Detailed Character Creation (How To) - Magi
Posted: Wed Mar 27, 2013 12:37 pm
If anyone wants to try this game but does not want to go through the detailed character creation then PM me. Send me a description of the type of mage you want and I'll put together a character for you.
Let's start with the most complicated of the types, the magus...
Step 1: Pick a character concept. I've never been sure why they put this first (maybe they mean pick a character type, we are working on a magus). I've found that the concept will begin to reveal itself some time between step 2 and 8, so ignore this for now.
Step 2: Pick a House of the Hermetic Order. (pg 11-12 of the 5e book)
House Bjornaer:
Magi of this house are shapeshifters and are concerned with beasts and the animalistic side of humans.
Benefits...Hearbeast Virtue, and Heartbeast Ability with beginning score of 1. This allows you to take the form of a single mundane creature.
House Bonisagus
The most prestigious of the houses founded by the inventor of the Hermetic theory of magic who masterminded the formation of The Order. The house is divided into researchers and politicians.
Benefits...Puissant Ability virtue. Give a bonus to Magic Theory ability for researchers or Intrigue ability for politicians.
House Criamon
Members are known to mark their bodies with arcane symbols. They are philosophers that seek the "Engima". A mystical experience that they hope will help them understand the true nature of magic itself.
Benefits...The Enigma virtue, and Engmatic Wisdom ability with starting score of 1 (pg 92). This gives you a bonus to understanding dreams, riddles, and mysterious situations.
House Ex Miscellanea
A large and diverse house of magi from many different traditions. They accept anyone. Not all members practice fully hermetic magic.
Benefits...A free minor hermetic virtue, a free major virtue (non-hermetic), and a required major hermetic flaw (free).
House Flambeau
Magi of this house specialize in fire magic and spells of annihilation. They are aggressive and militant.
Benefits... Puissant Art virtue in either Ignem or Perdo arts
House Guernicus
The magi of this house are investigators, lawyers, and mediators. They are the judges of the Order and bring cases against those who break the Code of Hermes.
Benefit...Hermetic Prestige virtue
House Jerbiton
Made up of nobles, scholars, and lawyers. The magi of this house are concerned with the mundane world and maintaining relationships between the Order and the Nobility and Church. They tend to have the Gentle Gift virtue.
Benefit...A minor virtue relating to scholarship, arts, or mundane interaction.
House Mercere
Messengers of the Order also known as Red Caps. A small percentage of the members have the Gift. Most cannot wield magic but are considered Magi of the Order none the less.
Benefit...Puissant Art virtue, in the Creo or Muto arts. (Note un-gifted red caps are created as companions.)
House Merinita
Magi of this house focus on faeries and their realms.
Benfit...Faerie Magic (pg 92) This gives you access to special ranges, durations and targets for your spells. Targets such as all members of a bloodline, ranges like anyone or thing on the same road or path as you, and durations like the spell taking affect if a bargain is broken, etc.
House Tremere
A hierarchical and disciplined house, run like the military with a clear chain of command and authority. They specialize in magic duels called "certamen".
Benefit...Minor Magical Focus virtue in Certamen
House Tytalus
Magi of this house thrive on conflict and challenge of any sort. They are perpetually testing the strengths and weaknesses of others.
Benefit...Self Confident virtue. This lets you start with 5 confidence points instead of 3 and can spend 2 at a time. The points can be spent to get a bonus on most die rolls.
House Verditus
The magi of this house specialize in the crafting of enchanted items.
Benefit...Verditius Magic (pg 92) This gives you bonuses in the magic item creation process.
A chart listing the benefits of each house is on page 30 of 5e book. Benefits are free and do not count against your available points at character creation.
I encourage you to read more about the houses in the rule book. It contains more info than I can provide here in my summary.
The sites below can provide a lot of valuable information.
http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki
http://www.redcap.org/page/Main_Page
Let's start with the most complicated of the types, the magus...
Step 1: Pick a character concept. I've never been sure why they put this first (maybe they mean pick a character type, we are working on a magus). I've found that the concept will begin to reveal itself some time between step 2 and 8, so ignore this for now.
Step 2: Pick a House of the Hermetic Order. (pg 11-12 of the 5e book)
House Bjornaer:
Magi of this house are shapeshifters and are concerned with beasts and the animalistic side of humans.
Benefits...Hearbeast Virtue, and Heartbeast Ability with beginning score of 1. This allows you to take the form of a single mundane creature.
House Bonisagus
The most prestigious of the houses founded by the inventor of the Hermetic theory of magic who masterminded the formation of The Order. The house is divided into researchers and politicians.
Benefits...Puissant Ability virtue. Give a bonus to Magic Theory ability for researchers or Intrigue ability for politicians.
House Criamon
Members are known to mark their bodies with arcane symbols. They are philosophers that seek the "Engima". A mystical experience that they hope will help them understand the true nature of magic itself.
Benefits...The Enigma virtue, and Engmatic Wisdom ability with starting score of 1 (pg 92). This gives you a bonus to understanding dreams, riddles, and mysterious situations.
House Ex Miscellanea
A large and diverse house of magi from many different traditions. They accept anyone. Not all members practice fully hermetic magic.
Benefits...A free minor hermetic virtue, a free major virtue (non-hermetic), and a required major hermetic flaw (free).
House Flambeau
Magi of this house specialize in fire magic and spells of annihilation. They are aggressive and militant.
Benefits... Puissant Art virtue in either Ignem or Perdo arts
House Guernicus
The magi of this house are investigators, lawyers, and mediators. They are the judges of the Order and bring cases against those who break the Code of Hermes.
Benefit...Hermetic Prestige virtue
House Jerbiton
Made up of nobles, scholars, and lawyers. The magi of this house are concerned with the mundane world and maintaining relationships between the Order and the Nobility and Church. They tend to have the Gentle Gift virtue.
Benefit...A minor virtue relating to scholarship, arts, or mundane interaction.
House Mercere
Messengers of the Order also known as Red Caps. A small percentage of the members have the Gift. Most cannot wield magic but are considered Magi of the Order none the less.
Benefit...Puissant Art virtue, in the Creo or Muto arts. (Note un-gifted red caps are created as companions.)
House Merinita
Magi of this house focus on faeries and their realms.
Benfit...Faerie Magic (pg 92) This gives you access to special ranges, durations and targets for your spells. Targets such as all members of a bloodline, ranges like anyone or thing on the same road or path as you, and durations like the spell taking affect if a bargain is broken, etc.
House Tremere
A hierarchical and disciplined house, run like the military with a clear chain of command and authority. They specialize in magic duels called "certamen".
Benefit...Minor Magical Focus virtue in Certamen
House Tytalus
Magi of this house thrive on conflict and challenge of any sort. They are perpetually testing the strengths and weaknesses of others.
Benefit...Self Confident virtue. This lets you start with 5 confidence points instead of 3 and can spend 2 at a time. The points can be spent to get a bonus on most die rolls.
House Verditus
The magi of this house specialize in the crafting of enchanted items.
Benefit...Verditius Magic (pg 92) This gives you bonuses in the magic item creation process.
A chart listing the benefits of each house is on page 30 of 5e book. Benefits are free and do not count against your available points at character creation.
I encourage you to read more about the houses in the rule book. It contains more info than I can provide here in my summary.
The sites below can provide a lot of valuable information.
http://arsmagica.wikia.com/wiki/Ars_Magica_Wiki
http://www.redcap.org/page/Main_Page