![](https://atlas-games.com/atlas-cms/resources/styles/arm5openlicenselogo.png) Welcome to a cursory copy of the manuscript, which has been sent to early backers of **Ars Magica Definitive Edition** lovingly put together by Atlas Games and its associates and fan-turned to an online-accessible format. The copy includes legal and editor's notes as they came with the manuscript, and this homepage is the only work original to me, the transcriber. > [!INFO] This site is personally funded. > [You can help its upkeep here.](https://ko-fi.com/vansilke) The homepage will be periodically updated with more and better ways to peruse the painstakingly separated contents of the manuscript. For now, you may enjoy a list of links to the following chapters: # Content Chapters\* \* Links below whole chapters direct to separated chapter segments. Note that full chapters contain important intros! ## [[00 Chapters/Chapter 00 - Credits+Legal|Credits & Legal]] ## [[00 Chapters/Chapter 01 - Introduction|Introduction]] This chapter introduces us to the system of **Ars Magica**. | Sub-Chapter | Note | | ---------------------------------------------------------------- | ---------------------------------------------------------------- | | [[01 Introduction/Introduction\|Introduction]] | An introductory story from the perspective of a regular peasant. | | [[01 Introduction/Welcome to Ars Magica\|Welcome to Ars Magica]] | A welcoming to the system. | | [[01 Introduction/Basic Ideas\|Basic Ideas]] | Explaining the premise of the system and stories therein. | | [[01 Introduction/Structure of the Book\|Structure of the Book]] | Brief to the book's chapters. | | [[01 Introduction/Glossary\|Glossary]] | Important game and in-game terms, in no particular order. | | [[01 Introduction/Die Rolls\|Die Rolls]] | How to roll the dice and what for. | ## [[00 Chapters/Chapter 02 - Order of Hermes|Order of Hermes]] Here we are briefed into the structure and history of the Order of Hermes, the main magical organization in Mythic Europe. | Sub-Chapter | Note | | ------------------------------------------------------------------------- | ----------------------------------------------------------------- | | [[02 Order of Hermes/The Order of Hermes\|The Order of Hermes]] | What the Order of Hermes is generally. | | [[02 Order of Hermes/The History of the Order\|The History of the Order]] | How the Order came to be, and its struggles over the centuries. | | [[02 Order of Hermes/The Houses of Hermes\|The Houses of Hermes]] | Twelve main factions within the Order, each their own subculture. | | [[02 Order of Hermes/Covenants\|Covenants]] | Individual places in which magi live. | | [[02 Order of Hermes/The Code of Hermes\|The Code of Hermes]] | Rules by which the magi have to abide. | | [[02 Order of Hermes/Tribunals\|Tribunals]] | Periodic great magic gatherings, separated by region. | | [[02 Order of Hermes/The Order and Society\|The Order and Society]] | How the Order and the medieval society interact. | ## [[00 Chapters/Chapter 03 - Characters|Characters]] Here are the basics of characters and how to make them. The following few chapters elaborate no this. | Sub-Chapter | Note | | -------------------------------------------------------------------------- | --------------------------------------------------------------- | | [[03 Characters/Character Types\|Character Types]] | Roles for playable characters. | | [[03 Characters/Character Basics\|Character Basics]] | The statistics that make up a character. | | [[03 Characters/Character Templates\|Character Templates]] | Adjustable quick-play templates for grogs, companions and magi. | | [[03 Characters/Detailed Character Creation\|Detailed Character Creation]] | Making a new character, from start to finish. | | [[03 Characters/Mythic Companions\|Mythic Companions]] | Optionally stronger companion types. | ## [[00 Chapters/Chapter 04 - Virtues and Flaws|Virtues & Flaws]] The Virtues and Flaws are a sort of trait system which differentiates characters and makes them unique. | Sub-Chapter | Note | | --------------------------------------------------------------------------- | ---------------------------------------------- | | [[04 Virtues and Flaws/Types of Virtue and Flaw\|Types of Virtue and Flaw]] | Description of specific Virtue and Flaw types. | | [[04 Virtues and Flaws/Virtues\|Virtues]] | List of all character virtues, alphabetical. | | [[04 Virtues and Flaws/Flaws\|Flaws]] | List of all character flaws, alphabetical. | ## [[00 Chapters/Chapter 05 - Abilities|Abilities]] The Abilities are a mechanical representation of a character's proficiencies. | Sub-Chapter | Note | | ----------------------------------------------------------------- | ------------------------------------------------ | | [[05 Abilities/Specializations\|Specializations]] | What specializations are, and how to apply them. | | [[05 Abilities/Abilities With No Score\|Abilities With No Score]] | How to handle Abilities with no score. | | [[05 Abilities/Ability Types\|Ability Types]] | Description of specific Ability types. | | [[05 Abilities/Ability List\|Ability List]] | List of all Abilities, alphabetical. | ## [[00 Chapters/Chapter 06 - Covenants|Covenants]] The Covenants are the places in which magi live, and are presumed to be the players' "home base". | Sub-Chapter | Note | | ----------------------------------------------------------------------------- | -------------------------------------------------------- | | [[06 Covenants/Covenant Seasons\|Covenant Seasons]] | Proverbial "seasons" in life of the magical covenant. | | [[06 Covenants/Covenant Situations\|Covenant Situations]] | Several covenant presets. | | [[06 Covenants/Customized Covenant Creation\|Customized Covenant Creation]] | Creating a new covenant, from start to finish. | | [[06 Covenants/Covenant Loyalty\|Covenant Loyalty]] | An optional subsystem for managing loyalty of covenfolk. | | [[06 Covenants/Covenant Finances\|Covenant Finances]] | An optional subsystem for managing finances. | | [[06 Covenants/The Organization of Covenfolk\|The Organization of Covenfolk]] | How the covenant's denizens can organize. | | [[06 Covenants/The Covenant in Play\|The Covenant in Play]] | How to treat the covenant during play. | ## [[00 Chapters/Chapter 07 - Hermetic Magic|Hermetic Magic]] An excessively deep look into how magic should work, and options for it. | Sub-Chapter | Note | | -------------------------------------------------------------------------- | -------------------------------------------------------------------- | | [[07 Hermetic Magic/The Gift\|The Gift]] | Workings of the Gift, which fuels magical powers. | | [[07 Hermetic Magic/The Hermetic Arts\|The Hermetic Arts]] | Brief for each of the fifteen Hermetic Arts. | | [[07 Hermetic Magic/Limits of Magic\|Limits of Magic]] | Limits by which magic must abide. | | [[07 Hermetic Magic/Raw Vis\|Raw Vis]] | Brief for the raw power in object form. | | [[07 Hermetic Magic/Casting Spells\|Casting Spells]] | How to cast spells, and what interacts with them. | | [[07 Hermetic Magic/Spellcasting Options\|Spellcasting Options]] | Additional options for casting spells. | | [[07 Hermetic Magic/Arcane Connections\|Arcane Connections]] | Brief for connections between objects and creatures. | | [[07 Hermetic Magic/Penetration\|Penetration]] | Mechanics for overcoming magic resistance. | | [[07 Hermetic Magic/Magic Resistance\|Magic Resistance]] | Mechanics of resisting magic, tandems with previous segment. | | [[07 Hermetic Magic/Sigils\|Sigils]] | Idea of unique minor differences between spellcasters. | | [[07 Hermetic Magic/Spell Mastery\|Spell Mastery]] | Various Abilities of spell mastery, which further enhance them. | | [[07 Hermetic Magic/Dangers\|Dangers]] | Dangers that come with neglectful overuse of magic. | | [[07 Hermetic Magic/Certamen\|Certamen]] | Mechanics for codified, non-lethal magic duels. | | [[07 Hermetic Magic/Mysteries\|Mysteries]] | Unusual methods with which cultists initiate into additional powers. | | [[07 Hermetic Magic/Ex Miscellanea Traditions\|Ex Miscellanea Traditions]] | Several possible traditions from the eclectic House Ex Miscellanea. | ## [[00 Chapters/Chapter 08 - Laboratory|Laboratory]] While the previous chapter gets us used to casting spells in the moment, this chapter focuses on long-term activities performed by the magi. | Sub-Chapter | Note | | ------------------------------------------------------------------------------------ | ----------------------------------------------------------- | | [[08 Laboratory/The Laboratory in Play\|The Laboratory in Play]] | Narrative uses for the laboratory. | | [[08 Laboratory/Basic Laboratory Activities\|Basic Laboratory Activities]] | Basics for generating a Lab Total. | | [[08 Laboratory/Spells\|Spells]] | Learning and inventing spells. | | [[08 Laboratory/Magical Enchantments\|Magical Enchantments]] | Enchanting objects. | | [[08 Laboratory/Similar Spells\|Similar Spells]] | Brief for using a "similar spell" bonus. | | [[08 Laboratory/Longevity Rituals\|Longevity Rituals]] | How to live for a very long time with the power of magic. | | [[08 Laboratory/Laboratory Texts\|Laboratory Texts]] | How to author and use laboratory notes. | | [[08 Laboratory/Multiple Laboratory Activities\|Multiple Laboratory Activities]] | Performing many activities at once. | | [[08 Laboratory/Help in the Laboratory\|Help in the Laboratory]] | Receiving or providing help in the laboratory. | | [[08 Laboratory/Distractions from Lab Work\|Distractions from Lab Work]] | Taking time off from work, and what comes with it. | | [[08 Laboratory/Familiars\|Familiars]] | Rules for binding a familiar, sometimes your only friend. | | [[08 Laboratory/Apprentices\|Apprentices]] | Rules for training apprentices to carry on your legacy. | | [[08 Laboratory/Arcane Experimentation\|Arcane Experimentation]] | Inventing things with a bonus, at a cost of stability. | | [[08 Laboratory/Arcane Discovery\|Arcane Discovery]] | Expanding the magic theory and breaking its limits. | | [[08 Laboratory/Shape and Material Bonuses Table\|Shape and Material Bonuses Table]] | An expansive list of materials and shapes attuned to magic. | | [[08 Laboratory/Laboratory Personalization Rules\|Laboratory Personalization Rules]] | Optional sub-system for personalizing your laboratory. | ## [[00 Chapters/Chapter 09 - Spells|Spells]] After learning how to invent and cast spells, this chapter teaches us what the spells are, and what they can do. | Sub-Chapter | Note | | ---------------------------------------------- | --------------------------------------------------- | | [[09 Spells/Levels\|Levels]] | The definition of levels, in a magical context. | | [[09 Spells/Magnitudes\|Magnitudes]] | The definition of magnitudes, in a magical context. | | [[09 Spells/Spell Design\|Spell Design]] | Design elements of a spell. | | [[09 Spells/Spell Format\|Spell Format]] | Additional formatting elements of a spell. | | [[09 Spells/Animal Spells\|Animal Spells]] | Spells and guidelines for the Form of Animal. | | [[09 Spells/Aquam Spells\|Aquam Spells]] | Spells and guidelines for the Form of Aquam. | | [[09 Spells/Auram Spells\|Auram Spells]] | Spells and guidelines for the Form of Auram. | | [[09 Spells/Corpus Spells\|Corpus Spells]] | Spells and guidelines for the Form of Corpus. | | [[09 Spells/Herbam Spells\|Herbam Spells]] | Spells and guidelines for the Form of Herbam. | | [[09 Spells/Ignem Spells\|Ignem Spells]] | Spells and guidelines for the Form of Ignem. | | [[09 Spells/Imaginem Spells\|Imaginem Spells]] | Spells and guidelines for the Form of Imaginem. | | [[09 Spells/Mentem Spells\|Mentem Spells]] | Spells and guidelines for the Form of Mentem. | | [[09 Spells/Terram Spells\|Terram Spells]] | Spells and guidelines for the Form of Terram. | | [[09 Spells/Vim Spells\|Vim Spells]] | Spells and guidelines for the Form of Vim. | ## [[00 Chapters/Chapter 10 - Long Term Events|Long Term Events]] In this chapter we explore the many ways players can spend their characters' lives, seasons at a time. | Sub-Chapter | Note | | ---------------------------------------------------------------------------------------- | ----------------------------------------------------------- | | [[10 Long Term Events/Experience and Advancement\|Experience and Advancement]] | What experience is, how to obtain and use it. | | [[10 Long Term Events/Books\|Books]] | Authoring, finding and reading books, and book types. | | [[10 Long Term Events/Learning Supernatural Abilities\|Learning Supernatural Abilities]] | How to learn new special powers (hint: you need The Gift). | | [[10 Long Term Events/Training Creatures\|Training Creatures]] | How to train your mundane and magical beasts. | | [[10 Long Term Events/Changing Reputations\|Changing Reputations]] | How to change your reputation in some circle. | | [[10 Long Term Events/Mystery Initiation\|Mystery Initiation]] | Mechanics for initiating into the aforementioned Mysteries. | | [[10 Long Term Events/Warping\|Warping]] | The dangers of keeping in magic too much, too long. | | [[10 Long Term Events/Aging\|Aging]] | How characters age, and eventually pass on. | ## [[00 Chapters/Chapter 11 - Obstacles|Obstacles]] Here we learn how to injure characters, in combat or otherwise, and how to deal with the consequences. | Sub-Chapter | Note | | ---------------------------------------------- | --------------------------------------------------------------------------- | | [[11 Obstacles/Combat\|Combat]] | An expansive look into using physical altercations to challenge characters. | | [[11 Obstacles/Encumbrance\|Encumbrance]] | How carrying too much affects characters. | | [[11 Obstacles/Fatigue\|Fatigue]] | The way characters tire and recover. | | [[11 Obstacles/Wounds\|Wounds]] | Injuries, what they imply, and how to treat them. | | [[11 Obstacles/Other Perils\|Other Perils]] | Non-combat options for injuring creatures. | ## [[00 Chapters/Chapter 12 - Realms|Realms]] This chapter treats about the many mystical realms which vie for domination within the game's setting. | Sub-Chapter | Note | | ---------------------------------------------------------------- | ------------------------------------------------------------- | | [[12 Realms/The Nature of the Realms\|The Nature of the Realms]] | A philosophical outlook on the supernatural Realms. | | [[12 Realms/Realm Auras\|Realm Auras]] | How the Realms interact with each other. | | [[12 Realms/Creatures of a Realm\|Creatures of a Realm]] | Brief for supernatural creatures. | | [[12 Realms/The Magic Realm\|The Magic Realm]] | Explaining the everlasting realm of Magic. | | [[12 Realms/The Infernal Realm\|The Infernal Realm]] | Explaining the evil realm of the Infernal. | | [[12 Realms/The Faerie Realm\|The Faerie Realm]] | Explaining the wonderful realm of the Faerie. | | [[12 Realms/The Divine Realm\|The Divine Realm]] | Explaining the God's realm of the Divine. | | [[12 Realms/The Mundane\|The Mundane]] | What the "mundane" is in the context of Ars Magica. | | [[12 Realms/Regiones\|Regiones]] | Look into the mystical layers of the world that are Regiones. | | [[12 Realms/Vis Sources\|Vis Sources]] | Potential sources of the coagulated mystical energy. | ## [[00 Chapters/Chapter 13 - Bestiary|Bestiary]] Each realm is home to creatures that inhabit it, are created by it, or became attuned to it. This chapter elaborates on them, and provides examples. | Sub-Chapter | Note | | ---------------------------------------------------------------- | --------------------------------------------------------------------- | | [[13 Bestiary/Creature Might\|Creature Might]] | Brief into Might, an equivalent to a creature's mystical strength. | | [[13 Bestiary/Creature Powers\|Creature Powers]] | Brief into using mystical powers of creatures. | | [[13 Bestiary/Creature Format\|Creature Format]] | Similarly to characters, creatures have a format to their statistics. | | [[13 Bestiary/Creating Creatures\|Creating Creatures]] | Briefly explaining how to make a creature for its role. | | [[13 Bestiary/Mundane Beasts\|Mundane Beasts]] | Listing common mundane beasts. | | [[13 Bestiary/Creatures of Magic\|Creatures of Magic]] | Listing creature types and their examples for the Magic Realm. | | [[13 Bestiary/Creatures of Faerie\|Creatures of Faerie]] | Listing creature types and their examples for the Faerie Realm. | | [[13 Bestiary/Infernal Creatures\|Infernal Creatures]] | Listing creature types and their examples for the Infernal Realm. | | [[13 Bestiary/Creatures of the Divine\|Creatures of the Divine]] | Listing creature types and their examples for the Divine Realm. | ## [[00 Chapters/Chapter 14 - Mythic Europe|Mythic Europe]] The mystical couldn't exist without the mundane, and Mythic Europe is exactly that - an otherwise historical setting, which can be nevertheless adjusted to your liking. | Sub-Chapter | Note | | --------------------------------------------------------------------- | -------------------------------------------------------------------- | | [[14 Mythic Europe/Making it Historical\|Making it Historical]] | Why and how to make the game feel immersive. | | [[14 Mythic Europe/Pieces of History\|Pieces of History]] | Elements of medieval culture, usable for the game. | | [[14 Mythic Europe/Public Power for Women\|Public Power for Women]] | Brief into how women can shine in stories set in these trying times. | | [[14 Mythic Europe/Errors and Anachronisms\|Errors and Anachronisms]] | How to handle events in which history has been misinterpreted. | ## [[00 Chapters/Chapter 15 - Stories|Stories]] This chapter refers to storyguides in primary, and teaches how to tell a story within the game. | Sub-Chapter | Note | | ------------------------------------------------------------- | --------------------------------- | | [[15 Stories/General Considerations\|General Considerations]] | Main points for writing stories. | | [[15 Stories/Story Types\|Story Types]] | Categories of stories to be told. | | [[15 Stories/Story Ideas\|Story Ideas]] | Premises for many stories. | ## [[00 Chapters/Chapter 16 - Sagas|Sagas]] A sequence of stories makes a saga - a sort of personal epic with player characters playing their role in a prevailing setting. | Sub-Chapter | Note | | --------------------------------------------------------- | -------------------------------------------------- | | [[16 Sagas/Background Questions\|Background Questions]] | Elements of the game which can come into question. | | [[16 Sagas/Saga Speed\|Saga Speed]] | Adjustable speed of the game. | | [[16 Sagas/Researching a Setting\|Researching a Setting]] | How deep the historical research can go. | | [[16 Sagas/Saga Styles\|Saga Styles]] | Sample prevailing themes for sagas. | | [[16 Sagas/Saga Priorities\|Saga Priorities]] | Final words on what to prioritize in sagas. | ## [[00 Chapters/Chapter 17 - Editor's Note|Editor's Note]] A note from the original document's editor. # Quick Reference Documents These documents are designed by the transcriber as brief re-compilations of other existing chapters, meant for quality-of-life browsing of otherwise blocky lists. | Quick Reference Documents | | ---------------------------------------------------------------------------- | | [[QRD/Ability and Art XP Reference Table\|Ability / Art XP Reference Table]] | | [[QRD/Hermetic Arts\|Hermetic Arts]] | | [[QRD/Virtues and Flaws Master List\|Virtues and Flaws Master List]] | | [[QRD/Fast Character Generation Spreads\|Fast Character Generation Spreads]] | ## Legal **Based on the material for Ars Magica, ©1993–2024, licensed by Trident, Inc. d/b/a Atlas Games® , under [Creative Commons Attribution-ShareAlike 4.0 International license 4.0](https://creativecommons.org/licenses/by-sa/4.0/) ("CC-BY-SA 4.0")** **Ars Magica Open License Logo ©2024 Trident, Inc. The Ars Magica Open License Logo, Ars Magica, and Mythic Europe are trademarks of Trident, Inc., and are used with permission.** **Order of Hermes, Tremere, Doissetep, and Grimgroth are trademarks of Paradox Interactive AB and are used with permission.**