
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.**