Ars Magica Rules Modifications
Miscellaneous Mystic Halls Campaign Rules

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This page contains miscellaneous rules, rules clarifications, and general notes which have come up over time, and which have not yet become important enough to cause a major update to the Rules Modifications, Clarifications, And Additions. This page will also be used as a note pad for problems which need to be solved. These comments are generally specific to campaign play, not game system rules.


Contents
Character Creation
Creating New Troupes
Apprentice Training (Peripheral Code Ruling)
Rules for Training an Apprentice
Post Failed Gauntlet Training
Conditions for Declaring an Apprentice to be a Magus
Problems Due to Living With Magic
 
Obtaining New Followers or an Apprentice
Time Used by Grogs
Time Used by Companions
Time Used by Parents
Having Children
Game Master Characters
Defining New Covenants


Character Creation

Only the Campaign Master will be allowed to preside over the creation of characters. The Campaign Master may delegate this authority, but Game Masters should not allow the creation of new characters in their games.

Creating New Troupes

A player starting a new troupe in the campaign will be allowed to create up to a maximum of four characters. These characters will normally be one magus, one companion, and two grogs

Within the limits of the Ars Magica rules, local rules modifications, and campaign rules, these characters may be created normally, with the following restrictions.

Rules for creating characters and troupes may be found in the MCA.

Apprentice Training (Peripheral Code Ruling)

The failure of a master to teach an apprentice for one season in any one year will not, in and of itself, be considered grounds for removing an apprentice from the master, provided the master is averaging at least one season of training per year and there is a reasonable expectation that the apprentice's training will be completed within the expected period of time and with the required level of knowledge.

Rules for Training an Apprentice

There are two methods for developing an apprentice within the campaign; annual updates and full role play.

Annual Updates

The simplest way to handle an apprentice is via Annual Updates. This is a somewhat stylized system, which assigns experience points equally over the time of an apprentice's training. It assumes that the master does devote one season per year to training the apprentice, and that all apprentice training is the same (this is what the Ars Magica rules assume).

The apprentice receives a starting score of Speak Own Language 4 plus abilities with a total experience points equal to the apprentice's age. Thereafter the apprentice will receive experience points according to the Apprentice Advancement Table. The indicated knowledges and experience points should be awarded at the end of each year. assuming that the apprentice's master has devoted one season to teaching in that year. The apprentice may save points in Magic Arts and Spell Levels from year to year, but must expend all the points by the end of the apprenticeship.

Some special rules will apply to this training.

It is assumed that an apprentice will spend three seasons per year learning from the apprentice's master, books, and/or other sources. This will allow the apprentice one season per year to perform actual work for the master or gain extra learning. During the three seasons per year of learning, the apprentice may devote up to ten days per season to adventures or other activities (these may be combined into one unit of thirty days, if desired). If the apprentice gains extra learning during the one free season, this learning may not be such that it modifies the scores in the subjects covered by the Apprentice Advancement Table (these limits are set by the magus creation rules).

Full Role Play

When fully role playing an apprentice, the apprentice gets very little of the standard apprentice training. Only the Magic Arts and Spell Levels lines of the Apprentice Training Table are used, and these apply only when the apprentice's master actually spends one season to train the apprentice in the magical arts. The apprentice receives a starting score of Speak Own Language 4 plus abilities with a total experience points equal to the apprentice's age. All other training must be accomplished under the standard rules for learning.

The following restrictions will apply to the training of the apprentice.

Exception to Learning New Abilities Rule

The Learning New Abilities rule requires that Experience Points be expended to allow a character to obtain a new Ability. When training an apprentice using either the Annual Updates or Full Role Play methods, this requirement shall not apply. All apprentices shall be granted a score of 0 (zero) in the following Abilities, provided the apprentice's master has a score of at least 3 in the Ability. It will be assumed that the experience required to reach the score of zero was obtained in general conversation between the master and the apprentice during every day life.

Post Failed Gauntlet Training

The Ars Magica rules devote a number of pages to describing what happens during apprenticeship. However, almost nothing is said about what happens to an apprentice who fails to pass a Gauntlet, or who, after a full fifteen years of training is not ready to become a magus. Although still under the instruction of their master, the apprentice cannot be allowed to gain the benefits from the Apprentice Training Table. The amount of learning which an apprentice receives under the rules is notably greater than could be learned in the same period of time using the normal learning rules.

An apprentice in this situation will follow the normal learning rules, not the apprentice learning rules. However, the master will still be required to devote one season per year to the continued training of the apprentice.

Conditions for Declaring an Apprentice to be a Magus

Numerous questions have arisen in the campaign and on the Ars Magica Mailing List regarding what is required for an apprentice to become a magus. These questions occur because the background material regarding apprenticeship is often confused and contradictory. For example:

Clearly, some order must be brought to this confusion. Therefore, the following will be used to cover this situation.

In this campaign the question is answered simply. An apprentice becomes a magus when the master of the apprentice declares the character to be a magus. It is considered proper for a master to inform the Praeco and recording Quaesitoris of the local Tribunal of the elevation of the apprentice to magus.

A master may use his or her own judgment to determine that an apprentice is ready, or may require a test. The method by which an apprentice is tested for his or her worthiness to be a magus is the Gauntlet. Magi of House Bonisagus, Flambeau, Quaesitor, Tremere, Tytalus, and Verditius traditionally use the Gauntlet, although in different formats. Bonisagi masters typically give the apprentice a test to see that their understanding of magical theory is adequate. Quaesitoris commonly give a test in Hermetic law and customs. Members of House Verditius often require the apprentice to create a magic item of significant power. The Houses of Flambeau and Tytalus generally have the apprentice perform a series of spells to display their magical powers. House Tremere requires the apprentice to engage in Certamen with their master to prove their abilities and possibly gain their personal sigil. Houses other than those specifically listed normally rely on the good judgment of their members to determine when an apprentice is ready to be a magus.

Being declared a magus, and being generally recognized as a magus, are two different things. To be generally recognized within the Order of Hermes as a magus, a new magus must be presented at a Tribunal meeting. This may be done at any Tribunal meeting, not just a Scheduled Tribunal. Commonly the master, former apprentice, and any other magi who support the new magus come forward to introduce the new magus to the members of the Order in attendance.

Anyone who has become a magus since the previous Scheduled Tribunal is expected to present themselves at the Scheduled Tribunal. At this time a ritual of initiation will be performed to formally bring the new magus into the order.

Problems Due to Living With Magic

Living one's life under the constant influence of active magics is not normal, and may cause unexpected, and probably undesirable side effects. Magic is known to warp both animals and humans who remain too long in contact with it. Nothing a Hermetic Magus is able to do will help to protect him from such problems, and nothing can fully shield someone from prolonged exposure to strong magic. Two specific conditions will, as a minimum, trigger the potential for warping effects.

First, spending too much time in an area of high aura. The following table lists what is considered to be a "high" aura for each type of realm. "Too much time" will be defined as someone spending a notable amount of their time in the aura. Any of the following will qualify for "too much time"; sleeping in the aura as part of everyday life, having a laboratory in the aura (for a magus and lab helpers, whether performing laboratory work or not), performing any other daily work in the aura as a normal part of everyday life.

Second, living daily life with active spells cast upon one's self, excluding Parma Magica (it was designed not to cause this problem) and longevity potions (which already have specific negatives), may cause problems similar to those from living in a high aura.

Each Winter, after all issues of Aging have been resolved, determine whether or not anyone has spent too much time in a high aura or with magic active on their person. If so, each such person must roll on the Living With Magic Table. Count only levels at or above those listed on the High Aura Table. If multiple high auras apply, use only the aura which will produce the largest Ease Factor.

If the Ease Factor is not met on the Living With Magic Table, consult the Living With Magic Problems Table. The "Ease Miss" is the value by which the Stress Roll on the Living With Magic Table failed to meet the required Ease Factor (i.e., Ease Factor - Stress Roll result). Treat a Botch as a 7+ miss.

Obtaining New Followers or an Apprentice

Unlike in the past, grogs, companions, or even simple servants will no longer be readily available whenever a magus wants to add someone to his or her party. There will be two methods for finding suitable grogs, warriors, servants, etc. In all cases, the Campaign Master will determine the attributes of the new character.

First, the need or desire for another follower or apprentice may be communicated to the Campaign Master and the Game Masters. The Game Masters may or may not provide suitable candidates in future adventures.

Second, the magus may spend time searching for a suitable candidate who would be willing to join the magus at the covenant. There are two types of searches; one for general followers, and one for an apprentice.

General Followers

When searching for a general follower (servant, grog, or even a companion), the search is conducted in months and the Follower Search Table is used. For each full month searching (no other activities permitted), one roll may be made on the table. A botch on this table will mean that no one was found, and something negative (Campaign Master's selection) happened to the search party (the loss of a follower on the search would be typical). The search must also be conducted in an appropriate location (ex. don't go searching the Lancashire countryside looking for a scribe trained in English and Latin).

Apprentices

When searching for an apprentice, the search is conducted by season and the Apprentice Search Table is used. For each full season (no other activities permitted) searching, one roll may be made on the table. A botch on this table will mean that no one was found, and something negative (Campaign Master's selection) happened to the search party.

Time Used by Grogs

Most grogs spend most of their time in the duties assigned to them. Warriors act as guards. Servants tend to the personal needs of their masters. This leaves them will relatively little time for learning, teaching, and similar activities. To reflect this, grogs will have only a single season per year to use to learn skills, teach skills, or undertake other personal activities (excluding adventuring). A specific season need not be specified each year. It is assumed that the "season" is spread over a year with the grog doing the activity as time permits. This activity will only interfere with the Annual Experience Points if the activity is one of those specifically listed as reducing Annual Experience.

Time Used by Companions

As with grogs, companions have personal duties to which they must attend. Companions will loose one season per year in performing such duties.

Some of the modified Virtues and Flaws already include similar requirements. The requirements of all relevant rules and such Virtues and Flaws as may apply must be combined so that the time lost is the total of all these requirements. A companion will always have one season free for personal activities, regardless of all requirements for the commitment of time.

Time Used by Parents

When one becomes a parent, one takes on a heavy burden of responsibility. More importantly, for game consideration, one takes on a commitment of time, which must be reflected in time lost from other activities.

Each child will require the attention of an adult. This attention is expressed in terms of an amount of time which must be devoted to the child per year. This time is assumed to be distributed throughout the year. The time requirements are listed in the Kiddie's Time Table.

Game Master Characters

In the Mystic Halls campaign, the Campaign Master and the Game Masters also have their own campaign characters. Although it is not prohibited, it is generally preferred that Game Masters not include their own characters as active participants in an adventure they run. Game Masters are prohibited from giving their own characters any significant rewards or benefits from any adventure that the Game Master may run.

Defining New Covenants

The permission of the Campaign Master is always required to define a new covenant or to use an existing named covenant which has not yet been brought into play.

Stonehenge Tribunal. Game Masters wishing to define a new covenant within the Stonehenge Tribunal must do so within the established campaign situation. A new covenant must be at one of the unused locations or may be an existing named covenant which has not yet been brought into play.

Loch Leglean Tribunal. Game Masters wishing to define a new covenant within the Loch Leglean Tribunal must do so within the established campaign situation and in accordance with the information in the Lion of the North source book. A new covenant must be at one of the unused locations or may be an existing named covenant which has not yet been brought into play.

Hibernia Tribunal. Completely new covenants within the Hibernia Tribunal will not be permitted, as all covenants in that Tribunal have been accounted for (actually, there are two extra already defined). A new covenant must be an existing named covenant which has not yet been brought into play. Game Masters should note that the basic natures of these covenants are already defined in The Order of Hermes source book.

Others. New covenants may be added to other Tribunals relatively freely, provided no existing condition of the Mythic Europe background is violated.

The general Mythic Europe background material for Tribunals and covenants may be found in The Order of Hermes and the Lion of the North source books. Covenant creation shall generally follow the rules specified in the Covenants book.

Rules

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Back Ars Updated: 20 June 1999