Automata: Difference between revisions
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The rules for enchanting automata are rather complicated, and the resulting creation is limited in its capabilities and has a tendency to cease working. Several sagas have chosen to alter the rules, perhaps adopting [[??]]. | The rules for enchanting automata are rather complicated, and the resulting creation is limited in its capabilities and has a tendency to cease working. Several sagas have chosen to alter the rules, perhaps adopting [[??]]. | ||
== References == | |||
* [[ | * [[Houses of Hermes: Mystery Cults]], pages 128-131 and 136. | ||
== Legacy Page == | == Legacy Page == | ||
The history of this page before August 6, 2010 is archived at [[Legacy:automata]] | The history of this page before August 6, 2010 is archived at [[Legacy:automata]] |
Revision as of 14:36, 18 December 2012
In Ars Magica Fifth Edition, Automata is a Major Inner Mystery within House Verditius, although it has spread beyond the House, and the associated supernatural ability of the same name can be learned by any Hermetic magus without penalty from his or her Hermetic Arts, though other supernatural abilities provide source penalties as usual. The mystery provides the Major Hermetic Virtue and supernatural Ability Craft Automata.
In addition to serving as an elaborate Enchanted Device, an automata may be instilled with a Craft, Profession, or Martial Ability. This is one of the few ways in Canon canon that allow the creation of magic items with Abilities.
The rules for enchanting automata are rather complicated, and the resulting creation is limited in its capabilities and has a tendency to cease working. Several sagas have chosen to alter the rules, perhaps adopting ??.
References
- Houses of Hermes: Mystery Cults, pages 128-131 and 136.
Legacy Page
The history of this page before August 6, 2010 is archived at Legacy:automata