You may spend vis to increase this roll by 5 per pawn expended, up to the minimum of your score in the Art of the vis and your Certamen score.
Certamen Attack Roll
Intelligence + Certamen
A stress die and the amount by which your Certamen Roll beat your opponent are added to your score.
Certamen Defense Roll
Stamina + Certamen
A stress die is added to your roll.


As per Ordo Nobilis modified combat rules, your Combat Encumbrance is 1/3 your normal Encumbrance. This applies strictly to combat, but not anything else (running, spellcasting, combat fatigue loss, etc.), even if it happens in combat.


Stamina + Size + Armor Protection
No dice are added to your Soak total. You may have Virtues and Flaws that should be added, however.

In-Combat Rolls

Precalculate these values for each of your weapon types, including Brawling. As with the magic section, because encumbrance can vary so much, you may find it best to not include encumbrance in your precalculated values. If you do this, you must be sure to keep track of your encumbrance and add it in at all times.

Attack, Defense, and Damage have been described as if the "No Carry-over" optional rule from AM4 pg. 166 is in effect; the difference between Attack and Defense does not carry over between rounds.

Quickness + Weapon Skill + Weapon Initiative Bonus + Combat Encumbrance
A stress die is added to this roll. It may also be modified by modifiers in the Initiative Modifiers Table on AM4 pg. 163.
The difference between initiative totals becomes a First Strike bonus, which may be added to either the Attack or Defense totals for this round.
Order within the Magic round is not determined by Initiative, but by Fast-Cast Speed (even if not fast-casting).
(Dexterity or Perception) + Weapon Skill + Weapon Attack Bonus + Combat Encumbrance
A stress die is added to this roll.
Melee weapons use Dexterity; missile weapons use Perception.
Melee weapons may add the First Strike bonus.
If you have engaged multiple opponents, modify this score by -3 * (# opponents - 1). Use the same die roll for all opponents.
If attacking an object, compare your Attack to an ease factor rather than Defense.
If All-Out Attacking, add +6.
Quickness + Weapon Skill + Weapon Defense Bonus - Size + Combat Encumbrance
A stress die is added to this roll.
Missile weapons use Brawling to defend.
Melee weapons may add the First Strike bonus.
If you have engaged multiple opponents, modify this score by -3 * (# opponents - 1). Use the same die roll for all opponents.
If All-Out Attacking, your defense score is just the stress die + any bonus. If All-Out Defending, add +6.
(Strength + Size or 0) + Weapon Damage Bonus
No die is added to this roll.
Strength + Size is only added in melee combat.
Melee weapons add the amount by which their Attack exceeded the opponent's Defense; if attacking an object, add the amount by which you exceeded the ease factor instead.
Missile weapons add the amount by which their Attack exceeded the ease factor of the attack.
See the rules for Unarmed Combat, AM4 pg. 169, for calculating how your Damage affects an opponent if you are Brawling.
If All-Out Defending, you do no damage.
Combat Fatigue
Stamina + Athletics + Encumbrance
A stress die is added to this roll, along with any wound or fatigue penalties.
See ON pg. 84: Instead of being calculated at the end of each round, this roll is called for when you roll a 0 for attack or defense. The ease factor is 9+; lose a Fatigue level for each 3 points by which you fail, rounding down. (I.e. a simple fail loses 1 Fatigue level.) Botching this roll loses a Fatigue level per botch severity.

Recovery Rolls

Wound Recovery
Stamina + Chirurgy
Add a stress die.
If you have been tended by a chirurgeon or doctor, and the Chirurgy roll was 3+, you may use that character's Chirurgy or Medicine score.
Medicine may be substituted for Chirurgy as appropriate.
Chirurgy + Intelligence + Wound Penalty
Add a simple die, or a stress die if appropriate.
Medicine may be substituted for Chirurgy as appropriate.


While precalculation is generally unnecessary for lab sessions, careful record-keeping is important. Many future rolls will depend on what happened during your lab session, so write all your current scores and decisions down.

In addition, if you know what you will be doing before a session begins, precalculate whatever you can.

Lab Total
Technique + Form + Intelligence + Magic Theory
No die is rolled, unless you are experimenting, in which case you add a simple die.
Other modifications such as Inventive Genius or Creative Block may apply. Many applications of the Lab Total also add Aura.
Refer to AM4 pg. 90 if you are duplicating previous labwork using a lab text; extra bonuses may apply.
If you are reinventing an experiment that previously failed, also add your Magic Theory at the time of the original experiment.
If you have a lab assistant, add your helper's Magic Theory + Intelligence + any appropriate Virtues (or Flaws).
Reduce the Lab Total by 1 for each day over 10 that you have missed (if missing those days didn't ruin your season altogether).


Spell Translation
Intelligence + Scribe Latin
Add a simple die; you must beat an ease factor of 6+. See AM4 pg. 82.


Maximum Vis Used Per Season
Vim + Magic Theory
No die is rolled.
Vis Extraction
Creo + Vim + Magic Theory + (3 x Aura)
No die is rolled; one pawn of Vim vis is produced for every 10 points in your Vis Extraction score, rounding down.

Items and Potions

Instilling an Effect
Lab Total + Form and Effect Bonuses + Aura + Effects in Common
No die is rolled.
The Lab Total must be calculated with the correct requisites.
Effects in Common: For each effect already in the device that has a Technique and/or Form in common with the effect being invested, add +1.
Potion Creation
Lab Total + Aura
No die is rolled; you make one potion per 5 points by which you exceed the level of the potion, rounding up.
Investigating Enchantments
Lab Total (Intellego Vim) + Aura
Add a stress die. Each roll is an attempt to discover the lowest power still undiscovered in the device; keep rolling until you fail to discover anything.


Bond Score
Animal + Mentem + Intellego - Magic Resistance - Size
No die is rolled.
The Art scores are your own; the Magic Resistance and Size are those of your prospective familiar. Any applicable affinities are also added.


Precalculate relevant totals if you know you will need them before a session starts.


Ability Experience Gained
1 + (1 if Trainee's Intelligence > 0) + (1 if Trainer's Communication > 0)
No die is rolled.
Students Trained in an Ability
Communication + Ability
No die is rolled.
A trainer may always train at least 1 student, even if this total is less than 1.
Spell Levels Taught
Trainee's (Technique + Form + Intelligence + Magic Theory) + Trainer's (Communication + Magic Theory)
No die is rolled.
If spells of more than one Technique/Form combination are taught, the total is limited by the lowest Technique/Form combination used.
A trainer may only teach spells to one student per season.
Students Trained by Lectio
Communication + Lectio
No die is rolled. You cannot teach by Lectio unless this score is positive.
Only Knowledges can be taught by Lectio.
Lectio Study Total
Teacher's (Communication + Lectio) + 1/2 Quality of Book + Student's Intelligence
No die is rolled. Quality is rounded down; you gain Study Total / 5 experience points, rounded up.
You cannot learn repeatedly from the same text and teacher.
Disputatio Study Total
Teacher's (Intelligence + Disputatio) + Student's (Intelligence + 6)
No die is rolled.
The teacher must have a score of at least 5 (for an Art) or 3 (for a Knowledge), and this score must be greater than the student's. Only Arts and Knowledges can be taught by Disputatio, and only the teacher can teach only one student per season.
You gain Study Total experience points in an Art, or Study Total / 5 experience points in a Knowledge, rounded up. Level gain is capped at 3.


Summa Points Per Season
Communication + Scribe
No die is rolled.
When composing a summa about a Knowledge, you must accumulate a total of 5 times the level to finish.
Summa Quality
Communication + Scribe + 3
No die is rolled.
Summa Copying Per Season
Scribe + Dexterity
No die is rolled. You may copy 3 times this number of levels of summae per season.
Liber Quaestionum Quality
Communication + Scribe + 6
No die is rolled.
Liber Quaestionum / Tractatus Copying Per Season
No die is rolled. You make this many copies per season.
Tractatus Maximum Spell Magnitude
Communication + Scribe
No die is rolled.
The quality of the tractatus is the magnitude of the spell being written about.


Summa Study Total
Intelligence + Concentration + Quality
No die is rolled.
If studying a Knowledge, divide this total by 5. Level gain is capped at 3, and experience points beyond that do not accumulate. See AM4 pg. 188 for an example of studying from a summa.
The student's score must be less than the level of the text.
Liber Quaestionum Study Total
Intelligence + Concentration + Quality - (5 times the difference between the reader's current level and the target level)
No die is rolled.
You may study a Liber Quaestionum only once. Your score may be higher than its level. Experience gain is capped at 3 levels.
If you are studying a Knowledge, divide this total by 5, rounding up.
Tractatus Study Total
Intelligence + Concentration + Quality
No die is rolled.
If the tractatus concerns an Art, you must already know the spell which the tractatus is about; you cannot learn the spell from the tractatus.
If the tractatus concerns an Ability, divide the study total by 5, rounding up.


Vis Study Total
Stress Die x Number of Pawns + Aura
You must decide how many pawns you are studying before you roll.
Experience gain is capped at 3 levels.
You can experiment when studying from vis and learn Magic Theory instead of an Art; see AM4 pg. 191.

Older and Stranger

Precalculate your Aging Roll if the next session involves the start of the Winter season. Twilight rolls need not be precalculated.


Aging Roll
Decades Old + Decrepitude + Social Class Modifier - Longevity Potion Modifier
A quality die (or simple die if you are taking a longevity potion) is added.
The Longevity Potion Modifier is 1 point per every five points of Lab Total in that potion, rounded down.
See AM4 pg. 181 for the Social Class Aging Modifiers.
You must roll a 6 or less to avoid aging.


Twilight Check
Twilight Points + Enigmatic Wisdom
A stress die is added; enter temporary Twilight if the total is 24+.
Twilight Points Gained
- Enigmatic Wisdom
Add a simple die. You must always gain at least one Twilight Point.
Twilight Control
Intelligence + Enigmatic Wisdom
Add a stress die. (Note that the Virtue Strong-Willed adds +3 to this total.)
The ease factor is a simple die + Aura + any other bonuses (i.e. a bad botch).
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