Ars Magica is a role-playing game set in Mythic Europe, an idealized (or quasi-historical) version of Europe around 1200 AD. The game revolves around magic-using wizards and their allies. The game was originally developed by Jonathan Tweet and Mark Rein·Hagen in the late 1980s.
Ars Magica was one of the first examples of a Troupe system: early editions intended that the players collaborate to create the campaign world and story. Each player would have an opportunity to be the Story Guide, and each player would have more than one character, so that if they felt their main character would not go on an adventure (for example, if they were busy with their research) a secondary character may be used. Troupe play has been de-emphasised in recent editions, however, and in the latest (5th) edition of the game is relegated to an optional play style described at the back of the book. Many "troupes" opt for a more traditional system with a single story guide, or have one player be the "Alpha" story guide with responsibility for the overall plot, and a few "Beta" story guides who run side-adventures.
In order to get an "authentic" feel from having such a historical setting, the game uses medieval Latin for a number of key terms.
The 5th edition was released by Atlas in 2004, including extensive changes to the system, especially the combat system and character creation. Ars Magica 5th edition won the Origins Award for Best Role Playing Game of 2004.
Many characteristics of the later Storyteller system developed by White Wolf can be traced to Ars Magica (and the fact that both Ars Magica and the Storyteller system were both developed by the same person); White Wolf's The Ascension was envisioned as "Ars Magica in the Modern World," and many of the changes in Ars Magica's 3rd edition were introduced in order to make the game-worlds more compatible.
Player characters take on the role of both a Magus (or if female, Maga), a Latin word meaning "Wizard", and of a Companion, otherwise called "Consors". Companions are select skilled non-magi (warriors, foresters, castellan, and so forth) who help wizards conducting their affairs, as Magi tend to be distanced from "mundanes" due to their study of magic. Additionally, there are a number of Grogs (skilled peasants) who can be controlled by any player. The wizards live clustered in specific citadels (called Covenants), which are often built in places of power. Covenants are the home base for the Magi (plural for Magus), but the magi tend to roam the Magical Europe for their adventures. Some sources for the game consider the covenant to be the central character of the gameCovenants section of the Ars Magica FAQ.
Mages belong to one of the houses of the Order of Hermes, a society founded by the wizard Bonisagus, who created a consistent way to describe magic allows Magi to share information, and the Parma Magica, a magical shield which allows Magi to trust one another (somewhat). Mages from outside the order must join or die, though the Order doesn't insist that mages present both options.
The Order is divided into Tribunals, which each administer a large country-sized region of Mythic Europe. Once every seven years, the mages within a Tribunal area stage a meeting, also called a Tribunal, where new mages are presented to the order and the Quæitores judge disputes which cannot be resolved within a covenant. Once every 33 years, each Tribunal sends a representative to a Grand Tribunal.111
Additionally, a "Realm of Reason" appeared in the 3rd edition, Reason was associated with scepticism and scholarship, and its "rational" aura alleviated the effects of the other four realms. This was a highly controversial inclusion, and was perceived as part of an attempt by White Wolf to make Ars Magica the backstory for their World of Darkness roleplaying games; neither the 4th nor the 5th edition of the games has included the realm of Reason, and all references to it have been stricken from the canonical setting.
The focus of the game is the magic system. There are 15 Arts divided into 5 Techniques and 10 Forms. The Techniques are what one does and the Forms are the objects one does it to or with. This is sometimes called a "Verb/Noun" magic-system. The Arts are named in Latin.
The Techniques are named after the corresponding first-person singular present tense indicative mood Latin verb.
The Forms are named after the corresponding singular accusative Latin noun.
Thus, Creo Ignem spells create fire (and the normal effects of fire, such as heat or light);. a Perdo Ignem spell may drop the temperature in a room. A typical Perdo Imaginem spell is granting invisibility to the caster by making one's image disappear. Rego Aquam could turn water into an unusual, but natural form (e.g. creating a pillar of water), while Muto Aquam could turn change the nature of water into, for example, oil or wine. An Intellego Mentem spell may permit the caster to understand any language; and so on... A mage's skill when casting a spell is the sum of their scores in the appropriate technique and form.
If a spell involves more than one technique, or more than one form, this is known as a requisite; The lowest technique and form are used. For example, turning a person to stone would involve Muto, Corpus and Terram; The player would add the character's Muto score to the lower of their Corpus and Terram scores.
By combining these techniques and forms, the magi may achieve any effect and spontaneously cast a spell with that desired effect. However, there are often severe limits to the level of power a magi can generate by casting spontaneously, and so he may also choose to learn a spell with that desired effect.
Magic is treated in this game-system as a serious object of study: Magi are supposed to spend a long time in their laboratories, preparing new spells and potions, and increasing their knowledge of the Arts. The game system provides rules for magical research on a timescale of 3-month seasons.
Ars Magica | Origins Award winners
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