Certamen, take 2 ala Harper:
When you certamen, roll +weird (unless you are from House Tremere, they can use +sharp as per their move that is not yet written).
All harm accrued in Certamen is unreal, going on in the phantasmic wizardly duel between the two gifted Hermetic parties. All harm done to one's opponent can be used as a bonus to the roll for the subsequent casting of a non-lethal spell should one win. The non-lethal winner's spell must use the Form and Technique agreed to in the duel.
The loser of the duel, taking phantasmic harm enough to take their countdown glass to 12, merely falls unconscious, waking up without harm but in the throes of the victor's non-lethal spell.
On a 10+, harm is done according to the magic rules or you may choose two below.
On a 7-9, choose one.
- You have gained insight into the ways of magic through this conflict. Take an XP.
- You have come away with a sliver of knowledge about your opponent, you may ask them any one of the following questions:
*What was the most humiliating moment of your wizard's apprenticeship?
*If you were not a magus, what would you be?
*When you die, what do you want your legacy to be left on earth in your name?
- You detect a weakness in your opponent’s defense. Do +1harm when you next inflict harm on them.
- You improve your defensive posture. Take +1armor during the next exchange.
- You exchange energies. You and your opponent both inflict harm as established.
- You seize an advantageous opportunity. Take +1forward.