Houserules

General Rules
Stress Dice:  '/roll d10!' in Roll20 parlance. Botches occur on 1's.

Confidence: At the start of each session, reset every character's Confidence Points to 2 if they have fewer remaining. Extra conf awarded for exceptional participation

Fatigue: Advances 0 (normal)/-1/-2/-3/-4/Unconscious

Character Creation
Virtues for Companions: Your companions may now be Mythic companions: Take 2 points of virtues for each point of flaws you select. Also take one free minor virtue.

XP: Mundanes and wizards post apprenticeship get 20XP / year in character generation. Wealthy characters get 25 and Poor get 15. Abilities are not limited by age.

Difficult Arts: Advance just like regular arts. Various hedge/side traditions abilities may work similarly, consult a GM

Modified Virtues and Flaws
Mercurian Magic: In addition to the listed benefits, a Mercurian magus may use ceremonial casting with any formulaic spell and all their ceremonial spells take only 1 minute per magnitude to cast. Ignore the restriction about losing your vis discount when casting rituals in communion with non-Mercurian magi.

Life Boost: Bonus is +3 / rank

Diedne Magic: This grants you the virtue Hermetic Sacrifice (Mysteries, p.117) for free. Replace the section about keeping your lineage secret with the following:

Even centuries after the schism war ended, and the magic of Diedne filtered secretively through other houses, it carries negative connotations within the Order. Tremere magi may not take this, and will likely regard your magus poorly. Suggested flaws to represent this are: Dark Secret (True Diedne), Enemies (House Tremere), Infamous (Diedne magus), Infamous Master (Diedne magus). These flaws are optional, but a sensible choice with a controversial lineage like this.

Working Magic
Magic Resistance: Things which are altered or affected by magic do NOT need to penetrate to do harm unless that harm derives directly from the effect of the magic-- in other words, magically putting a pink dot on a sword does not mean the sword is now resisted by Parma.

Adjusted/New Spell Mastery Options:
 * Magic Resistance: gain +10 MR against this and similar effects, which stacks with Form and PM.
 * Multiple Casting: allows you to cast a single extra copy of this spell. You may select this ability multiple times. A single casting roll is made for all the copies, with a -5 penalty to the casting total for each copy beyond the first. You may select a different target for each copy but they all must be perceptible and within range of the spell at the same instant.
 * Imperturbable Casting: add +3 to Concentration rolls with this spell
 * Acute Casting: add +3 to Penetration with this spell.
 * Combat Casting: gain a +2 bonus to fast-casting speed and +2 to aiming rolls with this spell. you always recognise this spell when you see someone attempt to cast it.
 * Craft Mastery: you may use a Craft ability in place of Finesse when using this spell to accomplish mundane work. If you do, lower the ease factor for craft magic rolls by one step.
 * Ceremonial Casting: you may use ritual methods with this formulaic spell.

Spell Design
Mass Creation: multiply the vis required for a Creo ritual by the magnitude of the spell's Size modifier (minimum 1)

Ring and Circle Spells: Spells with these parameters end if their circle is broken OR moved. They cannot be put on a moving platform, like a ship or a wagon.

Rego Corpus: Magi do not teleport but instead move instantly between two points if there is a clear path between them. Fatigue transfer spells cannot work at voice or arcane connection range.

Call to Slumber: Ineffective in combat against an alert foe

Creatures and Realms
Supernatural Creature Penetration: Penetration = Creature's Might - Might Cost of Power + Aura Modifier + Penetration Score

Might-Stripping Spells: Repeated casting of PeVi spells that strip might, of the same level, have no effect. To completely destroy a creature higher levels of magic will need to be used. For instance, a Demon of Might 15 could be destroyed with a PeVi 5 and a PeVi 10 in a row, but casting the PeVi 5 a second time will have no effect.

Might Score vs. Might Pool: Creatures who spent might points from their might pool effectively lower their might score in all subsequence rounds for the purposes of calculating penetration, Magic Resistance, and so on. Some creatures have a special virtue that negates this.

Faith Resistance: Some mundanes enjoy Divine MR that is less than that given by True Faith but is more common than that virtue. The specifics of who gets this aren't settled yet.

Intelligo Vim: It is not necessary to have separate Intelligo Vim spells to discern between Magic/Fae/Divine/Infernal. If an Intelligo Vim spell is powered enough to detect the Technique & Form of an effect (2 extra magnitudes), it will detect the realm as well.

Laboratory
Longevity Rituals: Aging bonus = (Creo Corpus lab total)/10

Experimentation: When you roll a disaster on the extraordinary results chart you can avert it with a reflexive roll of d10!+perception against an ease factor of 9+(risk modifier). When rolling to determine the result of the disaster add the experiment's risk modifier but not your character's perception.

When you gain experience from an experimental discovery it's always exactly 3 points.

Investigating Enchanted Items: Each effect investigated only takes 1 month of lab time. In that season lab work and craft work are impossible, and Study Totals are reduced by 1/3rd. 3 items can be investigated in a single season with no penalty. The forms and level of items are known in advance using Ceremonial InVi.

Object Expiry: The errata for RAW says that adding an expiration to an enchanted item, which increases your lab total, is invalid for Charged Items and Lesser Enchanted Items. We ignore the bit about Lesser Enchanted Items, but you cannot add object expiry to a Charged Item.

Character Advancement and Regression
Exposure Source Quality for Abilities: 5

Exposure Source Quality for Arts: 2

Practice Source Quality: 5 (8 for Local Lore/Local Language)

Teachers can take exposure XP in the skill being taught or relevant theory

Familiars: no penalty to learning, even if they have a Might score

Adventure XP: A magus can go on an adventure, take adventure XP, and do labwork in the same season, so long as:
 * The labwork does not grant XP (no reading books, studying vis, or taking exposure XP)
 * The character is not out of the lab for 20 or more days. RAW rules for distraction are:
 * 10 days or less out of the lab: no impact
 * 11 days or more out of the lab: -12 to lab total, and -2 for every day past the 11th
 * 20 days out of the lab: -30 to lab total, maximum penalty, after this lab work is impossible

Non-Hermetic Traditions
In general, where a tradition uses "Difficult Arts," they now use regular arts. Check with GM on a case by case basis.

Augustan Magic:
 * The schools of magic advance as Arts, rather than abilities. The Sortes and Animo are still regular abilities.
 * Schools can be advanced by studying vis.
 * Apprentices/lab assistants add their Int + Theory to lab totals when practicing Rites and their Int + Animo to lab totals on Animo.
 * The limit on effects inscribed in an Animo is 3x Might (as per suggested Minor Breakthrough in errata)

Concentration
Clarification of RAW:

You do not roll a botch die to confirm botch if you roll a 1 on concentration. If you fail the concentration check, roll a 1d10 to see if the spell would botch, then roll however many dice are necessary to confirm the spell botch.

If you are injured, the penalty for Injury listed under "continuing situations" (3 x injury penalty to concentration roll) only applies when you are maintaining a spell for 2 minutes or more and have to make regular concentration checks each diameter duration.

Really Obscure
The visual effect of an active Spiritual Pact cannot be concealed by magic.

If one's mind is magically altered into an external form, physical damage to that form can cause various negative effects, such as fatigue, personality shifts, or loss of XP. These wounds heal on the same timeline as physical wounds.