Cypher Fantasy
Character Generation and Advancement
All characters will start at Tier 0. Tier 0 characters are pretty much all the same at the beginning. They will
earn XP and gain traits as the campaign progresses. By the time they reach Tier 1, each character will bedifferentiated by the choices the players have made. The idea is not to overwhelm new players withchoices right away and also to keep the spirit of “zero-to-hero” fantasy games.

Starting Traits
Tier 0 characters start with:
Stat Pools: Start with 7 in each of the three stat pools (Might, Speed, Intellect). The player gets 9 points todistribute. Assign these points to Might, Speed, and Intellect. To make a completely average character put
3 into each.
Effort: 0. The characters cannot expend Effort.
Edge: 0. The characters do not have an Edge.
Cypher Use: 1. The characters have Initiate Cypher Use.
Starting Equipment: The characters start with appropriate clothing and basic household items.
Special Abilities: None. Abilities that come from Type and Flavor will be earned after reaching Tier 1.
Descriptor: None. The character will earn one during play.
Focus: None. The character will earn a Focus after reaching Tier 1.

Advancing to Tier 1 (30 XP to 46 XP)
To become a Tier 1 character, you must purchase (in any order):Stat Pool: You gain four points with which to raise your Stat Pools. Cost: 4 XP.
Effort: You gain Effort 1. Cost: 4 XP.
Edge: You gain an Edge of 1 in either Might, Speed, or Intellect. Cost: 4 XP.
Weapons and Cyphers: Purchase one or more of the following. Cost: 8 XP to 24 XP.
A. Cypher Use (4 XP) or Expert Cypher Use (8 XP)
B. Practiced in up to Light Weapons (4 XP), Medium Weapons (8 XP), or Heavy Weapons (12 XP)
C. One skill of the player's choice (4 XP)
Starting Equipment: Gain the following items in play or buy them into the story for 2 XP.
1. Appropriate clothing
2. (a) Two expensive items or (b) two weapons and one expensive item
3. Two moderately priced items
4. Up to four inexpensive items
Descriptor: You must purchase one Descriptor, preferably one that fits how you’ve been playing thecharacter. Cost: 8 XP.

Gaining Traits at Tier 1 (20+ XP)
Once you are a Tier 1 character, you can purchase abilities available to Tier 1 characters.
Special Abilities: You must wait until you reach Tier 1 to purchase Type and Flavor special abilities.
Each will cost 4 XP. A standard character has four Type and/or Flavor abilities.
Focus: You must wait until you reach Tier 1 to purchase your first Focus ability. Focus abilities cost 4 XP.
A standard character has one Focus ability. Each named Focus ability much be purchased separately (youdon’t get every Focus ability for that Tier).

Elevatory Advancement (16 XP)
To gain the next Tier, a character must take these advances:
Stat Pool: Raise your stat pools by four (4 XP)
Effort: Raise your Effort by one (4 XP)
Edge: Raise one Edge by one (4 XP)
Skill: Gain one trained skill or raise a trained skill to specialized (4 XP)
Alternate: Purchase a special option in lieu of one of the above (4 XP)

Lateral Advancement (1+ XP)
Instead of spending XP to meet Tier advancement requirements, you can broaden your character. Somemethods are given in the CSR (familiarity, home-base, artifacts, etc.). Here are a few more:
New Type or Flavor Ability: Pick a Type or Flavor ability at your Tier or lower. Cost: 4 XP for each Typeor Flavor ability.
New Focus Ability: Pick a Focus ability at your Tier or lower. You should gain these abilities “in order.”For example, if you decide to take the Focus abilities from Bears a Halo Fire, you should start with the Tier
1 ability, then progress to Tier 2, and so on. All abilities from lower Tiers should be taken before higher
Tiers. Cost: 4 XP for each Focus Ability.
Change Descriptor: If the GM and story permit the character can change Descriptors at no cost.
Power Shifts: If you have brought Power Shifts into the game, they can be raised up to three levels
maximum in each area. The GM will determine how many total Power Shifts a character can have, basedon the character’s Tier. The default can be one Power Shift for each Tier above 1. Cost: 10 XP for eachPower Shift.
Additional Skill: Become trained in one skill of your choice, other than attacks and defense. If you’realready trained in the skill, you become specialized. You can only put 4 XP into any one skill while at thesame Tier (i.e., you can’t go to trained and then specialized all in the same Tier). Cost: 4 XP.
New Alternative Ability: You can purchase another alternative ability with the GM’s approval. You may
only purchase any given alternative ability once per Tier. Cost: 4 XP.

Advancing Beyond Tier 6
Once Tier 6 is reached, advancement can continue. You can continue to number the Tiers (such as Tier 7,
Tier 8, etc.). The four 4 XP advances become:Stat Pool: Add four points to your Stat Pools.
Effort: Effort is capped at 6. You cannot raise Effort. Instead of raising Effort, gain one new skill (or makea trained skill specialized), one new Type or Flavor ability (of any Tier), or one new alternative ability (suchas adding 2 to recovery, reducing the cost of wearing armor, etc.).
Edge: Raise an Edge (Might, Speed, or Intellect) by one. You cannot raise any Edge higher than 6.
Skill: Gain a new skill (or make a trained skill specialized).
Alternate: Purchase a special option in lieu of one of the above.
These four options each cost 4 XP and count as an “advance.” Continue to use the rules for Lateral
Advancement. There are no automatic gains in the free-form advancement system.

A General Word About Advancement
There are three elements to character advancement: elevatory, lateral, and diegetic. Elevatory
advancement is the progression in overall power level of the character. Lateral advancement is concernedwith the broadening of character abilities. Diegetic advancement is the character's increasing importanceand development within the game-world itself. All three are necessary.

Tier
0
0
1
1
1
1
1
1
1
1
1
1-2
1-2
1-2
1-2
2
2
2-3
2-3
2-3
2-3
3
3
3-4
3-4
3-4
3-4
4
4
4-5
4-5
4-5
4-5
5
5
5-6
5-6
5-6
5-6
6
6

Trait
Stat Pools
Cypher UseStat Pools
EffortEdge
Cypher Use
Weapons
Equipment
Special Abilities
Descriptor
Focus
Stat Pools
EffortEdge
SkillSpecial Abilities
Focus
Stat Pools
EffortEdge
SkillSpecial Abilities
Focus
Stat Pools
EffortEdge
SkillSpecial Abilities
Focus
Stat Pools
EffortEdge
SkillSpecial Abilities
Focus
Stat Pools
EffortEdge
SkillSpecial Abilities
Focus
Total

Normal Cypher System Advancement
Warrior
Adept
Explorer+30 (30 XP)+30 (30 XP)+30 (30 XP)
1 (4 XP)1 (4 XP)1 (4 XP)+4 (4 XP)+4 (4 XP)+4 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)2 (4 XP)
3 (8 XP)2 (4 XP)H (12 XP)
L (4 XP)M (8 XP)(2 XP)(2 XP)(2 XP)+4 (16 XP)+4 (16 XP)+4 (16 XP)
1 (8 XP)1 (8 XP)1 (8 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+4 (4 XP)+4 (4 XP)+4 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+2 (8 XP)+1 (4 XP)
+4 (16 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+4 (4 XP)+4 (4 XP)+4 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)
+3 (12 XP)+2 (8 XP)
+3 (12 XP)+2 (8 XP)+2 (8 XP)+2 (8 XP)+4 (4 XP)+4 (4 XP)+4 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+2 (8 XP)+1 (4 XP)+2 (8 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+4 (4 XP)+4 (4 XP)+4 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)
+3 (12 XP)+2 (8XP)+3 (12 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+4 (4 XP)+4 (4 XP)+4 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+2 (8 XP)+1 (4 XP)
+3 (12 XP)+2 (8 XP)+2 (8 XP)+2 (8 XP)
248 XP
224 XP
256 XP

Speaker+30 (30 XP)
1 (4 XP)+4 (4 XP)+1 (4 XP)+1 (4 XP)2 (4 XP)
L (4 XP)(2 XP)+4 (16 XP)
1 (8 XP)+1 (4 XP)+4 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+2 (8 XP)+1 (4 XP)+4 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)
+3 (12 XP)+2 (8 XP)+4 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+2 (8 XP)+1 (4 XP)+4 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)
+3 (12 XP)+1 (4 XP)+4 (4 XP)+1 (4 XP)+1 (4 XP)+1 (4 XP)+2 (8 XP)+2 (8 XP)240 XP

Converting Monsters from Dungeons & Dragons
D&D has a lot of monsters. You can use them for a fantasy game. It’s fairly easy to convert them to theCypher System. There are ways to convert 3rd and 4th edition monsters as well but you probably won’t
need that right away. Once you pick an edition, it’s probably best to stick with that edition.

Level
A Dungeon & Dragons monster has a level based on its hit dice. The tables below show the equivalencies
to Cypher System creature level.
Basic (Moldvay/Cook/Allston)Hit Dice
ThAC0
Level
Up to 119
2
1+ to 218
2
2+ to 317
3
3+ to 416
3
4+ to 515
3
5+ to 614
4
6+ to 713
4
7+ to 812
4
8+ to 911
5
9+ to 1110
5
11+ to 13
95
13+ to 15
86
15+ to 17
7
6
17+ to 19
66
19+ to 21
5
7
21+ to 23
4
7
23+ to 25
3
7
25+ to 27
2
8
27+ to 29
2
8
29+ to 31
2
8
31+ to 33
2
8
33+ to 35
2835+ and up
1
8

Advanced Dungeons & Dragons
Hit Dice
AD&D ThAC0
Level
Up to 1-1
21
1
1-1
20
2
1
19
2
1+
18
2
2-3+
16
3
4-5+
15
3
6-7+
13
4
8-9+
12
5
10-11+
106
12-13+
97
14-15+
8
8
16+
7
9
Challenge
0 to 1/8
1/4 to 1/2
1 to 45 to 89 to 1213 to 16
17 to 20
21 to 24

D&D5eProf. Bonus
+2
+2
+2
+3
+4
+5
+6
+7

Level
2
3
4
5
6
7
8
9

When converting a monster from D&D5e, the Cypher System level becomes 3 + Challenge / 4 (RU) if the
Challenge is 1 or higher. Cypher Level is also 2 + D&D Proficiency Bonus.

HealthA creature’s Health is equal to its AD&D or B/X hit dice times five. To this, add the additional hit points
shown in the Dungeons & Dragons description. If the monster description gives its full hit points, use those.
If converting from D&D5e, the Health is equal to the Cypher Level times five plus the creature’s D&D
Challenge. You may have to adjust to keep the monster reasonable (for creatures with very high hit
points). Compare hit points with the monsters from the Cypher System Rulebook and Godforsaken if you
have doubts.

ArmorA creature’s Armor is equal to ten minus the B/X D&D or AD&D AC, this number divided by two (drop thefraction). The Armor from D&D5e is (AC-10) / 2 (RU). This is a simple conversion and does not take into
account “fast” or “dextrous” monsters that have a low AC. If the creature typically carries a shield, consider
the AC to be one worse than what’s shown in the monster description and give the monster +1 Level on
Speed defense actions.

DamageA creature inflicts damage equal to half of the die used to roll damage in Dungeons & Dragons. If thedamage listing is for multiple dice (e.g., 2-16 or 4-40), then calculate for the first die and then add one foreach additional die (e.g., 5 or 8 for the examples before).

Modifications
Don’t forget to add a level on melee and ranged Speed defense if the creature has a shield. You can add
more modifications as fitting.

Specials
Keep the spirit of any special attacks or defenses. For example, a troll’s Armor will not count against fire
and acid attacks. Trolls will also regenerate 3 Health per round starting three rounds after taking damage.

Converting Magic Items from Dungeons & Dragons
You can convert magic items from Dungeons & Dragons for use in your Cypher System fantasy campaign.
Just remember a few key conversion points.

Plusses
For earlier versions of D&D, magical “plusses” ranged from +1 to +5 (and to +6 in 4th edition). These canconvert directly by considering them to be the plus to the d20 roll (which it is). The plusses relate tobonuses and easing of attacks for weapons. Damage is increased by one for each plus.
AD&D Magical Weapon Bonuses in Cypher System
Magical Weapon Plus Cypher System Ease Cypher System Attack
+1
None
+1
+2
None
+2
+3
One Step+0+4
One Step+1+5
One Step+2+6
Two Steps+0

Damage Bonus
+1
+2
+3
+4
+5
+6

Magical ranged weapons use the Ease and Attack Bonus above. The ammunition uses the Damage
Bonus. The plusses from magical shields use the easing and bonuses for Speed defense rolls. The
magical plusses from armor are applied differently.

AD&D Magical Armor Bonuses in Cypher System
Magical Armor Plus
Cypher Armor Bonus
Speed Effort Reduction
+1
+1
-+2
+1
-1
+3
+2
-1
+4
+2
-2
+5
+3
-2
+6
+3
-3
For D&D Fifth Edition, consider the plus to be double the AD&D plus and use the tables above.

Magical Items
An artifact’s level is double the number of plusses if it’s a weapon, a suit of armor, or a shield. Scrolls
should have a level based on the highest level spell on the scroll with a minimum Cypher System level of 4
(since 7th level is the minimum level to create scrolls in AD&D). If the magic items casts spells and thecaster level for those spells is fixed (like in AD&D), then consider the level to be half of the caster level (for
AD&D). Wands perform at 6th level of experience (DMG, 135), staves at 8th (DMG, 133). It appears thatthese levels hold for B/X D&D as well (see wands and staves on page X49 and note the damage dice). In
AD&D, spellcasters can create potions at 7th level with aid of an alchemist or 11th level by themselves.
This would indicate a minimum potion level of 4 (so the level should be 1d6 + 3 if randomly determined).
For all other magic items, the enchant an item spell is 6th level and permanency is 8th level. The minimum
Cypher level should be 6 and possibly 8. Magical items from 13th Age are usable too.

Converting Spells from Dungeons & Dragons
If you want to use D&D spells it might be best to pick one edition and use the spells from that edition. I’ll
use D&D5e for this conversion because the spells have fixed levels that do not vary with the type ofspellcaster casting the spell.
You can keep most of the description and flavor for each spell with regard to casting time, range,
components, and duration. Saving throws must be converted to “power rolls” that a player makes if acharacter is casting the spell. Attack rolls will remain attack rolls. Defense rolls must be determined.
Characters can become trained and specialized in spells. Each spell costs 3 XP to gain (CSR2e, 259).
D&D Rule
Player makes a spell attack roll vs. target AC
Creature makes a spell attack roll.
Player makes a saving throw vs DC
Creature makes a saving throw vs DC

Cypher System Rule
Player makes a Speed attack roll vs. Target Number
Player makes a Speed defense roll vs. Target Number
Player makes a stat roll vs. Target Number
Player makes an Intellect roll vs. Target Number

When the spell requires an attack roll, this translates to a Speed roll with the Target Number being thecreature’s Cypher Level times 3. If an NPC or creature attacks a character with a spell requiring an attackroll, the player makes a Speed defense roll for the character versus the enemy’s Target Number. If theplayer would be required to make a saving throw, this becomes an appropriate stat roll (Might for Strengthand Constitution, Speed for Dexterity, and Intellect for Intelligence, Wisdom, and Charisma). If a creaturewould have to make a saving throw, D&D5e DC is normally based on a mental ability score, so the player
would make an Intellect roll against the creature’s Target Number.

Spell Cost
Spell’s cost double their level in Intellect points. Cantrips cost 1 Intellect point.

Spell Damage
Cypher System spell damage is equal to half the first die of damage plus the number of additional D&D5espell damage dice (regardless of die type). For example, meteor swarm would do 22 points of fire damage
and 22 points of bludgeoning damage. The fire bolt cantrip does 5 fire damage and then 6 at 5th level, 7 at
11th level, and finally 8 at 17th level. Fireball does 10 points of damage at the base spell level. For every
two additional Intellect points put into it, it does an additional point of damage. In the Cypher System,
Armor protects against just about all damage unless it’s ambient damage.

Healing
Healing restores hit points in the same manner that damage takes them away. Cure wounds heals 4 Might
and/or Speed stat pool points or 4 Health. For every two additional Intellect points put into the spell, curewounds heals another point. A character can regain up to 6 + Tier points in magical healing by spells perday. Any additional magical healing from spells above this number will be ineffective. Healing can only beapplied to Might and Speed stat pools.

Ritual Spells
Spells with the ritual descriptor can be cast for no Intellect points as along as the caster adds ten minutes tothe casting time.

Spellcasting Ability Modifier
If this is needed, it’s equal to your Intellect Edge. Cypher Stat Pools correspond to D&D ability scores up to
10 at which point the D&D ability score equivalent increases by two for every point of Edge (i.e., Edge 1 isD&D 12, Edge 2 is D&D 14, etc.).

Spell Description
If the spell talks about D&D terms, such as hit dice, and you’re using D&D monsters, there’s no need totranslate anything. All of the narrative effects of the spell occur as described.

Spellcasting Systems
The characters could gain spellcasting abilities in a variety of ways. The GM needs to pick a system andstick with it.
Everyone Can Learn Spells
With this system, everyone can learn spells. As long as someone teaches you a spell, you learn it from a
book, a god implants it into your soul, etc., you can pay 3 XP to learn a spell and cast it whenever you
want. The maximum spell level you can learn is equal to your Tier. Spellcasters are just people who havespent their time learning spells rather than getting better at other things.

Special Training Grants Spell Use
Under this system, a character must learn to become a spellcaster before learning spells. In game terms,
there must be one or more gatekeeper traits. It could be as simple as taking a skill like Spellcasting or
more involved, like having a different skill for each school of magic. If more than one skill is required, thenthese skills should be Ranks that cost 1 XP. You may learn and cast spells having a D&D spell level ofyour Rank in the appropriate category. Each spell, regardless of spell level, costs 3 XP. The maximum
Rank you can get is equal to your Tier. For a spellcasting system based on Ars Magica, each of the fifteenArts can have a separate Rank. For D&D, each separate school of magic should have its own School
Rank. Thus, characters must advance their eight Schools of magic to become versatile casters.
As a personal preference, healing spells should be moved to the School of Necromancy. These spells fromthe Player’s Handbook are cure wounds, healing word, prayer of healing, aura of vitality, mass healing
word, mass cure wounds, heal, mass heal, and power word heal.
Spells Replace Type and Flavor Abilities
Spells replace the abilities you get from your Type. Instead of choosing one or more abilities from yourType or Flavor when you reach a new Tier, you choose spells. A spell’s level cannot be higher than the
new Tier.
Spells Replace Cyphers
If a character has gained access to a spell, they can fill one of their “cypher slots” with a spell instead of acypher. The table below shows the rule progression on the number of cyphers a character can carry. Ifthey try to memorize or prepare more spells, they may hold the spell for a while but then spells will berandomly forgotten to bring the character back down to their normal maximum. An easy rule could be thata character could fit more spells but for every spell they go over, they will randomly lose one if a d20 roll isequal to or less than the extra number of spells (kind of like a GM intrusion but can happen on higher rolls).
Cypher Use Level
Cyphers
Initiate Cypher Use
1(Proficient) Cypher Use
2
Expert Cypher Use
3
Adroit Cypher Use
4
Master Cypher Use
5Type and Tier
Tier 0Warrior 1, Explorer 1, Speaker 1
Warrior 3, Adept 1, Explorer 3, Speaker 3
Warrior 5, Adept 3, Explorer 5, Speaker 5
Adept 5

While the spells are held in memory, they can be used indefinitely if the cost is paid for each casting.
Spontaneous Spells
If this option is used, a character can cast a spontaneous spell as long as they would be able to cast a spellof double that level in that school (or by their Tier, if the school system isn’t being used). The Intellect point
cost is doubled for a spontaneous spell (i.e., D&D spell level times four). For example, A Tier 1 character
could spontaneously cast a cantrip they do not know for 2 Intellect points, one of Tier 2 could cast a 1st
level spell for 4 Intellect points, a Tier 4 character could cast an unknown 2nd level spell for 8 Intellectpoints, and a Tier 6 character could spontaneously cast 3rd level spells for 12 Intellect points.

Converting Game Rules from Ars Magica
Art Ranks and Spells
Although it’s probably more complicated than the Cypher System wants, you need to have some way todifferentiate spellcasters through their Arts in a game that uses Ars Magica material. Art Ranks are the way
to do this. Each Art Rank costs only 1 XP but Art Ranks provide the “gatekeeper” traits for determining
what spells a character can learn, how they will fare in certamen, lab totals, etc.
Each Art also has an associated skill with it, in the normal Cypher System sense. Characters can betrained or specialized in Arts.
Tier
0
1
2
3
4
5
6
7+

Maximum Art Rank
1
2
3
4
5
6
7
8

Maximum Art Rank by Character Tier
Art Score+ Trained+ Specialized
5
10
15
10
15
20
15
20
25
20
25
30
25
30
35
30
35
40
35
40
45
40
45
50

Max Spell Level
30
40
50
60
70
80
90
100

Each Art Rank contributes five levels to the maximum spell level a character can learn. Being trained in the
Art adds an additional five. Being specialized adds ten total. The table above shows the maximum Art
Rank with corresponding maximum Art Score for each Tier. The maximum Spell Level column assumes
that the character is specialized in both the Technique and the Form. The “base” maximum Spell Level(without any additional skill in the Arts) is double the maximum Art Score (or twenty less than what’s shownin the last column).
Spells cost 3 XP to gain (see Cypher System Rulebook Second Edition, page 259). When buying a spell,the character can get any spell that they qualify for (in other words, the cost of the spell is not based on thespell’s level). Spells cost a number of Intellect points equal to the magnitude of the spell to cast (yes, it
should be Cypher Might, but magic in Cypher costs Intellect).
Spontaneous spells can be cast. The maximum spell level is equal to half the Lab Total (but you spend fullIntellect points, e.g. a Level 10 spontaneous spell costs 4 Intellect as if it were a Level 20 spell). For nonfatiguing spontaneous spells, level is limited to the Art Ranks of Te+Fo. Of course, consider Intellect Edge
as well (which would reduce cost).
Ritual spells are cast just like in Ars Magica. They cost one Intellect point, one pawn of raw vis, and fifteen
minutes per magnitude.
Words & Gestures. Changing these results in additional Intellect point costs. One additional Intellect point
per five modifier points. Casting with no words or gestures (-15) costs Intellect 3.
Other spellcasting rules can be converted as needed.

Converting Hermetic Spells to Cypher Spells
Ars Magica Spell Trait+X to Recovery+X to Characteristic
Increase Characteristic
A roll of X++X to Attack+X to Defense+X to Soak
+X to rolls
Light Wound
Medium Wound
Heavy Wound
Incapacitating Wound
Fatal Wound
Fatigue Level+X Damage for Spell+X Damage added to a Weapon
Arcane Connection+X SizeArs Magica Might“Armor is no defense”
Concentration“Heals as wound”
Reduce Might
Gain X Warping Points
Parma Magica
Magic Resistance

Cypher System Rule
+X/3 to Recovery (+1 = +1 to third Recovery roll)+2X to appropriate stat pool
Increase stat pool to no higher than 10+2X
A roll of X+ (Ease Factor = Target Number)+X to Attack (or ease roll by X/3 levels)+X to Defense+X/3 to Armor+X to rolls (or ease roll by X/3 levels)
2 damage (compares to 10 damage in Ars Magica)
3 damage
4 damage
5 damage
6 damage
3 damage (but recovered after an hour) or special
2+X/5 Damage+X/5 Damage
Use Ars Magica rules+X to Damage, +3X to Health, -X to Attack/Defense
Level = Might/5, Might = Cypher Level X 5
Ignore Armor when dealing damage (ambient)
Use concentration table from Ars Magica
Use Ars Magica guidelines (lasting damage in Cypher)
Reduce Might, target takes reduction/5 as damage.
Take X damage (no Armor) or use Warping
Character Tier X 5 + Parma Magica skill
If a creature has it, its level times five (or Might)

Magic Resistance and Penetration
Magic resistance is based on a creature’s Ars Magica Might, which remains the same (no need forconversion). If a D&D monster is used and you have to determine its Might, use its hit dice times 2.5.
Characters that have familiarity with Parma Magica have a magic resistance of five, trained grants 15, andspecialized grants 30.
A character’s spell penetrates if the following result of a 1d6 roll is true:
Character’s Spell Penetrates if 1d6 + Max Spell Level (TeFo) – Spell’s Level + Penetration > Target’s Might
The player rolls 1d6 and adds the difference between the maximum spell level that’s learnable for the
specific Technique + Form combination minus the spell’s actual level. Also add +1 if the character has
familiarity with the Penetration skill, +3 if trained, or +6 if specialized. If this result is greater than thetarget’s Might, the spell penetrates. The player should note the overall penetration modifier for each of his
character’s spells for ease of calculation during play.

For example, a magus casts Pilum of Fire at a Level 5 water elemental. He has specialized in both Creoand Ignem. He has two Art Ranks in both Creo and Ignem. His maximum CrIg spell level is 40. Pilum ofFire is CrIg 20. The difference is 20. The elemental's Might is 25. The player would have to roll a 6 on thedie to penetrate. If he had familiarity with Penetration, the roll would have to be 5+. With trained
Penetration, the roll would have to be 3+. If specialized, Penetration would be automatic. Let’s say he’s
trained in Penetration. In this case, the player should write “Pilum of Fire (CrIg 20) + 23” on the character’s
sheet.
A character’s Parma Magica blocks a hostile magical effect if the following 1d6 roll is true:
Character’s Parma Magica blocks if 1d6 + Tier X 5 + Parma Magica > Attacker’s Might
A character’s overall magic resistance (assuming they have Parma Magica) is equal to five times thecharacter’s Tier plus a modifier for the Parma Magica skill (+1 with familiarity, +3 if trained, +6 if
specialized). A character “practiced” with Parma Magica just gets their Tier times five as magic resistance.
Without a Parma Magica, a character’s magic resistance is equal to their Form Art Rank applicable to theeffect (so the roll would be 1d6 + Form Art Rank vs. Attacker’s Might).
A character’s “Might” for the purposes of this calculation (if needed) is their Tier times five if they have no
magic resistance or penetration ability otherwise.
Note: a d6 is used for this roll to keep the range tight and to decouple it with the normal Cypher System
resolution mechanic (so it can’t be affected by special abilities, a 1 XP re-roll, etc.).

The Gift
The Gift imposes a one-step penalty on all social interactions. Blatant Gift imposes a two-step penalty.
This is like the reverse of trained and specialized. The Gift essentially gives an inability which hinders rolls.

ConfidenceThis is simply spending 1 XP to re-roll a d20. Tytalus characters get two free re-rolls per gaming session.

Certamen
Certamen would be a mini-game that plays just like the rules in Ars Magica. Use the Fatigue track andapply the penalty as a universal increase in the difficulty of the character's rolls. Use the Art Scores as
produced above.

Training Apprentices
Apprentices can be trained after a wizard achieves an Art Rank of 1 in all fifteen Arts (15 XP). Many havehigher ranks before taking on an apprentice.

Warping and Twilight
If the 1d6 roll for spellcasting is a '1' then there is a chance for botch. Roll a number of d20's equal to thenumber of botch dice. If any come up '1' then there is a botch. Magi should also get one Warping Point per

'1' that comes up on a d20. A botch would allow a GM Intrusion (no XP award) which should typically resultin some sort of Twilight problem.
Here's a comparison of the two systems. It's very close.
Botch Dice
1
2
3
4
5
6
7
8
9
10

Mine ArM Difference
0.83% 1.00% -0.17%
1.63% 1.90% -0.28%
2.38% 2.70% -0.32%
3.09% 3.40% -0.31%
3.77% 4.10% -0.33%
4.42% 4.70% -0.28%
5.03% 5.20% -0.17%
5.61% 5.70% -0.09%
6.16% 6.10% +0.06%
6.69% 6.50% +0.19%

Familiars
The familiar's three cords work the same way as in Ars Magica. The Golden Cord reduces botch dice. The
Silver Cord protects the wizard's mind. The Bronze Cord acts as Armor. Advance each Cord like a skill.
Familiarity
TrainedSpecialized

Golden Cord
-1 botch die-3 botch dice
-6 botch dice

Silver Cord
+1 on relevant rolls+3 on relevant rolls+6 on relevant rolls

Bronze Cord
Armor 1/+1 Recovery
Armor 2/+3 Recovery
Armor 3/+6 Recovery

Auras
Auras act like free Edge (can be negative in some cases). For every five points in the bonus/penalty, thespell cost is adjusted by -1/+1. For example, in a Magic Aura of 3, the caster does not have to supply one
Intellect point when casting spells (+3/5 X -1 = -0.6, rounded to -1). In a Divine Aura of 2, they must pay an
additional Intellect point per spell (-6/5 X -1 = 1.2, rounded to +1). The additional botch dice remain thesame. Magic Resistance is affected by the actual Ars Magica bonus or penalty but so is Penetration.

Cyphers and Vis
Cyphers in this game take the form of spell-like vis or charged items. Spell-Like Vis should be "naturally
occurring" which makes it perfectly reasonable to have as a "find" in magical games. Charged items are
manufactured, so there'd have to be some rationale as to why they exist at locations.
Use the Cyphers in the rulebooks and simply assign Arts to them as appropriate. The number of pawns ofvis would be equal to its level (which is normally a 1d6 roll plus modifier). This makes vis abundant but so
what?
If you rule that wizards can create raw vis, of any Art, then they would be able to create a number of pawns
per season equal to their Art Score divided by five (not Lab Total divided by ten). This is if you want vis
from all fifteen Arts able to be manufactured. Perhaps all raw vis is spell-like vis under this system (you canuse it to cast an effect or use it to power something). Raw vis created in a laboratory might have a randomCypher effect or perhaps the wizard can create a Cypher effect through some sort of roll. If raw vis remains
the same, then only spell-like vis must be handled as a cypher (with the normal limitations). Carrying
excess amounts of cyphers would induce Warping this game (it would not result in the disappearance ofthe cyphers). Carrying more cyphers than allowed, such as multiple pawns of spell-like vis and potions,might result in gaining Warping under the “powerful mystical effects” category. The amount should be one
Warping point per 24 hours carrying more than the allowed amount. Properly storing these cyphers at alocation would not cause any problems (other some of the spontaneous effects listed in the section on
spell-like vis in Realms of Power: Magic).

Covenants
Characters can spend XP on their covenants (see Long-Term Benefits, CRS1e, 222). For every Cypher
System XP spent on the covenant, give the players five Ars Magica Build Points. Use the Covenants
supplement.

Equipment
The Inexpensive, Standard, and Expensive categories in Ars Magica map to the Inexpensive, Moderate,and Expensive (or more) categories in the Cypher System.

Cypher Use
For reference, the progression of Cypher Use is below:
Cypher Use Level
Initiate Cypher Use
Cypher Use
Expert Cypher Use
Adroit Cypher Use
Master Cypher Use

Cyphers
1
2
3
45This could also be the limit of attuned items in a D&D5e sense, if you’re using those magic items.

SkillsAll of the Ars Magica skills are available except for the combat skills (those are treated differently in the
Cypher System). Practiced means you have the skill at +0. Familiarity is a +1, trained is +3, andspecialized is +6. The equivalents in Ars Magica are:Ars Magica Ability Score
0 (1) to 2
3 to 56 to 89+

Ars Magica Skill Level
Basic Skill
Moderate Skill
SkilledVery Skilled

Cypher System Skill Level
Practiced
Familiarity
TrainedSpecialized

When applying a skill to an Ars Magica rule, use +3, +6, or +9 for familiarity, trained, or specialized. Each
Ars Magica skill is a narrow skill (rather than a broad skill).

Houses of Hermes
Hermetic House
Bjornaer
Bonisagus
CriamonEx Miscellanea
Flambeau
Guernicus
Jerbiton
MercereMerinita
TremereTytalus
VerditiusHouse Benefit
Heartbeast (Practiced)
Magic Theory (Trained) or Intrigue (Trained)
The Enigma (Practiced)
Gain two 4 XP traits related to magic and gain one inability related to magic.
Perdo (Trained) or Ignem (Trained)
Hermetic Prestige
Trained in one skill relating to scholarship, arts, or mundane interaction.
Creo (Trained) or Muto (Trained)
Faerie Magic
Magical Focus (Certamen)
Self Confident
Verditius Magic

Bjornaer
Bjornaer magi are practiced in the Heartbeast skill. This allows the magus to change into one (and onlyone) type of animal (their Heartbeast) for as long as they want. Other details are contained in the Ars
Magica rulebook.
Bonisagus
Magi from this House are either trained in Magic Theory or in Intrigue depending on whether they are of thelineage of Bonisagus or Trianoma.
CriamonCriamon magi are trained in The Enigma which eases rolls regarding interpreting dreams and riddle,
understanding phantasms, arcane, and mysterious situations.
Ex Miscellanea
These wizards gain 8 XP worth of magical traits but must accept an inability in magic. This could be used,
for example, to take Creo (Trained) and Corpus (Trained) and Perdo (Inability). It could also be used togain two Supernatural Abilities (Practiced) and one Art inability. The source material will suggest more
ways to characterize magi Ex Miscellanea.
Flambeau
Flambeau magi start out trained in either the Art of Perdo or the Art of Ignem.
Guernicus
Hermetic Prestige grants Guernicus magi ease on all social interactions with other magi in the Order ofHermes.
Jerbiton
These magi gain a free skill at the trained level relating to scholarship, arts, or mundane interaction.

Mercere
Mercere magi start out trained in either the Art of Creo or the Art of Muto.
Merinita
These magi gain Faerie Magic as a part of their House Mysteries.
TremereMagi of Tremere gain a Magical Focus in Certamen. This allows them to double the lower of their Arts
when engaged in Certamen.
Tytalus
Tytalus magi gain the trait of Self Confident. In the Cypher System, this grants the player 2 XP per gaming
session that can only be used for d20 re-rolls.
Verditius
Adding a Craft skill score to a Lab Total entails using a +3, +6, or +9 bonus from having a skill at thefamiliarity, trained, or specialized level. Use the same bonus scheme for the Philosophiae score and the
reduction in pawns of raw vis for opening an enchantment. Verditius magi need their casting tools for all
formulaic spells.