There are several books that defy classification due to the rarity or perplexing nature of their insight. These are called "dangerous books."
Reading a dangerous book takes an entire season, and can be read any number of times, although the chances of misdirected learning increases each time. At the end of the season, roll the Study Total, the formula of which is different for each dangerous book to determine how many experience points you gain. Next, roll a quality die + 1 x (number of previous readings) and consult the Insight table (different for each book) to determine where those experience points are placed.
If a roll results in a choice of topics ("Astronomy or Magic Theory," for example), the reader may elect to put the experience in either Knowledge or Art, reflecting the fashion in which the reader chooses to interpret his or her insights. If the reader does not have one of the two choices, s/he must put the experience inthe Knowledge or Art s/he does have. If the reader has neither choice, s/he must roll on the table again.
When reading a Dangerous Book, if an Art is rolled as the seasonal topic, the reader may elect to attempt to incorporate the insight gained through the book in an unconventional manner, which may result in the development of a new Affinity. If the reader elects to do this, the Study Total is halved, and the reader rolls a stress die + Int. If the result is 15+, the reader has successfully gained the reduced Study Total in experience in an appropriate Affinity as adjudicated by the StoryGuide. Failure indicates that the reader learned something of use, but less than he or she would have normally gleaned; add the reduced Study Total to the relevant Art. A Botch indicates that the reader was confused by attempting to learn unconventially; multiply the original Study Total by the number of botches to determine the number of experience points gained in False Knowledges.
Study Total: (Simple die + Int + Magic Theory + Concentration) /
5
Insight:
Roll | Result |
2 | Legend Lore or Occult Lore |
3 | Herbalism or Magic Theory |
4 | Alchemy or Magic Theory |
5 | Natural Philosophy or Magic Theory |
6 | Magic Theory |
7 | Astronomy, Magic Theory, or Vim |
8 | Metaphysics or Vim |
9 | Affinity or Vim |
10 | Magic Theory or Affinity |
11-16 | Affinity* |
17+ | False Knowledge** |
* Magus must already possess an Affinity. Otherwise, roll
again.
** See rules for False Knowledge, below.
Study Total: (Quality die + Int + Philosophiae: Metaphysics +
Concentration) / 5
Insight:
Roll | Result |
2 | Legend Lore or Occult Lore |
3 | Occult Lore or Magic Theory |
4 | Magic Theory or Mentem |
5 | Magic Theory |
6 | Ignem or Vim |
7 | Metaphysics or Vim |
8 | Magic Theory or Vim |
9 | Vim or Affinity: Theurgy |
10 | Occult Lore or Ignem |
11-15 | Occult Lore or Affinity: Theurgy |
16 | Affinity |
17+ | False Knowledge |
Study Total: (Stress die + Int + Enigmatic Wisdom +
Concentration) / 5
Insight:
Roll | Result |
2 | Faerie Lore or Occult Lore |
3 | Occult Lore or Magic Theory |
4 | Magic Theory or Enigmatic Wisdom |
5-7 | Metaphysics or Enigmatic Wisdom |
7-10 | Enigmatic Wisdom |
11 | Enigmatic Wisdom or Storytelling |
12 | Metaphysics or Magic Theory |
13-16 | Gain one level of Personality Trait: Obtuse and roll again |
17+ | False Knowledge |
False Knowledge is an Ability, scored like any other, representing the incompatible ideas or befuddled thinking that the magus simply cannot get out of his head. False Knowledge subtracts from any Arcane Knowledge roll or lab total involving an Arcane Knowledge.
Getting rid of False Knowledge is a long but simple process: each experience point earned in an Arcane Knowledge can be spent decreasing the magus' experience point total in False Knowledge instead. For example, Stentor has a False Knowledge score of 3 (6 experience points). He creates a lesser enchanted item, earning him 1 experience point in Magic Theory. He decides to spent it in False Knowledge instead, lowering his score to 2 (with 5 experience points).
One rote copy of a dangerous book can be prepared in one season; a Strong Writer can write two copies of the same dangerous book in 1 season. Improving a dangerous book is uncommon and ill-advised.
Last modified: Thur Feb 11, 1999 / Jeremiah Genest