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Rules Modifications
9th Century Campaign |
The following notes on the Ars Magica (4th Edition) rules were created by Brian Hathaway. They are included here to complete the information about his 9th Century Campaign. These rules were used only in the few sessions of the 9th Century Campaign, and never again. The text is presented in its original form, edited only for typographical errors and the addition of formatting HTML statements.
Ars Magica Fourth Edition
Errata and Notes
Hathaway Edition V0.1
As I have examined this new fourth edition of the Ars Magica game I have discovered many typographical errors, logical fallacies, and statements that beg for clarification or comment. It is my hope that this work, with clarification and input from others, will serve as the definitive set of corrections, additions, and deletions for the Fort Wayne region.
The format followed herein is: Page.Column.Paragraph Note
where Page is the page the note refers to, Column is 1 for left column or 2 for right, Paragraph is the number of full paragraphs down the reference column, and Note is the reference made.
Chapter I: Introduction
1.2.2 The official game start time has moved from the end of the 12th c. to the first quarter of the 13th c. This actually makes very little difference. Even if future supplements and adventures are based on 1220 A.D. as suggested, Ars Magica Sagas cover decades if not centuries, very quickly in 3 month jumps. Books strictly based on 1220 will be useless for most of the campaign, and must be geared towards extremely low powered characters, leaving nothing for older characters.
14.2.5 Quality Die is read as 1-10, where 1 functions as with a stress die, and 0 functions as a simple die 10.
Chapter II: Characters
17.1.3 It seems clear that Companion class characters are meant to be relatively powerful and/or interesting mundanes who interact with the entire covenant, rather than being personal retainers ("Super Grogs!") to individual magi.
17.1.5 Grogs are intended to be servants of the covenant, and indeed are intended to be played in common by all players in the saga. If the were done, and the above note also followed, the multiple "super warrior" characters would probably disappear, as individual players would no longer gain an advantage for their wizard through manipulation of "their" companions and grogs. This would lead to much more realistic covenants and characters.
18.1.1 Note that Companions and Grogs are required to take a Social Class or Background virtue or flaw.
18.2.4 Note that Houses of Hermes is specifically mentioned as compatible and as an extension of these rules.
19.1.1 Once again, "Maga" is a coined word.
21.1.1 It is evident that all Flaws and Virtues, Required, Recommended, or otherwise, must be paid for if taken.
21.2.5 This is 55 experience points + age, as in 3rd ed. Note that after much tedious calculation, I have confirmed that all of the starting house sets do add up to 55 + age.
22.1.1 With a suggested weakness with fire magic, no wonder the Bjornaer mage known as Smokius the Bear must resort to Rego Mentem magic to prevent forest fires rather than just using a simple Perdo Ignem. "Only you can prevent forest fires."
26.1.10 Verditius wizards require casting tools made when the spell is cast, not spell foci, which are different. Verditius wizards can apparently also gain bonuses from spell foci.
26.2.3 All Companions start with Speak Own Language 5 for free.
27.2.2 Note that Companion Vocation suggested abilities can only be taken if the character has all required virtues.
28.2.6 All Grogs start with Brawl 1, Carouse 1, and Speak Own Language 4.
32.1.1 It is highly recommended that Magi and Companions be rolled, and that Grogs be purchased.
32.2.1 Note that you cannot have a positive and a negative score in the same category in the same stat pair. Note also that you can not exceed |3| unless you roll |7| or |8|.
32.2.2 Note that stat specialties have no game mechanical function, i.e. they do not grant bonuses.
33.1.1 Note that Companions now get 10 Virtue and Flaw points.
33.2.2 Magi are encouraged but not required to take at least half their Virtues and Flaws in Hermetic Virtues and Flaws. No mention is made of balancing Hermetic with General Virtues and Flaws. Note also that Companions and Grogs cannot take more than one Social or Status Virtue or Flaw.
37.2.5 All Companion Social Class Virtues come with a Reputation of the level of the Virtue, that applies to all who would reasonable know of it.
38.2.4 Note that Magi can take this virtue.
51.1.5 Note these three different cases used to determine the results of performing an action you do not have the skill for.
52.1.3 When an ability is used where the character's specialty applies, a bonus of +1 is added to the roll.
52.2.4 It is highly recommended that the GM be highly selective about adding skills, as many skills removed from 4rth ed. are actually combined with other skills.
57.2.2 It is recommended that characters starting with a score of 5 or more in this Academic Knowledge be recognized as a Doctor of Jurisprudence OR Doctor of Canon.
58.1.1 It is recommended that characters starting with a score of 5 or more in this Academic Knowledge be recognized as a Doctor of Medicine.
58.1.2 It is recommended that characters starting with a score of 5 or more in this Academic Knowledge be recognized as a Doctor of Philosophy.
58.1.4 It is recommended that characters starting with a score of 5 or more in this Academic Knowledge be recognized as a Doctor of Theology. Note that it is stated under Civil and Canon Law that most high churchmen are Canonists, not Theologians.
60.1.5 Note that it is possible to write up new spells for inclusion in starting wizard's spell books. Wizards start with a copy of each starting spell written out longhand.
60.1.6 Note that a Wizard's Sigil and a wizard's Sigil are not the same thing.... A Wizard's Sigil is a minor manifestation of the magi's innate magical nature, expressed whenever he casts a spell. A blue glow or a scent of brimstone are good examples. A wizard's Sigil is his physical representation of his status as a wizard, the token of his ability to vote at tribunal, and the mark he uses among wizards to denote his property.
61.1.2 Note that all Grogs and Companions have a Reputation, even if only at level 0. Perhaps a level 0 Reputation is known only among family and friends.
62.1.2 Note that a character is never required to act a certain way because of a personality trait roll.
63.1.5 Magi can begin the game with any clothing and personal accouterments desired, and it is recommended that they be allowed to start with any one expensive item in addition to standard items and those otherwise allowed by the Covenant's means, as the Wizard very likely just came from a much better equipped Covenant. After all, it is a relatively sad Covenant that cannot get from Spring to Summer with at least one wizard powerful enough to train an apprentice over the course of 15 years.
63.2.1 I recommend that the players assemble their Christmas list of goodies and have the GM approve or reject as the Spirit moves him. "Sorry, but you couldn't find a stick."
63.2.2 Encumbrance is added to spell casting and most Quickness rolls and is never greater than 0.
63.2.7 If you feel that your character is beyond your control, try marking body levels until it learns its lesson. If the lesson proves fatal, remember to destroy all copies of the sheet and report the character's death to the rest of us. If you feel your character is controlling you through use of Rego Mentem spells, please call Charter. Get Help.
Chapter III: Hermetic Magic 64.2.2 Note that Form scores add to rolls to avoid harm from mundane sources. Assume this is a Soak bonus?
65.1.1 All created items are perfect and flawless.
65.2.2 Animál spells do not affect humans, because humans have souls. Corpus affects those with human like bodies that have or had souls. Mentem affects the body of the soul. Therefore, Animál is the appropriate form for affecting the bodies and minds of Faerie and other intelligent but soulless creatures like dragons. This incidentally makes Faerie even more powerful. Note that most of this is directly or partially in conflict with later statements.
65.2.5 Demons and Zombies would be affected by Corpus, but Faeries would not, lacking a soul. Note that most of this is directly or partially in conflict with later statements.
66.2.2 Demons, Demons and Ghost would be affected by Mentem, but Faerie would not. Note that most of this is directly or partially in conflict with later statements.
66.2.4 Vim may be used to control Demons, as they are innately magically, leaving the door open for the use of this to control other innately magical creatures, such as elementals and magi.
68.2.3 The decision whether to tire when casting a spontaneous spell is made before the spell roll, after is too late. Also note that if you elect not to tire, it is not stress unless there are bad consequences for failure.
68.2.4 Spon. spell total is Form+ Tech + Int + Enc., divided by 2 if you elected to tire, or by 5 if you did not. This total is the level of spell you have cast. In the interest of safety, a wizard my specify what level he wishes to cast at, and if met or exceeded, it will function as if the total was exactly what was needed. This prevents the unfortunate circumstance of an Archmage Flambeau being unable to cast Palm of Flame Spontaneously because he cannot get a total low enough to avoid causing a Ball of Abysmal Flame to appear.
68.2.5 Note that there are no innate bad effects from simply failing. While it is not treated directly, in the interest of safety it is assumed, a wizard may specify what level he wishes to cast at, and if met or exceeded, it will function as if the total was exactly what was needed. This prevents the unfortunate circumstance of an Archmage Flambeau being unable to cast Palm of Flame Spontaneously because he cannot get a total low enough to avoid causing a Ball of Abysmal Flame to appear. On the other hand, a wizard may choose to cast "as high a level as possible," in which case the effect is judged at the level rolled regardless of overkill or ineffectiveness. A good example of this would be our Flambeau friend casting a spontaneous Ball of Abysmal Flame spell at max. effect, choosing to tire. The result is: Cr 25 + Ig 30 + Int 3 + Enc. (-1) + stress 8 = 65/2 = a level 32 effect at range Near, Momentary Effect, and a Small target, causing +32 damage. The spell cast spontaneously did more damage that Ball of Abysmal Flame and took place while the target was just beginning to chant his formulaic spell. Not Bad.
69.1.3 This whole section on similar spells is destined to either be totally ignored, or cause endless debate. I recommend ignoring it, as it limits use considerably. In the above example, Ball of Abysmal would not be a similar spell, because it differed in Target, Details, and Damage almost inherently. To match it in Target and Damage five levels of effect, in this case damage, would have to be subtracted, and Damage would have to be regularized to +30. Seven levels would be added for a effect level of 34, which now falls short of the newly required level of 35, so the spell would do only +29 damage. Unfortunately this also would have take from 3 to 10 rounds while pondering similarities, in which time he could have cast a heck of a lot of less similar spells. Yeah. Right. If you know a spell similar enough to add to a spontaneous spell, just cast it formulaically. If it is high enough level to give a decent bonus, it is more powerful than you can cast spontaneously anyway!
69.2.3 Basic Formulaic Casting roll is: Tech + Form + Sta + Enc. + die roll, simple normally and if mastered, stress if under pressure. If total is greater than the level of spell, it succeeds. If total is less than level, but within 10, it succeeds and the caster takes a fatigue level. If total is less than level minus 10, the spell fails and the caster tires.
69.2.6 The second item on the list: "Their duration can not longer than one month." is a rule with so many exceptions that it is totally useless. It is also redundant, as item four correctly states that Ring/Moon durations can be exceeded through the use of raw Vis, and paragraph 70.2.1 states that range and duration cannot be extended with raw Vis when casting spontaneous spells.
70.1.1 Does this wizard's Parens and Quaesitoris friend know what he is doing in this picture?
70.2.1 Range and duration cannot be extended beyond Moon without raw Vis for formulaic spells, and cannot be extended at all when casting spontaneous spells.
72.1.1 Targeting score is: Per + Finesse + spell aiming modifier + die roll and must exceed targeting difficulty. This is a good aiming chart. Note that Sight range is farther than 200 paces. Interestingly, the writer could have simply told us to subtract size from the targeting ease factor. It would have merited a note either way, as the same people who do not know what absolute value means would not understand that either. A simple way to achieve the correct result is to add the target's size to the targeting roll, eliminating the odd math.
72.2.3 This rule once again can lead to some interesting interpretations. An Incantation of Lightning spell can be resisted, but a small rock teleported into a target's head could not, as it is natural and not magically formed. Sucks to be you, and don't it just show that player created spells are innately superior to book spells. Rego Terram, anyone?
73.1.5 In some cases it still makes sense to protect people with your parma even though your level of parma is lower than 4. Your Form bonus plus a die roll always applies with no penalty to all protected by your parma.
73.2.3 Concentration rolls are really pretty realistic now. Note that you use only the highest distraction, so a running wizard who dodges a mace blow to the head unsuccessfully, taking damage and being jostled and knocked down because of the sudden flash of light he sees as his skull is caved in partially, receives a distraction ease factor of +15, not +72 as might be expected. (So, is the +15 from dodging or getting hit?) Note also that failing a concentration roll adds a botch die to the spell, and if you botch concentration it automatically causes you to tire one fatigue level.
75.1.2 Mastered spells receive a +1 to concentration rolls.
75.1.4 You may multiple cast a single mastered spell if stress + finesse + Int - number of spells cast is 9 or greater. If it is less than nine, all attempts fail. If a 0 is rolled, roll one botch die for each spell being attempted, and treat the botch as a Rego Vim Botch. (Twilight, anyone?) This is the logical result of loosing control of multiple spells in the power summoning portion of the magic phase.
75.1.5 Each multiple cast spell must be rolled for separately, subtracting the total number of spells being cast from all spell totals. Note that spells cast are simultaneous, not sequential, so if a mage attempted to cast 6 spells at once, succeeded in his multiple cast roll, but failed all 6 spell rolls, he would tire 6 times. It is very strongly recommended that multiple cast spell casting rolls be stress, and that one additional botch roll be required for each spell after the first attempted.
76.1.4 Note that a Silent Magic, Subtle Caster (or anyone willing and able to take the relatively minor penalties for using neither words nor gestures will be able to cast spells basically immune to fast cast defenses. These abilities, coupled with a tricky Mundane-rock-teleported-into-the-target's-head spell that avoids parma, can make an otherwise weak mage extremely deadly, especially to other magi. Sure, the target could guess at the fact that you are casting a spell, and guess at the form and technique, bur introducing yourself as Gasolineus of Flambeau will pretty well negate any chance of the poor guy picking Rego Terram as his fast cast defense.
77.1.2 Note that there is no mention of Verditius magi being unable or required to use spell foci other than in situations where all magi must use the required foci.
77.2.1 The total number of pawns of Vis used in casting a spell cannot exceed the higher of either the form or technique score, and the amount of either type of Vis cannot exceed the total for that art score.
77.2.2 The maximum amount of raw Vis that can be expended in a season is Vim + Magic Theory.
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Updated: 20 June 1999 |