Ars Magica Definitive Edition, Chapter Twelve: Realms: Difference between revisions

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=== Tainted Vis ===
=== Tainted Vis ===
=== Sample Vis Sources ===
=== Sample Vis Sources ===
== Attribution ==
''Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 ("CC-BY-SA 4.0)''

Latest revision as of 22:47, 28 October 2024

Magic is the supernatural basis of Ars Magica, but it is not the only power in Mythic Europe. Four realms of power exist: Magic, Divine, Faerie, and Infernal. There also exists the mundane, that which is not supernatural. The lines between realms are not drawn simply, with some on one side and others representing a united opposition. Rather, each has some influence over the rest.

Each realm has a distinctive aura, which covers some areas of the world. Within an aura, one realm is stronger than the others, and this local strength affects the use of the powers of other realms. These auras vary in strength, and some only appear at particular times or under particular circumstances.

Creatures can be linked to a realm in one of two ways. The closer link is referred to as 'belonging to' or 'being part of' a realm. These creatures are drawn from the realm's nature, and embody some aspect of its power. The more distant link is referred to as 'alignment' or 'affiliation'. A creature that is affiliated to a realm can draw on the powers of that realm, but is not drawn from the realm's nature. A creature that belongs to a realm cannot be affiliated with any other realm. Most creatures belong to no realm, and can affiliate to more than one. Magi, for example, are affiliated to the realm of Magic but do not belong to it. Christian, Jewish, or Islamic magi are affiliated to the Magic realm and the Divine realm, but, again, belong to neither. While it is possible for animals, plants, or even stones, to become affiliated to a realm, this is most common for human beings. All kinds of creatures belong to the various realms.

No human being belongs to a realm. It is possible for a human affiliated to a realm to transform and become part of that realm, but the person apparently loses their humanity in the process. There are faeries, demons, and spirits that were once human, but the Divine realm never transforms human beings in this world. Perhaps the saints after death become part of the Divine realm, but there is no way to know.

Nature of the Realms

All four realms are inter-related, and Hermetic theorists have debated the nature of these relations for centuries. It is generally agreed that the Divine realm is more powerful than the other three, possibly infinitely so. As Hermetic magi make use of the power of the Magic realm, they tend to see that realm as more important than the Faerie and Infernal realms. There are two popular views of the relationship between the realms in the Order, one inspired by Platonic philosophy, the other by Aristotelian.

The Platonic view sees the Divine realm as the source of light and being for the universe. The Magic realm is the first emanation of the Divine realm, pure light as emitted from the divine being. The Faerie and Infernal realms both arise from the interaction of the divine light with human beings. The Faerie realm is the reflection of this light from the minds and souls of humankind, while the Infernal realm is the shadow cast by humanity. Thus the Faerie realm tends to make the stories and dreams of humanity real, while the Infernal contains all of humanity's flaws made concrete.

The Aristotelian view sees things slightly differently. The Divine is pure actuality, ultimate existence. The Magic realm is the process of coming into existence, and thus always below the Divine but always getting closer. The Faerie realm is the actualization of the imagination of human beings, while the Infernal is the process of going out of existence. Thus, demons always seek to destroy.

Hermetic theorists have also come up with much more personal theories, but most magi hold some version of one of the two accounts given here, when they think about the issue at all.

Those theologians who give serious thought to the issue tend to have a slightly different view of the issue. They see the Divine as the supernatural realm, the mundane as the natural realm, and Magic, Faerie, and Infernal as together making up the preternatural realm. Opinions are divided as to whether the three components of the preternatural realm are actually distinct, and thus over whether there is really any difference between the Infernal and the Magical. Even among those who accept that the three preternatural realms are truly distinct, there is a debate over whether magic is sinful, and incompatible with a truly spiritual life, in itself.

Realm Auras

The realms exist and interact in various ways. Each has some parts of the world where its powers are strongest. Such areas are said to have an aura, which can be rated in power on a scale from 1 to 10. Most auras rate between 1 and 5, while very intense auras may have a strength of 6 to 10. An aura rating of 10 often designates a gateway to the realm of its affiliation. The aura rating of a given area usually acts as a modifier on supernatural activities that take place there. Many areas of the world have no realm affiliation, and therefore no aura. These places are mundane.

Within a supernatural area, the aura rating is usually uniform, but occasionally energy is unevenly concentrated, causing variable aura ratings. Sometimes conditions result in the development of regiones, areas of increasingly powerful aura sharing a single physical location (see Regiones).

Two realms may have influence over the same place. When this is the case, only the stronger can hold sway at any one time. A change in the relative strengths of the two realms can cause an area to switch from the influence of one to the other. For example, a village might be built on the site of an ancient faerie mound. Normally, the area has a Dominion aura (because the villagers are followers of the Church). However, at night (when Dominion power wanes) or on the days of ancient pagan holidays the Faerie aura becomes more powerful and holds sway. Sometimes only a small area, like the cellar of a tavern, feels the touch of a power different from that of its surroundings.

Realm Interaction

The aura of a given place affects all supernatural activities that go on in that place. The list below defines how aura ratings affect various activities. The Realm Interaction chart that follows indicates the degree to which realms influence powers of other realms. The modifiers shown apply to the effect an aura has on any supernatural act performed within it.

Auras also affect the number of botch rolls for an attempted supernatural act in a foreign realm. For each point of aura rating, roll an extra botch die. Use the original aura rating, not that obtained after multiplying by a factor in the Realm Interaction chart.

Realm Interaction Table
Power Used/
Aura Type
Magic Divine Faerie Infernal
Magic + aura no effect + (1/2 aura) – aura
Divine – (3 x aura) + aura – (4 x aura) – (5 x aura)
Faerie + (1/2 aura) no effect + aura – aura
Infernal – aura no effect – (2 x aura) + aura

For example, consider a magus who also has a Faerie-based power to create illusions and a demonic gift causing sickness. His Hermetic spells are based on Magic, his illusions on Faerie, and his sickness power on the Infernal. In a town with a Dominion aura of 3, he must subtract nine from his Hermetic totals, and roll three additional botch dice, twelve from his Faerie illusion totals, with three additional botch dice, and fifteen from his Infernal sickening totals, again with three additional botch dice. If he moves to a forest with a Faerie aura of 4, he adds two to his Hermetic totals, but rolls four additional botch dice, four to his Faerie illusion totals, with no additional botch dice, and subtracts four from his Infernal sickening totals, again with four additional botch dice.

The Divine is not hampered by auras of other kinds. Divine powers have no penalty and no additional botch dice in auras of the other realms.

Supernatural Activity Rolls Modified by Aura

  • Spellcasting rolls: The aura modifier modifies the Casting Score.
  • Laboratory activities: The aura modifier modifies the Lab Total.
  • Ability rolls: The aura modifier affects supernatural Abilities such as Second Sight, or Wilderness Sense. Most such abilities are Magical in origin, although in particular cases they may be Faerie, Infernal, or even Divine.
  • Magic Resistance: Magic Resistance is altered by the aura modifier. This includes Hermetic Magic Resistance due to the Parma Magica and Forms, as well as the resistance of creatures with supernatural Might. Thus, a magus in a Magic aura of 4 has a +4 bonus to his Magic Resistance, while a demon has a –4 penalty.
  • Penetration: For magi and characters with mystical abilities, the aura modifies the roll to use the ability, which means that Penetration is modified. The aura modifier does not apply to Penetration twice. Thus, a magus in a Divine aura of 2 takes a –6 penalty to his Casting Score. This automatically reduces his Penetration, as that is calculated by subtracting the spell level from the Casting Score. The aura modifier is not subtracted again from the Penetration total. For supernatural creatures, there is no roll to use the ability (see Bestiary, Creature Powers), so the aura modifier applies to Penetration directly.

Creatures of a Realm

The appearance of a creature is influenced, but not determined, by the realm to which it belongs. The details on each of the realms, below, provide further information on this. A creature's realm of origin does, however, strongly affect the way it interacts with human beings. Creatures of the Infernal are always interested in corrupting and harming human beings, while creatures of the Magic realm need have no interest in human beings for their own sake. Creatures of the Divine serve God, and thus punish, aid, and reward humanity as commanded. Creatures of Faerie all have some relationship with human beings, but the nature of this relationship can vary wildly.

A talking dog, for example, could belong to any of the four realms. As a Faerie, it might be the perfect hunting dog, leading its master on apparently impossible hunts and lending its powers to ensure success. As an Infernal beast, it would try to corrupt its master, leading him into evil. A Divine talking dog would be a companion to its master, offering guidance, but also driving him back from sin by force if necessary. Finally, a Magical talking dog might have no interest at all in human beings, being interested only in hunting for its food in the wilderness.

Magic Resistance and Penetration

Most creatures that belong to a realm have a Might Score, which represents their power. The creature's Might Score is the maximum level. Might points are also spent to invoke supernatural abilities, and Might Pool is the amount of Might that a creature has remaining. Magic Resistance and Penetration are both based on a creature's Might Score.

Creature Magic Resistance
Might Score + Aura Modifier
Creature Penetration
Might Score – (5 x Might Points spent on power) + Penetration Bonus + Aura Modifier

Magic Resistance based on might functions like Hermetic resistance, resisting the powers of all realms, and all types of supernatural power.

Characters with supernatural abilities other than Hermetic magic also have Penetration.

Character Penetration
Effect Roll – Ease Factor + Penetration Bonus + Aura Modifier

The Penetration Bonus is calculated in exactly the same way as for Hermetic magi, so if the creature does not have the Penetration Ability, it is zero.

The Magic Realm

The Magic realm is often characterized as 'the way the world could be'. Magical things are simply better than the mundane versions, but they are better versions of mundane things, not completely new things. There are often many ways in which a thing could be better, and magical things better in each of those ways exist. Realms of Power: Magic provides more detail on this realm.

Magical Creatures

Magical Auras

Sources of Magical Auras

The Magic World

The Infernal Realm

Infernal Creatures

Infernal Auras

Sources of Infernal Auras

The Faerie Realm

Faerie Creatures

Faerie Auras

Sources of Faerie Auras

The Faerie Realm

The Divine Realm

Divine Auras

Sources of Divine Auras

True Faith

Relics

Magic Resistance For Church Officers and Sovereigns

Miracles

The Mundane

Regiones

Occasionally, within very special supernatural areas, special types of auras arise. These may exist within larger domains or by themselves, and may be of any type of aura. They are called regiones (singular regio, "realm", pronounced 'REH-ghee-oh' and 'reh-ghee-OH-nays', with a hard 'g' in both cases).

Regiones consist of several levels of aura, layered one on top of another in order of increasing power; the lowest level is connected to the mundane world. To picture this phenomenon, imagine a building with multiple floors. The ground floor is the level of the regio connected to the mundane world, while the higher floors are the higher levels of the regio. To climb, you must use the stairs, and to do that you must know where they are, or wander around until you bump into them. The higher floors have higher auras, and so have more characteristics of their realm.

Just as the various floors of a building occupy the same spot of ground, so do the various levels of a regio occupy the same bit of space. It is entirely possible to pass through the bottom level of a regio without realizing that there are more levels than meet the eye.

Regiones have inhabitants, just like other areas of supernatural aura. These beings tend to cluster on specific levels, though they can cross level boundaries freely. The higher one travels in the regio, the stranger and more supernaturally aligned its inhabitants become.

Entering and Leaving Regiones

Any being native to a regio and part of or affiliated to the realm can lead any number of characters to any level of the regio. Magi are affiliated to the Magic realm, and if they live in a Magical regio they count as native to that regio.

There are two ways to enter a regio voluntarily, and either or both may apply to a particular regio. The first involves seeing into the regio and then crossing the boundary. This requires some supernatural ability. Second Sight allows a character to see into any regio, as does Magic Sensitivity. Sense Holiness and Unholiness allows a character to see into Divine and Infernal regiones.

To see into a regio level, roll:

Regio sight roll
Perception + Appropriate Ability + Stress Die
Ease Factor
5 + (2 x difference between current level's aura and sought level's aura)

If you are in an aura different from the aura of the regio, add the current aura and the aura of the regio level to determine the Ease Factor. Thus, the Ease Factor to see from a level 3 Divine aura into a level 5 Magic regio is 21; the difference between these two auras is 8. The Ease Factor may be modified by large amounts on particular days or by particular activities.

Anyone who can see the next level of a regio can lead any number of people into it.

The second way of entering involves following a particular path or ritual. Sometimes, following the path is enough by itself, and no rolls are needed. In other cases, the rolls specified for seeing into a regio must still be made, but unless the path is followed there is no chance of success. The path can be as simple as walking seven times clockwise around a hill, or as complex as desired, possibly only being available on a particular day, or to a particular kind of person. Some regiones are all but impossible to enter.

Finally, if a character gets lost near a regio boundary, he may accidentally enter the regio. Roll as normal, except that if the character does not have a relevant Ability this merely counts as zero.

At least one of these methods of entry must apply to any regio, at least if it is to have any impact on the game. There are some regiones into which you must be led by a native, and others into which you cannot be led, or enter voluntarily, but rather must get lost. Natives of a regio can almost always enter and leave freely, but even then there are exceptions. The most secure location possible for a covenant is a regio which people can only enter by being led, but getting into such a regio in the first place is very difficult.

Magic In Regiones

Supernatural powers or spells used in a regio level are affected just as in any other aura, determined by the Realm Interaction Table. Use the aura rating of the level occupied to modify spell and other supernatural rolls. However, any power used within a regio of a realm different from that of the power attracts twice the normal number of botch dice.

The Origins of Regiones

Regiones arise in several ways, but two appear to be the most common. First, an inhabited aura might be surrounded by an aura of a different type, and slowly compressed. Sometimes, the aura simply disappears, but if the inhabitants are strong enough the besieged aura might move up into a regio, leaving a lower level aura in contact with the new aura. One or two Hermetic covenants have entered regiones in this way. When this happens the old contents of the aura are normally found on the new regio level, while the base level contains ruined and decaying versions of any buildings.

The other common route is through a spectacular and powerful event. Sometimes, instead of raising the prevailing aura, these events create a new regio level at a higher aura. This sort of event often duplicates all the mundane structures, and people may start scattered between the two new levels. Again, one or two Hermetic covenants have entered regiones in this way.

Hermetic magi would love to be able to create regiones at will, but they have yet to learn how. Attempts to create regiones through spectacular magical events have not succeeded reliably, and have often had very bad consequences.

Vis Sources

Tainted Vis

Sample Vis Sources

Attribution

Content originally published in Ars Magica: Definitive Edition, ©2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 ("CC-BY-SA 4.0)