Ars Magica Rules Primer

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Bhart
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Ars Magica Rules Primer

#1 Post by Bhart »

I'll post some basic explanations of the key rules and terms used in the game. Hopefully this can help get new players up to speed quicker than reading the book.

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Re: Ars Magica Rules Primer

#2 Post by Bhart »

Die Rolls
Ars Magica uses a d10. There are 2 types of rolls, the simple roll and the stress roll.
Simple roll: Generates a number 1 to 10, just like the standard 1d10 in D&D.
Stress roll: Result of 1 means you roll again and double the result. If you roll 1 again repeat rolling and doubling until you stop rolling 1.
Result of 0 means a possible botch, roll again. Roll another 0 and something bad happens. In difficult situations there may be multiple "botch dice" rolled. The more 0's the worse the botch is.
Result of 2-9 take the face value of the die.

Die rolls are usually Characteristic + Ability + Die Roll against an Ease Factor. This should sound familiar to any one who has played a d20 RPG.

Terms
Characteristics: Equal to Ability Scores in D&D (more accurately ability score modifiers) Scores can range from -3 to +3 with 0 being average. Some flaws and virtues can extend this range.

Abilities: Similar to Skills in D&D. Some abilities can not be learned unless you have a virtue granting it. You can raise your scores in abilities by applying experience points to them. Some abilities can not be used un-trained. They are marked in the book with an asterisk.

Virtues and Flaws: Similar to D&D feats, social status, and class abilities all rolled together. There are a lot of rules around which virtues and flaws are available to which character types (magi, companion, grog). I try to explain these guidelines in each of the character creation sections.

Reputations: Seem self explanatory. They change over time based on your actions. They determine who has heard of you, what they heard, and if it was good or bad.

Confidence: These points can be spent to modify die rolls after they were cast. 1 point gives a +3 bonus. Once a point is spent it is gone forever. New points are awarded by the GM during play. Everyone starts with 3 points and a score of 1. Your score dictates how many points can be spent at a time. Your score can rise through long term experience or virtues.

Decrepitute points: You accumulate these through aging. Reach 5 points and you're worm food.

Warping: It is a side effect of living in a strong magical aura or being subjected to it's effects. The more you are around magic and subjected to it the more this total increases. The points accumulate to raise your Warping Score. As your score rises you acquire more flaws and increase your chance of entering Wizard's Twilight.

Wizard's Twilight: A reaction to warping that is unique to Hermetic magic. Magi with low warping scores usually go into a brief coma like state. Magi with high scores can physically disappear into the twilight void for long periods of time, sometimes forever. If the magus can comprehend the experience the effects are good, resulting in a new virtue, spell, or knowledge.

The Gift: The capacity to work magic. 1 in 10,000 people are born with the ability to use magic. It causes a strong emotional reaction of distrust, suspicion, and unease in others. Mundane animals will avoid the gifted individual. The effect only takes place if the gifted come to the attention of a person. Passing by in a crowd would not trigger the reaction.

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Re: Ars Magica Rules Primer

#3 Post by Bhart »

The Hermetic Arts
These are the 5 techniques and 10 forms that work together in spell casting.

Creo - I create
Intellego - I perceive
Muto - I transform
Perdo - I destroy
Rego - I control

Animal
Aquam - Water
Auram - Air
Corpus - Body
Herbam - Plant
Ignem - Fire
Imaginem - Image
Mentem - Mind
Terram - Earth
Vim - Power

You combine one technique with one form to cast a spell, your score in each art is figured into your casting total. A magi starts with a 0 in all arts and starts with a pool of points to buy higher scores. The character can also buy scores in the arts as he gains experience.

Casting Spells
Spells have a technique, form, and level. The technique and form determine the kind of effect and the level determines how powerful it is.

Casting rolls are usually, Technique + Form + Stamina + Aura Modifier (if any) + Die Roll vs Spell Level.
If the total equals or exceeds the spell level = spell is successful with no ill effect to caster
If the total falls short by 10 or less = spell is successful and caster looses a fatigue level
If the total falls short by greater than 10 = spell fails and caster looses a fatigue level

Spell Types
There are 3 types of spells Formulaic, Ritual, and Spontaneous. Ritual and Spontaneous slightly modify how the casting total described above is calculated.

Formulaic: This is the type you are most familiar with in D&D. These spells are tried and true formulas written in books and studied by the Magi. They are dependable and easy to cast. That is where the similarity ends. Formulaic spells are not "forgotten" like they are in D&D. A magi can continue to cast until he falls unconscious from fatigue.

Spontaneous: These are spell effects that you dream up on the spot. They are much hard to cast at the same level of power as formulaic spells. A set of guidelines are used to set the spell level based on the effect. Your casting total is divided by 2 or 5 depending on if you choose to push yourself and sacrifice a fatigue level.

Ritual: These are bigger more complex spells that will not come into play until later.

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Re: Ars Magica Rules Primer

#4 Post by Bhart »

This is a recommended reading list from the primer on Project Red Cap's site...
http://www.redcap.org/page/Welcome_to_Ars_Magica
Here is a quick "recommended reading" list of what is critical to read from the core Ars Magica Fifth Edition book before playing:
Introduction, p. 4-7 (basic ideas, and die rolls).
The glossary on p. 8 is also recommended.
The Order of Hermes, p. 10-16 (the Houses of Hermes, the Hermetic Oath and its various ramifications, and the concept of covenants). The history of the Order (the beginning of the chapter) is of lesser importance. If you choose to play one of the Mystery Houses, you should also read on the relevant Mystery (see p. 91-93).
You may also want to read the specific spells you know in the Spells chapter.
Character Types and Basics, p. 17-18.
Character Templates (p. 20-28) is needed for quick character generation, and much more for detailed character generation.
Abilities, p. 62 (the basic rules).
The ability list itself (the rest of the chapter) is only optional reading - the abilities are mostly self-explanatory by name.
Hermetic Magic, p. 85 (The Gift), the Hermetic Arts (p. 77-79), Raw Vis (p. 80), Casting Spells (p. 81-82).
Combat, wounds, and fatigue (p. 171-180)

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Re: Ars Magica Rules Primer

#5 Post by Bhart »

Combat
Combat is not too complicated, still I'll do my best to keep it simple. :)

Combat begins with initiative rolls. Highest number goes first and this order is maintained for the duration of the encounter (The roll is made only once). Your die roll is modified as follows... Quickness + Weapon Initiative Modifier - Encumbrance

The attack rolls are opposed by defense rolls.
Attack: Dexterity + Combat Ability score (e.g. Brawl, Single Weapon, Bow, etc.) + Weapon Attack Modifier + Die roll (stress)
Defense: Quickness + Combat Ability score + Weapon Defense Mod + Die roll (stress)

The totals are compared. If the attack roll is equal to or less than the defense roll then it's a miss. If the attack roll exceeds the defense then it is a hit. The number of points by which attack exceeds defense is called the Attack Advantage.

Damage is not rolled but calculated as follows...
Attack Advantage + Strength + Weapon Damage

Damage is reduced by Soak which is calculated as follows...
Stamina + Armor Soak Modifier

Damage - Soak Total = Damage Total

The Damage Total (i.e. the amount by which the attacker's damage exceeds the defenders soak value) determines the severity of the wound. (wounds are covered below)

That's the basics of it. There are some more advanced options available to you, but we will go over them later.

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Re: Ars Magica Rules Primer

#6 Post by Bhart »

Fatigue
Most characters have 6 fatigue levels. They are as follows...
-Fresh
-Winded
-Weary (-1 penalty to all rolls)
-Tired (-3 penalty to all rolls)
-Dazed (-5 penalty to all rolls)
-Unconscious

You can move down (loose) a level by performing various strenuous activities, including spell casting. Each level can be lost as either short or long term fatigue depending on how you lost it. Short term can be recover with short rests and long term requires sleep.

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Re: Ars Magica Rules Primer

#7 Post by Bhart »

Wounds
Damage is not subtracted from a pool of HP as it is in D&D...

The total damage received from a blow determines the severity of the wound. Damage ranges listed are for an average sized character (size 0).

There are 5 wound levels
Light = 1-5 dmg
Medium = 6-10 dmg
Heavy = 11-15 dmg
Incapacitating = 16-20 dmg
Death = 21+ dmg


A character can accumulate an unlimited number of wounds. Each wound carries a cumulative penalty to all rolls, including defense.
Light = -1
Medium = -3
Heavy = -5
Incapacitating = Character cannot take actions.

As a combatant accumulates more and more wounds their defense rolls drop (due to penalty). Their opponent is able to exceed their defense by higher and higher totals until they are able to deliver an incapacitating blow or death blow.

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Re: Ars Magica Rules Primer

#8 Post by Rodriguez »

Non-Lethal Combat question: Can the accumulated grapple-strength be "cashed out" for damage or a special effect?

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Re: Ars Magica Rules Primer

#9 Post by Bhart »

Rodriguez wrote:Non-Lethal Combat question: Can the accumulated grapple-strength be "cashed out" for damage or a special effect?
I'll say yes for now. I'm curious to see how it plays out.

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