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15

Long time player of ArM5 here, with my recollections: 3rd edition to 4th The largest differences are those not listed on page 262 of ArM4 Core. The publisher changed from White wolf to Atlas and therefore the fundamental assumptions behind the game changed. Mechanical The largest change, in my opinion is that ArM4 has "spell boosting" where you can burn ...


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 ...


11

The key word is meddling. It only counts as meddling if you get caught. Just like the rest of the oath. House Jerbiton has always had problems with that clause of the oath. Much like how Merinita has had problems with the precise definition of "molestation" vis a vis the fey. First. The Jerbs are more than meddlers. They appreciate beauty, scholarship, ...


6

The solstice or equinox marks the start of the season. This is almost certainly due to the fact that yearly rituals expire at one of these turning points of the year, and there is no reason for magi to have multiple measurement systems (except for the crazy astrologers who can get more accurate time from the stars). Page 48 of The Mysteries (Revised ...


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

Magic can help you more than one way. Most trade was done via ships and weather and banditry were the most common cause of lose of cargo. A mage would make a formidable asset to any merchant ship. However, your mage might not want to travel far away from his Covent. You could bind wind to the sails of your ship. Make sure its hull is never clogged or ...


6

As a general rule, (at least in 5th, but to my knowledge this hasn't changed) +1 magnitude increases the "damage" done by one "step." This is similiar to how PeCo does direct damage, and how the target guidelines for calculating the base size of something (or increasing the complexity of the effect) are calculated. Thus, a +5 damage CrIg "here, have some ...


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 ...


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

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

Escalation will definitely impact the games flavor a lot. Maybe talking - physical - fighting to injure - fighting to kill. Or talking - physical - hand weapons - swords. I've played hacks that put the sword in the place of the gun (with the extra d4 and at the top of the escalation ladder). it was the premiere piece of killing technology for a long time, ...


3

There is a spell in Art & Academe (page 32) that seems perfect for your needs, and a better version of your fourth option: Look at Me CrMe 15 R: Sight, D: Mom, T: Ind This spell creates a thought in the imagination of the target, causing him to look directly at the caster even if the caster has not been previously noticed by the ...


3

The secrets of success of a merchant in circa 1200 AD Europe is much the same as that of an "import/export business" now - buy low, sell high. Its simple in principle, but it's the "how" that makes for a good story. Work The Supply Chain A classic example is getting to know people who don't realize the true value of what they have. Let's say you get ...


3

The short answer it is about who you know. The focus of a would be merchant prince is learning what a person can make or provide and what they want in return. The goal is to have enough of a relationships that they will give you the "in" before anybody else. Then to have enough relationships to start making connections and thus profit by trading. The way ...


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 ...


3

I believe that the answer to all yours questions is "Yes". Imaginem is about perceptions, including tactile/haptic sensations. The 5th edition Houses of Hermes: Societates book devotes a chapter to illusions and senses and the medieval concept of Species (SPECK-ee-ays, more or less), which are particles that convey sensation. Look at these two Imaginem ...


3

In addition to other changes already mentioned: A big mechanics difference between 4th and 5th ed was a widespread 4th ed house rule was made official, which is that the roll to penetrate magic resistance went from casting total + penetration > MR, to to casting total + penetration > MR + spell level. This made confrontations between magi and magical ...


3

When thinking about these things, it seems important to note that Ars Magica is generational, story-driven game featuring multiple characters per player and does not feature much in the way of game balance. I took a quick look and couldn't find anything that seemed to expand on that formula. What I would recommend for dealing with this sort of issue, is the ...


3

The experience rules are intended to be an abstraction over a longer period of time than exactly one season per XP bundle. For the most part, the seasons are just a way to bucket your learning into manageable chunks rather than doing XP by the day or week. A season spent practicing laboratory work would be spent making sure you can accurately measure ...


3

I like Jason's suggestion of swords as the highest level of escalation. Drawing a sword has similar symbolism to drawing a gun. That way, the four levels are: Social, Physical, Hand-to-hand, Swords If you want something more complex, try splitting Social into Peaceful and Angry. That escalation, from Peaceful to Angry, doesn't matter in Dogs, but it's ...


2

By the rules as written - Use either Lab activity or practice; not both. I've found that exposure is enough in terms of bonus to lab activity. Allowing practice at the same time is too much, and raises the question on how the mage is able to do that. You could always add XP incentives to stories so that they are sought out more.


2

Blergh. I don't like Aristotle. First! Some of the names are not good names, because they don't fit their descriptions. I'm going to be using different names that imo make more sense. Here's a handy reference: What I call Perception they call Common sense What I call Working memory they call Imagination What I call Instincts they call Estimation Memory ...


2

Would a metamagical spell to switch Eye for Touch be a superficial change to a spell? Perhaps. It can't be harder than switching to an increased range. If you're using Fourth Edition, range "near" would be almost as good as sight and be a smaller boost. If you're using Fourth, have you house ruled PeIm spells, or is invisibility still exceptionally easy? ...


1

Touching Fire is not Being Burned No, no, and yes, respectively. For the pain, obviously, your flesh is not being seared or punctured - you'd feel a liquid, more or less viscous than water, maybe it has little bubbles or something. Your body has to actually be harmed before you 'touch' pain. Note that the sensation of touch is not the same as actually ...


1

You could also rule that the forest would only teach characters that met a minimum Forest Lore (Guardians of the Forests - The Rhine Tribunal book) score, and that it would only teach during specific seasons and only 1 or 2 characters at a time. Or as already suggested that each character does one or more services per season of teaching, the forest might be ...



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