HOME

TheInfoList



OR:

''Ars Magica'' is a
role-playing game A role-playing game (sometimes spelled roleplaying game, or abbreviated as RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out ...
set in 'Mythic Europe' – a historically grounded version of
Europe Europe is a continent located entirely in the Northern Hemisphere and mostly in the Eastern Hemisphere. It is bordered by the Arctic Ocean to the north, the Atlantic Ocean to the west, the Mediterranean Sea to the south, and Asia to the east ...
and the
Levant The Levant ( ) is the subregion that borders the Eastern Mediterranean, Eastern Mediterranean sea to the west, and forms the core of West Asia and the political term, Middle East, ''Middle East''. In its narrowest sense, which is in use toda ...
around AD 1200, with the added
conceit An extended metaphor, also known as a conceit or sustained metaphor, is the use of a single metaphor or analogy at length in a work of literature. It differs from a mere metaphor in its length, and in having more than one single point of contact be ...
that conceptions of the world prevalent in folklore and institutions of the
High Middle Ages The High Middle Ages, or High Medieval Period, was the periodization, period of European history between and ; it was preceded by the Early Middle Ages and followed by the Late Middle Ages, which ended according to historiographical convention ...
are factual reality (a situation known informally as the "medieval paradigm"). The players' involvement revolves around an organization of
magi Magi (), or magus (), is the term for priests in Zoroastrianism and earlier Iranian religions. The earliest known use of the word ''magi'' is in the trilingual inscription written by Darius the Great, known as the Behistun Inscription. Old Per ...
and their allies and foes both mundane and supernatural. The game was originally developed by Jonathan Tweet and Mark Rein-Hagen, with its first edition published in
1987 Events January * January 1 – Bolivia reintroduces the Boliviano currency. * January 2 – Chadian–Libyan conflict – Battle of Fada: The Military of Chad, Chadian army destroys a Libyan armoured brigade. * January 3 – Afghan leader ...
. The current edition (the game's fifth) was written by David Chart, and published in 2004 by Atlas Games, who continue to develop new material for it. ''Ars Magica'' was one of the first examples of a
troupe system A troupe system is a way of playing role-playing games in which a group of players takes different roles at different times. The term was coined in Ars Magica, where it referred to each player using multiple characters and, crucially, sharing a ...
. Early editions recommended that the players collaborate to create the campaign world and story with: * Each player having an opportunity to be Story Guide. (e.g. alternating by play session, 'chapter' of a story, or at the whim of the troupe) * Each player having more than one character; when the primary character lacks opportunity or reason to participate in a session (typically due to laboratory or library activity), a secondary character is played. The Story Guide scheme has been de-emphasised in recent editions; in Fifth Edition it is relegated to an optional play style described at the back of the book. Alternatively a troupe may select one player as the primary story guide responsible for the overall plot, and one or more secondary story guides who run peripheral sessions and/or stories. To enhance the 'authenticity' of the historical setting, the game uses
medieval Latin Medieval Latin was the form of Literary Latin used in Roman Catholic Church, Roman Catholic Western Europe during the Middle Ages. It was also the administrative language in the former Western Roman Empire, Roman Provinces of Mauretania, Numidi ...
for a number of key terms, particularly in the game's most prominent feature, a system of Hermetic Magic.


History

The first two editions were published by Lion Rampant Games, with several modules published by Atlas Games. In 1991, Lion Rampant merged with White Wolf Magazine to form
White Wolf Game Studio White Wolf Entertainment AB, formerly White Wolf Publishing, was an American roleplaying game and book publisher. The company was founded in 1991 as a merger between Lion Rampant
. White Wolf published several adventure modules for the game before adding its Third Edition rulebook, co-authored by Rein•Hagen with Ken Cliffe. This revision greatly expanded the settings and peripheral rules while leaving the core system intact. White Wolf then released at least a dozen supplements for Third Edition, including the addition of Divine and Infernal mechanics, rules for shamanic magic, beginning the Tribunal series and completing the 'Four Seasons' tetralogy of stories begun by Lion Rampant. In 1994, publishing rights for the game were sold to
Wizards of the Coast Wizards of the Coast LLC (WotC or Wizards) is an American game Publishing, publisher, most of which are based on fantasy and List of science fiction themes, science-fiction themes, and formerly an operator of retail game stores. In 1999, toy ...
, who brought in Jonathan Tweet and started development on a fourth edition. The company published one supplement for the upcoming edition while republishing two supplements for the older edition. Development fell behind schedule, and on December 5, 1995, Wizards of the Coast announced they would leave the tabletop role-playing business altogether, although this turned out to be a temporary departure. The next year the rights were sold to Atlas Games, who published the 4th edition developed by Tweet and Jeff Tidball. The core book was nominated for the
Origins Award The Origins Awards are American awards for outstanding work in the gaming industry. They are presented by the Game Manufacturers Association (GAMA) at the Origins Game Fair on an annual basis for games released in the preceding year. For example, t ...
in 1996 for Best Roleplaying Game. Continuing to develop the line, Tidwell added several new stories, continued to expand peripheral material and released an extensive line of Tribunal books. Atlas then assigned David Chart as line developer and released a 5th edition in 2004. This release made extensive changes to the system, especially the mechanics for combat, experience, and character creation. Many players felt that the alterations to the combat system were long overdue, especially the rules for armour, which in previous editions made wearers much more likely to die in combat. This edition won the
Origins Award The Origins Awards are American awards for outstanding work in the gaming industry. They are presented by the Game Manufacturers Association (GAMA) at the Origins Game Fair on an annual basis for games released in the preceding year. For example, t ...
for '' Best Role Playing Game of 2004''. Since 2014, the 4th Edition has been distributed for free at ''Warehouse 23'' fronted by
Steve Jackson Games Steve Jackson Games (SJGames) is a game company, founded in 1980 by Steve Jackson, that creates and publishes role-playing, board, and card games, and (until 2019) the gaming magazine ''Pyramid''. History Founded in 1980, six years after the cr ...
. Many characteristics of the Storyteller system developed by White Wolf can be traced to ''Ars Magica'' and the fact that the Storyteller system was developed by one of ''Ars Magica'''s co-authors; White Wolf's '' Mage: The Ascension'' was envisioned as "Ars Magica in the Modern World", and many of the changes in the 3rd edition of ''ArM'' were to make the game-worlds more compatible."World of Darkness"
section of the ''Ars Magica'' FAQ. Retrieved 16 June 2013.
On the 12th January 2024, Atlas Games announced that a new product in the line, Ars Magica 5th Edition Definitive, was in production and would be crowdfunded later in the year."Anno Magica 2024"
Retrieved 15 January 2024.


Setting

The setting, Mythic Europe, is primarily based on Europe of the 12th and 13th centuries; the geography is the same, and the mundane (non-magical) politics are practically identical. However, in ''Ars Magica'' the "Medieval
paradigm In science and philosophy, a paradigm ( ) is a distinct set of concepts or thought patterns, including theories, research methods, postulates, and standards for what constitute legitimate contributions to a field. The word ''paradigm'' is Ancient ...
"Th
Medieval Paradigm
section of the ''Ars Magica'' FAQ
– the way the world was described or understood in that time period – is the literal truth. In this setting, Faeries actually do steal lost children, Demons cause disease and crop failure, Angels help the righteous, and dragons and other Magical creatures are real (though perhaps forgotten or hidden). In 3rd edition, to tie the game into the ''
World of Darkness ''World of Darkness'' is a series of tabletop role-playing games, originally created by Mark Rein-Hagen for White Wolf Publishing. It began as an annual line of five games in 1991–1995, with ''Vampire: The Masquerade'', ''Werewolf: The Apocaly ...
'' line, this was reality ''because'' of the beliefs; other editions distance themselves from this interpretation, simply taking place in a world where those beliefs happen to be true.
Player character A player character (also known as a playable character or PC) is a fictional Character (arts), character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters tha ...
s typically alternate between the role of a
magus Magi (), or magus (), is the term for priests in Zoroastrianism and earlier Iranian religions. The earliest known use of the word ''magi'' is in the trilingual inscription written by Darius the Great, known as the Behistun Inscription. Old Per ...
(plural ''magi''; female maga/magae), and a companion (''Consors''). Companions are select skilled non-magi who help wizards conduct their affairs (as magi tend to be distanced from "mundanes" due to the effects of their magical "Gift"). Additionally, there are a number of Grogs (usually skilled peasants, often bodyguards or watchmen) who can be controlled by any player. (As of the Third Edition, Grogs are also a viable player 'class'; the Fifth Edition has added an entire supplement dedicated to 'fleshing out' Grogs.) The wizards generally gather in specialized strongholds called covenants, which are often built in places of power. A covenant is typically a 'home base' where the magi are in charge (though they may travel Mythic Europe for reasons of politics, resources, study or even leisure). Some consider the covenant to be the central character of the game,Covenants
on Project Redcap
and the official rules encourage troupes to develop the covenant along those lines.


The Order of Hermes

Standard player-character magi belong to the Order of Hermes, a society of magically "Gifted" humans which was inspired in 767 A.D. by the witch Trianoma and magus Bonisagus after the latter developed a breakthrough in communicating and manipulating magic (termed 'Hermetic Magic' for its roots in both the Greek deity
Hermes Hermes (; ) is an Olympian deity in ancient Greek religion and mythology considered the herald of the gods. He is also widely considered the protector of human heralds, travelers, thieves, merchants, and orators. He is able to move quic ...
, upon which the ancient Roman Cult of Mercury was based, and the works of the legendary figure
Hermes Trismegistus Hermes Trismegistus (from , "Hermes the Thrice-Greatest") is a legendary Hellenistic period figure that originated as a syncretic combination of the Greek god Hermes and the Egyptian god Thoth.A survey of the literary and archaeological eviden ...
). While magicians at this time were scattered, rarely social and highly distrustful of each other as a rule, two factors strongly favored mutual co-operation. One was Trianoma's political vision of an organization that would unite the Gifted for their mutual benefit. The other was Bonisagus' second breakthrough, the ''Parma Magica'' (loosely translated as "magic shield"): a highly efficient and easily taught personal ritual which could allow these disparate individuals and traditions to meet on common ground with some assurance of safety. Over subsequent centuries, with very few exceptions, magi who quit or refuse to join the Order have been hunted down and destroyed, giving the Order a definite monopoly over magical resources within its 'jurisdiction'. While each of the Order's twelve
Houses A house is a single-unit residential building. It may range in complexity from a rudimentary hut to a complex structure of wood, masonry, concrete or other material, outfitted with plumbing, electrical, and heating, ventilation, and air condi ...
maintains a distinct baseline or tradition in pursuing and transmitting knowledge and power, the Order is also divided into ''Tribunals'', each defined by a geographic region of Mythic Europe. Each Tribunal holds a gathering of its magi once every seven years; attendance is not mandatory, though it is essential for certain procedures (e.g. those who have completed their apprenticeships are formally presented for official membership; the ''Quæsitores'' judge the types of disputes deemed beyond simple inter- or intra-covenant resolution). Once every 33 years, each Tribunal sends a representative to the Grand Tribunal at the site of the Order's founding in the
Black Forest The Black Forest ( ) is a large forested mountain range in the States of Germany, state of Baden-Württemberg in southwest Germany, bounded by the Rhine Valley to the west and south and close to the borders with France and Switzerland. It is th ...
. The Tribunals loosely correspond to groupings or portions of modern-day nations; each has a distinct cultural and historical flavor which is expanded in the ''Tribunals of Hermes'' series. For example, the Roman Tribunal is a densely populated area with a shortage of magical resources, offering highly politicized plot-lines (both within and without the Order itself); Novgorod features vast areas of harsh wilderness, where pagan tribal warfare and magical beasts are significantly more common than elsewhere. * Greater
Alps The Alps () are some of the highest and most extensive mountain ranges in Europe, stretching approximately across eight Alpine countries (from west to east): Monaco, France, Switzerland, Italy, Liechtenstein, Germany, Austria and Slovenia. ...
– including
Switzerland Switzerland, officially the Swiss Confederation, is a landlocked country located in west-central Europe. It is bordered by Italy to the south, France to the west, Germany to the north, and Austria and Liechtenstein to the east. Switzerland ...
with the Alpine regions of
Austria Austria, formally the Republic of Austria, is a landlocked country in Central Europe, lying in the Eastern Alps. It is a federation of nine Federal states of Austria, states, of which the capital Vienna is the List of largest cities in Aust ...
and northern Italy. * Iberian – the precursors to
Spain Spain, or the Kingdom of Spain, is a country in Southern Europe, Southern and Western Europe with territories in North Africa. Featuring the Punta de Tarifa, southernmost point of continental Europe, it is the largest country in Southern Eur ...
and
Portugal Portugal, officially the Portuguese Republic, is a country on the Iberian Peninsula in Southwestern Europe. Featuring Cabo da Roca, the westernmost point in continental Europe, Portugal borders Spain to its north and east, with which it share ...
; note the
Reconquista The ''Reconquista'' (Spanish language, Spanish and Portuguese language, Portuguese for ) or the fall of al-Andalus was a series of military and cultural campaigns that European Christian Reconquista#Northern Christian realms, kingdoms waged ag ...
as current political climate * Normandy – Northern
France France, officially the French Republic, is a country located primarily in Western Europe. Overseas France, Its overseas regions and territories include French Guiana in South America, Saint Pierre and Miquelon in the Atlantic Ocean#North Atlan ...
and what will soon be known as the
Low Countries The Low Countries (; ), historically also known as the Netherlands (), is a coastal lowland region in Northwestern Europe forming the lower Drainage basin, basin of the Rhine–Meuse–Scheldt delta and consisting today of the three modern "Bene ...
* Provençal – Southern France * Roman –
Italy Italy, officially the Italian Republic, is a country in Southern Europe, Southern and Western Europe, Western Europe. It consists of Italian Peninsula, a peninsula that extends into the Mediterranean Sea, with the Alps on its northern land b ...
* Theban –
Greece Greece, officially the Hellenic Republic, is a country in Southeast Europe. Located on the southern tip of the Balkan peninsula, it shares land borders with Albania to the northwest, North Macedonia and Bulgaria to the north, and Turkey to th ...
,
Bulgaria Bulgaria, officially the Republic of Bulgaria, is a country in Southeast Europe. It is situated on the eastern portion of the Balkans directly south of the Danube river and west of the Black Sea. Bulgaria is bordered by Greece and Turkey t ...
and Western
Asia Minor Anatolia (), also known as Asia Minor, is a peninsula in West Asia that makes up the majority of the land area of Turkey. It is the westernmost protrusion of Asia and is geographically bounded by the Mediterranean Sea to the south, the Aegean ...
* Transylvanian – what will become the
Balkans The Balkans ( , ), corresponding partially with the Balkan Peninsula, is a geographical area in southeastern Europe with various geographical and historical definitions. The region takes its name from the Balkan Mountains that stretch throug ...
* Rhine – centered on the
Rhine The Rhine ( ) is one of the List of rivers of Europe, major rivers in Europe. The river begins in the Swiss canton of Graubünden in the southeastern Swiss Alps. It forms part of the Swiss-Liechtenstein border, then part of the Austria–Swit ...
River, core of the
Holy Roman Empire The Holy Roman Empire, also known as the Holy Roman Empire of the German Nation after 1512, was a polity in Central and Western Europe, usually headed by the Holy Roman Emperor. It developed in the Early Middle Ages, and lasted for a millennium ...
* Novgorod – the broader cultural region known as
Rus' Rus or RUS may refer to: People * East Slavic historical peoples (). See Names of Rus', Russia and Ruthenia ** Rus' people, the people of Rus' ** Rus, a legendary eponymous ancestor, see Lech, Czech and Rus * Rus (surname), a surname found in Ro ...
, including
Poland Poland, officially the Republic of Poland, is a country in Central Europe. It extends from the Baltic Sea in the north to the Sudetes and Carpathian Mountains in the south, bordered by Lithuania and Russia to the northeast, Belarus and Ukrai ...
* Stonehenge –
England and Wales England and Wales () is one of the Law of the United Kingdom#Legal jurisdictions, three legal jurisdictions of the United Kingdom. It covers the constituent countries England and Wales and was formed by the Laws in Wales Acts 1535 and 1542. Th ...
* Loch Leglean –
Scotland Scotland is a Countries of the United Kingdom, country that is part of the United Kingdom. It contains nearly one-third of the United Kingdom's land area, consisting of the northern part of the island of Great Britain and more than 790 adjac ...
* Hibernian –
Ireland Ireland (, ; ; Ulster Scots dialect, Ulster-Scots: ) is an island in the North Atlantic Ocean, in Northwestern Europe. Geopolitically, the island is divided between the Republic of Ireland (officially Names of the Irish state, named Irelan ...
* Levantine – lands of the Eastern Mediterranean known as the
Levant The Levant ( ) is the subregion that borders the Eastern Mediterranean, Eastern Mediterranean sea to the west, and forms the core of West Asia and the political term, Middle East, ''Middle East''. In its narrowest sense, which is in use toda ...
As with any system of borders not contingent on clear demarcation such as a river or wall, the territory of each Tribunal is rarely defined with precision; this is partially illustrated (via the Fifth Edition '' Covenants'' book) with the 'Tribunal Border' characteristic, which situates a covenant in a location that could place it in more than one Tribunal (depending on political favors, conflicts over resources, and so on). Such ambiguity can exist even with "clear" borders such as rivers or mountain ranges, since incorporating supernatural aid or power into the structure (and perhaps the constituency or lifestyle of its inhabitants) can allow them to thrive even in the middle of either such feature.


Realms of Power

The overarching premise of the ''Ars Magica'' setting is that the "mundane" world of ordinary, physical existence is a place where four great supernatural forces have varying degrees of influence and presence. ;The
Divine Divinity (from Latin ) refers to the quality, presence, or nature of that which is divine—a term that, before the rise of monotheism, evoked a broad and dynamic field of sacred power. In the ancient world, divinity was not limited to a singl ...
realm: This is the supreme, holy force of Creation
God In monotheistic belief systems, God is usually viewed as the supreme being, creator, and principal object of faith. In polytheistic belief systems, a god is "a spirit or being believed to have created, or for controlling some part of the un ...
as represented by the scriptures of the
Abrahamic religion The term Abrahamic religions is used to group together monotheistic religions revering the Biblical figure Abraham, namely Judaism, Christianity, and Islam. The religions share doctrinal, historical, and geographic overlap that contrasts them wit ...
s, and his agents in the world. Divine influence diminishes anything not attuned to it (i.e. anything of a Faerie, Infernal or Magical nature) and is categorically opposed to all things Infernal. One of the Order's struggles is in reconciling their avoidance of mundane politics with the inexorable spread of the Dominion (Divine influence permeating the land as more land is settled by Christian and Muslim nations and more centers of Divine worship are constructed). ;The Infernal realm:
Satan Satan, also known as the Devil, is a devilish entity in Abrahamic religions who seduces humans into sin (or falsehood). In Judaism, Satan is seen as an agent subservient to God, typically regarded as a metaphor for the '' yetzer hara'', or ' ...
and his demonic forces. In the medieval context, this includes everything from Satan himself to illnesses and bad smells. Demons are compelled to corrupt, destroy, and tempt all mortals to
sin In religious context, sin is a transgression against divine law or a law of the deities. Each culture has its own interpretation of what it means to commit a sin. While sins are generally considered actions, any thought, word, or act considered ...
; while the Order of Hermes refuses to explicitly name the Infernal as their enemies (which it is assumed would draw too much attention and wrath to the Order), they have been forbidden from entering into agreements with Hell's minions ever since a corruption scandal nearly ruined House Tytalus in the 11th century. As the evil/negative counterpart to the Divine, Infernal power also weakens the effects of any Realm not attuned to Hell or other forsaken spaces. Infernally tainted forms of magic do exist, usually of great deceptive or destructive power, or acquired too easily for understanding, especially in order to tempt magi. Anyone in the Order found guilty of diabolism is expelled and hunted down. ;The
Faerie Fairyland (Early Modern English: ''Faerie''; (Scottish mythology; cf. (Norse mythology)) in English and Scottish folklore is the fabulous land or abode of fairies or ''fays''. Old French (Early Modern English ) referred to an illusion or enchan ...
realm: Creatures of traditional
fairy tales A fairy tale (alternative names include fairytale, fairy story, household tale, magic tale, or wonder tale) is a short story that belongs to the Folklore, folklore genre. Such stories typically feature Magic (supernatural), magic, Incantation, e ...
. These creatures are often capricious, sometimes malicious, but invariably addicted to (even dependent upon for their very existence) human attention, emotion and creative expression. Despite such considerations, Study of the Faerie realm can be rewarding to some. Magi are allowed to associate with the Fae (in fact, one House of the Order has become increasingly dominated by its members' pursuit of 'Faerie Magic') as long as they do not incur their wrath and thereby endanger their fellows. ;The realm of Magic: A mysterious arcane force, to which all magi (among other rare entities) are inherently attuned. This is the power almost exclusively used to cast spells and enchant objects. Magic and Faerie have some positive resonance with each other, reflected in either aura's benefit to the other realm's powers, and in that remote or lost pagan traditions can have connections with either (in some cases, Faerie entities seem to have 'replaced' Magical ones when the devotees of the latter either lost their way or became extinct). Additionally, a "Realm of Reason" appeared in the Third Edition. This was associated with skepticism and empirical observation, and its "rational aura" challenged most supernatural effects. Many fans of the game consider this to be paradoxical and inconsistent, since applying reason and rationality to the world of Ars Magica should really lead to the conclusion that magic does exist and fairies are real, etc., and yet the "True Reason" promoted by this fifth realm posited the contrary, and thus resembled a delusional (yet effective) state of mind rather than a rational one."True Reason"
on Project Redcap
The realm of Reason had additional counter-intuitive effects – for example, imposing penalties on wizard's magic use when in prominent mundane libraries, despite the predominant portrayal of Hermetic Magic as a scholarly pursuit. Reason proved an unwelcome addition to the game; neither Fourth nor Fifth Edition have included this 'Realm', and all references to it have been stricken from the
canonical The adjective canonical is applied in many contexts to mean 'according to the canon' the standard, rule or primary source that is accepted as authoritative for the body of knowledge or literature in that context. In mathematics, ''canonical exampl ...
setting.


System


Die-rolling conventions

There are eight Characteristics: Intelligence, Perception, Strength, Stamina, Presence, Communication, Dexterity and Quickness. Each one is generally rated from −5 to +5 for humans and a Characteristic of 0 is considered 'average'. To perform a typical action, one of the Characteristics is added to a relevant
Ability Abilities are powers an agent has to perform various Action (philosophy), actions. They include common abilities, like walking, and rare abilities, like performing a double backflip. Abilities are intelligent powers: they are guided by the person ...
, and a d10 is rolled. The total of Characteristic + Ability + die roll is compared to a target difficulty or Ease Factor; the action succeeds if the rolled total is greater than or equal to the target number. If the action is routine or trivial and nothing in particular is at stake, the roll is read as 1–10 and simply added to the total (this is called a "Simple roll"). If there is an opportunity for ''exceptional'' success or failure, the die is read as 0–9 and is called a "Stress" roll. For Stress rolls, results of "1" and "0" have special significance. A '1' is rerolled and the result doubled (consecutive "1"s redouble the eventual "non-1", with consecutive '1's each redoubling the result again). A roll of '0' is also re-rolled (more than once in cases of especially hazardous activity) as a Botch roll. If any botch die ''also'' comes up '0', the action has been botched: failed in some disastrous way. Otherwise, the roll merely equals zero, and the character is assumed to have been unsuccessful at whatever they were trying to accomplish.


Magic system

The centerpiece of ''Ars Magica'' is the system of Hermetic Magic devised by Bonisagus. It consists of 15 Arts, divided into 5 Techniques and 10 Forms. This is sometimes called a "Verb/Noun" system: the Technique is the verb (what effect the magic has), and the Form is the noun (the entity, object or substance that is affected or brought forth). These 'verb-noun' combinations can be used to cast both Formulaic spells (which are recorded in texts, are learned through study and mastered through experience, and have known, fixed effects) and Spontaneous spells (which a caster improvises with no prior knowledge other than the Arts themselves, giving the potential results greater flexibility but lower potency). Every apprentice (with a few Ex Miscellanea exceptions) is "opened" in all 15 Arts before fully joining the Order; each Art begins with a Score of 0 and a mage may usually only increase one of them during a season (see below). Each Technique is named by a first-person singular present tense
indicative A realis mood ( abbreviated ) is a grammatical mood which is used principally to indicate that something is a statement of fact; in other words, to express what the speaker considers to be a known state of affairs, as in declarative sentence Dec ...
Latin verb: *Creo ("''I create''") brings objects and substances into existence from nothing, or makes an already-existing target a "more perfect" version of itself (e.g. healing magic, as healed bodies are nearer perfection than wounded bodies). *Intellego ("''I perceive''") detects or reveals, enhances a target's natural
sense A sense is a biological system used by an organism for sensation, the process of gathering information about the surroundings through the detection of Stimulus (physiology), stimuli. Although, in some cultures, five human senses were traditio ...
s or conveys supernatural ones. *Muto ("''I transform''") alters the nature of a being, object or substance, adding unnatural traits and/or removing natural ones. *Perdo ("''I destroy''") decays, disintegrates or otherwise diminishes the target, making something a worse example of its kind (i.e. the opposite of ''Creo''). *Rego ("''I control''") involves manipulation of the target in any way that does not alter its nature, e.g. direct a target's movement, put a creature to sleep, or force a tree to bear fruit out of season. This is the main Technique used in spells of protection or 'warding'. Each Form is named by a singular
accusative In grammar, the accusative case (abbreviated ) of a noun is the grammatical case used to receive the direct object of a transitive verb. In the English language, the only words that occur in the accusative case are pronouns: "me", "him", "her", " ...
Latin noun: *Animal affects "all natural living things that are not plants or humans, doing to animals what ''Mentem'' and ''Corpus'' spells do to people" as well as "things made with animal products" such as leather, wool, cheese, silk, etc. Since
bacteria Bacteria (; : bacterium) are ubiquitous, mostly free-living organisms often consisting of one Cell (biology), biological cell. They constitute a large domain (biology), domain of Prokaryote, prokaryotic microorganisms. Typically a few micr ...
were unknown in medieval times, illness (e.g.) was considered either a form of possession or an imbalance of ' bodily humors'; thus, magic dealing with disease is relegated variously to ''Creo'', ''Mentem'' and/or ''Vim'' effects. *Auram affects lightning, wind and gaseous substances; other weather effects typically require an ''Aquam'' requisite (see below). *Aquam is used for any liquid, with the exception of blood (which requires ''Animal'' or ''Corpus'' magic to affect); non-liquid forms of water will involve requisites (see below). *Corpus (the incorrect declension ''Corporem'' was used in older editions) applies to the human body, making it crucial to longevity formulas. *Herbam primarily involves plants, but applies equally to any organic matter, living or dead, that is not of animal origin. *Ignem involves light and heat, and is heavily represented in the fire spells of House Flambeau. *Imaginem (previously ''Imagonem'') deals with images, sounds, and other sensory stimuli (thus is involved in most illusionary effects). *Mentem deals with emotions, memories, thoughts and spirits. *Terram involves earth and minerals: mere soil is the simplest target, while stone, metal and gems require progressively greater investment of spell levels to achieve the same effect. *Vim ("power") involves magic itself, as well as demons (the overlap is not widely understood, but the fact that there is one is a significant obstacle to the Order's 'public relations', particularly concerning the
Church Church may refer to: Religion * Church (building), a place/building for Christian religious activities and praying * Church (congregation), a local congregation of a Christian denomination * Church service, a formalized period of Christian comm ...
). A mage's skill when casting a spell is the sum of their scores in the appropriate technique and form. Some spells involve more than one Technique, and/or more than one Form at once; each Art used in addition to the basic pair is called a ''requisite''. All relevant Art Scores are compared: the caster's lowest Technique and lowest Form are used, reflecting the limiting of the caster's magical knowledge. Regardless of how high one's Art Scores may rise, there are outer boundaries to the application of Hermetic Magic (whether Formulaic, Spontaneous or even Ritual). Bonisagus's theory outlines a set of inherent Limits, similar in concept to the
laws of physics Scientific laws or laws of science are statements, based on repeated experiments or observations, that describe or predict a range of natural phenomena. The term ''law'' has diverse usage in many cases (approximate, accurate, broad, or narrow) ...
; the two central, 'Greater' Limits are: # Magic cannot influence a pure manifestation of the Divine; while earthly Relics (however sacred) and agents of the Divine (anything "separate from the mind of God") may be resistant to magic they are not immune, but it is impossible to (e.g.) interfere with a Miracle (which may be prayed for by an agent or supplicant, but is itself a direct intervention by Divine will). # Magic cannot permanently change a target's Essential Nature (the implications of which vary depending on the target in question). There are also eleven 'Lesser Limits' (addressing more specific 'blind spots' such as aging, creation, time and the
soul The soul is the purported Mind–body dualism, immaterial aspect or essence of a Outline of life forms, living being. It is typically believed to be Immortality, immortal and to exist apart from the material world. The three main theories that ...
) which are generally thought either to derive from the two Greater Limits, or to be flaws in Hermetic Theory which may eventually be 'corrected'. Additional statistics for every spell (which have been redefined in nearly every new edition of the game) are Target (what or whom the spell is directed at), Range (how far the Target may be from the caster), and Duration. For reasons of
balance Balance may refer to: Common meanings * Balance (ability) in biomechanics * Balance (accounting) * Balance or weighing scale * Balance, as in equality (mathematics) or equilibrium Arts and entertainment Film * Balance (1983 film), ''Balance'' ( ...
, some spells require the expenditure of "vis" – magical essence in physical form – which all magi and covenants tend to make a point of hoarding and/or trading. No ''Creo'' effect, for example, can be permanent unless vis is consumed during the casting. Some Formulaic Magic is so effective that it can ''only'' be achieved with vis and an elaborate, time-consuming ritual (hence, Ritual Spells). This automatically applies to any spell of a greater Level than 50, any spell with a Duration of 'Year', and any non-Imaginem spell with a range of 'Sight'.


Character development

All characters (magi, companions and grogs alike) improve their Abilities by applying
experience Experience refers to Consciousness, conscious events in general, more specifically to perceptions, or to the practical knowledge and familiarity that is produced by these processes. Understood as a conscious event in the widest sense, experience i ...
which can be earned through ''Exposure'', ''Practice'', ''Training'' or ''Study''. Magic, however, is stressed as a multifaceted discipline with a greater variety of avenues for improvement. Magi are expected to spend months at a time with books and/or laboratory equipment: inventing new spells (or learning or modifying existing ones), strengthening their Arts, enchanting items, and so forth. ''Ars Magica'' includes rules for magical research within the game's standard 'advancement' timescale of 3-month
season A season is a division of the year based on changes in weather, ecology, and the number of daylight hours in a given region. On Earth, seasons are the result of the axial parallelism of Earth's axial tilt, tilted orbit around the Sun. In temperat ...
s. These seasonal activities generally concern either study of a text or laboratory activity. Although participating in adventures, missions and other endeavors outside of seasonal activity gives characters ''Story Experience'', the most substantial progress (and the ''raison d'etre'' of many in the Order) is nearly always from the seasonal activities of magi. Hence, time in an ''Ars Magica'' campaign may pass much faster than in other RPGs (if, for example, all player-characters are engaged in seasonal activity, standard "roleplaying sessions" are unnecessary for that period) but is also more 'accounted for' (since regular and exact periods of activity give highly defined benefits). To accommodate this, many magi prolong their lives with unique (to each individual) longevity formulas (generally called "longevity potions", though the form one takes is not always a potion); this only ''delays'' the aging process, however; beyond a certain point one's longevity formula will have no effect at all and must be reformulated (preferably with increased knowledge of the appropriate Arts and/or greater quantities of ''vis''). The increased longevity has led to a prevalent attitude among members of the Order that Companions in general (and Grogs almost invariably) will come and go – perhaps killed in action, occasionally living long enough to retire – while the Magi carry on. Magi ''may'' concoct longevity formulas for non-magi, but this is a rare consideration, less effective than devising one's own personal formula, and is an expensive prospect in time and resources in any case. Study is primarily achieved with texts, each designed to enhance an Ability, Art or specific Spell(s). A respectable covenant inevitably requires either a respectable library or sufficient commodities to exchange for the use of other libraries, since the dominant form of Hermetic Magic is a scholarly pursuit. Magi who are able to write useful books or teach well can use these as commodities, trading with other magi for books or training (though the Code of Hermes places limits on what its members may sell to 'mundanes'). Lab Projects concern projects to enhance one's repertoire of spells or magical artifacts. All projects have a level of effect to which the character compares their 'Lab Total': Intelligence + Magic Theory ability + sum of a Form and Technique + other bonuses (which may be from local Aura, quality and specialization of lab, assistants, special knowledge, sympathetic connections from items, and in some circumstances an additional Ability). Some merely require a Lab Total to match the Level of Effect; more extensive endeavors simply add up each Lab Total in 'points' until twice the Level of Effect are accumulated. The following Lab Projects are the most commonly pursued: * ''Invent Spells''. The magus invents a new magical effect from scratch. A variation of a known spell is easier to invent than a completely original one. * ''Enchant Device''. The magus may create a magical artifact which may hold a magical effect like those of Spells. These can be used by even nonmagical individuals. Usually they cost ''vis'' to make, but the Lab Total gets a bonus based on the sympathetic Shape & Material bonus of the material used; e.g. if one is enchanting a staff, the fact that it is a staff gives a bonus when the chosen effect is 'controlling things at a distance'. They can be made as Charged Devices (which cost no ''vis'' but have a limited number of uses), Lesser Devices (which may only hold one effect, and must have a Level of Effect that the Lab Total can reach in a single season), or Invested Devices (which require additional preparation in advance and thus must be enchanted over several seasons, and may hold several effects based on size and material). ** ''Enchant Talisman''. A Talisman is a personalized form of Invested Device with many additional features. Talismans have a much higher capacity for effects with which they may be enchanted, and are easier to enchant. However, should a Talisman fall into the wrong hands, it leaves the magus very vulnerable. * ''Longevity Ritual''. A Creo Corpus effect that prolongs the magus' life by granting a bonus for Aging Rolls, making it more likely to avoid the deterioration of age which typically begins after 35 years. Thus may a magus live two centuries or longer, barring other mishaps. Magi often pay specialists to devise this ritual for them, to get a better effect than they can personally achieve. * ''Bond with Familiar''. The magus may form a powerful mystical connection with another creature. Usually this will be an animal which is thematically attuned to the magus' personality and/or specialty: an Auram magus might bond with a bird, or a Herbam magus with a squirrel. The Bonding process is long and hard, but may very well be worth the effort. The animal learns to communicate with the owner, and while it does not become intelligent ''per se'', it is almost always brighter than a normal animal of its type. One major benefit of the bond is that the Familiar can be invested with many enchantments (with restrictions as to target and activation), but the primary, unique benefits are from the Bond Scores: the ''Gold Cord'' concerns magic, and helps the magus avoid magical botches; the ''Silver Cord'' concerns the mind, helps keep the magus focused and if strong enough may permit speech and telepathy between the two; and the ''Bronze Cord'' concerns the body, making the magus more enduring and tough.


Publications


Sourcebooks, first edition

* Whimsy Cards (1987) * Jump-Start Kit (1988) * Covenants (1990) * The Order of Hermes (1990) * Saga Pack (1990) *
Faeries A fairy (also called fay, fae, fae folk, fey, fair folk, or faerie) is a type of mythical being or legendary creature, generally described as anthropomorphism, anthropomorphic, found in the folklore of multiple European cultures (including Cel ...
(1991) * Mythic Places (1991) * Medieval Bestiary (1991) * More Mythic Places (1991) * The Maleficium (1992) * Pax Dei (1993) * The Tribunals of Hermes: Iberia (1993) * The Wizard's Grimoire (1993) ;Other: *'' Melos Caverna'' - Lion Rampant produced this CD to be used as background music to accompany underground adventures


Adventures, first edition

* The Broken Covenant of Calebais (1988) * The Stormrider (1989) * Tales of the Dark Ages (1990) *
The Tempest ''The Tempest'' is a Shakespeare's plays, play by William Shakespeare, probably written in 1610–1611, and thought to be one of the last plays that he wrote alone. After the first scene, which takes place on a ship at sea during a tempest, th ...
(1990) * The Pact of Pasaquine (1991) * Trial by Fire (1991) * A Winter's Tale (1991) *
Black Death The Black Death was a bubonic plague pandemic that occurred in Europe from 1346 to 1353. It was one of the list of epidemics, most fatal pandemics in human history; as many as people perished, perhaps 50% of Europe's 14th century population. ...
(1991)


Supplements, second edition

* Houses of Hermes (1994)


Reception

Stewart Wieck reviewed ''Ars Magica'' for '' White Wolf'' #11, rating it 10 out of 10 overall, and stated that "I really don't think I can praise 'Ars Magica' highly enough. This is simply one of those games that you must get." In the December 1988 edition of ''
Dragon A dragon is a Magic (supernatural), magical legendary creature that appears in the folklore of multiple cultures worldwide. Beliefs about dragons vary considerably through regions, but European dragon, dragons in Western cultures since the Hi ...
'' (Issue 140),
Ken Rolston Ken Rolston is an American computer game and role-playing game designer best known for his work with West End Games and on the computer game series ''The Elder Scrolls''. Tabletop role-playing games Ken Rolston began working as a professional g ...
was effusive in his praise, calling ''Ars Magica'' "a distinctive, original, and intriguing treatment of magic for fantasy role-playing games... earnest, colorful, and meticulous in its development of a magic system with a plausible, coherent rationale. Its attempts to integrate this magic into a historical context are persuasive, and the game master notes and staging tips are wonderfully perceptive." Rolston concluded, "This is the most interesting and original fantasy role-playing system and setting I've seen in a long time." Six months later, Rolston revisited ''Ars Magica'' for a more in-depth review in the July 1989 edition of ''Dragon''. Rolston noted that "the quality of writing, editing, and presentation is first-class", and he admired the "storyguide" system of role-playing: "This emphasis on the dramatic and narrative elements of role-playing produces some distinctive and thought-provoking perspectives on commonly accepted conventions of role-playing gaming." Although Rolston gave good marks for the game mechanics, character creation system and combat rules, he was especially drawn to the magic, which he said "has elegant tone and atmosphere." He also liked the quasi-historical medieval setting. He concluded with strong recommendation: "The ''Ars Magica'' game features an original and exciting game system, a coherent and satisfying treatment of magic, a convenient and imaginative exploitation of a historical medieval setting, and an explicit and appealing presentation of a role-playing style that emphasizes the common development of the setting, narrative, and PC-group activity over the personal expression of the individual PC." In the March 1989 edition of ''
Games International ''Computer Games Magazine'' was a monthly computer and console gaming print magazine, founded in October 1988 as the United Kingdom publication ''Games International''. During its history, it was known variously as ''Strategy Plus'' (October 1 ...
'' (Issue #3), Paul Mason believed that this game "truly encourages joint creativity." He also admired the game mechanics based around single rolls of a ten-sided die, although he found the rules added some unnecessary complications. He suggested that "combat was the weakest part of the game", finding the game mechanics were too "war-gamey". But he called the magic system "the centrepiece of the game." He concluded by giving this game an above-average rating of 4 out of 5, saying, "If you're looking for a new game to take you away from mechanics and 20th century rationalizations, back into the lands of mystery and enchantment, then this is it." In the October–November 1989 edition of ''
Space Gamer ''The Space Gamer'' was a magazine dedicated to the subject of science fiction and fantasy board games and tabletop role-playing games. It quickly grew in importance and was an important and influential magazine in its subject matter from the la ...
'' (Vol. II, Issue 2), J.M. Caparula commented that "In the end, ''Ars Magica'' is a superb roleplaying game, one that furthers the gaming art in a positive direction." In the February–March 1990 edition of ''
Games International ''Computer Games Magazine'' was a monthly computer and console gaming print magazine, founded in October 1988 as the United Kingdom publication ''Games International''. During its history, it was known variously as ''Strategy Plus'' (October 1 ...
'' (Issue 13), Dave Morris applauded the change in the second edition from four types of dice rolls — something he had initially complained about in the first edition — to only two types of dice rolls. He also admired the re-organization of the magic system, and pointed out that rather than a sample scenario often found in other RPGs, ''Ars Magic'' offered a sample setting. Morris called this "a more productive inclusion in the main book than a scenario." He concluded by giving the second edition an excellent rating of 9 out of 10, saying, "it's worth buying for the ideas and the imaginative vision of its authors, even if you don't plan to play it." Stewart Wieck reviewed the revised edition of ''Ars Magica'' in '' White Wolf'' #19 (Feb./March, 1990), rating it a 5 out of 5 and stated that "The only other fantasy game which so thoroughly takes advantage of the art of role-playing is ''Pendragon'' by Chaosium. ''Ars Magica'' owes something to ''Pendragon'', but the unique setting and beautiful magic system of ''Ars Magica'' truly sets it apart from all the rest." In his 1990 book ''
The Complete Guide to Role-Playing Games ''The Complete Guide to Role-Playing Games'' is a book written by Rick Swan and published by St. Martin's Press in 1990 that explains role-playing games and provides reviews of those that were on the market at the time. Contents ''The Complete G ...
'', game critic
Rick Swan Rick Swan is a game designer and author who worked for TSR. His work for TSR, mostly for ''Advanced Dungeons & Dragons'', appeared from 1989 to 1995. Swan also wrote '' The Complete Guide to Role-Playing Games'' (1990), published by St. Martin' ...
liked the extensive magic system, but thought "The game's biggest flaw is its combat system, which is far too complicated for an RPG that downplays physical encounters." Swan concluded by giving the game a rating of 3.5 out of 4, saying, "Though the magic rules are fascinating, they're probably too sophisticated for newcomers. But for experienced players, ''Ars Magica'' is one terrific product; this is wizardly role-playing at its finest." Matthew Gabbert reviewed ''Ars Magica'' 3rd edition in '' White Wolf'' #39 (1994), rating it a 5 out of 5 and stated that "One thing that pleases me about the new edition is that it doesn't make all the previous sourcebooks obsolete. Your investment in older ''Ars Magica'' products hasn't been wasted. If you've never tried the system, this edition is a wonderful way to start." In a 1996 reader poll conducted by ''Arcane'' magazine to determine the 50 most popular roleplaying games of all time, ''Ars Magica'' was ranked 19th. Editor Paul Pettengale commented: "This is a fantasy game for the thinking player – although there's plenty of scope for action, too. A first success for Jonathan Tweet and Mark Rein-Hagen, who both went on to even bigger things, ''Ars Magica'' includes one of the most flexible, highly-regarded magic systems in the roleplaying hobby. The game, which places heavy emphasis on storytelling, is extremely popular with fans who have followed its troubled history through four different publishers. With Atlas just about to produce a new edition, those fans are currently feeling suitably optimistic."


Other reviews

*''
Valkyrie In Norse mythology, a valkyrie ( or ; from ) is one of a host of female figures who guide souls of the dead to the god Odin's hall Valhalla. There, the deceased warriors become ('single fighters' or 'once fighters').Orchard (1997:36) and Li ...
'' #15 (1997) *''
Pyramid A pyramid () is a structure whose visible surfaces are triangular in broad outline and converge toward the top, making the appearance roughly a pyramid in the geometric sense. The base of a pyramid can be of any polygon shape, such as trian ...
'' #24 (March/April, 1997) *''Arcane'' #15 (January 1997) *''Backstab'' (Issue 2 – Mar/Apr 1997) *''Dosdediez'' (Número 3 – Mar/Abr 1994) *''
Pyramid A pyramid () is a structure whose visible surfaces are triangular in broad outline and converge toward the top, making the appearance roughly a pyramid in the geometric sense. The base of a pyramid can be of any polygon shape, such as trian ...
'' – Fifth Edition


Awards

* Winner of the Gamer's Choice Award for best FRPG for 1987 * Nominated for the 1988 ORIGINS Best Role-Playing Rules *''Ars Magica'' 5th edition won the 2005 Gold Ennie Award for "Best Rules" and the Silver Ennie Award for "Best Production Values".


References


External links


''Ars Magica''
homepage at Atlas Games
Project: Redcap
an online ''Ars Magica'' community {{Authority control Role-playing games introduced in 1987 Works set in the 12th century Works set in the 13th century Atlas Games games ENnies winners Jonathan Tweet games Mark Rein-Hagen games Origins Award winners White Wolf Publishing games Wizards of the Coast games