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Basic Idcas
n manu maus, Hrs \Iagica is ucru
similar to most other tablctop, or pen-and-
paper, rolcplauing games. Plaucrs haoc
characters, roho arc defined bu a set of
numbers, and control their ćharactcfs
actions bu tclling the other plauers mhat theu do. One
plaucr, callcd the storuguidc in Hrs Magica, handlcs
most of the morld, dcciding mhat antagonista and estras
do. Conflicts, or tasks that might be bcuond a
character‘8 capabilitics, are rcsolucd according to the
rules dcscribcd in this book, and a dic roli.
Third, the gamę is normally centered around the Chapter I I, Obstacles, details the things that The Gift: The ability to use Gauntlet, the master becomes the Europe's wizards together in a
place where the characters live, called a covenant, might harm the characters, most notably combat. almost any form of magie, with parens of the new magus. single Order.
rather than around a wandering group of Chapter 12, Rcalms, explains the four different proper training. All magi havc The Parma Magica: A ritual learned Tribunal: 1) One of the
advcnturers. This opens up a whole set of new story Gift. The Gift makes people around by all Hermetic magi at the thirteen areas into which the Order
sorts of supernatural power in Mythic Europę, the a character uneasy.
possibilities, and the covenant is as much a conclusion of their apprenticeship, of Hermes divides Mythic Europę.
Divine, Faerie, Infcrnal, and Magical Rcalms.
grog: A gamę term referring to which allows them to resist magie. 2) The meetings of the rnagi
character in the gamę as any of the human beings. Chapter 1 3, Bestiary, provides a sarnple of supporting player characters. The first of Bonisagus's great in one of those areas, normally
Finally, characters in Ars Magica improve over creatures from each of these Realms. Chapter 14, Characters also use it, but mainly to discoveries.
years of gamę time, and most sagas cover at least a Mythic Europę, provides hints on rnaking your held once every seven years.
refer to warriors employed by a Quaesitor: The investigators of
few years of gamę time. Adventurcs arc occasional gamę feel like it happens in the mythic world. covenant. the Order ol Hermes, they find Vis: Raw magie. The most
interruption in their lives, not evcryday activities, Chapters 15 and 16, Stories and Sagas, Hedge magie: A contemptuous Hermetic criminals and present valuable thing to most magi.
and consequences that eonie years down the road providcs advice on using the preceding materiał to term used within the Order of evidence of their crimes at
can still have an impact on an ongoing series of actually make a gamę that the troupe enjoys. Hermes for any magie other than Tribunal.
connected stories, called a saga. Characters gain
experience depending on how many seasons they
have lived, not how many advcnturcs they have
Hermetic magie.
Hermetic magie: The
extremely powerful and flcxible
Redcap: One of the nressengers
of the Order of Hermes. Most do
not havc The Cift.
Bit Bolls
bcen on. In many sagas, families grow, childrcn
grow up, and characters die of old age. Ars Magica's
©lossarg magie practiced by the members of
the Order of Hermes.
The Infernal: One of the four
Ritual magie: Particularly
powerful spells that take hours to
cast and reęuire the use of vis.
hc succcss or failurc
rules provide plenty of support for the ways that
supernatural rcalms. Infernal They allow magi to use their fuli of most actions in
characters can study, learn, and improve over time. hc folloujing terms arc sonie of the morę creatures seek to corrupt and power. an Hrs Magica
Ars Magica is particularly well-suited to long important in the gamę, and theu eonie up destroy people. The Schism War: A war in the storu is dctcrmincd
running sagas, but it can also be played as a one- rcpcatcdlu in mhat folloujs. maga/magus: A member of the carly eleventh century in which
off, one-session gamę, or a mini-series of
bu rolling dice. For
Order of Hermes who can use House Diedne was eliminated, and
connected stories. Similarly, although the official Hermetic magie. Used by both which nearly tore the Order apart. non-magical actions, the roli is
setting is very similar to historical medieval players and characters. 'Maga' is sodalis (pl. sodales): The normallu Charactcristic + Hbilitu
Bonisagus: The brilliant eighth-century magus who the feminine form, 'magus' the
Europę, apart from all the mythic power around dcvcloped the Parma Magica and, with the help of the
normal term used by magi to refer + Dic Boli against an 6asc
the place, the rule system works well for a magic- masculine. The neuter is 'magum', to other magi. It is a term used
other Founders, the wholc of Hermetic Magie. The while the pltiral form used in the between equals, and emphasizes
Factor. If the total cquals or
centcrcd campaign in any fantasy setting. The founder of House Bonisagus.
Mythic Europę, Stories, and Sagas chapters
Order is magi'. that all Hermetic magi are equal cscccds the Cast Factor, the
The Church: All Christians, whether priests or
discuss ways to run the gamę, and provide hints to not. Also used in this book to refer specifically to
Magie: One of the four within the Order. action succccds. The amount bu
supernatural realms. Magical spell: An individual use of
help you do whatever you want with it. the organizational structures of the Church in creatures often do not care one way
ujhich the result cscccds the 6asc
magie, generally Hermetic magie.
In the last analysis, Ars Magica is a gamę. If Western Europę. or the other about humans. There is no real limit on the Factor giucs sonie indication of
you havc fun with it, you arc doing it right. companion: A gamę term, not used by characters, Mythic Europę: The world of number of spells a magus can cast hora succcssful the action was.
referring to central characters who are not magi. in a day, although casting too many
Codę of Hermes: The laws govcrning the Order
Ars Magica. Much like mcdieval Magie uses the same basie rules,
Europę in 1220, except that the in quick succession is likely to
of Hermes. myths are true. exhaust him. but there arc spccial rules for
jStructurt Covenant: Strictly, a group of magi bound together
by an agreement going beyond the Codę of Hermes. By
extension, the place where those magi live, and all the
Order of Hermes: An order of
wizards stretching across the whole
Spontaneous magie: Magie
creatcd by a magus on the spur of
the moment, to rneet an immediate
determining what to add to the dic
roli, and the number that the total
of the Book other people who live there with them. Almost all Ars
Magica sagas center on a single covenant.
of Mythic Europę, bound by an
oath that keeps them from fighting
each other or trying to rule the
mundanes. One of the most central
need. Generally much weaker than
Formulaic magie, but much morę
flcxible.
must beat.
Trianoma
& Vira
Trianoma had a twin sister, Viea. They were
trained in magie together, and as they grew,
Viea interpreted Trianomas visions. One of
these visions suggested that the isolated magi
of Europę would bring about a disaster, unless
the sisters could defeat a particular powerful
wizard. They searched for this wizard for years,
and finally a dragon, said to be in the tempie of
the Hesperides beyond Ethiopia, told them to
seek out a cave in the Alps.
That wizard was Bonisagus. The Parma Magica
protected him front their assault, and lic captured
them, demanding that they taught him their magie,
while he taught them in return. Viea refused, but
Trianoma agreed, hoping to use the opportunity to
defeat Bonisagus. As they studied together,
however, she came to have great respect for him.
Viea becante increasingly jealous, and aftera
particularly violent fight with her sister, she stole
some valuable texts and fled. Trianoma forbade
Bonisagus to seek vengeance, realizing that her
vision might have meant that she would fight her
sister and bring about the disaster. Instead, shc
proposcd founding an order of magi within which
such theft would be forbidden. The result of these studies was Bonisagus's
Viea's fate remains unknown. second great discovery, the theory of Hermetic
Trianoma traveled across Europę, seeking out Magie. In 767 the thirteen wizards gathered at
the most powerful wizards. The Parma Magica Durcnmar in the Black Forest, and swore to the
madę her intmune to their attempts to drive her Codę of Hermes, creating the Order of Hermes at
off, and her dcmonstrations of her offcnsivc power the first Tribunal.
Icft many in no doubt that shc could, if shc wished,
climinatc any wizard without fear of conscquences.
Some ran and hid, hoping to avoid her nefarious The b.ouscs of Hermes
plans. Others listened to her dreant of a unified
order, and agreed to meet with Bonisagus. The first magi of the Order arc always referred to
Front these discussions, Bonisagus drew a great as the Twelve Founders, for all that there were
deal of knowlcdgc. From the traditions of the Cult thirteen magi at the first Tribunal. Trianoma
of Mercury he dcvelopcd Formulaic and Ritual refused to put herself on an equal footing with
Magie, and from the traditions of the druids, Bonisagus, or the other magi she had brought to
brought by Diedne, a woman cast out from that him, an astutc political move that Icft her free to
religion, he learned to create magical effects mediate power struggles rather than being drawn
spontaneously. Verditius taught him the secrets of into them. Each of the Twelve Founders
binding magie into items, and Mcrinita the arts of established a House. The current House Ex
binding animals. From each of the cleven wizards Miscellanea was founded later in the Order's
who came to him, Bonisagus learned something, history, and in the beginning House Diedne madę
and to each he taught the Parma Magica. up the complcmcnt. House Diedne were bourid
together by their adhcrence to an ancient pagan
Order were theoretically united against a single
The Schism (Car enemy. The experience of chaos and destruction
religion, which they soon carńe to dominate which would serve as a competitor to the Order convinced most magi that they never wanted to
completely. of Hermes, keeping it strong. Flambeau wanted to Just after the tum of the millennium, the see such a thing again, and once again Tribunals
march against her immediately, but Tytalus, Order of Hermes began to descend into anarchy. were respected, and the rule of law returned to
The Order immediately entered a period of
impressed by his filia's nerve, forced a negotiated The corruption of House Tytalus madę magi morę the Order.
rapid growth. The founders of the True Lineages
settlement. In 817 the Ordo Miscellanea joined paranoid about the secret activities of other magi, Since the Schism War, the Order has existed
reeruiled apprentices, and their Houses grew
the Order of Hermes as a thirteenth House, even without the incitement of The Cift. Magi in a State of relative peace and co-operation.
organically. The founders of the Mystery Cults
House Ex Miscellanea. also bccame morę conccrned about attempts to However, by 1220 the last magi who can
initiated morę members, reeruiting eagerly from
pry into their secrets, and thus rebuffed attempts remember the War have died or passed into
among those other wizards who seemed
at investigation. Many disputes reached Tribunal, Finał Twilight, and niemories of that terrible
congenial. House Merinita was not yet a
Mystery Cult, and reeruiled magi with an The Domination of where the voting was deadlocked as magi refused
to get drawn in. In this period, many Tribunals
time are fading.
interest in the wilderness. House Diedne sought
converts to its religion. House Jerbiton extendcd House Tremere were inęuorate, as magi were reluctant to leave
the security of their own covenants.
the reach of the Order into the higher culture of
the mundane world, even making overtures to
Charlemagne himself. And the magi of Houses
House Tremere had been slowly building its
power sińce the foundation of the Order, with
Magi who felt themselves threatened resorted
to Wizards' War, and even to illegal raids on
other covenants. The Quaesitores, Redcaps,
The Itiouscs
Flambeau and Tytalus criss-crossed the
continent, giving all magicians they found a
simple choice: Join, or Die.
Tremere himself keeping close control over his
linę. Through the careful use of certamcn and the
building of political alliances, the House gained
Bonisagi, and other magi interested in keeping the
Order together were stretched too thin, and
of Hermes
effective control over several Tribunals, and was found that they could not impose order on magi
Within forty years the Order of Hermes
poised to take over morę. When Jerbiton died, who did not want it. ho Order of h.crmcs is diuided into
dominated the magical landscape of Europę.
leaving Tremere as the sole remaining Founder, the The anarchy grew, and for a while it looked as tujcloc tyouscs, all but
House was ready to move to dominate the entire though the Order of Hermes would fali to the
same threat as the Cult of Mercury before it.
Miscellanea dcsccndcd in some roau
Order, turning it into a tool for their larger plans.
At that point, a group of magi whose identities Then House Tremere declared war on House from one of the TujcIdc Founders. This
That domination persists until the prescnt day, are still unknown broke the minds of Tremere's Diedne. The pagans of that House had always section prooides a brief oueruicm of the
1220. Nevertheless, an Order that bas endured for closest lieutenants. This event, known as 'the been somewhat distant from the rest of the Order, houses, but it is important to remember that
well over four hundred years has naturally faced Sundering1, also broke the power structures that which was, as it always had been, largely indiuiduals raithin a house can uaru undclu.
its share of crises and problems. the House had built, as obligations to those magi Christian. Dark rumors about their religious rites
and threats posed by them ceascd to be a concern. had spread in the wake of the corruption of The twelve Houses fali into three groups. Four
Tremere himself met with the magi responsible for Tytalus, and few trusted them. When the Primus (Bonisagus, Cuernicus, Mercere, and Tremere) are
the Sundering, or perhaps their representatives, of House Tremere, Cercistum, accused the true lineages, madę up of those trained by
and some sort of agreement was forged. While Diedne of human sacrifice and called on the someone trained by someone (etc) trained by the
Tremere himself died soon afterwards, the House Order to help eliminate the diabolists, House founder of the House. It is not possibly to join
In the early years of the ninth century Damhan-
Allaidh (DAH-van ALL-ath), a powerful and evil
has kept to the agreement, and has never again
tried to dominate the Order.
Flambeau eagerly joined the battle. Many
members of House Jerbiton, who had long been
concerned that the Order harbored a pagan cult,
those Houses later. These Houses are describcd in
the supplement Houses of Hermes: True Lineages.
Four (Bjornaer, Criamon, Merinita, and Verditius)
o
wizard resident in the British Isles, led an also joined in. Members of many Houses stepped
organized resistance to the Order of Hermes. The Corruption of forward to join the Tremere, and no-one publicly
are Mystery Cults, and magi can join those
Houses by being initiated into the cult. Such
Rather than face Hermetic wizards in magical supported the Diedne.
combat, his followers cursed and harassed their house Tptalus Seizing the opportunity, the Bonisagi and
initiations teach the Outer Mystery of the cult,
the only cult ability that is not kept largely secret.
followers, set traps, and used mundane assassins to Quaesitores called an emergency Grand Tribunal,
halt the progress of the Order. For a number of
years these tactics were effective, and some began
House Tytalus has always sought challenges.
In the late tenth century, leaders of the House
at which the whole of House Diedne was declared
Renounced, so that it was the duty of all Hermetic
Their secret Mysteries, and much morę detail of
the Houses, are detailed in Houses of Hermes:
Mystery Cults. The last four (Ex Miscellanea,
w
to think that the Order would be stopped at the went too far, seeking to control demons and magi to hunt them down and slay them. Flambeau, Jerbiton, and Tytalus) are gatherings ol
English Channel. instead being corrupted by them. They were The war that followed was bloody and magi with common interests. It is relatively easy
Tytalus the Founder entrusted Pralix, his most engaged in a subtle campaign to corrupt the rest destructive, and wiped the House out. Its leaders, to join these Houses after training, and magi who
gifted apprentice, with the task of defeating of the Order as well when their corruption was however, were never found, and while the Order fecl that they do not fit in to their old Houses
Damhan-Allaidh. She brought as much cunning to uncovered by another Tytalus maga. She alerted hope that their spells killed them, the fear remains often do. Ex Miscellanea, in particular, will take
the task as her opponent, and in a series of the Quaesitores, and the Order turned with great that they fled to some magical regio, biding their anyone with The Cift, a smattering of Latin and
devious raids and spectacular magical battles she efficiency to purging the diabolists from their time and waiting for revenge. Magie Theory, and the ability to raise a Parma
was able to defeat Damhan-Allaidh and bring midst. The Prima of House Tytalus, Tasgillia, was With the destruction of the Diedne, the Magica — and many members will teach the last
many of his followers over to her side. Despite the the most prominent victim, but the House lost Schism War camc to an end. The Quaesitores three to potential reeruits. The interests and
yictory, rumors persist to the present day that many of its members, and never again recovercd had been able to enforce the Codę during the activities of these Houses are discussed in Houses
Damhan-Allaidh was not destroyed, and still plots the relative size it had in the early years. To this finał stages of the War, as all members of the of Hermes: Societates.
revenge against the Order. day, many magi wonder whether the House has
It is only possible to be a member of one
As the Order prepared to welcome the victor completely escaped this taint.
House at a time.
home, it received a message. Pralix had
established her own Order, the Ordo Miscellanea,
MA łA '
tiousc Crintera, in the Rhine Tribunal,
described in Guardians of the tiousc
Bjornaer Forests, page 92. The former driamon
Primus, Archmagus llrgcn, is thc
Magi of Bjornaer chief of Clan Midusulf, and still This very secrctive
(BYORE-nayr) conccrn thcmselves important in the House, sitting on House is known for its obscurc
primarily with beasts and thc its council and residing at Crintera. philosophy, its disdain forsimple
animalistic side of human naturę. This House is a Mystery Cult, power, and its members' habit of
Because of this emphasis in their and the ability to take the form of marking their faces and bodies with
training, each Bjornaer magus can the heartbeast is the Outer Mystery arcane symbols. Followers of
takc thc form of an animal, known as (see page @@). Criamon (KREE-ah-mone) arc an
his "heartbeast." Understanding thc cnigmatic and othcrworldly group of
heartbeast in particular and animals magi, generally having little interest
in generał is considered morę
t|0U8C in the politics of the Order.
important than Hermetic magie by Bonisagus Magi of Criamon seek the
many in this House. D.espite this "Enigma," which other magi
close association with shapeshifting, Bonisagus (BOH- characterize as some sort of mystical
Bjornaer magi avoid any kind of nee-SAH-goos) invented the cxpcricnce. For followers of
shapeshifting other than their Hermetic theory of magie, and his Criamon, understanding the Enigma
heartbeast, and have hostile relations student, the maga Trianoma, is about releasing all souls from some
with sonie other shapeshifters, for mastermindcd the formation of the sort of imprisonment. Their
reasons that other magi do not lully Order. House Bonisagus is a true philosophy is inspired by the ancient
understand. lincage,- all of its members can tracę Greek thinker Empedocles, and bas
Due to their naturę, Bjornaer their heritage back to Bonisagus something to do with thc naturę of
magi arc unable to forge thc himself. time. They have a unique
necessary links to have a familiar, House Bonisagus is split into two perspective on right and wrong
and the very concept is alien to strands, the political and the action, but those outside the House
them. Some Bjornaer deride magi theoretical. Theoretical Bonisagus find it very difficult to understand
who take familiars, which they cali magi concentratc on pushing back this. Indeed, magi outside the House
"substitute" heartbeasts. On the the boundaries of Hermetic magie, often stereotypc them as tattooed
other hand, other magi arc wary of and are the undisputed masters of weirdoes whose actions make no
followers of Bjornaer because of Magie Theory. Political Bonisagus sense.
their fascination with the bestial. magi, often called 'magi Trianomae', Even among the Mystery Cults,
Furthermore, House Bjornaer is less concentrate on keeping the Order House Criamon is difficult for
respected than it might otherwise be together, and cxcel at politics. outsiders to comprehend.
because its founder was from a The currcnt Prima is Archmaga Its Prima is Muscaria, who is
Germanie rather than a Roman Murion, a consummate politician, resident at thc domus magna, thc
magical tradition. who resides at Durenmar in the Cave of Twisting Shadows in the
The House is divided into six Rhine Tribunal (see Guardians of the Tribunal of the Greater AIps. She is
clans. Clan Arelie is concerned with Forests, page 51). The House a young and intensely practical
remembering the past, Clan Ilfetu is typically rcmembers its researchers maga, little like the common image
responsible for Initiating members of better than its politicians: figures of her House. Important past magi
the House, Clan Maruhs seeks sclf- such as Notatus, the first Primus, include Vedcris, who wrote thc
realization, Clan Midusulf leads, who created the Aegis of the Travels of Fcdoso, an allcgorical, or
Clan Sirnas protects, and Clan Hearth, and Conciatta, who at least esoteric, text that is popular
Wilkis nurtures magi and extended Hermetic magie to the in the House and beyond, and
strenglhens the House. dircctly affcct thc other supernatural Abdkypris, who found important
Philosophically, the House is powers (Divinc, Faerie, and Infernal) links between the Mysteries of thc
dividcd between Harmonists, who (see Legends of Hermes, Chapter House and thc beliefs of the Sufis, a
want to see humans and naturę live Two). Among contemporary tradition within Islam. St Ncrius (see
in harmony, and Wilderists, who members, Archmagus Relisius is Realms of Power: The Divine, page
want to drive humans back to the well-known for his Christian faith 91), a magus famous for his
cities, restoring the wilderness to its and advocacy of harmony between Christian devotion and sanctity, is
dominance. The Wilderist Magie and thc Divine (sec Talcs of generally said to have bcen a
philosophy was the original Power, Chapter Four: Encroaching member of House Criamon.
philosophy of thc House, while thc Dominion). This House is a Mystery Cult,
First Harmonist was Herisson, a and the Mystery at the heart of the
magus of the tenth century whose cult is the Enigma (see page (S*©).
ideas only became popular after the
Schjsm War.
The Prima of the House is
Falkę, and its domus magna is
OOUSC tiousc I:\ousc
<E(x Miscellanea Flambeau Giucrnicus
This is a large, diverse, While most House Guernicus
and highly disorganized collcction of followers of Flambeau (flahnt- (GWAIR-nee-kuss) is a truć lineage,
magi. Though originally founded by BOH) specialize in firc magie, all its members descended front
Pralix as a rival to the Order of some study spells of sirnple Guernicus the Founder, who
Hermes, this association was annihilation as a ntore subtle believed that the Order needed
accepted as a House of its own. It alternative. Flambeau the Founder strictly enforced rules if it was to
accepts wizards of all kinds, some was known for his mastery of fire, survive. Members of this House are
only nominally Hermetic, whose while his apprentice, and the first the judges of the Order,
magie comes front many disparate Primus, Aprontor, favored Perdo. investigating wrongdoing and
traditions. Magi Ex Miscellanea (EK.S Thus, both of these traditions are bringing cases against those who
mis-kel-LAH-nay-ah) are often called respected within the House. These transgress the Codę of Hermes and
hedge wizards by their many aggressive and ferocious magi often the Peripheral Codę. They believe
detractors within the Order, although cause trouble within the Order and the Order will collapse through
most can use Hermetic magie just as frequently anger mundanes. internal conflict without their fierce
well as any other magus. However, their fearlessness and stewardship. The House is
Magi of Ex Miscellanea have very love of destruction make them sometimes known informally as
little in comnton, belonging to many invaluable when the Order requires House Quaesitor (KWAE-see-tor),
different traditions within the House, the application of martial lorce. as 'Quaesitor' is the title ot those
each tradition having its own House Flambeau is a gathering magi empowered by the Order to
strengths and weaknesses. Many of of kindrcd spirits. While most investigate crintes.
these traditions are describcd in morę followers of Flambeau believe in Although House Guernicus trains
detail in Houses of Hermes: direct action and combat, there is and inducts their own apprentices,
Societates. also a strong tradition of honor and other magi can also join the ranks of
The Primus of the House is chivalry in the House, making the Quaesitores, and one of the
Ebroin, a relatively young magus who them in many ways the Orders highest honors in the Order is to be
was electcd four years ago when the knights. This is particularly true invited by the clders of House
previous Prima, Intmanola, was under the current Primus, Garus, Guernicus to become a Quaesitor.
declared to have entered Finał who leads the House front its Such magi invariably retain
Twilight. He has ambitions to domus magna of Castra Solis in the mentbership in their original House.
revitalize the House from its domus Provenęal Tribunal (see Faith & A starting maga can only be a
magna of Cad Gadu, in the Flame, page 67). The Houses Quaesitor if she was trained in
Stonehenge Tribunal. One of Pralix's original domus magna was Val House Guernicus.
closest allies was Colomen, front a Negra, also in the Provenęal Quaesitors are sometimes asked
tradition of warding wizards now Tribunal, but it has been lost in a to investigate possible crintes, or to
known as the "Columbae", or regio for decades, ił not centuries. mediate disputes between magi or
"pigeons". He taught his traditions Flambeaus second apprentice, covenants. While this does take
magie to other magi, and those Elaine, carried on his tradition of time, the custom of the Order is that
insights formed the basis of most of fire magie, and served as a Hoplitę the Quaesitors be given a few pawns
the wards created by Hermetic (see House Guernicus, next). She of vis as a gift, in return for their
magie. Most magi would be hard- was also an important scholar and efforts. These investigators are often
pressed to name any magus Ex author, and wrote several texts that supported by magi known as.
Miscellanea they did not know are still important today, including Hoplites, who are often front other
personally — including most Ars Flambonis, a summa on Ignent Houses. Hoplites are skilled in
members of the House. (level 14, quality 12) that is defeating the things i that might
peppered with aneedotes of the threaten a Quacsitor, ; which means
Founder and particularly popular that they are strong in magical
within the House. combat.
Among its contemporary The House has an important
members, the Archmaga Ceirlaug philosophical split between
of Montverte covenant in the Traditionalists, who believe that the
Normandy Tribunal is particularly Codę should bc prcscrved as it has
notable, as much for her great age been sińce the Founding, and the
as her great power. She is rarely Transitionalists, who believe that it
seen outside her tower these days, should be revised to better suit
but is a master of Ignem and still modern realities. The Transitionaliśt
has a firm grip on the direction of movement started with Simprim of
her covenant (see The Lion and Guernicus in the mid-twclfth
The Lily, page 58). century, and seeks greater legał
powers for the Quaesitores.
The Prima of the House is the Petrus, in the tenth century, who tjOUSC
Archmaga Bilera, a maga willi a long advocated life within mundane
history ot linę service to the House communities, and Mattieus, in the Mcrccrc
and. importantly, a largely neutral twelfth, who bclievcd that Jerbiton
stance on the Traditionalist/ should live with other magi and The founder of this
Transitionalist debate. She resides at serve as their ambassadors to the House lost his magical powers but
the domus magna of the House, mundanes. These two philosophies remained involved in the Order. He
Magvillus, in the Roman Tribunal. remain strong within the House. assumed a non-magical role valuable
Guernicus himself was a master of Members oł House Jerbiton are to other magi — that of messenger.
earth magics, and taught Bonisagus trained in mundane study, the arts, His followers continue to fulfill that
much of the knowledge and politics, and the House is hcld role. Ali members of House Mcrcere
incorporated into the Hermetic Art together by these common interests. (mare-KAY-ray, or mare-SARE in
ot Terram. A tradition of such magie The House is not tightly organized, vulgar Latin), regardless of whether
remains in the House, and its most and its magi group themselves into they possess The Cift, are of f icially
famous living representative is leagues based on a common interest. recognized as magi of the Order.
Ausculator, the leader of the A maga may join many leagues, to Even unCifted Mercere spend 15
covenant of Hedyosmos in the find companionship with other magi years in apprenticeship likc other
Theban Tribunal. Hedyosmos is who share her interests. Examples of magi.
located in a labyrinth of caves, and is leagues include The Gastronomers, Followers of Mercere are morę
rumored to possess a portal to the who cooperate to hołd a lavish party commonly known as Redcaps
underworld, something that would every year (this is a very popular because of the headgear they wear as
be very appropriate to the tradition league, and has members from other a badge of office. Redcaps are
(see The Sundered Eagle, page 66). Houses), The Silent Ones, who are permitted to attend Hermetic
led by a magus of House Bonisagus Tribunals, but by convention they
only vote if they have The Gift.
lyousc and seek to remove the need for
words and gestures from Hermetic Some unGifted Mercere have
Jerbiton magie, and The Humble Brethren, powerful supernatural abilities,
who work to subtly influence the which are generally attributed to
House Jcrbiton College of Cardinals and ensure that descent from the heroes of classical
(YARE-bih-tahn) is interested in the no-one with strong anti-magic myth. Whatever the truth of that,
arts and the mundane world, and opinions is elected Pope. these Redcaps are particularly
sometimes assumes the duty of Fortunata of Jerbiton was a respected within the House.
kccping the Order on good terms powerful spirit master of the House Mercere is a truć lineage.
with the nobility and Church. This cleventh century who defeated Mercere trained two apprentices
inclination in its members often many non-Hcrmetic enemies and before he lost his Cift, and thus
stems from a noble background — gathered knowledge and power there is a smali Gifted tradition in
apprentices are sometimes taken from many Mysteries. She was this House, which is composed
from the aristocracy, and these magi forced into exile by Hermetic almost entirely of blood descendants
mąintain ties afterwards. Other enemies, and disappeared into Finał of Mercere. Many magi of this
members are taken from skilled Twilight shortly after 1120. Her House have had a strong interest in
artists and craftsmen who have The writings are rumored to contain the magie of the ancient Cult of
Cift. The Gentle Gift (page @@) is information on how to gain the Mcrcury.
particularly common in this House. power that she had (see Legends of The most famous member of
Many members of other Houses Hermes, Chapter Three for morę House Mercere, apart from the
believe that followers of Jerbiton are information). Founder himself, is Belin, Merceres
too closcly bound to the mundane In the present, Archmagus last apprentice. She was renowned
powers to be trusted. On the other Mathicus of Constantinople, who is for her devotion to the Order and
band, Jerbiton magi fear that named for the city where he was her dedication to getting messages
members of the Order have become trained but has lived in Paris for to their destination, and despite
isolated from humanity, risking many years, is known for having having no Gift she is, even today,
bloody conflict with the mundanes. given up the study of magie as not held up as an ideał in the House.
They try energetically to heal this worth his time. For many years he The Prima of House Mercere is
l ift, and pursuc aesthetic and seemed to have no purpose in life, Insatella, an unGifted Redcap who
Glassical knowledge with a passion. but sińce the fali of Constantinople inherited the role from her father
The lali of Constantinople to the he has become much morę active and skillfully manages the aflairs of
lourth Crusade in 1204 has inspired (see The Lion and the Lily, page 87). all Mcrcere from the domus magna
the Primus, Andru, to rally the Archmagus Edward of Milton, on at Harco, in the Roman Tribunal. As
House to its original values, the the other hand, is lamed for heading she does not have The Gift, she tries
defense of civilization, a cali that the the covenant of Schola Pythagoranis to stay out of Hermetic politics as
younger generation of magi have in Cambridge, which claims to have far as possiblc, thus reinforcing the
heeded. The domus magna of House served as the nucleus for the new Houses reputation for neutrality.
Jerbiton is Valnastium, in the university in that town (see Art and
Tribunal ol the Greater Alps. Two Academe, page 1 12).
historically important Primi were
tiousir Greece, and is rumored to have Tremere's votes are concentrated in
been Initiated into secrets of story a very limited number of hands.
Merinita magie (see The Sundered Eagle, The domus magna is Coeris, in
page 81). Dama, the Praeco of the the Transylvanian Tribunal, and the
This House is Provenęal Tribunal, was born in Prima is Poena. She is said to know
focused on the world of facrics, and 993. She fell into Twilight in 1061, the names, magical strengths, and
its members tend to be just as strange but emerged 19 years later, and prefercnces of every member of her
as the creatures they study. Merinita remains active today. She is one of House, and of any other magus she
(meh-rih-NEE-tah) magi frequently only two members ot the covenant thinks may be of use. Whatever the
remain isolatcd, having little to do of Mimizan, and is rumored to lead truth of that, she certainly manages
with the rest of the Order, except to a Mystery Cult that is not part of the projects of the wholc House
defend faeries from the assaults of House Merinita (see Faith & Flame, with unusual efficicncy (sec Against
other magi. Those of this House pages 29 and 64). the Dark, page 21). The Houses
eschew the merely mortal, and seek House Merinita is a Mystery second-in-command (unlike other
answers within the mysterious world Cult, and magi of Merinita are all Houses, Tremere actually has such a
of Arcadia. initiated into the Outer Mystery of post) is Archmaga Monica lerne, a
Although the House was founded Faerie Magie (see page @@). maga originally from the
by Merinita, she hersclf was not Stonehenge Tribunal and a master
particularly interested in faeries. This of combat magie. She is unsuited to
was the work of her first apprentice, I>sOUSC the post of Prima, and has publicly
Quendalon, who had been raised Tremere acknowledged this, but she is an
among faeries and had always excellent field commandcr (see
believed that they had much to offer. Members of House Tremere Against the Dark, page 30).
Merinita disappeared at the end of (tray-MARE-ay or tray-MARE) Archmagus Stentorius is exactly
the eighth century, and soon after emphasize the importance of what other magi think of when they
Quendalon announced that he was judgment, strategy, and detailed imagine an older, powerful member
going to study with the faeries, planning. They believe in respect of House Tremere. He is the leader
leaving Merinitas second apprentice, for superiors and in asserting of Fengheld, the largest covcnant in
Myanar, in charge of the House. authority over minions. Dignity the Rhine Tribunal, and holds
Quendalon returned two years is of the utmost concern. three-fifths of the sigils of the
later, his eyes replaced by rubies, and House Tremere is considered Tremere magi of that Tribunal, as
announced a new direction for the one of the morę sensible and stable well as commanding the House
House. This was resisted by Myanar, Houses, providing strength and there. Even in a Tribunal that holds
and war broke out within the House. courage when needed and the domus magnae and Primi of
Ultimately, Quendalon was refraining front action when peace Houses Bonisagus, Bjornacr, and
victorious, and the Merinita turned to better scrves the Order. Merinita, he may hołd morę
the study of faerie. Quendalon served House Tremere is a true political power than any other
as Primus, at least in name, until the lineage. Ali of its members can individual magus or maga (see
end of the tenth century, although he tracę a chain back through their Guardians of the Forests, page 84).
had little contact with his House in masters and their masters' masters,
the latter half of that century. Some and so on, back to Tremere the
magi even now suspect that the Foundcr. !t is not possible to join
returned Quendalon was actually a the House front outside. Certamen,
faerie. a safe method of magical dueling
The current Primus is Handri, between magi, was invented by
who lives at the domus magna of Tremere the Foundcr, and his
Irencillia in the Rhine Tribunal. The House retains a great deal of
previous Prima, Vinaria, also lives interest in it.
there. In 1202, she vanished much as In addition, Tremere magi hołd
Quendalon had done, leaving Handri their f i lii's voting sigils (see page
in charge. However, when Vinaria @@) until the filius beats the
returned in 1209, she madę no moves parens in certamen, or until the
to regain control of the House, and parens dies. If a Tremere magus
still lives quictly at Irencillia (see wito does not hołd his own sigil
Guardians of the Forests, page 104). trains an apprentice, the new
Lucian the Scholar is an elder magus's sigil is held by the parens
magus who lives in the covenant of of the training magus, assunting
Aegea, on the floor of the Aegean that that magus Itolds his own sigil.
Sea in the Theban Tribunal. He is If he does not, the sigil is passed
renowned for his dcep knowledge of back up the chain until it reachcs a
the literary traditions of the ntagus who does hołd his own sigil.
Byzantine Empire and ancient As a result of this custom, House
lyousc Iftousc
Tutalus Wditius
The philosophy of Tytalus (TIE-tah-loos) magi is Magi of House Verditius (ware-DEE-
to master all forms of conflict. To this end, they tee-oos) have unsurpassed skill at creating
promote innovation in all sorts of contests. They do enchanted items, making them invaluable to other
not feel alive unless they are in a constant State of magi and non-Gifted persons.
struggle, perpetually testing the strengths and Almost all, unfortunately, have also inherited
weaknesses of others. their founder's magical Flaw, making thcm unable to
House Tytalus is almost the oppositc of House cast Formulaic spclls without thc aid of casting tools.
Tremere. Where the Tremere believe in stability and Followers of Verditius are sometimes considered
respect for elders, Tytalus magi believe in constant inferior to other magi because of this weakness.
change, and in challenging your elders repeatedly They do not measure themselves by this standard,
until you can finally win. The Founders of the two however, seeing themselves as superior to other
Houses were trained by the same wizard, Guorna the magi — this hubris is a side effect of the Inner
Fetid, and often fought over their contrasting visions Mystcries of their House.
of how to live. While the Codę forbids magi to sell enchanted
In their never-ending search for conflict, the items to mundanes, the mundane employees of magi
leaders of House Tytalus went too far in the 1 Oth may do so, and almost all magi of this House have
century, falling prey to demonie machinations. Those such associates, known as venditores. The magi sell
masters of intrigue arrogantly believed they could items directly to other magi, of course, and can
master the dark forces, but despitc their skill, were becomc wealthy in both magical and mundane
unable to outwit Heli. The leaders were executed for terms.
their crime of diabolism, and House Tytalus has been Magi of House Verditius often becomc involved
distrusted ever sińce. This has not been helped by the in vendettas with other magi of their House,
fact that two magi, Buliste and Harpax, both claim to antagonizing each other until one admits that the
be Primus (or Prima, in Bulistes case). Buliste was the other is superior. As that is rare, vendettas tend to
ninth Prima, but passed into Twilight. Harpax then last a long time. The House believes that such
claimed the right to be tenth Primus. Howcver, contests are honorable and admirablc, but magi of
Buliste emerged front Twilight, and refused to other Houses may not agree. These vendettas reflect
acknowledge his position,- he, of course, refused to the poi i tically fragmented naturę of the House, in
yield. The two are still fighting for control of the which the Primus is the only official position.
House, and of its domus magna, Fudarus, in the Every eighteen years, the House holds a grand
Normandy Tribunal (see The Lion and the Lily, page Contest, at which enchanted items are judged to
41). The magi of House Tytalus choose sides, but detcrmine the best crcated sińce the previous
most of them seent to do so simply for the sake of the Contest. Every rnagus of thc House is allowed to
challenge, and not because they have any real loyalty enter a single itcm, and many magi spend years
to one or the other. preparing their entries.
The Primus of House Verditius is chosen by
strict primogeniture: the eldest living filius of the
previous Primus becomes Primus. Thcre is almost no
opposition to this in thc House, as most magi do not
care who their Primus is, and appreciate a system
that means they need not worry about choosing a
new one. The current Primus is Stouritus, who does
not live at the domus magna of Verdi in the Roman
Tribunal. He is a member of the covenant of Ingasia
in the Theban Tribunal, and would likc it to become
the domus magna so that there would be no need
for him to move (see The Sundered Eagle, page 86).
House Verditius is a Mystery Cult, and all
members are initiated into the Outer Mystery of
Verditius Magie. (See page @@)
Cooenants The pcrmctic Oath
The Codc of Hermes, first sworn by
oocnants arc as important to thc Order Bonisagus, can be found below. Since he was the
of hcmics as houses, and magi tan, first to swear it, his name is recorded whenever it
and do, spend hours debating mhich is is written down. There is a slight difference
morc important in thc cnd. between the Codę that members of House
Bonisagus swear and thc Codę that members of
other Houses swear. The difference is marked.
Strictly speaking, a covenant is any group of
magi who agree to a set of rules that go beyond
the Codę of Hermes, and that allow them to
share resources and co-operate morę easily. In
the overwhelming majority of cases, covenants
arc fornred by magi who want to live in the same
The peripheral Codę
place, sharing access to a Magie aura, buildings,
and servants. Thus, the term 'covenant' has he Pcriphcral Codc consists of all
come to refer to a place where a number of magi dccisions madę in Tribunal sińce thc
live together, as well as to the group of magi foundation of thc Order. Its formal
making thc agreement. authoritu derioes from thc dausc in
A typical covenant has about half a dozen magi thc Codc rcquiring magi to abidc bu
as members, but they rangę front two magi to large thc dccisions madę at Tribunal, but as cucru casć
organizations with over two dozen magi and
hundreds of mundane Staff. Most Ars Magica sagas is different latcr Tribunals arc not bound bu thc
center around a single covenant, and ensuring that dccisions of carlicr Tribunals. Indccd, therć arc
thc covenant prospers is as important as individual contradictoru prcccdcnts throughout thc Pcriphcral
advancement. Aftcr all, characters belonging to a Codc, and feto magi outsidc thc O,uacsitorcs arc
well-supplicd covenant will advance morę ęuickly familiar roith all of its dctails. Home points arc
than those who must rely on their own resources.
The physical form of covenants varies, but
midclu knomn, homcocr, and raorth discussing in
towers and castles are ęommon. In addition, this scction.
covenants are normally located some distance
front major mundane settlements, in large part In theory, the only penalty for breaking the
because that is where most Magie auras are found. Codę is death. In practice, Tribunals only rarely
impose that, instead settling for vis fines, time
spent in service, or other lesser punishments.
Thesc punishments are backed up by the ultimate
The Codc sanction, however, and refusing to submit to the
punishment imposed by a Tribunal is always
“Quemquam sodalcm ordinis potentia magica non prioabo oeI prioare conabor.
quemquam sodatem ordinis non necabo oel necare temptabo, bello magorum iure
effecto escepto. helium magorum pugnam aprrtam magorum duorum esse, atque si in
bsllo magorum intrrficiar, pornam nullam in magum qui me necauerit cadere intellego.
“Filios qui in hanc legem iurabit docebo, et si ullus animum ab ordine sodalibusque
alienaturus sit, primum feriam. filius nullus meus magus appellabitur donec in hanc
legem iurauerit.
“tyjrtor ut, si hanc lidem fefellero, ex ordine apelletur. si espulsus ero, sodales
meos hortor ut me inoeniant necentque, ut uioa mea in dedeco infamiaque non pergat.
“t»ostes ordinis hostes mci sunt. amici ordinis amici mei sunt. socii ordinis socii
mei sunt. tamquam unus laboremus firmemurque.
“Id hac re iuro in die tertia Piscium ©eminorum in anno nonacentensimo quinto
^Lrietis. dolor illis qui ut hanc lidem raiłam inlicere conabuntur sit, et dolor mihi si
inlecebra cecidero sit.
Dcaling ujith Demons
The Order hunts down and kills any member
Tribunals extreme circumstances, silence a magus or eject
him Irom the Tribunal. If the ejections tender the
Tribunal inęuorate, or deprive it of a presiding
Quaesitor, the Tribunal ceases to be valid. At the
found dealing with demons. This is the only n origin, a Tribunal mas anu formal end of the Tribunal, the presiding Quaesitor must
This clause is often invoked to punish actions clause enforced absolutely. Trying to destroy certify it as valid, and this is the main check on the
against a magus that fali short of physical harm, demons is normally acceptable, but even then gathering of magi that madc decisions
Praeco abusing his power.
such as damaging his laboratory or killing grogs. drawing a demon's attention to the Order is bu a majoritu uotc of those present, and
The justification is that, by depriving a magus of frowned upon. kćpt a rccord of those decisions. Hs the
the resources he needs to study, the miscreant is
depriving him of sonie of the magical power he
Order grem, homcucr, the Pcriphcral The ©rand Tribunal
would otherwise enjoy. The core meaning of the JWoIcsting the Facrics Codę rapidlu prooidcd morę definition. The Tribunals
of the Order are nom the ©rand Tribunal, and anu The most important Tribunal of the Order is
clause, though, is that magi must not try to the Grand Tribunal, held every thirty-three years
damage each othcr's Cift. Interpretation of this clause rests heavily on other Tribunals formallu established bu it. In 1220, thć and drawing magi from the whole Order. The
what counts as molestation. Faerie places are good regional Tribunals are the onlu ones só established. Grand Tribunal is always held at Durenmar, the
vis sources, so few magi have been willing to domus magna of House Bonisagus and the
ffjizards’ ffiar argue that charging into a faerie area spells A legał Tribunal must be attended, in person, birthplace of the Order. Three representatives are
blazing, stealing large amounts of faerie property, by at least twelve magi from at least four different sent from each of the regional Tribunals (see
The Codę allows for a conflict between two and retreating to your covenant, counts as covenants. There must be one Quaesitor present to later), and the Primi of all Houses also attend. The
magi to escalate to open conflict in certain molestation. This has madę it rather difficult to oversee the legality of the proceedings, and while Primus of House Bonisagus serves as Praeco, even
conditions. When those conditions are met, the say what is, and prosccutions under this clause the Quaesitor does not vote, he does count towards if older magi are present, and the Primus of House
two magi involved may step outside the bounds of tend to come down to politics, and whether other the quorum. Magi may vote by proxy, giving their Guernicus as Presiding Quaesitor.
the Codę temporarily to settle their differences. magi have suffered. Unlike the mundane and voting sigils to someone who is attending on their The Grand Tribunal discusses matters
One magus initiates a Wizards' War by sending a demonie clauses, however, it does not prohibit behalf, who may or may not be reęuired to use affecting the whole Order, and its decisions are
declaration of war to the other. The message must friendly dealings with faeries, at any level. them in a certain way, depending on the agreement generally given far morę weight than the decisions
arrive on the next night of the fuli moon. The war with the person granting the sigil. of lesser Tribunals. In addition, it is the only
then begins on the rise of the following fuli
moon, and lasts until the rise of the next fuli JWagical Creatures The Tribunal is chaircd by the Praeco, the
oldest magus present, and while he also cannot
Tribunal with authority over the whole Order,
and thus the forum where inter-Tribunal disputes
moon after that. vote, except to break ties, he does have the power must be settled.
Unjust or constant use of Wizards War is Notably missing from the Codę is a clause
to choose the order of business and. in
discouraged by the majority of level-headed magi. granting protection to magical creatures or other
Occasionally, those who declare war too often find wizards. This was deliberate, as Trianoma wanted
themselves victims of a Wizard's March. the Order to be able to use force to compel
people to join. Excessive interference with
powerful magical beings, however, can still fali
Tribunals under 'endangering the Order by my actions'.
JVtuthic dompanions
You may find, when playing Ars Magica, that you
would like to play a character who is comparable
in power to a Hermetic magus without actually
playing a member of the Order of Hermes. There
are many individuals in Mythic Europę who have
strange and potent abilities, including non-
Hermetic wizards, holy hermits and
supcrnaturally strong warriors. In Ars Magica
such characters are rcferred collectivcly as
1J
Mythic Contpanions. While Hermetic magi are Flaws, balanced by an equal number of Minor
normally still the most potent characters in terms Virtues. In addition, grogs should not have Story
of raw power, Mythic Gontpanions approach Flaws, as they arc supposed to be minor
them. However, as they are not members of the characters. Finally, grogs can never havc The Gift.
Order of Hermes, they cannot play the same A character with The Gift is too important to be a
social role in a saga as a magus. grog.
If you wish to play a Mythic Companion, you
should normally play it as an alternative to a
magus character, though the troupe may disregard
this guideline, depending on how your saga is
being conducted. The troupe may also decide to
C hara eter Basics
not allow Mythic Contpanions in the saga at all, if
they want to focus on a "standard" Hermetic This section outlines the way that the gamę
covenant. rules describe characters.
General guidelines for Mythic Contpanions,
and somc examples, are given at the end of this
chapter, and many Ars Magica supplements Sue
include guidelines for further specific types. You
may also create your own type of Mythic Ali Ars Magica characters have a Size score.
Companion, in cooperation with the troupe. However, almost all adult human characters have the
same Size score, 0, as this represents an average adult
human. Every three points of Size represents a ten-
©rogs fold inerease or decrease in mass, and adult hurnans
can rangę from Size -2 to Size +2, if they take
Grogs are minor characters, often warriors who appropriate Virtues or Flaws. The effects of this are
protect the magi and defend the covenant, but also described in the Virtues chapter, page Size is
including specialists such as bookbinders and morę important for non-human creatures, and is
tcachers who arc not important enough in the story discussed in detail in the Bestiary chapter, page
to be created as contpanions.
As minor characters, grogs tend to have bad
things happen to them. Warrior grogs die Virtucs and Flaras
defending the magi, other grogs might be
possessed by spirits, forced to marry a faerie lord, Virtues and Flaws are features of the character
or die from a disease that threatens the covenant. that are not shared by most people,- special
In most versions of troupe-style play, grogs are benefits in the case of Virtues,
played by many different players, and the and disadvantages or
storyguide sometimes sintply tells the players what
happened to a grog.
On the other hand, grogs are a great deal of fun
to play. You don't need to worry too much about
the consequences of your actions, because you
probably won't be playing this character next
week. You can ham up the acting, and have the
grog do something stupidly heroic, or heroically
stupid. If a grog charges into lone battle against
a dragon, in order to defend a magus, he might
die in a couple of rounds, in which case he is
remembered fondly, or make some
stupendously lucky rolls and kill the
dragon, in which case he becomes a hero.
With a grog, you can take that risk, whi
with a companion or magus you will
probably want to be morę cautious. Of
course, it's also fun to play a grog who
debates with the magus about the
wisdom of staying to face a dragon.
Grogs are often generated from
the grog templates, starting on page
@@. They may be created by
detailed character creation, but
should have no Major Virtues or
Flaws, and no morę than three Minor
- ć-5.
lnu
— ___________________________
hooks into stories for Flaws. They cover Spellcasting relies on Stamina. Stamina also Finally, Spell Mastery Abilities are only
personality Rolls
supernatural abilities, including The Cift, enemies, measures someone's ability to carry a load for an available to Hermetic magi, and are described on
obsessions, and aptitudes, as well as much morę. cxtended period, ignore fatigue, and withstand page @@.
Ali Virtues and Flaws are listed in their own wounds.
chapter, starting on page Presence (Prs)
Presence describes a character's appearance, Pcrsonalitu Traits j
Chararteristics demeanor, and charisma. It is important for
Personality Traits are a short description of
Gasc Brane Loyal General
making a good impression, as well as for leading
important features of your character's
Factor
people. Presence also measures how imposing or
There are eight Charactcristics in Ars Magica, intimidating a person is. Evcn if not physically personality. For major characters, such as magi
each representing one of a given character's inborn and companions, they are normally nothing morę
attributes. Each Characteristic has a score that
attractive, a person with high Presence might still
have a demeanor that commands respect. than an aide memoire, and a reason to think Loyalty and £
describes the degree of the character's aptitude. A about the character's personality during character self-interest
score of 0 is completely average, and therefore Communication (Com) creation, although there are a few specific rules coincide. V
positive numbers denote higher-than-average Communication represents the aptitude for that require Personality Trait rolls. Not really scary. Warning the Average people
ability and negative numbers below-avcrage self-expression. It is important when attempting to For grogs, they are morę significant. As grogs o Facing down a magi that your would always
ability. Ali but the most exceptional of individuals influence or communicate with someone, verbally are often shared between players, or at least barking dog. enemy is do this. i
have Characteristics that fali between -3 and +3. or otherwise. A positive Communication score played rarely (see Troupe-Style Roleplaying on planning to
Since Characteristics represent your suggests a character who is comfortable with or page @@), the numbers attached to Personality attack the
character's inborn potential, they cannot be confident in his relationships with other people. Traits can be used as a concrete guide to playing covenant.
20
inereased by norrnal means. In rare circumstances, Dexterity (Dex) the character. They can be positive or negative,
the storyguide may decide that drastic events Dexterity means being able to move with and normally rangę between +3 and -3, although
warrant some sort of permanent change to a agility and to manipulate objects accurately and there are exceptions. A Minor Personality Flaw 1
Characteristic, and powerful magie can also raise skillfully. It includes hand-eye coordination, finc (see later) would normally be matched by a
1
A
motor control, and bodily grace. Dexterity also r-z Little loyalty Average people
them, but for most characters, they are fixed. Personality Trait of +3 or -3, while a Major Hardly scary.
helps determine how well your character swings a Personality Flaw, which a grog would not required. Not would usually
Facing down an
sword or throws a knife. normally have, would justify a Personality Trait of denouncing the do this. People
Characteristic Dcscriptions Quickness (Qik) +6 or-6. 'Loyal' is a particularly important Trait, 3
angry, but
unarmed, peasant
rnagi to the noted for a
Quickness indicates reaction speed and reflexes, as it reflects the grog's attachment to the bishop passing Personality
while armed and
Intelligence (Int) and helps determine who acts first when two people covenant, while 'Brave' is just as important for through the Trait would
armored. always do this
Intelligence represents the power to analyze are trying to do something with great hastę. It also warrior grogs. A third Trait should be something local village
and synthesize concepts, as well as simple describes how well your character does something distinctive about that grog. You may decide to
memory. It is important for Abilities that reęuire in a hurry. Your effective Quickness is usually roli a grog's Personality Traits when you are
thought power and is paramount for the Hermetic modified by your Encumbrance. See page @@ for unsure how he would react, or you may treat the
Arts. A character with Iow Intelligence is not morę information on Encumbrance. numbers simply as a guide to roleplaying. If you
i-
necessarily stupid—common sense, Street sawy,
wisdom, and the ability to learn are not described
by Intelligence.
do roli them, add nothing but the Personality
Trait, and roli a stress die. Suggested Ease Factors
are found on the table
fi 6
Scary. Facing
down an
Average loyalty. A
c. i u .i Averagc
Standing by the ,people
.
.. .
>
do this about J
Perception (Per) Utilities apparently equal
enemy.
covenant when ,
.. ,
it is threatened
,
i halr the time. >
’
Perception quantifies the ability to notice
Abilities are a character's learned skills. They
Oanging personality Traits
things, as well as powers of intuition. While 4
sometimes conscious, Perception often works usually do inerease during the course of a saga. Personality Traits can only be changed by the
intuitively — your character simply notices Characters in Ars Magica can choose from a wide player who Controls the character, and only
something. The storyguide may also let you roli rangę of Abilities, listed in the Abilities chapter between gamę sessions. However, they can be Average people
Perception when checking various Knowledges, starting on page @@, which are divided into five changed freely, possibly to reflect a series of Very scary. Loyal. Resisting usually don't
to see if you havc insight into a ccrtain fact or types: General Abilities, which can be learned by < exceptional rolls, or to reflect life evcnts. For Facing down a a large bribe do this, and
9
concept. Perception is important for Abilities such anyone, and Academic Abilities, Arcane Abilities, example, a cowardly grog who stands his ground clearly superior and offer of even notable
as Awareness, Hunt, and Folk Ren. Martial Abilities, and Supernatural Abilities. A and kills an impressive monster might well enemy. protection. people often
character can only learn Academic, Arcane, or become braver. fail.
Strength (Str)
Martial Abilities if he has an appropriate Virtue or
Strength measures physical power: lifting, Flaw, or is a magus.
pushing, shoving, heaving and moving. Strength
is important when hefting a melee weapon and
Supernatural Abilities are even morę limited, Beputations Average people
and a character can only learn one if she meets
when using brute, physical forcc against Reputations determine whether people are , Very Loyal. almost always ■C 3
ccrtain special conditions. The most common is cExtremely scary. ~ 11
something or someone. People with high Strength likely to have heard of the character, and what . ■ Staying loyal to fail. Even
the possession of the Virtue granting that rFacing down a V
W
are often bigger than those with Iow Strength, 12
Supernatural Ability, but The Gift allows they have heard about him. They don't determine ,0 the covenant people noted
assuming they have the same Size. how people react to characters they have heard ragon. under torturę. for the Trait do
characters to learn such Abilities, and other
Stamina (Sta) supplements describe other ways to access them. of, as that depends on what they think of what this rarely.
Stamina represents the limits of a character's llnless a character has a feature that specifically they've heard, nor do they necessarily aid in the
i
exertion, as well as how much physical says she can learn a Supernatural Ability, she identification of characters. Indeed, in some cases
punishment he can sustain. It is staying power, cannot. a high Reputation may make it difficult for a
both mental and physical, and one of its most character to convince people that he is who be
important components is simply the will to live. says he is. ("Oh, surę you're Sir Robert the
Eg__
-z'
z y o Ld I? w
Dragonslayer. Of course he'd be visiting my inn.
Who are you really?") donfidcncE
Rcputations have a score, a content, and a
typc. The score is a number, uscd as described Important characters have a Confidence Score
below. The content is what the Reputation is for; and Confidence Points. This includes both central
a reputation for killing dragons, powerful fire player characters (magi and companions) and
magie, or learned interpretation of the Psalms, for important NPCs, such as recurring antagonists
example. The type determines who might have and allies. These characters start with three
heard of the Reputation. The most basie type is a Confidence Points. Most such characters start
Local Reputation, which is one that anyonc who with a Confidence Score of one, but this can be
lives near the character might have heard. The modified by Virtues and Flaws.
other two ntain types are Ecclesiastical and There is no limit to the number of Confidence
Hermetic Reputations, determining a character's Points that a character can have.
reputation in the Church and Order of Hermes,
respectively. The type of Reputation defines what Csmg donfidcncc
counts as distance.
A random person has heard of a character with A player may spend Confidence Points on
a Reputation if a roli of a stress dic plus the most rolls to get +3 to the total per point spent.
Reputation equals or exceeds the Ease Factor He may decide to spend the point after the dice
given on the table below. The morę he succeeds are rolled and the putative result of the action is
by, the morę he has heard about the character. If known. He may not spend Confidence on a roli
the character's Reputation is largcly accurate, so is that botched, but he may spend it on a roli of zero
what the person has heard. Conversely, a largely which was not a botch. A player may spend any
underserved Reputation brings lots of false beliefs number of points up to, but not exceeding, the
with it. character's Confidence Score.
Reputations can change over time. See the Once a Confidence Point is spent, it is gone
Long-Term Events chapter, page @@, for details. forever. Confidence Points are not recovered.
Confidence may not be spent on rolls which
represent a whole season's activities, such as rolls
for studying front vis.
Divided
True betwccn Puissant Magie Theory (researclters)
Bonisagus
Lineage researchers or Puissant Intrigue (politicians)
and politicians
Mystical
Mystery philosophers The Enigma (page @@), beginning
Criamon
Cult and masters of score of 1 in Enigmatic Wisdom.
riddles
A free Minor Hermetic Virtue, a free
Many mągi Major non-Hermetic Virtue, and a
front different contpulsory Major Hermetic Flaw,
Societas traditions, not representing the particular tradition
Miscellanea
all lully within the House. These Virtues and
Hermetic Flaws are in addition to the norntal
allowance.
■t1 ' '■ Martial
masters of fire
Flambeau Societas Puissant Perdo or Puissant Ignem
and
destruction
Investigators,
True
Guernicus lawyers, and Hermetic Prestige
Lineage
mediators
A hierarchical
True and
Tremere Minor Magical Focus (certamen)
Lineage disciplined
House
Magi who
thrive on
Societas Sclf Confident
conflict of any
sort
Crafters of
Mystery
Verditius enchanted Verditius Magie (page @<S>)
Cult
itenis
Like companions, niagi may take up to ten
points of Flaws, and the same number of points of Quid? and CTasu
Virtues. Major Virtucs and Flaws cost three points
each, Minor ones one point. Ali magi must have Virtucs and Flaws
The Gift. Without it, they cannot work magie,
and thus cannot be magi In addition, all magi If you want to get started really quickly, use
should have at least one Hermetic Flaw. Nobody the following highly simplified guidelines.
fits perfectly into Hermetic theory. Grogs: Take a Minor Personality Flaw that
The rules for taking Virtues and Flaws are reflects how you want to play the
summarized in the Virtues and Flaws chapter, on character. Social Status is Covenfolk. Take
page Warrior for a grog who fights, Educated for
a grog who is educated, Arcane Lorę for a
grog who knows about the supernatural,
CJhoosing Virtucs and Flams and Puissant Ability in the charactcrs
There are a lot of Virtues and Flaws available specialty for any other type of character.
in this gamę, and it may be difficult to decide
what to choose. The first thing to remember is All Companions: Take a Major Personality
that you do not nced to choose the maximum or Story Flaw that reflects the types of
number of Flaws. stories you want your character to be
Every player should consider Personality involved in. Social Status is Covenfolk.
Flaws, and Story Flaws for companions and magi,
as these make the gamę morę engaging and Martial Companions: Take Warrior, and
enjoyable for you by telling the rest of the troupe Puissant and Affinity with the same Martial
what sort of stories you want to expcricnce with Ability.
the character. They do not binder your charactcr,
but rather get them involved in enjoyable plots. Learned Companions: Take Educated, and
Most Virtues and Flaws are not necessary for either Puissant with two Academic
any concept, even if the name suggests that they Abilities, or Puissant and Affinity with the
might be. For example, a pagan character does not same Academic Ability.
need to have the Pagan Flaw — the Flaw indicates
that their religion crcates stories or shapes their
personality, and that might not be your plan for Social Companions: Take any one of Gossip,
the character. This means that, in generał, you can Piercing Gazę, Social Contacts, Well-
pick Virtues and Flaws that look appropriate, and Traveled, or Venus Blessing. Take Puissant
do not need to worry that you have ntissed with two Social Abilities.
something vital by not chccking all the others.
There are two exceptions. One is that a Magical Contpanion: Take one Minor
character must havc a Virtue to buy Academic, Supernatural Virtue that grants a
Arcane, Martial, or Supernatural Abilities at Supernatural Ability, and Puissant and
character creation. Educated, Arcane Lorę, and Affinity with that Ability.
Warrior, respectively, are the easiest options for
the first three groups, although other Virtucs (and Magus: Take a Major Personality or Story
some Flaws) also grant access to some of these Flaw that reflects the types of stories you
Abilities. In most cases, access each Supernatural want your character to be involved in, and
Ability is granted by a separate Virtue. Deficient Form in a Form that you are not
The second concerns social status. If you want interested in. Social Status is Hermetic
your character to be a knight, with all the social Magus. Choose a Minor Magical Focus that
standing that implies, you must take the Knight does not rely on your Deficient Form.
Social Status. On the other hand, you do not need Choose one Technique that overlaps with
that Virtue to be an armored and mounted warrior your Minor Magical Focus, and take
(although you would need Warrior or another Puissant and Affinity in it. Choose one
Virtue that gives you access to Martial Abilities). Form that overlaps with your Minor
In most cases, social status does not define the Magical Focus, and take Puissant in it.
way that other members of the covenant see you,
so if your character is not conccrned about wider
society, you do not nced to worry about this.
Finally, a lot of the Virtues and Flaws are very
specialized, to support particular types of
character found in Mythic Europę. You can safely
ignore these, until you decide that you want to
play that sort of character.
Charactmstics
haractcristics arc bought on the
Scorc Cost
folloming tablc. ^ou start raith
+3 6
scucn points to spend. MII
+2 3
charactcrs buu Charactcristics in
+1 1
the same roau.
0 0
For Hermetic magi, you should notę that -1 Gain 1
Intelligence is central to Hermetic laboratory -2 Gain 3
work, and thus magi should scriously -3 Gain 6
consider taking a positive score in it.
Similarly, Stamina is very important for
spellcasting, and so a negative score there is
best avoided. Communication is vital if you
want your character to write good books.
pampie: Darius of Flambeau
o Niall starts by giving Darius an
Intelligence of +3, spending six of his
pampie: Darius of Flambeau points right away. Following on with
4 the idea that Darius is hard to surprise
Niall starts by looking for appropriate and good at hunting, he spends the
i Flaws to fit his concept. Driven seems like seventh point on a Perception of +1.
a good Personality Flaw; Darius cannot However, he doesn't want everything
help hunting down enemies of the Order else to be zero. Fortunately, the
at all times. Similarly, thosc activities are concept practically demands a negative
likely to produce Enemies, and Niall picks score in Presence, so Niall drops that to
a Renounced magus and his cronies to be -3, and Communication to -1, giving
the enemies in question. Blatant Gift fits him seven morę points to play with.
well with the scary image Niall wants, and
he didn't imagine the character being able Stamina is the other score most useful
to interact much with mundanes anyway. for magi, so Niall makes a deliberate
Thats three Major Flaws, so nine points decision to leave it at zero. The
already. Blatant Gift is a Hermetic Flaw, so character will be morę interesting if he
that requirement is met. Finally, Niall takes has strcngths in other areas, he thinks.
Disfigured (facial burns) as a Minor Flaw, I Instead, he buys Quickness +2 (good
reinforcing the image and giving him ten for dodging), Strength +2 (he can hit
points of Flaws. hard), and Dexterity +1 (making him
< better than average in combat). It looks
Then it's time to buy good stuff. As a like Darius will occasionally use
magus, Darius already has The Gift and physical combat, which makes sense,-
Hermetic Magus, and Puissant Art (Perdo) Steel can get through Magie Resistance
came free as a Flambeau. Niall takes without any trouble.
Affinity with Perdo to back up Darius's
specialty. He decides that Darius has done
his job well, so he takes Hermetic Prestige
to reflect his reputation in the Order.
Hunting ntagi is a very dangerous gamę, so
he also takes Premonitions and Second
Sight, making it hard to take Darius by MblllUCS
surprise. Similarly, shooting first is an 5
advantage, so he takes Fast Caster. That's
five Minor Virtues, leaving Darius with five bilitics represent a character' s
points to spend. Niall has a look at Major leamed abilitics. For grogs and
Virtues, and decides that Flawless Magie companions theu arc acquircd in tmo
will be extremely useful. It will let him cast blocks: carl - ai’d bter lifc.
spclls morę quickly, and with higher v por magi, thcrc arc tmo morc
Penetration, which is a very good thing
when facing other magi. That uses another periods to consider: apprcnticcship, and lifc as a
three points, but he still has two Minor magus after that.
Virtues to buy. He chooses Strong-Willed
and Enduring Constitution, which fit the
image and provide a bit morę brcadth.
Your character's age determines the maximum
score she can have in any Ability at character Latcr Lift
creation, although some Virtues raise this limit.
Tbese limits do not apply to characters in play, After early childhood, the character gains 15
and there is no cap on Abilities during play. In experience points per year, which may be placed
practice, most Abilities will not rise above 10, but in any Abilities, as long as the character has a
there may be exceptions. Virtue that permits hcr to learn those Abilities.
Academic, Arcane, and Martial Abilities rcquirc a
Virtue, as do Supernatural Abilities.
Hgc Masimum Hbilitu
Characters with the Wealthy Virtue get 20
under 30 5 experience points per year, while characters with the
30-35 6 Poor Flaw get 10 experience points per year. Notę
36-40 7 that only companions can take this Virtue or Flaw.
41-45 8
46+ q JWagus Onlu —
3pprtnticcship
Ęarlj) Childhood
The fifteen years of apprenticeship give the
In the first five years of life, characters gain 75 character 240 experience points, and 120 levels of
experience points in their native language (see spells. These experience points can be spent on
page @@ for the Language Ability), which Arts or Abilities, including Arcane, Academic, and
normally gives them a score of 5, and 45 Martial Abilities. Notę that magi can only spend
experience points to divide between Area Lorę experience points on Arcane, Academic and
(for the place or places the character is growing Martial Abilities before apprenticeship if thcy
up), Athlctics, Awareness, Brawl, Charm, Folk
Ken, Guile, Living Language (other than the
character's native language), Stealth, Survival, and
Swim. You do not need to put points into all of (trampie: Darius of Flambcau
tbese Abilities,- choose the ones that best fit your
conception of the character. This rcpresents what Darius has a number of free Abilities
the character picks up as she plays as a child. from his Virtues, so Niall notes them
first: Premonitions 1, Second Sight 1,
Mastery of All Spells 1
Samplc Ghildhoods
The next issue is his early childhood.
The following Ability packages can be Niall chooses German as Darius's native
taken to speed up character generation. language, and, at this point, LIwe as his
Each represents a particular sort of original name, so that gives him German
childhood. Notę that you can spend the 45 5. He then spends 15 exp on Bavaria
experience points for yourself, as well. Lorę 2, 15 exp on Awareness 2, and 15
exp on Folk Ken 2, bringing Uwe/
Athletic Childhood: Athlctics 2, Brawl 2, Darius to the age of 5.
Native Language 5, Swim 2
Now he needs to decide when the boy
Exploring Childhood: Area Lorę 2, became an apprentice, and he picks 10
Athletics 1, Awareness 1, Native Language as a nice, round number. He has 75
5, Stealth 1, Survival 2 experience points to spend front those
|five years, and he spends 15 exp on
Brawl 2, 15 exp on Guile 2, 5 exp on
Mischievous Childhood: Brawl 2, Cuilc 2, Athletics 1,5 exp on Concentration 1,5
Native Language 5, Stealth 2 |exp on Etiquette 1, 5 exp on Intrigue 1,
k
5 exp on Leadership 1, 5 exp on Stealth
Social Childhood: Charm 2, Folk Ken 2, 1, 5 exp on Survival 1, and 5 exp on
Guile 2, Native Language 5 Swim 1. That leaves him with 5
experience points, which he decides to
Traveling Childhood: Area A Lorę 1, Area spend on Order of Hermes Lorę 1. It's a
B Lorę 1, Folk Ken 2, Living Language 1, generał Ability, so he can, and he
rationalizes the decision by assunting i
Native Language 5, Survival 2
that his futurę master took him to the K
covenant some time before his
apprenticeship actually began.
have a Virtue which allows them to do so. A
sensible division is to spend 120 experience points
on Abilities and 120 on Arts.
Magi must have the following minimum
Abilities: Parma Magica 1, Magie Theory 1, Latin
I Characters with lower scores would not be
admitted to the Order. A character without a
Latin score of least 4 and an Artes Liberales score
flet Hbilitu of at least 1 is unable to read the books of the
Hcorc TO BaiSC To Boise
tO BUU to buu Order. This will seriously wcaken the character
relativc to other magi, and you should be awarc of
i 1 1 5 5 this before designing such a character. A character
with a Latin score of less than 5 cannot write
.. 2 3 2 15 10
books, which may also be important. A Magie
3 6 3 30 15 Theory score of below 3 is weak, and, in
particular, means that the magus cannot set up his
4 10 4 50 20 own laboratory. Very few magi have a score in
Parma Magica over 1 immediately after
5 15 5 75 25 apprenticeship, as this Ability is normally the last
thing taught. Indeed, the magus is not taught the
6 21 6 105 30 finał secret to raising a Parma until after he has
sworn the Oath. Magi should also seriously
28 7 140 35
consider putting points into Codę of Hermes,
8 36 8 180 40 Concentration, Finesse, Order of Hermes Lorę,
Penetration, and Profession (Scribe).
1 9 45 9 225 45
10 55 10 275 50 hmnctic JWagi
1 1 66 11 330 55 Becommendcd
12 78 12 390 60 Minimum Hbilitics
13 91 13 455 65
Artes Libcrales I
14 105 14 525 70 Latin 4
Magie Theory 3
15 120 15 600 75
Parma Magica 1 (should be no higher if the
16 136 16 680 80 ntagus is just out of apprenticeship)
Total cost: 90 experience points
17 153 17 765 85
18 171 18 855 90 Do not forget that casting totals add a
Technique and Form together, and that you will
19 190 19 950 95 get a higher total by splitting experience between
a Technique and a Form than by putting all the
20 210 20 1050 100 expericnce points in one or the other.
The highest lcvel spell you can learn is equal
to Technique + Form + Intelligence + Magie
Theory +3, where the Technique and Form are
To buy: The number of experience points required the Technique and Form oi the spell in question.
to raise a score front zero to that number. If the spell has requisites (see page @@), they
apply to this total as well. This is the appropriate
To raise: The number of experience points required Lab Total, assuming an aura ntodifier of +3, and
to raise a score by one point to tbat number. thus any Virtues and Flaws your character has
apply to this total if they would apply to a Lab
Total in play.
pampie: Darius of JPlambcau
Darius will be out of apprenticeship
when the saga starts, so Niall takes hint (l
further. For the eight years from 26 to
33, inclusive, he just lumps all the Masus Onlg —
experience points together. This gives
hint 240 experience points to spend in
Aftcr Apprenticeship
various ways. First, he spends 25 exp If you want to generate a magus who is some
raising Parma Magica to 3, as a magus- time out of apprenticeship, the rules change again.
hunter nceds deccnt Magie Resistance. You might want to wait until you are familiar with
Then he spends 5 exp on Creat the gamę system before doing this, however.
Weapon 1, and gives Darius a spear. There are a lot of options and considerations,
Next, he spends 88 exp to raise Corpus which could easily seem overwhelming.
to 13. He reasons that Darius wants to For every year, the magus gets 30 points. Each
devise his own Longevity Ritual, and point can be an experience point in an Art or
have a deccnt Penetration with PeCo Ability or one level of spell. The maximum spell
spells. Next, he goes for a bit morę level a magus may know is limited as before. Thus,
versatility, spending 30 exp to raise a magus who is 20 years out of apprenticeship
Creo to 10, 60 exp to raise all of could have a highest Art of 15, while a magus 120
Aquam, Ignem, Imaginem, Mentem, years out of apprenticeship might have a highest
Terram, Vint to 4, and 1 exp each on Art of 40.
Rego and Intellego, for scores of 1 in Of course, you may not want your
each. That leaves hint 30 exp, which he experienccd magus to have spent all his time
spends on Winters Icy Touch and a studying Abilities, Arts and spells. If you wish to
level 20 version of Rusted Decay of have your magus engage in other lab activities
Ten-Score Years (PeTe 10, Target (such as creating items, enchanting familiars, and
inereased to Group = +2 Magnitudes). in particular creating Longevity Rituals) you will
Again, he needs to pick a mastery need to know morę about the circumstances in
ability for the spell. which he has been working. These are ultimately
up to the storyguidc, but a typical situation might
Niall then decides that Darius will be as follows:
spend the next year in the laboratory, 1. The magus' covenant (for Aging rolls) gives
so he gains no experience points in that a Living Conditions modifier of + 1 (see Aging,
year. See the Laboratory Chapter front page @@)
page @@ for details of these activities. 2. The magus' lab is of only average quality,
Season I: Opens spear haft (staff) for giving a modifier to Lab Totals of 0.
enchantment (8 pawns vis); Season 2:
3. The covenant has a Magie Aura of 3.
Attunes spear haft as a talisman, Season
3: Creates Longevity Ritual (7 pawns 4. The magus may use a maximum number of
vis, Lab Total 35, for a +7 bonus against pawns per year equal to Magie Theory x 5, of the
aging),- Season 4: Instill the talisman Arts required. it is not possible to accumulate
with the effect 'The Wound that pawns from year to year, because this number
Weeps1 (PeCo 15), with 0 penetration already represents vis the magus has saved while
and 50 uses per day. Open the talisman studying from books and inventing spells.
to the attunement "+4 Destroy things Statistics for familiars and apprcntices should
at a distance", because a spear is still be agreed with the storyguide, if required.
basically the shape of a staff. For each season that your magus spends
working on a lab project, the character loses 10
Front this point, Niall advances Darius points from the yearly 30 experience points, to a
a year at a time, because aging results minimum of 0 if three or four seasons are spent on
might have an impact on his study and lab work. Thus it is most cost effective to have the
development. In Darius's 35th year he magus engage in a fuli year of lab work at a time.
spcnds 15 exp on Hunt 2, 5 exp on It is suggested that you advance your magus year
Civil and Canon Law 1, and 10 exp on by year, spending several on study, then taking
raising Anintal to 4. At this point, Niall years out to do lab work as the character's
decides that Darius would have risked statistics reach appropriate levels.
suffering a Twilight, as he is the sort of Older magi can learn spells morę quickly than
magus who is likely to botch from time these guidelines suggest. You may therefore want
to time. Darius has a Warping Score of to use these rules to have a magus learn spells as a
2, with five Warping Points left over, lab project if you are advancing hint morę than
because he is ten years out of forty years or so beyond apprenticeship.
apprenticeship. He makes the roli to Remember that you should also make aging
control the magie, and succeeds, so rolls for the character each year from the age of
that Darius does not actually go into 35. Thus you will probably want your magus to
Twilight at this point.
O
pampie: Darius of Flambcau
o nothing ntore than a guide to roleplaying,
although you can roli them if you really want to,
so you shouldn't worry too much about them. A
few specific rules do require rolls on Personality
Spending the apprenticeship XP is fairly
I Traits, however.
Ii easy. Niall spends 50 exp for Latin 4, 50
exp on Magie Theory 4, 30 exp on Artes
Liberales 3, 5 exp on Finesse 1, 15 exp
on Penetration 2, 5 exp on Profession — pampie: Darius of Flambcau
I Scribc 1,5 exp on Chirurgy 1, 5 exp on
Niall picks Brave, Dedicated to Cause,
Faerie Lorę 1, 5 exp on Infcrnal Lorę 1,
and Efficient as Darius's Personality
5 exp on Philosophiae 1, and 5 exp on I Traits, and gives hint scores of +3 in
Magie Lorę 1
i each. Darius is quite an extreme i
individual, but the numbers are
Then he looks at Hermetic Arts. He has unlikely to havc much impact on play.
60 experience points left. He spends 37
points on Perdo, which his affinity turns
into 56 points, so that he has Perdo 10
(1), and a bonus of +3 front Puissant.
Then he puts almost all of the rest into
Creo and Corpus: 15 exp on Creo 5, 3
Bcputations
exp on Corpus 2.
Characters only start with a Reputation if they
choose a Virtue or Flaw that grants one, but all
Darius adds 11 to hisTechnique + Form I characters can develop theni in play. Sec page
to dctcrmine the highest level spell he @@ for rules on Reputations.
can learn (his Magie Theory specialty in
"inventing spells" applies). He chooses
to take all Perdo spells, selecting The
Wound that Weeps (PeCo 15), Dust to
♦ ewmplc: Darius of JPIambcau
w
Dust (PeCo 15), Parching Wind (PeAq I
20), Soothe the Raging Flantes (Pelg Darius does have a Reputation, thanks to
20), Veil of lnvisibility (Pcim 20), Calnt his Hermetic Prestige Virtue. It's a
the Motion of the Heart (PeMe 15), and reputation with Hermetic ntagi, and it
Loss of But a Moments Memory (PeMe I has a Ievel of 3. Niall picks 'Dedicated
15). Because of his Flawless Magie
Virtue, Darius has a Mastery Score of i Hoplitę' as the content. (The Hoplites
are the enforcers of the Order of
one in each spell, and thus Niall has to
choose a special ability for each.
Hermes. It's an informal grouping, but its
members are respected.)
8
Finally, just before Gauntlet, he spends
his last 5 exp on Parma Magica 1.
Confidcrtcc riumber of Confidence Points equal to the
character's Confidence Score may be spent on a
single roli. Morę details on Confidence can be
Grogs do not have Confidence Points. Like
found on page
Story Flaws, Confidence Points indicate a central
character.
Companions and Magi start willi a
Confidence Score of 1 and 3 Confidence Points,
Gąuipmcnt
unless they have a Virtue or Flaw that indicates Your character may start with any equipmcnt
otherwise. or possessions she might reasonably have acquired
Confidence Points can be spent to gain a one- and retained over ber career. You need not list all
oif +3 bonus to any die roli, and a maximum her possessions.
^in^ating
In some cultures, the supernatural power might transfer the sins of the dying onto an
of Curse-Throwing is called Sin-Eating. A otherwise innocent child in return for
sin-eater uses this power to take on the pecuniary gain.
sins of the dying or recently dcad, often
acquired by eating a ritual meal of bread, Sin-Eating stems from a similar tradition to
salt, and ale over the body of the sinner. It Curse-Throwing, and thus is most common
is believed that the Sin-Eater not only in cultures descended from Saxon people —
saves the deceased from Heli, but also in England, Flanders, Frisia and Saxony.
prevents their spirit from wandering the Analogous traditions exist in other cultures,
world as a ghost. The magnitude of the such as the Bavarians and the people of the
unforgiven sin should be considered to be Bałkan Peninsula. An intriguing variant of
a Minor, Serious, or Major Affliction as sin-eating is part of the Jewish atonement
appropriate. The effect of Sin-Eating on rituals. Jewish practitioners of a version of
the soul of the practitioner or the fate of Curse-Throwing aligned to the Divine
the mortal soul remains unknowable, but Realm still conduct the rite of the
Sin-Eating does prevent the spirit of the scapegoat. A goat is loaded with the sins of
deceased from bccoming a ghost due to a community on Yom Kippur, and driven
unrepented sins. A sin-eater can still use into a place of desolation. Incorrectly
his Supernatural Ability in the standard identified as a propitiatory sacrifice to
fashion, and most commonly takes the Satan, the scapegoat (and this is the origin
curse onto himself. Sin-eaters are often of that phrase) is an act of obedience to Cod
outcast from society, shunned because of as dctailed in Chapter 16 of Leviticus.
the sins they accumulate through their
career. The Church regularly
Story seed: A Bjornaer magus comes to the
excommunicates sin-eaters, not only
characters for help. He was unwittingly part
because of the burden of sin which they
of the scapegoat rite when observing Jewish
carry but also because they encroach on
practices in his goat heartbeast, and now
the territory of the clergy to administer to
seeks a way to unburden himself from the
the dead. A particularly evil sin-eater
community's sins.
Notę: Nephilim are very powerful and are
recommended for high-powered sagas, or sagas jSptrtt Waru
with elder magi. If your troupe is worried about
gamę balance, ensurc that age levels for characters A spirit votary is a devoted worshiper of a
are roughly parallel. magical spirit. In pre-Christian days, these
individuals would be high priests and priestesses,
and form a cult to venerate their spirits,- similar
Required Virtues:
powers could be found among a number of
Ali Nephilim must take the following Virtues:
diffcrent cultures. Today, a spirit votary tends to
• Nephilim (Free - Mythic Companion be a solitary figurę railing against the overt
Virtue) superiority of the Dominion of God.
• Blood of the Nephilim (Major,
Supernatural) Required Virtues:
• Greater Immunity: Disease (Major, Ali Spirit Votaries must take the following
Supernatural) Virtues:
• Great Stamina (Minor, General) • Spirit Votary (Free — Mythic
• Great Strength (Minor, General) Companion Virtue)
• Improved Characteristics (Minor, • Second Sight (Minor, Supernatural —
General) free with Spirit Votary)
• Sense Holiness and Unholiness • Spiritual Pact (Major, Supernatural)
(Minor, Supernatural) • Either one morę Major Supernatural
• Strong Angelic Heritage (Minor, Virtue or three Minor Supernatural
Supernatural — free with Nephilim) Virtues
• Nephilim must take five points of
Flaws to pay for these virtues and may Required Flaws:
take an additional five points of Flaws, Ali Spirit Votaries must take the following
which grants a further ten points of Flaw, or a suitable substitute agreed by the troupe
Virtues. • Pagan (Major, Story)
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