Legacy:Welcome to ars magica
Version 1
Date: 2008-03-15 13:44:07 GMT Author: Yair Comment: Initial version
; this is just an initial entry, a bare and ammaturish stub. Please do improve it! Ars Magica is a game unlike many others. It is more intellectually satisfying than killing things and taking their stuff, but this means it is also sometimes harder to prepare for it and that it may take time to wrap your head around the new possibilities the game offers and its differences from traditional games such as Dungeons & Dragons, Exalted, World of Darkness, or so on. This page is intended to help you benefit from the experience of the ArM community in preparing for and running your game. == Things To Think About The "Saga" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[raw vis]] to give, and so on. Here are some things the books doesn't mention, though. : Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on). : The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errebaraum]], or one of the many fan sagas linked through [[Project Redcap]]. == Things To Do You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program. Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someone fills it up).
Version 2
Date: 2008-03-15 15:52:40 GMT Author: Yair Comment: fixed link
; this is just an initial entry, a bare and ammaturish stub. Please do improve it! Ars Magica is a game unlike many others. It is more intellectually satisfying than killing things and taking their stuff, but this means it is also sometimes harder to prepare for it and that it may take time to wrap your head around the new possibilities the game offers and its differences from traditional games such as Dungeons & Dragons, Exalted, World of Darkness, or so on. This page is intended to help you benefit from the experience of the ArM community in preparing for and running your game. == Things To Think About The "Saga" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[raw vis]] to give, and so on. Here are some things the books doesn't mention, though. : Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on). : The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants_book|Covenants_book|Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errebaraum]], or one of the many fan sagas linked through [[Project Redcap]]. == Things To Do You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program. Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someon
Version 3
Date: 2008-03-15 15:53:54 GMT Author: Yair Comment: fixed name
; this is just an initial entry, a bare and ammaturish stub. Please do improve it! Ars Magica is a game unlike many others. It is more intellectually satisfying than killing things and taking their stuff, but this means it is also sometimes harder to prepare for it and that it may take time to wrap your head around the new possibilities the game offers and its differences from traditional games such as Dungeons & Dragons, Exalted, World of Darkness, or so on. This page is intended to help you benefit from the experience of the ArM community in preparing for and running your game. == Things To Think About The "Saga" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[raw vis]] to give, and so on. Here are some things the books doesn't mention, though. : Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on). : The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants_book|Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda], or one of the many fan sagas linked through [[Project Redcap]]. == Things To Do You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program. Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someone fills it up).
Version 4
Date: 2008-03-16 14:04:57 GMT Author: AndrewGronosky Comment: Re-named Covenants page
; this is just an initial entry, a bare and ammaturish stub. Please do improve it! Ars Magica is a game unlike many others. It is more intellectually satisfying than killing things and taking their stuff, but this means it is also sometimes harder to prepare for it and that it may take time to wrap your head around the new possibilities the game offers and its differences from traditional games such as Dungeons & Dragons, Exalted, World of Darkness, or so on. This page is intended to help you benefit from the experience of the ArM community in preparing for and running your game. == Things To Think About The "Saga" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[raw vis]] to give, and so on. Here are some things the books doesn't mention, though. : Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on). : The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenantsan aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]]. == Things To Do You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program. Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someone fills it up).
Version 5
Date: 2008-03-16 21:51:50 GMT Author: Yair Comment: correction
; this is just an initial entry, a bare and ammaturish stub. Please do improve it! Ars Magica is a game unlike many others. It is more intellectually satisfying than killing things and taking their stuff, but this means it is also sometimes harder to prepare for it and that it may take time to wrap your head around the new possibilities the game offers and its differences from traditional games such as Dungeons & Dragons, Exalted, World of Darkness, or so on. This page is intended to help you benefit from the experience of the ArM community in preparing for and running your game. == Things To Think About The "Sagass" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[raw vis]] to give, and so on. Here are some things the books doesn't mention, though. : Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on). : The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]]. == Things To Do You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program. Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someone fills it up)
Version 6
Date: 2008-03-18 18:18:58 GMT Author: Yair Comment: capitalization
; this is just an initial entry, a bare and ammaturish stub. Please do improve it! Ars Magica is a game unlike many others. It is more intellectually satisfying than killing things and taking their stuff, but this means it is also sometimes harder to prepare for it and that it may take time to wrap your head around the new possibilities the game offers and its differences from traditional games such as Dungeons & Dragons, Exalted, World of Darkness, or so on. This page is intended to help you benefit from the experience of the ArM community in preparing for and running your game. == Things To Think About The "Sagas" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[Raw Vis]] to give, and so on. Here are some things the books doesn't mention, though. : Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on). : The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]]. == Things To Do You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program. Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someone fills it up).
Version 7
Date: 2008-12-29 23:04:34 GMT Author: Yair Comment:
Like any [[Roleplaying Game|roleplaying game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica. ==== A Quick Guide Here is a quick "recommended reading" list of what is critical to read from the core [[Ars Magica Fifth Edition]] book before playing: * Introduction, p. 4-7 (basic ideas, and die rolls). The glassary on p. 8 is also recommended. * The Order of Hermes, p. 10-16 (the [[Houses of Hermes]], the [[Hermetic Oath]] and its various ramifications, and the concept of [[Covenant|covenants]]). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the [[Exoteric Mysteries|Mystery Houses]], you should also read on the relevant [[Mystery]] (see p. 91-93). You may also want to read the specific spells you know in the Spells chapter. * Character Types and Basics, p. 17-18. Character Templates (p. 20-28) is needed for quick character generation, and much more for detailed character generation. * Abilities, p. 62 (the basic rules). The ability list itself (the rest of the chapter) is only optional reading - the abillities are mostly self-explanatory by name. * Hermetic Magic, p. 85 ([[The Gift]]), the [[Hermetic Arts]] (p. 77-79), [[Raw Vis]] (p. 80), Casting Spells (p. 81-82). * Combat, wounds, and fatigue (p. 171-180) A [[Storyguide|storyguide]] would also want to read the Bestiary, Stories, Sagas, and perhaps Mythic Europe chapters of the core book. Further, long-term character advancement would require familiarity with more of the core book. == A Mythic World The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include... * A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]]) * Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]]) * A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[The Bishop's Staff]]) * Appeasing the great dragon [[Pan Caudarax]], gaurdian of Iceland, lest he destroy thee land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]]) * A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]]) At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Cannon|cannon]]... * Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]]) * Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]])) * Taking sides in the [[Albigensian Crusade]] ([[??]]) * Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art & Academe]]) Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like. The [[ArM5]] core book provides a wealth of further information on [[Mythic Europe]] (on pages 199-210), including highly useful advice on how to incorporate elements of the world into your game. If you wish to minimize your reading, however, you can skip this chapter. The information below should suffice to jump in and play the game. == The Order of Hermes The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. So it's critical to understand the game and world from that prespective. All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several fine points, there are two critical aspects to the Oath: # The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, creating peers, allies, enemies, and so on. # The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". As whether you did is determined by vote, upholding or evading the Code is as much a matter of politics as it is of law. The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of: * The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers. * The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught. * There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble. * History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction. When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected. Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis. == Troupe Style Play That was enough about the setting - time to think about your character. Or rather, characters. One of the things that sets Ars Magica apart from other games is its use of [[Troupe Style Play]]. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of each player playing one character only, the players are combinely in charge of playing an entire "stable" of characters. Most often, each adventure will feature a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus|magus]]; typically only some [[Magus|magi]] will participate in the given adventure. The player also has one major ''supporting cast'' character, known as a [[Companion|companion]], that he can play when his wizard isn't involved in the adventure's plot. Further background characters, known as [[Grogs|grogs]], are played by the group as a whole, or by players without either a [[Magus|magus]] or [[Companion|companion]] in the current adventure. The different character types are explained in [[ArM5]] p. 17. All these different characters live in, or are in some way affiliated to, the [[Covenant|covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest. The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|companions]], and a larger contingent of [[Grog|grogs]] and various other [[Covenfolk|covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy. == Basic Game Mechanics To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help direct your reading. The game determines the success (in non-trivial) tasks with a die roll. All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] p. 6-7. Each character has certain basic features (see [[ArM5]] p. 18). These include a list of [[Characteristics]] (the character's inborn attributes, such as [[Strength]] or [[Intelligence]]), [[Abilities]] (learned skills, such as [[Latin]] or [[Brawl]]), and for magi also the [[Hermetic Arts]]. Each of these traits has a ''Level'', a number indicating how it affects relevant die rolls. In general, you make the roll (stress or simple, as determined by the [[Storyguide|storyguide]]), add the relevant traits, and add any further relevant modifiers the storyguide decides are appropriate. The higher the end result the better - if it passes the [[Ease Factor]], a number decided by the [[Storyguide|storyguide]], the action succeeds. There are several typical types of checks. The [[Ability Check]] is perhaps the most common. To make an ability check, roll the die, add the relevant [[Ability]], and add the relevant [[Characteristic]] as determined by the situation at hand. For example, you might add [[Guile]] + [[Communication]] to lie effectively, or add [[Guile]] + [[Perception]] to discern a lie. See [[ArM5]] 62-63 for more details on ability checks. A second type of roll is the spell casting roll. Casting a spell involves the [[Hermetic Arts]], which are divided into [[Techniques]] and [[Forms]]. You generally add [[Stamina]] + one [[Technique]] + one [[Form]] + any ambient supernatural [[Aura|aura]] (as determined by the storyguide) to your spell casting roll. A [[Magus|magus]] has a list of known ("[[Formulaic Spell|formulaic]]") spells, whose ([[Spell Level|Level]]-10) serves as the [[Ease Factor]]. Alternatively, he may attempt to cast spells he doesn't know, but this is more difficult (see [[Spontanous Magic]]). See [[ArM5]] p. 81-82 for details on casting spells. Finally, you need to understand how to run combat, including wounds, fatigue, and how to calculate whether you hit and so on. See [[ArM5]] p. 171-172, 176, 178-180. == Creating a Character In order to create a character you will need to further understand concepts such as [[Virtues and Flaws|Virtues & Flaws]], and delve into character generation rules. We recommend that for a first game you adopt a ready character from the other players or use one of the templates provided in [[ArM5]] p. 20-28. If you wish to create your own character, read carfeully the detailed character generation rules. == Preparing for the first game As a player, you need only go over your [[Character Sheet|character sheet]], and perhaps obtain some 10-sided die, to prepare for the game. For a [[Storyguide|storyguide]], the task is a bit more complicated. The "Sagas" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[Raw Vis]] to give, and so on. Here are some things the books doesn't mention, though. : Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on). : The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]]. == Things To Do You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program. Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someone fills it up).
Version 8
Date: 2008-12-29 23:08:00 GMT Author: Yair Comment:
Like any [[Roleplaying Game|roleplaying game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica. ==== A Quick Guide Here is a quick "recommended reading" list of what is critical to read from the core [[Ars Magica Fifth Edition]] book before playing: * Introduction, p. 4-7 (basic ideas, and die rolls). The glassary on p. 8 is also recommended. * The Order of Hermes, p. 10-16 (the [[Houses of Hermes]], the [[Hermetic Oath]] and its various ramifications, and the concept of [[Covenant|covenants]]). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the [[Exoteric Mysteries|Mystery Houses]], you should also read on the relevant [[Mystery]] (see p. 91-93). You may also want to read the specific spells you know in the Spells chapter. * Character Types and Basics, p. 17-18. Character Templates (p. 20-28) is needed for quick character generation, and much more for detailed character generation. * Abilities, p. 62 (the basic rules). The ability list itself (the rest of the chapter) is only optional reading - the abillities are mostly self-explanatory by name. * Hermetic Magic, p. 85 ([[The Gift]]), the [[Hermetic Arts]] (p. 77-79), [[Raw Vis]] (p. 80), Casting Spells (p. 81-82). * Combat, wounds, and fatigue (p. 171-180) A [[Storyguide|storyguide]] would also want to read the Bestiary, Stories, Sagas, and perhaps Mythic Europe chapters of the core book. Further, long-term character advancement would require familiarity with more of the core book. Overall, about 30 pagees are recommended for a minimal reading. The contents of the rest of the page should aid you to decide which of them is really needed for you, and allow you to understand them more easily. Overall, about 30 pagees are recommended for a minimal reading. The contents of the rest of the page should aid you to decide which of them is really needed for you, and allow you to understand them more easily. == A Mythic World The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include... * A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]]) * Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]]) * A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[The Bishop's Staff]]) * Appeasing the great dragon [[Pan Caudarax]], gaurdian of Iceland, lest he destroy thee land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]]) * A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]]) At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Cannon|cannon]]... * Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]]) * Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]])) * Taking sides in the [[Albigensian Crusade]] ([[??]]) * Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art & Academe]]) Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like. The [[ArM5]] core book provides a wealth of further information on [[Mythic Europe]] (on pages 199-210), including highly useful advice on how to incorporate elements of the world into your game. If you wish to minimize your reading, however, you can skip this chapter. The information below should suffice to jump in and play the game. == The Order of Hermes The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. So it's critical to understand the game and world from that prespective. All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several fine points, there are two critical aspects to the Oath: # The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, creating peers, allies, enemies, and so on. # The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". As whether you did is determined by vote, upholding or evading the Code is as much a matter of politics as it is of law. The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of: * The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers. * The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught. * There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble. * History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction. When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected. Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis. == Troupe Style Play That was enough about the setting - time to think about your character. Or rather, characters. One of the things that sets Ars Magica apart from other games is its use of [[Troupe Style Play]]. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of each player playing one character only, the players are combinely in charge of playing an entire "stable" of characters. Most often, each adventure will feature a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus|magus]]; typically only some [[Magus|magi]] will participate in the given adventure. The player also has one major ''supporting cast'' character, known as a [[Companion|companion]], that he can play when his wizard isn't involved in the adventure's plot. Further background characters, known as [[Grogs|grogs]], are played by the group as a whole, or by players without either a [[Magus|magus]] or [[Companion|companion]] in the current adventure. The different character types are explained in [[ArM5]] p. 17. All these different characters live in, or are in some way affiliated to, the [[Covenant|covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest. The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|companions]], and a larger contingent of [[Grog|grogs]] and various other [[Covenfolk|covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy. == Basic Game Mechanics To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help direct your reading. The game determines the success (in non-trivial) tasks with a die roll. All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] p. 6-7. Each character has certain basic features (see [[ArM5]] p. 18). These include a list of [[Characteristics]] (the character's inborn attributes, such as [[Strength]] or [[Intelligence]]), [[Abilities]] (learned skills, such as [[Latin]] or [[Brawl]]), and for magi also the [[Hermetic Arts]]. Each of these traits has a ''Level'', a number indicating how it affects relevant die rolls. In general, you make the roll (stress or simple, as determined by the [[Storyguide|storyguide]]), add the relevant traits, and add any further relevant modifiers the storyguide decides are appropriate. The higher the end result the better - if it passes the [[Ease Factor]], a number decided by the [[Storyguide|storyguide]], the action succeeds. There are several typical types of checks. The [[Ability Check]] is perhaps the most common. To make an ability check, roll the die, add the relevant [[Ability]], and add the relevant [[Characteristic]] as determined by the situation at hand. For example, you might add [[Guile]] + [[Communication]] to lie effectively, or add [[Guile]] + [[Perception]] to discern a lie. See [[ArM5]] 62-63 for more details on ability checks. A second type of roll is the spell casting roll. Casting a spell involves the [[Hermetic Arts]], which are divided into [[Techniques]] and [[Forms]]. You generally add [[Stamina]] + one [[Technique]] + one [[Form]] + any ambient supernatural [[Aura|aura]] (as determined by the storyguide) to your spell casting roll. A [[Magus|magus]] has a list of known ("[[Formulaic Spell|formulaic]]") spells, whose ([[Spell Level|Level]]-10) serves as the [[Ease Factor]]. Alternatively, he may attempt to cast spells he doesn't know, but this is more difficult (see [[Spontanous Magic]]). See [[ArM5]] p. 81-82 for details on casting spells. Finally, you need to understand how to run combat, including wounds, fatigue, and how to calculate whether you hit and so on. See [[ArM5]] p. 171-172, 176, 178-180. == Creating a Character In order to create a character you will need to further understand concepts such as [[Virtues and Flaws|Virtues & Flaws]], and delve into character generation rules. We recommend that for a first game you adopt a ready character from the other players or use one of the templates provided in [[ArM5]] p. 20-28. If you wish to create your own character, read carfeully the detailed character generation rules. == Preparing for the first game As a player, you need only go over your [[Character Sheet|character sheet]], and perhaps obtain some 10-sided die, to prepare for the game. For a [[Storyguide|storyguide]], the task is a bit more complicated. The "Sagas" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[Raw Vis]] to give, and so on. Here are some things the books doesn't mention, though. : Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on). : The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]]. == Things To Do You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. Advancing and creating ArM character becomes extremely easy wi
Version 9
Date: 2008-12-31 11:17:03 GMT Author: Yair Comment: spelling
Like any [[Roleplaying Game|roleplaying game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica. ==== A Quick Guide Here is a quick "recommended reading" list of what is critical to read from the core [[Ars Magica Fifth Edition]] book before playing: * Introduction, p. 4-7 (basic ideas, and die rolls). The glassary on p. 8 is also recommended. * The Order of Hermes, p. 10-16 (the [[Houses of Hermes]], the [[Hermetic Oath]] and its various ramifications, and the concept of [[Covenant|covenants]]). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the [[Mystery House|Mystery Houses]], you should also read on the relevant [[Mystery]] (see p. 91-93). You may also want to read the specific spells you know in the Spells chapter. * Character Types and Basics, p. 17-18. Character Templates (p. 20-28) is needed for quick character generation, and much more for detailed character generation. * Abilities, p. 62 (the basic rules). The ability list itself (the rest of the chapter) is only optional reading - the abilities are mostly self-explanatory by name. * Hermetic Magic, p. 85 ([[The Gift]]), the [[Hermetic Arts]] (p. 77-79), [[Raw Vis]] (p. 80), Casting Spells (p. 81-82). * Combat, wounds, and fatigue (p. 171-180) A [[Storyguide|storyguide]] would also want to read the Bestiary, Stories, Sagas, and perhaps Mythic Europe chapters of the core book. Further, long-term character advancement would require familiarity with more of the core book. Overall, about 30 pagees are recommended for a minimal reading. The contents of the rest of the page should aid you to decide which of them is really needed for you, and allow you to understand them more easily. == A Mythic World The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include... * A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]]) * Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]]) * A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[The Bishop's Staff]]) * Appeasing the great dragon [[Pan Caudarax]], guardian of Iceland, lest he destroy thee land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]]) * A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]]) At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Canon|canon]]... * Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]]) * Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]])) * Taking sides in the [[Albigensian Crusade]] ([[Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art & Academe]]) Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like. The [[ArM5]] core book provides a wealth of further information on [[Mythic Europe]] (on pages 199-210), including highly useful advice on how to incorporate elements of the world into your game. If you wish to minimize your reading, however, you can skip this chapter. The information below should suffice to jump in and play the game. == The Order of Hermes The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. So it's critical to understand the game and world from that prespective. All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several fine points, there are two critical aspects to the Oath: # The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, creating peers, allies, enemies, and so on. # The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". As whether you did is determined by vote, upholding or evading the Code is as much a matter of politics as it is of law. The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of: * The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers. * The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught. * There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble. * History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction. When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected. Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis. == Troupe Style Play That was enough about the setting - time to think about your character. Or rather, characters. One of the things that sets Ars Magica apart from other games is its use of [[Troupe Style Play]]. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of each player playing one character only, the players are combinely in charge of playing an entire "stable" of characters. Most often, each adventure will feature a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus|magus]]; typically only some [[Magus|magi]] will participate in the given adventure. The player also has one major ''supporting cast'' character, known as a [[Companion|companion]], that he can play when his wizard isn't involved in the adventure's plot. Further background characters, known as [[Grog|grogs]]|grogs]], are played by the group as a whole, or by players without either a [[Magus|magus]] or [[Companion|companion]] in the current adventure. The different character types are explained in [[ArM5]] p. 17. All these different characters live in, or are in some way affiliated to, the [[Covenant|covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest. The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|companions]], and a larger contingent of [[Grog|grogs]] and various other [[Covenfolk|covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy. == Basic Game Mechanics To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help direct your reading. The game determines the success (in non-trivial) tasks with a die roll. All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] p. 6-7. Each character has certain basic features (see [[ArM5]] p. 18). These include a list of [[Characteristic|Characteristics]] (the character's inborn attributes, such as [[Strength]] or [[Intelligence]]), [[Ability|Abilities]] (learned skills, such as [[Latin]] or [[Brawl]]), and for magi also the [[Hermetic Arts]]. Each of these traits has a ''Level'', a number indicating how it affects relevant die rolls. In general, you make the roll (stress or simple, as determined by the [[Storyguide|storyguide]]), add the relevant traits, and add any further relevant modifiers the storyguide decides are appropriate. The higher the end result the better - if it passes the [[Ease Factor]], a number decided by the [[Storyguide|storyguide]], the action succeeds. There are several typical types of checks. The [[Ability Check]] is perhaps the most common. To make an ability check, roll the die, add the relevant [[Ability]], and add the relevant [[Characteristic]] as determined by the situation at hand. For example, you might add [[Guile]] + [[Communication]] to lie effectively, or add [[Guile]] + [[Perception]] to discern a lie. See [[ArM5]] 62-63 for more details on ability checks. A second type of roll is the spell casting roll. Casting a spell involves the [[Hermetic Arts]], which are divided into [[Techniques]] and [[Forms]]. You generally add [[Stamina]] + one [[Technique]] + one [[Form]] + any ambient supernatural [[Aura|aura]] (as determined by the storyguide) to your spell casting roll. A [[Magus|magus]] has a list of known ("[[Formulaic Spell|formulaic]]") spells, whose ([[Spell Level|Level]]-10) serves as the [[Ease Factor]]. Alternatively, he may attempt to cast spells he doesn't know, but this is more difficult (see [[Spontaneous Magic]]). See [[ArM5]] p. 81-82 for details on casting spells. Finally, you need to understand how to run combat, including wounds, fatigue, and how to calculate whether you hit and so on. See [[ArM5]] p. 171-172, 176, 178-180. == Creating a Character In order to create a character you will need to further understand concepts such as [[Virtues and Flaws|Virtues & Flaws]], and delve into character generation rules. We recommend that for a first game you adopt a ready character from the other players or use one of the templates provided in [[ArM5]] p. 20-28. If you wish to create your own character, read carfeully the detailed character generation rules. == Preparing for the first game As a player, you need only go over your [[Character Sheet|character sheet]], and perhaps obtain some 10-sided die, to prepare for the game. For a [[Storyguide|storyguide]], the task is a bit more complicated. The "Sagas" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[Raw Vis]] to give, and so on. Here are some things the books doesn't mention, though. : Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticeship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. ld obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on). : The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]]. == Things To Do You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program. Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someo
Version 10
Date: 2009-02-09 11:20:36 GMT Author: Yair Comment: added link to character generation
Like any [[Roleplaying Game|roleplaying game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica. ==== A Quick Guide Here is a quick "recommended reading" list of what is critical to read from the core [[Ars Magica Fifth Edition]] book before playing: * Introduction, p. 4-7 (basic ideas, and die rolls). The glassary on p. 8 is also recommended. * The Order of Hermes, p. 10-16 (the [[Houses of Hermes]], the [[Hermetic Oath]] and its various ramifications, and the concept of [[Covenant|covenants]]). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the [[Mystery House|Mystery Houses]], you should also read on the relevant [[Mystery]] (see p. 91-93). You may also want to read the specific spells you know in the Spells chapter. * Character Types and Basics, p. 17-18. Character Templates (p. 20-28) is needed for quick character generation, and much more for detailed character generation. * Abilities, p. 62 (the basic rules). The ability list itself (the rest of the chapter) is only optional reading - the abilities are mostly self-explanatory by name. * Hermetic Magic, p. 85 ([[The Gift]]), the [[Hermetic Arts]] (p. 77-79), [[Raw Vis]] (p. 80), Casting Spells (p. 81-82). * Combat, wounds, and fatigue (p. 171-180) A [[Storyguide|storyguide]] would also want to read the Bestiary, Stories, Sagas, and perhaps Mythic Europe chapters of the core book. Further, long-term character advancement would require familiarity with more of the core book. Overall, about 30 pagees are recommended for a minimal reading. The contents of the rest of the page should aid you to decide which of them is really needed for you, and allow you to understand them more easily. == A Mythic World The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include... * A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]]) * Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]]) * A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[The Bishop's Staff]]) * Appeasing the great dragon [[Pan Caudarax]], guardian of Iceland, lest he destroy thee land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]]) * A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]]) At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Canon|canon]]... * Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]]) * Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]])) * Taking sides in the [[Albigensian Crusade]] ([[??]]) * Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art & Academe]]) Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like. The [[ArM5]] core book provides a wealth of further information on [[Mythic Europe]] (on pages 199-210), including highly useful advice on how to incorporate elements of the world into your game. If you wish to minimize your reading, however, you can skip this chapter. The information below should suffice to jump in and play the game. == The Order of Hermes The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. So it's critical to understand the game and world from that prespective. All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several fine points, there are two critical aspects to the Oath: # The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, creating peers, allies, enemies, and so on. # The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". As whether you did is determined by vote, upholding or evading the Code is as much a matter of politics as it is of law. The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of: * The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers. * The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught. * There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble. * History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction. When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected. Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis. == Troupe Style Play That was enough about the setting - time to think about your character. Or rather, characters. One of the things that sets Ars Magica apart from other games is its use of [[Troupe Style Play]]. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of each player playing one character only, the players are combinely in charge of playing an entire "stable" of characters. Most often, each adventure will feature a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus|magus]]; typically only some [[Magus|magi]] will participate in the given adventure. The player also has one major ''supporting cast'' character, known as a [[Companion|companion]], that he can play when his wizard isn't involved in the adventure's plot. Further background characters, known as [[Grog|grogs]], are played by the group as a whole, or by players without either a [[Magus|magus]] or [[Companion|companion]] in the current adventure. The different character types are explained in [[ArM5]] p. 17. All these different characters live in, or are in some way affiliated to, the [[Covenant|covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest. The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|companions]], and a larger contingent of [[Grog|grogs]] and various other [[Covenfolk|covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy. == Basic Game Mechanics To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help direct your reading. The game determines the success (in non-trivial) tasks with a die roll. All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] p. 6-7. Each character has certain basic features (see [[ArM5]] p. 18). These include a list of [[Characteristic|Characteristics]] (the character's inborn attributes, such as [[Strength]] or [[Intelligence]]), [[Ability|Abilities]] (learned skills, such as [[Latin]] or [[Brawl]]), and for magi also the [[Hermetic Arts]]. Each of these traits has a ''Level'', a number indicating how it affects relevant die rolls. In general, you make the roll (stress or simple, as determined by the [[Storyguide|storyguide]]), add the relevant traits, and add any further relevant modifiers the storyguide decides are appropriate. The higher the end result the better - if it passes the [[Ease Factor]], a number decided by the [[Storyguide|storyguide]], the action succeeds. There are several typical types of checks. The [[Ability Check]] is perhaps the most common. To make an ability check, roll the die, add the relevant [[Ability]], and add the relevant [[Characteristic]] as determined by the situation at hand. For example, you might add [[Guile]] + [[Communication]] to lie effectively, or add [[Guile]] + [[Perception]] to discern a lie. See [[ArM5]] 62-63 for more details on ability checks. A second type of roll is the spell casting roll. Casting a spell involves the [[Hermetic Arts]], which are divided into [[Techniques]] and [[Forms]]. You generally add [[Stamina]] + one [[Technique]] + one [[Form]] + any ambient supernatural [[Aura|aura]] (as determined by the storyguide) to your spell casting roll. A [[Magus|magus]] has a list of known ("[[Formulaic Spell|formulaic]]") spells, whose ([[Spell Level|Level]]-10) serves as the [[Ease Factor]]. Alternatively, he may attempt to cast spells he doesn't know, but this is more difficult (see [[Spontaneous Magic]]). See [[ArM5]] p. 81-82 for details on casting spells. Finally, you need to understand how to run combat, including wounds, fatigue, and how to calculate whether you hit and so on. See [[ArM5]] p. 171-172, 176, 178-180. == Creating a Character In order to create a character you will need to further understand concepts such as [[Virtues and Flaws|Virtues & Flaws]], and delve into character generation rules. We recommend that for a first game you adopt a ready character from the other players or use one of the templates provided in [[ArM5]] p. 20-28. If you wish to create your own character, read carfeully the detailed character generation rules. You may also wish to read more about [[Character Generation]] here. You may also wish to read more about [[Character Generation]] here. == Preparing for the first game As a player, you need only go over your [[Character Sheet|character sheet]], and perhaps obtain some 10-sided die, to prepare for the game. For a [[Storyguide|storyguide]], the task is a bit more complicated. The "Sagas" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[Raw Vis]] to give, and so on. Here are some things the books doesn't mention, though. : Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticeship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on). : The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]]. == Things To Do You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program. Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adven
Version 11
Date: 2009-02-11 10:27:39 GMT Author: Yair Comment: spelling
Like any [[Roleplaying Game|roleplaying game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica. ==== A Quick Guide Here is a quick "recommended reading" list of what is critical to read from the core [[Ars Magica Fifth Edition]] book before playing: * Introduction, p. 4-7 (basic ideas, and die rolls). The glossary on p. 8 is also recommended. * The Order of Hermes, p. 10-16 (the [[Houses of Hermes]], the [[Hermetic Oath]] and its various ramifications, and the concept of [[Covenant|covenants]]). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the [[Mystery House|Mystery Houses]], you should also read on the relevant [[Mystery]] (see p. 91-93). You may also want to read the specific spells you know in the Spells chapter. * Character Types and Basics, p. 17-18. Character Templates (p. 20-28) is needed for quick character generation, and much more for detailed character generation. * Abilities, p. 62 (the basic rules). The ability list itself (the rest of the chapter) is only optional reading - the abilities are mostly self-explanatory by name. * Hermetic Magic, p. 85 ([[The Gift]]), the [[Hermetic Arts]] (p. 77-79), [[Raw Vis]] (p. 80), Casting Spells (p. 81-82). * Combat, wounds, and fatigue (p. 171-180) A [[Storyguide|storyguide]] would also want to read the Bestiary, Stories, Sagas, and perhaps Mythic Europe chapters of the core book. Further, long-term character advancement would require familiarity with more of the core book. Overall, about 30 pagees are recommended for a minimal reading. The contents of the rest of the page should aid you to decide which of them is really needed for you, and allow you to understand them more easily. == A Mythic World The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include... * A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]]) * Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]]) * A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[The Bishop's Staff]]) * Appeasing the great dragon [[Pan Caudarax]], guardian of Iceland, lest he destroy the land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]]) * A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]]) At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Canon|canon]]... * Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]]) * Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]])) * Taking sides in the [[Albigensian Crusade]] ([[??]]) * Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art & Academe]]) Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like. The [[ArM5]] core book provides a wealth of further information on [[Mythic Europe]] (on pages 199-210), including highly useful advice on how to incorporate elements of the world into your game. If you wish to minimize your reading, however, you can skip this chapter. The information below should suffice to jump in and play the game. == The Order of Hermes The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. So it's critical to understand the game and world from that perspective. All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several fine points, there are two critical aspects to the Oath # The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, creating peers, allies, enemies, and so on. # The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". As whether you did is determined by vote, upholding or evading the Code is as much a matter of politics as it is of law. The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of: * The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers. * The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught. * There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble. * History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction. When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected. Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis. == Troupe Style Play That was enough about the setting - time to think about your character. Or rather, characters. One of the things that sets Ars Magica apart from other games is its use of [[Troupe Style Play]]. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of each player playing one character only, the players are combinely in charge of playing an entire "stable" of characters. Most often, each adventure will feature a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus|magus]]; typically only some [[Magus|magi]] will participate in the given adventure. The player also has one major ''supporting cast'' character, known as a [[Companion|companion]], that he can play when his wizard isn't involved in the adventure's plot. Further background characters, known as [[Grog|grogs]], are played by the group as a whole, or by players without either a [[Magus|magus]] or [[Companion|companion]] in the current adventure. The different character types are explained in [[ArM5]] p. 17. All these different characters live in, or are in some way affiliated to, the [[Covenant|covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest. The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|companions]], and a larger contingent of [[Grog|grogs]] and various other [[Covenfolk|covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy. == Basic Game Mechanics To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help direct your reading. The game determines the success (in non-trivial) tasks with a die roll. All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] p. 6-7. Each character has certain basic features (see [[ArM5]] p. 18). These include a list of [[Characteristic|Characteristics]] (the character's inborn attributes, such as [[Strength]] or [[Intelligence]]), [[Ability|Abilities]] (learned skills, such as [[Latin]] or [[Brawl]]), and for magi also the [[Hermetic Arts]]. Each of these traits has a ''Level'', a number indicating how it affects relevant die rolls. In general, you make the roll (stress or simple, as determined by the [[Storyguide|storyguide]]), add the relevant traits, and add any further relevant modifiers the storyguide decides are appropriate. The higher the end result the better - if it passes the [[Ease Factor]], a number decided by the [[Storyguide|storyguide]], the action succeeds. There are several typical types of checks. The [[Ability Check]] is perhaps the most common. To make an ability check, roll the die, add the relevant [[Ability]], and add the relevant [[Characteristic]] as determined by the situation at hand. For example, you might add [[Guile]] + [[Communication]] to lie effectively, or add [[Guile]] + [[Perception]] to discern a lie. See [[ArM5]] 62-63 for more details on ability checks. A second type of roll is the spell casting roll. Casting a spell involves the [[Hermetic Arts]], which are divided into [[Techniques]] and [[Forms]]. You generally add [[Stamina]] + one [[Technique]] + one [[Form]] + any ambient supernatural [[Aura|aura]] (as determined by the storyguide) to your spell casting roll. A [[Magus|magus]] has a list of known ("[[Formulaic Spell|formulaic]]") spells, whose ([[Spell Level|Level]]-10) serves as the [[Ease Factor]]. Alternatively, he may attempt to cast spells he doesn't know, but this is more difficult (see [[Spontaneous Magic]]). See [[ArM5]] p. 81-82 for details on casting spells. Finally, you need to understand how to run combat, including wounds, fatigue, and how to calculate whether you hit and so on. See [[ArM5]] p. 171-172, 176, 178-180. == Creating a Character In order to create a character you will need to further understand concepts such as [[Virtues and Flaws|Virtues & Flaws]], and delve into character generation rules. We recommend that for a first game you adopt a ready character from the other players or use one of the templates provided in [[ArM5]] p. 20-28. If you wish to create your own character, read carfeully the detailed character generation rules. You may also wish to read more about [[Character Generation]] here. == Preparing for the first game As a player, you need only go over your [[Character Sheet|character sheet]], and perhaps obtain some 10-sided die, to prepare for the game. For a [[Storyguide|storyguide]], the task is a bit more complicated. The "Sagas" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[Raw Vis]] to give, and so on. Here are some things the books doesn't mention, though. : Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticeship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on). : The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]]. == Things To Do You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program. Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someone fills it up).
Version 12
Date: 2009-06-16 02:54:21 GMT Author: AndrewGronosky Comment: Merged in intro material from Redcap FAQ, added copyright informaion
Ars Magica is a fantasy pen-and-paper [[Roleplaying Game | role-playing game]] currently published by [[Atlas Games]]. Its title is Latin for "The Art Magical" or "The Magical Art" ('''not''' "The Art of Magic," whatever the cover of the rulebook may lead you to believe). It has many features in common with other such games, and many unique features that distinguish it from the crowd. Ars Magica is a game about wizards and magic, and the characters who must deal with them, and is set in a world very similar to Medieval Europe. Like any [[Roleplaying Game|role-playing game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica. = Fictional Magic [[Ars Magica]] is a game, and contains no information about any magic that is purported to be real. It will not teach you anything about magic, no matter how dedicated to the game you become. Playing the game has no relation to real-world occult practices. � 1997 by [[David Chart]] == Superb Magic System At the heart of the Ars Magica rules is the magic system. This is generally regarded as the best magic system in any RPG because of its flexibility. Magi learn magical Arts, of which there are fifteen. Five are [[Technique | Techniques]] -- [[Creo | creation]], for example -- while the other ten are [[Form | Forms]] such as [[Mentem | mind]] and [[Ignem | fire]]. The [[Magus | wizard]]'s ability to cast a spell is calculated by adding together the scores in the appropriate Technique and Form. A wizard in the game are called [a [Magus | magus]] (plural, ''magi''). Magi can cast formulaic spells, which have defined effects, or spontaneous magic, which does whatever the magus wants, if he is powerful enough. Spontaneous magic is much more flexible than formulaic, but also weaker. The game provides detailed guidelines for what can be done with the various Technique and Form combinations at different levels of power, so that it is fairly easy for the Storyguide to adjudicate the effect of a spontaneous spell. The magic system also provides extensive rules for magical study and research. Magi can improve their Arts, invent new spells, create magical items, train apprentices, and bind familiars. � 1997 [[David Chart]] = A Mythic weaker. The game provides detailed guidelines for what can be done with the various Technique and Form combinations at different levels of power, so that it is fairly easy for the Storyguide to adjudicate the effect of a spontaneous spell. The magic system also provides extensive rules for magical study and research. Magi can improve their Arts, invent new spells, create magical items, train apprentices, and bind familiars. � 1997 [[David Chart]] = A Mythic World The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include... * A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]]) * Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]]) * A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[The Bishop's Staff]]) * Appeasing the great dragon [[Pan Caudarax]], guardian of Iceland, lest he destroy the land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]]) * A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]]) At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Canon|canon]]... * Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]]) * Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]])) * Taking sides in the [[Albigensian Crusade]] ([[??]]) * Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art & Academe]]) Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like. The [[ArM5]] core book provides a wealth of further information on [[Mythic Europe]] (on pages 199-210), including highly useful advice on how to incorporate elements of the world into your game. If you wish to minimize your reading, however, you can skip this chapter. The information below should suffice to jump in and play the game. == The Order of Hermes The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. So it's critical to understand the game and world from that perspective. All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several fine points, there are two critical aspects to the Oath: # The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, creating peers, allies, enemies, and so on. # The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". As whether you did is determined by vote, upholding or evading the Code is as much a matter of politics as it is of law. The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of: * The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers. * The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught. * There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble. * History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction. When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected. Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis. == Troupe Style Play That was enough about the setting - time to think about your character. Or rather, characters. One of the things that sets Ars Magica apart from other games is its use of [[Troupe Style Play]]. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of each player playing one character only, the players are combinely in charge of playing an entire "stable" of characters. Most often, each adventure will feature a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus|magus]]; typically only some [[Magus|magi]]== Covenants All these different characters live in, or are in some way affiliated to, the [[Covenant|covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest. The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|companions]], and a larger contingent of [[Grog|grogs]] and various other [[Covenfolk|covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy. = Getting Started with the Rules Here is a quick "recommended reading" list of what is critical to read from the core [[Ars Magica Fifth Edition]] book before playing: * Introduction, p. 4-7 (basic ideas, and die rolls). The glossary on p. 8 is also recommended. * The Order of Hermes, p. 10-16 (the [[Houses of Hermes]], the [[Hermetic Oath]] and its various ramifications, and the concept of [[Covenant|covenants]]). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the [[Mystery House|Mystery Houses]], you should also read on the relevant [[Mystery]] (see p. 91-93). You may also want to read the specific spells you know in the Spells chapter. * Character Types and Basics, p. 17-18. Character Templates (p. 20-28) is needed for quick character generation, and much more for detailed character generation. * Abilities, p. 62 (the basic rules). The ability list itself (the rest of the chapter) is only optional reading - the abilities are mostly self-explanatory by name. * Hermetic Magic, p. 85 ([[The Gift]]), the [[Hermetic Arts]] (p. 77-79), [[Raw Vis]] (p. 80), Casting Spells (p. 81-82). * Combat, wounds, and fatigue (p. 171-180) A [[Storyguide|storyguide]] would also want to read the Bestiary, Stories, Sagas, and perhaps Mythic Europe chapters of the core book. Further, long-term character advancement would require familiarity with more of the core book. Overall, about 30 pagees are recommended for a minimal reading. The contents of the rest of the page should aid you to decide which of them is really needed for you, and allow you to understand them more easily. == Basic Game Mechanics To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help direct your reading. The game determines the success (in non-trivial) tasks with a die roll. All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] p. 6-7. Each character has certain basic features (see [[ArM5]] p. 18). These include a list of [[Characteristic|Characteristics]] (the character's inborn attributes, such as [[Strength]] or [[Intelligence]]), [[Ability|Abilities]] (learned skills, such as [[its various ramifications, and the concept of [[Covenant|covenants]]). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the [[Mystery House|Mystery Houses]], you should also read on the relevant [[Mystery]] (see p. 91-93). You may also want to read the specific spells you know in the Spells chapter. * Character Types and Basics, p. 17-18. Character Templates (p. 20-28) is needed for quick character generation, and much more for detailed character generation. * Abilities, p. 62 (the basic rules). The ability list itself (the rest of the chapter) is only optional reading - the abilities are mostly self-explanatory by name. * Hermetic Magic, p. 85 ([[The Gift]]), the [[Hermetic Arts]] (p. 77-79), [[Raw Vis]] (p. 80), Casting Spells (p. 81-82). * Combat, wounds, and fatigue (p. 171-180) A [[Storyguide|storyguide]] would also want to read the Bestiary, Stories, Sagas, and perhaps Mythic Europe chapters of the core book. Further, long-term character advancement would require familiarity with more of the core book. Overall, about 30 pagees are recommended for a minimal reading. The contents of the rest of the page should aid you to decide which of them is really needed for you, and allow you to understand them more easily. == Basic Game Mechanics To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help direct your reading. The game determines the success (in non-trivial) tasks with a die roll. All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] p. 6-7. Each character has certain basic features (see [[ArM5]] p. 18). These include a list of [[Characteristic|Characteristics]] (the character's inborn attributes, such as [[Strength]] or [[Intelligence]]), [[Ability|Abilities]] (learned skills, such as [[Latin]] or [[Brawl]]), and for magi also the [[Hermetic Arts]]. Each of these traits has a ''Level'', a number indicating how it affects relevant die rolls. In general, you make the roll (stress or simple, as determined by the [[Storyguide|storyguide]]), add the relevant traits, and add any further relevant modifiers the storyguide decides are appropriate. The higher the end result the better - if it passes the [[Ease Factor]], a number decided by the [[Storyguide|storyguide]], the action succeeds. There are several typical types of checks. The [[Ability Check]] is perhaps the most common. To make an ability check, roll the die, add the relevant [[Ability]], and add the relevant [[Characteristic]] as determined by the situation at hand. For example, you might add [[Guile]] + [[Communication]] to lie effectively, or add [[Guile]] + [[Perception]] to discern a lie. See [[ArM5]] 62-63 for more details on ability checks. A second type of roll is the spell casting roll. Casting a spell involves the [[Hermetic Arts]], which are divided into [[Techniques]] and [[Forms]]. You generally add [[Stamina]] + one [[Technique]] + one [[Form]] + any ambient supernatural [[Aura|aura]] (as determined by the storyguide) to your spell casting roll. A [[Magus|magus]] has a list of known ("[[Formulaic Spell|formulaic]]") spells, whose ([[Spell Level|Level]]-10) serves as the [[Ease Factor]]. Alternatively, he may attempt to cast spells he doesn't know, but this is more difficult (see [[Spontaneous Magic]]). See [[ArM5]] p. 81-82 for details on casting spells. Finally, you need to understand how to run combat, including wounds, fatigue, and how to calculate whether you hit and so on. See [[ArM5]] p. 171-172, 176, 178-180. == Creating a Character In order to create a character you will need to further understand concepts such as [[Virtues and Flaws|Virtues & Flaws]], and delve into character generation rules. We recommend that for a first game you adopt a ready character from the other players or use one of the templates provided in [[ArM5]] p. 20-28. If you wish to create your own character, read carfeully the detailed character generation rules. You may also wish to read more about [[Character Generation]] here. == Preparing for the first game As a player, you need only go over your [[Character Sheet|character sheet]], and perhaps obtain some 10-sided die, to prepare for the game. For a [[Storyguide|storyguide]], the task is a bit more complicated. The "Sagas" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[Raw Vis]] to give, and so on. Here are some things the books doesn't mention, though. : Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticeship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration --- = Copyright Notice This page contains material originally � 1997 by [[David Chart]]. It is used with permission.
Version 13
Date: 2009-06-18 23:44:30 GMT Author: AndrewGronosky Comment: Fix because Bishops Staff page was renamed
Ars Magica is a fantasy pen-and-paper [[Roleplaying Game | role-playing game]] currently published by [[Atlas Games]]. Its title is Latin for "The Art Magical" or "The Magical Art" ('''not''' "The Art of Magic," whatever the cover of the rulebook may lead you to believe). It has many features in common with other such games, and many unique features that distinguish it from the crowd. Ars Magica is a game about wizards and magic, and the characters who must deal with them, and is set in a world very similar to Medieval Europe. Like any [[Roleplaying Game|role-playing game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica. = Fictional Magic [[Ars Magica]] is a game, and contains no information about any magic that is purported to be real. It will not teach you anything about magic, no matter how dedicated to the game you become. Playing the game has no relation to real-world occult practices. � 1997 by [[David Chart]] == Superb Magic System At the heart of the Ars Magica rules is the magic system. This is generally regarded as the best magic system in any RPG because of its flexibility. Magi learn magical Arts, of which there are fifteen. Five are [[Technique | Techniques]] -- [[Creo | creation]], for example -- while the other ten are [[Form | Forms]] such as [[Mentem | mind]] and [[Ignem | fire]]. The [[Magus | wizard]]'s ability to cast a spell is calculated by adding together the scores in the appropriate Technique and Form. A wizard in the game are called [a [Magus | magus]] (plural, ''magi''). Magi can cast formulaic spells, which have defined effects, or spontaneous magic, which does whatever the magus wants, if he is powerful enough. Spontaneous magic is much more flexible than formulaic, but also weaker. The game provides detailed guidelines for what can be done with the various Technique and Form combinations at different levels of power, so that it is fairly easy for the Storyguide to adjudicate the effect of a spontaneous spell. The magic system also provides extensive rules for magical study and research. Magi can improve their Arts, invent new spells, create magical items, train apprentices, and bind familiars. � 1997 [[David Chart]] = A Mythic World The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include... * A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]]) * Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]]) * A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[Bishops Staff | The Bishop's Staff]]) * Appeasing the great dragon [[Pan Caudarax]], guardian of Iceland, lest he destroy the land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]]) * A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]]) At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Canon|canon]]... * Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]]) * Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]])) * Taking sides in the [[Albigensian Crusade]] ([[??]]) * Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art & Academe]]) Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like. The [[ArM5]] core book provides a wealth of further information on [[Mythic Europe]] (on pages 199-210), including highly useful advice on how to incorporate elements of the world into your game. If you wish to minimize your reading, however, you can skip this chapter. The information below should suffice to jump in and play the game. == The Order of Hermes The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. So it's critical to understand the game and world from that perspective. All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several fine points, there are two critical aspects to the Oath: # The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, creating peers, allies, enemies, and so on. # The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". As whether you did is determined by vote, upholding or evading the Code is as much a matter of politics as it is of law. The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of: * The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers. * The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught. * There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble. * History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction. When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected. Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis. == Troupe Style Play That was enough about the setting - time to think about your character. Or rather, characters. One of the things that sets Ars Magica apart from other games is its use of [[Troupe Style Play]]. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of each player playing one character only, the players are combinely in charge of playing an entire "stable" of characters. Most often, each adventure will feature a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus|magus]]; typically only some [[Magus|magi]] will participate in the given adventure. The player also has one major ''supporting cast'' character, known as a [[Companion|companion]], that he can play when his wizard isn't involved in the adventure's plot. Further background characters, known as [[Grog|grogs]], are played by the group as a whole, or by players without either a [[Magus|magus]] or [[Companion|companion]] in the current adventure. The different character types are explained in [[ArM5]] p. 17. == Covenants All these different characters live in, or are in some way affiliated to, the [[Covenant|covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest. The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|companions]], and a larger contingent of [[Grog|grogs]] and various other [[Covenfolk|covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy. = Getting Started with the Rules Here is a quick "recommended reading" list of what is critical to read from the core [[Ars Magica Fifth Edition]] book before playing: * Introduction, p. 4-7 (basic ideas, and die rolls). The glossary on p. 8 is also recommended. * The Order of Hermes, p. 10-16 (the [[Houses of Hermes]], the [[Hermetic Oath]] and its various ramifications, and the concept of [[Covenant|covenants]]). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the [[Mystery House|Mystery Houses]], you should also read on the relevant [[Mystery]] (see p. 91-93). You may also want to read the specific spells you know in the Spells chapter. * Character Types and Basics, p. 17-18. Character Templates (p. 20-28) is needed for quick character generation, and much more for detailed character generation. * Abilities, p. 62 (the basic rules). The ability list itself (the rest of the chapter) is only optional reading - the abilities are mostly self-explanatory by name. * Hermetic Magic, p. 85 ([[The Gift]]), the [[Hermetic Arts]] (p. 77-79), [[Raw Vis]] (p. 80), Casting Spells (p. 81-82). * Combat, wounds, and fatigue (p. 171-180) A [[Storyguide|storyguide]] would also want to read the Bestiary, Stories, Sagas, and perhaps Mythic Europe chapters of the core book. Further, long-term character advancement would require familiarity with more of the core book. Overall, about 30 pagees are recommended for a minimal reading. The contents of the rest of the page should aid you to decide which of them is really needed for you, and allow you to understand them more easily. == Basic Game Mechanics To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help direct your reading. The game determines the success (in non-trivial) tasks with a die roll. All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] p. 6-7. Each character has certain basic features (see [[ArM5]] p. 18). These include a list of [[Characteristic|Characteristics]] (the character's inborn attributes, such as [[Strength]] or [[Intelligence]]), [[Ability|Abilities]] (learned skills, such as [[Latin]] or [[Brawl]]), and for magi also the [[Hermetic Arts]]. Each of these traits has a ''Level'', a number indicating how it affects relevant die rolls. In general, you make the roll (stress or simple, as determined by the [[Storyguide|storyguide]]), add the relevant traits, and add any further relevant modifiers the storyguide decides are appropriate. The higher the end result the better - if it passes the [[Ease Factor]], a number decided by the [[Storyguide|storyguide]], the action succeeds. There are several typical types of checks. The [[Ability Check]] is perhaps the most common. To make an ability check, roll the die, add the relevant [[Ability]], and add the relevant [[Characteristic]] as determined by the situation at hand. For example, you might add [[Guile]] + [[Communication]] to lie effectively, or add [[Guile]] + [[Perception]] to discern a lie. See [[ArM5]] 62-63 for more details on ability checks. A second type of roll is the spell casting roll. Casting a spell involves the [[Hermetic Arts]], which are divided into [[Techniques]] and [[Forms]]. You generally add [[Stamina]] + one [[Technique]] + one [[Form]] + any ambient supernatural [[Aura|aura]] (as determined by the storyguide) to your spell casting roll. A [[Magus|magus]] has a list of known ("[[Formulaic Spell|formulaic]]") spells, whose ([[Spell Level|Level]]-10) serves as the [[Ease Factor]]. Alternatively, he may attempt to cast spells he doesn't know, but this is more difficult (see [[Spontaneous Magic]]). See [[ArM5]] p. 81-82 for details on casting spells. Finally, you need to understand how to run combat, including wounds, fatigue, and how to calculate whether you hit and so on. See [[ArM5]] p. 171-172, 176, 178-180. == Creating a Character In order to create a character you will need to further understand concepts such as [[Virtues and Flaws|Virtues & Flaws]], and delve into character generation rules. We recommend that for a first game you adopt a ready character from the other players or use one of the templates provided in [[ArM5]] p. 20-28. If you wish to create your own character, read carfeully the detailed character generation rules. You may also wish to read more about [[Character Generation]] here. == Preparing for the first game As a player, you need only go over your [[Character Sheet|character sheet]], and perhaps obtain some 10-sided die, to prepare for the game. For a [[Storyguide|storyguide]], the task is a bit more complicated. The "Sagas" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[Raw Vis]] to give, and so on. Here are some things the books doesn't mention, though. : Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticeship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on). : The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]]. == Things To Do You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program. Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someone fills it up). --- = Copyright Notice This page contains material originally � 1997 by [[David Chart]]. It is used with permission.
Version 14
Date: 2009-06-19 15:09:43 GMT Author: pm Comment: ToC inserted
Ars Magica is a fantasy pen-and-paper [[Roleplaying Game | role-playing game]] currently published by [[Atlas Games]]. Its title is Latin for ""The Art Magical"" or ""The Magical Art"" ('''not''' "The Art of Magic," whatever the cover of the rulebook may lead you to believe). It has many features in common with other such games, and many unique features that distinguish it from the crowd. Ars Magica is a game about wizards and magic, and the characters who must deal with them, and is set in a world very similar to Medieval Europe. Like any [[Roleplaying Game|role-playing game]], playing [[Ars Magica]] combines both rules and setting. You will need a passing familiarity with both in order to participate effectively. There is no need, however, to know the entire [[Ars Magica Fifth Edition]] core book cover to cover. Let us be your guide to the world of Ars Magica. {{toc}} = Fictional Magic [[Ars Magica]] is a game, and contains no information about any magic that is purported to be real. It will not teach you anything about magic, no matter how dedicated to the game you become. Playing the game has no relation to real-world occult practices. � 1997 by [[David Chart]] == Superb Magic System At the heart of the Ars Magica rules is the magic system. This is generally regarded as the best magic system in any RPG because of its flexibility. Magi learn magical Arts, of which there are fifteen. Five are [[Technique | Techniques]] � [[Creo | creation]], for example � while the other ten are [[Form | Forms]] such as [[Mentem | mind]] and [[Ignem | fire]]. The [[Magus | wizard]]'s ability to cast a spell is calculated by adding together the scores in the appropriate Technique and Form. A wizard in the game are called a [[Magus | magus]] (plural, ''magi''). Magi can cast formulaic spells, which have defined effects, or spontaneous magic, which does whatever the magus wants, if he is powerful enough. Spontaneous magic is much more flexible than formulaic, but also weaker. The game provides detailed guidelines for what can be done with the various Technique and Form combinations at different levels of power, so that it is fairly easy for the Storyguide to adjudicate the effect of a spontaneous spell. The magic system also provides extensive rules for magical study and research. Magi can improve their Arts, invent new spells, create magical items, train apprentices, and bind familiars. � 1997 [[David Chart]] = A Mythic World The setting of Ars Magica is known as [[Mythic Europe]]. It is a medieval world, rich with fantastic elements drawn from real-world myth, legend, and wild imagination. Some plot-points actually used in published Ars Magica [[Adventures|adventures]] include... * A cult of diabolists collecting shards of a fallen star to conclude the vile ritual that will summon forth an infernal army ([[Fallen Angel]]) * Saving the faerie queen of Winter Bright from the king of Summer Dark who captured her in his castle, to restore the balance of seasons to the land ([[Faerie Stories]]) * A [[Karaite]] leader, working miracles in the service of God, seeks out the aid of wizards when his community comes under threat from an angry mob ([[Bishops Staff | The Bishop's Staff]]) * Appeasing the great dragon [[Pan Caudarax]], guardian of Iceland, lest he destroy the land in revenge for his destroyed unhatched egg ([[Land of Fire and Ice]]) * A count is healed at a magical pool that is contested between the Church and two groups of wizards ([[Ordo Nobilis]]) At the same time, Mythic Europe is also founded on real-world history and allows immersion in the rich world of medieval Europe. Some other points from published [[Canon|canon]]... * Bargaining with the Benedictine monks of the abbey of Glastonbury ([[The Black Monks of Glastonbury]]) * Trading blows and diplomacy with the Rhine League, formed by Mainz and Worms to combat the robber-barons on the Rhine ([[GotF]])) * Taking sides in the [[Albigensian Crusade]] * Discussing the university of Montpellier and how the Cardinal Legate Conrad of Urach is planning to increase papal control of it ([[Art and Academe|Art & Academe]]) Different groups place the emphasis on different elements. For some, Ars Magica is a game of wild fantasy totally removed from any historical veracity. For others, it is a chance to learn more and immerse themselves in the rich world of medieval Europe. Most groups try to strike some sort of balance, enjoying the fantasy while also taking the opportunity to learn something about what the past was like. The [[ArM5]] core book provides a wealth of further information on [[Mythic Europe]] (on pages 199-210), including highly useful advice on how to incorporate elements of the world into your game. If you wish to minimize your reading, however, you can skip this chapter. The information below should suffice to jump in and play the game. == The Order of Hermes The major [[Player Character|player characters]] in an Ars Magica game are wizards. All wizards of power in Mythic Europe are members of the [[Order of Hermes]], and it is assumed that your main character will be one as well. So it's critical to understand the game and world from that perspective. All members of the [[Order of Hermes|Order]] take a vow to uphold the [[Code of Hermes]], also known as the [[Hermetic Oath]]. This is a detailed oath that sets the obligations of the wizards towards each other and the world at large. Although there are several fine points, there are two critical aspects to the Oath: # The wizard swears to accept the judgment of others in [[Tribunal]]. The Order is divided into regional councils, called Tribunals, in which every magus (in the region) gets an equal vote. By establishing the authority of a Tribunal session, the Oath unites magi into an [[Hermetic Society]]. All wizards are answerable to the other wizards in their region, creating peers, allies, enemies, and so on. # The Oath has many parts, but it essentially comes down to something like "don't interfere with the magical growth of other members of the Order". As whether you did is determined by vote, upholding or evading the Code is as much a matter of politics as it is of law. The result is that your player character is limited in his actions when these may impact or anger other wizards, lest they turn on him in [[Tribunal]]. There are several powerful factions in [[Mythic Europe]] that he must be especially wary of: * The [[Church]] is a powerful social institution, wielding [[Divine Realm|Divine]] power and aligned with [[Saint|saints]], [[Angel|angles]], and other Divine beings. You must take care not to turn the wrath of the Church on your peers. * The [[Demon|demons]] of Ars Magica are corrupting, vile and dangerous beings. They are so abhorred, that wizards are prohibited entirely from bargaining with them. You must avoid doing so - or at least, avoid getting caught. * There are many powerful [[Faerie Realm|faeries]] in Mythic Europe. While you may generally deal with them as you wish, their great power means that you need to be careful not to cause enmity between them and other wizards. If your dealings with them causes them to lash out against other wizards for some reason - you are in trouble. * History has taught the Order that it is necessary to refrain from creating affiliation with [[Mundane|mundanes]] (those lacking in magical power, such as nobles and the people they lead), too, lest one court wizard turn on the other. Members of the Order are therefore prohibited from "meddling in the affairs of mundanes". Of all the prohibitions of the Code this is the most dire, as no one can live in Mythic Europe without relying on the toil and craft of the mundanes. Still, you best be wary of ''undue'' meddling, especially of overtly aligning yourself with one mundane faction. When dealing with other members of the Order, two issues are often the most important. First, wizards like their privacy and resent someone else peering into their affairs. Refrain from [[Scrying|scrying]] on your peers, or entering their private [[Sanctum|sanctums]]. Of course, more basic morality - like not stealing their property - is also expected. Secondly, the one natural resource wizards covert is [[Raw Vis]]. Literally "raw (magical) power", these are rare magical things like the tooth of a magical wolf or the dew collected in a pristine meadow on the autumn equinox. A wizard can do much with raw vis, and so sources of raw vis are valued and contested. Much of [[Order of Hermes|Hermetic]] politics revolves around managing ownership rights over raw vis. == Troupe Style Play That was enough about the setting - time to think about your character. Or rather, characters. One of the things that sets Ars Magica apart from other games is its use of [[Troupe Style Play]]. This is not obligatory, but is common in most Ars Magica games. The idea is that instead of each player playing one character only, the players are combinely in charge of playing an entire "stable" of characters. Most often, each adventure will feature a few wizards and some supporting cast. Each player has one main, wizard, character he is personally in charge of - known as his [[Magus|magus]]; typically only some [[Magus|magi]] will participate in the given adventure. The player also has one major ''supporting cast'' character, known as a [[Companion|companion]], that he can play when his wizard isn't involved in the adventure's plot. Further background characters, known as [[Grog|grogs]], are played by the group as a whole, or by players without either a [[Magus|magus]] or [[Companion|companion]] in the current adventure. The different character types are explained in [[ArM5]] p. 17. == Covenants All these different characters live in, or are in some way affiliated to, the [[Covenant|covenant]] (think "coven of witches"). This is the "home base" of the characters, and the adventures revolve around its interests. As all characters live there, its interests are the interests of all characters and the interests of the characters form the covenant's interest. The covenant typically houses a handful of [[Magus|magi]] (one for each player), an equal number of [[Companion|companions]], and a larger contingent of [[Grog|grogs]] and various other [[Covenfolk|covenfolk]] (servants, craftsmen, and so on). The conditions and facilities of the covenant can form the heart of an Ars Magica game - from the contents of the library that the wizards use, to the lavish (or miserable...) living conditions that the covenfolk enjoy. = Getting Started with the Rules Here is a quick "recommended reading" list of what is critical to read from the core [[Ars Magica Fifth Edition]] book before playing: * Introduction, p. 4-7 (basic ideas, and die rolls). The glossary on p. 8 is also recommended. * The Order of Hermes, p. 10-16 (the [[Houses of Hermes]], the [[Hermetic Oath]] and its various ramifications, and the concept of [[Covenant|covenants]]). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the [[Mystery House|Mystery Houses]], you should also read on the relevant [[Mystery]] (see p. 91-93). You may also want to read the specific spells you know in the Spells chapter. * Character Types and Basics, p. 17-18. Character Templates (p. 20-28) is needed for quick character generation, and much more for detailed character generation. * Abilities, p. 62 (the basic rules). The ability list itself (the rest of the chapter) is only optional reading - the abilities are mostly self-explanatory by name. * Hermetic Magic, p. 85 ([[The Gift]]), the [[Hermetic Arts]] (p. 77-79), [[Raw Vis]] (p. 80), Casting Spells (p. 81-82). * Combat, wounds, and fatigue (p. 171-180) A [[Storyguide|storyguide]] would also want to read the Bestiary, Stories, Sagas, and perhaps Mythic Europe chapters of the core book. Further, long-term character advancement would require familiarity with more of the core book. Overall, about 30 pagees are recommended for a minimal reading. The contents of the rest of the page should aid you to decide which of them is really needed for you, and allow you to understand them more easily. == Basic Game Mechanics To play a character, you need to understand how the [[Game Mechanics|game mechanics]] of Ars Magica work. There is no point in going over all the mechanics here - we recommend reading the relevant parts of the core [[Ars Magica Fifth Edition]] book. However, we'll provide a brief primer, to help direct your reading. The game determines the success (in non-trivial) tasks with a die roll. All rolls are made using a 10-sided die. Any roll can be either a [[Stress Roll]] roll or a [[Simple Roll]]. You can learn about these by reading [[ArM5]] p. 6-7. Each character has certain basic features (see [[ArM5]] p. 18). These include a list of [[Characteristic|Characteristics]] (the character's inborn attributes, such as [[Strength]] or [[Intelligence]]), [[Ability|Abilities]] (learned skills, such as [[Latin]] or [[Brawl]]), and for magi also the [[Hermetic Arts]]. Each of these traits has a ''Level'', a number indicating how it affects relevant die rolls. In general, you make the roll (stress or simple, as determined by the [[Storyguide|storyguide]]), add the relevant traits, and add any further relevant modifiers the storyguide decides are appropriate. The higher the end result the better - if it passes the [[Ease Factor]], a number decided by the [[Storyguide|storyguide]], the action succeeds. There are several typical types of checks. The [[Ability Check]] is perhaps the most common. To make an ability check, roll the die, add the relevant [[Ability]], and add the relevant [[Characteristic]] as determined by the situation at hand. For example, you might add [[Guile]] + [[Communication]] to lie effectively, or add [[Guile]] + [[Perception]] to discern a lie. See [[ArM5]] 62-63 for more details on ability checks. A second type of roll is the spell casting roll. Casting a spell involves the [[Hermetic Arts]], which are divided into [[Techniques]] and [[Forms]]. You generally add [[Stamina]] + one [[Technique]] + one [[Form]] + any ambient supernatural [[Aura|aura]] (as determined by the storyguide) to your spell casting roll. A [[Magus|magus]] has a list of known ("[[Formulaic Spell|formulaic]]") spells, whose ([[Spell Level|Level]]-10) serves as the [[Ease Factor]]. Alternatively, he may attempt to cast spells he doesn't know, but this is more difficult (see [[Spontaneous Magic]]). See [[ArM5]] p. 81-82 for details on casting spells. Finally, you need to understand how to run combat, including wounds, fatigue, and how to calculate whether you hit and so on. See [[ArM5]] p. 171-172, 176, 178-180. == Creating a Character In order to create a character you will need to further understand concepts such as [[Virtues and Flaws|Virtues & Flaws]], and delve into character generation rules. We recommend that for a first game you adopt a ready character from the other players or use one of the templates provided in [[ArM5]] p. 20-28. If you wish to create your own character, read carfeully the detailed character generation rules. You may also wish to read more about [[Character Generation]] here. == Preparing for the first game As a player, you need only go over your [[Character Sheet|character sheet]], and perhaps obtain some 10-sided die, to prepare for the game. For a [[Storyguide|storyguide]], the task is a bit more complicated. The "Sagas" and "Mythic Europe" chapters in [[ArM5]] do an excellent job at describing the kind of considerations that you would be wise to make. Things like how fantastic you want your [[Mythic Europe]] to be, how much [[Raw Vis]] to give, and so on. Here are some things the books doesn't mention, though. : Power Level : Even starting [[magi]] are powerful. With even a few years past apprenticeship, magi can become exceedingly powerful. This has ramifications for stories. Build your mysteries keeping in mind that your magi will have mind-reading spells, or could obtain ones. Don't rely on long travel when magi can teleport, fly as birds, or so on. Even relatively high [[Magic Resistance]] will often succumb to magi casting using Wizard's Communion or prepared with a high Penetration ability and an arcane connection (and perhaps some sympathetic connections!) to the target, or just a handful of raw vis. ArM stories are just no about raw force. The magi already have plenty of that. Instead, try to build your stories around subterfuge, politics, and so on. Only very rarely will the PCs actually meet opponents that are actually more powerful - a Saint, their angry peers, a mighty dragon or devil, or so on. Most stories are more about figuring out what is going on, what the PCs want to happen, and how to bring it about (or how to avoid being somone's stooges or so on). : The Covenant : Perhaps the pivotal character in the saga, creating a [[Covenant|covenant]] can be hard work. If it suits the players, spending a session contemplating the covenant and saga is an excellent idea; the [[Covenants]] sourcebook can aid further in defining and imagining the covenant and intended saga. However, do not feel compelled to design the whole thing. Remember the cardinal rule of gaming: Have fun. If making the covenant in detail or keeping a handle on its mechanics is too much for you, just don't. The most important aspects here are the local aura, the library, and vis sources. You will probably want to keep track of raw vis stocks, perhaps on an annual basis. Instead of building an entire library in one go, decide on how many Build Points you have and allocate them as the saga progresses according to story needs; don't feel bad if you end up not sticking to your intended total. Alternatively, you may want to simply borrow an existing covenant, complete with library and all, such as [[Nigrasaxa]], [[Semita Errabunda]], or one of the many fan sagas linked through [[Project Redcap]]. == Things To Do You may want to print out [[Character Sheets]], a [[Covenant Record Sheet]], pages for [[Magic Item Sheets]], and so on. Advancing and creating ArM character becomes extremely easy with the use of the [[Metacreator]] program. Some ready-made adventures for ArM are available. Not for ArM5, unfortunately. You can see the adventures in our [[Adventures]] page (or would when someone fills it up). --- = Copyright Notice This page contains material originally � 1997 by [[David Chart]]. It is used with permission.