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13

You walk into a giant cave, floored with clouds. There is a single golden platform, floating in the sky near the precipice you stand on, like a boat docked on the shore. Engraved on it is the arcane rune XIII. A short distance further you see your destination: another platform extending out into the clouds. The platform is large enough for ...


13

In 5th edition, it's fairly simple. Rego moves matter around. This includes splitting stone (not perdo, as you're not destroying, just rearranging and moving. You're also not changing the nature of the stone, so not muto). The following are from the Covenants book and a few other official books. Check the spell index for references. As per crafting with ...


12

Without Vis means that instead of magically creating the paper/parchment and ink, you need to supply it yourself. As for the spell, there is a spell in the True Lineages book we can use as basis: Exactly to scale True Lineages, Page 139: Exactly to Scale Rego Aquam, Requisite Mentem, Level 10 Draw a picture of the magus ideas. Requires ink ...


11

In Mysteries Revised there is: A path to immortality called living ghost (IIRC) which is obviously relevant to necromancy There is also the spirit familiar virtue which can be appropriate for ghosts. Hermetic empowerment, which is a virtue that allows you to trap a spirit in an enchanted device and use it to power ritual effects (ritual effects in an ...


10

Few techniques I regularly use in my game. GM/spymaster techniques first: Recursion 2+ - thats what you already did. The wealthy rarely sent some of their men to make the crime, but they hired a spy or assassin. Even wealthier hired their spymaster, who hired spies or assassins for certain tasks. Since link between a lord and his spymaster is secret itself, ...


9

The average mage doesn't write books considered the learning book every covenant should have. The books, that are copied and are considered standard were surely written by mages with virtues, which makes them great bookwriters / experts in one form / technique. So we have virtues like Good Teacher (+3 to book quality), Affinity to Art, Study Bonus etc. to ...


9

This is absolutely up to the GM. If it is possible at all, it should be a Hermetic Breakthrough. The impact of the gift is one of the essential sliders the group (and the storyguide, depending on how you all share power) has over the impact of companions. In traditional games, it is due to the social penalties of the gift that companions are given much ...


8

Well, officially, I can't think of one. However, let's build you a table. Step One - look at what's most likely covered. Arts: 5 techniques: Creo, Rego, Muto, Intellego, Perdo 10 forms: Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim. Abilities: Talents: Finesse, Penetration Skills: Certámen, Parma Magica Knowledges: ...


8

There is no list, Tyrell is correct. Timothy Ferguson (who wrote that section of the book).


7

In the Parva Naturalia, from pages 286 onwards, Aristotle discusses the various theories of respiration. His theory is that the lungs work to cool an organism and counteract the heat generated by the Fire/Soul that keeps a living creature moving. If you can't breathe, you heat up, until eventually you die. So, to suffocate this poor mage, you need to ...


7

Time to break out the pot still... There is a very simple home brew solution to this, actually. A few years back, White Wolf bribed/convinced/invited Monte Cook to write a D20 version of the World of Darkness. The product, unoriginally, was called "Monte Cook's World of Darkness". Why you should care about this, though, is in the history of the World of ...


6

Intellego Vim spell guidelines mention this in the (badly layed-out) text, though not in the table of effects (emphasis mine): Magic items cannot be investiged with simple magic spells. Investigation requires that you spend at least one season in the laboratory to discover what magic an enchanted item contains. A spell will suffice to tell you that an ...


6

MuCo is absolutely the right Art. MoH has a Base 5 guideline the does exactly what you request. To find the base, we'll start with the core book to see if there are any appropriate bases listed. There are not, though this is in many ways analogous to "Base 10: Turn a Human into a Land animal." To continue our practical search (we'll get to theoretical in a ...


6

The base effect for controlling wood (ReHe) is level 3. However, since this effect requires precise control, ability to carry a person and a reasonable speed, I guess it should be higher. I would look at the CrAu flying spell, Wings of the Soaring Wind, for guideline, as I don't think a similar effect should be much easier. That spell is base 5, plus 2 ...


6

You could cheat: ask what the character is looking for, make them roll $skill. If the request is infeasible, no matter the roll nothing is found. If the request is feasible and the roll fails, they find nothing. If the request is feasible and the roll succeeds, they find a tome containing the information. If a critical is rolled, some information comes ...


6

Coming at this as a GM, not bothering to look it up, based upon my knowledge of 3rd ed... You need to be able to cut stones - perdo terram, probably about 15-25, with the possibility of a rego and/or intellego requisite. You need to be able to move those stones - rego terram, probably about the same level. You want to make them into a castle: difficulty ...


6

The balancing factor of this would normally be the age of the NPC teacher. The older the NPC, the higher their skills, but the sooner they will have to start making those winter aging rolls and the sooner they will die (unless you invest in making them a longevity potion). Ars is built around the concept of long running (in terms of game time) campaigns ...


6

GURPS This is a perfect application for GURPS. You want: A magic system similar to Ars Magica A more robust combat system GURPS delivers on both fronts. Flexible Magic GURPS has had options for flexible, improvisational magical systems since 2nd edition. I don't have my books with me at the moment, so I can't tell you if the Ars-like system is in the ...


5

I think you underestimate the level of art scores achievable by magi in this game. I'll give a back of the napkin style calculation of where I expect them to be. For these “standard of the order” books we’d expect them to be written by notable experts in the field. With standard longevity rituals using optimized labs, assistance in the laboratory, someone ...


5

I'm using Ars Forth Edition for this for page references, as I don't have 5th - but the spells and principals hold for fifth as far as I know. Making a full sized zoo is much too big, let's make a mini-zoo! Beast of Outlandish Size (p 109) is the key spell for this, it's level 15 and, helpfully has a duration of Inst when Vis is used, so permanent tiny ...


5

It was the intention of the authors to leave space open for PC's to write a book so good it became the preferred primer (and getting the word out about your book would be a good hook to hang stories on). To do this they choose to leave the arts that have been covered undefined. I'm fairly certain that this was written on the official message board someplace ...


5

The answer you're looking for is partially found in HoH:Societates in the Jerbiton chapter, page 60, "the creation of beautiful things." Your guidelines above are wrong, as they do not account for the difficulty. First: When creating artificial objects, the same level of Finesse is required as when using Rego to make them from raw materials. ...


4

Magic in Ars is inherently non-intelligent, meaning that your steps will have to be guided by the magus. A useful approach will be to construct a set of spells which are cast one after the other to simulate the work that a crew of mundane masons and builders could do. thus the mage will still need to construct a floorplan, and know something (have a skill ...


4

In regard to the limits of magic vs necromancy, that is where the discovery rules can be used to circumvent or edge away from Hermetic limits. That said, the only two real limits I see as being present are the restoration of fatigue levels (energy) and the limit of the Divine (see the Ars base book). Your real limiting factor will be duration of the effects ...


4

System One possibility I have just thought of is that in previous editions, one of the standard twilight effects was called "Increased Understanding". Instead of a Magus being only able to write 1/2 their level, it would allow then to write 2/3 (or 3/4 etc. if gained multiple times) and it explicitly mentioned that some of the greatest books of the Order of ...


4

Yes, by a strict reading of the math in the excerpt, Level 5, Quality 20 is within the limits in the brackets. To get the upper Quality limit of 22, you can't make Level higher than 4. At Level 8, the maximum Quality is 11. Between Level 5 and 8 each level you go up reduces the maximum Quality by 3.


4

This problem needs to be looked at from a magical and non-magical standpoint. Let's look at the easier one first. For non-magical investigations, the ability scores of both GUMSHOE and Ars Magica are comparable (although the latter tend to be higher). You could simply say that all abilities are Investigative. So that if a PC has a relevant skill, core clues ...


4

The passage you cited makes no mention of rolling, only that the magus with Limited Magic Resistance has a Form which does not increase his Magic Resistance against relevant spells. Per ArM5, p. 85: Hermetic magi have a base Magic Resistance equal to their score in the Form most applicable to the spell cast. Further down the same page: The Parma ...


3

Yes, Program your own google spreadsheet. Inspired by Aramis's answer, I created a spreadsheet which, following the writing rules in the book, and a weighted random distribution (to reflect the region), generates an arbitrary number of books according to the rules in the Covenants book post-errata. Nothing especially tedious, except managing the weighted ...


3

An immortal teacher with Teaching 8 and 12x abilities at 5 or higher is somewhat broken. If the player created this you would be well within rights to veto it down to a level which is moderate for the balance. Or: as I assume this forest is an NPC, then the characters might not find that they get free teaching without participating in stories which better ...



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