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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

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

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

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. ...


3

A good resource for building magi at various power levels is the Magi of Hermes book from Atlas Games. It presents fifteen Magus characters, with backgrounds and story hooks, but also fully statted at several points in their life: right after their Gauntlet , 15 years later, 30, 60 or 75. It's both a good source of powerful NPCs and a good template for ...


3

The Gift's essential nature should be a group decision As you mention in your question, it can be argued that the nature of a magus' gift is a part of his essential nature, and not something that can be changed, even via breakthrough. This is a matter that your group should agree on before embarking on what is possibly several years' worth of research. You ...


2

There are many layers to the idea of using fast-cast spells in ArM5 and the rules are unclear. This has led to many discussions on the official forums as groups seek to clarify. I didn't like the outcomes of that discussion so didn't commit it to memory. instead here is how I thought the rules should be used: The base answer is that the rules allow for a ...


2

That rule is correct to RAW, and has worked without issue in play for my groups in the past. Your third dot point is wrong because of the skills involved. Note the additional notes about how a book may become corrupted due to the scribe not having the appropriate skills needed to comprehend the language the text is written in, or the subject matter of the ...


2

Unfortunately, these two sets of rules aren't compatible and you should use your conservative assumption. For book writing rules, especially from covenants, many of the assumptions of difficulty and rarity simply do not make sense in context of the other books. The short answer is that it is a lot of work for a sub-par Tracticus. The trick is, that it's a ...


2

To begin with some quotes: RoP:D, p10 has this to say about Dominiating Divine Auras: More so than other auras, the Dominion regularly conflicts and challenges the auras from other realms. During the expansion of Christianity, Islam, and the kingdom of Israel, the Dominion abutted and pressed against Magic and Faerie auras. Due to the purpose ...


2

For a depressingly pragmatic reason: no one else cares and magi are incredibly selfish. Bonisagus Bonisagii tend to be the ones who get credit and status from sharing their research. Therefore, there's a self-perpetuating cycle where the participants in the exercise are those who derive value from the exercise. While normal magi are nominally willing to ...



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