''Ars Magica'' is a
role-playing game
A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within ...
set in 'Mythic Europe' – a historically grounded version of
Europe
Europe is a large peninsula conventionally considered a continent in its own right because of its great physical size and the weight of its history and traditions. Europe is also considered a Continent#Subcontinents, subcontinent of Eurasia ...
and the
Levant
The Levant () is an approximate historical geographical term referring to a large area in the Eastern Mediterranean region of Western Asia. In its narrowest sense, which is in use today in archaeology and other cultural contexts, it is eq ...
around AD 1200, with the added
conceit An extended metaphor, also known as a conceit or sustained metaphor, is the use of a single metaphor or analogy at length in a work of literature. It differs from a mere metaphor in its length, and in having more than one single point of contact bet ...
that conceptions of the world prevalent in folklore and institutions of the
High Middle Ages
The High Middle Ages, or High Medieval Period, was the periodization, period of European history that lasted from AD 1000 to 1300. The High Middle Ages were preceded by the Early Middle Ages and were followed by the Late Middle Ages, which ended ...
are factual reality (a situation known informally as the "medieval paradigm"). The players' involvement revolves around an organization of
magi
Magi (; singular magus ; from Latin ''magus'', cf. fa, مغ ) were priests in Zoroastrianism and the earlier religions of the western Iranians. The earliest known use of the word ''magi'' is in the trilingual inscription written by Darius th ...
and their allies and foes both mundane and supernatural. The game was originally developed by
Jonathan Tweet
Jonathan Tweet (born 1965) is an American game designer who has been involved in the development of the role-playing games ''Ars Magica'', ''Everway'', ''Over the Edge (game), Over the Edge'', ''Talislanta'', the third edition of ''Dungeons & Dra ...
and
Mark Rein-Hagen
Mark Rein-Hagen, stylized as Mark Rein•Hagen (born 1964), is an American role-playing, card, video and board game designer best known as the creator of '' Vampire: The Masquerade'' and its associated ''World of Darkness'' games. Along with Jo ...
, with its first edition published in
1987
File:1987 Events Collage.png, From top left, clockwise: The MS Herald of Free Enterprise capsizes after leaving the Port of Zeebrugge in Belgium, killing 193; Northwest Airlines Flight 255 crashes after takeoff from Detroit Metropolitan Airport, k ...
.
The current edition (the game's fifth) was written by
David Chart
David Chart is a game designer who has worked primarily on role-playing games.
Career
David Chart authored '' Akrasia: Thief of Time'' (2001), the first in Eden Studios's "Eden Odyssey" series of adventures. Chart took over as ''Ars Magica'' Lin ...
, and published in 2004 by
Atlas Games
Atlas Games is a company which publishes role-playing games, board games and card games. Its founder and current president is John Nephew.
History
When Atlas Games did not have the finances to publish '' On the Edge'' (1994), they partnered with J ...
, who continue to develop new material for it.
''Ars Magica'' was one of the first examples of a
troupe system
A troupe system is a way of playing role-playing games in which a group of players takes different roles at different times. The term was coined in Ars Magica, where it referred to each player using multiple characters and, crucially, sharing a ...
. Early editions recommended that the players collaborate to create the campaign world and story with:
* Each player having an opportunity to be
Story Guide. (e.g. alternating by play session, 'chapter' of a story, or at the whim of the troupe)
::This scheme has been de-emphasised in recent editions; in Fifth Edition it is relegated to an optional play style described at the back of the book. Alternatively a troupe may select one player as "alpha" story guide with responsibility for the overall plot, and one or more "beta" story guides to run peripheral sessions and/or stories.
* Each player having more than one
character
Character or Characters may refer to:
Arts, entertainment, and media Literature
* ''Character'' (novel), a 1936 Dutch novel by Ferdinand Bordewijk
* ''Characters'' (Theophrastus), a classical Greek set of character sketches attributed to The ...
; when the primary character lacks opportunity or reason to participate in a session (typically due to laboratory or library activity), a secondary character is played.
To enhance the 'authenticity' of the historical setting, the game uses
medieval Latin
Medieval Latin was the form of Literary Latin used in Roman Catholic Western Europe during the Middle Ages. In this region it served as the primary written language, though local languages were also written to varying degrees. Latin functioned ...
for a number of key terms, particularly in the game's most prominent feature, a system of
Hermetic
Hermetic or related forms may refer to:
* of or related to the ancient Greek Olympian god Hermes
* of or related to Hermes Trismegistus, a legendary Hellenistic figure based on the Greek god Hermes and the Egyptian god Thoth
** , the ancient and m ...
Magic
Magic or Magick most commonly refers to:
* Magic (supernatural), beliefs and actions employed to influence supernatural beings and forces
* Ceremonial magic, encompasses a wide variety of rituals of magic
* Magical thinking, the belief that unrela ...
.
History
The first two editions were published by
Lion Rampant Games, with several
modules
Broadly speaking, modularity is the degree to which a system's components may be separated and recombined, often with the benefit of flexibility and variety in use. The concept of modularity is used primarily to reduce complexity by breaking a sy ...
published by Atlas Games. In 1991, Lion Rampant merged with White Wolf Magazine to form
White Wolf Game Studio
White Wolf Publishing was an American roleplaying game and book publisher. The company was founded in 1991 as a merger between Lion Rampant .
White Wolf published several adventure modules for the game before adding its Third Edition rulebook, co-authored by Rein•Hagen with
Ken Cliffe
Ken Cliffe is a game designer who has worked primarily on role-playing games. He is known primarily as the author and developer for the third edition of ''Ars Magica'', and as co-author and developer of the ''Trinity'', '' Hunter: The Reckoning'' ...
. This revision greatly expanded the settings and peripheral rules while leaving the core system intact. White Wolf then released at least a dozen supplements for Third Edition, including the addition of Divine and Infernal mechanics, rules for shamanic magic, beginning the Tribunal series and completing the 'Four Seasons' tetralogy of stories begun by Lion Rampant.
In 1994, publishing rights for the game were sold to
Wizards of the Coast
Wizards of the Coast LLC (often referred to as WotC or simply Wizards) is an American publisher of games, primarily based on fantasy and List of science fiction themes, science fiction themes, and formerly an operator of retail stores for ga ...
,
who brought in Jonathan Tweet and started development on a fourth edition. The company published one supplement for the upcoming edition while republishing two supplements for the older edition. Development fell behind schedule, and on December 5, 1995, Wizards of the Coast announced they would leave the tabletop role-playing business altogether, although this turned out to be a temporary departure.
The next year the rights were sold to
Atlas Games
Atlas Games is a company which publishes role-playing games, board games and card games. Its founder and current president is John Nephew.
History
When Atlas Games did not have the finances to publish '' On the Edge'' (1994), they partnered with J ...
, who published the 4th edition developed by Tweet and
Jeff Tidball
Jeff Tidball is a game designer who has worked primarily on role-playing games.
Career
After the success of '' On the Edge'' (1994), college student Jeff Tidball became one of the new full-time employees at Atlas Games. When the collectible car ...
. The core book was nominated for the
Origins Award
The Origins Awards are American awards for outstanding work in the game industry. They are presented by the Academy of Adventure Gaming Arts and Design at the Origins Game Fair on an annual basis for the previous year, so (for example) the 1979 aw ...
in 1996 for Best Roleplaying Game. Continuing to develop the line, Tidwell added several new stories, continued to expand peripheral material and released an extensive line of Tribunal books.
Atlas then assigned
David Chart
David Chart is a game designer who has worked primarily on role-playing games.
Career
David Chart authored '' Akrasia: Thief of Time'' (2001), the first in Eden Studios's "Eden Odyssey" series of adventures. Chart took over as ''Ars Magica'' Lin ...
as line developer and released a 5th edition in 2004. This release made extensive changes to the system, especially the mechanics for combat, experience, and character creation. Many players felt that the alterations to the combat system were long overdue,
especially the rules for armour, which in previous editions made wearers much more likely to die in combat. This edition won the
Origins Award
The Origins Awards are American awards for outstanding work in the game industry. They are presented by the Academy of Adventure Gaming Arts and Design at the Origins Game Fair on an annual basis for the previous year, so (for example) the 1979 aw ...
for ''
Best Role Playing Game of 2004''.
Since 2014, the 4th Edition has been distributed for free at ''Warehouse 23'' fronted by
Steve Jackson Games
Steve Jackson Games (SJGames) is a game company, founded in 1980 by Steve Jackson, that creates and publishes role-playing, board, and card games, and (until 2019) the gaming magazine ''Pyramid''.
History
Founded in 1980, six years after the cr ...
.
Many characteristics of the
Storyteller system
The ''Storytelling System'' is a role-playing game system created by White Wolf, Inc. for the Chronicles of Darkness (formerly known as the New World of Darkness), a game world with several pen and paper games tied in. The Storytelling System is ...
developed by White Wolf can be traced to ''Ars Magica'' and the fact that the Storyteller system was developed by one of ''Ars Magica''
's co-authors; White Wolf's ''
Mage: The Ascension
''Mage: The Ascension'' is a role-playing game based in the World of Darkness, and was published by White Wolf Game Studio in 1993. The characters portrayed in the game are referred to as mages, and are capable of feats of magic. Magic in ''Ma ...
'' was envisioned as "Ars Magica in the Modern World", and many of the changes in the 3rd edition of ''ArM'' were to make the game-worlds more compatible.
["World of Darkness"](_blank)
section of the ''Ars Magica'' FAQ. Retrieved 16 June 2013.
Setting
The setting, Mythic Europe, is primarily based on Europe of the 12th and 13th centuries; the geography is the same, and the mundane (non-magical) politics are practically identical. However, in ''Ars Magica'' the "Medieval
paradigm
In science and philosophy, a paradigm () is a distinct set of concepts or thought patterns, including theories, research methods, postulates, and standards for what constitute legitimate contributions to a field.
Etymology
''Paradigm'' comes f ...
"
[Th]
Medieval Paradigm
section of the ''Ars Magica'' FAQ – the way the world was described or understood in that time period – is the literal truth. In this setting, Faeries actually do steal lost children, Demons cause disease and crop failure, Angels help the righteous, and dragons and other Magical creatures are real (though perhaps forgotten or hidden). In 3rd edition, to tie the game into the ''
World of Darkness
''World of Darkness'' is a series of tabletop role-playing games, originally created by Mark Rein-Hagen for White Wolf Publishing. It began as an annual line of five games in 1991–1995, with '' Vampire: The Masquerade'', '' Werewolf: The Apoca ...
'' line, this was reality ''because'' of the beliefs; other editions distance themselves from this interpretation, simply taking place in a world where those beliefs happen to be true.
Player character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
s typically alternate between the role of a
magus
Magi (; singular magus ; from Latin ''magus'', cf. fa, مغ ) were priests in Zoroastrianism and the earlier religions of the western Iranians. The earliest known use of the word ''magi'' is in the trilingual inscription written by Darius the ...
(plural ''magi''; female maga/magae), and a companion (''Consors''). Companions are select skilled non-magi who help wizards conduct their affairs (as magi tend to be distanced from "mundanes" due to the effects of their magical "Gift"). Additionally, there are a number of Grogs (usually skilled peasants, often bodyguards or watchmen) who can be controlled by any player. (As of the Third Edition, Grogs are also a viable player 'class'; the Fifth Edition has added an entire supplement dedicated to 'fleshing out' Grogs.) The wizards generally gather in specialized strongholds called covenants, which are often built in
places of power. A covenant is typically a 'home base' where the magi are in charge (though they may travel Mythic Europe for reasons of politics, resources, study or even leisure). Some consider the covenant to be the central character of the game,
[Covenants](_blank)
on Project Redcap and the official rules encourage troupes to develop the covenant along those lines.
The Order of Hermes
Standard player-character magi belong to the Order of Hermes, a society of magically "Gifted" humans which was inspired in 767 A.D. by the witch Trianoma and magus Bonisagus after the latter developed a breakthrough in communicating and manipulating magic (termed 'Hermetic Magic' for its roots in both the Greek deity
Hermes
Hermes (; grc-gre, Ἑρμῆς) is an Olympian deity in ancient Greek religion and mythology. Hermes is considered the herald of the gods. He is also considered the protector of human heralds, travellers, thieves, merchants, and orato ...
, upon which the ancient Roman Cult of
Mercury
Mercury commonly refers to:
* Mercury (planet), the nearest planet to the Sun
* Mercury (element), a metallic chemical element with the symbol Hg
* Mercury (mythology), a Roman god
Mercury or The Mercury may also refer to:
Companies
* Merc ...
was based, and the works of the legendary figure
Hermes Trismegistus
Hermes Trismegistus (from grc, Wiktionary:Ἑρμῆς, Ἑρμῆς ὁ Τρισμέγιστος, "Hermes the Thrice-Greatest"; Classical Latin: la, label=none, Mercurius ter Maximus) is a legendary Hellenistic figure that originated as a Syn ...
).
While magicians at this time were scattered, rarely social and highly distrustful of each other as a rule, two factors strongly favored mutual co-operation. One was Trianoma's political vision of an organization that would unite the Gifted for their mutual benefit. The other was Bonisagus' second breakthrough, the ''Parma Magica'' (loosely translated as "magic shield"): a highly efficient and easily taught personal ritual which could allow these disparate individuals and traditions to meet on common ground with some assurance of safety. Over subsequent centuries, with very few exceptions, magi who quit or refuse to join the Order have been hunted down and destroyed, giving the Order a definite monopoly over magical resources within its 'jurisdiction'.
While each of the Order's twelve
Houses
A house is a single-unit residential building. It may range in complexity from a rudimentary hut to a complex structure of wood, masonry, concrete or other material, outfitted with plumbing, electrical, and heating, ventilation, and air condi ...
maintains a distinct baseline or tradition in pursuing and transmitting knowledge and power, the Order is also divided into ''Tribunals'', each defined by a geographic region of Mythic Europe. Each Tribunal holds a gathering of its magi once every seven years; attendance is not mandatory, though it is essential for certain procedures (e.g. those who have completed their apprenticeships are formally presented for official membership; the ''Quæsitores'' judge the types of disputes deemed beyond simple inter- or intra-covenant resolution). Once every 33 years, each Tribunal sends a representative to the Grand Tribunal at the site of the Order's founding in the
Black Forest
The Black Forest (german: Schwarzwald ) is a large forested mountain range in the state of Baden-Württemberg in southwest Germany, bounded by the Rhine Valley to the west and south and close to the borders with France and Switzerland. It is t ...
.
The Tribunals loosely correspond to groupings or portions of modern-day nations; each has a distinct cultural and historical flavor which is expanded in the ''Tribunals of Hermes'' series. For example, the Roman Tribunal is a densely populated area with a shortage of magical resources, offering highly politicized plot-lines (both within and without the Order itself); Novgorod features vast areas of harsh wilderness, where pagan tribal warfare and magical beasts are significantly more common than elsewhere.
* Greater
Alps
The Alps () ; german: Alpen ; it, Alpi ; rm, Alps ; sl, Alpe . are the highest and most extensive mountain range system that lies entirely in Europe, stretching approximately across seven Alpine countries (from west to east): France, Sw ...
– including
Switzerland
). Swiss law does not designate a ''capital'' as such, but the federal parliament and government are installed in Bern, while other federal institutions, such as the federal courts, are in other cities (Bellinzona, Lausanne, Luzern, Neuchâtel ...
with the Alpine regions of
Austria
Austria, , bar, Östareich officially the Republic of Austria, is a country in the southern part of Central Europe, lying in the Eastern Alps. It is a federation of nine states, one of which is the capital, Vienna, the most populous ...
and northern Italy.
* Iberian – the precursors to
Spain
, image_flag = Bandera de España.svg
, image_coat = Escudo de España (mazonado).svg
, national_motto = ''Plus ultra'' (Latin)(English: "Further Beyond")
, national_anthem = (English: "Royal March")
, i ...
and
Portugal
Portugal, officially the Portuguese Republic ( pt, República Portuguesa, links=yes ), is a country whose mainland is located on the Iberian Peninsula of Southwestern Europe, and whose territory also includes the Atlantic archipelagos of ...
; note the
Reconquista
The ' (Spanish, Portuguese and Galician for "reconquest") is a historiographical construction describing the 781-year period in the history of the Iberian Peninsula between the Umayyad conquest of Hispania in 711 and the fall of the Nasrid ...
as current political climate
* Normandy – Northern
France
France (), officially the French Republic ( ), is a country primarily located in Western Europe. It also comprises of Overseas France, overseas regions and territories in the Americas and the Atlantic Ocean, Atlantic, Pacific Ocean, Pac ...
and what will soon be known as the
Low Countries
The term Low Countries, also known as the Low Lands ( nl, de Lage Landen, french: les Pays-Bas, lb, déi Niddereg Lännereien) and historically called the Netherlands ( nl, de Nederlanden), Flanders, or Belgica, is a coastal lowland region in N ...
* Provençal – Southern France
* Roman –
Italy
Italy ( it, Italia ), officially the Italian Republic, ) or the Republic of Italy, is a country in Southern Europe. It is located in the middle of the Mediterranean Sea, and its territory largely coincides with the homonymous geographical re ...
* Theban –
Greece
Greece,, or , romanized: ', officially the Hellenic Republic, is a country in Southeast Europe. It is situated on the southern tip of the Balkans, and is located at the crossroads of Europe, Asia, and Africa. Greece shares land borders with ...
,
Bulgaria
Bulgaria (; bg, България, Bǎlgariya), officially the Republic of Bulgaria,, ) is a country in Southeast Europe. It is situated on the eastern flank of the Balkans, and is bordered by Romania to the north, Serbia and North Macedon ...
and Western
Asia Minor
Anatolia, tr, Anadolu Yarımadası), and the Anatolian plateau, also known as Asia Minor, is a large peninsula in Western Asia and the westernmost protrusion of the Asian continent. It constitutes the major part of modern-day Turkey. The re ...
* Transylvanian – what will become the
Balkans
The Balkans ( ), also known as the Balkan Peninsula, is a geographical area in southeastern Europe with various geographical and historical definitions. The region takes its name from the Balkan Mountains that stretch throughout the who ...
* Rhine – centered on the
Rhine
), Surselva, Graubünden, Switzerland
, source1_coordinates=
, source1_elevation =
, source2 = Rein Posteriur/Hinterrhein
, source2_location = Paradies Glacier, Graubünden, Switzerland
, source2_coordinates=
, so ...
River, core of the
Holy Roman Empire
The Holy Roman Empire was a Polity, political entity in Western Europe, Western, Central Europe, Central, and Southern Europe that developed during the Early Middle Ages and continued until its Dissolution of the Holy Roman Empire, dissolution i ...
* Novgorod – the broader cultural region known as
Rus', including
Poland
Poland, officially the Republic of Poland, is a country in Central Europe. It is divided into 16 administrative provinces called voivodeships, covering an area of . Poland has a population of over 38 million and is the fifth-most populous ...
* Stonehenge –
England and Wales
England and Wales () is one of the three legal jurisdictions of the United Kingdom. It covers the constituent countries England and Wales and was formed by the Laws in Wales Acts 1535 and 1542. The substantive law of the jurisdiction is Eng ...
* Loch Leglean –
Scotland
Scotland (, ) is a country that is part of the United Kingdom. Covering the northern third of the island of Great Britain, mainland Scotland has a border with England to the southeast and is otherwise surrounded by the Atlantic Ocean to the ...
* Hibernian –
Ireland
Ireland ( ; ga, Éire ; Ulster Scots dialect, Ulster-Scots: ) is an island in the Atlantic Ocean, North Atlantic Ocean, in Northwestern Europe, north-western Europe. It is separated from Great Britain to its east by the North Channel (Grea ...
* Levantine – lands of the Eastern Mediterranean known as the
Levant
The Levant () is an approximate historical geographical term referring to a large area in the Eastern Mediterranean region of Western Asia. In its narrowest sense, which is in use today in archaeology and other cultural contexts, it is eq ...
As with any system of
borders
A border is a geographical boundary.
Border, borders, The Border or The Borders may also refer to:
Arts, entertainment and media Film and television
* ''Border'' (1997 film), an Indian Hindi-language war film
* ''Border'' (2018 Swedish film), ...
not contingent on clear demarcation such as a river or wall, the territory of each Tribunal is rarely defined with precision; this is partially illustrated (via the Fifth Edition ''
Covenants'' book) with the 'Tribunal Border' characteristic, which situates a covenant in a location that could place it in more than one Tribunal (depending on political favors, conflicts over resources, and so on). Such ambiguity can exist even with "clear" borders such as rivers or mountain ranges, since incorporating supernatural aid or power into the structure (and perhaps the constituency or lifestyle of its inhabitants) can allow them to thrive even in the middle of either such feature.
Realms of Power
The overarching premise of the ''Ars Magica'' setting is that the "mundane" world of ordinary, physical existence is a place where four great supernatural forces have varying degrees of influence and presence.
;The
Divine
Divinity or the divine are things that are either related to, devoted to, or proceeding from a deity.[divine ...](_blank)
realm: This is the supreme, holy force of
Creation
Creation may refer to:
Religion
*''Creatio ex nihilo'', the concept that matter was created by God out of nothing
* Creation myth, a religious story of the origin of the world and how people first came to inhabit it
* Creationism, the belief tha ...
–
God
In monotheism, monotheistic thought, God is usually viewed as the supreme being, creator deity, creator, and principal object of Faith#Religious views, faith.Richard Swinburne, Swinburne, R.G. "God" in Ted Honderich, Honderich, Ted. (ed)''The Ox ...
as represented by the scriptures of the
Abrahamic religion
The Abrahamic religions are a group of religions centered around worship of the God of Abraham. Abraham, a Hebrew patriarch, is extensively mentioned throughout Abrahamic religious scriptures such as the Bible and the Quran.
Jewish tradition ...
s, and his agents in the world. Divine influence diminishes anything not attuned to it (i.e. anything of a Faerie, Infernal or Magical nature) and is categorically opposed to all things Infernal. One of the Order's struggles is in reconciling their avoidance of mundane politics with the inexorable spread of the Dominion (Divine influence permeating the land as more land is settled by Christian and Muslim nations and more centers of Divine worship are constructed).
;The
Infernal realm:
Satan
Satan,, ; grc, ὁ σατανᾶς or , ; ar, شيطانالخَنَّاس , also known as Devil in Christianity, the Devil, and sometimes also called Lucifer in Christianity, is an non-physical entity, entity in the Abrahamic religions ...
and his demonic forces. In the medieval context, this includes everything from Satan himself to illnesses and bad smells. Demons are compelled to corrupt, destroy, and tempt all mortals to
sin
In a religious context, sin is a transgression against divine law. Each culture has its own interpretation of what it means to commit a sin. While sins are generally considered actions, any thought, word, or act considered immoral, selfish, s ...
; while the Order of Hermes refuses to explicitly name the Infernal as their enemies (which it is assumed would draw too much attention and wrath to the Order), they have been forbidden from entering into agreements with Hell's minions ever since a corruption scandal nearly ruined House Tytalus in the 11th century. As the evil/negative counterpart to the Divine, Infernal power also weakens the effects of any Realm not attuned to Hell or other forsaken spaces. Infernally tainted forms of magic do exist, usually of great deceptive or destructive power, or acquired too easily for understanding, especially in order to tempt magi. Anyone in the Order found guilty of
diabolism
Satanism is a group of ideological
An ideology is a set of beliefs or philosophies attributed to a person or group of persons, especially those held for reasons that are not purely epistemic, in which "practical elements are as prominent ...
is expelled and hunted down.
;The
Faerie
Fairyland (''Faerie'', Scottish ''Elfame'', c.f. Old Norse ''Álfheimr'') in English and Scottish folklore is the fabulous land or abode of fairies or ''fays''. Old French (Early Modern English ) referred to an illusion or enchantment, the land ...
realm: Creatures of traditional
fairy tales
A fairy tale (alternative names include fairytale, fairy story, magic tale, or wonder tale) is a short story that belongs to the folklore genre. Such stories typically feature magic, enchantments, and mythical or fanciful beings. In most cult ...
. These creatures are often capricious, sometimes malicious, but invariably addicted to (even dependent upon for their very existence) human attention, emotion and creative expression. Despite such considerations, Study of the Faerie realm can be rewarding to some. Magi are allowed to associate with the Fae (in fact, one House of the Order has become increasingly dominated by its members' pursuit of 'Faerie Magic') as long as they do not incur their wrath and thereby endanger their fellows.
;The realm of Magic: A mysterious arcane force, to which all magi (among other rare entities) are inherently attuned. This is the power almost exclusively used to cast spells and enchant objects. Magic and Faerie have some positive resonance with each other, reflected in either aura's benefit to the other realm's powers, and in that remote or lost pagan traditions can have connections with either (in some cases, Faerie entities seem to have 'replaced' Magical ones when the devotees of the latter either lost their way or became extinct).
Additionally, a "Realm of Reason" appeared in the Third Edition. This was associated with skepticism and empirical observation, and its "rational aura" challenged most supernatural effects. Many fans of the game consider this to be paradoxical and inconsistent, since applying reason and rationality to the world of Ars Magica should really lead to the conclusion that magic does exist and fairies are real, etc., and yet the "True Reason" promoted by this fifth realm posited the contrary, and thus resembled a delusional (yet effective) state of mind rather than a rational one.
["True Reason"](_blank)
on Project Redcap The realm of Reason had additional counter-intuitive effects – for example, imposing penalties on wizard's magic use when in prominent mundane libraries, despite the predominant portrayal of Hermetic Magic as a scholarly pursuit.
Reason proved an unwelcome addition to the game; neither Fourth nor Fifth Edition have included this 'Realm', and all references to it have been stricken from the
canonical
The adjective canonical is applied in many contexts to mean "according to the canon" the standard, rule or primary source that is accepted as authoritative for the body of knowledge or literature in that context. In mathematics, "canonical example ...
setting.
System
Die-rolling conventions
There are eight
Characteristics: Intelligence, Perception, Strength, Stamina, Presence, Communication, Dexterity and Quickness. Each one is generally rated from −5 to +5 for humans and a Characteristic of 0 is considered 'average'. To perform a typical action, one of the Characteristics is added to a relevant
Ability
Abilities are powers an agent has to perform various actions. They include common abilities, like walking, and rare abilities, like performing a double backflip. Abilities are intelligent powers: they are guided by the person's intention and exec ...
, and a
d10 is rolled. The total of Characteristic + Ability + die roll is compared to a target difficulty or Ease Factor; the action succeeds if the rolled total is greater than or equal to the target number.
If the action is routine or trivial and nothing in particular is at stake, the roll is read as 1–10 and simply added to the total (this is called a "Simple roll"). If there is an opportunity for ''exceptional'' success or failure, the die is read as 0–9 and is called a "Stress" roll. For Stress rolls, results of "1" and "0" have special significance. A '1' is rerolled and the result doubled (consecutive "1"s redouble the eventual "non-1", with consecutive '1's each redoubling the result again). A roll of '0' is also re-rolled (more than once in cases of especially hazardous activity) as a Botch roll. If any botch die ''also'' comes up '0', the action has been
botched: failed in some disastrous way. Otherwise, the roll merely equals zero, and the character is assumed to have been unsuccessful at whatever they were trying to accomplish.
Magic system
The centerpiece of ''Ars Magica'' is the system of Hermetic Magic devised by Bonisagus. It consists of 15 Arts, divided into 5 Techniques and 10 Forms. This is sometimes called a "Verb/Noun" system: the Technique is the verb (what effect the magic has), and the Form is the noun (the entity, object or substance that is affected or brought forth). These 'verb-noun' combinations can be used to cast both Formulaic spells (which are recorded in texts, are learned through study and mastered through experience, and have known, fixed effects) and Spontaneous spells (which a caster improvises with no prior knowledge other than the Arts themselves, giving the potential results greater flexibility but lower potency). Every apprentice (with a few
Ex Miscellanea exceptions) is "opened" in all 15 Arts before fully joining the Order; each Art begins with a Score of 0 and a mage may usually only increase one of them during a season (see below).
Each Technique is named by a first-person singular present tense
indicative
A realis mood (abbreviated ) is a grammatical mood which is used principally to indicate that something is a statement of fact; in other words, to express what the speaker considers to be a known state of affairs, as in declarative sentences. Most ...
Latin verb:
*Creo ("''I create''") brings objects and substances into existence from nothing, or makes an already-existing target a "more perfect" version of itself (e.g. healing magic, as healed bodies are nearer perfection than wounded bodies).
*Intellego ("''I perceive''") detects or reveals, enhances a target's natural
sense
A sense is a biological system used by an organism for sensation, the process of gathering information about the world through the detection of Stimulus (physiology), stimuli. (For example, in the human body, the brain which is part of the cen ...
s or conveys supernatural ones.
*Muto ("''I transform''") alters the nature of a being, object or substance, adding unnatural traits and/or removing natural ones.
*Perdo ("''I destroy''") decays, disintegrates or otherwise diminishes the target, making something a worse example of its kind (i.e. the opposite of ''Creo'').
*Rego ("''I control''") involves manipulation of the target in any way that does not alter its nature, e.g. direct a target's movement, put a creature to sleep, or force a tree to bear fruit out of season. This is the main Technique used in spells of protection or 'warding'.
Each Form is named by a singular
accusative
The accusative case (abbreviated ) of a noun is the grammatical case used to mark the direct object of a transitive verb.
In the English language, the only words that occur in the accusative case are pronouns: 'me,' 'him,' 'her,' 'us,' and ‘the ...
Latin noun:
*Animal affects "all natural living things that are not plants or humans, doing to animals what ''Mentem'' and ''Corpus'' spells do to people" as well as "things made with animal products" such as leather, wool, cheese, silk, etc. Since
bacteria
Bacteria (; singular: bacterium) are ubiquitous, mostly free-living organisms often consisting of one biological cell. They constitute a large domain of prokaryotic microorganisms. Typically a few micrometres in length, bacteria were among ...
were unknown in medieval times, illness (e.g.) was considered either a form of
possession
Possession may refer to:
Law
* Dependent territory, an area of land over which another country exercises sovereignty, but which does not have the full right of participation in that country's governance
* Drug possession, a crime
* Ownership
* ...
or an imbalance of '
bodily humors'; thus, magic dealing with disease is relegated variously to ''Creo'', ''Mentem'' and/or ''Vim'' effects.
*Auram affects lightning, wind and gaseous substances; other weather effects typically require an ''Aquam'' requisite (see below).
*Aquam is used for any liquid, with the exception of blood (which requires ''Animal'' or ''Corpus'' magic to affect); non-liquid forms of water will involve requisites (see below).
*Corpus (the incorrect declension ''Corporem'' was used in older editions) applies to the human body, making it crucial to longevity formulas.
*Herbam primarily involves plants, but applies equally to any organic matter, living or dead, that is not of animal origin.
*Ignem involves light and heat, and is heavily represented in the fire spells of House Flambeau.
*Imaginem (previously ''Imagonem'') deals with images, sounds, and other sensory stimuli (thus is involved in most illusionary effects).
*Mentem deals with emotions, memories, thoughts and spirits.
*Terram involves earth and minerals: mere soil is the simplest target, while stone, metal and gems require progressively greater investment of spell levels to achieve the same effect.
*Vim ("power") involves magic itself, as well as demons (the overlap is not widely understood, but the fact that there is one is a significant obstacle to the Order's 'public relations', particularly concerning the
Church
Church may refer to:
Religion
* Church (building), a building for Christian religious activities
* Church (congregation), a local congregation of a Christian denomination
* Church service, a formalized period of Christian communal worship
* Chris ...
).
A mage's skill when casting a spell is the sum of their scores in the appropriate technique and form.
Some spells involve more than one Technique, and/or more than one Form at once; each Art used in addition to the basic pair is called a ''requisite''. All relevant Art Scores are compared: the caster's lowest Technique and lowest Form are used, reflecting the limiting of the caster's magical knowledge.
Regardless of how high one's Art Scores may rise, there are outer boundaries to the application of Hermetic Magic (whether Formulaic, Spontaneous or even Ritual). Bonisagus's theory outlines a set of inherent Limits, similar in concept to the
laws of physics
Scientific laws or laws of science are statements, based on repeated experiments or observations, that describe or predict a range of natural phenomena. The term ''law'' has diverse usage in many cases (approximate, accurate, broad, or narrow) a ...
; the two central, 'Greater' Limits are:
# Magic cannot influence a pure manifestation of the Divine; while earthly Relics (however sacred) and agents of the Divine (anything "separate from the mind of God") may be resistant to magic they are not immune, but it is impossible to (e.g.) interfere with a Miracle (which may be prayed for by an agent or supplicant, but is itself a direct intervention by Divine will).
# Magic cannot permanently change a target's
Essential Nature (the implications of which vary depending on the target in question).
There are also eleven 'Lesser Limits' (addressing more specific 'blind spots' such as aging, creation, time and the
soul
In many religious and philosophical traditions, there is a belief that a soul is "the immaterial aspect or essence of a human being".
Etymology
The Modern English noun ''soul'' is derived from Old English ''sāwol, sāwel''. The earliest attes ...
) which are generally thought either to derive from the two Greater Limits, or to be flaws in Hermetic Theory which may eventually be 'corrected'.
Additional statistics for every spell (which have been redefined in nearly every new edition of the game) are Target (what or whom the spell is directed at), Range (how far the Target may be from the caster), and Duration.
For reasons of
balance
Balance or balancing may refer to:
Common meanings
* Balance (ability) in biomechanics
* Balance (accounting)
* Balance or weighing scale
* Balance as in equality or equilibrium
Arts and entertainment Film
* ''Balance'' (1983 film), a Bulgarian ...
, some spells require the expenditure of "vis" – magical essence in physical form – which all magi and covenants tend to make a point of hoarding and/or trading. No ''Creo'' effect, for example, can be permanent unless vis is consumed during the casting.
Some Formulaic Magic is so effective that it can ''only'' be achieved with vis and an elaborate, time-consuming ritual (hence, Ritual Spells). This automatically applies to any spell of a greater Level than 50, any spell with a Duration of 'Year', and any non-Imaginem spell with a range of 'Sight'.
Character development
All characters (magi, companions and grogs alike) improve their Abilities by applying
experience
Experience refers to conscious events in general, more specifically to perceptions, or to the practical knowledge and familiarity that is produced by these conscious processes. Understood as a conscious event in the widest sense, experience involv ...
which can be earned through ''Exposure'', ''Practice'', ''Training'' or ''Study''. Magic, however, is stressed as a multifaceted discipline with a greater variety of avenues for improvement. Magi are expected to spend months at a time with books and/or laboratory equipment: inventing new spells (or learning or modifying existing ones), strengthening their Arts, enchanting items, and so forth. ''Ars Magica'' includes rules for magical research within the game's standard 'advancement' timescale of 3-month
season
A season is a division of the year based on changes in weather, ecology, and the number of daylight hours in a given region. On Earth, seasons are the result of the axial parallelism of Earth's tilted orbit around the Sun. In temperate and pol ...
s.
These seasonal activities generally concern either study of a text or laboratory activity. Although participating in adventures, missions and other endeavors outside of seasonal activity gives characters ''Story Experience'', the most substantial progress (and the ''raison d'etre'' of many in the Order) is nearly always from the seasonal activities of magi. Hence, time in an ''Ars Magica'' campaign may pass much faster than in other RPGs (if, for example, all player-characters are engaged in seasonal activity, standard "roleplaying sessions" are unnecessary for that period) but is also more 'accounted for' (since regular and exact periods of activity give highly defined benefits). To accommodate this, many magi prolong their lives with unique (to each individual) longevity formulas (generally called "longevity potions", though the form one takes is not always a potion); this only ''delays'' the aging process, however; beyond a certain point one's longevity formula will have no effect at all and must be reformulated (preferably with increased knowledge of the appropriate Arts and/or greater quantities of ''vis''). The increased longevity has led to a prevalent attitude among members of the Order that Companions in general (and Grogs almost invariably) will come and go – perhaps killed in action, occasionally living long enough to retire – while the Magi carry on. Magi ''may'' concoct longevity formulas for non-magi, but this is a rare consideration, less effective than devising one's own personal formula, and is an expensive prospect in time and resources in any case.
Study is primarily achieved with texts, each designed to enhance an Ability, Art or specific Spell(s). A respectable covenant inevitably requires either a respectable library or sufficient commodities to exchange for the use of other libraries, since the dominant form of Hermetic Magic is a scholarly pursuit. Magi who are able to write useful books or teach well can use these as commodities, trading with other magi for books or training (though the Code of Hermes places limits on what its members may sell to 'mundanes').
Lab Projects concern projects to enhance one's repertoire of spells or magical artifacts. All projects have a level of effect to which the character compares their 'Lab Total': Intelligence + Magic Theory ability + sum of a Form and Technique + other bonuses (which may be from local Aura, quality and specialization of lab, assistants, special knowledge, sympathetic connections from items, and in some circumstances an additional Ability). Some merely require a Lab Total to match the Level of Effect; more extensive endeavors simply add up each Lab Total in 'points' until twice the Level of Effect are accumulated.
The following Lab Projects are the most commonly pursued:
* ''Invent Spells''. The magus invents a new magical effect from scratch. A variation of a known spell is easier to invent than a completely original one.
* ''Enchant Device''. The magus may create a magical artifact which may hold a magical effect like those of Spells. These can be used by even nonmagical individuals. Usually they cost ''vis'' to make, but the Lab Total gets a bonus based on the sympathetic Shape & Material bonus of the material used; e.g. if one is enchanting a staff, the fact that it is a staff gives a bonus when the chosen effect is 'controlling things at a distance'. They can be made as Charged Devices (which cost no ''vis'' but have a limited number of uses), Lesser Devices (which may only hold one effect, and must have a Level of Effect that the Lab Total can reach in a single season), or Invested Devices (which require additional preparation in advance and thus must be enchanted over several seasons, and may hold several effects based on size and material).
** ''Enchant Talisman''. A Talisman is a personalized form of Invested Device with many additional features. Talismans have a much higher capacity for effects with which they may be enchanted, and are easier to enchant. However, should a Talisman fall into the wrong hands, it leaves the magus very vulnerable.
* ''Longevity Ritual''. A Creo Corpus effect that prolongs the magus' life by granting a bonus for Aging Rolls, making it more likely to avoid the deterioration of age which typically begins after 35 years. Thus may a magus live two centuries or longer, barring other mishaps. Magi often pay specialists to devise this ritual for them, to get a better effect than they can personally achieve.
* ''Bond with Familiar''. The magus may form a powerful mystical connection with another creature. Usually this will be an animal which is thematically attuned to the magus' personality and/or specialty: an Auram magus might bond with a bird, or a Herbam magus with a squirrel. The Bonding process is long and hard, but may very well be worth the effort. The animal learns to communicate with the owner, and while it does not become intelligent ''per se'', it is almost always brighter than a normal animal of its type. One major benefit of the bond is that the Familiar can be invested with many enchantments (with restrictions as to target and activation), but the primary, unique benefits are from the Bond Scores: the ''Gold Cord'' concerns magic, and helps the magus avoid magical botches; the ''Silver Cord'' concerns the mind, helps keep the magus focused and if strong enough may permit speech and telepathy between the two; and the ''Bronze Cord'' concerns the body, making the magus more enduring and tough.
Publications
Sourcebooks, first edition
*
Whimsy Cards
''Whimsy Cards'' is a 1987 role-playing game supplement published by Lion Rampant.
Contents
''Whimsy Cards'' is a role-playing aid, a set of event cards that players can use to affect the outcome of a game storyline.
Publication history
''Whimsy ...
(1987)
*
Covenants (1990)
*
The Order of Hermes
''The Order of Hermes'' is a supplement published by Lion Rampant in 1990 for the fantasy role-playing game ''Ars Magica''.
Contents
''The Order of Hermes'' is a supplement that describes The Order of Hermes, the society in ''Ars Magica'' to w ...
(1990)
*
Saga Pack (1990)
*
Faeries
A fairy (also fay, fae, fey, fair folk, or faerie) is a type of mythical being or legendary creature found in the folklore of multiple European cultures (including Celtic, Slavic, Germanic, English, and French folklore), a form of spirit, o ...
(1991)
Adventures, first edition
*
The Broken Covenant of Calebais (1988)
*
The Stormrider
''The Stormrider'' is an adventure published by Lion Rampant (game publisher), Lion Rampant in 1989 for the fantasy role-playing game ''Ars Magica''.
Contents
''The Stormrider'' is a scenario designed to introduce new players and gamemasters to ...
(1989)
*
Tales of the Dark Ages
''Tales of the Dark Ages'' is a collection of adventures published under license by Atlas Games in 1990 for Lion Rampant's fantasy role-playing game ''Ars Magica''.
Contents
''Tales of the Dark Ages'' is a set of four adventures for use with ''Ar ...
(1990)
*
The Tempest (1990)
Supplements, second edition
*
Houses of Hermes
''Houses of Hermes'' is a supplement published by Wizards of the Coast in 1994 for the third edition of the fantasy role-playing game ''Ars Magica''.
Description
''Houses of Hermes'' describes the twelve major houses of wizards that together form ...
(1994)
Reception
Stewart Wieck
Stewart Douglas Wieck (May 10, 1968 June 22, 2017) was one of the founders of the publishing company, White Wolf, Inc. He was also one of the original writers of Mage: The Ascension.
Career
Stewart Wieck was born in Freeport, Illinois in 1968. H ...
reviewed ''Ars Magica'' for ''
White Wolf
A white wolf or Arctic wolf is a mammal of the ''Canidae'' family and a subspecies of the gray wolf.
It may also refer to:
Organizations
* White Wolf (band), a Canadian heavy metal band
* White Wolf (band), white power oi band from the USA
* Whi ...
'' #11, rating it 10 out of 10 overall, and stated that "I really don't think I can praise "Ars Magica" highly enough. This is simply one of those games that you must get."
In the December 1988 edition of ''
Dragon
A dragon is a reptilian legendary creature that appears in the folklore of many cultures worldwide. Beliefs about dragons vary considerably through regions, but dragons in western cultures since the High Middle Ages have often been depicted as ...
'' (Issue 140),
Ken Rolston
Ken Rolston is an American computer game and role-playing game (pen and paper), role-playing game designer best known for his work with West End Games and on the computer game series ''The Elder Scrolls''. In February 2007, he elected to join th ...
was effusive in his praise, calling ''Ars Magica'' "a distinctive, original, and intriguing treatment of magic for fantasy role-playing games... earnest, colorful, and meticulous in its development of a magic system with a plausible, coherent rationale. Its attempts to integrate this magic into a historical context are persuasive, and the game master notes and staging tips are wonderfully perceptive." Rolston concluded, "This is the most interesting and original fantasy role-playing system and setting I've seen in a long time."
Six months later, Rolston revisited ''Ars Magica'' for a more in-depth review in the July 1989 edition of ''Dragon''. Rolston noted that "the quality of writing, editing, and presentation is first-class", and he admired the "storyguide" system of role-playing: "This emphasis on the dramatic and narrative elements of role-playing produces some distinctive and thought-provoking perspectives on commonly accepted conventions of role-playing gaming." Although Rolston gave good marks for the game mechanics, character creation system and combat rules, he was especially drawn to the magic, which he said "has elegant tone and atmosphere." He also liked the quasi-historical medieval setting. He concluded with strong recommendation: "The ''Ars Magica'' game features an original and exciting game system, a coherent and satisfying treatment of magic, a convenient and imaginative exploitation of a historical medieval setting, and an explicit and appealing presentation of a role-playing style that emphasizes the common development of the setting, narrative, and PC-group activity over the personal expression of the individual PC."
In the March 1989 edition of ''
Games International
''Computer Games Magazine'' was a monthly computer and console gaming print magazine, founded in October 1988 as the United Kingdom publication ''Games International''. During its history, it was known variously as ''Strategy Plus'' (October 19 ...
'' (Issue #3), Paul Mason believed that this game "truly encourages joint creativity." He also admired the game mechanics based around single rolls of a ten-sided die, although he found the rules added some unnecessary complications. He suggested that "combat was the weakest part of the game", finding the game mechanics were too "war-gamey". But he called the magic system "the centrepiece of the game." He concluded by giving this game an above-average rating of 4 out of 5, saying, "If you're looking for a new game to take you away from mechanics and 20th century rationalizations, back into the lands of mystery and enchantment, then this is it."
In the October–November 1989 edition of ''
Space Gamer
Space is the boundless three-dimensional extent in which objects and events have relative position and direction. In classical physics, physical space is often conceived in three linear dimensions, although modern physicists usually consider ...
'' (Vol. II, Issue 2), J.M. Caparula commented that "In the end, ''Ars Magica'' is a superb roleplaying game, one that furthers the gaming art in a positive direction."
In the February–March 1990 edition of ''
Games International
''Computer Games Magazine'' was a monthly computer and console gaming print magazine, founded in October 1988 as the United Kingdom publication ''Games International''. During its history, it was known variously as ''Strategy Plus'' (October 19 ...
'' (Issue 13), Dave Morris applauded the change in the second edition from four types of dice rolls — something he had initially complained about in the first edition — to only two types of dice rolls. He also admired the re-organization of the magic system, and pointed out that rather than a sample scenario often found in other RPGs, ''Ars Magic'' offered a sample setting. Morris called this "a more productive inclusion in the main book than a scenario." He concluded by giving the second edition an excellent rating of 9 out of 10, saying, "it's worth buying for the ideas and the imaginative vision of its authors, even if you don't plan to play it."
In a 1996 reader poll conducted by ''Arcane'' magazine to determine the 50 most popular roleplaying games of all time, ''Ars Magica'' was ranked 19th. Editor Paul Pettengale commented: "This is a fantasy game for the thinking player – although there's plenty of scope for action, too. A first success for Jonathan Tweet and Mark Rein-Hagen, who both went on to even bigger things, ''Ars Magica'' includes one of the most flexible, highly-regarded magic systems in the roleplaying hobby. The game, which places heavy emphasis on storytelling, is extremely popular with fans who have followed its troubled history through four different publishers. With Atlas just about to produce a new edition, those fans are currently feeling suitably optimistic."
Other reviews
*''
White Wolf
A white wolf or Arctic wolf is a mammal of the ''Canidae'' family and a subspecies of the gray wolf.
It may also refer to:
Organizations
* White Wolf (band), a Canadian heavy metal band
* White Wolf (band), white power oi band from the USA
* Whi ...
'' #19 (Feb./March, 1990)
*''
White Wolf
A white wolf or Arctic wolf is a mammal of the ''Canidae'' family and a subspecies of the gray wolf.
It may also refer to:
Organizations
* White Wolf (band), a Canadian heavy metal band
* White Wolf (band), white power oi band from the USA
* Whi ...
'' #39 (1994)
*''
Valkyrie
In Norse mythology, a valkyrie ("chooser of the slain") is one of a host of female figures who guide souls of the dead to the god Odin's hall Valhalla. There, the deceased warriors become (Old Norse "single (or once) fighters"Orchard (1997:36) ...
'' #15 (1997)
*''
Pyramid
A pyramid (from el, πυραμίς ') is a structure whose outer surfaces are triangular and converge to a single step at the top, making the shape roughly a pyramid in the geometric sense. The base of a pyramid can be trilateral, quadrilat ...
'' #24 (March/April, 1997)
*''Arcane'' #15 (January 1997)
*''Backstab'' (Issue 2 – Mar/Apr 1997)
*''Dosdediez'' (Número 3 – Mar/Abr 1994)
*''
Pyramid
A pyramid (from el, πυραμίς ') is a structure whose outer surfaces are triangular and converge to a single step at the top, making the shape roughly a pyramid in the geometric sense. The base of a pyramid can be trilateral, quadrilat ...
'' – Fifth Edition
Awards
* Winner of the
Gamer's Choice Award for best FRPG for 1987
* Nominated for the 1988 ORIGINS Best Role-Playing Rules
*''Ars Magica'' 5th edition won the 2005 Gold
Ennie Award
The ENNIE Awards (previously stylized as ENnie Awards) are awards for role-playing game (RPG) products (including game-related accessories, publications, and art) and their creators. The awards were created in 2001 by Russ Morrissey of EN World ...
for "Best Rules" and the Silver Ennie Award for "Best Production Values".
References
External links
''Ars Magica''homepage at Atlas Games
Project: Redcapan online ''Ars Magica'' community
{{Authority control
Atlas Games games
ENnies winners
Jonathan Tweet games
Mark Rein-Hagen games
Origins Award winners
Role-playing games introduced in 1987
White Wolf Publishing games
Wizards of the Coast games