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Rules Modifications
Notes on the Rules Changes |
A number of significant changes have been made to the Ars Magica (3rd Edition) and Campaign rules for the revitalized Mystic Halls Campaign. This page summarizes some of those changes. The following notes are intended to indicate what has change, not state the entire new rule. Refer to the appropriate rules write up for details. There is no particular order to the notes.
Spontaneous Spells
| Rules Reference: | Page 173 | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: | The game system rule for Spontaneous Spells, not the traditional Mystic Halls usage, will now be the governing rule. This means the player will state what Form and Technique will be used, and what effect is intended. The player will also note what level he expects this will require. A casting roll will then be made. If the Game Master agrees with the level and the level is achieved, the spell will go off. If the roll does not meet the Game Master's estimate of the level, the spell will go off, but with some diminished effect. |
Similiar Spell
| Rules Reference: | Page 175 | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: | The rule for determining the similarity of spells will be applied, rather than leaving this issue solely to the Game Master's discretion. The conditions for similar spells have been broaden to allow two differences from the Similar Spells list to exist and spell still be considered "similar". |
Recognizing and Resisting an Attack or Spell With a Fast-Cast Spell
| Rules Reference: | Pages 187 and 185 | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: | The use of fast cast spells for defense is described in detail. |
Permanent and Instant Durations Redefined
| Rules Reference: | Pages 194 | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: | The definitions for Momentary, Permanent, and Instant from the 4th Edition rules are to be used. |
Vis to Make Spells Permanent or Instant
| Rules Reference: | Pages 195 | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: | In contradiction to the rules for magic, some Perdo, Muto, and Rego spells had Permanent or Instant Durations. This has been corrected. |
Learning New Abilities
| Rules Reference: | Page 90 | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: | Rules have been added to define how a character may add a new Skill or Knowledge. |
Ability Scores of Nil and Zero
| Rules Reference: | Page 91 | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: | The difference between Ability scores of Nil and Zero has been clearly stated. |
Negative Ability Scores
| Rules Reference: | Page 90 | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: | Negative ability scores were allowed in the 2nd Edition rules, and have been used by characters in the campaign. This was not included in the 3rd Edition rules. Since some characters have been made under this rule, it will be included for all characters. |
Teacher Skill
| Rules Reference: | None | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: | The "Teacher" skill has been added and defined. |
Bearing Arms
| Rules Reference: | 59 & Combat Chapter (5) | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: | Warriors, and only warriors, may take a skill in Bearing Arms. This will allow them to adjust to the weight of their equipment and be less encumbered by it. |
Prohibited and Modified Abilities
| Rules Reference: | 91 | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: | A number of Abilities listed in the 3rd Edition rules have been banned from use in the Campaign. Some abilities have had their rules modified. |
Combat Rounds
| Rules Reference: | Page 137 | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: |
All combat rounds will be 10 seconds in duration.
[This is a codification of an existing standard.] The variable length round described in the rules is, and always has been, silly. Specific distances and relatively precise movement rates (velocities) are described in the combat rules (for example, the distance a person may move during a round). Further, exact numbers of actions are specified per round (ex. using a bow). The times for such actions do not vary at the whim of the Game Master. It takes a person about the same amount of time to fire an arrow whether the action is fast (six second rounds) or slow (twelve second rounds). Given velocity and distance, it is a simple matter to compute time. Alternately, as was done, the time for a given action can be tested. A number of people were given the description of "hustling" (page 139) and asked to do it. They were timed. The shortest time was just under nine seconds. The longest was just under twelve seconds. The average was slightly over ten seconds. |
Combat Sequence
| Rules Reference: | Page 139 | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: | The Combat Sequence has been slightly altered and expanded. The changes are to add an administrative Fatigue step to insure Fatigue is handled each round, and the Magic / 2nd Missile stage has been split into two separate states. |
Attack and Parry With Single Weapons
| Rules Reference: | Page 150 | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: | A person with a single weapon, whether one or two handed, may both attack and parry in the same round. If this is done, it must be declared in the Between Time, and a -1 modifier is applied to both the attack and the parry. |
Extended Studying of Experiments
| Rules Reference: | Pages 237 and 238 | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: | The oral rules for extending the length of an experiment for study have been highly modified and put in writing. The previous abuse of the rule will not be possible in the future. |
Enchanting Combined Items
| Rules Reference: | Pages 242 | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: | The Forms And Effects Bonuses and other rules have been clarified with regard to combining two things as an enchanted item. |
Ability to Study from Texts Below Current Score
| Rules Reference: | Page 238 | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: | It is now possible to gain experience points from studying a text which has a score less than the reader's current score in the subject. |
Magic Theory Experience Points for Laboratory Activities
| Rules Reference: | None | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: | Traditionally in the campaign characters have received extra Magic Theory experience points for some laboratory activities. These activities are finally completely listed. |
Libraries
| Rules Reference: | None | |
| Rules Write Up: | Library Rules | |
| Comments: | The rules for the use of the Libraries have been completely rewritten. Rules regarding acquiring texts from the Libraries have been formalized. Rules have also been established for creating texts and having work done to complete texts. |
Record Keeping Requirements
| Rules Reference: | None | |
| Rules Write Up: | Rules Modifications, Clarifications, and Additions | |
| Comments: | The requirements for what information must be maintained about a character have been fully listed. |
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Updated: 20 June 1999 |